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);
});
}
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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);
}
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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);
}
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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};
}
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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
});
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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);
}
}
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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);
}
}
}
});
}
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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);
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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();
}
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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);
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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();
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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();
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完整代码:
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var
log = console.log.bind(console);
var
globeObj = (
function
() {
'use strict'
;
// 判断浏览器是否支持webgl
if
(!Detector.webgl) Detector.addGetWebGLMessage();
var
container, stats;
var
camera, scene, renderer;
var
group;
var
mouseX = 0, mouseY = 0;
var
winWth = window.innerWidth, winHgt = window.innerHeight;
// 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};
}
// 飞机
function
plane() {
var
clientBounds = [52.793056,72.427908,2.970897,135.181814];
// 连接
socket.on(
'connect'
,
function
() {
socket.emit(
"sub"
, clientBounds, -1,
''
,
function
(){});
});
// 飞机标记
var
planeMarkers = {};
// 飞机形状
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
});
// 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);
}
}
// 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),
tcaRemainLength = tcaLength-tcaHalfLength,
vertexArr = [];
/* 所有点
for
(
var
j=0; j<tcaHalfLength; j++) {
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--) {
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);
*/
// 三个点
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);
}
}
}
});
}
// 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();
/*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();*/
}
// 监听数据(添加并更新)
socket.on(
'~'
,
function
(res) {
if
($.isEmptyObject(planeMarkers)) {
$.each(res,
function
(i, item) {
addPlane(item);
});
}
else
{
$.each(res,
function
(i, item) {
if
(planeMarkers[item.anum]) {
if
(item.lng && item.lat) {
var
pos = getPosition(item.lng, item.lat, 5);
planeMarkers[item.anum].position.set(pos.x, pos.y, pos.z);
}
}
else
{
addPlane(item);
}
});
}
});
}
// 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);
});
}
// 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);
}
// 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);
}
// 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();
})();
|
场景背景图
总结
以上就是关于利用three.js绘制地球、飞机、轨迹的全部内容了,希望本文的内容对大家的学习或者工作能带来一定的帮助,如果有疑问大家可以留言交流。