Three三维世界初体验

教程:
WebGL中文网教程
three文档
碰撞检测
原理:
以物体的中心为起点,向各个顶点(vertices)发出射线,如果射线与其它的物体相交,则检查最近的一个交点与射线起点间的距离,如果这个距离比射线起点至物体顶点间的距离要小,则说明发生了碰撞。但是,当物体的中心在另一个物体内部时,是不能够检测到碰撞的。而且当两个物体能够互相穿过,且有较大部分重合时,检测效果也不理想。

代码示例
碰撞实例

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// 初始化Three
var renderer;
function initThree() {
renderer = new THREE.WebGLRenderer();

renderer.setSize(window.innerWidth, window.innerHeight);

width = document.getElementById('canvas-frame').clientWidth;
height = document.getElementById('canvas-frame').clientHeight;
renderer = new THREE.WebGLRenderer({
antialias : true
});
renderer.setSize(width, height);
document.getElementById('canvas-frame').appendChild(renderer.domElement);
renderer.setClearColor(0xffffff, 1.0);
}

// 初始化Camera
var camera;
function initCamera() {
// 设置透视相机
camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000);
// 设置相机位置
camera.position.x = 200;
camera.position.y = 500;
camera.position.z = 800;
// 设置相机哪里为上
// camera.up.x = 0;
// camera.up.y = 0;
// camera.up.z = 1;
// 设置相机看向哪
camera.lookAt(new THREE.Vector3(0, 0, 0));
}

// 初始化场景
var scene;
function initScene() {
scene = new THREE.Scene();
}

// 初始化灯光
var light;
function initLight() {
light = new THREE.DirectionalLight(0xFF0000,1);
light.position.set(100,100,1);
scene.add(light);
}

// 初始化里面的元素
var cube;
var mesh;
function initObject() {
for(var k =0;k<2;k++){
// 一个几何体
var geometry = new THREE.BoxGeometry( 100,100,100);
// 不同面设置不同颜色
for ( var i = 0; i < geometry.faces.length; i += 2 ) {

var hex = Math.random() * 0xffffff;
geometry.faces[ i ].color.setHex( hex );
geometry.faces[ i + 1 ].color.setHex( hex );

}
// 设置纹理
// var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors} );
var material = new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } )
// 把几何体跟纹理混合起来
mesh = new THREE.Mesh( geometry,material);
// 元素的位置
mesh.position.set(0,k*50,k * 400);
// 把元素加到场景里
scene.add(mesh);
}
}

// 渲染
var stats;
function render()
{
// renderer.clear();
// mesh.position.x =mesh.position.x +1;
renderer.render(scene, camera);
requestAnimationFrame(render);
stats.update();
// TWEEN.update();
}

// 性能检测
function initStats(){
stats = new Stats();
stats.setMode(1); // 0: fps, 1: ms
// 将stats的界面对应左上角
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.body.appendChild( stats.domElement );
setInterval( function () {
stats.begin();
// 你的每一帧的代码
stats.end();
}, 1000 / 60 );
}

// 初始化网格
function initGrid(){
// 网格的边长是1000,每个小网格的边长是50
var helper = new THREE.GridHelper( 1000, 50,0x0000ff, 0x808080 );
var helper2 = new THREE.GridHelper( 1000, 50,0x0000ff, 0x808080 );
helper2.rotation.x = Math.PI/2;
scene.add( helper );
scene.add(helper2);
}

// 初始化事件
var INTERSECTED;
function initEvent(){
var objects=[];
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
//监听全局点击事件,通过ray检测选中哪一个object
document.addEventListener("mousedown", (event) => {
console.log('mousedown');
event.preventDefault();
mouse.x = (event.clientX / this.renderer.domElement.clientWidth) * 2 - 1;
mouse.y = - (event.clientY / this.renderer.domElement.clientHeight) * 2 + 1;

raycaster.setFromCamera(mouse, this.camera);
this.scene.children.forEach(child => {
if (child instanceof THREE.Mesh) {//根据需求判断哪些加入objects,也可以在生成object的时候push进objects
objects.push(child)
}
})
var intersects = raycaster.intersectObjects(objects);


if (intersects.length > 0) {
if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );

INTERSECTED = intersects[ 0 ].object;
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
INTERSECTED.material.emissive.setHex( 0x0000ff );
}
else {
if ( INTERSECTED ) {
INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
// 碰撞检测
var originPoint = INTERSECTED.position.clone();
var crash = false;
for (var vertexIndex = 0; vertexIndex < INTERSECTED.geometry.vertices.length; vertexIndex++) {
// 顶点原始坐标
var localVertex = INTERSECTED.geometry.vertices[vertexIndex].clone();
// 顶点经过变换后的坐标
var globalVertex = localVertex.applyMatrix4(INTERSECTED.matrix);
// 获得由中心指向顶点的向量
var directionVector = globalVertex.sub(INTERSECTED.position);

// 将方向向量初始化
var ray = new THREE.Raycaster(originPoint, directionVector.clone().normalize());
// 检测射线与多个物体的相交情况

var collisionResults = ray.intersectObjects(objects);
// 如果返回结果不为空,且交点与射线起点的距离小于物体中心至顶点的距离,则发生了碰撞
if (collisionResults.length > 0 && collisionResults[0].distance < directionVector.length()) {
crash = true;

}
}
if(crash){
alert('crash');
INTERSECTED.position.set(0,0,400);
}
}
INTERSECTED = null;

}
}, false);

document.addEventListener("mousemove",(event) => {
event.preventDefault();
if(INTERSECTED){

var mouse = new THREE.Vector2();
console.log(( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1 );
mouse.set( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1 );

raycaster.setFromCamera( mouse, camera );
var objects = [];
scene.children.forEach(child => {
if (child instanceof THREE.GridHelper) {
objects.push(child)
}
});

var intersects = raycaster.intersectObjects( objects );

if (intersects.length > 0) {
var selected = intersects[ 0 ];
// console.log(selected.point.x,selected.point.y,selected.point.z);
INTERSECTED.position.copy(selected.point);
INTERSECTED.position.divideScalar( 50 ).floor().multiplyScalar( 50 ).addScalar( 25 );
}
}
},false);
}

// 动画组件
function initTween(){
new TWEEN.Tween( mesh.position)
.to( { x: -400,z:100,y:100 }, 3000 ).repeat( Infinity ).start();
}


function threeStart() {
initThree();
initCamera();
initScene();
initLight();
initObject();
initGrid();
initStats();
initEvent();
// initTween();
render();
}

threeStart();

拖拽优化:
使用three-drag-controller,替代mousemove时间监听

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import DragControls from 'three-dragcontrols';
import OrbitControls from 'three-orbitcontrols';
......
function initDragControls() {
// 初始化拖拽控件
var dragControls = new DragControls(meshList, camera, renderer.domElement);
var controls = new OrbitControls(camera, renderer.domElement);

// 鼠标略过事件
dragControls.addEventListener('hoveron', function (event) {

});
// 开始拖拽
dragControls.addEventListener('dragstart', function (event) {
controls.enabled = false;
});
// 拖拽结束
dragControls.addEventListener('dragend', function (event) {
controls.enabled = true;
// crashCheck();
});
}

加入webpack管理,
优化后完整代码:
3d

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var THREE = require('three');
import DragControls from 'three-dragcontrols';
import OrbitControls from 'three-orbitcontrols';
import TransformControls from 'threejs-transformcontrols';

// 初始化Three
var renderer;
var width,height;
function initThree() {
renderer = new THREE.WebGLRenderer();

renderer.setSize(window.innerWidth, window.innerHeight);

width = document.getElementById('canvas-frame').clientWidth;
height = document.getElementById('canvas-frame').clientHeight;
renderer = new THREE.WebGLRenderer({
antialias : true
});
renderer.setSize(width, height);
document.getElementById('canvas-frame').appendChild(renderer.domElement);
renderer.setClearColor(0xffffff, 1.0);
}

