@anov/3d 0.0.90 → 0.0.91

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@@ -370,6 +370,8 @@ var Factory3D = /*#__PURE__*/function () {
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  this.scene.cutoutCamera = this.inspection.mapCamera;
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  this.mainCamera = this.scene.camera;
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  this.scene.camera = cutoutCamera;
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+ utils.emitter.emit('play');
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+ utils.emitter.emit('toggleView', 'Drone');
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  }
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  }
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  if (viewType === 'Global') {
@@ -378,6 +380,8 @@ var Factory3D = /*#__PURE__*/function () {
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  var _cutoutCamera = this.inspection.minCamera;
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  this.scene.camera = mainCamera;
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  this.scene.cutoutCamera = _cutoutCamera;
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+ utils.emitter.emit('stop');
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+ utils.emitter.emit('toggleView', 'Global');
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  }
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  }
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  } else {
@@ -388,6 +392,7 @@ var Factory3D = /*#__PURE__*/function () {
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  this.mainCamera = this.scene.camera;
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  this.scene.camera = _cutoutCamera2;
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  utils.emitter.emit('play');
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+ utils.emitter.emit('toggleView', 'Drone');
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  } else {
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  // toggle to main camera
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  var _mainCamera = this.mainCamera;
@@ -395,6 +400,7 @@ var Factory3D = /*#__PURE__*/function () {
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  this.scene.camera = _mainCamera;
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  this.scene.cutoutCamera = _cutoutCamera3;
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  utils.emitter.emit('stop');
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+ utils.emitter.emit('toggleView', 'Global');
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  }
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  }
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  }
@@ -1 +1 @@
1
- {"version":3,"names":["AdditiveBlending","Color","EquirectangularReflectionMapping","InteractionManager","LoadingManager","Mesh","ModelLoader","PlaneGeometry","RepeatWrapping","SRGBColorSpace","ShaderChunk","ShaderMaterial","TextureLoader","Vector2","Vector3","Vector4","lib","use","utils","Camera","finirMaterialV1","handleUnit","toggleTag","globalEvents","SceneStyle","SceneTag","factoryGlobalObject","createRiseLayer","targetProgresspoints","frag","vert","vertexShader","logdepthbuf_pars_vertex","logdepthbuf_vertex","fragmentShader","logdepthbuf_pars_fragment","logdepthbuf_fragment","loadingManager","load","rgbeLoader","RGBELoader","emitter","resourcePath","resourcePath2","usePath","_Texture","_Texture2","_Texture3","wrapS","wrapT","repeat","set","uniforms","value","_Texture_ST","_Color","r","g","b","_ColorS","_TextureMask","_TexturePlane","_MaskUV","_ColorMask","_ColorMaskS","_Speed","_OP","_Time","material","transparent","Factory3D","option","overview","real","Map","globalEventsAgent","setFactory","scene","Promise","resolve","cameraUtil","camera","controls","control","layers","loadGLTF","gltf","realTreeModel","traverse","child","enable","add","interactionManager","renderer","domElement","storeManagement","useframe","update","loadModel","onLoad","toneMappingExposure","visible","style","realModl","call","group","type","name","geometry","plane","rotation","x","Math","PI","position","renderOrder","scale","text","blending","opacity","depthTest","map","offset","tech","techModel","targerMeshName","Object","values","v","lookAt","texture1","texture2","uvScale","includes","thermaLimaging","pipeline","realGroundModel","setPath","texture","mapping","colorSpace","boxSkeyTexture","environment","background","params","tag","apply","forEach","eventKey","on","args","eventHandleFn","get","fn","viewType","cutoutCamera","inspection","minCamera","mapCamera","mainCamera","emit","eventName","handleFn","push"],"sources":["../../src/factory/3d.ts"],"sourcesContent":["import type { DataTexture, Group, OrbitControls, SceneControl } from '@anov/3d-core'\nimport { AdditiveBlending, BoxGeometry, Color, EquirectangularReflectionMapping, InteractionManager, LoadingManager, Mesh, MeshBasicMaterial, ModelLoader, PlaneGeometry, RepeatWrapping, SRGBColorSpace, ShaderChunk, ShaderMaterial, TextureLoader, Vector2, Vector3, Vector4, lib, sRGBEncoding, use, utils } from '@anov/3d-core'\nimport { Camera, createBloomSelectedTool, initPostEffects } from '@anov/3d-ability'\nimport { finirMaterialV1 } from './utils/finirMaterial'\nimport handleUnit, { toggleTag } from './unit'\nimport type WallManage from './unit/wall'\nimport type LineManage from './unit/line'\nimport type CylinderManage from './unit/cylinder'\nimport type PoiManage from './unit/poi'\nimport type CircleManage from './unit/circle'\nimport type AreaBoundingBoxManage from './unit/areaBoundingBox'\nimport type Inspection from './unit/inspection'\nimport { globalEvents } from './globalData'\nimport { SceneStyle, SceneTag } from './utils/constant'\nimport switchMaterial from './utils/switchMaterial'\nimport factoryGlobalObject from './globalControl'\nimport { debounce } from './utils'\nimport createRiseLayer from './unit/layer/rise'\nimport { targetProgresspoints } from './unit/inspection/lineData'\n\nimport frag from './unit/glsl/heat/frag'\nimport vert from './unit/glsl/heat/ver'\n\ntype factory3dOption = {\n model: string\n environment: string\n decoderPath?: string\n controls?: any\n}\n\nconst vertexShader = `\n${ShaderChunk.logdepthbuf_pars_vertex}\nbool