我正在Web应用程序中使用Three.js实现3d模型。问题是在导入的gltf模型上更新纹理图像无法正常工作。我首先使用gltf-export插件从3ds max导出了模型。我得到3个文件,分别是.bin,.gltf,.texture图像文件。之后,我将这三个文件和其他纹理图像文件放在同一文件夹中。
之后,我使用Three.js的GLTFLoader在我的网站上加载了gltf文件。如下所示效果很好。
First time rendering gltf model
但是当我尝试使用TextureLoader更改具有绿色的纹理图像并将其应用到我的模型时,它如下所示显示。
After changing texture image that has green color
我认为问题可能是GLTFLoader已经使用.bin文件加载了原始gltf文件渲染,一旦加载,我将在其上应用外部纹理图像。但这不是问题的根源,因为在第一次加载模型时应用相同的纹理图像会显示相同的问题,它会显示具有相同颜色的相同混乱模型。
所以基本上,我得出了这个结论。成功将模型加载为gltf格式后,手动更新纹理无法正常工作。下面是到目前为止的源代码。我在下面共享导出的gltf模型文件。
https://drive.google.com/open?id=1mZrQHVJHmFv0Q_I1aInqmgA4-WtZDwID
<%@ taglib uri="http://java.sun.com/jsp/jstl/core" prefix="c" %>
<%@ page language="java" contentType="text/html; charset=utf-8" pageEncoding="utf-8"%>
<%@ page session="false" %>
<!doctype html>
<head>
<script src="<c:url value="/resources/three.js" />"></script>
<script src="<c:url value="/resources/three.min.js" />"></script>
<script src="<c:url value="/resources/OrbitControls.js" />"></script>
<script src="<c:url value="/resources/GLTFLoader.js" />"></script>
<style type="text/css">
#canvas {
width: 600px;
height: 600px;
background: white;
}
</style>
</head>
<body>
<div id="canvas"></div>
<select id="colorOption" onchange="setAnotherTexture()">
<option value="blue">blue</option>
<option value="red">red</option>
<option value="green">green</option>
<option value="black">black</option>
</select>
<script type='text/javascript'>
// Set up the scene, camera, and renderer as global variables.
var scene, camera, renderer, modelObj;
init();
animate();
// Sets up the scene.
function init() {
// Create the [SCENE] and set the scene size.
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xffffff );
//Create a [RENDERER] and add it to the DOM.
renderer = new THREE.WebGLRenderer({antialias:true});
//renderer.gammaFactor = 2.2;
var container = document.getElementById('canvas');
var WIDTH = container.offsetWidth;
var HEIGHT = container.offsetHeight;
renderer.setSize(WIDTH, HEIGHT);
container.appendChild(renderer.domElement);
// Create a [CAMERA], zoom it out from the model a bit, and add it to the scene.
camera = new THREE.PerspectiveCamera(45, WIDTH / HEIGHT, 0.1, 20000);
camera.position.set(0,6,0);
scene.add(camera);
// Update the Viewport on Resize
// Create an event listener that resizes the renderer with the browser window.
window.addEventListener('resize', function() {
var WIDTH = container.offsetWidth,
HEIGHT = container.offsetHeight;
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
});
// Add Lighting
// Set the background color of the scene.
renderer.setClearColor(0xffffff, 1);
renderer.gammaOutput = true;
// Create a light, set its position, and add it to the scene.
var light = new THREE.HemisphereLight( 0xbbbbff, 0x444422 );
//light.position.set( 0, 1, 0 );
scene.add( light );
// Instantiate a loader
var loader = new THREE.GLTFLoader().setPath( 'resources/models/gltf/Hermes_Berkin/' );
loader.setResourcePath( 'resources/models/gltf/Hermes_Berkin/' );
loader.load( 'hermes.gltf', function ( gltf ) {
modelObj = gltf.scene;
scene.add( modelObj );
console.log(modelObj);
}, undefined, function ( error ) {
console.error( error );
} );
// Add Controls
// Add OrbitControls so that we can pan around with the mouse.
controls = new THREE.OrbitControls(camera, renderer.domElement);
//container.addEventListener("touchstart", handlerFunction, false);
}
//Renders the scene and updates the render as needed.
function animate() {
// Read more about requestAnimationFrame at http://www.paulirish.com/2011/requestanimationframe-for-smart-animating/
requestAnimationFrame(animate);
// Render the scene.
renderer.render(scene, camera);
controls.update();
}
function setAnotherTexture() {
var textureColor = document.getElementById("colorOption").value;
var textureLoader = new THREE.TextureLoader();
var newTexture = textureLoader.load( "resources/models/gltf/Hermes_Berkin/hermes_birkin_" + textureColor + "_d.jpg");
newTexture.encoding = THREE.sRGBEncoding;
newTexture.flipY = false;
modelObj.traverse( function ( child ) {
if (child instanceof THREE.Mesh) {
//create a global var to reference later when changing textures
//apply texture
child.material.map = newTexture;
child.material.needsUpdate = true;
child.material.map.needsUpdate = true;
}
});
console.log(modelObj);
}
</script>
</body>
答案 0 :(得分:0)
此模型在纹理上使用“重复”包装,添加新纹理时需要将其添加到新纹理中。
newTexture.wrapS = THREE.RepeatWrapping;
newTexture.wrapT = THREE.RepeatWrapping;
我认为您这里还有其他所有内容,但是GLTFLoader docs的纹理部分中介绍了一些其他常用设置。