@anov/3d 0.0.77 → 0.0.79

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.
@@ -1,4 +1,4 @@
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  import { ShaderChunk } from '@anov/3d-core';
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- 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(62.227, 50, 203.009, 1.9);\n\n vec4[] poi = vec4[](poi3,poi4,poi5,poi6);\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 < 4; 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");
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+ 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");
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  export default frag;
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  //# sourceMappingURL=frag.js.map
@@ -1 +1 @@
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- {"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(62.227, 50, 203.009, 1.9);\n\n vec4[] poi = vec4[](poi3,poi4,poi5,poi6);\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 < 4; 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 ${ShaderChunk.logdepthbuf_fragment}\n}\n`\n\nexport default frag"],"mappings":"AAAA,SAASA,WAAW,QAAQ,eAAe;AAE3C,IAAMC,IAAI,GAAG,sBACXD,WAAW,CAACE,yBAAyB,4/CAwChCF,WAAW,CAACG,oBAAoB,UAEtC;AAED,eAAeF,IAAI"}
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+ {"version":3,"names":["ShaderChunk","frag","logdepthbuf_pars_fragment","logdepthbuf_fragment"],"sources":["../../../../../src/factory/unit/glsl/heat/frag.ts"],"sourcesContent":["import { ShaderChunk } from '@anov/3d-core'\n\nconst frag = /* glsl */`\n${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"}
@@ -86,7 +86,6 @@ var toggleSmartInspection = function toggleSmartInspection() {
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  closePeopleManagemen.apply(this);
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  closeCameraPoiInspection.apply(this);
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  this.regionPlane.planeMesh.forEach(function (mesh) {
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- console.log(mesh);
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  mesh.visible = false;
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  });
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  };
@@ -113,29 +112,30 @@ var toggleStandBy = function toggleStandBy() {
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  });
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  };
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  export var toggleTag = (_toggleTag = {}, _defineProperty(_toggleTag, SceneTag.overview, function () {
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+ this.scene.controls.enabled = true;
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  this.tag = SceneTag.overview;
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  this.toggleSceneStyle(SceneStyle.real);
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- this.scene.controls.enabled = true;
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  toggleOverview.apply(this);
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  }), _defineProperty(_toggleTag, SceneTag['people-management'], function () {
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+ this.scene.controls.enabled = true;
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  this.tag = SceneTag['people-management'];
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  this.toggleSceneStyle(SceneStyle.tech);
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- this.scene.controls.enabled = true;
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  togglePeopleManagemen.apply(this);
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  }), _defineProperty(_toggleTag, SceneTag['smart-inspection'], function () {
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+ this.scene.controls.enabled = false;
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+ console.log('smart-inspection', this.scene.controls.enabled);
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  this.tag = SceneTag['smart-inspection'];
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  this.toggleSceneStyle(SceneStyle.real);
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- this.scene.controls.enabled = false;
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  toggleSmartInspection.apply(this);
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  }), _defineProperty(_toggleTag, SceneTag['security-operation'], function () {
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+ this.scene.controls.enabled = true;
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  this.tag = SceneTag['security-operation'];
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  this.toggleSceneStyle(SceneStyle.real);
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- this.scene.controls.enabled = true;
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  toggleSecurityOperation.apply(this);
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  }), _defineProperty(_toggleTag, SceneTag.standBy, function () {
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+ this.scene.controls.enabled = true;
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  this.tag = SceneTag.standBy;
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  this.toggleSceneStyle(SceneStyle.real);
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- this.scene.controls.enabled = true;
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  toggleStandBy.apply(this);
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  }), _toggleTag);
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  var handleUnit = function handleUnit() {
@@ -1 +1 @@
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- {"version":3,"names":["utils","SceneStyle","SceneTag","MessageType","sendToMessage","EMessageStatus","WallManage","CylinderManage","PoiManage","CircleManage","AreaBoundingBoxManage","Inspection","CameraPoi","DistrictLineManage","RegionPlane","emitter","showOverview","poi","generatePoi","closeOverview","wall","wallMesh","forEach","mesh","visible","remove","showPeopleManagemen","cylinder","cylinderMesh","closePeopleManagemen","circle","showSmartInspection","inspection","show","closeSmartInspection","hide","closeCameraPoiInspection","cameraPoi","showCameraPoiInspection","generateObject","toggleOverview","districtLine","isShow","generateLine","removeHighLightLine","scene","camera","layers","disable","apply","regionPlane","planeMesh","togglePeopleManagemen","enable","toggleSmartInspection","console","log","toggleSecurityOperation","toggleStandBy","toggleTag","overview","tag","toggleSceneStyle","real","controls","enabled","tech","standBy","handleUnit","generateWall","generateCylinder","on","data","Event","Success","undefined","type","generateCircle","belongTo","setHighLightLine","areaBoundingBox","generateBoundingBox","addEventListener","args","item"],"sources":["../../../src/factory/unit/index.ts"],"sourcesContent":["import { Layers, utils } from '@anov/3d-core'\nimport { SceneStyle, SceneTag } from '../utils/constant'\n\nimport { MessageType, sendToMessage } from '../../utils/messageFn'\nimport { EMessageStatus } from '../../messageStatus'\nimport WallManage from './wall'\nimport CylinderManage from './cylinder'\nimport PoiManage from './poi'\nimport CircleManage from './circle'\nimport AreaBoundingBoxManage from './areaBoundingBox'\nimport Inspection from './inspection'\nimport CameraPoi from './CameraPoi'\nimport DistrictLineManage from './districtLine'\nimport RegionPlane from './region'\n\nconst { emitter } = utils\n\n// 临时优化\n\nconst showOverview = function () {\n this.poi.generatePoi()\n}\n\nconst closeOverview = function () {\n this.wall.wallMesh.forEach((mesh) => {\n mesh.visible = false\n })\n\n this.poi.remove()\n}\n\nconst showPeopleManagemen = function () {\n this.cylinder.cylinderMesh.forEach((mesh) => {\n mesh.visible = true\n })\n}\n\nconst closePeopleManagemen = function () {\n this.cylinder.cylinderMesh.forEach((mesh) => {\n mesh.visible = false\n })\n\n this.circle.remove()\n}\n\nconst showSmartInspection = function () {\n this.inspection.show()\n}\n\nconst closeSmartInspection = function () {\n this.inspection.hide()\n}\n\nconst closeCameraPoiInspection = function () {\n this.cameraPoi?.remove()\n}\nconst showCameraPoiInspection = function () {\n this.cameraPoi?.generateObject()\n}\n\nconst toggleOverview = function () {\n if (!this.districtLine.isShow)\n this.districtLine.generateLine()\n else\n this.districtLine.removeHighLightLine()\n\n this.scene.camera.layers.disable(28)\n showOverview.apply(this)\n closePeopleManagemen.apply(this)\n closeSmartInspection.apply(this)\n closeCameraPoiInspection.apply(this)\n\n this.regionPlane.planeMesh.forEach((mesh) => {\n mesh.visible = true\n })\n}\n\nconst togglePeopleManagemen = function () {\n if (!this.districtLine.isShow)\n this.districtLine.generateLine()\n\n this.scene.camera.layers.enable(28)\n showPeopleManagemen.apply(this)\n closeOverview.apply(this)\n closeSmartInspection.apply(this)\n closeCameraPoiInspection.apply(this)\n\n this.regionPlane.planeMesh.forEach((mesh) => {\n mesh.visible = false\n })\n}\n\nconst toggleSmartInspection = function () {\n this.districtLine.remove()\n this.scene.camera.layers.disable(28)\n showSmartInspection.apply(this)\n closeOverview.apply(this)\n