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import _ from 'lodash'
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import Stats from 'three/examples/jsm/libs/stats.module'
import type WorldModel from '../manager/WorldModel'
import $ from 'jquery'
import { markRaw, reactive, watch } from 'vue'
import { CSS3DRenderer } from 'three/examples/jsm/renderers/CSS3DRenderer'
import { CSS2DRenderer } from 'three/examples/jsm/renderers/CSS2DRenderer'
import SceneHelp from './SceneHelp'
import SelectManager from '../manager/SelectManager'
import MouseMoveManager from '../manager/MouseMoveManager'
import EntityManager from '../manager/EntityManager'
import InteractionManager from '@/core/manager/InteractionManager'
import { calcPositionUseSnap } from '@/core/ModelUtils'
import StateManager from '@/core/manager/StateManager.ts'
import Constract from '@/core/Constract.ts'
import DragManager from '@/core/manager/DragManager.ts'
import type { PropertySetter } from '@/core/base/PropertyTypes.ts'
import LabelManager from '@/core/manager/LabelManager.ts'
import type LineSegmentManager from '@/core/manager/LineSegmentManager.ts'
import type { Object3DLike } from '@/types/ModelTypes.ts'
import type InstanceMeshManager from '@/core/manager/InstanceMeshManager.ts'
import ItemFindManager from '@/core/manager/ItemFindManager.ts'
import { MapControls } from 'three/examples/jsm/controls/MapControls'
/**
* 视窗对象
* 所有状态管理器,场景,控制器,摄像机,实体管理器, 都在这里可以取到
*/
export default class Viewport {
viewerDom: HTMLElement
camera: THREE.Camera // THREE.OrthographicCamera
renderer: THREE.WebGLRenderer
statsControls: Stats
controls: OrbitControls
raycaster: THREE.Raycaster
// dragControl: any // EsDragControls
animationFrameId: any = null
scene: SceneHelp
selectManager = new SelectManager()
mouseMoveManager = new MouseMoveManager()
dragManager = new DragManager()
labelManager = new LabelManager()
entityManager = new EntityManager()
itemFindManager = new ItemFindManager()
interactionManager = new InteractionManager()
// 状态管理器
stateManager: StateManager
tools: IControls[] = [
markRaw(this.selectManager),
markRaw(this.mouseMoveManager),
markRaw(this.dragManager),
markRaw(this.labelManager),
markRaw(this.entityManager),
markRaw(this.itemFindManager),
markRaw(this.interactionManager)
]
// 对象实例管理器 moduleName -> InstanceMeshManager
meshManager: Map<string, InstanceMeshManager> = new Map()
// 线段实例管理器 moduleName -> InstancePointManager
lineSegmentManagerMap: Map<string, LineSegmentManager> = new Map()
// 监听窗口大小变化
resizeObserver?: ResizeObserver
// vue 的 watcher 管理器, 卸载时需要调用
watchList: (() => void)[] = []
css2DRenderer: CSS2DRenderer = new CSS2DRenderer()
css3DRenderer: CSS3DRenderer = new CSS3DRenderer()
//@ts-ignore
state: ViewportState = reactive({
isReady: false,
isUpdating: false,
cursorMode: 'normal',
selectedObject: undefined,
selectedItem: undefined,
selectedEntityId: undefined,
selectedObjectSetter: undefined,
multiSelectedObjects: [],
multiSelectedItems: [],
multiSelectedEntityIds: [],
view3DMode: Constract.Mode2D,
camera: {
position: { x: 0, y: 0, z: 0 },
rotation: { x: 0, y: 0, z: 0 }
},
mouse: {
x: 0,
y: 0
}
})
constructor(sceneHelp: SceneHelp, viewerDom: HTMLElement, stateManager) {
this.scene = sceneHelp
this.viewerDom = viewerDom
this.stateManager = stateManager
}
/**
* 获取或创建形状管理器
* @param typeName 点类型名称
* @param createFn 创建点管理器的函数
*/
