加载PLY模型
2019-11-15 本文已影响0人
Codifier
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>PLY Loader</title>
<script src="../../three-part/threejs/three.js"></script>
<script src="../../three-part/threejs/PLYLoader.js"></script>
<script src="../../three-part/utils/stats.min.js"></script>
<script src="../../three-part/utils/dat.gui.min.js"></script>
<script src="../controls/TrackballControls.js"></script>
<script src="../util/util.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="container"></div>
<script type="text/javascript">
init();
function init() {
// show FPS
let stats = initStats();
// resize
window.addEventListener('resize', onResize, false);
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
let renderer = new THREE.WebGLRenderer();
renderer.setClearColor(new THREE.Color(0x000000));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
document.getElementById("container").appendChild(renderer.domElement);
// add ambient light
let ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight);
// init trackball control
let trackballControls = initTrackballControls(camera, renderer);
let clock = new THREE.Clock();
let loader = new THREE.PLYLoader();
loader.load("../assets/models/carcloud/carcloud.ply", function (geometry) {
let material = new THREE.PointsMaterial({
color: 0xffffff,
size: 1,
opacity: 0.6,
transparent: true,
blending: THREE.AdditiveBlending,
depthWrite: false,
map: generateSprite()
});
let points = new THREE.Points(geometry, material);
points.scale.set(2.5, 2.5, 2.5);
scene.add(points);
});
// attributes which can be modified in GUI
const controls = {
};
// init GUI
initGUI();
renderScene();
function initGUI(){
let gui = new dat.GUI();
}
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function generateSprite() {
let canvas = document.createElement('canvas');
canvas.width = 16;
canvas.height = 16;
let context = canvas.getContext('2d');
let gradient = context.createRadialGradient(canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2);
gradient.addColorStop(0, 'rgba(255,255,255,1)');
gradient.addColorStop(0.2, 'rgba(0,255,255,1)');
gradient.addColorStop(0.4, 'rgba(0,0,64,1)');
gradient.addColorStop(1, 'rgba(0,0,0,1)');
context.fillStyle = gradient;
context.fillRect(0, 0, canvas.width, canvas.height);
let texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
return texture;
}
function renderScene(){
trackballControls.update(clock.getDelta());
stats.update();
requestAnimationFrame(renderScene);
renderer.render(scene, camera);
}
}
</script>
</body>
</html>
运行结果:

总结:
- 使用PLYLoader之前需要引入PLYLoader.js文件;
- PLYLoader加载模型的回调函数中传入的是几何体。