前言
案例太多了,考虑了一下,实际项目中有可能用的情况一般就是加载模型,然后对模型进行一些操作。因此打算好好看一下关于模型加载的案例,其他案例就不看了。
模型加载并改变材质
<script lang="ts" setup>
import { onMounted } from 'vue';
// threejs
import * as THREE from 'three';
// 引入轨道控制器
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';
// 模型加载器,用于加载3D Studio Max软件中的3DS和MAX文件格式
import { TDSLoader } from 'three/examples/jsm/loaders/TDSLoader';onMounted(() => {console.log(document.getElementById('test'));// 创建一个场景const scene = new THREE.Scene();scene.background = new THREE.Color(0xfff);// 创建一个相机const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 100);// 设置相机的位置camera.position.z = 5;// 将相机添加到场景中scene.add(camera);// 添加直线光,并设置光源位置const light1 = new THREE.DirectionalLight(0xffeedd);light1.position.set(0, 0, 2);scene.add(light1);const light2 = new THREE.DirectionalLight(0xffeedd);light2.position.set(0, 0, -2);scene.add(light2);// 创建一个渲染器const renderer = new THREE.WebGLRenderer({antialias: true // 设置抗锯齿});// 设置渲染尺寸renderer.setSize(window.innerWidth, window.innerHeight);// 设置渲染的输出编码renderer.outputEncoding = THREE.sRGBEncoding;// 将内容渲染到页面中document.getElementById('test')?.appendChild(renderer.domElement);// 创建轨道控制器const control = new OrbitControls(camera, renderer.domElement);control.target.set(0, 0, 0);// 设置阻尼control.enableDamping = true;// 加载纹理const normal = new THREE.TextureLoader().load('../../../../public/normal.jpg');// 加载模型const loader = new TDSLoader();loader.load('../../../../public/portalgun.3ds', object => {// 遍历对象,给物体添加贴图object.traverse(child => {// 如果是物体,则修改物体的材质if (child.isMesh) {child.material = new THREE.MeshPhongMaterial({color: 0xfff,reflectivity: 0.7,refractionRatio: 0.9,envMap: normal});}});scene.add(object);});// 创建渲染函数const render = () => {control.update();renderer.render(scene, camera);// 通过动画帧来执行函数requestAnimationFrame(render);};render();
});</script>
这里最重要的知识应该就是遍历模型,来修改模型的材质。
模型加载产生投影
<script setup lang="ts">
import { onMounted } from 'vue';
import * as THREE from 'three';// 导入轨道控制器,模块化开发导入的是jsm不是js
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';
import { ThreeMFLoader } from 'three/examples/jsm//loaders/3MFLoader';onMounted(() => {// 创建一个场景const scene = new THREE.Scene();// 设置背景scene.background = new THREE.Color(0x999999);// 创建相机const camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 500);// 添加环境光scene.add(new THREE.AmbientLight(0x999999));// 设置相机位置和向上的方向camera.up.set(0, 0, 1);camera.position.set(100, 9, 50);scene.add(camera);// 添加平行光const directionalLight = new THREE.DirectionalLight(0xffffff, 1);// 设置光线的位置,设置光照产生阴影directionalLight.position.set(60, 10, 60);directionalLight.castShadow = true;// 设置了阴影贴图(二维的)的上下左右边界的坐标,x轴正方向代表右,y轴正方向代表上directionalLight.shadow.camera.top = 70;directionalLight.shadow.camera.bottom = -55;directionalLight.shadow.camera.left = -50;directionalLight.shadow.camera.right = 10;// 设置阴影的最近最远观察激励directionalLight.shadow.camera.near = 0.1;directionalLight.shadow.camera.far = 200;// 值越大越清晰directionalLight.shadow.mapSize.set(1024, 1024);scene.add(directionalLight);// 添加一个小球,来显示光照的位置const ball = new THREE.Mesh(new THREE.SphereGeometry(2, 32, 32),new THREE.MeshBasicMaterial({ color: 0xfff }));ball.position.set(60, 10, 60);scene.add(ball);// 添加坐标轴辅助器const axesHelper = new THREE.AxesHelper(100);scene.add(axesHelper);// 添加平面const ground = new THREE.Mesh(new THREE.PlaneGeometry(1000, 1000), new THREE.MeshPhongMaterial());ground.receiveShadow = true;scene.add(ground);// 加载模型const loader = new ThreeMFLoader();loader.load('../../../../public/truck.3mf', object => {// 设置模型的位置object.position.set(0, 0, -10);object.traverse(child => {child.castShadow = true;});scene.add(object);});// 创建渲染器、设置像素比、渲染尺寸const renderer = new THREE.WebGLRenderer({ antialias: true });renderer.setPixelRatio(window.devicePixelRatio);renderer.setSize(window.innerWidth, window.innerHeight);// 开启场景阴影渲染renderer.shadowMap.enabled = true;document.getElementById('container')?.appendChild(renderer.domElement);// 添加控制器const controls = new OrbitControls(camera, renderer.domElement);controls.target.set(0, 1.2, 2);controls.update();// 渲染函数const render = () => {renderer.render(scene, camera);requestAnimationFrame(render);controls.update();};render();
