79 Three.js 使用导入的模型生成粒子

简介

前几节我已经将现在一些经常使用的模型导入的方法。之前也接触粒子的创建。这个案例是把两者结合起来,通过导入模型获得几何体的数据,然后创建粒子。

实现案例

案例查看地址:http://www.wjceo.com/blog/threejs/2018-03-25/139.html

  • 首先,引入script加载器,这里的案例是使用的STL格式的文件生成,所以,引入STL文件加载器
<script src="/lib/js/loaders/STLLoader.js">script>
  • 然后,获取到模型的几何体,然后创建点云。
var loader = new THREE.STLLoader();
loader.load("/lib/assets/models/SolidHead_2_lowPoly_42k.stl", function (geometry) {
    //创建纹理
    var material = new THREE.PointsMaterial({
        color: 0xffffff,
        size: 0.4,
        opacity: 0.6,
        transparent: true,
        blending: THREE.AdditiveBlending,
        depthTest: false,
        map: generateSprite()
    });

    var mesh = new THREE.Points(geometry, material);
    mesh.rotation.x = -0.5 * Math.PI; //将模型摆正
    mesh.scale.set(0.1, 0.1, 0.1); //缩放
    geometry.center(); //居中显示
    scene.add(mesh);
});

案例代码


<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Titletitle>
    <style type="text/css">
        html, body {
            margin: 0;
            height: 100%;
        }

        canvas {
            display: block;
        }

    style>
head>
<body onload="draw();">

body>
<script src="/lib/three.js">script>
<script src="/lib/js/loaders/STLLoader.js">script>
<script src="/lib/js/controls/OrbitControls.js">script>
<script src="/lib/js/libs/stats.min.js">script>
<script src="/lib/js/libs/dat.gui.min.js">script>

<script>
    var renderer;
    function initRender() {
        renderer = new THREE.WebGLRenderer({antialias:true});
        renderer.setSize(window.innerWidth, window.innerHeight);
        //告诉渲染器需要阴影效果
        renderer.setClearColor(0x000000);
        document.body.appendChild(renderer.domElement);
    }

    var camera;
    function initCamera() {
        camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 0.1, 1000);
        camera.position.set(0, 20, 25);
        camera.lookAt(new THREE.Vector3(0,0,0));
    }

    var scene;
    function initScene() {
        scene = new THREE.Scene();
    }

    //初始化dat.GUI简化试验流程
    var gui;
    function initGui() {
        //声明一个保存需求修改的相关数据的对象
        gui = {
        };
        var datGui = new dat.GUI();
        //将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
    }

    var light;
    function initLight() {
        scene.add(new THREE.AmbientLight(0x444444));

        light = new THREE.PointLight(0xffffff);
        light.position.set(0,50,50);

        //告诉平行光需要开启阴影投射
        light.castShadow = true;

        scene.add(light);
    }

    function initModel() {

        //辅助工具
        var helper = new THREE.AxesHelper(50);
        scene.add(helper);

        var loader = new THREE.STLLoader();
        loader.load("/lib/assets/models/SolidHead_2_lowPoly_42k.stl", function (geometry) {
            //创建纹理
            var material = new THREE.PointsMaterial({
                color: 0xffffff,
                size: 0.4,
                opacity: 0.6,
                transparent: true,
                blending: THREE.AdditiveBlending,
                depthTest: false,
                map: generateSprite()
            });

            var mesh = new THREE.Points(geometry, material);
            mesh.rotation.x = -0.5 * Math.PI; //将模型摆正
            mesh.scale.set(0.1, 0.1, 0.1); //缩放
            geometry.center(); //居中显示
            scene.add(mesh);
        });
    }

    //使用canvas生成粒子的纹理
    function generateSprite() {

        var canvas = document.createElement('canvas');
        canvas.width = 16;
        canvas.height = 16;

        var context = canvas.getContext('2d');
        var gradient = context.createRadialGradient(canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2);
        gradient.addColorStop(0, 'rgba(255,255,255,1)');
        gradient.addColorStop(0.2, 'rgba(0,255,255,1)');
        gradient.addColorStop(0.4, 'rgba(0,0,64,1)');
        gradient.addColorStop(1, 'rgba(0,0,0,1)');

        context.fillStyle = gradient;
        context.fillRect(0, 0, canvas.width, canvas.height);

        var texture = new THREE.Texture(canvas);
        texture.needsUpdate = true;
        return texture;

    }

    //初始化性能插件
    var stats;
    function initStats() {
        stats = new Stats();
        document.body.appendChild(stats.dom);
    }

    //用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
    var controls;
    function initControls() {

        controls = new THREE.OrbitControls( camera, renderer.domElement );

        // 如果使用animate方法时,将此函数删除
        //controls.addEventListener( 'change', render );
        // 使动画循环使用时阻尼或自转 意思是否有惯性
        controls.enableDamping = true;
        //动态阻尼系数 就是鼠标拖拽旋转灵敏度
        //controls.dampingFactor = 0.25;
        //是否可以缩放
        controls.enableZoom = true;
        //是否自动旋转
        controls.autoRotate = true;
        controls.autoRotateSpeed = 0.5;
        //设置相机距离原点的最远距离
        controls.minDistance  = 1;
        //设置相机距离原点的最远距离
        controls.maxDistance  = 200;
        //是否开启右键拖拽
        controls.enablePan = true;
    }

    function render() {

        renderer.render( scene, camera );
    }

    //窗口变动触发的函数
    function onWindowResize() {

        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
        render();
        renderer.setSize( window.innerWidth, window.innerHeight );

    }

    function animate() {
        //更新控制器
        render();

        //更新性能插件
        stats.update();

        controls.update();

        requestAnimationFrame(animate);
    }

    function draw() {
        initGui();
        initRender();
        initScene();
        initCamera();
        initLight();
        initModel();
        initControls();
        initStats();

        animate();
        window.onresize = onWindowResize;
    }
script>
html>

你可能感兴趣的:(Three.js笔记,three.js,webgl,模型导入,生成粒子,生成点云)