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uniapp?使用?tree.js?解決模型加載不出來的問題及解決方法

 更新時間:2025年02月11日 09:41:12   作者:hardWork_yulu  
本文介紹了在uniapp中使用tree.js時遇到的模型加載不出來的問題,并最終發(fā)現(xiàn)是由于縮放問題導致的,通過調(diào)用`getFitScaleValue()`方法解決了這個問題,感興趣的朋友一起看看吧

網(wǎng)上有很多uniapp使用tree.js的教程,但是我在使用測試中,發(fā)現(xiàn)tree.js的官方3d模型中有很多加載不出來,但是也沒有報錯,全網(wǎng)搜也沒搜到方法,最后發(fā)現(xiàn)是縮放的問題,這里將代碼貼出來,關鍵的方法是getFitScaleValue()這個方法

<template>
	<view id="app">
		<canvas id="webgl" ref="webgl" canvas-id="webgl" type="webgl"
			:style="'width:'+mSceneWidth+'px; height:'+mSceneHeight+'px;'">
		</canvas>
	</view>
</template>
<script>
	import * as THREE from 'three'
	import {
		OrbitControls
	} from 'three/examples/jsm/controls/OrbitControls.js'
	import {
		GLTFLoader
	} from 'three/examples/jsm/loaders/GLTFLoader.js';
	import {
		FBXLoader
	} from 'three/examples/jsm/loaders/FBXLoader.js';
	import {
		DRACOLoader
	} from "three/examples/jsm/loaders/DRACOLoader.js";
	import {
		OBJLoader
	} from "three/examples/jsm/loaders/OBJLoader.js";
	export default {
		//Soldier
		data() {
			return {
				mSceneWidth: 0, // 手機屏幕寬度
				mSceneHeight: 0, // 手機屏幕高度
				canvas: null,
				worldFocus: null, // 世界焦點(模型放置,相機圍繞的中心)
				renderer: null,
				mCanvasId: null,
				scene: null,
				mesh: null,
				camera: null,
				clock: null,
				renderAnimFrameId: null, // 渲染幀動畫id
				controls: null,
				timeS: 0,
				changeFlag: true,
				mixer: null,
				previousTime: 0,
				modelUrl: "/static/Soldier.glb"
			};
		},
		mounted() {
			// uni.createSelectorQuery().in(this).select('#webgl').fields({
			// 	node: true
			// }).exec(res=> {
			// 	console.log(JSON.stringify(res))
			// 	this.mCanvasId = res[0].node.id;
			// 	// 注冊畫布
			// 	const mCanvas = THREE.global.registerCanvas(this.mCanvasId, res[0].node);
			// 	// 開始初始化
			// 	this.init(mCanvas);
			// })	
		},
		// 頁面加載時
		onLoad(option) {
			// 獲取手機屏幕寬高
			this.mSceneWidth = uni.getWindowInfo().windowWidth;
			this.mSceneHeight = uni.getWindowInfo().windowHeight;
			// 設置世界中心
			this.worldFocus = new THREE.Vector3(0, 0, 0);
		},
		// 頁面加載完畢后
		onReady() {
			this.init()
		},
		onShow() {
		},
		onHide() {
			this.disposes()
			cancelAnimationFrame(this.animate())
		},
		methods: {
			// 在不需要時釋放資源
			disposes() {
				// 釋放幾何體
				this.scene.traverse((object) => {
					if (object.geometry) {
						object.geometry.dispose();
					}
					// 釋放材質
					if (object.material) {
						if (Array.isArray(object.material)) {
							object.material.forEach(material => material.dispose());
						} else {
							object.material.dispose();
						}
					}
				});
				// 釋放渲染器
				if (this.renderer) {
					this.renderer.dispose();
				}
				// 清除場景
				while (this.scene.children.length > 0) {
					this.scene.remove(this.scene.children[0]);
				}
			},
			getFitScaleValue(scene) {
			    let box=new THREE.BoxGeometry(3,3,3)
			    let mail=new THREE.MeshBasicMaterial({color:0xff6600})
			    let mesh=new THREE.Mesh(box,mail)
			    var boxes = new THREE.Box3().setFromObject( scene );
			    var maxDiameter =  Math.max((boxes.max.x - boxes.min.x), (boxes.max.y - boxes.min.y), (boxes.max.z - boxes.min.z)); //數(shù)值越大,模型越小
				console.log(maxDiameter)
			    return Math.ceil(this.mSceneHeight / maxDiameter/4);
			},
			init() {
				// 創(chuàng)建一個場景
				this.scene = new THREE.Scene()
				//三位坐標線
				// const axesHelper = new THREE.AxesHelper(5);
				// this.scene.add(axesHelper);
				//創(chuàng)建相機對象,45是相機的視角  , 寬高比是屏幕的寬高比 , 最近能看到0.1 , 最遠能看到10000
				// this.camera = new THREE.OrthographicCamera(-s * k, s * k, s , -s, 1, 1000);
				// this.camera.position.set(0, 20, 300);
				const lod = new THREE.LOD();
				// 創(chuàng)建不同細節(jié)級別的幾何體
				const highDetailGeometry = new THREE.BoxGeometry(1, 1, 1);
