2013-01-11 39 views
0

我在將我的代碼遷移到Three.JS的最新版本時出現了一些問題。 我已經嘗試了很多,但是我的模型看起來很黑(顏色函數似乎打破了)),只要我嘗試使用紋理加載模型,它就會崩潰。 我知道在從r52到r53的過渡期間,有些東西已經發生了變化,但我似乎無法正確實施它。我使用動態加載系統來緩存JSON模型。從Three.JS 51遷移到54(紋理問題)

目前的代碼如下所示:

var MB = MB || {}; 
    MB.Part = function() { 
     this.id = MB.ObjectCount++; 
     this.type = 'part'; 
     this.name = ''; 
     this.reference = undefined; 
     this.mesh = undefined; 
     this.colour = undefined; 
     this.texture = undefined; 
     this.Object3D = undefined; 
     this.parent = undefined; 
     this.visible = true; 
     this.position = new THREE.Vector3(); 
     this.rotation = new THREE.Vector3(); 
     MB.Objects[this.id] = this 
    }; 
    MB.Part.prototype.load = function (reference, name, mesh, color, texture, position, rotation, visible, visible3D, callback) { 
     var context = this; 
     if (!position) position = new THREE.Vector3(); 
     if (!rotation) rotation = new THREE.Vector3(); 
     if (this.isGeometrySetup(mesh, texture)) { 
      this.insert(context, reference, name, mesh, color, texture, position, rotation, visible, visible3D); 
      if (callback) callback() 
     } else { 
      var loader = new THREE.JSONLoader(false); 
      loader.load(PATH + 'data/parts/json/' + mesh + '.js', function (geometry) { 
       context.setupGeometry(geometry, mesh, texture); 
       context.insert(context, reference, name, mesh, color, texture, position, rotation, visible, visible3D); 
       if (callback) callback() 
      }) 
     } 
    }; 
    MB.Part.prototype.insert = function (context, reference, name, mesh, color, texture, position, rotation, visible, visible3D) { 
     context.reference = reference; 
     context.mesh = mesh; 
     context.name = name; 
     if (color) context.colour = color; 
     if (texture) context.texture = texture; 
     context.visible = visible; 
     if (color) { 
      context.setupColour(color); 
      var Object3D = new THREE.Mesh(MB.Library.geometries[mesh], MB.Library.colours[color]) 
     } else if (texture) { 
      var Object3D = new THREE.Mesh(MB.Library.geometries[texture], new THREE.MeshFaceMaterial()) 
     } 
     context.Object3D = Object3D; 
     context.Object3D.doubleSided = true; 
     context.position.copy(position); 
     context.rotation.copy(rotation); 
     Object3D.Object = context; 
     Object3D.scale.set(SCALE, SCALE, SCALE); 
     Object3D.position.copy(context.position); 
     Object3D.rotation.copy(context.rotation); 
     Object3D.visible = visible3D; 
     MB.Object3Ds[Object3D.id] = Object3D 
    }; 
    MB.Part.prototype.isGeometrySetup = function (mesh, texture) { 
     if (texture) { 
      if (!MB.Library.geometries[texture]) return false; 
      else return true 
     } else { 
      if (!MB.Library.geometries[mesh]) return false; 
      else return true 
     } 
    }; 
    MB.Part.prototype.setupGeometry = function (geometry, mesh, texture) { 
     if (texture) { 
      if (!MB.Library.geometries[texture]) { 
       var file = this.loadTexture(PATH + 'data/parts/textures/' + texture + '.png'); 
       MB.Library.geometries[texture] = geometry; 
       MB.Library.geometries[texture].materials[0].map = file; 
       MB.Library.geometries[texture].materials[0].wireframe = (RENDER === 'WIREFRAME') ? true : false 
      } 
     } else { 
      if (!MB.Library.geometries[mesh]) { 
       MB.Library.geometries[mesh] = geometry 
      } 
     } 
    }; 
    MB.Part.prototype.loadTexture = function (url, mapping, callback) { 
     var image = new Image(), 
      texture = new THREE.Texture(image, mapping); 
     image.onload = function() { 
      texture.needsUpdate = true; 
      if (callback) callback(this) 
     }; 
     image.crossOrigin = ''; 
     image.src = url; 
     return texture 
    }; 
    MB.Part.prototype.setupColour = function (colour) { 
     if (!MB.Library.colours[colour]) { 
      var materialColour = '0x' + COLOURS[colour].hex; 
      var materialOpacity = COLOURS[colour].opacity; 
      MB.Library.colours[colour] = new THREE.MeshPhongMaterial({ 
       ambient: new THREE.Color(materialColour), 
       color: new THREE.Color(materialColour), 
       opacity: materialOpacity, 
       shininess: 100 
      }); 
      MB.Library.colours[colour].wireframe = (RENDER === 'WIREFRAME') ? true : false; 
      MB.Library.colours[colour].transparent = (COLOURS[colour].opacity < 1) ? true : false 
     } 
    }; 
    MB.Part.prototype.setColour = function (colour) { 
     if (this.colour) { 
      this.setupColour(colour); 
      this.colour = colour; 
      this.Object3D.material = MB.Library.colours[colour] 
     } 
    }; 

    MB.ObjectCount = 0; 
    MB.Object3Ds = {}; 
    MB.Objects = {}; 
    MB.Library = { 
     'colours': {}, 
     'geometries': {} 
    }; 

這個問題似乎在這裏位於:

if (texture) { 
      if (!MB.Library.geometries[texture]) { 
       var file = this.loadTexture(PATH + 'data/parts/textures/' + texture + '.png'); 
       MB.Library.geometries[texture] = geometry; 
       MB.Library.geometries[texture].materials[0].map = file; 
       MB.Library.geometries[texture].materials[0].wireframe = (RENDER === 'WIREFRAME') ? true : false 
      } 

,並在整體的方式我還是處理紋理。

任何幫助將不勝感激!

托馬斯

回答

0

Geometry沒有materials陣列了。陣列已移至MeshFaceMaterial

new THREE.Mesh(geometry, new THREE.MeshFaceMaterials(materials));