@anov/3d 0.0.30 → 0.0.38
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.
- package/dist/applicationApi.js +3 -1
- package/dist/applicationApi.js.map +1 -1
- package/dist/factory/3d.d.ts +1 -1
- package/dist/factory/3d.js +6 -4
- package/dist/factory/3d.js.map +1 -1
- package/dist/factory/regionData.js +10 -4
- package/dist/factory/regionData.js.map +1 -1
- package/dist/factory/unit/CameraPoi.d.ts +2 -2
- package/dist/factory/unit/CameraPoi.js +55 -43
- package/dist/factory/unit/CameraPoi.js.map +1 -1
- package/dist/factory/unit/circle.d.ts +1 -0
- package/dist/factory/unit/circle.js +25 -7
- package/dist/factory/unit/circle.js.map +1 -1
- package/dist/factory/unit/cylinder.d.ts +2 -0
- package/dist/factory/unit/cylinder.js +76 -13
- package/dist/factory/unit/cylinder.js.map +1 -1
- package/dist/factory/unit/districtLine.d.ts +11 -0
- package/dist/factory/unit/districtLine.js +73 -0
- package/dist/factory/unit/districtLine.js.map +1 -0
- package/dist/factory/unit/glsl/highway/fragmentShader.js +1 -1
- package/dist/factory/unit/glsl/highway/fragmentShader.js.map +1 -1
- package/dist/factory/unit/handle.js +1 -1
- package/dist/factory/unit/handle.js.map +1 -1
- package/dist/factory/unit/index.d.ts +2 -2
- package/dist/factory/unit/index.js +5 -19
- package/dist/factory/unit/index.js.map +1 -1
- package/dist/factory/unit/inspection/InspectionObject.d.ts +3 -0
- package/dist/factory/unit/inspection/InspectionObject.js +17 -47
- package/dist/factory/unit/inspection/InspectionObject.js.map +1 -1
- package/dist/factory/unit/inspection/index.js +18 -8
- package/dist/factory/unit/inspection/index.js.map +1 -1
- package/dist/factory/unit/poi.js +2 -1
- package/dist/factory/unit/poi.js.map +1 -1
- package/package.json +3 -3
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@@ -8,7 +8,7 @@ function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _d
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function _defineProperty(obj, key, value) { key = _toPropertyKey(key); if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; }
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function _toPropertyKey(arg) { var key = _toPrimitive(arg, "string"); return _typeof(key) === "symbol" ? key : String(key); }
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function _toPrimitive(input, hint) { if (_typeof(input) !== "object" || input === null) return input; var prim = input[Symbol.toPrimitive]; if (prim !== undefined) { var res = prim.call(input, hint || "default"); if (_typeof(res) !== "object") return res; throw new TypeError("@@toPrimitive must return a primitive value."); } return (hint === "string" ? String : Number)(input); }
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import { AdditiveBlending, Box3, CircleGeometry, Color, DoubleSide, Group, MathUtils, Matrix4, Mesh, MeshBasicMaterial, ModelLoader, PerspectiveCamera, PlaneGeometry, ShaderMaterial, Sprite, SpriteMaterial, Texture, TextureLoader, Vector3,
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import { AdditiveBlending, Box3, CircleGeometry, Color, DoubleSide, Group, MathUtils, Matrix4, Mesh, MeshBasicMaterial, ModelLoader, PerspectiveCamera, PlaneGeometry, ShaderMaterial, Sprite, SpriteMaterial, Texture, TextureLoader, Vector3, gsap, use } from '@anov/3d-core';
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import { Css2DPoi, SpritePoi } from '@anov/3d-ability';
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import heatMap from 'anov-heat-map';
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import { MessageType, sendToMessage } from "../../utils/messageFn";
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@@ -19,7 +19,6 @@ import { EMessageStatus } from "../../messageStatus";
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// @ts-ignore
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import { regionMap } from "../regionData";
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import { usePath } from "../3d";
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var emitter = utils.emitter;
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var load = new ModelLoader();
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var CameraPoi = /*#__PURE__*/function () {
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function CameraPoi(gobal) {
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@@ -61,7 +60,7 @@ var CameraPoi = /*#__PURE__*/function () {
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// 摄像机
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region = regionMap[key];
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group = new Group();
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group.name = region.camera.
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group.name = region.camera.id;
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sprite = new SpritePoi("".concat(usePath, "camera.png"), {
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scale: [10, 10, 1]
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});
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@@ -89,6 +88,18 @@ var CameraPoi = /*#__PURE__*/function () {
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});
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_this.gobal.interactionManager.add(mesh);
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_this.probeEvent(mesh, region);
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// 使用GSAP创建跳动动画
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gsap.to(mesh.position, {
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y: '+=3',
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// 上跳10个单位
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duration: 0.2,
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// 动画持续时间
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ease: 'power1.inOut',
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// 缓动函数
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yoyo: true,
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// 循环
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repeat: -1 // 无限重复
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});
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} else {
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mesh = point.create();
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}
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@@ -351,8 +362,7 @@ var Dialog = /*#__PURE__*/function () {
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_defineProperty(this, "camera", void 0);
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_defineProperty(this, "cameraPosition", void 0);
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_defineProperty(this, "cameraTargetPosition", void 0);
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_defineProperty(this, "
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_defineProperty(this, "cuteSprite", void 0);
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_defineProperty(this, "cuteSprites", []);
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_defineProperty(this, "eventListener", new Set());
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_defineProperty(this, "eventList", new Map());
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this.manage = cameraManage;
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@@ -362,33 +372,35 @@ var Dialog = /*#__PURE__*/function () {
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value: function () {
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var _getMesh = _asyncToGenerator( /*#__PURE__*/_regeneratorRuntime().mark(function _callee5(position, cameraPosition) {
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var _this4 = this;
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var
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var _this$manage$gobal$sc, texture, close, cuteSprite, unFrame;
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return _regeneratorRuntime().wrap(function _callee5$(_context5) {
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while (1) switch (_context5.prev = _context5.next) {
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case 0:
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this.
