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Three.js
不仅让WebGL的3D
图形编程变得简单易懂,还通过其强大的扩展库支持丰富的后期处理效果,为3D
场景增添无限魅力。本篇文章将引导您深入了解如何在Three.js
项目中,利用EffectComposer
结合一系列后期处理Pass
(如OutlinePass
、SMAAPass
等)来实现场景中模型的点击高亮效果,提升用户交互体验。
首先,确保您的项目中已正确安装并引入了Three.js及其相关后处理库。可以通过以下命令安装必要的依赖:
npm install three
对于后处理Pass,由于它们通常位于three/examples目录下,可能需要手动下载或使用npm包管理器安装对应的库。
在您的JavaScript文件顶部,导入实现高亮效果所需的模块:
// 用于模型边缘高亮
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { OutlinePass } from "three/examples/jsm/postprocessing/OutlinePass.js";
import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass.js";
import { FXAAShader } from "three/examples/jsm/shaders/FXAAShader.js";
import { SMAAPass } from "three/examples/jsm/postprocessing/SMAAPass.js";
import { UnrealBloomPass } from "three/examples/jsm/postprocessing/UnrealBloomPass.js";
EffectComposer
:创建一个EffectComposer
实例,它是所有后期处理效果的容器。
RenderPass
:首先添加一个RenderPass
,用于渲染基础场景到一张纹理上。
OutlinePass
:紧接着添加OutlinePass
,并配置要高亮的模型。
FXAA/SMAA Pass
:可选地加入抗锯齿Pass
,如FXAAShader
或SMAAPass
,提高边缘平滑度。
UnrealBloomPass
:如果需要,还可以添加UnrealBloomPass
以增强光照和视觉效果。
EffectComposer
与Passes
let composer;
let outlinePass;
let renderPass;
let effectFXAA;
let smaaPass;
let unrealBloomPass;
let previousPopup = null; // 存储之前的弹窗
let popupTimeout = null; // 存储定时器
onMouseDblclick
addEventListener("dblclick", onMouseDblclick, false);
function onMouseDblclick(event) {
let intersects = getIntersects(event);
if (intersects.length !== 0 && intersects[0].object instanceof THREE.Mesh) {
let selectedObject = intersects[0].object;
let selectedObjects = [];
selectedObjects.push(selectedObject.parent);
outlineObj(selectedObjects);
}
}
getIntersects
//获取与射线相交的对象数组
function getIntersects(event) {
let rayCaster = new THREE.Raycaster();
let mouse = new THREE.Vector2();
//通过鼠标点击位置,计算出raycaster所需点的位置,以屏幕为中心点,范围-1到1
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; //这里为什么是-号,没有就无法点中
//通过鼠标点击的位置(二维坐标)和当前相机的矩阵计算出射线位置
rayCaster.setFromCamera(mouse, camera);
return rayCaster.intersectObjects(scene.children, true);
}
outlineObj
函数,进行高亮显示其中轮廓高亮弹窗自行设置
function outlineObj(selectedObjects) {
// 创建一个EffectComposer(效果组合器)对象,然后在该对象上添加后期处理通道。
// 用于模型边缘高亮
composer = new EffectComposer(renderer);
composer.renderTarget1.texture.outputColorSpace = THREE.sRGBEncoding;
composer.renderTarget2.texture.outputColorSpace = THREE.sRGBEncoding;
composer.renderTarget1.texture.encoding = THREE.sRGBEncoding;
composer.renderTarget2.texture.encoding = THREE.sRGBEncoding;
// 新建一个场景通道 为了覆盖到原来的场景上
renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
// 物体边缘发光通道
outlinePass = new OutlinePass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
scene,
camera,
selectedObjects
);
outlinePass.selectedObjects = selectedObjects;
outlinePass.edgeStrength = 10.0; // 边框的亮度
outlinePass.edgeGlow = 0.5; // 光晕[0,1]
outlinePass.usePatternTexture = false; // 是否使用父级的材质
outlinePass.edgeThickness = 1.0; // 边框宽度
outlinePass.downSampleRatio = 1; // 边框弯曲度
outlinePass.pulsePeriod = 5; // 呼吸闪烁的速度
outlinePass.visibleEdgeColor.set(parseInt(0x00ff00)); // 呼吸显示的颜色
outlinePass.hiddenEdgeColor = new THREE.Color(0, 0, 0); // 呼吸消失的颜色
outlinePass.clear = true;
composer.addPass(outlinePass);
// 自定义的着色器通道 作为参数
// effectFXAA = new ShaderPass(FXAAShader);
// effectFXAA.uniforms.resolution.value.set(
// 1 / window.innerWidth,
// 1 / window.innerHeight
// );
// effectFXAA.renderToScreen = true;
