效果:
代码:
<template>
<div>
<el-container>
<el-main>
<div class="box-card-left">
<div id="threejs"></div>
<div style="padding: 10px;text-align: left;">
叉乘判断物体在人左前、右前还是左后,右后方向
<div style="margin: 10px;">
<el-button @click="judge">开始判断</el-button>
<div v-for="(item,index) in this.positon_arr" :key="index" style="line-height: 28px;">{{ item }}</div>
</div>
</div>
</div>
</el-main>
</el-container>
</div>
</template>
<script>
// 引入轨道控制器扩展库OrbitControls.js
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import {
CSS3DSprite,
CSS3DRenderer,
} from "three/examples/jsm/renderers/CSS3DRenderer.js";
export default {
data() {
return {
scene: null, // 场景对象
camera: null, // 相机对象
group: null, // 组对象
person: null, // 人对象
renderer: null, // 渲染器对象
css3DRenderer: null, // 渲染器对象
a: new this.$three.Vector3(0, 0, 1),
// b: new this.$three.Vector3(30, 0, 30),
meshPosition:[],
positon_arr:[],
};
},
created() {},
mounted() {
this.name = this.$route.query.name;
this.init();
},
methods: {
goBack() {
this.$router.go(-1);
},
/**
* 如何判断物体是在人的前方还是后方
* 思路:借助两个单位向量的点乘结果来判断的;
*/
init() {
// 创建场景对象
this.scene = new this.$three.Scene();
// 创建辅助坐标轴对象
const axesHelper = new this.$three.AxesHelper(10);
this.scene.add(axesHelper);
// 创建环境光对象
const ambientLight = new this.$three.AmbientLight(0xffffff, 10);
this.scene.add(ambientLight);
// 创建相机对象
this.camera = new this.$three.PerspectiveCamera(60,1,0.01,2000);
this.camera.position.set(-4,5,-5);
this.camera.lookAt(0,0,0);
this.css3DRenderer = new CSS3DRenderer();
this.css3DRenderer.setSize(1000,800);
this.css3DRenderer.render(this.scene, this.camera);
this.css3DRenderer.domElement.style.position = 'absolute';
this.css3DRenderer.domElement.style.top = 0;
this.css3DRenderer.domElement.style.pointerEvents = 'none';
this.css3DRenderer.render(this.scene, this.camera);
window.document.getElementById("threejs").appendChild(this.css3DRenderer.domElement);
this.createMesh(0xffaadd, new this.$three.Vector3(3,0,3), '球1');
this.createMesh(0xddcc11, new this.$three.Vector3(-3,0,3), '球2');
this.createMesh(0x1199dd, new this.$three.Vector3(3,0,-3), '球3');
this.createMesh(0xbbaadd, new this.$three.Vector3(-3,0,-3), '球4');
this.createArrow(this.a);
// 创建渲染器对象
this.renderer = new this.$three.WebGLRenderer();
this.renderer.setSize(1000,800);
// 创建gltfLoader加载器对象
const gltfLoader = new GLTFLoader();
gltfLoader.load("/models/gltf/person2/scene.gltf", gltf => {
console.log(gltf);
gltf.scene.children[0].scale.set(2,2,2);
this.scene.add(gltf.scene);
this.renderer.render(this.scene, this.camera);
window.document.getElementById("threejs").appendChild(this.renderer.domElement);
const controls = new OrbitControls(this.camera, this.renderer.domElement);
controls.addEventListener("change", () => {
this.renderer.render(this.scene, this.camera);
})
this.renderFun();
})
},
// 创建箭头用于显示人前方的单位向量 this.a
createArrow(dir, l=2, color=0xffffff) {
let arrow = new this.$three.ArrowHelper(dir, new this.$three.Vector3(0,0,0), l, color);
this.scene.add(arrow);
},
// 创建模型的方法
createMesh(color, position, name) {
// 创建球缓冲几何体
const geometry = new this.$three.SphereGeometry(1,32,16);
// 创建材质对象
const material = new this.$three.MeshBasicMaterial({color: color});
const mesh = new this.$three.Mesh(geometry, material);
mesh.name = name;
mesh.position.set(position.x, position.y, position.z);
this.meshPosition.push({name: name, position: mesh.position});
let dom = this.createDom(name);
mesh.add(dom);
this.scene.add(mesh);
this.createArrow(mesh.position, mesh.position.length()*0.7,color);
},
createDom(name) {
let dom = document.createElement("div");
dom.innerText = name;
let css3DObject = new CSS3DSprite(dom);
css3DObject.scale.set(0.03,0.03,0.03);
return css3DObject;
},
renderFun() {
this.css3DRenderer.render(this.scene, this.camera);
requestAnimationFrame(this.renderFun); // 一定要设置这一句,否则,不渲染
},
/**
* 人前方的单位向量a 与 物体到原点的向量m 叉乘后,
* 可以通过叉乘结果的y值判断物体是在人左侧还是右侧
*
*/
judge() {
if(this.meshPosition) {
this.positon_arr = [];
this.meshPosition.forEach(item => {
let c = this.a.clone().cross(item.position);
let p_str = "";
if(c.y > 0) {
p_str += item.name +"在人左";
p_str += this.dotDeg(item.position);
} else {
p_str += item.name +"在人右";
p_str += this.dotDeg(item.position);
}
this.positon_arr.push(p_str);
})
}
},
// 点乘判断两个向量的夹角
dotDeg(meshPosition) {
let c = this.a.clone().dot(meshPosition.clone().normalize());
let cos = Math.acos(c);
let deg = this.$three.MathUtils.radToDeg(cos);
console.log(deg);
let pos = "";
if(deg > 0 && deg < 90) {
pos = "前";
} else if (deg == 90) {
pos = "平行";
} else {
pos = "后";
}
return pos;
}
},
};
</script>
<style lang="less" scoped>
.box-card-left {
display: flex;
align-items: flex-start;
flex-direction: row;
width: 100%;
.box-right {
img {
width: 500px;
user-select: none;
}
}
}
</style>