view构造函数允许直接传入一个画布.

This commit is contained in:
ChenX 2018-07-02 15:19:22 +08:00
parent c1e9aac48b
commit 563ea73750
6 changed files with 211 additions and 189 deletions

21
dist/Viewer.d.ts vendored
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@ -1,4 +1,4 @@
import * as THREE from "three";
import { Scene, Vector3, WebGLRenderer } from "three";
import { CameraControls } from ".";
import { CameraUpdate } from "./CameraUpdate";
export declare class Viewer {
@ -6,27 +6,32 @@ export declare class Viewer {
m_Camera: CameraUpdate;
m_CameraCtrl: CameraControls;
m_bNeedUpdate: boolean;
m_Render: THREE.WebGLRenderer;
m_Render: WebGLRenderer;
m_DomEl: HTMLElement;
_Height: number;
_Width: number;
m_Scene: THREE.Scene;
m_Scene: Scene;
/**
*
* @param {HTMLElement} canvasContainer div或者一个画布
* @memberof Viewer
*/
constructor(canvasContainer: HTMLElement);
initRender(canvasContainer: HTMLElement): void;
OnSize: (width?: any, height?: any) => void;
StartRender: () => void;
Render(): void;
ScreenToWorld(pt: THREE.Vector3, planVec?: THREE.Vector3): void;
WorldToScreen(pt: THREE.Vector3): void;
ScreenToWorld(pt: Vector3, planVec?: Vector3): void;
WorldToScreen(pt: Vector3): void;
/**
* ()
*
* @memberof Viewer
*/
UpdateLockTarget(): void;
Rotate(mouseMove: THREE.Vector3): void;
Pan(mouseMove: THREE.Vector3): void;
Zoom(scale: number, center?: THREE.Vector3): void;
Rotate(mouseMove: Vector3): void;
Pan(mouseMove: Vector3): void;
Zoom(scale: number, center?: Vector3): void;
ZoomAll(): void;
ViewToTop(): void;
ViewToFront(): void;

41
dist/Viewer.js vendored
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@ -1,18 +1,22 @@
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
var THREE = require("three");
var three_1 = require("three");
var _1 = require(".");
var CameraUpdate_1 = require("./CameraUpdate");
var ColorPalette_1 = require("./ColorPalette");
var GeUtils_1 = require("./GeUtils");
var PlaneExt_1 = require("./PlaneExt");
var Viewer = /** @class */ (function () {
//构造
/**
*
* @param {HTMLElement} canvasContainer 可以传入一个div或者一个画布
* @memberof Viewer
*/
function Viewer(canvasContainer) {
var _this = this;
this.m_Camera = new CameraUpdate_1.CameraUpdate();
this.m_bNeedUpdate = true;
this.m_Scene = new THREE.Scene();
this.m_Scene = new three_1.Scene();
this.OnSize = function (width, height) {
_this._Width = width ? width : _this.m_DomEl.clientWidth;
_this._Height = height ? height : _this.m_DomEl.clientHeight;
@ -53,19 +57,26 @@ var Viewer = /** @class */ (function () {
}
//初始化render
Viewer.prototype.initRender = function (canvasContainer) {
this.m_Render = new THREE.WebGLRenderer({
var params = {
antialias: true,
precision: "highp",
alpha: true,
});
//加到画布
canvasContainer.appendChild(this.m_Render.domElement);
alpha: true //alpha:true/false是否可以设置背景色透明
};
if (canvasContainer instanceof HTMLCanvasElement) {
params.canvas = canvasContainer;
this.m_Render = new three_1.WebGLRenderer(params);
}
else {
this.m_Render = new three_1.WebGLRenderer(params);
//加到画布
canvasContainer.appendChild(this.m_Render.domElement);
}
this.m_Render.autoClear = true;
//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。
// this.m_Render.gammaInput = true;
// this.m_Render.gammaOutput = true;
// this.m_Render.shadowMap.enabled = true;
// this.m_Render.toneMapping = THREE.ReinhardToneMapping;
// this.m_Render.toneMapping = ReinhardToneMapping;
//设置设备像素比。 这通常用于HiDPI设备以防止模糊输出画布。
this.m_Render.setPixelRatio(window.devicePixelRatio);
this.m_Render.physicallyCorrectLights = true;
@ -79,8 +90,8 @@ var Viewer = /** @class */ (function () {
};
Viewer.prototype.ScreenToWorld = function (pt, planVec) {
//变换和求交点
var plan = new PlaneExt_1.PlaneExt(planVec || new THREE.Vector3(0, 0, 1));
var raycaster = new THREE.Raycaster();
var plan = new PlaneExt_1.PlaneExt(planVec || new three_1.Vector3(0, 0, 1));
var raycaster = new three_1.Raycaster();
// 射线从相机射线向屏幕点位置
raycaster.setFromCamera({
x: (pt.x / this._Width) * 2 - 1,
@ -104,7 +115,7 @@ var Viewer = /** @class */ (function () {
var renderList = this.m_Render.renderLists.get(this.m_Scene, this.m_Camera.Camera);
var box = GeUtils_1.GetBoxArr(renderList.opaque.map(function (o) { return o.object; }));
if (box)
this.m_LookTarget = box.getCenter(new THREE.Vector3());
this.m_LookTarget = box.getCenter(new three_1.Vector3());
else
this.m_LookTarget = GeUtils_1.cZeroVec;
};
@ -125,15 +136,15 @@ var Viewer = /** @class */ (function () {
this.m_bNeedUpdate = true;
};
Viewer.prototype.ViewToTop = function () {
this.m_Camera.LookAt(new THREE.Vector3(0, 0, -1));
this.m_Camera.LookAt(new three_1.Vector3(0, 0, -1));
this.m_bNeedUpdate = true;
};
Viewer.prototype.ViewToFront = function () {
this.m_Camera.LookAt(new THREE.Vector3(0, 1, 0));
this.m_Camera.LookAt(new three_1.Vector3(0, 1, 0));
this.m_bNeedUpdate = true;
};
Viewer.prototype.ViewToSwiso = function () {
this.m_Camera.LookAt(new THREE.Vector3(1, 1, -1));
this.m_Camera.LookAt(new three_1.Vector3(1, 1, -1));
this.m_bNeedUpdate = true;
};
return Viewer;

