前言:
如今姐妹们对“手机不加载gltf”可能比较重视,兄弟们都想要知道一些“手机不加载gltf”的相关内容。那么小编在网摘上搜集了一些关于“手机不加载gltf””的相关文章,希望大家能喜欢,兄弟们一起来了解一下吧!hello,今天给大家用three.js开发了一个手机太空穿越VR游戏,确实不容易,小编的头发又少了一大截。Ok,废话少说,先看效果。
效果图
视频加载中...
首页index.html
<!DOCTYPE html><html lang="en" ><head><meta charset="UTF-8"><title>Three.js Mobile VR Sonic</title><link rel="stylesheet" href="css/style.css"></head><body><script src="js/jquery-1.12.4.min.js"></script><script src="js/d3.v4.min.js"></script><script src="js/three.min.js"></script><script src="js/GLTFLoader.js"></script><script src="js/TweenMax.min.js"></script><script src="js/CSSPlugin.min.js"></script><script src="js/EasePack.min.js"></script><script src='js/AssimpJSONLoader.js'></script><script src="js/DeviceOrientationControls.js"></script><script src="js/OrbitControls.js"></script><script src="js/StereoEffect.js"></script><script src="js/tween.min.js"></script><script src="js/dat.gui.min.js"></script><!-- glowing effect scripts --><script src="js/EffectComposer.js"></script><script src="js/RenderPass.js"></script><script src="js/MaskPass.js"></script><script src="js/ShaderPass.js"></script><script src="js/CopyShader.js"></script><script src="js/FXAAShader.js"></script><script src="js/ConvolutionShader.js"></script><script src="js/LuminosityHighPassShader.js"></script><!-- unreal bloom --><script src="js/UnrealBloomPass.js"></script> <!-- VR Button --> <button id='VR' class='button toggleVR' onclick='toggleVR()' title='Toggle VR Mode for Mobile Devices Only'> <svg xmlns="; xmlns:xlink="; version="1.1" x="0px" y="0px" viewBox="0 0 62.7 52.375" enable-background="new 0 0 62.7 41.9" xml:space="preserve"><path d="M53.4,5.5h-44c-2.1,0-3.7,1.7-3.7,3.7v22.6c0,2.1,1.7,3.7,3.7,3.7h13.4c1.1,0,2.1-0.6,2.5-1.6l3-7.5c1.2-2.6,4.9-2.5,6,0.1 l2.6,7.3c0.4,1,1.4,1.7,2.5,1.7h13.9c2.1,0,3.7-1.7,3.7-3.7V9.3C57.2,7.2,55.5,5.5,53.4,5.5z M20.4,27c-3.2,0-5.7-2.6-5.7-5.7 s2.6-5.7,5.7-5.7s5.7,2.6,5.7,5.7S23.6,27,20.4,27z M42.4,27c-3.2,0-5.7-2.6-5.7-5.7s2.6-5.7,5.7-5.7s5.7,2.6,5.7,5.7 S45.6,27,42.4,27z"/><text x="0" y="56.9" fill="#000000" font-size="5px" font-weight="bold" font-family="'Helvetica Neue', Helvetica, Arial-Unicode, Arial, Sans-serif">Created by Nick Bluth</text><text x="0" y="61.9" fill="#000000" font-size="5px" font-weight="bold" font-family="'Helvetica Neue', Helvetica, Arial-Unicode, Arial, Sans-serif">from the Noun Project</text></svg> </button> <div id="info">SUPER!</div> <audio id="bflat" src="sonic_ring_sound.mp3"></audio> <script src="js/index.js"></script></body></html>
核心代码js
//===================================================== full screenvar requestFullscreen = function(ele) { if (ele.requestFullscreen) { ele.requestFullscreen(); } else if (ele.webkitRequestFullscreen) { ele.webkitRequestFullscreen(); } else if (ele.mozRequestFullScreen) { ele.mozRequestFullScreen(); } else if (ele.msRequestFullscreen) { ele.msRequestFullscreen(); } else { console.log("Fullscreen API is not supported."); }};var exitFullscreen = function(ele) { if (ele.exitFullscreen) { ele.exitFullscreen(); } else if (ele.webkitExitFullscreen) { ele.webkitExitFullscreen(); } else if (ele.mozCancelFullScreen) { ele.mozCancelFullScreen(); } else if (ele.msExitFullscreen) { ele.msExitFullscreen(); } else { console.log("Fullscreen API is not supported."); }};//===================================================== add canvaslet renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });renderer.setSize(window.innerWidth, window.innerHeight);renderer.setClearColor(0xd8e7ff, 0);document.body.appendChild(renderer.domElement);//===================================================== resizewindow.addEventListener("resize", function() { let width = window.innerWidth; let height = window.innerHeight; renderer.setSize(width, height); camera.aspect = width / height; camera.updateProjectionMatrix();});//===================================================== add Scenelet scene = new THREE.Scene();//===================================================== add Cameralet camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000);let cameraTarget = new THREE.Vector3(0, 0, 0);//===================================================== add Groupgroup = new THREE.Group();scene.add(group);//===================================================== add Controlsvar controls = new THREE.OrbitControls(camera, renderer.domElement);controls.enableDamping = true;controls.dampingFactor = 0.25;controls.enableZoom = true;//How far you can orbit vertically, upper and lower limits. The maximum is Pi / 2 (90deg). You wont see below the below the line of the horizoncontrols.maxPolarAngle = Math.PI / 2.1;//===================================================== add VRrenderer.setPixelRatio(window.devicePixelRatio); //VReffect = new THREE.StereoEffect(renderer); //VReffect.setSize(window.innerWidth, window.innerHeight); //VRvar VR = false;function toggleVR() { if (VR) { VR = false; controls = new THREE.OrbitControls(camera, renderer.domElement); } else { VR = true; controls = new THREE.DeviceOrientationControls(camera); requestFullscreen(document.documentElement); } renderer.setSize(window.innerWidth, window.innerHeight);}//===================================================== curve points exported from blender using pythonvar points = [ /*[2.873088836669922, 1.886053442955017, 2.807666063308716] ,[2.8677191734313965, 1.901498556137085, 0.9702248573303223] ,[4.261392116546631, 1.1370995044708252, 2.199495315551758] ,[5.4436726570129395, -0.46564579010009766, 1.1223225593566895] ,[4.683673858642578, -5.823459148406982, 0.29172343015670776] ,[4.683673858642578, -5.823459148406982, 0.29172343015670776] ,[1.0320820808410645, -8.896514892578125, -0.25123584270477295] ,[-6.009271621704102, -5.854086875915527, -1.619685411453247] ,[-5.8719940185546875, 1.664353609085083, 1.4598760604858398] ,[-3.664644718170166, 5.1350908279418945, 0.8891280889511108] ,[0.3946661949157715, 9.023353576660156, 2.472759246826172] ,[6.545413017272949, 7.975126266479492, 4.807941913604736] ,[9.380702018737793, 3.8875434398651123, -1.2000198364257812] ,[3.980130672454834, -3.3519601821899414, -1.5907882452011108] ,[0.10054226964712143, -4.0724077224731445, -2.6255977153778076] ,[0.11306309700012207, -4.062130451202393, -2.625786781311035] ,[-1.5915921926498413, 2.2223830223083496, 1.9054492712020874] ,[-0.7800552845001221, 2.729933738708496, 2.711679458618164] ,[2.2788195610046387, 1.5061609745025635, 3.6167585849761963] ,[3.330962896347046, -1.753382682800293, 3.5841569900512695] ,[3.3268532752990723, -1.7394065856933594, 3.584031343460083] ,[1.8003381490707397, -2.6099541187286377, 4.496334552764893] ,[1.809736728668213, -2.6042258739471436, 4.490817546844482] ,[-1.5139055252075195, -2.2446377277374268, 3.513293743133545] ,[-1.5139055252075195, -2.2446377277374268, 3.513293743133545] ,[-1.5139055252075195, -2.2446377277374268, 1.7960444688796997] ,[-1.9393141269683838, -0.623103678226471, 1.3167498111724854] ,[-1.5, 0.0, 0.0] ,[-1.0, 1.0, 0.0] ,[1.0, 1.0, 0.0] ,[1.5, 0.0, 0.0] ,*/ [1.8117204904556274, 5.987488269805908, 0.29106736183166504], [6.005367279052734, 1.7647128105163574, -1.5591322183609009], [1.435487985610962, -6.016839504241943, 2.1336286067962646], [-4.118395805358887, -6.886471271514893, -0.7294682264328003], [-4.732693195343018, 3.405961036682129, 3.1304938793182373], [8.304193496704102, 7.593861103057861, 0.3412821292877197], [8.038525581359863, -4.391696453094482, 2.687108278274536], [1.488401174545288, -9.993440628051758, -2.2956111431121826], [-5.277090549468994, -8.481210708618164, -0.719127893447876], [-7.250330448150635, -0.9653520584106445, -0.3089699447154999], [-6.526705741882324, 5.678538799285889, 0.15560221672058105], [-0.885545015335083, 6.678538799285889, 1.5724562406539917], [1.614454984664917, 5.678538799285889, 0.24559785425662994], [1.8117204904556274, 5.987488269805908, 0.29106736183166504]];var scale = 5;//Convert the array of points into verticesfor (var i = 0; i < points.length; i++) { var x = points[i][0] * scale; var