vue使用threeJs导入obj模型并实现添加标注
作者:看点博客
这篇文章主要介绍了vue使用threeJs导入obj模型并实现添加标注方式,具有很好的参考价值,希望对大家有所帮助,如有错误或未考虑完全的地方,望不吝赐教
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脚本之家。