这节课我们主要讲解园区三维可视化炫酷感官技术方案
前言:
当基础技术达到普及状态,应用就趋向于极致,在三维可视化领域也是这个道理。各大可视化公司都追求美观最大化,这时候美工的作用就不容忽视了。
背景说明:
A、经济背景:经济下行的大环境下,各大有社会责任的企业与部门开始拉动内需,扩大预算,向有技术有情怀的科技公司派送订单,保证科技公司活下来,下一个科技风口能够继续战斗,国民经济能够挺住下行压力。所以可视化,科技风,炫酷风成为扩大预算的一项重要指标。(有钱)
B、技术背景:三维技术很早在游戏方面就有应用,但是局限于客户端庞大,电脑硬件要求高,所以在行业应用方面一直没有普及,而当前民众用的电脑基本都带有独立显卡,包括市面上的手机也基本都带有GPU处理器,这为三维技术普及与应用奠定了很好的基石。还有就是webgl技术的发明与普及,浏览器直接支持gpu加速,轻客户端机制把一切封装在浏览器沙盒中。用户只需要解决业务相关的问题就可以。(有技术方案)
C、项目背景:与本项目相关的背景就是各大可视化厂家发力做出越来越炫酷的效果,作为webgl爱好者,不能放过一切前沿的技术应用。着手研究与实施出炫酷效果,对于个人而言也是刻不容缓。(有人)
D、钱、技术、人都有了,just do it!!!
技术交流 [email protected]
一、闲话少叙,先看效果图
1、外立面效果图加周遭环境特效。
2、单独楼层效果与过度动画
3、室内效果
二、难点重点说明
炫酷的效果最终在于技术的熟练应用与设计师的强大脑洞
这里再次强调美工不可忽视的作用,尊称设计师。
效果好坏以及工作量的多少全凭设计师前期的工作,专业的人干专业的事情,大部分程序猿没有审美能力,这时候就靠设计师想象出炸天的效果。程序猿这时候利用自己的知识能力实现设计师的设想。
至于难点技术有粒子效果、着色器语言、线性代数与图片的灵活应用、瓦片化加载等。
三、完成步骤
园区可视化方案的实施跟真实建筑楼宇的过程是一样的。从设计到地基到建筑,一步也不能少。一步也不能跳过
1、先设计模型
1.1、先设计,这里设计师登场,首先设计师打开脑洞,想象出一款炫酷的设计,与风格方案,然后与程序猿交涉,输出程序猿需要的原图。
1.2、开始“打地基”,根据设计师的设计,我们选的地基是科技虚幻话地基,就是科技网格
代码:
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技术点讲解:
这里面有两种方案,1、用划线的方式画出网格,2、做一张网格透明图片作为网格。我建议使用第一种方案,具体优点我们后续再讲。
1.3、实现周遭环境
代码:
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难点讲解:这里面主要涉及到虚化处理,uv处理时计算位置、在合适的位置将透明值设置为0
1.4、添加道路特效
代码:
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难点:如何让道路动起来,这里我封装了方法,具体如何封装由于篇幅原因,只能下节课详解,这节课主要讲宏观搭建。
1.5、添加楼层
模型代码:
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技术难点:瓦片式加载,初步加载时只做外立面的加载与渲染,当点击时再做内部加载
1.6、剩下部分全是楼层的叠加 这里不做累诉
最终达到如下效果即可
1.7、瓦片是加载房间模型
代码如下:
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2、业务逻辑
2.1、场景设想
我们设想场景是这样的 初始化时看到整个园区楼宇的概况,然后双击楼宇,加载单个楼层模型,再双击楼层、加载楼层内房间模型、双击房间、可以进入。
2.2、代码实现
function ModelBussiness() { this.currentAnimationState = 0; } ModelBussiness.prototype.init = function (roomName) { WT3DObj.mouseOverCallBack = this.mouseOverCallBack; //进入回调 WT3DObj.mouseOverInCallBack = this.mouseOverInCallBack; //离开回调 WT3DObj.mouseOverLeaveCallBack = this.mouseOverLeaveCallBack; //悬停触发时间长度 WT3DObj.mouseOverTimeLong = 1000; } //单击选中 ModelBussiness.prototype.clickSelectCabinet = function (_obj, _face) { } ModelBussiness.prototype.currentShowCabinet = null; ModelBussiness.prototype.currentState = 0; //双击选中 ModelBussiness.prototype.dbClickSelectCabinet = function (_obj, _face) { if (!_obj.visible) { return; } if (_obj.name.indexOf("cube2_612") >= 0 ) { modelBussiness.clickBuildAnimation(); } else if (_obj.name.indexOf("b1_floor_") >= 0 ) { //显示楼层 modelBussiness.clickFloorAnimation(_obj); } else if (_obj.name.indexOf("floor_room_zt") >= 0 ) { //显示楼层 modelBussiness.clickRoomAnimation(_obj); } else if (_obj.name.indexOf("b3_tv_2") >= 0 || _obj.name.indexOf("messagePanel_2") >= 0) { modelBussiness.resetBuild(); } //双击摄像机 else if (_obj.name.indexOf("camera") >= 0) { modelBussiness.playVideo("ws://220.231.250.181:10080/streamv2/live.flv?ip=10.82.31.193&port=5001&profile=h264major&channel=007ea8e5b1884dc6904ba0098ed1b569"); } } //悬停 ModelBussiness.prototype.mouseOverCallBack = function (_obj, face) { } ModelBussiness.prototype.mouseInCurrentObj = null; ModelBussiness.prototype.lastMouseInCurrentObj = null; ModelBussiness.prototype.mouseOverInCallBack = function (_obj, face) { var _this = this; var color = 0xbfffea; console.log(_obj.name); modelBussiness.lastMouseInCurrentObj = _obj; modelBussiness.mouseInCurrentObj = _obj; if (_obj.name.indexOf("b1_floor_") >= 0 || _obj.name.indexOf("floor_room_") >= 0) { var _sobj = _obj; if (_obj.name.indexOf("OBJCREN") > 0) { _sobj = _obj.parent; } modelBussiness.mouseInCurrentObj = _sobj; WT3DObj.commonFunc.setSkinColorByObj(_sobj, 0x00ffff); } else if (_obj.name.indexOf("b3_tv_2") >= 0) { layer.msg("双击该电视返回园区总览"); } else if (_obj.name.indexOf("messagePanel_2") >= 0) { layer.msg("双击该信息牌返回园区总览"); } } ModelBussiness.prototype.mouseOverLeaveCallBack = function (_obj, face, nowobj) { var _this = this; var