threejs加载高度图渲染点云,不支持tiff
问题点
使用的point来渲染高度图点云,大数据图片无效渲染点多(可以通过八叉树过滤掉无效点增加效率,这个太复杂),但是胜在简单能用
效果图
code
代码可运行,无需npm
<!DOCTYPE html>
<html lang="en">
<head><meta charset="UTF-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><title>Three.js Heightmap Visualization</title><style>body { margin: 0; }canvas { display: block; }</style>
</head>
<body><button id="loadImageButton">Load Image</button><!-- 引入Three.js和OrbitControls --><!-- <script src="https://cdn.jsdelivr.net/npm/three@v0.149.0/build/three.module.js" type="module"></script> --><script src="https://seikichi.github.io/tiff.js/tiff.min.js"></script><script src="orb.js"></script><script type="module">import * as THREE from "https://cdn.jsdelivr.net/npm/three@v0.149.0/build/three.module.js";console.log(THREE)var {OrbitControls, MapControls} = Orb(THREE.EventDispatcher,THREE.MOUSE,THREE.Quaternion,THREE.Spherical,THREE.TOUCH,THREE.Vector2,THREE.Vector3)// 设置基本的Three.js场景、相机和渲染器const scene = new THREE.Scene();const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);const renderer = new THREE.WebGLRenderer();renderer.setSize(window.innerWidth, window.innerHeight);document.body.appendChild(renderer.domElement);// const OrbitControls = threeTsorbitControls;// 创建 OrbitControls 控件,并绑定到相机和渲染器const controls = new OrbitControls(camera, renderer.domElement);controls.enableDamping = true; // 启用阻尼感(惯性效果)controls.dampingFactor = 0.25; // 阻尼系数controls.screenSpacePanning = true; controls.maxPolarAngle = Math.PI; camera.position.set(100, 100, 500); // 设置相机位置camera.lookAt(0, 0, 0);// 加载高度图// const textureLoader = new THREE.TextureLoader();// textureLoader.load('https://threejsfundamentals.org/threejs/resources/images/heightmap-96x64.png', );const createGeometryFn = (texture) => {const img = texture.image;const canvas = document.createElement('canvas');canvas.width = img.width;canvas.height = img.height;const ctx = canvas.getContext('2d');ctx.drawImage(img, 0, 0);const imgData = ctx.getImageData(0, 0, img.width, img.height).data;const geometry = new THREE.BufferGeometry();const positions = [];const colors = [];for (let y = 0; y < img.height; y++) {for (let x = 0; x < img.width; x++) {// 获取像素的灰度值作为高度const index = (y * img.width + x) * 4;const height = imgData[index] / 255 * 50; // 0-255映射为高度范围// 设置每个点的位置 (x, y, height)positions.push(x - img.width / 2, y - img.height / 2, height);// 颜色映射,越高越鲜艳const color = new THREE.Color(`hsl(${(height / 50) * 240}, 100%, 50%)`);colors.push(color.r, color.g, color.b);}}// 将位置和颜色数据添加到BufferGeometry中geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));geometry.setAttribute('color', new THREE.Float32BufferAttribute(colors, 3));// 创建点材质,启用顶点颜色const material = new THREE.PointsMaterial({size: 1.5,vertexColors: true});// 创建点云对象const points = new THREE.Points(geometry, material);scene.add(points);// 渲染循环function animate() {requestAnimationFrame(animate);// 更新OrbitControls状态controls.update();// 渲染场景renderer.render(scene, camera);}animate();}const createGeometryTiffFn = (canvas) => {const img = texture.image;canvas.width = img.width;canvas.height = img.height;const ctx = canvas.getContext('2d');const imgData = ctx.getImageData(0, 0, img.width, img.height).data;const geometry = new THREE.BufferGeometry();const positions = [];const colors = [];for (let y = 0; y < img.height; y++) {for (let x = 0; x < img.width; x++) {// 获取像素的灰度值作为高度const index = (y * img.width + x) * 4;const height = imgData[index] / 255 * 50; // 0-255映射为高度范围// 设置每个点的位置 (x, y, height)positions.push(x - img.width / 2, y - img.height / 2, height);// 颜色映射,越高越鲜艳const color = new THREE.Color(`hsl(${(height / 50) * 240}, 100%, 50%)`);colors.push(color.r, color.g, color.b);}}// 将位置和颜色数据添加到BufferGeometry中geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));geometry.setAttribute('color', new THREE.Float32BufferAttribute(colors, 3));// 创建点材质,启用顶点颜色const material = new THREE.PointsMaterial({size: 1.5,vertexColors: true});// 创建点云对象const points = new THREE.Points(geometry, material);scene.add(points);// 渲染循环function animate() {requestAnimationFrame(animate);// 更新OrbitControls状态controls.update();// 渲染场景renderer.render(scene, camera);}animate();}Tiff.initialize({TOTAL_MEMORY: 16777216 * 10});function loadFile(){const inputElement = document.createElement('input');inputElement.type = 'file';inputElement.accept = 'image/*';inputElement.addEventListener('change', (event) => {const file = event.target.files[0];const reader = new FileReader();console.log(file.name)reader.onload = function(e) {let fname = file.nameif(fname.includes('tif')){//todo 我这里没有调试成功const buffer = new Uint8Array(e.target.result);var tiff = new Tiff({buffer: buffer});console.log(tiff)var canvas = tiff.toCanvas();createGeometryTiffFn(canvas)}else{const img = new Image();img.src = e.target.result;img.onload = function() {console.log('图片加载成功');createGeometryFn({image:img})};}};reader.readAsDataURL(file);});inputElement.click();}document.getElementById('loadImageButton').addEventListener('click', loadFile);// 窗口大小调整时,更新相机和渲染器window.addEventListener('resize', () => {camera.aspect = window.innerWidth / window.innerHeight;camera.updateProjectionMatrix();renderer.setSize(window.innerWidth, window.innerHeight);});</script>
</body>
</html>
orb.js
function Orb(EventDispatcher,MOUSE,Quaternion,Spherical,TOUCH,Vector2,Vector3){
