three.js材质-法向量材质-MeshNormalMaterial介绍和使用(vue中使用three.js14)

法向量材质介绍和使用

1.法向量材质介绍

MeshNormalMaterial渲染出来的每一面颜色都稍有不同,即使在物体旋转时,这些颜色基本保持原来的位置,之所以这样,是因为每一个面的颜色是从该面向外指的法向量计算得到,法向量即与面垂直的向量,在 three.js 库中法向量有着广泛的应用。它可以用来决定光的反射方向,在三维物体上映射材质时起到辅助作用。还可以在计算光照、阴影时提供有用信息,从而为物体表面像素上色。

MeshNormalMaterial材质的属性也比较少,有如下几个属性可以设置

属性描述
wireframe是否显示线框
wireframeLinewidth线框的宽度
shading(移除)该属性用来设置着色方法,THREE.FlagShading表示平面着色,THREE.SmoothShading表示平滑着色
flatShading(替换shading)该属性用来设置着色方法,是否用平面着色器着色,true:表示平面着色,false:表示平滑着色

2.demo说明

在这里插入图片描述

如上图,该示例支持以下功能

  1. 调整visible属性控制物体是否显示
  2. 通过勾选transparent和调整opacity属性控制物体透明度
  3. 通过勾选wireframe属性控制物体是否为线框
  4. 通过勾选arrows属性控制是否展示法向量辅助对象
  5. 通过下拉选择side属性控制渲染前面、后面、全部
  6. 通过下拉选择shadow属性控制物体使用平面着色还是平滑着色
  7. 通过下拉选择mesh属性控制页面绘制球体、方块还是平面

3.demo代码

<template>
  <div>
    <div id="container"></div>
    <div class="controls-box">
      <section>
        <el-row>
          <el-checkbox v-model="properties.visible">visible</el-checkbox>
        </el-row>
        <el-row>
          <el-checkbox v-model="properties.transparent">transparent</el-checkbox>
        </el-row>
        <el-row>
          <el-checkbox v-model="properties.wireframe">wireframe</el-checkbox>
        </el-row>
        <el-row>
          <el-checkbox v-model="properties.arrows">arrows</el-checkbox>
        </el-row>
        <el-row>
          <div v-for="(item,key) in properties" :key="key">
            <div v-if="item&&item.name!=undefined">
              <el-col :span="8">
                <span class="vertice-span">{{item.name}}</span>
              </el-col>
              <el-col :span="13">
                <el-slider v-model="item.value" :min="item.min" :max="item.max" :step="item.step" :format-tooltip="formatTooltip"></el-slider>
              </el-col>
              <el-col :span="3">
                <span class="vertice-span">{{item.value}}</span>
              </el-col>
            </div>
          </div>

        </el-row>
        <el-row>
          <el-col :span="8" class="label-col"><label>side</label></el-col>
          <el-col :span="16">
            <el-select v-model="properties.side" placeholder="请选择">
              <el-option v-for="item in options" :key="item.value" :label="item.label" :value="item.value">
              </el-option>
            </el-select>
          </el-col>
        </el-row>
        <el-row>
          <el-col :span="8" class="label-col"><label>shadow</label></el-col>
          <el-col :span="16">
            <el-select v-model="properties.shadow" placeholder="请选择">
              <el-option v-for="item in shadowOptions" :key="item.value" :label="item.label" :value="item.value">
              </el-option>
            </el-select>
          </el-col>
        </el-row>
        <el-row>
          <el-col :span="8" class="label-col"><label>mesh</label></el-col>
          <el-col :span="16">
            <el-select v-model="properties.selectMesh" placeholder="请选择">
              <el-option v-for="item in selectMeshOptions" :key="item.value" :label="item.label" :value="item.value">
              </el-option>
            </el-select>
          </el-col>
        </el-row>
      </section>

