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Self-made WebGL3D model editor based on Babylonjs

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Release: 2017-05-28 10:46:30
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1. Overview
Most of the 3D models used in contemporary WebGL programming are converted from 3DsMax models or Blender models. This working mode is more suitable for scenarios where 3D designers and 3D programmers work together. But for WebGL enthusiasts who work alone, this mode is too heavy: not to mention the various bugs in the conversion plug-in itself that seriously reduce the success rate of conversion, just to generate a simple model requires systematic learning of 3DsMax Or the way to use Blender makes people feel that the gain outweighs the gain.
Based on the above considerations, I plan to write a simple WebGL model editor based on Babylonjs for myself and other WebGL enthusiasts who have the same needs. The editor is named Newland, which means building a better world through one's own efforts. The first phase of mesh adjustment and texture setting functions has been completed. The test program is released on github based on the MIT license and can be accessed through http://ljzc002.github.io/Newland/HTML/index_newland.html.
Because there is too much code, here we mainly introduce the usage methods and design ideas. The complete code can be viewed at https://github.com/ljzc002/ljzc002.github.io/tree/master/Newland . Specific use or modification of the code requires a certain 3D programming foundation. You can refer to the 3D Programming IntroductionVideo tutorial I recorded: http://www.bilibili.com/video/av8248516/, http://www. bilibili.com/video/av8834942/, http://www.bilibili.com/video/av9234256/, http://www.bilibili.com/video/av9546734/, or you can find your own channels to learn more.

2. Interface and basic operations

The program is written and debugged based on the new version of Chrome browser, and requires an independent or integrated graphics card on the device. , and requires the user to have permission to call the graphics card through the browser. Currently the test can be run on Windows 7 and Centos 7 operating systems.

The main interface of the program is as shown below:

Self-made WebGL3D model editor based on Babylonjs The main interface itself is a simple Babylonjs scene, consisting of a sky box and a ground grid, using a hemisphere Shape lighting(?). In the scene, you can use button.

Self-made WebGL3D model editor based on Babylonjs The state (similar to the mouse control of FPS games ), but because JavaScript running in the browser does not have permission to directly control the mouse to reset to the center of the screen, this control mode has certain range restrictions.
The "View Switch" option can switch between the first-person and third-person perspectives of the "current vehicle". In the future, it is planned to set up a variety of different vehicles. Different vehicles have different default speeds and default functions. Users can Switch freely between different vehicles.
 The "Adjust Speed" option can adjust the viewpoint movement speed, the adjustment range of the grid in the editor, mouse sensitivity and other control parameters.
The "Free Browse" option allows the viewpoint to move freely without the restrictions of the vehicle. At this time, the movement keys are changed from the wasd keys to the up, down, left and right keys

3. Grid adjustment
Select "Add - 》NewGrid-》Cube”You can add a default cube grid in the scene as shown below:

Self-made WebGL3D model editor based on Babylonjs Optional here Objects can be freely configured, and users can also add their own grid designs. The configuration code is located around line 309 of the mymesh.js file: </p><p class=

1 //可以加载的网格的列表2 var arr_choosemesh=3     [4         ["code","BABYLON.MeshBuilder.CreateBox('","',{size:1},scene)"]5         ,["code","BABYLON.MeshBuilder.CreateSphere('","',{segments:10,diameter:1},scene);"]6         ,["babylon","", "../MODEL/allbase/", "2017512_8_13_30testscene.babylon"]7         ,["babylon","Cube", "../MODEL/octocat/", "octocat.babylon"]8         ,["babylon","Cube", "../MODEL/test3/", "test3.babylon"]9     ];
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"code" means to generate the mesh by executing the following code, and "Babylon" means to load the existing babylon format model according to the following parameters.

The coordinate axes on the grid indicate the local coordinate system coordinates of the grid, and also indicate that the grid is in the selected state. For the selected mesh, click "Adjust Position", "Adjust Attitude", and "Adjust Zoom" under the adjustment menu bar to adjust the position, attitude, and zoom of the currently selected mesh. Properties can be adjusted during adjustment. Directly enter the value at the corresponding attribute, you can also use a script to generate the value instantly, or you can use the "up, down, left, right, PgUp, PgDn" keys to adjust the attributes, as shown in the following figure:

Since it may be necessary to enter a JavaScript script, the movement control buttons will be disabled when making the above adjustments.

After the adjustment is completed, press the Enter key and the coordinate axis disappears. The grid attributes are fixed. In this step, the texture coordinates of the grid will also be redistributed to prepare for the following texture configuration. By fixing multiple meshes in a similar way, you can generate a more complex meshObject, such as the following humanoid mesh:

Self-made WebGL3D model editor based on Babylonjs Click

4. Texture settings
Click " Select->Select Triangle" the cursor will change to "crosshair", then click on the triangle in the grid, the selected triangle will be highlighted:

Self-made WebGL3D model editor based on Babylonjs On the right Fill in the RGB component in the dialog box to set the color of the selected triangle. Click canvas of the square. At the same time, the selected triangle will be drawn in the canvas. The corresponding pixels are used as textures (transparency A is temporarily unavailable):

Self-made WebGL3D model editor based on Babylonjs Click Select again - Picture Select "Use this Map piece as the pixel provider for this triangle:

Self-made WebGL3D model editor based on Babylonjs

Self-made WebGL3D model editor based on Babylonjs Click OK, and the selected pixels will be applied to the grid: </p><p><img src=programming language that is easy to use and has a wide audience. As both The combined WebGL programming technology is one of the best ways for amateur programming enthusiasts to get involved in programming technology.

For professional 3D programmers, contemporary 3D programming technology is at a crossroads transitioning to GPU accelerated computing and multi-terminal 3D presentation. As one of the core technologies in the direction of multi-terminal 3D presentation, WebGL technology is also worthy of Professional programmers delve deeper.

Due to time constraints, this is the introduction of the Newland editor. We will continue to update if there are new developments in the future. I hope you can exchange opinions and suggestions with me in the comment area. Your positive comments will be a huge encouragement to me.

Thanks.


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