@anov/3d 0.0.38 → 0.0.39
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/anov3d.js +6 -1
- package/dist/anov3d.js.map +1 -1
- package/dist/applicationApi.js +8 -2
- package/dist/applicationApi.js.map +1 -1
- package/dist/factory/3d.d.ts +6 -2
- package/dist/factory/3d.js +42 -33
- package/dist/factory/3d.js.map +1 -1
- package/dist/factory/unit/CameraPoi.js +2 -2
- package/dist/factory/unit/CameraPoi.js.map +1 -1
- package/dist/factory/unit/inspection/index.js +0 -3
- package/dist/factory/unit/inspection/index.js.map +1 -1
- package/dist/factory/utils/fontMesh.js +2 -1
- package/dist/factory/utils/fontMesh.js.map +1 -1
- package/package.json +3 -3
package/dist/anov3d.js
CHANGED
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@@ -76,7 +76,12 @@ var Anov3D = /*#__PURE__*/function () {
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var pmremGenerator = new PMREMGenerator(renderer);
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pmremGenerator.compileEquirectangularShader();
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var roomEnvironment = new RoomEnvironment();
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-
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// if (openFlag)
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// // scene!.environment = pmremGenerator.fromScene(roomEnvironment, 0.04).texture
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// else
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// scene!.environment = null
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}
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}]);
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return Anov3D;
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package/dist/anov3d.js.map
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@@ -1 +1 @@
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{"version":3,"names":["PMREMGenerator","SceneControl","Vector3","lib","use","utils","EventBus","EWeatherType","object2Vector3","Model","defaultCameraParams","RoomEnvironment","Anov3D","opts","camera","cameraParams","fov","near","far","position","fromArray","scene","orbitControls","controls","defCameraOps","aspect","size","width","container","clientWidth","height","clientHeight","rendererOps","shadowMap","reset","css2DRenderer","ambientLight","render","target","copy","lookAt","emitter","emit","sceneControl","eventBus","model","load","changeSceneEnvironment","storeManagement","set","openFlag","useScene","renderer","pmremGenerator","compileEquirectangularShader","roomEnvironment"
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{"version":3,"names":["PMREMGenerator","SceneControl","Vector3","lib","use","utils","EventBus","EWeatherType","object2Vector3","Model","defaultCameraParams","RoomEnvironment","Anov3D","opts","camera","cameraParams","fov","near","far","position","fromArray","scene","orbitControls","controls","defCameraOps","aspect","size","width","container","clientWidth","height","clientHeight","rendererOps","shadowMap","reset","css2DRenderer","ambientLight","render","target","copy","lookAt","emitter","emit","sceneControl","eventBus","model","load","changeSceneEnvironment","storeManagement","set","openFlag","useScene","renderer","pmremGenerator","compileEquirectangularShader","roomEnvironment"],"sources":["../src/anov3d.ts"],"sourcesContent":["import { PMREMGenerator, SceneControl, Vector3, lib, use, utils } from '@anov/3d-core'\nimport EventBus from './module/eventBus'\nimport { EWeatherType } from './module/environment/weather/type'\nimport type { InitOptions } from './applicationApi'\nimport { object2Vector3 } from './utils/index'\nimport Model from './module/model'\nimport { defaultCameraParams } from './index'\n\ntype Anov3DOptions = {\n container: HTMLElement\n size?: {\n width: number\n height: number\n }\n camera?: InitOptions['camera']\n environment?: InitOptions['environment']\n model?: InitOptions['model']\n controls?: InitOptions['controls']\n}\n\nconst { RoomEnvironment } = lib\n\nclass Anov3D {\n opts: Anov3DOptions\n sceneControl: SceneControl\n eventBus: EventBus\n EWeatherType: typeof EWeatherType = EWeatherType\n model: Model\n\n constructor(opts: Anov3DOptions) {\n this.opts = opts\n const { camera = {} } = opts || {}\n\n const cameraParams = {\n fov: camera.fov ?? defaultCameraParams.fov,\n near: camera.near ?? defaultCameraParams.near,\n far: camera.far ?? defaultCameraParams.far,\n position: camera.position ? new Vector3().fromArray(camera.position) : object2Vector3(defaultCameraParams.position),\n }\n\n const scene = new SceneControl({\n orbitControls: opts.controls || { use: true },\n defCameraOps: {\n aspect: (opts?.size?.width ?? opts.container.clientWidth) / (opts?.size?.height ?? opts.container.clientHeight),\n ...cameraParams,\n fov: 60,\n },\n rendererOps: {\n shadowMap: true,\n size: {\n width: opts?.size?.width ?? opts.container.clientWidth,\n height: opts?.size?.height ?? opts.container.clientHeight,\n },\n },\n reset: true,\n css2DRenderer: true,\n ambientLight: true,\n })\n\n scene.render(opts.container)\n\n scene.controls?.target.copy(opts.camera?.target ? new Vector3().fromArray(opts.camera.target) : object2Vector3(defaultCameraParams.lookAt))\n\n utils.emitter.emit('scene-completed', scene)\n\n // 不考虑 tree-shaking\n this.sceneControl = scene\n\n this.eventBus = new EventBus()\n this.model = new Model()\n this.opts.model && (this.model.load(this.opts.model))\n this.changeSceneEnvironment()\n utils.storeManagement.set('event-bus', this.eventBus)\n\n utils.emitter.emit('instantiation-completed', this)\n }\n\n changeSceneEnvironment(openFlag = true) {\n const { renderer, scene } = use.useScene()\n const pmremGenerator = new PMREMGenerator(renderer!)\n pmremGenerator.compileEquirectangularShader()\n const roomEnvironment = new (RoomEnvironment as any)()\n\n // if (openFlag)\n // // scene!.environment = pmremGenerator.fromScene(roomEnvironment, 0.04).texture\n\n // else\n // scene!.environment = null\n }\n}\n\nexport default Anov3D"],"mappings":";;;;;;;;;AAAA,SAASA,cAAc,EAAEC,YAAY,EAAEC,OAAO,EAAEC,GAAG,EAAEC,GAAG,EAAEC,KAAK,QAAQ,eAAe;AACtF,OAAOC,QAAQ;AACf,SAASC,YAAY;AAErB,SAASC,cAAc;AACvB,OAAOC,KAAK;AACZ,SAASC,mBAAmB;AAc5B,IAAQC,eAAe,GAAKR,GAAG,CAAvBQ,eAAe;AAAQ,IAEzBC,MAAM;EAOV,gBAAYC,IAAmB,EAAE;IAAA;IAAA;IAAA;IAAA;IAAA;IAAA,sCAHGN,YAAY;IAAA;IAI9C,IAAI,CAACM,IAAI,GAAGA,IAAI;IAChB,WAAwBA,IAAI,IAAI,CAAC,CAAC;MAAA,mBAA1BC,MAAM;MAANA,MAAM,4BAAG,CAAC,CAAC;IAEnB,IAAMC,YAAY,GAAG;MACnBC,GAAG,iBAAEF,MAAM,CAACE,GAAG,qDAAIN,mBAAmB,CAACM,GAAG;MAC1CC,IAAI,kBAAEH,MAAM,CAACG,IAAI,uDAAIP,mBAAmB,CAACO,IAAI;MAC7CC,GAAG,iBAAEJ,MAAM,CAACI,GAAG,qDAAIR,mBAAmB,CAACQ,GAAG;MAC1CC,QAAQ,EAAEL,MAAM,CAACK,QAAQ,GAAG,IAAIjB,OAAO,EAAE,CAACkB,SAAS,CAACN,MAAM,CAACK,QAAQ,CAAC,GAAGX,cAAc,CAACE,mBAAmB,CAACS,QAAQ;IACpH,CAAC;IAED,IAAME,KAAK,GAAG,IAAIpB,YAAY,CAAC;MAC7BqB,aAAa,EAAET,IAAI,CAACU,QAAQ,IAAI;QAAEnB,GAAG,EAAE;MAAK,CAAC;MAC7CoB,YAAY;QACVC,MAAM,EAAE,qBAACZ,IAAI,aAAJA,IAAI,qCAAJA,IAAI,CAAEa,IAAI,+CAAV,WAAYC,KAAK,+DAAId,IAAI,CAACe,SAAS,CAACC,WAAW,0BAAKhB,IAAI,aAAJA,IAAI,sCAAJA,IAAI,CAAEa,IAAI,gDAAV,YAAYI,MAAM,iEAAIjB,IAAI,CAACe,SAAS,CAACG,YAAY;MAAC,GAC5GhB,YAAY;QACfC,GAAG,EAAE;MAAE,EACR;MACDgB,WAAW,EAAE;QACXC,SAAS,EAAE,IAAI;QACfP,IAAI,EAAE;UACJC,KAAK,uBAAEd,IAAI,aAAJA,IAAI,sCAAJA,IAAI,CAAEa,IAAI,gDAAV,YAAYC,KAAK,iEAAId,IAAI,CAACe,SAAS,CAACC,WAAW;UACtDC,MAAM,wBAAEjB,IAAI,aAAJA,IAAI,sCAAJA,IAAI,CAAEa,IAAI,gDAAV,YAAYI,MAAM,mEAAIjB,IAAI,CAACe,SAAS,CAACG;QAC/C;MACF,CAAC;MACDG,KAAK,EAAE,IAAI;MACXC,aAAa,EAAE,IAAI;MACnBC,YAAY,EAAE;IAChB,CAAC,CAAC;IAEFf,KAAK,CAACgB,MAAM,CAACxB,IAAI,CAACe,SAAS,CAAC;IAE5B,mBAAAP,KAAK,CAACE,QAAQ,oDAAd,gBAAgBe,MAAM,CAACC,IAAI,CAAC,gBAAA1B,IAAI,CAACC,MAAM,yCAAX,aAAawB,MAAM,GAAG,IAAIpC,OAAO,EAAE,CAACkB,SAAS,CAACP,IAAI,CAACC,MAAM,CAACwB,MAAM,CAAC,GAAG9B,cAAc,CAACE,mBAAmB,CAAC8B,MAAM,CAAC,CAAC;IAE3InC,KAAK,CAACoC,OAAO,CAACC,IAAI,CAAC,iBAAiB,EAAErB,KAAK,CAAC;;IAE5C;IACA,IAAI,CAACsB,YAAY,GAAGtB,KAAK;IAEzB,IAAI,CAACuB,QAAQ,GAAG,IAAItC,QAAQ,EAAE;IAC9B,IAAI,CAACuC,KAAK,GAAG,IAAIpC,KAAK,EAAE;IACxB,IAAI,CAACI,IAAI,CAACgC,KAAK,IAAK,IAAI,CAACA,KAAK,CAACC,IAAI,CAAC,IAAI,CAACjC,IAAI,CAACgC,KAAK,CAAE;IACrD,IAAI,CAACE,sBAAsB,EAAE;IAC7B1C,KAAK,CAAC2C,eAAe,CAACC,GAAG,CAAC,WAAW,EAAE,IAAI,CAACL,QAAQ,CAAC;IAErDvC,KAAK,CAACoC,OAAO,CAACC,IAAI,CAAC,yBAAyB,EAAE,IAAI,CAAC;EACrD;EAAC;IAAA;IAAA,OAED,kCAAwC;MAAA,IAAjBQ,QAAQ,uEAAG,IAAI;MACpC,oBAA4B9C,GAAG,CAAC+C,QAAQ,EAAE;QAAlCC,QAAQ,iBAARA,QAAQ;QAAE/B,KAAK,iBAALA,KAAK;MACvB,IAAMgC,cAAc,GAAG,IAAIrD,cAAc,CAACoD,QAAQ,CAAE;MACpDC,cAAc,CAACC,4BAA4B,EAAE;MAC7C,IAAMC,eAAe,GAAG,IAAK5C,eAAe,EAAU;;MAEtD;MACA;;MAEA;MACA;IACF;EAAC;EAAA;AAAA;AAGH,eAAeC,MAAM"}
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package/dist/applicationApi.js
