参考资料
- Vector3与模型位置、缩放属性
- …
- 模型隐藏或显示
知识点
注:基于Three.jsv0.155.0
- Group:add()
- 遍历模型树结构、查询模型节点:name、traverse、
getObjectByName()
- 本地坐标和世界坐标:
getWorldPosition()
- 改变模型相对局部坐标原点位置
- 移除对象:.remove()
- 模型隐藏或显示:visible
代码实现
<!DOCTYPE html>
<html lang="en">
<head><meta charset="UTF-8"><title>Three.js</title>
</head><body></body><!-- 具体路径配置,你根据自己文件目录设置,我的是课件中源码形式 --><script type="importmap">{"imports": {"three": "./js/three.module.js","three/addons/": "../three.js/examples/jsm/"}}</script><script type="module">import * as THREE from 'three';import { OrbitControls } from 'three/addons/controls/OrbitControls.js';const width = 800const height = 500// 场景const scene = new THREE.Scene();// 几何体const geometry = new THREE.BoxGeometry(20, 50, 20);// 材质 const material = new THREE.MeshLambertMaterial({color:0x0000ff,});const mesh0 = new THREE.Mesh(geometry, material);scene.add(mesh0);// 网格模型:物体const mesh = new THREE.Mesh(geometry, material);mesh.name = '1号楼';const mesh2 = new THREE.Mesh(geometry, material);mesh2.material = mesh.material.clone();mesh2.position.x = 40;mesh2.name = '2号楼';// ********** 本章知识点示例代码 Start **********// 组const group = new THREE.Group();// const group = new THREE.Object3D();group.add(mesh, mesh2);group.position.y = 20;scene.add(group);group.name = '小区';// 遍历所有的物体group.traverse(child => {console.log('🚀 ~ file: 4层级模型.html:52 ~ child:', child.name)if (child.isMesh) {child.material.color.set(0xff0000);}});// 根据名称获取物体const mashByName = group.getObjectByName('1号楼');mashByName.material.color.set(0x00ff00);// 本地坐标和世界坐标mesh.position.x = 10;group.position.x = 100;// 获取世界坐标const vector = new THREE.Vector3();mesh.getWorldPosition(vector);console.log('🚀 ~ file: 4层级模型.html:71 ~ vector:', vector) // 110,20,0const vector2 = new THREE.Vector3();mesh2.getWorldPosition(vector2);console.log('🚀 ~ file: 4层级模型.html:75 ~ vector2:', vector2) // 140,20,0//可视化mesh2的局部坐标系const meshAxesHelper = new THREE.AxesHelper(50);mesh2.add(meshAxesHelper);// 平移几何体的顶点坐标,改变几何体自身相对局部坐标原点的位置geometry.translate(10, 0, 0);// 移除group.remove(mesh);// 隐藏// mesh2.visible = false;mesh2.material.visible = false;// ********** 本章知识点示例代码 End **********// 光源const pointLight = new THREE.PointLight(0xffffff, 1.0, 0, 0);pointLight.position.set(200, 200, 200 );scene.add(pointLight);// 坐标系const axes = new THREE.AxesHelper(200);scene.add(axes);// 相机const camera = new THREE.PerspectiveCamera(75, width/height, 0.1, 1000);camera.position.set(200, 200, 200);camera.lookAt(scene.position);// 渲染器const renderer = new THREE.WebGLRenderer();renderer.setSize(width, height);renderer.render(scene, camera);document.body.appendChild(renderer.domElement);// 控制器const controls = new OrbitControls(camera, renderer.domElement);controls.addEventListener('change', () => {renderer.render(scene, camera);});// 渲染循环function render() {mesh.rotateY(0.01);// mesh旋转动画// 同步mesh2和mesh的姿态角度一样,不管mesh姿态角度怎么变化,mesh2始终保持同步mesh2.rotation.copy(mesh.rotation);mesh0.rotation.copy(mesh.rotation);renderer.render(scene, camera);requestAnimationFrame(render);}render();</script>
</html>