three 基础库
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<!DOCTYPE html>
<html>
<head includeDefault="true">
<script src="../../lib/statistics.js"></script>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<title>3D库图显示</title>
<style>
body {
margin: 0;
overflow: hidden;
}
#label {
position: absolute;
padding: 10px;
background: rgba(255, 255, 255, 0.6);
line-height: 1;
border-radius: 5px;
}
#video {
position: absolute;
width: 0;
height: 0;
}
</style>
<script src="./lib/three.js"></script>
<script src="./lib/stats.min.js"></script>
<script src="./lib/DragControls.js"></script>
<script src="./lib/OrbitControls.js"></script>
<script src="./lib/FirstPersonControls.js"></script>
<script src="./lib/TransformControls.js"></script>
<script src="./lib/dat.gui.min.js"></script>
<script src="./lib/EffectComposer.js"></script>
<script src="./lib/RenderPass.js"></script>
<script src="./lib/OutlinePass.js"></script>
<script src="./lib/FXAAShader.js"></script>
<script src="./lib/CopyShader.js"></script>
<script src="./lib/ShaderPass.js"></script>
<script src="./lib/ThreeBSP.js"></script>
<script src="./lib/ThreeJs_Drag.js" charset="UTF-8"></script>
<script src="./lib/ThreeJs_Composer.js" charset="UTF-8"></script>
<script src="./lib/Modules.js" charset="UTF-8"></script>
<script src="./lib/Tween.js"></script>
<script src="./lib/jquery-1.11.0.min.js"></script>
<script src="./echarts/echarts.min.js"></script>
<script src="./lib/config.js"></script>
</head>
<body>
<div id="label"></div>
<div id="container"></div>
<video id="video" autoplay loop muted>
<source src="./video/videoPlane.mp4">
</video>
<script>
var stats = initStats();
var scene, camera, renderer, controls, light, composer, transformControls, options;
var matArrayA = []; //内墙
var matArrayB = []; //外墙
var group = new THREE.Group();
// 初始化场景
function initScene() {
scene = new THREE.Scene();
}
// 初始化相机
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000);
camera.position.set(0, 50, 200);
}
// 初始化灯光
function initLight() {
var directionalLight = new THREE.DirectionalLight(0xffffff, 0.3); //模拟远处类似太阳的光源
directionalLight.color.setHSL(0.1, 1, 0.95);
directionalLight.position.set(0, 200, 0).normalize();
scene.add(directionalLight);
var ambient = new THREE.AmbientLight(0xffffff, 1); //AmbientLight,影响整个场景的光源
ambient.position.set(0, 0, 0);
scene.add(ambient);
}
// 初始化性能插件
function initStats() {
var stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.body.appendChild(stats.domElement);
return stats;
}
// 初始化GUI
function initGui() {
options = new function () {
this.batchNo = ''; this.qty = 0; this.qtyUom = ''; this.qty2 = 0;
this.实时全景监控 = function () {
window.open("3DVideo.html");
};
};
var gui = new dat.GUI();
gui.domElement.style = 'position:absolute;top:10px;right:0px;height:600px';
gui.add(options, 'batchNo').name("物料批号:").listen();
gui.add(options, 'qty').name("数量:").listen();
gui.add(options, 'qtyUom').name("单位:").listen();
gui.add(options, 'qty2').name("件数:").listen();
gui.add(options, '实时全景监控');
}
// 初始化渲染器
function initRenderer() {
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x4682B4, 1.0);
document.body.appendChild(renderer.domElement);
}
//创建地板
function createFloor() {
var loader = new THREE.TextureLoader();
