@xtor/cga.js
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Xtor Compute Geometry Algorithm Libary 计算几何算法库
562 lines (561 loc) • 20.5 kB
JavaScript
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.GLView = void 0;
var three_1 = require("three");
// import { OrbitControls } from "three/examples/jsm/controls/OrbitControls"
var TransformControls_1 = require("three/examples/jsm/controls/TransformControls");
var EffectComposer_1 = require("three/examples/jsm/postprocessing/EffectComposer");
var RenderPass_1 = require("three/examples/jsm/postprocessing/RenderPass");
var UnrealBloomPass_1 = require("three/examples/jsm/postprocessing/UnrealBloomPass");
var OrbitControls_1 = require("three/examples/jsm/controls/OrbitControls");
var raycaster = new three_1.Raycaster();
var mouse = new three_1.Vector2();
var selectMaterial = new three_1.MeshPhongMaterial({ color: 0xaa3366 });
var PMREM = {
Scene: 0,
Equirectangular: 1,
CubeMap: 2
};
var GLView = /** @class */ (function () {
function GLView(settings) {
if (settings === void 0) { settings = {}; }
this.allowSelected = true;
this.renderer = new three_1.WebGLRenderer({
antialias: true
});
this.container = settings.container;
if (this.container)
this.container.appendChild(this.renderer.domElement);
this._scene = settings.scene || new three_1.Scene();
this._scene.name = "默认场景";
this._modelScene = new three_1.Object3D();
this._modelScene.name = "模型场景";
this._scene.add(this._modelScene);
this._helperScene = new three_1.Object3D();
this._helperScene.add(new three_1.AxesHelper(1000000));
this._scene.add(this._helperScene);
this.clearColor = settings.clearColor;
this.selectedObject = new three_1.Object3D();
this.selectedObject.parent = this._scene;
this.selecteds = this.selectedObject.children;
this.updates = [];
// Prefiltered, Mipmapped Radiance Environment Map
this._pmremGenerator = null;
this._enablePostProcessing = settings._enablePostProcessing || false;
this.effectComposer = new EffectComposer_1.EffectComposer(this.renderer);
this.init(settings);
this.onResize();
this.domElement.addEventListener("mousedown", this.onMousedown.bind(this));
window.addEventListener("resize", this.onResize.bind(this));
}
GLView.prototype.init = function (settings) {
this._camera = settings.camera || new three_1.PerspectiveCamera(45, 1, 0.1, 20000);
this._camera.position.set(16, 4, -30);
this._camera.name = "默认相机";
this._controls = new OrbitControls_1.OrbitControls(this._camera, this.domElement);
this._controls.addEventListener("change", function (e) {
// console.log(e);
var oc = e.target;
console.log(oc.target);
console.log(oc.object.position);
});
this._controls.minDistance = 10;
this._transfromControl = new TransformControls_1.TransformControls(this._camera, this.domElement);
this.scene.add(this._transfromControl);
this.scene.add(this._camera);
var light = new three_1.DirectionalLight();
light.name = "默认方向光";
light.position.set(1, 1, 1);
this.scene.add(light);
var pl = new three_1.PointLight();
pl.distance = 1000;
this._camera.add(pl);
this.scene.add(this._camera);
this.scene.add(new three_1.AxesHelper(10000));
this.scene.add(new three_1.GridHelper(100, 20, 0xff0000, 0xaaaaaa));
//添加一个地板
// var gdGeo = new PlaneBufferGeometry(1000000, 1000000);
// gdGeo.rotateX(-Math.PI / 2)
// var mesh = new Mesh(gdGeo, new MeshPhysicalMaterial({
// color: 0xffffff,
// transparency: 0.7,
// transparent: true,
// metalness: 0.0,
// roughness: 0.7,
// polygonOffset: true,
// polygonOffsetFactor: -1,
// polygonOffsetUnits: -1
// // side: DoubleSide
// } as any));
// (<any>mesh).isHelper = true;
// mesh.position.set(0, -1, 0)
// this.add(mesh);
//添加一个环境光
// new RGBELoader()
// .setDataType(UnsignedByteType)
