import * as THREE from 'three';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import { PerspectiveCamera } from 'three/src/cameras/PerspectiveCamera'
雾气
scene.fog = new THREE.Fog(0xffffff, 10, 1500);
地面
const geometry = new THREE.PlaneGeometry( 10000, 10000);
const texture = new THREE.TextureLoader().load('/static/grass.jpg');
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 100, 100 );
const grassMaterial = new THREE.MeshBasicMaterial({map: texture});
const grass = new THREE.Mesh( geometry, grassMaterial );
grass.rotation.x = -0.5 * Math.PI;
scene.add( grass );
克隆
var box = new THREE.BoxGeometry(10,10,10);//创建一个立方体几何对象
var material = new THREE.MeshLambertMaterial({color:0x0000ff});//材质对象
var mesh = new THREE.Mesh(box,material);
var mesh2 = mesh.clone();//克隆网格模型
mesh.translateX(20);
scene.add(mesh,mesh2);
克隆模型
var group = new THREE.Group();
//加载模型
var loader = new GLTFLoader();
loader.load( '/static/gltf/wuxuanxian/aa/a.gltf', function ( gltf ) {
gltf.scene.position.set(0, 13, 0);
gltf.scene.rotation.set(4.65, 0, 0);
group.add(gltf.scene)
//克隆group对象
var dade = group.clone();
dade.translateX(50);
scene.add(group,dade);
}, undefined, function ( error ) {
console.error( error );
});
贴图
var box = new THREE.BoxGeometry(10,10,10);//创建一个立方体几何对象
//贴图
const texturea = new THREE.TextureLoader().load('/static/wood.jpg');
texturea.wrapS = THREE.RepeatWrapping;
texturea.wrapT = THREE.RepeatWrapping;
texturea.repeat.set( 2, 2 );
//贴图结束
const materials = new THREE.MeshBasicMaterial({map: texturea});
var mesh = new THREE.Mesh(box,materials);
var mesh2 = mesh.clone();//克隆网格模型
mesh.translateX(20);
scene.add(mesh,mesh2);
gltf贴图
var group = new THREE.Group();
/加载模型
var loader = new GLTFLoader();
loader.load( 'https://a.amap.com/jsapi_demos/static/gltf-online/shanghai/scene.gltf', function ( gltf ) {
let model = gltf.scene;
model.position.set(0, 13, 0);
model.rotation.set(0, 0, 0);
//遍历模型的每一部分
//traverse这个方法可以遍历调用者和调用者的所有后代
//所以这里的o就是模型的每一部分
model.traverse((o) => {
//将图片作为纹理加载
let explosionTexture = new THREE.TextureLoader().load(
'/static/wood.jpg'
);
//调整纹理方向,默认为真。翻转图像的Y轴以匹配WebGL纹理坐标空间。
//此处不需要反转,当然也可以试试反转以后什么效果
explosionTexture.flipY = false;
//将纹理图生成基础网格材质(meshBasicMaterial)
const material = new THREE.MeshBasicMaterial({
map: explosionTexture
});
//给模型每部分上材质
o.material = material;
});
//加载外部模型时候基本上都是一个组合对象.
group.add(model)
scene.add(group);
}, undefined, function ( error ) {
console.error( error );
});
打印所有模型
//加载模型
var loader = new GLTFLoader();
loader.load( 'https://a.amap.com/jsapi_demos/static/gltf-online/shanghai/scene.gltf', function ( gltf ) {
// 打印所有的模型
console.log(dumpObject(gltf.scene).join('\n'));
}, undefined, function ( error ) {
console.error( error );
});
// 获取模型中所有的模型
function dumpObject(obj, lines = [], isLast = true, prefix = '') {
const localPrefix = isLast ? '└─' : '├─';
lines.push(`${prefix}${prefix ? localPrefix : ''}${obj.name || '*no-name*'} [${obj.type}]`);
const newPrefix = prefix + (isLast ? ' ' : '│ ');
const lastNdx = obj.children.length - 1;
obj.children.forEach((child, ndx) => {
const isLast = ndx === lastNdx;
dumpObject(child, lines, isLast, newPrefix);
});
return lines;
}
gltf和obj一样的模型大小控制
//模型大小控制
let model = gltf.scene;
model.scale.set(100, 100, 100);
// 添加模型
function initModel() {
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setPath("assets/models/obj_mtl/")
mtlLoader.load('city.mtl', function(materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.load('assets/models/obj_mtl/city.obj', function(object) {
mesh = object;
mesh.scale.set(3, 3, 3);
mesh.position.set(18, 0, 18);
scene.add(mesh);
});
});
}
obj贴图
obj(){
let mesh;
var group = new THREE.Group();
var mtlLoader = new MTLLoader();
mtlLoader.load('/static/1519.mtl', function(materials) {
materials.preload();
var objLoader = new OBJLoader();
objLoader.setMaterials(materials);
objLoader.load('/static/1519.obj', function(object) {
mesh = object;
mesh.scale.set(2, 2, 2);
mesh.position.set(0, 0, 0);
mesh.traverse((o) => {
//将图片作为纹理加载
let explosionTexture = new THREE.TextureLoader().load(
'/static/wood.jpg'
);
//调整纹理方向,默认为真。翻转图像的Y轴以匹配WebGL纹理坐标空间。
//此处不需要反转,当然也可以试试反转以后什么效果
explosionTexture.flipY = false;
//将纹理图生成基础网格材质(meshBasicMaterial)
const material = new THREE.MeshBasicMaterial({
map: explosionTexture
});
//给模型每部分上材质
o.material = material;
});
scene.add(mesh);
});
});
},
模型光源
// 基础光源,并应用到场景(用到模型)
scene.add(new THREE.AmbientLight("#ffffff", 1.5));