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3D renderings made using three.js?

零下一度
零下一度Original
2018-05-26 14:45:463696browse

Using three.js can easily allow us to create various 3D effects in web pages. If you want to draw content in 2D, it is recommended to use canvas. But many friends don’t know exactly how to add shadow effects to the graphics we draw and import, and they don’t even know how to import the 3dmax resources we have already produced. So this tutorial will briefly introduce how to import the resources we made with 3dmax, and how to add shadows to the resources we imported, including all graphics drawn by ourselves. There are also many friends who say that they cannot remember these eight-part essay-like codes at all. In fact, every time you need to write code, you can just refer to the official case instead of memorizing the code. If you make up a lot, you will naturally remember it. If we compile less, we don't need to spend a lot of time memorizing these codes that we rarely use.

First, let’s introduce how to import 3dmax resources. Note here that after my own testing, if the written webpage is opened directly from the local file, browsers such as Google and IE will not be able to display the resources we have loaded. The reason is that the file protocol is used after opening the file locally, so browsing The server will prevent us from loading local resources due to security issues. The Firefox browser can be opened normally. Therefore, it is recommended that you use Firefox when debugging, or use tomcat, apache, etc. to set up a local server first and access the web pages you wrote through the domain name. It is not recommended to modify browser security settings.

We first use 3dmax to create a graphic, and here we choose its own teapot. There are too many tutorials on making teapots using 3dmax on the Internet, so I won’t go into details here. Friends who don’t know how to do it can just search for tutorials and you can get it done in a few steps. Of course, don’t forget to export it after making it. We need to export it into an mtl file and an obj file. This step is also available in most tutorials for making teapots, and it also requires just a few clicks of the mouse. As for materials, etc., we won’t think much about it here. After all, learning should start simple.

After exporting the two files as shown above, we can refer to the official code to import our own materials.

First, in addition to the three.js file, we also need to introduce a three source file. One is OBJLoader.js, one is MTLLoader.js, and one is DDSLoader.js. These are officially provided library files for loading our local resources and can be downloaded from the official website. This website is an official case. The files we need can also be downloaded here.

The following code is the code to import the material. In addition to importing the file like the official method, we also added a shadow effect.


# The above code. In addition to setting the shadow and adjusting the size, it is all eight -shaped text. Copy and paste when you need it. If you often engage in this development, it is recommended. Check the source code for implementation. Sometimes we find that even after importing, we cannot see the material. We need to consider the following aspects. The first aspect is whether we make our 3dmax material too big or too small. If it is too large, we can only see part of the material, creating an illusion of being invisible. If it is too small, it will not be visible clearly or cannot be displayed. This kind of problem requires you to adjust it according to the viewing distance of our camera. Another problem is that because we did not set a material for our material, and we did not add a light source to our code, only a dark patch was displayed. So, if we want to see this material, we also need to add lighting.

The following is the code for adding a spotlight light source. Because the spotlight light source can be focused, it will be more convenient for us to demonstrate. Friends can also try other light sources by themselves. Remember, what we need is a light source such as a point light source or a directional light source. Ambient light cannot generate shadows. But if we want the surroundings to be displayed more clearly, we can also add point light sources and ambient light at the same time, but the intensity of the ambient light needs to be weaker to avoid excessive ambient light affecting the normal display of shadows.

 1 var onError = function ( xhr ) { }; 
 2                 THREE.Loader.Handlers.add( /\.dds$/i, new THREE.DDSLoader() ); 
 3                 var mtlLoader = new THREE.MTLLoader(); 
 4                 mtlLoader.setPath( './' );       //设置我们需要加载的mtl文件路径 
 5                 mtlLoader.load( 'lyn.mtl', function( material ) {      //这里加载我们需要的文件名   
 6                     material.preload(); 
 7                     var objLoader = new THREE.OBJLoader(); 
 8                     objLoader.setMaterials( material );      //材质,也可自定义 
 9                     objLoader.setPath( './' );               //设置要加载的obj文件的路径
 10                     objLoader.load( 'lyn.obj', function ( object ) {           //加载obj文件
 11                         object.position.z = 1;         //这里设置我们的素材相对于原来的大小以及旋转缩放等
 12                         object.position.y = -0.5;
 13                         object.scale.x = 0.2;
 14                         object.scale.y = 0.2;
 15                         object.scale.z = 0.2;
 16                         object1 = object;               //这里是对素材设置阴影的操作
 17                         for(var k in object.children){  //由于我们的素材并不是看上去的一个整体,所以需要进行迭代
 18                                                         //对其中的所有孩子都设置接收阴影以及投射阴影
 19                                                         //才能看到阴影效果
 20                             object.children[k].castShadow = true;   //设置该对象可以产生阴影
 21                             object.children[k].receiveShadow = true;  //设置该对象可以接收阴影
 22                         }
 23                         scene.add( object1 );
 24                         
 25                     }, onProgress, onError );
 26                 });