// This set of controls performs orbiting, dollying (zooming), and panning.
// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
//
// Orbit - left mouse / touch: one-finger move
// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
// Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger moveconst _changeEvent = { type: 'change' };
const _startEvent = { type: 'start' };
const _endEvent = { type: 'end' };class OrbitControls extends EventDispatcher {constructor( object, domElement ) {super();this.object = object;this.domElement = domElement;this.domElement.style.touchAction = 'none'; // disable touch scroll// Set to false to disable this controlthis.enabled = true;// "target" sets the location of focus, where the object orbits aroundthis.target = new Vector3();// How far you can dolly in and out ( PerspectiveCamera only )this.minDistance = 0;this.maxDistance = Infinity;// How far you can zoom in and out ( OrthographicCamera only )this.minZoom = 0;this.maxZoom = Infinity;// How far you can orbit vertically, upper and lower limits.// Range is 0 to Math.PI radians.this.minPolarAngle = 0; // radiansthis.maxPolarAngle = Math.PI; // radians// How far you can orbit horizontally, upper and lower limits.// If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )this.minAzimuthAngle = - Infinity; // radiansthis.maxAzimuthAngle = Infinity; // radians// Set to true to enable damping (inertia)// If damping is enabled, you must call controls.update() in your animation loopthis.enableDamping = false;this.dampingFactor = 0.05;// This option actually enables dollying in and out; left as "zoom" for backwards compatibility.// Set to false to disable zoomingthis.enableZoom = true;this.zoomSpeed = 1.0;// Set to false to disable rotatingthis.enableRotate = true;this.rotateSpeed = 1.0;// Set to false to disable panningthis.enablePan = true;this.panSpeed = 1.0;this.screenSpacePanning = true; // if false, pan orthogonal to world-space direction camera.upthis.keyPanSpeed = 7.0; // pixels moved per arrow key push// Set to true to automatically rotate around the target// If auto-rotate is enabled, you must call controls.update() in your animation loopthis.autoRotate = false;this.autoRotateSpeed = 2.0; // 30 seconds per orbit when fps is 60// The four arrow keysthis.keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' };// Mouse buttonsthis.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN };// Touch fingersthis.touches = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN };// for resetthis.target0 = this.target.clone();this.position0 = this.object.position.clone();this.zoom0 = this.object.zoom;// the target DOM element for key eventsthis._domElementKeyEvents = null;//// public methods//this.getPolarAngle = function () {return spherical.phi;};this.getAzimuthalAngle = function () {return spherical.theta;};this.getDistance = function () {return this.object.position.distanceTo( this.target );};this.listenToKeyEvents = function ( domElement ) {domElement.addEventListener( 'keydown', onKeyDown );this._domElementKeyEvents = domElement;};this.saveState = function () {scope.target0.copy( scope.target );scope.position0.copy( scope.object.position );scope.zoom0 = scope.object.zoom;};this.reset = function () {scope.target.copy( scope.target0 );scope.object.position.copy( scope.position0 );scope.object.zoom = scope.zoom0;scope.object.updateProjectionMatrix();scope.dispatchEvent( _changeEvent );scope.update();state = STATE.NONE;};// this method is exposed, but perhaps it would be better if we can make it private...this.update = function () {const offset = new Vector3();// so camera.up is the orbit axisconst quat = new Quaternion().setFromUnitVectors( object.up, new Vector3( 0, 1, 0 ) );const quatInverse = quat.clone().invert();const lastPosition = new Vector3();const lastQuaternion = new Quaternion();const twoPI = 2 * Math.PI;return function update() {const position = scope.object.position;offset.copy( position ).sub( scope.target );// rotate offset to "y-axis-is-up" spaceoffset.applyQuaternion( quat );// angle from z-axis around y-axisspherical.setFromVector3( offset );if ( scope.autoRotate && state === STATE.NONE ) {rotateLeft( getAutoRotationAngle() );}if ( scope.enableDamping ) {spherical.theta += sphericalDelta.theta * scope.dampingFactor;spherical.phi += sphericalDelta.phi * scope.dampingFactor;} else {spherical.theta += sphericalDelta.theta;spherical.phi += sphericalDelta.phi;}// restrict theta to be between desired limitslet min = scope.minAzimuthAngle;let max = scope.maxAzimuthAngle;if ( isFinite( min ) && isFinite( max ) ) {if ( min < - Math.PI ) min += twoPI; else if ( min > Math.PI ) min -= twoPI;if ( max < - Math.PI ) max += twoPI; else if ( max > Math.PI ) max -= twoPI;if ( min <= max ) {spherical.theta = Math.max( min, Math.min( max, spherical.theta ) );} else {spherical.theta = ( spherical.theta > ( min + max ) / 2 ) ?Math.max( min, spherical.theta ) :Math.min( max, spherical.theta );}}// restrict phi to be between desired limitsspherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );spherical.makeSafe();spherical.radius *= scale;// restrict radius to be between desired limitsspherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) );// move target to panned locationif ( scope.enableDamping === true ) {scope.target.addScaledVector( panOffset, scope.dampingFactor );} else {scope.target.add( panOffset );}offset.setFromSpherical( spherical );// rotate offset back to "camera-up-vector-is-up" spaceoffset.applyQuaternion( quatInverse );position.copy( scope.target ).add( offset );scope.object.lookAt( scope.target );if ( scope.enableDamping === true ) {sphericalDelta.theta *= ( 1 - scope.dampingFactor );sphericalDelta.phi *= ( 1 - scope.dampingFactor );panOffset.multiplyScalar( 1 - scope.dampingFactor );} else {sphericalDelta.set( 0, 0, 0 );panOffset.set( 0, 0, 0 );}scale = 1;// update condition is:// min(camera displacement, camera rotation in radians)^2 > EPS// using small-angle approximation cos(x/2) = 1 - x^2 / 8if ( zoomChanged ||lastPosition.distanceToSquared( scope.object.position ) > EPS ||8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {scope.dispatchEvent( _changeEvent );lastPosition.copy( scope.object.position );lastQuaternion.copy( scope.object.quaternion );zoomChanged = false;return true;}return false;};}();this.dispose = function () {scope.domElement.removeEventListener( 'contextmenu', onContextMenu );scope.domElement.removeEventListener( 'pointerdown', onPointerDown );scope.domElement.removeEventListener( 'pointercancel', onPointerCancel );scope.domElement.removeEventListener( 'wheel', onMouseWheel );scope.domElement.removeEventListener( 'pointermove', onPointerMove );scope.domElement.removeEventListener( 'pointerup', onPointerUp );if ( scope._domElementKeyEvents !== null ) {scope._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown );}//scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?};//// internals//const scope = this;const STATE = {NONE: - 1,ROTATE: 0,DOLLY: 1,PAN: 2,TOUCH_ROTATE: 3,TOUCH_PAN: 4,TOUCH_DOLLY_PAN: 5,TOUCH_DOLLY_ROTATE: 6};let state = STATE.NONE;const EPS = 0.000001;// current position in spherical coordinatesconst spherical = new Spherical();const sphericalDelta = new Spherical();let scale = 1;const panOffset = new Vector3();let zoomChanged = false;const rotateStart = new Vector2();const rotateEnd = new Vector2();const rotateDelta = new Vector2();const panStart = new Vector2();const panEnd = new Vector2();const panDelta = new Vector2();const dollyStart = new Vector2();const dollyEnd = new Vector2();const dollyDelta = new Vector2();const pointers = [];const pointerPositions = {};function getAutoRotationAngle() {return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;}function getZoomScale() {return Math.pow( 0.95, scope.zoomSpeed );}function rotateLeft( angle ) {sphericalDelta.theta -= angle;}function rotateUp( angle ) {sphericalDelta.phi -= angle;}const panLeft = function () {const v = new Vector3();return function panLeft( distance, objectMatrix ) {v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrixv.multiplyScalar( - distance );panOffset.add( v );};}();const panUp = function () {const v = new Vector3();return function panUp( distance, objectMatrix ) {if ( scope.screenSpacePanning === true ) {v.setFromMatrixColumn( objectMatrix, 1 );} else {v.setFromMatrixColumn( objectMatrix, 0 );v.crossVectors( scope.object.up, v );}v.multiplyScalar( distance );panOffset.add( v );};}();// deltaX and deltaY are in pixels; right and down are positiveconst pan = function () {const offset = new Vector3();return function pan( deltaX, deltaY ) {const element = scope.domElement;if ( scope.object.isPerspectiveCamera ) {// perspectiveconst position = scope.object.position;offset.copy( position ).sub( scope.target );let targetDistance = offset.length();// half of the fov is center to top of screentargetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );// we use only clientHeight here so aspect ratio does not distort speedpanLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );} else if ( scope.object.isOrthographicCamera ) {// orthographicpanLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );} else {// camera neither orthographic nor perspectiveconsole.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );scope.enablePan = false;}};}();function dollyOut( dollyScale ) {if ( scope.object.isPerspectiveCamera ) {scale /= dollyScale;} else if ( scope.object.isOrthographicCamera ) {scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) );scope.object.updateProjectionMatrix();zoomChanged = true;} else {console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );scope.enableZoom = false;}}function dollyIn( dollyScale ) {if ( scope.object.isPerspectiveCamera ) {scale *= dollyScale;} else if ( scope.object.isOrthographicCamera ) {scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) );scope.object.updateProjectionMatrix();zoomChanged = true;} else {console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );scope.enableZoom = false;}}//// event callbacks - update the object state//function handleMouseDownRotate( event ) {rotateStart.set( event.clientX, event.clientY );}function handleMouseDownDolly( event ) {dollyStart.set( event.clientX, event.clientY );}function handleMouseDownPan( event ) {panStart.set( event.clientX, event.clientY );}function handleMouseMoveRotate( event ) {rotateEnd.set( event.clientX, event.clientY );rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );const element = scope.domElement;rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, heightrotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );rotateStart.copy( rotateEnd );scope.update();}function handleMouseMoveDolly( event ) {dollyEnd.set( event.clientX, event.clientY );dollyDelta.subVectors( dollyEnd, dollyStart );if ( dollyDelta.y > 0 ) {dollyOut( getZoomScale() );} else if ( dollyDelta.y < 0 ) {dollyIn( getZoomScale() );}dollyStart.copy( dollyEnd );scope.update();}function handleMouseMovePan( event ) {panEnd.set( event.clientX, event.clientY );panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );pan( panDelta.x, panDelta.y );panStart.copy( panEnd );scope.update();}function handleMouseWheel( event ) {if ( event.deltaY < 0 ) {dollyIn( getZoomScale() );} else if ( event.deltaY > 0 ) {dollyOut( getZoomScale() );}scope.update();}function handleKeyDown( event ) {let needsUpdate = false;switch ( event.code ) {case scope.keys.UP:if ( event.ctrlKey || event.metaKey || event.shiftKey ) {rotateUp( 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );} else {pan( 0, scope.keyPanSpeed );}needsUpdate = true;break;case scope.keys.BOTTOM:if ( event.ctrlKey || event.metaKey || event.shiftKey ) {rotateUp( - 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );} else {pan( 0, - scope.keyPanSpeed );}needsUpdate = true;break;case scope.keys.LEFT:if ( event.ctrlKey || event.metaKey || event.shiftKey ) {rotateLeft( 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );} else {pan( scope.keyPanSpeed, 0 );}needsUpdate = true;break;case scope.keys.RIGHT:if ( event.ctrlKey || event.metaKey || event.shiftKey ) {rotateLeft( - 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );} else {pan( - scope.keyPanSpeed, 0 );}needsUpdate = true;break;}if ( needsUpdate ) {// prevent the browser from scrolling on cursor keysevent.preventDefault();scope.update();}}function handleTouchStartRotate() {if ( pointers.length === 1 ) {rotateStart.set( pointers[ 0 ].pageX, pointers[ 0 ].pageY );} else {const x = 0.5 * ( pointers[ 0 ].pageX + pointers[ 1 ].pageX );const y = 0.5 * ( pointers[ 0 ].pageY + pointers[ 1 ].pageY );rotateStart.set( x, y );}}function handleTouchStartPan() {if ( pointers.length === 1 ) {panStart.set( pointers[ 0 ].pageX, pointers[ 0 ].pageY );} else {const x = 0.5 * ( pointers[ 0 ].pageX + pointers[ 1 ].pageX );const y = 0.5 * ( pointers[ 0 ].pageY + pointers[ 1 ].pageY );panStart.set( x, y );}}function handleTouchStartDolly() {const dx = pointers[ 0 ].pageX - pointers[ 1 ].pageX;const dy = pointers[ 0 ].pageY - pointers[ 1 ].pageY;const distance = Math.sqrt( dx * dx + dy * dy );dollyStart.set( 0, distance );}function handleTouchStartDollyPan() {if ( scope.enableZoom ) handleTouchStartDolly();if ( scope.enablePan ) handleTouchStartPan();}function handleTouchStartDollyRotate() {if ( scope.enableZoom ) handleTouchStartDolly();if ( scope.enableRotate ) handleTouchStartRotate();}function handleTouchMoveRotate( event ) {if ( pointers.length == 1 ) {rotateEnd.set( event.pageX, event.pageY );} else {const position = getSecondPointerPosition( event );const x = 0.5 * ( event.pageX + position.x );const y = 0.5 * ( event.pageY + position.y );rotateEnd.set( x, y );}rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );const element = scope.domElement;rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, heightrotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );rotateStart.copy( rotateEnd );}function handleTouchMovePan( event ) {if ( pointers.length === 1 ) {panEnd.set( event.pageX, event.pageY );} else {const position = getSecondPointerPosition( event );const x = 0.5 * ( event.pageX + position.x );const y = 0.5 * ( event.pageY + position.y );panEnd.set( x, y );}panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );pan( panDelta.x, panDelta.y );panStart.copy( panEnd );}function handleTouchMoveDolly( event ) {const position = getSecondPointerPosition( event );const dx = event.pageX - position.x;const dy = event.pageY - position.y;const distance = Math.sqrt( dx * dx + dy * dy );dollyEnd.set( 0, distance );dollyDelta.set( 0, Math.pow( dollyEnd.y / dollyStart.y, scope.zoomSpeed ) );dollyOut( dollyDelta.y );dollyStart.copy( dollyEnd );}function handleTouchMoveDollyPan( event ) {if ( scope.enableZoom ) handleTouchMoveDolly( event );if ( scope.enablePan ) handleTouchMovePan( event );}function handleTouchMoveDollyRotate( event ) {if ( scope.enableZoom ) handleTouchMoveDolly( event );if ( scope.enableRotate ) handleTouchMoveRotate( event );}//// event handlers - FSM: listen for events and reset state//function onPointerDown( event ) {if ( scope.enabled === false ) return;if ( pointers.length === 0 ) {scope.domElement.setPointerCapture( event.pointerId );scope.domElement.addEventListener( 'pointermove', onPointerMove );scope.domElement.addEventListener( 'pointerup', onPointerUp );}//addPointer( event );if ( event.pointerType === 'touch' ) {onTouchStart( event );} else {onMouseDown( event );}}function onPointerMove( event ) {if ( scope.enabled === false ) return;if ( event.pointerType === 'touch' ) {onTouchMove( event );} else {onMouseMove( event );}}function onPointerUp( event ) {removePointer( event );if ( pointers.length === 0 ) {scope.domElement.releasePointerCapture( event.pointerId );scope.domElement.removeEventListener( 'pointermove', onPointerMove );scope.domElement.removeEventListener( 'pointerup', onPointerUp );}scope.dispatchEvent( _endEvent );state = STATE.NONE;}function onPointerCancel( event ) {removePointer( event );}function onMouseDown( event ) {let mouseAction;switch ( event.button ) {case 0:mouseAction = scope.mouseButtons.LEFT;break;case 1:mouseAction = scope.mouseButtons.MIDDLE;break;case 2:mouseAction = scope.mouseButtons.RIGHT;break;default:mouseAction = - 1;}switch ( mouseAction ) {case MOUSE.DOLLY:if ( scope.enableZoom === false ) return;handleMouseDownDolly( event );state = STATE.DOLLY;break;case MOUSE.ROTATE:if ( event.ctrlKey || event.metaKey || event.shiftKey ) {if ( scope.enablePan === false ) return;handleMouseDownPan( event );state = STATE.PAN;} else {if ( scope.enableRotate === false ) return;handleMouseDownRotate( event );state = STATE.ROTATE;}break;case MOUSE.PAN:if ( event.ctrlKey || event.metaKey || event.shiftKey ) {if ( scope.enableRotate === false ) return;handleMouseDownRotate( event );state = STATE.ROTATE;} else {if ( scope.enablePan === false ) return;handleMouseDownPan( event );state = STATE.PAN;}break;default:state = STATE.NONE;}if ( state !== STATE.NONE ) {scope.dispatchEvent( _startEvent );}}function onMouseMove( event ) {switch ( state ) {case STATE.ROTATE:if ( scope.enableRotate === false ) return;handleMouseMoveRotate( event );break;case STATE.DOLLY:if ( scope.enableZoom === false ) return;handleMouseMoveDolly( event );break;case STATE.PAN:if ( scope.enablePan === false ) return;handleMouseMovePan( event );break;}}function onMouseWheel( event ) {if ( scope.enabled === false || scope.enableZoom === false || state !== STATE.NONE ) return;event.preventDefault();scope.dispatchEvent( _startEvent );handleMouseWheel( event );scope.dispatchEvent( _endEvent );}function onKeyDown( event ) {if ( scope.enabled === false || scope.enablePan === false ) return;handleKeyDown( event );}function onTouchStart( event ) {trackPointer( event );switch ( pointers.length ) {case 1:switch ( scope.touches.ONE ) {case TOUCH.ROTATE:if ( scope.enableRotate === false ) return;handleTouchStartRotate();state = STATE.TOUCH_ROTATE;break;case TOUCH.PAN:if ( scope.enablePan === false ) return;handleTouchStartPan();state = STATE.TOUCH_PAN;break;default:state = STATE.NONE;}break;case 2:switch ( scope.touches.TWO ) {case TOUCH.DOLLY_PAN:if ( scope.enableZoom === false && scope.enablePan === false ) return;handleTouchStartDollyPan();state = STATE.TOUCH_DOLLY_PAN;break;case TOUCH.DOLLY_ROTATE:if ( scope.enableZoom === false && scope.enableRotate === false ) return;handleTouchStartDollyRotate();state = STATE.TOUCH_DOLLY_ROTATE;break;default:state = STATE.NONE;}break;default:state = STATE.NONE;}if ( state !== STATE.NONE ) {scope.dispatchEvent( _startEvent );}}function onTouchMove( event ) {trackPointer( event );switch ( state ) {case STATE.TOUCH_ROTATE:if ( scope.enableRotate === false ) return;handleTouchMoveRotate( event );scope.update();break;case STATE.TOUCH_PAN:if ( scope.enablePan === false ) return;handleTouchMovePan( event );scope.update();break;case STATE.TOUCH_DOLLY_PAN:if ( scope.enableZoom === false && scope.enablePan === false ) return;handleTouchMoveDollyPan( event );scope.update();break;case STATE.TOUCH_DOLLY_ROTATE:if ( scope.enableZoom === false && scope.enableRotate === false ) return;handleTouchMoveDollyRotate( event );scope.update();break;default:state = STATE.NONE;}}function onContextMenu( event ) {if ( scope.enabled === false ) return;event.preventDefault();}function addPointer( event ) {pointers.push( event );}function removePointer( event ) {delete pointerPositions[ event.pointerId ];for ( let i = 0; i < pointers.length; i ++ ) {if ( pointers[ i ].pointerId == event.pointerId ) {pointers.splice( i, 1 );return;}}}function trackPointer( event ) {let position = pointerPositions[ event.pointerId ];if ( position === undefined ) {position = new Vector2();pointerPositions[ event.pointerId ] = position;}position.set( event.pageX, event.pageY );}function getSecondPointerPosition( event ) {const pointer = ( event.pointerId === pointers[ 0 ].pointerId ) ? pointers[ 1 ] : pointers[ 0 ];return pointerPositions[ pointer.pointerId ];}//scope.domElement.addEventListener( 'contextmenu', onContextMenu );scope.domElement.addEventListener( 'pointerdown', onPointerDown );scope.domElement.addEventListener( 'pointercancel', onPointerCancel );scope.domElement.addEventListener( 'wheel', onMouseWheel, { passive: false } );// force an update at startthis.update();}}// This set of controls performs orbiting, dollying (zooming), and panning.
// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
// This is very similar to OrbitControls, another set of touch behavior
//
// Orbit - right mouse, or left mouse + ctrl/meta/shiftKey / touch: two-finger rotate
// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
// Pan - left mouse, or arrow keys / touch: one-finger moveclass MapControls extends OrbitControls {constructor( object, domElement ) {super( object, domElement );this.screenSpacePanning = false; // pan orthogonal to world-space direction camera.upthis.mouseButtons.LEFT = MOUSE.PAN;this.mouseButtons.RIGHT = MOUSE.ROTATE;this.touches.ONE = TOUCH.PAN;this.touches.TWO = TOUCH.DOLLY_ROTATE;}}
return { OrbitControls, MapControls };
}
相关文章:

