Three.js实现3D机房效果

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Three.js实现3D机房效果

cyadyx   2020-05-16 我要评论

3D机房系统是最近用户的需求,通过相关了解最后使用Three.js,也发现最近有东西可以写出来分享:

  • webGL可以让我们在canvas上实现3D效果。而three.js是一款webGL框架,由于其易用性被广泛应用
  • Three.js是通过对WebGL接口的封装与简化而形成的一个易用的图形库

分步实现3D效果

  • 初始化3D模型参数
  • 开始搭建场景
  • 初始化渲染器
  • 初始化摄像机
  • 创建场景
  • 灯光布置
  • 创建网格线
  • 循环渲染界面
  • 创建鼠标控制器
  • 添加对象到场景中

一 . 初始化3D模型参数

//参数处理 
this.option = new Object(); 
this.option.antialias = option.antialias || true; 
this.option.clearCoolr = option.clearCoolr || 0x1b7ace; 
this.option.showHelpGrid = option.showHelpGrid || false; 
//对象 
this.id = id; 
this.width = width(); 
this.height = height(); 
this.renderer = null;//渲染器 
this.scene = null;//场景 
this.camera = null;//摄像机 
this.selected=null; 
this.objects = []; 
this.mouseClick = new THREE.Vector2(); 
this.raycaster = new THREE.Raycaster(); 
this.controls = null;//鼠标控制器 
this.trsnaformControls = null;//鼠标控制器 
this.dragcontrols = null; 
this.objList = json.objects;//对象列表 
this.eventList = json.events;//事件对象列表 
this.dragList = []; 
this.objectStatusList = {}; 
this.clickList = []; 
var that = this;

对于一些需要使用的参数,开始加载进行初始化操作。

二 . 开始搭建场景

搭建场景包含一些具体的初始化操作 一些初始化方法(之后才对具体方法加以说明):

var that = this; 
room3dObj = that; 
that.initThree(that.id); //初始化渲染器 
that.initCamera(); //初始化摄像机 
that.initScene();//创建场景 
that.initHelpGrid();//创建网格 
that.initLight();//灯光布置 
//添加3D对象 
$.each(that.objList, function (index,obj) { 
that.InitAddObject(obj);//添加对象到场景中 
}); 
that.initMouseCtrl();//创建鼠标控制器 
that.animation();//循环渲染界面

三 . 初始化渲染器

渲染器 WebGLRenderer 定义语法:

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 . 初始化摄像机

采用PerspectiveCamera 相机:

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 . 创建场景

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

六 . 灯光布置

/* 
AmbientLight: 环境光,基础光源,它的颜色会被加载到整个场景和所有对象的当前颜色上。 
PointLight:点光源,朝着所有方向都发射光线 
SpotLight :聚光灯光源:类型台灯,天花板上的吊灯,手电筒等 
DirectionalLight:方向光,又称无限光,从这个发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;//表示这个光是可以产生阴影的 
that.scene.add(light2);

七 . 创建网格

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

八 . 循环渲染界面

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

九 . 创建鼠标控制器

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

十 . 添加对象到场景中

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

最后效果


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