Flutter三维对象渲染插件three_js_objects的使用
Flutter三维对象渲染插件three_js_objects的使用
three_js_objects 是一个基于 Dart 的库,允许用户在其项目中添加复杂的三维对象。该库是对 three.js 和 three_dart 的 Dart 转换版本,最初由 @mrdoob 创建,并由 @wasabia 进行了 Dart 转换。
使用
该 API 允许用户向其 three_js 项目中添加对象帮助器。
参考示例
以下是一个完整的示例代码,展示了如何在 Flutter 应用程序中使用 three_js_objects 插件来渲染三维对象。
import 'package:flutter/material.dart';
import 'dart:async';
import 'dart:math' as math;
import 'package:three_js_controls/three_js_controls.dart';
import 'package:three_js_core/three_js_core.dart' as three;
import 'package:three_js_objects/three_js_objects.dart';
import 'package:three_js_math/three_js_math.dart' as tmath;
void main() {
runApp(const MyApp());
}
class MyApp extends StatelessWidget {
const MyApp({super.key});
[@override](/user/override)
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter threeJs',
theme: ThemeData(
colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple),
useMaterial3: true,
),
home: const Marching(),
);
}
}
class EffectController {
EffectController({
this.material = 'shiny',
this.speed = 1.0,
this.numBlobs = 10,
this.resolution = 28,
this.isolation = 80,
this.floor = true,
this.wallx = false,
this.wallz = false,
}) {
this.dummy = dummy ?? () {};
}
String material;
double speed;
int numBlobs;
int resolution;
int isolation;
bool floor;
bool wallx;
bool wallz;
late Function? dummy;
}
class Marching extends StatefulWidget {
const Marching({super.key});
[@override](/user/override)
_MarchingState createState() => _MarchingState();
}
class _MarchingState extends State<Marching> {
late three.ThreeJS threeJs;
[@override](/user/override)
void initState() {
threeJs = three.ThreeJS(
onSetupComplete: () => setState(() {}),
setup: setup,
settings: three.Settings(
renderOptions: {"format": tmath.RGBAFormat, "samples": 8}
)
);
super.initState();
}
[@override](/user/override)
void dispose() {
threeJs.dispose();
controls.dispose();
super.dispose();
}
[@override](/user/override)
Widget build(BuildContext context) {
return Scaffold(
body: threeJs.build()
);
}
late OrbitControls controls;
late EffectController effectController;
String currentMaterial = 'plastic';
late MarchingCubes effect;
double time = 0;
// 更新 marching cubes 中的球体
void updateCubes(MarchingCubes object, double time, int numblobs, bool floor, bool wallx, bool wallz) {
object.reset();
// 填充场中的球体
final rainbow = [
tmath.Color.fromHex32(0xff0000),
tmath.Color.fromHex32(0xffbb00),
tmath.Color.fromHex32(0xffff00),
tmath.Color.fromHex32(0x00ff00),
tmath.Color.fromHex32(0x0000ff),
tmath.Color.fromHex32(0x9400bd),
tmath.Color.fromHex32(0xc800eb)
];
const subtract = 12;
final strength = 1.2 / ((math.sqrt(numblobs) - 1) / 4 + 1);
for (int i = 0; i < numblobs; i++) {
final ballx = math.sin(i + 1.26 * time * (1.03 + 0.5 * math.cos(0.21 * i))) * 0.27 + 0.5;
final bally = (math.cos(i + 1.12 * time * math.cos(1.22 + 0.1424 * i))).abs() * 0.77; // 沉入地板
final ballz = math.cos(i + 1.32 * time * 0.1 * math.sin((0.92 + 0.53 * i))) * 0.27 + 0.5;
if (currentMaterial == 'multiColors') {
object.addBall(ballx, bally, ballz, strength, subtract, rainbow[i % 7]);
} else {
object.addBall(ballx, bally, ballz, strength, subtract);
}
}
if (floor) object.addPlaneY(2, 12);
if (wallz) object.addPlaneZ(2, 12);
if (wallx) object.addPlaneX(2, 12);
object.update();
}
Future<void> setup() async {
threeJs.scene = three.Scene();
threeJs.scene.background = tmath.Color.fromHex32(0x050505);
