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荐 布加迪奇龙Blender雕刻、shading,并导入Three.js ,3DWEB模型【Three.js+Blender建模+web前端+可视化】

程序员文章站 2023-12-31 22:23:10
本文主要探索blender建模渲染后导入到threejs,呈现web3D效果第一部分:3D 建模,Shading官网:blender版本2.83blender 分两个部分:建模,也就是常说的雕刻;然后是shading也就是贴图渲染。对blender,threejs不熟悉的可先自行百度,bilibili上有很多油管上的blender优秀的教程,可以自己去对着教程操练一下,有*可以去油管官网上去找适合自己的教程(不建议从0开始,直接对着别人的教程操练,会很快),找个合适视屏的一起......

 

本文主要探索blender建模、渲染、导入到three.js,并在页面呈现、交互,为下步深入应用积累经验,呈现web3D效果

 

第一部分:3D 建模,Shading

官网:blender版本2.83 

blender 分两个部分:建模,也就是常说的雕刻;然后是shading也就是贴图渲染。

对blender,threejs不熟悉的可先自行百度,bilibili上有很多油管上的blender优秀的教程,可以自己去对着教程操练一下,有*可以去油管官网上去找适合自己的教程(不建议从0开始,直接对着别人的教程操练,会很快),找个合适视屏的一起操练就行,我就是这么过来的。这个算是成品,雕刻,渲染的时候没有截图,主要是练习blender 的曲面,材质,镜像及各种快捷键使用。汽车在周围的环境是新建圆球,放大后把汽车移动到圆内,并给圆shading一个全景图像,

先上图:

荐
                                                        布加迪奇龙Blender雕刻、shading,并导入Three.js ,3DWEB模型【Three.js+Blender建模+web前端+可视化】

荐
                                                        布加迪奇龙Blender雕刻、shading,并导入Three.js ,3DWEB模型【Three.js+Blender建模+web前端+可视化】

荐
                                                        布加迪奇龙Blender雕刻、shading,并导入Three.js ,3DWEB模型【Three.js+Blender建模+web前端+可视化】荐
                                                        布加迪奇龙Blender雕刻、shading,并导入Three.js ,3DWEB模型【Three.js+Blender建模+web前端+可视化】荐
                                                        布加迪奇龙Blender雕刻、shading,并导入Three.js ,3DWEB模型【Three.js+Blender建模+web前端+可视化】荐
                                                        布加迪奇龙Blender雕刻、shading,并导入Three.js ,3DWEB模型【Three.js+Blender建模+web前端+可视化】

建模完成后导出glb格式:

荐
                                                        布加迪奇龙Blender雕刻、shading,并导入Three.js ,3DWEB模型【Three.js+Blender建模+web前端+可视化】

第二部分:在three.js页面中引入:

主要依赖:

1,threejs版本V96,

2,FirstPersonControls第一人称视角控制

3,OrbitControls轨道控制器

4,gltf导入依赖GLTFLoader_src.js,glb或者gltf文件引入到threejs

1,页面依赖:
        <script src="https://cdn.bootcss.com/jquery/2.0.0/jquery.min.js"></script>
        <script src="./libs/three-V96.js"></script>
        <script type="text/javascript" src="./assets/models/gltf-wlii/FirstPersonControls.js"></script>
        <script type="text/javascript" src="./assets/models/gltf-wlii/physi.js"></script>
       <!-- <script src="./libs/threeBSP.js"></script> -->
        <script src="./libs/OrbitControls.js"></script>
        <script src="./libs/dat.gui.min.js"></script>
        <script src="./libs/stats.min.js"></script>
        <script src="./libs/GLTFLoader_src.js"></script>

2,threejs引入Glb模型核心代码:

 function gltfLoader(){
                   var groupFloor1 = new THREE.Group(),groupFloor1Arr;
                    var groupFloor2 = new THREE.Group();
                    var groupFloor3 = new THREE.Group();
                    var groupFloor4 = new THREE.Group();
                    var stairs = new THREE.Group();
                    var baseGroup = new THREE.Group();
                    
                   let loader = new THREE.GLTFLoader();
                   
                   loader.load('./assets/models/gltf-wlii/bujiadi.glb',function (obj) {
                          var objChildren  = obj.scene.children;
                          
                          for(var i=0; i<objChildren.length;i++){
                              var floorName = objChildren[i].name;
                              addGroup(floorName)
                          }
                           