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this.close();
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this.camera = new PerspectiveCamera(90, window.innerWidth / window.innerHeight, 0.1, 10000);
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this.camera.position.copy(cameraPosition);
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this.camera.lookAt(target);
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this.camera.rotation.set(-Math.PI / 6, Math.PI, 0);
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_this$manage$gobal$sc = this.manage.gobal.scene.setCustomPerspective(this.camera), texture = _this$manage$gobal$sc.texture, close = _this$manage$gobal$sc.close;
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cuteSprite = new Sprite(new SpriteMaterial({
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map: texture,
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depthTest: false,
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depthWrite: false
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}));
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cuteSprite.center.set(0.5, 0.5);
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cuteSprite.renderOrder = 5;
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cuteSprite.position.copy(position);
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unFrame = use.useframe(function () {
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_this4.updateScale(
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_this4.updateScale(cuteSprite);
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});
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this.eventListener.add(unFrame);
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return _context5.abrupt("return", new Promise(function (reslove) {
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setTimeout(function () {
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_this4.getBorderMesh(_this4.camera,
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var borderMesh = _this4.getBorderMesh(_this4.camera, cuteSprite);
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var group = new Group();
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group.add(
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group.add(
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group.add(borderMesh);
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group.add(cuteSprite);
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_this4.cuteSprites.push(borderMesh);
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_this4.cuteSprites.push(cuteSprite);
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close();
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reslove(group);
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}, 1000);
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@@ -407,7 +419,7 @@ var Dialog = /*#__PURE__*/function () {
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}, {
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key: "getTarget",
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value: function getTarget(cameraPosition) {
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var rotation = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [
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var rotation = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [0, 30, 0];
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// 将旋转角度转换为弧度
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var angleX = MathUtils.degToRad(rotation[0]);
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var angleY = MathUtils.degToRad(rotation[1]);
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@@ -441,18 +453,19 @@ var Dialog = /*#__PURE__*/function () {
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// 将边界框的最小和最大顶点转换为屏幕坐标
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var min = bbox.min.project(camera);
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var max = bbox.max.project(camera);
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var _ref4 = [window.innerWidth, window.innerHeight],
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w = _ref4[0],
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h = _ref4[1];
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var dom = document.querySelector('#app');
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if (dom) {
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w = dom.clientWidth;
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h = dom.clientHeight;
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}
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// 计算精灵在屏幕中的宽度和高度像素值
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var width = (max.x - min.x) *
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var height = (max.y - min.y) *
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// 定义设备像素比和对应的缩放系数的映射关系
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var scaleFactors = {
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1: 0.5,
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1.5: 0.75,
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2: 1
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};
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var scaleFactor = scaleFactors[devicePixelRatio] || 1;
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var width = (max.x - min.x) * w / devicePixelRatio * 0.97;
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var height = (max.y - min.y) * h / devicePixelRatio * 1.089;
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var scaleFactor = devicePixelRatio * 0.5;
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// 应用缩放系数
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width *= scaleFactor;
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height *= scaleFactor;
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var clampedDistance = Math.max(minDistance, Math.min(maxDistance, distance));
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// console.log('clampedDistance:',clampedDistance)
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// 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
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sprite.scale.copy(new Vector3(clampedDistance * 1.
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sprite.scale.copy(new Vector3(clampedDistance * 1.3281, 0.8316 * clampedDistance, 1));
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}
