Commit cc414884 authored by “yiyousong”'s avatar “yiyousong”

pref:修改数据精算

parent aa49e2dc
<template>
<div ref="threeDom" id="counter">
<div id="alert-css2"></div>
</div>
</template>
<script>
import * as THREE from "three";
import {
CSS2DRenderer,
CSS2DObject,
} from "three/examples/jsm/renderers/CSS2DRenderer";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
import { OBJLoader } from "three/examples/jsm/loaders/OBJLoader";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader";
import { MTLLoader } from "three/examples/jsm/loaders/MTLLoader";
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min";
class PositionGUI {
constructor(obj, name) {
this.obj = obj;
this.name = name;
}
get modify() {
return this.obj[this.name];
}
set modify(v) {
this.obj[this.name] = v;
}
}
export default {
props: {
// 楼层
lv: {
type: String,
default: "1",
},
// 楼层图接口数据
floorArr: {
type: Array,
default: () => [],
},
},
data() {
return {
keyobj: {}, //窗口模型
modlObj: {}, //保存模型对象
checkedMesh: null, //选中模型
cloneMttl: null, //窗口材质备份
FPS: 30,
timeS: 0,
renderer: "",
camera: {},
scene: "",
controls: "",
labelRenderer: "",
Tips: "",
ambientLight: "",
directionalLight: "",
TWEENN: "",
SpotLight: "",
threeDate: {
isloading: true,
floorList: {}, //楼层图
floosrNum: "1",
checkWind: {}, //选中窗口
},
};
},
watch: {
lv(newVal) {
this.modlObj[this.threeDate.floosrNum].obj.visible = false; //隐藏未选中模型
this.modlObj[e].obj.visible = true; //显示选中模型
this.threeDate.floosrNum = newVal;
// this.css2DOM()
},
// floorArr: {
// handler: (newVal) => {
// console.log(this);
// let obj = {}; //转换成key为楼层的对象
// newVal.forEach((v) => {
// obj[v.lv] = v;
// });
// this.threeDate.floorList = obj;
// if (this.camera) {
// this._3Dloder();
// } else {
// this._initTree();
// }
// },
// deep: true,
// },
floorArr(newVal) {
let obj = {}; //转换成key为楼层的对象
newVal.forEach((v) => {
obj[v.lv] = v;
});
this.threeDate.floorList = obj;
if (this.camera) {
this._3Dloder();
} else {
this._initTree();
}
},
},
mounted() {
this._initTree();
},
methods: {
updateCamera() {
this.camera.updateProjectionMatrix();
},
// 渲染
animation() {
// TWEEN.update()
let clock = new THREE.Clock();
requestAnimationFrame(this.animation);
let T = clock.getDelta();
this.timeS = this.timeS + T;
let renderT = 1 / this.FPS;
// requestAnimationFrame默认调用render函数60次,通过时间判断,降低renderer.render执行频率
if (this.timeS > renderT) {
// 控制台查看渲染器渲染方法的调用周期,也就是间隔时间是多少
// console.log(`调用.render时间间隔`,timeS*1000+'毫秒');
this.controls.update();
this.renderer.render(this.scene, this.camera);
this.labelRenderer.render(this.scene, this.camera);
//renderer.render每执行一次,timeS置0
this.timeS = 0;
}
},
// 灯光
_Light() {
this.ambientLight = new THREE.AmbientLight(0xffffff, 1);
this.ambientLight.position.set(0, 0, 0);
this.scene.add(this.ambientLight);
this.directionalLight = new THREE.DirectionalLight(0xffffff, 1);
this.directionalLight.castShadow = true;
this.directionalLight.position.set(5, 10, 7.5);
this.scene.add(this.directionalLight);
},
//3d loader
_3Dloder() {
let threeDate = this.threeDate;
let _this = this;
let MTLLoaders = new MTLLoader();
let OBJLoaders = new OBJLoader();
let GLTFLoaders = new GLTFLoader();
OBJLoaders.setCrossOrigin("Anonymous"); //跨域问题
const { floorList } = threeDate;
for (const iterator in floorList) {
const mtl = floorList[iterator].mtl_url;
const obj = floorList[iterator].obj_url;
if (obj.search(/.obj/i) >= 0) {
// 模型
MTLLoaders.load(
"http://192.168.0.98:8090" + mtl,
function (materials) {
//obj的模型会和MaterialCreator包含的材质对应起来
OBJLoaders.setMaterials(materials);
OBJLoaders.load("http://192.168.0.98:8090" + obj, function (obj) {
if (_this.lv !== iterator) {
obj.visible = false;
}
_this.modlObj[iterator] = {
position: {
x: 0,
y: 0,
z: 0,
},
obj: obj,
};
threeDate.isloading = false;
_this.scene.add(obj); //返回的组对象插入场景中
});
}
);
} else if (obj.search(/.gltf/i) >= 0) {
GLTFLoaders.load("http://192.168.0.98:8090" + obj, function (obj) {
console.log(obj, "@@@@@@@");
const children = obj.scene.children[0].children;
children.forEach((element) => {
let objname = element.name;
// 窗口
if (/^\d_/.test(objname)) {
// 获取外部模型具体点击位置 obj模型没有位置
element.geometry.computeBoundingSphere();
// 球体中心点