closePeopleManagemen.apply(this)\n closeCameraPoiInspection.apply(this)\n\n this.regionPlane.planeMesh.forEach((mesh) => {\n console.log(mesh)\n mesh.visible = false\n })\n}\n\nconst toggleSecurityOperation = function () {\n this.districtLine.remove()\n this.scene.camera.layers.disable(28)\n showCameraPoiInspection.apply(this)\n closeOverview.apply(this)\n closePeopleManagemen.apply(this)\n closeSmartInspection.apply(this)\n\n this.regionPlane.planeMesh.forEach((mesh) => {\n mesh.visible = false\n })\n}\n\nconst toggleStandBy = function () {\n this.districtLine.remove()\n this.scene.camera.layers.disable(28)\n closeOverview.apply(this)\n closePeopleManagemen.apply(this)\n closeSmartInspection.apply(this)\n closeCameraPoiInspection.apply(this)\n\n this.regionPlane.planeMesh.forEach((mesh) => {\n mesh.visible = false\n })\n}\n\nexport const toggleTag = {\n [SceneTag.overview]() {\n this.tag = SceneTag.overview\n this.toggleSceneStyle(SceneStyle.real)\n this.scene.controls.enabled = true\n toggleOverview.apply(this)\n },\n [SceneTag['people-management']]() {\n this.tag = SceneTag['people-management']\n this.toggleSceneStyle(SceneStyle.tech)\n this.scene.controls.enabled = true\n togglePeopleManagemen.apply(this)\n },\n [SceneTag['smart-inspection']]() {\n this.tag = SceneTag['smart-inspection']\n this.toggleSceneStyle(SceneStyle.real)\n this.scene.controls.enabled = false\n toggleSmartInspection.apply(this)\n },\n [SceneTag['security-operation']]() {\n this.tag = SceneTag['security-operation']\n this.toggleSceneStyle(SceneStyle.real)\n this.scene.controls.enabled = true\n toggleSecurityOperation.apply(this)\n },\n [SceneTag.standBy]() {\n this.tag = SceneTag.standBy\n this.toggleSceneStyle(SceneStyle.real)\n this.scene.controls.enabled = true\n toggleStandBy.apply(this)\n },\n}\n\nconst handleUnit = function () {\n // 围栏\n const wall = new WallManage(this, { visible: false })\n wall.generateWall()\n this.wall = wall\n\n // 圆柱\n const cylinder = new CylinderManage(this, {\n visible: false,\n })\n cylinder.generateCylinder()\n\n this.cylinder = cylinder\n\n const regionPlane = new RegionPlane(this)\n this.regionPlane = regionPlane\n\n // POI\n const poi = new PoiManage(this)\n poi.generatePoi()\n this.poi = poi\n\n // people\n const circle = new CircleManage(this)\n this.circle = circle\n\n const districtLine = new DistrictLineManage(this)\n this.districtLine = districtLine\n\n this.districtLine.generateLine()\n\n emitter.on('peoplemanagement-camera-enter', (data: any) => {\n sendToMessage(MessageType.Event, 'onClick', EMessageStatus.Success, undefined, {\n type: 'Bar',\n ...data,\n })\n this.circle.generateCircle(data?.belongTo)\n this.districtLine.setHighLightLine(data?.belongTo)\n })\n\n emitter.on('peoplemanagement-person-click', (data: any) => {\n sendToMessage(MessageType.Event, 'onClick', EMessageStatus.Success, undefined, {\n type: 'POI',\n ...data,\n })\n })\n\n // boundingBox\n const areaBoundingBox = new AreaBoundingBoxManage()\n areaBoundingBox.generateBoundingBox()\n this.areaBoundingBox = areaBoundingBox\n\n const inspection = new Inspection(this)\n this.inspection = inspection\n\n const cameraPoi = new CameraPoi(this)\n this.cameraPoi = cameraPoi\n\n // some global events handle\n this.addEventListener('peoplemanagement-camera-out', (args) => {\n if (this.tag !== SceneTag['people-management'])\n return\n cylinder.cylinderMesh.forEach((item) => {\n item.visible = true\n })\n this.circle.remove()\n })\n\n emitter.on('peoplemanagement-control-maxDistance', () => {\n sendToMessage(MessageType.Event, 'onCancel', EMessageStatus.Success, undefined, { })\n })\n}\n\nexport default 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1
+ {"version":3,"names":["utils","SceneStyle","SceneTag","MessageType","sendToMessage","EMessageStatus","WallManage","CylinderManage","PoiManage","CircleManage","AreaBoundingBoxManage","Inspection","CameraPoi","DistrictLineManage","RegionPlane","emitter","showOverview","poi","generatePoi","closeOverview","wall","wallMesh","forEach","mesh","visible","remove","showPeopleManagemen","cylinder","cylinderMesh","closePeopleManagemen","circle","showSmartInspection","inspection","show","closeSmartInspection","hide","closeCameraPoiInspection","cameraPoi","showCameraPoiInspection","generateObject","toggleOverview","districtLine","isShow","generateLine","removeHighLightLine","scene","camera","layers","disable","apply","regionPlane","planeMesh","togglePeopleManagemen","enable","toggleSmartInspection","toggleSecurityOperation","toggleStandBy","toggleTag","overview","controls","enabled","tag","toggleSceneStyle","real","tech","console","log","standBy","handleUnit","generateWall","generateCylinder","on","data","Event","Success","undefined","type","generateCircle","belongTo","setHighLightLine","areaBoundingBox","generateBoundingBox","addEventListener","args","item"],"sources":["../../../src/factory/unit/index.ts"],"sourcesContent":["import { utils } from '@anov/3d-core'\nimport { SceneStyle, SceneTag } from '../utils/constant'\n\nimport { MessageType, sendToMessage } from '../../utils/messageFn'\nimport { EMessageStatus } from '../../messageStatus'\nimport WallManage from './wall'\nimport CylinderManage from './cylinder'\nimport PoiManage from './poi'\nimport CircleManage from './circle'\nimport AreaBoundingBoxManage from './areaBoundingBox'\nimport Inspection from './inspection'\nimport CameraPoi from './CameraPoi'\nimport DistrictLineManage from './districtLine'\nimport RegionPlane from './region'\n\nconst { emitter } = utils\n\n// 临时优化\n\nconst showOverview = function () {\n this.poi.generatePoi()\n}\n\nconst closeOverview = function () {\n this.wall.wallMesh.forEach((mesh) => {\n mesh.visible = false\n })\n\n this.poi.remove()\n}\n\nconst showPeopleManagemen = function () {\n this.cylinder.cylinderMesh.forEach((mesh) => {\n mesh.visible = true\n })\n}\n\nconst closePeopleManagemen = function () {\n this.cylinder.cylinderMesh.forEach((mesh) => {\n mesh.visible = false\n })\n\n this.circle.remove()\n}\n\nconst showSmartInspection = function () {\n this.inspection.show()\n}\n\nconst closeSmartInspection = function () {\n this.inspection.hide()\n}\n\nconst closeCameraPoiInspection = function () {\n this.cameraPoi?.remove()\n}\nconst showCameraPoiInspection = function () {\n this.cameraPoi?.generateObject()\n}\n\nconst toggleOverview = function () {\n if (!this.districtLine.isShow)\n this.districtLine.generateLine()\n else\n this.districtLine.removeHighLightLine()\n\n this.scene.camera.layers.disable(28)\n showOverview.apply(this)\n closePeopleManagemen.apply(this)\n closeSmartInspection.apply(this)\n closeCameraPoiInspection.apply(this)\n\n this.regionPlane.planeMesh.forEach((mesh) => {\n mesh.visible = true\n })\n}\n\nconst togglePeopleManagemen = function () {\n if (!this.districtLine.isShow)\n this.districtLine.generateLine()\n\n this.scene.camera.layers.enable(28)\n showPeopleManagemen.apply(this)\n closeOverview.apply(this)\n closeSmartInspection.apply(this)\n closeCameraPoiInspection.apply(this)\n\n this.regionPlane.planeMesh.forEach((mesh) => {\n mesh.visible = false\n })\n}\n\nconst toggleSmartInspection = function () {\n this.districtLine.remove()\n this.scene.camera.layers.disable(28)\n showSmartInspection.apply(this)\n closeOverview.apply(this)\n closePeopleManagemen.apply(this)\n closeCameraPoiInspection.apply(this)\n\n this.regionPlane.planeMesh.forEach((mesh) => {\n mesh.visible = false\n })\n}\n\nconst toggleSecurityOperation = function () {\n this.districtLine.remove()\n this.scene.camera.layers.disable(28)\n showCameraPoiInspection.apply(this)\n closeOverview.apply(this)\n closePeopleManagemen.apply(this)\n closeSmartInspection.apply(this)\n\n this.regionPlane.planeMesh.forEach((mesh) => {\n mesh.visible = false\n })\n}\n\nconst toggleStandBy = function () {\n this.districtLine.remove()\n this.scene.camera.layers.disable(28)\n closeOverview.apply(this)\n closePeopleManagemen.apply(this)\n closeSmartInspection.apply(this)\n closeCameraPoiInspection.apply(this)\n\n this.regionPlane.planeMesh.forEach((mesh) => {\n mesh.visible = false\n })\n}\n\nexport const toggleTag = {\n [SceneTag.overview]() {\n this.scene.controls.enabled = true\n this.tag = SceneTag.overview\n this.toggleSceneStyle(SceneStyle.real)\n toggleOverview.apply(this)\n },\n [SceneTag['people-management']]() {\n this.scene.controls.enabled = true\n this.tag = SceneTag['people-management']\n this.toggleSceneStyle(SceneStyle.tech)\n togglePeopleManagemen.apply(this)\n },\n [SceneTag['smart-inspection']]() {\n this.scene.controls.enabled = false\n console.log('smart-inspection', this.scene.controls.enabled)\n this.tag = SceneTag['smart-inspection']\n this.toggleSceneStyle(SceneStyle.real)\n toggleSmartInspection.apply(this)\n },\n [SceneTag['security-operation']]() {\n this.scene.controls.enabled = true\n this.tag = SceneTag['security-operation']\n this.toggleSceneStyle(SceneStyle.real)\n toggleSecurityOperation.apply(this)\n },\n [SceneTag.standBy]() {\n this.scene.controls.enabled = true\n this.tag = SceneTag.standBy\n this.toggleSceneStyle(SceneStyle.real)\n toggleStandBy.apply(this)\n },\n}\n\nconst handleUnit = function () {\n // 围栏\n const wall = new WallManage(this, { visible: false })\n wall.generateWall()\n this.wall = wall\n\n // 圆柱\n const cylinder = new CylinderManage(this, {\n visible: false,\n })\n cylinder.generateCylinder()\n\n this.cylinder = cylinder\n\n const regionPlane = new RegionPlane(this)\n this.regionPlane = regionPlane\n\n // POI\n const poi = new PoiManage(this)\n poi.generatePoi()\n this.poi = poi\n\n // people\n const circle = new CircleManage(this)\n this.circle = circle\n\n const districtLine = new DistrictLineManage(this)\n this.districtLine = districtLine\n\n this.districtLine.generateLine()\n\n emitter.on('peoplemanagement-camera-enter', (data: any) => {\n sendToMessage(MessageType.Event, 'onClick', EMessageStatus.Success, undefined, {\n type: 'Bar',\n ...data,\n })\n this.circle.generateCircle(data?.belongTo)\n this.districtLine.setHighLightLine(data?.belongTo)\n })\n\n emitter.on('peoplemanagement-person-click', (data: any) => {\n sendToMessage(MessageType.Event, 'onClick', EMessageStatus.Success, undefined, {\n type: 'POI',\n ...data,\n })\n })\n\n // boundingBox\n const areaBoundingBox = new AreaBoundingBoxManage()\n areaBoundingBox.generateBoundingBox()\n this.areaBoundingBox = areaBoundingBox\n\n const inspection = new Inspection(this)\n this.inspection = inspection\n\n const cameraPoi = new CameraPoi(this)\n this.cameraPoi = cameraPoi\n\n // some global events handle\n this.addEventListener('peoplemanagement-camera-out', (args) => {\n if (this.tag !