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| <template> <transition name="loading"> <div class="loading" v-if="loading"> <div class="content"> <div class="box"> <div class="process" :style="{ width: `${process}%` }"></div> </div> <p>{{ `${process}%` }} Loading......</p> </div> </div> </transition> <div id="canvas" ref="canvas"></div> <div class="website-view" ref="scrollview" @mousewheel="mouseWheelHandle" @DOMMouseScroll="mouseWheelHandle" @scroll="handingScrolling" > <div class="view-page"> <transition name="left"> <div class="title" v-if="elementStatus.pageOnetitle"> 𝟥𝒟 𝒲𝑒𝒷𝒮𝒾𝓉𝑒<br /> 𝒹𝑒𝓂𝑜 </div> </transition> <transition name="top"> <div class="start" v-if="elementStatus.pageOneStart" @click="goNextPage" > ↓ </div> </transition> </div> <div class="view-page"> <transition name="text-fade"> <div class="text" v-if="elementStatus.pageTwoText"> 𝑨 𝑻𝒉𝒓𝒆𝒆𝒋𝒔 3𝑫 𝑾𝒆𝒃𝑺𝒊𝒕𝒆 𝑫𝒆𝒎𝒐, 𝑨 𝑻𝒉𝒓𝒆𝒆𝒋𝒔 3𝑫 𝑾𝒆𝒃𝑺𝒊𝒕𝒆 𝑫𝒆𝒎𝒐, 𝑨 𝑻𝒉𝒓𝒆𝒆𝒋𝒔 3𝑫 𝑾𝒆𝒃𝑺𝒊𝒕𝒆 𝑫𝒆𝒎𝒐, 𝑨 𝑻𝒉𝒓𝒆𝒆𝒋𝒔 3𝑫 𝑾𝒆𝒃𝑺𝒊𝒕𝒆 𝑫𝒆𝒎𝒐, 𝑨 𝑻𝒉𝒓𝒆𝒆𝒋𝒔 3𝑫 𝑾𝒆𝒃𝑺𝒊𝒕𝒆 𝑫𝒆𝒎𝒐, 𝑨 𝒉𝒓𝒆𝒆𝒋𝒔 3𝑫 𝑾𝒆𝒃𝑺𝒊𝒕𝒆 𝑫𝒆𝒎𝒐, 𝑨 𝑻𝒉𝒓𝒆𝒆𝒋𝒔 3𝑫 𝑾𝒆𝒃𝑺𝒊𝒕𝒆 𝑫𝒆𝒎𝒐, 𝑨 𝑻𝒉𝒓𝒆𝒆𝒋𝒔 3𝑫 𝑾𝒆𝒃𝑺𝒊𝒕𝒆 𝑫𝒆𝒎𝒐 </div> </transition> </div> <div class="view-page"> <transition name="left-image-fade"> <img v-if="elementStatus.pageThreeLeftImage" class="left-image" src="https://bu.dusays.com/2023/05/22/646b1f90b338e.jpeg" alt="image" /> </transition> <transition name="header-image-fade"> <div class="header-pic" v-if="elementStatus.pageThreeHeader"> <img src="https://p3-passport.byteimg.com/img/user-avatar/e883ad00f4c080eae18ebdb3c35aa9d8~180x180.awebp" alt="header-pic" /> <p>Caliis Lin</p> </div> </transition> <transition name="right-text-fade"> <div class="right-text" v-if="elementStatus.pageThreeRightText"> 𝑨 𝒕𝒉𝒓𝒆𝒆 𝒋𝒔 𝒅𝒆𝒎𝒐𝒏𝒔𝒕𝒓𝒂𝒕𝒊𝒐𝒏 𝒑𝒓𝒐𝒋𝒆𝒄𝒕 𝒃𝒂𝒔𝒆𝒅 𝒐𝒏 𝑽𝒖𝒆 + 𝑻𝒚𝒑𝒆𝒔𝒄𝒓𝒊𝒑𝒕 + 𝑽𝒊𝒕𝒆, 𝑨 𝒕𝒉𝒓𝒆𝒆 𝒋𝒔 𝒅𝒆𝒎𝒐𝒏𝒔𝒕𝒓𝒂𝒕𝒊𝒐𝒏 𝒑𝒓𝒐𝒋𝒆𝒄𝒕 𝒃𝒂𝒔𝒆𝒅 𝒐𝒏 𝑽𝒖𝒆 + 𝑻𝒚𝒑𝒆𝒔𝒄𝒓𝒊𝒑𝒕 + 𝑽𝒊𝒕𝒆 𝑨 𝒕𝒉𝒓𝒆𝒆 𝒋𝒔 𝒅𝒆𝒎𝒐𝒏𝒔𝒕𝒓𝒂𝒕𝒊𝒐𝒏 𝒑𝒓𝒐𝒋𝒆𝒄𝒕 𝒃𝒂𝒔𝒆𝒅 𝒐𝒏 𝑽𝒖𝒆 + 𝑻𝒚𝒑𝒆𝒔𝒄𝒓𝒊𝒑𝒕 + 𝑽𝒊𝒕𝒆, 𝑨 𝒕𝒉𝒓𝒆𝒆 𝒋𝒔 𝒅𝒆𝒎𝒐𝒏𝒔𝒕𝒓𝒂𝒕𝒊𝒐𝒏 𝒑𝒓𝒐𝒋𝒆𝒄𝒕 𝒃𝒂𝒔𝒆𝒅 𝒐𝒏 𝑽𝒖𝒆 + 𝑻𝒚𝒑𝒆𝒔𝒄𝒓𝒊𝒑𝒕 + 𝑽𝒊𝒕𝒆, 𝑨 𝒕𝒉𝒓𝒆𝒆 𝒋𝒔 𝒅𝒆𝒎𝒐𝒏𝒔𝒕𝒓𝒂𝒕𝒊𝒐𝒏 𝒑𝒓𝒐𝒋𝒆𝒄𝒕 𝒃𝒂𝒔𝒆𝒅 𝒐𝒏 𝑽𝒖𝒆 + 𝑻𝒚𝒑𝒆𝒔𝒄𝒓𝒊𝒑𝒕 + 𝑽𝒊𝒕𝒆, 𝑨 𝒕𝒉𝒓𝒆𝒆 𝒋𝒔 𝒅𝒆𝒎𝒐𝒏𝒔𝒕𝒓𝒂𝒕𝒊𝒐𝒏 𝒑𝒓𝒐𝒋𝒆𝒄𝒕 𝒃𝒂𝒔𝒆𝒅 𝒐𝒏 𝑽𝒖𝒆 + 𝑻𝒚𝒑𝒆𝒔𝒄𝒓𝒊𝒑𝒕 + 𝑽𝒊𝒕𝒆 𝑨 𝒕𝒉𝒓𝒆𝒆 𝒋𝒔 𝒅𝒆𝒎𝒐𝒏𝒔𝒕𝒓𝒂𝒕𝒊𝒐𝒏 𝒑𝒓𝒐𝒋𝒆𝒄𝒕 𝒃𝒂𝒔𝒆𝒅 𝒐𝒏 𝑽𝒖𝒆 + 𝑻𝒚𝒑𝒆𝒔𝒄𝒓𝒊𝒑𝒕 + 𝑽𝒊𝒕𝒆, 𝑨 𝒕𝒉𝒓𝒆𝒆 𝒋𝒔 𝒅𝒆𝒎𝒐𝒏𝒔𝒕𝒓𝒂𝒕𝒊𝒐𝒏 𝒑𝒓𝒐𝒋𝒆𝒄𝒕 𝒃𝒂𝒔𝒆𝒅 𝒐𝒏 𝑽𝒖𝒆 + 𝑻𝒚𝒑𝒆𝒔𝒄𝒓𝒊𝒑𝒕 + 𝑽𝒊𝒕𝒆, 𝑨 𝒕𝒉𝒓𝒆𝒆 𝒋𝒔 𝒅𝒆𝒎𝒐𝒏𝒔𝒕𝒓𝒂𝒕𝒊𝒐𝒏 𝒑𝒓𝒐𝒋𝒆𝒄𝒕 𝒃𝒂𝒔𝒆𝒅 𝒐𝒏 𝑽𝒖𝒆 + 𝑻𝒚𝒑𝒆𝒔𝒄𝒓𝒊𝒑𝒕 + 𝑽𝒊𝒕𝒆 𝑨 𝒕𝒉𝒓𝒆𝒆 𝒋𝒔 𝒅𝒆𝒎𝒐𝒏𝒔𝒕𝒓𝒂𝒕𝒊𝒐𝒏 𝒑𝒓𝒐𝒋𝒆𝒄𝒕 𝒃𝒂𝒔𝒆𝒅 𝒐𝒏 𝑽𝒖𝒆 + 𝑻𝒚𝒑𝒆𝒔𝒄𝒓𝒊𝒑𝒕 + 𝑽𝒊𝒕𝒆, 𝑨 𝒕𝒉𝒓𝒆𝒆 𝒋𝒔 𝒅𝒆𝒎𝒐𝒏𝒔𝒕𝒓𝒂𝒕𝒊𝒐𝒏 𝒑𝒓𝒐𝒋𝒆𝒄𝒕 𝒃𝒂𝒔𝒆𝒅 𝒐𝒏 𝑽𝒖𝒆 + 𝑻𝒚𝒑𝒆𝒔𝒄𝒓𝒊𝒑𝒕 + 𝑽𝒊𝒕𝒆 </div> </transition> </div> <div class="view-page"> <div class="background"></div> <transition name="a-left-text-fade"> <a v-if="elementStatus.pageFourALeftText" href="https://ljn1998codeing.love" target="_blank" class="my-blog" >Visite my blog: https://ljn1998codeing.love</a > </transition> <transition name="a-right-text-fade"> <a v-if="elementStatus.pageFourArightText" href="https://juejin.cn/user/4274499823866622" target="_blank" class="juejin" >Visite juejin: https://juejin.cn/user/4274499823866622</a > </transition> </div> <div class="view-page"> <button class="explorar" @click="explorarModel">EXPLORAR</button> </div> </div> <button class="quit" @click="quitExporarModel(buttonText.key)" v-if="elementStatus.quitButton" > {{ buttonText.value }} </button> </template>
<script lang="ts" setup> import * as THREE from "three"; import Stats from "stats.js"; import { OrbitControls } from "three/examples/jsm/controls/OrbitControls"; import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader"; import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader"; import { nextTick, ref, reactive } from "vue"; import { getAssetsFile } from "../utils"; import gsap from "gsap";
type Info = { text?: string; otherScene?: boolean; ware?: boolean; size?: number; _s?: number; };
type PointType = { x: number; y: number; z: number; } & Info;
