@anov/3d 0.0.76 → 0.0.78

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.
@@ -1 +1 @@
1
- {"version":3,"names":["regionMap","reform","id","title","area","poi","position","content","people","name","dep","online","camera","reduction","probePoint","warn","crudeOil","catalyticCracking","hydrocrackingUnit","cokingUnit","administrative"],"sources":["../../src/factory/regionData.ts"],"sourcesContent":["/**\n * todo: 各个单元数据需要统一\n * 当前demo area可以用直线绘制\n */\n\nexport interface IPeople {\n id: string\n name: string\n dep?: string\n online?: boolean\n position: Array<number>\n}\n\nexport interface IPoi {\n id: string\n position: Array<number>\n content?: string\n}\n\nexport interface IProbePoint {\n id: string\n name: string\n warn: boolean\n position: Array<number>\n}\n\nexport type RegionMap = {\n [k: string]: {\n id: string\n title: string\n area: number[][]\n maxHigh?: number\n poi?: IPoi\n people?: Array<IPeople>\n camera?: Object\n probePoint?: Array<IProbePoint>\n }\n}\n\nexport const regionMap: RegionMap = {\n reform: {\n id: '1',\n title: '重整装置区',\n area: [\n [\n -483.562,\n 0,\n -225.624,\n ],\n [\n -145.997,\n 0,\n -225.624,\n ],\n [\n -145.997,\n 0,\n -59.401,\n ],\n [\n -483.562,\n 0,\n -59.401,\n ],\n ],\n\n poi: {\n id: '1',\n position: [-314.01113070, 0.55000000, -146.54350582],\n content: '通过直馏汽油和加氢石脑油,在催化剂存在的前提下,将原料的烷烃和环烷烃重构成为芳烃。并采用半再生固定床重整工艺,催化剂分段装填及两段混氢技术,装置采用了RIPP的粗汽油制氢技术。',\n },\n people: [\n {\n id: '7',\n name: '耿笑',\n dep: '设备运维',\n online: true,\n position: [-352.00000000, 0.62500079, -177.20000000],\n },\n {\n id: '2',\n name: '李连贵',\n dep: '工艺操作',\n online: true,\n position: [-275.70000000, 0.62500079, -137.10000000],\n },\n {\n id: '8',\n name: '吕萌',\n dep: '质量检测',\n online: true,\n position: [-365.40000000, 0.62500079, -80.60000000],\n },\n {\n id: '1',\n name: '宋玉',\n dep: '质量检测',\n online: true,\n position: [-436.90000000, 0.62500079, -121.50000000],\n },\n {\n id: '5',\n name: '王小雨',\n dep: '运输装卸',\n online: true,\n position: [-238.70000000, 0.62500079, -205.10000000],\n },\n {\n id: '6',\n name: '张建国',\n dep: '原料加工',\n online: true,\n position: [-436.50000000, 0.62500079, -182.30000000],\n },\n {\n id: '3',\n name: '张小萌',\n dep: '生产技术',\n online: true,\n position: [-204.80000000, 0.62500079, -150.10000000],\n },\n {\n id: '4',\n name: '朱正',\n dep: '设备运维',\n online: true,\n position: [-302.20000000, 0.62500079, -117.90000000],\n },\n ],\n camera: {\n id: '1',\n name: '摄像头1',\n position: [\n -314.0111307,\n 20.55,\n -146.54350582,\n ],\n },\n },\n reduction: {\n id: '2',\n title: '常减压装置区',\n area: [\n [-140.123, 0.1, -225.604],\n [206.547, 0, -225.624],\n [206.547, -0.1, -59.401],\n [-140.123, 0, -59.401],\n ],\n\n poi: {\n id: '2',\n position: [28.89784048, 0.55000000, -144.28157517],\n content: '主要包括三个工序:原油的脱盐、脱水;常压蒸馏;减压蒸馏。从油田送往炼油厂的原油往往含盐(主要是氧化物)带水(溶于油或呈乳化状态),可导致设备的腐蚀,在设备内壁结垢和影响成品油的组成,需在加工前脱除。',\n },\n people: [\n {\n id: '12',\n name: '才新梁',\n dep: '运输装卸',\n online: true,\n position: [26.50000000, 0.62500079, -155.00000000],\n },\n {\n id: '13',\n name: '何超盈',\n dep: '生产技术',\n online: true,\n position: [198.50000000, 0.62500079, -169.20000000],\n },\n {\n id: '11',\n name: '李大为',\n dep: '质量检测',\n online: true,\n position: [-79.80000000, 0.62500079, -218.20000000],\n },\n {\n id: '15',\n name: '孙建连',\n dep: '工艺操作',\n online: true,\n position: [-19.50000000, 0.62500079, -174.60000000],\n },\n {\n id: '9',\n name: '孙强',\n dep: '工艺操作',\n online: true,\n position: [-114.10000000, 0.62500079, -114.60000000],\n },\n {\n id: '10',\n name: '佟丽英',\n dep: '运输装卸',\n online: true,\n position: [26.10000000, 0.62500079, -202.30000000],\n },\n {\n id: '14',\n name: '王超',\n dep: '设备运维',\n online: true,\n position: [-14.90000000, 0.62500079, -116.90000000],\n },\n ],\n camera: {\n id: '2',\n name: '摄像头2',\n position: [\n 28.89784048,\n 20.55,\n -144.28157517,\n ],\n },\n probePoint: [\n {\n id: '3',\n name: '甲烷监测点3',\n warn: false,\n position: [\n 48.89784048,\n 30.55000000,\n -144.28157517,\n ],\n },\n ],\n },\n crudeOil: {\n id: '3',\n title: '原油罐区',\n area: [\n [240.584, 0, -225.624],\n [475.523, 0, -225.624],\n [475.543, 0, -59.401],\n [240.584, 0, -59.401],\n ],\n\n poi: {\n id: '3',\n position: [359.58372139, 0.55000000, -144.28157517],\n content: '原油罐区应靠近相应的加工装置区,并利用地形将液体物料自留输送,性质相近的液体物料储物罐宜布置较近。原油罐区的占地面积较大,原油罐区应注意火灾防范,存储量大一旦发生火灾,如不及时处置,扑救十分困难。',\n },\n people: [\n {\n id: '19',\n name: '牛小灵',\n dep: '生产技术',\n online: true,\n position: [404.70000000, 0.62500079, -190.30000000],\n },\n {\n id: '17',\n name: '彭旭',\n dep: '运输装卸',\n online: true,\n position: [294.10000000, 0.62500079, -125.90000000],\n },\n {\n id: '16',\n name: '宋麒麟',\n dep: '设备运维',\n online: true,\n position: [445.70000000, 0.62500079, -119.20000000],\n },\n {\n id: '18',\n name: '赵佳慧',\n dep: '生产技术',\n online: true,\n position: [344.50000000, 0.62500079, -127.10000000],\n },\n ],\n camera: {\n id: '3',\n name: '摄像头3',\n position: [\n 359.58372139,\n 20.55,\n -144.28157517,\n ],\n },\n },\n catalyticCracking: {\n id: '4',\n title: '催化裂化装置区',\n area: [\n [\n -483.562,\n 0,\n -49.812,\n ],\n [\n -145.997,\n 0,\n -49.812,\n ],\n [\n -145.997,\n 0,\n 115.799,\n ],\n [\n -483.562,\n 0,\n 115.799,\n ],\n ],\n\n poi: {\n id: '4',\n position: [-322.57300372, 0.55000000, 31.81516361],\n content: '该区域主要危险因素为高温,重点部位:1. 催化剂循环系统磨穿泄漏着火;2. 再生器及沉降器油气互串爆炸;3. 高位管线及设备泄漏着火。同时催化裂化工艺过程需注意对环境造成的影响,生产过程中烟气会带走较多热烈造成热能浪费和污染,',\n },\n people: [\n {\n id: '20',\n name: '李刚',\n dep: '运输装卸',\n online: true,\n position: [-339.40000000, 0.62500079, -1.90000000],\n },\n {\n id: '24',\n name: '李天一',\n dep: '工艺操作',\n online: true,\n position: [-394.80000000, 0.62500079, 16.80000000],\n },\n {\n id: '26',\n name: '吕方',\n dep: '设备运维',\n online: true,\n position: [-363.10000000, 0.62500079, 73.30000000],\n },\n {\n id: '29',\n name: '路笑',\n dep: '运输装卸',\n online: true,\n position: [-214.00000000, 0.62500079, 39.10000000],\n },\n {\n id: '22',\n name: '淼杉',\n dep: '运输装卸',\n online: true,\n position: [-175.10000000, 0.62500079, -12.80000000],\n },\n {\n id: '25',\n name: '孙江',\n dep: '运输装卸',\n online: true,\n position: [-175.80000000, 0.62500079, 8.90000000],\n },\n {\n id: '27',\n name: '王衣衣',\n dep: '运输装卸',\n online: true,\n position: [-394.60000000, 0.62500079, -37.80000000],\n },\n {\n id: '28',\n name: '张含义',\n dep: '质量检测',\n online: true,\n position: [-436.90000000, 0.62500079, 69.40000000],\n },\n {\n id: '21',\n name: '张山一',\n dep: '生产技术',\n online: true,\n position: [-325.30000000, 0.62500079, 86.20000000],\n },\n {\n id: '23',\n name: '张时柳',\n dep: '运输装卸',\n online: true,\n position: [-211.20000000, 0.62500079, 95.80000000],\n },\n ],\n camera: {\n id: '4',\n name: '摄像头4',\n position: [\n -322.57300372,\n 22.55,\n 31.81516361,\n ],\n },\n },\n hydrocrackingUnit: {\n id: '5',\n title: '加氢裂化装置区',\n area: [\n [-483.562, 0, 124.634],\n [-145.997, 0, 124.634],\n [-145.997, 0, 218.589],\n [\n -483.562, 0, 218.589,\n ],\n ],\n\n poi: {\n id: '5',\n position: [-307.04992341, 0.55000000, 168.90578924],\n content: '该区域主要注意器材的腐蚀,腐蚀类型主要有:氢损伤(包括高温氢腐蚀、氢脆、氢致剥离)、高温H2+H2S腐蚀、连多硫酸腐蚀、Cr-Mo钢的回火脆性、高温S腐蚀、低温部位的H2S+H2O腐蚀、H2S+NH3+H2O腐蚀。',\n },\n people: [\n {\n id: '30',\n name: '李梦雅',\n dep: '生产技术',\n online: true,\n position: [-219.29636564, 0.62500079, 171.94423797],\n },\n {\n id: '31',\n name: '张连营',\n dep: '运输装卸',\n online: true,\n position: [-393.97653099, 0.62500079, 145.08266863],\n },\n {\n id: '32',\n name: '张子成',\n dep: '运输装卸',\n online: true,\n position: [-454.81735573, 0.62500079, 198.95572783],\n },\n ],\n camera: {\n id: '5',\n name: '摄像头5',\n position: [\n -307.04992341,\n 20.55,\n 168.90578924,\n ],\n },\n },\n cokingUnit: {\n id: '6',\n title: '焦化装置区',\n area: [\n [-140.100, 0, -49.802],\n [316.508, 0, -49.802],\n [316.508, 0, 218.847],\n [-140.100, 0, 218.847],\n ],\n poi: {\n id: '6',\n position: [76.84192138, 0.55000332, 95.89826158],\n content: '该区域采用的延迟焦化装置是厂区能耗大户,其中,其燃料油、循环水两者的能耗占整个装置能耗的54%左右,其中,燃料气主要用于原料的加热、升温;循环水、新鲜水、软化水主要用于装置机泵降温、焦炭塔冷却等等。',\n },\n people: [\n {\n id: '38',\n name: '毕贵元',\n dep: '工艺操作',\n online: true,\n position: [247.30000000, 0.62500079, 166.20000000],\n },\n {\n id: '39',\n name: '何晴',\n dep: '设备运维',\n online: true,\n position: [-83.70000000, 0.62500079, 177.50000000],\n },\n {\n id: '33',\n name: '杨东利',\n dep: '工艺操作',\n online: true,\n position: [68.20000000, 0.62500079, 5.20000000],\n },\n {\n id: '36',\n name: '杨晓月',\n dep: '质量检测',\n online: true,\n position: [258.00000000, 0.62500079, 99.00000000],\n },\n {\n id: '40',\n name: '杨一真',\n dep: '质量检测',\n online: true,\n position: [107.90000000, 0.62500079, 95.30000000],\n },\n {\n id: '37',\n name: '张飞',\n dep: '运输装卸',\n online: true,\n position: [-69.60000000, 0.62500079, 29.30000000],\n },\n {\n id: '35',\n name: '张一天',\n dep: '运输装卸',\n online: true,\n position: [271.20000000, 0.62500079, 24.70000000],\n },\n {\n id: '34',\n name: '张泽宇',\n dep: '设备运维',\n online: true,\n position: [175.00000000, 0.62500079, 74.60000000],\n },\n ],\n camera: {\n id: '6',\n name: '摄像头6',\n position: [76.84192138, 20.55000332, 95.89826158],\n },\n probePoint: [\n {\n id: '1',\n name: '监测点异常1',\n warn: true,\n position: [\n 55.84192138, 20.55000332, 85.89826158,\n ],\n },\n ],\n },\n administrative: {\n id: '7',\n title: '办公区',\n area: [\n [340.501, 0, -44.710],\n [482.570, 0, -44.710],\n [482.570, 0, 227.641],\n [340.501, 0, 227.641],\n ],\n\n people: [{\n id: '49',\n name: '毕古元',\n dep: '运输装卸',\n online: true,\n position: [431.60000000, 0.62500079, 94.90000000],\n },\n {\n id: '50',\n name: '陈红',\n dep: '设备运维',\n online: true,\n position: [374.20000000, 0.62500079, 14.80000000],\n },\n {\n id: '58',\n name: '陈静娴',\n dep: '质量检测',\n online: true,\n position: [352.40000000, 0.62500079, 138.30000000],\n },\n {\n id: '54',\n name: '高红雷',\n dep: '运输装卸',\n online: true,\n position: [435.20000000, 0.62500079, 172.90000000],\n },\n {\n id: '57',\n name: '葛强',\n dep: '设备运维',\n online: true,\n position: [379.10000000, 0.62500079, 193.40000000],\n },\n {\n id: '46',\n name: '宫京',\n dep: '运输装卸',\n online: true,\n position: [441.30000000, 0.62500079, 80.70000000],\n },\n {\n id: '53',\n name: '匡青一',\n dep: '运输装卸',\n online: true,\n position: [379.10000000, 0.62500079, 173.80000000],\n },\n {\n id: '55',\n name: '李丽颖',\n dep: '质量检测',\n online: true,\n position: [357.50000000, 0.62500079, 221.40000000],\n },\n {\n id: '48',\n name: '李同一',\n dep: '工艺操作',\n online: true,\n position: [467.80000000, 0.62500079, 108.10000000],\n },\n {\n id: '56',\n name: '李晓阳',\n dep: '运输装卸',\n online: true,\n position: [444.20000000, 0.62500079, 191.80000000],\n },\n {\n id: '41',\n name: '刘超',\n dep: '运输装卸',\n online: true,\n position: [354.20000000, 0.62500079, -22.70000000],\n },\n {\n id: '42',\n name: '刘凤林',\n dep: '工艺操作',\n online: true,\n position: [368.50000000, 0.62500079, 40.30000000],\n },\n {\n id: '44',\n name: '卢灵',\n dep: '运输装卸',\n online: true,\n position: [368.00000000, 0.62500079, 79.90000000],\n },\n {\n id: '45',\n name: '苏丁',\n dep: '质量检测',\n online: true,\n position: [440.30000000, 0.62500079, 72.90000000],\n },\n {\n id: '50',\n name: '王林缘',\n dep: '工艺操作',\n online: true,\n position: [360.40000000, 0.62500079, 103.20000000],\n },\n {\n id: '51',\n name: '汪泉',\n dep: '运输装卸',\n online: true,\n position: [394.30000000, 0.62500079, 142.00000000],\n },\n {\n id: '43',\n name: '徐刚',\n dep: '运输装卸',\n online: true,\n position: [442.70000000, 0.62500079, -19.0000000],\n },\n {\n id: '52',\n name: '薛友',\n dep: '质量检测',\n online: true,\n position: [444.40000000, 0.62500079, 147.80000000],\n },\n {\n id: '60',\n name: '章虎泉',\n dep: '工艺操作',\n online: true,\n position: [467.80000000, 0.62500079, 21.90000000],\n },\n {\n id: '47',\n name: '张山峰',\n dep: '设备运维',\n online: true,\n position: [459.90000000, 0.62500079, 90.10000000],\n },\n ],\n poi: {\n id: '7',\n position: [404.24348058, 0.55000000, 85.00566808],\n content: '提供对工厂办公人员的休息和休闲区域,包括食堂,休息室,员工宿舍,休闲楼等场地,提供对工厂办公人员的休息和休闲区域,包括食堂,休息室,员工宿舍,休闲楼等场地,且该区域需较远离生产区,保证员工休息质量。',\n },\n camera: {\n id: '7',\n name: '摄像头7',\n position: [\n 404.24348058,\n 20.55,\n 85.00566808,\n ],\n },\n probePoint: [\n {\n id: '2',\n name: '甲烷监测点2',\n warn: false,\n position: [\n 384.24348058,\n 20.55,\n 75.00566808,\n ],\n },\n ],\n },\n}\n\nexport default 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1
+ {"version":3,"names":["regionMap","reform","id","title","area","poi","position","content","people","name","dep","online","camera","reduction","probePoint","warn","crudeOil","catalyticCracking","hydrocrackingUnit","cokingUnit","administrative"],"sources":["../../src/factory/regionData.ts"],"sourcesContent":["/**\n * todo: 各个单元数据需要统一\n * 当前demo area可以用直线绘制\n */\n\nexport interface IPeople {\n id: string\n name: string\n dep?: string\n online?: boolean\n position: Array<number>\n}\n\nexport interface IPoi {\n id: string\n position: Array<number>\n content?: string\n}\n\nexport interface IProbePoint {\n id: string\n name: string\n warn: boolean\n position: Array<number>\n}\n\nexport type RegionMap = {\n [k: string]: {\n id: string\n title: string\n area: number[][]\n maxHigh?: number\n poi?: IPoi\n people?: Array<IPeople>\n camera?: Object\n probePoint?: Array<IProbePoint>\n }\n}\n\nexport const regionMap: RegionMap = {\n reform: {\n id: '1',\n title: '重整装置区',\n area: [\n [\n -483.562,\n 0,\n -225.624,\n ],\n [\n -145.997,\n 0,\n -225.624,\n ],\n [\n -145.997,\n 0,\n -59.401,\n ],\n [\n -483.562,\n 0,\n -59.401,\n ],\n ],\n\n poi: {\n id: '1',\n position: [-314.01113070, 0.55000000, -146.54350582],\n content: '通过直馏汽油和加氢石脑油,在催化剂存在的前提下,将原料的烷烃和环烷烃重构成为芳烃。并采用半再生固定床重整工艺,催化剂分段装填及两段混氢技术,装置采用了RIPP的粗汽油制氢技术。',\n },\n people: [\n {\n id: '7',\n name: '耿笑',\n dep: '设备运维',\n online: true,\n position: [-352.00000000, 0.0, -177.20000000],\n },\n {\n id: '2',\n name: '李连贵',\n dep: '工艺操作',\n online: true,\n position: [-275.70000000, 0.0, -137.10000000],\n },\n {\n id: '8',\n name: '吕萌',\n dep: '质量检测',\n online: true,\n position: [-365.40000000, 0.0, -80.60000000],\n },\n {\n id: '1',\n name: '宋玉',\n dep: '质量检测',\n online: true,\n position: [-436.90000000, 0.0, -121.50000000],\n },\n {\n id: '5',\n name: '王小雨',\n dep: '运输装卸',\n online: true,\n position: [-238.70000000, 0.0, -205.10000000],\n },\n {\n id: '6',\n name: '张建国',\n dep: '原料加工',\n online: true,\n position: [-436.50000000, 0.0, -182.30000000],\n },\n {\n id: '3',\n name: '张小萌',\n dep: '生产技术',\n online: true,\n position: [-204.80000000, 0.0, -150.10000000],\n },\n {\n id: '4',\n name: '朱正',\n dep: '设备运维',\n online: true,\n position: [-302.20000000, 0.0, -117.90000000],\n },\n ],\n camera: {\n id: '1',\n name: '摄像头1',\n position: [\n -314.0111307,\n 20.55,\n -146.54350582,\n ],\n },\n },\n reduction: {\n id: '2',\n title: '常减压装置区',\n area: [\n [-140.123, 0.1, -225.604],\n [206.547, 0, -225.624],\n [206.547, -0.1, -59.401],\n [-140.123, 0, -59.401],\n ],\n\n poi: {\n id: '2',\n position: [28.89784048, 0.55000000, -144.28157517],\n content: '主要包括三个工序:原油的脱盐、脱水;常压蒸馏;减压蒸馏。从油田送往炼油厂的原油往往含盐(主要是氧化物)带水(溶于油或呈乳化状态),可导致设备的腐蚀,在设备内壁结垢和影响成品油的组成,需在加工前脱除。',\n },\n people: [\n {\n id: '12',\n name: '才新梁',\n dep: '运输装卸',\n online: true,\n position: [26.50000000, 0.0, -155.00000000],\n },\n {\n id: '13',\n name: '何超盈',\n dep: '生产技术',\n online: true,\n position: [198.50000000, 0.0, -169.20000000],\n },\n {\n id: '11',\n name: '李大为',\n dep: '质量检测',\n online: true,\n position: [-79.80000000, 0.0, -218.20000000],\n },\n {\n id: '15',\n name: '孙建连',\n dep: '工艺操作',\n online: true,\n position: [-19.50000000, 0.0, -174.60000000],\n },\n {\n id: '9',\n name: '孙强',\n dep: '工艺操作',\n online: true,\n position: [-114.10000000, 0.0, -114.60000000],\n },\n {\n id: '10',\n name: '佟丽英',\n dep: '运输装卸',\n online: true,\n position: [26.10000000, 0.0, -202.30000000],\n },\n {\n id: '14',\n name: '王超',\n dep: '设备运维',\n online: true,\n position: [-14.90000000, 0.0, -116.90000000],\n },\n ],\n camera: {\n id: '2',\n name: '摄像头2',\n position: [\n 28.89784048,\n 20.55,\n -144.28157517,\n ],\n },\n probePoint: [\n {\n id: '3',\n name: '甲烷监测点3',\n warn: false,\n position: [\n 48.89784048,\n 30.55000000,\n -144.28157517,\n ],\n },\n ],\n },\n crudeOil: {\n id: '3',\n title: '原油罐区',\n area: [\n [240.584, 0, -225.624],\n [475.523, 0, -225.624],\n [475.543, 0, -59.401],\n [240.584, 0, -59.401],\n ],\n\n poi: {\n id: '3',\n position: 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@@ -1,4 +1,5 @@
