three.js 如何制作魔方
因?yàn)橹暗膸坠?jié)講了一些數(shù)學(xué)方法,例如Vector3、Matrix4、Euler還有Quaternion的知識(shí)。所以這篇郭先生就來說說用three.js怎么制作一個(gè)魔方。

制作魔方主要運(yùn)用坐標(biāo)變換的知識(shí),制作魔方的方法有很多,建議你先在大腦中構(gòu)思,然后試著做一做,下面我將一種比較簡單的方法。
- 制作出魔方各個(gè)方塊的位置坐標(biāo)(27個(gè))的數(shù)組,然后制作出魔方各個(gè)面的材質(zhì)(6個(gè))
- 根據(jù)坐標(biāo)和材質(zhì)制作魔方的方塊,并添加到一個(gè)組group
- 制作一個(gè)標(biāo)志被選面的幾何體(我是用球體),然后隱藏
- 使用THREE.Raycaster,給模型綁定事件,并記錄選定的一些數(shù)據(jù),將標(biāo)志顯示并放到合適的位置
- 點(diǎn)擊模擬方向鍵盤,根據(jù)之前記錄的數(shù)據(jù),轉(zhuǎn)動(dòng)魔方(重點(diǎn))
以上是主要的步驟,但是對(duì)于新同學(xué),需要注意的仍然很多,下面上主要代碼,按照方法說
1. 定義的變量
posArr = [ [100,100,100],[100,100,0],[100,100,-100],[100,0,100],[100,0,0],[100,0,-100],[100,-100,100],[100,-100,0],[100,-100,-100], [0,100,100],[0,100,0],[0,100,-100],[0,0,100],[0,0,0],[0,0,-100],[0,-100,100],[0,-100,0],[0,-100,-100], [-100,100,100],[-100,100,0],[-100,100,-100],[-100,0,100],[-100,0,0],[-100,0,-100],[-100,-100,100],[-100,-100,0],[-100,-100,-100] ],//方塊位置坐標(biāo) materials,//材質(zhì)數(shù)組 mouse = new THREE.Vector2(),//通過鼠標(biāo)點(diǎn)擊的位置計(jì)算出raycaster所需要的點(diǎn)的位置,以屏幕中心為原點(diǎn),值的范圍為-1到1. raycaster,//射線對(duì)象 group,//存放魔方方塊的數(shù)組 groupTemp,//魔方轉(zhuǎn)動(dòng)時(shí)臨時(shí)數(shù)組 object3d,//魔方被選擇面的標(biāo)志物對(duì)象 currentPos,//魔方被點(diǎn)擊小塊的位置 currentNor,//魔方被點(diǎn)擊小塊面的法向量 currentUp,//魔方被點(diǎn)擊時(shí),相機(jī)up的向量
2. 定義材質(zhì)數(shù)組
initMaterial() {
var map_red = new THREE.TextureLoader().load('/static/images/color/m_red.jpg', () => this.loadover --);
var map_orange = new THREE.TextureLoader().load('/static/images/color/m_orange.jpg', () => this.loadover --);
var map_yellow = new THREE.TextureLoader().load('/static/images/color/m_yellow.jpg', () => this.loadover --);
var map_blue = new THREE.TextureLoader().load('/static/images/color/m_blue.jpg', () => this.loadover --);
var map_green = new THREE.TextureLoader().load('/static/images/color/m_green.jpg', () => this.loadover --);
var map_white = new THREE.TextureLoader().load('/static/images/color/m_white.jpg', () => this.loadover --);
var map_sprite = new THREE.TextureLoader().load('/static/images/base/direction.png', () => this.loadover --);
let mater_red = new THREE.MeshBasicMaterial({map: map_red, side: THREE.DoubleSide});
let mater_orange = new THREE.MeshBasicMaterial({map: map_orange, side: THREE.DoubleSide});
let mater_yellow = new THREE.MeshBasicMaterial({map: map_yellow, side: THREE.DoubleSide});
let mater_white = new THREE.MeshBasicMaterial({map: map_white, side: THREE.DoubleSide});
let mater_blue = new THREE.MeshBasicMaterial({map: map_blue, side: THREE.DoubleSide});
let mater_green = new THREE.MeshBasicMaterial({map: map_green, side: THREE.DoubleSide});
materials = [mater_red, mater_orange, mater_yellow,mater_white, mater_blue, mater_green];
}
3. 繪制小方塊并繪制標(biāo)志物(先隱藏)
initsquare() {
var sphereGeom = new THREE.SphereGeometry(10, 30, 20);
var sphereMate = new THREE.MeshPhongMaterial({color: 0x333333});
object3d = new THREE.Mesh(sphereGeom, sphereMate);
object3d.name = 'object3d';
object3d.visible = false;
scene.add(object3d);
group = new THREE.Group();
group.name = 'group';
var geometry = new THREE.BoxGeometry(100, 100, 100);
