release/2.19.1.2503.01-业务线个税
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@ -48,6 +48,7 @@
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"simple-query-string": "^1.3.2",
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"solarlunar": "^2.0.7",
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"store": "^2.0.12",
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"three": "^0.153.0",
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"uuid": "^3.3.2"
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},
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"peerDependencies": {
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"@types/react": "^17.0.2",
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"@types/react-dom": "^17.0.2",
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"@types/store": "^2.0.5",
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"@types/three": "^0.152.1",
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"@umijs/plugin-access": "2.4.2",
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"@umijs/plugin-dva": "^0.13.0",
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"@umijs/plugin-initial-state": "^2.4.0",
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import { AxesHelper, Camera, PerspectiveCamera, Scene, WebGLRenderer } from "three";
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import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
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export type Animate = {
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fun: (arg: any) => any;
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content: any;
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};
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export default class Viewer {
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public id: string;
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public viewerDom!: HTMLElement;
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public renderer!: WebGLRenderer;
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public scene!: Scene;
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public camera!: PerspectiveCamera;
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public controls!: OrbitControls;
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public isDestroy = false; // 是否销毁
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public animateEventList = new Map();
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constructor(id: string) {
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this.id = id;
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this.initViewer();
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}
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private initViewer() {
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this.initRender();
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this.initScene();
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this.initCamera();
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this.initControl();
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const animate = () => {
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if (this.isDestroy) return;
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requestAnimationFrame(animate);
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this.updateDom();
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this.renderDom();
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// 全局的公共动画函数,添加函数可同步执行
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this.animateEventList.forEach((event) => {
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if (event.fun && event.content) event.fun(event.content);
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});
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};
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animate();
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}
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private initRender() {
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// 获取画布dom
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this.viewerDom = document.getElementById(this.id) as HTMLElement;
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this.renderer = new WebGLRenderer({ antialias: true });
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this.viewerDom.appendChild(this.renderer.domElement);
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}
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// 创建场景
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private initScene() {
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this.scene = new Scene();
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}
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private initControl() {
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this.controls = new OrbitControls(this.camera as Camera, this.renderer?.domElement);
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this.controls.enableDamping = false;
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this.controls.screenSpacePanning = false;
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this.controls.minDistance = 2;
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this.controls.maxDistance = 1000;
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}
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// 初始化相机
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public initCamera() {
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this.camera = new PerspectiveCamera(75, this.viewerDom.clientWidth / this.viewerDom.clientHeight, 0.1, 1000);
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this.camera.position.set(5, 5, 10);
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this.camera.lookAt(0, 0, 0);
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}
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//创建坐标轴辅助对象
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public addAxis() {
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const axis = new AxesHelper(1000);
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this.scene?.add(axis);
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}
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// 添加动画事件
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public addAnimate(id: string, animate: Animate) {
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this.animateEventList.set(id, animate);
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}
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// 根据传入的id,删除动画事件列表中的对应事件
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public removeAnimate(id: string) {
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this.animateEventList?.delete(id);
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}
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// 更新参数
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public updateDom() {
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this.camera.aspect = this.viewerDom.clientWidth / this.viewerDom.clientHeight; // 摄像机视锥体的长宽比,通常是使用画布的宽/画布的高
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this.camera.updateProjectionMatrix(); // 更新摄像机投影矩阵。在任何参数被改变以后必须被调用,来使得这些改变生效
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this.renderer.setSize(this.viewerDom.clientWidth, this.viewerDom.clientHeight);
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this.renderer.setPixelRatio(window.devicePixelRatio); // 设置设备像素比
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}
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// 渲染dom
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public renderDom() {
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this.renderer?.render(this.scene as Scene, this.camera as Camera);