== SceneTag['people-management'])\n return\n cylinder.cylinderMesh.forEach((item) => {\n item.visible = true\n })\n this.circle.remove()\n })\n\n emitter.on('peoplemanagement-control-maxDistance', () => {\n sendToMessage(MessageType.Event, 'onCancel', EMessageStatus.Success, undefined, { })\n })\n}\n\nexport default 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@@ -262,7 +262,7 @@ var InspectionObject = /*#__PURE__*/function () {
262
262
  var targetQuaternion = new Quaternion();
263
263
  var startQuaternion = _this3.model.quaternion.clone();
264
264
  var targetMeshPosition = targetMesh.position.clone();
265
- targetMeshPosition.y = targetMeshPosition.y + 20;
265
+ targetMeshPosition.y = targetMeshPosition.y + (Number(key) === 0.04 || Number(key) === 0.68 || Number(key) === 0.40 ? 20 : 0);
266
266
  rotationMatrix.lookAt(targetMeshPosition, _this3.model.position, _this3.model.up);
267
267
  targetQuaternion.setFromRotationMatrix(rotationMatrix);
268
268
  var forwardTween = new Tween({
@@ -403,7 +403,7 @@ var InspectionObject = /*#__PURE__*/function () {
403
403
  var tempPathMeshtargetPosition = new Vector3(targetPosition.x, 1.1, targetPosition.z);
404
404
  _this5.generateTempPathMesh(_this5.generateTempPath(new Vector3(_this5.model.position.x, 1.1, _this5.model.position.z), tempPathMeshtargetPosition));
405
405
  var currentPosition = _this5.model.position;
406
- var upCurve = new LineCurve3(currentPosition, new Vector3(currentPosition.x, currentPosition.y + 100, currentPosition.z));
406
+ var upCurve = new LineCurve3(currentPosition, new Vector3(currentPosition.x, currentPosition.y + 50, currentPosition.z));
407
407
  var upControl = utils.moveWithLine(_this5.model, upCurve, 10, {
408
408
  loop: false,
409
409
  lookat: targetPosition
@@ -411,7 +411,7 @@ var InspectionObject = /*#__PURE__*/function () {
411
411
 
412
412
  // up end
413
413
  upControl.addEventListener('end', function () {
414
- var tempCurve = _this5.generateTempPath(currentPosition, new Vector3(targetPosition.x, targetPosition.y + 100, targetPosition.z));
414
+ var tempCurve = _this5.generateTempPath(currentPosition, new Vector3(targetPosition.x, targetPosition.y + 50, targetPosition.z));
415
415
  var tempControl = utils.moveWithLine(_this5.model, tempCurve, 60, {
416
416
  loop: false,
417
417
  lookat: false
@@ -420,7 +420,7 @@ var InspectionObject = /*#__PURE__*/function () {
420
420
  // temp end
421
421
  tempControl.addEventListener('end', function () {
422
422
  var lastPosition = _this5.model.position;
423
- var downCurve = new LineCurve3(lastPosition, new Vector3(lastPosition.x, lastPosition.y - 100, lastPosition.z));
423
+ var downCurve = new LineCurve3(lastPosition, new Vector3(lastPosition.x, lastPosition.y - 50, lastPosition.z));
424
424
  var downControl = utils.moveWithLine(_this5.model, downCurve, 10, {
425
425
  loop: false,
426
426
  lookat: false
@@ -1 +1 @@
1
- {"version":3,"names":["Clock","Color","EdgesGeometry","Group","LineBasicMaterial","LineCurve3","LineSegments","Matrix4","Mesh","MeshBasicMaterial","MirroredRepeatWrapping","ModelLoader","Quaternion","RepeatWrapping","TextureLoader","Vector3","use","utils","SpritePoi","Tween","createFinirMaterial","usePath","MessageType","sendToMessage","EMessageStatus","isCheck","targetProgresspoints","TubeGeometryV2","modelLoader","InspectionObject","inspection","targetQuaternion","mesh","cb","clock","quaternion","equals","animation","useframe","delta","getDelta","step","rotateTowards","temp","load","wrapS","wrapT","repeat","set","rotation","Math","PI","loadGLTF","glb","div","document","createElement","style","position","img","src","span","innerText","top","left","transform","color","fontSize","fontWeight","appendChild","poi","width","height","img2","poi2","scale","fly1","scene","getObjectByName","fly2","fly3","fly4","copy","clone","add","z","getSportsProgress","isLock","stop","checkAnimation","group","minCamera","y","rotateY","model","gobal","interactionManager","traverse","child","layers","enable","curve","loadModel","control","moveWithLine","groundCurve","getPointAt","groundMaterial","uniforms","u_time","value","Event","Success","undefined","percentage","getProgress","targetMesh","updateMatrixWorld","localForward","worldForward","applyQuaternion","normalize","target","direction","sub","setFromUnitVectors","dotProduct","dot","angleRadians","acos","angleDegrees","flipQuaternion","setFromAxisAngle","multiply","lastFromPositin","currentPositin","targetPosition","vTo","vFrom","Promise","resolve","emitter","on","data","progress","isAnimation","key","Object","keys","find","p","num","parseFloat","targetMeshId","lookAt","pipeline","realModl","contineMove","setTimeout","currentAnchor","anchorObject","get","name","material","rotationMatrix","startQuaternion","targetMeshPosition","up","setFromRotationMatrix","forwardTween","t","to","onUpdate","obj","slerp","backwardTween","onComplete","finirMesh","Number","finirMaterialV2","type","lineSegments","geometry","visible","subscription","then","start","off","currentPosition","tube","tempPathMesh","map","transparent","depthTest","getLength","tempDemo","offset","x","dispose","removeFromParent","targetProgress","startRotate","tempPathMeshtargetPosition","generateTempPathMesh","generateTempPath","upCurve","upControl","loop","lookat","addEventListener","tempCurve","tempControl","lastPosition","downCurve","downControl","rotationMatrix2","targetQuaternion2","targetPosition2","cleanTempPathMesh","setProgress","contine","speed","setSpeed","emit"],"sources":["../../../../src/factory/unit/inspection/InspectionObject.ts"],"sourcesContent":["import type { Camera, Curve } from '@anov/3d-core'\nimport { BoxGeometry, Clock, Color, EdgesGeometry, Group, LineBasicMaterial, LineCurve3, LineSegments, Matrix4, Mesh, MeshBasicMaterial, MirroredRepeatWrapping, ModelLoader, Quaternion, RepeatWrapping, ShaderChunk, ShaderMaterial, TextureLoader, TubeGeometry, Vector3, use, utils } from '@anov/3d-core'\nimport type { Css2DPoi } from '@anov/3d-ability'\nimport { SpritePoi, addColorifyPass, createHighSelectedTool } from '@anov/3d-ability'\nimport { Tween } from '@tweenjs/tween.js'\nimport { createFinirMaterial } from '../../utils/finirMaterial'\nimport { usePath } from '../../3d'\nimport { MessageType, sendToMessage } from '../../../utils/messageFn'\nimport { EMessageStatus } from '../../../messageStatus'\nimport { invertMap } from '../handle'\nimport fragmentShader from '../glsl/highway/fragmentShader'\nimport vertexShader from '../glsl/highway/vertexShader'\nimport { isCheck, targetProgresspoints } from './lineData'\nimport TubeGeometryV2 from './tubeGeometry'\n\nconst modelLoader = new ModelLoader()\n\nclass InspectionObject {\n model\n private inspection\n private control\n private tempLine\n private isLock = false\n private isAnimation = false\n walkCurveMesh\n tempPathMesh\n css2d: Css2DPoi\n temp\n tempDemo\n\n constructor(inspection) {\n this.inspection = inspection\n\n const temp = new TextureLoader().load(`${usePath}test07.png`)\n temp.wrapS = RepeatWrapping\n temp.wrapT = MirroredRepeatWrapping\n temp.repeat.set(1, 2)\n temp.rotation = Math.PI\n\n this.temp = temp\n }\n\n private async loadModel() {\n const glb = await (await modelLoader.loadGLTF(`${usePath}car.glb`, false, true, './draco/'))\n\n const div = document.createElement('div')\n div.style.position = 'relative'\n\n const img = document.createElement('img')\n img.src = `${usePath}aerialVehicle02.png`\n\n const span = document.createElement('span')\n span.innerText = '巡检无人机'\n span.style.position = 'absolute'\n span.style.top = '10px'\n span.style.left = '50%'\n span.style.transform = 'translateX(-30%)'\n\n span.style.color = 'white'\n span.style.fontSize = '20px'\n span.style.fontWeight = 'bold'\n\n div.appendChild(img)\n div.appendChild(span)\n\n const poi = new SpritePoi(div, {\n width: 100 * 2,\n height: 40 * 2,\n })\n\n const img2 = document.createElement('img')\n img2.src = `${usePath}aerialVehicle01.png`\n\n const poi2 = new SpritePoi(img2, {\n width: 200 * 2,\n height: 80 * 2,\n })\n\n poi.scale.set(100, 40, 1)\n poi2.scale.set(200, 80, 1)\n\n const fly1 = glb.scene.getObjectByName('fly1')\n const fly2 = glb.scene.getObjectByName('fly1_1')\n const fly3 = glb.scene.getObjectByName('fly1_2')\n const fly4 = glb.scene.getObjectByName('fly1_3')\n\n use.useframe(() => {\n poi.position.copy(glb.scene.position.clone().add(new Vector3(0, 10, 0)))\n poi2.position.copy(glb.scene.position.clone().add(new Vector3(0, 10, 0)))\n\n fly1.rotation.z += 1.3\n fly2.rotation.z += 1.3\n fly3.rotation.z += 1.3\n fly4.rotation.z += 1.3\n\n if (isCheck(this.getSportsProgress)\n && !this.isLock) {\n this.stop()\n this.checkAnimation(this.getSportsProgress)\n }\n })\n\n const group = new Group()\n group.add(glb.scene)\n group.add(poi)\n group.add(this.inspection.minCamera)\n\n this.inspection.minCamera.position.copy(glb.scene.position)\n this.inspection.minCamera.position.z -= 15\n this.inspection.minCamera.position.y += 4\n this.inspection.minCamera.rotateY(Math.PI)\n\n this.model = group\n\n this.inspection.gobal.interactionManager.add(poi)\n\n // poi.addEventListener('click', () => {\n // group.add(poi2)\n // poi.visible = false\n // })\n\n glb.scene.scale.set(5, 5, 5)\n glb.scene.traverse((child) => {\n child.layers.enable(2)\n })\n\n this.inspection.gobal.scene.add(this.model)\n }\n\n async startMove(curve) {\n if (!this.model)\n await this.loadModel()\n\n this.control = utils.moveWithLine(this.model, curve, 10, {\n groundCurve: this.inspection.groundCurve,\n })\n\n this.model.position.copy(curve.getPointAt(0))\n\n this.stop()\n\n use.useframe(() => {\n this.inspection.groundMaterial.uniforms.u_time.value = this.getSportsProgress - 0.01\n sendToMessage(MessageType.Event, 'onInspectProgress', EMessageStatus.Success, undefined, {\n percentage: this.getSportsProgress,\n })\n })\n }\n\n get getSportsProgress() {\n if (!this.control)\n return 0\n\n return this.control.getProgress()\n }\n\n private getTargetQuaternion(targetMesh: Group) {\n targetMesh.updateMatrixWorld(true)\n const localForward = new Vector3(0, 0, -1)\n const worldForward = localForward.applyQuaternion(targetMesh.quaternion.clone()).normalize()\n\n const target = targetMesh.position.clone()\n const direction = target.sub(this.model.position).normalize()\n\n const targetQuaternion = new Quaternion().setFromUnitVectors(worldForward, direction)\n\n const dotProduct = worldForward.dot(direction)\n const angleRadians = Math.acos(dotProduct)\n const angleDegrees = angleRadians * (180 / Math.PI)\n\n // todo: some problem\n if (angleDegrees < 60) {\n const flipQuaternion = new Quaternion()\n flipQuaternion.setFromAxisAngle(new Vector3(0, 1, 0), Math.PI)\n targetQuaternion.multiply(flipQuaternion)\n }\n }\n\n private getTargetQuaternionV2(lastFromPositin: Vector3, currentPositin: Vector3, targetPosition: Vector3) {\n const vTo = targetPosition.clone().sub(currentPositin).normalize()\n const vFrom = currentPositin.clone().sub(lastFromPositin).normalize()\n\n const targetQuaternion = new Quaternion().setFromUnitVectors(vFrom, vTo)\n\n const flipQuaternion = new Quaternion()\n flipQuaternion.setFromAxisAngle(new Vector3(0, 1, 0), Math.PI)\n targetQuaternion.multiply(flipQuaternion)\n\n return targetQuaternion\n }\n\n subscription() {\n return new Promise((resolve) => {\n utils.emitter.on('continue', (data) => {\n resolve(data)\n })\n })\n }\n\n private checkAnimation(progress: number) {\n this.isLock = true\n this.isAnimation = true\n\n const key = Object.keys(targetProgresspoints).find((p) => {\n const num = parseFloat(p)\n if (progress >= num && progress < num + 0.01)\n return true\n })\n\n const targetMeshId = targetProgresspoints[key].lookAt\n\n let targetMesh: Group | null = null\n\n if (targetMeshId === 'GY_GD_guandaofamen_5')\n targetMesh = this.inspection.gobal.pipeline.getObjectByName(targetMeshId) as Group\n\n else\n targetMesh = this.inspection.gobal.realModl.getObjectByName(targetMeshId) as Group\n\n if (!targetMesh) {\n this.contineMove()\n this.isAnimation = false\n setTimeout(() => {\n this.isLock = false\n }, 500)\n return\n }\n\n const currentAnchor = this.inspection.anchorObject.get(targetProgresspoints[key].name)\n\n currentAnchor.traverse((child) => {\n if (child.name === 'cylinder')\n child.material = new MeshBasicMaterial({ color: new Color('yellow') })\n else\n child.material = new MeshBasicMaterial({ color: new Color('#facb2b') })\n })\n\n setTimeout(() => {\n const rotationMatrix = new Matrix4()\n\n const targetQuaternion = new Quaternion()\n const startQuaternion = this.model.quaternion.clone()\n\n const targetMeshPosition = targetMesh.position.clone()\n targetMeshPosition.y = targetMeshPosition.y + 20\n\n rotationMatrix.lookAt(targetMeshPosition, this.model.position, this.model.up)\n targetQuaternion.setFromRotationMatrix(rotationMatrix)\n\n const forwardTween = new Tween({ t: 0 })\n .to({ t: 1 }, 2000)\n .onUpdate((obj) => {\n this.model.quaternion.copy(startQuaternion).slerp(targetQuaternion, obj.t)\n })\n\n const backwardTween = new Tween({ t: 1 })\n .to({ t: 0 }, 2000)\n .onUpdate((obj) => {\n this.model.quaternion.copy(startQuaternion).slerp(targetQuaternion, obj.t)\n })\n\n forwardTween.onComplete(() => {\n let finirMesh: Group | null = null\n\n sendToMessage(MessageType.Event, 'onReachTarget', EMessageStatus.Success, undefined, {\n target: targetProgresspoints[key].name,\n })\n\n if (Number(key) === 0.04 || Number(key) === 0.68 || Number(key) === 0.40)\n (this.inspection.minCamera as Camera).layers.set(2)\n\n if (Number(key) === 0.15 || Number(key) === 0.24) {\n (this.inspection.minCamera as Camera).layers.enable(3)\n // @ts-ignore\n if (!targetMesh.finirMesh) {\n finirMesh = targetMesh.clone() as any as Group\n\n const finirMaterialV2 = createFinirMaterial('yellow', 5.3)\n\n finirMesh.traverse((child) => {\n child.layers.set(3)\n\n if (child.type === 'Mesh') {\n // @ts-ignore\n child.material = finirMaterialV2\n\n // @ts-ignore\n const lineSegments = new LineSegments(new EdgesGeometry(child.geometry as any), new LineBasicMaterial({ color: 'yellow' }))\n\n lineSegments.layers.set(3)\n finirMesh.add(lineSegments)\n }\n })\n\n // @ts-ignore\n targetMesh.finirMesh = finirMesh\n\n this.inspection.gobal.scene.add(finirMesh)\n }\n else {\n // @ts-ignore\n finirMesh = targetMesh.finirMesh\n\n finirMesh.visible = true\n }\n }\n\n // 异常点\n if (Number(key) === 0.15 || Number(key) === 0.24) {\n this.subscription().then((data) => {\n if (data) {\n finirMesh.visible = false\n backwardTween.start()\n\n utils.emitter.off('continue')\n }\n })\n }\n else {\n setTimeout(() => {\n if (Number(key) === 0.04 || Number(key) === 0.68 || Number(key) === 0.40)\n (this.inspection.minCamera as Camera).layers.set(0)\n\n // if (Number(key) === 0.40)\n // finirMesh.visible = false\n\n backwardTween.start()\n }, 6000)\n }\n })\n\n setTimeout(() => {\n forwardTween.start()\n }, 1000)\n\n backwardTween.onComplete(() => {\n this.isAnimation = false\n this.contineMove()\n\n currentAnchor.traverse((child) => {\n if (child.name === 'cylinder')\n child.material = new MeshBasicMaterial({ color: new Color('#cdccca') })\n else\n child.material = new MeshBasicMaterial({ color: new Color('#fff') })\n })\n\n setTimeout(() => {\n this.isLock = false\n }, 500)\n })\n }, 1000)\n }\n\n generateTempPath(currentPosition: Vector3, targetPosition: Vector3) {\n return new LineCurve3(currentPosition, targetPosition)\n }\n\n private startRotate = (targetQuaternion: Quaternion, mesh: Group, cb: () => void) => {\n const clock = new Clock()\n\n if (mesh.quaternion.equals(targetQuaternion))\n return cb()\n\n const animation = use.useframe(() => {\n const delta = clock.getDelta()\n if (!mesh.quaternion.equals(targetQuaternion)) {\n const step = 1 * delta\n mesh.quaternion.rotateTowards(targetQuaternion, step)\n }\n else {\n animation()\n cb()\n }\n },\n )\n }\n\n private generateTempPathMesh(curve: Curve<Vector3>) {\n // @ts-ignore\n const tube = new TubeGeometryV2(curve, 100, 5, 2, false)\n const tempPathMesh = new Mesh(tube, new MeshBasicMaterial({ map: this.temp, transparent: true, depthTest: true }))\n\n this.inspection.gobal.scene.add(tempPathMesh)\n this.tempPathMesh = tempPathMesh\n\n this.temp.repeat.set(curve.getLength() / 500, 2)\n this.tempDemo = use.useframe(() => {\n this.temp.offset.x -= -0.0009\n })\n }\n\n private cleanTempPathMesh() {\n if (this.tempPathMesh) {\n this.tempDemo()\n this.tempPathMesh.geometry.dispose()\n this.tempPathMesh.material.dispose();\n (this.tempPathMesh as Mesh).removeFromParent()\n }\n }\n\n gotoTarget(targetPosition: Vector3, targetProgress: number) {\n if (this.isAnimation)\n return\n\n this.isAnimation = true\n\n this.control.stop()\n\n const rotationMatrix = new Matrix4()\n const targetQuaternion = new Quaternion()\n\n rotationMatrix.lookAt(targetPosition, this.model.position, this.model.up)\n targetQuaternion.setFromRotationMatrix(rotationMatrix)\n\n this.startRotate(targetQuaternion, this.model,\n () => {\n const tempPathMeshtargetPosition = new Vector3(targetPosition.x, 1.1, targetPosition.z)\n this.generateTempPathMesh(this.generateTempPath(new Vector3(this.model.position.x, 1.1, this.model.position.z), tempPathMeshtargetPosition))\n\n const currentPosition = this.model.position\n const upCurve = new LineCurve3(currentPosition, new Vector3(currentPosition.x, currentPosition.y + 100, currentPosition.z))\n const upControl = utils.moveWithLine(this.model, upCurve, 10, { loop: false, lookat: targetPosition })\n\n // up end\n