| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200 | <!doctype html><html lang="en"><head>    <meta charset="UTF-8">    <meta name="viewport"          content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">    <meta http-equiv="X-UA-Compatible" content="ie=edge">    <title>模型标注</title>    <link rel="stylesheet" href="/static/hplus/css/bootstrap.min.css">    <link rel="stylesheet" href="/admin/css/common.css">    <style>        html,body {            padding: 0;            margin: 0;            overflow: hidden;        }        .red-label{            position: fixed;            z-index: 100;            width: 10px;            height: 10px;            border-radius: 50%;            background-color: red;        }        .pbtn{            padding: 10px;        }    </style></head><body><div id="label2" class="red-label"></div><div class="pbtn">    <form method="post" action="{:url('three')}" class="form-horizontal">        <input type="hidden" name="id" value="{$id}">        <input type="hidden" name="x" id="x" value="{$x}">        <input type="hidden" name="y" id="y" value="{$y}">        <input type="hidden" name="z" id="z" value="{$z}">        <button class="btn btn-primary ajax-post" data-layer="1" target-form="form-horizontal" type="submit">保 存</button>    </form></div><script src="/static/hplus/js/jquery.min.js?v=2.1.4"></script><script src="/static/layer3.2.0/layer.js"></script><script src="/static/threejs135/three.min.js"></script><script src="/static/threejs135/js/controls/OrbitControls.js"></script><!-- 引入gltf模型加载库GLTFLoader.js --><script src="/static/threejs135/js/loaders/GLTFLoader.js"></script><script src="/static/threejs135/js/loaders/DRACOLoader.js"></script><script src="/static/threejs135/js/environments/RoomEnvironment.js"></script><script src="/static/threejs135/js/renderers/CSS3DRenderer.js"></script><!--<script src="/static/threejs135/jsm/loaders/DRACOLoader.js"></script>--><!--<script src="/static/threejs135/jsm/loaders/GLTFLoader.js"></script>--><script src="/admin/js/common.js"></script><script>    window.onload=function(){        var x = '{$x}';        var y = '{$y}';        var z = '{$z}';        var gltf = null;        /**         * 创建场景对象Scene         */        var scene = new THREE.Scene();        /**         * 光源设置         */            //点光源        // var point = new THREE.PointLight(0x444444);        // point.position.set(200, 200, 300); //点光源位置        // // scene.add(point); //点光源添加到场景中        // //环境光        // var ambient = new THREE.AmbientLight(0x444444);        // scene.add(ambient);        /**         * 相机设置         */        var width = window.innerWidth; //窗口宽度        var height = window.innerHeight; //窗口高度        var k = width / height; //窗口宽高比        var s = 15; //三维场景显示范围控制系数,系数越大,显示的范围越大        //创建相机对象        // var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 0.01, 1000);        // var camera = new THREE.OrthographicCamera(30, width * height, s, -s, 0.01, 1000);        var camera = new THREE.PerspectiveCamera(60, width / height, 0.01, 3000);        // camera.position.set(200, 300, 200);        // camera.position.set(-30, 18, 0); //设置相机位置        // camera.position.set(30, 20, 20);        camera.position.set(0, 11, 39);        camera.lookAt(scene.position); //设置相机方向(指向的场景对象)        var renderer = new THREE.WebGLRenderer({            antialias: true  // 开启锯齿        });        renderer.setSize(width, height); //设置渲染区域尺寸        // renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色        document.body.appendChild(renderer.domElement); //body元素中插入canvas对象        renderer.domElement.style.position = 'absolute';        renderer.domElement.style.top = '0px';        renderer.domElement.style.zIndex = '-1'; // canvas全屏,不遮挡其它HTML元素        // 执行渲染操作   指定场景、相机作为参数        