在鸿蒙ArkTS中使用Three.js实现3D模型渲染详解

前言

随着HarmonyOS的发展,3D渲染需求在鸿蒙应用中越来越常见。本文将详细介绍如何在ArkTS项目中集成Three.js,实现3D模型的渲染。我们将从环境搭建开始,逐步深入到具体实现和优化技巧。

环境准备

1. 项目初始化

首先,确保你已经安装了最新版本的DevEco Studio,然后创建一个新的ArkTS项目:

# 确保已经安装了最新版本的ohpm
npm install -g @ohos/ohpm

# 创建新项目
ohpm init

2. 安装依赖

在项目根目录下的oh-package.json5中添加Three.js依赖:

{
  "license": "ISC",
  "devDependencies": {},
  "dependencies": {
    "three": "^0.159.0",
    "@types/three": "^0.159.0"
  }
}

然后安装依赖:

ohpm install

基础实现

1. 创建WebGL组件

pages目录下创建ThreeDemo.ets文件:

@Entry
@Component
struct ThreeDemo {
  private webController: WebController = new WebController()
  private threeJsCode: string = ''
  
  aboutToAppear() {
    // 初始化Three.js代码
    this.initThreeJsCode()
  }
  
  build() {
    Column() {
      Web({
        src: 'data:text/html;charset=utf-8,' + encodeURIComponent(this.threeJsCode),
        controller: this.webController
      })
      .width('100%')
      .height('100%')
    }
    .width('100%')
    .height('100%')
  }
  
  private initThreeJsCode() {
    this.threeJsCode = `
      <!DOCTYPE html>
      <html>
        <head>
          <meta charset="utf-8">
          <title>Three.js in HarmonyOS</title>
          <style>
            body { margin: 0; }
            canvas { width: 100%; height: 100% }
          </style>
          <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r159/three.min.js"></script>
        </head>
        <body>
          <script>
            // Three.js初始化代码
            const scene = new THREE.Scene();
            const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
            
            const renderer = new THREE.WebGLRenderer();
            renderer.setSize(window.innerWidth, window.innerHeight);
            document.body.appendChild(renderer.domElement);
            
            // 创建一个立方体
            const geometry = new THREE.BoxGeometry();
            const material = new THREE.MeshPhongMaterial({ color: 0x00ff00 });
            const cube = new THREE.Mesh(geometry, material);
            scene.add(cube);
            
            // 添加光源
            const light = new THREE.DirectionalLight(0xffffff, 1);
            light.position.set(1, 1, 1);
            scene.add(light);
            
            const ambientLight = new THREE.AmbientLight(0x404040);
            scene.add(ambientLight);
            
            camera.position.z = 5;
            
            // 动画循环
            function animate() {
              requestAnimationFrame(animate);
              
              cube.rotation.x += 0.01;
              cube.rotation.y += 0.01;
              
              renderer.render(scene, camera);
            }
            
            animate();
            
            // 响应窗口大小变化
            window.addEventListener('resize', onWindowResize, false);
            
            function onWindowResize() {
              camera.aspect = window.innerWidth / window.innerHeight;
              camera.updateProjectionMatrix();
              renderer.setSize(window.innerWidth, window.innerHeight);
            }
          </script>
        </body>
      </html>
    `
  }
}

2. 加载3D模型

创建一个新的方法来加载GLTF模型:

private initThreeJsCode() {
  this.threeJsCode = `
    <!DOCTYPE html>
    <html>
      <head>
        <meta charset="utf-8">
        <title>Three.js in HarmonyOS</title>
        <style>
          body { margin: 0; }
          canvas { width: 100%; height: 100% }
        </style>
        <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r159/three.min.js"></script>
        <script src="https://cdn.jsdelivr.net/npm/three@0.159.0/examples/jsm/loaders/GLTFLoader.js"></script>
        <script src="https://cdn.jsdelivr.net/npm/three@0.159.0/examples/jsm/controls/OrbitControls.js"></script>
      </head>
      <body>
        <script>
          const scene = new THREE.Scene();
          const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
          
          const renderer = new THREE.WebGLRenderer({ antialias: true });
          renderer.setSize(window.innerWidth, window.innerHeight);
          renderer.setPixelRatio(window.devicePixelRatio);
          document.body.appendChild(renderer.domElement);
          
          // 添加轨道控制器
          const controls = new THREE.OrbitControls(camera, renderer.domElement);
          controls.enableDamping = true;
          
          // 添加光源
          const light = new THREE.DirectionalLight(0xffffff, 1);
          light.position.set(1, 1, 1);
          scene.add(light);
          
          const ambientLight = new THREE.AmbientLight(0x404040);
          scene.add(ambientLight);
          
          camera.position.z = 5;
          
          // 加载GLTF模型
          const loader = new THREE.GLTFLoader();
          loader.load(
            'model.gltf', // 模型URL
            function (gltf) {
              scene.add(gltf.scene);
              
              // 自动调整相机位置以适应模型
              const box = new THREE.Box3().setFromObject(gltf.scene);
              const center = box.getCenter(new THREE.Vector3());
              const size = box.getSize(new THREE.Vector3());
              
              const maxDim = Math.max(size.x, size.y, size.z);
              const fov = camera.fov * (Math.PI / 180);
              let cameraZ = Math.abs(maxDim / 2 / Math.tan(fov / 2));
              
              camera.position.z = cameraZ * 1.5;
              camera.lookAt(center);
              
              controls.target.copy(center);
              controls.update();
            },
            function (xhr) {
              console.log((xhr.loaded / xhr.total * 100) + '% loaded');
            },
            function (error) {
              console.error('An error occurred loading the model:', error);
            }
          );
          