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}
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}
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.threetemplate_container {
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width: 100%;
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height: 100vh;
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position: relative;
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}
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:global {
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#TEMPLATE_CONTAINER {
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width: 100%;
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height: 100%;
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}
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}
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import React, { useEffect, useRef } from "react";
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import * as THREE from "three";
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import Viewer from "@/lib/three/Viewer";
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import BoxGeometry from "./modules/BoxGeometry";
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import styles from "./index.less";
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interface OwnProps {}
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type Props = OwnProps;
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const PAGE_ID = "TEMPLATE_CONTAINER";
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const Template: React.FC<Props> = (props) => {
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const viewerRef = useRef<Viewer>();
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let boxGeometry: BoxGeometry;
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useEffect(() => {
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init();
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return () => {};
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}, []);
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const init = () => {
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viewerRef.current = new Viewer(PAGE_ID);
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const viewer = viewerRef.current;
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const clock = new THREE.Clock();
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viewer.addAxis();
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boxGeometry = new BoxGeometry(viewer);
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// boxGeometry.addBoxGeometry();
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const fnOnj = {
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fun: () => {
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const elapsedTime = clock.getElapsedTime();
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boxGeometry.cube.rotation.y = elapsedTime * Math.PI;
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},
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content: viewer
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};
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viewer?.addAnimate("cubeCraze", fnOnj);
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};
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return (
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<div className={styles.threetemplate_container}>
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<div id={PAGE_ID} />
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</div>
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);
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};
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export default Template;
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import type Viewer from "@/lib/three/Viewer";
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import * as THREE from "three";
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import { AmbientLight, DirectionalLight, Mesh } from "three";
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// 添加立方体
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export default class BoxGeometry {
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protected viewer: Viewer;
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public cube!: Mesh;
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public directionalLight!: DirectionalLight;
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constructor(viewer: Viewer) {
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this.viewer = viewer;
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this.addBoxGeometry();
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this.initLight();
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this.initPlane();
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}
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private initLight() {
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const material = new THREE.MeshStandardMaterial({ color: 0xff0000 });
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// 添加环境光
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const ambientLight = new AmbientLight(0xffffff, 0.4);
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this.viewer.scene.add(ambientLight);
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this.directionalLight = new THREE.DirectionalLight(0xffffff, 1);
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this.directionalLight.position.set(10, 0, 10);
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this.viewer.scene.add(this.directionalLight);
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}
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private initPlane() {
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this.viewer.renderer.shadowMap.enabled = true; // 1. 渲染器能够渲染阴影效果
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this.directionalLight.castShadow = true; // 2. 该方向会投射阴影效果
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this.cube.castShadow = true;
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const planeGeometry = new THREE.PlaneGeometry(20, 20);
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const planeMaterial = new THREE.MeshStandardMaterial({ color: 0xffffff });
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const planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
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planeMesh.rotation.x = -0.5 * Math.PI;
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planeMesh.position.set(0, -3, 0);
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planeMesh.receiveShadow = true;
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this.viewer.scene.add(planeMesh);
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const directionalLightHelper = new THREE.DirectionalLightHelper(this.directionalLight);
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this.viewer.scene.add(directionalLightHelper);
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}
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public addBoxGeometry() {
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// 创建长宽高都为4的立方几何体;
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// 立方体的表明颜色为红色的材质;
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// 将集合体和材质组合为Mesh对象;
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// 将Mesh对象添加到场景中。
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const geometry = new THREE.BoxGeometry(4, 4, 4);
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const material = new THREE.MeshBasicMaterial({ color: 0xff0000 });
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this.cube = new THREE.Mesh(geometry, material);
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this.viewer.scene.add(this.cube);
