@anov/3d 0.0.4-alpha30 → 0.0.4-alpha31
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/factory/3d.d.ts +4 -0
- package/dist/factory/3d.js +40 -65
- package/dist/factory/3d.js.map +1 -1
- package/dist/factory/type.d.ts +10 -0
- package/dist/factory/type.js +2 -0
- package/dist/factory/type.js.map +1 -0
- package/dist/factory/unit/CameraPoi.d.ts +11 -0
- package/dist/factory/unit/CameraPoi.js +103 -0
- package/dist/factory/unit/CameraPoi.js.map +1 -0
- package/dist/factory/unit/areaBoundingBox.d.ts +1 -1
- package/dist/factory/unit/areaBoundingBox.js.map +1 -1
- package/dist/factory/unit/circle.d.ts +1 -0
- package/dist/factory/unit/circle.js +15 -11
- package/dist/factory/unit/circle.js.map +1 -1
- package/dist/factory/unit/cylinder.js +0 -14
- package/dist/factory/unit/cylinder.js.map +1 -1
- package/dist/factory/unit/glsl/point/fragment.glsl +12 -0
- package/dist/factory/unit/glsl/point/vertex.glsl +7 -0
- package/dist/factory/unit/index.d.ts +6 -0
- package/dist/factory/unit/index.js +102 -15
- package/dist/factory/unit/index.js.map +1 -1
- package/dist/factory/unit/inspection.d.ts +30 -0
- package/dist/factory/unit/inspection.js +220 -0
- package/dist/factory/unit/inspection.js.map +1 -0
- package/dist/factory/unit/poi.d.ts +2 -1
- package/dist/factory/unit/poi.js +31 -16
- package/dist/factory/unit/poi.js.map +1 -1
- package/dist/factory/unit/wall.js +4 -2
- package/dist/factory/unit/wall.js.map +1 -1
- package/dist/factory/utils/switchMaterial.js +7 -5
- package/dist/factory/utils/switchMaterial.js.map +1 -1
- package/package.json +3 -3
package/dist/factory/unit/poi.js
CHANGED
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@@ -13,7 +13,6 @@ function _toPrimitive(input, hint) { if (_typeof(input) !== "object" || input ==
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import { Vector3, utils } from '@anov/3d-core';
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import { EPoiType, Poi } from '@anov/3d-ability';
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import { regionMap } from "../regionData";
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import { POI_IMG } from "../utils/base64";
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var PoiManage = /*#__PURE__*/function () {
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function PoiManage(gobal) {
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_classCallCheck(this, PoiManage);
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@@ -21,6 +20,7 @@ var PoiManage = /*#__PURE__*/function () {
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_defineProperty(this, "scene", void 0);
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_defineProperty(this, "dialogPoi", void 0);
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_defineProperty(this, "poiMesh", new Map());
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_defineProperty(this, "poiEventListener", new Map());
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_defineProperty(this, "wallManage", void 0);
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_defineProperty(this, "interactionManager", void 0);
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this.gobal = gobal;
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@@ -34,7 +34,7 @@ var PoiManage = /*#__PURE__*/function () {
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var _this = this;
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Object.keys(regionMap).forEach( /*#__PURE__*/function () {
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var _ref = _asyncToGenerator( /*#__PURE__*/_regeneratorRuntime().mark(function _callee(key) {
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var region, option, poi, sprite, changeWallState;
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var region, option, poi, sprite, changeWallState, unClick;
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return _regeneratorRuntime().wrap(function _callee$(_context) {
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while (1) switch (_context.prev = _context.next) {
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case 0:
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@@ -44,7 +44,7 @@ var PoiManage = /*#__PURE__*/function () {
