view构造函数允许直接传入一个画布.
This commit is contained in:
		
							
								
								
									
										21
									
								
								dist/Viewer.d.ts
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										21
									
								
								dist/Viewer.d.ts
									
									
									
									
										vendored
									
									
								
							@@ -1,4 +1,4 @@
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import * as THREE from "three";
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import { Scene, Vector3, WebGLRenderer } from "three";
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import { CameraControls } from ".";
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import { CameraUpdate } from "./CameraUpdate";
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export declare class Viewer {
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@@ -6,27 +6,32 @@ export declare class Viewer {
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    m_Camera: CameraUpdate;
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    m_CameraCtrl: CameraControls;
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    m_bNeedUpdate: boolean;
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    m_Render: THREE.WebGLRenderer;
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    m_Render: WebGLRenderer;
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    m_DomEl: HTMLElement;
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    _Height: number;
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    _Width: number;
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    m_Scene: THREE.Scene;
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    m_Scene: Scene;
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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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    initRender(canvasContainer: HTMLElement): void;
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    OnSize: (width?: any, height?: any) => void;
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    StartRender: () => void;
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    Render(): void;
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    ScreenToWorld(pt: THREE.Vector3, planVec?: THREE.Vector3): void;
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    WorldToScreen(pt: THREE.Vector3): void;
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    ScreenToWorld(pt: Vector3, planVec?: Vector3): void;
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    WorldToScreen(pt: Vector3): void;
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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(): void;
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    Rotate(mouseMove: THREE.Vector3): void;
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    Pan(mouseMove: THREE.Vector3): void;
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    Zoom(scale: number, center?: THREE.Vector3): void;
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    Rotate(mouseMove: Vector3): void;
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    Pan(mouseMove: Vector3): void;
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    Zoom(scale: number, center?: Vector3): void;
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    ZoomAll(): void;
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    ViewToTop(): void;
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    ViewToFront(): void;
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										37
									
								
								dist/Viewer.js
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										37
									
								
								dist/Viewer.js
									
									
									
									
										vendored
									
									
								
							@@ -1,18 +1,22 @@
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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var THREE = require("three");
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var three_1 = require("three");
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var _1 = require(".");
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var CameraUpdate_1 = require("./CameraUpdate");
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var ColorPalette_1 = require("./ColorPalette");
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var GeUtils_1 = require("./GeUtils");
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var PlaneExt_1 = require("./PlaneExt");
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var Viewer = /** @class */ (function () {
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    //构造
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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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    function Viewer(canvasContainer) {
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        var _this = this;
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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.m_Scene = new three_1.Scene();
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        this.OnSize = function (width, height) {
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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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@@ -53,19 +57,26 @@ var Viewer = /** @class */ (function () {
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    }
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    //初始化render
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    Viewer.prototype.initRender = function (canvasContainer) {
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        this.m_Render = new THREE.WebGLRenderer({
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        var params = {
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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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            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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            params.canvas = canvasContainer;
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            this.m_Render = new three_1.WebGLRenderer(params);
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        }
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        else {
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            this.m_Render = new three_1.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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        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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        // 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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@@ -79,8 +90,8 @@ var Viewer = /** @class */ (function () {
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    };
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    Viewer.prototype.ScreenToWorld = function (pt, planVec) {
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        //变换和求交点
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        var plan = new PlaneExt_1.PlaneExt(planVec || new THREE.Vector3(0, 0, 1));
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        var raycaster = new THREE.Raycaster();
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        var plan = new PlaneExt_1.PlaneExt(planVec || new three_1.Vector3(0, 0, 1));
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        var raycaster = new three_1.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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@@ -104,7 +115,7 @@ var Viewer = /** @class */ (function () {
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        var renderList = this.m_Render.renderLists.get(this.m_Scene, this.m_Camera.Camera);
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        var box = GeUtils_1.GetBoxArr(renderList.opaque.map(function (o) { return o.object; }));
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        if (box)
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            this.m_LookTarget = box.getCenter(new THREE.Vector3());
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            this.m_LookTarget = box.getCenter(new three_1.Vector3());
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        else
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            this.m_LookTarget = GeUtils_1.cZeroVec;
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    };
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@@ -125,15 +136,15 @@ var Viewer = /** @class */ (function () {
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        this.m_bNeedUpdate = true;
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    };
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    Viewer.prototype.ViewToTop = function () {
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        this.m_Camera.LookAt(new THREE.Vector3(0, 0, -1));
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        this.m_Camera.LookAt(new three_1.Vector3(0, 0, -1));
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        this.m_bNeedUpdate = true;
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    };
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    Viewer.prototype.ViewToFront = function () {
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        this.m_Camera.LookAt(new THREE.Vector3(0, 1, 0));
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        this.m_Camera.LookAt(new three_1.Vector3(0, 1, 0));
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        this.m_bNeedUpdate = true;
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    };
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    Viewer.prototype.ViewToSwiso = function () {
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        this.m_Camera.LookAt(new THREE.Vector3(1, 1, -1));
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        this.m_Camera.LookAt(new three_1.Vector3(1, 1, -1));
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        this.m_bNeedUpdate = true;
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    };
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    return Viewer;
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								dist/Viewer.js.map
									
									
									
									
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								dist/Viewer.js.map
									
									
									
									
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												File diff suppressed because one or more lines are too long
											
										
									
								
							@@ -1,6 +1,6 @@
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{
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  "name": "cadview",
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  "version": "1.1.8",
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  "version": "1.1.9",
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  "description": "",
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  "main": "dist/index.js",
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  "types": "dist/index.d.ts",
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@@ -1,10 +1,9 @@
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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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@@ -13,15 +12,19 @@ export class Viewer
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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_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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    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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  /**
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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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@@ -52,19 +55,22 @@ export class Viewer
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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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    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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                // 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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      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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        );
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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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    this.m_Render.autoClear = true;
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@@ -72,7 +78,7 @@ export class Viewer
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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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    // 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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@@ -114,11 +120,11 @@ export class Viewer
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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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  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 THREE.Vector3(0, 0, 1));
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        let raycaster = new THREE.Raycaster();
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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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@@ -129,7 +135,7 @@ export class Viewer
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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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  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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@@ -150,21 +156,21 @@ export class Viewer
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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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      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: THREE.Vector3)
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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: THREE.Vector3)
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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?: THREE.Vector3)
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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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@@ -177,17 +183,17 @@ export class Viewer
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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_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 THREE.Vector3(0, 1, 0));
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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 THREE.Vector3(1, 1, -1));
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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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