@anov/3d 0.0.126 → 0.0.128

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -73,6 +73,7 @@ var Application = /*#__PURE__*/function () {
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  _this.progressCb(progress);
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  _this.lastProgressCount = progress;
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  }
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+ if (progress >= 1) sendToMessage(MessageType.Api, 'core.init', EMessageStatus.Success, id);
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  sendToMessage(MessageType.Event, 'onInitProgress', EMessageStatus.Success, undefined, {
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  progress: progress
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  });
@@ -1 +1 @@
1
- {"version":3,"names":["utils","getFnByFnkey","MessageType","sendToMessage","EMessageStatus","Factory3D","Anov3D","defaultCameraParams","storeManagement","Application","opts","progressCb","container","el","Api","Success","params","id","camera","set","cameraParams","fov","near","far","position","target","anov3D","model","case","size","width","clientWidth","height","clientHeight","environment","weather","time","controls","iEngine","zoomRatio","caseInstance","loadCase","loadingManager","onLoad","onProgress","_","loaded","total","progress","lastProgressCount","Event","undefined","error","EventHandleFailed","console","req","name","init","Error","fn","res","Promise","resolve","then","failMessage","message","eventName","cb","option","factory","envMaps","imgBox","decoderPath","renderScene","sceneControl","createInstance"],"sources":["../src/applicationApi.ts"],"sourcesContent":["import { utils } from '@anov/3d-core'\nimport { getFnByFnkey } from './utils/index'\nimport { MessageType, sendToMessage } from './utils/messageFn'\nimport { EMessageStatus } from './messageStatus'\nimport Factory3D from './factory/3d'\nimport Anov3D, { defaultCameraParams } from './index'\n\nconst { storeManagement } = utils\n\ntype ApplicationOptions = {\n el: HTMLElement\n}\n\nexport type InitOptions = {\n case?: string // 案例名称,用于兼容init直接加载项目\n camera?: {\n fov?: number\n near?: number\n far?: number\n position?: [\n number,\n number,\n number,\n ]\n target?: [\n number,\n number,\n number,\n ]\n }\n model?: string\n decoderPath?: string // DRACO压缩 资源文件路径\n size?: {\n width: number\n height: number\n }\n environment?: {\n weather?: string\n time?: number\n }\n envMaps: {\n use?: boolean\n imgBox?: Array<string> | string\n }\n controls: {\n // 相机缩放范围\n minDistance?: number\n maxDistance?: number\n // 上下旋转范围\n minPolarAngle?: number// 默认值0\n maxPolarAngle?: number\n // 左右旋转范围\n minAzimuthAngle?: number\n maxAzimuthAngle?: number\n }\n set?: {\n zoomRatio?: number\n }\n}\n\nclass Application {\n container: HTMLElement\n iEngine: Anov3D | undefined\n private progressCb: (progress: number) => {}\n private lastProgressCount = 0\n\n constructor(opts: ApplicationOptions, progressCb: () => {}) {\n this.container = opts.el\n this.progressCb = progressCb\n\n sendToMessage(MessageType.Api, 'engineReady', EMessageStatus.Success)\n }\n\n private init(params: InitOptions, id: string) {\n try {\n const { camera = {}, set } = params || {}\n\n const cameraParams = {\n fov: camera.fov ?? defaultCameraParams.fov,\n near: camera.near ?? defaultCameraParams.near,\n far: camera.far ?? defaultCameraParams.far,\n position: camera.position,\n target: camera.target,\n }\n\n const anov3D = new Anov3D({\n container: this.container,\n model: params.case ? '' : params?.model, // temporary solution by LM\n size: {\n width: params?.size?.width ?? this.container.clientWidth,\n height: params?.size?.height ?? this.container.clientHeight,\n },\n camera: {\n ...cameraParams,\n },\n environment: {\n weather: params?.environment?.weather,\n time: params?.environment?.time,\n },\n controls: params.controls,\n })\n\n this.iEngine = anov3D\n this.iEngine.zoomRatio = set?.zoomRatio ?? 1\n\n storeManagement.set('container', this.container)\n const caseInstance = this.loadCase(anov3D, params)\n\n // @ts-ignore\n this.iEngine.caseInstance = caseInstance\n\n caseInstance.loadingManager.onLoad = () => {\n sendToMessage(MessageType.Api, 'core.init', EMessageStatus.Success, id)\n }\n\n caseInstance.loadingManager.onProgress = (_, loaded, total) => {\n const progress = loaded / total\n\n if (this.progressCb && this.lastProgressCount <= progress) {\n this.progressCb(progress)\n this.lastProgressCount = progress\n }\n\n sendToMessage(MessageType.Event, 'onInitProgress', EMessageStatus.Success, undefined, {\n progress,\n })\n }\n }\n catch (error) {\n sendToMessage(MessageType.Api, 'core.init', EMessageStatus.EventHandleFailed)\n console.error(error)\n }\n }\n\n sendMessage(req: { name: string; id: string; params: any }) {\n if (req.name === 'Core.init' || req.name === 'core.init') {\n this.init(req.params, req.id)\n return\n }\n\n if (!this.iEngine)\n throw new Error('please init first!')\n\n const fn = getFnByFnkey(this.iEngine, req.name, req.id) as any\n\n try {\n const res = fn(req.params)\n\n Promise.resolve(res).then((res) => {\n sendToMessage(MessageType.Api, req.name, EMessageStatus.Success, req.id, res)\n })\n }\n catch (error: any) {\n sendToMessage(MessageType.Api, req.name, EMessageStatus.EventHandleFailed, req.id, {\n failMessage: error.message,\n })\n }\n }\n\n receiveMessage(eventName: string, cb: (params: any) => void) {\n utils.storeManagement.set(eventName, cb)\n }\n\n // 此方法 用于直接加载案例\n private loadCase(anov3D: Anov3D, option: InitOptions) {\n switch (option.case) {\n case 'factory':\n\n // eslint-disable-next-line no-case-declarations\n const factory = new Factory3D({ model: option.model, environment: option.envMaps.imgBox as string, decoderPath: option.decoderPath, controls: option.controls })\n factory.renderScene(anov3D.sceneControl)\n return factory\n }\n }\n}\n\n/**\n * createInstance\n * @returns\n */\nexport const createInstance = (opts: ApplicationOptions, progressCb: () => {}): Application => {\n return new Application(opts, 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+ {"version":3,"names":["utils","getFnByFnkey","MessageType","sendToMessage","EMessageStatus","Factory3D","Anov3D","defaultCameraParams","storeManagement","Application","opts","progressCb","container","el","Api","Success","params","id","camera","set","cameraParams","fov","near","far","position","target","anov3D","model","case","size","width","clientWidth","height","clientHeight","environment","weather","time","controls","iEngine","zoomRatio","caseInstance","loadCase","loadingManager","onLoad","onProgress","_","loaded","total","progress","lastProgressCount","Event","undefined","error","EventHandleFailed","console","req","name","init","Error","fn","res","Promise","resolve","then","failMessage","message","eventName","cb","option","factory","envMaps","imgBox","decoderPath","renderScene","sceneControl","createInstance"],"sources":["../src/applicationApi.ts"],"sourcesContent":["import { utils } from '@anov/3d-core'\nimport { getFnByFnkey } from './utils/index'\nimport { MessageType, sendToMessage } from './utils/messageFn'\nimport { EMessageStatus } from './messageStatus'\nimport Factory3D from './factory/3d'\nimport Anov3D, { defaultCameraParams } from './index'\n\nconst { storeManagement } = utils\n\ntype ApplicationOptions = {\n el: HTMLElement\n}\n\nexport type InitOptions = {\n case?: string // 案例名称,用于兼容init直接加载项目\n camera?: {\n fov?: number\n near?: number\n far?: number\n position?: [\n number,\n number,\n number,\n ]\n target?: [\n number,\n number,\n number,\n ]\n }\n model?: string\n decoderPath?: string // DRACO压缩 资源文件路径\n size?: {\n width: number\n height: number\n }\n environment?: {\n weather?: string\n time?: number\n }\n envMaps: {\n use?: boolean\n imgBox?: Array<string> | string\n }\n controls: {\n // 相机缩放范围\n minDistance?: number\n maxDistance?: number\n // 上下旋转范围\n minPolarAngle?: number// 默认值0\n maxPolarAngle?: number\n // 左右旋转范围\n minAzimuthAngle?: number\n maxAzimuthAngle?: number\n }\n set?: {\n zoomRatio?: number\n }\n}\n\nclass Application {\n container: HTMLElement\n iEngine: Anov3D | undefined\n private progressCb: (progress: number) => {}\n private lastProgressCount = 0\n\n constructor(opts: ApplicationOptions, progressCb: () => {}) {\n this.container = opts.el\n this.progressCb = progressCb\n\n sendToMessage(MessageType.Api, 'engineReady', EMessageStatus.Success)\n }\n\n private init(params: InitOptions, id: string) {\n try {\n const { camera = {}, set } = params || {}\n\n const cameraParams = {\n fov: camera.fov ?? defaultCameraParams.fov,\n near: camera.near ?? defaultCameraParams.near,\n far: camera.far ?? defaultCameraParams.far,\n position: camera.position,\n target: camera.target,\n }\n\n const anov3D = new Anov3D({\n container: this.container,\n model: params.case ? '' : params?.model, // temporary solution by LM\n size: {\n width: params?.size?.width ?? this.container.clientWidth,\n height: params?.size?.height ?? this.container.clientHeight,\n },\n camera: {\n ...cameraParams,\n },\n environment: {\n weather: params?.environment?.weather,\n time: params?.environment?.time,\n },\n controls: params.controls,\n })\n\n this.iEngine = anov3D\n this.iEngine.zoomRatio = set?.zoomRatio ?? 1\n\n storeManagement.set('container', this.container)\n const caseInstance = this.loadCase(anov3D, params)\n\n // @ts-ignore\n this.iEngine.caseInstance = caseInstance\n\n caseInstance.loadingManager.onLoad = () => {\n sendToMessage(MessageType.Api, 'core.init', EMessageStatus.Success, id)\n }\n\n caseInstance.loadingManager.onProgress = (_, loaded, total) => {\n const progress = loaded / total\n\n if (this.progressCb && this.lastProgressCount <= progress) {\n this.progressCb(progress)\n this.lastProgressCount = progress\n }\n\n if (progress >= 1)\n sendToMessage(MessageType.Api, 'core.init', EMessageStatus.Success, id)\n\n sendToMessage(MessageType.Event, 'onInitProgress', EMessageStatus.Success, undefined, {\n progress,\n })\n }\n }\n catch (error) {\n sendToMessage(MessageType.Api, 'core.init', EMessageStatus.EventHandleFailed)\n console.error(error)\n }\n }\n\n sendMessage(req: { name: string; id: string; params: any }) {\n if (req.name === 'Core.init' || req.name === 'core.init') {\n this.init(req.params, req.id)\n return\n }\n\n if (!this.iEngine)\n throw new Error('please init first!')\n\n const fn = getFnByFnkey(this.iEngine, req.name, req.id) as any\n\n try {\n const res = fn(req.params)\n\n Promise.resolve(res).then((res) => {\n sendToMessage(MessageType.Api, req.name, EMessageStatus.Success, req.id, res)\n })\n }\n catch (error: any) {\n sendToMessage(MessageType.Api, req.name, EMessageStatus.EventHandleFailed, req.id, {\n failMessage: error.message,\n })\n }\n }\n\n receiveMessage(eventName: string, cb: (params: any) => void) {\n utils.storeManagement.set(eventName, cb)\n }\n\n // 此方法 用于直接加载案例\n private loadCase(anov3D: Anov3D, option: InitOptions) {\n switch (option.case) {\n case 'factory':\n\n // eslint-disable-next-line no-case-declarations\n const factory = new Factory3D({ model: option.model, environment: option.envMaps.imgBox as string, decoderPath: option.decoderPath, controls: option.controls })\n factory.renderScene(anov3D.sceneControl)\n return factory\n }\n }\n}\n\n/**\n * createInstance\n * @returns\n */\nexport const createInstance = (opts: ApplicationOptions, progressCb: () => {}): Application => {\n return new Application(opts, 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@@ -72,7 +72,7 @@ var Factory3D = /*#__PURE__*/function () {
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  key: "renderScene",
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  value: function renderScene(scene) {
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  var _this = this;
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- var loadCSS = function loadCSS(url, callback, resolve) {
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+ var loadCSS = function loadCSS(url, callback) {
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  var xhr = new XMLHttpRequest();
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  xhr.open('GET', url, true);
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  xhr.onreadystatechange = function () {
@@ -87,20 +87,7 @@ var Factory3D = /*#__PURE__*/function () {
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  link.href = blobURL;
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  link.crossOrigin = 'anonymous';
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  document.head.appendChild(link);
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- if (typeof callback === 'function') {
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- callback();
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- loadingManager.onLoad = function () {
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- console.log('测试,待删');
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- resolve('success');
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- };
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- loadingManager.onProgress = function (_, loaded, total) {
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- var progress = loaded / total;
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- if (progress >= 1) {
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- console.log('测试,待删');
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- resolve('success');
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- }
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- };
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- }
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+ if (typeof callback === 'function') callback();
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  console.log("CSS \u52A0\u8F7D\u6210\u529F: ".concat(url));
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  } else {
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  console.error("Failed to load CSS: ".concat(url), xhr.statusText);
@@ -175,11 +162,14 @@ var Factory3D = /*#__PURE__*/function () {
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  interactionManager.update();
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  });
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  _this.loadModel();
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+ loadingManager.onLoad = function () {
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+ resolve('success');
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+ };
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  // initPostEffects(scene.scene, scene.renderer, scene.camera, { type: 'main' })
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  scene.renderer.toneMappingExposure = 0.4;
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- }, resolve);
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+ });
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  });
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  }
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  }, {
@@ -1 +1 @@
1