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}, (region.id === '4' || region.id === '5') && {
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width: 260,
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height: 260,
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img:
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img: './poi_big.png'
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});
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poi = new Poi(EPoiType.Line);
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sprite = poi.create(region.title, option);
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@@ -68,9 +68,10 @@ var PoiManage = /*#__PURE__*/function () {
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sprite.addEventListener('mouseout', function () {
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changeWallState(false);
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});
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sprite.addEventListener('click', function (event) {
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unClick = sprite.addEventListener('click', function (event) {
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if (!sprite.visible) return;
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_this.reset();
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// 光墙
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var wall = _this.wallManage.wallMesh.get(region.id);
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wall.visible = true;
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@@ -78,7 +79,8 @@ var PoiManage = /*#__PURE__*/function () {
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sprite.visible = false;
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_this.addDialogPanel(region, event.point);
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});
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_this.poiEventListener.set(region.poi.id, unClick);
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case 13:
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case "end":
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return _context.stop();
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}
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@@ -90,22 +92,35 @@ var PoiManage = /*#__PURE__*/function () {
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}());
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}
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}, {
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key: "
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value: function
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var
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key: "remove",
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value: function remove() {
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var _this2 = this;
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// 控制POI点的隐藏、显示
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this.poiMesh.forEach(function (poi) {
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poi
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_this2.interactionManager.remove(poi);
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poi.removeFromParent();
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poi.remove();
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});
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// 取消事件监听
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this.poiEventListener.forEach(function (f) {
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f();
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});
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// 移除面板
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if (this.dialogPoi) this.dialogPoi.removeFromParent();
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this.poiMesh.clear();
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this.poiEventListener.clear();
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}
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}, {
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key: "reset",
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value: function reset() {
