threejs 绘制地球、飞机、轨迹

threejs官网:https://threejs.org/

对于three.js不太熟悉的朋友们可以参考  

首先我们来看下要实现的效果

这个缩小后的图片,下面我们来看下近距离的动态效果。。

效果比较简陋,需要后期再处理。。。

下面进入主题,代码篇。。

HTML部分:

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<!DOCTYPE html>
<html lang="en">
<head>
 <meta charset="UTF-8">
 <title>全球航班</title>
  
 <style>
 html{overflow: hidden;}
 body { margin: 0;}
 </style>
 
 <script src="js/jquery.min.js"></script>
</head>
<body>
 <!-- 地国 -->
 <div id="zh_globe_container"></div> <!-- 容器 -->
  
 <script src="js/threejs/Detector.js"></script> <!-- webGL浏览器支持检测 -->
 <script src="js/threejs/three.min.js"></script> <!-- 核心js -->
 <script src="js/threejs/stats.min.js"></script> <!-- 性能测试 -->
 <script src="js/threejs/OrbitControls.js"></script> <!-- 地球控制 -->
 <script src="js/socketio-1.4.5.js"></script> <!-- socket -->
 
 <script src="js/globe.js"></script> <!-- -->
</body>
</html>

JS部分(globe.js)

1、实现地球

地球贴图(可以在网上下载)

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// 地球
function globe() {
 var globeTextureLoader = new THREE.TextureLoader();
 globeTextureLoader.load('images/textures/earth.jpg', function (texture) {
 var globeGgeometry = new THREE.SphereGeometry(200, 100, 100);
 var globeMaterial = new THREE.MeshStandardMaterial({map: texture});
 var globeMesh = new THREE.Mesh(globeGgeometry, globeMaterial);
 group.add(globeMesh);
 group.rotation.x = THREE.Math.degToRad(35);
 group.rotation.y = THREE.Math.degToRad(170);
 });
}

2、添加球面光源(这里使用的是半球光)

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// 光
function lights() {
 var hemisphereLight = new THREE.HemisphereLight(0xffffff, 0x333333, 2);
 hemisphereLight.position.x = 0;
 hemisphereLight.position.y = 0;
 hemisphereLight.position.z = -200;
 group.add(hemisphereLight);
}

3、添加星点

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// 星点
function stars() {
 var starsGeometry = new THREE.Geometry();
 for (var i = 0; i < 2000; i ++) {
 var starVector = new THREE.Vector3(
 THREE.Math.randFloatSpread(2000),
 THREE.Math.randFloatSpread(2000),
 THREE.Math.randFloatSpread(2000)
 );
 starsGeometry.vertices.push(starVector);
 }
 var starsMaterial = new THREE.PointsMaterial({color: 0x888888})
 var starsPoint = new THREE.Points(starsGeometry, starsMaterial);
 group.add(starsPoint);
}

4、添加飞机

这里需要我们把 经纬度坐标 转成 xyz 坐标

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// 获取position
function getPosition(lng, lat, alt) {
 var phi = (90-lat)*(Math.PI/180),
 theta = (lng+180)*(Math.PI/180),
 radius = alt+200,
 x = -(radius * Math.sin(phi) * Math.cos(theta)),
 z = (radius * Math.sin(phi) * Math.sin(theta)),
 y = (radius * Math.cos(phi));
 return {x: x, y: y, z: z};
}

画飞机

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// 飞机形状(不想画的,可以下载个 飞机模型 使用加载器加载进来)
var planeShape = new THREE.Shape();
planeShape.moveTo( 0, 0);
planeShape.lineTo(0.2, -0.2);
planeShape.lineTo(0.2, -1.3);
planeShape.lineTo(1.6,-2.7);
planeShape.lineTo(1.6,-3);
planeShape.lineTo(0.2, -2.1);
planeShape.lineTo(0.2, -3);
planeShape.lineTo(0.5, -3.4);
planeShape.lineTo(0.5, -3.7);
planeShape.lineTo(0, -3.3);
planeShape.lineTo(-0.5, -3.7);
planeShape.lineTo(-0.5, -3.4);
planeShape.lineTo(-0.2, -3);
planeShape.lineTo(-0.2, -2.1);
planeShape.lineTo(-1.6,-3);
planeShape.lineTo(-1.6,-2.7);
planeShape.lineTo(-0.2, -1.3);
planeShape.lineTo(-0.2, -0.2);
var planeGeometry = new THREE.ShapeGeometry(planeShape);
// 飞机材质
var planeMaterial = new THREE.MeshPhongMaterial({color: 0x0FB4DD, side: THREE.DoubleSide, depthTest: true});

