123
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									5a86c02286
								
							
						
					
					
						commit
						f4f30f1863
					
				
							
								
								
									
										96712
									
								
								public/jzc/scene3.gltf
								
								
								
								
							
							
						
						
									
										96712
									
								
								public/jzc/scene3.gltf
								
								
								
								
							
										
											
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							| 
						 | 
				
			
			@ -41,8 +41,17 @@ onMounted(() => {
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    document.addEventListener('click', onMouseDown);
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    // document.addEventListener("mousemove", onMouseMove);
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});
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let scene, renderer, camera, controls, pointsArr = true;
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let scene, renderer, camera, controls, clickedObject, pointsArr = true;
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let biggerSphereMesh = null;
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// 克隆颜色和模型
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let objArr = [];
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let objM = []; 
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// 监测设备
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let warnSets = [];
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// 设置漫游索引
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let currentIndex = 0;
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let romeObj = []
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let i = 1;
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let mouse = new THREE.Vector2();
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let labelRenderer = new CSS2DRenderer(); //新建CSS2DRenderer
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						 | 
				
			
			@ -67,6 +76,7 @@ Bus.on('clickBuild', (isParent) => {
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        // nearCamera(Floor);
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        boxLight(Floor); 
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        return;
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    }
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})
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						 | 
				
			
			@ -100,7 +110,8 @@ const init = () => {
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    scene.background = new THREE.Color(bimStore().activateMenu.background);
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    // 相机
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    camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000); 
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    camera.position.set(-92.650, 67.456, 38.088); 
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    camera.position.set(-83.68342627048388, 83.03295496739706, -11.88944568919905); 
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    camera.lookAt(scene.position);
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    //渲染器
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    renderer = new THREE.WebGLRenderer({ antialias: true });
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    renderer.setPixelRatio(window.devicePixelRatio);
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						 | 
				
			
			@ -111,6 +122,8 @@ const init = () => {
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    controls = new OrbitControls(camera, renderer.domElement);
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    const pmremGenerator = new THREE.PMREMGenerator(renderer);
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    scene.environment = pmremGenerator.fromScene(new RoomEnvironment()).texture;
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    var vector = new THREE.Vector3();
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    console.log('刚开始场景', vector);
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}
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const loadSence = () => {
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    const gltfLoader = new GLTFLoader();
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						 | 
				
			
			@ -119,12 +132,33 @@ const loadSence = () => {
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    gltfLoader.setDRACOLoader(dracoLoader)
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    gltfLoader.load('/jzc/scene3.gltf', (gltf) => {
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        var model = gltf.scene; 
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        roamdObjects = model.children[0].children; 
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        // 克隆初始的材料和模型
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        model.traverse(e => {
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            objArr.push(e);
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            objM.push(e.material);
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        })
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        // 设置漫游点位
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        const objname = ['start', 'middle1', 'middle2', 'end']
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        objname.forEach((item, index) => {
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            var targetModel = model.getObjectByName(item);
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            if (targetModel) romeObj.push(
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                targetModel
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            )
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            console.log('targetModel', targetModel)
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        })
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        scene.add(model);
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        // 将预警设备染色
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        warn();
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    });
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};
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const renderScene = () => {
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    requestAnimationFrame(renderScene);
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    const cameraPosition = camera.position;
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    const cameraX = cameraPosition.x;
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    const cameraY = cameraPosition.y;
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    const cameraZ = cameraPosition.z;
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    console.log('坐标', cameraX, cameraY, cameraZ);
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    TWEEN.update();
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    controls.update();
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    renderer.render(scene, camera);
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						 | 
				
			
			@ -194,6 +228,7 @@ const onMouseMove = (event) => {
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// 鼠标点击效果
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const onMouseDown = (event) => {
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    var raycaster = new THREE.Raycaster()
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    // 将鼠标点击位置的屏幕坐标转换成threejs中的标准坐标
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    mouse.x = ((event.clientX - marginLeft) / window.innerWidth) * 2 - 1;
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    mouse.y = -((event.clientY - marginTop) / window.innerHeight) * 2 + 1;
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    raycaster.setFromCamera(mouse, camera);
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						 | 
				
			
			@ -201,13 +236,77 @@ const onMouseDown = (event) => {
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    console.log(123, event);
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    if (intersects.length > 0) {
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        const clickedObject = intersects[0].object;
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        clickedObject = intersects[0].object;
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        console.log('这是我选中的模型', clickedObject);
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        var selectedObject = isSelent(clickedObject);
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        // 高亮所在区域
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        boxLight(selectedObject);
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        // 染色点击的模型
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    }
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}
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const changeColor = (Floor) => {
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    // Floor.children.forEach((obj) => {
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    //     if (obj.isMesh) {
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    //         console.log(123, obj);
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    //         obj.material.transparent = true;
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    //         obj.material.opacity = 0.3;
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    //         obj.material.color = new THREE.Color('rgb( 0 , 0 , 225 )');
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    //     }
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    // })
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    // 染色
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    Floor.traverse(e => {
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        if (e.isMesh) {
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            e.material.transparent = true;
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            e.material.opacity = 0.3;
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            e.material.color = new THREE.Color('rgb( 0 , 0 , 225 )');
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        }
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    })
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}
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// 清除模型颜色
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const cleanColor = () => {
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    // 恢复之前被选中模型的材质
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    if (objArr.length > 0 && objM.length > 0) {
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        objArr.forEach((ele, index) => {
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            console.log(objM[index]);
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            ele.material = objM[index]
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        })
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        objArr = [];
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        objM = [];
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    }
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    scene.traverse(e => {
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        objArr.push(e);
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        objM.push(e.material);
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    })
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}
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// 预警
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const warn = () => {
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    ['guan1', 'guan2', 'guan3', 'guan4'].forEach(item => {
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        warnSets.push(scene.getObjectByName(item));
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    })
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    warnSets[2].traverse(e => {
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        e.material = new THREE.MeshBasicMaterial({
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            transparent: true,
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            opacity: 0.9,
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            color: new THREE.Color('rgb( 237,33,2 )')
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        });
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    }) 
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    // animateCamera(warnSets[0]);
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}
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const animateCamera = (one) => {
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    const lookO = one.getWorldPosition(new THREE.Vector3())
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    gsap.to(controls.target, {
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        x: lookO.x,
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        y: lookO.y + 1.2,
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        z: lookO.z,
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        duration: 4,
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        ease: "power1.inOut",
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        onComplete: () => {},
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    });
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}
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const boxLight = (selectedObject) => {
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    if (selectedObject) {
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						 | 
				