1
1
  import type { Object3D } from '@anov/3d-core';
2
+ import { SpritePoi } from '@anov/3d-ability';
2
3
  import type Factory3D from '../3d';
3
4
  declare class CircleManage {
4
5
  private gobal;
@@ -7,11 +8,13 @@ declare class CircleManage {
7
8
  private interactionManager;
8
9
  private peoplePoi;
9
10
  private clickPoi;
11
+ poiRemoveEventListener: Function;
10
12
  constructor(gobal: Factory3D);
11
13
  generateCircle(belongTo: string): void;
12
14
  remove(): void;
13
15
  setVisible(visible?: boolean): void;
14
16
  private bindEvent;
17
+ updateScale(poi: SpritePoi, ratio?: number): void;
15
18
  private getCameraPosition;
16
19
  private getData;
17
20
  }
@@ -5,7 +5,7 @@ function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _d
5
5
  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; }
6
6
  function _toPropertyKey(arg) { var key = _toPrimitive(arg, "string"); return _typeof(key) === "symbol" ? key : String(key); }
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); }
8
- import { Mesh, MeshPhysicalMaterial, SphereGeometry, Vector3, use, utils } from '@anov/3d-core';
8
+ import { Vector3, use, utils } from '@anov/3d-core';
9
9
  import { EAnimationType, SpritePoi } from '@anov/3d-ability';
10
10
  import { regionMap } from "../regionData";
11
11
  import { usePath } from "../3d";
@@ -19,6 +19,7 @@ var CircleManage = /*#__PURE__*/function () {
19
19
  _defineProperty(this, "interactionManager", void 0);
20
20
  _defineProperty(this, "peoplePoi", void 0);
21
21
  _defineProperty(this, "clickPoi", void 0);
22
+ _defineProperty(this, "poiRemoveEventListener", void 0);
22
23
  this.gobal = gobal;
23
24
  this.scene = gobal.scene.scene;
24
25
  this.interactionManager = utils.storeManagement.get('interactionManager');
@@ -28,16 +29,21 @@ var CircleManage = /*#__PURE__*/function () {
28
29
  value: function generateCircle(belongTo) {
29
30
  var _this = this;
30
31
  this.remove();
31
- var geometry = new SphereGeometry(2, 32, 16);
32
- var material = new MeshPhysicalMaterial({
33
- color: 0xFED602,
34
- metalness: 0.1,
35
- roughness: 0.5
36
- });
37
- var circle = new Mesh(geometry, material);
32
+ // const geometry = new SphereGeometry(2, 32, 16)
33
+ // const material = new MeshPhysicalMaterial({ color: 0xFED602, metalness: 0.1, roughness: 0.5 })
34
+ // const circle = new Mesh(geometry, material)
35
+ var dom = document.createElement('img');
36
+ dom.style.width = '50px';
37
+ dom.style.height = '87px';
38
+ var imgs = ['左', '中', '右'];
39
+ var img;
38
40
  var data = this.getData(belongTo);
39
41
  data.forEach(function (people) {
40
- var mesh = circle.clone();
42
+ img = dom.cloneNode();
43
+ img.src = "".concat(usePath, "p2/").concat(imgs[Math.floor(Math.random() * 3)], ".png");
44
+ var mesh = new SpritePoi(img, {
45
+ scale: [6, 10, 1]
46
+ });
41
47
  mesh.name = people.id;
42
48
  mesh.position.fromArray(people.position);
43
49
  _this.scene.add(mesh);
@@ -54,6 +60,7 @@ var CircleManage = /*#__PURE__*/function () {
54
60
  this.circleMesh.clear();
55
61
  this.peoplePoi && this.peoplePoi.removeFromParent();
56
62
  this.peoplePoi = this.clickPoi = null;
63
+ if (this.poiRemoveEventListener) this.poiRemoveEventListener();
57
64
  }
58
65
  }, {
59
66
  key: "setVisible",
@@ -97,21 +104,31 @@ var CircleManage = /*#__PURE__*/function () {
97
104
  });
98
105
  dom.innerText = data.name;
99
106
  _this2.peoplePoi = new SpritePoi(dom, {
100
- scale: [12, 3.8, 1],
101
107
  animation: {
102
108
  type: EAnimationType.fadeIn,
103
109
  duration: 0.2
104
110
  }
105
111
  });
106
112
  _this2.peoplePoi.name = data.id;
107
- _this2.peoplePoi.position.copy(mesh.position.clone().add(new Vector3(0, 2, 0)));
113
+ _this2.peoplePoi.position.copy(mesh.position.clone().add(new Vector3(0, 10, 0)));
114
+ _this2.updateScale(_this2.peoplePoi, 3.2);
108
115
  _this2.scene.add(_this2.peoplePoi);
116
+ var _use$useScene = use.useScene(),
117
+ orbitControls = _use$useScene.orbitControls;
118
+ if (_this2.poiRemoveEventListener) _this2.poiRemoveEventListener();
119
+ var fn = function fn() {
120
+ return _this2.updateScale(_this2.peoplePoi);
121
+ };
122
+ orbitControls === null || orbitControls === void 0 ? void 0 : orbitControls.addEventListener('change', fn);
123
+ _this2.poiRemoveEventListener = function () {
124
+ return orbitControls === null || orbitControls === void 0 ? void 0 : orbitControls.removeEventListener('change', fn);
125
+ };
109
126
  };
110
127
  mesh.addEventListener('click', function () {
111
- var position = _this2.getCameraPosition(new Vector3().fromArray(data.position), 43.5);
128
+ var position = _this2.getCameraPosition(new Vector3().fromArray(data.position).add(new Vector3(0, 10, 0)), 43.5);
112
129
  _this2.gobal.cameraUtil.set({
113
130
  position: position.toArray(),
114
- target: [data.position[0], data.position[1], data.position[2]]
131
+ target: [data.position[0], data.position[1] + 10, data.position[2]]
115
132
  }).then(function () {});
116
133
  emitter.emit('peoplemanagement-person-click', data);
117
134
  showPeoplePoi(data, 'click');
@@ -127,6 +144,31 @@ var CircleManage = /*#__PURE__*/function () {
127
144
  }
128
145
  });
129
146
  }
147
+
148
+ /// <summary>
149
+ /// 按照距离缩放,距离越远,缩放越大
150
+ /// </summary>
151
+ }, {
152
+ key: "updateScale",
153
+ value: function updateScale(poi) {
154
+ var _camera$position;
155
+ var ratio = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;
156
+ if (!poi) return;
157
+ // 距离限制范围的值,用于计算缩放比例
158
+ var minDistance = 0.1;
159
+ var maxDistance = 1000000;
160
+ var _use$useScene2 = use.useScene(),
161
+ camera = _use$useScene2.camera;
162
+
163
+ // 计算相机和物体之间的距离
164
+ var distance = ((_camera$position = camera.position) === null || _camera$position === void 0 ? void 0 : _camera$position.distanceTo(poi.position)) || 0.1;
165
+ var clampedDistance = Math.max(minDistance, Math.min(maxDistance, distance));
166
+ var scaleValue = clampedDistance * 0.02;
167
+ if (!ratio && poi.scale) ratio = poi.scale.x / poi.scale.y;
168
+
169
+ // 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
170
+ poi.scale.copy(new Vector3(scaleValue * ratio, scaleValue, 1));
171
+ }
130
172
  }, {
131
173
  key: "getCameraPosition",
132
174
  value: function getCameraPosition(targetPosition, distance) {
@@ -134,8 +176,8 @@ var CircleManage = /*#__PURE__*/function () {
134
176
  var cameraPosition = new Vector3();
135
177
  var direction = new Vector3(); // 目标对象指向相机的方向
136
178
 
137
