lxc 2 years ago
parent
commit
8dd1b73106
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      box.html
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      libs/three/js/.DS_Store
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  18. 622
      temp copy.html

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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="./lib/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>

103
cesuim.html

@ -0,0 +1,103 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>cesium 标点</title>
<script src="https://cesium.com/downloads/cesiumjs/releases/1.82/Build/Cesium/Cesium.js"></script>
<link href="https://cesium.com/downloads/cesiumjs/releases/1.82/Build/Cesium/Widgets/widgets.css"
rel="stylesheet">
<style>
html,
body,
#cesiumContainer {
padding: 0;
margin: 0;
width: 100%;
height: 100%
}
</style>
<script src="./lib/statistics.js"></script>
</head>
<body>
<div id="cesiumContainer"></div>
<script>
// cesium 秘钥
Cesium.Ion.defaultAccessToken =
'eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJqdGkiOiI3YjQ1ZWVhYS03NjI2LTRjYTAtOTZhYy04OGY2YmQyZTU3N2IiLCJpZCI6MTA2NjYsInNjb3BlcyI6WyJhc3IiLCJnYyJdLCJpYXQiOjE1NTcxMjcxODF9.Tn2oD9D3qxEBksEZ4L1cpHq1gVT6t4_GCI4G1USewkk';
var viewer = new Cesium.Viewer("cesiumContainer", {
geocoder: false, //是否显示地名查找控件
sceneModePicker: false, //是否显示投影方式控件
navigationHelpButton: false, //是否显示帮助信息控件
baseLayerPicker: false, //是否显示图层选择控件
homeButton: false, //是否显示Home按钮
fullscreenButton: false, //是否显示全屏按钮
timeline: true, //时间轴控件
animation: true, //动画控件
terrainProvider: Cesium.createWorldTerrain(),
});
var scene = viewer.scene;
var clock = viewer.clock;
var entity;
var positionProperty;
var dataSourcePromise = Cesium.CzmlDataSource.load(
"http://localhost:8080/Apps/SampleData/ClampToGround.czml"
);
viewer.dataSources.add(dataSourcePromise).then(function (dataSource) {
entity = dataSource.entities.getById("CesiumMilkTruck");
positionProperty = entity.position;
});
var tileset = scene.primitives.add(
new Cesium.Cesium3DTileset({
url: Cesium.IonResource.fromAssetId(40866),
})
);
viewer.camera.setView({
destination: new Cesium.Cartesian3(
1216403.8845586285,
-4736357.493351395,
4081299.715698949
),
orientation: new Cesium.HeadingPitchRoll(
4.2892217081808806,
-0.4799070147502502,
6.279789177843313
),
endTransform: Cesium.Matrix4.IDENTITY,
});
if (scene.clampToHeightSupported) {
tileset.initialTilesLoaded.addEventListener(start);
} else {
window.alert("This browser does not support clampToHeight.");
}
function start() {
clock.shouldAnimate = true;
var objectsToExclude = [entity];
scene.postRender.addEventListener(function () {
var position = positionProperty.getValue(clock.currentTime);
entity.position = scene.clampToHeight(position, objectsToExclude);
});
}
var tileset = new Cesium.Cesium3DTileset({
url: Cesium.IonResource.fromAssetId(40866),
});
viewer.scene.primitives.add(tileset);
viewer.zoomTo(tileset);
viewer.flyTo(tileset);
</script>
</body>
</html>

43
js/app.js

@ -23,6 +23,7 @@ var APP = {
1,
10000);
// camera = camera = new THREE.OrthographicCamera(-5, 5, 5.5, -5.5, 1, 20);
camera.position.set(-10, 5, -10);
glRenderer = createGlRenderer();
@ -129,33 +130,33 @@ var APP = {
const light = new THREE.AmbientLight("#aaaaaa");
glScene.add(light);
// const light1 = new THREE.PointLight(0xe0ffff, 0.1, 20)
// light1.position.set(-2, 3, 2)
// glScene.add(light1)
const light1 = new THREE.PointLight(0xe0ffff, 0.1, 20)
light1.position.set(-2, 3, 2)
glScene.add(light1)
// const light2 = new THREE.PointLight(0xe0ffff, 0.1, 20)
// light2.position.set(0, 3, -6)
// glScene.add(light2)
const light2 = new THREE.PointLight(0xe0ffff, 0.1, 20)
light2.position.set(0, 3, -6)
glScene.add(light2)
// const light3 = new THREE.PointLight(0xe0ffff, 0.1, 20)
// light3.position.set(-12, 3, 6)
// glScene.add(light3)
const light3 = new THREE.PointLight(0xe0ffff, 0.1, 20)
light3.position.set(-12, 3, 6)
glScene.add(light3)
// const light4 = new THREE.PointLight(0xe0ffff, 0.1, 20)
// light4.position.set(-12, 4, -4)
// glScene.add(light4)
const light4 = new THREE.PointLight(0xe0ffff, 0.1, 20)
light4.position.set(-12, 4, -4)
glScene.add(light4)
// const light5 = new THREE.PointLight(0xe0ffff, 0.1, 20)
// light5.position.set(12, 4, -8)
// glScene.add(light5)
const light5 = new THREE.PointLight(0xe0ffff, 0.1, 20)
light5.position.set(12, 4, -8)
glScene.add(light5)
// const light6 = new THREE.PointLight(0xe0ffff, 0.1, 20)
// light6.position.set(12, 4, 0)
// glScene.add(light6)
const light6 = new THREE.PointLight(0xe0ffff, 0.1, 20)
light6.position.set(12, 4, 0)
glScene.add(light6)
// const light7 = new THREE.PointLight(0xe0ffff, 0.1, 20)
// light7.position.set(12, 4, 8)
// glScene.add(light7)
const light7 = new THREE.PointLight(0xe0ffff, 0.1, 20)
light7.position.set(12, 4, 8)
glScene.add(light7)
}
this.setClearColor = function (color) {

