【问题标题】:Trying to implement WebGL viewer using Three.js + ColladaLoader.js尝试使用 Three.js + ColladaLoader.js 实现 WebGL 查看器
【发布时间】:2013-02-07 00:52:33
【问题描述】:

我正在尝试使用 three.js + colladaloader.js 实现 WebGl 查看器,但是在尝试导入和查看我自己的 collada 对象时遇到了一些问题。我可以正确加载示例,但是在向其中添加我自己的模型时(不更改代码)我得到一个

无法转换类型为lookat的Transform WebGLRenderingContext:GL 错误:GL_INVALID_OPERATION: glDrawElements:尝试访问属性 0 中超出范围的顶点

关于如何让我自己的模型工作的任何想法

我应该补充一点,我的 ColladaLoader.js 是在此处托管的修补版本 https://raw.github.com/jihoonl/three.js/6e5a02427f2b9626a3fccc9c09d8654cc02d2109/examples/js/loaders/ColladaLoader.js

这是我要加载的模型:http://sketchup.google.com/3dwarehouse/details?mid=bad38a0b2a3d753c8857d6b1c783b210&ct=mdsa&prevstart=0

这是我的代码:

<script>

    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 = 0.002;
        dae.updateMatrix();

        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.set( 2, 2, 3 );

        scene = new THREE.Scene();

        // Grid

        var size = 14, step = 1;

        var geometry = new THREE.Geometry();
        var material = new THREE.LineBasicMaterial( { color: 0x303030 } );

        for ( var i = - size; i <= size; i += step ) {

            geometry.vertices.push( new THREE.Vector3( - size, - 0.04, i ) );
            geometry.vertices.push( new THREE.Vector3(   size, - 0.04, i ) );

            geometry.vertices.push( new THREE.Vector3( i, - 0.04, - size ) );
            geometry.vertices.push( new THREE.Vector3( i, - 0.04,   size ) );

        }

        var line = new THREE.Line( geometry, material, THREE.LinePieces );
        scene.add( line );

        // Add the COLLADA

        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, window.innerHeight );

        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, window.innerHeight );

    }

    //

    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 );

    }

</script>

【问题讨论】:

  • 您遇到过什么样的错误或烦恼?你需要更具体。我无法在代码中发现任何明显的错误,它看起来有些正确。您可能会检查模型比例或相机位置是否严重偏离,可能是没有缩放对象太大或太小而无法看到 - 取决于 Collada 的创建方式。
  • 它没有显示任何错误,它只是没有显示任何东西
  • 行为改变了。编辑了我的帖子
  • 示例 webgl_loader_collada.html(在示例文件夹中的主分支之外)应该提供一些帮助。这并不难遵循。试试 renderer = new THREE.WebGLRenderer ()。
  • 这就是我正在使用的示例。上面的代码是该示例的复制粘贴(我使用自己的模型除外)

标签: javascript django three.js webgl collada


【解决方案1】:

通过使我的纹理更大(并将其放在与我的模型相同的文件夹中并重命名为与我的模型相同的名称)来修复它 ColladaLoader.js 似乎由于某种原因没有加载小纹理

还有一个错误 https://github.com/mrdoob/three.js/issues/3106 但这是修复 https://raw.github.com/jihoonl/three.js/6e5a02427f2b9626a3fccc9c09d8654cc02d2109/examples/js/loaders/ColladaLoader.js ,似乎没有这个修复它不起作用

【讨论】:

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