threejs开发太阳系案例

先看效果:

<template>
  <div>
    <el-container>
      <el-header
        style="
          display: flex;
          align-items: center;
          justify-content: space-between;
        "
      >
        <el-page-header @back="goBack" :content="name + '详情页面'">
        </el-page-header>
      </el-header>
      <el-main>
        <div class="box-card-left">
          <div id="threejs" style=""></div>
          <div class="box-right"></div>
        </div>
      </el-main>
    </el-container>
  </div>
</template>
<script>
import Drawer from "@/components/Drawer.vue";
// 引入轨道控制器扩展库OrbitControls.js
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { onlyEnterMoney } from "@/utils/fn.js";
export default {
  components: { Drawer },
  data() {
    return {
      radio1: "",
      radio2: "",
      name: "",
      x: 0,
      y: 0,
      z: 0,
      cameraX: 200,
      cameraY: 200,
      cameraZ: 200,
      scene: null,
      camera: null,
      renderer: null,
      mesh: null,
      mesh_moon: null,
      mesh_sun: null,
      geometry: null,
      group1: null,
      group2: null,
      axis: null,
      group1_arr: [],
      group2_arr: [],
    };
  },
  created() {},
  mounted() {
    this.name = this.$route.query.name;
    this.init();
  },
  methods: {
    goBack() {
      this.$router.go(-1);
    },
    init() {
      // 1,创建场景对象
      this.scene = new this.$three.Scene();
      // 2,创建组对象
      this.group1 = new this.$three.Group();
      this.group2 = new this.$three.Group();
      // 3,调用封装方法创建mesh
      this.mesh_sun = this.mesh_meth();

      const mesh = this.mesh_meth(60,0x0ACDE9);
      this.mesh_moon = this.mesh_meth(30,0xF5E904);
      this.mesh_moon.position.set(150,0,0);
      this.group1.add(mesh, this.mesh_moon);
      this.group1.position.set(400,0,0);
      this.group2.add(this.mesh_sun, this.group1);
      this.scene.add(this.group2);
      // 4,创建辅助坐标轴对象
      const axesHelper = new this.$three.AxesHelper(220);
      this.scene.add(axesHelper);
      // 5,创建 正交相机 对象;
      // 在这种投影模式下,无论物体距离相机距离远还是近,在最终渲染的图片中物体的大小都保持不变
      this.camera = new this.$three.OrthographicCamera(-1000,1000,1000,-1000,1,2000);
      // this.camera = new this.$three.PerspectiveCamera(50,1,-1300,1300);
      this.camera.position.set(300,300,300);// 设置相机位置
      // this.camera.position.set(700,700,800);// 设置相机位置
      this.camera.lookAt(0,0,0); // 设置相机朝向的位置
      this.scene.add(this.camera);

      this.renderer = new this.$three.WebGLRenderer();
      this.renderer.setSize(1000,800);
      this.renderer.render(this.scene,this.camera);
      document.getElementById("threejs").appendChild(this.renderer.domElement);
      // 9, 创建相机空间轨道控制器
      const controls = new OrbitControls(this.camera, this.renderer.domElement);
      controls.addEventListener('change', () => {
        this.renderer.render(this.scene,this.camera);
      });

      // 声明一个三维向量来表示某个坐标
      const worldPosition = new this.$three.Vector3();
      this.mesh_moon.getWorldPosition(worldPosition);
      console.log('世界坐标',worldPosition);
      console.log('本地坐标',this.mesh_moon.position);
      // 创建可视化mesh1的局部坐标系
      const mesh1_axesHelper = new this.$three.AxesHelper(150);
      // this.mesh_moon.add(mesh1_axesHelper);

      this.renderFun1();
    },
    mesh_meth(r=100,color= 0xF90E49) {
      // 2,创建球缓冲结合体对象
      const box_geometry = new this.$three.SphereGeometry(r);
      // 3,创建Toon网格材质对象;一种实现卡通着色的材质。
      // const material = new this.$three.MeshToonMaterial({color:color});
      const material = new this.$three.MeshBasicMaterial({color:color});
      return new this.$three.Mesh(box_geometry, material);
    },
    renderFun1() {
      this.group2.rotateY(0.01);
      this.mesh_moon.rotateY(0.05);
      this.group1.rotateY(0.03);
      this.renderer.render(this.scene, this.camera);
      window.requestAnimationFrame(this.renderFun1)
    },  
    getRandomColor() {
      let c1 = this.random(0, 255);
      let c2 = this.random(0, 255);
      let c3 = this.random(0, 255);
      return new this.$three.Color("rgb(" + c1 + ", " + c2 + ", " + c3 + ")");
    },
    /**
     * 产生随机整数,包含下限值,但不包括上限值
     * @param {Number} lower 下限
     * @param {Number} upper 上限
     * @return {Number} 返回在下限到上限之间的一个随机整数
     */
    random(lower, upper) {
      return Math.floor(Math.random() * (upper - lower)) + lower;
    },
  },
};
</script>
<style lang="less" scoped>
.msg {
  padding: 20px;
  text-align: left;
  display: flex;
  justify-content: flex-start;
  flex-wrap: wrap;
  .span {
    margin: 0 30px 30px 0;
    // white-space: nowrap;
  }
  .p {
    text-align: left;
  }
}
.box-card-left {
  display: flex;
  align-items: flex-start;
  flex-direction: row;
  width: 100%;
  .box-right {
    padding-left: 20px;
  }
}
</style>

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