返回顶部
首页 > 资讯 > 前端开发 > JavaScript >使用three.js 绘制三维带箭头线的详细过程
  • 841
分享到

使用three.js 绘制三维带箭头线的详细过程

2024-04-02 19:04:59 841人浏览 泡泡鱼
摘要

需求:这个需求是个刚需啊!在一个地铁场景里展示逃生路线,这个路线肯定是要有指示箭头的,为了画这个箭头,我花了不少于十几个小时,总算做出来了,但始终有点问题。我对这个箭头的要求是,无论

需求:这个需求是个刚需啊!在一个地铁场景里展示逃生路线,这个路线肯定是要有指示箭头的,为了画这个箭头,我花了不少于十几个小时,总算做出来了,但始终有点问题。我对这个箭头的要求是,无论场景拉近还是拉远,这个箭头不能太大,也不能太小看不清,形状不能变化,否则就不像箭头了。

使用到了 three.js 的 Line2.js 和一个开源库MeshLine.js

部分代码:

DrawPath.js:




import * as THREE from '../build/three.module.js';
import { MeshLine, MeshLineMaterial, MeshLineRaycast } from '../js.my/MeshLine.js';

import { Line2 } from '../js/lines/Line2.js';
import { LineMaterial } from '../js/lines/LineMaterial.js';
import { LineGeometry } from '../js/lines/LineGeometry.js';
import { GeometryUtils } from '../js/utils/GeometryUtils.js';

import { canvasDraw } from '../js.my/CanvasDraw.js';

import { Utils } from '../js.my/Utils.js';
import { Msg } from '../js.my/Msg.js';

let DrawPath = function () {

    let _self = this;

    let _canvasDraw = new CanvasDraw();
    let utils = new Utils();
    let msg = new Msg();

    this._isDrawing = false;
    this._path = [];
    this._lines = [];
    this._arrows = [];

    let _depthTest = true;
    let _side = 0;

    let viewerContainerId = '#cc';
    let viewerContainer = $(viewerContainerId)[0];

    let objects;
    let camera;
    let turn;
    let scene;

    this.config = function (objects_, camera_, scene_, turn_) {
        objects = objects_;
        camera = camera_;
        turn = turn_;
        scene = scene_;

        this._oldDistance = 1;
        this._oldCameraPos = { x: camera.position.x, y: camera.position.y, z: camera.position.z }
    }

    this.start = function () {
        if (!this._isDrawing) {
            this._isDrawing = true;
            viewerContainer.addEventListener('click', ray);
            viewerContainer.addEventListener('mousedown', mousedown);
            viewerContainer.addEventListener('mouseup', mouseup);
        }
        msg.show("请点击地面画线");
    }

    this.stop = function () {
        if (this._isDrawing) {
            this._isDrawing = false;
            viewerContainer.removeEventListener('click', ray);
            viewerContainer.addEventListener('mousedown', mousedown);
            viewerContainer.addEventListener('mouseup', mouseup);
        }
        msg.show("停止画线");
    }

    function mousedown(params) {
        this._mousedownPosition = { x: camera.position.x, y: camera.position.y, z: camera.position.z }
    }

    function mouseup(params) {
        this._mouseupPosition = { x: camera.position.x, y: camera.position.y, z: camera.position.z }
    }

    function ray(e) {
        turn.unFocusButton();

        let raycaster = createRaycaster(e.clientX, e.clientY);
        let intersects = raycaster.intersectObjects(objects.all);
        if (intersects.length > 0) {
            let point = intersects[0].point;

            let distance = utils.distance(this._mousedownPosition.x, this._mousedownPosition.y, this._mousedownPosition.z, this._mouseupPosition.x, this._mouseupPosition.y, this._mouseupPosition.z);

            if (distance < 5) {
                _self._path.push({ x: point.x, y: point.y + 50, z: point.z });

                if (_self._path.length > 1) {
                    let point1 = _self._path[_self._path.length - 2];
                    let point2 = _self._path[_self._path.length - 1];

                    drawLine(point1, point2);
                    drawArrow(point1, point2);
                }
            }
        }
    }

    function createRaycaster(clientX, clientY) {
        let x = (clientX / $(viewerContainerId).width()) * 2 - 1;
        let y = -(clientY / $(viewerContainerId).height()) * 2 + 1;

        let standardVector = new THREE.Vector3(x, y, 0.5);

        let worldVector = standardVector.unproject(camera);

        let ray = worldVector.sub(camera.position).nORMalize();

        let raycaster = new THREE.Raycaster(camera.position, ray);

        return raycaster;
    }

    this.refresh = function () {
        if (_self._path.length > 1) {
            let distance = utils.distance(this._oldCameraPos.x, this._oldCameraPos.y, this._oldCameraPos.z, camera.position.x, camera.position.y, camera.position.z);
            let ratio = 1;
            if (this._oldDistance != 0) {
                ratio = Math.abs((this._oldDistance - distance) / this._oldDistance)
            }

