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README.md
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# Vue2 模型检测系统
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||||
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||||
一个基于 Vue2 + Three.js 的3D模型检测系统,支持PC端和移动端自适应。
|
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||||
## 功能特性
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- 📱 响应式设计,自动适配PC端和移动端
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- 🎨 Three.js 3D模型渲染
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||||
- 🏷️ 模型标注打点系统
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||||
- 📊 检测内容表格展示
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- 🎯 点击标注高亮显示
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- 📋 三类检查内容:总体外观、主要参数、关键元器件
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## 技术栈
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- Vue 2.6.14
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- Vue Router 3.5.3
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- Three.js 0.150.0
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- Element UI 2.15.13
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## 项目结构
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```
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vue-model-review/
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├── public/
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│ ├── index.html
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│ └── models/ # GLB模型文件目录
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│ ├── 交流避雷器,AC10kV,13kV, 硅橡胶,40kV, 带间隙。外间隙,带支撑件间隙,不兼做绝缘子.glb
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||||
│ ├── 交流棒形悬式复合绝缘子,FXBW-10/70.glb
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│ └── 10kV 三相隔离开关.glb
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├── src/
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│ ├── components/
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│ │ ├── ThreeViewer.vue # 3D模型查看器
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│ │ └── CheckTable.vue # 检测表格组件
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│ ├── views/
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│ │ ├── ModelList.vue # 模型列表页
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│ │ └── ModelDetail.vue # 模型详情页
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│ ├── router/
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│ │ └── index.js # 路由配置
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│ ├── data/
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│ │ └── data.json # 模型数据
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│ ├── App.vue
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│ └── main.js
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├── package.json
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├── vue.config.js
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└── README.md
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```
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## 安装依赖
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```bash
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npm install
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```
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## 开发运行
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```bash
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npm run serve
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```
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||||
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访问 http://localhost:8080
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## 生产构建
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```bash
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npm run build
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```
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## 使用说明
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### 1. 准备GLB模型文件
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将GLB模型文件放置在 `public/models/` 目录下,文件名需与 `data.json` 中的 `modelName` 字段对应。
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||||
