前言
在上一篇文章簡單粗略的描述了開發(fā)3D汽車展廳,筆者想再寫一篇比較詳細(xì)的教程。對于筆者來說Three.js說難不難,說簡單也不簡單。說簡單因?yàn)樗喕藢θS知識的理解,簡化了很多操作。說難是因?yàn)閍pi很多,要用熟也不是一朝半夕的時(shí)間。筆者在這給大家介紹一下以最簡單方式打造一個(gè)3D汽車展示廳。這個(gè)3D汽車展廳實(shí)現(xiàn)出來也不算完整,主要想讓同學(xué)們找找感覺,找些成就感,有感覺自己也有學(xué)下去的動(dòng)力。_
簡單粗略了解三維
在2D里只有兩個(gè)坐標(biāo),分別是X軸,和Y軸。在3D就多了一個(gè)Z軸。相信剛學(xué)3D的同學(xué)對X軸和Y軸都比較熟悉,Z軸是比較陌生,筆者建議大家可以上 three編輯器的網(wǎng)站嘗試創(chuàng)建一些幾何物體,找找對3D理解。
完整效果
需要了解這幾個(gè)概念
筆者用舞臺表演來比如:
- 場景
Sence
相當(dāng)于在一個(gè)舞臺,在這里是布置場景物品和表演者表演的地方 - 相機(jī)
Carma
相當(dāng)于觀眾的眼睛去觀看 - 幾何體
Geometry
相當(dāng)于舞臺的表演者 - 燈光
light
相當(dāng)于舞臺燈光照射 - 控制
Controls
相當(dāng)于這出舞臺劇的總導(dǎo)演
既然知道這幾個(gè)概念,我們就根據(jù)這幾大概念以函數(shù)形式區(qū)分,就很好理解。在這個(gè)three程序我分別創(chuàng)建了:
setScene
、setCarma
、 loadfile
、setLight
、setControls
分別對應(yīng)以上幾個(gè)概念
創(chuàng)建場景
首先我們還是用vue3的setup方式編寫,npm安裝three包, 引入 Scene
,WebGLRenderer
兩個(gè)對象,創(chuàng)建兩個(gè)變量 scene
、renderer
并賦值,這樣就簡單搭建了一個(gè)場景,場景背景默認(rèn)是黑色。創(chuàng)建一個(gè)init
初始化函數(shù),并在onMounted
調(diào)用
<script setup>
import {onMounted} from 'vue'
import { Scene,WebGLRenderer,PerspectiveCamera} from 'three'
let scene,renderer
//創(chuàng)建場景
const setScene = ()=>{
scene = new Scene()
renderer = new WebGLRenderer()
renderer.setSize(innerWidth, innerHeight)
document.querySelector('.boxs').appendChild(renderer.domElement)
}
//初始化所有函數(shù)
const init = () => {
setScene()
}
//用vue鉤子函數(shù)調(diào)用
onMounted(init)
</script>
創(chuàng)建相機(jī)
有了場景就要加相機(jī),相機(jī)相當(dāng)于人的眼睛去觀察幾何物體,引入PerspectiveCamera
,
參數(shù)有4個(gè),具體可以看看官網(wǎng)文檔。然后通過實(shí)例方法position.set
設(shè)置相機(jī)坐標(biāo)
<script setup>
import { Scene,WebGLRenderer,PerspectiveCamera} from 'three'
let scene,renderer,camera
//相機(jī)的默認(rèn)坐標(biāo)
const defaultMap = {
x: 510,
y: 128,
z: 0,
}
//創(chuàng)建場景
const setScene = ()=>{
scene = new Scene()
renderer = new WebGLRenderer()
renderer.setSize(innerWidth, innerHeight)
document.querySelector('.boxs').appendChild(renderer.domElement)
}
//創(chuàng)建相機(jī)
const setCamera = () => {
const {x, y, z} = defaultMap
camera = new PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000)
camera.position.set(x, y, z)
}
//初始化所有函數(shù)
const init = () => {
setScene()
setCamera()
}
//用vue鉤子函數(shù)調(diào)用
onMounted(init)
</script>
引入特斯拉模型
在three我們除了可以通過api創(chuàng)建幾何物體,還可以引入第三方3d模型,具體可以上 sketchfab ,國外一個(gè)3d模型下載網(wǎng)站,里面有很多免費(fèi)的模型下載,這次用特斯拉汽車模型為例,下載一個(gè)
gltf
格式的3D模型。引入GLTFLoader
創(chuàng)建一個(gè)loadfile
函數(shù)并通過Promise返回模型數(shù)據(jù),在init
函數(shù)加上async
調(diào)用loadfile
得到返回模型數(shù)據(jù)并添加到場景scene
import {GLTFLoader} from 'three/examples/jsm/loaders/GLTFLoader'
import { Scene,WebGLRenderer,PerspectiveCamera} from 'three'
let scene,renderer,camera,directionalLight,dhelper
let isLoading = ref(true)
let loadingWidth = ref(0)
//相機(jī)的默認(rèn)坐標(biāo)
const defaultMap = {
x: 510,
y: 128,
z: 0,
}
//創(chuàng)建場景
