renderModel.js 16 KB

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  1. import * as THREE from 'three'; //导入整个 three.js核心库
  2. import {FBXLoader} from 'three/examples/jsm/loaders/FBXLoader';
  3. import {OrbitControls} from 'three/examples/jsm/controls/OrbitControls'; //导入控制器模块,轨道控制器
  4. import {CSS3DRenderer, CSS3DSprite} from 'three/examples/jsm/renderers/CSS3DRenderer.js';
  5. import {GLTFLoader} from 'three/examples/jsm/loaders/GLTFLoader.js'
  6. // 用于模型边缘高亮
  7. import {EffectComposer} from "three/examples/jsm/postprocessing/EffectComposer.js";
  8. import {RenderPass} from "three/examples/jsm/postprocessing/RenderPass.js";
  9. import {OutlinePass} from "three/examples/jsm/postprocessing/OutlinePass.js";
  10. import {UnrealBloomPass} from "three/examples/jsm/postprocessing/UnrealBloomPass.js";
  11. import * as TWEEN from '@tweenjs/tween.js';
  12. import {getBottomMaterial} from './material.js';
  13. // 定义一个 class类
  14. class renderModel {
  15. constructor(selector) {
  16. this.container = document.querySelector(selector);
  17. // 相机
  18. this.camera;
  19. // 场景
  20. this.scene;
  21. //渲染器
  22. this.renderer;
  23. // 控制器
  24. this.controls;
  25. // 3d文字渲染器
  26. this.css3DRenderer = null;
  27. // 3d文字控制器
  28. this.css3dControls = null;
  29. // 模型
  30. this.model;
  31. // 环境光
  32. this.ambientLight;
  33. //模型平面
  34. this.planeGeometry;
  35. this.outlineObjs = []
  36. }
  37. outlineObj(selectedObjects) {
  38. // 创建一个EffectComposer(效果组合器)对象,然后在该对象上添加后期处理通道。
  39. // 用于模型边缘高亮
  40. let composer = new EffectComposer(this.renderer);
  41. composer.renderTarget1.texture.outputColorSpace = THREE.sRGBEncoding;
  42. composer.renderTarget2.texture.outputColorSpace = THREE.sRGBEncoding;
  43. composer.renderTarget1.texture.encoding = THREE.sRGBEncoding;
  44. composer.renderTarget2.texture.encoding = THREE.sRGBEncoding;
  45. // 新建一个场景通道 为了覆盖到原来的场景上
  46. composer.addPass(new RenderPass(this.scene, this.camera));
  47. // 物体边缘发光通道
  48. let outlinePass = new OutlinePass(
  49. new THREE.Vector2(window.innerWidth, window.innerHeight),
  50. this.scene,
  51. this.camera,
  52. selectedObjects
  53. );
  54. outlinePass.selectedObjects = selectedObjects;
  55. outlinePass.edgeStrength = 10.0; // 边框的亮度
  56. outlinePass.edgeGlow = 0.5; // 光晕[0,1]
  57. outlinePass.usePatternTexture = false; // 是否使用父级的材质
  58. outlinePass.edgeThickness = 1.0; // 边框宽度
  59. outlinePass.downSampleRatio = 1; // 边框弯曲度
  60. outlinePass.pulsePeriod = 5; // 呼吸闪烁的速度
  61. outlinePass.visibleEdgeColor.set(parseInt(0x00ff00)); // 呼吸显示的颜色
  62. outlinePass.hiddenEdgeColor = new THREE.Color(0, 0, 0); // 呼吸消失的颜色
  63. outlinePass.clear = true;
  64. composer.addPass(outlinePass);
  65. // 自定义的着色器通道 作为参数
  66. // effectFXAA = new ShaderPass(FXAAShader);
  67. // effectFXAA.uniforms.resolution.value.set(
  68. // 1 / window.innerWidth,
  69. // 1 / window.innerHeight
  70. // );
  71. // effectFXAA.renderToScreen = true;
  72. // composer.addPass(effectFXAA);
  73. // // 发光效果
  74. let unrealBloomPass = new UnrealBloomPass();
