ply三维模型的展示,使用gsplat插件,该插件需要在vue3中使用:
引入插件
import * as SPLAT from 'gsplat';
一、创建html
html
<div class="container_model">
<canvas id="canvasId" class="model_box" ref="canvasRef"></canvas>
<div class="progress_view" v-if="isShowProgress">
<el-progress
:percentage="currentPercentage"
:show-text="false"
style="width:100%;"
striped
striped-flow
:stroke-width="15"
/>
</div>
</div>
因为我这里的ply模型的size比较大,就添加了一个进度条
二、初始化属性
html
const canvasRef = ref();
const animationId = ref();
const isShowProgress = ref(false);
const currentPercentage = ref(0);
let scene: SPLAT.Scene, renderer: SPLAT.WebGLRenderer, camera: SPLAT.Camera, controls: SPLAT.OrbitControls;
三、添加模型初始化方法
html
/**
* 加载ply高斯模型
* @param url
*/
const initModel = async (url: any) => {
if (!url) return;
try {
isShowProgress.value = true;//展示进度条
scene = new SPLAT.Scene();
camera = new SPLAT.Camera();
renderer = new SPLAT.WebGLRenderer(canvasRef.value);
controls = new SPLAT.OrbitControls(camera, renderer.canvas);
const splatModel = await SPLAT.PLYLoader.LoadAsync(url, scene, (progress) => {
currentPercentage.value = Math.round(progress * 1000) / 10;
if (currentPercentage.value >= 100) {
isShowProgress.value = false;
}
});
//这里根据自己的模型进行旋转、缩放、平移,把模型展示在可视范围中
//旋转
const euler = new SPLAT.Vector3(Math.PI / 2, -Math.PI / 5, 0);
const quaternionz = SPLAT.Quaternion.FromEuler(euler);
splatModel.data.rotate(quaternionz);
//缩放
const scale = new SPLAT.Vector3(0.2, 0.2, 0.2);
splatModel.data.scale(scale);
//平移
const translate = new SPLAT.Vector3(0, 0, -3);
splatModel.data.translate(translate);
resizeChange();
window.addEventListener('resize', resizeChange);
animate();
} catch (err) {
isShowProgress.value = false;
console.log('加载模型报错:' + err);
}
};
const resizeChange = () => {
renderer.setSize(canvasRef.value.clientWidth, canvasRef.value.clientHeight);
};
const animate = () => {
animationId.value = requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
};
//页面销毁时,销毁模型
const removeModel = () => {
if (animationId.value) {
cancelAnimationFrame(animationId.value);
}
controls && controls.dispose();
renderer && renderer.dispose();
if (scene) {
let models = scene.objects || [];
models.forEach((item: any) => {
scene.removeObject(item);
});
}
window.removeEventListener('resize', resizeChange);
};