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
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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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