// composer.addPass(effectFXAA);
// // 抗锯齿
// smaaPass = new SMAAPass();
// composer.addPass(smaaPass);
// // 发光效果
unrealBloomPass = new UnrealBloomPass();
unrealBloomPass.strength = 0.1;
unrealBloomPass.radius = 0;
unrealBloomPass.threshold = 1;
composer.addPass(unrealBloomPass);
scene.background = new THREE.Color(0x1b1824);
}
if (composer) { composer.render(scene, camera); }
: 这部分代码检查是否存在一个composer
对象(即EffectComposer
实例),如果存在,则调用其render
方法。EffectComposer
是Three.js
的一个后处理工具,用于组合多种后期处理效果(如模糊
、高光
、抗锯齿
等),它在基础渲染之上添加额外的视觉效果。这行代码确保了所有的后期处理Pass
(如之前提到的OutlinePass
、SMAAPass
等)被正确执行。
//渲染循环函数
function render() {
renderer.render(scene, camera); // 执行渲染操作
renderer.autoClear = true;
controls.update(); // 更新控制器
proxy.labelRender.render(scene, camera); // 渲染 CSS3D 标签
if (composer) {
composer.render(scene, camera);
}
requestAnimationFrame(render); // 请求下一帧
}
<template>
<!-- 用于展示Three.js场景的HTML容器 -->
<div id="my-three"></div>
</template>
<script setup>
import { ref, reactive, onMounted, getCurrentInstance } from "vue";
import * as THREE from "three"; // 导入Three.js库
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls"; // 导入轨道控制器以实现场景的旋转、缩放等交互
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader"; // 导入GLTF模型加载器
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
import {
CSS2DRenderer,
CSS2DObject,
} from "three/examples/jsm/renderers/CSS2DRenderer.js";
import {
CSS3DRenderer,
CSS3DSprite,
} from "three/examples/jsm/renderers/CSS3DRenderer.js";
// 用于模型边缘高亮
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { OutlinePass } from "three/examples/jsm/postprocessing/OutlinePass.js";
import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass.js";
import { FXAAShader } from "three/examples/jsm/shaders/FXAAShader.js";
import { SMAAPass } from "three/examples/jsm/postprocessing/SMAAPass.js";
import { UnrealBloomPass } from "three/examples/jsm/postprocessing/UnrealBloomPass.js";
const state = reactive({
pointerLineX: 90,
pointerLineY: 90,
pointerLineZ: -10,
});
let composer;
let outlinePass;
let renderPass;
let effectFXAA;
let smaaPass;
let unrealBloomPass;
let previousPopup = null; // 存储之前的弹窗
let popupTimeout = null; // 存储定时器
// 初始化CSS2DRenderer
// const labelRenderer = new CSS2DRenderer();
// labelRenderer.setSize(window.innerWidth, window.innerHeight);
// labelRenderer.domElement.style.position = "absolute";
// labelRenderer.domElement.style.top = "0px";
// document.body.appendChild(labelRenderer.domElement);
const { proxy } = getCurrentInstance(); // 获取当前Vue组件实例
const gui = new GUI();
// 设置cube纹理加载器,立方体纹理加载器
// const cubeTextureLoader = new THREE.CubeTextureLoader();
// // 设置环境贴图
// const envMapTexture = cubeTextureLoader.load([
// "../../public/csjkbz.jpg",
// "../../public/csjkbz.jpg",
// "../../public/csjkbz.jpg",
// "../../public/csjkbz.jpg",
// "../../public/csjkbz.jpg",
// "../../public/csjkbz.jpg",
// ]);
onMounted(() => {
document.getElementById("my-three")?.appendChild(renderer.domElement); // 将渲染器的DOM元素挂载到页面上
init(); // 初始化场景、相机和光源
// renderModel(); // 设置渲染参数
gltfModel1(); // 加载GLTF模型
render(); // 启动渲染循环
});
// 定义场景宽度和高度
const width = window.innerWidth,
height = window.innerHeight;
const scene = new THREE.Scene(); // 创建场景
const renderer = new THREE.WebGLRenderer(); // 创建渲染器
const loader = new GLTFLoader(); // 创建GLTF加载器
const camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000); // 创建透视相机