threejs加载高度图渲染点云,不支持tiff
问题点 使用的point来渲染高度图点云,大数据图片无效渲染点多(可以通过八叉树过滤掉无效点增加效率,这个太复杂),但是胜在简单能用 效果图 code 代码可运行,无需npm <!DOCTYPE html> <html la…...
MySQL面试题——第二篇
1. MySQL的优化手段有哪些? MySQL的常见的优化手段有以下五种 1. 查询优化 避免select * ,只查询需要的字段。小表驱动大表,即小的数据集驱动大的数据集,比如当B表的数据集小于A表时,用in优化exist。两表执行顺序是先查B表&#x…...
Unity Transform 组件
在 Unity 中,Transform 是一个非常重要的组件,它定义了物体的位置、旋转和缩放,几乎每个 GameObject 都包含一个 Transform 组件。Transform 组件的主要属性如下: 1. position 表示物体在世界空间中的位置。可以通过 transf…...

LeeCode 3. 无重复字符的最长子串
经典方法滑动窗口:(两个指针) 针对这个题我们首先假定两个指针 left 和 right 分别指在数组最左端. 然后两个变量记录长度length和maxlength. 并且因为不能有重复的字符,我们使用HashSet结构来当收集结果的表. 随着右指针不断往右移,左指针和右指针之间的就为截取的字符,而这…...

