尝试使用Three.js + ColladaLoader.js实现WebGL查看器

时间:2013-02-21 15:57:03

标签: javascript django three.js webgl collada

我正在尝试使用three.js + colladaloader.js实现WebGl查看器,但在尝试导入和查看我自己的collada对象时遇到了一些问题。我可以正确加载示例,但是当我将自己的模型添加到它(不更改代码)时,我得到了一个

  

无法转换类型为lookat的Transform   WebGLRenderingContext:GL错误:GL_INVALID_OPERATION:   glDrawElements:尝试访问属性0

中超出范围的顶点

任何想法如何使我自己的模型工作

我应该补充一点,我的ColladaLoader.js是托管在这里的修补版本https://raw.github.com/jihoonl/three.js/6e5a02427f2b9626a3fccc9c09d8654cc02d2109/examples/js/loaders/ColladaLoader.js

以下是我要加载的模型:http://sketchup.google.com/3dwarehouse/details?mid=bad38a0b2a3d753c8857d6b1c783b210&ct=mdsa&prevstart=0

这是我的代码:

<script>

    if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

    var container, stats;

    var camera, scene, renderer, objects;
    var particleLight, pointLight;
    var dae, skin;

    var loader = new THREE.ColladaLoader();
    loader.options.convertUpAxis = true;
    loader.load( '/site_media/models/model.dae', function ( collada ) {

        dae = collada.scene;
        skin = collada.skins[ 0 ];

        dae.scale.x = dae.scale.y = dae.scale.z = 0.002;
        dae.updateMatrix();

        init();
        animate();

    } );

    function init() {

        container = document.createElement( 'div' );
        document.body.appendChild( container );

        camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
        camera.position.set( 2, 2, 3 );

        scene = new THREE.Scene();

        // Grid

        var size = 14, step = 1;

        var geometry = new THREE.Geometry();
        var material = new THREE.LineBasicMaterial( { color: 0x303030 } );

        for ( var i = - size; i <= size; i += step ) {

            geometry.vertices.push( new THREE.Vector3( - size, - 0.04, i ) );
            geometry.vertices.push( new THREE.Vector3(   size, - 0.04, i ) );

            geometry.vertices.push( new THREE.Vector3( i, - 0.04, - size ) );
            geometry.vertices.push( new THREE.Vector3( i, - 0.04,   size ) );

        }

        var line = new THREE.Line( geometry, material, THREE.LinePieces );
        scene.add( line );

        // Add the COLLADA

        scene.add( dae );

        particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
        scene.add( particleLight );

        // Lights

        scene.add( new THREE.AmbientLight( 0xcccccc ) );

        var directionalLight = new THREE.DirectionalLight(/*Math.random() * 0xffffff*/0xeeeeee );
        directionalLight.position.x = Math.random() - 0.5;
        directionalLight.position.y = Math.random() - 0.5;
        directionalLight.position.z = Math.random() - 0.5;
        directionalLight.position.normalize();
        scene.add( directionalLight );

        pointLight = new THREE.PointLight( 0xffffff, 4 );
        pointLight.position = particleLight.position;
        scene.add( pointLight );

        renderer = new THREE.WebGLRenderer();
        renderer.setSize( window.innerWidth, window.innerHeight );

        container.appendChild( renderer.domElement );

        stats = new Stats();
        stats.domElement.style.position = 'absolute';
        stats.domElement.style.top = '0px';
        container.appendChild( stats.domElement );

        //

        window.addEventListener( 'resize', onWindowResize, false );

    }

    function onWindowResize() {

        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();

        renderer.setSize( window.innerWidth, window.innerHeight );

    }

    //

    var t = 0;
    var clock = new THREE.Clock();

    function animate() {

        var delta = clock.getDelta();

        requestAnimationFrame( animate );

        if ( t > 1 ) t = 0;

        if ( skin ) {

            // guess this can be done smarter...

            // (Indeed, there are way more frames than needed and interpolation is not used at all
            //  could be something like - one morph per each skinning pose keyframe, or even less,
            //  animation could be resampled, morphing interpolation handles sparse keyframes quite well.
            //  Simple animation cycles like this look ok with 10-15 frames instead of 100 ;)

            for ( var i = 0; i < skin.morphTargetInfluences.length; i++ ) {

                skin.morphTargetInfluences[ i ] = 0;

            }

            skin.morphTargetInfluences[ Math.floor( t * 30 ) ] = 1;

            t += delta;

        }

        render();
        stats.update();

    }

    function render() {

        var timer = Date.now() * 0.0005;

        camera.position.x = Math.cos( timer ) * 10;
        camera.position.y = 2;
        camera.position.z = Math.sin( timer ) * 10;

        camera.lookAt( scene.position );

        particleLight.position.x = Math.sin( timer * 4 ) * 3009;
        particleLight.position.y = Math.cos( timer * 5 ) * 4000;
        particleLight.position.z = Math.cos( timer * 4 ) * 3009;

        renderer.render( scene, camera );

    }

</script>

1 个答案:

答案 0 :(得分:1)

通过使我的纹理BIGGER(并将其放在与我的模型相同的文件夹并重命名为与我的模型相同的名称)来修复它 似乎ColladaLoader.js由于某种原因没有加载小纹理

另一件事有一个错误https://github.com/mrdoob/three.js/issues/3106,但这是修复https://raw.github.com/jihoonl/three.js/6e5a02427f2b9626a3fccc9c09d8654cc02d2109/examples/js/loaders/ColladaLoader.js,似乎没有此修复就无法使用