THREE.JS(如何想场景中添加物体对象)这篇主要实现向模型对象中添加头像,并组成⼀个矩形
⼀、three.js是什么?
上篇说了点TWEEN这篇⼜来⼀根THREE是不是两兄弟啊?还真有点像,当想要做3D动画的时候,可能会考虑⽤TWEEN的动画函数。其实THREE.JS就是实现3D效果的WEBGL的模型库。内容涵盖量⼤,⽬前的技术博⽂较少,要领会其中部分API需要⼀点功夫啊。⼆、如何建⽴⼀个3D模型呢?
先来⼀个HTML代码。看看我们需要哪些东西
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Demo</title>
<style>
html,body{
width: 100%;
height: 100%;
background: #000;
}
a {
color: #8888ff;
}
#info {
position: absolute;
width: 100%;
color: #000000;
padding: 5px;
font-family: Monospace;
font-size: 13px;
font-weight: bold;
text-align: center;
box shadow怎么设置
z-index: 1;
}
.element {
width: 100px;
height: 100px;
box-shadow: 0px 0px 12px rgba(0,255,255,0.5);
border: 1px solid rgba(127,255,255,0.25);
text-align: center;
cursor: default;
border-radius: 50%;
overflow: hidden;
}
.element2:hover {
box-shadow: 0px 0px 12px rgba(0,255,255,0.75);
border: 1px solid rgba(127,255,255,0.75);
}
.
element .number {
position: absolute;
top: 20px;
right: 20px;
font-size: 12px;
color: rgba(127,255,255,0.75);
display: none;
}
.element .symbol {
position: absolute;
top: 0;
left: 0px;
right: 0px;
width: 100%;
height: 100%;
}
.element .details {
position: absolute;
bottom: 10px;
left: 0px;
right: 0px;
font-size: 12px;
color: rgba(127,255,255,0.75);
height:15px;
line-height:15px;
font-size: 12px;
font-weight: bold;
color: rgba(255,255,255,0.75);
text-shadow: 0 0 10px rgba(0,255,255,0.95);
overflow: hidden;
display: none;
}
#container img{
border-radius: 0!important;
}
#animation{
-webkit-animation:rollOut .5s .2s ease both;
-moz-animation:rollOut .5s .2s ease both;
}
@-webkit-keyframes rollOut{
0%{
opacity:1;
-webkit-transform:translateX(0px) rotate(0deg);
left: 0px;
top:0px;
width: 200px;
}
100%{
opacity:0;
-webkit-transform:translateX(100%) rotate(240deg);
left:800px;
top:500px;
width: 0px;
}
}
@-moz-keyframes rollOut{
0%{
opacity:1;
-moz-transform:translateX(0px) rotate(0deg);
left: 0px;
top:0px;
width: 200px;
}
100%{
opacity:0;
-moz-transform:translateX(100%) rotate(120deg);
left:1400px;
top:500px;
width: 0px;
}
}
</style>
</head>
<body>
<div id="container"></div></body><script src="js/jquery-1.12.4.js"></script><script src="js/three.js"></script><script src="js/CSS3DRenderer.js"></script><script src="js/tween.min.js"></script><script src="js/TrackballControls.js"从上⾯看到主要引进了three.js。CSS3DRenderer.js(css3模型渲染器)。TrackballControls.js(可以理解为场景控制器吧); tween.min.js 这篇就不说了。也⽤不上。
var demoConfig = {
'fakeNum': 500,      //500张头像图⽚
'fakeUserImgTpl': "head/pic_#id#.jpg", //图⽚路径
'fakeUserTpl': {    //对每个图⽚的描述
"id": "#id#",
"cont": "爽歪歪",
"name": "3D模型",
"img": "#img#"
}
};
var camera,scene,renderer,contols,obj;
/
/相机,场景,渲染器,控制器,物体对象。
var fakeUserArr = (function () {
var arr = [], picNum = demoConfig['fakeNum'];
var fakeUserTpl = demoConfig['fakeUserTpl'], fakeUserImgTpl = demoConfig['fakeUserImgTpl'];
for (var i = 0; i < picNum; i++) {
var userId = (i + 1), img = place(/#id#/gi, (i + 1));
userId = 'fake' + userId;
var fakeUser = $.extend({}, fakeUserTpl, {"id": userId, "img": img});
arr.push(fakeUser);
}
return arr;
})();
var appendImg = function(userJson,i){
var image = ateElement('img');
var element = ateElement('div');
var objId = 'user_' + userJson['id'];
element.setAttribute("id", objId);
element.className = 'element fakeuser';
element.style.backgroundColor = 'rgba(0,127,127,' + ( Math.random() * 0.5 + 0.25 ) + ')';
image.className = 'symbol';
element.appendChild(image);
image.src = userJson['img'];
/
/ var object = new THREE.CSS3DSprite( element );//头像正对镜头
var object = new THREE.CSS3DObject(element);//头像平贴平⾯
object.objId = objId;
object.position.x = Math.random() * 3000 - 2000; //随机位置
object.position.y = Math.random() * 3000 - 2000;
object.position.z = Math.random() * 3000 - 2000;
obj.add(object);
}
var width = window.innerWidth,height = window.innerHeight,doc = document;
var init = function () {
//创建相机
camera = new THREE.PerspectiveCamera(75, width / height, 1, 5000);
camera.position.z = 2500;  //相机的位置
//参数啥意思呢?
