@anov/3d 0.0.132 → 0.0.133
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.
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@@ -337,11 +337,11 @@ var CameraPoi = /*#__PURE__*/function () {
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}).then(function () {
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var mesh = _this3.headMap.create(camaraPosition.distanceTo(position));
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mesh.position.copy(sprite.position);
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mesh.position.y =
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mesh.position.y = .5;
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_this3.gobal.scene.add(mesh);
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var _use$useScene3 = use.useScene(),
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orbitControls = _use$useScene3.orbitControls;
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orbitControls.enabled = false
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//orbitControls.enabled = false
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// this.headMap.addBack()
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_this3.headMap.addEventListener('close', function () {
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@@ -901,13 +901,19 @@ var HeadMap = /*#__PURE__*/function () {
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container: this.createDom(),
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gradient: this.TemperatureColorStops
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});
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var len =
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var
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var len = 100;
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var _ref4 = [window.innerWidth, window.innerHeight],
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width = _ref4[0],
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height = _ref4[1];
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var dom = document.querySelector('#app');
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if (dom) {
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width = dom.clientWidth;
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height = dom.clientHeight;
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}
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var points = [];
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var max = 0;
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while (len--) {
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var val = Math.floor(Math.random() *
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var val = Math.floor(Math.random() * 5);
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max = Math.max(max, val);
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var point = {
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x: Math.floor(Math.random() * width),
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@@ -937,8 +943,8 @@ var HeadMap = /*#__PURE__*/function () {
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transparent: true,
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depthTest: false,
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side: DoubleSide,
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vertexShader: "varying vec2 vUv;\n
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fragmentShader: "varying vec2 vUv;\n
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vertexShader: "varying vec2 vUv;\n uniform float Zscale;\n uniform sampler2D greyMap;\n void main() {\n vUv = uv;\n vec4 frgColor = texture2D(greyMap, uv);//\u83B7\u53D6\u7070\u5EA6\u56FE\u70B9\u4F4D\u4FE1\u606F\n float height = Zscale * frgColor.a;//\u901A\u8FC7\u7070\u5EA6\u56FE\u7684rgb*\u9700\u8981\u8BBE\u7F6E\u7684\u9AD8\u5EA6\u8BA1\u7B97\u51FA\u70ED\u529B\u56FE\u6BCF\u4E2A\u70B9\u4F4D\u6700\u7EC8\u5728z\u8F74\u9AD8\u5EA6\n vec3 transformed = vec3( position.x, position.y, height);//\u91CD\u65B0\u7EC4\u88C5\u70B9\u5750\u6807\n gl_Position = projectionMatrix * modelViewMatrix * vec4(transformed, 1.0);//\u6E32\u67D3\u70B9\u4F4D\n \n }\n ",
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fragmentShader: "varying vec2 vUv;\n uniform sampler2D heatMap;//\u70ED\u529B\u56FE\n uniform vec3 u_color;//\u57FA\u7840\u989C\u8272\n uniform float u_opacity; // \u900F\u660E\u5EA6\n void main() {\n //vec4 alphaColor = texture2D(heatMap, vUv);\n // gl_FragColor = alphaColor;\n gl_FragColor = vec4(u_color, u_opacity) * texture2D(heatMap, vUv);//\u628A\u70ED\u529B\u56FE\u989C\u8272\u548C\u900F\u660E\u5EA6\u8FDB\u884C\u6E32\u67D3\n }",
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uniforms: {
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heatMap: {
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value: {
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@@ -973,7 +979,8 @@ var HeadMap = /*#__PURE__*/function () {
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// 计算平面的尺寸
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var h = 2 * Math.tan(camera.fov * Math.PI / 360) * distance * 2 * 0.85;
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var w = h * camera.aspect;
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var heatMapGeometry = new PlaneGeometry(
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var heatMapGeometry = new PlaneGeometry(60, 60 * height / width); // 3d热力图大小,及分块数量
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var heatMapPlane = new Mesh(heatMapGeometry, heatMapMaterial);
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heatMapPlane.rotation.set(-Math.PI / 2, 0, 0);
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this.heatMapPlane = heatMapPlane;
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@@ -1 +1 @@
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1
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{"version":3,"names":["AdditiveBlending","Box3","CircleGeometry","Clock","Color","DoubleSide","Group","MathUtils","Matrix4","Mesh","MeshBasicMaterial","ModelLoader","PerspectiveCamera","PlaneGeometry","ShaderMaterial","Sprite","SpriteMaterial","Texture","TextureLoader","Vector3","gsap","use","Css2DPoi","SpritePoi","heatMap","MessageType","sendToMessage","EMessageStatus","loadingManager","usePath","data","camera","id","name","position","fovDefault","fovRange","dialogCamera","rotation","probePoint","warn","load","CameraPoi","gobal","Map","Set","dialogManage","Dialog","addStyle","loadGLTF","gltf","model","forEach","region","group","sprite","scale","y","Math","PI","fromArray","copy","add","scan","scene","clone","addScalar","x","cameraMesh","set","interactionManager","cameraEvent","point","MethanePoint","item","mesh","probeEvent","to","duration","ease","yoyo","repeat","create","warnMesh","rotatingRight","unFrame","useframe","children","z","abs","eventListener","fn","currentDialogMesh","isClose","close","headMap","isShow","closeHotmap","useScene","startPosition","cameraLookAt","getWorldDirection","Event","Success","undefined","targetPosition","toArray