Threejs实现一个园区
/**
* 办公园区
*/
import * as THREE from 'three';
import { OrbitControls } from '../OrbitControls.js';
import { GLTFLoader } from '../GLTFLoader.js';
import { addEnviorment, segmentsIntr } from '../Objects/Common.js';
import Move from './Move.js';
import Road from './Road.js';
import Parking from './Parking.js';
/**
* 1. 先引入环境 天空和地面
* 2. 创建一块全区的地皮
* 3. 布置围墙
* 4. 办公楼、停车场、充电桩的位置
* 5. 添加办公楼前装饰物、树、公交站点
* 6. 铺设路面
* 7. 写动态逻辑,设置页面动态化
*/
const wWidth = window.innerWidth; // 屏幕宽度
const wHeight = window.innerHeight; // 屏幕高度
const scene = new THREE.Scene();
let renderer = null;
let camera = null;
let controls = null;
const roadObj = []; // 存储道路数据
const moveObj = []; // 存储车辆数据
// 园区宽度本身
const long = 600; // 园区的长
const width = 300; // 园区的宽
// 停车场的长和宽
const [parkingW, parkingH] = [20, 30];
const parks = []; // 存储停车场数据
let everyL = 0; // 单个围墙的长度
let everyW = 0; // 单个围墙的厚度
let buildH = 0; // 办公楼的厚度
let wallNumL = 0; // 展示园区占多少个墙的长度,当前设置为最大的整数-1
let wallNumW = 0;
/**
* 初始化
*/
function init() {
addEnvir(true, false);
createBase();
loadWall();
setTimeout(() => {
loadBuildings();
setTimeout(() => {
loadOrnament();
}, 200)
loadRoad();
loadBusAndPeople();
addClick();
}, 500)
}
/**
* 添加相机等基础功能
*/
function addEnvir(lightFlag = true, axFlag = true, gridFlag = false) {
// 初始化相机
camera = new THREE.PerspectiveCamera(100, wWidth / wHeight, 1, 3000);
camera.position.set(300, 100, 300);
camera.lookAt(0, 0, 0);
// 创建灯光
// 创建环境光
const ambientLight = new THREE.AmbientLight(0xf0f0f0, 1.0);
ambientLight.position.set(0,0,0);
scene.add(ambientLight);
if (lightFlag) {
// 创建点光源
const pointLight = new THREE.PointLight(0xffffff, 1);
pointLight.decay = 0.0;
pointLight.position.set(200, 200, 50);
scene.add(pointLight);
}
// 添加辅助坐标系
if (axFlag) {
const axesHelper = new THREE.AxesHelper(150);
scene.add(axesHelper);
}
// 添加网格坐标
if (gridFlag) {
const gridHelper = new THREE.GridHelper(300, 25, 0x004444, 0x004444);
scene.add(gridHelper);
}
// 创建渲染器
renderer = new THREE.WebGLRenderer({ antialias:true, logarithmicDepthBuffer: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setClearColor(0xf0f0f0, 0.8);
renderer.setSize(wWidth, wHeight); //设置three.js渲染区域的尺寸(像素px)
renderer.render(scene, camera); //执行渲染操作
controls = new OrbitControls(camera, renderer.domElement);
// 设置拖动范围
controls.minPolarAngle = - Math.PI / 2;
controls.maxPolarAngle = Math.PI / 2 - Math.PI / 360;
controls.addEventListener('change', () => {
renderer.render(scene, camera);
})
// 添加天空和草地
scene.add(...addEnviorment());
function render() {
// 随机选择一个移动物体作为第一视角
// const cur = moveObj[3];
// if (cur) {
// const relativeCameraOffset = new THREE.Vector3(0, 20, -15);
// const cameraOffset = relativeCameraOffset.applyMatrix4( cur.target.matrixWorld );
// camera.position.x = cameraOffset.x;
// camera.position.y = cameraOffset.y;
// camera.position.z = cameraOffset.z;
// // 始终让相机看向物体
// controls.target = cur.target.position;
// camera.lookAt(...cur.target.position.toArray());
