前言
前段时间想要做一个web端的图形化积木式编程(类似少儿编程)的案例,网上冲浪了一圈又一圈,终于技术选型好,然后代码一顿敲,终于出来了一个雏形。
TIPS:该案例设计主要参考iRobot Coding,只用做学习用途,侵删。
最终实现效果
最终实现效果本文实现效果
-
可移动相机视角查看3d模型
可移动相机视角
技术选型
1.前端
-
vuetify - 基于vue的界面框架
-
babylon.js - 3d图形引擎
-
ammo.js - 物理引擎库
-
blockly - 模块化编程工具
- 后端
- ThinkJS - 基于Node.js的后端框架
完整代码
- 一个完整的vue文件
<template>
<div style="height: 100%;width: 100%;">
<div>
<canvas id="renderCanvas"></canvas>
</div>
</div>
</template>
<script>
import * as BABYLON from 'babylonjs';
import * as BABYLON_MATERAIAL from "babylonjs-materials"
function loadScene() {
//获取到renderCanvas这个元素
var canvas = document.getElementById("renderCanvas");
//初始化引擎
var engine = new BABYLON.Engine(canvas, true);
//初始化场景
var scene = new BABYLON.Scene(engine);
//注册一个渲染循环来重复渲染场景
engine.runRenderLoop(function () {
scene.render();
});
//浏览器窗口变化时监听
window.addEventListener("resize", function () {
engine.resize();
});
//相机初始化
var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 5, new BABYLON.Vector3(0, 0, 10), scene);
camera.setPosition(new BABYLON.Vector3(20, 200, 400));
//相机角度限制
camera.upperBetaLimit = 1.5;//最大z轴旋转角度差不多45度俯瞰
camera.lowerRadiusLimit = 50;//最小缩小比例
camera.upperRadiusLimit = 1500;//最大放大比例
//变焦速度
camera.wheelPrecision = 1; //电脑滚轮速度 越小灵敏度越高
camera.pinchPrecision = 20; //手机放大缩小速度 越小灵敏度越高
scene.activeCamera.panningSensibility = 100;//右键平移灵敏度
// 将相机和画布关联
camera.attachControl(canvas, true);
//灯光初始化
var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 10, 0), scene);
//设置高光颜色
light.specular = new BABYLON.Color3(0, 0, 0);
//设置灯光强度
light.intensity = 1
// 绿地初始化
var materialPlane = new BABYLON.StandardMaterial("texturePlane", scene);
materialPlane.diffuseColor = new BABYLON.Color3(152 / 255.0, 209 / 255.0, 115 / 255.0)
materialPlane.backFaceCulling = false;
materialPlane.freeze()
var plane = BABYLON.MeshBuilder.CreateDisc("ground", {radius: 3000}, scene);
plane.rotation.x = Math.PI / 2;
plane.material = materialPlane;
plane.position.y = -0.1;
plane.freezeWorldMatrix()
//网格地板初始化
const groundSide = 144;
var ground = BABYLON.Mesh.CreateGround("ground", groundSide, groundSide, 1, scene, true);
var groundMaterial = new BABYLON_MATERAIAL.GridMaterial("grid", scene);
groundMaterial.mainColor = BABYLON.Color3.White();//底板颜色
groundMaterial.alpha = 1;//透明度
const gridLineGray = 0.95;
groundMaterial.lineColor = new BABYLON.Color3(gridLineGray, gridLineGray, gridLineGray);
groundMaterial.backFaceCulling = true; // 可看到背面
//大网格间距
groundMaterial.majorUnitFrequency = 16;
//小网格间距
groundMaterial.minorUnitVisibility = 0;
const gridOffset = 8; // 网格偏移量
groundMaterial.gridOffset = new BABYLON.Vector3(gridOffset, 0, gridOffset);
groundMaterial.freeze(); // 冻结材质,优化渲染速度
ground.material = groundMaterial
ground.freezeWorldMatrix()
//正方形物体初始化
var blueBox = BABYLON.Mesh.CreateBox("blue", 10, scene);
var blueMat = new BABYLON.StandardMaterial("ground", scene);
blueMat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
blueMat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
blueMat.emissiveColor = BABYLON.Color3.Blue();
// blueMat.wireframe = true;//网格状
blueBox.material = blueMat;
//起始位置坐标
blueBox.position.x = 0;
blueBox.position.y = 5;
blueBox.position.z = 0;
//天空盒初始化
var skyMaterial = new BABYLON_MATERAIAL.SkyMaterial("skyMaterial", scene);
skyMaterial.inclination = 0
skyMaterial.backFaceCulling = false;
var skybox = BABYLON.Mesh.CreateBox("skyBox", 5000.0, scene);
skybox.material = skyMaterial;
}
export default {
name: "test",
data() {
return {
}
},
mounted() {
//加载场景
loadScene()
},
}
</script>
<style scoped>
#renderCanvas {
width: 680px;
height: 680px;
touch-action: none;
z-index: 10000;
border-radius: 10px;
}
</style>
babylonjs入门场景学习
0、npm安装相关依赖
npm install babylonjs babylonjs-gui babylonjs-loaders babylonjs-materials --save
- 安装的模块在package.json中生成
"dependencies": {
{
"babylonjs": "^4.2.0",//babylon核心库
"babylonjs-gui": "^4.2.0",//UI界面库(按钮等)
"babylonjs-loaders": "^4.2.0",//开机加载库(修改启动动画的)
"babylonjs-materials": "^4.2.0"//材质库,有些材质像是SkyMaterial,babylonjs库的默认材质中是没有这个对象的