// 初始化Camera
var camera;
function initCamera() {
// 设置透视相机
camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000);
// 设置相机位置
camera.position.x = 800;
camera.position.y = 0;
camera.position.z = 1000;
// 设置相机哪里为上
// camera.up.x = 0;
// camera.up.y = 0;
// camera.up.z = 1;
// 设置相机看向哪
camera.lookAt(new THREE.Vector3(0, 0, 0));
}

// 初始化场景
var scene;
function initScene() {
scene = new THREE.Scene();
}

// 初始化灯光
var light;
function initLight() {
light = new THREE.DirectionalLight(0xFF0000,1);
light.position.set(100,100,1);
scene.add(light);
}

// 初始化里面的元素
var cube;
var bus;
var meshList = [];
function initObject() {
for(var k =0;k<2;k++){
// 一个几何体
var geometry = new THREE.BoxGeometry( 100,50,150);
// 不同面设置不同颜色
for ( var i = 0; i < geometry.faces.length; i += 2 ) {

var hex = Math.random() * 0xffffff;
geometry.faces[ i ].color.setHex( hex );
geometry.faces[ i + 1 ].color.setHex( hex );

}
// 设置纹理
// var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors} );
var material = new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } )
// 把几何体跟纹理混合起来
var mesh = new THREE.Mesh( geometry,material);
meshList.push(mesh);
// 元素的位置
mesh.position.set(0,k*50,k * 400);
// 把元素加到场景里
scene.add(mesh);
}
var busGeometry = new THREE.BoxGeometry( 500,500,500);
var butMaterial = new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff, transparent: true, opacity: 0.5} );
bus = new THREE.Mesh(busGeometry,butMaterial);
bus.position.set(0,0,0);
scene.add(bus);
var edges = new THREE.EdgesHelper( bus, 0x1535f7 );//设置边框,可以旋转
scene.add( edges );
}

// 渲染
var stats;
function render()
{
// renderer.clear();
// mesh.position.x =mesh.position.x +1;
renderer.render(scene, camera);
requestAnimationFrame(render);
// stats.update();
// TWEEN.update();
}

// 性能检测
function initStats(){
stats = new Stats();
stats.setMode(1); // 0: fps, 1: ms
// 将stats的界面对应左上角
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.body.appendChild( stats.domElement );
setInterval( function () {
stats.begin();
// 你的每一帧的代码
stats.end();
}, 1000 / 60 );
}

// 初始化网格
function initGrid(){
// 网格的边长是1000,每个小网格的边长是50

var helper = new THREE.GridHelper( 1000, 50,0x0000ff, 0x808080 );
var helper2 = new THREE.GridHelper( 1000, 50,0x0000ff, 0x808080 );
helper2.rotation.x = Math.PI/2;
scene.add( helper );
// scene.add(helper2);
}

// 初始化事件
var INTERSECTED;
function initEvent(){
var objects= meshList;
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
//监听全局点击事件,通过ray检测选中哪一个object
// document.addEventListener("mousedown", (event) => {
// console.log('mousedown');
// event.preventDefault();
// mouse.x = (event.clientX / this.renderer.domElement.clientWidth) * 2 - 1;
// mouse.y = - (event.clientY / this.renderer.domElement.clientHeight) * 2 + 1;
//
// raycaster.setFromCamera(mouse, this.camera);
// // this.scene.children.forEach(child => {
// // if (child instanceof THREE.Mesh) {//根据需求判断哪些加入objects,也可以在生成object的时候push进objects
// // objects.push(child)
// // }
// // })
// var intersects = raycaster.intersectObjects(objects);
//
//
// if (intersects.length > 0) {
// if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
//
// INTERSECTED = intersects[ 0 ].object;
// INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
// INTERSECTED.material.emissive.setHex( 0x0000ff );
// }
// else {
// if ( INTERSECTED ) {
// INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
// // 碰撞检测
// if(crashCheck(objects)){
// alert('crash');
// INTERSECTED.position.set(0,0,400);
// }
// }
// INTERSECTED = null;
//
// }
// }, false);

