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three.js implements 3D model display

小云云
Release: 2018-01-03 09:03:31
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Since the project needs to display 3D models, I did some research on three. This article mainly introduces the sample code of three.js to realize 3D model display. The editor thinks it is quite good. Now I will share it with you and make it for everyone. refer to. Let’s follow the editor to take a look, I hope it can help everyone.

Let’s take a look at the effect first:

Three.js is not very difficult overall, as long as you calm down and study it, you will get started soon

First we need to create a canvas on the page that can place the 3D model, which can also be said to initialize 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);
  }
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Through the above code It is not difficult to see that we have added a canvas to the body. The width and height are half of the client and the color is 0x66666. What should be noted here is that renderer = new THREE.WebGLRenderer(); because all our settings are set with renderer as the object

Next we need to adjust the camera or visual angle


/* 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);
  }
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The above code is mainly to control the visual angle value, which can be adjusted later according to your own needs. Adjust

Load scene:


/* 场景 */
   var scene;
   function initScene() {
     scene = new THREE.Scene();
   }
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Load lighting effect


/* 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);
  }
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Display model object:


/* 显示对象 */
  var cube;
  function initObject(){
    // ASCII file
    var loader = new THREE.STLLoader();
    loader.addEventListener( &#39;load&#39;, 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( &#39;http://localhost:8080/textures/metal.jpg&#39;, 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( &#39;3dfile/莫比乌斯环.STL&#39; );
  }
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Here you can select the corresponding js to import according to the file type. I am loading the STL model, so what I imported is STLLoader.js


<script src="js/STLLoader.js"></script>
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If you need to display the grid ruler, just uncomment the grid part of the code

The following is the control method (Although I did not write in the display code to zoom in and out according to the keyboard keys, I still provide it for your reference)


//控制
  var effect;
  var controls;
  function initControl(){
    effect = new THREE.AsciiEffect( renderer );
    effect.setSize( WIDTH, HEIGHT );
    controls = new THREE.TrackballControls( camera,renderer.domElement);
  }
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Finally, there is an initial call


function animate() {
    requestAnimationFrame( animate );
    controls.update();
    effect.render( scene, camera );
  }

  function threeStart() {
    initThree();
    initScene();
    initCamera();
    initLight();
    initObject();
    initControl();
    animate();
  }
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Attach the complete code





  
  WebGL
  
  <script src="js/STLLoader.js"></script>
  
  
  

<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( &#39;load&#39;, 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( &#39;http://localhost:8080/textures/metal.jpg&#39;, 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( &#39;3dfile/莫比乌斯环.STL&#39; ); } //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>

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Oh my file structure

If you want all the files, just leave me a message

In addition, since the model is displayed In the method, I added bboxHelper = new THREE.BoxHelper() so we can get the dimensions of the X, Y, and Z axes of the model and also regard it as the length, width, and height of the model

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