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threejs加载高度图渲染点云,不支持tiff

问题点

使用的point来渲染高度图点云,大数据图片无效渲染点多(可以通过八叉树过滤掉无效点增加效率,这个太复杂),但是胜在简单能用

效果图

img

在这里插入图片描述

code

代码可运行,无需npm

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Three.js Heightmap Visualization</title>
    <style>
        body { margin: 0; }
        canvas { display: block; }
    </style>
</head>
<body>
    <button id="loadImageButton">Load Image</button>
    <!-- 引入Three.js和OrbitControls -->
    <!-- <script src="https://cdn.jsdelivr.net/npm/three@v0.149.0/build/three.module.js" type="module"></script> -->
    <script src="https://seikichi.github.io/tiff.js/tiff.min.js"></script>
    <script src="orb.js"></script>
    <script type="module">
        import * as THREE from "https://cdn.jsdelivr.net/npm/three@v0.149.0/build/three.module.js";
        console.log(THREE)
        var {OrbitControls, MapControls} = Orb(THREE.EventDispatcher,
        THREE.MOUSE,
            THREE.Quaternion,
            THREE.Spherical,
            THREE.TOUCH,
            THREE.Vector2,
            THREE.Vector3)
        // 设置基本的Three.js场景、相机和渲染器
        const scene = new THREE.Scene();
        const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
        const renderer = new THREE.WebGLRenderer();
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);
        // const OrbitControls = threeTsorbitControls;
        // 创建 OrbitControls 控件,并绑定到相机和渲染器
        const controls = new OrbitControls(camera, renderer.domElement);
        controls.enableDamping = true; // 启用阻尼感(惯性效果)
        controls.dampingFactor = 0.25; // 阻尼系数
        controls.screenSpacePanning = true; 
        controls.maxPolarAngle = Math.PI; 

        camera.position.set(100, 100, 500);  // 设置相机位置
        camera.lookAt(0, 0, 0);

        // 加载高度图
        // const textureLoader = new THREE.TextureLoader();
        // textureLoader.load('https://threejsfundamentals.org/threejs/resources/images/heightmap-96x64.png', );

        const createGeometryFn = (texture) => {
            const img = texture.image;
            const canvas = document.createElement('canvas');
            canvas.width = img.width;
            canvas.height = img.height;
            const ctx = canvas.getContext('2d');
            ctx.drawImage(img, 0, 0);

            const imgData = ctx.getImageData(0, 0, img.width, img.height).data;

            const geometry = new THREE.BufferGeometry();
            const positions = [];
            const colors = [];

            for (let y = 0; y < img.height; y++) {
                for (let x = 0; x < img.width; x++) {
                    // 获取像素的灰度值作为高度
                    const index = (y * img.width + x) * 4;
                    const height = imgData[index] / 255 * 50; // 0-255映射为高度范围
                    
                    // 设置每个点的位置 (x, y, height)
                    positions.push(x - img.width / 2, y - img.height / 2, height);

                    // 颜色映射,越高越鲜艳
                    const color = new THREE.Color(`hsl(${(height / 50) * 240}, 100%, 50%)`);
                    colors.push(color.r, color.g, color.b);
                }
            }

            // 将位置和颜色数据添加到BufferGeometry中
            geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
            geometry.setAttribute('color', new THREE.Float32BufferAttribute(colors, 3));

            // 创建点材质,启用顶点颜色
            const material = new THREE.PointsMaterial({
                size: 1.5,
                vertexColors: true
            });

            // 创建点云对象
            const points = new THREE.Points(geometry, material);
            scene.add(points);

            // 渲染循环
            function animate() {
                requestAnimationFrame(animate);

                // 更新OrbitControls状态
                controls.update();

                // 渲染场景
                renderer.render(scene, camera);
            }

            animate();
        }

        const createGeometryTiffFn = (canvas) => {
            const img = texture.image;
            canvas.width = img.width;
            canvas.height = img.height;
            const ctx = canvas.getContext('2d');


            const imgData = ctx.getImageData(0, 0, img.width, img.height).data;

            const geometry = new THREE.BufferGeometry();
            const positions = [];
            const colors = [];

            for (let y = 0; y < img.height; y++) {
                for (let x = 0; x < img.width; x++) {
                    // 获取像素的灰度值作为高度
                    const index = (y * img.width + x) * 4;
                    const height = imgData[index] / 255 * 50; // 0-255映射为高度范围
                    
