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Vue集成three.js并加载glb、gltf、FBX、json模型的场景分析_vue.js_

2023-05-24 401人已围观

简介 Vue集成three.js并加载glb、gltf、FBX、json模型的场景分析_vue.js_

最近刚开始做的一个项目,后面有个模块要通过three.js实现3D的场景,因为之前也没接触过3D这块,就提前学了一下,做个记录。

先上几个网址

ThreeJS官方:http://www.thingjs.com/guide/city2/ 

ThreeJS文档:https://threejs.org/docs/index.html#manual/en/introduction/Creating-a-scene  

免费模型网:http://glbxz.com/err/search.php?keyword=%E5%85%8D%E8%B4%B9  

接下来就我做的一个demo开始 

安装

npm i three npm i three-orbitcontrols npm i stats.js // 性能监测

组件中引入 

import * as THREE from 'three' import * as Stats from 'stats.js' import OrbitControls from 'three-orbitcontrols' import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader' import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js' import { FBXLoader } from 'three/examples/jsm/loaders/FBXLoader.js'

基本使用 

1.创建场景 

this.scene = new THREE.Scene();

2.相机 

this.camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000); // 设置摄像机位置,相机方向逆X轴方向,倾斜向下看 this.camera.position.set(360, 360, 360); // 指向场景中心 this.camera.lookAt(this.scene.position);

3. 渲染器

this.renderer = new THREE.WebGLRenderer({ antialias: true }); // 设置环境 this.renderer.setClearColor(new THREE.Color("#f1f9fb")); // 设置场景大小 this.renderer.setSize(window.innerWidth / window.innerHeight); // 渲染器开启阴影效果 this.renderer.shadowMap.enabled = true;

4.创建纹理加载器 

this.textureLoader = new THREE.TextureLoader();

5.创建组合对象 

加载外部模型的时候,基本上都是一个组合对象,因为外部模型都是比较大的,把零散的模型组合到一块便于操作,可以使用THREE.Group来操作一组对象,包括旋转,缩放,移动等,里面的子对象都会受到影响。THREE.Group继承自THREE.Object3D对象,并且和THREE.Object3D对象没有任何区别,仅仅是名字上的差异

this.groupBox = new THREE.Group();

6.添加坐标轴,辅助判断位置 

let axes = new THREE.AxesHelper(1000); this.scene.add(axes);

7.点光源 

// 点光源 let point = new THREE.PointLight(0xffffff); point.position.set(500, 300, 400); // 点光源位置 this.scene.add(point); // 点光源添加到场景中

8.环境光 

// 环境光 let ambient = new THREE.AmbientLight(0x999999); this.scene.add(ambient);

9.性能监测 

//创建性能监测 this.stats = new Stats() this.stats.showPanel(0) // 0: fps, 1: ms, 2: mb, 3+: custom this.stats.domElement.style.position = 'absolute'; //绝对坐标 this.stats.domElement.style.left = '0px';// (0,0)px,左上角 this.stats.domElement.style.top = '0px'; $('#stats').appendChild(this.stats.domElement)

10.相机控件 

//创建相机控件 this.control = new OrbitControls(this.camera, this.renderer.domElement) this.control.enableDamping = true // 动态阻尼系数 就是鼠标拖拽旋转灵敏度,阻尼越小越灵敏 this.control.dampingFactor = 0.5; // 是否可以缩放 this.control.enableZoom = true; // 是否自动旋转 this.control.autoRotate = false; // 设置相机距离原点的最近距离 this.control.minDistance = 20; // 设置相机距离原点的最远距离 this.control.maxDistance = 1000; // 是否开启右键拖拽 this.control.enablePan = true; // 上下翻转的最大角度 this.control.maxPolarAngle = 1.5; // 上下翻转的最小角度 this.control.minPolarAngle = 0.0; // 是否可以旋转 this.enableRotate = true;

11.渲染canvas到容器 

$('#container').appendChild(this.renderer.domElement);

12.加载glb、gltf模型 

loadGlbModel() { const loader = new GLTFLoader() // const dracoLoader = new DRACOLoader() // dracoLoader.setDecoderPath('/draco/') // dracoLoader.preload() // loader.setDRACOLoader(dracoLoader) loader.load(`${this.publicPath}model/12OJJ6MOWT722N61Z5N92KA9C.glb`, (gltf) => { console.log(gltf, 'gltf----->>>') gltf.scene.scale.set(100,100,100) // 设置模型大小缩放 gltf.scene.position.set(0,0,0) let axis = new THREE.Vector3(0,1,0);//向量axis gltf.scene.rotateOnAxis(axis,Math.PI/2); //绕axis轴逆旋转π/16 gltf.scene.rotateOnAxis(axis,Math.PI/-20); gltf.scene.rotateOnAxis(axis,Math.PI/50); // gltf.rotateY(Math.PI / 2); // this.groupBox.add(gltf); this.scene.add(gltf.scene) }, (xhr) => { console.log((xhr.loaded / xhr.total) * 100 + '% loaded') }, (error) => { console.error(error) }) },

13.加载FBX模型 

// 加载 FBX 模型 loadFbxModel() { const loader = new FBXLoader(); loader.load(`${this.publicPath}model/glbxz.com6031.FBX`, object => {//加载路径fbx文件 console.log(object, 'object----->>>') object.traverse( child => { if ( child.isMesh ){ child.castShadow = true; child.receiveShadow = true; } }); this.scene.add(object);//模型 }) },

