03-ArcGIS For JavaScript结合ThreeJS功能

概述

  ArcGIS For Javacript提供了一些对象可以支持加载webgl上下文信息,这里包括webgl编程的代码及webgl封装的threejs的代码。并且4.29版本之前,ArcGIS For Javacript提供了externalRenderers去实现这些功能,4.29版本则摒弃了externalRenderers对象,新增了RenderNode的对象去加载第三方的渲染平台。
  RenderNode相对于externalRenderers,功能上有了很大的提升。它不仅可以去加载第三方的三维渲染平台(ThreeJS)的功能,还可以对当前SceneView场景中的渲染内容进行后处理操作。
  今天这里只介绍一下externalRenderers和RenderNode如何加载ThreeJS的功能操作。

three.js中功能实现

对于ThreeJS而言,一般基础的元素包含了Scene、Camera、Renderer以及三维对象。
一般步骤如下:

  • 引入three.js
    	<script src="three.min.js">
    
  • 创建一个场景(Scene),用于放置3D元素。
    	const scene = new THREE.Scene();
    
  • 创建相机(Camera),通过相机将渲染的结果呈现给观察者。
    	const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
    
  • 创建渲染器(Renderer),渲染器将3D场景呈现为二维的图像,使得屏幕显示3D更真实。
    	//定义一个渲染器Render
        const renderer = new THREE.WebGLRenderer();
        //设置render的渲染范围
        renderer.setSize(window.innerWidth, window.innerHeight);
        //将场景元素添加到body中
        document.body.appendChild(renderer.domElement);
    
  • 创建3D对象,这个时候就可以创建一些球、立方体等。
     //定义一个geometry,geometry定义了物体的形状,three有很多种geometry
        const geometry = new THREE.BoxGeometry();
        const material= new THREE.MeshBasicMaterial({color: 0x00ffff});
        let mesh = new THREE.Mesh(geometry, material);
        scene.add(mesh);
    
  • 渲染场景,主要是将视图渲染到屏幕,这步主要为了调用我们前面创建的渲染器。
    	    //定义渲染的动画函数
       	function animate() {
            //将animate函数添加到requestAnimationFrame,进行循环调用
            requestAnimationFrame(animate);
            cube.rotation.x += 0.01;
            cube.rotation.y += 0.01;
            //执行渲染器的渲染函数
            renderer.render(scene, camera);
        }
        //执行渲染函数
        animate();
    

完整代码如下:

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>ThreeJs基础知识_Scene</title>
    <!-- <script src="./js/three.js"></script> -->
    <script type="text/javascript" src="../js/threejs/r141/three.min.js"></script>
    <style>
        body {
            margin: 0;
        }
    </style>
    <!--
        three的场景主要包括了三个对象,场景Scene,相机Camera和渲染器Render,
        同时在正常应用的时候还需要包括物体 Object和控制器Contro以及灯光Light。
    -->

</head>

<body>
    <script>
        const scene = new THREE.Scene();//创建一个场景Scene
        //定义一个相机Camera( 透视摄像机 )
        const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
        scene.rotation.x = THREE.MathUtils.degToRad(-60);

        // camera.rotateZ(THREE.MathUtils.degToRad(30));
        //定义一个渲染器Render
        const renderer = new THREE.WebGLRenderer();
        //设置render的渲染范围
        renderer.setSize(window.innerWidth, window.innerHeight);
        //将场景元素添加到body中
        document.body.appendChild(renderer.domElement);

        let geometry = new THREE.CylinderBufferGeometry(1, 0, 2, 4);
        geometry.rotateX(Math.PI / 2);
        geometry.computeBoundingSphere();
        const material = new THREE.MeshBasicMaterial({
            color: 0x00ff00,
            transparent: true,
            opacity: 0.5,
        });//material定义了物体的材质,简单说就是外观

