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[英]Three.js Accessing an object after it was loaded with GLTF Loader
[英]GLTF loaded object drag and drop using three js
当我尝试选择和拖动对象时,我尝试加载由多个元素组成的 gltf(对象),我只能拖动一个元素。 请帮我解决这个问题。
var loader = new THREE.GLTFLoader();
loader.load(‘W3030 / W3030.gltf’, (gltf) => {
this.scene.add(gltf.scene);
gltf.scene.scale.set(1, 1, 1);
gltf.scene.traverse(function(object) {
if (object.isMesh) objects.push(object);
if (object.isMesh) objects.castShadow = true;
});
});
GLTF 演示的屏幕截图:
拖动前: https : //prnt.sc/pu940g
拖动后: https : //prnt.sc/pu93g3
即使您加载单个glTF
资产,视觉对象也可以由许多单独的 3D 对象组成。 由于THREE.DragControls
在对象级别上工作,因此上述结果是预期的行为。
解决此问题的最简单方法是在 Blender 等内容创建工具中合并对象的单个部分,然后导出新的glTF
。 否则,您必须通过three.js
将单个网格合并为一个更大的网格。 或者您更改THREE.DragControls
以便它也能够根据其边界框选择组对象。
three.js R113
use following code to drag multi mesh GLTF. It is Work for me.
var dragobjects =[];
//add following code in init function
var gltfobject = addGLTFObjectIntoScene();
scene.add(gltfobject);
dragControls = new THREE.DragControls(dragobjects, camera, renderer.domElement);
dragControls.addEventListener('dragstart', onDragStart, false);
dragControls.addEventListener('drag', onDrag , false);
dragControls.addEventListener('dragend', onDragEnd, false);
//结束init函数代码 //在init函数之后或之前添加以下函数
function drawBox(objectwidth,objectheight,objectdepth){
var geometry, material, box;
geometry = new THREE.BoxGeometry(objectwidth,objectheight,objectdepth);
material = new THREE.MeshBasicMaterial({color: 0xffff00, transparent: true, opacity: 0,depthTest:false});
box = new THREE.Mesh(geometry, material);
dragobjects.push(box);
box.position.set(0, 0, 0);
return box;
};
function addGLTFObjectIntoScene(){
group = new THREE.Group();
var loader = new THREE.GLTFLoader();
loader.load( 'W1230/W1230.gltf', ( gltf ) => {
mesh = gltf.scene;
mesh.scale.set( 30, 30, 30);
var gltfbox = new THREE.Box3().setFromObject( mesh );
var objectwidth = Math.floor(gltfbox.getSize().x);
var objectheight = Math.floor(gltfbox.getSize().y);
var objectdepth = Math.floor(gltfbox.getSize().z);
objectwidth = objectwidth + parseInt(2);
objectheight = objectheight + parseInt(2);
objectdepth = objectdepth + parseInt(1);
mesh.position.set(0, -objectheight/2, 0);
box = drawBox(objectwidth,objectheight,objectdepth);
group.add(box);
group.name = "quadrant";
console.log(mesh);
box.add( mesh);
});
return group;
};
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