// }
renderer.render(scene, camera);
requestAnimationFrame(render);
}
render();
document.getElementById('webgl').appendChild(renderer.domElement);
}
/**
* 创建园区的地基
*/
function createBase() {
const baseGeo = new THREE.PlaneGeometry(long, width);
baseGeo.rotateX(-Math.PI / 2);
const baseMesh = new THREE.Mesh(
baseGeo,
new THREE.MeshBasicMaterial({
color: '#808080',
side: THREE.FrontSide
})
);
baseMesh.name = 'BASE';
scene.add(baseMesh);
}
/**
* 加载围墙
*/
function loadWall() {
const loader = new GLTFLoader();
loader.load('./Objects/model/wall.gltf', (gltf) => {
gltf.scene.scale.set(3, 3, 3);
const source = gltf.scene.clone();
// 获取单个围墙的大小
const box3 = new THREE.Box3().setFromObject(gltf.scene);
everyL = box3.max.x - box3.min.x;
everyW = box3.max.z - box3.min.z;
wallNumL = Math.floor(long / everyL) - 1;
wallNumW = Math.floor(width / everyL) - 1;
// 加载后墙
// 墙的起点和终点
const backS = [-long / 2, 0, -width / 2];
for (let i = 0; i < wallNumL; i++) {
const cloneWall = source.clone();
cloneWall.position.x = backS[0] + everyL * i + everyL / 2;
cloneWall.position.z = backS[2];
scene.add(cloneWall);
}
// 加载左侧墙
const leftS = [-long / 2, 0, -width / 2];
for (let i = 0; i < wallNumW; i++) {
const cloneWall = source.clone();
cloneWall.rotateY(Math.PI / 2);
cloneWall.position.x = leftS[0];
cloneWall.position.z = leftS[2] + everyL * i + everyL / 2;
scene.add(cloneWall);
}
// 加载右侧墙
const rightS = [-long / 2 + wallNumL * everyL, 0, -width / 2];
for (let i = 0; i < wallNumW; i++) {
const cloneWall = source.clone();
cloneWall.rotateY(Math.PI / 2);
cloneWall.position.x = rightS[0];
cloneWall.position.z = rightS[2] + everyL * i + everyL / 2;
scene.add(cloneWall);
}
// 加载前侧墙
const frontS = [-long / 2, 0, -width / 2 + wallNumW * everyL];
for (let i = 0; i < wallNumL; i++) {
if (i !== Math.floor(wallNumL / 2)) {
const cloneWall = source.clone();
cloneWall.position.x = frontS[0] + everyL * i + everyL / 2;
cloneWall.position.z = frontS[2];
scene.add(cloneWall);
}
}
})
}
/**
* 加载办公大楼以及停车场和充电桩
*/
function loadBuildings() {
const loader = new GLTFLoader();
loader.load('./Objects/model/buildings.gltf', (gltf) => {
gltf.scene.scale.set(4, 4, 4);
// 获取大楼的大小
const box3 = new THREE.Box3().setFromObject(gltf.scene);
buildH = box3.max.z - box3.min.z;
gltf.scene.position.z = -width / 2 + buildH / 2;
scene.add(gltf.scene);
})
// 添加左侧停车场
// 左侧停车场起始点坐标
const leftSPos = [-long / 2 + everyW + parkingH / 2, 0, -width / 2 + everyW + parkingW / 2 + 3];
for (let i = 0; i < 4; i++) {
const z = leftSPos[2] + i * parkingW;
const parking = new Parking({
name: `A00${i + 1}`,
width: parkingW,
height: parkingH,
position: [leftSPos[0], leftSPos[1] + 1, z]
})
scene.add(parking.group);
parks.push(parking);
}
// 右侧充电桩起始点坐标 并预留位置给充电枪
const rightSPos = [-long / 2 + wallNumL * everyL - everyW - parkingH / 2 - 10, 0, -width / 2 + everyW + parkingW / 2 + 3];
for (let i = 0; i < 4; i++) {
const parking = new Parking({