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例如:`交流避雷器,AC10kV,13kV, 硅橡胶,40kV, 带间隙。外间隙,带支撑件间隙,不兼做绝缘子.glb`
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### 2. 配置模型数据
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编辑 `src/data/data.json`,添加或修改模型数据:
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```json
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||||
[
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{
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"modelName": "模型名称",
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"appearanceCheck": [...],
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"mainDataCheck": [...],
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"componentCheck": [...]
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}
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]
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```
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### 3. 页面布局
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#### PC端布局
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- 顶部:模型名称
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- 左侧:3D模型展示
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- 右侧:检测内容表格
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#### 移动端布局
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- 顶部:模型名称
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- 中间:3D模型展示
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- 底部:检测内容表格
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### 4. 交互功能
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- 点击3D模型上的标注点,会高亮对应部件
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- PC端:右侧表格自动展开对应检查项
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- 移动端:弹出抽屉显示检查要求
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## 注意事项
|
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|
||||
1. GLB模型文件需要放在 `public/models/` 目录下
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2. 模型文件名必须与 `data.json` 中的 `modelName` 完全一致
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3. 标注点位置采用圆形分布算法自动计算
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4. 移动端判断阈值为屏幕宽度 768px
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## 浏览器支持
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- Chrome (推荐)
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- Firefox
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- Safari
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- Edge
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## 系统要求
|
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- Node.js >= 14.x
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- npm >= 6.x
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推荐使用 Node.js 16.x 或更高版本以获得最佳兼容性。
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## License
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||||
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MIT
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8
package-lock.json
generated
@@ -9,7 +9,7 @@
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"version": "1.0.0",
|
||||
"dependencies": {
|
||||
"element-ui": "^2.15.13",
|
||||
"three": "^0.124.0",
|
||||
"three": "^0.184.0",
|
||||
"vue": "^2.6.14",
|
||||
"vue-router": "^3.5.3"
|
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},
|
||||
@@ -6996,9 +6996,9 @@
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}
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||||
},
|
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"node_modules/three": {
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||||
"version": "0.124.0",
|
||||
"resolved": "https://registry.npmmirror.com/three/-/three-0.124.0.tgz",
|
||||
"integrity": "sha512-ROXp1Ly7YyF+jC910DQyAWj++Qlw2lQv0qwYLNQwdDbjk4bsOXAfGO92wYTMPNei1GMJUmCxSxc3MjGBTS09Rg=="
|
||||
"version": "0.184.0",
|
||||
"resolved": "https://registry.npmmirror.com/three/-/three-0.184.0.tgz",
|
||||
"integrity": "sha512-wtTRjG92pM5eUg/KuUnHsqSAlPM296brTOcLgMRqEeylYTh/CdtvKUvCyyCQTzFuStieWxvZb8mVTMvdPyUpxg=="
|
||||
},
|
||||
"node_modules/throttle-debounce": {
|
||||
"version": "1.1.0",
|
||||
|
||||
@@ -8,9 +8,9 @@
|
||||
},
|
||||
"dependencies": {
|
||||
"element-ui": "^2.15.13",
|
||||
