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- import * as THREE from 'three'; //导入整个 three.js核心库
- import {FBXLoader} from 'three/examples/jsm/loaders/FBXLoader';
- import {OrbitControls} from 'three/examples/jsm/controls/OrbitControls'; //导入控制器模块,轨道控制器
- import {CSS3DRenderer, CSS3DSprite} from 'three/examples/jsm/renderers/CSS3DRenderer.js';
- import {GLTFLoader} from 'three/examples/jsm/loaders/GLTFLoader.js'
- // 用于模型边缘高亮
- import {EffectComposer} from "three/examples/jsm/postprocessing/EffectComposer.js";
- import {RenderPass} from "three/examples/jsm/postprocessing/RenderPass.js";
- import {OutlinePass} from "three/examples/jsm/postprocessing/OutlinePass.js";
- import {UnrealBloomPass} from "three/examples/jsm/postprocessing/UnrealBloomPass.js";
- import * as TWEEN from '@tweenjs/tween.js';
- import {getBottomMaterial} from './material.js';
- // 定义一个 class类
- class renderModel {
- constructor(selector) {
- this.container = document.querySelector(selector);
- // 相机
- this.camera;
- // 场景
- this.scene;
- //渲染器
- this.renderer;
- // 控制器
- this.controls;
- // 3d文字渲染器
- this.css3DRenderer = null;
- // 3d文字控制器
- this.css3dControls = null;
- // 模型
- this.model;
- // 环境光
- this.ambientLight;
- //模型平面
- this.planeGeometry;
- this.outlineObjs = []
- }
- outlineObj(selectedObjects) {
- // 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。
- // 用于模型边缘高亮
- let composer = new EffectComposer(this.renderer);
- composer.renderTarget1.texture.outputColorSpace = THREE.sRGBEncoding;
- composer.renderTarget2.texture.outputColorSpace = THREE.sRGBEncoding;
- composer.renderTarget1.texture.encoding = THREE.sRGBEncoding;
- composer.renderTarget2.texture.encoding = THREE.sRGBEncoding;
- // 新建一个场景通道 为了覆盖到原来的场景上
- composer.addPass(new RenderPass(this.scene, this.camera));
- // 物体边缘发光通道
- let outlinePass = new OutlinePass(
- new THREE.Vector2(window.innerWidth, window.innerHeight),
- this.scene,
- this.camera,
- selectedObjects
- );
- outlinePass.selectedObjects = selectedObjects;
- outlinePass.edgeStrength = 10.0; // 边框的亮度
- outlinePass.edgeGlow = 0.5; // 光晕[0,1]
- outlinePass.usePatternTexture = false; // 是否使用父级的材质
- outlinePass.edgeThickness = 1.0; // 边框宽度
- outlinePass.downSampleRatio = 1; // 边框弯曲度
- outlinePass.pulsePeriod = 5; // 呼吸闪烁的速度
- outlinePass.visibleEdgeColor.set(parseInt(0x00ff00)); // 呼吸显示的颜色
- outlinePass.hiddenEdgeColor = new THREE.Color(0, 0, 0); // 呼吸消失的颜色
- outlinePass.clear = true;
- composer.addPass(outlinePass);
- // 自定义的着色器通道 作为参数
- // effectFXAA = new ShaderPass(FXAAShader);
- // effectFXAA.uniforms.resolution.value.set(
- // 1 / window.innerWidth,
- // 1 / window.innerHeight
- // );
- // effectFXAA.renderToScreen = true;
- // composer.addPass(effectFXAA);
- // // 发光效果
- let unrealBloomPass = new UnrealBloomPass();
- unrealBloomPass.strength = 0.1;
- unrealBloomPass.radius = 0;
- unrealBloomPass.threshold = 1;
- composer.addPass(unrealBloomPass);
- this.outlineObjs.push(composer)
- console.log(">>>>>>>>>>>>>>>>>>>>>")
- }
- // 初始化加载模型方法
- init() {
- //初始化场景
- this.initScene();
- //初始化相机
- this.initCamera();
- //初始化渲染器
- this.initRender();
- // 创建灯光
- this.createLight();
- //初始化控制器,控制摄像头,控制器一定要在渲染器后
- this.initControls();
- this.setFBXModel();
- //监听场景大小改变,跳转渲染尺寸
- window.addEventListener('resize', this.onWindowResizes);
- //场景渲染
- this.sceneAnimation();
- }
- initGltfModel() {
