上节加上了一个 npc:

并做了物理效果。
这节加上对话功能。
对话效果和之前这个类似:

用 CSS2DRenderer 就行。
改下 mian.js,创建 CSS2DRenderer

它也是用 div + css 渲染,把它渲染的内容加到 body 下
加一个对话状态的标识:

和之前打电脑、走近汽车、飞机一样,加一个状态:


走近的时候提示按 H 开始、结束对话。
然后加一下那个对话框的显示、隐藏逻辑:

import './style.css';
import * as THREE from 'three';
import {
OrbitControls
} from 'three/addons/controls/OrbitControls.js';
import { CSS3DRenderer, CSS2DRenderer } from 'three/examples/jsm/Addons.js';
import mesh, { characterModel, playerBody, playerHeight } from './mesh.js';
import car, { carModel, carBody } from './car.js';
import plane, { planeModel, planeBody } from './plane.js';
import house, { doorMesh, doorBody } from './house.js';
import person, { personModel, personBody } from './person.js';
import { isNearComputer, enterComputerView, exitComputerView } from './computer.js';
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x87ceeb);
scene.add(mesh);
scene.add(car);
scene.add(plane);
scene.add(house);
scene.add(person);
scene.add(new THREE.AmbientLight(0xffffff, 0.6));
const sun = new THREE.DirectionalLight(0xffffff, 0.8);
sun.position.set(20, 30, 10);
sun.castShadow = true;
sun.shadow.camera.left = -30;
sun.shadow.camera.right = 30;
sun.shadow.camera.top = 30;
sun.shadow.camera.bottom = -30;
sun.shadow.mapSize.width = 2048;
sun.shadow.mapSize.height = 2048;
scene.add(sun);
const width = window.innerWidth;
const height = window.innerHeight;
const camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 200);
camera.position.set(0, 1.6, 5);
camera.lookAt(0, 0, 0);
const renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(width, height)
renderer.shadowMap.enabled = true;
const css3Renderer = new CSS3DRenderer();
css3Renderer.setSize(width, height);
css3Renderer.domElement.style.position = 'absolute';
css3Renderer.domElement.style.top = '0px';
css3Renderer.domElement.style.left = '0px';
css3Renderer.domElement.style.pointerEvents = 'none';
const css2Renderer = new CSS2DRenderer();
css2Renderer.setSize(width, height);
css2Renderer.domElement.style.position = 'absolute';
css2Renderer.domElement.style.top = '0px';
css2Renderer.domElement.style.left = '0px';
css2Renderer.domElement.style.pointerEvents = 'none';
css2Renderer.domElement.style.zIndex = '1';
document.body.append(renderer.domElement);
document.body.append(css3Renderer.domElement);
document.body.append(css2Renderer.domElement);
// const controls = new OrbitControls(camera, renderer.domElement);
// 车辆视角切换
export let isCarView = false;
// 飞机视角切换
export let isPlaneView = false;
// 电脑视角切换
export let isComputerView = false;
// 对话状态
export let isTalking = false;
// 检查人物是否在车辆附近
function isNearCar() {
if (!characterModel || !carBody) return false;
const characterPos = characterModel.position;
const carPos = carBody.position;
const distance = Math.sqrt(
Math.pow(characterPos.x - carPos.x, 2) +
Math.pow(characterPos.z - carPos.z, 2)
);
return distance < 3; // 3米范围内
}
// 检查人物是否在飞机附近
function isNearPlane() {
if (!characterModel || !planeBody) return false;
const characterPos = characterModel.position;
const planePos = planeBody.position;
const distance = Math.sqrt(
Math.pow(characterPos.x - planePos.x, 2) +
Math.pow(characterPos.z - planePos.z, 2)
);
return distance < 3; // 3米范围内
}
// 检查玩家是否靠近NPC人物
function isNearPerson() {
if (!characterModel || !personBody) return false;
const characterPos = characterModel.position;
const personPos = personBody.position;
const distance = Math.sqrt(
Math.pow(characterPos.x - personPos.x, 2) +
Math.pow(characterPos.z - personPos.z, 2)
);
return distance < 3; // 3米范围内
}
// 更新提示文本
function updateViewTip() {
const tipElement = document.getElementById('viewTip');
if (!tipElement) return;
if (isComputerView) {
tipElement.textContent = '按 E 退出电脑';
} else if (isCarView) {
tipElement.textContent = '按 X 下车';
} else if (isPlaneView) {
// 检查飞机是否在地面
if (planeBody) {
const planeHeight = planeBody.position.y;
const groundHeight = 1.15;
if (planeHeight > groundHeight + 1) {
tipElement.textContent = '空格键上升 | Shift键下降 | 请先降落再按 C 下飞机';
} else {
tipElement.textContent = '空格键上升 | Shift键下降 | 按 C 下飞机';
}
} else {
tipElement.textContent = '按 C 下飞机';
}
} else if (isNearCar()) {
tipElement.textContent = '按 X 上车';
} else if (isNearPlane()) {
tipElement.textContent = '按 C 上飞机';
} else if (isNearPerson()) {
if (isTalking) {
tipElement.textContent = '按 H 键结束对话';
} else {
tipElement.textContent = '按 H 键开始对话';
}
} else if (isNearComputer(characterModel)) {
tipElement.textContent = '按 E 打电脑';
} else {
tipElement.textContent = '靠近车辆按 X 上车 | 靠近飞机按 C 上飞机 | 靠近电脑按 E 打电脑';
}
}
// 控制对话框显示
function updateDialogs() {
