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超轻量级php框架startmvc

three.js实现炫酷的全景3D重力感应

更新时间:2020-08-10 21:06:01 作者:startmvc
本文实例为大家分享了three.js全景重力感应的具体代码,供大家参考,具体内容如下实现thre

本文实例为大家分享了three.js 全景重力感应的具体代码,供大家参考,具体内容如下

实现three.js 全景图 demo

使用three.js 写了球体和圆柱体版本的3D重力感应全景图,支持手指触摸和陀螺仪感应,也支持PC端的鼠标。给大家介绍一下基于移动端H5球体的实现方法,圆柱体类似。

设置容器和展示的样式 设置容器的宽高为全屏展示,清除body的margin,引用three.min.js(3D渲染框架) 和orienter.js (陀螺仪经纬度计算)


<div id="CanvasBody"></div>

<script src="js/three.min.js"></script>
<!--重力感应-->
<script src="js/orienter.js"></script>
<!--动画效果-->
<script src="js/tween.js"></script>
<!-- 代码 -->

body {margin: 0;}
html, body, #CanvasBody {width: 100vw;height: 100vh;overflow: hidden;}
#CanvasBody {position: relative;}

设置html的data-dpr 属性,设置html 的fontSize

设置html的fontSize,重新计算body的实际可展示尺寸,这样可以使渲染出来的画面更清晰,分辨率最完美。


(function(_window) {
 var navigatorUserAgent = navigator.userAgent;
 var iPhone = navigatorUserAgent.indexOf("iPhone");
 if (iPhone > -1) {
 var dpr = Number(window.devicePixelRatio),
 one_dpr = 1 / dpr
 } else {
 var dpr = 1,
 one_dpr = 1
 }
 var writeText = "<meta name=\"viewport\" content=\"width=device-width,initial-scale=" + one_dpr + ",maximum-scale=" + one_dpr + ",minimum-scale=" + one_dpr + ",user-scalable=no\">\n <meta name=\"'flexible\" content=\"initial-dpr=" + dpr + "\">";
 document.write(writeText);
 var html = document.getElementsByTagName("html");
 var F0 = 75;
 html[0].setAttribute("data-dpr", dpr);
 var getFontSize = function getFontSize() {
 var windowWidth = window.innerWidth;
 html[0].style.fontSize = F0 * windowWidth / 750 + "px"
 };
 getFontSize();
 _window.addEventListener("resize", getFontSize, false)
})(window);

定义相关变量


var camera,//摄像机
 scene,//舞台
 renderer,//渲染器
 isUserInteracting = false,//用户是否正在操作
 onMouseDownMouseX = 0, onMouseDownMouseY = 0,//鼠标点击的x和Y坐标
 lon = 0, onMouseDownLon = 0, onPointerDownLon= 0.0,onPointerDownPointerX = 0,//经度
 lat = 0, onMouseDownLat = 0, onPointerDownLat= 0.0,onPointerDownPointerY = 0,//纬度
 phi = 0, theta = 0,//计算相机位置的重要参数
 o = new Orienter(),//陀螺仪方法对象
 new_longitude=0,last_longitude=0,move_longitude=0,//改变的经度的计算
 new_latitude=0,last_latitude=0,move_latitude=0,//改变的纬度的计算
 is_touch=false,is_start=false,isPlay=true,isMusicPlay=true,tsa=100.1,ppl='';
 var raycaster = new THREE.Raycaster();//拾取场景里面的物体,可判断点击或交互事件对应的元素
 var mouse = new THREE.Vector2();//二维向量的对象,鼠标计算

