[转]Three.js做一个酷炫的城市展示可视化大屏

【保姆进阶级】Three.js做一个酷炫的城市展示可视化大屏  

ethanpu      原文链接:https://blog.csdn.net/ethanpu/article/details/125691957

hi,大家好,我是ethan。

想记录博客很久了,一直懒得开个头,以前写过全栈、java、写过python、写过前端,写过安全、写过互联网,但是我还是更喜欢前端可视化,平时也喜欢研究一下可视化的技术,也是从d3、gis、threejs、echarts、hicharts、cesium一步步淌过来的,可视化方向的路还有很长,我觉得一些shader实在是好难....

web3.0盛行,元宇宙也是跟前端密切相关的,也想学习一下unity、three.ar.js之类的,有想法的小伙伴可以一起沟通一下~

言归正传,最近呢在做一个可视化大屏,当然要炫,毕竟领导喜欢,废话不多说,先上预览:

 

 

bb185a2e-b902-48eb-91a6-5ea79eaf53c9



 


bb185a2e-b902-48eb-91a6-5ea79eaf53c9

分解代码前,我们先介绍一些这里面有几个技术点:


1、d3.js通过投影把地图数据的json映射到3维空间中,城市地图的json下载我就不多讲了,网上有很多教程,换成自己所需的城市就行;

2、地图上展示的数据展示的label,一开始用的sprite小精灵模型做的,但是会失真不清楚,后来换成了CSS2DRenderer这种方式,就相当于把html渲染到3维空间里,屡试不爽;

3、为了达到“酷炫智能”效果,在一加载和点击区县的时候,做了camera的动画(镜头移动、拉近),在这里就要在vue中引入tween.js了,tween做补间动画,还是很好用的;

4、地图边缘做了个流光效果,这个有很多厉害的博主介绍过,我是稍作了下修改;

5、每切换一个tab,隐藏/显示相应模型,所以把一组模型放到一组group里;

  

接下来我们可以带着上面几个点,看代码~!

项目使用vue的框架,我们先来看看项目目录、依赖都有哪些,其中引入elementUI就是为了用用里面的按钮,不用自己写了:

 

 

(Menu.vue是测试了一个3D的菜单,跟此项目没有关联,可以先不用理会)

{
"name": "default",
"version": "0.1.0",
"private": true,
"scripts": {
"serve": "vue-cli-service serve",
"build": "vue-cli-service build"
},
"dependencies": {
"@tweenjs/tween.js": "^18.6.4",
"core-js": "^2.6.5",
"element-ui": "^2.15.8",
"three": "^0.140.2",
"vue": "^2.6.10"
},
"devDependencies": {
"@vue/cli-plugin-babel": "^3.8.0",
"@vue/cli-service": "^3.8.0",
"d3": "^7.4.4"
}
}
tween这个包不好在vue里面直接用,所以提前去下载好,然后还要在main.js里面做声明

import Vue from 'vue'
import App from './App.vue'
import ElementUI from 'element-ui';
import 'element-ui/lib/theme-chalk/index.css';
// 补间动画
import tween from "./utils/tween";

Vue.use(ElementUI);
Vue.use(tween);

Vue.config.productionTip = false

new Vue({
render: h => h(App),
}).$mount('#app')

 

接下来,我们看一下主要的代码Main.vue

<template>
<div>
<div id="container"></div>
<div id="tooltip"></div>

<el-button-group class="button-group">
<el-button type="" icon="" @click="groupOneChange">首页总览</el-button>
<el-button type="" icon="" @click="groupTwoChange">应急管理</el-button>
<el-button type="" icon="" @click="groupThreeChange">能源管理</el-button>
<el-button type="" icon="" @click="groupFourChange">环境监测</el-button>
<!-- <el-button type="" icon="">综合能源监控中心</el-button> -->

</el-button-group>
</div>
</template>

  

其中:

container块是主要渲染3d画布的div;

tooltip是鼠标悬浮到区县时显示区县名称div;

button-group是左上部分做tab切换的按钮组(全篇引入了elementUI就在这用到了...)

这是需要的组件,提前引入

import * as THREE from "three";
import * as d3 from 'd3';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { CSS2DRenderer, CSS2DObject } from 'three/examples/jsm/renderers/CSS2DRenderer.js';
下面是放在data里的属性,把摄像机、场景、控制器、城市上的数据、城市上的模型,都放在这先声明一下,因为牵扯到很多模型、摄像机、动画的逻辑变化,所以放到这就相当于全局变量,后续用的话都很方便。

data() {
return {
camera: null,
scene: null,
renderer: null,
labelRenderer: null,
container: null,
// mesh: null,
controller: null,
map: null,
raycaster: null,
mouse: null,
tooltip: null,
lastPick: null,
mapEdgeLightObj: {
mapEdgePoints: [],
lightOpacityGeometry: null, // 单独把geometry提出来,动画用

// 边缘流光参数
lightSpeed: 3,
lightCurrentPos: 0,
lightOpacitys: null,
},

// 每个屏幕模型一组
groupOne: new THREE.Group(),
groupTwo: new THREE.Group(),
groupThree: new THREE.Group(),
groupFour: new THREE.Group(),