				const mediumDetailGeometry = new THREE.BoxGeometry(0.5, 0.5, 0.5);
				const lowDetailGeometry = new THREE.BoxGeometry(0.25, 0.25, 0.25);
				// 創(chuàng)建材質
				const material = new THREE.MeshBasicMaterial({
					color: 0xff0000
				});
				// 創(chuàng)建不同細節(jié)級別的網(wǎng)格
				const highDetailMesh = new THREE.Mesh(highDetailGeometry, material);
				const mediumDetailMesh = new THREE.Mesh(mediumDetailGeometry, material);
				const lowDetailMesh = new THREE.Mesh(lowDetailGeometry, material);
				// 將不同細節(jié)級別的網(wǎng)格添加到LOD對象中
				lod.addLevel(highDetailMesh, 0); // 距離0
				lod.addLevel(mediumDetailMesh, 5); // 距離5
				lod.addLevel(lowDetailMesh, 10); // 距離10
				this.scene.add(lod);
				this.camera = new THREE.PerspectiveCamera(75, this.mSceneWidth / this.mSceneHeight, 0.1, 2000);
				//100,300 ,500
				this.camera.position.set(0, 0, 5); //設置相機位置
				 //this.camera.position.set(100, -800, 500);
				 this.scene.add(this.camera)
				this.camera.lookAt(this.scene.position); //設置相機方向(指向的場景對象)
				// 執(zhí)行一個渲染函數(shù)
				this.rendererGLR()
				/* 光源設置*/
				this.pointLight()
				this.clock = new THREE.Clock()
				//創(chuàng)建控件對象
				this.change()
				//更新軌道控件
				let fileName = this.modelUrl.lastIndexOf(".")
				let fileFormat = this.modelUrl.substring(fileName + 1, this.modelUrl.length).toLowerCase()
				if (fileFormat == 'fbx') {
					this.fbxLoader()
				} else if (fileFormat == 'glb') {
					this.gblLoader()
				} else if (fileFormat == 'obj') {
					this.objLoader()
				}
				//this.renderer.render(this.scene, this.camera);
			},
			pointLight() {
				let ambientLight = new THREE.AmbientLight(0xffffff, 1);
				this.scene.add(ambientLight);
				const directional_light = new THREE.DirectionalLight(0xffffff, 1);
				directional_light.position.set(0, 1, 0);
				directional_light.castShadow = true;
				this.scene.add(directional_light);
				let a = 1,
					b = 0.6,
					c = 10;
				let directionalLight1 = new THREE.DirectionalLight(0xffffff, b);
				directionalLight1.position.set(-a, -a, a * c).normalize();
				let directionalLight2 = new THREE.DirectionalLight(0xffffff, b);
				directionalLight2.position.set(a, -a, -a * c).normalize();
				let directionalLight3 = new THREE.DirectionalLight(0xffffff, b);
				directionalLight3.position.set(-a, a, -a * c).normalize();
				let directionalLight4 = new THREE.DirectionalLight(0xffffff, b);
				directionalLight4.position.set(a, a, a * c).normalize();
				this.scene.add(directionalLight1);
				this.scene.add(directionalLight2);
				this.scene.add(directionalLight3);
				this.scene.add(directionalLight4);
			},
			//渲染函數(shù)
			rendererGLR() {
				this.$nextTick(() => {
					const element = document.getElementById('webgl')
					this.canvas = element
					this.renderer.setSize(element.clientWidth, element.clientHeight);
					element.appendChild(this.renderer.domElement);
				})
				this.renderer = new THREE.WebGLRenderer({
					alpha: true,
					antialias: true,
					powerPreference: "high-performance",
					precision: "mediump"
				}); //alpha:true背景透明
				this.renderer.setPixelRatio(window.devicePixelRatio * 2);
				this.renderer.toneMapping = THREE.ACESFilmicToneMapping;
				this.renderer.toneMappingExposure = 1.0;
				this.renderer.outputColorSpace = THREE.SRGBColorSpace;
				this.renderer.shadowMap.enabled = true;
				this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
			},
			//創(chuàng)建控件對象
			change() {
				this.controls = new OrbitControls(this.camera, this.renderer.domElement);
				this.controls.minDistance = 300
				this.controls.maxDistance = 1000
				this.controls.addEventListener('change', () => {
					this.renderer.render(this.scene, this.camera);
				}); //監(jiān)聽鼠標、鍵盤事件
				//禁止縮放