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var _this$wallManage;
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// 控制POI点的隐藏、显示
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-
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// 控制POI点的隐藏、显示
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this.poiMesh.forEach(function (poi) {
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poi.visible = true;
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});
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// 移除面板
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if (this.dialogPoi) this.dialogPoi.removeFromParent();
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// 控制光墙的隐藏、显示
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(_this$wallManage = this.wallManage) === null || _this$wallManage === void 0 ? void 0 : _this$wallManage.wallMesh.forEach(function (wall) {
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wall.visible = false;
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@@ -114,7 +129,7 @@ var PoiManage = /*#__PURE__*/function () {
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}, {
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key: "addDialogPanel",
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value: function addDialogPanel(data, position) {
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var
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var _this3 = this;
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// 添加面板
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var poi = new Poi(EPoiType.Panel);
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this.dialogPoi = poi.create({
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@@ -126,11 +141,11 @@ var PoiManage = /*#__PURE__*/function () {
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this.dialogPoi.position.copy(position.clone().add(new Vector3(-30, 30, 0)));
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this.scene.add(this.dialogPoi);
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this.interactionManager.add(this.dialogPoi);
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this.dialogPoi.addEventListener('click', function (
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this.dialogPoi.addEventListener('click', function () {
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_this3.dialogPoi.remove();
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_this3.dialogPoi.removeFromParent();
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_this3.dialogPoi = null;
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_this3.reset();
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});
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}
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}]);
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@@ -1 +1 @@
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{"version":3,"names":["Vector3","utils","EPoiType","Poi","regionMap","
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{"version":3,"names":["Vector3","utils","EPoiType","Poi","regionMap","PoiManage","gobal","Map","scene","wallManage","wall","interactionManager","storeManagement","get","Object","keys","forEach","key","region","option","scale","id","width","height","img","poi","Line","sprite","create","title","position","copy","fromArray","add","poiMesh","set","changeWallState","show","dialogPoi","visible","wallMesh","addEventListener","unClick","event","reset","addDialogPanel","point","poiEventListener","remove","removeFromParent","f","clear","data","Panel","content","print","clone"],"sources":["../../../src/factory/unit/poi.ts"],"sourcesContent":["import type { InteractionManager, Object3D, Scene, Sprite } from '@anov/3d-core'\nimport { Vector3, utils } from '@anov/3d-core'\nimport { EPoiType, Poi } from '@anov/3d-ability'\nimport type Factory3D from '../3d'\nimport { regionMap } from '../regionData'\nimport type WallManage from './wall'\n\nclass PoiManage {\n private gobal: Factory3D\n private scene: Scene\n private dialogPoi: Object3D\n readonly poiMesh: Map<string, Object3D> = new Map()\n readonly poiEventListener: Map<string, Function> = new Map()\n private wallManage: WallManage\n private interactionManager\n\n constructor(gobal) {\n this.gobal = gobal\n this.scene = gobal.scene.scene\n this.wallManage = gobal.wall\n this.interactionManager = utils.storeManagement.get<InteractionManager>('interactionManager')\n }\n\n generatePoi() {\n Object.keys(regionMap).forEach(async (key: string) => {\n const region = regionMap[key]\n const option = {\n scale: 80,\n ...