const controls = new OrbitControls(camera, renderer.domElement); // 创建控制器
let glbModel;
function outlineObj(selectedObjects) {
// 创建一个EffectComposer(效果组合器)对象,然后在该对象上添加后期处理通道。
// 用于模型边缘高亮
composer = new EffectComposer(renderer);
composer.renderTarget1.texture.outputColorSpace = THREE.sRGBEncoding;
composer.renderTarget2.texture.outputColorSpace = THREE.sRGBEncoding;
composer.renderTarget1.texture.encoding = THREE.sRGBEncoding;
composer.renderTarget2.texture.encoding = THREE.sRGBEncoding;
// 新建一个场景通道 为了覆盖到原来的场景上
renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
// 物体边缘发光通道
outlinePass = new OutlinePass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
scene,
camera,
selectedObjects
);
outlinePass.selectedObjects = selectedObjects;
outlinePass.edgeStrength = 10.0; // 边框的亮度
outlinePass.edgeGlow = 0.5; // 光晕[0,1]
outlinePass.usePatternTexture = false; // 是否使用父级的材质
outlinePass.edgeThickness = 1.0; // 边框宽度
outlinePass.downSampleRatio = 1; // 边框弯曲度
outlinePass.pulsePeriod = 5; // 呼吸闪烁的速度
outlinePass.visibleEdgeColor.set(parseInt(0x00ff00)); // 呼吸显示的颜色
outlinePass.hiddenEdgeColor = new THREE.Color(0, 0, 0); // 呼吸消失的颜色
outlinePass.clear = true;
composer.addPass(outlinePass);
// 自定义的着色器通道 作为参数
// effectFXAA = new ShaderPass(FXAAShader);
// effectFXAA.uniforms.resolution.value.set(
// 1 / window.innerWidth,
// 1 / window.innerHeight
// );
// effectFXAA.renderToScreen = true;
// composer.addPass(effectFXAA);
// // 抗锯齿
// smaaPass = new SMAAPass();
// composer.addPass(smaaPass);
// // 发光效果
unrealBloomPass = new UnrealBloomPass();
unrealBloomPass.strength = 0.1;
unrealBloomPass.radius = 0;
unrealBloomPass.threshold = 1;
composer.addPass(unrealBloomPass);
scene.background = new THREE.Color(0x1b1824);
}
function init() {
// 光源设置
const ambient = new THREE.AmbientLight(0xffffff, 0.5); // 添加环境光
scene.add(ambient);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8); // 添加平行光
directionalLight.position.set(95, 585, 39); // 设置光源位置
scene.add(directionalLight);
const directionalLight4 = new THREE.DirectionalLight(0xffffff, 0.8); // 添加平行光
directionalLight.position.set(95, 585, 39); // 设置光源位置
scene.add(directionalLight4);
//设置相机位置
camera.position.set(-20, 300, 700); // 设置相机位置
//设置相机方向
camera.lookAt(0, 0, 0); // 设置相机朝向场景中心
//辅助坐标轴
const axesHelper = new THREE.AxesHelper(200); //参数200标示坐标系大小,可以根据场景大小去设置
scene.add(axesHelper);
// 设置场景背景色 envMapTexture
scene.background = new THREE.Color(0x1b1824);
// 设置渲染器像素比,适应设备分辨率
renderer.setPixelRatio(window.devicePixelRatio);
renderer.antialias = true;
renderer.antialiasing = "Subpixel Morphological Anti-Aliasing"; // 使用更高级别的抗锯齿算法
// 设置渲染器参数
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 2.5;
// 初始化 CSS3DRenderer
const labelRender = new CSS3DRenderer();
labelRender.setSize(window.innerWidth, window.innerHeight);
labelRender.domElement.style.position = "absolute";
labelRender.domElement.style.top = "0px";
labelRender.domElement.style.pointerEvents = "none";
document.getElementById("my-three").appendChild(labelRender.domElement);
proxy.labelRender = labelRender;
// 更新控制器
controls.update();
}
function gltfModel1() {
// 加载GLTF模型
loader.load(
"../../public/yuanqu.glb",
function (gltf) {
// 模型加载完成后的回调函数
glbModel = gltf.scene;
scene.add(gltf.scene); // 将模型添加到场景中
glbModel.traverse((object) => {
if (object.name === "fufachejian") {
const worldPosition = object.getWorldPosition(new THREE.Vector3());
