uniapp 3D模型加载

注意: 需要引入three.js,只支持Gbl文件的模型

<!-- #ifdef APP-PLUS || H5 -->

    <view class="threeViewBox">

        <view id="threeView" :prop="isGlbUrl" :change:prop="three.updateIsGlbUrl"></view>

    </view>

<!-- #endif -->

使用到renderjs,因为app不支持docment的操作

<script module="three" lang="renderjs">

    import * as THREE from "three";// OrbitControls 是对 Threejs 的三维场景进行缩放、平移、旋转操作

    import {OrbitControls} from "three/examples/jsm/controls/OrbitControls.js";// 导入 glb 格式模型,若要导入其他格式模型,可尝试在 loaders 目录下加载其他文件

    import {GLTFLoader} from "three/examples/jsm/loaders/GLTFLoader.js";

    var renderer;

    var scene;

    var camera;

    var controls;

    var mixer = null;

    var clock = null;

    export default {

        name: "ThreeContainer",

            data() {

                    return {

                            glbUrl: '',

                        schedule: false,}

            },

        mounted() {

                setTimeout(() => {

                    this.updateIsGlbUrl()

                 }, 0);

                this.initThree(); //加载场景this.leadModel(); //导入模型

                this.createControls(); //控制模型的缩放、平移、旋转操作

        },

    methods: {

        updateIsGlbUrl(newValue, oldValue) {

            if (newValue) {

                this.glbUrl = newValue

            }

        },

        createControls() {

            controls = new OrbitControls(camera, renderer.domElement)

        },

// 导入模型

leadModel() {

let self = this // let {original} = JSON.parse(localStorage.getItem('collectionDetailData'))

// 导入本地或者服务器上的模型都可以

loader.load(this.glbUrl, function(gltf) {

    if (gltf.animations.length > 0) {

        mixer = new THREE.AnimationMixer(gltf.scene);

        let AnimationAction = mixer.clipAction(gltf.animations[0]);

        scene.add(gltf.scene);

        AnimationAction.play();

    }

    gltf.scene.traverse(function(child) {

        if (child.isMesh) {

            child.material.emissive = child.material.color; child.material.emissiveMap = child.material.map;

    }

});

    scene.add(gltf.scene);

},

function(params) {

    this.schedule = Math.floor(params.loaded / params.total * 100);

});

},

initThree() {

    const element = document.getElementById('threeView') /* 创建场景对象Scene */

    scene = new THREE.Scene(); // 环境光0x404040

    var ambient = new THREE.AmbientLight(0xffffff, -0.4);

    scene.add(ambient); // // 平行光# 35434d

    const directionalLight = new THREE.DirectionalLight(0xffffff, 0.1);

    scene.add(directionalLight); //点光

    const light = new THREE.PointLight(0xffffff, 0.1);

    light.position.set(50, 100, 0);

    scene.add(light); //相机设置

    // var width = element.clientWidth; // 窗口宽度

    // var height = element.clientHeight;

    // 高度 var width = 414; // 窗口宽度

    var height = 370; // 高度

    var k = width / height; // 窗口宽高比

    var s = 1000; // 三维场景显示范围控制系数,系数越大,显示的范围越大 // 创建相机对象(正射投影)

    camera = new THREE.PerspectiveCamera(45, k, 1, 1000);

    camera.position.set(0, 0, 40); //设置相机的摆放位置

    camera.lookAt(new THREE.Vector3(0, 0, 0)); // 控制相机的焦点(镜头)位置,决定相机的朝向(取值为3维坐标对象-    THREE.Vector3(x,y,z))

    /* 创建渲染器对象 */

    renderer = new THREE.WebGLRenderer({

    antialias: true,

       alpha: true, //设置透明,为true时,背景颜色需要注释掉 precision: "highp",

    });

    renderer.outputEncoding = THREE.sRGBEncoding; renderer.setSize(width, height); // 设置渲染区域尺   

    // renderer.setClearColor("#F2F2F4", 1); // 设置背景颜色

      element.appendChild(renderer.domElement); // body元素中插入canvas对象 // 执行渲染操作,指定场景,相机作为参数

    renderer.render(scene, camera);

    clock = new THREE.Clock(); this.render(); },

    // 动画

    render() {

        let that = this;

        if (mixer !== null) {

            mixer.update(clock.getDelta());

        }

        requestAnimationFrame(function() {

        that.render();

        });

        renderer.render(scene, camera); //执行渲染操作 }, } }

</script>




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