        // 长方体作为EdgesGeometry参数创建一个新的几何体
        const edges = new THREE.EdgesGeometry(geometry);
        const edgesMaterial = new THREE.LineBasicMaterial({
            color: 0x00ffff,
        })
        const line = new THREE.LineSegments(edges, edgesMaterial);
        let object3D = new THREE.Object3D();
        let mesh = new THREE.Mesh(geometry, material);
        mesh.add(line);
        object3D.add(mesh);
        scene.add(object3D);//然后将物体添加到场景中去
        //定义相机的z坐标,就是相机看的位置,此时要注意一下three中相机坐标系的概念,x横向,z纵向,y是竖直的,后期有兴趣可以慢慢研究three的坐标系
        camera.position.z = 4;
        let ambient = new THREE.AmbientLight(0xffffff, 0.5);
        scene.add(ambient);
        //定义渲染的动画函数
        function animate() {
            //将animate函数添加到requestAnimationFrame,进行循环调用
            requestAnimationFrame(animate);
            // cube.rotation.x += 0.01;
            // cube.rotation.y += 0.01;

            if (object3D) {
                let vec = new THREE.Vector3(0, 0, 1);
                object3D.rotateOnAxis(vec, Math.PI / 300);
            }
            //执行渲染器的渲染函数
            renderer.render(scene, camera);
        }
        //执行渲染函数
        animate();
    </script>
</body>

</html>

效果:
在这里插入图片描述

externalRenderers(4.28及以下版本)

  externalRenderer提供了add方法,该方法支持将外部渲染器添加到当前的视图中。外部渲染器由包含一些方法和属性的对象定义的。这样就可以将其他渲染器和ArcGIS的平台融合在一起使用。
在这里插入图片描述
renderer的内容,可以按照ExternalRenderer的对象去定义,ExternalRenderer定义如下:
在这里插入图片描述
我们实例化的时候,就可以按照上面的结构去定义ExternalRenderer对象:
在这里插入图片描述
完成代码如下:
externalRenderClass.js

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>ThreeJS+ArcGIS</title>
    <!-- <script type="text/javascript" src="./js/threejs/r109/three.min.js"></script>
    <script type="text/javascript" src="./js/threejs/r109/GLTFLoader.js"></script> -->

    <script type="text/javascript" src="./js/threejs/r141/three.min.js"></script>

    <script src="./externalRenderClass.js"></script>
    <link rel="stylesheet" href="https://js.arcgis.com/4.28/esri/themes/light/main.css" />
    <script src="https://js.arcgis.com/4.28/"></script>
    <style>
        html,
        body,
        #viewDiv {
            height: 100%;
            width: 100%;
            margin: 0;
            padding: 0;
        }
    </style>

    <script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script>

    <script>
        window.THREE = THREE;
        window.GLTFLoader = THREE.GLTFLoader;

        require([
            "esri/views/SceneView",
            "esri/Map",
            "esri/layers/TileLayer",
            "esri/views/3d/externalRenderers"
        ], (SceneView, Map, TileLayer, externalRenderers) => {

            // const baselayer = new TileLayer({
            //     url: "http://map.geoq.cn/ArcGIS/rest/services/ChinaOnlineStreetPurplishBlue/MapServer",
            // });

            let map = new Map({
                // layers:[scenelayer]
                basemap:"satellite"
            })
            // map.add(baselayer);
            let view = new SceneView({
                map: map,
                container: 'viewDiv',
                viewingMode: "local"
            });
            // let position = [13529536.50333642, 3626588.0048437016, 1000]
            view.when(function () {
                view.goTo({
                    fov: 55,
                    heading: 55.99495193816657,
                    position: {
                        x: 13513809.919879783,
                        y: 3616346.75042186,
                        z: 8574.5211164545,
                        spatialReference: {
                            wkid: 102100
                        }
                    },
                    tilt: 69.0179407311609
                });
            })

            view.on("click",function(){
                console.log(view.camera);
            })

            let dynamicGLTFRender = new externalRenderClass({
                view,
                externalRenderers
            })
            externalRenderers.add(view, dynamicGLTFRender);
            window.view = view;

            // let myExternalRenderer = {
            //     setup: function (context) {
            //         // 在外部渲染器添加到视图后执行一次。
            //         // 你可以使用这个函数来分配所有的静态WebGL资源(着色器,缓冲区等)。
            //     },
            //     render: function (context) {
            //         // 在每一帧执行,绘制几何图形到画布。在这个函数中完成的任务:
            //         // *更新动态资源的状态
            //         // *根据需要设置WebGL状态
            //         // *发出WebGL绘制调用
            //     }
            // }

