ThreeJS 官方提供了DRACOLoader \ GLTFLoader \ MMDLoader \ MTLLoader \ OBJLoader \ OBJLoader2 \ PCDLoader \ PDBLoader \ PRWMLoader \ SVGLoader \ TGALoader

本次实验使用的是GLTF格式

注意:实验demo 仅参考了现有gltf模型可行性,若非gltf格式模型,尽可能转换为gltf或上述已有加载器类型的模型

GLTF简介

  1. glTF(GL TransmissionFormat),即图形语言交换格式,它是一种3D内容的格式标准,由Khronos Group管理(Khronos Group还管理着OpenGL系列、OpenCL等重要的行业标准);
  2. glTF的设计是面向实时渲染应用的,尽量提供可以直接传输给图形API的数据形式,不再需要二次转换;
  3. glTF对OpenGL ES、WebGL非常友好;

2-01.gif
//GIF 图片压制问题。。。

VUE参考代码

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

<script>
import * as THREE from "three";
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';


export default {
  name: "ThreeView",
  data() {
    return {
      camera: null,
      scene: null,
      renderer: null,
      mesh: null
    };
  },
  methods: {
    init() {
      //#region 初始化相机,场景相关
    let container = document.getElementById("container");
    this.scene = new THREE.Scene();

    this.camera = new THREE.PerspectiveCamera(
      25,
      container.clientWidth / container.clientHeight,
      1,
      1000
    );

    this.camera.position.set(100, 100, 200);
    this.camera.lookAt(0, 0, 0);
    this.camera.lookAt(new THREE.Vector3())


    //配置渲染属性
    this.renderer = new THREE.WebGLRenderer({ antialias: true });
    this.renderer.setSize(window.innerWidth, window.innerHeight);
    this.renderer.setClearColor(new THREE.Color(0xff7979));



    //增加一个group
    let group = new THREE.Group();
    this.scene.add(group);

    //增加灯光,照亮模型
    let ambientLight = new THREE.AmbientLight(0xffffff, 1);
    group.add(ambientLight);

    let directionLight = new THREE.DirectionalLight(0xffffff, 0.9);
    directionLight.position.set(1000, 1000, 3000);
    group.add(directionLight);

    //增加XYZ坐标轴
    let AxesX = new THREE.ArrowHelper(new THREE.Vector3(1, 0, 0), new THREE.Vector3(0, 0, 0), 200, new THREE.Color(1, 0, 0));
    group.add(AxesX);
    let AxesY = new THREE.ArrowHelper(new THREE.Vector3(0, 1, 0), new THREE.Vector3(0, 0, 0), 200, new THREE.Color(0, 1, 0));
    group.add(AxesY);
    let AxesZ = new THREE.ArrowHelper(new THREE.Vector3(0, 0, 1), new THREE.Vector3(0, 0, 0), 200, new THREE.Color(0, 1, 1));
    group.add(AxesZ);



    //导入GLTF文件
    let loader = new GLTFLoader();
    loader.load("./data/333.gltf", gltf => {
      this.scene.add(gltf.scene);
    }, progress => {
      console.log(progress);
    }, error => {
      console.error(error);

    });


    //引入控制组件,可缩放可拖动
    let controls = new OrbitControls(this.camera, this.renderer.domElement);
    controls.maxDistance = 5000;
    controls.minDistance = 0;

    //插入数据
    container.appendChild(this.renderer.domElement);
  },
    
    animate() {
      requestAnimationFrame(this.animate);
      // this.mesh.rotation.x += 0.01;
      // this.mesh.rotation.y += 0.02;
      this.renderer.render(this.scene, this.camera);
    }
  },
  mounted() {
    this.init();
    this.animate();
  }
};
</script>
<style scoped>
#container {
  height: 400px;
}
</style>

React写法

import React from 'react';
import * as THREE from "three";
import './App.css';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';



export default class App extends React.Component {

  camera = null
  scene = null
  renderer = null
  mesh = null

  render() {
    return (
      <div>

        <div id="container" style={{ height: "600px" }}></div>
      </div>

    )
  }


  init = () => {

    //#region 初始化相机,场景相关
    let container = document.getElementById("container");
    this.scene = new THREE.Scene();

    this.camera = new THREE.PerspectiveCamera(
      25,
      container.clientWidth / container.clientHeight,
      1,
      1000
    );

    this.camera.position.set(100, 100, 200);
    this.camera.lookAt(0, 0, 0);
    this.camera.lookAt(new THREE.Vector3())


    //配置渲染属性
    this.renderer = new THREE.WebGLRenderer({ antialias: true });
    this.renderer.setSize(window.innerWidth, window.innerHeight);
    this.renderer.setClearColor(new THREE.Color(0xff7979));



    //增加一个group
    let group = new THREE.Group();
    this.scene.add(group);

    //增加灯光,照亮模型
    let ambientLight = new THREE.AmbientLight(0xffffff, 1);
    group.add(ambientLight);

    let directionLight = new THREE.DirectionalLight(0xffffff, 0.9);
    directionLight.position.set(1000, 1000, 3000);
    group.add(directionLight);

    //增加XYZ坐标轴
    let AxesX = new THREE.ArrowHelper(new THREE.Vector3(1, 0, 0), new THREE.Vector3(0, 0, 0), 200, new THREE.Color(1, 0, 0));
    group.add(AxesX);
    let AxesY = new THREE.ArrowHelper(new THREE.Vector3(0, 1, 0), new THREE.Vector3(0, 0, 0), 200, new THREE.Color(0, 1, 0));
    group.add(AxesY);
    let AxesZ = new THREE.ArrowHelper(new THREE.Vector3(0, 0, 1), new THREE.Vector3(0, 0, 0), 200, new THREE.Color(0, 1, 1));
    group.add(AxesZ);



    //导入GLTF文件
    var loader = new GLTFLoader();
    loader.load("./data/333.gltf", gltf => {
      this.scene.add(gltf.scene);
    }, progress => {
      console.log(progress);
    }, error => {
      console.error(error);

    });


    //引入控制组件,可缩放可拖动
    let controls = new OrbitControls(this.camera, this.renderer.domElement);
    controls.maxDistance = 5000;
    controls.minDistance = 0;

    //插入数据
    container.appendChild(this.renderer.domElement);
  }
  animate = () => {
    requestAnimationFrame(this.animate);
    this.renderer.render(this.scene, this.camera);
  }



  componentDidMount() {
    this.init();
    this.animate();
  }
}