- //初始化场景
- this.initScene();
- //初始化相机
- this.initCamera();
- //初始化渲染器
- this.initRender();
- // 创建灯光
- this.createLight();
- //初始化控制器,控制摄像头,控制器一定要在渲染器后
- this.initControls();
- this.setGlbModel();
- //监听场景大小改变,跳转渲染尺寸
- window.addEventListener('resize', this.onWindowResizes);
- //场景渲染
- this.sceneAnimation();
- }
- //创建场景
- initScene() {
- this.scene = new THREE.Scene();
- this.scene.background = new THREE.Color(0x000000);
- //底部平面
- const geometry = new THREE.PlaneGeometry(1, 1);
- // 创建材质,可以设置贴图
- const material = getBottomMaterial(
- '#ffffff', // 设置模型的颜色
- require('@/assets/images/models/bg.png'),
- 1,
- 5
- );
- // 创建平面网格
- const plane = new THREE.Mesh(geometry, material);
- plane.scale.set(1000, 1000, 1000);
- plane.position.y = 0;
- const plane2 = plane.clone();
- plane2.material = getBottomMaterial(
- '#000000', // 设置模型的颜色
- require('@/assets/images/models/bg.png'),
- 2,
- 5
- );
- this.scene.add(plane2);
- this.scene.add(plane);
- }
- // 创建相机
- initCamera() {
- const {clientHeight, clientWidth} = this.container;
- this.camera = new THREE.PerspectiveCamera(18, clientWidth / clientHeight, 0.1, 10000);
- }
- // 创建渲染器
- initRender() {
- this.renderer = new THREE.WebGLRenderer({
- logarithmicDepthBuffer: true,
- antialias: true, // true/false表示是否开启反锯齿
- alpha: true, // true/false 表示是否可以设置背景色透明
- precision: 'mediump', // highp/mediump/lowp 表示着色精度选择
- 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)
- // preserveDrawingBuffer: false, // true/false 表示是否保存绘图缓冲
- // physicallyCorrectLights: true, // true/false 表示是否开启物理光照
- });
- //设置屏幕像素比
- this.renderer.setPixelRatio(window.devicePixelRatio);
- //渲染的尺寸大小
- const {clientHeight, clientWidth} = this.container;
- this.renderer.setSize(clientWidth, clientHeight);
- this.container.appendChild(this.renderer.domElement);
- // 创建一个CSS3渲染器CSS3DRenderer
- this.css3DRenderer = new CSS3DRenderer();
- this.css3DRenderer.setSize(clientWidth, clientHeight);
- // HTML标签<div id="tag"></div>外面父元素叠加到canvas画布上且重合
- this.css3DRenderer.domElement.style.position = 'absolute';
- this.css3DRenderer.domElement.style.top = '0px';
- this.css3DRenderer.domElement.style.zIndex = '9999';
- //设置.pointerEvents=none,解决HTML元素标签对threejs canvas画布鼠标事件的遮挡
- this.css3DRenderer.domElement.style.pointerEvents = 'none';
- this.css3DRenderer.domElement.style.className = 'css3DRenderer';
- this.container.appendChild(this.css3DRenderer.domElement);
- }
- // 创建光源
- createLight() {
- this.scene.add(new THREE.AmbientLight(0xffffff, 10));
- }
- initControls() {
- this.controls = new OrbitControls(this.camera, this.renderer.domElement);
- // this.controls.enableDamping = true;
- // this.controls.screenSpacePanning = false;
- // this.controls.maxPolarAngle = Math.PI / 1.1;
- // this.controls.minPolarAngle = Math.PI / 2;
- // this.controls.minAzimuthAngle = 0;
- // this.controls.maxAzimuthAngle = 0;
- // this.controls.maxDistance = 2000;
- //标签控制器
- this.css3dControls = new OrbitControls(this.camera, this.css3DRenderer.domElement);
- this.css3dControls.enablePan = false;
- this.css3dControls.enableDamping = true;
- this.controls.mouseButtons = {
- LEFT: THREE.MOUSE.PAN,
- MIDDLE: THREE.MOUSE.DOLLY,
- RIGHT: THREE.MOUSE.ROTATE
- };
- }
- animate() {
- this.renderer.render(this.scene, this.camera);
- this.renderer.autoClear = true;
- this.controls.update();
- this.css3DRenderer.render(this.scene, this.camera);
