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Three.js开发指南---创建,加载高级网格和几何体(第八章)

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

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<!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

技术分享

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);

 

技术分享

 

 

<!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

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    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

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  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

 

技术分享技术分享

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

 

 技术分享

 

 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
JSONJSON不是一种正式的格式,但是很好用
OBJ,MTLOBJ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
CTMCTM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
VTKvISUALIZATION Toolkit定义的文件格式,three.js支持旧版的ASCII版本的

Three.js开发指南---创建,加载高级网格和几何体(第八章)