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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实现室内漫游</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/ColladaLoader.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;
var intersects;
var orbit;
var clock = new THREE.Clock(); //声明一个时钟对象
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 cubeLoader = new THREE.CubeTextureLoader();
var scene = new THREE.Scene();
scene.opacity = 0;
var urls = [
'assets/bgImage/skyBox6/posx.jpg',
'assets/bgImage/skyBox6/negx.jpg',
'assets/bgImage/skyBox6/posy.jpg',
'assets/bgImage/skyBox6/negy.jpg',
'assets/bgImage/skyBox6/posz.jpg',
'assets/bgImage/skyBox6/negz.jpg'
]
scene.background = cubeLoader.load(urls);
// 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.lookAt(scene.position);
camera.position.set(0.0001, 20, 0.0001) //差值使相机向前看。
orbit = new THREE.OrbitControls(camera);
orbit.target.set(0, 20, 0)
// 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);
// 将呈现器的输出添加到HTML元素
document.getElementById("dom").appendChild(renderer.domElement);
// 启动动画
renderScene();
/** add circle for mousemove on the plane */
const circle = new THREE.Mesh(new THREE.CircleGeometry(5, 50), new THREE.MeshBasicMaterial({
color: 'green',
transparent: true,
opacity: 0.2,
side: THREE.DoubleSide
}))
circle.visible = false
circle.rotateX(-0.5 * Math.PI)
circle.name = 'circle'
scene.add(circle)
const texture = new THREE.CubeTextureLoader()
.setPath('assets/bgImage/skyBox6/')
.load([
'posx.jpg', //右(-1,0,0)
'negx.jpg', //左(1,0,0)
'posy.jpg', //上(0,1,0)
'negy.jpg', //下(0,-1,0)
'posz.jpg', //前(0,0,1)
'negz.jpg' //后(0,0,-1)
]);
texture.format = THREE.RGBFormat;
texture.mapping = THREE.CubeReflectionMapping;
const shader = THREE.ShaderLib["cube"];
shader.uniforms["tCube"].value = texture; //老版本
const material = new THREE.ShaderMaterial({
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
uniforms: shader.uniforms,
depthWrite: false,
side: THREE.DoubleSide
});
material.envMap = texture; //新版本
let skyBox2 = new THREE.Mesh(new THREE.BoxGeometry(5000, 5000, 5000), material);
skyBox2.position.set(0, 50, 0)
scene.add(skyBox2);
// const home = new THREE.Mesh(new THREE.BoxBufferGeometry(1000, 100, 1000), [
// new THREE.MeshStandardMaterial({
// color: 'red',
// side: THREE.BackSide
// }),
// new THREE.MeshStandardMaterial({
// color: 'red',
// side: THREE.BackSide
// }),
// new THREE.MeshStandardMaterial({
// color: 'red',
// side: THREE.BackSide
// }),
// new THREE.MeshStandardMaterial({
// color: 'red',
// side: THREE.BackSide
// }),
// new THREE.MeshStandardMaterial({
// color: 'red',
// side: THREE.BackSide
// }),
// new THREE.MeshStandardMaterial({
// color: 'red',
// side: THREE.BackSide
// })
// ])
// home.position.set(0, 50, 0)
// scene.add(home)
//add light
const directionalLight = new THREE.DirectionalLight('#fff')
directionalLight.position.set(30, 30, 30).normalize()
scene.add(directionalLight)
directionalLight.castShadow = true
const ambientLight = new THREE.AmbientLight('#fff', 0.3) // obj 唯一 id
scene.add(ambientLight)
const pointLight = new THREE.PointLight('yellow', 2)
pointLight.position.set(0, 30, 0)
pointLight.castShadow = true
scene.add(pointLight)
function onDocumentMouseMove(event) {
var raycaster = new THREE.Raycaster();
var vector = new THREE.Vector2((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window
.innerHeight) * 2 + 1);
var fxl = new THREE.Vector3(0, 1, 0);
var groundplane = new THREE.Plane(fxl, 0);
raycaster.setFromCamera(vector, camera);
var ray = raycaster.ray;
intersects = ray.intersectPlane(groundplane);
if (intersects) {
circle.position.copy(intersects)
circle.position.y = 1.2
circle.visible = true
intersects.y = camera.position.y
}
}
function onDocumentMouseOut() {
circle.visible = false
}
function onDocumentMouseDown(event) {
const curPosition = camera.position;
const controlsTar = orbit.target;
const v = camera.position.clone().sub(orbit.target.clone()) //差
if (intersects) {
new TWEEN.Tween({
x1: curPosition.x, // 相机当前位置x
y1: curPosition.y, // 相机当前位置y
z1: curPosition.z, // 相机当前位置z
x2: controlsTar.x, // 控制当前的中心点x
y2: controlsTar.y, // 控制当前的中心点y
z2: controlsTar.z, // 控制当前的中心点z
})
.to({
x1: intersects.x, // 新的相机位置x
y1: intersects.y, // 新的相机位置y
z1: intersects.z, // 新的相机位置z
x2: intersects.x, // 新的控制中心点位置x
y2: intersects.y, // 新的控制中心点位置x
z2: intersects.z, // 新的控制中心点位置x
}, 1000)
.easing(TWEEN.Easing.Linear.None)
.onUpdate(function() {
// orbit.enabled = false;
camera.position.set(this.x1, this.y1, this.z1)
console.log(this.x2, this.y2, this.z2)
console.log(this.x2 - v.x, this.y2 - v.y, this.z2 - v.z)
orbit.target.set(this.x2 - v.x, this.y2 - v.y, this.z2 - v.z)
// orbit.target.set(this.x2, this.y2, this.z2)
})
.onComplete(function() {
// orbit.enabled = true;
})
.start();
}
}
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.addEventListener('mouseout', onDocumentMouseOut, false);
document.addEventListener('click', onDocumentMouseDown, false);
function renderScene() {
TWEEN.update();
orbit.update(clock.getDelta());
// 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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