Vue实现图形化积木式编程(三)

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前言

前段时间想要做一个web端的图形化积木式编程(类似少儿编程)的案例,网上冲浪了一圈又一圈,终于技术选型好,然后代码一顿敲,终于出来了一个雏形。

TIPS:该案例设计主要参考iRobot Coding,只用做学习用途,侵删。

https://code.irobot.com/#/

最终实现效果

最终实现效果

本文实现效果

  • 点击拖拽移动模型
    点击拖拽移动物体

完整代码

  • 点击拖拽移动物体
<template>
  <div style="height: 100%;width: 100%;">
    <div>
      <canvas id="renderCanvas"></canvas>
    </div>
  </div>
</template>

<script>
import * as BABYLON from 'babylonjs';
import * as BABYLON_MATERAIAL from "babylonjs-materials"

//全局变量
var scene = null //场景实例
var engine = null //3d引擎实例
var camera = null //摄像机实例
var plane = null //绿地
var ground = null //网格
var skybox = null //天空盒
var car = null //小车
var startingPoint = new BABYLON.Vector3(0, 0, 0)//当前点击位置

async function loadScene() {
  //场景初始化,可看文章一
  scene = initScene()

  //加载网络模型,可看文章二
  await initRobot()

  //本文内容,监听拖动事件,实现点击拖动模型
  dragListening()

  //开启debug窗口
  // scene.debugLayer.show()

}

//鼠标点击拖动监听
function dragListening() {
  // 物体拖拽事件
  var canvas = engine.getRenderingCanvas();

  var currentMesh;//当前点击的模型网格

  //判断当前点击对象是否是地板
  var getGroundPosition = function () {
    var pickinfo = scene.pick(scene.pointerX, scene.pointerY, function (mesh) {
      return (mesh == ground || mesh == plane);
    });
    if (pickinfo.hit) {
      return pickinfo.pickedPoint;
    }
    return null;
  }

  //鼠标点下
  var onPointerDown = function (evt) {
    if (evt.button !== 0) {
      return;
    }
    //判断当前是否点击一个模型网格,如果是地板、天空盒等对象,则设置hit为false
    var pickInfo = scene.pick(scene.pointerX, scene.pointerY, function (mesh) {
      return (mesh !== ground && mesh !== plane && mesh !== skybox);
    });
    console.log("pickInfo", pickInfo)
    //如果hit为true,则不为地板、天空盒等对象
    if (pickInfo.hit) {
      currentMesh = pickInfo.pickedMesh;//获取当前点击对象
      if (currentMesh.parent == null) {
        console.log("no parent")//没有父节点则就是car对象了
      } else if (currentMesh.parent.name == car.name) {
        //有父节点,证明现在点击的是子对象,而移动需要移动整个小车对象,所以设置当前点击mesh为父节点(即car对象)
        currentMesh = currentMesh.parent
      }
      console.log("currentMesh", currentMesh)
      //获取当前移动时地板的坐标
      startingPoint = getGroundPosition(evt);
      //移动物体时,暂时屏蔽相机的移动控制
      if (startingPoint) { // we need to disconnect camera from canvas
        setTimeout(function () {
          camera.detachControl(canvas);
        }, 0);
      }
    }
  }

  //鼠标点击着移动中
  var onPointerMove = function (evt) {
    if (!startingPoint) {
      return;
    }
    if (!currentMesh) {
      return;
    }
    //更新当前点击的地板位置
    var current = getGroundPosition(evt);
    if (!current) {
      return;
    }
    //更新当前小车坐标位置为点击的地板位置
    console.log('startingPoint', startingPoint)
    var diff = current.subtract(startingPoint);
    console.log('diff', diff)
    currentMesh.position.addInPlace(diff);
    console.log("currentMesh.name", currentMesh.name)
    //更新位置信息
    startingPoint = current;
  }

  //鼠标点击后松开
  var onPointerUp = function () {
    //恢复相机移动控制
    if (startingPoint) {
      camera.attachControl(canvas, true);
      startingPoint = null;
      return;
    }
  }

