Flutter三维几何体创建插件three_js_geometry的使用
Flutter三维几何体创建插件three_js_geometry的使用
three_js_geometry
是一个基于 Dart 的插件,允许用户在他们的项目中创建三维几何体。
该插件是 three.js
和 three_dart
的 Dart 转换版本,最初由 @mrdoob 创建,并且有一个由 @wasabia 维护的 Dart 分支。
使用方法
此插件允许用户向他们的 three_js
项目中添加几何体。
示例
以下是在你的 Flutter 应用程序中使用 three_js_geometry
插件的完整示例代码。
import 'dart:async';
import 'package:flutter/material.dart';
import 'package:three_js_core/three_js_core.dart' as three;
import 'package:three_js_math/three_js_math.dart' as tmath;
import 'package:three_js_geometry/three_js_geometry.dart';
import 'dart:math' as math;
void main() {
runApp(const MyApp());
}
class MyApp extends StatelessWidget {
const MyApp({super.key});
[@override](/user/override)
Widget build(BuildContext context) {
return MaterialApp(
theme: ThemeData(
colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple),
useMaterial3: true,
),
home: const WebglGeometries(),
);
}
}
class WebglGeometries extends StatefulWidget {
const WebglGeometries({super.key});
[@override](/user/override)
createState() => _State();
}
class _State extends State<WebglGeometries> {
late three.ThreeJS threeJs;
[@override](/user/override)
void initState() {
threeJs = three.ThreeJS(
onSetupComplete: (){setState(() {});},
setup: setup,
settings: three.Settings(
localClippingEnabled: true,
)
);
super.initState();
}
[@override](/user/override)
void dispose() {
threeJs.dispose();
super.dispose();
}
[@override](/user/override)
Widget build(BuildContext context) {
return threeJs.build();
}
int startTime = 0;
Future<void> setup() async {
threeJs.camera = three.PerspectiveCamera(45, threeJs.width / threeJs.height, 1, 2000);
threeJs.camera.position.y = 400;
threeJs.scene = three.Scene();
three.Mesh object;
final ambientLight = three.AmbientLight(0xcccccc, 0.4);
threeJs.scene.add(ambientLight);
final pointLight = three.PointLight(0xffffff, 0.8);
threeJs.camera.add(pointLight);
threeJs.scene.add(threeJs.camera);
final material = three.MeshPhongMaterial.fromMap({"side": tmath.DoubleSide});
// 添加球体几何体
object = three.Mesh(three.SphereGeometry(75, 20, 10), material);
object.position.setValues(-300, 0, 200);
threeJs.scene.add(object);
// 添加二十面体几何体
object = three.Mesh(IcosahedronGeometry(75, 1), material);
object.position.setValues(-100, 0, 200);
threeJs.scene.add(object);
// 添加八面体几何体
object = three.Mesh(OctahedronGeometry(75, 2), material);
object.position.setValues(100, 0, 200);
threeJs.scene.add(object);
// 添加四面体几何体
object = three.Mesh(TetrahedronGeometry(75, 0), material);
object.position.setValues(300, 0, 200);
threeJs.scene.add(object);
// 添加平面几何体
object = three.Mesh(three.PlaneGeometry(100, 100, 4, 4), material);
object.position.setValues(-300, 0, 0);
threeJs.scene.add(object);
// 添加立方体几何体
object = three.Mesh(three.BoxGeometry(100, 100, 100, 4, 4, 4), material);
object.position.setValues(-100, 0, 0);
threeJs.scene.add(object);
// 添加圆形几何体
object = three.Mesh(
CircleGeometry(
radius: 50,
segments: 20,
thetaStart: 0,
thetaLength: math.pi * 2),
material);
object.position.setValues(100, 0, 0);
threeJs.scene.add(object);
// 添加环形几何体
object = three.Mesh(RingGeometry(10, 50, 20, 5, 0, math.pi * 2), material);
object.position.setValues(300, 0, 0);
threeJs.scene.add(object);
// 添加圆柱几何体
object = three.Mesh(CylinderGeometry(25, 75, 100, 40, 5), material);
object.position.setValues(-300, 0, -200);
threeJs.scene.add(object);
List<tmath.Vector2> points = [];
for (int i = 0; i < 50; i++) {
