@anov/3d 0.0.90 → 0.0.92
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/factory/3d.js +17 -11
- package/dist/factory/3d.js.map +1 -1
- package/dist/factory/unit/districtLine.d.ts +2 -0
- package/dist/factory/unit/districtLine.js +13 -0
- package/dist/factory/unit/districtLine.js.map +1 -1
- package/dist/factory/unit/glsl/highway/fragmentShader2.js +1 -1
- package/dist/factory/unit/glsl/highway/fragmentShader2.js.map +1 -1
- package/dist/factory/unit/handle.js +7 -0
- package/dist/factory/unit/handle.js.map +1 -1
- package/dist/factory/unit/index.js +8 -0
- package/dist/factory/unit/index.js.map +1 -1
- package/dist/factory/unit/inspection/InspectionObject.d.ts +2 -0
- package/dist/factory/unit/inspection/InspectionObject.js +61 -9
- package/dist/factory/unit/inspection/InspectionObject.js.map +1 -1
- package/dist/factory/unit/inspection/defaultFirstPerspectiveControls.d.ts +6 -0
- package/dist/factory/unit/inspection/defaultFirstPerspectiveControls.js +382 -0
- package/dist/factory/unit/inspection/defaultFirstPerspectiveControls.js.map +1 -0
- package/dist/factory/unit/inspection/index.d.ts +6 -1
- package/dist/factory/unit/inspection/index.js +61 -4
- package/dist/factory/unit/inspection/index.js.map +1 -1
- package/dist/factory/unit/slice.d.ts +12 -0
- package/dist/factory/unit/slice.js +122 -0
- package/dist/factory/unit/slice.js.map +1 -0
- package/dist/module/camera/index.js +0 -1
- package/dist/module/camera/index.js.map +1 -1
- package/dist/module/environment/index.d.ts +3 -1
- package/dist/module/environment/index.js +8 -7
- package/dist/module/environment/index.js.map +1 -1
- package/dist/module/environment/time/index.d.ts +1 -3
- package/dist/module/environment/time/index.js +10 -11
- package/dist/module/environment/time/index.js.map +1 -1
- package/dist/module/scene/index.d.ts +5 -2
- package/dist/module/scene/index.js +10 -1
- package/dist/module/scene/index.js.map +1 -1
- package/dist/sdkEntry.js +5 -6
- package/dist/sdkEntry.js.map +1 -1
- package/package.json +2 -2
package/dist/factory/3d.js
CHANGED
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@@ -5,7 +5,7 @@ function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _d
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function _defineProperty(obj, key, value) { key = _toPropertyKey(key); if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; }
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function _toPropertyKey(arg) { var key = _toPrimitive(arg, "string"); return _typeof(key) === "symbol" ? key : String(key); }
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function _toPrimitive(input, hint) { if (_typeof(input) !== "object" || input === null) return input; var prim = input[Symbol.toPrimitive]; if (prim !== undefined) { var res = prim.call(input, hint || "default"); if (_typeof(res) !== "object") return res; throw new TypeError("@@toPrimitive must return a primitive value."); } return (hint === "string" ? String : Number)(input); }
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import { AdditiveBlending, Color,
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import { AdditiveBlending, Color, InteractionManager, LoadingManager, Mesh, ModelLoader, PlaneGeometry, RepeatWrapping, ShaderChunk, ShaderMaterial, TextureLoader, Vector2, Vector3, Vector4, lib, use, utils } from '@anov/3d-core';
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import { Camera } from '@anov/3d-ability';
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import { finirMaterialV1 } from "./utils/finirMaterial";
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import handleUnit, { toggleTag as _toggleTag } from "./unit";
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@@ -16,10 +16,10 @@ import createRiseLayer from "./unit/layer/rise";
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import { targetProgresspoints } from "./unit/inspection/lineData";
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import frag from "./unit/glsl/heat/frag";
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import vert from "./unit/glsl/heat/ver";
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var vertexShader = "\n".concat(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 ").concat(ShaderChunk.logdepthbuf_vertex, "\n }\n");
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var vertexShader = /* glsl */"\n".concat(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 ").concat(ShaderChunk.logdepthbuf_vertex, "\n }\n");