  75. unrealBloomPass.strength = 0.1;
  76. unrealBloomPass.radius = 0;
  77. unrealBloomPass.threshold = 1;
  78. composer.addPass(unrealBloomPass);
  79. this.outlineObjs.push(composer)
  80. console.log(">>>>>>>>>>>>>>>>>>>>>")
  81. }
  82. // 初始化加载模型方法
  83. init() {
  84. //初始化场景
  85. this.initScene();
  86. //初始化相机
  87. this.initCamera();
  88. //初始化渲染器
  89. this.initRender();
  90. // 创建灯光
  91. this.createLight();
  92. //初始化控制器,控制摄像头,控制器一定要在渲染器后
  93. this.initControls();
  94. this.setFBXModel();
  95. //监听场景大小改变,跳转渲染尺寸
  96. window.addEventListener('resize', this.onWindowResizes);
  97. //场景渲染
  98. this.sceneAnimation();
  99. }
  100. initGltfModel() {
  101. //初始化场景
  102. this.initScene();
  103. //初始化相机
  104. this.initCamera();
  105. //初始化渲染器
  106. this.initRender();
  107. // 创建灯光
  108. this.createLight();
  109. //初始化控制器,控制摄像头,控制器一定要在渲染器后
  110. this.initControls();
  111. this.setGlbModel();
  112. //监听场景大小改变,跳转渲染尺寸
  113. window.addEventListener('resize', this.onWindowResizes);
  114. //场景渲染
  115. this.sceneAnimation();
  116. }
  117. //创建场景
  118. initScene() {
  119. this.scene = new THREE.Scene();
  120. this.scene.background = new THREE.Color(0x000000);
  121. //底部平面
  122. const geometry = new THREE.PlaneGeometry(1, 1);
  123. // 创建材质,可以设置贴图
  124. const material = getBottomMaterial(
  125. '#ffffff', // 设置模型的颜色
  126. require('@/assets/images/models/bg.png'),
  127. 1,
  128. 5
  129. );
  130. // 创建平面网格
  131. const plane = new THREE.Mesh(geometry, material);
  132. plane.scale.set(1000, 1000, 1000);
  133. plane.position.y = 0;
  134. const plane2 = plane.clone();
  135. plane2.material = getBottomMaterial(
  136. '#000000', // 设置模型的颜色
  137. require('@/assets/images/models/bg.png'),
  138. 2,
  139. 5
  140. );
  141. this.scene.add(plane2);
  142. this.scene.add(plane);
  143. }
  144. // 创建相机
  145. initCamera() {
  146. const {clientHeight, clientWidth} = this.container;
  147. this.camera = new THREE.PerspectiveCamera(18, clientWidth / clientHeight, 0.1, 10000);
  148. }
  149. // 创建渲染器
  150. initRender() {
  151. this.renderer = new THREE.WebGLRenderer({
  152. logarithmicDepthBuffer: true,
  153. antialias: true, // true/false表示是否开启反锯齿
  154. alpha: true, // true/false 表示是否可以设置背景色透明
  155. precision: 'mediump', // highp/mediump/lowp 表示着色精度选择
  156. premultipliedAlpha: true // true/false 表示是否可以设置像素深度(用来度量图像的分辨率)
  157. // preserveDrawingBuffer: false, // true/false 表示是否保存绘图缓冲
  158. // physicallyCorrectLights: true, // true/false 表示是否开启物理光照
  159. });
  160. //设置屏幕像素比
  161. this.renderer.setPixelRatio(window.devicePixelRatio);
  162. //渲染的尺寸大小
  163. const {clientHeight, clientWidth} = this.container;
  164. this.renderer.setSize(clientWidth, clientHeight);
  165. this.container.appendChild(this.renderer.domElement);
  166. // 创建一个CSS3渲染器CSS3DRenderer
  167. this.css3DRenderer = new CSS3DRenderer();
  168. this.css3DRenderer.setSize(clientWidth, clientHeight);
  169. // HTML标签<div id="tag"></div>外面父元素叠加到canvas画布上且重合
  170. this.css3DRenderer.domElement.style.position = 'absolute';
