You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

1219 lines
36 KiB

<template>
<div class="model3d-view">
<el-space :gutter="10" class="toolbar">
<el-upload :on-change="handleFileChange"
:show-file-list="false" accept=".fbx,.obj,.mtl,.3ds,.glb,.gltf" action="" :auto-upload="false">
<el-button type="primary">打开模型</el-button>
</el-upload>
<el-upload :on-change="handleCadFileChange"
:show-file-list="false" accept=".dxf" action="" :auto-upload="false">
<el-button type="primary">打开CAD</el-button>
</el-upload>
<el-upload :on-change="handleTextureUpload"
:show-file-list="false" accept=".png,.jpg,.jpeg" action="" :auto-upload="false"
list-type="picture">
<el-button>打开贴图</el-button>
</el-upload>
<el-upload :on-change="handleMtlUpload"
:show-file-list="false" accept=".mtl" action="" :auto-upload="false"
list-type="picture">
<el-button>打开材质</el-button>
</el-upload>
<el-button @click="addConveyor">添加输送线</el-button>
<el-button @click="createShelf">添加货架2</el-button>
<el-button @click="createGroundStore">添加地堆</el-button>
<div class="demo-color-block">
<span class="demonstration">材质颜色</span>
<el-color-picker v-model="restate.targetColor" />
</div>
<!-- 按 1:1 / 1:0.001 比例 -->
<div class="demo-color-block">
<span class="demonstration">默认比例</span>
<el-radio-group v-model="restate.loadScale">
<el-radio-button label="1" :value="1" />
<el-radio-button label="0.01" :value="0.01" />
<el-radio-button label="0.001" :value="0.001" />
</el-radio-group>
</div>
<div class="demo-color-block">
<span class="demonstration">物体数:<el-text type="danger">{{ restate.objects }}</el-text></span>
<span class="demonstration"> 顶点数:<el-text type="danger">{{ restate.vertices }}</el-text></span>
<span class="demonstration"> 三角形数:<el-text type="danger">{{ restate.faces }}</el-text></span>
</div>
</el-space>
<div class="main-content">
<Split class="model3d-content" :direction="'horizontal'">
<SplitArea class="model3d-canvas" :size="70">
<!-- Three.js 渲染画布 -->
<div class="canvas-container" ref="canvasContainer">
<div class="canvas-left-toolbar">
<button class="Button" :class="{selected:(restate.mode==='translate')}" title="平移"
@mousedown="restate.mode='translate'">
<component :is="renderIcon('element Rank')" />
</button>
<button class="Button" :class="{selected:(restate.mode==='rotate')}" title="旋转"
@mousedown="restate.mode='rotate'">
<component :is="renderIcon('element RefreshLeft')" />
</button>
<button class="Button" :class="{selected:(restate.mode==='scale')}" title="缩放"
@mousedown="restate.mode='scale'">
<component :is="renderIcon('element ScaleToOriginal')" />
</button>
</div>
</div>
</SplitArea>
<SplitArea class="model3d-gui" :size="30">
<div class="model3d-gui-wrap">
<!-- 右侧面板 -->
<div class="gui-toolbar">
<TransformEdit ref="transformEditCtl" />
</div>
<div class="gui-panel" ref="guiPanel"></div>
</div>
</SplitArea>
</Split>
</div>
</div>
</template>
<script setup>
import TransformEdit from '@/components/propertyEdit/TransformEdit.vue'
import { ref, onMounted, nextTick, reactive, watch, getCurrentInstance, onUnmounted, onBeforeUnmount } from 'vue'
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import { FBXLoader } from 'three/examples/jsm/loaders/FBXLoader'
import { OBJLoader } from 'three/examples/jsm/loaders/OBJLoader'
import { MTLLoader } from 'three/examples/jsm/loaders/MTLLoader.js'
import { TDSLoader } from 'three/examples/jsm/loaders/TDSLoader'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import * as dat from 'three/examples/jsm/libs/lil-gui.module.min.js'
import Stats from 'three/examples/jsm/libs/stats.module'