使用canal.deployer-1.1.7和canal.adapter-1.1.7实现mysql数据同步
1、下载地址 --查看是否开启bin_log日志,value on表示开启 SHOW VARIABLES LIKE log_bin; -- 查看bin_log日志文件 SHOW BINARY LOGS; --查看bin_log写入状态 SHOW MASTER STATUS; --查看bin_log存储格式 row SHOW VARIABLES LIKE binlog_format; --查看数据库服…...

VMware Workstation Pro 17下载及安装教程
下载 好消息!从VMware Workstation Pro 17开始,个人可以免费使用了,再也不需要找破解激活码啥的了。 但是坏处却不小:其下载变得异常复杂。首先需要注册账号,外网非常慢很可能注册不上;其次根本找不到下载…...

集采良药:从“天价神药”到低价良药,伊马替尼的真实世界研究!
在医疗科技日新月异的今天,有一种药物以其卓越的疗效和深远的影响力,成为了众多患者心中的“精准武器”——伊马替尼。这款药物不仅在慢性髓细胞白血病(CML)的治疗上屡创佳绩,更是胃肠道间质瘤(GIST&#x…...

00898 互联网软件应用与开发自考复习题
资料来自互联网软件应用与开发大纲 南京航空航天大学 高纲4295和JSP 应用与开发技术(第 3 版) 马建红、李学相 清华大学出版社2019年 第一章 一、选择题 通过Internet发送请求消息和响应消息使用()网络协议。 FTP B. TCP/IP C. HTTP D. DNS Web应…...
linux 进程间通信之pthread(条件变量共享和互斥锁共享)
0,互斥锁共享 初始化和销毁mutex互斥锁 int pthread_mutexattr_init(pthread_mutexattr_t *attr); int pthread_mutexattr_destroy(pthread_mutexattr_t *attr); 进程共享属性有两种值: 1、PTHREAD_PROCESS_PRIVATE,这个是默认值(1),同一个进程中的多个线程访问同一个…...

数据结构-2.7.单链表的查找与长度计算
注:本文只探讨"带头结点"的情况(查找思路类似循环找到第i-1 个结点的代码) 一.按位查找: 1.代码演示: 版本一: #include<stdio.h> #include<stdlib.h> //定义单链表结点类型 typedef struct LNo…...

iotop 命令:磁盘IO监控和诊断
一、命令简介 iotop命令用于监视磁盘I/O,实时显示每个进程或线程的读写速率等信息。非常适合用于诊断系统中的I/O瓶颈。 安装 iotop 在大多数Linux发行版中,iotop可能不是预装的。可以使用包管理器来安装它。 例如,在…...
解锁编程新境界:GitHub Copilot 让效率翻倍
Number.1:工具介绍 功能特点: 智能代码生成与补全:通过学习大量代码库和开发者的编码风格,能根据上下文自动推断可能的代码补全选项,甚至可以自动完成函数定义、循环结构等复杂代码片段。例如,当编写一个算…...

爱普生相机SD卡格式化后数据恢复指南
我借了朋友的爱普生相机,想查看一下内存,哎呀,一不小心按错了,竟然执行了格式化操作,这可真是太让人郁闷了,这还有机会挽救数据吗?心塞,求帮助! 随着数码摄影的普及&am…...

【数据结构】排序算法---基数排序
文章目录 1. 定义2. 算法步骤2.1 MSD基数排序2.2 LSD基数排序 3. LSD 基数排序动图演示4. 性质5. 算法分析6. 代码实现C语言PythonJavaCGo 结语 ⚠本节要介绍的不是计数排序 1. 定义 基数排序(英语:Radix sort)是一种非比较型的排序算法&…...

二叉树(下)
目录 判断树是否相同 判断树是不是另一棵树的子树 二叉树翻转 判断平衡二叉树 二叉树层序遍历 这篇主要提供一些关于二叉树例题的讲解,如果对二叉树及其基本操作有疑问的可以转至: 二叉树(上)-CSDN博客二叉树(中&…...

计算机网络33——文件系统
1、chmod 2、chown 需要有root权限 3、link 链接 4、unlink 创建临时文件,用于非正常退出 5、vi vi可以打开文件夹 ../是向外一个文件夹 6、ls ls 可以加很多路径,路径可以是文件夹,也可以是文件 ---------------------------------…...