    </div>
  </div>
</template>

<script>
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
export default {
  data () {
    return {
      options: [
        {
          value: 'front',
          label: 'front'
        },
        {
          value: 'back',
          label: 'back'
        },
        {
          value: 'double',
          label: 'double'
        }
      ],
      selectMeshOptions: [
        {
          value: 'cube',
          label: 'cube'
        },
        {
          value: 'sphere',
          label: 'sphere'
        },
        {
          value: 'plane',
          label: 'plane'
        }
      ],
      shadowOptions: [
        {
          value: 'flat',
          label: 'flat'
        },
        {
          value: 'smooth',
          label: 'smooth'
        }
      ],
      properties: {
        opacity: {
          name: 'opacity',
          value: 0.3,
          min: 0,
          max: 1,
          step: 0.1
        },
        wireframeLinewidth: {
          name: 'linewidth',
          value: 5,
          min: 0,
          max: 20,
          step: 1
        },
        selectMesh: 'cube',
        side: 'front',
        transparent: false,
        wireframe: false,
        visible: true,
        arrows: false,
        shadow: 'flat'
      },
      cube: null,
      sphere: null,
      plane: null,
      activeMesh: null,
      meshMaterial: null,
      camera: null,
      scene: null,
      renderer: null,
      controls: null,
      step: 0
    }
  },
  mounted () {
    this.init()
  },
  methods: {
    formatTooltip (val) {
      return val
    },

    // 初始化
    init () {
      this.createScene() // 创建场景
      this.createMesh() // 创建网格模型
      this.createLight() // 创建光源
      this.createCamera() // 创建相机
      this.createRender() // 创建渲染器
      this.createControls() // 创建控件对象
      this.render() // 渲染
    },
    // 创建场景
    createScene () {
      this.scene = new THREE.Scene()
    },
    // 创建网格模型
    createMesh () {
      const geometry = new THREE.PlaneGeometry(100, 100, 4, 4) // 创建一个平面对象PlaneGeometry
      const planeMaterial = new THREE.MeshLambertMaterial({
        color: 0x777777
      }) // 材质对象Material
      const plane = new THREE.Mesh(geometry, planeMaterial)
      plane.receiveShadow = true

      // 设置平面位置
      plane.rotation.x = -0.5 * Math.PI
      plane.position.set(0, -20, 0)

      // 平面对象添加到场景中
      this.scene.add(plane)

      const sphereGeometry = new THREE.SphereGeometry(14, 20, 20)
      const cubeGeometry = new THREE.BoxGeometry(15, 15, 15)
      const planeGeometry = new THREE.PlaneGeometry(14, 14, 4, 4)

      this.meshMaterial = new THREE.MeshNormalMaterial()

      this.sphere = new THREE.Mesh(sphereGeometry, this.meshMaterial)
      this.cube = new THREE.Mesh(cubeGeometry, this.meshMaterial)
      this.plane = new THREE.Mesh(planeGeometry, this.meshMaterial)

      this.sphere.position.set(-12, 3, 2)
      this.cube.position = this.sphere.position
      this.plane.position = this.sphere.position
      this.activeMesh = this.sphere
    },

    // 创建光源
    createLight () {
      // 环境光
      const ambientLight = new THREE.AmbientLight(0xffffff, 0.1) // 创建环境光
      this.scene.add(ambientLight) // 将环境光添加到场景

      const spotLight = new THREE.SpotLight(0xffffff) // 创建聚光灯
      spotLight.position.set(-40, 60, -10)
      spotLight.castShadow = true
      this.scene.add(spotLight)
    },
    // 创建相机
    createCamera () {
      const element = document.getElementById('container')
      const width = element.clientWidth // 窗口宽度
      const height = element.clientHeight // 窗口高度
      const k = width / height // 窗口宽高比
      // PerspectiveCamera( fov, aspect, near, far )
      this.camera = new THREE.PerspectiveCamera(35, k, 0.1, 1000)
      this.camera.position.set(-60, 60, 100) // 设置相机位置

      this.camera.lookAt(new THREE.Vector3(10, 0, 0)) // 设置相机方向
      this.scene.add(this.camera)
    },
    // 创建渲染器
    createRender () {
      const element = document.getElementById('container')
      this.renderer = new THREE.WebGLRenderer()
      this.renderer.setSize(element.clientWidth, element.clientHeight) // 设置渲染区域尺寸
      this.renderer.shadowMap.enabled = true // 显示阴影
      this.renderer.shadowMap.type = THREE.PCFSoftShadowMap
      this.renderer.setClearColor(0x3f3f3f, 1) // 设置背景颜色
      element.appendChild(this.renderer.domElement)
    },
    updateMesh (selectMesh) {
      this.scene.remove(this.activeMesh)
      switch (selectMesh) {
        case 'cube':
          this.activeMesh = this.cube
          break
        case 'sphere':
          this.activeMesh = this.sphere
          break
        case 'plane':
          this.activeMesh = this.plane
          break
      }
      this.scene.add(this.activeMesh)
    },
    updateSide (side) {
      switch (side) {
        case 'front':
          this.meshMaterial.side = THREE.FrontSide
          break
        case 'back':
          this.meshMaterial.side = THREE.BackSide
          break
        case 'double':
          this.meshMaterial.side = THREE.DoubleSide
          break
      }
      this.meshMaterial.needsUpdate = true
    },
    updateShadow (shadow) {
      switch (shadow) {
        case 'flat':
          this.meshMaterial.flatShading = true
          break
        case 'smooth':
          this.meshMaterial.flatShading = false
          break
      }
      this.meshMaterial.needsUpdate = true
    },
    updatearrows () {
      this.activeMesh.children = []
      if (this.properties.arrows) {
        for (let f = 0, fl = this.sphere.geometry.faces.length; f < fl; f++) {
          const face = this.sphere.geometry.faces[f]
          const centroid = new THREE.Vector3(0, 0, 0)
          centroid.add(this.sphere.geometry.vertices[face.a])
          centroid.add(this.sphere.geometry.vertices[face.b])
          centroid.add(this.sphere.geometry.vertices[face.c])
          centroid.divideScalar(3)