type NewObject3d = THREE.Object3D<THREE.Event> & Info;
const canvas = ref<any>(null); // 画布 const scrollview = ref<any>(null); // 滚动视图 // 页面滚动数据 const pageScrollingData = reactive({ scrollviewHeight: 0, // 滚动视图高度 pageHeight: 0, // 每页高度 totalPage: 5, // 总页数 currentPage: 1, // 当前页面 isScrolling: false, // 是否正在滚动 scrollPos: 0, // 滚轮滚动位置 ending: false, // 是否滚动到底部 }); let scene: THREE.Scene; // 场景
let camera: THREE.PerspectiveCamera; // 相机 let cameraPostion: THREE.Vector3; // 相机位置 let cameraFov: number = 45; // 相机广角
let renderer: THREE.WebGLRenderer; // 渲染器 let controls: any; // 控制器 let stats: any;
let buildingModel: THREE.Group; // 建筑模型 let originalModelPos = ref<THREE.Vector3>(new THREE.Vector3(0, 0, 0)); const pointGroup: THREE.Group = new THREE.Group(); // 标点 pointGroup.name = "pointGroup"; const angle = ref(0);
const manager = new THREE.LoadingManager(); // 加载器管理器 const textureLoader: THREE.TextureLoader = new THREE.TextureLoader(manager); // 纹理加载器 let skyEnvMap: THREE.CubeTexture;
const dracoLoader: DRACOLoader = new DRACOLoader(); dracoLoader.setDecoderPath("draco/"); dracoLoader.preload();
const gltfLoader: GLTFLoader = new GLTFLoader(manager); gltfLoader.setDRACOLoader(dracoLoader);
// 控制页面元素数据 const elementStatus = reactive({ pageOnetitle: false, pageOneStart: false, pageTwoText: false, pageThreeLeftImage: false, pageThreeHeader: false, pageThreeRightText: false, pageFourALeftText: false, pageFourArightText: false, quitButton: false, }); const buttonText = reactive({ key: 1, value: "QUIT", });
const process = ref<number>(0); // 加载进度 const loading = ref<boolean>(true); // 加载中
manager.onProgress = function (item, loaded, total) { let value = Math.round((loaded / total) * 100); process.value = Math.ceil(value);
if (value === 100) { setTimeout(() => { loading.value = false; handingElementshow(); }, 1500); } };
nextTick(() => { initScrollViewData(); initScene(); initCamera(canvas.value.clientWidth, canvas.value.clientHeight); initRenderer(canvas.value.clientWidth, canvas.value.clientHeight); // initAxesHelper(); initControls(); // initStats(); render(); initLight(); loadBuildingModel(); }); // 初始化滚动视图数据 const initScrollViewData = (): void => { // 每一页高度 = 浏览器窗口viewport的高度 pageScrollingData.pageHeight = window.innerHeight; // 滚动视图总高度 = 每页高度 * 总页数 pageScrollingData.scrollviewHeight = pageScrollingData.pageHeight * pageScrollingData.totalPage; }; // 初始化场景 const initScene = (): void => { scene = new THREE.Scene(); // 天空图图片集合,指定顺序pos-x, neg-x, pos-y, neg-y, pos-z, neg-z const skyBg = [ getAssetsFile("sky/px.jpg"), getAssetsFile("sky/nx.jpg"), getAssetsFile("sky/py.jpg"), getAssetsFile("sky/ny.jpg"), getAssetsFile("sky/pz.jpg"), getAssetsFile("sky/nz.jpg"), ]; const cubeLoader: THREE.CubeTextureLoader = new THREE.CubeTextureLoader( manager ); skyEnvMap = cubeLoader.load(skyBg); // 设置场景背景 scene.background = skyEnvMap; }; // 初始化相机 const initCamera = (width: number, height: number): void => { camera = new THREE.PerspectiveCamera(cameraFov, width / height, 1, 1000);
cameraPostion = new THREE.Vector3(0, -13, 48); camera.position.copy(cameraPostion);
scene.add(camera); }; // 初始化渲染器 const initRenderer = (width: number, height: number): void => { renderer = new THREE.WebGLRenderer({ antialias: true, // 抗锯齿 }); renderer.setSize(width, height); // 指定输出编码格式,当设置renderer.outputEncoding为sRGBEncoding时,渲染器会将输出的颜色值转换为sRGB格式,以便正确呈现在屏幕上 renderer.outputEncoding = THREE.sRGBEncoding; canvas.value.appendChild(renderer.domElement); renderer.render(scene, camera); }; // 初始化轴辅助线 const initAxesHelper = (): void => { const axesHelper: THREE.AxesHelper = new THREE.AxesHelper(50); scene.add(axesHelper); }; // 初始化灯光 const initLight = (): void => { // 环境光 const ambientLight: THREE.AmbientLight = new THREE.AmbientLight( new THREE.Color("rgb(255, 255, 255)") ); // 平行光 const directionalLight: THREE.DirectionalLight = new THREE.DirectionalLight( new THREE.Color("rgb(255, 99, 71)"), 2 // 光照强度为2 ); directionalLight.position.set(-220, 30, 50);
