three.js绘制地球、飞机与轨迹的效果示例

Three.js 是一款运行在浏览器中的 3D 引擎,你可以用它创建各种三维场景,包括了摄影机、光影、材质等各种对象。下面这篇文章主要给大家介绍了利用three.js如何绘制地球、飞机与轨迹的效果,文中给出了详细的示例代码,需要的朋友们可以参考借鉴,下面来一起看看吧。

对于three.js不太熟悉的朋友们可以参考这篇文章,threejs官网:https://threejs.org/

首先我们来看下要实现的效果

这个缩小后的图片,下面我们来看下近距离的动态效果。。

效果比较简陋,需要后期再处理。。。

下面进入主题,代码篇。。

HTML部分:

   全球航班 

JS部分(globe.js)

1、实现地球

地球贴图(可以在网上下载)

 // 地球 function globe() { var globeTextureLoader = new THREE.TextureLoader(); globeTextureLoader.load('images/textures/earth.jpg-600', function (texture) { var globeGgeometry = new THREE.SphereGeometry(200, 100, 100); var globeMaterial = new THREE.MeshStandardMaterial({map: texture}); var globeMesh = new THREE.Mesh(globeGgeometry, globeMaterial); group.add(globeMesh); group.rotation.x = THREE.Math.degToRad(35); group.rotation.y = THREE.Math.degToRad(170); }); }

2、添加球面光源(这里使用的是半球光)

 // 光 function lights() { var hemisphereLight = new THREE.HemisphereLight(0xffffff, 0x333333, 2); hemisphereLight.position.x = 0; hemisphereLight.position.y = 0; hemisphereLight.position.z = -200; group.add(hemisphereLight); }

3、添加星点

 // 星点 function stars() { var starsGeometry = new THREE.Geometry(); for (var i = 0; i <2000; i ++) { var starVector = new THREE.Vector3( THREE.Math.randFloatSpread(2000), THREE.Math.randFloatSpread(2000), THREE.Math.randFloatSpread(2000) ); starsGeometry.vertices.push(starVector); } var starsMaterial = new THREE.PointsMaterial({color: 0x888888}) var starsPoint = new THREE.Points(starsGeometry, starsMaterial); group.add(starsPoint); }

4、添加飞机

这里需要我们把 经纬度坐标 转成 xyz 坐标

 // 获取position function getPosition(lng, lat, alt) { var phi = (90-lat)*(Math.PI/180), theta = (lng+180)*(Math.PI/180), radius = alt+200, x = -(radius * Math.sin(phi) * Math.cos(theta)), z = (radius * Math.sin(phi) * Math.sin(theta)), y = (radius * Math.cos(phi)); return {x: x, y: y, z: z}; }

画飞机

 // 飞机形状(不想画的,可以下载个 飞机模型 使用加载器加载进来) var planeShape = new THREE.Shape(); planeShape.moveTo( 0, 0); planeShape.lineTo(0.2, -0.2); planeShape.lineTo(0.2, -1.3); planeShape.lineTo(1.6,-2.7); planeShape.lineTo(1.6,-3); planeShape.lineTo(0.2, -2.1); planeShape.lineTo(0.2, -3); planeShape.lineTo(0.5, -3.4); planeShape.lineTo(0.5, -3.7); planeShape.lineTo(0, -3.3); planeShape.lineTo(-0.5, -3.7); planeShape.lineTo(-0.5, -3.4); planeShape.lineTo(-0.2, -3); planeShape.lineTo(-0.2, -2.1); planeShape.lineTo(-1.6,-3); planeShape.lineTo(-1.6,-2.7); planeShape.lineTo(-0.2, -1.3); planeShape.lineTo(-0.2, -0.2); var planeGeometry = new THREE.ShapeGeometry(planeShape); // 飞机材质 var planeMaterial = new THREE.MeshPhongMaterial({color: 0x0FB4DD, side: THREE.DoubleSide, depthTest: true});

depthTest作用是能否透过球体看到飞机,如果是false则旋转到球体另一面也能看到飞机

添加飞机

 // 添加飞机 function addPlane(item) { if(item.anum && item.lng && item.lat) { var plane = new THREE.Mesh(planeGeometry, planeMaterial); // 旋转 plane.rotation.z = THREE.Math.degToRad(item.ang); // 定位 var position = getPosition(item.lng, item.lat, 5); plane.position.set(position.x, position.y, position.z); // 显示/隐藏 // plane.visible = false; // 保存 planeMarkers[item.anum] = plane; // 添加到场景 group.add(plane); // 绘制历史轨迹 drawHistoryTrack(item.anum); } }