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@@ -56,9 +56,15 @@ var Application = /*#__PURE__*/function () {
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// @ts-ignore
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this.iEngine.caseInstance = caseInstance;
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caseInstance.loadingManager.onLoad = function () {
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sendToMessage(MessageType.Api, 'core.init', EMessageStatus.Success, id);
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}
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};
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caseInstance.loadingManager.onProgress = function (_, loaded, total) {
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var progress = loaded / total;
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sendToMessage(MessageType.Event, 'onInitProgress', EMessageStatus.Success, undefined, {
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progress: progress
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});
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};
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} catch (error) {
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sendToMessage(MessageType.Api, 'core.init', EMessageStatus.EventHandleFailed);
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console.error(error);
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{"version":3,"names":["utils","getFnByFnkey","MessageType","sendToMessage","EMessageStatus","Factory3D","Anov3D","defaultCameraParams","Application","opts","container","el","Api","Success","params","id","camera","cameraParams","fov","near","far","position","target","anov3D","model","case","size","width","clientWidth","height","clientHeight","environment","weather","time","controls","iEngine","caseInstance","loadCase","
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{"version":3,"names":["utils","getFnByFnkey","MessageType","sendToMessage","EMessageStatus","Factory3D","Anov3D","defaultCameraParams","Application","opts","container","el","Api","Success","params","id","camera","cameraParams","fov","near","far","position","target","anov3D","model","case","size","width","clientWidth","height","clientHeight","environment","weather","time","controls","iEngine","caseInstance","loadCase","loadingManager","onLoad","onProgress","_","loaded","total","progress","Event","undefined","error","EventHandleFailed","console","req","name","init","Error","fn","res","Promise","resolve","then","failMessage","message","eventName","cb","storeManagement","set","option","factory","envMaps","imgBox","decoderPath","renderScene","sceneControl","createInstance"],"sources":["../src/applicationApi.ts"],"sourcesContent":["import { utils } from '@anov/3d-core'\nimport { getFnByFnkey } from './utils/index'\nimport { MessageType, sendToMessage } from './utils/messageFn'\nimport { EMessageStatus } from './messageStatus'\nimport Factory3D from './factory/3d'\nimport Anov3D, { defaultCameraParams } from './index'\n\ntype ApplicationOptions = {\n el: HTMLElement\n}\n\nexport type InitOptions = {\n case?: string // 案例名称,用于兼容init直接加载项目\n camera?: {\n fov?: number\n near?: number\n far?: number\n position?: [\n number,\n number,\n number,\n ]\n target?: [\n number,\n number,\n number,\n ]\n }\n model?: string\n decoderPath?: string // DRACO压缩 资源文件路径\n size?: {\n width: number\n height: number\n }\n environment?: {\n weather?: string\n time?: number\n }\n envMaps: {\n use?: boolean\n imgBox?: Array<string> | string\n }\n controls: {\n // 相机缩放范围\n minDistance?: number\n maxDistance?: number\n // 上下旋转范围\n minPolarAngle?: number// 默认值0\n maxPolarAngle?: number\n // 左右旋转范围\n minAzimuthAngle?: number\n maxAzimuthAngle?: number\n }\n}\n\nclass Application {\n private container: HTMLElement\n iEngine: Anov3D | undefined\n\n constructor(opts: ApplicationOptions) {\n this.container = opts.el\n\n sendToMessage(MessageType.Api, 'engineReady', EMessageStatus.Success)\n }\n\n private init(params: InitOptions, id: string) {\n try {\n const { camera = {} } = params || {}\n\n const cameraParams = {\n fov: camera.fov ?? defaultCameraParams.fov,\n near: camera.near ?? defaultCameraParams.near,\n far: camera.far ?? defaultCameraParams.far,\n position: camera.position,\n target: camera.target,\n }\n\n const anov3D = new Anov3D({\n container: this.container,\n model: params.case ? '' : params?.model, // temporary solution by LM\n size: {\n width: params?.size?.width ?? this.container.clientWidth,\n height: params?.size?.height ?? this.container.clientHeight,\n },\n camera: {\n ...cameraParams,\n },\n environment: {\n weather: params?.environment?.weather,\n time: params?.environment?.time,\n },\n controls: params.controls,\n })\n\n this.iEngine = anov3D\n\n const caseInstance = this.loadCase(anov3D, params)\n\n // @ts-ignore\n this.iEngine.caseInstance = caseInstance\n\n caseInstance.loadingManager.onLoad = () => {\n sendToMessage(MessageType.Api, 'core.init', EMessageStatus.Success, id)\n }\n\n caseInstance.loadingManager.onProgress = (_, loaded, total) => {\n const progress = loaded / total\n\n sendToMessage(MessageType.Event, 'onInitProgress', EMessageStatus.Success, undefined, {\n progress,\n })\n }\n }\n catch (error) {\n sendToMessage(MessageType.Api, 'core.init', EMessageStatus.EventHandleFailed)\n console.error(error)\n }\n }\n\n sendMessage(req: { name: string; id: string; params: any }) {\n if (req.name === 'Core.init' || req.name === 'core.init') {\n this.init(req.params, req.id)\n return\n }\n\n if (!this.iEngine)\n throw new Error('please init first!')\n\n const fn = getFnByFnkey(this.iEngine, req.name, req.id) as any\n\n try {\n const res = fn(req.params)\n\n Promise.resolve(res).then((res) => {\n sendToMessage(MessageType.Api, req.name, EMessageStatus.Success, req.id, res)\n })\n }\n catch (error: any) {\n sendToMessage(MessageType.Api, req.name, EMessageStatus.EventHandleFailed, req.id, {\n failMessage: error.message,\n })\n }\n }\n\n receiveMessage(eventName: string, cb: (params: any) => void) {\n utils.storeManagement.set(eventName, cb)\n }\n\n // 此方法 用于直接加载案例\n private loadCase(anov3D: Anov3D, option: InitOptions) {\n switch (option.case) {\n case 'factory':\n\n // eslint-disable-next-line no-case-declarations\n const factory = new Factory3D({ model: option.model, environment: option.envMaps.imgBox as string, decoderPath: option.decoderPath, controls: option.controls })\n factory.renderScene(anov3D.sceneControl)\n return factory\n }\n }\n}\n\n/**\n * createInstance\n * @returns\n */\nexport const createInstance = (opts: ApplicationOptions): Application => {\n return new Application(opts)\n}\n"],"mappings":";;;;;;;;;AAAA,SAASA,KAAK,QAAQ,eAAe;AACrC,SAASC,YAAY;AACrB,SAASC,WAAW,EAAEC,aAAa;AACnC,SAASC,cAAc;AACvB,OAAOC,SAAS;AAChB,OAAOC,MAAM,IAAIC,mBAAmB;AAAiB,IAkD/CC,WAAW;EAIf,qBAAYC,IAAwB,EAAE;IAAA;IAAA;IAAA;IACpC,IAAI,CAACC,SAAS,GAAGD,IAAI,CAACE,EAAE;IAExBR,aAAa,CAACD,WAAW,CAACU,GAAG,EAAE,aAAa,EAAER,cAAc,CAACS,OAAO,CAAC;EACvE;EAAC;IAAA;IAAA,OAED,cAAaC,MAAmB,EAAEC,EAAU,EAAE;MAC5C,IAAI;QAAA;QACF,WAAwBD,MAAM,IAAI,CAAC,CAAC;UAAA,mBAA5BE,MAAM;UAANA,MAAM,4BAAG,CAAC,CAAC;QAEnB,IAAMC,YAAY,GAAG;UACnBC,GAAG,iBAAEF,MAAM,CAACE,GAAG,qDAAIX,mBAAmB,CAACW,GAAG;UAC1CC,IAAI,kBAAEH,MAAM,CAACG,IAAI,uDAAIZ,mBAAmB,CAACY,IAAI;UAC7CC,GAAG,iBAAEJ,MAAM,CAACI,GAAG,qDAAIb,mBAAmB,CAACa,GAAG;UAC1CC,QAAQ,EAAEL,MAAM,CAACK,QAAQ;UACzBC,MAAM,EAAEN,MAAM,CAACM;QACjB,CAAC;QAED,IAAMC,MAAM,GAAG,IAAIjB,MAAM,CAAC;UACxBI,SAAS,EAAE,IAAI,CAACA,SAAS;UACzBc,KAAK,EAAEV,MAAM,CAACW,IAAI,GAAG,EAAE,GAAGX,MAAM,aAANA,MAAM,uBAANA,MAAM,CAAEU,KAAK;UAAE;UACzCE,IAAI,EAAE;YACJC,KAAK,wBAAEb,MAAM,aAANA,MAAM,uCAANA,MAAM,CAAEY,IAAI,iDAAZ,aAAcC,KAAK,mEAAI,IAAI,CAACjB,SAAS,CAACkB,WAAW;YACxDC,MAAM,yBAAEf,MAAM,aAANA,MAAM,wCAANA,MAAM,CAAEY,IAAI,kDAAZ,cAAcG,MAAM,qEAAI,IAAI,CAACnB,SAAS,CAACoB;UACjD,CAAC;UACDd,MAAM,oBACDC,YAAY,CAChB;UACDc,WAAW,EAAE;YACXC,OAAO,EAAElB,MAAM,aAANA,MAAM,8CAANA,MAAM,CAAEiB,WAAW,wDAAnB,oBAAqBC,OAAO;YACrCC,IAAI,EAAEnB,MAAM,aAANA,MAAM,+CAANA,MAAM,CAAEiB,WAAW,yDAAnB,qBAAqBE;UAC7B,CAAC;UACDC,QAAQ,EAAEpB,MAAM,CAACoB;QACnB,CAAC,CAAC;QAEF,IAAI,CAACC,OAAO,GAAGZ,MAAM;QAErB,IAAMa,YAAY,GAAG,IAAI,CAACC,QAAQ,CAACd,MAAM,EAAET,MAAM,CAAC;;QAElD;QACA,IAAI,CAACqB,OAAO,CAACC,YAAY,GAAGA,YAAY;QAExCA,YAAY,CAACE,cAAc,CAACC,MAAM,GAAG,YAAM;UACzCpC,aAAa,CAACD,WAAW,CAACU,GAAG,EAAE,WAAW,EAAER,cAAc,CAACS,OAAO,EAAEE,EAAE,CAAC;QACzE,CAAC;QAEDqB,YAAY,CAACE,cAAc,CAACE,UAAU,GAAG,UAACC,CAAC,EAAEC,MAAM,EAAEC,KAAK,EAAK;UAC7D,IAAMC,QAAQ,GAAGF,MAAM,GAAGC,KAAK;UAE/BxC,aAAa,CAACD,WAAW,CAAC2C,KAAK,EAAE,gBAAgB,EAAEzC,cAAc,CAACS,OAAO,EAAEiC,SAAS,EAAE;YACpFF,QAAQ,EAARA;UACF,CAAC,CAAC;QACJ,CAAC;MACH,CAAC,CACD,OAAOG,KAAK,EAAE;QACZ5C,aAAa,CAACD,WAAW,CAACU,GAAG,EAAE,WAAW,EAAER,cAAc,CAAC4C,iBAAiB,CAAC;QAC7EC,OAAO,CAACF,KAAK,CAACA,KAAK,CAAC;MACtB;IACF;EAAC;IAAA;IAAA,OAED,qBAAYG,GAA8C,EAAE;MAC1D,IAAIA,GAAG,CAACC,IAAI,KAAK,WAAW,IAAID,GAAG,CAACC,IAAI,KAAK,WAAW,EAAE;QACxD,IAAI,CAACC,IAAI,CAACF,GAAG,CAACpC,MAAM,EAAEoC,GAAG,CAACnC,EAAE,CAAC;QAC7B;MACF;MAEA,IAAI,CAAC,IAAI,CAACoB,OAAO,EACf,MAAM,IAAIkB,KAAK,CAAC,oBAAoB,CAAC;MAEvC,IAAMC,EAAE,GAAGrD,YAAY,CAAC,IAAI,CAACkC,OAAO,EAAEe,GAAG,CAACC,IAAI,EAAED,GAAG,CAACnC,EAAE,CAAQ;MAE9D,IAAI;QACF,IAAMwC,GAAG,GAAGD,EAAE,CAACJ,GAAG,CAACpC,MAAM,CAAC;QAE1B0C,OAAO,CAACC,OAAO,CAACF,GAAG,CAAC,CAACG,IAAI,CAAC,UAACH,GAAG,EAAK;UACjCpD,aAAa,CAACD,WAAW,CAACU,GAAG,EAAEsC,GAAG,CAACC,IAAI,EAAE/C,cAAc,CAACS,OAAO,EAAEqC,GAAG,CAACnC,EAAE,EAAEwC,GAAG,CAAC;QAC/E,CAAC,CAAC;MACJ,CAAC,CACD,OAAOR,KAAU,EAAE;QACjB5C,aAAa,CAACD,WAAW,CAACU,GAAG,EAAEsC,GAAG,CAACC,IAAI,EAAE/C,cAAc,CAAC4C,iBAAiB,EAAEE,GAAG,CAACnC,EAAE,EAAE;UACjF4C,WAAW,EAAEZ,KAAK,CAACa;QACrB,CAAC,CAAC;MACJ;IACF;EAAC;IAAA;IAAA,OAED,wBAAeC,SAAiB,EAAEC,EAAyB,EAAE;MAC3D9D,KAAK,CAAC+D,eAAe,CAACC,GAAG,CAACH,SAAS,EAAEC,EAAE,CAAC;IAC1C;;IAEA;EAAA;IAAA;IAAA,OACA,kBAAiBvC,MAAc,EAAE0C,MAAmB,EAAE;MACpD,QAAQA,MAAM,CAACxC,IAAI;QACjB,KAAK,SAAS;UAEZ;UACA,IAAMyC,OAAO,GAAG,IAAI7D,SAAS,CAAC;YAAEmB,KAAK,EAAEyC,MAAM,CAACzC,KAAK;YAAEO,WAAW,EAAEkC,MAAM,CAACE,OAAO,CAACC,MAAgB;YAAEC,WAAW,EAAEJ,MAAM,CAACI,WAAW;YAAEnC,QAAQ,EAAE+B,MAAM,CAAC/B;UAAS,CAAC,CAAC;UAChKgC,OAAO,CAACI,WAAW,CAAC/C,MAAM,CAACgD,YAAY,CAAC;UACxC,OAAOL,OAAO;MAAA;IAEpB;EAAC;EAAA;AAAA;AAGH;AACA;AACA;AACA;AACA,OAAO,IAAMM,cAAc,GAAG,SAAjBA,cAAc,CAAI/D,IAAwB,EAAkB;EACvE,OAAO,IAAID,WAAW,CAACC,IAAI,CAAC;AAC9B,CAAC"}
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package/dist/factory/3d.d.ts
CHANGED
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1
1
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import type { OrbitControls, SceneControl } from '@anov/3d-core';
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import { InteractionManager, Vector3 } from '@anov/3d-core';
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2
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import { InteractionManager, LoadingManager, Vector3 } from '@anov/3d-core';
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3
3
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import { Camera } from '@anov/3d-ability';
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import type WallManage from './unit/wall';
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5
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import type LineManage from './unit/line';
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@@ -12,13 +12,17 @@ import { SceneStyle, SceneTag } from './utils/constant';
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12
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declare type factory3dOption = {
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model: string;
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environment: string;
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decoderPath?: string;
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controls?: any;
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};
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export declare const loadingManager: LoadingManager;
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export declare const usePath = "http://172.16.223.163:9000/anov-prod/anov-3d/factory/example/";
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declare class Factory3D {
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position: Vector3;
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scene: SceneControl;
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control: OrbitControls;
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cameraUtil: Camera;
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loadingManager: LoadingManager;
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tag: SceneTag;
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style: SceneStyle;
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private option;
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/**
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* render factory 3d scene
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*/
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renderScene(scene: SceneControl):
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renderScene(scene: SceneControl): Promise<unknown>;
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private loadModel;
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/**
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* toggle SceneStyle
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package/dist/factory/3d.js
CHANGED
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@@ -5,8 +5,8 @@ function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _d
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5
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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6
6
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function _toPropertyKey(arg) { var key = _toPrimitive(arg, "string"); return _typeof(key) === "symbol" ? key : String(key); }
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7
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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 { Color, EquirectangularReflectionMapping, InteractionManager, ModelLoader, ShaderMaterial, TextureLoader, Vector2, Vector3, lib, use, utils } from '@anov/3d-core';
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9
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import { Camera
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8
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+
import { Color, EquirectangularReflectionMapping, InteractionManager, LoadingManager, ModelLoader, SRGBColorSpace, ShaderMaterial, TextureLoader, Vector2, Vector3, lib, use, utils } from '@anov/3d-core';
|
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9
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+
import { Camera } from '@anov/3d-ability';
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10
10
|
import { finirMaterialV1 } from "./utils/finirMaterial";
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11
|
import handleUnit, { toggleTag as _toggleTag } from "./unit";
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12
12
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import { globalEvents } from "./globalData";
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@@ -14,8 +14,9 @@ import { SceneStyle, SceneTag } from "./utils/constant";
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14
14
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import factoryGlobalObject from "./globalControl";
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15
|
import frag from "./unit/glsl/heat/frag";
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16
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import vert from "./unit/glsl/heat/ver";
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var
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var
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17
|
+
export var loadingManager = new LoadingManager();
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18
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+
var load = new ModelLoader(loadingManager);
|
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+
var rgbeLoader = new lib.RGBELoader(loadingManager);
|
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19
20
|
var emitter = utils.emitter;
|
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20
21
|
var resourcePath = './';
|
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21
22
|
var resourcePath2 = 'http://172.16.223.163:9000/anov-prod/anov-3d/factory/example/';
|
|
@@ -27,6 +28,7 @@ var Factory3D = /*#__PURE__*/function () {
|
|
|
27
28
|
_defineProperty(this, "scene", void 0);
|
|
28
29
|
_defineProperty(this, "control", void 0);
|
|
29
30
|
_defineProperty(this, "cameraUtil", void 0);
|
|
31
|
+
_defineProperty(this, "loadingManager", loadingManager);
|
|
30
32
|
_defineProperty(this, "tag", SceneTag.overview);
|
|
31
33
|
_defineProperty(this, "style", SceneStyle.real);
|
|
32
34
|
_defineProperty(this, "option", void 0);
|
|
@@ -59,31 +61,36 @@ var Factory3D = /*#__PURE__*/function () {
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|
|
59
61
|
key: "renderScene",
|
|
60
62
|
value: function renderScene(scene) {
|
|
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var _this = this;
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_this.
