关于前端:0基础搭建元宇宙看展效果-大帅老猿threejs特训

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新的一年,从 threejs 开始吧~

装置 threejs

npm i three

引入 threejs

// 援用 Threejs
import * as THREE from 'three';
// 引入 GLTF 加载器 用于载入 glTF 资源
import {GLTFLoader} from 'three/examples/jsm/loaders/GLTFLoader';

threejs 根本元素

// 根本元素 1、定义场景
const scene = new THREE.Scene();
// 根本元素 2、相机   PerspectiveCamera- 透视相机近大远小 OrthographicCamera- 正交相机远近同样大小
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 50);
camera.position.set(5, 10, 25);

// 根本元素 3、灯光  ambientLight- 环境光 directionalLight- 方向光 pointLight- 点光源 spotLight- 聚光灯 hemisphereLight- 半球光
const ambientLight = new THREE.AmbientLight(0xffffff, 0.1);
scene.add(ambientLight);
// 根本元素 4、几何体
const boxGeometry = new THREE.BoxGeometry(1, 1, 1);

// 根本元素 5、材质 MeshBasicMaterial- 根底材质 MeshStandardMaterial-PBR 材质
const boxMaterial = new THREE.MeshBasicMaterial({color: 0x00ff00});

// mesh- 网格 几何体是不能被渲染的,只有几何体和材质联合成网格能力被渲染到屏幕上
const boxMesh = new THREE.Mesh(boxGeometry, boxMaterial);

// 场景中增加 mesh
scene.add(boxMesh);

残缺代码

// 援用 Threejs
import * as THREE from 'three';
// 引入 GLTF 加载器 用于载入 glTF 资源
import {GLTFLoader} from 'three/examples/jsm/loaders/GLTFLoader';

let mixer;
let playerMixer;

// 根本元素 1、定义场景
const scene = new THREE.Scene();
// 根本元素 2、相机   PerspectiveCamera- 透视相机近大远小 OrthographicCamera- 正交相机远近同样大小
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 50);

camera.position.set(5, 10, 25);

scene.background = new THREE.Color(0.2, 0.2, 0.2);

// 根本元素 3、灯光  ambientLight- 环境光 directionalLight- 方向光 pointLight- 点光源 spotLight- 聚光灯 hemisphereLight- 半球光
const ambientLight = new THREE.AmbientLight(0xffffff, 0.1);
scene.add(ambientLight);

const directionLight = new THREE.DirectionalLight(0xffffff, 0.2);
scene.add(directionLight);

directionLight.lookAt(new THREE.Vector3(0, 0, 0));

directionLight.castShadow = true;

directionLight.shadow.mapSize.width = 2048;
directionLight.shadow.mapSize.height = 2048;

const shadowDistance = 20;
directionLight.shadow.camera.near = 0.1;
directionLight.shadow.camera.far = 40;
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;

// 根本元素 4、几何体
// const boxGeometry = new THREE.BoxGeometry(1, 1, 1);

// 根本元素 5、材质 MeshBasicMaterial- 根底材质 MeshStandardMaterial-PBR 材质
// const boxMaterial = new THREE.MeshBasicMaterial({color: 0x00ff00});

// mesh- 网格 几何体是不能被渲染的,只有几何体和材质联合成网格能力被渲染到屏幕上
// const boxMesh = new THREE.Mesh(boxGeometry, boxMaterial);

// 场景中增加 mesh
// scene.add(boxMesh);

// 坐标系
// const axesHelper = new THREE.AxesHelper(10);
// scene.add(axesHelper);

