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👀个人主页: 前端杂货铺
⚡开源项目: rich-vue3 (基于 Vue3 + TS + Pinia + Element Plus + Spring全家桶 + MySQL)
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内容 | 参考链接 |
---|---|
THREE.JS 专栏 | Three.js 入门 |
文章目录
- 前言
- 项目概况
- 源码路径
- 文件结构与职责
- 写在最后
前言
大家好,这里是前端杂货铺。
这篇文章我们使用 Vue3+TypeScript+Three.js 等主流前端技术,打造 雨雪交加的智慧城市 项目。
three.js-雨雪交加的智慧城市
项目源码 => 请点击此处自行获取 [github] rich-vue3
如果此项目对你有些帮助,欢迎给个免费的 Star !!!(Thanks♪(・ω・)ノ)
项目概况
源码路径
该项目已被托管到 rich-vue3 中,具体源码在 rich-vue3 项目的 rich-vue3-webapp/src/views/city-three 路径。
文件结构与职责
下面是该项目涉及到文件的基本结构:
- base/index.css:页面的基础样式
- config/index.ts:存储项目中需要使用的颜色
- effect/…: 各种效果及特效,包括 天空盒子、扩散半球、扩散圆、旋转四棱锥、飞线、文字、雷达、雨、路径运动、烟雾、雪、建筑物外围线条、透明墙等
- enter/initCity.ts:初始化场景、 创建城市实例、监听浏览器变化、动画
- enter/city.ts:城市类,加载城市模型、初始化各种效果、点击聚焦和滑动滑轮缩放
- utils/index.ts:封装加载城市模型的方法
- index.vue:基本 UI,初始化项目的入口
城市类代码如下,在 initEffect() 方法中会创建很多种效果。
import { loadFBX } from "../utils"
import * as THREE from "three"
import * as TWEEN from "@tweenjs/tween.js"
import { SurroundLine } from "@/views/city-three/effect/surroundLine"
import { Background } from "@/views/city-three/effect/background"
import { Radar } from "../effect/radar"
import { Wall } from "../effect/wall"
import { Circle } from "@/views/city-three/effect/circle"
import { Ball } from "@/views/city-three/effect/ball"
import { Cone } from "@/views/city-three/effect/cone"
import { Fly } from "@/views/city-three/effect/fly"
import { Road } from "@/views/city-three/effect/road"
import { Font } from "@/views/city-three/effect/font"
import { Snow } from "@/views/city-three/effect/snow"
import { Rain } from "@/views/city-three/effect/rain"
import { Smoke } from "@/views/city-three/effect/smoke";export class City {private readonly scene: anyprivate readonly camera: anyprivate readonly controls: anyprivate tweenPosition: anyprivate tweenRotation: anyprivate flag: booleanprivate readonly height: { value: number }private readonly time: { value: number }private readonly top: { value: number }private readonly effect: {snow: anyrain: anysmoke: any}constructor(scene: object, camera: object, controls: any) {this.scene = scenethis.camera = camerathis.controls = controlsthis.flag = falsethis.tweenPosition = nullthis.tweenRotation = nullthis.height = {value: 5}this.time = {value: 0}this.top = {value: 0}// 雪、雨、烟雾this.effect = {snow: null,rain: null,smoke: null}this.loadCity()}loadCity() {// 加载城市模型,并且渲染到画布loadFBX("model/beijing.fbx").then((object: any) => {object.traverse((child: any) => {if (child.isMesh) {new SurroundLine(this.scene, child, this.height, this.time)}})this.initEffect()})}// 初始化效果,各个功能点都放在了这里initEffect() {new Background(this.scene)new Radar(this.scene, this.time)new Wall(this.scene, this.time)new Circle(this.scene, this.time)new Ball(this.scene, this.time)new Cone(this.scene, this.top, this.height)new Fly(this.scene, this.time)new Road(this.scene, this.time)new Font(this.scene)this.effect.snow = new