getOrCreateMeshManager(typeName: string, createFn: () => InstanceMeshManager): InstanceMeshManager {
let meshManager = this.meshManager.get(typeName)
if (!meshManager) {
meshManager = createFn()
if (meshManager) {
this.meshManager.set(typeName, meshManager)
}
}
return meshManager
}
/**
* 获取或创建线段管理器
* @param typeName 线段类型名称
* @param createFn 创建线段管理器的函数
*/
getOrCreateLineManager(typeName: string, createFn: () => LineSegmentManager): LineSegmentManager {
let lineSegmentManager = this.lineSegmentManagerMap.get(typeName)
if (!lineSegmentManager) {
lineSegmentManager = createFn()
if (lineSegmentManager) {
this.lineSegmentManagerMap.set(typeName, lineSegmentManager)
}
}
return lineSegmentManager
}
/**
* 初始化 THREE 渲染器
*/
async initThree(option: InitThreeOption) {
console.log('viewport on catelogCode: ' + this.scene.catalogCode)
const viewerDom = this.viewerDom
// 状态管理器初始化
this.stateManager.init(this)
// 渲染器
const renderer = new THREE.WebGLRenderer({
logarithmicDepthBuffer: true,
antialias: true,
alpha: true,
precision: 'mediump',
premultipliedAlpha: true,
preserveDrawingBuffer: false,
powerPreference: 'high-performance'
})
renderer.debug.checkShaderErrors = true
//@ts-ignore
renderer.outputEncoding = THREE.SRGBColorSpace
renderer.clearDepth()
renderer.shadowMap.enabled = true
renderer.toneMapping = THREE.ACESFilmicToneMapping
renderer.setPixelRatio(Math.max(Math.ceil(window.devicePixelRatio), 1))
renderer.setViewport(0, 0, this.viewerDom.offsetWidth, this.viewerDom.offsetHeight)
renderer.setSize(this.viewerDom.offsetWidth, this.viewerDom.offsetHeight)
viewerDom.appendChild(renderer.domElement)
renderer.domElement.style.touchAction = 'none'
// 防止重复添加
if (this.css2DRenderer.domElement.parentNode !== this.viewerDom) {
this.css2DRenderer.setSize(this.viewerDom.offsetWidth, this.viewerDom.offsetHeight)
this.css2DRenderer.domElement.setAttribute('id', 'astral-3d-preview-css2DRenderer')
this.css2DRenderer.domElement.style.position = 'absolute'
this.css2DRenderer.domElement.style.top = '0px'
this.css2DRenderer.domElement.style.pointerEvents = 'none'
this.viewerDom.appendChild(this.css2DRenderer.domElement)
}
// 防止重复添加
if (this.css3DRenderer.domElement.parentNode !== this.viewerDom) {
this.css3DRenderer.setSize(this.viewerDom.offsetWidth, this.viewerDom.offsetHeight)
this.css3DRenderer.domElement.setAttribute('id', 'astral-3d-preview-css3DRenderer')
this.css3DRenderer.domElement.style.position = 'absolute'
this.css3DRenderer.domElement.style.top = '0px'
this.css3DRenderer.domElement.style.pointerEvents = 'none'
this.viewerDom.appendChild(this.css3DRenderer.domElement)
}
this.renderer = renderer
// 性能监控
const statsControls = new Stats()
this.statsControls = statsControls
statsControls.showPanel(0)
statsControls.dom.style.position = 'absolute'
statsControls.dom.style.top = '0'
statsControls.dom.style.left = '0'
statsControls.dom.style.zIndex = '1'
viewerDom.parentElement.parentElement.appendChild(statsControls.dom)
$(statsControls.dom).children().css('height', '28px')
// 监听事件
this.watchList.push(watch(() => this.state.camera.position.y, (newVal) => {
if (!this.state.isReady) {
return
}
this.updateGridVisibility()
}))
// 监听窗口大小变化
if (this.resizeObserver) {
this.resizeObserver.unobserve(this.viewerDom)
}
this.resizeObserver = new ResizeObserver(this.handleResize.bind(this))
this.resizeObserver.observe(this.viewerDom)
// 初始化射线投射器
