前言

从本月18号开始,接触微信小程序的AR模块,至今快两周了。

做了许多尝试,不得不说,文档是真的敷衍,而且社区生态也很糟糕。

很难想象,在社区搜到的东西,点进去是空的,直接服务器报错。

也不知道是删掉了,还是删掉了。

过程

文档是有例子的,官方提供了案例代码库,就是文档说明比较少。

幸好之前有过threejs的一点基础,对着也能看得懂不少。

如果是小白,对3D完全没有概念,估计上手就比较头疼。

推荐

推荐的学习方式,是看文档,然后对着案例代码库,找到官方的实现方式和使用方法。

一点一点的尝试,最后做成多个可运行的例子。

俺就是这样做的!!!

demo

xr-loader.ts:

/**
 * 3D场景渲染和加载
 */
import { Scene, Element, Mesh, XRGLTF, Texture, Transform, XRNode } from "XrFrame";
/**
 * 相机类型
 */
enum SystemType {
  /**
   * 普通相机
   *  @description 普通相机
   */
  NORMAL = 'normal',
  /**
   * AR相机
   *  @description AR相机
   */
  AR = 'ar'
}
/**
 * 资源类型
 */
enum AssetType {
  /**
   * GLTF模型
   */
  GLTF = 'gltf',
  /**
   * 纹理贴图
   */
  TEXTURE = 'texture',
  /**
   * 追踪器图片
   */
  TRACKER = 'tracker'
}
/**
 * 鼠标状态
 */
enum STATE {
  /**
   * 默认
   */
  NONE = -1,
  /**
   * 移动/旋转
   */
  MOVE = 0,
  /**
   * 缩放
   */
  ZOOM_OR_PAN = 1
}
/**
 * 资源参数
 */
interface AssetItem {
  [key: string]: any,
  /**
   * 资源id
   */
  id: string,
  /**
   * 资源类型
   */
  type: AssetType,
  /**
   * 资源地址
   */
  src: string,
  /**
   * 追踪器 关联资源id
   */
  trackerId?: string[],
  /**
   * 模型缩放
   */
  scale?: string,
  /**
   * 模型旋转
   */
  rotation?: string,
  /**
   * 模型位置
   */
  position?: string,
  /**
   * 相机位置
   */
  cameraPosition?: string,
  /**
   * 相机旋转
   */
  cameraRotation?: string,
  /**
   * 相机最远渲染距离
   */
  cameraFar?: string,
  /**
   * 是否需要绑定点击事件
   */
  hasEvent?: boolean
  /**
   * 是否设置相机target
   */
  isTarget?: boolean
}
/**
 * 鼠标参数
 */
interface MouseInfo {
  /**
   * 触摸按下的X位置
   */
  startX: number,
  /**
   * 触摸按下的Y位置
   */
  startY: number,
  /**
   * 是否触摸按下
   */
  isDown: boolean,
  /**
   * 距离触摸按下的位置偏移量
   */
  startPointerDistance: number,
  /**
   * 触摸状态
   */
  state: STATE
}
/**
 * 加载中
 */
type Progress = (value: number) => void;
/**
 * 加载完成
 */
type Loaded = (value: boolean) => void;
/**
 * 实例化参数
 */
interface Options {
  /**
   * 相机类型
   */
  type: SystemType,
  /**
   * 场景实例
   */
  scene: Scene,
  /**
   * 资源列表
   */
  list: AssetItem[],
  /**
   * 自定义根节点id
   */
  shadowId: string,
  /**
   * 进度条回调
   */
  progress?: Progress,
  /**
   * 加载完成回调
   */
  loaded?: Loaded
}
/**
 * @class XrLoader - XR-FRAME渲染和加载
 */
class XrLoader {
  /**
   * 相机类型
   */
  type: SystemType
  /**
   * 场景实例
   */
  scene: Scene
  /**
   * 资源列表
   */
  list: AssetItem[]
  /**
   * 自定义根节点
   */
  shadowNode: Element
  /**
   * 选中的mesh
   */
  activeMesh: Mesh | null = null
  /**
   * AR追踪器对应的模型根节点
   */
  gltfItemTRS: Transform[] = []
  /**
   * AR追踪器对应的模型子节点
   */
  gltfItemSubTRS: Transform[] = []
  /**
   * 鼠标参数
   */
  mouseInfo: MouseInfo = {
    startX: 0,
    startY: 0,
    isDown: false,
    startPointerDistance: 0,
    state: STATE.NONE
  }
  /**
   * 旋转宽高比
   */
  radius: number = 0
  /**
   * 旋转速度
   */
  rotateSpeed: number = 5
  /**
   * 进度条回调
   */
  progress: Progress = () => { }
  /**
   * 加载完成回调
   */
  loaded: Loaded = () => { }
  /**
   * 构造函数初始化一个新的 XrLoader 实例。
   * @constructor
   * @param {Options} options - 包含场景初始化选项的对象。
   * @options type 相机类型
   * @options scene 场景实例
   * @options list 资源列表
   * @options shadowId 自定义根节点id
   * @options progress 进度条回调
   * @options loaded 加载完成回调
   */
  constructor(options: Options) {
    const {
      type,
      scene,
      list,
      shadowId,
      progress,
      loaded
    } = options
    this.type = type
    this.scene = scene
    this.list = list
    if (progress) {
      this.progress = progress
    }
    if (loaded) {
      this.loaded = loaded
    }
    this.shadowNode = scene.getElementById(shadowId)

