前言
大家好,我是鲫小鱼。是一名不写前端代码的前端工程师,热衷于分享非前端的知识,带领切图仔逃离切图圈子,欢迎关注我,微信公众号:《鲫小鱼不正经》。欢迎点赞、收藏、关注,一键三连!!
VR/AR 应用开发
在 Three.js 中,我们可以使用 WebXR API 来创建 VR/AR 应用。本章将介绍如何使用 Three.js 开发 VR/AR 应用,包括设备交互、空间定位和手势识别等。
WebXR 基础
1. 场景设置
图 14.1: VR 场景示例
// VR 场景管理器
class VRSceneManager {
constructor() {
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(
70,
window.innerWidth / window.innerHeight,
0.01,
1000
);
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.renderer.setPixelRatio(window.devicePixelRatio);
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.xr.enabled = true;
document.body.appendChild(this.renderer.domElement);
this.controllers = [];
this.setupVR();
}
setupVR() {
// 添加控制器
this.controller1 = this.renderer.xr.getController(0);
this.controller2 = this.renderer.xr.getController(1);
this.scene.add(this.controller1);
this.scene.add(this.controller2);
// 添加控制器模型
this.controller1.add(this.buildControllerModel());
this.controller2.add(this.buildControllerModel());
// 添加控制器事件
this.controller1.addEventListener('selectstart', this.onSelectStart.bind(this));
this.controller1.addEventListener('selectend', this.onSelectEnd.bind(this));
this.controller2.addEventListener('selectstart', this.onSelectStart.bind(this));
this.controller2.addEventListener('selectend', this.onSelectEnd.bind(this));
// 添加控制器移动事件
this.controller1.addEventListener('squeezestart', this.onSqueezeStart.bind(this));
this.controller1.addEventListener('squeezeend', this.onSqueezeEnd.bind(this));
this.controller2.addEventListener('squeezestart', this.onSqueezeStart.bind(this));
this.controller2.addEventListener('squeezeend', this.onSqueezeEnd.bind(this));
}
buildControllerModel() {
const geometry = new THREE.BoxGeometry(0.02, 0.02, 0.02);
const material = new THREE.MeshBasicMaterial({ color: 0x808080 });
return new THREE.Mesh(geometry, material);
}
onSelectStart(event) {
const controller = event.target;
const geometry = new THREE.BoxGeometry(0.1, 0.1, 0.1);
const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
controller.add(cube);
controller.userData.selected = cube;
}
onSelectEnd(event) {
const controller = event.target;
if (controller.userData.selected) {
controller.remove(controller.userData.selected);
controller.userData.selected = null;
}
}
onSqueezeStart(event) {
const controller = event.target;
controller.userData.squeezed = true;
}
onSqueezeEnd(event) {
const controller = event.target;
controller.userData.squeezed = false;
}
update() {
// 更新控制器状态
this.controllers.forEach(controller => {
if (controller.userData.squeezed) {
// 处理挤压状态
}
});
}
render() {
this.renderer.render(this.scene, this.camera);
}
}
2. AR 场景设置
// AR 场景管理器
class ARSceneManager {
constructor() {
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(
70,
window.innerWidth / window.innerHeight,
0.01,
1000
);
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.renderer.setPixelRatio(window.devicePixelRatio);
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.xr.enabled = true;
document.body.appendChild(this.renderer.domElement);
this.setupAR();
}
setupAR() {
// 添加 AR 控制器
this.controller = this.renderer.xr.getController(0);
this.scene.add(this.controller);
// 添加点击事件
this.controller.addEventListener('selectstart', this.onSelectStart.bind(this));
this.controller.addEventListener('selectend', this.onSelectEnd.bind(this));
// 添加平面检测
this.setupPlaneDetection();
}
setupPlaneDetection() {
this.planeGeometry = new THREE.PlaneGeometry(1, 1);
this.planeMaterial = new THREE.MeshBasicMaterial({
color: 0x00ff00,
transparent: true,
opacity: 0.5
});
this.plane = new THREE.Mesh(this.planeGeometry, this.planeMaterial);
this.plane.visible = false;
this.scene.add(this.plane);
}
onSelectStart(event) {
const controller = event.target;
const position = new THREE.Vector3();
controller.getWorldPosition(position);
// 创建 AR 对象
this.createARObject(position);
}
onSelectEnd(event) {
// 处理选择结束事件
}
createARObject(position) {
const geometry = new THREE.BoxGeometry(0.1, 0.1, 0.1);
const material = new THREE.MeshBasicMaterial({ color: 0xff0000 });