                    // 设置每个点的位置 (x, y, height)
                    positions.push(x - img.width / 2, y - img.height / 2, height);

                    // 颜色映射,越高越鲜艳
                    const color = new THREE.Color(`hsl(${(height / 50) * 240}, 100%, 50%)`);
                    colors.push(color.r, color.g, color.b);
                }
            }

            // 将位置和颜色数据添加到BufferGeometry中
            geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
            geometry.setAttribute('color', new THREE.Float32BufferAttribute(colors, 3));

            // 创建点材质,启用顶点颜色
            const material = new THREE.PointsMaterial({
                size: 1.5,
                vertexColors: true
            });

            // 创建点云对象
            const points = new THREE.Points(geometry, material);
            scene.add(points);

            // 渲染循环
            function animate() {
                requestAnimationFrame(animate);

                // 更新OrbitControls状态
                controls.update();

                // 渲染场景
                renderer.render(scene, camera);
            }

            animate();
        }

        Tiff.initialize({TOTAL_MEMORY: 16777216 * 10});

        function loadFile(){
            const inputElement = document.createElement('input');
            inputElement.type = 'file';
            inputElement.accept = 'image/*';

            inputElement.addEventListener('change', (event) => {
                const file = event.target.files[0];
                const reader = new FileReader();
                console.log(file.name)
                reader.onload = function(e) {
                    let fname = file.name
                    if(fname.includes('tif')){//todo 我这里没有调试成功
                        const buffer = new Uint8Array(e.target.result);
                        var tiff = new Tiff({buffer: buffer});
                        console.log(tiff)
                        var canvas = tiff.toCanvas();
                        createGeometryTiffFn(canvas)
                    }else{
                        const img = new Image();
                        img.src = e.target.result;
                        
                        img.onload = function() {
                            console.log('图片加载成功');
                            createGeometryFn({image:img})
                        };
                    }
                    
                };

                reader.readAsDataURL(file);
            });

            inputElement.click();
        }

        document.getElementById('loadImageButton').addEventListener('click', loadFile);

        // 窗口大小调整时,更新相机和渲染器
        window.addEventListener('resize', () => {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        });
    </script>
</body>
</html>

orb.js


function Orb(EventDispatcher,
MOUSE,
Quaternion,
Spherical,
TOUCH,
Vector2,
Vector3){
// This set of controls performs orbiting, dollying (zooming), and panning.
// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
//
//    Orbit - left mouse / touch: one-finger move
//    Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
//    Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move

const _changeEvent = { type: 'change' };
const _startEvent = { type: 'start' };
const _endEvent = { type: 'end' };

class OrbitControls extends EventDispatcher {

constructor( object, domElement ) {

super();

this.object = object;
this.domElement = domElement;
this.domElement.style.touchAction = 'none'; // disable touch scroll

// Set to false to disable this control
this.enabled = true;

// "target" sets the location of focus, where the object orbits around
this.target = new Vector3();

// How far you can dolly in and out ( PerspectiveCamera only )
this.minDistance = 0;
this.maxDistance = Infinity;

// How far you can zoom in and out ( OrthographicCamera only )
this.minZoom = 0;
this.maxZoom = Infinity;

// How far you can orbit vertically, upper and lower limits.
// Range is 0 to Math.PI radians.
this.minPolarAngle = 0; // radians
this.maxPolarAngle = Math.PI; // radians

// How far you can orbit horizontally, upper and lower limits.
// If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )
this.minAzimuthAngle = - Infinity; // radians
this.maxAzimuthAngle = Infinity; // radians

// Set to true to enable damping (inertia)
// If damping is enabled, you must call controls.update() in your animation loop
this.enableDamping = false;
this.dampingFactor = 0.05;

// This option actually enables dollying in and out; left as "zoom" for backwards compatibility.
// Set to false to disable zooming
this.enableZoom = true;
this.zoomSpeed = 1.0;

// Set to false to disable rotating
this.enableRotate = true;
this.rotateSpeed = 1.0;

// Set to false to disable panning
this.enablePan = true;
this.panSpeed = 1.0;
this.screenSpacePanning = true; // if false, pan orthogonal to world-space direction camera.up
this.keyPanSpeed = 7.0;// pixels moved per arrow key push

