1. 程式人生 > 程式設計 >使用three.js 繪製三維帶箭頭線的詳細過程

使用three.js 繪製三維帶箭頭線的詳細過程

需求:這個需求是個剛需啊!在一個地鐵場景裡展示逃生路線,這個路線肯定是要有指示箭頭的,為了畫這個箭頭,我花了不少於十幾個小時,總算做出來了,但始終有點問題。我對這個箭頭的要求是,無論場景拉近還是拉遠,這個箭頭不能太大,也不能太小看不清,形狀不能變化,否則就不像箭頭了。

使用到了 three. 的 Line2.js 和一個開源庫MeshLine.js

部分程式碼:

DrawPath.js:

/**
 * 繪製路線
 */

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("請點選地面畫線");
    }

    this.stop = function () {
        if (this._isDrawing) {
            this._isDrawing = false;
            viewerContainer.removeEventListener('click',mouseup);
        }
        msg.show("停止畫線");
    }

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

    function mouseup(params) {
        this._mouseupPosition = { x: camera.position.x,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 = standardVectlCluxccT
or.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 重新整理 ====================================================") 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,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); //箭頭 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,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); scene.add(mesh); _self._arrows.push(mesh); } function refreshArrow(point1,arrow) { let arrowLine = _self.createArrowLine(point1,color: new
THREE.Color(0x00f300),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.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; }); } } /** * 撤銷 */ 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中的部分程式碼:

let drawPath;

    //繪製線路
    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);

效果圖:

使用three.js 繪製三維帶箭頭線的詳細過程

還是有點問題:

使用three.js 繪製三維帶箭頭線的詳細過程

雖然這個效果圖中,場景拉近,箭頭有點大,但是最大大小還是做了控制的,就是這個形狀有點問題,可能是視角的問題。

我期望的效果應該是這樣的,就是無論從什麼角度看,箭頭不要變形:

使用three.js 繪製三維帶箭頭線的詳細過程

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