// groupOne 统计信息
cityWaveMeshArr: [],
cityCylinderMeshArr: [],
cityMarkerMeshArr: [],
cityNumMeshArr: [],

// groupTwo 告警信息
alarmWaveMeshArr: [],
alarmCylinderMeshArr: [],
alarmNameMeshArr: [],

// groupThree 能源
energyWaveMeshArr: [],
energyCylinderMeshArr: [],
energyNameMeshArr: [],

// groupFour 环境
monitorWaveMeshArr: [],
monitorIconMeshArr: [],
monitorNameMeshArr: [],

// 城市信息
mapConfig: {
deep: 0.2,
},
// 摄像机移动位置,初始:0, -5, 1
cameraPosArr: [
// {x: 0.0, y: -0.3, z: 1},
// {x: 5.0, y: 5.0, z: 2},
// {x: 3.0, y: 3.0, z: 2},
// {x: 0, y: 5.0, z: 2},
// {x: -2.0, y: 3.0, z: 1},
{x: 0, y: -3.0, z: 3.8},
],

// 数据 - 区县总数量
dataTotal: [xxxxxx],
dataAlarm: [xxxxxx],
dataEnergy: [xxxxxx],
dataMonitor: [xxxxxx],
};
},
mounted函数不多说了,初始化什么的都放在这

mounted() {
this.init();
this.animate();
window.addEventListener('resize', this.onWindowSize)
},
着重看一下methods里面的方法,首先是把three的几大基本元素初始化了

//初始化
init() {
this.container = document.getElementById("container");
this.setScene();
this.setCamera();
this.setRenderer(); // 创建渲染器对象
this.setController(); // 创建控件对象
this.addHelper();
this.loadMapData();
this.setEarth();
this.setRaycaster();
this.setLight();
},

setScene() {
// 创建场景对象Scene
this.scene = new THREE.Scene();
},

setCamera() {
// 第二参数就是 长度和宽度比 默认采用浏览器 返回以像素为单位的窗口的内部宽度和高度
this.camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
500
);

this.camera.position.set(0, -5, 1); // 0, -5, 1
this.camera.lookAt(new THREE.Vector3(0, 0, 0)); // 0, 0, 0 this.scene.position
},

setRenderer() {
this.renderer = new THREE.WebGLRenderer({
antialias: true,
// logarithmicDepthBuffer: true, // 是否使用对数深度缓存
});
this.renderer.setSize(this.container.clientWidth, this.container.clientHeight);
this.renderer.setPixelRatio(window.devicePixelRatio);
// this.renderer.sortObjects = false; // 是否需要对对象排序
this.container.appendChild(this.renderer.domElement);


this.labelRenderer = new CSS2DRenderer();
this.labelRenderer.setSize(this.container.clientWidth, this.container.clientHeight);
this.labelRenderer.domElement.style.position = 'absolute';
this.labelRenderer.domElement.style.top = 0;
this.container.appendChild(this.labelRenderer.domElement);
},

setController() {
this.controller = new OrbitControls(this.camera, this.labelRenderer.domElement);
this.controller.minDistance = 2;
this.controller.maxDistance = 5.5 // 5.5

// 阻尼(惯性)
// this.controller.enableDamping = true;
// this.controller.dampingFactor = 0.04;

this.controller.minAzimuthAngle = -Math.PI / 4;
this.controller.maxAzimuthAngle = Math.PI / 4;

this.controller.minPolarAngle = 1;
this.controller.maxPolarAngle = Math.PI - 0.1;

// 修改相机的lookAt是不会影响THREE.OrbitControls的target的
// this.controller.target = new THREE.Vector3(0, -5, 2);

},

// 辅助线
addHelper() {
// let helper = new THREE.CameraHelper(this.camera);
// this.scene.add(helper);

//轴辅助 (每一个轴的长度)
let axisHelper = new THREE.AxisHelper(150); // 红线是X轴,绿线是Y轴,蓝线是Z轴
// this.scene.add(axisHelper);

let gridHelper = new THREE.GridHelper(100, 30, 0x2C2C2C, 0x888888);
// this.scene.add(gridHelper);
},

setLight() {
const ambientLight = new THREE.AmbientLight(0x404040, 1.2);
this.scene.add(ambientLight);
// // 平行光
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
this.scene.add(directionalLight);

// 聚光光源 - 照模型
// const spotLight = new THREE.SpotLight(0xffffff, 0.9);
// spotLight.position.set(1, -4, 4);
// spotLight.castShadow = true;
// this.scene.add(spotLight);
// 聚光光源辅助线
// const spotLightHelper = new THREE.SpotLightHelper(spotLight);
// this.scene.add(spotLightHelper);

// 点光源 - 照模型
const test = new THREE.PointLight("#ffffff", 1.8, 20);
test.position.set(1, -7, 7);
this.scene.add(test);
const testHelperMap = new THREE.PointLightHelper(test);
this.scene.add(testHelperMap);

// 点光源 - 蓝色照地球
const pointLightMap = new THREE.PointLight("#4161ff", 1.4, 20);
pointLightMap.position.set(0, 7, 3);
this.scene.add(pointLightMap);
const spotLightHelperMap = new THREE.PointLightHelper(pointLightMap);
// this.scene.add(spotLightHelperMap);
},

