demos
This commit is contained in:
@@ -1,13 +1,303 @@
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<!--
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* @Description:模型漫游(巡检业务)
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* @Description: 模型漫游(巡检业务)
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* @Autor: 刘 相卿
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* @Date: 2025-11-17 16:07:33
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* @LastEditors: 刘 相卿
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* @LastEditTime: 2025-11-20 11:44:48
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* @LastEditTime: 2025-11-20 16:40:34
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-->
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<script lang="ts" setup>
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import * as THREE from 'three'
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import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
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import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'
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import { onMounted, onUnmounted, ref, shallowRef } from 'vue'
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const threeRef = shallowRef<HTMLDivElement>()
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const camera = shallowRef<THREE.PerspectiveCamera>()
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const scene = shallowRef<THREE.Scene>()
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const controls = shallowRef<OrbitControls>()
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const renderer = shallowRef<THREE.WebGLRenderer>()
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// 漫游状态
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const tourMode = ref<'none' | 'slow' | 'fast'>('none')
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let tourTime = 0
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const initialCameraPosition = new THREE.Vector3(0, 5, 15)
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const initialCameraTarget = new THREE.Vector3(0, 0, 0)
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// 巡检路径点位 - 模拟进入建筑内部进行详细巡检
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// 包含位置和对应的观察目标点
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interface PathPoint {
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position: THREE.Vector3
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lookAt: THREE.Vector3
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}
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const inspectionPath: PathPoint[] = [
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// 1. 外部俯视全景
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{ position: new THREE.Vector3(0, 8, 15), lookAt: new THREE.Vector3(0, 0, 0) },
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// 2. 从正面接近入口
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{ position: new THREE.Vector3(0, 3, 10), lookAt: new THREE.Vector3(0, 2, 0) },
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// 3. 进入前厅区域
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{ position: new THREE.Vector3(0, 2, 5), lookAt: new THREE.Vector3(0, 2, -2) },
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// 4. 右侧区域巡检
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{ position: new THREE.Vector3(5, 2, 3), lookAt: new THREE.Vector3(8, 2, 0) },
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// 5. 深入右侧内部
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{ position: new THREE.Vector3(8, 2.5, 0), lookAt: new THREE.Vector3(10, 2, -3) },
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// 6. 右后方区域
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{ position: new THREE.Vector3(6, 2, -5), lookAt: new THREE.Vector3(3, 2, -8) },
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// 7. 后方中央区域
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{ position: new THREE.Vector3(0, 2.5, -8), lookAt: new THREE.Vector3(0, 2, -5) },
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// 8. 左后方区域
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{ position: new THREE.Vector3(-6, 2, -5), lookAt: new THREE.Vector3(-3, 2, -8) },
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// 9. 深入左侧内部
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{ position: new THREE.Vector3(-8, 2.5, 0), lookAt: new THREE.Vector3(-10, 2, -3) },
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// 10. 左侧区域巡检
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{ position: new THREE.Vector3(-5, 2, 3), lookAt: new THREE.Vector3(-8, 2, 0) },
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// 11. 返回中央区域
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{ position: new THREE.Vector3(0, 2, 0), lookAt: new THREE.Vector3(0, 3, -5) },
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// 12. 中央上升视角
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{ position: new THREE.Vector3(0, 5, 2), lookAt: new THREE.Vector3(0, 0, 0) },
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// 13. 退出并俯视
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{ position: new THREE.Vector3(0, 8, 12), lookAt: new THREE.Vector3(0, 0, 0) },
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]
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function initModel() {
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const width = threeRef.value!.clientWidth
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const height = threeRef.value!.clientHeight
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// 创建场景
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scene.value = new THREE.Scene()
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// 创建天空盒
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const skyboxGeometry = new THREE.BoxGeometry(500, 500, 500)
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const skyboxMaterials = [
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new THREE.MeshBasicMaterial({ color: 0x1A1A2E, side: THREE.BackSide }), // right
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new THREE.MeshBasicMaterial({ color: 0x1A1A2E, side: THREE.BackSide }), // left
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new THREE.MeshBasicMaterial({ color: 0x0F0F1E, side: THREE.BackSide }), // top
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new THREE.MeshBasicMaterial({ color: 0x000000, side: THREE.BackSide }), // bottom
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new THREE.MeshBasicMaterial({ color: 0x1A1A2E, side: THREE.BackSide }), // front
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new THREE.MeshBasicMaterial({ color: 0x1A1A2E, side: THREE.BackSide }), // back
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]
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const skybox = new THREE.Mesh(skyboxGeometry, skyboxMaterials)
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scene.value.add(skybox)
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scene.value.background = new THREE.Color(0x000000)
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// 添加雾效增强深度感
