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之前一直在做ThreeJS方向,整理了两篇R3F(React Three Fiber)的文档,这是经验篇,如果您的业务场景需要使用R3F,可以参考一下这个文档。下面是目录,按照需求自取。
基础篇 ⬇️
https://gltf.pmnd.rs/:GLTF -> React Three Fiber
https://polyhaven.com/ : Assert Website
Stand-alone version of threejs/examples/jsm written in Typescript & built for ESM & CJS.
可以为 threejs中 不支持 TS 的 代码提供TS支持
install
npm install three-stdlib
usage
// Export collection
import * as STDLIB from 'three-stdlib'
// Flatbundle
import { OrbitControls, ... } from 'three-stdlib'
useFrame((state) => (textRef.current.position.x = Math.sin(state.clock.elapsedTime) * 2))
完整例子:
const Cube: FC = () => { const textRef = useRef<Mesh>(null!) useFrame((state) => (textRef.current.position.x = Math.sin(state.clock.elapsedTime) * 2)) return ( <mesh> <boxGeometry /> <meshStandardMaterial> <RenderTexture attach="map" anisotropy={16}> <PerspectiveCamera makeDefault manual aspect={1} position={[0, 0, 5]} /> <color attach="background" args={['orange']} /> <Text fontSize={4} color={'#555'} ref={textRef}> hello </Text> </RenderTexture> </meshStandardMaterial> </mesh> ) }
关键属性:makeDefault manual
TSX:<PerspectiveCamera makeDefault manual aspect={1} position={[0, 0, 5]} />
例子见动画周期震荡d艾玛
<Canvas shadows camera={{ position: [0, 0, 3], fov: 10 }}>
在Three.js中,far
和fov
是两种不同的概念,都与渲染3D场景时的视觉效果有关,但是它们的作用是不同的。
far
:这个参数是在设置相机的裁剪面时使用的,表示相机能看到的最远距离。当一个物体离相机的距离超过这个值时,这个物体就不会被渲染出来。换句话说,far
定义了你的视野的"深度"。fov
:这是相机的视场角度(Field of View),以度为单位。它定义了相机视野的"宽度",即相机能够看到的角度大小。在Three.js中,这个值默认是50度,但可以根据需要进行调整。所以,far
和fov
在控制渲染效果上有不同的作用:far
控制的是视野的深度,而fov
控制的是视野的宽度。在实际应用中,你需要根据你的需求来调整这两个参数。
far和设置position z轴的效果是一样的。
参考:https://github.com/pmndrs/drei#bvh
使用Bvh包裹的组件,性能会更好,原因不明
<Canvas>
<Bvh firstHitOnly>
<Scene />
</Bvh>
</Canvas>
一种GUI库,可以用作参数调试或简易设置界面
useControls
最终的配置项会合并到一起。
具体用法参考一、RTF Debugger
import { useControls } from 'leva'
function CSphere() {
const { roughness } = useControls({ roughness: { value: 1, min: 0, max: 1 } })
return (
<Center top>
<mesh castShadow>
<sphereGeometry args={[0.75, 64, 64]} />
<meshStandardMaterial metalness={1} roughness={roughness} />
</mesh>
</Center>
)
}
const { model } = useControls({ model: { value: 'Beech', options: Object.keys(MODELS) } })
关键参数:
metalness:数值为 1 反光率最大,距离1越大,镜面反射转为漫反射效果越明显。
roughness:有点抛光那个意思,数值越大,镜面效果越明显
<mesh castShadow>
<sphereGeometry args={[0.75, 64, 64]} />
<meshStandardMaterial metalness={1} roughness={roughness} />
</mesh>
<Center top>
<mesh castShadow>
<sphereGeometry args={[0.75, 64, 64]} />
<meshStandardMaterial metalness={1} roughness={roughness} />
</mesh>
</Center>
<Environment preset={preset} background blur={blur} />
preset?: PresetsType;
background?: boolean | 'only';
export declare const presetsObj: {
apartment: string;
city: string;
dawn: string;
forest: string;
lobby: string;
night: string;
park: string;
studio: string;
sunset: string;
warehouse: string;
};
export type PresetsType = keyof typeof presetsObj;
background为only时,不反射环境光
<PivotControls offset={[0, 0, 1]} activeAxes={[true, true, false]} disableRotations depthTest={true}>
<CFrame position={[0, 0, 1]} />
<Mask id={1} position={[0, 0, 0.95]}>
<circleGeometry args={[0.8, 64]} />
</Mask>
</PivotControls>
让内容上下浮动
<Float
speed={1} // Animation speed, defaults to 1
rotationIntensity={1} // XYZ rotation intensity, defaults to 1
floatIntensity={1} // Up/down float intensity, works like a multiplier with floatingRange,defaults to 1
