使用Three.js绘制尺寸线和3D立方体

时间:2014-08-21 17:37:19

标签: javascript three.js

我们可以使用Cube绘制“线条”以在运行时显示“尺寸”吗?

以下是我创建多维数据集并从用户获取维度并在运行时更改多维数据集的方法: http://jsfiddle.net/9Lvk61j3/

但是现在我想展示Dimension,所以用户知道长度,宽度和高度是多少,它们将会改变。

这是我想要做的最终结果:

enter image description here

这是我的代码: 的 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;
};

这是同样的小提琴!的 http://jsfiddle.net/9Lvk61j3/

如果您需要任何其他信息,请与我们联系。

请建议。

1 个答案:

答案 0 :(得分:2)

工程图尺寸存在一些问题:

  1. 您可能有很多,但并非所有人都可以完全看到它们:
    • 一些可能被隐藏了,
    • 如果相机距离物体较远,某些物体可能看起来太小
    • 有些可能会覆盖其他尺寸(甚至是对象元素),
    • 可能从不便的角度看到一些东西。
  2. 无论您如何浏览相机,文字都应保持完全相同的大小

在我的解决方案中解决了大多数这些问题:https://jsfiddle.net/mmalex/j35p1fw8/

threejs show object dimensions with text and arrows

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);
};

现在让我们来看看辅助类。

✔尺寸线仅在摄像机角度不太尖锐(大于45°)时可见,

class FacingCamera将让您知道最适合相机的世界平面。用于隐藏尺寸过大(急性)的朝向相机的尺寸。

class FacingCamera一起玩的单独提琴可以在这里找到:https://jsfiddle.net/mmalex/56gzn8pL/

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);
            }
        }
    }
}

✔尺寸标注文本是HTML元素,使用CSS设置样式,并使用three.js光线投射逻辑定位。

class LinearDimension创建带有箭头和文本标签的线性尺寸实例,并对其进行控制。

LinearDimension的完整实现:​​

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;
        }
    }
}