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使用Three.js繪制尺寸線和3D立方體

[英]Draw dimension lines along with 3D cube using Three.js

我們可以用Cube繪制“線條”以在運行時顯示“尺寸”嗎?

以下是我創建多維數據集並從用戶獲取維度並在運行時更改多維數據集的方法: http//jsfiddle.net/9Lvk61j3/

但現在我想顯示Dimension,因此用戶知道它們將會改變的長度,寬度和高度。

這是我想要做的最終結果:

在此輸入圖像描述

這是我的代碼: HTML:

<script src="http://www.html5canvastutorials.com/libraries/three.min.js"></script>
<div id="container"></div>
<div class="inputRow clear" id="dimensionsNotRound" data-role="tooltip">
    <label class="grid-8">Dimensions (pixels):</label>
    <br/>
    <br/>
    <div> <span>Length</span>

        <input class="numeric-textbox" id="inp-length" type="text" value="100">
        <br/>
        <br/>
    </div>
    <div> <span>Width</span>

        <input class="numeric-textbox" id="inp-width" type="text" value="50">
        <br/>
        <br/>
    </div>
    <div> <span>Height</span>

        <input class="numeric-textbox" id="inp-height" type="text" value="40">
        <br/>
        <br/>
    </div>
    <button id="btn">Click me to change the Dimensions</button>

JS

    var shape = null;


    //Script for 3D Box


    // revolutions per second
    var angularSpeed = 0.2;
    var lastTime = 0;
    var cube = 0;

    // this function is executed on each animation frame
    function animate() {
        // update
        var time = (new Date()).getTime();
        var timeDiff = time - lastTime;
        var angleChange = angularSpeed * timeDiff * 2 * Math.PI / 1000;
        //cube.rotation.y += angleChange; //Starts Rotating Object
        lastTime = time;

        // render
        renderer.render(scene, camera);

        // request new frame
        requestAnimationFrame(function () {
            animate();
        });
    }

    // renderer
    var container = document.getElementById("container");
    var renderer = new THREE.WebGLRenderer();
    renderer.setSize(container.offsetWidth, container.offsetHeight - 4);
    container.appendChild(renderer.domElement);


    // camera
    var camera = new THREE.PerspectiveCamera(60, container.offsetWidth / container.offsetHeight, 1, 1000);
    camera.position.z = 800;

    // scene
    var scene = new THREE.Scene();
    scene.remove();

    // cube
    cube = new THREE.Mesh(new THREE.CubeGeometry(1, 1, 1), new THREE.MeshLambertMaterial({
        color: '#cccccc'
    }));
    cube.overdraw = true;

    cube.rotation.x = Math.PI * 0.1;
    cube.rotation.y = Math.PI * 0.3;
    scene.add(cube);

    // add subtle ambient lighting
    var ambientLight = new THREE.AmbientLight(0x319ec5);
    scene.add(ambientLight);

    // directional lighting
    var directionalLight = new THREE.DirectionalLight(0x666666);
    directionalLight.position.set(1, 1, 1).normalize();
    scene.add(directionalLight);
    shape = cube;
    // start animation
    animate();

var $ = function(id) { return document.getElementById(id); };

$('btn').onclick = function() {
    console.log("Button Clicked");
    var width = parseInt(document.getElementById('inp-width').value * 3.779528),
        height = parseInt(document.getElementById('inp-height').value * 3.779528),
        length = parseInt(document.getElementById('inp-length').value * 3.779528);
console.log("length " + length + " height " + height + " width " + width);

    shape.scale.x = length;
    shape.scale.y = height;
    shape.scale.z = width;
};

這是同樣的小提琴! http://jsfiddle.net/9Lvk61j3/

如果您需要任何其他信息,請與我們聯系。

請建議。

繪圖尺寸有點問題:

  1. 您可能擁有其中許多,並非所有這些都可能完全可見:
    • 有些可能是隱藏的,
    • 有些可能看起來太小,如果相機遠離物體,
    • 有些可能會覆蓋其他維度(甚至是對象元素),
    • 從不方便的角度可以看出一些。
  2. 無論您如何導航相機,文本都應保持完全相同的大小,