  171. this.css3DRenderer.domElement.style.top = '0px';
  172. this.css3DRenderer.domElement.style.zIndex = '9999';
  173. //设置.pointerEvents=none,解决HTML元素标签对threejs canvas画布鼠标事件的遮挡
  174. this.css3DRenderer.domElement.style.pointerEvents = 'none';
  175. this.css3DRenderer.domElement.style.className = 'css3DRenderer';
  176. this.container.appendChild(this.css3DRenderer.domElement);
  177. }
  178. // 创建光源
  179. createLight() {
  180. this.scene.add(new THREE.AmbientLight(0xffffff, 10));
  181. }
  182. initControls() {
  183. this.controls = new OrbitControls(this.camera, this.renderer.domElement);
  184. // this.controls.enableDamping = true;
  185. // this.controls.screenSpacePanning = false;
  186. // this.controls.maxPolarAngle = Math.PI / 1.1;
  187. // this.controls.minPolarAngle = Math.PI / 2;
  188. // this.controls.minAzimuthAngle = 0;
  189. // this.controls.maxAzimuthAngle = 0;
  190. // this.controls.maxDistance = 2000;
  191. //标签控制器
  192. this.css3dControls = new OrbitControls(this.camera, this.css3DRenderer.domElement);
  193. this.css3dControls.enablePan = false;
  194. this.css3dControls.enableDamping = true;
  195. this.controls.mouseButtons = {
  196. LEFT: THREE.MOUSE.PAN,
  197. MIDDLE: THREE.MOUSE.DOLLY,
  198. RIGHT: THREE.MOUSE.ROTATE
  199. };
  200. }
  201. animate() {
  202. this.renderer.render(this.scene, this.camera);
  203. this.renderer.autoClear = true;
  204. this.controls.update();
  205. this.css3DRenderer.render(this.scene, this.camera);
  206. TWEEN.update();
  207. // this.outlineObjs.forEach(item => {
  208. // item.render(this.scene, this.camera)
  209. // })
  210. // // 检查模型位置是否发生变化
  211. // if (this.model) {
  212. // console.log('Model Position:', this.model.position);
  213. // console.log('Camera Position:', this.camera.position);
  214. // console.log('Controls Target:', this.controls.target);
  215. // }
  216. }
  217. // 使用动画器不断更新场景
  218. sceneAnimation() {
  219. this.renderer.setAnimationLoop(this.animate.bind(this));
  220. }
  221. flyTo(target, scale = 1, duration = 1000) {
  222. const targetPosition = new THREE.Vector3().copy(target.position);
  223. const targetFocus = new THREE.Vector3().copy(target.targetContent);
  224. // 移动相机位置
  225. new TWEEN.Tween(this.camera.position)
  226. .to(targetPosition, target.time || 500)
  227. .easing(TWEEN.Easing.Quadratic.InOut)
  228. .onUpdate(() => {
  229. this.controls.update(); // 更新控制器
  230. })
  231. .start();
  232. // 移动控制器目标
  233. new TWEEN.Tween(this.controls.target)
  234. .to(targetFocus, target.time || 500)
  235. .easing(TWEEN.Easing.Quadratic.InOut)
  236. .onUpdate(() => {
  237. this.controls.update(); // 更新控制器
  238. })
  239. .start();
  240. new TWEEN.Tween(this.model.scale).to({
  241. x: scale,
  242. y: scale,
  243. z: scale
  244. }, duration).easing(TWEEN.Easing.Quadratic.InOut).start();
  245. }
  246. tag3D(name) {
  247. // 创建div元素(作为标签)
  248. let div = document.createElement('div');
  249. div.innerHTML = name;
  250. div.classList.add('tag3d');
