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所属分类:Web前端
这里给大家分享我在网上总结出来的一些知识,希望对大家有所帮助
前言
我的需求是使用uniapp写微信小程序,在小程序中使用threeJs就行了,目前暂不考虑兼容app什么的。 1.引入小程序版的threejs库实现 2.使用webview实现(推荐)
重点
我的建议是使用这个库
https://github.com/deepkolos/three-platformize
为什么?我试了uniapp推荐的和threejs-miniprogram这个小程序官方库,都加载不出来我的obj模型。所有我推荐不要用obj模型最好,挺多都支持GLTF模型的,但是我不能改。
使用three-platformize加载obj模型的案例:
核心代码:
html: <canvas type="webgl" id="webgl" style="width: 100vw; height: 100vh;" @touchstart="touchStart" @touchmove="touchMove" @touchend="touchEnd" /> script: <script> import * as THREE from 'three-platformize'; import { WechatPlatform } from 'three-platformize/src/WechatPlatform'; import { OBJLoader } from 'three-platformize/examples/jsm/loaders/OBJLoader'; import { GLTFLoader } from 'three-platformize/examples/jsm/loaders/GLTFLoader'; import {OrbitControls} from 'three-platformize/examples/jsm/controls/OrbitControls'; export default { data() { return { canvas:null, camera:null, scene:null, renderer:null, model:null, controls:null, loopIndex:null } }, onLoad() { }, methods: { async init() { const { canvas }= await this.getCanvas(); this.canvas = canvas; const platform = new WechatPlatform(canvas); // webgl canvas platform.enableDeviceOrientation('game'); // 开启DeviceOrientation THREE.PLATFORM.set(platform); this.platform = platform; this.renderModel(); }, //获取画布 async getCanvas(delay = 200) { return new Promise((resolve, reject) => { const t = setTimeout(() => { clearTimeout(t); uni.createSelectorQuery().in(this) .select('#webgl') .fields({ node: true }) .exec((res) => { console.log('res',res) if (res && res[0] && res[0].node) { const canvas = res[0].node; resolve({ canvas }); } else { reject("获取canvas失败"); } }); }, delay); }); }, renderModel () { this.camera = new THREE.PerspectiveCamera(45, this.canvas.width / this.canvas.height, 0.25, 100); this.camera.position.set(- 5, 3, 10); this.camera.lookAt(new THREE.Vector3(0, 2, 0)); this.scene = new THREE.Scene(); this.scene.background = new THREE.Color(0xe0e0e0); this.scene.fog = new THREE.Fog(0xe0e0e0, 20, 100); this.clock = new THREE.Clock(); // lights var light = new THREE.HemisphereLight(0xffffff, 0x444444); light.position.set(0, 20, 0); this.scene.add(light); // 改变外壳颜色 var AmbientLight = new THREE.AmbientLight(0x815800); // 环境光 this.scene.add(AmbientLight); // 平行光 light = new THREE.DirectionalLight(0xffffff); light.position.set(0, 20, 10); this.scene.add(light); // // ground // var mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(2000, 2000), new THREE.MeshPhongMaterial({ color: 0x999999, depthWrite: false })); // mesh.rotation.x = - Math.PI / 2; // this.scene.add(mesh); // var grid = new THREE.GridHelper(200, 40, 0x000000, 0x000000); // grid.material.opacity = 0.6; // grid.material.transparent = true; // this.scene.add(grid); // model var loader = new OBJLoader(); loader.load('http://localhost:8888/obj3/file.obj', (obj) => { console.log("obj+=") console.log(obj) // console.log(this.model) obj.position.set(0, -2, 0);//模型摆放的位置 obj.scale.set(0.2, 0.2, 0.2); // this.model = obj; this.scene.add(obj); }, undefined, function (e) { console.log("模型加载错误") console.error(e); }); // var loader = new GLTFLoader(); // loader.load('https://dtmall-tel.alicdn.com/edgeComputingConfig/upload_models/1591673169101/RobotExpressive.glb', (gltf) => { // this.model = gltf.scene; // this.scene.add(this.model); // }, undefined, function (e) { // console.error(e); // }); // var geometry = new THREE.BoxGeometry( 5, 5, 5 ); // var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} ); // var mesh = new THREE.Mesh( geometry, material ); // this.scene.add(mesh); this.renderer = new THREE.WebGLRenderer({antialias: true }); this.renderer.setPixelRatio(wx.getSystemInfoSync().pixelRatio); this.renderer.setSize(this.canvas.width, this.canvas.height); //this.renderer.outputEncoding = true; this.renderer.gammaFactor = 2.2; this.controls = new OrbitControls(this.camera, this.renderer.domElement ); this.camera.position.set( 5, 5, 10 ); this.animate(); }, animate() { this.loopIndex = this.canvas.requestAnimationFrame(this.animate); this.renderer.render(this.scene, this.camera); this.controls.update(); }, touchStart(e) { this.platform.dispatchTouchEvent(e); }, touchMove(e) { this.platform.dispatchTouchEvent(e); }, touchEnd(e) { this.platform.dispatchTouchEvent(e); } }, mounted() { this.$nextTick(()=> { this.init(); }); } } </script>
上面的案例中使用了两个模型,一个obj模型,obj模型的地址是自己写的本地服务器地址,需要自己配置,GLTF模型地址是网络地址,可以把注释解开查看。
注意点
1.加载外部模型与threeJs官网api是一致的
2.使用此方法加载外部模型,可能在真机调试时遇到模型不展示,或者微信闪退的情况(原因未知)
webview实现引入threejs库
效果图
实现:
1.使用vue实现threejs导入obj模型(pc端可完美实现),
2.在webview中引入相应的模型展示地址,
完结,就这两步即可,但是我是动态加载,所以在加载模型的时候,你需要在小程序端传值给pc端,让pc端加载相应的模型,这里就只需要用get在地址栏中传参就行了。
以下两个方法可能会用到:
1.模型大小自适应
setScaleToFitSize (obj) { const boxHelper = new THREE.BoxHelper(obj); boxHelper.geometry.computeBoundingBox(); const box = boxHelper.geometry.boundingBox; const maxDiameter = Math.max((box.max.x - box.min.x), (box.max.y - box.min.y), (box.max.z - box.min.z)); const scaleValue = camera.position.z / maxDiameter; obj.position.set(0, -10, 0);//模型摆放的位置 obj.scale.set(scaleValue, scaleValue, scaleValue); scene.add(obj); },
2.禁止小程序展示webview时候向下拉动:
在mounted
中添加:
document.body.addEventListener('touchmove', function (e) { e.preventDefault(); }, { passive: false });