<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<title>全景图(three.js css3d - panorama)</title>
<style>
body {
background-color: #000000;
margin: 0;
cursor: move;
overflow: hidden;
}
a {
color: #ffffff;
}
#info {
position: absolute;
width: 100%;
color: #ffffff;
padding: 5px;
font-family: Monospace;
font-size: 13px;
font-weight: bold;
text-align: center;
z-index: 1;
}
</style>
</head>
<body>
</div>
<script src="./js/three.js"></script>
<script src="./js/CSS3DRenderer.js"></script>
<script>
//定义相机,场景,渲染器,是3D场景形成的三大要素
var camera, scene, renderer;
//定义几何体,材质,以及几何体加材质之后形成的网格
var geometry, material, mesh;
//生成三维向量(0,0,0),相机的目标点
var target = new THREE.Vector3();
//lon 经度 竖着的 有东经 西经 ;lat 维度 横着的 有南纬 北纬
//该经纬表示相机的聚焦点,初始状态在前面
var lon = 0, lat = 0;
//同样是相机的聚焦点,上面是角度,此处转化为弧度制
var phi = 0, theta = 0;
//移动端用户输入的x,y
var touchX, touchY,isTouch = false;
var start = [];
init();
animate();
function init() {
//相机的默认位置在坐标系的原点
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
//创建场景
scene = new THREE.Scene();
//右手坐标系,z朝向观察者,即相机。下面是将六个面拼接成立方体,分别对应
//这里的图片可以krpano 或则 pano2vr工具生成6张图
var sides = [
{
url: 'images/2right.jpg', //右侧
position: [ -512, 0, 0 ],
rotation: [ 0, Math.PI / 2, 0 ]
},
{
url: 'images/2left.jpg', //左侧
position: [ 512, 0, 0 ],
rotation: [ 0, -Math.PI / 2, 0 ]
},
{
url: 'images/2top.jpg', //上侧
position: [ 0, 512, 0 ],
rotation: [ Math.PI / 2, 0, Math.PI ]
},
{
url: 'images/2bottom.jpg', //下侧
position: [ 0, -512, 0 ],
rotation: [ - Math.PI / 2, 0 ,Math.PI]
},
{
url: 'images/2front.jpg', //前
position: [ 0, 0, 512 ],
rotation: [ 0, Math.PI, 0 ]
},
{
url: 'images/2back.jpg', //后
position: [ 0, 0, -512 ],
rotation: [ 0, 0, 0 ]
}
];
//将六个图片添加到场景中
for ( var i = 0; i < sides.length; i ++ ) {
var side = sides[ i ];
var element = document.createElement( 'img' );
element.width = 1026; // 2 pixels extra to close the gap.
element.src = side.url;
//CSS3DObject 是拓展出去的方法,原型是object3D,见CSS3DRenderer.js
var object = new THREE.CSS3DObject( element );
object.position.fromArray( side.position );
object.rotation.fromArray( side.rotation );
scene.add( object );
}
//渲染器也是拓展出来的方法,见CSS3DRenderer.js
renderer = new THREE.CSS3DRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//添加鼠标,手势,窗口事件
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'wheel', onDocumentMouseWheel, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
document.addEventListener("touchend",onDocumentTouchEnd, false);
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
//窗口缩放的时候,保证场景也跟随着一起缩放
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseDown( event ) {
event.preventDefault();
//保证监听拖拽事件
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
}
function onDocumentMouseMove( event ) {
//鼠标的移动距离 currentEvent.movementX = currentEvent.screenX - previousEvent.screenX
var movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
var movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
lon -= movementX * 0.1;
lat += movementY * 0.1;
}
function onDocumentMouseUp( event ) {
//保证监听拖拽事件
document.removeEventListener( 'mousemove', onDocumentMouseMove );
document.removeEventListener( 'mouseup', onDocumentMouseUp );
}
function onDocumentMouseWheel( event ) {
//相机的视觉随着鼠标滚动的距离拉进或者远离
var fov = camera.fov + event.deltaY * 0.05;
camera.fov = THREE.Math.clamp( fov, 10, 75 );
camera.updateProjectionMatrix();
}
function onDocumentTouchStart( event ) {
event.preventDefault();
if (event.touches.length == 1) {
//移动端没有movement,所以直接用touchX touchY去计算移动的距离
var touch = event.touches[ 0 ];
touchX = touch.screenX;
touchY = touch.screenY;
}
//判断是否有两个点在屏幕上
if (event.touches.length >= 2) {
start = event.touches; //得到第一组两个点
};
//表示手指已按下
isTouch = true;
}
function onDocumentTouchMove( event ) {
event.preventDefault();
//当只有一个点移动,则改变全景图视角
if (event.touches.length == 1 && isTouch) {
var touch = event.touches[ 0 ];
lon -= ( touch.screenX - touchX ) * 0.1;
lat += ( touch.screenY - touchY ) * 0.1;
touchX = touch.screenX;
touchY = touch.screenY;
}
//当有两个点在屏幕移动,则对全景图缩放
if (event.touches.length >= 2 && isTouch){
var now = event.touches;
//得到缩放比例, getDistance 是勾股定理的一个方法
var scale = (getDistance(now[0], now[1]) / getDistance(start[0], start[1]));
if(scale > 1){
camera.fov -= 1;
if(camera.fov <= 10){
camera.fov = 10;
}
camera.updateProjectionMatrix();
}
if(scale < 1){
camera.fov += 1;
if(camera.fov >= 75){
camera.fov = 75;
}
camera.updateProjectionMatrix();
}
start = now;
}
}
function onDocumentTouchEnd(e) {
//将 isTouch 修改为false 表示 手指已经离开屏幕
if (isTouch) {isTouch = false;}
}
function getDistance(p1, p2) {
var x = p2.pageX - p1.pageX,
y = p2.pageY - p1.pageY;
return Math.sqrt((x * x) + (y * y));
};
//开启动画
function animate() {
requestAnimationFrame( animate );
//自动由左向右横向预览全景
//lon += 0.1;
lat = Math.max( - 85, Math.min( 85, lat ) );
phi = THREE.Math.degToRad( 90 - lat ); //角度转为弧度制
theta = THREE.Math.degToRad( lon );
//在球坐标系中算出相机的聚焦点的坐标
target.x = Math.sin( phi ) * Math.cos( theta );
target.y = Math.cos( phi );
target.z = Math.sin( phi ) * Math.sin( theta );
camera.lookAt( target );
renderer.render( scene, camera );
}
</script>
</body>
</html>
参考
https://blog.csdn.net/xiao_a_gang/article/details/81741039
https://blog.csdn.net/bianliuzhu/article/details/80623825