#
luxiaotao1123
2022-01-03 9261007f12a6250141e30cfc43c37c5a093f1430
static/js/app.js
@@ -1,12 +1,18 @@
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';
var APP = {
@@ -19,6 +25,7 @@
      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
@@ -45,6 +52,9 @@
         this.initStats();
         this.initLight();
         this.initReSize(this);
         this.initOutLine();
         // this.initComposer();
         this.initObjectSelect();
         this.initPointLockControl(this);
         this.initFloor();
         this.initBuilding();
@@ -53,7 +63,11 @@
      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();
@@ -95,6 +109,7 @@
         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);
@@ -113,9 +128,8 @@
         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 () {
@@ -136,7 +150,8 @@
      }
      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/' );
@@ -177,6 +192,30 @@
            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,  50 );