    const {
      width,
      height
    } = scene
    // 旋转缩放相关配置
    this.radius = (width + height) / 4

    this.loader()
  }
  /**
   * 开始加载
   */
  async loader() {
    const scene = this.scene
    const shadowNode = this.shadowNode;
    const list = this.list
    const xrFrameSystem = wx.getXrFrameSystem();
    // 动态创建添加资源加载器,加载资源和监听加载进度和状态
    const assetsNode = scene.createElement(xrFrameSystem.XRAssets);
    shadowNode.addChild(assetsNode);
    assetsNode.event.add('progress', event => {
      if (this.progress) {
        this.progress(event.progress)
      }
    })
    assetsNode.event.add('loaded', (event) => {
      // console.log('>>> loaded', event)
      if (this.type === SystemType.AR) {
        // 需等GLTF加载完再添加追踪器,不然获取不到model
        this.addTrackers()
      }
      if (this.loaded) {
        this.loaded(true)
      }
    })
    //纹理贴图、模型、追踪器分别加载
    const textures = list.filter(i => i.type === AssetType.TEXTURE)
    const gltfs = list.filter(i => i.type === AssetType.GLTF)

    // 动态创建添加纹理资源
    textures.forEach(i => {
      this.loadAssets(i)
    })

    // 动态创建添加GLTF资源
    gltfs.forEach(i => {
      const gltfNode = scene.createElement(xrFrameSystem.XRAssetLoad, {
        type: i.type,
        "asset-id": 'gltf-' + i.id,
        src: i.src
      });
      assetsNode.addChild(gltfNode)
    })

    if (this.type === SystemType.NORMAL) {
      // 普通3D场景,直接渲染GLTF节点
      gltfs.forEach(async (i) => {
        const gltfNode = scene.createElement(xrFrameSystem.XRGLTF, {
          "node-id": 'mesh-gltf-' + i.id,
          model: 'gltf-' + i.id,
          "anim-autoplay": "",
          position: i.position || '',
          scale: i.scale || '',
          rotation: i.rotation || '',
        });
        // gltfNode.addComponent(xrFrameSystem.CubeShape, { autoFit: true })
        // gltfNode.addComponent(xrFrameSystem.ShapeGizmos) 
        // gltfNode.event.add('touch-shape', (event: { target: Element }) => {
        //   console.log('>>> click event', event)
        // });
        gltfNode.event.add('gltf-loaded', (event: { target: XRGLTF }) => {
          // console.log('>>> gltf-loaded', event)
          if (i.hasEvent) {
            this.addEvent(event.target, i.id)
          }
        });
        shadowNode.addChild(gltfNode)

        if (i.isTarget) {
          // 动态创建添加相机、相机控制器,修改相机target
          const cameraElement = scene.createElement(xrFrameSystem.XRCamera, {
            position: i.cameraPosition || '',
            rotation: i.cameraRotation || '',
            target: 'mesh-gltf-' + i.id,
            far: i.cameraFar || '1000',
            background: 'skybox'
          });
          shadowNode.addChild(cameraElement);
          cameraElement.addComponent(xrFrameSystem.CameraOrbitControl);
          cameraElement.getComponent(xrFrameSystem.CameraOrbitControl).setData({
            isLockZoom: true,
            isLockY: true,
          })
        }
      });
    } 
    // else if (this.type === SystemType.AR) {
    // }
  }
  /**
   * 动态创建添加追踪器
   */
  addTrackers() {
    const scene = this.scene
    const shadowNode = this.shadowNode;
    const list = this.list
    const xrFrameSystem = wx.getXrFrameSystem();

