787 lines
26 KiB
Vue
787 lines
26 KiB
Vue
<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" @click="save">
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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'; // 导入 GLTFLoader 用于加载 GLTF 模型
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import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'; // 导入 OrbitControls 用于控制相机
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// 高亮
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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 { UnrealBloomPass } from "three/examples/jsm/postprocessing/UnrealBloomPass.js";
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import TextureName from '../../public/models/textureName.json'
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import { RoomEnvironment } from 'three/examples/jsm/environments/RoomEnvironment.js'
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import { CSS2DRenderer, CSS2DObject } from 'three/examples/jsm/renderers/CSS2DRenderer'
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import { cloneDeep } from 'lodash';
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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, Number],
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default: '',
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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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viewStr: {
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type: Object,
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default: () => ({})
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}
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},
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computed: {
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textureObj() {
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return this.$store && this.$store.state.textureObj || {}
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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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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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// 2. 销毁渲染器
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if (this.renderer) {
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this.renderer.dispose();
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this.renderer.forceContextLoss();
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this.renderer = null;
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}
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// 3. 销毁相机
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this.camera = null;
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// 4. 清空画布DOM容器的内容
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if(this.sceneDomElement){
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this.sceneDomElement.innerHTML = '';
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}
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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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data() {
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return {
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scene: null, // Three.js场景
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camera: null, // 相机
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renderer: null, // 渲染器
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controls: null, // 轨道控制器
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model: null, // 加载的3D模型
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frameId: null, // 动画帧ID
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sceneDomElement: null, // 容器DOM元素
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parent: null, // 容器
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maxDim: null,
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highlightColor: null, //高亮颜色
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composer: null,
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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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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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mounted () {
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// this.onWindowResize(); // 初始化后立即调用一次
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// 添加窗口大小变化监听
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// window.addEventListener('resize', this.onWindowResize);
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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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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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this.cleanup();
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window.removeEventListener('click', this.onMouseClick, false);
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window.removeEventListener('resize', this.onWindowResize);
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// 断开ResizeObserver
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if (this.resizeObserver) {
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this.resizeObserver.disconnect();
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}
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if (this.labelRenderer) {
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this.labelRenderer.domElement.remove()
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}
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},
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destroyed() {
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cancelAnimationFrame(this.frameId);
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if (this.sceneDomElement && this.renderer) {
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this.sceneDomElement.removeChild(this.renderer.domElement);
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}
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if (this.renderer) {
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this.renderer.dispose();
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}
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if (this.scene) {
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this.scene.clear();
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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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if (this.sceneDomElement && this.renderer) {
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this.sceneDomElement.removeChild(this.renderer.domElement);
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}
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// 获取容器元素
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this.sceneDomElement = this.$refs.container;
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// 1. 创建一个新的场景
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this.scene = new THREE.Scene();
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// 2. 创建相机
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const width = this.sceneDomElement.clientWidth;
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const height = this.sceneDomElement.clientHeight;
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this.camera = new THREE.PerspectiveCamera(55, width / height, 0.1, 1000);
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// 3. 创建渲染器
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this.renderer = new THREE.WebGLRenderer({
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antialias: true,
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// alpha: true,
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});
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this.renderer.shadowMap.enabled = true
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// CSS2D渲染器(用于标注)
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this.labelRenderer = new CSS2DRenderer()
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this.labelRenderer.setSize(width, height)
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this.labelRenderer.domElement.style.position = 'absolute'
