| | |
| | | import {OrbitControls} from './lib/OrbitControls.js'; |
| | | import { PointerLockControls } from './lib/PointerLockControls.js'; |
| | | import Stats from './lib/stats.module.js'; |
| | | import { EffectComposer } from './lib/EffectComposer.js'; |
| | | import { RenderPass } from './lib/postprocessing/RenderPass.js'; |
| | | import { ShaderPass } from './lib/postprocessing/ShaderPass.js'; |
| | | import { OutlinePass } from './lib/postprocessing/OutlinePass.js'; |
| | | import { FXAAShader } from './lib/postprocessing/FXAAShader.js'; |
| | | import {MTLLoader} from './lib/MTLLoader.js'; |
| | | import {OBJLoader} from './lib/OBJLoader.js'; |
| | | import {StoreShelf} from './object/StoreShelf.js'; |
| | | import {StoreCrn} from './object/StoreCrn.js'; |
| | | import {StoreConvey} from './object/StoreConvey.js'; |
| | | import { Sky } from './object/Sky.js'; |
| | | import {StoreGoods} from './object/StoreGoods.js'; |
| | | |
| | | |
| | | var APP = { |
| | |
| | | this.objects = [];//场景中所有对象的集合 |
| | | this.firstTime = 1; |
| | | this.stats = null; |
| | | this.outlinePass = null; |
| | | this.goodTypes=[];//存储所有的库位类型 |
| | | this.crnTasks = [];// 堆垛机列表 |
| | | this.moveForward = false;//是否向前运行 |
| | |
| | | this.direction = new THREE.Vector3(); |
| | | this.raycaster = null; |
| | | this.prevTime = performance.now();//上一次render的时间 |
| | | this.backgroundType = false; |
| | | this.backgroundType = true; |
| | | |
| | | this.start = function () { |
| | | this.initMain(); |
| | |
| | | this.initStats(); |
| | | this.initLight(); |
| | | this.initReSize(this); |
| | | this.initOutLine(); |
| | | // this.initComposer(); |
| | | this.initObjectSelect(); |
| | | this.initPointLockControl(this); |
| | | this.initFloor(); |
| | | this.initBuilding(); |
| | | this.initConvey(this); |
| | | this.initConvey(); |
| | | } |
| | | this.animate = function () { |
| | | requestAnimationFrame(this.animate.bind(this)); |
| | | this.stats.begin(); |
| | | this.renderer.render(this.scene, this.camera); |
| | | if (this.composer) { |
| | | this.composer.render(); |
| | | } else { |
| | | this.renderer.render(this.scene, this.camera); |
| | | } |
| | | this.firstPersonMove(); |
| | | this.initStoreObjects(this); |
| | | this.stats.end(); |
| | |
| | | } |
| | | this.initCamera = function () { |
| | | if (this.camera === null) { |
| | | //声明一个透视相机, |
| | | // 视角:60, |
| | | // 纵横比aspect:全屏,使用的是浏览器的宽度/高度 |
| | | //近平面near:0.1 |
| | | //远平面视角far:10000 |
| | | this.camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 50000); |
| | | /* |
| | | 设置相机位置,注意threejs中的坐标系采用的是右手坐标系 |
| | | */ |
| | | // this.camera.position.x = 0; |
| | | // this.camera.position.y = 1000; |
| | | // this.camera.position.z = 600; |
| | | // //相机的朝向 |
| | | // this.camera.lookAt(0, 0, 0); |
| | | this.camera.position.set( -350, 650, 1100 ); |
| | | this.camera.position.set( -350, 600, 1100 ); |
| | | this.camera.lookAt( this.scene.position ); |
| | | //将相机放到场景中 |
| | | this.scene.add(this.camera); |
| | | } else { |
| | | this.camera.position.set( -350, 650, 1100 ); |
| | | this.camera.position.set( -350, 600, 1100 ); |
| | | this.camera.lookAt( this.scene.position ); |
| | | } |
| | | } |
| | | this.initRenderer = function () { |
| | | this.renderer = new THREE.WebGLRenderer(); |
| | | |
| | | // this.renderer.outputEncoding = THREE.sRGBEncoding; |
| | | // this.renderer.toneMapping = THREE.ACESFilmicToneMapping; |
| | | // this.renderer.toneMappingExposure = 0.5; |
| | | |
| | | // this.renderer.outputEncoding = THREE.sRGBEncoding; |
| | | // this.renderer.shadowMap.enabled = true; |
| | | // this.renderer.toneMapping = THREE.ReinhardToneMapping; |
| | | // |
| | | this.renderer = new THREE.WebGLRenderer({ |
| | | antialias: true, |
| | | logarithmicDepthBuffer: true |
| | | }); |
