廖杰:风压阀动态添加墙壁功能大致完成
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@@ -76,7 +76,7 @@ async function handleMounted() {
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demo = new ThreeDScene(three, content.value);
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demo = new ThreeDScene(three, content.value);
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//看是不是预览模式,然后继续相关的操作(会在demo中的初始化中进行)
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//看是不是预览模式,然后继续相关的操作(会在demo中的初始化中进行)
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demo.isedit = params.isedit;
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demo.isedit = params.isedit;
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let tunnelasync = await demo.loadModel(GLTFLoader, "./assets/tunnelModel/chanel-No-have-wall.gltf");
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let tunnelasync = await demo.loadModel(GLTFLoader, "./assets/tunnelModel/chanel-have-wall.gltf");
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demo.addOrbitControls(OrbitControls);
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demo.addOrbitControls(OrbitControls);
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demo.addTween(TWEEN);
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demo.addTween(TWEEN);
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demo.addCSS3Renderer(CSS3DRenderer, CSS3DSprite, doms);
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demo.addCSS3Renderer(CSS3DRenderer, CSS3DSprite, doms);
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@@ -76,7 +76,7 @@ async function handleMounted() {
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const loaded = await demo.loadModel(
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const loaded = await demo.loadModel(
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GLTFLoader,
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GLTFLoader,
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"./assets/tunnelModel/chanel.gltf"
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"./assets/tunnelModel/chanel-have-wall.gltf"
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);
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);
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demo.addOrbitControls(OrbitControls);
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demo.addOrbitControls(OrbitControls);
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demo.addTween(TWEEN);
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demo.addTween(TWEEN);
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@@ -229,6 +229,7 @@ function handleCancel() {
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demo._resetState();
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demo._resetState();
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demo.clearTagsObj();
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demo.clearTagsObj();
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}
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}
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//现在首先有二种方案,是写在TunnelScene.vue中还是demo.js中呢?
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//现在首先有二种方案,是写在TunnelScene.vue中还是demo.js中呢?
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//我认为可能看数据在哪获取?到时候看在哪里导入,首先我们放在TunnelScene里面吧
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//我认为可能看数据在哪获取?到时候看在哪里导入,首先我们放在TunnelScene里面吧
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//因为没获取到接口,我们先写死!!!
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//因为没获取到接口,我们先写死!!!
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@@ -164,6 +164,8 @@ export default class Demo {
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this._hoverModel(this.points);
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this._hoverModel(this.points);
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// 可以进行点击
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// 可以进行点击
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this._ClickModel(this.points);
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this._ClickModel(this.points);
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//将墙壁进行隐藏
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this.WallInit()
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}
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}
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// 在此方法中对模型批量操作,这里遍历附着点
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// 在此方法中对模型批量操作,这里遍历附着点
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@@ -485,5 +487,16 @@ export default class Demo {
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opacityTween(0.1, 0.5, true);
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opacityTween(0.1, 0.5, true);
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}
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}
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}
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}
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//初始将墙壁进行隐藏
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WallInit() {
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for (let line = 1; line <= 20; line++) {
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if (line < 10) {
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let wall = 'wall_' + '0' + line
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this.scene.getObjectByName(wall).visible = false
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} else if (line >= 10) {
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let wall = 'wall_' + line
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this.scene.getObjectByName(wall).visible = false
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}
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}
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}
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}
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}
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@@ -1,14 +1,14 @@
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export function editTunnelInit(equipmentList) {
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export function editTunnelInit(equipmentList) {
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//初始化将墙壁隐藏起来
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//初始化将墙壁隐藏起来
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for (let line = 1; line <= 20; line++) {
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// for (let line = 1; line <= 20; line++) {
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if (line < 10) {
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// if (line < 10) {
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let wall = 'wall_' + '0' + line
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// let wall = 'wall_' + '0' + line
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this.scene.getObjectByName(wall).visible = false
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// this.scene.getObjectByName(wall).visible = false
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} else if (line >= 10) {
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// } else if (line >= 10) {
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let wall = 'wall_' + line
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// let wall = 'wall_' + line
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this.scene.getObjectByName(wall).visible = false
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// this.scene.getObjectByName(wall).visible = false
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}
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// }
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}
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// }
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equipmentList.forEach((item) => {
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equipmentList.forEach((item) => {
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const formInfo = {
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const formInfo = {
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@@ -1,14 +1,14 @@
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export default function previewtunnelModeInit(equipmentList) {
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export default function previewtunnelModeInit(equipmentList) {
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//初始化将墙壁隐藏起来
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//初始化将墙壁隐藏起来
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for (let line = 1; line <= 20; line++) {
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// for (let line = 1; line <= 20; line++) {
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if (line < 10) {
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// if (line < 10) {
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let wall = 'wall_' + '0' + line
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// let wall = 'wall_' + '0' + line
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this.scene.getObjectByName(wall).visible = false
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// this.scene.getObjectByName(wall).visible = false
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} else if (line >= 10) {
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// } else if (line >= 10) {
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let wall = 'wall_' + line
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// let wall = 'wall_' + line
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this.scene.getObjectByName(wall).visible = false
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// this.scene.getObjectByName(wall).visible = false
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}
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// }
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}
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// }
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equipmentList.forEach((item) => {
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equipmentList.forEach((item) => {
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const formInfo = {
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const formInfo = {
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