- {"version":3,"names":["AdditiveBlending","Color","InteractionManager","LoadingManager","Mesh","MeshBasicMaterial","MeshLambertMaterial","ModelLoader","PlaneGeometry","RepeatWrapping","ShaderMaterial","TextureLoader","Vector2","Vector3","lib","use","utils","Camera","SpritePoi","MessageType","sendToMessage","EMessageStatus","finirMaterialV1","handleUnit","toggleTag","globalEvents","SceneStyle","SceneTag","factoryGlobalObject","createRiseLayer","targetProgresspoints","material","uniforms","frag","vert","loadingManager","load","rgbeLoader","RGBELoader","emitter","resourcePath","resourcePath2","usePath","Factory3D","option","overview","real","Map","globalEventsAgent","setFactory","scene","loadCSS","url","callback","resolve","xhr","XMLHttpRequest","open","onreadystatechange","readyState","status","blob","Blob","responseText","type","blobURL","URL","createObjectURL","link","document","createElement","rel","href","crossOrigin","head","appendChild","onLoad","console","log","onProgress","_","loaded","total","progress","error","statusText","onerror","err","send","Promise","cameraUtil","camera","controls","control","layers","set","loadGLTF","gltf","realGroundModel","mesh","traverse","child","enable","castShadow","receiveShadow","name","treesMesh","push","grasslandMesh","massifMesh","add","realTreeModel","interactionManager","renderer","domElement","storeManagement","useframe","update","loadModel","toneMappingExposure","visible","style","realModl","call","group","_Time","value","geometry","plane","rotation","x","Math","PI","position","renderOrder","scale","text","wrapS","wrapT","repeat","blending","transparent","opacity","depthTest","map","offset","tech","techModel","color","white","whiteModel","targerMeshName","Object","values","v","lookAt","vertexShader","fragmentShader","texture1","texture2","uvScale","includes","window","app","envServer","scaleRatio","div","img","src","span","innerText","top","left","transform","fontSize","fontWeight","span2","poi01","width","height","div2","img2","span3","span4","poi02","thermaLimaging","pipeline","params","background","tag","apply","forEach","eventKey","on","args","eventHandleFn","get","fn","viewType","cutoutCamera","inspection","minCamera","mapCamera","mainCamera","emit","Event","Success","undefined","fov","updateProjectionMatrix","eventName","handleFn"],"sources":["../../src/factory/3d.ts"],"sourcesContent":["import type { DataTexture, Group, Material, Object3D, OrbitControls, SceneControl } from '@anov/3d-core'\nimport { AdditiveBlending, BoxGeometry, Color, EquirectangularReflectionMapping, InteractionManager, LoadingManager, Mesh, MeshBasicMaterial, MeshLambertMaterial, ModelLoader, PlaneGeometry, RepeatWrapping, SRGBColorSpace, ShaderChunk, ShaderMaterial, Sprite, SpriteMaterial, TextureLoader, Vector2, Vector3, Vector4, lib, sRGBEncoding, use, utils } from '@anov/3d-core'\nimport { Camera, SpritePoi, createBloomSelectedTool, initPostEffects } from '@anov/3d-ability'\nimport { MessageType, sendToMessage } from '../utils/messageFn'\nimport { EMessageStatus } from '../messageStatus'\nimport { finirMaterialV1 } from './utils/finirMaterial'\nimport handleUnit, { toggleTag } from './unit'\nimport type WallManage from './unit/wall'\nimport type LineManage from './unit/line'\nimport type CylinderManage from './unit/cylinder'\nimport type PoiManage from './unit/poi'\nimport type CircleManage from './unit/circle'\nimport type DistrictLineManage from './unit/districtLine'\nimport type AreaBoundingBoxManage from './unit/areaBoundingBox'\nimport type Inspection from './unit/inspection'\nimport { globalEvents } from './globalData'\nimport { SceneStyle, SceneTag } from './utils/constant'\nimport switchMaterial from './utils/switchMaterial'\nimport factoryGlobalObject from './globalControl'\nimport { debounce } from './utils'\nimport createRiseLayer from './unit/layer/rise'\nimport { targetProgresspoints } from './unit/inspection/lineData'\nimport { material, uniforms } from './utils/ground'\n\nimport frag from './unit/glsl/heat/frag'\nimport vert from './unit/glsl/heat/ver'\n\ntype factory3dOption = {\n model: string\n environment: string\n decoderPath?: string\n controls?: any\n}\n\nexport const loadingManager = new LoadingManager()\nconst load = new ModelLoader(loadingManager)\nconst rgbeLoader = new lib.RGBELoader(loadingManager)\nconst { emitter } = utils\n\nconst resourcePath = './'\nconst resourcePath2 = 'http://172.16.223.163:9000/anov-prod/anov-3d/factory/example/'\n\nexport const usePath = process.env.ENV === 'dev' ? resourcePath : resourcePath2\n\nclass Factory3D {\n position: Vector3 = new Vector3(0, 0, 0)\n scene: SceneControl\n control: OrbitControls\n cameraUtil: Camera\n\n public loadingManager = loadingManager\n public tag = SceneTag.overview\n public style: SceneStyle = SceneStyle.real\n private option: factory3dOption\n wall: WallManage\n line: LineManage\n cylinder: CylinderManage\n poi: PoiManage\n circle: CircleManage\n areaBoundingBox: AreaBoundingBoxManage\n inspection: Inspection\n districtLine: DistrictLineManage\n\n usePath = usePath\n\n private pipeline: Group\n private realModl: Group\n private techModel: Group\n private whiteModel: Group\n private realGroundModel: Group\n private thermaLimaging: Group\n private eventHandleFn: Map<string, ((args?: any) => void)[]> = new Map()\n private boxSkeyTexture: DataTexture\n private treesMesh: Array<Mesh> = []\n private grasslandMesh: Array<Mesh> = []\n private massifMesh: Array<Mesh> = []\n\n private isLoad = false\n\n mainCamera: any\n\n interactionManager: InteractionManager\n\n constructor(option: factory3dOption) {\n this.option = option\n this.globalEventsAgent()\n factoryGlobalObject.setFactory(this)\n }\n\n /**\n * render factory 3d scene\n */\n renderScene(scene: SceneControl) {\n const loadCSS = (url, callback, resolve) => {\n const xhr = new XMLHttpRequest()\n xhr.open('GET', url, true)\n xhr.onreadystatechange = function () {\n if (xhr.readyState === 4) {\n if (xhr.status >= 200 && xhr.status < 300) {\n const blob = new Blob([xhr.responseText], { type: 'text/css' })\n const blobURL = URL.createObjectURL(blob)\n\n const link = document.createElement('link')\n link.rel = 'stylesheet'\n link.href = blobURL\n link.crossOrigin = 'anonymous'\n document.head.appendChild(link)\n\n if (typeof callback === 'function') {\n callback()\n loadingManager.onLoad = () => {\n console.log('测试,待删')\n resolve('success')\n }\n loadingManager.onProgress = (_, loaded, total) => {\n const progress = loaded / total\n if (progress >= 1) {\n console.log('测试,待删')\n resolve('success')\n }\n }\n }\n\n console.log(`CSS 加载成功: ${url}`)\n }\n else {\n console.error(`Failed to load CSS: ${url}`, xhr.statusText)\n }\n }\n }\n xhr.onerror = function (err) {\n console.error(`Failed to load CSS: ${url}`, err)\n }\n xhr.send()\n }\n\n return new Promise((resolve) => {\n loadCSS(`${resourcePath2}result.css`, () => {\n this.scene = scene\n\n this.cameraUtil = new Camera(scene.camera!, scene.controls!, scene)\n this.control = scene.controls!\n scene.camera.layers.set(0)\n\n load.loadGLTF(`${this.usePath}landScap2.glb`, false, true, './draco/', (gltf) => {\n this.realGroundModel = (gltf.scene) as Group\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // console.log(value.point)\n // this.position = value.point\n // })\n\n let mesh, material\n gltf.scene.traverse((child) => {\n child.layers.enable(5)\n\n if (child.type === 'Mesh') {\n child.castShadow = true\n child.receiveShadow = true\n\n mesh = child as Mesh\n material = mesh.material as Material\n // 记录树、草地、山体的Mesh对象,用于四季效果\n if (material.name === 'sss-1-2.001' || material.name === 'sss-1')\n this.treesMesh.push(mesh)\n else if (material.name === 'Material #32')\n this.grasslandMesh.push(mesh)\n else if (material.name === 'Material #33')\n this.massifMesh.push(mesh)\n }\n })\n scene.add(this.realGroundModel)\n\n return gltf\n })\n\n load.loadGLTF(`${this.usePath}landScap3.glb`, false, true, './draco/', (gltf) => {\n // @ts-ignore\n this.realTreeModel = (gltf.scene) as Group\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // console.log(value.point)\n // this.position = value.point\n // })\n\n gltf.scene.traverse((child) => {\n child.layers.enable(5)\n\n if (child.type === 'Mesh') {\n child.castShadow = true\n child.receiveShadow = true\n }\n })\n\n // scene.add(this.realTreeModel)\n\n return gltf\n })\n\n const interactionManager = new InteractionManager(\n this.scene.renderer,\n this.scene.camera,\n this.scene.renderer.domElement, // Modified By LM this.scene.cssRenderer.cssRenderer.domElement,\n )\n\n this.interactionManager = interactionManager\n\n utils.storeManagement.set('interactionManager', interactionManager)\n\n use.useframe(() => {\n interactionManager.update()\n })\n\n this.loadModel()\n\n // initPostEffects(scene.scene, scene.renderer, scene.camera, { type: 'main' })\n\n scene.renderer.toneMappingExposure = 0.4\n }, resolve)\n })\n }\n\n private loadModel() {\n // real model\n load.loadGLTF(`${this.usePath}222.glb`, false, true, './draco/', (gltf) => {\n this.scene.add(gltf.scene)\n\n gltf.scene.visible = SceneStyle.real === this.style\n\n this.realModl = gltf.scene as Group\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // console.log(value.point)\n // this.position = value.point\n // })\n\n gltf.scene.traverse((child) => {\n child.layers.enable(5)\n\n if (child.type === 'Mesh') {\n child.castShadow = true\n child.receiveShadow = true\n }\n })\n\n handleUnit.call(this)\n\n return gltf\n })\n\n // tech model\n load.loadGLTF(`${this.usePath}2222.glb`, false, true, './draco/', (gltf) => {\n const group = gltf.scene\n\n use.useframe(() => {\n if (uniforms._Time.value > 0.5)\n uniforms._Time.value = 0\n\n uniforms._Time.value += 0.0008\n })\n\n group.traverse((child) => {\n // @ts-ignore\n if (child.type === 'Mesh') {\n if (child.name === '柱体') {\n // @ts-ignore\n child.visible = false\n const geometry = new PlaneGeometry(3000, 2000)\n const plane = new Mesh(geometry, material)\n plane.rotation.x = -Math.PI / 2\n\n plane.position.set(0, -1.5, 0)\n plane.renderOrder = -1\n\n group.add(plane)\n }\n\n else {\n // @ts-ignore\n child.material = finirMaterialV1\n }\n }\n })\n\n load.loadGLTF(`${this.usePath}plane.glb`, false, true, './draco/', (gltf) => {\n gltf.scene.scale.set(0.5, 0.5, 0.5)\n\n const text = new TextureLoader().load(`${this.usePath}roll.png`)\n\n text.wrapS = RepeatWrapping\n text.wrapT = RepeatWrapping\n\n text.repeat.set(1, 1)\n\n gltf.scene.traverse((child) => {\n if (child.type === 'Mesh') {\n // @ts-ignore\n child.material.blending = AdditiveBlending\n // @ts-ignore\n child.material.transparent = true\n // @ts-ignore\n child.material.opacity = 1\n // @ts-ignore\n child.material.depthTest = true\n\n // @ts-ignore\n child.material.map = text\n }\n })\n\n use.useframe(() => {\n text.offset.x += 0.01\n })\n\n group.add(gltf.scene)\n\n return gltf\n })\n\n createRiseLayer()\n\n this.scene.add(group)\n\n group.visible = SceneStyle.tech === this.style\n this.techModel = group as Group\n\n return gltf\n })\n\n // white model\n load.loadGLTF(`${this.usePath}2222.glb`, false, true, './draco/', (gltf) => {\n gltf.scene.traverse((child) => {\n if (child.name === '柱体')\n (child as Mesh).material = new MeshBasicMaterial({ color: new Color('#fff') })\n else if (child.type === 'Mesh')\n (child as Mesh).material = new MeshLambertMaterial({ color: new Color('#aaa') })\n })\n\n this.scene.add(gltf.scene)\n\n gltf.scene.visible = SceneStyle.white === this.style\n this.whiteModel = gltf.scene as Group\n return gltf\n })\n\n const targerMeshName = Object.values(targetProgresspoints).map(v => v.lookAt)\n\n // thermaLimaging model\n load.loadGLTF(`${this.usePath}2222.glb`, false, true, './draco/', (gltf) => {\n const group = gltf.scene\n group.traverse((child) => {\n if (child.type === 'Mesh') {\n // @ts-ignore\n child.material = new ShaderMaterial({\n vertexShader: vert,\n fragmentShader: frag,\n uniforms: {\n texture1: { value: new TextureLoader(this.loadingManager).load(`${this.usePath}test01.jpg`) },\n texture2: { value: new TextureLoader(this.loadingManager).load(`${this.usePath}test02.jpg`) },\n uvScale: { value: new Vector2(1, 1) },\n },\n })\n\n child.layers.set(2)\n\n if (targerMeshName.includes(child.name))\n // @ts-ignore\n child.material.depthTest = false\n }\n })\n\n const scale = (window as any)?.app?.envServer?.scaleRatio ?? 1\n\n const div = document.createElement('div')\n div.style.position = 'relative'\n\n const img = document.createElement('img')\n img.src = `${usePath}poi01.png`\n\n const span = document.createElement('span')\n span.innerText = '125.7°C'\n span.style.position = 'absolute'\n span.style.top = `${19.5 * scale}px`\n span.style.left = '40%'\n span.style.transform = 'translateX(-30%)'\n\n span.style.color = '#e47762'\n span.style.fontSize = '12px'\n span.style.fontWeight = 'bold'\n\n const span2 = document.createElement('span')\n span2.innerText = '点位2'\n span2.style.position = 'absolute'\n span2.style.top = `${19.5 * scale}px`\n span2.style.left = '10%'\n span2.style.transform = 'translateX(-30%)'\n\n span2.style.color = '#e47762'\n span2.style.fontSize = `${12 * scale}px`\n span2.style.fontWeight = 'bold'\n\n div.appendChild(img)\n div.appendChild(span)\n div.appendChild(span2)\n\n const poi01 = new SpritePoi(div, {\n width: 100 * 2,\n height: 40 * 2,\n })\n\n poi01.scale.set(40, 18, 1)\n\n poi01.layers.set(2)\n poi01.position.set(-312.869, -5, -127.770)\n\n const div2 = document.createElement('div')\n div2.style.position = 'relative'\n\n const img2 = document.createElement('img')\n img2.src = `${usePath}poi02.png`\n\n const span3 = document.createElement('span')\n span3.innerText = '125.7°C'\n span3.style.position = 'absolute'\n span3.style.top = `${5 * scale}px`\n span3.style.left = '60%'\n span3.style.transform = 'translateX(30%)'\n\n span3.style.color = '#fdd85e'\n span3.style.fontSize = `${12 * scale}px`\n span3.style.fontWeight = 'bold'\n\n const span4 = document.createElement('span')\n span4.innerText = '点位1'\n span4.style.position = 'absolute'\n span4.style.top = `${5 * scale}px`\n span4.style.left = '34%'\n span4.style.transform = 'translateX(30%)'\n\n span4.style.color = '#fdd85e'\n span4.style.fontSize = `${12 * scale}px`\n span4.style.fontWeight = 'bold'\n\n div2.appendChild(img2)\n div2.appendChild(span3)\n div2.appendChild(span4)\n\n const poi02 = new SpritePoi(div2, {\n width: 100 * 2,\n height: 40 * 2,\n })\n\n poi02.scale.set(50, 22, 1)\n\n poi02.layers.set(2)\n poi02.position.set(-240.869, 15, -127.770)\n\n // group.add(poi01)\n // group.add(poi02)\n\n this.scene.add(group)\n\n this.thermaLimaging = group as Group\n\n return gltf\n })\n\n load.loadGLTF(`${this.usePath}guandao.glb`, false, true, './draco/', (gltf) => {\n this.scene.add(gltf.scene)\n\n this.pipeline = gltf.scene as Group\n return gltf\n })\n }\n\n /**\n * toggle SceneStyle\n * @param params\n */\n toggleSceneStyle(params: SceneStyle) {\n if (this.style === params)\n return\n this.style = params\n\n if (this.style === SceneStyle.tech) {\n this.pipeline.visible = false\n this.techModel.visible = true\n this.realModl.visible = false\n this.whiteModel.visible = false\n this.scene.scene.background = null\n this.realGroundModel && (this.realGroundModel.visible = false)\n\n this.scene.renderer.toneMappingExposure = 0.6\n }\n\n if (params === SceneStyle.real) {\n this.pipeline.visible = true\n this.techModel.visible = false\n this.whiteModel.visible = false\n this.realModl.visible = true\n this.realGroundModel && (this.realGroundModel.visible = true)\n this.scene.scene.background = new Color('#ccc')\n this.scene.renderer.toneMappingExposure = 0.4\n }\n\n if (params === SceneStyle.white) {\n this.pipeline.visible = false\n this.techModel.visible = false\n this.realModl.visible = false\n this.whiteModel.visible = true\n this.scene.scene.background = null\n this.realGroundModel && (this.realGroundModel.visible = false)\n\n this.scene.renderer.toneMappingExposure = 0.4\n }\n }\n\n public toggleTag(tag: SceneTag) {\n if (this.tag === tag)\n return\n toggleTag[tag].apply(this, [this])\n }\n\n private globalEventsAgent() {\n globalEvents.forEach((eventKey) => {\n emitter.on(eventKey, (args) => {\n this.eventHandleFn.get(eventKey)?.forEach((fn) => {\n fn(args)\n })\n })\n })\n }\n\n /**\n * toggle view\n */\n toggleView(viewType?: string) {\n if (this.tag !== SceneTag['smart-inspection'])\n return\n\n if (viewType) {\n if (viewType === 'Drone') {\n if (this.scene.cutoutCamera === this.inspection.minCamera) {\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.cutoutCamera = this.inspection.mapCamera\n this.mainCamera = this.scene.camera\n this.scene.camera = cutoutCamera\n\n utils.emitter.emit('play')\n utils.emitter.emit('toggleView', 'Drone')\n\n sendToMessage(MessageType.Event, 'onViewTypeChange', EMessageStatus.Success, undefined, {\n viewType: 'Drone',\n })\n }\n }\n\n if (viewType === 'Global') {\n if (this.scene.cutoutCamera !