","camaraPosition","cameraUtil","target","setMeshVisible","getMesh","addEventListener","visible","removeEventListener","HeadMap","unClick","togglePoi","then","distanceTo","orbitControls","enabled","remove","removeFromParent","clear","geometry","texture","circle","map","side","transparent","rotateX","material","vertexShader","fragmentShader","blending","depthTest","color","numPoints","i","random","cameraManage","manage","careraParams","window","innerWidth","innerHeight","setCustomPerspective","cuteSprite","depthWrite","center","renderOrder","updateScale","Promise","reslove","setTimeout","borderMesh","getBorderMesh","cuteSprites","push","cameraPosition","angleX","degToRad","angleY","angleZ","rotationMatrix","makeRotationX","multiply","makeRotationY","makeRotationZ","cameraDirection","targetDirection","applyMatrix4","devicePixelRatio","bbox","setFromObject","min","project","max","console","log","w","h","dom","document","querySelector","clientWidth","clientHeight","ratio","fov","width","height","scaleFactor","minDistance","maxDistance","objectPosition","distance","clampedDistance","eventName","eventList","has","getBoxSize","dialogDiv","createElement","Object","assign","style","maskingDiv","className","appendChild","closeSpan","op","opList","key","btnSpan","handleClick","clock","longPress","time","getDelta","clearTimeout","cb","updateProjectionMatrix","slider","getFovView","text","container","itemsContainer","div","innerHTML","setAttribute","items","itemHeight","totalHeight","length","cloneItems","Array","from","cloneNode","highlightMiddleItem","middlePosition","scrollTop","middleIndex","floor","index","classList","getAttribute","smoothScrollTo","start","step","timestamp","progress","progressRatio","requestAnimationFrame","scrollToItem","indexOf","conSlider","css","styleElement","createTextNode","head","get","heatmap","createDom","gradient","TemperatureColorStops","len","points","val","value","setData","greymap","heatMapMaterial","uniforms","greyMap","Zscale","u_color","u_opacity","_renderer","canvas","needsUpdate","greyTexture","tan","aspect","heatMapGeometry","heatMapPlane","backEle","body","zIndex","canvasList"],"sources":["../../../src/factory/unit/CameraPoi.ts"],"sourcesContent":["import type { Object3D } from '@anov/3d-core'\nimport { AdditiveBlending, Box3, CircleGeometry, Clock, Color, DoubleSide, Euler, Group, MathUtils, Matrix4, Mesh, MeshBasicMaterial, ModelLoader, PerspectiveCamera, PlaneGeometry, ShaderMaterial, Sprite, SpriteMaterial, Texture, TextureLoader, Vector3, WebGLRenderTarget, gsap, use, utils } from '@anov/3d-core'\nimport { Css2DPoi, SpritePoi } from '@anov/3d-ability'\nimport heatMap from 'anov-heat-map'\nimport { MessageType, sendToMessage } from '../../utils/messageFn'\nimport { EMessageStatus } from '../../messageStatus'\nimport { loadingManager, usePath } from '../3d'\n\n// @ts-ignore\nimport type Factory3D from '../3d'\n\nconst data = {\n camera: [\n {\n id: '1',\n name: '摄像头1',\n position: [-315, 30, -150],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [-315, 30, -150],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '2',\n name: '摄像头2',\n position: [30, 30, -150],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [30, 30, -150],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '3',\n name: '摄像头3',\n position: [360, 30, -150],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [360, 30, -150],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '4',\n name: '摄像头4',\n position: [-320, 30, 32],\n dialogCamera: {\n position: [-320, 30, 32],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '5',\n name: '摄像头5',\n position: [-307, 30, 170],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [-307, 30, 170],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '6',\n name: '摄像头6',\n position: [77, 30, 96],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [77, 30, 96],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '7',\n name: '摄像头7',\n position: [404, 30, 85],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [404, 30, 85],\n rotation: [30, 180, 0],\n },\n },\n ],\n probePoint: [\n {\n id: '1',\n name: '异常监测点1',\n warn: true,\n position: [56, 21, 86],\n },\n {\n id: '2',\n name: '甲烷监测点2',\n warn: false,\n position: [384, 21, 75],\n },\n {\n id: '3',\n name: '甲烷监测点3',\n warn: false,\n position: [9, 21, -134],\n },\n ],\n}\n\nconst load = new ModelLoader()\nclass CameraPoi {\n gobal: Factory3D\n cameraMesh: Map<string, Group> = new Map()\n warnMesh: Map<string, SpritePoi> = new Map()\n headMap: HeadMap\n dialogManage: Dialog\n eventListener: Set<Function> = new Set()\n\n currentDialogMesh: Group\n startPosition: Vector3\n cameraLookAt: Vector3\n\n constructor(gobal: Factory3D) {\n this.gobal = gobal\n this.dialogManage = new Dialog(this)\n this.dialogManage.addStyle()\n }\n\n async generateObject() {\n const model = await load.loadGLTF(`${usePath}shexiang.glb`, false, true, './draco/', (gltf) => {\n return gltf\n })\n\n data.camera.forEach((region) => {\n const group = new Group()\n group.name = region.id\n const sprite = new SpritePoi(`${usePath}p4/camera.png`, { scale: [22, 22, 1] })\n sprite.rotation.y = Math.PI\n const position = new Vector3().fromArray(region.position)\n sprite.position.copy(position)\n group.add(sprite)\n\n const scan = model.scene.clone()\n scan.scale.addScalar(8)\n scan.rotation.x = (-Math.PI / 2) + 0.5\n scan.position.copy(position.clone().add(new Vector3(0, -2, 0)))\n group.add(scan)\n\n this.cameraMesh.set(region.name, group)\n this.gobal.interactionManager.add(group)\n this.cameraEvent(group, region)\n this.gobal.scene.add(group)\n })\n\n // 甲烷检测点\n const point = new MethanePoint()\n data.probePoint?.forEach((item) => {\n let mesh\n if (item.warn) {\n mesh = new SpritePoi(`${usePath}p4/warn.png`, { scale: [22, 22, 1] })\n this.gobal.interactionManager.add(mesh)\n this.probeEvent(mesh, item)\n // 使用GSAP创建跳动动画\n gsap.to(mesh.position, {\n y: '+=3', // 上跳10个单位\n duration: 0.2, // 动画持续时间\n ease: 'power1.inOut', // 缓动函数\n yoyo: true, // 循环\n repeat: -1, // 无限重复\n })\n }\n else {\n mesh = point.create()\n }\n mesh.position.copy(new Vector3().fromArray(item.position))\n this.warnMesh.set(item.name, mesh)\n\n this.gobal.scene.add(mesh)\n })\n // 设置左右旋转的标志位和旋转速度\n let rotatingRight = true // 是否正在向右转动\n\n const unFrame = use.useframe(() => {\n this.cameraMesh.forEach((group) => {\n const scan = group.children[1]\n // 更新相机的旋转角度\n if (rotatingRight) {\n // 向右旋转\n scan.rotation.z += 0.005\n }\n else {\n // 向左旋转\n scan.rotation.z -= 0.005\n }\n\n // 检查是否达到目标旋转角度\n if (Math.abs(scan.rotation.z) >= Math.abs(Math.PI / 4)) {\n // 到达目标角度,切换旋转方向并更新目标角度\n rotatingRight = !rotatingRight\n }\n })\n })\n this.eventListener.add(unFrame)\n }\n\n cameraEvent(sprite: Group, region: any) {\n const fn = async () => {\n if (this.currentDialogMesh) {\n const isClose = this.currentDialogMesh.name === region.name\n this.dialogManage.close()\n if (isClose)\n return\n }\n else {\n if (this.headMap && this.headMap.isShow) {\n this.closeHotmap()\n }\n else {\n const { camera } = use.useScene()\n this.startPosition = camera.position.clone()\n // 获取相机朝向\n this.cameraLookAt = new Vector3() // 创建一个向量来存储相机朝向\n