vislite 0.3.0 → 0.3.1
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/AUTHORS.txt +6 -6
- package/CHANGELOG +7 -1
- package/LICENSE +20 -20
- package/README.md +53 -53
- package/lib/Buffer/index.umd.js +2 -2
- package/lib/Buffer/index.umd.min.js +2 -2
- package/lib/Canvas/index.umd.js +11 -6
- package/lib/Canvas/index.umd.min.js +3 -3
- package/lib/Cardinal/index.umd.js +2 -2
- package/lib/Cardinal/index.umd.min.js +2 -2
- package/lib/Eoap/index.umd.js +2 -2
- package/lib/Eoap/index.umd.min.js +2 -2
- package/lib/Hermite/index.umd.js +2 -2
- package/lib/Hermite/index.umd.min.js +2 -2
- package/lib/Matrix4/index.umd.js +2 -2
- package/lib/Matrix4/index.umd.min.js +2 -2
- package/lib/Mercator/index.umd.js +2 -2
- package/lib/Mercator/index.umd.min.js +2 -2
- package/lib/OralCanvas/index.es.js +11 -6
- package/lib/OralCanvas/index.es.min.js +3 -3
- package/lib/OralWebGL/index.es.js +10 -5
- package/lib/OralWebGL/index.es.min.js +3 -3
- package/lib/SVG/index.umd.js +9 -4
- package/lib/SVG/index.umd.min.js +3 -3
- package/lib/Shader/index.umd.js +2 -2
- package/lib/Shader/index.umd.min.js +2 -2
- package/lib/Texture/index.umd.js +2 -2
- package/lib/Texture/index.umd.min.js +2 -2
- package/lib/WebGL/index.umd.js +10 -5
- package/lib/WebGL/index.umd.min.js +3 -3
- package/lib/animation/index.umd.js +2 -2
- package/lib/animation/index.umd.min.js +2 -2
- package/lib/getLoopColors/index.umd.js +2 -2
- package/lib/getLoopColors/index.umd.min.js +2 -2
- package/lib/getWebGLContext/index.umd.js +2 -2
- package/lib/getWebGLContext/index.umd.min.js +2 -2
- package/lib/index.umd.js +11 -6
- package/lib/index.umd.min.js +3 -3
- package/lib/rotate/index.umd.js +2 -2
- package/lib/rotate/index.umd.min.js +2 -2
- package/lib/ruler/index.umd.js +2 -2
- package/lib/ruler/index.umd.min.js +2 -2
- package/lib/viewHandler/index.umd.js +2 -2
- package/lib/viewHandler/index.umd.min.js +2 -2
- package/miniprogram/ui-canvas/index.js +99 -99
- package/miniprogram/ui-canvas/index.json +4 -4
- package/miniprogram/ui-canvas/index.wxml +4 -4
- package/miniprogram/ui-canvas/index.wxss +5 -5
- package/package/Buffer/index.ts +1 -1
- package/package/Canvas/index.ts +1 -1
- package/package/Cardinal/index.ts +2 -2
- package/package/Eoap/index.ts +2 -2
- package/package/Hermite/index.ts +2 -2
- package/package/Matrix4/index.ts +2 -2
- package/package/Mercator/index.ts +2 -2
- package/package/OralCanvas/index.ts +1 -1
- package/package/OralWebGL/index.ts +1 -1
- package/package/SVG/index.ts +2 -2
- package/package/Shader/index.ts +1 -1
- package/package/Texture/index.ts +1 -1
- package/package/WebGL/index.ts +1 -1
- package/package/animation/index.ts +2 -2
- package/package/getLoopColors/index.ts +2 -2
- package/package/getWebGLContext/index.ts +39 -39
- package/package/index.ts +56 -56
- package/package/rotate/index.ts +2 -2
- package/package/ruler/index.ts +2 -2
- package/package/viewHandler/index.ts +2 -2
- package/package.json +1 -1
- package/src/Canvas.ts +56 -56
- package/src/Eoap.ts +66 -66
- package/src/Matrix4/index.ts +76 -76
- package/src/Matrix4/move.ts +12 -12
- package/src/Matrix4/rotate.ts +15 -15
- package/src/Matrix4/scale.ts +11 -11
- package/src/Matrix4/transform.ts +64 -64
- package/src/Mercator.ts +26 -26
- package/src/SVG.ts +23 -23
- package/src/WebGL.ts +52 -52
- package/src/animation.ts +99 -99
- package/src/common/assemble.ts +1 -1
- package/src/common/canvas/arc.ts +50 -50
- package/src/common/canvas/config.ts +157 -157
- package/src/common/canvas/gradient.ts +29 -29
- package/src/common/canvas/index.ts +10 -7
- package/src/common/canvas/painter.ts +355 -355
- package/src/common/canvas/texts.ts +18 -18
- package/src/common/setStyle.ts +5 -5
- package/src/common/svg/config.ts +173 -173
- package/src/common/svg/index.ts +334 -334
- package/src/common/svg/tool.ts +43 -43
- package/src/common/webgl/buffer.ts +79 -79
- package/src/common/webgl/doDraw.ts +106 -106
- package/src/common/webgl/getColorFactory.ts +26 -26
- package/src/common/webgl/getShader.ts +75 -75
- package/src/common/webgl/getTexture.ts +11 -11
- package/src/common/webgl/getWebGLContext.ts +27 -27
- package/src/common/webgl/index.ts +216 -216
- package/src/common/webgl/shader.ts +75 -75
- package/src/common/webgl/texture.ts +99 -99
- package/src/getLoopColors.ts +42 -42
- package/src/interpolation/Cardinal.ts +109 -109
- package/src/interpolation/Hermite.ts +65 -65
- package/src/rotate.ts +7 -7
- package/src/ruler.ts +99 -99
- package/src/viewHandler.ts +139 -139
- package/types/Buffer.d.ts +23 -23
- package/types/Canvas.d.ts +282 -282
- package/types/CanvasConfig.d.ts +80 -80
- package/types/Cardinal.d.ts +13 -13
- package/types/Gradient.d.ts +14 -14
- package/types/Hermite.d.ts +18 -18
- package/types/Map.d.ts +9 -9
- package/types/Matrix4.d.ts +42 -42
- package/types/Object3D.d.ts +113 -113
- package/types/SVG.d.ts +210 -210
- package/types/SVGConfig.d.ts +58 -58
- package/types/Scene3D.d.ts +6 -6
- package/types/Shader.d.ts +15 -15
- package/types/Texture.d.ts +16 -16
- package/types/WebGL.d.ts +38 -38
- package/types/animation.d.ts +6 -6
- package/types/getLoopColors.d.ts +2 -2
- package/types/getWebGLContext.d.ts +2 -2
- package/types/index.d.ts +129 -129
- package/types/rotate.d.ts +2 -2
- package/types/ruler.d.ts +2 -2
- package/types/viewHandler.d.ts +12 -12
- package/uni-app/ui-canvas.vue +212 -212
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import ShaderObject from './shader'
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import { meshType } from '../../../types/Object3D'
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let shaders = {}
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export default function (type: string, painter: WebGLRenderingContext, mesh: meshType) {
