文章目录
- 一、效果
- 二、简介
- 三、环境
- 四、步骤
-
- 4.1、创建项目
- 4.2、安装PlayCanvas
- 4.3、核心逻辑(从底层到应用)
-
- [4.3.1、PlayCanvas 架构](#4.3.1、PlayCanvas 架构)
- [4.3.2、PlayCanvas 流程](#4.3.2、PlayCanvas 流程)
- 4.4、完整源码
一、效果

二、简介
这款基于 Vue 3 + Vite 构建的 3D 立方体交互游戏,依托 PlayCanvas 引擎实现三维渲染,是为了学习PlayCanvas编写的。通过 Vue 响应式数据管理旋转速度、颜色、位置等交互参数,结合原生几何计算完成射线点击检测,规避引擎 API 兼容问题;利用 Vite 的高效构建能力,实现 Canvas 画布与 Vue 组件的无缝联动,支持立方体点击得分、颜色切换、自动旋转等核心交互。
三、环境
- OS:Windows11
- Browser:Google
- Node:v24.14.0
- NPM:11.9.0
- Vue:3.5.25
- Vite:7.3.1
四、步骤
4.1、创建项目
sh
npm create vite@latest pc-vue-game -- --template vue
选择默认安装

4.2、安装PlayCanvas
sh
cd pc-vue-game
npm install playcanvas
4.3、核心逻辑(从底层到应用)
PlayCanvas 是基于 WebGL 的 3D 引擎,核心逻辑围绕「场景 - 实体 - 组件」架构展开,所有 3D 功能都基于这个核心
4.3.1、PlayCanvas 架构

- Application:引擎入口,管理画布、渲染循环、输入设备(鼠标 / 键盘);
- Entity(实体):空容器,本身无功能,通过添加「组件」实现能力;
- Component(组件):实体的功能模块(相机、模型、光源、刚体、碰撞体等);
- Material(材质):控制模型的视觉表现(颜色、纹理、光影);
- Transform(变换):每个实体默认的属性,控制位置、旋转、缩放
4.3.2、PlayCanvas 流程
- 步骤1:创建应用实例(绑定 Canvas 元素)
- 步骤2:配置画布(填充方式、分辨率)
- 步骤3:启动应用(开启渲染循环)
- 步骤4:创建核心实体(相机/光源/模型)
- 步骤5:交互逻辑(如点击检测)
4.4、完整源码
4.4.1、App.vue
html
<template>
<div id="app">
<header class="header">
<h1>🎮 PlayCanvas 3D 立方体游戏</h1>
<nav class="nav">
<button @click="startGame" :disabled="gameStarted">开始游戏</button>
<button @click="resetGame">重置场景</button>
</nav>
</header>
<main class="main-content">
<div class="playcanvas-container">
<canvas ref="pcCanvas" v-show="gameStarted"></canvas>
</div>
<div class="game-info">
<div class="score-panel">
<h3>游戏副本: {{ score }}</h3>
<p>点击立方体得分!</p>
</div>
<div class="controls">
<h3>控制面板</h3>
<div class="control-group">
<label>
<input type="checkbox" v-model="autoRotate"> 自动旋转
</label>
</div>
<div class="control-group speed-control">
<span>旋转速度: {{ rotationSpeed }}</span>
<input type="range" min="1" max="10" v-model.number="rotationSpeed">
</div>
<div class="control-group color-control">
<span>立方体颜色:</span>
<div class="color-options">
<button
v-for="(color, index) in colorOptions"
:key="index"
:style="{ backgroundColor: color.hex }"
:class="{ active: currentColorIndex === index }"
@click="changeCubeColor(index)"
class="color-button"
></button>
</div>
</div>
</div>
</div>
</main>
</div>
</template>
<script setup>
import { ref, onMounted, onBeforeUnmount, watch, nextTick, reactive } from 'vue'
// 响应式数据
const pcCanvas = ref(null)
const gameStarted = ref(false)
const score = ref(0)
const autoRotate = ref(true)
const rotationSpeed = ref(5)
const currentColorIndex = ref(0)
const positionOffset = reactive({
x: 0,
y: 0,
z: 0
})
// 颜色选项
const colorOptions = [
{ name: '红色', hex: '#ff6b6b' },
{ name: '蓝色', hex: '#4ecdc4' },
{ name: '绿色', hex: '#45b7d1' },
{ name: '紫色', hex: '#96ceb4' },
{ name: '橙色', hex: '#feca57' },
{ name: '粉色', hex: '#ff9ff3' }
]
// PlayCanvas 应用实例
let app = null
let cubeEntity = null
let cameraEntity = null
let material = null
// 初始化 PlayCanvas 场景
async function initPlayCanvas() {
if (!pcCanvas.value) {