isPerspectiveMatrix(mat4) {\n return true;\n }\n varying vec2 vUv;\n varying vec3 vPosition;\n\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vec4 worldPosition1 = modelMatrix * vec4(position, 1.0);\n vPosition = worldPosition1.xyz;\n ${ShaderChunk.logdepthbuf_vertex}\n }\n`\n\n// Fragment shader\nconst fragmentShader = `\n ${ShaderChunk.logdepthbuf_pars_fragment} \n\n uniform sampler2D _Texture;\n uniform sampler2D _TexturePlane;\n //uniform vec4 _Texture_ST;\n uniform vec4 _Color;\n uniform float _ColorS;\n uniform sampler2D _TextureMask;\n uniform float _MaskUV;\n uniform vec4 _ColorMask;\n uniform float _ColorMaskS;\n //uniform vec4 _Speed;\n //uniform float _OP;\n uniform float _Time; \n varying vec2 vUv;\n varying vec3 vPosition;\n\n\n\n void main() {\n vec4 _ColorMask_ =vec4(0.,0.6,1.,1.);\n\n vec3 temp_cast_0 = vec3(0.2);\n vec4 o = vec4(temp_cast_0, 1.0);\n vec2 uv_Texture = vUv * 10.0;\n vec4 tex2DNode1 = texture2D(_Texture, uv_Texture);\n vec4 tex2DNode2 = texture2D(_TexturePlane, uv_Texture);\n vec2 temp_cast_1 = vec2(_MaskUV)* 3.0;\n vec2 uv_TexCoord7 = vUv * temp_cast_1;\n vec2 panner6 = (vec2(_Time,_Time)+ uv_TexCoord7);\n o.rgb = ((tex2DNode2*0.1)+(_Color * tex2DNode1.r * _ColorS) + (_ColorMask_ * (tex2DNode1.r * texture2D(_TextureMask, panner6).r) * _ColorMaskS*10.)).rgb;\n //o.a = _OP;\n gl_FragColor = o;\n gl_FragColor.a = 1.0;\n \n if(vPosition.x>-550.0 && vPosition.x<550.0 && vPosition.z>-300.0 && vPosition.z<270.0){\n gl_FragColor.a = 0.0;\n }else{\n gl_FragColor.a = .85;\n }\n\n ${ShaderChunk.logdepthbuf_fragment}\n }\n`\n\nexport const loadingManager = new LoadingManager()\nconst load = new ModelLoader(loadingManager)\nconst rgbeLoader = new lib.RGBELoader(loadingManager)\nconst { emitter } = utils\n\nconst resourcePath = './'\nconst resourcePath2 = 'http://172.16.223.163:9000/anov-prod/anov-3d/factory/example/'\n\nexport const usePath = process.env.ENV === 'dev' ? resourcePath : resourcePath2\n\nconst _Texture = new TextureLoader().load(`${usePath}demo03.jpg`)\nconst _Texture2 = new TextureLoader().load(`${usePath}demo04.jpg`)\nconst _Texture3 = new TextureLoader().load(`${usePath}test04.jpg`)\n\n_Texture.wrapS = RepeatWrapping\n_Texture.wrapT = RepeatWrapping\n\n_Texture2.wrapS = RepeatWrapping\n_Texture2.wrapT = RepeatWrapping\n\n_Texture3.wrapS = RepeatWrapping\n_Texture3.wrapT = RepeatWrapping\n\n_Texture.repeat.set(5000, 5000)\n_Texture2.repeat.set(10, 10)\n_Texture3.repeat.set(5000, 5000)\n\nconst uniforms = {\n _Texture: { value: _Texture },\n _Texture_ST: { value: new Vector4() },\n _Color: { value: new Vector4(new Color('#096ddb').r, new Color('#096ddb').g, new Color('#096ddb').b, 0.5) },\n _ColorS: { value: 1 },\n _TextureMask: { value: _Texture2 },\n _TexturePlane: { value: _Texture3 },\n _MaskUV: { value: 1 },\n _ColorMask: { value: new Vector4(new Color('#fff').r, new Color('#fff').g, new Color('#fff').b, 1) },\n _ColorMaskS: { value: 1 },\n _Speed: { value: new Vector4(0.0, 0.2, 0, 0) },\n _OP: { value: 1.0 },\n _Time: { value: 1.0 },\n}\n\nconst material = new ShaderMaterial({\n uniforms,\n vertexShader,\n fragmentShader,\n transparent: true,\n // depthTest: false,\n})\n\nclass Factory3D {\n position: Vector3 = new Vector3(0, 0, 0)\n scene: SceneControl\n control: OrbitControls\n cameraUtil: Camera\n\n public loadingManager = loadingManager\n public tag = SceneTag.overview\n public style: SceneStyle = SceneStyle.real\n private option: factory3dOption\n wall: WallManage\n line: LineManage\n cylinder: CylinderManage\n poi: PoiManage\n circle: CircleManage\n areaBoundingBox: AreaBoundingBoxManage\n inspection: Inspection\n\n usePath = usePath\n\n private pipeline: Group\n private realModl: Group\n private techModel: Group\n private realGroundModel: Group\n private realTreeModel: Group\n private thermaLimaging: Group\n private eventHandleFn: Map<string, ((args?: any) => void)[]> = new Map()\n private boxSkeyTexture: DataTexture\n\n mainCamera: any\n\n interactionManager: InteractionManager\n\n constructor(option: factory3dOption) {\n this.option = option\n this.globalEventsAgent()\n factoryGlobalObject.setFactory(this)\n }\n\n /**\n * render factory 3d scene\n */\n renderScene(scene: SceneControl) {\n return new Promise((resolve) => {\n this.scene = scene\n\n this.cameraUtil = new Camera(scene.camera!, scene.controls!, scene)\n this.control = scene.controls!\n scene.camera.layers.set(0)\n\n load.loadGLTF(`${this.usePath}landScap3.glb`, false, true, './draco/', (gltf) => {\n this.realTreeModel = (gltf.scene) as Group\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // console.log(value.point)\n // this.position = value.point\n // })\n\n gltf.scene.traverse((child) => {\n child.layers.enable(5)\n })\n\n scene.add(this.realTreeModel)\n\n return gltf\n })\n\n const interactionManager = new InteractionManager(\n this.scene.renderer,\n this.scene.camera,\n this.scene.renderer.domElement, // Modified By LM this.scene.cssRenderer.cssRenderer.domElement,\n )\n\n this.interactionManager = interactionManager\n\n utils.storeManagement.set('interactionManager', interactionManager)\n\n use.useframe(() => {\n interactionManager.update()\n })\n\n this.loadModel()\n\n loadingManager.onLoad = () => {\n resolve('success')\n }\n\n scene.renderer.toneMappingExposure = 0.4\n })\n }\n\n private loadModel() {\n // real model\n load.loadGLTF(`${this.usePath}222.glb`, false, true, './draco/', (gltf) => {\n this.scene.add(gltf.scene)\n\n gltf.scene.visible = SceneStyle.real === this.style\n\n this.realModl = gltf.scene as Group\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // console.log(value.point)\n // this.position = value.point\n // })\n\n gltf.scene.traverse((child) => {\n child.layers.enable(5)\n })\n\n handleUnit.call(this)\n\n return gltf\n })\n\n // tech model\n load.loadGLTF(`${this.usePath}2222.glb`, false, true, './draco/', (gltf) => {\n const group = gltf.scene\n\n use.useframe(() => {\n if (uniforms._Time.value > 0.5)\n uniforms._Time.value = 0\n\n uniforms._Time.value += 0.0008\n })\n\n group.traverse((child) => {\n // @ts-ignore\n if (child.type === 'Mesh') {\n if (child.name === '柱体') {\n // @ts-ignore\n child.visible = false\n const geometry = new PlaneGeometry(3000, 2000)\n const plane = new Mesh(geometry, material)\n plane.rotation.x = -Math.PI / 2\n\n