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Vue3中如何使用Three.js详解(包括各种样例、常见场景、问题及解决方案)

作者:繁若华尘

Three.js是一个常见的需求,Three.js是一个用于在浏览器中创建和显示动画3D计算机图形的JavaScript库,这篇文章主要介绍了Vue3中如何使用Three.js的相关资料,包括各种样例、常见场景、问题及解决方案,需要的朋友可以参考下

在 Vue3 中使用 Three.js 开发 3D 应用时,需要特别注意 Vue 的响应式系统与 Three.js 的渲染机制的整合。以下是详细指南:

一、基础集成

1. 安装依赖

npm install three @types/three

2. 基础组件结构

<template>
  <div ref="container" class="canvas-container"></div>
</template>

<script setup>
import { ref, onMounted, onBeforeUnmount } from 'vue'
import * as THREE from 'three'

const container = ref(null)
let scene, camera, renderer, cube

onMounted(() => {
  // 初始化场景
  scene = new THREE.Scene()
  camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
  renderer = new THREE.WebGLRenderer({ antialias: true })
  
  // 设置渲染器
  renderer.setSize(container.value.clientWidth, container.value.clientHeight)
  renderer.setPixelRatio(window.devicePixelRatio)
  container.value.appendChild(renderer.domElement)

  // 创建立方体
  const geometry = new THREE.BoxGeometry()
  const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 })
  cube = new THREE.Mesh(geometry, material)
  scene.add(cube)

  camera.position.z = 5

  // 动画循环
  animate()
})

const animate = () => {
  requestAnimationFrame(animate)
  cube.rotation.x += 0.01
  cube.rotation.y += 0.01
  renderer.render(scene, camera)
}

onBeforeUnmount(() => {
  // 清理资源
  scene.remove(cube)
  geometry.dispose()
  material.dispose()
  renderer.dispose()
  container.value.removeChild(renderer.domElement)
})
</script>

<style>
.canvas-container {
  width: 100%;
  height: 100vh;
}
</style>

二、进阶场景实现

1. 模型加载(使用 GLTF)

<script setup>
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'

// 在onMounted中加载模型
const loadModel = async () => {
  const loader = new GLTFLoader()
  try {
    const gltf = await loader.loadAsync('/models/robot.glb')
    scene.add(gltf.scene)
    // 设置模型位置和缩放
    gltf.scene.position.set(0, 0, 0)
    gltf.scene.scale.set(0.5, 0.5, 0.5)
  } catch (error) {
    console.error('模型加载失败:', error)
  }
}
</script>

2. 响应式窗口适配

const handleResize = () => {
  camera.aspect = container.value.clientWidth / container.value.clientHeight
  camera.updateProjectionMatrix()
  renderer.setSize(container.value.clientWidth, container.value.clientHeight)
}

onMounted(() => {
  window.addEventListener('resize', handleResize)
})

onBeforeUnmount(() => {
  window.removeEventListener('resize', handleResize)
})

三、常见问题解决方案

1. 内存泄漏问题

onBeforeUnmount(() => {
  // 递归清理对象
  const cleanScene = (object) => {
    if (object.geometry) object.geometry.dispose()
    if (object.material) {
      if (Array.isArray(object.material)) {
        object.material.forEach(m => m.dispose())
      } else {
        object.material.dispose()
      }
    }
    object.children.forEach(child => cleanScene(child))
  }
  cleanScene(scene)
  renderer.forceContextLoss()
})

2. 事件交互处理

const handleClick = (event) => {
  const mouse = new THREE.Vector2()
  const rect = container.value.getBoundingClientRect()
  
  mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1
  mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1

  const raycaster = new THREE.Raycaster()
  raycaster.setFromCamera(mouse, camera)
  
  const intersects = raycaster.intersectObjects(scene.children, true)
  if (intersects.length > 0) {
    console.log('点击对象:', intersects[0].object)
  }
}

onMounted(() => {
  container.value.addEventListener('click', handleClick)
})

