| | |
| | | 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.initStats(); |
| | | this.initLight(); |
| | | this.initReSize(this); |
| | | this.initOutLine(); |
| | | // this.initComposer(); |
| | | this.initObjectSelect(); |
| | | this.initPointLockControl(this); |
| | | this.initFloor(); |
| | | this.initBuilding(); |
| | |
| | | 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(); |
| | |
| | | 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); |
| | | |
| | | // 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 = 100000; |
| | | pointLight.shadow.mapSize.width = 100000; |
| | | // 将所有创建的物体加入到场景中去 |
| | | pointLight.shadow.mapSize.height = 200000; |
| | | pointLight.shadow.mapSize.width = 200000; |
| | | this.addObject(pointLight); |
| | | } |
| | | this.initOrbitControl = function () { |
| | |
| | | } |
| | | 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.camera.updateProjectionMatrix(); |
| | | 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.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); |