plane.position.set(0, -1.5, 0)\n plane.renderOrder = -1\n\n group.add(plane)\n }\n\n else {\n // @ts-ignore\n child.material = finirMaterialV1\n }\n }\n })\n\n load.loadGLTF(`${this.usePath}plane.glb`, false, true, './draco/', (gltf) => {\n gltf.scene.scale.set(0.5, 0.5, 0.5)\n\n const text = new TextureLoader().load(`${this.usePath}roll.png`)\n\n text.wrapS = RepeatWrapping\n text.wrapT = RepeatWrapping\n\n text.repeat.set(1, 1)\n\n gltf.scene.traverse((child) => {\n if (child.type === 'Mesh') {\n // @ts-ignore\n child.material.blending = AdditiveBlending\n // @ts-ignore\n child.material.transparent = true\n // @ts-ignore\n child.material.opacity = 1\n // @ts-ignore\n child.material.depthTest = true\n\n // @ts-ignore\n child.material.map = text\n }\n })\n\n use.useframe(() => {\n text.offset.x += 0.01\n })\n\n group.add(gltf.scene)\n\n return gltf\n })\n\n createRiseLayer()\n\n this.scene.add(group)\n\n group.visible = SceneStyle.tech === this.style\n this.techModel = group as Group\n\n return gltf\n })\n\n const targerMeshName = Object.values(targetProgresspoints).map(v => v.lookAt)\n\n // thermaLimaging model\n load.loadGLTF(`${this.usePath}2222.glb`, false, true, './draco/', (gltf) => {\n const group = gltf.scene\n group.traverse((child) => {\n if (child.type === 'Mesh') {\n // @ts-ignore\n child.material = new ShaderMaterial({\n vertexShader: vert,\n fragmentShader: frag,\n uniforms: {\n texture1: { value: new TextureLoader(this.loadingManager).load(`${this.usePath}test01.jpg`) },\n texture2: { value: new TextureLoader(this.loadingManager).load(`${this.usePath}test02.jpg`) },\n uvScale: { value: new Vector2(1, 1) },\n },\n })\n\n child.layers.set(2)\n\n if (targerMeshName.includes(child.name))\n // @ts-ignore\n child.material.depthTest = false\n }\n })\n\n this.scene.add(group)\n\n this.thermaLimaging = group as Group\n\n return gltf\n })\n\n load.loadGLTF(`${this.usePath}guandao.glb`, false, true, './draco/', (gltf) => {\n this.scene.add(gltf.scene)\n\n this.pipeline = gltf.scene as Group\n return gltf\n })\n\n // ground\n load.loadGLTF(`${this.usePath}landScap.glb`, false, true, './draco/', (gltf) => {\n this.scene.add(gltf.scene)\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // console.log(value.point)\n // this.position = value.point\n // })\n\n this.realGroundModel = gltf.scene as Group\n return gltf\n })\n rgbeLoader.setPath(`${this.usePath}`).load('demo.hdr', (texture) => {\n texture.mapping = EquirectangularReflectionMapping\n\n texture.colorSpace = SRGBColorSpace\n this.boxSkeyTexture = texture\n this.scene.scene.environment = texture\n this.scene.scene.background = new Color('#ccc')\n })\n }\n\n /**\n * toggle SceneStyle\n * @param params\n */\n toggleSceneStyle(params: SceneStyle) {\n if (this.style === params)\n return\n\n this.style = params\n\n if (this.style === SceneStyle.tech) {\n this.pipeline.visible = false\n this.techModel.visible = true\n this.realModl.visible = false\n this.realTreeModel.visible = false\n this.scene.scene.background = null\n this.realGroundModel && (this.realGroundModel.visible = false)\n\n this.scene.renderer.toneMappingExposure = 0.6\n }\n\n if (params === SceneStyle.real) {\n this.pipeline.visible = true\n this.techModel.visible = false\n this.realModl.visible = true\n this.realGroundModel && (this.realGroundModel.visible = true)\n this.realTreeModel && (this.realTreeModel.visible = true)\n this.scene.scene.background = new Color('#ccc')\n this.scene.scene.environment = this.boxSkeyTexture\n\n this.scene.renderer.toneMappingExposure = 0.4\n }\n }\n\n public toggleTag(tag: SceneTag) {\n if (this.tag === tag)\n return\n toggleTag[tag].apply(this, [this])\n }\n\n private globalEventsAgent() {\n globalEvents.forEach((eventKey) => {\n emitter.on(eventKey, (args) => {\n this.eventHandleFn.get(eventKey)?.forEach((fn) => {\n fn(args)\n })\n })\n })\n }\n\n /**\n * toggle view\n */\n toggleView(viewType?: string) {\n if (this.tag !== SceneTag['smart-inspection'])\n return\n\n if (viewType) {\n if (viewType === 'Drone') {\n if (this.scene.cutoutCamera === this.inspection.minCamera) {\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.cutoutCamera = this.inspection.mapCamera\n this.mainCamera = this.scene.camera\n this.scene.camera = cutoutCamera\n }\n }\n\n if (viewType === 'Global') {\n if (this.scene.cutoutCamera !== this.inspection.minCamera) {\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n }\n }\n }\n else {\n // toggle to min camera\n if (this.scene.cutoutCamera === this.inspection.minCamera) {\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.cutoutCamera = this.inspection.mapCamera\n\n this.mainCamera = this.scene.camera\n this.scene.camera = cutoutCamera\n\n utils.emitter.emit('play')\n }\n else {\n // toggle to main camera\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n utils.emitter.emit('stop')\n }\n }\n }\n\n addEventListener(eventName: string, handleFn: (args?: any) => void) {\n if (this.eventHandleFn.get(eventName))\n this.eventHandleFn.get(eventName).push(handleFn)\n\n else\n this.eventHandleFn.set(eventName, [handleFn])\n }\n}\n\nexport default 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{"version":3,"names":["AdditiveBlending","Color","EquirectangularReflectionMapping","InteractionManager","LoadingManager","Mesh","ModelLoader","PlaneGeometry","RepeatWrapping","SRGBColorSpace","ShaderChunk","ShaderMaterial","TextureLoader","Vector2","Vector3","Vector4","lib","use","utils","Camera","finirMaterialV1","handleUnit","toggleTag","globalEvents","SceneStyle","SceneTag","factoryGlobalObject","createRiseLayer","targetProgresspoints","frag","vert","vertexShader","logdepthbuf_pars_vertex","logdepthbuf_vertex","fragmentShader","logdepthbuf_pars_fragment","logdepthbuf_fragment","loadingManager","load","rgbeLoader","RGBELoader","emitter","resourcePath","resourcePath2","usePath","_Texture","_Texture2","_Texture3","wrapS","wrapT","repeat","set","uniforms","value","_Texture_ST","_Color","r","g","b","_ColorS","_TextureMask","_TexturePlane","_MaskUV","_ColorMask","_ColorMaskS","_Speed","_OP","_Time","material","transparent","Factory3D","option","overview","real","Map","globalEventsAgent","setFactory","scene","Promise","resolve","cameraUtil","camera","controls","control","layers","loadGLTF","gltf","realTreeModel","traverse","child","enable","add","interactionManager","renderer","domElement","storeManagement","useframe","update","loadModel","onLoad","toneMappingExposure","visible","style","realModl","call","group","type","name","geometry","plane","rotation","x","Math","PI","position","renderOrder","scale","text","blending","opacity","depthTest","map","offset","tech","techModel","targerMeshName","Object","values","v","lookAt","texture1","texture2","uvScale","includes","thermaLimaging","pipeline","realGroundModel","setPath","texture","mapping","colorSpace","boxSkeyTexture","environment","background","params","tag","apply","forEach","eventKey","on","args","eventHandleFn","get","fn","viewType","cutoutCamera","inspection","minCamera","mapCamera","mainCamera","emit","eventName","handleFn","push"],"sources":["../../src/factory/3d.ts"],"sourcesContent":["import