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uniapp 使用 tree.js 解决模型加载不出来的问题

网上有很多uniapp使用tree.js的教程,但是我在使用测试中,发现tree.js的官方3d模型中有很多加载不出来,但是也没有报错,全网搜也没搜到方法,最后发现是缩放的问题,这里将代码贴出来,关键的方法是getFitScaleValue()这个方法

<template>
	<view id="app">
		<canvas id="webgl" ref="webgl" canvas-id="webgl" type="webgl"
			:style="'width:'+mSceneWidth+'px; height:'+mSceneHeight+'px;'">
		</canvas>
	</view>
</template>

<script>
	import * as THREE from 'three'
	import {
		OrbitControls
	} from 'three/examples/jsm/controls/OrbitControls.js'
	import {
		GLTFLoader
	} from 'three/examples/jsm/loaders/GLTFLoader.js';
	import {
		FBXLoader
	} from 'three/examples/jsm/loaders/FBXLoader.js';
	import {
		DRACOLoader
	} from "three/examples/jsm/loaders/DRACOLoader.js";
	import {
		OBJLoader
	} from "three/examples/jsm/loaders/OBJLoader.js";
	export default {
		//Soldier
		data() {
			return {
				mSceneWidth: 0, // 手机屏幕宽度
				mSceneHeight: 0, // 手机屏幕高度
				canvas: null,
				worldFocus: null, // 世界焦点(模型放置,相机围绕的中心)
				renderer: null,
				mCanvasId: null,
				scene: null,
				mesh: null,
				camera: null,
				clock: null,
				renderAnimFrameId: null, // 渲染帧动画id
				controls: null,
				timeS: 0,
				changeFlag: true,
				mixer: null,
				previousTime: 0,
				modelUrl: "/static/Soldier.glb"
			};
		},
		mounted() {
			// uni.createSelectorQuery().in(this).select('#webgl').fields({
			// 	node: true
			// }).exec(res=> {
			// 	console.log(JSON.stringify(res))
			// 	this.mCanvasId = res[0].node.id;
			// 	// 注册画布
			// 	const mCanvas = THREE.global.registerCanvas(this.mCanvasId, res[0].node);

			// 	// 开始初始化
			// 	this.init(mCanvas);
			// })	
		},
		// 页面加载时
		onLoad(option) {
			// 获取手机屏幕宽高
			this.mSceneWidth = uni.getWindowInfo().windowWidth;
			this.mSceneHeight = uni.getWindowInfo().windowHeight;
			// 设置世界中心
			this.worldFocus = new THREE.Vector3(0, 0, 0);
		},
		// 页面加载完毕后
		onReady() {
			this.init()
		},
		onShow() {

		},

		onHide() {
			this.disposes()
			cancelAnimationFrame(this.animate())
		},

		methods: {
			// 在不需要时释放资源
			disposes() {
				// 释放几何体
				this.scene.traverse((object) => {
					if (object.geometry) {
						object.geometry.dispose();
					}

					// 释放材质
					if (object.material) {
						if (Array.isArray(object.material)) {
							object.material.forEach(material => material.dispose());
						} else {
							object.material.dispose();
						}
					}
				});

				// 释放渲染器
				if (this.renderer) {
					this.renderer.dispose();
				}

				// 清除场景
				while (this.scene.children.length > 0) {
					this.scene.remove(this.scene.children[0]);
				}
			},
			
			getFitScaleValue(scene) {
			    let box=new THREE.BoxGeometry(3,3,3)
			    let mail=new THREE.MeshBasicMaterial({color:0xff6600})
			    let mesh=new THREE.Mesh(box,mail)
			    var boxes = new THREE.Box3().setFromObject( scene );
			    var maxDiameter =  Math.max((boxes.max.x - boxes.min.x), (boxes.max.y - boxes.min.y), (boxes.max.z - boxes.min.z)); //数值越大,模型越小
				console.log(maxDiameter)
			    return Math.ceil(this.mSceneHeight / maxDiameter/4);
			},
			
			init() {
				// 创建一个场景
				this.scene = new THREE.Scene()
				//三位坐标线
				// const axesHelper = new THREE.AxesHelper(5);
				// this.scene.add(axesHelper);
				//创建相机对象,45是相机的视角  , 宽高比是屏幕的宽高比 , 最近能看到0.1 , 最远能看到10000
				// this.camera = new THREE.OrthographicCamera(-s * k, s * k, s , -s, 1, 1000);
				// this.camera.position.set(0, 20, 300);

				const lod = new THREE.LOD();