"three": "^0.184.0",
|
||||
"vue": "^2.6.14",
|
||||
"vue-router": "^3.5.3",
|
||||
"three": "^0.124.0"
|
||||
"vue-router": "^3.5.3"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@vue/cli-service": "^5.0.8",
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||||
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12
public/index.html
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<!DOCTYPE html>
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<html lang="zh-CN">
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||||
<head>
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||||
<meta charset="utf-8">
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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||||
<meta name="viewport" content="width=device-width,initial-scale=1.0,maximum-scale=1.0,user-scalable=no">
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<title>模型检测系统</title>
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</head>
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<body>
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<div id="app"></div>
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</body>
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||||
</html>
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public/models/README.md
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# 模型文件目录
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请将GLB格式的3D模型文件放置在此目录下。
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## 文件命名规则
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||||
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模型文件名必须与 `src/data/data.json` 中的 `modelName` 字段完全一致,并添加 `.glb` 扩展名。
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||||
## 示例
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||||
|
||||
如果 data.json 中有以下数据:
|
||||
|
||||
```json
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||||
{
|
||||
"modelName": "交流避雷器,AC10kV,13kV, 硅橡胶,40kV, 带间隙。外间隙,带支撑件间隙,不兼做绝缘子"
|
||||
}
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||||
```
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||||
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||||
则对应的模型文件应命名为:
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||||
```
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||||
交流避雷器,AC10kV,13kV, 硅橡胶,40kV, 带间隙。外间隙,带支撑件间隙,不兼做绝缘子.glb
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||||
```
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## 当前需要的模型文件
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||||
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||||
根据 data.json 配置,需要以下模型文件:
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||||
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||||
1. `交流避雷器,AC10kV,13kV, 硅橡胶,40kV, 带间隙。外间隙,带支撑件间隙,不兼做绝缘子.glb`
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||||
2. `交流棒形悬式复合绝缘子,FXBW-10/70.glb`
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||||
3. `10kV 三相隔离开关.glb`
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||||
|
||||
## 获取GLB模型
|
||||
|
||||
- 可以使用Blender等3D建模软件导出GLB格式
|
||||
- 可以从3D模型库下载(如Sketchfab)
|
||||
- 可以使用在线转换工具将其他格式转换为GLB
|
||||
|
||||
## 注意事项
|
||||
|
||||
- 文件格式必须是 `.glb`(不是 `.gltf`)
|
||||
- 建议模型大小控制在10MB以内以保证加载速度
|
||||
- 模型应包含适当的材质和纹理
|
||||
- 建议模型中心点位于原点(0,0,0)
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||||
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public/models/texture/Sk-SuLiaoLv.jpg
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After Width: | Height: | Size: 1.8 KiB |
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public/models/texture/Sk-TuZhiCaoDi.jpg
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public/models/texture/Sk-XiangJiaoHei.jpg
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public/models/texture/Thumbs.db
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57
public/models/textureName.json
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|
||||
{
|
||||
"SK(螺纹)-电缆": "Sk(LuoWen)-DianLan",
|
||||
"SK(螺纹)-螺栓": "Sk(LuoWen)-LuoShuan",
|
||||
"SK(螺纹)-钢绞线": "Sk(LuoWen)-GangJiaoXian",
|
||||
"SK(螺纹)-钢芯铝绞线": "Sk(LuoWen)-GangXinLvJiaoXian",
|
||||
"SK(螺纹)-铝包钢芯铝绞线": "Sk(LuoWen)-LvBaoGangXinLvJiaoXian",
|
||||
