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Three.js实现简单3D房间布局

程序员文章站 2022-05-26 10:50:02
本文实例为大家分享了three.js实现简单3d房间布局的具体代码,供大家参考,具体内容如下 废话不说了,直接上成果图。  代码如下 <...

本文实例为大家分享了three.js实现简单3d房间布局的具体代码,供大家参考,具体内容如下

废话不说了,直接上成果图。

Three.js实现简单3D房间布局

 代码如下

<!doctype html>
<html lang="en">
<head>
<title>房间布局</title>
<meta charset="utf-8">
<meta name="viewport"
 content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>
<body>
 
 
 <script src="js/jquery-1.9.1.js"></script>
 <script src="js/three.min.js"></script>
 <script src="js/orbitcontrols.js"></script>
 <script src="js/threebsp.js"></script>
 <script src="js/detector.js"></script>
 <script src="js/stats.js"></script>
 
 
 <script src="js/threex.keyboardstate.js"></script>
 <script src="js/threex.fullscreen.js"></script>
 <script src="js/threex.windowresize.js"></script>
 
 
 <!-- people -->
 <script src="people/js/three.js"></script>
 <script src="people/js/ddsloader.js"></script>
 <script src="people/js/mtlloader.js"></script>
 <script src="people/js/objloader.js"></script>
 <script src="people/js/detector.js"></script>
 <script src="people/js/stats.min.js"></script>
 <script src="people/js/pathcontrols.js"></script>
 <script src="people/js/tween.js"></script>
 <script src="people/js/requestanimationframe.js"></script>
 
 
 <div id="threejs" style="position: absolute; left: 0px; top: 0px"></div>
 
 
 <script>
 // 设置全局变量
 var scene, camera, renderer, controls, tween, door;
 var keyboard = new threex.keyboardstate();//保持键盘的当前状态,可以随时查询
 var clock = new three.clock();
 var screen_width = window.innerwidth, screen_height = window.innerheight;
 //var view_angle = 45, aspect = screen_width / screen_height, near = 0.1, far = 20000;
 var view_angle = 75, aspect = screen_width / screen_height, near = 0.1, far = 10000;
 var materialarraya = [];
 var materialarrayb = [];
 var matarraya = [];//内墙
 var matarrayb = [];//外墙
 var dummy = new three.object3d();//仿制品
 init();
 animate();
 
 //1.场景   
 function initscene() {
 scene = new three.scene();
 }
 
 //2.相机
 function initcamera() {
 camera = new three.perspectivecamera(view_angle, aspect, near, far);
 camera.position.set(0, 1000, 1800);
 camera.lookat(scene.position);
 camera.lookat(0, 0, 0);
 scene.add(camera);
 }
 
 //3.渲染器
 function initrender() {
 if (detector.webgl)
 renderer = new three.webglrenderer({
  antialias : true
 });
 else
 renderer = new three.canvasrenderer();
 //设置渲染器的大小为窗口的内宽度,也就是内容区的宽度。
 renderer.setsize(screen_width, screen_height);
 container = document.getelementbyid('threejs');
 container.appendchild(renderer.domelement);
 renderer.setclearcolor(0x4682b4, 1.0);
 }
 
 //4.事件
 function initevent() {
 threex.windowresize(renderer, camera);
 threex.fullscreen.bindkey({
 charcode : 'm'.charcodeat(0)
 });
 }
 
 //5.控制
 function initcontrols() {
 controls = new three.orbitcontrols(camera, renderer.domelement);
 }
 
 //6.光源
 function initlight() {
 // 位置不同,方向光作用于物体的面也不同,看到的物体各个面的颜色也不同 
 // a start, 第二个参数是光源强度
 var directionallight = new three.directionallight(0xffffff, 1);//模拟远处类似太阳的光源
 directionallight.position.set(0, 100, 0).normalize();
 scene.add(directionallight);
 //a end
 var ambient = new three.ambientlight(0xffffff, 1); //ambientlight,影响整个场景的光源
 ambient.position.set(0, 0, 0);
 scene.add(ambient);
 //var pointlight = new three.pointlight(0x000000,1.5,2000);
 //scene.add(pointlight); 
 }
 
 //创建地板 
 function createfloor() {
 var loader = new three.textureloader();
 loader.load("images/floor.jpg", function(texture) {
 texture.wraps = texture.wrapt = three.repeatwrapping;
 texture.repeat.set(10, 10);
 var floorgeometry = new three.boxgeometry(1600, 1100, 1);
 var floormaterial = new three.meshbasicmaterial({
  map : texture,
  side : three.doubleside
 });
 var floor = new three.mesh(floorgeometry, floormaterial);
 floor.position.y = -0.5;
 floor.rotation.x = math.pi / 2;
 scene.add(floor);
 });
 