name: `B00${i + 1}`,
width: parkingW,
height: parkingH,
position: [rightSPos[0], rightSPos[1] + 1, rightSPos[2] + i * parkingW],
rotate: Math.PI
})
scene.add(parking.group);
parks.push(parking);
}
// 添加充电桩
const chargePos = [-long / 2 + wallNumL * everyL - everyW - 4, 0, -width / 2 + everyW + 3 + parkingW];
loader.load('./Objects/model/charging.gltf', (gltf) => {
for (let i = 0; i < 2; i++) {
const source = gltf.scene.clone();
source.scale.set(6, 6, 6);
source.rotateY(Math.PI / 2);
source.position.x = chargePos[0];
source.position.y = chargePos[1];
source.position.z = chargePos[2] + i * 2 * parkingW;
scene.add(source);
}
})
}
/**
* 添加办公楼前装饰物、树、公交站点
*/
function loadOrnament() {
// 加载办公室前方雕塑
const loader = new GLTFLoader();
loader.load('./Objects/model/bed.gltf', (bedGltf) => {
bedGltf.scene.scale.set(2, 2, 2);
bedGltf.scene.rotateY(-Math.PI * 7 / 12);
loader.load('./Objects/model/sculpture.gltf', (sculGltf) => {
sculGltf.scene.scale.set(20, 20, 20);
sculGltf.scene.y = sculGltf.scene.y + 4;
const group = new THREE.Group();
group.add(bedGltf.scene);
group.add(sculGltf.scene);
group.position.set(0, 0, -width / 2 + everyW + buildH + 10);
scene.add(group);
});
});
// 加载树木,沿街用的是柏树
loader.load('./Objects/model/songshu.gltf', (gltf) => {
const source = gltf.scene;
source.scale.set(8, 8, 8);
// 前面墙的树木, 单个墙的中间区域放置一棵树
const frontS = [-long / 2 + everyL / 2, 0, -width / 2 + wallNumW * everyL - 5];
for (let i = 0; i < wallNumL; i++) {
// 同样门口不放置树
if (i !== Math.floor(wallNumL / 2)) {
const temp = source.clone();
temp.position.set(frontS[0] + i * everyL, frontS[1], frontS[2]);
scene.add(temp);
}
}
});
// 加载公交站点,位置在距离大门右侧第二单面墙处
loader.load('./Objects/model/busStops.gltf', (gltf) => {
const source = gltf.scene;
source.scale.set(4, 4, 4);
gltf.scene.position.set(-long / 2 + (Math.floor(wallNumL / 2) + 3) * everyL, 0, -width / 2 + wallNumW * everyL + everyW + 3);
scene.add(gltf.scene);
});
}
/**
* 铺设园区和园区外面的公路
* 包含公路以及部分人行道路
*/
function loadRoad() {
const space = 40;
const outWidth = 40;
// 加载园区外面的公路
const outerP1 = [
{ coord: [-long / 2, 0, -width / 2 + wallNumW * everyL + space], type: 1 },
{ coord: [long / 2, 0, -width / 2 + wallNumW * everyL + space], type: 1 },
];
const road1 = new Road({
name: 'road_1',
sourceCoord: outerP1,
width: outWidth,
showCenterLine: true
});
scene.add(road1.group);
const outerP2 = [
{ coord: [-long / 2 + wallNumL * everyL + outWidth / 2 + 10, 0, -width / 2 + wallNumW * everyL + space - outWidth / 2 + 0.5], type: 1 },
{ coord: [-long / 2 + wallNumL * everyL + outWidth / 2 + 10, 0, -width / 2], type: 1 },
];
const road2 = new Road({
name: 'road_2',
sourceCoord: outerP2,
width: outWidth,
showCenterLine: true,
zIndex: 0.8
});
scene.add(road2.group);
// 加载园区内的道路
const innerWidth = 25;
const color = 0x787878;
const lineColor = 0xc2c2c2;
// 加载到停车场的道路
const innerP1 = [
{ coord: [-long / 2 + Math.floor(wallNumL / 2) * everyL + everyL / 2, 0, -width / 2 + wallNumW * everyL + space - outWidth / 2 + 0.5], type: 1 },
