three.js全景漫游实践
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简介
全景图分两种
- 由六张正方形图片组成的SkyBox
- 一整张的宽高比为2比1的全景图片。
今天我就实现一整张全景图的案例。
思路
我们超赞的设计师画的中秋全景图(利用透视网格辅助PS绘制)
let geometry = new THREE.SphereGeometry( 500, 60, 40 ); geometry.scale( -1, 1, 1 );
使用上面的全景贴图创建基础材质
let material = new THREE.MeshBasicMaterial({ map: new THREE.TextureLoader().load( \'panorama.jpg\'), depthTest: false//此参数控制是否使用像素深度来计算新像素的值 }); let mesh = new THREE.Mesh( geometry, material ); scene.add( mesh );
把相机设置为球的中心点
let camera = new THREE.PerspectiveCamera( 100, window.innerWidth / window.innerHeight, 1, 1100 ); camera.target = new THREE.Vector3( 0, 0, 0 ); camera.position.set(0, 0, 0);
陀螺仪相机控制器,实现移动端陀螺仪控制相机
let controls = new THREE.DeviceOrientationControls( camera );
此时还没有动画效果,还需要增加一个实时更新渲染动画
function animate() { render(); requestAnimationFrame(animate); } function render() { //更新控制器 controls.update(); camera.lookAt( camera.target ); renderer.render(scene, camera); }
简单案例代码
这就简单实现了一个全景图,贴出以上的全部代码
<!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title>简单的全景图</title> <link rel="stylesheet" type="text/css" href="./css/simple-index.css"> </head> <body> <div id="container"></div> <script type="text/javascript" src="./js/three.min.js"></script> <script type="text/javascript" src="./js/DeviceOrientationControls.js"></script> <script type="text/javascript"> class panorama{ constructor () { this.scene = new THREE.Scene(); this.initCamera(); this.initMesh(); this.initRenderer(); this.animate(); } initCamera () { let camera = this.camera = new THREE.PerspectiveCamera( 100, window.innerWidth / window.innerHeight, 1, 1100 ); camera.position.set(0, 0, 0); this.controls = new THREE.DeviceOrientationControls( camera ); this.controls.connect(); } initMesh () { let geometry = new THREE.SphereGeometry( 500, 60, 40 ); geometry.scale( -1, 1, 1 ); geometry.rotateY(-Math.PI / 2) let material = new THREE.MeshBasicMaterial({ map: new THREE.TextureLoader().load(\'./textures/SphericalMap.jpg\') }); let mesh = new THREE.Mesh( geometry, material ); this.scene.add( mesh ); } initRenderer () { let container = document.getElementById( \'container\' ); let renderer = this.renderer = new THREE.WebGLRenderer({ logarithmicDepthBuffer: true }); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.sortObjects = false; renderer.autoClear = false; container.appendChild( renderer.domElement ); } animate() { this.render(); requestAnimationFrame( ()=>{this.animate()}); } render() { //更新控制器 this.controls.update(); this.renderer.render(this.scene, this.camera); } } new panorama(); </script> </body> </html>
相机
直接上图,常规的全景漫游的进场效果:
左边是效果,右边是相机辅助效果。
思路分析
相机起始在球体接近顶部位置,从上往下看
let camera = new THREE.PerspectiveCamera( 150, window.innerWidth / window.innerHeight, 1, 2000 ); camera.position.set(0, 450, 0);//相机定位在y轴450 camera.target = new THREE.Vector3( 0, -500, 0 );//设置目标点 camera.lookAt( camera.target );//看向y轴负方向
相机有上往下移动到求的中心点(0, 0, 0)。同时,相机目标点从底部(0, -500, 0)转到背面(0, 0, -500)。把fov从150调整为100,效果更赞了。
new TWEEN.Tween( { y : 450, lat : 0, fov : 150 } ) .to( { y : 0, lat : 90, fov : 100 }, 2500 ) .onUpdate(function() { camera.position.y = this.y; let phi = THREE.Math.degToRad( this.lat ); camera.target.y = -500 * Math.cos( phi ); camera.target.z = -500 * Math.sin( phi ); camera.fov = this.fov; camera.updateProjectionMatrix(); })
进场案例代码
DEMO: songdy.github.io/panorama/ca…
辅助理解DEMO: songdy.github.io/panorama/ca…
把简单版加入进场效果
<!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title>玩转相机</title> <link rel="stylesheet" type="text/css" href="./css/simple-index.css"> </head> <body> <div id="container"></div> <script type="text/javascript" src="./js/three.min.js"></script> <script type="text/javascript" src="./js/DeviceOrientationControls.js"></script> <script type="text/javascript" src="./js/Tween.js"></script> <script type="text/javascript"> class panorama{ constructor () { this.SCREEN_WIDTH = window.innerWidth; this.SCREEN_HEIGHT = window.innerHeight; this.scene = new THREE.Scene(); this.initCamera(); this.initMesh(); this.initRenderer(); this.animate(); this.start(); } initCamera () { let aspect = this.SCREEN_WIDTH / this.SCREEN_HEIGHT; this.camera = new THREE.PerspectiveCamera( 150, 0.5 * aspect, 1, 2000 ); this.camera.position.set(0, 450, 0); this.camera.target = new THREE.Vector3( 0, -1, 0 ); } initMesh () { let geometry = new THREE.SphereGeometry( 500, 60, 40 ); geometry.scale( -1, 1, 1 ); geometry.rotateY(-Math.PI / 2) let material = new THREE.MeshBasicMaterial({ map: new THREE.TextureLoader().load(\'./textures/SphericalMap.jpg\') }); this.mesh = new THREE.Mesh( geometry, material ); this.scene.add( this.mesh ); } initRenderer () { let container = document.getElementById( \'container\' ); let renderer = this.renderer = new THREE.WebGLRenderer({ logarithmicDepthBuffer: true }); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); renderer.sortObjects = false; renderer.autoClear = false; container.appendChild( renderer.domElement ); } start () { let {camera} = this; new TWEEN.Tween( { lat : 0, y : camera.position.y, fov : camera.fov } ) .to( { lat: 90, y : 0, fov : 100 }, 2500 ) .delay(1000) .easing(TWEEN.Easing.Cubic.InOut) .repeat(Infinity) .onUpdate(function() { let phi = THREE.Math.degToRad( this.lat ); camera.target.y = -500 * Math.cos( phi ); camera.target.z = -500 * Math.sin( phi ); camera.position.y = this.y; camera.fov = this.fov; camera.updateProjectionMatrix(); }) .start() } animate() { this.render(); requestAnimationFrame( ()=>{this.animate()}); } render() { TWEEN.update(); this.camera.lookAt( this.camera.target ); this.renderer.clear(); this.renderer.render( this.scene, this.camera ); } } new panorama(); </script> </body> </html>