四、性能优化策略

1. 对象池模式

const createObjectPool = (size, geometry, material) => {
  const pool = []
  for (let i = 0; i < size; i++) {
    const mesh = new THREE.Mesh(geometry, material)
    mesh.visible = false
    scene.add(mesh)
    pool.push(mesh)
  }
  return pool
}

2. 分帧加载

const loadHeavyScene = async () => {
  const totalItems = 1000
  const batchSize = 50
  
  for (let i = 0; i < totalItems; i += batchSize) {
    await new Promise(resolve => requestAnimationFrame(resolve))
    for (let j = 0; j < batchSize; j++) {
      addComplexObject()
    }
  }
}

五、最佳实践

1. 自定义 Three.js Hook

// useThree.js
export function useThree(container) {
  const initThree = () => {
    const scene = new THREE.Scene()
    const camera = new THREE.PerspectiveCamera(...)
    const renderer = new THREE.WebGLRenderer(...)
    
    return { scene, camera, renderer }
  }

  const loadGLTF = async (path) => {
    // 加载逻辑
  }

  return { initThree, loadGLTF }
}

2. 组件化开发

<!-- ThreeObject.vue -->
<template>
  <slot v-if="object3D" :object="object3D" />
</template>

<script setup>
import { onMounted, provide } from 'vue'

const props = defineProps({
  type: String,
  geometry: Object,
  material: Object
})

const object3D = ref(null)

onMounted(() => {
  switch(props.type) {
    case 'mesh':
      object3D.value = new THREE.Mesh(props.geometry, props.material)
      break;
    case 'light':
      object3D.value = new THREE.PointLight(0xffffff, 1)
      break;
  }
  provide('parentObject', object3D.value)
})
</script>

六、调试技巧

1. 使用 Three.js 调试器

import { GUI } from 'three/examples/jsm/libs/lil-gui.module.min'

const initGUI = () => {
  const gui = new GUI()
  const cubeFolder = gui.addFolder('Cube Control')
  cubeFolder.add(cube.rotation, 'x', 0, Math.PI * 2)
  cubeFolder.add(cube.material, 'wireframe')
}

2. 性能监控

import Stats from 'three/examples/jsm/libs/stats.module'

const initStats = () => {
  const stats = new Stats()
  stats.showPanel(0) // 0: fps, 1: ms, 2: mb
  document.body.appendChild(stats.dom)
  
  const updateStats = () => {
    stats.update()
    requestAnimationFrame(updateStats)
  }
  updateStats()
}

七、进阶应用示例

1. Shader 集成

const createShaderMaterial = () => {
  return new THREE.ShaderMaterial({
    uniforms: {
      time: { value: 0 }
    },
    vertexShader: `
      varying vec2 vUv;
      void main() {
        vUv = uv;
        gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
      }
    `,
    fragmentShader: `
      uniform float time;
      varying vec2 vUv;
      void main() {
        gl_FragColor = vec4(abs(sin(time)), vUv.x, vUv.y, 1.0);
      }
    `
  })
}

2. 物理引擎集成(使用 Cannon.js)

import * as CANNON from 'cannon'

const initPhysics = () => {
  const world = new CANNON.World()
  world.gravity.set(0, -9.82, 0)

  // 创建物理物体
  const sphereBody = new CANNON.Body({
    mass: 5,
    position: new CANNON.Vec3(0, 10, 0),
    shape: new CANNON.Sphere(1)
  })

  // 同步物理和图形
  const animate = () => {
    world.step(1/60)
    mesh.position.copy(sphereBody.position)
    mesh.quaternion.copy(sphereBody.quaternion)
  }
}

八、常见问题 Q&A

这些解决方案和最佳实践可以帮助您在 Vue3 项目中更高效地使用 Three.js,同时保持应用的性能和可维护性。

总结

到此这篇关于Vue3中如何使用Three.js的文章就介绍到这了,更多相关Vue3使用Three.js内容请搜索脚本之家以前的文章或继续浏览下面的相关文章希望大家以后多多支持脚本之家!

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