depthTest作用是能否透过球体看到飞机,如果是false则旋转到球体另一面也能看到飞机

添加飞机

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// 添加飞机
function addPlane(item) {
 if(item.anum && item.lng && item.lat) {
 var plane = new THREE.Mesh(planeGeometry, planeMaterial);
 // 旋转
 plane.rotation.z = THREE.Math.degToRad(item.ang);
 // 定位
 var position = getPosition(item.lng, item.lat, 5);
 plane.position.set(position.x, position.y, position.z);
 // 显示/隐藏
 // plane.visible = false;
 // 保存
 planeMarkers[item.anum] = plane;
 // 添加到场景
 group.add(plane);
 // 绘制历史轨迹
 drawHistoryTrack(item.anum);
 }
}

绘制轨迹(使用socket来获取的飞行轨迹经纬度坐标点)

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// 时间段
var curTime = Date.parse(new Date())/1000;
var depTime = curTime - 30*60;
// 轨迹线质
var trackMaterial = new THREE.LineBasicMaterial({color : 0x1B94B1});
// 绘制历史轨迹
function drawHistoryTrack(anum) {
 socket.emit("fullPath", anum, depTime, curTime, function(status, data){
 if(status) {
 var dLength = data.length;
 if(dLength>=2) {
 var trackCoordArr = [];
 for(var i=0; i<dLength; i++) {
  if(data[i].lng && data[i].alt) {
  trackCoordArr.push({lng: data[i].lng, lat: data[i].lat});
  }
 }
 
 var tcaLength = trackCoordArr.length;
 if(tcaLength>=2) {
  var tcaHalfLength = Math.ceil(tcaLength/2),
  vertexArr = [];
 
  // 这里只取了三个点(起点、中点、终点)
  var p1 = getPosition(trackCoordArr[0].lng, trackCoordArr[0].lat, 0),
  p2 = getPosition(trackCoordArr[tcaHalfLength].lng, trackCoordArr[tcaHalfLength].lat, tcaLength*0.01),
  p3 = getPosition(trackCoordArr[tcaLength-1].lng, trackCoordArr[tcaLength-1].lat, 0);
 
  var trackCurve = new THREE.CatmullRomCurve3([
  new THREE.Vector3(p1.x, p1.y, p1.z),
  new THREE.Vector3(p2.x, p2.y, p2.z),
  new THREE.Vector3(p3.x, p3.y, p3.z)
  ]);
 
  var trackGeometry = new THREE.Geometry(),
  verticesArr = trackCurve.getPoints(tcaLength);
 
  trackGeometry.vertices = verticesArr;
   
  var trackLine = new THREE.Line(trackGeometry, trackMaterial);
  group.add(trackLine);
 
  // 动画点
  addLightPoint(p1, tcaLength, verticesArr);
 }
 }
 }
 });
}

如果要绘制所有点,且头尾是在球面上的曲线,则需要两次循环

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var tcaRemainLength = tcaLength-tcaHalfLength
for(var j=0; j<tcaHalfLength; j++) { // 前一半
 var p1 = getPosition(trackCoordArr[j].lng, trackCoordArr[j].lat, j*0.05);
 vertexArr.push(new THREE.Vector3(p1.x, p1.y, p1.z));
}
for(var k=tcaRemainLength; k>0; k--) { // 后一半
 var p2 = getPosition(trackCoordArr[tcaLength-k].lng, trackCoordArr[tcaLength-k].lat, k*0.05);
 vertexArr.push(new THREE.Vector3(p2.x, p2.y, p2.z));
}
 
var trackCurve = new THREE.CatmullRomCurve3(vertexArr);

