VUE+THREE.JS 点击模型相机缓入查看模型相关信息

点击模型相机缓入查看模型相关信息

  • 1.引入
  • 2.初始化CSS3DRenderer
  • 3.animate 加入一直执行渲染
  • 4.点击事件
    • 4.1 初始化renderer时加入监听事件
    • 4.2 触发点击事件
  • 5. 关键代码分析
    • 5.1 移除模型
    • 5.2 创建模型上方的弹框
    • 5.3 相机缓入动画
    • 5.4 动画执行

1.引入

引入模型所要呈现的3DSprite精灵模型,优势在于可以随着视野的变化,跟随方向变化,大小是近大远小的模式

import { CSS3DRenderer, CSS3DSprite } from "three/examples/jsm/renderers/CSS3DRenderer.js";
import TWEEN from "@tweenjs/tween.js";//相机缓入动画

2.初始化CSS3DRenderer

// 初始化 CSS3DRenderer 设备信息框
	initObjectRender() {
		labelRender = new CSS3DRenderer();
		labelRender.setSize(this.$refs.draw.offsetWidth, this.$refs.draw.offsetHeight);
		labelRender.domElement.style.position = "absolute";
		labelRender.domElement.style.top = "0px";
		labelRender.domElement.style.pointerEvents = "none";
		document.getElementById("workshop").appendChild(labelRender.domElement);
	},

3.animate 加入一直执行渲染

labelRender.render(scene, camera);
TWEEN.update();

4.点击事件

4.1 初始化renderer时加入监听事件

renderer.domElement.addEventListener("click", this.onClick, false);

4.2 触发点击事件

//监听点击事件
onClick(event) {
	const raycaster = new THREE.Raycaster();
	const mouse = new THREE.Vector2();
	// 计算鼠标或触摸点的位置
	mouse.x = (event.clientX / this.$refs.draw.offsetWidth) * 2 - 1;
	mouse.y = -(event.clientY / this.$refs.draw.offsetHeight) * 2 + 1;
	// 更新射线   注意——> camera 是相机   定义到data里的
	raycaster.setFromCamera(mouse, camera);
	// 计算与所有对象的交点
	const intersects = raycaster.intersectObjects(scene.children, true);

	if (intersects.length > 0) {
	    //获取点击模型的相关信息
	    //以下为我的处理逻辑
		const interObj = intersects[0].object;
		//获取模型名称,此名称是用blender创建模型时,创建的名称
		const interName = this.getParentName(interObj);
		//模型的位置
		const interPoint = intersects[0].point;

		if (interName) {
			this.removeOthersEqp(interName); //移除此设备以外的设备
			this.getEqpInfo(interName, interObj, interPoint); //获取设备信息
		} else {
			console.log("获取世界坐标", interPoint.x, ",", interPoint.y, ",", interPoint.z);
		}
	}
},
//获取点击的设备名称
getParentName(data) {
	if (!data) {
		return;
	}
	const regex = /[^\_\)]+(?=\()/g;
	const eqpEnCode = data.name.match(regex);
	return eqpEnCode?.length > 0 ? eqpEnCode[0] : this.getParentName(data.parent);
},
//移除此设备以外的设备
removeOthersEqp(interName) {
	const meshes = scene.children.filter((o) => {
		return o.name !== `${interName}EqpInfo` && o.name.indexOf("EqpInfo") > -1;
	});
	meshes.forEach((l) => {
		l.remove(...l.children);
	});
	scene.remove(...meshes);
},
//获取设备信息
toolTipGroup: new THREE.Group(),//弹框参数
getEqpInfo(interName, interObj, interPoint) {
	// 获取设备详细信息
	let params = {
		system: "",
		enCode: interName,
	};
	getEqpInfoReq(params).then((res) => {
		if (res.code === 200) {
			const { encode, oeeStatus, taktTime, yield: resYield } = res.result;
			const shpereMesh = this.createCpointMesh(`${interName}EqpInfo`, interObj.position.x, interObj.position.y + 1000, interObj.position.z);
			this.toolTipGroup.add(shpereMesh);

			//关闭弹框标签
			const closeInfo = document.createElement("div");
			closeInfo.setAttribute("style", "width:100%;padding: 0.5rem 0.5rem 0 0;text-align:right");
			closeInfo.innerHTML = "";
			//弹框点击关闭事件
			closeInfo.onclick = function (event) {
				const meshes = scene.children.filter((o) => {
					return o.name === `${interName}EqpInfo`;
				});
				meshes.forEach((l) => {
					l.remove(...l.children);
				});
				scene.remove(...meshes);
				event.cancelBubble = true;
			};
			//基础信息展示
			const cardBaseInfo = `
          
