关于3D模型在线计算体积与尺寸

模型大多是不规则的物体,无法用传统数学公式去计算,这里采用Three.js(针对3D模型展示技术)。

本文的例子是一个3D模型展示的例子,在此基础上二次开发计算体积与尺寸。

当前three.js 版本为92。

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Title</title>
    <style type="text/css">
        html, body {
            margin: 0;
            height: 100%;
        }

        canvas {
            display: block;
        }

    </style>
</head>
<body onload="draw();">
    <div id="div_canvas" style="width:400px;height: 396px;"></div>
</body>
<script src="js/three.js"></script>
<script src="js/STLLoader.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/stats.min.js"></script>
<script src="js/dat.gui.min.js"></script>

<script>
    //console.log(THREE.REVISION);
    var div_canvas = document.getElementById("div_canvas");
    var w = 400;
    var h = 396;

    var renderer;
    function initRender() {
        renderer = new THREE.WebGLRenderer({antialias:true});
        renderer.setSize(w, h);
        //告诉渲染器需要阴影效果
        renderer.setClearColor(0xffffff);
        div_canvas.appendChild(renderer.domElement);
    }

    var camera;
    function initCamera() {
        camera = new THREE.PerspectiveCamera(45, w/h, 0.1, 1000);
        camera.position.set(0, 40, 50);
        camera.lookAt(new THREE.Vector3(0,0,0));
    }

    var scene;
    function initScene() {
        scene = new THREE.Scene();
    }

    //初始化dat.GUI简化试验流程
    var gui;
    function initGui() {
        //声明一个保存需求修改的相关数据的对象
        gui = {
        };
        var datGui = new dat.GUI();
        //将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
    }

    var light;
    function initLight() {
        scene.add(new THREE.AmbientLight(0x444444));

        light = new THREE.PointLight(0xffffff);
        light.position.set(0,50,50);

        //告诉平行光需要开启阴影投射
        light.castShadow = true;

        scene.add(light);
    }

    function initModel() {

        //辅助工具
        var helper = new THREE.AxesHelper(50);
        scene.add(helper);

        var loader = new THREE.STLLoader();
        loader.load("stl/xsldq.stl", function (geometry) {
        // loader.load("stl/bar+1.stl", function (geometry) {
        //loader.load("stl/4.9.stl", function (geometry) {
        // loader.load("stl/Complete_Assembly.STL", function (geometry) {
            if (geometry instanceof THREE.BufferGeometry) {
                geometry = new THREE.Geometry().fromBufferGeometry(geometry);
            }
            
            //尺寸
            geometry.computeBoundingBox();


            var volume = 0;
            for (var f = 0, fl = geometry.faces.length; f < fl; f++) {
                var face = geometry.faces[f];

                var vA = geometry.vertices[face.a];
                var vB = geometry.vertices[face.b];
                var vC = geometry.vertices[face.c];
                

                var x1 = vA.x,
                    x2 = vB.x,
                    x3 = vC.x;
                var y1 = vA.y,
                    y2 = vB.y,
                    y3 = vC.y;
                var z1 = vA.z,
                    z2 = vB.z,
                    z3 = vC.z;

                V = (-x3 * y2 * z1 + x2 * y3 * z1 + x3 * y1 * z2 - x1 * y3 * z2 - x2 * y1 * z3 + x1 * y2 * z3) / 6;

                volume += V;
            }
            console.log('体积:',volume.toFixed(2)+'mm3');
            

            //创建纹理
            var mat = new THREE.MeshLambertMaterial({color: 0x00ffff});
            var mesh = new THREE.Mesh(geometry, mat);
            //console.log(mesh);

            mesh.rotation.x = -0.5 * Math.PI; //将模型摆正
            mesh.scale.set(0.5, 0.5, 0.5); //缩放
            geometry.center(); //居中显示
            scene.add(mesh);

            var boundingBox = geometry.boundingBox;
            console.log('x_y_z:', boundingBox.max);//实际长宽高,取2x,2y,2z。
        });
    }

    //初始化性能插件
    var stats;
    function initStats() {
        stats = new Stats();
        div_canvas.appendChild(stats.dom);
    }

    //用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
    var controls;
    function initControls() {

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

        // 如果使用animate方法时,将此函数删除
        //controls.addEventListener( 'change', render );
        // 使动画循环使用时阻尼或自转 意思是否有惯性
        controls.enableDamping = true;
        //动态阻尼系数 就是鼠标拖拽旋转灵敏度
        //controls.dampingFactor = 0.25;
        //是否可以缩放
        controls.enableZoom = true;
        //是否自动旋转
        controls.autoRotate = true;
        controls.autoRotateSpeed = 0.5;
        //设置相机距离原点的最远距离
        controls.minDistance  = 1;
        //设置相机距离原点的最远距离
        controls.maxDistance  = 200;
        //是否开启右键拖拽
        controls.enablePan = true;
    }

    function render() {

        renderer.render( scene, camera );
    }

    //窗口变动触发的函数
    function onWindowResize() {

        camera.aspect = w / h;
        camera.updateProjectionMatrix();
        render();
        renderer.setSize( w, h );

    }

    function animate() {
        //更新控制器
        render();

        //更新性能插件
        stats.update();

        controls.update();

        requestAnimationFrame(animate);
    }

    function draw() {
        initGui();
        initRender();
        initScene();
        initCamera();
        initLight();
        initModel();
        initControls();
        initStats();

        animate();
        window.onresize = onWindowResize;
    }
</script>
</html>

 

体积与尺寸console.log出来了。实际尺寸取2x,2y,2z,对比信息可参照魔猴网打印页面    魔猴网

源码链接: https://pan.baidu.com/s/1DLFvabggHcBXnV5dgqjhdw 密码: vtee

转载于:https://my.oschina.net/u/3408149/blog/1925717

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