let realPosition = element.geometry.boundingSphere.center;
element["positions"] = realPosition;
_this.keyobj[objname] = element;
}
});
if (_this.lv !== iterator) {
obj.scene.visible = false;
}
_this.modlObj[iterator] = {
position: {
x: 0,
y: 0,
z: 0,
},
obj: obj.scene,
};
console.log(obj.scene, iterator, _this.lv, "#########");
_this.scene.add(obj.scene); //返回的组对象插入场景中
threeDate.isloading = false;
});
}
}
},
// 初始化相机
_initCamera() {
this.camera.position.x = -500;
this.camera.position.y = 500;
this.camera.position.z = 1000;
},
// css2render
css2renderer() {
let threeDom = this.$refs.threeDom;
let screenW = threeDom.clientWidth;
let screenH = threeDom.clientHeight;
let css2dom = document.getElementById("alert-css2");
this.Tips = new CSS2DObject(css2dom);
this.Tips.position.set(0, 0, 0); //文字地址
this.Tips.visible = false;
this.scene.add(this.Tips);
this.labelRenderer = new CSS2DRenderer(); //新建CSS2DRenderer
this.labelRenderer.setSize(screenW, screenH);
this.labelRenderer.domElement.style.position = "absolute";
this.labelRenderer.domElement.style.top = 0;
threeDom.appendChild(this.labelRenderer.domElement);
},
// css2
css2controls() {
this.css2renderer();
this.controls = new OrbitControls(
this.camera,
this.labelRenderer.domElement
);
const counter = document.getElementById("counter");
counter.appendChild(this.renderer.domElement);
},
// 调试模式
initGui() {
let datGui = new GUI();
//声明一个保存需求修改的相关数据的对象
let gui = {
ambientLight: "#9b9ba3", //环境光源
directionalLight: "#0xffc288", //点光源
intensity: 1, //灯光强度
visible: true, //是否可见
castShadow: true,
exponent: 30,
target: "plane",
debug: false,
};
//将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
datGui.addColor(gui, "ambientLight").onChange(function (e) {
this.ambientLight.color = new THREE.Color(e);
});
datGui.add(gui, "intensity", 0, 5).onChange(function (e) {
this.ambientLight.intensity = e;
});
datGui.addColor(gui, "directionalLight").onChange(function (e) {
this.directionalLight.color = new THREE.Color(e);
});
datGui.add(gui, "intensity", 0, 5).onChange(function (e) {
this.directionalLight.intensity = e;
});
datGui.add(gui, "visible").onChange(function (e) {
this.directionalLight.visible = e;
});
datGui.add(gui, "castShadow").onChange(function (e) {
this.directionalLight.castShadow = e;
});
datGui.add(gui, "debug").onChange(function (e) {
if (e) {
let debug = new THREE.CameraHelper(
this.directionalLight.shadow.camera
);
debug.name = "debug";
this.scene.add(debug);
} else {
// let debug = this.scene.getObjectByName("debug");
// this.scene.remove(debug);
}
});
datGui.add(this.camera, "fov", 1, 18000).onChange(this.updateCamera);
datGui.add(this.camera, "near", 1, 20000).onChange(this.updateCamera);
datGui.add(this.camera, "far", 1, 20000).onChange(this.updateCamera);
const folder = datGui.addFolder("全局Position");
folder
.add(new PositionGUI(this.camera.position, "x"), "modify", 0, 20000)
.name("x");
folder
.add(new PositionGUI(this.camera.position, "y"), "modify", 0, 20000)
.name("y");
folder
.add(new PositionGUI(this.camera.position, "z"), "modify", 0, 20000)
.name("z");
},
// 初始化
_initTree() {
let threeDom = this.$refs.threeDom;
this.scene = new THREE.Scene();
let screenW = threeDom.clientWidth;
let screenH = threeDom.clientHeight;
this.camera = new THREE.PerspectiveCamera(
25,
screenW / screenH,
0.01,
20000
);
this._initCamera();
this.camera.lookAt(this.scene.position);
this.renderer = new THREE.WebGLRenderer({
antialias: true, //开启抗锯齿
logarithmicDepthBuffer: true, //对数深度缓存解决模型重叠
alpha: true, //背景透明
});
this.renderer.shadowMap.enabled = true;
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 设置投影类型, 这边的柔和投影
this.renderer.setSize(screenW, screenH);
threeDom.appendChild(this.renderer.domElement);
this._Light();
this.css2controls();
// controls.autoRotate = true
this.controls.minDistance = 500;
this.controls.maxDistance = 1000;
this.controls.maxPolarAngle = 1.3;
this.controls.minPolarAngle = 0.5;
// if(process.env.NODE_ENV == 'development'){
// // this.initGui()
// }
// initGui()
this.animation();
},
},
};
</script>
<style lang="less" scoped>
#counter {
position: relative;
}
</style>
\ No newline at end of file
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