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}, {
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key: "addEventListener",
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// 弹窗容器
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var dialogDiv = document.createElement('div');
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width +=
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height +=
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width += 10;
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height += 10;
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Object.assign(dialogDiv.style, {
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'width': "".concat(width, "px"),
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'height': "".concat(height, "px"),
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});
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sliderDiv.appendChild(sliderBar);
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dialogDiv.appendChild(sliderDiv);
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return
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var borderMesh = new Css2DPoi(dialogDiv);
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borderMesh.position.copy(sprite.position);
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return borderMesh;
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}
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}, {
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key: "addStyle",
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value: function addStyle() {
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// 设置 CSS 规则
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var 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); /* \u534A\u900F\u660E\u80CC\u666F */\n //filter: blur(10px); /* \u6A21\u7CCA\u6548\u679C */\n z-index: 1 !important; /* \u786E\u4FDD\u8499\u7248\u4F4D\u4E8E\u5176\u4ED6\u5143\u7D20\u4E4B\u4E0A */\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; /* \u9F20\u6807\u6307\u9488\u6837\u5F0F */\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: 20px;\n height: 20px;\n border-radius: 2px;\n color: #fff;\n background-color: #c8ab75;\n cursor: pointer; /* \u9F20\u6807\u6307\u9488\u6837\u5F0F */\n display: flex;\n justify-content: center;\n align-items: center;\n position: absolute;\n right: 20px;\n top: 15px;\n pointer-events: auto;\n }\n\n .dialog-close:hover{\n background-color:#c8a158;\n }\n\n .dialog-close-line{\n width: 14px;\n height: 2px;\n background-color: #fff;\n position: absolute;\n top: 9px;\n display: block;\n }\n\n .dialog-close-h-line{\n transform: rotate(-45deg);\n }\n\n .dialog-close-v-line{\n transform: rotate(45deg);\n }\n\n .dialog-operate{\n width: 120px;\n height: 120px;\n background-image: url(".concat(usePath, "p4/operate.png);\n background-size: 100% 100%;\n background-repeat: no-repeat;\n position: absolute;\n right: 15px;\n bottom: 10px;\n pointer-events: auto;\n }\n\n .dialog-operate-btn{\n width: 0;\n height: 0;\n position: absolute;\n cursor: pointer;\n pointer-events: auto;\n }\n\n .dialog-operate-top{\n border-left: 8px solid transparent; /* \u5DE6\u8FB9\u900F\u660E */\n border-right: 8px solid transparent; /* \u53F3\u8FB9\u900F\u660E */\n border-bottom: 8px solid #f2c67d; /* \u5E95\u8FB9\u5B9E\u5FC3 */\n left: calc(50% - 9px);\n top: 20px;\n }\n .dialog-operate-top:hover{\n border-bottom-color:#fff2dd;\n }\n\n .dialog-operate-bottom{\n border-left: 8px solid transparent; /* \u5DE6\u8FB9\u900F\u660E */\n border-right: 8px solid transparent; /* \u53F3\u8FB9\u900F\u660E */\n border-top: 8px solid #f2c67d; /* \u5E95\u8FB9\u5B9E\u5FC3 */\n left: calc(50% - 9px);\n bottom: 20px;\n }\n\n .dialog-operate-bottom:hover{\n border-top-color:#fff2dd;\n }\n\n .dialog-operate-left{\n border-top: 8px solid transparent; /* \u5DE6\u8FB9\u900F\u660E */\n border-bottom: 8px solid transparent; /* \u53F3\u8FB9\u900F\u660E */\n border-right: 8px solid #f2c67d; /* \u5E95\u8FB9\u5B9E\u5FC3 */\n top: calc(50% - 9px);\n left: 20px;\n }\n .dialog-operate-left:hover{\n border-right-color:#fff2dd;\n }\n\n .dialog-operate-right{\n border-top: 8px solid transparent; /* \u5DE6\u8FB9\u900F\u660E */\n border-bottom: 8px solid transparent; /* \u53F3\u8FB9\u900F\u660E */\n border-left: 8px solid #f2c67d; /* \u5E95\u8FB9\u5B9E\u5FC3 */\n top: calc(50% - 9px);\n right: 20px;\n }\n\n .dialog-operate-right:hover{\n border-left-color:#fff2dd;\n }\n \n .dialog-slider-container {\n width: 13px;\n height:
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var 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); /* \u534A\u900F\u660E\u80CC\u666F */\n //filter: blur(10px); /* \u6A21\u7CCA\u6548\u679C */\n z-index: 1 !important; /* \u786E\u4FDD\u8499\u7248\u4F4D\u4E8E\u5176\u4ED6\u5143\u7D20\u4E4B\u4E0A */\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; /* \u9F20\u6807\u6307\u9488\u6837\u5F0F */\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: 20px;\n height: 20px;\n border-radius: 2px;\n color: #fff;\n background-color: #c8ab75;\n cursor: pointer; /* \u9F20\u6807\u6307\u9488\u6837\u5F0F */\n display: flex;\n justify-content: center;\n align-items: center;\n position: absolute;\n right: 20px;\n top: 15px;\n pointer-events: auto;\n }\n\n .dialog-close:hover{\n background-color:#c8a158;\n }\n\n .dialog-close-line{\n width: 14px;\n height: 2px;\n background-color: #fff;\n position: absolute;\n top: 9px;\n display: block;\n }\n\n .dialog-close-h-line{\n transform: rotate(-45deg);\n }\n\n .dialog-close-v-line{\n transform: rotate(45deg);\n }\n\n .dialog-operate{\n width: 120px;\n height: 120px;\n background-image: url(".concat(usePath, "p4/operate.png);\n background-size: 100% 100%;\n background-repeat: no-repeat;\n position: absolute;\n right: 15px;\n bottom: 10px;\n pointer-events: auto;\n }\n\n .dialog-operate-btn{\n width: 0;\n height: 0;\n position: absolute;\n cursor: pointer;\n pointer-events: auto;\n }\n\n .dialog-operate-top{\n border-left: 8px solid transparent; /* \u5DE6\u8FB9\u900F\u660E */\n border-right: 8px solid transparent; /* \u53F3\u8FB9\u900F\u660E */\n border-bottom: 8px solid #f2c67d; /* \u5E95\u8FB9\u5B9E\u5FC3 */\n left: calc(50% - 9px);\n top: 20px;\n }\n .dialog-operate-top:hover{\n border-bottom-color:#fff2dd;\n }\n\n .dialog-operate-bottom{\n border-left: 8px solid transparent; /* \u5DE6\u8FB9\u900F\u660E */\n border-right: 8px solid transparent; /* \u53F3\u8FB9\u900F\u660E */\n border-top: 8px solid #f2c67d; /* \u5E95\u8FB9\u5B9E\u5FC3 */\n