// Set to true to automatically rotate around the target
// If auto-rotate is enabled, you must call controls.update() in your animation loop
this.autoRotate = false;
this.autoRotateSpeed = 2.0; // 30 seconds per orbit when fps is 60

// The four arrow keys
this.keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' };

// Mouse buttons
this.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN };

// Touch fingers
this.touches = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN };

// for reset
this.target0 = this.target.clone();
this.position0 = this.object.position.clone();
this.zoom0 = this.object.zoom;

// the target DOM element for key events
this._domElementKeyEvents = null;

//
// public methods
//

this.getPolarAngle = function () {

return spherical.phi;

};

this.getAzimuthalAngle = function () {

return spherical.theta;

};

this.getDistance = function () {

return this.object.position.distanceTo( this.target );

};

this.listenToKeyEvents = function ( domElement ) {

domElement.addEventListener( 'keydown', onKeyDown );
this._domElementKeyEvents = domElement;

};

this.saveState = function () {

scope.target0.copy( scope.target );
scope.position0.copy( scope.object.position );
scope.zoom0 = scope.object.zoom;

};

this.reset = function () {

scope.target.copy( scope.target0 );
scope.object.position.copy( scope.position0 );
scope.object.zoom = scope.zoom0;

scope.object.updateProjectionMatrix();
scope.dispatchEvent( _changeEvent );

scope.update();

state = STATE.NONE;

};

// this method is exposed, but perhaps it would be better if we can make it private...
this.update = function () {

const offset = new Vector3();

// so camera.up is the orbit axis
const quat = new Quaternion().setFromUnitVectors( object.up, new Vector3( 0, 1, 0 ) );
const quatInverse = quat.clone().invert();

const lastPosition = new Vector3();
const lastQuaternion = new Quaternion();

const twoPI = 2 * Math.PI;

return function update() {

const position = scope.object.position;

offset.copy( position ).sub( scope.target );

// rotate offset to "y-axis-is-up" space
offset.applyQuaternion( quat );

// angle from z-axis around y-axis
spherical.setFromVector3( offset );

if ( scope.autoRotate && state === STATE.NONE ) {

rotateLeft( getAutoRotationAngle() );

}

if ( scope.enableDamping ) {

spherical.theta += sphericalDelta.theta * scope.dampingFactor;
spherical.phi += sphericalDelta.phi * scope.dampingFactor;

} else {

spherical.theta += sphericalDelta.theta;
spherical.phi += sphericalDelta.phi;

}

// restrict theta to be between desired limits

let min = scope.minAzimuthAngle;
let max = scope.maxAzimuthAngle;

if ( isFinite( min ) && isFinite( max ) ) {

if ( min < - Math.PI ) min += twoPI; else if ( min > Math.PI ) min -= twoPI;

if ( max < - Math.PI ) max += twoPI; else if ( max > Math.PI ) max -= twoPI;

if ( min <= max ) {

spherical.theta = Math.max( min, Math.min( max, spherical.theta ) );

} else {

spherical.theta = ( spherical.theta > ( min + max ) / 2 ) ?
Math.max( min, spherical.theta ) :
Math.min( max, spherical.theta );

}

}

// restrict phi to be between desired limits
spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );

spherical.makeSafe();


spherical.radius *= scale;

// restrict radius to be between desired limits
spherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) );

// move target to panned location

if ( scope.enableDamping === true ) {

scope.target.addScaledVector( panOffset, scope.dampingFactor );

} else {

scope.target.add( panOffset );

}

offset.setFromSpherical( spherical );

// rotate offset back to "camera-up-vector-is-up" space
offset.applyQuaternion( quatInverse );

position.copy( scope.target ).add( offset );

scope.object.lookAt( scope.target );

if ( scope.enableDamping === true ) {

sphericalDelta.theta *= ( 1 - scope.dampingFactor );
sphericalDelta.phi *= ( 1 - scope.dampingFactor );

panOffset.multiplyScalar( 1 - scope.dampingFactor );

} else {

sphericalDelta.set( 0, 0, 0 );

panOffset.set( 0, 0, 0 );

}

scale = 1;

