Currently, I am attempting to dynamically swap the image texture on a loaded .obj file in three.js. Below is the modified code extracted from the three.js examples:
var container, stats;
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 = 100;
//scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0x101030 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 );
scene.add( directionalLight );
//manager
var manager = new THREE.LoadingManager();
manager.onProgress = function ( item, loaded, total ) {
console.log( item, loaded, total );
};
//model
var loader = new THREE.OBJLoader( manager );
loader.load( 'obj/female02/female02.obj', function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
//create a global var to reference later when changing textures
myMesh = child;
//apply texture
myMesh.material.map = THREE.ImageUtils.loadTexture( 'textures/ash_uvgrid01.jpg');
myMesh.material.needsUpdate = true;
}
} );
object.position.y = - 80;
scene.add( object );
} );
//render
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function newTexture() {
myMesh.material.map = THREE.ImageUtils.loadTexture( 'textures/land_ocean_ice_cloud_2048.jpg');
myMesh.material.needsUpdate = true;
}
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;
}
//animate
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 );
}
The only additional feature added was the 'newTexture' function and a mesh reference named 'myMesh'. You can find the original example here. However, despite no error logs, the .obj file doesn't update as expected. It seems like I might have overlooked something crucial here..
Update: In response to the insightful answer below, here's the revised code with extra functionalities for swapping textures using an input field:
var container, stats;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var globalObject;
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 = 100;
//scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight(0x101030);
scene.add(ambient);
var directionalLight = new THREE.DirectionalLight(0xffeedd);
directionalLight.position.set(0, 0, 1);
scene.add(directionalLight);
//manager
var manager = new THREE.LoadingManager();
manager.onProgress = function(item, loaded, total) {
console.log(item, loaded, total);
};
//model
var loader = new THREE.OBJLoader(manager);
loader.load('obj/female02/female02.obj', function(object) {
//store global reference to .obj
globalObject = object;
object.traverse(function(child) {
if (child instanceof THREE.Mesh) {
child.material.map = THREE.ImageUtils.loadTexture('textures/grid.jpg');
child.material.needsUpdate = true;
}
});
object.position.y = -80;
scene.add(object);
});
renderer = new THREE.WebGLRenderer();
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;
}
//animate
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * 0.05;
camera.position.y += (-mouseY - camera.position.y) * 0.05;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
function newTexture() {
var newTexturePath = "textures/" + document.getElementById("texture").value + "";
globalObject.traverse(function(child) {
if (child instanceof THREE.Mesh) {
child;
child.material.map = THREE.ImageUtils.loadTexture(newTexturePath);
child.material.needsUpdate = true;
}
});
}