y = points[i][1] * scale; var z = points[i][2] * scale; points[i] = new THREE.Vector3(x, z, -y);}//Create a path from the pointsvar carPath = new THREE.CatmullRomCurve3(points);var radius = 0.25;var geometry = new THREE.TubeGeometry(carPath, 600, radius, 10, false);//Set a different color on each facefor (var i = 0, j = geometry.faces.length; i < j; i++) { geometry.faces[i].color = new THREE.Color( "hsl(" + Math.floor(Math.random() * 290) + ",50%,50%)" );}var material = new THREE.MeshBasicMaterial({ side: THREE.BackSide, vertexColors: THREE.FaceColors, side: THREE.DoubleSide, transparent: true, opacity: 1});var tube = new THREE.Mesh(geometry, material);scene.add(tube);//===================================================== add lightavar light = new THREE.DirectionalLight(0xefefff, 1.25);light.position.set(1, 1, 1).normalize();scene.add(light);var light = new THREE.DirectionalLight(0xffefef, 1.25);light.position.set(-1, -1, -1).normalize();scene.add(light);//Create a point light in our scene. Makes everything gloomyvar light = new THREE.PointLight(0xffffff, 1, 100);scene.add(light);//===================================================== particlesvar mergedGeometry = new THREE.Geometry();var boxGeometry = new THREE.TetrahedronGeometry(0.25, 0);var material = new THREE.MeshNormalMaterial({ color: new THREE.Color("white")});for (var i = 0; i < 1000; i++) { var x = Math.random() * 125 - 75; var y = Math.random() * 125 - 75; var z = Math.random() * 125 - 75; boxGeometry.translate(x, y, z); mergedGeometry.merge(boxGeometry); boxGeometry.translate(-x, -y, -z);}var cubes = new THREE.Mesh(mergedGeometry, material);scene.add(cubes);//===================================================== Loader//3d model fromvar loader = new THREE.GLTFLoader();var model;loader.load( "sky-island.glb", function(gltf) { gltf.scene.traverse(function(node) { if (node instanceof THREE.Mesh) { node.castShadow = true; node.material.side = THREE.DoubleSide; } }); model = gltf.scene; model.scale.set(3, 3, 3); model.position.set(0, -20, -10); //model.rotateY(Math.PI); scene.add(model); });//===================================================== Loader//3d model from clock = new THREE.Clock();var mixer = null;var firstObject;var loader = new THREE.GLTFLoader();loader.load( "sonic.glb", function(gltf) { gltf.scene.traverse(function(node) { if (node instanceof THREE.Mesh) { node.castShadow = true; node.material.side = THREE.DoubleSide; } }); firstObject = gltf.scene; firstObject.scale.set(0.65, 0.65, 0.65); group.add(firstObject); console.log(gltf.animations); //shows all animations imported into the dopesheet in blender mixer = new THREE.AnimationMixer(firstObject); mixer.clipAction(gltf.animations[0]).play(); document.body.addEventListener("click", jump); function jump() { mixer.clipAction(gltf.animations[0]).stop(); mixer.clipAction(gltf.animations[1]).play(); setTimeout(function() { mixer.clipAction(gltf.animations[1]).stop(); mixer.clipAction(gltf.animations[0]).play(); }, 900); } });//===================================================== add modelvar size = 0.05;var meshList = [];for (var i = 0; i < carPath.points.length; i++) { var x = carPath.points[i].x; var y = carPath.points[i].y; var z = carPath.points[i].z; var geometry = new THREE.TorusGeometry(3, 0.5, 8, 50); var material = new THREE.MeshBasicMaterial({ color: new THREE.Color("yellow") }); var secondObject = new THREE.Mesh(geometry, material); secondObject.position.set(x, y + 0.75, z); secondObject.scale.set(size, size, size); meshList.push(secondObject); scene.add(secondObject);}//===================================================== Collision Detectionfunction PlaySound() { bflat.play();}//calculate distance of the main objectfirstBB = new THREE.Box3().setFromObject(group);//calculate distance for all other objectsfor (var i = 0; i < meshList.length; i++) { secondBB = new THREE.Box3().setFromObject(meshList[i]);}var count = 0;function hit() { //recalculate distance for the main object firstBB = new