通过纹理的2维坐标点定位球形贴图对应所在位置
最近有一个需求,希望能在全景图的贴图上直接选择位置放置物体,最后反应在全景图的相应位置点.在这里记录一下开发代码:全景球体创建 let path = this.publicPath + 'texture/uv_grid_opengl.jpg' let texture = new THREE.TextureLoader().load(path) let material = new THREE.MeshBasicMaterial({ map: texture, side: THREE.DoubleSide // 也可以是单面 }) let geometry = new THREE.SphereBufferGeometry(510, 40, 40) // 半径 ,宽高分割数.可以随意 geometry.scale(-1, 1, 1) // 让贴图在内部贴,而不是外部. this.$mesh = new THREE.Mesh(geometry, material) 通过图片相对位置计算出在全景球体的相对坐标参考代码:https://threejsfundamentals.org/threejs/lessons/threejs-align-html-elements-to-3d.html // x,y 的0点位置从左上角来算的,反应在图片上的长宽比值. // 因为geometry的x坐标返了,所以真也要相反处理 let lat = (e.y - 0.5) * 180 let lon = (1 - e.x) * 360 const lonFudge = -Math.PI * 0.5 // Math.PI const latFudge = Math.PI // these helpers will make it easy to position the boxes // We can rotate the lon helper on its Y axis to the longitude const lonHelper = new THREE.Object3D() // We rotate the latHelper on its X axis to the latitude const latHelper = new THREE.Object3D() lonHelper.add(latHelper) // The position helper moves the object to the edge of the sphere const positionHelper = new THREE.Object3D() positionHelper.position.z = 500 latHelper.add(positionHelper) // adjust the helpers to point to the latitude and longitude lonHelper.rotation.y = THREE.MathUtils.degToRad(lon) + lonFudge latHelper.rotation.x = THREE.MathUtils.degToRad(lat) + latFudge // get the position of the lat/lon positionHelper.updateWorldMatrix(true, false) const position = new THREE.Vector3() positionHelper.getWorldPosition(position) // 最终x,y点反应在球形位置上. let pos = [position.x, position.y, position.z]