Three.js使用STLLoader加载stl模型
使用STLLoader加载stl模型
GeoSTLLLoader 类提供两个方法。
- load()用于加载stl文件来渲染模型
- parse()使用文件内容来渲染模型
import { Mesh } from "three";
import { STLLoader } from "three/examples/jsm/loaders/STLLoader";
class GeoSTLLLoader {
constructor(file, scene, material) {
this.file = file;
this.scene = scene;
this.material = material;
}
load() {
var loader = new STLLoader();
var material = this.material;
var scene = this.scene;
loader.load(this.file, function (geometry) {
var mesh = new Mesh(geometry, material);
scene.add(mesh);
})
}
parse() {
var loader = new STLLoader();
var geometry = loader.parse(this.file);
return geometry;
}
}
export { GeoSTLLLoader };
测试代码
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>第一个three.js文件_WebGL三维场景</title>
<style>
body {
margin: 0;
overflow: hidden;
/* 隐藏body窗口区域滚动条 */
}
</style>
<!--引入three.js三维引擎-->
<script src="../three.js-master/build/three.js"></script>
<script src="../three.js-master/examples/js/controls/OrbitControls.js"></script>
<script src="../three.js-master/examples/js/loaders/STLLoader.js"></script>
</head>
<body>
<script>
/**
* 创建场景对象Scene
*/
var scene = new THREE.Scene();
var loader = new THREE.STLLoader();
loader.load("plane.stl", function (geometry) {
var material = new THREE.MeshLambertMaterial({
color: 0x0000ff,
}); //材质对象Material
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
});
//点光源
var point = new THREE.DirectionalLight(0xffffff);
point.position.set(1000, 50, 1000);
scene.add(point);
scene.add(new THREE.AmbientLight(0x444444));
/**
* 光源设置
*/
//点光源
var point = new THREE.PointLight(0xffffff);
point.position.set(400, 200, 300); //点光源位置
scene.add(point); //点光源添加到场景中
point.castShadow = true;
//环境光
var ambient = new THREE.AmbientLight(0x444444);
scene.add(ambient);
// 辅助坐标系 参数250表示坐标系大小,可以根据场景大小去设置
var axisHelper = new THREE.AxesHelper(250);
scene.add(axisHelper);
// console.log(scene)
// console.log(scene.children)
/**
* 相机设置
*/
var width = window.innerWidth; //窗口宽度
var height = window.innerHeight; //窗口高度
var k = width / height; //窗口宽高比
var s = 200; //三维场景显示范围控制系数,系数越大,显示的范围越大
//创建相机对象
var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
camera.position.set(200, 300, 200); //设置相机位置
camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
/**
* 创建渲染器对象
*/
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height); //设置渲染区域尺寸
renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
renderer.shadowMap.enabled = true;
//执行渲染操作 指定场景、相机作为参数
// renderer.render(scene, camera);
function render() {
renderer.render(scene, camera); //执行渲染操作
// mesh.rotateY(0.01);//每次绕y轴旋转0.01弧度
requestAnimationFrame(render); //请求再次执行渲染函数render
}
render();
var controls = new THREE.OrbitControls(camera, renderer.domElement); //创建控件对象
</script>
</body>
</html>