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// Fragment shader
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var fragmentShader = "\n ".concat(ShaderChunk.logdepthbuf_pars_fragment, " \n\n
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var fragmentShader = /* glsl */"\n ".concat(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 ").concat(ShaderChunk.logdepthbuf_fragment, "\n }\n");
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export var loadingManager = new LoadingManager();
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var load = new ModelLoader(loadingManager);
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var rgbeLoader = new lib.RGBELoader(loadingManager);
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@@ -142,6 +142,10 @@ var Factory3D = /*#__PURE__*/function () {
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gltf.scene.traverse(function (child) {
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child.layers.enable(5);
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if (child.type === 'Mesh') {
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child.castShadow = true;
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child.receiveShadow = true;
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}
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});
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scene.add(_this.realTreeModel);
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return gltf;
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@@ -180,6 +184,10 @@ var Factory3D = /*#__PURE__*/function () {
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gltf.scene.traverse(function (child) {
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child.layers.enable(5);
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if (child.type === 'Mesh') {
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child.castShadow = true;
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child.receiveShadow = true;
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}
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});
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handleUnit.call(_this2);
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return gltf;
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@@ -298,13 +306,6 @@ var Factory3D = /*#__PURE__*/function () {
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_this2.realGroundModel = gltf.scene;
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return gltf;
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});
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rgbeLoader.setPath("".concat(this.usePath)).load('demo.hdr', function (texture) {
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texture.mapping = EquirectangularReflectionMapping;
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texture.colorSpace = SRGBColorSpace;
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_this2.boxSkeyTexture = texture;
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_this2.scene.scene.environment = texture;
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_this2.scene.scene.background = new Color('#ccc');
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});
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}
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/**
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@@ -332,7 +333,6 @@ var Factory3D = /*#__PURE__*/function () {
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this.realGroundModel && (this.realGroundModel.visible = true);
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this.realTreeModel && (this.realTreeModel.visible = true);
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this.scene.scene.background = new Color('#ccc');
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this.scene.scene.environment = this.boxSkeyTexture;
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this.scene.renderer.toneMappingExposure = 0.4;
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}
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}
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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') {
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@@ -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 {
