【毕业季】Three.js动态相册

活动地址:毕业季·进击的技术er

前言
岁月匆匆,又是一年毕业季,这次做个动态相册展示图片,放些有意思的内容,一起回忆下校园生活吧。

目录

  • 预期效果
  • 实现流程
    • 基本流程
    • 工程文件
    • 搭建场景
    • 放置图片
    • 鼠标事件
    • 相机运动
    • 完整代码
    • 实现效果

预期效果

相册展示和点选切换,利用相机旋转和移动来实现一个点击切图平滑过渡的效果。

实现流程

基本流程

1、搭建场景
2、放置图片
3、鼠标事件
4、相机运动

工程文件

工程文件结构如下图:
static:存放静态资源文件
three.js-master:为官网下载的代码包,包含所有需要用到的资源包,链接:https://github.com/mrdoob/three.js/archive/master.zip
请添加图片描述
index.html:页面代码

<!DOCTYPE html>
<html>

<head>
	<meta charset="utf-8">
	<title>My first three.js app</title>
	<style>
		body {
			margin: 0;
		}
	</style>
</head>

<body>
	<script type="importmap">
			{
				"imports": {
					"three": "./three.js-master/build/three.module.js"
				}
			}
		</script>
	<script type="module">
		// 下文JS代码位置
		// ...
	</script>
</body>

</html>

搭建场景

需要导入的内容和提前声明的变量,包含后续不同function中可能用到的场景、相机、渲染器、控制器等要素。

import * as THREE from "three";
import { OrbitControls } from "./three.js-master/examples/jsm/controls/OrbitControls.js";
import { GLTFLoader } from "./three.js-master/examples/jsm/loaders/GLTFLoader.js";
import { TWEEN } from "./three.js-master/examples/jsm/libs/tween.module.min.js";

let scene, camera, renderer, controls; //场景、相机、渲染器、控制器
let pointLight, ambientLight; //光源
let curve = null, rate = 0; // 照片点位
let imgArr = []; //照片url
let imgCut = 50; //照片剪影大小
let rotateImg = true; // 是否继续轮转照片,其实是相机在转
const imgGroup = new THREE.Group(); //照片对象组
const textureLoader = new THREE.TextureLoader(); // 纹理加载器
const pointer = new THREE.Vector2(); //点击坐标
const raycaster = new THREE.Raycaster(); //射线
const threeEl = document.getElementById('container'); //元素获取

