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Vue实现图形化积木式编程(七)

Vue实现图形化积木式编程(七)

作者: 温温温B | 来源:发表于2021-09-21 23:10 被阅读0次

    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。

    https://code.irobot.com/#/

    最终实现效果

    最终实现效果

    本文实现效果

    • 按钮实现


      babylonjs-gui 按钮实现

    完整代码

    • 只实现了按钮点击响应,相关操作逻辑会在后面的文章中介绍
    <template>
      <div style="height: 100%;width: 100%;">
        <div>
          <canvas id="renderCanvas"></canvas>
        </div>
        <div style="display: flex;justify-content: space-around;width: 680px;">
          <div>
            <label>alpha:</label>
            <button type="button" class="btn"
                    @click="setCameraPosition('alpha',Math.PI/10)">+
            </button>
            <button type="button" class="btn"
                    @click="setCameraPosition('alpha',-Math.PI/10)">-
            </button>
          </div>
          <div>
            <label>beta:</label>
            <button type="button" class="btn"
                    @click="setCameraPosition('beta',Math.PI/10)">+
            </button>
            <button type="button" class="btn"
                    @click="setCameraPosition('beta',-Math.PI/10)">-
            </button>
          </div>
          <div>
            <label>radius:</label>
            <button type="button" class="btn"
                    @click="setCameraPosition('radius',Math.PI)">+
            </button>
            <button type="button" class="btn"
                    @click="setCameraPosition('radius',-Math.PI)">-
            </button>
          </div>
        </div>
      </div>
    </template>
    
    <script>
    import * as BABYLON from 'babylonjs';
    import * as BABYLON_MATERAIAL from "babylonjs-materials"
    import * as GUI from 'babylonjs-gui';
    import ammo from "ammo.js";
    import utils from "./utils";
    
    
    
    const url = "http://localhost:8088/static/simulator/"
    
    //全局变量
    var scene = null //场景实例
    var engine = null //3d引擎实例
    var camera = null //摄像机实例
    var plane = null //绿地
    var ground = null //网格
    var skybox = null //天空盒
    var car = null //小车
    var cubeParent = null //方块组
    var startingPoint = new BABYLON.Vector3(0, 0, 0)//当前点击位置
    
    //质量 、摩擦系数、反弹系数
    const bodyMass = 0.5, bodyFriction = 0.5, bodyRestitution = 0.9;
    const groundFriction = 0.8, groundRestitution = 0.5;
    
    let speedSelect = null//显示速度选择窗
    let buttonClicked = false//按钮是否被点击
    
    async function loadScene() {
      //场景初始化,可看文章一
      scene = initScene()
    
      //可看文章五,自定义启动动画
      customLoadingUI()
    
      //加载网络模型,可看文章二
      await initRobot()
    
      //可看文章三,监听拖动事件,实现点击拖动模型
      dragListening()
    
      //可看文章四,实现碰撞效果
      // 1、初始化重力碰撞系统
      await initAmmo()
      // 2、将地面和小车加入碰撞体
      addPhysicEffect()
      //3、加入碰撞体方块
      initCubes()
    
      //可看文章五,关闭启动动画
      setTimeout(() => {
        hideLoadingUI()
      }, 1000)
    
      //可看文章六,相机控制与相机动画
      setTimeout(function () {
        console.log(camera.alpha, camera.beta, camera.radius)
        //摄像机原位置 1.1383885512243588 1.3642551964995249 50
        //通过相机控制输出获取期望值,然后填入
        ArcAnimation(-1.5649881922490174, 0, 68.84955592153878)
      }, 1500)
    
      //本文内容,babylonjs-gui 按钮实现
      initButtons()
    
    }
    
    
    function initButtons() {
      //在场景中设置一个全屏的前景2d界面
      var advancedTexture = GUI.AdvancedDynamicTexture.CreateFullscreenUI("btnsUI", true, scene);
    