//设置透视投影的相机,默认情况下相机的上⽅向为Y轴,右⽅向为X轴,
// 沿着Z轴朝⾥(视野⾓:fov 纵横⽐:aspect 相机离视体积最近的距离:near 相机离视体积最远的距离:far)
scene = new THREE.Scene();//创建场景
obj = new THREE.Object3D(); //物体对象
scene.add(obj);  //把物体放置到场景中
for(var i = 0,l = fakeUserArr.length; i < l; i++ ){
appendImg(fakeUserArr[i],i);
}
//创建渲染器
renderer = new THREE.CSS3DRenderer();
renderer.setSize(width,height); //设置尺⼨
renderer.domElement.style.position = 'absolute'; //渲染器的style
//创建场景控制器
contols = new THREE.TrackballControls(camera,renderer.domElement);
contols.minDistance = 500;  //滚动滚动时的缩放距离最⼤
contols.maxDistance = 10000; // 最⼩
};
init();
这样就把头像点放到渲染器⾥⾯去了。那怎么拼成各种图形呢?
三、如何把像素点拼成各种图形?
1.矩形。
其实我们仔细想如何才能把头像拼成矩形呢?我们可以把⼀个矩形先画出来,再取像素点,把位置头像放到对应位置不就⾏了吗?写个⽅法把坐标点保存下来。
table = function (i) {
var x = i / 18;
var y = i % 18;
var object = new THREE.Object3D();
object.position.x = ( x * 140 ) - 1330;
object.position.y = -( y * 180 ) + 1100;
return object;
}
完整代码:
/**
* Created by Administrator on 2017/6/13.
*/
var demoConfig = {
'fakeNum': 500,      //500张头像图⽚
'fakeUserImgTpl': "head/pic_#id#.jpg", //图⽚路径
'fakeUserTpl': {    //对每个图⽚的描述
"id": "#id#",
"cont": "爽歪歪",
"name": "3D模型",
"img": "#img#"
}
};
var camera,scene,renderer,contols,obj;
//相机,场景,渲染器,控制器,物体对象。
var fakeUserArr = (function () {
var arr = [], picNum = demoConfig['fakeNum'];
var fakeUserTpl = demoConfig['fakeUserTpl'], fakeUserImgTpl = demoConfig['fakeUserImgTpl'];
for (var i = 0; i < picNum; i++) {
var userId = (i + 1), img = place(/#id#/gi, (i + 1));
userId = 'fake' + userId;
var fakeUser = $.extend({}, fakeUserTpl, {"id": userId, "img": img});
arr.push(fakeUser);
}
return arr;
})();
var appendImg = function(userJson,i){
var image = ateElement('img');
var element = ateElement('div');
var objId = 'user_' + userJson['id'];
element.setAttribute("id", objId);
element.className = 'element fakeuser';
element.style.backgroundColor = 'rgba(0,127,127,' + ( Math.random() * 0.5 + 0.25 ) + ')';
image.className = 'symbol';
element.appendChild(image);
image.src = userJson['img'];
// var object = new THREE.CSS3DSprite( element );//头像正对镜头
var object = new THREE.CSS3DObject(element);//头像平贴平⾯
object.objId = objId;
object.position.x = tableArr[i].position.x; //随机位置
object.position.y = tableArr[i].position.y;
object.position.z = tableArr[i].position.z;
obj.add(object);
}
table = function (i) {
var x = i / 18;
var y = i % 18;
var object = new THREE.Object3D();
object.position.x = ( x * 140 ) - 1330;
object.position.y = -( y * 180 ) + 1100;
return object;
}
var width = window.innerWidth,height = window.innerHeight,doc = document,tableArr = [];
for(var i = 0 ; i < 500; i++){
tableArr.push(table(i));
}
var init = function () {
//创建相机
camera = new THREE.PerspectiveCamera(75, width / height, 1, 5000);
camera.position.z = 2500;  //相机的位置
//参数啥意思呢?
//设置透视投影的相机,默认情况下相机的上⽅向为Y轴,右⽅向为X轴,
// 沿着Z轴朝⾥(视野⾓:fov 纵横⽐:aspect 相机离视体积最近的距离:near 相机离视体积最远的距离:far)
scene = new THREE.Scene();//创建场景
obj = new THREE.Object3D(); //物体对象
scene.add(obj);  //把物体放置到场景中
for(var i = 0,l = fakeUserArr.length; i < l; i++ ){
appendImg(fakeUserArr[i],i);
}
//创建渲染器
renderer = new THREE.CSS3DRenderer();
renderer.setSize(width,height); //设置尺⼨
renderer.domElement.style.position = 'absolute'; //渲染器的style
//创建场景控制器
contols = new THREE.TrackballControls(camera,renderer.domElement);
contols.minDistance = 500;  //滚动滚动时的缩放距离最⼤
contols.maxDistance = 10000; // 最⼩
};
init();
好,本篇到此为⽌。主要是讲如何把像素点渲染到场景中去,下⾯⼏篇会结合TWEEN讲述动画,以及如何⽣成定制LOGO。如何让每个头像动起来,并且停在相应的位置。
四、结束篇。
每天学习⼀点,坚持做同⼀样事情,离⽼菜鸟就不远了。还是那句话,当⼀个东西要⼊门的话,⼀定要敲,要写demo,去推演,不然你永远不知道
哪些地⽅埋有。

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