import { TransformControls } from 'three/examples/jsm/controls/TransformControls.js'
import Split from '@/components/split/split.vue'
import SplitArea from '@/components/split/split-area.vue'
import { renderIcon } from '@/utils/webutils.js'
import rackPlatUrl from '@/assets/images/conveyor/shapes/RackPlatform.png'
import rackBlue from '@/assets/images/conveyor/shapes/Rack-blue.png'
import triangleUrl from '@/assets/images/conveyor/shapes/triangle.png'
import textureUrl from '@/assets/images/conveyor/shapes/RibSideSkirtThumbnail.jpg'
import moveUrl from '@/assets/images/conveyor/shapes/move.svg'
import arrowRightUrl from '@/assets/images/conveyor/shapes/arrow-right.svg'
import rackUrl from '@/assets/images/conveyor/shapes/Rack.png'
import Plastic_Rough_JPG from "@/assets/Models/Plastic_Rough.jpg";
import storageBar_PNG from "@/assets/Models/storageBar.png";
// import {DXFViewer} from "three-dxf-viewer";
import cadFont from "@/assets/fonts/helvetiker_regular.typeface.json?url";
// DOM refs
const canvasContainer = ref(null)
const guiPanel = ref(null)
const transformEditCtl = ref(null)
// Three.js 场景相关
let scene, camera, renderer, controls
let statsControls, axesHelper, gridHelper, animationFrameId
let gui, tcontrols, modelGroup, resizeObserver
const restate = reactive({
targetColor: '#ff0000',
loadScale: 1,
mode: 'translate',
objects: 0,
vertices: 0,
faces: 0
})
// 状态变量
const state = {
showAxesHelper: true,
showGridHelper: true,
camera: {
position: { x: 0, y: 5, z: 10 },
rotation: { x: 0, y: 0, z: 0 }
}
}
onMounted(() => {
nextTick(() => {
initThree()
initGUI()
const viewerDom = canvasContainer.value
if (resizeObserver) {
resizeObserver.unobserve(viewerDom)
}
resizeObserver = new ResizeObserver(handleResize)
resizeObserver.observe(viewerDom)
window['model3dView'] = getCurrentInstance()
window['model3dViewRenderer'] = renderer
})
})
onBeforeUnmount(() => {
if (animationFrameId !== null) {
cancelAnimationFrame(animationFrameId)
animationFrameId = null
}
cleanupThree()
const viewerDom = canvasContainer.value
if (resizeObserver) {
resizeObserver.unobserve(viewerDom)
}
window['model3dView'] = null
window['model3dViewRenderer'] = null
})
watch(() => restate.targetColor, (newVal) => {
if (modelGroup) {
modelGroup.traverse((child) => {
if (child.isMesh && child.material?.color) {
child.material.color.set(newVal)
child.material.needsUpdate = true
}
})
}
})
watch(() => restate.mode, (newVal) => {
if (tcontrols) {
tcontrols.setMode(newVal)
}
})
/**
* 添加输送线
*/
function addConveyor() {
const conveyorLength = 10 // 长度
const conveyorWidth = 0.8 // 宽度
const conveyorHeight = 0.08 // 厚度
const wallHeight = conveyorHeight + 0.15 // 挡板高出输送线 0.2 米
const legWidth = 0.1 // 柱子宽度(X)
const legDepth = 0.1 // 柱子深度(Z)
const legHeight = 0.8 // 柱子高度(Y)
// 创建输送线底部板子(灰色)
const conveyorGeometry = new THREE.BoxGeometry(conveyorWidth, conveyorHeight, conveyorLength)
const conveyorMaterial = new THREE.MeshBasicMaterial({ color: 0x6a6a6a })
const conveyor = new THREE.Mesh(conveyorGeometry, conveyorMaterial)
conveyor.position.y = conveyorHeight / 2
// 添加两侧挡板(灰色)
const wallWidth = 0.05
const wallGeometry = new THREE.BoxGeometry(wallWidth, wallHeight, conveyorLength)
const wallMaterial = new THREE.MeshBasicMaterial({ color: 0x6a6a6a })
const leftWall = new THREE.Mesh(wallGeometry, wallMaterial)
leftWall.position.set(-(conveyorWidth / 2 + wallWidth / 2), wallHeight / 2, 0)
const rightWall = new THREE.Mesh(wallGeometry, wallMaterial)
rightWall.position.set((conveyorWidth / 2 + wallWidth / 2), wallHeight / 2, 0)
// 创建柱子(灰色,类似桌腿)
const legGeometry = new THREE.BoxGeometry(legWidth, legHeight, legDepth)