We also need a floor to cast the shadow onto our floor so we can see the shadow. We talked about the receiveShadow attribute before. Let's say we create a shape sp that has a material added to it. We need to use sp.receiveShadow=true to allow it to receive shadows. What happens if it is set to false?

No shadow is generated. So what would happen if we set it to true?

       可以看到,已经生成了阴影。所以,如果我们要让一个物体可以产生阴影,需要设置castShadow这个属性为true,而生成了阴影,总需要投射到某个物体上,才能被观察到。所以,接收投影需要将receiveShadow这个属性设置为true。

       完整的效果如下

       以下是完整代码。其中库文件以及3dmax的素材文件这里不提供,需要自己生成或者自己下载。也可以只学习阴影的生成方法。代码编写略仓促,不过除了各种事件的控制等,其他方面应该还是比较清晰的。欢迎批评之争。

1 <!DOCTYPE html>  
2 <html>  
3     <head>  
4         <style>  
5             html,  
6             body {  
7                 width: 100%;  
8                 height: 100%;  
9             } 
10              
11             body { 
12                 margin: 0; 
13             } 
14              
15             canvas { 
16                 width: 100%; 
17                 height: 100% 
18             } 
19         </style> 
20     </head> 
21     <body> 
22  
23         <script src="js/three.min.js?1.1.11"></script>        
24         <script src="js/jquery-1.12.4.js?1.1.11"></script> 
25         <script src="js/OBJLoader.js?1.1.11"></script> 
26         <script src="js/MTLLoader.js?1.1.11"></script> 
27         <script src="js/DDSLoader.js?1.1.11"></script>       
28         <script> 
29             var scene = new THREE.Scene(); 
30             var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 2000); 
31             camera.position.z = 6; 
32             camera.position.y = 1; 
33             camera.position.x = 2; 
34             camera.lookAt(new THREE.Vector3(0, 0, 0)); 
35  
36             var other = new THREE.Object3D(); 
37             other.add(camera);           
38             scene.add(other); 
39  
40             var renderer = new THREE.WebGLRenderer(); 
41             renderer.setSize(window.innerWidth, window.innerHeight); 
42             document.body.appendChild(renderer.domElement); 
43  
44             var geometry = new THREE.BoxGeometry(1,1,1); 
45             var material = new THREE.MeshPhongMaterial({ 
46                 color : &#39;#2194ce&#39;, 
47                 specular : &#39;#111111&#39;, 
48                 specular : 
10                                               
49             }); 
50             var sp = new THREE.Mesh(geometry,material); 
51             sp.position.z = -0.5; 
52  
53             var geometry = new THREE.ConeGeometry( 0.5, 1, 6 ); 
54             var material2 = new THREE.MeshPhongMaterial({ 
55                 color : &#39;#2194ce&#39;, 
56                 specular : &#39;#ffffff&#39;, 
57                 shininess : 100               
58             }); 
59             var sp2 = new THREE.Mesh(geometry,material2); 
60             sp2.position.x = -2.5; 
61             sp2.position.z = -1;   
62  
63             var ball = new THREE.SphereGeometry( 0.5, 32, 32 ); 
64             var material3 = new THREE.MeshPhongMaterial({ 
65                 color : &#39;#2194ce&#39;, 
66                 specular : &#39;#111111&#39;, 
67                 shininess : 100               
68             });      
69             var myBall = new THREE.Mesh(ball,material3); 
70             myBall.position.z = 1; 
71             myBall.position.x = -1; 
72             myBall.position.y = -1; 
73             myBall.castShadow = true; 
74             myBall.receiveShadow = true;   
75  
76             var light2 = new THREE.SpotLight( &#39;#ffffff&#39; ,1); 
77             light2.castShadow = true; 
78             light2.distance = 50; 
79             light2.angle = 0.3; 
80             light2.decay = 2; 
81             light2.penumbra = 0.2;          
82             light2.position.set( -2, 5, -2 ); 
83             light2.shadow.camera.near = 1; 
84             light2.shadow.camera.far = 3; 
85             light2.shadow.camera.visible = true;            
86             light2.shadow.mapSize.width = 1024; 
87             light2.shadow.mapSize.height = 1024;                                    
88             light2.target = sp; 
89             scene.add(light2); 
90             lightHelper2 = new THREE.SpotLightHelper(light2); 
91             scene.add(lightHelper2); 
92  
93             renderer.shadowMap.enabled = true; 
94              
95             var matFloor = new THREE.MeshPhongMaterial( { color:0x808080 } );            
96             var geoFloor = new THREE.BoxGeometry( 200, 0.1, 200 ); 
97             var mshFloor = new THREE.Mesh( geoFloor, matFloor ); 
98             var ambient = new THREE.AmbientLight( 0x111111); 
99             var lightHelper;        
100 
101             var light;
102             SpotLight();
103             lightHelper = new THREE.SpotLightHelper( light );
104 
105             sp.castShadow = true;
106             sp.receiveShadow = true;
