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Ich versuche, meine Schicht zu zeigen, die three.js webgl_loader_ply Beispiel ändert, aber es zeigt nichts. Ich kann das Objekt sehen, wenn ich die Lage mit MeshLab öffne. Ich habe versucht, herauszuzoomen, den Kamerawinkel zu ändern, das Schattenlicht ohne Erfolg zu deaktivieren. Noch mehr Tipps?Three.js ply nicht angezeigt
Im Folgenden wird die bearbeitete webgl_loader_ply.html
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - PLY</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
a { color: skyblue }
.button { background:#999; color:#eee; padding:0.2em 0.5em; cursor:pointer }
.highlight { background:orange; color:#fff; }
span {
display: inline-block;
width: 60px;
float: left;
text-align: center;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> -
PLY loader test by <a href="https://github.com/menway">Wei Meng</a>. Image from <a href="http://people.sc.fsu.edu/~jburkardt/data/ply/ply.html">John Burkardt</a>
</div>
<script src="../build/three.js"></script>
<script src="js/loaders/PLYLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if (! Detector.webgl) Detector.addGetWebGLMessage();
var container, stats;
var camera, cameraTarget, scene, renderer;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(35, window.innerWidth/window.innerHeight, 1, 15);
camera.position.set(3, 0.15, 3 );
cameraTarget = new THREE.Vector3(0, -0.1, 0);
scene = new THREE.Scene();
scene.background = new THREE.Color(0x72645b);
scene.fog = new THREE.Fog(0x72645b, 2, 15);
// Ground
var plane = new THREE.Mesh(
new THREE.PlaneBufferGeometry(40, 40),
new THREE.MeshPhongMaterial({ color: 0x999999, specular: 0x101010 })
);
plane.rotation.x = -Math.PI/2;
plane.position.y = -0.5;
scene.add(plane);
plane.receiveShadow = true;
// PLY file
var loader = new THREE.PLYLoader();
loader.load('./models/ply/binary/foot.ply', function (geometry) {
geometry.computeVertexNormals();
var material = new THREE.MeshStandardMaterial({ color: 0x0055ff, flatShading: true });
var mesh = new THREE.Mesh(geometry, material);
mesh.position.y = - 0.2;
mesh.position.z = 0.3;
mesh.rotation.x = - Math.PI/2;
mesh.scale.multiplyScalar(0.001);
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add(mesh);
});
// Lights
scene.add(new THREE.HemisphereLight(0x443333, 0x111122));
addShadowedLight(1, 1, 1, 0xffffff, 1.35);
addShadowedLight(0.5, 1, -1, 0xffaa00, 1);
// renderer
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMap.enabled = true;
renderer.shadowMap.renderReverseSided = false;
container.appendChild(renderer.domElement);
// stats
stats = new Stats();
container.appendChild(stats.dom);
// resize
window.addEventListener('resize', onWindowResize, false);
}
function addShadowedLight(x, y, z, color, intensity) {
var directionalLight = new THREE.DirectionalLight(color, intensity);
directionalLight.position.set(x, y, z);
scene.add(directionalLight);
directionalLight.castShadow = true;
var d = 1;
directionalLight.shadow.camera.left = -d;
directionalLight.shadow.camera.right = d;
directionalLight.shadow.camera.top = d;
directionalLight.shadow.camera.bottom = -d;
directionalLight.shadow.camera.near = 1;
directionalLight.shadow.camera.far = 4;
directionalLight.shadow.mapSize.width = 1024;
directionalLight.shadow.mapSize.height = 1024;
directionalLight.shadow.bias = -0.005;
}
function onWindowResize() {
camera.aspect = window.innerWidth/window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
render();
stats.update();
}
function render() {
var timer = Date.now() * 0.0005;
camera.position.x = Math.sin(timer) * 2.5;
camera.position.z = Math.cos(timer) * 2.5;
camera.lookAt(cameraTarget);
renderer.render(scene, camera);
}
</script>
</body>
</html>
, es sei dank. –