Vue3中如何使用Three.js詳解(包括各種樣例、常見場景、問題及解決方案)
在 Vue3 中使用 Three.js 開發(fā) 3D 應(yīng)用時,需要特別注意 Vue 的響應(yīng)式系統(tǒng)與 Three.js 的渲染機制的整合。以下是詳細指南:
一、基礎(chǔ)集成
1. 安裝依賴
npm install three @types/three
2. 基礎(chǔ)組件結(jié)構(gòu)
<template> <div ref="container" class="canvas-container"></div> </template> <script setup> import { ref, onMounted, onBeforeUnmount } from 'vue' import * as THREE from 'three' const container = ref(null) let scene, camera, renderer, cube onMounted(() => { // 初始化場景 scene = new THREE.Scene() camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000) renderer = new THREE.WebGLRenderer({ antialias: true }) // 設(shè)置渲染器 renderer.setSize(container.value.clientWidth, container.value.clientHeight) renderer.setPixelRatio(window.devicePixelRatio) container.value.appendChild(renderer.domElement) // 創(chuàng)建立方體 const geometry = new THREE.BoxGeometry() const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 }) cube = new THREE.Mesh(geometry, material) scene.add(cube) camera.position.z = 5 // 動畫循環(huán) animate() }) const animate = () => { requestAnimationFrame(animate) cube.rotation.x += 0.01 cube.rotation.y += 0.01 renderer.render(scene, camera) } onBeforeUnmount(() => { // 清理資源 scene.remove(cube) geometry.dispose() material.dispose() renderer.dispose() container.value.removeChild(renderer.domElement) }) </script> <style> .canvas-container { width: 100%; height: 100vh; } </style>
二、進階場景實現(xiàn)
1. 模型加載(使用 GLTF)
<script setup> import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader' // 在onMounted中加載模型 const loadModel = async () => { const loader = new GLTFLoader() try { const gltf = await loader.loadAsync('/models/robot.glb') scene.add(gltf.scene) // 設(shè)置模型位置和縮放 gltf.scene.position.set(0, 0, 0) gltf.scene.scale.set(0.5, 0.5, 0.5) } catch (error) { console.error('模型加載失敗:', error) } } </script>
2. 響應(yīng)式窗口適配
const handleResize = () => { camera.aspect = container.value.clientWidth / container.value.clientHeight camera.updateProjectionMatrix() renderer.setSize(container.value.clientWidth, container.value.clientHeight) } onMounted(() => { window.addEventListener('resize', handleResize) }) onBeforeUnmount(() => { window.removeEventListener('resize', handleResize) })
三、常見問題解決方案
1. 內(nèi)存泄漏問題
onBeforeUnmount(() => { // 遞歸清理對象 const cleanScene = (object) => { if (object.geometry) object.geometry.dispose() if (object.material) { if (Array.isArray(object.material)) { object.material.forEach(m => m.dispose()) } else { object.material.dispose() } } object.children.forEach(child => cleanScene(child)) } cleanScene(scene) renderer.forceContextLoss() })
2. 事件交互處理
const handleClick = (event) => { const mouse = new THREE.Vector2() const rect = container.value.getBoundingClientRect() mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1 mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1 const raycaster = new THREE.Raycaster() raycaster.setFromCamera(mouse, camera) const intersects = raycaster.intersectObjects(scene.children, true) if (intersects.length > 0) { console.log('點擊對象:', intersects[0].object) } } onMounted(() => { container.value.addEventListener('click', handleClick) })
四、性能優(yōu)化策略
1. 對象池模式
