view构造函数允许直接传入一个画布.
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332
src/Viewer.ts
332
src/Viewer.ts
@@ -1,193 +1,199 @@
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import * as THREE from "three";
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import { Mesh } from "three";
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import { CameraControls, PointPick, boardMaterial, selectMaterial } from ".";
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import { Mesh, Raycaster, Scene, Vector3, WebGLRenderer, WebGLRendererParameters } from "three";
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import { boardMaterial, CameraControls, PointPick, selectMaterial } from ".";
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import { CameraUpdate } from "./CameraUpdate";
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import { ColorMaterial } from "./ColorPalette";
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import { GetBox, GetBoxArr, cZeroVec } from "./GeUtils";
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import { cZeroVec, GetBox, GetBoxArr } from "./GeUtils";
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import { PlaneExt } from "./PlaneExt";
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export class Viewer
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{
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m_LookTarget: any;
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m_Camera: CameraUpdate = new CameraUpdate();
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m_CameraCtrl: CameraControls;
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m_bNeedUpdate: boolean = true;
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m_Render: THREE.WebGLRenderer;//渲染器 //暂时只用这个类型
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m_DomEl: HTMLElement; //画布容器
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m_LookTarget: any;
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m_Camera: CameraUpdate = new CameraUpdate();
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m_CameraCtrl: CameraControls;
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m_bNeedUpdate: boolean = true;
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m_Render: WebGLRenderer;//渲染器 //暂时只用这个类型
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m_DomEl: HTMLElement; //画布容器
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_Height: number;
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_Width: number;
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_Height: number;
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_Width: number;
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m_Scene: THREE.Scene = new THREE.Scene();
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m_Scene: Scene = new Scene();
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//构造
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constructor(canvasContainer: HTMLElement)
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/**
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*
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* @param {HTMLElement} canvasContainer 可以传入一个div或者一个画布
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* @memberof Viewer
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*/
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constructor(canvasContainer: HTMLElement)
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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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this.m_CameraCtrl = new CameraControls(this);
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window.addEventListener("resize", () =>
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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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this.m_CameraCtrl = new CameraControls(this);
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window.addEventListener("resize", () =>
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{
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this.OnSize();
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});
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this.OnSize();
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});
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let oldMesh: Mesh;
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this.m_Render.domElement.addEventListener("mousemove", (e: MouseEvent) =>
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{
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let mesh = PointPick(this, e.offsetX, e.offsetY);
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if (oldMesh)
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oldMesh.material = boardMaterial;
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if (mesh && mesh.material !== ColorMaterial.GetLineMaterial(1))
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{
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oldMesh = mesh;
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mesh.material = selectMaterial;
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}
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this.m_bNeedUpdate = true;
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})
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let oldMesh: Mesh;
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this.m_Render.domElement.addEventListener("mousemove", (e: MouseEvent) =>
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{
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let mesh = PointPick(this, e.offsetX, e.offsetY);
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if (oldMesh)
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oldMesh.material = boardMaterial;
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if (mesh && mesh.material !== ColorMaterial.GetLineMaterial(1))
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{
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oldMesh = mesh;
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mesh.material = selectMaterial;
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}
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this.m_bNeedUpdate = true;
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})
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}
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//初始化render
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initRender(canvasContainer: HTMLElement)
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{
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let params: WebGLRendererParameters = {
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antialias: true,//antialias:true/false是否开启反锯齿
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precision: "highp",//precision:highp/mediump/lowp着色精度选择
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alpha: true//alpha:true/false是否可以设置背景色透明
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};
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if (canvasContainer instanceof HTMLCanvasElement)
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{
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params.canvas = canvasContainer;
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this.m_Render = new WebGLRenderer(params);
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}
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else
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{
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this.m_Render = new WebGLRenderer(params);
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//加到画布
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canvasContainer.appendChild(this.m_Render.domElement);
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}
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//初始化render
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initRender(canvasContainer: HTMLElement)
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{
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this.m_Render = new THREE.WebGLRenderer(
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{
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antialias: true,//antialias:true/false是否开启反锯齿
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precision: "highp",//precision:highp/mediump/lowp着色精度选择
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alpha: true,//alpha:true/false是否可以设置背景色透明
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// premultipliedAlpha: false,//?
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// stencil: false,//?
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// preserveDrawingBuffer: true,//preserveDrawingBuffer:true/false是否保存绘图缓冲
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// maxLights: 1//maxLights:最大灯光数
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}
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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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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 = 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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//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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//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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this.OnSize();
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}
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OnSize = (width?, height?) =>
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{
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this._Width = width ? width : this.m_DomEl.clientWidth;
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this._Height = height ? height : this.m_DomEl.clientHeight;
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OnSize = (width?, height?) =>
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{
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this._Width = width ? width : this.m_DomEl.clientWidth;
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this._Height = height ? height : this.m_DomEl.clientHeight;
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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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//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.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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StartRender = () =>
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StartRender = () =>
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{
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requestAnimationFrame(this.StartRender);
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if (this.m_Scene != null && this.m_bNeedUpdate)
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{
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requestAnimationFrame(this.StartRender);
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if (this.m_Scene != null && this.m_bNeedUpdate)
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{
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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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Render()
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{
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this.m_Render.render(this.m_Scene, this.m_Camera.Camera);
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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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Render()
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{
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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: THREE.Vector3, planVec?: THREE.Vector3)
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{
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//变换和求交点
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let plan = new 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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{
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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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}
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, this.m_Camera.Camera
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)
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plan.intersectRay(raycaster.ray, pt, true);
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}
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WorldToScreen(pt: THREE.Vector3)
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{
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let widthHalf = this._Width * 0.5;
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let heightHalf = this._Height * 0.5;
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ScreenToWorld(pt: Vector3, planVec?: Vector3)
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{
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//变换和求交点
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let plan = new PlaneExt(planVec || new Vector3(0, 0, 1));
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let raycaster = new 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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{
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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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}
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, this.m_Camera.Camera
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)
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plan.intersectRay(raycaster.ray, pt, true);
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}
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WorldToScreen(pt: Vector3)
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{
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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.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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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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{
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let renderList = this.m_Render.renderLists.get(this.m_Scene, this.m_Camera.Camera);
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let box = 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 = cZeroVec;
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}
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Rotate(mouseMove: THREE.Vector3)
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{
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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: THREE.Vector3)
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{
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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: number, center?: THREE.Vector3)
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{
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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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{
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this.m_Camera.ZoomExtensBox3(GetBox(this.m_Scene, true));
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this.m_bNeedUpdate = true;
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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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{
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let renderList = this.m_Render.renderLists.get(this.m_Scene, this.m_Camera.Camera);
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let box = GetBoxArr(renderList.opaque.map(o => o.object));
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if (box)
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this.m_LookTarget = box.getCenter(new Vector3());
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else
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this.m_LookTarget = cZeroVec;
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}
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Rotate(mouseMove: Vector3)
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{
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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: Vector3)
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{
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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: number, center?: Vector3)
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{
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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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{
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this.m_Camera.ZoomExtensBox3(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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{
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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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{
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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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{
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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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ViewToTop()
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{
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this.m_Camera.LookAt(new 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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{
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this.m_Camera.LookAt(new 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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{
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this.m_Camera.LookAt(new Vector3(1, 1, -1));
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this.m_bNeedUpdate = true;
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}
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}
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