我在我的 colladaLoader 中使用threejs,我的模型显示很好,除了环境光或相关的东西有时会使它变暗.. 光来来去去。使用以下代码,我如何禁用此行为并使照明恒定且明亮?
代码:
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer, objects;
var particleLight, pointLight;
var skin;
function load_model(el,model_url,type) {
window.loader = new THREE.ColladaLoader();
window.loader.options.convertUpAxis = true;
window.imageReplace = [{"name":"stock.jpg","new_image":"colors/generated_color.png"}];
window.loader.load( model_url, imageReplace, function ( collada ) {
//console.log(collada);
dae = collada.scene;
skin = collada.skins[ 0 ];
dae.scale.x = dae.scale.y = dae.scale.z = 0.040;
dae.updateMatrix();
//setMaterial(dae, new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( "/media/images/stock.jpg") } ));
window.init(el);
window.animate();
} );
window.init = function(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();
// 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( 0xFFFFFF ) );
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();
if ( type =='edit')
renderer.setSize( window.innerWidth/2, window.innerHeight/2 );
else
renderer.setSize( window.innerWidth/3, window.innerHeight/3 );
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();
if ( type =='edit')
renderer.setSize( window.innerWidth/2, window.innerHeight/2 );
else
renderer.setSize( window.innerWidth/3, window.innerHeight/3 );
}
//
var t = 0;
var clock = new THREE.Clock();
window.animate = function() {
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;
}
window.render();
//stats.update();
}
window.render = function() {
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 );
}
}