Commit e16ac3a2 authored by 李苏's avatar 李苏 💬

首页调整

parent b323f37d
......@@ -2,7 +2,7 @@
* @Description:
* @Author: lisu lisu@gavelinfo.com
* @LastEditors: lisu lisu@gavelinfo.com
* @LastEditTime: 2024-09-11 11:19:18
* @LastEditTime: 2024-09-11 16:54:41
* @FilePath: /zghywpc-vue/src/views/yhlywsytst/yhlywsytst/index.vue
-->
<template>
......@@ -56,11 +56,11 @@
</div>
</div>
</div>
<div class="toolButton3">
<!-- <div class="toolButton3">
<div class="flex1 text-center">
<el-checkbox v-model="xzjj">选中时近景</el-checkbox>
</div>
</div>
</div> -->
<div v-show="selectedModel.name" class="leftOpt" style="padding-top: 30px;">
<div class="sbxxTitle" style="position: absolute;top: 5px;font-weight: 800;">
{{'设备:'+selectedModel.name}}
......@@ -221,6 +221,60 @@
</div>
</div>
</div>
<!-- 标高信息-->
<div class="flex1" style="height: 33%;overflow: hidden;">
<!-- 设备检修-->
<div class="full">
<div class="mktitle">
<span>零部件数据</span>
<img :src="ksh33" alt="">
</div>
<div v-show="!selectedModel.name" class="mkbody data-box1 flex-center nosbxxTitle">
请选中设备进行查询
</div>
<div v-show="selectedModel.name" class="mkbody data-box1">
<!-- <div class="sbxxTitle">
{{'设备:'+selectedModel.name}}
</div> -->
<div class="com-count-body" style=" height:calc(100% - 0px);overflow: hidden;">
<!-- 标题-->
<div class="lbbt" style="font-size: 13px;">
<div class="flex1 text-center ">
编码
</div>
<div class="flex1 text-center ">
名称
</div>
<div class="flex1 text-center ">
机组
</div>
<div class="flex1 text-center ">
规格
</div>
<div class="flex1 text-center ">
管径
</div>
</div>
<ScrollSeamless :class-option="optionSingleHeight" :data="lbjlistData" class="lbbody"
style="overflow: hidden;">
<div class="full lbtit">
<div style="line-height: 25px;display: flex;font-size: 12px;text-align: center"
v-for="item in lbjlistData">
<div class="flex1" style="color: #68D8FE ;" v-text="item.code"></div>
<div class="flex1" style="color: #68D8FE ;" v-text="item.name"></div>ss
<div class="flex1" style="color: #68D8FE ;" v-text="item.jzbm"></div>
<div class="flex1" style="color: #68D8FE ;" v-text="item.gg"></div>
<div class="flex1" style="color: #68D8FE ;" v-text="item.gj"></div>
</div>
</div>
</ScrollSeamless>
</div>
</div>
</div>
</div>
</div>
<!-- 溯源排查-->
......@@ -326,8 +380,24 @@
<span>设备流向</span>
<b class="data-title-right">]</b>
</div>
<div class="full flex " style="height: calc(100% - 14px);padding-top: 12px;">
<div class="full flex " style="height: calc(50% - 0px);padding-top: 12px;">
<el-row :gutter="20" class="search-row-1" style="width: 100%;">
<el-col :span="12" class="search-col">
<div class="search-item">
<span class="search-span">设备编码:</span>
<el-input placeholder="" v-model="sblxCode"></el-input>
</div>
</el-col>
<el-col :span="12" class="search-col flex-center">
<el-button style="background-color: rgba(7,32,96,0.0);border: 1px solid #68D8FE; color: #68D8FE;"
size="mini" @click="sblxcx()" type="primary">设备查询</el-button>
<!-- 暂无信息-->
<span v-if="sblxcxwcxdxx"
style="color: red;font-size: 12px;padding-left: 10px;">{{sblxcxwcxdxxText}}</span>
</el-col>
</el-row>
</div>
<div class="full flex " style="height: calc(50% - 0px);padding-top: 12px;">
<el-row :gutter="20" class="search-row-1" style="width: 100%;">
<el-col :span="12" class="search-col">
<div class="search-item">
......@@ -350,6 +420,7 @@
</el-row>
</div>
</div>
</div>
<!-- 右侧操作边框-->
......@@ -364,7 +435,6 @@
</template>
<script>
import ywDialog from './ywDialog.vue'
import * as THREE from 'three'
import gsap from 'gsap'
......@@ -377,6 +447,7 @@
this.init()
this.loadAll()
this.tdClick()
this.tdblClick()
this.getData()
})
......@@ -398,13 +469,17 @@
},
data() {
return {
sblxCode: '',
sblxcxwcxdxx: false,
