PCL
小米糖糖 12/2/2020 threejspcl点云
# 效果
本示例由 29.4 万点阵数据绘制
# 代码
html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
<script src="../three/build/three.min.js"></script>
<script src="../three/examples/js/controls/FirstPersonControls.js"></script>
<script src="../three/examples/js/controls/TrackballControls.js"></script>
<script src="../three/examples/js/controls/TransformControls.js"></script>
<script src="../three/examples/js/controls/OrbitControls.js"></script>
<script src="../three/examples/js/libs/stats.min.js"></script>
<script src="../three/examples/js/controls/TrackballControls.js"></script>
<style>
html,
body,
.three-box {
width: 100%;
height: 100%;
margin: 0;
padding: 0;
}
.three-box {
/* background-color: #eee; */
}
</style>
</head>
<body>
<div class="three-box" id='box' data-lll='xxxx'></div>
</body>
<script src='./data.js'></script>
<script src='./t_pcl.js'></script>
<script src="./index.js"></script>
</html>
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js
const tpcl = new Tpcl(document.getElementById('box'))
const data = pclData.filter(([x, y, z]) => x || y || z)
tpcl.updateData(data)
let curdata = 1
function update() {
curdata++
curdata % 2 === 0 ? tpcl.updateData(data) : tpcl.updateData([])
requestAnimationFrame(update)
}
update()
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t_pcl
class Tpcl {
constructor(el, maxPoints = 300000) {
this.$el = el
this.$maxPoints = maxPoints
this.init()
}
init() {
const { offsetWidth, offsetHeight } = this.$el
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x000000);
// scene.fog = new THREE.Fog(0x050505, 2000, 3500);
const camera = new THREE.PerspectiveCamera(75, offsetWidth / offsetHeight, 0.1, 8000);
const renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(offsetWidth, offsetHeight);
// 设置相机的位置
camera.position.z = 3000;
camera.position.x = 0;
camera.position.y = 0;
this.$el.appendChild(renderer.domElement);
this.$threeObj = {
scene,
camera,
renderer,
}
this.color = new THREE.Color();
this.initPoints()
// 三种控制器
this.initOrbi()
// this.initTrac()
// this.initTracBall()
this.render()
// this.initStates()
}
initStates() {
const stats = new Stats();
this.$el.appendChild(stats.dom);
this.stats = stats
}
initOrbi() {
const { camera, renderer } = this.$threeObj
const controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
controls.dampingFactor = 0.05;
controls.screenSpacePanning = false;
controls.minDistance = 100;
controls.maxDistance = 5000;
controls.maxPolarAngle = Math.PI / 2;
this.controls = controls
}
initTrac() {
const { camera, renderer } = this.$threeObj
const controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
this.controls = controls
}
initFirst() {
let clock = new THREE.Clock();
let controls = new THREE.FirstPersonControls(this.$threeObj.camera);
controls.enabled = true;
controls.autoForward = true;
controls.lookSpeed = 0.02; //鼠标移动查看的速度
controls.movementSpeed = 10; //相机移动速度
controls.noFly = false;
controls.constrainVertical = true; //约束垂直
controls.verticalMin = 1.0;
controls.verticalMax = 2.0;
controls.lon = 0; //进入初始视角x轴的角度
controls.lat = 0; //初始视角进入后y轴的角度
this.controls = controls
this.clock = clock
}
initTracBall() {
const { scene, camera, renderer } = this.$threeObj
const controls = new THREE.TrackballControls(camera, renderer.domElement);
// controls.rotateSpeed = 1;
// controls.zoomSpeed = 1;
// controls.panSpeed = 1;
// controls.keys = [65, 83, 68];
this.controls = controls
}
initPoints() {
//! 更新BufferGeometries,最重要的是理解你不能调整 buffers 大小(这种操作开销很大,相当于创建了个新的geometry)。 但你可以更新 buffers的内容。
const positions = new Float32Array(this.$maxPoints * 3)
const colors = new Float32Array(this.$maxPoints * 3)
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3))
geometry.setAttribute('color', new THREE.Float32BufferAttribute(colors, 3))
const material = new THREE.PointsMaterial({ size: 1, vertexColors: true });
this.pointesMaterial = material
let points = new THREE.Points(geometry, material);
this.points = points
this.pointesMaterial = material
this.pointesGeometry = geometry
this.$threeObj.scene.add(points);
}
updateData(arr) {
//! 更新BufferGeometries,最重要的是理解你不能调整 buffers 大小(这种操作开销很大,相当于创建了个新的geometry)。 但你可以更新 buffers的内容。
// const positions = this.points.geometry.attributes.array
// const colors = this.points.geometry.attributes.color.array
const positions = this.points.geometry.attributes.position
const colors = this.points.geometry.attributes.color
arr.forEach(([x, y, z, b, g, r], index) => {
positions.setXYZ(index, x, -y, z)
colors.setXYZ(index, r / 255, g / 255, b / 255)
// const start = index * 3
// positions[start] = x
// positions[start + 1] = -y
// positions[start + 2] = z
// colors[start] = r / 255
// colors[start + 1] = g / 255
// colors[start + 2] = b / 255
})
this.points.geometry.setDrawRange(0, arr.length)
this.points.geometry.attributes.position.needsUpdate = true
this.points.geometry.attributes.color.needsUpdate = true
}
destory() {
const { pointesMaterial, pointesGeometry, requestId, $el, stats, $threeObj, controls } = this
requestId && cancelAnimationFrame(requestId)
pointesMaterial && pointesMaterial.dispose()
pointesGeometry && pointesGeometry.dispose()
$el && stats && $el.removeChild(stats.dom)
$el && $threeObj && $el.removeChild($threeObj.renderer.domElement)
controls && controls.dispose()
}
resize() {
const { scene, camera, renderer } = this.$threeObj
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
render() {
const { controls, clock, stats } = this
const { scene, camera, renderer } = this.$threeObj
// controls.update(clock.getDelta());
controls && controls.update();
stats && stats.update();
renderer.render(scene, camera);
this.requestId = requestAnimationFrame(() => {
this.render()
})
}
}
function setbdColor(b, g, r) {
document.body.style.border = `10px solid rgb(${r},${g},${b})`
}
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pclData
// x y z b g r
const pclData = [
...
[-170.494, -102.207, 1287, 9, 20, 12],
[-168.57, -102.207, 1287, 14, 22, 15],
[-166.646, -102.207, 1287, 17, 21, 16],
[-164.723, -102.207, 1287, 18, 26, 19],
[-162.799, -102.207, 1287, 43, 54, 45],
[-160.875, -102.207, 1287, 70, 82, 76],
[-158.952, -102.207, 1287, 58, 74, 75],
[-157.028, -102.207, 1287, 60, 77, 78],
[-155.104, -102.207, 1287, 61, 77, 86],
...
]
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