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scene.value.fog = new THREE.Fog(0x000000, 10, 50)
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// 创建透视相机 PerspectiveCamera(视野角度, 宽高比, 近截面, 远截面)
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camera.value = new THREE.PerspectiveCamera(
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60,
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width / height,
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0.1,
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1000,
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)
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camera.value.position.copy(initialCameraPosition)
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// 创建渲染器
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renderer.value = new THREE.WebGLRenderer({ antialias: true })
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renderer.value.setSize(width, height)
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renderer.value.setPixelRatio(window.devicePixelRatio)
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// 开启阴影贴图
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renderer.value.shadowMap.enabled = true
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renderer.value.shadowMap.type = THREE.PCFSoftShadowMap
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threeRef.value!.appendChild(renderer.value.domElement)
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// 创建轨道控制器
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controls.value = new OrbitControls(camera.value, renderer.value.domElement)
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controls.value.enableDamping = true // 启用阻尼(惯性)
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controls.value.dampingFactor = 0.05
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controls.value.minDistance = 2
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controls.value.maxDistance = 50
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controls.value.maxPolarAngle = Math.PI / 2 * 1.8 // 限制垂直旋转角度
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// 添加环境光
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const ambientLight = new THREE.AmbientLight(0xFFFFFF, 0.6)
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scene.value.add(ambientLight)
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// 添加主平行光(模拟太阳光)
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const directionalLight = new THREE.DirectionalLight(0xFFFFFF, 1.2)
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directionalLight.position.set(10, 15, 10)
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directionalLight.castShadow = true
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directionalLight.shadow.camera.left = -20
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directionalLight.shadow.camera.right = 20
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directionalLight.shadow.camera.top = 20
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directionalLight.shadow.camera.bottom = -20
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directionalLight.shadow.mapSize.width = 2048
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directionalLight.shadow.mapSize.height = 2048
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scene.value.add(directionalLight)
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// 添加辅助光源(从另一个方向)
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const fillLight = new THREE.DirectionalLight(0xFFFFFF, 0.5)
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fillLight.position.set(-10, 10, -10)
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scene.value.add(fillLight)
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// 添加地面
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const groundGeometry = new THREE.PlaneGeometry(100, 100)
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const groundMaterial = new THREE.MeshStandardMaterial({
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color: 0x999999,
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roughness: 0.8,
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metalness: 0.2,
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})
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const ground = new THREE.Mesh(groundGeometry, groundMaterial)
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ground.rotation.x = -Math.PI / 2
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ground.position.y = 0
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ground.receiveShadow = true
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scene.value.add(ground)
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// 加载模型
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const loader = new GLTFLoader()
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loader.load('/mzjc_bansw.glb', (gltf) => {
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const model = gltf.scene
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// 遍历模型,启用阴影
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model.traverse((child) => {
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if (child instanceof THREE.Mesh) {
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child.castShadow = true
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child.receiveShadow = true
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}
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})
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scene.value!.add(model)
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}, undefined, (error) => {
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console.error('模型加载失败:', error)
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})
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function animate() {
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requestAnimationFrame(animate)
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// 巡检漫游效果
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if (tourMode.value !== 'none' && camera.value && controls.value) {
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const speed = tourMode.value === 'slow' ? 0.003 : 0.008 // 慢速或快速
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tourTime += speed
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const totalPoints = inspectionPath.length
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const totalProgress = tourTime % totalPoints
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const currentIndex = Math.floor(totalProgress)
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const nextIndex = (currentIndex + 1) % totalPoints
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const t = totalProgress - currentIndex
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// 使用平滑的缓动函数
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const smoothT = t * t * (3 - 2 * t) // smoothstep
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// 获取当前和下一个路径点
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const currentPoint = inspectionPath[currentIndex]!
