在上一篇文章 threejs 都有些啥 搭建的场景的基础上,咱们尝试做一个简单的自动泊车,进一步探究下 threejs 中还有哪些东西
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