"SK-土质土": "Sk-TuZhiTu",
|
||||
"SK-土质砂": "Sk-TuZhiSha",
|
||||
"SK-土质草地": "Sk-TuZhiCaoDi",
|
||||
"SK-塑料橙": "Sk-SuLiaoCheng",
|
||||
"SK-塑料白": "Sk-SuLiaoBai",
|
||||
"SK-塑料绿": "Sk-SuLiaoLv",
|
||||
"SK-塑料蓝": "Sk-SuLiaoLan",
|
||||
"SK-塑料黄": "Sk-SuLiaoHuang",
|
||||
"SK-塑料黑": "Sk-SuLiaoHei",
|
||||
"SK-橡胶橙": "Sk-XiangJiaoCheng",
|
||||
"SK-橡胶灰": "Sk-XiangJiaoHui",
|
||||
"SK-橡胶白": "Sk-XiangJiaoBai",
|
||||
"SK-橡胶红": "Sk-XiangJiaoHong",
|
||||
"SK-橡胶绿": "Sk-XiangJiaoLv",
|
||||
"SK-橡胶蓝": "Sk-XiangJiaoLan",
|
||||
"SK-橡胶黄": "Sk-XiangJiaoHuang",
|
||||
"SK-橡胶黑": "Sk-XiangJiaoHei",
|
||||
"SK-油漆白": "Sk-YouQiBai",
|
||||
"SK-油漆红": "Sk-YouQiHong",
|
||||
"SK-油漆绿": "Sk-YouQiLv",
|
||||
"SK-油漆黄": "Sk-YouQiHuang",
|
||||
"SK-油漆黑": "Sk-YouQiHei",
|
||||
"SK-混凝土": "Sk-HunNingTu",
|
||||
"SK-砌砖": "Sk-QiZhuan",
|
||||
"SK-绝缘子棕": "Sk-JueYuanZiZong",
|
||||
"SK-绝缘子白": "Sk-JueYuanZiBai",
|
||||
"SK-绝缘子红": "Sk-JueYuanZiHong",
|
||||
"SK-绝缘子银": "Sk-JueYuanZiYin",
|
||||
"SK-道路-1.5LmPC-2改性乳化理清稀浆封层": "Sk-DaoLu-1.5lmpc-2GaiXingRuHuaLiQingXiJiangFengCeng",
|
||||
"SK-道路-4%水泥稳定碎石": "Sk-DaoLu-4%ShuiNiWenDingSuiShi",
|
||||
"SK-道路-5%水泥稳定碎石": "Sk-DaoLu-5%ShuiNiWenDingSuiShi",
|
||||
"SK-道路-SMA-13沥青玛蹄脂碎石混合料": "Sk-DaoLu-sma-13LiQingMaTiZhiSuiShiHunHeLiao",
|
||||
"SK-道路-中粒式沥青混凝土": "Sk-DaoLu-ZhongLiShiLiQingHunNingTu",
|
||||
"SK-道路-人行道彩砖": "Sk-DaoLu-RenXingDaoCaiZhuan",
|
||||
"SK-道路-水泥混凝土": "Sk-DaoLu-ShuiNiHunNingTu",
|
||||
"SK-道路-水泥砂浆": "Sk-DaoLu-ShuiNiShaJiang",
|
||||
"SK-道路-火烧板": "Sk-DaoLu-HuoShaoBan",
|
||||
"SK-道路-粗粒式沥青混凝土": "Sk-DaoLu-CuLiShiLiQingHunNingTu",
|
||||
"SK-道路-级配碎石": "Sk-DaoLu-JiPeiSuiShi",
|
||||
"SK-道路-细粒式沥青混凝土": "Sk-DaoLu-XiLiShiLiQingHunNingTu",
|
||||
"SK-道路-路缘石": "Sk-DaoLu-LuYuanShi",
|
||||
"SK-金属灰白": "Sk-JinShuHuiBai",
|
||||
"SK-金属绿": "Sk-JinShuLv",
|
||||
"SK-金属蓝": "Sk-JinShuLan",
|
||||
"SK-金属铜": "Sk-JinShuTong",
|
||||
"SK-金属银": "Sk-JinShuYin",
|
||||
"SK-金属黑": "Sk-JinShuHei",
|
||||
"SK-防水-水泥砂浆 ": "Sk-FangShui-ShuiNiShaJiang ",
|
||||
"SK-防火堵泥": "Sk-FangHuoDuNi",
|
||||
"Thumbs.db": "Thumbs.db"
|
||||
}
|
||||
BIN
public/山海防灾模型展示.zip
Normal file
BIN
public/山海防灾模型展示/三相隔离开关5.png
Normal file
|
After Width: | Height: | Size: 139 KiB |
BIN
public/山海防灾模型展示/三相隔离开关7.png
Normal file
|
After Width: | Height: | Size: 116 KiB |
BIN
public/山海防灾模型展示/三相隔离开关_1.png
Normal file
|
After Width: | Height: | Size: 114 KiB |
BIN
public/山海防灾模型展示/三相隔离开关_2.png
Normal file
|
After Width: | Height: | Size: 132 KiB |
BIN
public/山海防灾模型展示/三相隔离开关_3.png
Normal file
|
After Width: | Height: | Size: 110 KiB |
BIN
public/山海防灾模型展示/三相隔离开关_4.png
Normal file
|
After Width: | Height: | Size: 167 KiB |
BIN
public/山海防灾模型展示/三相隔离开关_6.png
Normal file
|
After Width: | Height: | Size: 135 KiB |
BIN
public/山海防灾模型展示/三相隔离开关_move_2.png
Normal file
|
After Width: | Height: | Size: 39 KiB |
BIN
public/山海防灾模型展示/三相隔离开关move_2.png
Normal file
|
After Width: | Height: | Size: 38 KiB |
BIN
public/山海防灾模型展示/交流棒形悬式复合绝缘子_1.png
Normal file
|
After Width: | Height: | Size: 81 KiB |
BIN
public/山海防灾模型展示/交流棒形悬式复合绝缘子_2.png
Normal file
|
After Width: | Height: | Size: 82 KiB |
BIN
public/山海防灾模型展示/交流棒形悬式复合绝缘子_3.png
Normal file
|
After Width: | Height: | Size: 99 KiB |
BIN
public/山海防灾模型展示/交流棒形悬式复合绝缘子_4.png
Normal file
|
After Width: | Height: | Size: 76 KiB |
BIN
public/山海防灾模型展示/交流棒形悬式复合绝缘子_move_1.png
Normal file
|
After Width: | Height: | Size: 30 KiB |
BIN
public/山海防灾模型展示/交流棒形悬式复合绝缘子_move_2.png
Normal file
|
After Width: | Height: | Size: 36 KiB |
BIN
public/山海防灾模型展示/交流避雷器_1.png
Normal file
|
After Width: | Height: | Size: 92 KiB |
BIN
public/山海防灾模型展示/交流避雷器_2.png
Normal file
|
After Width: | Height: | Size: 91 KiB |
BIN
public/山海防灾模型展示/交流避雷器_3.png
Normal file
|
After Width: | Height: | Size: 108 KiB |
BIN
public/山海防灾模型展示/交流避雷器_4.png
Normal file
|
After Width: | Height: | Size: 74 KiB |
BIN
public/山海防灾模型展示/交流避雷器_5.png
Normal file
|
After Width: | Height: | Size: 85 KiB |
BIN
public/山海防灾模型展示/交流避雷器_move_1.png
Normal file
|
After Width: | Height: | Size: 38 KiB |
BIN
public/山海防灾模型展示/交流避雷器_move_2.png
Normal file
|
After Width: | Height: | Size: 42 KiB |
BIN
public/山海防灾模型展示/交流避雷器_move_3.png
Normal file
|
After Width: | Height: | Size: 44 KiB |
30
src/App.vue
Normal file
@@ -0,0 +1,30 @@
|
||||
<template>
|
||||
<div id="app">
|
||||
<router-view />