threeJs.camera = three.PerspectiveCamera(45, threeJs.width / threeJs.height, 1, 10000);
threeJs.camera.position.setValues(-500, 500, 1500);
// 灯光
three.DirectionalLight light = three.DirectionalLight(0xffffff, 3);
light.position.setValues(0.5, 0.5, 1);
threeJs.scene.add(light);
three.PointLight pointLight = three.PointLight(0xff7c00, 3, 0, 0);
pointLight.position.setValues(0, 0, 100);
threeJs.scene.add(pointLight);
three.AmbientLight ambientLight = three.AmbientLight(0x323232, 3);
threeJs.scene.add(ambientLight);
// 材质
Map<String, three.Material> materials = generateMaterials();
// marching cubes
double resolution = 28;
effect = MarchingCubes(resolution, materials[currentMaterial], true, true, 100000);
effect.position.setValues(0, 0, 0);
effect.scale.setValues(700, 700, 700);
effect.enableUvs = false;
effect.enableColors = false;
threeJs.scene.add(effect);
// 控制器
controls = OrbitControls(threeJs.camera, threeJs.globalKey);
controls.minDistance = 500;
controls.maxDistance = 5000;
effectController = EffectController(
material: 'plastic',
speed: 1.0,
numBlobs: 10,
resolution: 28,
isolation: 80,
floor: true,
wallx: false,
wallz: false,
);
threeJs.addAnimationEvent((dt) {
controls.update();
time += dt * effectController.speed * 0.5;
updateCubes(effect, time, effectController.numBlobs, effectController.floor, effectController.wallx, effectController.wallz);
});
}
Map<String, three.Material> generateMaterials() {
final materials = {
'shiny': three.MeshStandardMaterial.fromMap({'color': 0x9c0000, 'roughness': 0.1, 'metalness': 1.0}),
'chrome': three.MeshLambertMaterial.fromMap({'color': 0xffffff}),
'liquid': three.MeshLambertMaterial.fromMap({'color': 0xffffff, 'refractionRatio': 0.85}),
'matte': three.MeshPhongMaterial.fromMap({'specular': 0x494949, 'shininess': 1}),
'flat': three.MeshLambertMaterial.fromMap({'flatShading': true}),
'textured': three.MeshPhongMaterial.fromMap({'color': 0xffffff, 'specular': 0x111111, 'shininess': 1}),
'colors': three.MeshPhongMaterial.fromMap({'color': 0xffffff, 'specular': 0xffffff, 'shininess': 2, 'vertexColors': true}),
'multiColors': three.MeshPhongMaterial.fromMap({'shininess': 2, 'vertexColors': true}),
'plastic': three.MeshPhongMaterial.fromMap({'color': 0xff414141, 'specular': tmath.Color(0.5, 0.5, 0.5), 'shininess': 15}),
};
return materials;
}
}
更多关于Flutter三维对象渲染插件three_js_objects的使用的实战教程也可以访问 https://www.itying.com/category-92-b0.html
更多关于Flutter三维对象渲染插件three_js_objects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,以下是一个关于如何在Flutter中使用three_js_objects插件来渲染三维对象的代码案例。请注意,three_js_objects并不是一个官方或广泛认可的Flutter插件,因此假设它是一个自定义封装或第三方库,用于在Flutter中集成Three.js的功能。实际使用时,请确保您已经正确安装并配置了该插件。
首先,确保您已经在pubspec.yaml文件中添加了three_js_objects依赖项(假设它存在于pub.dev或作为本地依赖):
dependencies:
flutter:
sdk: flutter
three_js_objects: ^x.y.z # 替换为实际的版本号
然后运行flutter pub get来安装依赖。
接下来是一个简单的Flutter应用示例,它使用three_js_objects插件来渲染一个旋转的立方体。由于Three.js通常在Web环境中运行,而Flutter主要用于移动和桌面应用,这里我们将使用webview_flutter插件来嵌入一个Web视图,并在其中运行Three.js代码。然而,如果three_js_objects插件提供了直接的方法,我们将直接使用该插件的功能。
假设three_js_objects提供了直接的方法
以下是一个假设的示例,展示如何使用three_js_objects来渲染一个立方体:
import 'package:flutter/material.dart';
import 'package:three_js_objects/three_js_objects.dart'; // 假设这是插件的导入路径
void main() {
runApp(MyApp());
}
class MyApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter Three.js Demo',
theme: ThemeData(
primarySwatch: Colors.blue,
