使用three.js写全景图,使用sprite类canvas,结合射线,点击跳转指定全景图【转】

https://blog.csdn.net/WDCCSDN/article/details/81214804

话不多说上代码:

1、html:

    <!DOCTYPE html>
    <html lang="en">
    <head>
        <meta charset="UTF-8">
        <title>Title</title>
        <style type="text/css">
            html, body {
                margin: 0;
                height: 100%;
            }
            canvas {
                display: block;
            }
        </style>
    </head>
    <body onload="draw();">
    </body>
    <script src="js/three.js"></script>
    <script src="js/panorama.js"></script>
    </html>

2、js

        var key=4;
        var renderer;
        var camera;
        var scene;
        var light;
        var stats;
        var isUserInteracting = false,lon = 90,lat = 0,phi = 0, theta = 0,target = new THREE.Vector3();
        var raycaster = new THREE.Raycaster();
        var mouse = new THREE.Vector2();    //鼠标位置
        var mesh,texture=[],go_room=[];
        texture[0] = THREE.ImageUtils.loadTexture("images/1.jpg",null,function(t){});
        texture[1] = THREE.ImageUtils.loadTexture("images/2.jpg",null,function(t){});
        texture[2] = THREE.ImageUtils.loadTexture("images/3.jpg",null,function(t){});
        texture[3] = THREE.ImageUtils.loadTexture("images/4.jpg",null,function(t){});
        texture[4] = THREE.ImageUtils.loadTexture("images/5.jpg",null,function(t){});
        texture[5] = THREE.ImageUtils.loadTexture("images/6.jpg",null,function(t){});
        function initRender() {
            renderer = new THREE.WebGLRenderer({antialias: true});
            renderer.setSize(window.innerWidth, window.innerHeight);
            document.body.appendChild(renderer.domElement);
        }
        function initCamera() {
            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 11000);
            camera.target = new THREE.Vector3( 0, 0, 0 );
        }
        function initScene() {
            scene = new THREE.Scene();
        }
        function initLight() {
        }
        function initModel() {
            //声明一个球体
            var geometry = new THREE.SphereGeometry( 500, 60, 40 );
            // 反转X轴上的几何图形,使所有的面点向内。
            geometry.scale( -1, 1, 1 );
            //声明球体纹理
            if(texture[key-1]==undefined){
                texture[key-1]=THREE.ImageUtils.loadTexture("images/"+key+".jpg",null,function(t){});
            }
            var material = new THREE.MeshBasicMaterial({map:texture[key-1]});
            mesh = new THREE.Mesh( geometry,material );
            scene.add( mesh );
            initpos();
        }
        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize( window.innerWidth, window.innerHeight );
        }
        function onDocumentMouseMove( event ) {
            if ( isUserInteracting === true ) {
                lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
                lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;
            }
        }
        function onDocumentMouseUp( event ) {
            isUserInteracting = false;
        }
        function onDocumentMouseDown( event ) {
            //通过鼠标点击的位置计算出raycaster所需要的点的位置,以屏幕中心为原点,值的范围为-1到1.
            mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
            mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
            // 通过鼠标点的位置和当前相机的矩阵计算出raycaster
            raycaster.setFromCamera( mouse, camera );
            // 获取raycaster直线和所有模型相交的数组集合
            var intersects = raycaster.intersectObjects(go_room);
            console.log(intersects);
            if(intersects.length ==1){
                switch (intersects[0].object.name){
                    case "room1":
                        changeScene(1);
                        break;
                    case "room2":
                        changeScene(2);
                        break;
                    case "room3":
                        changeScene(3);
                        break;
                    case "room4":
                        changeScene(4);
                        break;
                    case "room5":
                        changeScene(5);
                        break;
                    case "room6":
                        changeScene(6);
                        break;
                }
            }else{
                event.preventDefault();
                isUserInteracting = true;
                onPointerDownPointerX = event.clientX;
                onPointerDownPointerY = event.clientY;
                onPointerDownLon = lon;
                onPointerDownLat = lat;
            }
        }
        function onDocumentMouseWheel( event ) {
            var fov = camera.fov + event.deltaY * 0.05;
            camera.fov = THREE.Math.clamp( fov, 10, 75 );
            camera.updateProjectionMatrix();
        }
