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Three.js editor 学习笔记(一)

2018-02-01 18:11 645 查看
最近项目需要用到three.js editor,three.js库虽然较为广泛使用,但editor作为“衍生产品”似乎用户较少,使用方法连官方都资料甚少。此次我就自己关于editor的学习进行一下简单的脉络分析,大家共勉呀。

首先,我对three.js 库不是十分了解,打算从editor开始学习,遇到需要查询的地方再从库中按需求学习。

Editor目录下共有四个目录和两个文件。

css

docs

examples

js

index.html

main.js

css文件主要定义了界面样式。主要有三个文件:dark.css、light.css、main.css。

dark.css与light.css主要定义界面UI,如菜单、参数面板等。



main.css定义各种几何体的线宽等参数。



docs文件中有两个说明文件,作为editor中没有撤销、重做功能的补充。一个是介绍如何实现,一个介绍如何测试。

examples文件中有五个示例。arkanoid示例主要展示editor中的程序逻辑控制;camera示例展示camera的控制,如camera的自旋转;particles示例展示生成粒子;phong示例展示简单的逻辑控制、应用phong光照模型的物体显示效果;shader示例展示了custom shader的使用方法。

js文件比较多,我还是从index.html文件开始分析。index.html中部分和非editor通用的js文件放在了整个three.js-master(我在官网下载解压缩后是这个文件名)的build、examples、libs文件中。与editor界面相关的js文件放在了editor文件下的js文件夹中。

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js / editor</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>
<body ontouchstart="">
//editor样式
<link href="css/main.css" rel="stylesheet" />
<link id="theme" href="css/light.css" rel="stylesheet" />

<script src="../build/three.js"></script> //引用基本的three.js库

//引用examples目录下的js文件偏向于three.js库引用文件
//editor目录下的js文件偏向于编辑器支持

<script src="../examples/js/libs/system.min.js"></script> //js对象与用户的系统信息,如系统版本(
Linux、Mac OS、Windows),浏览器版本(Chrome、Firefox)等

<script src="../examples/js/controls/EditorControls.js"></script>//编辑器中的鼠标和触屏交互(时
事件处理、内置变量)等
<script src="../examples/js/controls/TransformControls.js"></script>////物体上的transform标志--translate、rotate、scale,鼠标移入移出等

<script src="../examples/js/libs/jszip.min.js"></script>//一个用于生成和读取zip文件的JavaScript
<script src="../examples/js/libs/inflate.min.js"></script> <!-- FBX -->//ZLIB(RFC 1950),DEFLATE(RFC 1951),GZIP(RFC 1952)和PKZIP实现。

<!--loader-->
//各种loader,具体使用方法可见每个loader.js文件中的最前方的注释部分
//中文手册 http://techbrood.com/threejs/docs/(转载自http://blog.csdn.net/iefreer/article/details/51694138?_t_t_t=0.9795265805829652) <script src="../examples/js/loaders/AMFLoader.js"></script>
<script src="../examples/js/loaders/AWDLoader.js"></script>
<script src="../examples/js/loaders/BabylonLoader.js"></script>
<script src="../examples/js/loaders/ColladaLoader.js"></script>
<script src="../examples/js/loaders/FBXLoader.js"></script>
<script src="../examples/js/loaders/GLTFLoader.js"></script>
<script src="../examples/js/loaders/KMZLoader.js"></script>
<script src="../examples/js/loaders/MD2Loader.js"></script>
<script src="../examples/js/loaders/OBJLoader.js"></script>
<script src="../examples/js/loaders/MTLLoader.js"></script>
<script src="../examples/js/loaders/PlayCanvasLoader.js"></script>
<script src="../examples/js/loaders/PLYLoader.js"></script>
<script src="../examples/js/loaders/STLLoader.js"></script>
<script src="../examples/js/loaders/TGALoader.js"></script>
<script src="../examples/js/loaders/TDSLoader.js"></script>//加载有uv和基本纹理材质的几何体
<script src="../examples/js/loaders/UTF8Loader.js"></script>
<script src="../examples/js/loaders/VRMLLoader.js"></script>
<script src="../examples/js/loaders/VTKLoader.js"></script>