// update condition is:
// min(camera displacement, camera rotation in radians)^2 > EPS
// using small-angle approximation cos(x/2) = 1 - x^2 / 8

if ( zoomChanged ||
lastPosition.distanceToSquared( scope.object.position ) > EPS ||
8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {

scope.dispatchEvent( _changeEvent );

lastPosition.copy( scope.object.position );
lastQuaternion.copy( scope.object.quaternion );
zoomChanged = false;

return true;

}

return false;

};

}();

this.dispose = function () {

scope.domElement.removeEventListener( 'contextmenu', onContextMenu );

scope.domElement.removeEventListener( 'pointerdown', onPointerDown );
scope.domElement.removeEventListener( 'pointercancel', onPointerCancel );
scope.domElement.removeEventListener( 'wheel', onMouseWheel );

scope.domElement.removeEventListener( 'pointermove', onPointerMove );
scope.domElement.removeEventListener( 'pointerup', onPointerUp );


if ( scope._domElementKeyEvents !== null ) {

scope._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown );

}

//scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?

};

//
// internals
//

const scope = this;

const STATE = {
NONE: - 1,
ROTATE: 0,
DOLLY: 1,
PAN: 2,
TOUCH_ROTATE: 3,
TOUCH_PAN: 4,
TOUCH_DOLLY_PAN: 5,
TOUCH_DOLLY_ROTATE: 6
};

let state = STATE.NONE;

const EPS = 0.000001;

// current position in spherical coordinates
const spherical = new Spherical();
const sphericalDelta = new Spherical();

let scale = 1;
const panOffset = new Vector3();
let zoomChanged = false;

const rotateStart = new Vector2();
const rotateEnd = new Vector2();
const rotateDelta = new Vector2();

const panStart = new Vector2();
const panEnd = new Vector2();
const panDelta = new Vector2();

const dollyStart = new Vector2();
const dollyEnd = new Vector2();
const dollyDelta = new Vector2();

const pointers = [];
const pointerPositions = {};

function getAutoRotationAngle() {

return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;

}

function getZoomScale() {

return Math.pow( 0.95, scope.zoomSpeed );

}

function rotateLeft( angle ) {

sphericalDelta.theta -= angle;

}

function rotateUp( angle ) {

sphericalDelta.phi -= angle;

}

const panLeft = function () {

const v = new Vector3();

return function panLeft( distance, objectMatrix ) {

v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix
v.multiplyScalar( - distance );

panOffset.add( v );

};

}();

const panUp = function () {

const v = new Vector3();

return function panUp( distance, objectMatrix ) {

if ( scope.screenSpacePanning === true ) {

v.setFromMatrixColumn( objectMatrix, 1 );

} else {

v.setFromMatrixColumn( objectMatrix, 0 );
v.crossVectors( scope.object.up, v );

}

v.multiplyScalar( distance );

panOffset.add( v );

};

}();

// deltaX and deltaY are in pixels; right and down are positive
const pan = function () {

const offset = new Vector3();

return function pan( deltaX, deltaY ) {

const element = scope.domElement;

if ( scope.object.isPerspectiveCamera ) {

// perspective
const position = scope.object.position;
offset.copy( position ).sub( scope.target );
let targetDistance = offset.length();

// half of the fov is center to top of screen
targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );

// we use only clientHeight here so aspect ratio does not distort speed
panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );
panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );

} else if ( scope.object.isOrthographicCamera ) {

// orthographic
panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );
panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );

} else {

// camera neither orthographic nor perspective
console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
scope.enablePan = false;

}

};

}();

function dollyOut( dollyScale ) {

if ( scope.object.isPerspectiveCamera ) {

scale /= dollyScale;

} else if ( scope.object.isOrthographicCamera ) {

scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) );
scope.object.updateProjectionMatrix();
zoomChanged = true;

} else {

console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
scope.enableZoom = false;

}

}

function dollyIn( dollyScale ) {

if ( scope.object.isPerspectiveCamera ) {

scale *= dollyScale;

} else if ( scope.object.isOrthographicCamera ) {

scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) );
scope.object.updateProjectionMatrix();
zoomChanged = true;

} else {

console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
scope.enableZoom = false;

}

}

//
// event callbacks - update the object state
//

function handleMouseDownRotate( event ) {

rotateStart.set( event.clientX, event.clientY );