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|
+
return new Promise(function (resolve) {
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_this.scene = scene;
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+
_this.cameraUtil = new Camera(scene.camera, scene.controls, scene);
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+
_this.control = scene.controls;
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+
scene.camera.layers.set(0);
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+
load.loadGLTF("".concat(_this.usePath, "landScap3.glb"), false, true, './draco/', function (gltf) {
|
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70
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+
_this.realTreeModel = gltf.scene;
|
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68
71
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69
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// this.interactionManager.add(gltf.scene)
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// gltf.scene.addEventListener('click', (value) => {
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75
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+
// this.position = value.point
|
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+
// })
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77
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scene.add(_this.realTreeModel);
|
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78
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+
return gltf;
|
|
79
|
+
});
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|
80
|
+
var interactionManager = new InteractionManager(_this.scene.renderer, _this.scene.camera, _this.scene.renderer.domElement) // Modified By LM this.scene.cssRenderer.cssRenderer.domElement,
|
|
81
|
+
;
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|
79
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_this.interactionManager = interactionManager;
|
|
84
|
+
utils.storeManagement.set('interactionManager', interactionManager);
|
|
85
|
+
use.useframe(function () {
|
|
86
|
+
interactionManager.update();
|
|
87
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+
});
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88
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+
_this.loadModel();
|
|
89
|
+
loadingManager.onLoad = function () {
|
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90
|
+
resolve('success');
|
|
91
|
+
};
|
|
92
|
+
scene.renderer.toneMappingExposure = 0.4;
|
|
84
93
|
});
|
|
85
|
-
this.loadModel();
|
|
86
|
-
scene.renderer.toneMappingExposure = 0.4;
|
|
87
94
|
}
|
|
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95
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}, {
|
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key: "loadModel",
|
|
@@ -132,10 +139,10 @@ var Factory3D = /*#__PURE__*/function () {
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|
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fragmentShader: frag,
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uniforms: {
|
|
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|
texture1: {
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|
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value: new TextureLoader().load("".concat(_this2.usePath, "test01.jpg"))
|
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|
+
value: new TextureLoader(_this2.loadingManager).load("".concat(_this2.usePath, "test01.jpg"))
|
|
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|
},
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texture2: {
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value: new TextureLoader().load("".concat(_this2.usePath, "test02.jpg"))
|
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|
+
value: new TextureLoader(_this2.loadingManager).load("".concat(_this2.usePath, "test02.jpg"))
|
|
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146
|
},
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uvScale: {
|
|
141
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|
value: new Vector2(1, 1)
|
|
@@ -172,6 +179,7 @@ var Factory3D = /*#__PURE__*/function () {
|
|
|
172
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|
});
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|
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|
rgbeLoader.setPath("".concat(this.usePath)).load('demo.hdr', function (texture) {
|
|
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|
texture.mapping = EquirectangularReflectionMapping;
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+
texture.colorSpace = SRGBColorSpace;
|
|
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|
_this2.boxSkeyTexture = texture;
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_this2.scene.scene.environment = texture;
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_this2.scene.scene.background = new Color('#ccc');
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|
@@ -237,17 +245,18 @@ var Factory3D = /*#__PURE__*/function () {
|
|
|
237
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|
var cutoutCamera = this.inspection.minCamera;
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|
this.scene.cutoutCamera = this.scene.camera;
|
|
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|
this.scene.camera = cutoutCamera;
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initPostEffects(this.scene.scene, this.scene.renderer, cutoutCamera, {
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-
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// initPostEffects(this.scene.scene, this.scene.renderer, cutoutCamera, {
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|
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// })
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|
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|
} else {
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252
|
var mainCamera = this.scene.cutoutCamera;
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var _cutoutCamera = this.inspection.minCamera;
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this.scene.camera = mainCamera;
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// initPostEffects(this.scene.scene, this.scene.renderer, cutoutCamera, {
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|
|
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// })
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package/dist/factory/3d.js.map
CHANGED
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1
|
-
{"version":3,"names":["Color","EquirectangularReflectionMapping","InteractionManager","ModelLoader","ShaderMaterial","TextureLoader","Vector2","Vector3","lib","use","utils","Camera","initPostEffects","finirMaterialV1","handleUnit","toggleTag","globalEvents","SceneStyle","SceneTag","factoryGlobalObject","frag","vert","load","rgbeLoader","RGBELoader","emitter","resourcePath","resourcePath2","usePath","Factory3D","option","overview","real","Map","globalEventsAgent","setFactory","scene","cameraUtil","camera","controls","control","layers","set","loadGLTF","gltf","realTreeModel","add","interactionManager","renderer","domElement","storeManagement","useframe","update","loadModel","toneMappingExposure","visible","style","realModl","call","group","traverse","child","type","material","tech","techModel","vertexShader","fragmentShader","uniforms","texture1","value","texture2","uvScale","depthTest","depthWrite","thermaLimaging","pipeline","realGroundModel","setPath","texture","mapping","boxSkeyTexture","environment","background","params","tag","apply","forEach","eventKey","on","args","eventHandleFn","get","fn","cutoutCamera","inspection","minCamera","mainCamera","eventName","handleFn","push"],"sources":["../../src/factory/3d.ts"],"sourcesContent":["import type { DataTexture, Group, OrbitControls, SceneControl } from '@anov/3d-core'\nimport { BoxGeometry, Color, EquirectangularReflectionMapping, InteractionManager, Mesh, MeshBasicMaterial, ModelLoader, ShaderMaterial, TextureLoader, Vector2, Vector3, lib, use, utils } from '@anov/3d-core'\nimport { Camera, initPostEffects } from '@anov/3d-ability'\nimport { finirMaterialV1 } from './utils/finirMaterial'\nimport handleUnit, { toggleTag } from './unit'\nimport type WallManage from './unit/wall'\nimport type LineManage from './unit/line'\nimport type CylinderManage from './unit/cylinder'\nimport type PoiManage from './unit/poi'\nimport type CircleManage from './unit/circle'\nimport type AreaBoundingBoxManage from './unit/areaBoundingBox'\nimport type Inspection from './unit/inspection'\nimport { globalEvents } from './globalData'\nimport { SceneStyle, SceneTag } from './utils/constant'\nimport switchMaterial from './utils/switchMaterial'\nimport factoryGlobalObject from './globalControl'\nimport { debounce } from './utils'\n\nimport frag from './unit/glsl/heat/frag'\nimport vert from './unit/glsl/heat/ver'\n\ntype factory3dOption = {\n model: string\n environment: string\n}\n\nconst load = new ModelLoader()\nconst rgbeLoader = new lib.RGBELoader()\nconst { emitter } = utils\n\nconst resourcePath = './'\nconst resourcePath2 = 'http://172.16.223.163:9000/anov-prod/anov-3d/factory/example/'\n\nexport const usePath = resourcePath2\n\nclass Factory3D {\n position: Vector3 = new Vector3(0, 0, 0)\n scene: SceneControl\n control: OrbitControls\n cameraUtil: Camera\n\n public tag = SceneTag.overview\n public style: SceneStyle = SceneStyle.real\n private option: factory3dOption\n wall: WallManage\n line: LineManage\n cylinder: CylinderManage\n poi: PoiManage\n circle: CircleManage\n areaBoundingBox: AreaBoundingBoxManage\n inspection: Inspection\n\n usePath = usePath\n\n private pipeline: Group\n private realModl: Group\n private techModel: Group\n private realGroundModel: Group\n private realTreeModel: Group\n private thermaLimaging: Group\n private eventHandleFn: Map<string, ((args?: any) => void)[]> = new Map()\n private boxSkeyTexture: DataTexture\n\n interactionManager: InteractionManager\n\n constructor(option: factory3dOption) {\n this.option = option\n this.globalEventsAgent()\n factoryGlobalObject.setFactory(this)\n }\n\n /**\n * render factory 3d scene\n */\n renderScene(scene: SceneControl) {\n this.scene = scene\n\n this.cameraUtil = new Camera(scene.camera!, scene.controls!, scene)\n this.control = scene.controls!