用Three.js实现简单布局的3D房间
家居空间布局体现主人的生活哲学:简约不等于简单,讲究实用与艺术的结合 #生活知识# #家居生活# #居家生活哲学# #家居生活哲学应用#
废话不说了,直接上成果图。
代码如下
<!doctype html>
<html lang="en">
<head>
<title>房间布局</title>
<meta charset="utf-8">
<meta name="viewport"
content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>
<body>
<script src="js/jquery-1.9.1.js"></script>
<script src="js/Three.min.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/ThreeBSP.js"></script>
<script src="js/Detector.js"></script>
<script src="js/Stats.js"></script>
<script src="js/THREEx.KeyboardState.js"></script>
<script src="js/THREEx.FullScreen.js"></script>
<script src="js/THREEx.WindowResize.js"></script>
<script src="people/js/three.js"></script>
<script src="people/js/DDSLoader.js"></script>
<script src="people/js/MTLLoader.js"></script>
<script src="people/js/OBJLoader.js"></script>
<script src="people/js/Detector.js"></script>
<script src="people/js/stats.min.js"></script>
<script src="people/js/PathControls.js"></script>
<script src="people/js/Tween.js"></script>
<script src="people/js/RequestAnimationFrame.js"></script>
<div id="ThreeJS" style="position: absolute; left: 0px; top: 0px"></div>
<script>
var scene, camera, renderer, controls, tween, door;
var keyboard = new THREEx.KeyboardState();
var clock = new THREE.Clock();
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 75, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 10000;
var materialArrayA = [];
var materialArrayB = [];
var matArrayA = [];
var matArrayB = [];
var dummy = new THREE.Object3D();
init();
animate();
function initScene() {
scene = new THREE.Scene();
}
function initCamera() {
camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
camera.position.set(0, 1000, 1800);
camera.lookAt(scene.position);
camera.lookAt(0, 0, 0);
scene.add(camera);
}
function initRender() {
if (Detector.webgl)
renderer = new THREE.WebGLRenderer({
antialias : true
});
else
renderer = new THREE.CanvasRenderer();
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById('ThreeJS');
container.appendChild(renderer.domElement);
renderer.setClearColor(0x4682B4, 1.0);
}
function initEvent() {
THREEx.WindowResize(renderer, camera);
THREEx.FullScreen.bindKey({
charCode : 'm'.charCodeAt(0)
});
}
function initControls() {
controls = new THREE.OrbitControls(camera, renderer.domElement);
}
function initLight() {
var directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(0, 100, 0).normalize();
scene.add(directionalLight);
var ambient = new THREE.AmbientLight(0xffffff, 1);
ambient.position.set(0, 0, 0);
scene.add(ambient);
}
function createFloor() {
var loader = new THREE.TextureLoader();
loader.load("images/floor.jpg", function(texture) {
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(10, 10);
var floorGeometry = new THREE.BoxGeometry(1600, 1100, 1);
var floorMaterial = new THREE.MeshBasicMaterial({
map : texture,
side : THREE.DoubleSide
});
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.position.y = -0.5;
floor.rotation.x = Math.PI / 2;
scene.add(floor);
});
var glass_material = new THREE.MeshBasicMaterial({
color : 0XECF1F3
});
glass_material.opacity = 0.4;
glass_material.transparent = true;
