Three.js 分级地图教程
分级地图 ·Area Map· ▶ 在线运行案例
- 案例合集:三维可视化功能案例(threehub.cn)
- 开源仓库github地址:https://github.com/z2586300277/three-cesium-examples
- 400个案例代码:网盘链接
你将学到什么
- OrbitControls 相机轨道交互
- GSAP 时间轴与补间动画
- Raycaster 鼠标拾取与交互
- BufferGeometry 自定义顶点/索引数据
- CSS2D/3D 标签 DOM 叠加
requestAnimationFrame渲染循环与resize自适应
效果说明
本案例演示分级地图效果:支持鼠标拾取、绘制或拖拽交互,GeoJSON 行政区/路线数据可视化贴地展示;核心用到 OrbitControls、GSAP、Raycaster。建议先打开文首在线案例查看动态画面,再对照下方源码逐步理解。
核心概念
- Scene / Camera / WebGLRenderer构成最小渲染闭环;大场景可开
logarithmicDepthBuffer缓解 Z-fighting。 - OrbitControls提供轨道旋转/缩放;开启
enableDamping后需在 animate 中controls.update()。 - Raycaster将屏幕坐标转为射线,与场景求交得到世界坐标,常用于绘制/拾取。
实现步骤
- 搭建灯光与环境(如有)
- requestAnimationFrame 循环 update + render
代码要点
import * as THREE from 'three'import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js' import { CSS2DRenderer, CSS2DObject } from 'three/examples/jsm/renderers/CSS2DRenderer.js' import gsap from 'gsap'
const PAEAMS = { DEPTH: 15, coordsMaxCounts: 500 } const fetchJson = (url) => fetch(url).then((res) => res.json())
setScene(document.getElementById('box'))
async function setScene(DOM) {
const scene = new THREE.Scene() const camera = new THREE.PerspectiveCamera(50, DOM.clientWidth / DOM.clientHeight, 0.1, 100000000) camera.position.set(0, 600, 300) const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true }) renderer.setSize(DOM.clientWidth, DOM.clientHeight) DOM.appendChild(renderer.domElement) const controls = new OrbitControls(camera, renderer.domElement) controls.enableDamping = true const light = new THREE.DirectionalLight(0xffffff, 1) light.position.set(100, 100, 100) scene.add(new THREE.AmbientLight(0xffffff, 1.5), light) const css2DRender = new CSS2DRenderer() css2DRender.setSize(DOM.clientWidth, DOM.clientHeight) css2DRender.domElement.style.zIndex = 0 css2DRender.domElement.style.position = 'relative' css2DRender.domElement.style.top = -DOM.clientHeight + 'px' css2DRender.domElement.style.height = DOM.clientHeight + 'px' css2DRender.domElement.style.width = DOM.clientWidth + 'px' css2DRender.domElement.style.pointerEvents = 'none' DOM.appendChild(css2DRender.domElement) animate() function animate() { controls.update() css2DRender.render(scene, camera) requestAnimationFrame(animate) renderer.render(scene, camera) }
// 根级 const rootGeoJson = await fetchJson('https://z2586300277.github.io/3d-file-server/files/json/china.json') const rootGroup = createGeo(rootGeoJson) rootGroup.rotation.x = -Math.PI / 2 rootGroup.position.sub(new THREE.Box3().setFromObject(rootGroup).getCenter(new THREE.Vector3())) // 平移到原点 scene.add(rootGroup) clickEvent(camera, controls, DOM, rootGroup) // 点击事件
}
// 点击事件 function clickEvent(camera, controls, DOM, rootGroup) {
const raycaster = new THREE.Raycaster() const mouse = new THREE.Vector2() const getLavelObj = (obj) => { if (obj.info) return obj if (obj.parent) return getLavelObj(obj.parent) } DOM.addEventListener('click', async (e) => {
mouse.x = (e.clientX / DOM.clientWidth) * 2 - 1 mouse.y = -(e.clientY / DOM.clientHeight) * 2 + 1 raycaster.setFromCamera(mouse, camera) const intersects = raycaster.intersectObjects(rootGroup.children, true) if (intersects.length > 0) {
const item = getLavelObj(intersects[0].object) const info = item.info const json = await fetchJson(
https://z2586300277.github.io/3d-file-server/geojson/${info.properties.adcode}.json) if (!json.features.length) return item.label.visible = false // 隐藏文字// 子级组 const child_geo = createGeo(json) gsap.to(child_geo.position, { z: PAEAMS.DEPTH, duration: 1.5, ease: 'power2.out' }) item.child_geo = child_geo item.add(child_geo) } }) }
