Three.js开发指南---创建,加载高级网格和几何体(第八章)

时间:2023-11-13 16:30:32

本章的主要内容:

  一, 通过Three.js自带的功能来组合和合并已有的几何体,创建出新的几何体

  二, 从外部资源中加载网格和几何体

  1 前面的章节中,我们学习到,一个几何体创建的网格,想使用多个材质的方法:

var mesh=THREE.SceneUtils.createMultiMaterialObject(geometry,[material1,,material2]);

  看似一个网格中有一个几何体,多个材质,其实该网格拥有与材质数量相对应的几何体,每个几何体都对应一种材质,形成一个网格,我们得到的是包含多个网格的组

  在下面的demo中,我们将创建一个网格组,该组包含多个网格,当这个组进行缩放,移动,旋转,变形的时候,组内的网格都会跟着变化

  注意点1:创建组,将球体和立方体都添加到该组中

var  group = new THREE.Group();group.add(sphereMesh);group.add(boxMesh)

  注意点2:计算组的边界,生成一个边界无限大的立方体,对组以及组内子对象应用矩阵变换,得到组内子对象顶点改变后的坐标,复制子对象的每个顶点坐标,重新设置立方体的边界,参见函数setFromObject

  注意点3:辅助线ArrowHelper,其参数的解读,dir:方向,默认是法向量;origin:开始的坐标位置;length:辅助线的长度;color:辅助线的颜色;headLength:头部的长度;headWidth:头部的宽度

Three.js开发指南---创建,加载高级网格和几何体(第八章)

<!DOCTYPE html>

<html>

<head>
<title>Example 08.01 - Grouping</title>
<script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true; // add the sphere to the scene // position and point the camera to the center of the scene
camera.position.x = 30;
camera.position.y = 30;
camera.position.z = 30;
camera.lookAt(new THREE.Vector3(0, 0, 0)); var ground = new THREE.PlaneGeometry(100, 100, 50, 50); var groundMesh = THREE.SceneUtils.createMultiMaterialObject(ground,
[new THREE.MeshBasicMaterial({wireframe: false, overdraw: true, color: 000000}),
new THREE.MeshBasicMaterial({color: 0x00ff00, transparent: true, opacity: 0.5}
)
]);
groundMesh.rotation.x = -0.5 * Math.PI;
scene.add(groundMesh); // add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function
var step = 0.03; var sphere;
var cube;
var group;
var bboxMesh; // setup the control gui
var controls = new function () {
// we need the first child, since it's a multimaterial
this.cubePosX = 0;
this.cubePosY = 3;
this.cubePosZ = 10; this.spherePosX = 10;
this.spherePosY = 5;
this.spherePosZ = 0; this.groupPosX = 10;
this.groupPosY = 5;
this.groupPosZ = 0; this.grouping = false;
this.rotate = false; this.groupScale = 1;
this.cubeScale = 1;
this.sphereScale = 1; this.redraw = function () {
// remove the old plane
//scene.remove(sphere);
//scene.remove(cube);
scene.remove(group); // create a new one
sphere = createMesh(new THREE.SphereGeometry(5, 10, 10));
cube = createMesh(new THREE.BoxGeometry(6, 6, 6)); sphere.position.set(controls.spherePosX, controls.spherePosY, controls.spherePosZ);
cube.position.set(controls.cubePosX, controls.cubePosY, controls.cubePosZ);
// add it to the scene. // also create a group, only used for rotating
group = new THREE.Group();
group.add(sphere);
group.add(cube); scene.add(group);

