three.js开发3D地图记录(一)

关键代码部分:

<template>
  <div class="center-map-box" id="contant"></div>
</template>

<script>
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import {
  CSS2DRenderer,
  CSS2DObject,
} from "three/addons/renderers/CSS2DRenderer.js";
import * as d3 from "d3";
import jsondata from "@/api/420000_full.json";

let textureLoader = new THREE.TextureLoader(); //纹理贴图加载器
let WaveMeshArr = []; //所有波动光圈集合
let rotatingApertureMesh, rotatingPointMesh;

export default {
  data() {
    return {
      scene: null,
      camera: null,
      renderer: null,
      contant: null,
      spotLight: null,
      map: null,
      centerPos: [114.255221, 30.619014], // 地图中心经纬度坐标
      raycaster: null, // 光线投射 用于进行鼠标拾取
      mouse: null, // 鼠标位置
      labelRenderer: null, //CSS2DRenderer渲染器对象
    };
  },
  mounted() {
    // 第一步新建一个场景
    this.scene = new THREE.Scene();
    this.contant = document.getElementById("contant");
    // 辅助线
    const axesHelper = new THREE.AxesHelper(10);
    this.scene.add(axesHelper);

    //环境光
    const ambient = new THREE.AmbientLight("#ffffff", 4);
    this.scene.add(ambient);

    this.setCamera();
    this.setRenderer();
    this.generateGeometry();
    this.setClickFn();
    this.setController();
    this.animate();
    window.onresize = () => {
      this.renderer.setSize(
        this.contant.clientWidth,
        this.contant.clientHeight
      );
      this.camera.aspect = this.contant.clientWidth / this.contant.clientHeight;
      this.camera.updateProjectionMatrix();
    };

    this.initFloor();
  },
  methods: {
    // 新建透视相机
    setCamera() {
      this.camera = new THREE.PerspectiveCamera(
        45,
        this.contant.clientWidth / this.contant.clientHeight,
        0.1,
        1000
      );
      // 设置相机位置
      this.camera.position.set(20, 20, 20);
    },
    // 设置渲染器
    setRenderer() {
      this.renderer = new THREE.WebGLRenderer();
      // 设置画布的大小
      this.renderer.setSize(
        this.contant.clientWidth,
        this.contant.clientHeight
      );
      this.contant.appendChild(this.renderer.domElement);

      // 创建CSS2DRenderer渲染器(代替鼠标射线检测)
      this.labelRenderer = new CSS2DRenderer();
      // 设置labelRenderer渲染器宽高
      this.labelRenderer.setSize(
        this.contant.clientWidth,
        this.contant.clientHeight
      );
      this.labelRenderer.domElement.style.position = "absolute";
      this.labelRenderer.domElement.style.top = "0px";
      this.labelRenderer.domElement.style.pointerEvents = "none";
      // 将渲染器添加到页面
      this.contant.appendChild(this.labelRenderer.domElement);
    },

    render() {
      this.renderer.render(this.scene, this.camera);

      this.labelRenderer.render(this.scene, this.camera);
    },

    generateGeometry() {
      // 创建环境贴图
      let textureMap = textureLoader.load(require("./mapimg/gz-map.jpeg"));
      let texturefxMap = textureLoader.load(require("./mapimg/gz-map-fx.jpeg"));
      textureMap.wrapS = THREE.RepeatWrapping; //纹理水平方向的平铺方式
      textureMap.wrapT = THREE.RepeatWrapping; //纹理垂直方向的平铺方式
      textureMap.flipY = texturefxMap.flipY = false; // 如果设置为true,纹理在上传到GPU的时候会进行纵向的翻转。默认值为true。
      textureMap.rotation = texturefxMap.rotation =
        THREE.MathUtils.degToRad(45); //rotation纹理将围绕中心点旋转多少度
      const scale = 0.01;
      textureMap.repeat.set(scale, scale); //repeat决定纹理在表面的重复次数
      texturefxMap.repeat.set(scale, scale);
      textureMap.offset.set(0.5, 0.5); //offset贴图单次重复中的起始偏移量
      texturefxMap.offset.set(0.5, 0.5);

      // 初始化一个地图对象
      this.map = new THREE.Object3D();

