html部分

<template>
  <div class="earth-container">
    <div
      id="container"
      class="container"
      ref="container"
    />
  </div>
</template>

js部分

glb模型加载,点击变色,border高亮

<script>
import * as THREE from "three";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
import { OutlinePass } from "three/examples/jsm/postprocessing/OutlinePass.js";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass.js";
import { FXAAShader } from "three/examples/jsm/shaders/FXAAShader.js";

export default {
  name: "Index",
  data() {
    return {
      scene: "",
      light: "",
      camera: "",
      controls: "",
      renderer: "",
      composer: null,
    outlinePass: null,
    renderPass: null,
      clickObjects:[],
      OrbitControlState: false,
      OrbitControlChangeState: false,
      // 存储已选中模型、挂牌、指示箭头和颜色
      select: {
        object: null, // 选中的模型
        selectedColor: 'red', // 选中的模型的颜色
        arrowColor: 'rgba(70, 160, 255, 1)', // 选中的模型指示箭头颜色
        originColor: null, // 选中的模型原本的的颜色
        arrow: null, // 选中的模型指示箭头
        sprite: null // 选中的模型挂牌
      }
    };
  },
  methods: {
    // 初始化three.js相关内容
    init() {
      this.scene = new THREE.Scene();
      this.scene.add(new THREE.AmbientLight(0x999999)); // 环境光
      this.light = new THREE.DirectionalLight(0xdfebff, 0.45); // 从正上方(不是位置)照射过来的平行光,0.45的强度
      this.light.position.set(50, 200, 100);
      this.light.position.multiplyScalar(0.3);
      // 光源开启阴影
      this.light.castShadow = true;
      this.light.shadow.mapSize = new THREE.Vector2(1024, 1024);
      this.scene.add(this.light);
      // 初始化相机
      this.camera = new THREE.PerspectiveCamera(
        20,
        window.innerWidth / window.innerHeight,
        0.1,
        10000000
      );
      this.camera.position.set(731, 416, 16);
      this.camera.lookAt(this.scene.position);
      this.renderer = new THREE.WebGLRenderer({antialias: true, alpha: true, preserveDrawingBuffer: true});
      this.renderer.setPixelRatio(window.devicePixelRatio); // 为了兼容高清屏幕
      this.renderer.setSize(window.innerWidth, window.innerHeight); // 改成这样就可以居中
      this.renderer.shadowMap.enabled = true;
      this.renderer.shadowMap.type = THREE.PCFSoftShadowMap
      const container = document.querySelector(".container"); // threeJS挂载位置
      container.appendChild(this.renderer.domElement);
      window.addEventListener("resize", this.onWindowResize, false); // 添加窗口监听事件(resize-onresize即窗口或框架被重新调整大小)
      // 初始化控制器
      this.controls = new OrbitControls(this.camera, this.renderer.domElement);
      this.controls.target.set(0, 0, 0); // ------------------
      this.controls.maxPolarAngle = Math.PI / 2;
      this.controls.update();