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@@ -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;
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@@ -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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}
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package/dist/factory/3d.js.map
CHANGED
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@@ -1 +1 @@
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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 }\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","InteractionManager","LoadingManager","Mesh","ModelLoader","PlaneGeometry","RepeatWrapping","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","type","castShadow","receiveShadow","add","interactionManager","renderer","domElement","storeManagement","useframe","update","loadModel","onLoad","toneMappingExposure","visible","style","realModl","call","group","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","params","background","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 = /* glsl */`\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 = /* glsl */`\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(`${this.usePath}landScap3.glb`, false, true, './draco/', (gltf) => {\n this.realTreeModel = (gltf.scene) as Group\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // console.log(value.point)\n // this.position = value.point\n // })\n\n gltf.scene.traverse((child) => {\n child.layers.enable(5)\n\n if (child.type === 'Mesh') {\n child.castShadow = true\n child.receiveShadow = true\n }\n })\n\n scene.add(this.realTreeModel)\n\n return gltf\n })\n\n const interactionManager = new InteractionManager(\n this.scene.renderer,\n this.scene.camera,\n this.scene.renderer.domElement, // Modified By LM this.scene.cssRenderer.cssRenderer.domElement,\n )\n\n this.interactionManager = interactionManager\n\n utils.storeManagement.set('interactionManager', interactionManager)\n\n use.useframe(() => {\n interactionManager.update()\n })\n\n this.loadModel()\n\n loadingManager.onLoad = () => {\n resolve('success')\n }\n\n scene.renderer.toneMappingExposure = 0.4\n })\n }\n\n private loadModel() {\n // real model\n load.loadGLTF(`${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 if (child.type === 'Mesh') {\n child.castShadow = true\n child.receiveShadow = true\n }\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 }\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.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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import { Mesh } from '@anov/3d-core';
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import type { Object3D } from '@anov/3d-core';
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import type { createBloomSelectedTool } from '@anov/3d-ability';
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import type Factory3D from '../3d';
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declare class DistrictLineManage {
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private gobal;
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readonly lineMesh: Map<string, Object3D>;
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activeLine: Mesh;
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color: string;
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bloomSelected: ReturnType<typeof createBloomSelectedTool>['bloomSelected'];
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isShow: boolean;
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constructor(gobal: Factory3D);
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generateLine(): void;
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@@ -19,9 +19,20 @@ var DistrictLineManage = /*#__PURE__*/function () {
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_defineProperty(this, "lineMesh", new Map());
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_defineProperty(this, "activeLine", void 0);
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_defineProperty(this, "color", '#94786c');
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_defineProperty(this, "bloomSelected", void 0);
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_defineProperty(this, "isShow", false);
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this.gobal = gobal;
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this.scene = gobal.scene.scene;