436
js/appbig.js

@ -0,0 +1,436 @@
import { OrbitControls } from 'jsm/controls/OrbitControls.js';
import { CSS3DRenderer, CSS3DObject, CSS3DSprite } from 'jsm/renderers/CSS3DRenderer.js';
import css3dlabel from './units/css3dlabel.js'
var APP = {
Player: function () {
var controls, camera, glScene, cssScene, glRenderer, cssRenderer;
var waters = [];
//CSS 标签列表
var BIG_LABEL_ARR = [];
//刷新函数列表
var FUN_ARR = [];
camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
1,
10000);
camera.position.set(-0, 60, -60);
glRenderer = createGlRenderer();
cssRenderer = createCssRenderer();
controls = new OrbitControls(camera, glRenderer.domElement);
// controls = new OrbitControls(camera, glRenderer.domElement);
document.body.appendChild(cssRenderer.domElement);
document.body.appendChild(glRenderer.domElement);
// glRenderer.domElement.appendChild(cssRenderer.domElement);
glScene = new THREE.Scene();
cssScene = new THREE.Scene();
// for (var i = 0; i < 20; i++) {
// create3dPage(
// 1020, 680,
// new THREE.Vector3(-2 - i, 1 + i / 3, -4.2 + i),
// new THREE.Vector3(0, Math.PI, 0),
// 'https://zuoben.blog.csdn.net/');
// }
// initModel();
createLights();
window.camera = camera;
window.scene = glScene;
function createGlRenderer() {
var glRenderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
glRenderer.setClearColor(0x34495E);
glRenderer.setPixelRatio(window.devicePixelRatio);
glRenderer.setSize(window.innerWidth, window.innerHeight);
glRenderer.domElement.style.position = 'absolute';
glRenderer.domElement.style.zIndex = 1;
glRenderer.domElement.style.top = 0;
return glRenderer;
}
function createCssRenderer() {
var cssRenderer = new CSS3DRenderer();
cssRenderer.setSize(window.innerWidth, window.innerHeight);
cssRenderer.domElement.style.position = 'absolute';
glRenderer.domElement.style.zIndex = 0;
cssRenderer.domElement.style.top = 0;
return cssRenderer;
}
function initDraws(child) { }
function initFrames(child) {
child.material = new THREE.MeshBasicMaterial({
color: 0x7f5816,
})
}
function initStairs(child) {
child.material = new THREE.MeshStandardMaterial({
color: 0xd1cdb7,
})
child.material.roughness = 0.5
child.material.metalness = 0.6
}
function initWalls(child) {
child.material = new THREE.MeshStandardMaterial({
color: 0xffffff,
})
child.material.roughness = 0.5
child.material.metalness = 0.6
}
function create3dPage(w, h, position, rotation, url) {
var plane = createPlane(
w, h,
position,
rotation);
glScene.add(plane);
var cssObject = createCssObject(
w, h,
position,
rotation,
url);
cssScene.add(cssObject);
}
function createLights() {
var directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(0, 100, -50).normalize();
glScene.add(directionalLight);
const light = new THREE.AmbientLight("#ffffff");
glScene.add(light);
const light1 = new THREE.PointLight(0xffffff, 1, 20)
light1.position.set(-0, 100, 100)
glScene.add(light1)
const light2 = new THREE.PointLight(0xffffff, 1, 20)
light2.position.set(-100, 100, 100)
glScene.add(light2)
const light3 = new THREE.PointLight(0xffffff, 1, 20)
light3.position.set(-12, 3, 6)
glScene.add(light3)
const light4 = new THREE.PointLight(0xffffff, 1, 20)
light4.position.set(-12, 4, -4)
glScene.add(light4)
const light5 = new THREE.PointLight(0xffffff,1, 20)
light5.position.set(12, 4, -8)
glScene.add(light5)
const light6 = new THREE.PointLight(0xe0ffff, 0.1, 20)
light6.position.set(12, 4, 0)
glScene.add(light6)
const light7 = new THREE.PointLight(0xe0ffff, 0.1, 20)
light7.position.set(12, 4, 8)
glScene.add(light7)
}
this.setClearColor = function (color) {
glRenderer.setClearColor(color);
}
//position = { x: 0, y: 0, z: 0 }, rotation= { x: 0, y: 0, z: 0 }
this.addModels = function (value) {
glScene.add(value);
};
this.setCamera = function (value) {
camera = value;
camera.aspect = this.width / this.height;
camera.updateProjectionMatrix();
// this.camera = camera;
window.camera = camera;
};
this.setScene = function (value) {
glScene = value;
window.scene = glScene
};
this.addWater = function (water) {
waters.push(water);
}
this.setPixelRatio = function (pixelRatio) {
glRenderer.setPixelRatio(pixelRatio);
};
this.setSize = function (width, height) {
this.width = width;
this.height = height;
if (camera) {
camera.aspect = this.width / this.height;
camera.updateProjectionMatrix();
}
glRenderer.setSize(this.width, this.height);
cssRenderer.setSize(this.width, this.height);
};
var time, startTime, prevTime;
function animate() {
// controls.update();
glRenderer.render(glScene, camera);
cssRenderer.render(cssScene, camera);
waters.forEach(water => {
// 播放特效
water.material.uniforms['time'].value += 1.0 / 60.0;
});
FUN_ARR.forEach( fun=> {
// 播放特效
fun();
});
}
var objects = []
this.play = function () {
// if (renderer.xr.enabled) dom.append(vrButton);
// startTime = prevTime = performance.now();
// document.addEventListener('keydown', onKeyDown);
// document.addEventListener('keyup', onKeyUp);
// document.addEventListener('pointerdown', onPointerDown);
// document.addEventListener('pointerup', onPointerUp);
// document.addEventListener('pointermove', onPointerMove);
// dispatch(events.start, arguments);
glRenderer.setAnimationLoop(animate);
// const image = document.createElement('img');
// image.addEventListener('load', function () {
// for (let i = 0; i < 2; i++) {
// const object = new CSS3DSprite(image.cloneNode());
// object.position.x = Math.random() * 4 - 2,
// object.position.y = Math.random() * 4 - 2,
// object.position.z = Math.random() * 4 - 2;
// object.scale.set(0.01, 0.01, 0.01);
// glScene.add(object);
// objects.push(object);
// }
// //transition();
// });
// image.src = '/assets/textures/sprite.png';
// cssScene.add(createSpriteShape());
// cssScene.add(createBox13DLabel());
};
this.stop = function () {
if (renderer.xr.enabled) vrButton.remove();
// document.removeEventListener('keydown', onKeyDown);
// document.removeEventListener('keyup', onKeyUp);
// document.removeEventListener('pointerdown', onPointerDown);
// document.removeEventListener('pointerup', onPointerUp);
// document.removeEventListener('pointermove', onPointerMove);
dispatch(events.stop, arguments);
glRenderer.setAnimationLoop(null);
};
this.dispose = function () {
glRenderer.dispose();
cssRenderer.dispose();
camera = undefined;
glScene = undefined;
cssScene = undefined;
};
//
this.create3dPage = function (w, h, position, rotation, url) {
var plane = css3dlabel.createPlane(
w, h,
position,
rotation);
glScene.add(plane);
var cssObject = css3dlabel.createCssObject(
w, h,
position,
rotation,
url);
cssScene.add(cssObject);
}
const defaultScale = 80
this.create3dLabel = function (parent, text, w = 100, h = 20, position, rotation) {
// let sprite =createBox13DLabel()
// glScene.add(sprite)
// return ;
let txtlength = text.length
var width = defaultScale * txtlength;
var height = defaultScale + 15;
var plane = css3dlabel.createPlane(
width, height,
position,
rotation);
glScene.add(plane);
var cssObject = css3dlabel.createCssLabel(text,
width, height,
position,
rotation);
// if(parent){
// parent.add(cssObject);
BIG_LABEL_ARR.push(cssObject);
// }else{
cssScene.add(cssObject);
// }
//cssObject.element.textContent = 'your data'
}
// this.create3dButton = function (parent, text, w = 100, h = 20, position, rotation,click) {
// let txtlength = text.length
// var width = defaultScale * txtlength;
// var height = defaultScale + 15;
// var plane = css3dlabel.createPlane(
// width, height,
// position,
// rotation);
// glScene.add(plane);
// var cssObject = css3dlabel.createButton(text,
// position,
// rotation,click);
// // if(parent){
// // parent.add(cssObject);
// // }else{
// cssScene.add(cssObject);
// // }
// }
function createSpriteShape() {
/*1、创建一个画布,记得设置画布的宽高,否则将使用默认宽高,有可能会导致图像显示变形*/
let canvas = document.createElement("canvas");
canvas.width = 120;
canvas.height = 120;
/*2、创建图形,这部分可以去看w3c canvas教程*/
let ctx = canvas.getContext("2d");
ctx.fillStyle = "#ff0000";
ctx.arc(50, 50, 50, 0, 2 * Math.PI);
ctx.fill();
/*3、将canvas作为纹理,创建Sprite*/
let texture = new THREE.Texture(canvas);
texture.needsUpdate = true; //注意这句不能少
let material = new THREE.SpriteMaterial({
color: 0xff00ff,//设置精灵矩形区域颜色
rotation: Math.PI / 4,//旋转精灵对象45度,弧度值
map: texture,//设置精灵纹理贴图
});
let mesh = new THREE.Sprite(material);
mesh.position.x = 2;
mesh.position.y = 2;
/*4、放大图片,每个精灵有自己的大小,默认情况下都是很小的,如果你不放大,基本是看不到的*/
//mesh.scale.set(100,100,1);
return mesh;
}
function createBox13DLabel() {
const div = document.createElement("div");
div.className = "red-box-label";
div.textContent = "红色正方体";
// CSS3DSprite;CSS3DObject
const earthLabel = new CSS3DSprite(div);
earthLabel.position.set(1, 0.2, 0.5);
earthLabel.scale.set(0.01, 0.01, 0.01);
return earthLabel;
}
this.updateLabel = function (name, text) {
BIG_LABEL_ARR.forEach(tmplable => {
tmplable.element.textContent = text;
})
}
this.addRefeshFunction = function(fun){
FUN_ARR.push(fun);
}
}
};
export { APP };

