One way to dynamically change the appearance of an object is by modifying its material during runtime. This involves creating a new material with desired properties and assigning it to the object.
For instance, the code snippet below demonstrates how to create a 'MeshStandardMaterial' in white color along with specified characteristics. It includes a texture that has been loaded, with 'box' representing the target object for the material.
var material = new THREE.MeshStandardMaterial( { color: 0xffffff, side: THREE.FrontSide, opacity: 0.3, transparent: true, vertexColors: THREE.FaceColors, map : <THE TEXTURE YOU HAVE LOADED> } );
An alternative method involves loading the texture using TextureLoader, and then constructing the material once the texture is ready. The following code exemplifies this process:
var loader = new THREE.TextureLoader();
function onLoad( texture ) {
var material = new THREE.MeshPhongMaterial( { map : texture, color : 0xff0000 } );
box.material = material;
}
function onProgress( xhr ) {
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
}
function onError( xhr ) {
console.error( 'An error happened' );
}
loader.load( 'assets/img/crate.png', onLoad, onProgress, onError );
Furthermore, you have the option to modify the color and texture of the material without generating a new material,
To adjust only the color,
box.material.color.setHex( 0xff0000 );// will set red color for the box
or to alter the texture,
var loader = new THREE.TextureLoader();
function onLoad( texture ) {
box.material.map = texture;
}
function onProgress( xhr ) {
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
}
function onError( xhr ) {
console.error( 'An error happened' );
}
loader.load( 'assets/img/Dice-Blue-5.png', onLoad, onProgress, onError );