基於WebGL(ThingJS)的平面圖導航,室內導航,3D聚焦 (二)
前言
基於WebGL架構的3D可視化平臺—平面圖導航(一)中已經完成了iframe面板與我們的3D場景的簡單交互,下面我們繼續完善並給iframe頁加上鼠標懸停事件讓iframe頁的img標簽和我們場景中的obj一起動起來。
實現
第一步,還是使用之前的場景接著上次的繼續,先編寫iframe頁。給每一個img標簽都加上onmouseover、onmouseout 事件。
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>Document</title> <style> .total_image { margin : 20px; } .total_image img{ cursor: pointer; transition: all 0.6s; width: 50px; } .total_image img:hover{ transform: scale(1.5); position:relative; z-index:100; } </style> </head> <body> <div class="total_image" style="width: 500px;height: 280px;background-size: 100% auto"> <img class="model_imag" src="發電室1.jpg" style="float: left;display: block;width: 85px;height: 84px" onclick="onClick(‘PowerGenerationGroup_01‘,‘viewPoint_1‘)" onmouseover="onMouseOver(‘PowerGenerationGroup_01‘,‘viewPoint_1‘)" onmouseout="onMouseOut(‘PowerGenerationGroup_01‘)"> <img class="model_imag" src="發電室2.jpg" style="float: left;display: block;width: 78px;height: 84px" onclick="onClick(‘PowerGenerationGroup_02‘,‘viewPoint_2‘)" onmouseover="onMouseOver(‘PowerGenerationGroup_02‘,‘viewPoint_2‘)" onmouseout="onMouseOut(‘PowerGenerationGroup_02‘)"> <img class="model_imag" src="發電室3.jpg" style="float: left;display: block;width:170px;height: 84px" onclick="onClick(‘PowerGenerationGroup_03‘,‘viewPoint_3‘)" onmouseover="onMouseOver(‘PowerGenerationGroup_03‘,‘viewPoint_3‘)" onmouseout="onMouseOut(‘PowerGenerationGroup_03‘)"> <img class="model_imag" src="發電室4.jpg" style="float: left;display: block;width:167px;height: 84px" onclick="onClick(‘PowerGenerationGroup_04‘,‘viewPoint_4‘)" onmouseover="onMouseOver(‘PowerGenerationGroup_04‘,‘viewPoint_4‘)" onmouseout="onMouseOut(‘PowerGenerationGroup_04‘)"> <div style="display: block;float: left;width: 100px;height: 145px;background-color:white"> <img class="model_imag" src="辦公室1.jpg" style="float: left;display: block;width:100px;height: 60px" onclick="onClick(‘Office‘,‘viewPoint_5‘)" onmouseover="onMouseOver(‘Office‘,‘viewPoint_5‘)" onmouseout="onMouseOut(‘Office‘)"> <img class="model_imag" src="返回.png" style="float: left;display: block;width:100px;height: 80px" onclick="initViewPoint()"> </div> <img class="model_imag" src="發電室5.jpg" style="float: right;display: block;width:123px" onclick="onClick(‘PowerGenerationGroup_05‘,‘viewPoint_8‘)" onmouseover="onMouseOver(‘PowerGenerationGroup_05‘,‘viewPoint_8‘)" onmouseout="onMouseOut(‘PowerGenerationGroup_05‘)"> <img class="model_imag" src="會議室1.jpg" style="float: left;display: block;width: 138px;height: 145px" onclick="onClick(‘BoardRoom_01‘,‘viewPoint_6‘)" onmouseover="onMouseOver(‘BoardRoom_01‘,‘viewPoint_6‘)" onmouseout="onMouseOut(‘BoardRoom_01‘)"> <img class="model_imag" src="會議室2.jpg" style="float: left;display: block;width: 138px;height: 145px" onclick="onClick(‘BoardRoom_02‘,‘viewPoint_7‘)" onmouseover="onMouseOver(‘BoardRoom_02‘,‘viewPoint_7‘)" onmouseout="onMouseOut(‘BoardRoom_02‘)"> </div> <script> function onClick(viewPoint,target){ window.parent.onClick(viewPoint,target); } function onMouseOver(targetObj,viewPoint){ window.parent.onMouseOver(targetObj,viewPoint); } function onMouseOut(targetObj){ window.parent.onMouseOut(targetObj); } function initViewPoint(){ window.parent.initViewPoint(); } </script> </body> </html>
第二步,房間裏的物體不要要讓他“飛起來”,還要給他加一個“底座”。這裏叫他SurveillanceCamera類,在自己編寫類的時候一定要註意,想要當前類生效一定要繼承THING.Thing,並且THING.factory.registerClass(‘ClassName’, ClassName);