      //初始化重启按钮
      var restartBtn = GUI.Button.CreateImageOnlyButton(
          "but",
          url + "restart.png"
      );
      restartBtn.height = "60px";
      restartBtn.width = "60px";
      restartBtn.thickness = 0;//边框
      restartBtn.horizontalAlignment = GUI.Control.HORIZONTAL_ALIGNMENT_RIGHT//在全屏的水平排列方位
      restartBtn.verticalAlignment = GUI.Control.VERTICAL_ALIGNMENT_BOTTOM//在全屏的垂直排列方位
      restartBtn.top = "-20px"//顶部偏移量
      restartBtn.left = "-20px"//左侧偏移量
      //按钮点击时间监听回调
      restartBtn.onPointerClickObservable.add(function () {
        console.log("重启引擎")
      });
    
      //初始化速度选择弹窗框(包含了龟速和兔速按钮的向上弹出框)
      speedSelect = new GUI.Rectangle("speedSelect");
      speedSelect.height = "110px";
      speedSelect.width = "60px";
      speedSelect.horizontalAlignment = GUI.Control.HORIZONTAL_ALIGNMENT_LEFT
      speedSelect.verticalAlignment = GUI.Control.VERTICAL_ALIGNMENT_BOTTOM
      speedSelect.top = "-90px"
      speedSelect.left = "20px"
      speedSelect.thickness = 3;
      speedSelect.color = "#505781";
      speedSelect.background = "white";
      speedSelect.cornerRadius = 15;
      speedSelect.isVisible = false
    
      //初始化龟速按钮
      var slowImg = GUI.Button.CreateImageOnlyButton(
          "slowlyBtn",
          url + "turtle.png"
      );
      slowImg.width = "30px";
      slowImg.height = "30px";
      slowImg.thickness = 0;
      slowImg.verticalAlignment = GUI.Control.VERTICAL_ALIGNMENT_TOP
      slowImg.top = 15;
      slowImg.onPointerClickObservable.add(function () {
        console.log("slowImg click")
        image.source = url + "turtle.png"
        // robotCotroller.setSpeed(1)
        //后续通过robot控制器实例设置移动速度参数
        console.log('设置移动速度:1')
        speedSelect.isVisible = false//选择完,关闭速度选择弹窗
      });
    
      //初始化兔速按钮
      var fastImg = GUI.Button.CreateImageOnlyButton(
          "fastBtn",
          url + "rabbit.png"
      );
      fastImg.width = "30px";
      fastImg.height = "30px";
      fastImg.thickness = 0;
      fastImg.verticalAlignment = GUI.Control.VERTICAL_ALIGNMENT_BOTTOM
      fastImg.top = -15;
      fastImg.onPointerClickObservable.add(function () {
        console.log("fastImg click")
        image.source = url + "rabbit.png"
        // robotCotroller.setSpeed(6)
        console.log('设置移动速度:6')
        speedSelect.isVisible = false//选择完,关闭速度选择弹窗
      });
    
      speedSelect.addControl(slowImg)
      speedSelect.addControl(fastImg)
    
      //当前选择速度模式按钮(点击会弹出速度选择弹窗)
      var speedBtn = new GUI.Button("speedBtn");
      speedBtn.height = "60px";
      speedBtn.width = "60px";
      speedBtn.horizontalAlignment = GUI.Control.HORIZONTAL_ALIGNMENT_LEFT
      speedBtn.verticalAlignment = GUI.Control.VERTICAL_ALIGNMENT_BOTTOM
      speedBtn.top = "-20px"
      speedBtn.left = "20px"
      speedBtn.thickness = 0;
      speedBtn.onPointerClickObservable.add(function () {
        speedSelect.isVisible = !speedSelect.isVisible
        if(speedSelect.isVisible){
          buttonClicked = true//设置速度选择弹窗弹窗状态为true,用于弹窗后移动模型时取消弹窗状态
        }
      });
    