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}
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}
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.login_container {
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width: 100%;
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height: 100vh;
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position: relative;
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.login_ground {
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position: absolute;
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z-index: 9998;
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width: 100%;
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height: 400px;
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background-image: url("../../../../public/images/ground.png");
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background-repeat: no-repeat;
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background-size: 100% 100%;
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bottom: 0;
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left: 0;
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}
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}
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:global {
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#LOGIN_CONTAINER {
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width: 100%;
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height: 100%;
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}
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}
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import React, { FC, useEffect, useRef } from "react";
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import Viewer from "./modules/Viewer";
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import Earth from "./modules/earth";
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import styles from "./index.less";
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interface OwnProps {}
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type Props = OwnProps;
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const PAGE_ID = "LOGIN_CONTAINER";
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const ThreeJSIndex: FC<Props> = (props) => {
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const viewerRef = useRef<Viewer>();
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useEffect(() => {
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init();
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return () => viewerRef.current?.destroy();
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}, []);
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// 加载
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const init = () => {
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viewerRef.current = new Viewer(PAGE_ID);
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const viewer = viewerRef.current;
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viewer.addStats();
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viewer.initSphereModal();
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const earthLoader = new Earth(viewer);
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};
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return (
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<div className={styles.login_container}>
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<div id={PAGE_ID} />
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<div className={styles.login_ground} />
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</div>
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);
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};
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export default ThreeJSIndex;
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import * as THREE from "three";
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import { Camera, Mesh, PerspectiveCamera, Raycaster, Scene, SphereGeometry, SRGBColorSpace, Vector2, WebGLRenderer } from "three";
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import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
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import { CSS2DRenderer } from "three/examples/jsm/renderers/CSS2DRenderer.js";
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import Stats from "three/examples/jsm/libs/stats.module.js";
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export type Animate = {
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fun: (arg: any) => any;
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content: any;
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};
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export default class Viewer {
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public id: string;
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public depth: number;
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public zAxisNumber!: number;
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public viewerDom!: HTMLElement;
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public renderer!: WebGLRenderer;
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public scene!: Scene;
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public camera!: PerspectiveCamera;
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public controls!: OrbitControls;
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public css2Renderer: CSS2DRenderer | undefined;
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public raycaster!: Raycaster;
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public mouse!: Vector2;
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public isDestroy = false; // 是否销毁
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public animateEventList = new Map();
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public statsControls!: Stats; // 声明球体几何
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public sphereGeometry!: SphereGeometry; // 声明完整球
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public sphere!: Mesh;
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public Sphere_Group!: THREE.Group;
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constructor(id: string) {
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this.id = id;
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this.depth = 1440;
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this.initViewer();
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}
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private initViewer() {
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this.initRenderer(); //创建渲染器
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this.initScene(); //创建场景
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this.initSceneBg(); //初始化背景
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this.initLight(); // 创建光源
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this.initCamera(); // 创建相机
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this.initControl(); // 创建控制器
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this.initCss2Renderer(); // 创建css2渲染器
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//
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// this.raycaster = new Raycaster(); // 创建射线
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// this.mouse = new Vector2(); // 创建鼠标位置
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//
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const animate = () => {
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if (this.isDestroy) return;
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requestAnimationFrame(animate);
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this.renderSphereRotate(); //渲染星球的自转
