Three.js 几何合并教程

发布时间:2026/7/18 13:03:50
Three.js 几何合并教程 几何合并 ·Geometry Merge· ▶ 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-examples400个案例代码:网盘链接你将学到什么glTF/FBX/OBJ 外部模型加载相机交互控制器实时阴影 ShadowMap天空盒与环境贴图requestAnimationFrame 渲染循环效果说明本案例演示几何合并效果基于 WebGL 实现「几何合并」可视化效果附完整可运行源码核心用到 OrbitControls、glTF/Draco。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()。阴影四步renderer.shadowMap.enabled、光源castShadow、物体castShadow、地面receiveShadow。CubeTexture六面贴图作scene.backgroundscene.environment供 PBR 材质反射。实现步骤搭建 Scene / Camera / Renderer 与 OrbitControlsLoader 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 threeimport { OrbitControls } from three/examples/jsm/controls/OrbitControls.js import { GLTFLoader } from three/examples/jsm/loaders/GLTFLoader.js import { DRACOLoader } from three/examples/jsm/loaders/DRACOLoader.js import * as BufferGeometryUtils from three/examples/jsm/utils/BufferGeometryUtils.js// 基础场景设置 const box document.getElementById(box) const scene new THREE.Scene() const camera new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000000) camera.position.set(5, 5, 5)// 渲染器设置 const renderer new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true }) renderer.setSize(box.clientWidth, box.clientHeight) renderer.setPixelRatio(window.devicePixelRatio * 2) renderer.shadowMap.enabled true renderer.shadowMap.type THREE.PCFSoftShadowMap box.appendChild(renderer.domElement)// 控制器 const controls new OrbitControls(camera, renderer.domElement) controls.enableDamping true// 光源 scene.add(new THREE.AmbientLight(0xffffff, 3))// 响应式调整 window.onresize () { renderer.setSize(box.clientWidth, box.clientHeight) camera.aspect box.clientWidth / box.clientHeight camera.updateProjectionMatrix() }// 动画循环 function animate() { renderer.render(scene, camera) controls.update() requestAnimationFrame(animate) } animate()// 几何体合并函数 function mergeModelGeometries(model, options {}) { const { material new THREE.MeshStandardMaterial({ color: 0x666666, metalness: 0.5, roughness: 0.5, polygonOffset: true, polygonOffsetFactor: 1.0, polygonOffsetUnits: 1.0 }), ignoreHidden true, mergeThreshold 1e-4 } options; model.updateWorldMatrix(true, true); // 收集网格 const meshes []; model.traverse(object { if (object.isMesh object.geometry (!ignoreHidden || object.visible)) { meshes.push(object); } }); if (meshes.length 0) return null; // 找出共有属性 const commonAttribs new Set(); let refGeom null; meshes.forEach(mesh { const geom mesh.geometry; if (!refGeom) { refGeom geom; Object.keys(geom.attributes).forEach(name commonAttribs.add(name)); } else { for (const name of [...commonAttribs]) { if (!geom.attributes[name]) commonAttribs.delete(name); } } }); if (!commonAttribs.has(position)) commonAttribs.add(position); try { // 预处理几何体 const geometries meshes.map(mesh { const geom mesh.geometry.clone(); commonAttribs.forEach(name { if (!geom.attributes[name]) { if (name normal) { geom.computeVertexNormals(); } else if (name ! position) { const itemSize refGeom.attributes[name].itemSize; geom.setAttribute(name, new THREE.BufferAttribute( new Float32Array(geom.attributes.position.count * itemSize), itemSize )); } } }); Object.keys(geom.attributes).forEach(name { if (!commonAttribs.has(name)) geom.deleteAttribute(name); }); geom.applyMatrix4(mesh.matrixWorld); return geom; }); const mergedGeometry BufferGeometryUtils.mergeGeometries(geometries); if (mergeThreshold 0 mergedGeometry.mergeVertices) { mergedGeometry.mergeVertices(mergeThreshold); } return new THREE.Mesh(mergedGeometry, material); } catch (error) { console.error(模型合并失败:, error); return null; } }// 文件地址 const urls [0, 1, 2, 3, 4, 5].map(k (FILE_HOST files/sky/skyBox0/ (k 1) .png));const textureCube new THREE.CubeTextureLoader().load(urls);new GLTFLoader().setDRACOLoader(new DRACOLoader().setDecoderPath(FILE_HOST js/three/draco/)).load(FILE_HOST files/model/LittlestTokyo.glb, gltf {const mergedModel mergeModelGeometries(gltf.scene, { material: new THREE.MeshStandardMaterial({ metalness: 1, roughness: 0, envMap: textureCube, polygonOffset: true, polygonOffsetFactor: 1.0, polygonOffsetUnits: 1.0 }) }) if (mergedModel) { scene.add(mergedModel);console.log(模型合并成功:, mergedModel); // 调整相机视角 const box new THREE.Box3().setFromObject(mergedModel); const size box.getSize(new THREE.Vector3()).length(); const center box.getCenter(new THREE.Vector3()); camera.near size * 0.01; camera.far size * 100; camera.position.set(center.x, center.y, center.z size * 1.5); camera.lookAt(center); controls.target.copy(center); camera.updateProjectionMatrix(); } });完整源码GitHub小结本文提供几何合并完整 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