}

function handleMouseDownDolly( event ) {

dollyStart.set( event.clientX, event.clientY );

}

function handleMouseDownPan( event ) {

panStart.set( event.clientX, event.clientY );

}

function handleMouseMoveRotate( event ) {

rotateEnd.set( event.clientX, event.clientY );

rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );

const element = scope.domElement;

rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height

rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );

rotateStart.copy( rotateEnd );

scope.update();

}

function handleMouseMoveDolly( event ) {

dollyEnd.set( event.clientX, event.clientY );

dollyDelta.subVectors( dollyEnd, dollyStart );

if ( dollyDelta.y > 0 ) {

dollyOut( getZoomScale() );

} else if ( dollyDelta.y < 0 ) {

dollyIn( getZoomScale() );

}

dollyStart.copy( dollyEnd );

scope.update();

}

function handleMouseMovePan( event ) {

panEnd.set( event.clientX, event.clientY );

panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );

pan( panDelta.x, panDelta.y );

panStart.copy( panEnd );

scope.update();

}

function handleMouseWheel( event ) {

if ( event.deltaY < 0 ) {

dollyIn( getZoomScale() );

} else if ( event.deltaY > 0 ) {

dollyOut( getZoomScale() );

}

scope.update();

}

function handleKeyDown( event ) {

let needsUpdate = false;

switch ( event.code ) {

case scope.keys.UP:

if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

rotateUp( 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );

} else {

pan( 0, scope.keyPanSpeed );

}

needsUpdate = true;
break;

case scope.keys.BOTTOM:

if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

rotateUp( - 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );

} else {

pan( 0, - scope.keyPanSpeed );

}

needsUpdate = true;
break;

case scope.keys.LEFT:

if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

rotateLeft( 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );

} else {

pan( scope.keyPanSpeed, 0 );

}

needsUpdate = true;
break;

case scope.keys.RIGHT:

if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

rotateLeft( - 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );

} else {

pan( - scope.keyPanSpeed, 0 );

}

needsUpdate = true;
break;

}

if ( needsUpdate ) {

// prevent the browser from scrolling on cursor keys
event.preventDefault();

scope.update();

}


}

function handleTouchStartRotate() {

if ( pointers.length === 1 ) {

rotateStart.set( pointers[ 0 ].pageX, pointers[ 0 ].pageY );

} else {

const x = 0.5 * ( pointers[ 0 ].pageX + pointers[ 1 ].pageX );
const y = 0.5 * ( pointers[ 0 ].pageY + pointers[ 1 ].pageY );

rotateStart.set( x, y );

}

}

function handleTouchStartPan() {

if ( pointers.length === 1 ) {

panStart.set( pointers[ 0 ].pageX, pointers[ 0 ].pageY );

} else {

const x = 0.5 * ( pointers[ 0 ].pageX + pointers[ 1 ].pageX );
const y = 0.5 * ( pointers[ 0 ].pageY + pointers[ 1 ].pageY );

panStart.set( x, y );

}

}

function handleTouchStartDolly() {

const dx = pointers[ 0 ].pageX - pointers[ 1 ].pageX;
const dy = pointers[ 0 ].pageY - pointers[ 1 ].pageY;

const distance = Math.sqrt( dx * dx + dy * dy );

dollyStart.set( 0, distance );

}

function handleTouchStartDollyPan() {

if ( scope.enableZoom ) handleTouchStartDolly();

if ( scope.enablePan ) handleTouchStartPan();

}

function handleTouchStartDollyRotate() {

if ( scope.enableZoom ) handleTouchStartDolly();

if ( scope.enableRotate ) handleTouchStartRotate();

}

function handleTouchMoveRotate( event ) {

if ( pointers.length == 1 ) {

rotateEnd.set( event.pageX, event.pageY );

} else {

const position = getSecondPointerPosition( event );

const x = 0.5 * ( event.pageX + position.x );
const y = 0.5 * ( event.pageY + position.y );

rotateEnd.set( x, y );

}

rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );

const element = scope.domElement;

rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height

rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );

rotateStart.copy( rotateEnd );

}

function handleTouchMovePan( event ) {

if ( pointers.length === 1 ) {

panEnd.set( event.pageX, event.pageY );

