three.js加载3ds或obj模型,如何实现鼠标拖拽等功能?

three.js加载3ds或obj模型,如何实现鼠标拖拽等功能?,第1张

<!DOCTYPE html>

<html>

    <head>

        <script type="text/javascript" src="libs/three.js"></script>

        <script type="text/javascript" src="libs/OBJLoader.js"></script>

        

        <script type="text/javascript">

            var scene = null

            var camera = null

            var renderer = null

            

            var mesh = null

            var id = null

            

            function init() {

                renderer = new THREE.WebGLRenderer({//渲染器

                    canvas: document.getElementById('mainCanvas')//画布

                })

                renderer.setClearColor(0x000000)//画布颜色

                scene = new THREE.Scene()//创建场景

                

                camera = new THREE.OrthographicCamera(-5, 5, 3.75, -3.75, 0.1, 100)//正交投影照相机

                camera.position.set(15, 25, 25)//相机位置

                camera.lookAt(new THREE.Vector3(0, 2, 0))//lookAt()设置相机所看的位置

                scene.add(camera)//把相机添加到场景中

                

                var loader = new THREE.OBJLoader()//在init函数中,创建loader变量,用于导入模型

                loader.load('libs/port.obj', function(obj) {//第一个表示模型路径,第二个表示完成导入后的回调函数,一般我们需要在这个回调函数中将导入的模型添加到场景中

                    obj.traverse(function(child) {

                        if (child instanceof THREE.Mesh) {

                            child.material.side = THREE.DoubleSide

                        }

                    })

                

                    mesh = obj//储存到全局变量中

                    scene.add(obj)//将导入的模型添加到场景中

                })

                

                var light = new THREE.DirectionalLight(0xffffff)//光源颜色

                light.position.set(20, 10, 5)//光源位置

                scene.add(light)//光源添加到场景中

                

                id = setInterval(draw, 20)//每隔20s重绘一次

            }

            

            function draw() {//们在重绘函数中让茶壶旋转:

                renderer.render(scene, camera)//调用WebGLRenderer的render函数刷新场景

                

                mesh.rotation.y += 0.01//添加动画

                if (mesh.rotation.y > Math.PI * 2) {

                    mesh.rotation.y -= Math.PI * 2

                }

            }

        </script>

    </head>

    

    <body onload="init()">

        <canvas id="mainCanvas" width="800px" height="600px" ></canvas>

    </body>

</html>

three.js创建地图的方法:

1.定义html页面

<!DOCTYPE html>

<html>

<head>

<title>Three.js Step Tutorial</title>

<style>

 body {

  margin: 0px

  background-color: #fff

  overflow: hidden

 }

</style>

</head>

<body>

<script src="js/three.min.js"></script>

<script src="js/three-tut.js"></script>

</body>

</html>

2、编写动画脚本anotation.js

var camera定义相机

var scene定义场景画布

var renderer定义渲染入口

var mesh定义恢复

init()初始化画布

animate()开始动画

函数定义

function init() {

scene = new THREE.Scene()

camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000)

var light = new THREE.DirectionalLight( 0xffffff )

light.position.set( 0, 1, 1 ).normalize()

scene.add(light)

var geometry = new THREE.CubeGeometry( 10, 10, 10)

var material = new THREE.MeshPhongMaterial( { ambient: 0x050505, color: 0x0033ff, specular: 0x555555, shininess: 30 } )

mesh = new THREE.Mesh(geometry, material )

mesh.position.z = -50

scene.add( mesh )

renderer = new THREE.WebGLRenderer()

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

document.body.appendChild( renderer.domElement )

window.addEventListener( 'resize', onWindowResize, false )

render()

}

function animate() {

mesh.rotation.x += .04

mesh.rotation.y += .02

render()

requestAnimationFrame( animate )

}

function render() {

renderer.render( scene, camera )

}

形状变换

function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight

camera.updateProjectionMatrix()

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

render()

}

3、运行以上程序,效果如下:


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原文地址: http://outofmemory.cn/bake/11594572.html

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