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27
lndexUASBUpdate.html

@ -146,13 +146,13 @@
mqttInit();
updateLabel();
// for (var i = 0; i < 1; i++) {
// player.create3dPage(
// 1020, 680,
// new THREE.Vector3(-2 - i, 2 + i / 3, -4.2 + i),
// new THREE.Vector3(0, Math.PI, 0),
// 'https://zuoben.blog.csdn.net/');
// }
for (var i = 0; i < 1; i++) {
player.create3dPage(
1020, 680,
new THREE.Vector3(-2 - i, 2 + i / 3, -4.2 + i),
new THREE.Vector3(0, Math.PI, 0),
'https://zuoben.blog.csdn.net/');
}
addLEDScreen();
@ -161,8 +161,21 @@
// scene.add(video);
initEcharts()
addCamera();
}
function addCamera() {
// 辅助相机
let aspect=1.5
const camera1 = new THREE.PerspectiveCamera(30, aspect, 5, 10)
camera1.position.set(0, 5 ,0)
camera1.lookAt(0, -0, -0)
camera1.updateProjectionMatrix();
const cameraHelper = new THREE.CameraHelper(camera1)
// 辅助线加入 场景
scene.add(cameraHelper)
}
// document.body.appendChild(player.dom);
function initModel() {
var loader = new THREE.FileLoader();