      // 地理坐标数据 转换为3D坐标数据
      // 墨卡托投影转换
      const projection = d3
        .geoMercator()
        .center(this.centerPos)
        .scale(200)
        .translate([0, 0]);

      jsondata.features.forEach((elem) => {
        //this.renderer.render(this.scene, this.camera);
        const coordinates = elem.geometry.coordinates;

        //这里创建光柱、文字坐标
        this.initLightPoint(elem.properties, projection);

        // 循环坐标数组
        coordinates.forEach((multiPolygon) => {
          multiPolygon.forEach((polygon, index) => {
            const province = new THREE.Object3D();

            // 创建一个多边形轮廓
            const shape = new THREE.Shape();

            // 线材质对象 创建地图边界线 白色
            const lineMaterial = new THREE.LineBasicMaterial({
              color: "white",
            });
            // 创建一个空的几何体对象
            const lineGeometry = new THREE.BufferGeometry();
            const pointsArray = new Array();
            // 循环多边形坐标数组  polygon是地图区块的经纬度坐标数组
            for (let i = 0; i < polygon.length; i++) {
              const [x, y] = projection(polygon[i]);
              if (i === 0) {
                shape.moveTo(x, -y);
              }
              shape.lineTo(x, -y);
              // 三维向量对象  用于绘制边界线
              pointsArray.push(new THREE.Vector3(x, -y, 4.02));
            }
            // setFromPoints方法从pointsArray中提取数据改变几何体的顶点属性vertices
            // 如果几何体是BufferGeometry,setFromPoints方法改变的是.attributes.position属性
            lineGeometry.setFromPoints(pointsArray);

            // 拉伸参数
            const extrudeSettings = {
              depth: 1, // 拉伸度 (3D地图厚度)
              bevelEnabled: false, // 是否使用倒角
            };

            // 将多边形 拉伸扫描成型  //shape二维轮廓  //extrudeSettings拉伸参数
            const geometry = new THREE.ExtrudeGeometry(shape, extrudeSettings);

            // 创建高光材质
            const material = new THREE.MeshPhongMaterial({
              map: textureMap, //颜色贴图
              normalMap: texturefxMap, //用于创建法线贴图的纹理
              // normalScale: new THREE.Vector2(12.2, 2.2),//法线贴图对材质的影响程度
              color: "#7bc6c2",
              combine: THREE.MultiplyOperation, //如何将表面颜色的结果与环境贴图
              transparent: true,
              opacity: 1,
            });

            // 创建基础网格材质
            const material1 = new THREE.MeshBasicMaterial({
              color: "#3480C4",
              transparent: true,
              opacity: 0.4,
            });

            // 多边形添加材质
            const mesh = new THREE.Mesh(geometry, [
              material, //表面材质
              material1, //侧面材质
            ]);

            mesh.rotateX(-Math.PI / 2); //x轴旋转
            mesh.position.set(0, 1.5, -3); //设置放置位置

            const line = new THREE.Line(lineGeometry, lineMaterial);
            //this.materialArr.push(material);
            province.properties = elem.properties;
            province.add(mesh);

            line.rotateX(-Math.PI / 2); //x轴旋转
            line.position.set(0, -1.5, -3); //设置放置位置
            province.add(line);

            this.map.add(province);
            this.render();
          });
        });
      });

      this.map.position.set(4, 0, 6);
      this.scene.add(this.map);
      //this.spotLight.target = this.map;
      //this.camera.position.set(0, -0.7, 2.5);
      this.renderer.render(this.scene, this.camera);
    },

    /**
     * @description // 创建光柱
     * @param {*} x d3 - 经纬度转换后的x轴坐标
     * @param {*} z d3 - 经纬度转换后的z轴坐标
     * @param {*} heightScaleFactor
     */
    createLightPillar(x, z, heightScaleFactor = 1) {
      let group = new THREE.Group();
      // 柱体高度
      const height = heightScaleFactor;
      // 柱体的geo,6.19=柱体图片高度/宽度的倍数
      const geometry = new THREE.PlaneGeometry(height / 6.219, height);
      // 柱体旋转90度,垂直于Y轴
      // geometry.rotateX(Math.PI / 2)
      // 柱体的z轴移动高度一半对齐中心点
      geometry.translate(0, height / 2, 0);
      // 柱子材质
      const material = new THREE.MeshBasicMaterial({
        map: textureLoader.load(require("./mapimg/光柱.png")),
        color: 0x00ffff,
        transparent: true,
        depthWrite: false,
        // depthTest:false,
        side: THREE.DoubleSide,
      });
      // 光柱01
      let light01 = new THREE.Mesh(geometry, material);
      light01.renderOrder = 2;
      light01.name = "createLightPillar01";
      // 光柱02:复制光柱01
      let light02 = light01.clone();
      light02.renderOrder = 2;
      light02.name = "createLightPillar02";
      // 光柱02,旋转90°,跟 光柱01交叉
      light02.rotateY(Math.PI / 2);