const cube = new THREE.Mesh(geometry, material);
cube.position.copy(position);
this.scene.add(cube);
}
update() {
// 更新 AR 状态
}
render() {
this.renderer.render(this.scene, this.camera);
}
}
空间定位
1. 空间锚点
// 空间锚点管理器
class SpatialAnchorManager {
constructor(scene) {
this.scene = scene;
this.anchors = new Map();
}
createAnchor(position, rotation) {
const anchor = new THREE.Object3D();
anchor.position.copy(position);
anchor.rotation.copy(rotation);
const id = Math.random().toString(36).substr(2, 9);
this.anchors.set(id, anchor);
this.scene.add(anchor);
return id;
}
attachObject(anchorId, object) {
const anchor = this.anchors.get(anchorId);
if (anchor) {
anchor.add(object);
}
}
detachObject(anchorId, object) {
const anchor = this.anchors.get(anchorId);
if (anchor) {
anchor.remove(object);
}
}
removeAnchor(anchorId) {
const anchor = this.anchors.get(anchorId);
if (anchor) {
this.scene.remove(anchor);
this.anchors.delete(anchorId);
}
}
}
2. 空间映射
// 空间映射管理器
class SpatialMappingManager {
constructor(scene) {
this.scene = scene;
this.meshes = new Map();
}
createMesh(geometry, position, rotation) {
const material = new THREE.MeshBasicMaterial({
color: 0x808080,
wireframe: true
});
const mesh = new THREE.Mesh(geometry, material);
mesh.position.copy(position);
mesh.rotation.copy(rotation);
const id = Math.random().toString(36).substr(2, 9);
this.meshes.set(id, mesh);
this.scene.add(mesh);
return id;
}
updateMesh(id, geometry) {
const mesh = this.meshes.get(id);
if (mesh) {
mesh.geometry.dispose();
mesh.geometry = geometry;
}
}
removeMesh(id) {
const mesh = this.meshes.get(id);
if (mesh) {
this.scene.remove(mesh);
mesh.geometry.dispose();
mesh.material.dispose();
this.meshes.delete(id);
}
}
}
手势识别
1. 手势检测器
// 手势检测器
class GestureDetector {
constructor() {
this.gestures = new Map();
this.setupGestures();
}
setupGestures() {
// 定义手势
this.gestures.set('pinch', {
start: this.onPinchStart.bind(this),
update: this.onPinchUpdate.bind(this),
end: this.onPinchEnd.bind(this)
});
this.gestures.set('rotate', {
start: this.onRotateStart.bind(this),
update: this.onRotateUpdate.bind(this),
end: this.onRotateEnd.bind(this)
});
}
onPinchStart(event) {
// 处理捏合开始
}
onPinchUpdate(event) {
// 处理捏合更新
}
onPinchEnd(event) {
// 处理捏合结束
}
onRotateStart(event) {
// 处理旋转开始
}
onRotateUpdate(event) {
// 处理旋转更新
}
onRotateEnd(event) {
// 处理旋转结束
}
}
2. 手势控制器
// 手势控制器
class GestureController {
constructor(scene, camera) {
this.scene = scene;
this.camera = camera;
this.detector = new GestureDetector();
this.selectedObject = null;
this.setupEvents();
}
setupEvents() {
// 添加手势事件监听
this.detector.gestures.forEach((handlers, gesture) => {
switch (gesture) {
case 'pinch':
this.setupPinchEvents(handlers);
break;
case 'rotate':
this.setupRotateEvents(handlers);
break;
}
});
}
setupPinchEvents(handlers) {
// 设置捏合事件
}
setupRotateEvents(handlers) {
// 设置旋转事件
}
selectObject(object) {
this.selectedObject = object;
}
deselectObject() {
this.selectedObject = null;
}
update() {
// 更新手势状态
}
}
实战:创建 VR/AR 应用
让我们创建一个简单的 VR/AR 应用:
// 创建 VR 场景
const vrScene = new VRSceneManager();
// 添加光源
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
vrScene.scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(5, 5, 5);
vrScene.scene.add(directionalLight);
// 添加空间锚点管理器
const anchorManager = new SpatialAnchorManager(vrScene.scene);
// 添加手势控制器
const gestureController = new GestureController(vrScene.scene, vrScene.camera);
// 动画循环
function animate() {
requestAnimationFrame(animate);
// 更新 VR 场景
vrScene.update();
// 更新手势控制器
gestureController.update();
// 渲染场景
vrScene.render();
}
animate();
// 窗口大小改变时更新
window.addEventListener('resize', () => {
vrScene.camera.aspect = window.innerWidth / window.innerHeight;
vrScene.camera.updateProjectionMatrix();
vrScene.renderer.setSize(window.innerWidth, window.innerHeight);
});
练习
- 创建一个基础的 VR 场景
- 实现空间定位和锚点
- 添加手势识别和交互
- 实现 AR 场景和平面检测
下一步学习
在下一章中,我们将学习:
- 性能监控与调试
- 性能优化技巧
- 内存管理
- 渲染优化
最后感谢阅读!欢迎关注我,微信公众号:
《鲫小鱼不正经》。欢迎点赞、收藏、关注,一键三连!!!