const setScene = ()=>{
scene = new Scene()
renderer = new WebGLRenderer()
renderer.setSize(innerWidth, innerHeight)
document.querySelector('.boxs').appendChild(renderer.domElement)
}
//創(chuàng)建相機(jī)
const setCamera = () => {
const {x, y, z} = defaultMap
camera = new PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000)
camera.position.set(x, y, z)
}
//通過Promise處理一下loadfile函數(shù)
const loadFile = (url) => {
return new Promise(((resolve, reject) => {
loader.load(url,
(gltf) => {
resolve(gltf)
}, ({loaded, total}) => {
let load = Math.abs(loaded / total * 100)
loadingWidth.value = load
if (load >= 100) {
setTimeout(() => {
isLoading.value = false
}, 1000)
}
console.log((loaded / total * 100) + '% loaded')
},
(err) => {
reject(err)
}
)
}))
}
//初始化所有函數(shù)
const init = async() => {
const gltf =await loadFile('src/assets/3d/tesla_2018_model_3/scene.gltf')
setScene()
setCamera()
scene.add(gltf.scene)
}
//用vue鉤子函數(shù)調(diào)用
onMounted(init)
創(chuàng)建燈光
汽車模型還看不見,所以我們要給它設(shè)置燈光,引入DirectionalLight
,DirectionalLightHelper
,HemisphereLight
,HemisphereLightHelper
,并設(shè)置燈光的參數(shù),使模型可見,并有些反射光面,陰影的效果,然后也在init
函數(shù)調(diào)用 setLight
,再增加loop
函數(shù),使場景、照相機(jī)、模型不停循環(huán)調(diào)用。然后車模型就能看見啦,看到車出現(xiàn)的那一刻,好像自己的新買的一樣,_
import {GLTFLoader} from 'three/examples/jsm/loaders/GLTFLoader'
import { Scene,WebGLRenderer,PerspectiveCamera, DirectionalLight,
DirectionalLightHelper,
HemisphereLight,
HemisphereLightHelper} from 'three'
let scene,renderer,camera,directionalLight,hemisphereLight,dhelper,hHelper
let isLoading = ref(true)
let loadingWidth = ref(0)
//相機(jī)的默認(rèn)坐標(biāo)
const defaultMap = {
x: 510,
y: 128,
z: 0,
}
//創(chuàng)建場景
const setScene = ()=>{
scene = new Scene()
renderer = new WebGLRenderer()
renderer.setSize(innerWidth, innerHeight)
document.querySelector('.boxs').appendChild(renderer.domElement)
}
//創(chuàng)建相機(jī)
const setCamera = () => {
const {x, y, z} = defaultMap
camera = new PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000)
camera.position.set(x, y, z)
}
//通過Promise處理一下loadfile函數(shù)
const loadFile = (url) => {
return new Promise(((resolve, reject) => {
loader.load(url,
(gltf) => {
resolve(gltf)
}, ({loaded, total}) => {
let load = Math.abs(loaded / total * 100)
loadingWidth.value = load
if (load >= 100) {
setTimeout(() => {
isLoading.value = false
}, 1000)
}
console.log((loaded / total * 100) + '% loaded')
},
(err) => {
reject(err)
}
)
}))
}
// 設(shè)置燈光
const setLight = () => {
directionalLight = new DirectionalLight(0xffffff, 0.5)
directionalLight.position.set(-4, 8, 4)
dhelper = new DirectionalLightHelper(directionalLight, 5, 0xff0000)
hemisphereLight = new HemisphereLight(0xffffff, 0xffffff, 0.4)
hemisphereLight.position.set(0, 8, 0)
hHelper = new HemisphereLightHelper(hemisphereLight, 5)
scene.add(directionalLight)
scene.add(hemisphereLight)