\n scene.camera.layers.set(0)\n\n load.loadGLTF(`${this.usePath}landScap3.glb`, false, true, './draco/', (gltf) => {\n this.realTreeModel = (gltf.scene) as Group\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // this.position = value.point\n // })\n scene.add(this.realTreeModel)\n\n return gltf\n })\n\n const interactionManager = new InteractionManager(\n this.scene.renderer,\n this.scene.camera,\n this.scene.renderer.domElement, // Modified By LM this.scene.cssRenderer.cssRenderer.domElement,\n )\n\n this.interactionManager = interactionManager\n\n utils.storeManagement.set('interactionManager', interactionManager)\n\n use.useframe(() => {\n interactionManager.update()\n })\n\n this.loadModel()\n scene.renderer.toneMappingExposure = 0.4\n }\n\n private loadModel() {\n // real model\n load.loadGLTF(`${this.usePath}222.glb`, false, true, './draco/', (gltf) => {\n this.scene.add(gltf.scene)\n\n gltf.scene.visible = SceneStyle.real === this.style\n\n this.realModl = gltf.scene as Group\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // this.position = value.point\n // })\n\n handleUnit.call(this)\n return gltf\n })\n\n // tech model\n load.loadGLTF(`${this.usePath}2222.glb`, false, true, './draco/', (gltf) => {\n const group = gltf.scene\n group.traverse((child) => {\n // @ts-ignore\n if (child.type === 'Mesh') {\n // @ts-ignore\n child.material = finirMaterialV1\n }\n })\n\n this.scene.add(group)\n\n group.visible = SceneStyle.tech === this.style\n this.techModel = group as Group\n\n return gltf\n })\n\n // thermaLimaging model\n load.loadGLTF(`${this.usePath}2222.glb`, false, true, './draco/', (gltf) => {\n const group = gltf.scene\n group.traverse((child) => {\n if (child.type === 'Mesh') {\n // @ts-ignore\n child.material = new ShaderMaterial({\n vertexShader: vert,\n fragmentShader: frag,\n uniforms: {\n texture1: { value: new TextureLoader().load(`${this.usePath}test01.jpg`) },\n texture2: { value: new TextureLoader().load(`${this.usePath}test02.jpg`) },\n uvScale: { value: new Vector2(1, 1) },\n },\n depthTest: false,\n depthWrite: false,\n })\n\n child.layers.set(2)\n }\n })\n\n this.scene.add(group)\n\n this.thermaLimaging = group as Group\n\n return gltf\n })\n\n load.loadGLTF(`${this.usePath}guandao.glb`, false, true, './draco/', (gltf) => {\n this.scene.add(gltf.scene)\n\n this.pipeline = gltf.scene as Group\n return gltf\n })\n\n // ground\n load.loadGLTF(`${this.usePath}landScap.glb`, false, true, './draco/', (gltf) => {\n this.scene.add(gltf.scene)\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // this.position = value.point\n // })\n\n this.realGroundModel = gltf.scene as Group\n return gltf\n })\n\n rgbeLoader.setPath(`${this.usePath}`).load('demo.hdr', (texture) => {\n texture.mapping = EquirectangularReflectionMapping\n\n this.boxSkeyTexture = texture\n this.scene.scene.environment = texture\n this.scene.scene.background = new Color('#ccc')\n })\n }\n\n /**\n * toggle SceneStyle\n * @param params\n */\n toggleSceneStyle(params: SceneStyle) {\n if (this.style === params)\n return\n\n this.style = params\n\n if (this.style === SceneStyle.tech) {\n this.pipeline.visible = false\n this.techModel.visible = true\n this.realModl.visible = false\n this.realTreeModel.visible = false\n this.scene.scene.background = null\n this.realGroundModel && (this.realGroundModel.visible = false)\n\n this.scene.renderer.toneMappingExposure = 0.6\n }\n\n if (params === SceneStyle.real) {\n this.pipeline.visible = true\n this.techModel.visible = false\n this.realModl.visible = true\n this.realGroundModel && (this.realGroundModel.visible = true)\n this.realTreeModel && (this.realTreeModel.visible = true)\n this.scene.scene.background = new Color('#ccc')\n this.scene.scene.environment = this.boxSkeyTexture\n\n this.scene.renderer.toneMappingExposure = 0.4\n }\n }\n\n public toggleTag(tag: SceneTag) {\n if (this.tag === tag)\n return\n toggleTag[tag].apply(this, [this])\n }\n\n private globalEventsAgent() {\n globalEvents.forEach((eventKey) => {\n emitter.on(eventKey, (args) => {\n this.eventHandleFn.get(eventKey)?.forEach((fn) => {\n fn(args)\n })\n })\n })\n }\n\n /**\n * toggle view\n */\n toggleView() {\n if (this.scene.cutoutCamera === this.inspection.minCamera) {\n const cutoutCamera = this.inspection.minCamera\n this.scene.cutoutCamera = this.scene.camera\n this.scene.camera = cutoutCamera\n initPostEffects(this.scene.scene, this.scene.renderer, cutoutCamera, {\n type: 'main',\n })\n }\n else {\n const mainCamera = this.scene.cutoutCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n\n initPostEffects(this.scene.scene, this.scene.renderer, cutoutCamera, {\n type: 'sub',\n })\n }\n }\n\n addEventListener(eventName: string, handleFn: (args?: any) => void) {\n if (this.eventHandleFn.get(eventName))\n this.eventHandleFn.get(eventName).push(handleFn)\n\n else\n this.eventHandleFn.set(eventName, [handleFn])\n }\n}\n\nexport default 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{"version":3,"names":["Color","EquirectangularReflectionMapping","InteractionManager","LoadingManager","ModelLoader","SRGBColorSpace","ShaderMaterial","TextureLoader","Vector2","Vector3","lib","use","utils","Camera","finirMaterialV1","handleUnit","toggleTag","globalEvents","SceneStyle","SceneTag","factoryGlobalObject","frag","vert","loadingManager","load","rgbeLoader","RGBELoader","emitter","resourcePath","resourcePath2","usePath","Factory3D","option","overview","real","Map","globalEventsAgent","setFactory","scene","Promise","resolve","cameraUtil","camera","controls","control","layers","set","loadGLTF","gltf","realTreeModel","add","interactionManager","renderer","domElement","storeManagement","useframe","update","loadModel","onLoad","toneMappingExposure","visible","style","realModl","call","group","traverse","child","type","material","tech","techModel","vertexShader","fragmentShader","uniforms","texture1","value","texture2","uvScale","depthTest","depthWrite","thermaLimaging","pipeline","realGroundModel","setPath","texture","mapping","colorSpace","boxSkeyTexture","environment","background","params","tag","apply","forEach","eventKey","on","args","eventHandleFn","get","fn","cutoutCamera","inspection","minCamera","mainCamera","eventName","handleFn","push"],"sources":["../../src/factory/3d.ts"],"sourcesContent":["import type { DataTexture, Group, OrbitControls, SceneControl } from '@anov/3d-core'\nimport { BoxGeometry, Color, EquirectangularReflectionMapping, InteractionManager, LoadingManager, Mesh, MeshBasicMaterial, ModelLoader, SRGBColorSpace, ShaderMaterial, TextureLoader, Vector2, Vector3, lib, sRGBEncoding, use, utils } from '@anov/3d-core'\nimport { Camera, createBloomSelectedTool, initPostEffects } from '@anov/3d-ability'\nimport { finirMaterialV1 } from './utils/finirMaterial'\nimport handleUnit, { toggleTag } from './unit'\nimport type WallManage from './unit/wall'\nimport type LineManage from './unit/line'\nimport type CylinderManage from './unit/cylinder'\nimport type PoiManage from './unit/poi'\nimport type CircleManage from './unit/circle'\nimport type AreaBoundingBoxManage from './unit/areaBoundingBox'\nimport type Inspection from './unit/inspection'\nimport { globalEvents } from './globalData'\nimport { SceneStyle, SceneTag } from './utils/constant'\nimport switchMaterial from './utils/switchMaterial'\nimport factoryGlobalObject from './globalControl'\nimport { debounce } from './utils'\n\nimport frag from './unit/glsl/heat/frag'\nimport vert from './unit/glsl/heat/ver'\n\ntype factory3dOption = {\n model: string\n environment: string\n decoderPath?: string\n controls?: any\n}\n\nexport const loadingManager = new LoadingManager()\nconst load = new ModelLoader(loadingManager)\nconst rgbeLoader = new lib.RGBELoader(loadingManager)\nconst { emitter } = utils\n\nconst resourcePath = './'\nconst resourcePath2 = 'http://172.16.223.163:9000/anov-prod/anov-3d/factory/example/'\n\nexport const usePath = resourcePath2\n\nclass Factory3D {\n position: Vector3 = new Vector3(0, 0, 0)\n scene: SceneControl\n control: OrbitControls\n cameraUtil: Camera\n\n public loadingManager = loadingManager\n public tag = SceneTag.overview\n public style: SceneStyle = SceneStyle.real\n private option: factory3dOption\n wall: WallManage\n line: LineManage\n cylinder: CylinderManage\n poi: PoiManage\n circle: CircleManage\n areaBoundingBox: AreaBoundingBoxManage\n inspection: Inspection\n\n usePath = usePath\n\n private pipeline: Group\n private realModl: Group\n private techModel: Group\n private realGroundModel: Group\n private realTreeModel: Group\n private thermaLimaging: Group\n private eventHandleFn: Map<string, ((args?: any) => void)[]> = new Map()\n private boxSkeyTexture: DataTexture\n\n interactionManager: InteractionManager\n\n constructor(option: factory3dOption) {\n this.option = option\n this.globalEventsAgent()\n factoryGlobalObject.setFactory(this)\n }\n\n /**\n * render factory 3d scene\n */\n renderScene(scene: SceneControl) {\n return new Promise((resolve) => {\n this.scene = scene\n\n this.cameraUtil = new Camera(scene.camera!, scene.controls!, scene)\n this.control = scene.controls!