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Threejs中使用astar(A*)算法尋路導航,Threejs尋路定位導航

1,介紹

該示例使用的是 r95版本Three.js庫。利用A*算法實作尋路、導航功能。添加坐标軸。

效果圖如下:

Threejs中使用astar(A*)算法尋路導航,Threejs尋路定位導航

2,主要說明

引入A*算法astar.js
<script type="text/javascript" src="libs/astar.js"></script>
           
初始化路網、障礙物,記錄路網、障礙物位置資訊
// 繪制路網
function initGround() {
	var geometry = new THREE.Geometry();
	geometry.vertices.push(new THREE.Vector3(0, 0, 0));
	geometry.vertices.push(new THREE.Vector3(length, 0, 0));

	for (var i = 0; i <= length / ws; i++) {
		var material = new THREE.LineBasicMaterial({
			color: 0x808080
		});
		var line = new THREE.Line(geometry, material);
		line.position.z = i * ws;
		scene.add(line);

		var line = new THREE.Line(geometry, material);
		line.position.x = i * ws;
		line.position.z = length;
		line.rotation.y = 90 * Math.PI / 180;
		scene.add(line);
	}
}

// 初始化障礙物
function initGrid() {
	for (var i = 0; i < length / ws; i++) {
		var nodeRow = [];
		for (var j = 0; j < length / ws; j++) {
			var salt = Math.random() * 7;
			if (salt > 2) {
				nodeRow.push(1);
			} else {
				nodeRow.push(0);
			}
			if (salt <= 2) {
				var cube = new THREE.Mesh(new THREE.CubeGeometry(1, 1, 1), new THREE.MeshBasicMaterial({
					color: 0xC0C0C0
				}));
				let x = ws * j + ws / 2;
				let z = ws * i + ws / 2;
				cube.position.set(x, 1.2, z);
				scene.add(cube);
				mesh.push(cube);
			}
		}
		graph.push(nodeRow);
	}
}
           
 調用A*算法,傳入路網和障礙物資訊,傳回計算結果。用傳回計算結果繪制路徑。
//計算路徑
function caculatePath(resultArray) {
	var maps = new Graph(graph); // 地圖
	var startX = parseInt(resultArray[0].position.z / ws);
	var startY = parseInt(resultArray[0].position.x / ws);
	var endX = parseInt(resultArray[1].position.z / ws);
	var endY = parseInt(resultArray[1].position.x / ws);
	var start = maps.grid[startX][startY];
	var end = maps.grid[endX][endY];
	result = astar.search(maps, start, end);
	if (result.length == 0) {
		alert("無可到達路徑");
		cleanSphere();
		return;
	}

	var nArr = [{
		x: resultArray[0].position.x,
		z: resultArray[0].position.z,
		y: 1.2
	}];
	for (var i = 0; i < result.length; i++) {
		let d = {
			x: result[i].y * ws + ws / 2,
			y: 1.2,
			z: result[i].x * ws + ws / 2,
		}
		nArr.push(d);
	}
	initLine(nArr);
}
           

3,源碼

<!DOCTYPE html>
<html>
	<head>
		<title>Threejs中使用astar(A*)算法尋路導航</title>
		<script type="text/javascript" src="libs/three.js"></script>
		<script type="text/javascript" src="libs/OrbitControls.js"></script>
		<script type="text/javascript" charset="UTF-8" src="libs/other/Tween.min.js"></script>
		<script type="text/javascript" src="libs/astar.js"></script>
		<style>
			body {
				margin: 0;
				overflow: hidden;
			}
		</style>
	</head>
	<body>
		<div id="dom"></div>
		<script type="text/javascript">
			var camera;
			var renderer;
			var clock = new THREE.Clock();
			var length = 36;
			var ws = 2;
			var graph = [];
			var mesh = [];
			var resultArray = new Array();
			var isCaculate = false;

			function init() {
				// 建立一個場景,它将包含我們所有的元素,如物體,相機和燈光。
				var scene = new THREE.Scene();

				var urls = [
					'assets/textures/cubemap/flowers/posx.jpg',
					'assets/textures/cubemap/flowers/negx.jpg',
					'assets/textures/cubemap/flowers/posy.jpg',
					'assets/textures/cubemap/flowers/negy.jpg',
					'assets/textures/cubemap/flowers/posz.jpg',
					'assets/textures/cubemap/flowers/negz.jpg'
				];

				var cubeLoader = new THREE.CubeTextureLoader();
				scene.background = cubeLoader.load(urls);