loader.load("./ThreeJs/images/floor.jpg", function (texture) {
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(10, 10);
var floorGeometry = new THREE.BoxGeometry(2600, 1400, 1);
var floorMaterial = new THREE.MeshBasicMaterial({
map: texture,
});
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.rotation.x = -Math.PI / 2;
floor.name = "地面";
scene.add(floor);
});
}
//创建墙
function createCubeWall(width, height, depth, angle, material, x, y, z, name) {
var cubeGeometry = new THREE.BoxGeometry(width, height, depth);
var cube = new THREE.Mesh(cubeGeometry, material);
cube.position.x = x;
cube.position.y = y;
cube.position.z = z;
cube.rotation.y += angle * Math.PI; //-逆时针旋转,+顺时针
cube.name = name;
scene.add(cube);
}
//创建门_左侧
function createDoor_left(width, height, depth, angle, x, y, z, name) {
var loader = new THREE.TextureLoader();
loader.load("./ThreeJs/images/door_left.png", function (texture) {
var doorgeometry = new THREE.BoxGeometry(width, height, depth);
doorgeometry.translate(50, 0, 0);
var doormaterial = new THREE.MeshBasicMaterial({
map: texture,
color: 0xffffff
});
doormaterial.opacity = 1.0;
doormaterial.transparent = true;
var door = new THREE.Mesh(doorgeometry, doormaterial);
door.position.set(x, y, z);
door.rotation.y += angle * Math.PI; //-逆时针旋转,+顺时针
door.name = name;
scene.add(door);
});
}
//创建门_右侧
function createDoor_right(width, height, depth, angle, x, y, z, name) {
var loader = new THREE.TextureLoader();
loader.load("./ThreeJs/images/door_right.png", function (texture) {
var doorgeometry = new THREE.BoxGeometry(width, height, depth);
doorgeometry.translate(-50, 0, 0);
var doormaterial = new THREE.MeshBasicMaterial({
map: texture,
color: 0xffffff
});
doormaterial.opacity = 1.0;
doormaterial.transparent = true;
var door = new THREE.Mesh(doorgeometry, doormaterial);
door.position.set(x, y, z);
door.rotation.y += angle * Math.PI; //-逆时针旋转,+顺时针8
door.name = name;
scene.add(door);
});
}
//创建窗户
function createWindow(width, height, depth, angle, x, y, z, name) {
var loader = new THREE.TextureLoader();
loader.load("./ThreeJs/images/window.png", function (texture) {
var windowgeometry = new THREE.BoxGeometry(width, height, depth);
var windowmaterial = new THREE.MeshBasicMaterial({
map: texture,
color: 0xffffff
});
windowmaterial.opacity = 1.0;
windowmaterial.transparent = true;
var window = new THREE.Mesh(windowgeometry, windowmaterial);
window.position.set(x, y, z);
window.rotation.y += angle * Math.PI; //-逆时针旋转,+顺时针
window.name = name;
scene.add(window);
});
}
//返回墙对象
function returnWallObject(width, height, depth, angle, material, x, y, z, name) {
var cubeGeometry = new THREE.BoxGeometry(width, height, depth);
var cube = new THREE.Mesh(cubeGeometry, material);
cube.position.x = x;
cube.position.y = y;
cube.position.z = z;
cube.rotation.y += angle * Math.PI;
cube.name = name;
return cube;
}
//墙上挖门,通过两个几何体生成BSP对象
function createResultBsp(bsp, objects_cube) {
var material = new THREE.MeshPhongMaterial({
color: 0x9cb2d1,
specular: 0x9cb2d1,
shininess: 30,
transparent: true,
opacity: 1
});
var BSP = new ThreeBSP(bsp);
for (var i = 0; i < objects_cube.length; i++) {
var less_bsp = new ThreeBSP(objects_cube[i]);
BSP = BSP.subtract(less_bsp);
}
var result = BSP.toMesh(material);
result.material.flatshading = THREE.FlatShading;