}
//初始化所有函數(shù)
const init = async() => {
const gltf = await loadFile('src/assets/3d/tesla_2018_model_3/scene.gltf')
setScene()
setCamera()
setLight()
scene.add(gltf.scene)
loop()
}
//使場景、照相機(jī)、模型不停調(diào)用
const loop = () => {
requestAnimationFrame(loop)
renderer.render(scene, camera)
}
//用vue鉤子函數(shù)調(diào)用
onMounted(init)
控制模型
想用鼠標(biāo)自由旋轉(zhuǎn),或者自動(dòng)旋轉(zhuǎn),就要引用 OrbitControls
對象,創(chuàng)建setControls
函數(shù)也是在init
調(diào)用,通過綁定change
還可以監(jiān)聽坐標(biāo)變化,另外也要在loop
函數(shù)增加
controls.update()
才可以更新位置變化
import { Scene,WebGLRenderer,PerspectiveCamera} from 'three'
import {GLTFLoader} from 'three/examples/jsm/loaders/GLTFLoader'
import {OrbitControls} from 'three/examples/jsm/controls/OrbitControls.js'
let scene,renderer,camera,directionalLight,hemisphereLight,dhelper,hHelper,controls
let isLoading = ref(true)
let loadingWidth = ref(0)
//相機(jī)的默認(rèn)坐標(biāo)
const defaultMap = {
x: 510,
y: 128,
z: 0,
}
//創(chuàng)建場景
const setScene = ()=>{
scene = new Scene()
renderer = new WebGLRenderer()
renderer.setSize(innerWidth, innerHeight)
document.querySelector('.boxs').appendChild(renderer.domElement)
}
//創(chuàng)建相機(jī)
const setCamera = () => {
const {x, y, z} = defaultMap
camera = new PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000)
camera.position.set(x, y, z)
}
//通過Promise處理一下loadfile函數(shù)
const loadFile = (url) => {
return new Promise(((resolve, reject) => {
loader.load(url,
(gltf) => {
resolve(gltf)
}, ({loaded, total}) => {
let load = Math.abs(loaded / total * 100)
loadingWidth.value = load
if (load >= 100) {
setTimeout(() => {
isLoading.value = false
}, 1000)
}
console.log((loaded / total * 100) + '% loaded')
},
(err) => {
reject(err)
}
)
}))
}
// 設(shè)置燈光
const setLight = () => {
directionalLight = new DirectionalLight(0xffffff, 0.5)
directionalLight.position.set(-4, 8, 4)
dhelper = new DirectionalLightHelper(directionalLight, 5, 0xff0000)
hemisphereLight = new HemisphereLight(0xffffff, 0xffffff, 0.4)
hemisphereLight.position.set(0, 8, 0)
hHelper = new HemisphereLightHelper(hemisphereLight, 5)
scene.add(directionalLight)
scene.add(hemisphereLight)
}
// 設(shè)置模型控制
const setControls = () => {
controls = new OrbitControls(camera, renderer.domElement)
controls.maxPolarAngle = 0.9 * Math.PI / 2
controls.enableZoom = true
controls.addEventListener('change', render)
}
const render = () => {
map.x = Number.parseInt(camera.position.x)
map.y = Number.parseInt(camera.position.y)
map.z = Number.parseInt(camera.position.z)
}
//初始化所有函數(shù)
const init = async() => {
const gltf =await loadFile('src/assets/3d/tesla_2018_model_3/scene.gltf')
setScene()
setCamera()
setLight()
setControls()
scene.add(gltf.scene)
}
//使場景、照相機(jī)、模型不停調(diào)用和更新位置數(shù)據(jù)
const loop = () => {
requestAnimationFrame(loop)
renderer.render(scene, camera)
controls.update()