          const arrow = new THREE.ArrowHelper(
            face.normal,
            centroid,
            2,
            0x3333ff,
            0.5,
            0.5
          )
          this.activeMesh.add(arrow)
        }
      }
    },
    updateRotation () {
      this.cube.rotation.y = this.step += 0.01
      this.plane.rotation.y = this.step
      this.sphere.rotation.y = this.step
    },
    // 更新属性
    updateFun () {
      this.meshMaterial.opacity = this.properties.opacity.value
      this.meshMaterial.wireframeLinewidth = this.properties.wireframeLinewidth.value
      this.meshMaterial.transparent = this.properties.transparent
      this.meshMaterial.wireframe = this.properties.wireframe
      this.meshMaterial.visible = this.properties.visible

      this.updateMesh(this.properties.selectMesh)
      this.updateSide(this.properties.side)
      this.updateShadow(this.properties.shadow)
      this.updatearrows()
      this.updateRotation()
    },

    render () {
      this.updateFun()
      this.renderer.render(this.scene, this.camera)
      requestAnimationFrame(this.render)
    },
    // 创建控件对象
    createControls () {
      this.controls = new OrbitControls(this.camera, this.renderer.domElement)
      this.controls.target.copy(this.plane.position)
    }
  }
}
</script>

<style>
#container {
  position: absolute;
  width: 100%;
  height: 100%;
}
.controls-box {
  position: absolute;
  right: 5px;
  top: 5px;
  width: 300px;
  padding: 10px;
  background-color: #fff;
  border: 1px solid #c3c3c3;
}
.label-col {
  padding: 8px 5px;
}
.vertice-span {
  line-height: 38px;
  padding: 0 2px 0 10px;
}
</style>

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使用three.js加载gltf模型时,可能会遇到模型自带的材质加载不出来的问题,这可能是因为模型的材质格式不被three.js所支持。解决这个问题的方是将模型的材质转化为可以被three.js所识别的材质格式。你可以使用GLTFLoader加载模型后,通过遍历模型的材质数组,将每个材质转化为对应的three.js材质类型,例如THREE.MeshBasicMaterial、THREE.MeshLambertMaterial、THREE.MeshPhongMaterial等。具体的实现可以参考以下代码示例: ```javascript var loader = new THREE.GLTFLoader(); loader.load( 'model.gltf', function ( gltf ) { gltf.scene.traverse( function ( child ) { if ( child.isMesh ) { for ( var i = 0; i < child.material.length; i ++ ) { var material = child.material[ i ]; if ( material.isGLTFSpecularGlossinessMaterial ) { material = THREE.MeshStandardMaterial().copy( material ); } else if ( material.isGLTFMaterial ) { material = THREE.MeshStandardMaterial().copy( material ); material.map = null; material.lightMap = null; material.aoMap = null; material.emissiveMap = null; material.bumpMap = null; material.normalMap = null; material.displacementMap = null; material.roughnessMap = null; material.metalnessMap = null; } material.needsUpdate = true; child.material[ i ] = material; } } } ); scene.add( gltf.scene ); }, undefined, function ( e ) { console.error( e ); } ); ``` 在这个示例,我们通过遍历模型的材质数组,将每个材质转化为THREE.MeshStandardMaterial类型,这是three.js支持的一种材质类型。如果你的模型不支持这种材质类型,你可以根据你的模型选择其他的材质类型。

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