result.geometry.computeFaceNormals(); //重新计算几何体侧面法向量
result.geometry.computeVertexNormals();
result.material.needsUpdate = true; //更新纹理
result.geometry.buffersNeedUpdate = true;
result.geometry.uvsNeedUpdate = true;
scene.add(result);
}
//创建墙纹理
function createWallMaterail() {
matArrayA.push(new THREE.MeshPhongMaterial({ color: 0xafc0ca })); //前 0xafc0ca :灰色
matArrayA.push(new THREE.MeshPhongMaterial({ color: 0xafc0ca })); //后
matArrayA.push(new THREE.MeshPhongMaterial({ color: 0xd6e4ec })); //上 0xd6e4ec: 偏白色
matArrayA.push(new THREE.MeshPhongMaterial({ color: 0xd6e4ec })); //下
matArrayA.push(new THREE.MeshPhongMaterial({ color: 0xafc0ca })); //左 0xafc0ca :灰色
matArrayA.push(new THREE.MeshPhongMaterial({ color: 0xafc0ca })); //右
matArrayB.push(new THREE.MeshPhongMaterial({ color: 0xafc0ca })); //前 0xafc0ca :灰色
matArrayB.push(new THREE.MeshPhongMaterial({ color: 0x9cb2d1 })); //后 0x9cb2d1:淡紫
matArrayB.push(new THREE.MeshPhongMaterial({ color: 0xd6e4ec })); //上 0xd6e4ec: 偏白色
matArrayB.push(new THREE.MeshPhongMaterial({ color: 0xd6e4ec })); //下
matArrayB.push(new THREE.MeshPhongMaterial({ color: 0xafc0ca })); //左 0xafc0ca :灰色
matArrayB.push(new THREE.MeshPhongMaterial({ color: 0xafc0ca })); //右
}
// 初始化模型
function initContent() {
createFloor();
createWallMaterail();
createCubeWall(10, 200, 1400, 0, matArrayB, -1295, 100, 0, "墙面");
createCubeWall(10, 200, 1400, 1, matArrayB, 1295, 100, 0, "墙面");
createCubeWall(10, 200, 2600, 1.5, matArrayB, 0, 100, -700, "墙面");
//创建挖了门的墙
var wall = returnWallObject(2600, 200, 10, 0, matArrayB, 0, 100, 700, "墙面");
var door_cube1 = returnWallObject(200, 180, 10, 0, matArrayB, -600, 90, 700, "前门1");
var door_cube2 = returnWallObject(200, 180, 10, 0, matArrayB, 600, 90, 700, "前门2");
var window_cube1 = returnWallObject(100, 100, 10, 0, matArrayB, -900, 90, 700, "窗户1");
var window_cube2 = returnWallObject(100, 100, 10, 0, matArrayB, 900, 90, 700, "窗户2");
var window_cube3 = returnWallObject(100, 100, 10, 0, matArrayB, -200, 90, 700, "窗户3");
var window_cube4 = returnWallObject(100, 100, 10, 0, matArrayB, 200, 90, 700, "窗户4");
var objects_cube = [];
objects_cube.push(door_cube1);
objects_cube.push(door_cube2);
objects_cube.push(window_cube1);
objects_cube.push(window_cube2);
objects_cube.push(window_cube3);
objects_cube.push(window_cube4);
createResultBsp(wall, objects_cube);
//为墙面安装门
createDoor_left(100, 180, 2, 0, -700, 90, 700, "左门1");
createDoor_right(100, 180, 2, 0, -500, 90, 700, "右门1");
createDoor_left(100, 180, 2, 0, 500, 90, 700, "左门2");
createDoor_right(100, 180, 2, 0, 700, 90, 700, "右门2");
//为墙面安装窗户
createWindow(100, 100, 2, 0, -900, 90, 700, "窗户");
createWindow(100, 100, 2, 0, 900, 90, 700, "窗户");
createWindow(100, 100, 2, 0, -200, 90, 700, "窗户");
createWindow(100, 100, 2, 0, 200, 90, 700, "窗户");
}
// 初始化轨迹球控件
function initControls() {
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.5;
// 视角最小距离
controls.minDistance = 100;
// 视角最远距离
controls.maxDistance = 1000;
// 最大角度
controls.maxPolarAngle = Math.PI / 2.2;
controls.target = new THREE.Vector3(50, 50, 0);
}
function initEcharts() {
pieChart = echarts.init($("<canvas width='512' height='512'></canvas>")[0]);
option = {
color: ['#3398DB'],
tooltip: {
trigger: 'axis',
axisPointer: {
type: 'shadow'
}
},
grid: {
