Vue集成three.js
会说法语的猪 人气:0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
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