      //当前选择速度模式按钮的边框
      var speedBtnBorder = new GUI.Ellipse();
      speedBtnBorder.width = "60px"
      speedBtnBorder.height = "60px";
      speedBtnBorder.color = "#505781";
      speedBtnBorder.thickness = 3;
      speedBtnBorder.background = "white";
      //当前选择速度模式按钮的图案
      var image = new GUI.Image("currentSpeedBtn", url + "turtle.png");
      image.width = "30px";
      image.height = "30px";
      image.thickness = 0;
      speedBtn.addControl(speedBtnBorder);
      speedBtn.addControl(image);
    
      //将按钮添加在全屏的2d前景界面中
      advancedTexture.addControl(restartBtn);
      advancedTexture.addControl(speedBtn);
      advancedTexture.addControl(speedSelect);
    }
    
    
    /**
     * 相机动画
     * @param toAlpha  动画完成时的alpha
     * @param toBeta  动画完成时的beta
     * @param toRadius 动画完成时的radius
     * @constructor
     */
    function ArcAnimation(toAlpha, toBeta, toRadius) {
    
      let animCamAlpha = new BABYLON.Animation("animCam",
          "alpha",//需要设置动画的属性名称
          30,//每秒帧数
          BABYLON.Animation.ANIMATIONTYPE_FLOAT,//属性变量类型  浮点型
          BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT//动画循环模式 保持最终状态
      );
    
      let begin = 0, end = 100
    
      let keysAlpha = [];//alpha动画关键帧列表,从0-100%,alpha从camera.alpha变化到传入的toAlpha参数值
      keysAlpha.push({
        frame: begin,
        value: camera.alpha
      });
      keysAlpha.push({
        frame: end,
        value: toAlpha
      });
      animCamAlpha.setKeys(keysAlpha)//配置动画关键帧列表到动画对象中
    
      //初始化beta动画参数
      let animCamBeta = new BABYLON.Animation("animCam", "beta", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT)
      let keysBeta = []
      keysBeta.push({frame: begin, value: camera.beta})
      keysBeta.push({frame: end, value: toBeta})
      animCamBeta.setKeys(keysBeta)
    
      //初始化radius动画参数
      let animCamRadius = new BABYLON.Animation("animCam", "radius", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT)
      let keysRadius = [];
      keysRadius.push({frame: begin, value: camera.radius})
      keysRadius.push({frame: end, value: toRadius})
      animCamRadius.setKeys(keysRadius)
    
      //加入相机动画列表中
      camera.animations.push(animCamAlpha, animCamBeta, animCamRadius)
    
      //通过scene开启camera的动画列表
      scene.beginAnimation(
          camera,//开始动画列表的对象
          begin,//动画开始帧
          end,//动画结束帧
          false,//动画是否循环
          6,//动画的速度比
          () => {
            console.log('camera')
          }//动画执行完成回调
      )
    }
    
    function hideLoadingUI() {
      engine.hideLoadingUI()
      document.getElementById("customLoadingScreenDiv").remove()
    }
    
    function customLoadingUI() {
    
      BABYLON.DefaultLoadingScreen.prototype.displayLoadingUI = function () {
        if (document.getElementById("customLoadingScreenDiv")) {
          document.getElementById("customLoadingScreenDiv").style.display = "initial";
          return;
        }
        this._loadingDiv = document.createElement("div");
        this._loadingDiv.id = "customLoadingScreenDiv";
        this._loadingDiv.style.background = "#505781";
        this._loadingDiv.style.height = "100%";
        this._loadingDiv.style.width = "700px";
        this._loadingDiv.style.alignContent = "center";
        this._loadingDiv.style.zIndex = "10006"
        var img = new Image()
        img.src = url + "loading.gif";
        img.style.padding = "15%";
        img.style.paddingTop = "30%";
        this._loadingDiv.appendChild(img);
    
        this._resizeLoadingUI();
        window.addEventListener("resize", this._resizeLoadingUI);
        document.body.appendChild(this._loadingDiv);
      };
    
