three.js 全景重力感應
阿新 • • 發佈:2019-02-11
實現three.js 全景圖 demo
使用three.js 寫了球體和圓柱體版本的3D重力感應全景圖,支援手指觸控和陀螺儀感應,也支援PC端的滑鼠。給大家介紹一下基於移動端H5球體的實現方法,圓柱體類似。
設定容器和展示的樣式
設定容器的寬高為全屏展示,清除body的margin,引用three.min.js(3D渲染框架) 和orienter.js (陀螺儀經緯度計算)
<div id="CanvasBody"></div>
<script src="js/three.min.js"></script>
<!--重力感應-->
<script src="js/orienter.js"></script>
<!--動畫效果-->
<script src="js/tween.js"></script>
<!-- 程式碼 -->
body {margin: 0;}
html, body, #CanvasBody {width: 100vw;height: 100vh;overflow: hidden;}
#CanvasBody {position: relative;}
設定html的data-dpr 屬性,設定html 的fontSize
設定html的fontSize,重新計算body的實際可展示尺寸,這樣可以使渲染出來的畫面更清晰,解析度最完美。
(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);
定義相關變數
var camera,//攝像機
scene,//舞臺
renderer,//渲染器
isUserInteracting = false,//使用者是否正在操作
onMouseDownMouseX = 0, onMouseDownMouseY = 0,//滑鼠點選的x和Y座標
lon = 0, onMouseDownLon = 0, onPointerDownLon= 0.0,onPointerDownPointerX = 0,//經度
lat = 0, onMouseDownLat = 0, onPointerDownLat= 0.0,onPointerDownPointerY = 0,//緯度
phi = 0, theta = 0,//計算相機位置的重要引數
o = new Orienter(),//陀螺儀方法物件
new_longitude=0,last_longitude=0,move_longitude=0,//改變的經度的計算
new_latitude=0,last_latitude=0,move_latitude=0,//改變的緯度的計算
is_touch=false,is_start=false,isPlay=true,isMusicPlay=true,tsa=100.1,ppl='';
var raycaster = new THREE.Raycaster();//拾取場景裡面的物體,可判斷點選或互動事件對應的元素
var mouse = new THREE.Vector2();//二維向量的物件,滑鼠計算
初始化舞臺的元素和內容
圖片的長寬控制在4096px以內,部分機型效能不夠,渲染不了超大的圖片
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 );//相機
camera.target = new THREE.Vector3( 0, 0, 0 );//相機位置
scene = new THREE.Scene();//舞臺
scene.updateMatrixWorld(true);
var geometry = new THREE.SphereGeometry(1, 32, 16);//球體
geometry.scale( 1, 1, -1 );
//設定球體的背景貼圖
var textureBg = new THREE.TextureLoader().load("img/bg.jpg");
textureBg.generateMipmaps = true;
textureBg.magFilter = THREE.LinearFilter;//設定貼紙素材的質量
textureBg.minFilter = THREE.LinearFilter;
var material = new THREE.MeshBasicMaterial( {
map: textureBg,//圓柱體貼圖,全景圖
//color:0xFF0000,
//transparent: true
} );
mesh = new THREE.Mesh( geometry, material );
//這裡可以設定對應的動畫效果
// new TWEEN.Tween( mesh).to( {transform:"rotate(90deg)"}, 800 ).repeat( false ).delay( 300 ).yoyo( true ).easing( TWEEN.Easing.Cubic.InOut ).start();
scene.add( mesh );
// 旋轉預設 攝影機看到的角度 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引數,調整畫面清晰度
renderer.setPixelRatio( window.devicePixelRatio );//設定畫素比
renderer.setSize( window.innerWidth, window.innerHeight );//設定渲染視窗的大小
container.appendChild( renderer.domElement );//追加到容器中去
//滑鼠、手機touch的各個事件
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 );
}
監聽的各事件和方法
//監聽橫豎屏重新設定尺寸
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 );//第一個是最上面一層的元素
console.log("點選的元素",intersects);
if ( intersects.length > 0 ) {//如果點到小圓點 就執行回撥函式回撥函式為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();
}
動畫播放和陀螺儀
function animate() {//播放動畫
if(isPlay){
TWEEN.update();
update();
requestAnimationFrame( animate );
}
}
o.onOrient = function (obj) {//重力感應計算角度
if(is_start){
//最新經度
new_longitude = obj.lon;
move_longitude=new_longitude-last_longitude;
//最新緯度
new_latitude = obj.lat;
move_latitude = new_latitude-last_latitude;
//判斷經緯度
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;
}
//計算得出重力感應的經緯度
lon=lon-move_longitude;
last_longitude = obj.lon;
lat = lat-move_latitude;
last_latitude = obj.lat;
}
};
function update() {//更新攝像機位置,旋轉平移
//lat = Math.max( -6, Math.min( 6, lat ) );//設定lat緯度的範圍,只在一個範圍內旋轉
phi = THREE.Math.degToRad( 90 - lat );
theta = THREE.Math.degToRad( lon );
camera.target.x = 500 * Math.sin( phi ) * Math.cos( theta );//X軸的座標
camera.target.y = 500 * Math.cos( phi );//y軸的座標
camera.target.z = 500 * Math.sin( phi ) * Math.sin( theta ) ;//z軸的座標
camera.lookAt( camera.target );
renderer.render( scene, camera );//重新渲染
}
執行所有
//執行所有
is_start=true;
init();
o.init();
animate();
綜上,炫酷的3D重力感應H5就出來啦!