const legMaterial = new THREE.MeshBasicMaterial({ color: 0x6a6a6a }) // 灰色
const legPositions = [
[conveyorWidth / 2 - legWidth / 2, -(conveyorLength / 2 - legDepth / 2)], // 右前
[-conveyorWidth / 2 + legWidth / 2, -(conveyorLength / 2 - legDepth / 2)], // 左前
[conveyorWidth / 2 - legWidth / 2, +(conveyorLength / 2 - legDepth / 2)], // 右后
[-conveyorWidth / 2 + legWidth / 2, +(conveyorLength / 2 - legDepth / 2)] // 左后
]
const legs = []
legPositions.forEach(pos => {
const leg = new THREE.Mesh(legGeometry, legMaterial)
leg.position.set(
pos[0],
-legHeight / 2,
pos[1]
)
legs.push(leg)
})
// ====== 新增部分:顶部带圆角的长方体(胶囊型)======
const beamWidth = conveyorWidth // 和输送线一样宽(0.8米)
const beamLength = conveyorLength - conveyorHeight / 2// 和输送线一样长(10米)
const beamHeight = 0.08 // 高度(0.1米)
// 创建 Shape(二维路径)
const shape = new THREE.Shape()
const radius = beamHeight / 2 // 圆角半径 = 一半宽度
// 左侧半圆(从顶部开始,顺时针)
shape.absarc(-beamLength / 2, 0, radius, Math.PI / 2, -Math.PI / 2, false)
// 右侧半圆(从底部开始,顺时针)
shape.absarc(beamLength / 2, 0, radius, -Math.PI / 2, Math.PI / 2, false)
shape.closePath() // 封闭路径
// 拉伸成三维几何体
const extrudeSettings = {
depth: beamWidth,
steps: 16,
bevelEnabled: false
}
const beamGeometry = new THREE.ExtrudeGeometry(shape, extrudeSettings)
const beamMaterial = new THREE.MeshBasicMaterial({ color: 0x032702 }) // 粉色
const beam = new THREE.Mesh(beamGeometry, beamMaterial)
beam.rotation.x = Math.PI / 2
beam.rotation.z = Math.PI / 2
beam.rotation.y = Math.PI / 2
beam.position.y = beamHeight + conveyorHeight / 2 // 底部贴着输送线顶部
beam.position.x = -beamWidth / 2
addMarkerAt(0, legHeight + beamHeight + conveyorHeight, 0, triangleUrl, 1, false)
addMarkerAt(beamWidth / 2 + wallWidth + 0.01, legHeight + wallHeight / 2, 0, triangleUrl, .5, true)
addMarkerAt(beamWidth / 2 + wallWidth + 0.01, legHeight + wallHeight / 2, conveyorLength / 4, triangleUrl, .5, true)
addMarkerAt(beamWidth / 2 + wallWidth + 0.01, legHeight + wallHeight / 2, -conveyorLength / 4, triangleUrl, .5, true)
addMarkerAt(-(beamWidth / 2 + wallWidth + 0.01), legHeight + wallHeight / 2, 0, triangleUrl, .5, true)
addMarkerAt(-(beamWidth / 2 + wallWidth + 0.01), legHeight + wallHeight / 2, conveyorLength / 4, triangleUrl, .5, true)
addMarkerAt(-(beamWidth / 2 + wallWidth + 0.01), legHeight + wallHeight / 2, -conveyorLength / 4, triangleUrl, .5, true)
// 将所有元素组合成一个组
const group = new THREE.Group()
group.add(conveyor)
group.add(leftWall)
group.add(rightWall)
legs.forEach(leg => group.add(leg))
group.add(beam) // 添加新长方体
// 设置组沿Z轴向上移动的距离,例如 1 米
group.position.y = legHeight // 修改这里的值来改变提升的高度
scene.add(group)
}
function addMarkerAt(x, y, z, textUrl, scale = 1, lip) {
const loader = new THREE.TextureLoader()
loader.load(textUrl, (texture) => {
// 创建一个平面作为标记(大小可以调整)
let markerGeometry
if (lip) {
markerGeometry = new THREE.PlaneGeometry(.25 * scale, .25 * scale)
} else {
markerGeometry = new THREE.PlaneGeometry(.45 * scale, .3 * scale) // 宽高比例保持一致
}
const markerMaterial = new THREE.MeshBasicMaterial({
map: texture,
transparent: true,
opacity: 1,
depthWrite: false,
side: THREE.DoubleSide
})
const marker = new THREE.Mesh(markerGeometry, markerMaterial)
let yHeight = y + 0.01
// 设置位置:位于输送线表面(Y轴略高于输送线一点)
marker.position.set(x, yHeight, z) // Y = 输送线高度 + 一点间距
// 旋转为 X/Z 平面方向(与输送线一致)
marker.rotation.x = -Math.PI / 2 // 和 conveyorBelt 一样旋转角度
marker.rotation.z = Math.PI / 2 // 在平面上旋转 90 度
if (lip) {
marker.rotation.y = Math.PI / 2 // 在平面上旋转 90 度
} else {
marker.rotation.y = Math.PI
}
scene.add(marker)
})
}
function createShelf() {//创建货架
const shelfLength = 5
const shelfWidth = 0.8
