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Vue实现图形化积木式编程(一)

前言

前段时间想要做一个web端的图形化积木式编程(类似少儿编程)的案例,网上冲浪了一圈又一圈,终于技术选型好,然后代码一顿敲,终于出来了一个雏形。

TIPS:该案例设计主要参考iRobot Coding,只用做学习用途,侵删。

https://code.irobot.com/#/

最终实现效果

Vue实现图形化积木式编程(一),第1张
最终实现效果

本文实现效果

  • 可移动相机视角查看3d模型


    Vue实现图形化积木式编程(一),第2张
    可移动相机视角

技术选型

1.前端

  • vuetify - 基于vue的界面框架

  • babylon.js - 3d图形引擎

  • ammo.js - 物理引擎库

  • blockly - 模块化编程工具

  1. 后端
  • ThinkJS - 基于Node.js的后端框架

完整代码

  • 一个完整的vue文件
<template>
  <div>
    <div>
      <canvas id="renderCanvas"></canvas>
    </div>
  </div>
</template>

<script>
import * as BABYLON from 'babylonjs';
import * as BABYLON_MATERAIAL from "babylonjs-materials"

function loadScene() {
  //获取到renderCanvas这个元素
  var canvas = document.getElementById("renderCanvas");
  //初始化引擎
  var engine = new BABYLON.Engine(canvas, true);
  //初始化场景
  var scene = new BABYLON.Scene(engine);
  //注册一个渲染循环来重复渲染场景
  engine.runRenderLoop(function () {
    scene.render();
  });
  //浏览器窗口变化时监听
  window.addEventListener("resize", function () {
    engine.resize();
  });

  //相机初始化
  var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 5, new BABYLON.Vector3(0, 0, 10), scene);
  camera.setPosition(new BABYLON.Vector3(20, 200, 400));
  //相机角度限制
  camera.upperBetaLimit = 1.5;//最大z轴旋转角度差不多45度俯瞰
  camera.lowerRadiusLimit = 50;//最小缩小比例
  camera.upperRadiusLimit = 1500;//最大放大比例
  //变焦速度
  camera.wheelPrecision = 1; //电脑滚轮速度 越小灵敏度越高
  camera.pinchPrecision = 20; //手机放大缩小速度 越小灵敏度越高
  scene.activeCamera.panningSensibility = 100;//右键平移灵敏度
  // 将相机和画布关联
  camera.attachControl(canvas, true);

  //灯光初始化
  var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 10, 0), scene);
  //设置高光颜色
  light.specular = new BABYLON.Color3(0, 0, 0);
  //设置灯光强度
  light.intensity = 1

  // 绿地初始化
  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()

  //网格地板初始化
  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();//底板颜色
  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
  //大网格间距
  groundMaterial.majorUnitFrequency = 16;
  //小网格间距
  groundMaterial.minorUnitVisibility = 0;
  const gridOffset = 8; // 网格偏移量
  groundMaterial.gridOffset = new BABYLON.Vector3(gridOffset, 0, gridOffset);
  groundMaterial.freeze(); // 冻结材质,优化渲染速度
  ground.material = groundMaterial
  ground.freezeWorldMatrix()

  //正方形物体初始化
  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;//网格状
  blueBox.material = blueMat;
  //起始位置坐标
  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() {
    //加载场景
    loadScene()
  },
}
</script>

<style scoped>
#renderCanvas {
  width: 680px;
  height: 680px;
  touch-action: none;
  z-index: 10000;
  border-radius: 10px;
}
</style>

babylonjs入门场景学习

0、npm安装相关依赖
npm install babylonjs babylonjs-gui babylonjs-loaders babylonjs-materials --save
  • 安装的模块在package.json中生成
"dependencies": {
 {
    "babylonjs": "^4.2.0",//babylon核心库
    "babylonjs-gui": "^4.2.0",//UI界面库(按钮等)
    "babylonjs-loaders": "^4.2.0",//开机加载库(修改启动动画的)
    "babylonjs-materials": "^4.2.0"//材质库,有些材质像是SkyMaterial,babylonjs库的默认材质中是没有这个对象的
}
1、引入模块
import * as BABYLON from 'babylonjs';
import * as BABYLON_MATERAIAL from "babylonjs-materials"
2、场景初始化
  • 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
//获取到renderCanvas这个元素
var canvas = document.getElementById("renderCanvas");
//初始化引擎
var engine = new BABYLON.Engine(canvas, true);
//初始化场景
var scene = new BABYLON.Scene(engine);
//注册一个渲染循环来重复渲染场景
engine.runRenderLoop(function () {
  scene.render();
});
//浏览器窗口变化时监听
window.addEventListener("resize", function () {
  engine.resize();
});
3、ArcRotateCamera 相机初始化
var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 5, new BABYLON.Vector3(0,0,10), scene);
camera.setPosition(new BABYLON.Vector3(20, 200, 400));
//相机角度限制
 camera.upperBetaLimit = 1.5;//最大z轴旋转角度差不多45度俯瞰
camera.lowerRadiusLimit = 50;//最小缩小比例
camera.upperRadiusLimit = 1500;//最大放大比例
//变焦速度
camera.wheelPrecision = 1; //电脑滚轮速度 越小灵敏度越高
camera.pinchPrecision = 20; //手机放大缩小速度 越小灵敏度越高
scene.activeCamera.panningSensibility = 100;//右键平移灵敏度
// 将相机和画布关联
camera.attachControl(canvas, true);
4、灯光初始化
//设置半球光
var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 10, 0), scene);
//设置高光颜色
light.specular = new BABYLON.Color3(0, 0, 0);
//设置灯光强度
light.intensity = 1
5、地面初始化
5.1、绿地
// 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、网格地面
//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();//底板颜色
  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.
  //大网格间距
  groundMaterial.majorUnitFrequency = 16;
  //小网格间距
  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:很多同学会发现,将两个平面叠加时,移动相机视角,会出现虫影现象
Vue实现图形化积木式编程(一),第3张
两平面叠加虫影
  • 优化方案
//1、冻结材质和模型
//绿地
//设置为静态网格,freezeWorldMatrix之后,改变postion、rotation是无效的
plane.freezeWorldMatrix()
//将材质冻结
plane.material.freeze()
//网格
ground.freezeWorldMatrix()
ground.material.freeze()
//2、增大两个物体的y轴间距
plane.position.y = -0.1
6、正方体物体初始化
 //添加物体
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;//网格状
blueBox.material = blueMat;
//起始位置坐标
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;

后续计划

Babylon.js

  • 加载网络模型
  • 点击移动物体
  • 自定义启动界面
  • 初始化摄像机动画
  • 物体重力效果
  • babylonjs-gui 按钮实现
  • babylonjs+ammojs 碰撞体实现
  • 将3d界面放入可拖动窗口中

Blockly

  • 入门使用blockly
  • 自定义block块
  • blockly第三方组件使用
  • 接入js-interpreter,步骤运行block块
  • ......(想到啥写啥)

开源项目GitHub链接

https://github.com/Wenbile/Child-Programming-Web


https://www.xamrdz.com/backend/3a91994604.html

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