deck.gl 叠加 three.js 物体

文章介绍了如何在DeckGL框架中结合three.js创建一个交互式的3D视图,通过叠加对象和控制相机来展示3D几何体,如立方体和网格辅助工具,以及如何处理视口变换矩阵以实现精确渲染。
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deck.gl 叠加 three.js 物体

import { Matrix4 } from "@math.gl/core";
import { Layer, LayerContext } from "@deck.gl/core";
import DeckGL from "@deck.gl/react";
import { OrbitView } from "@deck.gl/core";
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";

type ThreeLayerProps = {
  scene: THREE.Scene;
  center: [number, number, number];
};
class ThreeLayer extends Layer<ThreeLayerProps> {
  state!: {
    renderer: THREE.WebGLRenderer;
    camera: THREE.PerspectiveCamera;
    controls: OrbitControls;
    scene: THREE.Scene;
  };

  initializeState(context: LayerContext): void {
    const renderer = new THREE.WebGLRenderer({
      antialias: true,
      context: context.gl,
    });
    renderer.autoClear = false;
    const camera = new THREE.PerspectiveCamera(
      40,
      context.deck.width / context.deck.height,
      0.00000001,
      10000000
    );
    const controls = new OrbitControls(camera, renderer.domElement);
    const scene = new THREE.Scene();
    camera.position.set(0, 0, 500);
    camera.lookAt(0, 0, 0);
    camera.updateProjectionMatrix();
    renderer.render(scene, camera);
    controls.addEventListener("change", () => {
      renderer.render(scene, camera);
    });
    renderer.resetState();
    this.state = {
      renderer,
      camera,
      controls,
      scene,
    };
  }

  draw(): void {
    const viewport = this.context.viewport;

    // 更新投影矩阵,然后渲染
    const { camera, renderer, scene, controls } = this.state;
     // 计算将 scene 转换到 common space 的矩阵
    const position = viewport.projectPosition(viewport.center);
    const scales = viewport.getDistanceScales(viewport.center);
    const modelMatrix = new Matrix4()
      .translate(position)
      .scale(scales.unitsPerMeter);
    // 使用 viewport 中的 viewMatrix projectionMatrix 计算 mvpMatrix
    const viewProjectMatrix = new Matrix4(
      viewport.viewProjectionMatrix
    );
    const mvpMatrix = viewProjectMatrix.multiplyRight(modelMatrix);
    camera.projectionMatrix = new THREE.Matrix4().fromArray(mvpMatrix);
    
    controls.update();
    renderer.resetState();
    // 添加物体
    const geometry = new THREE.BoxGeometry(10, 10, 10);
    const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
    const cube = new THREE.Mesh(geometry, material);
    scene.add(cube);
    
    const gridHelper = new THREE.GridHelper(200, 3);
    scene.add(gridHelper);

    // 红色代表 X 轴. 绿色代表 Y 轴. 蓝色代表 Z 轴.
    const axesHelper = new THREE.AxesHelper(150)
    scene.add(axesHelper);
    
    renderer.render(scene, camera);
  }
}
const MapBOX = (props) => {
  const [viewState, updateViewState] = useState({
    latitude: 0,
    longitude: 0,
    target: [0, 0, 0],
    rotationX: -60,
    rotationOrbit: 0,
    minZoom: 0,
    maxZoom: 50,
    zoom: 10,
    bearing: 45,
  });

  const _renderLayers = () => {
    const layer = new ThreeLayer();
    return [layer];
  };
  return (
    <DeckGL
      views={new OrbitView({ id: "map", controller: true })}
      viewState={viewState}
      controller={true}
      onViewStateChange={(v) => updateViewState(v.viewState)}
      layers={_renderLayers()}
      parameters={{
        clearColor: [0, 0, 0, 0.1],
      }}
    ></DeckGL>
  );
};

export default MapBOX;

参考

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