} else {

const position = getSecondPointerPosition( event );

const x = 0.5 * ( event.pageX + position.x );
const y = 0.5 * ( event.pageY + position.y );

panEnd.set( x, y );

}

panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );

pan( panDelta.x, panDelta.y );

panStart.copy( panEnd );

}

function handleTouchMoveDolly( event ) {

const position = getSecondPointerPosition( event );

const dx = event.pageX - position.x;
const dy = event.pageY - position.y;

const distance = Math.sqrt( dx * dx + dy * dy );

dollyEnd.set( 0, distance );

dollyDelta.set( 0, Math.pow( dollyEnd.y / dollyStart.y, scope.zoomSpeed ) );

dollyOut( dollyDelta.y );

dollyStart.copy( dollyEnd );

}

function handleTouchMoveDollyPan( event ) {

if ( scope.enableZoom ) handleTouchMoveDolly( event );

if ( scope.enablePan ) handleTouchMovePan( event );

}

function handleTouchMoveDollyRotate( event ) {

if ( scope.enableZoom ) handleTouchMoveDolly( event );

if ( scope.enableRotate ) handleTouchMoveRotate( event );

}

//
// event handlers - FSM: listen for events and reset state
//

function onPointerDown( event ) {

if ( scope.enabled === false ) return;

if ( pointers.length === 0 ) {

scope.domElement.setPointerCapture( event.pointerId );

scope.domElement.addEventListener( 'pointermove', onPointerMove );
scope.domElement.addEventListener( 'pointerup', onPointerUp );

}

//

addPointer( event );

if ( event.pointerType === 'touch' ) {

onTouchStart( event );

} else {

onMouseDown( event );

}

}

function onPointerMove( event ) {

if ( scope.enabled === false ) return;

if ( event.pointerType === 'touch' ) {

onTouchMove( event );

} else {

onMouseMove( event );

}

}

function onPointerUp( event ) {

    removePointer( event );

    if ( pointers.length === 0 ) {

        scope.domElement.releasePointerCapture( event.pointerId );

        scope.domElement.removeEventListener( 'pointermove', onPointerMove );
        scope.domElement.removeEventListener( 'pointerup', onPointerUp );

    }

    scope.dispatchEvent( _endEvent );

    state = STATE.NONE;

}

function onPointerCancel( event ) {

removePointer( event );

}

function onMouseDown( event ) {

let mouseAction;

switch ( event.button ) {

case 0:

mouseAction = scope.mouseButtons.LEFT;
break;

case 1:

mouseAction = scope.mouseButtons.MIDDLE;
break;

case 2:

mouseAction = scope.mouseButtons.RIGHT;
break;

default:

mouseAction = - 1;

}

switch ( mouseAction ) {

case MOUSE.DOLLY:

if ( scope.enableZoom === false ) return;

handleMouseDownDolly( event );

state = STATE.DOLLY;

break;

case MOUSE.ROTATE:

if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

if ( scope.enablePan === false ) return;

handleMouseDownPan( event );

state = STATE.PAN;

} else {

if ( scope.enableRotate === false ) return;

handleMouseDownRotate( event );

state = STATE.ROTATE;

}

break;

case MOUSE.PAN:

if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

if ( scope.enableRotate === false ) return;

handleMouseDownRotate( event );

state = STATE.ROTATE;

} else {

if ( scope.enablePan === false ) return;

handleMouseDownPan( event );

state = STATE.PAN;

}

break;

default:

state = STATE.NONE;

}

if ( state !== STATE.NONE ) {

scope.dispatchEvent( _startEvent );

}

}

function onMouseMove( event ) {

switch ( state ) {

case STATE.ROTATE:

if ( scope.enableRotate === false ) return;

handleMouseMoveRotate( event );

break;

case STATE.DOLLY:

if ( scope.enableZoom === false ) return;

handleMouseMoveDolly( event );

break;

case STATE.PAN:

if ( scope.enablePan === false ) return;

handleMouseMovePan( event );

break;

}

}

function onMouseWheel( event ) {

if ( scope.enabled === false || scope.enableZoom === false || state !== STATE.NONE ) return;

event.preventDefault();

scope.dispatchEvent( _startEvent );

handleMouseWheel( event );

scope.dispatchEvent( _endEvent );

