更改Three.js collada对象的纹理和颜色

Changing texture and color on Three.js collada object

本文关键字:纹理 颜色 对象 Three js collada 更改      更新时间:2023-09-26

我最近从官方网站上获得了使用ColladaLoader.js处理collada对象(.dae)的three.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,但没有成功。

这是我的代码(与原来的示例略有不同):

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 );
            }

}

您可以使用这种函数递归覆盖拼贴场景材质。它遍历整个层次并指定材质。

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);
    }
  }
}

setMaterial(dae, new THREE.MeshBasicMaterial({color: 0xff0000})); 一样使用

如果需要,可以对其进行调整以修改现有的材质特性,而不是指定新的材质特性。

在遇到许多问题后,我们在ColladaLoader.js中使用@gaitat的想法编写了一个小破解witch基本上替换了图像中纹理的旧路径,在数组中传递一些新路径,并使用正则表达式解析images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,我们不得不以某种方式解决

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;
};

你可以做的一件事是修改你的collada模型(dae文件),在那里找到纹理参考,并根据你的喜好进行更改。

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
}