three.js CSS2DRenderer、CSS2DObject渲染HTML标签

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效果:

<template>
  <div>
    <el-container>
      <el-main>
        <div class="box-card-left">
          <div id="threejs" style="border: 1px solid red;position: relative;"></div>
        </div>
      </el-main>
    </el-container>
  </div>
</template>
<script>
// 引入轨道控制器扩展库OrbitControls.js
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 效果制作器
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
// 渲染通道
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
// 发光描边OutlinePass
import { OutlinePass } from "three/examples/jsm/postprocessing/OutlinePass.js";
import { CSS2DObject, CSS2DRenderer } from "three/examples/jsm/renderers/CSS2DRenderer.js";

export default {
  data() {
    return {
      name: "",
      scene: null,
      camera: null,
      renderer: null,
      css2DRenderer: null,
      effectComposer: null,
      mesh: null,
      geometry: null,
      group: null,
      material: null,
      texture: null,
      position: null,
      outlinePass: null,
      canvasWidth: 1000,
      canvasHeight: 800,
      color: [],
      meshArr: [],
    };
  },
  created() {},
  mounted() {
    this.name = this.$route.query.name;
    this.init();
  },
  methods: {
    goBack() {
      this.$router.go(-1);
    },
    init() {
      //  创建场景对象
      this.scene = new this.$three.Scene();
      // 调用方法创建盒模型 1
      this.careateBox1();
      // 调用方法创建盒模型 2
      this.careateBox2();
      this.createCone();
      // 创建辅助坐标轴对象
      const axesHelper = new this.$three.AxesHelper(200);
      this.scene.add(axesHelper);
      // 创建透视投影相机对象
      this.camera = new this.$three.PerspectiveCamera(60,1,0.01, 2000);
      // 设置相机位置
      this.camera.position.set(200,200,200);
      // 设置相机指向
      this.camera.lookAt(0,0,0);
      // 创建WebGL渲染器对象
      this.renderer = new this.$three.WebGLRenderer();
      // 设置渲染器渲染的尺寸
      this.renderer.setSize(1000,800);
      // 调用渲染器的render方法开始渲染,参数是 场景,相机 对象
      this.renderer.render(this.scene, this.camera);
      // 获取id 是 threejs 的元素并添加domElement
      window.document.getElementById("threejs").appendChild(this.renderer.domElement);
      // 创建 CSS2D 渲染器对象(主要:)
      this.css2DRenderer = new CSS2DRenderer();
      this.css2DRenderer.setSize(1000,800);
      this.css2DRenderer.render(this.scene, this.camera);
      this.css2DRenderer.domElement.style.position = "absolute";
      this.css2DRenderer.domElement.style.top = 0;
      this.css2DRenderer.domElement.style.pointerEvents = 'none'; // 取消标签的点击事件
      window.document.getElementById("threejs").appendChild(this.css2DRenderer.domElement);

      this.renderFun();
      // 创建空间轨道控制器对象
      const controls = new OrbitControls(this.camera, this.renderer.domElement);
      controls.addEventListener("change", () => {
        this.renderer.render(this.scene, this.camera);
      })
    },
    // 创建一个盒模型,父组件是 scene 场景;盒模型设置了位置
    careateBox1() {
      // 创建立方缓存几何体对象
      this.geometry = new this.$three.BoxGeometry(50,50,60);
      // 创建网格基础材质对象
      this.material = new this.$three.MeshBasicMaterial({
        color: 0xfafa,
      });
      // 创建网格对象
      this.mesh = new this.$three.Mesh(this.geometry, this.material);
      // 设置网格对象位置
      this.mesh.position.set(-50,60,60);
      // 调用方法创建html元素
      let dom = this.createDiv("父对象是Scene的模型的标签");
      // 创建 CSS2DObject对象,参数是html元素,作用:将html元素转为threejs的css2模型对象
      const tag = new CSS2DObject(dom);
      // 创建Vector3对象
      const wp = new this.$three.Vector3();
      // 获得this.mesh的世界坐标
      this.mesh.getWorldPosition(wp);
      tag.position.set(wp.x, wp.y, wp.z);
      // this.mesh.add(tag);
      this.scene.add(this.mesh);
      this.scene.add(tag);
    },
    // 创建一个盒模型,父组件是 组对象,盒模型与组对象都设置了位置
    careateBox2() {
      const group = new this.$three.Group();
      group.position.set(30,0,0);
      const geometry = new this.$three.BoxGeometry(50,50,60);
      const material = new this.$three.MeshBasicMaterial({
        color: 0xfaf33a,
      });
      const mesh = new this.$three.Mesh(geometry, material);
      // 网格模型设置了位置,且父对象是组对象,这样css2模型对象添加到mesh中后,会直接继承mesh的世界坐标
      mesh.position.set(50,60,-60);
      let dom = this.createDiv("父对象是Group的模型标签");
      const obj = new CSS2DObject(dom);
      mesh.add(obj);
      group.add(mesh);
      this.scene.add(group);
    },
    // 标注模型几何体的某个顶点
    createCone() {
      // 创建圆锥缓冲几何体对象
      const coneGeometry = new this.$three.ConeGeometry(20,100,32);
      // 创建材质对象
      const material = new this.$three.MeshBasicMaterial({
        color: 0xffaadd
      });
      // 创建网格模型对象
      const cone_mesh = new this.$three.Mesh(coneGeometry, material);
      const pos = coneGeometry.attributes.position;
      const dom = this.createDiv("我是圆锥的标注标签");
      const tag = new CSS2DObject(dom);
      cone_mesh.add(tag);
      cone_mesh.translateY(50); // 圆锥几何体Y轴平移50
      tag.position.y += 50; //  css2模型对象
      this.scene.add(cone_mesh);

    },
    createDiv(innerText='盒子模型标签') {
      let dom = window.document.createElement("div");
      dom.innerHTML = innerText;
      dom.style.border = '1px solid blue';
      dom.style.height = '20px';
      dom.style.color = '#0A58F6';
      dom.style.padding = '5px 10px';
      dom.style.borderRadius = "5px";
      dom.style.top = '-20px';
      dom.style.background = "#F7F2EE";
      return dom;
    },
    renderFun() {
      this.renderer.render(this.scene, this.camera);
      this.css2DRenderer.render(this.scene, this.camera);
      window.requestAnimationFrame(this.renderFun);
    },
  },
};
</script>
//
<style lang="less" scoped>
.box-card-left {
  display: flex;
  align-items: flex-start;
  flex-direction: row;
  position: relative;
  width: 100%;

  .box-right {
  img{
    width:500px;
    user-select: none;
  }
  }
}
</style>

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