使用vue学习three.js之创建、加载高级几何体-通过THREE.Geometry.merge()函数合并网格

1.demo效果

在这里插入图片描述
如上图,该demo支持以下功能:

  1. 可以通过objNum属性设置要创建的小立方体的个数。
  2. 可以通过勾选combined属性来设置是否启用THREE.Geometry.merge()函数合并立方体

2.涉及知识点

2.1 为什么合并网格

一般情况下可以使用组来操纵和管理大量网格。但是当对象的数量非常庞大时,性能就会成为一个瓶颈,因为在组里每个对象还是独立的,需要分别对它们进行渲染和处理,所以数量上来以后性能就会受到很大影响。这个时候three.js提供了一个方法可以将网格合并,来达到提升性能的目的

2.2 THREE.Geometry.merge()函数

现在的网格合并函数merge已经合成到THREE.Geometry对象上,我们使用合并函数可以直接通过Geometry对象调用。THREE.Geometry.merge()函数的可以将一个或多个几何体合并成一个几何体
以下是使用示例:


const cubeMaterial = new THREE.MeshNormalMaterial({
    
    
  transparent: true,
  opacity: 0.5
})
//创建方块1
const cubeGeometry1 = new THREE.BoxGeometry(10, 10, 10)
const cube1 = new THREE.Mesh(cubeGeometry1, cubeMaterial)
//创建方块2
const cubeGeometry2 = new THREE.BoxGeometry(20, 20, 20)
const cube2 = new THREE.Mesh(cubeGeometry, cubeMaterial)

const geometry = new THREE.Geometry()

//将方块1合并到geometry 
cube1.updateMatrix()
geometry.merge(cube1.geometry, cube1.matrix)

//将方块2合并到geometry
cube2.updateMatrix()
geometry.merge(cube2.geometry, cube2.matrix)

//用合并后的几何对象创建网格
const mergeMesh = new THREE.Mesh(geometry, cubeMaterial)

//将使用合并方式创建的网格对象添加到场景
scene.add(mergeMesh )

2.3 网格合并产生的影响

  1. 合并后,若干个网格对象被合并成一个,性能大幅提升
  2. 与使用组或未合并相比较,合并后不能对每个对象进行单独的操作

3.实现要点

3.1 创建随机位置的小立方体

合并网格需要多个小立方体的网格对象,我们首先要实现一个创建随机位置立方体的方法,具体如下:

addCube () {
    
    
 const cubeSize = 1.0
 const cubeGeometry = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize)
 const cubeMaterial = new THREE.MeshNormalMaterial({
    
    
   transparent: true,
   opacity: 0.5
 })
 const cube = new THREE.Mesh(cubeGeometry, cubeMaterial)
 cube.castShadow = true

 cube.position.x = -60 + Math.round(Math.random() * 100)
 cube.position.y = Math.round(Math.random() * 10)
 cube.position.z = -150 + Math.round(Math.random() * 175)

 return cube
}

3.2 合并网格对象

上面的步骤我们实现了一个创建随机位置方块的方法,这里我们使用for循环通过merge方法将创建的小方块依次合并到新的geometry几何对象,并使用它创建新的网格对象,最后添加到场景

const geometry = new THREE.Geometry()
for (let i = 0; i < this.properties.objNum.value; i++) {
    
    
  const cubeMesh = this.addCube()
  cubeMesh.updateMatrix()
  geometry.merge(cubeMesh.geometry, cubeMesh.matrix)
}
this.scene.add(new THREE.Mesh(geometry, cubeMaterial))

3.3 重绘网格对象

当我们通过objNum属性调整要生成的小方块或勾选combined属性来调整是否合并对象时,页面需要重新绘制,这上需要先把上一次创建的网格对象先全部删掉,然后重新创建,具体如下:

redraw () {
    
    
  const toRemove = []
  this.scene.traverse(e => {
    
    
    if (e instanceof THREE.Mesh) toRemove.push(e)
  })
  toRemove.forEach(e => {
    
    
    this.scene.remove(e)
  })
  this.createCubes()
}

4.demo代码

<template>
  <div>
    <div id="container"></div>
    <div class="controls-box">
      <section>
        <el-row>
          <div v-for="(item,key) in properties" :key="key">
            <div v-if="item&&item.name!=undefined">
              <el-col :span="8">
                <span class="vertice-span">{
    
    {
    
    item.name}}</span>
              </el-col>
              <el-col :span="13">
                <el-slider v-model="item.value" :min="item.min" :max="item.max" :step="item.step" :format-tooltip="formatTooltip" @change="redraw"></el-slider>
              </el-col>
              <el-col :span="3">
                <span class="vertice-span">{
    
    {
    
    item.value}}</span>
              </el-col>
            </div>
          </div>
        </el-row>
        <el-row>
          <el-checkbox v-model="properties.combined" @change="redraw">combined</el-checkbox>
        </el-row>
      </section>
    </div>
  </div>
</template>