初始化舞台的元素和内容

图片的长宽控制在4096px以内,部分机型性能不够,渲染不了超大的图片


 function init() {/**初始化**/
 var container, mesh;//容器和素材
 container = document.getElementById( 'CanvasBody' );//容器
 camera = new THREE.PerspectiveCamera( 72, window.innerWidth / window.innerHeight, 0.01, 1100 );//相机
 camera.target = new THREE.Vector3( 0, 0, 0 );//相机位置

 scene = new THREE.Scene();//舞台
 scene.updateMatrixWorld(true);
 var geometry = new THREE.SphereGeometry(1, 32, 16);//球体

 geometry.scale( 1, 1, -1 );
 //设置球体的背景贴图
 var textureBg = new THREE.TextureLoader().load("img/bg.jpg");
 textureBg.generateMipmaps = true;
 textureBg.magFilter = THREE.LinearFilter;//设置贴纸素材的质量
 textureBg.minFilter = THREE.LinearFilter;
 var material = new THREE.MeshBasicMaterial( {
 map: textureBg,//圆柱体贴图,全景图
 //color:0xFF0000,
 //transparent: true
 } );
 mesh = new THREE.Mesh( geometry, material );
 //这里可以设置对应的动画效果
// new TWEEN.Tween( mesh).to( {transform:"rotate(90deg)"}, 800 ).repeat( false ).delay( 300 ).yoyo( true ).easing( TWEEN.Easing.Cubic.InOut ).start();
 scene.add( mesh );

 // 旋转预设 摄影机看到的角度 Start//
 scene.rotation.set(0,0,0); //首頁

 //初始化渲染器,追加到容器
 renderer = new THREE.WebGLRenderer({precision: 'highp' ,mipmap: 'highp',antialias:false});//加上precision 和 mipmap参数,调整画面清晰度
 renderer.setPixelRatio( window.devicePixelRatio );//设置像素比
 renderer.setSize( window.innerWidth, window.innerHeight );//设置渲染窗口的大小
 container.appendChild( renderer.domElement );//追加到容器中去

 //鼠标、手机touch的各个事件
 document.addEventListener( 'mousedown', onDocumentMouseDown, false );
 document.addEventListener( 'mousemove', onDocumentMouseMove, false );
 document.addEventListener( 'mouseup', onDocumentMouseUp, false );

 document.addEventListener( 'touchstart', onDocumentTouchDown, false );
 document.addEventListener( 'touchmove', onDocumentTouchMove, false );
 document.addEventListener( 'touchend', onDocumentTouchUp, false );
 // document.addEventListener( 'wheel', onDocumentMouseWheel, false );
 //
 document.addEventListener( 'dragover', function ( event ) {
 event.preventDefault();
 event.dataTransfer.dropEffect = 'copy';
 }, false );
 document.addEventListener( 'dragenter', function ( event ) {
 document.body.style.opacity = 0.5;
 }, false );
 document.addEventListener( 'dragleave', function ( event ) {
 document.body.style.opacity = 1;
 }, false );
 document.addEventListener( 'drop', function ( event ) {
 event.preventDefault();
 var reader = new FileReader();
 reader.addEventListener( 'load', function ( event ) {
 material.map.image.src = event.target.result;
 material.map.needsUpdate = true;
 }, false );
 reader.readAsDataURL( event.dataTransfer.files[ 0 ] );
 document.body.style.opacity = 1;
 }, false );
 }

监听的各事件和方法


//监听横竖屏重新设置尺寸
 function onWindowResize() {
 camera.aspect = window.innerWidth / window.innerHeight;
 camera.updateProjectionMatrix();
 renderer.setSize( window.innerWidth, window.innerHeight );
 }
 function onDocumentMouseDown( event ) {
 event.preventDefault();
 isUserInteracting = true;
 onPointerDownPointerX = event.clientX;
 onPointerDownPointerY = event.clientY;
 onPointerDownLon = lon;
 onPointerDownLat = lat;

 // Click action
 mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
 mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
 raycaster.setFromCamera( mouse, camera );
 var intersects = raycaster.intersectObjects( scene.children );//第一个是最上面一层的元素
 console.log("点击的元素",intersects);
 if ( intersects.length > 0 ) {//如果点到小圆点 就执行回调函数回调函数为goto_p
 try {
 intersects[0].object.callback();
 }
 catch(err) {}
 }
 }
 function onDocumentMouseMove( event ) {
 if ( isUserInteracting === true ) {
 lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
 lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;
 }
 }
 function onDocumentMouseUp( event ) {
 isUserInteracting = false;
 }