| | | // this.renderer.toneMapping = THREE.CineonToneMapping; // 色调 |
| | | this.renderer.setSize(window.innerWidth, window.innerHeight); |
| | | this.renderer.setPixelRatio( window.devicePixelRatio ); |
| | | this.renderer.setSize( window.innerWidth, window.innerHeight ); |
| | | this.renderer.shadowMap.enabled = true; |
| | | this.renderer.shadowMap.type = THREE.BasicShadowMap; |
| | | this.dom = document.getElementById("container"); |
| | | this.dom.appendChild( this.renderer.domElement ); |
| | | |
| | | this.dom.appendChild(this.renderer.domElement); |
| | | |
| | | } |
| | | this.initLight = function () { |
| | | |
| | | //首先添加个环境光 |
| | | let ambient = new THREE.AmbientLight(0xffffff, 1); //AmbientLight,影响整个场景的光源 |
| | | ambient.position.set(0, 0, 0); |
| | | this.addObject(ambient); |
| | | //添加平行光,平行光类似于太阳光 |
| | | let directionalLight = new THREE.DirectionalLight(0xffffff, 0.3);//模拟远处类似太阳的光源 |
| | | directionalLight.position.set(0, 200, 0); |
| | | this.addObject(directionalLight); |
| | | //设置点光源 |
| | | let pointLight1 = new THREE.PointLight(0xffffff, 0.3); |
| | | pointLight1.position.set(-500, 200, 0); |
| | | this.addObject(pointLight1); |
| | | let pointLight2 = new THREE.PointLight(0xffffff, 0.3); |
| | | pointLight2.position.set(500, 200, 0); |
| | | this.addObject(pointLight2); |
| | | |
| | | // const bulbGeometry = new THREE.SphereGeometry( 0.02, 16, 8 ); |
| | | // var bulbLight = new THREE.PointLight( 0xffee88, 1, 100, 2 ); |
| | | // |
| | | // var bulbMat = new THREE.MeshStandardMaterial( { |
| | | // emissive: 0xffffee, |
| | | // emissiveIntensity: 1, |
| | | // color: 0x000000 |
| | | // } ); |
| | | // bulbLight.add( new THREE.Mesh( bulbGeometry, bulbMat ) ); |
| | | // bulbLight.position.set( -500, 22, 0 ); |
| | | // bulbLight.castShadow = true; |
| | | // this.addObject( bulbLight ); |
| | | // |
| | | // var hemiLight = new THREE.HemisphereLight( 0xddeeff, 0x0f0e0d, 0.02 ); |
| | | // this.addObject( hemiLight ); |
| | | // 阴影聚光灯 |
| | | let pointLight = new THREE.SpotLight(0xFFFAFA,1); |
| | | pointLight.position.set(0, 1500, 2500); |
| | | pointLight.castShadow = true; |
| | | pointLight.shadow.camera.near = 2000; |
| | | pointLight.shadow.camera.far = 10000; |
| | | pointLight.shadow.mapSize.height = 200000; |
| | | pointLight.shadow.mapSize.width = 200000; |
| | | this.addObject(pointLight); |
| | | } |
| | | this.initOrbitControl = function () { |
| | | this.orbitControl = new OrbitControls(this.camera, this.renderer.domElement); |
| | |
| | | } |
| | | this.initBackground = function () { |
| | | if (this.backgroundType) { |
| | | this.scene.background = new THREE.Color( 0xf0f0f0 ); |
| | | // this.scene.background = new THREE.Color( 0xf0f0f0 ); |
| | | this.scene.background = new THREE.Color( 0x333333 ); |
| | | } else { |
| | | const cubeTextureLoader = new THREE.CubeTextureLoader(); |
| | | cubeTextureLoader.setPath( '../static/img/skybox0/' ); |
| | |
| | | "pz.jpg", "nz.jpg" |
| | | ]); |
| | | } |
| | | // 太阳 |
| | | // let sky = new Sky(); |
| | | // sky.scale.setScalar( 450000 ); |
| | | // this.addObject( sky ); |
| | | // let sun = new THREE.Vector3(); |
| | | // const effectController = { |
| | | // turbidity: 10, |
| | | // rayleigh: 3, |
| | | // mieCoefficient: 0.005, |
| | | // mieDirectionalG: 0.7, |
| | | // elevation: 2, |
| | | // azimuth: 180, |
| | | // exposure: this.renderer.toneMappingExposure |
| | | // }; |
| | | // const uniforms = sky.material.uniforms; |
| | | // uniforms[ 'turbidity' ].value = effectController.turbidity; |
| | | // uniforms[ 'rayleigh' ].value = effectController.rayleigh; |
| | | // uniforms[ 'mieCoefficient' ].value = effectController.mieCoefficient; |
| | | // uniforms[ 'mieDirectionalG' ].value = effectController.mieDirectionalG; |
| | | // const phi = THREE.MathUtils.degToRad( 90 - effectController.elevation ); |
