[我正在尝试使用three.js将现有的stls转换为gltf,以便与Android场景查看器(模型查看器组件)一起使用。但是,我导出的gltf无法与https://arvr.google.com/scene-viewer-preview一起使用,并显示错误消息“ glTF包含顶点颜色,Scene Viewer规范不支持该颜色。”当我按下AR按钮时,当我使用模型查看器组件加载到Android手机上时,它也会失败。
如果我将简单的多维数据集BoxBufferGeometry导出为gltf,则可在场景查看器中使用。但是,如果我导出一个BoxGeometry(非缓冲),它也会给出顶点颜色错误。
我如何告诉three.js在导出的gltf中不包括顶点颜色?
下面的代码是我正在使用的-exportGLTF函数是从three.js示例中复制的。我用Fusion 360创建的stl文件非常简单。
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var loader = new THREE.STLLoader();
loader.load( 'table.stl', function ( geometry ) {
var material = new THREE.MeshStandardMaterial();
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
exportGLTF(mesh);
}, undefined, function ( error ) {
console.error( error );
} );
var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
var material = new THREE.MeshStandardMaterial();
cube = new THREE.Mesh( geometry, material );
cube.position.set( 0, 0, 0 );
cube.name = "Cube";
scene.add( cube );
exportGLTF(cube);
var loader = new THREE.STLLoader();
loader.load(
stlUrl,
function(geometry) {
// Delete vertex colors, since Scene Viewer doesn't support them.
geometry.deleteAttribute("color");
// Apparently Scene Viewer also doesn't support non-indexed geometry,
// so we do this mergeVertices operation just to get an indexed geometry
geometry = THREE.BufferGeometryUtils.mergeVertices(geometry);
var material = new THREE.MeshStandardMaterial();
material.vertexColors = THREE.VertexColors;
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
exportGLTF(mesh);
},
undefined,
function(error) {
console.error(error);
}
);