const createObjectPool = (size, geometry, material) => { const pool = [] for (let i = 0; i < size; i++) { const mesh = new THREE.Mesh(geometry, material) mesh.visible = false scene.add(mesh) pool.push(mesh) } return pool }
2. 分幀加載
const loadHeavyScene = async () => { const totalItems = 1000 const batchSize = 50 for (let i = 0; i < totalItems; i += batchSize) { await new Promise(resolve => requestAnimationFrame(resolve)) for (let j = 0; j < batchSize; j++) { addComplexObject() } } }
五、最佳實踐
1. 自定義 Three.js Hook
// useThree.js export function useThree(container) { const initThree = () => { const scene = new THREE.Scene() const camera = new THREE.PerspectiveCamera(...) const renderer = new THREE.WebGLRenderer(...) return { scene, camera, renderer } } const loadGLTF = async (path) => { // 加載邏輯 } return { initThree, loadGLTF } }
2. 組件化開發(fā)
<!-- ThreeObject.vue --> <template> <slot v-if="object3D" :object="object3D" /> </template> <script setup> import { onMounted, provide } from 'vue' const props = defineProps({ type: String, geometry: Object, material: Object }) const object3D = ref(null) onMounted(() => { switch(props.type) { case 'mesh': object3D.value = new THREE.Mesh(props.geometry, props.material) break; case 'light': object3D.value = new THREE.PointLight(0xffffff, 1) break; } provide('parentObject', object3D.value) }) </script>
六、調(diào)試技巧
1. 使用 Three.js 調(diào)試器
import { GUI } from 'three/examples/jsm/libs/lil-gui.module.min' const initGUI = () => { const gui = new GUI() const cubeFolder = gui.addFolder('Cube Control') cubeFolder.add(cube.rotation, 'x', 0, Math.PI * 2) cubeFolder.add(cube.material, 'wireframe') }
2. 性能監(jiān)控
import Stats from 'three/examples/jsm/libs/stats.module' const initStats = () => { const stats = new Stats() stats.showPanel(0) // 0: fps, 1: ms, 2: mb document.body.appendChild(stats.dom) const updateStats = () => { stats.update() requestAnimationFrame(updateStats) } updateStats() }
七、進階應(yīng)用示例
1. Shader 集成
const createShaderMaterial = () => { return new THREE.ShaderMaterial({ uniforms: { time: { value: 0 } }, vertexShader: ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `, fragmentShader: ` uniform float time; varying vec2 vUv; void main() { gl_FragColor = vec4(abs(sin(time)), vUv.x, vUv.y, 1.0); } ` }) }
2. 物理引擎集成(使用 Cannon.js)
import * as CANNON from 'cannon' const initPhysics = () => { const world = new CANNON.World() world.gravity.set(0, -9.82, 0) // 創(chuàng)建物理物體 const sphereBody = new CANNON.Body({ mass: 5, position: new CANNON.Vec3(0, 10, 0), shape: new CANNON.Sphere(1) }) // 同步物理和圖形 const animate = () => { world.step(1/60) mesh.position.copy(sphereBody.position) mesh.quaternion.copy(sphereBody.quaternion) } }
八、常見問題 Q&A
為什么模型加載后是黑色的?
- 檢查光源設(shè)置
- 確認材質(zhì)類型是否正確(MeshStandardMaterial需要環(huán)境光)
- 驗證紋理是否正確加載
如何實現(xiàn)點擊物體交互?
- 使用 Raycaster 進行碰撞檢測
- 注意坐標(biāo)轉(zhuǎn)換(屏幕坐標(biāo) → 標(biāo)準化設(shè)備坐標(biāo))
- 處理對象層級關(guān)系(遞歸檢測子對象)
如何優(yōu)化渲染性能?
- 使用 mergeBufferGeometry 合并相同幾何體
- 盡量復(fù)用材質(zhì)和幾何體
- 對不可見物體設(shè)置 visible = false
如何處理HMR熱更新問題?
if (import.meta.hot) { import.meta.hot.accept(() => { location.reload() // Three.js上下文需要完全重置 }) }
這些解決方案和最佳實踐可以幫助您在 Vue3 項目中更高效地使用 Three.js,同時保持應(yīng)用的性能和可維護性。
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