Three.js 第一人称漫游控制教程

第一人称漫游控制 · Person Move · ▶ 在线运行案例

第一人称漫游控制

你将学到什么

  • OrbitControls 相机轨道交互
  • FBXLoader 加载 FBX 城市/角色模型
  • requestAnimationFrame 渲染循环与 resize 自适应

效果说明

本案例演示 第一人称漫游控制 效果:基于 WebGL 实现「第一人称漫游控制」可视化效果,附完整可运行源码;核心用到 OrbitControls、FBXLoader。建议先打开文首在线案例查看动态画面,再对照下方源码逐步理解。

核心概念

  • Scene / Camera / WebGLRenderer 构成最小渲染闭环;大场景可开 logarithmicDepthBuffer 缓解 Z-fighting。
  • OrbitControls 提供轨道旋转/缩放;开启 enableDamping 后需在 animate 中 controls.update()
  • 阅读下方完整源码时,建议从 init / load / animate 三条主线入手,再深入 shader 与工具函数。

实现步骤

  • 搭建灯光与环境(如有)
  • requestAnimationFrame 循环 update + render
  • 代码要点

    import * as THREE from 'three'
    

    import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js' import { FBXLoader } from 'three/examples/jsm/loaders/FBXLoader.js' import { PointerLockControls } from 'three/examples/jsm/controls/PointerLockControls.js' import { GUI } from 'dat.gui'

    const box = document.getElementById('box')

    const scene = new THREE.Scene()

    const camera = new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 100000) camera.position.set(0, 100, 400)

    const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true }) renderer.setSize(box.clientWidth, box.clientHeight) box.appendChild(renderer.domElement)

    const controls = new OrbitControls(camera, renderer.domElement) controls.enableDamping = true

    scene.add(new THREE.AmbientLight(0xffffff, 1))

    // 天空 const urls = [0, 1, 2, 3, 4, 5].map(k => (FILE_HOST + 'files/sky/skyBox0/' + (k + 1) + '.png')); const textureCube = new THREE.CubeTextureLoader().load(urls); scene.background = textureCube; scene.backgroundBlurriness = 0.5;

    // 地面 const groundGeometry = new THREE.PlaneGeometry(10000, 10000); const map = new THREE.TextureLoader().load(FILE_HOST + 'images/channels/black.png') map.wrapS = map.wrapT = THREE.RepeatWrapping; map.repeat.set(100, 100); const groundMaterial = new THREE.MeshStandardMaterial({ map, envMap: textureCube }); const groundMesh = new THREE.Mesh(groundGeometry, groundMaterial); groundMesh.rotation.x = -Math.PI / 2; scene.add(groundMesh);

    // 加载模型 fbx new FBXLoader().load(HOST + '/files/model/city.FBX', (object3d) => { scene.add(object3d) object3d.scale.set(0.06, 0.06, 0.06) })

    // 创建第一人称漫游控制器 const pointLockControls = new PointerLockControls(camera, box); pointLockControls.speed = 2

    // 处理键盘事件以实现相机的移动 const keyboard = {}; const moveForward = () => pointLockControls.moveForward(pointLockControls.speed) const moveBackward = () => pointLockControls.moveForward(-pointLockControls.speed) const moveLeft = () => pointLockControls.moveRight(-pointLockControls.speed) const moveRight = () => pointLockControls.moveRight(pointLockControls.speed) const moveUp = () => pointLockControls.getObject().position.y += pointLockControls.speed const moveDown = () => pointLockControls.getObject().position.y -= pointLockControls.speed

    // 第一人称 pointLockControls.pointLockRender = () => { if (keyboard['KeyW']) moveForward(); else if (keyboard['KeyA']) moveLeft(); else if (keyboard['KeyS']) moveBackward(); else if (keyboard['KeyD']) moveRight(); else if (keyboard['ArrowUp']) moveUp(); else if (keyboard['ArrowDown']) moveDown(); }

    // 键盘事件 const onKeyDown = function (event) { event.preventDefault(); keyboard[event.code] = true }

    // 键盘事件 const onKeyUp = function (event) { event.preventDefault(); keyboard[event.code] = false }

    // 锁定事件 pointLockControls.addEventListener('lock', () => { window.addEventListener('keydown', onKeyDown) window.addEventListener('keyup', onKeyUp) })

    // 解锁事件 pointLockControls.addEventListener('unlock', () => { window.removeEventListener('keydown', onKeyDown) window.removeEventListener('keyup', onKeyUp) })

    const gui = new GUI() gui.add(pointLockControls, 'isLocked').onChange((v) => v ? pointLockControls.lock() : pointLockControls.unlock()).name('漫游').listen() gui.add(pointLockControls, 'speed').name('漫游速度')

    animate() function animate() { requestAnimationFrame(animate) pointLockControls.isLocked ? pointLockControls.pointLockRender() : controls.update() renderer.render(scene, camera) }

    window.onresize = () => { renderer.setSize(box.clientWidth, box.clientHeight) camera.aspect = box.clientWidth / box.clientHeight camera.updateProjectionMatrix() }

    GLOBAL_CONFIG.ElMessage('键盘事件:WASD移动, esc退出')

    完整源码:GitHub

    小结

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