本文实例为大家分享了three.js 全景重力感应的具体代码,供大家参考,具体内容如下
实现three.js 全景图 demo
使用three.js 写了球体和圆柱体版本的3D重力感应全景图,支持手指触摸和陀螺仪感应,也支持PC端的鼠标。给大家介绍一下基于移动端H5球体的实现方法,圆柱体类似。
设置容器和展示的样式
设置容器的宽高为全屏展示,清除body的margin,引用three.min.js(3D渲染框架) 和orienter.js (陀螺仪经纬度计算)
<div id="CanvasBody"></div> <script src="/UploadFiles/2021-04-02/three.min.js">body {margin: 0;} html, body, #CanvasBody {width: 100vw;height: 100vh;overflow: hidden;} #CanvasBody {position: relative;}设置html的data-dpr 属性,设置html 的fontSize
设置html的fontSize,重新计算body的实际可展示尺寸,这样可以使渲染出来的画面更清晰,分辨率最完美。
(function(_window) { var navigatorUserAgent = navigator.userAgent; var iPhone = navigatorUserAgent.indexOf("iPhone"); if (iPhone > -1) { var dpr = Number(window.devicePixelRatio), one_dpr = 1 / dpr } else { var dpr = 1, one_dpr = 1 } var writeText = "<meta name=\"viewport\" content=\"width=device-width,initial-scale=" + one_dpr + ",maximum-scale=" + one_dpr + ",minimum-scale=" + one_dpr + ",user-scalable=no\">\n <meta name=\"'flexible\" content=\"initial-dpr=" + dpr + "\">"; document.write(writeText); var html = document.getElementsByTagName("html"); var F0 = 75; html[0].setAttribute("data-dpr", dpr); var getFontSize = function getFontSize() { var windowWidth = window.innerWidth; html[0].style.fontSize = F0 * windowWidth / 750 + "px" }; getFontSize(); _window.addEventListener("resize", getFontSize, false) })(window);定义相关变量
var camera,//摄像机 scene,//舞台 renderer,//渲染器 isUserInteracting = false,//用户是否正在操作 onMouseDownMouseX = 0, onMouseDownMouseY = 0,//鼠标点击的x和Y坐标 lon = 0, onMouseDownLon = 0, onPointerDownLon= 0.0,onPointerDownPointerX = 0,//经度 lat = 0, onMouseDownLat = 0, onPointerDownLat= 0.0,onPointerDownPointerY = 0,//纬度 phi = 0, theta = 0,//计算相机位置的重要参数 o = new Orienter(),//陀螺仪方法对象 new_longitude=0,last_longitude=0,move_longitude=0,//改变的经度的计算 new_latitude=0,last_latitude=0,move_latitude=0,//改变的纬度的计算 is_touch=false,is_start=false,isPlay=true,isMusicPlay=true,tsa=100.1,ppl=''; var raycaster = new THREE.Raycaster();//拾取场景里面的物体,可判断点击或交互事件对应的元素 var mouse = new THREE.Vector2();//二维向量的对象,鼠标计算初始化舞台的元素和内容
图片的长宽控制在4096px以内,部分机型性能不够,渲染不了超大的图片
function init() {/**初始化**/ var container, mesh;//容器和素材 container = document.getElementById( 'CanvasBody' );//容器 camera = new THREE.PerspectiveCamera( 72, window.innerWidth / window.innerHeight, 0.01, 1100 );//相机 camera.target = new THREE.Vector3( 0, 0, 0 );//相机位置 scene = new THREE.Scene();//舞台 scene.updateMatrixWorld(true); var geometry = new THREE.SphereGeometry(1, 32, 16);//球体 geometry.scale( 1, 1, -1 ); //设置球体的背景贴图 var textureBg = new THREE.TextureLoader().load("img/bg.jpg"); textureBg.generateMipmaps = true; textureBg.magFilter = THREE.LinearFilter;//设置贴纸素材的质量 textureBg.minFilter = THREE.LinearFilter; var material = new THREE.MeshBasicMaterial( { map: textureBg,//圆柱体贴图,全景图 //color:0xFF0000, //transparent: true } ); mesh = new THREE.Mesh( geometry, material ); //这里可以设置对应的动画效果 // new TWEEN.Tween( mesh).to( {transform:"rotate(90deg)"}, 800 ).repeat( false ).delay( 300 ).yoyo( true ).easing( TWEEN.Easing.Cubic.InOut ).start(); scene.add( mesh ); // 旋转预设 摄影机看到的角度 Start// scene.rotation.set(0,0,0); //首頁 //初始化渲染器,追加到容器 renderer = new THREE.WebGLRenderer({precision: 'highp' ,mipmap: 'highp',antialias:false});//加上precision 和 mipmap参数,调整画面清晰度 renderer.setPixelRatio( window.devicePixelRatio );//设置像素比 renderer.setSize( window.innerWidth, window.innerHeight );//设置渲染窗口的大小 container.appendChild( renderer.domElement );//追加到容器中去 //鼠标、手机touch的各个事件 document.addEventListener( 'mousedown', onDocumentMouseDown, false ); document.addEventListener( 'mousemove', onDocumentMouseMove, false ); document.addEventListener( 'mouseup', onDocumentMouseUp, false ); document.addEventListener( 'touchstart', onDocumentTouchDown, false ); document.addEventListener( 'touchmove', onDocumentTouchMove, false ); document.addEventListener( 'touchend', onDocumentTouchUp, false ); // document.addEventListener( 'wheel', onDocumentMouseWheel, false ); // document.addEventListener( 'dragover', function ( event ) { event.preventDefault(); event.dataTransfer.dropEffect = 'copy'; }, false ); document.addEventListener( 'dragenter', function ( event ) { document.body.style.opacity = 0.5; }, false ); document.addEventListener( 'dragleave', function ( event ) { document.body.style.opacity = 1; }, false ); document.addEventListener( 'drop', function ( event ) { event.preventDefault(); var reader = new FileReader(); reader.addEventListener( 'load', function ( event ) { material.map.image.src = event.target.result; material.map.needsUpdate = true; }, false ); reader.readAsDataURL( event.dataTransfer.files[ 0 ] ); document.body.style.opacity = 1; }, false ); }监听的各事件和方法