((region.id === '4' || region.id === '5') && {\n width: 260,\n height: 260,\n img: './poi_big.png',\n }),\n }\n\n const poi = new Poi(EPoiType.Line)\n const sprite = poi.create(region.title, option)\n sprite.position.copy(new Vector3().fromArray(region.poi.position))\n\n this.scene.add(sprite)\n this.poiMesh.set(region.poi.id, sprite)\n\n // 绑定事件\n this.interactionManager.add(sprite)\n const changeWallState = (show) => {\n if (this.dialogPoi?.visible)\n return\n // 光墙\n const wall = this.wallManage.wallMesh.get(region.id)\n wall.visible = show\n }\n\n sprite.addEventListener('mouseover', () => {\n if (!sprite.visible)\n return\n changeWallState(true)\n })\n sprite.addEventListener('mouseout', () => {\n changeWallState(false)\n })\n const unClick = sprite.addEventListener('click', (event) => {\n if (!sprite.visible)\n return\n this.reset()\n\n // 光墙\n const wall = this.wallManage.wallMesh.get(region.id)\n wall.visible = true\n // 隐藏当前POI点\n sprite.visible = false\n this.addDialogPanel(region, event.point)\n }) as Function\n this.poiEventListener.set(region.poi.id, unClick)\n })\n }\n\n remove() {\n // 控制POI点的隐藏、显示\n this.poiMesh.forEach((poi) => {\n this.interactionManager.remove(poi)\n poi.removeFromParent()\n poi.remove()\n })\n // 取消事件监听\n this.poiEventListener.forEach((f) => {\n f()\n })\n // 移除面板\n if (this.dialogPoi)\n this.dialogPoi.removeFromParent()\n this.poiMesh.clear()\n this.poiEventListener.clear()\n }\n\n reset() {\n // 控制POI点的隐藏、显示\n // 控制POI点的隐藏、显示\n this.poiMesh.forEach((poi) => {\n poi.visible = true\n })\n // 移除面板\n if (this.dialogPoi)\n this.dialogPoi.removeFromParent()\n // 控制光墙的隐藏、显示\n this.wallManage?.wallMesh.forEach((wall) => {\n wall.visible = false\n })\n }\n\n private addDialogPanel(data, position) {\n // 添加面板\n const poi = new Poi(EPoiType.Panel)\n this.dialogPoi = poi.create({ title: data.title, content: data.poi.content }, { print: true })\n this.dialogPoi.position.copy(position.clone().add(new Vector3(-30, 30, 0)))\n this.scene.add(this.dialogPoi)\n\n this.interactionManager.add(this.dialogPoi)\n this.dialogPoi.addEventListener('click', () => {\n this.dialogPoi.remove()\n this.dialogPoi.removeFromParent()\n this.dialogPoi = null\n this.reset()\n })\n }\n}\n\nexport default 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import { createRoundLineWallMesh } from '@anov/3d-ability';
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import wallVertexShader from "./glsl/wall/vertexShader.glsl";
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import wallFragmentShader from "./glsl/wall/fragmentShader.glsl";
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{"version":3,"names":["createRoundLineWallMesh","ShaderMaterial","Vector3","regionMap","wallPosition","label","reform","title","id","belongTo","points","area","reduction","crudeOil","catalyticCracking","hydrocrackingUnit","cokingUnit","administrative","walllMaterial","uniforms","iTime","value","size","width","speed","alpha","color1","color2","vertexShader","fragmentShader","transparent","side","depthTest","WallManage","gobal","options","Map","scene","option","forEach","item","roundLineMesh","map","v","radius","close","visible","wallMesh","set","add"],"sources":["../../../src/factory/unit/wall.ts"],"sourcesContent":["import { createRoundLineWallMesh } from '@anov/3d-ability'\nimport type { Object3D, Scene } from '@anov/3d-core'\nimport { ShaderMaterial, Vector3 } from '@anov/3d-core'\nimport type Factory3D from '../3d'\nimport regionMap from '../regionData'\n\nconst wallPosition = [\n {\n label: regionMap.reform.title,\n id: '1',\n belongTo: regionMap.reform.id,\n points: regionMap.reform.area,\n },\n {\n label: regionMap.reduction.title,\n id: '2',\n belongTo: regionMap.reduction.id,\n points: regionMap.reduction.area,\n },\n {\n label: regionMap.crudeOil.title,\n id: '3',\n belongTo: regionMap.crudeOil.id,\n points: regionMap.crudeOil.area,\n },\n {\n label: regionMap.catalyticCracking.title,\n id: '4',\n belongTo: regionMap.catalyticCracking.id,\n points: regionMap.catalyticCracking.area,\n },\n {\n label: regionMap.hydrocrackingUnit.title,\n id: '5',\n belongTo: regionMap.hydrocrackingUnit.id,\n points: regionMap.hydrocrackingUnit.area,\n },\n {\n label: regionMap.cokingUnit.title,\n id: '6',\n belongTo: regionMap.cokingUnit.id,\n points: regionMap.cokingUnit.area,\n },\n {\n label: regionMap.administrative.title,\n id: '7',\n belongTo: regionMap.administrative.id,\n points: regionMap.administrative.area,\n },\n]\n\nconst walllMaterial = new ShaderMaterial({\n uniforms: {\n iTime: {\n value: 0,\n },\n size: {\n value: 16.0,\n },\n width: {\n value: 0.4,\n },\n speed: {\n value: 1.0,\n },\n alpha: {\n value: 0.2,\n },\n color1: {\n value: [0.0, 0.9, 0.0],\n },\n color2: {\n value: [0.0, 0.2, 0.8],\n },\n },\n vertexShader:
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{"version":3,"names":["createRoundLineWallMesh","ShaderMaterial","Vector3","regionMap","wallVertexShader","wallFragmentShader","wallPosition","label","reform","title","id","belongTo","points","area","reduction","crudeOil","catalyticCracking","hydrocrackingUnit","cokingUnit","administrative","walllMaterial","uniforms","iTime","value","size","width","speed","alpha","color1","color2","vertexShader","fragmentShader","transparent","side","depthTest","WallManage","gobal","options","Map","scene","option","forEach","item","roundLineMesh","map","v","radius","close","visible","wallMesh","set","add"],"sources":["../../../src/factory/unit/wall.ts"],"sourcesContent":["import { createRoundLineWallMesh } from '@anov/3d-ability'\nimport type { Object3D, Scene } from '@anov/3d-core'\nimport { ShaderMaterial, Vector3 } from '@anov/3d-core'\nimport type Factory3D from '../3d'\nimport regionMap from '../regionData'\nimport wallVertexShader from './glsl/wall/vertexShader.glsl'\nimport wallFragmentShader from './glsl/wall/fragmentShader.glsl'\n\nconst wallPosition = [\n {\n label: regionMap.reform.title,\n id: '1',\n belongTo: regionMap.reform.id,\n points: regionMap.reform.area,\n },\n {\n label: regionMap.reduction.title,\n id: '2',\n belongTo: regionMap.reduction.id,\n points: regionMap.reduction.area,\n },\n {\n label: regionMap.crudeOil.title,\n id: '3',\n belongTo: regionMap.crudeOil.id,\n points: regionMap.crudeOil.area,\n },\n {\n label: regionMap.catalyticCracking.title,\n id: '4',\n belongTo: regionMap.catalyticCracking.id,\n points: regionMap.catalyticCracking.area,\n },\n {\n label: regionMap.hydrocrackingUnit.title,\n id: '5',\n belongTo: regionMap.hydrocrackingUnit.id,\n points: regionMap.hydrocrackingUnit.area,\n },\n {\n label: regionMap.cokingUnit.title,\n id: '6',\n belongTo: regionMap.cokingUnit.id,\n points: regionMap.cokingUnit.area,\n },\n {\n label: regionMap.administrative.title,\n id: '7',\n belongTo: regionMap.administrative.id,\n points: regionMap.administrative.area,\n },\n]\n\nconst walllMaterial = new ShaderMaterial({\n uniforms: {\n iTime: {\n value: 0,\n },\n size: {\n value: 16.0,\n },\n width: {\n value: 0.4,\n },\n speed: {\n value: 1.0,\n },\n alpha: {\n value: 0.2,\n },\n color1: {\n value: [0.0, 0.9, 0.0],\n },\n color2: {\n value: [0.0, 0.2, 0.8],\n },\n },\n vertexShader: wallVertexShader,\n fragmentShader: wallFragmentShader,\n transparent: true,\n side: 2,\n depthTest: false,\n})\n\ntype WallManageOption = {\n visible?: boolean\n}\nclass WallManage {\n private scene: Scene\n readonly wallMesh: Map<string, Object3D> = new Map()\n private option: WallManageOption\n\n private time = 0\n\n constructor(gobal: Factory3D, options?: WallManageOption) {\n this.scene = gobal.scene.scene\n this.option = options || {}\n }\n\n generateWall() {\n // setInterval(() => {\n // this.time += 0.001\n // walllMaterial.uniforms.iTime.value = this.time\n // })\n\n wallPosition.forEach((item) => {\n const roundLineMesh = createRoundLineWallMesh(item.points.map(v => new Vector3(v[0], v[1], v[2])), {\n radius: 0,\n close: true,\n }, walllMaterial)\n roundLineMesh.visible = this.option?.visible ?? true\n this.wallMesh.set(item.id, roundLineMesh)\n this.scene.add(roundLineMesh)\n })\n }\n}\n\nexport default