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小編給大家分享一下three.js怎么繪制地球、飛機與軌跡,希望大家閱讀完這篇文章之后都有所收獲,下面讓我們一起去探討吧!
首先我們來看下要實現的效果
這個縮小后的圖片,下面我們來看下近距離的動態效果。。
效果比較簡陋,需要后期再處理。。。
下面進入主題,代碼篇。。
HTML部分:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>全球航班</title> <style> html{overflow: hidden;} body { margin: 0;} </style> <script src="js/jquery.min.js"></script> </head> <body> <!-- 地國 --> <div id="zh_globe_container"></div> <!-- 容器 --> <script src="js/threejs/Detector.js"></script> <!-- webGL瀏覽器支持檢測 --> <script src="js/threejs/three.min.js"></script> <!-- 核心js --> <script src="js/threejs/stats.min.js"></script> <!-- 性能測試 --> <script src="js/threejs/OrbitControls.js"></script> <!-- 地球控制 --> <script src="js/socketio-1.4.5.js"></script> <!-- socket --> <script src="js/globe.js"></script> <!-- --> </body> </html>
JS部分(globe.js)
1、實現地球
地球貼圖(可以在網上下載)
// 地球 function globe() { var globeTextureLoader = new THREE.TextureLoader(); globeTextureLoader.load('images/textures/earth.jpg', function (texture) { var globeGgeometry = new THREE.SphereGeometry(200, 100, 100); var globeMaterial = new THREE.MeshStandardMaterial({map: texture}); var globeMesh = new THREE.Mesh(globeGgeometry, globeMaterial); group.add(globeMesh); group.rotation.x = THREE.Math.degToRad(35); group.rotation.y = THREE.Math.degToRad(170); }); }
2、添加球面光源(這里使用的是半球光)
// 光 function lights() { var hemisphereLight = new THREE.HemisphereLight(0xffffff, 0x333333, 2); hemisphereLight.position.x = 0; hemisphereLight.position.y = 0; hemisphereLight.position.z = -200; group.add(hemisphereLight); }
3、添加星點
// 星點 function stars() { var starsGeometry = new THREE.Geometry(); for (var i = 0; i < 2000; i ++) { var starVector = new THREE.Vector3( THREE.Math.randFloatSpread(2000), THREE.Math.randFloatSpread(2000), THREE.Math.randFloatSpread(2000) ); starsGeometry.vertices.push(starVector); } var starsMaterial = new THREE.PointsMaterial({color: 0x888888}) var starsPoint = new THREE.Points(starsGeometry, starsMaterial); group.add(starsPoint); }
4、添加飛機
這里需要我們把 經緯度坐標 轉成 xyz 坐標
// 獲取position function getPosition(lng, lat, alt) { var phi = (90-lat)*(Math.PI/180), theta = (lng+180)*(Math.PI/180), radius = alt+200, x = -(radius * Math.sin(phi) * Math.cos(theta)), z = (radius * Math.sin(phi) * Math.sin(theta)), y = (radius * Math.cos(phi)); return {x: x, y: y, z: z}; }
畫飛機
// 飛機形狀(不想畫的,可以下載個 飛機模型 使用加載器加載進來) var planeShape = new THREE.Shape(); planeShape.moveTo( 0, 0); planeShape.lineTo(0.2, -0.2); planeShape.lineTo(0.2, -1.3); planeShape.lineTo(1.6,-2.7); planeShape.lineTo(1.6,-3); planeShape.lineTo(0.2, -2.1); planeShape.lineTo(0.2, -3); planeShape.lineTo(0.5, -3.4); planeShape.lineTo(0.5, -3.7); planeShape.lineTo(0, -3.3); planeShape.lineTo(-0.5, -3.7); planeShape.lineTo(-0.5, -3.4); planeShape.lineTo(-0.2, -3); planeShape.lineTo(-0.2, -2.1); planeShape.lineTo(-1.6,-3); planeShape.lineTo(-1.6,-2.7); planeShape.lineTo(-0.2, -1.3); planeShape.lineTo(-0.2, -0.2); var planeGeometry = new THREE.ShapeGeometry(planeShape); // 飛機材質 var planeMaterial = new THREE.MeshPhongMaterial({color: 0x0FB4DD, side: THREE.DoubleSide, depthTest: true});
depthTest作用是能否透過球體看到飛機,如果是false則旋轉到球體另一面也能看到飛機
添加飛機
