@anov/3d 0.0.92 → 0.0.94
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/factory/3d.d.ts +2 -0
- package/dist/factory/3d.js +4 -0
- package/dist/factory/3d.js.map +1 -1
- package/dist/factory/unit/CameraPoi.js +4 -2
- package/dist/factory/unit/CameraPoi.js.map +1 -1
- package/dist/factory/unit/cylinder.d.ts +2 -0
- package/dist/factory/unit/cylinder.js +63 -12
- package/dist/factory/unit/cylinder.js.map +1 -1
- package/dist/factory/unit/districtLine.d.ts +3 -1
- package/dist/factory/unit/districtLine.js +21 -6
- package/dist/factory/unit/districtLine.js.map +1 -1
- package/dist/factory/unit/index.js +7 -5
- package/dist/factory/unit/index.js.map +1 -1
- package/dist/factory/unit/inspection/index.js +2 -2
- package/dist/factory/unit/inspection/index.js.map +1 -1
- package/dist/factory/utils/finirMaterial.js +1 -1
- package/dist/factory/utils/finirMaterial.js.map +1 -1
- package/package.json +1 -1
- package/dist/factory/unit/point.d.ts +0 -10
- package/dist/factory/unit/point.js +0 -72
- package/dist/factory/unit/point.js.map +0 -1
package/dist/factory/3d.d.ts
CHANGED
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@@ -6,6 +6,7 @@ import type LineManage from './unit/line';
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import type CylinderManage from './unit/cylinder';
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import type PoiManage from './unit/poi';
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import type CircleManage from './unit/circle';
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import type DistrictLineManage from './unit/districtLine';
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import type AreaBoundingBoxManage from './unit/areaBoundingBox';
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import type Inspection from './unit/inspection';
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import { SceneStyle, SceneTag } from './utils/constant';
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@@ -33,6 +34,7 @@ declare class Factory3D {
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circle: CircleManage;
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areaBoundingBox: AreaBoundingBoxManage;
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inspection: Inspection;
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districtLine: DistrictLineManage;
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usePath: string;
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private pipeline;
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private realModl;
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package/dist/factory/3d.js
CHANGED
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@@ -102,6 +102,7 @@ var Factory3D = /*#__PURE__*/function () {
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_defineProperty(this, "circle", void 0);
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_defineProperty(this, "areaBoundingBox", void 0);
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_defineProperty(this, "inspection", void 0);
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_defineProperty(this, "districtLine", void 0);
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_defineProperty(this, "usePath", usePath);
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_defineProperty(this, "pipeline", void 0);
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_defineProperty(this, "realModl", void 0);
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@@ -162,6 +163,9 @@ var Factory3D = /*#__PURE__*/function () {
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loadingManager.onLoad = function () {
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resolve('success');
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};
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// initPostEffects(scene.scene, scene.renderer, scene.camera, { type: 'main' })
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scene.renderer.toneMappingExposure = 0.4;
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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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1
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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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{"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 DistrictLineManage from './unit/districtLine'\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 districtLine: DistrictLineManage\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(`${this.usePath}landScap3.glb`, false, true, './draco/', (gltf) => {\n this.realTreeModel = (gltf.scene) as Group\n\n // this.interactionManager.add(gltf.scene)\n\n // gltf.scene.addEventListener('click', (value) => {\n // console.log(value.point)\n // this.position = value.point\n // })\n\n gltf.scene.traverse((child) => {\n child.layers.enable(5)\n\n if (child.type === 'Mesh') {\n child.castShadow = true\n child.receiveShadow = true\n }\n })\n\n scene.add(this.realTreeModel)\n\n return gltf\n })\n\n const interactionManager = new InteractionManager(\n this.scene.renderer,\n this.scene.camera,\n this.scene.renderer.domElement, // Modified By LM this.scene.cssRenderer.cssRenderer.domElement,\n )\n\n this.interactionManager = interactionManager\n\n utils.storeManagement.set('interactionManager', interactionManager)\n\n use.useframe(() => {\n interactionManager.update()\n })\n\n this.loadModel()\n\n loadingManager.onLoad = () => {\n resolve('success')\n }\n\n // initPostEffects(scene.scene, scene.renderer, scene.camera, { type: 'main' })\n\n scene.renderer.toneMappingExposure = 0.4\n })\n }\n\n private loadModel() {\n // real model\n load.loadGLTF(`${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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{"version":3,"names":["AdditiveBlending","Box3","CircleGeometry","Clock","Color","DoubleSide","Group","MathUtils","Matrix4","Mesh","MeshBasicMaterial","ModelLoader","PerspectiveCamera","PlaneGeometry","ShaderMaterial","Sprite","SpriteMaterial","Texture","TextureLoader","Vector3","gsap","use","Css2DPoi","SpritePoi","heatMap","MessageType","sendToMessage","EMessageStatus","loadingManager","usePath","data","camera","id","name","position","fovDefault","fovRange","dialogCamera","rotation","probePoint","warn","load","CameraPoi","gobal","Map","Set","dialogManage","Dialog","addStyle","loadGLTF","gltf","model","forEach","region","group","sprite","scale","y","Math","PI","fromArray","copy","add","scan","scene","clone","addScalar","x","cameraMesh","set","interactionManager","cameraEvent","point","MethanePoint","item","mesh","probeEvent","to","duration","ease","yoyo","repeat","create","warnMesh","rotatingRight","unFrame","useframe","children","z","abs","eventListener","fn","currentDialogMesh","isClose","close","headMap","isShow","closeHotmap","useScene","startPosition","cameraLookAt","getWorldDirection","Event","Success","undefined","targetPosition","toArray","camaraPosition","cameraUtil","target","setMeshVisible","getMesh","addEventListener","visible","removeEventListener","HeadMap","unClick","togglePoi","then","distanceTo","orbitControls","enabled","remove","removeFromParent","clear","geometry","texture","circle","map","side","transparent","rotateX","material","vertexShader","fragmentShader","blending","depthTest","color","numPoints","i","random","cameraManage","manage","careraParams","window","innerWidth","innerHeight","setCustomPerspective","cuteSprite","depthWrite","center","renderOrder","updateScale","Promise","reslove","setTimeout","borderMesh","getBorderMesh","cuteSprites","push","cameraPosition","angleX","degToRad","angleY","angleZ","rotationMatrix","makeRotationX","multiply","makeRotationY","makeRotationZ","cameraDirection","targetDirection","applyMatrix4","devicePixelRatio","bbox","setFromObject","min","project","max","w","h","dom","document","querySelector","clientWidth","clientHeight","ratio","fov","width","height","scaleFactor","minDistance","maxDistance","objectPosition","distance","clampedDistance","eventName","eventList","has","getBoxSize","dialogDiv","createElement","Object","assign","style","maskingDiv","className","appendChild","closeSpan","hLine","vLine","op","opList","key","btnSpan","handleClick","clock","longPress","time","getDelta","clearTimeout","sliderDiv","sliderBar","type","value","updateProjectionMatrix","css","styleElement","createTextNode","head","length","get","heatmap","container","createDom","gradient","TemperatureColorStops","len","points","val","floor","setData","greymap","heatMapMaterial","uniforms","greyMap","Zscale","u_color","u_opacity","_renderer","canvas","needsUpdate","greyTexture","tan","aspect","heatMapGeometry","heatMapPlane","backEle","innerHTML","body","zIndex","canvasList"],"sources":["../../../src/factory/unit/CameraPoi.ts"],"sourcesContent":["import