场景和部分数据初始化,其中图片这里直接是使用的网络资源图,可以使用本地文件或者自己搭建的服务环境文件。

function init() {
    imgArr = [
        "https://gimg2.baidu.com/image_search/src=http%3A%2F%2Fimg95.699pic.com%2Fphoto%2F40142%2F4204.gif_wh860.gif&refer=http%3A%2F%2Fimg95.699pic.com&app=2002&size=f9999,10000&q=a80&n=0&g=0n&fmt=auto?sec=1659077726&t=ea5e3abb8b838546ae9377321744f875",
        "https://gimg2.baidu.com/image_search/src=http%3A%2F%2Fimg.zcool.cn%2Fcommunity%2F019b795b2cc0dba80121bbec95a340.jpg%402o.jpg&refer=http%3A%2F%2Fimg.zcool.cn&app=2002&size=f9999,10000&q=a80&n=0&g=0n&fmt=auto?sec=1659076627&t=be25ec64df151d68c5dd5296a1d68fcf",
        "https://gimg2.baidu.com/image_search/src=http%3A%2F%2Fp4.itc.cn%2Fimages01%2F20200707%2Fcc1bec607b1949549f374f3e0e68bc2d.jpeg&refer=http%3A%2F%2Fp4.itc.cn&app=2002&size=f9999,10000&q=a80&n=0&g=0n&fmt=auto?sec=1659072591&t=34a56c58c383f15a5118d81859cad417",
        "https://gimg2.baidu.com/image_search/src=http%3A%2F%2Fimg.zcool.cn%2Fcommunity%2F019b795b2cc0dba80121bbec95a340.jpg%402o.jpg&refer=http%3A%2F%2Fimg.zcool.cn&app=2002&size=f9999,10000&q=a80&n=0&g=0n&fmt=auto?sec=1659076255&t=aae752e553bbdeda27a4fa14b242e4e8",
        "https://gimg2.baidu.com/image_search/src=http%3A%2F%2Fp.qpic.cn%2Fdnfbbspic%2F0%2Fdnfbbs_dnfbbs_dnf_gamebbs_qq_com_forum_202007_05_084137qjj5sjd9pqm9mprr.jpg%2F0&refer=http%3A%2F%2Fp.qpic.cn&app=2002&size=f9999,10000&q=a80&n=0&g=0n&fmt=auto?sec=1659076255&t=bd12aa3f0d060cc19880158e9ef7b16f",
        "https://gimg2.baidu.com/image_search/src=http%3A%2F%2Fwww.keaidian.com%2Fuploads%2Fallimg%2F190713%2F13174657_15.jpg&refer=http%3A%2F%2Fwww.keaidian.com&app=2002&size=f9999,10000&q=a80&n=0&g=0n&fmt=auto?sec=1659076255&t=47296d32109bbffce6844b557a109d24",
        "https://img2.baidu.com/it/u=3487630334,1818100496&fm=253&fmt=auto&app=138&f=JPEG?w=889&h=500",
        "https://gimg2.baidu.com/image_search/src=http%3A%2F%2Fup.enterdesk.com%2Fedpic_source%2F29%2F09%2F31%2F290931cc8b21f13ff0ca273ff8e4865e.jpg&refer=http%3A%2F%2Fup.enterdesk.com&app=2002&size=f9999,10000&q=a80&n=0&g=0n&fmt=auto?sec=1659076255&t=5c77914a690c1b53de57c7bf5692487a",
    ]
    changeImg(threeEl, imgArr[0]);
    scene = new THREE.Scene();
    camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
    renderer = new THREE.WebGLRenderer();
    // 添加相机并设置在原点
    camera.position.set(0, 0, 0);
    camera.lookAt(new THREE.Vector3(1, 0, 0));
    // 添加一个点光源
    pointLight = new THREE.PointLight(0xffffff);
    scene.add(pointLight);
    // 添加一个环境光
    ambientLight = new THREE.AmbientLight(0xffffff);
    scene.add(ambientLight);

    // 增加坐标系红色代表 X 轴. 绿色代表 Y 轴. 蓝色代表 Z 轴.
    // 添加坐标系到场景中
    // const axes = new THREE.AxesHelper(20);
    // scene.add(axes);
    // 创建渲染器对象
    renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
    renderer.setSize(window.innerWidth, window.innerHeight);//设置渲染区域尺寸
    threeEl.appendChild(renderer.domElement); //body元素中插入canvas对象render
    // 监听鼠标
    pointerListing();
    // 初始化控制器
    controls = new OrbitControls(camera, renderer.domElement);//创建控件对象
    controls.enabled = false;
}

放置图片

用到了基础网格材质(MeshBasicMaterial)和贴图,用贴图加载器(TextureLoader)将图片贴到放置的平面缓冲几何体(PlaneGeometry)上,再在外层增加一个有一定透明度的立方缓冲几何体(BoxGeometry),让它看上去就像是一个相框。

基础网格材质(MeshBasicMaterial)
一个以简单着色(平面或线框)方式来绘制几何体的材质,这种材质不受光照的影响。

构造函数(Constructor)
MeshBasicMaterial( parameters : Object )
parameters - (可选)用于定义材质外观的对象,具有一个或多个属性。材质的任何属性都可以从此处传入(包括从Material继承的任何属性)。
属性color例外,其可以作为十六进制字符串传递,默认情况下为 0xffffff(白色),内部调用Color.set(color)。

TextureLoader
加载texture的一个类。 内部使用ImageLoader来加载文件。

构造函数
TextureLoader( manager : LoadingManager )
manager — 加载器使用的loadingManager,默认值为THREE.DefaultLoadingManager.