== this.inspection.minCamera) {\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n\n utils.emitter.emit('stop')\n utils.emitter.emit('toggleView', 'Global')\n\n this.inspection.minCamera.fov = 60\n this.inspection.minCamera.updateProjectionMatrix()\n\n sendToMessage(MessageType.Event, 'onViewTypeChange', EMessageStatus.Success, undefined, {\n viewType: 'Global',\n })\n }\n }\n }\n else {\n // toggle to min camera\n if (this.scene.cutoutCamera === this.inspection.minCamera) {\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.cutoutCamera = this.inspection.mapCamera\n\n this.mainCamera = this.scene.camera\n this.scene.camera = cutoutCamera\n\n utils.emitter.emit('play')\n utils.emitter.emit('toggleView', 'Drone')\n\n sendToMessage(MessageType.Event, 'onViewTypeChange', EMessageStatus.Success, undefined, {\n viewType: 'Drone',\n })\n }\n else {\n // toggle to main camera\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n\n utils.emitter.emit('stop')\n utils.emitter.emit('toggleView', 'Global')\n\n this.inspection.minCamera.fov = 60\n this.inspection.minCamera.updateProjectionMatrix()\n\n sendToMessage(MessageType.Event, 'onViewTypeChange', EMessageStatus.Success, undefined, {\n viewType: 'Global',\n })\n }\n }\n }\n\n addEventListener(eventName: string, handleFn: (args?: any) => void) {\n if (this.eventHandleFn.get(eventName))\n this.eventHandleFn.get(eventName).push(handleFn)\n\n else\n this.eventHandleFn.set(eventName, [handleFn])\n }\n}\n\nexport default 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{"version":3,"names":["AdditiveBlending","Color","InteractionManager","LoadingManager","Mesh","MeshBasicMaterial","MeshLambertMaterial","ModelLoader","PlaneGeometry","RepeatWrapping","ShaderMaterial","TextureLoader","Vector2","Vector3","lib","use","utils","Camera","SpritePoi","MessageType","sendToMessage","EMessageStatus","finirMaterialV1","handleUnit","toggleTag","globalEvents","SceneStyle","SceneTag","factoryGlobalObject","createRiseLayer","targetProgresspoints","material","uniforms","frag","vert","loadingManager","load","rgbeLoader","RGBELoader","emitter","resourcePath","resourcePath2","usePath","Factory3D","option","overview","real","Map","globalEventsAgent","setFactory","scene","loadCSS","url","callback","xhr","XMLHttpRequest","open","onreadystatechange","readyState","status","blob","Blob","responseText","type","blobURL","URL","createObjectURL","link","document","createElement","rel","href","crossOrigin","head","appendChild","console","log","error","statusText","onerror","err","send","Promise","resolve","cameraUtil","camera","controls","control","layers","set","loadGLTF","gltf","realGroundModel","mesh","traverse","child","enable","castShadow","receiveShadow","name","treesMesh","push","grasslandMesh","massifMesh","add","realTreeModel","interactionManager","renderer","domElement","storeManagement","useframe","update","loadModel","onLoad","toneMappingExposure","visible","style","realModl","call","group","_Time","value","geometry","plane","rotation","x","Math","PI","position","renderOrder","scale","text","wrapS","wrapT","repeat","blending","transparent","opacity","depthTest","map","offset","tech","techModel","color","white","whiteModel","targerMeshName","Object","values","v","lookAt","vertexShader","fragmentShader","texture1","texture2","uvScale","includes","window","app","envServer","scaleRatio","div","img","src","span","innerText","top","left","transform","fontSize","fontWeight","span2","poi01","width","height","div2","img2","span3","span4","poi02","thermaLimaging","pipeline","params","background","tag","apply","forEach","eventKey","on","args","eventHandleFn","get","fn","viewType","cutoutCamera","inspection","minCamera","mapCamera","mainCamera","emit","Event","Success","undefined","fov","updateProjectionMatrix","eventName","handleFn"],"sources":["../../src/factory/3d.ts"],"sourcesContent":["import type { DataTexture, Group, Material, Object3D, OrbitControls, SceneControl } from '@anov/3d-core'\nimport { AdditiveBlending, BoxGeometry, Color, EquirectangularReflectionMapping, InteractionManager, LoadingManager, Mesh, MeshBasicMaterial, MeshLambertMaterial, ModelLoader, PlaneGeometry, RepeatWrapping, SRGBColorSpace, ShaderChunk, ShaderMaterial, Sprite, SpriteMaterial, TextureLoader, Vector2, Vector3, Vector4, lib, sRGBEncoding, use, utils } from '@anov/3d-core'\nimport { Camera, SpritePoi, createBloomSelectedTool, initPostEffects } from '@anov/3d-ability'\nimport { MessageType, sendToMessage } from '../utils/messageFn'\nimport { EMessageStatus } from '../messageStatus'\nimport { finirMaterialV1 } from './utils/finirMaterial'\nimport handleUnit, { toggleTag } from './unit'\nimport type WallManage from './unit/wall'\nimport type LineManage from './unit/line'\nimport type CylinderManage from './unit/cylinder'\nimport type PoiManage from './unit/poi'\nimport type CircleManage from './unit/circle'\nimport type DistrictLineManage from './unit/districtLine'\nimport type AreaBoundingBoxManage from './unit/areaBoundingBox'\nimport type Inspection from './unit/inspection'\nimport { globalEvents } from './globalData'\nimport { SceneStyle, SceneTag } from './utils/constant'\nimport switchMaterial from './utils/switchMaterial'\nimport factoryGlobalObject from './globalControl'\nimport { debounce } from './utils'\nimport createRiseLayer from './unit/layer/rise'\nimport { targetProgresspoints } from './unit/inspection/lineData'\nimport { material, uniforms } from './utils/ground'\n\nimport frag from './unit/glsl/heat/frag'\nimport vert from './unit/glsl/heat/ver'\n\ntype factory3dOption = {\n model: string\n environment: string\n decoderPath?: string\n controls?: any\n}\n\nexport const loadingManager = new LoadingManager()\nconst load = new ModelLoader(loadingManager)\nconst rgbeLoader = new lib.RGBELoader(loadingManager)\nconst { emitter } = utils\n\nconst resourcePath = './'\nconst resourcePath2 = 'http://172.16.223.163:9000/anov-prod/anov-3d/factory/example/'\n\nexport const usePath = process.env.ENV === 'dev' ? resourcePath : resourcePath2\n\nclass Factory3D {\n position: Vector3 = new Vector3(0, 0, 0)\n scene: SceneControl\n control: OrbitControls\n cameraUtil: Camera\n\n public loadingManager = loadingManager\n public tag = SceneTag.overview\n public style: SceneStyle = SceneStyle.real\n private option: factory3dOption\n wall: WallManage\n line: LineManage\n cylinder: CylinderManage\n poi: PoiManage\n circle: CircleManage\n areaBoundingBox: AreaBoundingBoxManage\n inspection: Inspection\n districtLine: DistrictLineManage\n\n usePath = usePath\n\n private pipeline: Group\n private realModl: Group\n private techModel: Group\n private whiteModel: Group\n private realGroundModel: Group\n private thermaLimaging: Group\n private eventHandleFn: Map<string, ((args?: any) => void)[]> = new Map()\n private boxSkeyTexture: DataTexture\n private treesMesh: Array<Mesh> = []\n private grasslandMesh: Array<Mesh> = []\n private massifMesh: Array<Mesh> = []\n\n private isLoad = false\n\n mainCamera: any\n\n interactionManager: InteractionManager\n\n constructor(option: factory3dOption) {\n this.option = option\n this.globalEventsAgent()\n factoryGlobalObject.setFactory(this)\n }\n\n /**\n * render factory 3d scene\n */\n renderScene(scene: SceneControl) {\n const loadCSS = (url, callback) => {\n const xhr = new XMLHttpRequest()\n xhr.open('GET', url, true)\n xhr.onreadystatechange = function () {\n if (xhr.readyState === 4) {\n if (xhr.status >= 200 && xhr.status < 300) {\n const blob = new Blob([xhr.responseText], { type: 'text/css' })\n const blobURL = URL.createObjectURL(blob)\n\n const link = document.createElement('link')\n link.rel = 'stylesheet'\n link.href = blobURL\n link.crossOrigin = 'anonymous'\n document.head.appendChild(link)\n\n if (typeof callback === 'function')\n callback()\n\n console.log(`CSS 加载成功: ${url}`)\n }\n else {\n console.error(`Failed to load CSS: ${url}`, xhr.statusText)\n }\n }\n }\n xhr.onerror = function (err) {\n console.error(`Failed to load CSS: ${url}`, err)\n }\n xhr.send()\n }\n\n return new Promise((resolve) => {\n loadCSS(`${resourcePath2}result.css`, () => {\n this.scene = scene\n\n this.cameraUtil = new Camera(scene.camera!, scene.controls!, scene)\n this.control = scene.controls!\n scene.camera.layers.set(0)\n\n load.loadGLTF(`${this.usePath}landScap2.glb`, false, true, './draco/', (gltf) => {\n this.realGroundModel = (gltf.scene) as Group\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // console.log(value.point)\n // this.position = value.point\n // })\n\n let mesh, material\n gltf.scene.traverse((child) => {\n child.layers.enable(5)\n\n if (child.type === 'Mesh') {\n child.castShadow = true\n child.receiveShadow = true\n\n mesh = child as Mesh\n material = mesh.material as Material\n // 记录树、草地、山体的Mesh对象,用于四季效果\n if (material.name === 'sss-1-2.001' || material.name === 'sss-1')\n this.treesMesh.push(mesh)\n else if (material.name === 'Material #32')\n this.grasslandMesh.push(mesh)\n else if (material.name === 'Material #33')\n this.massifMesh.push(mesh)\n }\n })\n scene.add(this.realGroundModel)\n\n return gltf\n })\n\n load.loadGLTF(`${this.usePath}landScap3.glb`, false, true, './draco/', (gltf) => {\n // @ts-ignore\n this.realTreeModel = (gltf.scene) as Group\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // console.log(value.point)\n // this.position = value.point\n // })\n\n gltf.scene.traverse((child) => {\n child.layers.enable(5)\n\n if (child.type === 'Mesh') {\n child.castShadow = true\n child.receiveShadow = true\n }\n })\n\n // scene.add(this.realTreeModel)\n\n return gltf\n })\n\n const interactionManager = new InteractionManager(\n this.scene.renderer,\n this.scene.camera,\n this.scene.renderer.domElement, // Modified By LM this.scene.cssRenderer.cssRenderer.domElement,\n )\n\n this.interactionManager = interactionManager\n\n utils.storeManagement.set('interactionManager', interactionManager)\n\n use.useframe(() => {\n interactionManager.update()\n })\n\n this.loadModel()\n\n loadingManager.onLoad = () => {\n resolve('success')\n }\n\n // initPostEffects(scene.scene, scene.renderer, scene.camera, { type: 'main' })\n\n scene.renderer.toneMappingExposure = 0.4\n })\n })\n }\n\n private loadModel() {\n // real model\n load.loadGLTF(`${this.usePath}222.glb`, false, true, './draco/', (gltf) => {\n this.scene.add(gltf.scene)\n\n gltf.scene.visible = SceneStyle.real === this.style\n\n this.realModl = gltf.scene as Group\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // console.log(value.point)\n // this.position = value.point\n // })\n\n gltf.scene.traverse((child) => {\n child.layers.enable(5)\n\n if (child.type === 'Mesh') {\n child.castShadow = true\n child.receiveShadow = true\n }\n })\n\n handleUnit.call(this)\n\n return gltf\n })\n\n // tech model\n load.loadGLTF(`${this.usePath}2222.glb`, false, true, './draco/', (gltf) => {\n const group = gltf.scene\n\n use.useframe(() => {\n if (uniforms._Time.value > 0.5)\n uniforms._Time.value = 0\n\n uniforms._Time.value += 0.0008\n })\n\n group.traverse((child) => {\n // @ts-ignore\n if (child.type === 'Mesh') {\n if (child.name === '柱体') {\n // @ts-ignore\n child.visible = false\n const geometry = new PlaneGeometry(3000, 2000)\n const plane = new Mesh(geometry, material)\n plane.rotation.x = -Math.PI / 2\n\n plane.position.set(0, -1.5, 0)\n plane.renderOrder = -1\n\n group.add(plane)\n }\n\n else {\n // @ts-ignore\n child.material = finirMaterialV1\n }\n }\n })\n\n load.loadGLTF(`${this.usePath}plane.glb`, false, true, './draco/', (gltf) => {\n gltf.scene.scale.set(0.5, 0.5, 0.5)\n\n const text = new TextureLoader().load(`${this.usePath}roll.png`)\n\n text.wrapS = RepeatWrapping\n text.wrapT = RepeatWrapping\n\n text.repeat.set(1, 1)\n\n gltf.scene.traverse((child) => {\n if (child.type === 'Mesh') {\n // @ts-ignore\n child.material.blending = AdditiveBlending\n // @ts-ignore\n child.material.transparent = true\n // @ts-ignore\n child.material.opacity = 1\n // @ts-ignore\n child.material.depthTest = true\n\n // @ts-ignore\n child.material.map = text\n }\n })\n\n use.useframe(() => {\n text.offset.x += 0.01\n })\n\n group.add(gltf.scene)\n\n return gltf\n })\n\n createRiseLayer()\n\n this.scene.add(group)\n\n group.visible = SceneStyle.tech === this.style\n this.techModel = group as Group\n\n return gltf\n })\n\n // white model\n load.loadGLTF(`${this.usePath}2222.glb`, false, true, './draco/', (gltf) => {\n gltf.scene.traverse((child) => {\n if (child.name === '柱体')\n (child as Mesh).material = new MeshBasicMaterial({ color: new Color('#fff') })\n else if (child.type === 'Mesh')\n (child as Mesh).material = new MeshLambertMaterial({ color: new Color('#aaa') })\n })\n\n this.scene.add(gltf.scene)\n\n gltf.scene.visible = SceneStyle.white === this.style\n this.whiteModel = gltf.scene as Group\n return gltf\n })\n\n const targerMeshName = Object.values(targetProgresspoints).map(v => v.lookAt)\n\n // thermaLimaging model\n load.loadGLTF(`${this.usePath}2222.glb`, false, true, './draco/', (gltf) => {\n const group = gltf.scene\n group.traverse((child) => {\n if (child.type === 'Mesh') {\n // @ts-ignore\n child.material = new ShaderMaterial({\n vertexShader: vert,\n fragmentShader: frag,\n uniforms: {\n texture1: { value: new TextureLoader(this.loadingManager).load(`${this.usePath}test01.jpg`) },\n texture2: { value: new TextureLoader(this.loadingManager).load(`${this.usePath}test02.jpg`) },\n uvScale: { value: new Vector2(1, 1) },\n },\n })\n\n child.layers.set(2)\n\n if (targerMeshName.includes(child.name))\n // @ts-ignore\n child.material.depthTest = false\n }\n })\n\n const scale = (window as any)?.app?.envServer?.scaleRatio ?? 1\n\n const div = document.createElement('div')\n div.style.position = 'relative'\n\n const img = document.createElement('img')\n img.src = `${usePath}poi01.png`\n\n const span = document.createElement('span')\n span.innerText = '125.7°C'\n span.style.position = 'absolute'\n span.style.top = `${19.5 * scale}px`\n span.style.left = '40%'\n span.style.transform = 'translateX(-30%)'\n\n span.style.color = '#e47762'\n span.style.fontSize = '12px'\n span.style.fontWeight = 'bold'\n\n const span2 = document.createElement('span')\n span2.innerText = '点位2'\n span2.style.position = 'absolute'\n span2.style.top = `${19.5 * scale}px`\n span2.style.left = '10%'\n span2.style.transform = 'translateX(-30%)'\n\n span2.style.color = '#e47762'\n span2.style.fontSize = `${12 * scale}px`\n span2.style.fontWeight = 'bold'\n\n div.appendChild(img)\n div.appendChild(span)\n div.appendChild(span2)\n\n const poi01 = new SpritePoi(div, {\n width: 100 * 2,\n height: 40 * 2,\n })\n\n poi01.scale.set(40, 18, 1)\n\n poi01.layers.set(2)\n poi01.position.set(-312.869, -5, -127.770)\n\n const div2 = document.createElement('div')\n div2.style.position = 'relative'\n\n const img2 = document.createElement('img')\n img2.src = `${usePath}poi02.png`\n\n const span3 = document.createElement('span')\n span3.innerText = '125.7°C'\n span3.style.position = 'absolute'\n span3.style.top = `${5 * scale}px`\n span3.style.left = '60%'\n span3.style.transform = 'translateX(30%)'\n\n span3.style.color = '#fdd85e'\n span3.style.fontSize = `${12 * scale}px`\n span3.style.fontWeight = 'bold'\n\n const span4 = document.createElement('span')\n span4.innerText = '点位1'\n span4.style.position = 'absolute'\n span4.style.top = `${5 * scale}px`\n span4.style.left = '34%'\n span4.style.transform = 'translateX(30%)'\n\n span4.style.color = '#fdd85e'\n span4.style.fontSize = `${12 * scale}px`\n span4.style.fontWeight = 'bold'\n\n div2.appendChild(img2)\n div2.appendChild(span3)\n div2.appendChild(span4)\n\n const poi02 = new SpritePoi(div2, {\n width: 100 * 2,\n height: 40 * 2,\n })\n\n poi02.scale.set(50, 22, 1)\n\n poi02.layers.set(2)\n poi02.position.set(-240.869, 15, -127.770)\n\n // group.add(poi01)\n // group.add(poi02)\n\n this.scene.add(group)\n\n this.thermaLimaging = group as Group\n\n return gltf\n })\n\n load.loadGLTF(`${this.usePath}guandao.glb`, false, true, './draco/', (gltf) => {\n this.scene.add(gltf.scene)\n\n this.pipeline = gltf.scene as Group\n return gltf\n })\n }\n\n /**\n * toggle SceneStyle\n * @param params\n */\n toggleSceneStyle(params: SceneStyle) {\n if (this.style === params)\n return\n this.style = params\n\n if (this.style === SceneStyle.tech) {\n this.pipeline.visible = false\n this.techModel.visible = true\n this.realModl.visible = false\n this.whiteModel.visible = false\n this.scene.scene.background = null\n this.realGroundModel && (this.realGroundModel.visible = false)\n\n this.scene.renderer.toneMappingExposure = 0.6\n }\n\n if (params === SceneStyle.real) {\n this.pipeline.visible = true\n this.techModel.visible = false\n this.whiteModel.visible = false\n this.realModl.visible = true\n this.realGroundModel && (this.realGroundModel.visible = true)\n this.scene.scene.background = new Color('#ccc')\n this.scene.renderer.toneMappingExposure = 0.4\n }\n\n if (params === SceneStyle.white) {\n this.pipeline.visible = false\n this.techModel.visible = false\n this.realModl.visible = false\n this.whiteModel.visible = true\n this.scene.scene.background = null\n this.realGroundModel && (this.realGroundModel.visible = false)\n\n this.scene.renderer.toneMappingExposure = 0.4\n }\n }\n\n public toggleTag(tag: SceneTag) {\n if (this.tag === tag)\n return\n toggleTag[tag].apply(this, [this])\n }\n\n private globalEventsAgent() {\n globalEvents.forEach((eventKey) => {\n emitter.on(eventKey, (args) => {\n this.eventHandleFn.get(eventKey)?.forEach((fn) => {\n fn(args)\n })\n })\n })\n }\n\n /**\n * toggle view\n */\n toggleView(viewType?: string) {\n if (this.tag !== SceneTag['smart-inspection'])\n return\n\n if (viewType) {\n if (viewType === 'Drone') {\n if (this.scene.cutoutCamera === this.inspection.minCamera) {\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.cutoutCamera = this.inspection.mapCamera\n this.mainCamera = this.scene.camera\n this.scene.camera = cutoutCamera\n\n utils.emitter.emit('play')\n utils.emitter.emit('toggleView', 'Drone')\n\n sendToMessage(MessageType.Event, 'onViewTypeChange', EMessageStatus.Success, undefined, {\n viewType: 'Drone',\n })\n }\n }\n\n if (viewType === 'Global') {\n if (this.scene.cutoutCamera !== this.inspection.minCamera) {\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n\n utils.emitter.emit('stop')\n utils.emitter.emit('toggleView', 'Global')\n\n this.inspection.minCamera.fov = 60\n this.inspection.minCamera.updateProjectionMatrix()\n\n sendToMessage(MessageType.Event, 'onViewTypeChange', EMessageStatus.Success, undefined, {\n viewType: 'Global',\n })\n }\n }\n }\n else {\n // toggle to min camera\n if (this.scene.cutoutCamera === this.inspection.minCamera) {\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.cutoutCamera = this.inspection.mapCamera\n\n this.mainCamera = this.scene.camera\n this.scene.camera = cutoutCamera\n\n utils.emitter.emit('play')\n utils.emitter.emit('toggleView', 'Drone')\n\n sendToMessage(MessageType.Event, 'onViewTypeChange', EMessageStatus.Success, undefined, {\n viewType: 'Drone',\n })\n }\n else {\n // toggle to main camera\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n\n utils.emitter.emit('stop')\n utils.emitter.emit('toggleView', 'Global')\n\n this.inspection.minCamera.fov = 60\n this.inspection.minCamera.updateProjectionMatrix()\n\n 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@@ -1,4 +1,4 @@