2
dist/Viewer.js.map vendored

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@ -1,6 +1,6 @@
{
"name": "cadview",
"version": "1.1.8",
"version": "1.1.9",
"description": "",
"main": "dist/index.js",
"types": "dist/index.d.ts",

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@ -1,193 +1,199 @@
import * as THREE from "three";
import { Mesh } from "three";
import { CameraControls, PointPick, boardMaterial, selectMaterial } from ".";
import { Mesh, Raycaster, Scene, Vector3, WebGLRenderer, WebGLRendererParameters } from "three";
import { boardMaterial, CameraControls, PointPick, selectMaterial } from ".";
import { CameraUpdate } from "./CameraUpdate";
import { ColorMaterial } from "./ColorPalette";
import { GetBox, GetBoxArr, cZeroVec } from "./GeUtils";
import { cZeroVec, GetBox, GetBoxArr } from "./GeUtils";
import { PlaneExt } from "./PlaneExt";
export class Viewer
{
m_LookTarget: any;
m_Camera: CameraUpdate = new CameraUpdate();
m_CameraCtrl: CameraControls;
m_bNeedUpdate: boolean = true;
m_Render: THREE.WebGLRenderer;//渲染器 //暂时只用这个类型
m_DomEl: HTMLElement; //画布容器
m_LookTarget: any;
m_Camera: CameraUpdate = new CameraUpdate();
m_CameraCtrl: CameraControls;
m_bNeedUpdate: boolean = true;
m_Render: WebGLRenderer;//渲染器 //暂时只用这个类型
m_DomEl: HTMLElement; //画布容器
_Height: number;
_Width: number;
_Height: number;
_Width: number;
m_Scene: THREE.Scene = new THREE.Scene();
m_Scene: Scene = new Scene();
//构造
constructor(canvasContainer: HTMLElement)
/**
*
* @param {HTMLElement} canvasContainer div或者一个画布
* @memberof Viewer
*/
constructor(canvasContainer: HTMLElement)
{
this.m_DomEl = canvasContainer;
this.initRender(canvasContainer);
this.OnSize();
this.StartRender();
this.m_CameraCtrl = new CameraControls(this);
window.addEventListener("resize", () =>
{
this.m_DomEl = canvasContainer;
this.initRender(canvasContainer);
this.OnSize();
this.StartRender();
this.m_CameraCtrl = new CameraControls(this);
window.addEventListener("resize", () =>
{
this.OnSize();
});
this.OnSize();
});
let oldMesh: Mesh;
this.m_Render.domElement.addEventListener("mousemove", (e: MouseEvent) =>
{
let mesh = PointPick(this, e.offsetX, e.offsetY);
if (oldMesh)
oldMesh.material = boardMaterial;
if (mesh && mesh.material !== ColorMaterial.GetLineMaterial(1))
{
oldMesh = mesh;
mesh.material = selectMaterial;
}
this.m_bNeedUpdate = true;
})
let oldMesh: Mesh;
this.m_Render.domElement.addEventListener("mousemove", (e: MouseEvent) =>
{
let mesh = PointPick(this, e.offsetX, e.offsetY);
if (oldMesh)
oldMesh.material = boardMaterial;
if (mesh && mesh.material !== ColorMaterial.GetLineMaterial(1))
{
oldMesh = mesh;
mesh.material = selectMaterial;
}
this.m_bNeedUpdate = true;
})
}
//初始化render
initRender(canvasContainer: HTMLElement)
{
let params: WebGLRendererParameters = {
antialias: true,//antialias:true/false是否开启反锯齿
precision: "highp",//precision:highp/mediump/lowp着色精度选择
alpha: true//alpha:true/false是否可以设置背景色透明
};
if (canvasContainer instanceof HTMLCanvasElement)
{
params.canvas = canvasContainer;