{ coord: [-long / 2 + Math.floor(wallNumL / 2) * everyL + everyL / 2, 0, -width / 2 + wallNumW * everyL + space - 60], type: 0 },
{ coord: [-long / 2 + Math.floor(wallNumL / 2) * everyL + everyL / 2 - innerWidth / 2, 0, -width / 2 + wallNumW * everyL + space - 60 - innerWidth / 2], type: 1 },
{ coord: [-long / 2 + parkingH + 20 + innerWidth / 2, 0, -width / 2 + wallNumW * everyL + space - 60 - innerWidth / 2], type: 0 },
{ coord: [-long / 2 + parkingH + 20, 0, -width / 2 + wallNumW * everyL + space - 60 - innerWidth], type: 1 },
{ coord: [-long / 2 + parkingH + 20, 0, -width / 2 + everyW + 10], type: 1 },
];
const street1 = new Road({
name: 'street_1',
sourceCoord: innerP1,
width: innerWidth,
showCenterLine: true,
zIndex: 0.8,
planeColor: color,
sideColor: lineColor
});
scene.add(street1.group);
// 加载到充电桩的道路
const innerP2 = [
{ coord: [-long / 2 + Math.floor(wallNumL / 2) * everyL + everyL / 2, 0, -width / 2 + wallNumW * everyL + space - outWidth / 2 + 0.5], type: 1 },
{ coord: [-long / 2 + Math.floor(wallNumL / 2) * everyL + everyL / 2, 0, -width / 2 + wallNumW * everyL + space - 60], type: 0 },
{ coord: [-long / 2 + Math.floor(wallNumL / 2) * everyL + everyL / 2 + innerWidth / 2, 0, -width / 2 + wallNumW * everyL + space - 60 - innerWidth / 2], type: 1 },
{ coord: [-long / 2 + wallNumL * everyL - parkingH - everyW - 39, 0, -width / 2 + wallNumW * everyL + space - 60 - innerWidth / 2], type: 0 },
{ coord: [-long / 2 + wallNumL * everyL - parkingH - everyW - 39 + innerWidth / 2, 0, -width / 2 + wallNumW * everyL + space - 60 - innerWidth], type: 1 },
{ coord: [-long / 2 + wallNumL * everyL - parkingH - everyW - 39 + innerWidth / 2, 0, -width / 2 + everyW + 10], type: 1 },
];
const street2 = new Road({
name: 'street_2',
sourceCoord: innerP2,
width: innerWidth,
showCenterLine: true,
zIndex: 0.8,
planeColor: color,
sideColor: lineColor
});
scene.add(street2.group);
roadObj.push(
road1,
road2,
street1,
street2
);
calFork();
}
/**
* 计算pointA和pointB 组成的直线与点集points是否有相交
* @param {*} points
* @param {*} pontA
* @param {*} pointB
*/
function judgeIntersect(points, pointA, pointB) {
let res = { flag: false, interP: [] };
for (let i = 0; i < points.length - 1; i++) {
const cur = points[i];
const nextP = points[i + 1];
const interP = segmentsIntr(cur, nextP, pointA, pointB, true)
if ( interP !== false) {
res.flag = true;
res.interP = interP;
res.index = i;
break;
}
}
return res;
}
/**
* 计算各条道路的岔口信息并统计到道路对象中
*/
function calFork() {
function setInter(cur, next, interP, corner, width) {
const circle = new THREE.ArcCurve(corner[0], corner[2], width * 2).getPoints(20);
const cirPoints = circle.map(e => new THREE.Vector3(e.x, 0, e.y));
cur.intersect.push({ name: next.name,
interPoint: interP,
corner: cirPoints,
cornerCenter: corner
});
next.intersect.push({
name: cur.name,
interPoint: interP,
corner: cirPoints,
cornerCenter: corner
});
}
