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@@ -2,6 +2,27 @@
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<div class="three-viewer">
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<div ref="container" class="canvas-container"></div>
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<div class="annotations-container" ref="annotationsContainer"></div>
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<!-- 调试面板 -->
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<div v-if="debugMode" class="debug-panel">
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<h3>调试模式</h3>
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<div class="debug-info">
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<p>点击模型查看部件信息</p>
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<div v-if="selectedMeshInfo">
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<p><strong>部件名称:</strong> {{ selectedMeshInfo.name || '未命名' }}</p>
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<p><strong>坐标:</strong></p>
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<pre>{{ JSON.stringify(selectedMeshInfo.position, null, 2) }}</pre>
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<button @click="copyPosition">复制坐标</button>
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</div>
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</div>
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<div class="mesh-list">
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<h4>模型部件列表:</h4>
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<ul>
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<li v-for="(mesh, index) in meshList" :key="index">
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{{ mesh.name || `未命名_${index}` }}
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</li>
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</ul>
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</div>
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</div>
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</div>
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</template>
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@@ -79,7 +100,7 @@ export default {
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pmremGenerator: null,
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labelRenderer: null,
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annotationObjects: [],
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selectedPart: null
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selectedPart: null,
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};
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},
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mounted () {
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@@ -89,7 +110,7 @@ export default {
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this.resizeObserver = new ResizeObserver(this.onWindowResize);
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this.resizeObserver.observe(this.$refs.container);
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// window.addEventListener('click', this.onMouseClick, false);
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window.addEventListener('click', this.onMouseClick, false);
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this.highlightColor = new THREE.Color(0xff0000); // 高亮颜色为红色
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},
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beforeDestroy() {
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@@ -277,10 +298,10 @@ export default {
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this.camera.updateProjectionMatrix();
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// 创建一个父对象用于旋转
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this.parent = new THREE.Object3D(); // 创建一个新的 Object3D 作为父对象
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this.parent.add(this.model); // 将模型添加到父对象
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// this.parent = new THREE.Object3D(); // 创建一个新的 Object3D 作为父对象
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// this.parent.add(this.model); // 将模型添加到父对象
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this.scene.add(this.parent); // 将父对象添加到场景
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this.scene.add(this.model); // 将父对象添加到场景
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// 让控制器聚焦到模型中心 聚焦中心
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this.controls.target.copy(center);
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@@ -347,40 +368,7 @@ export default {
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// 点击射线
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onMouseClick(event) {
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console.log('我点击了')
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// const raycaster = new THREE.Raycaster();
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// const mouse = new THREE.Vector2();
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// // 计算鼠标在屏幕上的位置并转换为Normalized device coordinates (NDC)
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// console.log(this.sceneDomElement.clientWidth, window.innerWidth)
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// mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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// mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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// // 更新Raycaster的射线位置和方向
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// raycaster.setFromCamera(mouse, this.camera);
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if(!this.sceneDomElement) return
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let getBoundingClientRect = this.sceneDomElement.getBoundingClientRect()
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// 屏幕坐标转标准设备坐标
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let x = ((event.clientX - getBoundingClientRect .left) / this.sceneDomElement.offsetWidth) * 2 - 1;// 标准设备横坐标
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let y = -((event.clientY - getBoundingClientRect .top) / this.sceneDomElement.offsetHeight) * 2 + 1;// 标准设备纵坐标
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let standardVector = new THREE.Vector3(x, y, 1);// 标准设备坐标
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// 标准设备坐标转世界坐标
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let worldVector = standardVector.unproject(this.camera);
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// 射线投射方向单位向量(worldVector坐标减相机位置坐标)
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let ray = worldVector.sub(this.camera.position).normalize();
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// 创建射线投射器对象
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let rayCaster = new THREE.Raycaster(this.camera.position, ray);
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// 计算物体和射线的交点
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const intersects = rayCaster.intersectObjects(this.model.children, true);
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if (intersects.length !== 0 && intersects[0].object instanceof THREE.Mesh) {
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// this.controls.target.copy(intersects[0].point);
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let selectedObject = intersects[0].object;
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let selectedObjects = [];
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selectedObjects.push(selectedObject.parent);
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this.outlineObj(selectedObjects);
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} else {
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console.log('没找到', this.composer)
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this.composer = null
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}
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},
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outlineObj(selectedObjects) {
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let outlinePass;
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610
src/components/ThreeViewerDebug copy.vue
Normal file
610
src/components/ThreeViewerDebug copy.vue