Snow(this.scene)this.effect.rain = new Rain(this.scene)this.effect.smoke = new Smoke(this.scene)// 点击选择this.addClick()this.addWheel()}addClick() {let flag = truedocument.onmousedown = () => {flag = truedocument.onmousemove = () => {flag = false}}document.onmouseup = (event) => {if (flag) {this.clickEvent(event)}document.onmousemove = null}}// 场景跟随鼠标坐标缩放addWheel() {const body: HTMLElement = document.body// @ts-ignorebody.onmousewheel = (event: MouseEvent) => {// 鼠标当前的坐标const x = (event.clientX / window.innerWidth) * 2 - 1const y = -(event.clientY / window.innerHeight) * 2 + 1const value = 30const vector = new THREE.Vector3(x, y, 0.5)vector.unproject(this.camera)vector.sub(this.camera.position).normalize()// @ts-ignoreif (event.wheelDelta > 0) {this.camera.position.x += vector.x * valuethis.camera.position.y += vector.y * valuethis.camera.position.z += vector.z * valuethis.controls.target.x += vector.x * valuethis.controls.target.y += vector.y * valuethis.controls.target.z += vector.z * value} else {this.camera.position.x -= vector.x * valuethis.camera.position.y -= vector.y * valuethis.camera.position.z -= vector.z * valuethis.controls.target.x -= vector.x * valuethis.controls.target.y -= vector.y * valuethis.controls.target.z -= vector.z * value}}}// 点击聚焦clickEvent(event: MouseEvent) {// 归一化坐标(将鼠标位置归一化为设备坐标。x 和 y 方向的取值范围是 (-1 to +1))const x = (event.clientX / window.innerWidth) * 2 - 1const y = -(event.clientY / window.innerHeight) * 2 + 1// 创建设备坐标(三维)const standardVector = new THREE.Vector3(x, y, 0.5)// 转化为世界坐标 (将此向量 (坐标) 从相机的标准化设备坐标 (NDC) 空间投影到世界空间)const worldVector = standardVector.unproject(this.camera)// 做序列化const ray = worldVector.sub(this.camera.position).normalize()// 实现点击选中// 创建一个射线发射器,用来发射一条射线const raycaster = new THREE.Raycaster(this.camera.position, ray)// 返回射线碰撞到的物体const intersects = raycaster.intersectObjects(this.scene.children, true)let point3d = nullif (intersects.length) {point3d = intersects[0]}if (point3d) {const proportion = 3// 开始动画修改观察点const time = 1000this.tweenPosition = new TWEEN.Tween(this.camera.position).to({ x: point3d.point.x * proportion, y: point3d.point.y * proportion, z: point3d.point.y * proportion }, time).start()this.tweenRotation = new TWEEN.Tween(this.camera.rotation).to({ x: this.camera.rotation.x, y: this.camera.rotation.y, z: this.camera.rotation.z }, time).start()}}start(delta: number) {for (const key in this.effect) {// @ts-ignorethis.effect[key] && this.effect[key].animation()}if (this.tweenPosition && this.tweenRotation) {this.tweenPosition.update()this.tweenRotation.update()}this.height.value += 0.4if (this.height.value > 160) {this.height.value = 5}this.time.value += deltaif (this.top.value > 15 || this.top.value < 0) {this.flag = !this.flag}this.top.value += this.flag ? -0.8 : 0.8}
}
写在最后
由于本项目涉及到的代码较多,在本篇文章中就不一一讲解了,感兴趣的同学可以去下载项目源码自行学习,有问题的话可以评论区一起讨论交流~
好啦,本篇文章到这里就要和大家说再见啦,祝你这篇文章阅读愉快,你下篇文章的阅读愉快留着我下篇文章再祝!
参考资料:
- Three.js 官方文档
- WebGL+Three.js 入门与实战【作者:慕课网_yancy】