await nextTick()
}
if (!pcCanvas.value) {
console.error('Canvas element not found')
return
}
try {
// 销毁旧实例
if (app) {
app.destroy()
app = null
}
// 创建 PlayCanvas 应用
app = new pc.Application(pcCanvas.value, {
mouse: new pc.Mouse(document.body),
touch: new pc.TouchDevice(document.body)
})
// 设置 canvas 尺寸
app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW)
app.setCanvasResolution(pc.RESOLUTION_AUTO)
// 启动应用
app.start()
// 创建场景元素
createCamera()
createLights()
createCube()
registerClickEvents()
// 应用初始位置偏移
updateCubePosition()
console.log('PlayCanvas initialized successfully')
} catch (error) {
console.error('Failed to initialize PlayCanvas:', error)
}
}
// 创建相机
function createCamera() {
cameraEntity = new pc.Entity('camera')
cameraEntity.addComponent('camera', {
clearColor: new pc.Color(0.1, 0.1, 0.1)
})
cameraEntity.translate(0, 0, 8)
app.root.addChild(cameraEntity)
}
// 创建光源
function createLights() {
// 环境光
const ambientLight = new pc.Entity('ambient-light')
ambientLight.addComponent('light', {
type: 'directional',
color: new pc.Color(1, 1, 1),
intensity: 1
})
app.root.addChild(ambientLight)
// 方向光
const directionalLight = new pc.Entity('directional-light')
directionalLight.addComponent('light', {
type: 'directional',
color: new pc.Color(1, 1, 1),
intensity: 0.8
})
directionalLight.setEulerAngles(45, 45, 0)
app.root.addChild(directionalLight)
}
// 创建立方体 - 修复setValue错误
function createCube() {
cubeEntity = new pc.Entity('cube')
cubeEntity.addComponent('model', {
type: 'box',
// 显式设置模型参数,避免底层默认值缺失
castShadows: true,
receiveShadows: true
})
// ========== 新增:添加刚体组件 ==========
cubeEntity.addComponent('rigidbody', {
type: 'static' // 静态刚体(不移动,仅用于检测)
});
// ========== 新增:添加碰撞体组件 ==========
cubeEntity.addComponent('collision', {
type: 'box',
halfExtents: new pc.Vec3(1, 1, 1) // 对应立方体缩放2x2x2(如果缩放是1x1x1,填0.5)
});
// 材质设置等原有逻辑保留
const color = hexToRgb(colorOptions[currentColorIndex.value].hex);
material = new pc.StandardMaterial();
material.diffuse.set(color.r, color.g, color.b);
material.update();
cubeEntity.model.meshInstances[0].material = material;
cubeEntity.setLocalScale(2, 2, 2)
// 应用初始位置偏移
updateCubePosition()
app.root.addChild(cubeEntity)
}
// 注册点击事件
function registerClickEvents() {
if (!app || !app.mouse || !cameraEntity || !cubeEntity) return;
const handleClick = function (event) {
// ========== 只处理左键点击 ==========
if (event.button !== pc.MOUSEBUTTON_LEFT) return
if (!gameStarted.value || !app || !cameraEntity || !cubeEntity) return
try {
const canvas = pcCanvas.value;
const rect = canvas.getBoundingClientRect();
const canvasWidth = rect.width;
const canvasHeight = rect.height;
// 1. 鼠标坐标转 NDC(标准化设备坐标,-1 到 1)
const mouseX = ((event.event.clientX - rect.left) / canvasWidth) * 2 - 1;
const mouseY = -(((event.event.clientY - rect.top) / canvasHeight) * 2 - 1);
// 2. 获取相机基础参数(所有版本都支持)
const cameraComp = cameraEntity.camera;
const cameraPos = cameraEntity.getPosition(); // 相机世界位置