type { Object3D } from '@anov/3d-core'\nimport { AdditiveBlending, Box3, CircleGeometry, Clock, Color, DoubleSide, Euler, Group, MathUtils, Matrix4, Mesh, MeshBasicMaterial, ModelLoader, PerspectiveCamera, PlaneGeometry, ShaderMaterial, Sprite, SpriteMaterial, Texture, TextureLoader, Vector3, WebGLRenderTarget, gsap, use, utils } from '@anov/3d-core'\nimport { Css2DPoi, SpritePoi } from '@anov/3d-ability'\nimport heatMap from 'anov-heat-map'\nimport { MessageType, sendToMessage } from '../../utils/messageFn'\nimport { EMessageStatus } from '../../messageStatus'\nimport { loadingManager, usePath } from '../3d'\n\n// @ts-ignore\nimport type Factory3D from '../3d'\n\nconst data = {\n camera: [\n {\n id: '1',\n name: '摄像头1',\n position: [-315, 30, -150],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [-315, 30, -150],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '2',\n name: '摄像头2',\n position: [30, 30, -150],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [30, 30, -150],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '3',\n name: '摄像头3',\n position: [360, 30, -150],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [360, 30, -150],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '4',\n name: '摄像头4',\n position: [-320, 30, 32],\n dialogCamera: {\n position: [-320, 30, 32],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '5',\n name: '摄像头5',\n position: [-307, 30, 170],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [-307, 30, 170],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '6',\n name: '摄像头6',\n position: [77, 30, 96],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [77, 30, 96],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '7',\n name: '摄像头7',\n position: [404, 30, 85],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [404, 30, 85],\n rotation: [30, 180, 0],\n },\n },\n ],\n probePoint: [\n {\n id: '1',\n name: '异常监测点1',\n warn: true,\n position: [56, 21, 86],\n },\n {\n id: '2',\n name: '甲烷监测点2',\n warn: false,\n position: [384, 21, 75],\n },\n {\n id: '3',\n name: '甲烷监测点3',\n warn: false,\n position: [9, 21, -134],\n },\n ],\n}\n\nconst load = new ModelLoader()\nclass CameraPoi {\n gobal: Factory3D\n cameraMesh: Map<string, Group> = new Map()\n warnMesh: Map<string, SpritePoi> = new Map()\n headMap: HeadMap\n dialogManage: Dialog\n eventListener: Set<Function> = new Set()\n\n currentDialogMesh: Group\n startPosition: Vector3\n cameraLookAt: Vector3\n\n constructor(gobal: Factory3D) {\n this.gobal = gobal\n this.dialogManage = new Dialog(this)\n this.dialogManage.addStyle()\n }\n\n async generateObject() {\n const model = await load.loadGLTF(`${usePath}shexiang.glb`, false, true, './draco/', (gltf) => {\n return gltf\n })\n\n data.camera.forEach((region) => {\n const group = new Group()\n group.name = region.id\n const sprite = new SpritePoi(`${usePath}camera.png`, { scale: [14, 14, 1] })\n sprite.rotation.y = Math.PI\n const position = new Vector3().fromArray(region.position)\n sprite.position.copy(position)\n group.add(sprite)\n\n const scan = model.scene.clone()\n scan.scale.addScalar(8)\n scan.rotation.x = (-Math.PI / 2) + 0.5\n scan.position.copy(position.clone().add(new Vector3(0, -2, 0)))\n group.add(scan)\n\n this.cameraMesh.set(region.name, group)\n this.gobal.interactionManager.add(group)\n this.cameraEvent(group, region)\n this.gobal.scene.add(group)\n })\n\n // 甲烷检测点\n const point = new MethanePoint()\n data.probePoint?.forEach((item) => {\n let mesh\n if (item.warn) {\n mesh = new SpritePoi(`${usePath}p4/warn.png`, { scale: [16, 16, 1] })\n this.gobal.interactionManager.add(mesh)\n this.probeEvent(mesh, item)\n // 使用GSAP创建跳动动画\n gsap.to(mesh.position, {\n y: '+=3', // 上跳10个单位\n duration: 0.2, // 动画持续时间\n ease: 'power1.inOut', // 缓动函数\n yoyo: true, // 循环\n repeat: -1, // 无限重复\n })\n }\n else {\n mesh = point.create()\n }\n mesh.position.copy(new Vector3().fromArray(item.position))\n this.warnMesh.set(item.name, mesh)\n\n this.gobal.scene.add(mesh)\n })\n // 设置左右旋转的标志位和旋转速度\n let rotatingRight = true // 是否正在向右转动\n\n const unFrame = use.useframe(() => {\n this.cameraMesh.forEach((group) => {\n const scan = group.children[1]\n // 更新相机的旋转角度\n if (rotatingRight) {\n // 向右旋转\n scan.rotation.z += 0.005\n }\n else {\n // 向左旋转\n scan.rotation.z -= 0.005\n }\n\n // 检查是否达到目标旋转角度\n if (Math.abs(scan.rotation.z) >= Math.abs(Math.PI / 4)) {\n // 到达目标角度,切换旋转方向并更新目标角度\n rotatingRight = !rotatingRight\n }\n })\n })\n this.eventListener.add(unFrame)\n }\n\n cameraEvent(sprite: Group, region: any) {\n const fn = async () => {\n if (this.currentDialogMesh) {\n const isClose = this.currentDialogMesh.name === region.name\n this.dialogManage.close()\n if (isClose)\n return\n }\n else {\n if (this.headMap && this.headMap.isShow) {\n this.closeHotmap()\n }\n else {\n const { camera } = use.useScene()\n this.startPosition = camera.position.clone()\n // 获取相机朝向\n this.cameraLookAt = new Vector3() // 创建一个向量来存储相机朝向\n camera.getWorldDirection(this.cameraLookAt) // 获取相机朝向并存储在向量中\n }\n }\n\n sendToMessage(MessageType.Event, 'onCameraStatus', EMessageStatus.Success, undefined, { id: region.id })\n\n const position = new Vector3().fromArray(region.position)\n const targetPosition: [number, number, number] = position.clone().toArray()\n const camaraPosition: [number, number, number] = position.clone().add(new Vector3(0, 40, 80)).toArray()\n\n this.gobal.cameraUtil.set({\n position: camaraPosition,\n target: targetPosition,\n })\n this.setMeshVisible(false)\n\n this.currentDialogMesh = await this.dialogManage.getMesh(position, region) as Group\n this.dialogManage.addEventListener('close', () => {\n // 初始相机到原始位置\n this.gobal.cameraUtil.set({\n position: this.startPosition.toArray(),\n target: this.cameraLookAt.toArray(),\n })\n this.setMeshVisible(true)\n this.currentDialogMesh = null\n this.cameraMesh.forEach((mesh) => {\n mesh.visible = true\n })\n sendToMessage(MessageType.Event, 'onCancelCameraStatus', EMessageStatus.Success, undefined, { id: region.id })\n })\n this.currentDialogMesh.name = region.name\n this.gobal.scene.add(this.currentDialogMesh)\n }\n\n sprite.addEventListener('click', fn)\n this.eventListener.add(() => sprite.removeEventListener('click', fn))\n }\n\n probeEvent(sprite: SpritePoi, region) {\n const { camera } = use.useScene()\n this.headMap = new HeadMap()\n const unClick = sprite.addEventListener('click', async () => {\n if (!sprite.visible)\n return\n sprite.visible = false\n sendToMessage(MessageType.Event, 'onGasMonitorStatus', EMessageStatus.Success, undefined, { id: region.id })\n this.togglePoi(false)\n const position = new Vector3().fromArray(region.position)\n const camaraPosition = position.clone().add(new Vector3(0, 30, 0))\n\n this.startPosition = camera.position.clone()\n // 获取相机朝向\n this.cameraLookAt = new Vector3() // 创建一个向量来存储相机朝向\n camera.getWorldDirection(this.cameraLookAt) // 获取相机朝向并存储在向量中\n this.gobal.cameraUtil.set({\n position: camaraPosition.toArray(),\n target: position.clone().toArray(),\n }).then(() => {\n const mesh = this.headMap.create(camaraPosition.distanceTo(position))\n mesh.position.copy(sprite.position)\n mesh.position.y = 0.5\n this.gobal.scene.add(mesh)\n\n const { orbitControls } = use.useScene()\n orbitControls.enabled = false\n\n // this.headMap.addBack()\n this.headMap.addEventListener('close', () => {\n this.closeHotmap()\n // this.togglePoi(true)\n\n // this.gobal.cameraUtil.set({\n // position: this.startPosition.toArray(),\n // target: this.cameraLookAt.toArray(),\n // })\n })\n })\n })\n this.eventListener.add(unClick)\n }\n\n setMeshVisible(visible) {\n this.cameraMesh.forEach(mesh => mesh.visible = visible)\n this.warnMesh.forEach(mesh => mesh.visible = visible)\n }\n\n closeHotmap() {\n if (!this.headMap)\n return\n this.headMap.remove()\n this.togglePoi(true)\n\n this.gobal.cameraUtil.set({\n position: this.startPosition.toArray(),\n target: this.cameraLookAt.toArray(),\n })\n const { orbitControls } = use.useScene()\n orbitControls.enabled = true\n }\n\n togglePoi(visible = true) {\n this.warnMesh.forEach((sprite) => {\n sprite.visible = visible\n })\n this.cameraMesh.forEach((sprite) => {\n sprite.visible = visible\n })\n }\n\n remove() {\n this.dialogManage.close()\n // 删除摄像机POI点\n this.cameraMesh.forEach((sprite) => {\n sprite.removeFromParent()\n sprite.remove()\n })\n this.cameraMesh.clear()\n this.warnMesh.forEach((sprite) => {\n sprite.removeFromParent()\n sprite.remove()\n })\n this.warnMesh.clear()\n this.eventListener.forEach((fn) => {\n fn()\n })\n // 热力图\n if (this.headMap) {\n this.headMap.remove()\n const { orbitControls } = use.useScene()\n orbitControls.enabled = true\n }\n this.eventListener.clear()\n }\n}\n\nexport default CameraPoi\n\nclass MethanePoint {\n constructor() {\n\n }\n\n create() {\n // 定义Shader的uniform变量\n\n const geometry = new PlaneGeometry(10, 10)\n const texture = new TextureLoader(loadingManager).load(`${usePath}p4/monitor.png`)\n const circle = new Mesh(geometry, new MeshBasicMaterial({\n map: texture,\n side: DoubleSide,\n transparent: true,\n }))\n circle.rotateX(-Math.PI / 3)\n return circle\n }\n\n // 随机多点的方案\n createBack() {\n // 定义Shader的uniform变量\n\n const group = new Group()\n const geometry = new CircleGeometry(2, 32)\n // 创建自定义着色器材质\n const material = new ShaderMaterial({\n vertexShader: `\n void main() {\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_PointSize = 20.0; // 设置点的大小\n }\n `,\n fragmentShader: `\n void main() {\n vec2 center = vec2(0.5, 0.5); // 圆心坐标\n vec2 toCenter = gl_PointCoord - center; // 计算点到圆心的向量\n float distance = length(toCenter); // 计算点到圆心的距离\n if (distance > 0.5) discard; // 超出半径范围的点直接丢弃\n vec3 innerColor = vec3(1.0, .8, 0.0); // 内圈颜色为黄色\n vec3 outerColor = vec3(0.8, 0.4, 0.0); // 外圈颜色为深橘色\n \n vec3 finalColor = mix(innerColor, outerColor, smoothstep(0.1, 0.23, distance)); // 根据距离混合颜色\n if(distance>0.3) finalColor = mix(finalColor, vec3(0.75, 0.4, 0.0), smoothstep(0.25, 0.3, distance)); // 根据距离混合颜色\n gl_FragColor = vec4(finalColor, 1.0); // 设置片段颜色\n }\n `,\n blending: AdditiveBlending,\n depthTest: false,\n transparent: true,\n side: DoubleSide,\n })\n const circle = new Mesh(geometry, new MeshBasicMaterial({ color: '#f7a157' }))\n const numPoints = 100 // 点的数量\n\n for (let i = 0; i < numPoints; i++) {\n const x = Math.random() * 700 - 322 // 随机生成 x 坐标\n const z = Math.random() * 340 - 144 // 随机生成 z 坐标\n const point = circle.clone()\n point.position.copy(new Vector3(x, 20.55, z))\n point.rotateX(-Math.PI / 2)\n group.add(point)\n }\n\n return group\n }\n}\n\nclass Dialog {\n manage: CameraPoi\n\n camera: PerspectiveCamera\n cameraPosition: Vector3\n cameraTargetPosition: Vector3\n\n cuteSprites: Array<Object3D> = []\n eventListener: Set<Function> = new Set()\n eventList: Map<string, Function> = new Map()\n\n constructor(cameraManage) {\n this.manage = cameraManage\n }\n\n async getMesh(position, careraParams) {\n this.close()\n this.camera = new PerspectiveCamera(\n careraParams.fovDefault || 60, window.innerWidth / window.innerHeight, 0.1, 10000,\n )\n this.camera.position.copy(new Vector3().fromArray(careraParams.position))\n this.camera.rotation.set(Math.PI / 6, Math.PI, 0)\n\n const { texture, close } = this.manage.gobal.scene.setCustomPerspective(this.camera)\n\n const cuteSprite = new Sprite(new SpriteMaterial({ map: texture, depthTest: false, depthWrite: false }))\n cuteSprite.center.set(0.5, 0.5)\n cuteSprite.renderOrder = 5\n cuteSprite.position.copy(position)\n\n const unFrame = use.useframe(() => {\n this.updateScale(cuteSprite)\n })\n this.eventListener.add(unFrame)\n\n return new Promise((reslove) => {\n setTimeout(() => {\n const borderMesh = this.getBorderMesh(this.camera, cuteSprite)\n const group = new Group()\n group.add(borderMesh)\n group.add(cuteSprite)\n this.cuteSprites.push(borderMesh)\n this.cuteSprites.push(cuteSprite)\n close()\n reslove(group)\n }, 1000)\n })\n }\n\n getTarget(cameraPosition, rotation = [0, 30, 0]) {\n // 将旋转角度转换为弧度\n const angleX = MathUtils.degToRad(rotation[0])\n const angleY = MathUtils.degToRad(rotation[1])\n const angleZ = MathUtils.degToRad(rotation[2])\n\n // 创建旋转矩阵\n const rotationMatrix = new Matrix4()\n rotationMatrix.makeRotationX(angleX)\n rotationMatrix.multiply(new Matrix4().makeRotationY(angleY))\n rotationMatrix.multiply(new Matrix4().makeRotationZ(angleZ))\n\n // 定义相机的方向向量(例如,相机的方向默认为(0, 0, -1))\n const cameraDirection = new Vector3(0, 0, 1)\n\n // 将相机的方向向量乘以旋转矩阵,得到相机目标位置的向量\n const targetDirection = cameraDirection.clone().applyMatrix4(rotationMatrix)\n\n // 计算相机的目标位置\n return cameraPosition.clone().add(targetDirection)\n }\n\n getBoxSize(sprite: Sprite) {\n const { camera } = use.useScene()\n\n // 获取设备像素比\n const devicePixelRatio = window.devicePixelRatio || 1\n // 获取精灵对象的边界框\n const bbox = new Box3().setFromObject(sprite)\n // 将边界框的最小和最大顶点转换为屏幕坐标\n const min = bbox.min.project(camera)\n const max = bbox.max.project(camera)\n\n let [w, h] = [window.innerWidth, window.innerHeight]\n const dom = document.querySelector('#app')\n if (dom) {\n w = dom.clientWidth\n h = dom.clientHeight\n }\n let ratio = 0\n if (camera.fov >= 60)\n ratio = -0.05 * (camera.fov - 60) / 30\n else\n ratio = 0.02 * (60 - camera.fov) / 30\n\n // 计算精灵在屏幕中的宽度和高度像素值\n let width = (max.x - min.x) * w / devicePixelRatio * (0.97 + ratio)\n let height = (max.y - min.y) * h / devicePixelRatio * (1.089 + ratio)\n\n const scaleFactor = devicePixelRatio * 0.5\n // 应用缩放系数\n width *= scaleFactor\n height *= scaleFactor\n\n return { width, height }\n }\n\n updateScale(sprite: Sprite) {\n const { camera } = use.useScene()\n const ratio = 60 / camera.fov\n // 距离限制范围的值,用于计算缩放比例\n const minDistance = 0.1\n const maxDistance = 1000000\n // 获取相机和物体的世界坐标位置\n const cameraPosition = camera?.position\n const objectPosition = sprite.position\n\n // 计算相机和物体之间的距离\n const distance = cameraPosition?.distanceTo(objectPosition) || 0.1\n\n // 使用 Math.min() 和 Math.max() 方法限制 resultDistance 的范围\n const clampedDistance = Math.max(minDistance, Math.min(maxDistance, distance))\n // console.log('clampedDistance:',clampedDistance)\n // 按照缩放系数和距离进行缩放,缩放系数应该约定好一个固定值\n sprite.scale.copy(new Vector3(clampedDistance * (1.3281 / ratio), (0.8316 / ratio) * clampedDistance, 1))\n }\n\n addEventListener(eventName, fn) {\n if (this.eventList.has(eventName))\n this.eventList[eventName] = fn\n else\n this.eventList.set(eventName, fn)\n }\n\n getBorderMesh(camera, sprite: Sprite) {\n let { width, height } = this.getBoxSize(sprite)\n\n // 弹窗容器\n const dialogDiv = document.createElement('div')\n width += 10\n height += 10\n Object.assign(dialogDiv.style, {\n 'width': `${width}px`,\n 'height': `${height}px`,\n 'z-index': '3 !important',\n 'backgroundImage': `url(${usePath}p4/border.png)`,\n 'backgroundSize': '100% 100%',\n 'backgroundRepeat': 'no-repeat',\n 'position': 'relative',\n\n // left: `${(window.innerWidth - width) / 2}px`,\n // top: `${(window.innerHeight - height) / 2}px`,\n })\n\n const maskingDiv = document.createElement('div')\n maskingDiv.className = 'dialog-mask'\n dialogDiv.appendChild(maskingDiv)\n\n // 关闭按钮\n const closeSpan = document.createElement('span')\n closeSpan.className = 'dialog-close'\n closeSpan.addEventListener('click', () => {\n this.close()\n })\n const hLine = document.createElement('span')\n hLine.className = 'dialog-close-line dialog-close-h-line'\n closeSpan.appendChild(hLine)\n const vLine = document.createElement('span')\n vLine.className = 'dialog-close-line dialog-close-v-line'\n closeSpan.appendChild(vLine)\n dialogDiv.appendChild(closeSpan)\n\n // 操作按钮\n const op = document.createElement('div')\n op.className = 'dialog-operate'\n dialogDiv.appendChild(op)\n const opList = ['left', 'right', 'top', 'bottom']\n opList.forEach((key) => {\n const btnSpan = document.createElement('span')\n btnSpan.className = `dialog-operate-btn dialog-operate-${key}`\n\n const handleClick = () => {\n switch (key) {\n case 'top':\n camera.rotation.x -= 0.01\n break\n case 'bottom':\n camera.rotation.x += 0.01\n break\n case 'left':\n camera.rotation.y += 0.01\n break\n case 'right':\n camera.rotation.y -= 0.01\n break\n }\n const { texture, close } = this.manage.gobal.scene.setCustomPerspective(camera)\n sprite.material = new SpriteMaterial({ map: texture, depthTest: false, depthWrite: false })\n setTimeout(() => close(), 800)\n }\n\n let clock\n let longPress\n let time\n\n btnSpan.addEventListener('mousedown', () => {\n clock = new Clock()\n clock.getDelta()\n\n time = setTimeout(() => {\n longPress = use.useframe(handleClick)\n }, 500)\n })\n\n btnSpan.addEventListener('mouseup', () => {\n if (clock.getDelta() < 0.5)\n handleClick()\n\n clearTimeout(time)\n longPress && longPress()\n })\n\n // btnSpan.addEventListener('click', handleClick)\n op.appendChild(btnSpan)\n })\n\n // 滑动条\n const sliderDiv = document.createElement('div')\n sliderDiv.className = 'dialog-slider-container'\n const sliderBar = document.createElement('input')\n sliderBar.type = 'range'\n sliderBar.min = '30'\n sliderBar.max = '120'\n sliderBar.value = '60'\n sliderBar.className = 'dialog-slider'\n sliderBar.addEventListener('input', () => {\n camera.fov = sliderBar.value\n camera.updateProjectionMatrix()\n const { texture, close } = this.manage.gobal.scene.setCustomPerspective(camera)\n sprite.material = new SpriteMaterial({ map: texture, depthTest: false, depthWrite: false })\n setTimeout(() => close(), 800)\n })\n sliderDiv.appendChild(sliderBar)\n dialogDiv.appendChild(sliderDiv)\n\n const borderMesh = new Css2DPoi(dialogDiv)\n borderMesh.position.copy(sprite.position)\n return borderMesh\n }\n\n addStyle() {\n // 设置 CSS 规则\n const css = `\n .page-mask{\n position: fixed;\n top: 0;\n left: 0;\n bottom:0;\n right:0;\n //width: 100%;\n //height: 100%;\n background-color: rgba(0, 0, 0, 0.5); /* 半透明背景 */\n //filter: blur(10px); /* 模糊效果 */\n z-index: 1 !important; /* 确保蒙版位于其他元素之上 */\n }\n .dialog-mask{\n position: absolute;\n top: 8px;\n left: 6px;\n width: calc(100% - 12px);\n height: calc(100% - 16px);\n background: linear-gradient(90deg, rgba(0, 0, 0,.4) 0%,rgba(0, 0, 0,.2) 10%, rgba(0, 0, 0,0) 20%, rgba(0,0,0, 0) 50%, rgba(0, 0, 0,0) 80%, rgba(0, 0, 0,0.2) 90%, rgba(0, 0, 0,.4) 100%);\n pointer-events: auto;\n opacity: 1;\n transform: perspective(100px) rotateX(0deg) rotateY(0deg) rotateZ(0deg);\n transform-origin: center center;\n }\n .hot-back{\n width: 70px;\n height: 25px;\n border-radius: 2px;\n color: #fff;\n font-weight: bold;\n font-size: 14px;\n border:1px solid #d1ae6d;\n background-color: #c8ab75;\n cursor: pointer; /* 鼠标指针样式 */\n display: flex;\n justify-content: center;\n align-items: center;\n position: absolute;\n left: 30px;\n top: 30px;\n pointer-events: auto;\n }\n .hot-back:hover{\n background-color:#c8a158;\n }\n .dialog-close{\n width: 36px;\n height: 36px;\n border-radius: 2px;\n color: #fff;\n background-color: #c8ab75;\n cursor: pointer; /* 鼠标指针样式 */\n display: flex;\n justify-content: center;\n align-items: center;\n position: absolute;\n right: 28px;\n top: 28px;\n pointer-events: auto;\n }\n\n .dialog-close:hover{\n background-color:#c8a158;\n }\n\n .dialog-close-line{\n width: 20px;\n height: 2px;\n background-color: #fff;\n position: absolute;\n top: 17px;\n display: block;\n }\n\n .dialog-close-h-line{\n transform: rotate(-45deg);\n }\n\n .dialog-close-v-line{\n transform: rotate(45deg);\n }\n\n .dialog-operate{\n width: 152px;\n height: 152px;\n background-image: url(${usePath}p4/operate.png);\n background-size: 100% 100%;\n background-repeat: no-repeat;\n position: absolute;\n right: 20px;\n bottom: 20px;\n pointer-events: auto;\n }\n\n .dialog-operate-btn{\n width: 0;\n height: 0;\n position: absolute;\n cursor: pointer;\n pointer-events: auto;\n }\n\n .dialog-operate-top{\n border-left: 10px solid transparent; /* 左边透明 */\n border-right: 10px solid transparent; /* 右边透明 */\n border-bottom: 10px solid #f2c67d; /* 底边实心 */\n left: calc(50% - 13px);\n top: 25px;\n }\n .dialog-operate-top:hover{\n border-bottom-color:#fff2dd;\n }\n\n .dialog-operate-bottom{\n border-left: 10px solid transparent; /* 左边透明 */\n border-right: 10px solid transparent; /* 右边透明 */\n border-top: 10px solid #f2c67d; /* 底边实心 */\n left: calc(50% - 13px);\n bottom: 25px;\n }\n\n .dialog-operate-bottom:hover{\n border-top-color:#fff2dd;\n }\n\n .dialog-operate-left{\n border-top: 10px solid transparent; /* 左边透明 */\n border-bottom: 10px solid transparent; /* 右边透明 */\n border-right: 10px solid #f2c67d; /* 底边实心 */\n top: calc(50% - 13px);\n left: 25px;\n }\n .dialog-operate-left:hover{\n border-right-color:#fff2dd;\n }\n\n .dialog-operate-right{\n border-top: 10px solid transparent; /* 左边透明 */\n border-bottom: 10px solid transparent; /* 右边透明 */\n border-left: 10px solid #f2c67d; /* 底边实心 */\n top: calc(50% - 13px);\n right: 25px;\n }\n\n .dialog-operate-right:hover{\n border-left-color:#fff2dd;\n }\n \n .dialog-slider-container {\n width: 17px;\n height: 420px;\n background: url(${usePath}p4/slider.png);\n background-size: 100% 100%;\n position:absolute;\n right:36px;\n top:120px;\n }\n\n .dialog-slider {\n -webkit-appearance: none;\n width: 420px;\n height: 17px;\n background: transparent;\n outline: none;\n opacity: 0.7;\n -webkit-transition: .2s;\n transition: opacity .2s;\n transform: rotate(-90deg);\n margin-left: -202px;\n margin-top: 200px;\n pointer-events: auto;\n }\n\n .dialog-slider::-webkit-slider-thumb {\n -webkit-appearance: none;\n appearance: none;\n width: 9px;\n height: 36px;\n background: #eebe76;\n cursor: pointer;\n border-radius: 5px;\n }\n\n .dialog-slider::-moz-range-thumb {\n width: 9px;\n height: 36px;\n background: #eebe76;\n cursor: pointer;\n border-radius: 5px;\n }\n`\n // 创建一个 <style> 元素\n const styleElement = document.createElement('style')\n styleElement.appendChild(document.createTextNode(css))\n // 将 <style> 元素添加到 <head> 中\n document.head.appendChild(styleElement)\n }\n\n close() {\n if (this.cuteSprites) {\n this.cuteSprites.forEach((mesh) => {\n mesh.remove()\n mesh.removeFromParent()\n })\n this.cuteSprites.length = 0\n }\n this.eventList.has('close') && this.eventList.get('close')()\n // 移除事件监听\n this.eventListener.forEach((fn) => {\n fn()\n })\n this.eventListener.clear()\n this.eventList.clear()\n }\n}\n\nclass HeadMap {\n TemperatureColorStops = {\n 1.0: '#f00',\n 0.9: '#e2fa00',\n 0.6: '#33f900',\n 0.3: '#0349df',\n 0.0: '#0f00ff',\n }\n\n eventList: Map<string, Function> = new Map()\n backEle: HTMLElement\n heatMapPlane: Mesh\n canvasList = []\n isShow = false\n\n constructor() {\n\n }\n\n // 热力图\n create(distance) {\n this.isShow = true\n const heatmap = heatMap.create({\n container: this.createDom(),\n gradient: this.TemperatureColorStops,\n })\n let len = 1200\n const width = window.innerWidth\n const height 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vec4(transformed, 1.0);//渲染点位\n \n }\n `,\n fragmentShader: `varying vec2 vUv;\n uniform sampler2D heatMap;//热力图\n uniform vec3 u_color;//基础颜色\n uniform float u_opacity; // 透明度\n void main() {\n //vec4 alphaColor = texture2D(heatMap, vUv);\n // gl_FragColor = alphaColor;\n gl_FragColor = vec4(u_color, u_opacity) * texture2D(heatMap, vUv);//把热力图颜色和透明度进行渲染\n }`,\n uniforms: {\n heatMap: {\n value: { value: undefined },\n },\n greyMap: {\n value: { value: undefined },\n },\n Zscale: { value: 0 }, // 高度参数\n u_color: {\n value: new Color('rgb(255, 255, 255)'),\n },\n u_opacity: {\n value: 0.8,\n },\n },\n })\n\n const texture = new Texture(heatmap._renderer.canvas)\n texture.needsUpdate = true\n const greyTexture = new Texture(greymap._renderer.canvas)\n greyTexture.needsUpdate = true\n\n heatMapMaterial.uniforms.heatMap.value = texture\n heatMapMaterial.uniforms.greyMap.value = greyTexture\n\n const { camera } = use.useScene()\n // 计算平面的尺寸\n const h = 2 * Math.tan(camera.fov * Math.PI / 360) * distance * 2 * 0.85\n const w = h * camera.aspect\n\n const heatMapGeometry = new PlaneGeometry(w, h, 100, 100) // 3d热力图大小,及分块数量\n const heatMapPlane = new Mesh(heatMapGeometry, heatMapMaterial)\n heatMapPlane.rotation.set(-Math.PI / 2, 0, 0)\n\n this.heatMapPlane = heatMapPlane\n return heatMapPlane\n }\n\n addEventListener(eventName, fn) {\n if (this.eventList.has(eventName))\n this.eventList[eventName] = fn\n else\n this.eventList.set(eventName, fn)\n }\n\n addBack() {\n this.backEle = document.createElement('div')\n this.backEle.className = 'hot-back'\n this.backEle.innerHTML = '返回'\n document.body.appendChild(this.backEle)\n this.backEle.addEventListener('click', () => {\n this.eventList.has('close') && this.eventList.get('close')()\n // this.remove()\n })\n }\n\n createDom() {\n // 创建一个新的 canvas 元素\n const canvas = document.createElement('canvas')\n canvas.style.zIndex = '-1'\n // 设置 canvas 元素的宽度和高度\n canvas.width = window.innerWidth\n canvas.height = window.innerHeight\n 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1
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+
{"version":3,"names":["AdditiveBlending","Box3","CircleGeometry","Clock","Color","DoubleSide","Group","MathUtils","Matrix4","Mesh","MeshBasicMaterial","ModelLoader","PerspectiveCamera","PlaneGeometry","ShaderMaterial","Sprite","SpriteMaterial","Texture","TextureLoader","Vector3","gsap","use","Css2DPoi","SpritePoi","heatMap","MessageType","sendToMessage","EMessageStatus","loadingManager","usePath","data","camera","id","name","position","fovDefault","fovRange","dialogCamera","rotation","probePoint","warn","load","CameraPoi","gobal","Map","Set","dialogManage","Dialog","addStyle","loadGLTF","gltf","model","forEach","region","group","sprite","scale","y","Math","PI","fromArray","copy","add","scan","scene","clone","addScalar","x","cameraMesh","set","interactionManager","cameraEvent","point","MethanePoint","item","mesh","probeEvent","to","duration","ease","yoyo","repeat","create","warnMesh","rotatingRight","unFrame","useframe","children","z","abs","eventListener","fn","currentDialogMesh","isClose","close","headMap","isShow","closeHotmap","useScene","startPosition","cameraLookAt","getWorldDirection","Event","Success","undefined","targetPosition","toArray","camaraPosition","cameraUtil","target","setMeshVisible","getMesh","addEventListener","visible","removeEventListener","HeadMap","unClick","togglePoi","then","distanceTo","orbitControls","enabled","remove","removeFromParent","clear","geometry","texture","circle","map","side","transparent","rotateX","material","vertexShader","fragmentShader","blending","depthTest","color","numPoints","i","random","cameraManage","manage","careraParams","window","innerWidth","innerHeight","setCustomPerspective","cuteSprite","depthWrite","center","renderOrder","updateScale","Promise","reslove","setTimeout","borderMesh","getBorderMesh","cuteSprites","push","cameraPosition","angleX","degToRad","angleY","angleZ","rotationMatrix","makeRotationX","multiply","makeRotationY","makeRotationZ","cameraDirection","targetDirection","applyMatrix4","devicePixelRatio","bbox","setFromObject","min","project","max","w","h","dom","document","querySelector","clientWidth","clientHeight","ratio","fov","width","height","scaleFactor","minDistance","maxDistance","objectPosition","distance","clampedDistance","eventName","eventList","has","getBoxSize","dialogDiv","createElement","Object","assign","style","maskingDiv","className","appendChild","closeSpan","hLine","vLine","op","opList","key","btnSpan","handleClick","clock","longPress","time","getDelta","clearTimeout","sliderDiv","sliderBar","type","value","updateProjectionMatrix","css","styleElement","createTextNode","head","length","get","heatmap","container","createDom","gradient","TemperatureColorStops","len","points","val","floor","setData","greymap","heatMapMaterial","uniforms","greyMap","Zscale","u_color","u_opacity","_renderer","canvas","needsUpdate","greyTexture","tan","aspect","heatMapGeometry","heatMapPlane","backEle","innerHTML","body","zIndex","canvasList"],"sources":["../../../src/factory/unit/CameraPoi.ts"],"sourcesContent":["import type { Object3D } from '@anov/3d-core'\nimport { AdditiveBlending, Box3, CircleGeometry, Clock, Color, DoubleSide, Euler, Group, MathUtils, Matrix4, Mesh, MeshBasicMaterial, ModelLoader, PerspectiveCamera, PlaneGeometry, ShaderMaterial, Sprite, SpriteMaterial, Texture, TextureLoader, Vector3, WebGLRenderTarget, gsap, use, utils } from '@anov/3d-core'\nimport { Css2DPoi, SpritePoi } from '@anov/3d-ability'\nimport heatMap from 'anov-heat-map'\nimport { MessageType, sendToMessage } from '../../utils/messageFn'\nimport { EMessageStatus } from '../../messageStatus'\nimport { loadingManager, usePath } from '../3d'\n\n// @ts-ignore\nimport type Factory3D from '../3d'\n\nconst data = {\n camera: [\n {\n id: '1',\n name: '摄像头1',\n position: [-315, 30, -150],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [-315, 30, -150],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '2',\n name: '摄像头2',\n position: [30, 30, -150],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [30, 30, -150],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '3',\n name: '摄像头3',\n position: [360, 30, -150],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [360, 30, -150],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '4',\n name: '摄像头4',\n position: [-320, 30, 32],\n dialogCamera: {\n position: [-320, 30, 32],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '5',\n name: '摄像头5',\n position: [-307, 30, 170],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [-307, 30, 170],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '6',\n name: '摄像头6',\n position: [77, 30, 96],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [77, 30, 96],\n rotation: [30, 180, 0],\n },\n },\n {\n id: '7',\n name: '摄像头7',\n position: [404, 30, 85],\n fovDefault: 60,\n fovRange: [30, 120],\n dialogCamera: {\n position: [404, 30, 85],\n rotation: [30, 180, 0],\n },\n },\n ],\n probePoint: [\n {\n id: '1',\n name: '异常监测点1',\n warn: true,\n position: [56, 21, 86],\n },\n {\n id: '2',\n name: '甲烷监测点2',\n warn: false,\n position: [384, 21, 75],\n },\n {\n id: '3',\n name: '甲烷监测点3',\n warn: false,\n position: [9, 21, -134],\n },\n ],\n}\n\nconst load = new ModelLoader()\nclass CameraPoi {\n gobal: Factory3D\n cameraMesh: Map<string, Group> = new Map()\n warnMesh: Map<string, SpritePoi> = new Map()\n headMap: HeadMap\n dialogManage: Dialog\n eventListener: Set<Function> = new Set()\n\n currentDialogMesh: Group\n startPosition: Vector3\n cameraLookAt: Vector3\n\n constructor(gobal: Factory3D) {\n this.gobal = gobal\n this.dialogManage = new Dialog(this)\n this.dialogManage.addStyle()\n }\n\n async generateObject() {\n const model = await load.loadGLTF(`${usePath}shexiang.glb`, false, true, './draco/', (gltf) => {\n return gltf\n })\n\n data.camera.forEach((region) => {\n const group = new Group()\n group.name = region.id\n const sprite = new SpritePoi(`${usePath}camera.png`, { scale: [14, 14, 1] })\n sprite.rotation.y = Math.PI\n const position = new Vector3().fromArray(region.position)\n sprite.position.copy(position)\n group.add(sprite)\n\n const scan = model.scene.clone()\n scan.scale.addScalar(8)\n scan.rotation.x = (-Math.PI / 2) + 0.5\n scan.position.copy(position.clone().add(new Vector3(0, -2, 0)))\n group.add(scan)\n\n this.cameraMesh.set(region.name, group)\n this.gobal.interactionManager.add(group)\n this.cameraEvent(group, region)\n this.gobal.scene.add(group)\n })\n\n // 甲烷检测点\n const point = new MethanePoint()\n data.probePoint?.forEach((item) => {\n let mesh\n if (item.warn) {\n mesh = new SpritePoi(`${usePath}p4/warn.png`, { scale: [16, 16, 1] })\n this.gobal.interactionManager.add(mesh)\n this.probeEvent(mesh, item)\n // 使用GSAP创建跳动动画\n gsap.to(mesh.position, {\n y: '+=3', // 上跳10个单位\n duration: 0.2, // 动画持续时间\n ease: 'power1.inOut', // 缓动函数\n yoyo: true, // 循环\n repeat: -1, // 无限重复\n })\n }\n else {\n mesh = point.create()\n }\n mesh.position.copy(new Vector3().fromArray(item.position))\n this.warnMesh.set(item.name, mesh)\n\n this.gobal.scene.add(mesh)\n })\n // 设置左右旋转的标志位和旋转速度\n let rotatingRight = true // 是否正在向右转动\n\n const unFrame = use.useframe(() => {\n this.cameraMesh.forEach((group) => {\n const scan = group.children[1]\n // 更新相机的旋转角度\n if (rotatingRight) {\n // 向右旋转\n scan.rotation.z += 0.005\n }\n else {\n // 向左旋转\n scan.rotation.z -= 0.005\n }\n\n // 检查是否达到目标旋转角度\n if (Math.abs(scan.rotation.z) >= Math.abs(Math.PI / 4)) {\n // 到达目标角度,切换旋转方向并更新目标角度\n rotatingRight = !rotatingRight\n }\n })\n })\n this.eventListener.add(unFrame)\n }\n\n cameraEvent(sprite: Group, region: any) {\n const fn = async () => {\n if (this.currentDialogMesh) {\n const isClose = this.currentDialogMesh.name === region.name\n this.dialogManage.close()\n if (isClose)\n return\n }\n else {\n if (this.headMap && this.headMap.isShow) {\n this.closeHotmap()\n }\n else {\n const { camera } = use.useScene()\n this.startPosition = camera.position.clone()\n // 获取相机朝向\n this.cameraLookAt = new Vector3() // 创建一个向量来存储相机朝向\n camera.getWorldDirection(this.cameraLookAt) // 获取相机朝向并存储在向量中\n }\n }\n\n sendToMessage(MessageType.Event, 'onCameraStatus', EMessageStatus.Success, undefined, { id: region.id })\n\n const position = new Vector3().fromArray(region.position)\n const targetPosition: [number, number, number] = position.clone().toArray()\n const camaraPosition: [number, number, number] = position.clone().add(new Vector3(0, 40, 80)).toArray()\n\n this.gobal.cameraUtil.set({\n position: camaraPosition,\n target: targetPosition,\n })\n this.setMeshVisible(false)\n\n this.currentDialogMesh = await this.dialogManage.getMesh(position, region) as Group\n this.dialogManage.addEventListener('close', () => {\n // 初始相机到原始位置\n this.gobal.cameraUtil.set({\n position: this.startPosition.toArray(),\n target: this.cameraLookAt.toArray(),\n })\n this.setMeshVisible(true)\n this.currentDialogMesh = null\n this.cameraMesh.forEach((mesh) => {\n mesh.visible = true\n })\n sendToMessage(MessageType.Event, 'onCancelCameraStatus', EMessageStatus.Success, undefined, { id: region.id })\n })\n this.currentDialogMesh.name = region.name\n this.gobal.scene.add(this.currentDialogMesh)\n }\n\n sprite.addEventListener('click', fn)\n this.eventListener.add(() => sprite.removeEventListener('click', fn))\n }\n\n probeEvent(sprite: SpritePoi, region) {\n const { camera } = use.useScene()\n this.headMap = new HeadMap()\n const unClick = sprite.addEventListener('click', async () => {\n if (!sprite.visible)\n return\n sprite.visible = false\n sendToMessage(MessageType.Event, 'onGasMonitorStatus', EMessageStatus.Success, undefined, { id: region.id })\n this.togglePoi(false)\n const position = new Vector3().fromArray(region.position)\n const camaraPosition = position.clone().add(new Vector3(0, 30, 0))\n\n this.startPosition = camera.position.clone()\n // 获取相机朝向\n this.cameraLookAt = new Vector3() // 创建一个向量来存储相机朝向\n camera.getWorldDirection(this.cameraLookAt) // 获取相机朝向并存储在向量中\n this.gobal.cameraUtil.set({\n position: camaraPosition.toArray(),\n target: position.clone().toArray(),\n }).then(() => {\n const mesh = this.headMap.create(camaraPosition.distanceTo(position))\n mesh.position.copy(sprite.position)\n mesh.position.y = 0.5\n this.gobal.scene.add(mesh)\n\n const { orbitControls } = use.useScene()\n orbitControls.enabled = false\n\n // this.headMap.addBack()\n this.headMap.addEventListener('close', () => {\n this.closeHotmap()\n // this.togglePoi(true)\n\n // this.gobal.cameraUtil.set({\n // position: this.startPosition.toArray(),\n // target: this.cameraLookAt.toArray(),\n // })\n })\n })\n })\n this.eventListener.add(unClick)\n }\n\n setMeshVisible(visible) {\n this.cameraMesh.forEach(mesh => mesh.visible = visible)\n this.warnMesh.forEach(mesh => mesh.visible = visible)\n }\n\n closeHotmap() {\n if (!this.headMap)\n return\n this.headMap.remove()\n this.togglePoi(true)\n\n this.gobal.cameraUtil.set({\n position: this.startPosition.toArray(),\n target: this.cameraLookAt.toArray(),\n })\n const { orbitControls } = use.useScene()\n orbitControls.enabled = true\n }\n\n togglePoi(visible = true) {\n this.warnMesh.forEach((sprite) => {\n sprite.visible = visible\n })\n this.cameraMesh.forEach((sprite) => {\n sprite.visible = visible\n })\n }\n\n remove() {\n this.dialogManage.close()\n // 删除摄像机POI点\n this.cameraMesh.forEach((sprite) => {\n sprite.removeFromParent()\n sprite.remove()\n })\n this.cameraMesh.clear()\n this.warnMesh.forEach((sprite) => {\n sprite.removeFromParent()\n sprite.remove()\n })\n this.warnMesh.clear()\n this.eventListener.forEach((fn) => {\n fn()\n })\n // 热力图\n if (this.headMap) {\n this.headMap.remove()\n const { orbitControls } = use.useScene()\n orbitControls.enabled = true\n }\n this.eventListener.clear()\n }\n}\n\nexport default CameraPoi\n\nclass MethanePoint {\n constructor() {\n\n }\n\n create() {\n // 定义Shader的uniform变量\n\n const geometry = new PlaneGeometry(10, 10)\n const texture = new TextureLoader(loadingManager).load(`${usePath}p4/monitor.png`)\n const circle = new Mesh(geometry, new MeshBasicMaterial({\n map: texture,\n side: DoubleSide,\n transparent: true,\n }))\n circle.rotateX(-Math.PI / 3)\n return circle\n }\n\n // 随机多点的方案\n createBack() {\n // 定义Shader的uniform变量\n\n const group = new Group()\n const geometry = new CircleGeometry(2, 32)\n // 创建自定义着色器材质\n const material = new ShaderMaterial({\n vertexShader: `\n void main() {\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n gl_PointSize = 20.0; // 设置点的大小\n }\n `,\n fragmentShader: `\n void main() {\n vec2 center = vec2(0.5, 0.5); // 圆心坐标\n vec2 toCenter = gl_PointCoord - center; // 计算点到圆心的向量\n float distance = length(toCenter); // 计算点到圆心的距离\n if (distance > 0.5) discard; // 超出半径范围的点直接丢弃\n vec3 innerColor = vec3(1.0, .8, 0.0); // 内圈颜色为黄色\n vec3 outerColor = vec3(0.8, 0.4, 0.0); // 外圈颜色为深橘色\n \n vec3 finalColor = mix(innerColor, outerColor, smoothstep(0.1, 0.23, distance)); // 根据距离混合颜色\n if(distance>0.3) finalColor = mix(finalColor, vec3(0.75, 0.4, 0.0), smoothstep(0.25, 0.3, distance)); // 根据距离混合颜色\n gl_FragColor = vec4(finalColor, 1.0); // 设置片段颜色\n }\n `,\n blending: AdditiveBlending,\n depthTest: false,\n transparent: true,\n side: DoubleSide,\n })\n const circle = new Mesh(geometry, new MeshBasicMaterial({ color: '#f7a157' }))\n const numPoints = 100 // 点的数量\n\n for (let i = 0; i < numPoints; i++) {\n const x = Math.random() * 700 - 322 // 随机生成 x 坐标\n const z = Math.random() * 340 - 144 // 随机生成 z 坐标\n const point = circle.clone()\n point.position.copy(new Vector3(x, 20.55, z))\n point.rotateX(-Math.PI / 2)\n group.add(point)\n }\n\n return group\n }\n}\n\nclass Dialog {\n manage: CameraPoi\n\n camera: PerspectiveCamera\n cameraPosition: Vector3\n cameraTargetPosition: Vector3\n\n cuteSprites: Array<Object3D> = []\n eventListener: Set<Function> = new Set()\n eventList: Map<string, Function> = new Map()\n\n constructor(cameraManage) {\n this.manage = cameraManage\n }\n\n async getMesh(position, careraParams) {\n this.close()\n this.camera = new PerspectiveCamera(\n careraParams.fovDefault || 60, window.innerWidth / window.innerHeight, 0.1, 10000,\n )\n this.camera.position.copy(new Vector3().fromArray(careraParams.position))\n this.camera.rotation.set(Math.PI / 6, Math.PI, 0)\n\n const { texture, close } = this.manage.gobal.scene.setCustomPerspective(this.camera)\n\n const cuteSprite = new Sprite(new SpriteMaterial({ map: texture, depthTest: false, depthWrite: false }))\n cuteSprite.center.set(0.5, 0.5)\n cuteSprite.renderOrder = 5\n cuteSprite.position.copy(position)\n\n const unFrame = use.useframe(() => {\n this.updateScale(cuteSprite)\n })\n this.eventListener.add(unFrame)\n\n return new Promise((reslove) => {\n setTimeout(() => {\n const borderMesh = this.getBorderMesh(this.camera, cuteSprite)\n const group = new Group()\n group.add(borderMesh)\n group.add(cuteSprite)\n this.cuteSprites.push(borderMesh)\n this.cuteSprites.push(cuteSprite)\n close()\n reslove(group)\n }, 1000)\n })\n }\n\n getTarget(cameraPosition, rotation = [0, 30, 0]) {\n // 将旋转角度转换为弧度\n const angleX = MathUtils.degToRad(rotation[0])\n const angleY = MathUtils.degToRad(rotation[1])\n const angleZ = MathUtils.degToRad(rotation[2])\n\n // 创建旋转矩阵\n const rotationMatrix = new Matrix4()\n rotationMatrix.makeRotationX(angleX)\n rotationMatrix.multiply(new Matrix4().makeRotationY(angleY))\n rotationMatrix.multiply(new Matrix4().makeRotationZ(angleZ))\n\n // 定义相机的方向向量(例如,相机的方向默认为(0, 0, -1))\n const cameraDirection = new Vector3(0, 0, 1)\n\n // 将相机的方向向量乘以旋转矩阵,得到相机目标位置的向量\n const targetDirection = cameraDirection.clone().applyMatrix4(rotationMatrix)\n\n // 计算相机的目标位置\n return cameraPosition.clone().add(targetDirection)\n }\n\n getBoxSize(sprite: Sprite) {\n const { camera } = use.useScene()\n\n // 获取设备像素比\n const devicePixelRatio = window.devicePixelRatio || 1\n // 获取精灵对象的边界框\n const bbox = new Box3().setFromObject(sprite)\n // 将边界框的最小和最大顶点转换为屏幕坐标\n const min = bbox.min.project(camera)\n const max = bbox.max.project(camera)\n\n let [w, h] = [window.innerWidth, window.innerHeight]\n const dom = document.querySelector('#app')\n if (dom) {\n w = dom.clientWidth\n h = dom.clientHeight\n }\n let ratio = 0\n if (camera.fov >= 60)\n ratio = -0.05 * (camera.fov - 60) / 30\n else\n ratio = 0.02 * (60 - camera.fov) / 30\n\n // 计算精灵在屏幕中的宽度和高度像素值\n let width = (max.x - min.x) * w / devicePixelRatio * (0.97 + ratio)\n let height = (max.y - min.y) * h / devicePixelRatio * (1.089 + ratio)\n\n const scaleFactor = devicePixelRatio * 0.5\n // 应用缩放系数\n width *= scaleFactor\n height *= scaleFactor\n\n return { width, height }\n }\n\n updateScale(sprite: Sprite) {\n const { camera } = use.useScene()\n const ratio = 60 / camera.fov\n // 距离限制范围的值,用于计算缩放比例\n const minDistance = 0.1\n const maxDistance = 1000000\n // 获取相机和物体的世界坐标位置\n const cameraPosition = camera?.position\n const objectPosition = sprite.position\n\n // 计算相机和物体之间的距离\n const distance = cameraPosition?.distanceTo(objectPosition) || 0.1\n\n // 使用 Math.min() 和 Math.max() 方法限制 resultDistance 的范围\n const clampedDistance = Math.max(minDistance, Math.min(maxDistance, distance))\n // console.log('clampedDistance:',clampedDistance)\n // 按照缩放系数和距离进行缩放,缩放系数应该约定好一个固定值\n sprite.scale.copy(new Vector3(clampedDistance * (1.3281 / ratio), (0.8316 / ratio) * clampedDistance, 1))\n }\n\n addEventListener(eventName, fn) {\n if (this.eventList.has(eventName))\n this.eventList[eventName] = fn\n else\n this.eventList.set(eventName, fn)\n }\n\n getBorderMesh(camera, sprite: Sprite) {\n let { width, height } = this.getBoxSize(sprite)\n\n // 弹窗容器\n const dialogDiv = document.createElement('div')\n width += 10\n height += 10\n Object.assign(dialogDiv.style, {\n 'width': `${width}px`,\n 'height': `${height}px`,\n 'z-index': '3 !important',\n 'backgroundImage': `url(${usePath}p4/border.png)`,\n 'backgroundSize': '100% 100%',\n 'backgroundRepeat': 'no-repeat',\n 'position': 'relative',\n\n // left: `${(window.innerWidth - width) / 2}px`,\n // top: `${(window.innerHeight - height) / 2}px`,\n })\n\n const maskingDiv = document.createElement('div')\n maskingDiv.className = 'dialog-mask'\n dialogDiv.appendChild(maskingDiv)\n\n // 关闭按钮\n const closeSpan = document.createElement('span')\n closeSpan.className = 'dialog-close'\n closeSpan.addEventListener('click', () => {\n this.close()\n })\n const hLine = document.createElement('span')\n hLine.className = 'dialog-close-line dialog-close-h-line'\n closeSpan.appendChild(hLine)\n const vLine = document.createElement('span')\n vLine.className = 'dialog-close-line dialog-close-v-line'\n closeSpan.appendChild(vLine)\n dialogDiv.appendChild(closeSpan)\n\n // 操作按钮\n const op = document.createElement('div')\n op.className = 'dialog-operate'\n dialogDiv.appendChild(op)\n const opList = ['left', 'right', 'top', 'bottom']\n opList.forEach((key) => {\n const btnSpan = document.createElement('span')\n btnSpan.className = `dialog-operate-btn dialog-operate-${key}`\n\n const handleClick = () => {\n switch (key) {\n case 'top':\n camera.rotation.x -= 0.01\n break\n case 'bottom':\n camera.rotation.x += 0.01\n break\n case 'left':\n camera.rotation.y += 0.01\n break\n case 'right':\n camera.rotation.y -= 0.01\n break\n }\n const { texture, close } = this.manage.gobal.scene.setCustomPerspective(camera)\n sprite.material = new SpriteMaterial({ map: texture, depthTest: false, depthWrite: false })\n setTimeout(() => close(), 800)\n }\n\n let clock\n let longPress\n let time\n\n btnSpan.addEventListener('mousedown', () => {\n clock = new Clock()\n clock.getDelta()\n\n time = setTimeout(() => {\n longPress = use.useframe(handleClick)\n }, 500)\n })\n\n btnSpan.addEventListener('mouseup', () => {\n if (clock.getDelta() < 0.5)\n handleClick()\n\n clearTimeout(time)\n longPress && longPress()\n })\n\n // btnSpan.addEventListener('click', handleClick)\n op.appendChild(btnSpan)\n })\n\n // 滑动条\n const sliderDiv = document.createElement('div')\n sliderDiv.className = 'dialog-slider-container'\n const sliderBar = document.createElement('input')\n sliderBar.type = 'range'\n sliderBar.min = '30'\n sliderBar.max = '120'\n sliderBar.value = '60'\n sliderBar.className = 'dialog-slider'\n sliderBar.addEventListener('input', () => {\n camera.fov = sliderBar.value\n camera.updateProjectionMatrix()\n const { texture, close } = this.manage.gobal.scene.setCustomPerspective(camera)\n sprite.material = new SpriteMaterial({ map: texture, depthTest: false, depthWrite: false })\n setTimeout(() => close(), 800)\n })\n sliderDiv.appendChild(sliderBar)\n dialogDiv.appendChild(sliderDiv)\n\n const borderMesh = new Css2DPoi(dialogDiv)\n borderMesh.position.copy(sprite.position)\n return borderMesh\n }\n\n addStyle() {\n // 设置 CSS 规则\n const css = `\n .page-mask{\n position: fixed;\n