three.js实现3D模型展示的示例代码

合集下载
  1. 1、下载文档前请自行甄别文档内容的完整性,平台不提供额外的编辑、内容补充、找答案等附加服务。
  2. 2、"仅部分预览"的文档,不可在线预览部分如存在完整性等问题,可反馈申请退款(可完整预览的文档不适用该条件!)。
  3. 3、如文档侵犯您的权益,请联系客服反馈,我们会尽快为您处理(人工客服工作时间:9:00-18:30)。

three.js实现3D模型展⽰的⽰例代码
由于项⽬需要展⽰3d模型,所以对three做了点研究,分享出来希望能帮到⼤家
先看看效果:
three.js整体来说不是很难只要你静下⼼来研究研究很快就会上⼿的
⾸先我们在页⾯上需要创建⼀个能够放置3D模型的画布也可以说是初始化 Three
var WIDTH,HEIGHT;
var renderer;
function initThree() {
WIDTH = document.documentElement.clientWidth/2; <!--{foreach from=$recommended_goods item=rgoods}--> <!-- {/foreach} -->
HEIGHT = document.documentElement.clientHeight/2;
/* 渲染器 */
renderer = new THREE.WebGLRenderer();
renderer.setSize(WIDTH , HEIGHT);
renderer.setClearColor(new THREE.Color(0x66666));
renderer.gammaInput = true;
renderer.gammaOutput = true;
document.body.appendChild(renderer.domElement);
}
通过上⾯的代码不难看出我们设置了在body⾥追加了⼀块画布宽⾼是 client的⼀半颜⾊为 0x66666 这⾥要注意的是 renderer = new THREE.WebGLRenderer(); 因为我们所有的设置都是以renderer为对象设置
下来我们需要调整摄像头即视觉⾓度
/* 摄像头 */
var camera;
function initCamera() {
var VIEW_ANGLE = 45,
ASPECT = WIDTH / HEIGHT,
NEAR = 0.1,
FAR = 10000;
camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
camera.position.set(20, 0, 0);
//设置视野的中⼼坐标
camera.lookAt(scene.position);
}
以上代码主要是控制视觉⾓度数值可以在后期根据⾃⼰的需求去调整
加载场景:
/* 场景 */
var scene;
function initScene() {
scene = new THREE.Scene();
}
加载灯光效果
/* 灯光 */
var light,light2,light3;
function initLight() {
//平⾏光
light = new THREE.DirectionalLight(0xFFFFFF);
light.position.set(0, 99, 0).normalize();
scene.add(light);
//环境光
light2 = new THREE.AmbientLight(0x999999);
scene.add(light2);
//点光源
light3 = new THREE.PointLight(0x00FF00);
light3.position.set(300, 0, 0);
scene.add(light3);
}
显⽰模型对象:
function initObject(){
// ASCII file
var loader = new THREE.STLLoader();
loader.addEventListener( 'load', function ( event ) {
var loading = document.getElementById("Loading");
loading.parentNode.removeChild(loading);
var geometry = event.content;
//砖红⾊
var material = new THREE.MeshPhongMaterial( { ambient: 0xff5533, color: 0xff5533, specular: 0x111111, shininess: 200 } );
//纯⿊⾊
// var material = new THREE.MeshBasicMaterial( { envMap: THREE.ImageUtils.loadTexture( 'http://localhost:8080/textures/metal.jpg', new THREE.SphericalReflectionMapping() ), overdraw: true } ) ; //粉⾊带阴影
// var material = new THREE.MeshLambertMaterial( { color:0xff5533, side: THREE.DoubleSide } );
//灰⾊
// var material = new THREE.MeshLambertMaterial({color: 000000}); //材质设定 (颜⾊)
var mesh = new THREE.Mesh( geometry, material );
var center = THREE.GeometryUtils.center(geometry);
var boundbox=geometry.boundingBox;
var vector3 = boundbox.size(null);
var vector3 = boundbox.size(null);
console.log(vector3);
var scale = vector3.length();
camera.position.set(scale, 0, 0);
camera.lookAt(scene.position);
scene.add(camera);
//利⽤⼀个轴对象以可视化的3轴以简单的⽅式。

