当前位置:网站首页>Threejs loads the city obj model, loads the character gltf model, and tweetjs realizes the movement of characters according to the planned route
Threejs loads the city obj model, loads the character gltf model, and tweetjs realizes the movement of characters according to the planned route
2022-07-05 04:00:00 【Zuo Ben】
1, Introduce :
This example uses r95 edition Three.js library . In the last case ( The front page of the article can be found ) Add a city model (obj Format ), Add persona (gltf Format ), Initialize the movement route , It's used here Tween.js Implemented animation , The character model moves according to the route . Add axis . The renderings are as follows :
2, Main description
Three.js Load model file , And import geometry from it .Three.js Supported model file formats :json、obj/mtl、dae、ply、gltf、glb、svg、pbd..., All the extensions mentioned here , There are many kinds that are not listed here . If you want to load bim Model such as :ifc and rvt Format , It needs to be converted into Three Supported formats , have access to blender Software conversion , Specific course Baidu .
Add city model obj/mtl Format ,obj/mtl It is a combination of two formats , Often used together .obj File definition geometry , and mtl The file defines the material used .obj and mtl They are all text-based formats . The code is as follows :
// Add model
function initModel() {
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setPath("assets/models/obj_mtl/")
mtlLoader.load('city.mtl', function(materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.load('assets/models/obj_mtl/city.obj', function(object) {
mesh = object;
mesh.scale.set(3, 3, 3);
mesh.position.set(18, 0, 18);
scene.add(mesh);
});
});
}
Add persona gltf Format , This format is dedicated to storage 3D Scenarios and models , Its advantage is that it can minimize the file size , And the model can be loaded efficiently . The code is as follows :
// Add persona
function initPeople() {
var loader = new THREE.GLTFLoader();
loader.load('assets/models/CesiumMan/CesiumMan.gltf', function(result) {
result.scene.scale.set(1, 1, 1);
result.scene.translateY(0);
aaa = result.scene;
scene.add(result.scene);
tweenComplete();
mixer = new THREE.AnimationMixer(result.scene);
animationClip = result.animations[0];
clipAction = mixer.clipAction(animationClip).play();
animationClip = clipAction.getClip();
});
}
Use Tween.js The animation effect , adopt Tween.js It is easy to realize the transition between two values of a certain attribute , And all intermediate values between the start value and the end value will be automatically calculated , This process is called tweening( Mend the space ).
function tweenComplete() {
if (i < points.length) {
switch (i) {
case 0:
pobj.rotateY(Math.PI);
break;
case 1:
case 5:
case 8:
case 9:
pobj.rotateY(-0.5 * Math.PI);
break;
case 2:
case 3:
case 4:
case 6:
case 7:
pobj.rotateY(0.5 * Math.PI);
break;
case 10:
mixer.stopAllAction();
break;
}
tween = new TWEEN.Tween(points[i])
.to(points[i + 1], 3000)
.easing(TWEEN.Easing.Linear.None)
.onUpdate(function() {
pobj.position.set(this.x, this.y, this.z);
})
.onComplete(tweenComplete)
.start();
i++;
}
}
3, Source code is as follows :
<!DOCTYPE html>
<html>
<head>
<title>Threejs Load city obj Model , Load characters gltf Model , The character moves according to the planned route </title>
<script type="text/javascript" src="libs/three.js"></script>
<script type="text/javascript" src="libs/OrbitControls.js"></script>
<script type="text/javascript" charset="UTF-8" src="libs/other/Tween.min.js"></script>
<script type="text/javascript" charset="UTF-8" src="libs/three/loaders/GLTFLoader.js"></script>
<script type="text/javascript" src="libs/OBJLoader.js"></script>
<script type="text/javascript" src="libs/MTLLoader.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="dom"></div>
<script type="text/javascript">
var camera;
var renderer;
var clock = new THREE.Clock();
var mixer = new THREE.AnimationMixer();
var clipAction
var animationClip
var pobj
function init() {
// Create a scene , It will contain all our elements , Like an object , Cameras and lights .
