Three.js - 改变collada纹理,但没有画布

时间:2014-01-15 20:09:54

标签: canvas three.js textures collada uv-mapping

我正在挖掘Three.js并正在尝试使用vrml,现在使用collada文件。

导入collada文件有效。它适用于webGL和画布作为后备:我的3D模型旋转,显示模型......在webGL中,我甚至可以拥有阴影,颠簸等奇妙的效果。

我确实实现了加载另一个纹理文件,将其分配给webGL渲染器......但在这种特殊情况下,画布渲染器完全失败:帧从60fps下降到2fps,纹理在多边形上“滑动”。

我想我想念一些东西以便将纹理“修复”到模型中,或者在导入纹理时可能会错过一些参数吗?再次它在没有改变纹理的情况下工作正常......但我真的需要这样做:p

这是一个有效的预览: http://dokmixer.com/three-tests/

这是魔法失败的部分:

//model loading
      loader = new THREE.ColladaLoader();
      loader.load('models/collada/7cm.005.dae',function colladaReady( collada ){
        player = collada.scene;
        skin = collada.skins [ 0 ];
        player.scale.x = player.scale.y = player.scale.z = 0.10;

        if (navigator.userAgent.indexOf('Safari') != -1 && navigator.userAgent.indexOf('Chrome') == -1) {
          var newskinTexture = new THREE.ImageUtils.loadTexture( 'models/collada/dokMixer.png' );
          themodel = collada.scene.children[0];
          themodel.material = new THREE.MeshBasicMaterial( { map: newskinTexture, overdraw: true} );
        }
        else {
          var newskinTexture = new THREE.ImageUtils.loadTexture( 'models/collada/dokMixer.png' );
          var bumpTexture = new THREE.ImageUtils.loadTexture( 'models/collada/noise.png' );
          bumpTexture.anisotropy = 2;
          player_material = collada.scene.children[0].material;
          themodel = collada.scene.children[0];
          themodel.material = new THREE.MeshPhongMaterial( { map: newskinTexture, bumpMap: bumpTexture, bumpScale: 0.05} );
        }

        //utile pour avoir les ombres
        daemesh = player.children[0];
        daemesh.castShadow = true;
        daemesh.receiveShadow = true;

        scene.add( player ); 
      });

要研究的部分是第一个if语句(因为我在使用Safari测试画布,然后扩展到其他支持canvas的设备)。分配新材质时,渲染器完全失败。您可以通过使用Safari访问该页面来测试效果。

注意:如果可以提供任何相关信息,我正在开发OSX。

任何帮助表示赞赏:)

编辑:我想我在这里设置一个新材料,而不是只替换源图像文件?

1 个答案:

答案 0 :(得分:1)

好的,终于找到了解决方法!

我交换纹理的方式对于画布是错误的,我认为这是一个错误。 我通过psychok7找到了这个答案的线索。

好吧,而不是加载和那么改变纹理......我改变了ColladaLoader.js文件中的代码。好吧,几乎一样。因为我使用" load"我在加载函数中添加了几次imageReload,并在调用"解析"功能。然后,在解析函数中,我做了一些更改,因为给出的代码在他们的链接上是错误的。 对于那些感兴趣的人,一个变化列表,以及我的最终代码。可悲的是,我无法实现同样的" functionnalities(发送一个纹理数组,执行regExp的东西,并一次替换几个纹理),这部分对我来说是错误的,因为我只需要改变一个纹理文件......

  • 我不做iamge.init_from = iR.new_image;在regExp循环中的东西......而是添加image.init_from = iR;就在regExp之前。
  • 在我的文件中调用函数时,我发送一个数组......它没有记录,没有示例,并且很难理解它。好吧,不要尝试直接发送.png或.jpeg url,将这些名称放在一个表中,然后在函数调用该数组中。不要忘记删除路径,因为它应该与INSIDE您的collada文件中所描述的路径相同(所以在我的情况下,只是纹理名称,因为我的collada文件与纹理共享相同的文件夹)。
  • 在psychok的代码中," parseLib"中显然存在错误。调用,他写的东西像parseLib(" // dae:library_materials / dae:material",Material," material");而不是parseLib(" library_materials材料",材料,"材料"); (这是有效的,是原始代码)。

所以,长话短说,这里是我称之为collada

的代码
 loader = new THREE.ColladaLoader();
      newtextures = ['dokMixer.png'];
      loader.load('models/collada/7cm.005.dae', newtextures,function colladaReady( collada ){
        player = collada.scene;
        skin = collada.skins [ 0 ];
        player.scale.x = player.scale.y = player.scale.z = 0.10;

        //i'll add code here later for extra bump mapping on webgl versions

        //usefull for shadows on webgl version
        daemesh = player.children[0];
        daemesh.castShadow = true;
        daemesh.receiveShadow = true;

        scene.add( player ); 
      });

这里是colladaLoader中的代码。它是函数load和parse的替代。

function load ( url, imageReplace, readyCallback, progressCallback ) {

    var length = 0;

    if ( document.implementation && document.implementation.createDocument ) {

        var request = new XMLHttpRequest();

        request.onreadystatechange = function() {

            if( request.readyState == 4 ) {

                if( request.status == 0 || request.status == 200 ) {


                    if ( request.responseXML ) {

                        readyCallbackFunc = readyCallback;
                        parse( request.responseXML, imageReplace, undefined, url );

                    } else if ( request.responseText ) {

                        readyCallbackFunc = readyCallback;
                        var xmlParser = new DOMParser();
                        var responseXML = xmlParser.parseFromString( request.responseText, "application/xml" );
                        parse( responseXML, imageReplace, undefined, url );

                    } else {

                        console.error( "ColladaLoader: Empty or non-existing file (" + url + ")" );

                    }

                }

            } else if ( request.readyState == 3 ) {

                if ( progressCallback ) {

                    if ( length == 0 ) {

                        length = request.getResponseHeader( "Content-Length" );

                    }

                    progressCallback( { total: length, loaded: request.responseText.length } );

                }

            }

        }

        request.open( "GET", url, true );
        request.send( null );

    } else {

        alert( "Don't know how to parse XML!" );

    }

}

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( "library_images image", _Image, "image" );

    for(var i in imageReplace) {
        var iR = imageReplace[i];

        for(var i in images) {
            var image = images[i];
            //added line, but no multiple textures !
            image.init_from = iR; 

            //RegExp and patt.test not working
            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( "library_materials material", Material, "material" );
    effects = parseLib( "library_effects effect", Effect, "effect" );
    geometries = parseLib( "library_geometries geometry", Geometry, "geometry" );
    cameras = parseLib( "library_cameras camera", Camera, "camera" );
    lights = parseLib( "library_lights light", Light, "light" );
    controllers = parseLib( "library_controllers controller", Controller, "controller" );
    animations = parseLib( "library_animations animation", Animation, "animation" );
    visualScenes = parseLib( "library_visual_scenes visual_scene", VisualScene, "visual_scene" );
    // 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;

}

希望这有助于某人!玩得开心 ! :)