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使用three.js 绘制三维带箭头线的详细过程

时间:2023-01-10 11:52:15 | 栏目:JavaScript代码 | 点击:

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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