const cameraRot = cameraEntity.getEulerAngles(); // 相机欧拉角
// 3. 兼容所有版本的角度转弧度方法(核心修复)
// 适配:pc.math.degToRad / pc.toRad / 手动计算
const degToRad = function(deg) {
return deg * (Math.PI / 180);
};
// 手动计算相机视角方向(纯三角函数,无 API 依赖)
const pitch = degToRad(cameraRot.x); // 俯仰角(X轴)
const yaw = degToRad(cameraRot.y); // 偏航角(Y轴)
// 计算相机正前方的单位向量
const forward = new pc.Vec3(
Math.cos(pitch) * Math.sin(yaw),
-Math.sin(pitch),
Math.cos(pitch) * Math.cos(yaw)
).normalize();
// 计算相机右方/上方向量(构建相机本地坐标系)
const right = new pc.Vec3(Math.sin(yaw - Math.PI/2), 0, Math.cos(yaw - Math.PI/2)).normalize();
const up = new pc.Vec3().cross(forward, right).normalize();
// 4. 计算鼠标偏移对应的射线方向(模拟透视投影)
const fov = cameraComp.fov || 75; // 相机视场角(默认75度)
const aspect = canvasWidth / canvasHeight; // 宽高比
const tanFov = Math.tan(degToRad(fov) / 2);
// 计算射线在相机本地坐标系中的方向
const localRayDir = new pc.Vec3(
mouseX * tanFov * aspect,
mouseY * tanFov,
-1 // 相机看向 -Z 方向(PlayCanvas 默认)
).normalize();
// 转换为世界坐标系的射线方向
const worldRayDir = new pc.Vec3(
localRayDir.x * right.x + localRayDir.y * up.x + localRayDir.z * forward.x,
localRayDir.x * right.y + localRayDir.y * up.y + localRayDir.z * forward.y,
localRayDir.x * right.z + localRayDir.y * up.z + localRayDir.z * forward.z
).normalize();
// 5. 射线与立方体包围盒相交检测(纯几何计算)
const cubePos = cubeEntity.getPosition(); // 立方体位置
// 立方体包围盒:中心=位置,半长=1(对应缩放2x2x2)
const cubeMin = new pc.Vec3(cubePos.x - 1, cubePos.y - 1, cubePos.z - 1);
const cubeMax = new pc.Vec3(cubePos.x + 1, cubePos.y + 1, cubePos.z + 1);
// 纯数学实现射线与AABB包围盒相交检测(无任何 PlayCanvas API 依赖)
const tMin = new pc.Vec3();
const tMax = new pc.Vec3();
const invDir = new pc.Vec3(1/worldRayDir.x, 1/worldRayDir.y, 1/worldRayDir.z);
// 计算X轴相交区间
tMin.x = (cubeMin.x - cameraPos.x ) * invDir.x;
tMax.x = (cubeMax.x - cameraPos.x ) * invDir.x;
if (invDir.x < 0) [tMin.x, tMax.x] = [tMax.x, tMin.x];
// 计算Y轴相交区间
tMin.y = (cubeMin.y - cameraPos.y ) * invDir.y;
tMax.y = (cubeMax.y - cameraPos.y ) * invDir.y;
if (invDir.y < 0) [tMin.y, tMax.y] = [tMax.y, tMin.y];
// 计算Z轴相交区间
tMin.z = (cubeMin.z - cameraPos.z ) * invDir.z;
tMax.z = (cubeMax.z - cameraPos.z ) * invDir.z;
if (invDir.z < 0) [tMin.z, tMax.z] = [tMax.z, tMin.z];
// 判断是否相交
const tNear = Math.max(Math.max(tMin.x, tMin.y), tMin.z);
const tFar = Math.min(Math.min(tMax.x, tMax.y), tMax.z);
console.error('tNear:', tNear, tFar);
const isHit = tNear <= tFar && tFar > 0;
console.error('判断是否相交:', isHit);
// 6. 处理点击结果
if (isHit) {
score.value += 10;
const randomIndex = Math.floor(Math.random() * colorOptions.length);
changeCubeColor(randomIndex);
}
} catch (error) {
console.error('点击检测异常:', error);
}
}
app.mouse.off(pc.EVENT_MOUSEDOWN, handleClick);
app.mouse.on(pc.EVENT_MOUSEDOWN, handleClick);
}
// 更新立方体颜色 - 修复setValue错误
function changeCubeColor(index) {
if (!cubeEntity || !material) return
currentColorIndex.value = index
const color = hexToRgb(colorOptions[index].hex)
material.diffuse = new pc.Color(color.r, color.g, color.b)