left: '3%',
right: '4%',
bottom: '3%',
containLabel: true
},
xAxis: [
{
type: 'category',
data: ['Mon', 'Tue', 'Wed', 'Thu', 'Fri', 'Sat', 'Sun'],
axisTick: {
alignWithLabel: true
}
}
],
yAxis: [
{
type: 'value'
}
],
series: [
{
name: '直接访问',
type: 'bar',
barWidth: '60%',
data: [10, 52, 200, 334, 390, 330, 220]
}
]
};
pieChart.setOption(option);
pieChart.on('finished', function () {
var infoEchart = new THREE.TextureLoader().load(pieChart.getDataURL());
var infoEchartMaterial = new THREE.MeshBasicMaterial({
transparent: true,
map: infoEchart,
side: THREE.DoubleSide
});
var echartPlane = new THREE.Mesh(new THREE.PlaneGeometry(100, 100), infoEchartMaterial);
echartPlane.position.set(100, 150, 0);
scene.add(echartPlane);
});
pieChart2 = echarts.init($("<canvas width='512' height='512'></canvas>")[0]);
option2 = {
title: {
text: '某站点用户访问来源',
subtext: '纯属虚构',
x: 'center'
},
tooltip: {
trigger: 'item',
formatter: "{a} <br/>{b} : {c} ({d}%)"
},
legend: {
orient: 'vertical',
left: 'left',
data: ['直接访问', '邮件营销', '联盟广告', '视频广告', '搜索引擎']
},
series: [
{
name: '访问来源',
type: 'pie',
radius: '55%',
center: ['50%', '60%'],
data: [
{ value: 335, name: '直接访问' },
{ value: 310, name: '邮件营销' },
{ value: 234, name: '联盟广告' },
{ value: 135, name: '视频广告' },
{ value: 1548, name: '搜索引擎' }
],
itemStyle: {
emphasis: {
shadowBlur: 10,
shadowOffsetX: 0,
shadowColor: 'rgba(0, 0, 0, 0.5)'
}
}
}
]
};
pieChart2.setOption(option2);
pieChart2.on('finished', function () {
var spriteMap = new THREE.TextureLoader().load(pieChart2.getDataURL());
var spriteMaterial = new THREE.SpriteMaterial({
transparent: true,
map: spriteMap,
side: THREE.DoubleSide
});
var sprite = new THREE.Sprite(spriteMaterial);
sprite.scale.set(150, 150, 1)
sprite.position.set(-100, 180, 0);
scene.add(sprite);
});
}
// 初始化
function init() {
initMat();
initScene();
addSkybox(10000, scene);
addVideoPlane(0, 60, -690, 200, 100, scene, 'video');
initCamera();
initRenderer();
initContent();
initLight();
initControls();
initGui();
initEcharts();
addArea(0, 0, 1000, 500, scene, "ID1$库区1号", "FF0000", 20, "左对齐");
addShelf(scene);
//添加货物
var shelf_list = GET_SHELF_LIST();
for (var i = 1; i <= GET_LAYER_NUM(); i++) {
for (var j = 1; j <= GET_COLUMN_NUM(); j++) {
for (var k = 1; k <= shelf_list.length; k++) {
addOneUnitCargos(shelf_list[k - 1].shelfId, i, j, scene);
}
}
}
//添加选中时的蒙版
composer = new THREE.ThreeJs_Composer(renderer, scene, camera, options);
//添加拖动效果
// 过滤不是 Mesh 的物体,例如辅助网格
var objects = [];
for (var i = 0; i < scene.children.length; i++) {
var Msg = scene.children[i].name.split("$");
if (scene.children[i].isMesh && Msg[0] == "货物") {
objects.push(scene.children[i]);
}
}
var dragControls = new THREE.DragControls(objects, camera, renderer.domElement);
dragControls.addEventListener('dragstart', function (event) {
controls.enabled = false;
isPaused = true;
});
dragControls.addEventListener('dragend', function (event) {
controls.enabled = true;
isPaused = false;
});
document.addEventListener('resize', onWindowResize, false);
}
// 窗口变动触发的方法
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
composer.render();
update();
}
// 更新控件
function update() {
stats.update();
controls.update();
TWEEN.update();
RollTexture.offset.x += 0.001;
}
init();
animate();
</script>
</body>
</html>