this.raycaster = new THREE.Raycaster()
// 初始化所有常驻工具
for (const tool of this.tools) {
tool.init(this)
}
// 创建正交摄像机
// this.initMode2DCamera()
this.watchList.push(watch(() => this.state.view3DMode, (newVal) => {
if (newVal === Constract.Mode3D) {
this.initMode3DCamera()
} else {
this.initMode2DCamera()
}
}, { immediate: true }))
this.animate()
window['viewport'] = this
window['stateManager'] = this.stateManager
window['entityManager'] = this.entityManager
window['renderer'] = this.renderer
window['camera'] = this.camera
window['renderer'] = this.renderer
window['controls'] = this.controls
this.state.isReady = true
}
/**
* 初始化3D相机
*/
initMode3DCamera() {
if (this.camera) {
this.scene.remove(this.camera)
}
if (this.controls) {
this.controls.dispose()
this.controls = null
}
// ============================ 创建透视相机
const viewerDom = this.viewerDom
const cameraNew = new THREE.PerspectiveCamera(
25,
viewerDom.clientWidth / viewerDom.clientHeight,
1,
2000
)
cameraNew.position.set(4, 2, -3)
cameraNew.lookAt(0, 0, 0)
this.camera = cameraNew
this.scene.add(this.camera)
// ============================ 创建控制器
const controls = new OrbitControls(
this.camera,
this.renderer?.domElement
)
controls.enableDamping = false
controls.screenSpacePanning = false // 定义平移时如何平移相机的位置 控制不上下移动
controls.minDistance = 2
controls.maxDistance = 1000
controls.mouseButtons = { LEFT: THREE.MOUSE.PAN, RIGHT: THREE.MOUSE.ROTATE }
// 下面这句话非常影响性能
// this.controls.addEventListener('change', ()=>{
// this.renderer.render(this.scene, this.camera);
// });
this.controls = controls
window['camera'] = this.camera
window['controls'] = this.controls
}
/**
* 初始化2D相机
*/
initMode2DCamera() {
if (this.camera) {
this.scene.remove(this.camera)
}
if (this.controls) {
this.controls.dispose()
this.controls = null
}
// ============================ 创建2D正交相机
// 模拟俯视2D的模式, 操作也用2D模式
const viewerDom = this.viewerDom
const cameraNew = new THREE.OrthographicCamera(
viewerDom.clientWidth / -2,
viewerDom.clientWidth / 2,
viewerDom.clientHeight / 2,
viewerDom.clientHeight / -2,
1,
500
)
this.camera = cameraNew
this.scene.add(this.camera)
// ============================ 创建控制器
const controlsNew = new MapControls(this.camera, this.renderer.domElement)
controlsNew.enableRotate = false // 禁止旋转
controlsNew.enableZoom = true // 启用缩放
// controlsNew.zoomSpeed = 0.5 // 调整缩放速度
// controlsNew.panSpeed = 0.5 // 调整平移速度
controlsNew.mouseButtons = {
LEFT: THREE.MOUSE.PAN,
RIGHT: THREE.MOUSE.PAN
}
controlsNew.addEventListener('change', () => {
this.syncCameraState()
})
this.controls = controlsNew
window['camera'] = this.camera
window['controls'] = this.controls
if (this.camera instanceof THREE.OrthographicCamera) {
this.camera.position.set(0, 100, 0)
this.camera.lookAt(0, 0, 0)
this.camera.zoom = 34
this.camera.updateProjectionMatrix()
}
this.syncCameraState()
}
offset = 0
/**
* 动画循环
*/
animate() {
this.animationFrameId = requestAnimationFrame(this.animate.bind(this))
for (const lineSegmentManager of this.lineSegmentManagerMap.values()) {
if (lineSegmentManager.needsUpdate) {
lineSegmentManager.updateGeometry()
}
}
this.statsControls?.update()
this.renderer?.render(this.scene.scene, this.camera)
this.css2DRenderer.render(this.scene.scene, this.camera)
this.css3DRenderer.render(this.scene.scene, this.camera)
// if (window['lineMaterial']) {
// this.offset -= 0.002
// window['lineMaterial'].dashOffset = this.offset
