threejs.三d模型无法监控

github链接:https://github.com/hpstream/n...

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <title>Title</title>
    <style type="text/css">
        html,
        body {
            margin: 0;
            height: 100%;
        }
        canvas {
            display: block;
        }
    </style>
</head>

<body onload="draw();">

</body>
<script src="https://johnson2heng.github.io/three.js-demo/lib/three.js"></script>
<script src="./ColladaLoader.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/controls/OrbitControls.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/stats.min.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/dat.gui.min.js"></script>
<script>
    var renderer;
    function initRender() {
        renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
        renderer.setSize(window.innerWidth, window.innerHeight);
        //告诉渲染器需要阴影效果
        //renderer.shadowMap.enabled = true;
        //renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是,没有设置的这个清晰 THREE.PCFShadowMap
        renderer.setClearColor(0xffffff);
        document.body.appendChild(renderer.domElement);
    }
    var camera;
    function initCamera() {
        camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.set(0, 0, 100);
        camera.lookAt(new THREE.Vector3(0, 0, 0));
    }
    var scene;
    function initScene() {
        scene = new THREE.Scene();
    }
    function initLight() {
    }
    function initModel() {
        //辅助工具
        var helper = new THREE.AxesHelper(10);
        scene.add(helper);
        var s = 25;
        var cube = new THREE.CubeGeometry(s, s, s);
        for (var i = 0; i < 3; i++) {
            var material = new THREE.MeshBasicMaterial({ color: randomColor() });
            var mesh = new THREE.Mesh(cube, material);
            mesh.position.x = 800 * (2.0 * Math.random() - 1.0);
            mesh.position.y = 800 * (2.0 * Math.random() - 1.0);
            mesh.position.z = 800 * (2.0 * Math.random() - 1.0);
            mesh.rotation.x = Math.random() * Math.PI;
            mesh.rotation.y = Math.random() * Math.PI;
            mesh.rotation.z = Math.random() * Math.PI;
            mesh.updateMatrix();
            scene.add(mesh);
        }
        var loader = new THREE.ColladaLoader();
        loader.load("./model/model.dae", function (collada) {
            rouletteScene = collada.scene;
            rouletteScene.position.set(0, 0, 80);
            // rouletteScene.rotation.set(-90 * Math.PI / 180, 0, 0);
            scene.add(rouletteScene);
        })
    }
    //随机生成颜色
    function randomColor() {
        var arrHex = ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "a", "b", "c", "d", "e", "f"],
            strHex = "#",
            index;
        for (var i = 0; i < 6; i++) {
            index = Math.round(Math.random() * 15);
            strHex += arrHex[index];
        }
        return strHex;
    }
    //声明raycaster和mouse变量
    var raycaster = new THREE.Raycaster();
    var mouse = new THREE.Vector2();
    function onMouseClick(event) {
        //通过鼠标点击的位置计算出raycaster所需要的点的位置,以屏幕中心为原点,值的范围为-1到1.
        mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
        mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
        // 通过鼠标点的位置和当前相机的矩阵计算出raycaster
        raycaster.setFromCamera(mouse, camera);
        // 获取raycaster直线和所有模型相交的数组集合
        var intersects = raycaster.intersectObjects(scene.children);
        console.log(intersects);
        //将所有的相交的模型的颜色设置为红色,如果只需要将第一个触发事件,那就数组的第一个模型改变颜色即可
        for (var i = 0; i < intersects.length; i++) {
            intersects[i].object.material.color.set(0xff0000);
        }
    }
    window.addEventListener('click', onMouseClick, false);
    //初始化dat.GUI简化试验流程
    var gui;
    function initGui() {
        //声明一个保存需求修改的相关数据的对象
        controls = {
        };
        var gui = new dat.GUI();
    }
    //初始化性能插件
    var stats;
    function initStats() {
        stats = new Stats();
        document.body.appendChild(stats.dom);
    }
    //用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
    var controls;
    function initControls() {
        controls = new THREE.OrbitControls(camera, renderer.domElement);
        // 如果使用animate方法时,将此函数删除
        //controls.addEventListener( 'change', render );
        // 使动画循环使用时阻尼或自转 意思是否有惯性
        controls.enableDamping = true;
        //动态阻尼系数 就是鼠标拖拽旋转灵敏度
        //controls.dampingFactor = 0.25;
        //是否可以缩放
        controls.enableZoom = true;
        //是否自动旋转
        controls.autoRotate = false;
        //设置相机距离原点的最远距离
        controls.minDistance = 50;
        //设置相机距离原点的最远距离
        controls.maxDistance = 200;
        //是否开启右键拖拽
        controls.enablePan = true;
    }
    function render() {
        renderer.render(scene, camera);
    }
    //窗口变动触发的函数
    function onWindowResize() {
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
        render();
        renderer.setSize(window.innerWidth, window.innerHeight);
    }
    function animate() {
        //更新控制器
        render();
        //更新性能插件
        stats.update();
        //controls.update();
        requestAnimationFrame(animate);
    }
    function draw() {
        initRender();
        initScene();
        initCamera();
        initLight();
        initModel();
        initGui();
        initControls();
        initStats();
        animate();
        window.onresize = onWindowResize;
    }
</script>

</html>

自己画的图形可以监控,导入的图形不能监控,怎么回事??

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