坦克打小球

该代码示例展示了如何利用three.js库构建一个3D坦克模型,包括车身、车轮、炮塔和目标物体。场景中包含多个光源,坦克能跟随预设路径移动,并有动态阴影效果。此外,还有从不同视角(坦克内部、炮塔、目标)进行渲染的相机设置。

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<html>

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

    #c {
      width: 100%;
      height: 100%;
    }
  </style>
  <canvas id="c"></canvas>
  <canvas id="info"></canvas>
</head>

<body>
  <script type="module">
    import * as THREE from 'https://unpkg.com/three/build/three.module.js';

    function main() {

      const canvas = document.querySelector('#c');
      const renderer = new THREE.WebGLRenderer({ antialias: true, canvas: canvas });
      renderer.setClearColor(0xAAAAAA);
      renderer.shadowMap.enabled = true;
      function makeCamera(fov = 40) {
        const aspect = 2; // the canvas default
        const zNear = 0.1;
        const zFar = 1000;
        return new THREE.PerspectiveCamera(fov, aspect, zNear, zFar);
      }

      const camera = makeCamera();
      camera.position.set(8, 4, 10).multiplyScalar(3);
      camera.lookAt(0, 0, 0);
      const scene = new THREE.Scene();
      {

        const light = new THREE.DirectionalLight(0xffffff, 3);
        light.position.set(0, 20, 0);
        scene.add(light);
        light.castShadow = true; //开启投影
        light.shadow.mapSize.width = 2048;
        light.shadow.mapSize.height = 2048;
        const d = 50;
        light.shadow.camera.left = - d;
        light.shadow.camera.right = d;
        light.shadow.camera.top = d;
        light.shadow.camera.bottom = - d;
        light.shadow.camera.near = 1;
        light.shadow.camera.far = 50;
        light.shadow.bias = 0.001;

      }

      {

        const light = new THREE.DirectionalLight(0xffffff, 3);
        light.position.set(1, 2, 4);
        scene.add(light);

      }

      const groundGeometry = new THREE.PlaneGeometry(50, 50);
      const groundMaterial = new THREE.MeshPhongMaterial({ color: 0xCC8866 });
      const groundMesh = new THREE.Mesh(groundGeometry, groundMaterial);
      groundMesh.rotation.x = Math.PI * - .5;
      groundMesh.receiveShadow = true;
      scene.add(groundMesh);
      //车
      const carWidth = 4;
      const carHeight = 1;
      const carLength = 8;

      const tank = new THREE.Object3D();//空3D节点
      scene.add(tank);

      const bodyGeometry = new THREE.BoxGeometry(carWidth, carHeight, carLength);
      const bodyMaterial = new THREE.MeshPhongMaterial({ color: 0x6688AA });
      const bodyMesh = new THREE.Mesh(bodyGeometry, bodyMaterial);
      bodyMesh.position.y = 1.4;
      bodyMesh.castShadow = true;
      tank.add(bodyMesh);

      const tankCameraFov = 75;
      const tankCamera = makeCamera(tankCameraFov);
      tankCamera.position.y = 3;
      tankCamera.position.z = - 6;
      tankCamera.rotation.y = Math.PI;
      bodyMesh.add(tankCamera);

      //轮子
      const wheelRadius = 1;
      const wheelThickness = .5;
      const wheelSegments = 6;
      const wheelGeometry = new THREE.CylinderGeometry(
        wheelRadius, // top radius
        wheelRadius, // bottom radius
        wheelThickness, // height of cylinder
        wheelSegments);
      const wheelMaterial = new THREE.MeshPhongMaterial({ color: 0x888888 });
      const wheelPositions = [
        [- carWidth / 2 - wheelThickness / 2, - carHeight / 2, carLength / 3],
        [carWidth / 2 + wheelThickness / 2, - carHeight / 2, carLength / 3],
        [- carWidth / 2 - wheelThickness / 2, - carHeight / 2, 0],
        [carWidth / 2 + wheelThickness / 2, - carHeight / 2, 0],
        [- carWidth / 2 - wheelThickness / 2, - carHeight / 2, - carLength / 3],
        [carWidth / 2 + wheelThickness / 2, - carHeight / 2, - carLength / 3],
      ];
      const wheelMeshes = wheelPositions.map((position) => {

        const mesh = new THREE.Mesh(wheelGeometry, wheelMaterial);
        mesh.position.set(...position);
        mesh.rotation.z = Math.PI * .3;
        mesh.castShadow = true;
        bodyMesh.add(mesh);
        return mesh;

      });
      //坦克圆屋顶,半个球体
      const domeRadius = 2;
      const domeWidthSubdivisions = 12;
      const domeHeightSubdivisions = 12;
      const domePhiStart = 0;
      const domePhiEnd = Math.PI * 2;
      const domeThetaStart = 0;
      const domeThetaEnd = Math.PI * .5;
      const domeGeometry = new THREE.SphereGeometry(
        domeRadius, domeWidthSubdivisions, domeHeightSubdivisions,
        domePhiStart, domePhiEnd, domeThetaStart, domeThetaEnd);
      const domeMesh = new THREE.Mesh(domeGeometry, bodyMaterial);
      domeMesh.castShadow = true;
      bodyMesh.add(domeMesh);
      domeMesh.position.y = 0.5;//是因为坐标轴内部在坦克主体中心,所以轮子y轴-0.5,坦克屋顶+0.5