<script>
import * as THREE from 'three'
import {
    
     OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
export default {
    
    
  components: {
    
    },
  data () {
    
    
    return {
    
    
      properties: {
    
    
        objNum: {
    
    
          name: 'objNum',
          value: 300,
          min: 0,
          max: 10000,
          step: 1
        },
        combined: false
      },
      cube: null,
      rotation: 0,
      camera: null,
      scene: null,
      renderer: null,
      controls: null
    }
  },
  mounted () {
    
    
    this.init()
  },
  methods: {
    
    
    formatTooltip (val) {
    
    
      return val
    },
    // 初始化
    init () {
    
    
      this.createScene() // 创建场景
      this.createCubes() // 创建方块
      this.createLight() // 创建光源
      this.createCamera() // 创建相机
      this.createRender() // 创建渲染器
      this.createControls() // 创建控件对象
      this.render() // 渲染
    },
    // 创建场景
    createScene () {
    
    
      this.scene = new THREE.Scene()
    },

    // 创建光源
    createLight () {
    
    
      // 添加聚光灯
      const spotLight = new THREE.SpotLight(0xffffff)
      spotLight.position.set(-40, 60, 20)
      spotLight.castShadow = true
      this.scene.add(spotLight) // 聚光灯添加到场景中
      // 环境光
      const ambientLight = new THREE.AmbientLight(0x0c0c0c)
      this.scene.add(ambientLight)
    },
    // 创建相机
    createCamera () {
    
    
      const element = document.getElementById('container')
      const width = element.clientWidth // 窗口宽度
      const height = element.clientHeight // 窗口高度
      const k = width / height // 窗口宽高比
      // PerspectiveCamera( fov, aspect, near, far )
      this.camera = new THREE.PerspectiveCamera(45, k, 0.1, 1000)

      this.camera.position.set(-30, 40, 30) // 设置相机位置
      this.camera.lookAt(new THREE.Vector3(5, 0, 0)) // 设置相机方向
      this.scene.add(this.camera)
    },
    // 创建渲染器
    createRender () {
    
    
      const element = document.getElementById('container')
      this.renderer = new THREE.WebGLRenderer()
      this.renderer.setSize(element.clientWidth, element.clientHeight) // 设置渲染区域尺寸
      this.renderer.setClearColor(0x3f3f3f, 1) // 设置背景颜色
      element.appendChild(this.renderer.domElement)
    },
    addCube () {
    
    
      const cubeSize = 1.0
      const cubeGeometry = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize)
      const cubeMaterial = new THREE.MeshNormalMaterial({
    
    
        transparent: true,
        opacity: 0.5
      })
      const cube = new THREE.Mesh(cubeGeometry, cubeMaterial)
      cube.castShadow = true

      cube.position.x = -60 + Math.round(Math.random() * 100)
      cube.position.y = Math.round(Math.random() * 10)
      cube.position.z = -150 + Math.round(Math.random() * 175)

      return cube
    },
    // 创建多个方块
    createCubes () {
    
    
      const cubeMaterial = new THREE.MeshNormalMaterial({
    
    
        transparent: true,
        opacity: 0.5
      })
      if (this.properties.combined) {
    
    
        const geometry = new THREE.Geometry()
        for (let i = 0; i < this.properties.objNum.value; i++) {
    
    
          const cubeMesh = this.addCube()
          cubeMesh.updateMatrix()
          geometry.merge(cubeMesh.geometry, cubeMesh.matrix)
        }
        this.scene.add(new THREE.Mesh(geometry, cubeMaterial))
      } else {
    
    
        for (let i = 0; i < this.properties.objNum.value; i++) {
    
    
          const cube = this.addCube()
          this.scene.add(cube)
        }
      }
    },

    redraw () {
    
    
      const toRemove = []
      this.scene.traverse(e => {
    
    
        if (e instanceof THREE.Mesh) toRemove.push(e)
      })
      toRemove.forEach(e => {
    
    
        this.scene.remove(e)
      })
      this.createCubes()
    },
    animation () {
    
    
      this.rotation += 0.005
      this.camera.position.x = Math.sin(this.rotation) * 50
      this.camera.position.z = Math.cos(this.rotation) * 50
      this.camera.lookAt(this.scene.position)
    },
    render () {
    
    
      this.animation()
      this.renderer.render(this.scene, this.camera)
      requestAnimationFrame(this.render)
    },
    // 创建控件对象
    createControls () {
    
    
      this.controls = new OrbitControls(this.camera, this.renderer.domElement)
    }
  }
}
</script>

<style>
#container {
    
    
  position: absolute;
  width: 100%;
  height: 100%;
}
.controls-box {
    
    
  position: absolute;
  right: 5px;
  top: 5px;
  width: 300px;
  padding: 10px;
  background-color: #fff;
  border: 1px solid #c3c3c3;
}
.vertice-span {
    
    
  line-height: 38px;
  padding: 0 2px 0 10px;
}
</style>

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转载自blog.csdn.net/qw8704149/article/details/112341295
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