}
//用vue鉤子函數(shù)調(diào)用
onMounted(init)
改變車身顏色
到這里基礎(chǔ)的已經(jīng)搭建好了,接下來我們再加一個(gè)功能改變汽車車身顏色,也是展廳展示一個(gè)比較基礎(chǔ)的功能.創(chuàng)建一個(gè)setColor
這里說一下實(shí)例scene
有一個(gè)traverse
函數(shù),它回調(diào)了所有模型的子模型信息,只要我們找到對應(yīng)name屬性,就可以更改顏色,和增加貼圖等等,
因?yàn)閷δP徒Y(jié)構(gòu)不怎熟悉,所以根據(jù)名字來猜了一下 找到door_
前序的名字大概應(yīng)該就車身的套件。當(dāng)然如果細(xì)分到我只想改引擎蓋的顏色就要找出引擎蓋套件。當(dāng)然要很熟悉這個(gè)模型結(jié)構(gòu)了
//設(shè)置車身顏色
const setCarColor = (index) => {
const currentColor = new Color(colorAry[index])
scene.traverse(child => {
if (child.isMesh) {
console.log(child.name)
if (child.name.includes('door_')) {
child.material.color.set(currentColor)
}
}
})
}
上完整代碼
其他操作都是交給vue控制,包括設(shè)置車身顏色、是否自動(dòng)轉(zhuǎn)動(dòng)等等。大家運(yùn)行以下代碼的時(shí)候記得用vite
打包工具創(chuàng)建vue3模板
<template>
<div class="boxs">
<div class="maskLoading" v-if="isLoading">
<div class="loading">
<div :style="{width : loadingWidth +'%' }"></div>
</div>
<div style="padding-left: 10px;">{{parseInt(loadingWidth)}}%</div>
</div>
<div class="mask">
<p>x : {{x}} y:{{y}} z :{{z}}</p>
<button @click="isAutoFun">轉(zhuǎn)動(dòng)車</button>
<button @click="stop">停止</button>
<div class="flex">
<div @click="setCarColor(index)" v-for="(item,index) in colorAry"
:style="{backgroundColor : item}"></div>
</div>
</div>
</div>
</template>
<script setup>
import {onMounted, reactive, ref, toRefs} from 'vue'
import {
Color,
DirectionalLight,
DirectionalLightHelper,
HemisphereLight,
HemisphereLightHelper,
PerspectiveCamera,
Scene,
WebGLRenderer
} from 'three'
import {OrbitControls} from 'three/examples/jsm/controls/OrbitControls.js'
import {GLTFLoader} from 'three/examples/jsm/loaders/GLTFLoader'
//車身顏色數(shù)組
const colorAry = [
"rgb(216, 27, 67)", "rgb(142, 36, 170)", "rgb(81, 45, 168)", "rgb(48, 63, 159)", "rgb(30, 136, 229)", "rgb(0, 137, 123)",
"rgb(67, 160, 71)", "rgb(251, 192, 45)", "rgb(245, 124, 0)", "rgb(230, 74, 25)", "rgb(233, 30, 78)", "rgb(156, 39, 176)",
"rgb(0, 0, 0)"] // 車身顏色數(shù)組
const loader = new GLTFLoader() //引入模型的loader實(shí)例
const defaultMap = {
x: 510,
y: 128,
z: 0,
}// 相機(jī)的默認(rèn)坐標(biāo)
const map = reactive(defaultMap)//把相機(jī)坐標(biāo)設(shè)置成可觀察對象
const {x, y, z} = toRefs(map)//輸出坐標(biāo)給模板使用
let scene, camera, renderer, controls, floor, dhelper, hHelper, directionalLight, hemisphereLight // 定義所有three實(shí)例變量
let isLoading = ref(true) //是否顯示loading 這個(gè)load模型監(jiān)聽的進(jìn)度
let loadingWidth = ref(0)// loading的進(jìn)度
//創(chuàng)建燈光
const setLight = () => {
directionalLight = new DirectionalLight(0xffffff, 0.5)
directionalLight.position.set(-4, 8, 4)
dhelper = new DirectionalLightHelper(directionalLight, 5, 0xff0000)
hemisphereLight = new HemisphereLight(0xffffff, 0xffffff, 0.4)
hemisphereLight.position.set(0, 8, 0)
hHelper = new HemisphereLightHelper(hemisphereLight, 5)
scene.add(directionalLight)
scene.add(hemisphereLight)
