前言

基于WebGL架构的3D可视化平台—平面图导航(一)中已经完成了iframe面板与我们的3D场景的简单交互,下面我们继续完善并给iframe页加上鼠标悬停事件让iframe页的img标签和我们场景中的obj一起动起来。

实现

第一步,还是使用之前的场景接着上次的继续,先编写iframe页。给每一个img标签都加上onmouseover、onmouseout 事件。

<!DOCTYPE html>
<html lang="en">

<head>

<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>Document</title>
<style>
      .total_image {
        margin : 20px;
    }
    .total_image img{
        cursor: pointer;
        transition: all 0.6s;
        width: 50px;
    }
    .total_image img:hover{
        transform: scale(1.5);
        position:relative;
        z-index:100;
    }
</style>

</head>

<body>
<div class="total_image" style="width: 500px;height: 280px;background-size: 100% auto">

<img class="model_imag" src="发电室1.jpg" style="float: left;display: block;width: 85px;height: 84px" 
        onclick="onClick('PowerGenerationGroup_01','viewPoint_1')" onmouseover="onMouseOver('PowerGenerationGroup_01','viewPoint_1')" onmouseout="onMouseOut('PowerGenerationGroup_01')">
          
<img class="model_imag" src="发电室2.jpg" style="float: left;display: block;width: 78px;height: 84px" 
        onclick="onClick('PowerGenerationGroup_02','viewPoint_2')" onmouseover="onMouseOver('PowerGenerationGroup_02','viewPoint_2')" onmouseout="onMouseOut('PowerGenerationGroup_02')">
          
<img class="model_imag" src="发电室3.jpg" style="float: left;display: block;width:170px;height: 84px" 
        onclick="onClick('PowerGenerationGroup_03','viewPoint_3')" onmouseover="onMouseOver('PowerGenerationGroup_03','viewPoint_3')" onmouseout="onMouseOut('PowerGenerationGroup_03')">
          
<img class="model_imag" src="发电室4.jpg" style="float: left;display: block;width:167px;height: 84px" 
        onclick="onClick('PowerGenerationGroup_04','viewPoint_4')" onmouseover="onMouseOver('PowerGenerationGroup_04','viewPoint_4')" onmouseout="onMouseOut('PowerGenerationGroup_04')">
          
<div style="display: block;float: left;width: 100px;height: 145px;background-color:white">
    <img class="model_imag" src="办公室1.jpg" style="float: left;display: block;width:100px;height: 60px" 
        onclick="onClick('Office','viewPoint_5')" onmouseover="onMouseOver('Office','viewPoint_5')" onmouseout="onMouseOut('Office')">
    <img class="model_imag" src="返回.png" style="float: left;display: block;width:100px;height: 80px" onclick="initViewPoint()">
</div>

<img class="model_imag" src="发电室5.jpg" style="float: right;display: block;width:123px" 
        onclick="onClick('PowerGenerationGroup_05','viewPoint_8')" onmouseover="onMouseOver('PowerGenerationGroup_05','viewPoint_8')" onmouseout="onMouseOut('PowerGenerationGroup_05')"> 
          
<img class="model_imag" src="会议室1.jpg" style="float: left;display: block;width: 138px;height: 145px"  alt="" 
        onclick="onClick('BoardRoom_01','viewPoint_6')" onmouseover="onMouseOver('BoardRoom_01','viewPoint_6')" onmouseout="onMouseOut('BoardRoom_01')">
          
<img class="model_imag" src="会议室2.jpg" style="float: left;display: block;width: 138px;height: 145px"  alt="" 
        onclick="onClick('BoardRoom_02','viewPoint_7')" onmouseover="onMouseOver('BoardRoom_02','viewPoint_7')" onmouseout="onMouseOut('BoardRoom_02')"> 

</div>

<script>

function onClick(viewPoint,target){
    window.parent.onClick(viewPoint,target);
}

function onMouseOver(targetObj,viewPoint){
    window.parent.onMouseOver(targetObj,viewPoint);
}
  function onMouseOut(targetObj){
    window.parent.onMouseOut(targetObj);
}
function initViewPoint(){
    window.parent.initViewPoint();
}
</script>

</body>
</html>

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第二步,房间里的物体不要要让他“飞起来”,还要给他加一个“底座”。这里叫他SurveillanceCamera类,在自己编写类的时候一定要注意,想要当前类生效一定要继承THING.Thing,并且THING.factory.registerClass(‘ClassName’, ClassName);

class SurveillanceCamera extends THING.Thing {

constructor(app) {
    super(app);
    this.app = app;
    this.isFrustum = true;
    this.opacity = 1;
    this.color = 0xff00ff;
    this.vertices = [];
    this.near = 0.1;
    this.camera = null;
    this.node = new THREE.Object3D();
    this._frustum = new THREE.Frustum();
    this._projScreenMatrix = new THREE.Matrix4();

