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
浏览器兼容
- 目前,本编辑器对chrome浏览器支持最为完整。建议大家使用较新版本的chrome.
- ie11以下不支持
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