更新1.浏览器不点击2.删除风压3.浏览器模型只能左右移动4.鼠标hover显示设备名称

This commit is contained in:
Hcat
2024-03-13 19:58:51 +08:00
parent 8b073bc98f
commit 9f29b78049
8 changed files with 210 additions and 104 deletions

View File

@@ -1,5 +1,6 @@
import { handleLClick } from "./handleRLclick/handleLclick";
import { handleRClick } from "./handleRLclick/handleRclick";
import { handleLHover } from "./handleRLclick/handleLhover.js"
import { handleDBLClick } from "./handleDBLclick";
import { checkAnimation } from "./checkTag";
import {
@@ -12,6 +13,7 @@ import { editTunnelInit } from "./editTunnelInit";
import { addEquipment, removeEquipment } from "./editEquipment";
import previewtunnelModeInit from "./previewTunnelInit"
import { StreetSignTag } from "./utils/StreetSignTag/StreetSignTag.js";
// import { ref } from "vue";
export default class Demo {
// 摄像机看向位置s
origin = null;
@@ -22,6 +24,7 @@ export default class Demo {
constructor(three, mountedElement) {
this._StreetSignTag = StreetSignTag
this._handleLClick = handleLClick;
this._handleLHover = handleLHover;
this._handleRClick = handleRClick;
this._handleDBLClick = handleDBLClick;
this._checkAnimation = checkAnimation;
@@ -140,12 +143,14 @@ export default class Demo {
* @param {Object} GLTFLoader 模型加载器
* @param {String} path 模型资源路径
*/
loadModel(GLTFLoader, path) {
loadModel(GLTFLoader, path, isedit) {
return new Promise((resolve, reject) => {
this.gltfloader = new GLTFLoader();
this.gltfloader.load(
"/tunnelModel/chanel-have-wall优化版.gltf",
//下面是模型加载的路径
path,
(gltf) => {
// console.log(isedit);
gltf.scene.traverse((child) => {
this._forModels(child);
});
@@ -153,7 +158,8 @@ export default class Demo {
gltf.scene.position.set(-5, 0, 10);
this.scene.add(gltf.scene);
// 加载完后可执行函数
this._afterLoaded(gltf.scene);
// console.log(isedit);
this._afterLoaded(gltf.scene, isedit);
resolve(gltf);
},
(xhr) => {
@@ -167,11 +173,15 @@ export default class Demo {
});
}
// 模型加载完函数
_afterLoaded() {
_afterLoaded(scene, isedit) {
console.log(isedit);
// 可以进行选中
this._hoverModel(this.points);
this._hoverModel(this.points, isedit);
// 可以进行点击
this._ClickModel(this.points);
if (isedit == true) {
console.log('dada')
this._ClickModel(this.points);
}
//将墙壁进行隐藏
this.WallInit()
//对路牌进行相关操作
@@ -198,14 +208,21 @@ export default class Demo {
/**
* @param {Object} OrbitControls 轨道控制器
*/
addOrbitControls(OrbitControls) {
addOrbitControls(OrbitControls, isedit) {
this.orbitControls = new OrbitControls(
this.camera,
this.renderer.domElement
);
//初始化轨道控制器
this.orbitControls.object.position.set(-29, 18, -50);
this.orbitControls.maxPolarAngle = (4 * Math.PI) / 7;
// this.orbitControls.maxPolarAngle = (4 * Math.PI) / 7;
//下面的设置是使隧道的上下不进行旋转,只左右旋转即可
if (isedit == true) {
this.orbitControls.maxPolarAngle = (3.69 * Math.PI) / 7;
} else {
this.orbitControls.maxPolarAngle = (4 * Math.PI) / 8.5;
this.orbitControls.minPolarAngle = (4 * Math.PI) / 8.5;
}
this.orbitControls.minDistance = 5;
this.orbitControls.maxDistance = 87;
// 监听控制器变化
@@ -224,7 +241,7 @@ export default class Demo {
* 鼠标移入可以高亮的模型
*@param {Array} hoverModels 需要高亮的模型
*/
_hoverModel(hoverModels) {
_hoverModel(hoverModels, isedit) {
this.renderer.domElement.addEventListener("mousemove", (e) => {
const mouse = new this.THREE.Vector2();
mouse.x = (e.clientX / window.innerWidth) * 2 - 1;
@@ -236,10 +253,17 @@ export default class Demo {
if (!this.preHover) {
this.preHover = intersects[0].object;
} else {
if (isedit != true) {
console.log(isedit);
this._handleLHover(intersects[0].object);
}
this.preHover.material.color.set("white");
this.preHover = intersects[0].object;
}
intersects[0].object.material.color.set("red");
const tagP = intersects[0].object.getWorldPosition(
new this.THREE.Vector3()
);
@@ -249,6 +273,10 @@ export default class Demo {
if (!this.preHover) return;
this.preHover.material.color.set("white");
}
// this._handleLHover(intersects[0].object);
// this._handleLClick(intersects[0].object);
});
}
/**
@@ -315,7 +343,7 @@ export default class Demo {
// 添加css3Renderer
addCSS3Renderer(CSS2Renderer, CSS2DObject, [infoDom, editDom]) {
this.CSS2Renderer = new CSS2Renderer();
this.CSS2Renderer.setSize(window.innerWidth, window.innerHeight);
this.CSS2Renderer.setSize(window.innerWidth, window.innerHeight - 100);
this.CSS2Renderer.render(this.scene, this.camera);
this.mountedElement.appendChild(this.CSS2Renderer.domElement);
@@ -335,11 +363,16 @@ export default class Demo {
// // 设置该标签初始化透明
// this.tagCSS2DObj.element.style.opacity = "1";
// this.tag2CSS2DObj.element.style.opacity = "1";
// 下面是3D的下面把它注释之后方便来修正
this.tagCSS2DObj.scale.set(0.1, 0.1, 0.1);
this.tag3CSS2DObj.scale.set(0.02, 0.02, 0.02); //编辑框
this.tag3CSS2DObj.position.set(10, 0, 10);
// 下面是2D的显示方案
// this.tagCSS2DObj.scale.set(0.001, 0.001, 0.001);
// this.tag3CSS2DObj.scale.set(0.001, 0.001, 0.001); //编辑框
// this.tag3CSS2DObj.position.set(1, 0, 1);
}
clearTagsObj() {
if (this.preDBLModel) {

