首页 前端知识 PointerLockControls 是 Three.js 中用于处理鼠标锁定状态下的相机控制的类。它允许用户通过鼠标移动来控制相机的旋转方向。

PointerLockControls 是 Three.js 中用于处理鼠标锁定状态下的相机控制的类。它允许用户通过鼠标移动来控制相机的旋转方向。

2024-05-31 19:05:28 前端知识 前端哥 902 730 我要收藏

demo案例

PointerLockControls 是 Three.js 中用于处理鼠标锁定状态下的相机控制的类。它允许用户通过鼠标移动来控制相机的旋转方向。下面是它的详细讲解:

在这里插入图片描述

构造函数:

PointerLockControls(object: Camera, domElement?: HTMLElement)
  • object:THREE.Camera 实例,控制器将用于控制该相机。
  • domElement (可选):用于监听鼠标事件的 HTML 元素。如果未提供,则默认为 document

属性:

  1. enabled: boolean

    • 控制器是否启用。
  2. isLocked: boolean

    • 当前鼠标是否被锁定。
  3. minPolarAngle: number

    • 极角的最小值。
  4. maxPolarAngle: number

    • 极角的最大值。

方法:

  1. connect(): void

    • 连接控制器。
  2. disconnect(): void

    • 断开控制器。
  3. dispose(): void

    • 清理控制器所占用的资源,释放内存。
  4. getObject(): Camera

    • 获取控制器使用的相机对象。
  5. lock(): void

    • 锁定鼠标。
  6. unlock(): void

    • 解锁鼠标。
  7. update(delta: number): void

    • 更新控制器状态。

示例:

import * as THREE from 'three';
import { PointerLockControls } from 'three/examples/jsm/controls/PointerLockControls.js';

// 创建相机
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 1, -5);

// 创建渲染器
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// 创建 PointerLockControls 实例
const controls = new PointerLockControls(camera, document.body);

// 添加 PointerLockControls 到场景中
scene.add(controls.getObject());

// 锁定鼠标
controls.lock();

// 监听鼠标锁定状态改变事件
document.addEventListener('pointerlockchange', () => {
    if (document.pointerLockElement === document.body) {
        controls.enabled = true;
    } else {
        controls.enabled = false;
    }
});

// 动画循环
function animate() {
    requestAnimationFrame(animate);
    controls.update(); // 更新控制器状态
    renderer.render(scene, camera);
}

animate();

示例代码解读


function init() {
    // 创建透视相机
    camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1000);
    camera.position.y = 10; // 设置相机位置

    // 创建场景
    scene = new THREE.Scene();
    scene.background = new THREE.Color(0xffffff); // 设置场景背景颜色
    scene.fog = new THREE.Fog(0xffffff, 0, 750); // 添加雾效

    // 添加半球光
    const light = new THREE.HemisphereLight(0xeeeeff, 0x777788, 2.5);
    light.position.set(0.5, 1, 0.75);
    scene.add(light);

    // 创建 PointerLockControls 实例
    controls = new PointerLockControls(camera, document.body);

    // 获取页面元素
    const blocker = document.getElementById('blocker');
    const instructions = document.getElementById('instructions');

    // 点击提示时锁定鼠标
    instructions.addEventListener('click', function () {
        controls.lock();
    });

    // 锁定时隐藏提示
    controls.addEventListener('lock', function () {
        instructions.style.display = 'none';
        blocker.style.display = 'none';
    });

    // 解锁时显示提示
    controls.addEventListener('unlock', function () {
        blocker.style.display = 'block';
        instructions.style.display = '';
    });

    // 将控制器的相机对象添加到场景中
    scene.add(controls.getObject());

    // 监听按键事件
    document.addEventListener('keydown', onKeyDown);
    document.addEventListener('keyup', onKeyUp);

    // 创建射线投射器
    raycaster = new THREE.Raycaster(new THREE.Vector3(), new THREE.Vector3(0, -1, 0), 0, 10);

