首页 前端知识 three.js实现3d地图,包含散点,地图背景图片(vue)

three.js实现3d地图,包含散点,地图背景图片(vue)

2024-05-19 09:05:32 前端知识 前端哥 754 793 我要收藏

效果图

图片资源:

1、下载three.js及d3依赖,我这里使用的是three r153版本

npm i three
npm i d3

2、使用d3将地理坐标转换成坐标轴xy值,在地图区域及边界线加载到场景后,通过包围盒计算完整地图的max和min坐标,再根据max和min的值重新计算每个地图区域的uv坐标,如果不重新计算uv坐标会导致贴图显示异常

this.projection = d3
        .geoMercator()
        .center(this.centerCoordinate)
        .translate([0, 0]);


// 加载地图背景
const backgroundTexture = new THREE.TextureLoader().load(
  require("@/assets/images/map.png")
);
// 加载地图
let fileLoader = new THREE.FileLoader();
fileLoader.load("/anhui.json", (data) => {
  // 添加地图及边界线
  this.addMapGeometry(data);
  // 重新计算地图uv坐标
  let arr = [];
  let box = new THREE.Box3();
  for (let v of this.map.children) {
    for (let v2 of v.children) {
      // 判断是否为ExtrudeGeometry
      if (v2.geometry instanceof THREE.ExtrudeGeometry) {
        arr.push(v2);
        let itemBox = new THREE.Box3().setFromObject(v);
        box.union(itemBox);
      }
    }
  }
  var bboxMin = box.min;
  var bboxMax = box.max;
  // 计算UV的缩放比例
  var uvScale = new THREE.Vector2(
    1 / (bboxMax.x - bboxMin.x),
    1 / (bboxMax.y - bboxMin.y)
  );
  for (let v of arr) {
    let uvAttribute = v.geometry.getAttribute("uv");
    for (let i = 0; i < uvAttribute.count; i++) {
      let u = uvAttribute.getX(i);
      let v = uvAttribute.getY(i);
      // 将UV坐标进行归一化
      let normalizedU = (u - bboxMin.x) * uvScale.x;
      let normalizedV = (v - bboxMin.y) * uvScale.y;
      // 更新UV坐标
      uvAttribute.setXY(i, normalizedU, normalizedV);
    }
    // 更新几何体的UV属性
    v.geometry.setAttribute("uv", uvAttribute);
    v.material.map = backgroundTexture;
    v.material.needsUpdate = true;
  }
});

addMapGeometry(jsondata) {
// 初始化一个地图对象
this.map = new THREE.Object3D();
jsondata = JSON.parse(jsondata);
jsondata.features.forEach((elem) => {
  // 定一个省份3D对象
  const province = new THREE.Object3D();
  // 每个的 坐标 数组
  const coordinates = elem.geometry.coordinates;

  if (elem.geometry.type === "MultiPolygon") {
    // 循环坐标数组
    coordinates.forEach((multiPolygon) => {
      multiPolygon.forEach((polygon) => {
        this.drawItem(elem, polygon, province);
      });
    });
    this.map.add(province);
  } else if (elem.geometry.type === "Polygon") {
    // 循环坐标数组
    coordinates.forEach((polygon) => {
      this.drawItem(elem, polygon, province);
    });
    this.map.add(province);
  }
});
this.scene.add(this.map);
},
drawItem(elem, polygon, province) {
const shape = new THREE.Shape();
const pointsArray = new Array();
for (let i = 0; i < polygon.length; i++) {
  const [x, y] = this.projection(polygon[i]);
  if (i === 0) {
    shape.moveTo(x, -y);
  }
  shape.lineTo(x, -y);
  pointsArray.push(new THREE.Vector3(x, -y, this.mapConfig.deep));
}
let curve = new THREE.CatmullRomCurve3(pointsArray);
// 这里使用TubeGeometry没有使用line,主要考虑到line的宽度无法设置,也可以使用其他第三方依赖
var tubeGeometry = new THREE.TubeGeometry(
  curve,
  Math.floor(pointsArray.length),
  0.02,
  10
);