X轴是红⾊的。

Y轴是绿⾊的。

Z轴是蓝⾊的。

这有助于理解在空间的所有三个轴的⽅向。

var axisHelper = new THREE.AxisHelper(800);
scene.add(axisHelper);
//周围边框
bboxHelper = new THREE.BoxHelper();
bboxHelper.visible = true;
var meshMaterial = material;
mainModel = new THREE.Mesh(geometry, meshMaterial);
bboxHelper.update(mainModel);
puteBoundingBox();
scene.add(bboxHelper);
//地板⽹格
// var gridHelper = new THREE.GridHelper(500, 40); // 500 is grid size, 20 is grid step
// gridHelper.position = new THREE.Vector3(0, 0, 0);
// gridHelper.rotation = new THREE.Euler(0, 0, 0);
// scene.add(gridHelper);
// var gridHelper2 = gridHelper.clone();
// gridHelper2.rotation = new THREE.Euler(Math.PI / 2, 0, 0);
// scene.add(gridHelper2);
// var gridHelper3 = gridHelper.clone();
// gridHelper3.rotation = new THREE.Euler(Math.PI / 2, 0, Math.PI / 2);
// scene.add(gridHelper3);
//
// var grid = new THREE.GridHelper(300, 40, 25, [0, 0, 1], 0x000055, 0.2, true, "#FFFFFF", "left");
// scene.add(grid);
var x = (boundbox.max.x - boundbox.min.x).toFixed(2);
var y = (boundbox.max.y - boundbox.min.y).toFixed(2);
var z = (boundbox.max.z - boundbox.min.z).toFixed(2);
console.log(x);
console.log(y);
console.log(z);
console.log(boundbox);
mesh.position.set(0,0,0);
// mesh.position.x = scene.position.x;
// mesh.position.y = scene.position.y ;
// mesh.position.z = scene.position.z;
scene.add(mesh);
renderer.clear();
renderer.render(scene, camera);
} );
loader.load( '3dfile/莫⽐乌斯环.STL' );
}
这⾥根据⽂件类型选择相对应的js引⼊即可我加载的是STL模型所以我引⼊的是 STLLoader.js
<script src="js/STLLoader.js"></script>
如果需要显⽰⽹格标尺将⽹格部分代码去掉注释即可
下来是控制⽅法 (虽然我没有在显⽰代码⾥⾯写根据键盘按键放⼤缩⼩但还是提供给⼤家参考)
//控制
var effect;
var controls;
function initControl(){
effect = new THREE.AsciiEffect( renderer );
effect.setSize( WIDTH, HEIGHT );
controls = new THREE.TrackballControls( camera,renderer.domElement);
}
最后就是⼀个初始调⽤了
function animate() {
requestAnimationFrame( animate );
controls.update();
effect.render( scene, camera );
}
function threeStart() {
initThree();
initLight();
initObject();
initControl();
animate();
}
附上完整代码
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
<title>WebGL</title>
<script type="text/javascript" charset="utf-8" src="js/three.js"></script>
<script src="js/STLLoader.js"></script>
<script src="js/TrackballControls.js"></script>
<script src="js/AsciiEffect.js"></script>
<style>body{overflow:hidden;background:#eee}</style>
</head>
<script>
var WIDTH,HEIGHT;
var renderer;
function initThree() {
WIDTH = document.documentElement.clientWidth/2; <!--{foreach from=$recommended_goods item=rgoods}--> <!-- {/foreach} -->
HEIGHT = document.documentElement.clientHeight/2;
/* 渲染器 */
renderer = new THREE.WebGLRenderer();
renderer.setSize(WIDTH , HEIGHT);
renderer.setClearColor(new THREE.Color(0x66666));
renderer.gammaInput = true;
renderer.gammaOutput = true;
document.body.appendChild(renderer.domElement);
}
/* 摄像头 */
var camera;
function initCamera() {
var VIEW_ANGLE = 45,
ASPECT = WIDTH / HEIGHT,
NEAR = 0.1,
FAR = 10000;
camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
camera.position.set(20, 0, 0);
//设置视野的中⼼坐标
camera.lookAt(scene.position);
}
/* 场景 */
var scene;
function initScene() {
scene = new THREE.Scene();
}
/* 灯光 */
var light,light2,light3;
function initLight() {
//平⾏光
light = new THREE.DirectionalLight(0xFFFFFF);
light.position.set(0, 99, 0).normalize();
scene.add(light);
//环境光
light2 = new THREE.AmbientLight(0x999999);
scene.add(light2);
//点光源
light3 = new THREE.PointLight(0x00FF00);
light3.position.set(300, 0, 0);
scene.add(light3);
}
/* 显⽰对象 */
var cube;
function initObject(){
// ASCII file
var loader = new THREE.STLLoader();
loader.addEventListener( 'load', function ( event ) {
var loading = document.getElementById("Loading");
loading.parentNode.removeChild(loading);
var geometry = event.content;
//砖红⾊
var material = new THREE.MeshPhongMaterial( { ambient: 0xff5533, color: 0xff5533, specular: 0x111111, shininess: 200 } );
//纯⿊⾊
// var material = new THREE.MeshBasicMaterial( { envMap: THREE.ImageUtils.loadTexture( 'http://localhost:8080/textures/metal.jpg', new THREE.SphericalReflectionMapping() ), overdraw: true } ) ; //粉⾊带阴影
// var material = new THREE.MeshLambertMaterial( { color:0xff5533, side: THREE.DoubleSide } );
//灰⾊
// var material = new THREE.MeshLambertMaterial({color: 000000}); //材质设定 (颜⾊)
var mesh = new THREE.Mesh( geometry, material );
var center = THREE.GeometryUtils.center(geometry);
var boundbox=geometry.boundingBox;
var vector3 = boundbox.size(null);
var vector3 = boundbox.size(null);
console.log(vector3);
var scale = vector3.length();
camera.position.set(scale, 0, 0);
camera.lookAt(scene.position);
scene.add(camera);
//利⽤⼀个轴对象以可视化的3轴以简单的⽅式。