controls.positionBoundingBox();
//dir, origin, length, color, headLength, headWidth
/*ArrowHelper的参数:
dir:方向,默认是法向量
origin:开始的坐标位置
length:辅助线的长度
color:辅助线的颜色
headLength:头部的长度
headWidth:头部的宽度
*/
var arrow = new THREE.ArrowHelper(new THREE.Vector3(0, 1, 0), group.position, 10, 0x0000ff
);
scene.add(arrow); }; this.positionBoundingBox = function () {
scene.remove(bboxMesh);
var box = setFromObject(group);//group中的子对象的坐标变换完毕后,获取到组group的新的边界立方体
var width = box.max.x - box.min.x;
var height = box.max.y - box.min.y;
var depth = box.max.z - box.min.z;
//得到group立方体边界的宽高和深度,根据这些值,生成一个立方几何体 var bbox = new THREE.BoxGeometry(width, height, depth);
bboxMesh = new THREE.Mesh(bbox, new THREE.MeshBasicMaterial({
color: "red",
vertexColors: THREE.VertexColors,
wireframeLinewidth: 2,
wireframe: true
}));
scene.add(bboxMesh);
bboxMesh.position.x = ((box.min.x + box.max.x) / 2);
bboxMesh.position.y = ((box.min.y + box.max.y) / 2);
bboxMesh.position.z = ((box.min.z + box.max.z) / 2);
}
}; var gui = new dat.GUI();
var sphereFolder = gui.addFolder("sphere");
sphereFolder.add(controls, "spherePosX", -20, 20).onChange(function (e) {
sphere.position.x = e;
//当球体的坐标发生变化时,应该重新计算组group的范围
//包含区域的最小矩形,该区域应在最小矩形内部
controls.positionBoundingBox()
});
sphereFolder.add(controls, "spherePosZ", -20, 20).onChange(function (e) {
sphere.position.z = e;
controls.positionBoundingBox()
});
sphereFolder.add(controls, "spherePosY", -20, 20).onChange(function (e) {
sphere.position.y = e;
controls.positionBoundingBox()
});
sphereFolder.add(controls, "sphereScale", 0, 3).onChange(function (e) {
sphere.scale.set(e, e, e);
controls.positionBoundingBox()
}); var cubeFolder = gui.addFolder("cube");
cubeFolder.add(controls, "cubePosX", -20, 20).onChange(function (e) {
cube.position.x = e;
controls.positionBoundingBox()
});
cubeFolder.add(controls, "cubePosZ", -20, 20).onChange(function (e) {
cube.position.z = e;
controls.positionBoundingBox()
});
cubeFolder.add(controls, "cubePosY", -20, 20).onChange(function (e) {
cube.position.y = e;
controls.positionBoundingBox()
});
cubeFolder.add(controls, "cubeScale", 0, 3).onChange(function (e) {
cube.scale.set(e, e, e);
controls.positionBoundingBox()
}); var cubeFolder = gui.addFolder("group");
cubeFolder.add(controls, "groupPosX", -20, 20).onChange(function (e) {
group.position.x = e;
controls.positionBoundingBox()
});
cubeFolder.add(controls, "groupPosZ", -20, 20).onChange(function (e) {
group.position.z = e;
controls.positionBoundingBox()
});
cubeFolder.add(controls, "groupPosY", -20, 20).onChange(function (e) {
group.position.y = e;
controls.positionBoundingBox()
});
cubeFolder.add(controls, "groupScale", 0, 3).onChange(function (e) {
group.scale.set(e, e, e);
controls.positionBoundingBox()
}); gui.add(controls, "grouping");
gui.add(controls, "rotate");
controls.redraw();
render(); function createMesh(geom) { // assign two materials
var meshMaterial = new THREE.MeshNormalMaterial();
meshMaterial.side = THREE.DoubleSide;
var wireFrameMat = new THREE.MeshBasicMaterial();
wireFrameMat.wireframe = true; // 创建一个多种材质的网格
var plane = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); return plane;
} function render() {
stats.update(); if (controls.grouping && controls.rotate) {
group.rotation.y += step;
} if (controls.rotate && !controls.grouping) {
sphere.rotation.y += step;
cube.rotation.y += step;
} // controls.positionBoundingBox();
// render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
} function initStats() { var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms // Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats;
} // http://jsfiddle.net/MREL4/
function setFromObject(object) {
//Box3对象的构造函数.用来在三维空间内创建一个立方体边界对象
//参数min,max,如果没有参数min,max将立方体边界初始化为Infinity,无穷大
var box = new THREE.Box3();
var v1 = new THREE.Vector3();
//设置全局变换,object,即该demo中的group以及子对象都应用矩阵变换.
object.updateMatrixWorld(true); //调用Box3.makeEmpty()方法,将立方体边界设置成无穷大.
box.makeEmpty();
//然后遍历组group中的每个子对象
object.traverse(function (node) {
//如果该子对象有几何体且几何体有顶点,则复制该几何体的每个顶点,然后对其进行矩阵变换
//矩阵变换后得到的新的坐标位置,再根据这些新的坐标设置group的边界
if (node.geometry !== undefined && node.geometry.vertices !== undefined) {
var vertices = node.geometry.vertices;
for (var i = 0, il = vertices.length; i < il; i++) {
v1.copy(vertices[i]);
v1.applyMatrix4(node.matrixWorld);
//applyMatrix4方法通过传递变换矩阵matrix(旋转,缩放,移动等变换矩阵)
//对当前立方体对象的8个角点,应用变换. box.expandByPoint(v1);
//调用expandByPoint()方法重新设置立方体边界
}
}
});
return
box;
}