roadObj.forEach((e, i) => {
if (i < roadObj.length - 1) {
for (let j = i + 1; j < roadObj.length; j++) {
if (e.intersect.map(e => e.name).indexOf(roadObj[j].name) < 0) {
const middle = roadObj[j].middle;
// 计算路牙和其他道路是否有相交
// 左边路牙和下一条路的起始位置做对比
let inter = judgeIntersect(e.left, middle[0], middle[1]);
if (inter.flag) {
const cornerCenter = segmentsIntr(e.middle[inter.index], e.middle[inter.index + 1], middle[0], middle[1]);
setInter(e, roadObj[j], inter.interP, cornerCenter, roadObj[j].width);
continue;
}
// 左边路牙和下一条路的终止位置做对比
inter = judgeIntersect(e.left, middle[middle.length - 1], middle[middle.length - 2])
if (inter.flag) {
const cornerCenter = segmentsIntr(e.middle[inter.index], e.middle[inter.index + 1], middle[middle.length - 1], middle[middle.length - 2]);
setInter(e, roadObj[j], inter.interP, cornerCenter, roadObj[j].width);
continue;
}
// 右边路牙和下一条路的起始位置做对比
inter = judgeIntersect(e.right, middle[0], middle[1]);
if (inter.flag) {
const cornerCenter = segmentsIntr(e.middle[inter.index], e.middle[inter.index + 1], middle[0], middle[1]);
setInter(e, roadObj[j], inter.interP, cornerCenter, roadObj[j].width);
continue;
}
// 右边路牙和下一条路的终止位置做对比
inter = judgeIntersect(e.right, middle[middle.length - 1], middle[middle.length - 2]);
if (inter.flag) {
const cornerCenter = segmentsIntr(e.middle[inter.index], e.middle[inter.index + 1], middle[middle.length - 1], middle[middle.length - 2]);
setInter(e, roadObj[j], inter.interP, cornerCenter, roadObj[j].width);
continue;
}
}
}
}
})
}
function actionTemp(target, name, flag, moveName) {
const filter = roadObj.filter(e => e.name === name)[0];
const carObject = new Move({
name: moveName,
target: target,
roads: roadObj,
startPos: flag ? filter.left[0] : filter.right[0],
parks: parks
});
moveObj.push(carObject);
}
/**
* 加载行人和汽车
*/
function loadBusAndPeople() {
// 加载汽车和公交车
const loader = new GLTFLoader();
const carId = [
'car0',
'car2',
'car4',
'car5',
'bus',
'car3',
];
const roadIds = [
'road_1',
'road_2',
'street_1',
'street_2',
'street_2',
'road_2',
];
carId.forEach((e, i) => {
loader.load(`./Objects/model/${e}.gltf`, (gltf) => {
gltf.scene.scale.set(4, 4, 4);
scene.add(gltf.scene);
gltf.scene.name = e;
actionTemp(gltf.scene, roadIds[i], false, e);
});
})
}
/**
* 点击汽车驶离停车位
*/
function addClick() {
renderer.domElement.addEventListener('click', (event) => {
const px = event.offsetX;
const py = event.offsetY;
const x = (px / wWidth) * 2 - 1;
const y = -(py / wHeight) * 2 + 1;
//创建一个射线发射器
const raycaster = new THREE.Raycaster();
// .setFormCamera()计算射线投射器的射线属性ray
// 即在点击位置创造一条射线,被射线穿过的模型代表选中
raycaster.setFromCamera(new THREE.Vector2(x, y), camera);
const intersects = raycaster.intersectObjects(moveObj.map(e => e.target));
if (intersects.length > 0) {
const move = moveObj.filter(e => e.name === intersects[0].object.parent.name || e.name === intersects[0].object.parent.parent.name)[0];
if (move && move.pause) {
move.unParkCar();
}
}
})
}
init();