如何动态叠加来自 GLTF 模型的纹理 - Three.js
How to dynamically overlay a texture from a GLTF model - Three.js
我想 overlay/switch 打开和关闭来自 GLTF 模型的纹理,但找不到如何或是否可能。我能够完美地加载它,但是当我尝试重新加载或覆盖纹理时,什么也没有发生,或者出现了一些错误。我尝试的最后一件事没有给我任何错误,但模型保留了原始纹理。我也尝试卸载模型并重新加载其他纹理,也没有成功。
我正在使用 three.js 文档中的标准 THREE.GLTFLoader 示例,只是更改了 3d 加载模型并添加了一个函数以在一段时间后执行此更改。我可能把所有事情都弄糊涂了,如果你能提供帮助,我将不胜感激,在此先感谢。
访问的链接对我没有帮助:
ThreeJS: Remove object from scene;
three.js Switching objects on click;
;
Change texture of loaded .obj in three.js at runtime; Import another Texture at runtime within THREE.JS and GLTF
我使用的代码:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - glTF loader</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 {
font-family: Monospace;
background-color: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a {
color: #75ddc1;
font-weight: bold;
}
</style>
</head>
<body>
<div id="info"><!--
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - GLTFLoader<br />
Battle Damaged Sci-fi Helmet by
<a href="https://sketchfab.com/theblueturtle_" target="_blank" rel="noopener">theblueturtle_</a><br /> -->
</div>
<script src="build/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/loaders/GLTFLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats, controls;
var camera, scene, renderer, light;
var globalObject;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 2000 );
camera.position.set( -250.8, 260.9, 262.7 );
controls = new THREE.OrbitControls( camera );
controls.target.set( 0, -0.2, -0.2 );
controls.update();
// envmap
var path = 'textures/cube/Bridge2/';
var format = '.jpg';
var envMap = new THREE.CubeTextureLoader().load( [
path + 'posx' + format, path + 'negx' + format,
path + 'posy' + format, path + 'negy' + format,
path + 'posz' + format, path + 'negz' + format
] );
scene = new THREE.Scene();
scene.background = envMap;
light = new THREE.HemisphereLight( 0xbbbbff, 0x444422 );
light.position.set( 0, 1, 0 );
scene.add( light );
// model
var loader = new THREE.GLTFLoader();
loader.load( 'models/testeFinal2-1/testeFinal2-1.gltf', function ( gltf ) {
globalObject = gltf.scene;
gltf.scene.traverse( function ( child ) {
if ( child.isMesh ) {
child.material.envMap = envMap;
}
} );
scene.add( gltf.scene );
} );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.gammaOutput = true;
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
// stats
stats = new Stats();
container.appendChild( stats.dom );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
stats.update();
}
setTimeout(newTexture(), 7000); //Do the changes after 7s.
function newTexture() {
scene.remove( globalObject ); //This don't give me any error, but does nothing.
// envmap
var path = 'textures/cube/Bridge2/';
var format = '.jpg';
var envMap = new THREE.CubeTextureLoader().load( [
path + 'posx' + format, path + 'negx' + format,
path + 'posy' + format, path + 'negy' + format,
path + 'posz' + format, path + 'negz' + format
] );
var loader = new THREE.GLTFLoader(); //Trying to reload the second time, does nothing either.
loader.load( 'models/testeFinal2-1/2/testeFinal2-1.gltf', function ( gltf ) {
gltf.scene.traverse( function ( child ) {
if ( child.isMesh ) {
child.material.envMap = envMap;
}
} );
scene.add( gltf.scene );
} );
}
</script>
</body>
UPDATE1(删除了 newTexture 函数并编辑了模型的加载程序):
// model
var loader = new THREE.GLTFLoader();
loader.load( 'models/testeFinal2-1/testeFinal2-1.gltf', function ( gltf ) {
globalObject = gltf.scene;
gltf.scene.traverse( function ( child ) {
if ( child.isMesh ) {
child.material.envMap = envMap;
setTimeout(function () {
child.material.map.image.currentSrc = "/models/testeFinal2-1/2/finalTest2_ORTO2.jpg";
child.material.map.image.src = "/models/testeFinal2-1/2/finalTest2_ORTO2.jpg";
}, 5000);
}
} );
scene.add( gltf.scene );
} );
加载模型后,您可以使用THREE.TextureLoader为模型附加新纹理。这样做时,请务必设置 texture.flipY=false
以匹配 glTF 模型的 UV 方向。
var textureLoader = new THREE.TextureLoader();
var texture = textureLoader.load( 'foo.png' );
texture.flipY = false;
var loader = new THREE.GLTFLoader();
loader.load( 'foo.glb', ( gltf ) => {
var model = gltf.scene;
model.traverse ( ( o ) => {
if ( o.isMesh ) {
// note: for a multi-material mesh, `o.material` may be an array,
// in which case you'd need to set `.map` on each value.
