我最近从官方网站获得了三个.js 示例,使用ColladaLoader.js. 现在我的问题是,如何更改加载的 collada 对象颜色属性并添加自定义纹理?我尝试添加纹理但没有运气。
这是我的代码(与原始示例略有不同):
function load_model(el) {
            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 = 0.90;
                dae.updateMatrix();
                init(el);
                animate();
            } );
            function init(el) {
                container = document.createElement( 'div' );
                el.append( container );
                camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
                camera.position.set( 2, 2, 3 );
                scene = new THREE.Scene();
                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/2, window.innerHeight/2 );
                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/2, window.innerHeight/2 );
            }
            //
            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 );
            }
}