const shelfThickness = 0.02
const rows = 3
const columns = 4
const spacingY = 1 // 每行之间的间距
const gapBetweenPlanks = 0.1 // 层板之间的间隙宽度
const baseHeight = 0 // 地面高度设为0
const unitLength = (shelfLength - (columns - 1) * gapBetweenPlanks) / columns
const textureLoader = new THREE.TextureLoader()
const shelfTexture = textureLoader.load(rackPlatUrl, () => {
renderer.render(scene, camera)
})
const redPoleTexture = textureLoader.load(rackBlue, () => {
renderer.render(scene, camera) // 确保贴图加载后重新渲染
})
shelfTexture.wrapS = THREE.RepeatWrapping
shelfTexture.wrapT = THREE.RepeatWrapping
shelfTexture.repeat.set(1, 20)
shelfTexture.rotation = Math.PI / 2
const shelfMaterial = new THREE.MeshPhongMaterial({
map: shelfTexture,
color: 0x999999,
shininess: 60
})
// 垂直柱子材质
const poleMaterial = new THREE.MeshPhongMaterial({
map: shelfTexture,
color: 0x333333,
shininess: 60
})
// 柱子尺寸
const poleSize = gapBetweenPlanks // 柱子的宽度和深度都等于缝隙宽度
const totalHeight = rows * spacingY // 柱子总高度
for (let row = 0; row < rows; row++) {
let currentXOffset = -shelfLength / 2
for (let col = 0; col < columns; col++) {
const geometry = new THREE.BoxGeometry(unitLength, shelfThickness, shelfWidth)
const mesh = new THREE.Mesh(geometry, shelfMaterial)
const x = currentXOffset + unitLength / 2
// 计算层板的 Y 坐标,使其基于地面高度
const y = baseHeight + row * spacingY + shelfThickness / 2
const z = 0
mesh.position.set(x, y, z)
scene.add(mesh)
if (row === 0) { // 只在第一层添加垂直柱子
// 最左侧柱子
if (col === 0) {
const leftPoleX = currentXOffset - poleSize / 2
const leftPoleY = baseHeight + totalHeight / 2
const leftPoleZ = z - shelfWidth / 2 + poleSize / 2
// 黑色柱子
const leftPole = new THREE.Mesh(
new THREE.BoxGeometry(poleSize, totalHeight, poleSize),
poleMaterial
)
leftPole.position.set(leftPoleX, leftPoleY, leftPoleZ)
scene.add(leftPole)
// // 红色柱子
const redLeftPoleZ = z + shelfWidth / 2 - poleSize / 2
const redLeftPole = new THREE.Mesh(
new THREE.BoxGeometry(poleSize, totalHeight, poleSize),
new THREE.MeshPhongMaterial({
map: redPoleTexture,
color: 0xffffff, // 颜色可保留作为叠加色
shininess: 60,
transparent: true
})
// new THREE.MeshPhongMaterial({ color: 0xff0000, shininess: 60 })
)
redLeftPole.position.set(leftPoleX, leftPoleY, redLeftPoleZ)
scene.add(redLeftPole)
}
// 层板间隙中的柱子
if (col < columns - 1) {
const gapStartX = currentXOffset + unitLength
// 原有灰色柱子(居中)
const poleX = gapStartX + poleSize / 2
const poleY = baseHeight + totalHeight / 2
const poleZ = z - shelfWidth / 2 + poleSize / 2
const pole = new THREE.Mesh(
new THREE.BoxGeometry(poleSize, totalHeight, poleSize),
poleMaterial
)
pole.position.set(poleX, poleY, poleZ)
scene.add(pole)
// 新增红色柱子,在原有柱子的前面或后面并排
const redPoleX = poleX // 和灰柱 X 相同
const redPoleY = poleY // 和灰柱 Y 相同
const redPoleZ = z + shelfWidth / 2 - poleSize / 2 // 在前方
const redPoleMaterial = new THREE.MeshPhongMaterial({
color: 0xff0000,
shininess: 60
})
const redPole = new THREE.Mesh(
new THREE.BoxGeometry(poleSize, totalHeight, poleSize),
redPoleMaterial
)
redPole.position.set(redPoleX, redPoleY, redPoleZ)
scene.add(redPole)
}
// 最右侧柱子
if (col === columns - 1) {
const rightPoleX = currentXOffset + unitLength + gapBetweenPlanks - poleSize / 2
const rightPoleY = baseHeight + totalHeight / 2
const rightPoleZ = z - shelfWidth / 2 + poleSize / 2
// 黑色柱子
const rightPole = new THREE.Mesh(
new THREE.BoxGeometry(poleSize, totalHeight, poleSize),
poleMaterial
)
rightPole.position.set(rightPoleX, rightPoleY, rightPoleZ)
scene.add(rightPole)
// 红色柱子
const redRightPoleZ = z + shelfWidth / 2 - poleSize / 2
const redRightPole = new THREE.Mesh(
new THREE.BoxGeometry(poleSize, totalHeight, poleSize),