14.加载json模型 

//加载 JSON格式 模型 loadJsonModel() { //设置相机位置 this.camera.position.z = 130 this.camera.position.y = 80 const loader = new THREE.ObjectLoader() loader.load(`${this.publicPath}model/xxxx.json`, json => { //处理加载模型为黑色问题 json.traverse(child => { if (child.isMesh) { child.material.emissive = child.material.color child.material.emissiveMap = child.material.map } }) this.scene.add(group) }, xhr => { // called while loading is progressing console.log(`${( xhr.loaded / xhr.total * 100 )}% loaded`); }, error => { // called when loading has errors console.error('An error happened', error); }) },

15.创建材质 

// 创建材质 createMaterial() { // 创建三维用到的材质 /** * * MeshBasicMaterial: 网格基础材质 * MeshDepthMaterial: 网格深度材质 * MeshNormalMaterial: 网格法向材质 * MeshLambertMaterial: 网格Lambert 材质 * MeshPhongMaterial: 网格 Phong式材质 * MeshStandardMaterial: 网格标准材质 * MeshPhysicalMaterial: 网格物理材质 * MeshToonMaterial: 网格卡通材质 * ShadowMaterial: 阴影材质 * ShaderMaterial: 着色器材质 * LineBasicMaterial: 直线基础材质 * LineDashMaterial: 虚线材质 */ // 外墙 let wallMaterial = new THREE.MeshLambertMaterial({ color: 0x00ffff }); let wallGeo = new THREE.BoxGeometry(439 + 2 + 2, 120, 376.5 + 2 + 2); // 创建几何体 let wallMesh = new THREE.Mesh(wallGeo, wallMaterial); wallMesh.position.set(0, 60, 0); //(0, 60, -14.95); this.scene.add(wallMesh) // 添加结果到场景中 // 内墙 let wallInnerMaterial = new THREE.MeshLambertMaterial({ color: 0x2d1bff, }); let wallInnerGeo = new THREE.BoxGeometry(439, 120, 376.5); //(270, 120, 390); let wallInnerMesh = new THREE.Mesh(wallInnerGeo, wallInnerMaterial); wallInnerMesh.position.set(0, 60, 0); //(0, 60, -14.95); this.scene.add(wallInnerMesh) // 添加结果到场景中 // 门 let doorTexture = this.textureLoader.load( require("../../../../assets/img/1.png") // 暂时注掉 ); let boxTextureMaterial = new THREE.MeshStandardMaterial({ map: doorTexture, metalness: 0.2, roughness: 0.07, side: THREE.DoubleSide, }); //let doorInnerMaterial = new THREE.MeshLambertMaterial({color: 0x2D1BFF}); let doorGeo = new THREE.BoxGeometry(2, 80, 74.5); let doorMesh = new THREE.Mesh(doorGeo, boxTextureMaterial); doorMesh.position.set(-220.5, 40, 0); this.scene.add(doorMesh); // 添加结果到场景中 /** * threeBSP - 引用还有问题 */ // //转BSP // let wallBSP = new ThreeBSP(wallMesh); // let wallInnerBSP = new ThreeBSP(wallInnerMesh); // let doorBSP = new ThreeBSP(doorMesh); // // let window1BSP = new ThreeBSP(this.createWindowRight()); // //let window2BSP = new ThreeBSP(this.createWindowRight());// createWindowLeft // let wallResultBSP = wallBSP.subtract(wallInnerBSP); // wallResultBSP = wallResultBSP.subtract(doorBSP); // // wallResultBSP = wallResultBSP.subtract(window1BSP); // //wallResultBSP = wallResultBSP.subtract(window2BSP); // let wallResultMesh = wallResultBSP.toMesh(); // //转换后的Mesh配置属性 // let wallTexture = this.textureLoader.load(require("../../../../assets/img/3.jpg")); // 暂时注掉 // let wallTextureMaterial = new THREE.MeshStandardMaterial({ // map: wallTexture, // metalness: 0.2, // roughness: 0.07, // side: THREE.DoubleSide, // }); // let wallInnerTexture = this.textureLoader.load( // require("../../../../assets/img/6.jpg") // 暂时注掉 // ); // let wallInnerTextureMaterial = new THREE.MeshStandardMaterial({ // map: wallInnerTexture, // metalness: 0.2, // roughness: 0.07, // side: THREE.DoubleSide, // }); // let wallResultMeshMaterial = []; // wallResultMeshMaterial.push(wallTextureMaterial); // wallResultMeshMaterial.push(wallInnerTextureMaterial); // //wallResultMeshMaterial.push(boxTextureMaterial); // wallResultMesh.material = wallResultMeshMaterial; // // console.log(wallResultMesh.geometry.faces, 112233); // wallResultMesh.geometry.faces.forEach((item, i) => { // if (i < 160) { // item.materialIndex = 0; // } else { // item.materialIndex = 1; // } // }); // wallResultMesh.geometry.computeFaceNormals(); // wallResultMesh.geometry.computeVertexNormals(); // //添加结果到场景中 // this.scene.add(wallResultMesh); },

16.进行渲染 

render() { let animate = () => { //循环调用函数 this.clearAnim = requestAnimationFrame(animate) //更新相机控件 this.control.update() // 更新性能插件 this.stats.update() //渲染界面 this.renderer.render(this.scene, this.camera) } animate() }

17.为模型绑定事件 

这里以点击事件为例 

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