 // touch event start
 function onDocumentTouchDown( event ) {
 is_touch=true;

 event.preventDefault();
 isUserInteracting = true;
 onPointerDownPointerX = event.touches[ 0 ].clientX;
 onPointerDownPointerY = event.touches[ 0 ].clientY;
 if(is_start){
 onPointerDownLon = lon;
 onPointerDownLat = lat;
 }
 // For Click action

 mouse.x = ( onPointerDownPointerX / renderer.domElement.clientWidth ) * 2 - 1;
 mouse.y = - ( onPointerDownPointerY / renderer.domElement.clientHeight ) * 2 + 1;

 raycaster.setFromCamera( mouse, camera );
 var intersects = raycaster.intersectObjects( scene.children );
 console.log('touchDown',lon,lat);
 if ( intersects.length > 0 ) {
 try {
 intersects[0].object.callback();
 }
 catch(err) {}
 }
 }
 function onDocumentTouchMove( event ) {
 if(is_start){
 if ( isUserInteracting === true ) {

 lon = ( onPointerDownPointerX - event.touches[ 0 ].clientX ) * 0.1 + onPointerDownLon;
 lat = ( event.touches[ 0 ].clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;
 }
 }
 }
 function onDocumentTouchUp( event ) {
 is_touch=false;
 }
 // touch event end

 // set
 function onDocumentTouchDown2( event ) {
 tsa = event.touches[0].clientY;
 console.log( '@:'+event.touches[0].clientY );
 event.preventDefault();

 }
 function onDocumentMouseWheel( event ) {
 camera.fov += event.deltaY * 0.05;
 camera.updateProjectionMatrix();
 }

动画播放和陀螺仪


function animate() {//播放动画
 if(isPlay){
 TWEEN.update();
 update();
 requestAnimationFrame( animate );
 }

 }
 o.onOrient = function (obj) {//重力感应计算角度
 if(is_start){
 //最新经度
 new_longitude = obj.lon;
 move_longitude=new_longitude-last_longitude;

 //最新纬度
 new_latitude = obj.lat;
 move_latitude = new_latitude-last_latitude;

 //判断经纬度
 if(move_longitude>=300){
 move_longitude=move_longitude-361;
 }else if(move_longitude<=-300){
 move_longitude=move_longitude+359;
 }


 if(move_latitude>=300){
 move_latitude=move_latitude-361;
 }else if(move_latitude<=-300){
 move_latitude=move_latitude+359;
 }

 if( is_touch ){
 move_longitude=0;
 move_latitude=0;
 }else{
 move_longitude=move_longitude*0.6;
 move_latitude=move_latitude*0.6;
 }
 //计算得出重力感应的经纬度
 lon=lon-move_longitude;
 last_longitude = obj.lon;
 lat = lat-move_latitude;
 last_latitude = obj.lat;
 }

 };

 function update() {//更新摄像机位置,旋转平移
 //lat = Math.max( -6, Math.min( 6, lat ) );//设置lat纬度的范围,只在一个范围内旋转
 phi = THREE.Math.degToRad( 90 - lat );
 theta = THREE.Math.degToRad( lon );
 camera.target.x = 500 * Math.sin( phi ) * Math.cos( theta );//X轴的坐标
 camera.target.y = 500 * Math.cos( phi );//y轴的坐标
 camera.target.z = 500 * Math.sin( phi ) * Math.sin( theta ) ;//z轴的坐标
 camera.lookAt( camera.target );
 renderer.render( scene, camera );//重新渲染
 }

执行所有


//执行所有
 is_start=true;
 init();
 o.init();
 animate();

综上,炫酷的3D重力感应H5就出来啦!

源码 GitHub

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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