我的解決方案中解決了大多數這些問題: https//jsfiddle.net/mmalex/j35p1fw8/

threejs用文本和箭頭顯示對象尺寸

var geometry = new THREE.BoxGeometry(8.15, 0.5, 12.25);
var material = new THREE.MeshPhongMaterial({
  color: 0x09f9f9,
  transparent: true,
  opacity: 0.75
});
var cube = new THREE.Mesh(geometry, material);
cube.geometry.computeBoundingBox ();
root.add(cube);

var bbox = cube.geometry.boundingBox;

var dim = new LinearDimension(document.body, renderer, camera);

// define start and end point of dimension
var from = new THREE.Vector3(bbox.min.x, bbox.min.y, bbox.min.z);
var to = new THREE.Vector3(bbox.max.x, bbox.min.y, bbox.max.z);

// in which direction to "extrude" dimension away from object
var direction = new THREE.Vector3(0, 0, 1);

// request LinearDimension to create threejs node
var newDimension = dim.create(from, to, direction);

// make it cube child
cube.add(newDimension);

var animate = function() {
  requestAnimationFrame(animate);

  // we need to reposition dimension label on each camera change
  dim.update(camera);

  renderer.render(scene, camera);
};

我們現在看看輔助課程。

✔尺寸線僅在攝像機角度不太銳利(超過45°)時可見,

class FacingCamera會讓你知道世界飛機,這是最好的相機。 隱藏尺寸的有用,這些尺寸面向攝像機,角度太尖銳(銳角)。

可以在這里找到與class FacingCamera分開的小提琴: httpsclass FacingCamera

class FacingCamera {
    constructor() {
        // camera looking direction will be saved here
        this.dirVector = new THREE.Vector3();

        // all world directions
        this.dirs = [
            new THREE.Vector3(+1, 0, 0),
            new THREE.Vector3(-1, 0, 0),
            new THREE.Vector3(0, +1, 0),
            new THREE.Vector3(0, -1, 0),
            new THREE.Vector3(0, 0, +1),
            new THREE.Vector3(0, 0, -1)
        ];

        // index of best facing direction will be saved here
        this.facingDirs = [];
        this.bestFacingDir = undefined;

        // TODO: add other facing directions too

        // event listeners are collected here
        this.cb = {
            facingDirChange: []
        };
    }

    check(camera) {
        camera.getWorldDirection(this.dirVector);
        this.dirVector.negate();

        var maxk = 0;
        var maxdot = -1e19;

        var oldFacingDirs = this.facingDirs;
        var facingDirsChanged = false;
        this.facingDirs = [];

        for (var k = 0; k < this.dirs.length; k++) {
            var dot = this.dirs[k].dot(this.dirVector);
            var angle = Math.acos(dot);
            if (angle > -Math.PI / 2 && angle < Math.PI / 2) {
                this.facingDirs.push(k);
                if (oldFacingDirs.indexOf(k) === -1) {
                    facingDirsChanged = true;
                }
                if (Math.abs(dot) > maxdot) {
                    maxdot = dot;
                    maxk = k;
                }
            }
        }

        // and if facing direction changed, notify subscribers
        if (maxk !== this.bestFacingDir || facingDirsChanged) {
            var prevDir = this.bestFacingDir;
            this.bestFacingDir = maxk;

            for (var i = 0; i < this.cb.facingDirChange.length; i++) {
                this.cb.facingDirChange[i]({
                    before: {
                        facing: oldFacingDirs,
                        best: prevDir
                    },
                    current: {
                        facing: this.facingDirs,
                        best: this.bestFacingDir
                    }
                }, this);
            }
        }
    }
}