  251. //div元素包装为CSS3模型对象CSS3DObject
  252. let label = new CSS3DSprite(div);
  253. div.style.pointerEvents = 'none'; //避免HTML标签遮挡三维场景的鼠标事件
  254. //缩放CSS3DObject模型对象
  255. label.scale.set(0.15, 0.15, 0.15); //根据相机渲染范围控制HTML 3D标签尺寸
  256. label.rotateY(Math.PI / 2); //控制HTML标签CSS3对象姿态角度
  257. return label; //返回CSS3模型标签
  258. }
  259. createDialog(html) {
  260. //div元素包装为CSS3模型对象CSS3DSprite
  261. const element = document.createElement('div');
  262. element.className = 'customDialog';
  263. element.appendChild(html);
  264. const dialog = new CSS3DSprite(element);
  265. element.style.pointerEvents = 'none'; //避免HTML标签遮挡三维场景的鼠标事件
  266. // 设置HTML元素标签在three.js世界坐标中位置
  267. // label.position.set(x, y, z);
  268. //缩放CSS3DSprite模型对象
  269. dialog.scale.set(0.15, 0.15, 0.15); //根据相机渲染范围控制HTML 3D标签尺寸
  270. dialog.rotateY(Math.PI / 2); //控制HTML标签CSS3对象姿态角度
  271. return dialog; //返回CSS3模型标签
  272. }
  273. /**
  274. * 设置加载模型居中
  275. * {Object} object 模型对象
  276. */
  277. setModelPosition(object) {
  278. object.updateMatrixWorld();
  279. // 获得包围盒得min和max
  280. const box = new THREE.Box3().setFromObject(object);
  281. // 返回包围盒的中心点
  282. const center = box.getCenter(new THREE.Vector3());
  283. object.position.x += object.position.x - center.x;
  284. object.position.y += object.position.y - center.y;
  285. object.position.z = 0;
  286. }
  287. setGlbModel() {
  288. var fbxLoader = new GLTFLoader();
  289. fbxLoader.load('/models/model-road-pv.glb', object => {
  290. this.calcMeshCenter(object.scene);
  291. this.model = object.scene;
  292. object.scene.traverse(function (child) {
  293. if (child.isMesh) {
  294. child.material.emissive = child.material.color;
  295. child.material.emissiveMap = child.material.map;
  296. }
  297. });
  298. // 设置相机位置
  299. this.camera.position.set(-20, -652, 500);
  300. this.controls.target.set(-20, -20, 0);
  301. this.model.scale.set(1, 1, 1);
  302. // 设置相机坐标系
  303. this.camera.lookAt(0, 0, 0);
  304. // 将模型添加到场景中去
  305. this.scene.add(this.model);
  306. if (object.scene.type === 'Group') {
  307. console.log('这是一个Group');
  308. // 遍历Group中的子对象
  309. object.scene.children.forEach(child => {
  310. if (child.type === 'Mesh') {
  311. console.log('这是一个Mesh', child.name); // 检查并记录Mesh的名称
  312. if (["solar_cell097.001", "solar_cell097.002", "solar_cell097.003", "solar_cell097.004","Line007"].includes(child.name)) {
  313. let selectedObjects = [child];
  314. // this.outlineObj(selectedObjects);
  315. }
  316. }
  317. });
  318. } else if (object.scene.type === 'Mesh') {
  319. console.log('这是一个单独的Mesh', object.scene.name); // 单独的Mesh对象
  320. } else {
  321. console.log('未知类型的对象', object.scene.type);
  322. }
  323. window.addEventListener('click', event => {
  324. // raycaster.setFromCamera(mouse, this.camera);
  325. // const intersects = raycaster.intersectObjects(this.scene.children);
  326. const intersects = this.raycaster.intersectObjects(this.scene.children);
  327. if (intersects.length > 0) {
  328. const point = intersects[0].point;
