#
luxiaotao1123
2021-12-28 eee29e7ad8086aec54a13b9e709b1bd474274f13
static/js/app.js
@@ -5,6 +5,7 @@
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';
@@ -29,7 +30,7 @@
      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();
@@ -46,6 +47,8 @@
         this.initReSize(this);
         this.initPointLockControl(this);
         this.initFloor();
         this.initBuilding();
         this.initConvey();
      }
      this.animate = function () {
         requestAnimationFrame(this.animate.bind(this));
@@ -62,80 +65,58 @@
      }
      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, 1070, 1550 );
            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, 1070, 1550 );
            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 );
         // 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
         this.addObject(pointLight);
      }
      this.initOrbitControl = function () {
         this.orbitControl = new OrbitControls(this.camera, this.renderer.domElement);
@@ -155,10 +136,11 @@
      }
      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/skybox/' );
            cubeTextureLoader.setPath( '../static/img/skybox0/' );
            this.scene.background = cubeTextureLoader.load([
               "px.jpg", "nx.jpg",
               "py.jpg", "ny.jpg",
@@ -198,7 +180,7 @@
      }
      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 ) {
@@ -316,17 +298,34 @@
         // 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.addObject(new Floor({position: {}}))
      }
      this.initBuilding = function () {
         let buildingData = buildingObjects.objects;
         for (let i = 0; i < buildingData.length; i++) {
            let objectOption = buildingData[i];
            switch (objectOption.objectType) {
               case "cube":
                  let cube = new Cube(objectOption);
                  this.addObject(cube);
                  break;
            }
         }
      }
      this.initConvey = function () {
         let storeConvey = new StoreConvey(this, conveyObjects.objects)
         storeConvey.load();
      }
      this.initStoreObjects = function (object) {
         if (this.firstTime === 1) {
            // initStore();
            if (Store3DData !== undefined && Store3DData !== null) {
               for(var group of Store3DData.data.store.groups) {
                  new StoreCrn(group.crn, object);
@@ -354,14 +353,13 @@
         }
      }
      this.queryCrn = function () {
         if (CrnDatas !== null) {
         if (CrnDatas !== null && this.firstTime === 0) {
            for (let crnData of CrnDatas) {
               let crnTask = getArrVal(this.crnTasks, "crnNo", crnData.crnNo);
               if (null == crnTask) {
                  this.crnTasks.push(new CrnTask(crnData, this));
               } else {
                  if(!crnTask.run) {
                     // console.log(2)
                     crnTask.modify(crnData);
                  }
               }
@@ -397,12 +395,27 @@
      }
      this.lockControl = function () {
         this.camera.position.y = 100;
         this.camera.lookAt(0,100,0);
         this.controls.getObject().position.x =0;
         this.controls.getObject().position.y =100;
         this.controls.getObject().position.z =580;
         this.camera.lookAt(900,1100,0);
         this.controls.getObject().position.x = -200;
         this.controls.getObject().position.y = 200;
         this.controls.getObject().position.z = 200;
         this.controls.lock();
      }
      this.mainView = function () {
         this.camera.position.set( 1400, 400, 2000 );
         this.camera.lookAt( 1400, 500, 0 );
      }
      this.leftView = function () {
         this.camera.position.set( -3000, 300, -2000 );
         this.camera.lookAt(0, 500, -2000);
      }
      this.verticalView = function () {
         this.camera.position.set( 1400, 6000, -1800 );
         this.camera.lookAt( 1400, 0, -1800 );
      }
      this.backlView = function () {
         this.initCamera();
      }
   },
};