        })
    </script>
</head>

<body>
    <div id="viewDiv">
    </div>
</body>

</html>

index.html


class externalRenderClass {
    constructor(options) {
        this.opts = {
            externalRenderers: null,
        }
        this.opts.externalRenderers = options.externalRenderers;
        this.view = options.view;
        this.cube = null;
        this.mesh = null;
    }

    setParams() {
        this.isStop = !this.isStop;
    }

    setup(context) {
        let THREE = window.THREE;

        // this.mixer = new THREE.AnimationMixer();
        this.horseMixer = THREE.AnimationMixer;
        this.clock = new THREE.Clock();
        this.horseClock = new THREE.Clock();
        this.mixer = THREE.AnimationMixer;

        this.renderer = new THREE.WebGLRenderer({
            context: context.gl, // 可用于将渲染器附加到已有的渲染环境(RenderingContext)中
            premultipliedAlpha: false, // renderer是否假设颜色有 premultiplied alpha. 默认为true
        });
        this.renderer.setPixelRatio(window.devicePixelRatio); // 设置设备像素比。通常用于避免HiDPI设备上绘图模糊
        this.renderer.setViewport(0, 0, this.view.width, this.view.height); // 视口大小设置

        this.renderer.autoClear = false;
        this.renderer.autoClearDepth = false;
        this.renderer.autoClearColor = false;
        // this.renderer.autoClearStencil = false;

        let originalSetRenderTarget = this.renderer.setRenderTarget.bind(this.renderer);
        this.renderer.setRenderTarget = function (target) {
            originalSetRenderTarget(target);
            if (target == null) {
                context.bindRenderTarget();
            }
        };

        this.scene = new THREE.Scene();
        // setup the camera
        let cam = context.camera;
        this.camera = new THREE.PerspectiveCamera(cam.fovY, cam.aspect, cam.near, cam.far);

        // 添加坐标轴辅助工具
        const axesHelper = new THREE.AxesHelper(1);
        axesHelper.position.copy(1000000, 100000, 100000);
        this.scene.add(axesHelper);

        let grid = new THREE.GridHelper(30, 10, 0xf0f0f0, 0xffffff);
        this.scene.add(grid);

        // setup scene lighting
        this.ambient = new THREE.AmbientLight(0xffffff, 0.5);
        this.scene.add(this.ambient);
        let geometry = new THREE.CylinderBufferGeometry(1500, 0, 2000, 4);
        geometry.rotateX(Math.PI / 2);
        geometry.computeBoundingSphere();

        const material = new THREE.MeshBasicMaterial({
            color: 0x00ff00,
            transparent: true,
            opacity: 0.5,
        });//material定义了物体的材质,简单说就是外观

        // 长方体作为EdgesGeometry参数创建一个新的几何体
        const edges = new THREE.EdgesGeometry(geometry);
        const edgesMaterial = new THREE.LineBasicMaterial({
            color: 0x00ffff,

        })
        const line = new THREE.LineSegments(edges, edgesMaterial);
        let object3D = new THREE.Object3D();

        let mesh = new THREE.Mesh(geometry, material);
        mesh.add(line);
        object3D.add(mesh);
        // object3D.position.set(cenP[0], cenP[1], cenP[2] + 2000 / 2);

        let position = [13529536.50333642, 3626588.0048437016, 1000];
        let cenP = [];
        this.opts.externalRenderers.toRenderCoordinates(this.view, [position[0], position[1], position[2]], 0, this.view.spatialReference, cenP, 0, 1);

        object3D.position.set(cenP[0], cenP[1], cenP[2] + 2000 / 2);
        this.scene.add(object3D);//然后将物体添加到场景中去

        this.mesh = object3D;

        // this.getCoords(context);
        context.resetWebGLState();
    }
    /**
     * 渲染器更新渲染
     * @memberof BuildingEffect
     * @method render
     * @param {Object} context 已有渲染器信息,无需传值
     */
    render(context) {
        let THREE = window.THREE;
        let cam = context.camera;
        //需要调整相机的视角
        this.camera.position.set(cam.eye[0], cam.eye[1], cam.eye[2]);
        this.camera.up.set(cam.up[0], cam.up[1], cam.up[2]);
        this.camera.lookAt(new THREE.Vector3(cam.center[0], cam.center[1], cam.center[2]));
        // Projection matrix can be copied directly
        this.camera.projectionMatrix.fromArray(cam.projectionMatrix);

        if (this.mesh) {
            let vec = new THREE.Vector3(0, 0, 1);
            this.mesh.rotateOnAxis(vec, Math.PI / 300);
        }

