Threejs中使用A*算法寻路导航,Threejs室内室外地图导航

1,介绍

该示例使用的是 r95版本Three.js库。这里利用A*算法实现室内室外寻路、导航功能。

效果图如下:

 

2,主要说明 

1,初始化路网

2,设置路障,我这里是使用鼠标点击设置路障,如下图

3,调用算法传入路网数据实现导航

 

3,源码 

<!DOCTYPE html>
<html>
	<head>
		<title>Threejs中使用A*算法寻路导航,Threejs室内室外地图导航</title>
		<script type="text/javascript" src="libs/three.js"></script>
		<script type="text/javascript" src="libs/OrbitControls.js"></script>
		<script type="text/javascript" charset="UTF-8" src="libs/other/Tween.min.js"></script>
		<script type="text/javascript" charset="UTF-8" src="libs/three/loaders/GLTFLoader.js"></script>

		<script type="text/javascript" src="libs/OBJLoader.js"></script>
		<script type="text/javascript" src="libs/MTLLoader.js"></script>

		<script type="text/javascript" src="libs/util.js"></script>
		<script type="text/javascript" src="libs/util/dat.gui.js"></script>
		<script type="text/javascript" src="libs/astar.js"></script>
		<style>
			body {
				margin: 0;
				overflow: hidden;
			}
		</style>
	</head>
	<body>
		<div id="webgl-output"></div>
		<script type="text/javascript">
			var camera;
			var renderer;
			var clock = new THREE.Clock();
			var mixer = new THREE.AnimationMixer();
			var clipAction;
			var animationClip;
			var length = 36;
			var ws = 2;
			var graph = []; // 记录地图
			var meshArr = new Array(); // 记录障碍物对象数据
			var meshxy = [{
					"x": 35,
					"y": 7
				},
				{
					"x": 35,
					"y": 7
				},
				{
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					"y": 9
				},
				{
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					"y": 11
				},
				{
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					"y": 11
				},
				{
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					"y": 13
				},
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					"y": 13
				},
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					"y": 11
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					"y": 9
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					"y": 5
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					"y": 7
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				},
				{
					"x": 19,
					"y": 21
				},
				{
					"x": 21,
					"y": 21
				},
				{
					"x": 21,
					"y": 19
				},
				{
					"x": 29,
					"y": 27
				},
				{
					"x": 29,
					"y": 25
				}
			]; // 记录障碍坐标物数据
			var lineArr = new Array(); // 记录路网数据
			var meshbool = false; // 显示障碍物
			var linebool = false; // 显示路网
			var resultArray = new Array();
			var isCaculate = false;

			function init() {
				// 创建一个场景,它将包含我们所有的元素,如物体,相机和灯光。
				var scene = new THREE.Scene();

				var urls = [
					'assets/textures/cubemap/flowers/posx.jpg',
					'assets/textures/cubemap/flowers/negx.jpg',
					'assets/textures/cubemap/flowers/posy.jpg',
					'assets/textures/cubemap/flowers/negy.jpg',
					'assets/textures/cubemap/flowers/posz.jpg',
					'assets/textures/cubemap/flowers/negz.jpg'
				];

				var cubeLoader = new THREE.CubeTextureLoader();
				scene.background = cubeLoader.load(urls);

				// 创建一个摄像机,它定义了我们正在看的地方
				camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 0.1, 1000);
				// 将摄像机对准场景的中心
				camera.position.x = 60;
				camera.position.y = 35;
				camera.position.z = 60;
				camera.lookAt({
					x: 0,
					y: 5,
					z: -20
				});
				var orbit = new THREE.OrbitControls(camera);
				orbit.target = camera.position;
				orbit.update();

				// 创建一个渲染器并设置大小,WebGLRenderer将会使用电脑显卡来渲染场景
				// initialize basic renderer
				renderer = initRenderer({
					antialias: true,
					logarithmicDepthBuffer: true,
				});

				// 将平面添加到场景中
				var plane = createPlaneGeometryBasicMaterial();
				scene.add(plane);

				// 在屏幕上显示坐标轴
				var axes = new THREE.AxesHelper(100);
				scene.add(axes);

				scene.add(new THREE.AmbientLight(0x666666));
				scene.add(new THREE.AmbientLight("#ffffff", 1));

				initModel();
				// initPeople();

				initGround();
				initGrid();

				var i = 0;

				function tweenComplete() {
					if (i < points.length) {
						switch (i) {
							case 0:
								aaa.rotateY(Math.PI);
								break;
							case 1:
							case 5:
							case 8:
							case 9:
								aaa.rotateY(-0.5 * Math.PI);
								break;
							case 2:
							case 3:
							case 4:
							case 6:
							case 7:
								aaa.rotateY(0.5 * Math.PI);
								break;
							case 10:
								mixer.stopAllAction();
								break;

