使用vue学习three.js之加载高级几何体-加载OBJ格式模型

1.demo效果

在这里插入图片描述

如上图,该demo通过OBJLoader加载了OBJ格式的模型,并添加了棕色材质

2.实现要点

2.1 OBJ模型放置路径

vue中加载文件时默认的路径为public下,所以需要加载的文件放在该路径下,同时在vue的data属性中创建变量publicPath,此变量的值是vue中的环境变量process.env.BASE_URL

data() {
    
    
  return {
    
    
    publicPath: process.env.BASE_URL
  }
}

2.2 加载OBJ模型

这我们通过OBJLoader导入模型,不过这里需要注意导入的路径,把我们创建的publicpath变量拼接到文件的路径上,在导入的回调函数中,需要创建材质,给每一个几何体成员赋上该材质,然后将导入的网格对象添加到场景,具体如下:

 // 加载OBJ模型
 loadOBJ() {
    
    
   const THIS = this
   const loader = new OBJLoader()
   loader.load(`${
      
      THIS.publicPath}models/pinecone.obj`, loadedMesh => {
    
    
     // 创建材质
     const material = new THREE.MeshLambertMaterial({
    
    
       color: 0x5c3a21
     })
     // 给几何体成员赋该材质
     loadedMesh.children.forEach(child => {
    
    
       child.material = material
       child.geometry.computeFaceNormals()
       child.geometry.computeVertexNormals()
     })

     loadedMesh.scale.set(100, 100, 100)
     loadedMesh.rotation.x = -0.3
     THIS.mesh = loadedMesh
     // 添加到场景
     THIS.scene.add(THIS.mesh)
   })
 },

3.demo代码

<template>
  <div>
    <div id="container"></div>
  </div>
</template>

<script>
import * as THREE from 'three'
import {
    
     OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import {
    
     OBJLoader } from 'three/examples/jsm/loaders/OBJLoader.js'

export default {
    
    
  data() {
    
    
    return {
    
    
      publicPath: process.env.BASE_URL,
      mesh: null,
      camera: null,
      scene: null,
      renderer: null,
      controls: null
    }
  },
  mounted() {
    
    
    this.init()
  },
  methods: {
    
    
    // 初始化
    init() {
    
    
      this.createScene() // 创建场景
      this.loadOBJ() // 加载OBJ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()
    },
    // 加载OBJ模型
    loadOBJ() {
    
    
      const THIS = this
      const loader = new OBJLoader()
      loader.load(`${
      
      THIS.publicPath}models/pinecone.obj`, loadedMesh => {
    
    
        // 创建材质
        const material = new THREE.MeshLambertMaterial({
    
    
          color: 0x5c3a21
        })
        // 给几何体成员赋该材质
        loadedMesh.children.forEach(child => {
    
    
          child.material = material
          child.geometry.computeFaceNormals()
          child.geometry.computeVertexNormals()
        })

        loadedMesh.scale.set(100, 100, 100)
        loadedMesh.rotation.x = -0.3
        THIS.mesh = loadedMesh
        // 添加到场景
        THIS.scene.add(THIS.mesh)
      })
    },

    // 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(-80, 60, 40) // 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({
    
     antialias: true, alpha: true })
      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)
    },

    render() {
    
    
      if (this.mesh) {
    
    
        this.mesh.rotation.y += 0.02
      }
      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)
    }
  }
}
</script>
<style>
#container {
    
    
  position: absolute;
  width: 100%;
  height: 100%;
}
</style>

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转载自blog.csdn.net/qw8704149/article/details/112596562