关于3d:关于threejs的展厅项目的研究与总结-大帅老猿threejs特训

48次阅读

共计 5552 个字符,预计需要花费 14 分钟才能阅读完成。

根底筹备

一、什么是 three

Three.js 是基于 WebGL 的 javascript 开源框架,是一个能够实现 3D 成果的 JS 库
Three.js 由场景(scene)、相机(camera)和渲染器(renderer)这三个最根底的组成。
场景是展现内容的容器,而相机则是用来拍摄的工具,渲染器则是将 Canvas 进行绑定。

二、介绍模板下载的网站

https://sketchfab.com/
这是一个有着大量资源的模型网站,这里有很多付费的收费的模型供咱们去筛选应用

三、介绍动作绑定的网站

https://www.mixamo.com/
是一个能够商用的收费模型动画库

我的项目介绍

一、这次作为 three 的练手我的项目,这次练手的我的项目实现目标有:

① 一个展示厅的搭建
② 视频绑定的播放
③ 人物的行走
④ 碰撞的检测

二、介绍我的项目的根本须要的模型

① 展示厅的模型

② 人物的模型

三、代码介绍

我的项目总览

import * as THREE from 'three';
import {GLTFLoader} from "three/examples/jsm/loaders/GLTFLoader";

let mixer;
let playerMixer;
let deltaTime;
const player = {
    mesh: null,
    actionIdle: null,
    actionWalk: null,
}
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 50);
const renderer = new THREE.WebGLRenderer({antialias: true});
const clock = new THREE.Clock()

initBase()
initShadow()
initMesh()
initEvent()
animate();

①代码的初始化

/**
 * 初始化
 */
function initBase() {renderer.setSize(window.innerWidth, window.innerHeight);
    document.body.appendChild(renderer.domElement);
    scene.background = new THREE.Color(0.2, 0.2, 0.2);
    const ambientLight = new THREE.AmbientLight(0xffffff, 0.1);
    scene.add(ambientLight);
}

②代码暗影的初始化

 * 初始化暗影
 */
function initShadow() {
    // 1. 关上 render 暗影
    renderer.shadowMap.enabled = true

    // 2.1 关上灯光暗影,设置灯光暗影大小
    const directionLight = new THREE.DirectionalLight(0xffffff, 1.5);
    directionLight.position.set(10, 10, 10);
    directionLight.castShadow = true
    scene.add(directionLight);

    // 2.2 设置灯管暗影贴图大小
    directionLight.shadow.mapSize.width = 5120
    directionLight.shadow.mapSize.height = 5120

    // 3  设置暗影体 远近 大小,不在这之内的显示不进去
    const shadowDistance = 25
    directionLight.shadow.camera.near = 0.2
    directionLight.shadow.camera.far = 50
    directionLight.shadow.camera.left = -shadowDistance
    directionLight.shadow.camera.right = shadowDistance
    directionLight.shadow.camera.top = shadowDistance
    directionLight.shadow.camera.bottom = -shadowDistance
    directionLight.shadow.bias = -0.001
}

③模型加载的初始化

/**
 * 初始化模型
 */
function initMesh() {
    // 加载人物模型,缓存相干动画。设置视角
    new GLTFLoader().load('../resources/models/player.glb', (gltf) => {console.log("gltf")
        console.log(gltf)
        console.log("gltf")
        // 初始化模型地位
        player.mesh = gltf.scene
        scene.add(player.mesh)
        player.mesh.position.set(0, 0, 11.5)
        player.mesh.rotateY(Math.PI)

        // 增加相机地位
        player.mesh.add(camera)
        camera.position.set(0, 2, -6)
        camera.lookAt(new THREE.Vector3(0, 0, 1))

        // 增加灯光
        const pointLight = new THREE.PointLight(0xffffff, 1)
        scene.add(pointLight)
        player.mesh.add(pointLight)

        pointLight.position.set(0, 2, -1)


        playerMixer = new THREE.AnimationMixer(gltf.scene)
        // 缓存静止的动画
        const clipIdle = THREE.AnimationUtils.subclip(gltf.animations[0], 'idle', 32, 62)
        player.actionIdle = playerMixer.clipAction(clipIdle)


        // 缓存静止的动画
        const clipWalk = THREE.AnimationUtils.subclip(gltf.animations[0], 'walk', 0, 31)
        player.actionWalk = playerMixer.clipAction(clipWalk)

