three.js: gltf模型设置发光描边

发布时间:2024年01月03日

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>

文章来源:https://blog.csdn.net/yinge0508/article/details/135362174
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