- TWEEN.update();
- // this.outlineObjs.forEach(item => {
- // item.render(this.scene, this.camera)
- // })
- // // 检查模型位置是否发生变化
- // if (this.model) {
- // console.log('Model Position:', this.model.position);
- // console.log('Camera Position:', this.camera.position);
- // console.log('Controls Target:', this.controls.target);
- // }
- }
- // 使用动画器不断更新场景
- sceneAnimation() {
- this.renderer.setAnimationLoop(this.animate.bind(this));
- }
- flyTo(target, scale = 1, duration = 1000) {
- const targetPosition = new THREE.Vector3().copy(target.position);
- const targetFocus = new THREE.Vector3().copy(target.targetContent);
- // 移动相机位置
- new TWEEN.Tween(this.camera.position)
- .to(targetPosition, target.time || 500)
- .easing(TWEEN.Easing.Quadratic.InOut)
- .onUpdate(() => {
- this.controls.update(); // 更新控制器
- })
- .start();
- // 移动控制器目标
- new TWEEN.Tween(this.controls.target)
- .to(targetFocus, target.time || 500)
- .easing(TWEEN.Easing.Quadratic.InOut)
- .onUpdate(() => {
- this.controls.update(); // 更新控制器
- })
- .start();
- new TWEEN.Tween(this.model.scale).to({
- x: scale,
- y: scale,
- z: scale
- }, duration).easing(TWEEN.Easing.Quadratic.InOut).start();
- }
- tag3D(name) {
- // 创建div元素(作为标签)
- let div = document.createElement('div');
- div.innerHTML = name;
- div.classList.add('tag3d');
- //div元素包装为CSS3模型对象CSS3DObject
- let label = new CSS3DSprite(div);
- div.style.pointerEvents = 'none'; //避免HTML标签遮挡三维场景的鼠标事件
- //缩放CSS3DObject模型对象
- 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
- label.rotateY(Math.PI / 2); //控制HTML标签CSS3对象姿态角度
- return label; //返回CSS3模型标签
- }
- createDialog(html) {
- //div元素包装为CSS3模型对象CSS3DSprite
- const element = document.createElement('div');
- element.className = 'customDialog';
- element.appendChild(html);
- const dialog = new CSS3DSprite(element);
- element.style.pointerEvents = 'none'; //避免HTML标签遮挡三维场景的鼠标事件
- // 设置HTML元素标签在three.js世界坐标中位置
- // label.position.set(x, y, z);
- //缩放CSS3DSprite模型对象
- 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
- dialog.rotateY(Math.PI / 2); //控制HTML标签CSS3对象姿态角度
- return dialog; //返回CSS3模型标签
- }
- /**
- * 设置加载模型居中
- * {Object} object 模型对象
- */
- setModelPosition(object) {
- object.updateMatrixWorld();
- // 获得包围盒得min和max
- const box = new THREE.Box3().setFromObject(object);
- // 返回包围盒的中心点
- const center = box.getCenter(new THREE.Vector3());
- object.position.x += object.position.x - center.x;
- object.position.y += object.position.y - center.y;
- object.position.z = 0;
- }
- setGlbModel() {
- var fbxLoader = new GLTFLoader();
- fbxLoader.load('/models/model-road-pv.glb', object => {
- this.calcMeshCenter(object.scene);
- this.model = object.scene;
- object.scene.traverse(function (child) {
- if (child.isMesh) {
- child.material.emissive = child.material.color;
- child.material.emissiveMap = child.material.map;
- }
- });
- // 设置相机位置
- this.camera.position.set(-20, -652, 500);
- this.controls.target.set(-20, -20, 0);
- this.model.scale.set(1, 1, 1);
- // 设置相机坐标系
- this.camera.lookAt(0, 0, 0);
- // 将模型添加到场景中去
- this.scene.add(this.model);
- if (object.scene.type === 'Group') {
- console.log('这是一个Group');
- // 遍历Group中的子对象
- object.scene.children.forEach(child => {
- if (child.type === 'Mesh') {
- console.log('这是一个Mesh', child.name); // 检查并记录Mesh的名称
- if (["solar_cell097.001", "solar_cell097.002", "solar_cell097.003", "solar_cell097.004","Line007"].includes(child.name)) {
