本文主要是介绍three.js: gltf模型设置发光描边,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
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 style="padding: 10px"><el-button type="primary" plain @click="outline">发光描边</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 { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 效果制作器
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
// 渲染通道
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
// 发光描边OutlinePass
import { OutlinePass } from "three/examples/jsm/postprocessing/OutlinePass.js";
export default {components: { Drawer },data() {return {name: "",scene: null, // 场景对象camera: null, // 相机对象renderer: null,geometry: null,group: null,material: null,effectComposer: null,};},created() {},mounted() {this.name = this.$route.query.name;this.init();},methods: {goBack() {this.$router.go(-1);},outline() {// 创建后处理对象,这里我将该对象称作 效果制作器this.effectComposer = new EffectComposer(this.renderer);// 创建渲染器通道const renderPass = new RenderPass(this.scene, this.camera);this.effectComposer.addPass(renderPass);// 创建发光描边对象const outlinePass = new OutlinePass(new this.$three.Vector2(1000, 800), this.scene, this.camera);// 设置发光描边颜色outlinePass.visibleEdgeColor.set(0x999000);// 设置发光描边厚度outlinePass.edgeThickness = 5;// 设置发光描边强度outlinePass.edgeStrength = 7;// 设置闪烁频率outlinePass.pulsePeriod = 2;const obj = [];this.scene.traverse(item => {if(item.isMesh) {obj.push(item);}})outlinePass.selectedObjects = obj;this.effectComposer.addPass(outlinePass);this.renderFun();},init() {// 创建场景对象this.scene = new this.$three.Scene();// 创建辅助坐标轴对象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.$three.PerspectiveCamera(60, 1, 0.01, 1000);this.camera.position.set(20, 20, 20);this.camera.lookAt(0, 0, 0);// 创建gltf加载器对象const gltfLoader = new GLTFLoader();let that = this;gltfLoader.load("/models/gltf/plane.gltf", (gltf) => {that.scene.add(gltf.scene);// 创建渲染器对象this.renderer = new this.$three.WebGLRenderer();this.renderer.setSize(1000, 800);this.renderer.render(this.scene, this.camera);window.document.getElementById("threejs").appendChild(this.renderer.domElement);// 创建相机空间轨道控制器const controls = new OrbitControls(this.camera, this.renderer.domElement);controls.addEventListener("change", () => {this.renderer.render(this.scene, this.camera);})});},renderFun() {this.effectComposer.render();window.requestAnimationFrame(this.renderFun);},},
};
</script>
<style lang="less" scoped>
.box-card-left {display: flex;align-items: flex-start;flex-direction: row;width: 100%;.box-right {text-align: left;padding: 10px;.xyz {width: 100px;margin-left: 20px;}.box-btn {margin-left: 20px;}}
}
.el-form-item {margin: 0;
}
</style>
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