sblxcxwcxdxxText: '',
/* 弹框控制参数*/
showDialog: false,
DialogTitle: '异物信息',
DialogWidth: '65vw',
ywlistData: [],
jxlistData: [],
bglistData:[],
bglistData: [],
lbjlistData: [],
ksh33: ksh33,
queryParams: {
jzbm: '',
......@@ -456,6 +531,7 @@
this.apiGetJxxx()
this.apiGetYwxx()
this.apiGetBgxx()
this.apiGetLbjxx()
} else {
this.fileList = [];
return [];
......@@ -473,6 +549,13 @@
sypc() {
this.showDialog = true
},
apiGetLbjxx() {
this.$post('sbgl/usbxx/query', {
sbxxCode: this.selectedModel.name,
}).then(res => {
this.lbjlistData = res.data.records || []
})
},
apiGetYwxx() {
this.$post('ywxxgl/uywxx/query', {
sbxxCode: this.selectedModel.name,
......@@ -494,12 +577,12 @@
this.jxlistData = res.data.records || []
})
},
/**
* @description:选中标签后操作
* @param {String} code
* @return {*}
* @author: lisu
*/
/**
* @description:选中标签后操作
* @param {String} code
* @return {*}
* @author: lisu
*/
clickTag(code) {
if (!code) {
return
......@@ -559,527 +642,623 @@
}
}
},
sbcx() {
if (!this.sbxxQueryParams.code) {
this.sbcxwcxdxx = true
this.sbcxwcxdxxText = '请输入设备编码!'
setTimeout(() => {
this.sbcxwcxdxx = false
}, 2000)
} else {
this.sbxxQueryParams.code = this.sbxxQueryParams.code.replace(/\s+/g, '');
/**
* @description:查询流向信息,没有查询所有
* @return {*}
* @author: lisu
*/
sblxcx() {
if (true) {
this.sblxCode = this.sblxCode.replace(/\s+/g, '');
/* 查询*/
let iscx = false
this.viewer.scene.traverse((model) => {
if (model.isMesh) {
if (model.name == this.sbxxQueryParams.code) {
this.$post('sbgl/usblxgx/zbInfo', {
sbxxCode: this.sblxCode
}).then(res => {
if (res.success) {
let data = res.data.records || []
if (res.data.records.length == 0) {
this.sblxcxwcxdxx = true
this.sblxcxwcxdxxText = '未查询到流向!'
setTimeout(() => {
this.sblxcxwcxdxx = false
}, 2000)
}else{
this.selectedModel = model
iscx = true
/* 执行并情况材料队列 */
this.reMaterialQue.forEach(item => {
item.revert()
})
this.reMaterialQue.splice(0, this.reMaterialQue.length)
}
this.allPieData = data.filter((item) => {
return item.children.some((child) => child.data.length >= 2);
});
if(res.data.records.length!=0){
this.$success(`共查询到${res.data.records.length }条数据!共绘制${this.allPieData.length}条流向!`)
}
/* 添加材质模型队列*/
let reMaterialQueItem = {
model,
material: model.material.clone(),
revert: function() {
this.model.material = this.material
}
}
this.reMaterialQue.push(reMaterialQueItem)
}
})
}
},
sbcx() {
if (!this.sbxxQueryParams.code) {
this.sbcxwcxdxx = true
this.sbcxwcxdxxText = '请输入设备编码!'
setTimeout(() => {
this.sbcxwcxdxx = false
}, 2000)
} else {
this.sbxxQueryParams.code = this.sbxxQueryParams.code.replace(/\s+/g, '');
/* 查询*/
let iscx = false
this.viewer.scene.traverse((model) => {
if (model.isMesh) {
if (model.name == this.sbxxQueryParams.code) {
this.selectedModel = model
iscx = true
/* 执行并情况材料队列 */
this.reMaterialQue.forEach(item => {
item.revert()
})
this.reMaterialQue.splice(0, this.reMaterialQue.length)
/* 添加材质模型队列*/
let reMaterialQueItem = {
model,
material: model.material.clone(),
revert: function() {
this.model.material = this.material
}
}
this.reMaterialQue.push(reMaterialQueItem)
model.material = new THREE.MeshPhongMaterial({
color: new THREE.Color('rgba(255, 255, 0, 0.8)'),
transparent: true,
opacity: 0.8,
wireframe: false,
})
/* */
if (this.xzjj) {
const object = model;
if (object) {
this.viewer.cameraControl.fitTo(object);
}
model.material = new THREE.MeshPhongMaterial({
color: new THREE.Color('rgba(255, 255, 0, 0.8)'),
transparent: true,
opacity: 0.8,
wireframe: false,
})
/* */
if (this.xzjj) {
const object = model;
if (object) {
this.viewer.cameraControl.fitTo(object);
}
}
}
}
});
if (iscx == false) {
this.sbcxwcxdxx = true
this.sbcxwcxdxxText = '未查询到设备!'
