CADViewComponent/src/Viewer.ts

193 lines
5.8 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

import * as THREE from "three";
import { Mesh } from "three";
import { CameraControls, PointPick, boardMaterial, selectMaterial } from ".";
import { CameraUpdate } from "./CameraUpdate";
import { ColorMaterial } from "./ColorPalette";
import { GetBox, GetBoxArr, cZeroVec } from "./GeUtils";
import { PlaneExt } from "./PlaneExt";
export class Viewer
{
m_LookTarget: any;
m_Camera: CameraUpdate = new CameraUpdate();
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
_Height: number;
_Width: number;
m_Scene: THREE.Scene = new THREE.Scene();
//构造
constructor(canvasContainer: HTMLElement)
{
this.m_DomEl = canvasContainer;
this.initRender(canvasContainer);
this.OnSize();
this.StartRender();
new CameraControls(this);
window.addEventListener("resize", () =>
{
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;
})
}
//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;
//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();
}
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;
this.m_Render.setSize(this._Width, this._Height);
this.m_Camera.SetSize(this._Width, this._Height);
}
StartRender = () =>
{
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);
}
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;
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 = 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;
}
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;
}
}