// 图片贴到对应位置
function placeImg() {
    imgGroup.name = 'imgGroup';
    // 红色代表 X 轴. 绿色代表 Y 轴. 蓝色代表 Z 轴.
    // Create a closed wavey loop
    curve = new THREE.CatmullRomCurve3([
        new THREE.Vector3(75, 0, 0),
        new THREE.Vector3(0, 0, 75),
        new THREE.Vector3(-75, 0, 0),
        new THREE.Vector3(0, 0, -75)

    ]);
    // centripetal、chordal和catmullrom
    curve.curveType = "catmullrom";
    curve.closed = true;//设置是否闭环
    curve.tension = 1; //设置线的张力,0为无弧度折线

    // // 为曲线添加材质在场景中显示出来,不添加到场景显示也不会影响运动轨迹,相当于一个Helper
    // const points = curve.getPoints(50);
    // const geometry = new THREE.BufferGeometry().setFromPoints(points);
    // const material = new THREE.LineBasicMaterial({ color: 0x000000 });

    // // Create the final object to add to the scene
    // const curveObject = new THREE.Line(geometry, material);
    // scene.add(curveObject);

    const imgNum = imgArr.length;
    rate = imgNum <= 0 ? 0 : (1 / imgNum);

    imgArr.forEach((item, index) => {
        const imgPosition = curve.getPointAt(rate * index);
        // 材质对象Material
        const material = new THREE.MeshBasicMaterial({
            side: THREE.DoubleSide,
            opacity: 0.8,
            transparent: true,
            name: "material" + index,
            map: textureLoader.load(item)
        });
        const mesh = new THREE.Mesh(new THREE.PlaneGeometry(imgCut, imgCut), material);
        mesh.position.set(imgPosition.x, imgPosition.y, imgPosition.z);
        mesh.rotation.y = -Math.PI / 2;
        mesh.lookAt(scene.position) //设置朝向
        mesh.name = item;
        // imgGroup.add(mesh);
        scene.add(mesh);
        // 加一个框
        const boxMaterial = new THREE.MeshBasicMaterial({
            opacity: 0.1,
            transparent: true,
            color: 0x0081cc
        });
        const boxMesh = new THREE.Mesh(new THREE.BoxGeometry(imgCut * 1.1, imgCut * 1.1, imgCut * 0.1), boxMaterial);
        boxMesh.position.set(imgPosition.x, imgPosition.y, imgPosition.z);
        boxMesh.rotation.y = -Math.PI / 2;
        boxMesh.lookAt(scene.position) //设置朝向
        boxMesh.name = item;
        imgGroup.add(boxMesh);
    })
    scene.add(imgGroup);

}

鼠标事件

当鼠标放到相框上,贴有照片的平面几何体外层立方几何体的透明度改变,达到选中效果,选中贴图剪影时页面背景改变。

 // 背景替换
function changeImg(element, url) {
    element.style.backgroundImage = `url(${url})`;
    // element.style.backgroundSize = '100%'; 
}
// 添加鼠标监听
function pointerListing() {
    threeEl.addEventListener("pointerdown", onPointerDown);
    threeEl.addEventListener("pointermove", onPointerMove);
}
function onPointerMove(event) {
    // 将鼠标位置归一化为设备坐标。x 和 y 方向的取值范围是 (-1 to +1)
    pointer.set(
        (event.clientX / window.innerWidth) * 2 - 1,
        -(event.clientY / window.innerHeight) * 2 + 1
    );
    // console.log(scene);
    raycaster.setFromCamera(pointer, camera);
    const intersects = raycaster.intersectObjects(
        [...imgGroup.children],
        false
    );
    // 有照片就换背景
    if (intersects.length > 0) {
        const intersect = intersects[0];
        intersect.object.material.opacity = 0.5;
    }else{
        imgGroup.children.forEach(item => {
            item.material.opacity = 0.1;
        });
    }
}
function onPointerDown(event) {
    // 将鼠标位置归一化为设备坐标。x 和 y 方向的取值范围是 (-1 to +1)
    pointer.set(
        (event.clientX / window.innerWidth) * 2 - 1,
        -(event.clientY / window.innerHeight) * 2 + 1
    );
    // console.log(scene);
    raycaster.setFromCamera(pointer, camera);
    const intersects = raycaster.intersectObjects(
        [...imgGroup.children],
        false
    );
    // 有照片就换背景
    if (intersects.length > 0) {
        const intersect = intersects[0];
        // console.log(intersect.object);
        // 背景替换
        changeImg(threeEl, intersect.object.name);
        // 相机移动
        rotateImg = false;
        // 照片旋转停下来
        const changePosition = new THREE.Vector3(
            intersect.object.position.x*1.5,
            intersect.object.position.y*1.5,
            intersect.object.position.z*1.5);
        animateCamera(camera.position, changePosition);
    } else {
        // 相机回原点
        const o = new THREE.Vector3(0,0,0);
        animateCamera(camera.position, o);
        rotateImg = true;
    }
};