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this.css2Renderer?.render(this.scene, this.camera);
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this.updateDom();
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this.renderDom();
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// 全局的公共动画函数,添加函数可同步执行
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this.animateEventList.forEach((event) => {
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// console.log("animateEventList");
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if (event.fun && event.content) event.fun(event.content);
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});
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};
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animate();
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}
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private initRenderer() {
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// 获取画布dom
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this.viewerDom = document.getElementById(this.id) as HTMLElement;
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// 初始化渲染器
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this.renderer = new WebGLRenderer({
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logarithmicDepthBuffer: true, //true/false用于启用或禁用对数深度缓冲区。
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antialias: true, // true/false表示是否开启反锯齿
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alpha: true, // true/false 表示是否可以设置背景色透明
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precision: "mediump", // highp/mediump/lowp 表示着色精度选择
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premultipliedAlpha: true // true/false 表示是否可以设置像素深度(用来度量图像的分辨率)
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// preserveDrawingBuffer: false, // true/false 表示是否保存绘图缓冲
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// physicallyCorrectLights: true, // true/false 表示是否开启物理光照
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});
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this.renderer.clearDepth(); //清除深度缓冲区。在渲染之前,这通常用于重置深度缓冲区,以确保正确的深度测试
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// 开启模型对象的局部剪裁平面功能
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// 如果不设置为true,设置剪裁平面的模型不会被剪裁
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this.renderer.localClippingEnabled = true;
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this.renderer.shadowMap.enabled = true;
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this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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this.renderer.outputColorSpace = SRGBColorSpace; // 可以看到更亮的材质,同时这也影响到环境贴图。
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this.viewerDom.appendChild(this.renderer.domElement);
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}
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private initScene() {
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this.scene = new Scene();
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// 在场景中添加雾的效果,Fog参数分别代表‘雾的颜色’、‘开始雾化的视线距离’、刚好雾化至看不见的视线距离’
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this.scene.fog = new THREE.Fog(0x000000, 0, 10000);
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}
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// 初始化背景(盒模型背景,视角在盒子里面,看到的是盒子内部)
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private initSceneBg() {
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new THREE.TextureLoader().load("/images/sky.png", (texture) => {
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const geometry = new THREE.BoxGeometry(this.viewerDom.clientWidth, this.viewerDom.clientHeight, this.depth); // 创建一个球形几何体 SphereGeometry
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const material = new THREE.MeshBasicMaterial({ map: texture, side: THREE.BackSide }); // 创建基础为网格基础材料
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const mesh = new THREE.Mesh(geometry, material);
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this.scene.add(mesh);
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});
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}
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private initLight() {
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const ambientLight = new THREE.AmbientLight(0xffffff, 1);
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// 右下角点光源
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const light_rightBottom = new THREE.PointLight(0x0655fd, 5, 0);
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light_rightBottom.position.set(0, 100, -200);
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this.scene.add(light_rightBottom);
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this.scene.add(ambientLight);
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}
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private initCamera() {
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const distance = this.viewerDom.clientWidth / 2 / Math.tan(Math.PI / 12);
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this.zAxisNumber = Math.floor(distance - this.depth / 2);
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// 渲染相机
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this.camera = new PerspectiveCamera(15, this.viewerDom.clientWidth / this.viewerDom.clientHeight, 1, 30000);
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this.camera.position.set(0, 0, this.zAxisNumber);
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this.camera.lookAt(new THREE.Vector3(0, 0, 0));
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}
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private initControl() {
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this.controls = new OrbitControls(this.camera as Camera, this.renderer?.domElement);
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this.controls.enabled = false; // enabled设置为true是可以使用鼠标控制视角
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// this.controls.enableDamping = false;
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// this.controls.screenSpacePanning = false; // 定义平移时如何平移相机的位置 控制不上下移动
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this.controls.minDistance = 2;
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this.controls.maxDistance = 2000;
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this.controls.addEventListener("change", () => {
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this.renderer.render(this.scene, this.camera);
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});
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}
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private initCss2Renderer() {
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this.css2Renderer = new CSS2DRenderer();
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}
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public updateDom() {
|
||||
this.controls.update();
|
||||
// // 更新参数
|
||||
this.camera.aspect = this.viewerDom.clientWidth / this.viewerDom.clientHeight; // 摄像机视锥体的长宽比,通常是使用画布的宽/画布的高
|
||||
this.camera.updateProjectionMatrix(); // 更新摄像机投影矩阵。在任何参数被改变以后必须被调用,来使得这些改变生效
|
||||
this.renderer.setSize(this.viewerDom.clientWidth, this.viewerDom.clientHeight);
|
||||
this.renderer.setPixelRatio(window.devicePixelRatio); // 设置设备像素比
|
||||
}
|
||||
|
||||
// 渲染dom
|
||||
public renderDom() {
|
||||
this.renderer?.render(this.scene as Scene, this.camera as Camera);
|
||||
}
|
||||
|
||||
private statsUpdate(statsControls: any) {
|
||||
statsControls.update();
|
||||
}
|
||||
|
||||
// 初始化球体模型
|
||||
public initSphereModal() {
|
||||
//材质
|
||||
let material = new THREE.MeshPhongMaterial();
|
||||
material.map = new THREE.TextureLoader().load("/images/earth_bg.png");
|
||||
material.blendDstAlpha = 1;