| | | // const theta = THREE.MathUtils.degToRad( effectController.azimuth ); |
| | | // sun.setFromSphericalCoords( 1, phi, theta ); |
| | | // uniforms[ 'sunPosition' ].value.copy( sun ); |
| | | } |
| | | this.initReSize = function(object){ |
| | | window.addEventListener('resize', function () { |
| | |
| | | object.renderer.setSize(window.innerWidth, window.innerHeight); |
| | | }, false); |
| | | } |
| | | this.initOutLine = function(){ |
| | | this.outlinePass = new OutlinePass( new THREE.Vector2( window.innerWidth, window.innerHeight ), this.scene, this.camera ) |
| | | // this.outlinePass.edgeStrength = 1;//包围线浓度 |
| | | // this.outlinePass.edgeGlow = 0.1;//边缘线范围 |
| | | // this.outlinePass.edgeThickness = 1;//边缘线浓度 |
| | | // this.outlinePass.pulsePeriod = 2;//包围线闪烁评率 |
| | | // this.outlinePass.visibleEdgeColor.set('#B31985');//包围线颜色 |
| | | // this.outlinePass.hiddenEdgeColor.set('#190a05');//被遮挡的边界线颜色 |
| | | } |
| | | this.initComposer = function(){ |
| | | this.composer = new EffectComposer(this.renderer); |
| | | const renderPass = new RenderPass( this.scene, this.camera ); |
| | | this.composer.addPass( renderPass ); |
| | | this.composer.addPass(this.outlinePass); |
| | | |
| | | const pixelRatio = this.renderer.getPixelRatio(); |
| | | this.fxaaPass = new ShaderPass( FXAAShader ); |
| | | this.fxaaPass.material.uniforms[ 'resolution' ].value.x = 1 / ( this.dom.offsetWidth * pixelRatio ); |
| | | this.fxaaPass.material.uniforms[ 'resolution' ].value.y = 1 / ( this.dom.offsetHeight * pixelRatio ); |
| | | this.composer.addPass( this.fxaaPass ); |
| | | } |
| | | this.initObjectSelect = function(){ |
| | | new ObjectSelect(this.scene, this.camera, this.outlinePass); |
| | | } |
| | | this.initPointLockControl = function(object){ |
| | | this.controls = new PointerLockControls( this.camera, document.body ); |
| | | this.raycaster = new THREE.Raycaster( new THREE.Vector3(), new THREE.Vector3( 0, - 1, 0 ), 0, 10 ); |
| | | this.raycaster = new THREE.Raycaster( new THREE.Vector3(), new THREE.Vector3( 0, - 1, 0 ), 0, 50 ); |
| | | |
| | | const onKeyDown = function ( event ) { |
| | | switch ( event.code ) { |
| | |
| | | |
| | | // const helper = new THREE.PolarGridHelper( 2000, 100 ); |
| | | |
| | | const helper = new THREE.GridHelper( 8000, 300 ); |
| | | helper.position.y = - 0; |
| | | const helper = new THREE.GridHelper( 8000, 300); |
| | | helper.position.x = 1200; |
| | | helper.position.y = - 1; |
| | | helper.position.z = -2000; |
| | | helper.material.opacity = 0.25; |
| | | helper.material.transparent = true; |
| | | this.addObject( helper ); |
| | |
| | | } |
| | | } |
| | | } |
| | | this.initConvey = function (object) { |
| | | var convey = new StoreConvey(this); |
| | | this.initConvey = function () { |
| | | let storeConvey = new StoreConvey(this, conveyObjects.objects) |
| | | storeConvey.load(); |
| | | } |
| | | this.initStoreObjects = function (object) { |
| | | if (this.firstTime === 1) { |
| | | if (Store3DData !== undefined && Store3DData !== null) { |
| | | for(var group of Store3DData.data.store.groups) { |
| | | for(let group of Store3DData.data.store.groups) { |
| | | new StoreCrn(group.crn, object); |
| | | for (var line of group.lines) { |
| | | for (let line of group.lines) { |
| | | let shelf = new StoreShelf(line); |
| | | object.addObject(shelf); |
| | | object.addObject(shelf.mesh); |
| | | if (line.bins !== null) { |
| | | new StoreGoods(object, line.bins, shelf); |
| | | } |
| | | //显示库位上的货物 |
| | | // for (var bin of line.bins) { |
| | | // let existGoods=this.getExistedGoodType(bin.State); |
| | |
| | | this.crnTasks.push(new CrnTask(crnData, this)); |
| | | } else { |
| | | if(!crnTask.run) { |
| | | // console.log(2) |
| | | crnTask.modify(crnData); |
| | | } |
| | | } |