webgl做前端的3d展示需要几大要素,场景(scene), 相机(camera), 以及一个渲染器(renderer),
这是必不可少的,如果你还需要操作可以使用控制器,下图即为加载的obj模型和材料贴图.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1.0">
<title>3dbody</title>
</head>
<script src="./static/3djs/three.js"></script>
<body>
<script src="./static/3djs/DDSLoader.js"></script>
<script src="./static/3djs/MTLLoader.js"></script>
<script src="./static/3djs/OBJLoader.js"></script>
<script src="./static/3djs/stats.min.js"></script>
<div id="container">
</div>
</body>
<script>
var container = document.getElementById('container');
var stats;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 300;
// scene
scene = new THREE.Scene();
var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
scene.add( ambientLight );
var pointLight = new THREE.PointLight( 0xffffff, 0.8 );
camera.add( pointLight );
scene.add( camera );
var manager = new THREE.LoadingManager();
//模型需要纹理Texture
var texture = new THREE.Texture();
var loader = new THREE.ImageLoader( manager );
loader.load( './../../static/obj/MCS_COLOR.jpg', function ( image ) {
texture.image = image;
texture.needsUpdate = true;
})
// model
var onProgress = function ( xhr ) {
if ( xhr.lengthComputable ) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log( Math.round( percentComplete, 2 ) + '% downloaded' );
}
};
var onError = function () { };
THREE.Loader.Handlers.add( /\.dds$/i, new THREE.DDSLoader() );
new THREE.MTLLoader().setPath( './../../static/obj/' )
.load( 'man.mtl', function ( materials ) {
materials.preload();
new THREE.OBJLoader()
.setMaterials( materials )
.setPath( './../../static/obj/' )
.load( 'man.obj', function ( object ) {
object.children[0].geometry.center();
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material.map = texture;
}
} );
// object.rotation.x = 3.1;
scene.add( object );
}, onProgress, onError );
} );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
//
function animate() {
requestAnimationFrame( animate );
camera.lookAt( scene.position );
renderer.render( scene, camera )
}
</script>
</html>