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1,介绍
该示例使用的是 r95版本Three.js库。
主要实现功能:引用水厂模型进行展示,模拟水流效果,动态显示数据信息。效果图如下:
2,主要说明
1,加载模型设置模型颜色效果并添加到场景中。
2,创建管道并添加纹理,这里不过多介绍具体可查看上一篇文章。
3,添加标签并实时刷新渲染实时数据
引入模型设置颜色效果并添加到场景中,这里只介绍添加模型方法
function initShuiChang() {var loader = new THREE.GLTFLoader();// assets/models/fang/shapan.glb'loader.load('assets/models/shuichang/shuichang.glb', function(result) {var object = result.scene;console.log(object)object.traverse(function(item) {if (item instanceof THREE.Mesh) {item.material.color.set(0x1DA9FC);item.material.transparent = true;item.material.opacity = 0.5;}});object.scale.set(2, 2, 2);object.rotateY(3.14);scene.add(object);});
}
添加标签并实时刷新渲染实时数据
function createPath(pointsArr) {pointsArr = pointsArr.map((point) => new THREE.Vector3(...point)); // 将参数数组转换成点数组的形式// 方法一:自定义三维路径 curvePathconst path = new THREE.CurvePath();for (let i = 0; i < pointsArr.length - 1; i++) {const lineCurve = new THREE.LineCurve3(pointsArr[i], pointsArr[i + 1]); // 每两个点之间形成一条三维直线path.curves.push(lineCurve); // curvePath有一个curves属性,里面存放组成该三维路径的各个子路径}return path;
}const count = 200
const gColor = '#28f260'
const prop1 = {width: 416,height: 112,pos: [60, 35, 30],// scale:[24, 6, 0]scale: [0.24375 * count, 0.065625 * count, 0]
}
const tab1 = [['一级高压泵后压力:', '20.2bar', gColor],['一级循环泵后压力:', '0.2bar', ]
]const prop2 = {width: 352,height: 196,pos: [-60, 40, 0],scale: [0.20625 * count, 0.11484375 * count, 0],
}const tab2 = [['进水情况', ''],['进水温度:', '25.6℃', gColor],['进水流量:', '2.5m³', ],['进水电导:', '28.5ms/cm', gColor],
]const prop3 = {width: 384,height: 256,pos: [5, 60, -60],scale: [0.225 * count, 0.15 * count, 0]
}
const tab3 = [['产水情况', ''],['一级回收率:', '58%', gColor],['一级产水流量:', '1.75㎡', ],['一级产水电量:', '980.5/cm', gColor],['一级产水电量:', '0.5bar', gColor],
]const prop4 = {width: 256,height: 64,pos: [-85, 30, 40],scale: [0.15 * count, 0.0375 * count, 0],
}
const tab4 = [['泵机状态 ', '• 开启', gColor],
]const prop5 = {width: 256,height: 64,pos: [-10, 50, 30],scale: [0.15 * count, 0.0375 * count, 0],
}
const tab5 = [['阀门状态 ', '• 开启', gColor],
]
const props = [prop1, prop2, prop3, prop4, prop5]
const tabs = [tab1, tab2, tab3, tab4, tab5]// 调用渲染标签,并定时刷新
handleDatachange();
setInterval(handleDatachange, 2000)function handleDatachange() {let r = (Math.random() * 10 + 20).toFixed(2)tab2[1][1] = r + '℃'if (r > 25) tab2[1][2] = 'red'else tab2[1][2] = gColorr = Math.random().toFixed(2)tab3[4][1] = r + 'bar'if (r > 0.5) tab3[4][2] = 'red';else tab3[4][2] = gColorif (Math.random() > 0.5) {tab5[0][1] = '• 开启'tab5[0][2] = gColor} else {tab5[0][1] = '• 关闭'tab5[0][2] = 'red'}console.time('render sprite')initSprite()console.timeEnd('render sprite')
}function initSprite() {clearSprite();(scene.children || []).forEach((v, idx) => {if (v.type == 'Mesh') {const borderColor = 'rgba(39, 179, 236, 1)'const color = 'rgba(255,255,255, 1)'makeTextSprite(scene, tabs, props, {color: color,borderColor,backgroundColor: 'rgba(255,255,255,0.05)'});}});
