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case-030.html 9.38 KB
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路昊鑫 提交于 2022-07-12 14:01 +08:00 . 更新
<!DOCTYPE html>
<html>
<head>
<title>Threejs实现卫星太阳板折叠</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/OrbitControls.js"></script>
<script type="text/javascript" src="libs/GLTFLoader.js"></script>
<script type="text/javascript" src="libs/dat.gui.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() {
// 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();
var textureLoader = new THREE.TextureLoader();
scene.background = textureLoader.load("assets/bgImage/ba_starry.jpg");
// 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, 1000);
camera.position.y = 150;
// camera.position.z = 90;
camera.position.x = 100;
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.setSize(window.innerWidth, window.innerHeight);
var ambientLight = new THREE.AmbientLight("#ffffff", 1);
scene.add(ambientLight);
// 将呈现器的输出添加到HTML元素
document.getElementById("dom").appendChild(renderer.domElement);
// 在屏幕上显示坐标轴
var axes = new THREE.AxesHelper(100);
// scene.add(axes);
// 启动动画
renderScene();
createWeiXing();
createLeiDa();
// 外层对象
const group1 = new THREE.Group();
group1.name = 'group1';
// 设置偏移中心点位置
group1.position.set(0, 0, 6);
var cube1 = createTaiYangBan("#00aa00");
group1.add(cube1);
cube1.position.set(-4, 0, 0);
// 外层对象
const group2 = new THREE.Group();
group2.name = 'group2';
// 设置外层对象的中心为原本想要旋转的位置
group2.position.set(-8, 0, 1);
var cube2 = createTaiYangBan("#0055ff");
group2.add(cube2);
// 设置偏移中心点位置
cube2.position.set(4, 0, 0);
// 外层对象
const group3 = new THREE.Group();
group3.name = 'group3';
// 设置外层对象的中心为原本想要旋转的位置
group3.position.set(8, 0, 1);
var cube3 = createTaiYangBan("#ff5500");
group3.add(cube3);
// 设置偏移中心点位置
cube3.position.set(-4, 0, 0);
group2.add(group3);
group1.add(group2);
scene.add(group1);
// 第二个太阳板
// 外层对象
const group11 = new THREE.Group();
// 设置偏移中心点位置
group11.position.set(0, 0, -4);
var cube11 = createTaiYangBan("#00aa00");
group11.add(cube11);
cube11.position.set(-4, 0, 0);
// 外层对象
const group12 = new THREE.Group();
// 设置外层对象的中心为原本想要旋转的位置
group12.position.set(-8, 0, -1);
var cube12 = createTaiYangBan("#0055ff");
group12.add(cube12);
// 设置偏移中心点位置
cube12.position.set(4, 0, 0);
// 外层对象
const group13 = new THREE.Group();
// 设置外层对象的中心为原本想要旋转的位置
group13.position.set(8, 0, -1);
var cube13 = createTaiYangBan("#ff5500");
group13.add(cube13);
// 设置偏移中心点位置
cube13.position.set(-4, 0, 0);
group12.add(group13);
group11.add(group12);
scene.add(group11);
setTimeout(function() {
tweenComplete();
}, 1000);
function tweenComplete() {
var num1 = 0,
num2 = 0,
num3 = 0,
num11 = 0,
num12 = 0,
num13 = 0;
new TWEEN.Tween({
y1: 0,
y2: 0,
y3: 0,
z: 1,
y11: 0,
y12: 0,
y13: 0,
z1: -1,
waves: 13,
dia: 1,
})
.to({
y1: Math.PI / 2,
y2: -Math.PI,
y3: Math.PI,
z: 0,
y11: -Math.PI / 2,
y12: Math.PI,
y13: -Math.PI,
z1: 0,
waves: 50,
dia: 8,
}, 3000)
.easing(TWEEN.Easing.Linear.None)
.onUpdate(function() {
group2.position.z = this.z;
group3.position.z = this.z;
group1.rotateY(this.y1 - num1);
group2.rotateY(this.y2 - num2);
group3.rotateY(this.y3 - num3);
group12.position.z = this.z1;
group13.position.z = this.z1;
