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import _ from 'lodash'
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import EsDragControls from './model2DEditor/EsDragControls'
import Stats from 'three/examples/jsm/libs/stats.module'
import type WorldModel from '@/model/WorldModel.ts'
import $ from 'jquery'
import { reactive, watch } from 'vue'
import type { ITool } from '@/designer/model2DEditor/tools/ITool.ts'
import { CSS3DRenderer } from 'three/examples/jsm/renderers/CSS3DRenderer'
import { CSS2DRenderer } from 'three/examples/jsm/renderers/CSS2DRenderer'
import { getAllItemTypes } from '@/runtime/DefineItemType.ts'
import type { ItemTypeDefineOption } from '@/model/itemType/ItemTypeDefine.ts'
import type Toolbox from '@/model/itemType/Toolbox.ts'
import { calcPositionUseSnap } from '@/model/ModelUtils.ts'
import SelectInspect from '@/designer/model2DEditor/tools/SelectInspect.ts'
import MouseMoveInspect from '@/designer/model2DEditor/tools/MouseMoveInspect.ts'
/**
* 编辑器对象
* 这是非双向绑定的设计器对象,不记录状态,只记录全局使用到的对象,(实体类使用)
*/
export default class Viewport {
viewerDom: HTMLElement
scene: THREE.Scene
camera: THREE.OrthographicCamera
renderer: THREE.WebGLRenderer
axesHelper: THREE.GridHelper
gridHelper: THREE.GridHelper
statsControls: Stats
controls: OrbitControls
worldModel: WorldModel
raycaster: THREE.Raycaster
dragControl: EsDragControls
animationFrameId: any = null
//搭配 state.cursorMode = xxx 之后, currentTool.start(第一个参数) 使用
toolStartObject: THREE.Object3D | null = null
currentTool: Toolbox | null = null
tools: ITool[] = [
new MouseMoveInspect(),
new SelectInspect()
]
toolbox: Record<string, Toolbox> = {}
/**
* 监听窗口大小变化
*/
resizeObserver?: ResizeObserver
/**
* vue 的 watcher
*/
watchList: (() => void)[] = []
css2DRenderer: CSS2DRenderer = new CSS2DRenderer()
css3DRenderer: CSS3DRenderer = new CSS3DRenderer()
//@ts-ignore
state: ViewportState = reactive({
currentFloor: '',
isReady: false,
cursorMode: 'normal',
selectedObject: null,
camera: {
position: { x: 0, y: 0, z: 0 },
rotation: { x: 0, y: 0, z: 0 }
},
mouse: {
x: 0,
y: 0
}
})
constructor(worldModel: WorldModel) {
this.worldModel = worldModel
}
dispatchSignal(signal: string, data?: any) {
// console.log('signal', signal, data)
}
/**
* 初始化 THREE 渲染器
*/
initThree(viewerDom: HTMLElement, floor: string) {
console.log('viewport on floor', floor)
this.state.currentFloor = floor
this.viewerDom = viewerDom
const rect = viewerDom.getBoundingClientRect()
this.worldModel.registerViewport(this)
// 场景
const scene = this.worldModel.getSceneByFloor(this, this.state.currentFloor)
this.scene = scene
// 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
// 创建正交摄像机
this.initMode2DCamera()
// 注册拖拽组件
this.dragControl = new EsDragControls(this)
// 辅助线
const gridOption = this.worldModel.gridOption
const axesHelper = new THREE.GridHelper(gridOption.axesSize, gridOption.axesDivisions)
axesHelper.material.color.setHex(gridOption.axesColor)
axesHelper.material.linewidth = 2
axesHelper.material.opacity = gridOption.gridOpacity
axesHelper.material.transparent = true
if (!gridOption.axesEnabled) {
axesHelper.visible = false
}
// @ts-ignore
axesHelper.material.vertexColors = false
this.axesHelper = axesHelper
this.scene.add(this.axesHelper)
const gridHelper = new THREE.GridHelper(gridOption.gridSize, gridOption.gridDivisions)
gridHelper.material.color.setHex(gridOption.gridColor)
gridHelper.material.opacity = gridOption.gridOpacity
gridHelper.material.transparent = true
// @ts-ignore
gridHelper.material.vertexColors = false
if (!gridOption.gridEnabled) {
gridHelper.visible = false
}
this.gridHelper = gridHelper
this.scene.add(this.gridHelper)
// 光照
const ambientLight = new THREE.AmbientLight(0xffffff, 0.8)
scene.add(ambientLight)
// const directionalLight = new THREE.DirectionalLight(0xffffff, 1.5)
// directionalLight.position.set(5, 5, 5).multiplyScalar(3)
// directionalLight.castShadow = true
// scene.add(directionalLight)
//
// const hemisphereLight = new THREE.HemisphereLight(0xffffff, 0x444444, 1)
// scene.add(hemisphereLight)