 

这里需要注意,renderer渲染器初始化的时候,除了正常的WebGLRenderer,别忘了CSS2DRenderer(为了在图上显示html的label),没用过这种的小伙伴,也可以先看一下官方的example:three.js examples

其他如果有不明白的,可以把three的官方文档看一下,在这就不过多说了

three.js docs

接下来就是根据地图的json,用d3的墨卡托投影来绘制地图模型了。在这里从static里,加载山东淄博市的json数据(这种json格式,不了解的可以查一下,对绘制地图也有帮助)

/

/ 加载地图数据
loadMapData() {
const loader = new THREE.FileLoader();
loader.load("/static/map/json/zibo.json", data => {
const jsondata = JSON.parse(data);
this.addMapGeometry(jsondata);
})
},

// 地图模型
addMapGeometry(jsondata) {
// 初始化一个地图对象
this.map = new THREE.Object3D();
// 墨卡托投影转换
const projection = d3
.geoMercator()
.center([118.2, 36.7]) // 淄博市
// .scale(2000)
.translate([0.2, 0.15]); // 根据地球贴图做轻微调整

jsondata.features.forEach((elem) => {
// 定一个省份3D对象
const province = new THREE.Object3D();
// 每个的 坐标 数组
const coordinates = elem.geometry.coordinates;
// 循环坐标数组
coordinates.forEach((multiPolygon) => {
multiPolygon.forEach((polygon) => {
const shape = new THREE.Shape();
const lineMaterial = new THREE.LineBasicMaterial({
color: '#ffffff',
// linewidth: 1,
// linecap: 'round', //ignored by WebGLRenderer
// linejoin: 'round' //ignored by WebGLRenderer
});
// const lineGeometry = new THREE.Geometry();
// 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);
// lineGeometry.vertices.push(new THREE.Vector3(x, -y, 3));
// }
const lineGeometry = new THREE.BufferGeometry();
const pointsArray = new Array();
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);
pointsArray.push(new THREE.Vector3(x, -y, this.mapConfig.deep));

// 做边缘流光效果,把所有点保存下来
this.mapEdgeLightObj.mapEdgePoints.push([x, -y, this.mapConfig.deep]);
}
// console.log(pointsArray);
lineGeometry.setFromPoints(pointsArray);

const extrudeSettings = {
depth: this.mapConfig.deep,
bevelEnabled: false, // 对挤出的形状应用是否斜角
};

const geometry = new THREE.ExtrudeGeometry(
shape,
extrudeSettings
);
const material = new THREE.MeshPhongMaterial({
color: '#4161ff',
transparent: true,
opacity: 0.4,
side: THREE.FrontSide,
// depthTest: true,
});
const material1 = new THREE.MeshLambertMaterial({
color: '#10004a',
transparent: true,
opacity: 0.7,
side: THREE.FrontSide,
// wireframe: true
});
const mesh = new THREE.Mesh(geometry, [material, material1]);
const line = new THREE.Line(lineGeometry, lineMaterial);
// 将省份的属性 加进来
province.properties = elem.properties;

// 将城市信息放到模型中,后续做动画用
if (elem.properties.centroid) {
const [x, y] = projection(elem.properties.centroid) // uv映射坐标
province.properties._centroid = [x, y]
}

// console.log(elem.properties);
province.add(mesh);
province.add(line);
})
})
// province.scale.set(5, 5, 0);
// province.position.set(0, 0, 0);
// console.log(province);
this.map.add(province);
})
this.setMapEdgeLight();
this.setMapName();
this.scene.add(this.map);

// 获取数据后,加载模型
this.getResponseData();

},

 


这里需要注意几点:

1、d3.geoMercator().center([118.2, 36.7]) .translate([0.2, 0.15]),因为地球表面是一个plane模型,贴了一个真实的地图,所以有一些沟壑河流,要根据translate做轻微调整,使模型其更贴合。

 

2、lineGeometry.vertices在高版本的three库中已弃用,改用BufferGeometry了

3、在循环所有地图边界点的时候,保存到了mapEdgePoints中,后续做地图边缘流光效果的时候用的上

4、整体思路就是,把地图先绘制成一个平面,然后通过ExtrudeGeometry模型拉一个深度,这个地图再贴到地球表面这个plane模型上,就ok了

市区地图的模型有了,接下来我们看下,如何在边界加一圈流光效果

// 地图边缘流光效果
setMapEdgeLight() {
// console.log(this.mapEdgeLightObj.mapEdgePoints);
let positions = new Float32Array(this.mapEdgeLightObj.mapEdgePoints.flat(1)); // 数组深度遍历扁平化
// console.log(positions);
this.mapEdgeLightObj.lightOpacityGeometry = new THREE.BufferGeometry();
// 设置顶点
this.mapEdgeLightObj.lightOpacityGeometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
// 设置 粒子透明度为 0
this.mapEdgeLightObj.lightOpacitys = new Float32Array(positions.length).map(() => 0);
this.mapEdgeLightObj.lightOpacityGeometry.setAttribute("aOpacity", new THREE.BufferAttribute(this.mapEdgeLightObj.lightOpacitys, 1));