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let uniqueName = type +
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(mesh.geometry.attributes.normal ? "1" : "0") +
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(mesh.material.image ? "1" : "0") +
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(mesh.material.color ? "1" : "0") +
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(mesh.material.colors ? "1" : "0") +
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(mesh.material.cube ? "1" : "0")
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if (shaders[uniqueName]) return shaders[uniqueName].use()
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// 顶点着色器
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let vertexShader = `
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attribute vec4 a_position;
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${mesh.geometry.attributes.normal ? 'attribute vec4 a_normal;varying vec3 v_normal;' : ''}
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uniform mat4 u_matrix_world;
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uniform mat4 u_matrix_mesh;
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uniform mat4 u_matrix_proporion;
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${mesh.material.image ? 'attribute vec2 a_textcoord;varying vec2 v_textcoord;' : ''}
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${mesh.material.colors ? 'attribute vec4 a_color;varying vec4 v_color;' : ''}
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void main(){
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vec4 temp = a_position;
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// 应用变换矩阵:屏幕比调平矩阵、世界矩阵、物体矩阵
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temp = u_matrix_proporion * u_matrix_world * u_matrix_mesh * temp;
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// 把原生的WebGL使用的左手坐标系变成了右手坐标系
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temp.z = -1.0 * temp.z;
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// 表示眼睛距离vec4(0.0,0.0,1.0)的距离
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float dist = 4.0;
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// 使用投影直接计算
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// 为保证纹理和相对位置正确
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// x、y、z的改变满足线性变换
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gl_Position = vec4((dist + 1.0) * temp.x, (dist + 1.0) * temp.y, dist * (dist + temp.z) + 1.0 - dist * dist, temp.w * 2.0 * (dist + temp.z));
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${mesh.geometry.attributes.normal ? 'v_normal = normalize(vec3(a_normal));' : ''}
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${mesh.material.image ? 'v_textcoord = a_textcoord;' : ''}
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${mesh.material.colors ? 'v_color=a_color;' : ''}
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}
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`
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// 片段(元)着色器
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let fragmentShader = `
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precision mediump float;
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${mesh.geometry.attributes.normal ? 'varying vec3 v_normal;' : ''}
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${mesh.material.color ? 'uniform vec4 u_color;' : ''}
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${mesh.material.cube ? 'uniform samplerCube u_texture;' : ''}
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${mesh.material.image ? 'uniform sampler2D u_sampler;varying vec2 v_textcoord;' : ''}
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${mesh.material.colors ? 'varying vec4 v_color;' : ''}
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void main(){
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${mesh.material.color ? 'gl_FragColor = u_color;' : ''}
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${mesh.material.cube ? 'gl_FragColor = textureCube(u_texture,normalize(v_normal));' : ''}
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${mesh.material.image ? 'gl_FragColor = texture2D(u_sampler,v_textcoord);' : ''}
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${mesh.material.colors ? 'gl_FragColor=v_color;' : ''}
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}
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`
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// 启用着色器
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let shader = new ShaderObject(painter).compile(vertexShader, fragmentShader).use()
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shaders[uniqueName] = shader
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return shader
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import ShaderObject from './shader'
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import { meshType } from '../../../types/Object3D'
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let shaders = {}
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export default function (type: string, painter: WebGLRenderingContext, mesh: meshType) {
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let uniqueName = type +
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(mesh.geometry.attributes.normal ? "1" : "0") +
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(mesh.material.image ? "1" : "0") +
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(mesh.material.color ? "1" : "0") +
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(mesh.material.colors ? "1" : "0") +