left: calc(50% - 9px);\n bottom: 20px;\n }\n\n .dialog-operate-bottom:hover{\n border-top-color:#fff2dd;\n }\n\n .dialog-operate-left{\n border-top: 8px solid transparent; /* \u5DE6\u8FB9\u900F\u660E */\n border-bottom: 8px solid transparent; /* \u53F3\u8FB9\u900F\u660E */\n border-right: 8px solid #f2c67d; /* \u5E95\u8FB9\u5B9E\u5FC3 */\n top: calc(50% - 9px);\n left: 20px;\n }\n .dialog-operate-left:hover{\n border-right-color:#fff2dd;\n }\n\n .dialog-operate-right{\n border-top: 8px solid transparent; /* \u5DE6\u8FB9\u900F\u660E */\n border-bottom: 8px solid transparent; /* \u53F3\u8FB9\u900F\u660E */\n border-left: 8px solid #f2c67d; /* \u5E95\u8FB9\u5B9E\u5FC3 */\n top: calc(50% - 9px);\n right: 20px;\n }\n\n .dialog-operate-right:hover{\n border-left-color:#fff2dd;\n }\n \n .dialog-slider-container {\n width: 13px;\n height: 350px;\n background: url(").concat(usePath, "p4/slider.png);\n background-size: 100% 100%;\n position:absolute;\n right:23px;\n top:50px;\n }\n\n .dialog-slider {\n -webkit-appearance: none;\n width: 300px;\n height: 13px;\n background: transparent;\n outline: none;\n opacity: 0.7;\n -webkit-transition: .2s;\n transition: opacity .2s;\n transform: rotate(-90deg);\n margin-left: -144px;\n margin-top: 144px;\n pointer-events: auto;\n }\n\n .dialog-slider::-webkit-slider-thumb {\n -webkit-appearance: none;\n appearance: none;\n width: 7px;\n height: 20px;\n background: #eebe76;\n cursor: pointer;\n border-radius: 5px;\n }\n\n .dialog-slider::-moz-range-thumb {\n width: 7px;\n height: 20px;\n background: #eebe76;\n cursor: pointer;\n border-radius: 5px;\n }\n");
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{"version":3,"names":["AdditiveBlending","Box3","CircleGeometry","Color","DoubleSide","Group","MathUtils","Matrix4","Mesh","MeshBasicMaterial","ModelLoader","PerspectiveCamera","PlaneGeometry","ShaderMaterial","Sprite","SpriteMaterial","Texture","TextureLoader","Vector3","use","utils","Css2DPoi","SpritePoi","heatMap","MessageType","sendToMessage","EMessageStatus","regionMap","usePath","emitter","load","CameraPoi","gobal","Map","Set","dialogManage","Dialog","addStyle","loadGLTF","gltf","model","Object","keys","forEach","key","region","group","name","camera","sprite","scale","rotation","y","Math","PI","position","fromArray","copy","add","scan","scene","clone","addScalar","x","cameraMesh","set","title","interactionManager","cameraEvent","point","MethanePoint","probePoint","item","mesh","warn","probeEvent","create","warnMesh","rotatingRight","unFrame","useframe","children","z","abs","eventListener","useScene","unClick","addEventListener","Event","Success","undefined","id","targetPosition","toArray","camaraPosition","startPosition","cameraLookAt","getWorldDirection","cameraUtil","target","getMesh","dialogMesh","visible","togglePoi","then","headMap","HeadMap","distanceTo","closeHotmap","remove","removeFromParent","clear","fn","close","geometry","texture","circle","map","side","transparent","rotateX","material","vertexShader","fragmentShader","blending","depthTest","color","numPoints","i","random","cameraManage","manage","cameraPosition","window","innerWidth","innerHeight","getTarget","lookAt","setCustomPerspective","cuteSprite","depthWrite","center","renderOrder","updateScale","Promise","reslove","setTimeout","getBorderMesh","borderMesh","angleX","degToRad","angleY","angleZ","rotationMatrix","makeRotationX","multiply","makeRotationY","makeRotationZ","cameraDirection","targetDirection","applyMatrix4","devicePixelRatio","bbox","setFromObject","min","project","max","width","height","scaleFactors","scaleFactor","minDistance","maxDistance","objectPosition","distance","clampedDistance","eventName","eventList","has","getBoxSize","dialogDiv","document","createElement","assign","style","maskingDiv","className","appendChild","closeSpan","get","hLine","vLine","op","opList","btnSpan","sliderDiv","sliderBar","type","value","fov","updateProjectionMatrix","css","styleElement","createTextNode","head","heatmap","container","createDom","gradient","TemperatureColorStops","len","points","val","floor","push","setData","data","greymap","heatMapMaterial","uniforms","greyMap","Zscale","u_color","u_opacity","_renderer","canvas","needsUpdate","greyTexture","h","tan","w","aspect","heatMapGeometry","heatMapPlane","backEle","innerHTML","body","zIndex","canvasList","length"],"sources":["../../../src/factory/unit/CameraPoi.ts"],"sourcesContent":["import { AdditiveBlending, Box3, CircleGeometry, Color, DoubleSide, Group, MathUtils, Matrix4, Mesh, MeshBasicMaterial, ModelLoader, PerspectiveCamera, PlaneGeometry, ShaderMaterial, Sprite, SpriteMaterial, Texture, TextureLoader, Vector3, 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'\n\n// @ts-ignore\nimport type Factory3D from '../3d'\n\n// @ts-ignore\nimport { regionMap } from '../regionData'\n\nimport { usePath } from '../3d'\n\nconst { emitter } = utils\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 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 Object.keys(regionMap).forEach(async (key: string) => {\n // 摄像机\n const region = regionMap[key]\n const group = new Group()\n group.name = region.camera.name\n const sprite = new SpritePoi(`${usePath}camera.png`, { scale: [10, 10, 1] })\n sprite.rotation.y = Math.PI\n const position = new Vector3().fromArray(region.camera.position)\n sprite.position.copy(position)\n group.add(sprite)\n\n const scan = model.scene.clone()\n scan.scale.addScalar(5)\n scan.rotation.x = (-Math.PI / 2) + 0.5\n scan.position.copy(position.clone().add(new Vector3(0, -2, 0)))\n group.add(scan)\n\n this.cameraMesh.set(region.title, group)\n this.gobal.interactionManager.add(group)\n this.cameraEvent(group, region)\n this.gobal.scene.add(group)\n\n // 甲烷检测点\n const point = new MethanePoint()\n region.probePoint?.forEach((item) => {\n let mesh\n if (item.warn) {\n mesh = new SpritePoi(`${usePath}p4/warn.png`, { scale: [10, 10, 1] })\n this.gobal.interactionManager.add(mesh)\n this.probeEvent(mesh, region)\n }\n else {\n mesh = point.create()\n }\n mesh.position.copy(new Vector3().fromArray(item.position))\n this.warnMesh.set(region.title, mesh)\n\n this.gobal.scene.add(mesh)\n })\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 { camera } = use.useScene()\n const unClick = sprite.addEventListener('click', async () => {\n sendToMessage(MessageType.Event, 'onCameraStatus', EMessageStatus.Success, undefined, { id: region.camera.id })\n\n const position = new Vector3().fromArray(region.camera.