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
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 } } }
未调用缩放方法,就是空白,调用后:
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