如何在 threejs 中移动 gltf 模型



如何在 threejs 中独立地将 gltf 模型从定义的场景中独立地移动?

在我的代码中,我更新了一个gltf模型,并尝试使用KeyboardState.js移动它。使用的控件是OrbitControl.js。

键盘状态.js : https://searchcode.com/codesearch/view/69477532/

这是我使用的加载函数:

function loadGLTF(x,y,z,mesh,url){
            var loader = new THREE.GLTFLoader();
                // model
                loader.load(
                        // resource URL
                        url,
                        // called when the resource is loaded
                        function ( gltf ) {
                            mesh = gltf.scene;
                            mesh.position.set(x,y,z);
                            scene.add(mesh);
                        },
                        // called while loading is progressing
                        function ( xhr ) {
                            console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
                        },
                        // called when loading has errors
                        function ( error ) {
                            console.log(error);
                            console.log( 'An error happened' );
                        }
                    );
        }

这是我用于键盘输入的更新功能:

function update()
        {
            keyboard.update();
            var moveDistance = 50 * clock.getDelta(); 
            if ( keyboard.down("W") ) 
                mesh.translateY( moveDistance );
            if ( keyboard.down("S") ) 
                mesh.translateY(   -moveDistance );
            if ( keyboard.down("A") ){
                console.log("entered in A");
                mesh.translateX( -moveDistance );
            }
            if ( keyboard.down("D") ){
                console.log("entered in D");
                mesh.translateX(  moveDistance );
            }

            controls.update();
            stats.update();
        }

但实际上发生的事情是,物体随着所有场景而移动,而不是独立于此。如果我使用相同的代码来移动例如球体,它可以工作。为什么?也许 gltf 文件以隐式方式依赖于场景,而不是简单的 THREE。球体几何不是吗?

您似乎没有正确使用KeyboardState。这个想法是使用 pressed() 方法来验证是否按下了某个键。您还可以在下面的实时示例中看到,仅平移了glTF模型,而不是整个场景(因为轴助手位于中心(。

https://jsfiddle.net/kd41ejua/1/

<!DOCTYPE html>
<html lang="en">
  <head>
    <meta charset="UTF-8" />
    <meta http-equiv="X-UA-Compatible" content="IE=edge" />
    <meta name="viewport" content="width=device-width, initial-scale=1.0" />
    <title>Demo</title>
  </head>
  <body>
    <script src="https://rawcdn.githack.com/mrdoob/three.js/d9f87fb1a2c5db1ea0e2feda9bd42b39b5bedc41/build/three.min.js
"></script>
    <script src="https://unpkg.com/three@0.85.0/examples/js/controls/OrbitControls.js"></script>
    <script src="https://unpkg.com/three@0.87.1/examples/js/loaders/GLTFLoader.js"></script>
    <script>
      var scene, camera, renderer;
      function init() {
        scene = new THREE.Scene();
        camera = new THREE.PerspectiveCamera(
          75,
          window.innerWidth / window.innerHeight,
          0.1,
          1000
        );
        scene.background = new THREE.Color(0xefefef);
        camera.position.set(5, 5, 5);
        renderer = new THREE.WebGLRenderer({ antialias: true });
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);
   
        var avtar;
        var loader = new THREE.GLTFLoader();
        loader.load(
          "https://rawcdn.githack.com/siouxcitizen/3DModel/a1c2e47550ca20de421f6d779229f66efab07830/yuusha.gltf",
          function (gltf) {
            avtar = gltf.scene;
            scene.add(avtar);
          }
        );
        controls = new THREE.OrbitControls(camera, renderer.domElement);
        document.onkeydown = function (e) {
          switch (e.keyCode) {
            case 37:
              avtar.scale.z += 0.1;
              break;
            case 39:
              avtar.scale.z -= 0.1;
              break;
          }
        };
        
        function animate() {
          requestAnimationFrame(animate);
          renderer.render(scene, camera);
        }
        animate();
      }
      init();
    </script>
  </body>
</html>

试试这个例子

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