利用threejs实现一个简易的泊车功能
作者:_lucas
这篇文章主要为大家详细介绍了如何利用threejs实现一个简易的泊车功能,文中的示例代码讲解详细,对大家的学习和工作有一定的帮助,感兴趣的小伙伴可以动手尝试一下
简易版小车
因为之前用的模型比较大,加载很慢,这里就先自己简单实现一辆小车(后面统称自车),如下图:
将车轮、车体和边框组合成一个 Group
,便于后面做自车的一些操作,实现代码如下:
// 自车车体 const geometry = new THREE.BoxGeometry(2, 0.6, 3); const material = new THREE.MeshBasicMaterial({ color: 0x00ffff, side: THREE.DoubleSide, }); const vehicle = new THREE.Mesh(geometry, material); vehicle.position.set(0, 1, 0); scene.add(vehicle); // 增加自车边框 const box = geometry.clone(); const edges = new THREE.EdgesGeometry(box); const edgesMaterial = new THREE.LineBasicMaterial({ color: 0x333333, }); const line = new THREE.LineSegments(edges, edgesMaterial); line.position.x = 0; line.position.y = 1; line.position.z = 0; scene.add(line); // 组成一个Group const egoCar = new THREE.Group(); egoCar.name = "自车"; egoCar.add(vehicle, line); scene.add(egoCar); // 车轮 const axlewidth = 0.7; const radius = 0.4; const wheels: any[] = []; const wheelObjects: any[] = []; wheels.push({ position: [axlewidth, 0.4, -1], radius }); wheels.push({ position: [-axlewidth, 0.4, -1], radius, }); wheels.push({ position: [axlewidth, 0.4, 1], radius }); wheels.push({ position: [-axlewidth, 0.4, 1], radius }); wheels.forEach(function (wheel) { const geometry = new THREE.CylinderGeometry( wheel.radius, wheel.radius, 0.4, 32 ); const material = new THREE.MeshPhongMaterial({ color: 0xd0901d, emissive: 0xee0000, side: THREE.DoubleSide, flatShading: true, }); const cylinder = new THREE.Mesh(geometry, material); cylinder.geometry.rotateZ(Math.PI / 2); cylinder.position.set( wheel.position[0], wheel.position[1], wheel.position[2] ); egoCar.add(cylinder); // 后面修改车轮方向会用到 wheelObjects.push(cylinder); });
跟车相机
让相机一直跟着自车,体验更好一点
// ... const camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 800); // 设置摄像机位置,并将其朝向场景中心 camera.position.x = 0; // camera.position.y = 10; // camera.position.z = 20; // camera.lookAt(scene.position); camera.lookAt(egoCar.position); // ... function animate() { stats.begin(); controls.update(); // 相机跟随自车 camera.position.y = egoCar.position.y + 15; camera.position.z = egoCar.position.z + 25; camera.lookAt(egoCar.position); renderer.render(scene, camera); stats.end(); requestAnimationFrame(animate); } // ...
自车行驶
实现自车前行后退和左右转向
// ... // 记录开始按下的时间 let startTime = 0; const activeKeys = new Set(); let t = 0; document.addEventListener("keydown", (e) => { activeKeys.add(e.key); if (startTime === 0) { startTime = Date.now(); } t = (Date.now() - startTime) / 1000; if (t > 10) { t = 10; } }); document.addEventListener("keyup", (e) => { activeKeys.delete(e.key); if (activeKeys.size === 0) { startTime = 0; } }); function animate() { stats.begin(); controls.update(); // 相机跟随自车 camera.position.y = egoCar.position.y + 15; camera.position.z = egoCar.position.z + 25; camera.lookAt(egoCar.position); if (activeKeys.has("ArrowUp")) { // 估算对应方向的移动距离 egoCar.position.z -= t * 0.1 * Math.cos(egoCar.rotation.y); egoCar.position.x -= t * 0.1 * Math.sin(egoCar.rotation.y); } if (activeKeys.has("ArrowDown")) { egoCar.position.z += t * 0.1 * Math.cos(egoCar.rotation.y); egoCar.position.x += t * 0.1 * Math.sin(egoCar.rotation.y); } if (activeKeys.has("ArrowLeft")) { egoCar.rotation.y += 0.01; } if (activeKeys.has("ArrowRight")) { egoCar.rotation.y -= 0.01; } renderer.render(scene, camera); stats.end(); requestAnimationFrame(animate); } //...
车轮转动
遍历车轮对象,动态修改车轮的偏转角 rotation
,以车头方向为基准偏转固定的角度
function animate() { // ... if (activeKeys.has("ArrowLeft")) { egoCar.rotation.y += 0.01; wheelObjects.forEach((wheel) => { wheel.rotation.y = egoCar.rotation.y + Math.PI / 4; }); } if (activeKeys.has("ArrowRight")) { egoCar.rotation.y -= 0.01; wheelObjects.forEach((wheel) => { wheel.rotation.y = egoCar.rotation.y - Math.PI / 4; }); } // ... }
行进效果还是有点僵硬(能用就行),这里的问题是行进方向应该是按车头方向,而不是固定按某个坐标轴方向,不过这里也只是简单模拟这个行进效果,后面再引入物理库 cannon.js
优化下这块控制逻辑
泊车功能
车位实现
做一个贴地面的矩形框来模拟车位,可以使用 THREE.PlaneGeometry
来创建平面几何体
createParkingSpace() { const plane = new THREE.PlaneGeometry(8, 5); const material = new THREE.MeshPhongMaterial({ color: 0x666666, side: THREE.DoubleSide, }); const mesh = new THREE.Mesh(plane, material); mesh.rotation.x = -Math.PI / 2; mesh.position.set(10, 0.12, -20); this.scene?.add(mesh); // 增加自定义type,便于后面处理车位的选中逻辑 mesh.userData.type = "parkingSpace"; }
现在咱们把小车开过去停到那个位置
自动泊车
需要实现点击车位后高亮对应的车位,之后小车自动行驶到对应的位置并停好。点击原理是用射线的方式采集第一个碰到的车位物体,当点击鼠标时,会发生以下步骤:
- 基于屏幕上的点击位置创建一个
THREE.Vector3
向量 - 使用
vector.unproject
方法将屏幕上点击位置的坐标转换成 three.js 场景中的坐标 - 创建
THREE.Raycaster
可以从摄像机的位置向场景中鼠标的点击位置发出一条射线 raycaster.intersectObjects
返回包含了所有被射线穿过的对象信息的数组(从摄像机位置开始由短到长)
function handleParkSpaceClick(event: any) { let vector = new THREE.Vector3( (event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window.innerHeight) * 2 + 1, 0.5 ); vector = vector.unproject(camera); const raycaster = new THREE.Raycaster( camera.position, vector.sub(camera.position).normalize() ); const intersects = raycaster.intersectObjects(scene.children); for (let i = 0; i < intersects.length; i++) { const obj = intersects[i]; // @ts-ignore if (obj.object.userData.type === "parkingSpace") // @ts-ignore obj.object.material.color.set(0x00ff00); } } document.addEventListener("click", handleParkSpaceClick);
自动泊车的实现逻辑也比较简单,这里简单记住了车位的位置信息,然后让小车按一定的偏移驶入,其实实际场景可能还要考虑躲避障碍物、加减速、偏转角等,一般也不由前端操心这些。实现代码参考 three-gta v0.1.1 -- 在线体验
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