\n scene.camera.layers.set(0)\n\n load.loadGLTF(`${this.usePath}landScap3.glb`, false, true, './draco/', (gltf) => {\n this.realTreeModel = (gltf.scene) as Group\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // this.position = value.point\n // })\n scene.add(this.realTreeModel)\n\n return gltf\n })\n\n const interactionManager = new InteractionManager(\n this.scene.renderer,\n this.scene.camera,\n this.scene.renderer.domElement, // Modified By LM this.scene.cssRenderer.cssRenderer.domElement,\n )\n\n this.interactionManager = interactionManager\n\n utils.storeManagement.set('interactionManager', interactionManager)\n\n use.useframe(() => {\n interactionManager.update()\n })\n\n this.loadModel()\n\n loadingManager.onLoad = () => {\n resolve('success')\n }\n\n scene.renderer.toneMappingExposure = 0.4\n })\n }\n\n private loadModel() {\n // real model\n load.loadGLTF(`${this.usePath}222.glb`, false, true, './draco/', (gltf) => {\n this.scene.add(gltf.scene)\n\n gltf.scene.visible = SceneStyle.real === this.style\n\n this.realModl = gltf.scene as Group\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // this.position = value.point\n // })\n\n handleUnit.call(this)\n\n return gltf\n })\n\n // tech model\n load.loadGLTF(`${this.usePath}2222.glb`, false, true, './draco/', (gltf) => {\n const group = gltf.scene\n group.traverse((child) => {\n // @ts-ignore\n if (child.type === 'Mesh') {\n // @ts-ignore\n child.material = finirMaterialV1\n }\n })\n\n this.scene.add(group)\n\n group.visible = SceneStyle.tech === this.style\n this.techModel = group as Group\n\n return gltf\n })\n\n // thermaLimaging model\n load.loadGLTF(`${this.usePath}2222.glb`, false, true, './draco/', (gltf) => {\n const group = gltf.scene\n group.traverse((child) => {\n if (child.type === 'Mesh') {\n // @ts-ignore\n child.material = new ShaderMaterial({\n vertexShader: vert,\n fragmentShader: frag,\n uniforms: {\n texture1: { value: new TextureLoader(this.loadingManager).load(`${this.usePath}test01.jpg`) },\n texture2: { value: new TextureLoader(this.loadingManager).load(`${this.usePath}test02.jpg`) },\n uvScale: { value: new Vector2(1, 1) },\n },\n depthTest: false,\n depthWrite: false,\n })\n\n child.layers.set(2)\n }\n })\n\n this.scene.add(group)\n\n this.thermaLimaging = group as Group\n\n return gltf\n })\n\n load.loadGLTF(`${this.usePath}guandao.glb`, false, true, './draco/', (gltf) => {\n this.scene.add(gltf.scene)\n\n this.pipeline = gltf.scene as Group\n return gltf\n })\n\n // ground\n load.loadGLTF(`${this.usePath}landScap.glb`, false, true, './draco/', (gltf) => {\n this.scene.add(gltf.scene)\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // this.position = value.point\n // })\n\n this.realGroundModel = gltf.scene as Group\n return gltf\n })\n rgbeLoader.setPath(`${this.usePath}`).load('demo.hdr', (texture) => {\n texture.mapping = EquirectangularReflectionMapping\n\n texture.colorSpace = SRGBColorSpace\n this.boxSkeyTexture = texture\n this.scene.scene.environment = texture\n this.scene.scene.background = new Color('#ccc')\n })\n }\n\n /**\n * toggle SceneStyle\n * @param params\n */\n toggleSceneStyle(params: SceneStyle) {\n if (this.style === params)\n return\n\n this.style = params\n\n if (this.style === SceneStyle.tech) {\n this.pipeline.visible = false\n this.techModel.visible = true\n this.realModl.visible = false\n this.realTreeModel.visible = false\n this.scene.scene.background = null\n this.realGroundModel && (this.realGroundModel.visible = false)\n\n this.scene.renderer.toneMappingExposure = 0.6\n }\n\n if (params === SceneStyle.real) {\n this.pipeline.visible = true\n this.techModel.visible = false\n this.realModl.visible = true\n this.realGroundModel && (this.realGroundModel.visible = true)\n this.realTreeModel && (this.realTreeModel.visible = true)\n this.scene.scene.background = new Color('#ccc')\n this.scene.scene.environment = this.boxSkeyTexture\n\n this.scene.renderer.toneMappingExposure = 0.4\n }\n }\n\n public toggleTag(tag: SceneTag) {\n if (this.tag === tag)\n return\n toggleTag[tag].apply(this, [this])\n }\n\n private globalEventsAgent() {\n globalEvents.forEach((eventKey) => {\n emitter.on(eventKey, (args) => {\n this.eventHandleFn.get(eventKey)?.forEach((fn) => {\n fn(args)\n })\n })\n })\n }\n\n /**\n * toggle view\n */\n toggleView() {\n if (this.scene.cutoutCamera === this.inspection.minCamera) {\n const cutoutCamera = this.inspection.minCamera\n this.scene.cutoutCamera = this.scene.camera\n this.scene.camera = cutoutCamera\n // initPostEffects(this.scene.scene, this.scene.renderer, cutoutCamera, {\n // type: 'main',\n // })\n }\n else {\n const mainCamera = this.scene.cutoutCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n\n // initPostEffects(this.scene.scene, this.scene.renderer, cutoutCamera, {\n // type: 'sub',\n // })\n }\n }\n\n addEventListener(eventName: string, handleFn: (args?: any) => void) {\n if (this.eventHandleFn.get(eventName))\n this.eventHandleFn.get(eventName).push(handleFn)\n\n else\n this.eventHandleFn.set(eventName, [handleFn])\n }\n}\n\nexport default Factory3D"],"mappings":";;;;;;;AACA,SAAsBA,KAAK,EAAEC,gCAAgC,EAAEC,kBAAkB,EAAEC,cAAc,EAA2BC,WAAW,EAAEC,cAAc,EAAEC,cAAc,EAAEC,aAAa,EAAEC,OAAO,EAAEC,OAAO,EAAEC,GAAG,EAAgBC,GAAG,EAAEC,KAAK,QAAQ,eAAe;AAC9P,SAASC,MAAM,QAAkD,kBAAkB;AACnF,SAASC,eAAe;AACxB,OAAOC,UAAU,IAAIC,SAAS,IAATA,UAAS;AAQ9B,SAASC,YAAY;AACrB,SAASC,UAAU,EAAEC,QAAQ;AAE7B,OAAOC,mBAAmB;AAG1B,OAAOC,IAAI;AACX,OAAOC,IAAI;AASX,OAAO,IAAMC,cAAc,GAAG,IAAIpB,cAAc,EAAE;AAClD,IAAMqB,IAAI,GAAG,IAAIpB,WAAW,CAACmB,cAAc,CAAC;AAC5C,IAAME,UAAU,GAAG,IAAIf,GAAG,CAACgB,UAAU,CAACH,cAAc,CAAC;AACrD,IAAQI,OAAO,GAAKf,KAAK,CAAjBe,OAAO;AAEf,IAAMC,YAAY,GAAG,IAAI;AACzB,IAAMC,aAAa,GAAG,+DAA+D;AAErF,OAAO,IAAMC,OAAO,GAAGD,aAAa;AAAA,IAE9BE,SAAS;EA+Bb,mBAAYC,MAAuB,EAAE;IAAA;IAAA,kCA9BjB,IAAIvB,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;IAAA;IAAA;IAAA;IAAA,wCAKhBc,cAAc;IAAA,6BACzBJ,QAAQ,CAACc,QAAQ;IAAA,+BACHf,UAAU,CAACgB,IAAI;IAAA;IAAA;IAAA;IAAA;IAAA;IAAA;IAAA;IAAA;IAAA,iCAUhCJ,OAAO;IAAA;IAAA;IAAA;IAAA;IAAA;IAAA;IAAA,uCAQ8C,IAAIK,GAAG,EAAE;IAAA;IAAA;IAMtE,IAAI,CAACH,MAAM,GAAGA,MAAM;IACpB,IAAI,CAACI,iBAAiB,EAAE;IACxBhB,mBAAmB,CAACiB,UAAU,CAAC,IAAI,CAAC;EACtC;;EAEA;AACF;AACA;EAFE;IAAA;IAAA,OAGA,qBAAYC,KAAmB,EAAE;MAAA;MAC/B,OAAO,IAAIC,OAAO,CAAC,UAACC,OAAO,EAAK;QAC9B,KAAI,CAACF,KAAK,GAAGA,KAAK;QAElB,KAAI,CAACG,UAAU,GAAG,IAAI5B,MAAM,CAACyB,KAAK,CAACI,MAAM,EAAGJ,KAAK,CAACK,QAAQ,EAAGL,KAAK,CAAC;QACnE,KAAI,CAACM,OAAO,GAAGN,KAAK,CAACK,QAAS;QAC9BL,KAAK,CAACI,MAAM,CAACG,MAAM,CAACC,GAAG,CAAC,CAAC,CAAC;QAE1BtB,IAAI,CAACuB,QAAQ,WAAI,KAAI,CAACjB,OAAO,oBAAiB,KAAK,EAAE,IAAI,EAAE,UAAU,EAAE,UAACkB,IAAI,EAAK;UAC/E,KAAI,CAACC,aAAa,GAAID,IAAI,CAACV,KAAe;;UAE1C;;UAEA;UACA;UACA;UACAA,KAAK,CAACY,GAAG,CAAC,KAAI,CAACD,aAAa,CAAC;UAE7B,OAAOD,IAAI;QACb,CAAC,CAAC;QAEF,IAAMG,kBAAkB,GAAG,IAAIjD,kBAAkB,CAC/C,KAAI,CAACoC,KAAK,CAACc,QAAQ,EACnB,KAAI,CAACd,KAAK,CAACI,MAAM,EACjB,KAAI,CAACJ,KAAK,CAACc,QAAQ,CAACC,UAAU,CAC/B,CADiC;QACjC;;QAED,KAAI,CAACF,kBAAkB,GAAGA,kBAAkB;QAE5CvC,KAAK,CAAC0C,eAAe,CAACR,GAAG,CAAC,oBAAoB,EAAEK,kBAAkB,CAAC;QAEnExC,GAAG,CAAC4C,QAAQ,CAAC,YAAM;UACjBJ,kBAAkB,CAACK,MAAM,EAAE;QAC7B,CAAC,CAAC;QAEF,KAAI,CAACC,SAAS,EAAE;QAEhBlC,cAAc,CAACmC,MAAM,GAAG,YAAM;UAC5BlB,OAAO,CAAC,SAAS,CAAC;QACpB,CAAC;QAEDF,KAAK,CAACc,QAAQ,CAACO,mBAAmB,GAAG,GAAG;MAC1C,CAAC,CAAC;IACJ;EAAC;IAAA;IAAA,OAED,qBAAoB;MAAA;MAClB;MACAnC,IAAI,CAACuB,QAAQ,WAAI,IAAI,CAACjB,OAAO,cAAW,KAAK,EAAE,IAAI,EAAE,UAAU,EAAE,UAACkB,IAAI,EAAK;QACzE,MAAI,CAACV,KAAK,CAACY,GAAG,CAACF,IAAI,CAACV,KAAK,CAAC;QAE1BU,IAAI,CAACV,KAAK,CAACsB,OAAO,GAAG1C,UAAU,CAACgB,IAAI,KAAK,MAAI,CAAC2B,KAAK;QAEnD,MAAI,CAACC,QAAQ,GAAGd,IAAI,CAACV,KAAc;;QAEnC;;QAEA;QACA;QACA;;QAEAvB,UAAU,CAACgD,IAAI,CAAC,MAAI,CAAC;QAErB,OAAOf,IAAI;MACb,CAAC,CAAC;;MAEF;MACAxB,IAAI,CAACuB,QAAQ,WAAI,IAAI,CAACjB,OAAO,eAAY,KAAK,EAAE,IAAI,EAAE,UAAU,EAAE,UAACkB,IAAI,EAAK;QAC1E,IAAMgB,KAAK,GAAGhB,IAAI,CAACV,KAAK;QACxB0B,KAAK,CAACC,QAAQ,CAAC,UAACC,KAAK,EAAK;UACxB;UACA,IAAIA,KAAK,CAACC,IAAI,KAAK,MAAM,EAAE;YACzB;YACAD,KAAK,CAACE,QAAQ,GAAGtD,eAAe;UAClC;QACF,CAAC,CAAC;QAEF,MAAI,CAACwB,KAAK,CAACY,GAAG,CAACc,KAAK,CAAC;QAErBA,KAAK,CAACJ,OAAO,GAAG1C,UAAU,CAACmD,IAAI,KAAK,MAAI,CAACR,KAAK;QAC9C,MAAI,CAACS,SAAS,GAAGN,KAAc;QAE/B,OAAOhB,IAAI;MACb,CAAC,CAAC;;MAEF;MACAxB,IAAI,CAACuB,QAAQ,WAAI,IAAI,CAACjB,OAAO,eAAY,KAAK,EAAE,IAAI,EAAE,UAAU,EAAE,UAACkB,IAAI,EAAK;QAC1E,IAAMgB,KAAK,GAAGhB,IAAI,CAACV,KAAK;QACxB0B,KAAK,CAACC,QAAQ,CAAC,UAACC,KAAK,EAAK;UACxB,IAAIA,KAAK,CAACC,IAAI,KAAK,MAAM,EAAE;YACzB;YACAD,KAAK,CAACE,QAAQ,GAAG,IAAI9D,cAAc,CAAC;cAClCiE,YAAY,EAAEjD,IAAI;cAClBkD,cAAc,EAAEnD,IAAI;cACpBoD,QAAQ,EAAE;gBACRC,QAAQ,EAAE;kBAAEC,KAAK,EAAE,IAAIpE,aAAa,CAAC,MAAI,CAACgB,cAAc,CAAC,CAACC,IAAI,WAAI,MAAI,CAACM,OAAO;gBAAc,CAAC;gBAC7F8C,QAAQ,EAAE;kBAAED,KAAK,EAAE,IAAIpE,aAAa,CAAC,MAAI,CAACgB,cAAc,CAAC,CAACC,IAAI,WAAI,MAAI,CAACM,OAAO;gBAAc,CAAC;gBAC7F+C,OAAO,EAAE;kBAAEF,KAAK,EAAE,IAAInE,OAAO,CAAC,CAAC,EAAE,CAAC;gBAAE;cACtC,CAAC;cACDsE,SAAS,EAAE,KAAK;cAChBC,UAAU,EAAE;YACd,CAAC,CAAC;YAEFb,KAAK,CAACrB,MAAM,CAACC,GAAG,CAAC,CAAC,CAAC;UACrB;QACF,CAAC,CAAC;QAEF,MAAI,CAACR,KAAK,CAACY,GAAG,CAACc,KAAK,CAAC;QAErB,MAAI,CAACgB,cAAc,GAAGhB,KAAc;QAEpC,OAAOhB,IAAI;MACb,CAAC,CAAC;MAEFxB,IAAI,CAACuB,QAAQ,WAAI,IAAI,CAACjB,OAAO,kBAAe,KAAK,EAAE,IAAI,EAAE,UAAU,EAAE,UAACkB,IAAI,EAAK;QAC7E,MAAI,CAACV,KAAK,CAACY,GAAG,CAACF,IAAI,CAACV,KAAK,CAAC;QAE1B,MAAI,CAAC2C,QAAQ,GAAGjC,IAAI,CAACV,KAAc;QACnC,OAAOU,IAAI;MACb,CAAC,CAAC;;MAEF;MACAxB,IAAI,CAACuB,QAAQ,WAAI,IAAI,CAACjB,OAAO,mBAAgB,KAAK,EAAE,IAAI,EAAE,UAAU,EAAE,UAACkB,IAAI,EAAK;QAC9E,MAAI,CAACV,KAAK,CAACY,GAAG,CAACF,IAAI,CAACV,KAAK,CAAC;;QAE1B;;QAEA;QACA;QACA;;QAEA,MAAI,CAAC4C,eAAe,GAAGlC,IAAI,CAACV,KAAc;QAC1C,OAAOU,IAAI;MACb,CAAC,CAAC;MACFvB,UAAU,CAAC0D,OAAO,WAAI,IAAI,CAACrD,OAAO,EAAG,CAACN,IAAI,CAAC,UAAU,EAAE,UAAC4D,OAAO,EAAK;QAClEA,OAAO,CAACC,OAAO,GAAGpF,gCAAgC;QAElDmF,OAAO,CAACE,UAAU,GAAGjF,cAAc;QACnC,MAAI,CAACkF,cAAc,GAAGH,OAAO;QAC7B,MAAI,CAAC9C,KAAK,CAACA,KAAK,CAACkD,WAAW,GAAGJ,OAAO;QACtC,MAAI,CAAC9C,KAAK,CAACA,KAAK,CAACmD,UAAU,GAAG,IAAIzF,KAAK,CAAC,MAAM,CAAC;MACjD,CAAC,CAAC;IACJ;;IAEA;AACF;AACA;AACA;EAHE;IAAA;IAAA,OAIA,0BAAiB0F,MAAkB,EAAE;MACnC,IAAI,IAAI,CAAC7B,KAAK,KAAK6B,MAAM,EACvB;MAEF,IAAI,CAAC7B,KAAK,GAA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@@ -13,12 +13,12 @@ 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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import { EMessageStatus } from "../../messageStatus";
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import { loadingManager, usePath } from "../3d";
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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 load = new ModelLoader();
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var CameraPoi = /*#__PURE__*/function () {
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function CameraPoi(gobal) {
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@@ -310,7 +310,7 @@ var MethanePoint = /*#__PURE__*/function () {
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// 定义Shader的uniform变量
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var geometry = new PlaneGeometry(10, 10);
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var texture = new TextureLoader().load("".concat(usePath, "p4/monitor.png"));
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var texture = new TextureLoader(loadingManager).load("".concat(usePath, "p4/monitor.png"));
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var circle = new Mesh(geometry, new MeshBasicMaterial({
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side: DoubleSide,
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@@ -1 +1 @@