				// 创建不同细节级别的几何体
				const highDetailGeometry = new THREE.BoxGeometry(1, 1, 1);
				const mediumDetailGeometry = new THREE.BoxGeometry(0.5, 0.5, 0.5);
				const lowDetailGeometry = new THREE.BoxGeometry(0.25, 0.25, 0.25);

				// 创建材质
				const material = new THREE.MeshBasicMaterial({
					color: 0xff0000
				});

				// 创建不同细节级别的网格
				const highDetailMesh = new THREE.Mesh(highDetailGeometry, material);
				const mediumDetailMesh = new THREE.Mesh(mediumDetailGeometry, material);
				const lowDetailMesh = new THREE.Mesh(lowDetailGeometry, material);

				// 将不同细节级别的网格添加到LOD对象中
				lod.addLevel(highDetailMesh, 0); // 距离0
				lod.addLevel(mediumDetailMesh, 5); // 距离5
				lod.addLevel(lowDetailMesh, 10); // 距离10

				this.scene.add(lod);
				this.camera = new THREE.PerspectiveCamera(75, this.mSceneWidth / this.mSceneHeight, 0.1, 2000);
				//100,300 ,500
				this.camera.position.set(0, 0, 5); //设置相机位置
				 //this.camera.position.set(100, -800, 500);
				 this.scene.add(this.camera)

				this.camera.lookAt(this.scene.position); //设置相机方向(指向的场景对象)
				// 执行一个渲染函数
				this.rendererGLR()
				/* 光源设置*/
				this.pointLight()
				this.clock = new THREE.Clock()

				//创建控件对象
				this.change()
				//更新轨道控件
				let fileName = this.modelUrl.lastIndexOf(".")
				let fileFormat = this.modelUrl.substring(fileName + 1, this.modelUrl.length).toLowerCase()
				if (fileFormat == 'fbx') {
					this.fbxLoader()
				} else if (fileFormat == 'glb') {
					this.gblLoader()
				} else if (fileFormat == 'obj') {
					this.objLoader()
				}
				//this.renderer.render(this.scene, this.camera);
			},
			pointLight() {
				let ambientLight = new THREE.AmbientLight(0xffffff, 1);
				this.scene.add(ambientLight);
				const directional_light = new THREE.DirectionalLight(0xffffff, 1);
				directional_light.position.set(0, 1, 0);
				directional_light.castShadow = true;
				this.scene.add(directional_light);
				let a = 1,
					b = 0.6,
					c = 10;
				let directionalLight1 = new THREE.DirectionalLight(0xffffff, b);
				directionalLight1.position.set(-a, -a, a * c).normalize();
				let directionalLight2 = new THREE.DirectionalLight(0xffffff, b);
				directionalLight2.position.set(a, -a, -a * c).normalize();
				let directionalLight3 = new THREE.DirectionalLight(0xffffff, b);
				directionalLight3.position.set(-a, a, -a * c).normalize();
				let directionalLight4 = new THREE.DirectionalLight(0xffffff, b);
				directionalLight4.position.set(a, a, a * c).normalize();
				this.scene.add(directionalLight1);
				this.scene.add(directionalLight2);
				this.scene.add(directionalLight3);
				this.scene.add(directionalLight4);
			},
			//渲染函数
			rendererGLR() {
				this.$nextTick(() => {
					const element = document.getElementById('webgl')
					this.canvas = element
					this.renderer.setSize(element.clientWidth, element.clientHeight);
					element.appendChild(this.renderer.domElement);
				})
				this.renderer = new THREE.WebGLRenderer({
					alpha: true,
					antialias: true,
					powerPreference: "high-performance",
					precision: "mediump"