      // 创建底部标点
      const bottomMesh = this.createPointMesh(0.5);

      // 创建光圈
      const lightHalo = this.createLightHalo(0.5);
      WaveMeshArr.push(lightHalo);
      // 将光柱和标点添加到组里
      group.add(bottomMesh, lightHalo, light01, light02);
      // 设置组对象的姿态
      // group = setMeshQuaternion(group, R, lon, lat)
      group.position.set(x, 2.6, z);
      return group;
    },
    /**
     * @description 创建底部标点
     * @param {number} size 缩放大小
     */
    createPointMesh(size) {
      // 标记点:几何体,材质,
      const geometry = new THREE.PlaneGeometry(1, 1);
      const material = new THREE.MeshBasicMaterial({
        map: textureLoader.load(require("./mapimg/标注.png")),
        color: 0x00ffff,
        side: THREE.DoubleSide,
        transparent: true,
        depthWrite: false, //禁止写入深度缓冲区数据
      });
      let mesh = new THREE.Mesh(geometry, material);
      mesh.renderOrder = 2;
      mesh.rotation.x = Math.PI / 2;
      mesh.name = "createPointMesh";
      // 缩放
      const scale = 1 * size;
      mesh.scale.set(scale, scale, scale);
      return mesh;
    },
    /**
     * @description 创建底部标点的光圈
     * @param {number} size 缩放大小
     */
    createLightHalo(size) {
      // 标记点:几何体,材质,
      const geometry = new THREE.PlaneGeometry(1, 1);
      const material = new THREE.MeshBasicMaterial({
        map: textureLoader.load(require("./mapimg/标注光圈.png")),
        color: 0x00ffff,
        side: THREE.DoubleSide,
        opacity: 0,
        transparent: true,
        depthWrite: false, //禁止写入深度缓冲区数据
      });
      let mesh = new THREE.Mesh(geometry, material);
      mesh.renderOrder = 2;
      mesh.name = "createLightHalo";
      mesh.rotation.x = Math.PI / 2;
      // 缩放
      const scale = 1.5 * size;
      mesh.size = scale; //自顶一个属性,表示mesh静态大小
      mesh.scale.set(scale, scale, scale);
      return mesh;
    },

    random(min, max) {
      return Math.floor(Math.random() * (max - min + 1)) + min;
    },

    /**
     * @description 创建光柱、文字坐标
     * @param {*} properties 属性、详情
     * @param {Function} projection  d3-geo转化坐标
     */
    initLightPoint(properties, projection) {
      // 创建光柱
      let heightScaleFactor = 2 + this.random(1, 5) / 5;
      let lightCenter = properties.centroid || properties.center;
      let areaName = properties.name;
      // projection用来把经纬度转换成坐标
      const [x, y] = projection(lightCenter);
      let light = this.createLightPillar(x, y, heightScaleFactor);
      light.position.z -= 3;
      this.map.add(light);
      //这里创建文字坐标
      this.createTextPoint(x, y, areaName);
    },

    /**
     * @description 创建文字坐标
     * @param {*} x d3 - 经纬度转换后的x轴坐标
     * @param {*} z d3 - 经纬度转换后的z轴坐标
     * @param {*} areaName 地名
     */
    createTextPoint(x, z, areaName) {
      let tag = document.createElement("div");
      tag.innerHTML = areaName;
      tag.style.color = "#fff";
      tag.style.pointerEvents = "auto";
      tag.style.position = "absolute";
      tag.addEventListener("mousedown", this.clickLabel, false); // 有时候PC端click事件不生效,不知道什么原因,就使用mousedown事件
      tag.addEventListener("touchstart", this.clickLabel, false);
      let label = new CSS2DObject(tag);
      //label.element.innerHTML = areaName;
      label.element.style.visibility = "visible";
      label.position.set(x, 3, z);
      label.position.x += 4;
      label.position.z += 3;
      this.scene.add(label);
    },