    // 创建地面
    let floorGeometry = new THREE.PlaneGeometry(2000, 2000, 100, 100);
    floorGeometry.rotateX(-Math.PI / 2); // 旋转地面几何体

    // 为地面顶点添加随机偏移
    let position = floorGeometry.attributes.position;
    for (let i = 0, l = position.count; i < l; i++) {
        vertex.fromBufferAttribute(position, i);
        vertex.x += Math.random() * 20 - 10;
        vertex.y += Math.random() * 2;
        vertex.z += Math.random() * 20 - 10;
        position.setXYZ(i, vertex.x, vertex.y, vertex.z);
    }

    floorGeometry = floorGeometry.toNonIndexed(); // 确保每个面的顶点是唯一的

    position = floorGeometry.attributes.position;
    const colorsFloor = [];

    // 为地面顶点设置随机颜色
    for (let i = 0, l = position.count; i < l; i++) {
        color.setHSL(Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75, THREE.SRGBColorSpace);
        colorsFloor.push(color.r, color.g, color.b);
    }

    // 将颜色属性添加到地面几何体中
    floorGeometry.setAttribute('color', new THREE.Float32BufferAttribute(colorsFloor, 3));

    // 创建地面网格
    const floorMaterial = new THREE.MeshBasicMaterial({ vertexColors: true });
    const floor = new THREE.Mesh(floorGeometry, floorMaterial);
    scene.add(floor);

    // 创建立方体对象并添加到场景中
    const boxGeometry = new THREE.BoxGeometry(20, 20, 20).toNonIndexed();
    position = boxGeometry.attributes.position;
    const colorsBox = [];

    // 为立方体顶点设置随机颜色
    for (let i = 0, l = position.count; i < l; i++) {
        color.setHSL(Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75, THREE.SRGBColorSpace);
        colorsBox.push(color.r, color.g, color.b);
    }

    // 将颜色属性添加到立方体几何体中
    boxGeometry.setAttribute('color', new THREE.Float32BufferAttribute(colorsBox, 3));

    // 创建多个立方体对象并添加到场景中
    for (let i = 0; i < 500; i++) {
        const boxMaterial = new THREE.MeshPhongMaterial({ specular: 0xffffff, flatShading: true, vertexColors: true });
        boxMaterial.color.setHSL(Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75, THREE.SRGBColorSpace);

        const box = new THREE.Mesh(boxGeometry, boxMaterial);
        box.position.x = Math.floor(Math.random() * 20 - 10) * 20;
        box.position.y = Math.floor(Math.random() * 20) * 20 + 10;
        box.position.z = Math.floor(Math.random() * 20 - 10) * 20;

        scene.add(box);
        objects.push(box);
    }

    // 创建渲染器
    renderer = new THREE.WebGLRenderer({ antialias: true });
    renderer.setPixelRatio(window.devicePixelRatio);
    renderer.setSize(window.innerWidth, window.innerHeight);
    document.body.appendChild(renderer.domElement);

    // 监听窗口大小变化事件
    window.addEventListener('resize', onWindowResize);
}

更新逻辑

function animate() {
    // 请求下一帧动画
    requestAnimationFrame(animate);

    // 获取当前时间
    const time = performance.now();

    // 如果控制器被锁定
    if (controls.isLocked === true) {

        // 更新射线投射器的起点为相机位置,并向下偏移
        raycaster.ray.origin.copy(controls.getObject().position);
        raycaster.ray.origin.y -= 10;

        // 检测相机位置下方是否有物体
        const intersections = raycaster.intersectObjects(objects, false);
        const onObject = intersections.length > 0;

        // 计算时间间隔
        const delta = (time - prevTime) / 1000;

        // 更新速度
        velocity.x -= velocity.x * 10.0 * delta;
        velocity.z -= velocity.z * 10.0 * delta;

        // 应用重力影响
        velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass

        // 计算移动方向
        direction.z = Number(moveForward) - Number(moveBackward);
        direction.x = Number(moveRight) - Number(moveLeft);
        direction.normalize(); // 保证在所有方向上的移动一致性

