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  • 360全景图three.js

    1.three.js是JavaScript编写的WebGL第三方库。提供了非常多的3D显示功能。

    Three.js 是一款运行在浏览器中的 3D 引擎,你可以用它创建各种三维场景,包括了摄影机、光影、材质等各种对象。你可以在它的主页上看到许多精彩的演示。

    2.three.js制作官网demo全景图

    一.引入js文件

    <script src="three.js-dev/build/three.js"></script>
    <script src="three.js-dev/examples/js/renderers/Projector.js"></script>
    <script src="three.js-dev/examples/js/renderers/CanvasRenderer.js"></script>
    

    二.使用pano2vr软件制作6张全景图

    官网demo中需要6张图片, 这里使用pano2vr生成, 但可以用, 网上搜索都是千篇一律的使用blender, 不会搞

    在官网demo的全景图中的6张图在, 我在ps里还原成 (https://threejs.org/examples/?q=pano#canvas_geometry_panorama)

     

    nx.jpg ==> 左1
    pz.jpg ==> 左2
    px.jpg ==> 左3
    nz.jpg ==> 左4
    py.jpg ==> 上5
    ny.jpg ==> 下6
    1.pano生成的顶部图,在ps中先将py逆时针处理90度
    2.pano生成的顶部图, 在ps中先将ny顺时针处理90度
    

    然后在pano2vr生成的6张图分别按照以上命名, py.jpg与ny.jpg需要重新处理下

    三.复制官网demo的panorama例子

    var camera, scene, renderer;
    
    var texture_placeholder,
    isUserInteracting = false,
    onMouseDownMouseX = 0, onMouseDownMouseY = 0,
    lon = 90, onMouseDownLon = 0,
    lat = 0, onMouseDownLat = 0,
    phi = 0, theta = 0,
    target = new THREE.Vector3();
    
    init();
    animate();
    
    function init() {
    
        var container, mesh;
    
        container = document.getElementById( 'container' );
    
        camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 );
    
        scene = new THREE.Scene();
    
        texture_placeholder = document.createElement( 'canvas' );
        texture_placeholder.width = 128;
        texture_placeholder.height = 128;
    
        var context = texture_placeholder.getContext( '2d' );
        context.fillStyle = 'rgb( 200, 200, 200 )';
        context.fillRect( 0, 0, texture_placeholder.width, texture_placeholder.height );
    
        var materials = [
    
            loadTexture( 'images/skybox/px.jpg' ), // right
            loadTexture( 'images/skybox/nx.jpg' ), // left
    
            /* pano生成的顶部图, 底部图, 在ps中先将py逆时针处理90度 */
            loadTexture( 'images/skybox/py.jpg' ), // top
    
            /* pano生成的顶部图, 底部图, 在ps中先将ny顺时针处理90度 */
            loadTexture( 'images/skybox/ny.jpg' ), // bottom
    
            loadTexture( 'images/skybox/pz.jpg' ), // back
            loadTexture( 'images/skybox/nz.jpg' )  // front
    
        ];
    
        mesh = new THREE.Mesh( new THREE.BoxGeometry( 300, 300, 300, 7, 7, 7 ), materials );
        mesh.scale.x = - 1;
        scene.add( mesh );
    
        renderer = new THREE.CanvasRenderer();
        renderer.setPixelRatio( window.devicePixelRatio );
        renderer.setSize( window.innerWidth, window.innerHeight );
        container.appendChild( renderer.domElement );
    
        document.addEventListener( 'mousedown', onDocumentMouseDown, false );
        document.addEventListener( 'mousemove', onDocumentMouseMove, false );
        document.addEventListener( 'mouseup', onDocumentMouseUp, false );
        document.addEventListener( 'wheel', onDocumentMouseWheel, false );
    
        document.addEventListener( 'touchstart', onDocumentTouchStart, false );
        document.addEventListener( 'touchmove', onDocumentTouchMove, false );
    
        //
    
        window.addEventListener( 'resize', onWindowResize, false );
    
    }
    
    function onWindowResize() {
    
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
    
        renderer.setSize( window.innerWidth, window.innerHeight );
    
    }
    
    function loadTexture( path ) {
    
        var texture = new THREE.Texture( texture_placeholder );
        var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: 0.5 } );
    
        var image = new Image();
        image.onload = function () {
    
            texture.image = this;
            texture.needsUpdate = true;
    
        };
        image.src = path;
    
        return material;
    
    }
    
    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 ) {
    
        var fov = camera.fov + event.deltaY * 0.05;
    
        camera.fov = THREE.Math.clamp( fov, 10, 75 );
    
        camera.updateProjectionMatrix();
    
    }
    
    
    function onDocumentTouchStart( event ) {
    
        if ( event.touches.length == 1 ) {
    
            event.preventDefault();
    
            onPointerDownPointerX = event.touches[ 0 ].pageX;
            onPointerDownPointerY = event.touches[ 0 ].pageY;
    
            onPointerDownLon = lon;
            onPointerDownLat = lat;
    
        }
    
    }
    
    function onDocumentTouchMove( event ) {
    
        if ( event.touches.length == 1 ) {
    
            event.preventDefault();
    
            lon = ( onPointerDownPointerX - event.touches[0].pageX ) * 0.1 + onPointerDownLon;
            lat = ( event.touches[0].pageY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;
    
        }
    
    }
    
    function animate() {
    
        requestAnimationFrame( animate );
        update();
    
    }
    
    function update() {
    
        // 自动旋转
        // if ( isUserInteracting === false ) {
    
        //     lon += 0.1;
    
        // }
    
        lat = Math.max( - 85, Math.min( 85, lat ) );
        phi = THREE.Math.degToRad( 90 - lat );
        theta = THREE.Math.degToRad( lon );
    
        target.x = 500 * Math.sin( phi ) * Math.cos( theta );
        target.y = 500 * Math.cos( phi );
        target.z = 500 * Math.sin( phi ) * Math.sin( theta );
    
        camera.lookAt( target );
    
        renderer.render( scene, camera );
    
    }
    
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  • 原文地址:https://www.cnblogs.com/alantao/p/7905127.html
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