}
// 創(chuàng)建場景
const setScene = () => {
scene = new Scene()
renderer = new WebGLRenderer()
renderer.setSize(innerWidth, innerHeight)
document.querySelector('.boxs').appendChild(renderer.domElement)
}
// 創(chuàng)建相機(jī)
const setCamera = () => {
const {x, y, z} = defaultMap
camera = new PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000)
camera.position.set(x, y, z)
}
// 設(shè)置模型控制
const setControls = () => {
controls = new OrbitControls(camera, renderer.domElement)
controls.maxPolarAngle = 0.9 * Math.PI / 2
controls.enableZoom = true
controls.addEventListener('change', render)
}
//返回坐標(biāo)信息
const render = () => {
map.x = Number.parseInt(camera.position.x)
map.y = Number.parseInt(camera.position.y)
map.z = Number.parseInt(camera.position.z)
}
// 循環(huán)場景 、相機(jī)、 位置更新
const loop = () => {
requestAnimationFrame(loop)
renderer.render(scene, camera)
controls.update()
}
//是否自動(dòng)轉(zhuǎn)動(dòng)
const isAutoFun = () => {
controls.autoRotate = true
}
//停止轉(zhuǎn)動(dòng)
const stop = () => {
controls.autoRotate = false
}
//設(shè)置車身顏色
const setCarColor = (index) => {
const currentColor = new Color(colorAry[index])
scene.traverse(child => {
if (child.isMesh) {
console.log(child.name)
if (child.name.includes('door_')) {
child.material.color.set(currentColor)
}
}
})
}
const loadFile = (url) => {
return new Promise(((resolve, reject) => {
loader.load(url,
(gltf) => {
resolve(gltf)
}, ({loaded, total}) => {
let load = Math.abs(loaded / total * 100)
loadingWidth.value = load
if (load >= 100) {
setTimeout(() => {
isLoading.value = false
}, 1000)
}
console.log((loaded / total * 100) + '% loaded')
},
(err) => {
reject(err)
}
)
}))
}
//初始化所有函數(shù)
const init = async () => {
setScene()
setCamera()
setLight()
setControls()
const gltf = await loadFile('src/assets/3d/tesla_2018_model_3/scene.gltf')
scene.add(gltf.scene)
loop()
}
//用vue鉤子函數(shù)調(diào)用
onMounted(init)
</script>
<style>
body {
margin: 0;
}
.maskLoading {
background: #000;
position: fixed;
display: flex;
justify-content: center;
align-items: center;
top: 0;
left: 0;
bottom: 0;
right: 0;
z-index: 1111111;
color: #fff;
}
.maskLoading .loading {
width: 400px;
height: 20px;
border: 1px solid #fff;
background: #000;
overflow: hidden;
border-radius: 10px;
}
.maskLoading .loading div {
background: #fff;
height: 20px;
width: 0;
transition-duration: 500ms;
transition-timing-function: ease-in;
}
canvas {
width: 100%;
height: 100%;
margin: auto;
}
.mask {
color: #fff;
position: absolute;
bottom: 0;
left: 0;
width: 100%;
}
.flex {
display: flex;
flex-wrap: wrap;
padding: 20px;
}
.flex div {
width: 10px;
height: 10px;
margin: 5px;
cursor: pointer;
}
</style>
最后
在這個(gè)3D汽車展示廳筆者只是簡單創(chuàng)建了一些基礎(chǔ)功能,還有很多功能可以增加,比如創(chuàng)建背景、地板、一些陰影、定點(diǎn)顯示車套件位置信息等等。掌握套路,這些功能實(shí)現(xiàn)也不難。希望大家如果喜歡能給小弟點(diǎn)個(gè)贊,謝謝啦 _