在Threejs中实现沿着一条直线路径运动并伴有转向动画

自己定义的一个类如下:

功能:实现传入多个锚点生成一条折线并伴有锚点,
getPoint(percent)可以获取折线上任意一点的位置,并获取朝向、是否为锚点等信息。
run()方法可以让传入mesh或相机等 在折线上运动

效果如下:

Threejs直线路径动画

  //自定义路径类
        class myPath {
            constructor(array) {

                //将传进来的数组转换为Vec3集合
                let pointsArr = [];
                if (array.length % 3 !== 0) {
                    console.error('错误,数据的个数非3的整数倍!', array);
                    return null;
                }
                for (let index = 0; index < array.length; index += 3) {
                    pointsArr.push(new THREE.Vector3(array[index], array[index + 1], array[index + 2]));
                }

                //顶点位置三维向量数组
                this.pointsArr = pointsArr;

                //折线几何体
                this.line = null;
                {
                    let lineMaterial = new THREE.LineBasicMaterial({
                        color: 0xff00ff
                    });
                    let lineGeometry = new THREE.BufferGeometry().setFromPoints(pointsArr);
                    this.line = new THREE.Line(lineGeometry, lineMaterial);
                }


                //锚点几何体
                this.points = null;
                {
                    let pointsBufferGeometry = new THREE.BufferGeometry();
                    pointsBufferGeometry.setAttribute('position', new THREE.Float32BufferAttribute(array, 3));
                    let pointsMaterial = new THREE.PointsMaterial({ color: 0xffff00, size: 10 });
                    this.points = new THREE.Points(pointsBufferGeometry, pointsMaterial);
                }


                //计算每个锚点在整条折线上所占的百分比
                this.pointPercentArr = [];
                {
                    let distanceArr = []; //每段距离
                    let sumDistance = 0;  //总距离
                    for (let index = 0; index < pointsArr.length - 1; index++) {
                        distanceArr.push(pointsArr[index].distanceTo(pointsArr[index + 1]));
                    }
                    sumDistance = distanceArr.reduce(function (tmp, item) {
                        return tmp + item;
                    })


                    let disPerSumArr = [0];
                    disPerSumArr.push(distanceArr[0]);
                    distanceArr.reduce(function (tmp, item) {
                        disPerSumArr.push(tmp + item);
                        return tmp + item;
                    })

                    disPerSumArr.forEach((value, index) => {
                        disPerSumArr[index] = value / sumDistance;
                    })
                    this.pointPercentArr = disPerSumArr;
                }
                // console.log(this.pointPercentArr);


                //上一次的朝向
                this.preUp = new THREE.Vector3(0, 0, 0);



                //run函数需要的数据
                this.perce = 0; //控制当前位置占整条线百分比
                this.speed = 0.0005;  //控制是否运动
                this.turnFactor = 0;  //暂停时间因子
                this.turnSpeedFactor = 0.001; //转向速度因子
                this.obj = null;

                this.preTime = new Date().getTime();
                this.firstTurn = false;


            }

            //获取点,是否转弯,朝向等
            getPoint(percent) {

                let indexP = 0;
                let indexN = 0;
                let turn = false;

                for (let i = 0; i < this.pointPercentArr.length; i++) {
                    if (percent >= this.pointPercentArr[i] && percent < this.pointPercentArr[i + 1]) {
                        indexN = i + 1;
                        indexP = i;
                        if (percent === this.pointPercentArr[i]) {
                            turn = true;
                        }
                    }
                }

                let factor = (percent - this.pointPercentArr[indexP]) / (this.pointPercentArr[indexN] - this.pointPercentArr[indexP]);
                let position = new THREE.Vector3();
                position.lerpVectors(this.pointsArr[indexP], this.pointsArr[indexN], factor); //position的计算完全正确




                //计算朝向
                let up = new THREE.Vector3().subVectors(this.pointsArr[indexN], this.pointsArr[indexP]);
                let preUp = this.preUp;
                if (this.preUp.x != up.x || this.preUp.y != up.y || this.preUp.z != up.z) {

                    console.info('当前朝向与上次朝向不等,将turn置为true!');
                    turn = true;
                }

                this.preUp = up;


                return {
                    position,
                    direction: up,

                    turn, //是否需要转向
                    preUp, //当需要转向时的上次的方向

                };