        function onDocumentTouchStart( event ) {
            if ( event.touches.length == 1 ) {
                event.preventDefault();
                onPointerDownPointerX = event.touches[ 0 ].pageX;
                onPointerDownPointerY = event.touches[ 0 ].pageY;
                onPointerDownLon = lon;
                onPointerDownLat = lat;
            }
        }
        function onDocumentTouchMove( event ) {
            if ( event.touches.length == 1 ) {
                event.preventDefault();
                lon = ( onPointerDownPointerX - event.touches[0].pageX ) * 0.1 + onPointerDownLon;
                lat = ( event.touches[0].pageY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;
            }
        }
        function animate() {
            update();
            requestAnimationFrame( animate );
        }
        function update() {
            if ( isUserInteracting === false ) {
                lon += 0.1;
            }
            lat = Math.max( - 85, Math.min( 85, lat ) );
            phi = THREE.Math.degToRad( 90 - lat );
            theta = THREE.Math.degToRad( lon );
            target.x = 500 * Math.sin( phi ) * Math.cos( theta );
            target.y = 500 * Math.cos( phi );
            target.z = 500 * Math.sin( phi ) * Math.sin( theta );
            camera.lookAt( target );
            renderer.render( scene, camera );
        }
        function draw() {
            initRender();
            initScene();
            initCamera();
            initLight();
            initModel();
            animate();
        }
        function changeScene(index){
            key=index;
            var material = mesh.material;
            if(texture[key-1]==undefined){
                texture[key-1]=THREE.ImageUtils.loadTexture("images/"+key+".jpg",null,function(t){});
            }
            material.map = texture[key-1];
            material.map.needsUpdate = true;
            throwDir(key);
        }
        function throwDir(key){
            switch (key){
                case 1:
                    for(var i=0;i<6;i++){
                        if(i==3){
                            go_room[i].position.set(3.5,0,-0.3);
                        }else{
                            go_room[i].position.set(100,100,100);
                        }
                        scene.add(go_room[i]);
                    }
                    break;
                case 2:
                    for(var i=0;i<6;i++){
                        if(i==3){
                            go_room[i].position.set(3.5,0,-0.5);
                        }else{
                            go_room[i].position.set(100,100,100);
                        }
                        scene.add(go_room[i]);
                    }
                    break;
                case 3:
                    for(var i=0;i<6;i++){
                        if(i==3){
                            go_room[i].position.set(3,0,1);
                        }else{
                            go_room[i].position.set(100,100,100);
                        }
                        scene.add(go_room[i]);
                    }
                    break;
                case 4:
                    go_room[0].position.set(-2.5,-0.2,-0.6);
                    scene.add(go_room[0]);
                    go_room[1].position.set(-3.8,0.3,-0.3);
                    scene.add(go_room[1]);
                    go_room[2].position.set(-3.8,0.3,0.3);
                    scene.add(go_room[2]);
                    go_room[3].position.set(-3,100,-0.6);
                    scene.add(go_room[3]);
                    go_room[4].position.set(-2.5,-0.2,0.6);
                    scene.add(go_room[4]);
                    go_room[5].position.set(-1.7,0,3);
                    scene.add(go_room[5]);
                    break;
                case 5:
                    for(var i=0;i<6;i++){
                        if(i==3){
                            go_room[i].position.set(0.5,0,-2);
                        }else{
                            go_room[i].position.set(100,100,100);
                        }
                        scene.add(go_room[i]);
                    }
                    break;
                case 6:
                    for(var i=0;i<6;i++){
                        if(i==3){
                            go_room[i].position.set(-0.3,0,2);
                        }else{
                            go_room[i].position.set(100,100,100);
                        }
                        scene.add(go_room[i]);
                    }
                    break;
            }
        }
        function initpos(){
            go_room[0] = makeTextSprite( " ","☝卧室1",{
                "fontsize":20
            });
            go_room[0].name="room1";
            go_room[0].position.set(-2.5,-0.2,-0.6);
            scene.add(go_room[0]);
     
