我正在尝试通过 react-three-renderer 加载 .obj 和 .mtl 但我错过了加载模型。目前我能够在 div 内渲染一个立方体。但是,我想用我的 .obj 模型替换立方体。
安装:
npm install --save react@15.6.1 react-dom@15.6.1 three@0.86.0
npm install --save react-three-renderer
npm install --save three-obj-loader
npm install --save three-mtl-loader
用法:div内的立方体
import React from 'react';
import React3 from 'react-three-renderer';
import * as THREE from 'three';
import OBJLoader from 'three-obj-loader';// added while importing character .obj
import OBJLoader from 'three-mtl-loader';// added while importing character .mtl
class Simple extends React.Component {
static propTypes = {
width: React.PropTypes.number.isRequired,
height: React.PropTypes.number.isRequired,
};
constructor(props, context) {
super(props, context);
this.cameraPosition = new THREE.Vector3(0, 0, 5);
// construct the position vector here, because if we use 'new' within render,
// React will think that things have changed when they have not.
this.state = {
cubeRotation: new THREE.Euler(),
};
this._onAnimate = () => {
// we will get this callback every frame
// pretend cubeRotation is immutable.
// this helps with updates and pure rendering.
// React will be sure that the rotation has now updated.
this.setState({
cubeRotation: new THREE.Euler(
this.state.cubeRotation.x + 0.1,
this.state.cubeRotation.y + 0.1,
0
),
});
};
}
render() {
const {
width,
height,
} = this.props;
// or you can use:
// width = window.innerWidth
// height = window.innerHeight
return (<React3
mainCamera="camera" // this points to the perspectiveCamera below
width={width}
height={height}
onAnimate={this._onAnimate}
>
<scene>
<perspectiveCamera
name="camera"
fov={75}
aspect={width / height}
near={0.1}
far={1000}
position={this.cameraPosition}
/>
<mesh
rotation={this.state.cubeRotation}
>
<boxGeometry
width={1}
height={1}
depth={1}
/>
<meshBasicMaterial
color={0x00ff00}
/>
</mesh>
</scene>
</React3>);
}
}
export default Simple;
预期 3D 模型 .obj .mtl 但在哪里添加此代码?
const mtlLoader = new THREE.MTLLoader();
mtlLoader.setBaseUrl(PATH);
mtlLoader.setPath(PATH); // One of these might not be needed
mtlLoader.crossOrigin = '*'; // Use as needed
mtlLoader.load(MTL_FILE, materials => {
materials.preload();
// OBJ Loader
const objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath(PATH);
objLoader.load(OBJ_FILE, object => {
for(let child of object.children) {
child.material.side = THREE.DoubleSide
}
}, onProgress, onError);
});