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this.labelRenderer.domElement.style.top = '0'
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this.labelRenderer.domElement.style.pointerEvents = 'none'
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this.$refs.annotationsContainer.appendChild(this.labelRenderer.domElement)
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// 设置画布分辨率 提高画质
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this.renderer.setPixelRatio(window.devicePixelRatio);
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// 渲染器开启阴影效果
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this.renderer.shadowMap.enabled = true
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this.renderer.setSize(width, height);
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this.renderer.outputEncoding = THREE.sRGBEncoding; // 设置颜色编码
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this.sceneDomElement.appendChild(this.renderer.domElement);
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this.scene.background = new THREE.Color( 0xcccccc );
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this.scene.fog = new THREE.Fog( 0xa0a0a0, 10, 50 );
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const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x8d8d8d, 3 );
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hemiLight.position.set( 0, 20, 0 );
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this.scene.add( hemiLight );
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const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );
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dirLight.position.set( 3, 10, 10 );
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dirLight.castShadow = true;
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dirLight.shadow.camera.top = 2;
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dirLight.shadow.camera.bottom = - 2;
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dirLight.shadow.camera.left = - 2;
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dirLight.shadow.camera.right = 2;
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dirLight.shadow.camera.near = 0.1;
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dirLight.shadow.camera.far = 40;
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this.scene.add( dirLight );
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// 添加地面
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this.createGround()
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// 5. 添加轨道控制器
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this.controls = new OrbitControls(this.camera, this.renderer.domElement);
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this.controls.enableDamping = true; // 启用阻尼效果
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this.controls.dampingFactor = 0.25; // 阻尼系数
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// 6. 加载3D模型
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this.loadModel();
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// 7. 开始动画循环
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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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const textureLoader = new THREE.TextureLoader();
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loader.load(
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this.modelPath,
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// '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',
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(gltf) => {
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// 移除旧模型
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if (this.model) {
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this.scene.remove(this.model);
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}
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this.model = gltf.scene;
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this.scene.add(this.model);
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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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// 遍历模型所有子元素
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this.model.traverse((child) => {
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if (child.isMesh) {
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child.material.emissiveMap = child.material.map;
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child.castShadow = true; // 让模型产生阴影
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child.receiveShadow = true; // 让模型接受阴影
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// child.material.emissive = child.material.color;
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let name = child.material.name.split('.')[0]
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let path = TextureName[name]
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if(path) {
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console.log(7777, child, name, path)
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if(this.textureObj[name]) {
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child.material = this.textureObj[name]
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child.material.needsUpdate = true;
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} else {
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let texture = textureLoader.load(`/models/texture/${encodeURIComponent(path)}.jpg`)
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texture.wrapS = THREE.RepeatWrapping;
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texture.wrapT = THREE.RepeatWrapping;
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texture.repeat.set( 1, 1 );
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let material = null
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if(name.includes('金属')) {
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material = new THREE.MeshStandardMaterial({
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map: texture,
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// color: 0x049EF4,
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// emissive: 0x000000,
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metalness: 0.55, // 金属感
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roughness: 0.05 // 粗糙度,0为镜面反射
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})
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} else {
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material = new THREE.MeshPhongMaterial( {
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// ...child.material,
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map: texture,
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emissiveMap: child.material.map,
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shininess: 0,
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} );
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}
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child.material = material
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child.material.needsUpdate = true;
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this.textureObj[name] = material
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// this.$store.commit('set_textureObj', this.textureObj)
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}
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}
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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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// 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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// 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.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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this.controls.enableRotate = true;
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// this.controls.minPolarAngle = Math.PI / 2; // 限制向下旋转的角度
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// this.controls.maxPolarAngle = Math.PI / 2; // 限制向上旋转的角度
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this.controls.update();
