78 Three.js 导入PDB格式的模型
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简介
PDB
是一种非常特殊的格式,由Protein Data Bank
(蛋白质数据银行)创建,用于定义蛋白质的形状。蛋白质数据银行(www.rcsb.org
)包含了很多分子和蛋白质的详细信息,还可以用PDB
格式下载这些分子的数据结构。在Three.js
中有一种加载器可以加载PDB
格式的文件。
实现案例
案例查看地址:http://www.wjceo.com/blog/threejs/2018-03-22/138.html
- 首先,引入script加载器,在这里需要再引入
CSS2DRenderer
渲染器来绘制每个原子的名称。
<script src="/lib/js/renderers/CSS2DRenderer.js"></script>
<script src="/lib/js/loaders/PDBLoader.js"></script>
- 然后,我们实例化一个
THREE.PDBLoader
对象,将想要加载的模型文件传递给它,还提供了一个回调函数,该函数会在模型加载完成之后调用。在返回的对象里面,我们可以获得geometryAtoms
原子的数据,geometryBonds
原子之间的键的数据,和json
每个原子名称的数据。
var loader = new THREE.PDBLoader();
loader.load("/lib/models/molecules/caffeine.pdb", function (pdb)
//创建一个模型组
var root = new THREE.Group();
var offset = new THREE.Vector3();
//获取到原子相关的数据
var geometryAtoms = pdb.geometryAtoms;
//获取到原子间的键的数据
var geometryBonds = pdb.geometryBonds;
//获取原子文字的数据
var json = pdb.json;
var boxGeometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
var sphereGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
//让模型居中
geometryAtoms.computeBoundingBox();
geometryAtoms.boundingBox.getCenter( offset ).negate();
geometryAtoms.translate( offset.x, offset.y, offset.z );
geometryBonds.translate( offset.x, offset.y, offset.z );
//将原子和原子的文字添加到模型组当中
var positions = geometryAtoms.getAttribute( 'position' );
var colors = geometryAtoms.getAttribute( 'color' );
var position = new THREE.Vector3();
var color = new THREE.Color();
for ( var i = 0; i < positions.count; i ++ )
position.x = positions.getX( i );
position.y = positions.getY( i );
position.z = positions.getZ( i );
color.r = colors.getX( i );
color.g = colors.getY( i );
color.b = colors.getZ( i );
var material = new THREE.MeshPhongMaterial( color: color );
var object = new THREE.Mesh( sphereGeometry, material );
object.position.copy( position );
object.position.multiplyScalar( 75 );
object.scale.multiplyScalar( 25 );
root.add( object );
var atom = json.atoms[ i ];
var text = document.createElement( 'div' );
text.className = 'label';
text.style.color = 'rgb(' + atom[ 3 ][ 0 ] + ',' + atom[ 3 ][ 1 ] + ',' + atom[ 3 ][ 2 ] + ')';
text.style.textShadow = "1px 1px 1px #000";
text.textContent = atom[ 4 ];
var label = new THREE.CSS2DObject( text );
label.position.copy( object.position );
root.add( label );
//将原子之间的键添加到模型组当中
positions = geometryBonds.getAttribute( 'position' );
var start = new THREE.Vector3();
var end = new THREE.Vector3();
for ( var i = 0; i < positions.count; i += 2 )
start.x = positions.getX( i );
start.y = positions.getY( i );
start.z = positions.getZ( i );
end.x = positions.getX( i + 1 );
end.y = positions.getY( i + 1 );
end.z = positions.getZ( i + 1 );
start.multiplyScalar( 75 );
end.multiplyScalar( 75 );
var object = new THREE.Mesh( boxGeometry, new THREE.MeshPhongMaterial( 0xffffff ) );
object.position.copy( start );
object.position.lerp( end, 0.5 );
object.scale.set( 5, 5, start.distanceTo( end ) );
object.lookAt( end );
root.add( object );
//缩放并将模型组添加到场景当中
root.scale.set(0.1, 0.1, 0.1);
scene.add(root);
);
案例代码
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Title</title>
<style type="text/css">
html, body
margin: 0;
height: 100%;
canvas
display: block;
</style>
</head>
<body onload="draw();">
</body>
<script src="/lib/three.js"></script>
<script src="/lib/js/renderers/CSS2DRenderer.js"></script>
<script src="/lib/js/loaders/PDBLoader.js"></script>
<script src="/lib/js/controls/OrbitControls.js"></script>
<script src="/lib/js/libs/stats.min.js"></script>
<script src="/lib/js/libs/dat.gui.min.js"></script>
<script src="/lib/js/Detector.js"></script>
<script>
var renderer,labelRenderer;
function initRender()
renderer = new THREE.WebGLRenderer(antialias:true);
renderer.setSize(window.innerWidth, window.innerHeight);
//告诉渲染器需要阴影效果
renderer.setClearColor(0x000000);
document.body.appendChild(renderer.domElement);
//实例化css2dRenderer
labelRenderer = new THREE.CSS2DRenderer();
labelRenderer.setSize( window.innerWidth, window.innerHeight );
labelRenderer.domElement.style.position = 'absolute';
labelRenderer.domElement.style.top = '0';
labelRenderer.domElement.style.pointerEvents = 'none';
document.body.appendChild( labelRenderer.domElement );
var camera;
function initCamera()
camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 0.1, 1000);
camera.position.set(0, 40, 50);