type { DataTexture, Group, OrbitControls, SceneControl } from '@anov/3d-core'\nimport { AdditiveBlending, BoxGeometry, Color, EquirectangularReflectionMapping, InteractionManager, LoadingManager, Mesh, MeshBasicMaterial, ModelLoader, PlaneGeometry, RepeatWrapping, SRGBColorSpace, ShaderChunk, ShaderMaterial, TextureLoader, Vector2, Vector3, Vector4, lib, sRGBEncoding, use, utils } from '@anov/3d-core'\nimport { Camera, createBloomSelectedTool, initPostEffects } from '@anov/3d-ability'\nimport { finirMaterialV1 } from './utils/finirMaterial'\nimport handleUnit, { toggleTag } from './unit'\nimport type WallManage from './unit/wall'\nimport type LineManage from './unit/line'\nimport type CylinderManage from './unit/cylinder'\nimport type PoiManage from './unit/poi'\nimport type CircleManage from './unit/circle'\nimport type AreaBoundingBoxManage from './unit/areaBoundingBox'\nimport type Inspection from './unit/inspection'\nimport { globalEvents } from './globalData'\nimport { SceneStyle, SceneTag } from './utils/constant'\nimport switchMaterial from './utils/switchMaterial'\nimport factoryGlobalObject from './globalControl'\nimport { debounce } from './utils'\nimport createRiseLayer from './unit/layer/rise'\nimport { targetProgresspoints } from './unit/inspection/lineData'\n\nimport frag from './unit/glsl/heat/frag'\nimport vert from './unit/glsl/heat/ver'\n\ntype factory3dOption = {\n model: string\n environment: string\n decoderPath?: string\n controls?: any\n}\n\nconst vertexShader = `\n${ShaderChunk.logdepthbuf_pars_vertex}\nbool isPerspectiveMatrix(mat4) {\n return true;\n }\n varying vec2 vUv;\n varying vec3 vPosition;\n\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vec4 worldPosition1 = modelMatrix * vec4(position, 1.0);\n vPosition = worldPosition1.xyz;\n ${ShaderChunk.logdepthbuf_vertex}\n }\n`\n\n// Fragment shader\nconst fragmentShader = `\n ${ShaderChunk.logdepthbuf_pars_fragment} \n\n uniform sampler2D _Texture;\n uniform sampler2D _TexturePlane;\n //uniform vec4 _Texture_ST;\n uniform vec4 _Color;\n uniform float _ColorS;\n uniform sampler2D _TextureMask;\n uniform float _MaskUV;\n uniform vec4 _ColorMask;\n uniform float _ColorMaskS;\n //uniform vec4 _Speed;\n //uniform float _OP;\n uniform float _Time; \n varying vec2 vUv;\n varying vec3 vPosition;\n\n\n\n void main() {\n vec4 _ColorMask_ =vec4(0.,0.6,1.,1.);\n\n vec3 temp_cast_0 = vec3(0.2);\n vec4 o = vec4(temp_cast_0, 1.0);\n vec2 uv_Texture = vUv * 10.0;\n vec4 tex2DNode1 = texture2D(_Texture, uv_Texture);\n vec4 tex2DNode2 = texture2D(_TexturePlane, uv_Texture);\n vec2 temp_cast_1 = vec2(_MaskUV)* 3.0;\n vec2 uv_TexCoord7 = vUv * temp_cast_1;\n vec2 panner6 = (vec2(_Time,_Time)+ uv_TexCoord7);\n o.rgb = ((tex2DNode2*0.1)+(_Color * tex2DNode1.r * _ColorS) + (_ColorMask_ * (tex2DNode1.r * texture2D(_TextureMask, panner6).r) * _ColorMaskS*10.)).rgb;\n //o.a = _OP;\n gl_FragColor = o;\n gl_FragColor.a = 1.0;\n \n if(vPosition.x>-550.0 && vPosition.x<550.0 && vPosition.z>-300.0 && vPosition.z<270.0){\n gl_FragColor.a = 0.0;\n }else{\n gl_FragColor.a = .85;\n }\n\n ${ShaderChunk.logdepthbuf_fragment}\n }\n`\n\nexport const loadingManager = new LoadingManager()\nconst load = new ModelLoader(loadingManager)\nconst rgbeLoader = new lib.RGBELoader(loadingManager)\nconst { emitter } = utils\n\nconst resourcePath = './'\nconst resourcePath2 = 'http://172.16.223.163:9000/anov-prod/anov-3d/factory/example/'\n\nexport const usePath = process.env.ENV === 'dev' ? resourcePath : resourcePath2\n\nconst _Texture = new TextureLoader().load(`${usePath}demo03.jpg`)\nconst _Texture2 = new TextureLoader().load(`${usePath}demo04.jpg`)\nconst _Texture3 = new TextureLoader().load(`${usePath}test04.jpg`)\n\n_Texture.wrapS = RepeatWrapping\n_Texture.wrapT = RepeatWrapping\n\n_Texture2.wrapS = RepeatWrapping\n_Texture2.wrapT = RepeatWrapping\n\n_Texture3.wrapS = RepeatWrapping\n_Texture3.wrapT = RepeatWrapping\n\n_Texture.repeat.set(5000, 5000)\n_Texture2.repeat.set(10, 10)\n_Texture3.repeat.set(5000, 5000)\n\nconst uniforms = {\n _Texture: { value: _Texture },\n _Texture_ST: { value: new Vector4() },\n _Color: { value: new Vector4(new Color('#096ddb').r, new Color('#096ddb').g, new Color('#096ddb').b, 0.5) },\n _ColorS: { value: 1 },\n _TextureMask: { value: _Texture2 },\n _TexturePlane: { value: _Texture3 },\n _MaskUV: { value: 1 },\n _ColorMask: { value: new Vector4(new Color('#fff').r, new Color('#fff').g, new Color('#fff').b, 1) },\n _ColorMaskS: { value: 1 },\n _Speed: { value: new Vector4(0.0, 0.2, 0, 0) },\n _OP: { value: 1.0 },\n _Time: { value: 1.0 },\n}\n\nconst material = new ShaderMaterial({\n uniforms,\n vertexShader,\n fragmentShader,\n transparent: true,\n // depthTest: false,\n})\n\nclass Factory3D {\n position: Vector3 = new Vector3(0, 0, 0)\n scene: SceneControl\n control: OrbitControls\n cameraUtil: Camera\n\n public loadingManager = loadingManager\n public tag = SceneTag.overview\n public style: SceneStyle = SceneStyle.real\n private option: factory3dOption\n wall: WallManage\n line: LineManage\n cylinder: CylinderManage\n poi: PoiManage\n circle: CircleManage\n areaBoundingBox: AreaBoundingBoxManage\n inspection: Inspection\n\n usePath = usePath\n\n private pipeline: Group\n private realModl: Group\n private techModel: Group\n private realGroundModel: Group\n private realTreeModel: Group\n private thermaLimaging: Group\n private eventHandleFn: Map<string, ((args?: any) => void)[]> = new Map()\n private boxSkeyTexture: DataTexture\n\n mainCamera: any\n\n interactionManager: InteractionManager\n\n constructor(option: factory3dOption) {\n this.option = option\n this.globalEventsAgent()\n factoryGlobalObject.setFactory(this)\n }\n\n /**\n * render factory 3d scene\n */\n renderScene(scene: SceneControl) {\n return new Promise((resolve) => {\n this.scene = scene\n\n this.cameraUtil = new Camera(scene.camera!, scene.controls!, scene)\n this.control = scene.controls!