threeJS15-Loader01-GLTF

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涉及的知識點博主已經從three源碼庫裏面摘要出來放在對應的註釋裏面!

今天學習three裏面GLTF模型的加載!如果需要加入動畫,可以從14課裏面獲取代碼!

效果圖:

代碼:

<html>
<head>
    <title>threeJS-Loader-GLTF</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/loaders/GLTFLoader.js"></script>
    <script src="../../js/controls/OrbitControls.js"></script>
    <div id="WebGL"></div>
    <script>
        var container, camera, scene, renderer, geometry, material, animate, controls; //常用變量
        var spotLight, mshStdBox; //自定義對象變量
        var target = new THREE.Vector3(0, 30, 0);
        var model, skeleton;
        var webGLW = $('#WebGL').width();
        var webGLH = $('#WebGL').height();
        init();
        animate();

        function init() {
            container = document.getElementById('WebGL');
            scene = new THREE.Scene();
            scene.background = new THREE.Color(0xcfcfcf);
            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
            camera.position.set(0, 100, 150);

            var ambient = new THREE.AmbientLight(0xffffff, 0.1);
            scene.add(ambient);

            lights(); //燈光:聚光燈
            lightsHelper(spotLight); //燈光顯示助手
            plane() //平面
            Box(); //旋轉的立方體
            loadModel(); //添加人物模型
            rendererScene(); //場景渲染
            OrbitControls(camera, renderer); //OrbitControls控件模塊,90版本鼠標右鍵上下是移動,96版本之後右鍵上下是縮放
            window.addEventListener('resize', onWindowResize, false); //監聽屏幕變化

        }

        function plane() {
            // PolarGridHelper( radius:標網格的半徑, radials:徑向線的數量, circles:圓圈數, 
            // divisions:每個圓圈使用的線段數, color1:用於網格元素的第一種顏色, color2:用於網格元素的第一種顏色 )
            var radius = 100;
            var radials = 16;
            var circles = 8;
            var divisions = 64;
            var PolarGridHelper = new THREE.PolarGridHelper(radius, radials, circles, divisions);
            PolarGridHelper.position.set(0, -20, 0)
            scene.add(PolarGridHelper)
        }

        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:顏色, intensity:強度, distance:發光距離, angle:角度, penumbra:邊緣範圍, decay:衰減 )
            spotLight = new THREE.SpotLight(0xffffff, 1);
            spotLight.position.set(15, 120, 50);
            spotLight.angle = Math.PI / 4;
            spotLight.penumbra = 0.05; //邊緣範圍,反比
            spotLight.decay = 2; //衰減係數,反比
            spotLight.distance = 400; //發光距離
            spotLight.castShadow = true; //陰影
            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) {
            // 聚光燈顯示助手SpotLightHelper( light:燈光, color:顏色 )
            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() {
            var loader = new THREE.GLTFLoader();
            loader.load('../../models/gltf/Soldier.glb', function (gltf) {
                model = gltf.scene;
                scene.add(model);
                model.traverse(function (object) {
                    if (object.isMesh) {
                        object.castShadow = true;
                        console.log(object);
                    }
                });
                model.rotation.y = -Math.PI;
                model.scale.set(50, 50, 50);

                // 骨骼顯示助手
                skeleton = new THREE.SkeletonHelper(model);
                scene.add(skeleton);
            });
        }

        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控件操作模塊
            controls = new THREE.OrbitControls(camera, renderer.domElement);
            controls.target=target;//控制的target
            controls.autoRotate = true;//是否自動旋轉
            controls.autoRotateSpeed = 0.5;//自動旋轉速度,正比
        }

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

</html>

 

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