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Canvas Three.js-更改collada纹理有效,但不适用于画布_Canvas_Three.js_Textures_Collada_Uv Mapping - Fatal编程技术网

Canvas Three.js-更改collada纹理有效,但不适用于画布

Canvas Three.js-更改collada纹理有效,但不适用于画布,canvas,three.js,textures,collada,uv-mapping,Canvas,Three.js,Textures,Collada,Uv Mapping,我正在深入研究Three.js,正在试验vrml,现在是collada文件 导入collada文件有效。它使用webGL和canvas作为后备:我的3D模型旋转,显示模型…在webGL中,我甚至可以产生像阴影、凹凸等美妙的效果 我确实实现了加载另一个纹理文件,并将其分配给webGL渲染器……但在这种情况下,画布渲染器完全失败:帧从60fps下降到2fps,纹理在多边形上“滑动” 我想我错过了一些东西,以便“修复”模型的纹理,或者在导入纹理时,我可能错过了一些参数?再一次,它在不改变纹理的情况下工

我正在深入研究Three.js,正在试验vrml,现在是collada文件

导入collada文件有效。它使用webGL和canvas作为后备:我的3D模型旋转,显示模型…在webGL中,我甚至可以产生像阴影、凹凸等美妙的效果

我确实实现了加载另一个纹理文件,并将其分配给webGL渲染器……但在这种情况下,画布渲染器完全失败:帧从60fps下降到2fps,纹理在多边形上“滑动”

我想我错过了一些东西,以便“修复”模型的纹理,或者在导入纹理时,我可能错过了一些参数?再一次,它在不改变纹理的情况下工作良好…但我真的需要这样做:p

以下是工作预览:

这里是魔术失败的地方:

//model loading
      loader = new THREE.ColladaLoader();
      loader.load('models/collada/7cm.005.dae',function colladaReady( collada ){
        player = collada.scene;
        skin = collada.skins [ 0 ];
        player.scale.x = player.scale.y = player.scale.z = 0.10;

        if (navigator.userAgent.indexOf('Safari') != -1 && navigator.userAgent.indexOf('Chrome') == -1) {
          var newskinTexture = new THREE.ImageUtils.loadTexture( 'models/collada/dokMixer.png' );
          themodel = collada.scene.children[0];
          themodel.material = new THREE.MeshBasicMaterial( { map: newskinTexture, overdraw: true} );
        }
        else {
          var newskinTexture = new THREE.ImageUtils.loadTexture( 'models/collada/dokMixer.png' );
          var bumpTexture = new THREE.ImageUtils.loadTexture( 'models/collada/noise.png' );
          bumpTexture.anisotropy = 2;
          player_material = collada.scene.children[0].material;
          themodel = collada.scene.children[0];
          themodel.material = new THREE.MeshPhongMaterial( { map: newskinTexture, bumpMap: bumpTexture, bumpScale: 0.05} );
        }

        //utile pour avoir les ombres
        daemesh = player.children[0];
        daemesh.castShadow = true;
        daemesh.receiveShadow = true;

        scene.add( player ); 
      });
要研究的部分是第一条if语句(在扩展到其他支持画布的设备之前,我正在使用Safari测试画布)。指定新材质时,渲染器将完全失败。您可以使用Safari进入页面来测试效果

注意:我正在OSX上工作,如果这能提供任何相关信息的话

感谢您的帮助:)


编辑:我想我在这里设置了一个新材质,而不是只替换源图像文件?

好的,终于找到了一个解决方法

我为画布交换纹理的方式是错误的,我认为这是一个错误。 我发现了这个答案的线索

因此,我没有加载然后更改纹理,而是更改了ColladaLoader.js文件中的代码。嗯,几乎一样。由于我使用了“load”,我在load函数中添加了几次imageReload,并且在调用“parse”函数时。然后,在parse函数中,我也做了一些更改,因为给出的代码在它们的链接上是错误的。 对于那个些感兴趣的人,一个变更列表,以及我的最终代码。遗憾的是,我无法实现“相同”的功能(发送一组纹理,执行regExp操作,并同时替换多个纹理),这部分对我来说有缺陷,因为我只需要更改一个纹理文件

  • 我不做iamge.init\u from=iR.new\u image;在regExp循环中,添加image.init_from=iR;就在regExp事件之前
  • 在我的文件中调用函数时,我发送了一个数组…它没有文档记录,没有示例,很难理解它。好的,不要试图直接发送.png或.jpeg url,在调用该数组的函数之前和函数中,将这些名称放在一个表中。不要忘记删除路径,因为它应该与collada文件中描述的路径相同(因此,在我的例子中,只需纹理名称,因为我的collada文件与纹理共享同一文件夹)
  • 在psychok的代码中,显然在“parseLib”调用中有一个错误,他编写了类似parseLib的东西(“//dae:library\u materials/dae:material”,material,“material”);而不是parseLib(“库材料”,材料,“材料”);(正在工作,是原始代码)
长话短说,下面是我称之为collada的代码

 loader = new THREE.ColladaLoader();
      newtextures = ['dokMixer.png'];
      loader.load('models/collada/7cm.005.dae', newtextures,function colladaReady( collada ){
        player = collada.scene;
        skin = collada.skins [ 0 ];
        player.scale.x = player.scale.y = player.scale.z = 0.10;

