1
votes

I test the material switch on three.js and I have seen material camaro ici : http://mrdoob.github.com/three.js/examples/webgl_materials_cars_camaro.html

But if I think understand the code, I tried to reproduce it with a single object that has a single material and clicking on the button changes the material. But I have two problems: - How to create a variation of material with a texture - After 3 days of testing, my code does not work and I do not understand why if you could tell me where it gets stuck and why:

/////////////////////// MATERIAL /////////////////////////////
var materials = {

Red: new THREE.MeshLambertMaterial( {
    color: 0x660000,
    envMap: textureCube,
    combine: THREE.MixOperation,
    reflectivity: 0.5
    } ),

Black: new THREE.MeshLambertMaterial( {
    color: 0x000000,
    envMap: textureCube,
    combine: THREE.MixOperation,
    reflectivity: 0.5
    } ),

White: new THREE.MeshLambertMaterial( {
    color: 0xffffff,
    envMap: textureCube,
    combine: THREE.MixOperation,
    reflectivity: 0.5
    } ),

Gold: new THREE.MeshPhongMaterial( {
    color: 0xaa9944,
    specular: 0xbbaa99,
    shininess: 50,
    envMap: textureCube,
    combine: THREE.MultiplyOperation
    } ),

Chrome: new THREE.MeshPhongMaterial( {
    color: 0xffffff,
    specular:0xffffff,
    envMap: textureCube,
    combine: THREE.MultiplyOperation
    } ),
// how to configure this material ?             
/*LWood: new THREE.ImageUtils.loadTexture ( texture );
    url = "models/macabann/chataigner.jpg";
    imgTexture.repeat.set( 4, 4 );
    imgTexture.wrapS = imgTexture.wrapT = THREE.RepeatWrapping;
    imgTexture.anisotropy = 16;
    shininess: 50;
    specular: 0x333333;
    envMap: textureCube;
    combine: THREE.MixOperation;
    reflectivity: 0.2;
    bumpScale: 1; 
    shading: THREE.SmoothShading;*/

/*DWood: new THREE.ImageUtils.loadTexture ( texture );
    url = "models/macabann/chataigner.jpg";
    imgTexture.repeat.set( 4, 4 );
    imgTexture.wrapS = imgTexture.wrapT = THREE.RepeatWrapping;
    imgTexture.anisotropy = 16;
    shininess: 50;
    specular: 0x333333;
    envMap: textureCube;
    combine: THREE.MixOperation;
    reflectivity: 0.2;
    bumpScale: 0; 
    shading: THREE.SmoothShading;*/

};

/////////////////////// FIN MATERIAL /////////////////////////////

////////////////////////// OBJET ////////////////////////////


var loader = new THREE.JSONLoader();
loader.load('models/macabann/bielo.js', function ( geometry )
    { createScene( geometry, materials ) } 
);

function createScene( geometry, materials ) {
var Bmaterial = new THREE.MeshLambertMaterial();
Bmaterial  = materials [ "Orange" ];// default cette ligne merde

var mesh = new THREE.Mesh( geometry, Bmaterial );
    mesh.scale.set(1, 1, 1);
    mesh.position.y = 0;
    mesh.position.x = 0;
    mesh.castShadow = true;
    mesh.receiveShadow = true;

            scene.add( mesh );

            createButtons( materials, Bmaterial );

}

///////////////////// FIN OBJET ///////////////////////

//////////////////// buttons //////////////////////////
function createButtons( materials, Bmaterial ) {
var buttons = document.getElementById( "buttons" );
for ( var key in materials ) {
    var button = document.createElement( 'button' );
    button.textContent = key;
    button.addEventListener( 'click', function ( event ) {
        Bmaterial = materials[ this.textContent ];///////problem ?
    }, false 
    );
    buttons.appendChild( button );

}

}

thanks to answers

1

1 Answers

1
votes

This code is incorrect

function createScene( geometry, materials ) {
    var m = new THREE.MeshLambertMaterial();
    m.materials  = Bmaterial [ "Orange" ];

    var mesh = new THREE.Mesh( geometry, m );

It should be

function createScene( geometry, materials ) {
    var m = Bmaterial [ "Orange" ];

    var mesh = new THREE.Mesh( geometry, m );

Also, you can't change from a less complicated material to a more complicated one. For example, if one material has a texture, they all must. See https://github.com/mrdoob/three.js/wiki/Updates.

So make all your materials in you material array MeshPhongMaterial. If one material does not need a texture, then assign it a dummy white one.