2018-05-28 09:49:45 +08:00
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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const THREE = require("three");
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const CameraUpdate_1 = require("./CameraUpdate");
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const GeUtils_1 = require("./GeUtils");
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const PlaneExt_1 = require("./PlaneExt");
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const _1 = require(".");
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class Viewer {
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//构造
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constructor(canvasContainer) {
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this.m_Camera = new CameraUpdate_1.CameraUpdate();
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this.m_bNeedUpdate = true;
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this.m_Scene = new THREE.Scene();
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this.OnSize = (width, height) => {
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this._Width = width ? width : this.m_DomEl.scrollWidth;
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this._Height = height ? height : this.m_DomEl.scrollHeight;
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//校验.成为2的倍数 避免外轮廓错误.
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if (this._Width % 2 == 1)
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this._Width -= 1;
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if (this._Height % 2 == 1)
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this._Height -= 1;
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this.m_Render.setSize(this._Width, this._Height);
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this.m_Camera.SetSize(this._Width, this._Height);
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};
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this.StartRender = () => {
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requestAnimationFrame(this.StartRender);
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if (this.m_Scene != null && this.m_bNeedUpdate) {
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this.Render();
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this.m_bNeedUpdate = false;
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}
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};
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this.m_DomEl = canvasContainer;
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this.initRender(canvasContainer);
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this.OnSize();
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this.StartRender();
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new _1.CameraControls(this);
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window.addEventListener("resize", () => {
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this.OnSize();
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});
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let oldMesh;
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this.m_Render.domElement.addEventListener("mousemove", (e) => {
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let mesh = _1.PointPick(this, e.offsetX, e.offsetY);
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if (oldMesh)
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oldMesh.material = _1.boardMaterial;
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if (mesh) {
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oldMesh = mesh;
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2018-05-31 11:12:29 +08:00
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mesh.material = _1.selectMaterial;
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2018-05-28 09:49:45 +08:00
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}
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2018-05-31 11:12:29 +08:00
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this.m_bNeedUpdate = true;
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2018-05-28 09:49:45 +08:00
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});
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}
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//初始化render
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initRender(canvasContainer) {
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this.m_Render = new THREE.WebGLRenderer({
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antialias: true,
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precision: "highp",
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alpha: true,
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});
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//加到画布
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canvasContainer.appendChild(this.m_Render.domElement);
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this.m_Render.autoClear = true;
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//如果设置,那么它希望所有的纹理和颜色都是预乘的伽玛。默认值为false。
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// this.m_Render.gammaInput = true;
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// this.m_Render.gammaOutput = true;
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// this.m_Render.shadowMap.enabled = true;
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// this.m_Render.toneMapping = THREE.ReinhardToneMapping;
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//设置设备像素比。 这通常用于HiDPI设备,以防止模糊输出画布。
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this.m_Render.setPixelRatio(window.devicePixelRatio);
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this.m_Render.physicallyCorrectLights = true;
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//this.m_Render.toneMappingExposure = Math.pow(1, 5.0); // to allow for very bright scenes.
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//设置它的背景色为黑色
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this.m_Render.setClearColor(0xffffff, 1);
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this.OnSize();
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}
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Render() {
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this.m_Render.render(this.m_Scene, this.m_Camera.Camera);
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}
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ScreenToWorld(pt, planVec) {
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//变换和求交点
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let plan = new PlaneExt_1.PlaneExt(planVec || new THREE.Vector3(0, 0, 1));
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let raycaster = new THREE.Raycaster();
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// 射线从相机射线向屏幕点位置
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raycaster.setFromCamera({
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x: (pt.x / this._Width) * 2 - 1,
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y: -(pt.y / this._Height) * 2 + 1
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}, this.m_Camera.Camera);
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plan.intersectRay(raycaster.ray, pt, true);
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}
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WorldToScreen(pt) {
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let widthHalf = this._Width * 0.5;
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let heightHalf = this._Height * 0.5;
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pt.project(this.m_Camera.Camera);
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pt.x = (pt.x * widthHalf) + widthHalf;
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pt.y = -(pt.y * heightHalf) + heightHalf;
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}
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/**
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* 更新视角观测目标(物体中心)
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*
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* @memberof Viewer
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*/
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UpdateLockTarget() {
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let renderList = this.m_Render.renderLists.get(this.m_Scene, this.m_Camera.Camera);
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let box = GeUtils_1.GetBoxArr(renderList.opaque.map(o => o.object));
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if (box)
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this.m_LookTarget = box.getCenter(new THREE.Vector3());
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else
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this.m_LookTarget = GeUtils_1.cZeroVec;
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}
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Rotate(mouseMove) {
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this.m_Camera.Rotate(mouseMove, this.m_LookTarget);
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this.m_bNeedUpdate = true;
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}
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Pan(mouseMove) {
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this.m_Camera.Pan(mouseMove);
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this.m_bNeedUpdate = true;
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}
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Zoom(scale, center) {
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this.m_Camera.Zoom(scale, center);
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this.m_bNeedUpdate = true;
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}
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ZoomAll() {
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this.m_Camera.ZoomExtensBox3(GeUtils_1.GetBox(this.m_Scene, true));
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this.m_bNeedUpdate = true;
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}
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ViewToTop() {
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this.m_Camera.LookAt(new THREE.Vector3(0, 0, -1));
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this.m_bNeedUpdate = true;
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}
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ViewToFront() {
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this.m_Camera.LookAt(new THREE.Vector3(0, 1, 0));
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this.m_bNeedUpdate = true;
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}
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ViewToSwiso() {
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this.m_Camera.LookAt(new THREE.Vector3(1, 1, -1));
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this.m_bNeedUpdate = true;
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}
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}
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exports.Viewer = Viewer;
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//# sourceMappingURL=Viewer.js.map
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