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(mesh.material.cube ? "1" : "0")
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if (shaders[uniqueName]) return shaders[uniqueName].use()
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// 顶点着色器
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let vertexShader = `
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attribute vec4 a_position;
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${mesh.geometry.attributes.normal ? 'attribute vec4 a_normal;varying vec3 v_normal;' : ''}
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uniform mat4 u_matrix_world;
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uniform mat4 u_matrix_mesh;
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uniform mat4 u_matrix_proporion;
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${mesh.material.image ? 'attribute vec2 a_textcoord;varying vec2 v_textcoord;' : ''}
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${mesh.material.colors ? 'attribute vec4 a_color;varying vec4 v_color;' : ''}
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void main(){
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vec4 temp = a_position;
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// 应用变换矩阵:屏幕比调平矩阵、世界矩阵、物体矩阵
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temp = u_matrix_proporion * u_matrix_world * u_matrix_mesh * temp;
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// 把原生的WebGL使用的左手坐标系变成了右手坐标系
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temp.z = -1.0 * temp.z;
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// 表示眼睛距离vec4(0.0,0.0,1.0)的距离
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float dist = 4.0;
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// 使用投影直接计算
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// x、y、z的改变满足线性变换
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gl_Position = vec4((dist + 1.0) * temp.x, (dist + 1.0) * temp.y, dist * (dist + temp.z) + 1.0 - dist * dist, temp.w * 2.0 * (dist + temp.z));
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${mesh.geometry.attributes.normal ? 'v_normal = normalize(vec3(a_normal));' : ''}
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${mesh.material.image ? 'v_textcoord = a_textcoord;' : ''}
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${mesh.material.colors ? 'v_color=a_color;' : ''}
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}
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`
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// 片段(元)着色器
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let fragmentShader = `
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precision mediump float;
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${mesh.geometry.attributes.normal ? 'varying vec3 v_normal;' : ''}
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${mesh.material.color ? 'uniform vec4 u_color;' : ''}
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${mesh.material.cube ? 'uniform samplerCube u_texture;' : ''}
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${mesh.material.image ? 'uniform sampler2D u_sampler;varying vec2 v_textcoord;' : ''}
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${mesh.material.colors ? 'varying vec4 v_color;' : ''}
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void main(){
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${mesh.material.color ? 'gl_FragColor = u_color;' : ''}
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${mesh.material.cube ? 'gl_FragColor = textureCube(u_texture,normalize(v_normal));' : ''}
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${mesh.material.image ? 'gl_FragColor = texture2D(u_sampler,v_textcoord);' : ''}
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${mesh.material.colors ? 'gl_FragColor=v_color;' : ''}
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}
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`
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let shader = new ShaderObject(painter).compile(vertexShader, fragmentShader).use()
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shaders[uniqueName] = shader
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return shader
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}
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export default function (type: string, painter: WebGLRenderingContext, kind: string) {
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let textures = {}
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export default function (type: string, painter: WebGLRenderingContext, kind: string) {
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export default function (canvas: HTMLCanvasElement, scale: number, opts: OptsType = {}) {
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let names = ["webgl", "experimental-webgl", "webkit-3d", "moz-webgl"], painter = null
|
|
6
|
+
for (let i = 0; i < names.length; i++) {
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7
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+
try {
|
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8
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+
painter = canvas.getContext(names[i], opts)
|
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9
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+
} catch (e) { }
|
|
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|
+
if (painter) break
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}
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if (!painter) throw new Error('Non canvas or browser does not support webgl.')