Normal file
@@ -0,0 +1,610 @@
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<template>
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<div class="three-viewer">
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<div ref="container" class="canvas-container"></div>
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<div class="annotations-container" ref="annotationsContainer"></div>
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<!-- 调试面板 -->
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<div v-if="debugMode" class="debug-panel">
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<h3>调试模式</h3>
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<div class="debug-info">
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<p>点击模型查看部件信息</p>
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<div v-if="selectedMeshInfo">
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<p><strong>部件名称:</strong> {{ selectedMeshInfo.name || '未命名' }}</p>
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<p><strong>坐标:</strong></p>
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<pre>{{ JSON.stringify(selectedMeshInfo.position, null, 2) }}</pre>
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<button @click="copyPosition">复制坐标</button>
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</div>
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</div>
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<div class="mesh-list">
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<h4>模型部件列表:</h4>
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<ul>
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<li v-for="(mesh, index) in meshList" :key="index">
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{{ mesh.name || `未命名_${index}` }}
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</li>
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</ul>
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</div>
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</div>
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</div>
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</template>
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<script>
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import * as THREE from 'three';
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import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
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import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
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import { CSS2DRenderer, CSS2DObject } from 'three/examples/jsm/renderers/CSS2DRenderer';
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import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
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import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
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import { OutlinePass } from "three/examples/jsm/postprocessing/OutlinePass.js";
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import { RoomEnvironment } from 'three/examples/jsm/environments/RoomEnvironment.js';
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export default {
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name: 'ThreeViewerDebug',
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props: {
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modelPath: {
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type: String,
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required: true
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},
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annotations: {
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type: Array,
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default: () => []
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},
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debugMode: {
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type: Boolean,
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default: false
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}
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},
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data() {
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return {
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scene: null,
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camera: null,
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renderer: null,
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labelRenderer: null,
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controls: null,
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model: null,
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composer: null,
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outlinePass: null,
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frameId: null,
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sceneDomElement: null,
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annotationObjects: [],
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selectedPart: null,
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partMeshMap: {},
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meshList: [],
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selectedMeshInfo: null,
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raycaster: new THREE.Raycaster(),
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mouse: new THREE.Vector2()
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};
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},
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watch: {
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modelPath: {
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handler(v) {
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if (v) {
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this.cleanup();
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setTimeout(() => {
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this.init();
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}, 300);
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}
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},
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immediate: true
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}
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},
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mounted() {
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this.resizeObserver = new ResizeObserver(this.onWindowResize);
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this.resizeObserver.observe(this.$refs.container);
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// 添加点击事件
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window.addEventListener('click', this.onMouseClick, false);
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},
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beforeDestroy() {
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this.cleanup();
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window.removeEventListener('click', this.onMouseClick, false);
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if (this.resizeObserver) {
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this.resizeObserver.disconnect();
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}
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},
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methods: {
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cleanup() {
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if (this.frameId) {
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cancelAnimationFrame(this.frameId);
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}
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if (this.scene) {
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this.scene.clear();
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this.scene = null;
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}
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if (this.renderer) {
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this.renderer.dispose();
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this.renderer = null;