778
lndextest.html

@ -0,0 +1,778 @@
<!DOCTYPE html>
<html lang="en">
<head>
<title></title>
<meta charset="utf-8">
<meta name="generator" content="Three.js Editor">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: sans-serif;
font-size: 11px;
background-color: #000;
margin: 0px;
}
canvas {
display: block;
}
.info {
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display: block;
color: brown;
font-size: 40px;
}
.label {
color: #ff000f;
font-family: sans-serif;
padding: 40px;
background: rgba(149, 140, 140, 0.6);
}
.btn {
color: #ff000f;
font-family: sans-serif;
padding: 20px;
background: rgba(149, 140, 140, 0.6);
}
.label1 {
color: #ffffff;
font-family: sans-serif;
padding: 2px;
background: rgba(0, 0, 0, .6);
}
.container {
width: 100%;
height: 100%;
}
</style>
<script type="importmap">
{
"imports": {
"three": "./libs/three/three.module.js",
"jsm/": "./libs/three/jsm/"
}
}
</script>
<script async src="./libs/layui/layui.js"></script>
<script async src="./libs/mqtt/mqtt.min.js"></script>
<script src="./libs/Modules.js" charset="UTF-8"></script>
<script src="./lib/Tween.js"></script>
<script src="./lib/jquery-1.11.0.min.js"></script>
<script src="./libs/echarts.min.js"></script>
</head>
<body ontouchstart="">
<div class="info">2D数据表格显示 不旋转 厌氧系统 <button onclick="btnclick()">全开</button></div>
<!-- <video id="video" autoplay loop muted style="position: absolute;">
<source src="./assets/video/videoPlane.mp4">
</video> -->
<script type="module">
import * as THREE from 'three';
import { APP } from './js/appbig.js';
import { OrbitControls } from 'jsm/controls/OrbitControls.js';
import { GLTFLoader } from 'jsm/loaders/GLTFLoader.js';
import { CSS3DRenderer, CSS3DObject } from 'jsm/renderers/CSS3DRenderer.js';
import { Water } from 'jsm/objects/Water.js';
import modellabel from './js/units/modellabel.js'
import css2dlabel from './js/units/css3dlabel.js'
import config from './js/config.js'
window.THREE = THREE; // Used by APP Scripts.
var mqttclient = null;
var player = new APP.Player();
//水泵列表
var PUMP_MODEL_ARR = []
var bigLabelArr = []
//红色标签
// const labArr = [{ name: "水泵M_1", text: "水泵1" }, { name: "水泵M_2", text: "水泵002" }
// , { name: "水泵M_3", text: "水泵003" }, { name: "水泵M_4", text: "水泵4" }, { name: "水泵M_5", text: "水泵5" }
// , { name: "OilTank001", text: "PT桶1" }, { name: "OilTank002", text: "PT桶2" }, { name: "OilTank003", text: "PT桶3" },
// ]
const labArr = [{ name: "水泵M_1", text: "水泵M_1", position: { x: 2.86, y: -0.34, z: -3.13 }, rotation: { x: 0, y: Math.PI, z: 0 } },
{ name: "水泵M_2", text: "水泵M_2", position: { x: 1.22, y: -0.59, z: -3.34 }, rotation: { x: 0, y: Math.PI, z: 0 } },
{ name: "水泵M_3", text: "水泵M_3", position: { x: -0.60, y: -0.31, z: -3.26 }, rotation: { x: 0, y: Math.PI, z: 0 } },
{ name: "水泵M_4", text: "水泵M_4", position: { x: -1.66, y: -0.62, z: -3.26 }, rotation: { x: 0, y: Math.PI, z: 0 } },
{ name: "水泵M_5", text: "水泵M_51", position: { x: -2.55, y: -0.3, z: -3.36 }, rotation: { x: 0, y: Math.PI, z: 0 } },
{ name: "OilTank001", text: "罐1", position: { x: 0.61, y: 2.44, z: 3.78 }, rotation: { x: 0, y: Math.PI, z: 0 } },
{ name: "OilTank002", text: "罐2", position: { x: -0.57, y: 2.47, z: 3.78 }, rotation: { x: 0, y: Math.PI, z: 0 } },
{ name: "OilTank003", text: "罐3", position: { x: 0.07, y: 2.58, z: 5.39 }, rotation: { x: 0, y: Math.PI, z: 0 } }
]
//模型标签
const remarkLabArr = [{ name: "221", text: "USAB进水", x: 2.0501311208405713, y: -0.7778027560129786, z: -5.4, ry: 360 }
, { name: "211", text: "USAB进水", x: 0.1740166304621844, y: -0.7760432883855322, z: -5.4, ry: 360 },
{ name: "491", text: "至污泥浓缩池", x: -2.105188770141037, y: -0.7901334936138524, z: -5.4, ry: 360 }]
//大标签
const bigLabArr = [{ name: "建筑_11", text: "建筑_1", x: 0.10, y: 0.16, z: -1.48, rx: 0, ry: 360, rz: 0 }]
init();
function init() {
player.play();
player.setSize(window.innerWidth, window.innerHeight);
window.addEventListener('resize', function () {
player.setSize(window.innerWidth, window.innerHeight);
});
//设置背景颜色
player.setClearColor(0x34495E);
initModel1()
addRemarkLabels();
mqttInit();
updateLabel();
// for (var i = 0; i < 1; i++) {
// player.create3dPage(
// 1020, 680,
// new THREE.Vector3(-2 - i, 2 + i / 3, -4.2 + i),
// new THREE.Vector3(0, Math.PI, 0),
// 'https://zuoben.blog.csdn.net/');
// }
addLEDScreen();
// let video = addVideoPlane(0, 8, 6, 200, 100, 'video');
// video.scale.set(0.1, 0.1, 0.1);
// scene.add(video);
// initEcharts()
createLights();
}
// document.body.appendChild(player.dom);
function initModel() {
var loader = new THREE.FileLoader();
loader.load('uasb3.json', function (text) {
let json = JSON.parse(text);
let objloader = new THREE.ObjectLoader();
let scene1 = objloader.parse(json.scene)
player.addModels(scene1);//.children[3]);
setModel(scene1, player);
AddWaters(player);
// addRemarkLabels();
});
}
function createLights() {
var directionalLight = new THREE.DirectionalLight(0xaaaaaa);
directionalLight.position.set(-15.5, 80.5, -50).normalize();
scene.add(directionalLight);
directionalLight = new THREE.DirectionalLight(0xaaaaaa);
directionalLight.position.set(-50.5, 80.5, -50).normalize();
scene.add(directionalLight);
directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(100.5, 30.5, -0).normalize();
scene.add(directionalLight);
directionalLight = new THREE.DirectionalLight(0xaaaaaa);
directionalLight.position.set(0.5, 40.5, 100).normalize();
scene.add(directionalLight);
const light = new THREE.AmbientLight("0xffffff");
scene.add(light);
const light1 = new THREE.PointLight(0xffffff, 2, 100)
light1.position.set(-0, 50, 100)
scene.add(light1)
light1 = new THREE.PointLight(0xffffff, 2, 100)
light1.position.set(-0, 80, -100)
scene.add(light1)
}
var pieChart, pieChart1, pieChart2, option, option2
function initEcharts() {
pieChart = echarts.init($("<canvas width='512' height='512'></canvas>")[0]);
option = {
color: ['#3398DB'],
tooltip: {
trigger: 'axis',
axisPointer: {
type: 'shadow'
}
},
grid: {
left: '3%',
right: '4%',
bottom: '3%',
containLabel: true
},
xAxis: [
{
type: 'category',
data: ['Mon', 'Tue', 'Wed', 'Thu', 'Fri', 'Sat', 'Sun'],
axisTick: {
alignWithLabel: true
}
}
],
yAxis: [
{
type: 'value'
}
],
series: [
{
name: '直接访问',
type: 'bar',
barWidth: '60%',
data: [10, 52, 200, 334, 390, 330, 220]
}
]
};
pieChart.setOption(option);
pieChart.on('finished', function () {
var infoEchart = new THREE.TextureLoader().load(pieChart.getDataURL());
var infoEchartMaterial = new THREE.MeshBasicMaterial({
transparent: true,
map: infoEchart,
side: THREE.DoubleSide
});
var echartPlane = new THREE.Mesh(new THREE.PlaneGeometry(100, 100), infoEchartMaterial);
echartPlane.position.set(10, 8, 10);
echartPlane.scale.set(0.1, 0.1, 0.1);
scene.add(echartPlane);
});
pieChart2 = echarts.init($("<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(15, 15, 1)
sprite.position.set(-10, 8, 0);
scene.add(sprite);
});
}
function initModel1() {
var loader = new GLTFLoader();
loader.load('assets/models/11.glb', function (gltf) {
// gltf.scene.traverse(function (child) {
// switch (child.name) {
// case 'walls':
// initWalls(child)
// break
// case 'stairs':
// initStairs(child)
// break
// }
// //设置展画边框贴图
// if (child.name.includes('paint')) {
// initFrames(child)
// }
// //设置展画图片贴图
// if (child.name.includes('draw')) {
// initDraws(child)
// }
// })
let tmpmodel = gltf.scene//.children[1];
tmpmodel.rotation.set(0, Math.PI, -0.0)
tmpmodel.scale.set(0.001, 0.001, 0.001)
tmpmodel.position.set(-10, 0.001, 10)
player.addModels(tmpmodel);
setModel(tmpmodel, player);
});
}
var x = 0;
// 设置标签
function setModel(scene, player) {
scene.castShadow = true; // 开启阴影
scene.receiveShadow = true; // 接受阴影
scene.children.forEach((item, index) => {
console.log("x=", x, "--------item ==", index, "name=", item.name, "type=", item.type);
if (item.name.indexOf('OilTank00') > -1) {
addLabel(item, 0, 0.4, 0)
}
else if (item.name.indexOf('水泵M_') > -1) { // 水泵
x = x + 1;
PUMP_MODEL_ARR.push(item);
//debugger
if (item.name === '水泵001') {
item.material.color.set(0x00f);
} else {
item.material.color.set(0x006600);
}
addStateLabel(item, x / 2, 2 + x / 2, x / 2)
}
if (item.type === 'Object3D' || item.type === 'Group') { // 有下一级
setModel(item, player);
}
})
console.log('pumpModelArr=', PUMP_MODEL_ARR)
}