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let width = painter.canvas.width, height = painter.canvas.height
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+
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let viewWidth = width * scale
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let viewHeight = height * scale
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painter.viewport((width - viewWidth) * 0.5, (height - viewHeight) * 0.5, viewWidth, viewHeight)
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// https://developer.mozilla.org/zh-CN/docs/Web/API/WebGLRenderingContext/depthFunc
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painter.depthFunc(painter.LEQUAL)
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// 开启深度计算
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painter.enable(painter.DEPTH_TEST);
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return painter
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28
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}
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|
@@ -1,217 +1,217 @@
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import getWebGLContext from './getWebGLContext'
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import Object3DType from '../../../types/Object3D'
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import Scene3DType from '../../../types/Scene3D'
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import getColorFactory from './getColorFactory'
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import Matrix4 from '..//../Matrix4/index'
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import doDraw from './doDraw'
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import assemble from '../assemble'
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// 获取区域信息前是否需要刷新区域
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let needUpdate = false
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let scale = 10
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class WebGL {
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readonly name: string = "WebGL"
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painter: WebGLRenderingContext
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private __regionPainter: WebGLRenderingContext
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private __getColor = (x: number, y: number) => "rgba(0,0,0,1)"
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private __regionList = {} //区域映射表
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private __regionAssemble = assemble(0, 1, 0.2, 3)
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private __regionName = "" // 当前绘制的内容名称
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private __regionColor = [0, 0, 0, 1] // 当前记录区域应该使用的颜色
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private __scene: Scene3DType = { // 记录着3D世界
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children: [],
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// 右手坐标系
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matrix: new Matrix4([
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, scale
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])
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}
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private __proporion: number[]
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private __unique: number
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constructor(ViewCanvas: HTMLCanvasElement, RegionCanvas: HTMLCanvasElement) {
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this.__unique = new Date().valueOf()
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this.painter = getWebGLContext(ViewCanvas, scale)
