我在three.js上测试了材质开关,并且看到了材质camaro ici:http://mrdoob.github.com/three.js/examples/webgl_materials_cars_camaro.html
但是,如果我认为理解代码,我会尝试使用具有单一材质的单个对象来重现它。然后单击按钮即可更改材质。但是我有两个问题:-如何创建带有纹理的材质变化-经过3天的测试,我的代码无法正常工作,我也不明白为什么如果您能告诉我它在哪里卡住以及原因:
/////////////////////// MATERIAL /////////////////////////////
var materials = {
Red: new THREE.MeshLambertMaterial( {
color: 0x660000,
envMap: textureCube,
combine: THREE.MixOperation,
reflectivity: 0.5
} ),
Black: new THREE.MeshLambertMaterial( {
color: 0x000000,
envMap: textureCube,
combine: THREE.MixOperation,
reflectivity: 0.5
} ),
White: new THREE.MeshLambertMaterial( {
color: 0xffffff,
envMap: textureCube,
combine: THREE.MixOperation,
reflectivity: 0.5
} ),
Gold: new THREE.MeshPhongMaterial( {
color: 0xaa9944,
specular: 0xbbaa99,
shininess: 50,
envMap: textureCube,
combine: THREE.MultiplyOperation
} ),
Chrome: new THREE.MeshPhongMaterial( {
color: 0xffffff,
specular:0xffffff,
envMap: textureCube,
combine: THREE.MultiplyOperation
} ),
// how to configure this material ?
/*LWood: new THREE.ImageUtils.loadTexture ( texture );
url = "models/macabann/chataigner.jpg";
imgTexture.repeat.set( 4, 4 );
imgTexture.wrapS = imgTexture.wrapT = THREE.RepeatWrapping;
imgTexture.anisotropy = 16;
shininess: 50;
specular: 0x333333;
envMap: textureCube;
combine: THREE.MixOperation;
reflectivity: 0.2;
bumpScale: 1;
shading: THREE.SmoothShading;*/
/*DWood: new THREE.ImageUtils.loadTexture ( texture );
url = "models/macabann/chataigner.jpg";
imgTexture.repeat.set( 4, 4 );
imgTexture.wrapS = imgTexture.wrapT = THREE.RepeatWrapping;
imgTexture.anisotropy = 16;
shininess: 50;
specular: 0x333333;
envMap: textureCube;
combine: THREE.MixOperation;
reflectivity: 0.2;
bumpScale: 0;
shading: THREE.SmoothShading;*/
};
/////////////////////// FIN MATERIAL /////////////////////////////
////////////////////////// OBJET ////////////////////////////
var loader = new THREE.JSONLoader();
loader.load('models/macabann/bielo.js', function ( geometry )
{ createScene( geometry, materials ) }
);
function createScene( geometry, materials ) {
var Bmaterial = new THREE.MeshLambertMaterial();
Bmaterial = materials [ "Orange" ];// default cette ligne merde
var mesh = new THREE.Mesh( geometry, Bmaterial );
mesh.scale.set(1, 1, 1);
mesh.position.y = 0;
mesh.position.x = 0;
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
createButtons( materials, Bmaterial );
}
///////////////////// FIN OBJET ///////////////////////
//////////////////// buttons //////////////////////////
function createButtons( materials, Bmaterial ) {
var buttons = document.getElementById( "buttons" );
for ( var key in materials ) {
var button = document.createElement( 'button' );
button.textContent = key;
button.addEventListener( 'click', function ( event ) {
Bmaterial = materials[ this.textContent ];///////problem ?
}, false
);
buttons.appendChild( button );
}
}
感谢答案
此代码不正确
function createScene( geometry, materials ) {
var m = new THREE.MeshLambertMaterial();
m.materials = Bmaterial [ "Orange" ];
var mesh = new THREE.Mesh( geometry, m );
应该是
function createScene( geometry, materials ) {
var m = Bmaterial [ "Orange" ];
var mesh = new THREE.Mesh( geometry, m );
而且,您不能从较简单的材料更改为较复杂的材料。例如,如果一种材料具有纹理,则它们都必须。参见https://github.com/mrdoob/three.js/wiki/Updates。
因此,将所有材料放入材料阵列MeshPhongMaterial
中。如果一种材料不需要纹理,则将其分配为虚拟的白色。