            }


            //参数:是否运动,运动的对象,是否运动到结尾
            run(animata, camera, end) {

                if (end) {

                    this.perce = 0.99999;
                    this.obj = this.getPoint(this.perce);

                    //修改位置
                    let posi = this.obj.position;

                    // cone.position.set(posi.x, posi.y, posi.z);
                    camera.position.set(posi.x, posi.y, posi.z); //相机漫游2
                }

                else if (animata) {

                    //转弯时
                    if (this.obj && this.obj.turn) {

                        if (this.turnFactor == 0) {
                            this.preTime = new Date().getTime();
                            this.turnFactor += 0.000000001;
                        }
                        else {
                            let nowTime = new Date().getTime();
                            let timePass = nowTime - this.preTime;
                            this.preTime = nowTime;

                            this.turnFactor += this.turnSpeedFactor * timePass;
                        }


                        //console.log('--->>> 当前需要turn , turnFactor值为 :', this.turnFactor);
                        if (this.turnFactor > 1) {
                            this.turnFactor = 0;
                            this.perce += this.speed;

                            this.obj = this.getPoint(this.perce);
                        }

                        else {

                            //修改朝向 (向量线性插值方式)
                            let interDirec = new THREE.Vector3();
                            interDirec.lerpVectors(this.obj.preUp, this.obj.direction, this.turnFactor);

                            let look = new THREE.Vector3();
                            look = look.add(this.obj.position);
                            look = look.add(interDirec);

                            // cone.lookAt(look);
                            camera.lookAt(look);  //相机漫游1
                        }

                    }

                    //非转弯时
                    else {

                        this.obj = this.getPoint(this.perce);

                        //修改位置
                        let posi = this.obj.position;

                        // cone.position.set(posi.x, posi.y, posi.z);
                        camera.position.set(posi.x, posi.y, posi.z); //相机漫游2


                        //当不需要转向时进行
                        if (!this.obj.turn) {
                            let look = posi.add(this.obj.direction);

                            // cone.lookAt(look);
                            camera.lookAt(look); //相机漫游3
                        }
                        this.perce += this.speed;

                    }
                }


            }
        }

使用案例:

<!DOCTYPE html>
<html lang="zh">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>run</title>
    <style>
        html,
        body {
            margin: 0;
            padding: 0;
            height: 100%;
        }

        div {
            width: 100%;
            height: 100%;
            position: absolute;
            top: 0;
            /* left: 0; */
        }

        .buttons {
            position: absolute;
            top: 0;
            right: 0;
            width: 20%;
            height: 10%;
            /* background-color: darkgrey; */
            z-index: 999;
        }

        input {
            width: 100%;
            cursor: pointer;
        }
    </style>
</head>

<body>


    <div class="buttons">
        <input id='start' type="button" value="START">
        <input id="stop" type="button" value="STOP">
        <input id='end' type="button" value="END">
        <input id='toggle' type="button" value="切换">
    </div>


    <script type="module">

        import * as THREE from './build/three.module.js';
        import { OrbitControls } from "./jsm/controls/experimental/CameraControls.js";


        let scene = new THREE.Scene();
        scene.background = new THREE.Color('gray');

        let camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 10000);
        camera.position.set(250, 250, 250);

        let renderer = new THREE.WebGLRenderer({ alpha: false });
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);

        let controls = new OrbitControls(camera, renderer.domElement);

        {
            let directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
            directionalLight.position.set(1, 1, 1);
            scene.add(directionalLight);

            let light = new THREE.AmbientLight(0x404040); // soft white light
            scene.add(light);

            let axesHelper = new THREE.AxesHelper(5000);
            scene.add(axesHelper);
        }
        /************场景布置结束**************/