        // draw the scene
        /
        // this.renderer.resetGLState();
        this.renderer.state.reset();

        //Three.js r127版本重构了WebGLState,
        //this.renderer.state.reset(); 之后需要加一行 context.bindRenderTarget(); 否则渲染不出来
        context.bindRenderTarget();
        // this.renderer.setRenderTarget();

        this.renderer.render(this.scene, this.camera);
        // as we want to smoothly animate the ISS movement, immediately request a re-render
        this.opts.externalRenderers.requestRender(this.view);
        // cleanup
        context.resetWebGLState();
    }

}

效果:
在这里插入图片描述

RenderNode(4.29版本)

RenderNode在加载ThreeJS模块的时候和externalRenderer有些不一样。

  • 调用的对象类型发生了变化。externalRenderer以class的形式调用,RenderNode必须以返回的对象类型调用。
  • 内部方法名发生了变化。externalRenderer初始化的方法名为setup,RenderNode初始化的方法名为initialize。
  • 调用方式不同。externalRenderer直接通过add的方式去添加并传参。RenderNode需要先通过RenderNode.createSubclass去创建子类,然后通过new一个子类对象,去传参数。

具体代码如下:


let RenderNodeClass = {
    constructor(options) {
        this.webgl = options.webgl;
        this.view = options.view;
        this.cube = null;
        this.mesh = null;
        this._camera = null;
    },

    setParams() {
        this.isStop = !this.isStop;
    },

    initialize() {
        let THREE = window.THREE;

        // this.mixer = new THREE.AnimationMixer();
        this.horseMixer = THREE.AnimationMixer;
        this.clock = new THREE.Clock();
        this.horseClock = new THREE.Clock();
        this.mixer = THREE.AnimationMixer;

        this.renderer = new THREE.WebGLRenderer({
            context: this.gl, // 可用于将渲染器附加到已有的渲染环境(RenderingContext)中
            premultipliedAlpha: false, // renderer是否假设颜色有 premultiplied alpha. 默认为true
        });
        this.renderer.setPixelRatio(window.devicePixelRatio); // 设置设备像素比。通常用于避免HiDPI设备上绘图模糊
        this.renderer.setViewport(0, 0, this.view.width, this.view.height); // 视口大小设置

        this.renderer.autoClear = false;
        this.renderer.autoClearDepth = false;
        this.renderer.autoClearColor = false;
        // this.renderer.autoClearStencil = false;

        let originalSetRenderTarget = this.renderer.setRenderTarget.bind(this.renderer);
        this.renderer.setRenderTarget = function (target) {
            originalSetRenderTarget(target);
            if (target == null) {
                context.bindRenderTarget();
            }
        };

        this.scene = new THREE.Scene();
        // setup the camera
        let cam = this.camera;
        this._camera = new THREE.PerspectiveCamera(cam.fovY, cam.aspect, cam.near, cam.far);

        // 添加坐标轴辅助工具
        const axesHelper = new THREE.AxesHelper(1);
        axesHelper.position.copy(1000000, 100000, 100000);
        this.scene.add(axesHelper);

        let grid = new THREE.GridHelper(30, 10, 0xf0f0f0, 0xffffff);
        this.scene.add(grid);

        // setup scene lighting
        this.ambient = new THREE.AmbientLight(0xffffff, 0.5);
        this.scene.add(this.ambient);

        let geometry = new THREE.CylinderBufferGeometry(1500, 0, 2000, 4);
        geometry.rotateX(Math.PI / 2);
        geometry.computeBoundingSphere();

        const material = new THREE.MeshBasicMaterial({
            color: 0x00ff00,
            transparent: true,
            opacity: 0.5,
        });//material定义了物体的材质,简单说就是外观

        // 长方体作为EdgesGeometry参数创建一个新的几何体
        const edges = new THREE.EdgesGeometry(geometry);
        const edgesMaterial = new THREE.LineBasicMaterial({
            color: 0x00ffff,

