法向量和法线辅助器
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
原理
法向量是垂直于表面方向的向量,通常用于光照计算。Three.js 的标准材质会根据法向量判断表面朝向光源的角度,从而计算明暗效果。如果法向量不正确,模型可能会出现光照异常、表面发黑或明暗方向不对。
GLTF 模型通常会自带法向量,数据保存在每个 Mesh 的 geometry.attributes.normal 中。如果某个几何体缺少法向量,可以调用 geometry.computeVertexNormals() 重新计算。
VertexNormalsHelper 是一个调试辅助器,它会读取目标 Mesh 的顶点法向量,并把每个顶点的法向量画成一段线。这个示例可以在 GUI 中切换 public/models 目录里的模型,加载后会遍历模型里的 Mesh,并为每个 Mesh 创建对应的法线辅助器。
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 { VertexNormalsHelper } from 'three/addons/helpers/VertexNormalsHelper.js'
import { GUI } from 'three/addons/libs/lil-gui.module.min.js'
const canvas = document.querySelector('canvas')
const demo = canvas.parentElement
const loading = document.createElement('div')
loading.className = 'model-loading'
loading.innerHTML = '<span></span><p>模型加载中...</p>'
loading.hidden = true
demo.appendChild(loading)
// 浏览器不能直接读取 public/models 目录,所以这里用数组维护可选择模型。
const modelOptions = [
{
name: 'ironman.glb',
path: '/models/ironman.glb'
},
{
name: 'mega.glb',
path: '/models/mega.glb'
},
{
name: 'porsche_911.glb',
path: '/models/porsche_911.glb'
}
]
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, 1.8, 4.8)
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)
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFSoftShadowMap
const ambientLight = new THREE.AmbientLight('#ffffff', 1.25)
const skyLight = new THREE.HemisphereLight('#e0f2fe', '#fef3c7', 1.8)
const sunLight = new THREE.DirectionalLight('#fff8dc', 5.2)
sunLight.position.set(5, 8, 4)
sunLight.castShadow = true
sunLight.shadow.mapSize.set(2048, 2048)
sunLight.shadow.camera.near = 0.5
sunLight.shadow.camera.far = 30
sunLight.shadow.camera.left = -6
sunLight.shadow.camera.right = 6
sunLight.shadow.camera.top = 6
sunLight.shadow.camera.bottom = -6
scene.add(ambientLight, skyLight, sunLight)
const shadowPlane = new THREE.Mesh(
new THREE.PlaneGeometry(10, 10),
new THREE.ShadowMaterial({
color: '#475569',
opacity: 0.18
})
)
shadowPlane.rotation.x = -Math.PI / 2
shadowPlane.receiveShadow = true
scene.add(shadowPlane)
const gridHelper = new THREE.GridHelper(6, 6)
scene.add(gridHelper)
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
controls.target.set(0, 0.8, 0)
const dracoLoader = new DRACOLoader()
dracoLoader.setDecoderPath('/draco/')
const gltfLoader = new GLTFLoader()
gltfLoader.setDRACOLoader(dracoLoader)
let model = null
let mixer = null
let currentAction = null
let animationIndex = 0
let animationClips = []
let loadId = 0
const clock = new THREE.Clock()
const meshMaterials = new Set()
const normalRecords = new Map()
const normalsHelpers = []
const guiState = {
model: modelOptions[0].name,
removeNormals: false,
showNormalsHelper: true,
normalLength: 0.035,
ambientIntensity: 1.25,
wireframe: false,
autoRotate: true
}
const forEachMaterial = (callback) => {
meshMaterials.forEach((material) => {
if (Array.isArray(material)) {
material.forEach(callback)
} else {
callback(material)
}
})
}
const playAnimationByIndex = (index) => {
if (!mixer || !animationClips.length) {
return
}
const clip = animationClips[index]
const action = mixer.clipAction(clip)
if (currentAction) {
currentAction.stop()
}
action.reset()
action.setLoop(THREE.LoopOnce, 1)
action.clampWhenFinished = true
action.play()
currentAction = action
}
const resetAnimations = () => {
if (currentAction) {
currentAction.stop()
currentAction = null
}
if (mixer && model) {
mixer.stopAllAction()
mixer.uncacheRoot(model)
}
mixer = null
animationIndex = 0
animationClips = []
clock.stop()
clock.start()
}
const clearNormalsHelpers = () => {
normalsHelpers.forEach((helper) => {
scene.remove(helper)
helper.dispose()
})
normalsHelpers.length = 0
normalRecords.clear()
meshMaterials.clear()
}
const removeCurrentModel = () => {
resetAnimations()
clearNormalsHelpers()
if (!model) {
return
}
scene.remove(model)
model.traverse((object) => {
object.geometry?.dispose()
if (Array.isArray(object.material)) {
