Allright, I've been stuck on this issue for a while now so here I am.
I have an .obj
file, created by one of my colleagues, that I need to load into a three.js scene. I need to be able to change the materials and texture of individual parts of said object. Only when I try loading this .obj
in three.js and log the object I loaded in, I noticed it gets merged into 1 mesh.
I've been looking around for an answer to this problem, but I haven't even found someone with the same problem as me. I am currently loading the .obj
and it's .mtl
like this:
loadMTL = (mtlLoader, mtlPath, texPath, loader, objPath) => {
mtlLoader.load(
mtlPath,
mat => {
mat.preload();
loader.setMaterials(mat);
loader.load(
objPath,
object => {
console.log(object);
this.scene.add(object);
},
// called when loading is in progresses
function(xhr) {
// console.log("Obj - " + (xhr.loaded / xhr.total) * 100 + "% loaded");
},
// called when loading has errors
function(error) {
console.log("An error happened loading an OBJ");
console.log(error);
}
);
},
// called when loading is in progresses
function(xhr) {
// console.log("Mat - " + (xhr.loaded / xhr.total) * 100 + "% loaded");
},
// called when loading has errors
function(error) {
console.log("An error happened loading a MTL");
console.log(error);
}
);
};
The OBJLoader I'm using is the Three.js OBJLoader, not the OBJLoader2. The resulting log output is as follows:
Group {uuid: "DCA4C797-A66E-4007-ADAF-C4060FD9D886", name: "", type: "Group", parent: null, children: Array(1), …}
castShadow: false
children: Array(1)
0: Mesh {uuid: "76EA3F31-CB49-4D5F-A95C-B45A751DFBBE", name: "Kamer", type: "Mesh", parent: Group, children: Array(0), …}
length: 1
__proto__: Array(0)
frustumCulled: true
layers: Layers {mask: 1}
materialLibraries: ["Kastje1_test.mtl"]
matrix: Matrix4 {elements: Array(16)}
matrixAutoUpdate: true
matrixWorld: Matrix4 {elements: Array(16)}
matrixWorldNeedsUpdate: false
name: ""
parent: null
position: Vector3 {x: 20, y: 0, z: 0}
quaternion: Quaternion {_x: -0.7071067811865475, _y: 0, _z: 0, _w: 0.7071067811865476, _onChangeCallback: ƒ}
receiveShadow: false
renderOrder: 0
rotation: Euler {_x: -1.5707963267948966, _y: 0, _z: 0, _order: "XYZ", _onChangeCallback: ƒ}
scale: Vector3 {x: 33, y: 70, z: 55}
type: "Group"
up: Vector3 {x: 0, y: 1, z: 0}
userData: {}
uuid: "DCA4C797-A66E-4007-ADAF-C4060FD9D886"
visible: true
eulerOrder: (...)
id: 20
modelViewMatrix: Matrix4 {elements: Array(16)}
normalMatrix: Matrix3 {elements: Array(9)}
useQuaternion: (...)
__proto__: Object3D
As you can see, the Group has only 1 child Mesh. That mesh itself has no further children. The problem is that I need to retexture certain parts of the object, seeing as it only has 1 mesh and said mesh can only have 1 texture, as far as I know, I don't know how to proceed. Is there some Three.js fundamental concept I'm missing?
EDIT:
After some more searching we figured out what went wrong: apparently my colleague only defined one group in the .obj
file. We fixed the .obj
file and now I do get different meshes.