three.js 08-04 之 加载和保存场景

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    上一篇中我们介绍了在 three.js 中如何保存并加载对象。本篇我再来看看 three.js 如何保存并加载整个场景。其实道理跟保存并加载对象是一样的,只不过保存的不再是某个对象,而是整个场景 THREE.Scene 对象。由于不是很难,因此不再嗷述,下面给出一个完整的示例:

<!DOCTYPE html>
<html>
<head>
    <title>示例 08.04 - Load Save JSON Scene</title>
	<script src="../build/three.js"></script>
	<script src="../build/js/controls/OrbitControls.js"></script>
	<script src="../build/js/libs/stats.min.js"></script>
	<script src="../build/js/libs/dat.gui.min.js"></script>
	<script src="../jquery/jquery-3.2.1.min.js"></script>
    <style>
        body {
            /* 设置 margin 为 0,并且 overflow 为 hidden,来完成页面样式 */
            margin: 0;
            overflow: hidden;
        }
		/* 统计对象的样式 */
		#Stats-output {
			position: absolute;
			left: 0px;
			top: 0px;
		}
    </style>
</head>
<body>

<!-- 用于 WebGL 输出的 Div -->
<div id="webgl-output"></div>
<!-- 用于统计 FPS 输出的 Div -->
<div id="stats-output"></div>

<!-- 运行 Three.js 示例的 Javascript 代码 -->
<script type="text/javascript">

	var scene;
	var camera;
	var render;
	var webglRender;
	//var canvasRender;
	var controls;
	var stats;
	var guiParams;
	
	var ambientLight;
	var spotLight;
	var axesHelper;
	//var cameraHelper;
	
	var ground;
	
    $(function() {
		initStats();
		initRender();
		initCamera();
		initControls();
		
		scene = new THREE.Scene();
		
		createAxesHelper();
		createAmbientLight();
		createSpotLight();
		createGuiControls();
		
		// 加入地面
		createGround()
		// 创建网格
		createMesh();
		
		renderScene();
    });
	
	/** 初始化 stats 统计对象 */
	function initStats() {
		stats = new Stats();
		stats.setMode(0); // 0 为监测 FPS;1 为监测渲染时间
		$('#stats-output').append(stats.domElement);
		return stats;
	}
	
	/** 初始化渲染器 */
	function initRender() {
		webglRender = new THREE.WebGLRenderer( {antialias: true, alpha: true} ); // antialias 抗锯齿
		webglRender.setSize(window.innerWidth, window.innerHeight);
		webglRender.setClearColor(0x0F0F0F, 1.0); // 0xeeeeee
		render = webglRender;
		render.shadowMap.enabled = true; // 允许阴影投射
		
		$('#webgl-output')[0].appendChild(render.domElement);
		window.addEventListener('resize', onWindowResize, false);
	}
	
	/** 初始化相机 */
	function initCamera() {
		camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 2147483647); // 2147483647
		camera.position.set(30, 40, 50);
	}
	
	/** 初始化鼠标控制器 */
	function initControls() {
		var target = new THREE.Vector3(0, 0 , 0);
		controls = new THREE.OrbitControls(camera, render.domElement);
		controls.target = target;
		camera.lookAt(target);
	}
	
	/** 当浏览器窗口大小变化时触发 */
	function onWindowResize() {
		camera.aspect = window.innerWidth / window.innerHeight;
		camera.updateProjectionMatrix();
		render.setSize(window.innerWidth, window.innerHeight);
	}
	
	/** 渲染场景 */
	function renderScene() {
		stats.update();
		rotateMesh(); // 旋转物体
		
		requestAnimationFrame(renderScene);
		render.render(scene, camera);
	}
	
	/** 旋转物体 */
	var step = 0;
	function rotateMesh() {
		step += guiParams.rotationSpeed;
		scene.traverse(function(mesh) {
			if (mesh instanceof THREE.Mesh && mesh.name != 'ground') {
				//mesh.rotation.x = step;
				mesh.rotation.y = step;
				//mesh.rotation.z = step;
			}
		});
	}
	
	/** 创建一个坐标轴:X(橙色)、Y(绿色)、Z(蓝色) */
	function createAxesHelper() {
		axesHelper = new THREE.AxesHelper(60);
		scene.add(axesHelper);
	}
	
	/** 创建一个 AmbientLight 环境光源 */
	function createAmbientLight() {
		ambientLight = new THREE.AmbientLight(0x0c0c0c);
		scene.add(ambientLight);
	}
	
	/** 创建一个 AmbientLight 环境光源 */
	function createSpotLight() {
		spotLight = new THREE.SpotLight(0xffffff);
        spotLight.position.set(-60, 60, -10);
        spotLight.castShadow = true;
		spotLight.shadow.mapSize.set(2048, 2048); // 必须是 2的幂,默认值为 512
        scene.add(spotLight);
		//cameraHelper = new THREE.CameraHelper(spotLight.shadow.camera);
		//scene.add(cameraHelper);
	}
	
	/** 用来保存那些需要修改的变量 */
	function createGuiControls() {
		guiParams = new function() {
			this.rotationSpeed = 0.02;
			
			this.ExportScene = function() {
				if (scene) {
					var geoJSON = scene.toJSON();
					console.log(geoJSON);
					localStorage.setItem('geoJSON', JSON.stringify(geoJSON));
				}
			};
			this.ClearScene = function() {
				scene = new THREE.Scene();
			};
			this.LoadScene = function() {
				var geoJSON = localStorage.getItem('geoJSON');
				if (geoJSON) {
					var parsedGeom = JSON.parse(geoJSON);
					var loader = new THREE.ObjectLoader();
					var loaddedScene = loader.parse(parsedGeom);
					scene = loaddedScene;
				}
			};
		}
		/** 定义 dat.GUI 对象,并绑定 guiParams 的几个属性 */
		var gui = new dat.GUI();
		gui.add(guiParams, 'ExportScene');
		gui.add(guiParams, 'ClearScene');
		gui.add(guiParams, 'LoadScene');
	}
	
	/** 加入地面 */
	function createGround() {
		var groundGeom = new THREE.PlaneGeometry(60, 30);
		var groundMaterial = new THREE.MeshPhongMaterial( { color: 0xbcbcbc, side: THREE.DoubleSide} ); // 0x777777
		ground = new THREE.Mesh(groundGeom, groundMaterial);
		ground.name = 'ground';
		ground.receiveShadow = true; // 地面接收阴影
		ground.rotation.x = -0.5 * Math.PI;
		scene.add(ground);
	}
	
	/** 创建网格 */
	function createMesh() {
        // 创建方块
        var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
        var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
        var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
        // cube.castShadow = true;
        cube.position.x = -10;
        cube.position.y = 3;
        cube.position.z = 0;
        scene.add(cube);
		
		// 创建球体
        var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
        var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
        var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
        // sphere.castShadow = true;
        sphere.position.x = 10;
        sphere.position.y = 0;
        sphere.position.z = 2;
        scene.add(sphere);
	}
	
</script>
</body>
</html>

未完待续···
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