效果:
点乘判断是否在扇形内
代码:
<template>
<div>
<el-container>
<el-main>
<div class="box-card-left">
<div id="threejs"></div>
<div>
<el-button @click="count" type="primary" plain>计算</el-button>:{{
res_text
}}
</div>
</div>
</el-main>
</el-container>
</div>
</template>
<script>
// 引入轨道控制器扩展库OrbitControls.js
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 效果制作器
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
// 渲染通道
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
// 发光描边OutlinePass
import { OutlinePass } from "three/examples/jsm/postprocessing/OutlinePass.js";
import {
CSS2DObject,
CSS2DRenderer,
} from "three/examples/jsm/renderers/CSS2DRenderer.js";
import TWEEN from "@tweenjs/tween.js";
import {
CSS3DObject,
CSS3DSprite,
CSS3DRenderer,
} from "three/examples/jsm/renderers/CSS3DRenderer.js";
// TextGeometry 是一个附加组件,必须显式导入。 three/examples/jsm/geometries
import { TextGeometry } from "three/examples/jsm/geometries/TextGeometry.js";
// FontLoader 是一个附加组件,必须显式导入。
import { FontLoader } from "three/examples/jsm/loaders/FontLoader.js";
export default {
data() {
return {
scene: null, // 场景对象
camera: null, // 相机对象
group: null, // 组对象
person: null, // 人对象
res_text: "",
deg1: "",
deg2: "",
};
},
created() {},
mounted() {
this.name = this.$route.query.name;
this.init();
},
methods: {
goBack() {
this.$router.go(-1);
},
/**
* 如何判断物体是在人的前方还是后方
* 思路:借助两个单位向量的点乘结果来判断的;
*/
init() {
// 创建场景对象
this.scene = new this.$three.Scene();
// 创建辅助坐标轴对象
const axesHelper = new this.$three.AxesHelper(100);
this.scene.add(axesHelper);
this.createMesh();
// 创建箭头对象
const arrowHelper1 = new this.$three.ArrowHelper(
new this.$three.Vector3(8, 0, 5).normalize(),
new this.$three.Vector3(0, 0, 0),
5,
0xffffff
);
this.scene.add(arrowHelper1);
const arrowHelper2 = new this.$three.ArrowHelper(
new this.$three.Vector3(-1, 0, 5).normalize(),
new this.$three.Vector3(0, 0, 0),
5,
0xffffff
);
this.scene.add(arrowHelper2);
// 创建环境光对象
const ambientLight = new this.$three.AmbientLight(0xffffff, 10);
this.scene.add(ambientLight);
// 创建相机对象
this.camera = new this.$three.PerspectiveCamera(60, 1, 0.01, 2000);
this.camera.position.set(-1, 8, -1);
this.camera.lookAt(0, 0, 0);
// 创建组对象
this.group = new this.$three.Group();
// 创建渲染器对象
this.renderer = new this.$three.WebGLRenderer();
this.renderer.setSize(1000, 800);
// 创建GLTFLoader对象
const gltfLoader = new GLTFLoader();
gltfLoader.load("/models/gltf/person2/scene.gltf", (gltf) => {
this.person = gltf.scene;
this.group.add(gltf.scene);
this.scene.add(this.group);
this.drawArc();
this.renderer.render(this.scene, this.camera);
window.document
.getElementById("threejs")
.appendChild(this.renderer.domElement);
const controls = new OrbitControls(
this.camera,
this.renderer.domElement
);
controls.addEventListener("change", () => {
this.renderer.render(this.scene, this.camera);
});
});
},
createMesh() {
const geometry = new this.$three.BoxGeometry(2, 2, 2);
const material = new this.$three.MeshBasicMaterial({ color: 0xffaddd });
this.mesh = new this.$three.Mesh(geometry, material);
this.mesh.position.set(-3, 0, 5);
this.scene.add(this.mesh);
},
count() {
// 从人指向物体的向量
let b = this.mesh.position.clone().sub(this.person.position.clone());
// 先计算距离是否大于圆弧半径 5
// 这里距离去整数了
if (Math.trunc(b.length()) - 1 > 5) {
// alert();
this.res_text = "物体不在扇形内--1";
} else {
this.createArc();
}
},
// 生成圆弧
createArc() {
// 计算两个箭头之间的角度 -- start
let a = new this.$three.Vector3(8, 0, 5).normalize(); // 计算后的单位向量
let b = new this.$three.Vector3(-1, 0, 5).normalize(); // 计算后的单位向量
let a_dot_b = a.dot(b); // 两个单位向量点乘得到 他们夹角的余弦值
let cos = Math.acos(a_dot_b); // 反余弦计算得到弧度
let deg = this.$three.MathUtils.radToDeg(cos); // 弧度转角度
// 计算两个箭头之间的角度 -- end
// 计算箭头1 和人正前方的单位向量的夹角
let deg_1 = this.countDeg(8, 0, 5);
// 计算箭头2 和人正前方的单位向量的夹角
let deg_2 = this.countDeg(-1, 0, 5);
// 判断人正前方的单位向量和两个箭头的夹角和(deg_1 + deg_2) 与 两个箭头的夹角(deg)的大小比较;
// if(deg_1 + deg_2 > deg) 说明人正前方不在两个箭头中间;反之在中间
if (deg_1 + deg_2 > deg) {
this.res_text = "物体不在扇形内--3";
} else {
this.res_text = "物体在扇形内--2";
}
},
countDeg(x, y, z, flag = true) {
let a = new this.$three.Vector3(x, y, z).normalize(); // 计算后的单位向量
if (flag) {
let b = this.person.position.clone().normalize(); // 计算后的单位向量
let a_dot_b = a.dot(b); // 两个单位向量点乘得到 他们夹角的余弦值
let cos = Math.acos(a_dot_b); // 反余弦计算得到弧度
let deg = this.$three.MathUtils.radToDeg(cos); // 弧度转角度
return deg;
} else {
let b = new this.$three.Vector3(1, 0, 0); // 计算后的单位向量
let a_dot_b = a.dot(b); // 两个单位向量点乘得到 他们夹角的余弦值
let cos = Math.acos(a_dot_b); // 反余弦计算得到弧度
let deg = this.$three.MathUtils.radToDeg(cos); // 弧度转角度
return cos;
}
},
drawArc() {
// 计算箭头1 和人正前方的单位向量的夹角
let deg_1 = this.countDeg(8, 0, 5, false);
// 计算箭头2 和人正前方的单位向量的夹角
let deg_2 = this.countDeg(-1, 0, 5, false);
console.log(deg_1, deg_2);
this.deg1 = deg_1;
this.deg2 = deg_2;
// EllipseCurve 的第五个、第六个参数用弧度
const arcCurve = new this.$three.EllipseCurve( 0, 0, 5, 5, deg_1, deg_2, false,);
// const arcCurve = new this.$three.EllipseCurve( 0, 0, 5, 5, 0, 2 * Math.PI, false, 0 );
const points = arcCurve.getPoints(100);
const geometry = new this.$three.BufferGeometry();
geometry.setFromPoints(points);
const material = new this.$three.LineBasicMaterial({ color: 0xffffff });
const line = new this.$three.Line(geometry, material);
line.rotateX(Math.PI / 2);
this.scene.add(line);
},
},
};
</script>
<style lang="less" scoped>
.box-card-left {
display: flex;
align-items: flex-start;
flex-direction: row;
width: 100%;
.box-right {
img {
width: 500px;
user-select: none;
}
}
}
</style>