                          function addGroup(floorName){
                              var r1 = /floar1/g;
                              var r2 = /floar2/g;
                              var r3 = /floar3/g;
                              var r4 = /floar4/g;
                              var s = /stairs/g;
                              if(r1.test(floorName) !=false){
                                  groupFloor1.children.push(objChildren[i]);
                              }else if(r2.test(floorName) !=false){
                                  groupFloor2.children.push(objChildren[i]);
                              }else if(r3.test(floorName) !=false){
                                  groupFloor3.children.push(objChildren[i]);
                              }else if(r4.test(floorName) !=false){
                                  groupFloor4.children.push(objChildren[i]);
                              }else if(s.test(floorName) !=false){
                                  stairs.children.push(objChildren[i]);
                              }else{
                                  baseGroup.children.push(objChildren[i]);
                              }
                          }
                          
                          this.scene.add(groupFloor1);
                          this.scene.add(groupFloor2);
                          this.scene.add(groupFloor3);
                          this.scene.add(groupFloor4);
                           this.scene.add(baseGroup);
                          
                          this.scene.add(stairs);
                          console.log(scene)
                       document.getElementById('loading').style.display = 'none';
                   },function (xhr) {
                       console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );    
                   },function (error) {
                       console.log('load error!'+error.getWebGLErrorMessage());
                   })
               }

3,页面代码全:

<!DOCTYPE html>
<html>
	<head>
		<meta charset="utf-8">
        <script src="https://cdn.bootcss.com/jquery/2.0.0/jquery.min.js"></script>
        <script src="./libs/three-V96.js"></script>
        <script type="text/javascript" src="./assets/models/gltf-wlii/FirstPersonControls.js"></script>
        <script type="text/javascript" src="./assets/models/gltf-wlii/physi.js"></script>
       <!-- <script src="./libs/threeBSP.js"></script> -->
        <script src="./libs/OrbitControls.js"></script>
        <script src="./libs/dat.gui.min.js"></script>
        <script src="./libs/stats.min.js"></script>
        <script src="./libs/GLTFLoader_src.js"></script>
            
<!--       <script src="./libs/RGBELoader.js"></script>
        <script src="./libs/PMREMGenerator.js"></script> -->
        
        <style>
            body {
                /* set margin to 0 and overflow to hidden, to go fullscreen */
                margin: 0;
                overflow: hidden;
            }
            #left-bar{ width: 200px; height: 100vh; position: absolute; left: 0; top: 0; z-index: 1; background: rgba(0,0,0,0.1);}
        </style>
    </head>
    <body>
        <div id="container"></div>
       <script>
               var stats = initStats();
               var scene, camera, renderer, controls, light, composer,camControls;
               var group = new THREE.Group();
               var clock = new THREE.Clock();
               // 初始化场景
               function initScene() {
                   scene = new THREE.Scene();
               }
               // 初始化相机
               function initCamera() {
                   camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 100);
                   camera.position.set(5, 5,5);
                   camera.lookAt(new THREE.Vector3(0, 0, 0));
                   
                   camControls = new THREE.FirstPersonControls(camera);
                   camControls.lookSpeed = 0.1;
                   camControls.movementSpeed = 20;
                   camControls.noFly = true;
                   camControls.lookVertical = true;
                   camControls.constrainVertical = true;
                   camControls.verticalMin = 1.0;
                   camControls.verticalMax = 2.0;
                   camControls.lon = 0;
                   camControls.lat = 0;
               }
               // 初始化灯光
               function initLight() {
                   var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.7 );//模拟远处类似太阳的光源
                   directionalLight.color.setHSL( 0.1, 1, 0.95 );
                   directionalLight.position.set( 0, 200, 0).normalize();
                   scene.add( directionalLight );
       
                   var ambient = new THREE.AmbientLight( 0xffffff, 1 ); //AmbientLight,影响整个场景的光源
                   ambient.position.set(0,0,0);
                   scene.add( ambient );
                   
                   var light = new THREE.DirectionalLight( 0xdfebff, 1);
                   light.position.set( 50, 200, 100 );
                   light.position.multiplyScalar( 1.3 );
                   
                   light.castShadow = true;
                   
                   light.shadow.mapSize.width = 1024;
                   light.shadow.mapSize.height = 1024;
                   
                   var d = 300;
                   
                   light.shadow.camera.left = - d;
                   light.shadow.camera.right = d;
                   light.shadow.camera.top = d;
                   light.shadow.camera.bottom = - d;
                   
                   light.shadow.camera.far = 1000;
                   scene.add( light );
               }
               // 初始化性能插件
               function initStats() {
                   var stats = new Stats();
       
                   stats.domElement.style.position = 'absolute';
                   stats.domElement.style.left = '1px';
                   stats.domElement.style.top = '1px';
       
                   document.body.appendChild(stats.domElement);
                   return stats;
               }
               // 初始化渲染器
               function initRenderer() {
                   renderer = new THREE.WebGLRenderer({antialias: true});
                   renderer.setSize(window.innerWidth, window.innerHeight);
                   renderer.setClearColor(0x000000,1.0);
                   document.body.appendChild(renderer.domElement);
               }
             
