threejs 加載stl 或 obj 模型的代碼模板

加載threejs的stl 和obj模型 可以用一個模板

加載stl模型

我們假設你有一個名爲”test.stl“的stl模型

var loader = new THREE.STLLoader();
                    loader.addEventListener( 'load', function ( event ) {

                         var geometry = event.content;
                         var material = new THREE.MeshPhongMaterial( { ambient: 0xff5533, color: 0xff5533, specular: 0x111111, shininess: 200 } );
                         var mesh = new THREE.Mesh( geometry, material );

                         mesh.position.set( 0, - 0.25, 0.6 );
                         mesh.rotation.set( 0, Math.PI / 2, 0 );
                         mesh.scale.set( 0.5, 0.5, 0.5 );

                         mesh.castShadow = true;
                         mesh.receiveShadow = true;

                         scene.add( mesh );

                    } );
                    loader.load( 'test.stl' );

加載stl的部分

我們假設你有一個名爲”test.stl“的stl模型

var loader = new THREE.STLLoader();
                    loader.addEventListener( 'load', function ( event ) {

                         var geometry = event.content;
                         var material = new THREE.MeshPhongMaterial( { ambient: 0xff5533, color: 0xff5533, specular: 0x111111, shininess: 200 } );
                         var mesh = new THREE.Mesh( geometry, material );

                         mesh.position.set( 0, - 0.25, 0.6 );
                         mesh.rotation.set( 0, Math.PI / 2, 0 );
                         mesh.scale.set( 0.5, 0.5, 0.5 );

                         mesh.castShadow = true;
                         mesh.receiveShadow = true;

                         scene.add( mesh );

                    } );
                    loader.load( 'test.stl' );

加載OBJ格式的部分

    var mesh;
    var loader = new THREE.OBJLoader();
    loader.load('fll.obj', function (loadedMesh) {
        var material = new THREE.MeshLambertMaterial({color: 0x5C3A21});
        // loadedMesh is a group of meshes. For
        // each mesh set the material, and compute the information
        // three.js needs for rendering.
        loadedMesh.children.forEach(function (child) {
            child.material = material;
            child.geometry.computeFaceNormals();
            child.geometry.computeVertexNormals();
        });
        mesh = loadedMesh;
        loadedMesh.scale.set(1, 1, 1);
        loadedMesh.rotation.x = -0.3;
        scene.add(loadedMesh);
    });

完整實例源碼

<!DOCTYPE html>

<html>

<head>
<meta charset="utf-8">
    <title>Example 08.06 - Load OBJ model </title>
    <script type="text/javascript" src="three.min.js"></script>
    <script type="text/javascript" src="OBJLoader.js"></script>


    <script type="text/javascript" src="stats.min.js"></script>
    <script type="text/javascript" src="dat.gui.min.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 are 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 = 130;
        camera.position.y = 140;
        camera.position.z = 150;
        camera.lookAt(scene.position);
        scene.add(camera);
        // add spotlight for the shadows
        var spotLight = new THREE.DirectionalLight(0xffffff);
        spotLight.position.set(30, 40, 50);
        spotLight.intensity = 1;
        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 is a multimaterial
        };
        var gui = new dat.GUI();


          /*  加載OBJLoader*/
        var mesh;
        var loader = new THREE.OBJLoader();
        loader.load('fll.obj', function (loadedMesh) {
            var material = new THREE.MeshLambertMaterial({color: 0x5C3A21});
            // loadedMesh is a group of meshes. For
            // each mesh set the material, and compute the information
            // three.js needs for rendering.
            loadedMesh.children.forEach(function (child) {
                child.material = material;
                child.geometry.computeFaceNormals();
                child.geometry.computeVertexNormals();
            });
            mesh = loadedMesh;
            loadedMesh.scale.set(1, 1, 1);
            loadedMesh.rotation.x = -0.3;
            scene.add(loadedMesh);
        });
        render();
        function render() {
            stats.update();
            if (mesh) {
                mesh.rotation.y += 0.006;
                mesh.rotation.x += 0.006;
//                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>
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