// 添加飛機 function addPlane(item) { if(item.anum && item.lng && item.lat) { var plane = new THREE.Mesh(planeGeometry, planeMaterial); // 旋轉 plane.rotation.z = THREE.Math.degToRad(item.ang); // 定位 var position = getPosition(item.lng, item.lat, 5); plane.position.set(position.x, position.y, position.z); // 顯示/隱藏 // plane.visible = false; // 保存 planeMarkers[item.anum] = plane; // 添加到場景 group.add(plane); // 繪制歷史軌跡 drawHistoryTrack(item.anum); } }
繪制軌跡(使用socket來獲取的飛行軌跡經緯度坐標點)
// 時間段 var curTime = Date.parse(new Date())/1000; var depTime = curTime - 30*60; // 軌跡線質 var trackMaterial = new THREE.LineBasicMaterial({color : 0x1B94B1}); // 繪制歷史軌跡 function drawHistoryTrack(anum) { socket.emit("fullPath", anum, depTime, curTime, function(status, data){ if(status) { var dLength = data.length; if(dLength>=2) { var trackCoordArr = []; for(var i=0; i<dLength; i++) { if(data[i].lng && data[i].alt) { trackCoordArr.push({lng: data[i].lng, lat: data[i].lat}); } } var tcaLength = trackCoordArr.length; if(tcaLength>=2) { var tcaHalfLength = Math.ceil(tcaLength/2), vertexArr = []; // 這里只取了三個點(起點、中點、終點) var p1 = getPosition(trackCoordArr[0].lng, trackCoordArr[0].lat, 0), p2 = getPosition(trackCoordArr[tcaHalfLength].lng, trackCoordArr[tcaHalfLength].lat, tcaLength*0.01), p3 = getPosition(trackCoordArr[tcaLength-1].lng, trackCoordArr[tcaLength-1].lat, 0); var trackCurve = new THREE.CatmullRomCurve3([ new THREE.Vector3(p1.x, p1.y, p1.z), new THREE.Vector3(p2.x, p2.y, p2.z), new THREE.Vector3(p3.x, p3.y, p3.z) ]); var trackGeometry = new THREE.Geometry(), verticesArr = trackCurve.getPoints(tcaLength); trackGeometry.vertices = verticesArr; var trackLine = new THREE.Line(trackGeometry, trackMaterial); group.add(trackLine); // 動畫點 addLightPoint(p1, tcaLength, verticesArr); } } } }); }
如果要繪制所有點,且頭尾是在球面上的曲線,則需要兩次循環
var tcaRemainLength = tcaLength-tcaHalfLength for(var j=0; j<tcaHalfLength; j++) { // 前一半 var p1 = getPosition(trackCoordArr[j].lng, trackCoordArr[j].lat, j*0.05); vertexArr.push(new THREE.Vector3(p1.x, p1.y, p1.z)); } for(var k=tcaRemainLength; k>0; k--) { // 后一半 var p2 = getPosition(trackCoordArr[tcaLength-k].lng, trackCoordArr[tcaLength-k].lat, k*0.05); vertexArr.push(new THREE.Vector3(p2.x, p2.y, p2.z)); } var trackCurve = new THREE.CatmullRomCurve3(vertexArr);
這個部分看看就行了。。
光點動畫
// 點動畫 var pointGeometry = new THREE.SphereGeometry(0.2, 20, 20); var pointMaterial = new THREE.MeshBasicMaterial({color: 0x40E0D0}); function addLightPoint(pos, coordsNum ,verArr) { var pointMesh = new THREE.Mesh(pointGeometry, pointMaterial); pointMesh.position.set(pos.x, pos.y, pos.z); group.add(pointMesh); var index = 0; function pointAnimate() { index++; if(index>coordsNum) { index = 0; } pointMesh.position.set(verArr[index].x, verArr[index].y, verArr[index].z); requestAnimationFrame(pointAnimate); } pointAnimate(); }
這個點使用的是sphere,,當然也可以用頂點來實現,如下
var geometry = new THREE.Geometry(); geometry.vertices.push(new THREE.Vector3(0, 0, 0)) geometry.colors.push(new THREE.Color(0xffffff)); var material = new THREE.PointsMaterial({size: 1, vertexColors: THREE.VertexColors, opacity: 0.75, sizeAttenuation: true, transparent: true}); var point = new THREE.Points(geometry, material); point.position.set(x, y, z); group.add(point);
另外不想用光點動畫的話,也可以用線動畫,實現原理是不斷更新頂點坐標,如下