|
||||
//几何体
|
||||
this.sphereGeometry = new THREE.SphereGeometry(50, 64, 32);
|
||||
//模型
|
||||
this.sphere = new THREE.Mesh(this.sphereGeometry, material);
|
||||
this.Sphere_Group = new THREE.Group();
|
||||
this.Sphere_Group.add(this.sphere);
|
||||
this.Sphere_Group.position.x = -400;
|
||||
this.Sphere_Group.position.y = 200;
|
||||
this.Sphere_Group.position.z = -200;
|
||||
this.scene.add(this.Sphere_Group);
|
||||
}
|
||||
|
||||
// 渲染星球的自转
|
||||
private renderSphereRotate() {
|
||||
if (this.sphere) {
|
||||
this.Sphere_Group.rotateY(0.001);
|
||||
}
|
||||
}
|
||||
|
||||
public addAnimate(id: string, animate: Animate) {
|
||||
this.animateEventList.set(id, animate);
|
||||
}
|
||||
|
||||
public addStats() {
|
||||
if (!this.statsControls) this.statsControls = new Stats();
|
||||
this.statsControls.dom.style.position = "absolute";
|
||||
this.viewerDom.appendChild(this.statsControls.dom);
|
||||
|
||||
// 添加到动画
|
||||
this.addAnimate("stats", { fun: this.statsUpdate, content: this.statsControls });
|
||||
}
|
||||
|
||||
public destroy() {
|
||||
this.scene.traverse((child: any) => {
|
||||
if (child.material) {
|
||||
child.material.dispose();
|
||||
}
|
||||
if (child.geometry) {
|
||||
child.geometry.dispose();
|
||||
}
|
||||
child = null;
|
||||
});
|
||||
this.renderer.forceContextLoss();
|
||||
this.renderer.dispose();
|
||||
this.scene.clear();
|
||||
|
||||
this.isDestroy = true;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,240 @@
|
|||
import type Viewer from "../Viewer";
|
||||
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min";
|
||||
import * as THREE from "three";
|
||||
|
||||
class Params {
|
||||
x: number = 0;
|
||||
y: number = 0;
|
||||
z: number = 100;
|
||||
size: number = 3;
|
||||
length: number = 10;
|
||||
radius: number = 16;
|
||||
visible: boolean = true;
|
||||
widthSegments: number = 64;
|
||||
heightSegments: number = 32;
|
||||
color: string = "#000";
|
||||
}
|
||||
|
||||
export default class Earth {
|
||||
protected viewer: Viewer;
|
||||
public particles_init_position!: number;
|
||||
public zprogress!: number; // 声明点在z轴上移动的进度
|
||||
public zprogress_second!: number; // 声明同上(第二个几何点)
|
||||
public particles_first!: any[]; // 声明粒子1
|
||||
public particles_second!: any[]; // 声明粒子1
|
||||
public parameters!: any; // 声明点的参数
|
||||
public materials!: any[]; // 声明点材质
|
||||
public cloudParameter_first!: any; // 声明流动的云对象1(包含路径、云实例)
|
||||
public cloudParameter_second!: any; // 声明流动的云对象2(包含路径、云实例)
|
||||
public renderCloudMove_first!: any; // 声明云流动的渲染函数1
|
||||
public renderCloudMove_second!: any; // 声明云流动的渲染函数1
|
||||
public gui!: any; // 声明调试工具
|
||||
|
||||
constructor(viewer: Viewer) {
|
||||
this.viewer = viewer;
|
||||
this.materials = [];
|
||||
this.gui = new GUI();
|
||||
this.particles_init_position = -this.viewer.zAxisNumber - this.viewer.depth / 2;
|
||||
this.zprogress = this.particles_init_position;
|
||||
this.zprogress_second = this.particles_init_position * 2;
|
||||
this.particles_first = this.initSceneStar(this.particles_init_position);
|
||||
this.particles_second = this.initSceneStar(this.zprogress_second);
|
||||
this.cloudParameter_first = this.initTubeRoute(
|
||||
[
|
||||
new THREE.Vector3(-this.viewer.viewerDom.clientWidth / 10, 0, -this.viewer.depth / 2),
|
||||
new THREE.Vector3(-this.viewer.viewerDom.clientWidth / 4, this.viewer.viewerDom.clientHeight / 8, 0),
|
||||
new THREE.Vector3(-this.viewer.viewerDom.clientWidth / 4, 0, this.viewer.zAxisNumber)
|
||||
],
|
||||
400,
|
||||
200
|
||||
);
|
||||
this.cloudParameter_second = this.initTubeRoute(
|
||||
[
|
||||
new THREE.Vector3(this.viewer.viewerDom.clientWidth / 8, this.viewer.viewerDom.clientHeight / 8, -this.viewer.depth / 2),
|
||||
new THREE.Vector3(this.viewer.viewerDom.clientWidth / 8, this.viewer.viewerDom.clientHeight / 8, this.viewer.zAxisNumber)
|
||||
],
|
||||
200,
|
||||
100
|
||||
);
|
||||
this.renderCloudMove_first = this.initCloudMove(this.cloudParameter_first, 0.0002);
|
||||
this.renderCloudMove_second = this.initCloudMove(this.cloudParameter_second, 0.0008, 0.001);
|
||||
this.initGUI();
|
||||
|
||||
const animate = () => {
|
||||
if (this.viewer.isDestroy) return;
|
||||
requestAnimationFrame(animate);
|
||||
this.renderStarMove();
|
||||
this.renderCloudMove_first();
|
||||
this.renderCloudMove_second();
|
||||
this.viewer.updateDom();
|
||||
this.viewer.renderDom();
|
||||
};
|
||||
animate();
|
||||
}
|
||||
|
||||
// 初始化gui
|
||||
public initGUI = () => {
|
||||
const params = new Params();
|
||||
this.gui.add(params, "x", -1500, 1500).onChange((x: number) => {
|
||||
//点击颜色面板,e为返回的10进制颜色
|
||||
this.viewer.Sphere_Group.position.x = x;
|
||||
});
|
||||
this.gui.add(params, "y", -50, 1500).onChange((y: number) => {
|
||||
//点击颜色面板,e为返回的10进制颜色
|
||||
this.viewer.Sphere_Group.position.y = y;
|
||||
});
|
||||
this.gui.add(params, "z", -200, 1000).onChange((z: number) => {
|
||||
//点击颜色面板,e为返回的10进制颜色
|
||||
this.viewer.Sphere_Group.position.z = z;
|
||||
});
|
||||
// this.gui.add(params, "widthSegments", 0, 64).onChange((widthSegments: number) => {
|
||||
// //点击颜色面板,e为返回的10进制颜色
|
||||
// // this.viewer.sphereGeometry.parameters.widthSegments = widthSegments;
|
||||
// });
|
||||
// this.gui.add(params, "heightSegments", 0, 32).onChange((heightSegments: number) => {
|
||||
// //点击颜色面板,e为返回的10进制颜色
|
||||
// // this.viewer.sphereGeometry.parameters.heightSegments = heightSegments;
|
||||
// });
|
||||
// this.gui.add(params, "radius", 5, 30).onChange((radius: number) => {
|
||||
// //点击颜色面板,e为返回的10进制颜色
|
||||
// // this.viewer.sphereGeometry.parameters.radius = radius;
|
||||
// this.viewer.renderer.render(this.viewer.scene, this.viewer.camera);
|
||||
// });
|
||||
// this.gui.add(params, "visible").onChange((e: any) => {
|
||||
// //这是一个单选框,因为params.visible是一个布尔值,e返回所选布尔值
|
||||
// // points.visible = e
|
||||
// });
|
||||
// this.gui.addColor(params, "color").onChange((e: any) => {
|
||||
// //点击颜色面板,e为返回的10进制颜色
|
||||
// // pointsMaterial.color.set(e)
|
||||
// });
|
||||
};
|
||||
|
||||
private initSceneStar(initZposition: number) {
|
||||
const geometry = new THREE.BufferGeometry();
|
||||
const vertices: number[] = [];
|
||||
const pointsGeometry: any[] = [];
|
||||
const textureLoader = new THREE.TextureLoader();
|
||||
const sprite1 = textureLoader.load("/images/starflake1.png");
|
||||
const sprite2 = textureLoader.load("/images/starflake2.png");
|
||||
this.parameters = [
|
||||
[[0.6, 100, 0.75], sprite1, 50],
|
||||
[[0, 0, 1], sprite2, 20]
|
||||
];
|
||||
// 初始化500个节点
|
||||
for (let i = 0; i < 500; i++) {
|
||||
/**
|
||||
* const x: number = Math.random() * 2 * width - width
|
||||
* 等价
|
||||
* THREE.MathUtils.randFloatSpread(width)
|
||||
*/
|
||||
const x: number = THREE.MathUtils.randFloatSpread(this.viewer.viewerDom.clientWidth);
|
||||
const y: number = _.random(0, this.viewer.viewerDom.clientHeight / 2);
|
||||
const z: number = _.random(-this.viewer.depth / 2, this.viewer.zAxisNumber);
|
||||
vertices.push(x, y, z);
|
||||
}
|
||||
|
||||
geometry.setAttribute("position", new THREE.Float32BufferAttribute(vertices, 3));
|
||||
// 创建2种不同的材质的节点(500 * 2)
|
||||
for (let i = 0; i < this.parameters.length; i++) {
|
||||
const color = this.parameters[i][0];
|
||||
const sprite = this.parameters[i][1];
|
||||
const size = this.parameters[i][2];
|
||||
|
||||
this.materials[i] = new THREE.PointsMaterial({
|
||||
size,
|
||||
map: sprite,
|
||||
blending: THREE.AdditiveBlending,
|
||||
depthTest: true,
|
||||
transparent: true
|
||||
});
|
||||
this.materials[i].color.setHSL(color[0], color[1], color[2]);
|
||||
const particles = new THREE.Points(geometry, this.materials[i]);
|
||||
particles.rotation.x = Math.random() * 0.2 - 0.15;
|
||||
particles.rotation.z = Math.random() * 0.2 - 0.15;
|
||||
particles.rotation.y = Math.random() * 0.2 - 0.15;
|
||||
particles.position.setZ(initZposition);
|
||||