scene.add(ambientLight, directionalLight); }; // 加载建筑模型 const loadBuildingModel = (): void => { gltfLoader.load(getAssetsFile("building/building.glb"), (gltf) => { // 保存模型初始位置 originalModelPos.value = new THREE.Vector3(14, -40.8, 0); // 设置模型位置 gltf.scene.position.copy(originalModelPos.value); // 设置模型旋转角度 const currentRotation = gltf.scene.rotation.clone(); const newRotation = new THREE.Euler( currentRotation.x, currentRotation.y - (131 * Math.PI) / 180, currentRotation.z, currentRotation.order ); gltf.scene.rotation.copy(newRotation);
// 循环模型内Mesh并找到窗户所属的Mesh,设置该Mesh中材质的环境贴图以及环境贴图的强度 const ObjectGroup = gltf.scene.children; for (let i = 0; i < ObjectGroup.length; i++) { if ( ObjectGroup[i] instanceof THREE.Group && ObjectGroup[i].name === "AB1_OBJ_02" ) { ObjectGroup[i].children && ObjectGroup[i].children.forEach((item) => { if (item instanceof THREE.Mesh && item.name === "AB1_OBJ_02_1") { item.material.envMap = skyEnvMap; item.material.envMapIntensity = 0.5; } }); } }
// 保存模型数据,后面设置动画会直接使用到 buildingModel = gltf.scene;
scene.add(buildingModel); }); }; // 初始化控制器 const initControls = (): void => { controls = new OrbitControls(camera, renderer.domElement);
// 控制器是否相应 controls.enabled = false; // 使动画循环使用时阻尼或自转 意思是否有惯性 controls.enableDamping = true; // 是否可以缩放 controls.enableZoom = true; // 是否自动旋转 controls.autoRotate = false; // 自转速度 controls.autoRotateSpeed = 0.1; // 是否开启右键拖拽 controls.enablePan = true; // 摄像机缩放的速度 controls.zoomSpeed = 1; }; // 初始化状态监控 const initStats = (): void => { stats = new Stats(); canvas.value.appendChild(stats.dom); }; // 渲染 const render = (): void => { stats && stats.update();
controls.update(); renderer.render(scene, camera);
// 涟漪动画 const pointGroup = scene.children.find((item) => item.name === "pointGroup"); // 查找标点组合 if (pointGroup) { // 组合存在 const wave: any = pointGroup.children.length && pointGroup.children.find((sprite) => sprite.name === "wave"); // 找到涟漪精灵 if (wave) { // 修改精灵的大小和材质的透明度达到涟漪的效果 wave._s += 0.01; wave.scale.set( wave.size * wave._s, wave.size * wave._s, wave.size * wave._s ); if (wave._s <= 1.5) { //mesh._s=1,透明度=0 mesh._s=1.5,透明度=1 wave.material.opacity = (wave._s - 1) * 2; } else if (wave._s > 1.5 && wave._s <= 2) { //mesh._s=1.5,透明度=1 mesh._s=2,透明度=0 wave.material.opacity = 1 - (wave._s - 1.5) * 2; } else { wave._s = 1.0; } } }
if (elementStatus.quitButton) { spriteVisible(); }
requestAnimationFrame(render); }; // 页面移动方向处理 const pageTurning = (direction: boolean): void => { if (direction) { // 往上滚动时,判断当前页码 + 1 是否 <= 总页码 ?? 页码 + 1,执行页面滚动操作, if (pageScrollingData.currentPage + 1 <= pageScrollingData.totalPage) { pageScrollingData.currentPage += 1; pageMove(pageScrollingData.currentPage); } } else { // 同样往下滚动时,判断当前页码 - 1 是否 > 0 ?? 页码 - 1,执行页面滚动操作 if (pageScrollingData.currentPage - 1 > 0) { pageScrollingData.currentPage -= 1; pageMove(pageScrollingData.currentPage); } } }; // 页面滚动 const pageMove = (pageNo: number): void => { // 设置滚动状态 pageScrollingData.isScrolling = true; // 计算滚动高度 const scrollHeight = -(pageNo - 1) * pageScrollingData.pageHeight + "px"; // 设置css样式 scrollview.value.style.transform = `translateY(${scrollHeight})`; // 重新设置下当前页码 pageScrollingData.currentPage = pageNo; handingScrolling(); // 定时器做一个防抖,避免一秒内多次触发 setTimeout(() => { pageScrollingData.isScrolling = false; }, 1500); }; // 鼠标滚轮滚动控制 const mouseWheelHandle = (event: any): void | boolean => { const evt = event || window.event; // 阻止默认事件 if (evt.stopPropagation) { evt.stopPropagation(); } else { evt.returnValue = false; } // 当前正在滚动中则不做任何操作 if (pageScrollingData.isScrolling) { return false; } const e = event.originalEvent || event; // 记录滚动位置 pageScrollingData.scrollPos = e.deltaY || e.detail; if (pageScrollingData.scrollPos > 0) { // 当鼠标滚轮向上滚动时 pageTurning(true); } else if (pageScrollingData.scrollPos < 0) { // 当鼠标滚轮向下滚动时 pageTurning(false); } }; // 点击下一页 const goNextPage = (): void => { pageScrollingData.currentPage += 1; pageMove(pageScrollingData.currentPage); }; // 滚动时相机和模型动画 const handingScrolling = (): void => { // 判断是否滚动到最后一页,因为第3、4页模型的位置是不需要改变,也就是没有相对应地模型动画,所以当前页面是最后一页时,那么只能玩上滚动,并且需要执行第二页的模型动画 const pos = pageScrollingData.ending ? 2 - 1 : pageScrollingData.currentPage - 1; // 计算新的模型位置 const newModelPos: THREE.Vector3 = originalModelPos.value && originalModelPos.value .clone() .add(new THREE.Vector3(pos * 10, pos * 8.6, pos * 13)); // 当前为第一页时,模型位置设置为初始值 if (pageScrollingData.currentPage === 1) { newModelPos.copy(originalModelPos.value); } if (pageScrollingData.currentPage <= 2 || pageScrollingData.ending) { // 当前页码 <= 第2页时 或者 页面滚动到最底部,执行该动画 gsap.to(camera.position, { x: pos * 18, y: cameraPostion.y + pos * 14, ease: "Power2.inOut", duration: 1, }); gsap.to(buildingModel.position, { x: newModelPos.x, y: newModelPos.y, z: newModelPos.z, ease: "Power2.inOut", duration: 1, }); pageScrollingData.ending = false; } else if (pageScrollingData.currentPage === 5) { // 当前页码 === 第5页时,执行该动画 gsap.to(camera.position, { x: -24, y: -30, ease: "Power2.inOut", duration: 1, }); gsap.to(buildingModel.position, { x: -6, y: -59, z: 18, ease: "Power2.inOut", duration: 1, }); pageScrollingData.ending = true; } // 控制页面元素显示隐藏 handingElementshow(); }; // 处理元素出现或隐藏 const handingElementshow = (): void => { setTimeout(() => { switch (pageScrollingData.currentPage) { case 1: elementStatus.pageOnetitle = true; elementStatus.pageOneStart = true; elementStatus.pageTwoText = false; break; case 2: elementStatus.pageOnetitle = false; elementStatus.pageOneStart = false; elementStatus.pageTwoText = true; elementStatus.pageThreeLeftImage = false; elementStatus.pageThreeHeader = false; elementStatus.pageThreeRightText = false; break; case 3: elementStatus.pageTwoText = false; elementStatus.pageThreeLeftImage = true; elementStatus.pageThreeHeader = true; elementStatus.pageThreeRightText = true; elementStatus.pageFourALeftText = false; elementStatus.pageFourArightText = false; break; case 4: elementStatus.pageThreeLeftImage = false; elementStatus.pageThreeHeader = false; elementStatus.pageThreeRightText = false; elementStatus.pageFourALeftText = true; elementStatus.pageFourArightText = true; break; case 5: elementStatus.pageFourALeftText = false; elementStatus.pageFourArightText = false; break; } }, 1000); }; // 探索模型 const explorarModel = (): void => { // 设置三维容器层级 canvas.value.style.zIndex = 1;
// 相机动画改变相机位置 const cameraGasp: gsap.core.Tween = gsap.to(camera.position, { x: -6, y: 6, z: 80, ease: "Power0.inOut", duration: 2, onUpdate: () => { // 因为在第二场景设置了相机的fov属性,所以这里需要将fov属性恢复到原来的状态 if (cameraFov < 50 && buttonText.key === 2) { cameraFov -= 1; camera.fov = cameraFov; camera.updateProjectionMatrix();
elementStatus.quitButton = true; } }, onComplete: () => { if (buttonText.key === 2) { buttonText.key = 1; buttonText.value = "QUIT"; elementStatus.quitButton = true; } }, }); // 模型动画改变模型位置 const buildingGasp: gsap.core.Tween = gsap.to(buildingModel.position, { x: 0, y: -22, z: 0, ease: "Power0.inOut", duration: 2, }); // 控制器中心点 const controlsGasp: gsap.core.Tween = gsap.to(controls.target, { x: 0, y: 0, z: 0, ease: "Power0.inOut", duration: 1, }); // 等待执行 const delayedCall: Promise<unknown> = new Promise((resolve) => { gsap.delayedCall(1, resolve); }); // 当所有动画执行完成时的操作 Promise.all([cameraGasp, buildingGasp, controlsGasp, delayedCall]) .then(() => { elementStatus.quitButton = true; // 展示退出探索按钮 controls.enabled = true; // 开启控制器交互 controls.maxPolarAngle = Math.PI / 2 - 0.01; // 设置垂直旋转的角度的上限 controls.autoRotate = true; // 开启自动旋转 controls.minDistance = 40; // 设置相机向内移动上限 controls.maxDistance = 86; // 设置相机向外移动上限 addPointWithModel(); }) .catch((err) => { console.log(err); }); }; // 给模型添加标点 const addPointWithModel = (): void => { // 标点数据 const pointArr: PointType[] = [ { x: -16.979381448617573, y: -19.167911412787436, z: 1.4417293738365617, text: "aaaaa", }, { x: 4.368890112320235, y: -12.020210823358955, z: 10.590562296036955, text: "bbbbb", }, { x: -4.655517564465063, y: 12.146541899849993, z: 11.879293977258593, ware: true, // 是否展示涟漪动画 otherScene: true, // 是否可以前往下一个场景 text: "ccccc", // 弹框展示的文字 }, ]; // 贴图加载 const circleTexture: THREE.Texture = textureLoader.load( getAssetsFile("building/sprite.png") ); const waveTexture: THREE.Texture = textureLoader.load( getAssetsFile("wave.png") ); // 遍历标点数据创建精灵标点 pointArr.forEach((item: PointType) => { const spriteMaterial: THREE.SpriteMaterial = new THREE.SpriteMaterial({ map: circleTexture, }); const sprite: THREE.Sprite & Info = new THREE.Sprite(spriteMaterial); sprite.name = "point"; sprite.text = item.text; sprite.otherScene = item.otherScene; sprite.position.set(item.x, item.y + 0.2, item.z + 2); sprite.scale.set(1.4, 1.4, 1);
// 需要涟漪动画则要创建一个涟漪精灵 if (item.ware) { const waveMaterial: THREE.SpriteMaterial = new THREE.SpriteMaterial({ map: waveTexture, color: new THREE.Color("rgb(255, 255, 255)"), transparent: true, opacity: 1.0, side: THREE.DoubleSide, depthWrite: false, }); let waveSprite: THREE.Sprite & Info = new THREE.Sprite(waveMaterial); waveSprite.name = "wave"; waveSprite.text = item.text; waveSprite.otherScene = item.otherScene; waveSprite.size = 8 * 0.3; waveSprite._s = Math.random() * 1.0 + 1.0;
waveSprite.position.set(item.x, item.y + 0.2, item.z + 2);
pointGroup.add(waveSprite); }
pointGroup.add(sprite); });
scene.add(pointGroup); }; // 退出探索模型 const quitExporarModel = (key: number): void => { if (key === 1) { // 探索模型处于第一个场景时 // 移除标点 scene.remove(pointGroup); // 设置三维容器层级 canvas.value.style.zIndex = -1; // 隐藏退出按钮 elementStatus.quitButton = false; // 把控制器一些参数设置回初始值 controls.maxPolarAngle = Math.PI; controls.enabled = false; controls.autoRotate = false; controls.minDistance = 0; controls.maxDistance = Infinity; // 执行动画操作 gsap.to(camera.position, { x: -24, y: -30, z: 48, ease: "Power0.inOut", duration: 1, }); gsap.to(buildingModel.position, { x: -6, y: -59, z: 18, ease: "Power0.inOut", duration: 1, }); gsap.to(controls.target, { x: 0, y: 0, z: 0, ease: "Power0.inOut", duration: 1, }); } else if (key === 2) { // 探索模型处于第二个场景时 elementStatus.quitButton = false; explorarModel(); } }; // 检测鼠标与模型标点相交 const detectionMouseIntersectPoint = ( event: any, // 鼠标事件参数 isClick?: boolean // 是否点击,用于判断是mousemove还是mouseclick ): void => { if (!elementStatus.quitButton) return; // 创建射线 const raycaster = new THREE.Raycaster(); // 将终点设置为固定的点 const rayEndpoint = new THREE.Vector3(0, 0, 0); // 创建鼠标向量 const mouse = new THREE.Vector2(); // 计算鼠标点击位置的归一化设备坐标(NDC) // NDC 坐标系的范围是 [-1, 1],左下角为 (-1, -1),右上角为 (1, 1) if (!canvas.value) return; mouse.x = (event.clientX / canvas.value.clientWidth) * 2 - 1; mouse.y = -(event.clientY / canvas.value.clientHeight) * 2 + 1;
// 更新射线的起点和方向 raycaster.setFromCamera(mouse, camera); // 将终点设置为距离相机100的位置 raycaster.ray.at(100, rayEndpoint);
// 计算射线与场景中的所有标点相交 const intersects = raycaster.intersectObjects(pointGroup.children, true);
// 如果存在相交点,则获取第一个相交点的坐标 if (intersects.length > 0) { const object: NewObject3d = intersects[0].object; // 获取标点在屏幕上的位置 const point = new THREE.Vector3().copy(object.position); // 标点从三维空间投影到二维屏幕上 point.project(camera); // 判断下如果标点是隐藏状态就不做任何操作 if (!object.visible) return;