setTimeout(() => {
this.sbcxwcxdxx = false
}, 2000)
}
}
});
if (iscx == false) {
this.sbcxwcxdxx = true
this.sbcxwcxdxxText = '未查询到设备!'
setTimeout(() => {
this.sbcxwcxdxx = false
}, 2000)
}
}
},
apiJzbm() {
let params = _.cloneDeep(this.queryParams)
delete params.sbxxCode
/* 先清空 选中的机组*/
},
apiJzbm() {
let params = _.cloneDeep(this.queryParams)
delete params.sbxxCode
/* 先清空 选中的机组*/
this.jzReMaterialQue.forEach(item => {
item.revert()
})
this.jzReMaterialQue.splice(0, this.jzReMaterialQue.length)
this.$post('ksh/query',
params
).then(res => {
if (res.success) {
let sbxxList = res.data.records || []
this.$success(`已标记${sbxxList.length}个设备`)
const sbxxCodeList = sbxxList.map(item => item.sbxxCode)
/* 解决 先缓存选中色,后渲染黄色,默认选中时颜色不对
bug: 1默认还原为原色
2.高亮为黄色触发默认选中(黄色存储在另一个队列)
3.默认选中会还原上一个颜色
4.还原为原色,触发选中。变为选中色,清除为原色,覆盖了亮色
*/
if (sbxxCodeList.length != 0) {
this.reMaterialQue.forEach(item => {
item.revert()
})
}
this.reMaterialQue.splice(0, this.reMaterialQue.length)
/* 分割,在渲染高亮清空选中的*/
this.viewer.scene.traverse((model) => {
if (model.isMesh) {
if (sbxxCodeList.includes(model.name)) {
let jzReMaterialQueItem = {
model,
material: model.oldmaterial.clone(),
revert: function() {
this.model.material = this.material
}
}
this.jzReMaterialQue.push(jzReMaterialQueItem)
model.material = new THREE.MeshPhongMaterial({
color: new THREE.Color('rgba(255, 164, 7, 0.8)'),
transparent: true,
opacity: 0.8,
wireframe: false,
})
this.jzReMaterialQue.forEach(item => {
item.revert()
})
this.jzReMaterialQue.splice(0, this.jzReMaterialQue.length)
this.$post('ksh/query',
params
).then(res => {
if (res.success) {
let sbxxList = res.data.records || []
this.$success(`已标记${sbxxList.length}个设备`)
const sbxxCodeList = sbxxList.map(item => item.sbxxCode)
/* 解决 先缓存选中色,后渲染黄色,默认选中时颜色不对
bug: 1默认还原为原色
2.高亮为黄色触发默认选中(黄色存储在另一个队列)
3.默认选中会还原上一个颜色
4.还原为原色,触发选中。变为选中色,清除为原色,覆盖了亮色
*/
if (sbxxCodeList.length != 0) {
this.reMaterialQue.forEach(item => {
item.revert()
})
}
this.reMaterialQue.splice(0, this.reMaterialQue.length)
/* 分割,在渲染高亮清空选中的*/
this.viewer.scene.traverse((model) => {
if (model.isMesh) {
if (sbxxCodeList.includes(model.name)) {
let jzReMaterialQueItem = {
model,
material: model.oldmaterial.clone(),
revert: function() {
this.model.material = this.material
}
}
this.jzReMaterialQue.push(jzReMaterialQueItem)
model.material = new THREE.MeshPhongMaterial({
color: new THREE.Color('rgba(255, 164, 7, 0.8)'),
transparent: true,
opacity: 0.8,
wireframe: false,
})
}
}
});
if (this.jzReMaterialQue.length != 0) {
});
if (this.jzReMaterialQue.length != 0) {
this.viewer.cameraControl.fitTo(this.jzReMaterialQue[0].model);
this.sylbshow = true
this.clickTag(this.jzReMaterialQue[0].model.name)
} else {
this.sylbshow = false
}
if (sbxxList.length > 0 && (this.jzReMaterialQue.length != sbxxList.length)) {
this.$warning('存在与模型数据不匹配的数据!')