),
home: Scaffold(
appBar: AppBar(
title: Text('Flutter Three.js Demo'),
),
body: Center(
child: ThreeJSObjectView(
sceneBuilder: (ThreeJSController controller) {
// 创建一个场景
var scene = controller.createScene();
// 创建一个相机
var camera = controller.createPerspectiveCamera(
fov: 75,
aspect: controller.screenAspect,
near: 0.1,
far: 1000,
);
// 设置相机位置
camera.position.z = 5;
// 创建一个渲染器
var renderer = controller.createWebGLRenderer();
renderer.setSize(controller.screenWidth, controller.screenHeight);
// 创建一个立方体几何体和材质
var geometry = controller.createBoxGeometry(width: 1, height: 1, depth: 1);
var material = controller.createMeshBasicMaterial(color: 0x00ff00);
var cube = controller.createMesh(geometry, material);
// 将立方体添加到场景中
scene.add(cube);
// 渲染循环
controller.animate(() {
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
controller.render(scene, camera);
});
return scene;
},
),
),
),
);
}
}
// 假设ThreeJSObjectView和ThreeJSController是插件提供的Widget和控制器类
class ThreeJSObjectView extends StatefulWidget {
final SceneBuilderCallback sceneBuilder;
const ThreeJSObjectView({Key key, @required this.sceneBuilder}) : super(key: key);
@override
_ThreeJSObjectViewState createState() => _ThreeJSObjectViewState();
}
typedef SceneBuilderCallback = void Function(ThreeJSController controller);
class _ThreeJSObjectViewState extends State<ThreeJSObjectView> {
// 插件可能需要的控制器状态管理
// ...
@override
Widget build(BuildContext context) {
// 这里应该是插件提供的自定义Widget,用于渲染Three.js场景
// 假设为ThreeJSObjectWidget,并传递必要的回调和配置
return Container(
// 假设的Widget和属性,实际使用时请参考插件文档
child: ThreeJSObjectWidget(
onSceneBuild: widget.sceneBuilder,
),
);
}
}
// 假设的ThreeJSController类,用于管理Three.js场景、相机和渲染器
class ThreeJSController {
// 假设的方法和属性
int get screenWidth => 800; // 实际应获取屏幕宽度
int get screenHeight => 600; // 实际应获取屏幕高度
double get screenAspect => screenWidth / screenHeight;
Scene createScene() {
// 创建并返回一个Three.js场景
// ...
return Scene(); // 假设的Three.js Scene对象
}
PerspectiveCamera createPerspectiveCamera({double fov, double aspect, double near, double far}) {
// 创建并返回一个Three.js透视相机
// ...
return PerspectiveCamera(fov, aspect, near, far);
}
WebGLRenderer createWebGLRenderer() {
// 创建并返回一个Three.js WebGL渲染器
// ...
return WebGLRenderer();
}
BoxGeometry createBoxGeometry({double width, double height, double depth}) {
// 创建并返回一个Three.js立方体几何体
// ...
return BoxGeometry(width, height, depth);
}
MeshBasicMaterial createMeshBasicMaterial({int color}) {
// 创建并返回一个Three.js基本网格材质
// ...
return MeshBasicMaterial(color: color);
}
Mesh createMesh(Geometry geometry, Material material) {
// 创建并返回一个Three.js网格对象
// ...
return Mesh(geometry, material);
}
void animate(VoidCallback callback) {
// 动画循环,通常使用requestAnimationFrame
// ...
Timer.periodic(Duration(milliseconds: 16), (timer) {
callback();
});
}
void render(Scene scene, Camera camera) {
// 渲染场景和相机
// ...
}
}
// 假设的Three.js类,实际使用时请参考Three.js文档和插件封装
class Scene {}
class PerspectiveCamera {}
class WebGLRenderer {}
class BoxGeometry extends Geometry {}
class MeshBasicMaterial extends Material {}
class Mesh {}
class Geometry {}
class Material {}
class Camera {}
注意
- 插件封装:上述代码是基于假设的
three_js_objects插件封装。实际使用时,请参考该插件的官方文档和API。 - Web视图:如果
three_js_objects插件不存在或不支持直接渲染,您可能需要使用webview_flutter插件来嵌入一个Web视图,并在其中运行Three.js代码。 - 性能考虑:在Flutter中嵌入Web视图可能会影响性能,特别是在移动设备上。因此,如果可能,请寻找直接在Flutter中渲染三维对象的解决方案。
希望这个示例对您有所帮助!如果您有进一步的问题或需要关于特定插件的帮助,请提供更多详细信息。

