标签:initial screen setup term float 第一步 port ack 继承
基于WebGL架构的3D可视化平台—平面图导航(一)中已经完成了iframe面板与我们的3D场景的简单交互,下面我们继续完善并给iframe页加上鼠标悬停事件让iframe页的img标签和我们场景中的obj一起动起来。
第一步,还是使用之前的场景接着上次的继续,先编写iframe页。给每一个img标签都加上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="发电室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="发电室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="发电室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="发电室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="办公室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="发电室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="会议室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="会议室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,房间里的物体不要要让他“飞起来”,还要给他加一个“底座”。这里叫他SurveillanceCamera类,在自己编写类的时候一定要注意,想要当前类生效一定要继承THING.Thing,并且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,鼠标悬浮事件和鼠标离开事件,这里我们使用了之前创建的SurveillanceCamera类为obj加上了一个“底座”。
//鼠标悬浮事件 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; } //鼠标离开事件 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_平面图导航.js
利用iframe与ThingJS进行交互完成了平面图导航功能,通过自制的HTML界面,嵌入ThingJS的面板中,形成一个可自定义的导航界面,通过偏移实现相应的视觉效果。
制作一个视锥,达到投放影像的效果,这里运用面向对象的方式是为了,能够更快捷的创建视锥,起到复用的作用。
在制作过程中,将物体悬浮的过程时出现了问题,发现如果快速的操作鼠标,物体不会达到预期的视觉效果,例如,鼠标快速的在两个导航图之间切换时,对应的两个物体会不断的上升,尽管将上升与还原的速度加快,也依然无法解决问题。最后解决的办法是:新添加一个变量,将上一次悬浮的物体记录下来,就是文中的 outModule,通过对 outModule 单独操作来解决影响问题。
基于WebGL(ThingJS)的平面图导航,室内导航,3D聚焦 (二)
标签:initial screen setup term float 第一步 port ack 继承
原文地址:https://www.cnblogs.com/thingjs/p/10273368.html