// 设置标签
function setModel1(scene, player) {
// scene.castShadow = true; // 开启阴影
// scene.receiveShadow = true; // 接受阴影
scene.children.forEach((item, index) => {
console.log("--------item ==", index, "name=", item.name, "type=", item.type);
if (item.name.indexOf('OilTank00') > -1) {
addLabel(item, 0, 0.4, 0)
}
else if (item.name == "水泵001") {
item.material.color.set(0xff0);
}
else if (item.name == "水泵_2") {
item.material.color.set(0xff0000);
}
else if (item.name.indexOf('水泵M_') > -1 && item.type == "Mesh") { // 水泵
pumpModelArr.push(item);
// }
if (item.name === '水泵M_1') {
item.material.color.set(0xff0000);
} else {
item.material.color.set(0x006600);
}
addStateLabel(item, 0, 3, 0)
}
if (item.type === 'Object3D' || item.type === 'Group') { // 有下一级
setModel(item, player);
}
})
console.log('pumpModelArr=', pumpModelArr)
}
//添加这个就可以用鼠标拖动
var raycaster = new THREE.Raycaster()
var mouse = new THREE.Vector2()
//点击模型
// window.addEventListener('click', onMouseClick);
window.addEventListener('dblclick', onDBMouseClick);
function onMouseClick(event) {
//将鼠标点击位置的屏幕坐标转换成threejs中的标准坐标
mouse.x = (event.clientX / window.innerWidth) * 2 - 1
mouse.y = -((event.clientY / window.innerHeight) * 2 - 1)
//console.log("mouse:"+mouse.x+","+mouse.y)
// 通过鼠标点的位置和当前相机的矩阵计算出raycaster
raycaster.setFromCamera(mouse, window.camera);
// 获取raycaster直线和所有模型相交的数组集合
var intersects = raycaster.intersectObjects(scene.children, true);
console.log(intersects);
//debugger
//将所有的相交的模型的颜色设置为红色
for (var i = 0; i < intersects.length; i++) {
let obj = intersects[i];
if (obj.object) {
if (obj.object.name == "视频监控1") {
obj.object.material.color.set(0xff6666);
alert("视频");
} else {
obj.object.material.color.set(0xff0000);
}
}
}
}
function onDBMouseClick(event) {
//将鼠标点击位置的屏幕坐标转换成threejs中的标准坐标
mouse.x = (event.clientX / window.innerWidth) * 2 - 1
mouse.y = -((event.clientY / window.innerHeight) * 2 - 1)
//console.log("mouse:"+mouse.x+","+mouse.y)
// 通过鼠标点的位置和当前相机的矩阵计算出raycaster
raycaster.setFromCamera(mouse, window.camera);
// 获取raycaster直线和所有模型相交的数组集合
// debugger
var intersects = raycaster.intersectObjects(scene.children, true);
console.log("onclick ", intersects);
//debugger
//将所有的相交的模型的颜色设置为红色
for (var i = 0; i < intersects.length; i++) {
let obj = intersects[i];
if (obj.object) {
let tmpobj = obj.object;
console.log(tmpobj)
//输出 增加标签 位置
console.log('{name:"' + tmpobj.name + '",text:"' + tmpobj.name + '",position:{x:' + obj.point.x.toFixed(2) + ',y:' + obj.point.y.toFixed(2) + ',z:' + obj.point.z.toFixed(2) + '},rotation:{x:0,y: Math.PI,z:0}}');
// console.log('{name:"' + tmpobj.name + '1",text:"' + tmpobj.name + '",x:' + obj.point.x.toFixed(2) + ',y:' + obj.point.y.toFixed(2) + ',z:' + obj.point.z.toFixed(2) + ',rx:0,ry:0,rz:0}');
if (tmpobj.name.indexOf('水泵') > -1) { // 水泵
openDialog(tmpobj)
//alert(tmpobj.name, "双击");
}
break;
}
}
}
//添加 模型标签
function addRemarkLabels() {
remarkLabArr.forEach((item, index) => {
let labelMesh = modellabel.createRemarkLabel(item.text, item.x, item.y, item.z);
labelMesh.scale.set(0.005, 0.005, 0.005);
labelMesh.rotation.y = Math.PI * (item.ry / 360);
labelMesh.rotation.x = Math.PI * (30 / 360);;
// labelMesh.rotation.x= rz;
window.scene.add(labelMesh);
})
bigLabArr.forEach((item, index) => {
let labelMesh = modellabel.createRemarkLabel(item.text, item.x, item.y, item.z);
labelMesh.scale.set(0.01, 0.01, 0.01);
labelMesh.rotation.y = Math.PI * (item.ry / 360);
// labelMesh.rotation.x = Math.PI * (30 / 360);;
// labelMesh.rotation.x= rz;
window.scene.add(labelMesh);
bigLabelArr.push(labelMesh);
})
}
//通过 模型名称获取标签名称
async function getlabel(name) {
let result;
labArr.forEach((item, index) => {
if (item.name === name) {
result = item;
return null;
}
})
return result
}
//普通标签
async function addLabel(parent, x = 0, y = 0, z = 0, className = 'label') {
if (!parent.name) {
return;
}
console.log("parent.name2=", parent.name)
let item = await getlabel(parent.name);
// debugger
if (item) {
player.create3dLabel(parent, item.text,
1020, 680,
item.position,
item.rotation,
);
// player.create3dLabel(parent, item.text,
// 1020, 680,
// new THREE.Vector3(x, y, z),
// new THREE.Vector3(0, Math.PI, 0),
// );
}
}
//状态标签
async function addStateLabel(parent, x = 0, y = 0, z = 0, className = 'label') {
if (!parent.name) {
return;
}
console.log("parent.name2=", parent.name)
let item = await getlabel(parent.name);
if (item) {
player.create3dLabel(parent, item.text,
1020, 680,
item.position,
item.rotation,
);
// player.create3dButton(parent, item.text,
// 1020, 680,
// new THREE.Vector3(x, y, z),
// new THREE.Vector3(0, Math.PI, 0),
// updateLabel()
// );
}
}
//添加动态水
function AddWaters(player) {
let water1 = {}
water1.position = { x: 0, y: 1, z: 0 }
water1.scale = { x: 4, y: 2.6 }
AddWater(water1, player)
let water2 = {}
water2.position = { x: 0, y: 1, z: 5 }
water2.scale = { x: 7.5, y: 8 }
AddWater(water2, player)
}
function AddWater(water, player) {
const waterGeometry = new THREE.PlaneGeometry(water.scale.x, water.scale.y);
let waterobj = new Water(
waterGeometry,
{
textureWidth: 255,
textureHeight: 255,
waterNormals: new THREE.TextureLoader().load('./assets/textures/waternormals.jpg', function (texture) {
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
}),
sunDirection: new THREE.Vector3(),
sunColor: 0xffffff,
waterColor: 0x3498DB,
distortionScale: 0.5,//波浪大小
fog: true// scene.fog !== undefined
}
);
waterobj.position.set(water.position.x, water.position.y, water.position.z)
waterobj.rotation.x = - Math.PI / 2;
scene.add(waterobj);
player.addWater(waterobj);
}
//测试用
let clickindex = false;
//全开全关 测试
window.btnclick = function () {
pumpModelArr.forEach((item, index) => {
if (clickindex) {
item.material.color.set(0x00ff00);
} else {
item.material.color.set(0x666666);
}
clickindex = !clickindex;
})
}
function mqttInit() {
var that = this;
// 连接选项
//
const options = {
connectTimeout: 4000, // 超时时间
// 认证信息
clientId: 'brower_' + parseInt(Math.random() / 31.1 * 10000000000),
username: config.mqttUserName,
password: config.mqttPassword,
}
mqttclient = mqtt.connect('ws://127.0.0.1:8083/mqtt', options);
mqttclient.on('reconnect', function (error) {
console.log("reconnect");
})
mqttclient.on('error', function (error) {
console.log('连接失败:', error)
})
mqttclient.on('message', function (topic, message, s) {
console.log(topic, message.toString());
if (message.toString() == '1') {
// if (that.lastTime + 2 * 1000 < new Date().getTime()) {
// that.lastTime = new Date().getTime();
// }
}
})
mqttclient.subscribe("/scene/update/*", (err) => {
if (!err) {
console.log(`订阅/scene/update/* 成功`);
}
});
mqttclient.subscribe("RTData", (err) => {
if (!err) {
console.log(`订阅 RTData 成功`);
}
});
mqttclient.publish('/sys/update/scene', 'scene');
}
//打开对话框
function openDialog(tmpobj) {
layer.open({
type: 1
, offset: 1 //具体配置参考:http://doc/modules/layer.html#offset
, id: 'layerDemo' + 1 //防止重复弹出
, content: '<div style="padding: 20px 100px;">' + tmpobj.name + '</div>'
, btn: '关闭'
, btnAlign: 'c' //按钮居中
, shade: 0 //不显示遮罩
, yes: function () {
layer.closeAll();
}
});
}
function updateLabel() {
setTimeout(updateLabel, 1000); //5秒后执行
let date = new Date();
let m = date.getSeconds();
player.updateLabel("", m);
}
var canvasTexture
// 创建LED电子屏幕
function addLEDScreen() {
var canvas = document.createElement("canvas");
canvas.width = 512;
canvas.height = 64;
var c = canvas.getContext('2d');
// c.fillStyle = "#aaaaff";
c.fillStyle = "#000000";
c.fillRect(0, 0, 512, 64);
// 文字
c.beginPath();
c.translate(256, 32);
c.fillStyle = "#FF0000"; //文本填充颜色
c.font = "bold 28px 宋体"; //字体样式设置
c.textBaseline = "middle"; //文本与fillText定义的纵坐标
c.textAlign = "center"; //文本居中(以fillText定义的横坐标)
c.fillText("欢迎领导访问指导!!!", 0, 0);
var cubeGeometry = new THREE.BoxGeometry(512, 64, 5);
canvasTexture = new THREE.CanvasTexture(canvas);
canvasTexture.wrapS = THREE.RepeatWrapping;
var material = new THREE.MeshPhongMaterial({
map: canvasTexture, // 设置纹理贴图
});
var cube = new THREE.Mesh(cubeGeometry, material);
cube.position.set(0.10, 0.56, -1.48);
cube.rotation.y += Math.PI; //-逆时针旋转,+顺时针
cube.scale.set(0.006, 0.006, 0.01);
scene.add(cube);
player.addRefeshFunction(updatetext);
}
function updatetext() {
if (canvasTexture) {
canvasTexture.offset.x += 0.003;
}
}
</script>
</body>
</html>

