源码 下载
https://download.csdn.net/download/qq_34206863/10859181
https://download.csdn.net/download/qq_34206863/12065026
其实可以先看看官方案例
你想要的东西 官方里面都有,就看你找不找得到了。。。。
话不多说
我们先看看这个例子吧
正文更新时间:2019年11月27日
three.js webgl - FBX loader
首先我们找到这个例子,然后对其解析,化为自己的知识
import * as THREE from '../build/three.module.js';
import Stats from './jsm/libs/stats.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { FBXLoader } from './jsm/loaders/FBXLoader.js';
我们看到引入的js库有以上几类
FBXLoader.js库,是fbx文件的加载库
所以,我们这个时候应该看看源码。
/**
* @author Kyle-Larson https://github.com/Kyle-Larson
* @author Takahiro https://github.com/takahirox
* @author Lewy Blue https://github.com/looeee
*
* Loader loads FBX file and generates Group representing FBX scene.
* Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format
* Versions lower than this may load but will probably have errors
*
* Needs Support:
* Morph normals / blend shape normals
*
* FBX format references:
* https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
* http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
*
* Binary format specification:
* https://code.blender.org/2013/08/fbx-binary-file-format-specification/
*/
恩,一来就看到fbx的格式要求
看正文
( function () {
//构造函数
function FBXLoader( manager ) {
Loader.call( this, manager );
}
//对fbx对象的配置处理
FBXLoader.prototype = Object.assign( Object.create( Loader.prototype ), {...});
//读取
load: function ( url, onLoad, onProgress, onError ) {
var self = this;
var path = ( self.path === '' ) ? LoaderUtils.extractUrlBase( url ) : self.path;
var loader = new FileLoader( this.manager );
loader.setPath( self.path );
loader.setResponseType( 'arraybuffer' );
loader.load( url, function ( buffer ) {
try {
onLoad( self.parse( buffer, path ) );
} catch ( error ) {
setTimeout( function () {
if ( onError ) onError( error );
self.manager.itemError( url );
}, 0 );
}
}, onProgress, onError );
},
//解析
parse: function ( FBXBuffer, path ) {
if ( isFbxFormatBinary( FBXBuffer ) ) {
fbxTree = new BinaryParser().parse( FBXBuffer );
} else {
var FBXText = convertArrayBufferToString( FBXBuffer );
if ( ! isFbxFormatASCII( FBXText ) ) {
throw new Error( 'THREE.FBXLoader: Unknown format.' );
}
if ( getFbxVersion( FBXText ) < 7000 ) {
throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
}
fbxTree = new TextParser().parse( FBXText );
}
// console.log( fbxTree );
var textureLoader = new TextureLoader( this.manager ).setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
return new FBXTreeParser( textureLoader, this.manager ).parse( fbxTree );
}
然后我们开始了解如何构造的
//容器
container = document.createElement( 'div' );
document.body.appendChild( container );
//相机(充当你的眼睛)
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 100, 200, 300 );//位置
//场景
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xa0a0a0 );//背景色
scene.fog = new THREE.Fog( 0xa0a0a0, 200, 1000 );//雾化
//灯光
light = new THREE.HemisphereLight( 0xffffff, 0x444444 );//没有光线,将啥也看不到
light.position.set( 0, 200, 0 );
scene.add( light );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 200, 100 );
light.castShadow = true;
light.shadow.camera.top = 180;
light.shadow.camera.bottom = - 100;
light.shadow.camera.left = - 120;
light.shadow.camera.right = 120;
scene.add( light );
// scene.add( new CameraHelper( light.shadow.camera ) );
// ground 广场,整个大地
var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );//材质
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add( mesh );
//格子
var grid = new THREE.GridHelper( 2000, 20, 0x000000, 0x000000 );
grid.material.opacity = 0.2;
grid.material.transparent = true;
scene.add( grid );
// model 模型
var loader = new FBXLoader();
loader.load( 'models/fbx/ball.fbx', function ( object ) {
//获取动画
mixer = new THREE.AnimationMixer( object );
var action = mixer.clipAction( object.animations[ 0 ] );
action.play();//播放
object.traverse( function ( child ) {
if ( child.isMesh ) {//材质
child.castShadow = true;
child.receiveShadow = true;
}
} );
scene.add( object );
} );
//渲染
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
container.appendChild( renderer.domElement );
controls = new OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 100, 0 );
controls.update();
window.addEventListener( 'resize', onWindowResize, false );//尺寸变换
// stats
stats = new Stats();//左上角那一坨
container.appendChild( stats.dom );
好了,看不看得懂,不要紧,要懂得基本操作就好了,是在不行,自己去例子里面现学现卖。当然懂了最好
最后我们实际运行一下。
ok,over.
对了这些代码需要在服务器上执行,没有服务器?你的ide没有自带么?(webstorm)
更新时间------2019年11月27日