var scene = new THREE.Scene();
var urls = [
'assets/textures/cubemap/flowers/posx.jpg',
'assets/textures/cubemap/flowers/negx.jpg',
'assets/textures/cubemap/flowers/posy.jpg',
'assets/textures/cubemap/flowers/negy.jpg',
'assets/textures/cubemap/flowers/posz.jpg',
'assets/textures/cubemap/flowers/negz.jpg'
];
var cubeLoader = new THREE.CubeTextureLoader();
scene.background = cubeLoader.load(urls);
// Create a camera , It defines where we are looking
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000);
// Aim the camera at the center of the scene
camera.position.x = 20;
camera.position.y = 15;
camera.position.z = 35;
camera.lookAt(scene.position);
var orbit = new THREE.OrbitControls(camera);
// Create a renderer and set the size ,WebGLRenderer The computer graphics card will be used to render the scene
// initialize basic renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
// Add planes to the scene
var plane = createPlaneGeometryBasicMaterial();
scene.add(plane);
// Display the coordinate axis on the screen
var axes = new THREE.AxesHelper(100);
scene.add(axes);
// var trackballControls = initTrackballControls(camera, renderer);
// Add ambient light
scene.add(new THREE.AmbientLight(0x666666));
scene.add(new THREE.AmbientLight("#ffffff", 1));
// Add the output of the renderer to HTML Elements
document.getElementById("dom").appendChild(renderer.domElement);
var points = initLine();
// Add a sphere to the scene
initModel();
initPeople();
// Start animation
renderScene();
var i = 0;
function tweenComplete() {
if (i < points.length) {
switch (i) {
case 0:
pobj.rotateY(Math.PI);
break;
case 1:
case 5:
case 8:
case 9:
pobj.rotateY(-0.5 * Math.PI);
break;
case 2:
case 3:
case 4:
case 6:
case 7:
pobj.rotateY(0.5 * Math.PI);
break;
case 10:
mixer.stopAllAction();
break;
}
tween = new TWEEN.Tween(points[i])
.to(points[i + 1], 3000)
.easing(TWEEN.Easing.Linear.None)
.onUpdate(function() {
pobj.position.set(this.x, this.y, this.z);
})
.onComplete(tweenComplete)
.start();
i++;
}
}
// Add model
function initModel() {
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setPath("assets/models/obj_mtl/")
mtlLoader.load('city.mtl', function(materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.load('assets/models/obj_mtl/city.obj', function(object) {
mesh = object;
mesh.scale.set(3, 3, 3);
mesh.position.y = -5;
scene.add(mesh);
});
});
}
// Add persona
function initPeople() {
var loader = new THREE.GLTFLoader();
loader.load('assets/models/CesiumMan/CesiumMan.gltf', function(result) {
result.scene.scale.set(1, 1, 1);
result.scene.translateY(0);
pobj = result.scene;
scene.add(result.scene);
tweenComplete();
mixer = new THREE.AnimationMixer(result.scene);
animationClip = result.animations[0];
clipAction = mixer.clipAction(animationClip).play();
animationClip = clipAction.getClip();
});
}
// Create a plane
function createPlaneGeometryBasicMaterial() {
var textureLoader = new THREE.TextureLoader();
var cubeMaterial = new THREE.MeshStandardMaterial({
map: textureLoader.load("assets/textures/stone/cd.jpg"),
});
cubeMaterial.map.wrapS = THREE.RepeatWrapping;
cubeMaterial.map.wrapT = THREE.RepeatWrapping;
cubeMaterial.map.repeat.set(18, 18)
// Create the ground plane and set the size
var planeGeometry = new THREE.PlaneGeometry(500, 500);
var plane = new THREE.Mesh(planeGeometry, cubeMaterial);
// Set the plane position and rotate
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 0;
plane.position.y = -5;
plane.position.z = 0;
return plane;
}
// Initialize the line
function initLine() {
var pArr = [{
x: 5 * 3,
y: -3.8,
z: -0.7 * 3
}, {
x: -0.6 * 3,
y: -3.8,
z: -0.7 * 3
}, {
x: -0.6 * 3,
y: -3.8,
z: -1.8 * 3
}, {
x: -4 * 3,
y: -3.8,
z: -1.8 * 3
}, {
x: -4 * 3,
y: -3.8,
z: 2.8 * 3
}, {
x: -1.2 * 3,
y: -3.8,
z: 2.8 * 3
}, {
x: -1.2 * 3,
y: -3.8,
z: 4.3 * 3
}, {
x: 1.7 * 3,
y: -3.8,
z: 4.3 * 3
}, {
x: 1.7 * 3,
y: -3.8,
z: -0.4 * 3
}, {
x: 4.4 * 3,
y: -3.8,
z: -0.4 * 3