// }
}
/**
* 同步相机状态到全局状态
*/
syncCameraState() {
if (this.camera) {
const camera = this.camera
if (this.camera instanceof THREE.OrthographicCamera) {
this.state.camera.position.x = camera.position.x
this.state.camera.position.y = (camera as THREE.OrthographicCamera).zoom // this.getEffectiveViewDistance()
this.state.camera.position.z = camera.position.z
} else {
this.state.camera.position.x = camera.position.x
this.state.camera.position.y = 5
this.state.camera.position.z = camera.position.z
}
}
}
/**
* 摄像机追踪到指定位置
*/
cameraToEntity(id: string) {
const { tf } = this.entityManager.findItemById(id)
// 移动正交相机去往目标点
if (this.camera instanceof THREE.OrthographicCamera) {
const targetX = tf[0][0]
const targetZ = tf[0][2]
// this.controls.target.set(targetX, 0, targetZ)
// this.camera.position.set(targetX, 60, targetZ) // y 可以固定一个值,比如 60
// this.camera.zoom = 34
// this.camera.updateProjectionMatrix()
// this.controls.update()
this.smoothMoveCameraTo(targetX, targetZ)
} else if (this.camera instanceof THREE.PerspectiveCamera) {
this.camera.position.set(tf[0][0], tf[1][1] + 10, tf[2][2])
this.camera.lookAt(tf[0][0], tf[1][1], tf[2][2])
}
}
/**
* 动画移动相机
*/
smoothMoveCameraTo(targetX: number, targetZ: number, duration = 300) {
const orthCamera = this.camera as THREE.OrthographicCamera
const start = performance.now()
const startTarget = this.controls.target.clone()
const startPosition = this.camera.position.clone()
const startZoom = orthCamera.zoom
const endZoom = 34
const endPosition = new THREE.Vector3(targetX, 60, targetZ)
const endTarget = new THREE.Vector3(targetX, 0, targetZ)
const animate = (now: number) => {
const elapsed = now - start
const t = Math.min(elapsed / duration, 1)
orthCamera.position.copy(startPosition.clone().lerp(endPosition, t))
this.controls.target.copy(startTarget.clone().lerp(endTarget, t))
orthCamera.zoom = startZoom + (endZoom - startZoom) * t
orthCamera.updateProjectionMatrix()
this.controls.update()
if (t < 1) {
requestAnimationFrame(animate)
}
}
requestAnimationFrame(animate)
}
handleResize(entries: any) {
for (let entry of entries) {
// entry.contentRect包含了元素的尺寸信息
// console.log('Element size changed:', entry.contentRect)
const width = entry.contentRect.width
const height = entry.contentRect.height
if (this.camera instanceof THREE.PerspectiveCamera) {
this.camera.aspect = width / height
this.camera.updateProjectionMatrix()
} else if (this.camera instanceof THREE.OrthographicCamera) {
this.camera.left = width / -2
this.camera.right = width / 2
this.camera.top = height / 2
this.camera.bottom = height / -2
this.camera.updateProjectionMatrix()
}
this.renderer.setSize(width, height)
this.css2DRenderer.setSize(width, height)
this.css3DRenderer.setSize(width, height)
break
}
}
beginViewUpdate() {
this.state.isUpdating = true
}
endViewUpdate() {
this.state.isUpdating = false
}
get worldModel(): WorldModel {
return this.scene.worldModel
}
get gridHelper(): THREE.GridHelper {
return this.scene.gridHelper
}
/**
* 根据可视化范围更新网格的透明度
*/
updateGridVisibility() {
if (this.camera === undefined || !(this.camera instanceof THREE.OrthographicCamera)) {
// 如果没有相机或相机不是透视相机,则不更新网格可见性
this.gridHelper.visible = true
this.gridHelper.material.opacity = 1
return
}
const cameraDistance = this.state.camera.position.y
const maxVisibleDistance = 8 // 网格完全不可见的最小距离
const fadeStartDistance = 35 // 开始淡出的最大距离