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}
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if (this.labelRenderer) {
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this.labelRenderer.domElement.remove();
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this.labelRenderer = null;
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}
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if (this.sceneDomElement) {
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this.sceneDomElement.innerHTML = '';
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}
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},
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init() {
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this.sceneDomElement = this.$refs.container;
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// 创建场景
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this.scene = new THREE.Scene();
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this.scene.background = new THREE.Color(0xf0f0f0);
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// 创建相机
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const width = this.sceneDomElement.clientWidth;
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const height = this.sceneDomElement.clientHeight;
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this.camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 1000);
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this.camera.position.set(5, 5, 5);
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// WebGL渲染器
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this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
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this.renderer.setPixelRatio(window.devicePixelRatio);
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this.renderer.setSize(width, height);
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this.renderer.shadowMap.enabled = true;
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this.renderer.outputEncoding = THREE.sRGBEncoding;
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this.sceneDomElement.appendChild(this.renderer.domElement);
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// CSS2D渲染器
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this.labelRenderer = new CSS2DRenderer();
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this.labelRenderer.setSize(width, height);
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this.labelRenderer.domElement.style.position = 'absolute';
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this.labelRenderer.domElement.style.top = '0';
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this.labelRenderer.domElement.style.pointerEvents = 'none';
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this.$refs.annotationsContainer.appendChild(this.labelRenderer.domElement);
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// 光照
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
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this.scene.add(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
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directionalLight.position.set(5, 10, 5);
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directionalLight.castShadow = true;
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this.scene.add(directionalLight);
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// 环境光
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const pmremGenerator = new THREE.PMREMGenerator(this.renderer);
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const env = pmremGenerator.fromScene(new RoomEnvironment(this.renderer), 0.04).texture;
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this.scene.environment = env;
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// 控制器
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this.controls = new OrbitControls(this.camera, this.renderer.domElement);
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this.controls.enableDamping = true;
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this.controls.dampingFactor = 0.05;
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// 加载模型
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this.loadModel();
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// 开始动画
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this.animate();
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},
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loadModel() {
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const loader = new GLTFLoader();
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loader.load(
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this.modelPath,
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(gltf) => {
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this.model = gltf.scene;
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// 收集所有mesh信息
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this.partMeshMap = {};
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this.meshList = [];
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this.model.traverse((child) => {
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if (child.isMesh) {
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child.castShadow = true;
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child.receiveShadow = true;
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// 存储mesh引用
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const meshInfo = {
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name: child.name,
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mesh: child,
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parent: child.parent
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};
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this.meshList.push(meshInfo);
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if (child.name) {
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this.partMeshMap[child.name] = child;
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}
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}
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});
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console.log('模型部件列表:', this.meshList.map(m => m.name || '未命名'));
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console.log('部件映射表:', Object.keys(this.partMeshMap));
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// 计算模型包围盒并居中
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const box = new THREE.Box3().setFromObject(this.model);
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const center = box.getCenter(new THREE.Vector3());
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const size = box.getSize(new THREE.Vector3());
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// 根据模型大小调整相机
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const maxDim = Math.max(size.x, size.y, size.z);
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this.maxDim = maxDim
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this.camera.position.z = this.maxDim * 1;
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this.camera.near = maxDim / 100;
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this.camera.far = maxDim * 100;
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this.camera.updateProjectionMatrix();
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// // 计算模型边界并居中
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// const box = new THREE.Box3().setFromObject(this.model);
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// const center = box.getCenter(new THREE.Vector3());
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// const size = box.getSize(new THREE.Vector3());
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// this.model.position.sub(center);
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// // 调整相机
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// const maxDim = Math.max(size.x, size.y, size.z);
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// const fov = this.camera.fov * (Math.PI / 180);
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// let cameraZ = Math.abs(maxDim / 2 / Math.tan(fov / 2));
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// cameraZ *= 2.5;