}// 清空雪碧图
function clearSprite(type = 'Sprite') {const children = [];(scene.children || []).forEach((v, idx) => {if (v.type !== type) {children.push(v);}});scene.children = children;
}
/* 创建字体精灵 */
function makeTextSprite(scene, tabs, props, parameters) {if (parameters === undefined) parameters = {}tabs.forEach((tab, k) => {let {width,height} = props[k]/* 创建画布 */let canvas = document.createElement('canvas');let context = canvas.getContext('2d')canvas.width = widthcanvas.height = heightlet gap = 10let fontface = parameters.hasOwnProperty("fontface") ? parameters["fontface"] : "sans-serif"/* 字体大小 */let fontsize = parameters.hasOwnProperty("fontsize") ?parameters["fontsize"] : 30let color = parameters.hasOwnProperty("color") ? parameters["color"] : 'rgba(0, 0, 0, 1.0)'/* 边框厚度 */let borderWith = parameters.hasOwnProperty("borderWith") ? parameters["borderWith"] : 2/* 边框颜色 */let borderColor = parameters.hasOwnProperty("borderColor") ? parameters["borderColor"] : {r: 0,g: 0,b: 0,a: 1.0}/* 背景颜色 */let backgroundColor = parameters.hasOwnProperty("backgroundColor") ? parameters["backgroundColor"] : {r: 255,g: 255,b: 255,a: 1.0}/* 字体加粗 */// context.font = "Bold " + fontsize + "px " + fontfacecontext.font = fontsize + "px " + fontfacelet unit = gap + fontsize/* 背景颜色 */context.fillStyle = backgroundColor/* 边框的颜色 */context.strokeStyle = borderColorcontext.lineWidth = borderWith/* 绘制圆角矩形 */roundRect(context, gap, gap, width - gap, height - gap, 4)tab.forEach((d, i) => {context.fillStyle = color;context.fillText(d[0], gap * 2, gap + unit * (i + 1))if (d[2]) {context.fillStyle = d[2]}context.fillText(d[1], gap * 2 + measureText(d[0], context), gap + unit * (i + 1))})/* 画布内容用于纹理贴图 */let texture = new THREE.Texture(canvas);texture.needsUpdate = truelet spriteMaterial = new THREE.SpriteMaterial({map: texture,// sizeAttenuation:false,// transparent:true});let sprite = new THREE.Sprite(spriteMaterial)// console.log(sprite.spriteMaterial)/* 缩放比例 */sprite.scale.set(...props[k].scale)sprite.center = new THREE.Vector2(0, 0);scene.add(sprite);sprite.position.set(...props[k].pos);})
}function measureText(text, ctx, font) {if (font) ctx.font = fontreturn ctx.measureText(text).width;
}
/* 绘制圆角矩形 */
function roundRect(ctx, x, y, w, h, r) {ctx.beginPath();ctx.moveTo(x + r, y);ctx.lineTo(x + w - r, y);ctx.quadraticCurveTo(x + w, y, x + w, y + r);ctx.lineTo(x + w, y + h - r);ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h);ctx.lineTo(x + r, y + h);ctx.quadraticCurveTo(x, y + h, x, y + h - r);ctx.lineTo(x, y + r);ctx.quadraticCurveTo(x, y, x + r, y);ctx.closePath();// ctx.shadowColor = "#qb95cf";// ctx.shadowOffsetX = 0;// ctx.shadowOffsetY = 0;// ctx.shadowBlur = 4;ctx.fill();ctx.stroke();ctx.shadowColor = "";ctx.shadowOffsetX = 0;ctx.shadowOffsetY = 0;ctx.shadowBlur = 0;
}
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