数据可视化【原创】vue+arcgis+threejs 实现流光边界线效果
阅读原文时间:2023年08月30日阅读:1

本文适合对vue,arcgis4.x,threejs,ES6较熟悉的人群食用。

效果图:

素材:

主要思路:

先用arcgis externalRenderers封装了一个ExternalRendererLayer,在里面把arcgis和threejs的context关联,然后再写个子类继承它,这部分类容在上一个帖子里面有讲过。

子类AreaLayer继承它,并在里面实现绘制流光边界线的方法,我这里其实就是绘制城市区域的边界线。尝试过直线LineCurve3,三维二次贝塞尔曲线QuadraticBezierCurve3,三维三次贝塞尔曲线CubicBezierCurve3,结果感觉差不多=_=,所以最后还是用CatmullRomCurve3这个来构建管道,这个类使用也比其他的方便。

1:创建一个基于图片的材质

1 const lineImg = require('../../../../public/static/img/line.png')
2 let lineTexture = new THREE.TextureLoader().load(lineImg)
3 lineTexture.wrapS = lineTexture.wrapT = THREE.RepeatWrapping; //每个都重复
4 lineTexture.repeat.set(1, 1)
5 lineTexture.needsUpdate = true
6
7 let lineMaterial = new THREE.MeshBasicMaterial({
8 map: lineTexture,
9 side: THREE.DoubleSide,
10 transparent: true
11 })

2:处理坐标转换数据

1 let linePoints = []
2 for(let i = 0; i < pointList.length; i++) {
3 var item = pointList[i];
4 var renderLinePoints = this.lngLatToXY(this.view, [item[0], item[1], 10]);
5 var vector3List = renderLinePoints.vector3List;
6
7 linePoints.push(new THREE.Vector3(vector3List.x, vector3List.y, vector3List.z));
8 }

3:构建TubeGeometry,创建Mesh

1 const curvePath = new THREE.CatmullRomCurve3(linePoints) // 曲线路径
2
3 let geometry = new THREE.TubeGeometry(curvePath, 64, 30, 8, true )
4 let lineMesh = new THREE.Mesh(geometry, lineMaterial);

4:最后再updateModels里面更新贴图的位置(其实就是render事件)。

1 updateModels(context) {
2 super.updateModels(context);
3
4 if (this.textures.length > 0) {
5 this.textures.forEach(texture => {
6 if (texture) texture.offset.x -= 0.01;
7 })
8 }
9 }

ExternalRendererLayer:

1 import * as THREE from 'three'
2 import Stats from 'three/examples/jsm/libs/stats.module.js'
3 import * as webMercatorUtils from "@arcgis/core/geometry/support/webMercatorUtils"
4 import * as externalRenderers from "@arcgis/core/views/3d/externalRenderers"
5
6 export default class ExternalRendererLayer {
7 constructor({
8 view,
9 options
10 }) {
11 this.view = view
12 this.options = options
13
14 this.objects = []
15 this.scene = null
16 this.camera = null
17 this.renderer = null
18
19 this.setup();
20 }
21
22 setup() {
23 if (process.env.NODE_ENV !== "production") {
24 const sid = setTimeout(() => {
25 clearTimeout(sid)
26 //构建帧率查看器
27 let stats = new Stats()
28 stats.setMode(0)
29 stats.domElement.style.position = 'absolute'
30 stats.domElement.style.left = '0px'
31 stats.domElement.style.top = '0px'
32 document.body.appendChild(stats.domElement)
33 function render() {
34 stats.update()
35 requestAnimationFrame(render)
36 }
37 render()
38 }, 5000)
39 }
40 }
41
42 apply() {
43 let myExternalRenderer = {
44 setup: context => {
45 this.createSetup(context)
46 },
47 render: context => {
48 this.createRender(context)
49 }
50 }
51
52 externalRenderers.add(this.view, myExternalRenderer);
53 }
54
55 createSetup(context) {
56 this.scene = new THREE.Scene(); // 场景
57 this.camera = new THREE.PerspectiveCamera(); // 相机
58
59 this.setLight();
60
61 // 添加坐标轴辅助工具
62 const axesHelper = new THREE.AxesHelper(10000000);
63 this.scene.Helpers = axesHelper;
64 this.scene.add(axesHelper);
65
66 this.renderer = new THREE.WebGLRenderer({
67 context: context.gl, // 可用于将渲染器附加到已有的渲染环境(RenderingContext)中
68 premultipliedAlpha: false, // renderer是否假设颜色有 premultiplied alpha. 默认为true
69 // antialias: true
70 // logarithmicDepthBuffer: false
71 // logarithmicDepthBuffer: true
72 });
73 this.renderer.setPixelRatio(window.devicePixelRatio); // 设置设备像素比。通常用于避免HiDPI设备上绘图模糊
74 this.renderer.setViewport(0, 0, this.view.width, this.view.height); // 视口大小设置
75
76 // 防止Three.js清除ArcGIS JS API提供的缓冲区。
77 this.renderer.autoClearDepth = false; // 定义renderer是否清除深度缓存
78 this.renderer.autoClearStencil = false; // 定义renderer是否清除模板缓存
79 this.renderer.autoClearColor = false; // 定义renderer是否清除颜色缓存
80 // this.renderer.autoClear = false;
81
82 // ArcGIS JS API渲染自定义离屏缓冲区,而不是默认的帧缓冲区。
83 // 我们必须将这段代码注入到three.js运行时中,以便绑定这些缓冲区而不是默认的缓冲区。
84 const originalSetRenderTarget = this.renderer.setRenderTarget.bind(
85 this.renderer
86 );
87 this.renderer.setRenderTarget = target => {
88 originalSetRenderTarget(target);
89 if (target == null) {
90 // 绑定外部渲染器应该渲染到的颜色和深度缓冲区
91 context.bindRenderTarget();
92 }
93 };
94
95 this.addModels(context);
96
97 context.resetWebGLState();
98 }
99
100 createRender(context) {
101 const cam = context.camera;
102 this.camera.position.set(cam.eye[0], cam.eye[1], cam.eye[2]);
103 this.camera.up.set(cam.up[0], cam.up[1], cam.up[2]);
104 this.camera.lookAt(
105 new THREE.Vector3(cam.center[0], cam.center[1], cam.center[2])
106 );
107 // this.camera.near = 1;
108 // this.camera.far = 100;
109
110 // 投影矩阵可以直接复制
111 this.camera.projectionMatrix.fromArray(cam.projectionMatrix);
112
113 this.updateModels(context);
114
115 this.renderer.state.reset();
116
117 context.bindRenderTarget();
118
119 this.renderer.render(this.scene, this.camera);
120
121 // 请求重绘视图。
122 externalRenderers.requestRender(this.view);
123
124 // cleanup
125 context.resetWebGLState();
126 }
127
128 //经纬度坐标转成三维空间坐标
129 lngLatToXY(view, points) {
130
131 let vector3List; // 顶点数组
132
133 let pointXYs;
134
135
136 // 计算顶点
137 let transform = new THREE.Matrix4(); // 变换矩阵
138 let transformation = new Array(16);
139
140 // 将经纬度坐标转换为xy值\
141 let pointXY = webMercatorUtils.lngLatToXY(points[0], points[1]);
142
143 // 先转换高度为0的点
144 transform.fromArray(
145 externalRenderers.renderCoordinateTransformAt(
146 view,
147 [pointXY[0], pointXY[1], points[
148 2]], // 坐标在地面上的点[x值, y值, 高度值]
149 view.spatialReference,
150 transformation
151 )
152 );
153
154 pointXYs = pointXY;
155
156 vector3List =
157 new THREE.Vector3(
158 transform.elements[12],
159 transform.elements[13],
160 transform.elements[14]
161 )
162
163 return {
164 vector3List: vector3List,
165 pointXYs: pointXYs
166 };
167 }
168
169 setLight() {
170 console.log('setLight')
171 let ambient = new THREE.AmbientLight(0xffffff, 0.7);
172 this.scene.add(ambient);
173 let directionalLight = new THREE.DirectionalLight(0xffffff, 0.7);
174 directionalLight.position.set(100, 300, 200);
175 this.scene.add(directionalLight);
176 }
177
178 addModels(context) {
179 console.log('addModels')
180 }
181
182 updateModels(context) {
183 // console.log('updateModels')
184 }
185
186 }