top: 0;\n left: 0;\n bottom:0;\n right:0;\n //width: 100%;\n //height: 100%;\n background-color: rgba(0, 0, 0, 0.5); /* 半透明背景 */\n //filter: blur(10px); /* 模糊效果 */\n z-index: 1 !important; /* 确保蒙版位于其他元素之上 */\n }\n .dialog-mask{\n position: absolute;\n top: 8px;\n left: 6px;\n width: calc(100% - 12px);\n height: calc(100% - 16px);\n background: linear-gradient(90deg, rgba(0, 0, 0,.4) 0%,rgba(0, 0, 0,.2) 10%, rgba(0, 0, 0,0) 20%, rgba(0,0,0, 0) 50%, rgba(0, 0, 0,0) 80%, rgba(0, 0, 0,0.2) 90%, rgba(0, 0, 0,.4) 100%);\n pointer-events: auto;\n opacity: 1;\n transform: perspective(100px) rotateX(0deg) rotateY(0deg) rotateZ(0deg);\n transform-origin: center center;\n }\n .hot-back{\n width: 70px;\n height: 25px;\n border-radius: 2px;\n color: #fff;\n font-weight: bold;\n font-size: 14px;\n border:1px solid #d1ae6d;\n background-color: #c8ab75;\n cursor: pointer; /* 鼠标指针样式 */\n display: flex;\n justify-content: center;\n align-items: center;\n position: absolute;\n left: 30px;\n top: 30px;\n pointer-events: auto;\n }\n .hot-back:hover{\n background-color:#c8a158;\n }\n .dialog-close{\n width: 36px;\n height: 36px;\n border-radius: 2px;\n color: #fff;\n background-color: #c8ab75;\n cursor: pointer; /* 鼠标指针样式 */\n display: flex;\n justify-content: center;\n align-items: center;\n position: absolute;\n right: 28px;\n top: 28px;\n pointer-events: auto;\n }\n\n .dialog-close:hover{\n background-color:#c8a158;\n }\n\n .dialog-close-line{\n width: 20px;\n height: 2px;\n background-color: #fff;\n position: absolute;\n top: 17px;\n display: block;\n }\n\n .dialog-close-h-line{\n transform: rotate(-45deg);\n }\n\n .dialog-close-v-line{\n transform: rotate(45deg);\n }\n\n .dialog-operate{\n width: 152px;\n height: 152px;\n background-image: url(${usePath}p4/operate.png);\n background-size: 100% 100%;\n background-repeat: no-repeat;\n position: absolute;\n right: 20px;\n bottom: 20px;\n pointer-events: auto;\n }\n\n .dialog-operate-btn{\n width: 0;\n height: 0;\n position: absolute;\n cursor: pointer;\n pointer-events: auto;\n }\n\n .dialog-operate-top{\n border-left: 10px solid transparent; /* 左边透明 */\n border-right: 10px solid transparent; /* 右边透明 */\n border-bottom: 10px solid #f2c67d; /* 底边实心 */\n left: calc(50% - 13px);\n top: 25px;\n }\n .dialog-operate-top:hover{\n border-bottom-color:#fff2dd;\n }\n\n .dialog-operate-bottom{\n border-left: 10px solid transparent; /* 左边透明 */\n border-right: 10px solid transparent; /* 右边透明 */\n border-top: 10px solid #f2c67d; /* 底边实心 */\n left: calc(50% - 13px);\n bottom: 25px;\n }\n\n .dialog-operate-bottom:hover{\n border-top-color:#fff2dd;\n }\n\n .dialog-operate-left{\n border-top: 10px solid transparent; /* 左边透明 */\n border-bottom: 10px solid transparent; /* 右边透明 */\n border-right: 10px solid #f2c67d; /* 底边实心 */\n top: calc(50% - 13px);\n left: 25px;\n }\n .dialog-operate-left:hover{\n border-right-color:#fff2dd;\n }\n\n .dialog-operate-right{\n border-top: 10px solid transparent; /* 左边透明 */\n border-bottom: 10px solid transparent; /* 右边透明 */\n border-left: 10px solid #f2c67d; /* 底边实心 */\n top: calc(50% - 13px);\n right: 25px;\n }\n\n .dialog-operate-right:hover{\n border-left-color:#fff2dd;\n }\n \n .dialog-slider-container {\n width: 17px;\n height: 420px;\n background: url(${usePath}p4/slider.png);\n background-size: 100% 100%;\n position:absolute;\n right:36px;\n top:120px;\n }\n\n .dialog-slider {\n -webkit-appearance: none;\n width: 420px;\n height: 17px;\n background: transparent;\n outline: none;\n opacity: 0.7;\n -webkit-transition: .2s;\n transition: opacity .2s;\n transform: rotate(-90deg);\n margin-left: -202px;\n margin-top: 200px;\n pointer-events: auto;\n }\n\n .dialog-slider::-webkit-slider-thumb {\n -webkit-appearance: none;\n appearance: none;\n width: 9px;\n height: 36px;\n background: #eebe76;\n cursor: pointer;\n border-radius: 5px;\n }\n\n .dialog-slider::-moz-range-thumb {\n width: 9px;\n height: 36px;\n background: #eebe76;\n cursor: pointer;\n border-radius: 5px;\n }\n`\n // 创建一个 <style> 元素\n const styleElement = document.createElement('style')\n styleElement.appendChild(document.createTextNode(css))\n // 将 <style> 元素添加到 <head> 中\n document.head.appendChild(styleElement)\n }\n\n close() {\n if (this.cuteSprites) {\n this.cuteSprites.forEach((mesh) => {\n mesh.remove()\n mesh.removeFromParent()\n })\n this.cuteSprites.length = 0\n }\n this.eventList.has('close') && this.eventList.get('close')()\n // 移除事件监听\n this.eventListener.forEach((fn) => {\n fn()\n })\n this.eventListener.clear()\n this.eventList.clear()\n }\n}\n\nclass HeadMap {\n TemperatureColorStops = {\n 1.0: '#f00',\n 0.9: '#e2fa00',\n 0.6: '#33f900',\n 0.3: '#0349df',\n 0.0: '#0f00ff',\n }\n\n eventList: Map<string, Function> = new Map()\n backEle: HTMLElement\n heatMapPlane: Mesh\n canvasList = []\n isShow = false\n\n constructor() {\n\n }\n\n // 热力图\n create(distance) {\n this.isShow = true\n const heatmap = heatMap.create({\n container: this.createDom(),\n gradient: this.TemperatureColorStops,\n })\n let len = 1200\n const width = window.innerWidth\n const height 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vec4(transformed, 1.0);//渲染点位\n \n }\n `,\n fragmentShader: `varying vec2 vUv;\n uniform sampler2D heatMap;//热力图\n uniform vec3 u_color;//基础颜色\n uniform float u_opacity; // 透明度\n void main() {\n //vec4 alphaColor = texture2D(heatMap, vUv);\n // gl_FragColor = alphaColor;\n gl_FragColor = vec4(u_color, u_opacity) * texture2D(heatMap, vUv);//把热力图颜色和透明度进行渲染\n }`,\n uniforms: {\n heatMap: {\n value: { value: undefined },\n },\n greyMap: {\n value: { value: undefined },\n },\n Zscale: { value: 0 }, // 高度参数\n u_color: {\n value: new Color('rgb(255, 255, 255)'),\n },\n u_opacity: {\n value: 0.8,\n },\n },\n })\n\n const texture = new Texture(heatmap._renderer.canvas)\n texture.needsUpdate = true\n const greyTexture = new Texture(greymap._renderer.canvas)\n greyTexture.needsUpdate = true\n\n heatMapMaterial.uniforms.heatMap.value = texture\n heatMapMaterial.uniforms.greyMap.value = greyTexture\n\n const { camera } = use.useScene()\n // 计算平面的尺寸\n const h = 2 * Math.tan(camera.fov * Math.PI / 360) * distance * 2 * 0.85\n const w = h * camera.aspect\n\n const heatMapGeometry = new PlaneGeometry(w, h, 100, 100) // 3d热力图大小,及分块数量\n const heatMapPlane = new Mesh(heatMapGeometry, heatMapMaterial)\n heatMapPlane.rotation.set(-Math.PI / 2, 0, 0)\n\n this.heatMapPlane = heatMapPlane\n return heatMapPlane\n }\n\n addEventListener(eventName, fn) {\n if (this.eventList.has(eventName))\n this.eventList[eventName] = fn\n else\n this.eventList.set(eventName, fn)\n }\n\n addBack() {\n this.backEle = document.createElement('div')\n this.backEle.className = 'hot-back'\n this.backEle.innerHTML = '返回'\n document.body.appendChild(this.backEle)\n this.backEle.addEventListener('click', () => {\n this.eventList.has('close') && this.eventList.get('close')()\n // this.remove()\n })\n }\n\n createDom() {\n // 创建一个新的 canvas 元素\n const canvas = document.createElement('canvas')\n canvas.style.zIndex = '-1'\n // 设置 canvas 元素的宽度和高度\n canvas.width = window.innerWidth\n canvas.height = window.innerHeight\n 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@@ -10,6 +10,8 @@ declare class CylinderManage {
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10
10
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private option;
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11
11
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private gobal;
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|
12
12
|
private currentoperate;
|
|
13
|
+
private highLightAreaId;
|
|
14
|
+
private hoverAreaId;
|
|
13
15
|
constructor(gobal: Factory3D, options?: CylinderManageOption);
|
|
14
16
|
generateCylinder(): void;
|
|
15
17
|
setVisible(visible?: boolean): void;
|