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Vue

3 weeks ago
<template>
<div class="div3D" ref="div3D" v-loading="loading" element-loading-text="渲染模型..."></div>
<!-- 固定位置的控制按钮 -->
<div class="control-buttons">
<el-button
type="warning"
@click="tranlate(new Vector3(28, 10, -10), new Vector3(0, 0, 0))"
:icon="Refresh"
/>
</div>
</template>
<script setup lang="ts">
import { ref, onMounted, onUnmounted } from 'vue';
//导入 threejs
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import {
AxesHelper,
Color,
PerspectiveCamera,
Scene,
WebGLRenderer,
EquirectangularReflectionMapping,
Group,
Vector3,
AmbientLight,
DirectionalLight,
PointLight
} from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
import { RGBELoader } from 'three/examples/jsm/loaders/RGBELoader';
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader';
import gsap from 'gsap';
import { Star, Bell, MagicStick, Refresh, Compass } from '@element-plus/icons-vue';
const loading = ref(true); // 添加 loading 状态
const div3D = ref<HTMLDivElement>();
//场景
const scene = new Scene();
//相机
const camera = new PerspectiveCamera(
45,
div3D.value?.clientWidth! / div3D.value?.clientHeight!,
0.05,
200
); // 初始比例设为1
camera.position.set(30, 15, -15);
camera.lookAt(0, 0, 0);
scene.add(camera);
//渲染器
const render = new WebGLRenderer({
antialias: true, // 关闭抗锯齿提升性能
powerPreference: 'high-performance', // 使用高性能GPU
stencil: false, // 如果不需要模板缓冲区
depth: true,
logarithmicDepthBuffer: true // 对大场景有帮助
});
render.setClearColor(new Color('#131519'));
// 启用渲染优化
render.shadowMap.enabled = false; // 如果不需要阴影
//添加控制器
const controls = new OrbitControls(camera, render.domElement);
// 禁用滚轮缩放
// controls.enableZoom = false;
// controls.autoRotate = false;
// controls.enablePan = false; // 禁用右键平移
controls.autoRotateSpeed = 1;
controls.dampingFactor = 0.2;
controls.rotateSpeed = 0.3; // 降低旋转速度(默认为 1.0
controls.enableDamping = true;
controls.enableRotate = true;
controls.minDistance = 1; // 允许更近距离观察模型细节
// 设置视角限制向上45度向下45度
// 从正前方开始计算向上最大45度向下最大45度
controls.minPolarAngle = Math.PI / 4; // 向上最多45度 (π/4)
controls.maxPolarAngle = (Math.PI * 3) / 4; // 向下最多45度 (3π/4)
// 大场景优化配置
const startTime = Date.now();
const loader = new GLTFLoader();
const dracoLoader = new DRACOLoader();
loader.setDRACOLoader(dracoLoader);
let meshArr: Group[] = [];
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// public\models\nitrogenInjection\nitrogenInjection.gltf
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loader.load('/models/substation/substation.gltf', (gltf: any) => {
// 保存模型引用
loadedModel = gltf.scene;
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scene.add(gltf.scene);
const loadTime = Date.now() - startTime;
// 立即渲染一帧
// controls.update();
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render.render(scene, camera);
console.log(`大场景模型已加载并显示,总耗时:${loadTime}ms`);
loading.value = false;
});
// // 环境光:增强整体亮度
// const ambientLight = new AmbientLight('#ffffff', 1.2); // 强度从 0.6 提高到 1.0
// scene.add(ambientLight);
// // 平行光
// const directionalLight = new DirectionalLight('#ffffff', 1.4); // 强度从 0.2 提高到 0.8
// scene.add(directionalLight);
// directionalLight.position.set(20, 20, 10);
// // // 点光源
// const pointLight = new PointLight('#ffffff', 1.4, 1800); // 强度从 0.5 提高到 1.0
// scene.add(pointLight);
// pointLight.position.set(0, 40, 0);
// 环境贴图(保存引用以便清理)
const rgbELoader = new RGBELoader().load(
'/models/texture/Alex_Hart-Nature_Lab_Bones_2k.hdr',
(envMap: any) => {