this.m_Render = new WebGLRenderer(params);
}
else
{
this.m_Render = new WebGLRenderer(params);
//加到画布
canvasContainer.appendChild(this.m_Render.domElement);
}
//初始化render
initRender(canvasContainer: HTMLElement)
{
this.m_Render = new THREE.WebGLRenderer(
{
antialias: true,//antialias:true/false是否开启反锯齿
precision: "highp",//precision:highp/mediump/lowp着色精度选择
alpha: true,//alpha:true/false是否可以设置背景色透明
// premultipliedAlpha: false,//?
// stencil: false,//?
// preserveDrawingBuffer: true,//preserveDrawingBuffer:true/false是否保存绘图缓冲
// maxLights: 1//maxLights:最大灯光数
}
);
//加到画布
canvasContainer.appendChild(this.m_Render.domElement);
this.m_Render.autoClear = true;
this.m_Render.autoClear = true;
//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。
// this.m_Render.gammaInput = true;
// this.m_Render.gammaOutput = true;
// this.m_Render.shadowMap.enabled = true;
// this.m_Render.toneMapping = ReinhardToneMapping;
//设置设备像素比。 这通常用于HiDPI设备以防止模糊输出画布。
this.m_Render.setPixelRatio(window.devicePixelRatio);
this.m_Render.physicallyCorrectLights = true;
//this.m_Render.toneMappingExposure = Math.pow(1, 5.0); // to allow for very bright scenes.
//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。
// this.m_Render.gammaInput = true;
// this.m_Render.gammaOutput = true;
// this.m_Render.shadowMap.enabled = true;
// this.m_Render.toneMapping = THREE.ReinhardToneMapping;
//设置设备像素比。 这通常用于HiDPI设备以防止模糊输出画布。
this.m_Render.setPixelRatio(window.devicePixelRatio);
this.m_Render.physicallyCorrectLights = true;
//this.m_Render.toneMappingExposure = Math.pow(1, 5.0); // to allow for very bright scenes.
//设置它的背景色为黑色
this.m_Render.setClearColor(0xffffff, 1);
//设置它的背景色为黑色
this.m_Render.setClearColor(0xffffff, 1);
this.OnSize();
}
this.OnSize();
}
OnSize = (width?, height?) =>
{
this._Width = width ? width : this.m_DomEl.clientWidth;
this._Height = height ? height : this.m_DomEl.clientHeight;
OnSize = (width?, height?) =>
{
this._Width = width ? width : this.m_DomEl.clientWidth;
this._Height = height ? height : this.m_DomEl.clientHeight;
//校验.成为2的倍数 避免外轮廓错误.
if (this._Width % 2 == 1)
this._Width -= 1;
if (this._Height % 2 == 1)
this._Height -= 1;
//校验.成为2的倍数 避免外轮廓错误.
if (this._Width % 2 == 1)
this._Width -= 1;
if (this._Height % 2 == 1)
this._Height -= 1;
this.m_Render.setSize(this._Width, this._Height);
this.m_Camera.SetSize(this._Width, this._Height);
}
this.m_Render.setSize(this._Width, this._Height);
this.m_Camera.SetSize(this._Width, this._Height);
}
StartRender = () =>
StartRender = () =>
{
requestAnimationFrame(this.StartRender);
if (this.m_Scene != null && this.m_bNeedUpdate)
{
requestAnimationFrame(this.StartRender);
if (this.m_Scene != null && this.m_bNeedUpdate)
{
this.Render();
this.m_bNeedUpdate = false;
}
}
Render()
{
this.m_Render.render(this.m_Scene, this.m_Camera.Camera);
this.Render();
this.m_bNeedUpdate = false;
}
}
Render()
{
this.m_Render.render(this.m_Scene, this.m_Camera.Camera);
}
ScreenToWorld(pt: THREE.Vector3, planVec?: THREE.Vector3)
{
//变换和求交点
let plan = new PlaneExt(planVec || new THREE.Vector3(0, 0, 1));