        })

        const line = new THREE.LineSegments(edges, edgesMaterial);

        let object3D = new THREE.Object3D();

        let mesh = new THREE.Mesh(geometry, material);
        mesh.add(line);
        object3D.add(mesh);
        // object3D.position.set(cenP[0], cenP[1], cenP[2] + 2000 / 2);

        let position = [13529536.50333642, 3626588.0048437016, 1000];
        let cenP = [];
        this.webgl.toRenderCoordinates(this.view, [position[0], position[1], position[2]], 0, this.view.spatialReference, cenP, 0, 1);

        object3D.position.set(cenP[0], cenP[1], cenP[2] + 2000 / 2);
        this.scene.add(object3D);//然后将物体添加到场景中去

        this.mesh = object3D;

        // this.getCoords(context);
        this.resetWebGLState();
    },
    /**
     * 渲染器更新渲染
     * @memberof BuildingEffect
     * @method render
     * @param {Object} context 已有渲染器信息,无需传值
     */
    render(context) {
        let THREE = window.THREE;
        let cam = this.camera;
        //需要调整相机的视角
        this._camera.position.set(cam.eye[0], cam.eye[1], cam.eye[2]);
        this._camera.up.set(cam.up[0], cam.up[1], cam.up[2]);
        this._camera.lookAt(new THREE.Vector3(cam.center[0], cam.center[1], cam.center[2]));
        // Projection matrix can be copied directly
        this._camera.projectionMatrix.fromArray(cam.projectionMatrix);


        if (this.mesh) {

            let vec = new THREE.Vector3(0, 0, 1);
            this.mesh.rotateOnAxis(vec, Math.PI / 300);
        }
        this.renderer.state.reset();
        
        this.bindRenderTarget();

        this.renderer.render(this.scene, this._camera);
        // as we want to smoothly animate the ISS movement, immediately request a re-render
        this.requestRender();

        // cleanup
        this.resetWebGLState();
    }

}

index.html

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>ThreeJS+ArcGIS</title>
    <!-- <script type="text/javascript" src="./js/threejs/r109/three.min.js"></script>
    <script type="text/javascript" src="./js/threejs/r109/GLTFLoader.js"></script> -->

    <script type="text/javascript" src="./js/threejs/r141/three.min.js"></script>

    <script src="./RenderNodeClass.js"></script>
    <link rel="stylesheet" href="https://js.arcgis.com/4.29/esri/themes/light/main.css" />
    <script src="https://js.arcgis.com/4.29/"></script>
    <style>
        html,
        body,
        #viewDiv {
            height: 100%;
            width: 100%;
            margin: 0;
            padding: 0;
        }
    </style>

    <script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script>

    <script>
        window.THREE = THREE;
        window.GLTFLoader = THREE.GLTFLoader;

        require([
            "esri/views/SceneView",
            "esri/Map",
            "esri/layers/TileLayer",
            "esri/views/3d/webgl/RenderNode",
            "esri/views/3d/webgl"
        ], (SceneView, Map, TileLayer, RenderNode, webgl) => {
            let map = new Map({
                basemap:"satellite"
            })
            let view = new SceneView({
                map: map,
                container: 'viewDiv',
                viewingMode: "local"
            });
            view.when(function () {
                view.goTo({
                    fov: 55,
                    heading: 55.99495193816657,
                    position: {
                        x: 13513809.919879783,
                        y: 3616346.75042186,
                        z: 8574.5211164545,
                        spatialReference: {
                            wkid: 102100
                        }
                    },
                    tilt: 69.0179407311609
                });
            })

            view.on("click",function(){
                console.log(view.camera);
            })

            let subRenderClass = RenderNode.createSubclass(RenderNodeClass);
            view.when(function(){
                new subRenderClass({
                    view,
                    webgl
                })
            })

            // let myExternalRenderer = {
            //     initialize: function (context) {
            //         // 在外部渲染器添加到视图后执行一次。
            //         // 你可以使用这个函数来分配所有的静态WebGL资源(着色器,缓冲区等)。
            //     },
            //     render: function (context) {
            //         // 在每一帧执行,绘制几何图形到画布。在这个函数中完成的任务:
            //         // *更新动态资源的状态
            //         // *根据需要设置WebGL状态
            //         // *发出WebGL绘制调用
            //     }
            // }

        })
    </script>
</head>

<body>
    <div id="viewDiv">
    </div>
</body>

</html>

结果:
在这里插入图片描述

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