Three.js 加载3dtiles教程
加载3dtiles ·Load Tiles· ▶ 在线运行案例
- 案例合集:三维可视化功能案例(threehub.cn)
- 开源仓库github地址:https://github.com/z2586300277/three-cesium-examples
- 400个案例代码:网盘链接
你将学到什么
- OrbitControls 相机轨道交互
- glTF/Draco 模型加载与优化
- 3D Tiles 流式 LOD 场景
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示加载3dtiles效果:基于 WebGL 实现「加载3dtiles」可视化效果,附完整可运行源码;核心用到 OrbitControls、glTF/Draco、3D。建议先打开文首在线案例查看动态画面,再对照下方源码逐步理解。
核心概念
- Loader异步加载模型;glTF 返回
gltf.scene,加载后注意scale与坐标系。Draco 需配置DRACOLoader。 - OrbitControls轨道旋转缩放;开
enableDamping时每帧需controls.update()。
实现步骤
- 搭建 Scene / Camera / Renderer 与 OrbitControls
- Loader 异步加载模型/纹理资源
- rAF 循环中 update 并 render
代码要点
import * as THREE from 'three'import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js' import { TilesRenderer } from '3d-tiles-renderer'
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000)
camera.position.set(0, 30, 30)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
new OrbitControls(camera, renderer.domElement)
scene.add(new THREE.AxesHelper(1000))
// 加载3d tiles const tilesRenderer = new TilesRenderer(FILE_HOST + '3dtiles/test/tileset.json')
tilesRenderer.setCamera(camera)
tilesRenderer.setResolutionFromRenderer(camera, renderer)
const model = new THREE.Group().add(tilesRenderer.group)
scene.add(model)
const box3 = new THREE.Box3()
tilesRenderer.addEventListener('load-tile-set', () => {
if (tilesRenderer.getBoundingBox(box3)) {
box3.getCenter(tilesRenderer.group.position)
tilesRenderer.group.position.multiplyScalar(-1)
}
})
animate()
function animate() {
requestAnimationFrame(animate)
tilesRenderer.update()
renderer.render(scene, camera)
}
// tilesRenderer.errorTarget = 1 // 设置错误阈值,默认值为0.5,范围0~1,值越小越严格
// https://blog.csdn.net/m0_73348873/article/details/151783069
/* function initTiles() { tilesRenderer = new TilesRenderer("3dtiles路径/tileset.json"); const gltfLoader = new GLTFLoader(); // Draco const dracoLoader = new DRACOLoader(); dracoLoader.setDecoderPath("https://unpkg.com/three@0.180.0/examples/jsm/libs/draco/"); gltfLoader.setDRACOLoader(dracoLoader); // KTX2 const ktx2Loader = new KTX2Loader(); ktx2Loader.setTranscoderPath("https://unpkg.com/three@0.180.0/examples/jsm/libs/basis/"); ktx2Loader.detectSupport(renderer); gltfLoader.setKTX2Loader(ktx2Loader); tilesRenderer.manager.addHandler(/\.(gltf|glb)$/g, gltfLoader); tilesRenderer.setCamera(camera); tilesRenderer.setResolutionFromRenderer(camera, renderer); // 更新矩阵并设置相机位置 let loadedTileSetHandled = false; tilesRenderer.addEventListener("load-tile-set", () => { if (loadedTileSetHandled) return; loadedTileSetHandled = true; const sphere = new THREE.Sphere(); tilesRenderer.getBoundingSphere(sphere); const center = sphere.center.clone(); // 获取包围球中心 const radius = sphere.radius; // 获取包围球半径 controls.target.copy(center); // 把控制器目标设为包围球中心 const offset = new THREE.Vector3(radius * 2, radius, 0); // 给相机一个偏移 camera.position.copy(center).add(offset); // 设置相机位置 const m = (tilesRenderer as any).root.transform; // 获取原始矩阵 const rotationMat3 = new THREE.Matrix3().set(m[0], m[1], m[2], m[4], m[5], m[6], m[8], m[9], m[10]); // 取出旋转部分 rotationMat3.transpose(); // 逆旋转 const rotationMat4 = new THREE.Matrix4().setFromMatrix3(rotationMat3); // 转回Matrix4以便应用 const rotX90 = new THREE.Matrix4().makeRotationX((90 * Math.PI) / 180); // x轴旋转90度矩阵 rotationMat4.multiply(rotX90); // 合并矩阵(由z轴向上坐标系 转为 y轴向上坐标系) const translationMatrix1 = new THREE.Matrix4().makeTranslation(center.x, center.y, center.z); // T(center) const translationMatrix2 = new THREE.Matrix4().makeTranslation(-center.x, -center.y, -center.z); // T(-center) const finalMatrix = new THREE.Matrix4().multiplyMatrices(translationMatrix1, rotationMat4).multiply(translationMatrix2); // 最终矩阵 = T(center)R⁻¹T(-center) tilesRenderer.group.matrix.copy(finalMatrix); // 设置矩阵 tilesRenderer.group.matrixAutoUpdate = false; // 禁止自动更新矩阵 tilesRenderer.group.updateMatrixWorld(true); // 更新矩阵 }); scene.add(tilesRenderer.group); // 添加到场景 } */完整源码:GitHub
小结
- 本文提供加载3dtiles完整 Three.js 源码与在线 Demo,建议先运行案例再改 uniform/参数做二次实验
- 更多 Three.js 实战案例见 three-cesium-examples 合集 与 GitHub 开源仓库