				// 建立一個錄影機,它定義了我們正在看的地方
				camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 0.1, 1000);
				// 将錄影機對準場景的中心
				camera.position.x = 60;
				camera.position.y = 35;
				camera.position.z = 60;
				camera.lookAt({
					x: 0,
					y: 5,
					z: -20
				});
				var orbit = new THREE.OrbitControls(camera);
				orbit.target = camera.position;
				orbit.update();

				// 建立一個渲染器并設定大小,WebGLRenderer将會使用電腦顯示卡來渲染場景
				// initialize basic renderer
				renderer = new THREE.WebGLRenderer();
				renderer.setSize(window.innerWidth, window.innerHeight);

				// 将平面添加到場景中
				var plane = createPlaneGeometryBasicMaterial();
				scene.add(plane);

				// 在螢幕上顯示坐标軸
				var axes = new THREE.AxesHelper(100);
				scene.add(axes);

				// var trackballControls = initTrackballControls(camera, renderer);

				scene.add(new THREE.AmbientLight(0x666666));


				var ambientLight = new THREE.AmbientLight("#ffffff", 1);
				scene.add(ambientLight);
				document.getElementById("dom").appendChild(renderer.domElement);

				initGround();
				initGrid();
				initGridArr();

				// 啟動動畫
				renderScene();

				// 建立一個地面
				function createPlaneGeometryBasicMaterial() {
					var textureLoader = new THREE.TextureLoader();
					var cubeMaterial = new THREE.MeshStandardMaterial({
						map: textureLoader.load("assets/textures/stone/cd.jpg"),
					});
					cubeMaterial.map.wrapS = THREE.RepeatWrapping;
					cubeMaterial.map.wrapT = THREE.RepeatWrapping;
					cubeMaterial.map.repeat.set(18, 18)
					// 建立地平面并設定大小
					var planeGeometry = new THREE.PlaneGeometry(500, 500);
					var plane = new THREE.Mesh(planeGeometry, cubeMaterial);

					// 設定平面位置并旋轉
					plane.rotation.x = -0.5 * Math.PI;
					plane.position.x = 0;
					plane.position.z = 0;
					return plane;
				}

				// 初始化線路
				function initLine(pArr) {
					var points = [];
					var geometry = new THREE.Geometry();
					for (var i = 0; i < pArr.length; i++) {
						var randomX = pArr[i].x;
						var randomY = pArr[i].y;
						var randomZ = pArr[i].z;
						var vector = new THREE.Vector3(randomX, randomY, randomZ);
						geometry.vertices.push(vector);
						points.push(vector);
					}
					var material = new THREE.LineBasicMaterial({
						color: 0x0000FF
					});
					var line = new THREE.Line(geometry, material);
					scene.add(line);
					return points;
				}

				// 繪制路網
				function initGround() {
					var geometry = new THREE.Geometry();
					geometry.vertices.push(new THREE.Vector3(0, 0, 0));
					geometry.vertices.push(new THREE.Vector3(length, 0, 0));

					for (var i = 0; i <= length / ws; i++) {
						var material = new THREE.LineBasicMaterial({
							color: 0x808080
						});
						var line = new THREE.Line(geometry, material);
						line.position.z = i * ws;
						scene.add(line);

						var line = new THREE.Line(geometry, material);
						line.position.x = i * ws;
						line.position.z = length;
						line.rotation.y = 90 * Math.PI / 180;
						scene.add(line);
					}
				}

				// 初始化障礙物
				function initGrid() {
					for (var i = 0; i < length / ws; i++) {
						var nodeRow = [];
						for (var j = 0; j < length / ws; j++) {
							var salt = Math.random() * 7;
							if (salt > 2) {
								nodeRow.push(1);
							} else {
								nodeRow.push(0);
							}
							if (salt <= 2) {
								var cube = new THREE.Mesh(new THREE.CubeGeometry(1, 1, 1), new THREE.MeshBasicMaterial({
									color: 0xC0C0C0
								}));
								let x = ws * j + ws / 2;
								let z = ws * i + ws / 2;
								cube.position.set(x, 1.2, z);
								scene.add(cube);
								mesh.push(cube);
							}
						}
						graph.push(nodeRow);
					}
				}

				function initGridArr() {
					for (var i = 0; i < length / ws; i++) {
						var nodeRow = [];
						for (var j = 0; j < length / ws; j++) {
							nodeRow.push(1);
						}
						graph.push(nodeRow);
					}
				}