var mesh = new THREE.Mesh(geometry, materials);
posArr.forEach((d,i) => {
let meshCopy = mesh.clone();
meshCopy.position.set(d[0], d[1], d[2])
meshCopy.name = 'box-' + i;
group.add(meshCopy);
})
scene.add(group);
this.render();
document.getElementById("loading").style.display = "none";
}
4. 監(jiān)聽模型的點(diǎn)擊事件
initEventListener() {
raycaster = new THREE.Raycaster();
document.addEventListener('mousemove', function (event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
}, false)
document.addEventListener('mousedown', () => {
if (scene.children && scene.getObjectByName('group')) {
raycaster.setFromCamera(mouse, camera);
let intersects = raycaster.intersectObjects(scene.getObjectByName('group').children);
if (intersects[0] && intersects[0].object.name != 'object3d') {
let index = intersects[0].faceIndex;
let point = intersects[0].point;
currentUp = this.computedUp(camera);
currentNor = this.computedNor(point)
currentPos = intersects[0].object.position;
let pos = this.computedPos(point);
object3d.position.copy(pos);
object3d.visible = true;
}
}
})
}
5. 監(jiān)聽方向軟鍵盤的點(diǎn)擊,根據(jù)點(diǎn)擊鍵的不同,生成旋轉(zhuǎn)軸
handleRotate(num) {
if(!rotateFlag || !currentPos) return ;
rotateFlag = false;
groupTemp = new THREE.Group();
groupTemp.name = 'group-temp';
let axis;
let tempMeshArr = [];
switch (num) {
case 1:
axis = currentNor.clone().cross(currentUp);
break;
case 2:
axis = currentNor.clone().cross(currentUp).negate();
break;
case 3:
axis = currentUp.clone().negate();
break;
case 4:
axis = currentUp;
break;
}
let plane = new THREE.Plane().setFromNormalAndCoplanarPoint(axis, currentPos);
scene.getObjectByName('group').children.forEach(d => Math.abs(plane.distanceToPoint(d.position)) < 1 && tempMeshArr.push(d))
tempMeshArr.forEach(d => {
group.remove(d);
groupTemp.add(d);
})
// object3d.visible = false;
scene.remove(scene.getObjectByName('group-temp'));
scene.add(groupTemp);
this.handleTween(axis);
}
6. 加一點(diǎn)tween的補(bǔ)間動(dòng)畫,效果更好哦
handleTween(axis) {
let start = {angle: 0, axis};
let end = {angle: Math.PI/2, axis};
tween = new TWEEN.Tween(start).to(end, 500);
tween.easing(TWEEN.Easing.Linear.None);
tween.onUpdate(function () {
let quaternion = new THREE.Quaternion().setFromAxisAngle(axis, this._object.angle);
groupTemp.rotation.setFromQuaternion(quaternion);
});
tween.onComplete(() => {
let matrix = this.standerMatrix(groupTemp.matrix);
groupTemp.children.forEach(d => {
let mesh = d.clone();
mesh.applyMatrix4(matrix)
mesh.position.copy(this.standarPos(mesh.position))
group.add(mesh);
})
scene.remove(groupTemp)
rotateFlag = true;
})
tween.start();
}
郭先生制作魔方的主要思路就是先做出27個(gè)方塊添加到組A,6個(gè)面分別添加不同顏色的貼圖(自己p的哦),然后使用raycaster選擇點(diǎn)擊的面,并確定當(dāng)時(shí)的up方向和法向量方向以備后用,點(diǎn)擊上下左右并結(jié)合u方向和法向量方向計(jì)算出旋轉(zhuǎn)矩陣,根據(jù)已有條件計(jì)算出是那一排方塊改變,并將這9個(gè)塊添加到組B中,從組A中刪除這9個(gè),根據(jù)旋轉(zhuǎn)矩陣旋轉(zhuǎn)組B,并且在旋轉(zhuǎn)完之后將組B中的方塊添加到組A中,旋轉(zhuǎn)完畢(這里比較難的就是根據(jù)上下左右判斷旋轉(zhuǎn)軸向量)。
以上就是一種制作魔方的方法,綜合了很多矩陣向量四元數(shù)歐拉角和平面的知識(shí),希望對(duì)新來的同游有些幫助
到此這篇關(guān)于three.js 如何制作魔方的文章就介紹到這了,更多相關(guān)three.js 制作魔方內(nèi)容請(qǐng)搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!
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