186
pipeline.html

@ -0,0 +1,186 @@
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>eg18-2: Three.js 旋转的盒子(重构)--加入阴影</title>
<script type="importmap">
{
"imports": {
"three": "./libs/three/three.module.js",
"jsm/": "./libs/three/jsm/"
}
}
</script>
</head>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'jsm/controls/OrbitControls.js';
import { GLTFLoader } from 'jsm/loaders/GLTFLoader.js';
import { CSS3DRenderer, CSS3DObject } from 'jsm/renderers/CSS3DRenderer.js';
var renderer = null;
//初始化渲染器
function initThree() {
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
var camera = null;
// 照像机设置
function initCamera() {
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(10, 10, 10);
camera.lookAt(new THREE.Vector3(0, 2, 0))
}
var scene = null;
// 场景设置
function initScene() {
scene = new THREE.Scene();
var axes = new THREE.AxisHelper(1000)
scene.add(axes)
}
// 灯光设置
function initLight() {
//add
//环境光
var ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
//点光
var pointLight = new THREE.PointLight(0xffffff, 0.8, 18);
pointLight.position.set(0, 2, 0);
// scene.add(pointLight);
}
var mesh = null;
// 几何体(物体)设置
function initObject() {
// var geometry = new THREE.CubeGeometry(1,1,1);
// var material = new THREE.MeshBasicMaterial({color: 0x00ff00});
// mesh = new THREE.Mesh(geometry, material);
// mesh.position.y+=1;
// scene.add(mesh);
// meshfloor=new THREE.Mesh(
// new THREE.PlaneGeometry(10,10,10,10),
// new THREE.MeshPhongMaterial({color:0xffffff,wireframe:false,side: THREE.DoubleSide})
// )
// meshfloor.rotation.x -=Math.PI/2;
// scene.add(meshfloor);
//Create a closed wavey loop
// 创建曲线路径
// var curve = new THREE.CatmullRomCurve3([
// new THREE.Vector3(-10, 0, 10),
// new THREE.Vector3(-5, 5, 5),
// new THREE.Vector3(0, 0, 0),
// new THREE.Vector3(5, -5, 5),
// new THREE.Vector3(10, 0, 10),
// new THREE.Vector3(10, 0, 10)
// ]);
// var points = curve.getPoints(50);
// var geometry = new THREE.BufferGeometry().setFromPoints(points);
// var material = new THREE.LineBasicMaterial({ color: 0xff0000 });
// // Create the final object to add to the scene
// var curveObject = new THREE.Line(geometry, material);
// scene.add(curveObject)
}
// 开始渲染
function render() {
requestAnimationFrame(render);
// mesh.rotation.x += 0.1;
// mesh.rotation.y += 0.1;
renderer.render(scene, camera);
}
function threeStart() {
initThree(); // 初始化渲染器
initCamera(); // 照像机设置
initScene(); // 场景设置
initLight(); // 灯光设置
initObject(); // 几何体(物体)设置
render(); // 开始渲染
createTube();
var controls = new OrbitControls(camera, renderer.domElement);
}
function start() {
if (WEBGL.isWebGLAvailable()) {
// Initiate function or other initializations here
threeStart();
} else {
var warning = WEBGL.getWebGLErrorMessage();
document.getElementById('container').appendChild(warning);
}
}
// 此部分为了展示为hardcode
const pathArr = [
// 4624.99, 2329.38, -5843.11,
// 4624.99, 4643.14, -5843.11,
// 1437.47, 4643.14, -5819.36,
// 1413.69, 4643.14, -1854.40,
// -6983.28, 4643.14, -1854.04,
// -7078.43, 4643.14, 2149.46
-10, 0, 10,
-5, 5, 5,
0, 0, 0,
5, -5, 5,
10, 0, 10,
10, 10, 0
]
const radius = 0.5;
// 动态创建一个管道
function createTube() {
let curveArr = []
// 三个一组取出curve数据
for (let i = 0; i < pathArr.length; i += 3) {
curveArr.push(new THREE.Vector3(pathArr[i], pathArr[i + 1], pathArr[i + 2]))
}
var curve = new THREE.CatmullRomCurve3(curveArr);
/**
* TubeGeometry(path : Curve, tubularSegments : Integer, radius : Float, radialSegments : Integer, closed : Boolean)
*/
var tubeGeometry = new THREE.TubeGeometry(curve, 100, radius, 50, false);
var textureLoader = new THREE.TextureLoader();
var texture = textureLoader.load('data:application/octet-stream;base64,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');
// 设置阵列模式 RepeatWrapping
texture.wrapS = THREE.RepeatWrapping
texture.wrapT = THREE.RepeatWrapping
// 设置x方向的重复数(沿着管道路径方向)
// 设置y方向的重复数(环绕管道方向)
texture.repeat.x = 10;
texture.repeat.y = 4;
// 设置管道纹理偏移数,便于对中
texture.offset.y = 0.9;
var tubeMaterial = new THREE.MeshPhongMaterial({
map: texture,
transparent: true,
});
var tube = new THREE.Mesh(tubeGeometry, tubeMaterial);
// 使用加减法可以设置不同的运动方向
setInterval(() => {
texture.offset.x -= 0.003
})
// return tube
scene.add(tube)
}
threeStart();
</script>
<body >
<div id="container"></div>
</body>
</html>