}; window.onload = init; </script>
</body>
</html>

  2

当页面中网格的数量很大的时候,性能就成了瓶颈

下图讲解:FPS:每秒执行多少次,

  左侧的是未使用merge,右侧是使用merge

  从图中可以看出,未使用merge的时候,一秒钟执行了23次刷新,使用merge后,一秒钟执行了50次刷新,性能得到了提高

Three.js开发指南---创建,加载高级网格和几何体(第八章)

这里使用THREE.GeometryUtils.merge函数,将多个几何体合并起来,创建一个联合体,将会提高性能,

缺点:我们只能得到一个几何体,所以不能为每个几何体添加材质,并且失去了对每个对象的单独控制,想要移动,旋转,删除,缩放某一个几何体是不可能的

<!DOCTYPE html>

<html>

<head>
<title>Example 08.02 - Merge objects</title>
<script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 500); // create a render and set the size
var renderer = new THREE.WebGLRenderer(); renderer.setClearColor(new THREE.Color(0x00000, 1.0));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true; // position and point the camera to the center of the scene
camera.position.x = 0;
camera.position.y = 40;
camera.position.z = 50;
camera.lookAt(scene.position); // add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(renderer.domElement); // call the render function
var step = 0; var cubeMaterial = new THREE.MeshNormalMaterial({color: 0x00ff00, transparent: true, opacity: 0.5});
var controls = new function () {
this.cameraNear = camera.near;
this.cameraFar = camera.far;
this.rotationSpeed = 0.02;
this.combined = false; this.numberOfObjects = 500; this.redraw = function () {
var toRemove = [];
scene.traverse(function (e) {
if (e instanceof THREE.Mesh) toRemove.push(e);
});
toRemove.forEach(function (e) {
scene.remove(e)
}); // add a large number of cubes
if (controls.combined) {
var geometry = new THREE.Geometry();
for (var i = 0; i < controls.numberOfObjects; i++) {
var cubeMesh = addcube();
cubeMesh.updateMatrix();
geometry.merge(cubeMesh.geometry, cubeMesh.matrix);
}
scene.add(new
THREE.Mesh(geometry, cubeMaterial)); } else {
for (var i = 0; i < controls.numberOfObjects; i++) {
scene.add(controls.addCube());
}
}
}; this.addCube = addcube; this.outputObjects = function () {
console.log(scene.children);
}
}; var gui = new dat.GUI(); gui.add(controls, 'numberOfObjects', 0, 20000);
gui.add(controls, 'combined').onChange(controls.redraw);
gui.add(controls, 'redraw'); controls.redraw(); render(); var rotation = 0; function addcube() { var cubeSize = 1.0;
var cubeGeometry = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize); var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true; // position the cube randomly in the scene
cube.position.x = -60 + Math.round((Math.random() * 100));
cube.position.y = Math.round((Math.random() * 10));
cube.position.z = -150 + Math.round((Math.random() * 175)); // add the cube to the scene
return cube;
}
function render() { rotation += 0.005; stats.update(); // scene.rotation.x+=0.02; // rotate the cubes around its axes
// scene.traverse(function(e) {
// if (e instanceof THREE.Mesh ) {
//
// e.rotation.x+=controls.rotationSpeed;
// e.rotation.y+=controls.rotationSpeed;
// e.rotation.z+=controls.rotationSpeed;
// }
// }); camera.position.x = Math.sin(rotation) * 50;
// camera.position.y = Math.sin(rotation) * 40;
camera.position.z = Math.cos(rotation) * 50;
camera.lookAt(scene.position); // render using requestAnimationFrame
requestAnimationFrame(render);
renderer.render(scene, camera);
} function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats;
}
}
window.onload = init;
</script>
</body>
</html>