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 const startPosition = camera.position.clone()\n // 获取相机朝向\n const cameraLookAt = new Vector3() // 创建一个向量来存储相机朝向\n camera.getWorldDirection(cameraLookAt) // 获取相机朝向并存储在向量中\n this.gobal.cameraUtil.set({\n position: camaraPosition,\n target: targetPosition,\n })\n\n const dialogMesh = await this.dialogManage.getMesh(position, position.clone().add(new Vector3(0, -15, 5)))\n this.dialogManage.addEventListener('close', () => {\n // 初始相机到原始位置\n this.gobal.cameraUtil.set({\n position: startPosition.toArray(),\n target: cameraLookAt.toArray(),\n })\n sendToMessage(MessageType.Event, 'onCancelCameraStatus', EMessageStatus.Success, undefined, { id: region.camera.id })\n })\n this.gobal.scene.add(dialogMesh)\n })\n // this.eventListener.add(unClick)\n }\n\n probeEvent(sprite: SpritePoi, region) {\n const { camera } = use.useScene()\n sprite.addEventListener('click', async () => {\n if (!sprite.visible)\n return\n sprite.visible = false\n sendToMessage(MessageType.Event, 'onGasMonitorStatus', EMessageStatus.Success, undefined, { id: region.probePoint[0].id })\n this.togglePoi(false)\n const position = new Vector3().fromArray(region.probePoint[0].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 this.headMap = new HeadMap()\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 // 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 }\n\n closeHotmap() {\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 }\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 // 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 this.eventListener.clear()\n\n this.dialogManage.close()\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().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 borderMesh: Css2DPoi\n cuteSprite: Sprite\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, cameraPosition) {\n this.camera = new PerspectiveCamera(\n 90, window.innerWidth / window.innerHeight, 0.1, 100000000,\n )\n this.camera.position.copy(cameraPosition)\n const target = this.getTarget(cameraPosition)\n this.camera.lookAt(target)\n const { texture, close } = this.manage.gobal.scene.setCustomPerspective(this.camera)\n this.cuteSprite = new Sprite(new SpriteMaterial({ map: texture, depthTest: false, depthWrite: false }))\n this.cuteSprite.center.set(0.5, 0.5)\n this.cuteSprite.renderOrder = 5\n this.cuteSprite.position.copy(position)\n\n const unFrame = use.useframe(() => {\n this.updateScale(this.cuteSprite)\n })\n this.eventListener.add(unFrame)\n\n return new Promise((reslove) => {\n setTimeout(() => {\n this.getBorderMesh(this.camera, this.cuteSprite)\n const group = new Group()\n group.add(this.borderMesh)\n group.add(this.cuteSprite)\n close()\n reslove(group)\n }, 1000)\n })\n }\n\n getTarget(cameraPosition, rotation = [-30, 0, 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\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) * window.innerWidth / devicePixelRatio * 0.9458\n let height = (max.y - min.y) * window.innerHeight / devicePixelRatio * 1.0617\n\n // 定义设备像素比和对应的缩放系数的映射关系\n const scaleFactors = {\n 1: 0.5,\n 1.5: 0.75,\n 2: 1,\n }\n const scaleFactor = scaleFactors[devicePixelRatio] || 1\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 // 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 * 1.5, 1.05 * 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 += 5\n height += 5\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 closeSpan.addEventListener('click', () => {\n this.eventList.has('close') && this.eventList.get('close')()\n this.close()\n })\n const hLine = document.createElement('span')\n hLine.className = 'dialog-close-line dialog-close-h-line'\n closeSpan.appendChild(hLine)\n const vLine = document.createElement('span')\n vLine.className = 'dialog-close-line dialog-close-v-line'\n closeSpan.appendChild(vLine)\n dialogDiv.appendChild(closeSpan)\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 btnSpan.addEventListener('click', () => {\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 op.appendChild(btnSpan)\n })\n\n // 滑动条\n const sliderDiv = document.createElement('div')\n sliderDiv.className = 'dialog-slider-container'\n const sliderBar = document.createElement('input')\n sliderBar.type = 'range'\n sliderBar.min = '30'\n sliderBar.max = '120'\n sliderBar.value = '90'\n sliderBar.className = 'dialog-slider'\n sliderBar.addEventListener('input', () => {\n camera.fov = sliderBar.value\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 sliderDiv.appendChild(sliderBar)\n dialogDiv.appendChild(sliderDiv)\n\n this.borderMesh = new Css2DPoi(dialogDiv)\n this.borderMesh.position.copy(sprite.position)\n return this.borderMesh\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: 20px;\n height: 20px;\n border-radius: 2px;\n color: #fff;\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 right: 20px;\n top: 15px;\n pointer-events: auto;\n }\n\n .dialog-close:hover{\n background-color:#c8a158;\n }\n\n .dialog-close-line{\n width: 14px;\n height: 2px;\n background-color: #fff;\n position: absolute;\n top: 9px;\n display: block;\n }\n\n .dialog-close-h-line{\n transform: rotate(-45deg);\n }\n\n .dialog-close-v-line{\n transform: rotate(45deg);\n }\n\n .dialog-operate{\n width: 120px;\n height: 120px;\n background-image: url(${usePath}p4/operate.png);\n background-size: 100% 100%;\n background-repeat: no-repeat;\n position: absolute;\n right: 15px;\n bottom: 10px;\n pointer-events: auto;\n }\n\n .dialog-operate-btn{\n width: 0;\n height: 0;\n position: absolute;\n cursor: pointer;\n pointer-events: auto;\n }\n\n .dialog-operate-top{\n border-left: 8px solid transparent; /* 左边透明 */\n border-right: 8px solid transparent; /* 右边透明 */\n border-bottom: 8px solid #f2c67d; /* 底边实心 */\n left: calc(50% - 9px);\n top: 20px;\n }\n .dialog-operate-top:hover{\n border-bottom-color:#fff2dd;\n }\n\n .dialog-operate-bottom{\n border-left: 8px solid transparent; /* 左边透明 */\n border-right: 8px solid transparent; /* 右边透明 */\n border-top: 8px solid #f2c67d; /* 底边实心 */\n left: calc(50% - 9px);\n bottom: 20px;\n }\n\n .dialog-operate-bottom:hover{\n border-top-color:#fff2dd;\n }\n\n .dialog-operate-left{\n border-top: 8px solid transparent; /* 左边透明 */\n border-bottom: 8px solid transparent; /* 右边透明 */\n border-right: 8px solid #f2c67d; /* 底边实心 */\n top: calc(50% - 9px);\n left: 20px;\n }\n .dialog-operate-left:hover{\n border-right-color:#fff2dd;\n }\n\n .dialog-operate-right{\n border-top: 8px solid transparent; /* 左边透明 */\n border-bottom: 8px solid transparent; /* 右边透明 */\n border-left: 8px solid #f2c67d; /* 底边实心 */\n top: calc(50% - 9px);\n right: 20px;\n }\n\n .dialog-operate-right:hover{\n