1.vue3页面"three版本为": “^0.162.0”,
<script setup>
import * as THREE from 'three'
// import renderer from './twin(废弃).js'
import { onMounted, ref } from 'vue'
import twin from './twin.js'
twin.loader.load('./public/模型Draco.glb', function (gltf) {
twin.scene.add(gltf.scene)
gltf.scene.traverse(function (obj) {
if (obj.isMesh) {
obj.material.envMapIntensity = 1.0 //折射率
}
})
// 给场景添加一个物体
const geometry = new THREE.SphereGeometry(300)
// 设置天空盒子背景图
const texture = new THREE.TextureLoader().load('./全景贴图.jpeg')
texture.colorSpace = THREE.SRGBColorSpace //与webgl渲染器的outputColorSpace属性值一样
const material = new THREE.MeshBasicMaterial({
side: THREE.BackSide,
map: texture,
})
const mesh = new THREE.Mesh(geometry, material)
twin.scene.add(mesh)
if (twin.gui) {
twin.gui
.add({ envMapIntensity: 2.0 }, 'envMapIntensity', 0, 5)
.name('环境贴图的影响')
.onChange(function (v) {
gltf.scene.traverse(function (obj) {
if (obj.isMesh) {
obj.material.envMapIntensity = v
}
})
})
}
})
const webgl = ref(null)
onMounted(() => {
// webgl.value.appendChild(renderer.domElement)
})
</script>
<template>
<div ref="webgl"></div>
</template>
<style scoped></style>
2.新建CreateTwin.js文件
import * as THREE from 'three'
// 解压缩
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js"
// 轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js"
// 引入gltf加载器
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js"
import Helper from './Helper'
export default class CreateTwin {
constructor(params = {}) {
const {
logPosTargetBool = false,
helperBool = true//默认创建辅助工具
} = params
// 场景
this.scene = new THREE.Scene();
// 相机
const width = window.innerWidth
const height = window.innerHeight
// 实例化一个透视相机对象
this.camera = new THREE.PerspectiveCamera(30, width / height, 1, 3000);
this.camera.position.set(1.24, 13.03, 67.5)
this.camera.lookAt(0, 0, 0)
// 渲染器
this.renderer = new THREE.WebGLRenderer({
antialias: true,//优化锯齿
logarithmicDepthBuffer: true//开启对数深度缓冲 削弱深度冲突
})
this.renderer.setSize(width, height)
this.renderer.setPixelRatio(window.devicePixelRatio)//设备像素比
document.body.appendChild(this.renderer.domElement)
// gltf加载
const draco = new DRACOLoader()//解压对象
draco.setDecoderPath('./draco/')//根据public里面解压文件结构设置
// 实例化一个加载器对象
this.loader = new GLTFLoader()
this.loader.setDRACOLoader(draco)//给gltf加载器增加解压功能
// 环境贴图
this.rgbeLoader = new RGBELoader()
this.rgbeLoader.load('./envMap.hdr', (envMap) => {
// 作为环境贴图
this.scene.environment = envMap
envMap.mapping = THREE.EquirectangularReflectionMapping
})
// 创建一个相机控件对象
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
this.controls.target.set(0, 0, 0)
this.controls.update()
if (logPosTargetBool) {
this.controls.addEventListener('change', () => {
// console.log(this.camera.position);
// console.log(this.controls.target);
this.renderer.render(this.scene, this.camera)//执行一个渲染操作,类比相机拍照咔
})
}
// 平行光
this.directionalLight = new THREE.DirectionalLight(0xffffff, 1.0)
this.directionalLight.position.set(100, 100, 100)
this.scene.add(this.directionalLight)
if (helperBool) {
this.helper = new Helper(this.scene, this.directionalLight)
this.gui = this.helper.gui
}
// 渲染循环
this.renderer.setAnimationLoop(() => {
if (helperBool) this.helper.stats.update()
this.renderer.render(this.scene, this.camera)
})
// onresize事件会在窗口被调整大小时发生
window.onresize = () => {
const width = window.innerWidth
const height = window.innerHeight
this.camera.aspect = width / height;//全屏情况下:设置观察范围长宽比aspect为窗口宽高比
this.renderer.setSize(width, height);//重置渲染器输出画布canvas尺寸
this.renderer.render(this.scene, this.camera);
this.camera.updateProjectionMatrix();//相机属性发生变化,需要执行updateProjectionMatrix()方法更新
}
}
}
3.新建Helper.js
import * as THREE from 'three'
// 引入stats性能监视器
import Stats from "three/addons/libs/stats.module.js"
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js"
export default class Helper {
constructor(scene, directionalLight) {
scene.add(new THREE.AxesHelper(150))
this.stats = new Stats()
this.stats.setMode(0)//修改渲染模式,默认为0
document.body.appendChild(this.stats.domElement);
this.gui = new GUI()
this.gui.domElement.style.right = '0px'
this.gui.domElement.style.width = '500px'
// 平行光
const dirFolder = this.gui.addFolder('平行光')
dirFolder.close()
// directionalLight.intensity = 2.0
dirFolder.add(directionalLight, 'intensity', 0, 10).name('光照强度')
const R = 100
dirFolder.add({ angle: 45 }, 'angle', 0, 360).onChange(function (v) {
const rad = THREE.MathUtils.degToRad(v)//角度转弧度
directionalLight.position.x = R * Math.cos(rad)
directionalLight.position.z = R * Math.sin(rad)
}).name('旋转角度')
dirFolder.add({ angle: 45 }, 'angle', 0, 89).onChange(function (v) {
const rad = THREE.MathUtils.degToRad(v)//角度转弧度
directionalLight.position.y = R * Math.tan(rad)
}).name('照射角度')
}
}
4.新建twin.js
import CreateTwin from "../twin/CreateTwin";
const twin = new CreateTwin({
logPosTargetBool: false,
helperBool: true//是否显示辅助工具
})
export default twin