// 顶点着色器
const vertexShader = `
attribute float aOpacity;
uniform float uSize;
varying float vOpacity;
void main(){
gl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);
gl_PointSize = uSize;
vOpacity=aOpacity;
}
`
// 片段着色器
const fragmentShader = `
varying float vOpacity;
uniform vec3 uColor;
float invert(float n){
return 1.-n;
}
void main(){
if(vOpacity <=0.2){
discard;
}
vec2 uv=vec2(gl_PointCoord.x,invert(gl_PointCoord.y));
vec2 cUv=2.*uv-1.;
vec4 color=vec4(1./length(cUv));
color*=vOpacity;
color.rgb*=uColor;
gl_FragColor=color;
}
`

const material = new THREE.ShaderMaterial({
vertexShader: vertexShader,
fragmentShader: fragmentShader,
transparent: true, // 设置透明
// blending: THREE.AdditiveBlending,
uniforms: {
uSize: {
value: 5.0
},
uColor: {
value: new THREE.Color("#ffffff") // 光点颜色 fffb85
}
}
})
// material.blending = THREE.AdditiveBlending;
const opacityPointsMesh = new THREE.Points(this.mapEdgeLightObj.lightOpacityGeometry, material);
this.scene.add(opacityPointsMesh);

},
// 动画 - 城市边缘流光
animationCityEdgeLight() {
if(this.mapEdgeLightObj.lightOpacitys && this.mapEdgeLightObj.mapEdgePoints) {
if (this.mapEdgeLightObj.lightCurrentPos > this.mapEdgeLightObj.mapEdgePoints.length) {
this.mapEdgeLightObj.lightCurrentPos = 0;
}

this.mapEdgeLightObj.lightCurrentPos += this.mapEdgeLightObj.lightSpeed;
for (let i = 0; i < this.mapEdgeLightObj.lightSpeed; i++) {
this.mapEdgeLightObj.lightOpacitys[(this.mapEdgeLightObj.lightCurrentPos - i) % this.mapEdgeLightObj.mapEdgePoints.length] = 0;
}

for (let i = 0; i < 100; i++) {
this.mapEdgeLightObj.lightOpacitys[(this.mapEdgeLightObj.lightCurrentPos + i) % this.mapEdgeLightObj.mapEdgePoints.length] = i / 50 > 2 ? 2 : i / 50;
}

if (this.mapEdgeLightObj.lightOpacityGeometry) {
this.mapEdgeLightObj.lightOpacityGeometry.attributes.aOpacity.needsUpdate = true;
}
}
},
这里的整体思路是,之前已经把边界的点保存下来了,点一个接一个的亮,就形成了好看的流光效果。

animationCityEdgeLight方法是在animate中的,每一帧画面如何动的,可以先理解一下,后期我们一起讲。

接下来我们看下地表的模型和贴图

// 地球贴图纹理
setEarth() {
const geometry = new THREE.PlaneGeometry(14.0, 14.0);
const texture = new THREE.TextureLoader().load('/static/map/texture/earth.jpg');
const bumpTexture = new THREE.TextureLoader().load('/static/map/texture/earth.jpg');
// texture.wrapS = THREE.RepeatWrapping; // 质地.包裹
// texture.wrapT = THREE.RepeatWrapping;

const material = new THREE.MeshPhongMaterial({
map: texture, // 贴图
bumpMap: bumpTexture,
bumpScale: 0.05,
// specularMap: texture,
// specular: 0xffffff,
// shininess: 1,
// color: "#000000",
side: THREE.FrontSide}
);
const earthPlane = new THREE.Mesh(geometry, material);
this.scene.add(earthPlane);
},


这里用了bumpTexture纹理,让地表有那么一点点沟壑,这个可以调整一下自己感受一下

地图区县的label

// 地图label
setMapName(){
this.map.children.forEach((elem, index) => {
// 找到中心点
const y = -elem.properties._centroid[1]
const x = elem.properties._centroid[0]
// 转化为二维坐标
const vector = new THREE.Vector3(x, y, this.mapConfig.deep + 0.01)

// 添加城市名称
this.setCityName(vector, elem.properties.name);
})
},
// 城市 - 名称显示
setCityName(vector, name) {
let spritey = this.makeTextSprite(
name,
{
fontface: "微软雅黑",
fontsize: 28, // 定100调整位置,下面通过scale缩放
fontColor: {r: 255, g: 255, b: 255, a: 1.0},
borderColor: {r: 94, g: 94, b: 94, a: 0.0},
backgroundColor: {r: 255, g: 255, b: 0, a: 0.0},
borderThickness: 2,
round: 6
}
);
// 轻微偏移,错开光柱
spritey.position.set(vector.x + 0.06, vector.y + 0.0, 0.22); // num + 0.3
this.scene.add(spritey);
},

// 城市 - 名称显示 - 小精灵mesh
makeTextSprite(message, parameters) {
if (parameters === undefined) parameters = {};

let fontface = parameters["fontface"];
let fontsize = parameters["fontsize"];
let fontColor = parameters["fontColor"];
let borderThickness = parameters["borderThickness"];
let borderColor = parameters["borderColor"];
let backgroundColor = parameters["backgroundColor"];