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// const { bloomSelected } = createBloomSelectedTool(
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// {
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// strength: 2.8,
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// radius: 0.4,
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// threshold: 0,
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// },
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// )
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// this.bloomSelected = bloomSelected
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}
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_createClass(DistrictLineManage, [{
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key: "generateLine",
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return _ref.apply(this, arguments);
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};
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}());
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+
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// this.bloomSelected([...this.lineMesh.values()])
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}
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}, {
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key: "setHighLightLine",
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@@ -1 +1 @@
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1
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-
{"version":3,"names":["Mesh","MeshBasicMaterial","TubeGeometry","Vector3","RoundLineGeometry","regionMap","DistrictLineManage","gobal","Map","scene","isShow","Object","keys","forEach","key","region","groundLinePoints","area","map","v","groundLine","radius","close","geometry","curve","material","color","mesh","add","lineMesh","set","id","setMeshMaterial","activeLine","get","removeFromParent","remove","clear","removeHighLightLine"],"sources":["../../../src/factory/unit/districtLine.ts"],"sourcesContent":["import { Mesh, MeshBasicMaterial, TubeGeometry, Vector3 } from '@anov/3d-core'\nimport type { Object3D, Scene } from '@anov/3d-core'\nimport { RoundLineGeometry } from '@anov/3d-ability'\nimport type Factory3D from '../3d'\nimport { regionMap } from '../regionData'\n\nclass DistrictLineManage {\n private gobal: Factory3D\n private scene: Scene\n readonly lineMesh: Map<string, Object3D> = new Map()\n activeLine: Mesh\n color = '#94786c'\n\n isShow = false\n\n constructor(gobal: Factory3D) {\n this.gobal = gobal\n this.scene = gobal.scene.scene\n }\n\n generateLine() {\n this.isShow = true\n\n Object.keys(regionMap).forEach(async (key: string) => {\n const region = regionMap[key]\n const groundLinePoints = region.area.map(v => new Vector3(v[0], v[1] + 0.1, v[2]))\n\n const groundLine = new RoundLineGeometry(groundLinePoints, {\n radius: 5,\n close: true,\n })\n\n const geometry = new TubeGeometry(groundLine.curve, 10000, 1, 2, false)\n const material = new MeshBasicMaterial({ color: this.color })\n const mesh = new Mesh(geometry, material)\n this.scene.add(mesh)\n this.lineMesh.set(region.id, mesh)\n })\n }\n\n setHighLightLine(id) {\n this.setMeshMaterial(this.activeLine)\n this.activeLine = (this.lineMesh.get(id) as Mesh)\n this.setMeshMaterial(this.activeLine, '#f2ca0c')\n }\n\n setMeshMaterial(mesh, color = this.color) {\n if (mesh)\n mesh.material = new MeshBasicMaterial({ color })\n }\n\n removeHighLightLine() {\n this.setMeshMaterial(this.activeLine)\n }\n\n remove() {\n this.isShow = false\n this.lineMesh.forEach((mesh) => {\n mesh.removeFromParent()\n mesh.remove()\n })\n this.lineMesh.clear()\n this.removeHighLightLine()\n }\n}\n\nexport default DistrictLineManage"],"mappings":";+CACA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AADA,SAASA,IAAI,EAAEC,iBAAiB,EAAEC,YAAY,EAAEC,OAAO,QAAQ,eAAe;
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1
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+