✔尺寸文本是HTML元素,使用CSS設置樣式並使用three.js光線投射邏輯定位。

class LinearDimension使用箭頭和文本標簽創建線性尺寸的實例,並對其進行控制。

LinearDimension完整實現:

class LinearDimension {

    constructor(domRoot, renderer, camera) {
        this.domRoot = domRoot;
        this.renderer = renderer;
        this.camera = camera;

        this.cb = {
            onChange: []
        };
        this.config = {
            headLength: 0.5,
            headWidth: 0.35,
            units: "mm",
            unitsConverter: function(v) {
                return v;
            }
        };
    }

    create(p0, p1, extrude) {

        this.from = p0;
        this.to = p1;
        this.extrude = extrude;

        this.node = new THREE.Object3D();
        this.hidden = undefined;

        let el = document.createElement("div");
        el.id = this.node.id;
        el.classList.add("dim");
        el.style.left = "100px";
        el.style.top = "100px";
        el.innerHTML = "";
        this.domRoot.appendChild(el);
        this.domElement = el;

        this.update(this.camera);

        return this.node;
    }

    update(camera) {
        this.camera = camera;

        // re-create arrow
        this.node.children.length = 0;

        let p0 = this.from;
        let p1 = this.to;
        let extrude = this.extrude;

        var pmin, pmax;
        if (extrude.x >= 0 && extrude.y >= 0 && extrude.z >= 0) {
            pmax = new THREE.Vector3(
                extrude.x + Math.max(p0.x, p1.x),
                extrude.y + Math.max(p0.y, p1.y),
                extrude.z + Math.max(p0.z, p1.z));

            pmin = new THREE.Vector3(
                extrude.x < 1e-16 ? extrude.x + Math.min(p0.x, p1.x) : pmax.x,
                extrude.y < 1e-16 ? extrude.y + Math.min(p0.y, p1.y) : pmax.y,
                extrude.z < 1e-16 ? extrude.z + Math.min(p0.z, p1.z) : pmax.z);
        } else if (extrude.x <= 0 && extrude.y <= 0 && extrude.z <= 0) {
            pmax = new THREE.Vector3(
                extrude.x + Math.min(p0.x, p1.x),
                extrude.y + Math.min(p0.y, p1.y),
                extrude.z + Math.min(p0.z, p1.z));

            pmin = new THREE.Vector3(
                extrude.x > -1e-16 ? extrude.x + Math.max(p0.x, p1.x) : pmax.x,
                extrude.y > -1e-16 ? extrude.y + Math.max(p0.y, p1.y) : pmax.y,
                extrude.z > -1e-16 ? extrude.z + Math.max(p0.z, p1.z) : pmax.z);
        }

        var origin = pmax.clone().add(pmin).multiplyScalar(0.5);
        var dir = pmax.clone().sub(pmin);
        dir.normalize();

        var length = pmax.distanceTo(pmin) / 2;
        var hex = 0x0;
        var arrowHelper0 = new THREE.ArrowHelper(dir, origin, length, hex, this.config.headLength, this.config.headWidth);
        this.node.add(arrowHelper0);

        dir.negate();
        var arrowHelper1 = new THREE.ArrowHelper(dir, origin, length, hex, this.config.headLength, this.config.headWidth);
        this.node.add(arrowHelper1);

        // reposition label
        if (this.domElement !== undefined) {
            let textPos = origin.project(this.camera);

            let clientX = this.renderer.domElement.offsetWidth * (textPos.x + 1) / 2 - this.config.headLength + this.renderer.domElement.offsetLeft;

            let clientY = -this.renderer.domElement.offsetHeight * (textPos.y - 1) / 2 - this.config.headLength + this.renderer.domElement.offsetTop;

            let dimWidth = this.domElement.offsetWidth;
            let dimHeight = this.domElement.offsetHeight;

            this.domElement.style.left = `${clientX - dimWidth/2}px`;
            this.domElement.style.top = `${clientY - dimHeight/2}px`;

            this.domElement.innerHTML = `${this.config.unitsConverter(pmin.distanceTo(pmax)).toFixed(2)}${this.config.units}`;
        }
    }

    detach() {
        if (this.node && this.node.parent) {
            this.node.parent.remove(this.node);
        }
        if (this.domElement !== undefined) {
            this.domRoot.removeChild(this.domElement);
            this.domElement = undefined;
        }
    }
}

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