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this.loadCameraState()
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// 调整地面位置到模型底部
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if (this.ground) {
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this.ground.position.y = box.min.y - 0.01
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}
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this.createAnnotations()
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this.$emit('model-loaded')
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},
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(progress) => {
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const percent = (progress.loaded / progress.total) * 100
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this.$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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animate() {
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this.frameId = requestAnimationFrame(this.animate);
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if(this.parent && this.isPlay) {
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this.parent.rotation.y += 0.001; // 沿 Y 轴旋转父对象
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}
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// 更新控制器
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if (this.controls) {
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this.controls.update();
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}
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// 渲染场景
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if (this.renderer && this.scene && this.camera) {
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this.renderer.render(this.scene, this.camera);
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}
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if (this.composer) {
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this.composer.render(this.scene, this.camera);
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}
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if(this.labelRenderer && this.scene && this.camera) {
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this.labelRenderer.render(this.scene, this.camera)
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}
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},
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// 响应式调整大小
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onWindowResize() {
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if (this.camera && this.renderer) {
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const width = this.sceneDomElement.clientWidth;
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const height = this.sceneDomElement.clientHeight;
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this.camera.aspect = width / height;
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this.camera.updateProjectionMatrix();
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this.renderer.setSize(width, height);
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}
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},
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outlineObj(selectedObjects) {
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let outlinePass;
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let renderPass;
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let unrealBloomPass;
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// 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。
|
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// 用于模型边缘高亮
|
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this.composer = new EffectComposer(this.renderer);
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this.composer.renderTarget1.texture.outputColorSpace = THREE.sRGBEncoding;
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this.composer.renderTarget2.texture.outputColorSpace = THREE.sRGBEncoding;
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this.composer.renderTarget1.texture.encoding = THREE.sRGBEncoding;
|
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this.composer.renderTarget2.texture.encoding = THREE.sRGBEncoding;
|
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// 新建一个场景通道 为了覆盖到原来的场景上
|
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renderPass = new RenderPass(this.scene, this.camera);
|
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this.composer.addPass(renderPass);
|
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// 物体边缘发光通道
|
||
outlinePass = new OutlinePass(
|
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new THREE.Vector2(this.sceneDomElement.clientWidth, this.sceneDomElement.clientHeight),
|
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this.scene,
|
||
this.camera,
|
||
selectedObjects
|
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);
|
||
outlinePass.selectedObjects = selectedObjects;
|
||
outlinePass.edgeStrength = 2.0; // 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) => {
|
||
if(annotation.position) {
|
||
let position = annotation.position && annotation.position[0] ? annotation.position[0] : { x: 0, y: 0, z: 0 }
|
||
let position2 = annotation.position && annotation.position[1] ? annotation.position[1] : { x: 0, y: 0, z: 0 }
|
||
// 创建标注标签
|
||
const labelDiv = document.createElement('div')
|
||
labelDiv.className = 'annotation-label'
|
||
labelDiv.textContent = `${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(position2.x, position2.y, position2.z)
|
||
label.userData = { annotation, index }
|
||
|
||
this.scene.add(label)
|
||
this.annotationObjects.push(label)
|
||
|
||
// 创建连接线
|
||
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: 0.5
|
||
})
|
||
const line = new THREE.Line(geometry, material)
|
||
this.scene.add(line)
|
||
this.annotationObjects.push(line)
|
||
|
||
}else {
|
||
this.annotationObjects.push('')
|
||
this.annotationObjects.push('')
|
||
}
|
||
})
|
||
},
|
||
onAnnotationClick(annotation, index) {
|
||
this.highlightPart(index)
|
||
this.$emit('annotation-click', annotation, index)
|
||
},
|
||
|
||
// 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)
|
||
|
||
// 创建地面材质 - 使用 ShadowMaterial 只显示阴影
|
||
const groundMaterial = new THREE.ShadowMaterial({
|
||
opacity: 0.25,
|
||
color: 0x000000
|
||
})
|
||
|
||
// 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
|
||
|
||
this.scene.add(this.ground)
|
||
},
|
||
|
||
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
|
||
obj.material.color.setHex(0x409eff)
|
||
// obj.material.color = 'rgba(64, 158, 255, 0.9)'
|
||
} 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
|
||
|
||
console.log(8888, this.annotationObjects, index)
|
||
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)'
|
||
}
|
||
}
|
||
})
|
||
},
|
||
|
||
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);
|
||
}
|
||
|
||
// 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
|
||
// }
|
||
},
|
||
|
||
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');
|
||
});
|
||
}
|
||
},
|
||
|
||
save() {
|
||
let str = {
|
||
position: this.camera.position.toArray(), // 保存位置
|
||
quaternion: this.camera.quaternion.toArray(), // 保存朝向
|
||
fov: this.camera.fov, // 如果是透视摄像机,保存焦距
|
||
target: this.controls.target.toArray(), // 控制器目标点
|
||
};
|
||
console.log(9999, JSON.stringify(str))
|
||
},
|
||
|
||
loadCameraState() {
|
||
const cameraData = this.viewStr ? this.viewStr : {};
|
||
console.log('cameraData', cameraData)
|
||
if(cameraData && cameraData.position && cameraData.quaternion) {
|
||
console.log(888, cameraData, cloneDeep(this.camera.position))
|
||
this.camera.position.fromArray(cameraData.position); // 恢复位置
|
||
this.camera.quaternion.fromArray(cameraData.quaternion); // 恢复朝向
|
||
if (this.camera instanceof THREE.PerspectiveCamera) { // 如果是透视摄像机,恢复焦距
|
||
this.camera.fov = cameraData.fov;
|
||
this.camera.updateProjectionMatrix(); // 更新投影矩阵
|
||
}
|
||
this.controls.target.fromArray(cameraData.target); // 恢复目标点
|
||
this.controls.update(); // 更新控制器状态以应用新的目标点(如果有的话)
|
||
|
||
} else {
|
||
this.camera.position.z = this.maxDim * 1;
|
||
this.camera.position.x = 0;
|
||
this.camera.position.y = 0;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
</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>
|