upControl.addEventListener('end', () => {\n const tempCurve = this.generateTempPath(currentPosition, new Vector3(targetPosition.x, targetPosition.y + 100, targetPosition.z))\n const tempControl = utils.moveWithLine(this.model, tempCurve, 60, { loop: false, lookat: false })\n\n // temp end\n tempControl.addEventListener('end', () => {\n const lastPosition = this.model.position\n const downCurve = new LineCurve3(lastPosition, new Vector3(lastPosition.x, lastPosition.y - 100, lastPosition.z))\n const downControl = utils.moveWithLine(this.model, downCurve, 10, { loop: false, lookat: false })\n\n // down end\n downControl.addEventListener('end', () => {\n const rotationMatrix2 = new Matrix4()\n const targetQuaternion2 = new Quaternion()\n\n const targetPosition2 = this.inspection.curve.getPointAt((targetProgress + 0.01) % 1)\n\n rotationMatrix2.lookAt(targetPosition2, this.model.position, this.model.up)\n targetQuaternion2.setFromRotationMatrix(rotationMatrix2)\n\n this.startRotate(targetQuaternion2, this.model, () => {\n setTimeout(() => {\n this.cleanTempPathMesh()\n this.isAnimation = false\n this.control.setProgress(targetProgress)\n this.control.contine()\n }, 500)\n })\n })\n })\n })\n })\n }\n\n setSpeed(speed: number) {\n if (this.control)\n this.control.setSpeed(speed)\n }\n\n stop() {\n if (this.control)\n this.control.stop()\n }\n\n contineMove() {\n if (this.control)\n this.control.contine()\n\n utils.emitter.emit('continue', true)\n }\n\n /**\n * todo: now temporarily not implemented\n */\n dispose() { }\n}\n\nexport default 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1
+ {"version":3,"names":["Clock","Color","EdgesGeometry","Group","LineBasicMaterial","LineCurve3","LineSegments","Matrix4","Mesh","MeshBasicMaterial","MirroredRepeatWrapping","ModelLoader","Quaternion","RepeatWrapping","TextureLoader","Vector3","use","utils","SpritePoi","Tween","createFinirMaterial","usePath","MessageType","sendToMessage","EMessageStatus","isCheck","targetProgresspoints","TubeGeometryV2","modelLoader","InspectionObject","inspection","targetQuaternion","mesh","cb","clock","quaternion","equals","animation","useframe","delta","getDelta","step","rotateTowards","temp","load","wrapS","wrapT","repeat","set","rotation","Math","PI","loadGLTF","glb","div","document","createElement","style","position","img","src","span","innerText","top","left","transform","color","fontSize","fontWeight","appendChild","poi","width","height","img2","poi2","scale","fly1","scene","getObjectByName","fly2","fly3","fly4","copy","clone","add","z","getSportsProgress","isLock","stop","checkAnimation","group","minCamera","y","rotateY","model","gobal","interactionManager","traverse","child","layers","enable","curve","loadModel","control","moveWithLine","groundCurve","getPointAt","groundMaterial","uniforms","u_time","value","Event","Success","undefined","percentage","getProgress","targetMesh","updateMatrixWorld","localForward","worldForward","applyQuaternion","normalize","target","direction","sub","setFromUnitVectors","dotProduct","dot","angleRadians","acos","angleDegrees","flipQuaternion","setFromAxisAngle","multiply","lastFromPositin","currentPositin","targetPosition","vTo","vFrom","Promise","resolve","emitter","on","data","progress","isAnimation","key","Object","keys","find","p","num","parseFloat","targetMeshId","lookAt","pipeline","realModl","contineMove","setTimeout","currentAnchor","anchorObject","get","name","material","rotationMatrix","startQuaternion","targetMeshPosition","Number","up","setFromRotationMatrix","forwardTween","t","to","onUpdate","obj","slerp","backwardTween","onComplete","finirMesh","finirMaterialV2","type","lineSegments","geometry","visible","subscription","then","start","off","currentPosition","tube","tempPathMesh","map","transparent","depthTest","getLength","tempDemo","offset","x","dispose","removeFromParent","targetProgress","startRotate","tempPathMeshtargetPosition","generateTempPathMesh","generateTempPath","upCurve","upControl","loop","lookat","addEventListener","tempCurve","tempControl","lastPosition","downCurve","downControl","rotationMatrix2","targetQuaternion2","targetPosition2","cleanTempPathMesh","setProgress","contine","speed","setSpeed","emit"],"sources":["../../../../src/factory/unit/inspection/InspectionObject.ts"],"sourcesContent":["import type { Camera, Curve } from '@anov/3d-core'\nimport { BoxGeometry, Clock, Color, EdgesGeometry, Group, LineBasicMaterial, LineCurve3, LineSegments, Matrix4, Mesh, MeshBasicMaterial, MirroredRepeatWrapping, ModelLoader, Quaternion, RepeatWrapping, ShaderChunk, ShaderMaterial, TextureLoader, TubeGeometry, Vector3, use, utils } from '@anov/3d-core'\nimport type { Css2DPoi } from '@anov/3d-ability'\nimport { SpritePoi, addColorifyPass, createHighSelectedTool } from '@anov/3d-ability'\nimport { Tween } from '@tweenjs/tween.js'\nimport { createFinirMaterial } from '../../utils/finirMaterial'\nimport { usePath } from '../../3d'\nimport { MessageType, sendToMessage } from '../../../utils/messageFn'\nimport { EMessageStatus } from '../../../messageStatus'\nimport { invertMap } from '../handle'\nimport fragmentShader from '../glsl/highway/fragmentShader'\nimport vertexShader from '../glsl/highway/vertexShader'\nimport { isCheck, targetProgresspoints } from './lineData'\nimport TubeGeometryV2 from './tubeGeometry'\n\nconst modelLoader = new ModelLoader()\n\nclass InspectionObject {\n model\n private inspection\n private control\n private tempLine\n private isLock = false\n private isAnimation = false\n walkCurveMesh\n tempPathMesh\n css2d: Css2DPoi\n temp\n tempDemo\n\n constructor(inspection) {\n this.inspection = inspection\n\n const temp = new TextureLoader().load(`${usePath}test07.png`)\n temp.wrapS = RepeatWrapping\n temp.wrapT = MirroredRepeatWrapping\n temp.repeat.set(1, 2)\n temp.rotation = Math.PI\n\n this.temp = temp\n }\n\n private async loadModel() {\n const glb = await (await modelLoader.loadGLTF(`${usePath}car.glb`, false, true, './draco/'))\n\n const div = document.createElement('div')\n div.style.position = 'relative'\n\n const img = document.createElement('img')\n img.src = `${usePath}aerialVehicle02.png`\n\n const span = document.createElement('span')\n span.innerText = '巡检无人机'\n span.style.position = 'absolute'\n span.style.top = '10px'\n span.style.left = '50%'\n span.style.transform = 'translateX(-30%)'\n\n span.style.color = 'white'\n span.style.fontSize = '20px'\n span.style.fontWeight = 'bold'\n\n div.appendChild(img)\n div.appendChild(span)\n\n const poi = new SpritePoi(div, {\n width: 100 * 2,\n height: 40 * 2,\n })\n\n const img2 = document.createElement('img')\n img2.src = `${usePath}aerialVehicle01.png`\n\n const poi2 = new SpritePoi(img2, {\n width: 200 * 2,\n height: 80 * 2,\n })\n\n poi.scale.set(100, 40, 1)\n poi2.scale.set(200, 80, 1)\n\n const fly1 = glb.scene.getObjectByName('fly1')\n const fly2 = glb.scene.getObjectByName('fly1_1')\n const fly3 = glb.scene.getObjectByName('fly1_2')\n const fly4 = glb.scene.getObjectByName('fly1_3')\n\n use.useframe(() => {\n poi.position.copy(glb.scene.position.clone().add(new Vector3(0, 10, 0)))\n poi2.position.copy(glb.scene.position.clone().add(new Vector3(0, 10, 0)))\n\n fly1.rotation.z += 1.3\n fly2.rotation.z += 1.3\n fly3.rotation.z += 1.3\n fly4.rotation.z += 1.3\n\n if (isCheck(this.getSportsProgress)\n && !this.isLock) {\n this.stop()\n this.checkAnimation(this.getSportsProgress)\n }\n })\n\n const group = new Group()\n group.add(glb.scene)\n group.add(poi)\n group.add(this.inspection.minCamera)\n\n this.inspection.minCamera.position.copy(glb.scene.position)\n this.inspection.minCamera.position.z -= 15\n this.inspection.minCamera.position.y += 4\n this.inspection.minCamera.rotateY(Math.PI)\n\n this.model = group\n\n this.inspection.gobal.interactionManager.add(poi)\n\n // poi.addEventListener('click', () => {\n // group.add(poi2)\n // poi.visible = false\n // })\n\n glb.scene.scale.set(5, 5, 5)\n glb.scene.traverse((child) => {\n child.layers.enable(2)\n })\n\n this.inspection.gobal.scene.add(this.model)\n }\n\n async startMove(curve) {\n if (!this.model)\n await this.loadModel()\n\n this.control = utils.moveWithLine(this.model, curve, 10, {\n groundCurve: this.inspection.groundCurve,\n })\n\n this.model.position.copy(curve.getPointAt(0))\n\n this.stop()\n\n use.useframe(() => {\n this.inspection.groundMaterial.uniforms.u_time.value = this.getSportsProgress - 0.01\n sendToMessage(MessageType.Event, 'onInspectProgress', EMessageStatus.Success, undefined, {\n percentage: this.getSportsProgress,\n })\n })\n }\n\n get getSportsProgress() {\n if (!this.control)\n return 0\n\n return this.control.getProgress()\n }\n\n private getTargetQuaternion(targetMesh: Group) {\n targetMesh.updateMatrixWorld(true)\n const localForward = new Vector3(0, 0, -1)\n const worldForward = localForward.applyQuaternion(targetMesh.quaternion.clone()).normalize()\n\n const target = targetMesh.position.clone()\n const direction = target.sub(this.model.position).normalize()\n\n const targetQuaternion = new Quaternion().setFromUnitVectors(worldForward, direction)\n\n const dotProduct = worldForward.dot(direction)\n const angleRadians = Math.acos(dotProduct)\n const angleDegrees = angleRadians * (180 / Math.PI)\n\n // todo: some problem\n if (angleDegrees < 60) {\n const flipQuaternion = new Quaternion()\n flipQuaternion.setFromAxisAngle(new Vector3(0, 1, 