"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); const THREE = require("three"); const CameraUpdate_1 = require("./CameraUpdate"); const GeUtils_1 = require("./GeUtils"); const PlaneExt_1 = require("./PlaneExt"); const _1 = require("."); const ColorPalette_1 = require("./ColorPalette"); class Viewer { //构造 constructor(canvasContainer) { this.m_Camera = new CameraUpdate_1.CameraUpdate(); this.m_bNeedUpdate = true; this.m_Scene = new THREE.Scene(); this.OnSize = (width, height) => { this._Width = width ? width : this.m_DomEl.scrollWidth; this._Height = height ? height : this.m_DomEl.scrollHeight; //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.StartRender = () => { requestAnimationFrame(this.StartRender); if (this.m_Scene != null && this.m_bNeedUpdate) { this.Render(); this.m_bNeedUpdate = false; } }; this.m_DomEl = canvasContainer; this.initRender(canvasContainer); this.OnSize(); this.StartRender(); new _1.CameraControls(this); window.addEventListener("resize", () => { this.OnSize(); }); let oldMesh; this.m_Render.domElement.addEventListener("mousemove", (e) => { let mesh = _1.PointPick(this, e.offsetX, e.offsetY); if (oldMesh) oldMesh.material = _1.boardMaterial; if (mesh && mesh.material !== ColorPalette_1.ColorMaterial.GetLineMaterial(1)) { oldMesh = mesh; mesh.material = _1.selectMaterial; } this.m_bNeedUpdate = true; }); } //初始化render initRender(canvasContainer) { this.m_Render = new THREE.WebGLRenderer({ antialias: true, precision: "highp", alpha: true, }); //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; //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); this.OnSize(); } Render() { this.m_Render.render(this.m_Scene, this.m_Camera.Camera); } ScreenToWorld(pt, planVec) { //变换和求交点 let plan = new PlaneExt_1.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) { let widthHalf = this._Width * 0.5; let heightHalf = this._Height * 0.5; pt.project(this.m_Camera.Camera); pt.x = (pt.x * widthHalf) + widthHalf; pt.y = -(pt.y * heightHalf) + heightHalf; } /** * 更新视角观测目标(物体中心) * * @memberof Viewer */ UpdateLockTarget() { let renderList = this.m_Render.renderLists.get(this.m_Scene, this.m_Camera.Camera); let box = GeUtils_1.GetBoxArr(renderList.opaque.map(o => o.object)); if (box) this.m_LookTarget = box.getCenter(new THREE.Vector3()); else this.m_LookTarget = GeUtils_1.cZeroVec; } Rotate(mouseMove) { this.m_Camera.Rotate(mouseMove, this.m_LookTarget); this.m_bNeedUpdate = true; } Pan(mouseMove) { this.m_Camera.Pan(mouseMove); this.m_bNeedUpdate = true; } Zoom(scale, center) { this.m_Camera.Zoom(scale, center); this.m_bNeedUpdate = true; } ZoomAll() { this.m_Camera.ZoomExtensBox3(GeUtils_1.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; } } exports.Viewer = Viewer; //# sourceMappingURL=Viewer.js.map