- var _use$useScene = use.useScene(),
138
- camera = _use$useScene.camera;
179
+ var _use$useScene3 = use.useScene(),
180
+ camera = _use$useScene3.camera;
139
181
  // 计算相机朝向目标对象的方向
140
182
  direction.subVectors(camera.position, targetPosition).normalize();
141
183
 
@@ -1 +1 @@
1
- {"version":3,"names":["Mesh","MeshPhysicalMaterial","SphereGeometry","Vector3","use","utils","EAnimationType","SpritePoi","regionMap","usePath","emitter","CircleManage","gobal","Map","scene","interactionManager","storeManagement","get","belongTo","remove","geometry","material","color","metalness","roughness","circle","data","getData","forEach","people","mesh","clone","name","id","position","fromArray","add","bindEvent","circleMesh","set","removeFromParent","clear","peoplePoi","clickPoi","visible","poi","showPeoplePoi","eventName","dom","document","createElement","Object","assign","style","fontSize","backgroundImage","backgroundSize","backgroundRepeat","display","justifyContent","alignItems","pointerEvents","height","width","padding","innerText","scale","animation","type","fadeIn","duration","copy","addEventListener","getCameraPosition","cameraUtil","toArray","target","then","emit","targetPosition","distance","cameraPosition","direction","useScene","camera","subVectors","normalize","multiplyScalar","regionKey","keys","find","key"],"sources":["../../../src/factory/unit/circle.ts"],"sourcesContent":["import { Mesh, MeshPhysicalMaterial, SphereGeometry, Vector3, use, utils } from '@anov/3d-core'\nimport type { InteractionManager, Object3D, Scene } from '@anov/3d-core'\nimport { Css2DPoi, EAnimationType, SpritePoi } from '@anov/3d-ability'\nimport type Factory3D from '../3d'\nimport { regionMap } from '../regionData'\n\nimport { usePath } from '../3d'\n\nconst { emitter } = utils\n\nclass CircleManage {\n private gobal: Factory3D\n private scene: Scene\n readonly circleMesh: Map<string, Object3D> = new Map()\n private interactionManager\n private peoplePoi!: Object3D | null\n private clickPoi: Object3D | null\n\n constructor(gobal: Factory3D) {\n this.gobal = gobal\n this.scene = gobal.scene.scene\n this.interactionManager = utils.storeManagement.get<InteractionManager>('interactionManager')\n }\n\n generateCircle(belongTo: string) {\n this.remove()\n const geometry = new SphereGeometry(2, 32, 16)\n const material = new MeshPhysicalMaterial({ color: 0xFED602, metalness: 0.1, roughness: 0.5 })\n const circle = new Mesh(geometry, material)\n\n const data = this.getData(belongTo)\n data.forEach((people) => {\n const mesh = circle.clone()\n mesh.name = people.id\n mesh.position.fromArray(people.position)\n this.scene.add(mesh)\n this.bindEvent(mesh, people)\n this.circleMesh.set(people.id, mesh)\n })\n }\n\n remove() {\n this.circleMesh.forEach((mesh) => {\n mesh.removeFromParent()\n })\n this.circleMesh.clear()\n this.peoplePoi && this.peoplePoi.removeFromParent()\n this.peoplePoi = this.clickPoi = null\n }\n\n setVisible(visible = true) {\n // 控制CYCLE的隐藏、显示\n this.circleMesh.forEach((poi) => {\n poi.visible = visible\n })\n }\n\n private bindEvent(mesh: Mesh, data) {\n this.interactionManager.add(mesh)\n\n const showPeoplePoi = (data: any, eventName = 'hover') => {\n if (this.peoplePoi) {\n if (this.peoplePoi.name !== data.id) {\n this.peoplePoi.removeFromParent()\n }\n else {\n if (eventName === 'click')\n this.clickPoi = this.peoplePoi\n return\n }\n }\n this.clickPoi = null\n\n const dom = document.createElement('div')\n Object.assign(dom.style, {\n fontSize: '24px',\n backgroundImage: `url(${usePath}person.png)`,\n backgroundSize: '100% 100%',\n backgroundRepeat: 'no-repeat',\n display: 'flex',\n justifyContent: 'center',\n alignItems: 'center',\n color: '#fff',\n pointerEvents: 'auto',\n height: '67px',\n width: '214px',\n padding: '0 0 12px 15px',\n })\n dom.innerText = data.name\n this.peoplePoi = new SpritePoi(dom, {\n scale: [12, 3.8, 1],\n animation: {\n type: EAnimationType.fadeIn,\n duration: 0.2,\n },\n })\n this.peoplePoi.name = data.id\n\n this.peoplePoi.position.copy(mesh.position.clone().add(new Vector3(0, 2, 0)))\n this.scene.add(this.peoplePoi)\n }\n\n mesh.addEventListener('click', () => {\n const position = this.getCameraPosition(new Vector3().fromArray(data.position), 43.5)\n this.gobal.cameraUtil.set({\n position: position.toArray(),\n target: [data.position[0], data.position[1], data.position[2]],\n }).then(() => {\n })\n emitter.emit('peoplemanagement-person-click', data)\n showPeoplePoi(data, 'click')\n })\n mesh.addEventListener('mouseover', () => {\n showPeoplePoi(data)\n })\n mesh.addEventListener('mouseout', () => {\n if (this.peoplePoi && this.peoplePoi.name !== this.clickPoi?.name) {\n this.peoplePoi.removeFromParent()\n this.peoplePoi = null\n }\n })\n }\n\n private getCameraPosition(targetPosition, distance) {\n // 计算相机的位置\n const cameraPosition = new Vector3()\n const direction = new Vector3() // 目标对象指向相机的方向\n\n const { camera } = use.useScene()\n // 计算相机朝向目标对象的方向\n direction.subVectors(camera.position, targetPosition).normalize()\n\n // 将相机沿着目标对象方向移动以保持距离\n cameraPosition.copy(targetPosition).add(direction.multiplyScalar(distance))\n return cameraPosition\n }\n\n private getData(belongTo) {\n const regionKey = Object.keys(regionMap).find((key: any) => {\n return regionMap[key].id === belongTo\n })\n\n return regionMap[regionKey] && regionMap[regionKey].people\n }\n}\n\nexport default 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1
+ {"version":3,"names":["Vector3","use","utils","EAnimationType","SpritePoi","regionMap","usePath","emitter","CircleManage","gobal","Map","scene","interactionManager","storeManagement","get","belongTo","remove","dom","document","createElement","style","width","height","imgs","img","data","getData","forEach","people","cloneNode","src","Math","floor","random","mesh","scale","name","id","position","fromArray","add","bindEvent","circleMesh","set","removeFromParent","clear","peoplePoi","clickPoi","poiRemoveEventListener","visible","poi","showPeoplePoi","eventName","Object","assign","fontSize","backgroundImage","backgroundSize","backgroundRepeat","display","justifyContent","alignItems","color","pointerEvents","padding","innerText","animation","type","fadeIn","duration","copy","clone","updateScale","useScene","orbitControls","fn","addEventListener","removeEventListener","getCameraPosition","cameraUtil","toArray","target","then","emit","ratio","minDistance","maxDistance","camera","distance","distanceTo","clampedDistance","max","min","scaleValue","x","y","targetPosition","cameraPosition","direction","subVectors","normalize","multiplyScalar","regionKey","keys","find","key"],"sources":["../../../src/factory/unit/circle.ts"],"sourcesContent":["import { MeshPhysicalMaterial, SphereGeometry, Vector3, use, utils } from '@anov/3d-core'\nimport type { InteractionManager, Mesh, Object3D, Scene } from '@anov/3d-core'\nimport { Css2DPoi, EAnimationType, SpritePoi } from '@anov/3d-ability'\nimport type Factory3D from '../3d'\nimport { regionMap } from '../regionData'\n\nimport { usePath } from '../3d'\n\nconst { emitter } = utils\n\nclass CircleManage {\n private gobal: Factory3D\n private scene: Scene\n readonly circleMesh: Map<string, Object3D> = new Map()\n private interactionManager\n private peoplePoi!: SpritePoi | null\n private clickPoi: Object3D | null\n poiRemoveEventListener: Function\n\n constructor(gobal: Factory3D) {\n this.gobal = gobal\n this.scene = gobal.scene.scene\n this.interactionManager = utils.storeManagement.get<InteractionManager>('interactionManager')\n }\n\n generateCircle(belongTo: string) {\n this.remove()\n // const