2025-03-11 08:25:45 +00:00
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="UTF-8" />
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<style>
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* {
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margin: 0;
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padding: 0;
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overflow: hidden;
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}
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body,
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#box {
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width: 100%;
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height: 100%;
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}
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</style>
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</head>
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<body>
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<div id="box"></div>
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<script type="importmap">
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{
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"imports": {
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2025-03-19 03:00:22 +00:00
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"three": "./../../libs/three/build/three.module.js",
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"three/addons/": "./../../libs/three/examples/jsm/",
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"three/example/": "./../../libs/three/examples/"
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2025-03-11 08:25:45 +00:00
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three'
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'
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import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js'
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import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
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import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
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import { OutlinePass } from 'three/addons/postprocessing/OutlinePass.js'
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import { OutputPass } from 'three/addons/postprocessing/OutputPass.js'
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// 伽马校正后处理Shader
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import { GammaCorrectionShader } from 'three/addons/shaders/GammaCorrectionShader.js';
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// ShaderPass功能:使用后处理Shader创建后处理通道
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import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
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const box = document.getElementById('box')
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const scene = new THREE.Scene()
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// 相机
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const camera = new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000)
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camera.position.set(5, 5, 5)
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// 渲染器
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const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
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renderer.setSize(box.clientWidth, box.clientHeight)
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box.appendChild(renderer.domElement)
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new OrbitControls(camera, renderer.domElement)
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// 环境光
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scene.add(new THREE.AmbientLight(0xffffff, 4))
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// 参考线
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scene.add(new THREE.AxesHelper(1000))
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// 创建后处理对象EffectComposer,WebGL渲染器作为参数
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const composer = new EffectComposer(renderer);
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const renderPass = new RenderPass(scene, camera);
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composer.addPass(renderPass);
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// 创建OutlinePass通道
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const outlinePass = new OutlinePass(new THREE.Vector2(box.clientWidth, box.clientHeight), scene, camera);
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outlinePass.visibleEdgeColor.set(0x00ffff);
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outlinePass.edgeThickness = 4;
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outlinePass.edgeStrength = 6;
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composer.addPass(outlinePass);
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// 创建伽马校正通道
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const gammaPass = new ShaderPass(GammaCorrectionShader);
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composer.addPass(gammaPass);
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// 加载模型 gltf/ glb
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const loader = new GLTFLoader()
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loader.load('./zhanji.glb', (gltf) => {
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scene.add(gltf.scene)
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gltf.scene.scale.set(0.005, 0.005, 0.005)
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outlinePass.selectedObjects = [gltf.scene];
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window.addEventListener('mousedown', onDocumentClick, false);
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function onDocumentClick(event) {
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event.preventDefault();
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const mouse = new THREE.Vector2();
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mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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const raycaster = new THREE.Raycaster();
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raycaster.setFromCamera(mouse, camera);
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const intersects = raycaster.intersectObjects([gltf.scene]);
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if (intersects.length > 0) {
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console.log(intersects)
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outlinePass.selectedObjects = [intersects[0].object]
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} else {
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outlinePass.selectedObjects = []
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}
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}
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})
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animate()
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function animate() {
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requestAnimationFrame(animate)
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composer.render()
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}
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</script>
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</body>
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</html>
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