  3 从外部引入资源加载几何体---方式一JSON

    首先,我们先把我们前面绘制的网格对象保存为JSON格式,然后再在另外一个文件中引入该JSON文件,进行解析绘制

 var mesh=new THREE.Mesh(geo,material);
var json= mesh.toJSON();
//
将mesh网格保存为JSON格式 //将json绘制为网格
var loader = new THREE.ObjectLoader();
loadedMesh = loader.parse(json);
loadedMesh.position.x -= 50;
scene.add(loadedMesh);

Three.js开发指南---创建,加载高级网格和几何体(第八章)

<!DOCTYPE html>

<html>

<head>
<title>Example 08.03 - Save & Load</title>
<script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true; var knot = createMesh(new THREE.TorusKnotGeometry(10, 1, 64, 8, 2, 3, 1));
// add the sphere to the scene
scene.add(knot); // position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 50;
camera.lookAt(new THREE.Vector3(-20, 0, 0)); // add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function
var step = 0;
var json; var loadedMesh; // setup the control gui
var controls = new function () { console.log(knot.geometry.parameters);
// we need the first child, since it's a multimaterial
this.radius = knot.geometry.parameters.radius;
this.tube = 0.3;
this.radialSegments = knot.geometry.parameters.radialSegments;
this.tubularSegments = knot.geometry.parameters.tubularSegments;
this.p = knot.geometry.parameters.p;
this.q = knot.geometry.parameters.q;
this.heightScale = knot.geometry.parameters.heightScale; this.redraw = function () {
// remove the old plane
scene.remove(knot);
// create a new one
knot = createMesh(new THREE.TorusKnotGeometry(controls.radius, controls.tube, Math.round(controls.radialSegments), Math.round(controls.tubularSegments), Math.round(controls.p), Math.round(controls.q), controls.heightScale));
// add it to the scene.
scene.add(knot);
}; this.save = function () {
json = knot.toJSON();
}; this.load = function () { scene.remove(loadedMesh); if (json) {
var loader = new THREE.ObjectLoader(); loadedMesh = loader.parse(json);
loadedMesh.position.x -= 50
;
scene.add(loadedMesh);

}
}
}; var gui = new dat.GUI();
var ioGui = gui.addFolder('Save & Load');
ioGui.add(controls, 'save').onChange(controls.save);
ioGui.add(controls, 'load').onChange(controls.load);
var meshGui = gui.addFolder('mesh');
meshGui.add(controls, 'radius', 0, 40).onChange(controls.redraw);
meshGui.add(controls, 'tube', 0, 40).onChange(controls.redraw);
meshGui.add(controls, 'radialSegments', 0, 400).step(1).onChange(controls.redraw);
meshGui.add(controls, 'tubularSegments', 1, 20).step(1).onChange(controls.redraw);
meshGui.add(controls, 'p', 1, 10).step(1).onChange(controls.redraw);
meshGui.add(controls, 'q', 1, 15).step(1).onChange(controls.redraw);
meshGui.add(controls, 'heightScale', 0, 5).onChange(controls.redraw); render(); function createMesh(geom) { // assign two materials
var meshMaterial = new THREE.MeshBasicMaterial({
vertexColors: THREE.VertexColors,
wireframe: true,
wireframeLinewidth: 2,
color: 0xaaaaaa
});
meshMaterial.side = THREE.DoubleSide; // create a multimaterial
var mesh = new THREE.Mesh(geom, meshMaterial); return mesh;
} function render() {
stats.update(); knot.rotation.y = step += 0.01; // render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
} function initStats() { var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms // Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats;
}
}
window.onload = init;
</script> </body>
</html>