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const nextPoint = inspectionPath[nextIndex]!
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// 插值位置
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const newPosition = new THREE.Vector3()
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newPosition.lerpVectors(currentPoint.position, nextPoint.position, smoothT)
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camera.value.position.copy(newPosition)
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// 插值观察目标
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const newTarget = new THREE.Vector3()
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newTarget.lerpVectors(currentPoint.lookAt, nextPoint.lookAt, smoothT)
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controls.value.target.copy(newTarget)
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// 禁用控制器的用户交互
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controls.value.enabled = false
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}
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else if (controls.value) {
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// 非漫游模式时启用控制器
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controls.value.enabled = true
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}
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// 更新控制器
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controls.value?.update()
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// 执行渲染
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if (renderer.value && scene.value && camera.value) {
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renderer.value.render(scene.value, camera.value)
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}
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}
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animate()
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// 窗口自适应
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window.addEventListener('resize', handleResize)
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}
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// 处理窗口大小变化
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function handleResize() {
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if (!threeRef.value || !camera.value || !renderer.value)
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return
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const width = threeRef.value.clientWidth
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const height = threeRef.value.clientHeight
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// 更新相机宽高比
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camera.value.aspect = width / height
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camera.value.updateProjectionMatrix()
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// 更新渲染器尺寸
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renderer.value.setSize(width, height)
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renderer.value.setPixelRatio(window.devicePixelRatio)
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}
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// 慢速巡检漫游
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function startSlowTour() {
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tourMode.value = 'slow'
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tourTime = 0
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}
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// 快速巡检漫游
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function startFastTour() {
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tourMode.value = 'fast'
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tourTime = 0
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}
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// 停止漫游
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function stopTour() {
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tourMode.value = 'none'
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tourTime = 0
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if (camera.value && controls.value) {
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camera.value.position.copy(initialCameraPosition)
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controls.value.target.copy(initialCameraTarget)
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controls.value.enabled = true
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controls.value.update()
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}
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}
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onMounted(initModel)
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onUnmounted(() => {
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// 清理事件监听
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window.removeEventListener('resize', handleResize)
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// 销毁控制器
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controls.value?.dispose()
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// 销毁渲染器
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renderer.value?.dispose()
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})
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</script>
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<template>
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<div>7</div>
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<div ref="threeRef" class="w-full h-full" />
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<router-link to="/three/8" class="position-fixed left-20px top-20px">
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漫游 修改材质(设备告警业务)
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</router-link>
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<div class="position-fixed right-20px top-20px flex flex-col gap-12px">
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<div class="flex gap-12px">
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<button
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:class="{ 'bg-blue-500 text-white': tourMode === 'slow' }"
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class="px-16px py-8px rounded hover:bg-blue-400"
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@click="startSlowTour"
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>
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慢速巡检
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</button>
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<button
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:class="{ 'bg-green-500 text-white': tourMode === 'fast' }"
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class="px-16px py-8px rounded hover:bg-green-400"
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@click="startFastTour"
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>
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快速巡检
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</button>
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<button
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:class="{ 'bg-red-500 text-white': tourMode === 'none' }"
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class="px-16px py-8px rounded hover:bg-red-400"
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@click="stopTour"
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>
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停止漫游
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</button>
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</div>
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<div v-if="tourMode !== 'none'" class="bg-white px-12px py-8px rounded shadow text-sm">
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正在进行{{ tourMode === 'slow' ? '慢速' : '快速' }}巡检...
