Three.js学习五——让模型沿着轨迹移动

流程

基本流程

1、添加模型
2、增加运动轨迹
3、让模型沿轨迹运动

工程文件结构如下图:
static:存放静态资源文件
three.js-master:为官网下载的代码包,包含所有需要用到的资源包,链接:https://github.com/mrdoob/three.js/archive/master.zip
index.html:页面代码
在这里插入图片描述
模型使用的是官方示例中的Soldier模型,文件位置:three.js-master\examples\models\gltf\Soldier.glb
为了方便操作我们将文件拷出来放在上图static\3dmod\gltf文件夹下,static与three.js-master同级

index.html单页代码组成

<!DOCTYPE html>
<html>

<head>
	<meta charset="utf-8">
	<title>My first three.js app</title>
	<style>
		body {
			margin: 0;
		}
	</style>
</head>

<body>
	<script type="importmap">
			{
				"imports": {
					"three": "./three.js-master/build/three.module.js"
				}
			}
		</script>
	<script type="module">
		// 下文JS代码位置
		// ...
	</script>
</body>

</html>

参照官网例子:https://threejs.org/examples/#webgl_animation_skinning_blending中的场景和模型

搭建场景环境

import * as THREE from "three";
import { OrbitControls } from "./three.js-master/examples/jsm/controls/OrbitControls.js";

let scene, camera, renderer;

// 渲染器开启阴影渲染:renderer.shadowMapEnabled = true;
// 灯光需要开启“引起阴影”:light.castShadow = true;
// 物体需要开启“引起阴影”和“接收阴影”:mesh.castShadow = mesh.receiveShadow = true;

function init() {
	scene = new THREE.Scene();
	camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
	renderer = new THREE.WebGLRenderer();
	// position and point the camera to the center of the scene
	camera.position.set(5, 5, 5);
	camera.lookAt(scene.position);
	
	// 增加坐标系红色代表 X 轴. 绿色代表 Y 轴. 蓝色代表 Z 轴.
	// 添加坐标系到场景中
	const axes = new THREE.AxesHelper(20);
	scene.add(axes);
	
	// 调整背景颜色,边界雾化
	scene.background = new THREE.Color(0xa0a0a0);
	scene.fog = new THREE.Fog(0xa0a0a0, 10, 30);
	
	// 半球形光源
	const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444);
	hemiLight.position.set(0, 10, 0);
	scene.add(hemiLight);
	
	// 创建一个虚拟的球形网格 Mesh 的辅助对象来模拟 半球形光源 HemisphereLight.
	const hemiLighthelper = new THREE.HemisphereLightHelper(hemiLight, 5);
	scene.add(hemiLighthelper);
	
	// 地面
	const mesh = new THREE.Mesh(new THREE.PlaneGeometry(100, 100), new THREE.MeshPhongMaterial({ color: 0x999999, depthWrite: false }));
	mesh.rotation.x = - Math.PI / 2;
	mesh.receiveShadow = true;
	scene.add(mesh);
	
	// 平行光
	const directionalLight = new THREE.DirectionalLight(0xFFFFFF);
	directionalLight.castShadow = true;
	directionalLight.shadow.camera.near = 0.5;
	directionalLight.shadow.camera.far = 50;
	directionalLight.shadow.camera.left = -10;
	directionalLight.shadow.camera.right = 10;
	directionalLight.shadow.camera.top = 10;
	directionalLight.shadow.camera.bottom = -10;
	directionalLight.position.set(0, 5, 5);
	scene.add(directionalLight);
	
	// 用于模拟场景中平行光 DirectionalLight 的辅助对象. 其中包含了表示光位置的平面和表示光方向的线段.
	const directionalLightHelper = new THREE.DirectionalLightHelper(directionalLight, 5);
	scene.add(directionalLightHelper);
	
	renderer.shadowMap.enabled = true;
	renderer.setSize(window.innerWidth, window.innerHeight);
	document.body.appendChild(renderer.domElement);
	
	// 控制器
	const controls = new OrbitControls(camera, renderer.domElement);
}
// 渲染
function animate() {
	requestAnimationFrame(animate);
	renderer.render(scene, camera);
};

这里是添加了几个辅助对象,方便找到光照和场景坐标位置
在这里插入图片描述

添加模型

这里我们直接导入模型,在《Three.js学习四——模型导入》中有相对详细的介绍

let model = null;
function loadModel() {
	// 加载模型并开启阴影和接受阴影
	const gltfLoader = new GLTFLoader();
	gltfLoader.setPath('./static/3dmod/gltf/')
		.load('Soldier.glb', function (gltf) {
			// gltf.scene.rotation.y = Math.PI;
			// console.log("gltf", gltf)
			gltf.scene.scale.set(1, 1, 1)
			gltf.scene.traverse(function (object) {
				if (object.isMesh) {
					object.castShadow = true; //阴影
					object.receiveShadow = true; //接受别人投的阴影
				}
			});
			scene.add(gltf.scene);
			model = gltf.scene;