new THREE.MeshPhongMaterial({ color: 0xff0000, shininess: 60 })
)
redRightPole.position.set(rightPoleX, rightPoleY, redRightPoleZ)
scene.add(redRightPole)
}
}
currentXOffset += unitLength + gapBetweenPlanks
}
}
// 光源
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5)
scene.add(ambientLight)
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8)
directionalLight.position.set(5, 10, 7)
scene.add(directionalLight)
}
function createGroundStore() {
const planeGeometry = new THREE.PlaneGeometry(1, 1)
const material = new THREE.MeshBasicMaterial({
color: 0x00ff00,
side: THREE.DoubleSide // 双面渲染:ml-citation{ref="5,8" data="citationList"}
})
const planeMesh = new THREE.Mesh(planeGeometry, material)
planeMesh.rotateX(Math.PI / 2)
scene.add(planeMesh)
let textureLoader = new THREE.TextureLoader()
const texture1 = textureLoader.load(storageBar_PNG);
const texture2 = textureLoader.load(Plastic_Rough_JPG);
const curve = new THREE.CatmullRomCurve3(
[new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, 2, 0)],
false, // 闭合曲线
'catmullrom',
0
);
// const points = curve.getPoints(10);
// const geometry = new THREE.BufferGeometry().setFromPoints(points);
// const material = new THREE.LineBasicMaterial({ color: 0x00ff00 });
// const lineS = new THREE.Line(geometry, material);
// group.add(lineS as THREE.Object3D)
const splits = [
[0, 0],
[0.025, 0],
[0.04, 0.005],
[0.06, 0.005],
[0.075, 0],
[0.1, 0],
[0.1, 0.092],
[0.092, 0.1],
[0.075, 0.1],
[0.075, 0.092],
[0.092, 0.092],
[0.092, 0.008],
[0.008, 0.008],
[0.008, 0.092],
[0.025, 0.092],
[0.025, 0.1],
[0.008, 0.1],
[0, 0.092],
[0, 0]
]
let pointsShape = [];
for (let i = 0; i < splits.length ; i ++) {
let _x = splits[i][0] //* 10;
let _y = splits[i][1] //* 10;
pointsShape.push({
x: _x,
y: _y,
});
}
const shape = new THREE.Shape();
shape.moveTo(pointsShape[0].x, pointsShape[0].y);
for (let i = 1; i < pointsShape.length; i++) {
shape.lineTo(pointsShape[i].x , pointsShape[i].y);
}
const options = {
steps: 1,
bevelEnabled: false,
extrudePath: curve,
};
const geometry1 = new THREE.ExtrudeGeometry(shape, options);
resetUVs(geometry1);
// 设置贴图在 U 和 V 方向上的重复次数
texture1.repeat.set(10, 18); // X轴重复2次,Y轴重复3次(相当于缩小纹理)
texture2.repeat.set(2, 2); // X轴重复2次,Y轴重复3次(相当于缩小纹理)
// texture1.offset.set(0.5, 0)
texture1.center.set(0.5, 0)
// 必须设置包裹模式为重复
texture1.wrapS = THREE.RepeatWrapping;
texture1.wrapT = THREE.RepeatWrapping;
texture2.wrapS = THREE.RepeatWrapping;
texture2.wrapT = THREE.RepeatWrapping;
const material1 = new THREE.MeshPhongMaterial({
// color: '#FF3549',
alphaMap: texture1, // 应用纹理
normalMap: texture2, // 应用纹理
// side: THREE.DoubleSide // 如果你的几何体有双面,确保这一面也被贴图
// metalness: 0.6,
// roughness: 0.8,
// specular: 0x6d6d6d,
transparent: true,
needsUpdate: true,
});
material1.color.setHex(0xFF35499C, "srgb");
geometry1.scale(0.8, 1, 1)
// const material1 = new THREE.MeshBasicMaterial({ color: 0xff0000 });
// const mesh1 = new THREE.Mesh(geometry1, material1);
let mesh = new THREE.InstancedMesh(geometry1, material1, 1600);
mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
mesh.castShadow = true;
mesh.receiveShadow = true;
let dummy = new THREE.Object3D();
for (let i = 0; i < 40; i++) {
for (let j = 0; j < 40; j++) {
dummy.position.set(i * 0.5, 0, j * 0.5);
dummy.updateMatrix();
mesh.setMatrixAt(i*40 + j, dummy.matrix);
}
}
scene.add(mesh);
}
function resetUVs(geometry) {
if (geometry == undefined) return;
var pos = geometry.getAttribute("position"),
nor = geometry.getAttribute("normal"),
uvs = geometry.getAttribute("uv");
for (var i = 0; i < pos.count; i++) {
var x = 0,
y = 0;
