threejs中模型沿着轨迹进行运动
1.第三人视角 - 动画模型 - 直角路径
<!DOCTYPE html>
<html>
<head>
<title>Threejs加载城市obj模型,加载人物gltf模型,Tweenjs实现人物根据规划的路线运动</title>
<script type="text/javascript" src="libs/three.js"></script>
<script type="text/javascript" src="libs/OrbitControls.js"></script>
<script type="text/javascript" charset="UTF-8" src="libs/Tween.min.js"></script>
<script type="text/javascript" charset="UTF-8" src="libs/GLTFLoader.js"></script>
<script type="text/javascript" src="libs/OBJLoader.js"></script>
<script type="text/javascript" src="libs/MTLLoader.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="dom"></div>
<script type="text/javascript">
var camera;
var renderer;
var clock = new THREE.Clock();
var mixer = new THREE.AnimationMixer();
var clipAction
var animationClip
var pobj
function init() {
// 创建一个场景,它将包含我们所有的元素,如物体,相机和灯光。
var scene = new THREE.Scene();
var urls = [
'assets/textures/posx.jpg',
'assets/textures/negx.jpg',
'assets/textures/posy.jpg',
'assets/textures/negy.jpg',
'assets/textures/posz.jpg',
'assets/textures/negz.jpg'
];
var cubeLoader = new THREE.CubeTextureLoader();
scene.background = cubeLoader.load(urls);
// 创建一个摄像机,它定义了我们正在看的地方
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000);
// 将摄像机对准场景的中心
camera.position.x = 20;
camera.position.y = 15;
camera.position.z = 35;
camera.lookAt(scene.position);
var orbit = new THREE.OrbitControls(camera);
// 创建一个渲染器并设置大小,WebGLRenderer将会使用电脑显卡来渲染场景
// initialize basic renderer
renderer = new THREE.WebGLRenderer({
antialias: true,
logarithmicDepthBuffer: true,
});
renderer.setSize(window.innerWidth, window.innerHeight);
// 将平面添加到场景中
var plane = createPlaneGeometryBasicMaterial();
scene.add(plane);
// 在屏幕上显示坐标轴
var axes = new THREE.AxesHelper(100);
scene.add(axes);
// var trackballControls = initTrackballControls(camera, renderer);
// 添加环境光
scene.add(new THREE.AmbientLight(0x666666));
scene.add(new THREE.AmbientLight("#ffffff", 1));
// 将呈现器的输出添加到HTML元素
document.getElementById("dom").appendChild(renderer.domElement);
var points = initLine();
// 将球体添加到场景中
initModel();
initPeople();
// 启动动画
renderScene();
var i = 0;
function tweenComplete() {
if (i < points.length) {
switch (i) {
case 0:
pobj.rotateY(Math.PI);
break;
case 1:
case 5:
case 8:
case 9:
pobj.rotateY(-0.5 * Math.PI);
break;
case 2:
case 3:
case 4:
case 6:
case 7:
pobj.rotateY(0.5 * Math.PI);
break;
case 10:
mixer.stopAllAction();
break;
}
tween = new TWEEN.Tween(points[i])
.to(points[i + 1], 3000)
.easing(TWEEN.Easing.Linear.None)
.onUpdate(function() {
pobj.position.set(this.x, this.y, this.z);
})
.onComplete(tweenComplete)
.start();
i++;
}
}
// 添加模型
function initModel() {
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setPath("assets/models/obj_mtl/")
mtlLoader.load('city.mtl', function(materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.load('assets/models/obj_mtl/city.obj', function(object) {
mesh = object;
mesh.scale.set(3, 3, 3);
mesh.position.y = -5;
scene.add(mesh);
});
});
}
// 添加人物模型
function initPeople() {
var loader = new THREE.GLTFLoader();
loader.load('assets/models/man/man.gltf', function(result) {
result.scene.scale.set(1, 1, 1);
result.scene.translateY(0);
pobj = result.scene;
scene.add(result.scene);
tweenComplete();
mixer = new THREE.AnimationMixer(result.scene);
animationClip = result.animations[0];
clipAction = mixer.clipAction(animationClip).play();
animationClip = clipAction.getClip();
});
}
// 创建一个平面
function createPlaneGeometryBasicMaterial() {
var textureLoader = new THREE.TextureLoader();
var cubeMaterial = new THREE.MeshStandardMaterial({
map: textureLoader.load("assets/textures/cd.jpg"),
});
cubeMaterial.map.wrapS = THREE.RepeatWrapping;
cubeMaterial.map.wrapT = THREE.RepeatWrapping;
cubeMaterial.map.repeat.set(18, 18)
// 创建地平面并设置大小
var planeGeometry = new THREE.PlaneGeometry(500, 500);
var plane = new THREE.Mesh(planeGeometry, cubeMaterial);
// 设置平面位置并旋转
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 0;
plane.position.y = -5;
plane.position.z = 0;
return plane;
}
// 初始化线路
function initLine() {
var pArr = [{
x: 5 * 3,
y: -3.8,
z: -0.7 * 3
}, {
x: -0.6 * 3,
y: -3.8,
z: -0.7 * 3
}, {
x: -0.6 * 3,
y: -3.8,
z: -1.8 * 3
}, {
x: -4 * 3,
y: -3.8,
z: -1.8 * 3
}, {
x: -4 * 3,
y: -3.8,
z: 2.8 * 3
}, {
x: -1.2 * 3,