camera.getWorldDirection(this.cameraLookAt) // 获取相机朝向并存储在向量中\n }\n }\n\n sendToMessage(MessageType.Event, 'onCameraStatus', EMessageStatus.Success, undefined, { id: region.id })\n\n const position = new Vector3().fromArray(region.position)\n const targetPosition: [number, number, number] = position.clone().toArray()\n const camaraPosition: [number, number, number] = position.clone().add(new Vector3(0, 40, 80)).toArray()\n\n this.gobal.cameraUtil.set({\n position: camaraPosition,\n target: targetPosition,\n })\n this.setMeshVisible(false)\n\n this.currentDialogMesh = await this.dialogManage.getMesh(position, region) as Group\n this.dialogManage.addEventListener('close', () => {\n // 初始相机到原始位置\n this.gobal.cameraUtil.set({\n position: this.startPosition.toArray(),\n target: this.cameraLookAt.toArray(),\n })\n this.setMeshVisible(true)\n this.currentDialogMesh = null\n this.cameraMesh.forEach((mesh) => {\n mesh.visible = true\n })\n sendToMessage(MessageType.Event, 'onCancelCameraStatus', EMessageStatus.Success, undefined, { id: region.id })\n })\n this.currentDialogMesh.name = region.name\n this.gobal.scene.add(this.currentDialogMesh)\n }\n\n sprite.addEventListener('click', fn)\n this.eventListener.add(() => sprite.removeEventListener('click', fn))\n }\n\n probeEvent(sprite: SpritePoi, region) {\n const { camera } = use.useScene()\n this.headMap = new HeadMap()\n const unClick = sprite.addEventListener('click', async () => {\n if (!sprite.visible)\n return\n sprite.visible = false\n sendToMessage(MessageType.Event, 'onGasMonitorStatus', EMessageStatus.Success, undefined, { id: region.id })\n this.togglePoi(false)\n const position = new Vector3().fromArray(region.position)\n const camaraPosition = position.clone().add(new Vector3(0, 30, 0))\n\n this.startPosition = camera.position.clone()\n // 获取相机朝向\n this.cameraLookAt = new Vector3() // 创建一个向量来存储相机朝向\n camera.getWorldDirection(this.cameraLookAt) // 获取相机朝向并存储在向量中\n this.gobal.cameraUtil.set({\n position: camaraPosition.toArray(),\n target: position.clone().toArray(),\n }).then(() => {\n const mesh = this.headMap.create(camaraPosition.distanceTo(position))\n mesh.position.copy(sprite.position)\n mesh.position.y = 0.5\n this.gobal.scene.add(mesh)\n\n const { orbitControls } = use.useScene()\n orbitControls.enabled = false\n\n // this.headMap.addBack()\n this.headMap.addEventListener('close', () => {\n this.closeHotmap()\n // this.togglePoi(true)\n\n // this.gobal.cameraUtil.set({\n // position: this.startPosition.toArray(),\n // target: this.cameraLookAt.toArray(),\n // })\n })\n })\n })\n this.eventListener.add(unClick)\n }\n\n setMeshVisible(visible) {\n this.cameraMesh.forEach(mesh => mesh.visible = visible)\n this.warnMesh.forEach(mesh => mesh.visible = visible)\n }\n\n closeHotmap() {\n if (!this.headMap)\n return\n this.headMap.remove()\n this.togglePoi(true)\n\n this.gobal.cameraUtil.set({\n position: this.startPosition.toArray(),\n target: this.cameraLookAt.toArray(),\n })\n const { orbitControls } = use.useScene()\n orbitControls.enabled = true\n }\n\n togglePoi(visible = true) {\n this.warnMesh.forEach((sprite) => {\n sprite.visible = visible\n })\n this.cameraMesh.forEach((sprite) => {\n sprite.visible = visible\n })\n }\n\n remove() {\n this.dialogManage.close()\n // 删除摄像机POI点\n this.cameraMesh.forEach((sprite) => {\n sprite.removeFromParent()\n sprite.remove()\n })\n this.cameraMesh.clear()\n this.warnMesh.forEach((sprite) => {\n sprite.removeFromParent()\n sprite.remove()\n })\n this.warnMesh.clear()\n this.eventListener.forEach((fn) => {\n fn()\n })\n // 热力图\n if (this.headMap) {\n this.headMap.remove()\n const { orbitControls } = use.useScene()\n orbitControls.enabled = true\n }\n this.eventListener.clear()\n }\n}\n\nexport default CameraPoi\n\nclass MethanePoint {\n constructor() {\n\n }\n\n create() {\n // 定义Shader的uniform变量\n\n const geometry = new PlaneGeometry(10, 10)\n const texture = new TextureLoader(loadingManager).load(`${usePath}p4/monitor.png`)\n const circle = new Mesh(geometry, new MeshBasicMaterial({\n map: texture,\n side: DoubleSide,\n transparent: true,\n }))\n circle.rotateX(-Math.PI / 3)\n return circle\n }\n\n // 随机多点的方案\n createBack() {\n // 定义Shader的uniform变量\n\n const group = new Group()\n const geometry = new CircleGeometry(2, 32)\n // 创建自定义着色器材质\n const material = new ShaderMaterial({\n vertexShader: `\n void main() {\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_PointSize = 20.0; // 设置点的大小\n }\n `,\n fragmentShader: `\n void main() {\n vec2 center = vec2(0.5, 0.5); // 圆心坐标\n vec2 toCenter = gl_PointCoord - center; // 计算点到圆心的向量\n float distance = length(toCenter); // 计算点到圆心的距离\n if (distance > 0.5) discard; // 超出半径范围的点直接丢弃\n vec3 innerColor = vec3(1.0, .8, 0.0); // 内圈颜色为黄色\n vec3 outerColor = vec3(0.8, 0.4, 0.0); // 外圈颜色为深橘色\n \n vec3 finalColor = mix(innerColor, outerColor, smoothstep(0.1, 0.23, distance)); // 根据距离混合颜色\n if(distance>0.3) finalColor = mix(finalColor, vec3(0.75, 0.4, 0.0), smoothstep(0.25, 0.3, distance)); // 根据距离混合颜色\n gl_FragColor = vec4(finalColor, 1.0); // 设置片段颜色\n }\n `,\n blending: AdditiveBlending,\n depthTest: false,\n transparent: true,\n side: DoubleSide,\n })\n const circle = new Mesh(geometry, new MeshBasicMaterial({ color: '#f7a157' }))\n const numPoints = 100 // 点的数量\n\n for (let i = 0; i < numPoints; i++) {\n const x = Math.random() * 700 - 322 // 随机生成 x 坐标\n const z = Math.random() * 340 - 144 // 随机生成 z 坐标\n const point = circle.clone()\n point.position.copy(new Vector3(x, 20.55, z))\n point.rotateX(-Math.PI / 2)\n group.add(point)\n }\n\n return group\n }\n}\n\nclass Dialog {\n manage: CameraPoi\n\n camera: PerspectiveCamera\n cameraPosition: Vector3\n cameraTargetPosition: Vector3\n\n cuteSprites: Array<Object3D> = []\n eventListener: Set<Function> = new Set()\n eventList: Map<string, Function> = new Map()\n\n constructor(cameraManage) {\n this.manage = cameraManage\n }\n\n async getMesh(position, careraParams) {\n this.close()\n this.camera = new PerspectiveCamera(\n careraParams.fovDefault || 60, window.innerWidth / window.innerHeight, 0.1, 10000,\n )\n this.camera.position.copy(new Vector3().fromArray(careraParams.position))\n this.camera.rotation.set(Math.PI / 6, Math.PI, 0)\n\n const { texture, close } = this.manage.gobal.scene.setCustomPerspective(this.camera)\n\n const cuteSprite = new Sprite(new SpriteMaterial({ map: texture, depthTest: false, depthWrite: false }))\n cuteSprite.center.set(0.5, 0.5)\n cuteSprite.renderOrder = 5\n cuteSprite.position.copy(position)\n\n const unFrame = use.useframe(() => {\n this.updateScale(cuteSprite)\n })\n this.eventListener.add(unFrame)\n\n return new Promise((reslove) => {\n setTimeout(() => {\n const borderMesh = this.getBorderMesh(this.camera, cuteSprite)\n const group = new Group()\n group.add(borderMesh)\n group.add(cuteSprite)\n this.cuteSprites.push(borderMesh)\n this.cuteSprites.push(cuteSprite)\n close()\n reslove(group)\n }, 1000)\n })\n }\n\n getTarget(cameraPosition, rotation = [0, 30, 0]) {\n // 将旋转角度转换为弧度\n const angleX = MathUtils.degToRad(rotation[0])\n const angleY = MathUtils.degToRad(rotation[1])\n const angleZ = MathUtils.degToRad(rotation[2])\n\n // 创建旋转矩阵\n