网上有很多uniapp使用tree.js的教程,但是我在使用测试中,发现tree.js的官方3d模型中有很多加载不出来,但是也没有报错,全网搜也没搜到方法,最后发现是缩放的问题,这里将代码贴出来,关键的方法是getfitscalevalue()这个方法
<template> <view id="app"> <canvas id="webgl" ref="webgl" canvas-id="webgl" type="webgl" :style="'width:'+mscenewidth+'px; height:'+msceneheight+'px;'"> </canvas> </view> </template> <script> import * as three from 'three' import { orbitcontrols } from 'three/examples/jsm/controls/orbitcontrols.js' import { gltfloader } from 'three/examples/jsm/loaders/gltfloader.js'; import { fbxloader } from 'three/examples/jsm/loaders/fbxloader.js'; import { dracoloader } from "three/examples/jsm/loaders/dracoloader.js"; import { objloader } from "three/examples/jsm/loaders/objloader.js"; export default { //soldier data() { return { mscenewidth: 0, // 手机屏幕宽度 msceneheight: 0, // 手机屏幕高度 canvas: null, worldfocus: null, // 世界焦点(模型放置,相机围绕的中心) renderer: null, mcanvasid: null, scene: null, mesh: null, camera: null, clock: null, renderanimframeid: null, // 渲染帧动画id controls: null, times: 0, changeflag: true, mixer: null, previoustime: 0, modelurl: "/static/soldier.glb" }; }, mounted() { // uni.createselectorquery().in(this).select('#webgl').fields({ // node: true // }).exec(res=> { // console.log(json.stringify(res)) // this.mcanvasid = res[0].node.id; // // 注册画布 // const mcanvas = three.global.registercanvas(this.mcanvasid, res[0].node); // // 开始初始化 // this.init(mcanvas); // }) }, // 页面加载时 onload(option) { // 获取手机屏幕宽高 this.mscenewidth = uni.getwindowinfo().windowwidth; this.msceneheight = uni.getwindowinfo().windowheight; // 设置世界中心 this.worldfocus = new three.vector3(0, 0, 0); }, // 页面加载完毕后 onready() { this.init() }, onshow() { }, onhide() { this.disposes() cancelanimationframe(this.animate()) }, methods: { // 在不需要时释放资源 disposes() { // 释放几何体 this.scene.traverse((object) => { if (object.geometry) { object.geometry.dispose(); } // 释放材质 if (object.material) { if (array.isarray(object.material)) { object.material.foreach(material => material.dispose()); } else { object.material.dispose(); } } }); // 释放渲染器 if (this.renderer) { this.renderer.dispose(); } // 清除场景 while (this.scene.children.length > 0) { this.scene.remove(this.scene.children[0]); } }, getfitscalevalue(scene) { let box=new three.boxgeometry(3,3,3) let mail=new three.meshbasicmaterial({color:0xff6600}) let mesh=new three.mesh(box,mail) var boxes = new three.box3().setfromobject( scene ); var maxdiameter = math.max((boxes.max.x - boxes.min.x), (boxes.max.y - boxes.min.y), (boxes.max.z - boxes.min.z)); //数值越大,模型越小 console.log(maxdiameter) return math.ceil(this.msceneheight / maxdiameter/4); }, init() { // 创建一个场景 this.scene = new three.scene() //三位坐标线 // const axeshelper = new three.axeshelper(5); // this.scene.add(axeshelper); //创建相机对象,45是相机的视角 , 宽高比是屏幕的宽高比 , 最近能看到0.1 , 最远能看到10000 // this.camera = new three.orthographiccamera(-s * k, s * k, s , -s, 1, 1000); // this.camera.position.set(0, 20, 300); const lod = new three.lod(); // 创建不同细节级别的几何体 const highdetailgeometry = new three.boxgeometry(1, 1, 1); const mediumdetailgeometry = new three.boxgeometry(0.5, 0.5, 0.5); const lowdetailgeometry = new three.boxgeometry(0.25, 0.25, 0.25); // 创建材质 const material = new three.meshbasicmaterial({ color: 0xff0000 }); // 创建不同细节级别的网格 const highdetailmesh = new three.mesh(highdetailgeometry, material); const mediumdetailmesh = new three.mesh(mediumdetailgeometry, material); const lowdetailmesh = new three.mesh(lowdetailgeometry, material); // 将不同细节级别的网格添加到lod对象中 lod.addlevel(highdetailmesh, 0); // 距离0 lod.addlevel(mediumdetailmesh, 5); // 距离5 lod.addlevel(lowdetailmesh, 10); // 距离10 this.scene.add(lod); this.camera = new three.perspectivecamera(75, this.mscenewidth / this.msceneheight, 0.1, 2000); //100,300 ,500 this.camera.position.set(0, 0, 5); //设置相机位置 //this.camera.position.set(100, -800, 500); this.scene.add(this.camera) this.camera.lookat(this.scene.position); //设置相机方向(指向的场景对象) // 执行一个渲染函数 this.rendererglr() /* 光源设置*/ this.pointlight() this.clock = new three.clock() //创建控件对象 this.change() //更新轨道控件 let filename = this.modelurl.lastindexof(".") let fileformat = this.modelurl.substring(filename + 1, this.modelurl.length).tolowercase() if (fileformat == 'fbx') { this.fbxloader() } else if (fileformat == 'glb') { this.gblloader() } else if (fileformat == 'obj') { this.objloader() } //this.renderer.render(this.scene, this.camera); }, pointlight() { let ambientlight = new three.ambientlight(0xffffff, 1); this.scene.add(ambientlight); const directional_light = new three.directionallight(0xffffff, 1); directional_light.position.set(0, 1, 0); directional_light.castshadow = true; this.scene.add(directional_light); let a = 1, b = 0.6, c = 10; let directionallight1 = new three.directionallight(0xffffff, b); directionallight1.position.set(-a, -a, a * c).normalize(); let directionallight2 = new three.directionallight(0xffffff, b); directionallight2.position.set(a, -a, -a * c).normalize(); let directionallight3 = new three.directionallight(0xffffff, b); directionallight3.position.set(-a, a, -a * c).normalize(); let directionallight4 = new three.directionallight(0xffffff, b); directionallight4.position.set(a, a, a * c).normalize(); this.scene.add(directionallight1); this.scene.add(directionallight2); this.scene.add(directionallight3); this.scene.add(directionallight4); }, //渲染函数 rendererglr() { this.