网上关于测距的实现都是比较片面的,没有完整的例子,最近因为需求,有对相关需求进行实现,给出我的实现方案,供大家参考
效果图:
完整代码:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
<style>
html,
body {
margin: 0;
height: 100%;
overflow: hidden;
}
#c {
width: 100%;
height: 100%;
display: block;
overflow: hidden;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
<span style="position:absolute; color:red; left: 20px;top: 20px;">esc 可以清除正在画的线</span>
<button style="position:absolute; left: 50px;top: 50px;" id="btn">激活</button>
</body>
<script src="./lib/three.js"></script>
<script src="./lib/OrbitControls.js"></script>
<script src="https://cdn.bootcdn.net/ajax/libs/dat-gui/0.7.7/dat.gui.js"></script>
<script src="./lib/ColladaLoader.js"></script>
<script src="./lib/GLTFLoader.js"></script>
<script src="https://unpkg.com/stats.js@1.0.0/src/Stats.js"></script>
<script type="module">
function main() {
function WorldtoScreenPosition(pos) {
const worldVector = new THREE.Vector3(pos.x, pos.y, pos.z)
const standardVector = worldVector.project(camera)
const widthHalf = canvas.width / 2
const heightHalf = canvas.height / 2
return {
x: Math.round(standardVector.x * widthHalf + widthHalf),
y: Math.round(-standardVector.y * heightHalf + heightHalf),
z: 1
}
}
let isActive = false
let btn = document.getElementById('btn')
btn.onclick = function () {
isActive = !isActive
if (isActive) {
renderer.domElement.style.cursor = 'crosshair'
btn.innerHTML = '未激活'
// controls.enableRotate = false
} else {
renderer.domElement.style.cursor = 'unset'
btn.innerHTML = '激活'
// controls.enableRotate = true
}
}
const canvas = document.querySelector('#c');