        // 根据移动方向和按键状态更新速度
        if (moveForward || moveBackward) velocity.z -= direction.z * 400.0 * delta;
        if (moveLeft || moveRight) velocity.x -= direction.x * 400.0 * delta;

        // 如果在物体上方,使y速度为0并允许跳跃
        if (onObject === true) {
            velocity.y = Math.max(0, velocity.y);
            canJump = true;
        }

        // 更新相机位置
        controls.moveRight(-velocity.x * delta);
        controls.moveForward(-velocity.z * delta);

        // 更新相机位置的y值
        controls.getObject().position.y += (velocity.y * delta); // 新的行为

        // 如果相机位置低于地面高度,使y速度为0并固定在地面上
        if (controls.getObject().position.y < 10) {
            velocity.y = 0;
            controls.getObject().position.y = 10;
            canJump = true;
        }
    }

    // 更新时间
    prevTime = time;

    // 渲染场景
    renderer.render(scene, camera);
}


完整源码


<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js - pointerlock controls</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<link type="text/css" rel="stylesheet" href="main.css">
		<style>
			#blocker {
				position: absolute;
				width: 100%;
				height: 100%;
				background-color: rgba(0,0,0,0.5);
			}

			#instructions {
				width: 100%;
				height: 100%;

				display: flex;
				flex-direction: column;
				justify-content: center;
				align-items: center;

				text-align: center;
				font-size: 14px;
				cursor: pointer;
			}
		</style>
	</head>
	<body>
		<div id="blocker">
			<div id="instructions">
				<p style="font-size:36px">
					Click to play
				</p>
				<p>
					Move: WASD<br/>
					Jump: SPACE<br/>
					Look: MOUSE
				</p>
			</div>
		</div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.module.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';

			import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js';

			let camera, scene, renderer, controls;

			const objects = [];

			let raycaster;

			let moveForward = false;
			let moveBackward = false;
			let moveLeft = false;
			let moveRight = false;
			let canJump = false;

			let prevTime = performance.now();
			const velocity = new THREE.Vector3();
			const direction = new THREE.Vector3();
			const vertex = new THREE.Vector3();
			const color = new THREE.Color();

			init();
			animate();

			function init() {

				camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
				camera.position.y = 10;

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0xffffff );
				scene.fog = new THREE.Fog( 0xffffff, 0, 750 );

				const light = new THREE.HemisphereLight( 0xeeeeff, 0x777788, 2.5 );
				light.position.set( 0.5, 1, 0.75 );
				scene.add( light );

				controls = new PointerLockControls( camera, document.body );

				const blocker = document.getElementById( 'blocker' );
				const instructions = document.getElementById( 'instructions' );

				instructions.addEventListener( 'click', function () {

					controls.lock();

				} );

				controls.addEventListener( 'lock', function () {

					instructions.style.display = 'none';
					blocker.style.display = 'none';

				} );

				controls.addEventListener( 'unlock', function () {

					blocker.style.display = 'block';
					instructions.style.display = '';

				} );

				scene.add( controls.getObject() );

				const onKeyDown = function ( event ) {

					switch ( event.code ) {

						case 'ArrowUp':
						case 'KeyW':
							moveForward = true;
							break;

						case 'ArrowLeft':
						case 'KeyA':
							moveLeft = true;
							break;

						case 'ArrowDown':
						case 'KeyS':
							moveBackward = true;
							break;

						case 'ArrowRight':
						case 'KeyD':
							moveRight = true;
							break;

						case 'Space':
							if ( canJump === true ) velocity.y += 350;
							canJump = false;
							break;

					}

				};

				const onKeyUp = function ( event ) {

					switch ( event.code ) {

						case 'ArrowUp':
						case 'KeyW':
							moveForward = false;
							break;

						case 'ArrowLeft':
						case 'KeyA':
							moveLeft = false;
							break;

						case 'ArrowDown':
						case 'KeyS':
							moveBackward = false;
							break;

						case 'ArrowRight':
						case 'KeyD':
							moveRight = false;
							break;

