threejs使用JSON格式保存和加载整个场景分析
更新时间:2024年11月09日 10:02:42 作者:gis分享者
本文介绍了如何使用Three.js将三维场景保存为JSON格式,并加载整个场景,通过调用各个对象的.toJSON()方法,可以保存和加载立方体、球体、obj、glb等三维模型的顶点和材质数据,文章详细讲解了实现思路和代码样例,一起看看吧
一、🍀前言
本文详细介绍如何基于threejs在三维场景中使用JSON格式保存和加载整个场景,亲测可用。希望能帮助到您。一起学习,加油!加油!
1.1 ☘️THREE toJSON()方法
通过调用Three.js各个对象的.toJSON()方法可以保存这些对象为json格式,比如你通过Threejs开发一个三维模型编辑系统,想保存Threejs中创建的立方体、球体、obj、glb等三维模型的顶点、材质等数据,就可以通过.toJSON()方法实现。
二、🍀使用JSON格式保存和加载整个场景
1. ☘️实现思路
- 1、初始化renderer渲染器
- 2、初始化Scene三维场景
- 3、初始化camera相机,定义相机位置 camera.position.set,定义相机方向lookAt。
- 4、初始化THREE.AmbientLight环境光源,scene场景加入环境光源,初始化THREE.PointLight点光源,设置点光源位置,设置点光源投影,scene添加点光源。
- 5、加载几何模型:创建THREE.AxesHelper坐标辅助工具、THREE.SphereGeometry球体几何体、THREE.BoxGeometry立方体几何体、THREE.PlaneGeometry平面几何体以及THREE.Object3D对象group,group添加球体几何体和立方体几何体为组。scene场景加入THREE.AxesHelper坐标辅助工具、group组以及平面几何体对象(实现细节具体看代码样例,有不懂的地方评论区探讨)。
- 6、加入gui控制,定义保存场景方法exportScene、清理场景方法clearScene、导入场景方法importScene,实现细节具体看代码样例。加入controls,加入stats监控器,监控帧数信息。
2. ☘️代码样例
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>learn41(使用JSON格式保存和加载整个场景)</title> <script src="lib/threejs/127/three.js-master/build/three.js"></script> <script src="lib/threejs/127/three.js-master/examples/js/utils/SceneUtils.js"></script> <script src="lib/threejs/127/three.js-master/examples/js/controls/OrbitControls.js"></script> <script src="lib/threejs/127/three.js-master/examples/js/libs/stats.min.js"></script> <script src="lib/threejs/127/three.js-master/examples/js/libs/dat.gui.min.js"></script> </head> <style> html, body { margin: 0; height: 100%; } canvas { display: block; } </style> <body onload="draw()"> </body> <script> var renderer var initRender = () => { renderer = new THREE.WebGLRenderer({antialias: true}) renderer.setSize(window.innerWidth, window.innerHeight) renderer.shadowMap.enabled = true renderer.shadowMap.type = THREE.PCFSoftShadowMap document.body.appendChild(renderer.domElement) } var scene var initScene = () => { scene = new THREE.Scene() } var camera var initCamera = () => { camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000) camera.position.set(0, 40, 50) camera.lookAt(new THREE.Vector3(0, 0, 0)) } var light var initLight = () => { scene.add(new THREE.AmbientLight(0x444444)) light = new THREE.PointLight(0xffffff) light.position.set(15, 50, 10) light.castShadow = true scene.add(light) } var sphere, cube, group var initModel = () => { group = new THREE.Object3D() scene.add(group) var shereGeometry = new THREE.SphereGeometry(5, 200, 200) var sphereMaterial = new THREE.MeshLambertMaterial({color:0xaaaaaa}) sphere = new THREE.Mesh(shereGeometry, sphereMaterial) sphere.position.set(-5, 5, 0) sphere.castShadow = true group.add(sphere) var helper = new THREE.AxesHelper(50) scene.add(helper) var cubeGeometry = new THREE.BoxGeometry(10, 10, 8) var cubeMaterial = new THREE.MeshLambertMaterial({color:0x00ffff}) cube = new THREE.Mesh(cubeGeometry, cubeMaterial) cube.position.set(15, 5, -5) cube.castShadow = true group.add(cube) var planeGeometry = new THREE.PlaneGeometry(100, 100) var planeMaterial = new THREE.MeshStandardMaterial({color:0xaaaaaa}) plane = new THREE.Mesh(planeGeometry, planeMaterial) plane.rotation.x = -0.5 * Math.PI plane.receiveShadow = true scene.add(plane) } var gui var initGui = () => { gui = { exportScene: () => { var sceneJson = JSON.stringify(scene.toJSON()) localStorage.setItem('scene', sceneJson) }, clearScene: () => { scene = new THREE.Scene() }, importScene: () => { var json = localStorage.getItem('scene') if (json) { var loadedGeometry = JSON.parse(json) var loader = new THREE.ObjectLoader() scene = loader.parse(loadedGeometry) } } } var datGui = new dat.GUI() //将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值) datGui.add(gui, "exportScene") datGui.add(gui, "clearScene") datGui.add(gui, "importScene") } var stats var initStats = () => { stats = new Stats() document.body.appendChild(stats.dom) } var controls var initControls = () => { controls = new THREE.OrbitControls(camera, renderer.domElement) controls.enableDamping = true } var render = () => { renderer.render(scene, camera) } var onWindowResize = () => { camera.aspect = window.innerWidth / window.innerHeight camera.updateProjectionMatrix() render() renderer.setSize(window.innerWidth, window.innerHeight) } var animate = () => { render() stats.update() controls.update() requestAnimationFrame(animate) } var draw = () => { initRender() initScene() initCamera() initLight() initModel() initGui() initStats() initControls() animate() window.onresize = onWindowResize } </script> </html>
效果如下:
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