// document.addEventListener("mousemove",(event) => {
// event.preventDefault();
// if(INTERSECTED){
//
// var mouse = new THREE.Vector2();
// mouse.set( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1 );
// // console.log(mouse.x,mouse.y);
// var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 ).unproject( camera );
// var raycaster = new THREE.Raycaster(camera.position, vector.sub( camera.position ).normalize());
// var objects = [bus];
// // scene.children.forEach(child => {
// // if (child instanceof THREE.GridHelper) {
// // objects.push(child)
// // }
// // });
//
// var intersects = raycaster.intersectObjects( objects );
//
//
// if (intersects.length > 0) {
// var selected = intersects[ 0 ];
// console.log(selected.point.x,selected.point.y,selected.point.z,INTERSECTED.position.z);
// INTERSECTED.position.set(selected.point.x,selected.point.y,INTERSECTED.position.z);
// INTERSECTED.position.divideScalar( 50 ).floor().multiplyScalar( 50 ).addScalar( 25 );
//
// }
// }
// },false);

var an = 1;
document.getElementById('J_left').addEventListener('click',function(e){
e.preventDefault();
e.stopPropagation();
var radius = 1000;
an = an + 1;
// console.log(an);
camera.position.z = radius * Math.cos( (Math.PI / 180 ) * (an) );
camera.position.x = radius * Math.sin( (Math.PI / 180 ) * (an) );
camera.lookAt(new THREE.Vector3(0, 0, 0));
// console.log('left,x='+camera.position.x+',z='+camera.position.z);
});
document.getElementById('J_right').addEventListener('click',function(e){
e.preventDefault();
e.stopPropagation();
var radius = 1000;
an = an - 1;
// console.log(an);
camera.position.z = radius * Math.cos( (Math.PI / 180 ) * (an) );
camera.position.x = radius * Math.sin( (Math.PI / 180 ) * (an) );
camera.lookAt(new THREE.Vector3(0, 0, 0));
// console.log('left,x='+camera.position.x+',z='+camera.position.z);
});
}

function crashCheck(objects){
if(INTERSECTED){
var originPoint = INTERSECTED.position.clone();
var crash = false;
for (var vertexIndex = 0; vertexIndex < INTERSECTED.geometry.vertices.length; vertexIndex++) {
// 顶点原始坐标
var localVertex = INTERSECTED.geometry.vertices[vertexIndex].clone();
// 顶点经过变换后的坐标
var globalVertex = localVertex.applyMatrix4(INTERSECTED.matrix);
// 获得由中心指向顶点的向量
var directionVector = globalVertex.sub(INTERSECTED.position);

// 将方向向量初始化
var ray = new THREE.Raycaster(originPoint, directionVector.clone().normalize());
// 检测射线与多个物体的相交情况

var collisionResults = ray.intersectObjects(objects);
// 如果返回结果不为空,且交点与射线起点的距离小于物体中心至顶点的距离,则发生了碰撞
if (collisionResults.length > 0 && collisionResults[0].distance < directionVector.length()) {
crash = true;
}
}
if(crash){
return true;
}
}
return false;
}

// 动画组建
function initTween(){
new TWEEN.Tween( mesh.position)
.to( { x: -400,z:100,y:100 }, 3000 ).repeat( Infinity ).start();
}

function initDragControls() {
// 添加平移控件
// var transformControls = new TransformControls(camera, renderer.domElement);
// scene.add(transformControls);

// 初始化拖拽控件
var dragControls = new DragControls(meshList, camera, renderer.domElement);
var controls = new OrbitControls(camera, renderer.domElement);

// 鼠标略过事件
dragControls.addEventListener('hoveron', function (event) {
// 让变换控件对象和选中的对象绑定
// transformControls.attach(event.object);
});
// 开始拖拽
dragControls.addEventListener('dragstart', function (event) {
controls.enabled = false;
});
// 拖拽结束
dragControls.addEventListener('dragend', function (event) {
controls.enabled = true;
crashCheck();
});
}


function threeStart() {
initThree();
initCamera();
initScene();
initLight();
initObject();
initGrid();
initDragControls();
// initStats();
initEvent();
// initTween();
render();
}

threeStart();

后期打算添加物理引擎Physijs