// var spriteAlignment = THREE.SpriteAlignment.topLeft;

let canvas = document.createElement('canvas');
let context = canvas.getContext('2d');
context.font = "Bold " + fontsize + "px " + fontface;

// get size data (height depends only on font size)
let metrics = context.measureText(message);
let textWidth = metrics.width;

// background color
context.fillStyle = "rgba(" + backgroundColor.r + "," + backgroundColor.g + "," + backgroundColor.b + "," + backgroundColor.a + ")";
// border color
context.strokeStyle = "rgba(" + borderColor.r + "," + borderColor.g + "," + borderColor.b + "," + borderColor.a + ")";

context.lineWidth = borderThickness;
const painting = {
width: textWidth * 1.4 + borderThickness * 2,
height: fontsize * 1.4 + borderThickness * 2,
round: parameters["round"]
};
// 1.4 is extra height factor for text below baseline: g,j,p,q.
// context.fillRect(0, 0, painting.width, painting.height)
this.roundRect(
context,
borderThickness / 2,
borderThickness / 2,
painting.width,
painting.height,
painting.round
);

// text color
context.fillStyle = "rgba(" + fontColor.r + "," + fontColor.g + "," + fontColor.b + "," + fontColor.a + ")";
context.textAlign = "center";
context.textBaseline = "middle";

context.fillText(message, painting.width / 2, painting.height / 2);

// canvas contents will be used for a texture
let texture = new THREE.Texture(canvas)
texture.needsUpdate = true;
let spriteMaterial = new THREE.SpriteMaterial({
map: texture,
useScreenCoordinates: false,
depthTest: false, // 解决精灵谍影问题
// blending: THREE.AdditiveBlending,
// transparent: true,
// alignment: spriteAlignment
});
let sprite = new THREE.Sprite(spriteMaterial);
sprite.scale.set(1, 1 / 2, 1);
return sprite;
},
// 城市 - 名称显示 - 样式
roundRect(ctx, x, y, w, h, r) {
ctx.beginPath();
ctx.moveTo(x+r, y);
ctx.lineTo(x+w-r, y);
ctx.quadraticCurveTo(x+w, y, x+w, y+r);
ctx.lineTo(x+w, y+h-r);
ctx.quadraticCurveTo(x+w, y+h, x+w-r, y+h);
ctx.lineTo(x+r, y+h);
ctx.quadraticCurveTo(x, y+h, x, y+h-r);
ctx.lineTo(x, y+r);
ctx.quadraticCurveTo(x, y, x+r, y);
ctx.closePath();
ctx.fill();
ctx.stroke();
},
这里没什么,因为要让label每次都要冲着camera,就是用到了小精灵模型,然后手动canvas画了下,不过感觉展示效果不好,但是也算个画canvas的知识点了

下面介绍一下,获取区县中心点这个方法,后续会用到很多次,各种模型的展示基本都要基于这个定位。

// 地区中心点 - 获取向量
mapElem2Centroid(elem) {
// 找到中心点
const y = -elem.properties._centroid[1];
const x = elem.properties._centroid[0];
// 转化为二维坐标
const vector = new THREE.Vector3(x, y, this.mapConfig.deep + 0.01);
return vector;
},
接下来我们看一下如何往地图上,添加数据上的模型,这里要提前讲一下,后台获取的数据我们是不确定的,地图就这么大,不可能根据数值无限放大、缩小模型,那样效果很不好,所以,在一开始我们就要把数据做【归一化】处理,顾名思义,就是把数据都放到0-1之间,再根据这个比例来定模型多大

// 数据归一化,映射到0-1区间 - 获取最大值
getMaxV(distributionInfo) {
let max = 0;
for (let item of distributionInfo) {
if (max < item.total) max = item.total;
}
return max;
},
// 数据归一化,映射到0-1区间 - 获取最小值
getMinV(distributionInfo) {
let min = 1000000;
for (let item of distributionInfo) {
if (min > item.total) min = item.total;
}
return min;
},
// 数据归一化,映射到0-1区间
normalization(data, min, max) {
let normalizationRatio = (data - min) / (max - min)
return normalizationRatio
},

// GroupOne 添加模型
addCityModel() {
// 数据归一化
const min = this.getMinV(this.dataTotal);
const max = this.getMaxV(this.dataTotal);
// 添加模型
this.map.children.forEach((elem, index) => {
// console.log(elem);
// 满足数据条件 dataTotal
if(this.dataTotal) {
const vector = this.mapElem2Centroid(elem);
this.dataTotal.forEach(d => {
// 数据归一化,映射到0-1区间
let num = this.normalization(d.total, min, max);

// 判断区县
if(d.name === elem.properties.name) {
// 添加城市光波
this.setCityWave(vector);

// 添加城市标记
this.setCityMarker(vector);

// 添加城市光柱
this.setCityCylinder(vector, num);

// 添加城市数据
this.setCityNum(vector, num, d);
}
})
this.scene.add(this.groupOne);
}
})
},
这里我们展示第一个tab的城市模型(其它tab的同理),这个tab里,用addCityModel这个方法里,循环把各种模型添加进去;

这个包含几种模型:城市光波(从城市中央扩散)、标记(自转)、光柱、数据,具体对照可以看一下下图,一目了然

 


wave

marker
接下来,我们看下每类模型是怎么创建的

// 城市 - 光柱
setCityCylinder(vector, num) {
const height = num;
const geometry = new THREE.CylinderGeometry(0.08, 0.08, height, 20);