y: -3.8,
z: 2.8 * 3
}, {
x: -1.2 * 3,
y: -3.8,
z: 4.3 * 3
}, {
x: 1.7 * 3,
y: -3.8,
z: 4.3 * 3
}, {
x: 1.7 * 3,
y: -3.8,
z: -0.4 * 3
}, {
x: 4.4 * 3,
y: -3.8,
z: -0.4 * 3
}, {
x: 4.4 * 3,
y: -3.8,
z: 5 * 3
}];
var points = [];
var geometry = new THREE.Geometry();
for (var i = 0; i < pArr.length; i++) {
var randomX = pArr[i].x;
var randomY = pArr[i].y;
var randomZ = pArr[i].z;
var vector = new THREE.Vector3(randomX, randomY, randomZ);
geometry.vertices.push(vector);
points.push(vector);
}
var material = new THREE.LineBasicMaterial({
color: 0xff0000
});
var line = new THREE.Line(geometry, material);
scene.add(line);
return points;
}
// 动画渲染
var step = 5;
function renderScene() {
TWEEN.update();
orbit.update();
var delta = clock.getDelta();
mixer.update(delta);
// 使用requestAnimationFrame函数进行渲染
requestAnimationFrame(renderScene);
renderer.render(scene, camera);
}
// 渲染的场景
renderer.render(scene, camera);
document.addEventListener('mousedown', onDocumentMouseDown, false);
function onDocumentMouseDown(event) {
// 点击屏幕创建一个向量
var vector = new THREE.Vector3((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window
.innerHeight) * 2 + 1, 0.5);
vector = vector.unproject(camera); // 将屏幕的坐标转换成三维场景中的坐标
var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
var intersects = raycaster.intersectObjects(mesh.children, true);
console.log(intersects)
if (intersects.length > 0) {
// intersects[0].object.material.color.set("#ffffff");
}
}
// 创建一个球形几何体
function createSphereGeometryLambertMaterial(point) {
// 创建一个球体
var sphereGeometry = new THREE.SphereGeometry(0.2, 20, 20);
var sphereMaterial = new THREE.MeshBasicMaterial({
color: 0x7777ff,
wireframe: true
});
var sphereMaterial = new THREE.MeshLambertMaterial({
color: 0xff0000
});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
// 设置该物体投射阴影
sphere.castShadow = true;
// 位置范围
sphere.position.x = point.x;
sphere.position.y = point.y;
sphere.position.z = point.z;
return sphere;
}
}
window.onload = init;
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// 监听调整大小事件
window.addEventListener('resize', onResize, false);
</script>
</body>
</html>
2.第三人视角 - 动画模型 - 曲线路径
增加运动轨迹(注意点:路径的张力tension、模型的旋转角度offsetAngle )
用到了Three.js提供的CatmullRomCurve3:使用Catmull-Rom算法, 从一系列的点创建一条平滑的三维样条曲线。
let curve = null;
function makeCurve() {
//Create a closed wavey loop
curve = new THREE.CatmullRomCurve3([
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(5, 0, 0),
new THREE.Vector3(0, 0, 5)
]);
curve.curveType = "catmullrom";
curve.closed = true;//设置是否闭环
curve.tension = 0.5![请添加图片描述](https://img-blog.csdnimg.cn/12a2fa45062d44a58bb7cbf719e4b20f.gif)
; //设置线的张力,0为无弧度折线
// 为曲线添加材质在场景中显示出来,不显示也不会影响运动轨迹,相当于一个Helper
const points = curve.getPoints(50);
const geometry = new THREE.BufferGeometry().setFromPoints(points);
const material = new THREE.LineBasicMaterial({ color: 0x000000 });
// Create the final object to add to the scene
const curveObject = new THREE.Line(geometry, material);
scene.add(curveObject)
}
让模型沿轨迹运动
let progress = 0; // 物体运动时在运动路径的初始位置,范围0~1
const velocity = 0.001; // 影响运动速率的一个值,范围0~1,需要和渲染频率结合计算才能得到真正的速率
// 物体沿线移动方法
function moveOnCurve() {
if (curve == null || model == null) {
console.log("Loading")
} else {
if (progress <= 1 - velocity) {
const point = curve.getPointAt(progress); //获取样条曲线指定点坐标
const pointBox = curve.getPointAt(progress + velocity); //获取样条曲线指定点坐标
if (point && pointBox) {
model.position.set(point.x, point.y, point.z);
// model.lookAt(pointBox.x, pointBox.y, pointBox.z); //因为这个模型加载进来默认面部是正对Z轴负方向的,所以直接lookAt会导致出现倒着跑的现象,这里用重新设置朝向的方法来解决。
var targetPos = pointBox //目标位置点
var offsetAngle = 0 //目标移动时的朝向偏移
// //以下代码在多段路径时可重复执行
var mtx = new THREE.Matrix4() //创建一个4维矩阵
// .lookAt ( eye : Vector3, target : Vector3, up : Vector3 ) : this,构造一个旋转矩阵,从eye 指向 target,由向量 up 定向。
mtx.lookAt(model.position, targetPos, model.up) //设置朝向
mtx.multiply(new THREE.Matrix4().makeRotationFromEuler(new THREE.Euler(0, offsetAngle, 0)))
var toRot = new THREE.Quaternion().setFromRotationMatrix(mtx) //计算出需要进行旋转的四元数值
model.quaternion.slerp(toRot, 0.2)
}
progress += velocity;
} else {
progress = 0;
}
}
};
// moveOnCurve()需要在渲染中一直调用更新,以达到物体移动效果
function animate() {
requestAnimationFrame(animate);
moveOnCurve();
renderer.render(scene, camera);
};