object.material.forEach((material) => material.dispose())
} else {
object.material?.dispose()
}
})
model = null
}
const updateNormalsState = () => {
normalRecords.forEach((normalAttribute, geometry) => {
if (guiState.removeNormals) {
geometry.deleteAttribute('normal')
} else {
geometry.setAttribute('normal', normalAttribute)
}
})
normalsHelpers.forEach((helper) => {
// 移除法向量后,VertexNormalsHelper 没有 normal attribute 可以读取,需要一起隐藏。
helper.visible = !guiState.removeNormals && guiState.showNormalsHelper
})
forEachMaterial((material) => {
material.needsUpdate = true
})
}
const updateNormalsLength = (value) => {
normalsHelpers.forEach((helper) => {
helper.size = value
helper.update()
})
}
const createNormalsHelpers = (target) => {
target.traverse((object) => {
if (!object.isMesh || !object.geometry) {
return
}
// GLTF 模型通常自带 normal attribute;如果某个 Mesh 缺失,则现场计算一份。
if (!object.geometry.getAttribute('normal')) {
object.geometry.computeVertexNormals()
}
const normalAttribute = object.geometry.getAttribute('normal')
normalRecords.set(object.geometry, normalAttribute)
meshMaterials.add(object.material)
const helper = new VertexNormalsHelper(object, guiState.normalLength, 0xff4d4f)
helper.visible = guiState.showNormalsHelper
scene.add(helper)
normalsHelpers.push(helper)
})
}
const moveModelCenterToOrigin = (target) => {
const box = new THREE.Box3().setFromObject(target)
const center = box.getCenter(new THREE.Vector3())
target.position.sub(center)
const fittedBox = new THREE.Box3().setFromObject(target)
shadowPlane.position.y = fittedBox.min.y - 0.02
}
const loadModel = (modelName) => {
const option = modelOptions.find((item) => item.name === modelName)
if (!option) {
return
}
const currentLoadId = loadId + 1
loadId = currentLoadId
loading.hidden = false
loading.querySelector('p').textContent = '模型加载中...'
removeCurrentModel()
gltfLoader.load(
option.path,
(gltf) => {
if (currentLoadId !== loadId) {
return
}
model = gltf.scene
moveModelCenterToOrigin(model)
model.traverse((object) => {
if (object.isMesh) {
object.castShadow = true
object.receiveShadow = true
}
})
scene.add(model)
createNormalsHelpers(model)
updateNormalsState()
// 按顺序播放模型自带的全部动画,最后一个结束后回到第一个。
if (gltf.animations.length) {
mixer = new THREE.AnimationMixer(model)
animationClips = gltf.animations
mixer.addEventListener('finished', () => {
animationIndex = (animationIndex + 1) % animationClips.length
playAnimationByIndex(animationIndex)
})
playAnimationByIndex(animationIndex)
}
loading.hidden = true
},
(event) => {
if (currentLoadId !== loadId) {
return
}
if (event.lengthComputable) {
const progress = Math.round((event.loaded / event.total) * 100)
loading.querySelector('p').textContent = `模型加载中... ${progress}%`
}
},
() => {
if (currentLoadId !== loadId) {
return
}
loading.querySelector('p').textContent = '模型加载失败'
}
)
}
const gui = new GUI({
title: '法向量控制',
autoPlace: false
})
gui.domElement.classList.add('three-gui')
demo.appendChild(gui.domElement)
gui
.add(guiState, 'model', modelOptions.map((item) => item.name))
.name('模型')
.onChange(loadModel)
gui
.add(guiState, 'removeNormals')
.name('移除法向量')
.onChange(updateNormalsState)
gui
.add(guiState, 'showNormalsHelper')
.name('显示辅助器')
.onChange(updateNormalsState)
gui
.add(guiState, 'normalLength', 0.005, 0.12, 0.005)
.name('法线长度')
.onChange(updateNormalsLength)
gui
.add(guiState, 'ambientIntensity', 0, 2, 0.05)
.name('环境光')
.onChange((value) => {
ambientLight.intensity = value
})
gui
.add(guiState, 'wireframe')
.name('线框')
.onChange((value) => {
forEachMaterial((material) => {
material.wireframe = value
})
})
gui.add(guiState, 'autoRotate').name('自动旋转')
loadModel(guiState.model)
function animate() {
requestAnimationFrame(animate)
const delta = clock.getDelta()
if (model && guiState.autoRotate) {
model.rotation.y += 0.006
}
if (mixer) {
mixer.update(delta)
}
if (!guiState.removeNormals) {
normalsHelpers.forEach((helper) => helper.update())
}
controls.update()
renderer.render(scene, camera)
}
animate()