1
1
  import { ShaderChunk } from '@anov/3d-core';
2
- var fragmentShader = /* glsl */"\n".concat(ShaderChunk.logdepthbuf_pars_fragment, "\nuniform float alpha;\nuniform vec3 centerColor;\nuniform vec3 sideColor;\nuniform vec3 otherColor;\nuniform float u_time;\n\n\nvarying vec2 vUv;\n\nvoid main() {\n float centerLineWidth = 0.05; \n float sideLineWidth = 0.1; \n\n vec2 adjustedUv = vec2(vUv.x, vUv.y - 0.25);\n\n\n\n float centerLine = smoothstep(centerLineWidth * 0.5, centerLineWidth * 0.6, abs(adjustedUv.y)); \n float leftLine = smoothstep(sideLineWidth * 0.5, sideLineWidth * 0.6, adjustedUv.x); \n float rightLine = smoothstep(sideLineWidth * 0.5, sideLineWidth * 0.6, 1.0 - adjustedUv.x);\n\n float line = max(max(centerLine, leftLine), rightLine); \n vec3 finalColor;\n\n if (abs(adjustedUv.y) < centerLineWidth * 0.5) {\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor =vec4(1.0, 0.0, 0.0, 1.0);\n }else{\n gl_FragColor = vec4(vec3(1.0, 1.0, 1.0), .5); \n }\n \n }else if(abs(adjustedUv.y+0.25)>0.0 && abs(adjustedUv.y+0.25)<0.05){\n gl_FragColor = vec4(sideColor, .5); \n }else if(abs(adjustedUv.y-0.25)>0.0 && abs(adjustedUv.y-0.25)<0.05){\n gl_FragColor = vec4(sideColor, .5); \n }\n else{\n gl_FragColor = vec4(otherColor, 0.2);\n }\n ; \n\n ").concat(ShaderChunk.logdepthbuf_fragment, "\n}\n");
2
+ var fragmentShader = /* glsl */"\n".concat(ShaderChunk.logdepthbuf_pars_fragment, "\nuniform float alpha;\nuniform vec3 centerColor;\nuniform vec3 sideColor;\nuniform vec3 otherColor;\nuniform vec3 activeColor;\nuniform vec3 activeSideColor;\nuniform float u_time;\n\n\nvarying vec2 vUv;\n\nvoid main() {\n float centerLineWidth = 0.05; \n float sideLineWidth = 0.1; \n\n vec2 adjustedUv = vec2(vUv.x, vUv.y - 0.25);\n\n\n\n float centerLine = smoothstep(centerLineWidth * 0.5, centerLineWidth * 0.6, abs(adjustedUv.y)); \n float leftLine = smoothstep(sideLineWidth * 0.5, sideLineWidth * 0.6, adjustedUv.x); \n float rightLine = smoothstep(sideLineWidth * 0.5, sideLineWidth * 0.6, 1.0 - adjustedUv.x);\n\n float line = max(max(centerLine, leftLine), rightLine); \n vec3 finalColor;\n\n \n if(abs(adjustedUv.y+0.25)>0.0 && abs(adjustedUv.y+0.25)<0.05){\n\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor = vec4(activeSideColor, .5);\n }else{\n gl_FragColor = vec4(sideColor, .5); \n }\n \n }else if(abs(adjustedUv.y-0.25)>0.0 && abs(adjustedUv.y-0.25)<0.05){\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor = vec4(activeSideColor, .5);\n }else{\n gl_FragColor = vec4(sideColor, .5); \n }\n }\n else{\n\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor = vec4(activeColor, .8);\n }else{\n gl_FragColor = vec4(otherColor, .8);\n }\n \n }\n ; \n\n ").concat(ShaderChunk.logdepthbuf_fragment, "\n}\n");
3
3
  export default fragmentShader;
4
4
  //# sourceMappingURL=fragmentShader.js.map
@@ -1 +1 @@
1
- {"version":3,"names":["ShaderChunk","fragmentShader","logdepthbuf_pars_fragment","logdepthbuf_fragment"],"sources":["../../../../../src/factory/unit/glsl/highway/fragmentShader.ts"],"sourcesContent":["import { ShaderChunk } from '@anov/3d-core'\n\nconst fragmentShader = /* glsl */ `\n${ShaderChunk.logdepthbuf_pars_fragment}\nuniform float alpha;\nuniform vec3 centerColor;\nuniform vec3 sideColor;\nuniform vec3 otherColor;\nuniform float u_time;\n\n\nvarying vec2 vUv;\n\nvoid main() {\n float centerLineWidth = 0.05; \n float sideLineWidth = 0.1; \n\n vec2 adjustedUv = vec2(vUv.x, vUv.y - 0.25);\n\n\n\n float centerLine = smoothstep(centerLineWidth * 0.5, centerLineWidth * 0.6, abs(adjustedUv.y)); \n float leftLine = smoothstep(sideLineWidth * 0.5, sideLineWidth * 0.6, adjustedUv.x); \n float rightLine = smoothstep(sideLineWidth * 0.5, sideLineWidth * 0.6, 1.0 - adjustedUv.x);\n\n float line = max(max(centerLine, leftLine), rightLine); \n vec3 finalColor;\n\n if (abs(adjustedUv.y) < centerLineWidth * 0.5) {\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor =vec4(1.0, 0.0, 0.0, 1.0);\n }else{\n gl_FragColor = vec4(vec3(1.0, 1.0, 1.0), .5); \n }\n \n }else if(abs(adjustedUv.y+0.25)>0.0 && abs(adjustedUv.y+0.25)<0.05){\n gl_FragColor = vec4(sideColor, .5); \n }else if(abs(adjustedUv.y-0.25)>0.0 && abs(adjustedUv.y-0.25)<0.05){\n gl_FragColor = vec4(sideColor, .5); \n }\n else{\n gl_FragColor = vec4(otherColor, 0.2);\n }\n ; \n\n ${ShaderChunk.logdepthbuf_fragment}\n}\n`\n\nexport default fragmentShader"],"mappings":"AAAA,SAASA,WAAW,QAAQ,eAAe;AAE3C,IAAMC,cAAc,GAAG,sBACrBD,WAAW,CAACE,yBAAyB,uvCA0CjCF,WAAW,CAACG,oBAAoB,UAErC;AAED,eAAeF,cAAc"}
1
+ {"version":3,"names":["ShaderChunk","fragmentShader","logdepthbuf_pars_fragment","logdepthbuf_fragment"],"sources":["../../../../../src/factory/unit/glsl/highway/fragmentShader.ts"],"sourcesContent":["import { ShaderChunk } from '@anov/3d-core'\n\nconst fragmentShader = /* glsl */ `\n${ShaderChunk.logdepthbuf_pars_fragment}\nuniform float alpha;\nuniform vec3 centerColor;\nuniform vec3 sideColor;\nuniform vec3 otherColor;\nuniform vec3 activeColor;\nuniform vec3 activeSideColor;\nuniform float u_time;\n\n\nvarying vec2 vUv;\n\nvoid main() {\n float centerLineWidth = 0.05; \n float sideLineWidth = 0.1; \n\n vec2 adjustedUv = vec2(vUv.x, vUv.y - 0.25);\n\n\n\n float centerLine = smoothstep(centerLineWidth * 0.5, centerLineWidth * 0.6, abs(adjustedUv.y)); \n float leftLine = smoothstep(sideLineWidth * 0.5, sideLineWidth * 0.6, adjustedUv.x); \n float rightLine = smoothstep(sideLineWidth * 0.5, sideLineWidth * 0.6, 1.0 - adjustedUv.x);\n\n float line = max(max(centerLine, leftLine), rightLine); \n vec3 finalColor;\n\n \n if(abs(adjustedUv.y+0.25)>0.0 && abs(adjustedUv.y+0.25)<0.05){\n\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor = vec4(activeSideColor, .5);\n }else{\n gl_FragColor = vec4(sideColor, .5); \n }\n \n }else if(abs(adjustedUv.y-0.25)>0.0 && abs(adjustedUv.y-0.25)<0.05){\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor = vec4(activeSideColor, .5);\n }else{\n gl_FragColor = vec4(sideColor, .5); \n }\n }\n else{\n\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor = vec4(activeColor, .8);\n }else{\n gl_FragColor = vec4(otherColor, .8);\n }\n \n }\n ; \n\n ${ShaderChunk.logdepthbuf_fragment}\n}\n`\n\nexport default fragmentShader"],"mappings":"AAAA,SAASA,WAAW,QAAQ,eAAe;AAE3C,IAAMC,cAAc,GAAG,sBACrBD,WAAW,CAACE,yBAAyB,k/CAsDjCF,WAAW,CAACG,oBAAoB,UAErC;AAED,eAAeF,cAAc"}
@@ -1,4 +1,4 @@
1
1
  import { ShaderChunk } from '@anov/3d-core';
2
- var fragmentShader = /* glsl */"\n".concat(ShaderChunk.logdepthbuf_pars_fragment, "\n\nuniform float u_time;\nvarying vec2 vUv;\n\nvoid main() {\n vec2 adjustedUv = vec2(vUv.x, vUv.y - 0.25);\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor =vec4(1.0, 0.0, 0.0, 1.0);\n }else{\n gl_FragColor = vec4(vec3(1.0, 1.0, 1.0), 1.0); \n }\n\n ").concat(ShaderChunk.logdepthbuf_fragment, "\n}\n");
2
+ var fragmentShader = /* glsl */"\n".concat(ShaderChunk.logdepthbuf_pars_fragment, "\n\nuniform float u_time;\nvarying vec2 vUv;\nuniform vec3 u_color;\nuniform vec3 u_active_color;\n\nvoid main() {\n vec2 adjustedUv = vec2(vUv.x, vUv.y - 0.25);\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor =vec4(vec3(u_active_color), 1.0);\n }else{\n gl_FragColor = vec4(vec3(u_color), 1.0); \n }\n\n ").concat(ShaderChunk.logdepthbuf_fragment, "\n}\n");
3
3
  export default fragmentShader;
4
4
  //# sourceMappingURL=fragmentShader2.js.map
@@ -1 +1 @@
1
- {"version":3,"names":["ShaderChunk","fragmentShader","logdepthbuf_pars_fragment","logdepthbuf_fragment"],"sources":["../../../../../src/factory/unit/glsl/highway/fragmentShader2.ts"],"sourcesContent":["import { ShaderChunk } from '@anov/3d-core'\n\nconst fragmentShader = /* glsl */ `\n${ShaderChunk.logdepthbuf_pars_fragment}\n\nuniform float u_time;\nvarying vec2 vUv;\n\nvoid main() {\n vec2 adjustedUv = vec2(vUv.x, vUv.y - 0.25);\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor =vec4(1.0, 0.0, 0.0, 1.0);\n }else{\n gl_FragColor = vec4(vec3(1.0, 1.0, 1.0), 1.0); \n }\n\n ${ShaderChunk.logdepthbuf_fragment}\n}\n`\n\nexport default fragmentShader"],"mappings":"AAAA,SAASA,WAAW,QAAQ,eAAe;AAE3C,IAAMC,cAAc,GAAG,sBACrBD,WAAW,CAACE,yBAAyB,qUAajCF,WAAW,CAACG,oBAAoB,UAErC;AAED,eAAeF,cAAc"}
1
+ {"version":3,"names":["ShaderChunk","fragmentShader","logdepthbuf_pars_fragment","logdepthbuf_fragment"],"sources":["../../../../../src/factory/unit/glsl/highway/fragmentShader2.ts"],"sourcesContent":["import { ShaderChunk } from '@anov/3d-core'\n\nconst fragmentShader = /* glsl */ `\n${ShaderChunk.logdepthbuf_pars_fragment}\n\nuniform float u_time;\nvarying vec2 vUv;\nuniform vec3 u_color;\nuniform vec3 u_active_color;\n\nvoid main() {\n vec2 adjustedUv = vec2(vUv.x, vUv.y - 0.25);\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor =vec4(vec3(u_active_color), 1.0);\n }else{\n gl_FragColor = vec4(vec3(u_color), 1.0); \n }\n\n ${ShaderChunk.logdepthbuf_fragment}\n}\n`\n\nexport default fragmentShader"],"mappings":"AAAA,SAASA,WAAW,QAAQ,eAAe;AAE3C,IAAMC,cAAc,GAAG,sBACrBD,WAAW,CAACE,yBAAyB,2XAejCF,WAAW,CAACG,oBAAoB,UAErC;AAED,eAAeF,cAAc"}
@@ -15,6 +15,7 @@ import { createFinirMaterial } from "../../utils/finirMaterial";
15
15
  import { usePath } from "../../3d";
16
16
  import { MessageType, sendToMessage } from "../../../utils/messageFn";
17
17
  import { EMessageStatus } from "../../../messageStatus";
18
+ import { SceneTag } from "../../utils/constant";
18
19
  import { isCheck, targetProgresspoints } from "./lineData";
19
20
  import TubeGeometryV2 from "./tubeGeometry";
20
21
  var modelLoader = new ModelLoader();
@@ -471,6 +472,7 @@ var InspectionObject = /*#__PURE__*/function () {
471
472
  this.temp.repeat.set(curve.getLength() / 500, 2);
472
473
  this.tempDemo = use.useframe(function () {
473
474
  _this6.temp.offset.x -= -0.0009;
475
+ if (_this6.inspection.gobal.tag === SceneTag['smart-inspection']) _this6.tempPathMesh.visible = true;else _this6.tempPathMesh.visible = false;
474
476
  });
475
477
  }
476
478
  }, {
@@ -1 +1 @@
1
- {"version":3,"names":["AudioListener","AudioLoader","Clock","Color","EdgesGeometry","Euler","Group","LineBasicMaterial","LineCurve3","LineSegments","MathUtils","Matrix4","Mesh","MeshBasicMaterial","MirroredRepeatWrapping","ModelLoader","PlaneGeometry","PositionalAudio","Quaternion","RepeatWrapping","TextureLoader","Vector3","use","utils","SpritePoi","Tween","createFinirMaterial","usePath","MessageType","sendToMessage","EMessageStatus","isCheck","targetProgresspoints","TubeGeometryV2","modelLoader","InspectionObject","inspection","verticalSpeed","horizontalSpeed","height","targetQuaternion","mesh","cb","clock","quaternion","equals","animation","useframe","delta","getDelta","step","rotateTowards","temp","load","wrapS","wrapT","repeat","set","rotation","Math","PI","loadGLTF","glb","div","document","createElement","style","position","img","src","span","innerText","top","left","transform","color","fontSize","fontWeight","appendChild","poi","width","img2","poi2","scale","fly1","scene","getObjectByName","fly2","fly3","fly4","planeGeometry","planeMaterial","map","transparent","plyMap","x","copy","layers","group","name","add","minCamera","clone","z","getSportsProgress","isLock","stop","checkAnimation","compassInfo","y","rotateY","initialMinCameraQuaternion","model","gobal","interactionManager","visible","addEventListener","traverse","child","enable","loadPosAudio","breathinglamp","target","startColor","endColor","breathingSpeed","elapsedTime","getElapsedTime","t","sin","currentColor","lerp","material","handleMouseMove","listener","posAudio","audioLoader","audioBuffer","setBuffer","setVolume","setRefDistance","setLoop","emitter","on","isStartUp","play","removeEventListener","curve","loadModel","control","moveWithLine","groundCurve","getPointAt","setTimeout","sendCompassInfo","groundMaterial","uniforms","u_time","value","mapMaterial","mapAnchorObject","forEach","mapAnchor","uColor","Event","Success","undefined","percentage","setInterval","updateMatrixWorld","worldQuaternion","getWorldQuaternion","worldEuler","setFromQuaternion","rotationY","rotationYInDegrees","round","radToDeg","rotate","abs","degree","distance","getLength","getProgress","Promise","resolve","data","progress","isAnimation","defaultFirstPerspectiveControls","enabled","key","Object","keys","find","p","num","parseFloat","targetMeshId","lookAt","targetMesh","pipeline","realModl","contineMove","currentAnchor","anchorObject","get","currentMapAnchor","numberKey","Number","rotationMatrix","startQuaternion","startCameraQuaternion","targetMeshPosition","up","setFromRotationMatrix","forwardTween","to","onUpdate","obj","slerp","backwardTween","onComplete","finirMesh","finirMaterialV2","type","lineSegments","geometry","subscription","then","start","off","currentPosition","targetPosition","tube","tempPathMesh","depthTest","tempDemo","offset","dispose","removeFromParent","upCurve","upControl","loop","lookat","contine","targetProgress","startRotate","tempPathMeshtargetPosition","generateTempPathMesh","generateTempPath","tempCurve","tempControl","lastPosition","downCurve","downControl","rotationMatrix2","targetQuaternion2","targetPosition2","cleanTempPathMesh","setProgress","speed","setSpeed","Error","contineCount","takeOffAnimation","emit","camera"],"sources":["../../../../src/factory/unit/inspection/InspectionObject.ts"],"sourcesContent":["import type { Camera, Curve, Object3D } from '@anov/3d-core'\nimport { AudioListener, AudioLoader, BoxGeometry, Clock, Color, EdgesGeometry, Euler, Group, LineBasicMaterial, LineCurve3, LineSegments, MathUtils, Matrix4, Mesh, MeshBasicMaterial, MeshStandardMaterial, MirroredRepeatWrapping, ModelLoader, PlaneGeometry, PointLight, PositionalAudio, Quaternion, RepeatWrapping, ShaderChunk, ShaderMaterial, Sprite, SpriteMaterial, TextureLoader, TubeGeometry, Vector3, Vector4, use, utils } from '@anov/3d-core'\nimport type { Css2DPoi } from '@anov/3d-ability'\nimport { SpritePoi, addColorifyPass, createHighSelectedTool } from '@anov/3d-ability'\nimport { Tween } from '@tweenjs/tween.js'\nimport { createFinirMaterial } from '../../utils/finirMaterial'\nimport { usePath } from '../../3d'\nimport { MessageType, sendToMessage } from '../../../utils/messageFn'\nimport { EMessageStatus } from '../../../messageStatus'\nimport { isCheck, targetProgresspoints } from './lineData'\nimport TubeGeometryV2 from './tubeGeometry'\n\nconst modelLoader = new ModelLoader()\n\nclass InspectionObject {\n model\n private inspection\n private control\n private isLock = false\n private isAnimation = false\n walkCurveMesh\n tempPathMesh\n css2d: Css2DPoi\n temp\n tempDemo\n isStartUp = false\n initialMinCameraQuaternion\n contineCount = 0\n\n compassInfo = {\n verticalSpeed: 0,\n horizontalSpeed: 10,\n height: 0,\n }\n\n constructor(inspection) {\n this.inspection = inspection\n\n const temp = new TextureLoader().load(`${usePath}test07.png`)\n temp.wrapS = RepeatWrapping\n temp.wrapT = MirroredRepeatWrapping\n temp.repeat.set(1, 2)\n temp.rotation = Math.PI\n\n this.temp = temp\n }\n\n private async loadModel() {\n const glb = await (await modelLoader.loadGLTF(`${usePath}car.glb`, false, true, './draco/'))\n\n const div = document.createElement('div')\n div.style.position = 'relative'\n\n const img = document.createElement('img')\n img.src = `${usePath}aerialVehicle02.png`\n\n const span = document.createElement('span')\n span.innerText = '巡检无人机'\n span.style.position = 'absolute'\n span.style.top = '10px'\n span.style.left = '45%'\n span.style.transform = 'translateX(-30%)'\n\n span.style.color = 'white'\n span.style.fontSize = '20px'\n span.style.fontWeight = 'bold'\n\n div.appendChild(img)\n div.appendChild(span)\n\n const poi = new SpritePoi(div, {\n width: 100 * 2,\n height: 40 * 2,\n })\n\n const img2 = document.createElement('img')\n img2.src = `${usePath}aerialVehicle01.png`\n\n const poi2 = new SpritePoi(img2, {\n width: 400 * 2,\n height: 160 * 2,\n })\n\n poi.scale.set(80, 30, 1)\n poi2.scale.set(400, 160, 1)\n\n const fly1 = glb.scene.getObjectByName('fly1')\n const fly2 = glb.scene.getObjectByName('fly1_1')\n const fly3 = glb.scene.getObjectByName('fly1_2')\n const fly4 = glb.scene.getObjectByName('fly1_3')\n\n const planeGeometry = new PlaneGeometry(50, 50)\n const planeMaterial = new MeshBasicMaterial({ map: new TextureLoader().load(`${usePath}fly.png`), transparent: true })\n const plyMap = new Mesh(planeGeometry, planeMaterial)\n\n plyMap.rotation.x = -Math.PI / 2\n plyMap.position.copy(glb.scene.position)\n plyMap.layers.set(5)\n\n const group = new Group()\n glb.scene.name = 'ply'\n group.add(glb.scene)\n group.add(poi)\n group.add(plyMap)\n group.add(this.inspection.minCamera)\n\n use.useframe(() => {\n poi.position.copy(glb.scene.position.clone().add(new Vector3(0, 10, 0)))\n poi2.position.copy(glb.scene.position.clone().add(new Vector3(0, 10, 0)))\n\n fly1.rotation.z += 1.3\n fly2.rotation.z += 1.3\n fly3.rotation.z += 1.3\n fly4.rotation.z += 1.3\n\n if (isCheck(this.getSportsProgress)\n && !this.isLock) {\n this.stop()\n this.checkAnimation(this.getSportsProgress)\n this.compassInfo.horizontalSpeed = 0\n this.compassInfo.verticalSpeed = 0\n }\n })\n\n this.inspection.minCamera.position.copy(glb.scene.position)\n this.inspection.minCamera.position.z -= 18\n this.inspection.minCamera.position.y += 4\n this.inspection.minCamera.rotateY(Math.PI)\n this.initialMinCameraQuaternion = this.inspection.minCamera.quaternion.clone()\n\n this.model = group\n\n this.inspection.gobal.interactionManager.add(poi)\n this.inspection.gobal.interactionManager.add(poi2)\n\n poi2.visible = false\n\n poi.addEventListener('click', () => {\n group.add(poi2)\n poi2.visible = true\n poi.visible = false\n })\n\n poi2.addEventListener('click', () => {\n group.add(poi2)\n poi.visible = true\n poi2.visible = false\n })\n\n glb.scene.scale.set(5, 5, 5)\n glb.scene.traverse((child) => {\n // child.layers.enable(2)\n child.layers.enable(5)\n })\n\n this.inspection.gobal.scene.add(this.model)\n\n this.loadPosAudio()\n this.breathinglamp(this.model)\n }\n\n private breathinglamp(model: Group) {\n const target = model.getObjectByName('网格004_5')\n\n const startColor = new Color('#999')\n const endColor = new Color('#2df3ee')\n\n const clock = new Clock()\n const breathingSpeed = 1\n\n use.useframe(() => {\n const elapsedTime = clock.getElapsedTime()\n const t = (Math.sin(elapsedTime * Math.PI * breathingSpeed) + 1) / 2\n const currentColor = startColor.clone().lerp(endColor, t)\n\n // @ts-ignore\n target.material.color.set(currentColor)\n })\n }\n\n private loadPosAudio() {\n const handleMouseMove = () => {\n const listener = new AudioListener()\n this.inspection.minCamera.add(listener)\n\n const posAudio = new PositionalAudio(listener)\n this.model.add(posAudio)\n\n const audioLoader = new AudioLoader()\n\n audioLoader.load(`${usePath}demo.mp3`, (audioBuffer) => {\n posAudio.setBuffer(audioBuffer)\n posAudio.setVolume(0.8)\n posAudio.setRefDistance(200)\n posAudio.setLoop(true)\n })\n\n utils.emitter.on('play', () => {\n this.isStartUp && posAudio.play()\n })\n\n utils.emitter.on('stop', () => {\n posAudio.stop()\n })\n\n document.removeEventListener('mousemove', handleMouseMove)\n }\n\n document.addEventListener('mousemove', handleMouseMove)\n }\n\n async startMove(curve) {\n if (!this.model)\n await this.loadModel()\n\n this.control = utils.moveWithLine(this.model, curve, 10, {\n groundCurve: this.inspection.groundCurve,\n })\n\n this.model.position.copy(curve.getPointAt(0))\n\n setTimeout(() => {\n this.stop();\n ((this.model) as Object3D).position.y = (this.model.position.y - 20)\n }, 20)\n\n this.sendCompassInfo()\n\n use.useframe(() => {\n this.inspection.groundMaterial.uniforms.u_time.value = this.getSportsProgress - 0.01\n this.inspection.mapMaterial.uniforms.u_time.value = this.getSportsProgress - 0.01\n\n if (this.getSportsProgress > 0 && this.getSportsProgress < 0.01) {\n this.inspection.mapAnchorObject.forEach((mapAnchor) => {\n mapAnchor.material.uniforms.uColor.value.set(1, 1, 1, 1)\n })\n }\n\n sendToMessage(MessageType.Event, 'onInspectProgress', EMessageStatus.Success, undefined, {\n percentage: this.getSportsProgress * 1000,\n })\n })\n }\n\n /**\n * send compass info\n * not use useframe, because useframe will be lose some frame\n */\n private sendCompassInfo() {\n setInterval(() => {\n const mesh = this.model\n mesh.updateMatrixWorld(true)\n\n const worldQuaternion = new Quaternion()\n mesh.getWorldQuaternion(worldQuaternion)\n\n const worldEuler = new Euler().setFromQuaternion(worldQuaternion, 'YXZ')\n const rotationY = worldEuler.y\n const rotationYInDegrees = Math.round(MathUtils.radToDeg(rotationY))\n\n sendToMessage(MessageType.Event, 'onCompassInfo', EMessageStatus.Success, undefined, {\n rotate: rotationYInDegrees >= 0 ? 180 - rotationYInDegrees : -180 + Math.abs(rotationYInDegrees),\n degree: rotationYInDegrees >= 0 ? 180 - rotationYInDegrees : -180 + Math.abs(rotationYInDegrees) + 360,\n distance: this.getSportsProgress * this.inspection.curve.getLength(),\n verticalSpeed: this.compassInfo.verticalSpeed,\n horizontalSpeed: this.compassInfo.horizontalSpeed * 3.6,\n height: (this.model as Object3D).position.y,\n })\n }, 100)\n }\n\n get getSportsProgress() {\n if (!this.control)\n return 0\n\n return this.control.getProgress()\n }\n\n subscription() {\n return new Promise((resolve) => {\n utils.emitter.on('continue', (data) => {\n resolve(data)\n })\n })\n }\n\n private checkAnimation(progress: number) {\n this.isLock = true\n this.isAnimation = true\n this.inspection.defaultFirstPerspectiveControls.enabled = false\n\n const key = Object.keys(targetProgresspoints).find((p) => {\n const num = parseFloat(p)\n if (progress >= num && progress < num + 0.01)\n return true\n })\n\n const targetMeshId = targetProgresspoints[key].lookAt\n\n let targetMesh: Group | null = null\n\n if (targetMeshId === 'GY_GD_guandaofamen_5')\n targetMesh = this.inspection.gobal.pipeline.getObjectByName(targetMeshId) as Group\n\n else\n targetMesh = this.inspection.gobal.realModl.getObjectByName(targetMeshId) as Group\n\n if (!targetMesh) {\n this.contineMove()\n this.isAnimation = false\n setTimeout(() => {\n this.isLock = false\n }, 500)\n return\n }\n\n const currentAnchor = this.inspection.anchorObject.get(targetProgresspoints[key].name)\n const currentMapAnchor = this.inspection.mapAnchorObject\n\n currentAnchor.traverse((child) => {\n if (child.name === 'cylinder')\n child.material = new MeshBasicMaterial({ color: new Color('yellow') })\n else\n child.material = new MeshBasicMaterial({ color: new Color('#facb2b') })\n });\n\n (currentMapAnchor as Map<string, Mesh>).forEach((mapAnchor, key) => {\n const numberKey = Number(key)\n\n // @ts-ignore\n this.getSportsProgress > numberKey && mapAnchor.material.uniforms.uColor.value.set(1, 0, 0, 0.8)\n\n // @ts-ignore\n this.getSportsProgress < numberKey && mapAnchor.material.uniforms.uColor.value.set(1, 1, 1, 1)\n })\n\n setTimeout(() => {\n const rotationMatrix = new Matrix4()\n const targetQuaternion = new Quaternion()\n const startQuaternion = this.model.quaternion.clone()\n const startCameraQuaternion = this.inspection.minCamera.quaternion.clone()\n\n const targetMeshPosition = targetMesh.position.clone()\n targetMeshPosition.y = targetMeshPosition.y + ((Number(key) === 0.048 || Number(key) === 0.682 || Number(key) === 0.400) ? 20 : 0)\n\n rotationMatrix.lookAt(targetMeshPosition, this.model.position, this.model.up)\n targetQuaternion.setFromRotationMatrix(rotationMatrix)\n\n const forwardTween = new Tween({ t: 0 })\n .to({ t: 1 }, 2000)\n .onUpdate((obj) => {\n this.model.quaternion.copy(startQuaternion).slerp(targetQuaternion, obj.t)\n this.inspection.minCamera.quaternion.copy(startCameraQuaternion).slerp(this.initialMinCameraQuaternion, obj.t)\n })\n\n const backwardTween = new Tween({ t: 1 })\n .to({ t: 0 }, 2000)\n .onUpdate((obj) => {\n this.model.quaternion.copy(startQuaternion).slerp(targetQuaternion, obj.t)\n })\n\n forwardTween.onComplete(() => {\n let finirMesh: Group | null = null\n\n sendToMessage(MessageType.Event, 'onReachTarget', EMessageStatus.Success, undefined, {\n target: targetProgresspoints[key].name,\n })\n\n if (Number(key) === 0.048 || Number(key) === 0.682 || Number(key) === 0.400)\n (this.inspection.minCamera as Camera).layers.set(2)\n\n if (Number(key) === 0.155 || Number(key) === 0.247) {\n (this.inspection.minCamera as Camera).layers.enable(3)\n // @ts-ignore\n if (!targetMesh.finirMesh) {\n finirMesh = targetMesh.clone() as any as Group\n\n const finirMaterialV2 = createFinirMaterial('#08A6E3', 4.3)\n\n finirMesh.traverse((child) => {\n child.layers.set(3)\n\n if (child.type === 'Mesh') {\n // @ts-ignore\n child.material = finirMaterialV2\n\n // @ts-ignore\n const lineSegments = new LineSegments(new EdgesGeometry(child.geometry as any), new LineBasicMaterial({ color: '#08A6E3' }))\n\n lineSegments.layers.set(3)\n finirMesh.add(lineSegments)\n }\n })\n\n // @ts-ignore\n targetMesh.finirMesh = finirMesh\n\n this.inspection.gobal.scene.add(finirMesh)\n }\n else {\n // @ts-ignore\n finirMesh = targetMesh.finirMesh\n\n finirMesh.visible = true\n }\n }\n\n // 异常点\n if (Number(key) === 0.155 || Number(key) === 0.247) {\n this.subscription().then((data) => {\n if (data) {\n finirMesh.visible = false\n backwardTween.start()\n\n utils.emitter.off('continue')\n }\n })\n }\n else {\n setTimeout(() => {\n if (Number(key) === 0.048 || Number(key) === 0.682 || Number(key) === 0.400)\n (this.inspection.minCamera as Camera).layers.set(0)\n\n // if (Number(key) === 0.40)\n // finirMesh.visible = false\n\n backwardTween.start()\n }, 6000)\n }\n })\n\n setTimeout(() => {\n forwardTween.start()\n }, 1000)\n\n backwardTween.onComplete(() => {\n this.isAnimation = false\n this.contineMove()\n\n this.compassInfo.verticalSpeed = 0\n this.compassInfo.horizontalSpeed = 10\n\n currentAnchor.traverse((child) => {\n if (child.name === 'cylinder')\n child.material = new MeshBasicMaterial({ color: new Color('#cdccca') })\n else\n child.material = new MeshBasicMaterial({ color: new Color('#fff') })\n })\n\n setTimeout(() => {\n this.inspection.defaultFirstPerspectiveControls.enabled = true\n this.isLock = false\n }, 500)\n })\n }, 1000)\n }\n\n generateTempPath(currentPosition: Vector3, targetPosition: Vector3) {\n return new LineCurve3(currentPosition, targetPosition)\n }\n\n private startRotate = (targetQuaternion: Quaternion, mesh: Group, cb: () => void) => {\n const clock = new Clock()\n\n if (mesh.quaternion.equals(targetQuaternion))\n return cb()\n\n const animation = use.useframe(() => {\n const delta = clock.getDelta()\n if (!mesh.quaternion.equals(targetQuaternion)) {\n const step = 1 * delta\n mesh.quaternion.rotateTowards(targetQuaternion, step)\n }\n else {\n animation()\n cb()\n }\n },\n )\n }\n\n private generateTempPathMesh(curve: Curve<Vector3>) {\n // @ts-ignore\n const tube = new TubeGeometryV2(curve, 100, 5, 2, false)\n const tempPathMesh = new Mesh(tube, new MeshBasicMaterial({ map: this.temp, transparent: true, depthTest: true }))\n\n this.inspection.gobal.scene.add(tempPathMesh)\n this.tempPathMesh = tempPathMesh\n\n tempPathMesh.layers.enable(5)\n\n this.temp.repeat.set(curve.getLength() / 500, 2)\n this.tempDemo = use.useframe(() => {\n this.temp.offset.x -= -0.0009\n })\n }\n\n private cleanTempPathMesh() {\n if (this.tempPathMesh) {\n this.tempDemo()\n this.tempPathMesh.geometry.dispose()\n this.tempPathMesh.material.dispose();\n (this.tempPathMesh as Mesh).removeFromParent()\n }\n }\n\n private takeOffAnimation() {\n const currentPosition = this.model.position\n const upCurve = new LineCurve3(currentPosition, new Vector3(currentPosition.x, currentPosition.y + 20, currentPosition.z))\n const upControl = utils.moveWithLine(this.model, upCurve, 10, { loop: false, lookat: false })\n\n this.compassInfo.horizontalSpeed = 0\n this.compassInfo.verticalSpeed = 10\n\n upControl.addEventListener('end', () => {\n this.control.contine()\n this.compassInfo.verticalSpeed = 0\n this.compassInfo.horizontalSpeed = 10\n })\n }\n\n gotoTarget(targetPosition: Vector3, targetProgress: number) {\n if (this.isAnimation)\n return\n\n this.isAnimation = true\n\n this.control.stop()\n\n this.compassInfo.verticalSpeed = 0\n this.compassInfo.horizontalSpeed = 0\n\n const rotationMatrix = new Matrix4()\n const targetQuaternion = new Quaternion()\n\n rotationMatrix.lookAt(targetPosition, this.model.position, this.model.up)\n targetQuaternion.setFromRotationMatrix(rotationMatrix)\n\n this.startRotate(targetQuaternion, this.model,\n () => {\n const tempPathMeshtargetPosition = new Vector3(targetPosition.x, 1.1, targetPosition.z)\n this.generateTempPathMesh(this.generateTempPath(new Vector3(this.model.position.x, 1.1, this.model.position.z), tempPathMeshtargetPosition))\n\n const currentPosition = this.model.position\n const upCurve = new LineCurve3(currentPosition, new Vector3(currentPosition.x, currentPosition.y + 50, currentPosition.z))\n const upControl = utils.moveWithLine(this.model, upCurve, 10, { loop: false, lookat: targetPosition })\n\n this.compassInfo.verticalSpeed = 10\n this.compassInfo.horizontalSpeed = 0\n\n // up end\n upControl.addEventListener('end', () => {\n const tempCurve = this.generateTempPath(currentPosition, new Vector3(targetPosition.x, targetPosition.y + 50, targetPosition.z))\n const tempControl = utils.moveWithLine(this.model, tempCurve, 60, { loop: false, lookat: false })\n\n this.compassInfo.verticalSpeed = 0\n this.compassInfo.horizontalSpeed = 60\n\n // temp end\n tempControl.addEventListener('end', () => {\n const lastPosition = this.model.position\n const downCurve = new LineCurve3(lastPosition, new Vector3(lastPosition.x, lastPosition.y - 50, lastPosition.z))\n const downControl = utils.moveWithLine(this.model, downCurve, 10, { loop: false, lookat: false })\n\n this.compassInfo.verticalSpeed = 10\n this.compassInfo.horizontalSpeed = 0\n\n // down end\n downControl.addEventListener('end', () => {\n const rotationMatrix2 = new Matrix4()\n const targetQuaternion2 = new Quaternion()\n\n const targetPosition2 = this.inspection.curve.getPointAt((targetProgress + 0.01) % 1)\n\n rotationMatrix2.lookAt(targetPosition2, this.model.position, this.model.up)\n targetQuaternion2.setFromRotationMatrix(rotationMatrix2)\n\n this.startRotate(targetQuaternion2, this.model, () => {\n setTimeout(() => {\n this.cleanTempPathMesh()\n this.isAnimation = false\n this.control.setProgress(targetProgress)\n this.control.contine()\n\n this.compassInfo.verticalSpeed = 0\n this.compassInfo.horizontalSpeed = 10\n }, 500)\n })\n })\n })\n })\n })\n }\n\n setSpeed(speed: number) {\n if (this.control)\n this.control.setSpeed(speed)\n }\n\n stop() {\n if (this.control)\n this.control.stop()\n }\n\n contineMove() {\n if (!this.control)\n throw new Error('control not init')\n\n if (this.contineCount === 0)\n this.takeOffAnimation()\n\n else\n this.control.contine()\n\n this.contineCount++\n\n this.isStartUp = true\n\n utils.emitter.emit('continue', true)\n\n if (this.inspection.minCamera === this.inspection.gobal.scene.camera)\n utils.emitter.emit('play')\n }\n\n /**\n * todo: now temporarily not implemented\n */\n dispose() { }\n}\n\nexport default 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1
