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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实现球形等距圆柱投影,全景分离图片贴图</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 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 scene = new THREE.Scene();
scene.opacity = 0;
// 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, 100000);
// 将摄像机对准场景的中心
camera.position.z = 500;
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);
// 将呈现器的输出添加到HTML元素
document.getElementById("dom").appendChild(renderer.domElement);
var textureLoader = new THREE.TextureLoader();
var alternativeMap = textureLoader.load("assets/bgImage/senlin.jpg")
alternativeMap.mapping = THREE.EquirectangularReflectionMapping;
alternativeMap.magFilter = THREE.LinearFilter;
alternativeMap.minFilter = THREE.LinearMipMapLinearFilter;
var equirectShader = THREE.ShaderLib["equirect"];
var equireclMaterial = new THREE.ShaderMaterial({
fragmentShader: equirectShader.fragmentShader,
vertexShader: equirectShader.vertexShader,
uniforms: equirectShader.uniforms,
depthWrite: false,
side: THREE.BackSide
});
equireclMaterial.uniforms["tEquirect"].value = alternativeMap;
var skybox = new THREE.Mesh(new THREE.BoxGeometry(1000, 1000, 1000), equireclMaterial);
scene.add(skybox);
var cubeLoader = new THREE.CubeTextureLoader();
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'
]
var cubeMap = cubeLoader.load(urls)
var sphereMaterial = new THREE.MeshStandardMaterial({
envMap: cubeMap,
metalness: 1,
roughness: 0,
side: THREE.BackSide
})
var skybox1 = new THREE.Mesh(new THREE.BoxGeometry(1000, 1000, 1000), sphereMaterial);
// scene.add(skybox1);
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);
// scene.add(skyBox2);
// 启动动画
renderScene();
// 拾取对象
function pickupObjects(event) {
// 点击屏幕创建一个向量
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;
let intersects = ray.intersectPlane(groundplane);
// console.log(intersects)
}
document.addEventListener('click', pickupObjects, false); //监听单击拾取对象初始化球体
function renderScene() {
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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threejs-project
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