THREE.Box3().setFromObject(group); //recalcuate distance for all the other objects for (var i = 0; i < meshList.length; i++) { secondBB = new THREE.Box3().setFromObject(meshList[i]); if (firstBB.isIntersectionBox(secondBB)) { PlaySound(); info.style.color = "hsl(" + Math.floor(Math.random() * 290) + ",50%,50%)"; info.innerHTML = Math.random() > 0.25 ? "Superb!" : Math.random() > 0.25 ? "Oustanding!" : "Awesome!"; TweenLite.to(info, 0.75, { css: { fontSize: "50px", opacity: 1 }, ease: Power4.easeOut, onComplete: function() { TweenLite.to(info, 0.75, { css: { fontSize: "14px", opacity: 0 }, ease: Power4.easeOut }); //end tween } //end onComplete }); //end tween } //end if } //end for} //end hit//===================================================== bloomvar renderScene = new THREE.RenderPass(scene, camera);var shaderActive = "none";var gui = new dat.GUI();dat.GUI.toggleHide();var composer;var parameters = { x: 0, y: 30, z: 0, bloomStrength: 1.0, bloomRadius: 1.0, bloomThreshold: 0.45, useShaderNone: function() { setupShaderNone(); }, useShaderBloom: function() { setupShaderBloom(); }};gui.add(parameters, "useShaderNone").name("Display Original Scene");var folderBloom = gui.addFolder("Bloom");var bloomStrengthGUI = folderBloom .add(parameters, "bloomStrength") .min(0.0) .max(2.0) .step(0.01) .name("Strength") .listen();bloomStrengthGUI.onChange(function(value) { setupShaderBloom();});var bloomRadiusGUI = folderBloom .add(parameters, "bloomRadius") .min(0.0) .max(5.0) .step(0.01) .name("Radius") .listen();bloomRadiusGUI.onChange(function(value) { setupShaderBloom();});var bloomThresholdGUI = folderBloom .add(parameters, "bloomThreshold") .min(0) .max(0.99) .step(0.01) .name("Threshold") .listen();bloomThresholdGUI.onChange(function(value) { setupShaderBloom();});folderBloom.add(parameters, "useShaderBloom").name("Use Bloom Shader");folderBloom.open();//===================================================== functionsfunction setupShaderNone() { shaderActive = "none";}function setupShaderBloom() { composer = new THREE.EffectComposer(renderer); composer.addPass(new THREE.RenderPass(scene, camera)); /*unreal bloom*/ var effectFXAA = new THREE.ShaderPass(THREE.FXAAShader); effectFXAA.uniforms["resolution"].value.set( 1 / window.innerWidth, 1 / window.innerHeight ); var copyShader = new THREE.ShaderPass(THREE.CopyShader); copyShader.renderToScreen = true; var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2(window.innerWidth, window.innerHeight), parameters.bloomStrength, parameters.bloomRadius, parameters.bloomThreshold ); composer = new THREE.EffectComposer(renderer); composer.setSize(window.innerWidth, window.innerHeight); composer.addPass(renderScene); composer.addPass(effectFXAA); composer.addPass(bloomPass); composer.addPass(copyShader); shaderActive = "bloom";}function isShaderActive() { if (shaderActive == "none") { renderer.render(scene, camera); } else { composer.render(); }}//active bloom on loadsetupShaderBloom();//===================================================== Animatevar percentage = 0;var prevTime = Date.now();function POV() { percentage += 0.00045; var p1 = carPath.getPointAt(percentage % 1); var p2 = carPath.getPointAt((percentage + 0.01) % 1); var p3 = carPath.getPointAt((percentage + 0.01 / 2) % 1); var p4 = carPath.getPointAt((percentage + 0.01 / 4) % 1); camera.lookAt(p2); group.position.set(p3.x, p3.y + 0.25, p3.z); group.lookAt(p2); camera.position.x = p4.x + 2; camera.position.y = p4.y + 1; camera.position.z = p4.z + 2; camera.lookAt(group.position);}function animate() { POV(); hit(); var delta = clock.getDelta(); if (mixer != null) mixer.update(delta); //VR if (VR) { effect.render(scene, camera); } else { //renderer.render( scene, camera ); isShaderActive(); } requestAnimationFrame(animate); controls.update();}animate();//set camera positioncamera.position.x = 40;camera.position.y = 50;camera.position.z = 50;
这个项目就写到这里了。需要免费源码和学习的请私信我,回复【资料】免费获取和学习。
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