}

setup(param) {
    super.setup(param);
    this.fov = param['fov'];
    this.aspect = param['aspect'];
    this.far = param['far'];
    this.alpha = param['alpha'];
    this.lineAlpha = param['lineAlpha'];
    this.setupComplete(param);
}

setupComplete(param) {
    super.setupComplete(param);
    this.build();
}

build() {
    if (this.node.children.length > 0) {
        this.node.children = [];
    }

    if (this.camera != null) {
        this.camera = null;
    }

    var h = this.far * Math.tan(this.fov * 0.5 * 0.017453293);
    var w = this.aspect * h;

    var geometry = new THREE.Geometry();
    this.vertices = [new THREE.Vector3(0, 0, 0), new THREE.Vector3(w, -h, -this.far), new THREE.Vector3(w, h, -this.far), new THREE.Vector3(-w, h, -this.far), new THREE.Vector3(-w, -h, -this.far)];
    var faces = [new THREE.Face3(0, 1, 2), new THREE.Face3(0, 2, 3), new THREE.Face3(0, 3, 4), new THREE.Face3(0, 4, 1), new THREE.Face3(3, 4, 1), new THREE.Face3(3, 1, 2)];
    geometry.vertices = this.vertices;

    var line_mat = new THREE.LineBasicMaterial({
        color: "#b4f5f8",
        opacity: this.lineAlpha || 0.5,
    })

    var texture = THREE.ImageUtils.loadTexture("images/light2.png");
    texture.wrapS = THREE.RepeatWrapping;
    texture.wrapT = THREE.RepeatWrapping;
    var frustum_mat = new THREE.MeshBasicMaterial({
        color: "#0aa5ff",
        opacity: this.alpha || 0.5,
        transparent: true,
        side: THREE.DoubleSide,
    });
    var line_mesh = new THREE.Line(geometry, line_mat);

    var frustum_mesh = new THREE.Mesh(geometry, frustum_mat);
    geometry.faces = faces;
    this.node.add(frustum_mesh, line_mesh);

    this.camera = new THREE.PerspectiveCamera(this.fov, this.aspect, this.near, this.far);
    this.camera.position.set(this.position[0], this.position[1], this.position[2]);
    this.camera.rotation.copy(this.node.rotation);

    this.camera.updateMatrixWorld(true);
    this._updateFrustum();
}

setPosition() {
    this.camera.position.set(this.position[0], this.position[1], this.position[2]);
    this.camera.updateMatrixWorld(true);
    this._updateFrustum();
}

_updateFrustum() {
    if (this.camera) {
        this._projScreenMatrix.multiplyMatrices(this.camera.projectionMatrix, this.camera.matrixWorldInverse);
        this._frustum.setFromMatrix(this._projScreenMatrix);
    }
}

intersectsObject(object) {
    this._updateFrustum();
    return this._frustum.intersectsObject(object);
}

intersectsBox(box) {
    this._updateFrustum();
    return this._frustum.intersectsBox(box);
}

intersectsSphere(sphere) {
    this._updateFrustum();
    return this._frustum.intersectsSphere(sphere);
}

intersectsSprite(sprite) {
    this._updateFrustum();
    return this._frustum.intersectsSprite(sprite);
}

}

THING.factory.registerClass('SurveillanceCamera', SurveillanceCamera);
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第三步,鼠标悬浮事件和鼠标离开事件,这里我们使用了之前创建的SurveillanceCamera类为obj加上了一个“底座”。

//鼠标悬浮事件
function onMouseOver(targetObj,viewPoint) {

if (currentModule != null)
    return;
overModule = app.query(targetObj)[0];
overModule.style.boundingBox = true;
overModule.moveTo({
    "offset": [0, 6, 0],
    "time": 80,
});
sCamera = app.create({
    type: 'SurveillanceCamera',
    name: 'SurveillanceCamera_',
    position:app.query(viewPoint)[0].position,
    fov: 65,
    aspect: 1.3,
    far: 6,
});
sCamera.angleX = 90;
sCamera.style.opacity = 0.1;

}
//鼠标离开事件
function onMouseOut(targetObj) {

if (currentModule != null)
    return;
if (sCamera) {
    sCamera.destroy();
    sCamera = null;
}
outModule = overModule;
outModule.style.boundingBox = false;
outModule.stopMoving();
outModule.position = [0, 0, 0];
outModule = null;

}
watermark,type_ZmFuZ3poZW5naGVpdGk,shadow_10,text_aHR0cHM6Ly9ibG9nLmNzZG4ubmV0L25pb29vb20=,size_16,color_FFFFFF,t_70

演示地址:EXAMPLE

总结

利用iframe与ThingJS进行交互完成了平面图导航功能,通过自制的HTML界面,嵌入ThingJS的面板中,形成一个可自定义的导航界面,通过偏移实现相应的视觉效果。

制作一个视锥,达到投放影像的效果,这里运用面向对象的方式是为了,能够更快捷的创建视锥,起到复用的作用。

在制作过程中,将物体悬浮的过程时出现了问题,发现如果快速的操作鼠标,物体不会达到预期的视觉效果,例如,鼠标快速的在两个导航图之间切换时,对应的两个物体会不断的上升,尽管将上升与还原的速度加快,也依然无法解决问题。最后解决的办法是:新添加一个变量,将上一次悬浮的物体记录下来,就是文中的 outModule,通过对 outModule 单独操作来解决影响问题。


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