three.js學習 函式使用方法散記3
阿新 • • 發佈:2019-01-27
二十三 通過json物件控制動畫
ensure函式定義//SphereGeometry var sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 ); var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); var sphereMesh = new THREE.Mesh( sphereGeometry, material ); //Setup animation sphereMesh.animation = { "name" : "Action", "fps" : 25, "length" : 2.0, "hierarchy" : [ { "parent" : -1, //root "keys" : [ { "time":0, "pos" :[0,0,0], "rot" :[0,0,0], "scl" :[1,1,1] }, { "time":1.0, "pos" :[30,0,0] } , { "time":2.0, "pos" :[0,0,0] } ] } ] }; //定義json物件 ensureLoop( sphereMesh.animation ); //保持迴圈 函式定義將下一個動作賦值為上一個動作 THREE.AnimationHandler.add( sphereMesh.animation ); //新增動畫監聽器 var sphereMeshAnimation = new THREE.Animation( sphereMesh, sphereMesh.animation.name ) //定義動畫物件 sphereMeshAnimation.play(); //動畫播放 scene.add( sphereMesh );
還要在render函式裡呼叫var ensureLoop = function( animation ) { for ( var i = 0; i < animation.hierarchy.length; i ++ ) { var obj = animation.hierarchy[ i ]; var first = obj.keys[ 0 ]; var last = obj.keys[ obj.keys.length - 1 ]; last.pos = first.pos; last.rot = first.rot; last.scl = first.scl; } };
var delta = clock.getDelta();
THREE.AnimationHandler.update( delta );
二十四 flycontrols
controls = new THREE.FlyControls( camera ); controls.movementSpeed = 1000; controls.domElement = container; controls.rollSpeed = Math.PI / 24; controls.autoForward = false; controls.dragToLook = false;
二十五 three.js 還支援or的模擬..很碉堡的樣子
二十六 給場景新增霧
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0xcccccc, 0.002/*霧的濃度 越小越稀疏*/ );
二十七 用滑鼠控制場景obit contorl
controls = new THREE.OrbitControls( camera );
controls.addEventListener( 'change', render );//render函式作為引數 "change"貌似是內定的 改成change1控制會失效
二十八 按照路徑控制鏡頭
controls = new THREE.PathControls( camera );
controls.waypoints = [ [ -500, 0, 0 ], [ 0, 200, 0 ], [ 500, 0, 0 ] ];
//傳入一些點 攝像頭會根據點的順序依次走 走完回到原點繼續走
controls.duration = 28
//攝像頭的移動速度 越小越快
controls.useConstantSpeed = true;
//controls.createDebugPath = true;
//controls.createDebugDummy = true;
controls.lookSpeed = 0.06;//滑鼠控制鏡頭觀察點速度
controls.lookVertical = true;//允許滑鼠控制觀察點 上下移動
controls.lookHorizontal = true;//.... 左右移動
controls.verticalAngleMap = { srcRange: [ 0, 2 * Math.PI ], dstRange: [ 1.1, 3.8 ] };
controls.horizontalAngleMap = { srcRange: [ 0, 2 * Math.PI ], dstRange: [ 0.3, Math.PI - 0.3 ] };
controls.lon = 180;//貌似影響著滑鼠控制的速度
controls.init();
controls.animation.play();
render函式裡要呼叫 controls.update(delta);var delta = clock.getDelta(); var clock = new THREE.Clock();
二十九 滑鼠鎖定物件
controls = new THREE.PointerLockControls( camera );
scene.add( controls.getObject() );
ray = new THREE.Raycaster();//用以檢測controls物件 和場景物體的碰撞
ray.ray.direction.set( 0, -1, 0 );//設定碰撞的方向
var objects = [];
objects.push( mesh );
function animate() {
requestAnimationFrame( animate );
//
controls.isOnObject( false );//先設定沒有碰撞到物體
ray.ray.origin.copy( controls.getObject().position );
ray.ray.origin.y -= 10;//這兩個是獲得初始位置?
