安裝依賴 yarn add three
ply文件可從網(wǎng)上查找,加載對應(yīng)的文件地址也可以換成線上地址
<template>
<div>
<div id="container"></div>
</div>
</template>
<script>
var scene, mesh;
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import { PLYLoader } from 'three/examples/jsm/loaders/PLYLoader.js'
export default {
data() {
return {
camera: null,
renderer: null,
controls: null
}
},
mounted() {
this.init()
},
methods: {
// 初始化
init() {
this.createScene() // 創(chuàng)建場景
this.loadPLY() // 加載PLY模型
this.createLight() // 創(chuàng)建光源
this.createCamera() // 創(chuàng)建相機(jī)
this.createRender() // 創(chuàng)建渲染器
this.createControls() // 創(chuàng)建控件對象
this.render() // 渲染
},
// 創(chuàng)建場景
createScene() {
scene = new THREE.Scene()
},
// 加載PLY模型
loadPLY() {
const loader = new PLYLoader()
loader.load(`/public/model/file.ply`, geometry => {
console.log(geometry, "加載完成")
// 創(chuàng)建粒子材質(zhì)
const material = new THREE.PointsMaterial({
color: 0xffffff,
size: 0.4,
opacity: 0.6,
transparent: true,
blending: THREE.AdditiveBlending,
map: this.generateSprite()
})
// 創(chuàng)建粒子系統(tǒng)
mesh = new THREE.Points(geometry, material)
// 添加到場景
scene.add(mesh)
})
},
//生成紋理
generateSprite() {
const canvas = document.createElement('canvas')
canvas.width = 16
canvas.height = 16
const context = canvas.getContext('2d')
const gradient = context.createRadialGradient(
canvas.width / 2,
canvas.height / 2,
0,
canvas.width / 2,
canvas.height / 2,
canvas.width / 2
)
gradient.addColorStop(0, 'rgba(255,255,255,1)')
gradient.addColorStop(0.2, 'rgba(0,255,255,1)')
gradient.addColorStop(0.4, 'rgba(0,0,64,1)')
gradient.addColorStop(1, 'rgba(0,0,0,1)')
context.fillStyle = gradient
context.fillRect(0, 0, canvas.width, canvas.height)
const texture = new THREE.Texture(canvas)
texture.needsUpdate = true
return texture
},
// 創(chuàng)建光源
createLight() {
// 環(huán)境光
const ambientLight = new THREE.AmbientLight(0xffffff, 0.1) // 創(chuàng)建環(huán)境光
scene.add(ambientLight) // 將環(huán)境光添加到場景
const spotLight = new THREE.SpotLight(0xffffff) // 創(chuàng)建聚光燈
spotLight.position.set(50, 50, 50)
spotLight.castShadow = true
scene.add(spotLight)
},
// 創(chuàng)建相機(jī)
createCamera() {
const element = document.getElementById('container')
const width = element.clientWidth // 窗口寬度
const height = element.clientHeight // 窗口高度
const k = width / height // 窗口寬高比
// PerspectiveCamera( fov, aspect, near, far )
this.camera = new THREE.PerspectiveCamera(35, k, 0.1, 1000)
this.camera.position.set(20, 20, 20) // 設(shè)置相機(jī)位置
this.camera.lookAt(new THREE.Vector3(10, 40, 0)) // 設(shè)置相機(jī)方向
scene.add(this.camera)
},
// 創(chuàng)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) // 設(shè)置渲染區(qū)域尺寸
this.renderer.shadowMap.enabled = true // 顯示陰影
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap
this.renderer.setClearColor(0x3f3f3f, 1) // 設(shè)置背景顏色
element.appendChild(this.renderer.domElement)
},
render() {
if (mesh) {
mesh.rotation.y += 0.006
}
this.renderer.render(scene, this.camera)
requestAnimationFrame(this.render)
},
// 創(chuàng)建控件對象
createControls() {
this.controls = new OrbitControls(this.camera, this.renderer.domElement)
}
}
}
</script>
<style>
#container {
position: absolute;
width: 100%;
height: 100%;
}
</style>