material.update() // 正确调用update方法
}
// 更新立方体位置
function updateCubePosition() {
if (!cubeEntity) return
cubeEntity.setPosition(
positionOffset.x,
positionOffset.y,
positionOffset.z
)
}
// 十六进制颜色转RGB
function hexToRgb(hex) {
const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex)
return result ? {
r: parseInt(result[1], 16) / 255,
g: parseInt(result[2], 16) / 255,
b: parseInt(result[3], 16) / 255
} : { r: 1, g: 1, b: 1 }
}
// 开始游戏
async function startGame() {
if (gameStarted.value) return
gameStarted.value = true
score.value = 0
await nextTick()
initPlayCanvas()
}
// 重置游戏
function resetGame() {
if (app) {
app.destroy()
app = null
}
gameStarted.value = false
score.value = 0
cubeEntity = null
cameraEntity = null
material = null
currentColorIndex.value = 0
Object.assign(positionOffset, { x: 0, y: 0, z: 0 })
setTimeout(() => {
gameStarted.value = true
nextTick().then(() => {
initPlayCanvas()
})
}, 100)
}
// 监听位置偏移变化
watch(positionOffset, () => {
updateCubePosition()
}, { deep: true })
// 游戏循环
function update(dt) {
if (!cubeEntity || !gameStarted.value) return
// 确保 app 和相关系统已初始化
if (!app || !app.systems) return
// 安全访问 dt 属性
const deltaTime = dt || (app.systems.update ? app.systems.update.dt : 0.016)
if (autoRotate.value) {
cubeEntity.rotate(0, rotationSpeed.value * deltaTime * 20, 0)
}
}
// 组件挂载后初始化
onMounted(() => {
window.addEventListener('resize', () => {
if (app) {
app.resizeCanvas()
}
})
// 启动游戏循环
const updateHandler = () => {
if (app) {
// 确保 app.update 在正确的时机调用
try {
app.update()
update(app.systems.update ? app.systems.update.dt : 0.016)
} catch (error) {
console.warn('Update error:', error)
// 使用默认时间步长
update(0.016)
}
}
requestAnimationFrame(updateHandler)
}
requestAnimationFrame(updateHandler)
})
// 组件卸载前清理
onBeforeUnmount(() => {
if (app) {
app.destroy()
app = null
}
})
</script>
<style scoped>
#app {
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
background: linear-gradient(135deg, #1e3c72, #2a5298);
color: white;
min-height: 100vh;
}
.header {
background: rgba(0, 0, 0, 0.3);
color: white;
padding: 1rem;
display: flex;
justify-content: space-between;
align-items: center;
box-shadow: 0 2px 10px rgba(0,0,0,0.1);
backdrop-filter: blur(10px);
}
.header h1 {
font-size: 1.8rem;
margin: 0;
}
.nav button {
background: linear-gradient(45deg, #2196F3, #21CBF3);
border: none;
color: white;
padding: 0.5rem 1rem;
margin-left: 1rem;
border-radius: 4px;
cursor: pointer;
transition: all 0.3s ease;
box-shadow: 0 4px 15px rgba(33, 150, 243, 0.3);
}
.nav button:hover:not(:disabled) {
background: linear-gradient(45deg, #21CBF3, #2196F3);
transform: translateY(-2px);
box-shadow: 0 6px 20px rgba(33, 150, 243, 0.4);
}
.nav button:disabled {
opacity: 0.5;
cursor: not-allowed;
transform: none;
}
.main-content {
display: grid;
grid-template-columns: 3fr 1fr;
gap: 1rem;
height: calc(100vh - 80px);
padding: 1rem;
}
.playcanvas-container {
width: 100%;
height: 100%;