622
temp copy.html

@ -1,622 +0,0 @@
<!DOCTYPE html>
<html>
<head>
<title>Threejs实现数字化工厂安全生产监控</title>
<meta charset="UTF-8">
<script type="text/javascript" src="lib/statistics.js"></script>
<!-- <script type="text/javascript" src="lib/steak.js"></script> -->
<script type="text/javascript" src="lib/three.js"></script>
<script type="text/javascript" src="lib/OrbitControls.js"></script>
<script type="text/javascript" src="lib/GLTFLoader.js"></script>
<script type="text/javascript" src="lib/ThreeBSP.js"></script>
<script type="text/javascript" src="lib/dat.gui.js"></script>
<script type="text/javascript" charset="UTF-8" src="lib/Tween.min.js"></script>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="dom"></div>
<script type="text/javascript">
var camera;
var renderer;
var peopleMesh;
var peopleMixer;
var mixer;
var matArrayA = []; //内墙
var matArr = []; //外墙
var texture;
var textureSecure;
var curve;
function init() {
var urls = [
'http://zuoben.top/#3-8/assets/bgImage/skyBox6/posx.jpg',
'http://zuoben.top/#3-8/assets/bgImage/skyBox6/negx.jpg',
'http://zuoben.top/#3-8/assets/bgImage/skyBox6/posy.jpg',
'http://zuoben.top/#3-8/assets/bgImage/skyBox6/negy.jpg',
'http://zuoben.top/#3-8/assets/bgImage/skyBox6/posz.jpg',
'http://zuoben.top/#3-8/assets/bgImage/skyBox6/negz.jpg'
];
// 创建一个场景,它将包含我们所有的元素,如物体,相机和灯光。
var scene = new THREE.Scene();
var cubeLoader = new THREE.CubeTextureLoader();
// scene.background = cubeLoader.load(urls);
scene.opacity = 0;
// 创建一个摄像机,它定义了我们正在看的地方
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 100000);
// 将摄像机对准场景的中心
camera.position.z = 2000;
camera.position.y = 800;
camera.lookAt(scene.position);
var orbit = new THREE.OrbitControls(camera);
// 创建一个渲染器并设置大小,WebGLRenderer将会使用电脑显卡来渲染场景
renderer = new THREE.WebGLRenderer({
antialias: true,
logarithmicDepthBuffer: true,
});
renderer.setClearColor(new THREE.Color("#0e0934"));
renderer.setSize(window.innerWidth, window.innerHeight);
var ambientLight = new THREE.AmbientLight("#ffffff", 1);
scene.add(ambientLight);
// 将呈现器的输出添加到HTML元素
document.getElementById("dom").appendChild(renderer.domElement);
// 启动动画
renderScene();
initContent();
initSloganModel();
for (var i = 0; i < 8; i++) {
let px = 1060 - i * 300;
addArea(px, -400, 200, 500, scene, "库区1-" + (i + 1) + "号", "FF0000", 20, "居中");
}
for (var i = 0; i < 8; i++) {
let px = 1060 - i * 300;
if (i != 1 && i != 2 && i != 5 && i != 6) {
addArea(px, 400, 200, 500, scene, "库区2-" + (i + 1) + "号", "FF0000", 20, "居中");
}
}
initSecureModel();
// 初始化模型
function initContent() {
createFloor();
createWallMaterail();
var mat = new THREE.MeshPhongMaterial({
color: 0xafc0ca
});
createCubeWall(10, 200, 1400, 0, matArr, -1295, 100, 0, "墙面");
createCubeWall(10, 200, 1400, 1, matArr, 1295, 100, 0, "墙面");
createCubeWall(10, 200, 2600, 1.5, matArr, 0, 100, -700, "墙面");
//创建挖了门的墙
var wall = returnWallObject(2600, 200, 10, 0, mat, 0, 100, 700, "墙面");
var door_cube1 = returnWallObject(200, 180, 10, 0, mat, -600, 90, 700, "前门1");
var door_cube2 = returnWallObject(200, 180, 10, 0, mat, 600, 90, 700, "前门2");
var window_cube1 = returnWallObject(100, 100, 10, 0, mat, -900, 90, 700, "窗户1");
var window_cube2 = returnWallObject(100, 100, 10, 0, mat, 900, 90, 700, "窗户2");
var window_cube3 = returnWallObject(100, 100, 10, 0, mat, -200, 90, 700, "窗户3");
var window_cube4 = returnWallObject(100, 100, 10, 0, mat, 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(100, 180, 2, 0, -700, 90, 700, "左门1");
createDoor(100, 180, 2, 0, -500, 90, 700, "右门1");
createDoor(100, 180, 2, 0, 500, 90, 700, "左门2");
createDoor(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");
}
setTimeout(function () {
doorOpenColse(true);
}, 2000);
setTimeout(function () {
initPeople();
}, 2500);
// 添加人物模型
function initPeople() {
var loader = new THREE.GLTFLoader();
loader.load('http://zuoben.top/#3-8/assets/models/man/man.gltf', function (result) {
console.log(result)
result.scene.scale.set(50, 50, 50);
// result.scene.rotation.y = Math.PI / 2;
peopleMesh = result.scene;
scene.add(peopleMesh);
peopleMixer = new THREE.AnimationMixer(peopleMesh);
let AnimationAction = peopleMixer.clipAction(result.animations[0]);
AnimationAction.play();
motion()
});
}
function motion() {
// 通过类CatmullRomCurve3创建一个3D样条曲线
curve = new THREE.CatmullRomCurve3([
new THREE.Vector3(602, 3, 790),
new THREE.Vector3(597, 3, -3),
new THREE.Vector3(-605, 3, -3),
new THREE.Vector3(-602, 3, 790)
], false, "catmullrom", 0.01);
// 样条曲线均匀分割100分,返回51个顶点坐标
var points = curve.getPoints(100);
var geometry = new THREE.Geometry();
// 把从曲线轨迹上获得的顶点坐标赋值给几何体
geometry.vertices = points
var material = new THREE.LineBasicMaterial({
color: 0x4488ff
});
var line = new THREE.Line(geometry, material);
// scene.add(line)
// 通过Threejs的帧动画相关API播放网格模型沿着曲线做动画运动
// 声明一个数组用于存储时间序列
let arr = []
for (let i = 0; i < 101; i++) {
arr.push(i)
}
// 生成一个时间序列
var times = new Float32Array(arr);
var posArr = []
points.forEach(elem => {
posArr.push(elem.x, elem.y, elem.z)
});
// 创建一个和时间序列相对应的位置坐标系列
var values = new Float32Array(posArr);
// 创建一个帧动画的关键帧数据,曲线上的位置序列对应一个时间序列
var posTrack = new THREE.KeyframeTrack('.position', times, values);
let duration = 101;
let clip = new THREE.AnimationClip("default", duration, [posTrack]);
mixer = new THREE.AnimationMixer(peopleMesh);
let AnimationAction = mixer.clipAction(clip);
AnimationAction.play();
}
function changeLookAt(t) {
// 当前点在线条上的位置
var position = curve.getPointAt(t);
peopleMesh.position.copy(position);
if (position.z < 0) {
peopleMesh.rotation.y = Math.PI;
// camera.position.set(position.x + 200, 70, position.z);
}
if (position.z > 0 && position.x > 0) {
peopleMesh.rotation.y = Math.PI / 2;
// camera.position.set(position.x , 70, position.z+ 200);
}
if (position.z > 0 && position.x < 0) {
peopleMesh.rotation.y = -Math.PI / 2;
// camera.position.set(position.x , 70, position.z - 200);
}
// console.log(position)
// camera.position.set(position.x / 2, 69, position.z / 2);
camera.lookAt(position);
// camera.lookAt(position);659.0248303057256, y: 69.31162905236907, z: 921
// 返回一个点t在曲线上位置向量的法线向量
const tangent = curve.getTangentAt(t);
// 位置向量和切线向量相加即为所需朝向的点向量
const lookAtVec = tangent.add(position);
// peopleMesh.lookAt(lookAtVec);
}
//Secure 安全通道
function initSecureModel() {
var planGeometry = new THREE.PlaneGeometry(680, 40);
textureSecure = new THREE.TextureLoader().load('assets/textures/roll.png');
textureSecure.wrapS = THREE.RepeatWrapping
var tubeMaterial = new THREE.MeshBasicMaterial({
map: textureSecure,
transparent: true,
side: THREE.DoubleSide,
});
// 设置数组材质对象作为网格模型材质参数
var obj = new THREE.Mesh(planGeometry, tubeMaterial); //网格模型对象Mesh
obj.position.z = 350;
obj.position.y = 1.5;
obj.position.x = 599;
obj.rotateX(Math.PI / 2.0);
obj.rotateZ(Math.PI / 2.0);
var obj2 = obj.clone();
obj2.translateY(1200);
obj2.rotateZ(Math.PI);
var geometry2 = new THREE.PlaneGeometry(1230, 40);
var obj3 = new THREE.Mesh(geometry2, tubeMaterial);
obj3.position.set(0, 1.5, -10);
obj3.rotation.x = -Math.PI / 2.0;
var group = new THREE.Group();
group.add(obj);
group.add(obj2);
group.add(obj3);
scene.add(group);
}
//region 矩形区域