// isClick判断是否是点击事件,buttonText.key判断当前在第一场景还是第二场景 if (isClick && buttonText.key !== 2) { // 监听点击事件所执行逻辑 if (!object.otherScene) return; goOtherScene(object); } else { if (buttonText.key !== 2) { addTipElementOrRemove(object, point, true); } } } else { if (isClick) return; addTipElementOrRemove(null, null, false); } }; // 添加或移除提示信息框 const addTipElementOrRemove = ( object: NewObject3d | null, // 鼠标拾取到的对象 point: THREE.Vector3 | null, // 对象在屏幕上的位置 status: boolean // 状态 添加true 移除false ): void => { // 获取文档中ID为tooltip的元素 const tooltipElement: HTMLElement | null = document.getElementById("tooltip"); // 状态是true并且元素已存在,就不再执行添加操作 if (status && tooltipElement) return; // 状态是true并且元素不存在执行添加操作 if (!tooltipElement && status) { const tooltipDiv: HTMLElement = document.createElement("div"); tooltipDiv.innerHTML = (object && object.text) || ""; tooltipDiv.setAttribute("id", "tooltip"); tooltipDiv.style.position = "absolute"; tooltipDiv.style.left = `${ point && ((point.x + 1) * canvas.value.clientWidth) / 2 + 10 }px`; tooltipDiv.style.top = `${ point && ((-point.y + 1) * canvas.value.clientHeight) / 2 + 10 }px`; tooltipDiv.style.zIndex = "100"; tooltipDiv.style.padding = "4px 6px"; tooltipDiv.style.fontSize = "12px"; tooltipDiv.style.backgroundColor = "rgba(0, 0, 0, 0.7)"; tooltipDiv.style.border = "1px solid #ffffff"; tooltipDiv.style.borderRadius = "6px";
canvas.value.appendChild(tooltipDiv); } else { // 状态为false并且元素存在执行移除操作 if (!status && tooltipElement) { canvas.value.removeChild(tooltipElement); } } }; // 判断模型是否遮挡精灵 const spriteVisible = (): void => { // 创建一个Raycaster对象 const raycaster = new THREE.Raycaster(); raycaster.camera = camera;
// 精灵标点集合 const spriteArr: THREE.Object3D<THREE.Event>[] = []; pointGroup.children.forEach((sprite) => { spriteArr.push(sprite); });
for (let i = 0; i < spriteArr.length; i++) { const sprite: THREE.Object3D<THREE.Event> = spriteArr[i];
// 将Sprite的位置作为射线的起点 // 创建一个新的 Vector3 对象,然后使用 setFromMatrixPosition 方法将该对象设置为 Sprite 对象在世界坐标系下的位置 // 最终得到一个 Vector3 对象,表示了 Sprite 对象在世界坐标系下的位置。这个位置可以用于计算精灵与相机的相对位置,或者用于计算精灵的旋转方向 const spritePosition: THREE.Vector3 = new THREE.Vector3().setFromMatrixPosition(sprite.matrixWorld); const rayOrigin: THREE.Vector3 = spritePosition.clone();
// 将摄像机位置作为射线的终点 const cameraPosition: THREE.Vector3 = new THREE.Vector3().setFromMatrixPosition(camera.matrixWorld); // 计算spritePosition指向cameraPosition的单位向量代码 // ameraPosition.clone() 将 cameraPosition 对象进行克隆,得到一个新的 Vector3 对象。这么做是为了避免修改原始的 cameraPosition 对象 // sub(spritePosition) 将 spritePosition 对象从上一步得到的新的 Vector3 对象中减去,得到一个指向 spritePosition 的向量 // normalize():将上一步得到的指向 spritePosition 的向量进行标准化,得到一个单位向量,即长度为 1 的向量 const rayDirection: THREE.Vector3 = cameraPosition .clone() .sub(spritePosition) .normalize();
// 设置射线的起点和方向 raycaster.set(rayOrigin, rayDirection);
// 检查是否存在与Sprite相交的物体 const intersects = raycaster.intersectObjects(buildingModel.children, true); let isOccluded = false;
for (let j = 0; j < intersects.length; j++) { const intersection = intersects[j]; const object = intersection.object; if (object !== sprite && object.name !== "Plane") { // 当前相交对象不是Sprite,那Sprite被遮挡了 isOccluded = true; break; } }
// 如果Sprite被遮挡了,将其隐藏,因为不能直接用gasp操作sprite.visible属性,所以只能改变opacity属性,并且当执行完成时需要隐藏精灵,要不然射线还会选到 if (isOccluded) { gsap.to((sprite as THREE.Sprite).material, { opacity: 0, ease: "Power0.inOut", duration: 0.5, onComplete: () => { sprite.visible = false; }, }); } else { gsap.to((sprite as THREE.Sprite).material, { opacity: 1, ease: "Power0.inOut", duration: 0.5, onComplete: () => { sprite.visible = true; }, }); } } }; // 点击前往第二个场景 const goOtherScene = (object: NewObject3d): void => { // 设置控制器属性 controls.enabled = false; controls.enableZoom = false; controls.autoRotate = false; controls.minDistance = 0; controls.maxDistance = Infinity;