      engine.displayLoadingUI();
    }
    
    async function initAmmo() {
      const Ammo = await ammo();
      console.log("Ammo", Ammo)
      //启用y方向重力
      scene.enablePhysics(new BABYLON.Vector3(0, -10, 0), new BABYLON.AmmoJSPlugin(true, Ammo));
    
      scene.onReadyObservable.add(function () {
        console.log(scene.getPhysicsEngine()._physicsPlugin.bjsAMMO.btDefaultCollisionConfiguration());
        console.log(scene.getPhysicsEngine()._physicsPlugin._collisionConfiguration);
        console.log(scene.getPhysicsEngine()._physicsPlugin._dispatcher);
        console.log(scene.getPhysicsEngine()._physicsPlugin._solver);
        console.log(scene.getPhysicsEngine()._physicsPlugin.world);
      });
    }
    
    function addPhysicEffect() {
      //地面启用碰撞体
      plane.physicsImpostor = new BABYLON.PhysicsImpostor(plane, BABYLON.PhysicsImpostor.BoxImpostor, {
        mass: 0,
        restitution: groundRestitution,
        friction: groundFriction
      }, scene);
    
      //小车启用碰撞体
      var robotBody = utils.getMeshFromMeshs(car, "Glass_Plane.006")
      console.log('robotBody', robotBody)
    
      var robotSize = utils.getMeshSize(robotBody)
      var robotScale = 50
      const robotScalingFactor = robotScale / 10;
      var physicsRoot = makePhysicsObjects(car, scene, robotScalingFactor, robotSize)
      //小车实例
      car = physicsRoot
    }
    
    
    function makePhysicsObjects(newMeshes, scene, scaling, size) {
      var physicsRoot = new BABYLON.Mesh("robot", scene);
      // physicsRoot.position.y -= 2
      newMeshes.forEach((m) => {
        if (m.parent == null) {
          physicsRoot.addChild(m)
        }
      })
    
      // 将所有碰撞体加入physics impostor
      physicsRoot.getChildMeshes().forEach((m) => {
        m.scaling.x = Math.abs(m.scaling.x)
        m.scaling.y = Math.abs(m.scaling.y)
        m.scaling.z = Math.abs(m.scaling.z)
        m.physicsImpostor = new BABYLON.PhysicsImpostor(m, BABYLON.PhysicsImpostor.BoxImpostor, {mass: 0.1}, scene);
      })
    
      // 缩放根对象并将其变成physics impostor
      physicsRoot.scaling.scaleInPlace(scaling)
    
      physicsRoot.physicsImpostor = new BABYLON.PhysicsImpostor(physicsRoot, BABYLON.PhysicsImpostor.NoImpostor, {
        mass: bodyMass,
        friction: bodyFriction,
        restitution: bodyRestitution
      }, scene);
    
      //转为碰撞体后,其y轴会偏移,偏移比例根据实际调整
      const impostorOffset = -(size.y) / 1.1
      physicsRoot.physicsImpostor.setDeltaPosition(new BABYLON.Vector3(0, impostorOffset, 0));
      physicsRoot.position.subtractInPlace(new BABYLON.Vector3(0, -impostorOffset, 0));
      return physicsRoot
    }
    
    function initCubes() {
      var scale = 1
      const scalingFactor = scale / 10;
      cubeParent = new BABYLON.TransformNode("cubes");
      const cubeHeight = 80 * scalingFactor
      var cube = createBasicRoundedBox(scene, "cube", cubeHeight)
    
      cube.position._y += cubeHeight / 2
      cube.position._x -= 100
      cube.material = new BABYLON.StandardMaterial("amaterial", scene);
      cube.material.diffuseColor = new BABYLON.Color3(16 / 255.0, 156 / 255.0, 73 / 255.0);
      cubeParent[0] = cube
    