相机运动

相机本身在旋转,相对的图片看起来就像是在滚动播放,当点击某个图片时,相机移动到对应对象更外层,点击空白再回到原点,达到平滑切换的效果。

function onPointerDown(event) {
    // 将鼠标位置归一化为设备坐标。x 和 y 方向的取值范围是 (-1 to +1)
    pointer.set(
        (event.clientX / window.innerWidth) * 2 - 1,
        -(event.clientY / window.innerHeight) * 2 + 1
    );
    // console.log(scene);
    raycaster.setFromCamera(pointer, camera);
    const intersects = raycaster.intersectObjects(
        [...imgGroup.children],
        false
    );
    // 有照片就换背景
    if (intersects.length > 0) {
        const intersect = intersects[0];
        // console.log(intersect.object);
        // 背景替换
        changeImg(threeEl, intersect.object.name);
        // 相机移动
        rotateImg = false;
        // 照片旋转停下来
        const changePosition = new THREE.Vector3(
            intersect.object.position.x*1.5,
            intersect.object.position.y*1.5,
            intersect.object.position.z*1.5);
        animateCamera(camera.position, changePosition);
    } else {
        // 相机回原点
        const o = new THREE.Vector3(0,0,0);
        animateCamera(camera.position, o);
        rotateImg = true;
    }
};
// current1 相机当前的位置
// target1 相机的目标位置
// current2 当前的controls的target
// target2 新的controls的target
function animateCamera(current1, target1,callBack) {
    var tween = new TWEEN.Tween({
        x1: current1.x, // 相机当前位置x
        y1: current1.y, // 相机当前位置y
        z1: current1.z, // 相机当前位置z
        // x2: current2.x, // 控制当前的中心点x
        // y2: current2.y, // 控制当前的中心点y
        // z2: current2.z // 控制当前的中心点z
    });
    tween.to({
        x1: target1.x, // 新的相机位置x
        y1: target1.y, // 新的相机位置y
        z1: target1.z, // 新的相机位置z
        // x2: target2.x, // 新的控制中心点位置x
        // y2: target2.y, // 新的控制中心点位置x
        // z2: target2.z // 新的控制中心点位置x
    }, 1000);
    tween.onUpdate(function (object) {
        camera.position.x = object.x1;
        camera.position.y = object.y1;
        camera.position.z = object.z1;
        // controls.target.x = object.x2;
        // controls.target.y = object.y2;
        // controls.target.z = object.z2;
        // controls.update();
    });
    tween.onComplete(function () {
        callBack && callBack()
    });
    tween.easing(TWEEN.Easing.Cubic.InOut);
    tween.start();
}

完整代码

<!DOCTYPE html>
<html>

<head>
    <meta charset="utf-8">
    <title>My first three.js app</title>
    <style>
        body {
            margin: 0px;
        }
        #container {
            /* background: #000000 url("https://seopic.699pic.com/photo/50041/6756.jpg_wh1200.jpg") no-repeat; */
            background: #000000;
            background-size: 100vw 100vh;
            overflow: hidden;
            width: 100vw;
            height: 100vh;
        }
    </style>
</head>

