时间:2022-06-25 08:06:41 | 栏目:vue | 点击:次
在vue3中使用threejs画了几个最简单的几何体,自动旋转的立方体,圆柱体,球体,并且加入了光照,几何体影阴部分即光没照到的地方,成果如下,感兴趣的可以看看具体实现过程~
场景Scene
场景是一个容器,用来放置几何体
相机Camera
相机是用来拍摄的工具,通过控制相机的位置和方向可以获取不同角度的图像。
渲染器Renderer
渲染器利用场景和相机进行渲染,渲染过程好比摄影师拍摄图像,如果只渲染一次就是静态的图像,如果连续渲染就能得到动态的画面。在JS中可以使用requestAnimationFrame实现高效的连续渲染。
[注] 涉及到几何体,材质等具体API没有做很具体的说明,需要可自行查阅CylinderGeometry – three.js中文文档 (webgl3d.cn)
"vite": "^2.8.0", "three": "^0.138.0", "vue": "^3.2.25"
-threejs底层是对webgl的封装,最终是利用canvas做图形渲染,所以第一步是做操作dom的工作
<template> <div> demo </div> <div class="demo-main" ref="dom"></div> </template> <script lang="ts"> import { defineComponent, onMounted, ref } from "vue"; import * as THREE from "three"; import { OrbitControls } from "three/examples/jsm/controls/OrbitControls"; export default defineComponent({ setup() { const dom = ref<HTMLElement | null>(null); onMounted(() => { initThree(dom.value); }); function initThree(instance: HTMLElement | null) { //dosomething } return { dom }; }, }); </script> <style scoped> .demo-main { height:500px; padding: 9px 14px; margin-bottom: 14px; background-color: #f7f7f9; border: 1px solid #e1e1e8; border-radius: 4px; } </style>
var hetght = instance.clientHeight - 25; var width = instance.clientWidth - 25; // 创建场景对象Scene var scene = new THREE.Scene(); // 创建相机对象 var camera = new THREE.PerspectiveCamera(75, 1, 0.1, 1000); // 创建渲染器对象 var renderer = new THREE.WebGLRenderer(); renderer.setSize(width, hetght); instance.append(renderer.domElement); renderer.render(scene, camera); camera.position.z = 5; renderer.setClearColor(0xeeeeee, 1.0);
// 立方体网格模型 var cubeGeometry = new THREE.BoxGeometry(1, 1, 1); //材质对象Material //材质决定了几何图形中的表面是如何画的。如果几何图形是骨架,定义了形状,那么材质就是皮肤。three.js 中有许多不同种类的材质,他们拥有不同的属性,像反光,纹理映射,调整透明度。 var cubeMaterial = new THREE.MeshLambertMaterial({ color: 0xff0000, opacity: 0.7, transparent: true, }); var cube = new THREE.Mesh(cubeGeometry, cubeMaterial); scene.add(cube);
// 球体网格模型 var sphereGeometry = new THREE.SphereGeometry(1, 20, 20); var sphereMaterial = new THREE.MeshLambertMaterial({ color: 0xff00ff, specular: 0x4488ee, shininess: 12, }); var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial); //网格模型对象Mesh sphere.translateY(120); //球体网格模型沿Y轴正方向平移120 sphere.position.set(0, 0, 5); scene.add(sphere);
// 圆柱网格模型 var cylinderGeometry = new THREE.CylinderGeometry(1, 1, 5, 32); var cylinderMaterial = new THREE.MeshLambertMaterial({ color: 0xffff00, }); var cylinder = new THREE.Mesh(cylinderGeometry, cylinderMaterial); //网格模型对象Mesh cylinder.position.set(10, 0, 0); //设置cylinder模型对象的xyz坐标为10,0,0 scene.add(cylinder);
// 辅助坐标系 参数400表示坐标系大小,可以根据场景大小去设置 var axisHelper = new THREE.AxisHelper(20); scene.add(axisHelper);
//点光源 var point = new THREE.PointLight(0xffffff); point.position.set(0, 0, 0); scene.add(point); //点光源添加到场景中 // 点光源2 位置和point关于原点对称 var point2 = new THREE.PointLight(0xffffff); point2.position.set(-400, -200, -300); //点光源位置 scene.add(point2); //点光源添加到场景中
//鼠标操作旋转、缩放,OrbitControls需要单独引入 new OrbitControls(camera, renderer.domElement);
var animate = function () { requestAnimationFrame(animate); cube.rotation.x += 0.01; cube.rotation.y += 0.01; sphere.rotation.x += 0.01; sphere.rotation.y += 0.01; renderer.render(scene, camera); }; animate();
function initThree(instance: HTMLElement | null) { var hetght = instance.clientHeight - 25; var width = instance.clientWidth - 25; // 创建场景对象Scene var scene = new THREE.Scene(); // 创建相机对象 var camera = new THREE.PerspectiveCamera(75, 1, 0.1, 1000); // 创建渲染器对象 var renderer = new THREE.WebGLRenderer(); renderer.setSize(width, hetght); instance.append(renderer.domElement); renderer.render(scene, camera); camera.position.z = 5; renderer.setClearColor(0xeeeeee, 1.0); // 立方体网格模型 var cubeGeometry = new THREE.BoxGeometry(1, 1, 1); //材质对象Material var cubeMaterial = new THREE.MeshLambertMaterial({ color: 0xff0000, opacity: 0.7, transparent: true, }); var cube = new THREE.Mesh(cubeGeometry, cubeMaterial); scene.add(cube); // 球体网格模型 var sphereGeometry = new THREE.SphereGeometry(1, 20, 20); var sphereMaterial = new THREE.MeshLambertMaterial({ color: 0xff00ff, specular: 0x4488ee, shininess: 12, }); var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial); //网格模型对象Mesh sphere.translateY(120); //球体网格模型沿Y轴正方向平移120 sphere.position.set(0, 0, 5); scene.add(sphere); // 圆柱网格模型 var cylinderGeometry = new THREE.CylinderGeometry(1, 1, 5, 32); var cylinderMaterial = new THREE.MeshLambertMaterial({ color: 0xffff00, }); var cylinder = new THREE.Mesh(cylinderGeometry, cylinderMaterial); //网格模型对象Mesh cylinder.position.set(10, 0, 0); //设置cylinder模型对象的xyz坐标为10,0,0 scene.add(cylinder); // 辅助坐标系 参数400表示坐标系大小,可以根据场景大小去设置 var axisHelper = new THREE.AxisHelper(20); scene.add(axisHelper); //点光源 var point = new THREE.PointLight(0xffffff); point.position.set(0, 0, 0); scene.add(point); //点光源添加到场景中 // 点光源2 位置和point关于原点对称 var point2 = new THREE.PointLight(0xffffff); point2.position.set(-400, -200, -300); //点光源位置 scene.add(point2); //点光源添加到场景中 //鼠标操作旋转、缩放 new OrbitControls(camera, renderer.domElement); var animate = function () { requestAnimationFrame(animate); cube.rotation.x += 0.01; cube.rotation.y += 0.01; sphere.rotation.x += 0.01; sphere.rotation.y += 0.01; renderer.render(scene, camera); }; animate(); }