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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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{"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","loadingManager","usePath","regionMap","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'\nimport { loadingManager, usePath } from '../3d'\n\n// @ts-ignore\nimport type Factory3D from '../3d'\n\n// @ts-ignore\nimport { regionMap } from '../regionData'\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(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, 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 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.canvasList.length = 0\n this.backEle && this.backEle.remove()\n this.heatMapPlane.removeFromParent()\n this.heatMapPlane.remove()\n 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{"version":3,"names":["Color","CylinderGeometry","Group","Mesh","MeshBasicMaterial","PerspectiveCamera","ShaderMaterial","TubeGeometry","use","RoundLineGeometry","initPostEffects","fragmentShader","vertexShader","flyLinePoints","groundLinePoints","targetProgresspoints","InspectionObject","Inspection","gobal","Map","generateInspectionPath","makeGroundRoad","setInspectionCamera","inspectionObject","startInspection","curve","hide","viewElement","document","createElement","style","position","width","height","top","cursor","addEventListener","toggleView","flyLine","radius","close","groundLine","tube","mesh2","transparent","uniforms","alpha","value","centerColor","sideColor","otherColor","groundGroup","add","y","groundCurve","line","scene","anchorMesh","anchorGroup","Object","keys","forEach","key","demoPoints","getPointAt","Number","singleAnchorGroup","cylinder","color","cylinder1","name","set","x","z","anchorObject","minCamera","window","innerWidth","innerHeight","cutoutCamera","cutoutArea","layers","renderer","type","getLength","startMove","targetProgress","targetPosition","gotoTarget","isHide","body","appendChild","cutout","visible","model","contains","removeChild","camera","cutMain","check","useframe"],"sources":["../../../../src/factory/unit/inspection/index.ts"],"sourcesContent":["import type { Object3D, Vector3 } from '@anov/3d-core'\nimport { Color, CylinderGeometry, Group, Mesh, MeshBasicMaterial, MirroredRepeatWrapping, PerspectiveCamera, RepeatWrapping, ShaderChunk, ShaderMaterial, TextureLoader, TubeGeometry, use } from '@anov/3d-core'\nimport { RoundLineGeometry, addColorifyPass, createHighSelectedTool, initPostEffects } from '@anov/3d-ability'\nimport type Factory3D from '../../3d'\nimport { usePath } from '../../3d'\nimport fragmentShader from '../glsl/highway/fragmentShader'\nimport vertexShader from '../glsl/highway/vertexShader'\nimport { flyLinePoints, groundLinePoints, targetProgresspoints } from './lineData'\nimport InspectionObject from './InspectionObject'\n\nclass Inspection {\n gobal: Factory3D\n inspectionObject\n curve\n groundCurve\n line: Group\n viewElement: HTMLDivElement\n isHide = true\n anchorObject: Map<string, Group> = new Map()\n anchorGroup: Group\n minCamera: PerspectiveCamera\n InspectionPathObject: Object3D\n\n constructor(gobal: Factory3D) {\n this.gobal = gobal\n this.generateInspectionPath()\n this.makeGroundRoad()\n this.setInspectionCamera()\n\n this.inspectionObject = new InspectionObject(this)\n\n this.startInspection(this.curve)\n this.hide()\n\n const viewElement = document.createElement('div')\n\n viewElement.style.position = 'absolute'\n viewElement.style.width = '200px'\n viewElement.style.height = '200px'\n viewElement.style.top = '100px'\n viewElement.style.cursor = 'pointer'\n\n viewElement.addEventListener('click', () => {\n this.gobal.toggleView()\n })\n\n this.viewElement = viewElement\n }\n\n /**\n * generate inspection path\n * @param linePosition\n */\n private generateInspectionPath() {\n const flyLine = new RoundLineGeometry(flyLinePoints, {\n radius: 20,\n close: true,\n })\n\n this.curve = flyLine.curve\n }\n\n /**\n * make ground road\n */\n private makeGroundRoad() {\n const groundLine = new RoundLineGeometry(groundLinePoints, {\n radius: 20,\n close: true,\n })\n\n const tube = new TubeGeometry(groundLine.curve, 10000, 4, 2, false)\n const mesh2 = new Mesh(tube, new ShaderMaterial({\n transparent: true,\n uniforms: {\n alpha: {\n value: 0.6,\n },\n centerColor: {\n value: new Color(0xFFFFFF),\n },\n sideColor: {\n value: new Color('#F75332'),\n },\n otherColor: {\n value: new Color('#D23F22'),\n },\n },\n vertexShader,\n fragmentShader,\n }))\n\n const groundGroup = new Group()\n\n groundGroup.add(mesh2)\n groundGroup.position.y = 3\n\n this.groundCurve = groundLine.curve\n this.line = groundGroup\n this.gobal.scene.add(groundGroup)\n\n this.anchorMesh()\n }\n\n private anchorMesh() {\n const anchorGroup = new Group()\n\n Object.keys(targetProgresspoints).forEach((key) => {\n const demoPoints = this.groundCurve.getPointAt(Number(key))\n const singleAnchorGroup = new Group()\n\n const cylinder = new Mesh(new CylinderGeometry(10, 10, 2, 64), new MeshBasicMaterial({ color: new Color('#cdccca') }))\n const cylinder1 = new Mesh(new CylinderGeometry(5, 5, 1, 64), new MeshBasicMaterial({ color: new Color('#fff') }))\n cylinder1.position.y = 2\n\n cylinder.name = 'cylinder'\n cylinder1.name = 'cylinder1'\n\n singleAnchorGroup.add(cylinder, cylinder1)\n singleAnchorGroup.position.set(demoPoints.x, demoPoints.y + 5, demoPoints.z)\n\n this.anchorObject.set(targetProgresspoints[key].name, singleAnchorGroup)\n anchorGroup.add(singleAnchorGroup)\n })\n this.anchorGroup = anchorGroup\n this.gobal.scene.add(anchorGroup)\n }\n\n private setInspectionCamera() {\n let minCamera\n\n if (this.minCamera) {\n minCamera = this.minCamera\n }\n else {\n minCamera = new PerspectiveCamera(60,\n window.innerWidth / window.innerHeight\n , 0.1, 1000)\n }\n\n this.gobal.scene.cutoutCamera = minCamera\n this.gobal.scene.cutoutArea = { x: 0, y: 0, width: 200, height: 200 }\n this.gobal.scene.add(minCamera)\n\n this.minCamera = minCamera\n\n this.minCamera.layers.set(0)\n\n initPostEffects(this.gobal.scene.scene, this.gobal.scene.renderer, this.gobal.scene.cutoutCamera, {\n type: 'sub',\n })\n }\n\n get getPathLength() {\n return this.curve.getLength()\n }\n\n startInspection(line) {\n this.setInspectionCamera()\n this.inspectionObject.startMove(line)\n }\n\n goToInspectionTarget(targetProgress: number) {\n const targetPosition = this.curve.getPointAt(targetProgress)\n this.inspectionObject.gotoTarget(targetPosition, targetProgress)\n }\n\n show() {\n this.isHide = false\n\n document.body.appendChild(this.viewElement)\n this.gobal.scene.cutout = true\n this.anchorGroup.visible = true\n this.line.visible = true\n this.inspectionObject.model && (this.inspectionObject.model.visible = true)\n }\n\n hide() {\n this.isHide = true\n\n if (this.viewElement && document.body.contains(this.viewElement))\n document.body.removeChild(this.viewElement)\n\n if (this.gobal.scene.camera === this.minCamera) {\n this.gobal.scene.camera = this.gobal.scene.cutoutCamera\n this.gobal.scene.cutoutCamera = this.minCamera\n\n initPostEffects(this.gobal.scene.scene, 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{"version":3,"names":["Color","CylinderGeometry","Group","Mesh","MeshBasicMaterial","PerspectiveCamera","ShaderMaterial","TubeGeometry","use","RoundLineGeometry","initPostEffects","fragmentShader","vertexShader","flyLinePoints","groundLinePoints","targetProgresspoints","InspectionObject","Inspection","gobal","Map","generateInspectionPath","makeGroundRoad","setInspectionCamera","inspectionObject","startInspection","curve","hide","viewElement","document","createElement","style","position","width","height","top","cursor","addEventListener","toggleView","flyLine","radius","close","groundLine","tube","mesh2","transparent","uniforms","alpha","value","centerColor","sideColor","otherColor","groundGroup","add","y","groundCurve","line","scene","anchorMesh","anchorGroup","Object","keys","forEach","key","demoPoints","getPointAt","Number","singleAnchorGroup","cylinder","color","cylinder1","name","set","x","z","anchorObject","minCamera","window","innerWidth","innerHeight","cutoutCamera","cutoutArea","layers","getLength","startMove","targetProgress","targetPosition","gotoTarget","isHide","body","appendChild","cutout","visible","model","contains","removeChild","camera","renderer","type","cutMain","check","useframe"],"sources":["../../../../src/factory/unit/inspection/index.ts"],"sourcesContent":["import type { Object3D, Vector3 } from '@anov/3d-core'\nimport { Color, CylinderGeometry, Group, Mesh, MeshBasicMaterial, MirroredRepeatWrapping, PerspectiveCamera, RepeatWrapping, ShaderChunk, ShaderMaterial, TextureLoader, TubeGeometry, use } from '@anov/3d-core'\nimport { RoundLineGeometry, addColorifyPass, createBloomSelectedTool, createHighSelectedTool, initPostEffects } from '@anov/3d-ability'\nimport type Factory3D from '../../3d'\nimport { usePath } from '../../3d'\nimport fragmentShader from '../glsl/highway/fragmentShader'\nimport vertexShader from '../glsl/highway/vertexShader'\nimport { flyLinePoints, groundLinePoints, targetProgresspoints } from './lineData'\nimport InspectionObject from './InspectionObject'\n\nclass Inspection {\n gobal: Factory3D\n inspectionObject\n curve\n groundCurve\n line: Group\n viewElement: HTMLDivElement\n isHide = true\n anchorObject: Map<string, Group> = new Map()\n anchorGroup: Group\n minCamera: PerspectiveCamera\n InspectionPathObject: Object3D\n\n constructor(gobal: Factory3D) {\n this.gobal = gobal\n this.generateInspectionPath()\n this.makeGroundRoad()\n this.setInspectionCamera()\n\n this.inspectionObject = new InspectionObject(this)\n\n this.startInspection(this.curve)\n this.hide()\n\n const viewElement = document.createElement('div')\n\n viewElement.style.position = 'absolute'\n viewElement.style.width = '200px'\n viewElement.style.height = '200px'\n viewElement.style.top = '100px'\n viewElement.style.cursor = 'pointer'\n\n viewElement.addEventListener('click', () => {\n this.gobal.toggleView()\n })\n\n this.viewElement = viewElement\n }\n\n /**\n * generate inspection path\n * @param linePosition\n */\n private generateInspectionPath() {\n const flyLine = new RoundLineGeometry(flyLinePoints, {\n radius: 20,\n close: true,\n })\n\n this.curve = flyLine.curve\n }\n\n /**\n * make ground road\n */\n private makeGroundRoad() {\n const groundLine = new RoundLineGeometry(groundLinePoints, {\n radius: 20,\n close: true,\n })\n\n const tube = new TubeGeometry(groundLine.curve, 10000, 4, 2, false)\n const mesh2 = new Mesh(tube, new