首页在上一篇 Three.js加载外部glb,fbx,gltf,obj 模型文件 的文章基础上新加入 三个函数方法
1.开始执行动画方法: onStartModelAnimaion
2.设置模型动画方法:onSetModelAnimaion
3.模型动画帧渲染方法:animationFrameFun
// 开始执行动画
onStartModelAnimaion(config) {
this.onSetModelAnimaion(config)
cancelAnimationFrame(this.animationFram)
this.animationFrameFun()
}
// 设置模型动画
onSetModelAnimaion({ animations, animationName, loop, timeScale, weight }) {
this.animationMixer = new THREE.AnimationMixer(this.model)
const clip = THREE.AnimationClip.findByName(animations, animationName)
if (clip) {
this.animateClipAction = this.animationMixer.clipAction(clip)
this.animateClipAction.setEffectiveTimeScale(timeScale)
this.animateClipAction.setEffectiveWeight(weight)
// 动画播放的方式
this.animateClipAction.setLoop(this.loopMap[loop])
this.animateClipAction.play()
}
}
// 动画帧
animationFrameFun() {
this.animationFram = requestAnimationFrame(() => this.animationFrameFun())
if (this.animationMixer) {
this.animationMixer.update(this.animationColock.getDelta())
}
}
完整的代码如下
import * as THREE from 'three' //导入整个 three.js核心库
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader'
import { OBJLoader } from 'three/examples/jsm/loaders/OBJLoader'
import { FBXLoader } from 'three/examples/jsm/loaders/FBXLoader'
// 定义一个 class类
class renderModel {
constructor(selector) {
this.container = document.querySelector(selector)
// 相机
this.camera
// 场景
this.scene
//渲染器
this.renderer
// 控制器
this.controls
// 模型
this.model
//文件加载器类型
this.fileLoaderMap = {
'glb': new GLTFLoader(),
'fbx': new FBXLoader(),
'gltf': new GLTFLoader(),
'obj': new OBJLoader(),
}
//模型动画列表
this.modelAnimation
//模型动画对象
this.animationMixer
this.animationColock = new THREE.Clock()
//动画帧
this.animationFrame
// 动画构造器
this.animateClipAction = null
// 动画循环方式枚举
this.loopMap = {
LoopOnce: THREE.LoopOnce, // 只播放一次
LoopRepeat: THREE.LoopRepeat,//循环播放
LoopPingPong: THREE.LoopPingPong // 来回播放
}
}
// 初始化加载模型方法
init(){
return new Promise(async (reslove, reject) => {
//初始化场景
this.initScene()
//初始化相机
this.initCamera()
//初始化渲染器
this.initRender()
// 添加物体模型 TODO:初始化时需要默认一个 filePath:'threeFile/glb/glb-3.glb' 放在 vue项目中的public/threeFile文件下
const load = await this.setModel({ filePath: 'threeFile/glb/glb-3.glb', fileType: 'glb',scale:0.5})
//监听场景大小改变,跳转渲染尺寸
window.addEventListener("resize", this.onWindowResize.bind(this))
//场景渲染
this.sceneAnimation()
reslove(load)
})
}
//创建场景
initScene() {
this.scene = new THREE.Scene()
//创建一个球体 用于映射全景图
const sphereBufferGeometry = new THREE.SphereGeometry(40, 32, 16);
sphereBufferGeometry.scale(-1, -1, -1);
const material = new THREE.MeshBasicMaterial({
map: new THREE.TextureLoader().load(require('@/assets/image/view-1.png'))
});
//设置场景全景图
this.viewMesh = new THREE.Mesh(sphereBufferGeometry, material);
//添加场景
this.scene.add(this.viewMesh);
}
// 创建相机
initCamera() {
const { clientHeight, clientWidth } = this.container
this.camera = new THREE.PerspectiveCamera(45, clientWidth / clientHeight, 0.25, 100)
}
// 创建渲染器
initRender() {
this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true }) //设置抗锯齿
//设置屏幕像素比
this.renderer.setPixelRatio(window.devicePixelRatio)
//渲染的尺寸大小
const { clientHeight, clientWidth } = this.container
this.renderer.setSize(clientWidth, clientHeight)
//色调映射
this.renderer.toneMapping = THREE.ACESFilmicToneMapping
//曝光
this.renderer.toneMappingExposure = 3
this.renderer.shadowMap.enabled = true
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap
this.container.appendChild(this.renderer.domElement)
}
// 使用动画器不断更新场景
sceneAnimation() {
this.renderer.setAnimationLoop(this.render.bind(this))
}
//渲染场景
render(){
this.renderer.render(this.scene, this.camera)
}
//加载模型
setModel({ filePath, fileType, scale, position }) {
return new Promise((resolve, reject) => {
const loader = this.fileLoaderMap[fileType]
loader.load(filePath, (result) => {
//加载不同类型的文件
switch (fileType) {
case 'glb':
this.model = result.scene
this.skeletonHelper = new THREE.SkeletonHelper(result.scene)
this.modelAnimation = result.animations || []
// 如果当前模型有动画则默认播放第一条动画
if (this.modelAnimation.length) {
const animationName = this.modelAnimation[0].name
const config = {
animations: this.modelAnimation,
timeScale: 1, // 播放速度
weight: 1, // 动作幅度
loop: "LoopRepeat",
animationName // 播放的动画名
}
this.onStartModelAnimaion(config)
}
break;
case 'fbx':
this.model = result
break;
case 'gltf':
this.model = result.scene
break;
case 'obj':
this.model = result
break;
default:
break;
}
// 设置模型大小
if (scale) {
this.model.scale.set(scale, scale, scale);
}
// 设置模型位置
if (position) {
const { x, y, z } = position
this.model.position.set(x, y, z)
}
// 设置相机位置
this.camera.position.set(0, 2, 6)
// 设置相机坐标系
this.camera.lookAt(0, 0, 0)
// 将模型添加到场景中去
this.scene.add(this.model)
resolve(true)
}, () => {
}, (err) => {
console.log(err)
reject()
})
})
}
// 开始执行动画
onStartModelAnimaion(config) {
this.onSetModelAnimaion(config)
cancelAnimationFrame(this.animationFram)
this.animationFrameFun()
}
// 设置模型动画
onSetModelAnimaion({ animations, animationName, loop, timeScale, weight }) {
this.animationMixer = new THREE.AnimationMixer(this.model)
const clip = THREE.AnimationClip.findByName(animations, animationName)
if (clip) {
this.animateClipAction = this.animationMixer.clipAction(clip)
this.animateClipAction.setEffectiveTimeScale(timeScale)
this.animateClipAction.setEffectiveWeight(weight)
this.animateClipAction.setLoop(this.loopMap[loop])
this.animateClipAction.play()
}
}
// 动画帧
animationFrameFun() {
this.animationFram = requestAnimationFrame(() => this.animationFrameFun())
if (this.animationMixer) {
this.animationMixer.update(this.animationColock.getDelta())
}
}
}
完整的代码可参考:https://gitee.com/ZHANG_6666/Three.js3D
效果图:
three.js3d模型可视化编辑系统