            if (distance > 5 && ratio > 0.1) {
                console.log("======== DrawPath 刷新 ====================================================")
                for (let i = 0; i < _self._path.length - 1; i++) {
                    let arrow = _self._arrows[i];
                    let point1 = _self._path[i];
                    let point2 = _self._path[i + 1];
                    refreshArrow(point1, point2, arrow);
                }
                this._oldDistance = distance;
                this._oldCameraPos = { x: camera.position.x, y: camera.position.y, z: camera.position.z }
            }
        }
    }

    function drawLine(point1, point2) {
        const positions = [];

        positions.push(point1.x / 50, point1.y / 50, point1.z / 50);
        positions.push(point2.x / 50, point2.y / 50, point2.z / 50);

        let geometry = new LineGeometry();
        geometry.setPositions(positions);

        let matLine = new LineMaterial({
            color: 0x009900,
            linewidth: 0.003, // in world units with size attenuation, pixels otherwise
            dashed: true,
            depthTest: _depthTest,
            side: _side
        });

        let line = new Line2(geometry, matLine);
        line.computeLineDistances();
        line.scale.set(50, 50, 50);

        scene.add(line);
        _self._lines.push(line);

    }

    function drawArrow(point1, point2) {
        let arrowLine = _self.createArrowLine(point1, point2);
        var meshLine = arrowLine.meshLine;

        let canvasTexture = _canvasDraw.drawArrow(THREE, renderer, 300, 100); //箭头

        var material = new MeshLineMaterial({
            useMap: true,
            map: canvasTexture,
            color: new THREE.Color(0x00f300),
            opacity: 1,
            resolution: new THREE.Vector2($(viewerContainerId).width(), $(viewerContainerId).height()),
            lineWidth: arrowLine.lineWidth,
            depthTest: _depthTest,
            side: _side,
            repeat: new THREE.Vector2(1, 1),
            transparent: true,
            sizeAttenuation: 1
        });

        var mesh = new THREE.Mesh(meshLine.geometry, material);
        mesh.scale.set(50, 50, 50);
        scene.add(mesh);
        _self._arrows.push(mesh);

    }

    function refreshArrow(point1, point2, arrow) {
        let arrowLine = _self.createArrowLine(point1, point2);
        var meshLine = arrowLine.meshLine;

        let canvasTexture = _canvasDraw.drawArrow(THREE, renderer, 300, 100); //箭头

        var material = new MeshLineMaterial({
            useMap: true,
            map: canvasTexture,
            color: new THREE.Color(0x00f300),
            opacity: 1,
            resolution: new THREE.Vector2($(viewerContainerId).width(), $(viewerContainerId).height()),
            lineWidth: arrowLine.lineWidth,
            depthTest: _depthTest,
            side: _side,
            repeat: new THREE.Vector2(1, 1),
            transparent: true,
            sizeAttenuation: 1
        });

        arrow.geometry = meshLine.geometry;
        arrow.material = material;

    }

    this.createArrowLine = function (point1, point2) {
        let centerPoint = { x: (point1.x + point2.x) / 2, y: (point1.y + point2.y) / 2, z: (point1.z + point2.z) / 2 };
        let distance = utils.distance(point1.x, point1.y, point1.z, point2.x, point2.y, point2.z);

        var startPos = { x: (point1.x + point2.x) / 2 / 50, y: (point1.y + point2.y) / 2 / 50, z: (point1.z + point2.z) / 2 / 50 }

        let d = utils.distance(centerPoint.x, centerPoint.y, centerPoint.z, camera.position.x, camera.position.y, camera.position.z);
        if (d < 2000) d = 2000;
        if (d > 10000) d = 10000;
        let lineWidth = 100 * d / 4000;
        //console.log("d=", d);

        let sc = 0.035;
        var endPos = { x: startPos.x + (point2.x - point1.x) * sc * d / distance / 50, y: startPos.y + (point2.y - point1.y) * sc * d / distance / 50, z: startPos.z + (point2.z - point1.z) * sc * d / distance / 50 }

        var arrowLinePoints = [];
        arrowLinePoints.push(startPos.x, startPos.y, startPos.z);
        arrowLinePoints.push(endPos.x, endPos.y, endPos.z);

        var meshLine = new MeshLine();
        meshLine.setGeometry(arrowLinePoints);

        return { meshLine: meshLine, lineWidth: lineWidth };
    }

    this.setDepthTest = function (bl) {
        if (bl) {
            _depthTest = true;
            this._lines.map(line => {
                line.material.depthTest = true;
                line.material.side = 0;
            });
            this._arrows.map(arrow => {
                arrow.material.depthTest = true;
                arrow.material.side = 0;
            });
        } else {
            _depthTest = false;
            this._lines.map(line => {
                line.material.depthTest = false;
                line.material.side = THREE.DoubleSide;
            });
            this._arrows.map(arrow => {
                arrow.material.depthTest = false;
                arrow.material.side = THREE.DoubleSide;
            });
        }
    }

    
    this.undo = function () {
        scene.remove(this._lines[this._lines.length - 1]);
        scene.remove(this._arrows[this._arrows.length - 1]);
        _self._path.splice(this._path.length - 1, 1);
        _self._lines.splice(this._lines.length - 1, 1);
        _self._arrows.splice(this._arrows.length - 1, 1);
    }

