|  |  | 
 |  |  | 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'; | 
 |  |  | import {StaTask} from './object/StaTask.js'; | 
 |  |  |  | 
 |  |  | var APP = { | 
 |  |  |  | 
 |  |  | 
 |  |  |       this.objects = [];//场景中所有对象的集合 | 
 |  |  |       this.firstTime = 1; | 
 |  |  |       this.stats = null; | 
 |  |  |       this.goodTypes=[];//存储所有的库位类型 | 
 |  |  |       this.outlinePass = null; | 
 |  |  |       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 | 
 |  |  | 
 |  |  |       this.direction = new THREE.Vector3(); | 
 |  |  |       this.raycaster = null; | 
 |  |  |       this.prevTime = performance.now();//上一次render的时间 | 
 |  |  |       this.backgroundType = false; | 
 |  |  |       this.conveyTypes = []; | 
 |  |  |       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.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.queryCrn(); | 
 |  |  |          this.crnMove(); | 
 |  |  |          this.querySta(); | 
 |  |  |       } | 
 |  |  |       this.initScene = function () { | 
 |  |  |          this.scene = new THREE.Scene(); | 
 |  |  |       } | 
 |  |  |       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, 600, 1100 ); | 
 |  |  |             this.camera.lookAt( this.scene.position ); | 
 |  |  |             //将相机放到场景中 | 
 |  |  | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |       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;   // 是否开启阴影 | 
 |  |  |          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;    // 是否开启阴影 | 
 |  |  |          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/' ); | 
 |  |  |             cubeTextureLoader.setPath( '../static/img/skybox/' ); | 
 |  |  |             this.scene.background = cubeTextureLoader.load([ | 
 |  |  |                "px.jpg", "nx.jpg", | 
 |  |  |                "py.jpg", "ny.jpg", | 
 |  |  |                "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); | 
 |  |  |       } | 
 |  |  |       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 () { | 
 |  |  |          let conveys = conveyObjects.objects; | 
 |  |  |          for (let i = 0; i < conveys.length; i++) { | 
 |  |  |             let conveyObj = conveys[i]; | 
 |  |  |  | 
 |  |  |             let existConvey = this.getExistedConveyType(conveyObj.objectType); | 
 |  |  |             let storeConvey = new StoreConvey(conveyObj); | 
 |  |  |             if(existConvey === null) { | 
 |  |  |                storeConvey.create(this); | 
 |  |  |             } else { | 
 |  |  |                // let convey= storeConvey.clone(existConvey); | 
 |  |  |                // object.addObject(convey); | 
 |  |  |             } | 
 |  |  |  | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |       this.getExistedConveyType = function (type) { | 
 |  |  |          for (let i=0;i<this.conveyTypes.length;i++) { | 
 |  |  |             let type=this.conveyTypes[i]; | 
 |  |  |             if(type.objectType === type) { | 
 |  |  |                return type.object; | 
 |  |  |             } | 
 |  |  |          } | 
 |  |  |          return null; | 
 |  |  |          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); | 
 |  |  |                      //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; | 
 |  |  | 
 |  |  |                   this.crnTasks.push(new CrnTask(crnData, this)); | 
 |  |  |                } else { | 
 |  |  |                   if(!crnTask.run) { | 
 |  |  |                      // console.log(2) | 
 |  |  |                      crnTask.modify(crnData); | 
 |  |  |                   } | 
 |  |  |                } | 
 |  |  |             } | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |       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.isDel) { | 
 |  |  |                      staTask.modify(staData); | 
 |  |  |                   } | 
 |  |  |                } | 
 |  |  |             } | 
 |  |  |          } | 
 |  |  |       } | 
 |  |  |  | 
 |  |  |       // 功能方法区 | 
 |  |  |       this.changeStats = function () { |