		}, function (res) {
			// console.log(res.total, res.loaded)
		});
}

增加运动轨迹

用到了Three.js提供的CatmullRomCurve3:使用Catmull-Rom算法, 从一系列的点创建一条平滑的三维样条曲线。

let curve = null;
function makeCurve() {
	//Create a closed wavey loop
	curve = new THREE.CatmullRomCurve3([
		new THREE.Vector3(0, 0, 0),
		new THREE.Vector3(5, 0, 0),
		new THREE.Vector3(0, 0, 5)
	]);
	curve.curveType = "catmullrom";
	curve.closed = true;//设置是否闭环
	curve.tension = 0.5![请添加图片描述](https://img-blog.csdnimg.cn/12a2fa45062d44a58bb7cbf719e4b20f.gif)
; //设置线的张力,0为无弧度折线

	// 为曲线添加材质在场景中显示出来,不显示也不会影响运动轨迹,相当于一个Helper
	const points = curve.getPoints(50);
	const geometry = new THREE.BufferGeometry().setFromPoints(points);
	const material = new THREE.LineBasicMaterial({ color: 0x000000 });

	// Create the final object to add to the scene
	const curveObject = new THREE.Line(geometry, material);
	scene.add(curveObject)
}

让模型沿轨迹运动

let progress = 0; // 物体运动时在运动路径的初始位置,范围0~1
const velocity = 0.001; // 影响运动速率的一个值,范围0~1,需要和渲染频率结合计算才能得到真正的速率
// 物体沿线移动方法
function moveOnCurve() {
	if (curve == null || model == null) {
		console.log("Loading")
	} else {
		if (progress <= 1 - velocity) {
			const point = curve.getPointAt(progress); //获取样条曲线指定点坐标
			const pointBox = curve.getPointAt(progress + velocity); //获取样条曲线指定点坐标

			if (point && pointBox) {
				model.position.set(point.x, point.y, point.z);
				// model.lookAt(pointBox.x, pointBox.y, pointBox.z); //因为这个模型加载进来默认面部是正对Z轴负方向的,所以直接lookAt会导致出现倒着跑的现象,这里用重新设置朝向的方法来解决。

				var targetPos = pointBox   //目标位置点
				var offsetAngle = 0 //目标移动时的朝向偏移

				// //以下代码在多段路径时可重复执行
				var mtx = new THREE.Matrix4()  //创建一个4维矩阵
				// .lookAt ( eye : Vector3, target : Vector3, up : Vector3 ) : this,构造一个旋转矩阵,从eye 指向 target,由向量 up 定向。
				mtx.lookAt(model.position, targetPos, model.up) //设置朝向
				mtx.multiply(new THREE.Matrix4().makeRotationFromEuler(new THREE.Euler(0, offsetAngle, 0)))
				var toRot = new THREE.Quaternion().setFromRotationMatrix(mtx)  //计算出需要进行旋转的四元数值
				model.quaternion.slerp(toRot, 0.2)
			}

			progress += velocity;
		} else {
			progress = 0;
		}
	}

};
// moveOnCurve()需要在渲染中一直调用更新,以达到物体移动效果
function animate() {
	requestAnimationFrame(animate);
	moveOnCurve();
	renderer.render(scene, camera);
};

完整代码和效果

完整代码

<!DOCTYPE html>
<html>

<head>
	<meta charset="utf-8">
	<title>My first three.js app</title>
	<style>
		body {
			margin: 0;
		}
	</style>
</head>

<body>
	<script type="importmap">
			{
				"imports": {
					"three": "./three.js-master/build/three.module.js"
				}
			}
		</script>
	<script type="module">
		import * as THREE from "three";
		import { OrbitControls } from "./three.js-master/examples/jsm/controls/OrbitControls.js";
		import { GLTFLoader } from "./three.js-master/examples/jsm/loaders/GLTFLoader.js";

		let scene, camera, renderer;
		let curve = null, model = null;
		let progress = 0; // 物体运动时在运动路径的初始位置,范围0~1
		const velocity = 0.001; // 影响运动速率的一个值,范围0~1,需要和渲染频率结合计算才能得到真正的速率

		// 渲染器开启阴影渲染:renderer.shadowMapEnabled = true;
		// 灯光需要开启“引起阴影”:light.castShadow = true;
		// 物体需要开启“引起阴影”和“接收阴影”:mesh.castShadow = mesh.receiveShadow = true;

		function init() {
			scene = new THREE.Scene();
			camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
			renderer = new THREE.WebGLRenderer();
			// position and point the camera to the center of the scene
			camera.position.set(5, 5, 5);
			camera.lookAt(scene.position);

			// 增加坐标系红色代表 X 轴. 绿色代表 Y 轴. 蓝色代表 Z 轴.
			// 添加坐标系到场景中
			const axes = new THREE.AxesHelper(20);
			scene.add(axes);

			// 调整背景颜色,边界雾化
			scene.background = new THREE.Color(0xa0a0a0);
			scene.fog = new THREE.Fog(0xa0a0a0, 10, 30);

