three.js实现炫酷的全景3D重力感应
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2023-02-21 16:10:13
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。