pointsGeometry.push(particles);
|
||||
this.viewer.scene.add(particles);
|
||||
}
|
||||
return pointsGeometry;
|
||||
}
|
||||
|
||||
// 渲染星星的运动
|
||||
public renderStarMove() {
|
||||
const time = Date.now() * 0.00005;
|
||||
this.zprogress += 1;
|
||||
this.zprogress_second += 1;
|
||||
|
||||
if (this.zprogress >= this.viewer.zAxisNumber + this.viewer.depth / 2) {
|
||||
this.zprogress = this.particles_init_position;
|
||||
} else {
|
||||
this.particles_first.forEach((item) => {
|
||||
item.position.setZ(this.zprogress);
|
||||
});
|
||||
}
|
||||
if (this.zprogress_second >= this.viewer.zAxisNumber + this.viewer.depth / 2) {
|
||||
this.zprogress_second = this.particles_init_position;
|
||||
} else {
|
||||
this.particles_second.forEach((item) => {
|
||||
item.position.setZ(this.zprogress_second);
|
||||
});
|
||||
}
|
||||
|
||||
for (let i = 0; i < this.materials.length; i++) {
|
||||
const color = this.parameters[i][0];
|
||||
|
||||
const h = ((360 * (color[0] + time)) % 360) / 360;
|
||||
this.materials[i].color.setHSL(color[0], color[1], parseFloat(h.toFixed(2)));
|
||||
}
|
||||
}
|
||||
|
||||
// 初始化云的运动函数
|
||||
public initCloudMove = (cloudParameter: any, speed: number, scaleSpeed = 0.0006, maxScale = 1, startScale = 0) => {
|
||||
let cloudProgress = 0;
|
||||
return () => {
|
||||
if (startScale < maxScale) {
|
||||
startScale += scaleSpeed;
|
||||
cloudParameter.cloud.scale.setScalar(startScale);
|
||||
}
|
||||
if (cloudProgress > 1) {
|
||||
cloudProgress = 0;
|
||||
startScale = 0;
|
||||
} else {
|
||||
cloudProgress += speed;
|
||||
if (cloudParameter.curve) {
|
||||
const point = cloudParameter.curve.getPoint(cloudProgress);
|
||||
if (point && point.x) {
|
||||
cloudParameter.cloud.position.set(point.x, point.y, point.z);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
// 初始化流动路径
|
||||
private initTubeRoute(route?: any, geometryWidth?: number, geometryHeigh?: number) {
|
||||
const curve = new THREE.CatmullRomCurve3(route, false);
|
||||
const tubeGeometry = new THREE.TubeGeometry(curve, 100, 2, 50, false);
|
||||
const tubeMaterial = new THREE.MeshBasicMaterial({
|
||||
// color: '0x4488ff',
|
||||
opacity: 0,
|
||||
transparent: true
|
||||
});
|
||||
const tube = new THREE.Mesh(tubeGeometry, tubeMaterial);
|
||||
this.viewer.scene.add(tube);
|
||||
|
||||
const clondGeometry = new THREE.PlaneGeometry(geometryWidth, geometryHeigh);
|
||||
const textureLoader = new THREE.TextureLoader();
|
||||
const cloudTexture = textureLoader.load("/images/cloud.png");
|
||||
const clondMaterial = new THREE.MeshBasicMaterial({
|
||||
map: cloudTexture,
|
||||
blending: THREE.AdditiveBlending,
|
||||
depthTest: false,
|
||||
transparent: true
|
||||
});
|
||||
const cloud = new THREE.Mesh(clondGeometry, clondMaterial);
|
||||
this.viewer.scene.add(cloud);
|
||||
return { cloud, curve };
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
.threejs_container {
|
||||
width: 100%;
|
||||
height: 100vh;
|
||||
position: relative;
|
||||
}
|
||||
|
||||
:global {
|
||||
#DEMO_CONTAINER {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,135 @@
|
|||
import React, { FC, useEffect, useRef, useState } from "react";
|
||||
import { observer } from "mobx-react";
|
||||
import { useMobStore } from "@/hooks";
|
||||
import * as THREE from "three";
|
||||
import Viewer from "./modules/Viewer";
|
||||
import ModelLoader from "./modules/ModelLoder";
|
||||
import BoxHelperWrap from "./modules/BoxHelperWrap";
|
||||
import { checkNameIncludes } from "@/utils/three";
|
||||
import Floors from "./modules/Floors";
|
||||
import { Object3DExtends } from "@/types";
|
||||
import styles from "./index.less";
|
||||
|
||||
interface OwnProps {}
|
||||
|
||||
type Props = OwnProps;
|
||||
|
||||
const PAGE_ID = "DEMO_CONTAINER";
|
||||
const ThreeJSIndex: FC<Props> = observer((props) => {
|
||||
const store = useMobStore("threeStore");
|
||||
const [rackList, setRackList] = useState<Object3DExtends[]>([]); //架子
|
||||
const [chairList, setChairList] = useState<Object3DExtends[]>([]); //椅子
|
||||
const viewerRef = useRef<Viewer>();
|
||||
let modelLoader: ModelLoader;
|
||||
let boxHelperWrap: BoxHelperWrap;
|
||||
useEffect(() => {
|
||||
init();
|
||||
initModel();
|
||||
return () => viewerRef.current?.destroy();
|
||||
}, []);
|
||||
/** 需要监听rackInfoList更新监听点击事件的函数 */
|
||||
useEffect(() => {
|
||||
if (!viewerRef.current) return;
|
||||
if (_.isEmpty(store?.raycasterObjects)) return;
|
||||
const viewer = viewerRef.current;
|
||||
onMouseClick(store?.raycasterObjects);
|
||||
}, [store?.raycasterObjects, viewerRef, viewerRef.current?.scene]);
|
||||
// 加载
|
||||
const init = () => {
|
||||
viewerRef.current = new Viewer(PAGE_ID);
|
||||
const viewer = viewerRef.current;
|
||||
viewer.addAxis();
|
||||
viewer.addStats();
|
||||
viewer.initRaycaster();
|
||||
|
||||
modelLoader = new ModelLoader(viewer);
|
||||
const floors = new Floors(viewer);
|
||||
floors.addGird(8, 25, 0x004444, 0x004444);
|
||||
// boxHelperWrap = new BoxHelperWrap(viewer);
|
||||
};
|
||||
// 加载模型
|
||||
const initModel = () => {
|
||||
modelLoader.loadModelToScene("/models/datacenter.glb", (baseModel) => {
|
||||
// 设置基础模型的缩放比例
|
||||
baseModel.setScalc(0.15);
|
||||
// 暂时注释掉旋转代码
|
||||
// baseModel.object.rotation.y = Math.PI / 2;
|
||||
// 获取实际的模型对象
|
||||
const model = baseModel.gltf.scene;
|
||||
model.position.set(0, 0, 0.3);
|
||||
// 为模型设置名称
|
||||
model.name = "机房";
|
||||
model.uuid = "机房";
|
||||
// 启用基础模型的投射阴影功能
|
||||
baseModel.openCastShadow();
|
||||
let rackList: Object3DExtends[] = []; // 机架列表
|
||||
let allList: Object3DExtends[] = []; // 所有的物体
|
||||
let chairList: Object3DExtends[] = []; // 椅子列表
|
||||
model.traverse((item) => {
|
||||
if (checkIsRack(item)) {
|
||||
rackList.push(item);
|
||||
}
|
||||
if (checkIsChair(item)) {
|
||||
chairList.push(item);
|
||||
}
|
||||
allList.push(item);
|
||||
if (item instanceof THREE.Mesh) {
|
||||
// 保存原始颜色数据,以及警告颜色
|
||||
if (item.isMesh) {
|
||||
item.material.warningColor = { r: 1, g: 0, b: 0, isColor: true };
|
||||
// 保存旧的材质
|
||||
(item as Object3DExtends).oldMaterial = item.material;
|
||||
}
|
||||
}
|
||||
});
|
||||
// dispatchDeviceListData({ type: "INIT", initData: rackList });
|
||||
setRackList(rackList);
|
||||
setChairList(chairList);
|
||||
const viewer = viewerRef.current;
|
||||
// 将 rackList 中的机架设置为 viewer 的射线检测对象
|
||||
viewer?.setRaycasterObjects([...allList]);
|
||||
});
|
||||
};
|
||||
const checkIsRack = (obj: THREE.Object3D): boolean => {
|
||||
return checkNameIncludes(obj, "rack");
|
||||
};
|
||||
const checkIsChair = (obj: THREE.Object3D): boolean => {
|
||||
return checkNameIncludes(obj, "chair");
|
||||
};
|
||||
const onClickChair = (selectedObject: THREE.Object3D) => {
|
||||
if (!checkNameIncludes(selectedObject, "chair")) return;
|
||||
const viewer = viewerRef.current;
|
||||
|
||||
viewer?.addCameraTween(new THREE.Vector3(0.05, 0.66, -2.54), 1000, () => {
|
||||
console.log("动画完成");
|
||||
console.log(viewer?.scene?.children);
|
||||
const sceneModels = viewer?.scene?.children;
|
||||
// const model = sceneModels?.find((model) => {
|
||||
// return model.name === "机房";
|
||||
// })!;
|
||||
// const floorModel = sceneModels?.find((model) => {
|
||||
// return model.name === "机房";
|
||||
// })
|
||||
viewer?.setRaycasterObjects([]); //
|
||||
sceneModels?.forEach((model) => {
|
||||
viewer?.scene.remove(model);
|
||||
});
|
||||
|
||||
// createRoom("room", new THREE.Vector3(0, 0, 0));
|
||||
});
|
||||
};
|
||||
const onMouseClick = (intersects: THREE.Intersection[]) => {
|
||||
if (!intersects.length) return;
|
||||
const selectedObject = intersects?.[0].object || {};
|
||||
// onClickRack(selectedObject);
|
||||
onClickChair(selectedObject);
|
||||
};
|
||||
|
||||
return (
|
||||
<div className={styles.threejs_container}>
|
||||
<div id={PAGE_ID} />
|
||||
</div>
|
||||
);
|
||||
});
|
||||
|
||||
export default ThreeJSIndex;
|
||||
|
|