}
this.viewer.cameraControl.fitTo(this.jzReMaterialQue[0].model);
this.sylbshow = true
this.clickTag(this.jzReMaterialQue[0].model.name)
} else {
this.sylbshow = false
}
if (sbxxList.length > 0 && (this.jzReMaterialQue.length != sbxxList.length)) {
this.$warning('存在与模型数据不匹配的数据!')
}
}
})
},
/* 解决com和 相机控制器事件冲突的问题*/
canNotMousedown(domList) {
domList.forEach(vdom => {
vdom.addEventListener('mouseover', function(event) {
event.preventDefault();
});
})
}
})
},
/* 解决com和 相机控制器事件冲突的问题*/
canNotMousedown(domList) {
domList.forEach(vdom => {
vdom.addEventListener('mouseover', function(event) {
event.preventDefault();
});
})
},
flowPieDataChange(val) {
this.handlerAllFlow()
},
/* 绘制流动方法
},
flowPieDataChange(val) {
this.handlerAllFlow()
},
/* 绘制流动方法
*/
handlerAllFlow() {
if (this.allFlowObject.length) {
this.allFlowObject.forEach((item) => {
item.removeFromParent();
*/
handlerAllFlow() {
if (this.allFlowObject.length) {
this.allFlowObject.forEach((item) => {
item.removeFromParent();
});
this.allFlowObject = [];
}
const children = this.allPieData.find((item) => item.name === this.flowPieData)?.children;
if (!children) {
return;
}
children.forEach((item) => {
if (item.data.length >= 2) {
const o = this.drawPipe(
item.data.map((item) => [item.x, item.y, item.z]),
item.radius,
this.flowDirection,
});
this.allFlowObject = [];
}
const children = this.allPieData.find((item) => item.name === this.flowPieData)?.children;
if (!children) {
return;
}
children.forEach((item) => {
if (item.data.length >= 2) {
const o = this.drawPipe(
item.data.map((item) => [item.x, item.y, item.z]),
item.radius,
this.flowDirection,
);
o.traverse((node) => {
if (node.isMesh) {
node._thing_tag = "helper";
}
});
this.allFlowObject.push(o);
const box = new THREE.Box3();
o.points.forEach((item) => {
box.expandByPoint(new THREE.Vector3(...item));
});
o.points.forEach((item) => {
box.expandByPoint(new THREE.Vector3(...item));
});
this.viewer.cameraControl.control.fitToBox(box, true, {
cover: true
});
}
});
},
/* 获取流向数据*/
getData() {
this.$post('sbgl/usblxgx/zbInfo', {}).then(res => {
if (res.success) {
let data = res.data.records || []
this.allPieData = data.filter((item) => {
return item.children.some((child) => child.data.length >= 2);
});
}
})
},
/* 流向动画*/
drawPipe(positions, radius, direction) {
const viewer = this.viewer;
const points = positions.map(
/* 根据本身的模型定位来*/
(item) => new THREE.Vector3(item[0] / 1000, item[2] / 1000, -item[1] / 1000)
);
o.traverse((node) => {
const flowObject = new VT.TubeLine({
points: points,
geometry: {
radius: radius / 100 / 2,
cornerRadius: 0,
cornerSplit: 10,
},
material: {
// color: "#0099ff",
color: "lightgreen",
side: 2,
map: {
image: "vt/resources/texture/arrow.png",
repeat: [1, 4],
// rotation: direction ? Math.PI : 0,
wrapS: THREE.RepeatWrapping,
wrapT: THREE.RepeatWrapping,
},
transparent: true,
depthTest: true,
},
});
flowObject.line.onBeforeRender = () => {
if (flowObject.line.material.map) {
flowObject.line.material.map.offset.x -= 0.05;
}
};
flowObject.traverse((node) => {
if (node.isMesh) {
node._thing_tag = "helper";
}
});
this.allFlowObject.push(o);
const box = new THREE.Box3();
o.points.forEach((item) => {
box.expandByPoint(new THREE.Vector3(...item));
});
o.points.forEach((item) => {
box.expandByPoint(new THREE.Vector3(...item));
});
this.viewer.cameraControl.control.fitToBox(box, true, {
cover: true
});
}
});
},
/* 获取流向数据*/
getData() {
this.$post('sbgl/usblxgx/zbInfo', {}).then(res => {
if (res.success) {
let data = res.data.records || []
this.allPieData = data.filter((item) => {
return item.children.some((child) => child.data.length >= 2);
});
}
})
},
/* 流向动画*/
