【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