Niedawno otrzymałem przykład z pliku three.js z oficjalnej strony pracującej z moimi obiektami collada (.dae) przy użyciu ColladaLoader.js
. Teraz moje pytanie brzmi: jak mogę zmienić załadowany atrybut koloru obiektu collada i dodać niestandardową teksturę ?? Próbowałem dodać teksturę bez szczęścia.Zmiana tekstury i koloru na obiekcie colladura Three.js
Tu jest mój kodu (nieco zmieniony z oryginalnego przykład):
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);
}
}
Możliwa duplikat [Jak skonfigurować materiały w Three.js podczas ładowania Collada (DAE) modele ?] (http://stackoverflow.com/questions/8281681/how-to-setup-materials-in-three-js-when-loading-collada-dae-models) –