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{"version":3,"names":["AudioListener","AudioLoader","Clock","Color","EdgesGeometry","Euler","Group","LineBasicMaterial","LineCurve3","LineSegments","MathUtils","Matrix4","Mesh","MeshBasicMaterial","MirroredRepeatWrapping","ModelLoader","PlaneGeometry","PositionalAudio","Quaternion","RepeatWrapping","TextureLoader","Vector3","use","utils","SpritePoi","Tween","createFinirMaterial","usePath","MessageType","sendToMessage","EMessageStatus","SceneTag","isCheck","targetProgresspoints","TubeGeometryV2","modelLoader","InspectionObject","inspection","verticalSpeed","horizontalSpeed","height","targetQuaternion","mesh","cb","clock","quaternion","equals","animation","useframe","delta","getDelta","step","rotateTowards","temp","load","wrapS","wrapT","repeat","set","rotation","Math","PI","loadGLTF","glb","div","document","createElement","style","position","img","src","span","innerText","top","left","transform","color","fontSize","fontWeight","appendChild","poi","width","img2","poi2","scale","fly1","scene","getObjectByName","fly2","fly3","fly4","planeGeometry","planeMaterial","map","transparent","plyMap","x","copy","layers","group","name","add","minCamera","clone","z","getSportsProgress","isLock","stop","checkAnimation","compassInfo","y","rotateY","initialMinCameraQuaternion","model","gobal","interactionManager","visible","addEventListener","traverse","child","enable","loadPosAudio","breathinglamp","target","startColor","endColor","breathingSpeed","elapsedTime","getElapsedTime","t","sin","currentColor","lerp","material","handleMouseMove","listener","posAudio","audioLoader","audioBuffer","setBuffer","setVolume","setRefDistance","setLoop","emitter","on","isStartUp","play","removeEventListener","curve","loadModel","control","moveWithLine","groundCurve","getPointAt","setTimeout","sendCompassInfo","groundMaterial","uniforms","u_time","value","mapMaterial","mapAnchorObject","forEach","mapAnchor","uColor","Event","Success","undefined","percentage","setInterval","updateMatrixWorld","worldQuaternion","getWorldQuaternion","worldEuler","setFromQuaternion","rotationY","rotationYInDegrees","round","radToDeg","rotate","abs","degree","distance","getLength","getProgress","Promise","resolve","data","progress","isAnimation","defaultFirstPerspectiveControls","enabled","key","Object","keys","find","p","num","parseFloat","targetMeshId","lookAt","targetMesh","pipeline","realModl","contineMove","currentAnchor","anchorObject","get","currentMapAnchor","numberKey","Number","rotationMatrix","startQuaternion","startCameraQuaternion","targetMeshPosition","up","setFromRotationMatrix","forwardTween","to","onUpdate","obj","slerp","backwardTween","onComplete","finirMesh","finirMaterialV2","type","lineSegments","geometry","subscription","then","start","off","currentPosition","targetPosition","tube","tempPathMesh","depthTest","tempDemo","offset","tag","dispose","removeFromParent","upCurve","upControl","loop","lookat","contine","targetProgress","startRotate","tempPathMeshtargetPosition","generateTempPathMesh","generateTempPath","tempCurve","tempControl","lastPosition","downCurve","downControl","rotationMatrix2","targetQuaternion2","targetPosition2","cleanTempPathMesh","setProgress","speed","setSpeed","Error","contineCount","takeOffAnimation","emit","camera"],"sources":["../../../../src/factory/unit/inspection/InspectionObject.ts"],"sourcesContent":["import type { Camera, Curve, Object3D } from '@anov/3d-core'\nimport { AudioListener, AudioLoader, BoxGeometry, Clock, Color, EdgesGeometry, Euler, Group, LineBasicMaterial, LineCurve3, LineSegments, MathUtils, Matrix4, Mesh, MeshBasicMaterial, MeshStandardMaterial, MirroredRepeatWrapping, ModelLoader, PlaneGeometry, PointLight, PositionalAudio, Quaternion, RepeatWrapping, ShaderChunk, ShaderMaterial, Sprite, SpriteMaterial, TextureLoader, TubeGeometry, Vector3, Vector4, use, utils } from '@anov/3d-core'\nimport type { Css2DPoi } from '@anov/3d-ability'\nimport { SpritePoi, addColorifyPass, createHighSelectedTool } from '@anov/3d-ability'\nimport { Tween } from '@tweenjs/tween.js'\nimport { createFinirMaterial } from '../../utils/finirMaterial'\nimport { usePath } from '../../3d'\nimport { MessageType, sendToMessage } from '../../../utils/messageFn'\nimport { EMessageStatus } from '../../../messageStatus'\nimport { SceneTag } from '../../utils/constant'\nimport { isCheck, targetProgresspoints } from './lineData'\nimport TubeGeometryV2 from './tubeGeometry'\n\nconst modelLoader = new ModelLoader()\n\nclass InspectionObject {\n model\n private inspection\n private control\n private isLock = false\n private isAnimation = false\n walkCurveMesh\n tempPathMesh\n css2d: Css2DPoi\n temp\n tempDemo\n isStartUp = false\n initialMinCameraQuaternion\n contineCount = 0\n\n compassInfo = {\n verticalSpeed: 0,\n horizontalSpeed: 10,\n height: 0,\n }\n\n constructor(inspection) {\n this.inspection = inspection\n\n const temp = new TextureLoader().load(`${usePath}test07.png`)\n temp.wrapS = RepeatWrapping\n temp.wrapT = MirroredRepeatWrapping\n temp.repeat.set(1, 2)\n temp.rotation = Math.PI\n\n this.temp = temp\n }\n\n private async loadModel() {\n const glb = await (await modelLoader.loadGLTF(`${usePath}car.glb`, false, true, './draco/'))\n\n const div = document.createElement('div')\n div.style.position = 'relative'\n\n const img = document.createElement('img')\n img.src = `${usePath}aerialVehicle02.png`\n\n const span = document.createElement('span')\n span.innerText = '巡检无人机'\n span.style.position = 'absolute'\n span.style.top = '10px'\n span.style.left = '45%'\n span.style.transform = 'translateX(-30%)'\n\n span.style.color = 'white'\n span.style.fontSize = '20px'\n span.style.fontWeight = 'bold'\n\n div.appendChild(img)\n div.appendChild(span)\n\n const poi = new SpritePoi(div, {\n width: 100 * 2,\n height: 40 * 2,\n })\n\n const img2 = document.createElement('img')\n img2.src = `${usePath}aerialVehicle01.png`\n\n const poi2 = new SpritePoi(img2, {\n width: 400 * 2,\n height: 160 * 2,\n })\n\n poi.scale.set(80, 30, 1)\n poi2.scale.set(400, 160, 1)\n\n const fly1 = glb.scene.getObjectByName('fly1')\n const fly2 = glb.scene.getObjectByName('fly1_1')\n const fly3 = glb.scene.getObjectByName('fly1_2')\n const fly4 = glb.scene.getObjectByName('fly1_3')\n\n const planeGeometry = new PlaneGeometry(50, 50)\n const planeMaterial = new MeshBasicMaterial({ map: new TextureLoader().load(`${usePath}fly.png`), transparent: true })\n const plyMap = new Mesh(planeGeometry, planeMaterial)\n\n plyMap.rotation.x = -Math.PI / 2\n plyMap.position.copy(glb.scene.position)\n plyMap.layers.set(5)\n\n const group = new Group()\n glb.scene.name = 'ply'\n group.add(glb.scene)\n group.add(poi)\n group.add(plyMap)\n group.add(this.inspection.minCamera)\n\n use.useframe(() => {\n poi.position.copy(glb.scene.position.clone().add(new Vector3(0, 10, 0)))\n poi2.position.copy(glb.scene.position.clone().add(new Vector3(0, 10, 0)))\n\n fly1.rotation.z += 1.3\n fly2.rotation.z += 1.3\n fly3.rotation.z += 1.3\n fly4.rotation.z += 1.3\n\n if (isCheck(this.getSportsProgress)\n && !this.isLock) {\n this.stop()\n this.checkAnimation(this.getSportsProgress)\n this.compassInfo.horizontalSpeed = 0\n this.compassInfo.verticalSpeed = 0\n }\n })\n\n this.inspection.minCamera.position.copy(glb.scene.position)\n this.inspection.minCamera.position.z -= 18\n this.inspection.minCamera.position.y += 4\n this.inspection.minCamera.rotateY(Math.PI)\n this.initialMinCameraQuaternion = this.inspection.minCamera.quaternion.clone()\n\n this.model = group\n\n this.inspection.gobal.interactionManager.add(poi)\n this.inspection.gobal.interactionManager.add(poi2)\n\n poi2.visible = false\n\n poi.addEventListener('click', () => {\n group.add(poi2)\n poi2.visible = true\n poi.visible = false\n })\n\n poi2.addEventListener('click', () => {\n group.add(poi2)\n poi.visible = true\n poi2.visible = false\n })\n\n glb.scene.scale.set(5, 5, 5)\n glb.scene.traverse((child) => {\n // child.layers.enable(2)\n child.layers.enable(5)\n })\n\n this.inspection.gobal.scene.add(this.model)\n\n this.loadPosAudio()\n this.breathinglamp(this.model)\n }\n\n private breathinglamp(model: Group) {\n const target = model.getObjectByName('网格004_5')\n\n const startColor = new Color('#999')\n const endColor = new Color('#2df3ee')\n\n const clock = new Clock()\n const breathingSpeed = 1\n\n use.useframe(() => {\n const elapsedTime = clock.getElapsedTime()\n const t = (Math.sin(elapsedTime * Math.PI * breathingSpeed) + 1) / 2\n const currentColor = startColor.clone().lerp(endColor, t)\n\n // @ts-ignore\n target.material.color.set(currentColor)\n })\n }\n\n private loadPosAudio() {\n const handleMouseMove = () => {\n const listener = new AudioListener()\n this.inspection.minCamera.add(listener)\n\n const posAudio = new PositionalAudio(listener)\n this.model.add(posAudio)\n\n const audioLoader = new AudioLoader()\n\n audioLoader.load(`${usePath}demo.mp3`, (audioBuffer) => {\n posAudio.setBuffer(audioBuffer)\n posAudio.setVolume(0.8)\n posAudio.setRefDistance(200)\n posAudio.setLoop(true)\n })\n\n utils.emitter.on('play', () => {\n this.isStartUp && posAudio.play()\n })\n\n utils.emitter.on('stop', () => {\n posAudio.stop()\n })\n\n document.removeEventListener('mousemove', handleMouseMove)\n }\n\n document.addEventListener('mousemove', handleMouseMove)\n }\n\n async startMove(curve) {\n if (!this.model)\n await this.loadModel()\n\n this.control = utils.moveWithLine(this.model, curve, 10, {\n groundCurve: this.inspection.groundCurve,\n })\n\n this.model.position.copy(curve.getPointAt(0))\n\n setTimeout(() => {\n this.stop();\n ((this.model) as Object3D).position.y = (this.model.position.y - 20)\n }, 20)\n\n this.sendCompassInfo()\n\n use.useframe(() => {\n this.inspection.groundMaterial.uniforms.u_time.value = this.getSportsProgress - 0.01\n this.inspection.mapMaterial.uniforms.u_time.value = this.getSportsProgress - 0.01\n\n if (this.getSportsProgress > 0 && this.getSportsProgress < 0.01) {\n this.inspection.mapAnchorObject.forEach((mapAnchor) => {\n mapAnchor.material.uniforms.uColor.value.set(1, 1, 1, 1)\n })\n }\n\n sendToMessage(MessageType.Event, 'onInspectProgress', EMessageStatus.Success, undefined, {\n percentage: this.getSportsProgress * 1000,\n })\n })\n }\n\n /**\n * send compass info\n * not use useframe, because useframe will be lose some frame\n */\n private sendCompassInfo() {\n setInterval(() => {\n const mesh = this.model\n mesh.updateMatrixWorld(true)\n\n const worldQuaternion = new Quaternion()\n mesh.getWorldQuaternion(worldQuaternion)\n\n const worldEuler = new Euler().setFromQuaternion(worldQuaternion, 'YXZ')\n const rotationY = worldEuler.y\n const rotationYInDegrees = Math.round(MathUtils.radToDeg(rotationY))\n\n sendToMessage(MessageType.Event, 'onCompassInfo', EMessageStatus.Success, undefined, {\n rotate: rotationYInDegrees >= 0 ? 180 - rotationYInDegrees : -180 + Math.abs(rotationYInDegrees),\n degree: rotationYInDegrees >= 0 ? 180 - rotationYInDegrees : -180 + Math.abs(rotationYInDegrees) + 360,\n distance: this.getSportsProgress * this.inspection.curve.getLength(),\n verticalSpeed: this.compassInfo.verticalSpeed,\n horizontalSpeed: this.compassInfo.horizontalSpeed * 3.6,\n height: (this.model as Object3D).position.y,\n })\n }, 100)\n }\n\n get getSportsProgress() {\n if (!this.control)\n return 0\n\n return this.control.getProgress()\n }\n\n subscription() {\n return new Promise((resolve) => {\n utils.emitter.on('continue', (data) => {\n resolve(data)\n })\n })\n }\n\n private checkAnimation(progress: number) {\n this.isLock = true\n this.isAnimation = true\n this.inspection.defaultFirstPerspectiveControls.enabled = false\n\n const key = Object.keys(targetProgresspoints).find((p) => {\n const num = parseFloat(p)\n if (progress >= num && progress < num + 0.01)\n return true\n })\n\n const targetMeshId = targetProgresspoints[key].lookAt\n\n let targetMesh: Group | null = null\n\n if (targetMeshId === 'GY_GD_guandaofamen_5')\n targetMesh = this.inspection.gobal.pipeline.getObjectByName(targetMeshId) as Group\n\n else\n targetMesh = this.inspection.gobal.realModl.getObjectByName(targetMeshId) as Group\n\n if (!targetMesh) {\n this.contineMove()\n this.isAnimation = false\n setTimeout(() => {\n this.isLock = false\n }, 500)\n return\n }\n\n const currentAnchor = this.inspection.anchorObject.get(targetProgresspoints[key].name)\n const currentMapAnchor = this.inspection.mapAnchorObject\n\n currentAnchor.traverse((child) => {\n if (child.name === 'cylinder')\n child.material = new MeshBasicMaterial({ color: new Color('yellow') })\n else\n child.material = new MeshBasicMaterial({ color: new Color('#facb2b') })\n });\n\n (currentMapAnchor as Map<string, Mesh>).forEach((mapAnchor, key) => {\n const numberKey = Number(key)\n\n // @ts-ignore\n this.getSportsProgress > numberKey && mapAnchor.material.uniforms.uColor.value.set(1, 0, 0, 0.8)\n\n // @ts-ignore\n this.getSportsProgress < numberKey && mapAnchor.material.uniforms.uColor.value.set(1, 1, 1, 1)\n })\n\n setTimeout(() => {\n const rotationMatrix = new Matrix4()\n const targetQuaternion = new Quaternion()\n const startQuaternion = this.model.quaternion.clone()\n const startCameraQuaternion = this.inspection.minCamera.quaternion.clone()\n\n const targetMeshPosition = targetMesh.position.clone()\n targetMeshPosition.y = targetMeshPosition.y + ((Number(key) === 0.048 || Number(key) === 0.682 || Number(key) === 0.400) ? 