border-left-color:#fff2dd;\n }\n \n .dialog-slider-container {\n width: 13px;\n height: 300px;\n background: url(${usePath}p4/slider.png);\n background-size: 100% 100%;\n position:absolute;\n right:23px;\n top:50px;\n }\n\n .dialog-slider {\n -webkit-appearance: none;\n width: 300px;\n height: 13px;\n background: transparent;\n outline: none;\n opacity: 0.7;\n -webkit-transition: .2s;\n transition: opacity .2s;\n transform: rotate(-90deg);\n margin-left: -144px;\n margin-top: 144px;\n pointer-events: auto;\n }\n\n .dialog-slider::-webkit-slider-thumb {\n -webkit-appearance: none;\n appearance: none;\n width: 7px;\n height: 20px;\n background: #eebe76;\n cursor: pointer;\n border-radius: 5px;\n }\n\n .dialog-slider::-moz-range-thumb {\n width: 7px;\n height: 20px;\n background: #eebe76;\n cursor: pointer;\n border-radius: 5px;\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 // 删除弹窗POI\n if (this.borderMesh) {\n this.borderMesh.remove()\n this.borderMesh.removeFromParent()\n }\n if 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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 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+
{"version":3,"names":["AdditiveBlending","Box3","CircleGeometry","Color","DoubleSide","Group","MathUtils","Matrix4","Mesh","MeshBasicMaterial","ModelLoader","PerspectiveCamera","PlaneGeometry","ShaderMaterial","Sprite","SpriteMaterial","Texture","TextureLoader","Vector3","gsap","use","Css2DPoi","SpritePoi","heatMap","MessageType","sendToMessage","EMessageStatus","regionMap","usePath","load","CameraPoi","gobal","Map","Set","dialogManage","Dialog","addStyle","loadGLTF","gltf","model","Object","keys","forEach","key","region","group","name","camera","id","sprite","scale","rotation","y","Math","PI","position","fromArray","copy","add","scan","scene","clone","addScalar","x","cameraMesh","set","title","interactionManager","cameraEvent","point","MethanePoint","probePoint","item","mesh","warn","probeEvent","to","duration","ease","yoyo","repeat","create","warnMesh","rotatingRight","unFrame","useframe","children","z","abs","eventListener","useScene","unClick","addEventListener","Event","Success","undefined","targetPosition","toArray","camaraPosition","startPosition","cameraLookAt","getWorldDirection","cameraUtil","target","getMesh","dialogMesh","visible","togglePoi","then","headMap","HeadMap","distanceTo","closeHotmap","remove","removeFromParent","clear","fn","close","geometry","texture","circle","map","side","transparent","rotateX","material","vertexShader","fragmentShader","blending","depthTest","color","numPoints","i","random","cameraManage","manage","cameraPosition","window","innerWidth","innerHeight","setCustomPerspective","cuteSprite","depthWrite","center","renderOrder","updateScale","Promise","reslove","setTimeout","borderMesh","getBorderMesh","cuteSprites","push","angleX","degToRad","angleY","angleZ","rotationMatrix","makeRotationX","multiply","makeRotationY","makeRotationZ","cameraDirection","targetDirection","applyMatrix4","devicePixelRatio","bbox","setFromObject","min","project","max","w","h","dom","document","querySelector","clientWidth","clientHeight","width","height","scaleFactor","minDistance","maxDistance","objectPosition","distance","clampedDistance","eventName","eventList","has","getBoxSize","dialogDiv","createElement","assign","style","maskingDiv","className","appendChild","closeSpan","get","hLine","vLine","op","opList","btnSpan","sliderDiv","sliderBar","type","value","fov","updateProjectionMatrix","css","styleElement","createTextNode","head","console","log","length","heatmap","container","createDom","gradient","TemperatureColorStops","len","points","val","floor","setData","data","greymap","heatMapMaterial","uniforms","greyMap","Zscale","u_color","u_opacity","_renderer","canvas","needsUpdate","greyTexture","tan","aspect","heatMapGeometry","heatMapPlane","backEle","innerHTML","body","zIndex","canvasList"],"sources":["../../../src/factory/unit/CameraPoi.ts"],"sourcesContent":["import type { Object3D } from '@anov/3d-core'\nimport { AdditiveBlending, Box3, CircleGeometry, 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'\n\n// @ts-ignore\nimport type Factory3D from '../3d'\n\n// @ts-ignore\nimport { regionMap } from '../regionData'\nimport { usePath } from '../3d'\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 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 Object.keys(regionMap).forEach(async (key: string) => {\n // 摄像机\n const region = regionMap[key]\n const group = new Group()\n group.name = region.camera.id\n const sprite = new SpritePoi(`${usePath}camera.png`, { scale: [10, 10, 1] })\n sprite.rotation.y = Math.PI\n const position = new Vector3().fromArray(region.camera.position)\n sprite.position.copy(position)\n group.add(sprite)\n\n const scan = model.scene.clone()\n scan.scale.addScalar(5)\n scan.rotation.x = (-Math.PI / 2) + 0.5\n scan.position.copy(position.clone().add(new Vector3(0, -2, 0)))\n group.add(scan)\n\n this.cameraMesh.set(region.title, group)\n this.gobal.interactionManager.add(group)\n this.cameraEvent(group, region)\n this.gobal.scene.add(group)\n\n // 甲烷检测点\n const point = new MethanePoint()\n region.probePoint?.forEach((item) => {\n let mesh\n if (item.warn) {\n mesh = new SpritePoi(`${usePath}p4/warn.png`, { scale: [10, 10, 1] })\n this.gobal.interactionManager.add(mesh)\n this.probeEvent(mesh, region)\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(region.title, mesh)\n\n this.gobal.scene.add(mesh)\n })\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 { camera } = use.useScene()\n const unClick = sprite.addEventListener('click', async () => {\n sendToMessage(MessageType.Event, 'onCameraStatus', EMessageStatus.Success, undefined, { id: region.camera.id })\n\n const position = new Vector3().fromArray(region.camera.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 const startPosition = camera.position.clone()\n // 获取相机朝向\n const cameraLookAt = new Vector3() // 创建一个向量来存储相机朝向\n camera.getWorldDirection(cameraLookAt) // 获取相机朝向并存储在向量中\n this.gobal.cameraUtil.set({\n position: camaraPosition,\n target: targetPosition,\n })\n\n const dialogMesh = await this.dialogManage.getMesh(position, position.clone().add(new Vector3(0, -15, 5)))\n this.dialogManage.addEventListener('close', () => {\n // 初始相机到原始位置\n this.gobal.cameraUtil.set({\n position: startPosition.toArray(),\n target: cameraLookAt.toArray(),\n })\n sendToMessage(MessageType.Event, 'onCancelCameraStatus', EMessageStatus.Success, undefined, { id: region.camera.id })\n })\n this.gobal.scene.add(dialogMesh)\n })\n // this.eventListener.add(unClick)\n }\n\n probeEvent(sprite: SpritePoi, region) {\n const { camera } = use.useScene()\n sprite.addEventListener('click', async () => {\n if (!sprite.visible)\n return\n sprite.visible = false\n sendToMessage(MessageType.Event, 'onGasMonitorStatus', EMessageStatus.Success, undefined, { id: region.probePoint[0].id })\n this.togglePoi(false)\n const position = new Vector3().fromArray(region.probePoint[0].