// 渲染器 将元素渲染进去能力看见
const renderer = new THREE.WebGLRenderer({antialias: true});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

let playerMesh;
let actionWalk, actionIdle;
const lookTarget = new THREE.Vector3(0, 2, 0);
// 加载人物模型
new GLTFLoader().load('../resources/models/player.glb', (gltf) => {
    playerMesh = gltf.scene;
    scene.add(gltf.scene);

    playerMesh.traverse((child) => {
        child.receiveShadow = true;
        child.castShadow = true;
    });

    playerMesh.position.set(0, 0, 11.5);
    playerMesh.rotateY(Math.PI);

    playerMesh.add(camera);
    camera.position.set(0, 2, -5);
    camera.lookAt(lookTarget);

    const pointLight = new THREE.PointLight(0xffffff, 1.5);
    playerMesh.add(pointLight);
    pointLight.position.set(0, 1.8, -1);

    playerMixer = new THREE.AnimationMixer(gltf.scene);

    const clipWalk = THREE.AnimationUtils.subclip(gltf.animations[0], 'walk', 0, 30);
    actionWalk = playerMixer.clipAction(clipWalk);
    // actionWalk.play();

    const clipIdle = THREE.AnimationUtils.subclip(gltf.animations[0], 'idle', 31, 281);
    actionIdle = playerMixer.clipAction(clipIdle);
    actionIdle.play();});

let isWalk = false;
const playerHalfHeight = new THREE.Vector3(0, 0.8, 0);
// 监听键盘事件 按下 w / s 管制人物后退 / 后退
window.addEventListener('keydown', (e) => {if (e.key === 'w') {const curPos = playerMesh.position.clone();
        playerMesh.translateZ(1);
        const frontPos = playerMesh.position.clone();
        playerMesh.translateZ(-1);

        const frontVector3 = frontPos.sub(curPos).normalize();

        const raycasterFront = new THREE.Raycaster(playerMesh.position.clone().add(playerHalfHeight), frontVector3);
        const collisionResultsFrontObjs = raycasterFront.intersectObjects(scene.children);
        // 碰撞检测
        if (collisionResultsFrontObjs && collisionResultsFrontObjs[0] && collisionResultsFrontObjs[0].distance > 1) {
            // 管制挪动
            playerMesh.translateZ(0.1);
        }

        if (!isWalk) {
            // 人物后退动作
            crossPlay(actionIdle, actionWalk);
            isWalk = true;
        }
    }
    if (e.key === 's') {playerMesh.translateZ(-0.1);
    }
});
// 监听键盘事件 抬起 w 键管制人物进行
window.addEventListener('keyup', (e) => {if (e.key === 'w') {
        // 工作站立动作
        crossPlay(actionWalk, actionIdle);
        isWalk = false;
    }
});

let preClientX;
// 监听鼠标 管制人物挪动方向
window.addEventListener('mousemove', (e) => {if (preClientX && playerMesh) {playerMesh.rotateY(-(e.clientX - preClientX) * 0.01);
    }
    preClientX = e.clientX;
});

// 加载场景模型
new GLTFLoader().load('../resources/models/zhanguan.glb', (gltf) => {// console.log(gltf);
    scene.add(gltf.scene);

    // 获取每一个元素增加视频动画
    gltf.scene.traverse((child) => {// console.log(child.name);

        child.castShadow = true;
        child.receiveShadow = true;

        if (child.name === '2023') {const video = document.createElement('video');
            video.src = './resources/yanhua.mp4';
            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;
        }
        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') {const video = document.createElement('video');
            video.src = './resources/video01.mp4';
            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;
        }
        if (child.name === '环形屏幕') {const video = document.createElement('video');
            video.src = './resources/video02.mp4';
            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;
        }
        if (child.name === '柱子屏幕') {const video = document.createElement('video');
            video.src = './resources/yanhua.mp4';
            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;
        }
    });

    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();});
});

function crossPlay(curAction, newAction) {curAction.fadeOut(0.3);
    newAction.reset();
    newAction.setEffectiveWeight(1);
    newAction.play();
    newAction.fadeIn(0.3);
}

// 动画
function animate() {requestAnimationFrame(animate);

    renderer.render(scene, camera);

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

animate();

素材、源码和演示成果稍后附在评论区,有什么问题欢送留言

以上就是在 threejs 特训中学到的 0 根底实现人物看展成果, 退出猿创营 (v:dashuailaoyuan),一起交流学习吧~

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