let opacity
if (cameraDistance >= fadeStartDistance) {
// 如果摄像机位置在淡出开始距离或更远,则网格完全可见
opacity = 1
} else if (cameraDistance <= maxVisibleDistance) {
// 如果摄像机位置小于等于最大可见距离,则网格完全不可见
opacity = 0
} else {
// 计算透明度,使用线性插值
opacity = 1 - (fadeStartDistance - cameraDistance) / (fadeStartDistance - maxVisibleDistance)
}
// 设置材质的透明度,并确保材质的transparent属性为true以支持透明
this.gridHelper.material.opacity = opacity
this.gridHelper.material.transparent = true
// 更新网格是否可见
this.gridHelper.visible = opacity > 0
}
dispose() {
this.state.isReady = false
if (this.animationFrameId !== null) {
cancelAnimationFrame(this.animationFrameId)
this.animationFrameId = null
}
if (this.meshManager.size > 0) {
this.meshManager.forEach((manager) => {
if (manager.dispose) {
manager.dispose()
}
})
this.meshManager.clear()
}
if (this.lineSegmentManagerMap.size > 0) {
this.lineSegmentManagerMap.forEach((manager) => {
if (manager.dispose) {
manager.dispose()
}
})
this.lineSegmentManagerMap.clear()
}
if (this.tools) {
for (const tool of this.tools) {
if (tool.dispose) {
tool.dispose()
}
}
this.tools = []
}
if (this.watchList) {
_.forEach(this.watchList, (unWatchFn => {
if (typeof unWatchFn === 'function') {
unWatchFn()
}
}))
this.watchList = []
}
if (this.resizeObserver) {
this.resizeObserver.unobserve(this.viewerDom)
this.resizeObserver.disconnect()
this.resizeObserver = undefined
}
if (this.statsControls) {
this.statsControls.dom.remove()
}
if (this.renderer) {
this.renderer.dispose()
this.renderer.forceContextLoss()
console.log('WebGL disposed, memory:', this.renderer.info.memory)
this.renderer.domElement = null
}
if (this.stateManager) {
this.stateManager.dispose()
this.stateManager = null
}
if (this.controls) {
this.controls.dispose()
this.controls = null
}
delete window['viewport']
delete window['stateManager']
delete window['entityManager']
delete window['renderer']
delete window['camera']
delete window['renderer']
delete window['controls']
}
getIntersects(point: THREE.Vector2) {
const mouse = new THREE.Vector2()
mouse.set((point.x * 2) - 1, -(point.y * 2) + 1)
this.raycaster.setFromCamera(mouse, this.camera)
return this.raycaster.intersectObjects([this.gridHelper], false)
}
/**
* 获取鼠标所在的 x,y,z 位置。
* 鼠标坐标是相对于 canvas 元素 (renderer.domElement) 元素的
*/
getClosestIntersection(e: MouseEvent) {
const _point = new THREE.Vector2()
_point.x = e.offsetX / this.renderer.domElement.offsetWidth
_point.y = e.offsetY / this.renderer.domElement.offsetHeight
const intersects = this.getIntersects(_point)
if (intersects && intersects.length > 2) {
const point = new THREE.Vector3(intersects[0].point.x, 0.1, intersects[1].point.z)
return calcPositionUseSnap(e, point)
}
return null
}
}
export interface ViewportState {
/**
* 是否准备完成
*/
isReady: boolean
/**
* 鼠标模式
*/
cursorMode: string // CursorMode,
/**
* 黄选的对象
*/
selectedObject: Object3DLike | undefined
selectedItem: ItemJson | undefined
selectedEntityId: string | undefined
selectedObjectSetter: PropertySetter | undefined
/**
* 红选的对象集
*/
multiSelectedObjects: Object3DLike[]
multiSelectedItems: ItemJson[]
multiSelectedEntityIds: string[]
view3DMode: string // Constract.Mode2D | Constract.Mode3D
/**
* 是否正在更新中
*/
isUpdating: boolean
/**
* 相机状态
*/
camera: {
position: { x: number, y: number, z: number },
rotation: { x: number, y: number, z: number }
}
/**
* 鼠标位置(归一化坐标)
*/
mouse: {
/**
* 鼠标在设计图上的坐标
*/
x: number,
z: number
}
}