    /**
     * @description 文字坐标点击
     * @param {*} e
     */
    clickLabel(e) {
      console.log("🚀 ~ clickLabel ~ e:", e);
    },

    /**
     * @description 添加底部旋转背景
     */
    initFloor() {
      const geometry = new THREE.PlaneGeometry(80, 80);
      let texture = textureLoader.load(require("./mapimg/地板背景.png"));
      const material = new THREE.MeshPhongMaterial({
        color: 0xffffff,
        map: texture,
        // emissive:0xffffff,
        // emissiveMap:Texture,
        transparent: true,
        opacity: 1,
        depthTest: true,
        // roughness:1,
        // metalness:0,
        depthWrite: false,
        // side: THREE.DoubleSide
      });
      let plane = new THREE.Mesh(geometry, material);
      plane.rotateX(-Math.PI / 2);
      this.scene.add(plane);

      // 旋转装饰圆环1
      let rotatingApertureTexture = textureLoader.load(
        require("./mapimg/rotatingAperture.png")
      );
      let rotatingApertureerial = new THREE.MeshBasicMaterial({
        map: rotatingApertureTexture,
        transparent: true,
        opacity: 1,
        depthTest: true,
        depthWrite: false,
      });
      let rotatingApertureGeometry = new THREE.PlaneGeometry(25, 25);
      rotatingApertureMesh = new THREE.Mesh(
        rotatingApertureGeometry,
        rotatingApertureerial
      );
      rotatingApertureMesh.rotateX(-Math.PI / 2);
      rotatingApertureMesh.position.y = 0.02;
      rotatingApertureMesh.scale.set(1.2, 1.2, 1.2);
      this.scene.add(rotatingApertureMesh);

      // 旋转装饰圆环2
      let rotatingPointTexture = textureLoader.load(
        require("./mapimg/rotating-point2.png")
      );
      let material2 = new THREE.MeshBasicMaterial({
        map: rotatingPointTexture,
        transparent: true,
        opacity: 1,
        depthTest: true,
        depthWrite: false,
      });

      rotatingPointMesh = new THREE.Mesh(rotatingApertureGeometry, material2);
      rotatingPointMesh.rotateX(-Math.PI / 2);
      rotatingPointMesh.position.y = 0.04;
      rotatingPointMesh.scale.set(1, 1, 1);
      this.scene.add(rotatingPointMesh);

      // 背景小圆点
      let circlePoint = textureLoader.load(
        require("./mapimg/circle-point.png")
      );
      let material3 = new THREE.MeshPhongMaterial({
        color: 0x00ffff,
        map: circlePoint,
        transparent: true,
        opacity: 1,
        depthWrite: false,
        // depthTest: false,
      });
      let plane3 = new THREE.PlaneGeometry(30, 30);
      let mesh3 = new THREE.Mesh(plane3, material3);
      mesh3.rotateX(-Math.PI / 2);
      mesh3.position.y = 0.06;
      this.scene.add(mesh3);
    },

    //加事件
    setClickFn() {
      this.raycaster = new THREE.Raycaster();
      this.mouse = new THREE.Vector2();
      const onMouseMove = (event) => {
        var marginLeft = this.contant.offsetLeft;
        var marginTop = this.contant.offsetTop + 92;
        // 如果该地图不是占满全屏需要减去margintop和marginleft
        // 将鼠标位置归一化为设备坐标。x 和 y 方向的取值范围是 (-1 to +1)
        // this.mouse.x = (event.clientX / this.contant.clientWidth) * 2 - 1;
        // this.mouse.y = -(event.clientY / this.contant.clientHeight) * 2 + 1;
        this.mouse.x =
          ((event.clientX - marginLeft) / this.contant.clientWidth) * 2 - 1;
        this.mouse.y =
          -((event.clientY - marginTop) / this.contant.clientHeight) * 2 + 1;
      };