编码: ${encode}
名称: ${interObj.name.match(/[^\(\)]+(?=\))/g)[0]}
状态: ${oeeStatus}
`
; //设备其他信息 const cardOthersInfo = `
Yield: ${resYield}%
TaktTime: ${taktTime}
`
; const cardInfo = document.createElement("div"); cardInfo.style.padding = "0 0 1rem 0"; cardInfo.innerHTML = cardBaseInfo + cardOthersInfo; const pContainer = document.createElement("div"); pContainer.id = `${interName}EqpInfo`; pContainer.className = "workshop-tooltip"; pContainer.style.pointerEvents = "none"; //避免HTML标签遮挡三维场景的鼠标事件 pContainer.appendChild(closeInfo); //关闭按钮 pContainer.appendChild(cardInfo); //基础信息 const cPointLabel = new CSS3DSprite(pContainer); // cPointLabel.scale.set(5, 5, 5); //根据相机渲染范围控制HTML 3D标签尺寸 cPointLabel.rotateY(Math.PI / 2); //控制HTML标签CSS3对象姿态角度 cPointLabel.position.set(interObj.position.x, interObj.position.y + 1000, interObj.position.z); cPointLabel.name = `${interName}EqpInfo`; scene.add(cPointLabel); //相机位置移动 this.handlePosition(interPoint, true); } }); }, //创建基础模型 createCpointMesh(name, x, y, z) { const geo = new THREE.BoxGeometry(0.1); const mat = new THREE.MeshBasicMaterial({ color: 0xff0000 }); const mesh = new THREE.Mesh(geo, mat); mesh.position.set(x, y, z); mesh.name = name; return mesh; }, // 动态调整相机位置 handlePosition(targetPosition, falg) { // 计算点击位置与当前相机位置之间的向量 const direction = new THREE.Vector3().subVectors(targetPosition, camera.position); // 计算相机与目标位置之间的距离 let distance = camera.position.distanceTo(targetPosition); // 以某种方式将距离转换为缩放因子 let scaleFactor = falg ? this.functionOfDistance(distance) : 0; // 缩放向量,使其稍远一点 // const scaleFactor = 0.5; // 缩放因子,可以根据需要进行调整 const offset = direction.multiplyScalar(scaleFactor); const finalPosition = camera.position.clone().add(offset); // 创建 Tween 实例 const startPosition = camera.position.clone(); const duration = 1000; // 动画持续时间,单位毫秒 tween = new TWEEN.Tween(startPosition) .to(finalPosition, duration) .onUpdate(() => { // 更新相机位置 camera.position.copy(startPosition); camera.lookAt(targetPosition); }) .start(); }, //计算距离 functionOfDistance(distance) { // 设定最小和最大距离以及对应的缩放因子 const minDistance = 4100; const maxDistance = 18000; const minScaleFactor = 0; const maxScaleFactor = 0.8; if (distance < minDistance) { return minScaleFactor; } else if (distance > maxDistance) { return maxScaleFactor; } // 根据距离范围内的比例,计算缩放因子 const ratio = (distance - minDistance) / (maxDistance - minDistance); return minScaleFactor + ratio * (maxScaleFactor - minScaleFactor); },

5. 关键代码分析

5.1 移除模型

  • 1.获取想要移除的模型名称
const meshes = scene.children.filter((o) => {
	return o.name !== `${interName}EqpInfo` && o.name.indexOf("EqpInfo") > -1;
});
  • 2.移除模型的子模型
meshes.forEach((l) => {
	l.remove(...l.children);
});
  • 3.移除模型
scene.remove(...meshes)

5.2 创建模型上方的弹框

  • 1.创建基础模型
const shpereMesh = this.createCpointMesh(`${interName}EqpInfo`, interObj.position.x, interObj.position.y + 1000, interObj.position.z);

//创建基础模型
createCpointMesh(name, x, y, z) {
	const geo = new THREE.BoxGeometry(0.1);
	const mat = new THREE.MeshBasicMaterial({ color: 0xff0000 });
	const mesh = new THREE.Mesh(geo, mat);
	mesh.position.set(x, y, z);
	mesh.name = name;
	return mesh;
},
  • 2.创建动态div,渲染到基础模型中

