If you start loading here
SceneLoader.LoadAssetContainer(
"https://cms-oss-sh-dev.oss-cn-shanghai.aliyuncs.com/jpc/2021-03-10/3D_Model/",
"115.obj",
this.scene,
(container) => {
this.scene.executeWhenReady(() => {
// debugger;
// Attach camera.
// let materialList = [
// "https://cms-oss-sh-dev.oss-cn-shanghai.aliyuncs.com/jpc/2021-03-10/pi-0/pi-0_COL.png",
// "https://cms-oss-sh-dev.oss-cn-shanghai.aliyuncs.com/jpc/2021-03-10/pi-0/pi-0_DISP.jpg",
// "https://cms-oss-sh-dev.oss-cn-shanghai.aliyuncs.com/jpc/2021-03-10/pi-0/pi-0_NRM.jpg",
// "https://cms-oss-sh-dev.oss-cn-shanghai.aliyuncs.com/jpc/2021-03-10/pi-0/pi-0_ROUGH.jpg",
// "https://cms-oss-sh-dev.oss-cn-shanghai.aliyuncs.com/jpc/2021-03-10/pi-0/pi-0_COL.png",
// "https://cms-oss-sh-dev.oss-cn-shanghai.aliyuncs.com/jpc/2021-03-10/pi-0/pi-0_ALPHA.jpg",
// ];
// let materialList = [
// "https://cms-oss-sh-dev.oss-cn-shanghai.aliyuncs.com/jpc/2021-03-10/FabricLeatherSplitVintage002/FabricLeatherSplitVintage002_COL_VAR1_4K.jpg",
// "https://cms-oss-sh-dev.oss-cn-shanghai.aliyuncs.com/jpc/2021-03-10/FabricLeatherSplitVintage002/FabricLeatherSplitVintage002_DISP_4K.jpg",
// "https://cms-oss-sh-dev.oss-cn-shanghai.aliyuncs.com/jpc/2021-03-10/FabricLeatherSplitVintage002/FabricLeatherSplitVintage002_NRM_4K.jpg",
// "https://cms-oss-sh-dev.oss-cn-shanghai.aliyuncs.com/jpc/2021-03-10/FabricLeatherSplitVintage002/FabricLeatherSplitVintage002_BUMP_4K.jpg",
// "https://cms-oss-sh-dev.oss-cn-shanghai.aliyuncs.com/jpc/2021-03-10/FabricLeatherSplitVintage002/FabricLeatherSplitVintage002_REFL_4K.jpg",
// "https://cms-oss-sh-dev.oss-cn-shanghai.aliyuncs.com/jpc/2021-03-10/FabricLeatherSplitVintage002/FabricLeatherSplitVintage002_AO_4K.jpg",
// "https://cms-oss-sh-dev.oss-cn-shanghai.aliyuncs.com/jpc/2021-03-10/FabricLeatherSplitVintage002/FabricLeatherSplitVintage002_GLOSS_4K.jpg",
// ];
if (!this.scene.activeCamera) {
throw new Error(
"No camera defined in the scene. Please add at least one camera in the project or create one yourself in the code."
);
}
container.meshes.forEach((mesh: any) => {
mesh.material = new PBRMetallicRoughnessMaterial("pbr", this.scene);
// mesh.position = new Vector3(0, -800, 0);
mesh.material.metallic = 0.0;
mesh.material.roughness = 1;
mesh.material.alpha = 1;
mesh.material.metallicF0Factor = 0;
mesh.material.useRoughnessFromMetallicTextureAlpha = false;
mesh.material.useRoughnessFromMetallicTextureGreen = true;
mesh.material.useMetallnessFromMetallicTextureBlue = true;
//截图是模型保持中心
mesh.material.useAmbientInGrayScale = true;
mesh.scaling.z = 4;
mesh.scaling.y = 4;
mesh.scaling.x = 4;
mesh.alwaysSelectAsActiveMesh = true;
let uScale = 8;
let vScale = 8;
//颜色
mesh.material.baseTexture = new Texture(
materialList[0],
this.scene
);
mesh.material.baseTexture.uScale = uScale;
mesh.material.baseTexture.vScale = vScale;
mesh.material.normalTexture = new Texture(
materialList[1],
this.scene
);
mesh.material.normalTexture.uScale = uScale;
mesh.material.normalTexture.vScale = vScale;
mesh.material.useParallax = true;
mesh.material.useParallaxOcclusion = true;
mesh.material.parallaxScaleBias = 11;
mesh.material.specularPower = 1000.0;
// 金属/粗糙
mesh.material.metallicRoughnessTexture = new Texture(
materialList[2],
this.scene
);
mesh.material.metallicRoughnessTexture.uScale = uScale;
mesh.material.metallicRoughnessTexture.vScale = vScale;
mesh.material.invertNormalMapX = true;
mesh.material.invertNormalMapY = true;
// this.shadowGenerator.getShadowMap().renderList.push(mesh);
});
container.addAllToScene();
});
},
null,
function (err) {
console.log("err", err);
}
);
where i can hide my loading ? http://bj.quadtalent.com/sample/?id=1322
Where can I hear that the model and material drawing are loaded?