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加载STL模型

加载STL模型

作者: Codifier | 来源:发表于2019-11-13 14:56 被阅读0次
    <!DOCTYPE html>
    <html lang="en">
    <head>
        <meta charset="UTF-8">
        <title>STL Loader</title>
        <script src="../../three-part/threejs/three.js"></script>
        <script src="../../three-part/threejs/STLLoader.js"></script>
        <script src="../../three-part/utils/stats.min.js"></script>
        <script src="../../three-part/utils/dat.gui.min.js"></script>
        <script src="../controls/TrackballControls.js"></script>
        <script src="../util/util.js"></script>
        <style>
            body {
                margin: 0;
                overflow: hidden;
            }
        </style>
    </head>
    <body>
    <div id="container"></div>
    <script type="text/javascript">
        init();
        function init() {
            // show FPS
            let stats = initStats();
            // resize
            window.addEventListener('resize', onResize, false);
    
            let scene = new THREE.Scene();
            let camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
            camera.position.x = 50;
            camera.position.y = 50;
            camera.position.z = 30;
            camera.lookAt(new THREE.Vector3(0, 15, 0));
    
            let renderer = new THREE.WebGLRenderer();
            renderer.setClearColor(new THREE.Color(0x000000));
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.shadowMap.enabled = true;
            document.getElementById("container").appendChild(renderer.domElement);
    
            // init trackball control
            let trackballControls = initTrackballControls(camera, renderer);
            let clock = new THREE.Clock();
    
            let loader = new THREE.STLLoader();
            loader.load('../assets/models/head/SolidHead_2_lowPoly_42k.stl',
                // onLoad callback
                function (geometry) {
                    let material = new THREE.MeshStandardMaterial({
                        color: 0xffffff,
                        metalness: 1,
                        roughness: 0.5,
                    });
                    let mesh = new THREE.Mesh(geometry, material);
                    mesh.rotation.x = -0.5 * Math.PI;
                    mesh.scale.set(0.3, 0.3, 0.3);
                    mesh.position.set(-10, 0, 10);
                    scene.add(mesh);
                },
                // onProgress callback
                function (xhr) {
                    console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
                },
                // onError callback
                function (err) {
                    console.error('An error happened');
                }
            );
    
            // add spotlight
            let spotLight = new THREE.SpotLight(0xffffff, 1, 180, Math.PI / 4);
            spotLight.shadow.mapSize.set(2048, 2048);
            spotLight.position.set(0, 60, 0);
            spotLight.castShadow = true;
            spotLight.angle = 1.2;
            spotLight.intensity = 3;
            scene.add(spotLight);
    
            // add a plane
            let planeGeometry = new THREE.PlaneGeometry(100, 100, 1, 1);
            let planeMaterial = new THREE.MeshLambertMaterial({
                color: 0xffffff
            });
            let plane = new THREE.Mesh(planeGeometry, planeMaterial);
            plane.receiveShadow = true;
            plane.rotation.x = -0.5 * Math.PI;
            scene.add(plane);
    
            // attributes which can be modified in GUI
            const controls = {
    
            };
            // init GUI
            initGUI();
    
            renderScene();
    
            function initGUI(){
                let gui = new dat.GUI();
            }
    
            function onResize() {
                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();
                renderer.setSize(window.innerWidth, window.innerHeight);
            }
    
            function renderScene(){
                trackballControls.update(clock.getDelta());
                stats.update();
                requestAnimationFrame(renderScene);
                renderer.render(scene, camera);
            }
        }
    </script>
    </body>
    </html>
    

    运行结果:



    总结:

    1. 使用STLLoader之前需要引入STLLoader.js文件;
    2. STLLoader回调函数中的geometry为几何体,需要自己制定材质。

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