const extrudeSettings = {
  depth: this.mapConfig.deep,
  bevelEnabled: false, // 对挤出的形状应用是否斜角
};
const geometry = new THREE.ExtrudeGeometry(shape, extrudeSettings);
geometry.computeBoundingBox();
// 创建地图区域材质
let meshMaterial = new THREE.MeshStandardMaterial({
  color: "#ffffff",
  transparent: true,
  opacity: 1,
});
// 创建地图边界线材质
let lineMaterial = new THREE.MeshBasicMaterial({
  color: "#ceebf7",
});

const mesh = new THREE.Mesh(geometry, meshMaterial);
const line = new THREE.Mesh(tubeGeometry, lineMaterial);
// 将省份的属性 加进来
province.properties = elem.properties;
province.add(mesh);
this.boundaryLineArr.push(line);
province.add(line);
},

3、设置后期处理

//设置光晕
this.composer = new EffectComposer(this.renderer); //效果组合器
//创建通道
let renderScene = new RenderPass(this.scene, this.camera);
this.composer.addPass(renderScene);

let outlinePass = new OutlinePass(
  new THREE.Vector2(window.innerWidth, window.innerHeight),
  this.scene,
  this.camera,
  this.boundaryLineArr // 边界线数组
);
outlinePass.renderToScreen = true;
outlinePass.edgeGlow = 2; // 光晕效果
outlinePass.usePatternTexture = false;
outlinePass.edgeThickness = 10; // 边框宽度
outlinePass.edgeStrength = 1.5; // 光晕效果
outlinePass.pulsePeriod = 0; // 光晕闪烁的速度
outlinePass.visibleEdgeColor.set("#1acdec");
outlinePass.hiddenEdgeColor.set("#1acdec");
this.composer.addPass(outlinePass);

完整代码

注:我这边使用的是安徽的地图,需要替换自己的地图json以及地图中心地理坐标

<template>
  <div class="page" id="page" ref="page">
    <div class="tooltip" ref="tooltip" v-show="show">
      {{ selectedPointData.name }}
    </div>
  </div>
</template>

<script>
import * as THREE from "three";
import * as d3 from "d3";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { UnrealBloomPass } from "three/examples/jsm/postprocessing/UnrealBloomPass.js";
import { OutlinePass } from "three/examples/jsm/postprocessing/OutlinePass.js";
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
export default {
  data() {
    return {
      scene: null,
      camera: null,
      renderer: null,
      controls: null,
      centerCoordinate: [117.13, 31.89], // 地图中心地理坐标
      projection: null, // Mercator 投影
      mapConfig: {
        deep: 0.2, // 挤出的深度
      },
      boundaryLineArr: [], // 边界线
      composer: "", // 后期处理
      pointData: [
        {
          coordinates: [117.33, 31.79],
          type: 1,
          name: "合肥",
          value: 100,
        },
        {
          coordinates: [118.502, 31.684],
          type: 1,
          name: "马鞍山",
          value: 100,
        },
      ],
      pointInstanceArr: [], // 坐标点实例
      show: false, // 是否显示tooltip
      selectedPointData: {}, // 选中的坐标点数据
    };
  },

  mounted() {
    this.init();
    window.addEventListener("resize", () => {
      this.renderer.setSize(window.innerWidth, window.innerHeight);
      this.camera.aspect = window.innerWidth / window.innerHeight;
      this.camera.updateProjectionMatrix();
    });
  },

  methods: {
    init() {
      this.renderer = new THREE.WebGLRenderer();
      this.renderer.setSize(window.innerWidth, window.innerHeight);
      this.renderer.outputColorSpace = THREE.LinearSRGBColorSpace;
      document.querySelector("#page").appendChild(this.renderer.domElement);

      this.scene = new THREE.Scene();
      this.camera = new THREE.PerspectiveCamera(
        45,
        window.innerWidth / window.innerHeight,
        0.1,
        1000
      );
      this.camera.position.set(5, 5, 26);
      this.camera.lookAt(0, 0, 0);