var left_wall = returnWallObject(20, 200, 1100, 0, matArrayB, -801,
100, 0);
var left_cube = returnWallObject(20, 110, 1100, 0, matArrayB, -801,
100, 0);
createResultBsp(left_wall, left_cube, 1);
createCubeWall(1, 110, 1100, 0, glass_material, -801, 100, 0);
var right_wall = returnWallObject(20, 200, 1100, 1, matArrayB, 801,
100, 0);
var right_cube = returnWallObject(20, 110, 1100, 0, matArrayB, 801,
100, 0);
createResultBsp(right_wall, right_cube, 1);
createCubeWall(1, 110, 1100, 0, glass_material, 801, 100, 0);
}
function createResultBsp(bsp, less_bsp, mat) {
switch (mat) {
case 1:
var material = new THREE.MeshPhongMaterial({
color : 0x9cb2d1,
specular : 0x9cb2d1,
shininess : 30,
transparent : true,
opacity : 1
});
break;
case 2:
var material = new THREE.MeshPhongMaterial({
color : 0xafc0ca,
specular : 0xafc0ca,
shininess : 30,
transparent : true,
opacity : 1
});
break;
default:
}
var sphere1BSP = new ThreeBSP(bsp);
var cube2BSP = new ThreeBSP(less_bsp);
var resultBSP = sphere1BSP.subtract(cube2BSP);
var result = resultBSP.toMesh(material);
result.material.flatshading = THREE.FlatShading;
result.geometry.computeFaceNormals();
result.geometry.computeVertexNormals();
result.material.needsUpdate = true;
result.geometry.buffersNeedUpdate = true;
result.geometry.uvsNeedUpdate = true;
scene.add(result);
}
function createCubeWall(width, height, depth, angle, material, x, y, z) {
var cubeGeometry = new THREE.BoxGeometry(width, height, depth);
var cube = new THREE.Mesh(cubeGeometry, material);
cube.position.x = x;
cube.position.y = y;
cube.position.z = z;
cube.rotation.y += angle * Math.PI;
scene.add(cube);
}
function returnWallObject(width, height, depth, angle, material, x, y,
z) {
var cubeGeometry = new THREE.BoxGeometry(width, height, depth);
var cube = new THREE.Mesh(cubeGeometry, material);
cube.position.x = x;
cube.position.y = y;
cube.position.z = z;
cube.rotation.y += angle * Math.PI;
return cube;
}
function createWallMaterail() {
matArrayA.push(new THREE.MeshPhongMaterial({
color : 0xafc0ca
}));
matArrayA.push(new THREE.MeshPhongMaterial({
color : 0xafc0ca
}));
matArrayA.push(new THREE.MeshPhongMaterial({
color : 0xd6e4ec
}));
matArrayA.push(new THREE.MeshPhongMaterial({
color : 0xd6e4ec
}));
matArrayA.push(new THREE.MeshPhongMaterial({
color : 0xafc0ca
}));
matArrayA.push(new THREE.MeshPhongMaterial({
color : 0xafc0ca
}));
matArrayB.push(new THREE.MeshPhongMaterial({
color : 0xafc0ca
}));
matArrayB.push(new THREE.MeshPhongMaterial({
color : 0x9cb2d1
}));
matArrayB.push(new THREE.MeshPhongMaterial({
color : 0xd6e4ec
}));
matArrayB.push(new THREE.MeshPhongMaterial({
color : 0xd6e4ec
}));
matArrayB.push(new THREE.MeshPhongMaterial({
color : 0xafc0ca
}));
matArrayB.push(new THREE.MeshPhongMaterial({
color : 0xafc0ca
}));
}
function createLayout() {
createCubeWall(10, 200, 900, 0, matArrayB, -651, 100, 0);
createCubeWall(10, 200, 900, 1, matArrayB, 651, 100, 0);
createCubeWall(10, 200, 1310, 1.5, matArrayB, 0, 100, -451);
var wall = returnWallObject(1310, 200, 10, 0, matArrayB, 0, 100,
455);
var door_cube = returnWallObject(100, 180, 10, 0, matArrayB, 0, 90,
455);
createResultBsp(wall, door_cube, 1);
