我正在尝试使用three.js可视化汽车的3D模型,我有几个问题(我的代码如下):
1) 3d模型在Maya 2016中制作,然后导出为.obj和.mtl文件。我希望汽车的部件可以选择(我的意思是当你选择它时,它会以绿色突出显示,当你再次点击所选部分时,它会恢复正常颜色。 我已经做到了,但问题是光线投射选择光线路径中的所有物体,我的意思是当我选择门时,它背后的一切都被选中,我只想选择门。
2) 第二个问题是渲染器没有为透明材料可视化。窗户和头灯。我已经看到一些可以显示透明材料的3D汽车可视化器。
3) 第三个问题可以追溯到第一个问题。当我选择一个部件时,我想存储它以前的材料颜色(在应用高亮颜色之前),所以当我取消选择它时,它可以恢复正常颜色,我已经把汽车油漆的颜色,这是错的,因为当我取消选择窗户时,它们会变红。
所以,这是我的index.html代码:
<code><html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=0.1">
<script src="JavaScript/three.js"></script>
<script src="JavaScript/Detector.js"></script>
<script src="JavaScript/OrbitControls.js"></script>
<script src="JavaScript/OBJLoader.js"></script>
<script src="JavaScript/MTLLoader.js"></script>
<script src="JavaScript/Projector.js"></script>
<link rel="stylesheet" type="text/css" href="css/site.css">
</head>
<body>
<div class="left">
<p>Low-Poly Croupière<p>
<p><a href="https://manu.ninja/" target="_top">manu.ninja</a></p>
</div>
<div id="test" class="left" hidden="true">
<p>xaxaxaxaxaaxaaxx<p>
</div>
<a class="right" href="https://github.com/Lorti/webgl-3d-model-viewer-using-three.js" target="_top">
<img src="https://camo.githubusercontent.com/652c5b9acfaddf3a9c326fa6bde407b87f7be0f4/68747470733a2f2f73332e616d617a6f6e6177732e636f6d2f6769746875622f726962626f6e732f666f726b6d655f72696768745f6f72616e67655f6666373630302e706e67">
</a>
<script>
if (!Detector.webgl) {
Detector.addGetWebGLMessage();
}
var container;
var camera, controls, scene, renderer;
var lighting, ambient, keyLight, fillLight, backLight;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var objects = [];
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
/* Camera */
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 140;
/* Scene */
scene = new THREE.Scene();
lighting = true;
ambient = new THREE.AmbientLight(0xefefff, 1.0);
scene.add(ambient);
keyLight = new THREE.DirectionalLight(new THREE.Color('hsl(60, 100%, 75%)'), 3.0);
keyLight.position.set(-100, 0, 100);
fillLight = new THREE.DirectionalLight(new THREE.Color('hsl(540, 100%, 75%)'), 1.75);
fillLight.position.set(100, 0, 100);
backLight = new THREE.DirectionalLight(0xe3ffef, 1.0);
backLight.position.set(100, 0, -100).normalize();
/* Model */
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setBaseUrl('assets/');
mtlLoader.setPath('assets/');
mtlLoader.load('e46_red_5.mtl', function (materials) {
materials.preload();
//materials.materials.default.map.magFilter = THREE.NearestFilter;
// materials.materials.default.map.minFilter = THREE.LinearFilter;
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath('assets/');
objLoader.load('e46_red_5.obj', function (object) {
scene.add(object);
objects.push(object);
});
});
/* Renderer */
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(new THREE.Color("hsl(0, 0%, 10%)"));
container.appendChild(renderer.domElement);
/* Controls */
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = false;
/* Events */
window.addEventListener('resize', onWindowResize, false);
window.addEventListener('keydown', onKeyboardEvent, false);
//window.addEventListener( 'mousemove', onMouseMove, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onKeyboardEvent(e) {
if (e.code === 'KeyL') {
lighting = !lighting;
if (lighting) {
ambient.intensity = 0.25;
scene.add(keyLight);
scene.add(fillLight);
scene.add(backLight);
} else {
ambient.intensity = 1.0;
scene.remove(keyLight);
scene.remove(fillLight);
scene.remove(backLight);
}
}
}
function animate() {
requestAnimationFrame(animate);
controls.update();
render();
}
function render() {
renderer.render(scene, camera);
}
var already_selected = false;
function onDocumentMouseDown( event ) {
event.preventDefault();
var projector = new THREE.Projector();
mouseVector = new THREE.Vector3();
mouseVector.x = 2 * (event.clientX / window.innerWidth) - 1;
mouseVector.y = 1 - 2 * ( event.clientY / window.innerHeight );
//var mouse3D = new THREE.Vector3( ( event.clientX / window.innerWidth ) * 2 - 1,
// -( event.clientY / window.innerHeight ) * 2 + 1,
// 0.5 );
//var raycaster = projector.pickingRay( mouseVector.clone(), camera );
var raycaster = new THREE.Raycaster();
raycaster.setFromCamera( mouseVector, camera );
var intersects = raycaster.intersectObjects( objects[0].children );
console.log(intersects)
if ( intersects.length > 0 ) {
var door = document.getElementById("test");
door.hidden =false;
for (var i = 0; i < intersects.length; i++) {
//intersects[i].object.material.color.setHex( Math.random() * 0xffffff );
//var currentColor = new THREE.Color(intersects[i].object.material.color);
var currentColor = +'0x' + intersects[i].object.material.color.getHex().toString( 16 );
if (already_selected == true) {
intersects[i].object.material.color.setHex( 0x380000 );
//intersects[i].object.material.color.setHex( currentColor );
already_selected = false;
}
else {
intersects[i].object.material.color.setHex( 0xccffcc );
already_selected = true;
}
}
}
}
</script>
</body>
</html></code>
答案 0 :(得分:2)
1)对于raycaster问题,在intersects数组中,您只想访问intersects[0]
,因为这是光线投影相交的第一个对象。如果您不想选择第一个项目背后的项目,我不会看到整个阵列的重点
2)为了看透明度,你必须设置
(object here).material.transparent = true;
我必须这样做,以便在您点击它们时查看对象,但我还必须设置不透明度。假设您的对象已经分配了不透明度,那么它只需要透明度标志,否则您也可以设置
(object here).material.opacity = some number;
3)当我想突出显示&#39;一个材料是我实际改变intersects[0].object.material.emissive.set('#(insert color)');
然后,当鼠标移动对象时,您将自发光重置为#000000
。
自发光是更好的,因为你实际上并没有改变颜色,只是外观。