107             sp2.castShadow = true;
108             sp2.receiveShadow = true;
109             mshFloor.castShadow = true;
110             mshFloor.receiveShadow = true;
111             mshFloor.position.set( 0, -2, 0 );
112            
113 
114             scene.add( mshFloor );
115             scene.add(sp);
116             scene.add(sp2);
117             scene.add(myBall);
118             scene.add( light );
119             scene.add(ambient);
120             scene.add(lightHelper);            
121            // 0.9854        
122             
123             //聚光灯光源
124            function SpotLight(){
125                 light = new THREE.SpotLight( &#39;#ffffff&#39; ,1);
126                 light.castShadow = true;
127                 light.distance = 50; 
128                 light.angle = 0.6; 
129                 light.decay = 2;
130                 light.penumbra = 0.2;          
131                 light.position.set( 3, 2, 1 );
132                 light.shadow.camera.near = 1;
133                 light.shadow.camera.far = 3;
134                 light.shadow.camera.visible = true;            
135                 light.shadow.mapSize.width = 1024;
136                 light.shadow.mapSize.height = 1024;                                    
137                 light.target = sp;
138                 scene.add(light);
139             }
140 
141             //点光源
142             function PointLight(){
143                 light = new THREE.PointLight(&#39;#ffffff&#39;,1,50,2);
144                     light.castShadow = true;
145                     light.position.set( 3, 2, 1 );           
146                     light.shadow.mapSize.width = 1024;
147                     light.shadow.mapSize.height = 1024;  
148                     scene.add(light);                    
149             }
150 
151             //平行光
152             function DirectLight(){
153                 light = new THREE.DirectionalLight(&#39;#ffffff&#39;,1);
154                     light.castShadow = true;
155                     light.position.set( 3, 2, 1 ); 
156                     light.decay = 2;
157                     light.penumbra = 0.2;          
158                     light.shadow.mapSize.width = 1024;
159                     light.shadow.mapSize.height = 1024;  
160                     scene.add(light); 
161             }
162 
163             var onProgress = function ( xhr ) {
164                     if ( xhr.lengthComputable ) {
165                         var percentComplete = xhr.loaded / xhr.total * 100;
166                         console.log( Math.round(percentComplete, 2) + &#39;% downloaded&#39; );
167                     }
168                 };
169 
170                 var onError = function ( xhr ) { };
171                 THREE.Loader.Handlers.add( /\.dds$/i, new THREE.DDSLoader() );
172                 var mtlLoader = new THREE.MTLLoader();
173                 mtlLoader.setPath( &#39;./&#39; );       //设置我们需要加载的mtl文件路径
174                 mtlLoader.load( &#39;lyn.mtl&#39;, function( material ) {      //这里加载我们需要的文件名  
175                     material.preload();176                     var objLoader = new THREE.OBJLoader();
177                     objLoader.setMaterials( material );      //材质,也可自定义
178                     objLoader.setPath( &#39;./&#39; );               //设置要加载的obj文件的路径
179                     objLoader.load( &#39;lyn.obj&#39;, function ( object ) {           //加载obj文件
180                         object.position.z = 1;         //这里设置我们的素材相对于原来的大小以及旋转缩放等
181                         object.position.y = -0.5;
182                         object.scale.x = 0.2;
183                         object.scale.y = 0.2;
184                         object.scale.z = 0.2;
185                         object1 = object;               //这里是对素材设置阴影的操作
186                         for(var k in object.children){  //由于我们的素材并不是看上去的一个整体,所以需要进行迭代
187                                                         //对其中的所有孩子都设置接收阴影以及投射阴影
188                                                         //才能看到阴影效果
189                             object.children[k].castShadow = true;   //设置该对象可以产生阴影
190                             object.children[k].receiveShadow = true;  //设置该对象可以接收阴影
191                         }
192                         scene.add( object1 );
193                         
194                     }, onProgress, onError );
195                 });
196 
197 
198             var render = function() {
199                 requestAnimationFrame(render);
200                 lightHelper.update();
201                                       
202                 other.rotation.y += 0.01;
203                 sp2.rotation.x += 0.01;
204 
205                 renderer.render(scene, camera);
206             }
207             
208             render();
209             
210             //设置场景不停旋转
211             var tmp = 0;
212             var timer = setInterval(function(){