camera.lookAt(new THREE.Vector3(0,0,0));
var scene;
function initScene()
scene = new THREE.Scene();
//初始化dat.GUI简化试验流程
var gui;
function initGui()
//声明一个保存需求修改的相关数据的对象
gui =
;
var datGui = new dat.GUI();
//将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
var light;
function initLight()
scene.add(new THREE.AmbientLight(0x444444));
light = new THREE.DirectionalLight(0xffffff);
light.position.set(200, 200, 100);
//告诉平行光需要开启阴影投射
light.castShadow = true;
scene.add(light);
function initModel()
//辅助工具
var helper = new THREE.AxesHelper(50);
scene.add(helper);
var loader = new THREE.PDBLoader();
loader.load("/lib/models/molecules/caffeine.pdb", function (pdb)
//创建一个模型组
var root = new THREE.Group();
var offset = new THREE.Vector3();
//获取到原子相关的数据
var geometryAtoms = pdb.geometryAtoms;
//获取到原子间的键的数据
var geometryBonds = pdb.geometryBonds;
//获取原子文字的数据
var json = pdb.json;
var boxGeometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
var sphereGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
//让模型居中
geometryAtoms.computeBoundingBox();
geometryAtoms.boundingBox.getCenter( offset ).negate();
geometryAtoms.translate( offset.x, offset.y, offset.z );
geometryBonds.translate( offset.x, offset.y, offset.z );
//将原子和原子的文字添加到模型组当中
var positions = geometryAtoms.getAttribute( 'position' );
var colors = geometryAtoms.getAttribute( 'color' );
var position = new THREE.Vector3();
var color = new THREE.Color();
for ( var i = 0; i < positions.count; i ++ )
position.x = positions.getX( i );
position.y = positions.getY( i );
position.z = positions.getZ( i );
color.r = colors.getX( i );
color.g = colors.getY( i );
color.b = colors.getZ( i );
var material = new THREE.MeshPhongMaterial( color: color );
var object = new THREE.Mesh( sphereGeometry, material );
object.position.copy( position );
object.position.multiplyScalar( 75 );
object.scale.multiplyScalar( 25 );
root.add( object );
var atom = json.atoms[ i ];
var text = document.createElement( 'div' );
text.className = 'label';
text.style.color = 'rgb(' + atom[ 3 ][ 0 ] + ',' + atom[ 3 ][ 1 ] + ',' + atom[ 3 ][ 2 ] + ')';
text.style.textShadow = "1px 1px 1px #000";
text.textContent = atom[ 4 ];
var label = new THREE.CSS2DObject( text );
label.position.copy( object.position );
root.add( label );
//将原子之间的键添加到模型组当中
positions = geometryBonds.getAttribute( 'position' );
var start = new THREE.Vector3();
var end = new THREE.Vector3();
for ( var i = 0; i < positions.count; i += 2 )
start.x = positions.getX( i );
start.y = positions.getY( i );
start.z = positions.getZ( i );
end.x = positions.getX( i + 1 );
end.y = positions.getY( i + 1 );
end.z = positions.getZ( i + 1 );
start.multiplyScalar( 75 );
end.multiplyScalar( 75 );
var object = new THREE.Mesh( boxGeometry, new THREE.MeshPhongMaterial( 0xffffff ) );
object.position.copy( start );
object.position.lerp( end, 0.5 );
object.scale.set( 5, 5, start.distanceTo( end ) );
object.lookAt( end );
root.add( object );
//缩放并将模型组添加到场景当中
root.scale.set(0.1, 0.1, 0.1);
scene.add(root);
);
//初始化性能插件
var stats;
function initStats()
stats = new Stats();
document.body.appendChild(stats.dom);
//用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
var controls;
function initControls()
controls = new THREE.OrbitControls( camera, renderer.domElement );
// 如果使用animate方法时,将此函数删除
//controls.addEventListener( 'change', render );
// 使动画循环使用时阻尼或自转 意思是否有惯性
controls.enableDamping = true;
//动态阻尼系数 就是鼠标拖拽旋转灵敏度
//controls.dampingFactor = 0.25;
//是否可以缩放
controls.enableZoom = true;
//是否自动旋转
controls.autoRotate = true;
controls.autoRotateSpeed = 0.5;
//设置相机距离原点的最远距离
controls.minDistance = 1;
//设置相机距离原点的最远距离
controls.maxDistance = 200;
//是否开启右键拖拽
controls.enablePan = true;
function render()
renderer.render( scene, camera );
labelRenderer.render( scene, camera );
//窗口变动触发的函数
function onWindowResize()
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
render();
renderer.setSize( window.innerWidth, window.innerHeight );
function animate()
//更新控制器
render();
//更新性能插件
stats.update();
controls.update();
requestAnimationFrame(animate);
function draw()
//兼容性判断
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
initGui();
initRender();
initScene();
initCamera();
initControls();
initLight();
initModel();
initStats();
animate();
window.onresize = onWindowResize;
</script>
</html>
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