  329. console.log(`Clicked at: (${point.x}, ${point.y}, ${point.z})`);
  330. }
  331. });
  332. console.log('load')
  333. // this.initGUI();
  334. });
  335. }
  336. setFBXModel() {
  337. var fbxLoader = new FBXLoader();
  338. fbxLoader.load('/models/model2.FBX', object => {
  339. this.calcMeshCenter(object);
  340. this.model = object;
  341. object.traverse(function (child) {
  342. if (child.isMesh) {
  343. child.material.emissive = child.material.color;
  344. child.material.emissiveMap = child.material.map;
  345. }
  346. });
  347. // 设置相机位置
  348. this.camera.position.set(-20, -652, 500);
  349. this.controls.target.set(-20, -20, 0);
  350. this.model.scale.set(1, 1, 1);
  351. // 设置相机坐标系
  352. this.camera.lookAt(0, 0, 0);
  353. // 将模型添加到场景中去
  354. this.scene.add(this.model);
  355. if (object.type === 'Group') {
  356. console.log('这是一个Group');
  357. // 遍历Group中的子对象
  358. object.children.forEach(child => {
  359. if (child.type === 'Mesh') {
  360. console.log('这是一个Mesh', child.name); // 检查并记录Mesh的名称
  361. if (child.name === 'Line007') {
  362. let selectedObjects = [child];
  363. this.outlineObj(selectedObjects);
  364. }
  365. }
  366. });
  367. } else if (object.type === 'Mesh') {
  368. console.log('这是一个单独的Mesh', object.name); // 单独的Mesh对象
  369. } else {
  370. console.log('未知类型的对象', object.type);
  371. }
  372. window.addEventListener('click', event => {
  373. // raycaster.setFromCamera(mouse, this.camera);
  374. // const intersects = raycaster.intersectObjects(this.scene.children);
  375. const intersects = this.raycaster.intersectObjects(this.scene.children);
  376. if (intersects.length > 0) {
  377. const point = intersects[0].point;
  378. console.log(`Clicked at: (${point.x}, ${point.y}, ${point.z})`);
  379. }
  380. });
  381. });
  382. }
  383. onWindowResizes() {
  384. if (!this.container) return false;
  385. const {clientHeight, clientWidth} = this.container;
  386. //调整屏幕大小
  387. this.camera.aspect = clientWidth / clientHeight; // 摄像机宽高比例
  388. this.camera.updateProjectionMatrix(); //相机更新矩阵,将3d内容投射到2d面上转换
  389. this.renderer.setSize(clientWidth, clientHeight);
  390. }
  391. calcMeshCenter(group) {
  392. /**
  393. * 包围盒全自动计算:模型整体居中
  394. */
  395. var box3 = new THREE.Box3();
  396. // 计算层级模型group的包围盒
  397. // 模型group是加载一个三维模型返回的对象,包含多个网格模型
  398. box3.expandByObject(group);
  399. // 计算一个层级模型对应包围盒的几何体中心在世界坐标中的位置
  400. var center = new THREE.Vector3();
  401. box3.getCenter(center);
  402. // 重新设置模型的位置,使之居中。
  403. group.position.x = 0;
  404. group.position.y = 0;
  405. group.position.z = 17;
  406. }
  407. addDialog(html, labelName, position) {
  408. const {x, y, z} = position
  409. const label3D = this.tag3D(labelName);
  410. const dialog3D = this.createDialog(html); //设置标签名称
  411. label3D.position.y += y;
  412. label3D.position.x += x;
  413. label3D.position.z += z;
  414. dialog3D.position.copy(label3D.position);
  415. dialog3D.position.z = z + 20;
  416. this.scene.add(label3D);
  417. this.scene.add(dialog3D);
  418. }
  419. }
  420. export default renderModel;