绘制轨迹(使用socket来获取的飞行轨迹经纬度坐标点)

 // 时间段 var curTime = Date.parse(new Date())/1000; var depTime = curTime - 30*60; // 轨迹线质 var trackMaterial = new THREE.LineBasicMaterial({color : 0x1B94B1}); // 绘制历史轨迹 function drawHistoryTrack(anum) { socket.emit("fullPath", anum, depTime, curTime, function(status, data){ if(status) { var dLength = data.length; if(dLength>=2) { var trackCoordArr = []; for(var i=0; i=2) { var tcaHalfLength = Math.ceil(tcaLength/2), vertexArr = []; // 这里只取了三个点(起点、中点、终点) var p1 = getPosition(trackCoordArr[0].lng, trackCoordArr[0].lat, 0), p2 = getPosition(trackCoordArr[tcaHalfLength].lng, trackCoordArr[tcaHalfLength].lat, tcaLength*0.01), p3 = getPosition(trackCoordArr[tcaLength-1].lng, trackCoordArr[tcaLength-1].lat, 0); var trackCurve = new THREE.CatmullRomCurve3([ new THREE.Vector3(p1.x, p1.y, p1.z), new THREE.Vector3(p2.x, p2.y, p2.z), new THREE.Vector3(p3.x, p3.y, p3.z) ]); var trackGeometry = new THREE.Geometry(), verticesArr = trackCurve.getPoints(tcaLength); trackGeometry.vertices = verticesArr; var trackLine = new THREE.Line(trackGeometry, trackMaterial); group.add(trackLine); // 动画点 addLightPoint(p1, tcaLength, verticesArr); } } } }); }

如果要绘制所有点,且头尾是在球面上的曲线,则需要两次循环

 var tcaRemainLength = tcaLength-tcaHalfLength for(var j=0; j0; k--) { // 后一半 var p2 = getPosition(trackCoordArr[tcaLength-k].lng, trackCoordArr[tcaLength-k].lat, k*0.05); vertexArr.push(new THREE.Vector3(p2.x, p2.y, p2.z)); } var trackCurve = new THREE.CatmullRomCurve3(vertexArr);

这个部分看看就行了。。

光点动画

 // 点动画 var pointGeometry = new THREE.SphereGeometry(0.2, 20, 20); var pointMaterial = new THREE.MeshBasicMaterial({color: 0x40E0D0}); function addLightPoint(pos, coordsNum ,verArr) { var pointMesh = new THREE.Mesh(pointGeometry, pointMaterial); pointMesh.position.set(pos.x, pos.y, pos.z); group.add(pointMesh); var index = 0; function pointAnimate() { index++; if(index>coordsNum) { index = 0; } pointMesh.position.set(verArr[index].x, verArr[index].y, verArr[index].z); requestAnimationFrame(pointAnimate); } pointAnimate(); }

这个点使用的是sphere,,当然也可以用顶点来实现,如下

 var geometry = new THREE.Geometry(); geometry.vertices.push(new THREE.Vector3(0, 0, 0)) geometry.colors.push(new THREE.Color(0xffffff)); var material = new THREE.PointsMaterial({size: 1, vertexColors: THREE.VertexColors, opacity: 0.75, sizeAttenuation: true, transparent: true}); var point = new THREE.Points(geometry, material); point.position.set(x, y, z); group.add(point);