{"version":3,"names":["Mesh","MeshBasicMaterial","TubeGeometry","Vector3","RoundLineGeometry","regionMap","DistrictLineManage","gobal","Map","scene","isShow","Object","keys","forEach","key","region","groundLinePoints","area","map","v","groundLine","radius","close","geometry","curve","material","color","mesh","add","lineMesh","set","id","setMeshMaterial","activeLine","get","removeFromParent","remove","clear","removeHighLightLine"],"sources":["../../../src/factory/unit/districtLine.ts"],"sourcesContent":["import { Mesh, MeshBasicMaterial, TubeGeometry, Vector3 } from '@anov/3d-core'\nimport type { Object3D, Scene } from '@anov/3d-core'\nimport type { createBloomSelectedTool } from '@anov/3d-ability'\nimport { RoundLineGeometry } from '@anov/3d-ability'\nimport type Factory3D from '../3d'\nimport { regionMap } from '../regionData'\n\nclass DistrictLineManage {\n private gobal: Factory3D\n private scene: Scene\n readonly lineMesh: Map<string, Object3D> = new Map()\n activeLine: Mesh\n color = '#94786c'\n\n bloomSelected: ReturnType<typeof createBloomSelectedTool>['bloomSelected']\n isShow = false\n\n constructor(gobal: Factory3D) {\n this.gobal = gobal\n this.scene = gobal.scene.scene\n\n // const { bloomSelected } = createBloomSelectedTool(\n // {\n // strength: 2.8,\n // radius: 0.4,\n // threshold: 0,\n // },\n // )\n\n // this.bloomSelected = bloomSelected\n }\n\n generateLine() {\n this.isShow = true\n\n Object.keys(regionMap).forEach(async (key: string) => {\n const region = regionMap[key]\n const groundLinePoints = region.area.map(v => new Vector3(v[0], v[1] + 0.1, v[2]))\n\n const groundLine = new RoundLineGeometry(groundLinePoints, {\n radius: 5,\n close: true,\n })\n\n const geometry = new TubeGeometry(groundLine.curve, 10000, 1, 2, false)\n const material = new MeshBasicMaterial({ color: this.color })\n const mesh = new Mesh(geometry, material)\n\n this.scene.add(mesh)\n this.lineMesh.set(region.id, mesh)\n })\n\n // this.bloomSelected([...this.lineMesh.values()])\n }\n\n setHighLightLine(id) {\n this.setMeshMaterial(this.activeLine)\n this.activeLine = (this.lineMesh.get(id) as Mesh)\n this.setMeshMaterial(this.activeLine, '#f2ca0c')\n }\n\n setMeshMaterial(mesh, color = this.color) {\n if (mesh)\n mesh.material = new MeshBasicMaterial({ color })\n }\n\n removeHighLightLine() {\n this.setMeshMaterial(this.activeLine)\n }\n\n remove() {\n this.isShow = false\n this.lineMesh.forEach((mesh) => {\n mesh.removeFromParent()\n mesh.remove()\n })\n this.lineMesh.clear()\n this.removeHighLightLine()\n }\n}\n\nexport default DistrictLineManage"],"mappings":";+CACA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AADA,SAASA,IAAI,EAAEC,iBAAiB,EAAEC,YAAY,EAAEC,OAAO,QAAQ,eAAe;AAG9E,SAASC,iBAAiB,QAAQ,kBAAkB;AAEpD,SAASC,SAAS;AAAuB,IAEnCC,kBAAkB;EAUtB,4BAAYC,KAAgB,EAAE;IAAA;IAAA;IAAA;IAAA,kCAPa,IAAIC,GAAG,EAAE;IAAA;IAAA,+BAE5C,SAAS;IAAA;IAAA,gCAGR,KAAK;IAGZ,IAAI,CAACD,KAAK,GAAGA,KAAK;IAClB,IAAI,CAACE,KAAK,GAAGF,KAAK,CAACE,KAAK,CAACA,KAAK;;IAE9B;IACA;IACA;IACA;IACA;IACA;IACA;;IAEA;EACF;EAAC;IAAA;IAAA,OAED,wBAAe;MAAA;MACb,IAAI,CAACC,MAAM,GAAG,IAAI;MAElBC,MAAM,CAACC,IAAI,CAACP,SAAS,CAAC,CAACQ,OAAO;QAAA,sEAAC,iBAAOC,GAAW;UAAA;UAAA;YAAA;cAAA;gBACzCC,MAAM,GAAGV,SAAS,CAACS,GAAG,CAAC;gBACvBE,gBAAgB,GAAGD,MAAM,CAACE,IAAI,CAACC,GAAG,CAAC,UAAAC,CAAC;kBAAA,OAAI,IAAIhB,OAAO,CAACgB,CAAC,CAAC,CAAC,CAAC,EAAEA,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,EAAEA,CAAC,CAAC,CAAC,CAAC,CAAC;gBAAA,EAAC;gBAE5EC,UAAU,GAAG,IAAIhB,iBAAiB,CAACY,gBAAgB,EAAE;kBACzDK,MAAM,EAAE,CAAC;kBACTC,KAAK,EAAE;gBACT,CAAC,CAAC;gBAEIC,QAAQ,GAAG,IAAIrB,YAAY,CAACkB,UAAU,CAACI,KAAK,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,KAAK,CAAC;gBACjEC,QAAQ,GAAG,IAAIxB,iBAAiB,CAAC;kBAAEyB,KAAK,EAAE,KAAI,CAACA;gBAAM,CAAC,CAAC;gBACvDC,IAAI,GAAG,IAAI3B,IAAI,CAACuB,QAAQ,EAAEE,QAAQ,CAAC;gBAEzC,KAAI,CAAChB,KAAK,CAACmB,GAAG,CAACD,IAAI,CAAC;gBACpB,KAAI,CAACE,QAAQ,CAACC,GAAG,CAACf,MAAM,CAACgB,EAAE,EAAEJ,IAAI,CAAC;cAAA;cAAA;gBAAA;YAAA;UAAA;QAAA,CACnC;QAAA;UAAA;QAAA;MAAA,IAAC;;MAEF;IACF;EAAC;IAAA;IAAA,OAED,0BAAiBI,EAAE,EAAE;MACnB,IAAI,CAACC,eAAe,CAAC,IAAI,CAACC,UAAU,CAAC;MACrC,IAAI,CAACA,UAAU,GAAI,IAAI,CAACJ,QAAQ,CAACK,GAAG,CAACH,EAAE,CAAU;MACjD,IAAI,CAACC,eAAe,CAAC,IAAI,CAACC,UAAU,EAAE,SAAS,CAAC;IAClD;EAAC;IAAA;IAAA,OAED,yBAAgBN,IAAI,EAAsB;MAAA,IAApBD,KAAK,uEAAG,IAAI,CAACA,KAAK;MACtC,IAAIC,IAAI,EACNA,IAAI,CAACF,QAAQ,GAAG,IAAIxB,iBAAiB,CAAC;QAAEyB,KAAK,EAALA;MAAM,CAAC,CAAC;IACpD;EAAC;IAAA;IAAA,OAED,+BAAsB;MACpB,IAAI,CAACM,eAAe,CAAC,IAAI,CAACC,UAAU,CAAC;IACvC;EAAC;IAAA;IAAA,OAED,kBAAS;MACP,IAAI,CAACvB,MAAM,GAAG,KAAK;MACnB,IAAI,CAACmB,QAAQ,CAAChB,OAAO,CAAC,UAACc,IAAI,EAAK;QAC9BA,IAAI,CAACQ,gBAAgB,EAAE;QACvBR,IAAI,CAACS,MAAM,EAAE;MACf,CAAC,CAAC;MACF,IAAI,CAACP,QAAQ,CAACQ,KAAK,EAAE;MACrB,IAAI,CAACC,mBAAmB,EAAE;IAC5B;EAAC;EAAA;AAAA;AAGH,eAAehC,kBAAkB"}
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import { ShaderChunk } from '@anov/3d-core';
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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),
