监控性能
我们在看three官网的时候总能看到这样的东西
这其实是在监控我们的浏览器性能
那么,怎么去实现呢
安装依赖
yarn add stats.js
yarn add @types/stats.js -D
我们可以看到有fps,ms等等
引入
实时更新
通过ref拿到组件
渲染dom结构
代码
<template>
<div ref="statsRef"></div>
<div class="contain" ref="containerRef">
</div>
</template>
<script setup lang='ts'>
import { AxesHelper, BoxGeometry, Color, Mesh, MeshBasicMaterial, MeshLambertMaterial, PerspectiveCamera, PlaneGeometry, Scene, SphereGeometry, SpotLight, WebGLRenderer } from 'three';
import { ref, reactive, onMounted } from 'vue'
import Stats from 'stats.js'
const containerRef = ref<HTMLDivElement>()
const statsRef = ref<HTMLDivElement>()
const stats = new Stats()
stats.dom.style.top = "50px"
stats.showPanel(0)
// 创建场景
const scene = new Scene()
// 创建照相机
const camera = new PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000)
// 设置摄像机位置
camera.position.set(-30, 40, 30)
// 设置摄像机朝向(看哪)
camera.lookAt(scene.position)
// webgl渲染器
const renderer = new WebGLRenderer()
renderer.setClearColor(new Color(0xeeeeee))
renderer.setSize(window.innerWidth, window.innerHeight)
// 可以渲染阴影
renderer.shadowMap.enabled = true
// 光源
const spotLight = new SpotLight(0xffffff)
spotLight.castShadow = true
spotLight.position.set(-40, 60, -10)
scene.add(spotLight)
// 添加平面几何体
const planeGeometry = new PlaneGeometry(60, 20)
// 添加材质
const meshBasicMaterial = new MeshLambertMaterial({ color: 0xcccccc })
const plane = new Mesh(planeGeometry, meshBasicMaterial)
// 接受阴影
plane.receiveShadow = true
// 调整位置
plane.rotation.x = -0.5 * Math.PI //放平
plane.position.x = 15
plane.position.y = 0
plane.position.z = 0
scene.add(plane)
// 添加几何体
const cubeGeometry = new BoxGeometry(4, 4, 4)
const cubeMaterial = new MeshLambertMaterial({ color: 0xff0000, wireframe: false })
const cube = new Mesh(cubeGeometry, cubeMaterial)
cube.castShadow = true
cube.position.set(2, 2, 2)
scene.add(cube)
// 球体
const sphereGeometry = new SphereGeometry(4)
const sphereMaterial = new MeshLambertMaterial({ color: 0x7777ff, wireframe: false })
const sphere = new Mesh(sphereGeometry, sphereMaterial)
sphere.castShadow = true
sphere.position.x = 20
sphere.position.y = 4
sphere.position.z = 2
scene.add(sphere)
// 添加坐标系
const axes = new AxesHelper(20)
scene.add(axes)
let step = 0
function renderScene(){
stats.update()
cube.rotation.x += 0.02
cube.rotation.y += 0.02
cube.rotation.z += 0.02
step += 0.04
sphere.position.x = 20+10*Math.cos(step)
sphere.position.y = 2*10*Math.abs(Math.sin(step))
requestAnimationFrame(renderScene)
renderer.render(scene,camera)
}
renderScene()
onMounted(() => {
statsRef.value?.append(stats.dom)
containerRef.value?.appendChild(renderer.domElement)
renderer.render(scene, camera)
})
</script>
<style scoped>
</style>
交互控制
交互控制是指这些东西
我们可以配置几何体运动速率啊,大小啊,添加几何体。。。等等
安装依赖
yarn add dat.gui
yarn add @types/dat.gui -D
引入
实例化
效果
我们加上我们想要控制的项
这样就可以控制了
但是现在有一个问题,这个面板会重复地渲染,导致存在多个,就是我们每次刷新都会重新渲染
所以我们解决一下
代码
<template>
<div ref="statsRef"></div>
<div className="contain" ref="containerRef">
</div>
</template>