               // 初始化轨迹球控件
               function initControls() {
                    controls = new THREE.OrbitControls( camera, renderer.domElement );
                    controls.enableDamping = true;
                    controls.dampingFactor = 0.5;
                   controls.minDistance = 10;
                   controls.maxDistance = 150;
                   controls.maxPolarAngle = Math.PI/2.2;
               }
               
               //GLTF-GLTFLoader_src
               function gltfLoader(){
                   var groupFloor1 = new THREE.Group(),groupFloor1Arr;
                    var groupFloor2 = new THREE.Group();
                    var groupFloor3 = new THREE.Group();
                    var groupFloor4 = new THREE.Group();
                    var stairs = new THREE.Group();
                    var baseGroup = new THREE.Group();
                    
                   let loader = new THREE.GLTFLoader();
                   
                   loader.load('./assets/models/gltf-wlii/bujiadi.glb',function (obj) {
                          var objChildren  = obj.scene.children;
                          
                          for(var i=0; i<objChildren.length;i++){
                              var floorName = objChildren[i].name;
                              addGroup(floorName)
                          }
                           
                          function addGroup(floorName){
                              var r1 = /floar1/g;
                              var r2 = /floar2/g;
                              var r3 = /floar3/g;
                              var r4 = /floar4/g;
                              var s = /stairs/g;
                              if(r1.test(floorName) !=false){
                                  groupFloor1.children.push(objChildren[i]);
                              }else if(r2.test(floorName) !=false){
                                  groupFloor2.children.push(objChildren[i]);
                              }else if(r3.test(floorName) !=false){
                                  groupFloor3.children.push(objChildren[i]);
                              }else if(r4.test(floorName) !=false){
                                  groupFloor4.children.push(objChildren[i]);
                              }else if(s.test(floorName) !=false){
                                  stairs.children.push(objChildren[i]);
                              }else{
                                  baseGroup.children.push(objChildren[i]);
                              }
                          }
                          
                          this.scene.add(groupFloor1);
                          this.scene.add(groupFloor2);
                          this.scene.add(groupFloor3);
                          this.scene.add(groupFloor4);
                           this.scene.add(baseGroup);
                          
                          this.scene.add(stairs);
                          console.log(scene)
                       document.getElementById('loading').style.display = 'none';
                   },function (xhr) {
                       console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );    
                   },function (error) {
                       console.log('load error!'+error.getWebGLErrorMessage());
                   })
               }
               
               // 更新控件
               function update() {
                   stats.update();
               }

           // 初始化
           function init() {
               initScene();
               initCamera();
               initRenderer();
               initLight();
                initControls();//干扰第一人称视角
               gltfLoader();
               console.log(scene)
           }

           //声明raycaster和mouse变量
           var raycaster = new THREE.Raycaster();
           var mouse = new THREE.Vector2(), INTERSECTED;
           function onMouseClick( event ) {
               mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
               mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
               raycaster.setFromCamera( mouse, camera );
               //var intersects = raycaster.intersectObjects(child);
               var intersects = raycaster.intersectObjects( scene.children,true);
                if ( intersects.length >0){
                    if ( INTERSECTED != intersects[ 0 ].object ) {
                            if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
                            INTERSECTED = intersects[ 0 ].object;
                            if(INTERSECTED.name != '平面'){
                                INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
                                INTERSECTED.material.emissive.setHex( 0xff0000 );
                            }
                    }
                } else {
                    if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
                    INTERSECTED = null;
                }
           }
           document.addEventListener( 'click', onMouseClick, false );
           
               // 窗口变动触发的方法
               function onWindowResize() {
                   camera.aspect = window.innerWidth / window.innerHeight;
                   camera.updateProjectionMatrix();
                   renderer.setSize(window.innerWidth, window.innerHeight);
               }
        
               function animate() {
                //camControls.update(clock.getDelta());
                   
                   requestAnimationFrame(animate);
                   renderer.render(scene, camera);
                   update();
               }
               init();
               animate();
           </script>
       </body>
</html>

荐
                                                        布加迪奇龙Blender雕刻、shading,并导入Three.js ,3DWEB模型【Three.js+Blender建模+web前端+可视化】

本文主要是对Three.jsWeb3D+Blender建模渲染+web前端+可视化的事件和应用,为下步深入更深入的交互做经验积累

需要出视频的话,大家给我留言,可以出视频教程分享给大家的。

本文地址:https://blog.csdn.net/rexfow/article/details/107288336

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