class SurveillanceCamera extends THING.Thing { constructor(app) { super(app); this.app = app; this.isFrustum = true; this.opacity = 1; this.color = 0xff00ff; this.vertices = []; this.near = 0.1; this.camera = null; this.node = new THREE.Object3D(); this._frustum = new THREE.Frustum(); this._projScreenMatrix = new THREE.Matrix4(); } setup(param) { super.setup(param); this.fov = param[‘fov‘]; this.aspect = param[‘aspect‘]; this.far = param[‘far‘]; this.alpha = param[‘alpha‘]; this.lineAlpha = param[‘lineAlpha‘]; this.setupComplete(param); } setupComplete(param) { super.setupComplete(param); this.build(); } build() { if (this.node.children.length > 0) { this.node.children = []; } if (this.camera != null) { this.camera = null; } var h = this.far * Math.tan(this.fov * 0.5 * 0.017453293); var w = this.aspect * h; var geometry = new THREE.Geometry(); this.vertices = [new THREE.Vector3(0, 0, 0), new THREE.Vector3(w, -h, -this.far), new THREE.Vector3(w, h, -this.far), new THREE.Vector3(-w, h, -this.far), new THREE.Vector3(-w, -h, -this.far)]; var faces = [new THREE.Face3(0, 1, 2), new THREE.Face3(0, 2, 3), new THREE.Face3(0, 3, 4), new THREE.Face3(0, 4, 1), new THREE.Face3(3, 4, 1), new THREE.Face3(3, 1, 2)]; geometry.vertices = this.vertices; var line_mat = new THREE.LineBasicMaterial({ color: "#b4f5f8", opacity: this.lineAlpha || 0.5, }) var texture = THREE.ImageUtils.loadTexture("images/light2.png"); texture.wrapS = THREE.RepeatWrapping; texture.wrapT = THREE.RepeatWrapping; var frustum_mat = new THREE.MeshBasicMaterial({ color: "#0aa5ff", opacity: this.alpha || 0.5, transparent: true, side: THREE.DoubleSide, }); var line_mesh = new THREE.Line(geometry, line_mat); var frustum_mesh = new THREE.Mesh(geometry, frustum_mat); geometry.faces = faces; this.node.add(frustum_mesh, line_mesh); this.camera = new THREE.PerspectiveCamera(this.fov, this.aspect, this.near, this.far); this.camera.position.set(this.position[0], this.position[1], this.position[2]); this.camera.rotation.copy(this.node.rotation); this.camera.updateMatrixWorld(true); this._updateFrustum(); } setPosition() { this.camera.position.set(this.position[0], this.position[1], this.position[2]); this.camera.updateMatrixWorld(true); this._updateFrustum(); } _updateFrustum() { if (this.camera) { this._projScreenMatrix.multiplyMatrices(this.camera.projectionMatrix, this.camera.matrixWorldInverse); this._frustum.setFromMatrix(this._projScreenMatrix); } } intersectsObject(object) { this._updateFrustum(); return this._frustum.intersectsObject(object); } intersectsBox(box) { this._updateFrustum(); return this._frustum.intersectsBox(box); } intersectsSphere(sphere) { this._updateFrustum(); return this._frustum.intersectsSphere(sphere); } intersectsSprite(sprite) { this._updateFrustum(); return this._frustum.intersectsSprite(sprite); } } THING.factory.registerClass(‘SurveillanceCamera‘, SurveillanceCamera);
第三步,鼠標懸浮事件和鼠標離開事件,這裏我們使用了之前創建的SurveillanceCamera類為obj加上了一個“底座”。
//鼠標懸浮事件 function onMouseOver(targetObj,viewPoint) { if (currentModule != null) return; overModule = app.query(targetObj)[0]; overModule.style.boundingBox = true; overModule.moveTo({ "offset": [0, 6, 0], "time": 80, }); sCamera = app.create({ type: ‘SurveillanceCamera‘, name: ‘SurveillanceCamera_‘, position:app.query(viewPoint)[0].position, fov: 65, aspect: 1.3, far: 6, }); sCamera.angleX = 90; sCamera.style.opacity = 0.1; } //鼠標離開事件 function onMouseOut(targetObj) { if (currentModule != null) return; if (sCamera) { sCamera.destroy(); sCamera = null; } outModule = overModule; outModule.style.boundingBox = false; outModule.stopMoving(); outModule.position = [0, 0, 0]; outModule = null; }
演示地址:http://www.thingjs.com/guide/sampleindex.html?name=/uploads/wechat/S2Vyd2lu/Demo_平面圖導航.js
總結
利用iframe與ThingJS進行交互完成了平面圖導航功能,通過自制的HTML界面,嵌入ThingJS的面板中,形成一個可自定義的導航界面,通過偏移實現相應的視覺效果。
制作一個視錐,達到投放影像的效果,這裏運用面向對象的方式是為了,能夠更快捷的創建視錐,起到復用的作用。
在制作過程中,將物體懸浮的過程時出現了問題,發現如果快速的操作鼠標,物體不會達到預期的視覺效果,例如,鼠標快速的在兩個導航圖之間切換時,對應的兩個物體會不斷的上升,盡管將上升與還原的速度加快,也依然無法解決問題。最後解決的辦法是:新添加一個變量,將上一次懸浮的物體記錄下來,就是文中的 outModule,通過對 outModule 單獨操作來解決影響問題。
基於WebGL(ThingJS)的平面圖導航,室內導航,3D聚焦 (二)