    const gltfs = list.filter(i => i.type === AssetType.GLTF)
    const trackers = list.filter(i => i.type === AssetType.TRACKER)
    // AR模式,GLTF节点需要先离屏1000,然后通过追踪器渲染
    // 节点结构:TRS node > SubTRS node > GLTF node
    // 加载追踪器资源
    this.gltfItemTRS = []
    this.gltfItemSubTRS = []
    trackers.forEach(async (i) => {
      // 动态创建添加追踪器
      const lockTrackerEl = scene.createElement(xrFrameSystem.XRNode);
      lockTrackerEl.addComponent(xrFrameSystem.ARTracker, {
        mode: 'Marker',
        src: i.src,
      });
      shadowNode.addChild(lockTrackerEl);

      // 追踪器和模型关系 一对多
      const lockItemEles: Element[] = []
      // 创建 TRS对应节点
      const lockParentEl = scene.createElement(xrFrameSystem.XRNode);
      i.trackerId?.forEach(id => {
        // 找到对应的模型配置参数
        const gltfParams = gltfs.find(p => p.id === id)
        if (gltfParams) {
          // 创建 SubTRS对应节点
          // 初始化 渲染到屏幕外 x:10000
          const lockItemEle = scene.createElement(xrFrameSystem.XRNode, {
            position: '10000 0 0',
          });
          lockParentEl.addChild(lockItemEle);
          // 记录 SubTRS对应节点
          lockItemEles.push(lockItemEle)

          // 创建 GLTF节点
          const gltfNode = scene.createElement(xrFrameSystem.XRGLTF, {
            model: 'gltf-' + id,
            position: gltfParams.position || '',
            scale: gltfParams.scale || '',
            rotation: gltfParams.rotation || '',
            'anim-autoplay': '',
          });
          // 监听 GLTF加载到屏幕的状态
          gltfNode.event.add('gltf-loaded', (event: { target: XRGLTF }) => {
            console.log('>>> gltf-loaded', event)
            if (i.hasEvent) {
              this.addEvent(event.target, i.id)
            }
          });
          // GLTF节点添加到 SubTRS对应节点
          lockItemEle.addChild(gltfNode);
        }

      })

      // 识别状态监听
      let waiting = false;
      lockTrackerEl.event.add('ar-tracker-state', tracker => {
        // 获取当前状态和错误信息
        const {
          state,
          errorMessage
        } = tracker;
        console.log('>>> errorMessage', errorMessage)
        if (state === 2 && !waiting) {
          console.log('match')
          waiting = true;
          // 识别成功后切换到世界坐标
          // 延时保证坐标已经设置
          setTimeout(() => {
            // 将 lockTrackerEl 的世界矩阵信息同步到 lockItemEle
            const lockTrackerTrs = lockTrackerEl.getComponent(xrFrameSystem.Transform)
            lockItemEles.forEach(lockItemEle => {
              const lockItemTrs = lockItemEle.getComponent(xrFrameSystem.Transform)
              lockItemTrs.setLocalMatrix(lockTrackerTrs.worldMatrix);
              // 记录SubTRS
              this.gltfItemSubTRS.push(lockItemTrs)
            })
            // 记录TRS
            this.gltfItemTRS.push(lockParentEl.getComponent(xrFrameSystem.Transform))

            // 去除tracker监听
            shadowNode.removeChild(lockTrackerEl);

            // 开启旋转缩放逻辑
            scene.event.addOnce('touchstart', this.handleTouchStart.bind(this))
          }, 30);

