Vue集成three.js,并加载glb、gltf、FBX、json模型

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)
    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,-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(439,376.5); //(270,390);
  let wallInnerMesh = new THREE.Mesh(wallInnerGeo,wallInnerMaterial);
  wallInnerMesh.position.set(0,-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,// });
  // 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',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(50,1000);
      // 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);
      //this.camera.position.set(-20,30)
      // 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(500,400); // 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,3+: custom
      this.stats.domElement.style.position = 'absolute'; //绝对坐标  
      this.stats.domElement.style.left = '0px';// (0,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',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 + 2,376.5 + 2 + 2); // 创建几何体
      let wallMesh = new THREE.Mesh(wallGeo,wallMaterial);
      wallMesh.position.set(0,-14.95);
      this.scene.add(wallMesh)
      // 内墙
      let wallInnerMaterial = new THREE.MeshLambertMaterial({
        color: 0x2d1bff,});
      let wallInnerGeo = new THREE.BoxGeometry(439,390);
      let wallInnerMesh = new THREE.Mesh(wallInnerGeo,wallInnerMaterial);
      wallInnerMesh.position.set(0,-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,});
      //let doorInnerMaterial = new THREE.MeshLambertMaterial({color: 0x2D1BFF});
      let doorGeo = new THREE.BoxGeometry(2,74.5);
      let doorMesh = new THREE.Mesh(doorGeo,boxTextureMaterial);
      doorMesh.position.set(-220.5,0);
      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,// });
      // let wallInnerTexture = this.textureLoader.load(
      //   require("../../../../assets/img/6.jpg") // 暂时注掉
      // );
      // let wallInnerTextureMaterial = new THREE.MeshStandardMaterial({
      //   map: wallInnerTexture,// });
      // 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(`${this.publicPath}model/12OJJ6MOWT722N61Z5N92KA9C.glb`,(gltf) => {
        console.log(gltf,'gltf----->>>')
        gltf.scene.scale.set(100,100)  //  设置模型大小缩放
        gltf.scene.position.set(0,0)
        let axis = new THREE.Vector3(0,0);//向量axis
        gltf.scene.rotateOnAxis(axis,Math.PI/2);
        //绕axis轴逆旋转π/16
        gltf.scene.rotateOnAxis(axis,Math.PI/-20);
        gltf.scene.rotateOnAxis(axis,Math.PI/50);
        // gltf.rotateY(Math.PI / 2);
        // this.groupBox.add(gltf);
        this.scene.add(gltf.scene)
      },(xhr) => {
          console.log((xhr.loaded / xhr.total) * 100 + '% loaded')
      },(error) => {
          console.error(error)
      })
    },//  加载 FBX 模型
    loadFbxModel() {
      const loader = new FBXLoader();
      loader.load(`${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引入ThreeBSP 

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