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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");
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{"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${ShaderChunk.logdepthbuf_pars_fragment}\n\nuniform float u_time;\nvarying vec2 vUv;\n\nvoid main() {\n vec2 adjustedUv = vec2(vUv.x, vUv.y - 0.25);\n if(adjustedUv.x> .0 && adjustedUv.x<u_time+0.01){\n gl_FragColor =vec4(1.0, 0.0, 0.0, 1.0);\n }else{\n gl_FragColor = vec4(vec3(1.0, 1.0, 1.0),
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{"version":3,"names":["ShaderChunk","fragmentShader","logdepthbuf_pars_fragment","logdepthbuf_fragment"],"sources":["../../../../../src/factory/unit/glsl/highway/fragmentShader2.ts"],"sourcesContent":["import { ShaderChunk } from '@anov/3d-core'\n\nconst fragmentShader = /* glsl */ `\n${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"}
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-
{"version":3,"names":["map","HF","HPU","LLCV","CMP1","CMP2","invertMap","HandlerManage","app","params","click","id","title","caseInstance","cameraPoi","closeHotmap","cylinder","setVisible","circle","remove","districtLine","removeHighLightLine","name","object","sceneControl","scene","getObjectByName","console","log","dispatchEvent","type","target","inspection","goToInspectionTarget","inspectionObject","stop","contineMove","setSelectedAnchorObject","toggleView","viewType"],"sources":["../../../src/factory/unit/handle.ts"],"sourcesContent":["import { regionMap } from '../regionData'\nimport type Anov3D from '../../sdkEntry'\nimport type { BaseModule } from '../../utils/abstract'\n\nexport const map = {\n HF: 0.04,\n HPU: 0.15,\n LLCV: 0.24,\n CMP1: 0.40,\n CMP2: 0.68,\n}\n\nexport const invertMap = {\n 0.04: 'HF',\n 0.15: 'HPU',\n 0.24: 'LLCV',\n 0.40: 'CMP1',\n 0.68: 'CMP2',\n}\n\nclass HandlerManage implements BaseModule {\n app: Anov3D\n constructor(app: Anov3D) {\n this.app = app\n }\n\n clickPerson(params: any) {\n this.click(params.id)\n }\n\n clickBar(params: any) {\n this.click(params.title)\n }\n\n clickCamera(params: any) {\n this.click(params.id)\n }\n\n clickGasCancel() {\n // @ts-ignore\n this.app.caseInstance.cameraPoi.closeHotmap()\n }\n\n releaseBar() {\n // @ts-ignore\n this.app.caseInstance.cylinder.setVisible()\n // @ts-ignore\n this.app.caseInstance.circle.remove()\n // @ts-ignore\n this.app.caseInstance.districtLine.removeHighLightLine()\n }\n\n click(name) {\n // 根据名称动态获取Mesh对象\n const object = this.app.sceneControl.scene!.getObjectByName(name)\n\n // 触发事件\n if (object) {\n console.log('Mesh对象已找到!')\n // 手动调用Mesh对象上的点击事件处理函数\n object.dispatchEvent({ type: 'click' })\n }\n else {\n console.log('未找到Mesh对象!')\n }\n }\n\n setInspectTarget(params: { target: string }) {\n const { target } = params\n\n // @ts-ignore\n return this.app.caseInstance.inspection.goToInspectionTarget(map[target])\n }\n\n stopInspect() {\n // @ts-ignore\n this.app.caseInstance.inspection.inspectionObject.stop()\n }\n\n continueInspect() {\n // @ts-ignore\n this.app.caseInstance.inspection.inspectionObject.contineMove()\n }\n\n highlightInspectTarget(params: { target: string; highlight: boolean }) {\n // @ts-ignore\n this.app.caseInstance.inspection.setSelectedAnchorObject(params)\n }\n\n setViewType(params: { viewType: string }) {\n // @ts-ignore\n this.app.caseInstance.toggleView(params.viewType)\n }\n}\n\nexport default HandlerManage\n"],"mappings":";;;;;;;AAIA,OAAO,IAAMA,GAAG,GAAG;EACjBC,EAAE,EAAE,IAAI;EACRC,GAAG,EAAE,IAAI;EACTC,IAAI,EAAE,IAAI;EACVC,IAAI,EAAE,IAAI;EACVC,IAAI,EAAE;AACR,CAAC;AAED,OAAO,IAAMC,SAAS,GAAG;EACvB,IAAI,EAAE,IAAI;EACV,IAAI,EAAE,KAAK;EACX,IAAI,EAAE,MAAM;EACZ,IAAI,EAAE,MAAM;EACZ,IAAI,EAAE;AACR,CAAC;AAAA,IAEKC,aAAa;EAEjB,uBAAYC,GAAW,EAAE;IAAA;IAAA;IACvB,IAAI,CAACA,GAAG,GAAGA,GAAG;
