PCB 全景图技术实现
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为了对3D模型理解更透,这里采用threejs(WebGL第三方库)实现,刚开始学习入门,为了能看明白基本都注释清楚.
如果仅仅是为了实现全景图,可以用photo-sphere-viewer.js更方便(它也是基于threejs基础上重新封装的)移动端也支持。
由于拍照稳定性原因,导致图片偏位,后面准备买支架拍图就完美了,
这里是展示网址: http://pcbren.cn/3dfp/ (由于阿里云仅1M带宽,用的低清图),内网用的高清与低清混合图
全景截图
实现代码:
<!DOCTYPE html> <html lang="en"> <head> <title>3DFP</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <style> body { background-color: #000000; margin: 0px; overflow: hidden; } #info { position: absolute; top: 0px; width: 100%; color: #ffffff; padding: 5px; font-family:Monospace; font-size:13px; font-weight: bold; text-align:center; } a { color: #ffffff; } </style> </head> <body> <div id="container"></div> <div id="info"> <a href="http://threejs.org" target="_blank">three.js webgl</a> 3DFP </div> <script src="build/three.js"></script> <script> var camera, scene, renderer;//相机 场景 渲染器 var isUserInteracting = false, //是否鼠标按下 onPointerDownPointerX = 0, //鼠标按下坐标X onPointerDownPointerY = 0, //鼠标按下坐标Y onPointerDownLon = 0, //鼠标按下的Lon值 lon = 0, //鼠标移动Lon值 onPointerDownLat = 0, //鼠标按下的lat值 lat = 0, //鼠标移动lat值 phi = 0, //lat角度 --> theta弧度 theta = 0; //lon角度 --> theta弧度 init(); //初使化 animate(); //渲染图形 function init() { var container, mesh; container = document.getElementById( ‘container‘ ); //全景图加于DIV容器中 camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 );//透视投影照相机 camera.target = new THREE.Vector3( 0, 0, 0 );//设置相机所看的位置 scene = new THREE.Scene();//场景 var geometry = new THREE.SphereGeometry( 500, 60, 40 );//SphereGeometry用来在三维空间内创建一个球体对象. geometry.scale( - 1, 1, 1 ); var material = new THREE.MeshBasicMaterial( { //使用基本材质(BasicMaterial)的物体,渲染后物体的颜色始终为该材质的颜色,不会由于光照产生明暗、阴影效果 map: new THREE.TextureLoader().load( ‘sushe.jpg‘ ) //***********将全景图地址写入此处 ********** } ); mesh = new THREE.Mesh( geometry, material );//Mesh(图元装配函数) 生成三维物体 scene.add( mesh );//网格添加到场景中 renderer = new THREE.WebGLRenderer();//定义渲染器 renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight );//设定尺寸 container.appendChild( renderer.domElement );//将场景加入到画面 //事件绑定 document.addEventListener( ‘mousedown‘, onDocumentMouseDown, false ); document.addEventListener( ‘mousemove‘, onDocumentMouseMove, false ); document.addEventListener( ‘mouseup‘, onDocumentMouseUp, false ); document.addEventListener( ‘wheel‘, onDocumentMouseWheel, false ); window.addEventListener( ‘resize‘, onWindowResize, false ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function onDocumentMouseDown( event ) { event.preventDefault(); isUserInteracting = true; onPointerDownPointerX = event.clientX; onPointerDownPointerY = event.clientY; onPointerDownLon = lon; onPointerDownLat = lat; } function onDocumentMouseMove( event ) { if ( isUserInteracting === true ) { lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon; lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat; } } function onDocumentMouseUp( event ) { isUserInteracting = false; } function onDocumentMouseWheel( event ) { camera.fov += event.deltaY * 0.05; //滚动缩放 图像放大缩小在此处更改值大小 camera.updateProjectionMatrix(); } //重复渲染图形 function animate() { requestAnimationFrame( animate ); update(); } //相机(朝向坐标)调整 与 渲染 function update() { //自动轨道调整 if ( isUserInteracting === false ) { lon += 0.1; } //轨道调整 lat = Math.max( - 85, Math.min( 85, lat ) ); phi = THREE.Math.degToRad( 90 - lat ); //角度转弧度 theta = THREE.Math.degToRad( lon ); //角度转弧度 //相机朝向坐标 camera.target.x = 500 * Math.sin( phi ) * Math.cos( theta ); camera.target.y = 500 * Math.cos( phi ); camera.target.z = 500 * Math.sin( phi ) * Math.sin( theta ); camera.lookAt( camera.target ); //渲染器--渲染 renderer.render( scene, camera ); } </script> </body> </html>
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