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 this.headMap = new HeadMap()\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 // 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 }\n\n closeHotmap() {\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 }\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 // 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 this.eventListener.clear()\n\n this.dialogManage.close()\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().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, cameraPosition) {\n this.close()\n this.camera = new PerspectiveCamera(\n 90, window.innerWidth / window.innerHeight, 0.1, 10000,\n )\n this.camera.position.copy(cameraPosition)\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\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\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\n let height = (max.y - min.y) * h / devicePixelRatio * 1.089\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 // 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, 0.8316 * 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 closeSpan.addEventListener('click', () => {\n this.eventList.has('close') && this.eventList.get('close')()\n this.close()\n })\n const hLine = document.createElement('span')\n hLine.className = 'dialog-close-line dialog-close-h-line'\n closeSpan.appendChild(hLine)\n const vLine = document.createElement('span')\n vLine.className = 'dialog-close-line dialog-close-v-line'\n closeSpan.appendChild(vLine)\n dialogDiv.appendChild(closeSpan)\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 btnSpan.addEventListener('click', () => {\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 op.appendChild(btnSpan)\n })\n\n // 滑动条\n const sliderDiv = document.createElement('div')\n sliderDiv.className = 'dialog-slider-container'\n const sliderBar = document.createElement('input')\n sliderBar.type = 'range'\n sliderBar.min = '30'\n sliderBar.max = '120'\n sliderBar.value = '90'\n sliderBar.className = 'dialog-slider'\n sliderBar.addEventListener('input', () => {\n camera.fov = sliderBar.value\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 sliderDiv.appendChild(sliderBar)\n dialogDiv.appendChild(sliderDiv)\n\n const borderMesh = new Css2DPoi(dialogDiv)\n borderMesh.position.copy(sprite.position)\n return borderMesh\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: 20px;\n height: 20px;\n border-radius: 2px;\n color: #fff;\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 right: 20px;\n top: 15px;\n pointer-events: auto;\n }\n\n .dialog-close:hover{\n background-color:#c8a158;\n }\n\n .dialog-close-line{\n width: 14px;\n height: 2px;\n background-color: #fff;\n position: absolute;\n top: 9px;\n display: block;\n }\n\n .dialog-close-h-line{\n transform: rotate(-45deg);\n }\n\n .dialog-close-v-line{\n transform: rotate(45deg);\n }\n\n .dialog-operate{\n width: 120px;\n height: 120px;\n background-image: url(${usePath}p4/operate.png);\n background-size: 100% 100%;\n background-repeat: no-repeat;\n position: absolute;\n right: 15px;\n bottom: 10px;\n pointer-events: auto;\n }\n\n .dialog-operate-btn{\n width: 0;\n height: 0;\n position: absolute;\n cursor: pointer;\n pointer-events: auto;\n }\n\n .dialog-operate-top{\n border-left: 8px solid transparent; /* 左边透明 */\n border-right: 8px solid transparent; /* 右边透明 */\n border-bottom: 8px solid #f2c67d; /* 底边实心 */\n left: calc(50% - 9px);\n top: 20px;\n }\n .dialog-operate-top:hover{\n border-bottom-color:#fff2dd;\n }\n\n .dialog-operate-bottom{\n border-left: 8px solid transparent; /* 左边透明 */\n border-right: 8px solid transparent; /* 右边透明 */\n border-top: 8px solid #f2c67d; /* 底边实心 */\n left: calc(50% - 9px);\n bottom: 20px;\n }\n\n .dialog-operate-bottom:hover{\n border-top-color:#fff2dd;\n }\n\n .dialog-operate-left{\n border-top: 8px solid transparent; /* 左边透明 */\n border-bottom: 8px solid transparent; /* 右边透明 */\n border-right: 8px solid #f2c67d; /* 底边实心 */\n top: calc(50% - 9px);\n left: 20px;\n }\n .dialog-operate-left:hover{\n border-right-color:#fff2dd;\n }\n\n .dialog-operate-right{\n border-top: 8px solid transparent; /* 左边透明 */\n border-bottom: 8px solid transparent; /* 右边透明 */\n border-left: 8px solid #f2c67d; /* 底边实心 */\n top: calc(50% - 9px);\n right: 20px;\n }\n\n .dialog-operate-right:hover{\n border-left-color:#fff2dd;\n }\n \n .dialog-slider-container {\n width: 13px;\n height: 350px;\n background: url(${usePath}p4/slider.png);\n background-size: 100% 100%;\n position:absolute;\n right:23px;\n top:50px;\n }\n\n .dialog-slider {\n -webkit-appearance: none;\n width: 300px;\n height: 13px;\n background: transparent;\n outline: none;\n opacity: 0.7;\n -webkit-transition: .2s;\n transition: opacity .2s;\n transform: rotate(-90deg);\n margin-left: -144px;\n margin-top: 144px;\n pointer-events: auto;\n }\n\n .dialog-slider::-webkit-slider-thumb {\n -webkit-appearance: none;\n appearance: none;\n width: 7px;\n height: 20px;\n background: #eebe76;\n cursor: pointer;\n border-radius: 5px;\n }\n\n .dialog-slider::-moz-range-thumb {\n width: 7px;\n height: 20px;\n background: #eebe76;\n cursor: pointer;\n border-radius: 5px;\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 console.log('mesh:', mesh)\n mesh.remove()\n mesh.removeFromParent()\n })\n this.cuteSprites.length = 0\n }\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\n constructor() {\n\n }\n\n // 热力图\n create(distance) {\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 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@@ -5,9 +5,10 @@ function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _d
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5
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function _defineProperty(obj, key, value) { key = _toPropertyKey(key); if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; }
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function _toPropertyKey(arg) { var key = _toPrimitive(arg, "string"); return _typeof(key) === "symbol" ? key : String(key); }