213                 if(tmp == 0){
214                     var route = (5 - light.position.y) / 50;
215                     light.position.y += route;
216                     if(route <= 0.001){
217                         tmp = 1;
218                     }
219                 }else{
220                     var route = (light.position.y - 1) / 50;
221                     light.position.y -= route;
222                     if(route <= 0.001){
223                         tmp = 0;
224                     }
225                 }
226             },15);
227 
228            //设置图中的立方体可以旋转
229             var left = false;
230             var right = false;
231             var boxLeft = false;
232             var boxRight = false;
233             var boxUp = false;
234             var boxDown = false;
235             var object1 = &#39;&#39;;                        
236             setInterval(function(){                
237                 if(left){                                                            
238                     object1.rotation.y -= 0.02;                  
239                 }else if(right){                                        
240                     object1.rotation.y += 0.02;            
241                 }else if(boxLeft){
242                     sp.rotation.y -= 0.02;
243                 }else if(boxRight){
244                     sp.rotation.y += 0.02;
245                 }else if(boxUp){246                     sp.rotation.x -= 0.02;
247                 }else if(boxDown){248                     sp.rotation.x += 0.02;
249                 }
250             },25);
251 
252             document.onkeydown = function(ev){
253                 var ev = ev || event;
254                 if(ev.keyCode == 65)
255                     left = true;
256                 else if(ev.keyCode == 68)
257                     right = true;   
258                 else if(ev.keyCode == 37)
259                     boxLeft = true;
260                 else if(ev.keyCode == 38)
261                     boxUp = true;
262                 else if(ev.keyCode == 39)
263                     boxRight = true;
264                 else if(ev.keyCode == 40)
265                     boxDown = true; 
266                 else if(ev.keyCode == 80){
267                     scene.remove(light);
268                     PointLight();
269                 }else if(ev.keyCode == 83){
270                     scene.remove(light);
271                     SpotLight();
272                 }else if(ev.keyCode == 17){
273                     scene.remove(light);
274                     DirectLight();
275                 }else if(ev.keyCode == 90){
276                     if(light.intensity < 10)
277                         light.intensity += 1;
278                 }else if(ev.keyCode == 88){
279                     if(light.intensity > 0)
280                         light.intensity -= 1;
281                 }else if(ev.keyCode == 67){
282                     scene.remove(sp);
283                     geometry = new THREE.BoxGeometry(1,1,1);
284                     material = new THREE.MeshPhongMaterial({
285                         color : &#39;#A44A32&#39;,
286                         specular : &#39;#ffffff&#39;,
287                         specular : 100                                               
288                     });
289                     var sp = new THREE.Mesh(geometry,material);
290                     sp.position.z = -0.5;
291                     scene.add(sp);
292                 }else if(ev.keyCode == 86){
293                     scene.remove(sp);
294                     geometry = new THREE.BoxGeometry(1,1,1);
295                     material = new THREE.MeshPhongMaterial({
296                         color : &#39;#2194ce&#39;,
297                         specular : &#39;#111111&#39;,
298                         specular : 100                                               
299                     });
300                     var sp = new THREE.Mesh(geometry,material);
301                     sp.position.z = -0.5;
302                     scene.add(sp);
303                 }     
304             }
305 
306             document.onkeyup = function(ev){
307                 var ev = ev || event;
308                 if(ev.keyCode == 65)
309                     left = false;
310                 else if(ev.keyCode == 68)
311                     right = false;
312                 else if(ev.keyCode == 37)
313                     boxLeft = false;
314                 else if(ev.keyCode == 38)
315                     boxUp = false;
316                 else if(ev.keyCode == 39)
317                     boxRight = false;
318                 else if(ev.keyCode == 40)
319                     boxDown = false; 
320             }
321 
322 
323         </script>
324     </body>
325 </html>


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