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{"version":3,"names":["map","HF","HPU","LLCV","CMP1","CMP2","invertMap","HandlerManage","app","environment","sun","children","layers","enable","setTime","time","params","click","id","title","caseInstance","cameraPoi","closeHotmap","cylinder","setVisible","circle","remove","districtLine","removeHighLightLine","name","object","sceneControl","scene","getObjectByName","console","log","dispatchEvent","type","target","inspection","goToInspectionTarget","inspectionObject","stop","contineMove","setSelectedAnchorObject","toggleView","viewType"],"sources":["../../../src/factory/unit/handle.ts"],"sourcesContent":["import { regionMap } from '../regionData'\nimport type Anov3D from '../../sdkEntry'\nimport type { BaseModule } from '../../utils/abstract'\n\nexport const map = {\n HF: 0.04,\n HPU: 0.15,\n LLCV: 0.24,\n CMP1: 0.40,\n CMP2: 0.68,\n}\n\nexport const invertMap = {\n 0.04: 'HF',\n 0.15: 'HPU',\n 0.24: 'LLCV',\n 0.40: 'CMP1',\n 0.68: 'CMP2',\n}\n\nclass HandlerManage implements BaseModule {\n app: Anov3D\n constructor(app: Anov3D) {\n this.app = app\n\n // @ts-ignore\n this.app.environment.sun.children[0].layers.enable(5)\n // @ts-ignore\n this.app.environment.setTime({ time: 1000 })\n }\n\n clickPerson(params: any) {\n this.click(params.id)\n }\n\n clickBar(params: any) {\n this.click(params.title)\n }\n\n clickCamera(params: any) {\n this.click(params.id)\n }\n\n clickGasCancel() {\n // @ts-ignore\n this.app.caseInstance.cameraPoi.closeHotmap()\n }\n\n releaseBar() {\n // @ts-ignore\n this.app.caseInstance.cylinder.setVisible()\n // @ts-ignore\n this.app.caseInstance.circle.remove()\n // @ts-ignore\n this.app.caseInstance.districtLine.removeHighLightLine()\n }\n\n click(name) {\n // 根据名称动态获取Mesh对象\n const object = this.app.sceneControl.scene!.getObjectByName(name)\n\n // 触发事件\n if (object) {\n console.log('Mesh对象已找到!')\n // 手动调用Mesh对象上的点击事件处理函数\n object.dispatchEvent({ type: 'click' })\n }\n else {\n console.log('未找到Mesh对象!')\n }\n }\n\n setInspectTarget(params: { target: string }) {\n const { target } = params\n\n // @ts-ignore\n return this.app.caseInstance.inspection.goToInspectionTarget(map[target])\n }\n\n stopInspect() {\n // @ts-ignore\n this.app.caseInstance.inspection.inspectionObject.stop()\n }\n\n continueInspect() {\n // @ts-ignore\n this.app.caseInstance.inspection.inspectionObject.contineMove()\n }\n\n highlightInspectTarget(params: { target: string; highlight: boolean }) {\n // @ts-ignore\n this.app.caseInstance.inspection.setSelectedAnchorObject(params)\n }\n\n setViewType(params: { viewType: string }) {\n // @ts-ignore\n this.app.caseInstance.toggleView(params.viewType)\n }\n}\n\nexport default HandlerManage\n"],"mappings":";;;;;;;AAIA,OAAO,IAAMA,GAAG,GAAG;EACjBC,EAAE,EAAE,IAAI;EACRC,GAAG,EAAE,IAAI;EACTC,IAAI,EAAE,IAAI;EACVC,IAAI,EAAE,IAAI;EACVC,IAAI,EAAE;AACR,CAAC;AAED,OAAO,IAAMC,SAAS,GAAG;EACvB,IAAI,EAAE,IAAI;EACV,IAAI,EAAE,KAAK;EACX,IAAI,EAAE,MAAM;EACZ,IAAI,EAAE,MAAM;EACZ,IAAI,EAAE;AACR,CAAC;AAAA,IAEKC,aAAa;EAEjB,uBAAYC,GAAW,EAAE;IAAA;IAAA;IACvB,IAAI,CAACA,GAAG,GAAGA,GAAG;;IAEd;IACA,IAAI,CAACA,GAAG,CAACC,WAAW,CAACC,GAAG,CAACC,QAAQ,CAAC,CAAC,CAAC,CAACC,MAAM,CAACC,MAAM,CAAC,CAAC,CAAC;IACrD;IACA,IAAI,CAACL,GAAG,CAACC,WAAW,CAACK,OAAO,CAAC;MAAEC,IAAI,EAAE;IAAK,CAAC,CAAC;EAC9C;EAAC;IAAA;IAAA,OAED,qBAAYC,MAAW,EAAE;MACvB,IAAI,CAACC,KAAK,CAACD,MAAM,CAACE,EAAE,CAAC;IACvB;EAAC;IAAA;IAAA,OAED,kBAASF,MAAW,EAAE;MACpB,IAAI,CAACC,KAAK,CAACD,MAAM,CAACG,KAAK,CAAC;IAC1B;EAAC;IAAA;IAAA,OAED,qBAAYH,MAAW,EAAE;MACvB,IAAI,CAACC,KAAK,CAACD,MAAM,CAACE,EAAE,CAAC;IACvB;EAAC;IAAA;IAAA,OAED,0BAAiB;MACf;MACA,IAAI,CAACV,GAAG,CAACY,YAAY,CAACC,SAAS,CAACC,WAAW,EAAE;IAC/C;EAAC;IAAA;IAAA,OAED,sBAAa;MACX;MACA,IAAI,CAACd,GAAG,CAACY,YAAY,CAACG,QAAQ,CAACC,UAAU,EAAE;MAC3C;MACA,IAAI,CAAChB,GAAG,CAACY,YAAY,CAACK,MAAM,CAACC,MAAM,EAAE;MACrC;MACA,IAAI,CAAClB,GAAG,CAACY,YAAY,CAACO,YAAY,CAACC,mBAAmB,EAAE;IAC1D;EAAC;IAAA;IAAA,OAED,eAAMC,IAAI,EAAE;MACV;MACA,IAAMC,MAAM,GAAG,IAAI,CAACtB,GAAG,CAACuB,YAAY,CAACC,KAAK,CAAEC,eAAe,CAACJ,IAAI,CAAC;;MAEjE;MACA,IAAIC,MAAM,EAAE;QACVI,OAAO,CAACC,GAAG,CAAC,YAAY,CAAC;QACzB;QACAL,MAAM,CAACM,aAAa,CAAC;UAAEC,IAAI,EAAE;QAAQ,CAAC,CAAC;MACzC,CAAC,MACI;QACHH,OAAO,CAACC,GAAG,CAAC,YAAY,CAAC;MAC3B;IACF;EAAC;IAAA;IAAA,OAED,0BAAiBnB,MAA0B,EAAE;MAC3C,IAAQsB,MAAM,GAAKtB,MAAM,CAAjBsB,MAAM;;MAEd;MACA,OAAO,IAAI,CAAC9B,GAAG,CAACY,YAAY,CAACmB,UAAU,CAACC,oBAAoB,CAACxC,GAAG,CAACsC,MAAM,CAAC,CAAC;IAC3E;EAAC;IAAA;IAAA,OAED,uBAAc;MACZ;MACA,IAAI,CAAC9B,GAAG,CAACY,YAAY,CAACmB,UAAU,CAACE,gBAAgB,CAACC,IAAI,EAAE;IAC1D;EAAC;IAAA;IAAA,OAED,2BAAkB;MAChB;MACA,IAAI,CAAClC,GAAG,CAACY,YAAY,CAACmB,UAAU,CAACE,gBAAgB,CAACE,WAAW,EAAE;IACjE;EAAC;IAAA;IAAA,OAED,gCAAuB3B,MAA8C,EAAE;MACrE;MACA,IAAI,CAACR,GAAG,CAACY,YAAY,CAACmB,UAAU,CAACK,uBAAuB,CAAC5B,MAAM,CAAC;IAClE;EAAC;IAAA;IAAA,OAED,qBAAYA,MAA4B,EAAE;MACxC;MACA,IAAI,CAACR,GAAG,CAACY,YAAY,CAACyB,UAAU,CAAC7B,MAAM,CAAC8B,QAAQ,CAAC;IACnD;EAAC;EAAA;AAAA;AAGH,eAAevC,aAAa"}
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import DistrictLineManage from "./districtLine";
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import SliceManage from "./slice";
