"use strict"; // 參考 https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Strict_mode //////////////////////////////////////////////////////////////////////////////// // 機械手掌作業:加入第二個抓取器並連上控制 //////////////////////////////////////////////////////////////////////////////// var camera, scene, renderer; var cameraControls, effectController; var clock = new THREE.Clock(); var gridX = true; var gridY = false; var gridZ = false; var axes = true; var ground = true; var arm, forearm, body, handLeft, handRight; function fillScene() { scene = new THREE.Scene(); scene.fog = new THREE.Fog( 0x808080, 2000, 4000 ); // 光源 var ambientLight = new THREE.AmbientLight( 0x222222 ); var light = new THREE.DirectionalLight( 0xFFFFFF, 1.0 ); light.position.set( 200, 400, 500 ); var light2 = new THREE.DirectionalLight( 0xFFFFFF, 1.0 ); light2.position.set( -500, 250, -200 ); scene.add(ambientLight); scene.add(light); scene.add(light2); // 機器人的定義 var robotHandLeftMaterial = new THREE.MeshPhongMaterial( { color: 0xCC3399, specular: 0xCC3399, shininess: 20 } ); var robotHandRightMaterial = new THREE.MeshPhongMaterial( { color: 0xDD3388, specular: 0xDD3388, shininess: 20 } ); var robotBaseMaterial = new THREE.MeshPhongMaterial( { color: 0x6E23BB, specular: 0x6E23BB, shininess: 20 } ); var robotForearmMaterial = new THREE.MeshPhongMaterial( { color: 0xF4C154, specular: 0xF4C154, shininess: 100 } ); var robotUpperArmMaterial = new THREE.MeshPhongMaterial( { color: 0x95E4FB, specular: 0x95E4FB, shininess: 100 } ); var torus = new THREE.Mesh( new THREE.TorusGeometry( 22, 15, 32, 32 ), robotBaseMaterial ); torus.rotation.x = 90 * Math.PI/180; scene.add( torus ); forearm = new THREE.Object3D(); var faLength = 80; createRobotExtender( forearm, faLength, robotForearmMaterial ); arm = new THREE.Object3D(); var uaLength = 120; createRobotCrane( arm, uaLength, robotUpperArmMaterial ); // 移動前臂到上臂的終點 forearm.position.y = uaLength; arm.add( forearm ); scene.add( arm ); var handLength = 38; handLeft = new THREE.Object3D(); createRobotGrabber( handLeft, handLength, robotHandLeftMaterial ); // 移動手部到前臂的終點 handLeft.position.y = faLength; forearm.add( handLeft ); // 你的程式寫在這裡 // 加入第二個抓取器 handRight,它使用不同的顏色,定義如上 // 另外需要編輯 render() 以開啟抓取器控制 } function createRobotGrabber( part, length, material ) { var box = new THREE.Mesh( new THREE.CubeGeometry( 30, length, 4 ), material ); box.position.y = length/2; part.add( box ); } function createRobotExtender( part, length, material ) { var cylinder = new THREE.Mesh( new THREE.CylinderGeometry( 22, 22, 6, 32 ), material ); part.add( cylinder ); var i; for ( i = 0; i < 4; i++ ) { var box = new THREE.Mesh( new THREE.CubeGeometry( 4, length, 4 ), material ); box.position.x = (i < 2) ? -8 : 8; box.position.y = length/2; box.position.z = (i%2) ? -8 : 8; part.add( box ); } cylinder = new THREE.Mesh( new THREE.CylinderGeometry( 15, 15, 40, 32 ), material ); cylinder.rotation.x = 90 * Math.PI/180; cylinder.position.y = length; part.add( cylinder ); } function createRobotCrane( part, length, material ) { var box = new THREE.Mesh( new THREE.CubeGeometry( 18, length, 18 ), material ); box.position.y = length/2; part.add( box ); var sphere = new THREE.Mesh( new THREE.SphereGeometry( 20, 32, 16 ), material ); // 把球體放在手臂末端 sphere.position.y = length; part.add( sphere ); } function init() { var canvasWidth = window.innerWidth; var canvasHeight = window.innerHeight; var canvasRatio = canvasWidth / canvasHeight; // RENDERER renderer = new THREE.WebGLRenderer( { antialias: true } ); renderer.gammaInput = true; renderer.gammaOutput = true; renderer.setSize(canvasWidth, canvasHeight); renderer.setClearColorHex( 0xAAAAAA, 1.0 ); // 攝影機 camera = new THREE.PerspectiveCamera( 38, canvasRatio, 1, 10000 ); // 控制 cameraControls = new THREE.OrbitAndPanControls(camera, renderer.domElement); camera.position.set(-49, 242,54); cameraControls.target.set(54, 106, 33); fillScene(); } function addToDOM() { var container = document.getElementById('container'); var canvas = container.getElementsByTagName('canvas'); if (canvas.length>0) { container.removeChild(canvas[0]); } container.appendChild( renderer.domElement ); } function drawHelpers() { if (ground) { Coordinates.drawGround({size:10000}); } if (gridX) { Coordinates.drawGrid({size:10000,scale:0.01}); } if (gridY) { Coordinates.drawGrid({size:10000,scale:0.01, orientation:"y"}); } if (gridZ) { Coordinates.drawGrid({size:10000,scale:0.01, orientation:"z"}); } if (axes) { Coordinates.drawAllAxes({axisLength:200,axisRadius:1,axisTess:50}); } } function animate() { window.requestAnimationFrame(animate); render(); } function render() { var delta = clock.getDelta(); cameraControls.update(delta); if ( effectController.newGridX !== gridX || effectController.newGridY !== gridY || effectController.newGridZ !== gridZ || effectController.newGround !== ground || effectController.newAxes !== axes) { gridX = effectController.newGridX; gridY = effectController.newGridY; gridZ = effectController.newGridZ; ground = effectController.newGround; axes = effectController.newAxes; fillScene(); drawHelpers(); } arm.rotation.y = effectController.uy * Math.PI/180; // 偏航角 arm.rotation.z = effectController.uz * Math.PI/180; // 滾轉角 forearm.rotation.y = effectController.fy * Math.PI/180; // 偏航角 forearm.rotation.z = effectController.fz * Math.PI/180; // 滾轉角 // 在這裡加入 handRight 的偏航角與平移 handLeft.rotation.z = effectController.hz * Math.PI/180; // 偏航角 handLeft.position.z = effectController.htz; // 平移 renderer.render(scene, camera); } function setupGui() { effectController = { newGridX: gridX, newGridY: gridY, newGridZ: gridZ, newGround: ground, newAxes: axes, uy: 70.0, uz: -15.0, fy: 10.0, fz: 60.0, hz: 30.0, htz: 12.0 }; var gui = new dat.GUI(); var h = gui.addFolder("格線顯示"); h.add( effectController, "newGridX").name("顯示 XZ 格線"); h.add( effectController, "newGridY" ).name("顯示 YZ 格線"); h.add( effectController, "newGridZ" ).name("顯示 XY 格線"); h.add( effectController, "newGround" ).name("顯示地面"); h.add( effectController, "newAxes" ).name("顯示軸線"); h = gui.addFolder("手臂角度"); h.add(effectController, "uy", -180.0, 180.0, 0.025).name("上臂 Y"); h.add(effectController, "uz", -45.0, 45.0, 0.025).name("上臂 Z"); h.add(effectController, "fy", -180.0, 180.0, 0.025).name("前臂 Y"); h.add(effectController, "fz", -120.0, 120.0, 0.025).name("前臂 Z"); h.add(effectController, "hz", -45.0, 45.0, 0.025).name("手部 Z"); h.add(effectController, "htz", 2.0, 17.0, 0.025).name("手部開闔"); } document.addEventListener("DOMContentLoaded", function () { try { init(); fillScene(); drawHelpers(); addToDOM(); setupGui(); animate(); } catch(e) { var errorReport = "你的程式遇到不可復原的錯誤,無法繪製 Canvas。錯誤是:<br/><br/>"; $('#container').append(errorReport+e); } })