THREE.MTLLoader不加载纹理图像



我创建了一个三js程序,加载mtl和obj并在场景中显示当运行程序时,不显示纹理,显示黑色对象。

我使用mtl加载程序和obj加载程序,并在主机的根文件夹中添加文件这段代码在三个js网站上运行良好,我在程序中复制了这段代码,但不适用于我。

我也使用光环境光和点光源。

它链接我的模型:我的程序

这是我的代码:

import * as THREE from './three.module.js';
import { DDSLoader } from './jsm/loaders/DDSLoader.js';
import { MTLLoader } from './jsm/loaders/MTLLoader.js';
import { OBJLoader } from './jsm/loaders/OBJLoader.js';
var container;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;

init();
animate();

function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 250;
// scene
scene = new THREE.Scene();
var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
scene.add( ambientLight );
var pointLight = new THREE.PointLight( 0xffffff, 0.8 );
camera.add( pointLight );
scene.add( camera );
// model
var onProgress = function ( xhr ) {
if ( xhr.lengthComputable ) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log( Math.round( percentComplete, 2 ) + '% downloaded' );
}
};
var onError = function () { };
var manager = new THREE.LoadingManager();
manager.addHandler( /.dds$/i, new DDSLoader() );
// comment in the following line and import TGALoader if your asset uses TGA textures
// manager.addHandler( /.tga$/i, new TGALoader() );
new MTLLoader( manager )
.setPath( '/' )
.load( 'char4.mtl', function ( materials ) {
console.log(materials);
materials.preload();
new OBJLoader( manager )
.setMaterials( materials )
.setPath( '/' )
.load( 'char4.obj', function ( object ) {
object.scale.set(20,20,20);
scene.add( object );
}, onProgress, onError );
} );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}

MLT文件包含一个代表漫反射颜色的Kd条目和一个代表漫射颜色纹理的map_Kd条目。例如

Kd 0.00 0.00 0.00
map_Kd char4.png

因此漫反射颜色为黑色。(非官方(MTL规范规定:材质漫反射乘以纹理值。这意味着在你的情况下,所有最终的颜色值都是黑色的。

通过将所有Kd值更改为1.00 1.00 1.00,您可以轻松解决此问题。

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