This commit is contained in:
lzp
2026-03-13 17:31:50 +08:00
4 changed files with 247 additions and 105 deletions

View File

@@ -4,7 +4,8 @@ import { useI18n } from 'vue-i18n'
import gsap from 'gsap';
import * as THREE from 'three';
import { initThree,clearModel,addModel } from './threeTool'
import { initThree,clearModel,addModel,getModelInfo,calculateCameraPosition } from './threeTool'
import threeGlb from '@/assets/images/three/sample.glb'
//const props = defineProps({
//})
@@ -28,27 +29,56 @@ const load = ref({
progress:0
})
// const textureLoader = ref(new THREE.TextureLoader())//材质
//初始化
const init = ()=>{
//初始化threejs
if(scene.value)return
const initResult = initThree(threeDom.value)
scene.value = initResult.scene
group.value = initResult.group
camera.value = initResult.camera
renderer.value = initResult.renderer
ambient.value = initResult.ambient
controls.value = initResult.controls
pointLight.value = initResult.pointLight
const init = () => {
//初始化threejs
if (scene.value) return
const initResult = initThree(threeDom.value)
scene.value = initResult.scene
group.value = initResult.group
camera.value = initResult.camera
renderer.value = initResult.renderer
ambient.value = initResult.ambient
controls.value = initResult.controls
pointLight.value = initResult.pointLight
threeDom.value.ondblclick = (event:any)=>{
let intersects = openModel(event);
if(!intersects || intersects.length<=0) return
const bbox = new THREE.Box3().setFromObject(intersects[0].object);
const size = new THREE.Vector3();
let target2 = bbox.getCenter(size);//获取选中包围起来后的中心坐标
animateCamera(camera.value.position,intersects[0].point,controls.value.target,target2)
}
threeDom.value.ondblclick = (event:any)=>{
let intersects = openModel(event);
if(!intersects || intersects.length<=0) return
const clickedObject = intersects[0].object;
const modelInfo = getModelInfo(clickedObject);
const { size } = modelInfo;
const maxSize = Math.max(size.x, size.y, size.z);
let distanceFactor = 1.2;
let heightFactor = 0.3;
let angle = 0;
if (size.y > size.x * 2) {
// 高瘦物体,拉远一点,稍微抬高视角
distanceFactor = 1.5;
heightFactor = 0.4;
angle = Math.PI / 6; // 30度
} else if (size.x > size.y * 2) {
// 扁平物体,降低视角
heightFactor = 0.2;
angle = Math.PI / 8; // 22.5度
}
const { position: cameraPos, target } = calculateCameraPosition(
modelInfo,
camera.value,
{
distanceFactor,
heightFactor,
angle
}
);
// 执行相机动画
animateCamera(
camera.value.position,
cameraPos,
controls.value.target,
target
);
}
}
let openModel = (event:any)=>{
@@ -61,39 +91,43 @@ let openModel = (event:any)=>{
return intersects
}
let isTweening = false;
function animateCamera(current1:any, target1:any, current2:any, target2:any){
if (isTweening) return
isTweening = true
let options = {
x1: current1.x, // 相机当前位置x
y1: current1.y, // 相机当前位置y
z1: current1.z, // 相机当前位置z
x2: current2.x, // 控制当前的中心点x
y2: current2.y, // 控制当前的中心点y
// z2: current2.z // 控制当前的中心点z
}
gsap.to(options,{
x1: 0, // 新的相机位置x
y1: target2.y, // 新的相机位置y
z1: 1000, // 新的相机位置z
x2: 0, // 新的控制中心点位置x
y2: target2.y, // 新的控制中心点位置x
duration:1,
ease:'linear',
onUpdate:()=>{
camera.value.position.x = options.x1;
camera.value.position.y = options.y1;
camera.value.position.z = options.z1;
controls.value.target.x = options.x2;
controls.value.target.y = options.y2;
// controls.value.target.z = object.z2;
controls.value.update();
},
onComplete:()=>{
isTweening = false
}
// z2: target2.z // 新的控制中心点位置x
})
function animateCamera(
startCameraPos: THREE.Vector3,
endCameraPos: THREE.Vector3,
startTarget: THREE.Vector3,
endTarget: THREE.Vector3
) {