ShaderMaterial({\n transparent: true,\n uniforms: {\n alpha: {\n value: 0.6,\n },\n centerColor: {\n value: new Color(0xFFFFFF),\n },\n sideColor: {\n value: new Color('#F75332'),\n },\n otherColor: {\n value: new Color('#D23F22'),\n },\n },\n vertexShader,\n fragmentShader,\n }))\n\n const groundGroup = new Group()\n\n groundGroup.add(mesh2)\n groundGroup.position.y = 3\n\n this.groundCurve = groundLine.curve\n this.line = groundGroup\n this.gobal.scene.add(groundGroup)\n\n this.anchorMesh()\n }\n\n private anchorMesh() {\n const anchorGroup = new Group()\n\n Object.keys(targetProgresspoints).forEach((key) => {\n const demoPoints = this.groundCurve.getPointAt(Number(key))\n const singleAnchorGroup = new Group()\n\n const cylinder = new Mesh(new CylinderGeometry(10, 10, 2, 64), new MeshBasicMaterial({ color: new Color('#cdccca') }))\n const cylinder1 = new Mesh(new CylinderGeometry(5, 5, 1, 64), new MeshBasicMaterial({ color: new Color('#fff') }))\n cylinder1.position.y = 2\n\n cylinder.name = 'cylinder'\n cylinder1.name = 'cylinder1'\n\n singleAnchorGroup.add(cylinder, cylinder1)\n singleAnchorGroup.position.set(demoPoints.x, demoPoints.y + 5, demoPoints.z)\n\n this.anchorObject.set(targetProgresspoints[key].name, singleAnchorGroup)\n anchorGroup.add(singleAnchorGroup)\n })\n this.anchorGroup = anchorGroup\n this.gobal.scene.add(anchorGroup)\n }\n\n private setInspectionCamera() {\n let minCamera\n\n if (this.minCamera) {\n minCamera = this.minCamera\n }\n else {\n minCamera = new PerspectiveCamera(60,\n window.innerWidth / window.innerHeight\n , 0.1, 1000)\n }\n\n this.gobal.scene.cutoutCamera = minCamera\n this.gobal.scene.cutoutArea = { x: 0, y: 0, width: 200, height: 200 }\n this.gobal.scene.add(minCamera)\n\n this.minCamera = minCamera\n\n this.minCamera.layers.set(0)\n }\n\n get getPathLength() {\n return this.curve.getLength()\n }\n\n startInspection(line) {\n this.setInspectionCamera()\n this.inspectionObject.startMove(line)\n }\n\n goToInspectionTarget(targetProgress: number) {\n const targetPosition = this.curve.getPointAt(targetProgress)\n this.inspectionObject.gotoTarget(targetPosition, targetProgress)\n }\n\n show() {\n this.isHide = false\n\n document.body.appendChild(this.viewElement)\n this.gobal.scene.cutout = true\n this.anchorGroup.visible = true\n this.line.visible = true\n this.inspectionObject.model && (this.inspectionObject.model.visible = true)\n }\n\n hide() {\n this.isHide = true\n\n if (this.viewElement && document.body.contains(this.viewElement))\n document.body.removeChild(this.viewElement)\n\n if (this.gobal.scene.camera === this.minCamera) {\n this.gobal.scene.camera = this.gobal.scene.cutoutCamera\n this.gobal.scene.cutoutCamera = this.minCamera\n\n initPostEffects(this.gobal.scene.scene, this.gobal.scene.renderer, this.gobal.scene.cutoutCamera, {\n type: 'sub',\n })\n }\n\n this.gobal.scene.cutout = false\n this.gobal.scene.cutMain(this.gobal.scene.renderer)\n this.line.visible = false\n this.anchorGroup.visible = false\n\n // this.addeHighSelected([])\n const check = use.useframe(() => {\n if (this.inspectionObject.model) {\n this.inspectionObject.model.visible = false\n check()\n }\n })\n }\n}\n\nexport default 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|
@@ -6,6 +6,7 @@ function _defineProperty(obj, key, value) { key = _toPropertyKey(key); if (key i
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6
6
|
function _toPropertyKey(arg) { var key = _toPrimitive(arg, "string"); return _typeof(key) === "symbol" ? key : String(key); }
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7
7
|
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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8
8
|
import { Color, Mesh, MeshBasicMaterial, lib } from '@anov/3d-core';
|
|
9
|
+
import { loadingManager } from "../3d";
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9
10
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var FontLoader = lib.FontLoader,
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10
11
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TextGeometry = lib.TextGeometry;
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var Font = /*#__PURE__*/function () {
|
|
@@ -19,7 +20,7 @@ var Font = /*#__PURE__*/function () {
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19
20
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value: function createText(text, options) {
|
|
20
21
|
var _this = this;
|
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21
22
|
return new Promise(function (res) {
|
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22
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-
var loader = new FontLoader();
|
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23
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+
var loader = new FontLoader(loadingManager);
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23
24
|
loader.load('./font.json', function (font) {
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|
24
25
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var _options$size;
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25
26
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_this.font = font;
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|
@@ -1 +1 @@
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1
|
-
{"version":3,"names":["Color","Mesh","MeshBasicMaterial","lib","FontLoader","TextGeometry","Font","font","text","options","Promise","res","loader","load","geometry","size","height","mesh","depthTest","color","position","copy","createFontMesh","createText"],"sources":["../../../src/factory/utils/fontMesh.ts"],"sourcesContent":["import type { Vector3 } from '@anov/3d-core'\nimport { Color, Mesh, MeshBasicMaterial, lib } from '@anov/3d-core'\n\nconst { FontLoader, TextGeometry } = lib\n\ntype FontMeshOption = {\n position: Vector3\n color?: Color\n size?: number\n rotate?: number\n}\n\nclass Font {\n font: lib.Font | null\n\n constructor() {\n this.font = null\n }\n\n createText(text: string, options: FontMeshOption) {\n return new Promise((res) => {\n const loader = new FontLoader()\n loader.load('./font.json', (font) => {\n this.font = font\n\n const geometry = new TextGeometry(text, {\n font: this.font,\n size: options.size ?? 10,\n height: 1,\n })\n\n const mesh = new Mesh(geometry, new MeshBasicMaterial({\n depthTest: true,\n color: new Color('#fff'),\n }))\n\n mesh.position.copy(options.position)\n res(mesh)\n })\n })\n }\n}\n\nconst font = new Font()\n\nconst createFontMesh = (text: string, options: FontMeshOption) => {\n return font.createText(text, options) as Promise<Mesh>\n}\n\nexport default createFontMesh\n"],"mappings":";;;;;;;AACA,SAASA,KAAK,EAAEC,IAAI,EAAEC,iBAAiB,EAAEC,GAAG,QAAQ,eAAe;
|
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1
|
+
{"version":3,"names":["Color","Mesh","MeshBasicMaterial","lib","loadingManager","FontLoader","TextGeometry","Font","font","text","options","Promise","res","loader","load","geometry","size","height","mesh","depthTest","color","position","copy","createFontMesh","createText"],"sources":["../../../src/factory/utils/fontMesh.ts"],"sourcesContent":["import type { Vector3 } from '@anov/3d-core'\nimport { Color, Mesh, MeshBasicMaterial, lib } from '@anov/3d-core'\nimport { loadingManager } from '../3d'\n\nconst { FontLoader, TextGeometry } = lib\n\ntype FontMeshOption = {\n position: Vector3\n color?: Color\n size?: number\n rotate?: number\n}\n\nclass Font {\n font: lib.Font | null\n\n constructor() {\n this.font = null\n }\n\n createText(text: string, options: FontMeshOption) {\n return new Promise((res) => {\n const loader = new FontLoader(loadingManager)\n loader.load('./font.json', (font) => {\n this.font = font\n\n const geometry = new TextGeometry(text, {\n font: this.font,\n size: options.size ?? 10,\n height: 1,\n })\n\n const mesh = new Mesh(geometry, new MeshBasicMaterial({\n depthTest: true,\n color: new Color('#fff'),\n }))\n\n mesh.position.copy(options.position)\n res(mesh)\n })\n })\n }\n}\n\nconst font = new Font()\n\nconst createFontMesh = (text: string, options: FontMeshOption) => {\n return font.createText(text, options) as Promise<Mesh>\n}\n\nexport default createFontMesh\n"],"mappings":";;;;;;;AACA,SAASA,KAAK,EAAEC,IAAI,EAAEC,iBAAiB,EAAEC,GAAG,QAAQ,eAAe;AACnE,SAASC,cAAc;AAEvB,IAAQC,UAAU,GAAmBF,GAAG,CAAhCE,UAAU;EAAEC,YAAY,GAAKH,GAAG,CAApBG,YAAY;AAAQ,IASlCC,IAAI;EAGR,gBAAc;IAAA;IAAA;IACZ,IAAI,CAACC,IAAI,GAAG,IAAI;EAClB;EAAC;IAAA;IAAA,OAED,oBAAWC,IAAY,EAAEC,OAAuB,EAAE;MAAA;MAChD,OAAO,IAAIC,OAAO,CAAC,UAACC,GAAG,EAAK;QAC1B,IAAMC,MAAM,GAAG,IAAIR,UAAU,CAACD,cAAc,CAAC;QAC7CS,MAAM,CAACC,IAAI,CAAC,aAAa,EAAE,UAACN,IAAI,EAAK;UAAA;UACnC,KAAI,CAACA,IAAI,GAAGA,IAAI;UAEhB,IAAMO,QAAQ,GAAG,IAAIT,YAAY,CAACG,IAAI,EAAE;YACtCD,IAAI,EAAE,KAAI,CAACA,IAAI;YACfQ,IAAI,mBAAEN,OAAO,CAACM,IAAI,yDAAI,EAAE;YACxBC,MAAM,EAAE;UACV,CAAC,CAAC;UAEF,IAAMC,IAAI,GAAG,IAAIjB,IAAI,CAACc,QAAQ,EAAE,IAAIb,iBAAiB,CAAC;YACpDiB,SAAS,EAAE,IAAI;YACfC,KAAK,EAAE,IAAIpB,KAAK,CAAC,MAAM;UACzB,CAAC,CAAC,CAAC;UAEHkB,IAAI,CAACG,QAAQ,CAACC,IAAI,CAACZ,OAAO,CAACW,QAAQ,CAAC;UACpCT,GAAG,CAACM,IAAI,CAAC;QACX,CAAC,CAAC;MACJ,CAAC,CAAC;IACJ;EAAC;EAAA;AAAA;AAGH,IAAMV,IAAI,GAAG,IAAID,IAAI,EAAE;AAEvB,IAAMgB,cAAc,GAAG,SAAjBA,cAAc,CAAId,IAAY,EAAEC,OAAuB,EAAK;EAChE,OAAOF,IAAI,CAACgB,UAAU,CAACf,IAAI,EAAEC,OAAO,CAAC;AACvC,CAAC;AAED,eAAea,cAAc"}
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
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1
1
|
{
|
|
2
2
|
"name": "@anov/3d",
|
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3
|
-
"version": "0.0.
|
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3
|
+
"version": "0.0.39",
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4
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"description": "",
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5
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"author": "",
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6
|
"license": "MIT",
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@@ -21,8 +21,8 @@
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|
21
21
|
"anov-heat-map": "^0.0.1",
|
|
22
22
|
"localforage": "^1.10.0",
|
|
23
23
|
"uuid": "^9.0.1",
|
|
24
|
-
"@anov/3d-
|
|
25
|
-
"@anov/3d-
|
|
24
|
+
"@anov/3d-core": "^0.0.11",
|
|
25
|
+
"@anov/3d-ability": "^0.0.13"
|
|
26
26
|
},
|
|
27
27
|
"devDependencies": {
|
|
28
28
|
"@types/uuid": "^9.0.7"
|