基于three.js的室内全景3D展馆案例分享

  • 先看效果图
    • 实现了第一人称行走,WASD
    • 点击目标画册进行预览查看
    • 位置音乐播放环绕
    • 地面镜面反光
    • 碰撞检测等等.

地址在gitee上gallery: 数字展馆概念的demo项目,本项目中使用的技术栈为three.js

 有兴趣的伙伴可以去下载看看,有这方面的项目应该能受很大启发。

import Core from "../core";

import Environment from "../environment";

import Character from "../character";

import Css3DRenderer from "../css3DRenderer";

import Audio from "../audio";

import RayCasterControls from "../rayCasterControls";

import {ON_CLICK_RAY_CAST, ON_HIDE_TOOLTIP, ON_LOAD_MODEL_FINISH, ON_LOAD_PROGRESS, ON_ENTER_APP, ON_SHOW_TOOLTIP} from "../Constants";

import {Object3D} from "three";

export default class World {

    private core: Core;

    private environment: Environment;

    private character: Character;

    private css_3d_renderer: Css3DRenderer;

    private audio: Audio;

    private ray_caster_controls: RayCasterControls;

    constructor() {

        this.core = new Core();

        this.core.$on(ON_LOAD_PROGRESS, this._handleLoadProgress.bind(this));

        this.core.$on(ON_LOAD_MODEL_FINISH, this._onLoadModelFinish.bind(this));

        this.core.$on(ON_CLICK_RAY_CAST, this._onClickRayCast.bind(this));

        this.core.$on(ON_SHOW_TOOLTIP, this._onShowTooltip.bind(this));

        this.core.$on(ON_HIDE_TOOLTIP, this._onHideTooltip.bind(this));

        this.core.$on(ON_ENTER_APP, this._onEnterApp.bind(this));

        this.environment = new Environment();

        this.character = new Character({speed: 12});

        this.css_3d_renderer = new Css3DRenderer();

        this.audio = new Audio();

        this.ray_caster_controls = new RayCasterControls();

    }

    update(delta: number) {

        if (this.environment.collider && this.environment.is_load_finished) {

            this.css_3d_renderer.update();

            this.character.update(delta, this.environment.collider);

            this.ray_caster_controls.updateTooltipRayCast(this.environment.raycast_objects);

        }

    }

    /*

    * 点击进入展馆后的回调

    * */

    private _onEnterApp() {

        this.audio.playAudio();

        // 进入后才允许控制键盘

        this.core.control_manage.enabled();

    }

    private async _onLoadModelFinish() {

        // 场景模型加载完毕后开始加载音频

        await this.audio.createAudio();

        // 音频加载完毕后移除加载进度UI,显示进入确认UI

        this.core.ui.removeLoading();

        this.core.ui.showLoadingConfirm();

        // 场景模型加载完毕后将场景中需要光线投射检测的物体传入给rayCasterControls

        this.ray_caster_controls.bindClickRayCastObj(this.environment.raycast_objects);

    }

    private _handleLoadProgress([{url, loaded, total}]: [{url: string, loaded: number, total: number}]) {

        const percentage = ((loaded / total) * 100).toFixed(2);

        if (/.*\.(blob|glb)$/i.test(url)) {

            this.core.ui.updateLoadingProgress(`${url.includes("collision") ? "加载碰撞场景模型" : "加载其他场景模型"}:${percentage}%`);

        }

        if (/.*\.(jpg|png|jpeg)$/i.test(url)) {

            this.core.ui.updateLoadingProgress("加载图片素材中...");

        }

        if (/.*\.(m4a|mp3)$/i.test(url)) {

            this.core.ui.updateLoadingProgress("加载声音资源中...");

        }

    }

    private _onClickRayCast([object]: [object: Object3D]) {

        this.core.ui.showBoardsBox(

            object.userData.title,

            object.userData.author,

            object.userData.describe,

            object.userData.src,

        );

    }

    private _onShowTooltip([{msg, show_preview_tips}]: [{ msg: string, show_preview_tips: boolean }]) {

        this.core.ui.showPreviewTooltip(msg, show_preview_tips);

    }

    private _onHideTooltip() {

        this.core.ui.hidePreviewTooltip();

    }

}

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