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// this.camera.position.set(cameraZ, cameraZ, cameraZ);
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// this.camera.lookAt(0, 0, 0);
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// this.controls.target.set(0, 0, 0);
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this.scene.add(this.model);
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// 创建标注
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this.createAnnotations();
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this.$emit('model-loaded', {
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meshList: this.meshList,
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partMeshMap: Object.keys(this.partMeshMap)
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});
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},
|
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(progress) => {
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const percent = (progress.loaded / progress.total) * 100;
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this.$emit('loading-progress', percent);
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},
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(error) => {
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console.error('模型加载失败:', error);
|
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this.$emit('model-error', error);
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}
|
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);
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},
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createAnnotations() {
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// 清除旧标注
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this.annotationObjects.forEach(obj => {
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this.scene.remove(obj);
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});
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this.annotationObjects = [];
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|
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this.annotations.forEach((annotation, index) => {
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// 尝试通过名称匹配找到对应的mesh
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const mesh = this.findMeshByName(annotation.name);
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let position = new THREE.Vector3();
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if (mesh) {
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// 如果找到对应mesh,使用其位置
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mesh.getWorldPosition(position);
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// 获取mesh的包围盒,标注放在上方
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const box = new THREE.Box3().setFromObject(mesh);
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const size = box.getSize(new THREE.Vector3());
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position.y += size.y / 2 + 0.3;
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console.log(`找到匹配: ${annotation.name} -> ${mesh.name}`, position);
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} else {
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// 如果没找到,使用圆形分布
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const radius = 2;
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const angleStep = (Math.PI * 2) / this.annotations.length;
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const angle = angleStep * index;
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position.set(
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Math.cos(angle) * radius,
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1 + Math.sin(index) * 0.5,
|
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Math.sin(angle) * radius
|
||||
);
|
||||
|
||||
console.warn(`未找到匹配: ${annotation.name},使用默认位置`);
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}
|
||||
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||||
// 创建标注标签
|
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const labelDiv = document.createElement('div');
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labelDiv.className = 'annotation-label';
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labelDiv.textContent = `${index + 1} ${annotation.name}`;
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labelDiv.style.cssText = `
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background: rgba(64, 158, 255, 0.9);
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color: white;
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||||
padding: 5px 10px;
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||||
border-radius: 4px;
|
||||
font-size: 12px;
|
||||
cursor: pointer;
|
||||
white-space: nowrap;
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||||
pointer-events: auto;
|
||||
box-shadow: 0 2px 4px rgba(0,0,0,0.2);
|
||||
`;
|
||||
|
||||
labelDiv.addEventListener('click', () => {
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this.onAnnotationClick(annotation, index, mesh);
|
||||
});
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||||
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const label = new CSS2DObject(labelDiv);
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||||
label.position.copy(position);
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label.userData = { annotation, index, mesh };
|
||||
|
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this.scene.add(label);
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||||
this.annotationObjects.push(label);
|
||||
|
||||
// 创建连接线
|
||||
if (mesh) {
|
||||
const meshPos = new THREE.Vector3();
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||||
mesh.getWorldPosition(meshPos);
|
||||
|
||||
const points = [meshPos, position];
|
||||
const geometry = new THREE.BufferGeometry().setFromPoints(points);
|
||||
const material = new THREE.LineBasicMaterial({
|
||||
color: 0x409eff,
|
||||
transparent: true,
|
||||
opacity: 0.6
|
||||
});
|
||||
const line = new THREE.Line(geometry, material);
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||||
this.scene.add(line);
|
||||
this.annotationObjects.push(line);
|
||||
}
|
||||
});
|
||||
},
|
||||
|
||||
findMeshByName(annotationName) {
|
||||
// 精确匹配
|
||||
if (this.partMeshMap[annotationName]) {
|
||||
return this.partMeshMap[annotationName];
|
||||
}
|
||||
|
||||
// 模糊匹配
|
||||
for (let meshName in this.partMeshMap) {
|
||||
if (meshName.includes(annotationName) || annotationName.includes(meshName)) {
|
||||
return this.partMeshMap[meshName];
|
||||
}
|
||||
}
|
||||
|
||||
// 尝试匹配关键词
|
||||
const keywords = annotationName.split(/[,、\s]+/);
|
||||
for (let keyword of keywords) {
|
||||
if (keyword.length > 1) {
|
||||
for (let meshName in this.partMeshMap) {
|
||||
if (meshName.includes(keyword)) {
|
||||
return this.partMeshMap[meshName];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
},
|
||||
|
||||
onAnnotationClick(annotation, index, mesh) {
|
||||
this.highlightPart(index, mesh);
|
||||
this.$emit('annotation-click', annotation, index);
|
||||
},
|
||||
|
||||
highlightPart(index, mesh) {
|
||||
// 重置之前的高亮
|
||||
this.annotationObjects.forEach((obj) => {
|
||||
if (obj.isLine) {
|
||||
obj.material.opacity = 0.6;
|
||||
obj.material.color.setHex(0x409eff);
|
||||
} else if (obj.element) {
|
||||
obj.element.style.background = 'rgba(64, 158, 255, 0.9)';
|
||||
obj.element.style.transform = 'scale(1)';
|
||||
}
|
||||
});
|
||||
|
||||
// 高亮选中的标注
|
||||
this.selectedPart = index;
|
||||
this.annotationObjects.forEach((obj, i) => {
|
||||
const objIndex = Math.floor(i / 2);
|
||||
if (objIndex === index) {
|
||||
if (obj.isLine) {
|
||||
obj.material.opacity = 1;
|
||||
obj.material.color.setHex(0xff6b00);
|
||||
} else if (obj.element) {
|
||||
obj.element.style.background = 'rgba(255, 107, 0, 0.95)';
|
||||
obj.element.style.transform = 'scale(1.1)';
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 高亮3D部件
|
||||
if (mesh) {
|
||||
this.highlightMesh(mesh);
|
||||
}
|
||||
},
|
||||
|
||||
highlightMesh(mesh) {
|
||||
// 创建高亮效果
|
||||
if (!this.composer) {
|
||||
this.composer = new EffectComposer(this.renderer);
|
||||
const renderPass = new RenderPass(this.scene, this.camera);
|
||||