				//計算路徑
				function caculatePath(resultArray) {
					var maps = new Graph(graph); // 地圖
					var startX = parseInt(resultArray[0].position.z / ws);
					var startY = parseInt(resultArray[0].position.x / ws);
					var endX = parseInt(resultArray[1].position.z / ws);
					var endY = parseInt(resultArray[1].position.x / ws);
					var start = maps.grid[startX][startY];
					var end = maps.grid[endX][endY];
					result = astar.search(maps, start, end);
					if (result.length == 0) {
						alert("無可到達路徑");
						cleanSphere();
						return;
					}

					var nArr = [{
						x: resultArray[0].position.x,
						z: resultArray[0].position.z,
						y: 1.2
					}];
					for (var i = 0; i < result.length; i++) {
						let d = {
							x: result[i].y * ws + ws / 2,
							y: 1.2,
							z: result[i].x * ws + ws / 2,
						}
						nArr.push(d);
					}
					initLine(nArr);
				}

				//清除小球
				function cleanSphere() {
					let child = scene.children; //擷取場景中的所有子對象
					for (var i = 0; i < child.length; i++) {
						if (child[i].geometry instanceof THREE.SphereGeometry) { //幾何對象是球體幾何
							scene.remove(child[i]); //從場景中移除
							i--;
						}
					}
					isCaculate = false;
				}

				//初始球體
				function initSphere(x, z) {
					if (isCaculate) {
						cleanSphere();
					}
					var geometry = new THREE.SphereGeometry(ws / 2, 30, 30); //球體幾何
					var material = new THREE.MeshBasicMaterial({
						color: 0xffff00
					}); //網格基礎材料

					if (resultArray.length == 0) {
						var sphere = new THREE.Mesh(geometry, material);
						sphere.position.x = x;
						sphere.position.y = 1;
						sphere.position.z = z;
						resultArray.push(sphere);
						scene.add(sphere);
					} else if (resultArray[0].position.x != x || resultArray[0].position.z != z) {
						var sphere = new THREE.Mesh(geometry, material);
						sphere.position.x = x;
						sphere.position.y = 1;
						sphere.position.z = z;
						resultArray.push(sphere);
						scene.add(sphere);
						caculatePath(resultArray);
						isCaculate = true;
						resultArray = new Array();
					}
				}

				// 拾取對象
				function pickupObjects(event) {
					// 點選螢幕建立一個向量
					var raycaster = new THREE.Raycaster();
					var vector = new THREE.Vector2((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window
						.innerHeight) * 2 + 1);
					var fxl = new THREE.Vector3(0, 1, 0);
					var groundplane = new THREE.Plane(fxl, 0);
					raycaster.setFromCamera(vector, camera);
					var ray = raycaster.ray;
					let intersects = ray.intersectPlane(groundplane);
					let x = intersects.x;
					let z = intersects.z;

					if (x < 0 || z < 0 || length < z || length < x) {
						return;
					}

					var k, m;
					for (var i = 0; i < length; i += ws) {
						if (x >= i && x < i + ws) {
							k = i + ws / 2;
						}
					}
					for (var j = 0; j < length; j += ws) {
						if (z >= j && z < j + ws) {
							m = j + ws / 2;
						}
					}


					initSphere(k, m); //初始化球體
				}
				document.addEventListener('click', pickupObjects, false); //監聽單擊拾取對象初始化球體

				// 動畫渲染
				var step = 5;

				function renderScene() {
					orbit.update();

					// 使用requestAnimationFrame函數進行渲染
					requestAnimationFrame(renderScene);
					renderer.render(scene, camera);
				}

				// 渲染的場景
				renderer.render(scene, camera);
			}
			window.onload = init;

			function onResize() {
				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();
				renderer.setSize(window.innerWidth, window.innerHeight);
			}
			// 監聽調整大小事件
			window.addEventListener('resize', onResize, false);
		</script>
	</body>
</html>
           

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