0), Math.PI)\n targetQuaternion.multiply(flipQuaternion)\n }\n }\n\n private getTargetQuaternionV2(lastFromPositin: Vector3, currentPositin: Vector3, targetPosition: Vector3) {\n const vTo = targetPosition.clone().sub(currentPositin).normalize()\n const vFrom = currentPositin.clone().sub(lastFromPositin).normalize()\n\n const targetQuaternion = new Quaternion().setFromUnitVectors(vFrom, vTo)\n\n const flipQuaternion = new Quaternion()\n flipQuaternion.setFromAxisAngle(new Vector3(0, 1, 0), Math.PI)\n targetQuaternion.multiply(flipQuaternion)\n\n return targetQuaternion\n }\n\n subscription() {\n return new Promise((resolve) => {\n utils.emitter.on('continue', (data) => {\n resolve(data)\n })\n })\n }\n\n private checkAnimation(progress: number) {\n this.isLock = true\n this.isAnimation = true\n\n const key = Object.keys(targetProgresspoints).find((p) => {\n const num = parseFloat(p)\n if (progress >= num && progress < num + 0.01)\n return true\n })\n\n const targetMeshId = targetProgresspoints[key].lookAt\n\n let targetMesh: Group | null = null\n\n if (targetMeshId === 'GY_GD_guandaofamen_5')\n targetMesh = this.inspection.gobal.pipeline.getObjectByName(targetMeshId) as Group\n\n else\n targetMesh = this.inspection.gobal.realModl.getObjectByName(targetMeshId) as Group\n\n if (!targetMesh) {\n this.contineMove()\n this.isAnimation = false\n setTimeout(() => {\n this.isLock = false\n }, 500)\n return\n }\n\n const currentAnchor = this.inspection.anchorObject.get(targetProgresspoints[key].name)\n\n currentAnchor.traverse((child) => {\n if (child.name === 'cylinder')\n child.material = new MeshBasicMaterial({ color: new Color('yellow') })\n else\n child.material = new MeshBasicMaterial({ color: new Color('#facb2b') })\n })\n\n setTimeout(() => {\n const rotationMatrix = new Matrix4()\n\n const targetQuaternion = new Quaternion()\n const startQuaternion = this.model.quaternion.clone()\n\n const targetMeshPosition = targetMesh.position.clone()\n targetMeshPosition.y = targetMeshPosition.y + ((Number(key) === 0.04 || Number(key) === 0.68 || Number(key) === 0.40) ? 20 : 0)\n\n rotationMatrix.lookAt(targetMeshPosition, this.model.position, this.model.up)\n targetQuaternion.setFromRotationMatrix(rotationMatrix)\n\n const forwardTween = new Tween({ t: 0 })\n .to({ t: 1 }, 2000)\n .onUpdate((obj) => {\n this.model.quaternion.copy(startQuaternion).slerp(targetQuaternion, obj.t)\n })\n\n const backwardTween = new Tween({ t: 1 })\n .to({ t: 0 }, 2000)\n .onUpdate((obj) => {\n this.model.quaternion.copy(startQuaternion).slerp(targetQuaternion, obj.t)\n })\n\n forwardTween.onComplete(() => {\n let finirMesh: Group | null = null\n\n sendToMessage(MessageType.Event, 'onReachTarget', EMessageStatus.Success, undefined, {\n target: targetProgresspoints[key].name,\n })\n\n if (Number(key) === 0.04 || Number(key) === 0.68 || Number(key) === 0.40)\n (this.inspection.minCamera as Camera).layers.set(2)\n\n if (Number(key) === 0.15 || Number(key) === 0.24) {\n (this.inspection.minCamera as Camera).layers.enable(3)\n // @ts-ignore\n if (!targetMesh.finirMesh) {\n finirMesh = targetMesh.clone() as any as Group\n\n const finirMaterialV2 = createFinirMaterial('yellow', 5.3)\n\n finirMesh.traverse((child) => {\n child.layers.set(3)\n\n if (child.type === 'Mesh') {\n // @ts-ignore\n child.material = finirMaterialV2\n\n // @ts-ignore\n const lineSegments = new LineSegments(new EdgesGeometry(child.geometry as any), new LineBasicMaterial({ color: 'yellow' }))\n\n lineSegments.layers.set(3)\n finirMesh.add(lineSegments)\n }\n })\n\n // @ts-ignore\n targetMesh.finirMesh = finirMesh\n\n this.inspection.gobal.scene.add(finirMesh)\n }\n else {\n // @ts-ignore\n finirMesh = targetMesh.finirMesh\n\n finirMesh.visible = true\n }\n }\n\n // 异常点\n if (Number(key) === 0.15 || Number(key) === 0.24) {\n this.subscription().then((data) => {\n if (data) {\n finirMesh.visible = false\n backwardTween.start()\n\n utils.emitter.off('continue')\n }\n })\n }\n else {\n setTimeout(() => {\n if (Number(key) === 0.04 || Number(key) === 0.68 || Number(key) === 0.40)\n (this.inspection.minCamera as Camera).layers.set(0)\n\n // if (Number(key) === 0.40)\n // finirMesh.visible = false\n\n backwardTween.start()\n }, 6000)\n }\n })\n\n setTimeout(() => {\n forwardTween.start()\n }, 1000)\n\n backwardTween.onComplete(() => {\n this.isAnimation = false\n this.contineMove()\n\n currentAnchor.traverse((child) => {\n if (child.name === 'cylinder')\n child.material = new MeshBasicMaterial({ color: new Color('#cdccca') })\n else\n child.material = new MeshBasicMaterial({ color: new Color('#fff') })\n })\n\n setTimeout(() => {\n this.isLock = false\n }, 500)\n })\n }, 1000)\n }\n\n generateTempPath(currentPosition: Vector3, targetPosition: Vector3) {\n return new LineCurve3(currentPosition, targetPosition)\n }\n\n private startRotate = (targetQuaternion: Quaternion, mesh: Group, cb: () => void) => {\n const clock = new Clock()\n\n if (mesh.quaternion.equals(targetQuaternion))\n return cb()\n\n const animation = use.useframe(() => {\n const delta = clock.getDelta()\n if (!mesh.quaternion.equals(targetQuaternion)) {\n const step = 1 * delta\n mesh.quaternion.rotateTowards(targetQuaternion, step)\n }\n else {\n animation()\n cb()\n }\n },\n )\n }\n\n private generateTempPathMesh(curve: Curve<Vector3>) {\n // @ts-ignore\n const tube = new TubeGeometryV2(curve, 100, 5, 2, false)\n const tempPathMesh = new Mesh(tube, new MeshBasicMaterial({ map: this.temp, transparent: true, depthTest: true }))\n\n this.inspection.gobal.scene.add(tempPathMesh)\n this.tempPathMesh = tempPathMesh\n\n this.temp.repeat.set(curve.getLength() / 500, 2)\n this.tempDemo = use.useframe(() => {\n this.temp.offset.x -= -0.0009\n })\n }\n\n private cleanTempPathMesh() {\n if (this.tempPathMesh) {\n this.tempDemo()\n this.tempPathMesh.geometry.dispose()\n this.tempPathMesh.material.dispose();\n (this.tempPathMesh as Mesh).removeFromParent()\n }\n }\n\n gotoTarget(targetPosition: Vector3, targetProgress: number) {\n if (this.isAnimation)\n return\n\n this.isAnimation = true\n\n this.control.stop()\n\n const rotationMatrix = new Matrix4()\n const targetQuaternion = new Quaternion()\n\n rotationMatrix.lookAt(targetPosition, this.model.position, this.model.up)\n targetQuaternion.setFromRotationMatrix(rotationMatrix)\n\n this.startRotate(targetQuaternion, this.model,\n () => {\n const tempPathMeshtargetPosition = new Vector3(targetPosition.x, 1.1, targetPosition.z)\n this.generateTempPathMesh(this.generateTempPath(new Vector3(this.model.position.x, 1.1, this.model.position.z), tempPathMeshtargetPosition))\n\n const currentPosition = this.model.position\n const upCurve = new LineCurve3(currentPosition, new Vector3(currentPosition.x, currentPosition.y + 50, currentPosition.z))\n const upControl = utils.moveWithLine(this.model, upCurve, 10, { loop: false, lookat: targetPosition })\n\n // up end\n upControl.addEventListener('end', () => {\n const tempCurve = this.generateTempPath(currentPosition, new Vector3(targetPosition.x, targetPosition.y + 50, targetPosition.z))\n const tempControl = utils.moveWithLine(this.model, tempCurve, 60, { loop: false, lookat: false })\n\n // temp end\n tempControl.addEventListener('end', () => {\n const lastPosition = this.model.position\n const downCurve = new LineCurve3(lastPosition, new Vector3(lastPosition.x, lastPosition.y - 50, lastPosition.z))\n const downControl = utils.moveWithLine(this.model, downCurve, 10, { loop: false, lookat: false })\n\n // down end\n downControl.addEventListener('end', () => {\n const rotationMatrix2 = new Matrix4()\n const targetQuaternion2 = new Quaternion()\n\n const targetPosition2 = this.inspection.curve.getPointAt((targetProgress + 0.01) % 1)\n\n rotationMatrix2.lookAt(targetPosition2, this.model.position, this.model.up)\n targetQuaternion2.setFromRotationMatrix(rotationMatrix2)\n\n this.startRotate(targetQuaternion2, this.model, () => {\n setTimeout(() => {\n this.cleanTempPathMesh()\n this.isAnimation = false\n this.control.setProgress(targetProgress)\n this.control.contine()\n }, 500)\n })\n })\n })\n })\n })\n }\n\n setSpeed(speed: number) {\n if (this.control)\n this.control.setSpeed(speed)\n }\n\n stop() {\n if (this.control)\n this.control.stop()\n }\n\n contineMove() {\n if (this.control)\n this.control.contine()\n\n utils.emitter.emit('continue', true)\n }\n\n /**\n * todo: now temporarily not implemented\n */\n dispose() { }\n}\n\nexport default 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@@ -1 +1 @@
1
- {"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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1
+ {"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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@@ -238,6 +238,7 @@ var Camera = /*#__PURE__*/function () {
238
238
  return;
239
239
  }
240
240
  if (this.tween) this.tween.stop();
241
+ var oldControlsState = this.controls.enabled;
241
242
  this.tween = new TWEEN.Tween({
242
243
  t: 0,
243
244
  lookat: this.controls.target.clone(),
@@ -268,7 +269,7 @@ var Camera = /*#__PURE__*/function () {
268
269
  requestAnimationFrame(function () {
269
270
  (options === null || options === void 0 ? void 0 : options.onComplate) && options.onComplate();
270
271
  });
271
- _this4.controls.enabled = true;
272
+ _this4.controls.enabled = oldControlsState;
272
