unity导入bim模型

最近在研究怎么导入bim模型,开始的时候真是一头雾水,毫无头绪,但是功夫不负有心人,终于找到了解决办法,总共找到了三种插件,其中两种是unity出品的,说明这个方向还是很有市场的,下面我就对这三种插件进行一下对比说明:

名称 Unity Reflect Pixyz Tridify
导入方式 用插件从Revit导出,在Unity中用Revit插件导入 在Unity中直接用插件导入 把模型上传到Tridify官网后,在Unity中用插件导入
模型格式 IFC IFC IFC
官网 https://unity.com/products/unity-reflect https://unity.com/products/pixyz https://www.tridify.com
优点 1)可以实时修改显示;2)bim基础数据详细;3)导入unity后数据名称已翻译成中文 直接导入模型 方便、快捷
缺点 需要云服务器,服务器不稳定 1)模型颜色导出错误;2)无法烘焙 1)导入unity后数据被拆分成多个脚本;2)导入unity后数据名称为英文
模型精细度 Mesh被合并 所有Mesh均可单独操作 Mesh被合并
模型材质 不可编辑 可编辑 可编辑
报价 unity pro+reflect:17250元/年 unity pro+pixyz:24400元/年;pixyz:7266.735元/年 unity pro:13831.2元/年;200M容量,50个ifc/月文件:1515元/年;1G容量,50个IFC/月文件:6816元/年;10G容量,250个IFC/月文件:30294元/年

模型链接:https://download.csdn.net/download/qq_39353597/84991982
最后总结:还是Threejs香:

<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - IFCLoader</title>
		<meta charset="utf-8" />
		<meta
			name="viewport"
			content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"
		/>
		<link type="text/css" rel="stylesheet" href="main.css" />
	</head>

	<body>
		<div id="info">
			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a>
			-
			<a href="https://www.buildingsmart.org/standards/bsi-standards/industry-foundation-classes/" target="_blank" rel="noopener">IFCLoader</a>
		</div>

		<!-- Import maps polyfill -->
		<!-- Remove this when import maps will be widely supported -->
		<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>

		<script type="importmap">
			{
    
    
				"imports": {
    
    
					"three": "../build/three.module.js"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';
			import {
    
     OrbitControls } from './jsm/controls/OrbitControls.js';

			import {
    
     IFCLoader } from './jsm/loaders/IFCLoader.js';

			let scene, camera, renderer;

			init();

			function init() {
    
    

				//Scene
				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0x8cc7de );

				//Camera
				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 1000 );
				camera.position.z = - 70;
				camera.position.y = 25;
				camera.position.x = 90;

				//Initial cube
				const geometry = new THREE.BoxGeometry();
				const material = new THREE.MeshPhongMaterial( {
    
     color: 0xffffff } );
				const cube = new THREE.Mesh( geometry, material );
				scene.add( cube );

				//Lights
				const directionalLight1 = new THREE.DirectionalLight( 0xffeeff, 0.8 );
				directionalLight1.position.set( 1, 1, 1 );
				scene.add( directionalLight1 );

				const directionalLight2 = new THREE.DirectionalLight( 0xffffff, 0.8 );
				directionalLight2.position.set( - 1, 0.5, - 1 );
				scene.add( directionalLight2 );

				const ambientLight = new THREE.AmbientLight( 0xffffee, 0.25 );
				scene.add( ambientLight );

				//Setup IFC Loader
				const ifcLoader = new IFCLoader();
				ifcLoader.ifcManager.setWasmPath( 'jsm/loaders/ifc/' );
				ifcLoader.load( 'models/ifc/rac_advanced_sample_project.ifc', function ( model ) {
    
    

					scene.add( model.mesh );
					render();

				} );

				const highlightMaterial = new THREE.MeshPhongMaterial( {
    
     color: 0xff00ff, depthTest: false, transparent: true, opacity: 0.3 } );

				function selectObject( event ) {
    
    

					if ( event.button != 0 ) return;

					const mouse = new THREE.Vector2();
					mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
					mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

					const raycaster = new THREE.Raycaster();
					raycaster.setFromCamera( mouse, camera );

					const intersected = raycaster.intersectObjects( scene.children, false );
					if ( intersected.length ) {
    
    

						const found = intersected[ 0 ];
						const faceIndex = found.faceIndex;
						const geometry = found.object.geometry;
						const id = ifcLoader.ifcManager.getExpressId( geometry, faceIndex );

						const modelID = found.object.modelID;
						ifcLoader.ifcManager.createSubset( {
    
     modelID, ids: [ id ], scene, removePrevious: true, material: highlightMaterial } );
						const props = ifcLoader.ifcManager.getItemProperties( modelID, id, true );
						console.log( props );
						renderer.render( scene, camera );

		}

	}

				window.onpointerdown = selectObject;

				//Renderer
				renderer = new THREE.WebGLRenderer( {
    
     antialias: true	} );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setPixelRatio( window.devicePixelRatio );
				document.body.appendChild( renderer.domElement );

				//Controls
				const controls = new OrbitControls( camera, renderer.domElement );
				controls.addEventListener( 'change', render );

				window.addEventListener( 'resize', onWindowResize );

				render();

			}

			function onWindowResize() {
    
    

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();
				renderer.setSize( window.innerWidth, window.innerHeight );

				render();

			}

			function render() {
    
    

				renderer.render( scene, camera );

			}

		</script>
	</body>
</html>

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转载自blog.csdn.net/qq_39353597/article/details/123519993