material-editor/src/common/Viewer.ts

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2025-04-10 16:37:20 +08:00
import { Raycaster, Scene, Vector3, WebGLRenderer, type WebGLRendererParameters } from "three";
import { cZeroVec, GetBox, GetBoxArr } from "./GeUtils";
import { PlaneExt } from "./PlaneExt";
import { CameraUpdate } from "webcad_ue4_api";
import { CameraControls } from "./CameraControls";
export class Viewer {
m_LookTarget: any;
m_Camera: CameraUpdate = new CameraUpdate();
CameraCtrl: CameraControls;
protected NeedUpdate: boolean = true;
Renderer: WebGLRenderer;//渲染器 //暂时只用这个类型
m_DomEl: HTMLElement; //画布容器
_Height: number = 0;
_Width: number = 0;
_Scene: Scene = new Scene();
get Scene() {
return this._Scene;
}
UpdateRender()
{
this.NeedUpdate = true;
}
/**
*
* @param {HTMLElement} canvasContainer div或者一个画布
* @memberof Viewer
*/
constructor(canvasContainer: HTMLElement) {
this.m_DomEl = canvasContainer;
this.initRender(canvasContainer);
this.OnSize();
this.StartRender();
this.CameraCtrl = new CameraControls(this);
window.addEventListener("resize", () => {
this.OnSize();
});
}
//初始化render
initRender(canvasContainer: HTMLElement) {
let params: WebGLRendererParameters = {
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
};
this.Renderer = new WebGLRenderer(params);
//加到画布
canvasContainer.appendChild(this.Renderer.domElement);
this.Renderer.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.Renderer.gammaInput = true;
// this.Renderer.gammaOutput = true;
// this.Renderer.shadowMap.enabled = true;
// this.Renderer.toneMapping = 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.Renderer.setPixelRatio(window.devicePixelRatio);
this.Renderer.physicallyCorrectLights = true;
//this.Renderer.toneMappingExposure = Math.pow(1, 5.0); // to allow for very bright scenes.
//设置它的背景色为黑色
this.Renderer.setClearColor(0xffffff, 1);
this.OnSize();
}
OnSize = (width?: number, height?: number) => {
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.Renderer.setSize(this._Width, this._Height);
this.m_Camera.SetSize(this._Width, this._Height);
};
StartRender = () => {
requestAnimationFrame(this.StartRender);
if (this._Scene != null && this.NeedUpdate) {
this.Render();
this.NeedUpdate = false;
}
};
Render() {
this.Renderer.render(this._Scene, this.m_Camera.Camera);
}
ScreenToWorld(pt: Vector3, planVec?: Vector3) {
//变换和求交点
let plan = new PlaneExt(planVec || new Vector3(0, 0, 1));
let raycaster = new 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: 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;
}
/**
* ()
*
* @memberof Viewer
*/
UpdateLockTarget() {
let renderList = this.Renderer.renderLists.get(this._Scene, this.m_Camera.Camera);
let box = GetBoxArr(renderList.opaque.map(o => o.object));
if (box)
this.m_LookTarget = box.getCenter(new Vector3());
else
this.m_LookTarget = cZeroVec;
}
Rotate(mouseMove: Vector3) {
this.m_Camera.Rotate(mouseMove, this.m_LookTarget);
this.NeedUpdate = true;
}
Pan(mouseMove: Vector3) {
this.m_Camera.Pan(mouseMove);
this.NeedUpdate = true;
}
Zoom(scale: number, center?: Vector3) {
this.m_Camera.Zoom(scale, center);
this.NeedUpdate = true;
}
ZoomAll()
{
this.m_Camera.ZoomExtentsBox3(GetBox(this._Scene, true));
this.NeedUpdate = true;
}
ViewToTop() {
this.m_Camera.LookAt(new Vector3(0, 0, -1));
this.NeedUpdate = true;
}
ViewToFront() {
this.m_Camera.LookAt(new Vector3(0, 1, 0));
this.NeedUpdate = true;
}
ViewToSwiso() {
this.m_Camera.LookAt(new Vector3(1, 1, -1));
this.NeedUpdate = true;
}
}