$nexttick(() => { const element = document.getelementbyid('webgl') this.canvas = element this.renderer.setsize(element.clientwidth, element.clientheight); element.appendchild(this.renderer.domelement); }) this.renderer = new three.webglrenderer({ alpha: true, antialias: true, powerpreference: "high-performance", precision: "mediump" }); //alpha:true背景透明 this.renderer.setpixelratio(window.devicepixelratio * 2); this.renderer.tonemapping = three.acesfilmictonemapping; this.renderer.tonemappingexposure = 1.0; this.renderer.outputcolorspace = three.srgbcolorspace; this.renderer.shadowmap.enabled = true; this.renderer.shadowmap.type = three.pcfsoftshadowmap; }, //创建控件对象 change() { this.controls = new orbitcontrols(this.camera, this.renderer.domelement); this.controls.mindistance = 300 this.controls.maxdistance = 1000 this.controls.addeventlistener('change', () => { this.renderer.render(this.scene, this.camera); }); //监听鼠标、键盘事件 //禁止缩放 this.controls.enablezoom = this.changeflag //禁止旋转 this.controls.enablerotate = this.changeflag //禁止右键拖拽 this.controls.enablepan = this.changeflag }, //更新轨道控件 animate() { if (this.renderer) { // console.log(this.stats) // this.stats.update() let t = this.clock.getdelta() let rendert = 1 / 30 this.times = this.times + t if (this.times > rendert) { this.controls.update(); this.renderer.render(this.scene, this.camera); this.times = 0 } requestanimationframe(this.animate); if (!this.changeflag) { this.controls.autorotatespeed = 16 } this.controls.autorotate = false // 是否自动旋转 } //创建一个时钟对象 //this.clock = new three.clock() //this.scene.rotatey(0.01) //获得两帧的时间间隔 更新混合器相关的时间 if (this.mixer) { this.mixer.update(this.clock.getdelta()*100) } }, objloader() { let that = this const loader = new objloader(); uni.showloading({ title: "正在加载" }) // load a resource loader.load( // resource url that.modelurl, // called when resource is loaded function(object) { console.log(object) uni.hideloading() var scale = that.getfitscalevalue(object) console.log(scale) object.scale.set(scale, scale, scale); that.scene.add(object); settimeout(function() { //that.renderer.render(that.scene, that.camera); that.animate() }, 1000); }, // called when loading is in progress function(xhr) { console.log((xhr.loaded / xhr.total * 100) + '% loaded'); }, // called when loading has errors function(error) { console.log('an error happened'); } ); }, //导入fbx模型文件 fbxloader() { let that = this const loader = new fbxloader(); loader.load(this.modelurl, function(mesh) { that.scene.add(mesh); that.ownerinstance.callmethod('onload') }) }, //导入glb模型文件 gblloader() { uni.showloading({ title: "正在加载", }) let that = this const loader = new gltfloader(); const dracoloader = new dracoloader(); dracoloader.setdecoderpath("/static/draco/"); loader.setdracoloader(dracoloader); loader.load(that.modelurl, function(gltf) { uni.hideloading() //that.mesh = gltf.scene if (gltf.animations.length > 0) { that.mixer = new three.animationmixer(gltf.scene) const action = that.mixer.clipaction(gltf.animations[0]) // 让动画进入播放状态 action.play() } var scale = that.getfitscalevalue(gltf.scene) console.log(scale) gltf.scene.scale.set(scale, scale, scale); that.scene.add(gltf.scene); settimeout(function() { //that.renderer.render(that.scene, that.camera); that.animate() }, 1000); }, function(xhr) { console.log((xhr.loaded / xhr.total * 100) + '% loaded'); }, function(err) { console.log(err) }); }, // 触摸开始 // 触摸事件处理 ontouchstart(event) { const touch = event.touches[0]; const rect = this.canvas.getboundingclientrect(); const x = touch.clientx - rect.left; const y = touch.clienty - rect.top; // 在这里处理触摸开始事件 }, ontouchmove(event) { const touch = event.touches[0]; const rect = this.canvas.getboundingclientrect(); const x = touch.clientx - rect.left; const y = touch.clienty - rect.top; // 在这里处理触摸移动事件 }, ontouchend() { // 在这里处理触摸结束事件 } } } </script> <style lang="scss"> </style>
未调用缩放方法,就是空白,调用后:
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