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  setTimeout(function () {
273
274
  _this4.isTransitionPeriod = false;
274
275
  });
@@ -1 +1 @@
1
- {"version":3,"names":["Box3","MathUtils","Vector3","TWEEN","MessageType","sendToMessage","EMessageStatus","Camera","app","isTrigger","camera","sceneControl","controls","handleChanged","currentPos","pitch","box","setFromPoints","map","item","center","getCenter","size","getSize","halfDiagonal","length","maxDistance","Math","tan","fov","PI","cameraToCenterDistance","directionVector","position","clone","sub","target","normalize","lastPosition","multiplyScalar","add","lastLookat","caclTargetByPitch","subVectors","upVector","localPitchAxis","crossVectors","applyAxisAngle","degToRad","distance","distanceTo","newTarget","prevTarget","prevPosition","lastTarget","addEventListener","isTransitionPeriod","lookat","Event","Success","undefined","toArray","params","Promise","res","duration","moveOptions","onUpdate","onComplate","userInput","Array","isArray","caclCurrentPos","moveCameraTo","caclSingleCoordinate","fromArray","_","x","y","z","options","currentPoition","currentPositionInterpolation","copy","requestAnimationFrame","renderer","render","scene","tween","stop","Tween","t","p","to","rotation","onStart","enabled","easing","Easing","Quadratic","InOut","rotationParent","currentPosition","lerpVectors","onComplete","setTimeout","start"],"sources":["../../../src/module/camera/index.ts"],"sourcesContent":["import type { OrbitControls, PerspectiveCamera } from '@anov/3d-core'\nimport { Box3, MathUtils, Vector3 } from '@anov/3d-core'\nimport * as TWEEN from '@tweenjs/tween.js'\nimport { MessageType, sendToMessage } from '../../utils/messageFn'\nimport type { BaseModule } from '../../utils/abstract'\nimport { EMessageStatus } from '../../messageStatus'\nimport type Anov3D from '../../sdkEntry'\n\ntype vector3Array = [number, number, number]\ninterface ChangeCameraPresetOptions {\n duration?: number\n onUpdate?: (params: { position: Vector3; lookat: Vector3 }) => void\n onStart?: () => void\n onComplate?: () => void\n isTrigger?: boolean\n}\n\nclass Camera implements BaseModule {\n app: Anov3D\n private camera: PerspectiveCamera\n private controls: OrbitControls\n private isTransitionPeriod = false\n private isTrigger = true\n private tween: any\n\n constructor(app: Anov3D) {\n this.app = app\n this.isTrigger = true\n this.camera = app.sceneControl.camera!\n this.controls = app.sceneControl.controls!\n this.handleChanged()\n }\n\n /**\n * caclCurrentPos\n * @param currentPos\n * @returns\n */\n private caclCurrentPos(currentPos: vector3Array[], pitch: number) {\n const box = new Box3()\n\n box.setFromPoints(currentPos.map(item => new Vector3(item[0], item[1], item[2])))\n\n const center = box.getCenter(new Vector3())\n const size = box.getSize(new Vector3())\n const halfDiagonal = size.length() * 0.5\n\n const maxDistance = halfDiagonal / Math.tan(this.camera.fov / 2 * Math.PI / 180)\n const cameraToCenterDistance = maxDistance\n const directionVector = (this.camera.position.clone()).sub(this.controls.target).normalize() // 相机指向物体中心的向量\n\n const lastPosition = directionVector.multiplyScalar(cameraToCenterDistance).add(center)\n const lastLookat = this.caclTargetByPitch(pitch, center, lastPosition)\n\n return {\n lastPosition,\n lastLookat,\n }\n }\n\n /**\n * caclTargetByPitch\n * @param pitch\n * @param target\n * @param position\n * @returns\n */\n private caclTargetByPitch(pitch: number, target: Vector3, position: Vector3) {\n const directionVector = new Vector3().subVectors(target, position)\n const upVector = new Vector3(0, 1, 0)\n const localPitchAxis = new Vector3().crossVectors(directionVector, upVector).normalize()\n\n directionVector.applyAxisAngle(localPitchAxis, MathUtils.degToRad(pitch))\n\n const distance = position.distanceTo(target)\n const newTarget = position.clone().add(directionVector.normalize().multiplyScalar(distance))\n\n return newTarget\n }\n\n /**\n * caclSingleCoordinate\n * @param prevTarget\n * @param prevPosition\n * @param lastTarget\n * @returns\n */\n private caclSingleCoordinate(prevTarget: Vector3, prevPosition: Vector3, lastTarget: Vector3) {\n const directionVector = lastTarget.clone().sub(prevTarget).normalize()\n return directionVector.multiplyScalar(lastTarget.distanceTo(prevTarget)).add(prevPosition)\n }\n\n /**\n * handle camera changed\n */\n private handleChanged() {\n this.controls.addEventListener('change', () => {\n if (!this.isTransitionPeriod && !this.isTrigger) {\n const lookat = this.controls.target\n const position = this.camera.position\n\n sendToMessage(MessageType.Event, 'onCameraChanged', EMessageStatus.Success, undefined, {\n position: position.toArray(),\n target: lookat.toArray(),\n })\n }\n\n // if (this.isTransitionPeriod)\n // this.app.sceneControl.renderer!.render(this.app.sceneControl.scene!, this.app.sceneControl.camera!)\n })\n }\n\n /**\n * focus On Position\n * @param params\n */\n focus(params: { target: vector3Array | vector3Array[]; pitch?: number; duration?: number; isTrigger?: boolean }) {\n return new Promise((res) => {\n const { target: position, pitch, duration } = params\n const moveOptions = () => ({\n duration: (duration && duration * 1000) ?? 1000,\n isTrigger: params.isTrigger ?? true,\n onUpdate: ({ position, lookat }) => {\n this.isTrigger = params.isTrigger ?? true\n params.isTrigger\n && sendToMessage(MessageType.Event, 'onCameraChanged', EMessageStatus.Success, undefined, {\n position: position.toArray(),\n target: lookat.toArray(),\n })\n },\n onComplate: () => {\n this.isTrigger = false\n\n res({\n position: this.camera.position.toArray(),\n target: this.controls.target.toArray(),\n duration: params.duration ?? 0,\n userInput: true,\n pitch: pitch ?? 40,\n })\n },\n }) as ChangeCameraPresetOptions\n\n if (Array.isArray(position[0])) {\n const currentPos = position as vector3Array[]\n const { lastPosition, lastLookat } = this.caclCurrentPos(currentPos, 0)\n\n this.moveCameraTo(\n lastPosition,\n lastLookat,\n pitch,\n moveOptions(),\n )\n }\n else {\n const currentPos = position as vector3Array\n const lastPosition = this.caclSingleCoordinate(this.controls.target, this.camera.position, new Vector3().fromArray(currentPos))\n const lastLookat = this.caclTargetByPitch(0, new Vector3().fromArray(currentPos), lastPosition)\n\n this.moveCameraTo(\n lastPosition,\n lastLookat,\n pitch,\n moveOptions(),\n )\n }\n })\n }\n\n /**\n * set camera\n * @param params\n */\n set(params: { position: vector3Array; target: vector3Array; isTrigger?: boolean; duration?: number }) {\n return new Promise((res, _) => {\n this.moveCameraTo(\n new Vector3(params.position[0], params.position[1], params.position[2]),\n new Vector3(params.target[0], params.target[1], params.target[2]),\n 0,\n {\n isTrigger: params.isTrigger ?? true,\n duration: (params.duration && params.duration * 1000) ?? 1000,\n onUpdate: ({ position, lookat }) => {\n this.isTrigger = params.isTrigger ?? true\n params.isTrigger\n && sendToMessage(MessageType.Event, 'onCameraChanged', EMessageStatus.Success, undefined, {\n position: position.toArray(),\n target: lookat.toArray(),\n })\n },\n onComplate: () => {\n this.isTrigger = false\n\n res({\n position: this.camera.position.toArray(),\n target: this.controls.target.toArray(),\n isTrigger: true,\n duration: params.duration ?? 0,\n userInput: true,\n })\n },\n })\n })\n }\n\n /**\n * get Camera info\n * @returns\n */\n get() {\n return {\n position: [this.camera.position.x, this.camera.position.y, this.camera.position.z],\n target: [this.controls.target.x, this.controls.target.y, this.controls.target.z],\n }\n }\n\n /**\n * interpolation move camera\n * @param position\n * @param target\n * @param options\n */\n private moveCameraTo(position: Vector3, target: Vector3, pitch = 0, options?: ChangeCameraPresetOptions) {\n const currentPoition = this.camera.position.clone()\n const currentPositionInterpolation = new Vector3()\n\n if (options?.duration === 0) {\n this.isTrigger = !options.isTrigger\n this.camera.position.copy(position)\n this.controls.target.copy(target)\n\n requestAnimationFrame(() => {\n options?.onComplate && options.onComplate()\n this.app.sceneControl.renderer!.render(this.app.sceneControl.scene!, this.app.sceneControl.camera!)\n })\n\n return\n }\n\n if (this.tween)\n this.tween.stop()\n\n this.tween = new TWEEN.Tween({ t: 0, lookat: this.controls.target.clone(), p: 0 }).to({ t: 1, lookat: target, p: (-this.camera.rotation.x + (pitch ? MathUtils.degToRad(-pitch) : 0)) }, options?.duration || 1000)\n .onStart(() => {\n options?.onStart && options.onStart()\n this.controls.enabled = false\n this.isTransitionPeriod = true\n })\n .easing(TWEEN.Easing.Quadratic.InOut)\n .onUpdate(({ t, lookat, p }) => {\n this.controls.target.copy(lookat)\n\n if (pitch)\n // @ts-ignore\n this.camera.rotationParent.x = p\n\n const currentPosition = currentPositionInterpolation.lerpVectors(currentPoition, position, t)\n this.camera.position.copy(currentPosition)\n options?.onUpdate && options.onUpdate({ position: currentPosition, lookat })\n })\n .onComplete(() => {\n requestAnimationFrame(() => {\n options?.onComplate && options.onComplate()\n })\n\n this.controls.enabled = true\n\n setTimeout(() => {\n this.isTransitionPeriod = false\n })\n })\n .start()\n }\n}\n\nexport default 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1
