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室内房间全景图(基于three.js)

 sidneyz1 2020-08-09
【实例简介】室内效果图

【实例截图】<="" a="" style="color: rgb(9, 132, 197);">

<="" a="" style="color: rgb(9, 132, 197);">from clipboard

【核心代码】

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<!doctype html>
<html lang="en">
<head>
<title>房间布局</title>
<meta charset="utf-8">
<meta name="viewport"
    content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>
<body>
    <script src="js/jquery-1.9.1.js"></script>
    <script src="js/Three.min.js"></script>
    <script src="js/OrbitControls.js"></script>
    <script src="js/ThreeBSP.js"></script>
    <script src="js/Detector.js"></script>
    <script src="js/Stats.js"></script>
    <script src="js/THREEx.KeyboardState.js"></script>
    <script src="js/THREEx.FullScreen.js"></script>
    <script src="js/THREEx.WindowResize.js"></script>
    <!-- people -->
    <script src="people/js/three.js"></script>
    <script src="people/js/DDSLoader.js"></script>
    <script src="people/js/MTLLoader.js"></script>
    <script src="people/js/OBJLoader.js"></script>
    <script src="people/js/Detector.js"></script>
    <script src="people/js/stats.min.js"></script>
    <script src="people/js/PathControls.js"></script>
    <script src="people/js/Tween.js"></script>
    <script src="people/js/RequestAnimationFrame.js"></script>
    <!-- ------------------------------------------------------------ -->
    <div id="ThreeJS" style="position: absolute; left: 0px; top: 0px"></div>
    <script>
            // 设置全局变量
            var scene, camera, renderer, controls,tween,door;
            var keyboard = new THREEx.KeyboardState();//保持键盘的当前状态,可以随时查询
            var clock = new THREE.Clock();
            var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
           //var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
            var VIEW_ANGLE = 75, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 10000;
            var materialArrayA = [];
            var materialArrayB = [];
            var matArrayA=[];//内墙
            var matArrayB = [];//外墙
            var dummy= new THREE.Object3D();//仿制品
            init();
            animate();
           
                   
   //1.场景        
   function initScene(){
       scene = new THREE.Scene();
   }      
    
   //2.相机
   function initCamera(){
       camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
       camera.position.set(0,1000,1800);
       camera.lookAt(scene.position);  
       camera.lookAt(0,0,0);   
       scene.add(camera);
   }
    
   //3.渲染器
   function initRender(){
       if ( Detector.webgl )
            renderer = new THREE.WebGLRenderer( {antialias:true} );
        else
            renderer = new THREE.CanvasRenderer();
       //设置渲染器的大小为窗口的内宽度,也就是内容区的宽度。
        renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
        container = document.getElementById( 'ThreeJS' );
        container.appendChild( renderer.domElement );
        renderer.setClearColor(0x4682B4,1.0);  
   }
    
   //4.事件
   function initEvent(){
       THREEx.WindowResize(renderer, camera);
       THREEx.FullScreen.bindKey({ charCode : 'm'.charCodeAt(0) });
   }
    
   //5.控制
   function initControls(){
       controls = new THREE.OrbitControls( camera, renderer.domElement );
   }
    
   //6.光源
   function initLight(){
       // 位置不同,方向光作用于物体的面也不同,看到的物体各个面的颜色也不同
        // A start, 第二个参数是光源强度
        var directionalLight = new THREE.DirectionalLight( 0xffffff,1 );//模拟远处类似太阳的光源
        directionalLight.position.set( 0, 100, 0).normalize();
        scene.add( directionalLight );
        //A end
        var ambient = new THREE.AmbientLight( 0xffffff,1 ); //AmbientLight,影响整个场景的光源
        ambient.position.set(0,0,0);
        scene.add( ambient );      
        //var pointlight = new THREE.PointLight(0x000000,1.5,2000);
        //scene.add(pointlight);   
   }
    
   //创建地板 
   function createFloor(){
    var loader=new THREE.TextureLoader();
    loader.load("images/floor.jpg",function(texture){
        texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
        texture.repeat.set( 10, 10 );
        var floorGeometry = new THREE.BoxGeometry(1600, 1100, 1);
        var floorMaterial = new THREE.MeshBasicMaterial( { map: texture, side: THREE.DoubleSide } );
        var floor = new THREE.Mesh(floorGeometry, floorMaterial);
        floor.position.y = -0.5;
        floor.rotation.x = Math.PI / 2;
        scene.add(floor);  
    });
     