this.composer.addPass(renderPass);
|
||||
|
||||
this.outlinePass = new OutlinePass(
|
||||
new THREE.Vector2(this.sceneDomElement.clientWidth, this.sceneDomElement.clientHeight),
|
||||
this.scene,
|
||||
this.camera
|
||||
);
|
||||
this.outlinePass.edgeStrength = 5.0;
|
||||
this.outlinePass.edgeGlow = 0.5;
|
||||
this.outlinePass.edgeThickness = 2.0;
|
||||
this.outlinePass.pulsePeriod = 2;
|
||||
this.outlinePass.visibleEdgeColor.set(0xff6b00);
|
||||
this.composer.addPass(this.outlinePass);
|
||||
}
|
||||
|
||||
this.outlinePass.selectedObjects = [mesh.parent || mesh];
|
||||
},
|
||||
|
||||
onMouseClick(event) {
|
||||
if (!this.debugMode || !this.sceneDomElement) return;
|
||||
|
||||
const rect = this.sceneDomElement.getBoundingClientRect();
|
||||
this.mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
|
||||
this.mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
|
||||
|
||||
this.raycaster.setFromCamera(this.mouse, this.camera);
|
||||
const intersects = this.raycaster.intersectObjects(this.model.children, true);
|
||||
|
||||
if (intersects.length > 0) {
|
||||
const mesh = intersects[0].object;
|
||||
const point = intersects[0].point;
|
||||
|
||||
this.selectedMeshInfo = {
|
||||
name: mesh.name,
|
||||
position: {
|
||||
x: parseFloat(point.x.toFixed(3)),
|
||||
y: parseFloat(point.y.toFixed(3)),
|
||||
z: parseFloat(point.z.toFixed(3))
|
||||
}
|
||||
};
|
||||
|
||||
console.log('点击的部件:', this.selectedMeshInfo);
|
||||
}
|
||||
},
|
||||
|
||||
copyPosition() {
|
||||
if (this.selectedMeshInfo) {
|
||||
const text = JSON.stringify(this.selectedMeshInfo.position, null, 2);
|
||||
navigator.clipboard.writeText(text).then(() => {
|
||||
this.$message.success('坐标已复制到剪贴板');
|
||||
});
|
||||
}
|
||||
},
|
||||
|
||||
animate() {
|
||||
this.frameId = requestAnimationFrame(this.animate);
|
||||
|
||||
if (this.controls) {
|
||||
this.controls.update();
|
||||
}
|
||||
|
||||
if (this.renderer && this.scene && this.camera) {
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
}
|
||||
|
||||
if (this.composer) {
|
||||
this.composer.render(this.scene, this.camera);
|
||||
}
|
||||
|
||||
if (this.labelRenderer && this.scene && this.camera) {
|
||||
this.labelRenderer.render(this.scene, this.camera);
|
||||
}
|
||||
},
|
||||
|
||||
onWindowResize() {
|
||||
if (this.camera && this.renderer && this.sceneDomElement) {
|
||||
const width = this.sceneDomElement.clientWidth;
|
||||
const height = this.sceneDomElement.clientHeight;
|
||||
|
||||
this.camera.aspect = width / height;
|
||||
this.camera.updateProjectionMatrix();
|
||||
|
||||
this.renderer.setSize(width, height);
|
||||
this.labelRenderer.setSize(width, height);
|
||||
|
||||
if (this.composer) {
|
||||
this.composer.setSize(width, height);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
</script>
|
||||
|
||||
<style scoped>
|
||||
.three-viewer {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
position: relative;
|
||||
}
|
||||
|
||||
.canvas-container {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
.annotations-container {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 0;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.debug-panel {
|
||||
position: absolute;
|
||||
top: 10px;
|
||||
right: 10px;
|
||||
background: rgba(255, 255, 255, 0.95);
|
||||
padding: 15px;
|
||||
border-radius: 8px;
|
||||
max-width: 300px;
|
||||
max-height: 80%;
|
||||
overflow-y: auto;
|
||||
box-shadow: 0 2px 8px rgba(0,0,0,0.2);
|
||||
pointer-events: auto;
|
||||
}
|
||||
|
||||
.debug-panel h3 {
|
||||
margin: 0 0 10px 0;
|
||||
font-size: 16px;
|
||||
color: #303133;
|
||||
}
|
||||
|
||||
.debug-panel h4 {
|
||||
margin: 10px 0 5px 0;
|
||||
font-size: 14px;
|
||||
color: #606266;
|
||||
}
|
||||
|
||||
.debug-info {
|
||||
margin-bottom: 15px;
|
||||
padding-bottom: 15px;
|
||||
border-bottom: 1px solid #dcdfe6;
|
||||
}
|
||||
|
||||
.debug-info p {
|
||||
margin: 5px 0;
|
||||
font-size: 13px;
|
||||
color: #606266;
|
||||
}
|
||||
|
||||
.debug-info pre {
|
||||
background: #f5f7fa;
|
||||
padding: 8px;
|
||||
border-radius: 4px;
|
||||
font-size: 12px;
|
||||
margin: 5px 0;
|
||||
}
|
||||
|
||||
.debug-info button {
|
||||
margin-top: 8px;
|
||||
padding: 5px 12px;
|
||||
background: #409eff;
|
||||
color: white;
|
||||
border: none;
|
||||
border-radius: 4px;
|
||||
cursor: pointer;
|
||||
font-size: 12px;
|
||||
}
|
||||
|
||||
.debug-info button:hover {
|
||||
background: #66b1ff;
|
||||
}
|
||||
|
||||
.mesh-list ul {
|
||||
margin: 0;
|
||||
padding-left: 20px;
|
||||
max-height: 300px;
|
||||
overflow-y: auto;
|
||||
}
|
||||
|
||||
.mesh-list li {
|
||||
font-size: 12px;
|
||||
color: #606266;
|
||||
margin: 3px 0;
|
||||
word-break: break-all;
|
||||
}
|
||||
</style>
|
||||
@@ -29,20 +29,23 @@
|
||||
|
||||
<script>
|
||||
import * as THREE from 'three';
|
||||
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
|
||||
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
|
||||
import { CSS2DRenderer, CSS2DObject } from 'three/examples/jsm/renderers/CSS2DRenderer';
|
||||
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'; // 导入 GLTFLoader 用于加载 GLTF 模型
|
||||
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'; // 导入 OrbitControls 用于控制相机
|
||||
// 高亮
|
||||
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
|
||||
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
|
||||
import { OutlinePass } from "three/examples/jsm/postprocessing/OutlinePass.js";
|
||||
import { RoomEnvironment } from 'three/examples/jsm/environments/RoomEnvironment.js';
|
||||
import { UnrealBloomPass } from "three/examples/jsm/postprocessing/UnrealBloomPass.js";
|
||||
import TextureName from '../../public/models/textureName.json'
|
||||
import { RoomEnvironment } from 'three/examples/jsm/environments/RoomEnvironment.js'
|
||||
import { CSS2DRenderer, CSS2DObject } from 'three/examples/jsm/renderers/CSS2DRenderer'
|
||||
|
||||
export default {
|
||||
name: 'ThreeViewerDebug',
|
||||
props: {
|
||||
modelPath: {
|
||||
type: String,
|
||||
required: true
|
||||
type: [String, Number],
|
||||
default: '',
|
||||
},
|
||||
annotations: {
|
||||
type: Array,
|
||||
@@ -53,18 +56,55 @@ export default {
|
||||
default: false
|
||||
}
|
||||
},
|
||||
computed: {
|
||||
textureObj() {
|
||||
return this.$store && this.$store.state.textureObj || {}
|
||||
},
|
||||
},
|
||||
watch: {
|
||||
modelPath: {
|
||||
handler(v) {
|
||||
if(v) {
|
||||
if (this.scene) {
|
||||
this.scene.clear();
|
||||
this.scene = null;
|
||||
}
|
||||
// 2. 销毁渲染器
|
||||
if (this.renderer) {
|
||||
this.renderer.dispose();
|
||||
this.renderer.forceContextLoss();
|
||||
this.renderer = null;
|
||||
}
|
||||
// 3. 销毁相机
|
||||
this.camera = null;
|
||||
// 4. 清空画布DOM容器的内容
|
||||
if(this.sceneDomElement){
|
||||
this.sceneDomElement.innerHTML = '';
|
||||
}
|
||||
this.cleanup();
|
||||
setTimeout(() => {
|
||||
this.init()
|
||||
}, 300)
|
||||
}
|
||||
},
|
||||
immediate: true
|
||||
},
|
||||
},
|
||||
data() {
|
||||
return {
|
||||
scene: null,
|
||||
camera: null,
|
||||
renderer: null,
|
||||
labelRenderer: null,
|
||||
controls: null,
|
||||
model: null,
|
||||
scene: null, // Three.js场景
|
||||
camera: null, // 相机
|
||||
renderer: null, // 渲染器
|
||||
controls: null, // 轨道控制器
|
||||
model: null, // 加载的3D模型
|
||||
frameId: null, // 动画帧ID
|
||||
sceneDomElement: null, // 容器DOM元素
|
||||
parent: null, // 容器
|
||||
maxDim: null,
|
||||
highlightColor: null, //高亮颜色
|
||||
composer: null,
|
||||
outlinePass: null,
|
||||
frameId: null,
|
||||
sceneDomElement: null,
|
||||
pmremGenerator: null,
|
||||
labelRenderer: null,
|
||||
annotationObjects: [],
|
||||
selectedPart: null,
|
||||
partMeshMap: {},
|
||||
@@ -74,32 +114,40 @@ export default {
|
||||
mouse: new THREE.Vector2()
|
||||
};
|
||||
},
|
||||
watch: {
|
||||
modelPath: {
|
||||
handler(v) {
|
||||
if (v) {
|
||||
this.cleanup();
|
||||
setTimeout(() => {
|
||||
this.init();
|
||||
}, 300);
|
||||
}
|
||||
},
|
||||
immediate: true
|
||||
}
|
||||
},
|
||||
mounted() {
|
||||
mounted () {
|
||||
// this.onWindowResize(); // 初始化后立即调用一次
|
||||
// 添加窗口大小变化监听
|
||||
// window.addEventListener('resize', this.onWindowResize);
|
||||
this.resizeObserver = new ResizeObserver(this.onWindowResize);
|
||||
this.resizeObserver.observe(this.$refs.container);
|
||||
|
||||
// 添加点击事件
|
||||
window.addEventListener('click', this.onMouseClick, false);