      // let axesHelp = new THREE.AxesHelper(5);
      // this.scene.add(axesHelp);

      this.controls = new OrbitControls(this.camera, this.renderer.domElement);

      // 墨卡托投影转换
      this.projection = d3
        .geoMercator()
        .center(this.centerCoordinate)
        .translate([0, 0]); // 根据地球贴图做轻微调整
      // 添加地图
      this.addMap();
      // 给地图边界线添加outline效果
      this.setLineOutline();

      // 添加灯光
      let ambientLight = new THREE.AmbientLight(0xffffff, 1);
      this.scene.add(ambientLight);

      // 添加散点
      this.setPoint();
      // 设置光线投射
      this.setRaycaster();

      this.render();
    },
    render() {
      this.renderer.render(this.scene, this.camera);
      this.controls.update();
      if (this.composer) this.composer.render();
      requestAnimationFrame(this.render);
    },
    // 添加地图
    addMap() {
      // 加载地图背景
      const backgroundTexture = new THREE.TextureLoader().load(
        require("@/assets/images/map.png")
      );
      // 加载地图
      let fileLoader = new THREE.FileLoader();
      fileLoader.load("/anhui.json", (data) => {
        // 添加地图及边界线
        this.addMapGeometry(data);
        // 重新计算地图uv坐标
        let arr = [];
        let box = new THREE.Box3();
        for (let v of this.map.children) {
          for (let v2 of v.children) {
            // 判断是否为ExtrudeGeometry,只计算所有地图区域总和的包围盒大小
            if (v2.geometry instanceof THREE.ExtrudeGeometry) {
              arr.push(v2);
              let itemBox = new THREE.Box3().setFromObject(v2);
              box.union(itemBox);
            }
          }
        }
        var bboxMin = box.min;
        var bboxMax = box.max;
        // 计算UV的缩放比例
        var uvScale = new THREE.Vector2(
          1 / (bboxMax.x - bboxMin.x),
          1 / (bboxMax.y - bboxMin.y)
        );
        for (let v of arr) {
          let uvAttribute = v.geometry.getAttribute("uv");
          for (let i = 0; i < uvAttribute.count; i++) {
            let u = uvAttribute.getX(i);
            let v = uvAttribute.getY(i);
            // 将UV坐标进行归一化
            let normalizedU = (u - bboxMin.x) * uvScale.x;
            let normalizedV = (v - bboxMin.y) * uvScale.y;
            // 更新UV坐标
            uvAttribute.setXY(i, normalizedU, normalizedV);
          }
          // 更新几何体的UV属性
          v.geometry.setAttribute("uv", uvAttribute);
          v.material.map = backgroundTexture;
          v.material.needsUpdate = true;
        }
      });
    },
    addMapGeometry(jsondata) {
      // 初始化一个地图对象
      this.map = new THREE.Object3D();
      jsondata = JSON.parse(jsondata);
      jsondata.features.forEach((elem) => {
        // 定一个省份3D对象
        const province = new THREE.Object3D();
        // 每个的 坐标 数组
        const coordinates = elem.geometry.coordinates;

        if (elem.geometry.type === "MultiPolygon") {
          // 循环坐标数组
          coordinates.forEach((multiPolygon) => {
            multiPolygon.forEach((polygon) => {
              this.drawItem(elem, polygon, province);
            });
          });
          this.map.add(province);
        } else if (elem.geometry.type === "Polygon") {
          // 循环坐标数组
          coordinates.forEach((polygon) => {
            this.drawItem(elem, polygon, province);
          });
          this.map.add(province);
        }
      });
      this.scene.add(this.map);
    },
    drawItem(elem, polygon, province) {
      const shape = new THREE.Shape();
      const pointsArray = new Array();
      for (let i = 0; i < polygon.length; i++) {
        const [x, y] = this.projection(polygon[i]);
        if (i === 0) {
          shape.moveTo(x, -y);
        }
        shape.lineTo(x, -y);
        pointsArray.push(new THREE.Vector3(x, -y, this.mapConfig.deep));
      }
      let curve = new THREE.CatmullRomCurve3(pointsArray);
      // 这里使用TubeGeometry没有使用line,主要考虑到line的宽度无法设置,也可以使用其他第三方依赖去做
      var tubeGeometry = new THREE.TubeGeometry(
        curve,
        Math.floor(pointsArray.length),
        0.02,
        10
      );