var intersections = ray.intersectObjects( objects );//碰撞物件傳進引數
if ( intersections.length > 0 ) {
var distance = intersections[ 0 ].distance;
if ( distance > 0 && distance < 10 ) {
controls.isOnObject( true );//貌似這個為true camera就會停下來 表現為碰撞到物體了
}
}
controls.update( Date.now() - time );//以時間為標誌更新攝像頭的位置麼
renderer.render( scene, camera );
time = Date.now();
}
三十 動態修改矩陣方法(來自misc-lookat例子)
var geometry = new THREE.CylinderGeometry( 0, 10, 100, 3 );//任意一個geometry
geometry.applyMatrix(new THREE.Matrix4().makeRotationFromEuler(new THREE.Euler(-Math.PI/2, Math.PI,0)));
//euler應該是返回一個原點指向引數的向量 前3個引數是x y z 以弧度為單位 然後傳入geometry的applyMatrix 通過matrix4的旋轉方法將geometry指向向量的方向 這裡用來初始化物體方向
scene.matrixAutoUpdate = false;//改由手動修改矩陣
for ( var i = 1, l = scene.children.length; i < l; i ++ ) {
scene.children[ i ].lookAt( sphere.position );//object.lookat 傳入向量可以使物體旋轉
}
三十一 聲音使用
var Sound = function ( sources, radius, volume ) {
var audio = document.createElement( 'audio' );//新建audio元素
for ( var i = 0; i < sources.length; i ++ ) {
var source = document.createElement( 'source' );
source.src = sources[ i ];
audio.appendChild( source );//新建source元素並新增到audio元素
}
this.position = new THREE.Vector3();
this.play = function () {
audio.play();//播放
}
this.update = function ( camera ) {
var distance = this.position.distanceTo( camera.position );
if ( distance <= radius ) {
audio.volume = volume * ( 1 - distance / radius );//用volume控制音量 這裡通過距離控制音量
} else {
audio.volume = 0;
}
}
}
三十二 FirstPersonControls.js
controls = new THREE.FirstPersonControls( camera );
controls.movementSpeed = 70;
controls.lookSpeed = 0.05;
controls.noFly =false;//這個不知何用
controls.lookVertical = true;//設定是否允許攝像頭上下移動
controls.handleResize();//用在視窗大小變換時候執行
var delta = clock.getDelta(),
time = clock.getElapsedTime() * 5;
controls.update( 0.02 );//這個引數越小鏡頭運動越快,,設定的是什麼= =
三十三 測試geometry的點和麵
<script src="js/UVsUtils.js"></script>
function test(name, geometry) {
var d = document.createElement('div');
d.innerHTML = '<br><br>' + name + '<br>';
d.appendChild(THREE.UVsDebug(geometry));//傳入geometry物件 返回的是一個canvas 已畫出geometry的結構
document.body.appendChild(d);
}
三十四 webglrederer3
<script src="js/renderers/WebGLRenderer3.js"></script>
renderer = new THREE.WebGLRenderer3( { contextAttributes: { antialias: false /*抗鋸齒*/ } } );
//提供引數設定屬性也許效能比較好?
三十五 著色器用法
var uniforms = { texture: { type: "t", value: clothTexture } };
var vertexShader = document.getElementById( 'vertexShaderDepth' ).textContent;//在script標籤設定id值.然後getelementbyid
var fragmentShader = document.getElementById( 'fragmentShaderDepth' ).textContent;
// cloth mesh
object = new THREE.Mesh( clothGeometry, clothMaterial );
object.position.set( 0, 0, 0 );
object.castShadow = true;
object.receiveShadow = true;
scene.add( object );
object.customDepthMaterial = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: vertexShader, fragmentShader: fragmentShader } );//新增著色器把..