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this.__regionPainter = getWebGLContext(RegionCanvas, scale, {
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// 如果不设置,涉及到缓冲区的情况可能无法获取颜色
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// preserveDrawingBuffer: true
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})
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let proportion = this.painter.canvas.width / this.painter.canvas.height
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let xProportion = 1
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let yProportion = 1
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if (proportion > 1) {
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xProportion = 1 / proportion
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} else {
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yProportion = proportion
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}
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|
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|
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|
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let zProportion = Math.min(xProportion, yProportion)
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66
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|
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67
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this.__proporion = [
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xProportion, 0, 0, 0,
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0, yProportion, 0, 0,
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0, 0, zProportion, 0,
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0, 0, 0, 1
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]
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}
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|
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|
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matrix(initMatrix4?: number[]) {
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|
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return new Matrix4(initMatrix4)
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|
-
}
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|
-
|
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|
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getMatrix() {
|
|
81
|
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return this.__scene.matrix
|
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82
|
-
}
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83
|
-
|
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84
|
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getObject3D() {
|
|
85
|
-
return this.__scene.children
|
|
86
|
-
}
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|
87
|
-
|
|
88
|
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review(isUpdateRegion = false) {
|
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89
|
-
|
|
90
|
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if (isUpdateRegion) {
|
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91
|
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this.__regionPainter.clearColor(1, 1, 1, 1)
|
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92
|
-
this.__regionPainter.clear(this.__regionPainter.COLOR_BUFFER_BIT)
|
|
93
|
-
} else {
|
|
94
|
-
this.painter.clearColor(1, 1, 1, 1)
|
|
95
|
-
this.painter.clear(this.painter.COLOR_BUFFER_BIT)
|
|
96
|
-
}
|
|
97
|
-
|
|
98
|
-
for (let index = 0; index < this.__scene.children.length; index++) {
|
|
99
|
-
this.draw(this.__scene.children[index], isUpdateRegion)
|
|
100
|
-
}
|
|
101
|
-
return this
|
|
102
|
-
}
|
|
103
|
-
|
|
104
|
-
private draw(object3D: Object3DType, isUpdateRegion = false) {