      var cube2 = createBasicRoundedBox(scene, "cube2", cubeHeight)
      cube2.position._y += cubeHeight / 2
      cube2.position._x -= 100
      cube2.position._z += cubeHeight * 2
      cube2.material = new BABYLON.StandardMaterial("amaterial", scene);
      cube2.material.diffuseColor = new BABYLON.Color3(48 / 255.0, 102 / 255.0, 150 / 255.0);
      cubeParent[1] = cube2
    
      var cube3 = createBasicRoundedBox(scene, "cube3", cubeHeight)
      cube3.position._y += cubeHeight / 2
      cube3.position._x -= 100
      cube3.position._z -= cubeHeight * 2
      cube3.material = new BABYLON.StandardMaterial("amaterial", scene);
      cube3.material.diffuseColor = new BABYLON.Color3(199 / 255.0, 88 / 255.0, 93 / 255.0);
      cubeParent[2] = cube3
    
      //对象事件监听
      let actionManager = new BABYLON.ActionManager(scene);
      cube.actionManager = actionManager;
      cube2.actionManager = actionManager;
      cube3.actionManager = actionManager;
    
      // 方块鼠标hover高亮
      var hl = new BABYLON.HighlightLayer("hl1", scene);
      actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPointerOverTrigger, function (evn) {
        var hover_cube = evn.meshUnderPointer.id
        if (hover_cube == cube.name) {
          hl.addMesh(cube, BABYLON.Color3.White());
        } else if (hover_cube == cube2.name) {
          hl.addMesh(cube2, BABYLON.Color3.White());
        } else if (hover_cube == cube3.name) {
          hl.addMesh(cube3, BABYLON.Color3.White());
        }
    
    
      }));
      //方块鼠标hover离开取消高亮
      actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPointerOutTrigger, function (evn) {
        var hover_cube = evn.meshUnderPointer.id
        if (hover_cube == cube.name) {
          hl.removeMesh(cube);
        } else if (hover_cube == cube2.name) {
          hl.removeMesh(cube2);
        } else if (hover_cube == cube3.name) {
          hl.removeMesh(cube3);
        }
      }));
    
      scene.freezeMaterials();
    }
    
    //创建带碰撞体的方块
    function createBasicRoundedBox(scene, name, size) {
      let mass = 0.25, restitution = 0.5, friction = 0.5
      const boxSide = size;
      const sphereSide = boxSide * 3.1 / 2;
      const sphere = BABYLON.MeshBuilder.CreateSphere('sphere', {diameter: sphereSide, segments: 16}, scene);
      const box = BABYLON.Mesh.CreateBox('box', boxSide, scene);
      const intersection = BABYLON.CSG.FromMesh(box).intersect(BABYLON.CSG.FromMesh(sphere));
      sphere.dispose();
      box.dispose();
      const roundedBox = intersection.toMesh(
          name,
          new BABYLON.StandardMaterial('roundedBoxMaterial', scene),
          scene
      );
      roundedBox.draggable = true;
      roundedBox.physicsImpostor = new BABYLON.PhysicsImpostor(
          roundedBox,
          BABYLON.PhysicsImpostor.BoxImpostor,
          {mass: mass, restitution: restitution, friction: friction}
      );
      roundedBox.material.freeze();
      roundedBox.material.specularColor = new BABYLON.Color3(0, 0, 0);
      roundedBox.freezeWorldMatrix()
      return roundedBox;
    }
    
    //鼠标点击拖动监听
    function dragListening() {
      // 物体拖拽事件
      var canvas = engine.getRenderingCanvas();
    
      var currentMesh;//当前点击的模型网格
    
      //判断当前点击对象是否是地板
      var getGroundPosition = function () {
        var pickinfo = scene.pick(scene.pointerX, scene.pointerY, function (mesh) {
          return (mesh == ground || mesh == plane);
        });
        if (pickinfo.hit) {
          return pickinfo.pickedPoint;
        }
        return null;
      }
    
