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();
}
}