Flutter三维模型加载插件three_js_tjs_loader的使用
Flutter三维模型加载插件three_js_tjs_loader的使用
three_js_tjs_loaders
这是一个允许用户将three.js JSON文件添加到项目的three.js模型加载器类型。
该插件是three.js和three_dart的dart版本,最初由[@mrdoob]创建,并且有一个由[@wasabia]转换的dart分支。
开始使用
在您的pubspec.yaml
文件中添加以下依赖项,同时还需要其他部分的three_js_math
, three_js_core
, three_js_animations
, 和 three_js_core_loaders
。
dependencies:
three_js_core: ^x.y.z
three_js_math: ^x.y.z
three_js_tjs_loader: ^x.y.z
初始化
late Scene scene;
void init() {
scene = Scene();
scene.background = Color.fromHex32(0xf0f0f0);
final loader = ObjectLoader();
final tjsl = await loader.fromAsset('assets/${fileName}.json');
scene.add(tjsl);
}
void update() {
controls.update();
}
使用
此项目是为three_js提供的threejs json模型加载器。
示例
以下是使用three_js_tjs_loader
的完整示例代码:
import 'package:flutter/material.dart';
import 'dart:math' as math;
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_tjs_loader/three_js_tjs_loader.dart';
enum Method {
instance,
merged,
native
}
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 WebglInstancingPerformance(),
);
}
}
class WebglInstancingPerformance extends StatefulWidget {
const WebglInstancingPerformance({super.key});
[@override](/user/override)
_MyAppState createState() => _MyAppState();
}
class _MyAppState extends State<WebglInstancingPerformance> {
late three.ThreeJS threeJs;
[@override](/user/override)
void initState() {
threeJs = three.ThreeJS(
onSetupComplete: () { setState(() {}); },
setup: setup,
settings: three.Settings(
renderOptions: {
"minFilter": tmath.LinearFilter,
"magFilter": tmath.LinearFilter,
"format": tmath.RGBAFormat,
"samples": 4
}
)
);
super.initState();
}
[@override](/user/override)
void dispose() {
threeJs.dispose();
super.dispose();
}
[@override](/user/override)
Widget build(BuildContext context) {
return threeJs.build();
}
late three.Material material;
final Map<String, dynamic> api = {
'method': Method.instance,
'count': 1000
};
Future<void> setup() async {
threeJs.camera = three.PerspectiveCamera(70, threeJs.width / threeJs.height, 1, 100);
threeJs.camera.position.z = 30;
threeJs.scene = three.Scene();
threeJs.scene.background = tmath.Color.fromHex32(0xffffff);
material = three.MeshNormalMaterial();
// 加载缓冲几何体
BufferGeometryLoader()
.fromAsset('assets/suzanne_buffergeometry.json')
.then((geometry) {
geometry as three.BufferGeometry;
material = three.MeshNormalMaterial();
geometry.computeVertexNormals();
switch (api['method']) {
case Method.instance:
makeInstanced(geometry);
break;
// case Method.merged:
// makeMerged(geometry);
// break;
case Method.native:
makeNaive(geometry);
break;
}
});
threeJs.addAnimationEvent((dt) {
threeJs.scene.rotation.x += 0.002;
threeJs.scene.rotation.y += 0.001;
});
}
void makeInstanced(three.BufferGeometry geometry) {
final matrix = tmath.Matrix4();
final mesh = three.InstancedMesh(geometry, material, api['count']);
for (int i = 0; i < api['count']; i++) {
randomizeMatrix(matrix);
mesh.setMatrixAt(i, matrix);
}
threeJs.scene.add(mesh);
}
void makeNaive(three.BufferGeometry geometry) {
final matrix = tmath.Matrix4();
for (int i = 0; i < api['count']; i++) {
final mesh = three.Mesh(geometry, material);
randomizeMatrix(matrix);
mesh.applyMatrix4(matrix);
threeJs.scene.add(mesh);
}
}
final position = tmath.Vector3();
final rotation = tmath.Euler(0, 0, 0);
final quaternion = tmath.Quaternion();