      const extrudeSettings = {
        depth: this.mapConfig.deep,
        bevelEnabled: false, // 对挤出的形状应用是否斜角
      };
      const geometry = new THREE.ExtrudeGeometry(shape, extrudeSettings);
      geometry.computeBoundingBox();
      // 创建地图区域材质
      let meshMaterial = new THREE.MeshStandardMaterial({
        color: "#ffffff",
        transparent: true,
        opacity: 1,
      });
      // 创建地图边界线材质
      let lineMaterial = new THREE.MeshBasicMaterial({
        color: "#ceebf7",
      });

      const mesh = new THREE.Mesh(geometry, meshMaterial);
      const line = new THREE.Mesh(tubeGeometry, lineMaterial);
      // 将省份的属性 加进来
      province.properties = elem.properties;
      province.add(mesh);
      this.boundaryLineArr.push(line);
      province.add(line);
    },
    // 给地图边界线添加outline效果
    setLineOutline() {
      //设置光晕
      this.composer = new EffectComposer(this.renderer); //效果组合器
      //创建通道
      let renderScene = new RenderPass(this.scene, this.camera);
      this.composer.addPass(renderScene);

      let outlinePass = new OutlinePass(
        new THREE.Vector2(window.innerWidth, window.innerHeight),
        this.scene,
        this.camera,
        this.boundaryLineArr
      );
      outlinePass.renderToScreen = true;
      outlinePass.edgeGlow = 2; // 光晕效果
      outlinePass.usePatternTexture = false;
      outlinePass.edgeThickness = 10; // 边框宽度
      outlinePass.edgeStrength = 1.5; // 光晕效果
      outlinePass.pulsePeriod = 0; // 光晕闪烁的速度
      outlinePass.visibleEdgeColor.set("#1acdec");
      outlinePass.hiddenEdgeColor.set("#1acdec");
      this.composer.addPass(outlinePass);
    },
    // 添加散点
    setPoint() {
      let pointTexture = new THREE.TextureLoader().load(
        require("@/assets/images/point.png")
      );
      for (let v of this.pointData) {
        let [x, y] = this.projection(v.coordinates);
        const sprite = new THREE.Sprite(
          new THREE.SpriteMaterial({
            map: pointTexture,
          })
        );
        sprite.scale.set(0.7, 0.7, 1);
        sprite.position.set(x, -y, this.mapConfig.deep + 0.5);
        sprite.properties = v;
        this.pointInstanceArr.push(sprite);
        this.scene.add(sprite);
      }
    },
    // 光线投射
    setRaycaster() {
      const raycaster = new THREE.Raycaster();
      const pointer = new THREE.Vector2();
      this.$refs.page.addEventListener("click", (event) => {
        pointer.x = (event.clientX / window.innerWidth) * 2 - 1;
        pointer.y = -(event.clientY / window.innerHeight) * 2 + 1;

        raycaster.setFromCamera(pointer, this.camera);
        const intersects = raycaster.intersectObjects(this.pointInstanceArr);
        if (intersects && intersects.length > 0) {
          let tooltip = this.$refs.tooltip;
          tooltip.style.left = event.pageX + "px";
          tooltip.style.top = event.pageY + "px";
          this.selectedPointData = intersects[0].object.properties;
          this.show = true;
        } else {
          this.selectedPointData = {};
          this.show = false;
        }
      });
    },
  },
};
</script>
<style scoped lang="scss">
.page {
  height: 100vh;
  .tooltip {
    position: absolute;
    background-color: #fff;
    padding: 10px;
    border-radius: 8px;
  }
}
</style>

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