<script setup lang='ts'>
import {
AxesHelper,
BoxGeometry,
Color,
Mesh,
MeshBasicMaterial,
MeshLambertMaterial,
PerspectiveCamera,
PlaneGeometry,
Scene,
SphereGeometry,
SpotLight,
WebGLRenderer
} from 'three';
import { ref, reactive, onMounted } from 'vue'
import Stats from 'stats.js'
import * as dat from 'dat.gui'
const containerRef = ref<HTMLDivElement>()
const statsRef = ref<HTMLDivElement>()
const stats = new Stats()
stats.dom.style.top = "50px"
stats.showPanel(0)
// 创建场景
const scene = new Scene()
// 创建照相机
const camera = new PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000)
// 设置摄像机位置
camera.position.set(-30, 40, 30)
// 设置摄像机朝向(看哪)
camera.lookAt(scene.position)
// webgl渲染器
const renderer = new WebGLRenderer()
renderer.setClearColor(new Color(0xeeeeee))
renderer.setSize(window.innerWidth, window.innerHeight)
// 可以渲染阴影
renderer.shadowMap.enabled = true
// 光源
const spotLight = new SpotLight(0xffffff)
spotLight.castShadow = true
spotLight.position.set(-40, 60, -10)
scene.add(spotLight)
// 添加平面几何体
const planeGeometry = new PlaneGeometry(60, 20)
// 添加材质
const meshBasicMaterial = new MeshLambertMaterial({ color: 0xcccccc })
const plane = new Mesh(planeGeometry, meshBasicMaterial)
// 接受阴影
plane.receiveShadow = true
// 调整位置
plane.rotation.x = -0.5 * Math.PI //放平
plane.position.x = 15
plane.position.y = 0
plane.position.z = 0
scene.add(plane)
// 添加几何体
const cubeGeometry = new BoxGeometry(4, 4, 4)
const cubeMaterial = new MeshLambertMaterial({ color: 0xff0000, wireframe: false })
const cube = new Mesh(cubeGeometry, cubeMaterial)
cube.castShadow = true
cube.position.set(2, 2, 2)
scene.add(cube)
// 球体
const sphereGeometry = new SphereGeometry(4)
const sphereMaterial = new MeshLambertMaterial({ color: 0x7777ff, wireframe: false })
const sphere = new Mesh(sphereGeometry, sphereMaterial)
sphere.castShadow = true
sphere.position.x = 20
sphere.position.y = 4
sphere.position.z = 2
scene.add(sphere)
// 添加坐标系
const axes = new AxesHelper(20)
scene.add(axes)
const controlRef = ref({
rotationSpeed: 0.02,
bouncingSpeed: 0.03
})
// const gui = new dat.GUI()
// gui.add(controlRef.value,"rotationSpeed",0,0.5)
// gui.add(controlRef.value,"bouncingSpeed",0,0.5)
// 判斷
if (document.querySelectorAll(".dg.ac>.dg.main.a").length === 0) {
const gui = new dat.GUI()
gui.add(controlRef.value, "rotationSpeed", 0, 0.5)
gui.add(controlRef.value, "bouncingSpeed", 0, 0.5)
}
let step = 0
function renderScene() {
stats.update()
cube.rotation.x += controlRef.value.rotationSpeed
cube.rotation.y += controlRef.value.rotationSpeed
cube.rotation.z += controlRef.value.rotationSpeed
step += controlRef.value.bouncingSpeed
sphere.position.x = 20 + 10 * Math.cos(step)
sphere.position.y = 2 * 10 * Math.abs(Math.sin(step))
requestAnimationFrame(renderScene)
renderer.render(scene, camera)
}
renderScene()
onMounted(() => {
statsRef.value?.append(stats.dom)
containerRef.value?.appendChild(renderer.domElement)
renderer.render(scene, camera)
})
</script>
<style scoped>
</style>