使用three.js 绘制三维带箭头线的详细过程
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2022-03-20 15:10:50
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,...
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:
/** * 绘制路线 */ 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; }); } } /** * 撤销 */ 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:
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