geometry = new SphereGeometry(2, 32, 16)\n // const material = new MeshPhysicalMaterial({ color: 0xFED602, metalness: 0.1, roughness: 0.5 })\n // const circle = new Mesh(geometry, material)\n const dom = document.createElement('img')\n dom.style.width = '50px'\n dom.style.height = '87px'\n const imgs = ['左', '中', '右']\n let img\n const data = this.getData(belongTo)\n data.forEach((people) => {\n img = dom.cloneNode() as HTMLImageElement\n img.src = `${usePath}p2/${imgs[Math.floor(Math.random() * 3)]}.png`\n const mesh = new SpritePoi(img, {\n scale: [6, 10, 1],\n })\n mesh.name = people.id\n mesh.position.fromArray(people.position)\n this.scene.add(mesh)\n this.bindEvent(mesh, people)\n this.circleMesh.set(people.id, mesh)\n })\n }\n\n remove() {\n this.circleMesh.forEach((mesh) => {\n mesh.removeFromParent()\n })\n this.circleMesh.clear()\n this.peoplePoi && this.peoplePoi.removeFromParent()\n this.peoplePoi = this.clickPoi = null\n if (this.poiRemoveEventListener)\n this.poiRemoveEventListener()\n }\n\n setVisible(visible = true) {\n // 控制CYCLE的隐藏、显示\n this.circleMesh.forEach((poi) => {\n poi.visible = visible\n })\n }\n\n private bindEvent(mesh: Object3D, data) {\n this.interactionManager.add(mesh)\n\n const showPeoplePoi = (data: any, eventName = 'hover') => {\n if (this.peoplePoi) {\n if (this.peoplePoi.name !== data.id) {\n this.peoplePoi.removeFromParent()\n }\n else {\n if (eventName === 'click')\n this.clickPoi = this.peoplePoi\n return\n }\n }\n this.clickPoi = null\n\n const dom = document.createElement('div')\n Object.assign(dom.style, {\n fontSize: '24px',\n backgroundImage: `url(${usePath}person.png)`,\n backgroundSize: '100% 100%',\n backgroundRepeat: 'no-repeat',\n display: 'flex',\n justifyContent: 'center',\n alignItems: 'center',\n color: '#fff',\n pointerEvents: 'auto',\n height: '67px',\n width: '214px',\n padding: '0 0 12px 15px',\n })\n dom.innerText = data.name\n\n this.peoplePoi = new SpritePoi(dom, {\n animation: {\n type: EAnimationType.fadeIn,\n duration: 0.2,\n },\n })\n this.peoplePoi.name = data.id\n this.peoplePoi.position.copy(mesh.position.clone().add(new Vector3(0, 10, 0)))\n this.updateScale(this.peoplePoi, 3.2)\n this.scene.add(this.peoplePoi)\n\n const { orbitControls } = use.useScene()\n if (this.poiRemoveEventListener)\n this.poiRemoveEventListener()\n const fn = () => this.updateScale(this.peoplePoi)\n orbitControls?.addEventListener('change', fn)\n this.poiRemoveEventListener = () => orbitControls?.removeEventListener('change', fn)\n }\n\n mesh.addEventListener('click', () => {\n const position = this.getCameraPosition(new Vector3().fromArray(data.position).add(new Vector3(0, 10, 0)), 43.5)\n this.gobal.cameraUtil.set({\n position: position.toArray(),\n target: [data.position[0], data.position[1] + 10, data.position[2]],\n }).then(() => {})\n emitter.emit('peoplemanagement-person-click', data)\n showPeoplePoi(data, 'click')\n })\n mesh.addEventListener('mouseover', () => {\n showPeoplePoi(data)\n })\n mesh.addEventListener('mouseout', () => {\n if (this.peoplePoi && this.peoplePoi.name !== this.clickPoi?.name) {\n this.peoplePoi.removeFromParent()\n this.peoplePoi = null\n }\n })\n }\n\n /// <summary>\n /// 按照距离缩放,距离越远,缩放越大\n /// </summary>\n updateScale(poi: SpritePoi, ratio = 0) {\n if (!poi)\n return\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 const { camera } = use.useScene()\n\n // 计算相机和物体之间的距离\n const distance = camera.position?.distanceTo(poi.position) || 0.1\n\n const clampedDistance = Math.max(minDistance, Math.min(maxDistance, distance))\n\n const scaleValue = clampedDistance * 0.02\n if (!ratio && poi.scale)\n ratio = poi.scale.x / poi.scale.y\n\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 poi.scale.copy(new Vector3(scaleValue * ratio, scaleValue, 1))\n }\n\n private getCameraPosition(targetPosition, distance) {\n // 计算相机的位置\n const cameraPosition = new Vector3()\n const direction = new Vector3() // 目标对象指向相机的方向\n\n const { camera } = use.useScene()\n // 计算相机朝向目标对象的方向\n direction.subVectors(camera.position, targetPosition).normalize()\n\n // 将相机沿着目标对象方向移动以保持距离\n cameraPosition.copy(targetPosition).add(direction.multiplyScalar(distance))\n return cameraPosition\n }\n\n private getData(belongTo) {\n const regionKey = Object.keys(regionMap).find((key: any) => {\n return regionMap[key].id === belongTo\n })\n\n return regionMap[regionKey] && regionMap[regionKey].people\n }\n}\n\nexport default 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@@ -1,12 +1,18 @@
1
+ import { Mesh } from '@anov/3d-core';
1
2
  import type { Object3D } from '@anov/3d-core';
2
3
  import type Factory3D from '../3d';
3
4
  declare class DistrictLineManage {
4
5
  private gobal;
5
6
  private scene;
6
7
  readonly lineMesh: Map<string, Object3D>;
8
+ activeLine: Mesh;
9
+ color: string;
7
10
  isShow: boolean;
8
11
  constructor(gobal: Factory3D);
9
12
  generateLine(): void;
13
+ setHighLightLine(id: any): void;
14
+ setMeshMaterial(mesh: any, color?: string): void;
15
+ removeHighLightLine(): void;
10
16
  remove(): void;
11
17
  }
12
18
  export default DistrictLineManage;
@@ -17,6 +17,8 @@ var DistrictLineManage = /*#__PURE__*/function () {
17
17
  _defineProperty(this, "gobal", void 0);
18
18
  _defineProperty(this, "scene", void 0);
19
19
  _defineProperty(this, "lineMesh", new Map());
20
+ _defineProperty(this, "activeLine", void 0);
21
+ _defineProperty(this, "color", '#94786c');
20
22
  _defineProperty(this, "isShow", false);
21
23
  this.gobal = gobal;
22
24
  this.scene = gobal.scene.scene;
@@ -42,7 +44,7 @@ var DistrictLineManage = /*#__PURE__*/function () {
42
44
  });
43
45
  geometry = new TubeGeometry(groundLine.curve, 10000, 1, 2, false);
44
46
  material = new MeshBasicMaterial({
45
- color: '#f2ca0c'
47
+ color: _this.color
46
48
  });
47
49
  mesh = new Mesh(geometry, material);
48
50
  _this.scene.add(mesh);
@@ -58,6 +60,26 @@ var DistrictLineManage = /*#__PURE__*/function () {
58
60
  };
59
61
  }());
60
62
  }
63
+ }, {
64
+ key: "setHighLightLine",
65
+ value: function setHighLightLine(id) {
66
+ this.setMeshMaterial(this.activeLine);
67
+ this.activeLine = this.lineMesh.get(id);
68
+ this.setMeshMaterial(this.activeLine, '#f2ca0c');
69
+ }
70
+ }, {
71
+ key: "setMeshMaterial",
72
+ value: function setMeshMaterial(mesh) {
73
+ var color = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : this.color;
74
+ if (mesh) mesh.material = new MeshBasicMaterial({
75
+ color: color
76
+ });
77
+ }
78
+ }, {
79
+ key: "removeHighLightLine",
80
+ value: function removeHighLightLine() {
81
+ this.setMeshMaterial(this.activeLine);
82
+ }
61
83
  }, {
62
84
  key: "remove",
63
85
  value: function remove() {
@@ -67,6 +89,7 @@ var DistrictLineManage = /*#__PURE__*/function () {
67
89
  mesh.remove();
68
90
  });
69
91
  this.lineMesh.clear();
92
+ this.removeHighLightLine();
70
93
  }
71
94
  }]);
72
95
  return DistrictLineManage;
@@ -1 +1 @@
1
