一般的全景图分为两种,一种是由六张正方形的图组成,一种是由一张宽2高1的图,本示例,就是利用一张全景图,来给球体几何贴图实现,全景的浏览。
单张全景图:
六张全景图:
示例是基于一张全景图制作的,因为图片的比例不是2的幂,所以会被拉伸,因此看着不清晰。
示例:http://ithanmang.com/threeJs/homesingle-img-panorama.html
效果:
实现方法
1、首先,把图片加载进来。
let texture = new THREE.TextureLoader().load('../../images/scenery.jpg');
2、创建一个球形几何
let sphereGeometry = new THREE.SphereGeometry(1000, 50, 50);
3、对球形几何网格进行x轴反转,使所有的面点向内,否则就是朝外
sphereGeometry.scale(-1, 1, 1);
4、创建材质,加入map
let sphereMaterial = new THREE.MeshBasicMaterial({map: texture});
let sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
scene.add(sphere);
其实将相机的距离拉远会到一个贴着纹理的球体
六张的图类似,只是改变一下,几何体为BoxGeometry
,然后把留个面贴上纹理即可,但是可能会有图片显示清晰度的问题,六张的可以使用CSS3DRenderer
渲染器,来实现全景。
示例代码
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>THREE.Group 对象组合</title>
<style>
body {
margin: 0;
overflow: hidden; /* 溢出隐藏 */
}
</style>
<script src="../../libs/build/three-r93.js"></script>
<script src="../../libs/examples/js/Detector.js"></script>
<script src="../../libs/examples/js/libs/dat.gui.min.js"></script>
<script src="../../libs/examples/js/libs/stats.min.js"></script>
<script src="../../libs/examples/js/controls/OrbitControls.js"></script>
</head>
<body>
<script>
let scene, camera, renderer, controls, guiControls;
let stats = initStats();
/* 场景 */
function initScene() {
scene = new THREE.Scene();
}
/* 相机 */
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000);
camera.position.set(30, 20, 50);
camera.lookAt(new THREE.Vector3(0, 0, 0));
}
/* 渲染器 */
function initRender() {
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
/* 灯光 */
function initLight() {
}
/* 控制器 */
function initControls() {
controls = new THREE.OrbitControls(camera, renderer.domElement);
/* 属性参数默认 */
}
/* 调试插件 */
function initGui() {
}
/* 场景中的内容 */
function initContent() {
let dir = new THREE.Vector3( 0, 2, 0 );
dir.normalize();
let origin = new THREE.Vector3( 0, 0, 0 );
let length = 5;
let hex = 0xff0000;
let arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
scene.add( arrowHelper );
let texture = new THREE.TextureLoader().load('../../images/scenery.jpg');
let sphereGeometry = new THREE.SphereGeometry(1000, 50, 50);
sphereGeometry.scale(-1, 1, 1);
let sphereMaterial = new THREE.MeshBasicMaterial({map: texture});
let sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
scene.add(sphere);
}
/* 性能插件 */
function initStats() {
let stats = new Stats();
document.body.appendChild(stats.domElement);
return stats;
}
/* 窗口变动触发 */
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
/* 数据更新 */
function update() {
stats.update();
}
/* 初始化 */
function init() {
initScene();
initCamera();
initRender();
initLight();
initControls();
initContent();
initGui();
/* 监听事件 */
window.addEventListener('resize', onWindowResize, false);
}
/* 循环渲染 */
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
update();
}
/* 初始加载 */
(function () {
console.log("three init start...");
init();
animate();
console.log("three init send...");
})();
</script>
</body>
</html>