在Viewer API中,是否可以拖动选择对象?这样我可以通过拖动而不是每次单击ctrl +来选择多个对象吗?
答案 0 :(得分:0)
我正在实现窗口选择功能,作为代码示例。请查看此article以获取更多详细信息,并继续关注以下内容......
import Toolkit from 'Viewer.Toolkit'
export default class SelectSet {
/////////////////////////////////////////////////////////
//
//
/////////////////////////////////////////////////////////
constructor (viewer) {
this.viewer = viewer
this.viewer.impl.createOverlayScene (
'debug', this.lineMat)
}
/////////////////////////////////////////////////////////
// Set model: required to compute the bounding boxes
//
/////////////////////////////////////////////////////////
async setModel (model) {
this.model = model
const instanceTree = model.getData().instanceTree
const rootId = instanceTree.getRootId()
const bbox =
await this.getComponentBoundingBox(
model, rootId)
this.boundingSphere = bbox.getBoundingSphere()
const leafIds = await Toolkit.getLeafNodes (model)
this.boundingBoxInfo = leafIds.map((dbId) => {
const bbox = this.getLeafComponentBoundingBox(
model, dbId)
return {
bbox,
dbId
}
})
console.log(this.boundingBoxInfo)
console.log(model)
}
/////////////////////////////////////////////////////////
// Returns bounding box as it appears in the viewer
// (transformations could be applied)
//
/////////////////////////////////////////////////////////
getModifiedWorldBoundingBox (fragIds, fragList) {
const fragbBox = new THREE.Box3()
const nodebBox = new THREE.Box3()
fragIds.forEach(function(fragId) {
fragList.getWorldBounds(fragId, fragbBox)
nodebBox.union(fragbBox)
})
return nodebBox
}
/////////////////////////////////////////////////////////
// Returns bounding box for aggregated fragments
//
/////////////////////////////////////////////////////////
async getComponentBoundingBox (model, dbId) {
const fragIds = await Toolkit.getFragIds(
model, dbId)
const fragList = model.getFragmentList()
return this.getModifiedWorldBoundingBox(
fragIds, fragList)
}
getLeafComponentBoundingBox (model, dbId) {
const fragIds = Toolkit.getLeafFragIds(
model, dbId)
const fragList = model.getFragmentList()
return this.getModifiedWorldBoundingBox(
fragIds, fragList)
}
/////////////////////////////////////////////////////////
// Creates Raycaster object from the mouse pointer
//
/////////////////////////////////////////////////////////
pointerToRay (pointer) {
const camera = this.viewer.navigation.getCamera()
const pointerVector = new THREE.Vector3()
const rayCaster = new THREE.Raycaster()
const pointerDir = new THREE.Vector3()
const domElement = this.viewer.canvas
const rect = domElement.getBoundingClientRect()
const x = ((pointer.clientX - rect.left) / rect.width) * 2 - 1
const y = -((pointer.clientY - rect.top) / rect.height) * 2 + 1
if (camera.isPerspective) {
pointerVector.set(x, y, 0.5)
pointerVector.unproject(camera)
rayCaster.set(camera.position,
pointerVector.sub(
camera.position).normalize())
} else {
pointerVector.set(x, y, -15)
pointerVector.unproject(camera)
pointerDir.set(0, 0, -1)
rayCaster.set(pointerVector,
pointerDir.transformDirection(
camera.matrixWorld))
}
return rayCaster.ray
}
/////////////////////////////////////////////////////////
//
//
/////////////////////////////////////////////////////////
containsBox (planes, box) {
const {min, max} = box
const vertices = [
new THREE.Vector3(min.x, min.y, min.z),
new THREE.Vector3(min.x, min.y, max.z),
new THREE.Vector3(min.x, max.y, max.z),
new THREE.Vector3(max.x, max.y, max.z),
new THREE.Vector3(max.x, max.y, min.z),
new THREE.Vector3(max.x, min.y, min.z),
new THREE.Vector3(min.x, max.y, min.z),
new THREE.Vector3(max.x, min.y, max.z)
]