|
||||
this.highlightColor = new THREE.Color(0xff0000); // 高亮颜色为红色
|
||||
},
|
||||
beforeDestroy() {
|
||||
this.cleanup();
|
||||
window.removeEventListener('click', this.onMouseClick, false);
|
||||
window.removeEventListener('resize', this.onWindowResize);
|
||||
|
||||
// 断开ResizeObserver
|
||||
if (this.resizeObserver) {
|
||||
this.resizeObserver.disconnect();
|
||||
}
|
||||
if (this.labelRenderer) {
|
||||
this.labelRenderer.domElement.remove()
|
||||
}
|
||||
},
|
||||
destroyed() {
|
||||
cancelAnimationFrame(this.frameId);
|
||||
if (this.sceneDomElement && this.renderer) {
|
||||
this.sceneDomElement.removeChild(this.renderer.domElement);
|
||||
}
|
||||
if (this.renderer) {
|
||||
this.renderer.dispose();
|
||||
}
|
||||
if (this.scene) {
|
||||
this.scene.clear();
|
||||
}
|
||||
},
|
||||
methods: {
|
||||
cleanup() {
|
||||
@@ -122,78 +170,152 @@ export default {
|
||||
this.sceneDomElement.innerHTML = '';
|
||||
}
|
||||
},
|
||||
|
||||
init() {
|
||||
if (this.sceneDomElement && this.renderer) {
|
||||
this.sceneDomElement.removeChild(this.renderer.domElement);
|
||||
}
|
||||
// 获取容器元素
|
||||
this.sceneDomElement = this.$refs.container;
|
||||
|
||||
// 创建场景
|
||||
// 1. 创建一个新的场景
|
||||
this.scene = new THREE.Scene();
|
||||
this.scene.background = new THREE.Color(0xf0f0f0);
|
||||
|
||||
// 创建相机
|
||||
// 2. 创建相机
|
||||
const width = this.sceneDomElement.clientWidth;
|
||||
const height = this.sceneDomElement.clientHeight;
|
||||
this.camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 1000);
|
||||
this.camera.position.set(5, 5, 5);
|
||||
this.camera = new THREE.PerspectiveCamera(55, width / height, 0.1, 1000);
|
||||
|
||||
// WebGL渲染器
|
||||
this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
|
||||
// 3. 创建渲染器
|
||||
this.renderer = new THREE.WebGLRenderer({
|
||||
antialias: true,
|
||||
alpha: true,
|
||||
});
|
||||
this.renderer.shadowMap.enabled = true
|
||||
|
||||
// CSS2D渲染器(用于标注)
|
||||
this.labelRenderer = new CSS2DRenderer()
|
||||
this.labelRenderer.setSize(width, height)
|
||||
this.labelRenderer.domElement.style.position = 'absolute'
|
||||
this.labelRenderer.domElement.style.top = '0'
|
||||
this.labelRenderer.domElement.style.pointerEvents = 'none'
|
||||
this.$refs.annotationsContainer.appendChild(this.labelRenderer.domElement)
|
||||
|
||||
// 设置画布分辨率 提高画质
|
||||
this.renderer.setPixelRatio(window.devicePixelRatio);
|
||||
// 渲染器开启阴影效果
|
||||
this.renderer.shadowMap.enabled = true
|
||||
|
||||
this.renderer.setSize(width, height);
|
||||
this.renderer.shadowMap.enabled = true;
|
||||
this.renderer.outputEncoding = THREE.sRGBEncoding;
|
||||
// this.renderer.setClearColor(0xcccccc);
|
||||
this.renderer.outputEncoding = THREE.sRGBEncoding; // 设置颜色编码
|
||||
this.sceneDomElement.appendChild(this.renderer.domElement);
|
||||
|
||||
// CSS2D渲染器
|
||||
this.labelRenderer = new CSS2DRenderer();
|
||||
this.labelRenderer.setSize(width, height);
|
||||
this.labelRenderer.domElement.style.position = 'absolute';
|
||||
this.labelRenderer.domElement.style.top = '0';
|
||||
this.labelRenderer.domElement.style.pointerEvents = 'none';
|
||||
this.$refs.annotationsContainer.appendChild(this.labelRenderer.domElement);
|
||||
//4. 添加光源
|
||||
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6); // 创建环境光
|
||||
this.scene.add(ambientLight); // 将环境光添加到场景中
|
||||
|
||||
// 光照
|
||||
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
|
||||
this.scene.add(ambientLight);
|
||||
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8); // 平行光
|
||||
directionalLight.position.set(5, 10, 7);
|
||||
directionalLight.castShadow = true // 让平行光产生阴影
|
||||
|
||||
// 配置阴影属性 - 提高质量减少锯齿
|
||||
directionalLight.shadow.mapSize.width = 4096
|
||||
directionalLight.shadow.mapSize.height = 4096
|
||||
directionalLight.shadow.camera.near = 0.5
|
||||
directionalLight.shadow.camera.far = 50
|
||||
directionalLight.shadow.camera.left = -10
|
||||
directionalLight.shadow.camera.right = 10
|
||||
directionalLight.shadow.camera.top = 10
|
||||
directionalLight.shadow.camera.bottom = -10
|
||||
directionalLight.shadow.bias = -0.0001 // 减少阴影失真
|
||||
directionalLight.shadow.normalBias = 0.02 // 减少阴影痤疮
|
||||
|
||||
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
|
||||
directionalLight.position.set(5, 10, 5);
|
||||
directionalLight.castShadow = true;
|
||||
this.scene.add(directionalLight);
|
||||
|
||||
// 环境光
|
||||
const pmremGenerator = new THREE.PMREMGenerator(this.renderer);
|
||||
const env = pmremGenerator.fromScene(new RoomEnvironment(this.renderer), 0.04).texture;
|
||||
this.scene.environment = env;
|
||||
this.pmremGenerator = new THREE.PMREMGenerator(this.renderer)
|
||||
this.pmremGenerator.compileEquirectangularShader()
|
||||
const env = this.pmremGenerator.fromScene(new RoomEnvironment(this.renderer), 0.04).texture
|
||||
this.scene.environment = env
|
||||
|
||||
// 控制器
|
||||
// 添加地面
|
||||
this.createGround()
|
||||
|
||||
// 5. 添加轨道控制器
|
||||
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
|
||||
this.controls.enableDamping = true;
|
||||
this.controls.dampingFactor = 0.05;
|
||||
this.controls.enableDamping = true; // 启用阻尼效果
|
||||
this.controls.dampingFactor = 0.25; // 阻尼系数
|
||||
|
||||
// 加载模型
|
||||
// 6. 加载3D模型
|
||||
this.loadModel();
|
||||
|
||||
// 开始动画
|
||||
// 7. 开始动画循环
|
||||
this.animate();
|
||||
|
||||
},
|
||||
|
||||
loadModel() {
|
||||
const loader = new GLTFLoader();
|
||||
|
||||
const textureLoader = new THREE.TextureLoader();
|
||||
loader.load(
|
||||
this.modelPath,
|
||||
// 'https://skeps-bucket.oss-cn-shenzhen.aliyuncs.com/2026%2FFile%2F4d3a9525-c415-4ab2-b916-d87b4b86ebcbSK010020001001BLQ_%E4%BA%A4%E6%B5%81%E9%81%BF%E9%9B%B7%E5%99%A8%2C%E5%B8%A6%E6%94%AF%E6%92%91%E4%BB%B6%E5%9B%BA%E5%AE%9A%E9%97%B4%E9%9A%99.glb',
|
||||
(gltf) => {
|
||||
// 移除旧模型
|
||||
if (this.model) {
|
||||
this.scene.remove(this.model);
|
||||
}
|
||||
this.model = gltf.scene;
|
||||
|
||||
this.scene.add(this.model);
|
||||
|
||||
// 收集所有mesh信息
|
||||
this.partMeshMap = {};
|
||||
this.meshList = [];
|
||||
|
||||
// 遍历模型所有子元素
|
||||
this.model.traverse((child) => {
|
||||
if (child.isMesh) {
|
||||
child.castShadow = true;
|
||||
child.receiveShadow = true;
|
||||
// console.log(7777)
|
||||
child.material.emissiveMap = child.material.map;
|
||||
child.castShadow = true; // 让模型产生阴影
|
||||
child.receiveShadow = true; // 让模型接受阴影
|
||||
|
||||
// child.material.emissive = child.material.color;
|
||||
let name = child.material.name.split('.')[0]
|
||||
let path = TextureName[name]
|
||||
|
||||
if(path) {
|
||||
if(this.textureObj[name]) {
|
||||
child.material = this.textureObj[name]
|
||||
child.material.needsUpdate = true;
|
||||
} else {
|
||||
let texture = textureLoader.load(`/models/texture/${encodeURIComponent(path)}.jpg`)
|
||||
texture.wrapS = THREE.RepeatWrapping;
|
||||
texture.wrapT = THREE.RepeatWrapping;
|
||||
texture.repeat.set( 1, 1 );
|
||||
let material = null
|
||||
if(name.includes('金属')) {
|
||||
material = new THREE.MeshStandardMaterial({
|
||||
map: texture,
|
||||
// color: 0x049EF4,
|
||||
// emissive: 0x000000,
|
||||
metalness: 0.55, // 金属感
|
||||
roughness: 0.05 // 粗糙度,0为镜面反射
|
||||
})
|
||||
} else {
|
||||
material = new THREE.MeshPhongMaterial( {
|
||||
// ...child.material,
|
||||
map: texture,
|
||||
emissiveMap: child.material.map,
|
||||
shininess: 0,
|
||||
} );
|
||||
}
|
||||
child.material = material
|
||||
child.material.needsUpdate = true;
|
||||
this.textureObj[name] = material
|
||||
// this.$store.commit('set_textureObj', this.textureObj)
|
||||
}
|
||||
}
|
||||
|
||||
// 存储mesh引用
|
||||
const meshInfo = {
|
||||
@@ -210,88 +332,160 @@ export default {
|
||||
}
|
||||
});
|
||||
|
||||
console.log('模型部件列表:', this.meshList.map(m => m.name || '未命名'));
|
||||
console.log('部件映射表:', Object.keys(this.partMeshMap));
|
||||
|
||||
// 计算模型边界并居中
|
||||
// 计算模型包围盒并居中
|
||||
const box = new THREE.Box3().setFromObject(this.model);
|
||||
const center = box.getCenter(new THREE.Vector3());
|
||||
const size = box.getSize(new THREE.Vector3());
|
||||
|
||||
this.model.position.sub(center);
|
||||
|
||||
// 调整相机
|
||||
// 根据模型大小调整相机
|
||||
const maxDim = Math.max(size.x, size.y, size.z);
|
||||
const fov = this.camera.fov * (Math.PI / 180);
|
||||
let cameraZ = Math.abs(maxDim / 2 / Math.tan(fov / 2));
|
||||
cameraZ *= 2.5;
|
||||
this.maxDim = maxDim