// 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'
viewerDom.parentElement.parentElement.appendChild(statsControls.dom)
$(statsControls.dom).children().css('height', '28px')
this.animate()
// 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)
}
// 触发所有物品类型的 afterAddViewport 方法
_.forEach(getAllItemTypes(), (itemType: ItemTypeDefineOption) => {
itemType.clazz.afterAddViewport(this)
})
this.state.isReady = true
}
/**
* 初始化2D相机
*/
initMode2DCamera() {
if (this.camera) {
this.scene.remove(this.camera)
}
// ============================ 创建正交相机
const viewerDom = this.viewerDom
const cameraNew = new THREE.OrthographicCamera(
viewerDom.clientWidth / -2,
viewerDom.clientWidth / 2,
viewerDom.clientHeight / 2,
viewerDom.clientHeight / -2,
1,
500
)
cameraNew.position.set(0, 100, 0)
cameraNew.lookAt(0, 0, 0)
cameraNew.zoom = 30
this.camera = cameraNew
this.scene.add(this.camera)
// ============================ 创建控制器
const controlsNew = new OrbitControls(
this.camera,
this.renderer.domElement
)
controlsNew.enableDamping = false
controlsNew.enableZoom = true
controlsNew.enableRotate = false
controlsNew.mouseButtons = { LEFT: THREE.MOUSE.PAN } // 鼠标中键平移
controlsNew.screenSpacePanning = false // 定义平移时如何平移相机的位置 控制不上下移动
controlsNew.listenToKeyEvents(viewerDom) // 监听键盘事件
controlsNew.keys = { LEFT: 'KeyA', UP: 'KeyW', RIGHT: 'KeyD', BOTTOM: 'KeyS' }
controlsNew.addEventListener('change', this.syncCameraState.bind(this))
controlsNew.panSpeed = 1
controlsNew.keyPanSpeed = 20 // normal 7
controlsNew.minDistance = 0.1
controlsNew.maxDistance = 1000
this.controls = controlsNew
this.camera.updateProjectionMatrix()
this.syncCameraState()
}
offset = 0
/**
* 动画循环
*/
animate() {
this.animationFrameId = requestAnimationFrame(this.animate.bind(this))
this.renderView()
this.offset -= 0.002
window['lineMaterial'].dashOffset = this.offset
}
/**
* 渲染视图
*/
renderView() {
this.statsControls?.update()
this.renderer?.render(this.scene, this.camera)
this.css2DRenderer.render(this.scene, this.camera)
this.css3DRenderer.render(this.scene, this.camera)
}
/**
* 同步相机状态到全局状态
*/
syncCameraState() {
if (this.camera) {
const camera = this.camera
this.state.camera.position.x = camera.position.x
this.state.camera.position.y = this.getEffectiveViewDistance()
this.state.camera.position.z = camera.position.z
}
}
/**
* 计算相机到目标的有效视距
*/
getEffectiveViewDistance() {
if (!this.camera) {
return 10
}
const camera = this.camera
const viewHeight = (camera.top - camera.bottom) / camera.zoom
// 假设我们希望匹配一个虚拟的透视相机(通常使用45度fov作为参考)
const referenceFOV = 45 // 参考视场角
return viewHeight / (2 * Math.tan(THREE.MathUtils.degToRad(referenceFOV) / 2))
}
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
}
}
/**
* 根据可视化范围更新网格的透明度
*/
updateGridVisibility() {
const cameraDistance = this.state.camera.position.y
const maxVisibleDistance = 60 // 网格完全可见的最大距离
const fadeStartDistance = 15 // 开始淡出的距离
// 计算透明度(0~1)
let opacity = 0.8
if (cameraDistance > fadeStartDistance) {
opacity = 0.8 - Math.min((cameraDistance - fadeStartDistance) / (maxVisibleDistance - fadeStartDistance) * 0.8, 0.8)
}
// 修改网格材质透明度
this.gridHelper.material.opacity = opacity
this.gridHelper.visible = opacity > 0
}
destroy() {
this.state.isReady = false
if (this.animationFrameId !== null) {
cancelAnimationFrame(this.animationFrameId)
this.animationFrameId = null
}
if (this.watchList) {
_.forEach(this.watchList, (unWatchFn => {
if (typeof unWatchFn === 'function') {
unWatchFn()
}
}))
this.watchList = []
}
if (this.tools) {
for (const tool of this.tools) {
if (tool.destory) {
tool.destory()
}
}
this.tools = []
}
if (this.resizeObserver) {
this.resizeObserver.unobserve(this.viewerDom)
this.resizeObserver.disconnect()
this.resizeObserver = undefined
}
this.worldModel.unregisterViewport(this)
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
}
}
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 {
/**
* 当前楼层
*/
currentFloor: string
/**
* 是否准备完成
*/
isReady: boolean
/**
* 鼠标模式
*/
cursorMode: CursorMode,
/**
* 选中的对象
*/
selectedObject: THREE.Object3D | null
/**
* 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
}
}