var curveGeometry = new THREE.Geometry(); var curveData = new THREE.CatmullRomCurve3(verArr.slice(0, 10)); curveGeometry.vertices = curveData.getPoints(10); var curveMaterial = new THREE.LineBasicMaterial({color: 0x40E0D0}); var curveLine = new THREE.Line(curveGeometry, curveMaterial); group.add(curveLine); var index = 0; function lineAnimate() { index++; if(index>coordsNum-10) { index = 0; } var offsetData = verArr.slice(index, 10+index); if(offsetData.length > 0) { curveData = new THREE.CatmullRomCurve3(offsetData); curveLine.geometry.vertices = curveData.getPoints(10); curveLine.geometry.verticesNeedUpdate = true; } requestAnimationFrame(lineAnimate); } lineAnimate();
最后就是布置場景和事件了
// 初始化 function init() { container = document.getElementById('zh_globe_container'); scene = new THREE.Scene(); var bgTexture = new THREE.TextureLoader().load("images/textures/starfield.jpg"); scene.background = bgTexture; camera = new THREE.PerspectiveCamera(50, winWth/winHgt, 1, 2000); camera.up.x = 0; camera.up.y = 1; camera.up.z = 0; camera.position.x = 0; camera.position.y = 0; camera.position.z = 400; camera.lookAt(0,0,0); group = new THREE.Group(); scene.add(group); // 地球 globe(); // 飛機 plane(); // 星點 stars(); // 半球光 lights(); // 渲染器 renderer = new THREE.WebGLRenderer({antialias: true, preserveDrawingBuffer: true}); renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(winWth, winHgt); container.appendChild(renderer.domElement); // 盤旋控制 var orbitControl = new THREE.OrbitControls(camera, renderer.domElement); orbitControl.minDistrance = 20; orbitControl.maxDistrance = 50; orbitControl.maxPolarAngle = Math.PI/2; // 性能測試 stats = new Stats(); container.appendChild(stats.dom); // resize事件 window.addEventListener('resize', onWindowResize, false); } // 窗口大小改變 function onWindowResize() { camera.aspect = window.innerWidth/window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); } // 渲染 function render() { group.rotation.y -= 0.0005; renderer.render(scene, camera); } // 動畫 function animate() { requestAnimationFrame(animate); render(); stats.update(); } init(); animate();
完整代碼:
var log = console.log.bind(console); var globeObj = (function() { 'use strict'; // 判斷瀏覽器是否支持webgl if(!Detector.webgl) Detector.addGetWebGLMessage(); var container, stats; var camera, scene, renderer; var group; var mouseX = 0, mouseY = 0; var winWth = window.innerWidth, winHgt = window.innerHeight; // 獲取position function getPosition(lng, lat, alt) { var phi = (90-lat)*(Math.PI/180), theta = (lng+180)*(Math.PI/180), radius = alt+200, x = -(radius * Math.sin(phi) * Math.cos(theta)), z = (radius * Math.sin(phi) * Math.sin(theta)), y = (radius * Math.cos(phi)); return {x: x, y: y, z: z}; } // 飛機 function plane() { var socket = io('https://loc.variflight.com/*****此處接口地址不能給了', {transports: ['websocket']}); var clientBounds = [52.793056,72.427908,2.970897,135.181814]; // 連接 socket.on('connect', function() { socket.emit("sub", clientBounds, -1, '', function(){}); }); // 飛機標記 var planeMarkers = {}; // 飛機形狀 var planeShape = new THREE.Shape(); planeShape.moveTo( 0, 0); planeShape.lineTo(0.2, -0.2); planeShape.lineTo(0.2, -1.3); planeShape.lineTo(1.6,-2.7); planeShape.lineTo(1.6,-3); planeShape.lineTo(0.2, -2.1); planeShape.lineTo(0.2, -3); planeShape.lineTo(0.5, -3.4); planeShape.lineTo(0.5, -3.7); planeShape.lineTo(0, -3.3); planeShape.lineTo(-0.5, -3.7); planeShape.lineTo(-0.5, -3.4); planeShape.lineTo(-0.2, -3); planeShape.lineTo(-0.2, -2.1); planeShape.lineTo(-1.6,-3); planeShape.lineTo(-1.6,-2.7); planeShape.lineTo(-0.2, -1.3); planeShape.lineTo(-0.2, -0.2); var