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前端小玩意儿:用three.js开发的手机太空穿越VR游戏,特效非常猛

编程怎会秃头 911

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。

标签: #手机不加载gltf