drawPipe(positions, radius, direction) {
const viewer = this.viewer;
const points = positions.map(
/* 根据本身的模型定位来*/
(item) => new THREE.Vector3(item[0] / 1000, item[2] / 1000, -item[1] / 1000)
);
const flowObject = new VT.TubeLine({
points: points,
geometry: {
radius: radius / 100 / 2,
cornerRadius: 0,
cornerSplit: 10,
viewer.scene.add(flowObject);
return flowObject;
},
material: {
// color: "#0099ff",
color: "lightgreen",
side: 2,
map: {
image: "vt/resources/texture/arrow.png",
repeat: [1, 4],
// rotation: direction ? Math.PI : 0,
wrapS: THREE.RepeatWrapping,
wrapT: THREE.RepeatWrapping,
},
transparent: true,
depthTest: true,
},
});
flowObject.line.onBeforeRender = () => {
if (flowObject.line.material.map) {
flowObject.line.material.map.offset.x -= 0.05;
}
};
flowObject.traverse((node) => {
if (node.isMesh) {
node._thing_tag = "helper";
}
});
viewer.scene.add(flowObject);
return flowObject;
},
clearSelected() {
// this.viewer.scene.traverse(function(obj) {
// console.log(obj,'模型对象')
// if (obj.isMesh) {
// obj.material = new THREE.MeshPhysicalMaterial({
// clearcoat: 1.0, //物体表面清漆层或者说透明涂层的厚度
// clearcoatRoughness: 0.1, //透明涂层表面的粗糙度
// color: obj.material.color, //默认颜色
// metalness: 0.9, //车外壳金属度
// roughness: 0.5, //车外壳粗糙度
// envMapIntensity: 2.5, //环境贴图对Mesh表面影响程度
// })
// }
// })
this.selectedModel = {
name: ''
}
this.reMaterialQue.forEach(item => {
item.revert()
})
clearSelected() {
// this.viewer.scene.traverse(function(obj) {
// console.log(obj,'模型对象')
// if (obj.isMesh) {
// obj.material = new THREE.MeshPhysicalMaterial({
// clearcoat: 1.0, //物体表面清漆层或者说透明涂层的厚度
// clearcoatRoughness: 0.1, //透明涂层表面的粗糙度
// color: obj.material.color, //默认颜色
// metalness: 0.9, //车外壳金属度
// roughness: 0.5, //车外壳粗糙度
// envMapIntensity: 2.5, //环境贴图对Mesh表面影响程度
// })
// }
// })
this.selectedModel = {
name: ''
}
this.reMaterialQue.forEach(item => {
item.revert()
})
},
viewCenter() {
this.cameraTo(this.viewer.camera.position.x, this.viewer.camera.position.y, this.viewer.camera.position.z, 0, 0,
0)
},
reView() {
this.cameraTo(0, 32, -82, 0, 0, 0)
},
viewCenter() {
this.cameraTo(this.viewer.camera.position.x, this.viewer.camera.position.y, this.viewer.camera.position.z,
0, 0,
0)
},
reView() {
this.cameraTo(0, 32, -82, 0, 0, 0)
},
init() {
/* scene*/
// this.scene = new Viewer('scene')
// this.scene.camera.position.set(0, 17, -60)
/* viewer*/
// this.viewer = new Viewer('container')
// this.viewer.camera.position.set(0, 17, -60)
// const manager = new THREE.LoadingManager();
// manager.onProgress = (item, loaded, total) => {
// let process = (loaded / total * 100).toFixed(2)
// if (process == 100) {
// this.loading = false
// }
// // 这里可以根据加载进度执行其他操作
// };
// this.modelLoader = new ModelLoader(this.viewer, manager)
// const lights = new Lights(this.viewer)
// const ambientLight = lights.addAmbientLight() // 添加环境光
// ambientLight.setOption({
// color: 0xff0000,
// intensity: 6 // 环境光强度
// })
// ambientLight.light.name = 'AmbientLight'
// // 添加平行光
// lights.addDirectionalLight([200, 200, 200], {
// color: 'rgb(253,253,253)',
// intensity: 3,
// castShadow: false // 是否投射阴影
// })
// this.loadDm()
this.viewer = new VT.Viewer({
container: this.$refs.container,
scene: {
helper: {
grid: {
visible: true,
},
init() {
/* scene*/
// this.scene = new Viewer('scene')
// this.scene.camera.position.set(0, 17, -60)
/* viewer*/
// this.viewer = new Viewer('container')
// this.viewer.camera.position.set(0, 17, -60)
// const manager = new THREE.LoadingManager();
// manager.onProgress = (item, loaded, total) => {
// let process = (loaded / total * 100).toFixed(2)
// if (process == 100) {
// this.loading = false
// }
// // 这里可以根据加载进度执行其他操作