        //添加星空背景
        {
            let vertices = [];

            for (let i = 0; i < 10000; i++) {

                let x = THREE.MathUtils.randFloatSpread(2000);
                let y = THREE.MathUtils.randFloatSpread(2000);
                let z = THREE.MathUtils.randFloatSpread(2000);

                vertices.push(x, y, z);

            }

            let geometry6 = new THREE.BufferGeometry();
            geometry6.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));

            let material6 = new THREE.PointsMaterial({ color: 0xffffff, size: 0.5 });

            let starPoints = new THREE.Points(geometry6, material6);

            scene.add(starPoints);
        }



        let material = new THREE.MeshBasicMaterial({ color: 0xff0000 });
        let geometry = new THREE.CylinderBufferGeometry(0, 10, 50, 12);
        geometry.rotateX(Math.PI / 2);
        let cone = new THREE.Mesh(geometry, material);
        scene.add(cone);




        //自定义路径类
        class myPath {
            constructor(array) {

                //将传进来的数组转换为Vec3集合
                let pointsArr = [];
                if (array.length % 3 !== 0) {
                    console.error('错误,数据的个数非3的整数倍!', array);
                    return null;
                }
                for (let index = 0; index < array.length; index += 3) {
                    pointsArr.push(new THREE.Vector3(array[index], array[index + 1], array[index + 2]));
                }

                //顶点位置三维向量数组
                this.pointsArr = pointsArr;

                //折线几何体
                this.line = null;
                {
                    let lineMaterial = new THREE.LineBasicMaterial({
                        color: 0xff00ff
                    });
                    let lineGeometry = new THREE.BufferGeometry().setFromPoints(pointsArr);
                    this.line = new THREE.Line(lineGeometry, lineMaterial);
                }


                //锚点几何体
                this.points = null;
                {
                    let pointsBufferGeometry = new THREE.BufferGeometry();
                    pointsBufferGeometry.setAttribute('position', new THREE.Float32BufferAttribute(array, 3));
                    let pointsMaterial = new THREE.PointsMaterial({ color: 0xffff00, size: 10 });
                    this.points = new THREE.Points(pointsBufferGeometry, pointsMaterial);
                }


                //计算每个锚点在整条折线上所占的百分比
                this.pointPercentArr = [];
                {
                    let distanceArr = []; //每段距离
                    let sumDistance = 0;  //总距离
                    for (let index = 0; index < pointsArr.length - 1; index++) {
                        distanceArr.push(pointsArr[index].distanceTo(pointsArr[index + 1]));
                    }
                    sumDistance = distanceArr.reduce(function (tmp, item) {
                        return tmp + item;
                    })


                    let disPerSumArr = [0];
                    disPerSumArr.push(distanceArr[0]);
                    distanceArr.reduce(function (tmp, item) {
                        disPerSumArr.push(tmp + item);
                        return tmp + item;
                    })

                    disPerSumArr.forEach((value, index) => {
                        disPerSumArr[index] = value / sumDistance;
                    })
                    this.pointPercentArr = disPerSumArr;
                }
                // console.log(this.pointPercentArr);


                //上一次的朝向
                this.preUp = new THREE.Vector3(0, 0, 0);



                //run函数需要的数据
                this.perce = 0; //控制当前位置占整条线百分比
                this.speed = 0.0005;  //控制是否运动
                this.turnFactor = 0;  //暂停时间因子
                this.turnSpeedFactor = 0.001; //转向速度因子
                this.obj = null;

                this.preTime = new Date().getTime();
                this.firstTurn = false;


            }

            //获取点,是否转弯,朝向等
            getPoint(percent) {

                let indexP = 0;
                let indexN = 0;
                let turn = false;

                for (let i = 0; i < this.pointPercentArr.length; i++) {
                    if (percent >= this.pointPercentArr[i] && percent < this.pointPercentArr[i + 1]) {
                        indexN = i + 1;
                        indexP = i;
                        if (percent === this.pointPercentArr[i]) {
                            turn = true;
                        }
                    }
                }

                let factor = (percent - this.pointPercentArr[indexP]) / (this.pointPercentArr[indexN] - this.pointPercentArr[indexP]);
                let position = new THREE.Vector3();
                position.lerpVectors(this.pointsArr[indexP], this.pointsArr[indexN], factor); //position的计算完全正确




