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在three.js中如何实现3D模型展示

程序员文章站 2022-03-31 17:52:02
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本篇文章主要介绍了three.js实现3D模型展示的示例代码,现在分享给大家,也给大家做个参考。

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:

在three.js中如何实现3D模型展示

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:

/* 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);
      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;
    /* 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);
      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()">
<p id="Loading" style="color:#fff">Loading...</p>
</body>
</html>

哦 我的文件结构

在three.js中如何实现3D模型展示

如果想要所有文件的小伙伴 给我留言即可

在three.js中如何实现3D模型展示

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

上面是我整理给大家的,希望今后会对大家有帮助。

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