• PCB 全景图技术实现


     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>
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  • 原文地址:https://www.cnblogs.com/pcbren/p/9392397.html
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