\n scene.camera.layers.set(0)\n\n load.loadGLTF(`${this.usePath}landScap3.glb`, false, true, './draco/', (gltf) => {\n this.realTreeModel = (gltf.scene) as Group\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // console.log(value.point)\n // this.position = value.point\n // })\n\n gltf.scene.traverse((child) => {\n child.layers.enable(5)\n })\n\n scene.add(this.realTreeModel)\n\n return gltf\n })\n\n const interactionManager = new InteractionManager(\n this.scene.renderer,\n this.scene.camera,\n this.scene.renderer.domElement, // Modified By LM this.scene.cssRenderer.cssRenderer.domElement,\n )\n\n this.interactionManager = interactionManager\n\n utils.storeManagement.set('interactionManager', interactionManager)\n\n use.useframe(() => {\n interactionManager.update()\n })\n\n this.loadModel()\n\n loadingManager.onLoad = () => {\n resolve('success')\n }\n\n scene.renderer.toneMappingExposure = 0.4\n })\n }\n\n private loadModel() {\n // real model\n load.loadGLTF(`${this.usePath}222.glb`, false, true, './draco/', (gltf) => {\n this.scene.add(gltf.scene)\n\n gltf.scene.visible = SceneStyle.real === this.style\n\n this.realModl = gltf.scene as Group\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // console.log(value.point)\n // this.position = value.point\n // })\n\n gltf.scene.traverse((child) => {\n child.layers.enable(5)\n })\n\n handleUnit.call(this)\n\n return gltf\n })\n\n // tech model\n load.loadGLTF(`${this.usePath}2222.glb`, false, true, './draco/', (gltf) => {\n const group = gltf.scene\n\n use.useframe(() => {\n if (uniforms._Time.value > 0.5)\n uniforms._Time.value = 0\n\n uniforms._Time.value += 0.0008\n })\n\n group.traverse((child) => {\n // @ts-ignore\n if (child.type === 'Mesh') {\n if (child.name === '柱体') {\n // @ts-ignore\n child.visible = false\n const geometry = new PlaneGeometry(3000, 2000)\n const plane = new Mesh(geometry, material)\n plane.rotation.x = -Math.PI / 2\n\n plane.position.set(0, -1.5, 0)\n plane.renderOrder = -1\n\n group.add(plane)\n }\n\n else {\n // @ts-ignore\n child.material = finirMaterialV1\n }\n }\n })\n\n load.loadGLTF(`${this.usePath}plane.glb`, false, true, './draco/', (gltf) => {\n gltf.scene.scale.set(0.5, 0.5, 0.5)\n\n const text = new TextureLoader().load(`${this.usePath}roll.png`)\n\n text.wrapS = RepeatWrapping\n text.wrapT = RepeatWrapping\n\n text.repeat.set(1, 1)\n\n gltf.scene.traverse((child) => {\n if (child.type === 'Mesh') {\n // @ts-ignore\n child.material.blending = AdditiveBlending\n // @ts-ignore\n child.material.transparent = true\n // @ts-ignore\n child.material.opacity = 1\n // @ts-ignore\n child.material.depthTest = true\n\n // @ts-ignore\n child.material.map = text\n }\n })\n\n use.useframe(() => {\n text.offset.x += 0.01\n })\n\n group.add(gltf.scene)\n\n return gltf\n })\n\n createRiseLayer()\n\n this.scene.add(group)\n\n group.visible = SceneStyle.tech === this.style\n this.techModel = group as Group\n\n return gltf\n })\n\n const targerMeshName = Object.values(targetProgresspoints).map(v => v.lookAt)\n\n // thermaLimaging model\n load.loadGLTF(`${this.usePath}2222.glb`, false, true, './draco/', (gltf) => {\n const group = gltf.scene\n group.traverse((child) => {\n if (child.type === 'Mesh') {\n // @ts-ignore\n child.material = new ShaderMaterial({\n vertexShader: vert,\n fragmentShader: frag,\n uniforms: {\n texture1: { value: new TextureLoader(this.loadingManager).load(`${this.usePath}test01.jpg`) },\n texture2: { value: new TextureLoader(this.loadingManager).load(`${this.usePath}test02.jpg`) },\n uvScale: { value: new Vector2(1, 1) },\n },\n })\n\n child.layers.set(2)\n\n if (targerMeshName.includes(child.name))\n // @ts-ignore\n child.material.depthTest = false\n }\n })\n\n this.scene.add(group)\n\n this.thermaLimaging = group as Group\n\n return gltf\n })\n\n load.loadGLTF(`${this.usePath}guandao.glb`, false, true, './draco/', (gltf) => {\n this.scene.add(gltf.scene)\n\n this.pipeline = gltf.scene as Group\n return gltf\n })\n\n // ground\n load.loadGLTF(`${this.usePath}landScap.glb`, false, true, './draco/', (gltf) => {\n this.scene.add(gltf.scene)\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // console.log(value.point)\n // this.position = value.point\n // })\n\n this.realGroundModel = gltf.scene as Group\n return gltf\n })\n rgbeLoader.setPath(`${this.usePath}`).load('demo.hdr', (texture) => {\n texture.mapping = EquirectangularReflectionMapping\n\n texture.colorSpace = SRGBColorSpace\n this.boxSkeyTexture = texture\n this.scene.scene.environment = texture\n this.scene.scene.background = new Color('#ccc')\n })\n }\n\n /**\n * toggle SceneStyle\n * @param params\n */\n toggleSceneStyle(params: SceneStyle) {\n if (this.style === params)\n return\n\n this.style = params\n\n if (this.style === SceneStyle.tech) {\n this.pipeline.visible = false\n this.techModel.visible = true\n this.realModl.visible = false\n this.realTreeModel.visible = false\n this.scene.scene.background = null\n this.realGroundModel && (this.realGroundModel.visible = false)\n\n this.scene.renderer.toneMappingExposure = 0.6\n }\n\n if (params === SceneStyle.real) {\n this.pipeline.visible = true\n this.techModel.visible = false\n this.realModl.visible = true\n this.realGroundModel && (this.realGroundModel.visible = true)\n this.realTreeModel && (this.realTreeModel.visible = true)\n this.scene.scene.background = new Color('#ccc')\n this.scene.scene.environment = this.boxSkeyTexture\n\n this.scene.renderer.toneMappingExposure = 0.4\n }\n }\n\n public toggleTag(tag: SceneTag) {\n if (this.tag === tag)\n return\n toggleTag[tag].apply(this, [this])\n }\n\n private globalEventsAgent() {\n globalEvents.forEach((eventKey) => {\n emitter.on(eventKey, (args) => {\n this.eventHandleFn.get(eventKey)?.forEach((fn) => {\n fn(args)\n })\n })\n })\n }\n\n /**\n * toggle view\n */\n toggleView(viewType?: string) {\n if (this.tag !