主要是split函数
<template>
<div class="app">
<div class="btns">
<button @click="split">{{ isSplit ? "组合" : "分解" }}</button>
</div>
<div ref="canvesRef" class="canvas-wrap"></div>
</div>
</template>
<script setup>
import { ref, onMounted } from "vue";
import * as THREE from "three";
import TWEEN from "@tweenjs/tween.js";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
const canvesRef = ref(null);
const canvasWidth = window.innerWidth;
const canvasHeight = window.innerHeight;
let scene;
let camera;
let renderer;
let axesHelper;
let cameraControls;
let model;
let isSplit = ref(false);
init();
render();
function init() {
// 场景
scene = new THREE.Scene();
// 相机
camera = new THREE.PerspectiveCamera(
45,
canvasWidth / canvasHeight,
1,
10000
);
camera.position.set(0, 0, 700);
camera.lookAt(0, 0, 0);
// 模型
addModel();
// const ambient = new THREE.AmbientLight(0xffffff, 10000);
// scene.add(ambient);
const light1 = new THREE.PointLight(0xffffff, 3000000);
light1.position.set(500, 500, 500);
scene.add(light1);
const light2 = new THREE.PointLight(0xffffff, 3000000);
light2.position.set(-500, -500, -500);
scene.add(light2);
// 坐标辅助对象
// axesHelper = new THREE.AxesHelper(200);
// scene.add(axesHelper);
// console.log(scene);
// 渲染器
//antialias - 是否执行抗锯齿。默认为false.
renderer = new THREE.WebGLRenderer({
alpha: true,
});
renderer.setSize(canvasWidth, canvasHeight);
// 相机轨道控制器
cameraControls = new OrbitControls(camera, renderer.domElement);
}
function addModel() {
// const geometry = new THREE.BoxGeometry(100, 100, 100);
// const material = new THREE.MeshLambertMaterial({ color: 0x00ff00 });
// const cube = new THREE.Mesh(geometry, material);
// cube.position.set(300, 0, 0);
// scene.add(cube);
new GLTFLoader().load(
"../src/model/bdbs.glb",
function (gltf) {
model = gltf.scene.children[0];
console.log(model);
scene.add(model);
},
function () {
console.log("加载中");
},
function (error) {
console.error(error);
}
);
}
function render() {
renderer.render(scene, camera);
requestAnimationFrame(render);
}
function split() {
isSplit.value = !isSplit.value;
if (isSplit.value) {
// 模型世界中心
var modelWorldCenter = new THREE.Vector3(0, 0, 0); //.addVectors(box.max,box.min).multiplyScalar(0.5);//模型中心坐标
// 定义盒子
var childBox = new THREE.Box3();
model.traverse(function (child) {
if (child.isMesh) {
childBox.setFromObject(child);
var childCenter = new THREE.Vector3()
.addVectors(childBox.max, childBox.min)
.multiplyScalar(0.5);
if (isNaN(childCenter.x)) return;
child.childCenter = new THREE.Vector3()
.subVectors(childCenter, modelWorldCenter)
.normalize();
if (!child.isMesh || !child.childCenter) return;
// 爆炸公式:更改mesh位置
var p = new THREE.Vector3().copy(child.childCenter).multiplyScalar(100);
child.oldPosition = child.position.clone();
child.position.copy(p);
}
});
} else {
model.traverse(function (child) {
if (child.isMesh) {
child.position.copy(child.oldPosition);
}
});
}
}
onMounted(() => {
canvesRef.value.appendChild(renderer.domElement);
});
</script>
<style lang="scss" scoped>
.app {
position: relative;
background-color: #00253f;
.btns {
position: absolute;
top: 50;
left: 50;
}
}
</style>