      this.controls.addEventListener( 'start', this.startOrbitContorlHandler)
      this.controls.addEventListener( 'end', this.endOrbitContorlHandler)
      this.controls.addEventListener( 'change', this.changeOrbitContorlHandler)
    },
    // 窗口监听函数
    onWindowResize() {
      this.camera.aspect = window.innerWidth / window.innerHeight;
      this.camera.updateProjectionMatrix();
      this.renderer.setSize(window.innerWidth, window.innerHeight);
    },
    render() {
       //用效果合成器渲染
      requestAnimationFrame(this.render);
      this.renderer.render(this.scene, this.camera);
      if (this.composer) {
        this.composer.render()
      }
    },
    //高亮显示模型(呼吸灯)
    outlineObj (selectedObjects) {
      // 创建一个EffectComposer(效果组合器)对象,然后在该对象上添加后期处理通道。
      this.composer = new EffectComposer(this.renderer)
      // 新建一个场景通道  为了覆盖到原理来的场景上
      this.renderPass = new RenderPass(this.scene, this.camera)
      this.composer.addPass(this.renderPass);
      // 物体边缘发光通道
      this.outlinePass = new OutlinePass(new THREE.Vector2(window.innerWidth, window.innerHeight), this.scene, this.camera, selectedObjects)
      this.outlinePass.selectedObjects = selectedObjects
      this.outlinePass.edgeStrength = 10.0 // 边框的亮度
      this.outlinePass.edgeGlow = 1// 光晕[0,1]
      this.outlinePass.usePatternTexture = false // 是否使用父级的材质
      this.outlinePass.edgeThickness = 1.0 // 边框宽度
      this.outlinePass.downSampleRatio = 1 // 边框弯曲度
      this.outlinePass.pulsePeriod = 5 // 呼吸闪烁的速度
      this.outlinePass.visibleEdgeColor.set(parseInt(0x00ff00)) // 呼吸显示的颜色
      this.outlinePass.hiddenEdgeColor = new THREE.Color(0, 0, 0) // 呼吸消失的颜色
      this.outlinePass.clear = true
      this.composer.addPass(this.outlinePass)
      // 自定义的着色器通道 作为参数
      var effectFXAA = new ShaderPass(FXAAShader)
      effectFXAA.uniforms.resolution.value.set(1 / window.innerWidth, 1 / window.innerHeight)
      effectFXAA.renderToScreen = true
      this.composer.addPass(effectFXAA)
    },
    // 外部模型加载函数
    loadGltf() {
      const that = this;
      // 加载模型
      var loader = new GLTFLoader();
      //    loader.setPath('GLTF/')
      loader.load(
        "/model-file/detail/bengfang.glb",
        function (gltf) {
          // 就是两个模型 这个是动态的,下面是静态的,这些从sketchfab上面下载即可
          gltf.scene.traverse((object) => {
            if (object.isMesh) {
              // 修改模型的材质
              object.castShadow = true;
              object.receiveShadow = true;
            }
          });
          gltf.scene.receiveShadow = true;
          //旋转--调整模型角度,以达到最好观看效果
          gltf.scene.rotateY(Math.PI);
          that.scene.add(gltf.scene);
        }
      );
    },
    addGeometry() {
      const size = 10000
      const divisions = 100

      const gridHelper = new THREE.GridHelper( size, divisions, '#000', '#999' )
      //this.scene.add( gridHelper )

      const floorGeometry = new THREE.PlaneGeometry(size, size, 50, 50);
      const floorMaterial = new THREE.MeshPhongMaterial({
        color: 0x77028f,
        shininess: 0,
        // wireframe: true
      });
      const floor = new THREE.Mesh(floorGeometry, floorMaterial);
      floor.rotation.x = -0.5 * Math.PI
      // 地板接受阴影开启
      floor.receiveShadow = true;
      //this.scene.add(floor);
    },

    //给模型添加点击事件
    onMouseClick(event) {
      let raycaster = new THREE.Raycaster();
      let mouse = new THREE.Vector2();
      //将鼠标点击位置的屏幕坐标转换成threejs中的标准坐标
      mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
      mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;

      // 通过鼠标点的位置和当前相机的矩阵计算出raycaster
      raycaster.setFromCamera(mouse, this.camera);

      // 获取raycaster直线和所有模型相交的数组集合
      //  var intersects = raycaster.intersectObjects(this.clickObjects);
      var intersects = raycaster.intersectObjects(this.scene.children);
      //console.log(intersects);

      //将所有的相交的模型的颜色设置为红色
      // for (var i = 0; i < intersects.length; i++) {
      //   intersects[i].object.material.color.set(0xff0000);
      // }
      //if(intersects.length>0){
        console.log('点击了对象:', intersects)
      //}
    },
    onPointerUp(event) {
      // 阻止此回调重复执行已有事件处理
      let evt = event,
      that = this
      event.preventDefault()
      that.pointerUpHandler(evt)
    },
    pointerUpHandler: function(event){  
      if(!this.OrbitControlState || (this.OrbitControlState && !this.OrbitControlChangeState)){
        // 将控制器与模型点击事件区分
        let raycaster = new THREE.Raycaster()
        let intersections = []
        // 获取鼠标屏幕坐标
        var rect = this.renderer.domElement.getBoundingClientRect()
        let mouse = new THREE.Vector2()
        mouse.x = ( ( event.clientX - rect.left ) / rect.width ) * 2 - 1
        mouse.y = - ( ( event.clientY - rect.top ) / rect.height ) * 2 + 1