 //茶色:0x58acfa 透明玻璃色:0xecf1f3
 var glass_material = new three.meshbasicmaterial({
 color : 0xecf1f3
 });
 glass_material.opacity = 0.4;
 glass_material.transparent = true;
 
 var left_wall = returnwallobject(20, 200, 1100, 0, matarrayb, -801,
  100, 0);
 var left_cube = returnwallobject(20, 110, 1100, 0, matarrayb, -801,
  100, 0);
 createresultbsp(left_wall, left_cube, 1);
 createcubewall(1, 110, 1100, 0, glass_material, -801, 100, 0);
 
 var right_wall = returnwallobject(20, 200, 1100, 1, matarrayb, 801,
  100, 0);
 var right_cube = returnwallobject(20, 110, 1100, 0, matarrayb, 801,
  100, 0);
 createresultbsp(right_wall, right_cube, 1);
 createcubewall(1, 110, 1100, 0, glass_material, 801, 100, 0);
 }
 
 //墙上挖门,通过两个几何体生成bsp对象
 function createresultbsp(bsp, less_bsp, mat) {
 switch (mat) {
 case 1:
 var material = new three.meshphongmaterial({
  color : 0x9cb2d1,
  specular : 0x9cb2d1,
  shininess : 30,
  transparent : true,
  opacity : 1
 });
 break;
 case 2:
 var material = new three.meshphongmaterial({
  color : 0xafc0ca,
  specular : 0xafc0ca,
  shininess : 30,
  transparent : true,
  opacity : 1
 });
 break;
 default:
 }
 
 var sphere1bsp = new threebsp(bsp);
 var cube2bsp = new threebsp(less_bsp);//0x9cb2d1 淡紫,0xc3c3c3 白灰 , 0xafc0ca灰
 var resultbsp = sphere1bsp.subtract(cube2bsp);
 var result = resultbsp.tomesh(material);
 result.material.flatshading = three.flatshading;
 result.geometry.computefacenormals(); //重新计算几何体侧面法向量
 result.geometry.computevertexnormals();
 result.material.needsupdate = true; //更新纹理
 result.geometry.buffersneedupdate = true;
 result.geometry.uvsneedupdate = true;
 scene.add(result);
 }
 
 //创建墙
 function createcubewall(width, height, depth, angle, material, x, y, z) {
 var cubegeometry = new three.boxgeometry(width, height, depth);
 var cube = new three.mesh(cubegeometry, material);
 cube.position.x = x;
 cube.position.y = y;
 cube.position.z = z;
 cube.rotation.y += angle * math.pi; //-逆时针旋转,+顺时针
 scene.add(cube);
 }
 
 //返回墙对象
 function returnwallobject(width, height, depth, angle, material, x, y,
 z) {
 var cubegeometry = new three.boxgeometry(width, height, depth);
 var cube = new three.mesh(cubegeometry, material);
 cube.position.x = x;
 cube.position.y = y;
 cube.position.z = z;
 cube.rotation.y += angle * math.pi;
 return cube;
 }
 
 //创建墙纹理
 function createwallmaterail() {
 matarraya.push(new three.meshphongmaterial({
 color : 0xafc0ca
 })); //前 0xafc0ca :灰色
 matarraya.push(new three.meshphongmaterial({
 color : 0xafc0ca
 })); //后 
 matarraya.push(new three.meshphongmaterial({
 color : 0xd6e4ec
 })); //上 0xd6e4ec: 偏白色
 matarraya.push(new three.meshphongmaterial({
 color : 0xd6e4ec
 })); //下 
 matarraya.push(new three.meshphongmaterial({
 color : 0xafc0ca
 })); //左 0xafc0ca :灰色
 matarraya.push(new three.meshphongmaterial({
 color : 0xafc0ca
 })); //右
 
 matarrayb.push(new three.meshphongmaterial({
 color : 0xafc0ca
 })); //前 0xafc0ca :灰色
 matarrayb.push(new three.meshphongmaterial({
 color : 0x9cb2d1
 })); //后 0x9cb2d1:淡紫
 matarrayb.push(new three.meshphongmaterial({
 color : 0xd6e4ec
 })); //上 0xd6e4ec: 偏白色
 matarrayb.push(new three.meshphongmaterial({
 color : 0xd6e4ec
 })); //下 
 matarrayb.push(new three.meshphongmaterial({
 color : 0xafc0ca
 })); //左 0xafc0ca :灰色
 matarrayb.push(new three.meshphongmaterial({
 color : 0xafc0ca
 })); //右
 
 }
 
 //创建房间布局
 function createlayout() {
 
 // 墙面1 立方体比较长的面 左一
 createcubewall(10, 200, 900, 0, matarrayb, -651, 100, 0);
 // 墙面2 立方体比较长的面 右一
 createcubewall(10, 200, 900, 1, matarrayb, 651, 100, 0);
 // 墙面3 门对面的墙 立方体比较短的面 
 createcubewall(10, 200, 1310, 1.5, matarrayb, 0, 100, -451);
 