			// 半球形光源
			const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444);
			hemiLight.position.set(0, 10, 0);
			scene.add(hemiLight);

			// 创建一个虚拟的球形网格 Mesh 的辅助对象来模拟 半球形光源 HemisphereLight.
			const hemiLighthelper = new THREE.HemisphereLightHelper(hemiLight, 5);
			scene.add(hemiLighthelper);

			// 地面
			const mesh = new THREE.Mesh(new THREE.PlaneGeometry(100, 100), new THREE.MeshPhongMaterial({ color: 0x999999, depthWrite: false }));
			mesh.rotation.x = - Math.PI / 2;
			mesh.receiveShadow = true;
			scene.add(mesh);

			// 平行光
			const directionalLight = new THREE.DirectionalLight(0xFFFFFF);
			directionalLight.castShadow = true;
			directionalLight.shadow.camera.near = 0.5;
			directionalLight.shadow.camera.far = 50;
			directionalLight.shadow.camera.left = -10;
			directionalLight.shadow.camera.right = 10;
			directionalLight.shadow.camera.top = 10;
			directionalLight.shadow.camera.bottom = -10;
			directionalLight.position.set(0, 5, 5);
			scene.add(directionalLight);

			// 用于模拟场景中平行光 DirectionalLight 的辅助对象. 其中包含了表示光位置的平面和表示光方向的线段.
			const directionalLightHelper = new THREE.DirectionalLightHelper(directionalLight, 5);
			scene.add(directionalLightHelper);

			renderer.shadowMap.enabled = true;
			renderer.setSize(window.innerWidth, window.innerHeight);
			document.body.appendChild(renderer.domElement);

			// 控制器
			const controls = new OrbitControls(camera, renderer.domElement);
		}

		function loadModel() {
			// 加载模型并开启阴影和接受阴影
			const gltfLoader = new GLTFLoader();
			gltfLoader.setPath('./static/3dmod/gltf/')
				.load('Soldier.glb', function (gltf) {
					// gltf.scene.rotation.y = Math.PI;
					// console.log("gltf", gltf)
					gltf.scene.scale.set(1, 1, 1)
					gltf.scene.traverse(function (object) {
						if (object.isMesh) {
							object.castShadow = true; //阴影
							object.receiveShadow = true; //接受别人投的阴影
						}
					});
					scene.add(gltf.scene);
					model = gltf.scene;

				}, function (res) {
					// console.log(res.total, res.loaded)
				});

		}

		function makeCurve() {
			//Create a closed wavey loop
			curve = new THREE.CatmullRomCurve3([
				new THREE.Vector3(0, 0, 0),
				new THREE.Vector3(5, 0, 0),
				new THREE.Vector3(0, 0, 5)
			]);
			curve.curveType = "catmullrom";
			curve.closed = true;//设置是否闭环
			curve.tension = 0.5; //设置线的张力,0为无弧度折线

			// 为曲线添加材质在场景中显示出来,不显示也不会影响运动轨迹,相当于一个Helper
			const points = curve.getPoints(50);
			const geometry = new THREE.BufferGeometry().setFromPoints(points);
			const material = new THREE.LineBasicMaterial({ color: 0x000000 });

			// Create the final object to add to the scene
			const curveObject = new THREE.Line(geometry, material);
			scene.add(curveObject)
		}

		// 物体沿线移动方法
		function moveOnCurve() {
			if (curve == null || model == null) {
				console.log("Loading")
			} else {
				if (progress <= 1 - velocity) {
					const point = curve.getPointAt(progress); //获取样条曲线指定点坐标
					const pointBox = curve.getPointAt(progress + velocity); //获取样条曲线指定点坐标

					if (point && pointBox) {
						model.position.set(point.x, point.y, point.z);
						// model.lookAt(pointBox.x, pointBox.y, pointBox.z);//因为这个模型加载进来默认面部是正对Z轴负方向的,所以直接lookAt会导致出现倒着跑的现象,这里用重新设置朝向的方法来解决。

						var targetPos = pointBox   //目标位置点
						var offsetAngle = 0 //目标移动时的朝向偏移

						// //以下代码在多段路径时可重复执行
						var mtx = new THREE.Matrix4()  //创建一个4维矩阵
						// .lookAt ( eye : Vector3, target : Vector3, up : Vector3 ) : this,构造一个旋转矩阵,从eye 指向 target,由向量 up 定向。
						mtx.lookAt(model.position, targetPos, model.up) //设置朝向
						mtx.multiply(new THREE.Matrix4().makeRotationFromEuler(new THREE.Euler(0, offsetAngle, 0)))
						var toRot = new THREE.Quaternion().setFromRotationMatrix(mtx)  //计算出需要进行旋转的四元数值
						model.quaternion.slerp(toRot, 0.2)
					}

					progress += velocity;
				} else {
					progress = 0;
				}
			}

		};

		function animate() {
			requestAnimationFrame(animate);
			moveOnCurve();
			renderer.render(scene, camera);
		};

		init();
		loadModel();
		makeCurve();
		animate();
	</script>
</body>

</html>

效果:

请添加图片描述

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