我有两个层文件,我想合并成一个文件,但是对于PLYLoader的PLYLoader方法,我有一个问题,我如何能够同时访问两个加载器的几何?
我加载了这两个层文件,并为新形状定义了新的几何学(BufferGeometry类),但是当I试图访问几何图形属性时,变量mesh1和mesh2没有定义。
这是我的代码:
// ...
var mesh1, material1;
var mesh2, material2;
var singleGeometry, material, mesh;
// ...
init();
animate();
singleGeometry = BufferGeometry();
function init() {
// ...
singleGeometry = new THREE.BufferGeometry();
// ...
var loader = new THREE.PLYLoader();
loader.load("path/ply1.ply", function(geometry) {
geometry.computeVertexNormals();
material = new THREE.MeshStandardMaterial({ color: 0x0055ff, flatShading: true });
mesh1 = new THREE.Mesh(geometry, material);
mesh1.position.y = -0.2;
mesh1.position.z = 0.3;
mesh1.rotation.x = -Math.PI / 2;
mesh1.scale.multiplyScalar(0.01);
mesh1.castShadow = true;
mesh1.receiveShadow = true;
});
loader.load("path/ply2.ply", function(geometry) {
geometry.computeVertexNormals();
material = new THREE.MeshStandardMaterial({ color: 0x0055ff, flatShading: true });
mesh2 = new THREE.Mesh(geometry, material);
mesh2.position.x = -0.2;
mesh2.position.y = -0.02;
mesh2.position.z = -0.2;
mesh2.scale.multiplyScalar(0.0006);
mesh2.castShadow = true;
mesh2.receiveShadow = true;
});
var loader = new THREE.PLYLoader();
loader.load("ply/Paso_1_mandible.ply", function(geometry) {
geometry.computeVertexNormals();
material = new THREE.MeshStandardMaterial({ color: 0x0055ff, flatShading: true });
mesh1 = new THREE.Mesh(geometry, material);
mesh1.position.y = -0.2;
mesh1.position.z = 0.3;
mesh1.rotation.x = -Math.PI / 2;
mesh1.scale.multiplyScalar(0.01);
mesh1.castShadow = true;
mesh1.receiveShadow = true;
});
loader.load("ply/Lucy100k.ply", function(geometry) {
geometry.computeVertexNormals();
material = new THREE.MeshStandardMaterial({ color: 0x0055ff, flatShading: true });
mesh2 = new THREE.Mesh(geometry, material);
mesh2.position.x = -0.2;
mesh2.position.y = -0.02;
mesh2.position.z = -0.2;
mesh2.scale.multiplyScalar(0.0006);
mesh2.castShadow = true;
mesh2.receiveShadow = true;
});
singleGeometry.mergeBufferGeometries([mesh1.geometry, mesh2.geometry]);
material = new THREE.MeshPhongMaterial({ color: 0xff0000 });
mesh = new THREE.Mesh(singleGeometry, material);
scene.add(mesh);
}发布于 2018-08-11 17:23:19
问题是,在尝试合并网格之前,您没有等待loader加载网格、mesh1和mesh2。
我们可以重构它来使用应许,这使得处理异步加载变得更加容易。
(我已经删除了从单个几何图形生成网格的代码,因为它显然没有被使用。)
var plyLoader = new THREE.PLYLoader();
function loadAsset(path) {
return new Promise(resolve => {
plyLoader.load(path, resolve);
});
}
var singleGeometry, material, mesh;
Promise.all([
loadAsset("ply/Paso_1_mandible.ply"),
loadAsset("ply/Lucy100k.ply"),
])
.then(geometries => {
geometries.forEach(geometry => geometry.computeVertexNormals());
var singleGeometry = new THREE.BufferGeometry();
singleGeometry.mergeBufferGeometries(geometries);
material = new THREE.MeshPhongMaterial({ color: 0xff0000 });
mesh = new THREE.Mesh(singleGeometry, material);
scene.add(mesh);
})
.then(() => {
animate();
});https://stackoverflow.com/questions/51801982
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