}

function onKeyDown( event ) {

if ( scope.enabled === false || scope.enablePan === false ) return;

handleKeyDown( event );

}

function onTouchStart( event ) {

trackPointer( event );

switch ( pointers.length ) {

case 1:

switch ( scope.touches.ONE ) {

case TOUCH.ROTATE:

if ( scope.enableRotate === false ) return;

handleTouchStartRotate();

state = STATE.TOUCH_ROTATE;

break;

case TOUCH.PAN:

if ( scope.enablePan === false ) return;

handleTouchStartPan();

state = STATE.TOUCH_PAN;

break;

default:

state = STATE.NONE;

}

break;

case 2:

switch ( scope.touches.TWO ) {

case TOUCH.DOLLY_PAN:

if ( scope.enableZoom === false && scope.enablePan === false ) return;

handleTouchStartDollyPan();

state = STATE.TOUCH_DOLLY_PAN;

break;

case TOUCH.DOLLY_ROTATE:

if ( scope.enableZoom === false && scope.enableRotate === false ) return;

handleTouchStartDollyRotate();

state = STATE.TOUCH_DOLLY_ROTATE;

break;

default:

state = STATE.NONE;

}

break;

default:

state = STATE.NONE;

}

if ( state !== STATE.NONE ) {

scope.dispatchEvent( _startEvent );

}

}

function onTouchMove( event ) {

trackPointer( event );

switch ( state ) {

case STATE.TOUCH_ROTATE:

if ( scope.enableRotate === false ) return;

handleTouchMoveRotate( event );

scope.update();

break;

case STATE.TOUCH_PAN:

if ( scope.enablePan === false ) return;

handleTouchMovePan( event );

scope.update();

break;

case STATE.TOUCH_DOLLY_PAN:

if ( scope.enableZoom === false && scope.enablePan === false ) return;

handleTouchMoveDollyPan( event );

scope.update();

break;

case STATE.TOUCH_DOLLY_ROTATE:

if ( scope.enableZoom === false && scope.enableRotate === false ) return;

handleTouchMoveDollyRotate( event );

scope.update();

break;

default:

state = STATE.NONE;

}

}

function onContextMenu( event ) {

if ( scope.enabled === false ) return;

event.preventDefault();

}

function addPointer( event ) {

pointers.push( event );

}

function removePointer( event ) {

delete pointerPositions[ event.pointerId ];

for ( let i = 0; i < pointers.length; i ++ ) {

if ( pointers[ i ].pointerId == event.pointerId ) {

pointers.splice( i, 1 );
return;

}

}

}

function trackPointer( event ) {

let position = pointerPositions[ event.pointerId ];

if ( position === undefined ) {

position = new Vector2();
pointerPositions[ event.pointerId ] = position;

}

position.set( event.pageX, event.pageY );

}

function getSecondPointerPosition( event ) {

const pointer = ( event.pointerId === pointers[ 0 ].pointerId ) ? pointers[ 1 ] : pointers[ 0 ];

return pointerPositions[ pointer.pointerId ];

}

//

scope.domElement.addEventListener( 'contextmenu', onContextMenu );

scope.domElement.addEventListener( 'pointerdown', onPointerDown );
scope.domElement.addEventListener( 'pointercancel', onPointerCancel );
scope.domElement.addEventListener( 'wheel', onMouseWheel, { passive: false } );

// force an update at start

this.update();

}

}


// This set of controls performs orbiting, dollying (zooming), and panning.
// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
// This is very similar to OrbitControls, another set of touch behavior
//
//    Orbit - right mouse, or left mouse + ctrl/meta/shiftKey / touch: two-finger rotate
//    Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
//    Pan - left mouse, or arrow keys / touch: one-finger move

class MapControls extends OrbitControls {

constructor( object, domElement ) {

super( object, domElement );

this.screenSpacePanning = false; // pan orthogonal to world-space direction camera.up

this.mouseButtons.LEFT = MOUSE.PAN;
this.mouseButtons.RIGHT = MOUSE.ROTATE;

this.touches.ONE = TOUCH.PAN;
this.touches.TWO = TOUCH.DOLLY_ROTATE;

}

}
return { OrbitControls, MapControls };
}



原文地址:https://blog.csdn.net/isyoungboy/article/details/142380106

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