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Longinquity/Model

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3d.html 5.50 KB
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Longinquity 提交于 2018-10-09 11:25 . Add files via upload
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
<title>WebGL</title>
<script type="text/javascript" charset="utf-8" src="./js/three.js"></script>
<script src="./js/STLLoader.js"></script>
<script src="./js/TrackballControls.js"></script>
<script src="./js/AsciiEffect.js"></script>
<style>body{overflow:hidden;background:#eee}</style>
</head>
<script>
var WIDTH,HEIGHT;
var renderer;
function initThree() {
WIDTH = document.documentElement.clientWidth/2;<!--{foreach from=$recommended_goods item=rgoods}--> <!-- {/foreach} -->
HEIGHT = document.documentElement.clientHeight/2;
/* 渲染器 */
renderer = new THREE.WebGLRenderer();
renderer.setSize(WIDTH , HEIGHT);
renderer.setClearColor(new THREE.Color(0x66666));
renderer.gammaInput = true;
renderer.gammaOutput = true;
document.body.appendChild(renderer.domElement);
}
/* 摄像头 */
var camera;
function initCamera() {
var VIEW_ANGLE = 45,
ASPECT = WIDTH / HEIGHT,
NEAR = 0.1,
FAR = 10000;
camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
camera.position.set(20, 0, 0);
//设置视野的中心坐标
camera.lookAt(scene.position);
}
/* 场景 */
var scene;
function initScene() {
scene = new THREE.Scene();
}
/* 灯光 */
var light,light2,light3;
function initLight() {
//平行光
light = new THREE.DirectionalLight(0xFFFFFF);
light.position.set(0, 99, 0).normalize();
scene.add(light);
//环境光
light2 = new THREE.AmbientLight(0x999999);
scene.add(light2);
//点光源
light3 = new THREE.PointLight(0x00FF00);
light3.position.set(300, 0, 0);
scene.add(light3);
}
/* 显示对象 */
var cube;
function initObject(){
// ASCII file
var loader = new THREE.STLLoader();
loader.addEventListener( 'load', function ( event ) {
var loading = document.getElementById("Loading");
loading.parentNode.removeChild(loading);
var geometry = event.content;
//砖红色
var material = new THREE.MeshPhongMaterial( { ambient: 0xff5533, color: 0xff5533, specular: 0x111111, shininess: 200 } );
//纯黑色
// var material = new THREE.MeshBasicMaterial( { envMap: THREE.ImageUtils.loadTexture( 'http://localhost:8080/textures/metal.jpg', new THREE.SphericalReflectionMapping() ), overdraw: true } ) ;
//粉色 带阴影
// var material = new THREE.MeshLambertMaterial( { color:0xff5533, side: THREE.DoubleSide } );
//灰色
// var material = new THREE.MeshLambertMaterial({color: 000000}); //材质设定 (颜色)
var mesh = new THREE.Mesh( geometry, material );
var center = THREE.GeometryUtils.center(geometry);
var boundbox=geometry.boundingBox;
var vector3 = boundbox.size(null);
var vector3 = boundbox.size(null);
var scale = vector3.length();
camera.position.set(scale, 0, 0);
camera.lookAt(scene.position);
scene.add(camera);
//利用一个轴对象以可视化的3轴以简单的方式。X轴是红色的。Y轴是绿色的。Z轴是蓝色的。这有助于理解在空间的所有三个轴的方向。要添加这个帮手,使用下面的代码:
var axisHelper = new THREE.AxisHelper(800);
scene.add(axisHelper);
//周围边框
bboxHelper = new THREE.BoxHelper();
bboxHelper.visible = true;
var meshMaterial = material;
mainModel = new THREE.Mesh(geometry, meshMaterial);
bboxHelper.update(mainModel);
bboxHelper.geometry.computeBoundingBox();
scene.add(bboxHelper);
//它吸引的特定对象3D对象(它看起来像金字塔)与线几何,这有助于可视化什么指定摄像机包含在它的视锥。
// var cameraParObj = new THREE.Object3D();
// cameraParObj.position.y = 200;
// cameraParObj.position.z = 700;
// scene.add(cameraParObj);
// perspectiveCamera = new THREE.PerspectiveCamera(90, window.innerWidth / window.innerHeight, 0.01, 1500);
// cameraParObj.add(perspectiveCamera);
// var cameraHelper = new THREE.CameraHelper(perspectiveCamera);
// scene.add(cameraHelper);
//地板网格
//var gridHelper = new THREE.GridHelper(500, 40); // 500 is grid size, 20 is grid step
//gridHelper.position = new THREE.Vector3(0, 0, 0);
//gridHelper.rotation = new THREE.Euler(0, 0, 0);
//scene.add(gridHelper);
//var gridHelper2 = gridHelper.clone();
//gridHelper2.rotation = new THREE.Euler(Math.PI / 2, 0, 0);
//scene.add(gridHelper2);
//var gridHelper3 = gridHelper.clone();
//gridHelper3.rotation = new THREE.Euler(Math.PI / 2, 0, Math.PI / 2);
//scene.add(gridHelper3);
//var grid = new THREE.GridHelper(300, 40, 25, [0, 0, 1], 0x000055, 0.2, true, "#FFFFFF", "left");
//scene.add(grid);
mesh.position.set(0,0,0);
// mesh.position.x = scene.position.x;
// mesh.position.y = scene.position.y ;
// mesh.position.z = scene.position.z;
scene.add(mesh);
renderer.clear();
renderer.render(scene, camera);
} );
loader.load( './3dfile/莫比乌斯环.STL' );
}
//控制
var effect;
var controls;
function initControl(){
effect = new THREE.AsciiEffect( renderer );
effect.setSize( WIDTH, HEIGHT );
controls = new THREE.TrackballControls( camera,renderer.domElement);
}
function animate() {
requestAnimationFrame( animate );
controls.update();
effect.render( scene, camera );
}
function threeStart() {
initThree();
initScene();
initCamera();
initLight();
initObject();
initControl();
animate();
}
</script>
<body onload="threeStart()">
<div id="Loading" style="color:#fff">Loading...</div>
</body>
</html>
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