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<script>
|
||||
export default {
|
||||
name: 'App'
|
||||
}
|
||||
</script>
|
||||
|
||||
<style>
|
||||
* {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
box-sizing: border-box;
|
||||
}
|
||||
|
||||
html, body, #app {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
body {
|
||||
font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', 'PingFang SC', 'Hiragino Sans GB',
|
||||
'Microsoft YaHei', 'Helvetica Neue', Helvetica, Arial, sans-serif;
|
||||
}
|
||||
</style>
|
||||
BIN
src/assets/images/tree/back.png
Normal file
|
After Width: | Height: | Size: 228 B |
BIN
src/assets/images/tree/icon-three1.png
Normal file
|
After Width: | Height: | Size: 1.1 KiB |
BIN
src/assets/images/tree/icon-three2-1.png
Normal file
|
After Width: | Height: | Size: 1.2 KiB |
BIN
src/assets/images/tree/icon-three2.png
Normal file
|
After Width: | Height: | Size: 1.2 KiB |
BIN
src/assets/images/tree/icon-three3.png
Normal file
|
After Width: | Height: | Size: 1.1 KiB |
BIN
src/assets/images/tree/icon-three4.png
Normal file
|
After Width: | Height: | Size: 1.1 KiB |
BIN
src/assets/images/tree/icon-three5.png
Normal file
|
After Width: | Height: | Size: 1.1 KiB |
BIN
src/assets/images/tree/icon-three6.png
Normal file
|
After Width: | Height: | Size: 1.1 KiB |
BIN
src/assets/images/tree/icon-three7.png
Normal file
|
After Width: | Height: | Size: 1.2 KiB |
BIN
src/assets/images/tree/icon-three8.png
Normal file
|
After Width: | Height: | Size: 1.0 KiB |
BIN
src/assets/images/tree/rotateLeft.png
Normal file
|
After Width: | Height: | Size: 662 B |
BIN
src/assets/images/tree/rotateUp.png
Normal file
|
After Width: | Height: | Size: 704 B |
239
src/components/CheckTable.vue
Normal file
@@ -0,0 +1,239 @@
|
||||
<template>
|
||||
<div class="check-table">
|
||||
<el-tabs v-model="activeTab" type="border-card">
|
||||
<!-- 总体外观检查 -->
|
||||
<el-tab-pane label="总体外观检查" name="appearance">
|
||||
<div class="table-content">
|
||||
<div v-for="(item, index) in appearanceCheck" :key="index" class="check-item">
|
||||
<h4>{{ item.name }}</h4>
|
||||
<ul>
|
||||
<li v-for="(content, idx) in item.content" :key="idx">{{ content }}</li>
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
</el-tab-pane>
|
||||
|
||||
<!-- 主要参数检查 -->
|
||||
<el-tab-pane label="主要参数检查" name="mainData">
|
||||
<el-table :data="mainDataCheck" border stripe>
|
||||
<el-table-column prop="name" label="检查项目" min-width="150"></el-table-column>
|
||||
<el-table-column label="参数要求" min-width="200">
|
||||
<template slot-scope="scope">
|
||||
<div v-for="(content, idx) in scope.row.content" :key="idx">
|
||||
{{ content }}
|
||||
</div>
|
||||
</template>
|
||||
</el-table-column>
|
||||
</el-table>
|
||||
</el-tab-pane>
|
||||
|
||||
<!-- 关键元器件检查 -->
|
||||
<el-tab-pane label="关键元器件检查" name="component">
|
||||
<div class="component-list">
|
||||
<el-collapse v-model="activeComponents" accordion>
|
||||
<el-collapse-item
|
||||
v-for="(item, index) in componentCheck"
|
||||
:key="index"
|
||||
:name="index"
|
||||
:class="{ 'highlighted': highlightedIndex === index }"
|
||||
>
|
||||
<template slot="title">
|
||||
<span class="component-title">
|
||||
<i class="el-icon-document"></i>
|
||||
{{ index + 1 }}. {{ item.name }}
|
||||
</span>
|
||||
</template>
|
||||
<div class="component-content">
|
||||
<div class="requirement-title">检查要求:</div>
|
||||
<ol>
|
||||
<li v-for="(content, idx) in item.content" :key="idx">
|
||||
{{ content }}
|
||||
</li>
|
||||
</ol>
|
||||
</div>
|
||||
</el-collapse-item>
|
||||
</el-collapse>
|
||||
</div>
|
||||
</el-tab-pane>
|
||||
<!-- 关键元器件检查 -->
|
||||
<el-tab-pane label="附件" name="file">
|
||||
</el-tab-pane>
|
||||
</el-tabs>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<script>
|
||||
export default {
|
||||
name: 'CheckTable',
|
||||
props: {
|
||||
appearanceCheck: {
|
||||
type: Array,
|
||||
default: () => []
|
||||
},
|
||||
mainDataCheck: {
|
||||
type: Array,
|
||||
default: () => []
|
||||
},
|
||||
componentCheck: {
|
||||
type: Array,
|
||||
default: () => []
|
||||
},
|
||||
highlightedIndex: {
|
||||
type: Number,
|
||||
default: -1
|
||||
}
|
||||
},
|
||||
data() {
|
||||
return {
|
||||
activeTab: 'appearance',