planeGeometry = new THREE.ShapeGeometry(planeShape); // 飛機材質 var planeMaterial = new THREE.MeshPhongMaterial({color: 0x0FB4DD, side: THREE.DoubleSide, depthTest: true}); // 添加飛機 function addPlane(item) { if(item.anum && item.lng && item.lat) { var plane = new THREE.Mesh(planeGeometry, planeMaterial); // 旋轉 plane.rotation.z = THREE.Math.degToRad(item.ang); // 定位 var position = getPosition(item.lng, item.lat, 5); plane.position.set(position.x, position.y, position.z); // 顯示/隱藏 // plane.visible = false; // 保存 planeMarkers[item.anum] = plane; // 添加到場景 group.add(plane); // 繪制歷史軌跡 drawHistoryTrack(item.anum); } } // 時間段 var curTime = Date.parse(new Date())/1000; var depTime = curTime - 30*60; // 軌跡線質 var trackMaterial = new THREE.LineBasicMaterial({color : 0x1B94B1}); // 繪制歷史軌跡 function drawHistoryTrack(anum) { socket.emit("fullPath", anum, depTime, curTime, function(status, data){ if(status) { var dLength = data.length; if(dLength>=2) { var trackCoordArr = []; for(var i=0; i<dLength; i++) { if(data[i].lng && data[i].alt) { trackCoordArr.push({lng: data[i].lng, lat: data[i].lat}); } } var tcaLength = trackCoordArr.length; if(tcaLength>=2) { var tcaHalfLength = Math.ceil(tcaLength/2), tcaRemainLength = tcaLength-tcaHalfLength, vertexArr = []; /* 所有點 for(var j=0; j<tcaHalfLength; j++) { var p1 = getPosition(trackCoordArr[j].lng, trackCoordArr[j].lat, j*0.05); vertexArr.push(new THREE.Vector3(p1.x, p1.y, p1.z)); } for(var k=tcaRemainLength; k>0; k--) { var p2 = getPosition(trackCoordArr[tcaLength-k].lng, trackCoordArr[tcaLength-k].lat, k*0.05); vertexArr.push(new THREE.Vector3(p2.x, p2.y, p2.z)); } var trackCurve = new THREE.CatmullRomCurve3(vertexArr); */ // 三個點 var p1 = getPosition(trackCoordArr[0].lng, trackCoordArr[0].lat, 0), p2 = getPosition(trackCoordArr[tcaHalfLength].lng, trackCoordArr[tcaHalfLength].lat, tcaLength*0.01), p3 = getPosition(trackCoordArr[tcaLength-1].lng, trackCoordArr[tcaLength-1].lat, 0); var trackCurve = new THREE.CatmullRomCurve3([ new THREE.Vector3(p1.x, p1.y, p1.z), new THREE.Vector3(p2.x, p2.y, p2.z), new THREE.Vector3(p3.x, p3.y, p3.z) ]); var trackGeometry = new THREE.Geometry(), verticesArr = trackCurve.getPoints(tcaLength); trackGeometry.vertices = verticesArr; var trackLine = new THREE.Line(trackGeometry, trackMaterial); group.add(trackLine); // 動畫點 addLightPoint(p1, tcaLength, verticesArr); } } } }); } // 點動畫 var pointGeometry = new THREE.SphereGeometry(0.2, 20, 20); var pointMaterial = new THREE.MeshBasicMaterial({color: 0x40E0D0}); function addLightPoint(pos, coordsNum ,verArr) { var pointMesh = new THREE.Mesh(pointGeometry, pointMaterial); pointMesh.position.set(pos.x, pos.y, pos.z); group.add(pointMesh); var index = 0; function pointAnimate() { index++; if(index>coordsNum) { index = 0; } pointMesh.position.set(verArr[index].x, verArr[index].y, verArr[index].z); requestAnimationFrame(pointAnimate); } pointAnimate(); /*var curveGeometry = new THREE.Geometry(); var curveData = new THREE.CatmullRomCurve3(verArr.slice(0, 10)); curveGeometry.vertices = curveData.getPoints(10); var curveMaterial = new THREE.LineBasicMaterial({color: 0x40E0D0}); var curveLine = new THREE.Line(curveGeometry, curveMaterial); group.add(curveLine); var index = 0; function