final scale = tmath.Vector3();
void randomizeMatrix(tmath.Matrix4 matrix) {
position.x = math.Random().nextDouble() * 40 - 20;
position.y = math.Random().nextDouble() * 40 - 20;
position.z = math.Random().nextDouble() * 40 - 20;
rotation.x = math.Random().nextDouble() * 2 * math.pi;
rotation.y = math.Random().nextDouble() * 2 * math.pi;
rotation.z = math.Random().nextDouble() * 2 * math.pi;
quaternion.setFromEuler(rotation, false);
scale.x = scale.y = scale.z = math.Random().nextDouble() * 1;
matrix.compose(position, quaternion, scale);
}
}
更多关于Flutter三维模型加载插件three_js_tjs_loader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三维模型加载插件three_js_tjs_loader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,我可以为你提供一个关于如何在Flutter中使用three_js_tjs_loader
插件来加载三维模型的代码示例。不过需要注意的是,three_js
本身是一个基于WebGL的JavaScript库,而Flutter是一个跨平台的UI框架,通常用于开发移动和桌面应用。直接在Flutter中使用three_js
涉及到一些Webview或者PlatformView的集成工作。
假设你已经找到了一个Flutter插件(如three_js_tjs_loader
,尽管这不是一个官方的或广泛认知的插件名,这里假设它提供了类似功能),或者你需要通过PlatformView来集成three.js,下面是一个简化的例子来说明如何可能实现这个功能。
1. 使用WebView集成three.js
由于Flutter直接操作WebGL较为复杂,通常我们会使用webview_flutter
插件来加载一个包含three.js的HTML页面。
首先,添加webview_flutter
到你的pubspec.yaml
文件中:
dependencies:
flutter:
sdk: flutter
webview_flutter: ^2.0.10 # 检查最新版本号
然后,你可以创建一个包含three.js和模型加载逻辑的HTML文件(例如assets/threejs_model.html
):
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Three.js Model Loader</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>
// 基本的Three.js场景设置和模型加载逻辑
let scene, camera, renderer, cube;
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
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;
animate();
}
function animate() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
// 在这里添加你的模型加载逻辑,例如使用GLTFLoader
// import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
// const loader = new GLTFLoader();
// loader.load('path/to/your/model.glb', function (gltf) {
// scene.add(gltf.scene);
// }, undefined, function (error) {
// console.error(error);
// });
init();
</script>
</body>
</html>
在Flutter中加载这个HTML文件:
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(
home: Scaffold(
appBar: AppBar(
title: Text('Three.js Model Loader'),
),
body: WebViewExample(),
),
);
}
}
class WebViewExample extends StatefulWidget {
@override
_WebViewExampleState createState() => _WebViewExampleState();
}
class _WebViewExampleState extends State<WebViewExample> {
late WebViewController _controller;
@override
Widget build(BuildContext context) {
return WebView(
initialUrl: Uri.dataFromString(
'''
<html>
<head>
<title>Local HTML</title>
</head>
<body>
<iframe src="assets/threejs_model.html" style="width:100%;height:100%;" frameborder="0"></iframe>
</body>
</html>
''',
mimeType: 'text/html',
encoding: Encoding.getByName('utf-8')
).toString(),
javascriptMode: JavascriptMode.unrestricted,
onWebViewCreated: (WebViewController webViewController) {
_controller = webViewController;
},
);
}
}
注意:上面的代码示例中,由于WebView
不能直接加载本地assets
文件,所以使用了iframe
标签并假设HTML文件可以通过网络访问。如果HTML文件必须作为资产包含在应用中,你可能需要先将HTML内容作为字符串读取,然后动态地将其注入到WebView中。
2. 使用PlatformView直接集成three.js(高级)
对于更复杂的集成,你可能需要创建一个原生平台视图(PlatformView)来直接在Flutter中渲染three.js内容。这涉及到在iOS和Android平台上分别编写原生代码来创建和呈现WebGL内容,然后将其嵌入到Flutter视图中。这是一个高级话题,通常超出了简单示例的范围。
希望这个示例能帮助你开始使用three.js在Flutter中加载三维模型。如果你有更多关于特定插件或集成方法的问题,欢迎继续提问!