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></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";
export default {data() {return {sphereGeometry: null,group: null,camera: null,mesh: null,renderer: null,requestAnimationFrame_time: null,B: null,lengthVal: 0,normalizeVal: null,css3DRenderer: null,};},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.$three.Scene();// 调用方法创建点模型 Athis.createPoint([0,40,0]);// 调用方法创建点模型 Bthis.createPoint([50,0,0]);this.createBox();// 创建环境光对象const ambientLight = new this.$three.AmbientLight(0xffffff,0.8);this.scene.add(ambientLight);// 创建箭头对象/*** ArrowHelper(dir : Vector3, origin : Vector3, length : Number, hex : Number, headLength : Number, headWidth : Number )dir -- 基于箭头原点的方向. 必须为单位向量.origin -- 箭头的原点.length -- 箭头的长度. 默认为 1.hex -- 定义的16进制颜色值. 默认为 0xffff00.headLength -- 箭头头部(锥体)的长度. 默认为箭头长度的0.2倍(0.2 * length).headWidth -- The width of the head of the arrow. Default is 0.2 * headLength.*//*** 计算箭头需要的参数;箭头是从A指向B*/const A = new this.$three.Vector3(0,40,0);const B = new this.$three.Vector3(50,0,0);// 箭头方向的单位向量const dir = B.clone().sub(A).normalize();// 箭头原点 是 Aconst origin = A;// 箭头长度---就是 A 点到 B 点的距离;使用 length()方法可以计算得到const length = B.clone().sub(A).length();const hex = 0xffddaa;const arrowHelper = new this.$three.ArrowHelper(dir, origin, length, hex);this.scene.add(arrowHelper);// 创建坐标轴辅助对象const axesHelper = new this.$three.AxesHelper(200);this.scene.add(axesHelper);// 创建相机对象this.camera = new this.$three.PerspectiveCamera();this.camera.position.set(150,150,150);this.camera.lookAt(0,0,0);// 创建渲染器对象this.renderer = new this.$three.WebGLRenderer();this.renderer.setSize(1000,800);this.renderer.render(this.scene, this.camera);window.document.getElementById("threejs").appendChild(this.renderer.domElement);const controls = new OrbitControls(this.camera, this.renderer.domElement);controls.addEventListener("change", e => {this.renderer.render(this.scene, this.camera);})},/*** 创建点模型的方法,* point_position: 数组类型,数组里有且只有三个元素,* */createPoint(point_position) {// 创建缓存几何体对象const bufferGeometry = new this.$three.BufferGeometry();// 创建类型化数组来存放顶点数据const vectors = new Float32Array(point_position);// 创建缓存属性来格式化顶点数据const bufferAttribute = new this.$three.BufferAttribute(vectors,3);// 设置缓存几何体的位置属性bufferGeometry.setAttribute("position", bufferAttribute);// 创建点材质对象const material = new this.$three.PointsMaterial({color: 0x99dd,size: 10});// 创建点模型对象const point = new this.$three.Points(bufferGeometry, material);this.scene.add(point);},createBox() {const geometry = new this.$three.BoxGeometry(50, 50, 50);const material = new this.$three.MeshLambertMaterial({color: 0x00ffff,});const mesh = new this.$three.Mesh(geometry, material);const p = mesh.geometry.attributes.position; // 顶点坐标集合const n = mesh.geometry.attributes.normal; // 顶点法线数据集合// 顶点数量const count = p.count;for(let i = 0; i < count; i ++) {// 该向量是单位向量了const dir = new this.$three.Vector3(n.getX(i), n.getY(i), n.getZ(i));// 箭头起点const origin = new this.$three.Vector3(p.getX(i), p.getY(i), p.getZ(i));const arrowHelper = new this.$three.ArrowHelper(dir, origin, 20);mesh.add(arrowHelper);}// mesh模型沿着 z 轴正向移动 50mesh.translateZ(50);this.scene.add(mesh);}},
};
</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>