// 遍历建筑模型,找到第二场景的位置 buildingModel.traverse((child) => { if (child.name === "Area002") { const newPosition = new THREE.Vector3(); child.updateMatrixWorld();
newPosition.setFromMatrixPosition(child.matrixWorld);
// 设置controls的中心点 controls.target.set(newPosition.x, newPosition.y, newPosition.z);
elementStatus.quitButton = false;
// 相机动画 gsap.to(camera.position, { x: newPosition.x - 4, y: newPosition.y + 2, z: newPosition.z, ease: "Power0.inOut", duration: 1, onUpdate: () => { // 设置相机的广角 if (cameraFov < 50) { cameraFov += 1; camera.fov = cameraFov; camera.updateProjectionMatrix(); } }, onComplete: () => { controls.enabled = true; elementStatus.quitButton = true; buttonText.key = 2; buttonText.value = "OUT"; }, }); } }); };
// 监听鼠标移动事件 window.addEventListener("mousemove", detectionMouseIntersectPoint, false);
// 监听鼠标点击事件 window.addEventListener( "click", (event) => detectionMouseIntersectPoint(event, true), false );
window.addEventListener("resize", () => { // 更新摄像机 camera.aspect = canvas.value.clientWidth / canvas.value.clientHeight; // 更新摄像机投影矩阵 camera.updateProjectionMatrix(); // 更新渲染器 renderer.setSize(canvas.value.clientWidth, canvas.value.clientHeight); // 设置渲染器的像素比 renderer.setPixelRatio(window.devicePixelRatio); }); </script>
<style lang="less" scoped> #canvas { position: fixed; top: 0; left: 0; z-index: -1; } .website-view { width: 100vw; height: 100vh; transition: all linear 1s; .view-page { position: relative; width: 100vw; height: 100vh; .title { position: absolute; top: 50%; left: 10%; transform: translateY(-50%); font-size: 8vw; letter-spacing: -2px; line-height: 8vw; color: #a5a2a2; user-select: none; } .start { position: absolute; top: 70%; left: 14%; width: 4vw; height: 4vw; text-align: center; line-height: 4vw; color: #a5a2a2; font-size: 20px; border: 1px solid #724b40; border-radius: 100%; cursor: pointer; user-select: none; } .text { position: absolute; left: 6%; top: 50%; transform: translateY(-50%); width: 40%; line-height: 40px; font-family: "Archivo"; font-weight: 100; font-size: 26px; color: #304150; } .left-image { position: absolute; left: 10%; top: 50%; transform: translateY(-50%); width: 36%; } .header-pic { position: absolute; left: 40%; top: 50%; transform: translateY(-50%) scale(1); width: 14%; color: #c6c0be; img { width: 100%; background-color: rgb(215, 215, 215); } p { text-align: center; font-size: 30px; } }
.right-text { position: absolute; right: 10%; width: 32%; color: #f9f0ec; font-size: 26px; } .background { width: 100vw; height: 100vh; background-color: #2c242efa; opacity: 0.8; } .my-blog, .juejin { font-size: 36px; font-weight: bold; font-family: "Archivo"; } .my-blog { position: absolute; top: 40%; left: 10%; color: #ffffff; } .juejin { position: absolute; bottom: 40%; right: 10%; color: #d2a884; } .explorar { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%) scale(1); width: 160px; height: 160px; line-height: 50px; text-align: center; border-radius: 100%; background-color: #ffffff; font-family: "Archivo"; color: #000000; transition: 1.1s cubic-bezier(0.19, 1, 0.22, 1); outline: 0; &:hover { transform: translate(-50%, -50%) scale(1.2); cursor: pointer; } } } } .quit { position: absolute; bottom: 4%; left: 50%; transform: translateX(-50%); width: 70px; height: 70px; background-color: #ffffff; color: #000000; text-align: center; font-size: 14px; font-weight: bolder; border-radius: 100%; transition: 1.1s cubic-bezier(0.19, 1, 0.22, 1); outline: 0; z-index: 10; &:hover { transform: translateX(-50%) scale(1.2); cursor: pointer; } }
.left-enter-active { animation: leftEnter 1s linear 0s; } .left-leave-active { animation: leftLeave 1s linear 0s; } @keyframes leftEnter { 0% { opacity: 0; transform: translate(-100px, -50%); } 100% { opacity: 1; transform: translate(0, -50%); } } @keyframes leftLeave { 0% { opacity: 1; transform: translate(0, -50%); } 100% { opacity: 0; transform: translate(-100px, -50%); } }
