ThreeJS模拟人沿着路径运动-路径箭头使用纹理offset偏移

ThreeJS模拟人沿着路径运动-路径箭头使用纹理offset偏移
<!DOCTYPE html>
<html lang="en"> <head>
<meta charset="UTF-8">
<title>第一个three.js文件_WebGL三维场景</title>
<style>
body {
margin: 0;
overflow: hidden; //隐藏body窗口区域滚动条
}
</style>
<!--引入three.js三维引擎-->
<!-- <script src="./3D/example/three.min.js"></script> -->
<script src="https://threejs.org/build/three.js"></script>
<!--引入轨道控件OrbitControls.js-->
<script src="./3D/example/OrbitControls.js"></script>
</head> <body> <script>
/**
* 创建场景对象
*/
var scene = new THREE.Scene();
/**
* 创建一个设置重复纹理的管道
*/
var curve = new THREE.CatmullRomCurve3([
new THREE.Vector3(-80, -40, 0),
new THREE.Vector3(-70, 40, 0),
new THREE.Vector3(70, 40, 0),
new THREE.Vector3(80, -40, 0)
],false/*是否闭合*/);
var tubeGeometry = new THREE.TubeGeometry(curve, 100, 0.6, 50, false);
var textureLoader = new THREE.TextureLoader();
var texture = textureLoader.load('run.jpg');
// 设置阵列模式为 RepeatWrapping
texture.wrapS = THREE.RepeatWrapping
texture.wrapT=THREE.RepeatWrapping
// 设置x方向的偏移(沿着管道路径方向),y方向默认1
//等价texture.repeat= new THREE.Vector2(20,1)
texture.repeat.x = 20;
var tubeMaterial = new THREE.MeshPhongMaterial({
map: texture,
transparent: true,
});
var tube = new THREE.Mesh(tubeGeometry, tubeMaterial);
scene.add(tube)
/**
* 创建一个半透明管道
*/
var tubeGeometry2 = new THREE.TubeGeometry(curve, 100, 2, 50, false);
var tubeMaterial2 = new THREE.MeshPhongMaterial({
color: 0x4488ff,
transparent: true,
opacity: 0.3,
});
var tube2 = new THREE.Mesh(tubeGeometry2, tubeMaterial2);
scene.add(tube2) scene.add(new THREE.AxesHelper(300)) //小人box
//geometryP = new THREE.CircleGeometry( 5, 32 );
geometryP = new THREE.SphereGeometry(5,16,16);
console.log('geometryP',geometryP);
var materialP = new THREE.MeshBasicMaterial( { color: 0xff0000 ,side:THREE.DoubleSide} );
circleP = new THREE.Mesh( geometryP, materialP );
scene.add( circleP );
geometryP.rotateY(Math.PI/2); circleP.position.set(-80, -40, 0);
console.log(circleP); /**
* 光源设置
*/
//点光源
var point = new THREE.PointLight(0xffffff);
point.position.set(400, 200, 300); //点光源位置
scene.add(point); //点光源添加到场景中
//环境光
var ambient = new THREE.AmbientLight(0x888888);
scene.add(ambient);
/**
* 相机设置
*/
var width = window.innerWidth; //窗口宽度
var height = window.innerHeight; //窗口高度
var k = width / height; //窗口宽高比
var s = 100; //三维场景缩放系数
//创建相机对象
var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
camera.position.set(200, 300, 200); //设置相机位置
camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
/**
* 创建渲染器对象
*/
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(width, height);
// renderer.setClearColor(0xb9d3ff,1);//设置背景颜色
document.body.appendChild(renderer.domElement); //body元素中插入canvas对象 var progress=0; // 渲染函数
function render() {
renderer.render(scene, camera); //执行渲染操作
requestAnimationFrame(render);
// 使用加减法可以设置不同的运动方向
// 设置纹理偏移
texture.offset.x -= 0.06 if(progress>1.0){
return; //停留在管道末端,否则会一直跑到起点 循环再跑
}
progress += 0.0009;
console.log(progress);
if(curve){
let point = curve.getPoint(progress);
if(point&&point.x){
circleP.position.set(point.x,point.y,point.z);
}
} }
render();
var controls = new THREE.OrbitControls(camera); //创建控件对象
</script>
</body> </html>

  

参考:

http://www.yanhuangxueyuan.com/Three.js_course/texture.html#2

https://blog.csdn.net/ruangong1203/article/details/60477093

From:https://www.cnblogs.com/xuejianxiyang/p/9719715.html

上一篇:Lab颜色空间


下一篇:DF学Mysql(三)——索引操作