        //i'll add code here later for extra bump mapping on webgl versions

        //usefull for shadows on webgl version
        daemesh = player.children[0];
        daemesh.castShadow = true;
        daemesh.receiveShadow = true;

        scene.add( player ); 
      });
这是colladaLoader中的代码。它取代了函数load和parse

function load ( url, imageReplace, readyCallback, progressCallback ) {

    var length = 0;

    if ( document.implementation && document.implementation.createDocument ) {

        var request = new XMLHttpRequest();

        request.onreadystatechange = function() {

            if( request.readyState == 4 ) {

                if( request.status == 0 || request.status == 200 ) {


                    if ( request.responseXML ) {

                        readyCallbackFunc = readyCallback;
                        parse( request.responseXML, imageReplace, undefined, url );

                    } else if ( request.responseText ) {

                        readyCallbackFunc = readyCallback;
                        var xmlParser = new DOMParser();
                        var responseXML = xmlParser.parseFromString( request.responseText, "application/xml" );
                        parse( responseXML, imageReplace, undefined, url );

                    } else {

                        console.error( "ColladaLoader: Empty or non-existing file (" + url + ")" );

                    }

                }

            } else if ( request.readyState == 3 ) {

                if ( progressCallback ) {

                    if ( length == 0 ) {

                        length = request.getResponseHeader( "Content-Length" );

                    }

                    progressCallback( { total: length, loaded: request.responseText.length } );

                }

            }

        }

        request.open( "GET", url, true );
        request.send( null );

    } else {

        alert( "Don't know how to parse XML!" );

    }

}

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( "library_images image", _Image, "image" );

    for(var i in imageReplace) {
        var iR = imageReplace[i];

        for(var i in images) {
            var image = images[i];
            //added line, but no multiple textures !
            image.init_from = iR; 

            //RegExp and patt.test not working
            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( "library_materials material", Material, "material" );
    effects = parseLib( "library_effects effect", Effect, "effect" );
    geometries = parseLib( "library_geometries geometry", Geometry, "geometry" );
    cameras = parseLib( "library_cameras camera", Camera, "camera" );
    lights = parseLib( "library_lights light", Light, "light" );
    controllers = parseLib( "library_controllers controller", Controller, "controller" );
    animations = parseLib( "library_animations animation", Animation, "animation" );
    visualScenes = parseLib( "library_visual_scenes visual_scene", VisualScene, "visual_scene" );
    // 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;

}
函数加载(url、imageReplace、readyCallback、progressCallback){
变量长度=0;
if(document.implementation&&document.implementation.createDocument){
var request=new XMLHttpRequest();
request.onreadystatechange=函数(){
if(request.readyState==4){
if(request.status==0 | | request.status==200){
if(request.responseXML){
readyCallbackFunc=readyCallback;
解析(request.responseXML,imageReplace,未定义,url);
}else if(request.responseText){
readyCallbackFunc=readyCallback;
var xmlParser=new DOMParser();
var responseXML=xmlParser.parseFromString(request.responseText,“application/xml”);
解析(responseXML、imageReplace、未定义、url);
}否则{
错误(“ColladaLoader:空的或不存在的文件(“+url+”));
}
}
}else if(request.readyState==3){
if(progressCallback){
如果(长度==0){
长度=request.getResponseHeader(“内容长度”);
}
progressCallback({total:length,loaded:request.responseText.length});
}
}
}
打开(“获取”,url,true);
请求发送(空);
}否则{
警告(“不知道如何解析XML!”);
}
}
函数解析(doc、imageReplace、回调、url){
COLLADA=doc;
回调=回调| | readyCallbackFunc;
如果(url!==未定义){
var parts=url.split('/');
parts.pop();
baseUrl=(parts.length<1?):parts.join(“/”)+“/”;
}
parseAsset();
setUpConversion();
images=parseLib(“库图像”、“图像”、“图像”);
用于(imageReplace中的var i){
var iR=图像替换[i];
用于(图像中的变量i){
var image=images[i];
//添加了线条,但没有多个纹理!
image.init_from=iR;
//RegExp和patt.test不工作
var patt=新的RegExp('[a-zA-Z0-9\-\\\\\\\\]*\/'+iR.name,'g');
//if(image.id==iR.id)
//
if(部分测试(图像初始化自))
image.init_from=iR.new_image;
}//为了
}
materials=parseLib(“库\材料”,材料,“材料”);
effects=parseLib(“库_effects effect”,effect,“effect”);
几何体=parseLib(“库”\u geome