Three.js fbx文件导入
阅读原文时间:2021年04月24日阅读:2

源码 下载
https://download.csdn.net/download/qq_34206863/10859181
https://download.csdn.net/download/qq_34206863/12065026
其实可以先看看官方案例
你想要的东西 官方里面都有,就看你找不找得到了。。。。
话不多说
我们先看看这个例子吧

正文更新时间:2019年11月27日

<!DOCTYPE html>
<html lang="en">
    <head>
        <title>three.js webgl - FBX loader</title>
        <meta charset="utf-8">
        <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
        <link type="text/css" rel="stylesheet" href="main.css">
    </head>

    <body>
        <div id="info">
            <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - FBXLoader<br />
            Character and animation from <a href="https://www.mixamo.com/" target="_blank" rel="noopener">Mixamo</a>
        </div>

        <script type="module">

            import * as THREE from '../build/three.module.js';

            import Stats from './jsm/libs/stats.module.js';

            import { OrbitControls } from './jsm/controls/OrbitControls.js';
            import { FBXLoader } from './jsm/loaders/FBXLoader.js';

            var container, stats, controls;
            var camera, scene, renderer, light;

            var clock = new THREE.Clock();

            var mixer;

            init();
            animate();

            function init() {

                container = document.createElement( 'div' );
                document.body.appendChild( container );

                camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
                camera.position.set( 100, 200, 300 );

                scene = new THREE.Scene();
                scene.background = new THREE.Color( 0xa0a0a0 );
                scene.fog = new THREE.Fog( 0xa0a0a0, 200, 1000 );

                light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
                light.position.set( 0, 200, 0 );
                scene.add( light );

                light = new THREE.DirectionalLight( 0xffffff );
                light.position.set( 0, 200, 100 );
                light.castShadow = true;
                light.shadow.camera.top = 180;
                light.shadow.camera.bottom = - 100;
                light.shadow.camera.left = - 120;
                light.shadow.camera.right = 120;
                scene.add( light );

                // scene.add( new CameraHelper( light.shadow.camera ) );

                // ground
                var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );
                mesh.rotation.x = - Math.PI / 2;
                mesh.receiveShadow = true;
                scene.add( mesh );

                var grid = new THREE.GridHelper( 2000, 20, 0x000000, 0x000000 );
                grid.material.opacity = 0.2;
                grid.material.transparent = true;
                scene.add( grid );

                // model
                var loader = new FBXLoader();
                loader.load( 'models/fbx/ball.fbx', function ( object ) {

                    mixer = new THREE.AnimationMixer( object );

                    var action = mixer.clipAction( object.animations[ 0 ] );
                    action.play();

                    object.traverse( function ( child ) {

                        if ( child.isMesh ) {

                            child.castShadow = true;
                            child.receiveShadow = true;

                        }

                    } );

                    scene.add( object );

                } );

                renderer = new THREE.WebGLRenderer( { antialias: true } );
                renderer.setPixelRatio( window.devicePixelRatio );
                renderer.setSize( window.innerWidth, window.innerHeight );
                renderer.shadowMap.enabled = true;
                container.appendChild( renderer.domElement );

                controls = new OrbitControls( camera, renderer.domElement );
                controls.target.set( 0, 100, 0 );
                controls.update();

                window.addEventListener( 'resize', onWindowResize, false );

                // stats
                stats = new Stats();
                container.appendChild( stats.dom );

            }

            function onWindowResize() {

                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();

                renderer.setSize( window.innerWidth, window.innerHeight );

            }

            //

            function animate() {

                requestAnimationFrame( animate );

                var delta = clock.getDelta();

                if ( mixer ) mixer.update( delta );

                renderer.render( scene, camera );

                stats.update();

            }

        </script>

    </body>
</html>

首先我们找到这个例子,然后对其解析,化为自己的知识

import * as THREE from '../build/three.module.js'; 
import Stats from './jsm/libs/stats.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { FBXLoader } from './jsm/loaders/FBXLoader.js';

我们看到引入的js库有以上几类

  1. three.js的模块库
  2. stats的模块库
  3. 鼠标控制相机(Camera)库
  4. FBXLoader库

FBXLoader.js库,是fbx文件的加载库
所以,我们这个时候应该看看源码。

/**
 * @author Kyle-Larson https://github.com/Kyle-Larson
 * @author Takahiro https://github.com/takahirox
 * @author Lewy Blue https://github.com/looeee
 *
 * Loader loads FBX file and generates Group representing FBX scene.
 * Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format
 * Versions lower than this may load but will probably have errors
 *
 * Needs Support:
 *  Morph normals / blend shape normals
 *
 * FBX format references:
 *     https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
 *     http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
 *
 *     Binary format specification:
 *        https://code.blender.org/2013/08/fbx-binary-file-format-specification/
 */

