threesJs加载obj模型并给模型贴图

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.在这里插入图片描述

<!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>
以下是加载OBJ模型并显示模型贴图的示例代码: ```javascript import 'vtk.js/Rendering/OpenGL'; import 'vtk.js/Rendering/OpenGL2'; import 'vtk.js/Rendering/Core'; import 'vtk.js/Filters/General'; import 'vtk.js/Filters/Sources'; import 'vtk.js/IO/Misc'; import 'vtk.js/Common/Core'; import 'vtk.js/Common/DataModel'; import 'vtk.js/Common/Math'; import vtkActor from 'vtk.js/Rendering/Core/Actor'; import vtkCamera from 'vtk.js/Rendering/Core/Camera'; import vtkColorTransferFunction from 'vtk.js/Rendering/Core/ColorTransferFunction'; import vtkFullScreenRenderWindow from 'vtk.js/Rendering/Misc/FullScreenRenderWindow'; import vtkMapper from 'vtk.js/Rendering/Core/Mapper'; import vtkOBJReader from 'vtk.js/IO/Misc/OBJReader'; import vtkPlaneSource from 'vtk.js/Filters/Sources/PlaneSource'; import vtkRenderer from 'vtk.js/Rendering/Core/Renderer'; import vtkTexture from 'vtk.js/Rendering/Core/Texture'; // Create the renderer and render window const fullScreenRenderer = vtkFullScreenRenderWindow.newInstance(); const renderer = fullScreenRenderer.getRenderer(); renderer.setBackground(0.2, 0.2, 0.2); const renderWindow = fullScreenRenderer.getRenderWindow(); renderWindow.setContainer(document.getElementById('vtk-container')); // Add a plane to the scene for the texture to be applied to const planeSource = vtkPlaneSource.newInstance(); const planeMapper = vtkMapper.newInstance(); const planeActor = vtkActor.newInstance(); planeSource.setOrigin(-10, -10, 0); planeSource.setPoint1(10, -10, 0); planeSource.setPoint2(-10, 10, 0); planeMapper.setInputConnection(planeSource.getOutputPort()); planeActor.setMapper(planeMapper); renderer.addActor(planeActor); // Load the OBJ model const objReader = vtkOBJReader.newInstance(); objReader.setUrl('model.obj').then(() => { const objMapper = vtkMapper.newInstance(); const objActor = vtkActor.newInstance(); objMapper.setInputConnection(objReader.getOutputPort()); objActor.setMapper(objMapper); // Apply the texture to the model const texture = vtkTexture.newInstance(); texture.setInterpolate(true); texture.setRepeat(false); texture.setEdgeClamp(true); texture.setInputConnection(objReader.getOutputPort(), 1); objActor.addTexture(texture); renderer.addActor(objActor); // Update the camera position to view the entire scene const bounds = objActor.getMapper().getBounds(); const center = objActor.getCenter(); const distance = vtkMath.distance(bounds[0], bounds[1], bounds[2], bounds[3], bounds[4], bounds[5]); const angle = Math.atan2(distance, vtkMath.distance(...center)) * 2; const camera = renderer.getActiveCamera(); camera.setPosition(center[0], center[1] - distance, center[2]); camera.setFocalPoint(...center); camera.setViewUp(0, 0, 1); camera.setDistance(distance); camera.setClippingRange(distance / 10, distance * 10); camera.setViewAngle(vtkMath.degreesFromRadians(angle)); renderer.resetCameraClippingRange(); }); // Create a color transfer function for the plane const planeColorTransferFunction = vtkColorTransferFunction.newInstance(); planeColorTransferFunction.addRGBPoint(0, 1, 1, 1); planeColorTransferFunction.addRGBPoint(1, 0, 0, 0); // Apply the color transfer function to the plane planeMapper.setLookupTable(planeColorTransferFunction); planeMapper.setScalarRange(0, 1); renderWindow.render(); ``` 在这个示例中,我们首先创建了一个全屏渲染窗口,并将其渲染器的背景设置为灰色。然后,我们添了一个平面几何体,并创建了一个颜色传输函数来将其渲染为黑白相间的条纹纹理。 接下来,我们使用OBJReader来加载OBJ模型文件,并创建一个Actor和Mapper来显示模型。我们还创建了一个纹理对象,并将其应用于Actor以显示模型贴图。 最后,我们更新了相机的位置和方向,以便在屏幕上完整地显示场景,并调用renderWindow.render()方法来渲染场景。
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