group11.rotateY(this.y11 - num11);
group12.rotateY(this.y12 - num12);
group13.rotateY(this.y13 - num13);
scene.rotateZ(this.y1 - num1);
num1 = this.y1;
num2 = this.y2;
num3 = this.y3;
num11 = this.y11;
num12 = this.y12;
num13 = this.y13;
initSatellite(this.waves, this.dia);
})
.onComplete(tweenComplete1)
.start();
}
function tweenComplete1() {
var num1 = 0,
num2 = 0,
num3 = 0,
num11 = 0,
num12 = 0,
num13 = 0;
new TWEEN.Tween({
y1: 0,
y2: 0,
y3: 0,
z: 0,
y11: 0,
y12: 0,
y13: 0,
z1: 0,
waves: 13,
dia: 1,
})
.to({
y1: -Math.PI / 2,
y2: Math.PI,
y3: -Math.PI,
z: 1,
y11: Math.PI / 2,
y12: -Math.PI,
y13: Math.PI,
z1: -1,
waves: 50,
dia: 8,
}, 3000)
.easing(TWEEN.Easing.Linear.None)
.onUpdate(function() {
group2.position.z = this.z;
group3.position.z = this.z;
group1.rotateY(this.y1 - num1);
group2.rotateY(this.y2 - num2);
group3.rotateY(this.y3 - num3);
group12.position.z = this.z1;
group13.position.z = this.z1;
group11.rotateY(this.y11 - num11);
group12.rotateY(this.y12 - num12);
group13.rotateY(this.y13 - num13);
scene.rotateY(this.y1 - num1);
num1 = this.y1;
num2 = this.y2;
num3 = this.y3;
num11 = this.y11;
num12 = this.y12;
num13 = this.y13;
initSatellite(this.waves, this.dia);
})
.onComplete(tweenComplete)
.start();
}
// 创建一个基础太阳板
function createTaiYangBan(color) {
// 创建一个立方体并设置大小
var cubeGeometry = new THREE.BoxGeometry(8, 8, 1);
var cubeMaterial = new THREE.MeshBasicMaterial({
color: color,
});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
return cube;
}
// 创建一个卫星主体
function createWeiXing() {
// 创建一个立方体并设置大小
var wxGeometry = new THREE.CylinderGeometry(5, 5, 20, 100, 0);
var wxMaterial = new THREE.MeshBasicMaterial({
color: "#55557f",
});
var weixing = new THREE.Mesh(wxGeometry, wxMaterial);
weixing.position.set(0, 0, 1);
weixing.rotateZ(-Math.PI / 2);
scene.add(weixing);
}
// 创建一个雷达
function createLeiDa() {
// 创建一个立方体并设置大小
var wxGeometry = new THREE.CylinderGeometry(4, 0, 5, 100, 0);
var wxMaterial = new THREE.MeshBasicMaterial({
color: "#ffaa00",
});
var weixing = new THREE.Mesh(wxGeometry, wxMaterial);
weixing.position.set(10, 0, 1);
weixing.rotateZ(-Math.PI / 2);
scene.add(weixing);
}
// 雷达信号
function initSatellite(positionX, starLiteRadius) {
var group = new THREE.Group();
var obj = scene.getObjectByName("satellite");
scene.remove(obj);
var wxMaterial = new THREE.MeshBasicMaterial({
color: "#ffffff",
side: THREE.DoubleSide
});
var signalGeometry1 = new THREE.RingGeometry(starLiteRadius, starLiteRadius + 0.1, 100, 0);
var signal1 = new THREE.Mesh(signalGeometry1, wxMaterial);
signal1.position.z = -1;
var signalGeometry2 = new THREE.RingGeometry(starLiteRadius + 2, starLiteRadius + 2.1, 100, 0);
var signal2 = new THREE.Mesh(signalGeometry2, wxMaterial);
signal2.position.z = -10;
var signalGeometry3 = new THREE.RingGeometry(starLiteRadius + 3, starLiteRadius + 3.1, 100, 0);
var signal3 = new THREE.Mesh(signalGeometry3, wxMaterial);
signal3.position.z = -20;
group.rotateY(-Math.PI / 2);
group.position.set(positionX, 0, 1);
group.name = "satellite";
group.add(signal1);
group.add(signal2);
group.add(signal3);
scene.add(group);
}
var clock = new THREE.Clock(); //声明一个时钟对象
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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