var loader = new THREE.TextureLoader();
loader.load("images/door_right.png", function(texture) {
var doorgeometry = new THREE.BoxGeometry(100, 180, 2);
var doormaterial = new THREE.MeshBasicMaterial({
map : texture,
color : 0xffffff
});
doormaterial.opacity = 1.0;
doormaterial.transparent = true;
door = new THREE.Mesh(doorgeometry, doormaterial);
door.position.set(-50, 0, 0);
var door1 = door.clone();
door1.position.set(50, 0, 0);
door1.visible = false;
dummy.add(door);
dummy.add(door1);
dummy.position.set(50, 90, 451)
scene.add(dummy);
});
createCubeWall(10, 200, 250, 0, matArrayA, -151, 100, 325);
createCubeWall(10, 200, 220, 0.5, matArrayA, -256, 100, 201);
createCubeWall(350, 200, 10, 0, matArrayA, 481, 100, 131);
createCubeWall(10, 200, 200, 0, matArrayA, 301, 100, 225);
createCubeWall(350, 200, 10, 0, matArrayA, -471, 100, -50);
createCubeWall(200, 200, 10, 0.5, matArrayA, 0, 100, -350);
createCubeWall(220, 200, 10, 0, matArrayA, 540, 100, -50);
createCubeWall(200, 200, 10, 0.5, matArrayA, 250, 100, -350);
var cube = returnWallObject(10, 200, 260, 0.5, matArrayA, 125, 100,
-250);
var door_cube1 = returnWallObject(10, 160, 80, 0.5, matArrayA, 155,
90, -250);
createResultBsp(cube, door_cube1, 2);
var glass_material = new THREE.MeshBasicMaterial({
color : 0x58ACFA
});
glass_material.opacity = 0.6;
glass_material.transparent = true;
createCubeWall(1, 180, 80, 0.5, glass_material, 155, 90, -250);
}
function initObject() {
createWallMaterail();
createFloor();
createLayout();
}
function init() {
initScene();
initCamera();
initRender();
initEvent();
initControls();
initLight();
initObject();
document.addEventListener("keydown", onkeyDown, false);
}
var door_state = true;
function onkeyDown(event) {
switch (event.keyCode) {
case 13:
console.log(event.keyCode);
if (door_state) {
dummy.rotation.y += 0.5 * Math.PI;
door_state = false;
} else {
dummy.rotation.y -= 0.5 * Math.PI;
door_state = true;
}
break;
default:
console.log(event.keyCode);
break;
}
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
TWEEN.update();
update();
}
function update() {
var delta = clock.getDelta();
var moveDistance = 200 * delta;
var rotateAngle = Math.PI / 2 * delta;
controls.update();
}
</script>
</body>
</html>
通过Enter键可控制开门和关门动作。门的旋转是通过,把门克隆一份,把克隆的那个设置为不可见,然后把两个门打个组 ,这个时候中旋转组就可以了。
此时的旋转中心实际是在组的中心,但设置一半不可见 ,看起来就像是门在旋转了。注意的是,组内的东西的坐标是相对于组的组内,两个门的坐标应该分别是x轴的正负轴上,整个组的位置应该是原来门应该在的位置。
(这也是我向一位大神请教的,真的很感谢他那么耐心的教我,O(∩_∩)O)
运行方式:
在支持webgl的浏览器上打开room.html,即可看到效果图。如果加载不出来,打开Chrome快捷方式的属性中设置:右击Chrome浏览器快捷方式, 选择“属性”,在“目标”中加上"--allow-file-access-from-files",注意前面有个空格。修改完成,点击应用,确定后,关闭所有chrome上的窗口,重启chrome。再找到该资源room.html文件,以Google Chrome浏览器方式打开即可。
错误解决。
如果出现地板和门的两张图片加载不出来时,提示已被跨源资源共享策略阻止加载。解决办法第一种是如上图所示在Chrome的属性加"--allow-file-access-from-files";第二种就是把图片位置的相对路径改成绝对路径。
原demo发邮件索取的太多了,都从网盘自取吧。就是个demo,不喜勿喷,渣渣博主很玻璃心。
链接:https://pan.baidu.com/s/1UmBcjFCQ5QzdLcfGp-gpug 密码:r5c8
网址:用Three.js实现简单布局的3D房间 https://www.yuejiaxmz.com/news/view/467409
相关内容
Three.js三维开发0基础教程:(2) 搭建开发环境现代简约卧室3D模型:打造舒适宜居的睡眠空间
厨房布局有哪几种以及怎样布局合理?
现代简约风,简单且舒适的生活空间!
简单舒适的现代风,打造出理想的生活空间!
简约现代的家庭休闲空间布局
厨房的布局一般有哪几种类型 厨房怎么布置好看又简单
房间布局设计方法 房间布局设计要点
房间布局设计方法有哪些?房间布局设计风格
全网超细的5大厨房黄金布局,轻松打造完美厨房!