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<!DOCTYPE html>
<html>
<head>
<title>Threejs实现引入FBX模型</title>
<meta charset="UTF-8">
<script type="text/javascript" src="libs/three.js"></script>
<script type="text/javascript" src="libs/FBXLoader.js"></script>
<script type="text/javascript" src="libs/inflate.min.js"></script>
<script type="text/javascript" src="libs/OrbitControls.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
<link href='libs/nprogress.css' rel='stylesheet' />
</head>
<body>
<div id="dom"></div>
<script id="vs1" type="x-shader/x-vertex">
varying vec3 vNormal;
varying vec3 vPositionNormal;
void main()
{
vNormal = normalize( normalMatrix * normal ); // 转换到视图空间
vPositionNormal = normalize(( modelViewMatrix * vec4(position, 1.0) ).xyz);
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="fs1" type="x-shader/x-fragment">
uniform vec3 glowColor;
uniform float b;
uniform float p;
uniform float s;
varying vec3 vNormal;
varying vec3 vPositionNormal;
void main()
{
float a = pow( b + s * abs(dot(vNormal, vPositionNormal)), p );
gl_FragColor = vec4( glowColor, a );
}
</script>
<script type="text/javascript">
var camera;
var renderer;
var mesh = [];
function init() {
// 创建一个场景,它将包含我们所有的元素,如物体,相机和灯光。
var scene = new THREE.Scene();
var cubeLoader = new THREE.CubeTextureLoader();
// 创建一个摄像机,它定义了我们正在看的地方
camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 0.1, 10000);
// 将摄像机对准场景的中心
camera.position.x = 100;
// camera.position.y = 45;
// camera.position.z = 65;
camera.lookAt(scene.position);
var orbit = new THREE.OrbitControls(camera);
// 创建一个渲染器并设置大小,WebGLRenderer将会使用电脑显卡来渲染场景
renderer = new THREE.WebGLRenderer({
antialias: true,
logarithmicDepthBuffer: true,
});
renderer.setClearColor(new THREE.Color("#0e0934"));
renderer.setSize(window.innerWidth, window.innerHeight);
// 基础光源,并应用到场景
scene.add(new THREE.AmbientLight("#ffffff", 1.5));
initModelb5();
initModelb6();
initModelb7();
initModela6();
// 将呈现器的输出添加到HTML元素
document.getElementById("dom").appendChild(renderer.domElement);
// 启动动画
renderScene();
// 添加模型
function initModelb6() {
var loader = new THREE.FBXLoader();
loader.load('assets/models/zhongjianxintang/b6.fbx', function(result) {
console.log(result)
result.traverse(function(item) {
if (item instanceof THREE.Mesh) {
item.material.color.set(0x1DA9FC);
item.material.transparent = true;
item.material.opacity = 0.5;
}
});
result.rotateX(Math.PI / 2);
scene.add(result)
});
}
function initModelb5() {
var loader = new THREE.FBXLoader();
loader.load('assets/models/zhongjianxintang/b5.fbx', function(result) {
console.log(result)
result.traverse(function(item) {
if (item instanceof THREE.Mesh) {
item.material.color.set(0x1DA9FC);
item.material.transparent = true;
item.material.opacity = 0.5;
}
});
result.translateY(20);
result.rotateX(Math.PI / 2);
scene.add(result)
});
}
function initModelb7() {
var loader = new THREE.FBXLoader();
loader.load('assets/models/zhongjianxintang/b7.fbx', function(result) {
console.log(result)
result.traverse(function(item) {
if (item instanceof THREE.Mesh) {
item.material.color.set(0x1DA9FC);
item.material.transparent = true;
item.material.opacity = 0.5;
// shaderObj(item);
}
});
result.translateZ(-85);
result.translateX(-85);
result.rotateX(Math.PI / 2);
scene.add(result)
});
}
function initModela6() {
var loader = new THREE.FBXLoader();
loader.load('assets/models/zhongjianxintang/a6.fbx', function(result) {
console.log(result)
result.traverse(function(item) {
if (item instanceof THREE.Mesh) {
item.material.color.set(0x1DA9FC);
item.material.transparent = true;
item.material.opacity = 0.5;
}
});
result.translateX(50);
result.translateZ(20);
result.translateY(50);
result.rotateX(Math.PI / 2);
scene.add(result)
});
}
function shaderObj(selectedObjects) {
const customMaterial = new THREE.ShaderMaterial({
uniforms: {
"s": {
type: "f",
value: -1.0
},
"b": {
type: "f",
value: 1.0
}, //bias 颜色最亮的位置
"p": {
type: "f",
value: 1.0
}, //power决定了透明度变化速度及方向。
glowColor: {
type: "c",
value: new THREE.Color(0x1DA9FC)
}
},
vertexShader: document.getElementById('vs1').textContent,
fragmentShader: document.getElementById('fs1').textContent,
side: THREE.FrontSide,
blending: THREE.AdditiveBlending,
// transparent: true,
opacity: 0.4
})
selectedObjects.material = customMaterial;
}
// document.addEventListener('click', onDocumentMouseDown, false); //监听单击拾取对象初始化球体
function onDocumentMouseDown(event) {
// 点击屏幕创建一个向量
var vector = new THREE.Vector3((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window
.innerHeight) * 2 + 1, 0.5);
vector = vector.unproject(camera); // 将屏幕的坐标转换成三维场景中的坐标
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("#006100");
}
}
function renderScene() {
orbit.update();
// 使用requestAnimationFrame函数进行渲染
requestAnimationFrame(renderScene);
renderer.render(scene, camera);
}
// 渲染的场景
renderer.render(scene, camera);
}
window.onload = init;
// 随着窗体的变化修改场景
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// 监听窗体调整大小事件
window.addEventListener('resize', onResize, false);
</script>
</body>
</html>
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