== SceneTag['smart-inspection'])\n return\n\n if (viewType) {\n if (viewType === 'Drone') {\n if (this.scene.cutoutCamera === this.inspection.minCamera) {\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.cutoutCamera = this.inspection.mapCamera\n this.mainCamera = this.scene.camera\n this.scene.camera = cutoutCamera\n\n utils.emitter.emit('play')\n utils.emitter.emit('toggleView', 'Drone')\n }\n }\n\n if (viewType === 'Global') {\n if (this.scene.cutoutCamera !== this.inspection.minCamera) {\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n\n utils.emitter.emit('stop')\n utils.emitter.emit('toggleView', 'Global')\n }\n }\n }\n else {\n // toggle to min camera\n if (this.scene.cutoutCamera === this.inspection.minCamera) {\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.cutoutCamera = this.inspection.mapCamera\n\n this.mainCamera = this.scene.camera\n this.scene.camera = cutoutCamera\n\n utils.emitter.emit('play')\n utils.emitter.emit('toggleView', 'Drone')\n }\n else {\n // toggle to main camera\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n\n utils.emitter.emit('stop')\n utils.emitter.emit('toggleView', 'Global')\n }\n }\n }\n\n addEventListener(eventName: string, handleFn: (args?: any) => void) {\n if (this.eventHandleFn.get(eventName))\n this.eventHandleFn.get(eventName).push(handleFn)\n\n else\n this.eventHandleFn.set(eventName, [handleFn])\n }\n}\n\nexport default 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@@ -1,4 +1,4 @@
1
1
  import { ShaderChunk } from '@anov/3d-core';
2
- var fragmentShader = /* glsl */"\n".concat(ShaderChunk.logdepthbuf_pars_fragment, "\n\nuniform float u_time;\nvarying vec2 vUv;\n\nvoid main() {\n vec2 adjustedUv = vec2(vUv.x, vUv.y - 0.25);\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor =vec4(1.0, 0.0, 0.0, 1.0);\n }else{\n gl_FragColor = vec4(vec3(1.0, 1.0, 1.0), 10.0); \n }\n\n ").concat(ShaderChunk.logdepthbuf_fragment, "\n}\n");
2
+ var fragmentShader = /* glsl */"\n".concat(ShaderChunk.logdepthbuf_pars_fragment, "\n\nuniform float u_time;\nvarying vec2 vUv;\n\nvoid main() {\n vec2 adjustedUv = vec2(vUv.x, vUv.y - 0.25);\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor =vec4(1.0, 0.0, 0.0, 1.0);\n }else{\n gl_FragColor = vec4(vec3(1.0, 1.0, 1.0), 1.0); \n }\n\n ").concat(ShaderChunk.logdepthbuf_fragment, "\n}\n");
3
3
  export default fragmentShader;
4
4
  //# sourceMappingURL=fragmentShader2.js.map
@@ -1 +1 @@
1
- {"version":3,"names":["ShaderChunk","fragmentShader","logdepthbuf_pars_fragment","logdepthbuf_fragment"],"sources":["../../../../../src/factory/unit/glsl/highway/fragmentShader2.ts"],"sourcesContent":["import { ShaderChunk } from '@anov/3d-core'\n\nconst fragmentShader = /* glsl */ `\n${ShaderChunk.logdepthbuf_pars_fragment}\n\nuniform float u_time;\nvarying vec2 vUv;\n\nvoid main() {\n vec2 adjustedUv = vec2(vUv.x, vUv.y - 0.25);\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor =vec4(1.0, 0.0, 0.0, 1.0);\n }else{\n gl_FragColor = vec4(vec3(1.0, 1.0, 1.0), 10.0); \n }\n\n ${ShaderChunk.logdepthbuf_fragment}\n}\n`\n\nexport default fragmentShader"],"mappings":"AAAA,SAASA,WAAW,QAAQ,eAAe;AAE3C,IAAMC,cAAc,GAAG,sBACrBD,WAAW,CAACE,yBAAyB,sUAajCF,WAAW,CAACG,oBAAoB,UAErC;AAED,eAAeF,cAAc"}
1
+ {"version":3,"names":["ShaderChunk","fragmentShader","logdepthbuf_pars_fragment","logdepthbuf_fragment"],"sources":["../../../../../src/factory/unit/glsl/highway/fragmentShader2.ts"],"sourcesContent":["import { ShaderChunk } from '@anov/3d-core'\n\nconst fragmentShader = /* glsl */ `\n${ShaderChunk.logdepthbuf_pars_fragment}\n\nuniform float u_time;\nvarying vec2 vUv;\n\nvoid main() {\n vec2 adjustedUv = vec2(vUv.x, vUv.y - 0.25);\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor =vec4(1.0, 0.0, 0.0, 1.0);\n }else{\n gl_FragColor = vec4(vec3(1.0, 1.0, 1.0), 1.0); \n }\n\n ${ShaderChunk.logdepthbuf_fragment}\n}\n`\n\nexport default fragmentShader"],"mappings":"AAAA,SAASA,WAAW,QAAQ,eAAe;AAE3C,IAAMC,cAAc,GAAG,sBACrBD,WAAW,CAACE,yBAAyB,qUAajCF,WAAW,CAACG,oBAAoB,UAErC;AAED,eAAeF,cAAc"}
@@ -145,6 +145,7 @@ export var toggleTag = (_toggleTag = {}, _defineProperty(_toggleTag, SceneTag.ov
145
145
  this.scene.cutoutCamera = cutoutCamera;
146
146
  utils.emitter.emit('stop');
147
147
  }
148
+ this.inspection.defaultFirstPerspectiveControls && (this.inspection.defaultFirstPerspectiveControls.enabled = false);
148
149
  this.scene.controls.enableRotate = false;
149
150
  this.scene.controls.enableZoom = false;
150
151
  this.tag = SceneTag['smart-inspection'];
@@ -1 +1 @@
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","cutoutCamera","minCamera","mainCamera","emit","controls","enableRotate","enableZoom","tag","toggleSceneStyle","real","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 { 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 = true\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 if (this.scene.cutoutCamera !== this.inspection.minCamera) {\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n utils.emitter.emit('stop')\n }\n\n this.scene.controls.enableRotate = true\n this.scene.controls.enableZoom = true\n this.tag = SceneTag.overview\n this.toggleSceneStyle(SceneStyle.real)\n toggleOverview.apply(this)\n },\n [SceneTag['people-management']]() {\n if (this.scene.cutoutCamera !== this.inspection.minCamera) {\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n utils.emitter.emit('stop')\n }\n this.scene.controls.enableRotate = true\n this.scene.controls.enableZoom = true\n this.tag = SceneTag['people-management']\n this.toggleSceneStyle(SceneStyle.tech)\n togglePeopleManagemen.apply(this)\n },\n [SceneTag['smart-inspection']]() {\n if (this.scene.cutoutCamera !== this.inspection.minCamera) {\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n utils.emitter.emit('stop')\n }\n this.scene.controls.enableRotate = false\n this.scene.controls.enableZoom = false\n\n this.tag = SceneTag['smart-inspection']\n this.toggleSceneStyle(SceneStyle.real)\n toggleSmartInspection.apply(this)\n },\n [SceneTag['security-operation']]() {\n if (this.scene.cutoutCamera !== this.inspection.minCamera) {\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n utils.emitter.emit('stop')\n }\n this.scene.controls.enableRotate = true\n this.scene.controls.enableZoom = true\n this.tag = SceneTag['security-operation']\n this.toggleSceneStyle(SceneStyle.real)\n toggleSecurityOperation.apply(this)\n },\n [SceneTag.standBy]() {\n if (this.scene.cutoutCamera !== this.inspection.minCamera) {\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n utils.emitter.emit('stop')\n }\n this.scene.controls.enableRotate = true\n this.scene.controls.enableZoom = 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 const regionPlane = new RegionPlane(this)\n this.regionPlane = regionPlane\n\n // 圆柱\n const cylinder = new CylinderManage(this, {\n visible: false,\n })\n cylinder.generateCylinder()\n\n this.cylinder = cylinder\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