floatingRange={[1, 10]} // Range of y-axis values the object will float within, defaults to [-0.1,0.1]
>
<mesh />
</Float>
可以用来遮罩效果
CAtom 定义需要遮挡的物体
const CAtom: FC<{ invert?: boolean } & MeshProps> = ({ invert, ...props }) => { // 定义 stencil,1为id,false为将物体遮挡(隐藏) const stencil = useMask(1, false) const { nodes } = useGLTF('/glb/react-transformed.glb') as unknown as { nodes: Record<string, any> } const gltf = useGLTF('/glb/react-transformed.glb') return ( <mesh castShadow={true} receiveShadow={true} geometry={nodes.atom.geometry} dispose={null} {...props} > <meshPhongMaterial color="#33BBFF" {...stencil} /> </mesh> ) }
在另一个组件,用Mask 投影被遮挡的物体的图像
<PivotControls offset={[0, 0, 1]} activeAxes={[true, true, false]} disableRotations depthTest={true}>
<CFrame position={[0, 0, 1]} />
{ // 这里和id和之前那个Mask的id对应 }
<Mask id={1} position={[0, 0, 0.95]}>
<circleGeometry args={[0.8, 64]} />
</Mask>
</PivotControls>
<Bounds fit clip observe>
<Float floatIntensity={4} rotationIntensity={0} speed={4}>
<CAtom invert={invert} scale={1.5} />
</Float>
</Bounds>
参考案例:https://codesandbox.io/s/re-using-gltfs-forked-wpzjcg?file=/src/Shoe.js
声明式写法
const MShoe: FC<{ color: string } & Record<string, any>> = ( { color, ...props }) => { const gltf = useGLTF('glb/shoe.gltf'); const { nodes, materials } = gltf as unknown as { nodes: Record<string, any> materials: Record<string, any> }; // 建立nodes和materials映射关系 const nodeArr = Object.entries(nodes).filter(([key, value], index) => index > 1); const materialArr = Object.values(materials) const changeColorNode = 'shoe_1'; // 重新构建组合 Mesh return ( <group {...props} dispose={null}> { nodeArr.map(([key, node], index) => ( <mesh key={key} castShadow={true} receiveShadow={true} geometry={node.geometry} material={index !== 1 ? materialArr[index] : undefined} material-envMapIntensity={0.8} > { key === changeColorNode && <meshStandardMaterial {...materials.mesh} color={color} envMapIntensity={0.8} normalMap-encoding={LinearEncoding} /> } </mesh> ))} </group> ) }
编程式写法
const MShoe2: FC<ModelProps> = (props) => { const gltf = useGLTF('glb/shoe.gltf') const { scene } = gltf; const { materials } = gltf as unknown as Record<string, any>; const ref = useRef<Group>(null!); useEffect(() => { ref.current.traverse(child => { if(child.name === 'shoe_1' && (child as any).isMesh) { (child as any).material = new MeshStandardMaterial({ ...materials.mesh, color: 0xff6666, envMapIntensity: 0.8, }); } }) }, [materials]); return <primitive object={scene} {...props} ref={ref}/> }
Refer to the Libraries chapter for three-stdlib
Declare
declare type C_GLTF = import('three-stdlib').GLTF & {
nodes: Record<string, import("three").Mesh>;
materials: Record<string, import("three").MeshStandardMaterial>;
};
Usage
const { nodes, materials } = useGLTF('/cyberpunk.glb', true) as C_GLTF;
繁星效果,Floating, glowing particles(发光粒子).
<Sparkles
size={ 6 }
scale={ [ 4, 2, 6 ] }
position-y={ 1 }
speed={ 0.1 }
/>
type TorusMesh = Mesh<TorusGeometry, MeshMatcapMaterial>
const eventHandler = (event: ThreeEvent<MouseEvent>) => {
event.stopPropagation();
const mesh= event.eventObject as TorusMesh;
const newMaterial = mesh.material.clone()
newMaterial.color.set(`hsl(${Math.random() * 360}, 100%, 75%)`) // hsl color
mesh.material = newMaterial;
}
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