						}
						tween = new TWEEN.Tween(points[i])
							.to(points[i + 1], 3000)
							.easing(TWEEN.Easing.Linear.None)
							.onUpdate(function() {
								aaa.position.set(this.x, this.y, this.z);
							})
							.onComplete(tweenComplete)
							.start();
						i++;
					}
				}


				// 使用GUI调试库
				var controls = new function() {
					this.clickBool = false;

					this.displayRoadGrid = function() {
						for (var i = 0; i < lineArr.length; i++) {
							if (linebool) {
								// 显示路网
								scene.add(lineArr[i].obj);
							} else {
								// 隐藏路网
								var obj = scene.getObjectByName(lineArr[i].name);
								scene.remove(obj);
							}
						}
						linebool = !linebool
					}

					this.displayObstacles = function() {
						for (var i = 0; i < meshArr.length; i++) {
							if (meshbool) {
								// 显示障碍物
								scene.add(meshArr[i].obj);
							} else {
								// 隐藏障碍物
								var obj = scene.getObjectByName(meshArr[i].name);
								scene.remove(obj);
							}
						}
						meshbool = !meshbool
					}

					this.outputObstacles = function() {
						for (var i = 0; i < meshArr.length; i++) {
							meshxy.push({
								x: meshArr[i].x,
								y: meshArr[i].y
							})
						}
						console.log(meshArr)
						console.log(lineArr)
						console.log(meshxy)
						localStorage.setItem('meshArr', JSON.stringify(meshArr));
						localStorage.setItem('lineArr', JSON.stringify(lineArr));
						localStorage.setItem('meshxy', JSON.stringify(meshxy));
					}
				}
				var gui = new dat.GUI();
				// 隐藏显示障路网
				gui.add(controls, 'displayRoadGrid');
				// 隐藏显示障碍物
				gui.add(controls, 'displayObstacles');
				// 输出障碍物对象
				gui.add(controls, 'outputObstacles');
				gui.add(controls, "clickBool");

				// 启动动画
				renderScene();

				// 添加模型
				function initModel() {
					var mtlLoader = new THREE.MTLLoader();
					mtlLoader.setPath("assets/models/obj_mtl/")
					mtlLoader.load('city.mtl', function(materials) {
						materials.preload();

						var objLoader = new THREE.OBJLoader();
						objLoader.setMaterials(materials);
						objLoader.load('assets/models/obj_mtl/city.obj', function(object) {
							var mesh = object;
							mesh.scale.set(3, 3, 3);
							mesh.position.set(18, 0, 18);
							scene.add(mesh);
						});
					});
				}

				// 添加人物模型
				function initPeople() {
					var loader = new THREE.GLTFLoader();
					loader.load('assets/models/CesiumMan/CesiumMan.gltf', function(result) {
						result.scene.scale.set(1, 1, 1);
						result.scene.translateY(0);
						aaa = result.scene;
						scene.add(result.scene);

						tweenComplete();

						mixer = new THREE.AnimationMixer(result.scene);
						animationClip = result.animations[0];
						clipAction = mixer.clipAction(animationClip).play();
						animationClip = clipAction.getClip();
					});
				}

				// 创建一个地面并设置草坪材质
				function createPlaneGeometryBasicMaterial() {
					var textureLoader = new THREE.TextureLoader();
					var cubeMaterial = new THREE.MeshStandardMaterial({
						map: textureLoader.load("assets/textures/stone/cd.jpg"),
					});
					cubeMaterial.map.wrapS = THREE.RepeatWrapping;
					cubeMaterial.map.wrapT = THREE.RepeatWrapping;
					cubeMaterial.map.repeat.set(18, 18)
					// 创建地平面并设置大小
					var planeGeometry = new THREE.PlaneGeometry(500, 500);
					var plane = new THREE.Mesh(planeGeometry, cubeMaterial);

					// 设置平面位置并旋转
					plane.rotation.x = -0.5 * Math.PI;
					plane.position.x = 0;
					plane.position.z = 0;
					return plane;
				}

				// 绘制线路
				function initLine(pArr) {
					var points = [];
					var geometry = new THREE.Geometry();
					for (var i = 0; i < pArr.length; i++) {
						var randomX = pArr[i].x;
						var randomY = pArr[i].y;
						var randomZ = pArr[i].z;
						var vector = new THREE.Vector3(randomX, randomY, randomZ);
						geometry.vertices.push(vector);
						points.push(vector);
					}
					var material = new THREE.LineBasicMaterial({
						color: 0x0000FF
					});
					var line = new THREE.Line(geometry, material);
					scene.add(line);
					return points;
				}

