uniapp 3D模型加載

注意: 需要引入three.js,只支持Gbl文件的模型

<!-- #ifdef APP-PLUS || H5 -->

????<view class="threeViewBox">

????????<view id="threeView" :prop="isGlbUrl" :change:prop="three.updateIsGlbUrl"></view>

????</view>

<!-- #endif -->

使用到renderjs,因為app不支持docment的操作

<script module="three" lang="renderjs">

????import * as THREE from "three";// OrbitControls 是對 Threejs 的三維場景進行縮放、平移、旋轉(zhuǎn)操作

????import {OrbitControls} from "three/examples/jsm/controls/OrbitControls.js";// 導(dǎo)入 glb 格式模型,若要導(dǎo)入其他格式模型,可嘗試在 loaders 目錄下加載其他文件

????import {GLTFLoader} from "three/examples/jsm/loaders/GLTFLoader.js";

????var renderer;

????var scene;

????var camera;

????var controls;

????var mixer = null;

????var clock = null;

????export default {

????????name: "ThreeContainer",

????????????data() {

????????????????????return {

????????????????????????????glbUrl: '',

????????????????????????schedule: false,}

????????????},

????????mounted() {

????????????????setTimeout(() => {

????????????????????this.updateIsGlbUrl()

? ? ? ? ? ? ? ? ?}, 0);

????????????????this.initThree(); //加載場景this.leadModel(); //導(dǎo)入模型

????????????????this.createControls(); //控制模型的縮放、平移、旋轉(zhuǎn)操作

????????},

????methods: {

????????updateIsGlbUrl(newValue, oldValue) {

????????????if (newValue) {

????????????????this.glbUrl = newValue

????????????}

????????},

????????createControls() {

??????????? controls = new OrbitControls(camera, renderer.domElement)

????????},

// 導(dǎo)入模型

leadModel() {

let self = this // let {original} = JSON.parse(localStorage.getItem('collectionDetailData'))

// 導(dǎo)入本地或者服務(wù)器上的模型都可以

loader.load(this.glbUrl, function(gltf) {

????if (gltf.animations.length > 0) {

????????mixer = new THREE.AnimationMixer(gltf.scene);

????????let AnimationAction = mixer.clipAction(gltf.animations[0]);

????????scene.add(gltf.scene);

????????AnimationAction.play();

????}

????gltf.scene.traverse(function(child) {

????????if (child.isMesh) {

????????????child.material.emissive = child.material.color; child.material.emissiveMap = child.material.map;

????}

});

????scene.add(gltf.scene);

},

function(params) {

????this.schedule = Math.floor(params.loaded / params.total * 100);

});

},

initThree() {

????const element = document.getElementById('threeView') /* 創(chuàng)建場景對象Scene */

????scene = new THREE.Scene(); // 環(huán)境光0x404040

????var ambient = new THREE.AmbientLight(0xffffff, -0.4);

????scene.add(ambient); // // 平行光# 35434d

????const directionalLight = new THREE.DirectionalLight(0xffffff, 0.1);

????scene.add(directionalLight); //點光

????const light = new THREE.PointLight(0xffffff, 0.1);

????light.position.set(50, 100, 0);

????scene.add(light); //相機設(shè)置

????// var width = element.clientWidth; // 窗口寬度

????// var height = element.clientHeight;

????// 高度 var width = 414; // 窗口寬度

????var height = 370; // 高度

????var k = width / height; // 窗口寬高比

????var s = 1000; // 三維場景顯示范圍控制系數(shù),系數(shù)越大,顯示的范圍越大 // 創(chuàng)建相機對象(正射投影)

????camera = new THREE.PerspectiveCamera(45, k, 1, 1000);

????camera.position.set(0, 0, 40); //設(shè)置相機的擺放位置

????camera.lookAt(new THREE.Vector3(0, 0, 0)); // 控制相機的焦點(鏡頭)位置,決定相機的朝向(取值為3維坐標(biāo)對象-????THREE.Vector3(x,y,z))

????/* 創(chuàng)建渲染器對象 */

????renderer = new THREE.WebGLRenderer({

????antialias: true,

???????alpha: true, //設(shè)置透明,為true時,背景顏色需要注釋掉 precision: "highp",

????});

????renderer.outputEncoding = THREE.sRGBEncoding; renderer.setSize(width, height); // 設(shè)置渲染區(qū)域尺? ?

????// renderer.setClearColor("#F2F2F4", 1); // 設(shè)置背景顏色

? ? ? element.appendChild(renderer.domElement); // body元素中插入canvas對象 // 執(zhí)行渲染操作,指定場景,相機作為參數(shù)

????renderer.render(scene, camera);

????clock = new THREE.Clock(); this.render(); },

????// 動畫

????render() {

????????let that = this;

????????if (mixer !== null) {

????????????mixer.update(clock.getDelta());

????????}

????????requestAnimationFrame(function() {

????????that.render();

????????});

????????renderer.render(scene, camera); //執(zhí)行渲染操作 }, } }

</script>




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