前言
前段時間想要做一個web端的圖形化積木式編程(類似少兒編程)的案例,網(wǎng)上沖浪了一圈又一圈,終于技術(shù)選型好,然后代碼一頓敲,終于出來了一個雛形。
TIPS:該案例設(shè)計主要參考iRobot Coding,只用做學(xué)習(xí)用途,侵刪。
最終實現(xiàn)效果

最終實現(xiàn)效果
本文實現(xiàn)效果
-
可移動相機視角查看3d模型
可移動相機視角
技術(shù)選型
1.前端
vuetify - 基于vue的界面框架
babylon.js - 3d圖形引擎
ammo.js - 物理引擎庫
blockly - 模塊化編程工具
- 后端
- ThinkJS - 基于Node.js的后端框架
完整代碼
- 一個完整的vue文件
<template>
<div style="height: 100%;width: 100%;">
<div>
<canvas id="renderCanvas"></canvas>
</div>
</div>
</template>
<script>
import * as BABYLON from 'babylonjs';
import * as BABYLON_MATERAIAL from "babylonjs-materials"
function loadScene() {
//獲取到renderCanvas這個元素
var canvas = document.getElementById("renderCanvas");
//初始化引擎
var engine = new BABYLON.Engine(canvas, true);
//初始化場景
var scene = new BABYLON.Scene(engine);
//注冊一個渲染循環(huán)來重復(fù)渲染場景
engine.runRenderLoop(function () {
scene.render();
});
//瀏覽器窗口變化時監(jiān)聽
window.addEventListener("resize", function () {
engine.resize();
});
//相機初始化
var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 5, new BABYLON.Vector3(0, 0, 10), scene);
camera.setPosition(new BABYLON.Vector3(20, 200, 400));
//相機角度限制
camera.upperBetaLimit = 1.5;//最大z軸旋轉(zhuǎn)角度差不多45度俯瞰
camera.lowerRadiusLimit = 50;//最小縮小比例
camera.upperRadiusLimit = 1500;//最大放大比例
//變焦速度
camera.wheelPrecision = 1; //電腦滾輪速度 越小靈敏度越高
camera.pinchPrecision = 20; //手機放大縮小速度 越小靈敏度越高
scene.activeCamera.panningSensibility = 100;//右鍵平移靈敏度
// 將相機和畫布關(guān)聯(lián)
camera.attachControl(canvas, true);
//燈光初始化
var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 10, 0), scene);
//設(shè)置高光顏色
light.specular = new BABYLON.Color3(0, 0, 0);
//設(shè)置燈光強度
light.intensity = 1
// 綠地初始化
var materialPlane = new BABYLON.StandardMaterial("texturePlane", scene);
materialPlane.diffuseColor = new BABYLON.Color3(152 / 255.0, 209 / 255.0, 115 / 255.0)
materialPlane.backFaceCulling = false;
materialPlane.freeze()
var plane = BABYLON.MeshBuilder.CreateDisc("ground", {radius: 3000}, scene);
plane.rotation.x = Math.PI / 2;
plane.material = materialPlane;
plane.position.y = -0.1;
plane.freezeWorldMatrix()
//網(wǎng)格地板初始化
const groundSide = 144;
var ground = BABYLON.Mesh.CreateGround("ground", groundSide, groundSide, 1, scene, true);
var groundMaterial = new BABYLON_MATERAIAL.GridMaterial("grid", scene);
groundMaterial.mainColor = BABYLON.Color3.White();//底板顏色
groundMaterial.alpha = 1;//透明度
const gridLineGray = 0.95;
groundMaterial.lineColor = new BABYLON.Color3(gridLineGray, gridLineGray, gridLineGray);
groundMaterial.backFaceCulling = true; // 可看到背面
//大網(wǎng)格間距
groundMaterial.majorUnitFrequency = 16;
//小網(wǎng)格間距
groundMaterial.minorUnitVisibility = 0;
const gridOffset = 8; // 網(wǎng)格偏移量
groundMaterial.gridOffset = new BABYLON.Vector3(gridOffset, 0, gridOffset);
groundMaterial.freeze(); // 凍結(jié)材質(zhì),優(yōu)化渲染速度
ground.material = groundMaterial
ground.freezeWorldMatrix()
//正方形物體初始化
var blueBox = BABYLON.Mesh.CreateBox("blue", 10, scene);
var blueMat = new BABYLON.StandardMaterial("ground", scene);
blueMat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
blueMat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
blueMat.emissiveColor = BABYLON.Color3.Blue();