这个部分看看就行了。。

光点动画

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// 点动画
var pointGeometry = new THREE.SphereGeometry(0.2, 20, 20);
var pointMaterial = new THREE.MeshBasicMaterial({color: 0x40E0D0});
function addLightPoint(pos, coordsNum ,verArr) {
 var pointMesh = new THREE.Mesh(pointGeometry, pointMaterial);
 pointMesh.position.set(pos.x, pos.y, pos.z);
 group.add(pointMesh);
 
 var index = 0;
 function pointAnimate() {
 index++;
 if(index>coordsNum) {
 index = 0;
 }
 pointMesh.position.set(verArr[index].x, verArr[index].y, verArr[index].z);
 requestAnimationFrame(pointAnimate);
 }
 pointAnimate();
}

这个点使用的是sphere,,当然也可以用顶点来实现,如下

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var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(0, 0, 0))
geometry.colors.push(new THREE.Color(0xffffff));
 
var material = new THREE.PointsMaterial({size: 1, vertexColors: THREE.VertexColors, opacity: 0.75, sizeAttenuation: true, transparent: true});
var point = new THREE.Points(geometry, material);
point.position.set(x, y, z);
group.add(point);

另外不想用光点动画的话,也可以用线动画,实现原理是不断更新顶点坐标,如下

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var curveGeometry = new THREE.Geometry();
var curveData = new THREE.CatmullRomCurve3(verArr.slice(0, 10));
curveGeometry.vertices = curveData.getPoints(10);
 
var curveMaterial = new THREE.LineBasicMaterial({color: 0x40E0D0});
var curveLine = new THREE.Line(curveGeometry, curveMaterial);
group.add(curveLine);
 
var index = 0;
function lineAnimate() {
 index++;
 if(index>coordsNum-10) {
 index = 0;
 }
 var offsetData = verArr.slice(index, 10+index);
 if(offsetData.length > 0) {
 curveData = new THREE.CatmullRomCurve3(offsetData);
 curveLine.geometry.vertices = curveData.getPoints(10);
 curveLine.geometry.verticesNeedUpdate = true;
 }
 requestAnimationFrame(lineAnimate);
}
lineAnimate();

最后就是布置场景和事件了

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// 初始化
function init() {
 container = document.getElementById('zh_globe_container');
 
 scene = new THREE.Scene();
 var bgTexture = new THREE.TextureLoader().load("images/textures/starfield.jpg");
 scene.background = bgTexture;
 
 camera = new THREE.PerspectiveCamera(50, winWth/winHgt, 1, 2000);
 camera.up.x = 0;
 camera.up.y = 1;
 camera.up.z = 0;
 camera.position.x = 0;
 camera.position.y = 0;
 camera.position.z = 400;
 camera.lookAt(0,0,0);
 
 group = new THREE.Group();
 scene.add(group);
 
 // 地球
 globe();
 
 // 飞机
 plane();
 
 // 星点
 stars();
 
 // 半球光
 lights();
 
 // 渲染器
 renderer = new THREE.WebGLRenderer({antialias: true, preserveDrawingBuffer: true});
 renderer.setPixelRatio(window.devicePixelRatio);
 renderer.setSize(winWth, winHgt);
 container.appendChild(renderer.domElement);
 
 // 盘旋控制
 var orbitControl = new THREE.OrbitControls(camera, renderer.domElement);
 orbitControl.minDistrance = 20;
 orbitControl.maxDistrance = 50;
 orbitControl.maxPolarAngle = Math.PI/2;
 
 // 性能测试
 stats = new Stats();
 container.appendChild(stats.dom);
 
 // resize事件
 window.addEventListener('resize', onWindowResize, false);
}
 
// 窗口大小改变
function onWindowResize() {
 camera.aspect = window.innerWidth/window.innerHeight;
 camera.updateProjectionMatrix();
 renderer.setSize(window.innerWidth, window.innerHeight);
}
 
// 渲染
function render() {
 group.rotation.y -= 0.0005;
 renderer.render(scene, camera);
}
 
// 动画
function animate() {
 requestAnimationFrame(animate);
 render();
 stats.update();
}
 
init();
animate();

完整代码:

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