使用three.js 将一段上下的视频做成全景

<template>
    <div>

        <div id="renderer-container">

            <!-- 左侧 -->

            <!-- <div class="left" onmouseover="over" >
                《
              </div> -->
        </div>
      

    </div>
</template>

<script setup lang="ts">
// 引入three.js
import * as THREE from 'three';

import { onMounted, ref, reactive, nextTick } from 'vue';

console.log(THREE);

let video: HTMLVideoElement;
let texture: THREE.VideoTexture;
var renderer: THREE.WebGLRenderer;
let scene: THREE.Scene;
let camera: THREE.PerspectiveCamera;
onMounted(() => {
    
   // 全景设备参数
   const DEVICE_OPTS = {
        width: 12800, // 默认宽度,周界坐标宽度
        height: 1658, // 默认高度,周界坐标高度
        minDistance: 400,
        distance: 2000,
        distanceStep: 340,
        maxDistance: 2100,
        zoomSpeed: 6,
        locateLimitX: 1450, // 标签定位到视图中心,限制X值(因限制移动边界,边界上的标签无法定位到视图中心,故限制了定位中心边界)
        locateLimitY: 120,  // 标签定位到视图中心,限制Y值(因限制移动边界,边界上的标签无法定位到视图中心,故限制了定位中心边界)
        labelShowLevelNum: 5 // 控制标签分级显示的分级数量
    };

    // 要素唯一标识
    const FID_META = {
        perimeter: 'perimeter', // 周界
        label: 'label', // 标签
        linkLocate: 'linkLocate', // 联动定位
        clapping_video: 'clapping_video', // 裁剪视频
    }

    // let src ='rec_20240222110402_20240222120401_cf0f1bcc1293610f.mp4';
    // let configs=window.ConfigMeta
    const container = document.getElementById("renderer-container");
    // 创建场景
    scene = new THREE.Scene();
    scene.background = new THREE.Color(0x00ff00); 

    const distance = DEVICE_OPTS.distance;
    const aspect = 6.9922222;//
    const width = DEVICE_OPTS.width;
    const height = width / aspect;
    const fov = getCameraFov(container, distance, width); // 获取摄像机视锥体垂直视野角度
    camera = new THREE.PerspectiveCamera(fov, container.clientWidth / container.clientHeight, 0.1, 10000);
    camera.position.set(0, 0, distance);
    

    // 创建渲染器 
    renderer = new THREE.WebGLRenderer({ antialias: true });

    console.log(window.devicePixelRatio);
    renderer.setPixelRatio(window.devicePixelRatio)// 设置设备像素比
    // 设置渲染器大小 
    renderer.setSize(container.clientWidth, container.clientHeight);
    // 获取box
    container.appendChild(renderer.domElement);

    // renderer.setClearColor(0x000000, 0) // 渲染背景颜色
    // renderer.localClippingEnabled = true // 定义渲染器是否考虑对象级剪切平面
    //渲染器大小随窗口大小改变
    window.addEventListener("resize", function () {
        console.log('resize');
        let width = container.clientWidth;
        let height = width / aspect;
        renderer.setSize(width, height);
        camera.aspect = width / height;
        camera.updateProjectionMatrix();

    });
    const geometry = new THREE.BoxGeometry(width, height, 0.1); // 构建一个立方体
    geometry.computeBoundingBox(); // 计算立方体的边界
    if (geometry.boundingBox) {
        // console.log('bounding box: ', geometry.boundingBox)
        // const { min, max } = geometry.boundingBox;
        // this.extent = [min.x, min.y, max.x, max.y];
    }
    // const videoTexture = getVideoTexture() // 获取视频纹理

    video = document.createElement('video')//创建视频元素
    video.src = "./rec_20240222100402_20240222110402_cf0f1bcc1293610f.mp4";
    video.preload = 'auto'
    video.autoplay = true
    video.loop = true;//循环播放
    video.muted = true;//静音
    video.crossOrigin = "anonymous";//跨域
    video.setAttribute("webkit-playsinline", "webkit-playsinline");//ios内联播放
    video.play();//播放视频
    texture = new THREE.VideoTexture(video);//创建视频纹理
    texture.wrapS = texture.wrapT = THREE.ClampToEdgeWrapping;
    texture.minFilter = THREE.LinearFilter;//线性滤波
    texture.magFilter = THREE.LinearFilter;
    // texture.format = THREE.RGBFormat;

    const material = new THREE.MeshBasicMaterial({ color: 0xffff00, opacity: 0.0, transparent: true });
    let videoMesh = new THREE.Mesh(geometry, material);
    scene.add(videoMesh)//添加到场景中

    var texture2 = new THREE.VideoTexture(video);//创建视频纹理
    texture2.wrapS = texture.wrapT = THREE.ClampToEdgeWrapping;
    texture2.minFilter = THREE.LinearFilter;//线性滤波
    texture2.magFilter = THREE.LinearFilter;
    // texture2.format = THREE.RGBFormat;

    const spliceWidth = width / 2 // 拼接立方体宽度
    const spliceHeight = height * 2 // 拼接立方体高度
    // 构建立方体1(左边,需要裁剪下部 3/4)
    const geometry1 = new THREE.BoxGeometry(spliceWidth, spliceHeight, 0.1) // 构建一个立方体1
    const material1 = new THREE.MeshBasicMaterial({
        // color: 0xff0000,
        // opacity: 0.5,
        // transparent: true,
        map: texture,
        clippingPlanes: [new THREE.Plane(new THREE.Vector3(0, 1, 0), spliceHeight / 4)], // 裁剪平面
        clipShadows: true // 定义是否根据此材质上指定的剪裁平面剪切阴影
    })
    const mesh1 = new THREE.Mesh(geometry1, material1)
    mesh1.position.set(-spliceWidth / 2, -spliceHeight / 4, 0); // 设置位置
    mesh1.name = FID_META.clapping_video;
    videoMesh.add(mesh1)
    // 构建立方体2(右边,需要裁剪上部 3/4)--- 拷贝 mesh 和 material
    const mesh2 = mesh1.clone()
    const material2 = material1.clone()
    material2.clippingPlanes = [new THREE.Plane(new THREE.Vector3(0, -1, 0), spliceHeight / 4)]
    mesh2.material = material2
    mesh2.position.set(spliceWidth / 2, spliceHeight / 4, 0); // 设置位置
    mesh1.name = FID_META.clapping_video;
    videoMesh.add(mesh2)


    scene.add(videoMesh);

    animate();
})

// 渲染函数
function animate() {
    requestAnimationFrame(animate);
    if (video.readyState === video.HAVE_ENOUGH_DATA) {
        texture.needsUpdate = true;
    }
    //   if (video2.readyState === video2.HAVE_ENOUGH_DATA) {
    //     texture2.needsUpdate = true;
    //   }
    renderer.render(scene, camera);
}





function getCameraFov(element: any, distance: any, width: any) {
    console.log(element.clientWidth, element.clientHeight);
    
    const aspect = element.clientWidth / element.clientHeight
    const fov = 2 * Math.atan(width / aspect / (2 * distance)) * (180 / Math.PI) // in degrees
    return fov
}

</script>


<style scoped lang='scss'>
@import './index.scss';
</style>

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