#
luxiaotao1123
2022-04-07 4c21e56efdf3acfcd560055fca0969d4868e200c
static/js/app.js
@@ -11,9 +11,8 @@
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';
import {StaTask} from './object/StaTask.js';
var APP = {
@@ -28,6 +27,7 @@
      this.outlinePass = null;
      this.goodTypes=[];//存储所有的库位类型
      this.crnTasks = [];// 堆垛机列表
      this.staTasks = [];// 输送线列表
      this.moveForward = false;//是否向前运行
      this.moveBackward = false;//是否向后运行
      this.moveLeft = false;//是否向左运行
@@ -73,6 +73,8 @@
         this.stats.end();
         this.queryCrn();
         this.crnMove();
         this.querySta();
         this.staChange();
      }
      this.initScene = function () {
         this.scene = new THREE.Scene();
@@ -108,19 +110,6 @@
         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);
         // 阴影聚光灯
         let pointLight = new THREE.SpotLight(0xFFFAFA,1);
@@ -161,29 +150,6 @@
               "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 () {
@@ -214,7 +180,7 @@
         this.composer.addPass( this.fxaaPass );
      }
      this.initObjectSelect = function(){
         new ObjectSelect(this.scene, this.camera, this.outlinePass);
         new ObjectSelect(this.scene, this.camera, this.outlinePass, this);
      }
      this.initPointLockControl = function(object){
         this.controls = new PointerLockControls( this.camera, document.body );
@@ -365,25 +331,14 @@
      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);
                     //显示库位上的货物
                     // for (var bin of line.bins) {
                     //    let existGoods=this.getExistedGoodType(bin.State);
                     //    let storeGoods = new StoreGoods(optionGroup, bin);
                     //    if(existGoods==null) {
                     //       let goods=storeGoods.create();
                     //       object.addObject(goods);
                     //       this.goodTypes.push({type: bin.State, object: goods});
                     //    } else {
                     //       let goods= storeGoods.clone(existGoods);
                     //       object.addObject(goods);
                     //    }
                     // }
                     object.addObject(shelf.mesh);
                     if (line.bins !== null) {
                        new StoreGoods(object, line.bins, shelf);
                     }
                  }
               }
               this.firstTime = 0;
@@ -404,20 +359,30 @@
            }
         }
      }
      this.getExistedGoodType=function(state){
         for (let i=0;i<this.goodTypes.length;i++) {
            let type=this.goodTypes[i];
            if(type.type===state) {
               return type.object;
            }
         }
         return null;
      }
      this.crnMove = function (object) {
      this.crnMove = function () {
         for (let crnTask of this.crnTasks) {
            crnTask.move();
         }
      }
      this.querySta = function () {
         if (StaDatas !== null && this.firstTime === 0) {
            for (let staData of StaDatas) {
               let staTask = getArrVal(this.staTasks, "no", staData.no);
               if (null == staTask) {
                  this.staTasks.push(new StaTask(staData, this));
               } else {
                  if(!staTask.run) {
                     staTask.modify(staData);
                  }
               }
            }
         }
      }
      this.staChange = function () {
         for (let staTask of this.staTasks) {
            staTask.change();
         }
      }
      // 功能方法区
      this.changeStats = function () {