<script src="../examples/js/loaders/ctm/lzma.js"></script>//LZMA压缩解压算法
<script src="../examples/js/loaders/ctm/ctm.js"></script>//OpenCTM(.ctm)格式
<script src="../examples/js/loaders/ctm/CTMLoader.js"></script>

<!--exporter-->
<script src="../examples/js/exporters/OBJExporter.js"></script>
<script src="../examples/js/exporters/GLTFExporter.js"></script>
<script src="../examples/js/exporters/STLExporter.js"></script>

<!--renderers-->
<script src="../examples/js/renderers/Projector.js"></script>//三维空间的点到二维屏幕,二维屏幕的
uv到三维空间
<script src="../examples/js/renderers/CanvasRenderer.js"></script>//Canvas渲染器不使用WebGL绘
制场景,而使用相对较慢的Canvas 2D Context API
<script src="../examples/js/renderers/RaytracingRenderer.js"></script>//通过光线追踪来渲染场景
<script src="../examples/js/renderers/SoftwareRenderer.js"></script>
<script src="../examples/js/renderers/SVGRenderer.js"></script>

//样式
<link rel="stylesheet" href="js/libs/codemirror/codemirror.css">
<link rel="stylesheet" href="js/libs/codemirror/theme/monokai.css">
<script src="js/libs/codemirror/codemirror.js"></script>//在浏览器的DOM之上用JavaScript实现的代
码编辑器
<script src="js/libs/codemirror/mode/javascript.js"></script>
<script src="js/libs/codemirror/mode/glsl.js"></script>//参考网站:https://github.com/hughsk/glsl-editor   CodeMirror驱动的GLSL编辑器组件

<script src="js/libs/esprima.js"></script>//通用模块定义(UMD)支持AMD,CommonJS / Node.js
Rhino和普通的浏览器加载。
<script src="js/libs/jsonlint.js"></script>//Jison生成解析器
<script src="js/libs/glslprep.min.js"></script>

//对话框、提示等的框架
<link rel="stylesheet" href="js/libs/codemirror/addon/dialog.css">
<link rel="stylesheet" href="js/libs/codemirror/addon/show-hint.css">
<link rel="stylesheet" href="js/libs/codemirror/addon/tern.css">
<script src="js/libs/codemirror/addon/dialog.js"></script>
<script src="js/libs/codemirror/addon/show-hint.js"></script>
<script src="js/libs/codemirror/addon/tern.js"></script>

<script src="js/libs/acorn/acorn.js"></script>
<script src="js/libs/acorn/acorn_loose.js"></script>
<script src="js/libs/acorn/walk.js"></script>//一个简单的步骤就是只需指定在特定节点上调用的回调。 最后两个参数是可选的,用法见源文件注释。

//tern.js目录下可实现智能提示补全
<script src="js/libs/ternjs/polyfill.js"></script>
<script src="js/libs/ternjs/signal.js"></script>
<script src="js/libs/ternjs/tern.js"></script>
<script src="js/libs/ternjs/def.js"></script>
<script src="js/libs/ternjs/comment.js"></script>
<script src="js/libs/ternjs/infer.js"></script>
<script src="js/libs/ternjs/doc_comment.js"></script>
<script src="js/libs/tern-threejs/threejs.js"></script>

<script src="js/libs/signals.min.js"></script>
<script src="js/libs/ui.js"></script>
<script src="js/libs/ui.three.js"></script>

<script src="js/libs/app.js"></script>//关于editor的参数初始化设置,如camera的分辨率、窗口大小等
<script src="js/Player.js"></script>//play、stop两个选项按键,没有暂停
<script src="js/Script.js"></script>

<script src="../examples/js/vr/WebVR.js"></script>

<script src="js/Storage.js"></script>//数据初始化、获取、设置等

<script src="js/Editor.js"></script>//editor界面操作响应
<script src="js/Config.js"></script>//配置文件,如根据key,获取存储的value值
<script src="js/History.js"></script>//历史数据存储,如editor的play与stop状态切换,数据也要随之切换
<script src="js/Loader.js"></script>//与前面的各种loader目录下的文件对应,调用loader文件