AreaLayer:源码中mapx.queryTask是封装了arcgis的query查询,这个可以替换掉,我只是要接收返回的rings数组,自行构建静态数据也行

1 import * as THREE from 'three'
2 import ExternalRendererLayer from './ExternalRendererLayer.js'
3 import Graphic from "@arcgis/core/Graphic";
4 import SpatialReference from '@arcgis/core/geometry/SpatialReference'
5 import * as externalRenderers from "@arcgis/core/views/3d/externalRenderers"
6
7 import mapx from '@/utils/mapUtils.js';
8
9 export default class AreaLayer extends ExternalRendererLayer {
10 constructor({
11 view,
12 options
13 }) {
14 super({
15 view,
16 options
17 })
18 }
19
20 setup() {
21 super.setup()
22
23 this.textures = []
24 }
25
26 addModels(context) {
27 // super.addModels(context)
28 // =====================mesh加载=================================//
29 const url = config.mapservice[1].base_url + config.mapservice[1].jd_url;
30 // const url = 'http://10.100.0.132:6080/arcgis/rest/services/wuchang_gim/gim_region/MapServer/2';
31 mapx.queryTask(url, {
32 where: '1=1',
33 returnGeometry: true
34 }).then(featureSet => {
35 if (featureSet.length > 0) {
36 featureSet.forEach(feature => {
37 const polygon = feature.geometry;
38 const rings = polygon.rings;
39 rings.forEach(ring => {
40 this._addModel(ring);
41 })
42 })
43 }
44 }).catch(error => {
45 console.log(error)
46 })
47 }
48
49 _addModel(pointList) {
50 const lineImg = require('../../../../public/static/img/line.png')
51 let lineTexture = new THREE.TextureLoader().load(lineImg)
52 lineTexture.wrapS = lineTexture.wrapT = THREE.RepeatWrapping; //每个都重复
53 lineTexture.repeat.set(1, 1)
54 lineTexture.needsUpdate = true
55
56 let lineMaterial = new THREE.MeshBasicMaterial({
57 map: lineTexture,
58 side: THREE.DoubleSide,
59 transparent: true
60 })
61
62 //确定几何体位置
63 let linePoints = []
64 // let curvePath = new THREE.CurvePath();
65 for(let i = 0; i < pointList.length; i++) { 66 var item = pointList[i]; 67 var renderLinePoints = this.lngLatToXY(this.view, [item[0], item[1], 10]); 68 var vector3List = renderLinePoints.vector3List; 69 70 linePoints.push(new THREE.Vector3(vector3List.x, vector3List.y, vector3List.z)); 71 72 // if(i < pointList.length - 1) { 73 // var item1 = pointList[i + 1]; 74 // var renderLinePoints1 = this.lngLatToXY(this.view, [item1[0], item1[1], 10]); 75 // var vector3List1 = renderLinePoints1.vector3List; 76 77 // // var item2 = pointList[i + 1]; 78 // // var renderLinePoints2 = this.lngLatToXY(this.view, [item2[0], item2[1], 10]); 79 // // var vector3List2 = renderLinePoints2.vector3List; 80 81 // const line = new THREE.LineCurve3(vector3List, vector3List1); 82 // // const line = new THREE.QuadraticBezierCurve3(vector3List, vector3List1, vector3List2); 83 // curvePath.curves.push(line) 84 // } 85 } 86 87 // console.log(curvePath) 88 89 // CatmullRomCurve3创建一条平滑的三维样条曲线 90 const curvePath = new THREE.CatmullRomCurve3(linePoints) // 曲线路径 91 92 let geometry = new THREE.TubeGeometry(curvePath, 64, 30, 8, true ) 93 let lineMesh = new THREE.Mesh(geometry, lineMaterial); 94 95 this.scene.add(lineMesh); 96 97 this.textures.push(lineTexture); 98 this.objects.push(lineMesh); 99 } 100 101 102 updateModels(context) { 103 super.updateModels(context); 104 105 if (this.textures.length > 0) {
106 this.textures.forEach(texture => {
107 if (texture) texture.offset.x -= 0.01;
108 })
109 }
110 }
111
112 }