Use vue to learn three.js to load advanced geometry-load OBJ format model

1.demo effect

Insert picture description here

As shown above, the demo loads the OBJ format model through OBJLoader, and adds a brown material

2. Implementation points

2.1 OBJ model placement path

When loading files in vue, the default path is public, so the files that need to be loaded are placed in this path, and the variable publicPath is created in the data attribute of vue. The value of this variable is the environment variable process.env.BASE_URL in vue

data() {
    
    
  return {
    
    
    publicPath: process.env.BASE_URL
  }
}

2.2 Load OBJ model

Here we import the model through OBJLoader, but here we need to pay attention to the import path, splicing the publicpath variable we created to the file path, in the imported callback function, we need to create a material, and assign the material to each geometry member, and then Add the imported mesh object to the scene, as follows:

 // 加载OBJ模型
 loadOBJ() {
    
    
   const THIS = this
   const loader = new OBJLoader()
   loader.load(`${
      
      THIS.publicPath}models/pinecone.obj`, loadedMesh => {
    
    
     // 创建材质
     const material = new THREE.MeshLambertMaterial({
    
    
       color: 0x5c3a21
     })
     // 给几何体成员赋该材质
     loadedMesh.children.forEach(child => {
    
    
       child.material = material
       child.geometry.computeFaceNormals()
       child.geometry.computeVertexNormals()
     })

     loadedMesh.scale.set(100, 100, 100)
     loadedMesh.rotation.x = -0.3
     THIS.mesh = loadedMesh
     // 添加到场景
     THIS.scene.add(THIS.mesh)
   })
 },

3.demo code

<template>
  <div>
    <div id="container"></div>
  </div>
</template>

<script>
import * as THREE from 'three'
import {
    
     OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import {
    
     OBJLoader } from 'three/examples/jsm/loaders/OBJLoader.js'

export default {
    
    
  data() {
    
    
    return {
    
    
      publicPath: process.env.BASE_URL,
      mesh: null,
      camera: null,
      scene: null,
      renderer: null,
      controls: null
    }
  },
  mounted() {
    
    
    this.init()
  },
  methods: {
    
    
    // 初始化
    init() {
    
    
      this.createScene() // 创建场景
      this.loadOBJ() // 加载OBJ模型
      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()
    },
    // 加载OBJ模型
    loadOBJ() {
    
    
      const THIS = this
      const loader = new OBJLoader()
      loader.load(`${
      
      THIS.publicPath}models/pinecone.obj`, loadedMesh => {
    
    
        // 创建材质
        const material = new THREE.MeshLambertMaterial({
    
    
          color: 0x5c3a21
        })
        // 给几何体成员赋该材质
        loadedMesh.children.forEach(child => {
    
    
          child.material = material
          child.geometry.computeFaceNormals()
          child.geometry.computeVertexNormals()
        })

        loadedMesh.scale.set(100, 100, 100)
        loadedMesh.rotation.x = -0.3
        THIS.mesh = loadedMesh
        // 添加到场景
        THIS.scene.add(THIS.mesh)
      })
    },

    // 创建光源
    createLight() {
    
    
      // 环境光
      const ambientLight = new THREE.AmbientLight(0xffffff, 0.1) // 创建环境光
      this.scene.add(ambientLight) // 将环境光添加到场景

      const spotLight = new THREE.SpotLight(0xffffff) // 创建聚光灯
      spotLight.position.set(-40, 60, -10)
      spotLight.castShadow = true
      this.scene.add(spotLight)
    },
    // 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(35, k, 0.1, 1000)
      this.camera.position.set(-80, 60, 40) // 设置相机位置

      this.camera.lookAt(new THREE.Vector3(10, 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({
    
     antialias: true, alpha: true })
      this.renderer.setSize(element.clientWidth, element.clientHeight) // 设置渲染区域尺寸
      this.renderer.shadowMap.enabled = true // 显示阴影
      this.renderer.shadowMap.type = THREE.PCFSoftShadowMap
      this.renderer.setClearColor(0x3f3f3f, 1) // 设置背景颜色
      element.appendChild(this.renderer.domElement)
    },

    render() {
    
    
      if (this.mesh) {
    
    
        this.mesh.rotation.y += 0.02
      }
      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%;
}
</style>

Guess you like

Origin blog.csdn.net/qw8704149/article/details/112596562