function addPlane(x, z, width, length, scene) {
var LineMat = new THREE.MeshLambertMaterial();
new THREE.TextureLoader().load("http://zuoben.top/#3-8/assets/textures/line.png", function (map) {
LineMat.map = map;
LineMat.needsUpdate = true;
});
var lineWidth = 8
var geometry = new THREE.PlaneGeometry(lineWidth, length);
var obj = new THREE.Mesh(geometry, LineMat);
obj.position.set(x, 1.5, z);
obj.rotation.x = -Math.PI / 2.0;
var obj2 = obj.clone();
obj2.translateX(width);
var geometry2 = new THREE.PlaneGeometry(lineWidth, width);
var obj3 = new THREE.Mesh(geometry2, LineMat);
obj3.position.set(x + width / 2, 1.5, z - length / 2 + lineWidth / 2);
obj3.rotation.x = -Math.PI / 2.0;
obj3.rotation.z = -Math.PI / 2.0;
var obj4 = obj3.clone();
obj4.translateX(length - lineWidth);
var group = new THREE.Group();
group.add(obj);
group.add(obj2);
group.add(obj3);
group.add(obj4);
group.translateX(-width / 2);
scene.add(group);
}
// 口号标语
function initSloganModel() {
var planGeometry = new THREE.PlaneGeometry(500, 35);
texture = new THREE.TextureLoader().load('assets/textures/biaoyu.png');
texture.wrapS = THREE.RepeatWrapping
var tubeMaterial = new THREE.MeshBasicMaterial({
map: texture,
transparent: true,
side: THREE.DoubleSide,
});
// 设置数组材质对象作为网格模型材质参数
var mesh = new THREE.Mesh(planGeometry, tubeMaterial); //网格模型对象Mesh
mesh.position.y = 175;
mesh.position.z = 710;
// mesh.rotateZ(3.14);
scene.add(mesh); //网格模型添加到场景中
}
//region 库区
/** 放置虚线框区域和库区名称 */
function addArea(x, z, width, length, scene, name, textColor, font_size, textposition) {
addPlane(x, z, width, length, scene);
new THREE.FontLoader().load('http://zuoben.top/#3-8/font/FZYaoTi_Regular.json', function (font) {
//加入立体文字
var text = new THREE.TextGeometry(name, {
// 设定文字字体
font: font,
//尺寸
size: font_size,
//厚度
height: 0.01
});
text.computeBoundingBox();
//3D文字材质
var m = new THREE.MeshStandardMaterial({
color: "#" + textColor
});
var mesh = new THREE.Mesh(text, m)
if (textposition == "左对齐") {
mesh.position.x = x - width / 2 + 10;
} else if (textposition == "居中") {
mesh.position.x = x - 65;
} else if (textposition == "右对齐") {
mesh.position.x = x + width / 2 - 60;
}
mesh.position.y = 1.3;
mesh.position.z = z + length / 2 - 20;
mesh.rotation.x = -Math.PI / 2.0;
scene.add(mesh);
});
}
//创建墙纹理
function createWallMaterail() {
matArr.push(new THREE.MeshPhongMaterial({
color: 0xafc0ca
})); //前 0xafc0ca :灰色
matArr.push(new THREE.MeshPhongMaterial({
color: 0x9cb2d1
})); //后 0x9cb2d1:淡紫
matArr.push(new THREE.MeshPhongMaterial({
color: 0xd6e4ec
})); //上 0xd6e4ec: 偏白色
matArr.push(new THREE.MeshPhongMaterial({
color: 0xd6e4ec
})); //下
matArr.push(new THREE.MeshPhongMaterial({
color: 0xafc0ca
})); //左 0xafc0ca :灰色
matArr.push(new THREE.MeshPhongMaterial({
color: 0xafc0ca
})); //右
}
//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);
}
//创建地板
function createFloor() {
var loader = new THREE.TextureLoader();
loader.load("assets/textures/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
function createDoor(width, height, depth, angle, x, y, z, name) {
var loader = new THREE.TextureLoader();
var doorgeometry = new THREE.BoxGeometry(width, height, depth);
var doormaterial_left = new THREE.MeshPhongMaterial({
map: loader.load("http://zuoben.top/#3-8/assets/textures/door_left.png")
});
doormaterial_left.opacity = 1.0;
doormaterial_left.transparent = true;
var doormaterial_right = new THREE.MeshPhongMaterial({
map: loader.load("http://zuoben.top/#3-8/assets/textures/door_right.png")
});
doormaterial_right.opacity = 1.0;
doormaterial_right.transparent = true;
var doormaterialArr = [];
if (name.indexOf("左门") > -1) {
doorgeometry.translate(50, 0, 0);
doormaterialArr = [doormaterial_left, doormaterial_left, doormaterial_left,
doormaterial_left, doormaterial_left, doormaterial_right
];
} else {
doorgeometry.translate(-50, 0, 0);
doormaterialArr = [doormaterial_right, doormaterial_right, doormaterial_right,
doormaterial_right, doormaterial_right, doormaterial_left
];
}
var door = new THREE.Mesh(doorgeometry, doormaterialArr);
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);
}
//创建窗户
function createWindow(width, height, depth, angle, x, y, z, name) {
var loader = new THREE.TextureLoader();
loader.load("assets/textures/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);
});
}
// 键盘事件
document.onkeydown = function (event) {
// 打开
if (event.keyCode == 79) {
doorOpenColse(true);
}
// 关闭
if (event.keyCode == 67) {
doorOpenColse(false);
}
}
// 门打开关闭
function doorOpenColse(bool) {
var l1 = scene.getObjectByName("左门1");
var l2 = scene.getObjectByName("左门2");
var r1 = scene.getObjectByName("右门1");
var r2 = scene.getObjectByName("右门2");
// 打开
if (bool) {
new TWEEN.Tween({
lv: 0,
rv: 0,
})
.to({
lv: -0.5 * Math.PI,
rv: 0.5 * Math.PI,
}, 1000)
.easing(TWEEN.Easing.Bounce.Out)
.onUpdate(function () {
l1.rotation.y = this.lv;
l2.rotation.y = this.lv;
r1.rotation.y = this.rv;
r2.rotation.y = this.rv;
})
.start();
}
// 关闭
if (!bool) {
new TWEEN.Tween({
lv: -0.5 * Math.PI,
rv: 0.5 * Math.PI,
})
.to({
lv: 0,
rv: 0,
}, 1000)
.easing(TWEEN.Easing.Bounce.Out)
.onUpdate(function () {
l1.rotation.y = this.lv;
l2.rotation.y = this.lv;
r1.rotation.y = this.rv;
r2.rotation.y = this.rv;
})
.start();
}
}
// 拾取对象
function pickupObjects(event) {
// 点击屏幕创建一个向量
var raycaster = new THREE.Raycaster();
var vector = new THREE.Vector2((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window
.innerHeight) * 2 + 1);
var fxl = new THREE.Vector3(0, 1, 0);
var groundplane = new THREE.Plane(fxl, 0);
raycaster.setFromCamera(vector, camera);
var ray = raycaster.ray;
let intersects = ray.intersectPlane(groundplane);
console.log(intersects)
// 点击屏幕创建一个向量
var vector1 = new THREE.Vector3((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window
.innerHeight) * 2 + 1, 0.5);
vector1 = vector1.unproject(camera); // 将屏幕的坐标转换成三维场景中的坐标
var raycaster = new THREE.Raycaster(camera.position, vector1.sub(camera.position).normalize());
var intersects1 = raycaster.intersectObjects(scene.children, true);
if (intersects1.length > 0) {
console.log(intersects1)
// intersects1[0].object.material.color.set("#ff0000");
}
}
document.addEventListener('click', pickupObjects, false); //监听单击拾取对象初始化球体
var clock = new THREE.Clock(); //声明一个时钟对象
const loopTime = 50 * 1000; // loopTime: 循环一圈的时间
function renderScene() {
orbit.update();
TWEEN.update();
// 使用requestAnimationFrame函数进行渲染
requestAnimationFrame(renderScene);
renderer.render(scene, camera);
// 更新帧动画的时间
if (mixer) {
// mixer.update(clock.getDelta());
}
if (peopleMixer) {
peopleMixer.update(clock.getDelta());
}
if (curve) {
let time = Date.now();
let t = (time % loopTime) / loopTime; // 计算当前时间进度百分比
changeLookAt(t);
}
if (textureSecure) {
texture.offset.x += 0.004;
textureSecure.offset.x += 0.0005;
}
// console.log(camera.position)
}
// 渲染的场景
renderer.render(scene, camera);
}
window.onload = init;
// 随着窗体的变化修改场景
function onResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// 监听窗体调整大小事件
window.addEventListener('resize', onResize, false);
</script>
</body>
</html>
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