const personDialog = document.getElementById('personDialog');
const playerDialog = document.getElementById('playerDialog');
// 只有在对话状态且靠近人物时才显示对话框
if (isTalking && isNearPerson() && !isCarView && !isPlaneView && !isComputerView) {
if (personDialog) {
personDialog.style.display = 'block';
}
if (playerDialog) {
playerDialog.style.display = 'block';
}
} else {
// 其他情况隐藏对话框
if (personDialog) {
personDialog.style.display = 'none';
}
if (playerDialog) {
playerDialog.style.display = 'none';
}
// 如果远离人物,结束对话状态
if (!isNearPerson()) {
isTalking = false;
}
}
}
// 渲染循环
function render() {
renderer.render(scene, camera);
css3Renderer.render(scene, camera);
css2Renderer.render(scene, camera);
updateViewTip();
updateDialogs();
// 同步门的视觉和物理状态(保留物理效果)
if (doorMesh && doorBody) {
doorMesh.position.copy(doorBody.position);
doorMesh.quaternion.copy(doorBody.quaternion);
}
requestAnimationFrame(render);
}
render();
// 窗口大小调整处理
window.addEventListener('resize', () => {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
css3Renderer.setSize(width, height);
css2Renderer.setSize(width, height);
});
// 监听键盘事件
window.addEventListener('keydown', (event) => {
if (event.key === 'x' || event.key === 'X') {
if (isCarView) {
// 在车辆视角时,可以随时下车
isCarView = false;
if (carModel && characterModel && carBody && playerBody) {
carModel.remove(camera);
// 显示人物模型
characterModel.visible = true;
// 将人物放置在车辆左边
const carPosition = carBody.position;
// 获取车辆的前进方向
const forward = new THREE.Vector3();
carModel.getWorldDirection(forward);
forward.y = 0;
forward.normalize();
// 计算车辆左侧方向(前进方向顺时针旋转90度)
const left = new THREE.Vector3(forward.z, 0, -forward.x);
// 计算车辆左侧的位置(距离车辆2米)
const leftOffset = 2;
const leftX = carPosition.x + left.x * leftOffset;
const leftZ = carPosition.z + left.z * leftOffset;
// 更新人物物理体和模型位置
playerBody.position.set(leftX, playerHeight / 2, leftZ);
playerBody.velocity.set(0, 0, 0);
characterModel.position.copy(playerBody.position);
characterModel.position.y -= playerHeight / 2;
// 设置人物朝向与车辆一致
characterModel.rotation.y = carModel.rotation.y;
characterModel.add(camera);
// 恢复为人物行走时的相机设置
camera.position.set(0, 1.5, 2.5);
camera.rotation.set(0, 0, 0);
camera.up.set(0, 1, 0);
}
} else if (isNearCar()) {
// 只有在车辆附近才能上车
isCarView = true;
if (carModel && characterModel) {
characterModel.remove(camera);
// 隐藏人物模型
characterModel.visible = false;
carModel.add(camera);
// 相机在车后面,看向车辆前进方向
camera.position.set(0, 3, -6);
camera.rotation.set(-0.1, Math.PI, 0); // 稍微向下看约6度,主要朝向前方
}
}
} else if (event.key === 'c' || event.key === 'C') {
if (isPlaneView) {
// 在飞机视角时,需要先降落再下飞机
if (planeModel && characterModel && planeBody && playerBody) {
const planeHeight = planeBody.position.y;
const groundHeight = 1.15; // 飞机在地面时的高度
// 如果飞机在空中(高于地面1米以上),提示需要先降落
if (planeHeight > groundHeight + 1) {
return;
}
// 飞机在地面或接近地面时,可以下飞机
isPlaneView = false;
planeModel.remove(camera);
// 显示人物模型
characterModel.visible = true;
// 将人物放置在飞机左边
const planePosition = planeBody.position;
// 获取飞机的前进方向
const forward = new THREE.Vector3();
planeModel.getWorldDirection(forward);
forward.y = 0;
forward.normalize();
// 计算飞机左侧方向(前进方向顺时针旋转90度)
const left = new THREE.Vector3(forward.z, 0, -forward.x);
// 计算飞机左侧的位置(距离飞机2米)
const leftOffset = 2;
const leftX = planePosition.x + left.x * leftOffset;
const leftZ = planePosition.z + left.z * leftOffset;
// 更新人物物理体和模型位置
playerBody.position.set(leftX, playerHeight / 2, leftZ);
playerBody.velocity.set(0, 0, 0);
characterModel.position.copy(playerBody.position);
characterModel.position.y -= playerHeight / 2;
// 设置人物朝向与飞机一致
characterModel.rotation.y = planeModel.rotation.y;
characterModel.add(camera);
// 恢复为人物行走时的相机设置
camera.position.set(0, 1.5, 2.5);
camera.rotation.set(0, 0, 0);
camera.up.set(0, 1, 0);
}
} else if (isNearPlane()) {
// 只有在飞机附近才能上飞机
isPlaneView = true;
if (planeModel && characterModel) {
characterModel.remove(camera);
// 隐藏人物模型
characterModel.visible = false;
planeModel.add(camera);
// 相机在飞机后面,看向飞机前进方向
camera.position.set(0, 3, -6);
camera.rotation.set(-0.1, Math.PI, 0); // 稍微向下看约6度,主要朝向前方
}
}
} else if (event.key === 'e' || event.key === 'E') {
if (isComputerView) {
// 退出电脑模式
isComputerView = false;
exitComputerView(camera, characterModel, css3Renderer);
} else if (isNearComputer(characterModel)) {
// 进入电脑模式
isComputerView = true;
enterComputerView(camera, scene, css3Renderer, characterModel);
}
} else if (event.key === 'h' || event.key === 'H') {
// H 键处理:如果靠近人物,则用于对话
if (isNearPerson() && !isPlaneView && !isCarView && !isComputerView) {
isTalking = !isTalking; // 切换对话状态
}
}
});
export { camera }
之后在 person.js 创建一个对话框:

personModel = gltf.scene;
// 创建对话框
const dialogElement = document.getElementById('personDialog');
if (dialogElement) {
const dialogObject = new CSS2DObject(dialogElement);
dialogObject.position.set(0.5, personHeight + 0.5, 0); // 在人物头顶上方,向右调整
gltf.scene.add(dialogObject);
dialogElement.style.display = 'none'; // 默认隐藏
}
console.log('Person model loaded:', gltf);
mesh.js 创建另外一个:

// 创建玩家对话框
const playerDialogElement = document.getElementById('playerDialog');
if (playerDialogElement) {
const playerDialogObject = new CSS2DObject(playerDialogElement);
playerDialogObject.position.set(0, playerHeight + 0.2, 0); // 在玩家头顶上方,向下调整
characterModel.add(playerDialogObject);
playerDialogElement.style.display = 'none'; // 默认隐藏
}
在 index.html 加一下对话框的内容,也就是刚才两个对话框的 CSS2DObject 的内容

<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<link rel="icon" type="image/svg+xml" href="/vite.svg" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>open-world</title>
<style>
.dialog {
line-height: 40px;
text-align: center;
font-size: 20px;
padding: 10px;
border: 1px solid #000;
background: #fff;
border-radius: 4px;
white-space: nowrap;
}
</style>
</head>
<body>
<div id="app"></div>
<div id="viewTip">靠近车辆,按 X 上车</div>
<div id="personDialog" style="display:none;" class="dialog">
你好,我是NPC!
</div>
<div id="playerDialog" style="display:none;" class="dialog">
你好!
</div>
<div id="desktop" style="display: none;">
<img class="bg" src="./bg.png"/>
<div class="app">
<div class="logo"></div>
<div class="name">浏览器</div>
</div>
<iframe class="browser" style="display: none;" src="/assets/threejs/b5c7c27c462211378dfee368618551a67209cb7c.image"></iframe>
</div>
<script type="module" src="/src/main.js"></script>
<script>
document.addEventListener('DOMContentLoaded', function() {
const appElement = document.querySelector('#desktop .app');
const browserElement = document.querySelector('#desktop .browser');
if (appElement && browserElement) {
appElement.addEventListener('dblclick', function() {
browserElement.style.display = browserElement.style.display === 'none' ? 'block' : 'none';
});
}
});
</script>
</body>
</html>
试一下:

这样人物和 npc 就可以对话了。
案例代码上传了小册仓库
总结
这节我们用 CSS2DRenderer + CSS2DObject 实现了对话框功能。
当玩家走近 npc 的时候,按 h 开始对话、结束对话。
这样可以和 npc 交流了,当然现在只是一次对话,实际上应该可以持续多次,我们下节继续完善。