THREE.js无法将渐变颜色应用于导入的OBJ文件 [英] THREE.js fails to apply Gradient colors to Imported OBJ file
问题描述
我正在尝试从位于以下位置的 THREE.js GIT加载名为"WaltHead.obj" 的示例文件并为其着色:
https://github.com/mrdoob/three.js/blob/dev/examples/models/obj/walt/WaltHead.obj
我能够将其加载到我的项目中,但是当我尝试使用已经使用GLTF/GLB模型对我100%的代码对渐变颜色进行绘制时,就无法使用此".obj"文件.
我做了一个小提琴,以使生活更轻松-但由于某种原因,该模型未加载到小提琴文件中:
https://jsfiddle.net/gilomer88/tp2hkxne/27/ >
希望有人可以修复它以便加载?
无论哪种方式,就像我说的那样,我正在尝试使用渐变为它上色-但它显示为完全黑色.代码在小提琴中,也在这里:
const loader = new OBJLoader();loader.load(" https://github.com/mrdoob/three.js/blob/dev/examples/models/obj/walt/WaltHead.obj,函数(theScene){console.log("=" theScene" =,theScene);theScene.traverse(function(child){console.log("\ n ==>现在遍历场景...");if(child.isMesh){console.log("1.'child'-FULL MESH INFO =",child);if(child.name){console.log(2.'child.name'=",child.name);console.log(3.'child.geometry'=",child.geometry,"\ n");if(child.name.startsWith("Mesh_Mesh_head")){//调用我在此处创建的便捷方法-下面的代码:let theColors = makeSmoothGradientColorsForMesh(child,"orange","white");child.geometry.setAttribute("color",新的THREE.Float32BufferAttribute(theColors,3));child.material.vertexColors = true;child.material.flatShading = false;}}}});scene.add(theScene);theScene.position.set(0,0,0);})
这是我的便捷方法:
函数makeSmoothGradientColorsForMesh(theMesh,c1,c2){console.log("\ n \ n ===>在'makeSmoothGradientColorsForMesh()'!\ n")中;console.log(传入的meshObject:\ n",theMesh);让meshGeometry = theMesh.geometry;让meshMaterial = theMesh.material;//做几何舞蹈:const positionAttribute = meshGeometry.getAttribute("position");console.log(> positionAttribute = \ n",positionAttribute);meshGeometry.computeVertexNormals();//"BoundingBox"商业:meshGeometry.computeBoundingBox();const aabb = meshGeometry.boundingBox;console.log("aabb = \ n",aabb);const f = aabb.max.z-aabb.min.z;const vertex = new THREE.Vector3();//颜色业务:让randomColor = new THREE.Color();让colorsArray = [];const c = new THREE.Color();console.log("positionAttribute.count =",positionAttribute.count);for(让i = 0; i< positionAttribute.count; i ++){vertex.fromBufferAttribute(positionAttribute,i);c.lerpColors(c1,c2,(vertex.z-aabb.min.z)/f);colorsArray.push(c.r,c.g,c.b);}console.log("\ n \ n->将返回以下颜色:\ n");console.log(colorsArray);返回colorsArray;}
由于某种原因,我的 makeSmoothGradientColorsForMesh()
方法返回的颜色如下:
Array(145440)[NaN,NaN,NaN,NaN,NaN,NaN,NaN,NaN,NaN,NaN,…]
您的 c.lerpColors()
实现是错误的.您正在尝试将字符串传递给该方法("orange","white")
,该方法无法识别并返回 NaN
.
该方法需要两个 THREE.Color
对象,因此您应该首先初始化这些对象:
//我们使用字符串来初始化我们的THREE.Colors让color1 = new THREE.Color(c1);让color2 = new THREE.Color(c2);for(让i = 0; i< positionAttribute.count; i ++){vertex.fromBufferAttribute(positionAttribute,i);//现在我们可以将它们用于色彩控制c.lerpColors(color1,color2,(vertex.z-aabb.min.z)/f);colorsArray.push(c.r,c.g,c.b);}
I'm trying to load and color a sample file from the THREE.js GIT called "WaltHead.obj" located here:
https://github.com/mrdoob/three.js/blob/dev/examples/models/obj/walt/WaltHead.obj
I'm able to load it into my project, but when I try to paint it with gradient colors using code that has already worked 100% for me with GLTF/GLB models - it doesn't work with this ".obj" file.
