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webgl_loader_fbx

对应 three.js 示例地址

仅需关注 init 函数的内容,其他部分都是示例小程序所使用的描述配置。

js
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { FBXLoader } from "three/examples/jsm/loaders/FBXLoader.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_loader_fbx",
  useLoaders: [FBXLoader],
  info: [
    [
      { tag: "a", link: "https://threejs.org", content: "three.js" },
      { tag: "text", content: "- FBXLoader" }
    ],
    [
      { tag: "text", content: "Character and animation from" },
      { tag: "a", link: "https://www.mixamo.com/", content: "Mixamo" }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose }) => {
    let camera, scene, renderer, stats, object, loader, guiMorphsFolder;
    let mixer;
    const clock = new THREE.Clock();
    const params = {
      asset: "Samba Dancing"
    };
    const assets = ["Samba Dancing", "morph_test"];
    init();
    function init() {
      camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 2e3);
      camera.position.set(100, 200, 300);
      scene = new THREE.Scene();
      scene.background = new THREE.Color(10526880);
      scene.fog = new THREE.Fog(10526880, 200, 1e3);
      const hemiLight = new THREE.HemisphereLight(16777215, 4473924, 5);
      hemiLight.position.set(0, 200, 0);
      scene.add(hemiLight);
      const dirLight = new THREE.DirectionalLight(16777215, 5);
      dirLight.position.set(0, 200, 100);
      dirLight.castShadow = true;
      dirLight.shadow.camera.top = 180;
      dirLight.shadow.camera.bottom = -100;
      dirLight.shadow.camera.left = -120;
      dirLight.shadow.camera.right = 120;
      scene.add(dirLight);
      const mesh = new THREE.Mesh(
        new THREE.PlaneGeometry(2e3, 2e3),
        new THREE.MeshPhongMaterial({ color: 10066329, depthWrite: false })
      );
      mesh.rotation.x = -Math.PI / 2;
      mesh.receiveShadow = true;
      scene.add(mesh);
      const grid = new THREE.GridHelper(2e3, 20, 0, 0);
      grid.material.opacity = 0.2;
      grid.material.transparent = true;
      scene.add(grid);
      loader = new FBXLoader();
      loadAsset(params.asset);
      renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      renderer.shadowMap.enabled = true;
      const controls = new OrbitControls(camera, renderer.domElement);
      controls.target.set(0, 100, 0);
      controls.update();
      window.addEventListener("resize", onWindowResize);
      stats = new Stats(renderer);
      const gui = new GUI();
      gui.add(params, "asset", assets).onChange(function(value) {
        loadAsset(value);
      });
      guiMorphsFolder = gui.addFolder("Morphs").hide();
      needToDispose(() => [renderer, scene, controls, loader]);
    }
    function loadAsset(asset) {
      loader.load("models/fbx/" + asset + ".fbx", function(group) {
        if (object) {
          object.traverse(function(child) {
            if (child.material) {
              const materials = Array.isArray(child.material) ? child.material : [child.material];
              materials.forEach((material) => {
                if (material.map) material.map.dispose();
                material.dispose();
              });
            }
            if (child.geometry) child.geometry.dispose();
          });
          scene.remove(object);
        }
        object = group;
        if (object.animations && object.animations.length) {
          mixer = new THREE.AnimationMixer(object);
          const action = mixer.clipAction(object.animations[0]);
          action.play();
        } else {
          mixer = null;
        }
        guiMorphsFolder.children.forEach((child) => child.destroy());
        guiMorphsFolder.hide();
        object.traverse(function(child) {
          if (child.isMesh) {
            child.castShadow = true;
            child.receiveShadow = true;
            if (child.morphTargetDictionary) {
              guiMorphsFolder.show();
              const meshFolder = guiMorphsFolder.addFolder(child.name || child.uuid);
              Object.keys(child.morphTargetDictionary).forEach((key) => {
                meshFolder.add(
                  child.morphTargetInfluences,
                  child.morphTargetDictionary[key],
                  0,
                  1,
                  0.01
                );
              });
            }
          }
        });
        scene.add(object);
      });
    }
    function onWindowResize() {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
    }
    function animate() {
      const delta = clock.getDelta();
      if (mixer) mixer.update(delta);
      renderer.render(scene, camera);
      stats.update();
    }
  }
};
export {
  exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
 * 官网示例的多端使用封装把版本
 * */
export interface OfficialExampleInfo extends MiniProgramMeta {
  /*** 示例名称(保持和官网一致)*/
  name: string;
  /** main */
  init: (context: LoadContext) => void;
}

export interface LoadContext {
  //为了减少官方代码的改动,实际上等同于 canvas
  window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
  /** HTMLCanvasElement */
  canvas: any;
  /** https://www.npmjs.com/package/lil-gui */
  GUI: any;
  /**
   * https://www.npmjs.com/package/stats.js
   * 也可以使用其他受支持的版本
   * */
  Stats: any;
  /** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
  needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);

  /**基于 raq 的通用封装 */
  useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };

  /** 显示加载模态框 */
  requestLoading(text?: string): Promise<void>;

  /** 隐藏加载模态框*/
  cancelLoading(): void;

  /** 保存文件的通用封装*/
  saveFile(
    fileName: string,
    data: ArrayBuffer | TypedArray | DataView | string
  ): Promise<string | null>;

  /** 示例使用 DracoDecoder 时的资源路径 */
  DecoderPath: {
    GLTF: string;
    STANDARD: string;
  };

  /** 为资源路径拼上 CDN 前缀 */
  withCDNPrefix(path: string): string;

  /**
   * 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
   * 正常情况(web) 可直接使用 THREE.VideoTexture
   * */
  getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;

  /**
   * 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
   * 正常情况(web) 可参考示例 webgl_materials_video_webcam
   * */
  getCameraTexture(): { isVideoTexture: true };

  /** 用于动态修改 info 中的占位符*/
  bindInfoText(template: `$${string}$`, initValue?: string): { value: string };

  /** 分屏控件对应的事件回调 */
  onSlideStart(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideEnd(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}

export type VideoOptions = {
  src: string;
  /** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
  width: number;
  /** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
  height: number;
  loop?: boolean;
  autoplay?: boolean;
  muted?: boolean;
};

/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
  /** 用于统计加载相关信息 */
  useLoaders: Loader[];
  /** 通用 info */
  info: TagItem[][];
  /** 特殊 info */
  infoPanel?: {
    left?: [string, string][];
    right?: [string, string][];
  };
  /** 分屏控件配置 */
  needSlider?: {
    /** 方向 */
    direction?: 'horizontal' | 'vertical';
    /** 初始偏移 0-100 */
    initPosition?: number;
  };
  /** 操作摇杆控件 */
  needArrowControls?: boolean;
  /** 默认需要的画布类型 */
  canvasType?: '2d' | 'webgl' | 'webgl2';
  /** 为保持效果一致所需要的画布样式 */
  canvasStyle?: {
    bgColor?: string;
    width?: number | string;
    height?: number | string;
  };
  /** 部分示例需要在加载前进行一些提示 */
  initAfterConfirm?: {
    /**
     * 提示类型
     * @default 'default'
     * */
    type?: 'warning' | 'default';
    text: string[];
  };
}

export interface BaseTag<T extends string> {
  tag: T;
  content: string;
}

export interface ATag extends BaseTag<'a'> {
  link: string;
}

export type TextTag = BaseTag<'text'>;

export type TagItem = TextTag | ATag;