- {"version":3,"names":["Mesh","MeshBasicMaterial","TubeGeometry","Vector3","RoundLineGeometry","regionMap","DistrictLineManage","gobal","Map","scene","isShow","Object","keys","forEach","key","region","groundLinePoints","area","map","v","groundLine","radius","close","geometry","curve","material","color","mesh","add","lineMesh","set","id","removeFromParent","remove","clear"],"sources":["../../../src/factory/unit/districtLine.ts"],"sourcesContent":["import { Mesh, MeshBasicMaterial, TubeGeometry, Vector3 } from '@anov/3d-core'\nimport type { Object3D, Scene } from '@anov/3d-core'\nimport { RoundLineGeometry } from '@anov/3d-ability'\nimport type Factory3D from '../3d'\nimport { regionMap } from '../regionData'\n\nclass DistrictLineManage {\n private gobal: Factory3D\n private scene: Scene\n readonly lineMesh: Map<string, Object3D> = new Map()\n\n isShow = false\n\n constructor(gobal: Factory3D) {\n this.gobal = gobal\n this.scene = gobal.scene.scene\n }\n\n generateLine() {\n this.isShow = true\n\n Object.keys(regionMap).forEach(async (key: string) => {\n const region = regionMap[key]\n const groundLinePoints = region.area.map(v => new Vector3(v[0], v[1] + 0.1, v[2]))\n\n const groundLine = new RoundLineGeometry(groundLinePoints, {\n radius: 5,\n close: true,\n })\n\n const geometry = new TubeGeometry(groundLine.curve, 10000, 1, 2, false)\n const material = new MeshBasicMaterial({ color: '#f2ca0c' })\n const mesh = new Mesh(geometry, material)\n this.scene.add(mesh)\n this.lineMesh.set(region.id, mesh)\n })\n }\n\n remove() {\n this.isShow = false\n this.lineMesh.forEach((mesh) => {\n mesh.removeFromParent()\n mesh.remove()\n })\n this.lineMesh.clear()\n }\n}\n\nexport default DistrictLineManage"],"mappings":";+CACA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AADA,SAASA,IAAI,EAAEC,iBAAiB,EAAEC,YAAY,EAAEC,OAAO,QAAQ,eAAe;AAE9E,SAASC,iBAAiB,QAAQ,kBAAkB;AAEpD,SAASC,SAAS;AAAuB,IAEnCC,kBAAkB;EAOtB,4BAAYC,KAAgB,EAAE;IAAA;IAAA;IAAA;IAAA,kCAJa,IAAIC,GAAG,EAAE;IAAA,gCAE3C,KAAK;IAGZ,IAAI,CAACD,KAAK,GAAGA,KAAK;IAClB,IAAI,CAACE,KAAK,GAAGF,KAAK,CAACE,KAAK,CAACA,KAAK;EAChC;EAAC;IAAA;IAAA,OAED,wBAAe;MAAA;MACb,IAAI,CAACC,MAAM,GAAG,IAAI;MAElBC,MAAM,CAACC,IAAI,CAACP,SAAS,CAAC,CAACQ,OAAO;QAAA,sEAAC,iBAAOC,GAAW;UAAA;UAAA;YAAA;cAAA;gBACzCC,MAAM,GAAGV,SAAS,CAACS,GAAG,CAAC;gBACvBE,gBAAgB,GAAGD,MAAM,CAACE,IAAI,CAACC,GAAG,CAAC,UAAAC,CAAC;kBAAA,OAAI,IAAIhB,OAAO,CAACgB,CAAC,CAAC,CAAC,CAAC,EAAEA,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,EAAEA,CAAC,CAAC,CAAC,CAAC,CAAC;gBAAA,EAAC;gBAE5EC,UAAU,GAAG,IAAIhB,iBAAiB,CAACY,gBAAgB,EAAE;kBACzDK,MAAM,EAAE,CAAC;kBACTC,KAAK,EAAE;gBACT,CAAC,CAAC;gBAEIC,QAAQ,GAAG,IAAIrB,YAAY,CAACkB,UAAU,CAACI,KAAK,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC;gBACjEC,QAAQ,GAAG,IAAIxB,iBAAiB,CAAC;kBAAEyB,KAAK,EAAE;gBAAU,CAAC,CAAC;gBACtDC,IAAI,GAAG,IAAI3B,IAAI,CAACuB,QAAQ,EAAEE,QAAQ,CAAC;gBACzC,KAAI,CAAChB,KAAK,CAACmB,GAAG,CAACD,IAAI,CAAC;gBACpB,KAAI,CAACE,QAAQ,CAACC,GAAG,CAACf,MAAM,CAACgB,EAAE,EAAEJ,IAAI,CAAC;cAAA;cAAA;gBAAA;YAAA;UAAA;QAAA,CACnC;QAAA;UAAA;QAAA;MAAA,IAAC;IACJ;EAAC;IAAA;IAAA,OAED,kBAAS;MACP,IAAI,CAACjB,MAAM,GAAG,KAAK;MACnB,IAAI,CAACmB,QAAQ,CAAChB,OAAO,CAAC,UAACc,IAAI,EAAK;QAC9BA,IAAI,CAACK,gBAAgB,EAAE;QACvBL,IAAI,CAACM,MAAM,EAAE;MACf,CAAC,CAAC;MACF,IAAI,CAACJ,QAAQ,CAACK,KAAK,EAAE;IACvB;EAAC;EAAA;AAAA;AAGH,eAAe5B,kBAAkB"}
1
+ {"version":3,"names":["Mesh","MeshBasicMaterial","TubeGeometry","Vector3","RoundLineGeometry","regionMap","DistrictLineManage","gobal","Map","scene","isShow","Object","keys","forEach","key","region","groundLinePoints","area","map","v","groundLine","radius","close","geometry","curve","material","color","mesh","add","lineMesh","set","id","setMeshMaterial","activeLine","get","removeFromParent","remove","clear","removeHighLightLine"],"sources":["../../../src/factory/unit/districtLine.ts"],"sourcesContent":["import { Mesh, MeshBasicMaterial, TubeGeometry, Vector3 } from '@anov/3d-core'\nimport type { Object3D, Scene } from '@anov/3d-core'\nimport { RoundLineGeometry } from '@anov/3d-ability'\nimport type Factory3D from '../3d'\nimport { regionMap } from '../regionData'\n\nclass DistrictLineManage {\n private gobal: Factory3D\n private scene: Scene\n readonly lineMesh: Map<string, Object3D> = new Map()\n activeLine: Mesh\n color = '#94786c'\n\n isShow = false\n\n constructor(gobal: Factory3D) {\n this.gobal = gobal\n this.scene = gobal.scene.scene\n }\n\n generateLine() {\n this.isShow = true\n\n Object.keys(regionMap).forEach(async (key: string) => {\n const region = regionMap[key]\n const groundLinePoints = region.area.map(v => new Vector3(v[0], v[1] + 0.1, v[2]))\n\n const groundLine = new RoundLineGeometry(groundLinePoints, {\n radius: 5,\n close: true,\n })\n\n const geometry = new TubeGeometry(groundLine.curve, 10000, 1, 2, false)\n const material = new MeshBasicMaterial({ color: this.color })\n const mesh = new Mesh(geometry, material)\n this.scene.add(mesh)\n this.lineMesh.set(region.id, mesh)\n })\n }\n\n setHighLightLine(id) {\n this.setMeshMaterial(this.activeLine)\n this.activeLine = (this.lineMesh.get(id) as Mesh)\n this.setMeshMaterial(this.activeLine, '#f2ca0c')\n }\n\n setMeshMaterial(mesh, color = this.color) {\n if (mesh)\n mesh.material = new MeshBasicMaterial({ color })\n }\n\n removeHighLightLine() {\n this.setMeshMaterial(this.activeLine)\n }\n\n remove() {\n this.isShow = false\n this.lineMesh.forEach((mesh) => {\n mesh.removeFromParent()\n mesh.remove()\n })\n this.lineMesh.clear()\n this.removeHighLightLine()\n }\n}\n\nexport default DistrictLineManage"],"mappings":";+CACA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AADA,SAASA,IAAI,EAAEC,iBAAiB,EAAEC,YAAY,EAAEC,OAAO,QAAQ,eAAe;AAE9E,SAASC,iBAAiB,QAAQ,kBAAkB;AAEpD,SAASC,SAAS;AAAuB,IAEnCC,kBAAkB;EAStB,4BAAYC,KAAgB,EAAE;IAAA;IAAA;IAAA;IAAA,kCANa,IAAIC,GAAG,EAAE;IAAA;IAAA,+BAE5C,SAAS;IAAA,gCAER,KAAK;IAGZ,IAAI,CAACD,KAAK,GAAGA,KAAK;IAClB,IAAI,CAACE,KAAK,GAAGF,KAAK,CAACE,KAAK,CAACA,KAAK;EAChC;EAAC;IAAA;IAAA,OAED,wBAAe;MAAA;MACb,IAAI,CAACC,MAAM,GAAG,IAAI;MAElBC,MAAM,CAACC,IAAI,CAACP,SAAS,CAAC,CAACQ,OAAO;QAAA,sEAAC,iBAAOC,GAAW;UAAA;UAAA;YAAA;cAAA;gBACzCC,MAAM,GAAGV,SAAS,CAACS,GAAG,CAAC;gBACvBE,gBAAgB,GAAGD,MAAM,CAACE,IAAI,CAACC,GAAG,CAAC,UAAAC,CAAC;kBAAA,OAAI,IAAIhB,OAAO,CAACgB,CAAC,CAAC,CAAC,CAAC,EAAEA,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,EAAEA,CAAC,CAAC,CAAC,CAAC,CAAC;gBAAA,EAAC;gBAE5EC,UAAU,GAAG,IAAIhB,iBAAiB,CAACY,gBAAgB,EAAE;kBACzDK,MAAM,EAAE,CAAC;kBACTC,KAAK,EAAE;gBACT,CAAC,CAAC;gBAEIC,QAAQ,GAAG,IAAIrB,YAAY,CAACkB,UAAU,CAACI,KAAK,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC;gBACjEC,QAAQ,GAAG,IAAIxB,iBAAiB,CAAC;kBAAEyB,KAAK,EAAE,KAAI,CAACA;gBAAM,CAAC,CAAC;gBACvDC,IAAI,GAAG,IAAI3B,IAAI,CAACuB,QAAQ,EAAEE,QAAQ,CAAC;gBACzC,KAAI,CAAChB,KAAK,CAACmB,GAAG,CAACD,IAAI,CAAC;gBACpB,KAAI,CAACE,QAAQ,CAACC,GAAG,CAACf,MAAM,CAACgB,EAAE,EAAEJ,IAAI,CAAC;cAAA;cAAA;gBAAA;YAAA;UAAA;QAAA,CACnC;QAAA;UAAA;QAAA;MAAA,IAAC;IACJ;EAAC;IAAA;IAAA,OAED,0BAAiBI,EAAE,EAAE;MACnB,IAAI,CAACC,eAAe,CAAC,IAAI,CAACC,UAAU,CAAC;MACrC,IAAI,CAACA,UAAU,GAAI,IAAI,CAACJ,QAAQ,CAACK,GAAG,CAACH,EAAE,CAAU;MACjD,IAAI,CAACC,eAAe,CAAC,IAAI,CAACC,UAAU,EAAE,SAAS,CAAC;IAClD;EAAC;IAAA;IAAA,OAED,yBAAgBN,IAAI,EAAsB;MAAA,IAApBD,KAAK,uEAAG,IAAI,CAACA,KAAK;MACtC,IAAIC,IAAI,EACNA,IAAI,CAACF,QAAQ,GAAG,IAAIxB,iBAAiB,CAAC;QAAEyB,KAAK,EAALA;MAAM,CAAC,CAAC;IACpD;EAAC;IAAA;IAAA,OAED,+BAAsB;MACpB,IAAI,CAACM,eAAe,CAAC,IAAI,CAACC,UAAU,CAAC;IACvC;EAAC;IAAA;IAAA,OAED,kBAAS;MACP,IAAI,CAACvB,MAAM,GAAG,KAAK;MACnB,IAAI,CAACmB,QAAQ,CAAChB,OAAO,CAAC,UAACc,IAAI,EAAK;QAC9BA,IAAI,CAACQ,gBAAgB,EAAE;QACvBR,IAAI,CAACS,MAAM,EAAE;MACf,CAAC,CAAC;MACF,IAAI,CAACP,QAAQ,CAACQ,KAAK,EAAE;MACrB,IAAI,CAACC,mBAAmB,EAAE;IAC5B;EAAC;EAAA;AAAA;AAGH,eAAehC,kBAAkB"}
@@ -1,2 +1,2 @@
1
