第一人称漫游控制 · Person Move · ▶ 在线运行案例
案例合集: 三维可视化功能案例(threehub.cn)
开源仓库github地址: https://github.com/z2586300277/three-cesium-examples
**400个案例代码: ** 网盘链接

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
- 本文提供 第一人称漫游控制 完整 Three.js 源码与在线 Demo,建议先运行案例再改 uniform/参数做二次实验
- 更多 Three.js 实战案例见 three-cesium-examples 合集 与 GitHub 开源仓库