threeJS19-Loader-json

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涉及的知识点博主已经从three源码库里面摘要出来放在对应的注释里面!

今天学习three里面json格式模型的加载!这种格式也是官方推荐的格式之一!

效果图:

代码:

<html>

<head>
    <title>threeJS19-Loader-json</title>
    <style>
        body {
            background-color: #000;
            margin: 0px;
            overflow: hidden;
        }

        #WebGL {
            width: 100%;
            height: 100%;
            position: absolute;
            left: 0;
            top: 0;
            z-index: 999;
        }
    </style>
</head>

<body>
    <script src="http://libs.baidu.com/jquery/2.0.0/jquery.js"></script>
    <script src="../../../build/three.js"></script>
    <script src="../../js/controls/OrbitControls.js"></script>
    <div id="WebGL"></div>
    <script>
        'use strict';
        var container, camera, scene, renderer, geometry, material, animate, controls; //常用变量
        var spotLight, mshStdBox; //自定义对象变量
        var target = new THREE.Vector3(0, 30, 0);
        var model, skeleton;
        var webGLW = $('#WebGL').width();
        var webGLH = $('#WebGL').height();
        var clock = new THREE.Clock();
        var mixer; //存放动画数据
        init();
        animate();

        function init() {
            container = document.getElementById('WebGL');
            scene = new THREE.Scene();
            scene.background = new THREE.Color(0xcfcfcf);
            scene.fog = new THREE.Fog(0xa0a0a0, 200, 1000); //雾
            camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 0.1, 1000);
            camera.position.set(0, 100, -150);

            var ambient = new THREE.AmbientLight(0xffffff);
            scene.add(ambient);

            lights(); //灯光:聚光灯
            lightsHelper(spotLight); //灯光显示助手
            plane() //// 地面
            Box(); //旋转的立方体
            loadModel(); //添加人物模型
            rendererScene(); //场景渲染
            OrbitControls(camera, renderer); //OrbitControls控件模块,90版本鼠标右键上下是移动,96版本之后右键上下是缩放
            window.addEventListener('resize', onWindowResize, false); //监听屏幕变化

        }

        function plane() {
            // 地面
            let grid_mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(2000, 2000), new THREE.MeshPhongMaterial({
                color: 0x999999,
                depthWrite: false
            }));
            grid_mesh.rotation.x = -Math.PI / 2;
            grid_mesh.receiveShadow = true;
            scene.add(grid_mesh);
            var grid = new THREE.GridHelper(2000, 20, 0x000000, 0x000000);
            grid.material.opacity = 0.2;
            grid.material.transparent = true;
            scene.add(grid);
        }

        function Box() {
            // BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments )
            geometry = new THREE.BoxGeometry(80, 5, 80, 3, 3, 3);
            var matStdObjects = new THREE.MeshStandardMaterial({
                color: 0xA0cf00,
                roughness: 0,
                metalness: 0.6
            });
            mshStdBox = new THREE.Mesh(geometry, matStdObjects);
            mshStdBox.position.set(0, -5, 0);
            mshStdBox.rotation.set(0, Math.PI / 2.0, 0);
            mshStdBox.castShadow = true;
            mshStdBox.receiveShadow = true;
            scene.add(mshStdBox);
        }

        function lights() {
            //  SpotLight( color:颜色, intensity:强度, distance:发光距离, angle:角度, penumbra:边缘范围, decay:衰减 )
            spotLight = new THREE.SpotLight(0xffffff, 1);
            spotLight.position.set(10, 120, -30);
            spotLight.angle = Math.PI / 4;
            spotLight.penumbra = 0.05; //边缘范围,反比
            spotLight.decay = 2; //衰减系数,反比
            spotLight.distance = 400; //发光距离
            spotLight.castShadow = true; //阴影
            spotLight.shadow.mapSize.width = 1024;
            spotLight.shadow.mapSize.height = 1024;
            spotLight.shadow.camera.near = 10; //近截面
            spotLight.shadow.camera.far = 250;
            scene.add(spotLight);
        }

        function lightsHelper(lightsObject) {
            // 聚光灯显示助手SpotLightHelper( light:灯光, color:颜色 )
            var lightHelper = new THREE.SpotLightHelper(lightsObject, 0xdfdfdf);
            scene.add(lightHelper);
            var mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(200, 200), new THREE.MeshPhongMaterial({
                color: 0x9cfcf99,
                depthWrite: false
            }));
            mesh.rotation.x = -Math.PI / 2;
            mesh.position.set(0, -20, 0)
            mesh.receiveShadow = true;
            scene.add(mesh);
        }

        function loadModel() { //加载模型
            // json
            var loader = new THREE.JSONLoader();
            loader.load('../../models/json/legacy/monster/monster.js', function (geometry, materials) {
                material = materials[0];
                material.morphTargets = true;
                material.color.setHex(0xffaaaa);
                var mesh = new THREE.Mesh(geometry, materials);
                mesh.scale.set(0.05, 0.05, 0.05);
                mesh.position.set(0,0,50);
                mesh.rotation.y = Math.PI /2;
                console.log('mesh', mesh);

                //动画部分
                mixer = new THREE.AnimationMixer(mesh);
                var action = mixer.clipAction(geometry.animations[0]);
                action.play();
                scene.add(mesh);

            });


        }

        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();

            renderer.setSize(window.innerWidth, window.innerHeight);

        }

        function rendererScene() {
            renderer = new THREE.WebGLRenderer({
                antialias: true
            });
            renderer.setPixelRatio(window.devicePixelRatio);
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.shadowMap.enabled = true;
            renderer.shadowMap.type = THREE.PCFSoftShadowMap;
            renderer.gammaInput = true;
            renderer.gammaOutput = true;
            container.appendChild(renderer.domElement);
        }

        function OrbitControls(camera, renderer) {
            //OrbitControls控件操作模块
            controls = new THREE.OrbitControls(camera, renderer.domElement);
            controls.target = target; //控制的target
            controls.autoRotate = true; //是否自动旋转
            controls.autoRotateSpeed = 0.5; //自动旋转速度,正比
        }

        function animate() {
            requestAnimationFrame(animate);
            if (controls) controls.update();
            mshStdBox.rotation.y += 0.01;
            var delta = clock.getDelta();
            if (mixer) mixer.update(delta);
            renderer.render(scene, camera);
        };
    </script>
</body>

</html>

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转载自blog.csdn.net/weixin_39452320/article/details/85149886
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