color = 0x000000; if (_obj.name.indexOf("b1_floor_") >= 0 || _obj.name.indexOf("floor_room_") >= 0) { var _sobj = _obj; if (_obj.name.indexOf("OBJCREN") > 0) { _sobj = _obj.parent; } WT3DObj.commonFunc.setSkinColorByObj(_sobj, 0x000000); } else if (_obj.name.indexOf("b3_tv_2") >= 0) { layer.closeAll(); } else if (_obj.name.indexOf("messagePanel_2") >= 0) { layer.closeAll(); } } //双击大楼时动画 ModelBussiness.prototype.outCube = null; ModelBussiness.prototype.clickBuildAnimation=function(){ if (!this.outCube) { this.outCube = WT3DObj.commonFunc.findObject("cube2_612"); } var c = this.outCube; WT3DObj.commonFunc.changeObjsOpacity([c], 1, 0.01, 600, function () { }); new TWEEN.Tween(c.scale).to({ x:3, y:3, z:3 }, 700).onUpdate(function () { }).onComplete(function () { WT3DObj.commonFunc.changeObjsOpacity([c], 0.01, 1, 10, function () { }); c.scale.x = 1; c.scale.y = 1; c.scale.z = 1; c.visible = false; }).start(); } //获取楼层模型对象 ModelBussiness.prototype.floors = null; ModelBussiness.prototype.B1Models = null; ModelBussiness.prototype.getFloors = function () { if (!this.floors) { this.floors = {}; this.B1Models = []; $.each(WT3DObj.scene.children, function (_index, _obj) { if (_obj.name.indexOf("b1_floor_") == 0) { modelBussiness.floors[_obj.name] = _obj; } if (_obj.name.indexOf("b1") == 0 || _obj.name.indexOf("cube2_612") == 0 || _obj.name.indexOf("messagePanel_1") == 0 || _obj.name.indexOf("messagePanel_2") == 0) { modelBussiness.B1Models.push(_obj); } }); } return this.floors; } ModelBussiness.prototype.resetBuild = function () { $.each(modelBussiness.B1Models, function (findex, fobj) { fobj.visible = true; if (fobj.od_position) { { x: -172.72016085901143, y: 57.386418380824466, z: -75.19850675990654 }, 1000, function () { }); this.hidefloorData(); this.hideRoomData(); layer.closeAll(); } //加载楼层模型 ModelBussiness.prototype.floorModels = {}; ModelBussiness.prototype.loadFloor = function (floorNub, callBack) { if (this.floorModels["f" + floorNub]) { if (callBack) { callBack(); if (_obj.name.indexOf("floor_") == 0) { modelBussiness.floorModels["f" + floorNub].push(_obj); } }); if (callBack) { callBack(); } }); } } } ModelBussiness.prototype.hidefloorData = function () { for (var fs in modelBussiness.floorModels) { if (modelBussiness.floorModels[fs]) { var fmodels = modelBussiness.floorModels[fs]; $.each(fmodels, function (findex, fobj) { fobj.visible = false; }); } }; } //双击楼层时动画 ModelBussiness.prototype.clickFloorAnimation = function (floor) { var _floorNub = parseInt(floor.name.replace("b1_floor_", "")); if (floor.name.indexOf("b1_floor_top") >= 0) { _floorNub = "top"; } else { this.loadFloor(_floorNub); } console.log(_floorNub); var _floors = this.getFloors(); //b1_floor_top }); }); }); } } ModelBussiness.prototype.distanceApartFloor = function (floorNub,callBack) { var _floors = this.getFloors(); var objs = []; for (var i = 1; i <=6; i++) { objs.push(_floors["b1_floor_" + i]); } }).start(); } ModelBussiness.prototype.shrinkageFloor = function (callBack) { var _floors = this.getFloors(); var objs = []; }).start(); } //加载房间模型 ModelBussiness.prototype.clickRoomAnimation = function (room) { WT3DObj.commonFunc.flashObjs([room], room.name + "_flashanimation_", 0x00aa00, 10, 200, 0); this.loadRoom(room.name); this.getFloors(); } ModelBussiness.prototype.roomModels = {}; ModelBussiness.prototype.currentShowRoomName = "currentShowRoomName"; ModelBussiness.prototype.currentShowroomFlagStr = "currentShowroomFlagStr"; ModelBussiness.prototype.loadRoom = function (roomName, callBack) { var jsonmodels = null; } ModelBussiness.prototype.hideRoomData = function () { }; } //播放摄像头 ModelBussiness.prototype.playVideo = function (wsSrc) { } var modelBussiness = new ModelBussiness();
由于篇幅原因,这一课先介绍到这里
后面我将继续讲解用webgl 建立 3D园区 3D智慧小区 炫酷效果等等
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