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uniapp 使用 tree.js 解决模型加载不出来的问题及解决方法

2025年02月13日 Javascript 我要评论
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

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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