hello! I want to dynamically change color of building from blender glft file. Here is my code
import * as THREE from "./three.module.js";
import { OrbitControls } from "./OrbitControls.js";
import { SVGLoader } from "./SVGLoader.js";
import { GLTFLoader } from "./GLTFLoader.js";
const canvas = document.getElementById('canvas')
let camera, scene, renreder,controls, geomerty, material, mesh, clock,ground;
var ambientLight;
var pointLight;
const params = {
color: '#ffffff'
};
const raycaster = new THREE.Raycaster()
const mouse = new THREE.Vector2()
clock = new THREE.Clock();
init()
function getRandomColor() {
var letters = '0123456789ABCDEF';
var color = '#';
for (var i = 0; i < 6; i++) {
color += letters[Math.floor(Math.random() * 16)];
}
return color;
}
function animation() {
var delta = clock.getDelta(),
time = clock.getElapsedTime() * 5;
controls.update( delta );
renreder.render(scene, camera)
}
function init() {
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight)
camera.position.set(0, 0, 1);
camera.lookAt(0,0,0);
scene = new THREE.Scene()
geomerty = new THREE.BoxGeometry(1, 1, 1)
material = new THREE.MeshBasicMaterial({ color: "red" })
mesh = new THREE.Mesh(geomerty, material)
mesh.name ="cube1";
mesh.position.set(0,0.5,0);
mesh.castShadow = true;
scene.add(mesh)
scene.background = new THREE.Color( params.color );
ground = new THREE.Mesh(
new THREE.PlaneGeometry(100,100,100),
new THREE.MeshStandardMaterial({color: 0xffffff}));
ground.material.side = THREE.DoubleSide;
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
canvas.addEventListener('mousemove', onMouseMove)
renreder = new THREE.WebGLRenderer({ canvas: canvas })
renreder.shadowMap.enabled = true;
renreder.shadowMap.type = THREE.PCFSoftShadowMap;
renreder.setSize(window.innerWidth, window.innerHeight)
renreder.setAnimationLoop(animation)
controls = new OrbitControls(camera, renreder.domElement);
controls.enableKeys = true;
controls.listenToKeyEvents(document.body);
controls.keys = {
LEFT: "ArrowLeft", //left arrow
UP: "ArrowUp", // up arrow
RIGHT: "ArrowRight", // right arrow
BOTTOM: "ArrowDown" // down arrow
}
const light = new THREE.AmbientLight( 0x888888 ); // soft white light
const light1 = new THREE.DirectionalLight( 0xffffff, 1.0 );
scene.add( light );
light1.position.set(-30, 40, 10);
light1.castShadow = true;
scene.add(light1);
scene.add(light);
var diry = new THREE.Vector3( 0, 1, 0 );
diry.normalize();
var dirx = new THREE.Vector3( 1, 0, 0 );
dirx.normalize();
var dirz = new THREE.Vector3( 0, 0, 1 );
dirz.normalize();
var origin = new THREE.Vector3( 0, 0, 0 );
var length = 1;
var hexy = 0x00ff00;
var hexx = 0xff0000;
var hexz = 0x0000ff;
var arrowHelpery = new THREE.ArrowHelper( diry, origin, length, hexy );
var arrowHelperx = new THREE.ArrowHelper( dirx, origin, length, hexx );
var arrowHelperz = new THREE.ArrowHelper( dirz, origin, length, hexz );
arrowHelpery.position.set (0,2,0);
arrowHelperx.position.set (0,2,0);
arrowHelperz.position.set (0,2,0);
scene.add( arrowHelpery );
scene.add( arrowHelperx );
scene.add( arrowHelperz );
const svgloader = new SVGLoader();
const glftloader = new GLTFLoader();
glftloader.load('house333.gltf',function(gltf){
// console.log(glb)
const model = gltf.scene;
scene.add(model);
model.getObjectByName('40155389').material.color.setHex(0x00FF00);
// console.log(child);
});
// load a SVG resource
svgloader.load(
// resource URL
'info3.svg',
// called when the resource is loaded
function ( data ) {
const paths = data.paths;
const group = new THREE.Group();
for ( let i = 0; i < paths.length; i ++ ) {
const path = paths[ i ];
const material = new THREE.MeshBasicMaterial( {
color: path.color,
side: THREE.DoubleSide,
depthWrite: false
} );
const shapes = SVGLoader.createShapes( path );
for ( let j = 0; j < shapes.length; j ++ ) {
const shape = shapes[ j ];
const geometry = new THREE.ShapeGeometry( shape );
geometry.applyMatrix4(new THREE.Matrix4().makeScale ( 0.01, -0.01, 0.01 ))
const mesh1 = new THREE.Mesh( geometry, material );
mesh1.name = "info1"
group.add( mesh1 );
}
}
group.position.set(-0.2,1.6,0);
scene.add( group );
group.cursor = 'pointer';
},
// called when loading is in progresses
function ( xhr ) {
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
},
// called when loading has errors
function ( error ) {
console.log( 'An error happened' );
}
);
}
function onMouseMove(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera)
const intersects = raycaster.intersectObjects(scene.children, true)
if (intersects.length > 0) {
if (intersects[0].object.geometry.type == 'BoxGeometry') {
intersects[0].object.material.color.set(getRandomColor())
// console.log("object name "+intersects[0].object.name)
}
}
if (intersects.length > 0) {
if (intersects[0].object.geometry.type == 'ShapeGeometry') {
intersects[0].object.material.color.set(0xff0000)
// console.log("object name "+intersects[0].object.name)
}
}
if (intersects.length == 0 || intersects[0].object.geometry.type == 'PlaneGeometry') {
mesh.material.color.set(0xff0000)
scene.traverse(function(child) {
if (child.name === "info1") {
child.material.color.set(0x00ff00) //apply same material to all meshes
}
});
}
}
in this line model.getObjectByName(‘40155389’).material.color.setHex(0x00FF00); i want to change color of only that building, but color of all buildings changes. Please, help.