}
1、引入模块
import * as BABYLON from 'babylonjs';
import * as BABYLON_MATERAIAL from "babylonjs-materials"
2、场景初始化
- template中
<div>
<canvas id="renderCanvas"></canvas>
</div>
- css中
#renderCanvas {
width: 680px;
height: 680px;
touch-action: none;
z-index: 10000;
border-radius: 10px;
}
- js中
//获取到renderCanvas这个元素
var canvas = document.getElementById("renderCanvas");
//初始化引擎
var engine = new BABYLON.Engine(canvas, true);
//初始化场景
var scene = new BABYLON.Scene(engine);
//注册一个渲染循环来重复渲染场景
engine.runRenderLoop(function () {
scene.render();
});
//浏览器窗口变化时监听
window.addEventListener("resize", function () {
engine.resize();
});
3、ArcRotateCamera 相机初始化
var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 5, new BABYLON.Vector3(0,0,10), scene);
camera.setPosition(new BABYLON.Vector3(20, 200, 400));
//相机角度限制
camera.upperBetaLimit = 1.5;//最大z轴旋转角度差不多45度俯瞰
camera.lowerRadiusLimit = 50;//最小缩小比例
camera.upperRadiusLimit = 1500;//最大放大比例
//变焦速度
camera.wheelPrecision = 1; //电脑滚轮速度 越小灵敏度越高
camera.pinchPrecision = 20; //手机放大缩小速度 越小灵敏度越高
scene.activeCamera.panningSensibility = 100;//右键平移灵敏度
// 将相机和画布关联
camera.attachControl(canvas, true);
4、灯光初始化
//设置半球光
var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 10, 0), scene);
//设置高光颜色
light.specular = new BABYLON.Color3(0, 0, 0);
//设置灯光强度
light.intensity = 1
5、地面初始化
5.1、绿地
// 添加地面
var materialPlane = new BABYLON.StandardMaterial("texturePlane", scene);
materialPlane.diffuseColor = new BABYLON.Color3(152 / 255.0, 209 / 255.0, 115 / 255.0)
materialPlane.backFaceCulling = false;//Allways show the front and the back of an element
materialPlane.freeze()
var plane = BABYLON.MeshBuilder.CreateDisc("ground", {radius: 6000}, scene);
plane.rotation.x = Math.PI / 2;
plane.material = materialPlane;
plane.position.y = -0.01;
plane.freezeWorldMatrix()
5.2、网格地面
//地板
const groundSide = 144;
var ground = BABYLON.Mesh.CreateGround("ground", groundSide, groundSide, 1, scene, true);
var groundMaterial = new BABYLON_MATERAIAL.GridMaterial("grid", scene);
groundMaterial.freeze(); // Optimization.
groundMaterial.mainColor = BABYLON.Color3.White();//底板颜色
groundMaterial.alpha = 1;//透明度
const gridLineGray = 0.95;
groundMaterial.lineColor = new BABYLON.Color3(gridLineGray, gridLineGray, gridLineGray);
groundMaterial.backFaceCulling = true; // Change this if the back of the pad needs to be visible.
//大网格间距
groundMaterial.majorUnitFrequency = 16;
//小网格间距
groundMaterial.minorUnitVisibility = 0;
const gridOffset = 0; // This makes the grid cells to be aligned with the pad's borders.
groundMaterial.gridOffset = new BABYLON.Vector3(gridOffset, 0, gridOffset);
ground.material = groundMaterial
ground.freezeWorldMatrix()
- TIPS:很多同学会发现,将两个平面叠加时,移动相机视角,会出现虫影现象
- 优化方案
//1、冻结材质和模型
//绿地
//设置为静态网格,freezeWorldMatrix之后,改变postion、rotation是无效的
plane.freezeWorldMatrix()
//将材质冻结
plane.material.freeze()
//网格
ground.freezeWorldMatrix()
ground.material.freeze()
//2、增大两个物体的y轴间距
plane.position.y = -0.1
6、正方体物体初始化
//添加物体
var blueBox = BABYLON.Mesh.CreateBox("blue", 10, scene);
var blueMat = new BABYLON.StandardMaterial("ground", scene);
blueMat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
blueMat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
blueMat.emissiveColor = BABYLON.Color3.Blue();
// blueMat.wireframe = true;//网格状
blueBox.material = blueMat;
//起始位置坐标
blueBox.position.x = 0;
blueBox.position.y = 5;
blueBox.position.z = 0;
7、天空盒初始化
//天空盒初始化
var skyMaterial = new BABYLON_MATERAIAL.SkyMaterial("skyMaterial", scene);
skyMaterial.inclination = 0
skyMaterial.backFaceCulling = false;
var skybox = BABYLON.Mesh.CreateBox("skyBox", 5000.0, scene);
skybox.material = skyMaterial;
后续计划
Babylon.js
- 加载网络模型
- 点击移动物体
- 自定义启动界面
- 初始化摄像机动画
- 物体重力效果
- babylonjs-gui 按钮实现
- babylonjs+ammojs 碰撞体实现
- 将3d界面放入可拖动窗口中
Blockly
- 入门使用blockly
- 自定义block块
- blockly第三方组件使用
- 接入js-interpreter,步骤运行block块
- ......(想到啥写啥)
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