				// 绘制路网
				function initGround() {
					var geometry = new THREE.Geometry();
					geometry.vertices.push(new THREE.Vector3(0, 0, 0));
					geometry.vertices.push(new THREE.Vector3(length, 0, 0));

					for (var i = 0; i <= length / ws; i++) {
						var material = new THREE.LineBasicMaterial({
							color: 0x808080
						});
						var line = new THREE.Line(geometry, material);
						line.position.z = i * ws;
						line.name = "line_" + i;
						lineArr.push({
							name: "line_" + i,
							obj: line
						});
						scene.add(line);

						var line = new THREE.Line(geometry, material);
						line.position.x = i * ws;
						line.position.z = length;
						line.rotation.y = 90 * Math.PI / 180;
						line.name = "line_" + i + 180;
						lineArr.push({
							name: "line_" + i + 180,
							obj: line
						});
						scene.add(line);
					}
				}

				// 初始化障碍物随机
				function initGrid() {
					for (var i = 0; i < length / ws; i++) {
						var nodeRow = [];
						for (var j = 0; j < length / ws; j++) {
							nodeRow.push(1);
						}
						graph.push(nodeRow);
					}
					if (meshxy.length > 0) {
						for (var i = 0; i < meshxy.length; i++) {
							initObstacles(meshxy[i].x, meshxy[i].y);
						}
					} else {
						for (var i = 0; i < length / ws; i++) {
							var nodeRow = [];
							for (var j = 0; j < length / ws; j++) {
								var salt = Math.random() * 7;
								if (salt > 2) {
									nodeRow.push(1);
								} else {
									nodeRow.push(0);
								}
								if (salt <= 2) {
									var cube = new THREE.Mesh(new THREE.CubeGeometry(1, 1, 1), new THREE
										.MeshBasicMaterial({
											color: 0xC0C0C0
										}));
									let x = ws * j + ws / 2;
									let z = ws * i + ws / 2;
									cube.position.set(x, 1.2, z);
									scene.add(cube);
								}
							}
							graph.push(nodeRow);
						}

					}
				}

				//计算路径
				function caculatePath(resultArray) {
					var maps = new Graph(graph); // 地图
					var startX = parseInt(resultArray[0].position.z / ws);
					var startY = parseInt(resultArray[0].position.x / ws);
					var endX = parseInt(resultArray[1].position.z / ws);
					var endY = parseInt(resultArray[1].position.x / ws);
					var start = maps.grid[startX][startY];
					var end = maps.grid[endX][endY];
					result = astar.search(maps, start, end);
					if (result.length == 0) {
						alert("无可到达路径");
						cleanSphere();
						return;
					}

					var nArr = [{
						x: resultArray[0].position.x,
						z: resultArray[0].position.z,
						y: 1.2
					}];
					for (var i = 0; i < result.length; i++) {
						let d = {
							x: result[i].y * ws + ws / 2,
							y: 1.2,
							z: result[i].x * ws + ws / 2,
						}
						nArr.push(d);
					}
					initLine(nArr);
				}

				//清除小球
				function cleanSphere() {
					let child = scene.children; //获取场景中的所有子对象
					for (var i = 0; i < child.length; i++) {
						if (child[i].geometry instanceof THREE.SphereGeometry) { //几何对象是球体几何
							scene.remove(child[i]); //从场景中移除
							i--;
						}
					}
					isCaculate = false;
				}

				//初始球体
				function initSphere(x, z) {
					if (isCaculate) {
						cleanSphere();
					}
					var geometry = new THREE.SphereGeometry(ws / 2, 30, 30); //球体几何
					var material = new THREE.MeshBasicMaterial({
						color: 0xffff00
					}); //网格基础材料

					if (resultArray.length == 0) {
						var sphere = new THREE.Mesh(geometry, material);
						sphere.position.x = x;
						sphere.position.y = 1;
						sphere.position.z = z;
						resultArray.push(sphere);
						scene.add(sphere);
					} else if (resultArray[0].position.x != x || resultArray[0].position.z != z) {
						var sphere = new THREE.Mesh(geometry, material);
						sphere.position.x = x;
						sphere.position.y = 1;
						sphere.position.z = z;
						resultArray.push(sphere);
						scene.add(sphere);
						caculatePath(resultArray);
						isCaculate = true;
						resultArray = new Array();
					}
				}