renderer.render(scene, camera);        var pmremGenerator = new THREE.PMREMGenerator(renderer);        pmremGenerator.compileEquirectangularShader();        scene.environment = pmremGenerator.fromScene(new THREE.RoomEnvironment()).texture;        // 创建一个CSS3渲染器CSS3DRenderer        var CSS3Renderer = new THREE.CSS3DRenderer();        CSS3Renderer.setSize(width, height);        CSS3Renderer.domElement.style.position = 'absolute';        // 相对标签原位置位置偏移大小        CSS3Renderer.domElement.style.top = '0px';        CSS3Renderer.domElement.style.left = '0px';        // //设置.pointerEvents=none,以免模型标签HTML元素遮挡鼠标选择场景模型        CSS3Renderer.domElement.style.pointerEvents = 'none';        document.body.appendChild(CSS3Renderer.domElement);        // 渲染函数        function render() {            CSS3Renderer.render(scene, camera); // 执行渲染操作            renderer.render(scene, camera); // 执行渲染操作            requestAnimationFrame(render); // 请求再次执行渲染函数render,渲染下一帧        }        render();        const controls = new THREE.OrbitControls(camera, renderer.domElement);// 创建控件对象        controls.enableZoom = true;        console.log(controls);        window.addEventListener('click', choose); // 监听窗口鼠标单击事件        if(x){            drawPointer(x,y,z);        }        function choose(event) {            console.log(camera,camera.position);            const Sx = event.clientX; // 鼠标单击位置横坐标            const Sy = event.clientY; // 鼠标单击位置纵坐标            // 屏幕坐标转WebGL标准设备坐标            const x = (Sx / window.innerWidth) * 2 - 1; // WebGL标准设备横坐标            const y = -(Sy / window.innerHeight) * 2 + 1; // WebGL标准设备纵坐标            // 创建一个射线投射器`Raycaster`            const raycaster = new THREE.Raycaster();            // 通过鼠标单击位置标准设备坐标和相机参数计算射线投射器`Raycaster`的射线属性.ray            raycaster.setFromCamera(new THREE.Vector2(x, y), camera);            // 返回.intersectObjects()参数中射线选中的网格模型对象            // 未选中对象返回空数组[],选中一个数组1个元素,选中两个数组两个元素            const intersects = raycaster.intersectObjects(gltf.scene.children);            console.log('射线器返回的对象', intersects);            // console.log("射线投射器返回的对象 点point", intersects[0].point);            // intersects.length大于0说明,说明选中了模型            if (intersects.length > 0) {                // 选中模型的第一个设置为半透明                drawPointer(intersects[0].point.x,intersects[0].point.y,intersects[0].point.z);                $('#x').val(intersects[0].point.x);                $('#y').val(intersects[0].point.y);                $('#z').val(intersects[0].point.z);            }        }        function drawPointer(x,y,z) {            let worldVector1 = new THREE.Vector3(x,y,z);            const div = document.getElementById('label2');            div.style.display = 'block';            const obj = new THREE.CSS3DSprite(div);            scene.add(obj);            obj.position.copy(worldVector1);            obj.scale.set(0.05, 0.05, 0.05); // 缩放CSS3DObject模型对象        }        // 显示坐标辅助线        // const axes = new THREE.AxisHelper(200);        // scene.add(axes);        var loader = new THREE.GLTFLoader(); // 创建一个GLTF加载器        var dracoLoader = new THREE.DRACOLoader();        dracoLoader.setDecoderPath('/static/threejs135/js/libs/draco/gltf/');        loader.setDRACOLoader(dracoLoader);        loader.load('/hbzyy.gltf', (gltfObj) => {            console.log('控制台查看加载gltf文件返回的对象结构', gltfObj);            gltf = gltfObj;            scene.add(gltf.scene);            scene.environment = pmremGenerator.fromScene(new THREE.RoomEnvironment(), 100).texture;            gltf.scene.scale.set(0.02, 0.02, 0.02);// 整体缩放        }, (xhr) => {            // 控制台查看加载进度xhr            // 通过加载进度xhr可以控制前端进度条进度   Math.floor:小数加载进度取整            console.log(`加载进度${Math.floor(xhr.loaded / xhr.total * 100)}%`);        });    };</script></body></html>
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