//总菜单
<script src="js/Menubar.js"></script>

//下面的几个子菜单
<script src="js/Menubar.File.js"></script>
<script src="js/Menubar.Edit.js"></script>
<script src="js/Menubar.Add.js"></script>
<script src="js/Menubar.Play.js"></script>
<!-- <script src="js/Menubar.View.js"></script> -->
<script src="js/Menubar.Examples.js"></script>
<script src="js/Menubar.Help.js"></script>
<script src="js/Menubar.Status.js"></script>

//右边工具栏,可对应编辑器界面查看
<script src="js/Sidebar.js"></script>
<script src="js/Sidebar.Scene.js"></script>
<script src="js/Sidebar.Project.js"></script>
<script src="js/Sidebar.Settings.js"></script>
<script src="js/Sidebar.Settings.Shortcuts.js"></script>
<script src="js/Sidebar.Properties.js"></script>

<script src="js/Sidebar.Object.js"></script>
<script src="js/Sidebar.Geometry.js"></script>
<script src="js/Sidebar.Geometry.Geometry.js"></script>
<script src="js/Sidebar.Geometry.BufferGeometry.js"></script>
<script src="js/Sidebar.Geometry.Modifiers.js"></script>
<script src="js/Sidebar.Geometry.BoxGeometry.js"></script>
<script src="js/Sidebar.Geometry.CircleGeometry.js"></script>
<script src="js/Sidebar.Geometry.CylinderGeometry.js"></script>
<script src="js/Sidebar.Geometry.IcosahedronGeometry.js"></script>
<script src="js/Sidebar.Geometry.PlaneGeometry.js"></script>
<script src="js/Sidebar.Geometry.SphereGeometry.js"></script>
<script src="js/Sidebar.Geometry.TorusGeometry.js"></script>
<script src="js/Sidebar.Geometry.TorusKnotGeometry.js"></script>
<script src="../examples/js/geometries/TeapotBufferGeometry.js"></script>/预定义的经典茶壶模型
<script src="js/Sidebar.Geometry.TeapotBufferGeometry.js"></script>
<script src="js/Sidebar.Geometry.LatheGeometry.js"></script>
<script src="js/Sidebar.Material.js"></script>
<script src="js/Sidebar.Animation.js"></script>
<script src="js/Sidebar.Script.js"></script>
<script src="js/Sidebar.History.js"></script>
<script src="js/Toolbar.js"></script>//editor左下方的translate、rotate等

<script src="js/Viewport.js"></script>
<script src="js/Viewport.Info.js"></script>

//commands命令不是特别懂,里面都是execute、undo、update、toJSON、fromJSON等功能
<script src="js/Command.js"></script>
<script src="js/commands/AddObjectCommand.js"></script>
<script src="js/commands/RemoveObjectCommand.js"></script>
<script src="js/commands/MoveObjectCommand.js"></script>
<script src="js/commands/SetPositionCommand.js"></script>
<script src="js/commands/SetRotationCommand.js"></script>
<script src="js/commands/SetScaleCommand.js"></script>
<script src="js/commands/SetValueCommand.js"></script>
<script src="js/commands/SetUuidCommand.js"></script>
<script src="js/commands/SetColorCommand.js"></script>
<script src="js/commands/SetGeometryCommand.js"></script>
<script src="js/commands/SetGeometryValueCommand.js"></script>
<script src="js/commands/MultiCmdsCommand.js"></script>
<script src="js/commands/AddScriptCommand.js"></script>
<script src="js/commands/RemoveScriptCommand.js"></script>
<script src="js/commands/SetScriptValueCommand.js"></script>
<script src="js/commands/SetMaterialCommand.js"></script>
<script src="js/commands/SetMaterialValueCommand.js"></script>
<script src="js/commands/SetMaterialColorCommand.js"></script>
<script src="js/commands/SetMaterialMapCommand.js"></script>
<script src="js/commands/SetSceneCommand.js"></script>