				// 绘制障碍物
				function initObstacles(x, z) {
					var name = "mesh_" + x + z;
					var obj = scene.getObjectByName(name);
					if (obj) {
						scene.remove(obj);
						for (var i = 0; i < meshArr.length; i++) {
							if (meshArr[i].name == name) {
								meshArr.splice(i, 1);
							}
						}
						graph[parseInt(z / ws)][parseInt(x / ws)] = 1;
					} else {
						var geometry = new THREE.BoxGeometry(ws, ws, ws); //球体几何
						var material = new THREE.MeshBasicMaterial({
							color: 0xff0000
						});

						var sphere = new THREE.Mesh(geometry, material);
						sphere.position.x = x;
						sphere.position.y = 1;
						sphere.position.z = z;
						sphere.name = name;
						scene.add(sphere);
						meshArr.push({
							name: name,
							obj: sphere,
							x: x,
							y: z,
						});
						graph[parseInt(z / ws)][parseInt(x / ws)] = 0;
					}
				}

				// 拾取对象
				function pickupObjects(event) {
					// 点击屏幕创建一个向量
					var raycaster = new THREE.Raycaster();
					var vector = new THREE.Vector2((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window
						.innerHeight) * 2 + 1);
					var fxl = new THREE.Vector3(0, 1, 0);
					var groundplane = new THREE.Plane(fxl, 0);
					raycaster.setFromCamera(vector, camera);
					var ray = raycaster.ray;
					let intersects = ray.intersectPlane(groundplane);
					let x = intersects.x;
					let z = intersects.z;

					if (x < 0 || z < 0 || length < z || length < x) {
						return;
					}

					var k, m;
					for (var i = 0; i < length; i += ws) {
						if (x >= i && x < i + ws) {
							k = i + ws / 2;
						}
					}
					for (var j = 0; j < length; j += ws) {
						if (z >= j && z < j + ws) {
							m = j + ws / 2;
						}
					}


					if (controls.clickBool) {
						initSphere(k, m); //初始化球体
					} else {
						initObstacles(k, m);
					}
				}
				document.addEventListener('click', pickupObjects, false); //监听单击拾取对象初始化球体

				// 动画渲染
				var step = 5;

				function renderScene() {
					TWEEN.update();
					var delta = clock.getDelta();

					orbit.update();
					mixer.update(delta);

					// 使用requestAnimationFrame函数进行渲染
					requestAnimationFrame(renderScene);
					renderer.render(scene, camera);
				}

				// 渲染的场景
				renderer.render(scene, camera);

				// 创建一个球形几何体
				function createSphereGeometryLambertMaterial(point) {
					// 创建一个球体
					var sphereGeometry = new THREE.SphereGeometry(0.2, 20, 20);
					var sphereMaterial = new THREE.MeshBasicMaterial({
						color: 0x7777ff,
						wireframe: true
					});
					var sphereMaterial = new THREE.MeshLambertMaterial({
						color: 0xff0000
					});
					var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
					// 设置该物体投射阴影
					sphere.castShadow = true;

					// 位置范围
					sphere.position.x = point.x;
					sphere.position.y = point.y;
					sphere.position.z = point.z;
					return sphere;
				}
			}
			window.onload = init;

			function onResize() {
				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();
				renderer.setSize(window.innerWidth, window.innerHeight);
			}
			// 监听调整大小事件
			window.addEventListener('resize', onResize, false);
		</script>
	</body>
</html>

需要完整代码请留言或者联系我微信:1171053128  

 

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threejs是一个用于创建和显示3D图形的JavaScript库。它可以帮助开发人员在网页上实现逼真的3D效果。 A*寻路算法是一种常用的路径规划算法,用于找到从起点到终点的最短路径。它基于图的搜索,并使用启发式函数来评估节点的优先级。在threejs,A*寻路算法可以应用于3D场景的对象移动和导航使用A*寻路算法,我们可以在threejs实现以下步骤: 1. 创建一个网格地图:将3D场景划分为一个个网格,其每个网格可以是可通过或不可通过的区域。这个网格地图可以是一个二维数组或者一个图数据结构。 2. 定义起点和终点:在网格地图上指定一个起点和一个终点。起点表示对象当前的位置,终点表示对象希望到达的位置。 3. 计算邻居节点:对于当前节点,计算周围可通过的邻居节点。这些节点将成为A*算法的候选节点。 4. 计算启发式函数:为每个候选节点计算启发式函数的值。启发式函数评估从该节点到目标的预测距离。常用的启发式函数是曼哈顿距离或欧几里得距离。 5. 选择最佳节点:从候选节点选择具有最低启发式函数值的节点作为下一个节点。将其标记为已访问。 6. 更新路径和开放列表:将选择的节点添加到路径,并将其邻居节点添加到开放列表。 7. 重复步骤4至步骤6,直到到达终点或开放列表为空。 8. 生成最短路径:回溯从起点到终点的节点,形成最短路径。 在threejs,我们可以使用A*寻路算法实现对象的智能导航,让对象能够自动寻找并移动到目标位置。这对于创建逼真的游戏角色、机器人或虚拟导航员非常有用。
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