if (isTweening) return;
isTweening = true;
let options = {
cx: startCameraPos.x,
cy: startCameraPos.y,
cz: startCameraPos.z,
tx: startTarget.x,
ty: startTarget.y,
tz: startTarget.z
};
gsap.to(options, {
cx: endCameraPos.x,
cy: endCameraPos.y,
cz: endCameraPos.z,
tx: endTarget.x,
ty: endTarget.y,
tz: endTarget.z,
duration: 1,
ease: 'power2.inOut', // 使用更自然的缓动
onUpdate: () => {
camera.value.position.set(options.cx, options.cy, options.cz);
controls.value.target.set(options.tx, options.ty, options.tz);
controls.value.update();
},
onComplete: () => {
isTweening = false;
}
});
}
const setModel = async (url:any)=>{
clearModel(group,scene)
@@ -118,7 +152,7 @@ const open = async ()=>{
// composer.render();
};
animate();
await setModel("https://www.minio-api.aida.com.hk/aida-threed/female/glb/1%E7%9F%AD%E8%A2%96T%E6%81%A4.glb?X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=admin%2F20260310%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20260310T032933Z&X-Amz-Expires=86400&X-Amz-SignedHeaders=host&X-Amz-Signature=184ec7f9ff3076dde5aca66e2d2e27f8d180add698a5b1040fe903a55cb2f85e")
await setModel(threeGlb)
load.value.state = false
}

View File

@@ -57,21 +57,25 @@ export const initThree = (threeDom)=>{
DirectionalLight 平行光,比如太阳光
SpotLight 聚光源
*/
const pointLight = new THREE.DirectionalLight(0xffffff,.5);
pointLight.intensity = 1.2
pointLight.castShadow = true//开启阴影
pointLight.shadow.mapSize = new THREE.Vector2(width, height)
scene.add(pointLight); //光源添加到场景中
//设置环境光全亮
const pointLight = new THREE.AmbientLight(0xffffff,.2);
scene.add(pointLight);
// const pointLight = new THREE.AmbientLight(0xffffff,1.0);
// pointLight.intensity = 1.2//光源强度
// pointLight.castShadow = true//开启阴影
// pointLight.shadow.mapSize = new THREE.Vector2(width, height)
// scene.add(pointLight); //点光源添加到场景中
// pointLight.position.set(400, 200, 300); //点光源位置
pointLight.position.y = 400;
pointLight.position.z = 200;
pointLight.position.x = 200;
let floorGeometry = new THREE.PlaneGeometry(5000, 3000)//地板大小
let floorMaterial = new THREE.MeshPhongMaterial({ color: "#7e7ab0", })
let floorMesh = new THREE.Mesh(floorGeometry, floorMaterial);
floorMesh.rotation.x = -0.5 * Math.PI;
floorMesh.receiveShadow = true;
floorMesh.position.y = -0.001;
// pointLight.position.y = 100;
// pointLight.position.z = 50;
// pointLight.position.x = 100;
// let floorGeometry = new THREE.PlaneGeometry(5000, 3000)//地板大小
// let floorMaterial = new THREE.MeshPhongMaterial({ color: "#7e7ab0", })
// let floorMesh = new THREE.Mesh(floorGeometry, floorMaterial);
// floorMesh.rotation.x = -0.5 * Math.PI;
// floorMesh.receiveShadow = true;
// floorMesh.position.y = -0.001;
// scene.add(floorMesh);
const textureLoader = new THREE.TextureLoader();
// const texture = textureLoader.load('/3dModel/sketch-thick.jpg');
@@ -85,41 +89,144 @@ export const clearModel = (group,scene)=>{
scene.value.remove(oldGroup);
}
// 计算模型包围盒
export const getModelInfo = (model: THREE.Object3D) => {
const box = new THREE.Box3().setFromObject(model);
const center = box.getCenter(new THREE.Vector3());
const size = box.getSize(new THREE.Vector3());
const maxSize = Math.max(size.x, size.y, size.z);
return {
box,
center,
size,
maxSize
};
};
// 根据模型信息计算相机位置
export const calculateCameraPosition = (
modelInfo: ReturnType<typeof getModelInfo>,
camera: THREE.PerspectiveCamera,
options?: {
distanceFactor?: number; // 距离系数默认1.5
heightFactor?: number; // 高度偏移系数默认0.3
angle?: number; // 观察角度,默认正前方
}
) => {
const { center, size, maxSize } = modelInfo;
const fov = camera.fov * (Math.PI / 180);