|
|
105
|
-
if (!isUpdateRegion) needUpdate = true
|
|
106
|
-
|
|
107
|
-
let meshWorld = {
|
|
108
|
-
matrix: object3D.matrix.value()
|
|
109
|
-
}
|
|
110
|
-
|
|
111
|
-
let globalWorld = {
|
|
112
|
-
matrix: this.__scene.matrix.value(),
|
|
113
|
-
proporion: this.__proporion
|
|
114
|
-
}
|
|
115
|
-
|
|
116
|
-
// 设置好当前区域
|
|
117
|
-
this.setRegion(object3D.region)
|
|
118
|
-
|
|
119
|
-
for (let index = 0; index < object3D.mesh.length; index++) {
|
|
120
|
-
|
|
121
|
-
if (isUpdateRegion) {
|
|
122
|
-
// 区域上
|
|
123
|
-
doDraw("painter" + this.__unique, this.__regionPainter, {
|
|
124
|
-
geometry: object3D.mesh[index].geometry,
|
|
125
|
-
material: {
|
|
126
|
-
color: {
|
|
127
|
-
r: this.__regionColor[0],
|
|
128
|
-
g: this.__regionColor[1],
|
|
129
|
-
b: this.__regionColor[2],
|
|
130
|
-
alpha: this.__regionColor[3]
|
|
131
|
-
}
|
|
132
|
-
}
|
|
133
|
-
}, meshWorld, globalWorld)
|
|
134
|
-
|
|
135
|
-
this.__getColor = getColorFactory(this.__regionPainter)
|
|
136
|
-
} else {
|
|
137
|
-
// 画布上
|
|
138
|
-
doDraw("region" + this.__unique, this.painter, object3D.mesh[index], meshWorld, globalWorld)
|
|
139
|
-
}
|
|
140
|
-
}
|
|
141
|
-
|
|
142
|
-
}
|
|
143
|
-
|
|
144
|
-
render(object3D: Object3DType) {
|
|
145
|
-
if (!('matrix' in object3D)) object3D.matrix = new Matrix4()
|
|
146
|
-
if (!('region' in object3D)) object3D.region = ""
|
|
147
|
-
|
|
148
|
-
// 对数据进行校对
|
|
149
|
-
for (let index = 0; index < object3D.mesh.length; index++) {
|
|
150
|
-
let mesh = object3D.mesh[index]
|
|
151
|
-
|
|
152
|
-
if (mesh.geometry.attributes.normal && Array.isArray(mesh.geometry.attributes.normal.array)) {
|
|
153
|
-
mesh.geometry.attributes.normal.array = new Float32Array(mesh.geometry.attributes.normal.array)
|
|
154
|
-
}
|
|
155
|
-
|
|
156
|
-
if (mesh.geometry.attributes.position && Array.isArray(mesh.geometry.attributes.position.array)) {
|
|
157
|
-
mesh.geometry.attributes.position.array = new Float32Array(mesh.geometry.attributes.position.array)
|
|
158
|
-
}
|
|
159
|
-
|
|
160
|
-
if (mesh.geometry.attributes.uv && Array.isArray(mesh.geometry.attributes.uv.array)) {
|
|
161
|
-
mesh.geometry.attributes.uv.array = new Float32Array(mesh.geometry.attributes.uv.array)
|
|
162
|
-
}
|
|
163
|
-
|
|
164
|
-
if (mesh.geometry.index && Array.isArray(mesh.geometry.index.array)) {
|
|
165
|
-
mesh.geometry.index.array = new Uint8Array(mesh.geometry.index.array)
|
|
166
|
-
}
|
|
167
|
-
|
|
168
|
-
if (mesh.material.colors && Array.isArray(mesh.material.colors.array)) {
|
|
169
|
-
mesh.material.colors.array = new Float32Array(mesh.material.colors.array)
|
|
170
|
-
}
|
|
171
|
-
|
|
172
|
-
}
|
|
173
|
-
|
|
174
|
-
this.__scene.children.push(object3D)
|
|
175
|
-
this.draw(object3D)
|
|
176
|
-
}
|
|
177
|
-
|
|
178
|
-
// 设置当前绘制区域名称
|
|
179
|
-
setRegion(regionName: string | number) {
|
|
180
|
-
this.__regionName = regionName + ""
|
|
181
|
-
|
|
182
|
-
if (regionName) {
|
|
183
|
-
if (this.__regionList[regionName] == undefined) {
|
|
184
|
-
this.__regionList[regionName] = [... this.__regionAssemble(), 1]
|
|
185
|
-
}
|
|
186
|
-
this.__regionColor = this.__regionList[regionName]
|
|
187
|
-
} else {
|
|
188
|
-
this.__regionColor = [0, 0, 0, 1]
|
|
189
|
-
}
|
|
190
|
-
return this
|
|
191
|
-
}
|
|
192
|
-
|
|
193
|
-
// 获取当前事件触发的区域名称
|
|
194
|
-
getRegion(x: number, y: number): Promise<string> {
|
|
195
|
-
if (needUpdate) this.review(true)
|
|
196
|
-
|
|
197
|
-
needUpdate = false
|
|
198
|
-
return new Promise((resolve, reject) => {
|
|
199
|
-
|
|
200
|
-
let rgba = this.__getColor(x, y)
|
|
201
|
-
|
|
202
|
-
// 查找当前点击的区域
|
|
203
|
-
for (let key in this.__regionList) {
|
|
204
|
-
let currentRGBA = this.__regionList[key]
|
|
205
|
-
if ("rgba(" + currentRGBA[0] * 255 + "," + currentRGBA[1] * 255 + "," + currentRGBA[2] * 255 + "," + currentRGBA[3] * 255 + ")" == rgba) {