o.material.map = texture;
}
} );
scene.add( model );
} );
我想 overlay/switch 打开和关闭来自 GLTF 模型的纹理,但找不到如何或是否可能。我能够完美地加载它,但是当我尝试重新加载或覆盖纹理时,什么也没有发生,或者出现了一些错误。我尝试的最后一件事没有给我任何错误,但模型保留了原始纹理。我也尝试卸载模型并重新加载其他纹理,也没有成功。
我正在使用 three.js 文档中的标准 THREE.GLTFLoader 示例,只是更改了 3d 加载模型并添加了一个函数以在一段时间后执行此更改。我可能把所有事情都弄糊涂了,如果你能提供帮助,我将不胜感激,在此先感谢。
访问的链接对我没有帮助:
ThreeJS: Remove object from scene;
three.js Switching objects on click;
我使用的代码:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - glTF loader</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 {
font-family: Monospace;
background-color: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a {
color: #75ddc1;
font-weight: bold;
}
</style>
</head>
<body>
<div id="info"><!--
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - GLTFLoader<br />
Battle Damaged Sci-fi Helmet by
<a href="https://sketchfab.com/theblueturtle_" target="_blank" rel="noopener">theblueturtle_</a><br /> -->
</div>
<script src="build/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/loaders/GLTFLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats, controls;
var camera, scene, renderer, light;
var globalObject;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 2000 );
camera.position.set( -250.8, 260.9, 262.7 );
controls = new THREE.OrbitControls( camera );
controls.target.set( 0, -0.2, -0.2 );
controls.update();
// envmap
var path = 'textures/cube/Bridge2/';
var format = '.jpg';
var envMap = new THREE.CubeTextureLoader().load( [
path + 'posx' + format, path + 'negx' + format,
path + 'posy' + format, path + 'negy' + format,
path + 'posz' + format, path + 'negz' + format
] );
scene = new THREE.Scene();
scene.background = envMap;
light = new THREE.HemisphereLight( 0xbbbbff, 0x444422 );
light.position.set( 0, 1, 0 );
scene.add( light );
// model
var loader = new THREE.GLTFLoader();
loader.load( 'models/testeFinal2-1/testeFinal2-1.gltf', function ( gltf ) {
globalObject = gltf.scene;
gltf.scene.traverse( function ( child ) {
if ( child.isMesh ) {
child.material.envMap = envMap;
}
} );
scene.add( gltf.scene );
} );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.gammaOutput = true;
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
// stats
stats = new Stats();
container.appendChild( stats.dom );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
stats.update();
}
setTimeout(newTexture(), 7000); //Do the changes after 7s.
function newTexture() {
scene.remove( globalObject ); //This don't give me any error, but does nothing.
// envmap
var path = 'textures/cube/Bridge2/';
var format = '.jpg';
var envMap = new THREE.CubeTextureLoader().load( [
path + 'posx' + format, path + 'negx' + format,
path + 'posy' + format, path + 'negy' + format,
path + 'posz' + format, path + 'negz' + format
] );
var loader = new THREE.GLTFLoader(); //Trying to reload the second time, does nothing either.
loader.load( 'models/testeFinal2-1/2/testeFinal2-1.gltf', function ( gltf ) {
gltf.scene.traverse( function ( child ) {
if ( child.isMesh ) {
child.material.envMap = envMap;
}
} );
scene.add( gltf.scene );
} );
}
</script>
</body>
UPDATE1(删除了 newTexture 函数并编辑了模型的加载程序):
// model
var loader = new THREE.GLTFLoader();
loader.load( 'models/testeFinal2-1/testeFinal2-1.gltf', function ( gltf ) {
globalObject = gltf.scene;
gltf.scene.traverse( function ( child ) {
if ( child.isMesh ) {
child.material.envMap = envMap;
setTimeout(function () {
child.material.map.image.currentSrc = "/models/testeFinal2-1/2/finalTest2_ORTO2.jpg";
child.material.map.image.src = "/models/testeFinal2-1/2/finalTest2_ORTO2.jpg";
}, 5000);
}
} );
scene.add( gltf.scene );
} );
加载模型后,您可以使用THREE.TextureLoader为模型附加新纹理。这样做时,请务必设置 texture.flipY=false
以匹配 glTF 模型的 UV 方向。
var textureLoader = new THREE.TextureLoader();
var texture = textureLoader.load( 'foo.png' );
texture.flipY = false;
var loader = new THREE.GLTFLoader();
loader.load( 'foo.glb', ( gltf ) => {
var model = gltf.scene;
model.traverse ( ( o ) => {
if ( o.isMesh ) {
// note: for a multi-material mesh, `o.material` may be an array,
// in which case you'd need to set `.map` on each value.
o.material.map = texture;
}
} );
scene.add( model );
} );