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 {StoreGoods} from './object/StoreGoods.js'; import {StaTask} from './object/StaTask.js'; import {DefineModel} from './object/DefineModel.js' var APP = { Player: function () { this.dom = null; this.scene = null;//场景 this.camera = null;//相机 this.renderer = null;//渲染器 this.objects = [];//场景中所有对象的集合 this.firstTime = 1; this.stats = null; 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.moveRight = false;//是否向右运行 this.canJump = false;//是否可以跳 this.velocity = new THREE.Vector3(); this.direction = new THREE.Vector3(); this.raycaster = null; this.prevTime = performance.now();//上一次render的时间 this.backgroundType = true; this.start = function () { this.initMain(); this.animate(); } this.initMain = function () { this.initScene(); this.initCamera(); this.initRenderer(); this.initOrbitControl(); this.initBackground(); this.initStats(); this.initLight(); this.initReSize(this); this.initOutLine(); // this.initComposer(); this.initObjectSelect(); this.initPointLockControl(this); this.initFloor(); this.initDefineModel(); this.initBuilding(); this.initConvey(); } this.animate = function () { requestAnimationFrame(this.animate.bind(this)); this.stats.begin(); 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) { this.camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 50000); 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, 600, 1100 ); this.camera.lookAt( this.scene.position ); } } this.initRenderer = function () { 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.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.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); // 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.orbitControl.enableDamping = true; this.orbitControl.dampingFactor = 0.5; // 视角最小距离 this.orbitControl.minDistance = 0; // 视角最远距离 this.orbitControl.maxDistance = 10000; // 最大角度 //this.orbitControl.maxPolarAngle = Math.PI / 2.2; } this.initStats = function () { this.stats = new Stats(); this.dom.appendChild( this.stats.dom ); this.stats.domElement.style.display = 'none'; } this.initBackground = function () { if (this.backgroundType) { // 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/' ); this.scene.background = cubeTextureLoader.load([ "px.jpg", "nx.jpg", "py.jpg", "ny.jpg", "pz.jpg", "nz.jpg" ]); } } this.initReSize = function(object){ window.addEventListener('resize', function () { object.camera.aspect = window.innerWidth / window.innerHeight; 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); } 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 ); const onKeyDown = function ( event ) { switch ( event.code ) { case 'ArrowUp': case 'KeyW': object.moveForward = true; break; case 'ArrowLeft': case 'KeyA': object.moveLeft = true; break; case 'ArrowDown': case 'KeyS': object.moveBackward = true; break; case 'ArrowRight': case 'KeyD': object.moveRight = true; break; case 'Space': if ( object.canJump === true ) { object.velocity.y += 450; } object.canJump = false; break; } }; const onKeyUp = function ( event ) { switch ( event.code ) { case 'ArrowUp': case 'KeyW': object.moveForward = false; break; case 'ArrowLeft': case 'KeyA': object.moveLeft = false; break; case 'ArrowDown': case 'KeyS': object.moveBackward = false; break; case 'ArrowRight': case 'KeyD': object.moveRight = false; break; } }; this.controls.addEventListener( 'lock', function () { console.log("第一人称视角") } ); this.controls.addEventListener( 'unlock', function () { console.log("上帝视角"); object.initCamera(); addClass(document.getElementById("ship-info-btn"), "show"); document.getElementById("ship-type-ul").style.transform = 'translateY(-40px)'; } ); document.addEventListener( 'keydown', onKeyDown ); document.addEventListener( 'keyup', onKeyUp ); this.addObject( this.controls.getObject() ); } this.firstPersonMove=function(){ const time = performance.now(); if ( this.controls.isLocked === true ) { this.raycaster.ray.origin.copy( this.controls.getObject().position ); this.raycaster.ray.origin.y -= 10; const intersections = this.raycaster.intersectObjects( this.objects, false ); const onObject = intersections.length > 0; const delta = ( time - this.prevTime ) / 1000; this.velocity.x -= this.velocity.x * 10.0 * delta; this.velocity.z -= this.velocity.z * 10.0 * delta; this.velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass this.direction.z = Number( this.moveForward ) - Number( this.moveBackward ); this.direction.x = Number( this.moveRight ) - Number( this.moveLeft ); this.direction.normalize(); // this ensures consistent movements in all directions if ( this.moveForward || this.moveBackward ) this.velocity.z -= this.direction.z * 2000.0 * delta; if ( this.moveLeft || this.moveRight ) this.velocity.x -= this.direction.x * 2000.0 * delta; if ( onObject === true ) { this.velocity.y = Math.max( 0, this.velocity.y ); this.canJump = true; } this.controls.moveRight( - this.velocity.x * delta ); this.controls.moveForward( - this.velocity.z * delta ); this.controls.getObject().position.y += ( this.velocity.y * delta ); // new behavior if ( this.controls.getObject().position.y < 10 ) { this.velocity.y = 0; this.controls.getObject().position.y = 10; this.canJump = true; } } this.prevTime = time; } this.removeObject = function (nameorid) { for (let i = 0; i < this.objects.length; i++) { let tmpObject = this.objects[i]; if (tmpObject.name === nameorid || tmpObject.id === nameorid) { this.objects.splice(i, 1); this.scene.remove(tmpObject); } } } this.addObject = function (object) { this.scene.add(object); this.objects.push(object); } this.initFloor = function() { // const planeGeometry = new THREE.PlaneGeometry( 2000, 2000 ); // planeGeometry.rotateX( - Math.PI / 2 ); // const planeMaterial = new THREE.ShadowMaterial( { opacity: 0.2 } ); // const plane = new THREE.Mesh( planeGeometry, planeMaterial ); // plane.position.y = - 200; // plane.receiveShadow = true; // this.addObject(plane); // const helper = new THREE.PolarGridHelper( 2000, 100 ); 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.initDefineModel = () => { const model = new DefineModel(this); } 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) { if (Store3DData !== undefined && Store3DData !== null) { for(let group of Store3DData.data.store.groups) { new StoreCrn(group.crn, object); for (let line of group.lines) { let shelf = new StoreShelf(line); object.addObject(shelf.mesh); if (line.bins !== null) { new StoreGoods(object, line.bins, shelf); } } } this.firstTime = 0; } } } this.queryCrn = function () { 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) { crnTask.modify(crnData); } } } } } 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 () { if (this.stats.domElement.style.display === 'none') { this.stats.domElement.style.display = 'block'; } else { this.stats.domElement.style.display = 'none'; } } this.changeBackGround = function () { this.backgroundType = !this.backgroundType; this.initBackground(); } this.lockControl = function () { this.camera.position.y = 100; 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(); } }, }; export { APP };