- declare const frag = "\nuniform sampler2D texture1;\nuniform sampler2D texture2;\n\nvarying vec2 vUv;\nvarying vec3 Position;\nvarying vec3 vNormal;\nvarying vec4 worldPosition;\nvoid main(void) {\n float time = 0.1;\n float intensity = 0.1;\n float heat = 0.9;\n float noiseLoop = 0.02;\n\n vec4 poi3 = vec4(66.708, 30, -102.708, 1.3);\n vec4 poi4 = vec4(-291.869, 30, -127.770, 0.9);\n\n vec4[] poi = vec4[](poi3,poi4);\n\n vec2 xy = vec2(worldPosition.x, worldPosition.y) + time * 0.9;\n vec2 xz = vec2(worldPosition.x, worldPosition.z) + time * 0.8;\n vec2 yz = vec2(worldPosition.y, worldPosition.z) + time * 0.9;\n\n float ix = clamp((abs(vNormal.x) - 0.4) * 2., 0., 1.);\n float iy = clamp((abs(vNormal.y) - 0.4) * 2., 0., 1.);\n\n vec4 noiseT = mix((mix(texture2D(texture1, xy * noiseLoop), texture2D(texture1, yz * noiseLoop), ix)), texture2D(texture1, xz * noiseLoop), iy);\n vec3 HeatPosition = vec3(0., 1.5, 0.0);\n float i1 = 1. - distance(HeatPosition, vec3(worldPosition.x + noiseT.x, worldPosition.y + noiseT.y, worldPosition.z + noiseT.z)) * 0.6;\n\n float i2;\n for(int i = 0; i < 2; i++) {\n i2 += clamp(1. - distance(poi[i].xyz, worldPosition.xyz) * 0.05 * heat / poi[i].w + noiseT.x, 0., 1.);\n };\n\n vec4 heatmap = texture2D(texture2, vec2(pow(clamp(i2, 0.01, 0.99), intensity + sin(1. * 2.) * 0.01), 0.5));\n gl_FragColor = heatmap;\n}\n";
1
+ declare const frag: string;
2
2
  export default frag;
@@ -1,3 +1,4 @@
1
- var frag = /* glsl */"\nuniform sampler2D texture1;\nuniform sampler2D texture2;\n\nvarying vec2 vUv;\nvarying vec3 Position;\nvarying vec3 vNormal;\nvarying vec4 worldPosition;\nvoid main(void) {\n float time = 0.1;\n float intensity = 0.1;\n float heat = 0.9;\n float noiseLoop = 0.02;\n\n vec4 poi3 = vec4(66.708, 30, -102.708, 1.3);\n vec4 poi4 = vec4(-291.869, 30, -127.770, 0.9);\n\n vec4[] poi = vec4[](poi3,poi4);\n\n vec2 xy = vec2(worldPosition.x, worldPosition.y) + time * 0.9;\n vec2 xz = vec2(worldPosition.x, worldPosition.z) + time * 0.8;\n vec2 yz = vec2(worldPosition.y, worldPosition.z) + time * 0.9;\n\n float ix = clamp((abs(vNormal.x) - 0.4) * 2., 0., 1.);\n float iy = clamp((abs(vNormal.y) - 0.4) * 2., 0., 1.);\n\n vec4 noiseT = mix((mix(texture2D(texture1, xy * noiseLoop), texture2D(texture1, yz * noiseLoop), ix)), texture2D(texture1, xz * noiseLoop), iy);\n vec3 HeatPosition = vec3(0., 1.5, 0.0);\n float i1 = 1. - distance(HeatPosition, vec3(worldPosition.x + noiseT.x, worldPosition.y + noiseT.y, worldPosition.z + noiseT.z)) * 0.6;\n\n float i2;\n for(int i = 0; i < 2; i++) {\n i2 += clamp(1. - distance(poi[i].xyz, worldPosition.xyz) * 0.05 * heat / poi[i].w + noiseT.x, 0., 1.);\n };\n\n vec4 heatmap = texture2D(texture2, vec2(pow(clamp(i2, 0.01, 0.99), intensity + sin(1. * 2.) * 0.01), 0.5));\n gl_FragColor = heatmap;\n}\n";
1
+ import { ShaderChunk } from '@anov/3d-core';
2
+ var frag = /* glsl */"\n".concat(ShaderChunk.logdepthbuf_pars_fragment, "\nuniform sampler2D texture1;\nuniform sampler2D texture2;\n\nvarying vec2 vUv;\nvarying vec3 Position;\nvarying vec3 vNormal;\nvarying vec4 worldPosition;\nvoid main(void) {\n float time = 0.1;\n float intensity = 0.1;\n float heat = 0.9;\n float noiseLoop = 0.02;\n\n vec4 poi3 = vec4(66.708, 30, -102.708, 1.3);\n vec4 poi4 = vec4(66.708, 50, -102.708, 1.3);\n vec4 poi5 = vec4(-291.869, 50, -127.770, 0.9);\n vec4 poi6 = vec4(-291.869, 30, -127.770, 0.9);\n vec4 poi7 = vec4(62.227, 50, 203.009, 1.9);\n\n vec4[] poi = vec4[](poi3,poi4,poi5,poi6,poi7);\n\n vec2 xy = vec2(worldPosition.x, worldPosition.y) + time * 0.9;\n vec2 xz = vec2(worldPosition.x, worldPosition.z) + time * 0.8;\n vec2 yz = vec2(worldPosition.y, worldPosition.z) + time * 0.9;\n\n float ix = clamp((abs(vNormal.x) - 0.4) * 2., 0., 1.);\n float iy = clamp((abs(vNormal.y) - 0.4) * 2., 0., 1.);\n\n vec4 noiseT = mix((mix(texture2D(texture1, xy * noiseLoop), texture2D(texture1, yz * noiseLoop), ix)), texture2D(texture1, xz * noiseLoop), iy);\n vec3 HeatPosition = vec3(0., 1.5, 0.0);\n float i1 = 1. - distance(HeatPosition, vec3(worldPosition.x + noiseT.x, worldPosition.y + noiseT.y, worldPosition.z + noiseT.z)) * 0.6;\n\n float i2;\n for(int i = 0; i < 5; i++) {\n i2 += clamp(1. - distance(poi[i].xyz, worldPosition.xyz) * 0.05 * heat / poi[i].w + noiseT.x, 0., 1.);\n };\n\n vec4 heatmap = texture2D(texture2, vec2(pow(clamp(i2, 0.01, 0.99), intensity + sin(1. * 2.) * 0.01), 0.5));\n gl_FragColor = heatmap;\n\n ").concat(ShaderChunk.logdepthbuf_fragment, "\n}\n");
2
3
  export default frag;
3
4
  //# sourceMappingURL=frag.js.map
@@ -1 +1 @@
1
- {"version":3,"names":["frag"],"sources":["../../../../../src/factory/unit/glsl/heat/frag.ts"],"sourcesContent":["const frag = /* glsl */`\nuniform sampler2D texture1;\nuniform sampler2D texture2;\n\nvarying vec2 vUv;\nvarying vec3 Position;\nvarying vec3 vNormal;\nvarying vec4 worldPosition;\nvoid main(void) {\n float time = 0.1;\n float intensity = 0.1;\n float heat = 0.9;\n float noiseLoop = 0.02;\n\n vec4 poi3 = vec4(66.708, 30, -102.708, 1.3);\n vec4 poi4 = vec4(-291.869, 30, -127.770, 0.9);\n\n vec4[] poi = vec4[](poi3,poi4);\n\n vec2 xy = vec2(worldPosition.x, worldPosition.y) + time * 0.9;\n vec2 xz = vec2(worldPosition.x, worldPosition.z) + time * 0.8;\n vec2 yz = vec2(worldPosition.y, worldPosition.z) + time * 0.9;\n\n float ix = clamp((abs(vNormal.x) - 0.4) * 2., 0., 1.);\n float iy = clamp((abs(vNormal.y) - 0.4) * 2., 0., 1.);\n\n vec4 noiseT = mix((mix(texture2D(texture1, xy * noiseLoop), texture2D(texture1, yz * noiseLoop), ix)), texture2D(texture1, xz * noiseLoop), iy);\n vec3 HeatPosition = vec3(0., 1.5, 0.0);\n float i1 = 1. - distance(HeatPosition, vec3(worldPosition.x + noiseT.x, worldPosition.y + noiseT.y, worldPosition.z + noiseT.z)) * 0.6;\n\n float i2;\n for(int i = 0; i < 2; i++) {\n i2 += clamp(1. - distance(poi[i].xyz, worldPosition.xyz) * 0.05 * heat / poi[i].w + noiseT.x, 0., 1.);\n };\n\n vec4 heatmap = texture2D(texture2, vec2(pow(clamp(i2, 0.01, 0.99), intensity + sin(1. * 2.) * 0.01), 0.5));\n gl_FragColor = heatmap;\n}\n`\n\nexport default frag"],"mappings":"AAAA,IAAMA,IAAI,GAAG,04CAsCZ;AAED,eAAeA,IAAI"}
1
+ {"version":3,"names":["ShaderChunk","frag","logdepthbuf_pars_fragment","logdepthbuf_fragment"],"sources":["../../../../../src/factory/unit/glsl/heat/frag.ts"],"sourcesContent":["import { ShaderChunk } from '@anov/3d-core'\n\nconst frag = /* glsl */`\n${ShaderChunk.logdepthbuf_pars_fragment}\nuniform sampler2D texture1;\nuniform sampler2D texture2;\n\nvarying vec2 vUv;\nvarying vec3 Position;\nvarying vec3 vNormal;\nvarying vec4 worldPosition;\nvoid main(void) {\n float time = 0.1;\n float intensity = 0.1;\n float heat = 0.9;\n float noiseLoop = 0.02;\n\n vec4 poi3 = vec4(66.708, 30, -102.708, 1.3);\n vec4 poi4 = vec4(66.708, 50, -102.708, 1.3);\n vec4 poi5 = vec4(-291.869, 50, -127.770, 0.9);\n vec4 poi6 = vec4(-291.869, 30, -127.770, 0.9);\n vec4 poi7 = vec4(62.227, 50, 203.009, 1.9);\n\n vec4[] poi = vec4[](poi3,poi4,poi5,poi6,poi7);\n\n vec2 xy = vec2(worldPosition.x, worldPosition.y) + time * 0.9;\n vec2 xz = vec2(worldPosition.x, worldPosition.z) + time * 0.8;\n vec2 yz = vec2(worldPosition.y, worldPosition.z) + time * 0.9;\n\n float ix = clamp((abs(vNormal.x) - 0.4) * 2., 0., 1.);\n float iy = clamp((abs(vNormal.y) - 0.4) * 2., 0., 1.);\n\n vec4 noiseT = mix((mix(texture2D(texture1, xy * noiseLoop), texture2D(texture1, yz * noiseLoop), ix)), texture2D(texture1, xz * noiseLoop), iy);\n vec3 HeatPosition = vec3(0., 1.5, 0.0);\n float i1 = 1. - distance(HeatPosition, vec3(worldPosition.x + noiseT.x, worldPosition.y + noiseT.y, worldPosition.z + noiseT.z)) * 0.6;\n\n float i2;\n for(int i = 0; i < 5; i++) {\n i2 += clamp(1. - distance(poi[i].xyz, worldPosition.xyz) * 0.05 * heat / poi[i].w + noiseT.x, 0., 1.);\n };\n\n vec4 heatmap = texture2D(texture2, vec2(pow(clamp(i2, 0.01, 0.99), intensity + sin(1. * 2.) * 0.01), 0.5));\n gl_FragColor = heatmap;\n\n ${ShaderChunk.logdepthbuf_fragment}\n}\n`\n\nexport default frag"],"mappings":"AAAA,SAASA,WAAW,QAAQ,eAAe;AAE3C,IAAMC,IAAI,GAAG,sBACXD,WAAW,CAACE,yBAAyB,qjDAyChCF,WAAW,CAACG,oBAAoB,UAEtC;AAED,eAAeF,IAAI"}
@@ -1,2 +1,2 @@
1