      //鼠标点下
      var onPointerDown = function (evt) {
        if (evt.button !== 0) {
          return;
        }
        //判断当前是否点击一个模型网格,如果是地板、天空盒等对象,则设置hit为false
        var pickInfo = scene.pick(scene.pointerX, scene.pointerY, function (mesh) {
          return (mesh !== ground && mesh !== plane && mesh !== skybox);
        });
        // console.log("pickInfo", pickInfo)
        //如果hit为true,则不为地板、天空盒等对象
        if (pickInfo.hit) {
          currentMesh = pickInfo.pickedMesh;//获取当前点击对象
          if (currentMesh.parent == null) {
            console.log("no parent")//没有父节点则就是car对象了
          } else if (currentMesh.parent.name == car.name) {
            //有父节点,证明现在点击的是子对象,而移动需要移动整个小车对象,所以设置当前点击mesh为父节点(即car对象)
            currentMesh = currentMesh.parent
          }
          console.log("currentMesh", currentMesh)
          //获取当前移动时地板的坐标
          startingPoint = getGroundPosition(evt);
          //移动物体时,暂时屏蔽相机的移动控制
          if (startingPoint) { // we need to disconnect camera from canvas
            setTimeout(function () {
              camera.detachControl(canvas);
            }, 0);
          }
        }
      }
    
      //鼠标点击着移动中
      var onPointerMove = function (evt) {
        if (!startingPoint) {
          return;
        }
        if (!currentMesh) {
          return;
        }
        //更新当前点击的地板位置
        var current = getGroundPosition(evt);
        if (!current) {
          return;
        }
        //更新当前小车坐标位置为点击的地板位置
        console.log('startingPoint', startingPoint)
        var diff = current.subtract(startingPoint);
        console.log('diff', diff)
        currentMesh.position.addInPlace(diff);
        console.log("currentMesh.name", currentMesh.name)
        //更新位置信息
        startingPoint = current;
      }
    
      //鼠标点击后松开
      var onPointerUp = function () {
        //如果速度选择窗口位关闭,则关闭窗口
        if(buttonClicked){
          buttonClicked = false
          speedSelect.isVisible = false
        }
    
    
        //恢复相机移动控制
        if (startingPoint) {
          camera.attachControl(canvas, true);
          startingPoint = null;
          return;
        }
      }
    
      //canvas绑定监听事件
      canvas.addEventListener("pointerdown", onPointerDown, false);
      canvas.addEventListener("pointerup", onPointerUp, false);
      canvas.addEventListener("pointermove", onPointerMove, false);
    }
    
    
    async function initRobot() {
      console.log('initRobot')
      //模型url路径
      const url = "http://localhost:8088/static/model/"
      //模型名称
      const modelName = "sportcar.babylon"
      var result = await BABYLON.SceneLoader.ImportMeshAsync(null, url, modelName, scene);
      var meshes = result.meshes
      console.log("meshes", meshes)
      //不直接实例化小车节点,car对象存储meshes网格列表,在小车引入碰撞体后再实例化
      car = meshes
    }
    
    function initScene() {
      //获取到renderCanvas这个元素
      var canvas = document.getElementById("renderCanvas");
      //初始化引擎
      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
      camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 0, new BABYLON.Vector3(0, 0, 0), scene);
      //这里的值可通过课程6的相机控制手动控制获取期望位置
      camera.alpha = 1.1383885512243588
      camera.beta = 1.3642551964995249
      camera.radius = 50
      // (new BABYLON.Vector3(18, 9, 39));
      //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()
      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;
      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()
    
      //天空盒初始化
      var skyMaterial = new BABYLON_MATERAIAL.SkyMaterial("skyMaterial", scene);
      skyMaterial.inclination = 0
      skyMaterial.backFaceCulling = false;
      skybox = BABYLON.Mesh.CreateBox("skyBox", 5000.0, scene);
      skybox.material = skyMaterial;
    
      return scene
    }
    
    
    export default {
      name: "test",
      data() {
        return {}
      },
      async mounted() {
        //加载场景
        await loadScene()
      },
      methods: {
        setCameraPosition(type, value) {
          console.log(type, value)
    
          switch (type) {
            case 'alpha':
              camera.alpha += value
              break;
            case 'beta':
              camera.beta += value
              break
            case 'radius':
              camera.radius += value
              break
          }
          let {alpha, beta, radius} = camera
          console.log(`更改后的值:${alpha},${beta},${radius}`)
        }
      }
    }
    </script>
    