<!-- <script type="text/javascript" src="https://www.dropbox.com/static/api/2/dropins.js" id="dropboxjs" data-app-key="qyqgfqd9j8z890t"></script> -->

<script src="js/libs/html2canvas.js"></script>
<script src="js/libs/three.html.js"></script>

<script>

window.URL = window.URL || window.webkitURL;
window.BlobBuilder = window.BlobBuilder || window.WebKitBlobBuilder || window.MozBlobBuilder;

Number.prototype.format = function (){
return this.toString().replace(/(\d)(?=(\d{3})+(?!\d))/g, "$1,");
};

//

//设置editor的一些初始状态,进行一个总的调用
var editor = new Editor();

var viewport = new Viewport( editor );
document.body.appendChild( viewport.dom );

var script = new Script( editor );
document.body.appendChild( script.dom );

var player = new Player( editor );
document.body.appendChild( player.dom );

var toolbar = new Toolbar( editor );
document.body.appendChild( toolbar.dom );

var menubar = new Menubar( editor );
document.body.appendChild( menubar.dom );

var sidebar = new Sidebar( editor );
document.body.appendChild( sidebar.dom );

var modal = new UI.Modal();
document.body.appendChild( modal.dom );

//

editor.setTheme( editor.config.getKey( 'theme' ) );

editor.storage.init( function () {

editor.storage.get( function ( state ) {

if ( isLoadingFromHash ) return;

if ( state !== undefined ) {

editor.fromJSON( state );

}

var selected = editor.config.getKey( 'selected' );

if ( selected !== undefined ) {

editor.selectByUuid( selected );

}

} );

//

var timeout;

function saveState( scene ) {

if ( editor.config.getKey( 'autosave' ) === false ) {//editor右上角的autosave

return;

}

clearTimeout( timeout );

timeout = setTimeout( function () {

editor.signals.savingStarted.dispatch();

timeout = setTimeout( function () {

editor.storage.set( editor.toJSON() );

editor.signals.savingFinished.dispatch();

}, 100 );

}, 1000 );

};

var signals = editor.signals;

signals.geometryChanged.add( saveState );
signals.objectAdded.add( saveState );
signals.objectChanged.add( saveState );
signals.objectRemoved.add( saveState );
signals.materialChanged.add( saveState );
signals.sceneBackgroundChanged.add( saveState );
signals.sceneFogChanged.add( saveState );
signals.sceneGraphChanged.add( saveState );
signals.scriptChanged.add( saveState );
signals.historyChanged.add( saveState );

signals.showModal.add( function ( content ) {

modal.show( content );

} );

} );

//

document.addEventListener( 'dragover', function ( event ) {

event.preventDefault();
event.dataTransfer.dropEffect = 'copy';

}, false );

document.addEventListener( 'drop', function ( event ) {

event.preventDefault();

if ( event.dataTransfer.files.length > 0 ) {

editor.loader.loadFile( event.dataTransfer.files[ 0 ] );

}

}, false );

function onWindowResize( event ) {

editor.signals.windowResize.dispatch();

}

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

onWindowResize();

//

var isLoadingFromHash = false;
var hash = window.location.hash;

if ( hash.substr( 1, 5 ) === 'file=' ) {

var file = hash.substr( 6 );

if ( confirm( 'Any unsaved data will be lost. Are you sure?' ) ) {

var loader = new THREE.FileLoader();
loader.crossOrigin = '';
loader.load( file, function ( text ) {

editor.clear();
editor.fromJSON( JSON.parse( text ) );

} );

isLoadingFromHash = true;

}

}

/*
window.addEventListener( 'message', function ( event ) {

editor.clear();
editor.fromJSON( event.data );

}, false );
*/

</script>
</body>
</html>


main.js只要对editor弹窗中的各种事件响应进行一个控制。

第一篇,对整体的editor的整体进行一个大致的了解。初次学习,内容的精准性上商务把握,仅供参考。对于editor目前了解尚浅,后面尝试把three.js库的里面的例子转到editor中实现,相信到时候对editor还会有一些深入研究和了解。
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