				}); //alpha:true背景透明

				this.renderer.setPixelRatio(window.devicePixelRatio * 2);
				this.renderer.toneMapping = THREE.ACESFilmicToneMapping;
				this.renderer.toneMappingExposure = 1.0;
				this.renderer.outputColorSpace = THREE.SRGBColorSpace;
				this.renderer.shadowMap.enabled = true;
				this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
			},
			//创建控件对象
			change() {
				this.controls = new OrbitControls(this.camera, this.renderer.domElement);
				this.controls.minDistance = 300
				this.controls.maxDistance = 1000
				this.controls.addEventListener('change', () => {
					this.renderer.render(this.scene, this.camera);
				}); //监听鼠标、键盘事件
				//禁止缩放
				this.controls.enableZoom = this.changeFlag
				//禁止旋转
				this.controls.enableRotate = this.changeFlag
				//禁止右键拖拽
				this.controls.enablePan = this.changeFlag
			},
			//更新轨道控件
			animate() {
				if (this.renderer) {
					// console.log(this.stats)
					// this.stats.update()
					let T = this.clock.getDelta()
					let renderT = 1 / 30
					this.timeS = this.timeS + T
					if (this.timeS > renderT) {
						this.controls.update();
						this.renderer.render(this.scene, this.camera);
						this.timeS = 0

					}
					requestAnimationFrame(this.animate);
					if (!this.changeFlag) {
						this.controls.autoRotateSpeed = 16
					}
					this.controls.autoRotate = false // 是否自动旋转

				}

				//创建一个时钟对象
				//this.clock = new THREE.Clock()
				//this.scene.rotateY(0.01)
				//获得两帧的时间间隔  更新混合器相关的时间
				if (this.mixer) {
					this.mixer.update(this.clock.getDelta()*100)
				}

			},
			objLoader() {
				let that = this
				const loader = new OBJLoader();
				uni.showLoading({
					title: "正在加载"
				})
				// load a resource
				loader.load(
					// resource URL
					that.modelUrl,
					// called when resource is loaded
					function(object) {
						console.log(object)
						uni.hideLoading()
						var scale = that.getFitScaleValue(object)
						console.log(scale)
						object.scale.set(scale, scale, scale);
						that.scene.add(object);
						setTimeout(function() {
							//that.renderer.render(that.scene, that.camera);
							that.animate()

						}, 1000);

					},
					// called when loading is in progress
					function(xhr) {

						console.log((xhr.loaded / xhr.total * 100) + '% loaded');

					},
					// called when loading has errors
					function(error) {

						console.log('An error happened');

					}
				);
			},
			//导入FBX模型文件
			fbxLoader() {
				let that = this
				const loader = new FBXLoader();
				loader.load(this.modelUrl, function(mesh) {
					that.scene.add(mesh);
					that.ownerInstance.callMethod('onload')
				})
			},
			//导入GLB模型文件
			gblLoader() {
				uni.showLoading({
					title: "正在加载",
				})
				let that = this
				const loader = new GLTFLoader();
				const dracoloader = new DRACOLoader();
				dracoloader.setDecoderPath("/static/draco/");
				loader.setDRACOLoader(dracoloader);
				loader.load(that.modelUrl, function(gltf) {
					uni.hideLoading()
					
					//that.mesh = gltf.scene
					if (gltf.animations.length > 0) {
						that.mixer = new THREE.AnimationMixer(gltf.scene)
						const action = that.mixer.clipAction(gltf.animations[0])
						// 让动画进入播放状态
						action.play()

					}
					var scale = that.getFitScaleValue(gltf.scene)
					console.log(scale)
					 gltf.scene.scale.set(scale, scale, scale);
					that.scene.add(gltf.scene);

					setTimeout(function() {
						//that.renderer.render(that.scene, that.camera);
						that.animate()

					}, 1000);


				}, function(xhr) {
					console.log((xhr.loaded / xhr.total * 100) + '% loaded');
				}, function(err) {
					console.log(err)
				});
			},
			// 触摸开始
			// 触摸事件处理
			onTouchStart(event) {
				const touch = event.touches[0];
				const rect = this.canvas.getBoundingClientRect();
				const x = touch.clientX - rect.left;
				const y = touch.clientY - rect.top;

				// 在这里处理触摸开始事件
			},

			onTouchMove(event) {
				const touch = event.touches[0];
				const rect = this.canvas.getBoundingClientRect();
				const x = touch.clientX - rect.left;
				const y = touch.clientY - rect.top;

				// 在这里处理触摸移动事件
			},

			onTouchEnd() {
				// 在这里处理触摸结束事件
			}
		}
	}
</script>

<style lang="scss">
</style>

未调用缩放方法,就是空白,调用后:


http://www.kler.cn/a/536384.html

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