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
ThreeJS在线开发
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 *** 作,可以使用THREE.Group来 *** 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
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
this.renderer.domElement.addEventListener('click', this.modelMouseClick, false)
// 模型的点击事件
modelMouseClick( event ) {
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
// 将鼠标位置归一化为设备坐标。x 和 y 方向的取值范围是 (-1 to +1)
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera(mouse, this.camera);
const intersects = raycaster.intersectObjects(this.scene.children);
// 根据它来判断点击的什么,length为0即没有点击到模型
console.log(intersects, 'intersects----->>>')
}
完整代码
效果
最后再补充一下,有个threeBSP,,到现在还没知道怎么去引用,搞这个东西才两天,很多还需要慢慢摸索 ,好像这个threBSP不支持npm装,而且必须要引在THREE后面。。。慢慢再搞
这个是threeBSP在线的包,如果向上面例子按需引入THREE,那应该怎么去引这个包呢,,
不断学习中。。。
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