.top-enter-active { animation: topEnter 1s linear 0s; } .top-leave-active { animation: topLeave 1s linear 0s; } @keyframes topEnter { 0% { opacity: 0; top: 100%; } 100% { opacity: 1; top: 70%; } } @keyframes topLeave { 0% { opacity: 1; top: 70%; } 100% { opacity: 0; top: 100%; } } .text-fade-enter-active { animation: textFadeEnter 1s linear 0s; } .text-fade-leave-active { animation: textFadeLeave 1s linear 0s; } @keyframes textFadeEnter { 0% { opacity: 0; left: 20%; } 100% { opacity: 1; left: 6%; } } @keyframes textFadeLeave { 0% { opacity: 1; left: 6%; } 100% { opacity: 0; left: 20%; } } .left-image-fade-enter-active { animation: leftImageFadeEnter 1s linear 0s; } .left-image-fade-leave-active { animation: leftImageFadeLeave 1s linear 0s; } @keyframes leftImageFadeEnter { 0% { opacity: 0; left: -6%; } 50% { opacity: 0.5; left: 8%; } 100% { opacity: 1; left: 10%; } } @keyframes leftImageFadeLeave { 0% { opacity: 1; left: 10%; } 50% { opacity: 0.5; left: 8%; } 100% { opacity: 0; left: -6%; } } .header-image-fade-enter-active { animation: headerImageFadeEnter 1s linear 0s; } .header-image-fade-leave-active { animation: headerImageFadeLeave 1s linear 0s; } @keyframes headerImageFadeEnter { 0% { opacity: 0; transform: translateY(-50%) scale(2); } 50% { opacity: 0.5; transform: translateY(-50%) scale(1.5); } 100% { opacity: 1; transform: translateY(-50%) scale(1); } } @keyframes headerImageFadeLeave { 0% { opacity: 1; transform: translateY(-50%) scale(1); } 50% { opacity: 0.5; transform: translateY(-50%) scale(1.5); } 100% { opacity: 0; transform: translateY(-50%) scale(2); } } .right-text-fade-enter-active { animation: rightTextFadeEnter 1s linear 0s; } .right-text-fade-leave-active { animation: rightTextFadeLeave 1s linear 0s; } @keyframes rightTextFadeEnter { 0% { opacity: 0; right: -10%; } 50% { opacity: 0.5; right: 0%; } 100% { opacity: 1; right: 10%; } } @keyframes rightTextFadeLeave { 0% { opacity: 1; right: 10%; } 50% { opacity: 0.5; right: 0%; } 100% { opacity: 0; right: -10%; } } .a-left-text-fade-enter-active { animation: aLeftTextFadeEnter 1s linear 0s; } .a-left-text-fade-leave-active { animation: aLeftTextFadeLeave 1s linear 0s; } @keyframes aLeftTextFadeEnter { 0% { opacity: 0; left: -10%; } 50% { opacity: 0.5; left: 0%; } 100% { opacity: 1; left: 10%; } } @keyframes aLeftTextFadeLeave { 0% { opacity: 1; left: 10%; } 50% { opacity: 0.5; left: 0%; } 100% { opacity: 0; left: -10%; } } .a-right-text-fade-enter-active { animation: aRightTextFadeEnter 1s linear 0s; } .a-right-text-fade-leave-active { animation: aRightTextFadeLeave 1s linear 0s; } @keyframes aRightTextFadeEnter { 0% { opacity: 0; right: -10%; } 50% { opacity: 0.5; right: 0%; } 100% { opacity: 1; right: 10%; } } @keyframes aLeftTextFadeLeave { 0% { opacity: 1; right: 10%; } 50% { opacity: 0.5; right: 0%; } 100% { opacity: 0; right: -10%; } }
.loading { position: fixed; top: 0; left: 0; bottom: 0; right: 0; background: #333333; z-index: 100000;
.content { position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); width: 30%;
.box { width: 100%; height: 30px; background: #1e1d1d; border-radius: 30px; box-shadow: 0 0 4px 4px #ffffff3c; overflow: hidden;
.process { width: 0%; height: 100%; background-image: linear-gradient(45deg, #0a9798 0%, #0b75cf 100%); transition: all 1s; } }
p { padding-top: 10px; } } }
.loading-leave-active { animation: loadingLeave 2s linear 0s; } @keyframes loadingLeave { 0% { opacity: 1; top: 0%; } 50% { opacity: 0.5; top: -50%; } 100% { opacity: 0; top: -100%; } } </style>
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