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</div>
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</div>
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</template>
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@@ -1,13 +1,313 @@
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<!--
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* @Description: 漫游 + 修改材质(设备告警业务)
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* @Description: 漫游 + 修改材质(设备告警业务)
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* @Autor: 刘 相卿
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* @Date: 2025-11-17 16:07:33
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* @LastEditors: 刘 相卿
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* @LastEditTime: 2025-11-20 11:44:57
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* @LastEditTime: 2025-11-20 17:28:46
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-->
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<script lang="ts" setup>
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import * as THREE from 'three'
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import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
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import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'
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import { onMounted, onUnmounted, ref, shallowRef } from 'vue'
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const threeRef = shallowRef<HTMLDivElement>()
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const camera = shallowRef<THREE.PerspectiveCamera>()
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const scene = shallowRef<THREE.Scene>()
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const controls = shallowRef<OrbitControls>()
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const renderer = shallowRef<THREE.WebGLRenderer>()
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// 告警相关
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const alertMesh = shallowRef<THREE.Mesh>()
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const originalMaterial = shallowRef<THREE.Material>()
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const alertOverlay = shallowRef<THREE.Mesh>() // 告警覆盖层
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const isAlerting = ref(false)
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let alertTime = 0
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// 相机动画相关
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let cameraAnimating = false
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let cameraAnimationProgress = 0
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const cameraStartPosition = new THREE.Vector3()
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const cameraStartTarget = new THREE.Vector3()
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const cameraEndPosition = new THREE.Vector3()
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const cameraEndTarget = new THREE.Vector3()
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function initModel() {
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const width = threeRef.value!.clientWidth
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const height = threeRef.value!.clientHeight
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// 创建场景
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scene.value = new THREE.Scene()
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scene.value.background = new THREE.Color(0x1A1A2E)
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scene.value.fog = new THREE.Fog(0x1A1A2E, 10, 50)
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const axesHelper = new THREE.AxesHelper(5)
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scene.value.add(axesHelper)
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// 创建透视相机
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camera.value = new THREE.PerspectiveCamera(
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60,
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width / height,
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0.1,
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1000,
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)
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camera.value.position.set(0, 5, 15)
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// 创建渲染器
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renderer.value = new THREE.WebGLRenderer({ antialias: true })
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renderer.value.setSize(width, height)
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renderer.value.setPixelRatio(window.devicePixelRatio)
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renderer.value.shadowMap.enabled = true
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renderer.value.shadowMap.type = THREE.PCFSoftShadowMap
