我正在为我的项目使用 Threejs ,我使用OBJ加载器渲染了一个对象文件,它在屏幕上显示了该对象。但是我不知道如何将SVG图像映射到该对象,以及如何在该对象文件上应用纹理。 请帮助我,这是我当前的代码。 我是这个平台的新手,对THREE.js不太了解,我已经看到了一些示例,但对我而言却没有奏效。 我最近发布的帖子中的一个人告诉我如何在对象上应用材质,但对我没有用。
应用材料时出现此错误。
ERROR TypeError: Cannot set property 'map' of undefined
这是我完整的代码文件。
import { Component, AfterViewInit, ViewChild, Input, ElementRef } from '@angular/core';
import * as THREE from 'three';
import { OrbitControls } from '@avatsaev/three-orbitcontrols-ts';
import {OBJLoader} from 'three-obj-mtl-loader';
import { TextureLoader } from 'three';
@Component({
selector: 'app-scene',
templateUrl: './scene.component.html',
styleUrls: ['./scene.component.css']
})
export class SceneComponent implements AfterViewInit {
@Input() name: string;
@ViewChild('canvas', {static:true}) canvasRef: ElementRef;
renderer = new THREE.WebGLRenderer;
scene = null;
camera = null;
controls = null;
mesh = null;
light = null;
loader;
svgLoader;
private calculateAspectRatio(): number {
const height = this.canvas.clientHeight;
if (height === 0) {
return 0;
}
return this.canvas.clientWidth / this.canvas.clientHeight;
}
private get canvas(): HTMLCanvasElement {
return this.canvasRef.nativeElement;
}
constructor() {
// this.loader = new OBJLoader();
this.scene = new THREE.Scene();
this.loader = new OBJLoader();
this.camera = new THREE.PerspectiveCamera(15, window.innerWidth / window.innerHeight, 0.1, 1000)
}
ngAfterViewInit() {
this.configScene();
this.configCamera();
this.configRenderer();
this.configControls();
this.createLight();
this.createMesh();
this.animate();
}
configScene() {
// this.scene.background = new THREE.Color( 0xdddddd );
}
configCamera() {
this.camera.aspect = this.calculateAspectRatio();
this.camera.updateProjectionMatrix();
this.camera.position.set( 0, 0, 3 );
this.camera.lookAt( this.scene.position );
}
configRenderer() {
this.renderer = new THREE.WebGLRenderer({
canvas: this.canvas,
antialias: true,
alpha: true
});
this.renderer.setPixelRatio(devicePixelRatio);
// setClearColor for transparent background
// i.e. scene or canvas background shows through
this.renderer.setClearColor( 0x000000, 0 );
this.renderer.setSize((window.innerWidth/2), (window.innerHeight/2));
window.addEventListener('resize', ()=>{
this.renderer.setSize((window.innerWidth/2), (window.innerHeight)/2);
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
})
console.log('clientWidth', this.canvas.clientWidth);
console.log('clientHeight', this.canvas.clientHeight);
}
configControls() {
this.controls = new OrbitControls(this.camera);
this.controls.autoRotate = false;
this.controls.enableZoom = false;
// this.controls.maxDistance = 5;
// this.controls.minDistance = 10;
this.controls.enablePan = false;
this.controls.update();
}
createLight() {
this.light = new THREE.PointLight( 0xffffff );
this.light.position.set( -10, 10, 10 );
this.scene.add( this.light );
}
createMesh() {
const url ='../../../../assets/abc.svg';
this.loader.load('../../../../assets/nonunified.obj', (object)=>{
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.geometry.center();
}
} );
object.material.map = new TextureLoader().load(url)
this.scene.add(object)
},
// called when loading is in progresses
function (xhr) {
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
},
// called when loading has errors
function ( error ) {
console.log( 'An error happened' );
}
)}
animate() {
window.requestAnimationFrame(() => this.animate());
this.controls.update();
this.renderer.render(this.scene, this.camera);
}
}
答案 0 :(得分:0)
您尚未创建材料。如果您执行console.log(object.material);它将显示未定义。您首先需要创建一种材料。请检查threejs文档以了解可以使用的不同材料。对于此示例,我使用的是MeshPhongMaterial。因此,您的createMesh函数将如下所示。
createMesh() {
const url = '../../../../assets/abc.svg';
this.loader.load('../../../../assets/nonunified.obj', (object) => {
object.traverse(function (child) {
if (child instanceof THREE.Mesh) {
child.geometry.center();
}
});
const material = new THREE.MeshPhongMaterial({
map: new TextureLoader().load(url)
});
object.material = material;
this.scene.add(object)
},
// called when loading is in progresses
function (xhr) {
console.log((xhr.loaded / xhr.total * 100) + '% loaded');
},
// called when loading has errors
function (error) {
console.log('An error happened');
}
)
}
这应该有效。