三十六 buffergeometry 用法
大概是新建一個buffergeometry 先初始化陣列 在往數組裡賦值
執行前先載入..載入後處理速度較快
var triangles = 160000;
var geometry = new THREE.BufferGeometry();
geometry.addAttribute( 'index', Uint16Array, triangles * 3, 1);
geometry.addAttribute( 'position', Float32Array, triangles * 3, 3 );
geometry.addAttribute( 'normal', Float32Array, triangles * 3, 3 );
geometry.addAttribute( 'color', Float32Array, triangles * 3, 3 );//新增屬性 應該類似初始化 未有值的..
// break geometry into
// chunks of 21,845 triangles (3 unique vertices per triangle)
// for indices to fit into 16 bit integer number
// floor(2^16 / 3) = 21845
var chunkSize = 21845;//整體的大小?
var indices = geometry.attributes.index.array;
for ( var i = 0; i < indices.length; i ++ ) {
indices[ i ] = i % ( 3 * chunkSize );//獲取索引陣列
}
var positions = geometry.attributes.position.array;
var normals = geometry.attributes.normal.array;
var colors = geometry.attributes.color.array;
var color = new THREE.Color();
var n = 800, n2 = n/2; // triangles spread in the cube
var d = 12, d2 = d/2; // individual triangle size
var pA = new THREE.Vector3();
var pB = new THREE.Vector3();
var pC = new THREE.Vector3();
var cb = new THREE.Vector3();
var ab = new THREE.Vector3();
for ( var i = 0; i < positions.length; i += 9 ) {
// positions
var x = Math.random() * n - n2;
var y = Math.random() * n - n2;
var z = Math.random() * n - n2;
var ax = x + Math.random() * d - d2;
var ay = y + Math.random() * d - d2;
var az = z + Math.random() * d - d2;
var bx = x + Math.random() * d - d2;
var by = y + Math.random() * d - d2;
var bz = z + Math.random() * d - d2;
var cx = x + Math.random() * d - d2;
var cy = y + Math.random() * d - d2;
var cz = z + Math.random() * d - d2;
positions[ i ] = ax;
positions[ i + 1 ] = ay;
positions[ i + 2 ] = az;
positions[ i + 3 ] = bx;
positions[ i + 4 ] = by;
positions[ i + 5 ] = bz;
positions[ i + 6 ] = cx;
positions[ i + 7 ] = cy;
positions[ i + 8 ] = cz;
// flat face normals
pA.set( ax, ay, az );
pB.set( bx, by, bz );
pC.set( cx, cy, cz );
cb.subVectors( pC, pB );
ab.subVectors( pA, pB );
cb.cross( ab );
cb.normalize();
var nx = cb.x;
var ny = cb.y;
var nz = cb.z;
normals[ i ] = nx;
normals[ i + 1 ] = ny;
normals[ i + 2 ] = nz;
normals[ i + 3 ] = nx;
normals[ i + 4 ] = ny;
normals[ i + 5 ] = nz;
normals[ i + 6 ] = nx;
normals[ i + 7 ] = ny;
normals[ i + 8 ] = nz;
// colors
var vx = ( x / n ) + 0.5;
var vy = ( y / n ) + 0.5;
var vz = ( z / n ) + 0.5;
color.setRGB( vx, vy, vz );
colors[ i ] = color.r;
colors[ i + 1 ] = color.g;
colors[ i + 2 ] = color.b;
colors[ i + 3 ] = color.r;
colors[ i + 4 ] = color.g;
colors[ i + 5 ] = color.b;
colors[ i + 6 ] = color.r;
colors[ i + 7 ] = color.g;
colors[ i + 8 ] = color.b;
}
geometry.offsets = [];
var offsets = triangles / chunkSize;
for ( var i = 0; i < offsets; i ++ ) {
var offset = {
start: i * chunkSize * 3,
index: i * chunkSize * 3,
count: Math.min( triangles - ( i * chunkSize ), chunkSize ) * 3
};
geometry.offsets.push( offset );
}
geometry.computeBoundingSphere();