<body>
    <div id="container">

    </div>
    <script type="importmap">
        {
            "imports": {
                "three": "./three.js-master/build/three.module.js"
            }
        }
    </script>
    <script type="module">
        import * as THREE from "three";
        import { OrbitControls } from "./three.js-master/examples/jsm/controls/OrbitControls.js";
        import { GLTFLoader } from "./three.js-master/examples/jsm/loaders/GLTFLoader.js";
        import { TWEEN } from "./three.js-master/examples/jsm/libs/tween.module.min.js";

        let scene, camera, renderer, controls; //场景、相机、渲染器、控制器
        let pointLight, ambientLight; //光源
        let curve = null, rate = 0; // 照片点位
        let imgArr = []; //照片url
        let imgCut = 50; //照片剪影大小
        let rotateImg = true; // 是否继续轮转照片,其实是相机在转
        const imgGroup = new THREE.Group(); //照片对象组
        const textureLoader = new THREE.TextureLoader(); // 纹理加载器
        const pointer = new THREE.Vector2(); //点击坐标
        const raycaster = new THREE.Raycaster(); //射线
        const threeEl = document.getElementById('container'); //元素获取

        function init() {
            imgArr = [
                "https://gimg2.baidu.com/image_search/src=http%3A%2F%2Fimg95.699pic.com%2Fphoto%2F40142%2F4204.gif_wh860.gif&refer=http%3A%2F%2Fimg95.699pic.com&app=2002&size=f9999,10000&q=a80&n=0&g=0n&fmt=auto?sec=1659077726&t=ea5e3abb8b838546ae9377321744f875",
                "https://gimg2.baidu.com/image_search/src=http%3A%2F%2Fimg.zcool.cn%2Fcommunity%2F019b795b2cc0dba80121bbec95a340.jpg%402o.jpg&refer=http%3A%2F%2Fimg.zcool.cn&app=2002&size=f9999,10000&q=a80&n=0&g=0n&fmt=auto?sec=1659076627&t=be25ec64df151d68c5dd5296a1d68fcf",
                "https://gimg2.baidu.com/image_search/src=http%3A%2F%2Fp4.itc.cn%2Fimages01%2F20200707%2Fcc1bec607b1949549f374f3e0e68bc2d.jpeg&refer=http%3A%2F%2Fp4.itc.cn&app=2002&size=f9999,10000&q=a80&n=0&g=0n&fmt=auto?sec=1659072591&t=34a56c58c383f15a5118d81859cad417",
                "https://gimg2.baidu.com/image_search/src=http%3A%2F%2Fimg.zcool.cn%2Fcommunity%2F019b795b2cc0dba80121bbec95a340.jpg%402o.jpg&refer=http%3A%2F%2Fimg.zcool.cn&app=2002&size=f9999,10000&q=a80&n=0&g=0n&fmt=auto?sec=1659076255&t=aae752e553bbdeda27a4fa14b242e4e8",
                "https://gimg2.baidu.com/image_search/src=http%3A%2F%2Fp.qpic.cn%2Fdnfbbspic%2F0%2Fdnfbbs_dnfbbs_dnf_gamebbs_qq_com_forum_202007_05_084137qjj5sjd9pqm9mprr.jpg%2F0&refer=http%3A%2F%2Fp.qpic.cn&app=2002&size=f9999,10000&q=a80&n=0&g=0n&fmt=auto?sec=1659076255&t=bd12aa3f0d060cc19880158e9ef7b16f",
                "https://gimg2.baidu.com/image_search/src=http%3A%2F%2Fwww.keaidian.com%2Fuploads%2Fallimg%2F190713%2F13174657_15.jpg&refer=http%3A%2F%2Fwww.keaidian.com&app=2002&size=f9999,10000&q=a80&n=0&g=0n&fmt=auto?sec=1659076255&t=47296d32109bbffce6844b557a109d24",
                "https://img2.baidu.com/it/u=3487630334,1818100496&fm=253&fmt=auto&app=138&f=JPEG?w=889&h=500",
                "https://gimg2.baidu.com/image_search/src=http%3A%2F%2Fup.enterdesk.com%2Fedpic_source%2F29%2F09%2F31%2F290931cc8b21f13ff0ca273ff8e4865e.jpg&refer=http%3A%2F%2Fup.enterdesk.com&app=2002&size=f9999,10000&q=a80&n=0&g=0n&fmt=auto?sec=1659076255&t=5c77914a690c1b53de57c7bf5692487a",
            ]
            changeImg(threeEl, imgArr[0]);
            scene = new THREE.Scene();
            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
            renderer = new THREE.WebGLRenderer();
            // 添加相机并设置在原点
            camera.position.set(0, 0, 0);
            camera.lookAt(new THREE.Vector3(1, 0, 0));
            // 添加一个点光源
            pointLight = new THREE.PointLight(0xffffff);
            scene.add(pointLight);
            // 添加一个环境光
            ambientLight = new THREE.AmbientLight(0xffffff);
            scene.add(ambientLight);

