import * as THREE from 'three' import type { ItemTypeDefineOption } from '@/model/itemType/ItemTypeDefine.ts' import { getAllItemTypes, getItemTypeByName } from '@/model/itemType/ItemTypeDefine.ts' import type Viewport from '@/core/engine/Viewport' import { Vector2 } from 'three/src/math/Vector2' import EventBus from '@/runtime/EventBus.ts' import Decimal from 'decimal.js' /** * 确保所有实体之间的关系满足一致性: * - center 是双向的 * - in/out 是相互对应的 * - 不允许自己指向自己 */ export function ensureEntityRelationsConsistency(items: ItemJson[]) { const itemMap = new Map() // 构建 ID -> Item 映射,便于快速查找 for (const item of items) { if (item.id) { itemMap.set(item.id, item) } } // 初始化关系集合 const centerMap = new Map>() // A <-> B const inMap = new Map>() // A <- B (B.in.push(A)) const outMap = new Map>() // A -> B (B.out.push(A)) // 初始化所有节点的关系集 for (const item of items) { const id = item.id if (!id) continue centerMap.set(id, new Set(item.dt?.center || [])) inMap.set(id, new Set(item.dt?.in || [])) outMap.set(id, new Set(item.dt?.out || [])) } // Step 1: 补全 center 双向关系 for (const [source, targets] of centerMap.entries()) { for (const target of targets) { if (!centerMap.get(target)?.has(source)) { centerMap.get(target)?.add(source) } } } // Step 2: 补全 in/out 对应关系 for (const [source, targets] of outMap.entries()) { for (const target of targets) { if (!inMap.get(target)?.has(source)) { inMap.get(target)?.add(source) } } } for (const [source, targets] of inMap.entries()) { for (const target of targets) { if (!outMap.get(target)?.has(source)) { outMap.get(target)?.add(source) } } } // Step 3: 清理自环引用(center / in / out 都不能包含自己) for (const id of itemMap.keys()) { centerMap.get(id)?.delete(id) inMap.get(id)?.delete(id) outMap.get(id)?.delete(id) } // Step 4: 将补全后的关系写回原数据 for (const item of items) { const id = item.id if (!id) continue item.dt = item.dt || {} item.dt.center = Array.from(centerMap.get(id) || []) item.dt.in = Array.from(inMap.get(id) || []) item.dt.out = Array.from(outMap.get(id) || []) } return items } /** * 获取线条的唯一 ID */ export function getLineId(startId: string, endId: string, type: LinkType): string { if (type === 'center' && startId > endId) { // 无序线, start / end 大的在前 return `${type}$${endId}$${startId}` } // 其他的线是有序线 // 线条必须加上 type, 因为 center 与 in/out 是可以并存的 return `${type}$${startId}$${endId}` } /** * 获取某个 Object3D 先上查找最近的有效业务 Object3D * @param object */ export function getClosestObject(object: THREE.Object3D) { if (!object) { return undefined } while (object) { if (object.userData && object.userData.t && object.userData.entityId) { // 找到第一个有效的业务 Object3D return object } // 向上查找父级 object = object.parent } } /** * 解析线条 ID, 返回 线条类型, 起点 ID 和终点 ID */ export function parseLineId(lineId): [LinkType, string, string] { const parts = lineId.split('$') if (parts.length !== 3) { throw new Error(`Invalid lineId format: ${lineId}`) } const type = parts[0] as LinkType const startId = parts[1] const endId = parts[2] return [type, startId, endId] } export function deletePointByKeyboard() { const viewport: Viewport = window['viewport'] if (!viewport) { system.msg('没有找到当前视图') return } const entityId = viewport.state.selectedEntityId if (!entityId) { const multiSelectedEntityIds = viewport.state.multiSelectedEntityIds if (!multiSelectedEntityIds && multiSelectedEntityIds.length === 0) { system.msg('请选中要删除的实体', 'error') return } const stateManager = viewport.stateManager stateManager.beginStateUpdate() const deleteItems = _.remove(stateManager.vdata.items, (item) => multiSelectedEntityIds.includes(item.id)) stateManager.endStateUpdate() if (deleteItems.length === 0) { system.msg('没有找到要删除的实体', 'error') } else { system.msg('删除了 ' + deleteItems.length + ' 个实体') } for (const deleteEntityId of multiSelectedEntityIds) { EventBus.dispatch('entityDeleted', { deleteEntityId: deleteEntityId }) viewport.selectInspect.clearRedSelectionBoxes() } return } const stateManager = viewport.stateManager viewport.stateManager.beginStateUpdate() _.remove(stateManager.vdata.items, (item) => item.id === entityId) viewport.stateManager.endStateUpdate() if (viewport.state.selectedEntityId === entityId) { viewport.state.selectedObject = undefined viewport.state.selectedItem = undefined viewport.state.selectedEntityId = undefined viewport.state.selectedObjectSetter = undefined } EventBus.dispatch('entityDeleted', { deleteEntityId: entityId }) system.msg('删除 [' + entityId + ']') viewport.selectInspect.clearSelectionBox() } export function escByKeyboard() { // 按下 ESC 键,取消当前操作 const viewport: Viewport = window['viewport'] if (!viewport) { system.msg('没有找到当前视图') return } viewport.interactionManager.exitInteraction() system.msg('操作已取消') } /** * 查找指定点附近指定距离内的所有 stateManager 下的 item 对象 * 如果要修改数据做提交, 执行此方法之前必须执行 beginStateUpdate * @param viewport 视窗 * @param point 点位 x,z 坐标 * @param distance 距离 */ export function findStateItemsByDistance(viewport: Viewport, point: Vector2, distance: number): ItemJson[] { const result: ItemJson[] = [] for (const item of viewport.stateManager.vdata.items) { // 安全校验 tf 结构 if (!item.tf || !Array.isArray(item.tf) || item.tf[0].length < 3) { continue } const [x, , z] = item.tf[0] const itemPoint = new Vector2(x, z) const dist = itemPoint.distanceTo(point) if (dist <= distance) { result.push(item) } } // 按距离升序排序(近距离优先) return result.sort((a, b) => { const aPos = new Vector2(a.tf[0][0], a.tf[0][2]) const bPos = new Vector2(b.tf[0][0], b.tf[0][2]) return aPos.distanceTo(point) - bPos.distanceTo(point) }) } export function moveSelectedItem(direct: '↑' | '↓' | '←' | '→') { // 获取当前是否按住了 Shift const viewport: Viewport = window['viewport'] if (!viewport) { system.msg('没有找到当前视图') return } let delta = 0.25 if (CurrentMouseInfo.isShiftKey || CurrentMouseInfo.isMetaKey) { // 按住 Shift 键时,移动距离只有0.1 delta = 0.1 } const entityId = viewport.state.selectedEntityId if (!entityId) { const multiSelectedEntityIds = viewport.state.multiSelectedEntityIds if (!multiSelectedEntityIds && multiSelectedEntityIds.length === 0) { system.msg('请选中要调整坐标的实体', 'error') return } // 群体移动 const stateManager = viewport.stateManager stateManager.beginStateUpdate() for (const item of stateManager.vdata.items) { if (multiSelectedEntityIds.includes(item.id)) { // 根据方向移动 switch (direct) { case '↑': console.log('向上移动', item.tf[0][2],'-=', delta) item.tf[0][2] -= delta // 向上移动 break case '↓': item.tf[0][2] += delta // 向下移动 break case '←': item.tf[0][0] -= delta // 向左移动 break case '→': item.tf[0][0] += delta // 向右移动 break } } } stateManager.endStateUpdate() EventBus.dispatch('multiselectedObjectChanged', { multiSelectedObjects: viewport.state.multiSelectedObjects }) EventBus.dispatch('selectedObjectPropertyChanged', {}) return } const stateManager = viewport.stateManager viewport.stateManager.beginStateUpdate() for (const item of stateManager.vdata.items) { if (item.id === entityId) { // 根据方向移动 switch (direct) { case '↑': item.tf[0][2] -= delta // 向上移动 break case '↓': item.tf[0][2] += delta // 向下移动 break case '←': item.tf[0][0] -= delta // 向左移动 break case '→': item.tf[0][0] += delta // 向右移动 break } } } viewport.stateManager.endStateUpdate() EventBus.dispatch('multiselectedObjectChanged', { multiSelectedObjects: viewport.state.multiSelectedObjects }) EventBus.dispatch('selectedObjectPropertyChanged', {}) } export function quickCopyByMouse() { // 获取鼠标位置,查看鼠标是否在某个 viewport 的画布上,并取得该 viewport if (!CurrentMouseInfo?.viewport || isNaN(CurrentMouseInfo.x) || isNaN(CurrentMouseInfo.z) || isNaN(CurrentMouseInfo.x) || isNaN(CurrentMouseInfo.z)) { system.msg('无法获取鼠标位置') return } const x = CurrentMouseInfo.x const z = CurrentMouseInfo.z const viewport: Viewport = CurrentMouseInfo.viewport // const point: THREE.Vector2 = currentMouseInfo.mouse // // const ray = new THREE.Raycaster() // ray.setFromCamera(point, viewport.camera) // const intersections = ray.intersectObjects(viewport.dragControl._dragObjects, true) // // if (intersections.length === 0) { // system.msg('没有找到可复制的对象') // return // } // console.log('intersections:', intersections) // 如果不在线上,查找1米内的有效点 Object3D, 如果有,则以这个点为起点, 延伸同类型的点,并让他们相连 const items = findStateItemsByDistance(viewport, new Vector2(x, z), 1) if (items[0]) { // 找到一个有效点,执行复制操作 viewport.interactionManager.startInteraction(items[0].t, { startPoint: items[0].id }) return } // const r = findObject3DByCondition(viewport.scene, object => { // // 判断 object 是否是有效的 Object3D, 并且是当前 viewport 的对象 // if (object instanceof THREE.Object3D && object.visible && // object.userData.type && viewport.toolbox[object.userData.type]) { // // const toolbox: Toolbox = viewport.toolbox[object.userData.type] // // // 检查是否在 0.2 米内 // const distance = object.position.distanceTo(new THREE.Vector3(x, 0, z)) // if (distance < 0.2) { // // 找到一个有效点,执行复制操作 // viewport.toolStartObject = object // viewport.state.cursorMode = object.userData.type // // toolbox.start(object) // system.msg('连线成功') // return true // } // } // return false // }) if (!items || items.length === 0) { system.msg('鼠标所在位置,没有可复制的对象', 'error') return } } // // /** // * 查找射线周围指定半径内的对象 // */ // export function findObjectsInRadius(viewport: Viewport, // point: THREE.Vector2, // radius: number, // lines: { object: THREE.Object3D, distance: number }[], // points: { object: THREE.Object3D, distance: number }[] // ): void { // const ray = new THREE.Raycaster() // ray.setFromCamera(point, viewport.camera) // // viewport.dragControl._dragObjects.forEach(obj => { // if (obj instanceof THREE.Points) { // // 处理点云:遍历每个点 // const distance = distanceToRay(ray, point) // if (distance <= radius) { // points.push({ object: obj, distance }) // } // // } else if (obj instanceof THREE.Line) { // // 处理线段:计算线段到射线的最近距离 // const distance = getLineDistanceToRay(ray, obj) // if (distance <= radius) { // lines.push({ object: obj, distance }) // } // } // }) // } // // /** // * 计算点到射线的最短距离 // */ // function distanceToRay(ray: THREE.Raycaster, point: THREE.Vector2) { // const closestPoint = new THREE.Vector3() // ray.closestPointToPoint(point, closestPoint) // return point.distanceTo(closestPoint) // } // // /** // * 计算线段到射线的最短距离 // */ // function getLineDistanceToRay(ray: THREE.Raycaster, line: THREE.Line) { // const lineStart = new THREE.Vector3() // const lineEnd = new THREE.Vector3() // line.geometry.attributes.position.getXYZ(0, lineStart) // line.geometry.attributes.position.getXYZ(1, lineEnd) // line.localToWorld(lineStart) // line.localToWorld(lineEnd) // // const lineSegment = new THREE.Line3(lineStart, lineEnd) // const closestOnRay = new THREE.Vector3() // const closestOnLine = new THREE.Vector3() // THREE.Line3.prototype.closestPointsRayLine ??