// blueMat.wireframe = true;//網(wǎng)格狀
blueBox.material = blueMat;
//起始位置坐標(biāo)
blueBox.position.x = 0;
blueBox.position.y = 5;
blueBox.position.z = 0;
//天空盒初始化
var skyMaterial = new BABYLON_MATERAIAL.SkyMaterial("skyMaterial", scene);
skyMaterial.inclination = 0
skyMaterial.backFaceCulling = false;
var skybox = BABYLON.Mesh.CreateBox("skyBox", 5000.0, scene);
skybox.material = skyMaterial;
}
export default {
name: "test",
data() {
return {
}
},
mounted() {
//加載場景
loadScene()
},
}
</script>
<style scoped>
#renderCanvas {
width: 680px;
height: 680px;
touch-action: none;
z-index: 10000;
border-radius: 10px;
}
</style>
babylonjs入門場景學(xué)習(xí)
0、npm安裝相關(guān)依賴
npm install babylonjs babylonjs-gui babylonjs-loaders babylonjs-materials --save
- 安裝的模塊在package.json中生成
"dependencies": {
{
"babylonjs": "^4.2.0",//babylon核心庫
"babylonjs-gui": "^4.2.0",//UI界面庫(按鈕等)
"babylonjs-loaders": "^4.2.0",//開機加載庫(修改啟動動畫的)
"babylonjs-materials": "^4.2.0"http://材質(zhì)庫,有些材質(zhì)像是SkyMaterial,babylonjs庫的默認(rèn)材質(zhì)中是沒有這個對象的
}
1、引入模塊
import * as BABYLON from 'babylonjs';
import * as BABYLON_MATERAIAL from "babylonjs-materials"
2、場景初始化
- template中
<div>
<canvas id="renderCanvas"></canvas>
</div>
- css中
#renderCanvas {
width: 680px;
height: 680px;
touch-action: none;
z-index: 10000;
border-radius: 10px;
}
- js中
//獲取到renderCanvas這個元素
var canvas = document.getElementById("renderCanvas");
//初始化引擎
var engine = new BABYLON.Engine(canvas, true);
//初始化場景
var scene = new BABYLON.Scene(engine);
//注冊一個渲染循環(huán)來重復(fù)渲染場景
engine.runRenderLoop(function () {
scene.render();
});
//瀏覽器窗口變化時監(jiān)聽
window.addEventListener("resize", function () {
engine.resize();
});
3、ArcRotateCamera 相機初始化
var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 5, new BABYLON.Vector3(0,0,10), scene);
camera.setPosition(new BABYLON.Vector3(20, 200, 400));
//相機角度限制
camera.upperBetaLimit = 1.5;//最大z軸旋轉(zhuǎn)角度差不多45度俯瞰
camera.lowerRadiusLimit = 50;//最小縮小比例
camera.upperRadiusLimit = 1500;//最大放大比例
//變焦速度
camera.wheelPrecision = 1; //電腦滾輪速度 越小靈敏度越高
camera.pinchPrecision = 20; //手機放大縮小速度 越小靈敏度越高
scene.activeCamera.panningSensibility = 100;//右鍵平移靈敏度
// 將相機和畫布關(guān)聯(lián)
camera.attachControl(canvas, true);
4、燈光初始化
//設(shè)置半球光
var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 10, 0), scene);
//設(shè)置高光顏色
light.specular = new BABYLON.Color3(0, 0, 0);
//設(shè)置燈光強度
light.intensity = 1
5、地面初始化
5.1、綠地
// 添加地面
var materialPlane = new BABYLON.StandardMaterial("texturePlane", scene);
materialPlane.diffuseColor = new BABYLON.Color3(152 / 255.0, 209 / 255.0, 115 / 255.0)
materialPlane.backFaceCulling = false;//Allways show the front and the back of an element
materialPlane.freeze()
var plane = BABYLON.MeshBuilder.CreateDisc("ground", {radius: 6000}, scene);
plane.rotation.x = Math.PI / 2;
plane.material = materialPlane;
plane.position.y = -0.01;
plane.freezeWorldMatrix()
5.2、網(wǎng)格地面
//地板
const groundSide = 144;
var ground = BABYLON.Mesh.CreateGround("ground", groundSide, groundSide, 1, scene, true);
var groundMaterial = new BABYLON_MATERAIAL.GridMaterial("grid", scene);
groundMaterial.freeze(); // Optimization.