            // 增加坐标系红色代表 X 轴. 绿色代表 Y 轴. 蓝色代表 Z 轴.
            // 添加坐标系到场景中
            // const axes = new THREE.AxesHelper(20);
            // scene.add(axes);
            // 创建渲染器对象
            renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
            renderer.setSize(window.innerWidth, window.innerHeight);//设置渲染区域尺寸
            threeEl.appendChild(renderer.domElement); //body元素中插入canvas对象render
            // 监听鼠标
            pointerListing();
            // 初始化控制器
            controls = new OrbitControls(camera, renderer.domElement);//创建控件对象
            controls.enabled = false;
        }

        // 背景替换
        function changeImg(element, url) {
            element.style.backgroundImage = `url(${url})`;
            // element.style.backgroundSize = '100%'; 
        }
        // 添加鼠标监听
        function pointerListing() {
            threeEl.addEventListener("pointerdown", onPointerDown);
            threeEl.addEventListener("pointermove", onPointerMove);
        }
        function onPointerMove(event) {
            // 将鼠标位置归一化为设备坐标。x 和 y 方向的取值范围是 (-1 to +1)
            pointer.set(
                (event.clientX / window.innerWidth) * 2 - 1,
                -(event.clientY / window.innerHeight) * 2 + 1
            );
            // console.log(scene);
            raycaster.setFromCamera(pointer, camera);
            const intersects = raycaster.intersectObjects(
                [...imgGroup.children],
                false
            );
            // 有照片就换背景
            if (intersects.length > 0) {
                const intersect = intersects[0];
                intersect.object.material.opacity = 0.5;
            }else{
                imgGroup.children.forEach(item => {
                    item.material.opacity = 0.1;
                });
            }
        }
        function onPointerDown(event) {
            // 将鼠标位置归一化为设备坐标。x 和 y 方向的取值范围是 (-1 to +1)
            pointer.set(
                (event.clientX / window.innerWidth) * 2 - 1,
                -(event.clientY / window.innerHeight) * 2 + 1
            );
            // console.log(scene);
            raycaster.setFromCamera(pointer, camera);
            const intersects = raycaster.intersectObjects(
                [...imgGroup.children],
                false
            );
            // 有照片就换背景
            if (intersects.length > 0) {
                const intersect = intersects[0];
                // console.log(intersect.object);
                // 背景替换
                changeImg(threeEl, intersect.object.name);
                // 相机移动
                rotateImg = false;
                // 照片旋转停下来
                const changePosition = new THREE.Vector3(
                    intersect.object.position.x*1.5,
                    intersect.object.position.y*1.5,
                    intersect.object.position.z*1.5);
                animateCamera(camera.position, changePosition);
            } else {
                // 相机回原点
                const o = new THREE.Vector3(0,0,0);
                animateCamera(camera.position, o);
                rotateImg = true;
            }
        };