var nx = Math.abs(nor.getX(i)),
ny = Math.abs(nor.getY(i)),
nz = Math.abs(nor.getZ(i));
// if facing X
if (nx >= ny && nx >= nz) {
x = pos.getZ(i);
y = pos.getY(i);
}
// if facing Y
if (ny >= nx && ny >= nz) {
x = pos.getX(i);
y = pos.getZ(i);
}
// if facing Z
if (nz >= nx && nz >= ny) {
x = pos.getX(i);
y = pos.getY(i);
}
uvs.setXY(i, x, y);
}
}
function initThree() {
const viewerDom = canvasContainer.value
// 场景
scene = new THREE.Scene()
scene.background = new THREE.Color(0xeeeeee)
// 渲染器
renderer = new THREE.WebGLRenderer({
logarithmicDepthBuffer: true,
antialias: true,
physicallyCorrectLights: true,
outputEncoding: THREE.SRGBColorSpace,
alpha: true,
precision: 'mediump',
premultipliedAlpha: true,
preserveDrawingBuffer: false,
powerPreference: 'high-performance'
})
renderer.clearDepth()
renderer.shadowMap.enabled = true
renderer.toneMapping = THREE.ACESFilmicToneMapping
renderer.setPixelRatio(window.devicePixelRatio)
renderer.setSize(viewerDom.getBoundingClientRect().width, viewerDom.getBoundingClientRect().height)
viewerDom.appendChild(renderer.domElement)
// 摄像机
initMode3DCamera()
// 辅助线
axesHelper = new THREE.AxesHelper(5)
scene.add(axesHelper)
gridHelper = new THREE.GridHelper(40, 40)
scene.add(gridHelper)
// 光照
const ambientLight = new THREE.AmbientLight(0xffffff, 1.5)
scene.add(ambientLight)
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.5)
directionalLight.position.set(5, 5, 5).multiplyScalar(3)
directionalLight.castShadow = true
scene.add(directionalLight)
const hemisphereLight = new THREE.HemisphereLight(0xffffff, 0x444444, 1)
scene.add(hemisphereLight)
// 性能监控
statsControls = new Stats()
statsControls.showPanel(0)
statsControls.dom.style.position = 'absolute'
statsControls.dom.style.bottom = '5px'
statsControls.dom.style.left = '5px'
statsControls.dom.style.top = 'unset'
viewerDom.appendChild(statsControls.dom)
// // 创建几何体和材质做测试用
// const geometry = new THREE.BoxGeometry(1, 1, 1)
// const material = new THREE.MeshStandardMaterial({
// color: 0xcccccc,
// metalness: 0.9,
// roughness: 0.1
// })
//
// const cube = new THREE.Mesh(geometry, material)
// scene.add(cube)
// camera.position.z = 5
animate()
// 转换控制器 TransformControls
tcontrols = new TransformControls(camera, renderer.domElement)
tcontrols.addEventListener('change', () => {
renderer.render(scene, camera)
transformEditCtl.value?.refreshData()
})
tcontrols.addEventListener('dragging-changed', function(event) {
controls.enabled = !event.value
})
tcontrols.setMode('translate')
scene.add(tcontrols.getHelper())
}
// 动画循环
function animate() {
animationFrameId = requestAnimationFrame(animate)
renderView()
}
function initGUI() {
const guiDom = guiPanel.value
gui = new dat.GUI({ autoPlace: false })
guiDom.appendChild(gui.domElement)
// 显示辅助线
gui.add(state, 'showAxesHelper').name('显示坐标轴').onChange(val => {
axesHelper.visible = val
})
gui.add(state, 'showGridHelper').name('显示网格').onChange(val => {
gridHelper.visible = val
})
// Position
const cameraPosFolder = gui.addFolder('摄像机位置')
cameraPosFolder.add(state.camera.position, 'x', -100, 100).step(0.1).listen().onChange(val => {
camera.position.x = val
})
cameraPosFolder.add(state.camera.position, 'y', -100, 100).step(0.1).listen().onChange(val => {
camera.position.y = val
})
cameraPosFolder.add(state.camera.position, 'z', -100, 100).step(0.1).listen().onChange(val => {
camera.position.z = val
})
cameraPosFolder.close()
// Rotation (in radians)
const cameraRotationFolder = gui.addFolder('摄像机旋转角')
cameraRotationFolder.add(state.camera.rotation, 'x', -Math.PI, Math.PI).listen().onChange(val => {
camera.rotation.x = val
