Ich versuche, Bildtextur zur Laufzeit auf eine geladene three.js .obj zu tauschen. Hier ist der Code direkt aus three.js Beispielen mit geringfügiger Änderung:Ändern der Textur der geladenen .obj in three.js zur Laufzeit
var container, stats;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth/2;
var windowHalfY = window.innerHeight/2;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1, 2000);
camera.position.z = 100;
//scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight(0x101030);
scene.add(ambient);
var directionalLight = new THREE.DirectionalLight(0xffeedd);
directionalLight.position.set(0, 0, 1);
scene.add(directionalLight);
//manager
var manager = new THREE.LoadingManager();
manager.onProgress = function (item, loaded, total) {
console.log(item, loaded, total);
};
//model
var loader = new THREE.OBJLoader(manager);
loader.load('obj/female02/female02.obj', function (object) {
object.traverse(function (child) {
if (child instanceof THREE.Mesh) {
//create a global var to reference later when changing textures
myMesh = child;
//apply texture
myMesh.material.map = THREE.ImageUtils.loadTexture('textures/ash_uvgrid01.jpg');
myMesh.material.needsUpdate = true;
}
});
object.position.y = - 80;
scene.add(object);
});
//render
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener('mousemove', onDocumentMouseMove, false);
window.addEventListener('resize', onWindowResize, false);
}
function newTexture() {
myMesh.material.map = THREE.ImageUtils.loadTexture('textures/land_ocean_ice_cloud_2048.jpg');
myMesh.material.needsUpdate = true;
}
function onWindowResize() {
windowHalfX = window.innerWidth/2;
windowHalfY = window.innerHeight/2;
camera.aspect = window.innerWidth/window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX)/2;
mouseY = (event.clientY - windowHalfY)/2;
}
//animate
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * .05;
camera.position.y += (- mouseY - camera.position.y) * .05;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
Das einzige, was ich hinzugefügt war die newTexture Funktion und ein Verweis auf das Netz als myMesh. Hier ist das Originalbeispiel (http://threejs.org/examples/webgl_loader_obj.html). Die Funktion wirft keine Fehler, aber die OBJ-Datei wird nicht aktualisiert. Ich weiß, ich bin fehlt nur etwas Grundsätzliches hier ..
aktualisieren: Pro die ausgezeichnete Antwort unten, hier ist der richtige Code mit einigen Ergänzungen Textur über ein Eingabefeld zu tauschen:
var container, stats;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth/2;
var windowHalfY = window.innerHeight/2;
var globalObject;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 1, 2000);
camera.position.z = 100;
//scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight(0x101030);
scene.add(ambient);
var directionalLight = new THREE.DirectionalLight(0xffeedd);
directionalLight.position.set(0, 0, 1);
scene.add(directionalLight);
//manager
var manager = new THREE.LoadingManager();
manager.onProgress = function (item, loaded, total) {
console.log(item, loaded, total);
};
//model
var loader = new THREE.OBJLoader(manager);
loader.load('obj/female02/female02.obj', function (object) {
//store global reference to .obj
globalObject = object;
object.traverse(function (child) {
if (child instanceof THREE.Mesh) {
child.material.map = THREE.ImageUtils.loadTexture('textures/grid.jpg');
child.material.needsUpdate = true;
}
});
object.position.y = - 80;
scene.add(object);
});
//render
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener('mousemove', onDocumentMouseMove, false);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth/2;
windowHalfY = window.innerHeight/2;
camera.aspect = window.innerWidth/window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX)/2;
mouseY = (event.clientY - windowHalfY)/2;
}
//animate
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * .05;
camera.position.y += (- mouseY - camera.position.y) * .05;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
function newTexture() {
var newTexturePath = "textures/" + document.getElementById("texture").value + "";
globalObject.traverse(function (child) {
if (child instanceof THREE.Mesh) {
//create a global var to reference later when changing textures
child;
//apply texture
child.material.map = THREE.ImageUtils.loadTexture(newTexturePath);
child.material.needsUpdate = true;
}
});
}
Es besteht keine Notwendigkeit 'child.material.needsUpdate = true gesetzt,' in diesem Fall. Es wird für Sie mit 'loadTexture()' gesetzt. Wenn Sie 'needsUpdate' selbst einstellen, kann dies zu Problemen führen, wenn das Laden der asynchronen Textur verzögert wird. – WestLangley
Vielen Dank für die Aktualisierung des Codes <3 –