  3.2 将场景保存为JSON格式

  注意该demo需要引入SceneExporter.js和SceneLoader.js文件

              //生成一个场景输出对象
var exporter = new THREE.SceneExporter();
//该对象将场景进行格式化为JSON格式
var sceneJson = JSON.stringify(exporter.parse(scene));
    //生成一个场景载入对象
var sceneLoader = new THREE.SceneLoader();
//将json格式的场景传递给场景载入对象,格式化为场景
sceneLoader.parse(JSON.parse(json), function (e) {
scene = e.scene;
}, '.');
<!DOCTYPE html>

<html>

<head>
<title>Example 08.04 - Load and save scene</title>
<script type="text/javascript" src="../libs/three.js"></script>
<script type="text/javascript" src="../libs/SceneLoader.js"></script>
<script type="text/javascript" src="../libs/SceneExporter.js"></script> <script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var renderer = new THREE.WebGLRenderer(); renderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
renderer.setSize(window.innerWidth, window.innerHeight);
// renderer.shadowMapEnabled = true; // create the ground plane
var planeGeometry = new THREE.PlaneGeometry(60, 20, 1, 1);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
// plane.receiveShadow = true; // rotate and position the plane
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0; // add the plane to the scene
scene.add(plane); // create a cube
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
// cube.castShadow = true; // position the cube
cube.position.x = -4;
cube.position.y = 3;
cube.position.z = 0; // add the cube to the scene
scene.add(cube); var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial); // position the sphere
sphere.position.x = 20;
sphere.position.y = 0;
sphere.position.z = 2;
// sphere.castShadow=true; // add the sphere to the scene
scene.add(sphere); // position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position); // add subtle ambient lighting
var ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight); // add spotlight for the shadows
var spotLight = new THREE.PointLight(0xffffff);
spotLight.position.set(-40, 60, -10);
// spotLight.castShadow = true;
scene.add(spotLight); // add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(renderer.domElement); // call the render function
var step = 0; var controls = new function () {
this.exportScene = function () {
//生成一个场景输出对象
var exporter = new THREE.SceneExporter();
//该对象将场景进行格式化为JSON格式
var sceneJson = JSON.stringify(exporter.parse(scene));
localStorage.setItem('scene', sceneJson);
}; this.clearScene = function () {
scene = new THREE.Scene();
}; this.importScene = function () {
var json = (localStorage.getItem('scene'));
//生成一个场景载入对象
var sceneLoader = new THREE.SceneLoader();
//将json格式的场景传递给场景载入对象,格式化为场景
sceneLoader.parse(JSON.parse(json), function (e) {
scene = e.scene;
}, '.');
}
}; var gui = new dat.GUI();
gui.add(controls, "exportScene");
gui.add(controls, "clearScene");
gui.add(controls, "importScene"); render(); function render() {
stats.update();
// rotate the cube around its axes // render using requestAnimationFrame
requestAnimationFrame(render);
renderer.render(scene, camera);
} function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms // Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats;
}
}
window.onload = init;
</script>
</body>
</html>

  3.3 先使用Blender软件进行建模,建模完成后,将该模型导出成three.js可以识别的js文件格式,然后再将该js引入进行重新绘制

  准备工作:

      准备工作1:下载安装Blender软件:https://www.blender.org/download/

      准备工作2:下载Three.js的发布包:https://github.com/timoxley/threejs,将io_mesh_threejs文件夹复制到Blender的安装目录:C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons

Three.js开发指南---创建,加载高级网格和几何体(第八章)

    准备工作3:激活导出器

      File|User Preferences|搜索框输入three|右侧出现Import-export three.js Format|勾选复选框激活

    准备工作4:验证three.js导出器是否激活成功:File|Export|Three.js(.js)

    准备工作5:使用Blender建模,再将模型保存为*.js

Three.js开发指南---创建,加载高级网格和几何体(第八章)Three.js开发指南---创建,加载高级网格和几何体(第八章)