for (let vertex of vertices) {
for (let plane of planes) {
if (plane.distanceToPoint(vertex) < 0) {
return false
}
}
}
return true
}
/////////////////////////////////////////////////////////
//
//
/////////////////////////////////////////////////////////
getCameraPlane () {
const camera = this.viewer.navigation.getCamera()
const normal = camera.target.clone().sub(
camera.position).normalize()
const pos = camera.position
const dist =
- normal.x * pos.x
- normal.y * pos.y
- normal.z * pos.z
return new THREE.Plane (normal, dist)
}
/////////////////////////////////////////////////////////
// Runs the main logic of the select set:
// computes a pyramid shape from the selection window
// corners and determines enclosed meshes from the model
//
/////////////////////////////////////////////////////////
compute (pointer1, pointer2) {
// build 4 rays to project the 4 corners
// of the selection window
const xMin = Math.min(pointer1.clientX, pointer2.clientX)
const xMax = Math.max(pointer1.clientX, pointer2.clientX)
const yMin = Math.min(pointer1.clientY, pointer2.clientY)
const yMax = Math.max(pointer1.clientY, pointer2.clientY)
const ray1 = this.pointerToRay({
clientX: xMin,
clientY: yMin
})
const ray2 = this.pointerToRay({
clientX: xMax,
clientY: yMin
})
const ray3 = this.pointerToRay({
clientX: xMax,
clientY: yMax
})
const ray4 = this.pointerToRay({
clientX: xMin,
clientY: yMax
})
// first we compute the top of the pyramid
const top = new THREE.Vector3(0,0,0)
top.add (ray1.origin)
top.add (ray2.origin)
top.add (ray3.origin)
top.add (ray4.origin)
top.multiplyScalar(0.25)
// we use the bounding sphere to determine
// the height of the pyramid
const {center, radius} = this.boundingSphere
// compute distance from pyramid top to center
// of bounding sphere
const dist = new THREE.Vector3(
top.x - center.x,
top.y - center.y,
top.z - center.z)
// compute height of the pyramid:
// to make sure we go far enough,
// we add the radius of the bounding sphere
const height = radius + dist.length()
// compute the length of the side edges
const angle = ray1.direction.angleTo(
ray2.direction)
const length = height / Math.cos(angle * 0.5)
// compute bottom vertices
const v1 = new THREE.Vector3(
ray1.origin.x + ray1.direction.x * length,
ray1.origin.y + ray1.direction.y * length,
ray1.origin.z + ray1.direction.z * length)
const v2 = new THREE.Vector3(
ray2.origin.x + ray2.direction.x * length,
ray2.origin.y + ray2.direction.y * length,
ray2.origin.z + ray2.direction.z * length)
const v3 = new THREE.Vector3(
ray3.origin.x + ray3.direction.x * length,
ray3.origin.y + ray3.direction.y * length,
ray3.origin.z + ray3.direction.z * length)
const v4 = new THREE.Vector3(
ray4.origin.x + ray4.direction.x * length,
ray4.origin.y + ray4.direction.y * length,
ray4.origin.z + ray4.direction.z * length)
// create planes
const plane1 = new THREE.Plane()
const plane2 = new THREE.Plane()
const plane3 = new THREE.Plane()
const plane4 = new THREE.Plane()
const plane5 = new THREE.Plane()
plane1.setFromCoplanarPoints(top, v1, v2)
plane2.setFromCoplanarPoints(top, v2, v3)
plane3.setFromCoplanarPoints(top, v3, v4)
plane4.setFromCoplanarPoints(top, v4, v1)
plane5.setFromCoplanarPoints( v3, v2, v1)
const planes = [
plane1, plane2,
plane3, plane4,
plane5, this.getCameraPlane()
]
// filter all bbox which are contained inside
// the pyramid defined by our planes
const selectedBBoxInfo =
this.boundingBoxInfo.filter((bboxInfo) => {
return this.containsBox(planes, bboxInfo.bbox)
})
const dbIds = selectedBBoxInfo.map((bboxInfo) => {
return bboxInfo.dbId
})
return dbIds
}
}