X轴是红⾊的。

Y轴是绿⾊的。

Z轴是蓝⾊的。

这有助于理解在空间的所有三个轴的⽅向。

var axisHelper = new THREE.AxisHelper(800);
scene.add(axisHelper);
//周围边框
bboxHelper = new THREE.BoxHelper();
bboxHelper.visible = true;
var meshMaterial = material;
mainModel = new THREE.Mesh(geometry, meshMaterial);
bboxHelper.update(mainModel);
puteBoundingBox();
scene.add(bboxHelper);
//地板⽹格
// var gridHelper = new THREE.GridHelper(500, 40); // 500 is grid size, 20 is grid step
// gridHelper.position = new THREE.Vector3(0, 0, 0);
// gridHelper.rotation = new THREE.Euler(0, 0, 0);
// scene.add(gridHelper);
// var gridHelper2 = gridHelper.clone();
// gridHelper2.rotation = new THREE.Euler(Math.PI / 2, 0, 0);
// scene.add(gridHelper2);
// var gridHelper3 = gridHelper.clone();
// gridHelper3.rotation = new THREE.Euler(Math.PI / 2, 0, Math.PI / 2);
// scene.add(gridHelper3);
//
// var grid = new THREE.GridHelper(300, 40, 25, [0, 0, 1], 0x000055, 0.2, true, "#FFFFFF", "left");
// scene.add(grid);
var x = (boundbox.max.x - boundbox.min.x).toFixed(2);
var y = (boundbox.max.y - boundbox.min.y).toFixed(2);
var z = (boundbox.max.z - boundbox.min.z).toFixed(2);
console.log(x);
console.log(y);
console.log(z);
console.log(boundbox);
mesh.position.set(0,0,0);
// mesh.position.x = scene.position.x;
// mesh.position.y = scene.position.y ;
// mesh.position.z = scene.position.z;
scene.add(mesh);
renderer.clear();
renderer.render(scene, camera);
} );
loader.load( '3dfile/莫⽐乌斯环.STL' );
}
//控制
var effect;
var controls;
function initControl(){
effect = new THREE.AsciiEffect( renderer );
effect.setSize( WIDTH, HEIGHT );
controls = new THREE.TrackballControls( camera,renderer.domElement);
}
function animate() {
requestAnimationFrame( animate );
controls.update();
effect.render( scene, camera );
}
function threeStart() {
initThree();
initScene();
initCamera();
initLight();
initObject();
initControl();
animate();
}
</script>
<body onload="threeStart()">
<div id="Loading" style="color:#fff">Loading...</div>
</body>
</html>
哦我的⽂件结构
如果想要所有⽂件的⼩伙伴给我留⾔即可
补充⼀点,由于在显⽰模型的⽅法⾥我加⼊了 bboxHelper = new THREE.BoxHelper() 所以我们可以获取到模型的 X Y Z三轴的尺⼨也可以当作模型的长宽⾼以上就是本⽂的全部内容,希望对⼤家的学习有所帮助,也希望⼤家多多⽀持。

相关文档
最新文档