本文主要是介绍从Unity到Three.js(outline 模型描边功能),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!
指定模型高亮功能,附带设置背景颜色,获取随机数方法。
百度查看说是gltf格式的模型可以携带PBR材质信息,如果可以这样,那就完全可以在blender中配置好材质导出了,也就不需要像在unity中调整参数了。
import * as THREE from 'three'
import { OutlinePass } from 'three/examples/jsm/postprocessing/OutlinePass';
import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer';
import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';//创建场景
const scene = new THREE.Scene();
//配置相机
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
//创建渲染器
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
//动态创建的cube模型
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshBasicMaterial({ color: 0x0000FF });
const cube = new THREE.Mesh(geometry, material);
cube.position.x += 4;
scene.add(cube);// 加载模型文件 模型在工程根目录
loadModelGLB('../testmodel.glb', loadModelSucceed, loadModelFail);
var cube2 = new THREE.Mesh(geometry, material);
cube2.position.x -= 2.5;
scene.add(cube2);camera.position.z = 5;//================================指定模型边缘高亮=================================================
let composer;
//创建高亮组件
var outlinePass = new OutlinePass(new THREE.Vector2(window.innerWidth, window.innerHeight), scene, camera);
//封装的指定模型高亮方法
function outlineObj(obj) {// 描边composer = new EffectComposer(renderer);const renderPass = new RenderPass(scene, camera);composer.addPass(renderPass);//模型描边颜色,默认白色 outlinePass.visibleEdgeColor.set(0xffff00);//高亮发光描边厚度outlinePass.edgeThickness = 4;//高亮描边发光强度outlinePass.edgeStrength = 6;//模型闪烁频率控制,默认0不闪烁 猜测是插值控制显色,数字是变化的时间outlinePass.pulsePeriod = 1;composer.addPass(outlinePass);// 将描边模型添加进去outlinePass.selectedObjects.push(obj);
}
//================================指定模型边缘高亮 END=================================================//计时器
const clock = new THREE.Clock();
let timer = 0;
function animate() {requestAnimationFrame(animate);cube.rotation.x += 0.01;cube.rotation.y += 0.01;//使用高亮组件必须使用此函数composer.render();//renderer.render(scene, camera);timer += clock.getDelta();//每一秒变换一次背景颜色if (timer >= 1) {timer = 0;scene.background = new THREE.Color(getRandomColorValue());//设置背景色}}
//获取随机颜色值
function getRandomColorValue() {var red = Math.round(Math.random() * 255); // 生成0-255之间的随机整数作为红色分量var green = Math.round(Math.random() * 255); // 生成0-255之间的随机整数作为绿色分量var blue = Math.round(Math.random() * 255); // 生成0-255之间的随机整数作为蓝色分量return "rgb(" + red + ", " + green + ", " + blue + ")"; // 返回RGB格式的随机颜色值
}outlineObj(cube2);
outlineObj(cube);
animate();//==============================加载模型================================================
//加载GLB模型,传入路径、加载完成的回调、加载失败的回调
function loadModelGLB(path, succeed, fail) {const loader = new GLTFLoader();loader.load(path, function (gltf) {succeed(gltf);}, undefined, function (error) {fail(error);});
}//加载完成的回调
function loadModelSucceed(gltf) {let returnGltf = gltf.scene;returnGltf.rotation.y += 2;//配置加载的模型设置returnGltf.traverse(function (child) {if (child.isMesh) {child.frustumCulled = false;//模型阴影child.castShadow = true;//模型自发光child.material.emissive = child.material.color;child.material.emissiveMap = child.material.map;}
});scene.add(returnGltf);outlineObj(returnGltf);}
//加载失败回调
function loadModelFail(msg) {console.error(msg);
}
//==============================加载模型 END================================================
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