// 创建地图 const texture = new THREE.TextureLoader().load('https://z2586300277.github.io/three-editor/dist/files/channels/texture.png') texture.wrapT = THREE.RepeatWrapping texture.repeat.y = 0.1 function animateTexture() { texture.offset.y += 0.03 requestAnimationFrame(animateTexture) } animateTexture()
function createGeo(geoJson) {
const group = new THREE.Group() group.info = geoJson
// 材质 const materials = [ new THREE.MeshStandardMaterial({ color: Math.random() * 0xffffff, transparent: true, metalness: 0.5, roughness: 0.5 }), new THREE.MeshBasicMaterial({ map: texture, color: 0xffffff * Math.random() }), ]
// 遍历添加各个地块 geoJson.features.forEach((info) => {
// 省会/中心坐标转换 if (info?.properties.center) info.properties.centerCoord3 = coordToVector(info.properties.center, 3) if (info?.properties?.centroid) info.properties.centroidCoord3 = coordToVector(info.properties.centroid, 3)
// 行政区块组 const areaGroup = new THREE.Group() areaGroup.info = info areaGroup.name = info.properties?.name group.add(areaGroup)
if (info.geometry.type === 'MultiPolygon') info.geometry.coordinates.forEach((j) => j.forEach((z) => areaGroup.add(createShapeWithCoord(z, materials)))) else if (info.geometry.type === 'Polygon') info.geometry.coordinates.forEach((j) => areaGroup.add(createShapeWithCoord(j, materials)))
const div = document.createElement('div') div.innerHTML = info.properties?.name div.style.color = '#dbdbdb' div.style.fontSize = '10px' const css = new CSS2DObject(div)
// 判断位置 if (info?.properties?.centroidCoord3 || info?.properties?.centerCoord3) css.position.copy(info?.properties?.centroidCoord3 || info?.properties?.centerCoord3) else { const box = new THREE.Box3().setFromObject(areaGroup) const center = box.getCenter(new THREE.Vector3()) css.position.copy(center) }
css.position.z += PAEAMS.DEPTH || 2 areaGroup.label = css areaGroup.attach(css)
})
return group }
// 坐标转换 function coordToVector(coord, type = 2, slace = 10000) { const [lng, lat] = coord const x = lng * 20037508.34 / 180 let y = Math.log(Math.tan((90 + lat) * Math.PI / 360)) / (Math.PI / 180) y = y * 20037508.34 / 180 return type === 2 ? new THREE.Vector2(x / slace, y / slace) : new THREE.Vector3(x / slace, y / slace, 0) }
function createShapeWithCoord(coordinates, materials) {
while (coordinates.length > PAEAMS.coordsMaxCounts) coordinates = coordinates.filter((_, i) => i % 2 === 0)
// 参数 const path = new THREE.Path(coordinates.map((k) => coordToVector(k))) const parameters = { bevelThickness: 0, bevelSize: 0, bevelOffset: 0, depth: PAEAMS.DEPTH || 2, bevelEnabled: true }
// 边缘 // const emptyShape = new THREE.Shape() // emptyShape.holes.push(path) // const emptyGeometry = new THREE.ExtrudeGeometry(emptyShape, { depth: 0.0001, bevelEnabled: false }) // const emptyMaterial = new THREE.MeshBasicMaterial({ color: 0xbbbaba, transparent: true, opacity: 1, wireframe: true }) // const emptyMesh = new THREE.Mesh(emptyGeometry, emptyMaterial) const emptyGeometry = new THREE.BufferGeometry().setFromPoints(path.getPoints(1000)) const lineMaterial = new THREE.LineBasicMaterial({ color: 0xffffff, linewidth: 2, transparent: true, depthTest: false, }); const emptyMesh = new THREE.Line(emptyGeometry, lineMaterial); emptyMesh.position.z += parameters.depth + 0.01
// 地块 const shape = new THREE.Shape() shape.curves.push(path) const geometry = new THREE.ExtrudeGeometry(shape, parameters)
const mesh = new THREE.Mesh(geometry, materials) mesh.add(emptyMesh)
return mesh
}完整源码:GitHub
小结
- 本文提供分级地图完整 Three.js 源码与在线 Demo,建议先运行案例再改 uniform/参数做二次实验
- 更多 Three.js 实战案例见 three-cesium-examples 合集 与 GitHub 开源仓库
