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GLTF加載對象拖拽使用三個js

[英]GLTF loaded object drag and drop using three js

當我嘗試選擇和拖動對象時,我嘗試加載由多個元素組成的 gltf(對象),我只能拖動一個元素。 請幫我解決這個問題。

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 演示的屏幕截圖:

拖動前: https : //prnt.sc/pu940g

拖動后: https : //prnt.sc/pu93g3

即使您加載單個glTF資產,視覺對象也可以由許多單獨的 3D 對象組成。 由於THREE.DragControls在對象級別上工作,因此上述結果是預期的行為。

解決此問題的最簡單方法是在 Blender 等內容創建工具中合並對象的單個部分,然后導出新的glTF 否則,您必須通過three.js將單個網格合並為一個更大的網格。 或者您更改THREE.DragControls以便它也能夠根據其邊界框選擇組對象。

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);

//結束init函數代碼 //在init函數之后或之前添加以下函數

 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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