I made a fiddle to make life easier - but for some reason the model isn't loading into the fiddle file:
https://jsfiddle.net/gilomer88/tp2hkxne/27/
Hopefully someone can fix it so it loads?
Either way, like I said, I'm trying to color it with gradients - but it's showing up totally black. The code is in the fiddle, and also here:
const loader = new OBJLoader();
loader.load( "https://github.com/mrdoob/three.js/blob/dev/examples/models/obj/walt/WaltHead.obj", function ( theScene ) {
console.log(" =>'theScene' = ", theScene);
theScene.traverse(function(child) {
console.log("\n==>Traversing the Scene now...");
if(child.isMesh) {
console.log("1. 'child' - FULL MESH INFO = ", child);
if(child.name) {
console.log(" 2. 'child.name' = ", child.name);
console.log(" 3. 'child.geometry' = ", child.geometry, "\n");
if(child.name.startsWith("Mesh_Mesh_head")) {
// Calling a convenience method I made here - code below:
let theColors = makeSmoothGradientColorsForMesh(child, "orange", "white");
child.geometry.setAttribute("color", new THREE.Float32BufferAttribute(theColors, 3));
child.material.vertexColors = true;
child.material.flatShading = false;
}
}
}
});
scene.add(theScene);
theScene.position.set(0, 0, 0);
})
Here's my convenience method:
function makeSmoothGradientColorsForMesh(theMesh, c1, c2) {
console.log("\n\n===>In 'makeSmoothGradientColorsForMesh()'!\n");
console.log(">Incoming meshObject: \n", theMesh);
let meshGeometry = theMesh.geometry;
let meshMaterial = theMesh.material;
// Do the Geometry-Dance:
const positionAttribute = meshGeometry.getAttribute("position");
console.log(">positionAttribute = \n", positionAttribute);
meshGeometry.computeVertexNormals();
// "BoundingBox" business:
meshGeometry.computeBoundingBox();
const aabb = meshGeometry.boundingBox;
console.log(">aabb = \n", aabb);
const f = aabb.max.z - aabb.min.z;
const vertex = new THREE.Vector3();
// COLORS business:
let randomColor = new THREE.Color();
let colorsArray = [];
const c = new THREE.Color();
console.log("positionAttribute.count = ", positionAttribute.count);
for(let i = 0; i < positionAttribute.count; i++) {
vertex.fromBufferAttribute( positionAttribute, i );
c.lerpColors( c1, c2, ( vertex.z - aabb.min.z) / f );
colorsArray.push(c.r, c.g, c.b);
}
console.log("\n\n-->Will be returning the following colors:\n");
console.log(colorsArray);
return colorsArray;
}
For some reason, the colors coming back from my makeSmoothGradientColorsForMesh()
method, return as follows:
Array(145440) [ NaN, NaN, NaN, NaN, NaN, NaN, NaN, NaN, NaN, NaN, … ]
Your c.lerpColors()
implementation is wrong. You're trying to pass a string into that method ("orange", "white")
, which it won't recognize and return NaN
.
That method is expecting two THREE.Color
objects, so you should initialize those first:
// We use the strings to init our THREE.Colors
let color1 = new THREE.Color(c1);
let color2 = new THREE.Color(c2);
for(let i = 0; i < positionAttribute.count; i++) {
vertex.fromBufferAttribute( positionAttribute, i );
// Now we can use them for color lerping
c.lerpColors( color1, color2, ( vertex.z - aabb.min.z) / f );
colorsArray.push(c.r, c.g, c.b);
}
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