|
||||
activeComponents: null
|
||||
}
|
||||
},
|
||||
watch: {
|
||||
highlightedIndex(newVal) {
|
||||
if (newVal >= 0) {
|
||||
this.activeTab = 'component'
|
||||
this.activeComponents = newVal
|
||||
this.$nextTick(() => {
|
||||
this.scrollToHighlighted()
|
||||
})
|
||||
}
|
||||
}
|
||||
},
|
||||
methods: {
|
||||
scrollToHighlighted() {
|
||||
const highlightedEl = this.$el.querySelector('.highlighted')
|
||||
if (highlightedEl) {
|
||||
highlightedEl.scrollIntoView({ behavior: 'smooth', block: 'center' })
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
</script>
|
||||
|
||||
<style scoped>
|
||||
.check-table {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
.el-tabs {
|
||||
height: 100%;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
}
|
||||
|
||||
.el-tabs >>> .el-tabs__content {
|
||||
flex: 1;
|
||||
overflow-y: auto;
|
||||
padding: 15px;
|
||||
}
|
||||
|
||||
.table-content {
|
||||
padding: 10px 0;
|
||||
}
|
||||
|
||||
.check-item {
|
||||
margin-bottom: 20px;
|
||||
padding: 15px;
|
||||
background: #f9f9f9;
|
||||
border-radius: 4px;
|
||||
}
|
||||
|
||||
.check-item h4 {
|
||||
margin: 0 0 10px 0;
|
||||
color: #303133;
|
||||
font-size: 15px;
|
||||
}
|
||||
|
||||
.check-item ul {
|
||||
margin: 0;
|
||||
padding-left: 20px;
|
||||
}
|
||||
|
||||
.check-item li {
|
||||
margin: 5px 0;
|
||||
color: #606266;
|
||||
line-height: 1.6;
|
||||
}
|
||||
|
||||
.component-list {
|
||||
padding: 10px 0;
|
||||
}
|
||||
|
||||
.component-title {
|
||||
font-weight: 500;
|
||||
color: #303133;
|
||||
}
|
||||
|
||||
.component-title i {
|
||||
margin-right: 8px;
|
||||
color: #409eff;
|
||||
}
|
||||
|
||||
.component-content {
|
||||
padding: 15px;
|
||||
background: #f9f9f9;
|
||||
border-radius: 4px;
|
||||
}
|
||||
|
||||
.requirement-title {
|
||||
font-weight: 500;
|
||||
color: #409eff;
|
||||
margin-bottom: 10px;
|
||||
font-size: 14px;
|
||||
}
|
||||
|
||||
.component-content ol {
|
||||
margin: 0;
|
||||
padding-left: 20px;
|
||||
}
|
||||
|
||||
.component-content li {
|
||||
margin: 8px 0;
|
||||
color: #606266;
|
||||
line-height: 1.8;
|
||||
}
|
||||
|
||||
.highlighted {
|
||||
animation: highlight-pulse 1s ease-in-out;
|
||||
}
|
||||
|
||||
.highlighted >>> .el-collapse-item__header {
|
||||
background: #ecf5ff;
|
||||
color: #409eff;
|
||||
font-weight: 500;
|
||||
}
|
||||
|
||||
@keyframes highlight-pulse {
|
||||
0%, 100% {
|
||||
background: transparent;
|
||||
}
|
||||
50% {
|
||||
background: #ecf5ff;
|
||||
}
|
||||
}
|
||||
|
||||
@media (max-width: 768px) {
|
||||
.el-tabs >>> .el-tabs__content {
|
||||
padding: 10px;
|
||||
}
|
||||
|
||||
.el-tabs >>> .el-tabs__item{
|
||||
padding: 0 10px;
|
||||
}
|
||||
|
||||
.check-item {
|
||||
padding: 10px;
|
||||
}
|
||||
|
||||
.component-content {
|
||||
padding: 10px;
|
||||
}
|
||||
|
||||
.component-content li {
|
||||
font-size: 13px;
|
||||
}
|
||||
}
|
||||
</style>
|
||||
544
src/components/ThreeViewer copy.vue
Normal file
@@ -0,0 +1,544 @@
|
||||
<template>
|
||||
<div class="three-viewer">
|
||||
<div ref="container" class="canvas-container"></div>
|
||||
<div class="annotations-container" ref="annotationsContainer"></div>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<script>
|
||||
import * as THREE from 'three';
|
||||
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 { 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: 'ThreeModel',
|
||||
props: {
|
||||
modelPath: {
|
||||
type: [String, Number],
|
||||
default: '',
|
||||
},
|
||||
annotations: {
|
||||
type: Array,
|
||||
default: () => []
|
||||
}
|
||||
},
|
||||
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 = '';
|
||||
}
|
||||
setTimeout(() => {
|
||||
this.init()
|
||||
}, 300)
|
||||
}
|
||||
},
|
||||
immediate: true
|
||||
},
|
||||
},
|
||||
data() {
|
||||
return {
|
||||
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,
|
||||
pmremGenerator: null,
|
||||
labelRenderer: null,
|
||||
annotationObjects: [],
|
||||
selectedPart: null
|
||||
};
|
||||
},
|
||||
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.$refs.container);
|
||||
|
||||
window.addEventListener('click', this.onMouseClick, false);
|
||||
this.highlightColor = new THREE.Color(0xff0000); // 高亮颜色为红色