          // 动画循环
          function animate() {
            requestAnimationFrame(animate);
            controls.update();
            renderer.render(scene, camera);
          }
          
          animate();
          
          // 响应窗口大小变化
          window.addEventListener('resize', onWindowResize, false);
          
          function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
          }
        </script>
      </body>
    </html>
  `
}

高级功能实现

1. 与ArkTS交互

创建一个桥接接口来实现ArkTS和Three.js的通信:

@Entry
@Component
struct ThreeDemo {
  private webController: WebController = new WebController()
  @State private modelLoaded: boolean = false
  
  build() {
    Column() {
      Web({
        src: 'data:text/html;charset=utf-8,' + encodeURIComponent(this.threeJsCode),
        controller: this.webController
      })
      .width('100%')
      .height('80%')
      .onMessageEvent((event: string) => {
        const message = JSON.parse(event);
        if (message.type === 'modelLoaded') {
          this.modelLoaded = true;
        }
      })
      
      if (this.modelLoaded) {
        Row() {
          Button('旋转模型')
            .onClick(() => {
              this.webController.runJavaScript('rotateModel()');
            })
          Button('重置视角')
            .onClick(() => {
              this.webController.runJavaScript('resetCamera()');
            })
        }
        .width('100%')
        .height('20%')
        .justifyContent(FlexAlign.SpaceAround)
      }
    }
  }
  
  private initThreeJsCode() {
    // 添加与ArkTS通信的方法
    const bridgeCode = `
      function rotateModel() {
        scene.traverse((object) => {
          if (object.isMesh) {
            object.rotation.y += Math.PI / 2;
          }
        });
      }
      
      function resetCamera() {
        camera.position.set(0, 0, 5);
        camera.lookAt(0, 0, 0);
        controls.target.set(0, 0, 0);
        controls.update();
      }
      
      // 模型加载完成后通知ArkTS
      loader.load(
        'model.gltf',
        function (gltf) {
          scene.add(gltf.scene);
          window.postMessage(JSON.stringify({ type: 'modelLoaded' }));
        }
      );
    `;
    
    // 将桥接代码添加到原有代码中
    this.threeJsCode = // ... 原有代码 ... + bridgeCode;
  }
}

2. 性能优化

添加性能优化相关代码:

private initThreeJsCode() {
  const optimizationCode = `
    // 使用实例化渲染优化大量相似对象
    const instancedMesh = new THREE.InstancedMesh(
      geometry,
      material,
      1000 // 实例数量
    );
    
    // 设置每个实例的矩阵
    const matrix = new THREE.Matrix4();
    for (let i = 0; i < 1000; i++) {
      matrix.setPosition(
        Math.random() * 100 - 50,
        Math.random() * 100 - 50,
        Math.random() * 100 - 50
      );
      instancedMesh.setMatrixAt(i, matrix);
    }
    
    // 使用对象池优化频繁创建的对象
    const vectorPool = [];
    for (let i = 0; i < 1000; i++) {
      vectorPool.push(new THREE.Vector3());
    }
    let vectorIndex = 0;
    
    function getVector() {
      const vector = vectorPool[vectorIndex];
      vectorIndex = (vectorIndex + 1) % vectorPool.length;
      return vector;
    }
    
    // 使用分层细节(LOD)优化远近物体
    const lod = new THREE.LOD();
    
    const highDetailGeometry = new THREE.BoxGeometry(1, 1, 1, 16, 16, 16);
    const mediumDetailGeometry = new THREE.BoxGeometry(1, 1, 1, 8, 8, 8);
    const lowDetailGeometry = new THREE.BoxGeometry(1, 1, 1, 4, 4, 4);
    
    lod.addLevel(new THREE.Mesh(highDetailGeometry, material), 10);
    lod.addLevel(new THREE.Mesh(mediumDetailGeometry, material), 50);
    lod.addLevel(new THREE.Mesh(lowDetailGeometry, material), 100);
    scene.add(lod);
    
    // 使用WebGL压缩纹理
    renderer.capabilities.isWebGL2 && renderer.getContext().getExtension('WEBGL_compressed_texture_astc');
    
    // 使用裁剪平面优化渲染
    const clippingPlanes = [
      new THREE.Plane(new THREE.Vector3(1, 0, 0), 0),
      new THREE.Plane(new THREE.Vector3(-1, 0, 0), 0)
    ];
    renderer.clippingPlanes = clippingPlanes;
  `;
  
  this.threeJsCode = // ... 原有代码 ... + optimizationCode;
}

3. 后处理效果

添加后处理效果相关代码:

private initThreeJsCode() {
  const postProcessingCode = `
    // 引入后处理模块
    const composer = new THREE.EffectComposer(renderer);
    
    // 添加渲染通道
    const renderPass = new THREE.RenderPass(scene, camera);
    composer.addPass(renderPass);
    
    // 添加抗锯齿通道
    const fxaaPass = new THREE.ShaderPass(THREE.FXAAShader);
    composer.addPass(fxaaPass);
    
    // 添加泛光效果
    const bloomPass = new THREE.UnrealBloomPass(
      new THREE.Vector2(window.innerWidth, window.innerHeight),
      1.5, // 强度
      0.4, // 半径
      0.85 // 阈值
    );
    composer.addPass(bloomPass);
    
    // 更新动画循环
    function animate() {
      requestAnimationFrame(animate);
      controls.update();
      composer.render();
    }
  `;
  
  this.threeJsCode = // ... 原有代码 ... + postProcessingCode;
}

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