console.log("worldPosition", worldPosition);
const div = document.createElement("div");
div.className = "workshop-text";
div.innerHTML = "<div class='fufachejian'></div>";
// 创建CSS3DSprite
const tag = new CSS3DSprite(div);
tag.position.set(8, 3, 50); // 调整标签位置
object.add(tag);
createPointerLine(
new THREE.Vector3(200, 17, -150),
new THREE.Vector3(200, 45, -150),
0x00ff00,
1,
"#ff0000"
);
}
if (object.name === "bangongqu") {
const div = document.createElement("div");
div.className = "workshop-text";
div.innerHTML = "<div class='bangonglou'></div>";
// 创建CSS3DSprite
const tag = new CSS3DSprite(div);
tag.position.set(8, 3, 93); // 调整标签位置
object.add(tag);
createPointerLine(
new THREE.Vector3(20, 103, -45),
new THREE.Vector3(20, 131, -45),
0x00ff00,
1,
"#ff0000"
);
}
if (object.name === "qiye_01") {
const div = document.createElement("div");
div.className = "workshop-text";
div.innerHTML = "<div class='qiye'></div>";
// 创建CSS3DSprite
const tag = new CSS3DSprite(div);
tag.position.set(8, 3, 60); // 调整标签位置
object.add(tag);
createPointerLine(
new THREE.Vector3(262, 40, 128),
new THREE.Vector3(262, 68, 128),
0x00ff00,
1,
"#ff0000"
);
}
if (object.name === "qiye_002") {
const div = document.createElement("div");
div.className = "workshop-text";
div.innerHTML = "<div class='qiye'></div>";
// 创建CSS3DSprite
const tag = new CSS3DSprite(div);
tag.position.set(12, -5, 80); // 调整标签位置
object.add(tag);
createPointerLine(
new THREE.Vector3(-200, 40, 128),
new THREE.Vector3(-200, 68, 128),
0x00ff00,
1,
"#ff0000"
);
}
if (object.name === "chejian_06") {
const div = document.createElement("div");
div.className = "workshop-text";
// div.innerHTML = "<p>车间6</p>";
// 创建CSS3DSprite
const tag = new CSS3DSprite(div);
tag.position.set(8, 3, 38); // 调整标签位置
object.add(tag);
}
if (object.name === "chejian_03") {
const div = document.createElement("div");
div.className = "workshop-text";
// div.innerHTML = "<p>仓库3</p>";
// 创建CSS3DSprite
const tag = new CSS3DSprite(div);
tag.position.set(8, 3, 38); // 调整标签位置
object.add(tag);
}
if (object.name === "chejian_02") {
const div = document.createElement("div");
div.className = "workshop-text";
// div.innerHTML = "<p>仓库2</p>";
// 创建CSS3DSprite
const tag = new CSS3DSprite(div);
tag.position.set(8, 3, 38); // 调整标签位置
object.add(tag);
}
if (object.name === "chejian_01") {
const div = document.createElement("div");
div.className = "workshop-text";
// div.innerHTML = "<p>仓库1</p>";
// 创建CSS3DSprite
const tag = new CSS3DSprite(div);
tag.position.set(8, 3, 38); // 调整标签位置
object.add(tag);
}
if (object.name === "yuanliaolou") {
const div = document.createElement("div");
div.className = "workshop-text";
// div.innerHTML = "<p>原料楼</p>";
// 创建CSS3DSprite
const tag = new CSS3DSprite(div);
tag.position.set(-10, -1, 38); // 调整标签位置
object.add(tag);
}
if (object.name === "qizhan") {
const div = document.createElement("div");
div.className = "workshop-text";
// div.innerHTML = "<p>气站</p>";
// 创建CSS3DSprite
const tag = new CSS3DSprite(div);
tag.position.set(-10, -1, 20); // 调整标签位置
object.add(tag);
}
if (object.name === "yuanpian") {
const div = document.createElement("div");
div.className = "workshop-text";
// div.innerHTML = "<p>原片仓库</p>";
// 创建CSS3DSprite
const tag = new CSS3DSprite(div);
tag.position.set(-6, 7, 30); // 调整标签位置
object.add(tag);
}
if (
object.name === "yuchuli002" ||
object.name === "yuchuli003" ||
object.name === "yuchuli"