const rotationMatrix = new Matrix4()\n rotationMatrix.makeRotationX(angleX)\n rotationMatrix.multiply(new Matrix4().makeRotationY(angleY))\n rotationMatrix.multiply(new Matrix4().makeRotationZ(angleZ))\n\n // 定义相机的方向向量(例如,相机的方向默认为(0, 0, -1))\n const cameraDirection = new Vector3(0, 0, 1)\n\n // 将相机的方向向量乘以旋转矩阵,得到相机目标位置的向量\n const targetDirection = cameraDirection.clone().applyMatrix4(rotationMatrix)\n\n // 计算相机的目标位置\n return cameraPosition.clone().add(targetDirection)\n }\n\n getBoxSize(sprite: Sprite) {\n const { camera } = use.useScene()\n\n // 获取设备像素比\n const devicePixelRatio = window.devicePixelRatio || 1\n // 获取精灵对象的边界框\n const bbox = new Box3().setFromObject(sprite)\n // 将边界框的最小和最大顶点转换为屏幕坐标\n const min = bbox.min.project(camera)\n const max = bbox.max.project(camera)\n console.log('min:', min)\n console.log('max:', max)\n\n let [w, h] = [window.innerWidth, window.innerHeight]\n const dom = document.querySelector('#app')\n if (dom) {\n w = dom.clientWidth\n h = dom.clientHeight\n }\n let ratio = 0\n if (camera.fov >= 60)\n ratio = -0.05 * (camera.fov - 60) / 30\n else\n ratio = 0.02 * (60 - camera.fov) / 30\n\n // 计算精灵在屏幕中的宽度和高度像素值\n let width = (max.x - min.x) * w / devicePixelRatio * (0.97 + ratio)\n let height = (max.y - min.y) * h / devicePixelRatio * (1.089 + ratio)\n\n const scaleFactor = devicePixelRatio * 0.5\n // 应用缩放系数\n width *= scaleFactor\n height *= scaleFactor\n\n return { width, height }\n }\n\n updateScale(sprite: Sprite) {\n const { camera } = use.useScene()\n const ratio = 60 / camera.fov\n // 距离限制范围的值,用于计算缩放比例\n const minDistance = 0.1\n const maxDistance = 1000000\n // 获取相机和物体的世界坐标位置\n const cameraPosition = camera?.position\n const objectPosition = sprite.position\n\n // 计算相机和物体之间的距离\n const distance = cameraPosition?.distanceTo(objectPosition) || 0.1\n\n // 使用 Math.min() 和 Math.max() 方法限制 resultDistance 的范围\n const clampedDistance = Math.max(minDistance, Math.min(maxDistance, distance))\n // console.log('clampedDistance:',clampedDistance)\n // 按照缩放系数和距离进行缩放,缩放系数应该约定好一个固定值\n sprite.scale.copy(new Vector3(clampedDistance * (1.3281 / ratio), (0.8316 / ratio) * clampedDistance, 1))\n }\n\n addEventListener(eventName, fn) {\n if (this.eventList.has(eventName))\n this.eventList[eventName] = fn\n else\n this.eventList.set(eventName, fn)\n }\n\n getBorderMesh(camera, sprite: Sprite) {\n let { width, height } = this.getBoxSize(sprite)\n\n // 弹窗容器\n const dialogDiv = document.createElement('div')\n width += 10\n height += 10\n Object.assign(dialogDiv.style, {\n 'width': `${width}px`,\n 'height': `${height}px`,\n 'z-index': '3 !important',\n 'backgroundImage': `url(${usePath}p4/border.png)`,\n 'backgroundSize': '100% 100%',\n 'backgroundRepeat': 'no-repeat',\n 'position': 'relative',\n\n // left: `${(window.innerWidth - width) / 2}px`,\n // top: `${(window.innerHeight - height) / 2}px`,\n })\n\n const maskingDiv = document.createElement('div')\n maskingDiv.className = 'dialog-mask'\n dialogDiv.appendChild(maskingDiv)\n\n // 关闭按钮\n const closeSpan = document.createElement('span')\n closeSpan.className = 'dialog-close'\n dialogDiv.appendChild(closeSpan)\n closeSpan.addEventListener('click', () => {\n this.close()\n })\n\n // 操作按钮\n const op = document.createElement('div')\n op.className = 'dialog-operate'\n dialogDiv.appendChild(op)\n const opList = ['left', 'right', 'top', 'bottom']\n opList.forEach((key) => {\n const btnSpan = document.createElement('span')\n btnSpan.className = `dialog-operate-btn dialog-operate-${key}`\n\n const handleClick = () => {\n switch (key) {\n case 'top':\n camera.rotation.x -= 0.01\n break\n case 'bottom':\n camera.rotation.x += 0.01\n break\n case 'left':\n camera.rotation.y += 0.01\n break\n case 'right':\n camera.rotation.y -= 0.01\n break\n }\n const { texture, close } = this.manage.gobal.scene.setCustomPerspective(camera)\n sprite.material = new SpriteMaterial({ map: texture, depthTest: false, depthWrite: false })\n setTimeout(() => close(), 800)\n }\n\n let clock\n let longPress\n let time\n\n btnSpan.addEventListener('mousedown', () => {\n clock = new Clock()\n clock.getDelta()\n\n time = setTimeout(() => {\n longPress = use.useframe(handleClick)\n }, 500)\n })\n\n btnSpan.addEventListener('mouseup', () => {\n if (clock.getDelta() < 0.5)\n handleClick()\n\n clearTimeout(time)\n longPress && longPress()\n })\n\n // btnSpan.addEventListener('click', handleClick)\n op.appendChild(btnSpan)\n })\n\n const cb = (fov) => {\n if (!fov)\n return\n camera.fov = fov\n camera.updateProjectionMatrix()\n const { texture, close } = this.manage.gobal.scene.setCustomPerspective(camera)\n sprite.material = new SpriteMaterial({ map: texture, depthTest: false, depthWrite: false })\n setTimeout(() => close(), 800)\n }\n const slider = this.getFovView(cb)\n dialogDiv.appendChild(slider)\n\n const borderMesh = new Css2DPoi(dialogDiv)\n borderMesh.position.copy(sprite.position)\n return borderMesh\n }\n\n getFovView(cb) {\n const data = [{ text: '0.5', fov: '90' }, { text: '1', fov: '80' }, { text: '1.5', fov: '70' }, { text: '2.0', fov: '60' }, { text: '2.5', fov: '50' }, { text: '3.0', fov: '40' }, { text: '3.5', fov: '30' }]\n\n const container = document.createElement('div')\n container.className = 'dialog-slider-container'\n\n const itemsContainer = document.createElement('div')\n itemsContainer.className = 'dialog-slider-items'\n container.appendChild(itemsContainer)\n data.forEach((item) => {\n const div = document.createElement('div')\n div.className = 'dialog-slider-item'\n div.innerHTML = `${item.text} X -`\n div.setAttribute('fov', item.fov)\n itemsContainer.appendChild(div)\n })\n\n const items = itemsContainer.children\n const itemHeight = 58\n const totalHeight = items.length * itemHeight\n\n const cloneItems = () => {\n Array.from(items).forEach((item) => {\n itemsContainer.appendChild(item.cloneNode(true))\n })\n }\n\n cloneItems()\n cloneItems()\n\n const highlightMiddleItem = () => {\n const middlePosition = container.scrollTop + container.clientHeight / 2\n const middleIndex = Math.floor(middlePosition / itemHeight) % items.length\n Array.from(items).forEach((item, index) => {\n if (index === middleIndex) {\n item.classList.add('highlight')\n cb(item.getAttribute('fov'))\n }\n else {\n item.classList.remove('highlight')\n }\n })\n }\n container.addEventListener('scroll', () => {\n if (container.scrollTop <= 0)\n container.scrollTop += totalHeight\n else if (container.scrollTop >= totalHeight * 2)\n container.scrollTop -= totalHeight\n\n highlightMiddleItem()\n })\n const smoothScrollTo = (targetPosition) => {\n const startPosition = container.scrollTop\n const distance = targetPosition - startPosition\n const duration = 200\n let start = null\n\n const step = (timestamp) => {\n if (!start)\n start = timestamp\n const progress = timestamp - start\n const progressRatio = Math.min(progress / duration, 1)\n container.scrollTop = startPosition + distance * progressRatio\n if (progress < duration)\n window.requestAnimationFrame(step)\n else\n highlightMiddleItem()\n }\n\n window.requestAnimationFrame(step)\n }\n\n const scrollToItem = (item) => {\n const index = Array.from(items).indexOf(item)\n const targetPosition = index * itemHeight - container.clientHeight / 2 + itemHeight / 2\n smoothScrollTo(targetPosition)\n }\n Array.from(items).forEach((item) => {\n item.addEventListener('click', () => { scrollToItem(item) })\n })\n setTimeout(() => {\n // items && (items[3] as HTMLDivElement).click()\n container.scrollTop = totalHeight\n highlightMiddleItem()\n })\n\n const conSlider = document.createElement('div')\n conSlider.className = 'dialog-slider-bg'\n conSlider.appendChild(container)\n return conSlider\n }\n\n addStyle() {\n // 设置 CSS 规则\n const css = `\n .page-mask{\n position: fixed;\n top: 0;\n left: 0;\n bottom:0;\n right:0;\n //width: 100%;\n //height: 100%;\n background-color: rgba(0, 0, 0, 0.5); /* 半透明背景 */\n //filter: blur(10px); /* 模糊效果 */\n z-index: 1 !important; /* 确保蒙版位于其他元素之上 */\n }\n .dialog-mask{\n position: absolute;\n top: 8px;\n left: 6px;\n width: calc(100% - 12px);\n height: calc(100% - 16px);\n background: linear-gradient(90deg, rgba(0, 0, 0,.4) 0%,rgba(0, 0, 0,.2) 10%, rgba(0, 0, 0,0) 20%, rgba(0,0,0, 0) 50%, rgba(0, 0, 0,0) 80%, rgba(0, 0, 0,0.2) 90%, rgba(0, 0, 0,.4) 100%);\n pointer-events: auto;\n opacity: 1;\n transform: perspective(100px) rotateX(0deg) rotateY(0deg) rotateZ(0deg);\n transform-origin: center center;\n }\n .hot-back{\n width: 70px;\n height: 25px;\n border-radius: 2px;\n color: #fff;\n font-weight: bold;\n font-size: 14px;\n border:1px solid #d1ae6d;\n background-color: #c8ab75;\n cursor: pointer; /* 鼠标指针样式 */\n display: flex;\n justify-content: center;\n align-items: center;\n position: absolute;\n left: 30px;\n top: 30px;\n pointer-events: auto;\n }\n .hot-back:hover{\n background-color:#c8a158;\n }\n .dialog-close{\n width: 26px;\n height: 26px;\n background-image: url(${usePath}p4/close.png);\n background-size: 100% 100%;\n background-repeat: no-repeat;\n color: #fff;\n cursor: pointer; /* 鼠标指针样式 */\n display: flex;\n justify-content: center;\n align-items: center;\n position: absolute;\n right: 28px;\n top: 20px;\n pointer-events: auto;\n }\n .dialog-operate{\n width: 199px;\n height: 182px;\n background-image: url(${usePath}p4/operate.png);\n background-size: 100% 100%;\n background-repeat: no-repeat;\n position: absolute;\n right: 20px;\n bottom: 20px;\n pointer-events: auto;\n }\n\n .dialog-operate-btn{\n width: 20px;\n height: 34px;\n position: absolute;\n cursor: pointer;\n pointer-events: auto;\n background-image: url(${usePath}p4/arrow1.png);\n background-size: 100% 100%;\n background-repeat: no-repeat;\n transition: all .2s;\n }\n .dialog-operate-btn:hover{\n background-image: url(${usePath}p4/arrow2.png);\n }\n\n .dialog-operate-top{\n transform: rotateZ(90deg);\n left: calc(50% - 9px);\n top: 40px;\n }\n .dialog-operate-top:hover{\n border-bottom-color:#fff2dd;\n }\n\n .dialog-operate-bottom{\n transform: rotateZ(270deg);\n left: calc(50% - 9px);\n bottom: 40px;\n }\n\n .dialog-operate-bottom:hover{\n border-top-color:#fff2dd;\n }\n\n .dialog-operate-left{\n top: calc(50% - 18px);\n left: 58px;\n }\n .dialog-operate-left:hover{\n border-right-color:#fff2dd;\n }\n\n .dialog-operate-right{\n transform: rotateZ(180deg);\n top: calc(50% - 18px);\n right: 57px;\n }\n\n .dialog-operate-right:hover{\n border-left-color:#fff2dd;\n }\n .dialog-slider-bg {\n width: 166px;\n height: 493px;\n position:absolute;\n right:36px;\n top:100px;\n background: url(${usePath}p4/fov-bg.png);\n background-size: 100% 100%;\n background-repeat: no-repeat;\n pointer-events: auto;\n }\n\n .dialog-slider-container {\n height: 406px;\n margin: 44px 21px;\n overflow: auto;\n position: relative;\n text-align: center;\n scrollbar-width: none;\n -ms-overflow-style: none;\n pointer-events: auto;\n }\n\n .dialog-slider-container::-webkit-scrollbar {\n display: none;\n /* Safari and Chrome */\n }\n\n .dialog-slider-items {\n display: flex;\n flex-direction: column;\n width: 100%;\n }\n\n .dialog-slider-item {\n width: 100%;\n height: 58px;\n display: flex;\n justify-content: center;\n align-items: center;\n box-sizing: border-box;\n font-size: 20px;\n color: #fff;\n transition: all .2s;\n cursor: pointer;\n pointer-events: auto;\n }\n\n .dialog-slider-item.highlight {\n background-image: url(${usePath}p4/fov-border.png);\n background-size: 100% 100%;\n background-repeat: no-repeat;\n font-size: 28px;\n color: #ffda77;\n }\n`\n // 创建一个 <style> 元素\n const styleElement = document.createElement('style')\n styleElement.appendChild(document.createTextNode(css))\n // 将 <style> 元素添加到 <head> 中\n document.head.appendChild(styleElement)\n }\n\n close() {\n if (this.cuteSprites) {\n this.cuteSprites.forEach((mesh) => {\n mesh.remove()\n mesh.removeFromParent()\n })\n this.cuteSprites.length = 0\n }\n this.eventList.has('close') && this.eventList.get('close')()\n // 移除事件监听\n this.eventListener.forEach((fn) => {\n fn()\n })\n this.eventListener.clear()\n this.eventList.clear()\n }\n}\n\nclass HeadMap {\n TemperatureColorStops = {\n 1.0: '#f00',\n 0.9: '#e2fa00',\n 0.6: '#33f900',\n 0.3: '#0349df',\n 0.0: '#0f00ff',\n }\n\n eventList: Map<string, Function> = new Map()\n backEle: HTMLElement\n heatMapPlane: Mesh\n canvasList = []\n isShow = false\n\n constructor() {\n\n }\n\n // 热力图\n create(distance) {\n this.isShow = true\n const heatmap = heatMap.create({\n container: this.createDom(),\n gradient: this.TemperatureColorStops,\n })\n let len = 1200\n const width = window.innerWidth\n const height = window.innerHeight\n const points = []\n let max = 0\n while (len--) {\n const val = Math.floor(Math.random() * 10)\n max = Math.max(max, val)\n const point = {\n x: Math.floor(Math.random() * width),\n y: Math.floor(Math.random() * height),\n value: val,\n }\n points.push(point)\n }\n heatmap.setData({\n max,\n data: points,\n })\n\n // 灰度图\n const greymap = heatMap.create({\n container: this.createDom(),\n gradient: {\n '0': 'black',\n '1.0': 'white',\n },\n })\n\n greymap.setData({\n max,\n data: points,\n })\n const heatMapMaterial = new ShaderMaterial({\n transparent: true,\n depthTest: false,\n side: DoubleSide,\n vertexShader: `varying vec2 vUv;\n uniform float Zscale;\n uniform sampler2D greyMap;\n void main() {\n vUv = uv;\n vec4 frgColor = texture2D(greyMap, uv);//获取灰度图点位信息\n float height = Zscale * frgColor.a;//通过灰度图的rgb*需要设置的高度计算出热力图每个点位最终在z轴高度\n vec3 transformed = vec3( position.x, position.y, height);//重新组装点坐标\n gl_Position = projectionMatrix * modelViewMatrix * vec4(transformed, 1.0);//渲染点位\n \n }\n `,\n fragmentShader: `varying vec2 vUv;\n uniform sampler2D heatMap;//热力图\n uniform vec3 u_color;//基础颜色\n uniform float u_opacity; // 透明度\n void main() {\n //vec4 alphaColor = texture2D(heatMap, vUv);\n // gl_FragColor = alphaColor;\n gl_FragColor = vec4(u_color, u_opacity) * texture2D(heatMap, vUv);//把热力图颜色和透明度进行渲染\n }`,\n uniforms: {\n heatMap: {\n value: { value: undefined },\n },\n greyMap: {\n value: { value: undefined },\n },\n Zscale: { value: 0 }, // 高度参数\n u_color: {\n value: new Color('rgb(255, 255, 255)'),\n },\n u_opacity: {\n value: 0.8,\n },\n },\n })\n\n const texture = new Texture(heatmap._renderer.canvas)\n texture.needsUpdate = true\n const greyTexture = new Texture(greymap._renderer.canvas)\n greyTexture.needsUpdate = true\n\n