由于我这里是一个弹框,我希望他能够点击关闭,所以多加了个关闭事件

  • 2.1 关闭按钮的渲染及触发
//关闭弹框标签
const closeInfo = document.createElement("div");
closeInfo.setAttribute("style", "width:100%;padding: 0.5rem 0.5rem 0 0;text-align:right");
closeInfo.innerHTML = "";
//弹框点击关闭事件
closeInfo.onclick = function (event) {
	const meshes = scene.children.filter((o) => {
		return o.name === `${interName}EqpInfo`;
	});
	meshes.forEach((l) => {
		l.remove(...l.children);
	});
	scene.remove(...meshes);
	event.cancelBubble = true;
};
  • 2.2 弹框信息显示

注意:pContainer.style.pointerEvents = "none"; //避免HTML标签遮挡三维场景的鼠标事件必须要写这个 要不然会导致模型无法推拽移动

//基础信息展示
const cardBaseInfo = `
       
编码: ${encode}
名称: ${interObj.name.match(/[^\(\)]+(?=\))/g)[0]}
状态: ${oeeStatus}
`
; //设备其他信息 const cardOthersInfo = `
Yield: ${resYield}%
TaktTime: ${taktTime}
`
; const cardInfo = document.createElement("div"); cardInfo.style.padding = "0 0 1rem 0"; cardInfo.innerHTML = cardBaseInfo + cardOthersInfo; const pContainer = document.createElement("div"); pContainer.id = `${interName}EqpInfo`; pContainer.className = "workshop-tooltip"; pContainer.style.pointerEvents = "none"; //避免HTML标签遮挡三维场景的鼠标事件 pContainer.appendChild(closeInfo); //关闭按钮 pContainer.appendChild(cardInfo); //基础信息 const cPointLabel = new CSS3DSprite(pContainer); // cPointLabel.scale.set(5, 5, 5); //根据相机渲染范围控制HTML 3D标签尺寸 cPointLabel.rotateY(Math.PI / 2); //控制HTML标签CSS3对象姿态角度 cPointLabel.position.set(interObj.position.x, interObj.position.y + 1000, interObj.position.z); cPointLabel.name = `${interName}EqpInfo`; scene.add(cPointLabel);

5.3 相机缓入动画

动态的缩放因子是为了避免弹框占满整个屏幕,使其稍远一点,默认是1

// 动态调整相机位置
handlePosition(targetPosition, falg) {
	// 计算点击位置与当前相机位置之间的向量
	const direction = new THREE.Vector3().subVectors(targetPosition, camera.position);

	// 计算相机与目标位置之间的距离
	let distance = camera.position.distanceTo(targetPosition);
	// 以某种方式将距离转换为缩放因子
	let scaleFactor = falg ? this.functionOfDistance(distance) : 0;

	// 缩放向量,使其稍远一点
	// const scaleFactor = 0.5; // 缩放因子,可以根据需要进行调整
	const offset = direction.multiplyScalar(scaleFactor);
	const finalPosition = camera.position.clone().add(offset);	
},
  • 动态缩放因子的获取

也不能将缩放因子固定,因为当相近模型点击时,弹框会越来越近,直至占满整个屏幕,
所以:设定最小的距离和最大的距离,当模型相对于相机距离远,就设定缩放因子为0.8,
模型相对相机距离近,就设定缩放因子为0,表示不缩放

//计算距离
functionOfDistance(distance) {
	// 设定最小和最大距离以及对应的缩放因子(可视情况调整)
	const minDistance = 4100;
	const maxDistance = 18000;
	const minScaleFactor = 0;
	const maxScaleFactor = 0.8;

	if (distance < minDistance) {
		return minScaleFactor;
	} else if (distance > maxDistance) {
		return maxScaleFactor;
	}

	// 根据距离范围内的比例,计算缩放因子
	const ratio = (distance - minDistance) / (maxDistance - minDistance);
	return minScaleFactor + ratio * (maxScaleFactor - minScaleFactor);
},

5.4 动画执行

// 创建 Tween 实例
const startPosition = camera.position.clone();
const duration = 1000; // 动画持续时间,单位毫秒
tween = new TWEEN.Tween(startPosition)
	.to(finalPosition, duration)
	.onUpdate(() => {
		// 更新相机位置
		camera.position.copy(startPosition);
		camera.lookAt(targetPosition);
	})
	.start();

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