@ -0,0 +1,48 @@
|
|||
import type { Material } from "three";
|
||||
import * as THREE from "three";
|
||||
import type Viewer from "../Viewer";
|
||||
import type { GLTF } from "three/examples/jsm/loaders/GLTFLoader.js";
|
||||
import { Object3DExtends } from "@/types";
|
||||
|
||||
export default class BaseModel {
|
||||
protected viewer: Viewer;
|
||||
public gltf: GLTF; // 模型
|
||||
public object: THREE.Group;
|
||||
/**模型原始材质 */
|
||||
public originMaterials: Material[] = [];
|
||||
public isSaveMaterial = false;
|
||||
public animaIndex = -1;
|
||||
public mixer!: THREE.AnimationMixer;
|
||||
public clock: THREE.Clock;
|
||||
|
||||
constructor(gltf: GLTF, viewer: Viewer) {
|
||||
this.gltf = gltf;
|
||||
this.viewer = viewer;
|
||||
this.object = gltf.scene || gltf;
|
||||
|
||||
this.clock = new THREE.Clock(); // 时钟
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置模型比例
|
||||
* @param x 可以只填写一个参数
|
||||
* @param y 纵轴缩放
|
||||
* @param z 横轴缩放
|
||||
*/
|
||||
public setScalc(x: number, y?: number, z?: number) {
|
||||
this.object.scale.set(x, y || x, z || x);
|
||||
}
|
||||
|
||||
/**
|
||||
* 开启模型阴影 数组中移除阴影
|
||||
*/
|
||||
public openCastShadow(names = []) {
|
||||
this.gltf.scene.traverse((model: Object3DExtends) => {
|
||||
if (model.isMesh && !names.includes(model.name as never)) {
|
||||
//它会在渲染对象之前检查每一帧对象是否位于相机的视锥体中。 如果设置为 false,则即使对象不在相机的视锥体中,也会在每一帧进行渲染。
|
||||
model.frustumCulled = false;
|
||||
model.castShadow = true; //对象是否渲染成阴影贴图。
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,20 @@
|
|||
import { BoxHelper, Color, Object3D } from "three";
|
||||
import type Viewer from "../Viewer";
|
||||
// 通过 BoxHelper 可以实现简单的鼠标选中的特效。
|
||||
// 也可以通过 OutlinePass 实现发光的特效。
|
||||
export default class BoxHelperWrap {
|
||||
protected viewer: Viewer;
|
||||
public boxHelper: BoxHelper;
|
||||
|
||||
constructor(viewer: Viewer, color?: number) {
|
||||
this.viewer = viewer;
|
||||
const boxColor = color === undefined ? 0x00ffff : color;
|
||||
this.boxHelper = new BoxHelper(new Object3D(), new Color(boxColor));
|
||||
|
||||
this.initBoxHelperWrap(); // 初始化
|
||||
}
|
||||
|
||||
private initBoxHelperWrap() {
|
||||
this.viewer.scene.add(this.boxHelper);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,26 @@
|
|||
import * as THREE from "three";
|
||||
import type Viewer from "../Viewer";
|
||||
|
||||
export default class Floors {
|
||||
protected viewer: Viewer;
|
||||
public planeWidth = 1000;
|
||||
public planeHeight = 1000;
|
||||
|
||||
constructor(viewer: Viewer) {
|
||||
this.viewer = viewer;
|
||||
this.initFlooer();
|
||||
}
|
||||
|
||||
private initFlooer() {
|
||||
const ground = new THREE.Mesh(new THREE.PlaneGeometry(this.planeWidth, this.planeHeight), new THREE.MeshPhongMaterial({ color: 0xbbbbbb, depthWrite: false }));
|
||||
ground.rotation.x = -Math.PI / 2;
|
||||
ground.receiveShadow = true;
|
||||
this.viewer.scene.add(ground);
|
||||
}
|
||||
|
||||
/**网格辅助线 */
|
||||
public addGird(size = 1000, divisions = 20, colorCenterLine = 0x888888, colorGrid = 0x888888) {
|
||||
const grid = new THREE.GridHelper(size, divisions, colorCenterLine, colorGrid);
|
||||
this.viewer.scene.add(grid);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,38 @@
|
|||
import type Viewer from "../Viewer";
|
||||
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
|
||||
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
|
||||
import BaseModel from "../BaseModel";
|
||||
|
||||
type LoadModelCallbackFn<T = any> = (arg: T) => any;
|
||||
|
||||
/**模型加载器 */
|
||||
export default class ModelLoder {
|
||||
protected viewer: Viewer;
|
||||
private gltfLoader: GLTFLoader;
|
||||
private readonly dracoLoader: DRACOLoader;
|
||||
|
||||
constructor(viewer: Viewer, dracolPath = "/draco/") {
|
||||
this.viewer = viewer;
|
||||
this.gltfLoader = new GLTFLoader();
|
||||
this.dracoLoader = new DRACOLoader();
|
||||
// 提供一个DracLoader实例来解码压缩网格数据
|
||||
// 没有这个会报错 dracolPath 默认放在public文件夹当中
|
||||
this.dracoLoader.setDecoderPath(dracolPath);
|
||||
this.gltfLoader.setDRACOLoader(this.dracoLoader);
|
||||
}
|
||||
|
||||
private loadModel(url: string, callback: LoadModelCallbackFn<BaseModel>) {
|
||||
this.gltfLoader.load(url, (gltf) => {
|
||||
const baseModel = new BaseModel(gltf, this.viewer);
|
||||
callback && callback(baseModel);
|
||||
});
|
||||
}
|
||||
|
||||
/**模型加载到场景 */
|
||||
public loadModelToScene(url: string, callback: LoadModelCallbackFn<BaseModel>) {
|
||||
this.loadModel(url, (model) => {
|
||||
this.viewer.scene.add(model.object);
|
||||
callback && callback(model);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,20 @@
|
|||
export default {
|
||||
animate: "animate",
|
||||
dispose: "dispose",
|
||||
orbitChange: "orbitChange",
|
||||
load: {
|
||||
start: "load:start",
|
||||
processing: "load:processing",
|
||||
finish: "load:finish",
|
||||
},
|
||||
click: {
|
||||
raycaster: "click:raycaster",
|
||||
},
|
||||
dblclick: {
|
||||
raycaster: "dblclick:raycaster",
|
||||
},
|
||||
mousemove: {
|
||||
raycaster: "mousemove:raycaster",
|
||||
},
|
||||
resize: "resize",
|
||||
};
|
||||
|
|
@ -0,0 +1,247 @@
|
|||
import * as THREE from "three";
|
||||
import { AmbientLight, AxesHelper, Camera, PerspectiveCamera, Raycaster, Scene, SRGBColorSpace, Vector2, WebGLRenderer } from "three";
|
||||
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
|
||||
import { CSS2DRenderer } from "three/examples/jsm/renderers/CSS2DRenderer.js";
|
||||
import { Tween } from "three/examples/jsm/libs/tween.module.js";
|
||||
import Stats from "three/examples/jsm/libs/stats.module.js";
|
||||
import Events from "./Events";
|
||||
import { threeStore } from "@/store";
|
||||
|
||||
export type Animate = {
|
||||
fun: (arg: any) => any;
|
||||
content: any;
|
||||
};
|
||||
export default class Viewer {
|
||||
public id: string;
|
||||
public viewerDom!: HTMLElement;
|
||||
public renderer!: WebGLRenderer;
|
||||
public scene!: Scene;
|
||||
public camera!: PerspectiveCamera;
|
||||
public controls!: OrbitControls;
|
||||
public css2Renderer: CSS2DRenderer | undefined;
|
||||
public raycaster!: Raycaster;
|
||||
public mouse!: Vector2;
|
||||
public isDestroy = false; // 是否销毁
|
||||
public animateEventList = new Map();
|
||||
public statsControls!: Stats; // 性能监测
|
||||
public raycasterObjects: THREE.Object3D[] = [];
|
||||
public tween!: Tween<THREE.Vector3>;
|
||||
public mouseEvent: MouseEvent | undefined;
|
||||
|
||||
constructor(id: string) {
|
||||
this.id = id;
|
||||
this.initViewer();
|
||||
}
|
||||
|
||||
private initViewer() {
|
||||
this.initRenderer(); //创建渲染器
|
||||
this.initScene(); //创建场景
|
||||
this.initLight(); // 创建光源
|
||||
this.initCamera(); // 创建相机
|
||||
this.initControl(); // 创建控制器
|
||||
// this.initCss2Renderer(); // 创建css2渲染器
|
||||
|
||||
this.raycaster = new Raycaster(); // 创建射线
|
||||
this.mouse = new Vector2(); // 创建鼠标位置
|
||||
|
||||
const animate = () => {
|
||||
if (this.isDestroy) return;
|
||||
requestAnimationFrame(animate);
|
||||
// TWEEN.update(); // 更新动画
|
||||
// this.css2Renderer?.render(this.scene, this.camera);
|
||||
this.updateDom();
|
||||
this.renderDom();
|
||||
|
||||
// 全局的公共动画函数,添加函数可同步执行
|
||||
this.animateEventList.forEach((event) => {
|
||||
// console.log("animateEventList");
|
||||
if (event.fun && event.content) event.fun(event.content);
|
||||
});
|
||||
};
|
||||
animate();
|
||||
}
|
||||
|
||||
private initRenderer() {
|
||||
// 获取画布dom
|
||||
this.viewerDom = document.getElementById(this.id) as HTMLElement;
|
||||
// 初始化渲染器
|
||||
this.renderer = new WebGLRenderer({
|
||||
logarithmicDepthBuffer: true, //true/false用于启用或禁用对数深度缓冲区。
|
||||
antialias: true, // true/false表示是否开启反锯齿
|
||||
alpha: true, // true/false 表示是否可以设置背景色透明
|
||||
precision: "mediump", // highp/mediump/lowp 表示着色精度选择
|
||||
premultipliedAlpha: true // true/false 表示是否可以设置像素深度(用来度量图像的分辨率)
|
||||
// preserveDrawingBuffer: false, // true/false 表示是否保存绘图缓冲
|
||||