                //计算朝向
                let up = new THREE.Vector3().subVectors(this.pointsArr[indexN], this.pointsArr[indexP]);
                let preUp = this.preUp;
                if (this.preUp.x != up.x || this.preUp.y != up.y || this.preUp.z != up.z) {

                    console.info('当前朝向与上次朝向不等,将turn置为true!');
                    turn = true;
                }

                this.preUp = up;


                return {
                    position,
                    direction: up,

                    turn, //是否需要转向
                    preUp, //当需要转向时的上次的方向

                };

            }


            //参数:是否运动,运动的对象,是否运动到结尾
            run(animata, camera, end) {

                if (end) {

                    this.perce = 0.99999;
                    this.obj = this.getPoint(this.perce);

                    //修改位置
                    let posi = this.obj.position;

                    // cone.position.set(posi.x, posi.y, posi.z);
                    camera.position.set(posi.x, posi.y, posi.z); //相机漫游2
                }

                else if (animata) {

                    //转弯时
                    if (this.obj && this.obj.turn) {

                        if (this.turnFactor == 0) {
                            this.preTime = new Date().getTime();
                            this.turnFactor += 0.000000001;
                        }
                        else {
                            let nowTime = new Date().getTime();
                            let timePass = nowTime - this.preTime;
                            this.preTime = nowTime;

                            this.turnFactor += this.turnSpeedFactor * timePass;
                        }


                        console.log('--->>> 当前需要turn , turnFactor值为 :', this.turnFactor);
                        if (this.turnFactor > 1) {
                            this.turnFactor = 0;
                            this.perce += this.speed;

                            this.obj = this.getPoint(this.perce);
                        }

                        else {

                            //修改朝向 (向量线性插值方式)
                            let interDirec = new THREE.Vector3();
                            interDirec.lerpVectors(this.obj.preUp, this.obj.direction, this.turnFactor);

                            let look = new THREE.Vector3();
                            look = look.add(this.obj.position);
                            look = look.add(interDirec);

                            // cone.lookAt(look);
                            camera.lookAt(look);  //相机漫游1
                        }

                    }

                    //非转弯时
                    else {

                        this.obj = this.getPoint(this.perce);

                        //修改位置
                        let posi = this.obj.position;

                        // cone.position.set(posi.x, posi.y, posi.z);
                        camera.position.set(posi.x, posi.y, posi.z); //相机漫游2


                        //当不需要转向时进行
                        if (!this.obj.turn) {
                            let look = posi.add(this.obj.direction);

                            // cone.lookAt(look);
                            camera.lookAt(look); //相机漫游3
                        }
                        this.perce += this.speed;

                    }
                }


            }
        }




        let a = new myPath([
            0, 0, 0,
            500, 0, 0,
            500, 0, 500,
            0, 0, 500,
            0, 500, 500,
            500, 750, 0,
        ]);

        scene.add(a.points);
        scene.add(a.line);



        let startFlag = true;
        let endFlag = false;
        let toggleFlag = true;
        let runMesh = cone;

        document.getElementById('start').onclick = function timeStart() {
            console.log('点击了start');
            startFlag = true;
            endFlag = false;
        };

        document.getElementById('stop').onclick = function timeStart() {
            console.log('点击了stop');
            startFlag = false;
        };

        document.getElementById('end').onclick = function timeStart() {
            console.log('点击了end');
            endFlag = true;
        };

        document.getElementById('toggle').onclick = function timeStart() {
            console.log('点击了toggle');
            toggleFlag = !toggleFlag;
            if(toggleFlag){
                runMesh = cone;
                camera.position.set(500,500,500);
            }
            else{
                runMesh = camera;
            }

        };




        let animate = function () {

            requestAnimationFrame(animate);
            controls.update();


            a.run(startFlag, runMesh, endFlag);

            //路程循环
            if (a.perce >= 1) {
                a.perce = 0;
            }


            renderer.render(scene, camera);
        };

        animate();
    </script>

</body>

</html>
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