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function _toPrimitive(input, hint) { if (_typeof(input) !== "object" || input === null) return input; var prim = input[Symbol.toPrimitive]; if (prim !== undefined) { var res = prim.call(input, hint || "default"); if (_typeof(res) !== "object") return res; throw new TypeError("@@toPrimitive must return a primitive value."); } return (hint === "string" ? String : Number)(input); }
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-
import { Mesh, MeshPhysicalMaterial, SphereGeometry, Vector3, utils } from '@anov/3d-core';
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+
import { Mesh, MeshPhysicalMaterial, SphereGeometry, Vector3, use, utils } from '@anov/3d-core';
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import { Css2DPoi, EAnimationType } from '@anov/3d-ability';
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import { regionMap } from "../regionData";
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import { usePath } from "../3d";
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var emitter = utils.emitter;
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var CircleManage = /*#__PURE__*/function () {
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function CircleManage(gobal) {
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@@ -65,8 +66,6 @@ var CircleManage = /*#__PURE__*/function () {
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value: function bindEvent(mesh, data) {
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var _this2 = this;
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this.interactionManager.add(mesh);
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var skewing = new Vector3(0, 7.5, 0); // 偏移量
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-
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var showPeoplePoi = function showPeoplePoi(data) {
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if (_this2.peoplePoi) {
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if (_this2.peoplePoi.name !== data.id) _this2.peoplePoi.removeFromParent();else return;
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@@ -74,10 +73,12 @@ var CircleManage = /*#__PURE__*/function () {
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_this2.peoplePoi = new Css2DPoi(data.name, {
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width: 110,
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height: 33,
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-
img:
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76
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+
img: "".concat(usePath, "person.png"),
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style: {
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padding: '2px 20px 10px 45px',
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fontSize: '14px'
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fontSize: '14px',
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pointerEvents: 'none',
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marginTop: '-20px'
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},
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animation: {
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type: EAnimationType.fadeIn,
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@@ -85,12 +86,13 @@ var CircleManage = /*#__PURE__*/function () {
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}
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});
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_this2.peoplePoi.name = data.id;
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-
_this2.peoplePoi.position.copy(mesh.position.clone()
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+
_this2.peoplePoi.position.copy(mesh.position.clone());
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_this2.scene.add(_this2.peoplePoi);
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};
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mesh.addEventListener('click', function () {
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+
var position = _this2.getCameraPosition(new Vector3().fromArray(data.position), 43.5);
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_this2.gobal.cameraUtil.set({
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-
position:
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95
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+
position: position.toArray(),
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target: [data.position[0], data.position[1], data.position[2]]
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}).then(function () {});
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showPeoplePoi(data);
|
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@@ -106,6 +108,22 @@ var CircleManage = /*#__PURE__*/function () {
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}
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});
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}
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+
}, {
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key: "getCameraPosition",
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113
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value: function getCameraPosition(targetPosition, distance) {
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// 计算相机的位置
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var cameraPosition = new Vector3();
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var direction = new Vector3(); // 目标对象指向相机的方向
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var _use$useScene = use.useScene(),
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camera = _use$useScene.camera;
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// 计算相机朝向目标对象的方向
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121
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+
direction.subVectors(camera.position, targetPosition).normalize();
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// 将相机沿着目标对象方向移动以保持距离
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cameraPosition.copy(targetPosition).add(direction.multiplyScalar(distance));
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return cameraPosition;
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}
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}, {
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key: "getData",
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value: function getData(belongTo) {
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