        // 通过相机角度和鼠标位置计算射线
        raycaster.setFromCamera( mouse, this.camera )
        // 获取射线相交模型,存储在数组intersections中
        raycaster.intersectObjects( this.scene.children, true, intersections )

        let selectedObject = null, // 被选中的模型
        origin = null  // 被选中的模型与射线的交点,用于确定挂牌位置



        if(intersections.length>0){
          // 存在与射线相交模型
          this.outlineObj([intersections[0].object])
          for ( var i = 0; i < intersections.length; i++ ) {
            // 遍历线相交模型
            if(intersections[i].object instanceof THREE.Mesh){
              // 取第一个(距离最近)的相交Mesh类型模型
              // 如果要排除地面等参照模型,也可在此处添加判断条件
              selectedObject = intersections[i].object
              origin = intersections[i].point
              break
            }
          }
        }
        // 处理选中模型样式并触发生成挂牌
        // 如果selectedObject为null则清除之前选中的模型样式和挂牌
        console.log(this.camera.position,123)
        this.setSingleSelect(selectedObject, origin)
      }
    },
    setSingleSelect: function(object, origin) {
      let popupPosition = origin?origin.clone().add(new THREE.Vector3( 0, 20, 0 )): null
      let arrowPosition = origin?origin.clone().add(new THREE.Vector3( 0, 3, 0 )): null

      // 根据模型uuid判断此模型是否已经被选中
      if(this.select.object && object && this.select.object.uuid === object.uuid){
        // 如果模型已选中,则不执行下面操作
        // 更新挂牌位置
        this.select.sprite.position = popupPosition
        this.select.arrow.position = arrowPosition


        return
      }
      if(this.select.object && this.select.originColor){
        // 如果存在选中模型,先清除之前选中模型的样式
        this.select.object.material.color.set( this.select.originColor )
      }
      if(this.select.arrow){
        // 如果存在挂牌箭头,先清除
        this.scene.remove(this.select.arrow)
        this.select.arrow = null
      }
      if(this.select.sprite){
        // 如果存在挂牌,先清除
        this.scene.remove(this.select.sprite)
        this.select.sprite = null
      }

      // 清空已选中模型和模型原本颜色
      this.select.object = null
      this.select.originColor = null

      if(object){
        // 如果传入选中的模型
        // 保存模型
        this.outlinePass.selectedObjects = [object];
        this.select.object = object
        // 保存模型原色
        this.select.originColor = '#' + object.material.color.getHexString()
        // 设置选中模型颜色
        object.material.color.set( this.select.selectedColor )
        // 添加选中指示箭头
        this.select.arrow = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), arrowPosition, 15, this.select.arrowColor )
        this.scene.add(this.select.arrow)
        // 加载挂牌,传入挂牌文字和位置
        this.loadTextPopup('温度: 97.5℃', popupPosition)

      }
   },
    loadTextPopup: function(text, position){
      // 生成挂牌贴图
      let canvas = this.drawCanvas1(text)