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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","toggleSecurityOperation","toggleStandBy","toggleTag","overview","cutoutCamera","minCamera","mainCamera","emit","controls","enableRotate","enableZoom","tag","toggleSceneStyle","real","tech","defaultFirstPerspectiveControls","enabled","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 = true\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 if (this.scene.cutoutCamera !== this.inspection.minCamera) {\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n utils.emitter.emit('stop')\n }\n\n this.scene.controls.enableRotate = true\n this.scene.controls.enableZoom = true\n this.tag = SceneTag.overview\n this.toggleSceneStyle(SceneStyle.real)\n toggleOverview.apply(this)\n },\n [SceneTag['people-management']]() {\n if (this.scene.cutoutCamera !== this.inspection.minCamera) {\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n utils.emitter.emit('stop')\n }\n\n this.scene.controls.enableRotate = true\n this.scene.controls.enableZoom = true\n this.tag = SceneTag['people-management']\n this.toggleSceneStyle(SceneStyle.tech)\n togglePeopleManagemen.apply(this)\n },\n [SceneTag['smart-inspection']]() {\n if (this.scene.cutoutCamera !== this.inspection.minCamera) {\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n utils.emitter.emit('stop')\n }\n\n this.inspection.defaultFirstPerspectiveControls && (this.inspection.defaultFirstPerspectiveControls.enabled = false)\n this.scene.controls.enableRotate = false\n this.scene.controls.enableZoom = false\n\n this.tag = SceneTag['smart-inspection']\n this.toggleSceneStyle(SceneStyle.real)\n toggleSmartInspection.apply(this)\n },\n [SceneTag['security-operation']]() {\n if (this.scene.cutoutCamera !== this.inspection.minCamera) {\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n utils.emitter.emit('stop')\n }\n\n this.scene.controls.enableRotate = true\n this.scene.controls.enableZoom = true\n this.tag = SceneTag['security-operation']\n this.toggleSceneStyle(SceneStyle.real)\n toggleSecurityOperation.apply(this)\n },\n [SceneTag.standBy]() {\n if (this.scene.cutoutCamera !== this.inspection.minCamera) {\n const mainCamera = this.mainCamera\n const cutoutCamera = this.inspection.minCamera\n\n this.scene.camera = mainCamera\n this.scene.cutoutCamera = cutoutCamera\n utils.emitter.emit('stop')\n }\n\n this.scene.controls.enableRotate = true\n this.scene.controls.enableZoom = 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 const regionPlane = new RegionPlane(this)\n this.regionPlane = regionPlane\n\n // 圆柱\n const cylinder = new CylinderManage(this, {\n visible: false,\n })\n cylinder.generateCylinder()\n\n this.cylinder = cylinder\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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@@ -12,8 +12,10 @@ declare class InspectionObject {
12
12
  temp: any;
13
13
  tempDemo: any;
14
14
  isStartUp: boolean;
15
+ initialMinCameraQuaternion: any;
15
16
  constructor(inspection: any);
16
17
  private loadModel;
18
+ private breathinglamp;
17
19
  private loadPosAudio;
18
20
  startMove(curve: any): Promise<void>;
19
21
  /**
@@ -8,7 +8,7 @@ function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _d
8
8
  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; }
9
9
  function _toPropertyKey(arg) { var key = _toPrimitive(arg, "string"); return _typeof(key) === "symbol" ? key : String(key); }
10
10
  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); }
11
- import { AudioListener, AudioLoader, Clock, Color, EdgesGeometry, Euler, Group, LineBasicMaterial, LineCurve3, LineSegments, MathUtils, Matrix4, Mesh, MeshBasicMaterial, MirroredRepeatWrapping, ModelLoader, PositionalAudio, Quaternion, RepeatWrapping, TextureLoader, Vector3, use, utils } from '@anov/3d-core';
11
+ import { AudioListener, AudioLoader, Clock, Color, EdgesGeometry, Euler, Group, LineBasicMaterial, LineCurve3, LineSegments, MathUtils, Matrix4, Mesh, MeshBasicMaterial, MirroredRepeatWrapping, ModelLoader, PlaneGeometry, PositionalAudio, Quaternion, RepeatWrapping, TextureLoader, Vector3, use, utils } from '@anov/3d-core';
12
12
  import { SpritePoi } from '@anov/3d-ability';
13
13
  import { Tween } from '@tweenjs/tween.js';
14
14
  import { createFinirMaterial } from "../../utils/finirMaterial";
@@ -32,6 +32,7 @@ var InspectionObject = /*#__PURE__*/function () {
32
32
  _defineProperty(this, "temp", void 0);
33
33
  _defineProperty(this, "tempDemo", void 0);
34
34
  _defineProperty(this, "isStartUp", false);
35
+ _defineProperty(this, "initialMinCameraQuaternion", void 0);
35
36
  _defineProperty(this, "startRotate", function (targetQuaternion, mesh, cb) {
36
37
  var clock = new Clock();
37
38
  if (mesh.quaternion.equals(targetQuaternion)) return cb();
@@ -59,7 +60,7 @@ var InspectionObject = /*#__PURE__*/function () {
59
60
  value: function () {
60
61
  var _loadModel = _asyncToGenerator( /*#__PURE__*/_regeneratorRuntime().mark(function _callee() {
61
62
  var _this = this;
62
- var glb, div, img, span, poi, img2, poi2, fly1, fly2, fly3, fly4, group;
63
+ var glb, div, img, span, poi, img2, poi2, fly1, fly2, fly3, fly4, planeGeometry, planeMaterial, plyMap, group;
63
64
  return _regeneratorRuntime().wrap(function _callee$(_context) {
64
65
  while (1) switch (_context.prev = _context.next) {
65
66
  case 0:
@@ -101,6 +102,21 @@ var InspectionObject = /*#__PURE__*/function () {
101
102
  fly2 = glb.scene.getObjectByName('fly1_1');
102
103
  fly3 = glb.scene.getObjectByName('fly1_2');
103
104
  fly4 = glb.scene.getObjectByName('fly1_3');
105
+ planeGeometry = new PlaneGeometry(50, 50);
106
+ planeMaterial = new MeshBasicMaterial({
