HTML5 Canvas实现360度全景方法

互联网 18-1-31
本文主要介绍HTML5 Canvas实现360度全景图的示例代码,小编觉得挺不错的,现在分享给大家,也给大家做个参考。一起跟随小编过来看看吧,希望能帮助到大家。

很多购物网站现在都支持360实物全景图像,可以360度任意选择查看样品,这样对购买者来说是一个很好的消费体验,网上有很多这样的插件都是基于jQuery实现的有收费的也有免费的,其实很好用的一个叫3deye.js的插件。该插件支持桌面与移动终端iOS与Android, 它的demo程序:http://www.voidcanvas.com/demo/28823deye/

自己玩了玩这个Demo以后,照着它的思路,用HTML5 Canvas也实现了类似的功能。

所以先说一下它的360度全景图的原理

1. 首先需要对实物拍照,间隔是每张照片旋转15度,所以需要23张照片。2.照片准备好了以后,尽量选择JPG格式,裁剪到适当大小。3.JavaScript中预加载所有照片,可以配合进度条显示加载精度4.创建/获取Canvas对象,加上鼠标监听事件,当鼠标左右移动时候,适度的绘制不同帧。大致的原理就是这样,简单吧!

实现代码:

<!DOCTYPE html>    <html>    <head>      <meta charset=utf-8">      <title>Full 360 degree View</title>      <script>            var ctx = null; // global variable 2d context            var frame = 1; // 23            var width = 0;            var height = 0;            var started = false;            var images = new Array();            var startedX = -1;          window.onload = function() {            var canvas = document.getElementById("fullview_canvas");            canvas.width = 440;// window.innerWidth;            canvas.height = 691;//window.innerHeight;            width = canvas.width;            height = canvas.height;            var bar = document.getElementById('loadProgressBar');            for(var i=1; i<24; i++)            {                bar.value = i;                if(i<10)                {                    images[i] = new Image();                    images[i].src = "0" + i + ".jpg";                }                else                 {                    images[i] = new Image();                    images[i].src = i + ".jpg";                }            }            ctx = canvas.getContext("2d");                        // mouse event            canvas.addEventListener("mousedown", doMouseDown, false);            canvas.addEventListener('mousemove', doMouseMove, false);            canvas.addEventListener('mouseup',   doMouseUp, false);            // loaded();                        // frame = 1            frame = 1;            images[frame].onload = function() {                redraw();                bar.style.display = 'none';            }        }        function doMouseDown(event) {            var x = event.pageX;            var y = event.pageY;            var canvas = event.target;            var loc = getPointOnCanvas(canvas, x, y);            console.log("mouse down at point( x:" + loc.x + ", y:" + loc.y + ")");            startedX = loc.x;            started = true;        }                function doMouseMove(event) {            var x = event.pageX;            var y = event.pageY;            var canvas = event.target;            var loc = getPointOnCanvas(canvas, x, y);            if (started) {                var count = Math.floor(Math.abs((startedX - loc.x)/30));                var frameIndex = Math.floor((startedX - loc.x)/30);                while(count > 0)                {                                   console.log("frameIndex = " + frameIndex);                    count--;                        if(frameIndex > 0)                    {                        frameIndex--;                        frame++;                    } else if(frameIndex < 0)                    {                        frameIndex++;                        frame--;                    }                    else if(frameIndex == 0)                    {                        break;                    }                                                        if(frame >= 24)                    {                        frame = 1;                    }                    if(frame <= 0)                    {                        frame = 23;                    }                    redraw();                }            }        }                function doMouseUp(event) {            console.log("mouse up now");            if (started) {                doMouseMove(event);                startedX = -1;                started = false;            }        }            function getPointOnCanvas(canvas, x, y) {            var bbox = canvas.getBoundingClientRect();            return { x: x - bbox.left * (canvas.width  / bbox.width),                    y: y - bbox.top  * (canvas.height / bbox.height)                    };        }                function loaded() {            setTimeout( update, 1000/8);        }        function redraw()        {            // var imageObj = document.createElement("img");            // var imageObj = new Image();            var imageObj = images[frame];            ctx.clearRect(0, 0, width, height)            ctx.drawImage(imageObj, 0, 0, width, height);        }        function update() {            redraw();            frame++;            if (frame >= 23) frame = 1;            setTimeout( update, 1000/8);        }      </script>    </head>    <body>    <progress id="loadProgressBar" value="0" max="23"></progress>     <canvas id="fullview_canvas"></canvas>    <button onclick="loaded()">Auto Play</button>    </body>    </html>

Demo演示文件下载地址-> fullview_jb51.rar

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