Hunyuan3D-2.1 / assets /modelviewer-textured-template.html
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<!DOCTYPE html>
<html>
<head>
<!-- Import the component -->
<script src="https://cdn.jsdelivr.net/npm/@google/[email protected]/dist/model-viewer.min.js"
type="module"></script>
<style>
body {
margin: 0;
font-family: Arial, sans-serif;
}
.centered-container {
display: flex;
justify-content: center;
align-items: center;
}
.modelviewer-panel-button {
height: 30px;
margin: 4px 4px;
padding: 0px 14px;
background: white;
border-radius: 10px;
box-shadow: 0px 0px 4px rgba(0, 0, 0, 0.25);
font-size: 14px;
font-weight: 600;
display: flex;
align-items: center;
justify-content: center;
cursor: pointer;
transition: all 0.2s ease;
}
.modelviewer-panel-button.checked {
background: #6567C9;
color: white;
}
.modelviewer-panel-button:hover {
background-color: #e2e6ea;
}
.modelviewer-panel-button-container {
display: flex;
justify-content: space-around;
}
.centered-container {
display: flex;
flex-direction: column;
align-items: center;
}
</style>
</head>
<body>
<div class="centered-container">
<div class="centered-container">
<div class="column is-mobile is-centered">
<model-viewer id="modelviewer" style="height: #height#px; width: #width#px;"
rotation-per-second="10deg"
src="#src#" disable-tap
environment-image="neutral"
camera-target="0m 0m 0m"
camera-orbit="0deg 90deg 12m"
orientation="0deg 0deg 0deg"
shadow-intensity=".9"
ar auto-rotate
camera-controls>
</model-viewer>
</div>
<div class="modelviewer-panel-button-container">
<div id="appearance-button" class="modelviewer-panel-button small checked" onclick="showTexture()">
Appearance
</div>
<div id="geometry-button" class="modelviewer-panel-button small" onclick="hideTexture()">Geometry</div>
</div>
</div>
</div>
<script>
let modelViewer;
let window_state = {
isModelLoaded: false,
isHidden: false,
savedMaterials: null,
savedExposure: null
};
document.addEventListener('DOMContentLoaded', () => {
modelViewer = document.getElementById('modelviewer');
// 等待模型加载完成
modelViewer.addEventListener('load', () => {
console.log('Model loaded, materials available:', modelViewer.model.materials.length);
window_state.isModelLoaded = true;
// 调试:打印材质信息
modelViewer.model.materials.forEach((mat, idx) => {
console.log(`Material ${idx}:`, {
name: mat.name,
hasBaseColor: !!mat.pbrMetallicRoughness.baseColorTexture,
hasMetallicRoughness: !!mat.pbrMetallicRoughness.metallicRoughnessTexture,
hasNormal: !!mat.normalTexture
});
});
});
modelViewer.addEventListener('error', (event) => {
console.error('Model loading error:', event);
});
});
function ensureModelLoaded() {
if (!window_state.isModelLoaded || !modelViewer.model || !modelViewer.model.materials) {
console.warn('Model not loaded yet');
return false;
}
return true;
}
function saveMaterialsState() {
if (!ensureModelLoaded()) return false;
console.log('Saving materials state...');
window_state.savedMaterials = [];
window_state.savedExposure = modelViewer.exposure;
for (let i = 0; i < modelViewer.model.materials.length; i++) {
const material = modelViewer.model.materials[i];
const pbr = material.pbrMetallicRoughness;
const materialState = {
baseColorTexture: null,
metallicRoughnessTexture: null,
normalTexture: null,
baseColorFactor: null,
metallicFactor: null,
roughnessFactor: null
};
// 保存纹理引用
try {
if (pbr.baseColorTexture && pbr.baseColorTexture.texture) {
materialState.baseColorTexture = pbr.baseColorTexture.texture;
console.log(`Saved baseColorTexture for material ${i}`);
}
if (pbr.metallicRoughnessTexture && pbr.metallicRoughnessTexture.texture) {
materialState.metallicRoughnessTexture = pbr.metallicRoughnessTexture.texture;
console.log(`Saved metallicRoughnessTexture for material ${i}`);
}
if (material.normalTexture && material.normalTexture.texture) {
materialState.normalTexture = material.normalTexture.texture;
console.log(`Saved normalTexture for material ${i}`);
}
// 保存材质参数
materialState.baseColorFactor = [...pbr.baseColorFactor];
materialState.metallicFactor = pbr.metallicFactor;
materialState.roughnessFactor = pbr.roughnessFactor;
} catch (error) {