      let clickPosition;
      window.addEventListener("mousemove", onMouseMove, false);
      // 鼠标点击事件
      const onclick = (event) => {
        var marginLeft = this.contant.offsetLeft;
        var marginTop = this.contant.offsetTop;
        // let x = (event.clientX / this.contant.clientWidth) * 2 - 1;
        // let y = -(event.clientY / this.contant.clientHeight) * 2 + 1;
        // 如果该地图不是占满全屏需要减去margintop和marginleft
        let x =
          ((event.clientX - marginLeft) / this.contant.clientWidth) * 2 - 1;
        let y =
          -((event.clientY - marginTop) / this.contant.clientHeight) * 2 + 1;
        clickPosition = { x: x, y: y };
        this.raycaster.setFromCamera(clickPosition, this.camera);
        // 算出射线 与当场景相交的对象有那些
        const intersects = this.raycaster.intersectObjects(
          this.scene.children,
          true
        );
        let clickObj = intersects.find(
          (item) => item.object.material && item.object.material.length === 2
        );
        // 点击区县
        if (clickObj && clickObj.object) {
          console.log(clickObj);
          // this.$emit('clickAreaCheck',clickObj)
        }
      };
      window.addEventListener("mousedown", onclick, false);
    },

    // 设置最大旋转的角度
    setController() {
      const controls = new OrbitControls(this.camera, this.renderer.domElement);
      controls.maxPolarAngle = 2.5;
      controls.minPolarAngle = 1;
      controls.maxAzimuthAngle = 1;
      controls.minAzimuthAngle = -1;
      controls.addEventListener("change", () => {
        this.renderer.render(this.scene, this.camera);
      });
    },

    animate() {
      // 背景圆环 转动
      if (rotatingApertureMesh) {
        rotatingApertureMesh.rotation.z += 0.0005;
      }
      if (rotatingPointMesh) {
        rotatingPointMesh.rotation.z -= 0.0005;
      }
      // 圆柱底部 波纹
      if (WaveMeshArr.length) {
        WaveMeshArr.forEach(function (mesh) {
          mesh._s += 0.007;
          mesh.scale.set(
            mesh.size * mesh._s,
            mesh.size * mesh._s,
            mesh.size * mesh._s
          );
          if (mesh._s <= 1.5) {
            //mesh._s=1,透明度=0 mesh._s=1.5,透明度=1
            mesh.material.opacity = (mesh._s - 1) * 2;
          } else if (mesh._s > 1.5 && mesh._s <= 2) {
            //mesh._s=1.5,透明度=1 mesh._s=2,透明度=0
            mesh.material.opacity = 1 - (mesh._s - 1.5) * 2;
          } else {
            mesh._s = 1.0;
          }
        });
      }

      window.requestAnimationFrame(this.animate);
      // 通过摄像机和鼠标位置更新射线
      this.raycaster.setFromCamera(this.mouse, this.camera);
      this.labelRenderer.render(this.scene, this.camera);

      this.renderer.render(this.scene, this.camera);
    },
  },
};
</script>

<style>
.center-map-box {
  width: 100%;
  height: 100%;
  position: relative;
  font-size: 14px;
}
</style>

相关推荐

  1. 3D模型gltf下载网站(threejs开发)

    2024-06-17 19:38:02       45 阅读
  2. vue3 -- 基于maptalks和threejs实现3D地图板块效果

    2024-06-17 19:38:02       12 阅读

最近更新

  1. TCP协议是安全的吗?

    2024-06-17 19:38:02       18 阅读
  2. 阿里云服务器执行yum,一直下载docker-ce-stable失败

    2024-06-17 19:38:02       19 阅读
  3. 【Python教程】压缩PDF文件大小

    2024-06-17 19:38:02       19 阅读
  4. 通过文章id递归查询所有评论(xml)

    2024-06-17 19:38:02       20 阅读

热门阅读

  1. Linux基本知识----3

    2024-06-17 19:38:02       6 阅读
  2. 说下你对Spring IOC 的理解

    2024-06-17 19:38:02       7 阅读
  3. 华为、H3C交换机常用巡检命令

    2024-06-17 19:38:02       7 阅读
  4. 分数限制下,选好专业还是选好学校?

    2024-06-17 19:38:02       6 阅读
  5. Lianwei 安全周报|2024.06.11

    2024-06-17 19:38:02       6 阅读
  6. m4_python字符串-切割与替换

    2024-06-17 19:38:02       7 阅读