64 Three.js 使用JSON格式保存和加载模型

前言

学习从外部资源中加载几何体,首先我们学会如何保存和加载Three.jsJSON格式文件。

简单案例

案例查看地址:http://www.wjceo.com/blog/threejs/2018-03-15/124.html
Three.js中导出JSON文件非常容易,并且不需要引入额外的库。你需要做的只是将THREE.Mesh导出为JSON,代码如下:

var result = knot.toJSON();
localStorage.setItem("json", JSON.stringify(result));

案例中,我们将文件保存到了localStorage当中,保存前,将转出的JSON对象,转成了JSON字符串。

那我们再怎么将保存的文件导入到Three.js呢?
逻辑是:我们从本地存储当中将内容取出,转换成JSON对象,然后再使用THREE.ObjectLoader对象里面的方法,将对象转换成Three.js可以识别的模型对象,再放入场景当中,代码如下:

var json = localStorage.getItem("json");

if (json) {
    var loadedGeometry = JSON.parse(json);
    var loader = new THREE.ObjectLoader();

    loadedMesh = loader.parse(loadedGeometry);
    loadedMesh.position.x -= 50;
    scene.add(loadedMesh);
}

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/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.setClearColor(new THREE.Color(0x000000)); //设置背景颜色
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);
    }

    var camera;

    function initCamera() {
        camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 200);
        camera.position.x = -25;
        camera.position.y = 40;
        camera.position.z = 50;
        camera.lookAt(new THREE.Vector3(-25, 0, 0));
    }

    var scene;

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

    var light;

    function initLight() {
        scene.add(new THREE.AmbientLight(0x404040));

        light = new THREE.DirectionalLight(0xffffff);
        light.position.set(1, 1, 1);
        scene.add(light);
    }


    function initModel() {

        //轴辅助 (每一个轴的长度)
        var object = new THREE.AxesHelper(500);
        //scene.add(object);
    }

    //初始化性能插件
    var stats;

    function initStats() {
        stats = new Stats();
        document.body.appendChild(stats.dom);
    }

    //生成gui设置配置项
    var controls,knot,loadedMesh;
    function initGui() {
        //声明一个保存需求修改的相关数据的对象
        controls = {
            "radius": 13,
            "tube": 1.7,
            "radialSegments": 156,
            "tubularSegments": 12,
            "p": 3,
            "q": 4,
            "heightScale": 3.5,
            "rotate": false,
            redraw: function () {
                // 删除掉原有的模型
                if (knot) scene.remove(knot);
                // 创建一个环形结构
                ///环形结半径
                ///环形结弯管半径
                ///环形结圆周上细分线段数
                ///环形结弯管圆周上的细分线段数
                ///p\Q:对knot(节)状方式有效,控制曲线路径缠绕的圈数,P决定垂直方向的参数.
                ///p\Q:对knot(节)状方式有效,控制曲线路径缠绕的圈数,Q决定水平方向的参数.
                ///环形结高方向上的缩放.默认值是1
                var geom = new THREE.TorusKnotGeometry(controls.radius, controls.tube, Math.round(controls.radialSegments), Math.round(controls.tubularSegments), Math.round(controls.p), Math.round(controls.q), controls.heightScale);

                //判断绘制的模型
                knot = createMesh(geom);

                // 将新创建的模型添加进去
                scene.add(knot);
            },
            save:function () {
                console.log(knot);
                var result = knot.toJSON();
                localStorage.setItem("json", JSON.stringify(result));
            },
            load:function () {

                scene.remove(loadedMesh);

                var json = localStorage.getItem("json");

                if (json) {
                    var loadedGeometry = JSON.parse(json);
                    var loader = new THREE.ObjectLoader();

                    loadedMesh = loader.parse(loadedGeometry);
                    loadedMesh.position.x -= 50;
                    scene.add(loadedMesh);
                    console.log(loadedMesh);
                }
            }
        };
        var gui = 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)gui.add(controls, 'size', 0, 10).onChange(controls.redraw);
        var loadFolder = gui.addFolder("保存/加载");
        loadFolder.add(controls, "save");
        loadFolder.add(controls, "load");

        var meshFolder = gui.addFolder("模型相关");
        meshFolder.add(controls, 'radius', 0, 40).onChange(controls.redraw);
        meshFolder.add(controls, 'tube', 0, 40).onChange(controls.redraw);
        meshFolder.add(controls, 'radialSegments', 0, 400).step(1).onChange(controls.redraw);
        meshFolder.add(controls, 'tubularSegments', 1, 20).step(1).onChange(controls.redraw);
        meshFolder.add(controls, 'p', 1, 10).step(1).onChange(controls.redraw);
        meshFolder.add(controls, 'q', 1, 15).step(1).onChange(controls.redraw);
        meshFolder.add(controls, 'heightScale', 0, 5).onChange(controls.redraw);
        meshFolder.add(controls, 'rotate');

        controls.redraw();
    }


    var step = 0;
    function render() {

        if (controls.rotate) {
            knot.rotation.y = step += 0.01;
        }

        renderer.render(scene, camera);
    }

    // 使用canvas创建纹理
    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;

    }

    // 创建粒子系统
    function createPointCloud(geom) {
        var material = new THREE.PointCloudMaterial({
            color: 0xffffff,
            size: 3,
            transparent: true,
            blending: THREE.AdditiveBlending,
            map: generateSprite(),
            depthTest: false
        });

        var cloud = new THREE.Points(geom, material);
        cloud.sortParticles = true;
        return cloud;
    }

    //创建模型
    function createMesh(geom) {

        // 创建两面都显示的纹理
        var meshMaterial = new THREE.MeshNormalMaterial({wireframe: true});
        meshMaterial.side = THREE.DoubleSide;

        // 生成模型
        var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial]);

        return mesh;
    }

    //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() {
        render();

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

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

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

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