I have problem with import/export scenes in Three.js I have few objects (models loaded with OBJLoader, Text generated with TextGeometry). Im able to export it to string definition using OBjExporter/GLTFExporter, but when Im trying to load it again, it loads text to BufferGeometry not TextGeometry. Is it possible to load all scene meshes with proper geometries? Or maybe its possible to parse geometries? I know I can save scene without text (store text parametries in different definition then generate it again), but I would like to avoid it. Im looking forward for Your help. Thanks.
Code samples:
1. Function to export scene to OBJ
function CanvasToOBJ(callback) {
var exporter = new THREE.OBJExporter();
var options = {
trs: false,
onlyVisible: true,
truncateDrawRange: true,
binary: false,
forceIndices: false,
forcePowerOfTwoTextures: false,
embedImages: true
};
var result = exporter.parse(scene);
callback(result);
exporter.parse(scene, function (result) {
if (result instanceof ArrayBuffer) {
callback(null);
} else {
var output = JSON.stringify(result, null, 2);
callback(output);
}
}, options);
}
- Function to import from OBJ string
function LoadOBJ() {
var elem = document.getElementById("modelEditor");
if (elem != null && elem !== "undefined" && elem.value !== "undefined" && elem.value != null && elem.value != "") {
var gltfString = elem.value;
var loader = new THREE.OBJLoader();
loader.load = function load(url, localtext, onLoad, onProgress, onError) {
var scope = this;
var loader = new THREE.XHRLoader(scope.manager);
loader.setPath(this.path);
loader.load(url, function (text) {
if (url == "") {
text = localtext;
}
onLoad(scope.parse(text));
}, onProgress, onError);
},
loader.load('', gltfString, function (gltf) {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xf0f0f0);
scene.add(new THREE.AmbientLight(0x505050));
var light = new THREE.SpotLight(0xffffff, 1.5);
light.position.set(0, 500, 2000);
light.angle = Math.PI / 9;
light.castShadow = true;
light.shadow.camera.near = 1000;
light.shadow.camera.far = 4000;
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.height = 1024;
scene.add(light);
var elem = gltf.children[0];
scene.add(elem);
objects.push(elem);
renderer.setSize(renderer.domElement.width, renderer.domElement.height, false);
})
}
}