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Decals not displaying in Autodesk Viewer

2020-04-30 17:40发布

问题:

When using the Autodesk Viewer, decals do not seem to display as expected. The image above has the decal displaying correctly (not rendered in Autodesk Viewer), and the image below has no decal (rendered in Autodesk viewer).

Why is this so, and how can decals be made to work in Autodesk Viewer?

Source files here.

回答1:

Here is my code sample. I imported the STEP file on Forge, and copied the RefdFile_1.png file on my node.js server.

var attenuationVertexShader =`
  varying vec2 vUv;
  varying vec3 vPosition;
  void main() {
    vUv = uv;
    vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
    gl_Position = projectionMatrix * mvPosition;
  }
  ` ;

var attenuationFragmentShader = `
  varying vec2 vUv;
  uniform sampler2D checkerboard;
  void main() {
    gl_FragColor = texture2D(checkerboard, vec2 (vUv.x * 0.1263, vUv.y * 0.166)) ;
  }
` ;

var dbId =4 ;
var fragId =0 ;
var texturePath ="/RefdFile_1.png" ;
var material =null ;

oViewer =new Autodesk.Viewing.Private.GuiViewer3D ($("#viewer") [0], {}) ; // With toolbar
Autodesk.Viewing.Initializer (options, function () {
    oViewer.initialize () ;
    oViewer.addEventListener (Autodesk.Viewing.GEOMETRY_LOADED_EVENT, function (event) {
        oViewer.fitToView (true) ;
        setTimeout (function () { oViewer.autocam.setHomeViewFrom (oViewer.navigation.getCamera ()) ; }, 1000) ;
        setTimeout (createTexture, 500) ;
    }) ;
    oViewer.setGroundReflection (false) ;
    oViewer.setGroundShadow (false) ;
    oViewer.load (myurn) ;
}) ;

function createTexture () {
    var loader =new THREE.TextureLoader () ;
    loader.load (texturePath, function (texture) {
        texture.minFilter =THREE.LinearMipMapLinearFilter ; // THREE.LinearMipMapLinearFilter
        texture.magFilter =THREE.LinearFilter ;

        var uniforms ={
            checkerboard: {
                type: 't',
                value: texture
            }
        } ;
        material =new THREE.ShaderMaterial ({
          uniforms: uniforms,
          vertexShader: attenuationVertexShader,
          fragmentShader: attenuationFragmentShader,
          side: THREE.DoubleSide
        }) ;
        oViewer.impl.matman ().removeMaterial ('shaderMaterial') ;
        oViewer.impl.matman ().addMaterial ('shaderMaterial', material, true) ;
        var floor_mesh_render =oViewer.impl.getRenderProxy (oViewer.model, fragId) ;
        oViewer.model.getFragmentList ().setMaterial (fragId, material) ;
        oViewer.impl.invalidate (true) ;
    }) ;
}