效果图
1.安装threejs
npm install three
2.安装轨道控件插件
npm install three-orbit-controls
3.安装加载.obj和.mtl文件的插件
npm i --save three-obj-mtl-loader
页面引用:
import * as three from "three"; //引入three.js import { mtlloader } from "three-obj-mtl-loader"; //引入加载外部模型 import { objloader } from "../../public/objjs/objloader.js"; //引入加载外部模型 // const orbitcontrols = require("three-orbit-controls")(three); //引入控制器 import { orbitcontrols } from 'three/examples/jsm/controls/orbitcontrols.js' import { css2dobject, css2drenderer } from 'three/examples/jsm/renderers/css2drenderer';
在外部创建变量:
场景 模型 相机 渲染 控制器 标签 let scene, scale, camera, renderer, controls, labelrenderer;
data中:
data () { return { mesh: null, events: { raycaster: new three.raycaster(), pickedobject: null, pickedobjectsavedcolor: 0, pickposition: new three.vector2(),//创建二维平面 }, } },
导入模型,在场景中加载
loadmtl () { let that = this; let mtlloader = new mtlloader(); let objloader = new objloader(); mtlloader.load('/file.mtl', function (materials) { materials.preload(); objloader.setmaterials(materials); objloader.load('/file.obj', function (obj) { obj.position.set(0, -5, 0);//模型摆放的位置 obj.scale.set(0.002, 0.002, 0.002);//模型放大或缩小,有的时候看不到模型,考虑是不是模型太小或太大。 scene.add(obj);//将模型加入场景中 function (xhr) { // console.log((xhr.loaded / xhr.total) * 100 + "% loaded"); }, // called when loading has errors function (error) { console.log(error) console.log("an error happened"); }); }); },
创建场景
initscene () { scene = new three.scene(); // var axeshelper = new three.axeshelper(250); // 建立xyz坐标轴,红色代表 x 轴. 绿色代表 y 轴. 蓝色代表 z 轴.长度15 // scene.add(axeshelper); // 改变外壳颜色 var ambientlight = new three.ambientlight(0xaf8e00); // 环境光 scene.add(ambientlight); let directionallight = new three.directionallight(0xdfebff, 0.45); // 平行光 scene.add(directionallight); },
初始化相机
initcamera () { camera = new three.perspectivecamera( 75, window.innerwidth / window.innerheight, 0.1, 1000 ); camera.position.set(20, 20, 20); // 调整相机方位 camera.lookat(new three.vector3(0, 0, 0)); // 让相机指向原点 const pointlight = new three.pointlight(0xffffff, 1, 100); pointlight.position.set(0, 0, 20100); scene.add(pointlight); scene.add(camera); },
初始化加载器
initrenderer () { renderer = new three.webglrenderer(); let container = document.getelementbyid("container"); let width = document.getelementbyid('container').clientwidth; let height = document.getelementbyid('container').clientheight; renderer.setsize(window.innerwidth, window.innerheight); renderer.setclearcolor(0x8b8b8b, 1.0); // 背景光 container.appendchild(renderer.domelement); renderer.setpixelratio(window.devicepixelratio); // 初始化标签 labelrenderer = new css2drenderer(); labelrenderer.setsize(window.innerwidth, window.innerheight); labelrenderer.domelement.style.position = "absolute"; labelrenderer.domelement.style.top = 0; labelrenderer.domelement.style.pointerevents = 'none'; labelrenderer.domelement.classname = "alllabel" container.appendchild(labelrenderer.domelement); }, // 鼠标点击创建标签 clickevents () { window.addeventlistener('click', this.clickpickposition); }, // 当前鼠标点击坐标 clickpickposition (e) { this.events.pickposition.x = e.clientx / renderer.domelement.clientwidth * 2 - 1; this.events.pickposition.y = -(e.clienty / renderer.domelement.clientheight * 2) + 1; this.pickevents(this.events.pickposition, scene, camera, obj => { obj.userdata.checked = !obj.userdata.checked; if (!obj.userdata.checked) { obj.material.emissive.sethex(this.events.pickedobjectsavedcolor) } else { obj.material.emissive.sethex(0xffff00) } }) }, // 创建点击事件(默认是离摄像头最近的相交) pickevents (normalizedposition, scene, camera, callback) { // 如果存在拾取的对象,则恢复颜色 if (this.events.pickedobject) { this.events.pickedobject.material.emissive.sethex(this.events.pickedobjectsavedcolor); this.events.pickedobject = undefined; } // 沿着摄像头的方向投射射线 this.events.raycaster.setfromcamera(normalizedposition, camera) // 获取与射线光线相交的对象列表 const intersectedobjects = this.events.raycaster.intersectobjects(scene.children); if (intersectedobjects.length) { // // 获取与射线光纤相交的第一个对象。也是最近的一个 this.events.pickedobject = intersectedobjects[0].object; // // 保存当前对象的颜色 this.events.pickedobjectsavedcolor = this.events.pickedobject.material.emissive.gethex(); // // 将其发射颜色设置为闪烁的红色/黄色 this.events.pickedobject.material.emissive.sethex(0xffff00) // 点击设置标签 // intersectedobjects[0].point.y *= 1.08; // intersectedobjects[0].point.x *= -1.08; console.log(intersectedobjects[0].point) let pointlabeldom = this.createlableobj(intersectedobjects[0].object.name, intersectedobjects[0].point) scene.add(pointlabeldom);//将模型加入场景中 if (callback) { callback(this.events.pickedobject) } } }, //创建标签方法 createlableobj (text, vector) { let laberdiv = document.createelement('div');//创建div容器 laberdiv.classname = 'laber_name'; // laberdiv.textcontent = text; laberdiv.innerhtml = ` <div class='label_count'> ${text} </div> ` // 给标签设置坐标位置 let pointlabel = new css2dobject(laberdiv); pointlabel.position.set(vector.x, vector.y, vector.z); return pointlabel; }
集成在init中调用
init () { this.initscene(); this.initcamera(); this.initrenderer(); this.initorbitcontrols() //调用点击事件 this.clickevents() },
刷新动画
animate () { // requestanimationframe 应运而生,它采用的是系统时间间隔(约16.7ms),保持最佳绘制效果与效率, // 使各种网页动画有一个统一的刷新机制,从而节省系统资源,提高系统性能。 requestanimationframe(this.animate); // controls.update(); renderer.render(scene, camera); labelrenderer.render(scene, camera) },
在mounted中调用,
mounted () { this.$nexttick(() => { this.init(); this.loadmtl() this.animate(); } }
总结
以上为个人经验,希望能给大家一个参考,也希望大家多多支持代码网。
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