     
            go_room[1] = makeTextSprite( " ","☝卧室2",{
                "fontsize":20
            });
            go_room[1].name="room2";
            go_room[1].position.set(-3.8,0.3,-0.3);
            scene.add(go_room[1]);
     
     
            go_room[2] = makeTextSprite( " ","☝卧室3",{
                "fontsize":20
            });
            go_room[2].name="room3";
            go_room[2].position.set(-3.8,0.3,0.3);
            scene.add(go_room[2]);
     
     
            go_room[3] = makeTextSprite( " ","☝客厅",{
                "fontsize":20
            });
            go_room[3].name="room4";
            go_room[3].position.set(-3,100,-0.6);
            scene.add(go_room[3]);
     
     
            go_room[4] = makeTextSprite( " ","☝卫生间",{
                "fontsize":20
            });
            go_room[4].name="room5";
            go_room[4].position.set(-2.5,-0.2,0.6);
            scene.add(go_room[4]);
     
     
            go_room[5] = makeTextSprite( " ","☝厨房",{
                "fontsize":12
            });
            go_room[5].name="room6";
            go_room[5].position.set(-1.7,0,3);
            scene.add(go_room[5]);
        }
        window.addEventListener( 'resize', onWindowResize, false );
        document.addEventListener( 'mousedown', onDocumentMouseDown, false );
        document.addEventListener( 'mousemove', onDocumentMouseMove, false );
        document.addEventListener( 'mouseup', onDocumentMouseUp, false );
        document.addEventListener( 'wheel', onDocumentMouseWheel, false );
        document.addEventListener( 'touchstart', onDocumentTouchStart, false );
        document.addEventListener( 'touchmove', onDocumentTouchMove, false );
        document.addEventListener( 'touchend', onDocumentMouseDown, false );
        function makeTextSprite( message,message_zw, parameters){
            if ( parameters === undefined ) parameters = {};
            var fontface = parameters.hasOwnProperty("fontface") ?
                parameters["fontface"] : "Arial";
            var fontsize = parameters.hasOwnProperty("fontsize") ?
                parameters["fontsize"] : 30;
            var borderThickness = parameters.hasOwnProperty("borderThickness") ?
                parameters["borderThickness"] : 4;
            var borderColor = parameters.hasOwnProperty("borderColor") ?
                parameters["borderColor"] : { r:0, g:0, b:0, a:1.0 };
            var backgroundColor = parameters.hasOwnProperty("backgroundColor") ?
                parameters["backgroundColor"] : { r:0, g:0, b:0, a:1.0 };
            var canvas = document.createElement('canvas');
            var context = canvas.getContext('2d');
            context.font = "Bold " + fontsize + "px " + fontface;
            var metrics = context.measureText( message );
            var textWidth = metrics.width;
            context.fillStyle   = "rgba(" + backgroundColor.r + "," + backgroundColor.g + ","
                + backgroundColor.b + "," + backgroundColor.a + ")";
            context.strokeStyle = "rgba(" + borderColor.r + "," + borderColor.g + ","
                + borderColor.b + "," + borderColor.a + ")";
            context.lineWidth = borderThickness;
            context.fillStyle = "#ff0000";
            context.fillText( message, borderThickness, fontsize + borderThickness);
            context.font =  40 + "px " + fontface;
            context.fillText( message_zw, borderThickness, fontsize + borderThickness+40);
            var texture = new THREE.Texture(canvas);
            texture.needsUpdate = true;
     
            var spriteMaterial = new THREE.SpriteMaterial(
                { map: texture, useScreenCoordinates: false} );
            var sprite = new THREE.Sprite( spriteMaterial );
            sprite.scale.set(0.5,0.5,0.5);
            return sprite;
        }

个人服务器,一兆带宽,全景图比较大,下载慢,需要等一会

查看地址:http://47.104.152.68/panorama/changeqjt.html

或者访问:http://www.lianjiakeji.com/

各位有没有啥处理图片的好方式尽量压缩图片,因为我的全景图平均每张有一兆大小,访问比较慢

posted on 2019-03-29 10:27  3D入魔  阅读(2591)  评论(0编辑  收藏  举报