// 顶点着色器
const vertexShader = `
uniform vec3 viewVector;
varying float intensity;
void main() {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
vec3 actual_normal = vec3(modelMatrix * vec4(normal, 0.0));
intensity = pow(dot(normalize(viewVector), actual_normal), 3.0);
}
`
// 片段着色器
const fragmentShader = `
varying float intensity;
void main() {
vec3 glow = vec3(246, 239, 0) * 3.0;
gl_FragColor = vec4(glow, 1);
}
`

let material = new THREE.MeshPhongMaterial({ // ShaderMaterial
// uniforms: {
// viewVector: this.camera.position
// },
// vertexShader: vertexShader,
// fragmentShader: fragmentShader,
color: "#ede619",
side: THREE.FrontSide,
blending: THREE.AdditiveBlending,
transparent: true,
// depthTest: false,
precision: "mediump",
// depthFunc: THREE.LessEqualDepth,
opacity: 0.9,
});

const cylinder = new THREE.Mesh(geometry, material);
cylinder.position.set(vector.x, vector.y, vector.z + height / 2);
cylinder.rotateX(Math.PI / 2);
cylinder.scale.set(1, 1, 1);
// cylinder.position.z -= height / 2;
// cylinder.translateY(-height);
cylinder._height = height;

// 法向量计算位置
// let coordVec3 = vector.normalize();
// // mesh默认在XOY平面上,法线方向沿着z轴new THREE.Vector3(0, 0, 1)
// let meshNormal = new THREE.Vector3(0, 0, 0);
// // 四元数属性,角度旋转,quaternion表示mesh的角度状态,setFromUnitVectors();计算两个向量之间构成的四元数值
// cylinder.quaternion.setFromUnitVectors(meshNormal, coordVec3);
this.cityCylinderMeshArr.push(cylinder);
this.groupOne.add(cylinder);
// this.scene.add(cylinder);
},

// 城市 - 光波
setCityWave(vector) {
const cityGeometry = new THREE.PlaneBufferGeometry(1, 1); //默认在XOY平面上
const textureLoader = new THREE.TextureLoader(); // TextureLoader创建一个纹理加载器对象
const texture = textureLoader.load('/static/map/texture/wave.png');

// 如果不同mesh材质的透明度、颜色等属性同一时刻不同,材质不能共享
const cityWaveMaterial = new THREE.MeshBasicMaterial({
color: "#ede619", // 0x22ffcc
map: texture,
transparent: true, //使用背景透明的png贴图,注意开启透明计算
opacity: 1.0,
side: THREE.FrontSide, //双面可见
depthWrite: false, //禁止写入深度缓冲区数据
blending: THREE.AdditiveBlending,
});

let cityWaveMesh = new THREE.Mesh(cityGeometry, cityWaveMaterial);
cityWaveMesh.position.set(vector.x, vector.y, vector.z);
cityWaveMesh.size = 0;
// cityWaveMesh.scale.set(0.1, 0.1, 0.1); // 设置mesh大小

// 法向量计算位置
// let coordVec3 = vector.normalize();
// // mesh默认在XOY平面上,法线方向沿着z轴new THREE.Vector3(0, 0, 1)
// let meshNormal = new THREE.Vector3(0, 0, 0);
// // 四元数属性,角度旋转,quaternion表示mesh的角度状态,setFromUnitVectors();计算两个向量之间构成的四元数值
// cityWaveMesh.quaternion.setFromUnitVectors(meshNormal, coordVec3);
this.cityWaveMeshArr.push(cityWaveMesh);
this.groupOne.add(cityWaveMesh);
// 添加到场景中
// this.scene.add(cityWaveMesh);
},

// 城市 - 标记
setCityMarker(vector) {
const cityGeometry = new THREE.PlaneBufferGeometry(0.3, 0.3); //默认在XOY平面上
const textureLoader = new THREE.TextureLoader(); // TextureLoader创建一个纹理加载器对象
const texture = textureLoader.load('/static/map/texture/marker.png');

// 如果不同mesh材质的透明度、颜色等属性同一时刻不同,材质不能共享
const cityMaterial = new THREE.MeshBasicMaterial({
color: "#ffe000", // 0x22ffcc
map: texture,
transparent: true, //使用背景透明的png贴图,注意开启透明计算
opacity: 1.0,
side: THREE.FrontSide, //双面可见
depthWrite: false, //禁止写入深度缓冲区数据
blending: THREE.AdditiveBlending,
});
cityMaterial.blending = THREE.CustomBlending;
cityMaterial.blendSrc = THREE.SrcAlphaFactor;
cityMaterial.blendDst = THREE.DstAlphaFactor;
cityMaterial.blendEquation = THREE.AddEquation;

let cityMarkerMesh = new THREE.Mesh(cityGeometry, cityMaterial);
cityMarkerMesh.position.set(vector.x, vector.y, vector.z);
cityMarkerMesh.size = 0;
// cityWaveMesh.scale.set(0.1, 0.1, 0.1); // 设置mesh大小

this.cityMarkerMeshArr.push(cityMarkerMesh);
this.groupOne.add(cityMarkerMesh);
// 添加到场景中
// this.scene.add(cityMarkerMesh);
},