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@@ -135,6 +138,10 @@ export var toggleTag = (_toggleTag = {}, _defineProperty(_toggleTag, SceneTag.ov
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this.toggleSceneStyle(SceneStyle.tech);
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139
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togglePeopleManagemen.apply(this);
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140
147
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}), _defineProperty(_toggleTag, SceneTag['smart-inspection'], function () {
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@@ -145,6 +152,7 @@ export var toggleTag = (_toggleTag = {}, _defineProperty(_toggleTag, SceneTag.ov
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145
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this.scene.cutoutCamera = cutoutCamera;
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146
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utils.emitter.emit('stop');
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}
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155
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+
this.inspection.defaultFirstPerspectiveControls && (this.inspection.defaultFirstPerspectiveControls.enabled = false);
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this.scene.controls.enableRotate = false;
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149
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this.scene.controls.enableZoom = false;
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150
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this.tag = SceneTag['smart-inspection'];
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@@ -1 +1 @@
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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","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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{"version":3,"names":["utils","SceneStyle","SceneTag","MessageType","sendToMessage","EMessageStatus","WallManage","CylinderManage","PoiManage","CircleManage","AreaBoundingBoxManage","Inspection","CameraPoi","DistrictLineManage","RegionPlane","SliceManage","emitter","showOverview","poi","generatePoi","closeOverview","wall","wallMesh","forEach","mesh","visible","remove","showPeopleManagemen","cylinder","cylinderMesh","slice","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","generateSlice","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'\nimport SliceManage from './slice'\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 if (this.slice)\n this.slice.mesh.visible = true\n}\n\nconst closePeopleManagemen = function () {\n this.cylinder.cylinderMesh.forEach((mesh) => {\n mesh.visible = false\n })\n this.circle.remove()\n if (this.slice)\n this.slice.mesh.visible = false\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\n if (!this.slice) {\n this.slice = new SliceManage(this)\n this.slice.generateSlice()\n }\n\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 {
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12
12
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temp: any;
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13
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tempDemo: any;
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14
14
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isStartUp: boolean;
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15
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+
initialMinCameraQuaternion: any;
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15
16
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constructor(inspection: any);
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16
17
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private loadModel;
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18
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+
private breathinglamp;
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17
19
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private loadPosAudio;
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18
20
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startMove(curve: any): Promise<void>;
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21
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/**
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