// };
// this.modelLoader = new ModelLoader(this.viewer, manager)
// const lights = new Lights(this.viewer)
// const ambientLight = lights.addAmbientLight() // 添加环境光
// ambientLight.setOption({
// color: 0xff0000,
// intensity: 6 // 环境光强度
// })
// ambientLight.light.name = 'AmbientLight'
// // 添加平行光
// lights.addDirectionalLight([200, 200, 200], {
// color: 'rgb(253,253,253)',
// intensity: 3,
// castShadow: false // 是否投射阴影
// })
// this.loadDm()
this.viewer = new VT.Viewer({
container: this.$refs.container,
scene: {
helper: {
grid: {
visible: true,
},
},
background: {
skyboxPath: "dark",
},
},
view: {
position: [44.81080132492321, 48.62916741352805, -75.73966237503983],
center: [48.15565686619112, 5.221820594458009, 5.975771281142078],
far: 10000,
near: 0.1,
aspect: null,
fov: 45,
isOrtho: false,
zoom: 1,
rotation: [-2.6532966628149923, -0.036133545863119475, -3.1224049976510337, "XYZ"],
},
},
background: {
skyboxPath: "dark",
},
});
},
loadAll() {
var model = new VT.Model({
modelType: "gltf",
src: "/gltf/all.gltf",
})
model.addEventListener("loaded", () => {
this.loading = false
this.viewer.scene.traverse(model => {
if (model.isMesh) {
model.oldmaterial = model.material.clone()
}
})
});
this.viewer.scene.add(model);
// this.modelLoader.loadModelToScene('/glb/all.glb', (model) => {
// model.object.position.set(-42, -10, 0)
// model.object.scale.set(1, 1, 1)
// model.object.updateMatrixWorld(true);
// console.log(model,'console.log(model)console.log(model)')
// }, (num) => {
// let showNum = num * 100
// if (showNum == 100) {
// this.loadingText = `模型加载完毕,请稍等!`
// /* 机组高亮测试*/
// setTimeout(() => {
// this.apiJzbm()
// }, 2000)
// } else {
// this.loadingText = `正在加载模型${showNum}%!`
// }
// /* */
// })
},
view: {
position: [44.81080132492321, 48.62916741352805, -75.73966237503983],
center: [48.15565686619112, 5.221820594458009, 5.975771281142078],
far: 10000,
near: 0.1,
aspect: null,
fov: 45,
isOrtho: false,
zoom: 1,
rotation: [-2.6532966628149923, -0.036133545863119475, -3.1224049976510337, "XYZ"],
loadDm() {
const geometry = new THREE.PlaneGeometry(1000, 1000, 500, 500); // 创建一个100x100的平面,水平和垂直各10条线
const material = new THREE.LineBasicMaterial({
color: 0x585858,
linewidth: 0.5
});
const grid = new THREE.LineSegments(geometry, material);
grid.rotation.x = -Math.PI / 2; // 旋转网格,使其平铺在x-z平面上
grid.position.y = -18; // 将网格向下移动一点,使其位于底部
grid.name = '地面'
this.viewer.scene.add(grid);
},
});
/* 点击*/
tdClick() {
this.viewer.renderer.domElement.addEventListener('click', (e) => {
const rayCaster = new THREE.Raycaster()
const mouse = new THREE.Vector2()
mouse.x = (e.offsetX / this.viewer.renderer.domElement.clientWidth) * 2 - 1
mouse.y = -(e.offsetY / this.viewer.renderer.domElement.clientHeight) * 2 + 1
rayCaster.setFromCamera(mouse, this.viewer.camera)
const intersects = rayCaster.intersectObject(this.viewer.scene, true) // 计算物体和射线的焦点
if (intersects[0]) {
if (intersects[0].object.name == '地面') {
return
}
let model
if (intersects[0].object.name == '') {
model = intersects[1].object
} else {
model = intersects[0].object
}
this.selectedModel = model
},
loadAll() {
var model = new VT.Model({
modelType: "gltf",
src: "/gltf/all.gltf",
})
/* 执行并情况材料队列 */
this.reMaterialQue.forEach(item => {
item.revert()
})
this.reMaterialQue.splice(0, this.reMaterialQue.length)
model.addEventListener("loaded", () => {
this.loading = false
this.viewer.scene.traverse(model => {
if (model.isMesh) {
model.oldmaterial = model.material.clone()
}
})
});
this.viewer.scene.add(model);
// this.modelLoader.loadModelToScene('/glb/all.glb', (model) => {
// model.object.position.set(-42, -10, 0)
// model.object.scale.set(1, 1, 1)