const distanceFactor = options?.distanceFactor ?? 1.5;
const heightFactor = options?.heightFactor ?? 0.3;
// 计算合适的相机距离
const distance = (maxSize / 2) / Math.tan(fov / 2) * distanceFactor;
// 根据角度计算相机位置
const angle = options?.angle ?? 0; // 0表示正前方
return {
position: new THREE.Vector3(
center.x + distance * Math.sin(angle),
center.y + size.y * heightFactor,
center.z + distance * Math.cos(angle)
),
target: center.clone(),
distance,
center,
size
};
};
// 根据模型信息计算光源位置
export const calculateLightPosition = (
modelInfo: ReturnType<typeof getModelInfo>,
options?: {
xFactor?: number; // X轴偏移系数默认0.5
yFactor?: number; // Y轴偏移系数默认0.8
zFactor?: number; // Z轴偏移系数默认0.5
}
) => {
const { center, size } = modelInfo;
const xFactor = options?.xFactor ?? 0.5;
const yFactor = options?.yFactor ?? 0.8;
const zFactor = options?.zFactor ?? 0.5;
return new THREE.Vector3(
center.x + size.x * xFactor,
center.y + size.y * yFactor,
center.z + size.z * zFactor
);
};
export const addModel = async (
url:any,
controls:OrbitControls,
camera:THREE.PerspectiveCamera,
pointLight:THREE.DirectionalLight,
group:THREE.Group,
load:any)=>{
await new Promise((resolve, reject) => {
var fbxLoader = new GLTFLoader();
let drac = new DRACOLoader()
drac.setDecoderPath('/draco/')
fbxLoader.setDRACOLoader(drac)
// fbxLoader.load('/3dModel/222/1111.glb',
fbxLoader.load(url,
(obj:any) => {
let scene = obj.scene;
var box = new THREE.Box3().setFromObject(scene);
var center = box.getCenter(new THREE.Vector3());
controls.value.target.copy(center);
// controls.autoRotate = true
camera.value.position.y = center.y;
camera.value.position.z = 1000;
pointLight.value.position.y = 250;
pointLight.value.position.z = 1250;
group.value.add(scene);
resolve('')
},(xhr:any) => { // 加载进度回调
const percent = xhr.total == 0?100:(xhr.loaded / xhr.total * 100).toFixed(2);
load.value.progress = percent
// updateProgressBar(Number(percent));
},(error:any) => { // 加载失败回调
console.error('模型加载失败:', error);
reject('')
})
})
url: any,
controls: OrbitControls,
camera: THREE.PerspectiveCamera,
pointLight: THREE.DirectionalLight,
group: THREE.Group,
load: any
) => {
await new Promise((resolve, reject) => {
var fbxLoader = new GLTFLoader();
let drac = new DRACOLoader()
drac.setDecoderPath('/draco/')
fbxLoader.setDRACOLoader(drac)
fbxLoader.load(url,
(obj: any) => {
let scene = obj.scene;
scene.traverse((child: any) => {
if (child.isMesh) {
// 如果是基础材质,转换为标准材质
if (child.material instanceof THREE.MeshBasicMaterial) {
const oldMat = child.material;
child.material = new THREE.MeshStandardMaterial({
map: oldMat.map,
color: oldMat.color,
roughness: 0.4,
metalness: 0
});
}
// 如果是标准材质,调整粗糙度
else if (child.material instanceof THREE.MeshStandardMaterial) {
child.material.roughness = 0.4;
child.material.metalness = 0;
}
}
});
// 获取模型信息
const modelInfo = getModelInfo(scene);
const { position: cameraPos, target } = calculateCameraPosition(
modelInfo,
camera.value,
{
distanceFactor: 1.5,
heightFactor: 0.3,
angle: 0 // 正前方
}
);
// 设置相机位置
camera.value.position.copy(cameraPos);
// 设置控制器目标点
controls.value.target.copy(target);
// 计算并设置光源位置
const lightPos = calculateLightPosition(modelInfo);
pointLight.value.position.copy(lightPos);
// 将模型添加到场景
group.value.add(scene);
// 可选:将模型信息存储在模型上,方便后续使用
(scene as any).userData.modelInfo = modelInfo;
resolve('')
},
(xhr: any) => { // 加载进度回调
const percent = xhr.total == 0 ? 100 : (xhr.loaded / xhr.total * 100).toFixed(2);
load.value.progress = percent
console.log('模型加载进度:', percent);
},
(error: any) => { // 加载失败回调
console.error('模型加载失败:', error);
reject('')
}
)
})
}