142 lines
5.6 KiB
JavaScript
142 lines
5.6 KiB
JavaScript
"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 _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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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.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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//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.StartRender = function () {
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requestAnimationFrame(_this.StartRender);
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if (_this.m_Scene != null && _this.m_bNeedUpdate) {
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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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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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new _1.CameraControls(this);
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window.addEventListener("resize", function () {
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_this.OnSize();
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});
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var oldMesh;
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this.m_Render.domElement.addEventListener("mousemove", function (e) {
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var mesh = _1.PointPick(_this, e.offsetX, e.offsetY);
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if (oldMesh)
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oldMesh.material = _1.boardMaterial;
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if (mesh && mesh.material !== ColorPalette_1.ColorMaterial.GetLineMaterial(1)) {
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oldMesh = mesh;
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mesh.material = _1.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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Viewer.prototype.initRender = function (canvasContainer) {
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this.m_Render = new THREE.WebGLRenderer({
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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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//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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//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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this.OnSize();
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};
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Viewer.prototype.Render = function () {
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this.m_Render.render(this.m_Scene, this.m_Camera.Camera);
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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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// 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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y: -(pt.y / this._Height) * 2 + 1
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}, this.m_Camera.Camera);
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plan.intersectRay(raycaster.ray, pt, true);
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};
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Viewer.prototype.WorldToScreen = function (pt) {
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var widthHalf = this._Width * 0.5;
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var heightHalf = this._Height * 0.5;
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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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/**
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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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Viewer.prototype.UpdateLockTarget = 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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else
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this.m_LookTarget = GeUtils_1.cZeroVec;
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};
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Viewer.prototype.Rotate = function (mouseMove) {
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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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Viewer.prototype.Pan = function (mouseMove) {
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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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Viewer.prototype.Zoom = function (scale, center) {
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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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Viewer.prototype.ZoomAll = function () {
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this.m_Camera.ZoomExtensBox3(GeUtils_1.GetBox(this.m_Scene, true));
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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_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_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_bNeedUpdate = true;
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};
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return Viewer;
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}());
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exports.Viewer = Viewer;
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//# sourceMappingURL=Viewer.js.map
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