    //茶色:0x58ACFA   透明玻璃色:0XECF1F3
    var glass_material=new THREE.MeshBasicMaterial( { color: 0XECF1F3});
    glass_material.opacity=0.4;
    glass_material.transparent=true;
     
     var  left_wall=returnWallObject(20, 200, 1100,0,matArrayB,-801,100,0);
     var  left_cube=returnWallObject(20, 110, 1100,0,matArrayB,-801,100,0);
     createResultBsp(left_wall,left_cube,1);
    createCubeWall(1, 110, 1100,0,glass_material,-801,100,0);
   
    var  right_wall=returnWallObject(20, 200, 1100,1,matArrayB,801,100,0);
    var  right_cube=returnWallObject(20, 110, 1100,0,matArrayB,801,100,0); 
    createResultBsp(right_wall,right_cube,1);  
    createCubeWall(1, 110, 1100,0,glass_material,801,100,0);   
   }
    
   //墙上挖门,通过两个几何体生成BSP对象
   function createResultBsp(bsp,less_bsp,mat){    
       switch(mat)
        {
            case 1:
                var material = new THREE.MeshPhongMaterial({color:0x9cb2d1,specular:0x9cb2d1,shininess:30,transparent:true,opacity:1});
                break;
            case 2:
                var material = new THREE.MeshPhongMaterial({color:0xafc0ca,specular:0xafc0ca,shininess:30,transparent:true,opacity:1});
                break;
            default:
        }
         
        var sphere1BSP = new ThreeBSP(bsp); 
        var cube2BSP = new ThreeBSP(less_bsp);//0x9cb2d1 淡紫,0xC3C3C3 白灰 , 0xafc0ca灰
        var resultBSP = sphere1BSP.subtract(cube2BSP);           
        var result = resultBSP.toMesh(material);
        result.material.flatshading = THREE.FlatShading; 
        result.geometry.computeFaceNormals();  //重新计算几何体侧面法向量
        result.geometry.computeVertexNormals(); 
        result.material.needsUpdate = true;  //更新纹理
        result.geometry.buffersNeedUpdate = true; 
        result.geometry.uvsNeedUpdate = true; 
        scene.add(result);    
   }
    
   //创建墙
   function createCubeWall(width, height, depth,angle,material,x,y,z){
    var cubeGeometry = new THREE.BoxGeometry(width, height, depth );    
       var cube = new THREE.Mesh( cubeGeometry, material ); 
       cube.position.x = x; 
       cube.position.y = y; 
       cube.position.z = z; 
       cube.rotation.y  = angle*Math.PI;  //-逆时针旋转, 顺时针
       scene.add(cube); 
   }
   //返回墙对象
   function returnWallObject(width, height, depth,angle,material,x,y,z){
    var cubeGeometry = new THREE.BoxGeometry(width, height, depth);    
       var cube = new THREE.Mesh( cubeGeometry, material ); 
       cube.position.x = x; 
       cube.position.y = y; 
       cube.position.z = z; 
       cube.rotation.y  = angle*Math.PI;   
       return cube;
   }
   //创建墙纹理
  function createWallMaterail(){
       matArrayA.push(new THREE.MeshPhongMaterial({color: 0xafc0ca}));  //前  0xafc0ca :灰色
       matArrayA.push(new THREE.MeshPhongMaterial({color: 0xafc0ca}));  //后 
       matArrayA.push(new THREE.MeshPhongMaterial({color: 0xd6e4ec}));  //上  0xd6e4ec: 偏白色
       matArrayA.push(new THREE.MeshPhongMaterial({color: 0xd6e4ec}));  //下 
       matArrayA.push(new THREE.MeshPhongMaterial({color: 0xafc0ca}));  //左    0xafc0ca :灰色
       matArrayA.push(new THREE.MeshPhongMaterial({color: 0xafc0ca}));  //右
           
       matArrayB.push(new THREE.MeshPhongMaterial({color: 0xafc0ca}));  //前  0xafc0ca :灰色
       matArrayB.push(new THREE.MeshPhongMaterial({color: 0x9cb2d1}));  //后  0x9cb2d1:淡紫
       matArrayB.push(new THREE.MeshPhongMaterial({color: 0xd6e4ec}));  //上  0xd6e4ec: 偏白色
       matArrayB.push(new THREE.MeshPhongMaterial({color: 0xd6e4ec}));  //下 
       matArrayB.push(new THREE.MeshPhongMaterial({color: 0xafc0ca}));  //左   0xafc0ca :灰色
       matArrayB.push(new THREE.MeshPhongMaterial({color: 0xafc0ca}));  //右
                