 // 墙面4 带门的面 
 var wall = returnwallobject(1310, 200, 10, 0, matarrayb, 0, 100,
  455);
 // 门框 
 var door_cube = returnwallobject(100, 180, 10, 0, matarrayb, 0, 90,
  455);
 createresultbsp(wall, door_cube, 1);
 
 //为墙面安装门,右门
 var loader = new three.textureloader();
 loader.load("images/door_right.png", function(texture) {
 var doorgeometry = new three.boxgeometry(100, 180, 2);
 var doormaterial = new three.meshbasicmaterial({
  map : texture,
  color : 0xffffff
 });
 doormaterial.opacity = 1.0;
 doormaterial.transparent = true;
 door = new three.mesh(doorgeometry, doormaterial);
 door.position.set(-50, 0, 0);
 var door1 = door.clone();
 door1.position.set(50, 0, 0);
 door1.visible = false;
 dummy.add(door);
 dummy.add(door1);
 dummy.position.set(50, 90, 451)
 scene.add(dummy);
 });
 
 // 房间a:隔墙1 
 createcubewall(10, 200, 250, 0, matarraya, -151, 100, 325);
 //房间a:隔墙2 无门
 createcubewall(10, 200, 220, 0.5, matarraya, -256, 100, 201);
 // 厨房:隔墙3 
 createcubewall(350, 200, 10, 0, matarraya, 481, 100, 131);
 // 厨房:隔墙4 无门
 createcubewall(10, 200, 200, 0, matarraya, 301, 100, 225);
 // 房间b 
 createcubewall(350, 200, 10, 0, matarraya, -471, 100, -50);
 //房间b 无门
 createcubewall(200, 200, 10, 0.5, matarraya, 0, 100, -350);
 // 房间c
 createcubewall(220, 200, 10, 0, matarraya, 540, 100, -50);
 //房间c 无门
 createcubewall(200, 200, 10, 0.5, matarraya, 250, 100, -350);
 //厕所
 var cube = returnwallobject(10, 200, 260, 0.5, matarraya, 125, 100,
  -250);
 //厕所门框
 var door_cube1 = returnwallobject(10, 160, 80, 0.5, matarraya, 155,
  90, -250);
 createresultbsp(cube, door_cube1, 2);
 
 //茶色:0x58acfa 透明玻璃色:0xecf1f3
 var glass_material = new three.meshbasicmaterial({
 color : 0x58acfa
 });
 glass_material.opacity = 0.6;
 glass_material.transparent = true;
 createcubewall(1, 180, 80, 0.5, glass_material, 155, 90, -250);
 }
 
 //7.初始化obj对象
 function initobject() {
 //墙纹理
 createwallmaterail();
 createfloor();
 createlayout();
 }
 
 //初始化函数
 function init() {
 initscene();
 initcamera();
 initrender();
 initevent();
 initcontrols();
 initlight();
 initobject();
 //监听键盘按键
 document.addeventlistener("keydown", onkeydown, false);
 }
 
 var door_state = true;//默认是门是关闭的
 //enter=13,space=32;
 function onkeydown(event) {
 switch (event.keycode) {
 case 13:
 console.log(event.keycode);
 if (door_state) {
  dummy.rotation.y += 0.5 * math.pi;
  door_state = false;
 } else {
  dummy.rotation.y -= 0.5 * math.pi;
  door_state = true;
 }
 break;
 default:
 console.log(event.keycode);
 break;
 }
 }
 
 function animate() {
 requestanimationframe(animate);
 renderer.render(scene, camera);
 tween.update();
 update();
 }
 
 function update() {
 var delta = clock.getdelta();
 var movedistance = 200 * delta;
 var rotateangle = math.pi / 2 * delta;
 controls.update();
 }
 </script>
</body>
</html>

通过enter键可控制开门和关门动作。门的旋转是通过,把门克隆一份,把克隆的那个设置为不可见,然后把两个门打个组 ,这个时候中旋转组就可以了。

 此时的旋转中心实际是在组的中心,但设置一半不可见 ,看起来就像是门在旋转了。注意的是,组内的东西的坐标是相对于组的组内,两个门的坐标应该分别是x轴的正负轴上,整个组的位置应该是原来门应该在的位置。

这也是我向一位大神请教的,真的很感谢他那么耐心的教我。

运行方式:

在支持webgl的浏览器上打开room.html,即可看到效果图。如果加载不出来,打开chrome快捷方式的属性中设置:右击chrome浏览器快捷方式, 选择“属性”,在“目标”中加上"--allow-file-access-from-files",注意前面有个空格。修改完成,点击应用,确定后,关闭所有chrome上的窗口,重启chrome。再找到该资源room.html文件,以google chrome浏览器方式打开即可。

Three.js实现简单3D房间布局

错误解决。

如果出现地板和门的两张图片加载不出来时,提示已被跨源资源共享策略阻止加载。解决办法第一种是如上图所示在chrome的属性加"--allow-file-access-from-files";第二种就是把图片位置的相对路径改成绝对路径。

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。