|
||||
},
|
||||
beforeDestroy() {
|
||||
// 移除事件监听
|
||||
// window.removeEventListener('resize', this.onWindowResize);
|
||||
window.removeEventListener('resize', this.onWindowResize);
|
||||
|
||||
// 断开ResizeObserver
|
||||
if (this.resizeObserver) {
|
||||
this.resizeObserver.disconnect();
|
||||
}
|
||||
if (this.labelRenderer) {
|
||||
this.labelRenderer.domElement.remove()
|
||||
}
|
||||
},
|
||||
destroyed() {
|
||||
cancelAnimationFrame(this.frameId);
|
||||
if (this.sceneDomElement && this.renderer) {
|
||||
this.sceneDomElement.removeChild(this.renderer.domElement);
|
||||
}
|
||||
if (this.renderer) {
|
||||
this.renderer.dispose();
|
||||
}
|
||||
if (this.scene) {
|
||||
this.scene.clear();
|
||||
}
|
||||
},
|
||||
methods: {
|
||||
init() {
|
||||
if (this.sceneDomElement && this.renderer) {
|
||||
this.sceneDomElement.removeChild(this.renderer.domElement);
|
||||
}
|
||||
// 获取容器元素
|
||||
this.sceneDomElement = this.$refs.container;
|
||||
// 1. 创建一个新的场景
|
||||
this.scene = new THREE.Scene();
|
||||
|
||||
// 2. 创建相机
|
||||
const width = this.sceneDomElement.clientWidth;
|
||||
const height = this.sceneDomElement.clientHeight;
|
||||
this.camera = new THREE.PerspectiveCamera(55, width / height, 0.1, 1000);
|
||||
|
||||
// 3. 创建渲染器
|
||||
this.renderer = new THREE.WebGLRenderer({
|
||||
antialias: true,
|
||||
alpha: 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.setClearColor(0xcccccc);
|
||||
this.renderer.outputEncoding = THREE.sRGBEncoding; // 设置颜色编码
|
||||
this.sceneDomElement.appendChild(this.renderer.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
|
||||
|
||||
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.6); // 平行光
|
||||
directionalLight.position.set(1, 1, 1);
|
||||
this.scene.add(directionalLight);
|
||||
directionalLight.castShadow = true;
|
||||
|
||||
// 环境光
|
||||
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
|
||||
|
||||
// 3. 添加地面(接收阴影)
|
||||
const groundGeometry = new THREE.PlaneGeometry(8, 8);
|
||||
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0xcccccc, side: THREE.DoubleSide });
|
||||
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
|
||||
ground.rotation.x = -Math.PI / 2;
|
||||
ground.position.y = -1;
|
||||
ground.receiveShadow = true; // ⭐ 关键:地面接收阴影
|
||||
this.scene.add(ground);
|
||||
|
||||
// 5. 添加轨道控制器
|
||||
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
|
||||
this.controls.enableDamping = true; // 启用阻尼效果
|
||||
this.controls.dampingFactor = 0.25; // 阻尼系数
|
||||
|
||||
// 6. 加载3D模型
|
||||
this.loadModel();
|
||||
|
||||
// 7. 开始动画循环
|
||||
this.animate();
|
||||
|
||||
},
|
||||
|
||||
loadModel() {
|
||||
const loader = new GLTFLoader();
|
||||
const textureLoader = new THREE.TextureLoader();
|
||||
console.log(this.modelPath);
|
||||
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);
|
||||
|
||||
// 遍历模型所有子元素
|
||||
this.model.traverse((child) => {
|
||||
if (child.isMesh) {
|
||||
console.log(7777, child)
|
||||
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.$store.commit('set_textureObj', this.textureObj)
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 计算模型包围盒并居中
|
||||
const box = new THREE.Box3().setFromObject(this.model);
|
||||
const center = box.getCenter(new THREE.Vector3());
|
||||
const size = box.getSize(new THREE.Vector3());
|
||||
|
||||
// 根据模型大小调整相机
|
||||
const maxDim = Math.max(size.x, size.y, size.z);
|
||||
this.maxDim = maxDim
|
||||
this.camera.position.z = this.maxDim * 1;
|
||||
this.camera.near = maxDim / 100;
|
||||
this.camera.far = maxDim * 100;
|
||||
this.camera.updateProjectionMatrix();
|
||||
|
||||
// 创建一个父对象用于旋转
|
||||
this.parent = new THREE.Object3D(); // 创建一个新的 Object3D 作为父对象
|
||||
this.parent.add(this.model); // 将模型添加到父对象
|
||||
|
||||
this.scene.add(this.parent); // 将父对象添加到场景
|
||||
|
||||
// 让控制器聚焦到模型中心 聚焦中心
|
||||
this.controls.target.copy(center);
|
||||
|
||||
this.controls.enableRotate = true;
|
||||
this.controls.minPolarAngle = Math.PI / 2; // 限制向下旋转的角度
|
||||
this.controls.maxPolarAngle = Math.PI / 2; // 限制向上旋转的角度
|
||||
|
||||
this.controls.update();
|
||||
this.createAnnotations()
|
||||
this.$emit('model-loaded')
|
||||
},
|
||||
(progress) => {
|
||||
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)