    <style scoped>
    #renderCanvas {
      width: 680px;
      height: 680px;
      touch-action: none;
      z-index: 10000;
      border-radius: 10px;
    }
    
    .btn {
      background-color: #D9D9D9;
      padding: 2px 15px;
      margin: 5px;
      border-radius: 4px;
      width: 50px;
    }
    </style>
    
    • utils.js - 公用方法封装
    var utils = {
        //meshs中根据名称获取mesh
        getMeshFromMeshs(newMeshes, name) {
            var mesh = null
            newMeshes.forEach(m => {
                if (m.name == name) {
                    mesh = m
                }
            })
            return mesh
        },
    
        //获取mesh的尺寸信息
        getMeshSize(checkmesh) {
            const sizes = checkmesh.getHierarchyBoundingVectors()
            const size = {
                x: (sizes.max.x - sizes.min.x),
                y: (sizes.max.y - sizes.min.y),
                z: (sizes.max.z - sizes.min.z)
            }
            return size
        },
    }
    export default utils;
    
    

    代码分解

    本文要实现的功能:
    1、按钮初始化
    2、按钮细节优化

    0.babylonjs-gui库安装与引入

    • 安装依赖
    npm install babylonjs-gui --save
    
    • 引入模块
    import * as GUI from 'babylonjs-gui';
    

    1.按钮初始化

    • 要使用2d的平面按钮,需要创建一个AdvancedDynamicTexture的对象,我们需要使用该对象中的全屏模式(设置该对象会在整个的前景中)
    • 速度选择的弹出窗口通过speedSelect这个按钮的isVisible属性来实现
    • 通过按钮对象的onPointerClickObservable.add来添加点击回调事件,用于点击后的操作逻辑处理
    function initButtons() {
      //在场景中设置一个全屏的前景2d界面
      var advancedTexture = GUI.AdvancedDynamicTexture.CreateFullscreenUI("btnsUI", true, scene);
    
      //初始化重启按钮
      var restartBtn = GUI.Button.CreateImageOnlyButton(
          "but",
          url + "restart.png"
      );
      restartBtn.height = "60px";
      restartBtn.width = "60px";
      restartBtn.thickness = 0;//边框
      restartBtn.horizontalAlignment = GUI.Control.HORIZONTAL_ALIGNMENT_RIGHT//在全屏的水平排列方位
      restartBtn.verticalAlignment = GUI.Control.VERTICAL_ALIGNMENT_BOTTOM//在全屏的垂直排列方位
      restartBtn.top = "-20px"//顶部偏移量
      restartBtn.left = "-20px"//左侧偏移量
      //按钮点击时间监听回调
      restartBtn.onPointerClickObservable.add(function () {
        console.log("重启引擎")
      });
    
      //初始化速度选择弹窗框(包含了龟速和兔速按钮的向上弹出框)
      speedSelect = new GUI.Rectangle("speedSelect");
      speedSelect.height = "110px";
      speedSelect.width = "60px";
      speedSelect.horizontalAlignment = GUI.Control.HORIZONTAL_ALIGNMENT_LEFT
      speedSelect.verticalAlignment = GUI.Control.VERTICAL_ALIGNMENT_BOTTOM
      speedSelect.top = "-90px"
      speedSelect.left = "20px"
      speedSelect.thickness = 3;
      speedSelect.color = "#505781";
      speedSelect.background = "white";
      speedSelect.cornerRadius = 15;
      speedSelect.isVisible = false
    
