在 Three.js 中以线框模式显示加载的 OBJ 模型

Red*_*all 3 wireframe three.js 3d-model

我想以线框模式显示加载的 .obj 文件。我了解了 WireFrameGeometry 但出于某种原因 .mtl 纹理只能显示。

下面是代码..

  /* Model */

 var mtlLoader = new THREE.MTLLoader();
 mtlLoader.setBaseUrl('assets/');
 mtlLoader.setPath('assets/');
 mtlLoader.load('materialfile.mtl', function(materials) {

     materials.preload();


     var objLoader = new THREE.OBJLoader();
     objLoader.setMaterials(materials);
     objLoader.setPath('assets/');
     objLoader.load('Objectfile.obj', function(object) {

         object.traverse(function(child) {

             if (child.isMesh) {

                 var wireframeGeomtry = new THREE.WireframeGeometry(child.geometry);
                 var wireframeMaterial = new THREE.LineBasicMaterial({
                     color: 0xffffff
                 });
                 var wireframe = new THREE.LineSegments(wireframeGeomtry, wireframeMaterial);
                 child.add(wireframe);

             }
         });
         scene.add(object);

     });

 });

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我只想要模型的线框,没有任何填充..

提前致谢。

整个代码如下...


<!DOCTYPE html>
<html>

<head>

    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1">

    <script src="three.js"></script>
    <script src="TrackballControls.js"></script>
    <script src="cannon.js"></script>
    <script src="Detector.js"></script>
    <script src="OrbitControls.js"></script>
    <script src="OBJLoader.js"></script>
    <script src="MTLLoader.js"></script>


</head>

<body>

    <script>
        if (!Detector.webgl) {
            Detector.addGetWebGLMessage();
        }

        var container;

        var camera, controls, scene, renderer;
        var lighting, ambient, keyLight, fillLight, backLight;

        init();
        animate();

        function init() {

            container = document.createElement('div');
            document.body.appendChild(container);

            /* Camera */

            camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
            camera.position.z = 50;


            /* Scene */

            scene = new THREE.Scene();
            lighting = false;

            ambient = new THREE.AmbientLight(0xffffff, 1.0);
            scene.add(ambient);

            // keyLight = new THREE.DirectionalLight(new THREE.Color('hsl(30, 100%, 75%)'), 1.0);
            // keyLight.position.set(-100, 0, 100);

            // fillLight = new THREE.DirectionalLight(new THREE.Color('hsl(240, 100%, 75%)'), 0.75);
            // fillLight.position.set(100, 0, 100);

            // backLight = new THREE.DirectionalLight(0xffffff, 1.0);
            // backLight.position.set(100, 0, -100).normalize();

            /* Model */

            // var mtlLoader = new THREE.MTLLoader();
            // mtlLoader.setBaseUrl('assets/');
            // mtlLoader.setPath('assets/');
            // mtlLoader.load('mtlfile.mtl', function(materials) {

            //     materials.preload();

            // materials.materials.default.map.magFilter = THREE.NearestFilter;
            // materials.materials.default.map.minFilter = THREE.LinearFilter;

            var objLoader = new THREE.OBJLoader();
            // objLoader.setMaterials(materials);
            objLoader.setPath('assets/');
            objLoader.load('objectfile.obj', function(object) {

                object.traverse(function(child) {

                    if (child.isMesh) {

                        var wireframeGeomtry = new THREE.WireframeGeometry(child.geometry);
                        var wireframeMaterial = new THREE.LineBasicMaterial({
                            color: 0xeeeeee
                        });
                        var wireframe = new THREE.LineSegments(wireframeGeomtry, wireframeMaterial);

                        // add to child so we get same orientation
                        child.add(wireframe);
                        // to parent of child. Using attach keeps our orietation
                        child.parent.attach(wireframe);
                        // remove child (we don't want child)
                        child.parent.remove(child);

                    }
                });
                scene.add(object);

            });

            // });

            /* Renderer */

            renderer = new THREE.WebGLRenderer();
            renderer.setPixelRatio(window.devicePixelRatio);
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.setClearColor(new THREE.Color("hsl(0, 0%, 10%)"));

            container.appendChild(renderer.domElement);

            /* Controls */

            controls = new THREE.OrbitControls(camera, renderer.domElement);
            controls.enableDamping = true;
            controls.dampingFactor = 0.25;
            controls.enableZoom = true;
            controls.autoRotate = true;


            /* Events */

            window.addEventListener('resize', onWindowResize, false);

        }

        function onWindowResize() {

            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();

            renderer.setSize(window.innerWidth, window.innerHeight);

        }

        function animate() {

            requestAnimationFrame(animate);

            controls.update();

            render();

        }

        function render() {

            renderer.render(scene, camera);

        }
    </script>

</body>

</html>



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这就是整个代码..它只是基本的obj加载器..我不知道问题是出在代码还是模型中。它显示为完全填充的白色模型

man*_*rax 5


         object.traverse(function(child) {

             if (child.isMesh) {

                child.material.wireframe = true;

             }
         }
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