        // current1 相机当前的位置
        // target1 相机的目标位置
        // current2 当前的controls的target
        // target2 新的controls的target
        function animateCamera(current1, target1,callBack) {
            var tween = new TWEEN.Tween({
                x1: current1.x, // 相机当前位置x
                y1: current1.y, // 相机当前位置y
                z1: current1.z, // 相机当前位置z
                // x2: current2.x, // 控制当前的中心点x
                // y2: current2.y, // 控制当前的中心点y
                // z2: current2.z // 控制当前的中心点z
            });
            tween.to({
                x1: target1.x, // 新的相机位置x
                y1: target1.y, // 新的相机位置y
                z1: target1.z, // 新的相机位置z
                // x2: target2.x, // 新的控制中心点位置x
                // y2: target2.y, // 新的控制中心点位置x
                // z2: target2.z // 新的控制中心点位置x
            }, 1000);
            tween.onUpdate(function (object) {
                camera.position.x = object.x1;
                camera.position.y = object.y1;
                camera.position.z = object.z1;
                // controls.target.x = object.x2;
                // controls.target.y = object.y2;
                // controls.target.z = object.z2;
                // controls.update();
            });
            tween.onComplete(function () {
                callBack && callBack()
            });
            tween.easing(TWEEN.Easing.Cubic.InOut);
            tween.start();
        }

        // 图片贴到对应位置
        function placeImg() {
            imgGroup.name = 'imgGroup';
            // 红色代表 X 轴. 绿色代表 Y 轴. 蓝色代表 Z 轴.
            // Create a closed wavey loop
            curve = new THREE.CatmullRomCurve3([
                new THREE.Vector3(75, 0, 0),
                new THREE.Vector3(0, 0, 75),
                new THREE.Vector3(-75, 0, 0),
                new THREE.Vector3(0, 0, -75)

            ]);
            // centripetal、chordal和catmullrom
            curve.curveType = "catmullrom";
            curve.closed = true;//设置是否闭环
            curve.tension = 1; //设置线的张力,0为无弧度折线

            // // 为曲线添加材质在场景中显示出来,不添加到场景显示也不会影响运动轨迹,相当于一个Helper
            // const points = curve.getPoints(50);
            // const geometry = new THREE.BufferGeometry().setFromPoints(points);
            // const material = new THREE.LineBasicMaterial({ color: 0x000000 });

            // // Create the final object to add to the scene
            // const curveObject = new THREE.Line(geometry, material);
            // scene.add(curveObject);

            const imgNum = imgArr.length;
            rate = imgNum <= 0 ? 0 : (1 / imgNum);

            imgArr.forEach((item, index) => {
                const imgPosition = curve.getPointAt(rate * index);
                // 材质对象Material
                const material = new THREE.MeshBasicMaterial({
                    side: THREE.DoubleSide,
                    opacity: 0.8,
                    transparent: true,
                    name: "material" + index,
                    map: textureLoader.load(item)
                });
                const mesh = new THREE.Mesh(new THREE.PlaneGeometry(imgCut, imgCut), material);
                mesh.position.set(imgPosition.x, imgPosition.y, imgPosition.z);
                mesh.rotation.y = -Math.PI / 2;
                mesh.lookAt(scene.position) //设置朝向
                mesh.name = item;
                // imgGroup.add(mesh);
                scene.add(mesh);
                // 加一个框
                const boxMaterial = new THREE.MeshBasicMaterial({
                    opacity: 0.1,
                    transparent: true,
                    color: 0x0081cc
                });
                const boxMesh = new THREE.Mesh(new THREE.BoxGeometry(imgCut * 1.1, imgCut * 1.1, imgCut * 0.1), boxMaterial);
                boxMesh.position.set(imgPosition.x, imgPosition.y, imgPosition.z);
                boxMesh.rotation.y = -Math.PI / 2;
                boxMesh.lookAt(scene.position) //设置朝向
                boxMesh.name = item;
                imgGroup.add(boxMesh);
            })
            scene.add(imgGroup);

        }


        //执行渲染操作   指定场景、相机作为参数
        function render() {
            renderer.render(scene, camera);//执行渲染操作
            if (rotateImg) {
                camera.rotateY(0.001);//每次绕y轴旋转0.001弧度
            }
            TWEEN.update();
            // newmesh.rotateY(0.01);//每次绕y轴旋转0.01弧度
            requestAnimationFrame(render);//请求再次执行渲染函数render
        }

        function initWindow() {
            let onResize = function () {
                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();
                renderer.setSize(window.innerWidth, window.innerHeight);
            };
            window.addEventListener("resize", onResize, false);
        };
        init();
        placeImg();
        initWindow();
        render();

    </script>

</body>

</html>

实现效果

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