heatMapMaterial.uniforms.heatMap.value = texture\n heatMapMaterial.uniforms.greyMap.value = greyTexture\n\n const { camera } = use.useScene()\n // 计算平面的尺寸\n const h = 2 * Math.tan(camera.fov * Math.PI / 360) * distance * 2 * 0.85\n const w = h * camera.aspect\n\n const heatMapGeometry = new PlaneGeometry(w, h, 100, 100) // 3d热力图大小,及分块数量\n const heatMapPlane = new Mesh(heatMapGeometry, heatMapMaterial)\n heatMapPlane.rotation.set(-Math.PI / 2, 0, 0)\n\n this.heatMapPlane = heatMapPlane\n return heatMapPlane\n }\n\n addEventListener(eventName, fn) {\n if (this.eventList.has(eventName))\n this.eventList[eventName] = fn\n else\n this.eventList.set(eventName, fn)\n }\n\n addBack() {\n this.backEle = document.createElement('div')\n this.backEle.className = 'hot-back'\n this.backEle.innerHTML = '返回'\n document.body.appendChild(this.backEle)\n this.backEle.addEventListener('click', () => {\n this.eventList.has('close') && this.eventList.get('close')()\n // this.remove()\n })\n }\n\n createDom() {\n // 创建一个新的 canvas 元素\n const canvas = document.createElement('canvas')\n canvas.style.zIndex = '-1'\n // 设置 canvas 元素的宽度和高度\n canvas.width = window.innerWidth\n canvas.height = window.innerHeight\n document.body.appendChild(canvas)\n this.canvasList.push(canvas)\n return canvas\n }\n\n remove() {\n this.canvasList.forEach((canvas) => {\n canvas.remove()\n })\n // this.eventList.has('close') && this.eventList.get('close')()\n this.canvasList.length = 0\n this.backEle && this.backEle.remove()\n if (this.heatMapPlane) {\n this.heatMapPlane.removeFromParent()\n this.heatMapPlane.remove()\n }\n this.isShow = false\n 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type { Object3D } from '@anov/3d-core'\nimport { AdditiveBlending, Box3, CircleGeometry, Clock, Color, DoubleSide, Euler, Group, MathUtils, Matrix4, Mesh, MeshBasicMaterial, ModelLoader, PerspectiveCamera, PlaneGeometry, ShaderMaterial, Sprite, SpriteMaterial, Texture, TextureLoader, Vector3, WebGLRenderTarget, gsap, use, utils } from '@anov/3d-core'\nimport { Css2DPoi, SpritePoi } from '@anov/3d-ability'\nimport heatMap from 'anov-heat-map'\nimport { MessageType, sendToMessage } from '../../utils/messageFn'\nimport { EMessageStatus } from '../../messageStatus'\nimport { loadingManager, usePath } from '../3d'\n\n// @ts-ignore\nimport type Factory3D from '../3d'\n\nconst data = {\n camera: [\n {\n id: '1',\n name: '摄像头1',\n position: [-315, 30, -150],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [-315, 30, -150],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '2',\n name: '摄像头2',\n position: [30, 30, -150],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [30, 30, -150],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '3',\n name: '摄像头3',\n position: [360, 30, -150],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [360, 30, -150],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '4',\n name: '摄像头4',\n position: [-320, 30, 32],\n dialogCamera: {\n position: [-320, 30, 32],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '5',\n name: '摄像头5',\n position: [-307, 30, 170],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [-307, 30, 170],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '6',\n name: '摄像头6',\n position: [77, 30, 96],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [77, 30, 96],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '7',\n name: '摄像头7',\n position: [404, 30, 85],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [404, 30, 85],\n rotation: [30, 180, 0],\n },\n },\n ],\n probePoint: [\n {\n id: '1',\n name: '异常监测点1',\n warn: true,\n position: [56, 21, 86],\n },\n {\n id: '2',\n name: '甲烷监测点2',\n warn: false,\n position: [384, 21, 75],\n },\n {\n id: '3',\n name: '甲烷监测点3',\n warn: false,\n position: [9, 21, -134],\n },\n ],\n}\n\nconst load = new ModelLoader()\nclass CameraPoi {\n gobal: Factory3D\n cameraMesh: Map<string, Group> = new Map()\n warnMesh: Map<string, SpritePoi> = new Map()\n headMap: HeadMap\n dialogManage: Dialog\n eventListener: Set<Function> = new Set()\n\n currentDialogMesh: Group\n startPosition: Vector3\n cameraLookAt: Vector3\n\n constructor(gobal: Factory3D) {\n this.gobal = gobal\n this.dialogManage = new Dialog(this)\n this.dialogManage.addStyle()\n }\n\n async generateObject() {\n const model = await load.loadGLTF(`${usePath}shexiang.glb`, false, true, './draco/', (gltf) => {\n return gltf\n })\n\n data.camera.forEach((region) => {\n const group = new Group()\n group.name = region.id\n const sprite = new SpritePoi(`${usePath}p4/camera.png`, { scale: [22, 22, 1] })\n sprite.rotation.y = Math.PI\n const position = new Vector3().fromArray(region.position)\n sprite.position.copy(position)\n group.add(sprite)\n\n const scan = model.scene.clone()\n scan.scale.addScalar(8)\n scan.rotation.x = (-Math.PI / 2) + 0.5\n scan.position.copy(position.clone().add(new Vector3(0, -2, 0)))\n group.add(scan)\n\n this.cameraMesh.set(region.name, group)\n this.gobal.interactionManager.add(group)\n this.cameraEvent(group, region)\n this.gobal.scene.add(group)\n })\n\n // 甲烷检测点\n const point = new MethanePoint()\n data.probePoint?.forEach((item) => {\n let mesh\n if (item.warn) {\n mesh = new SpritePoi(`${usePath}p4/warn.png`, { scale: [22, 22, 1] })\n this.gobal.interactionManager.add(mesh)\n this.probeEvent(mesh, item)\n // 使用GSAP创建跳动动画\n gsap.to(mesh.position, {\n y: '+=3', // 上跳10个单位\n duration: 0.2, // 动画持续时间\n ease: 'power1.inOut', // 缓动函数\n yoyo: true, // 循环\n repeat: -1, // 无限重复\n })\n }\n else {\n mesh = point.create()\n }\n mesh.position.copy(new Vector3().fromArray(item.position))\n this.warnMesh.set(item.name, mesh)\n\n this.gobal.scene.add(mesh)\n })\n // 设置左右旋转的标志位和旋转速度\n let rotatingRight = true // 是否正在向右转动\n\n const unFrame = use.useframe(() => {\n this.cameraMesh.forEach((group) => {\n const scan = group.children[1]\n // 更新相机的旋转角度\n if (rotatingRight) {\n // 向右旋转\n scan.rotation.z += 0.005\n }\n else {\n // 向左旋转\n scan.rotation.z -= 0.005\n }\n\n // 检查是否达到目标旋转角度\n if (Math.abs(scan.rotation.z) >= Math.abs(Math.PI / 4)) {\n // 到达目标角度,切换旋转方向并更新目标角度\n rotatingRight = !rotatingRight\n }\n })\n })\n this.eventListener.add(unFrame)\n }\n\n cameraEvent(sprite: Group, region: any) {\n const fn = async () => {\n if (this.currentDialogMesh) {\n const isClose = this.currentDialogMesh.name === region.name\n this.dialogManage.close()\n if (isClose)\n return\n }\n else {\n if (this.headMap && this.headMap.isShow) {\n this.closeHotmap()\n }\n else {\n const { camera } = use.useScene()\n this.startPosition = camera.position.clone()\n // 获取相机朝向\n this.cameraLookAt = new Vector3() // 创建一个向量来存储相机朝向\n camera.getWorldDirection(this.cameraLookAt) // 获取相机朝向并存储在向量中\n }\n }\n\n sendToMessage(MessageType.Event, 'onCameraStatus', EMessageStatus.Success, undefined, { id: region.id })\n\n const position = new Vector3().fromArray(region.position)\n const targetPosition: [number, number, number] = position.clone().toArray()\n const camaraPosition: [number, number, number] = position.clone().add(new Vector3(0, 40, 80)).toArray()\n\n this.gobal.cameraUtil.set({\n position: camaraPosition,\n target: targetPosition,\n })\n this.setMeshVisible(false)\n\n