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case-025.html 6.90 KB
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路昊鑫 提交于 2022-07-13 10:23 +08:00 . 更新
<!DOCTYPE html>
<html>
<head>
<title>Threejs实现相机视角切换,平滑过渡,点击模型切换到查看模型视角</title>
<meta charset="UTF-8">
<script type="text/javascript" src="libs/statistics.js"></script>
<script type="text/javascript" src="libs/steak.js"></script>
<script type="text/javascript" src="libs/three.js"></script>
<script type="text/javascript" src="libs/dat.gui.js"></script>
<script type="text/javascript" src="libs/OrbitControls.js"></script>
<script type="text/javascript" src="libs/GLTFLoader.js"></script>
<script type="text/javascript" charset="UTF-8" src="libs/Tween.min.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="dom"></div>
<script type="text/javascript">
var camera;
var renderer;
function init() {
var urls3 = [
'assets/bgImage/skyBox3/posx.jpg',
'assets/bgImage/skyBox3/negx.jpg',
'assets/bgImage/skyBox3/posy.jpg',
'assets/bgImage/skyBox3/negy.jpg',
'assets/bgImage/skyBox3/posz.jpg',
'assets/bgImage/skyBox3/negz.jpg'
];
// 创建一个场景,它将包含我们所有的元素,如物体,相机和灯光。
var scene = new THREE.Scene();
scene.opacity = 0;
var cubeLoader = new THREE.CubeTextureLoader();
scene.background = cubeLoader.load(urls3);
var textureLoader = new THREE.TextureLoader();
// 创建一个摄像机,它定义了我们正在看的地方
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000);
// 将摄像机对准场景的中心
camera.position.z = 500;
camera.position.y = 100;
// camera.position.y = 150;
// camera.position.x = 150;
camera.lookAt(scene.position);
var orbit = new THREE.OrbitControls(camera);
// 创建一个渲染器并设置大小,WebGLRenderer将会使用电脑显卡来渲染场景
renderer = new THREE.WebGLRenderer({
antialias: true,
logarithmicDepthBuffer: true,
});
renderer.setClearColor(new THREE.Color("#0e0934"));
renderer.setSize(window.innerWidth, window.innerHeight);
var ambientLight = new THREE.AmbientLight("#ffffff", 1);
scene.add(ambientLight);
// 在屏幕上显示坐标轴
var axes = new THREE.AxisHelper(500);
scene.add(axes);
// 将呈现器的输出添加到HTML元素
document.getElementById("dom").appendChild(renderer.domElement);
// 使用GUI调试库
var controls = new function() {
this.randomCamera = function() {
var x = Math.round((Math.random() * 100));
var y = Math.round((Math.random() * 100));
var z = 50;
var x2 = Math.round((Math.random() * 50));
var y2 = Math.round((Math.random() * 50));
var z2 = 5;
console.log(orbit.target)
var pos = new THREE.Vector3(x, y, z);
var pos2 = new THREE.Vector3(x2, y2, z2);
animateCamera(camera.position, pos, orbit.target, pos2);
}
};
var gui = new dat.GUI();
// 随机视角事件
gui.add(controls, 'randomCamera');
// 启动动画
renderScene();
var pos1 = new THREE.Vector3(-40, 0, 0);
var cube1 = createBoxGeometryLambertMaterial(0xff0000, pos1);
var pos2 = new THREE.Vector3(40, 50, 30);
var cube2 = createBoxGeometryLambertMaterial(0xff0035, pos2);
var pos3 = new THREE.Vector3(20, 0, -10);
var cube3 = createBoxGeometryLambertMaterial(0xff0012, pos3);
scene.add(cube1);
scene.add(cube2);
scene.add(cube3);
// 创建一个MeshLambertMaterial材质的立方体
function createBoxGeometryLambertMaterial(color, pos) {
// 创建一个立方体并设置大小
var cubeGeometry = new THREE.BoxGeometry(14, 14, 14);
// MeshLambertMaterial设置材质
var cubeMaterial = new THREE.MeshLambertMaterial({
color: color
});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
// 设置立方体位置
cube.position.x = pos.x;
cube.position.y = pos.y;
cube.position.z = pos.z;
return cube;
}
// current1 相机当前的位置
// target1 相机的目标位置
// current2 当前的controls的target
// target2 新的controls的target
function animateCamera(current1, target1, current2, target2) {
var tween = new TWEEN.Tween({
x1: current1.x, // 相机当前位置x
y1: current1.y, // 相机当前位置y
z1: current1.z, // 相机当前位置z
x2: current2.x, // 控制当前的中心点x
y2: current2.y, // 控制当前的中心点y
z2: current2.z // 控制当前的中心点z
});
tween.to({
x1: target1.x, // 新的相机位置x
y1: target1.y, // 新的相机位置y
z1: target1.z, // 新的相机位置z
x2: target2.x, // 新的控制中心点位置x
y2: target2.y, // 新的控制中心点位置x
z2: target2.z // 新的控制中心点位置x
}, 1000);
tween.onUpdate(function() {
camera.position.x = this.x1;
camera.position.y = this.y1;
camera.position.z = this.z1;
orbit.target.x = this.x2;
orbit.target.y = this.y2;
orbit.target.z = this.z2;
orbit.update();
})
tween.easing(TWEEN.Easing.Cubic.InOut);
tween.start();
}
document.addEventListener('click', onDocumentMouseDown, false);
function onDocumentMouseDown(event) {
// 点击屏幕创建一个向量
var vector = new THREE.Vector3((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window
.innerHeight) * 2 + 1, 0.5);
vector = vector.unproject(camera); // 将屏幕的坐标转换成三维场景中的坐标
var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
var intersects = raycaster.intersectObjects(scene.children, true);
if (intersects.length > 0) {
var pos = intersects[0].object.position;
console.log(intersects[0])
var num = Math.max(pos.x, pos.y, pos.z);
var newPos = new THREE.Vector3(pos.x, pos.y, pos.z);
if (pos.x == num) {
newPos.x = num + 100;
}
if (pos.y == num) {
newPos.y = num + 100;
}
if (pos.z == num) {
newPos.z = num + 100;
}
intersects[0].object.material.color.set("#00aa00");
animateCamera(camera.position, newPos, orbit.target, orbit.target);
}
}
function renderScene() {
TWEEN.update();
orbit.update();
// 使用requestAnimationFrame函数进行渲染
requestAnimationFrame(renderScene);
renderer.render(scene, camera);
}
// 渲染的场景
renderer.render(scene, camera);
}
window.onload = init;
// 随着窗体的变化修改场景
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// 监听窗体调整大小事件
window.addEventListener('resize', onResize, false);
</script>
</body>
</html>
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