// model.object.updateMatrixWorld(true);
// console.log(model,'console.log(model)console.log(model)')
// }, (num) => {
// let showNum = num * 100
// if (showNum == 100) {
// this.loadingText = `模型加载完毕,请稍等!`
// /* 机组高亮测试*/
// setTimeout(() => {
// this.apiJzbm()
// }, 2000)
// } else {
// this.loadingText = `正在加载模型${showNum}%!`
// }
// /* */
// })
},
loadDm() {
const geometry = new THREE.PlaneGeometry(1000, 1000, 500, 500); // 创建一个100x100的平面,水平和垂直各10条线
const material = new THREE.LineBasicMaterial({
color: 0x585858,
linewidth: 0.5
});
const grid = new THREE.LineSegments(geometry, material);
grid.rotation.x = -Math.PI / 2; // 旋转网格,使其平铺在x-z平面上
grid.position.y = -18; // 将网格向下移动一点,使其位于底部
grid.name = '地面'
this.viewer.scene.add(grid);
},
/* 点击*/
tdClick() {
this.viewer.renderer.domElement.addEventListener('click', (e) => {
const rayCaster = new THREE.Raycaster()
const mouse = new THREE.Vector2()
mouse.x = (e.offsetX / this.viewer.renderer.domElement.clientWidth) * 2 - 1
mouse.y = -(e.offsetY / this.viewer.renderer.domElement.clientHeight) * 2 + 1
rayCaster.setFromCamera(mouse, this.viewer.camera)
const intersects = rayCaster.intersectObject(this.viewer.scene, true) // 计算物体和射线的焦点
if (intersects[0]) {
if (intersects[0].object.name == '地面') {
return
}
let model
if (intersects[0].object.name == '') {
model = intersects[1].object
} else {
model = intersects[0].object
}
this.selectedModel = model
/* 添加材质模型队列*/
let reMaterialQueItem = {
model,
material: model.material.clone(),
revert: function() {
this.model.material = this.material
}
}
/* 执行并情况材料队列 */
this.reMaterialQue.forEach(item => {
item.revert()
})
this.reMaterialQue.splice(0, this.reMaterialQue.length)
this.reMaterialQue.push(reMaterialQueItem)
/* 添加材质模型队列*/
let reMaterialQueItem = {
model,
material: model.material.clone(),
revert: function() {
this.model.material = this.material
}
}
model.material = new THREE.MeshPhongMaterial({
color: new THREE.Color('rgba(255, 255, 0, 0.8)'),
transparent: true,
opacity: 0.8,
wireframe: false,
})
/* */
// if (this.xzjj) {
// const object = model;
// if (object) {
// this.viewer.cameraControl.fitTo(object);
// }
// }
this.reMaterialQue.push(reMaterialQueItem)
model.material = new THREE.MeshPhongMaterial({
color: new THREE.Color('rgba(255, 255, 0, 0.8)'),
transparent: true,
opacity: 0.8,
wireframe: false,
})
/* */
if (this.xzjj) {
const object = model;
if (object) {
this.viewer.cameraControl.fitTo(object);
}
})
},
tdblClick() {
this.viewer.renderer.domElement.addEventListener('dblclick', (e) => {
const rayCaster = new THREE.Raycaster()
const mouse = new THREE.Vector2()
mouse.x = (e.offsetX / this.viewer.renderer.domElement.clientWidth) * 2 - 1
mouse.y = -(e.offsetY / this.viewer.renderer.domElement.clientHeight) * 2 + 1
rayCaster.setFromCamera(mouse, this.viewer.camera)
const intersects = rayCaster.intersectObject(this.viewer.scene, true) // 计算物体和射线的焦点
if (intersects[0]) {
if (intersects[0].object.name == '地面') {
return
}
let model
if (intersects[0].object.name == '') {
model = intersects[1].object
} else {
model = intersects[0].object
}
this.selectedModel = model
}
/* 执行并情况材料队列 */
this.reMaterialQue.forEach(item => {
item.revert()
})
this.reMaterialQue.splice(0, this.reMaterialQue.length)
/* 添加材质模型队列*/
let reMaterialQueItem = {
model,
material: model.material.clone(),
revert: function() {
this.model.material = this.material
}
}
this.reMaterialQue.push(reMaterialQueItem)
}
})
},
/* reMaterialQue 相关操作*/
getCameraPosition(d, point) {
// 确保point是一个对象,并且包含x, y, z属性
if (!point || typeof point.x !== 'number' || typeof point.y !== 'number' || typeof point.z !== 'number') {
throw new Error('Invalid point object');
