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PHP3d地球,three.js绘制地球、飞机与轨迹的效果示例

發布時間:2023/12/15 php 17 豆豆
生活随笔 收集整理的這篇文章主要介紹了 PHP3d地球,three.js绘制地球、飞机与轨迹的效果示例 小編覺得挺不錯的,現在分享給大家,幫大家做個參考.

對于three.js不太熟悉的朋友們可以參考這篇文章,threejs官網:https://threejs.org/

首先我們來看下要實現的效果

這個縮小后的圖片,下面我們來看下近距離的動態效果。。

效果比較簡陋,需要后期再處理。。。

下面進入主題,代碼篇。。

HTML部分:

全球航班

html{overflow: hidden;}

body { margin: 0;}

JS部分(globe.js)

1、實現地球

地球貼圖(可以在網上下載)

// 地球

function globe() {

var globeTextureLoader = new THREE.TextureLoader();

globeTextureLoader.load('images/textures/earth.jpg', 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(這里使用的是半球光)

// 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、添加星點

// 星點

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、添加飛機

這里需要我們把 經緯度坐標 轉成 xyz 坐標

// 獲取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};

}

畫飛機

// 飛機形狀(不想畫的,可以下載個 飛機模型 使用加載器加載進來)

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);

// 飛機材質

var planeMaterial = new THREE.MeshPhongMaterial({color: 0x0FB4DD, side: THREE.DoubleSide, depthTest: true});

depthTest作用是能否透過球體看到飛機,如果是false則旋轉到球體另一面也能看到飛機

添加飛機

// 添加飛機

function addPlane(item) {

if(item.anum && item.lng && item.lat) {

var plane = new THREE.Mesh(planeGeometry, planeMaterial);

// 旋轉

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);

// 顯示/隱藏

// plane.visible = false;

// 保存

planeMarkers[item.anum] = plane;

// 添加到場景

group.add(plane);

// 繪制歷史軌跡

drawHistoryTrack(item.anum);

}

}

繪制軌跡(使用socket來獲取的飛行軌跡經緯度坐標點)

// 時間段

var curTime = Date.parse(new Date())/1000;

var depTime = curTime - 30*60;

// 軌跡線質

var trackMaterial = new THREE.LineBasicMaterial({color : 0x1B94B1});

// 繪制歷史軌跡

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

if(data[i].lng && data[i].alt) {

trackCoordArr.push({lng: data[i].lng, lat: data[i].lat});

}

}

var tcaLength = trackCoordArr.length;

if(tcaLength>=2) {

var tcaHalfLength = Math.ceil(tcaLength/2),

vertexArr = [];

// 這里只取了三個點(起點、中點、終點)

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);

// 動畫點

addLightPoint(p1, tcaLength, verticesArr);

}

}

}

});

}

如果要繪制所有點,且頭尾是在球面上的曲線,則需要兩次循環

var tcaRemainLength = tcaLength-tcaHalfLength

for(var j=0; j

var p1 = getPosition(trackCoordArr[j].lng, trackCoordArr[j].lat, j*0.05);

vertexArr.push(new THREE.Vector3(p1.x, p1.y, p1.z));

}

for(var k=tcaRemainLength; k>0; 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);

這個部分看看就行了。。

光點動畫

// 點動畫

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();

}

這個點使用的是sphere,,當然也可以用頂點來實現,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);

另外不想用光點動畫的話,也可以用線動畫,實現原理是不斷更新頂點坐標,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();

最后就是布置場景和事件了

// 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");

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();

// 飛機

plane();

// 星點

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);

// 盤旋控制

var orbitControl = new THREE.OrbitControls(camera, renderer.domElement);

orbitControl.minDistrance = 20;

orbitControl.maxDistrance = 50;

orbitControl.maxPolarAngle = Math.PI/2;

// 性能測試

stats = new Stats();

container.appendChild(stats.dom);

// resize事件

window.addEventListener('resize', onWindowResize, false);

}

// 窗口大小改變

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);

}

// 動畫

function animate() {

requestAnimationFrame(animate);

render();

stats.update();

}

init();

animate();

完整代碼:

var log = console.log.bind(console);

var globeObj = (function() {

'use strict';

// 判斷瀏覽器是否支持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;

// 獲取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};

}

// 飛機

function plane() {

var socket = io('https://loc.variflight.com/*****此處接口地址不能給了', {transports: ['websocket']});

var clientBounds = [52.793056,72.427908,2.970897,135.181814];

// 連接

socket.on('connect', function() {

socket.emit("sub", clientBounds, -1, '', function(){});

});

// 飛機標記

var planeMarkers = {};

// 飛機形狀

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);

// 飛機材質

var planeMaterial = new THREE.MeshPhongMaterial({color: 0x0FB4DD, side: THREE.DoubleSide, depthTest: true});

// 添加飛機

function addPlane(item) {

if(item.anum && item.lng && item.lat) {

var plane = new THREE.Mesh(planeGeometry, planeMaterial);

// 旋轉

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);

// 顯示/隱藏

// plane.visible = false;

// 保存

planeMarkers[item.anum] = plane;

// 添加到場景

group.add(plane);

// 繪制歷史軌跡

drawHistoryTrack(item.anum);

}

}

// 時間段

var curTime = Date.parse(new Date())/1000;

var depTime = curTime - 30*60;

// 軌跡線質

var trackMaterial = new THREE.LineBasicMaterial({color : 0x1B94B1});

// 繪制歷史軌跡

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

if(data[i].lng && data[i].alt) {

trackCoordArr.push({lng: data[i].lng, lat: data[i].lat});

}

}

var tcaLength = trackCoordArr.length;

if(tcaLength>=2) {

var tcaHalfLength = Math.ceil(tcaLength/2),

tcaRemainLength = tcaLength-tcaHalfLength,

vertexArr = [];

/* 所有點

for(var j=0; j

var p1 = getPosition(trackCoordArr[j].lng, trackCoordArr[j].lat, j*0.05);

vertexArr.push(new THREE.Vector3(p1.x, p1.y, p1.z));

}

for(var k=tcaRemainLength; k>0; 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);

*/

// 三個點

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);

// 動畫點

addLightPoint(p1, tcaLength, verticesArr);

}

}

}

});

}

// 點動畫

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();*/

}

// 監聽數據(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', 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);

});

}

// 星點

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");

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();

// 飛機

plane();

// 星點

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);

// 盤旋控制

var orbitControl = new THREE.OrbitControls(camera, renderer.domElement);

orbitControl.minDistrance = 20;

orbitControl.maxDistrance = 50;

orbitControl.maxPolarAngle = Math.PI/2;

// 性能測試

stats = new Stats();

container.appendChild(stats.dom);

// resize事件

window.addEventListener('resize', onWindowResize, false);

}

// 窗口大小改變

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);

}

// 動畫

function animate() {

requestAnimationFrame(animate);

render();

stats.update();

}

init();

animate();

})();

場景背景圖

總結

以上就是關于利用three.js繪制地球、飛機、軌跡的全部內容了,希望本文的內容對大家的學習或者工作能帶來一定的幫助,如果有疑問大家可以留言交流。

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