另外不想用光点动画的话,也可以用线动画,实现原理是不断更新顶点坐标,如下

 var curveGeometry = new THREE.Geometry(); var curveData = new THREE.CatmullRomCurve3(verArr.slice(0, 10)); curveGeometry.vertices = curveData.getPoints(10); var curveMaterial = new THREE.LineBasicMaterial({color: 0x40E0D0}); var curveLine = new THREE.Line(curveGeometry, curveMaterial); group.add(curveLine); var index = 0; function lineAnimate() { index++; if(index>coordsNum-10) { index = 0; } var offsetData = verArr.slice(index, 10+index); if(offsetData.length > 0) { curveData = new THREE.CatmullRomCurve3(offsetData); curveLine.geometry.vertices = curveData.getPoints(10); curveLine.geometry.verticesNeedUpdate = true; } requestAnimationFrame(lineAnimate); } lineAnimate();

最后就是布置场景和事件了

 // 初始化 function init() { container = document.getElementById('zh_globe_container'); scene = new THREE.Scene(); var bgTexture = new THREE.TextureLoader().load("images/textures/starfield.jpg-600"); scene.background = bgTexture; camera = new THREE.PerspectiveCamera(50, winWth/winHgt, 1, 2000); camera.up.x = 0; camera.up.y = 1; camera.up.z = 0; camera.position.x = 0; camera.position.y = 0; camera.position.z = 400; camera.lookAt(0,0,0); group = new THREE.Group(); scene.add(group); // 地球 globe(); // 飞机 plane(); // 星点 stars(); // 半球光 lights(); // 渲染器 renderer = new THREE.WebGLRenderer({antialias: true, preserveDrawingBuffer: true}); renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(winWth, winHgt); container.appendChild(renderer.domElement); // 盘旋控制 var orbitControl = new THREE.OrbitControls(camera, renderer.domElement); orbitControl.minDistrance = 20; orbitControl.maxDistrance = 50; orbitControl.maxPolarAngle = Math.PI/2; // 性能测试 stats = new Stats(); container.appendChild(stats.dom); // resize事件 window.addEventListener('resize', onWindowResize, false); } // 窗口大小改变 function onWindowResize() { camera.aspect = window.innerWidth/window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); } // 渲染 function render() { group.rotation.y -= 0.0005; renderer.render(scene, camera); } // 动画 function animate() { requestAnimationFrame(animate); render(); stats.update(); } init(); animate(); 

完整代码:

