几何体居中与获取中心点
这是一个可以直接在 VitePress 页面中运行的 Three.js 示例。上方显示运行效果,下方展示对应源码。
运行效果
中心点:等待模型加载
原理
获取模型中心点时,常用 Box3.setFromObject(model) 先计算模型在世界空间中的包围盒,然后调用 box.getCenter(center) 得到包围盒中心点。
如果要把模型中心移动到世界原点,可以将模型整体反向移动中心点向量:model.position.sub(center)。这样模型的包围盒中心就会从原来的位置移动到 (0, 0, 0)。
这个示例加载 public/models/ironman_mk44.glb,黄色小球表示当前包围盒中心点,黄色线框表示模型包围盒。GUI 中可以切换是否将模型中心移动到原点。
源码
js
import * as THREE from 'three'
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js'
import { GUI } from 'three/addons/libs/lil-gui.module.min.js'
const canvas = document.querySelector('canvas')
const demo = canvas.parentElement
const scene = new THREE.Scene()
scene.background = new THREE.Color('#111827')
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000)
camera.position.set(0, 2.5, 6)
const renderer = new THREE.WebGLRenderer({
canvas,
antialias: true
})
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
renderer.outputColorSpace = THREE.SRGBColorSpace
renderer.setSize(window.innerWidth, window.innerHeight)
const ambientLight = new THREE.AmbientLight('#ffffff', 0.9)
scene.add(ambientLight)
const directionalLight = new THREE.DirectionalLight('#ffffff', 2)
directionalLight.position.set(4, 6, 5)
scene.add(directionalLight)
const gridHelper = new THREE.GridHelper(8, 8)
scene.add(gridHelper)
const axesHelper = new THREE.AxesHelper(2)
axesHelper.setColors(0xff0000, 0x00ff00, 0x0000ff)
scene.add(axesHelper)
const centerMarker = new THREE.Mesh(
new THREE.SphereGeometry(0.08, 16, 12),
new THREE.MeshBasicMaterial({ color: '#facc15' })
)
scene.add(centerMarker)
const box = new THREE.Box3()
const center = new THREE.Vector3()
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
const dracoLoader = new DRACOLoader()
dracoLoader.setDecoderPath('/draco/')
const gltfLoader = new GLTFLoader()
gltfLoader.setDRACOLoader(dracoLoader)
let model = null
let boxHelper = null
let originalPosition = new THREE.Vector3()
const guiState = {
centerModel: false,
showCenterPoint: true,
showBox: true
}
const updateCenterInfo = () => {
box.setFromObject(model)
box.getCenter(center)
centerMarker.position.copy(center)
centerMarker.visible = guiState.showCenterPoint
if (boxHelper) {
boxHelper.box.copy(box)
boxHelper.visible = guiState.showBox
}
}
const moveModelCenterToOrigin = () => {
box.setFromObject(model)
box.getCenter(center)
// 将模型整体反向移动中心点向量,中心点就会落到世界原点。
model.position.sub(center)
}
const applyCenterState = () => {
model.position.copy(originalPosition)
if (guiState.centerModel) {
moveModelCenterToOrigin()
}
updateCenterInfo()
}
gltfLoader.load('/models/ironman_mk44.glb', (gltf) => {
model = gltf.scene
originalPosition = model.position.clone()
scene.add(model)
box.setFromObject(model)
boxHelper = new THREE.Box3Helper(box, '#facc15')
scene.add(boxHelper)
updateCenterInfo()
})
const gui = new GUI({
title: '中心点控制',
autoPlace: false
})
gui.domElement.classList.add('three-gui')
demo.appendChild(gui.domElement)
gui
.add(guiState, 'centerModel')
.name('居中到原点')
.onChange(applyCenterState)
gui
.add(guiState, 'showCenterPoint')
.name('显示中心点')
.onChange(updateCenterInfo)
gui
.add(guiState, 'showBox')
.name('显示包围盒')
.onChange(updateCenterInfo)
function animate() {
requestAnimationFrame(animate)
controls.update()
renderer.render(scene, camera)
}
animate()