this.currentDialogMesh = await this.dialogManage.getMesh(position, region) as Group\n this.dialogManage.addEventListener('close', () => {\n // 初始相机到原始位置\n this.gobal.cameraUtil.set({\n position: this.startPosition.toArray(),\n target: this.cameraLookAt.toArray(),\n })\n this.setMeshVisible(true)\n this.currentDialogMesh = null\n this.cameraMesh.forEach((mesh) => {\n mesh.visible = true\n })\n sendToMessage(MessageType.Event, 'onCancelCameraStatus', EMessageStatus.Success, undefined, { id: region.id })\n })\n this.currentDialogMesh.name = region.name\n this.gobal.scene.add(this.currentDialogMesh)\n }\n\n sprite.addEventListener('click', fn)\n this.eventListener.add(() => sprite.removeEventListener('click', fn))\n }\n\n probeEvent(sprite: SpritePoi, region) {\n const { camera } = use.useScene()\n this.headMap = new HeadMap()\n const unClick = sprite.addEventListener('click', async () => {\n if (!sprite.visible)\n return\n sprite.visible = false\n sendToMessage(MessageType.Event, 'onGasMonitorStatus', EMessageStatus.Success, undefined, { id: region.id })\n this.togglePoi(false)\n const position = new Vector3().fromArray(region.position)\n const camaraPosition = position.clone().add(new Vector3(0, 30, 0))\n\n this.startPosition = camera.position.clone()\n // 获取相机朝向\n this.cameraLookAt = new Vector3() // 创建一个向量来存储相机朝向\n camera.getWorldDirection(this.cameraLookAt) // 获取相机朝向并存储在向量中\n this.gobal.cameraUtil.set({\n position: camaraPosition.toArray(),\n target: position.clone().toArray(),\n }).then(() => {\n const mesh = this.headMap.create(camaraPosition.distanceTo(position))\n mesh.position.copy(sprite.position)\n mesh.position.y = .5\n this.gobal.scene.add(mesh)\n\n const { orbitControls } = use.useScene()\n //orbitControls.enabled = false\n\n // this.headMap.addBack()\n this.headMap.addEventListener('close', () => {\n this.closeHotmap()\n // this.togglePoi(true)\n\n // this.gobal.cameraUtil.set({\n // position: this.startPosition.toArray(),\n // target: this.cameraLookAt.toArray(),\n // })\n })\n })\n })\n this.eventListener.add(unClick)\n }\n\n setMeshVisible(visible) {\n this.cameraMesh.forEach(mesh => mesh.visible = visible)\n this.warnMesh.forEach(mesh => mesh.visible = visible)\n }\n\n closeHotmap() {\n if (!this.headMap)\n return\n this.headMap.remove()\n this.togglePoi(true)\n\n this.gobal.cameraUtil.set({\n position: this.startPosition.toArray(),\n target: this.cameraLookAt.toArray(),\n })\n const { orbitControls } = use.useScene()\n orbitControls.enabled = true\n }\n\n togglePoi(visible = true) {\n this.warnMesh.forEach((sprite) => {\n sprite.visible = visible\n })\n this.cameraMesh.forEach((sprite) => {\n sprite.visible = visible\n })\n }\n\n remove() {\n this.dialogManage.close()\n // 删除摄像机POI点\n this.cameraMesh.forEach((sprite) => {\n sprite.removeFromParent()\n sprite.remove()\n })\n this.cameraMesh.clear()\n this.warnMesh.forEach((sprite) => {\n sprite.removeFromParent()\n sprite.remove()\n })\n this.warnMesh.clear()\n this.eventListener.forEach((fn) => {\n fn()\n })\n // 热力图\n if (this.headMap) {\n this.headMap.remove()\n const { orbitControls } = use.useScene()\n orbitControls.enabled = true\n }\n this.eventListener.clear()\n }\n}\n\nexport default CameraPoi\n\nclass MethanePoint {\n constructor() {\n\n }\n\n create() {\n // 定义Shader的uniform变量\n\n const geometry = new PlaneGeometry(10, 10)\n const texture = new TextureLoader(loadingManager).load(`${usePath}p4/monitor.png`)\n const circle = new Mesh(geometry, new MeshBasicMaterial({\n map: texture,\n side: DoubleSide,\n transparent: true,\n }))\n circle.rotateX(-Math.PI / 3)\n return circle\n }\n\n // 随机多点的方案\n createBack() {\n // 定义Shader的uniform变量\n\n const group = new Group()\n const geometry = new CircleGeometry(2, 32)\n // 创建自定义着色器材质\n const material = new ShaderMaterial({\n vertexShader: `\n void main() {\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_PointSize = 20.0; // 设置点的大小\n }\n `,\n fragmentShader: `\n void main() {\n vec2 center = vec2(0.5, 0.5); // 圆心坐标\n vec2 toCenter = gl_PointCoord - center; // 计算点到圆心的向量\n float distance = length(toCenter); // 计算点到圆心的距离\n if (distance > 0.5) discard; // 超出半径范围的点直接丢弃\n vec3 innerColor = vec3(1.0, .8, 0.0); // 内圈颜色为黄色\n vec3 outerColor = vec3(0.8, 0.4, 0.0); // 外圈颜色为深橘色\n \n vec3 finalColor = mix(innerColor, outerColor, smoothstep(0.1, 0.23, distance)); // 根据距离混合颜色\n if(distance>0.3) finalColor = mix(finalColor, vec3(0.75, 0.4, 0.0), smoothstep(0.25, 0.3, distance)); // 根据距离混合颜色\n gl_FragColor = vec4(finalColor, 1.0); // 设置片段颜色\n }\n `,\n blending: AdditiveBlending,\n depthTest: false,\n transparent: true,\n side: DoubleSide,\n })\n const circle = new Mesh(geometry, new MeshBasicMaterial({ color: '#f7a157' }))\n const numPoints = 100 // 点的数量\n\n for (let i = 0; i < numPoints; i++) {\n const x = Math.random() * 700 - 322 // 随机生成 x 坐标\n const z = Math.random() * 340 - 144 // 随机生成 z 坐标\n const point = circle.clone()\n point.position.copy(new Vector3(x, 20.55, z))\n point.rotateX(-Math.PI / 2)\n group.add(point)\n }\n\n return group\n }\n}\n\nclass Dialog {\n manage: CameraPoi\n\n camera: PerspectiveCamera\n cameraPosition: Vector3\n cameraTargetPosition: Vector3\n\n cuteSprites: Array<Object3D> = []\n eventListener: Set<Function> = new Set()\n eventList: Map<string, Function> = new Map()\n\n constructor(cameraManage) {\n this.manage = cameraManage\n }\n\n async getMesh(position, careraParams) {\n this.close()\n this.camera = new PerspectiveCamera(\n careraParams.fovDefault || 60, window.innerWidth / window.innerHeight, 0.1, 10000,\n )\n this.camera.position.copy(new Vector3().fromArray(careraParams.position))\n this.camera.rotation.set(Math.PI / 6, Math.PI, 0)\n\n const { texture, close } = this.manage.gobal.scene.setCustomPerspective(this.camera)\n\n const cuteSprite = new Sprite(new SpriteMaterial({ map: texture, depthTest: false, depthWrite: false }))\n cuteSprite.center.set(0.5, 0.5)\n cuteSprite.renderOrder = 5\n cuteSprite.position.copy(position)\n\n const unFrame = use.useframe(() => {\n this.updateScale(cuteSprite)\n })\n this.eventListener.add(unFrame)\n\n return new Promise((reslove) => {\n setTimeout(() => {\n const borderMesh = this.getBorderMesh(this.camera, cuteSprite)\n const group = new Group()\n group.add(borderMesh)\n group.add(cuteSprite)\n this.cuteSprites.push(borderMesh)\n this.cuteSprites.push(cuteSprite)\n close()\n reslove(group)\n }, 1000)\n })\n }\n\n getTarget(cameraPosition, rotation = [0, 30, 0]) {\n // 将旋转角度转换为弧度\n const angleX = MathUtils.degToRad(rotation[0])\n const angleY = MathUtils.degToRad(rotation[1])\n const angleZ = MathUtils.degToRad(rotation[2])\n\n // 创建旋转矩阵\n const rotationMatrix = new Matrix4()\n rotationMatrix.makeRotationX(angleX)\n rotationMatrix.multiply(new Matrix4().makeRotationY(angleY))\n rotationMatrix.multiply(new Matrix4().makeRotationZ(angleZ))\n\n // 定义相机的方向向量(例如,相机的方向默认为(0, 0, -1))\n const cameraDirection = new Vector3(0, 0, 1)\n\n // 将相机的方向向量乘以旋转矩阵,得到相机目标位置的向量\n const targetDirection = cameraDirection.clone().applyMatrix4(rotationMatrix)\n\n // 计算相机的目标位置\n return cameraPosition.clone().add(targetDirection)\n }\n\n getBoxSize(sprite: Sprite) {\n const { camera } = use.useScene()\n\n // 获取设备像素比\n const devicePixelRatio = window.devicePixelRatio || 1\n // 获取精灵对象的边界框\n const bbox = new Box3().setFromObject(sprite)\n // 将边界框的最小和最大顶点转换为屏幕坐标\n const min = bbox.min.project(camera)\n const max = bbox.max.project(camera)\n console.log('min:', min)\n console.log('max:', max)\n\n let [w, h] = [window.innerWidth, window.innerHeight]\n const dom = document.querySelector('#app')\n if (dom) {\n w = dom.clientWidth\n h = dom.clientHeight\n }\n let ratio = 0\n if (camera.fov >= 60)\n ratio = -0.05 * (camera.fov - 60) / 30\n else\n ratio = 0.02 * (60 - camera.fov) / 30\n\n // 计算精灵在屏幕中的宽度和高度像素值\n let width = (max.x - min.x) * w / devicePixelRatio * (0.97 + ratio)\n let height = (max.y - min.y) * h / devicePixelRatio * (1.089 + ratio)\n\n const scaleFactor = devicePixelRatio * 0.5\n // 应用缩放系数\n width *= scaleFactor\n height *= scaleFactor\n\n return { width, height }\n }\n\n updateScale(sprite: Sprite) {\n const { camera } = use.useScene()\n const ratio = 60 / camera.fov\n // 距离限制范围的值,用于计算缩放比例\n const minDistance = 0.1\n const maxDistance = 1000000\n // 获取相机和物体的世界坐标位置\n const cameraPosition = camera?.position\n const objectPosition = sprite.position\n\n // 计算相机和物体之间的距离\n const distance = cameraPosition?.distanceTo(objectPosition) || 0.1\n\n // 使用 Math.min() 和 Math.max() 方法限制 resultDistance 的范围\n const clampedDistance = Math.max(minDistance, Math.min(maxDistance, distance))\n // console.log('clampedDistance:',clampedDistance)\n // 按照缩放系数和距离进行缩放,缩放系数应该约定好一个固定值\n sprite.scale.copy(new Vector3(clampedDistance * (1.3281 / ratio), (0.8316 / ratio) * clampedDistance, 1))\n }\n\n addEventListener(eventName, fn) {\n if (this.eventList.has(eventName))\n this.eventList[eventName] = fn\n else\n this.eventList.set(eventName, fn)\n }\n\n getBorderMesh(camera, sprite: Sprite) {\n let { width, height } = this.getBoxSize(sprite)\n\n // 弹窗容器\n const dialogDiv = document.createElement('div')\n width += 10\n height += 10\n Object.assign(dialogDiv.style, {\n 'width': `${width}px`,\n 'height': `${height}px`,\n 'z-index': '3 !important',\n 'backgroundImage': `url(${usePath}p4/border.png)`,\n 'backgroundSize': '100% 100%',\n 'backgroundRepeat': 'no-repeat',\n 'position': 'relative',\n\n // left: `${(window.innerWidth - width) / 2}px`,\n // top: `${(window.innerHeight - height) / 2}px`,\n })\n\n const maskingDiv = document.createElement('div')\n maskingDiv.className = 'dialog-mask'\n dialogDiv.appendChild(maskingDiv)\n\n // 关闭按钮\n const closeSpan = document.createElement('span')\n closeSpan.className = 'dialog-close'\n dialogDiv.appendChild(closeSpan)\n closeSpan.addEventListener('click', () => {\n this.close()\n })\n\n // 操作按钮\n const op = document.createElement('div')\n op.className = 'dialog-operate'\n dialogDiv.appendChild(op)\n const opList = ['left', 'right', 'top', 'bottom']\n opList.forEach((key) => {\n const btnSpan = document.createElement('span')\n btnSpan.className = `dialog-operate-btn dialog-operate-${key}`\n\n const handleClick = () => {\n switch (key) {\n case 'top':\n camera.rotation.x -= 0.01\n break\n case 'bottom':\n camera.rotation.x += 0.01\n break\n case 'left':\n camera.rotation.y += 0.01\n break\n case 'right':\n camera.rotation.y -= 0.01\n break\n }\n const { texture, close } = this.manage.gobal.scene.setCustomPerspective(camera)\n sprite.material = new SpriteMaterial({ map: texture, depthTest: false, depthWrite: false })\n setTimeout(() => close(), 800)\n }\n\n let clock\n let longPress\n let time\n\n btnSpan.addEventListener('mousedown', () => {\n clock = new Clock()\n clock.getDelta()\n\n time = setTimeout(() => {\n longPress = use.useframe(handleClick)\n }, 500)\n })\n\n btnSpan.addEventListener('mouseup', () => {\n if (clock.getDelta() < 0.5)\n handleClick()\n\n clearTimeout(time)\n longPress && longPress()\n })\n\n // btnSpan.addEventListener('click', handleClick)\n op.appendChild(btnSpan)\n })\n\n const cb = (fov) => {\n if (!fov)\n return\n camera.fov = fov\n camera.updateProjectionMatrix()\n const { texture, close } = this.manage.gobal.scene.setCustomPerspective(camera)\n sprite.material = new SpriteMaterial({ map: texture, depthTest: false, depthWrite: false })\n setTimeout(() => close(), 800)\n }\n const slider = this.getFovView(cb)\n dialogDiv.appendChild(slider)\n\n const borderMesh = new Css2DPoi(dialogDiv)\n borderMesh.position.copy(sprite.position)\n return borderMesh\n }\n\n getFovView(cb) {\n const data = [{ text: '0.5', fov: '90' }, { text: '1', fov: '80' }, { text: '1.5', fov: '70' }, { text: '2.0', fov: '60' }, { text: '2.5', fov: '50' }, { text: '3.0', fov: '40' }, { text: '3.5', fov: '30' }]\n\n const container = document.createElement('div')\n container.className = 'dialog-slider-container'\n\n const itemsContainer = document.createElement('div')\n itemsContainer.className = 'dialog-slider-items'\n container.appendChild(itemsContainer)\n data.forEach((item) => {\n const div = document.createElement('div')\n div.className = 'dialog-slider-item'\n div.innerHTML = `${item.text} X -`\n div.setAttribute('fov', item.fov)\n itemsContainer.appendChild(div)\n })\n\n const items = itemsContainer.children\n const itemHeight = 58\n const totalHeight = items.length * itemHeight\n\n const cloneItems = () => {\n Array.from(items).forEach((item) => {\n itemsContainer.appendChild(item.cloneNode(true))\n })\n }\n\n cloneItems()\n cloneItems()\n\n const highlightMiddleItem = () => {\n const middlePosition = container.scrollTop + container.clientHeight / 2\n const middleIndex = Math.floor(middlePosition / itemHeight) % items.length\n Array.from(items).forEach((item, index) => {\n if (index === middleIndex) {\n item.classList.add('highlight')\n cb(item.getAttribute('fov'))\n }\n else {\n item.classList.remove('highlight')\n }\n })\n }\n container.addEventListener('scroll', () => {\n if (container.scrollTop <= 0)\n container.scrollTop += totalHeight\n else if (container.scrollTop >= totalHeight * 2)\n container.scrollTop -= totalHeight\n\n highlightMiddleItem()\n })\n const smoothScrollTo = (targetPosition) => {\n const startPosition = container.scrollTop\n const distance = 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pointer; /* 鼠标指针样式 */\n display: flex;\n justify-content: center;\n align-items: center;\n position: absolute;\n left: 30px;\n top: 30px;\n pointer-events: auto;\n }\n .hot-back:hover{\n background-color:#c8a158;\n }\n .dialog-close{\n width: 26px;\n height: 26px;\n background-image: url(${usePath}p4/close.png);\n background-size: 100% 100%;\n background-repeat: no-repeat;\n color: #fff;\n cursor: pointer; /* 鼠标指针样式 */\n display: flex;\n justify-content: center;\n align-items: center;\n position: absolute;\n right: 28px;\n top: 20px;\n pointer-events: auto;\n }\n .dialog-operate{\n width: 199px;\n height: 182px;\n background-image: url(${usePath}p4/operate.png);\n background-size: 100% 100%;\n background-repeat: no-repeat;\n position: absolute;\n right: 20px;\n bottom: 20px;\n pointer-events: auto;\n }\n\n .dialog-operate-btn{\n width: 20px;\n height: 34px;\n position: absolute;\n cursor: pointer;\n pointer-events: auto;\n background-image: url(${usePath}p4/arrow1.png);\n 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