lineAnimate() { index++; if(index>coordsNum-10) { index = 0; } var offsetData = verArr.slice(index, 10+index); if(offsetData.length > 0) { curveData = new THREE.CatmullRomCurve3(offsetData); curveLine.geometry.vertices = curveData.getPoints(10); curveLine.geometry.verticesNeedUpdate = true; } requestAnimationFrame(lineAnimate); } lineAnimate();*/ } // 監聽數據(添加并更新) socket.on('~', function(res) { if($.isEmptyObject(planeMarkers)) { $.each(res, function(i, item) { addPlane(item); }); } else { $.each(res, function(i, item) { if(planeMarkers[item.anum]) { if(item.lng && item.lat) { var pos = getPosition(item.lng, item.lat, 5); planeMarkers[item.anum].position.set(pos.x, pos.y, pos.z); } } else { addPlane(item); } }); } }); } // 地球 function globe() { var globeTextureLoader = new THREE.TextureLoader(); globeTextureLoader.load('images/textures/earth.jpg', function (texture) { var globeGgeometry = new THREE.SphereGeometry(200, 100, 100); var globeMaterial = new THREE.MeshStandardMaterial({map: texture}); var globeMesh = new THREE.Mesh(globeGgeometry, globeMaterial); group.add(globeMesh); group.rotation.x = THREE.Math.degToRad(35); group.rotation.y = THREE.Math.degToRad(170); }); } // 星點 function stars() { var starsGeometry = new THREE.Geometry(); for (var i = 0; i < 2000; i ++) { var starVector = new THREE.Vector3( THREE.Math.randFloatSpread(2000), THREE.Math.randFloatSpread(2000), THREE.Math.randFloatSpread(2000) ); starsGeometry.vertices.push(starVector); } var starsMaterial = new THREE.PointsMaterial({color: 0x888888}) var starsPoint = new THREE.Points(starsGeometry, starsMaterial); group.add(starsPoint); } // 光 function lights() { var hemisphereLight = new THREE.HemisphereLight(0xffffff, 0x333333, 2); hemisphereLight.position.x = 0; hemisphereLight.position.y = 0; hemisphereLight.position.z = -200; group.add(hemisphereLight); } // 初始化 function init() { container = document.getElementById('zh_globe_container'); scene = new THREE.Scene(); var bgTexture = new THREE.TextureLoader().load("images/textures/starfield.jpg"); scene.background = bgTexture; camera = new THREE.PerspectiveCamera(50, winWth/winHgt, 1, 2000); camera.up.x = 0; camera.up.y = 1; camera.up.z = 0; camera.position.x = 0; camera.position.y = 0; camera.position.z = 400; camera.lookAt(0,0,0); group = new THREE.Group(); scene.add(group); // 地球 globe(); // 飛機 plane(); // 星點 stars(); // 半球光 lights(); // 渲染器 renderer = new THREE.WebGLRenderer({antialias: true, preserveDrawingBuffer: true}); renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(winWth, winHgt); container.appendChild(renderer.domElement); // 盤旋控制 var orbitControl = new THREE.OrbitControls(camera, renderer.domElement); orbitControl.minDistrance = 20; orbitControl.maxDistrance = 50; orbitControl.maxPolarAngle = Math.PI/2; // 性能測試 stats = new Stats(); container.appendChild(stats.dom); // resize事件 window.addEventListener('resize', onWindowResize, false); } // 窗口大小改變 function onWindowResize() { camera.aspect = window.innerWidth/window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); } // 渲染 function render() { group.rotation.y -= 0.0005; renderer.render(scene, camera); } // 動畫 function animate() { requestAnimationFrame(animate); render(); stats.update(); } init(); animate(); })();
場景背景圖
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