three.js加fbx动画模型
<template> <div> <div id="threeContained"></div> </div> </template> <script> import * as THREE from "three"; //引入Threejs import { FBXLoader } from "three/examples/jsm/loaders/FBXLoader"; import { OrbitControls } from "three/examples/jsm/controls/OrbitControls"; import Stats from "three/examples/jsm/libs/stats.module"; // const OrbitControls = require("three-orbit-controls")(THREE); export default { name: "vue-three", data() { return { scene: "", light: "", camera: "", controls: "", renderer: "", load:'', clock:'', mixer:'' }; }, methods: { init() { var that = this; let container = document.getElementById("threeContained"); // 创建场景 that.scene = new THREE.Scene(); that.scene.background = new THREE.Color(0x8cc7de); // 创建相机 that.camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 ); // that.camera.position.set( -70, 25, 90 ); // 定位相机,并且指向场景中心 that.camera.position.x = 30; that.camera.position.y = 30; that.camera.position.z = 170; that.camera.lookAt(that.scene.position) /// 显示三维坐标系 var axes = new THREE.AxisHelper(100) // 添加坐标系到场景中 that.scene.add(axes); // 创建地面 // const geometry = new THREE.BoxGeometry(); // const material = new THREE.MeshPhongMaterial({ color: 0xffffff }); // const cube = new THREE.Mesh(geometry, material); // that.scene.add(cube); // 创建地面的几何体 var planeGeometry = new THREE.PlaneGeometry(100, 60); // 给地面物体上色 var planeMaterial = new THREE.MeshStandardMaterial({ color: 0xcccccc }); // 创建地面 var plane = new THREE.Mesh(planeGeometry, planeMaterial); plane.material.opacity = 0.6; plane.material.transparent = true; plane.rotation.x = -0.5 * Math.PI; plane.position.x = 0; plane.position.y = 0; plane.position.z = 0; plane.castShadow = true; // 接收阴影 plane.receiveShadow = true; that.scene.add(plane); // mesh.rotation.x = -Math.PI / 2; // mesh.receiveShadow = true; // that.scene.add(mesh); // 创建聚光灯 // var spotLight = new THREE.SpotLight(0xFFFFFF); // spotLight.position.set(25, 50, 50); // spotLight.castShadow = true; // spotLight.angle = Math.PI / 4; // spotLight.shadow.penumbra = 0.05 // spotLight.shadow.mapSize.width = 1024; // spotLight.shadow.mapSize.innerHeight = 1024; // // 添加聚光灯 // that.scene.add(spotLight) const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444); hemiLight.position.set(0, 1, 0); that.scene.add(hemiLight); const directionalLight1 = new THREE.DirectionalLight(0xffeeff, 0.8); directionalLight1.position.set(1, 1, 1); that.scene.add(directionalLight1); const directionalLight2 = new THREE.DirectionalLight(0xffffff, 0.8); directionalLight2.position.set(-1, 0.5, -1); that.scene.add(directionalLight2); const ambientLight = new THREE.AmbientLight(0xffffee, 0.25); that.scene.add(ambientLight); // stats that.stats = new Stats(); container.appendChild(that.stats.dom); // model that.loader = new FBXLoader(); that.loader.load("/models/fbx/SHIWAI.fbx", function (object) { that.mixer = new THREE.AnimationMixer( object ); const action = that.mixer.clipAction( object.animations[ 0 ] ); action.play(); object.traverse( function ( child ) { if ( child.isMesh ) { child.castShadow = true; child.receiveShadow = true; } }); console.log(object); // object.scale.set(0.001,0.001,0.001) object.scale.set(0.1,0.1,0.1) that.scene.add(object); that.animate(); }); // 创建渲染器 that.renderer = new THREE.WebGLRenderer(); that.renderer.setPixelRatio(window.devicePixelRatio); // 设置渲染器的初始颜色 that.renderer.setClearColor(new THREE.Color(0xeeeeee)); // 设置输出canvas画面的大小 that.renderer.setSize(window.innerWidth, window.innerHeight); container.appendChild(that.renderer.domElement); const controls = new OrbitControls(that.camera, that.renderer.domElement); controls.target.set(0, 12, 0); controls.update(); // debugger // window.addEventListener("onpointerdown", that.selectObject()); window.addEventListener("resize", that.onWindowResize); }, onWindowResize() { this.camera.aspect = window.innerWidth / window.innerHeight; this.camera.updateProjectionMatrix(); this.renderer.setSize(window.innerWidth, window.innerHeight); }, animate() { // requestAnimationFrame(this.animate); // this.renderer.render(this.scene, this.camera); // this.stats.update(); requestAnimationFrame( this.animate ); const delta = this.clock.getDelta(); if ( this.mixer ) this.mixer.update( delta ); this.renderer.render( this.scene, this.camera ); this.stats.update(); }, selectObject(event) { if (event.button != 0) return; const mouse = new THREE.Vector2(); mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; const raycaster = new THREE.Raycaster(); raycaster.setFromCamera(mouse, this.camera); const intersected = raycaster.intersectObjects( this.scene.children, false ); console.log(intersected) if (intersected.length) { const found = intersected[0]; const faceIndex = found.faceIndex; const geometry = found.object.geometry; console.log(this.load) // const id = ifcLoader.ifcManager.getExpressId(geometry, faceIndex); const modelID = found.object.modelID; // ifcLoader.ifcManager.createSubset( { modelID, ids: [ id ], scene, removePrevious: true, material: highlightMaterial } ); // const props = ifcLoader.ifcManager.getItemProperties(modelID, id, true); // console.log(props); // this.renderer.render( this.scene, this.camera ); } }, }, mounted() { this.clock = new THREE.Clock(); this.init(); this.animate(); window.onpointerdown = this.selectObject; }, }; </script> <style scoped> html, body { height: 100%; } /* #container { width: 100%; margin: 0 auto; height: 1000px; overflow: hidden; } */ </style>