});
</script>
关于阴影加载的部分挺复杂的需要满足以下条件:
- 添加的光源能够使物体产生投影
- 物体本身能够产生投影
- 地面能够接收物体产生的投影
- 渲染器要开启场景的阴影渲染
满足了以上条件起始还不一定能够看见阴影,还与光源的位置有关,阴影的设置有关、相机的位置有关
- 可以通过添加辅助坐标系(红色的x轴、绿色的y轴、蓝色的z轴)、添加一个小球来模拟光源的位置。通过不断的调整位置来产生一个合适的阴影
- 要对阴影进行相关的设置,设置大小,清晰度
- 可以添加一个小球来模拟相机,来调整相机的位置
执行模型本身的动画
<script setup lang="ts">
import { onMounted } from 'vue';
import * as THREE from 'three';
// 引入轨道
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';
// 引入模型加载器
import { FBXLoader } from 'three/examples/jsm/loaders/FBXLoader';onMounted(() => {const clock = new THREE.Clock();// 动画混合器对象let mixer;// 创建一个场景const scene = new THREE.Scene();// 设置背景scene.background = new THREE.Color(0xa0a0a0);// 添加雾气scene.fog = new THREE.Fog(0xa0a0a0, 200, 1000);// 创建相机const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 2000);camera.position.set(100, 200, 300);scene.add(camera);// 添加渐变光const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444);hemiLight.position.set(0, 200, 0);scene.add(hemiLight);// 添加平行光、设置阴影const dirLight = new THREE.DirectionalLight(0xffffff);dirLight.position.set(0, 200, 100);dirLight.castShadow = true;dirLight.shadow.camera.top = 180;dirLight.shadow.camera.bottom = -100;dirLight.shadow.camera.left = -120;dirLight.shadow.camera.right = 120;scene.add(dirLight);// 添加平面是为了提供一个地面,让其他物体可以在其上运动和投射阴影。// 添加网格辅助对象是为了在场景中提供一个可视化的参考网格,方便调整其他物体的位置和大小。// 设置网格的透明度是为了让其不会完全遮挡其他物体,同时又能提供足够的参考信息。// 添加一个平面const mesh = new THREE.Mesh(new THREE.PlaneGeometry(2000, 2000), new THREE.MeshPhongMaterial({ color: 0x999999, depthWrite: false }));mesh.rotation.x = -Math.PI / 2;mesh.receiveShadow = true;scene.add(mesh);// 添加一个网格辅助对象const grid = new THREE.GridHelper(2000, 20, 0x000, 0x000);// 开启透明,才能设置透明度grid.material.transparent = true;grid.material.opacity = 0.2;scene.add(grid);// 加载模型const loader = new FBXLoader();loader.load('../../../../public/SambaDancing.fbx', object => {console.log('对象', object);mixer = new THREE.AnimationMixer(object);// 创建一个动画剪辑action,使用mixer.clipAction方法,传入模型对象的第一个动画const action = mixer.clipAction(object.animations[0]);// 播放动画action.play();// 开启阴影效果object.traverse(child => {if (child.isMesh) {child.castShadow = true;child.receiveShadow = true;}});scene.add(object);animate();});// 创建渲染器,设置抗锯齿const renderer = new THREE.WebGLRenderer({ antialias: true });// 设置像素比renderer.setPixelRatio(window.devicePixelRatio);// 渲染尺寸renderer.setSize(window.innerWidth, window.innerHeight);// 开启阴影渲染renderer.shadowMap.enabled = true;// 将内容添加到dom中document.getElementById('container')?.appendChild(renderer.domElement);// 添加轨道const controls = new OrbitControls(camera, renderer.domElement);// 设置轨道的目标位置,用于控制相机绕着场景的中心点旋转的方法controls.target.set(0, 100, 0);controls.update();// 监听容器的变化window.addEventListener('resize', () => {// 更新相机的视锥体camera.aspect = window.innerWidth / window.innerHeight;camera.updateProjectionMatrix();// 更新渲染大小renderer.setSize(window.innerWidth, window.innerHeight);});// 渲染方法const animate = () => {requestAnimationFrame(animate);// 获取时间差(delta)以便于在动画播放时进行帧率控制const delta = clock.getDelta();if (mixer) {mixer.update(delta);}renderer.render(scene, camera);};
});
这里有个点要注意:动画是根据时间差来进行播放的,因此const clock = new THREE.Clock();
不要放在动画执行函数里