})
cameraRotationFolder.add(state.camera.rotation, 'y', -Math.PI, Math.PI).listen().onChange(val => {
camera.rotation.y = val
})
cameraRotationFolder.add(state.camera.rotation, 'z', -Math.PI, Math.PI).listen().onChange(val => {
camera.rotation.z = val
})
cameraRotationFolder.close()
}
function handleResize(entries) {
for (let entry of entries) {
// entry.contentRect包含了元素的尺寸信息
console.log('Element size changed:', entry.contentRect)
const width = entry.contentRect.width
const height = entry.contentRect.height
if (camera instanceof THREE.PerspectiveCamera) {
camera.aspect = width / height
camera.updateProjectionMatrix()
} else if (camera instanceof THREE.OrthographicCamera) {
camera.left = width / -2
camera.right = width / 2
camera.top = height / 2
camera.bottom = height / -2
camera.updateProjectionMatrix()
}
renderer.setSize(width, height)
break
}
}
function initMode3DCamera() {
if (camera) {
scene.remove(camera)
}
const viewerDom = canvasContainer.value
// ============================ 创建透视相机
const cameraNew = new THREE.PerspectiveCamera(25, viewerDom.clientWidth / viewerDom.clientHeight, 0.1, 2000)
cameraNew.position.set(5, 5, 5)
cameraNew.lookAt(0, 0, 0)
camera = cameraNew
scene.add(camera)
const controlsNew = new OrbitControls(camera, viewerDom)
controlsNew.mouseButtons = { LEFT: THREE.MOUSE.PAN, RIGHT: THREE.MOUSE.ROTATE } // 鼠标中键平移
controlsNew.enableDamping = false
controlsNew.screenSpacePanning = false // 定义平移时如何平移相机的位置 控制不上下移动
controlsNew.minDistance = 2
controlsNew.addEventListener('change', syncCameraState)
controls = controlsNew
controls.update()
camera.updateProjectionMatrix()
syncCameraState()
}
/**
* 重新加载相机状态到全局状态
*/
function syncCameraState() {
if (camera) {
state.camera.position.x = camera.position.x
state.camera.position.y = camera.position.y
state.camera.position.z = camera.position.z
state.camera.rotation.x = camera.rotation.x
state.camera.rotation.y = camera.rotation.y
state.camera.rotation.z = camera.rotation.z
}
}
function renderView() {
statsControls?.update()
renderer?.render(scene, camera)
}
function handleTextureUpload(file) {
console.log('file', file)
if (!file) return
file = file.raw
// 移除旧模型
// cleaupModel()
const fileName = file.name.toLowerCase()
const reader = new FileReader()
reader.onerror = (error) => {
system.showErrorDialog('加载文件失败', error.toString())
system.clearLoading()
}
if (fileName.endsWith('.png') || fileName.endsWith('.jpg') || fileName.endsWith('.jpeg')) {
reader.onload = () => {
// const textureLoader = new THREE.TextureLoader()
// const texture = textureLoader.load(reader.result)
// tcontrols.setTexture(texture)
// system.clearLoading()
const texture = new THREE.TextureLoader().load(reader.result)
// 假设模型的所有网格都应用相同的材质
modelGroup.traverse(function(child) {
if (child.isMesh) {
child.material.map = texture
child.material.needsUpdate = true
}
})
}
reader.readAsDataURL(file)
} else {
alert('不支持的文件类型!')
}
}
let lastObjfile = undefined
function handleMtlUpload(file) {
console.log('file', file)
if (!file) return
file = file.raw
// 移除旧模型
cleaupModel()
const fileName = file.name.toLowerCase()
const reader = new FileReader()
reader.onerror = (error) => {
system.showErrorDialog('加载文件失败', error.toString())
system.clearLoading()
}
if (fileName.endsWith('.mtl')) {
reader.onload = () => {
const mtlLoader = new MTLLoader()
mtlLoader.load(reader.result, (materials) => {
materials.preload()
const objLoader = new OBJLoader()
objLoader.setMaterials(materials)
const content = objLoader.parse(lastObjfile)
addGroupToScene(content)
})
}
reader.readAsText(file)
} else {
alert('不支持的文件类型!')