  //canvas绑定监听事件
  canvas.addEventListener("pointerdown", onPointerDown, false);
  canvas.addEventListener("pointerup", onPointerUp, false);
  canvas.addEventListener("pointermove", onPointerMove, false);
}


async function initRobot() {
  console.log('initRobot')
  //模型url路径
  const url = "http://localhost:8887/"
  //模型名称
  const modelName = "sportcar.babylon"
  var result = await BABYLON.SceneLoader.ImportMeshAsync(null, url, modelName, scene);
  var meshes = result.meshes
  console.log("meshes", meshes)
  //定义一个根节点
  var parent = new BABYLON.Mesh("car", scene);
  const scale = 10//缩放比例
  for (var mesh of meshes) {
    mesh.scaling = new BABYLON.Vector3(scale, scale, scale)
    mesh.parent = parent
  }
  //将根节点设置为全局变量
  car = parent


}

function initScene() {
  //获取到renderCanvas这个元素
  var canvas = document.getElementById("renderCanvas");
  //初始化引擎
  engine = new BABYLON.Engine(canvas, true);
  //初始化场景
  var scene = new BABYLON.Scene(engine);
  //注册一个渲染循环来重复渲染场景
  engine.runRenderLoop(function () {
    scene.render();
  });
  //浏览器窗口变化时监听
  window.addEventListener("resize", function () {
    engine.resize();
  });

  //相机初始化
  camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 5, new BABYLON.Vector3(0, 0, 10), scene);
  camera.setPosition(new BABYLON.Vector3(20, 200, 400));
  //相机角度限制
  camera.upperBetaLimit = 1.5;//最大z轴旋转角度差不多45度俯瞰
  camera.lowerRadiusLimit = 50;//最小缩小比例
  camera.upperRadiusLimit = 1500;//最大放大比例
  //变焦速度
  camera.wheelPrecision = 1; //电脑滚轮速度 越小灵敏度越高
  camera.pinchPrecision = 20; //手机放大缩小速度 越小灵敏度越高
  scene.activeCamera.panningSensibility = 100;//右键平移灵敏度
  // 将相机和画布关联
  camera.attachControl(canvas, true);

  //灯光初始化
  var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 10, 0), scene);
  //设置高光颜色
  light.specular = new BABYLON.Color3(0, 0, 0);
  //设置灯光强度
  light.intensity = 1

  // 绿地初始化
  var materialPlane = new BABYLON.StandardMaterial("texturePlane", scene);
  materialPlane.diffuseColor = new BABYLON.Color3(152 / 255.0, 209 / 255.0, 115 / 255.0)
  materialPlane.backFaceCulling = false;
  materialPlane.freeze()
  plane = BABYLON.MeshBuilder.CreateDisc("ground", {radius: 3000}, scene);
  plane.rotation.x = Math.PI / 2;
  plane.material = materialPlane;
  plane.position.y = -0.1;
  plane.freezeWorldMatrix()

  //网格地板初始化
  const groundSide = 144;
  ground = BABYLON.Mesh.CreateGround("ground", groundSide, groundSide, 1, scene, true);
  var groundMaterial = new BABYLON_MATERAIAL.GridMaterial("grid", scene);
  groundMaterial.mainColor = BABYLON.Color3.White();//底板颜色
  groundMaterial.alpha = 1;//透明度
  const gridLineGray = 0.95;
  groundMaterial.lineColor = new BABYLON.Color3(gridLineGray, gridLineGray, gridLineGray);
  groundMaterial.backFaceCulling = true; // 可看到背面
  //大网格间距
  groundMaterial.majorUnitFrequency = 16;
  //小网格间距
  groundMaterial.minorUnitVisibility = 0;
  const gridOffset = 8; // 网格偏移量
  groundMaterial.gridOffset = new BABYLON.Vector3(gridOffset, 0, gridOffset);
  groundMaterial.freeze(); // 冻结材质,优化渲染速度
  ground.material = groundMaterial
  ground.freezeWorldMatrix()

  //天空盒初始化
  var skyMaterial = new BABYLON_MATERAIAL.SkyMaterial("skyMaterial", scene);
  skyMaterial.inclination = 0
  skyMaterial.backFaceCulling = false;
  skybox = BABYLON.Mesh.CreateBox("skyBox", 5000.0, scene);
  skybox.material = skyMaterial;

  return scene
}


export default {
  name: "test",
  data() {
    return {}
  },
  async mounted() {
    //加载场景
    await loadScene()
  },
}
</script>