points.add(tmath.Vector2(
math.sin(i * 0.2) * math.sin(i * 0.1) * 15 + 50,
(i - 5) * 2));
}
// 添加旋转几何体
object = three.Mesh(LatheGeometry(points, segments: 20), material);
object.position.setValues(-100, 0, -200);
threeJs.scene.add(object);
// 添加环面几何体
object = three.Mesh(TorusGeometry(50, 20, 20, 20), material);
object.position.setValues(100, 0, -200);
threeJs.scene.add(object);
// 添加环面结几何体
object = three.Mesh(TorusKnotGeometry(50, 10, 50, 20), material);
object.position.setValues(300, 0, -200);
threeJs.scene.add(object);
startTime = DateTime.now().millisecondsSinceEpoch;
threeJs.addAnimationEvent((dt){
final timer = DateTime.now().millisecondsSinceEpoch * 0.0001;
threeJs.camera.position.x = math.cos(timer) * 800;
threeJs.camera.position.z = math.sin(timer) * 800;
threeJs.camera.lookAt(threeJs.scene.position);
threeJs.scene.traverse((object) {
if (object is three.Mesh) {
object.rotation.x = timer * 5;
object.rotation.y = timer * 2.5;
}
});
});
}
}
更多关于Flutter三维几何体创建插件three_js_geometry的使用的实战系列教程也可以访问 https://www.itying.com/category-92-b0.html
更多关于Flutter三维几何体创建插件three_js_geometry的使用的实战系列教程也可以访问 https://www.itying.com/category-92-b0.html
当然,下面是一个使用 three_js_geometry
插件在 Flutter 中创建三维几何体的示例代码。请注意,three_js_geometry
插件本身可能不是直接可用的 Flutter 插件,因为 Flutter 通常通过 flutter_three
或其他类似插件来与 Three.js 集成。不过,为了演示如何在 Flutter 中集成 Three.js 并创建三维几何体,我们可以使用 webview_flutter
插件来加载一个包含 Three.js 代码的网页。
首先,你需要在 pubspec.yaml
文件中添加 webview_flutter
依赖:
dependencies:
flutter:
sdk: flutter
webview_flutter: ^3.0.4 # 请检查最新版本号
然后,运行 flutter pub get
来获取依赖。
接下来,创建一个 Flutter 页面,并在其中使用 WebView
来加载包含 Three.js 代码的网页。以下是一个示例代码:
import 'package:flutter/material.dart';
import 'package:webview_flutter/webview_flutter.dart';
void main() {
runApp(MyApp());
}
class MyApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter Three.js Geometry Demo',
theme: ThemeData(
primarySwatch: Colors.blue,
),
home: MyHomePage(),
);
}
}
class MyHomePage extends StatefulWidget {
@override
_MyHomePageState createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
late WebViewController _controller;
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Text('Flutter Three.js Geometry Demo'),
),
body: WebView(
initialUrl: Uri.dataFromString(
'''
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Three.js Geometry Demo</title>
<style>
body { margin: 0; }
canvas { display: block; }
</style>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script>
// Basic Three.js setup
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
let renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Create a geometry and material, then mesh
let geometry = new THREE.BoxGeometry();
let material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
let cube = new THREE.Mesh(geometry, material);
scene.add(cube);
camera.position.z = 5;
// Render loop
function animate() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
animate();
</script>
</body>
</html>
''',
mimeType: 'text/html',
encoding: Encoding.getByName('utf-8')
).toString(),
javascriptMode: JavascriptMode.unrestricted,
onWebViewCreated: (WebViewController webViewController) {
_controller = webViewController;
},
),
);
}
}
在这个示例中,我们创建了一个包含 Three.js 代码的 HTML 字符串,并使用 Uri.dataFromString
方法将其加载到 WebView
中。这个 HTML 页面创建了一个简单的 Three.js 场景,其中包含一个旋转的立方体。
请注意,这种方法是通过 WebView 来间接使用 Three.js 的,因为 Flutter 本身没有直接的 Three.js 插件。如果你需要更深入的集成或更高的性能,可能需要考虑使用原生平台代码(如 Swift/Kotlin)与 Flutter 通信,或者直接在原生平台上使用 Three.js。