) {
const div = document.createElement("div");
div.className = "workshop-text";
if (object.name === "yuchuli002") {
// div.innerHTML = "<p>预处理车间1</p>";
} else if (object.name === "yuchuli003") {
// div.innerHTML = "<p>预处理车间2</p>";
} else if (object.name === "yuchuli") {
// div.innerHTML = "<p>预处理车间1</p>";
}
// 创建CSS3DSprite
const tag = new CSS3DSprite(div);
tag.position.set(-6, 7, 30); // 调整标签位置
object.add(tag);
}
});
},
function (xhr) {
// 加载进度回调
const percent = Math.floor((xhr.loaded / xhr.total) * 100); // 计算加载进度百分比
// console.log(`模型加载进度:${percent}%`);
}
);
}
function renderModel() {
//渲染
renderer.setSize(width, height); //设置渲染区尺寸
renderer.render(scene, camera); //执行渲染操作、指定场景、相机作为参数
// renderer.setClearColor(0x00ff00); // 设置背景颜色为绿色/
renderer.toneMapping = THREE.ACESFilmicToneMapping;
// 设置曝光度
renderer.toneMappingExposure = 1; // 适当调整曝光度
// 设置控制器的角度限制
// controls.minPolarAngle = Math.PI / 4; // 最小极角为 45 度
controls.maxPolarAngle = Math.PI / 1; // 最大极角为 90 度
}
// 创建指向线的函数
function createPointerLine(start, end, color, width, background) {
// 创建指向线的几何体
const geometry = new THREE.BufferGeometry();
const vertices = new Float32Array([
start.x,
start.y,
start.z,
end.x,
end.y,
end.z,
]);
geometry.setAttribute("position", new THREE.BufferAttribute(vertices, 3));
// 创建指向线的材质
const material = new THREE.LineBasicMaterial({
color: "#ff0000", // 指定线的颜色
linewidth: width, // 设置线的宽度
});
// 创建指向线对象
const line = new THREE.Line(geometry, material);
// 创建一个 Object3D 用于存放线
const pointerGroup = new THREE.Object3D();
pointerGroup.add(line);
// 计算线的方向向量
const direction = new THREE.Vector3().copy(end).sub(start).normalize();
// 计算线头和线尾的位置, 设置圆饼偏移量
const headPosition = new THREE.Vector3()
.copy(start)
.addScaledVector(direction, 31.5);
const tailPosition = new THREE.Vector3()
.copy(end)
.addScaledVector(direction, -28);
//贴图
// 使用 TextureLoader 加载贴图
const yxTextureLoader = new THREE.TextureLoader();
const yxTexture = yxTextureLoader.load("../../public/label/yuandianTop.png"); // 加载贴图
// 创建线头圆饼
const headGeometry = new THREE.CircleGeometry(4, 32);
const headMaterial = new THREE.MeshBasicMaterial({
color: "#02f1ff", // 指定线尾的颜色
side: THREE.DoubleSide, // 设置双面可见
map: yxTexture, // 设置贴图
transparent: true, // 设置材质为透明
});
const headMesh = new THREE.Mesh(headGeometry, headMaterial);
headMesh.position.copy(headPosition);
// 创建线尾圆饼
const tailGeometry = new THREE.CircleGeometry(1, 32);
const tailMaterial = new THREE.MeshBasicMaterial({
color: "#02f1ff",
side: THREE.DoubleSide,
});
const tailMesh = new THREE.Mesh(tailGeometry, tailMaterial);
tailMesh.position.copy(tailPosition);
// 使用 TextureLoader 加载背景纹理图片
const backgroundMaterial = new THREE.MeshBasicMaterial({
// map: backgroundTexture, // 设置背景的纹理贴图
side: THREE.DoubleSide, // 设置双面可见
color: "#02f1ff",
});
const backgroundGeometry = new THREE.PlaneGeometry(
width,
end.distanceTo(start), // 背景的长度,即线段的长度
1,
1
);
const backgroundMesh = new THREE.Mesh(backgroundGeometry, backgroundMaterial);
// 设置背景的位置为线段的中点
const midpoint = new THREE.Vector3().copy(start).add(end).multiplyScalar(0.5);
backgroundMesh.position.copy(midpoint); // 设置背景的朝向
// 设置背景的朝向(垂直方向上朝向相机位置),计算垂直方向上背景朝向的点,即与相机位置相同高度的点
const verticalLookAtPoint = new THREE.Vector3(
camera.position.x,
backgroundMesh.position.y,
camera.position.z
);
backgroundMesh.lookAt(verticalLookAtPoint);
// backgroundMesh.up.set(0, 1, 0);
// 将线和背景添加到场景中