20 : 0)\n\n rotationMatrix.lookAt(targetMeshPosition, this.model.position, this.model.up)\n targetQuaternion.setFromRotationMatrix(rotationMatrix)\n\n const forwardTween = new Tween({ t: 0 })\n .to({ t: 1 }, 2000)\n .onUpdate((obj) => {\n this.model.quaternion.copy(startQuaternion).slerp(targetQuaternion, obj.t)\n this.inspection.minCamera.quaternion.copy(startCameraQuaternion).slerp(this.initialMinCameraQuaternion, obj.t)\n })\n\n const backwardTween = new Tween({ t: 1 })\n .to({ t: 0 }, 2000)\n .onUpdate((obj) => {\n this.model.quaternion.copy(startQuaternion).slerp(targetQuaternion, obj.t)\n })\n\n forwardTween.onComplete(() => {\n let finirMesh: Group | null = null\n\n sendToMessage(MessageType.Event, 'onReachTarget', EMessageStatus.Success, undefined, {\n target: targetProgresspoints[key].name,\n })\n\n if (Number(key) === 0.048 || Number(key) === 0.682 || Number(key) === 0.400)\n (this.inspection.minCamera as Camera).layers.set(2)\n\n if (Number(key) === 0.155 || Number(key) === 0.247) {\n (this.inspection.minCamera as Camera).layers.enable(3)\n // @ts-ignore\n if (!targetMesh.finirMesh) {\n finirMesh = targetMesh.clone() as any as Group\n\n const finirMaterialV2 = createFinirMaterial('#08A6E3', 4.3)\n\n finirMesh.traverse((child) => {\n child.layers.set(3)\n\n if (child.type === 'Mesh') {\n // @ts-ignore\n child.material = finirMaterialV2\n\n // @ts-ignore\n const lineSegments = new LineSegments(new EdgesGeometry(child.geometry as any), new LineBasicMaterial({ color: '#08A6E3' }))\n\n lineSegments.layers.set(3)\n finirMesh.add(lineSegments)\n }\n })\n\n // @ts-ignore\n targetMesh.finirMesh = finirMesh\n\n this.inspection.gobal.scene.add(finirMesh)\n }\n else {\n // @ts-ignore\n finirMesh = targetMesh.finirMesh\n\n finirMesh.visible = true\n }\n }\n\n // 异常点\n if (Number(key) === 0.155 || Number(key) === 0.247) {\n this.subscription().then((data) => {\n if (data) {\n finirMesh.visible = false\n backwardTween.start()\n\n utils.emitter.off('continue')\n }\n })\n }\n else {\n setTimeout(() => {\n if (Number(key) === 0.048 || Number(key) === 0.682 || Number(key) === 0.400)\n (this.inspection.minCamera as Camera).layers.set(0)\n\n // if (Number(key) === 0.40)\n // finirMesh.visible = false\n\n backwardTween.start()\n }, 6000)\n }\n })\n\n setTimeout(() => {\n forwardTween.start()\n }, 1000)\n\n backwardTween.onComplete(() => {\n this.isAnimation = false\n this.contineMove()\n\n this.compassInfo.verticalSpeed = 0\n this.compassInfo.horizontalSpeed = 10\n\n currentAnchor.traverse((child) => {\n if (child.name === 'cylinder')\n child.material = new MeshBasicMaterial({ color: new Color('#cdccca') })\n else\n child.material = new MeshBasicMaterial({ color: new Color('#fff') })\n })\n\n setTimeout(() => {\n this.inspection.defaultFirstPerspectiveControls.enabled = true\n this.isLock = false\n }, 500)\n })\n }, 1000)\n }\n\n generateTempPath(currentPosition: Vector3, targetPosition: Vector3) {\n return new LineCurve3(currentPosition, targetPosition)\n }\n\n private startRotate = (targetQuaternion: Quaternion, mesh: Group, cb: () => void) => {\n const clock = new Clock()\n\n if (mesh.quaternion.equals(targetQuaternion))\n return cb()\n\n const animation = use.useframe(() => {\n const delta = clock.getDelta()\n if (!mesh.quaternion.equals(targetQuaternion)) {\n const step = 1 * delta\n mesh.quaternion.rotateTowards(targetQuaternion, step)\n }\n else {\n animation()\n cb()\n }\n },\n )\n }\n\n private generateTempPathMesh(curve: Curve<Vector3>) {\n // @ts-ignore\n const tube = new TubeGeometryV2(curve, 100, 5, 2, false)\n const tempPathMesh = new Mesh(tube, new MeshBasicMaterial({ map: this.temp, transparent: true, depthTest: true }))\n\n this.inspection.gobal.scene.add(tempPathMesh)\n this.tempPathMesh = tempPathMesh\n\n tempPathMesh.layers.enable(5)\n\n this.temp.repeat.set(curve.getLength() / 500, 2)\n this.tempDemo = use.useframe(() => {\n this.temp.offset.x -= -0.0009\n\n if (this.inspection.gobal.tag === SceneTag['smart-inspection'])\n this.tempPathMesh.visible = true\n else\n this.tempPathMesh.visible = false\n })\n }\n\n private cleanTempPathMesh() {\n if (this.tempPathMesh) {\n this.tempDemo()\n this.tempPathMesh.geometry.dispose()\n this.tempPathMesh.material.dispose();\n (this.tempPathMesh as Mesh).removeFromParent()\n }\n }\n\n private takeOffAnimation() {\n const currentPosition = this.model.position\n const upCurve = new LineCurve3(currentPosition, new Vector3(currentPosition.x, currentPosition.y + 20, currentPosition.z))\n const upControl = utils.moveWithLine(this.model, upCurve, 10, { loop: false, lookat: false })\n\n this.compassInfo.horizontalSpeed = 0\n this.compassInfo.verticalSpeed = 10\n\n upControl.addEventListener('end', () => {\n this.control.contine()\n this.compassInfo.verticalSpeed = 0\n this.compassInfo.horizontalSpeed = 10\n })\n }\n\n gotoTarget(targetPosition: Vector3, targetProgress: number) {\n if (this.isAnimation)\n return\n\n this.isAnimation = true\n\n this.control.stop()\n\n this.compassInfo.verticalSpeed = 0\n this.compassInfo.horizontalSpeed = 0\n\n const rotationMatrix = new Matrix4()\n const targetQuaternion = new Quaternion()\n\n rotationMatrix.lookAt(targetPosition, this.model.position, this.model.up)\n targetQuaternion.setFromRotationMatrix(rotationMatrix)\n\n this.startRotate(targetQuaternion, this.model,\n () => {\n const tempPathMeshtargetPosition = new Vector3(targetPosition.x, 1.1, targetPosition.z)\n this.generateTempPathMesh(this.generateTempPath(new Vector3(this.model.position.x, 1.1, this.model.position.z), tempPathMeshtargetPosition))\n\n const currentPosition = this.model.position\n const upCurve = new LineCurve3(currentPosition, new Vector3(currentPosition.x, currentPosition.y + 50, currentPosition.z))\n const upControl = utils.moveWithLine(this.model, upCurve, 10, { loop: false, lookat: targetPosition })\n\n this.compassInfo.verticalSpeed = 10\n this.compassInfo.horizontalSpeed = 0\n\n // up end\n upControl.addEventListener('end', () => {\n const tempCurve = this.generateTempPath(currentPosition, new Vector3(targetPosition.x, targetPosition.y + 50, targetPosition.z))\n const tempControl = utils.moveWithLine(this.model, tempCurve, 60, { loop: false, lookat: false })\n\n this.compassInfo.verticalSpeed = 0\n this.compassInfo.horizontalSpeed = 60\n\n // temp end\n tempControl.addEventListener('end', () => {\n const lastPosition = this.model.position\n const downCurve = new LineCurve3(lastPosition, new Vector3(lastPosition.x, lastPosition.y - 50, lastPosition.z))\n const downControl = utils.moveWithLine(this.model, downCurve, 10, { loop: false, lookat: false })\n\n this.compassInfo.verticalSpeed = 10\n this.compassInfo.horizontalSpeed = 0\n\n // down end\n downControl.addEventListener('end', () => {\n const rotationMatrix2 = new Matrix4()\n const targetQuaternion2 = new Quaternion()\n\n const targetPosition2 = this.inspection.curve.getPointAt((targetProgress + 0.01) % 1)\n\n rotationMatrix2.lookAt(targetPosition2, this.model.position, this.model.up)\n targetQuaternion2.setFromRotationMatrix(rotationMatrix2)\n\n this.startRotate(targetQuaternion2, this.model, () => {\n setTimeout(() => {\n this.cleanTempPathMesh()\n this.isAnimation = false\n this.control.setProgress(targetProgress)\n this.control.contine()\n\n this.compassInfo.verticalSpeed = 0\n this.compassInfo.horizontalSpeed = 10\n }, 500)\n })\n })\n })\n })\n })\n }\n\n setSpeed(speed: number) {\n if (this.control)\n this.control.setSpeed(speed)\n }\n\n stop() {\n if (this.control)\n this.control.stop()\n }\n\n contineMove() {\n if (!this.control)\n throw new Error('control not init')\n\n if (this.contineCount === 0)\n this.takeOffAnimation()\n\n else\n this.control.contine()\n\n this.contineCount++\n\n this.isStartUp = true\n\n utils.emitter.emit('continue', true)\n\n if (this.inspection.minCamera === this.inspection.gobal.scene.camera)\n utils.emitter.emit('play')\n }\n\n /**\n * todo: now temporarily not implemented\n */\n dispose() { }\n}\n\nexport default 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@@ -186,13 +186,19 @@ var Inspection = /*#__PURE__*/function () {
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  value: 0.6
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  },
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  centerColor: {
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- value: new Color(0xFFFFFF)
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+ value: new Color('#f3b360')
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  },
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  sideColor: {
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- value: new Color('#F75332')
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+ value: new Color('yellow')
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  },
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  otherColor: {
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- value: new Color('#D23F22')
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+ value: new Color('#f3b360')
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+ },
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+ activeColor: {
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+ value: new Color('#ffea71')
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+ },
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+ activeSideColor: {
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+ value: new Color('#feffe0')
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  }
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  },
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  vertexShader: vertexShader,
@@ -206,6 +212,12 @@ var Inspection = /*#__PURE__*/function () {
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  uniforms: {
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  u_time: {
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  value: 0
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+ },
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+ u_color: {
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+ value: new Color('#dc8c42')
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+ },
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+ u_active_color: {
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+ value: new Color('#ffea71')
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  }
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  },
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  vertexShader: vertexShader,
@@ -1 +1 @@
1
- {"version":3,"names":["Color","CylinderGeometry","Group","Mesh","MeshBasicMaterial","OrthographicCamera","PerspectiveCamera","ShaderMaterial","TubeGeometry","Vector4","use","utils","RoundLineGeometry","fragmentShader","vertexShader","fragmentShader2","observe","flyLinePoints","groundLinePoints","targetProgresspoints","InspectionObject","DefaultFirstPerspectiveControls","storeManagement","viewInfoPro","width","height","top","left","viewInfoDev","viewInfo","Inspection","gobal","Map","generateInspectionPath","makeGroundRoad","setInspectionCamera","inspectionObject","startInspection","curve","hide","createViewElement","onHandleToggleView","scale","window","app","envServer","scaleRatio","get","querySelector","getBoundingClientRect","viewElement","document","createElement","style","position","cursor","addEventListener","toggleView","handleObserve","setTimeout","flyLine","radius","close","defaultFirstPerspectiveControls","minCamera","scene","renderer","domElement","enabled","emitter","on","type","params","target","highlight","currentAnchor","anchorObject","traverse","child","name","material","color","groundLine","tube","groundMaterial","transparent","uniforms","u_time","value","alpha","centerColor","sideColor","otherColor","mesh2","mapMaterial","depthTest","depthWrite","mesh3","layers","set","groundGroup","add","y","groundCurve","line","anchorMesh","setMapViewAnchorPoint","anchorGroup","Object","keys","forEach","key","demoPoints","getPointAt","Number","singleAnchorGroup","cylinder","cylinder1","x","z","k","s","camera","lookAt","mapCamera","mapViewAnchorPoint","uColor","mapAnchorObject","innerWidth","innerHeight","cutoutCamera","cutoutArea","setMapView","getLength","startMove","targetProgress","targetPosition","gotoTarget","isHide","body","appendChild","cutout","visible","model","contains","removeChild","cutMain","check","useframe"],"sources":["../../../../src/factory/unit/inspection/index.ts"],"sourcesContent":["import type { Object3D } from '@anov/3d-core'\nimport { Color, CylinderGeometry, Group, Mesh, MeshBasicMaterial, NormalBlending, OrthographicCamera, PerspectiveCamera, ShaderMaterial, TubeGeometry, Vector4, use, utils } from '@anov/3d-core'\nimport { RoundLineGeometry } from '@anov/3d-ability'\nimport type Factory3D from '../../3d'\nimport fragmentShader from '../glsl/highway/fragmentShader'\nimport vertexShader from '../glsl/highway/vertexShader'\nimport fragmentShader2 from '../glsl/highway/fragmentShader2'\nimport { observe } from '../../utils/observe'\nimport { flyLinePoints, groundLinePoints, targetProgresspoints } from './lineData'\nimport InspectionObject from './InspectionObject'\nimport DefaultFirstPerspectiveControls from './defaultFirstPerspectiveControls'\n\nconst { storeManagement } = utils\n\nconst viewInfoPro = {\n width: 430,\n height: 210,\n top: 170,\n left: 90,\n}\n\nconst viewInfoDev = {\n width: 300,\n height: 200,\n top: 50,\n left: 0,\n}\n\nconst viewInfo = process.env.ENV === 'dev' ? viewInfoDev : viewInfoPro\n\nclass Inspection {\n gobal: Factory3D\n inspectionObject\n curve\n groundCurve\n line: Group\n viewElement: HTMLDivElement\n isHide = true\n anchorObject: Map<string, Group> = new Map()\n mapAnchorObject: Map<string, Mesh> = new Map()\n anchorGroup: Group\n mapAnchorGroup: Group\n minCamera: PerspectiveCamera\n InspectionPathObject: Object3D\n groundMaterial\n mapMaterial: any\n map\n mapCamera\n defaultFirstPerspectiveControls\n\n constructor(gobal: Factory3D) {\n this.gobal = gobal\n this.generateInspectionPath()\n this.makeGroundRoad()\n this.setInspectionCamera()\n\n this.inspectionObject = new InspectionObject(this)\n\n this.startInspection(this.curve)\n this.hide()\n this.createViewElement()\n this.onHandleToggleView()\n }\n\n /**\n * create view element, use to switch view [like a button]\n */\n private createViewElement() {\n const scale = (window as any)?.app?.envServer?.scaleRatio ?? 1\n const { left, top } = storeManagement.get<HTMLElement>('container').querySelector('canvas').getBoundingClientRect()\n\n const viewElement = document.createElement('div')\n viewElement.style.position = 'absolute'\n viewElement.style.width = `${viewInfo.width * scale}px`\n viewElement.style.height = `${viewInfo.height * scale}px`\n viewElement.style.cursor = 'pointer'\n viewElement.style.top = `${(viewInfo.top) * scale + top}px`\n viewElement.style.left = `${(viewInfo.left) * scale + left}px`\n\n viewElement.addEventListener('click', () => {\n this.gobal.toggleView()\n })\n\n const handleObserve = () => {\n setTimeout(() => {\n const scale = (window as any)?.app?.envServer?.scaleRatio ?? 1\n const { left, top } = storeManagement.get<HTMLElement>('container').querySelector('canvas').getBoundingClientRect()\n\n viewElement.style.width = `${viewInfo.width * scale}px`\n viewElement.style.height = `${viewInfo.height * scale}px`\n viewElement.style.top = `${(viewInfo.top) * scale + top}px`\n viewElement.style.left = `${(viewInfo.left) * scale + left}px`\n }, 500)\n }\n\n document.querySelector('.cml-panel-container') && observe(document.querySelector('.cml-panel-container'), () => {\n handleObserve()\n })\n\n this.viewElement = viewElement\n }\n\n /**\n * generate inspection path\n * @param linePosition\n */\n private generateInspectionPath() {\n const flyLine = new RoundLineGeometry(flyLinePoints, {\n radius: 20,\n close: true,\n })\n\n this.curve = flyLine.curve\n }\n\n private onHandleToggleView() {\n const defaultFirstPerspectiveControls = new DefaultFirstPerspectiveControls(\n this.minCamera,\n this.gobal.scene.renderer.domElement,\n )\n\n this.defaultFirstPerspectiveControls = defaultFirstPerspectiveControls\n\n defaultFirstPerspectiveControls.enabled = false\n\n utils.emitter.on('toggleView', (type: 'Drone' | 'Global') => {\n if (type === 'Drone')\n defaultFirstPerspectiveControls.enabled = true\n\n else\n defaultFirstPerspectiveControls.enabled = false\n })\n }\n\n setSelectedAnchorObject(params: { target: string; highlight: boolean }) {\n const { target, highlight } = params\n const currentAnchor = this.anchorObject.get(target) as any\n\n if (!currentAnchor)\n return\n\n if (highlight) {\n currentAnchor.traverse((child) => {\n if (child.name === 'cylinder')\n child.material = new MeshBasicMaterial({ color: new Color('yellow') })\n else\n child.material = new MeshBasicMaterial({ color: new Color('#facb2b') })\n })\n }\n else {\n currentAnchor.traverse((child) => {\n if (child.name === 'cylinder')\n child.material = new MeshBasicMaterial({ color: new Color('#cdccca') })\n else\n child.material = new MeshBasicMaterial({ color: new Color('#fff') })\n })\n }\n }\n\n /**\n * make ground road\n */\n private makeGroundRoad() {\n const groundLine = new RoundLineGeometry(groundLinePoints, {\n radius: 20,\n close: true,\n })\n\n // const demo = []\n // for (let i = 0; i < 1000; i++) {\n // demo.push({\n // x: groundLine.curve.getPointAt(i / 1000).x,\n // y: groundLine.curve.getPointAt(i / 1000).y,\n // z: groundLine.curve.getPointAt(i / 1000).z,\n // })\n // }\n\n // console.log(JSON.stringify(demo, null, 2))\n\n const tube = new TubeGeometry(groundLine.curve, 10000, 4, 2, false)\n const groundMaterial = new ShaderMaterial({\n transparent: true,\n uniforms: {\n u_time: {\n value: 0,\n },\n alpha: {\n value: 0.6,\n },\n centerColor: {\n value: new Color(0xFFFFFF),\n },\n sideColor: {\n value: new Color('#F75332'),\n },\n otherColor: {\n value: new Color('#D23F22'),\n },\n },\n vertexShader,\n fragmentShader,\n })\n const mesh2 = new Mesh(tube, groundMaterial)\n\n const mapMaterial = new ShaderMaterial({\n transparent: true,\n depthTest: true,\n depthWrite: false,\n uniforms: {\n u_time: {\n value: 0,\n },\n },\n vertexShader,\n fragmentShader: fragmentShader2,\n })\n\n const mesh3 = new Mesh(tube, mapMaterial)\n\n mesh3.layers.set(5)\n\n const groundGroup = new Group()\n\n groundGroup.add(mesh3)\n groundGroup.add(mesh2)\n groundGroup.position.y = 3\n\n this.groundCurve = groundLine.curve\n\n this.line = groundGroup\n this.gobal.scene.add(groundGroup)\n\n this.groundMaterial = groundMaterial\n this.mapMaterial = mapMaterial\n\n this.anchorMesh()\n this.setMapViewAnchorPoint()\n }\n\n private anchorMesh() {\n