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
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
<template> <div id="import-template"> <!-- 放性能监测的容器 --> <div id="stats"></div> <!-- 3D模型容器 --> <div id="container"></div> </div> </template> <script> // import '@/utils/ThreeBSP.js' // 不可以这么引 import * as THREE from 'three' import * as Stats from 'stats.js' // import * as dat from 'dat.gui' 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' const $ = name => document.querySelector(name) export default { data() { return { scene: null, // 场景 camera: null, // 照相机 renderer: null, // 渲染器 mesh: null, // 网格 textureLoader: null, // 纹理加载器 mixer: null, groupBox: null, stats: null, // 性能监测 control: null, // 相机控件 publicPath: process.env.BASE_URL, clearAnim: null, clock: null } }, created() { // this.init() }, mounted() { this.init() }, destroyed() { cancelAnimationFrame(this.clearAnim) // 清除requestAnimationFrame this.renderer.domElement.removeEventListener('click', this.modelMouseClick, false) this.scene = null, // 场景 this.camera = null, // 照相机 this.renderer = null, // 渲染器 this.mesh = null, // 网格 this.textureLoader = null, // 纹理加载器 this.mixer = null, this.groupBox = null, this.stats = null, // 性能监测 this.control = null, // 相机控件 this.publicPath = process.env.BASE_URL, this.clock = null }, methods: { //初始化 init() { // 场景 this.scene = new THREE.Scene(); // 1.2 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); //this.camera.position.set(-20, 40 ,30) // 指向场景中心 this.camera.lookAt(this.scene.position); // 1.3 渲染器 this.renderer = new THREE.WebGLRenderer({ antialias: true }); // 创建纹理加载器 this.textureLoader = new THREE.TextureLoader(); // 创建一个组合对象 this.groupBox = new THREE.Group(); // 添加坐标轴,辅助判断位置 let axes = new THREE.AxesHelper(1000); this.scene.add(axes); // 设置环境 this.renderer.setClearColor(new THREE.Color("#f1f9fb")); // 设置场景大小 this.renderer.setSize( $('#container').getBoundingClientRect().width, $('#container').getBoundingClientRect().height ); // 渲染器开启阴影效果 this.renderer.shadowMap.enabled = true; // 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 // 环境光 let ambient = new THREE.AmbientLight(0x999999); this.scene.add(ambient); //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) // 渲染div到canvas $('#container').appendChild(this.renderer.domElement); //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; this.loadGlbModel(); // 加载 glb、gltf模型 // this.loadFbxModel() // 加载 FBX 模型 // this.loadJsonModel() // 加载 json 模型 // this.createMaterial() // 创建材质 // 最后进行渲染 this.render() }, // 最后的渲染 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() // 为模型绑定点击事件 this.renderer.domElement.addEventListener('click', this.modelMouseClick, false) }, // 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) // 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) // 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); /** * 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); }, // 加载 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) }) }, // 加载 FBX 模型 loadFbxModel() { const loader = new FBXLoader(); loader.load(`${this.publicPath}model/glbxz.com6031.FBX`, object => {//加载路径fbx文件 console.log(object, 'object----->>>') object.traverse( child => { if ( child.isMesh ){ child.castShadow = true; child.receiveShadow = true; } }); this.scene.add(object);//模型 }) }, //加载 JSON格式 模型 loadJsonModel() { //设置相机位置 this.camera.position.z = 130 this.camera.position.y = 80 const loader = new THREE.ObjectLoader() loader.load(`${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); }) }, // 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----->>>') } } } </script> <style scoped> #import-template { width: 100%; height: 100%; } #stats { width: 100%; height: 50px; position: relative; } #container { width: 100%; height: calc(100% - 50px); } </style>
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
<script src="https://johnson2heng.github.io/three.js-demo/lib/threebsp.js"></script>
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。。。
补充
接上面的问题,【已解决】ThreeBSP引入问题
见下篇博文three.js 利用uv和ThreeBSP制作一个快递柜功能
到此这篇关于Vue集成three.js,并加载glb、gltf、FBX、json模型的文章就介绍到这了,更多相关Vue集成three.js内容请搜索阿兔在线工具以前的文章或继续浏览下面的相关文章希望大家以后多多支持阿兔在线工具!