function updateOrientation() {
headMesh.lookAt(camera.position); // 使线头始终朝向相机
tailMesh.lookAt(camera.position); // 使线尾始终朝向相机
// 获取相机的水平方向向量
const cameraDirection = camera
.getWorldDirection(new THREE.Vector3())
.normalize();
const cameraHorizontalDirection = new THREE.Vector3(
cameraDirection.x,
0,
cameraDirection.z
).normalize();
// 让背景朝向相机的水平方向
backgroundMesh.lookAt(
backgroundMesh.position.clone().add(cameraHorizontalDirection)
);
}
// 在渲染循环中调用更新函数
function render() {
updateOrientation();
requestAnimationFrame(render);
}
render();
scene.add(headMesh);
scene.add(backgroundMesh);
scene.add(tailMesh);
}
//渲染循环函数
function render() {
renderer.render(scene, camera); // 执行渲染操作
renderer.autoClear = true;
controls.update(); // 更新控制器
proxy.labelRender.render(scene, camera); // 渲染 CSS3D 标签
if (composer) {
composer.render(scene, camera);
}
requestAnimationFrame(render); // 请求下一帧
}
// 画布跟随窗口变化
window.onresize = function () {
renderer.setSize(window.innerWidth, window.innerHeight); // 重设渲染器尺寸
camera.aspect = window.innerWidth / window.innerHeight; // 更新相机的长宽比
renderer.autoClear = true;
camera.updateProjectionMatrix(); // 更新相机的投影矩阵
};
window.addEventListener("keydown", function (event) {
switch (event.key) {
case "ArrowLeft": // 按左箭头键
moveLeft();
break;
case "ArrowRight": // 按右箭头键
moveRight();
break;
}
});
// 交互事件
addEventListener("dblclick", onMouseDblclick, false);
function onMouseDblclick(event) {
let intersects = getIntersects(event);
if (intersects.length !== 0 && intersects[0].object instanceof THREE.Mesh) {
let selectedObject = intersects[0].object;
let selectedObjects = [];
selectedObjects.push(selectedObject.parent);
outlineObj(selectedObjects);
}
}
function moveLeft() {
if (glbModel) {
glbModel.position.x -= 10; // 向左移动10单位
}
}
function moveRight() {
if (glbModel) {
glbModel.position.x += 10; // 向右移动10单位
}
}
//获取与射线相交的对象数组
function getIntersects(event) {
let rayCaster = new THREE.Raycaster();
let mouse = new THREE.Vector2();
//通过鼠标点击位置,计算出raycaster所需点的位置,以屏幕为中心点,范围-1到1
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; //这里为什么是-号,没有就无法点中
//通过鼠标点击的位置(二维坐标)和当前相机的矩阵计算出射线位置
rayCaster.setFromCamera(mouse, camera);
return rayCaster.intersectObjects(scene.children, true);
}
</script>
<style>
#my-three {
/* width: 100vh;
height: 100vh; */
}
.aline {
height: 500px;
background: red !important;
width: 10px !important; /* 设置线的宽度为 10px */
background-color: #ff0000 !important; /* 设置线的背景色为红色 */
}
.workshop-textA {
background: red !important;
/* height: 50px !important; */
display: block;
}
.workshop-text .fufachejian {
height: 20px;
width: 60px;
background: url("../../public/label/ffcj.png");
background-size: 100%;
background-repeat: no-repeat;
}
.workshop-text .bangonglou {
height: 20px;
width: 60px;
background: url("../../public/label/zhglbg.png");
background-size: 100%;
background-repeat: no-repeat;
}
.workshop-text .qiye {
height: 20px;
width: 60px;
background: url("../../public/label/blcyltfwqy.png");
background-size: 100%;
background-repeat: no-repeat;
}
.workshop-text p {
font-size: 0.9rem;
font-weight: bold;
padding: 10px;
color: #0ff;
}
#tag {
padding: 0px 10px;
border: #00ffff solid 1px;
height: 40px;
border-radius: 5px;
width: 65px;
}
.taga {
display: block;
widows: 50px;
height: 50px;
background: red;
}
.taga p {
height: 50px;
width: 50px;
background: red;
}
</style>
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