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threeRef.value!.appendChild(renderer.value.domElement)
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// 创建轨道控制器
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controls.value = new OrbitControls(camera.value, renderer.value.domElement)
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controls.value.enableDamping = true
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controls.value.dampingFactor = 0.05
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controls.value.minDistance = 2
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controls.value.maxDistance = 50
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// 添加环境光
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const ambientLight = new THREE.AmbientLight(0xFFFFFF, 0.6)
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scene.value.add(ambientLight)
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// 添加主平行光
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const directionalLight = new THREE.DirectionalLight(0xFFFFFF, 1.2)
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directionalLight.position.set(10, 15, 10)
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directionalLight.castShadow = true
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directionalLight.shadow.camera.left = -20
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directionalLight.shadow.camera.right = 20
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directionalLight.shadow.camera.top = 20
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directionalLight.shadow.camera.bottom = -20
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directionalLight.shadow.mapSize.width = 2048
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directionalLight.shadow.mapSize.height = 2048
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scene.value.add(directionalLight)
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// 添加辅助光源
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const fillLight = new THREE.DirectionalLight(0xFFFFFF, 0.5)
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fillLight.position.set(-10, 10, -10)
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scene.value.add(fillLight)
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// 添加地面
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const groundGeometry = new THREE.PlaneGeometry(100, 100)
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const groundMaterial = new THREE.MeshStandardMaterial({
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color: 0x555555,
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roughness: 0.8,
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metalness: 0.2,
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})
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const ground = new THREE.Mesh(groundGeometry, groundMaterial)
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ground.rotation.x = -Math.PI / 2
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ground.position.y = 0
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ground.receiveShadow = true
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scene.value.add(ground)
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// 加载模型
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const loader = new GLTFLoader()
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||||
loader.load('/mzjc_bansw.glb', (gltf) => {
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||||
const model = gltf.scene
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||||
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||||
// 遍历模型,找到 fmz_2_jzf_bs015 并启用阴影
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||||
model.traverse((child) => {
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||||
if (child instanceof THREE.Mesh) {
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||||
child.castShadow = true
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||||
child.receiveShadow = true
|
||||
|
||||
// 找到告警设备
|
||||
if (child.name === 'fmz_2_jzf_bs015') {
|
||||
alertMesh.value = child
|
||||
// 保存原始材质
|
||||
originalMaterial.value = child.material.clone()
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
scene.value!.add(model)
|
||||
}, undefined, (error) => {
|
||||
console.error('模型加载失败:', error)
|
||||
})
|
||||
|
||||
function animate() {
|
||||
requestAnimationFrame(animate)
|
||||
|
||||
// 告警闪烁效果
|
||||
if (isAlerting.value && alertOverlay.value) {
|
||||
alertTime += 0.05
|
||||
// 使用正弦波创建闪烁效果,频率较快
|
||||
const intensity = (Math.sin(alertTime * 5) + 1) / 2 // 0-1之间震荡
|
||||
|
||||
if (alertOverlay.value.material instanceof THREE.Material) {
|
||||
const material = alertOverlay.value.material as THREE.MeshBasicMaterial
|
||||
material.opacity = 0.3 + intensity * 0.4 // 透明度在0.3-0.7之间震荡
|
||||
}
|
||||
}
|
||||
|
||||
// 相机动画
|
||||
if (cameraAnimating && camera.value && controls.value) {
|
||||
cameraAnimationProgress += 0.008 // 控制移动速度
|
||||
|
||||
if (cameraAnimationProgress >= 1) {