					}

				};

				document.addEventListener( 'keydown', onKeyDown );
				document.addEventListener( 'keyup', onKeyUp );

				raycaster = new THREE.Raycaster( new THREE.Vector3(), new THREE.Vector3( 0, - 1, 0 ), 0, 10 );

				// floor

				let floorGeometry = new THREE.PlaneGeometry( 2000, 2000, 100, 100 );
				floorGeometry.rotateX( - Math.PI / 2 );

				// vertex displacement

				let position = floorGeometry.attributes.position;

				for ( let i = 0, l = position.count; i < l; i ++ ) {

					vertex.fromBufferAttribute( position, i );

					vertex.x += Math.random() * 20 - 10;
					vertex.y += Math.random() * 2;
					vertex.z += Math.random() * 20 - 10;

					position.setXYZ( i, vertex.x, vertex.y, vertex.z );

				}

				floorGeometry = floorGeometry.toNonIndexed(); // ensure each face has unique vertices

				position = floorGeometry.attributes.position;
				const colorsFloor = [];

				for ( let i = 0, l = position.count; i < l; i ++ ) {

					color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75, THREE.SRGBColorSpace );
					colorsFloor.push( color.r, color.g, color.b );

				}

				floorGeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colorsFloor, 3 ) );

				const floorMaterial = new THREE.MeshBasicMaterial( { vertexColors: true } );

				const floor = new THREE.Mesh( floorGeometry, floorMaterial );
				scene.add( floor );

				// objects

				const boxGeometry = new THREE.BoxGeometry( 20, 20, 20 ).toNonIndexed();

				position = boxGeometry.attributes.position;
				const colorsBox = [];

				for ( let i = 0, l = position.count; i < l; i ++ ) {

					color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75, THREE.SRGBColorSpace );
					colorsBox.push( color.r, color.g, color.b );

				}

				boxGeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colorsBox, 3 ) );

				for ( let i = 0; i < 500; i ++ ) {

					const boxMaterial = new THREE.MeshPhongMaterial( { specular: 0xffffff, flatShading: true, vertexColors: true } );
					boxMaterial.color.setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75, THREE.SRGBColorSpace );

					const box = new THREE.Mesh( boxGeometry, boxMaterial );
					box.position.x = Math.floor( Math.random() * 20 - 10 ) * 20;
					box.position.y = Math.floor( Math.random() * 20 ) * 20 + 10;
					box.position.z = Math.floor( Math.random() * 20 - 10 ) * 20;

					scene.add( box );
					objects.push( box );

				}

				//

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );

				//

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				requestAnimationFrame( animate );

				const time = performance.now();

				if ( controls.isLocked === true ) {

					raycaster.ray.origin.copy( controls.getObject().position );
					raycaster.ray.origin.y -= 10;

					const intersections = raycaster.intersectObjects( objects, false );

					const onObject = intersections.length > 0;

					const delta = ( time - prevTime ) / 1000;

					velocity.x -= velocity.x * 10.0 * delta;
					velocity.z -= velocity.z * 10.0 * delta;

					velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass

					direction.z = Number( moveForward ) - Number( moveBackward );
					direction.x = Number( moveRight ) - Number( moveLeft );
					direction.normalize(); // this ensures consistent movements in all directions

					if ( moveForward || moveBackward ) velocity.z -= direction.z * 400.0 * delta;
					if ( moveLeft || moveRight ) velocity.x -= direction.x * 400.0 * delta;

					if ( onObject === true ) {

						velocity.y = Math.max( 0, velocity.y );
						canJump = true;

					}

					controls.moveRight( - velocity.x * delta );
					controls.moveForward( - velocity.z * delta );

					controls.getObject().position.y += ( velocity.y * delta ); // new behavior

					if ( controls.getObject().position.y < 10 ) {

						velocity.y = 0;
						controls.getObject().position.y = 10;

						canJump = true;

					}

				}

				prevTime = time;

				renderer.render( scene, camera );

			}

		</script>
	</body>
</html>

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