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<html lang="en">
<head>
<title>房间布局</title>
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<meta name="viewport"
content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<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>
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<script src="people/js/Tween.js"></script>
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<div id="ThreeJS" ></div>
<script>
// 设置全局变量
var scene, camera, renderer, controls, tween, door;
var keyboard = new THREEx.KeyboardState();//保持键盘的当前状态,可以随时查询
var clock = new THREE.Clock();
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
//var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
var VIEW_ANGLE = 75, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 10000;
var materialArrayA = [];
var materialArrayB = [];
var matArrayA = [];//内墙
var matArrayB = [];//外墙
var dummy = new THREE.Object3D();//仿制品
init();
animate();
//1.场景
function initScene() {
scene = new THREE.Scene();
}
//2.相机
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);
}
//3.渲染器
function initRender() {
if (Detector.webgl)
renderer = new THREE.WebGLRenderer({
antialias : true
});
else
renderer = new THREE.CanvasRenderer();
//设置渲染器的大小为窗口的内宽度,也就是内容区的宽度。
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById('ThreeJS');
container.appendChild(renderer.domElement);
renderer.setClearColor(0x4682B4, 1.0);
}
//4.事件
function initEvent() {
THREEx.WindowResize(renderer, camera);
THREEx.FullScreen.bindKey({
charCode : 'm'.charCodeAt(0)
});
}
//5.控制
function initControls() {
controls = new THREE.OrbitControls(camera, renderer.domElement);
}
//6.光源
function initLight() {
// 位置不同,方向光作用于物体的面也不同,看到的物体各个面的颜色也不同
// A start, 第二个参数是光源强度
var directionalLight = new THREE.DirectionalLight(0xffffff, 1);//模拟远处类似太阳的光源
directionalLight.position.set(0, 100, 0).normalize();
scene.add(directionalLight);
//A end
var ambient = new THREE.AmbientLight(0xffffff, 1); //AmbientLight,影响整个场景的光源
ambient.position.set(0, 0, 0);
scene.add(ambient);
//var pointlight = new THREE.PointLight(0x000000,1.5,2000);
//scene.add(pointlight);
}
//创建地板
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);
});
//茶色:0x58ACFA 透明玻璃色:0XECF1F3
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);
}
//墙上挖门,通过两个几何体生成BSP对象
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);//0x9cb2d1 淡紫,0xC3C3C3 白灰 , 0xafc0ca灰
var resultBSP = sphere1BSP.subtract(cube2BSP);
var result = resultBSP.toMesh(material);
result.material.flatshading = THREE.FlatShading;
result.geometry.computeFaceNormals(); //重新计算几何体侧面法向量
result.geometry.computeVertexNormals();
result.material.needsUpdate = true; //更新纹理
result.geometry.buffersNeedUpdate = true;
result.geometry.uvsNeedUpdate = true;
scene.add(result);
}
//创建墙
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; //-逆时针旋转,+顺时针
scene.add(cube);
}
//返回墙对象
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;
}
//创建墙纹理
function createWallMaterail() {
matArrayA.push(new THREE.MeshPhongMaterial({
color : 0xafc0ca
})); //前 0xafc0ca :灰色
matArrayA.push(new THREE.MeshPhongMaterial({
color : 0xafc0ca
})); //后
matArrayA.push(new THREE.MeshPhongMaterial({
color : 0xd6e4ec
})); //上 0xd6e4ec: 偏白色
matArrayA.push(new THREE.MeshPhongMaterial({
color : 0xd6e4ec
})); //下
matArrayA.push(new THREE.MeshPhongMaterial({
color : 0xafc0ca
})); //左 0xafc0ca :灰色
matArrayA.push(new THREE.MeshPhongMaterial({
color : 0xafc0ca
})); //右
matArrayB.push(new THREE.MeshPhongMaterial({
color : 0xafc0ca
})); //前 0xafc0ca :灰色
matArrayB.push(new THREE.MeshPhongMaterial({
color : 0x9cb2d1
})); //后 0x9cb2d1:淡紫
matArrayB.push(new THREE.MeshPhongMaterial({
color : 0xd6e4ec
})); //上 0xd6e4ec: 偏白色
matArrayB.push(new THREE.MeshPhongMaterial({
color : 0xd6e4ec
})); //下
matArrayB.push(new THREE.MeshPhongMaterial({
color : 0xafc0ca
})); //左 0xafc0ca :灰色
matArrayB.push(new THREE.MeshPhongMaterial({
color : 0xafc0ca
})); //右
}
//创建房间布局
function createLayout() {
// 墙面1 立方体比较长的面 左一
createCubeWall(10, 200, 900, 0, matArrayB, -651, 100, 0);
// 墙面2 立方体比较长的面 右一
createCubeWall(10, 200, 900, 1, matArrayB, 651, 100, 0);
// 墙面3 门对面的墙 立方体比较短的面
createCubeWall(10, 200, 1310, 1.5, matArrayB, 0, 100, -451);
// 墙面4 带门的面
var wall = returnWallObject(1310, 200, 10, 0, matArrayB, 0, 100,
455);
// 门框
var door_cube = returnWallObject(100, 180, 10, 0, matArrayB, 0, 90,
455);
createResultBsp(wall, door_cube, 1);
//为墙面安装门,右门
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);
});
// 房间A:隔墙1
createCubeWall(10, 200, 250, 0, matArrayA, -151, 100, 325);
//房间A:隔墙2 无门
createCubeWall(10, 200, 220, 0.5, matArrayA, -256, 100, 201);
// 厨房:隔墙3
createCubeWall(350, 200, 10, 0, matArrayA, 481, 100, 131);
// 厨房:隔墙4 无门
createCubeWall(10, 200, 200, 0, matArrayA, 301, 100, 225);
// 房间B
createCubeWall(350, 200, 10, 0, matArrayA, -471, 100, -50);
//房间B 无门
createCubeWall(200, 200, 10, 0.5, matArrayA, 0, 100, -350);
// 房间C
createCubeWall(220, 200, 10, 0, matArrayA, 540, 100, -50);
//房间C 无门
createCubeWall(200, 200, 10, 0.5, matArrayA, 250, 100, -350);
//厕所
var cube = returnWallObject(10, 200, 260, 0.5, matArrayA, 125, 100,
-250);
//厕所门框
var door_cube1 = returnWallObject(10, 160, 80, 0.5, matArrayA, 155,
90, -250);
createResultBsp(cube, door_cube1, 2);
//茶色:0x58ACFA 透明玻璃色:0XECF1F3
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);
}
//7.初始化OBJ对象
function initObject() {
//墙纹理
createWallMaterail();
createFloor();
createLayout();
}
//初始化函数
function init() {
initScene();
initCamera();
initRender();
initEvent();
initControls();
initLight();
initObject();
//监听键盘按键
document.addEventListener("keydown", onkeyDown, false);
}
var door_state = true;//默认是门是关闭的
//Enter=13,Space=32;
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>
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。
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。
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。