three.js实现3D模型展示的示例代码

时间:2021-05-26

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; 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

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:

var scene; function initScene() { scene = new THREE.Scene(); }

加载灯光效果

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:

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); bboxHelper.geometry.computeBoundingBox(); 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(); initScene(); initCamera(); 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; 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); } 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); } var scene; function initScene() { scene = new THREE.Scene(); } 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); } 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); bboxHelper.geometry.computeBoundingBox(); 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。

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