        }
      })
      // 模型添加到场景中
      shadowNode.addChild(lockParentEl);
    })
  }
  /**
   * 添加事件绑定
   * @param elemt 模型对应GLTF节点
   * @param id 模型id
   */
  addEvent(elemt: any, id: string) {
    const xrFrameSystem = wx.getXrFrameSystem();
    const reduce = (ele: any) => {
      const _ele: Element = ele
      const mesh: Mesh = _ele.getComponent(xrFrameSystem.Mesh)
      if (mesh) {
        _ele.addComponent(xrFrameSystem.CubeShape, { autoFit: true })
        _ele.addComponent(xrFrameSystem.ShapeGizmos) 
        _ele.event.add('touch-shape', (event: { target: Element }) => {
          const name = event.target.parent.name
          console.log('>>> click name', name, event)
          this.handleTapMesh(mesh, id)
        });
      } else if (ele._children?.length) {
        ele._children.forEach(reduce)
      }
    }
    reduce(elemt)
  }
  /**
   * GLTF模型mesh的点击事件
   * @param mesh Mesh
   * @param id 模型id
   */
  handleTapMesh(mesh: Mesh, id: string) {
    const activeMesh = this.activeMesh
    const defaultId = id + '-default'
    const activeId = id + '-active'
    const defaultTextureAsset: Texture = this.scene.assets.getAsset(AssetType.TEXTURE, defaultId)
    const activeTextureAsset: Texture = this.scene.assets.getAsset(AssetType.TEXTURE, activeId)
    if (activeMesh) {
      activeMesh.material.setTexture('u_baseColorMap', defaultTextureAsset);
    }
    if (activeMesh !== mesh) {
      mesh.material.setTexture('u_baseColorMap', activeTextureAsset);
    }
    this.activeMesh = mesh === activeMesh ? null : mesh
  }
  /**
   * 加载资源
   * @param {AssetItem} item 资源参数
   */
  loadAssets(item: AssetItem) {
    const scene = this.scene
    scene.assets.loadAsset({
      type: item.type,
      assetId: item.id,
      src: item.src,
      options: {},
    });
  }
  /**
   * 监听按键触摸 按下
   * @param event 按键触摸对象
   */
  handleTouchStart(event: WechatMiniprogram.TouchEvent) {
    this.mouseInfo = {
      startX: 0,
      startY: 0,
      isDown: false,
      startPointerDistance: 0,
      state: STATE.NONE
    }
    this.mouseInfo.isDown = true

    const touch0 = event.touches[0]
    const touch1 = event.touches[1]

    if (event.touches.length === 1) {
      this.mouseInfo.startX = touch0.pageX
      this.mouseInfo.startY = touch0.pageY
      this.mouseInfo.state = STATE.MOVE
    } else if (event.touches.length === 2) {
      const dx = (touch0.pageX - touch1.pageX)
      const dy = (touch0.pageY - touch1.pageY)
      this.mouseInfo.startPointerDistance = Math.sqrt(dx * dx + dy * dy)
      this.mouseInfo.startX = (touch0.pageX + touch1.pageX) / 2
      this.mouseInfo.startY = (touch0.pageY + touch1.pageY) / 2
      this.mouseInfo.state = STATE.ZOOM_OR_PAN
    }

    this.scene.event.add('touchmove', this.handleTouchMove.bind(this))
    this.scene.event.addOnce('touchend', this.handleTouchEnd.bind(this))

  }
  /**
   * 监听按键触摸 移动
   * @param event 按键触摸对象
   */
  handleTouchMove(event: WechatMiniprogram.TouchEvent) {
    const mouseInfo = this.mouseInfo
    if (!mouseInfo.isDown) {
      return
    }

    switch (mouseInfo.state) {
      case STATE.MOVE:
        if (event.touches.length === 1) {
          this.handleRotate(event)
        } else if (event.touches.length === 2) {
          // 支持单指变双指,兼容双指操作但是两根手指触屏时间不一致的情况
          this.scene.event.remove('touchmove', this.handleTouchMove.bind(this))
          this.scene.event.remove('touchend', this.handleTouchEnd.bind(this))
          this.handleTouchStart(event)
        }
        break
      case STATE.ZOOM_OR_PAN:
        if (event.touches.length === 1) {
          // 感觉双指松掉一指的行为还是不要自动切换成旋转了,实际操作有点奇怪
        } else if (event.touches.length === 2) {
          this.handleZoomOrPan(event)
        }
        break
      default:
        break
    }
  }
  /**
   * 监听按键触摸 松开
   */
  handleTouchEnd() {
    this.mouseInfo.isDown = false
    this.mouseInfo.state = STATE.NONE

    this.scene.event.remove('touchmove', this.handleTouchMove.bind(this))
    this.scene.event.addOnce('touchstart', this.handleTouchStart.bind(this))
  }
  /**
   * 旋转操作
   * @param event 按键触摸对象
   */
  handleRotate(event: WechatMiniprogram.TouchEvent) {
    const x = event.touches[0].pageX
    const y = event.touches[0].pageY

    const {
      startX,
      startY
    } = this.mouseInfo

    const theta = (x - startX) / this.radius * -this.rotateSpeed
    const phi = (y - startY) / this.radius * -this.rotateSpeed
    if (Math.abs(theta) < .01 && Math.abs(phi) < .01) {
      return
    }
    // this.gltfItemTRS.forEach(gltfItemTRS => {
    //   gltfItemTRS.rotation.x -= phi
    // })
    this.gltfItemSubTRS.forEach(gltfItemSubTRS => {
      gltfItemSubTRS.rotation.y -= theta
    })
    this.mouseInfo.startX = x
    this.mouseInfo.startY = y
  }
  /**
   * 缩放操作
   * @param event 按键触摸对象
   */
  handleZoomOrPan(event: WechatMiniprogram.TouchEvent) {
    const touch0 = event.touches[0]
    const touch1 = event.touches[1]