envMap.mapping = EquirectangularReflectionMapping;
scene.environment = envMap;
envMapTexture = envMap; // 保存引用
}
);
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//补间动画
const timeline1 = gsap.timeline();
const timeline2 = gsap.timeline();
// 保存模型引用以便清理
let loadedModel: any = null;
let envMapTexture: any = null;
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//相机移动
function tranlate(position: Vector3, target: Vector3) {
timeline1.to(camera.position, {
x: position.x,
y: position.y,
z: position.z,
duration: 1,
ease: 'power2.inOut'
});
timeline2.to(controls.target, {
x: target.x,
y: target.y,
z: target.z,
duration: 1,
ease: 'power2.inOut'
});
}
//物体
// const axes = new AxesHelper(20);
// scene.add(axes);
// 监听容器大小变化
function handleResize() {
if (!div3D.value) return;
const container = div3D.value;
const width = container.clientWidth;
const height = container.clientHeight;
// 更新相机比例
camera.aspect = width / height;
camera.updateProjectionMatrix();
// 更新渲染器大小
render.setSize(width, height);
}
function init() {
requestAnimationFrame(init);
controls.update();
render.render(scene, camera);
}
onMounted(() => {
// 初始化时设置正确大小
handleResize();
// 启动渲染循环
init();
// 将渲染器添加到容器
div3D.value?.appendChild(render.domElement);
// 添加容器大小监听
const resizeObserver = new ResizeObserver(handleResize);
if (div3D.value) {
resizeObserver.observe(div3D.value);
}
// 保存观察器引用以便销毁
(window as any)._resizeObserver = resizeObserver;
});
onUnmounted(() => {
console.log('开始清理 Three.js 资源...');
// 1. 停止渲染循环(通过标记)
// requestAnimationFrame 会自动停止
// 2. 清理 ResizeObserver
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if ((window as any)._resizeObserver) {
(window as any)._resizeObserver.disconnect();
delete (window as any)._resizeObserver;
}
// 3. 停止 GSAP 动画
timeline1.pause();
timeline1.clear();
timeline2.pause();
timeline2.clear();
gsap.globalTimeline.clear();
// 4. 移除 DOM 元素
if (div3D.value && render.domElement.parentNode === div3D.value) {
div3D.value.removeChild(render.domElement);
}
// 5. 清理控制器
controls.dispose();
// 6. 清理模型
if (loadedModel) {
loadedModel.traverse((child: any) => {
if (child.isMesh) {
// 清理几何体
if (child.geometry) {
child.geometry.dispose();
}
// 清理材质
if (child.material) {
const materials = Array.isArray(child.material) ? child.material : [child.material];
materials.forEach((material: any) => {
// 清理材质属性
[
'map',
'normalMap',
'roughnessMap',
'metalnessMap',
'emissiveMap',
'aoMap',
'displacementMap'
].forEach((key) => {
if (material[key]) {
material[key].dispose();
}
});
// 清理材质本身
material.dispose();
});
}
}
});
// 从场景中移除模型
scene.remove(loadedModel);
}
// 7. 清理环境贴图
if (envMapTexture) {
envMapTexture.dispose();
}
// 8. 清理灯光
scene.traverse((child: any) => {
if (child.isLight) {
child.dispose();
}
});
// 9. 清理场景
while (scene.children.length > 0) {
scene.remove(scene.children[0]);
}
// 10. 清理渲染器
render.dispose();
render.forceContextLoss();
render.domElement.remove();
// 11. 清空场景引用
scene.clear();
console.log('Three.js 资源清理完成');
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});
</script>
<style scoped>
.div3D {
margin: 0;
padding: 0;
/* width: 500px;
height: 500px; */
width: 100%;
height: 100%;
position: relative;
}
.control-buttons {
position: absolute;
top: 50%;
left: 2%;
transform: translateY(-50%); /* 垂直居中 */
transform: translateZ(0);
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display: flex;
flex-direction: column;
gap: 20px;
z-index: 100;
align-items: flex-start; /* 确保所有按钮左对齐 */
}
</style>