|
||||
cameraAnimationProgress = 1
|
||||
cameraAnimating = false
|
||||
controls.value.enabled = true // 动画结束后恢复控制器
|
||||
}
|
||||
|
||||
// 使用缓动函数使运动更平滑
|
||||
const t = easeInOutCubic(cameraAnimationProgress)
|
||||
|
||||
// 插值相机位置
|
||||
camera.value.position.lerpVectors(cameraStartPosition, cameraEndPosition, t)
|
||||
|
||||
// 插值观察目标
|
||||
const currentTarget = new THREE.Vector3()
|
||||
currentTarget.lerpVectors(cameraStartTarget, cameraEndTarget, t)
|
||||
controls.value.target.copy(currentTarget)
|
||||
}
|
||||
|
||||
if (controls.value) {
|
||||
controls.value.update()
|
||||
}
|
||||
|
||||
if (renderer.value && scene.value && camera.value) {
|
||||
renderer.value.render(scene.value, camera.value)
|
||||
}
|
||||
}
|
||||
|
||||
animate()
|
||||
|
||||
// 处理窗口大小变化
|
||||
function onResize() {
|
||||
if (!threeRef.value || !camera.value || !renderer.value)
|
||||
return
|
||||
|
||||
const width = threeRef.value.clientWidth
|
||||
const height = threeRef.value.clientHeight
|
||||
|
||||
camera.value.aspect = width / height
|
||||
camera.value.updateProjectionMatrix()
|
||||
renderer.value.setSize(width, height)
|
||||
}
|
||||
|
||||
window.addEventListener('resize', onResize)
|
||||
|
||||
onUnmounted(() => {
|
||||
window.removeEventListener('resize', onResize)
|
||||
})
|
||||
}
|
||||
|
||||
// 缓动函数
|
||||
function easeInOutCubic(t: number): number {
|
||||
return t < 0.5 ? 4 * t * t * t : 1 - (-2 * t + 2) ** 3 / 2
|
||||
}
|
||||
|
||||
// 设备报警处理
|
||||
function handleAlert() {
|
||||
if (!alertMesh.value || !camera.value || !controls.value) {
|
||||
console.warn('告警设备或相机未就绪')
|
||||
return
|
||||
}
|
||||
|
||||
// 切换告警状态
|
||||
isAlerting.value = !isAlerting.value
|
||||
|
||||
if (isAlerting.value) {
|
||||
// 开始告警
|
||||
alertTime = 0
|
||||
|
||||
// 创建半透明红色覆盖层
|
||||
const geometry = alertMesh.value.geometry.clone()
|
||||
const overlayMaterial = new THREE.MeshBasicMaterial({
|
||||
color: 0xFF0000,
|
||||
transparent: true,
|
||||
opacity: 0.2,
|
||||
depthWrite: false,
|
||||
side: THREE.DoubleSide,
|
||||
})
|
||||
|
||||
alertOverlay.value = new THREE.Mesh(geometry, overlayMaterial)
|
||||
// 复制告警物体的变换矩阵
|
||||
alertOverlay.value.position.copy(alertMesh.value.position)
|
||||
// alertOverlay.value.position.y -= 0.6
|
||||
// alertOverlay.value.position.x += 0.6
|
||||
// alertOverlay.value.position.z += 2
|
||||
alertOverlay.value.rotation.copy(alertMesh.value.rotation)
|
||||
alertOverlay.value.scale.copy(alertMesh.value.scale).multiplyScalar(1.01) // 稍微放大避免z-fighting
|
||||
|
||||
// 如果告警物体有父节点,添加到同一父节点
|
||||
if (alertMesh.value.parent) {
|
||||
alertMesh.value.parent.add(alertOverlay.value)
|
||||
}
|
||||
else {
|
||||
scene.value?.add(alertOverlay.value)
|
||||
}
|
||||
|
||||
// 计算告警设备的世界坐标
|
||||
const worldPosition = new THREE.Vector3()
|
||||
alertMesh.value.getWorldPosition(worldPosition)
|
||||
|
||||
// 计算包围盒来获取设备的大小
|
||||
const box = new THREE.Box3().setFromObject(alertMesh.value)
|
||||
const size = box.getSize(new THREE.Vector3())
|
||||
const maxDim = Math.max(size.x, size.y, size.z)
|
||||
|
||||
// 根据设备大小计算合适的观察距离,使用较小的倍数以靠近物体
|
||||
const distance = Math.max(maxDim * 1.5, 2) // 距离是设备最大尺寸的1.5倍,最小2单位
|
||||
|
||||
// 计算观察方向 - 从设备的斜上前方观察,更接近物体
|
||||
const direction = new THREE.Vector3(-1.2, 1.2, -1.8).normalize()
|
||||
const targetPosition = worldPosition.clone().add(direction.multiplyScalar(distance))
|
||||
|
||||
// 保存当前相机状态
|
||||
cameraStartPosition.copy(camera.value.position)
|
||||
cameraStartTarget.copy(controls.value.target)
|
||||
|
||||
// 设置目标状态 - 相机位置和观察目标
|
||||
cameraEndPosition.copy(targetPosition)
|
||||
cameraEndTarget.copy(worldPosition) // 直接看向设备的世界坐标
|
||||
|
||||
// 开始动画
|
||||
cameraAnimating = true
|
||||
cameraAnimationProgress = 0
|
||||
controls.value.enabled = false // 动画期间禁用控制器
|
||||
}
|
||||
else {
|
||||
// 停止告警,移除覆盖层
|
||||
if (alertOverlay.value) {
|
||||
alertOverlay.value.parent?.remove(alertOverlay.value)
|
||||
alertOverlay.value.geometry.dispose()
|
||||
if (alertOverlay.value.material instanceof THREE.Material) {
|
||||
alertOverlay.value.material.dispose()
|
||||
}
|
||||
alertOverlay.value = undefined
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
onMounted(() => {
|
||||
initModel()
|
||||
})
|
||||
|
||||
onUnmounted(() => {
|
||||
if (renderer.value) {
|
||||
renderer.value.dispose()
|
||||
}
|
||||
})
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div>8</div>
|
||||
<div ref="threeRef" class="w-full h-full" />
|
||||
<router-link to="/three/9" class="position-fixed left-20px top-20px">
|
||||
粒子效果(蒸汽)
|
||||
</router-link>
|
||||
<div class="position-fixed right-20px top-20px flex flex-col gap-12px">
|
||||
<div class="flex gap-12px">
|
||||
<button
|
||||
:class="{ 'bg-red-500': isAlerting }"
|
||||
class="px-16px py-8px bg-blue-500 text-white rounded cursor-pointer hover:bg-blue-600"
|
||||
@click="handleAlert"
|
||||
>
|
||||
{{ isAlerting ? '停止报警' : '设备报警' }}
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
Reference in New Issue
Block a user