107
+ map: new TextureLoader().load("".concat(usePath, "fly.png")),
108
+ transparent: true
109
+ });
110
+ plyMap = new Mesh(planeGeometry, planeMaterial);
111
+ plyMap.rotation.x = -Math.PI / 2;
112
+ plyMap.position.copy(glb.scene.position);
113
+ plyMap.layers.set(5);
114
+ group = new Group();
115
+ glb.scene.name = 'ply';
116
+ group.add(glb.scene);
117
+ group.add(poi);
118
+ group.add(plyMap);
119
+ group.add(this.inspection.minCamera);
104
120
  use.useframe(function () {
105
121
  poi.position.copy(glb.scene.position.clone().add(new Vector3(0, 10, 0)));
106
122
  poi2.position.copy(glb.scene.position.clone().add(new Vector3(0, 10, 0)));
@@ -113,14 +129,11 @@ var InspectionObject = /*#__PURE__*/function () {
113
129
  _this.checkAnimation(_this.getSportsProgress);
114
130
  }
115
131
  });
116
- group = new Group();
117
- group.add(glb.scene);
118
- group.add(poi);
119
- group.add(this.inspection.minCamera);
120
132
  this.inspection.minCamera.position.copy(glb.scene.position);
121
- this.inspection.minCamera.position.z -= 15;
133
+ this.inspection.minCamera.position.z -= 18;
122
134
  this.inspection.minCamera.position.y += 4;
123
135
  this.inspection.minCamera.rotateY(Math.PI);
136
+ this.initialMinCameraQuaternion = this.inspection.minCamera.quaternion.clone();
124
137
  this.model = group;
125
138
  this.inspection.gobal.interactionManager.add(poi);
126
139
  this.inspection.gobal.interactionManager.add(poi2);
@@ -142,7 +155,8 @@ var InspectionObject = /*#__PURE__*/function () {
142
155
  });
143
156
  this.inspection.gobal.scene.add(this.model);
144
157
  this.loadPosAudio();
145
- case 49:
158
+ this.breathinglamp(this.model);
159
+ case 59:
146
160
  case "end":
147
161
  return _context.stop();
148
162
  }
@@ -153,6 +167,25 @@ var InspectionObject = /*#__PURE__*/function () {
153
167
  }
154
168
  return loadModel;
155
169
  }()
170
+ }, {
171
+ key: "breathinglamp",
172
+ value: function breathinglamp(model) {
173
+ var target = model.getObjectByName('网格004_5');
174
+ var startColor = new Color('#999');
175
+ var endColor = new Color('#2df3ee');
176
+ var clock = new Clock();
177
+ var breathingSpeed = 1;
178
+ use.useframe(function () {
179
+ var elapsedTime = clock.getElapsedTime();
180
+ var t = (Math.sin(elapsedTime * Math.PI * breathingSpeed) + 1) / 2;
181
+ var currentColor = startColor.clone().lerp(endColor, t);
182
+
183
+ // @ts-ignore
184
+ target.material.color.set(currentColor);
185
+ });
186
+
187
+ // model.add(light)
188
+ }
156
189
  }, {
157
190
  key: "loadPosAudio",
158
191
  value: function loadPosAudio() {
@@ -205,6 +238,11 @@ var InspectionObject = /*#__PURE__*/function () {
205
238
  use.useframe(function () {
206
239
  _this3.inspection.groundMaterial.uniforms.u_time.value = _this3.getSportsProgress - 0.01;
207
240
  _this3.inspection.mapMaterial.uniforms.u_time.value = _this3.getSportsProgress - 0.01;
241
+ if (_this3.getSportsProgress > 0 && _this3.getSportsProgress < 0.01) {
242
+ _this3.inspection.mapAnchorObject.forEach(function (mapAnchor) {
243
+ mapAnchor.material.uniforms.uColor.value.set(1, 1, 1, 1);
244
+ });
245
+ }
208
246
  sendToMessage(MessageType.Event, 'onInspectProgress', EMessageStatus.Success, undefined, {
209
247
  percentage: _this3.getSportsProgress
210
248
  });
@@ -266,6 +304,7 @@ var InspectionObject = /*#__PURE__*/function () {
266
304
  var _this5 = this;
267
305
  this.isLock = true;
268
306
  this.isAnimation = true;
307
+ this.inspection.defaultFirstPerspectiveControls.enabled = false;
269
308
  var key = Object.keys(targetProgresspoints).find(function (p) {
270
309
  var num = parseFloat(p);
271
310
  if (progress >= num && progress < num + 0.01) return true;
@@ -282,6 +321,7 @@ var InspectionObject = /*#__PURE__*/function () {
282
321
  return;
283
322
  }
284
323
  var currentAnchor = this.inspection.anchorObject.get(targetProgresspoints[key].name);
324
+ var currentMapAnchor = this.inspection.mapAnchorObject;
285
325
  currentAnchor.traverse(function (child) {
286
326
  if (child.name === 'cylinder') child.material = new MeshBasicMaterial({
287
327
  color: new Color('yellow')
@@ -289,10 +329,20 @@ var InspectionObject = /*#__PURE__*/function () {
289
329
  color: new Color('#facb2b')
290
330
  });
291
331
  });
332
+ currentMapAnchor.forEach(function (mapAnchor, key) {
333
+ var numberKey = Number(key);
334
+
335
+ // @ts-ignore
336
+ _this5.getSportsProgress > numberKey && mapAnchor.material.uniforms.uColor.value.set(1, 0, 0, 0.8);
337
+
338
+ // @ts-ignore
339
+ _this5.getSportsProgress < numberKey && mapAnchor.material.uniforms.uColor.value.set(1, 1, 1, 1);
340
+ });
292
341
  setTimeout(function () {
293
342
  var rotationMatrix = new Matrix4();
294
343
  var targetQuaternion = new Quaternion();
295
344
  var startQuaternion = _this5.model.quaternion.clone();
345
+ var startCameraQuaternion = _this5.inspection.minCamera.quaternion.clone();
296
346
  var targetMeshPosition = targetMesh.position.clone();
297
347
  targetMeshPosition.y = targetMeshPosition.y + (Number(key) === 0.04 || Number(key) === 0.68 || Number(key) === 0.40 ? 20 : 0);
298
348
  rotationMatrix.lookAt(targetMeshPosition, _this5.model.position, _this5.model.up);
@@ -303,6 +353,7 @@ var InspectionObject = /*#__PURE__*/function () {
303
353
  t: 1
304
354
  }, 2000).onUpdate(function (obj) {
305
355
  _this5.model.quaternion.copy(startQuaternion).slerp(targetQuaternion, obj.t);
356
+ _this5.inspection.minCamera.quaternion.copy(startCameraQuaternion).slerp(_this5.initialMinCameraQuaternion, obj.t);
306
357
  });
307
358
  var backwardTween = new Tween({
308
359
  t: 1
@@ -322,7 +373,7 @@ var InspectionObject = /*#__PURE__*/function () {
322
373
  // @ts-ignore
323
374
  if (!targetMesh.finirMesh) {
324
375
  finirMesh = targetMesh.clone();
325
- var finirMaterialV2 = createFinirMaterial('yellow', 5.3);
376
+ var finirMaterialV2 = createFinirMaterial('#08A6E3', 5.3);
326
377
  finirMesh.traverse(function (child) {
327
378
  child.layers.set(3);
328
379
  if (child.type === 'Mesh') {
@@ -382,6 +433,7 @@ var InspectionObject = /*#__PURE__*/function () {
382
433
  });
383
434
  });
384
435
  setTimeout(function () {
436
+ _this5.inspection.defaultFirstPerspectiveControls.enabled = true;
385
437
  _this5.isLock = false;
386
438
  }, 500);
387
439
  });