恩,一来就看到fbx的格式要求
看正文

( function () {
//构造函数
    function FBXLoader( manager ) {
        Loader.call( this, manager );
    }
    //对fbx对象的配置处理
    FBXLoader.prototype = Object.assign( Object.create( Loader.prototype ), {...});
        //读取
        load: function ( url, onLoad, onProgress, onError ) {
            var self = this;
            var path = ( self.path === '' ) ? LoaderUtils.extractUrlBase( url ) : self.path;
            var loader = new FileLoader( this.manager );
            loader.setPath( self.path );
            loader.setResponseType( 'arraybuffer' );
            loader.load( url, function ( buffer ) {
                try {
                    onLoad( self.parse( buffer, path ) );
                } catch ( error ) {
                    setTimeout( function () {
                        if ( onError ) onError( error );
                        self.manager.itemError( url );
                    }, 0 );
                }
            }, onProgress, onError );
        },
        //解析
        parse: function ( FBXBuffer, path ) {
            if ( isFbxFormatBinary( FBXBuffer ) ) {
                fbxTree = new BinaryParser().parse( FBXBuffer );
            } else {
                var FBXText = convertArrayBufferToString( FBXBuffer );
                if ( ! isFbxFormatASCII( FBXText ) ) {
                    throw new Error( 'THREE.FBXLoader: Unknown format.' );
                }
                if ( getFbxVersion( FBXText ) < 7000 ) {
                    throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
                }
                fbxTree = new TextParser().parse( FBXText );
            }
            // console.log( fbxTree );

            var textureLoader = new TextureLoader( this.manager ).setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );

            return new FBXTreeParser( textureLoader, this.manager ).parse( fbxTree );

        }


这就是它的介绍,至于源码有兴趣的看看吧。

然后我们开始了解如何构造的

    //容器
    container = document.createElement( 'div' );
    document.body.appendChild( container );
    //相机(充当你的眼睛)
    camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
    camera.position.set( 100, 200, 300 );//位置
    //场景
    scene = new THREE.Scene();
    scene.background = new THREE.Color( 0xa0a0a0 );//背景色
    scene.fog = new THREE.Fog( 0xa0a0a0, 200, 1000 );//雾化
    //灯光
    light = new THREE.HemisphereLight( 0xffffff, 0x444444 );//没有光线,将啥也看不到
    light.position.set( 0, 200, 0 );
    scene.add( light );

    light = new THREE.DirectionalLight( 0xffffff );
    light.position.set( 0, 200, 100 );
    light.castShadow = true;
    light.shadow.camera.top = 180;
    light.shadow.camera.bottom = - 100;
    light.shadow.camera.left = - 120;
    light.shadow.camera.right = 120;
    scene.add( light );

    // scene.add( new CameraHelper( light.shadow.camera ) );

    // ground 广场,整个大地
    var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );//材质
    mesh.rotation.x = - Math.PI / 2;
    mesh.receiveShadow = true;
    scene.add( mesh );
    //格子
    var grid = new THREE.GridHelper( 2000, 20, 0x000000, 0x000000 );
    grid.material.opacity = 0.2;
    grid.material.transparent = true;
    scene.add( grid );

    // model 模型
    var loader = new FBXLoader();
    loader.load( 'models/fbx/ball.fbx', function ( object ) {
        //获取动画
        mixer = new THREE.AnimationMixer( object );
        var action = mixer.clipAction( object.animations[ 0 ] );
        action.play();//播放
        object.traverse( function ( child ) {
            if ( child.isMesh ) {//材质
                child.castShadow = true;
                child.receiveShadow = true;
            }
        } );

        scene.add( object );
    } );
    //渲染
    renderer = new THREE.WebGLRenderer( { antialias: true } );
    renderer.setPixelRatio( window.devicePixelRatio );
    renderer.setSize( window.innerWidth, window.innerHeight );
    renderer.shadowMap.enabled = true;
    container.appendChild( renderer.domElement );

    controls = new OrbitControls( camera, renderer.domElement );
    controls.target.set( 0, 100, 0 );
    controls.update();

    window.addEventListener( 'resize', onWindowResize, false );//尺寸变换
    // stats
    stats = new Stats();//左上角那一坨
    container.appendChild( stats.dom );

好了,看不看得懂,不要紧,要懂得基本操作就好了,是在不行,自己去例子里面现学现卖。当然懂了最好
最后我们实际运行一下。

ok,over.
对了这些代码需要在服务器上执行,没有服务器?你的ide没有自带么?(webstorm)


更新时间------2019年11月27日