= function(ray, line, closestOnRay, closestOnLine) { // // 实现射线与线段最近点计算(需自定义或使用数学库) // } // // lineSegment.closestPointsRayLine(ray, true, closestOnRay, closestOnLine) // return closestOnRay.distanceTo(closestOnLine) // } /** * 考虑吸附的情况下计算鼠标事件位置 */ export function calcPositionUseSnap(e: MouseEvent, point: THREE.Vector3) { // 按下 ctrl 键,不启用吸附,其他情况启用吸附 const gridOption = worldModel.gridOption if (!e.ctrlKey && !e.metaKey) { if (gridOption.snapEnabled && gridOption.snapDistance > 0) { // 启用吸附, 针对 point 的 x 和 z 坐标进行吸附, 吸附距离为 gridOption.snapDistance const snapDistance = gridOption.snapDistance const newPoint = new THREE.Vector3(point.x, point.y, point.z) newPoint.x = Math.round(newPoint.x / snapDistance) * snapDistance newPoint.z = Math.round(newPoint.z / snapDistance) * snapDistance return newPoint } } return point } export function getAllControlPoints(): THREE.Object3D[] { const allPoints: THREE.Object3D[] = [] getAllItemTypes().forEach((itemType: ItemTypeDefineOption) => { if (itemType.clazz && itemType.clazz.pointArray) { // 将每个 ItemType 的点添加到结果数组中 allPoints.push(...itemType.clazz.pointArray) } }) return allPoints } /** * 在给定的场景中查找具有指定 uuid 的 Object3D 对象 */ export function findObject3DById(scene: THREE.Object3D, uuid: string): THREE.Object3D | undefined { const rets = findObject3DByCondition(scene, object => object.uuid === uuid) if (rets.length > 0) { return rets[0] } return undefined } /** * 在给定场景中查找满足特定条件的 Object3D 对象集合 */ export function findObject3DByCondition(scene: THREE.Object3D, condition: (object: THREE.Object3D) => boolean): THREE.Object3D[] { const foundObjects: THREE.Object3D[] = [] // 定义一个内部递归函数来遍历每个节点及其子节点 function traverse(obj: THREE.Object3D) { if (condition(obj)) { foundObjects.push(obj) } // 遍历当前对象的所有子对象 for (let i = 0; i < obj.children.length; i++) { traverse(obj.children[i]) } } // 开始从场景根节点进行遍历 traverse(scene) return foundObjects } export function loadSceneFromJson(viewport: Viewport, scene: THREE.Scene, items: ItemJson[]) { console.time('loadSceneFromJson') const object3ds: THREE.Object3D[] = [] // beforeLoad 通知所有加载的对象, 模型加载开始 getAllItemTypes().forEach((itemType: ItemTypeDefineOption) => { const ret = itemType.clazz.beforeLoad() Array.isArray(ret) && object3ds.push(...ret) }) const loads = loadObject3DFromJson(items) Array.isArray(loads) && object3ds.push(...loads) // afterLoadComplete 通知所有加载的对象, 模型加载完成 getAllItemTypes().forEach((itemType: ItemTypeDefineOption) => { const ret = itemType.clazz.afterLoadComplete(object3ds) Array.isArray(ret) && object3ds.push(...ret) }) scene.add(...object3ds) // afterAddScene 通知所有加载的对象, 模型加载完成 getAllItemTypes().forEach(itemType => { itemType.clazz.afterAddScene(viewport, scene, object3ds) }) console.log('loadSceneFromJson:', items.length, 'items,', object3ds.length, 'objects') console.timeEnd('loadSceneFromJson') } function loadObject3DFromJson(items: ItemJson[]): THREE.Object3D[] { const result: THREE.Object3D[] = [] for (const item of items) { if (!item || !item.t) { console.error('unkown item:', item) continue } const object3D: THREE.Object3D | undefined = getItemTypeByName(item.t)?.clazz.loadFromJson(item) if (object3D === undefined) { continue } if (_.isArray(item.items)) { // 如果有子元素,递归处理 const children = loadObject3DFromJson(item.items) children.forEach(child => object3D.add(child)) } result.push(object3D) } return result } /** * 十进制求和 * @param collection * @param iteratee */ export function decimalSumBy(collection: ArrayLike | null | undefined, iteratee?: ((value: T) => number)): number { let sum = new Decimal(0) _.forEach(collection, (t) => { if (typeof iteratee === 'function') { sum = sum.add(new Decimal(iteratee(t))) } else { sum = sum.add(new Decimal(t)) } }) return sum.toNumber() }