border-radius: 8px;
overflow: hidden;
box-shadow: 0 4px 20px rgba(0,0,0,0.15);
position: relative;
background: rgba(0, 0, 0, 0.2);
}
.playcanvas-container canvas {
width: 100%;
height: 100%;
display: block;
}
.game-info {
display: flex;
flex-direction: column;
gap: 1rem;
}
.score-panel, .controls {
background: rgba(255, 255, 255, 0.1);
backdrop-filter: blur(10px);
padding: 1.5rem;
border-radius: 8px;
box-shadow: 0 2px 10px rgba(0,0,0,0.1);
}
.score-panel h3 {
margin-top: 0;
color: #ffd700;
font-size: 1.5rem;
}
.control-group {
margin-bottom: 1.5rem;
}
.control-group:last-child {
margin-bottom: 0;
}
.control-group label {
display: block;
margin-bottom: 0.5rem;
font-weight: 500;
color: #4fc3f7;
}
.speed-control {
display: flex;
flex-direction: column;
gap: 0.5rem;
}
.speed-control input[type="range"] {
width: 100%;
}
.color-control .color-options {
display: flex;
gap: 0.5rem;
flex-wrap: wrap;
margin-top: 0.5rem;
}
.color-button {
width: 30px;
height: 30px;
border: 2px solid transparent;
border-radius: 50%;
cursor: pointer;
transition: all 0.2s ease;
}
.color-button:hover {
transform: scale(1.1);
}
.color-button.active {
border-color: white;
transform: scale(1.15);
}
.position-control .position-sliders {
display: flex;
flex-direction: column;
gap: 1rem;
margin-top: 0.5rem;
}
.slider-group {
display: flex;
flex-direction: column;
gap: 0.25rem;
}
.slider-group label {
font-size: 0.9rem;
color: #bbdefb;
margin-bottom: 0;
}
.slider-group input[type="range"] {
width: 100%;
}
@media (max-width: 768px) {
.main-content {
grid-template-columns: 1fr;
grid-template-rows: 2fr 1fr;
}
.header h1 {
font-size: 1.4rem;
}
.nav button {
padding: 0.4rem 0.8rem;
font-size: 0.9rem;
}
}
</style>
4.4.2、main.js
js
import { createApp } from 'vue'
import App from './App.vue'
import './assets/style.css'
createApp(App).mount('#app')
4.4.3、style.css
css
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
background: #f5f7fa;
}
#app {
height: 100vh;
overflow: hidden;
}
button {
outline: none;
transition: all 0.2s ease-in-out;
}
button:focus {
outline: 2px solid #667eea;
}
4.4.4、index.html
html
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>PlayCanvas 3D Game with Vue 3</title>
<!-- 引入 PlayCanvas -->
<script src="https://code.playcanvas.com/playcanvas-latest.min.js"></script>
</head>
<body>
<div id="app"></div>
<script type="module" src="/src/main.js"></script>
</body>
</html>
4.4.5、vite.config.js
js
import { defineConfig } from 'vite'
import vue from '@vitejs/plugin-vue'
export default defineConfig({
plugins: [vue()],
server: {
host: '0.0.0.0',
port: 3000
},
build: {
outDir: 'dist'
}
})
4.4.6、package.json
json
{
"name": "pc-vue-game",
"private": true,
"version": "0.0.0",
"type": "module",
"scripts": {
"dev": "vite",
"build": "vite build",
"preview": "vite preview"
},
"dependencies": {
"playcanvas": "^2.16.0",
"vue": "^3.5.25"
},
"devDependencies": {
"@vitejs/plugin-vue": "^6.0.2",
"vite": "^7.3.1"
}
}