}

DrawPath.prototype.constructor = DrawPath;

export { DrawPath }

show.js中的部分代码:


let drawPath;

    //绘制线路
    drawPath = new DrawPath();
    drawPath.config(
        objects,
        camera,
        scene,
        turn
    );

    $("#rightContainer").show();
    $("#line-start").on("click", function (event) {
        drawPath.start();
    });
    $("#line-stop").on("click", function (event) {
        drawPath.stop();
    });
    $("#line-undo").on("click", function (event) {
        drawPath.undo();
    });
    $("#line-show").on("click", function (event) {
        drawPath.refresh();
    });
    let depthTest = true;
    $("#line-depthTest").on("click", function (event) {
        if (depthTest) {
            drawPath.setDepthTest(false);
            depthTest = false;
        } else {
            drawPath.setDepthTest(true);
            depthTest = true;
        }
    });

setInterval(() => {
    drawPath && drawPath.refresh();
}, 100);

效果图:

还是有点问题:

虽然这个效果图中,场景拉近,箭头有点大,但是最大大小还是做了控制的,就是这个形状有点问题,可能是视角的问题。

我期望的效果应该是这样的,就是无论从什么角度看,箭头不要变形:

到此这篇关于用 three.js 绘制三维带箭头线要了我半条命的文章就介绍到这了,更多相关three.js 三维带箭头线内容请搜索编程网以前的文章或继续浏览下面的相关文章希望大家以后多多支持编程网!

--结束END--

本文标题: 使用three.js 绘制三维带箭头线的详细过程

本文链接: https://lsjlt.com/news/155973.html(转载时请注明来源链接)

有问题或投稿请发送至: 邮箱/279061341@qq.com    QQ/279061341

猜你喜欢
  • 使用three.js 绘制三维带箭头线的详细过程
    需求:这个需求是个刚需啊!在一个地铁场景里展示逃生路线,这个路线肯定是要有指示箭头的,为了画这个箭头,我花了不少于十几个小时,总算做出来了,但始终有点问题。我对这个箭头的要求是,无论...
    99+
    2024-04-02
  • 怎么使用three.js 绘制三维带箭头线
    今天就跟大家聊聊有关怎么使用three.js 绘制三维带箭头线,可能很多人都不太了解,为了让大家更加了解,小编给大家总结了以下内容,希望大家根据这篇文章可以有所收获。需求:这个需求是个刚需啊!在一个地铁场景里展示逃生路线,这个路线肯定是要有...
    99+
    2023-06-25
  • python绘制三维图的详细教程
    本篇文章给大家带来了关于Python的相关知识,通常我们用 Python 绘制的都是二维平面图,但有时也需要绘制三维场景图,下面介绍了关于python绘制三维图的相关资料,希望对大家有帮助。【相关推荐:Python3视频教程 】本文仅仅梳理...
    99+
    2024-04-02
  • python绘制三维图的详细新手教程
    目录一、初始化二、直线绘制(Line plots)三、散点绘制(Scatter plots)四、线框图(Wireframe plots)五、表面图(Surface plots)六、三...
    99+
    2024-04-02
  • Qt自定义Plot实现曲线绘制的详细过程
    简介 实现了qt绘制曲线功能,包含arm触摸屏多点触控缩放(只支持两点),实时曲线绘制,数据点根据绘制宽度优化,跟踪点数据获取,双坐标等功能 演示 代码 头文件 plot.h ...
    99+
    2024-04-02
  • 使用Python 操作 xmind 绘制思维导图的详细方法
    思维导图 思维导图:思维导图又叫心智导图是表达发散性思维的有效的图形思维工具,它简单却又很有效,是一种革命性的思维工具。思维导图运用图文并重的技巧,把各级主题的关系用相互隶属与相关的...
    99+
    2024-04-02
  • 使用python matplotlib contour画等高线图的详细过程讲解
    目录函数画图颜色取反数据画图选择性画图总结函数画图 以 z = x 2 + y 2 为例 #导入模块 import numpy as np import matplotli...
    99+
    2024-04-02
软考高级职称资格查询
编程网,编程工程师的家园,是目前国内优秀的开源技术社区之一,形成了由开源软件库、代码分享、资讯、协作翻译、讨论区和博客等几大频道内容,为IT开发者提供了一个发现、使用、并交流开源技术的平台。
  • 官方手机版

  • 微信公众号

  • 商务合作