// .load('../../assets/textures/env/quarry_01_1k.hdr', (texture) => {
// this.pmrenvMap(texture)
// })
};
Object.defineProperty(GLView.prototype, "modelScene", {
get: function () {
return this._modelScene;
},
set: function (val) {
this._modelScene = val;
this.add(val);
},
enumerable: false,
configurable: true
});
Object.defineProperty(GLView.prototype, "helperScene", {
get: function () {
return this._helperScene;
},
set: function (val) {
this._helperScene = val;
this.add(val);
},
enumerable: false,
configurable: true
});
Object.defineProperty(GLView.prototype, "clearColor", {
set: function (val) {
val = val || 0xaaeeff;
this.renderer.setClearColor(val);
},
enumerable: false,
configurable: true
});
GLView.prototype.setTransfromMode = function (mode) {
this._transfromControl.setMode(mode);
};
GLView.prototype.attach = function (model) {
if (!model) {
this.detach(model);
}
else {
this._transfromControl.attach(model);
this._controls.enabled = false;
}
};
GLView.prototype.detach = function (model) {
this._transfromControl.detach(model);
this._controls.enabled = true;
};
GLView.prototype.pmrenvMap = function (texture, type) {
if (type === void 0) { type = PMREM.Equirectangular; }
texture.mapping = three_1.EquirectangularReflectionMapping;
if (!this._pmremGenerator)
this._pmremGenerator = new three_1.PMREMGenerator(this.renderer);
var renderTarget;
switch (type) {
case PMREM.CubeMap:
this._pmremGenerator.compileCubemapShader();
renderTarget = this._pmremGenerator.fromCubemap(texture);
break;
case PMREM.Equirectangular:
renderTarget = this._pmremGenerator.fromEquirectangular(texture);
this._pmremGenerator.compileEquirectangularShader();
break;
default:
throw ("pmrem error");
}
// this.scene.background = renderTarget.texture;
this.scene.environment = renderTarget.texture;
};
Object.defineProperty(GLView.prototype, "toneExposure", {
set: function (val) {
this.renderer.toneMappingExposure = val;
},
enumerable: false,
configurable: true
});
Object.defineProperty(GLView.prototype, "camera", {
get: function () {
return this._camera;
},
set: function (value) {
this._camera = value;
this._controls.object = value;
},
enumerable: false,
configurable: true
});
Object.defineProperty(GLView.prototype, "scene", {
get: function () {
return this._scene;
},
set: function (value) {
this._scene = value;
},
enumerable: false,
configurable: true
});
Object.defineProperty(GLView.prototype, "width", {
get: function () {
return this.domElement.width;
},
enumerable: false,
configurable: true
});
Object.defineProperty(GLView.prototype, "height", {
get: function () {
return this.domElement.height;
},
enumerable: false,
configurable: true
});
Object.defineProperty(GLView.prototype, "domElement", {
get: function () {
return this.renderer.domElement;
},
enumerable: false,
configurable: true
});
Object.defineProperty(GLView.prototype, "enablePostProcessing", {
get: function () { return this._enablePostProcessing; },
set: function (value) {
this._enablePostProcessing = value;
if (!value)
return;
if (!this.renderPass) {
this.renderPass = new RenderPass_1.RenderPass(this._scene, this._camera);
this.effectComposer.addPass(this.renderPass);
this.effectComposer.setSize(this.width, this.height);
}
},
enumerable: false,
configurable: true
});
GLView.prototype.addPass = function (pass) {
this.effectComposer.addPass(pass);
};
GLView.prototype.addPassEx = function (name, params) {
if (params === void 0) { params = { threshold: 0.01, strength: 0.1, radius: 0.4 }; }
if (name === "Bloom") {
var bloomPass = new UnrealBloomPass_1.UnrealBloomPass(new three_1.Vector2(this.width, this.height), 1.5, 0.4, 0.85);
bloomPass.threshold = params.threshold;
bloomPass.strength = params.strength;