// 城市 - 数据显示
setCityNum(vector, num, data) {
// CSS2DRenderer生成的标签直接就是挂在真实的DOM上,并非是Vue的虚拟DOM上
const div = document.createElement('div');
div.className = 'city-num-label';
div.textContent = data.total;

const contentDiv = document.createElement('div');
contentDiv.className = 'city-num-label-content';
contentDiv.innerHTML =
'本区县共有窑炉企业 ' + data.total + ' 个。<br/>' +
'介绍:' + data.brief
;
div.appendChild(contentDiv);

const label = new CSS2DObject(div);
label.position.set(vector.x, vector.y, num + 0.5);
label.visible = true;
this.cityNumMeshArr.push(label);
this.groupOne.add(label);
// this.scene.add(spritey);

},
我们来讲解一下每种模型的创建思路:

1、光柱:就是圆柱体,然后附上效果,需要注意的是,圆柱体的高度怎么计算呢?记得我们刚才用的归一函数吗,就是在这里计算高度的。

2、光波:一个透明png,贴到一个plane模型上,然后把融合模式改一下blending: THREE.AdditiveBlending。更多融合的效果,可以见官方例子 three.js examples

3、标记:比较像光波,也是贴图到plane上。

4、数据:这里用到我们之前讲的CSS2DRenderer,注意CSS2DRenderer生成的标签直接就是挂在真实的DOM上,并非是Vue的虚拟DOM上。然后直接把样式写到css里,鼠标悬浮显示,就用一个:hover,非常好用。

这里还需要注意,因为这些模型都是tab 1里的,所以都放到groupOne这个变量里,后续做切换好用(替他tab里的模型同理)

我们鼠标悬浮到地图上,可以识别,可以显示label,这得益于three的raycaster,简单看一下代码,很多博主已经讲过了,这里就不过多赘述了。

// 射线
setRaycaster() {
this.raycaster = new THREE.Raycaster();
this.mouse = new THREE.Vector2();
this.tooltip = document.getElementById('tooltip');
const onMouseMove = (event) => {
this.mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
this.mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
this.tooltip.style.left = event.clientX + 2 + 'px';
this.tooltip.style.top = event.clientY + 2 + 'px';
}

// 点击地图事件
const onClick = (event) => {
// console.log(this.lastPick);
if(this.lastPick && "point" in this.lastPick) this.mapClickTween(this.lastPick.point);
else this.resetCameraTween();
}

window.addEventListener('mousemove', onMouseMove, false);
window.addEventListener('click', onClick, false);

},

// 鼠标悬浮显示
showTip() {
// 显示省份的信息
if (this.lastPick) {
const properties = this.lastPick.object.parent.properties;

this.tooltip.textContent = properties.name;

this.tooltip.style.visibility = 'visible';
} else {
this.tooltip.style.visibility = 'hidden';
}
},

// 窗口变化
onWindowSize() {
// let container = document.getElementById("container");
this.camera.aspect = this.container.clientWidth / this.container.clientHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(this.container.clientWidth, this.container.clientHeight);
this.labelRenderer.setSize(this.container.clientWidth, this.container.clientHeight);
},
地图点击有一些事件的触发,这就避免不了需要移动摄像机。

比如:点击区县,摄像机拉进;点击空白,摄像机归位。页面加载完成时,摄像机从地表移动到现在的位置(增加酷炫性,领导喜欢0.0)

// Tween - 加载时相机移动动画
cameraTween(i) {
// console.log("cameraTween");

!i ? i = 0 : i = i;
if(i > this.cameraPosArr.length - 1) {
// this.cityCylinderTween();
return false;
}

//关闭控制器
this.controller.enabled = false;

const begin = {
x: this.camera.position.x,
y: this.camera.position.y,
z: this.camera.position.z,
};
const end = {
x: this.cameraPosArr[i].x,
y: this.cameraPosArr[i].y,
z: this.cameraPosArr[i].z,
// x: 0,
// y: -3.0,
// z: 3.8,
};
const self = this;
this.$tween.use({
begin,
end,
time: 1500,
onUpdate(obj) {
self.camera.position.x = obj.x;
self.camera.position.y = obj.y;
self.camera.position.z = obj.z;

// self.controller.target.x = obj.x;
// self.controller.target.y = obj.y;
// self.controller.target.z = obj.z;

// 控制器更新
self.controller.update();
},
onComplete() {
self.controller.enabled = true;
self.cameraTween(i+1);
}
});
},

// Tween - 点击省份动画
mapClickTween(pos) {
//关闭控制器
this.controller.enabled = false;

const begin = {
x: this.camera.position.x,
y: this.camera.position.y,
z: this.camera.position.z,
};
const end = {
x: pos.x,
y: pos.y,
z: pos.z + 2.5,
};
const self = this;
this.$tween.use({
begin,
end,
time: 500,
onUpdate(obj) {
self.camera.position.x = obj.x;
self.camera.position.y = obj.y;
self.camera.position.z = obj.z;

self.camera.lookAt(obj.x, obj.y, obj.z);