//监听横竖屏重新设置尺寸 function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function onDocumentMouseDown( event ) { event.preventDefault(); isUserInteracting = true; onPointerDownPointerX = event.clientX; onPointerDownPointerY = event.clientY; onPointerDownLon = lon; onPointerDownLat = lat; // Click action mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1; mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1; raycaster.setFromCamera( mouse, camera ); var intersects = raycaster.intersectObjects( scene.children );//第一个是最上面一层的元素 console.log("点击的元素",intersects); if ( intersects.length > 0 ) {//如果点到小圆点 就执行回调函数回调函数为goto_p try { intersects[0].object.callback(); } catch(err) {} } } function onDocumentMouseMove( event ) { if ( isUserInteracting === true ) { lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon; lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat; } } function onDocumentMouseUp( event ) { isUserInteracting = false; } // touch event start function onDocumentTouchDown( event ) { is_touch=true; event.preventDefault(); isUserInteracting = true; onPointerDownPointerX = event.touches[ 0 ].clientX; onPointerDownPointerY = event.touches[ 0 ].clientY; if(is_start){ onPointerDownLon = lon; onPointerDownLat = lat; } // For Click action mouse.x = ( onPointerDownPointerX / renderer.domElement.clientWidth ) * 2 - 1; mouse.y = - ( onPointerDownPointerY / renderer.domElement.clientHeight ) * 2 + 1; raycaster.setFromCamera( mouse, camera ); var intersects = raycaster.intersectObjects( scene.children ); console.log('touchDown',lon,lat); if ( intersects.length > 0 ) { try { intersects[0].object.callback(); } catch(err) {} } } function onDocumentTouchMove( event ) { if(is_start){ if ( isUserInteracting === true ) { lon = ( onPointerDownPointerX - event.touches[ 0 ].clientX ) * 0.1 + onPointerDownLon; lat = ( event.touches[ 0 ].clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat; } } } function onDocumentTouchUp( event ) { is_touch=false; } // touch event end // set function onDocumentTouchDown2( event ) { tsa = event.touches[0].clientY; console.log( '@:'+event.touches[0].clientY ); event.preventDefault(); } function onDocumentMouseWheel( event ) { camera.fov += event.deltaY * 0.05; camera.updateProjectionMatrix(); }动画播放和陀螺仪
function animate() {//播放动画 if(isPlay){ TWEEN.update(); update(); requestAnimationFrame( animate ); } } o.onOrient = function (obj) {//重力感应计算角度 if(is_start){ //最新经度 new_longitude = obj.lon; move_longitude=new_longitude-last_longitude; //最新纬度 new_latitude = obj.lat; move_latitude = new_latitude-last_latitude; //判断经纬度 if(move_longitude>=300){ move_longitude=move_longitude-361; }else if(move_longitude<=-300){ move_longitude=move_longitude+359; } if(move_latitude>=300){ move_latitude=move_latitude-361; }else if(move_latitude<=-300){ move_latitude=move_latitude+359; } if( is_touch ){ move_longitude=0; move_latitude=0; }else{ move_longitude=move_longitude*0.6; move_latitude=move_latitude*0.6; } //计算得出重力感应的经纬度 lon=lon-move_longitude; last_longitude = obj.lon; lat = lat-move_latitude; last_latitude = obj.lat; } }; function update() {//更新摄像机位置,旋转平移 //lat = Math.max( -6, Math.min( 6, lat ) );//设置lat纬度的范围,只在一个范围内旋转 phi = THREE.Math.degToRad( 90 - lat ); theta = THREE.Math.degToRad( lon ); camera.target.x = 500 * Math.sin( phi ) * Math.cos( theta );//X轴的坐标 camera.target.y = 500 * Math.cos( phi );//y轴的坐标 camera.target.z = 500 * Math.sin( phi ) * Math.sin( theta ) ;//z轴的坐标 camera.lookAt( camera.target ); renderer.render( scene, camera );//重新渲染 }执行所有
//执行所有 is_start=true; init(); o.init(); animate();综上,炫酷的3D重力感应H5就出来啦!
源码 GitHub
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。
免责声明:本站文章均来自网站采集或用户投稿,网站不提供任何软件下载或自行开发的软件!
如有用户或公司发现本站内容信息存在侵权行为,请邮件告知! 858582#qq.com
狼山资源网 Copyright www.pvsay.com
暂无“three.js实现炫酷的全景3D重力感应”评论...
RTX 5090要首发 性能要翻倍!三星展示GDDR7显存
三星在GTC上展示了专为下一代游戏GPU设计的GDDR7内存。
首次推出的GDDR7内存模块密度为16GB,每个模块容量为2GB。其速度预设为32 Gbps(PAM3),但也可以降至28 Gbps,以提高产量和初始阶段的整体性能和成本效益。
据三星表示,GDDR7内存的能效将提高20%,同时工作电压仅为1.1V,低于标准的1.2V。通过采用更新的封装材料和优化的电路设计,使得在高速运行时的发热量降低,GDDR7的热阻比GDDR6降低了70%。