bloomPass.radius = params.radius;
this.effectComposer.addPass(bloomPass);
return bloomPass;
}
};
/**
* 向场景添加模型
* @param {Object3D} object 模型
*/
GLView.prototype.add = function () {
var object = [];
for (var _i = 0; _i < arguments.length; _i++) {
object[_i] = arguments[_i];
}
for (var i = 0; i < object.length; i++) {
var object_i = object[i];
if (object_i.isSequence) {
this._modelScene.add(object_i.renderObject);
this.addUpdates(object_i);
}
if (object_i.isBody) {
this._modelScene.add(object_i.renderObject);
}
else if (object_i.isHelper) {
this._helperScene.add(object_i);
}
else {
this._modelScene.add(object_i);
}
}
return this;
};
/**
* 场景移除模型
* @param {Object3D} object 模型
*/
GLView.prototype.remove = function () {
var object = [];
for (var _i = 0; _i < arguments.length; _i++) {
object[_i] = arguments[_i];
}
for (var i = 0; i < object.length; i++) {
var object_i = object[i];
if (object_i.isSequence) {
this._modelScene.remove(object_i.renderObject);
this.removeUpdates(object_i);
}
if (object_i.isBody) {
this._modelScene.remove(object_i.renderObject);
}
else if (object_i.isHelper) {
this._helperScene.remove(object_i);
}
else {
this._modelScene.remove(object_i);
}
}
return this;
};
/**
* 设置渲染DOM的宽高 更新相机
* @param {} width
* @param {} height
*/
GLView.prototype.size = function (width, height) {
this.camera.aspect = width / height;
this.camera.updateProjectionMatrix();
this.renderer.setSize(width, height);
if (this._enablePostProcessing)
this.effectComposer.setSize(width, height);
};
/**
* 添加更新函数
* @param {} ...updates
*/
GLView.prototype.addUpdates = function () {
var _a;
var updates = [];
for (var _i = 0; _i < arguments.length; _i++) {
updates[_i] = arguments[_i];
}
(_a = this.updates).push.apply(_a, updates);
};
GLView.prototype.removeUpdates = function () {
var updates = [];
for (var _i = 0; _i < arguments.length; _i++) {
updates[_i] = arguments[_i];
}
for (var i = 0; i < updates.length; i++) {
var upm = updates[i];
var upos = this.updates.indexOf(upm);
if (upos >= 0)
this.updates.splice(upos, 1);
}
};
GLView.prototype.onMousedown = function (event) {
var rect = this.domElement.getBoundingClientRect();
mouse.x = ((event.clientX - rect.left) / this.width) * 2 - 1;
mouse.y = -((event.clientY - rect.top) / this.height) * 2 + 1;
if (event.button === 0) {
var intersect = this.getSelect(mouse, false);
}
};
GLView.prototype.onResize = function () {
this.size(window.innerWidth, window.innerHeight);
};
/**
* 世界坐标投影到屏幕坐标
* @param {Vector3} v3 世界坐标
*/
GLView.prototype.project = function (v3) {
return v3.project(this.camera);
};
/**
* 世界坐标中的点对应document坐标
* @param {} v3
*/
GLView.prototype.getScreenPosition = function (v3) {
v3 = this.project(v3);
var rect = this.domElement.getBoundingClientRect();
var x = ((v3.x + 1) / 2) * this.width + rect.left;
var y = -((v3.y - 1) / 2) * this.height + rect.top;
return new three_1.Vector2(x, y);
};
/**
* 从一个坐标点获取模型
* @param {} v2
* @param {} first=true
*/
GLView.prototype.getSelect = function (v2, isMousePos, first) {
if (isMousePos === void 0) { isMousePos = true; }
if (first === void 0) { first = true; }
if (isMousePos) {
var rect = this.domElement.getBoundingClientRect();
v2.x = ((v2.x - rect.left) / this.width) * 2 - 1;
v2.y = -((v2.y - rect.top) / this.height) * 2 + 1;
}
//渲染区域之外
if (v2.x < -1 || v2.x > 1 || v2.y < -1 || v2.y > 1)
return null;
raycaster.setFromCamera(v2, this.camera);
var intersects = raycaster.intersectObject(this.modelScene, true);
if (intersects.length > 0) {
if (first)
return intersects[0];
else
return intersects;
}
return null;
};
/**
* 将屏幕点反投影到世界坐标
* @param {} v3
*/
GLView.prototype.unproject = function (v3) {
return v3.unproject(this.camera);
};
