three.js 3d 智慧园区


一、页面效果

使用three.js实现智慧城市 智慧园区

 

二、技术选择

中间的建筑相关的显示和效果都是threejs实现的

左右两侧用的是echarts

三、代码结构

1. 画布

用js自己创建一个放置画布的div

 container = document.createElement('div') document.body.appendChild(container)

2. 场景的创建

之后的比如几何体 摄像机 光源都是放在场景里面

  scene = new THREE.Scene(); renderer = new THREE.WebGLRenderer({ antiakuas: true }) renderer.setClearColor(new THREE.Color("rgba(3,19,52)"), 1)//整个画布的背景颜色
 renderer.setSize(window.innerWidth, window.innerHeight) renderer.shadowMapEnabled = true;//需要阴影映射
 container.appendChild(renderer.domElement)

3. 摄像机

摄像机是有两种类型的

  • 透视投影摄像机:PerspectiveCamera会让物体近大远小;
  • 正交投影摄像机:OrthographicCamera物体渲染的大小是一致的;
camera = new THREE.PerspectiveCamera(90, window.innerWidth / window.innerHeight, 1, 1000) camera.position.set(0, 150, 300)//相机位置
 camera.lookAt(new THREE.Vector3(0, 0, 0))//相机观看物体的位置

4.光源

光有基本的四种类型:

环境光( AmbientLight ):笼罩在整个空间无处不在的光

点光源( PointLight ):向四面八方发射的单点光源

聚光灯( SpotLight ):发射出锥形状的光, 模拟手电筒,台灯等光源

平行光( DirectinalLight ):平行的一束光,模拟从很远处照射的太阳光

        var ambientLight = new THREE.AmbientLight(0x606060)//环境光
 scene.add(ambientLight) var spotLight = new THREE.SpotLight(0xffffff) spotLight.position.set(200, 160, 85) spotLight.castShadow = true scene.add(spotLight)

5.创建栅格平面

Geometry这是存储几何体相关的信息,是为了减少CPU的消耗

栅格用的是线段画出来的

function plane() { var geometry = new THREE.Geometry(); geometry.vertices.push(new THREE.Vector3(-800, 0, 0)); geometry.vertices.push(new THREE.Vector3(800, 0, 0)); for (var i = 0; i < 50; i++) { var line = new THREE.Line(geometry, new THREE.LineBasicMaterial({ color: "rgba(38,55,84,1)", opacity: 1 })); line.position.z = (i * 50) - 800; scene.add(line); var line = new THREE.Line(geometry, new THREE.LineBasicMaterial({ color: "rgba(38,55,84,1)", opacity: 1 })); line.position.x = (i * 50) - 800; line.rotation.y = 90 * Math.PI / 180; scene.add(line); } }

6.建筑

建筑用的是立方体,需要注意的是可以自己设置一个图片,然后将图片作为纹理贴到立方体上面来;

根据移动立方体的位置,来拼合成建筑;

var loader = new THREE.TextureLoader(); loader.load("./img/cude1.png", (texture) => { var geometry = new THREE.BoxGeometry(30, 5, 20); var material = new THREE.MeshBasicMaterial({ color: 0x739783, map: texture }); buildArr[i] = new THREE.Mesh(geometry, material); buildArr[i].position.x = 10 buildArr[i].position.y = 5 + i * 5 buildArr[i].position.z = -10 scene.add(buildArr[i]); })

7.视角的移动

当我们看到视角的远近,其实是摄像机的移动,我们通过修改摄像机的位置,来达到响应的目的;

var cameraz = 10; var camerax = 10; var timer; timer = setInterval(function () { cameraz += 1 camerax += 1 camera.position.x = 50 - cameraz camera.position.z = 100 + cameraz if (cameraz >= 300 && camerax >= 50) { clearInterval(timer) } }, 30) for (var i = 0; i < 30; i++) { buildArr[i].position.y = 5 + i * 5 }

8.车流

我们先是设置一下管道的几何体和小球,然后同样的修改小球的x y z值来进行流动,需要注意的是小球需要根据管道的路径进行流动,

    var curve = new THREE.CatmullRomCurve3([ new THREE.Vector3(-150, 2, -280), new THREE.Vector3(-110, 2, -50), new THREE.Vector3(-10, 2, 0), new THREE.Vector3(100, 2, 100), new THREE.Vector3(140, 2, 200) ], false/*是否闭合*/); function traffic() { //一条

    var tubeGeometry2 = new THREE.TubeGeometry(curve, 100, 2, 50, false); var tubeMaterial2 = new THREE.MeshPhongMaterial({ color: "rgb(45,245,216)", transparent: true, opacity: 1, }); var tube2 = new THREE.Mesh(tubeGeometry2, tubeMaterial2); scene.add(tube2); //物体
 geometryP = new THREE.BoxGeometry(5, 5, 5); var materialP = new THREE.MeshBasicMaterial({ color: 'rgb(165,244,7)' }); circleP = new THREE.Mesh(geometryP, materialP); scene.add(circleP); geometryP.rotateY(Math.PI / 2); //circleP.position.set(-80, -40, 0);
 } if (progress > 1.0) { circleP.position.set(-150, 2, -280); progress = 0

    //return; //停留在管道末端,否则会一直跑到起点 循环再跑
 } progress += 0.001; //0.0009;

if (curve) { let point = curve.getPoint(progress); if (point && point.x) { circleP.position.set(point.x, point.y, point.z); } }

9.事件

 window.addEventListener("click", onDocumentMouseMove, false)

 

 

四、相关资料

Threejs:https://threejs.org/docs/#manual/zh/introduction/Creating-a-scene

Echarts:  https://www.echartsjs.com/zh/index.html

github : https://github.com/zhangyxhuomu/Data-visualization-3d/tree/master/three-3d/three-3d

 


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