      //炮塔
      const turretWidth = .1;
      const turretHeight = .1;
      const turretLength = carLength * .75 * .2;
      const turretGeometry = new THREE.BoxGeometry(
        turretWidth, turretHeight, turretLength);
      const turretMesh = new THREE.Mesh(turretGeometry, bodyMaterial);
      const turretPivot = new THREE.Object3D();
      turretMesh.castShadow = true;
      turretPivot.scale.set(5, 5, 5);
      turretPivot.position.y = .5;
      turretMesh.position.z = turretLength * .5;
      turretPivot.add(turretMesh);
      bodyMesh.add(turretPivot);

      const turretCamera = makeCamera();
      turretCamera.position.y = .75 * .2;
      turretMesh.add(turretCamera);

      //目标物体
      const targetGeometry = new THREE.SphereGeometry(.5, 6, 3);
      const targetMaterial = new THREE.MeshPhongMaterial({ color: 0x00FF00, flatShading: true });
      const targetMesh = new THREE.Mesh(targetGeometry, targetMaterial);
      const targetOrbit = new THREE.Object3D();
      const targetElevation = new THREE.Object3D();
      const targetBob = new THREE.Object3D();
      targetMesh.castShadow = true;
      scene.add(targetOrbit);
      targetOrbit.add(targetElevation);
      targetElevation.position.z = carLength * 2;
      targetElevation.position.y = 8;
      targetElevation.add(targetBob);
      targetBob.add(targetMesh);

      const targetCamera = makeCamera();
      const targetCameraPivot = new THREE.Object3D();
      targetCamera.position.y = 1;
      targetCamera.position.z = - 2;
      targetCamera.rotation.y = Math.PI;
      targetBob.add(targetCameraPivot);
      targetCameraPivot.add(targetCamera);

      // Create a sine-like wave 坦克地上线
      const curve = new THREE.SplineCurve([
        new THREE.Vector2(- 10, 0),
        new THREE.Vector2(- 5, 5),
        new THREE.Vector2(0, 0),
        new THREE.Vector2(5, - 5),
        new THREE.Vector2(10, 0),
        new THREE.Vector2(5, 10),
        new THREE.Vector2(- 5, 10),
        new THREE.Vector2(- 10, - 10),
        new THREE.Vector2(- 15, - 8),
        new THREE.Vector2(- 10, 0),
      ]);

      const points = curve.getPoints(50);
      const geometry = new THREE.BufferGeometry().setFromPoints(points);
      const material = new THREE.LineBasicMaterial({ color: 0xff0000 });
      const splineObject = new THREE.Line(geometry, material);
      splineObject.rotation.x = Math.PI * .5;
      splineObject.position.y = 0.05;
      scene.add(splineObject);

      function resizeRendererToDisplaySize(renderer) {

        const canvas = renderer.domElement;
        const width = canvas.clientWidth;
        const height = canvas.clientHeight;
        const needResize = canvas.width !== width || canvas.height !== height;
        if (needResize) {

          renderer.setSize(width, height, false);

        }

        return needResize;

      }

      const targetPosition = new THREE.Vector3();//目标位置
      const tankPosition = new THREE.Vector2();//坦克位置
      const tankTarget = new THREE.Vector2();

      const cameras = [
        { cam: camera, desc: 'detached camera', },
        { cam: turretCamera, desc: 'on turret looking at target', },//炮塔相机
        { cam: targetCamera, desc: 'near target looking at tank', },
        { cam: tankCamera, desc: 'above back of tank', },
      ];

      const infoElem = document.querySelector('#info');

      function render(time) {

        time *= 0.001;

        if (resizeRendererToDisplaySize(renderer)) {

          const canvas = renderer.domElement;
          cameras.forEach((cameraInfo) => {

            const camera = cameraInfo.cam;
            camera.aspect = canvas.clientWidth / canvas.clientHeight;
            camera.updateProjectionMatrix();

          });

        }

        // move target
        targetOrbit.rotation.y = time * .27;
        targetBob.position.y = Math.sin(time * 2) * 4;
        targetMesh.rotation.x = time * 7;
        targetMesh.rotation.y = time * 13;
        targetMaterial.emissive.setHSL(time * 10 % 1, 1, .25);
        targetMaterial.color.setHSL(time * 10 % 1, 1, .25);

        // move tank
        const tankTime = time * .05;
        curve.getPointAt(tankTime % 1, tankPosition);
        //通过时间不断的%1取0-1的小数,轨道是0-1,不断的取轨道上的点来设置坦克位置,相当于坦克车身中间位置
        curve.getPointAt((tankTime + 0.01) % 1, tankTarget);
        //上面的位置靠后一点,相当于车头的位置
        tank.position.set(tankPosition.x, 0, tankPosition.y);
        tank.lookAt(tankTarget.x, 0, tankTarget.y);//将坦克指向车头位置

        // face turret at target
        targetMesh.getWorldPosition(targetPosition);//获得目标小球的坐标
        turretPivot.lookAt(targetPosition);//炮筒指向目标小球

        // make the turretCamera look at target
        turretCamera.lookAt(targetPosition);//泡桐相机指向小球

        // make the targetCameraPivot look at the at the tank
        tank.getWorldPosition(targetPosition);//坦克坐标
        targetCameraPivot.lookAt(targetPosition);//坦克相机指向坦克

        wheelMeshes.forEach((obj) => {//轮子转动

          obj.rotation.x = time * 3;

        });

        const camera = cameras[time * .25 % cameras.length | 0];
        infoElem.textContent = camera.desc;

        renderer.render(scene, camera.cam);//四个相机轮换

        requestAnimationFrame(render);

      }

      requestAnimationFrame(render);

    }

    main();
  </script>
</body>
</html

在这里插入图片描述
在这里插入图片描述

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