      // 设置纹理
      let texture = new THREE.Texture(canvas)
      // 设置纹理属性,便于展示
      texture.needsUpdate = true
      // 设置材质
      const material = new THREE.SpriteMaterial({ map: texture, color: 0xffffff })
      // 设置材质透明度
      material.opacity = 0.8
      // 设置挂牌
      this.select.sprite = new THREE.Sprite(material)
      // 设置挂牌位置
      this.select.sprite.position = position
      // 根据挂牌贴图尺寸比例初始化挂牌尺寸
      this.select.sprite.scale.set(10 / canvas.height * canvas.width, 10, 1)
      // 添加挂牌
      this.scene.add(this.select.sprite)
    },
    // 绘制异形挂牌
    drawCanvas1: function(text){
      let canvas = document.createElement('canvas'), // 画布
      ctx = canvas.getContext('2d'), // 画笔
      fontSize = 40, // 字体大小
      paddingv = 20, // 挂牌上下与文字距离
      paddingh = 30, // 挂牌左右与文字距离
      backgroundColor = 'rgba(70, 160, 255, 1)', // 挂牌背景色
      fontColor = 'white',  // 挂牌文字颜色
      borderWidth = 5  // 挂牌背景描边宽度

      ctx.font = fontSize + "px Arial"
      // 测量文字在画布中的长度,用于计算画布尺寸
      let textWidth = Math.ceil(ctx.measureText(text).width),
      canvasWidth = textWidth + 2*paddingh,
      canvasHeight = fontSize + 2*paddingv

      // 设置画布尺寸
      canvas.width = canvasWidth
      canvas.height = canvasHeight

      // 绘制一个形状
      let radius = 5 || Math.min(paddingv, paddingh)
      ctx.beginPath()
      ctx.lineWidth = borderWidth
      ctx.strokeStyle = 'blue'
      ctx.moveTo(paddingh + borderWidth, borderWidth)
      ctx.lineTo(canvasWidth - borderWidth - radius, borderWidth)
      // 右上拐角圆弧
      ctx.arcTo(canvasWidth - borderWidth, borderWidth, canvasWidth - borderWidth, borderWidth + radius, radius)
      ctx.lineTo(canvasWidth - borderWidth, canvasHeight - borderWidth - radius)
      // 右下拐角圆弧
      ctx.arcTo(canvasWidth - borderWidth, canvasHeight - borderWidth, canvasWidth - borderWidth - radius, canvasHeight - borderWidth, radius)
      ctx.lineTo(borderWidth + radius, canvasHeight - borderWidth)
      // 左下拐角圆弧
      ctx.arcTo(borderWidth, canvasHeight - borderWidth, borderWidth, canvasHeight - borderWidth - radius, radius)
      ctx.lineTo(borderWidth, paddingv + borderWidth)
      ctx.closePath()
      ctx.stroke()
      ctx.clip()

      ctx.fillStyle = backgroundColor
      ctx.fillRect(0, 0, canvas.width, canvas.height)

      ctx.fillStyle = fontColor
      ctx.font = fontSize + "px Arial"
      ctx.textAlign = "center"
      ctx.textBaseline = "middle"
      ctx.fillText(text, canvas.width / 2, canvas.height / 2)

      return canvas
    },
    startOrbitContorlHandler: function(evt){
      this.OrbitControlState = true
    },
    endOrbitContorlHandler: function(evt){
      this.OrbitControlState = false
      this.OrbitControlChangeState = false
    },
    changeOrbitContorlHandler: function(evt){
      this.OrbitControlChangeState = true
    },

  },
  mounted() {
    this.init();
    this.loadGltf();
    this.render();
    this.addGeometry();
    this.renderer.domElement.addEventListener( 'pointerup', this.onPointerUp )
    // window.addEventListener("click", this.onMouseClick, false);
  },
  components: {},
};
</script>

位置调试,点击事件中打印xyz的值

   console.log(this.camera.position,123)

平行光源影响立体效果

      this.light = new THREE.DirectionalLight(0xdfebff, 0.45); // 从正上方(不是位置)照射过来的平行光,0.45的强度
      this.light.position.set(50, 200, 100);//这个坐标很关键
      this.light.position.multiplyScalar(0.3);
      // 光源开启阴影
      this.light.castShadow = true;
      this.light.shadow.mapSize = new THREE.Vector2(1024, 1024);
      this.scene.add(this.light);

点击高亮关键代码

1、点击高亮首先查看这篇博客
2、点击事件中调用

        if(intersections.length>0){
          // 存在与射线相交模型
          this.outlineObj([intersections[0].object])
        }
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