|
|
206
|
-
resolve(key)
|
|
207
|
-
break
|
|
208
|
-
}
|
|
209
|
-
}
|
|
210
|
-
resolve("")
|
|
211
|
-
|
|
212
|
-
})
|
|
213
|
-
}
|
|
214
|
-
|
|
215
|
-
}
|
|
216
|
-
|
|
1
|
+
import getWebGLContext from './getWebGLContext'
|
|
2
|
+
import Object3DType from '../../../types/Object3D'
|
|
3
|
+
import Scene3DType from '../../../types/Scene3D'
|
|
4
|
+
import getColorFactory from './getColorFactory'
|
|
5
|
+
import Matrix4 from '..//../Matrix4/index'
|
|
6
|
+
import doDraw from './doDraw'
|
|
7
|
+
import assemble from '../assemble'
|
|
8
|
+
|
|
9
|
+
// 获取区域信息前是否需要刷新区域
|
|
10
|
+
let needUpdate = false
|
|
11
|
+
|
|
12
|
+
let scale = 10
|
|
13
|
+
class WebGL {
|
|
14
|
+
|
|
15
|
+
readonly name: string = "WebGL"
|
|
16
|
+
|
|
17
|
+
painter: WebGLRenderingContext
|
|
18
|
+
private __regionPainter: WebGLRenderingContext
|
|
19
|
+
|
|
20
|
+
private __getColor = (x: number, y: number) => "rgba(0,0,0,1)"
|
|
21
|
+
|
|
22
|
+
private __regionList = {} //区域映射表
|
|
23
|
+
private __regionAssemble = assemble(0, 1, 0.2, 3)
|
|
24
|
+
|
|
25
|
+
private __regionName = "" // 当前绘制的内容名称
|
|
26
|
+
private __regionColor = [0, 0, 0, 1] // 当前记录区域应该使用的颜色
|
|
27
|
+
|
|
28
|
+
private __scene: Scene3DType = { // 记录着3D世界
|
|
29
|
+
children: [],
|
|
30
|
+
|
|
31
|
+
// 右手坐标系
|
|
32
|
+
matrix: new Matrix4([
|
|
33
|
+
1, 0, 0, 0,
|
|
34
|
+
0, 1, 0, 0,
|
|
35
|
+
0, 0, 1, 0,
|
|
36
|
+
0, 0, 0, scale
|
|
37
|
+
])
|
|
38
|
+
}
|
|
39
|
+
|
|
40
|
+
private __proporion: number[]
|
|
41
|
+
|
|
42
|
+
private __unique: number
|
|
43
|
+
|
|
44
|
+
constructor(ViewCanvas: HTMLCanvasElement, RegionCanvas: HTMLCanvasElement) {
|
|
45
|
+
this.__unique = new Date().valueOf()
|
|
46
|
+
|
|
47
|
+
this.painter = getWebGLContext(ViewCanvas, scale)
|
|
48
|
+
this.__regionPainter = getWebGLContext(RegionCanvas, scale, {
|
|
49
|
+
|
|
50
|
+
// 如果不设置,涉及到缓冲区的情况可能无法获取颜色
|
|
51
|
+
// preserveDrawingBuffer: true
|
|
52
|
+
})
|
|
53
|
+
|
|
54
|
+
let proportion = this.painter.canvas.width / this.painter.canvas.height
|
|
55
|
+
|
|
56
|
+
let xProportion = 1
|
|
57
|
+
let yProportion = 1
|
|
58
|
+
|
|
59
|
+
if (proportion > 1) {
|
|
60
|
+
xProportion = 1 / proportion
|
|
61
|
+
} else {
|
|
62
|
+
yProportion = proportion
|
|
63
|
+
}
|
|
64
|
+
|
|
65
|
+
let zProportion = Math.min(xProportion, yProportion)
|
|
66
|
+
|
|
67
|
+
this.__proporion = [
|
|
68
|
+
xProportion, 0, 0, 0,
|
|
69
|
+
0, yProportion, 0, 0,
|
|
70
|
+
0, 0, zProportion, 0,
|
|
71
|
+
0, 0, 0, 1
|
|
72
|
+
]
|
|
73
|
+
|
|
74
|
+
}
|
|
75
|
+
|
|
76
|
+
matrix(initMatrix4?: number[]) {
|
|
77
|
+
return new Matrix4(initMatrix4)
|
|
78
|
+
}
|
|
79
|
+
|
|
80
|
+
getMatrix() {
|
|
81
|
+
return this.__scene.matrix
|
|
82
|
+
}
|
|
83
|
+
|
|
84
|
+
getObject3D() {
|
|
85
|
+
return this.__scene.children
|
|
86
|
+
}
|
|
87
|
+
|
|
88
|
+
review(isUpdateRegion = false) {
|
|
89
|
+
|
|
90
|
+
if (isUpdateRegion) {
|
|
91
|
+
this.__regionPainter.clearColor(1, 1, 1, 1)
|
|
92
|
+
this.__regionPainter.clear(this.__regionPainter.COLOR_BUFFER_BIT)
|
|
93
|
+
} else {
|
|
94
|
+
this.painter.clearColor(1, 1, 1, 1)
|
|
95
|
+
this.painter.clear(this.painter.COLOR_BUFFER_BIT)
|
|
96
|
+
}
|
|
97
|
+
|
|
98
|
+
for (let index = 0; index < this.__scene.children.length; index++) {
|
|
99
|
+
this.draw(this.__scene.children[index], isUpdateRegion)
|
|
100
|
+
}
|
|
101
|
+
return this
|
|
102
|
+
}
|
|
103
|
+
|
|
104
|
+
private draw(object3D: Object3DType, isUpdateRegion = false) {
|
|
105
|
+
if (!isUpdateRegion) needUpdate = true
|
|
106
|
+
|
|
107
|
+
let meshWorld = {
|
|
108
|
+
matrix: object3D.matrix.value()
|
|
109
|
+
}
|
|
110
|
+
|
|
111
|
+
let globalWorld = {
|
|
112
|
+
matrix: this.__scene.matrix.value(),
|
|
113
|
+