let raycaster = new THREE.Raycaster();
// 射线从相机射线向屏幕点位置
raycaster.setFromCamera(
{
x: (pt.x / this._Width) * 2 - 1,
y: - (pt.y / this._Height) * 2 + 1
}
, this.m_Camera.Camera
)
plan.intersectRay(raycaster.ray, pt, true);
}
WorldToScreen(pt: THREE.Vector3)
{
let widthHalf = this._Width * 0.5;
let heightHalf = this._Height * 0.5;
ScreenToWorld(pt: Vector3, planVec?: Vector3)
{
//变换和求交点
let plan = new PlaneExt(planVec || new Vector3(0, 0, 1));
let raycaster = new Raycaster();
// 射线从相机射线向屏幕点位置
raycaster.setFromCamera(
{
x: (pt.x / this._Width) * 2 - 1,
y: - (pt.y / this._Height) * 2 + 1
}
, this.m_Camera.Camera
)
plan.intersectRay(raycaster.ray, pt, true);
}
WorldToScreen(pt: Vector3)
{
let widthHalf = this._Width * 0.5;
let heightHalf = this._Height * 0.5;
pt.project(this.m_Camera.Camera);
pt.project(this.m_Camera.Camera);
pt.x = (pt.x * widthHalf) + widthHalf;
pt.y = - (pt.y * heightHalf) + heightHalf;
}
pt.x = (pt.x * widthHalf) + widthHalf;
pt.y = - (pt.y * heightHalf) + heightHalf;
}
/**
* ()
*
* @memberof Viewer
*/
UpdateLockTarget()
{
let renderList = this.m_Render.renderLists.get(this.m_Scene, this.m_Camera.Camera);
let box = GetBoxArr(renderList.opaque.map(o => o.object));
if (box)
this.m_LookTarget = box.getCenter(new THREE.Vector3());
else
this.m_LookTarget = cZeroVec;
}
Rotate(mouseMove: THREE.Vector3)
{
this.m_Camera.Rotate(mouseMove, this.m_LookTarget);
this.m_bNeedUpdate = true;
}
Pan(mouseMove: THREE.Vector3)
{
this.m_Camera.Pan(mouseMove);
this.m_bNeedUpdate = true;
}
Zoom(scale: number, center?: THREE.Vector3)
{
this.m_Camera.Zoom(scale, center);
this.m_bNeedUpdate = true;
}
ZoomAll()
{
this.m_Camera.ZoomExtensBox3(GetBox(this.m_Scene, true));
this.m_bNeedUpdate = true;
}
/**
* ()
*
* @memberof Viewer
*/
UpdateLockTarget()
{
let renderList = this.m_Render.renderLists.get(this.m_Scene, this.m_Camera.Camera);
let box = GetBoxArr(renderList.opaque.map(o => o.object));
if (box)
this.m_LookTarget = box.getCenter(new Vector3());
else
this.m_LookTarget = cZeroVec;
}
Rotate(mouseMove: Vector3)
{
this.m_Camera.Rotate(mouseMove, this.m_LookTarget);
this.m_bNeedUpdate = true;
}
Pan(mouseMove: Vector3)
{
this.m_Camera.Pan(mouseMove);
this.m_bNeedUpdate = true;
}
Zoom(scale: number, center?: Vector3)
{
this.m_Camera.Zoom(scale, center);
this.m_bNeedUpdate = true;
}
ZoomAll()
{
this.m_Camera.ZoomExtensBox3(GetBox(this.m_Scene, true));
this.m_bNeedUpdate = true;
}
ViewToTop()
{
this.m_Camera.LookAt(new THREE.Vector3(0, 0, -1));
this.m_bNeedUpdate = true;
}
ViewToFront()
{
this.m_Camera.LookAt(new THREE.Vector3(0, 1, 0));
this.m_bNeedUpdate = true;
}
ViewToSwiso()
{
this.m_Camera.LookAt(new THREE.Vector3(1, 1, -1));
this.m_bNeedUpdate = true;
}
ViewToTop()
{
this.m_Camera.LookAt(new Vector3(0, 0, -1));
this.m_bNeedUpdate = true;
}
ViewToFront()
{
this.m_Camera.LookAt(new Vector3(0, 1, 0));
this.m_bNeedUpdate = true;
}
ViewToSwiso()
{
this.m_Camera.LookAt(new Vector3(1, 1, -1));
this.m_bNeedUpdate = true;
}
}

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