<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>GLTF Loader</title>
<script src="../../three-part/threejs/three.js"></script>
<script src="../../three-part/threejs/GLTFLoader.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, 100000);
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;
renderer.antialias = true;
document.getElementById("container").appendChild(renderer.domElement);
// init trackball control
let trackballControls = initTrackballControls(camera, renderer);
let clock = new THREE.Clock();
let loader = new THREE.GLTFLoader();
console.time();
loader.load('../assets/models/gltf/hzxihuData/hzxihu_lvhua.gltf',
// onLoad callback
function (gltf) {
let axes = new THREE.AxesHelper(20);
let gltfScene = gltf.scene || gltf.scenes[0];
gltfScene.position.set(0, 10, 0);
gltf.scene.scale.set(0.1, 0.1, 0.1);
gltfScene.add(axes);
scene.add(gltfScene);
console.timeEnd();
},
// onProgress callback
function (xhr) {
console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
},
// onError callback
function (err) {
console.error('An error happened');
}
);
// add ambient light
let ambientLight = new THREE.AmbientLight({
color : 0xffffff
});
scene.add(ambientLight);
let directionalLight = new THREE.DirectionalLight({
color : 0xffffff,
intensity : 10
});
directionalLight.position.set(0, 50, 0);
scene.add(directionalLight);
// 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();
function generateSprite() {
let canvas = document.createElement('canvas');
canvas.width = 16;
canvas.height = 16;
let context = canvas.getContext('2d');
// draw the sprites
let gradient = context.createRadialGradient(canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2);
gradient.addColorStop(0, 'rgba(255,255,255,1)');
gradient.addColorStop(0.2, 'rgba(0,255,255,1)');
gradient.addColorStop(0.4, 'rgba(0,0,64,1)');
gradient.addColorStop(1, 'rgba(0,0,0,1)');
context.fillStyle = gradient;
context.fillRect(0, 0, canvas.width, canvas.height);
// create the texture
let texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
return texture;
}
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:
- 要使用GLTFLoader,需要先加入GLTFLoader.js文件;
- 在GLTFLoader加载的回调函数中,模型文件从gltf.scene中获取。
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