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PCB 全景图技术实现
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【扫一扫了解最新限行尾号】
复制小程序
为了对3D模型理解更透,这里采用threejs(WebGL第三方库)实现,刚开始学习入门,为了能看明白基本上每行代码都注释.
如果仅仅是为了实现全景图,可以用photo-sphere-viewer.js更方便(它也是基于threejs基础上重新封装的)移动端也支持。
由于拍照稳定性原因,导致图片拼接全景图偏位了,后面准备买支架拍图就完美了,
这里是展示网址: http://pcbren.cn/3dfp/ (由于阿里云仅1M带宽,用的低清图),内网用的高清与低清混合图
全景截图
实现代码:
<!DOCTYPE html>
<html lang="en">
<head>
<title>3DFP</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
color: #ffffff;
padding: 5px;
font-family:Monospace;
font-size:13px;
font-weight: bold;
text-align:center;
}
a {
color: #ffffff;
}
</style>
</head>
<body> <div id="container"></div>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js webgl</a>
3DFP
</div>
<script src="build/three.js"></script>
<script>
var camera, scene, renderer;//相机 场景 渲染器
var isUserInteracting = false, //是否鼠标按下
onPointerDownPointerX = 0, //鼠标按下坐标X
onPointerDownPointerY = 0, //鼠标按下坐标Y
onPointerDownLon = 0, //鼠标按下的Lon值
lon = 0, //鼠标移动Lon值
onPointerDownLat = 0, //鼠标按下的lat值
lat = 0, //鼠标移动lat值
phi = 0, //lat角度 --> theta弧度
theta = 0; //lon角度 --> theta弧度
init(); //初使化
animate(); //渲染图形
function init() {
var container, mesh;
container = document.getElementById( 'container' ); //全景图加于DIV容器中
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 );//透视投影照相机
camera.target = new THREE.Vector3( 0, 0, 0 );//设置相机所看的位置
scene = new THREE.Scene();//场景
var geometry = new THREE.SphereGeometry( 500, 60, 40 );//SphereGeometry用来在三维空间内创建一个球体对象.
geometry.scale( - 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( { //使用基本材质(BasicMaterial)的物体,渲染后物体的颜色始终为该材质的颜色,不会由于光照产生明暗、阴影效果
map: new THREE.TextureLoader().load( 'sushe.jpg' ) //***********将全景图地址写入此处 **********
} );
mesh = new THREE.Mesh( geometry, material );//Mesh(图元装配函数) 生成三维物体
scene.add( mesh );//网格添加到场景中
renderer = new THREE.WebGLRenderer();//定义渲染器
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );//设定尺寸
container.appendChild( renderer.domElement );//将场景加入到画面
//事件绑定
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
document.addEventListener( 'wheel', onDocumentMouseWheel, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseDown( event ) {
event.preventDefault();
isUserInteracting = true;
onPointerDownPointerX = event.clientX;
onPointerDownPointerY = event.clientY;
onPointerDownLon = lon;
onPointerDownLat = lat;
}
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 onDocumentMouseWheel( event ) {
camera.fov += event.deltaY * 0.05; //滚动缩放 图像放大缩小在此处更改值大小
camera.updateProjectionMatrix();
} //重复渲染图形
function animate() {
requestAnimationFrame( animate );
update();
} //相机(朝向坐标)调整 与 渲染
function update() {
//自动轨道调整
if ( isUserInteracting === false ) {
lon += 0.1;
}
//轨道调整
lat = Math.max( - 85, Math.min( 85, lat ) );
phi = THREE.Math.degToRad( 90 - lat ); //角度转弧度
theta = THREE.Math.degToRad( lon ); //角度转弧度
//相机朝向坐标
camera.target.x = 500 * Math.sin( phi ) * Math.cos( theta );
camera.target.y = 500 * Math.cos( phi );
camera.target.z = 500 * Math.sin( phi ) * Math.sin( theta );
camera.lookAt( camera.target );
//渲染器--渲染
renderer.render( scene, camera );
}
</script>
</body>
</html>