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Three.js實(shí)現(xiàn)3D機(jī)房效果

 更新時(shí)間:2018年12月30日 10:44:09   作者:cyadyx  
這篇文章主要為大家詳細(xì)介紹了Three.js實(shí)現(xiàn)3D機(jī)房效果,具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

3D機(jī)房系統(tǒng)是最近用戶的需求,通過相關(guān)了解最后使用Three.js,也發(fā)現(xiàn)最近有東西可以寫出來分享:

  • webGL可以讓我們?cè)赾anvas上實(shí)現(xiàn)3D效果。而three.js是一款webGL框架,由于其易用性被廣泛應(yīng)用
  • Three.js是通過對(duì)WebGL接口的封裝與簡(jiǎn)化而形成的一個(gè)易用的圖形庫

分步實(shí)現(xiàn)3D效果

  • 初始化3D模型參數(shù)
  • 開始搭建場(chǎng)景
  • 初始化渲染器
  • 初始化攝像機(jī)
  • 創(chuàng)建場(chǎng)景
  • 燈光布置
  • 創(chuàng)建網(wǎng)格線
  • 循環(huán)渲染界面
  • 創(chuàng)建鼠標(biāo)控制器
  • 添加對(duì)象到場(chǎng)景中

一 . 初始化3D模型參數(shù)

//參數(shù)處理 
this.option = new Object(); 
this.option.antialias = option.antialias || true; 
this.option.clearCoolr = option.clearCoolr || 0x1b7ace; 
this.option.showHelpGrid = option.showHelpGrid || false; 
//對(duì)象 
this.id = id; 
this.width = width(); 
this.height = height(); 
this.renderer = null;//渲染器 
this.scene = null;//場(chǎng)景 
this.camera = null;//攝像機(jī) 
this.selected=null; 
this.objects = []; 
this.mouseClick = new THREE.Vector2(); 
this.raycaster = new THREE.Raycaster(); 
this.controls = null;//鼠標(biāo)控制器 
this.trsnaformControls = null;//鼠標(biāo)控制器 
this.dragcontrols = null; 
this.objList = json.objects;//對(duì)象列表 
this.eventList = json.events;//事件對(duì)象列表 
this.dragList = []; 
this.objectStatusList = {}; 
this.clickList = []; 
var that = this;

對(duì)于一些需要使用的參數(shù),開始加載進(jìn)行初始化操作。

二 . 開始搭建場(chǎng)景

搭建場(chǎng)景包含一些具體的初始化操作 一些初始化方法(之后才對(duì)具體方法加以說明):

var that = this; 
room3dObj = that; 
that.initThree(that.id); //初始化渲染器 
that.initCamera(); //初始化攝像機(jī) 
that.initScene();//創(chuàng)建場(chǎng)景 
that.initHelpGrid();//創(chuàng)建網(wǎng)格 
that.initLight();//燈光布置 
//添加3D對(duì)象 
$.each(that.objList, function (index,obj) { 
that.InitAddObject(obj);//添加對(duì)象到場(chǎng)景中 
}); 
that.initMouseCtrl();//創(chuàng)建鼠標(biāo)控制器 
that.animation();//循環(huán)渲染界面

三 . 初始化渲染器

渲染器 WebGLRenderer 定義語法:

var that = this; 
that.renderer = new THREE.WebGLRenderer({ alpha: true, antialias: that.option.antialias }); 
that.renderer.setSize(that.width, that.height); 
$(“#” + that.id).append(that.renderer.domElement); 
that.renderer.setClearColor(that.option.clearCoolr, 1.0); 
that.renderer.shadowMap.enabled = true; 
that.renderer.shadowMapSoft = true; 
//事件 
that.renderer.domElement.addEventListener(‘mousedown',that.onDocumentMouseDown, false); 
that.renderer.domElement.addEventListener(‘mousemove',that.onDocumentMouseMove, false);

四 . 初始化攝像機(jī)

采用PerspectiveCamera 相機(jī):

var that = this;
  that.camera = new THREE.PerspectiveCamera(45, that.width / that.height, 1, 100000);
  that.camera.name = 'mainCamera';
  that.camera.position.x =0;
  that.camera.position.y =2000;
  that.camera.position.z =1800;
  that.camera.up.x = 0;
  that.camera.up.y =1;
  that.camera.up.z =0;
  that.camera.lookAt({ x: 100, y: 0, z: 100 });
  that.objects.push(that.camera);
  that.dragList.push(that.camera);
  that.clickList.push(that.camera);

五 . 創(chuàng)建場(chǎng)景

var that = this; 
that.scene = new THREE.Scene();

六 . 燈光布置

/* 
AmbientLight: 環(huán)境光,基礎(chǔ)光源,它的顏色會(huì)被加載到整個(gè)場(chǎng)景和所有對(duì)象的當(dāng)前顏色上。 
PointLight:點(diǎn)光源,朝著所有方向都發(fā)射光線 
SpotLight :聚光燈光源:類型臺(tái)燈,天花板上的吊燈,手電筒等 
DirectionalLight:方向光,又稱無限光,從這個(gè)發(fā)出的光源可以看做是平行光. 
*/ 
var that = this; 
var light = new THREE.AmbientLight(0xcccccc); 
light.position.set(0, 0,0); 
that.scene.add(light); 
var light2 = new THREE.PointLight(0x555555); 
light2.shadow.camera.near =1; 
light2.shadow.camera.far = 5000; 
light2.position.set(0, 350, 0); 
light2.castShadow = true;//表示這個(gè)光是可以產(chǎn)生陰影的 
that.scene.add(light2);

七 . 創(chuàng)建網(wǎng)格

var that = this; 
if (that.option.showHelpGrid) { 
var helpGrid = new THREE.GridHelper(1000, 50); 
that.scene.add(helpGrid); 
}

八 . 循環(huán)渲染界面

var that = room3dObj; 
if (TWEEN != null && typeof (TWEEN) != ‘undefined') { 
TWEEN.update(); 
} 
requestAnimationFrame(that.animation); 
that.renderer.render(that.scene, that.camera);

九 . 創(chuàng)建鼠標(biāo)控制器

var that = this; 
that.controls = new THREE.OrbitControls(that.camera,that.renderer.domElement); 
that.controls.addEventListener(‘change', that.updateControls);

十 . 添加對(duì)象到場(chǎng)景中

var that = room3dObj; 
that.scene.add(obj); 
that.objects.push(obj);

最后效果


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