效果:
代码:
<template><div><el-container><el-main><div class="box-card-left"><div id="threejs" style="border: 1px solid red"></div><div class="box-right"><el-button type="primary" @click="lookFor('设备A')">设备A</el-button><el-button type="primary" @click="lookFor('设备B')">设备B</el-button><el-button type="primary" @click="lookAll">整体</el-button><el-button type="primary" @click="lookCar">停车场</el-button><el-button type="primary" @click="saveImg">保存图片</el-button></div></div></el-main></el-container></div>
</template>
<script>
// 引入轨道控制器扩展库OrbitControls.js
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import TWEEN from "@tweenjs/tween.js";export default {data() {return {scene: null,camera: null,renderer: null,mesh: null,geometry: null,group: null,material: null,clock: null,mixer: null,};},created() {},mounted() {this.name = this.$route.query.name;this.init();},methods: {goBack() {this.$router.go(-1);},init() {// 创建场景对象this.scene = new this.$three.Scene();this.group = new this.$three.Group();this.createMesh({x: 50, y: 50, z: 50, name: '设备A'})this.createMesh({x: -50, y: 50, z: 50, name: '设备B'})this.scene.add(this.group);const axesHelper = new this.$three.AxesHelper(150);this.scene.add(axesHelper);// 创建环境光对象const ambientLight = new this.$three.AmbientLight(0xffffff);this.scene.add(ambientLight);// 创建相机对象this.camera = new this.$three.PerspectiveCamera();this.camera.position.set(300,300,300);this.camera.lookAt(0,0,0);// 创建渲染器对象this.renderer = new this.$three.WebGLRenderer({preserveDrawingBuffer: true // 把画布内容保存为图片时,需要设置为true});this.renderer.setSize(1000,800);this.renderer.render(this.scene, this.camera);window.document.getElementById("threejs").append(this.renderer.domElement);// 创建相机空间轨道控制器对象this.controls = new OrbitControls(this.camera, this.renderer.domElement);this.controls.addEventListener("change", () => {this.renderer.render(this.scene, this.camera);console.log(' this.camera.position', this.camera.position.x, this.camera.position.y, this.camera.position.z);})},// 创建网格模型的方法createMesh(obj) {// 创建立方缓冲几何体对象const geometry = new this.$three.BoxGeometry(obj.x, obj.y, obj.z);// 创建材质对象const material = new this.$three.MeshLambertMaterial({color: this.randomColor()});const mesh = new this.$three.Mesh(geometry, material);mesh.position.set(obj.x, obj.y, obj.z);mesh.name = obj.name;if(this.group) {this.group.add(mesh);}},lookFor(name){if(this.scene && this.scene.getObjectByName(name)) {// 通过 getObjectByName() 方法获取name为设备A的模型const equipment_A = this.scene.getObjectByName(name);// 创建Vector3类型的位置对象const position = new this.$three.Vector3();// 获取设置A的世界坐标并赋值到position对象中equipment_A.getWorldPosition(position);// 向量x,y,z坐标值在position的基础上增加50,const position_scalar = position.clone().addScalar(100);// 创建TWEEN对象并调用Tween方法new TWEEN.Tween({x: this.camera.position.x,y: this.camera.position.y,z: this.camera.position.z,px: this.controls.target.x,py: this.controls.target.y,pz: this.controls.target.z,}).to({x: position_scalar.x,y: position_scalar.y,z: position_scalar.z,px: equipment_A.position.x,py: equipment_A.position.y,pz: equipment_A.position.z,}, 1000).onUpdate(obj => {// 设置相机位置this.camera.position.set(obj.x, obj.y, obj.z);// 设置控制器指向this.controls.target.set(obj.px, obj.py, obj.pz);// 更新控制器this.controls.update();}).start();this.loop();}console.log(this.group);},loop() {this.renderer.render(this.scene, this.camera);TWEEN.update();window.requestAnimationFrame(this.loop);},lookCar(){},lookAll() {/*** 查看整体的思路:* 用包围盒 Box3, 将场景中所有的模型包裹起来,计算出 * (box3.min.x + box.max.x) / 2 = centerX* (box.min.y + box.max.y) / 2 = centerY* (box.min.z + box.max.z) / 2 = centerZ* , 计算出 centerX, centerY, centerZ 整体的中心坐标,* 为了显示包围盒的边界,可以使用Box3Helper辅助对象;* 相机的位置position要从当前位置定位到** */// 创建包围盒对象const box3 = new this.$three.Box3();// 设置包围盒中的对象const groupBox = box3.expandByObject(this.group);console.log(groupBox);const box3Helper = new this.$three.Box3Helper(box3, 0xffffff);this.scene.add(box3Helper);let max_x = groupBox.max.x;let max_y = groupBox.max.y;let max_z = groupBox.max.z;let min_x = groupBox.min.x;let min_y = groupBox.min.y;let min_z = groupBox.min.z;let center_x = (max_x + min_x) / 2;let center_y = (max_y + min_y) / 2;let center_z = (max_z + min_z) / 2;// let increment_x = Math.abs(max_x) > Math.abs(min_x) ? Math.abs(max_x) : Math.abs(min_y);let increment_y = Math.abs(max_y) > Math.abs(min_y) ? Math.abs(max_y) : Math.abs(min_y);let increment_z = Math.abs(max_z) > Math.abs(min_z) ? Math.abs(max_z) : Math.abs(min_z);new TWEEN.Tween({x: this.camera.position.x,y: this.camera.position.y,z: this.camera.position.z,px: this.controls.target.x,py: this.controls.target.y,pz: this.controls.target.z,}).to({x: center_x + increment_x * 2,y: center_y + increment_y * 2,z: center_z + increment_z * 2,px: center_x,py: center_y,pz: center_z,},1200).onUpdate(obj => {this.camera.position.set(obj.x, obj.y, obj.z);this.controls.target.set(obj.px, obj.py, obj.pz);this.controls.update();}).start();this.loop();},saveImg() {const link = document.createElement('a');const canvas = this.renderer.domElement;link.href = canvas.toDataURL('image/png');link.download = 'threejs.png';link.click();},randomColor() {const numbers = Array.from({ length: 255 }, (_, i) => i);const color = [...numbers];// 要生成min-max之间的随机数,公式为:Math.random()*(max-min+1)+minlet i = Math.floor(Math.random() * (color.length - 0 + 1) + 0);let j = Math.floor(Math.random() * (color.length - 0 + 1) + 0);let k = Math.floor(Math.random() * (color.length - 0 + 1) + 0);return new this.$three.Color("rgb(" +i +", " +j +", " +k +")");},},
};
</script>
//
<style lang="less" scoped>
.box-card-left {display: flex;align-items: flex-start;flex-direction: row;width: 100%;.box-right {img {width: 500px;user-select: none;}}
}
</style>