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three.js 08-04 之 加载和保存场景

2018-02-09 09:23 831 查看
    上一篇中我们介绍了在 three.js 中如何保存并加载对象。本篇我再来看看 three.js 如何保存并加载整个场景。其实道理跟保存并加载对象是一样的,只不过保存的不再是某个对象,而是整个场景 THREE.Scene 对象。由于不是很难,因此不再嗷述,下面给出一个完整的示例:
<!DOCTYPE html>
<html>
<head>
<title>示例 08.04 - Load Save JSON Scene</title>
<script src="../build/three.js"></script>
<script src="../build/js/controls/OrbitControls.js"></script>
<script src="../build/js/libs/stats.min.js"></script>
<script src="../build/js/libs/dat.gui.min.js"></script>
<script src="../jquery/jquery-3.2.1.min.js"></script>
<style>
body {
/* 设置 margin 为 0,并且 overflow 为 hidden,来完成页面样式 */
margin: 0;
overflow: hidden;
}
/* 统计对象的样式 */
#Stats-output {
position: absolute;
left: 0px;
top: 0px;
}
</style>
</head>
<body>

<!-- 用于 WebGL 输出的 Div -->
<div id="webgl-output"></div>
<!-- 用于统计 FPS 输出的 Div -->
<div id="stats-output"></div>

<!-- 运行 Three.js 示例的 Javascript 代码 -->
<script type="text/javascript">

var scene;
var camera;
var render;
var webglRender;
//var can
c4c5
vasRender;
var controls;
var stats;
var guiParams;

var ambientLight;
var spotLight;
var axesHelper;
//var cameraHelper;

var ground;

$(function() {
initStats();
initRender();
initCamera();
initControls();

scene = new THREE.Scene();

createAxesHelper();
createAmbientLight();
createSpotLight();
createGuiControls();

// 加入地面
createGround()
// 创建网格
createMesh();

renderScene();
});

/** 初始化 stats 统计对象 */
function initStats() {
stats = new Stats();
stats.setMode(0); // 0 为监测 FPS;1 为监测渲染时间
$('#stats-output').append(stats.domElement);
return stats;
}

/** 初始化渲染器 */
function initRender() {
webglRender = new THREE.WebGLRenderer( {antialias: true, alpha: true} ); // antialias 抗锯齿
webglRender.setSize(window.innerWidth, window.innerHeight);
webglRender.setClearColor(0x0F0F0F, 1.0); // 0xeeeeee
render = webglRender;
render.shadowMap.enabled = true; // 允许阴影投射

$('#webgl-output')[0].appendChild(render.domElement);
window.addEventListener('resize', onWindowResize, false);
}

/** 初始化相机 */
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 2147483647); // 2147483647
camera.position.set(30, 40, 50);
}

/** 初始化鼠标控制器 */
function initControls() {
var target = new THREE.Vector3(0, 0 , 0);
controls = new THREE.OrbitControls(camera, render.domElement);
controls.target = target;
camera.lookAt(target);
}

/** 当浏览器窗口大小变化时触发 */
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
render.setSize(window.innerWidth, window.innerHeight);
}

/** 渲染场景 */
function renderScene() {
stats.update();
rotateMesh(); // 旋转物体

requestAnimationFrame(renderScene);
render.render(scene, camera);
}

/** 旋转物体 */
var step = 0;
function rotateMesh() {
step += guiParams.rotationSpeed;
scene.traverse(function(mesh) {
if (mesh instanceof THREE.Mesh && mesh.name != 'ground') {
//mesh.rotation.x = step;
mesh.rotation.y = step;
//mesh.rotation.z = step;
}
});
}

/** 创建一个坐标轴:X(橙色)、Y(绿色)、Z(蓝色) */
function createAxesHelper() {
axesHelper = new THREE.AxesHelper(60);
scene.add(axesHelper);
}

/** 创建一个 AmbientLight 环境光源 */
function createAmbientLight() {
ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight);
}

/** 创建一个 AmbientLight 环境光源 */
function createSpotLight() {
spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-60, 60, -10);
spotLight.castShadow = true;
spotLight.shadow.mapSize.set(2048, 2048); // 必须是 2的幂,默认值为 512
scene.add(spotLight);
//cameraHelper = new THREE.CameraHelper(spotLight.shadow.camera);
//scene.add(cameraHelper);
}

/** 用来保存那些需要修改的变量 */
function createGuiControls() {
guiParams = new function() {
this.rotationSpeed = 0.02;

this.ExportScene = function() {
if (scene) {
var geoJSON = scene.toJSON();
console.log(geoJSON);
localStorage.setItem('geoJSON', JSON.stringify(geoJSON));
}
};
this.ClearScene = function() {
scene = new THREE.Scene();
};
this.LoadScene = function() {
var geoJSON = localStorage.getItem('geoJSON');
if (geoJSON) {
var parsedGeom = JSON.parse(geoJSON);
var loader = new THREE.ObjectLoader();
var loaddedScene = loader.parse(parsedGeom);
scene = loaddedScene;
}
};
}
/** 定义 dat.GUI 对象,并绑定 guiParams 的几个属性 */
var gui = new dat.GUI();
gui.add(guiParams, 'ExportScene');
gui.add(guiParams, 'ClearScene');
gui.add(guiParams, 'LoadScene');
}

/** 加入地面 */
function createGround() {
var groundGeom = new THREE.PlaneGeometry(60, 30);
var groundMaterial = new THREE.MeshPhongMaterial( { color: 0xbcbcbc, side: THREE.DoubleSide} ); // 0x777777
ground = new THREE.Mesh(groundGeom, groundMaterial);
ground.name = 'ground';
ground.receiveShadow = true; // 地面接收阴影
ground.rotation.x = -0.5 * Math.PI;
scene.add(ground);
}

/** 创建网格 */
function createMesh() {
// 创建方块
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
// cube.castShadow = true;
cube.position.x = -10;
cube.position.y = 3;
cube.position.z = 0;
scene.add(cube);

// 创建球体
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
// sphere.castShadow = true;
sphere.position.x = 10;
sphere.position.y = 0;
sphere.position.z = 2;
scene.add(sphere);
}

</script>
</body>
</html>
未完待续···
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