zhangqh通过本文主要向大家介绍了使用three.js的项目,three.js mtl,three.js,three.js官网,three.js教程等相关知识,希望对您有所帮助,也希望大家支持linkedu.com www.linkedu.com
对于three.js不太熟悉的朋友们可以参考这篇文章,threejs官网:https://threejs.org/
首先我们来看下要实现的效果

这个缩小后的图片,下面我们来看下近距离的动态效果。。

效果比较简陋,需要后期再处理。。。
下面进入主题,代码篇。。
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>
<!-- 地国 -->
<div id="zh_globe_container"></div> <!-- 容器 -->
<script src="js/threejs/Detector.js"></script> <!-- webGL浏览器支持检测 -->
<script src="js/threejs/three.min.js"></script> <!-- 核心js -->
<script src="js/threejs/stats.min.js"></script> <!-- 性能测试 -->
<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>
</div>
JS部分(globe.js)
1、实现地球
地球贴图(可以在网上下载)

// 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);
});
}
</div>
2、添加球面光源(这里使用的是半球光)
// 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);
}
</div>
3、添加星点
// 星点
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);
}
</div>
4、添加飞机
这里需要我们把 经纬度坐标 转成 xyz 坐标
// 获取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};
}
</div>
画飞机
// 飞机形状(不想画的,可以下载个 飞机模型 使用加载器加载进来)
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);
// 飞机材质
var planeMaterial = new THREE.MeshPhongMaterial({color: 0x0FB4DD, side: THREE.DoubleSide, depthTest: true});
</div>
depthTest作用是能否透过球体看到飞机,如果是false则旋转到球体另一面也能看到飞机
添加飞机
// 添加飞机
function addPlane(item) {
if(item.anum && item.lng && item.lat) {
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
// 旋转
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);
// 显示/隐藏
// plane.visible = false;
// 保存
planeMarkers[item.anum] = plane;
// 添加到场景
group.add(plane);
// 绘制历史轨迹
drawHistoryTrack(item.anum);
}
}
</div>
绘制轨迹(使用socket来获取的飞行轨迹经纬度坐标点)
// 时间段
var curTime = Date.parse(new Date())/1000;
var depTime = curTime - 30*60;
// 轨迹线质
var trackMaterial = new THREE.LineBasicMaterial({color : 0x1B94B1});
// 绘制历史轨迹
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 = [];
// 这里只取了三个点(起点、中点、终点)
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);
// 动画点
addLightPoint(p1, tcaLength, verticesArr);
}
}
}
});
}
</div>
如果要绘制所有点,且头尾是在球面上的曲线,则需要两次循环
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);
</div>
这个部分看看就行了。。
光点动画