- declare const ver = "\nuniform vec2 uvScale;\nvarying vec2 vUv;\nvarying vec3 vNormal;\nvarying vec3 Position;\nvarying vec4 worldPosition;\n\nvoid main() {\n vUv = uvScale * uv;\n Position = position;\n vNormal = normalize(normal);\n worldPosition = modelMatrix * vec4(position, 1.0);\n vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);\n gl_Position = projectionMatrix * mvPosition;\n}\n";
1
+ declare const ver: string;
2
2
  export default ver;
@@ -1,3 +1,4 @@
1
- var ver = /* glsl */"\nuniform vec2 uvScale;\nvarying vec2 vUv;\nvarying vec3 vNormal;\nvarying vec3 Position;\nvarying vec4 worldPosition;\n\nvoid main() {\n vUv = uvScale * uv;\n Position = position;\n vNormal = normalize(normal);\n worldPosition = modelMatrix * vec4(position, 1.0);\n vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);\n gl_Position = projectionMatrix * mvPosition;\n}\n";
1
+ import { ShaderChunk } from '@anov/3d-core';
2
+ var ver = /* glsl */"\n".concat(ShaderChunk.logdepthbuf_pars_vertex, "\nbool isPerspectiveMatrix(mat4) {\n return true;\n }\nuniform vec2 uvScale;\nvarying vec2 vUv;\nvarying vec3 vNormal;\nvarying vec3 Position;\nvarying vec4 worldPosition;\n\nvoid main() {\n vUv = uvScale * uv;\n Position = position;\n vNormal = normalize(normal);\n worldPosition = modelMatrix * vec4(position, 1.0);\n vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);\n gl_Position = projectionMatrix * mvPosition;\n ").concat(ShaderChunk.logdepthbuf_vertex, "\n}\n");
2
3
  export default ver;
3
4
  //# sourceMappingURL=ver.js.map
@@ -1 +1 @@
1
- {"version":3,"names":["ver"],"sources":["../../../../../src/factory/unit/glsl/heat/ver.ts"],"sourcesContent":["const ver = /* glsl */ `\nuniform vec2 uvScale;\nvarying vec2 vUv;\nvarying vec3 vNormal;\nvarying vec3 Position;\nvarying vec4 worldPosition;\n\nvoid main() {\n vUv = uvScale * uv;\n Position = position;\n vNormal = normalize(normal);\n worldPosition = modelMatrix * vec4(position, 1.0);\n vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);\n gl_Position = projectionMatrix * mvPosition;\n}\n`\n\nexport default ver"],"mappings":"AAAA,IAAMA,GAAG,GAAG,yYAeX;AAED,eAAeA,GAAG"}
1
+ {"version":3,"names":["ShaderChunk","ver","logdepthbuf_pars_vertex","logdepthbuf_vertex"],"sources":["../../../../../src/factory/unit/glsl/heat/ver.ts"],"sourcesContent":["import { ShaderChunk } from '@anov/3d-core'\n\nconst ver = /* glsl */ `\n${ShaderChunk.logdepthbuf_pars_vertex}\nbool isPerspectiveMatrix(mat4) {\n return true;\n }\nuniform vec2 uvScale;\nvarying vec2 vUv;\nvarying vec3 vNormal;\nvarying vec3 Position;\nvarying vec4 worldPosition;\n\nvoid main() {\n vUv = uvScale * uv;\n Position = position;\n vNormal = normalize(normal);\n worldPosition = modelMatrix * vec4(position, 1.0);\n vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);\n gl_Position = projectionMatrix * mvPosition;\n ${ShaderChunk.logdepthbuf_vertex}\n}\n`\n\nexport default ver"],"mappings":"AAAA,SAASA,WAAW,QAAQ,eAAe;AAE3C,IAAMC,GAAG,GAAG,sBACVD,WAAW,CAACE,uBAAuB,ocAiBhCF,WAAW,CAACG,kBAAkB,UAElC;AAED,eAAeF,GAAG"}
@@ -53,6 +53,8 @@ var HandlerManage = /*#__PURE__*/function () {
53
53
  this.app.caseInstance.cylinder.setVisible();
54
54
  // @ts-ignore
55
55
  this.app.caseInstance.circle.remove();
56
+ // @ts-ignore
57
+ this.app.caseInstance.districtLine.removeHighLightLine();
56
58
  }
57
59
  }, {
58
60
  key: "click",
@@ -1 +1 @@
1
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1
+ {"version":3,"names":["map","HF","HPU","LLCV","CMP1","CMP2","invertMap","HandlerManage","app","params","click","id","title","caseInstance","cameraPoi","closeHotmap","cylinder","setVisible","circle","remove","districtLine","removeHighLightLine","name","object","sceneControl","scene","getObjectByName","console","log","dispatchEvent","type","target","inspection","goToInspectionTarget","inspectionObject","stop","contineMove","setSelectedAnchorObject"],"sources":["../../../src/factory/unit/handle.ts"],"sourcesContent":["import { regionMap } from '../regionData'\nimport type Anov3D from '../../sdkEntry'\nimport type { BaseModule } from '../../utils/abstract'\n\nexport const map = {\n HF: 0.04,\n HPU: 0.15,\n LLCV: 0.24,\n CMP1: 0.40,\n CMP2: 0.68,\n}\n\nexport const invertMap = {\n 0.04: 'HF',\n 0.15: 'HPU',\n 0.24: 'LLCV',\n 0.40: 'CMP1',\n 0.68: 'CMP2',\n}\n\nclass HandlerManage implements BaseModule {\n app: Anov3D\n constructor(app: Anov3D) {\n this.app = app\n }\n\n clickPerson(params: any) {\n this.click(params.id)\n }\n\n clickBar(params: any) {\n this.click(params.title)\n }\n\n clickCamera(params: any) {\n this.click(params.id)\n }\n\n clickGasCancel() {\n // @ts-ignore\n this.app.caseInstance.cameraPoi.closeHotmap()\n }\n\n releaseBar() {\n // @ts-ignore\n this.app.caseInstance.cylinder.setVisible()\n // @ts-ignore\n this.app.caseInstance.circle.remove()\n // @ts-ignore\n this.app.caseInstance.districtLine.removeHighLightLine()\n }\n\n click(name) {\n // 根据名称动态获取Mesh对象\n const object = this.app.sceneControl.scene!.getObjectByName(name)\n\n // 触发事件\n if (object) {\n console.log('Mesh对象已找到!')\n // 手动调用Mesh对象上的点击事件处理函数\n object.dispatchEvent({ type: 'click' })\n }\n else {\n console.log('未找到Mesh对象!')\n }\n }\n\n setInspectTarget(params: { target: string }) {\n const { target } = params\n\n // @ts-ignore\n return this.app.caseInstance.inspection.goToInspectionTarget(map[target])\n }\n\n stopInspect() {\n // @ts-ignore\n this.app.caseInstance.inspection.inspectionObject.stop()\n }\n\n continueInspect() {\n // @ts-ignore\n this.app.caseInstance.inspection.inspectionObject.contineMove()\n }\n\n highlightInspectTarget(params: { target: string; highlight: boolean }) {\n // @ts-ignore\n this.app.caseInstance.inspection.setSelectedAnchorObject(params)\n }\n}\n\nexport default HandlerManage\n"],"mappings":";;;;;;;AAIA,OAAO,IAAMA,GAAG,GAAG;EACjBC,EAAE,EAAE,IAAI;EACRC,GAAG,EAAE,IAAI;EACTC,IAAI,EAAE,IAAI;EACVC,IAAI,EAAE,IAAI;EACVC,IAAI,EAAE;AACR,CAAC;AAED,OAAO,IAAMC,SAAS,GAAG;EACvB,IAAI,EAAE,IAAI;EACV,IAAI,EAAE,KAAK;EACX,IAAI,EAAE,MAAM;EACZ,IAAI,EAAE,MAAM;EACZ,IAAI,EAAE;AACR,CAAC;AAAA,IAEKC,aAAa;EAEjB,uBAAYC,GAAW,EAAE;IAAA;IAAA;IACvB,IAAI,CAACA,GAAG,GAAGA,GAAG;EAChB;EAAC;IAAA;IAAA,OAED,qBAAYC,MAAW,EAAE;MACvB,IAAI,CAACC,KAAK,CAACD,MAAM,CAACE,EAAE,CAAC;IACvB;EAAC;IAAA;IAAA,OAED,kBAASF,MAAW,EAAE;MACpB,IAAI,CAACC,KAAK,CAACD,MAAM,CAACG,KAAK,CAAC;IAC1B;EAAC;IAAA;IAAA,OAED,qBAAYH,MAAW,EAAE;MACvB,IAAI,CAACC,KAAK,CAACD,MAAM,CAACE,EAAE,CAAC;IACvB;EAAC;IAAA;IAAA,OAED,0BAAiB;MACf;MACA,IAAI,CAACH,GAAG,CAACK,YAAY,CAACC,SAAS,CAACC,WAAW,EAAE;IAC/C;EAAC;IAAA;IAAA,OAED,sBAAa;MACX;MACA,IAAI,CAACP,GAAG,CAACK,YAAY,CAACG,QAAQ,CAACC,UAAU,EAAE;MAC3C;MACA,IAAI,CAACT,GAAG,CAACK,YAAY,CAACK,MAAM,CAACC,MAAM,EAAE;MACrC;MACA,IAAI,CAACX,GAAG,CAACK,YAAY,CAACO,YAAY,CAACC,mBAAmB,EAAE;IAC1D;EAAC;IAAA;IAAA,OAED,eAAMC,IAAI,EAAE;MACV;MACA,IAAMC,MAAM,GAAG,IAAI,CAACf,GAAG,CAACgB,YAAY,CAACC,KAAK,CAAEC,eAAe,CAACJ,IAAI,CAAC;;MAEjE;MACA,IAAIC,MAAM,EAAE;QACVI,OAAO,CAACC,GAAG,CAAC,YAAY,CAAC;QACzB;QACAL,MAAM,CAACM,aAAa,CAAC;UAAEC,IAAI,EAAE;QAAQ,CAAC,CAAC;MACzC,CAAC,MACI;QACHH,OAAO,CAACC,GAAG,CAAC,YAAY,CAAC;MAC3B;IACF;EAAC;IAAA;IAAA,OAED,0BAAiBnB,MAA0B,EAAE;MAC3C,IAAQsB,MAAM,GAAKtB,MAAM,CAAjBsB,MAAM;;MAEd;MACA,OAAO,IAAI,CAACvB,GAAG,CAACK,YAAY,CAACmB,UAAU,CAACC,oBAAoB,CAACjC,GAAG,CAAC+B,MAAM,CAAC,CAAC;IAC3E;EAAC;IAAA;IAAA,OAED,uBAAc;MACZ;MACA,IAAI,CAACvB,GAAG,CAACK,YAAY,CAACmB,UAAU,CAACE,gBAAgB,CAACC,IAAI,EAAE;IAC1D;EAAC;IAAA;IAAA,OAED,2BAAkB;MAChB;MACA,IAAI,CAAC3B,GAAG,CAACK,YAAY,CAACmB,UAAU,CAACE,gBAAgB,CAACE,WAAW,EAAE;IACjE;EAAC;IAAA;IAAA,OAED,gCAAuB3B,MAA8C,EAAE;MACrE;MACA,IAAI,CAACD,GAAG,CAACK,YAAY,CAACmB,UAAU,CAACK,uBAAuB,CAAC5B,MAAM,CAAC;IAClE;EAAC;EAAA;AAAA;AAGH,eAAeF,aAAa"}