|
||||
this.camera.position.z = this.maxDim * 1;
|
||||
this.camera.near = maxDim / 100;
|
||||
this.camera.far = maxDim * 100;
|
||||
this.camera.updateProjectionMatrix();
|
||||
|
||||
this.camera.position.set(cameraZ, cameraZ, cameraZ);
|
||||
this.camera.lookAt(0, 0, 0);
|
||||
this.controls.target.set(0, 0, 0);
|
||||
// 创建一个父对象用于旋转
|
||||
// this.parent = new THREE.Object3D(); // 创建一个新的 Object3D 作为父对象
|
||||
// this.parent.add(this.model); // 将模型添加到父对象
|
||||
|
||||
this.scene.add(this.model);
|
||||
this.scene.add(this.model); // 将父对象添加到场景
|
||||
|
||||
// 创建标注
|
||||
this.createAnnotations();
|
||||
// 让控制器聚焦到模型中心 聚焦中心
|
||||
this.controls.target.copy(center);
|
||||
|
||||
this.$emit('model-loaded', {
|
||||
meshList: this.meshList,
|
||||
partMeshMap: Object.keys(this.partMeshMap)
|
||||
});
|
||||
this.controls.enableRotate = true;
|
||||
// this.controls.minPolarAngle = Math.PI / 2; // 限制向下旋转的角度
|
||||
// this.controls.maxPolarAngle = Math.PI / 2; // 限制向上旋转的角度
|
||||
|
||||
this.controls.update();
|
||||
|
||||
// 调整地面位置到模型底部
|
||||
if (this.ground) {
|
||||
this.ground.position.y = box.min.y - 0.01
|
||||
}
|
||||
|
||||
this.createAnnotations()
|
||||
this.$emit('model-loaded')
|
||||
},
|
||||
(progress) => {
|
||||
const percent = (progress.loaded / progress.total) * 100;
|
||||
this.$emit('loading-progress', percent);
|
||||
const percent = (progress.loaded / progress.total) * 100
|
||||
this.$emit('loading-progress', percent)
|
||||
},
|
||||
(error) => {
|
||||
console.error('模型加载失败:', error);
|
||||
this.$emit('model-error', error);
|
||||
this.$emit('model-error', error)
|
||||
}
|
||||
);
|
||||
},
|
||||
|
||||
animate() {
|
||||
this.frameId = requestAnimationFrame(this.animate);
|
||||
if(this.parent && this.isPlay) {
|
||||
this.parent.rotation.y += 0.001; // 沿 Y 轴旋转父对象
|
||||
}
|
||||
// 更新控制器
|
||||
if (this.controls) {
|
||||
this.controls.update();
|
||||
}
|
||||
|
||||
// 渲染场景
|
||||
if (this.renderer && this.scene && this.camera) {
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
}
|
||||
|
||||
if (this.composer) {
|
||||
this.composer.render(this.scene, this.camera);
|
||||
}
|
||||
|
||||
if(this.labelRenderer && this.scene && this.camera) {
|
||||
this.labelRenderer.render(this.scene, this.camera)
|
||||
}
|
||||
},
|
||||
|
||||
// 响应式调整大小
|
||||
onWindowResize() {
|
||||
if (this.camera && this.renderer) {
|
||||
const width = this.sceneDomElement.clientWidth;
|
||||
const height = this.sceneDomElement.clientHeight;
|
||||
this.camera.aspect = width / height;
|
||||
this.camera.updateProjectionMatrix();
|
||||
this.renderer.setSize(width, height);
|
||||
}
|
||||
},
|
||||
outlineObj(selectedObjects) {
|
||||
let outlinePass;
|
||||
let renderPass;
|
||||
let unrealBloomPass;
|
||||
|
||||
// 创建一个EffectComposer(效果组合器)对象,然后在该对象上添加后期处理通道。
|
||||
// 用于模型边缘高亮
|
||||
this.composer = new EffectComposer(this.renderer);
|
||||
this.composer.renderTarget1.texture.outputColorSpace = THREE.sRGBEncoding;
|
||||
this.composer.renderTarget2.texture.outputColorSpace = THREE.sRGBEncoding;
|
||||
this.composer.renderTarget1.texture.encoding = THREE.sRGBEncoding;
|
||||
this.composer.renderTarget2.texture.encoding = THREE.sRGBEncoding;
|
||||
|
||||
// 新建一个场景通道 为了覆盖到原来的场景上
|
||||
renderPass = new RenderPass(this.scene, this.camera);
|
||||
this.composer.addPass(renderPass);
|
||||
// 物体边缘发光通道
|
||||
outlinePass = new OutlinePass(
|
||||
new THREE.Vector2(this.sceneDomElement.clientWidth, this.sceneDomElement.clientHeight),
|
||||
this.scene,
|
||||
this.camera,
|
||||
selectedObjects
|
||||
);
|
||||
outlinePass.selectedObjects = selectedObjects;
|
||||
outlinePass.edgeStrength = 10.0; // 边框的亮度
|
||||
outlinePass.edgeGlow = 0.5; // 光晕[0,1]
|
||||
outlinePass.usePatternTexture = false; // 是否使用父级的材质
|
||||
outlinePass.edgeThickness = 1.0; // 边框宽度
|
||||
outlinePass.downSampleRatio = 1; // 边框弯曲度
|
||||
outlinePass.pulsePeriod = 5; // 呼吸闪烁的速度
|
||||
outlinePass.visibleEdgeColor.set(parseInt(0x00ff00)); // 呼吸显示的颜色
|
||||
outlinePass.hiddenEdgeColor = new THREE.Color(0, 0, 0); // 呼吸消失的颜色
|
||||
outlinePass.clear = true;
|
||||
this.composer.addPass(outlinePass);
|
||||
// 自定义的着色器通道 作为参数
|
||||
// effectFXAA = new ShaderPass(FXAAShader);
|
||||
// effectFXAA.uniforms.resolution.value.set(
|
||||
// 1 / window.innerWidth,
|
||||
// 1 / window.innerHeight
|
||||
// );
|
||||
// effectFXAA.renderToScreen = true;
|
||||
// composer.addPass(effectFXAA);
|
||||
// // 抗锯齿
|
||||
// smaaPass = new SMAAPass();
|
||||
// composer.addPass(smaaPass);
|
||||
// // 发光效果
|
||||
unrealBloomPass = new UnrealBloomPass();
|
||||
unrealBloomPass.strength = 0.1;
|
||||
unrealBloomPass.radius = 0;
|
||||
unrealBloomPass.threshold = 1;
|
||||
this.composer.addPass(unrealBloomPass);
|
||||
|
||||
// this.scene.background = new THREE.Color(0x1b1824);
|
||||
},
|
||||
// 创建标签
|
||||
createAnnotations() {
|
||||
// 清除旧标注
|
||||
this.annotationObjects.forEach(obj => {
|
||||
this.scene.remove(obj);
|
||||
});
|
||||
this.annotationObjects = [];
|
||||
this.scene.remove(obj)
|
||||
})
|
||||
this.annotationObjects = []
|
||||
|
||||
// 创建标注点的预设位置(圆形分布)
|
||||
const radius = 2
|
||||
const angleStep = (Math.PI * 2) / this.annotations.length
|
||||
|
||||
this.annotations.forEach((annotation, index) => {
|
||||
// 尝试通过名称匹配找到对应的mesh
|
||||
const mesh = this.findMeshByName(annotation.name);
|
||||
|
||||
let position = new THREE.Vector3();
|
||||
|
||||
if (mesh) {
|
||||
// 如果找到对应mesh,使用其位置
|
||||
mesh.getWorldPosition(position);
|
||||
|
||||
// 获取mesh的包围盒,标注放在上方
|
||||
const box = new THREE.Box3().setFromObject(mesh);
|
||||
const size = box.getSize(new THREE.Vector3());
|
||||
position.y += size.y / 2 + 0.3;
|
||||
|
||||
console.log(`找到匹配: ${annotation.name} -> ${mesh.name}`, position);
|
||||
} else {
|
||||
// 如果没找到,使用圆形分布
|
||||
const radius = 2;
|
||||
const angleStep = (Math.PI * 2) / this.annotations.length;
|
||||
const angle = angleStep * index;
|
||||
position.set(
|
||||
Math.cos(angle) * radius,
|
||||
1 + Math.sin(index) * 0.5,
|
||||
Math.sin(angle) * radius
|
||||
);
|
||||
|
||||
console.warn(`未找到匹配: ${annotation.name},使用默认位置`);
|
||||
}
|
||||
|
||||
let position = annotation.position && annotation.position[0] ? annotation.position[0] : { x: 0, y: 0, z: 0 }
|
||||
let position2 = { x: position.x + 0.1, y: position.y + 0.05, z: position.z }
|
||||
// 创建标注标签
|
||||
const labelDiv = document.createElement('div');
|
||||
labelDiv.className = 'annotation-label';
|
||||
labelDiv.textContent = `${index + 1} ${annotation.name}`;
|
||||
const labelDiv = document.createElement('div')
|
||||
labelDiv.className = 'annotation-label'
|
||||
labelDiv.textContent = `${index + 1} ${annotation.name}`
|
||||
labelDiv.style.cssText = `
|
||||
background: rgba(64, 158, 255, 0.9);
|
||||
color: white;
|
||||
@@ -301,126 +495,86 @@ export default {
|
||||
cursor: pointer;
|
||||
white-space: nowrap;
|
||||
pointer-events: auto;
|
||||
box-shadow: 0 2px 4px rgba(0,0,0,0.2);
|
||||
`;
|
||||
|
||||
`
|
||||
labelDiv.addEventListener('click', () => {
|
||||
this.onAnnotationClick(annotation, index, mesh);
|
||||
});
|
||||
this.onAnnotationClick(annotation, index)
|
||||
})
|
||||
|
||||
const label = new CSS2DObject(labelDiv);
|
||||
label.position.copy(position);
|
||||
label.userData = { annotation, index, mesh };
|
||||
const label = new CSS2DObject(labelDiv)
|
||||
label.position.set(position2.x, position2.y, position2.z)
|
||||
label.userData = { annotation, index }
|
||||
|
||||
this.scene.add(label);
|
||||
this.annotationObjects.push(label);
|
||||
this.scene.add(label)
|
||||
this.annotationObjects.push(label)
|
||||
|
||||
// 创建连接线
|
||||
if (mesh) {
|
||||
const meshPos = new THREE.Vector3();
|
||||
mesh.getWorldPosition(meshPos);
|
||||
|
||||
const points = [meshPos, position];
|
||||
const geometry = new THREE.BufferGeometry().setFromPoints(points);
|
||||
const points = [
|
||||
new THREE.Vector3(position.x, position.y, position.z),
|
||||
new THREE.Vector3(position2.x, position2.y, position2.z)
|
||||
]
|
||||
const geometry = new THREE.BufferGeometry().setFromPoints(points)
|
||||
const material = new THREE.LineBasicMaterial({
|
||||
color: 0x409eff,
|
||||
transparent: true,
|
||||
opacity: 0.6
|
||||
});
|
||||
const line = new THREE.Line(geometry, material);
|
||||
this.scene.add(line);
|
||||
this.annotationObjects.push(line);
|
||||
}
|
||||
});
