我最近在官方网站上使用ColladaLoader.js
使用我的collada对象(.dae)获得了三个.js示例。
现在我的问题是,如何更改加载的collada对象颜色属性并添加自定义纹理?我尝试添加纹理但没有运气。
这是我的代码(与原始示例略有不同):
function load_model(el) {
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 = 0.90;
dae.updateMatrix();
init(el);
animate();
} );
function init(el) {
container = document.createElement( 'div' );
el.append( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 2, 2, 3 );
scene = new THREE.Scene();
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/2, window.innerHeight/2 );
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/2, window.innerHeight/2 );
}
//
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 );
}
}
答案 0 :(得分:10)
您可以使用此类功能递归覆盖您的collada场景材质。它遍历整个层次结构并分配材料。
var setMaterial = function(node, material) {
node.material = material;
if (node.children) {
for (var i = 0; i < node.children.length; i++) {
setMaterial(node.children[i], material);
}
}
}
像setMaterial(dae, new THREE.MeshBasicMaterial({color: 0xff0000}));
如果需要,您可以调整它以修改现有材料属性,而不是分配新属性。
答案 1 :(得分:2)
在遇到很多问题后,我们在ColladaLoader.js写了一个小小的黑客,从@gaitat中获取了这个想法 女巫基本上从图像中替换纹理的旧路径,在数组中传递一些新的路径,并使用正则表达式解析图像标记下的.png或.jpg的xml。不确定是否有更简单的方法,但由于支持有限,我们必须以某种方式提出修复
function parse( doc, imageReplace, callBack, url ) {
COLLADA = doc;
callBack = callBack || readyCallbackFunc;
if ( url !== undefined ) {
var parts = url.split( '/' );
parts.pop();
baseUrl = ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
}
parseAsset();
setUpConversion();
images = parseLib( "//dae:library_images/dae:image", _Image, "image" );
for(var i in imageReplace) {
var iR = imageReplace[i];
for(var i in images) {
var image = images[i];
var patt=new RegExp('[a-zA-Z0-9\-\_]*\/'+iR.name,'g');
//if(image.id==iR.id)
if(patt.test(image.init_from))
image.init_from = iR.new_image;
}//for
}
materials = parseLib( "//dae:library_materials/dae:material", Material, "material" );
effects = parseLib( "//dae:library_effects/dae:effect", Effect, "effect" );
geometries = parseLib( "//dae:library_geometries/dae:geometry", Geometry, "geometry" );
cameras = parseLib( ".//dae:library_cameras/dae:camera", Camera, "camera" );
controllers = parseLib( "//dae:library_controllers/dae:controller", Controller, "controller" );
animations = parseLib( "//dae:library_animations/dae:animation", Animation, "animation" );
visualScenes = parseLib( ".//dae:library_visual_scenes/dae:visual_scene", VisualScene, "visual_scene" );
morphs = [];
skins = [];
daeScene = parseScene();
scene = new THREE.Object3D();
for ( var i = 0; i < daeScene.nodes.length; i ++ ) {
scene.add( createSceneGraph( daeScene.nodes[ i ] ) );
}
// unit conversion
scene.position.multiplyScalar(colladaUnit);
scene.scale.multiplyScalar(colladaUnit);
createAnimations();
var result = {
scene: scene,
morphs: morphs,
skins: skins,
animations: animData,
dae: {
images: images,
materials: materials,
cameras: cameras,
effects: effects,
geometries: geometries,
controllers: controllers,
animations: animations,
visualScenes: visualScenes,
scene: daeScene
}
};
if ( callBack ) {
callBack( result );
}
return result;
};
答案 2 :(得分:1)
你可以做的一件事是修改你的collada模型(dae文件)找到那里的纹理参考并根据你的喜好进行更改。
答案 3 :(得分:0)
if ( url !== undefined ) {
var parts = url.split( '/' );
parts.pop();
baseUrl = ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
}
parseAsset();
setUpConversion();
images = parseLib( "//dae:library_images/dae:image", _Image, "image" );
for(var i in imageReplace) {
var iR = imageReplace[i];
for(var i in images) {
var image = images[i];
var patt=new RegExp('[a-zA-Z0-9\-\_]*\/'+iR.name,'g');
//if(image.id==iR.id)
if(patt.test(image.init_from))
image.init_from = iR.new_image;
}//for
}