  准备工作6:Blender软件导出的js文件中,有些材质是有图片的,所以我们在导出的js文件的同时还要导出图片,并保证图片和js文件里面的路径已经名称一致

  准备工作完成,下面我们将使用导出的*.js和*.jpg在网页中绘制图形

Three.js开发指南---创建,加载高级网格和几何体(第八章)Three.js开发指南---创建,加载高级网格和几何体(第八章)

代码部分:

<!DOCTYPE html>

<html>

<head>
<title>Example 08.05 - Load blender model </title>
<script type="text/javascript" src="../libs/three.js"></script> <script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true; // position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 50;
camera.lookAt(new THREE.Vector3(0, 10, 0)); // add spotlight for the shadows
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(0, 50, 30);
spotLight.intensity = 2;
scene.add(spotLight); // add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function
var step = 0; // setup the control gui
var controls = new function () {
// we need the first child, since it's a multimaterial }; var gui = new dat.GUI();
var mesh; var loader = new THREE.JSONLoader();
//loader.load(url,callback);
loader.load('../assets/models/misc_chair01.js', function (geometry, mat) {
mesh = new THREE.Mesh(geometry, mat[0]);
mesh.scale.x = 15;
mesh.scale.y = 15;
mesh.scale.z = 15; scene.add(mesh); }, '../assets/models/'
);
render(); function render() {
stats.update(); if (mesh) {
mesh.rotation.y += 0.02;
} // render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
} function initStats() { var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms // Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats;
}
}
window.onload = init;
</script>
</body>
</html>

   3.4 先使用Blender软件进行建模,建模完成后,将该模型导出成three.js可以识别的OBJ和MTL文件格式,然后再将其引入进行重新绘制

    理论解释:OBJ格式和MTL格式是相互配合使用的,OBJ文件定义了几何体的格式 ,MTL定义了所使用的材质

    准备工作:同Blender导出*.js文件一样,1 安装Blender软件,进行建模;2 导入OBJ/MTL下载包,激活导出器;3 导出模型文件 4 页面中引入OBJLoader和MTLLoader

<!DOCTYPE html>

<html>

<head>
<title>Example 08.07 - Load OBJ and MTL </title>
<script type="text/javascript" src="../libs/three.js"></script>
<script type="text/javascript" src="../libs/OBJLoader.js"></script>
<script type="text/javascript" src="../libs/MTLLoader.js"></script>
<script type="text/javascript" src="../libs/OBJMTLLoader.js"></script> <script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
function init() { var stats = initStats(); // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0xaaaaff, 1.0));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true; // position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 50;
camera.lookAt(new THREE.Vector3(0, 10, 0)); // add spotlight for the shadows
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(0, 40, 30);
spotLight.intensity = 2;
scene.add(spotLight); // add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); // call the render function
var step = 0; // setup the control gui
var controls = new function () {
// we need the first child, since it's a multimaterial }; var gui = new dat.GUI();
var mesh; var loader = new THREE.OBJMTLLoader(); loader.load('../assets/models/butterfly.obj', '../assets/models/butterfly.mtl', function (object) { // configure the wings
var wing2 = object.children[5].children[0];
var wing1 = object.children[4].children[0]; wing1.material.opacity = 0.6;
wing1.material.transparent = true;
wing1.material.depthTest = false;
wing1.material.side = THREE.DoubleSide; wing2.material.opacity = 0.6;
wing2.material.depthTest = false;
wing2.material.transparent = true;
wing2.material.side = THREE.DoubleSide; object.scale.set(140, 140, 140);
mesh = object;
scene.add(mesh); object.rotation.x = 0.2;
object.rotation.y = -1.3;
}); render(); function render() {
stats.update(); if (mesh) {
mesh.rotation.y += 0.006;
} // render using requestAnimationFrame
requestAnimationFrame(render);
webGLRenderer.render(scene, camera);
} function initStats() { var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms // Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats;
}
}
window.onload = init;
</script>
</body>
</html>

  3.5 加载Collada模型

    理论解释:Collada模型是定义的场景,不仅定义了几何体,定义了材质,还定义了光源

    准备工作:1 下载安装Blender软件,如果已经安装忽略此步骤,进行建模;2 激活导出器,如果已经有的话,此步骤省略;3 导出模型文件 4 页面中引入ColladaLoader