proporion: this.__proporion
|
|
114
|
+
}
|
|
115
|
+
|
|
116
|
+
// 设置好当前区域
|
|
117
|
+
this.setRegion(object3D.region)
|
|
118
|
+
|
|
119
|
+
for (let index = 0; index < object3D.mesh.length; index++) {
|
|
120
|
+
|
|
121
|
+
if (isUpdateRegion) {
|
|
122
|
+
// 区域上
|
|
123
|
+
doDraw("painter" + this.__unique, this.__regionPainter, {
|
|
124
|
+
geometry: object3D.mesh[index].geometry,
|
|
125
|
+
material: {
|
|
126
|
+
color: {
|
|
127
|
+
r: this.__regionColor[0],
|
|
128
|
+
g: this.__regionColor[1],
|
|
129
|
+
b: this.__regionColor[2],
|
|
130
|
+
alpha: this.__regionColor[3]
|
|
131
|
+
}
|
|
132
|
+
}
|
|
133
|
+
}, meshWorld, globalWorld)
|
|
134
|
+
|
|
135
|
+
this.__getColor = getColorFactory(this.__regionPainter)
|
|
136
|
+
} else {
|
|
137
|
+
// 画布上
|
|
138
|
+
doDraw("region" + this.__unique, this.painter, object3D.mesh[index], meshWorld, globalWorld)
|
|
139
|
+
}
|
|
140
|
+
}
|
|
141
|
+
|
|
142
|
+
}
|
|
143
|
+
|
|
144
|
+
render(object3D: Object3DType) {
|
|
145
|
+
if (!('matrix' in object3D)) object3D.matrix = new Matrix4()
|
|
146
|
+
if (!('region' in object3D)) object3D.region = ""
|
|
147
|
+
|
|
148
|
+
// 对数据进行校对
|
|
149
|
+
for (let index = 0; index < object3D.mesh.length; index++) {
|
|
150
|
+
let mesh = object3D.mesh[index]
|
|
151
|
+
|
|
152
|
+
if (mesh.geometry.attributes.normal && Array.isArray(mesh.geometry.attributes.normal.array)) {
|
|
153
|
+
mesh.geometry.attributes.normal.array = new Float32Array(mesh.geometry.attributes.normal.array)
|
|
154
|
+
}
|
|
155
|
+
|
|
156
|
+
if (mesh.geometry.attributes.position && Array.isArray(mesh.geometry.attributes.position.array)) {
|
|
157
|
+
mesh.geometry.attributes.position.array = new Float32Array(mesh.geometry.attributes.position.array)
|
|
158
|
+
}
|
|
159
|
+
|
|
160
|
+
if (mesh.geometry.attributes.uv && Array.isArray(mesh.geometry.attributes.uv.array)) {
|
|
161
|
+
mesh.geometry.attributes.uv.array = new Float32Array(mesh.geometry.attributes.uv.array)
|
|
162
|
+
}
|
|
163
|
+
|
|
164
|
+
if (mesh.geometry.index && Array.isArray(mesh.geometry.index.array)) {
|
|
165
|
+
mesh.geometry.index.array = new Uint8Array(mesh.geometry.index.array)
|
|
166
|
+
}
|
|
167
|
+
|
|
168
|
+
if (mesh.material.colors && Array.isArray(mesh.material.colors.array)) {
|
|
169
|
+
mesh.material.colors.array = new Float32Array(mesh.material.colors.array)
|
|
170
|
+
}
|
|
171
|
+
|
|
172
|
+
}
|
|
173
|
+
|
|
174
|
+
this.__scene.children.push(object3D)
|
|
175
|
+
this.draw(object3D)
|
|
176
|
+
}
|
|
177
|
+
|
|
178
|
+
// 设置当前绘制区域名称
|
|
179
|
+
setRegion(regionName: string | number) {
|
|
180
|
+
this.__regionName = regionName + ""
|
|
181
|
+
|
|
182
|
+
if (regionName) {
|
|
183
|
+
if (this.__regionList[regionName] == undefined) {
|
|
184
|
+
this.__regionList[regionName] = [... this.__regionAssemble(), 1]
|
|
185
|
+
}
|
|
186
|
+
this.__regionColor = this.__regionList[regionName]
|
|
187
|
+
} else {
|
|
188
|
+
this.__regionColor = [0, 0, 0, 1]
|
|
189
|
+
}
|
|
190
|
+
return this
|
|
191
|
+
}
|
|
192
|
+
|
|
193
|
+
// 获取当前事件触发的区域名称
|
|
194
|
+
getRegion(x: number, y: number): Promise<string> {
|
|
195
|
+
if (needUpdate) this.review(true)
|
|
196
|
+
|
|
197
|
+
needUpdate = false
|
|
198
|
+
return new Promise((resolve, reject) => {
|
|
199
|
+
|
|
200
|
+
let rgba = this.__getColor(x, y)
|
|
201
|
+
|
|
202
|
+
// 查找当前点击的区域
|
|
203
|
+
for (let key in this.__regionList) {
|
|
204
|
+
let currentRGBA = this.__regionList[key]
|
|
205
|
+
if ("rgba(" + currentRGBA[0] * 255 + "," + currentRGBA[1] * 255 + "," + currentRGBA[2] * 255 + "," + currentRGBA[3] * 255 + ")" == rgba) {
|
|
206
|
+
resolve(key)
|
|
207
|
+
break
|
|
208
|
+
}
|
|
209
|
+
}
|
|
210
|
+
resolve("")
|
|
211
|
+
|
|
212
|
+
})
|
|
213
|
+
}
|
|
214
|
+
|
|
215
|
+
}
|
|
216
|
+
|
|
217
217
|
export default WebGL
|