WallManage"],"mappings":";;;;;;;AAAA,SAASA,uBAAuB,QAAQ,kBAAkB;AAE1D,SAASC,cAAc,EAAEC,OAAO,QAAQ,eAAe;AAEvD,OAAOC,SAAS;AAChB,OAAOC,gBAAgB;AACvB,OAAOC,kBAAkB;AAEzB,IAAMC,YAAY,GAAG,CACnB;EACEC,KAAK,EAAEJ,SAAS,CAACK,MAAM,CAACC,KAAK;EAC7BC,EAAE,EAAE,GAAG;EACPC,QAAQ,EAAER,SAAS,CAACK,MAAM,CAACE,EAAE;EAC7BE,MAAM,EAAET,SAAS,CAACK,MAAM,CAACK;AAC3B,CAAC,EACD;EACEN,KAAK,EAAEJ,SAAS,CAACW,SAAS,CAACL,KAAK;EAChCC,EAAE,EAAE,GAAG;EACPC,QAAQ,EAAER,SAAS,CAACW,SAAS,CAACJ,EAAE;EAChCE,MAAM,EAAET,SAAS,CAACW,SAAS,CAACD;AAC9B,CAAC,EACD;EACEN,KAAK,EAAEJ,SAAS,CAACY,QAAQ,CAACN,KAAK;EAC/BC,EAAE,EAAE,GAAG;EACPC,QAAQ,EAAER,SAAS,CAACY,QAAQ,CAACL,EAAE;EAC/BE,MAAM,EAAET,SAAS,CAACY,QAAQ,CAACF;AAC7B,CAAC,EACD;EACEN,KAAK,EAAEJ,SAAS,CAACa,iBAAiB,CAACP,KAAK;EACxCC,EAAE,EAAE,GAAG;EACPC,QAAQ,EAAER,SAAS,CAACa,iBAAiB,CAACN,EAAE;EACxCE,MAAM,EAAET,SAAS,CAACa,iBAAiB,CAACH;AACtC,CAAC,EACD;EACEN,KAAK,EAAEJ,SAAS,CAACc,iBAAiB,CAACR,KAAK;EACxCC,EAAE,EAAE,GAAG;EACPC,QAAQ,EAAER,SAAS,CAACc,iBAAiB,CAACP,EAAE;EACxCE,MAAM,EAAET,SAAS,CAACc,iBAAiB,CAACJ;AACtC,CAAC,EACD;EACEN,KAAK,EAAEJ,SAAS,CAACe,UAAU,CAACT,KAAK;EACjCC,EAAE,EAAE,GAAG;EACPC,QAAQ,EAAER,SAAS,CAACe,UAAU,CAACR,EAAE;EACjCE,MAAM,EAAET,SAAS,CAACe,UAAU,CAACL;AAC/B,CAAC,EACD;EACEN,KAAK,EAAEJ,SAAS,CAACgB,cAAc,CAACV,KAAK;EACrCC,EAAE,EAAE,GAAG;EACPC,QAAQ,EAAER,SAAS,CAACgB,cAAc,CAACT,EAAE;EACrCE,MAAM,EAAET,SAAS,CAACgB,cAAc,CAACN;AACnC,CAAC,CACF;AAED,IAAMO,aAAa,GAAG,IAAInB,cAAc,CAAC;EACvCoB,QAAQ,EAAE;IACRC,KAAK,EAAE;MACLC,KAAK,EAAE;IACT,CAAC;IACDC,IAAI,EAAE;MACJD,KAAK,EAAE;IACT,CAAC;IACDE,KAAK,EAAE;MACLF,KAAK,EAAE;IACT,CAAC;IACDG,KAAK,EAAE;MACLH,KAAK,EAAE;IACT,CAAC;IACDI,KAAK,EAAE;MACLJ,KAAK,EAAE;IACT,CAAC;IACDK,MAAM,EAAE;MACNL,KAAK,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG;IACvB,CAAC;IACDM,MAAM,EAAE;MACNN,KAAK,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG;IACvB;EACF,CAAC;EACDO,YAAY,EAAE1B,gBAAgB;EAC9B2B,cAAc,EAAE1B,kBAAkB;EAClC2B,WAAW,EAAE,IAAI;EACjBC,IAAI,EAAE,CAAC;EACPC,SAAS,EAAE;AACb,CAAC,CAAC;AAAA,IAKIC,UAAU;EAOd,oBAAYC,KAAgB,EAAEC,OAA0B,EAAE;IAAA;IAAA;IAAA,kCALf,IAAIC,GAAG,EAAE;IAAA;IAAA,8BAGrC,CAAC;IAGd,IAAI,CAACC,KAAK,GAAGH,KAAK,CAACG,KAAK,CAACA,KAAK;IAC9B,IAAI,CAACC,MAAM,GAAGH,OAAO,IAAI,CAAC,CAAC;EAC7B;EAAC;IAAA;IAAA,OAED,wBAAe;MAAA;MACb;MACA;MACA;MACA;;MAEA/B,YAAY,CAACmC,OAAO,CAAC,UAACC,IAAI,EAAK;QAAA;QAC7B,IAAMC,aAAa,GAAG3C,uBAAuB,CAAC0C,IAAI,CAAC9B,MAAM,CAACgC,GAAG,CAAC,UAAAC,CAAC;UAAA,OAAI,IAAI3C,OAAO,CAAC2C,CAAC,CAAC,CAAC,CAAC,EAAEA,CAAC,CAAC,CAAC,CAAC,EAAEA,CAAC,CAAC,CAAC,CAAC,CAAC;QAAA,EAAC,EAAE;UACjGC,MAAM,EAAE,CAAC;UACTC,KAAK,EAAE;QACT,CAAC,EAAE3B,aAAa,CAAC;QACjBuB,aAAa,CAACK,OAAO,2CAAG,KAAI,CAACR,MAAM,iDAAX,aAAaQ,OAAO,uEAAI,IAAI;QACpD,KAAI,CAACC,QAAQ,CAACC,GAAG,CAACR,IAAI,CAAChC,EAAE,EAAEiC,aAAa,CAAC;QACzC,KAAI,CAACJ,KAAK,CAACY,GAAG,CAACR,aAAa,CAAC;MAC/B,CAAC,CAAC;IACJ;EAAC;EAAA;AAAA;AAGH,eAAeR,UAAU"}
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{"version":3,"names":["Vector3","use","switchMaterial","mesh","material","options","lastMaterial","clone","currentMaterial","speed","start","end","transparent","oldShader","onBeforeCompile","shader","uniforms","time","value","min_length","vertexShader","replace","join","fragmentShader","cancellation","useframe","worldPosition","getWorldPosition","x","depthWrite","callback","setTimeout","switchMaterialV2","center","y","z","distanceTo"],"sources":["../../../src/factory/utils/switchMaterial.ts"],"sourcesContent":["import type { Material, Object3D, Shader } from '@anov/3d-core'\nimport { Vector3, use } from '@anov/3d-core'\n\ntype SwitchMaterialOptions = {\n speed?: number\n start?: number\n end?: number\n callback?: () => void\n}\n\nconst switchMaterial = (mesh: Object3D & { material: Material }, material: Material, options?: SwitchMaterialOptions) => {\n const lastMaterial = mesh.material.clone()\n const currentMaterial = mesh.material.clone()\n\n const { speed = 10, start = 0, end = 100 } = options || {}\n\n currentMaterial.transparent = true\n\n let oldShader: Shader\n\n currentMaterial.onBeforeCompile = (shader) => {\n oldShader = shader\n shader.uniforms.time = { value: 0.0 }\n shader.uniforms.min_length = { value: start }\n shader.uniforms.speed = { value: 1.0 }\n shader.vertexShader = shader.vertexShader.replace(\n 'void main() {',\n [\n 'varying vec4 v_position;',\n 'varying vec3 vWorldPosition; ',\n 'void main() {',\n ' vec4 worldPosition1 = modelMatrix * vec4(position, 1.0);',\n ' vWorldPosition = worldPosition1.xyz;',\n ' v_position = vec4(position, 1.0); ',\n ].join('\\n'),\n )\n shader.fragmentShader = shader.fragmentShader.replace('void main() {',\n `\n varying vec4 v_position;\n uniform float time;\n uniform float min_length;\n uniform float speed;\n varying vec3 vWorldPosition;\n void main() {\n `)\n\n shader.fragmentShader = shader.fragmentShader.replace('#include <dithering_fragment>',\n `\n #include <dithering_fragment>\n float median = min_length + time * speed;\n if(vWorldPosition.x < median) {\n gl_FragColor.a = 0.0;\n }\n `)\n }\n\n mesh.material = currentMaterial\n\n const cancellation = use.useframe(() => {\n if (oldShader) {\n oldShader.uniforms.time.value += speed\n\n const worldPosition = new Vector3()\n\n mesh.getWorldPosition(worldPosition)\n\n if (worldPosition.x < start + oldShader.uniforms.time.value)\n currentMaterial.depthWrite = false\n\n if (oldShader.uniforms.time.value > end) {\n options?.callback && options.callback()\n\n setTimeout(() => {\n mesh.material = lastMaterial\n oldShader.uniforms.time.value = 0\n }, 100)\n\n cancellation()\n }\n }\n })\n}\n\n/**\n * todo 代码合并\n * @param mesh\n * @param material\n * @param options\n */\nconst switchMaterialV2 = (mesh: Object3D & { material: Material }, material: Material, options?: SwitchMaterialOptions) => {\n const lastMaterial = mesh.material.clone()\n const currentMaterial = mesh.material.clone()\n\n const { speed = 10, start = 0, end = 100 } = options || {}\n\n currentMaterial.transparent = true\n\n let oldShader: Shader\n\n currentMaterial.onBeforeCompile = (shader) => {\n oldShader = shader\n shader.uniforms.time = { value: 0.0 }\n shader.uniforms.min_length = { value: 0 }\n shader.uniforms.speed = { value: 1.0 }\n shader.uniforms.center = { value: { x: 0, y: 0, z: 0 } }\n shader.vertexShader = shader.vertexShader.replace(\n 'void main() {',\n [\n 'varying vec4 v_position;',\n 'varying vec3 vWorldPosition; ',\n 'void main() {',\n ' vec4 worldPosition1 = modelMatrix * vec4(position, 1.0);',\n ' vWorldPosition = worldPosition1.xyz;',\n ' v_position = vec4(position, 1.0); ',\n ].join('\\n'),\n )\n shader.fragmentShader = shader.fragmentShader.replace('void main() {',\n `\n varying vec4 v_position;\n uniform float time;\n uniform float center;\n uniform float min_length;\n uniform float speed;\n varying vec3 vWorldPosition;\n void main() {\n `)\n\n shader.fragmentShader = shader.fragmentShader.replace('#include <dithering_fragment>',\n `\n #include <dithering_fragment>\n float median = min_length + time * speed;\n\n if(distance(vec3(vWorldPosition.x,0,vWorldPosition.z), vec3(0,0,0)) < median) {\n gl_FragColor.a = 0.0;\n }\n `)\n }\n\n mesh.material = currentMaterial\n\n const cancellation = use.useframe(() => {\n if (oldShader) {\n oldShader.uniforms.time.value += speed\n\n const worldPosition = new Vector3()\n\n mesh.getWorldPosition(worldPosition)\n\n worldPosition.distanceTo(new Vector3(0, 0, 0))\n\n if (worldPosition.distanceTo(new Vector3(0, 0, 0)) < oldShader.uniforms.time.value)\n currentMaterial.depthWrite = false\n\n if (oldShader.uniforms.time.value > end) {\n options?.callback && options.callback()\n\n
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{"version":3,"names":["Vector3","use","switchMaterial","mesh","material","options","lastMaterial","clone","currentMaterial","speed","start","end","transparent","oldShader","onBeforeCompile","shader","uniforms","time","value","min_length","vertexShader","replace","join","fragmentShader","cancellation","useframe","worldPosition","getWorldPosition","x","depthWrite","callback","setTimeout","switchMaterialV2","center","y","z","distanceTo","requestAnimationFrame"],"sources":["../../../src/factory/utils/switchMaterial.ts"],"sourcesContent":["import type { Material, Object3D, Shader } from '@anov/3d-core'\nimport { Vector3, use } from '@anov/3d-core'\n\ntype SwitchMaterialOptions = {\n speed?: number\n start?: number\n end?: number\n callback?: () => void\n}\n\nconst switchMaterial = (mesh: Object3D & { material: Material }, material: Material, options?: SwitchMaterialOptions) => {\n const lastMaterial = mesh.material.clone()\n const currentMaterial = mesh.material.clone()\n\n const { speed = 10, start = 0, end = 100 } = options || {}\n\n currentMaterial.transparent = true\n\n let oldShader: Shader\n\n currentMaterial.onBeforeCompile = (shader) => {\n oldShader = shader\n shader.uniforms.time = { value: 