GLView.prototype.selectMD = function (mulSelected) {
if (mulSelected === void 0) { mulSelected = false; }
if (!this.allowSelected)
return null;
raycaster.setFromCamera(mouse, this.camera);
var intersects = raycaster.intersectObject(this.modelScene, true);
if (intersects.length > 0) {
var intersect = intersects[0];
var itrObj = this.getUserParent(intersect.object);
console.log(intersect.point);
if (!mulSelected) {
// 不允许多选
this.unselect();
}
if (!itrObj.selected) {
this.select(itrObj);
}
else {
itrObj.selected = false;
var idx = this.selecteds.indexOf(itrObj);
this.selecteds.splice(idx, 1);
itrObj.material = itrObj.orgMaterial;
}
return itrObj;
}
else {
this.unselect();
}
return null;
};
/**
* 设置要选中的模型为选中状态
* @param {} models
*/
GLView.prototype.selectModels = function (models) {
var ary = Array.isArray(models) ? models : [models];
//unselected
this.unselect();
//selected
this.select(ary);
};
GLView.prototype.select = function (models) {
var _a;
var _this = this;
if (!this.allowSelected)
return;
if (models && !Array.isArray(models))
this._modelControl.attach(this.getUserParent(models));
var ary;
if (models === undefined)
ary = this.selecteds;
else
ary = Array.isArray(models) ? models : [models];
ary = ary.map(function (o) { return _this.getUserParent(o); });
(_a = this.selecteds).push.apply(_a, ary);
for (var i = 0; i < ary.length; i++) {
var model = ary[i];
//显示开始和结束的控制点
var model_bone;
model.children.forEach(function (cm) {
if (cm.name.indexOf("bone_start") !== -1) {
model_bone = cm;
return;
}
});
if (model_bone) {
this.startControl.attach(model_bone);
}
//End----------------------------------------------
for (var j = 0; j < model.children.length; j++) {
var m = model.children[j];
//当前层级的选中
if (m.name.indexOf("hide_node") !== -1) {
m.traverse(function (obj) {
if (!obj.orgMaterial)
obj.orgMaterial = obj.material;
obj.selected = true;
obj.material = selectMaterial;
});
}
//显示骨骼操作点
if (m.name.indexOf("bone") !== -1)
m.visible = true;
}
}
};
/**
* 取消模型的选中状态
* @param {} models
*/
GLView.prototype.unselect = function (models) {
this._modelControl.detach();
var ary;
if (models === undefined)
ary = this.selecteds;
else
ary = Array.isArray(models) ? models : [models];
for (var i = 0; i < ary.length; i++) {
var model = ary[i];
for (var j = 0; j < model.children.length; j++) {
var m = model.children[j];
//当前层级的选中
if (m.name.indexOf("hide_node") !== -1) {
if (m.orgMaterial && m.selected)
m.material = m.orgMaterial;
}
//显示骨骼操作点
if (m.name.indexOf("bone") !== -1)
m.visible = false;
}
}
// this.selectedObject.remove(...ary);
while (ary.length > 0) {
var objs = ary.pop();
objs.traverse(function (obj) {
if (obj.orgMaterial && obj.selected)
obj.material = obj.orgMaterial;
obj.selected = false;
});
}
this.startControl.detach();
this.endControl.detach();
};
/**
* 判断点是否在渲染区域(是否可见)
* @param {} v3
*/
GLView.prototype.inRendererArea = function (v3) {
v3 = this.project(v3);
return !(v3.x > 1 || v3.x < -1 || v3.y > 1 || v3.y < -1);
};
GLView.prototype.render = function () {
if (this._enablePostProcessing)
this.effectComposer.render();
else
this.renderer.render(this._scene, this._camera);
};
GLView.prototype.run = function () {
this.render();
requestAnimationFrame(this.run.bind(this));
};
GLView.prototype.hide = function (obj) {
obj.visible = false;
};
GLView.prototype.hideOther = function (obj) {
this.modelScene.traverse(function (e) {
e.visible = false;
});
obj.traverse(function (e) {
e.visible = true;
});
this.modelScene.visible = true;
while (obj !== this.modelScene) {
obj.visible = true;
obj = obj.parent;
}
};
GLView.prototype.showAll = function () {
this.modelScene.traverse(function (e) {
e.visible = true;
});
};
return GLView;
}());
exports.GLView = GLView;