}
model.material = new THREE.MeshPhongMaterial({
color: new THREE.Color('rgba(255, 255, 0, 0.8)'),
transparent: true,
opacity: 0.8,
wireframe: false,
})
/* */
const object = model;
if (object) {
this.viewer.cameraControl.fitTo(object);
}
// 计算从原点(0,0,0)到模型点的向量
const vector = {
x: point.x - 0,
y: point.y - 0,
z: point.z - 0
};
// 计算向量的长度(模)
const length = Math.sqrt(vector.x * vector.x + vector.y * vector.y + vector.z * vector.z);
// 如果长度为0(即模型点就是原点),则返回一个错误或默认位置
if (length === 0) {
throw new Error('Model point is at the origin');
}
}
})
},
/* reMaterialQue 相关操作*/
getCameraPosition(d, point) {
// 确保point是一个对象,并且包含x, y, z属性
if (!point || typeof point.x !== 'number' || typeof point.y !== 'number' || typeof point.z !== 'number') {
throw new Error('Invalid point object');
}
// 计算单位向量(将向量除以它的长度)
const unitVector = {
x: vector.x / length,
y: vector.y / length,
z: vector.z / length
};
// 计算相机位置:模型点位置加上单位向量乘以距离d(但注意,这里我们实际上是将相机放在模型点之后d的位置)
// 如果想要相机在模型点和原点之间,可以调整d的符号或计算方式
const cameraPosition = {
x: point.x - d * unitVector.x,
y: point.y - d * unitVector.y,
z: point.z - d * unitVector.z
};
return cameraPosition;
},
/* 封装相机转向方法动画*/
cameraTo(x, y, z, px, py, pz) {
let _camera = this.viewer.cameraControl.camera
let currentPosition = _camera.position.clone();
let oldx = currentPosition.x
let oldy = currentPosition.y
let oldz = currentPosition.z
let coldx = this.viewer.controls.target.x
let coldy = this.viewer.controls.target.y
let coldz = this.viewer.controls.target.z
let viewer = this.viewer
/* 计算过渡差值*/
let tl = gsap.timeline();
tl.to({}, {
duration: 1.5, // 动画持续时间
ease: "power1.inOut", // 缓动函数
onUpdate: function() {
let progress = this.progress(); // 获取当前进度(0到1之间)
_camera.position.set(oldx + (x - oldx) * progress, oldy + (y - oldy) * progress, oldz + (z - oldz) *
progress);
viewer.controls.target.set(coldx + (px - coldx) * progress, coldy + (py - coldy) * progress, coldz + (
pz - coldz) * progress)
// 计算从原点(0,0,0)到模型点的向量
const vector = {
x: point.x - 0,
y: point.y - 0,
z: point.z - 0
};
// 计算向量的长度(模)
const length = Math.sqrt(vector.x * vector.x + vector.y * vector.y + vector.z * vector.z);
// 如果长度为0(即模型点就是原点),则返回一个错误或默认位置
if (length === 0) {
throw new Error('Model point is at the origin');
}
// 计算单位向量(将向量除以它的长度)
const unitVector = {
x: vector.x / length,
y: vector.y / length,
z: vector.z / length
};
// 计算相机位置:模型点位置加上单位向量乘以距离d(但注意,这里我们实际上是将相机放在模型点之后d的位置)
// 如果想要相机在模型点和原点之间,可以调整d的符号或计算方式
const cameraPosition = {
x: point.x - d * unitVector.x,
y: point.y - d * unitVector.y,
z: point.z - d * unitVector.z
};
return cameraPosition;
},
/* 封装相机转向方法动画*/
cameraTo(x, y, z, px, py, pz) {
let _camera = this.viewer.cameraControl.camera
let currentPosition = _camera.position.clone();
let oldx = currentPosition.x
let oldy = currentPosition.y
let oldz = currentPosition.z
let coldx = this.viewer.controls.target.x
let coldy = this.viewer.controls.target.y
let coldz = this.viewer.controls.target.z
let viewer = this.viewer
/* 计算过渡差值*/
let tl = gsap.timeline();
tl.to({}, {
duration: 1.5, // 动画持续时间
ease: "power1.inOut", // 缓动函数
onUpdate: function() {
let progress = this.progress(); // 获取当前进度(0到1之间)
_camera.position.set(oldx + (x - oldx) * progress, oldy + (y - oldy) * progress, oldz + (z -
oldz) *
progress);
viewer.controls.target.set(coldx + (px - coldx) * progress, coldy + (py - coldy) * progress,
coldz + (
pz - coldz) * progress)
}
});
}
});
}
}
}
</script>
<style scoped lang="scss">
......@@ -1292,7 +1471,7 @@
right: 15px;
/* 使元素居中 */
position: absolute;
height: 90px;
height: 180px;
width: 28%;
z-index: 12;
background-color: rgba(0, 0, 0, 0.6);
......
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