import {OrbitControls} from './lib/OrbitControls.js'; import { PointerLockControls } from './lib/PointerLockControls.js'; import Stats from './lib/stats.module.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 = { 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.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 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.initPointLockControl(this); this.initFloor(); this.initBuilding(); this.initConvey(); } this.animate = function () { requestAnimationFrame(this.animate.bind(this)); this.stats.begin(); this.renderer.render(this.scene, this.camera); this.firstPersonMove(); this.initStoreObjects(this); this.stats.end(); this.queryCrn(); this.crnMove(); } 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.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(); // 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.setPixelRatio( window.devicePixelRatio ); this.renderer.setSize( window.innerWidth, window.innerHeight ); 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); //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 ); } 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 ); } else { const cubeTextureLoader = new THREE.CubeTextureLoader(); cubeTextureLoader.setPath( '../static/img/skybox0/' ); 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.camera.aspect = window.innerWidth / window.innerHeight; object.camera.updateProjectionMatrix(); object.renderer.setSize(window.innerWidth, window.innerHeight); }, false); } 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.y = - 0; 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) { if (Store3DData !== undefined && Store3DData !== null) { for(var group of Store3DData.data.store.groups) { new StoreCrn(group.crn, object); for (var 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); // } // } } } 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.getExistedGoodType=function(state){ for (let i=0;i