0.0 }\n shader.uniforms.min_length = { value: start }\n shader.uniforms.speed = { value: 1.0 }\n shader.vertexShader = shader.vertexShader.replace(\n 'void main() {',\n [\n 'varying vec4 v_position;',\n 'varying vec3 vWorldPosition; ',\n 'void main() {',\n ' vec4 worldPosition1 = modelMatrix * vec4(position, 1.0);',\n ' vWorldPosition = worldPosition1.xyz;',\n ' v_position = vec4(position, 1.0); ',\n ].join('\\n'),\n )\n shader.fragmentShader = shader.fragmentShader.replace('void main() {',\n `\n varying vec4 v_position;\n uniform float time;\n uniform float min_length;\n uniform float speed;\n varying vec3 vWorldPosition;\n void main() {\n `)\n\n shader.fragmentShader = shader.fragmentShader.replace('#include <dithering_fragment>',\n `\n #include <dithering_fragment>\n float median = min_length + time * speed;\n if(vWorldPosition.x < median) {\n gl_FragColor.a = 0.0;\n }\n `)\n }\n\n mesh.material = currentMaterial\n\n const cancellation = use.useframe(() => {\n if (oldShader) {\n oldShader.uniforms.time.value += speed\n\n const worldPosition = new Vector3()\n\n mesh.getWorldPosition(worldPosition)\n\n if (worldPosition.x < start + oldShader.uniforms.time.value)\n currentMaterial.depthWrite = false\n\n if (oldShader.uniforms.time.value > end) {\n options?.callback && options.callback()\n\n setTimeout(() => {\n mesh.material = lastMaterial\n oldShader.uniforms.time.value = 0\n }, 100)\n\n cancellation()\n }\n }\n })\n}\n\n/**\n * todo 代码合并\n * @param mesh\n * @param material\n * @param options\n */\nconst switchMaterialV2 = (mesh: Object3D & { material: Material }, material: Material, options?: SwitchMaterialOptions) => {\n const lastMaterial = mesh.material.clone()\n const currentMaterial = mesh.material.clone()\n\n const { speed = 10, start = 0, end = 100 } = options || {}\n\n currentMaterial.transparent = true\n\n let oldShader: Shader\n\n currentMaterial.onBeforeCompile = (shader) => {\n oldShader = shader\n shader.uniforms.time = { value: 0.0 }\n shader.uniforms.min_length = { value: 0 }\n shader.uniforms.speed = { value: 1.0 }\n shader.uniforms.center = { value: { x: 0, y: 0, z: 0 } }\n shader.vertexShader = shader.vertexShader.replace(\n 'void main() {',\n [\n 'varying vec4 v_position;',\n 'varying vec3 vWorldPosition; ',\n 'void main() {',\n ' vec4 worldPosition1 = modelMatrix * vec4(position, 1.0);',\n ' vWorldPosition = worldPosition1.xyz;',\n ' v_position = vec4(position, 1.0); ',\n ].join('\\n'),\n )\n shader.fragmentShader = shader.fragmentShader.replace('void main() {',\n `\n varying vec4 v_position;\n uniform float time;\n uniform float center;\n uniform float min_length;\n uniform float speed;\n varying vec3 vWorldPosition;\n void main() {\n `)\n\n shader.fragmentShader = shader.fragmentShader.replace('#include <dithering_fragment>',\n `\n #include <dithering_fragment>\n float median = min_length + time * speed;\n\n if(distance(vec3(vWorldPosition.x,0,vWorldPosition.z), vec3(0,0,0)) < median) {\n gl_FragColor.a = 0.0;\n }\n `)\n }\n\n mesh.material = currentMaterial\n\n const cancellation = use.useframe(() => {\n if (oldShader) {\n oldShader.uniforms.time.value += speed\n\n const worldPosition = new Vector3()\n\n mesh.getWorldPosition(worldPosition)\n\n worldPosition.distanceTo(new Vector3(0, 0, 0))\n\n if (worldPosition.distanceTo(new Vector3(0, 0, 0)) < oldShader.uniforms.time.value)\n currentMaterial.depthWrite = false\n\n if (oldShader.uniforms.time.value > end) {\n requestAnimationFrame(() => {\n options?.callback && options.callback()\n\n requestAnimationFrame(() => {\n mesh.material = lastMaterial\n oldShader.uniforms.time.value = 0\n })\n })\n\n cancellation()\n }\n }\n })\n}\n\nexport default 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|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@anov/3d",
|
|
3
|
-
"version": "0.0.4-
|
|
3
|
+
"version": "0.0.4-alpha31",
|
|
4
4
|
"description": "",
|
|
5
5
|
"author": "",
|
|
6
6
|
"license": "MIT",
|
|
@@ -20,8 +20,8 @@
|
|
|
20
20
|
"@tweenjs/tween.js": "^21.0.0",
|
|
21
21
|
"localforage": "^1.10.0",
|
|
22
22
|
"uuid": "^9.0.1",
|
|
23
|
-
"@anov/3d-
|
|
24
|
-
"@anov/3d-
|
|
23
|
+
"@anov/3d-core": "^0.0.4-alpha22",
|
|
24
|
+
"@anov/3d-ability": "^0.0.4-alpha12"
|
|
25
25
|
},
|
|
26
26
|
"devDependencies": {
|
|
27
27
|
"@types/uuid": "^9.0.7"
|