View File

@@ -0,0 +1,54 @@
export function handleLHover(targetPoint) {
// 保存进入状态
this._saveState();
this.clearTagsObj();
// 全局临时标记该选中的模型;
this.targetPoint = targetPoint;
const worldPosition = new this.THREE.Vector3();
//获取附着点的世界坐标系
targetPoint.getWorldPosition(worldPosition);
this._checkAnimation(worldPosition);
// 设置标签位置
this.tag3CSS2DObj.position.set(
worldPosition.x,
worldPosition.y,
worldPosition.z
);
this.isControlOrbit(false);
this.position = worldPosition;
if (/tr$/.test(targetPoint.name)) {
this.tag3CSS2DObj.translateX(3);
this.tag3CSS2DObj.translateZ(10);
this.tag3CSS2DObj.translateY(-5);
intoAnimation.call(this);
} else if (/tl$/.test(targetPoint.name)) {
this.tag3CSS2DObj.translateX(-3);
this.tag3CSS2DObj.translateZ(10);
this.tag3CSS2DObj.translateY(-5);
intoAnimation.call(this);
} else if (/tc$/.test(targetPoint.name)) {
this.tag3CSS2DObj.translateX(0);
this.tag3CSS2DObj.translateZ(10);
this.tag3CSS2DObj.translateY(-6);
intoAnimation.call(this);
} else if (/br$/.test(targetPoint.name)) {
this.tag3CSS2DObj.translateX(2);
this.tag3CSS2DObj.translateZ(10);
this.tag3CSS2DObj.translateY(3);
intoAnimation.call(this);
} else if (/bl$/.test(targetPoint.name)) {
this.tag3CSS2DObj.translateX(-2);
this.tag3CSS2DObj.translateZ(10);
this.tag3CSS2DObj.translateY(3);
intoAnimation.call(this);
}
this.scene.add(this.tag3CSS2DObj);
// 返回给编辑组件的回调函数
this.editDev(targetPoint);
}
function intoAnimation() {
this.tag3CSS2DObj.element.style.opacity = "1";
this.tag3CSS2DObj.element.style.display = "block";
}