 var log = console.log.bind(console); var globeObj = (function() { 'use strict'; // 判断浏览器是否支持webgl if(!Detector.webgl) Detector.addGetWebGLMessage(); var container, stats; var camera, scene, renderer; var group; var mouseX = 0, mouseY = 0; var winWth = window.innerWidth, winHgt = window.innerHeight; // 获取position function getPosition(lng, lat, alt) { var phi = (90-lat)*(Math.PI/180), theta = (lng+180)*(Math.PI/180), radius = alt+200, x = -(radius * Math.sin(phi) * Math.cos(theta)), z = (radius * Math.sin(phi) * Math.sin(theta)), y = (radius * Math.cos(phi)); return {x: x, y: y, z: z}; } // 飞机 function plane() { var socket = io('https://loc.variflight.com/*****此处接口地址不能给了', {transports: ['websocket']}); var clientBounds = [52.793056,72.427908,2.970897,135.181814]; // 连接 socket.on('connect', function() { socket.emit("sub", clientBounds, -1, '', function(){}); }); // 飞机标记 var planeMarkers = {}; // 飞机形状 var planeShape = new THREE.Shape(); planeShape.moveTo( 0, 0); planeShape.lineTo(0.2, -0.2); planeShape.lineTo(0.2, -1.3); planeShape.lineTo(1.6,-2.7); planeShape.lineTo(1.6,-3); planeShape.lineTo(0.2, -2.1); planeShape.lineTo(0.2, -3); planeShape.lineTo(0.5, -3.4); planeShape.lineTo(0.5, -3.7); planeShape.lineTo(0, -3.3); planeShape.lineTo(-0.5, -3.7); planeShape.lineTo(-0.5, -3.4); planeShape.lineTo(-0.2, -3); planeShape.lineTo(-0.2, -2.1); planeShape.lineTo(-1.6,-3); planeShape.lineTo(-1.6,-2.7); planeShape.lineTo(-0.2, -1.3); planeShape.lineTo(-0.2, -0.2); var planeGeometry = new THREE.ShapeGeometry(planeShape); // 飞机材质 var planeMaterial = new THREE.MeshPhongMaterial({color: 0x0FB4DD, side: THREE.DoubleSide, depthTest: true}); // 添加飞机 function addPlane(item) { if(item.anum && item.lng && item.lat) { var plane = new THREE.Mesh(planeGeometry, planeMaterial); // 旋转 plane.rotation.z = THREE.Math.degToRad(item.ang); // 定位 var position = getPosition(item.lng, item.lat, 5); plane.position.set(position.x, position.y, position.z); // 显示/隐藏 // plane.visible = false; // 保存 planeMarkers[item.anum] = plane; // 添加到场景 group.add(plane); // 绘制历史轨迹 drawHistoryTrack(item.anum); } } // 时间段 var curTime = Date.parse(new Date())/1000; var depTime = curTime - 30*60; // 轨迹线质 var trackMaterial = new THREE.LineBasicMaterial({color : 0x1B94B1}); // 绘制历史轨迹 function drawHistoryTrack(anum) { socket.emit("fullPath", anum, depTime, curTime, function(status, data){ if(status) { var dLength = data.length; if(dLength>=2) { var trackCoordArr = []; for(var i=0; i=2) { var tcaHalfLength = Math.ceil(tcaLength/2), tcaRemainLength = tcaLength-tcaHalfLength, vertexArr = []; /* 所有点 for(var j=0; j0; k--) { var p2 = getPosition(trackCoordArr[tcaLength-k].lng, trackCoordArr[tcaLength-k].lat, k*0.05); vertexArr.push(new THREE.Vector3(p2.x, p2.y, p2.z)); } var trackCurve = new THREE.CatmullRomCurve3(vertexArr); */ // 三个点 var p1 = getPosition(trackCoordArr[0].lng, trackCoordArr[0].lat, 0), p2 = getPosition(trackCoordArr[tcaHalfLength].lng, trackCoordArr[tcaHalfLength].lat, tcaLength*0.01), p3 = getPosition(trackCoordArr[tcaLength-1].lng, trackCoordArr[tcaLength-1].lat, 0); var trackCurve = new THREE.CatmullRomCurve3([ new THREE.Vector3(p1.x, p1.y, p1.z), new THREE.Vector3(p2.x, p2.y, p2.z), new THREE.Vector3(p3.x, p3.y, p3.z) ]); var trackGeometry = new THREE.Geometry(), verticesArr = trackCurve.getPoints(tcaLength); trackGeometry.vertices = verticesArr; var trackLine = new THREE.Line(trackGeometry, trackMaterial); group.add(trackLine); // 动画点 addLightPoint(p1, tcaLength, verticesArr); } } } }); } // 点动画 var pointGeometry = new THREE.SphereGeometry(0.2, 20, 20); var pointMaterial = new THREE.MeshBasicMaterial({color: 0x40E0D0}); function addLightPoint(pos, coordsNum ,verArr) { var pointMesh = new THREE.Mesh(pointGeometry, pointMaterial); pointMesh.position.set(pos.x, pos.y, pos.z); group.add(pointMesh); var index = 0; function pointAnimate() { index++; if(index>coordsNum) { index = 0; } pointMesh.position.set(verArr[index].x, verArr[index].y, verArr[index].z); requestAnimationFrame(pointAnimate); } pointAnimate(); /*var curveGeometry = new THREE.Geometry(); var curveData = new THREE.CatmullRomCurve3(verArr.slice(0, 10)); curveGeometry.vertices = curveData.getPoints(10); var curveMaterial = new THREE.LineBasicMaterial({color: 0x40E0D0}); var curveLine = new THREE.Line(curveGeometry, curveMaterial); group.add(curveLine); var index = 0; function lineAnimate() { index++; if(index>coordsNum-10) { index = 0; } var offsetData = verArr.slice(index, 10+index); if(offsetData.length > 0) { curveData = new THREE.CatmullRomCurve3(offsetData); curveLine.geometry.vertices = curveData.getPoints(10); curveLine.geometry.verticesNeedUpdate = true; } requestAnimationFrame(lineAnimate); } lineAnimate();*/ } // 监听数据(添加并更新) socket.on('~', function(res) { if($.isEmptyObject(planeMarkers)) { $.each(res, function(i, item) { addPlane(item); }); } else { $.each(res, function(i, item) { if(planeMarkers[item.anum]) { if(item.lng && item.lat) { var pos = getPosition(item.lng, item.lat, 5); planeMarkers[item.anum].position.set(pos.x, pos.y, pos.z); } } else { addPlane(item); } }); } }); } // 地球 function globe() { var globeTextureLoader = new THREE.TextureLoader(); globeTextureLoader.load('images/textures/earth.jpg-600', function (texture) { var globeGgeometry = new THREE.SphereGeometry(200, 100, 100); var globeMaterial = new THREE.MeshStandardMaterial({map: texture}); var globeMesh = new THREE.Mesh(globeGgeometry, globeMaterial); group.add(globeMesh); group.rotation.x = THREE.Math.degToRad(35); group.rotation.y = THREE.Math.degToRad(170); }); } // 星点 function stars() { var starsGeometry = new THREE.Geometry(); for (var i = 0; i <2000; i ++) { var starVector = new THREE.Vector3( THREE.Math.randFloatSpread(2000), THREE.Math.randFloatSpread(2000), THREE.Math.randFloatSpread(2000) ); starsGeometry.vertices.push(starVector); } var starsMaterial = new THREE.PointsMaterial({color: 0x888888}) var starsPoint = new THREE.Points(starsGeometry, starsMaterial); group.add(starsPoint); } // 光 function lights() { var hemisphereLight = new THREE.HemisphereLight(0xffffff, 0x333333, 2); hemisphereLight.position.x = 0; hemisphereLight.position.y = 0; hemisphereLight.position.z = -200; group.add(hemisphereLight); } // 初始化 function init() { container = document.getElementById('zh_globe_container'); scene = new THREE.Scene(); var bgTexture = new THREE.TextureLoader().load("images/textures/starfield.jpg-600"); scene.background = bgTexture; camera = new THREE.PerspectiveCamera(50, winWth/winHgt, 1, 2000); camera.up.x = 0; camera.up.y = 1; camera.up.z = 0; camera.position.x = 0; camera.position.y = 0; camera.position.z = 400; camera.lookAt(0,0,0); group = new THREE.Group(); scene.add(group); // 地球 globe(); // 飞机 plane(); // 星点 stars(); // 半球光 lights(); // 渲染器 renderer = new THREE.WebGLRenderer({antialias: true, preserveDrawingBuffer: true}); renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(winWth, winHgt); container.appendChild(renderer.domElement); // 盘旋控制 var orbitControl = new THREE.OrbitControls(camera, renderer.domElement); orbitControl.minDistrance = 20; orbitControl.maxDistrance = 50; orbitControl.maxPolarAngle = Math.PI/2; // 性能测试 stats = new Stats(); container.appendChild(stats.dom); // resize事件 window.addEventListener('resize', onWindowResize, false); } // 窗口大小改变 function onWindowResize() { camera.aspect = window.innerWidth/window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); } // 渲染 function render() { group.rotation.y -= 0.0005; renderer.render(scene, camera); } // 动画 function animate() { requestAnimationFrame(animate); render(); stats.update(); } init(); animate(); })();

场景背景图

总结

以上就是关于利用three.js绘制地球、飞机、轨迹的全部内容了,希望本文的内容对大家的学习或者工作能带来一定的帮助,如果有疑问大家可以留言交流。

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