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.js
的JSON
格式文件。
案例查看地址:http://www.wjceo.com/blog/threejs/2018-03-15/124.html
在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);
}
<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>