Three.js开发指南---创建,加载高级网格和几何体(第八章)

关键代码:

var loader = new THREE.ColladaLoader();

        var mesh;
loader.load("../assets/models/dae/Truck_dae.dae", function (result) {
mesh = result.scene.children[0].children[0].clone();
//由于Collada模型定义的是场景,因此不仅包含几何体,材质还有光源等
//因此此处我们想引入具体的某个网格,需要console.log(result),确定具体网格再添加到场景中
mesh.scale.set(4, 4, 4);
scene.add(mesh);
});

  3.6 加载STL,CTM,VTK,PDB,PLY模型

 var loader = new THREE.STLLoader();
var group = new THREE.Object3D();
loader.load("../assets/models/SolidHead_2_lowPoly_42k.stl", function (geometry) {
console.log(geometry);
var mat = new THREE.MeshLambertMaterial({color: 0x7777ff});
group = new THREE.Mesh(geometry, mat);
group.rotation.x = -0.5 * Math.PI;
group.scale.set(0.6, 0.6, 0.6);
scene.add(group);
});
  var loader = new THREE.CTMLoader();
var group = new THREE.Object3D(); loader.load("../assets/models/auditt_wheel.ctm", function (geometry) {
var mat = new THREE.MeshLambertMaterial({color: 0xff8888});
group = new THREE.Mesh(geometry, mat);
group.scale.set(20, 20, 20);
scene.add(group);
}, {});
var loader = new THREE.VTKLoader();
var group = new THREE.Object3D();
loader.load("../assets/models/moai_fixed.vtk", function (geometry) {
var mat = new THREE.MeshLambertMaterial({color: 0xaaffaa});
group = new THREE.Mesh(geometry, mat);
group.scale.set(9, 9, 9);
scene.add(group);
});
   var loader = new THREE.PDBLoader();
var group = new THREE.Object3D();
loader.load("../assets/models/aspirin.pdb", function (geometry, geometryBonds) {
//geometry是标识原子的位置 geometryBonds定义了原子之间的键
var i = 0; geometry.vertices.forEach(function (position) {
var sphere = new THREE.SphereGeometry(0.2);
var material = new THREE.MeshPhongMaterial({color: geometry.colors[i++]});
var mesh = new THREE.Mesh(sphere, material);
mesh.position.copy(position);
group.add(mesh);
}); for (var j = 0; j < geometryBonds.vertices.length; j += 2) {
var path = new THREE.SplineCurve3([geometryBonds.vertices[j], geometryBonds.vertices[j + 1]]);
var tube = new THREE.TubeGeometry(path, 1, 0.04);
var material = new THREE.MeshPhongMaterial({color: 0xcccccc});
var mesh = new THREE.Mesh(tube, material);
group.add(mesh);
} scene.add(group);
});
 var loader = new THREE.PLYLoader();//创建粒子系统
var group = new THREE.Object3D();
loader.load("../assets/models/test.ply", function (geometry) {
var material = new THREE.PointCloudMaterial({
color: 0xffffff,
size: 0.4,
opacity: 0.6,
transparent: true,
blending: THREE.AdditiveBlending,
map: generateSprite()
}); group = new THREE.PointCloud(geometry, material);
group.sortParticles = true; scene.add(group);
});
模型格式 描述
JSON JSON不是一种正式的格式,但是很好用
OBJ,MTL OBJ定义的是几何体,MTL定义的是材质
Collada 使用较为广泛的格式,几乎所有的三维软件和渲染引擎都支持这种格式
STL 立体成型术,三维打印机的模型文件就是STL
CTM CTM格式用来压缩保存3D网格的三角面片
PDB

蛋白质数据银行创建的一种格式,用来定义蛋白质的形状,

参数geometry的各个顶点标识的是各个原子的位置,geometryBonds:是各个原子之间的键

PLY 用来保存3D扫描仪的数据,该模型建立的是一个粒子系统,而不是网格
VTK vISUALIZATION Toolkit定义的文件格式,three.js支持旧版的ASCII版本的