// 控制器更新
self.controller.update();
},
onComplete() {
self.controller.enabled = true;
}
});
},

// Tween - 重置相机
resetCameraTween() {
//关闭控制器
this.controller.enabled = false;

const begin = {
x: this.camera.position.x,
y: this.camera.position.y,
z: this.camera.position.z,
};
const end = {
x: this.cameraPosArr[this.cameraPosArr.length - 1].x,
y: this.cameraPosArr[this.cameraPosArr.length - 1].y,
z: this.cameraPosArr[this.cameraPosArr.length - 1].z,
};
const self = this;
this.$tween.use({
begin,
end,
time: 500,
onUpdate(obj) {
self.camera.position.x = obj.x;
self.camera.position.y = obj.y;
self.camera.position.z = obj.z;

self.camera.lookAt(0, 0, 0);

// 控制器更新
self.controller.update();
},
onComplete() {
self.controller.enabled = true;
}
});
},
动画,就会用到神库Tween了,之前我们也引入了。

需要着重注意的一点,在camera运动的时候,一定把控制器给关了,要不会...

this.controller.enabled = false;

然后别的也没什么了,一个begin、一个end,动就完事了

最后我们看一下animation的方法,我们的光波、城市标记怎么动,都在这里了

// 动画
animate() {
requestAnimationFrame(this.animate);

this.showTip();
this.animationMouseover();

// city
this.animationCityWave();
this.animationCityMarker();
this.animationCityCylinder();
this.animationCityEdgeLight();


this.controller.update();
this.renderer.render(this.scene, this.camera);
this.labelRenderer.render(this.scene, this.camera);
},
// 动画 - 鼠标悬浮动作
animationMouseover() {
// 通过摄像机和鼠标位置更新射线
this.raycaster.setFromCamera(this.mouse, this.camera)
// 计算物体和射线的焦点,与当场景相交的对象有那些
const intersects = this.raycaster.intersectObjects(
this.scene.children,
true // true,则同时也会检测所有物体的后代
)
// 恢复上一次清空的
if (this.lastPick) {
this.lastPick.object.material[0].color.set('#4161ff');
// this.lastPick.object.material[1].color.set('#00035d');
}
this.lastPick = null;
this.lastPick = intersects.find(
(item) => item.object.material && item.object.material.length === 2 // 选择map object
)
if (this.lastPick) {
this.lastPick.object.material[0].color.set('#00035d');
// this.lastPick.object.material[1].color.set('#00035d');
}
},

// 动画 - 城市光柱
animationCityCylinder() {

this.cityCylinderMeshArr.forEach(mesh => {
// console.log(mesh);

// 着色器动作
// let viewVector = new THREE.Vector3().subVectors(this.camera.position, mesh.getWorldPosition());
// mesh.material.uniforms.viewVector.value = this.camera.position;

// mesh.translateY(0.05);
// mesh.position.z <= mesh._height * 2 ? mesh.position.z += 0.05 : "";

// mesh.scale.z <= 1 ? mesh.scale.z += 0.05 : "";

})
},

// 动画 - 城市光波
animationCityWave() {
// console.log(this.cityWaveMesh);
this.cityWaveMeshArr.forEach(mesh => {
// console.log(mesh);
mesh.size += 0.005; // Math.random() / 100 / 2
let scale = mesh.size / 1;
mesh.scale.set(scale, scale, scale);
if(mesh.size <= 0.5) {
mesh.material.opacity = 1;
} else if (mesh.size > 0.5 && mesh.size <= 1) {
mesh.material.opacity = 1.0 - (mesh.size - 0.5) * 2; // 0.5以后开始加透明度直到0
} else if (mesh.size > 1 && mesh.size < 2) {
mesh.size = 0;
}
})
},
// 动画 - 城市标记
animationCityMarker() {
this.cityMarkerMeshArr.forEach(mesh => {
// console.log(mesh);
mesh.rotation.z += 0.05;
})
},
本来光柱做的是从地上慢慢上升的,后来为了做其他逻辑屏蔽了,直接就立在那了...

这里着重看一下城市光波:它是从中心开始慢慢扩大,到一定条件是慢慢透明度变为0。

最后,看一下tab点击有什么逻辑吧

// 切换Group形态
groupOneChange() {
console.log("groupOneChange");
// CSS2DObject数据单独做处理
this.cityNumMeshArr.forEach(e => {e.visible = true});
this.alarmNameMeshArr.forEach(e => {e.visible = false});
this.energyNameMeshArr.forEach(e => {e.visible = false});
this.monitorNameMeshArr.forEach(e => {e.visible = false});

this.groupOne.visible = true;
this.groupTwo.visible = false;
this.groupThree.visible = false;
this.groupFour.visible = false;

},
到这里,就知道为什么要提前把tab的模型进行分组放了

好啦,到这里就介绍完了,

如果有问题!

如果你也喜欢前端!

如果你也喜欢可视化!

如果你也喜欢3D世界!

欢迎评论区和私信交流~

最后附上代码,有需要的小伙伴可以一键run起来哦(觉得有用就star一下哦~)

GitHub - puyeyu/ThreeJs-Earth

posted @ 2022-09-14 16:44  柒零壹  阅读(2633)  评论(0编辑  收藏  举报