|
||||
}
|
||||
);
|
||||
},
|
||||
|
||||
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);
|
||||
}
|
||||
},
|
||||
// 点击射线
|
||||
onMouseClick(event) {
|
||||
console.log('我点击了')
|
||||
// const raycaster = new THREE.Raycaster();
|
||||
// const mouse = new THREE.Vector2();
|
||||
// // 计算鼠标在屏幕上的位置并转换为Normalized device coordinates (NDC)
|
||||
// console.log(this.sceneDomElement.clientWidth, window.innerWidth)
|
||||
// mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
|
||||
// mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
|
||||
|
||||
// // 更新Raycaster的射线位置和方向
|
||||
// raycaster.setFromCamera(mouse, this.camera);
|
||||
if(!this.sceneDomElement) return
|
||||
let getBoundingClientRect = this.sceneDomElement.getBoundingClientRect()
|
||||
// 屏幕坐标转标准设备坐标
|
||||
let x = ((event.clientX - getBoundingClientRect .left) / this.sceneDomElement.offsetWidth) * 2 - 1;// 标准设备横坐标
|
||||
let y = -((event.clientY - getBoundingClientRect .top) / this.sceneDomElement.offsetHeight) * 2 + 1;// 标准设备纵坐标
|
||||
let standardVector = new THREE.Vector3(x, y, 1);// 标准设备坐标
|
||||
// 标准设备坐标转世界坐标
|
||||
let worldVector = standardVector.unproject(this.camera);
|
||||
// 射线投射方向单位向量(worldVector坐标减相机位置坐标)
|
||||
let ray = worldVector.sub(this.camera.position).normalize();
|
||||
// 创建射线投射器对象
|
||||
let rayCaster = new THREE.Raycaster(this.camera.position, ray);
|
||||
|
||||
// 计算物体和射线的交点
|
||||
const intersects = rayCaster.intersectObjects(this.model.children, true);
|
||||
if (intersects.length !== 0 && intersects[0].object instanceof THREE.Mesh) {
|
||||
// this.controls.target.copy(intersects[0].point);
|
||||
let selectedObject = intersects[0].object;
|
||||
let selectedObjects = [];
|
||||
selectedObjects.push(selectedObject.parent);
|
||||
this.outlineObj(selectedObjects);
|
||||
} else {
|
||||
console.log('没找到', this.composer)
|
||||
this.composer = null
|
||||
}
|
||||
},
|
||||
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 = []
|
||||
|
||||
// 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) => {
|
||||
const angle = angleStep * index
|
||||
const x = Math.cos(angle) * radius
|
||||
const z = Math.sin(angle) * radius
|
||||
const y = 1 + Math.sin(index) * 0.5
|
||||
console.log(666, annotation.name, x, y, z)
|
||||
// 创建标注标签
|
||||
const labelDiv = document.createElement('div')
|
||||
labelDiv.className = 'annotation-label'
|
||||
labelDiv.textContent = `${index + 1} ${annotation.name}`
|
||||
labelDiv.style.cssText = `
|
||||
background: rgba(64, 158, 255, 0.9);
|
||||
color: white;
|
||||
padding: 5px 10px;
|
||||
border-radius: 4px;
|
||||
font-size: 12px;
|
||||
cursor: pointer;
|
||||
white-space: nowrap;
|
||||
pointer-events: auto;
|
||||
`
|
||||
labelDiv.addEventListener('click', () => {
|
||||
this.onAnnotationClick(annotation, index)
|
||||
})
|
||||
|
||||
const label = new CSS2DObject(labelDiv)
|
||||
label.position.set(x/10, y/10, z/10)
|
||||
label.userData = { annotation, index }
|
||||
|
||||
this.scene.add(label)
|
||||
this.annotationObjects.push(label)
|
||||
|
||||
// 创建连接线
|
||||
const points = [
|
||||
new THREE.Vector3(0, 0, 0),
|
||||
new THREE.Vector3(x/10, y/10, z/10)
|
||||
// new THREE.Vector3(0.1, 0.1, 0.1)
|
||||
]
|
||||
const geometry = new THREE.BufferGeometry().setFromPoints(points)
|
||||
const material = new THREE.LineBasicMaterial({
|
||||
color: 0x409eff,
|
||||
transparent: true,
|
||||
opacity: 0.5
|
||||
})
|
||||
const line = new THREE.Line(geometry, material)
|
||||
this.scene.add(line)
|
||||
this.annotationObjects.push(line)
|
||||
})
|
||||
},
|
||||
onAnnotationClick(annotation, index) {
|
||||
this.highlightPart(index)
|
||||
this.$emit('annotation-click', annotation, index)
|
||||
},
|
||||
|
||||
highlightPart(index) {
|
||||
// 重置之前的高亮
|
||||
if (this.selectedPart !== null) {
|
||||
this.annotationObjects.forEach((obj, i) => {
|
||||
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)
|
||||
} else if (obj.element) {
|
||||
obj.element.style.background = 'rgba(255, 107, 0, 0.95)'
|
||||
obj.element.style.transform = 'scale(1.1)'
|
||||
}
|
||||
}
|
||||
})
|
||||
},
|
||||
}
|
||||
}
|
||||
</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;
|
||||
}
|
||||
|
||||
</style>
|
||||