// physicallyCorrectLights: true, // true/false 表示是否开启物理光照
|
||||
});
|
||||
this.renderer.clearDepth(); //清除深度缓冲区。在渲染之前,这通常用于重置深度缓冲区,以确保正确的深度测试
|
||||
|
||||
// 开启模型对象的局部剪裁平面功能
|
||||
// 如果不设置为true,设置剪裁平面的模型不会被剪裁
|
||||
this.renderer.localClippingEnabled = true;
|
||||
|
||||
this.renderer.shadowMap.enabled = true;
|
||||
this.renderer.outputColorSpace = SRGBColorSpace; // 可以看到更亮的材质,同时这也影响到环境贴图。
|
||||
this.viewerDom.appendChild(this.renderer.domElement);
|
||||
}
|
||||
|
||||
private initScene() {
|
||||
this.scene = new Scene();
|
||||
}
|
||||
|
||||
private initLight() {
|
||||
const ambient = new AmbientLight(0xffffff, 0.6);
|
||||
this.scene.add(ambient);
|
||||
|
||||
const light = new THREE.DirectionalLight(0xffffff);
|
||||
light.position.set(0, 200, 100);
|
||||
light.castShadow = true;
|
||||
|
||||
light.shadow.camera.top = 180;
|
||||
light.shadow.camera.bottom = -100;
|
||||
light.shadow.camera.left = -120;
|
||||
light.shadow.camera.right = 400;
|
||||
light.shadow.camera.near = 0.1;
|
||||
light.shadow.camera.far = 400;
|
||||
// 设置mapSize属性可以使阴影更清晰,不那么模糊
|
||||
light.shadow.mapSize.set(1024, 1024);
|
||||
light.name = "initLight";
|
||||
|
||||
this.scene.add(light);
|
||||
}
|
||||
|
||||
private initCamera() {
|
||||
// 渲染相机
|
||||
this.camera = new PerspectiveCamera(25, this.viewerDom.clientWidth / this.viewerDom.clientHeight, 1, 2000);
|
||||
//设置相机位置
|
||||
// this.camera.position.set(5, 1, -5);
|
||||
this.camera.position.set(4, 2, -3);
|
||||
//设置相机方向
|
||||
this.camera.lookAt(0, 0, 0);
|
||||
}
|
||||
|
||||
private initControl() {
|
||||
this.controls = new OrbitControls(this.camera as Camera, this.renderer?.domElement);
|
||||
this.controls.enabled = true; // 控制器关
|
||||
this.controls.enableDamping = false;
|
||||
this.controls.screenSpacePanning = false; // 定义平移时如何平移相机的位置 控制不上下移动
|
||||
this.controls.minDistance = 2;
|
||||
this.controls.maxDistance = 1000;
|
||||
this.controls.addEventListener("change", () => {
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
});
|
||||
}
|
||||
|
||||
private initCss2Renderer() {
|
||||
this.css2Renderer = new CSS2DRenderer();
|
||||
}
|
||||
|
||||
private updateDom() {
|
||||
this.controls.update();
|
||||
// // 更新参数
|
||||
this.camera.aspect = this.viewerDom.clientWidth / this.viewerDom.clientHeight; // 摄像机视锥体的长宽比,通常是使用画布的宽/画布的高
|
||||
this.camera.updateProjectionMatrix(); // 更新摄像机投影矩阵。在任何参数被改变以后必须被调用,来使得这些改变生效
|
||||
this.renderer.setSize(this.viewerDom.clientWidth, this.viewerDom.clientHeight);
|
||||
this.renderer.setPixelRatio(window.devicePixelRatio); // 设置设备像素比
|
||||
}
|
||||
|
||||
// 渲染dom
|
||||
private renderDom() {
|
||||
this.renderer?.render(this.scene as Scene, this.camera as Camera);
|
||||
}
|
||||
|
||||
private statsUpdate(statsControls: any) {
|
||||
statsControls.update();
|
||||
}
|
||||
|
||||
/**坐标轴辅助 */
|
||||
public addAxis() {
|
||||
const axis = new AxesHelper(1000); //创建坐标轴辅助对象
|
||||
this.scene?.add(axis);
|
||||
}
|
||||
|
||||
public addAnimate(id: string, animate: Animate) {
|
||||
this.animateEventList.set(id, animate);
|
||||
}
|
||||
|
||||
public addStats() {
|
||||
if (!this.statsControls) this.statsControls = new Stats();
|
||||
this.statsControls.dom.style.position = "absolute";
|
||||
this.viewerDom.appendChild(this.statsControls.dom);
|
||||
|
||||
// 添加到动画
|
||||
this.addAnimate("stats", { fun: this.statsUpdate, content: this.statsControls });
|
||||
}
|
||||
|
||||
/**自定义鼠标事件触发的范围,给定一个模型组,对给定的模型组鼠标事件才生效 */
|
||||
public setRaycasterObjects(objList: THREE.Object3D[]): void {
|
||||
this.raycasterObjects = objList;
|
||||
}
|
||||
|
||||
/**注册鼠标事件监听 */
|
||||
public initRaycaster() {
|
||||
this.raycaster = new Raycaster();
|
||||
|
||||
const initRaycasterEvent: Function = (eventName: keyof HTMLElementEventMap): void => {
|
||||
//这里的container就是画布所在的div,也就是说,这个是要拿整个scene所在的容器来界定的
|
||||
let getBoundingClientRect = this.viewerDom.getBoundingClientRect();
|
||||
let offsetWidth = this.viewerDom.offsetWidth;
|
||||
let offsetHeight = this.viewerDom.offsetHeight;
|
||||
const funWrap = _.throttle((event: any) => {
|
||||
this.mouseEvent = {
|
||||
...event, //真正的鼠标相对于画布的位置
|
||||
x: event.clientX - getBoundingClientRect.left,
|
||||
y: event.clientY - getBoundingClientRect.top
|
||||
};
|
||||
this.mouse.x = ((event.clientX - getBoundingClientRect.left) / offsetWidth) * 2 - 1;
|
||||
this.mouse.y = -((event.clientY - getBoundingClientRect.top) / offsetHeight) * 2 + 1;
|
||||
threeStore.setRaycasterIntersectObjects(this.getRaycasterIntersectObjects());
|
||||
}, 100);
|
||||
this.viewerDom.addEventListener(eventName, funWrap, false);
|
||||
};
|
||||
|
||||
initRaycasterEvent("click");
|
||||
// initRaycasterEvent("dblclick");
|
||||
// initRaycasterEvent("mousemove");
|
||||
}
|
||||
|
||||
// 获取射线与物体相交的物体
|
||||
private getRaycasterIntersectObjects(): THREE.Intersection[] {
|
||||
// 如果射线与物体相交的数组为空,则返回空数组
|
||||
if (!this.raycasterObjects.length) return [];
|
||||
// 设置射线从相机发出,经过鼠标位置
|
||||
this.raycaster.setFromCamera(this.mouse, this.camera);
|
||||
// 返回射线与物体相交的数组
|
||||
return this.raycaster.intersectObjects(this.raycasterObjects, true);
|
||||
}
|
||||
|
||||
public addCameraTween(targetPosition = new THREE.Vector3(1, 1, 1), duration = 1000, onComplete: () => void) {
|
||||
this.initCameraTween();
|
||||
this.tween.to(targetPosition, duration).start().onComplete(onComplete);
|
||||
}
|
||||
|
||||
/**
|
||||
* 初始化补间动画库tween
|
||||
*/
|
||||
public initCameraTween() {
|
||||
if (!this.camera) return;
|
||||
this.tween = new Tween(this.camera.position);
|
||||
}
|
||||
|
||||
public destroy() {
|
||||
this.scene.traverse((child: any) => {
|
||||
if (child.material) {
|
||||
child.material.dispose();
|
||||
}
|
||||
if (child.geometry) {
|
||||
child.geometry.dispose();
|
||||
}
|
||||
child = null;
|
||||
});
|
||||
this.renderer.forceContextLoss();
|
||||
this.renderer.dispose();
|
||||
this.scene.clear();
|
||||
|
||||
this.isDestroy = true;
|
||||
}
|
||||
}
|
||||
|
|
@ -2,12 +2,14 @@ import { appStore } from "./AppStore";
|
|||
import { calculateStore } from "./CalculateStore";
|
||||
import { baseLayoutStore } from "@/layouts/BaseLayout/Store";
|
||||
import { hiprintStore } from "@/store/HiprintStore";
|
||||
import { threeStore } from "./threeStore";
|
||||
|
||||
export { baseLayoutStore, appStore, calculateStore, hiprintStore };
|
||||
export { baseLayoutStore, appStore, calculateStore, hiprintStore, threeStore };
|
||||
|
||||
export default {
|
||||
baseLayoutStore,
|
||||
calculateStore,
|
||||
appStore,
|
||||
hiprintStore
|
||||
hiprintStore,
|
||||
threeStore
|
||||
};
|
||||
|
|
|
|||
|
|
@ -0,0 +1,13 @@
|
|||
import { action, makeObservable, observable } from "mobx";
|
||||
import { Intersection } from "three";
|
||||
|
||||
export class ThreeStore {
|
||||
constructor() {
|
||||
makeObservable(this);
|
||||
}
|
||||
|
||||
@observable raycasterObjects: Intersection[] = [];
|
||||
@action setRaycasterIntersectObjects = (objects: Intersection[]) => (this.raycasterObjects = objects);
|
||||
}
|
||||
|
||||
export const threeStore = new ThreeStore();
|
||||
|
|
@ -0,0 +1,18 @@
|
|||
import type { Object3D, Material, Color } from "three";
|
||||
export interface MaterialExtends extends Material {
|
||||
color?: Color;
|
||||
warningColor?: Color;
|
||||
}
|
||||
export type ModelExtendsData = {
|
||||
warn?: boolean;
|
||||
name: string;
|
||||
[key: string]: any;
|
||||
};
|
||||
export interface Object3DExtends extends Object3D {
|
||||
isGroup?: boolean;
|
||||
isMesh?: boolean;
|
||||
material?: MaterialExtends;
|
||||
oldMaterial?: MaterialExtends;
|
||||
addData?: ModelExtendsData;
|
||||
dom?: HTMLElement;
|
||||
}
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
import type { Object3D } from "three";
|
||||
|
||||
export function checkNameIncludes(obj: Object3D, str: string): boolean {
|
||||
return obj.name.includes(str);
|
||||
}
|
||||
Loading…
Reference in New Issue