        // 设置初始的动画状态
        player.actionIdle.play()});

    // 加载展馆模型
    new GLTFLoader().load('../resources/models/zhanguan.glb', (gltf) => {scene.add(gltf.scene);

        gltf.scene.traverse((child) => {

            // 4. 设置 mesh 投射暗影,接管暗影
            child.castShadow = true;
            child.receiveShadow = true;

            if (child.name === '2023') {addVideo(child, "./resources/yanhua.mp4")
            }
            if (child.name === '大屏幕 01' || child.name === '大屏幕 02' || child.name === '操作台屏幕' || child.name === '环形屏幕 2') {addVideo(child, "./resources/video01.mp4")
            }
            if (child.name === '环形屏幕') {addVideo(child, "./resources/video02.mp4")
            }
            if (child.name === '柱子屏幕') {addVideo(child, "./resources/yanhua.mp4")
            }
        })

        mixer = new THREE.AnimationMixer(gltf.scene);
        const clips = gltf.animations; // 播放所有动画
        clips.forEach(function (clip) {const action = mixer.clipAction(clip);
            action.loop = THREE.LoopOnce;
            // 停在最初一帧
            action.clampWhenFinished = true;
            action.play();});
    })

}

/**
 * 给模型增加动画
 */
function addVideo(child, src) {const video = document.createElement('video');
    video.src = src;
    video.muted = true;
    video.autoplay = "autoplay";
    video.loop = true;
    video.play();

    const videoTexture = new THREE.VideoTexture(video);
    const videoMaterial = new THREE.MeshBasicMaterial({map: videoTexture});

    child.material = videoMaterial;
}

④事件的注册

/**
 * 初始化事件
 */
function initEvent() {
    //  按键按下的解决
    let isChangeToWork = true
    const playerHalfHeight = new THREE.Vector3(0, 1, 0)
    window.addEventListener('keydown', (e) => {if (e.key === 'w') {const curPos = player.mesh.position.clone()
            player.mesh.translateZ(1)
            const frontPos = player.mesh.position.clone()
            player.mesh.translateZ(-1)

            // 角色碰撞检测
            const frontVector3 = frontPos.sub(curPos).normalize()
            const raycasterFront = new THREE.Raycaster(player.mesh.position.clone().add(playerHalfHeight), frontVector3)
            const collisionResultsFrontObjs = raycasterFront.intersectObjects(scene.children)
            console.log(collisionResultsFrontObjs)
            if (collisionResultsFrontObjs && collisionResultsFrontObjs[0] && collisionResultsFrontObjs[0].distance > 1) {player.mesh.translateZ(3 * deltaTime)
            }

            if (collisionResultsFrontObjs && collisionResultsFrontObjs.length === 0) {player.mesh.translateZ(3 * deltaTime)
            }

            if (isChangeToWork) {crossPlay(player.actionIdle, player.actionWalk)
                isChangeToWork = false
            }

        }
        if (e.key === 's') {player.mesh.translateZ(-0.1)
        }
    })

    // 按键松开的解决
    window.addEventListener('keyup', (e) => {if (e.key === 'w') {if (!isChangeToWork) {crossPlay(player.actionWalk, player.actionIdle)
                isChangeToWork = true
            }
        }
    });

    //  鼠标挪动,视角解决
    let prePos
    window.addEventListener('mousemove', (e) => {if (prePos && player.mesh) {player.mesh.rotateY((prePos - e.clientX) * 0.01)
        }
        prePos = e.clientX
    });

    window.addEventListener('resize', () => {
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();

        renderer.setSize(window.innerWidth, window.innerHeight);
    }, false)
}

/**
 * 动画切换优化解决
 */
function crossPlay(curAction, newAction) {curAction.fadeOut(0.3);
    newAction.reset();
    newAction.setEffectiveWeight(1);
    newAction.play();
    newAction.fadeIn(0.3);
}

⑤我的项目的启动

function animate() {requestAnimationFrame(animate);

    renderer.render(scene, camera);

    deltaTime = clock.getDelta()

    if (mixer) {mixer.update(0.02);
    }
    if (playerMixer) {playerMixer.update(0.015);
    }
}

这就是这次展厅我的项目的代码总结。相干的介绍都在代码正文外面~~
欢送大家一起来交流学习~~~

正文完
 0