<style scoped>
#renderCanvas {
  width: 680px;
  height: 680px;
  touch-action: none;
  z-index: 10000;
  border-radius: 10px;
}
</style>

代码分解

本文要实现的功能比较简单,分解来看就是
1、监听点击落下,判断当前对象是否是可移动对象,如果是则将其设置为当前移动对象,并禁用摄像头控制
2、监听点击移动过程,获取点击移动过程中点击地板的位置,更新该位置为小车当前位置
3、监听点击松开,恢复摄像头控制

0.公用属性和函数

  // 物体拖拽事件
  var canvas = engine.getRenderingCanvas();

  var currentMesh;//当前点击的模型网格

  //判断当前点击对象是否是地板
  var getGroundPosition = function () {
    var pickinfo = scene.pick(scene.pointerX, scene.pointerY, function (mesh) {
      return (mesh == ground || mesh == plane);
    });
    if (pickinfo.hit) {
      return pickinfo.pickedPoint;
    }
    return null;
  }

1.点击落下处理

  //鼠标点下
  var onPointerDown = function (evt) {
    if (evt.button !== 0) {
      return;
    }
    //判断当前是否点击一个模型网格,如果是地板、天空盒等对象,则设置hit为false
    var pickInfo = scene.pick(scene.pointerX, scene.pointerY, function (mesh) {
      return (mesh !== ground && mesh !== plane && mesh !== skybox);
    });

    console.log("pickInfo", pickInfo)

    //如果hit为true,则不为地板、天空盒等对象
    if (pickInfo.hit) {
      currentMesh = pickInfo.pickedMesh;//获取当前点击对象
      if (currentMesh.parent == null) {
        console.log("no parent")//没有父节点则就是car对象了
      } else if (currentMesh.parent.name == car.name) {
        //有父节点,证明现在点击的是子对象,而移动需要移动整个小车对象,所以设置当前点击mesh为父节点(即car对象)
        currentMesh = currentMesh.parent
      }

      console.log("currentMesh", currentMesh)

      //获取当前移动时地板的坐标
      startingPoint = getGroundPosition(evt);

      //移动物体时,暂时屏蔽相机的移动控制
      if (startingPoint) { // we need to disconnect camera from canvas
        setTimeout(function () {
          camera.detachControl(canvas);
        }, 0);
      }
    }
  }

2.点击移动过程处理

  //鼠标点击着移动中
  var onPointerMove = function (evt) {
    if (!startingPoint) {
      return;
    }
    if (!currentMesh) {
      return;
    }
    //更新当前点击的地板位置
    var current = getGroundPosition(evt);

    if (!current) {
      return;
    }
    //更新当前小车坐标位置为点击的地板位置
    console.log('startingPoint', startingPoint)
    var diff = current.subtract(startingPoint);
    console.log('diff', diff)
    currentMesh.position.addInPlace(diff);
    console.log("currentMesh.name", currentMesh.name)
    //更新位置信息
    startingPoint = current;
  }

3.点击松开处理

  //鼠标点击后松开
  var onPointerUp = function () {
    //恢复相机移动控制
    if (startingPoint) {
      camera.attachControl(canvas, true);
      startingPoint = null;
      return;
    }
  }

4.绑定鼠标监听事件

  //canvas绑定监听事件
  canvas.addEventListener("pointerdown", onPointerDown, false);
  canvas.addEventListener("pointerup", onPointerUp, false);
  canvas.addEventListener("pointermove", onPointerMove, false);

后续计划

Babylon.js

  • 自定义启动界面
  • 物体重力效果
  • babylonjs-gui 按钮实现
  • babylonjs+ammojs 碰撞体实现
  • 将3d界面放入可拖动窗口中

Blockly

  • 入门使用blockly
  • 自定义block块
  • blockly第三方组件使用
  • 接入js-interpreter,步骤运行block块
  • …(想到啥写啥)

开源项目GitHub链接

https://github.com/Wenbile/Child-Programming-Web

资源下载链接

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