				this.controls.enableZoom = this.changeFlag
				//禁止旋轉
				this.controls.enableRotate = this.changeFlag
				//禁止右鍵拖拽
				this.controls.enablePan = this.changeFlag
			},
			//更新軌道控件
			animate() {
				if (this.renderer) {
					// console.log(this.stats)
					// this.stats.update()
					let T = this.clock.getDelta()
					let renderT = 1 / 30
					this.timeS = this.timeS + T
					if (this.timeS > renderT) {
						this.controls.update();
						this.renderer.render(this.scene, this.camera);
						this.timeS = 0
					}
					requestAnimationFrame(this.animate);
					if (!this.changeFlag) {
						this.controls.autoRotateSpeed = 16
					}
					this.controls.autoRotate = false // 是否自動旋轉
				}
				//創(chuàng)建一個時鐘對象
				//this.clock = new THREE.Clock()
				//this.scene.rotateY(0.01)
				//獲得兩幀的時間間隔  更新混合器相關的時間
				if (this.mixer) {
					this.mixer.update(this.clock.getDelta()*100)
				}
			},
			objLoader() {
				let that = this
				const loader = new OBJLoader();
				uni.showLoading({
					title: "正在加載"
				})
				// load a resource
				loader.load(
					// resource URL
					that.modelUrl,
					// called when resource is loaded
					function(object) {
						console.log(object)
						uni.hideLoading()
						var scale = that.getFitScaleValue(object)
						console.log(scale)
						object.scale.set(scale, scale, scale);
						that.scene.add(object);
						setTimeout(function() {
							//that.renderer.render(that.scene, that.camera);
							that.animate()
						}, 1000);
					},
					// called when loading is in progress
					function(xhr) {
						console.log((xhr.loaded / xhr.total * 100) + '% loaded');
					},
					// called when loading has errors
					function(error) {
						console.log('An error happened');
					}
				);
			},
			//導入FBX模型文件
			fbxLoader() {
				let that = this
				const loader = new FBXLoader();
				loader.load(this.modelUrl, function(mesh) {
					that.scene.add(mesh);
					that.ownerInstance.callMethod('onload')
				})
			},
			//導入GLB模型文件
			gblLoader() {
				uni.showLoading({
					title: "正在加載",
				})
				let that = this
				const loader = new GLTFLoader();
				const dracoloader = new DRACOLoader();
				dracoloader.setDecoderPath("/static/draco/");
				loader.setDRACOLoader(dracoloader);
				loader.load(that.modelUrl, function(gltf) {
					uni.hideLoading()
					//that.mesh = gltf.scene
					if (gltf.animations.length > 0) {
						that.mixer = new THREE.AnimationMixer(gltf.scene)
						const action = that.mixer.clipAction(gltf.animations[0])
						// 讓動畫進入播放狀態(tài)
						action.play()
					}
					var scale = that.getFitScaleValue(gltf.scene)
					console.log(scale)
					 gltf.scene.scale.set(scale, scale, scale);
					that.scene.add(gltf.scene);
					setTimeout(function() {
						//that.renderer.render(that.scene, that.camera);
						that.animate()
					}, 1000);
				}, function(xhr) {
					console.log((xhr.loaded / xhr.total * 100) + '% loaded');
				}, function(err) {
					console.log(err)
				});
			},
			// 觸摸開始
			// 觸摸事件處理
			onTouchStart(event) {
				const touch = event.touches[0];
				const rect = this.canvas.getBoundingClientRect();
				const x = touch.clientX - rect.left;
				const y = touch.clientY - rect.top;
				// 在這里處理觸摸開始事件
			},
			onTouchMove(event) {
				const touch = event.touches[0];
				const rect = this.canvas.getBoundingClientRect();
				const x = touch.clientX - rect.left;
				const y = touch.clientY - rect.top;
				// 在這里處理觸摸移動事件
			},
			onTouchEnd() {
				// 在這里處理觸摸結束事件
			}
		}
	}
</script>
<style lang="scss">
</style>

未調(diào)用縮放方法,就是空白,調(diào)用后:

到此這篇關于uniapp 使用 tree.js 解決模型加載不出來的問題的文章就介紹到這了,更多相關uniapp tree.js 模型加載不出來內(nèi)容請搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關文章希望大家以后多多支持腳本之家!

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