    const dx = (touch0.pageX - touch1.pageX)
    const dy = (touch0.pageY - touch1.pageY)
    const distance = Math.sqrt(dx * dx + dy * dy)

    let deltaScale = distance - this.mouseInfo.startPointerDistance
    this.mouseInfo.startPointerDistance = distance
    this.mouseInfo.startX = (touch0.pageX + touch1.pageX) / 2
    this.mouseInfo.startY = (touch0.pageY + touch1.pageY) / 2
    if (deltaScale < -2) {
      deltaScale = -2
    } else if (deltaScale > 2) {
      deltaScale = 2
    }

    const s = deltaScale * 0.02 + 1
    // 缩小
    this.gltfItemTRS.forEach(gltfItemTRS => {
      gltfItemTRS.scale.x *= s
      gltfItemTRS.scale.y *= s
      gltfItemTRS.scale.z *= s
    })
  }
}

export { SystemType, AssetType, AssetItem, XrLoader }

export default XrLoader

使用方式:

import {SystemType, AssetType, AssetItem, XrLoader} from "@/utils/xr-loader";

const mockData: AssetItem[] = [
  {
    id: "Scene_Background",
    type: AssetType.GLTF,
    src: "/assets/model/Scene_Background.glb",
    scale: [1, 1, 1].join(' '),
    rotation: [0, 0, 0].join(' '),
    position: [0, 0, 0].join(' '),
    cameraPosition: [0, 0.7, 7.5].join(' '),
    cameraRotation: [-11, 0, 0].join(' '),
    cameraFar: '1000',
    isTarget: true,
  },
  {
    id: "Floor_Niba",
    type: AssetType.GLTF,
    src: "/assets/model/Floor_Niba.glb",
    scale: [1, 1, 1].join(' '),
    rotation: [0, 0, 0].join(' '),
    position: [0, 0, 0].join(' '),
  },
  {
    id: "niu_00",
    type: AssetType.GLTF,
    src: "/assets/model/niu_ceshi.glb",
    scale: '1 1 1',
    rotation: '0 0 0',
    position: '4 0 0',
    hasEvent: true,
  },
  {
    id: "niu_00-default",
    type: AssetType.TEXTURE,
    src: "/assets/texture/Niu01_Flat.png",
  },
  {
    id: "niu_00-active",
    type: AssetType.TEXTURE,
    src: "/assets/texture/Niu01_Jirou_Cartoon_Flat.png",
  },
];
Component({

  /**
   * 组件的属性列表
   */
  properties: {

  },

  /**
   * 组件的初始数据
   */
  data: {
    loaded: false,
  },
  lifetimes: {
  },
  /**
   * 组件的方法列表
   */
  methods: {
    handleReady: function ({ detail }) {
      const that = this
      const xrLoader = new XrLoader({
        type: SystemType.NORMAL, 
        scene: detail.value, 
        list: mockData, 
        shadowId: 'shadow-node', 
        progress(value: number) {
          // console.log('>>> progress', value)
          that.triggerEvent('loadProgress', value * 100)
        },
        loaded(value: boolean) {
          // console.log('>>> loaded', value)
        },
      })
      console.log('>>> xrLoader', xrLoader)
    },
  }
})

普通3D模式 wxml:

<xr-scene bind:ready="handleReady">
  
  <xr-light type="ambient" color="1 1 1" intensity="1" />
  <xr-light type="directional" rotation="40 70 0" color="1 1 1" intensity="3" cast-shadow />

  <xr-shadow id="shadow-node" position="0 1 0" />

</xr-scene>

AR模式 wxml:

<xr-scene ar-system="modes:Plane Marker; planeMode: 1" bind:ready="handleReady">

  <xr-light type="ambient" color="1 1 1" intensity="1" />
  <xr-light type="directional" rotation="40 70 0" color="1 1 1" intensity="3" cast-shadow />

  <xr-shadow id="shadow-node" />

  <xr-camera clear-color="0.4 0.8 0.6 1" background="ar" is-ar-camera />
</xr-scene>

AR模式的使用方式和普通3D模式一致,实例化的时候 type: SystemType.NORMAL就可以。本来想在AR模式也手动创建相机,但是没成功,就保留在wxml中了。


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