Three.js实现简单3D房间布局

 更新时间:2018年12月30日 10:09:32   作者:Mo_JingQing   我要评论

这篇文章主要为大家详细介绍了Three.js实现简单3D房间布局的方法,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

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。

 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。

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脚本之家。

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