我尝试以下面的三个js导入.dae格式的3D模型我能够正确导入它但我看不到该模型的纹理,即使我认为我有纹理文件夹并且没有与之相关的错误。所以我添加了一个函数使用我的函数(switchtexture())通过传递子的对象和匹配孩子的名字,我可以给赋值纹理,但没有成功可以有人告诉我我做错了什么?这是正确的方式
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - collada - skinning</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background: #777;
padding: 0;
margin: 0;
font-weight: bold;
overflow: hidden;
}
#info {
position: absolute;
top: 0px;
width: 100%;
color: #ffffff;
padding: 5px;
font-family: Monospace;
font-size: 13px;
text-align: center;
}
a {
color: #ffffff;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="https://threejs.org" target="_blank">three.js</a> webgl - collada - skinning
</div>
<script src="js/three.js"></script>
<script src="js/ColladaLoader.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/Detector.js"></script>
<script src="js/stats.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats, clock;
var camera, scene, renderer, mixer;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( - 7, 4, 7 );
scene = new THREE.Scene();
clock = new THREE.Clock();
// collada
var loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load("./wolf/Wolf_dae.dae", function (collada) {
var object = collada.scene;
mixer = new THREE.AnimationMixer( object );
object.traverse( function ( child ) {
switchTexture(child);
if ( child instanceof THREE.SkinnedMesh ) {
var clip = THREE.AnimationClip.parseAnimation( child.geometry.animation, child.geometry.bones );
mixer.clipAction( clip, child ).play();
}
} );
object.scale.set(1,1,1);
object.position.set(0, 0, 0);
object.rotateX(- Math.PI/2);
scene.add( object );
} );
//
var gridHelper = new THREE.GridHelper( 5, 20 );
scene.add( gridHelper );
//
var ambientLight = new THREE.AmbientLight( 0xcccccc );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.set( -1, 0.5, -1 ).normalize();
scene.add( directionalLight );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.sortObjects = false;
container.appendChild( renderer.domElement );
//
controls = new THREE.OrbitControls( camera, renderer.domElement );
//
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function switchTexture(obj) {
// for Textures
var imageDir = './wolf/textures/';
var images = {
"Wolf_obj_fur": imageDir + 'Wolf_Fur.jpg'
};
for (var prop in images) {
if (obj.name == prop) {
obj.children[0].material.map = THREE.ImageUtils.loadTexture(images[prop], {}, function () {
// add callback here if you want
});
}
}
}
function render() {
var delta = clock.getDelta();
if ( mixer !== undefined ) {
mixer.update( delta );
}
renderer.render( scene, camera );
}
</script>
</body>
</html>
这是查看代码的小提琴
https://jsfiddle.net/saisoft00/jv7rnos2/
我从这个
下载了3d模型https://free3d.com/3d-model/wolf-rigged-and-game-ready-42808.html
答案 0 :(得分:0)
尝试使用THREE.MeshStandardMaterial作为网格材质。
你的switchTexture看起来像这样:
function switchTexture(obj) {
// for Textures
var imageDir = './wolf/textures/';
var images = {
"Wolf_obj_fur": imageDir + 'Wolf_Fur.jpg'
};
for (var prop in images) {
var material = new THREE.MeshStandardMaterial( {
map: new THREE.TextureLoader().load(images[prop])
});
if (obj.name == prop) {
obj.children[0].material = material;
}
}
}
你也应该从ImageUtils转移到TextureLoader,不推荐使用ImageUtils。