+ {"version":3,"names":["Box3","MathUtils","Vector3","TWEEN","MessageType","sendToMessage","EMessageStatus","Camera","app","isTrigger","camera","sceneControl","controls","handleChanged","currentPos","pitch","box","setFromPoints","map","item","center","getCenter","size","getSize","halfDiagonal","length","maxDistance","Math","tan","fov","PI","cameraToCenterDistance","directionVector","position","clone","sub","target","normalize","lastPosition","multiplyScalar","add","lastLookat","caclTargetByPitch","subVectors","upVector","localPitchAxis","crossVectors","applyAxisAngle","degToRad","distance","distanceTo","newTarget","prevTarget","prevPosition","lastTarget","addEventListener","isTransitionPeriod","lookat","Event","Success","undefined","toArray","params","Promise","res","duration","moveOptions","onUpdate","onComplate","userInput","Array","isArray","caclCurrentPos","moveCameraTo","caclSingleCoordinate","fromArray","_","x","y","z","options","currentPoition","currentPositionInterpolation","copy","requestAnimationFrame","renderer","render","scene","tween","stop","oldControlsState","enabled","Tween","t","p","to","rotation","onStart","easing","Easing","Quadratic","InOut","rotationParent","currentPosition","lerpVectors","onComplete","setTimeout","start"],"sources":["../../../src/module/camera/index.ts"],"sourcesContent":["import type { OrbitControls, PerspectiveCamera } from '@anov/3d-core'\nimport { Box3, MathUtils, Vector3 } from '@anov/3d-core'\nimport * as TWEEN from '@tweenjs/tween.js'\nimport { MessageType, sendToMessage } from '../../utils/messageFn'\nimport type { BaseModule } from '../../utils/abstract'\nimport { EMessageStatus } from '../../messageStatus'\nimport type Anov3D from '../../sdkEntry'\n\ntype vector3Array = [number, number, number]\ninterface ChangeCameraPresetOptions {\n duration?: number\n onUpdate?: (params: { position: Vector3; lookat: Vector3 }) => void\n onStart?: () => void\n onComplate?: () => void\n isTrigger?: boolean\n}\n\nclass Camera implements BaseModule {\n app: Anov3D\n private camera: PerspectiveCamera\n private controls: OrbitControls\n private isTransitionPeriod = false\n private isTrigger = true\n private tween: any\n\n constructor(app: Anov3D) {\n this.app = app\n this.isTrigger = true\n this.camera = app.sceneControl.camera!\n this.controls = app.sceneControl.controls!\n this.handleChanged()\n }\n\n /**\n * caclCurrentPos\n * @param currentPos\n * @returns\n */\n private caclCurrentPos(currentPos: vector3Array[], pitch: number) {\n const box = new Box3()\n\n box.setFromPoints(currentPos.map(item => new Vector3(item[0], item[1], item[2])))\n\n const center = box.getCenter(new Vector3())\n const size = box.getSize(new Vector3())\n const halfDiagonal = size.length() * 0.5\n\n const maxDistance = halfDiagonal / Math.tan(this.camera.fov / 2 * Math.PI / 180)\n const cameraToCenterDistance = maxDistance\n const directionVector = (this.camera.position.clone()).sub(this.controls.target).normalize() // 相机指向物体中心的向量\n\n const lastPosition = directionVector.multiplyScalar(cameraToCenterDistance).add(center)\n const lastLookat = this.caclTargetByPitch(pitch, center, lastPosition)\n\n return {\n lastPosition,\n lastLookat,\n }\n }\n\n /**\n * caclTargetByPitch\n * @param pitch\n * @param target\n * @param position\n * @returns\n */\n private caclTargetByPitch(pitch: number, target: Vector3, position: Vector3) {\n const directionVector = new Vector3().subVectors(target, position)\n const upVector = new Vector3(0, 1, 0)\n const localPitchAxis = new Vector3().crossVectors(directionVector, upVector).normalize()\n\n directionVector.applyAxisAngle(localPitchAxis, MathUtils.degToRad(pitch))\n\n const distance = position.distanceTo(target)\n const newTarget = position.clone().add(directionVector.normalize().multiplyScalar(distance))\n\n return newTarget\n }\n\n /**\n * caclSingleCoordinate\n * @param prevTarget\n * @param prevPosition\n * @param lastTarget\n * @returns\n */\n private caclSingleCoordinate(prevTarget: Vector3, prevPosition: Vector3, lastTarget: Vector3) {\n const directionVector = lastTarget.clone().sub(prevTarget).normalize()\n return directionVector.multiplyScalar(lastTarget.distanceTo(prevTarget)).add(prevPosition)\n }\n\n /**\n * handle camera changed\n */\n private handleChanged() {\n this.controls.addEventListener('change', () => {\n if (!this.isTransitionPeriod && !this.isTrigger) {\n const lookat = this.controls.target\n const position = this.camera.position\n\n sendToMessage(MessageType.Event, 'onCameraChanged', EMessageStatus.Success, undefined, {\n position: position.toArray(),\n target: lookat.toArray(),\n })\n }\n\n // if (this.isTransitionPeriod)\n // this.app.sceneControl.renderer!.render(this.app.sceneControl.scene!, this.app.sceneControl.camera!)\n })\n }\n\n /**\n * focus On Position\n * @param params\n */\n focus(params: { target: vector3Array | vector3Array[]; pitch?: number; duration?: number; isTrigger?: boolean }) {\n return new Promise((res) => {\n const { target: position, pitch, duration } = params\n const moveOptions = () => ({\n duration: (duration && duration * 1000) ?? 1000,\n isTrigger: params.isTrigger ?? true,\n onUpdate: ({ position, lookat }) => {\n this.isTrigger = params.isTrigger ?? true\n params.isTrigger\n && sendToMessage(MessageType.Event, 'onCameraChanged', EMessageStatus.Success, undefined, {\n position: position.toArray(),\n target: lookat.toArray(),\n })\n },\n onComplate: () => {\n this.isTrigger = false\n\n res({\n position: this.camera.position.toArray(),\n target: this.controls.target.toArray(),\n duration: params.duration ?? 0,\n userInput: true,\n pitch: pitch ?? 40,\n })\n },\n }) as ChangeCameraPresetOptions\n\n if (Array.isArray(position[0])) {\n const currentPos = position as vector3Array[]\n const { lastPosition, lastLookat } = this.caclCurrentPos(currentPos, 0)\n\n this.moveCameraTo(\n lastPosition,\n lastLookat,\n pitch,\n moveOptions(),\n )\n }\n else {\n const currentPos = position as vector3Array\n const lastPosition = this.caclSingleCoordinate(this.controls.target, this.camera.position, new Vector3().fromArray(currentPos))\n const lastLookat = this.caclTargetByPitch(0, new Vector3().fromArray(currentPos), lastPosition)\n\n this.moveCameraTo(\n lastPosition,\n lastLookat,\n pitch,\n moveOptions(),\n )\n }\n })\n }\n\n /**\n * set camera\n * @param params\n */\n set(params: { position: vector3Array; target: vector3Array; isTrigger?: boolean; duration?: number }) {\n return new Promise((res, _) => {\n this.moveCameraTo(\n new Vector3(params.position[0], params.position[1], params.position[2]),\n new Vector3(params.target[0], params.target[1], params.target[2]),\n 0,\n {\n isTrigger: params.isTrigger ?? true,\n duration: (params.duration && params.duration * 1000) ?? 1000,\n onUpdate: ({ position, lookat }) => {\n this.isTrigger = params.isTrigger ?? true\n params.isTrigger\n && sendToMessage(MessageType.Event, 'onCameraChanged', EMessageStatus.Success, undefined, {\n position: position.toArray(),\n target: lookat.toArray(),\n })\n },\n onComplate: () => {\n this.isTrigger = false\n\n res({\n position: this.camera.position.toArray(),\n target: this.controls.target.toArray(),\n isTrigger: true,\n duration: params.duration ?? 0,\n userInput: true,\n })\n },\n })\n })\n }\n\n /**\n * get Camera info\n * @returns\n */\n get() {\n return {\n position: [this.camera.position.x, this.camera.position.y, this.camera.position.z],\n target: [this.controls.target.x, this.controls.target.y, this.controls.target.z],\n }\n }\n\n /**\n * interpolation move camera\n * @param position\n * @param target\n * @param options\n */\n private moveCameraTo(position: Vector3, target: Vector3, pitch = 0, options?: ChangeCameraPresetOptions) {\n const currentPoition = this.camera.position.clone()\n const currentPositionInterpolation = new Vector3()\n\n if (options?.duration === 0) {\n this.isTrigger = !options.isTrigger\n this.camera.position.copy(position)\n this.controls.target.copy(target)\n\n requestAnimationFrame(() => {\n options?.onComplate && options.onComplate()\n this.app.sceneControl.renderer!.render(this.app.sceneControl.scene!, this.app.sceneControl.camera!)\n })\n\n return\n }\n\n if (this.tween)\n this.tween.stop()\n\n const oldControlsState = this.controls.enabled\n\n this.tween = new TWEEN.Tween({ t: 0, lookat: this.controls.target.clone(), p: 0 }).to({ t: 1, lookat: target, p: (-this.camera.rotation.x + (pitch ? MathUtils.degToRad(-pitch) : 0)) }, options?.duration || 1000)\n .onStart(() => {\n options?.onStart && options.onStart()\n this.controls.enabled = false\n this.isTransitionPeriod = true\n })\n .easing(TWEEN.Easing.Quadratic.InOut)\n .onUpdate(({ t, lookat, p }) => {\n this.controls.target.copy(lookat)\n\n if (pitch)\n // @ts-ignore\n this.camera.rotationParent.x = p\n\n const currentPosition = currentPositionInterpolation.lerpVectors(currentPoition, position, t)\n this.camera.position.copy(currentPosition)\n options?.onUpdate && options.onUpdate({ position: currentPosition, lookat })\n })\n .onComplete(() => {\n requestAnimationFrame(() => {\n options?.onComplate && options.onComplate()\n })\n\n this.controls.enabled = oldControlsState\n\n setTimeout(() => {\n this.isTransitionPeriod = false\n })\n })\n .start()\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": "0.0.77",
3
+ "version": "0.0.79",
4
4
  "description": "",
5
5
  "author": "",
6
6
  "license": "MIT",