      //初始化龟速按钮
      var slowImg = GUI.Button.CreateImageOnlyButton(
          "slowlyBtn",
          url + "turtle.png"
      );
      slowImg.width = "30px";
      slowImg.height = "30px";
      slowImg.thickness = 0;
      slowImg.verticalAlignment = GUI.Control.VERTICAL_ALIGNMENT_TOP
      slowImg.top = 15;
      slowImg.onPointerClickObservable.add(function () {
        console.log("slowImg click")
        image.source = url + "turtle.png"
        // robotCotroller.setSpeed(1)
        //后续通过robot控制器实例设置移动速度参数
        console.log('设置移动速度:1')
        speedSelect.isVisible = false//选择完,关闭速度选择弹窗
      });
    
      //初始化兔速按钮
      var fastImg = GUI.Button.CreateImageOnlyButton(
          "fastBtn",
          url + "rabbit.png"
      );
      fastImg.width = "30px";
      fastImg.height = "30px";
      fastImg.thickness = 0;
      fastImg.verticalAlignment = GUI.Control.VERTICAL_ALIGNMENT_BOTTOM
      fastImg.top = -15;
      fastImg.onPointerClickObservable.add(function () {
        console.log("fastImg click")
        image.source = url + "rabbit.png"
        // robotCotroller.setSpeed(6)
        console.log('设置移动速度:6')
        speedSelect.isVisible = false//选择完,关闭速度选择弹窗
      });
    
      speedSelect.addControl(slowImg)
      speedSelect.addControl(fastImg)
    
      //当前选择速度模式按钮(点击会弹出速度选择弹窗)
      var speedBtn = new GUI.Button("speedBtn");
      speedBtn.height = "60px";
      speedBtn.width = "60px";
      speedBtn.horizontalAlignment = GUI.Control.HORIZONTAL_ALIGNMENT_LEFT
      speedBtn.verticalAlignment = GUI.Control.VERTICAL_ALIGNMENT_BOTTOM
      speedBtn.top = "-20px"
      speedBtn.left = "20px"
      speedBtn.thickness = 0;
      speedBtn.onPointerClickObservable.add(function () {
        speedSelect.isVisible = !speedSelect.isVisible
        if(speedSelect.isVisible){
          buttonClicked = true//设置速度选择弹窗弹窗状态为true,用于弹窗后移动模型时取消弹窗状态
        }
      });
    
      //当前选择速度模式按钮的边框
      var speedBtnBorder = new GUI.Ellipse();
      speedBtnBorder.width = "60px"
      speedBtnBorder.height = "60px";
      speedBtnBorder.color = "#505781";
      speedBtnBorder.thickness = 3;
      speedBtnBorder.background = "white";
      //当前选择速度模式按钮的图案
      var image = new GUI.Image("currentSpeedBtn", url + "turtle.png");
      image.width = "30px";
      image.height = "30px";
      image.thickness = 0;
      speedBtn.addControl(speedBtnBorder);
      speedBtn.addControl(image);
    
      //将按钮添加在全屏的2d前景界面中
      advancedTexture.addControl(restartBtn);
      advancedTexture.addControl(speedBtn);
      advancedTexture.addControl(speedSelect);
    }
    
    

    2.按钮细节优化

    • 按钮组是在2d前景的界面中,而原来的3d界面的点击或操作并不会触发2d前景界面的事件回调,所以当2d速度选择窗口显示后,再操作3d界面,这时速度选择窗口并不回收起。
    • 本文中通过全局的变量来判断速度选择窗口是否显示,如果显示,则在操作3d界面时触发的点击响应中将速度选择窗口隐藏
      //function dragListening()中
      //鼠标点击后松开
      var onPointerUp = function () {
        //如果速度选择窗口位关闭,则关闭窗口
        if(buttonClicked){
          buttonClicked = false
          speedSelect.isVisible = false
        }
      }
    

    后续计划

    Babylon.js

    • 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)

    开源项目GitHub链接

    https://github.com/Wenbile/Child-Programming-Web

    资源下载链接

    你的点赞是我继续编写的动力

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