算法:76.最小覆盖子串
题目 链接:leetcode链接 思路分析(滑动窗口) 还是老样子,连续问题,滑动窗口哈希表 令t用的hash表为hash1,s用的hash表为hash2 利用hash表统计窗口内的个字符出现的个数,与hash1进行比较 选…...

DNS服务
一.DNS介绍 DNS应用层协议 Domain Name System 域名系统 作用:实现域名解析,解析主机名所对应的IP地址, 在网络环境中设备与设备之间要想相互通信只能依赖IP地址,DNS服务器的作用是实现域名解析。 如上图所示,DNS存…...
STM32 HAL freertos零基础(九)任务通知
1、任务通知 任务通知用于任务之间同步和通信。任务通知允许一个任务向另一个任务发送一个32位的值,并可以选择是否唤醒正在等待通知的任务。这使得任务之间的同步更加简单和灵活。 任务通知功能: 发送通知:一个任务可以向另一个任务发送一个32位的值。 接收通知:接收任…...

Qt+FFmpeg开发视频播放器笔记(三):音视频流解析封装
音频解析 音频解码是指将压缩的音频数据转换为可以再生的PCM(脉冲编码调制)数据的过程。 FFmpeg音频解码的基本步骤如下: 初始化FFmpeg解码器(4.0版本后可省略): 调用av_register_all()初始化编解码器。 调用avcodec_register_all()注册所有编解码器。 打开输入的音频流:…...

51c自动驾驶~合集58
我自己的原文哦~ https://blog.51cto.com/whaosoft/13967107 #CCA-Attention 全局池化局部保留,CCA-Attention为LLM长文本建模带来突破性进展 琶洲实验室、华南理工大学联合推出关键上下文感知注意力机制(CCA-Attention),…...

练习(含atoi的模拟实现,自定义类型等练习)
一、结构体大小的计算及位段 (结构体大小计算及位段 详解请看:自定义类型:结构体进阶-CSDN博客) 1.在32位系统环境,编译选项为4字节对齐,那么sizeof(A)和sizeof(B)是多少? #pragma pack(4)st…...
蓝桥杯 冶炼金属
原题目链接 🔧 冶炼金属转换率推测题解 📜 原题描述 小蓝有一个神奇的炉子用于将普通金属 O O O 冶炼成为一种特殊金属 X X X。这个炉子有一个属性叫转换率 V V V,是一个正整数,表示每 V V V 个普通金属 O O O 可以冶炼出 …...
IP如何挑?2025年海外专线IP如何购买?
你花了时间和预算买了IP,结果IP质量不佳,项目效率低下不说,还可能带来莫名的网络问题,是不是太闹心了?尤其是在面对海外专线IP时,到底怎么才能买到适合自己的呢?所以,挑IP绝对是个技…...

免费PDF转图片工具
免费PDF转图片工具 一款简单易用的PDF转图片工具,可以将PDF文件快速转换为高质量PNG图片。无需安装复杂的软件,也不需要在线上传文件,保护您的隐私。 工具截图 主要特点 🚀 快速转换:本地转换,无需等待上…...
腾讯云V3签名
想要接入腾讯云的Api,必然先按其文档计算出所要求的签名。 之前也调用过腾讯云的接口,但总是卡在签名这一步,最后放弃选择SDK,这次终于自己代码实现。 可能腾讯云翻新了接口文档,现在阅读起来,清晰了很多&…...

ubuntu22.04有线网络无法连接,图标也没了
今天突然无法有线网络无法连接任何设备,并且图标都没了 错误案例 往上一顿搜索,试了很多博客都不行,比如 Ubuntu22.04右上角网络图标消失 最后解决的办法 下载网卡驱动,重新安装 操作步骤 查看自己网卡的型号 lspci | gre…...

嵌入式学习之系统编程(九)OSI模型、TCP/IP模型、UDP协议网络相关编程(6.3)
目录 一、网络编程--OSI模型 二、网络编程--TCP/IP模型 三、网络接口 四、UDP网络相关编程及主要函数 编辑编辑 UDP的特征 socke函数 bind函数 recvfrom函数(接收函数) sendto函数(发送函数) 五、网络编程之 UDP 用…...
Python实现简单音频数据压缩与解压算法
Python实现简单音频数据压缩与解压算法 引言 在音频数据处理中,压缩算法是降低存储成本和传输效率的关键技术。Python作为一门灵活且功能强大的编程语言,提供了丰富的库和工具来实现音频数据的压缩与解压。本文将通过一个简单的音频数据压缩与解压算法…...
【java】【服务器】线程上下文丢失 是指什么
目录 ■前言 ■正文开始 线程上下文的核心组成部分 为什么会出现上下文丢失? 直观示例说明 为什么上下文如此重要? 解决上下文丢失的关键 总结 ■如果我想在servlet中使用线程,代码应该如何实现 推荐方案:使用 ManagedE…...