three.js绘制地球、飞机与轨迹的效果示例

对于three.js不太熟悉的朋友们可以参考,threejs官网:

首先我们来看下要实现的效果

这个缩小后的图片,下面我们来看下近距离的动态效果。。

效果比较简陋,需要后期再处理。。。

下面进入主题,代码篇。。

HTML部分:

全球航班

<script src="js/jquery.min.js">

<script src="js/threejs/Detector.js">
<script src="js/threejs/three.min.js">
<script src="js/threejs/stats.min.js">
<script src="js/threejs/OrbitControls.js">
<script src="js/socketio-1.4.5.js">

<script src="js/globe.js">

JS部分(globe.js)

1、实现地球

地球贴图(可以在网上下载)

2、添加球面光源(这里使用的是半球光)

3、添加星点

4、添加飞机

这里需要我们把 经纬度坐标 转成 xyz 坐标

画飞机

depthTest作用是能否透过球体看到飞机,如果是false则旋转到球体另一面也能看到飞机

添加飞机

绘制轨迹(使用socket来获取的飞行轨迹经纬度坐标点)

=2) { var trackCoordArr = []; for(var i=0; ivar tcaLength = trackCoordArr.length;
if(tcaLength>=2) {
var tcaHalfLength = Math.ceil(tcaLength/2),vertexArr = [];

// 这里只取了三个点(起点、中点、终点)
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);

// 动画点
addLightPoint(p1,tcaLength,verticesArr);
}
}
}
});
}

如果要绘制所有点,且头尾是在球面上的曲线,则需要两次循环

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.z)); }

var trackCurve = new THREE.CatmullRomCurve3(vertexArr);

这个部分看看就行了。。

光点动画

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();
}

这个点使用的是sphere,,当然也可以用顶点来实现,如下

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);

另外不想用光点动画的话,也可以用线动画,实现原理是不断更新顶点坐标,如下

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();

最后就是布置场景和事件了

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);

group = new THREE.Group();
scene.add(group);

// 地球
globe();

// 飞机
plane();

// 星点
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);

// 盘旋控制
var orbitControl = new THREE.OrbitControls(camera,renderer.domElement);
orbitControl.minDistrance = 20;
orbitControl.maxDistrance = 50;
orbitControl.maxPolarAngle = Math.PI/2;

// 性能测试
stats = new Stats();
container.appendChild(stats.dom);

// resize事件
window.addEventListener('resize',onWindowResize,false);
}

// 窗口大小改变
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);
}

// 动画
function animate() {
requestAnimationFrame(animate);
render();
stats.update();
}

init();
animate();

完整代码:

var globeObj = (function() {
'use strict';

// 判断浏览器是否支持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;

// 获取position
function getPosition(lng,z: z};
}

// 飞机
function plane() {
var socket = io('
https://loc.variflight.com/*****此处接口地址不能给了',{transports: ['websocket']});

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

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

// 飞机标记
var planeMarkers = {};

// 飞机形状
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);
// 飞机材质
var planeMaterial = new THREE.MeshPhongMaterial({color: 0x0FB4DD,depthTest: true});
// 添加飞机
function addPlane(item) {
if(item.anum && item.lng && item.lat) {
var plane = new THREE.Mesh(planeGeometry,position.z);
// 显示/隐藏
// plane.visible = false;
// 保存
planeMarkers[item.anum] = plane;
// 添加到场景
group.add(plane);
// 绘制历史轨迹
drawHistoryTrack(item.anum);
}
}

// 时间段
var curTime = Date.parse(new Date())/1000;
var depTime = curTime - 30*60;
// 轨迹线质
var trackMaterial = new THREE.LineBasicMaterial({color : 0x1B94B1});
// 绘制历史轨迹
function drawHistoryTrack(anum) {
socket.emit("fullPath",data){
if(status) {
var dLength = data.length;
if(dLength>=2) {
var trackCoordArr = [];
for(var i=0; i<dLength; 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 = [];

/ 所有点
for(var j=0; j<tcaHalfLength; j++) {
var p1 = getPosition(trackCoordArr[j].lng,j
0.05);
vertexArr.push(new THREE.Vector3(p1.x,p1.z));
}
for(var k=tcaRemainLength; k>0; k--) {
var p2 = getPosition(trackCoordArr[tcaLength-k].lng,k*0.05);
vertexArr.push(new THREE.Vector3(p2.x,p2.z));
}

var trackCurve = new THREE.CatmullRomCurve3(vertexArr);
*/

// 三个点
var p1 = getPosition(trackCoordArr[0].lng,verticesArr);
}
}
}
});
}

// 点动画
var pointGeometry = new THREE.SphereGeometry(0.2,20);
var pointMaterial = new THREE.MeshBasicMaterial({color: 0x40E0D0});
function addLightPoint(pos,verArr) {
var pointMesh = new THREE.Mesh(pointGeometry,pos.z);
group.add(pointMesh);

var index = 0;
function pointAnimate() {
index++;
if(index>coordsNum) {
index = 0;
}
pointMesh.position.set(verArr[index].x,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();*/
}

// 监听数据(添加并更新)
socket.on('~',function(res) {
if($.isEmptyObject(planeMarkers)) {
$.each(res,function(i,item) {
addPlane(item);
});
} else {
$.each(res,item) {
if(planeMarkers[item.anum]) {
if(item.lng && item.lat) {
var pos = getPosition(item.lng,5);
planeMarkers[item.anum].position.set(pos.x,pos.z);
}
} else {
addPlane(item);
}
});
}
});
}

// 地球
function globe() {
var globeTextureLoader = new THREE.TextureLoader();
globeTextureLoader.load('images/textures/earth.jpg',globeMaterial);
group.add(globeMesh);
group.rotation.x = THREE.Math.degToRad(35);
group.rotation.y = THREE.Math.degToRad(170);
});
}

// 星点
function stars() {
var starsGeometry = new THREE.Geometry();
for (var i = 0; i < 2000; i ++) {
var starVector = new THREE.Vector3(
THREE.Math.randFloatSpread(2000),starsMaterial);
group.add(starsPoint);
}

// 光
function lights() {
var hemisphereLight = new THREE.HemisphereLight(0xffffff,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(50,0);

group = new THREE.Group();
scene.add(group);

// 地球
globe();

// 飞机
plane();

// 星点
stars();

// 半球光
lights();

// 渲染器
renderer = new THREE.WebGLRenderer({antialias: true,false);
}

// 窗口大小改变
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);
}

// 动画
function animate() {
requestAnimationFrame(animate);
render();
stats.update();
}

init();
animate();
})();

场景背景图

总结

以上就是关于利用three.js绘制地球、飞机、轨迹的全部内容了,希望本文的内容对大家的学习或者工作能带来一定的帮助,如果有疑问大家可以留言交流。

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