html
<div class="ui-layout-center">
<div class="container-div">
<div class="row" style=" background: #fff;" >
<div class="ibox float-e-margins" style="margin: 15px;padding: 20px;min-height: 650px;">
<p class="contain"></p>
<p class="attach"></p>
<p class="attach2 row"></p>
</div>
</div>
</div>
</div>
js
<script th:src="@{/js/jquery.min.js}"></script>
<script th:src="@{/js/bootstrap.min.js}"></script>
<script th:src="@{/ajax/libs/layer/layer.min.js}"></script>
<script th:src="@{/layui/layui.js}"></script>
<script th:src="@{/js/three.js}"></script>
<script th:src="@{/js/FBXLoader.js}"></script>
<script th:src="@{/js/OrbitControls.js}"></script>
<script th:src="@{/js/stats.min.js}"></script>
<script th:src="@{/js/fflate.min.js}"></script>
<script th:src="@{/js/dat.gui.min.js}"></script>
function viewFbx(){
var mixers = [];
var renderer;
var drawWidth = 1650; // 初始化模块宽高
var drawHeight = 800;
var modelLocation = $("#modelLocation").val();
function initRender() {
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(drawWidth, drawHeight);
//告诉渲染器需要阴影效果
renderer.setClearColor(0xeeeeee);
$(".draw").append(renderer.domElement);
renderer.setFaceCulling(THREE.CullFaceNone, THREE.FrontFaceDirectionCW);
}
var camera;
function initCamera() {
camera = new THREE.PerspectiveCamera(45, drawWidth / drawHeight, 0.1, 1000);
camera.position.set(0, 40, 50);
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.DirectionalLight(0xffffff);
light.position.set(-50, 20, 50);
light.castShadow = true; //告诉平行光需要开启阴影投射
scene.add(light);
light2 = new THREE.DirectionalLight(0xffffff);
light2.position.set(50, 100, 50);
light2.castShadow = true; //告诉平行光需要开启阴影投射
scene.add(light2);
}
function initModel(url) {
var loader = new THREE.FBXLoader();
loader.load(url, function (object) {
object.mixer = new THREE.AnimationMixer(object);
mixers.push(object.mixer);
object.traverse(function (child) {
if (child.isMesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
scene.add(object);
});
}
//初始化性能插件
var stats;
function initStats() {
stats = new Stats();
}
//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;
controls.enableZoom = true; //是否可以缩放
controls.autoRotate = true; //是否自动旋转
controls.autoRotateSpeed = 0.5;
controls.minDistance = 2; //设置相机距离原点的最远距离
controls.maxDistance = 200; //设置相机距离原点的最远距离
controls.enablePan = true; //是否开启右键拖拽
}
function render() {
renderer.render(scene, camera);
}
//窗口变动触发的函数
function onWindowResize() {
camera.aspect = drawWidth / drawHeight;
camera.updateProjectionMatrix();
render();
renderer.setSize(drawWidth, drawHeight);
}
function animate() {
render(); //更新控制器
stats.update(); //更新性能插件
controls.update();
requestAnimationFrame(animate);
}
initGui();
initRender();
initScene();
initCamera();
initLight();
initModel(modelLocation);
initControls();
initStats();
animate();
window.onresize = onWindowResize;
}