groundMaterial.mainColor = BABYLON.Color3.White();//底板顏色
groundMaterial.alpha = 1;//透明度
const gridLineGray = 0.95;
groundMaterial.lineColor = new BABYLON.Color3(gridLineGray, gridLineGray, gridLineGray);
groundMaterial.backFaceCulling = true; // Change this if the back of the pad needs to be visible.
//大網(wǎng)格間距
groundMaterial.majorUnitFrequency = 16;
//小網(wǎng)格間距
groundMaterial.minorUnitVisibility = 0;
const gridOffset = 0; // This makes the grid cells to be aligned with the pad's borders.
groundMaterial.gridOffset = new BABYLON.Vector3(gridOffset, 0, gridOffset);
ground.material = groundMaterial
ground.freezeWorldMatrix()
- TIPS:很多同學(xué)會發(fā)現(xiàn),將兩個平面疊加時,移動相機視角,會出現(xiàn)蟲影現(xiàn)象

兩平面疊加蟲影
- 優(yōu)化方案
//1、凍結(jié)材質(zhì)和模型
//綠地
//設(shè)置為靜態(tài)網(wǎng)格,freezeWorldMatrix之后,改變postion、rotation是無效的
plane.freezeWorldMatrix()
//將材質(zhì)凍結(jié)
plane.material.freeze()
//網(wǎng)格
ground.freezeWorldMatrix()
ground.material.freeze()
//2、增大兩個物體的y軸間距
plane.position.y = -0.1
6、正方體物體初始化
//添加物體
var blueBox = BABYLON.Mesh.CreateBox("blue", 10, scene);
var blueMat = new BABYLON.StandardMaterial("ground", scene);
blueMat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
blueMat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
blueMat.emissiveColor = BABYLON.Color3.Blue();
// blueMat.wireframe = true;//網(wǎng)格狀
blueBox.material = blueMat;
//起始位置坐標(biāo)
blueBox.position.x = 0;
blueBox.position.y = 5;
blueBox.position.z = 0;
7、天空盒初始化
//天空盒初始化
var skyMaterial = new BABYLON_MATERAIAL.SkyMaterial("skyMaterial", scene);
skyMaterial.inclination = 0
skyMaterial.backFaceCulling = false;
var skybox = BABYLON.Mesh.CreateBox("skyBox", 5000.0, scene);
skybox.material = skyMaterial;
后續(xù)計劃
Babylon.js
- 加載網(wǎng)絡(luò)模型
- 點擊移動物體
- 自定義啟動界面
- 初始化攝像機動畫
- 物體重力效果
- babylonjs-gui 按鈕實現(xiàn)
- babylonjs+ammojs 碰撞體實現(xiàn)
- 將3d界面放入可拖動窗口中
Blockly
- 入門使用blockly
- 自定義block塊
- blockly第三方組件使用
- 接入js-interpreter,步驟運行block塊
- ......(想到啥寫啥)