console.error(`Error saving material ${i}:`, error);
}
window_state.savedMaterials.push(materialState);
}
console.log('Materials state saved:', window_state.savedMaterials);
return true;
}
function hideTexture() {
console.log('hideTexture called');
if (!ensureModelLoaded()) {
console.error('Cannot hide texture: model not loaded');
return;
}
let appearanceButton = document.getElementById('appearance-button');
let geometryButton = document.getElementById('geometry-button');
appearanceButton.classList.remove('checked');
geometryButton.classList.add('checked');
// 如果已经隐藏,直接返回
if (window_state.isHidden) return;
// 第一次隐藏时保存状态
if (!window_state.savedMaterials) {
if (!saveMaterialsState()) return;
}
// 隐藏所有纹理
try {
for (let i = 0; i < modelViewer.model.materials.length; i++) {
const material = modelViewer.model.materials[i];
const pbr = material.pbrMetallicRoughness;
if (pbr.baseColorTexture) {
pbr.baseColorTexture.setTexture(null);
}
if (pbr.metallicRoughnessTexture) {
pbr.metallicRoughnessTexture.setTexture(null);
}
if (material.normalTexture) {
material.normalTexture.setTexture(null);
}
}
window_state.isHidden = true;
modelViewer.environmentImage = '/static/env_maps/gradient.jpg';
modelViewer.exposure = 4;
console.log('Textures hidden successfully');
} catch (error) {
console.error('Error hiding textures:', error);
}
}
function showTexture() {
console.log('showTexture called');
if (!ensureModelLoaded()) {
console.error('Cannot show texture: model not loaded');
return;
}
let appearanceButton = document.getElementById('appearance-button');
let geometryButton = document.getElementById('geometry-button');
appearanceButton.classList.add('checked');
geometryButton.classList.remove('checked');
// 如果不在隐藏状态,直接返回
if (!window_state.isHidden) return;
// 如果没有保存的材质状态,无法恢复
if (!window_state.savedMaterials) {
console.warn('No saved materials to restore');
return;
}
// 恢复纹理
try {
for (let i = 0; i < modelViewer.model.materials.length && i < window_state.savedMaterials.length; i++) {
const material = modelViewer.model.materials[i];
const pbr = material.pbrMetallicRoughness;
const savedMaterial = window_state.savedMaterials[i];
// 恢复纹理
if (savedMaterial.baseColorTexture && pbr.baseColorTexture) {
pbr.baseColorTexture.setTexture(savedMaterial.baseColorTexture);
console.log(`Restored baseColorTexture for material ${i}`);
}
if (savedMaterial.metallicRoughnessTexture && pbr.metallicRoughnessTexture) {
pbr.metallicRoughnessTexture.setTexture(savedMaterial.metallicRoughnessTexture);
console.log(`Restored metallicRoughnessTexture for material ${i}`);
}
if (savedMaterial.normalTexture && material.normalTexture) {
material.normalTexture.setTexture(savedMaterial.normalTexture);
console.log(`Restored normalTexture for material ${i}`);
}
// 恢复材质参数
if (savedMaterial.baseColorFactor) {
pbr.setBaseColorFactor(savedMaterial.baseColorFactor);
}
if (typeof savedMaterial.metallicFactor === 'number') {
pbr.setMetallicFactor(savedMaterial.metallicFactor);
}
if (typeof savedMaterial.roughnessFactor === 'number') {
pbr.setRoughnessFactor(savedMaterial.roughnessFactor);
}
}
// 恢复环境设置
modelViewer.environmentImage = '/static/env_maps/white.jpg';
if (window_state.savedExposure !== undefined) {
modelViewer.exposure = window_state.savedExposure;
}
window_state.isHidden = false;
console.log('Textures restored successfully');
} catch (error) {
console.error('Error restoring textures:', error);
}
}
// 添加调试函数
function debugMaterials() {
if (!ensureModelLoaded()) return;
console.log('=== Current Materials Debug ===');
modelViewer.model.materials.forEach((mat, idx) => {
const pbr = mat.pbrMetallicRoughness;
console.log(`Material ${idx}:`, {
name: mat.name,
baseColorTexture: pbr.baseColorTexture?.texture || null,
metallicRoughnessTexture: pbr.metallicRoughnessTexture?.texture || null,
normalTexture: mat.normalTexture?.texture || null,
baseColorFactor: pbr.baseColorFactor,
metallicFactor: pbr.metallicFactor,
roughnessFactor: pbr.roughnessFactor
});
});
console.log('Window state:', window_state);
console.log('===============================');
}
// 暴露调试函数到全局
window.debugMaterials = debugMaterials;
</script>
</body>
</html>