|
||||
opacity: 0.5
|
||||
})
|
||||
const line = new THREE.Line(geometry, material)
|
||||
this.scene.add(line)
|
||||
this.annotationObjects.push(line)
|
||||
})
|
||||
},
|
||||
onAnnotationClick(annotation, index) {
|
||||
this.highlightPart(index)
|
||||
this.$emit('annotation-click', annotation, index)
|
||||
},
|
||||
|
||||
findMeshByName(annotationName) {
|
||||
// 精确匹配
|
||||
if (this.partMeshMap[annotationName]) {
|
||||
return this.partMeshMap[annotationName];
|
||||
}
|
||||
// 创建地面
|
||||
createGround() {
|
||||
// 创建圆形地面几何体,避免菱形格子
|
||||
const groundGeometry = new THREE.CircleGeometry(25, 64)
|
||||
|
||||
// 模糊匹配
|
||||
for (let meshName in this.partMeshMap) {
|
||||
if (meshName.includes(annotationName) || annotationName.includes(meshName)) {
|
||||
return this.partMeshMap[meshName];
|
||||
}
|
||||
}
|
||||
// 创建地面材质 - 使用 ShadowMaterial 只显示阴影
|
||||
const groundMaterial = new THREE.ShadowMaterial({
|
||||
opacity: 0.25,
|
||||
color: 0x000000
|
||||
})
|
||||
|
||||
// 尝试匹配关键词
|
||||
const keywords = annotationName.split(/[,、\s]+/);
|
||||
for (let keyword of keywords) {
|
||||
if (keyword.length > 1) {
|
||||
for (let meshName in this.partMeshMap) {
|
||||
if (meshName.includes(keyword)) {
|
||||
return this.partMeshMap[meshName];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// 创建地面网格
|
||||
this.ground = new THREE.Mesh(groundGeometry, groundMaterial)
|
||||
this.ground.rotation.x = -Math.PI / 2 // 旋转地面使其水平
|
||||
this.ground.position.y = 0
|
||||
this.ground.receiveShadow = true // 地面接收阴影
|
||||
|
||||
return null;
|
||||
this.scene.add(this.ground)
|
||||
},
|
||||
|
||||
onAnnotationClick(annotation, index, mesh) {
|
||||
this.highlightPart(index, mesh);
|
||||
this.$emit('annotation-click', annotation, index);
|
||||
},
|
||||
|
||||
highlightPart(index, mesh) {
|
||||
highlightPart(index) {
|
||||
// 重置之前的高亮
|
||||
this.annotationObjects.forEach((obj) => {
|
||||
if (obj.isLine) {
|
||||
obj.material.opacity = 0.6;
|
||||
obj.material.color.setHex(0x409eff);
|
||||
} else if (obj.element) {
|
||||
obj.element.style.background = 'rgba(64, 158, 255, 0.9)';
|
||||
obj.element.style.transform = 'scale(1)';
|
||||
}
|
||||
});
|
||||
|
||||
// 高亮选中的标注
|
||||
this.selectedPart = index;
|
||||
if (this.selectedPart !== null) {
|
||||
this.annotationObjects.forEach((obj, i) => {
|
||||
const objIndex = Math.floor(i / 2);
|
||||
if (obj.isLine) {
|
||||
obj.material.opacity = 0.5
|
||||
} else if (obj.element) {
|
||||
obj.element.style.background = 'rgba(64, 158, 255, 0.9)'
|
||||
obj.element.style.transform = 'scale(1)'
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
// 高亮选中的部件
|
||||
this.selectedPart = index
|
||||
this.annotationObjects.forEach((obj, i) => {
|
||||
const objIndex = Math.floor(i / 2)
|
||||
if (objIndex === index) {
|
||||
if (obj.isLine) {
|
||||
obj.material.opacity = 1;
|
||||
obj.material.color.setHex(0xff6b00);
|
||||
obj.material.opacity = 1
|
||||
obj.material.color.setHex(0xff6b00)
|
||||
} else if (obj.element) {
|
||||
obj.element.style.background = 'rgba(255, 107, 0, 0.95)';
|
||||
obj.element.style.transform = 'scale(1.1)';
|
||||
obj.element.style.background = 'rgba(255, 107, 0, 0.95)'
|
||||
obj.element.style.transform = 'scale(1.1)'
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 高亮3D部件
|
||||
if (mesh) {
|
||||
this.highlightMesh(mesh);
|
||||
}
|
||||
},
|
||||
|
||||
highlightMesh(mesh) {
|
||||
// 创建高亮效果
|
||||
if (!this.composer) {
|
||||
this.composer = new EffectComposer(this.renderer);
|
||||
const renderPass = new RenderPass(this.scene, this.camera);
|
||||
this.composer.addPass(renderPass);
|
||||
|
||||
this.outlinePass = new OutlinePass(
|
||||
new THREE.Vector2(this.sceneDomElement.clientWidth, this.sceneDomElement.clientHeight),
|
||||
this.scene,
|
||||
this.camera
|
||||
);
|
||||
this.outlinePass.edgeStrength = 5.0;
|
||||
this.outlinePass.edgeGlow = 0.5;
|
||||
this.outlinePass.edgeThickness = 2.0;
|
||||
this.outlinePass.pulsePeriod = 2;
|
||||
this.outlinePass.visibleEdgeColor.set(0xff6b00);
|
||||
this.composer.addPass(this.outlinePass);
|
||||
}
|
||||
|
||||
this.outlinePass.selectedObjects = [mesh.parent || mesh];
|
||||
})
|
||||
},
|
||||
|
||||
onMouseClick(event) {
|
||||
@@ -458,43 +612,6 @@ export default {
|
||||
});
|
||||
}
|
||||
},
|
||||
|
||||
animate() {
|
||||
this.frameId = requestAnimationFrame(this.animate);
|
||||
|
||||
if (this.controls) {
|
||||
this.controls.update();
|
||||
}
|
||||
|
||||
if (this.renderer && this.scene && this.camera) {
|
||||
if (this.composer && this.outlinePass && this.outlinePass.selectedObjects.length > 0) {
|
||||
this.composer.render();
|
||||
} else {
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
}
|
||||
}
|
||||
|
||||
if (this.labelRenderer && this.scene && this.camera) {
|
||||
this.labelRenderer.render(this.scene, this.camera);
|
||||
}
|
||||
},
|
||||
|
||||
onWindowResize() {
|
||||
if (this.camera && this.renderer && this.sceneDomElement) {
|
||||
const width = this.sceneDomElement.clientWidth;
|
||||
const height = this.sceneDomElement.clientHeight;
|
||||
|
||||
this.camera.aspect = width / height;
|
||||
this.camera.updateProjectionMatrix();
|
||||
|
||||
this.renderer.setSize(width, height);
|
||||
this.labelRenderer.setSize(width, height);
|
||||
|
||||
if (this.composer) {
|
||||
this.composer.setSize(width, height);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
</script>
|
||||
|
||||
@@ -145,6 +145,13 @@
|
||||
"content": [
|
||||
"护套与芯棒之间以及伞裙与护套之间的界面应是永久性粘接",
|
||||
"粘接部分应牢固密实,没有气泡和缝隙,防止污秽物和水汽进入"
|
||||
],
|
||||
"position": [
|
||||
{
|
||||
"x": 0,
|
||||
"y": 0.245,
|
||||
"z": 0.015
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -152,12 +159,26 @@
|
||||
"content": [
|
||||
"采用锡青铜、黄铜、奥氏体不锈钢或其他耐锈蚀性材料制作,不采用有防腐蚀表层而本身不耐锈蚀的材料,与绝缘子成套供应",
|
||||
"销腿末端弯曲部分尺寸严格满足标准规定,末端分开到 180° 再扳回原位无裂纹"
|
||||
],
|
||||
"position": [
|
||||
{
|
||||
"x": 0.019,
|
||||
"y": -0.055,
|
||||
"z": 0.019
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "铭牌",
|
||||
"content": [
|
||||
"标记制造厂名或商标、制造日期、额定电压、额定机械负荷、结构高度和产品编号"
|
||||
],
|
||||
"position": [
|
||||
{
|
||||
"x": 0.019,
|
||||
"y": -0.055,
|
||||
"z": 0.019
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
|
||||
@@ -17,21 +17,21 @@
|
||||
<!-- PC端布局:左右分栏 -->
|
||||
<template v-if="!isMobile">
|
||||
<div class="viewer-section">
|
||||
<three-viewer
|
||||
<!-- <three-viewer
|
||||
v-if="modelPath"
|
||||
:model-path="modelPath"
|
||||
:annotations="modelData.componentCheck"
|
||||
@annotation-click="handleAnnotationClick"
|
||||
@model-loaded="handleModelLoaded"
|
||||
@model-error="handleModelError"
|
||||
/>
|
||||
<!-- <three-viewer-debug
|
||||
/> -->
|
||||
<three-viewer-debug
|
||||
:model-path="modelPath"
|
||||
:annotations="modelData.componentCheck"
|
||||
:debug-mode="true"
|
||||
:debug-mode="pageTyep == 'show' ? false : true"
|
||||
@annotation-click="handleAnnotationClick"
|
||||
@model-loaded="handleModelLoaded"
|
||||
/> -->
|
||||
/>
|
||||
<div v-if="loading" class="loading-overlay">
|
||||
<el-progress
|
||||
type="circle"
|
||||
@@ -125,13 +125,15 @@ export default {
|
||||
selectedComponentIndex: -1,
|
||||
selectedComponent: null,
|
||||
drawerVisible: false,
|
||||
isMobile: false
|
||||
isMobile: false,
|
||||
pageTyep: 'show'
|
||||
}
|
||||
},
|
||||
created() {
|
||||
this.checkDevice()
|
||||
this.loadModelData()
|
||||
window.addEventListener('resize', this.checkDevice)
|
||||
this.pageTyep = this.$route.query.pageTyep || 'show'
|
||||
},
|
||||
beforeDestroy() {
|
||||
window.removeEventListener('resize', this.checkDevice)
|
||||
|
||||
@@ -9,12 +9,12 @@
|
||||
:key="index"
|
||||
class="model-card"
|
||||
shadow="hover"
|
||||
@click.native="goToDetail(index)"
|
||||
>
|
||||
<div class="card-content">
|
||||
<i class="el-icon-box"></i>
|
||||
<h3>{{ item.modelName }}</h3>
|
||||
<p>点击查看详情</p>
|
||||
<p @click="goToDetail(index, 'show')">点击查看详情</p>
|
||||
<p @click="goToDetail(index, 'edit')">编辑</p>
|
||||
</div>
|
||||
</el-card>
|
||||
</div>
|
||||
@@ -32,8 +32,8 @@ export default {
|
||||
}
|
||||
},
|
||||
methods: {
|
||||
goToDetail(id) {
|
||||
this.$router.push({ name: 'ModelDetail', params: { id } })
|
||||
goToDetail(id, pageTyep) {
|
||||
this.$router.push({ name: 'ModelDetail', params: { id }, query: { pageTyep: pageTyep } })
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user