}, {
x: 4.4 * 3,
y: -3.8,
z: 5 * 3
}];
var points = [];
var geometry = new THREE.Geometry();
for (var i = 0; i < pArr.length; i++) {
var randomX = pArr[i].x;
var randomY = pArr[i].y;
var randomZ = pArr[i].z;
var vector = new THREE.Vector3(randomX, randomY, randomZ);
geometry.vertices.push(vector);
points.push(vector);
}
var material = new THREE.LineBasicMaterial({
color: 0xff0000
});
var line = new THREE.Line(geometry, material);
scene.add(line);
return points;
}
// Animation rendering
var step = 5;
function renderScene() {
TWEEN.update();
orbit.update();
var delta = clock.getDelta();
mixer.update(delta);
// Use requestAnimationFrame Function to render
requestAnimationFrame(renderScene);
renderer.render(scene, camera);
}
// Rendered scenes
renderer.render(scene, camera);
document.addEventListener('mousedown', onDocumentMouseDown, false);
function onDocumentMouseDown(event) {
// Click on the screen to create a vector
var vector = new THREE.Vector3((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window
.innerHeight) * 2 + 1, 0.5);
vector = vector.unproject(camera); // Convert the coordinates of the screen into coordinates in the 3D scene
var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
var intersects = raycaster.intersectObjects(mesh.children, true);
console.log(intersects)
if (intersects.length > 0) {
// intersects[0].object.material.color.set("#ffffff");
}
}
// Create a spherical geometry
function createSphereGeometryLambertMaterial(point) {
// Create a sphere
var sphereGeometry = new THREE.SphereGeometry(0.2, 20, 20);
var sphereMaterial = new THREE.MeshBasicMaterial({
color: 0x7777ff,
wireframe: true
});
var sphereMaterial = new THREE.MeshLambertMaterial({
color: 0xff0000
});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
// Set the object to cast shadows
sphere.castShadow = true;
// Location range
sphere.position.x = point.x;
sphere.position.y = point.y;
sphere.position.z = point.z;
return sphere;
}
}
window.onload = init;
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// Listen for resizing events
window.addEventListener('resize', onResize, false);
</script>
</body>
</html>
If you need a complete code, please leave a message or contact me on wechat :1171053128
边栏推荐
- Soul 3: what is interface testing, how to play interface testing, and how to play interface automation testing?
- An elegant program for Euclid‘s algorithm
- Installation of postman and postman interceptor
- 花了2晚,拿到了吴恩达@斯坦福大学的机器学习课程证书
- Nmap user manual learning records
- Rome链分析
- provide/inject
- Alibaba cloud ECS uses cloudfs4oss to mount OSS
- The architect started to write a HelloWorld
- Clickpaas low code platform
猜你喜欢
error Couldn‘t find a package.json file in “你的路径“
Installation of postman and postman interceptor
Online text line fixed length fill tool
[wp][入门]刷弱类型题目
@The problem of cross database query invalidation caused by transactional annotation
Web components series (VII) -- life cycle of custom components
NEW:Devart dotConnect ADO. NET
10种寻址方式之间的区别
灵魂三问:什么是接口测试,接口测试怎么玩,接口自动化测试怎么玩?
Containerd series - detailed explanation of plugins
随机推荐
Why do big companies such as Baidu and Alibaba prefer to spend 25K to recruit fresh students rather than raise wages by 5K to retain old employees?
天干地支纪年法中为什么是60年一个轮回,而不是120年
Clickhouse同步mysql(基于物化引擎)
“金九银十”是找工作的最佳时期吗?那倒未必
ActiveReportsJS 3.1 VS ActiveReportsJS 3.0
Containerd series - what is containerd?
PlasticSCM 企业版Crack
UE4 DMX和grandMA2 onPC 3.1.2.5的操作流程
【刷题】BFS题目精选
Assembly - getting started
特殊版:SpreadJS v15.1 VS SpreadJS v15.0
CTF stegano practice stegano 9
官宣!第三届云原生编程挑战赛正式启动!
Is there a sudden failure on the line? How to make emergency diagnosis, troubleshooting and recovery
Uni app change the default component style
How is the entered query SQL statement executed?
The order of LDS links
How rem is used
An elegant program for Euclid‘s algorithm
Quick start of UI component development of phantom engine [umg/slate]