three.js 实现3D漫游

【three.js 实现3D漫游】使用three.js 实现3D漫游的简单实例。
在线观看:https://5wnkwjym2n.codesandbox.io/
源码如下:

three.js webgl - equirectangular panorama - 锐客网 > body { background-color: #000000; margin: 0px; overflow: hidden; }#info { position: absolute; top: 0px; width: 100%; color: #ffffff; padding: 5px; font-family:Monospace; font-size:13px; font-weight: bold; text-align:center; }a { color: #ffffff; }
src="https://cdn.bootcss.com/three.js/r83/three.min.js">> var imgUrl = 'https://daoket.github.io/img/three.jpg'var camera, scene, renderer; //相机 场景 渲染器var isUserInteracting = false, onMouseDownMouseX = 0, onMouseDownMouseY = 0, lon = 0, onMouseDownLon = 0, lat = 0, onMouseDownLat = 0, phi = 0, theta = 0; init(); animate(); function init() {var container, mesh; container = document.getElementById( 'container' ); camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 ); //透视投影照相机 camera.target = new THREE.Vector3( 0, 0, 0 ); //设置相机所看的位置scene = new THREE.Scene(); //场景var geometry = new THREE.SphereGeometry( 500, 60, 40 ); //SphereGeometry用来在三维空间内创建一个球体对象. geometry.scale( - 1, 1, 1 ); var material = new THREE.MeshBasicMaterial( { //使用基本材质(BasicMaterial)的物体,渲染后物体的颜色始终为该材质的颜色,不会由于光照产生明暗、阴影效果 map: new THREE.TextureLoader().load(imgUrl) } ); mesh = new THREE.Mesh( geometry, material ); //Mesh(图元装配函数)生成三维物体scene.add( mesh ); //网格添加到场景中renderer = new THREE.WebGLRenderer(); //定义渲染器 renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); //设定尺寸 container.appendChild( renderer.domElement ); //将场景加入到画面document.addEventListener( 'mousedown', onDocumentMouseDown, false ); document.addEventListener( 'mousemove', onDocumentMouseMove, false ); document.addEventListener( 'mouseup', onDocumentMouseUp, false ); document.addEventListener( 'wheel', onDocumentMouseWheel, false ); //document.addEventListener( 'dragover', function ( event ) {event.preventDefault(); event.dataTransfer.dropEffect = 'copy'; }, false ); document.addEventListener( 'dragenter', function ( event ) {document.body.style.opacity = 0.5; }, false ); document.addEventListener( 'dragleave', function ( event ) {document.body.style.opacity = 1; }, false ); document.addEventListener( 'drop', function ( event ) {event.preventDefault(); var reader = new FileReader(); reader.addEventListener( 'load', function ( event ) {material.map.image.src = https://www.it610.com/article/event.target.result; material.map.needsUpdate = true; }, false ); reader.readAsDataURL( event.dataTransfer.files[ 0 ] ); document.body.style.opacity = 1; }, false ); //window.addEventListener('resize', onWindowResize, false ); }function onWindowResize() {camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); }function onDocumentMouseDown( event ) {event.preventDefault(); isUserInteracting = true; onPointerDownPointerX = event.clientX; onPointerDownPointerY = event.clientY; onPointerDownLon = lon; onPointerDownLat = lat; }function onDocumentMouseMove( event ) {if ( isUserInteracting === true ) {lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon; lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat; }}function onDocumentMouseUp( event ) {isUserInteracting = false; }function onDocumentMouseWheel( event ) {camera.fov += event.deltaY * 0.05; camera.updateProjectionMatrix(); }function animate() {requestAnimationFrame( animate ); update(); }function update() {if ( isUserInteracting === false ) {lon += 0.1; }lat = Math.max( - 85, Math.min( 85, lat ) ); phi = THREE.Math.degToRad( 90 - lat ); theta = THREE.Math.degToRad( lon ); camera.target.x = 500 * Math.sin( phi ) * Math.cos( theta ); camera.target.y = 500 * Math.cos( phi ); camera.target.z = 500 * Math.sin( phi ) * Math.sin( theta ); camera.lookAt( camera.target ); /* // distortion camera.position.copy( camera.target ).negate(); */renderer.render( scene, camera ); }

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