}
}
function addGroupToScene(group) {
console.log('addGroupToScene', group)
modelGroup = group
if (restate.loadScale) {
// 设置默认模型缩放
modelGroup.scale.set(restate.loadScale, restate.loadScale, restate.loadScale)
}
scene.add(modelGroup)
tcontrols.attach(modelGroup)
transformEditCtl.value?.attachObject3D(modelGroup)
controls.target.copy(modelGroup.position)
controls.update()
// 遍历场景中的所有对象
let totalObjects = 0
let totalVertices = 0
let totalFaces = 0
modelGroup.traverse(function(child) {
if (child.isMesh) {
totalObjects++
// 获取几何体
const geometry = child.geometry
// 如果几何体是 BufferGeometry 类型
if (geometry.isBufferGeometry) {
// 计算顶点数
if (geometry.attributes.position) {
totalVertices += geometry.attributes.position.count
}
// 计算面数(假设每个面都是由三个顶点组成的三角形)
if (geometry.index) {
totalFaces += geometry.index.count / 3
} else if (geometry.attributes.position) {
// 如果没有索引,计算非索引几何体的面数
totalFaces += geometry.attributes.position.count / 3
}
}
// 如果几何体是 Geometry 类型(较旧的版本使用)
else if (geometry.isGeometry) {
// 计算顶点数
totalVertices += geometry.vertices.length
// 计算面数
totalFaces += geometry.faces.length
}
}
})
restate.objects = totalObjects
restate.vertices = totalVertices
restate.faces = totalFaces
}
function handleFileChange(file) {
console.log('file', file)
if (!file) return
file = file.raw
// 移除旧模型
cleaupModel()
const fileName = file.name.toLowerCase()
const reader = new FileReader()
reader.onerror = (error) => {
system.showErrorDialog('加载文件失败', error.toString())
system.clearLoading()
}
if (fileName.endsWith('.fbx')) {
system.showLoading()
reader.onload = () => {
const loader = new FBXLoader()
const arrayBuffer = reader.result
const content = loader.parse(arrayBuffer, '')
addGroupToScene(content)
system.clearLoading()
}
} else if (fileName.endsWith('.obj')) {
reader.readAsText(file)
reader.onload = () => {
const loader = new OBJLoader()
lastObjfile = reader.result
//@ts-ignore
const content = loader.parse(reader.result)
addGroupToScene(content)
system.clearLoading()
}
} else if (fileName.endsWith('.3ds')) {
reader.onload = () => {
const loader = new TDSLoader()
const arrayBuffer = reader.result
//@ts-ignore
const content = loader.parse(arrayBuffer, '')
addGroupToScene(content)
system.clearLoading()
}
} else if (fileName.endsWith('.glb') || fileName.endsWith('.gltf')) {
reader.onload = () => {
const loader = new GLTFLoader()
const arrayBuffer = reader.result
//@ts-ignore
loader.parseAsync(arrayBuffer, '').then((content) => {
addGroupToScene(content.scene)
})
system.clearLoading()
}
} else {
alert('不支持的文件类型!')
return
}
reader.readAsArrayBuffer(file)
}
async function handleCadFileChange(file) {
console.log('file', file)
if (!file) return
file = file.raw
const viewer = new DXFViewer();
let dxf = await viewer.getFromFile(file, cadFont);
dxf.scale.set(0.001, 0.001, 0.001)
dxf.position.x = -3
dxf.position.y = 1
dxf.rotation.x = -Math.PI / 2
// Add the geometry to the scene
scene.add(dxf);
}
function cleaupModel() {
if (modelGroup) {
scene.remove(modelGroup)
}
tcontrols.detach()
transformEditCtl.value.detach()
}
function cleanupThree() {
// 移除旧模型
if (scene) {
scene.traverse((obj) => {
// 释放几何体
if (obj.geometry) {
obj.geometry.dispose()
}
// 释放材质
if (obj.material) {
if (Array.isArray(obj.material)) {
obj.material.forEach(m => m.dispose())
} else {
obj.material.dispose()
}
}
// 释放纹理
if (obj.texture) {
obj.texture.dispose()
}
// 释放渲染目标
if (obj.renderTarget) {
obj.renderTarget.dispose()
}
// 移除事件监听(如 OrbitControls)
if (obj.dispose) {
obj.dispose()
}
})
if (modelGroup) {
scene.remove(modelGroup)
}
// 清空场景
scene.children = []
modelGroup = null
}
if (gui) {
gui.destroy()
}
if (tcontrols) {
tcontrols.dispose()
}
if (statsControls) {
statsControls.dom.remove()
}
if (renderer) {
renderer.dispose()
renderer.forceContextLoss()
console.log('WebGL disposed, memory:', renderer.info.memory)
renderer.domElement = null
}
}
</script>
<style scoped lang="less">
.model3d-view {
display: flex;
flex-direction: column;
flex-grow: 1;
overflow: hidden;
.canvas-left-toolbar {
position: absolute;
left: 5px;
top: 5px;
width: 32px;
background: #eee;
text-align: center;
button {
color: #555;
background-color: #ddd;
border: 0;
margin: 0;
padding: 5px 8px;
font-size: 12px;
text-transform: uppercase;
cursor: pointer;
outline: none;
}
button.selected {
background-color: #fff;
}
}
.toolbar {
padding: 10px;
background: #f5f5f5;
border-bottom: 1px solid #ccc;
flex-wrap: wrap;
}
.dialog-container {
display: flex;
flex-direction: column;
height: 100vh;
}
.main-content {
display: flex;
flex: 1;
overflow: hidden;
.model3d-content {
height: 100%;
display: flex;
flex-direction: row;
}
}
.canvas-container {
width: 100%;
height: 100%;
position: relative;
}
.model3d-gui-wrap {
border-left: 1px solid #ccc;
background: #111;
width: 100%;
height: 100%;
overflow-y: auto;
}
.gui-panel {
:deep(.lil-gui.root) {
width: 100%;
}
}
}
</style>