- let selectedObjects = [child];
- // this.outlineObj(selectedObjects);
- }
- }
- });
- } else if (object.scene.type === 'Mesh') {
- console.log('这是一个单独的Mesh', object.scene.name); // 单独的Mesh对象
- } else {
- console.log('未知类型的对象', object.scene.type);
- }
- window.addEventListener('click', event => {
- // raycaster.setFromCamera(mouse, this.camera);
- // const intersects = raycaster.intersectObjects(this.scene.children);
- const intersects = this.raycaster.intersectObjects(this.scene.children);
- if (intersects.length > 0) {
- const point = intersects[0].point;
- console.log(`Clicked at: (${point.x}, ${point.y}, ${point.z})`);
- }
- });
- console.log('load')
- // this.initGUI();
- });
- }
- setFBXModel() {
- var fbxLoader = new FBXLoader();
- fbxLoader.load('/models/model2.FBX', object => {
- this.calcMeshCenter(object);
- this.model = object;
- object.traverse(function (child) {
- if (child.isMesh) {
- child.material.emissive = child.material.color;
- child.material.emissiveMap = child.material.map;
- }
- });
- // 设置相机位置
- this.camera.position.set(-20, -652, 500);
- this.controls.target.set(-20, -20, 0);
- this.model.scale.set(1, 1, 1);
- // 设置相机坐标系
- this.camera.lookAt(0, 0, 0);
- // 将模型添加到场景中去
- this.scene.add(this.model);
- if (object.type === 'Group') {
- console.log('这是一个Group');
- // 遍历Group中的子对象
- object.children.forEach(child => {
- if (child.type === 'Mesh') {
- console.log('这是一个Mesh', child.name); // 检查并记录Mesh的名称
- if (child.name === 'Line007') {
- let selectedObjects = [child];
- this.outlineObj(selectedObjects);
- }
- }
- });
- } else if (object.type === 'Mesh') {
- console.log('这是一个单独的Mesh', object.name); // 单独的Mesh对象
- } else {
- console.log('未知类型的对象', object.type);
- }
- window.addEventListener('click', event => {
- // raycaster.setFromCamera(mouse, this.camera);
- // const intersects = raycaster.intersectObjects(this.scene.children);
- const intersects = this.raycaster.intersectObjects(this.scene.children);
- if (intersects.length > 0) {
- const point = intersects[0].point;
- console.log(`Clicked at: (${point.x}, ${point.y}, ${point.z})`);
- }
- });
- });
- }
- onWindowResizes() {
- if (!this.container) return false;
- const {clientHeight, clientWidth} = this.container;
- //调整屏幕大小
- this.camera.aspect = clientWidth / clientHeight; // 摄像机宽高比例
- this.camera.updateProjectionMatrix(); //相机更新矩阵,将3d内容投射到2d面上转换
- this.renderer.setSize(clientWidth, clientHeight);
- }
- calcMeshCenter(group) {
- /**
- * 包围盒全自动计算:模型整体居中
- */
- var box3 = new THREE.Box3();
- // 计算层级模型group的包围盒
- // 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
- box3.expandByObject(group);
- // 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
- var center = new THREE.Vector3();
- box3.getCenter(center);
- // 重新设置模型的位置,使之居中。
- group.position.x = 0;
- group.position.y = 0;
- group.position.z = 17;
- }
- addDialog(html, labelName, position) {
- const {x, y, z} = position
- const label3D = this.tag3D(labelName);
- const dialog3D = this.createDialog(html); //设置标签名称
- label3D.position.y += y;
- label3D.position.x += x;
- label3D.position.z += z;
- dialog3D.position.copy(label3D.position);
- dialog3D.position.z = z + 20;
- this.scene.add(label3D);
- this.scene.add(dialog3D);
- }
- }
- export default renderModel;
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