   }
    
   //创建房间布局
   function createLayout(){
         
       // 墙面1 立方体比较长的面  左一
       createCubeWall(10, 200, 900,0,matArrayB,-651,100,0); 
       // 墙面2  立方体比较长的面   右一
       createCubeWall(10, 200, 900,1,matArrayB,651,100,0);
       // 墙面3 门对面的墙 立方体比较短的面 
       createCubeWall(10, 200, 1310,1.5,matArrayB,0,100,-451);
        
       // 墙面4   带门的面 
       var wall=returnWallObject(1310, 200,10,0,matArrayB,0,100,455);
       // 门框
       var door_cube=returnWallObject(100, 180,10,0,matArrayB,0,90,455);
      createResultBsp(wall,door_cube,1);
       
     
       //为墙面安装门,右门
     var loader=new THREE.TextureLoader();
     loader.load("images/door_right.png",function(texture){
        var  doorgeometry = new THREE.BoxGeometry(100, 180, 2);
         var doormaterial = new THREE.MeshBasicMaterial({map:texture,color:0xffffff});
             doormaterial.opacity=1.0;
             doormaterial.transparent=true;
             door = new THREE.Mesh( doorgeometry,doormaterial);                
             door.position.set(-50,0,0);            
            var door1=door.clone();
            door1.position.set(50,0,0);
            door1.visible=false;
            dummy.add(door);                                           
            dummy.add(door1);          
            dummy.position.set(50,90,451)
            scene.add(dummy);
    });
             
       // 房间A:隔墙1
       createCubeWall(10, 200, 250,0,matArrayA,-151,100,325);
       //房间A:隔墙2  无门
       createCubeWall(10, 200, 220,0.5,matArrayA, -256,100,201);
       // 厨房:隔墙3
       createCubeWall(350, 200, 10,0,matArrayA, 481,100,131);
       // 厨房:隔墙4 无门
       createCubeWall(10, 200, 200,0,matArrayA, 301,100,225); 
       // 房间B
       createCubeWall(350, 200, 10,0,matArrayA, -471,100,-50); 
       //房间B  无门
       createCubeWall(200, 200, 10,0.5,matArrayA, 0,100,-350);
      // 房间C
      createCubeWall(220, 200, 10,0,matArrayA, 540,100,-50);
       //房间C 无门
       createCubeWall(200, 200, 10,0.5,matArrayA, 250,100,-350);
       //厕所
       var cube=returnWallObject(10, 200, 260,0.5,matArrayA, 125,100,-250); 
      //厕所门框
       var door_cube1 =returnWallObject(10, 160,80,0.5,matArrayA,155,90, -250);
       createResultBsp(cube,door_cube1,2);
        
       //茶色:0x58ACFA   透明玻璃色:0XECF1F3
       var glass_material=new THREE.MeshBasicMaterial( { color: 0x58ACFA});
       glass_material.opacity=0.6;
       glass_material.transparent=true;
       createCubeWall(1, 180,80,0.5,glass_material,155,90, -250);
   }
      
   //7.初始化OBJ对象
   function initObject(){
       //墙纹理
       createWallMaterail();
        createFloor();
        createLayout();
   }
    
//初始化函数        
function init()
{
    initScene();
    initCamera();
    initRender();
    initEvent();
    initControls();
    initLight();
    initObject();  
    //监听键盘按键
   document.addEventListener("keydown",onkeyDown,false);
}
var door_state=true;//默认是门是关闭的
//Enter=13,Space=32;
function onkeyDown(event) {
    switch(event.keyCode) {
    case 13:
        console.log(event.keyCode);
         if(door_state){
             dummy.rotation.y =0.5*Math.PI;
             door_state=false;
         }else{            
            dummy.rotation.y-=0.5*Math.PI;
             door_state=true;
         }
        break;         
        default:
          console.log(event.keyCode);
          break;
    }
}
function animate()
{  
    requestAnimationFrame( animate );
    renderer.render( scene, camera );
    TWEEN.update(  );
    update();
}
function update()
{
    var delta = clock.getDelta();
    var moveDistance = 200 * delta;
    var rotateAngle = Math.PI / 2 * delta;
    controls.update();
}
</script>
</body>
</html>

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