const anchorGroup = new Group()\n\n Object.keys(targetProgresspoints).forEach((key) => {\n const demoPoints = this.groundCurve.getPointAt(Number(key))\n const singleAnchorGroup = new Group()\n\n const cylinder = new Mesh(new CylinderGeometry(10, 10, 2, 64), new MeshBasicMaterial({ color: new Color('#cdccca') }))\n const cylinder1 = new Mesh(new CylinderGeometry(5, 5, 1, 64), new MeshBasicMaterial({ color: new Color('#fff') }))\n cylinder1.position.y = 2\n\n cylinder.name = 'cylinder'\n cylinder1.name = 'cylinder1'\n\n singleAnchorGroup.add(cylinder, cylinder1)\n singleAnchorGroup.position.set(demoPoints.x, demoPoints.y + 5, demoPoints.z)\n\n this.anchorObject.set(targetProgresspoints[key].name, singleAnchorGroup)\n anchorGroup.add(singleAnchorGroup)\n })\n this.anchorGroup = anchorGroup\n this.gobal.scene.add(anchorGroup)\n }\n\n private setMapView() {\n const width = 1470\n const height = 800\n const k = width / height\n const s = 273\n\n const camera = new OrthographicCamera(-s * k + 5, s * k, s - 35, -s + 40, 1, 1000)\n\n camera.position.set(0, 400, 0)\n camera.lookAt(0, 0, 0)\n\n camera.layers.set(5)\n\n this.gobal.scene.add(camera)\n\n this.mapCamera = camera\n }\n\n private setMapViewAnchorPoint() {\n const anchorGroup = new Group()\n\n Object.keys(targetProgresspoints).forEach((key) => {\n const demoPoints = this.groundCurve.getPointAt(Number(key))\n const mapViewAnchorPoint = new Mesh(new CylinderGeometry(20, 20, 2, 64),\n new ShaderMaterial({\n uniforms: {\n uColor: {\n value: new Vector4(1, 1, 1, 1),\n },\n },\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n void main(){\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: /* glsl */ `\n uniform vec4 uColor;\n varying vec2 vUv;\n void main(){\n vec2 center = vec2(0.47, 0.47);\n float radius = 0.4;\n float border = 0.05;\n float dist = distance(vUv, center);\n\n if (dist < radius - border) {\n gl_FragColor = uColor;\n } else if (dist < radius + border) {\n gl_FragColor = vec4(0.6, 0.6, 0.6, 1.0); \n } else {\n gl_FragColor = vec4(.7, .7, .7, 1.0); \n }\n }\n `,\n depthTest: true,\n depthWrite: false,\n transparent: true,\n }))\n\n mapViewAnchorPoint.layers.set(5)\n mapViewAnchorPoint.position.set(demoPoints.x, demoPoints.y + 30, demoPoints.z)\n mapViewAnchorPoint.scale.set(1.3, 1, 1)\n\n anchorGroup.add(mapViewAnchorPoint)\n this.mapAnchorObject.set(key, mapViewAnchorPoint)\n })\n\n this.gobal.scene.add(anchorGroup)\n }\n\n private setInspectionCamera() {\n let minCamera\n\n if (this.minCamera) {\n minCamera = this.minCamera\n }\n else {\n minCamera = new PerspectiveCamera(60,\n window.innerWidth / window.innerHeight\n , 0.1, 1000)\n }\n\n this.gobal.scene.cutoutCamera = minCamera\n\n this.gobal.scene.cutoutArea = { x: viewInfo.left, y: viewInfo.top, width: viewInfo.width, height: viewInfo.height }\n this.gobal.scene.add(minCamera)\n\n this.minCamera = minCamera\n this.minCamera.layers.set(0)\n\n this.setMapView()\n }\n\n get getPathLength() {\n return this.curve.getLength()\n }\n\n startInspection(line) {\n this.setInspectionCamera()\n this.inspectionObject.startMove(line)\n }\n\n goToInspectionTarget(targetProgress: number) {\n const targetPosition = this.curve.getPointAt(targetProgress)\n this.inspectionObject.gotoTarget(targetPosition, targetProgress)\n }\n\n show() {\n this.isHide = false\n\n document.body.appendChild(this.viewElement)\n this.gobal.scene.cutout = true\n this.anchorGroup.visible = true\n this.line.visible = true\n this.inspectionObject.model && (this.inspectionObject.model.visible = true)\n }\n\n hide() {\n this.isHide = true\n\n if (this.viewElement && document.body.contains(this.viewElement))\n document.body.removeChild(this.viewElement)\n\n if (this.gobal.scene.camera === this.minCamera) {\n this.gobal.scene.camera = this.gobal.scene.cutoutCamera\n this.gobal.scene.cutoutCamera = this.minCamera\n }\n\n this.gobal.scene.cutout = false\n this.gobal.scene.cutMain(this.gobal.scene.renderer)\n this.line.visible = false\n this.anchorGroup.visible = false\n\n // this.addeHighSelected([])\n const check = use.useframe(() => {\n if (this.inspectionObject.model) {\n this.inspectionObject.model.visible = false\n check()\n }\n })\n }\n}\n\nexport default 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{"version":3,"names":["Color","CylinderGeometry","Group","Mesh","MeshBasicMaterial","OrthographicCamera","PerspectiveCamera","ShaderMaterial","TubeGeometry","Vector4","use","utils","RoundLineGeometry","fragmentShader","vertexShader","fragmentShader2","observe","flyLinePoints","groundLinePoints","targetProgresspoints","InspectionObject","DefaultFirstPerspectiveControls","storeManagement","viewInfoPro","width","height","top","left","viewInfoDev","viewInfo","Inspection","gobal","Map","generateInspectionPath","makeGroundRoad","setInspectionCamera","inspectionObject","startInspection","curve","hide","createViewElement","onHandleToggleView","scale","window","app","envServer","scaleRatio","get","querySelector","getBoundingClientRect","viewElement","document","createElement","style","position","cursor","addEventListener","toggleView","handleObserve","setTimeout","flyLine","radius","close","defaultFirstPerspectiveControls","minCamera","scene","renderer","domElement","enabled","emitter","on","type","params","target","highlight","currentAnchor","anchorObject","traverse","child","name","material","color","groundLine","tube","groundMaterial","transparent","uniforms","u_time","value","alpha","centerColor","sideColor","otherColor","activeColor","activeSideColor","mesh2","mapMaterial","depthTest","depthWrite","u_color","u_active_color","mesh3","layers","set","groundGroup","add","y","groundCurve","line","anchorMesh","setMapViewAnchorPoint","anchorGroup","Object","keys","forEach","key","demoPoints","getPointAt","Number","singleAnchorGroup","cylinder","cylinder1","x","z","k","s","camera","lookAt","mapCamera","mapViewAnchorPoint","uColor","mapAnchorObject","innerWidth","innerHeight","cutoutCamera","cutoutArea","setMapView","getLength","startMove","targetProgress","targetPosition","gotoTarget","isHide","body","appendChild","cutout","visible","model","contains","removeChild","cutMain","check","useframe"],"sources":["../../../../src/factory/unit/inspection/index.ts"],"sourcesContent":["import type { Object3D } from '@anov/3d-core'\nimport { Color, CylinderGeometry, Group, Mesh, MeshBasicMaterial, NormalBlending, OrthographicCamera, PerspectiveCamera, ShaderMaterial, TubeGeometry, Vector4, use, utils } from '@anov/3d-core'\nimport { RoundLineGeometry } from '@anov/3d-ability'\nimport type Factory3D from '../../3d'\nimport fragmentShader from '../glsl/highway/fragmentShader'\nimport vertexShader from '../glsl/highway/vertexShader'\nimport fragmentShader2 from '../glsl/highway/fragmentShader2'\nimport { observe } from '../../utils/observe'\nimport { flyLinePoints, groundLinePoints, targetProgresspoints } from './lineData'\nimport InspectionObject from './InspectionObject'\nimport DefaultFirstPerspectiveControls from './defaultFirstPerspectiveControls'\n\nconst { storeManagement } = utils\n\nconst viewInfoPro = {\n width: 430,\n height: 210,\n top: 170,\n left: 90,\n}\n\nconst viewInfoDev = {\n width: 300,\n height: 200,\n top: 50,\n left: 0,\n}\n\nconst viewInfo = process.env.ENV === 'dev' ? viewInfoDev : viewInfoPro\n\nclass Inspection {\n gobal: Factory3D\n inspectionObject\n curve\n groundCurve\n line: Group\n viewElement: HTMLDivElement\n isHide = true\n anchorObject: Map<string, Group> = new Map()\n mapAnchorObject: Map<string, Mesh> = new Map()\n anchorGroup: Group\n mapAnchorGroup: Group\n minCamera: PerspectiveCamera\n InspectionPathObject: Object3D\n groundMaterial\n mapMaterial: any\n map\n mapCamera\n defaultFirstPerspectiveControls\n\n constructor(gobal: Factory3D) {\n this.gobal = gobal\n this.generateInspectionPath()\n this.makeGroundRoad()\n this.setInspectionCamera()\n\n this.inspectionObject = new InspectionObject(this)\n\n this.startInspection(this.curve)\n this.hide()\n this.createViewElement()\n this.onHandleToggleView()\n }\n\n /**\n * create view element, use to switch view [like a button]\n */\n private createViewElement() {\n const scale = (window as any)?.app?.envServer?.scaleRatio ?? 1\n const { left, top } = storeManagement.get<HTMLElement>('container').querySelector('canvas').getBoundingClientRect()\n\n const viewElement = document.createElement('div')\n viewElement.style.position = 'absolute'\n viewElement.style.width = `${viewInfo.width * scale}px`\n viewElement.style.height = `${viewInfo.height * scale}px`\n viewElement.style.cursor = 'pointer'\n viewElement.style.top = `${(viewInfo.top) * scale + top}px`\n viewElement.style.left = `${(viewInfo.left) * scale + left}px`\n\n viewElement.addEventListener('click', () => {\n this.gobal.toggleView()\n })\n\n const handleObserve = () => {\n setTimeout(() => {\n const scale = (window as any)?.app?.envServer?.scaleRatio ?? 1\n const { left, top } = storeManagement.get<HTMLElement>('container').querySelector('canvas').getBoundingClientRect()\n\n viewElement.style.width = `${viewInfo.width * scale}px`\n viewElement.style.height = `${viewInfo.height * scale}px`\n viewElement.style.top = `${(viewInfo.top) * scale + top}px`\n viewElement.style.left = `${(viewInfo.left) * scale + left}px`\n }, 500)\n }\n\n document.querySelector('.cml-panel-container') && observe(document.querySelector('.cml-panel-container'), () => {\n handleObserve()\n })\n\n this.viewElement = viewElement\n }\n\n /**\n * generate inspection path\n * @param linePosition\n */\n private generateInspectionPath() {\n const flyLine = new RoundLineGeometry(flyLinePoints, {\n radius: 20,\n close: true,\n })\n\n this.curve = flyLine.curve\n }\n\n private onHandleToggleView() {\n const defaultFirstPerspectiveControls = new DefaultFirstPerspectiveControls(\n this.minCamera,\n this.gobal.scene.renderer.domElement,\n )\n\n this.defaultFirstPerspectiveControls = defaultFirstPerspectiveControls\n\n defaultFirstPerspectiveControls.enabled = false\n\n utils.emitter.on('toggleView', (type: 'Drone' | 'Global') => {\n if (type === 'Drone')\n defaultFirstPerspectiveControls.enabled = true\n\n else\n defaultFirstPerspectiveControls.enabled = false\n })\n }\n\n setSelectedAnchorObject(params: { target: string; highlight: boolean }) {\n const { target, highlight } = params\n const currentAnchor = this.anchorObject.get(target) as any\n\n if (!currentAnchor)\n return\n\n if (highlight) {\n currentAnchor.traverse((child) => {\n if (child.name === 'cylinder')\n child.material = new MeshBasicMaterial({ color: new Color('yellow') })\n else\n child.material = new MeshBasicMaterial({ color: new Color('#facb2b') })\n })\n }\n else {\n currentAnchor.traverse((child) => {\n if (child.name === 'cylinder')\n child.material = new MeshBasicMaterial({ color: new Color('#cdccca') })\n else\n child.material = new MeshBasicMaterial({ color: new Color('#fff') })\n })\n }\n }\n\n /**\n * make ground road\n */\n private makeGroundRoad() {\n const groundLine = new RoundLineGeometry(groundLinePoints, {\n radius: 20,\n close: true,\n })\n\n // const demo = []\n // for (let i = 0; i < 1000; i++) {\n // demo.push({\n // x: groundLine.curve.getPointAt(i / 1000).x,\n // y: groundLine.curve.getPointAt(i / 1000).y,\n // z: groundLine.curve.getPointAt(i / 1000).z,\n // })\n // }\n\n // console.log(JSON.stringify(demo, null, 2))\n\n const tube = new TubeGeometry(groundLine.curve, 10000, 4, 2, false)\n const groundMaterial = new ShaderMaterial({\n transparent: true,\n uniforms: {\n u_time: {\n value: 0,\n },\n alpha: {\n value: 0.6,\n },\n centerColor: {\n value: new Color('#f3b360'),\n },\n sideColor: {\n value: new Color('yellow'),\n },\n otherColor: {\n value: new Color('#f3b360'),\n },\n activeColor: {\n value: new Color('#ffea71'),\n },\n activeSideColor: {\n value: new Color('#feffe0'),\n },\n },\n vertexShader,\n fragmentShader,\n })\n const mesh2 = new Mesh(tube, groundMaterial)\n\n const mapMaterial = new ShaderMaterial({\n transparent: true,\n depthTest: true,\n depthWrite: false,\n uniforms: {\n u_time: {\n value: 0,\n },\n u_color: {\n value: new Color('#dc8c42'),\n },\n u_active_color: {\n value: new Color('#ffea71'),\n },\n },\n vertexShader,\n fragmentShader: fragmentShader2,\n })\n\n const mesh3 = new Mesh(tube, mapMaterial)\n\n mesh3.layers.set(5)\n\n const groundGroup = new Group()\n\n groundGroup.add(mesh3)\n groundGroup.add(mesh2)\n groundGroup.position.y = 3\n\n this.groundCurve = groundLine.curve\n\n this.line = groundGroup\n this.gobal.scene.add(groundGroup)\n\n this.groundMaterial = groundMaterial\n this.mapMaterial = mapMaterial\n\n this.anchorMesh()\n this.setMapViewAnchorPoint()\n }\n\n private anchorMesh() {\n const anchorGroup = new Group()\n\n Object.keys(targetProgresspoints).forEach((key) => {\n const demoPoints = this.groundCurve.getPointAt(Number(key))\n const singleAnchorGroup = new Group()\n\n const cylinder = new Mesh(new CylinderGeometry(10, 10, 2, 64), new MeshBasicMaterial({ color: new Color('#cdccca') }))\n const cylinder1 = new Mesh(new CylinderGeometry(5, 5, 1, 64), new MeshBasicMaterial({ color: new Color('#fff') }))\n cylinder1.position.y = 2\n\n cylinder.name = 'cylinder'\n cylinder1.name = 'cylinder1'\n\n singleAnchorGroup.add(cylinder, cylinder1)\n singleAnchorGroup.position.set(demoPoints.x, demoPoints.y + 5, demoPoints.z)\n\n this.anchorObject.set(targetProgresspoints[key].name, singleAnchorGroup)\n anchorGroup.add(singleAnchorGroup)\n })\n this.anchorGroup = anchorGroup\n this.gobal.scene.add(anchorGroup)\n }\n\n private setMapView() {\n const width = 1470\n const height = 800\n const k = width / height\n const s = 273\n\n const camera = new OrthographicCamera(-s * k + 5, s * k, s - 35, -s + 40, 1, 1000)\n\n camera.position.set(0, 400, 0)\n camera.lookAt(0, 0, 0)\n\n camera.layers.set(5)\n\n this.gobal.scene.add(camera)\n\n this.mapCamera = camera\n }\n\n private setMapViewAnchorPoint() {\n const anchorGroup = new Group()\n\n Object.keys(targetProgresspoints).forEach((key) => {\n const demoPoints = this.groundCurve.getPointAt(Number(key))\n const mapViewAnchorPoint = new Mesh(new CylinderGeometry(20, 20, 2, 64),\n new ShaderMaterial({\n uniforms: {\n uColor: {\n value: new Vector4(1, 1, 1, 1),\n },\n },\n vertexShader: /* glsl */ `\n varying vec2 vUv;\n void main(){\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: /* glsl */ `\n uniform vec4 uColor;\n varying vec2 vUv;\n void main(){\n vec2 center = vec2(0.47, 0.47);\n float radius = 0.4;\n float border = 0.05;\n float dist = distance(vUv, center);\n\n if (dist < radius - border) {\n gl_FragColor = uColor;\n } else if (dist < radius + border) {\n gl_FragColor = vec4(0.6, 0.6, 0.6, 1.0); \n } else {\n gl_FragColor = vec4(.7, .7, .7, 1.0); \n }\n }\n `,\n depthTest: true,\n depthWrite: false,\n transparent: true,\n }))\n\n mapViewAnchorPoint.layers.set(5)\n mapViewAnchorPoint.position.set(demoPoints.x, demoPoints.y + 30, demoPoints.z)\n mapViewAnchorPoint.scale.set(1.3, 1, 1)\n\n anchorGroup.add(mapViewAnchorPoint)\n this.mapAnchorObject.set(key, mapViewAnchorPoint)\n })\n\n this.gobal.scene.add(anchorGroup)\n }\n\n private setInspectionCamera() {\n let minCamera\n\n if (this.minCamera) {\n minCamera = this.minCamera\n }\n else {\n minCamera = new PerspectiveCamera(60,\n window.innerWidth / window.innerHeight\n , 0.1, 1000)\n }\n\n this.gobal.scene.cutoutCamera = minCamera\n\n this.gobal.scene.cutoutArea = { x: viewInfo.left, y: viewInfo.top, width: viewInfo.width, height: viewInfo.height }\n this.gobal.scene.add(minCamera)\n\n this.minCamera = minCamera\n this.minCamera.layers.set(0)\n\n this.setMapView()\n }\n\n get getPathLength() {\n return this.curve.getLength()\n }\n\n startInspection(line) {\n this.setInspectionCamera()\n this.inspectionObject.startMove(line)\n }\n\n goToInspectionTarget(targetProgress: number) {\n const targetPosition = this.curve.getPointAt(targetProgress)\n this.inspectionObject.gotoTarget(targetPosition, targetProgress)\n }\n\n show() {\n this.isHide = false\n\n document.body.appendChild(this.viewElement)\n this.gobal.scene.cutout = true\n this.anchorGroup.visible = 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
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2
  "name": "@anov/3d",
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- "version": "0.0.126",
3
+ "version": "0.0.128",
4
4
  "description": "",
5
5
  "author": "",
6
6
  "license": "MIT",