			
			@ -232,101 +331,41 @@ const centerSelectedGroup = (obj) => {
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// 漫游
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const roam = () => {
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    //漫游坐标
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    const path = new THREE.CatmullRomCurve3([
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        new THREE.Vector3(130.076658411178222, 58.489999368786826, -32.514521795452985), // 起始坐标
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        new THREE.Vector3(128.938067229663826, 55.0220540878815, 30.184599697589874) //中间节点
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    ]);
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    if (currentIndex < romeObj.length) {
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        var nextPosition = romeObj[currentIndex].getWorldPosition(new THREE.Vector3());
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        // 在动画完成后触发下一个漫游
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        gsap.to(camera.position, {
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            x: nextPosition.x,
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            y: nextPosition.y + 1.2,
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            z: nextPosition.z,
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            duration: 4,
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            ease: 'power1.inOut',
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            onComplete: () => {
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                roam()
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            }
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        });
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        let lookObj;
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        if (currentIndex == romeObj.length - 1 ) {
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            lookObj = romeObj[0].getWorldPosition(new THREE.Vector3()) 
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        } else if(currentIndex < romeObj.length) { 
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            lookObj = romeObj[currentIndex + 1].getWorldPosition(new THREE.Vector3())
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        }
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        gsap.to(controls.target, {
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            x: lookObj.x,
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            y: lookObj.y + 1.2,
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            z: lookObj.z,
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            duration: 4,
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    d(path)
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    pointsArr = path.getSpacedPoints(50);
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    i = 0;
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    console.log(pointsArr[i]);
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    // 设置相机起点, 相机位置:曲线上当前点pointsArr[i]
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    camera.position.copy(pointsArr[i]);
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    // 相机观察目标:当前点的下一个点pointsArr[i + 1]
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    camera.lookAt(pointsArr[i + 1]);
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    // controls.target.copy(pointsArr[i+1])
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    setTimeout(() => {
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        renders();
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    }, 1000);
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}
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const d = (cameraCurve) => {
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    let sphereCurve = null;
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    //参考路径上取100个点,每个点上添加蓝色小球
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    //做一个小0.6倍的路径添加到场景,作相机运动路径参考
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    sphereCurve = cameraCurve.clone()
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    sphereCurve.points.forEach(point => {
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        point.x *= 0.6
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        point.y *= 0.2
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        point.z *= 0.6
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        return point
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    })
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    //参考路径上取100个点,每个点上添加蓝色小球
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    const pathPoints = sphereCurve.getPoints(100)
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    pathPoints.forEach(point => {
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        const sphere = new THREE.SphereGeometry(0.2)
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        const sphereMaterial = new THREE.MeshBasicMaterial({
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            color: 0x0000ff
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        })
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        const sphereMesh = new THREE.Mesh(sphere, sphereMaterial)
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        sphereMesh.position.set(point.x, point.y, point.z)
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        scene.add(sphereMesh)
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    })
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    //绘制一条红色的路径参考线
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    const geometry = new THREE.BufferGeometry().setFromPoints(pathPoints)
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    const material = new THREE.LineBasicMaterial({
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        color: 0xff0000
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    })
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    const curveObject = new THREE.Line(geometry, material)
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    scene.add(curveObject)
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    //做一个较大的绿色小球沿相机相反反向移动
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    const biggerSphere = new THREE.SphereGeometry(2)
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    const sphereMaterial1 = new THREE.MeshBasicMaterial({ color: 0x0ff00 })
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    biggerSphereMesh = new THREE.Mesh(biggerSphere, sphereMaterial1)
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    biggerSphereMesh.position.set(
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        pathPoints[0].x,
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        pathPoints[0].y,
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        pathPoints[0].z
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    )
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    scene.add(biggerSphereMesh)
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}
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let num = 1;
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const renders = () => {
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    /*     angle += 0.01;
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    // 相机y坐标不变,在XOZ平面上做圆周运动
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    camera.position.x = R * Math.sin(angle);
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    camera.lookAt(0, 0, 0); */
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    if (num < pointsArr.length - 1) {
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        // 相机位置设置在当前点位置
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        camera.position.copy(pointsArr[num]);
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        //   camera.position.set(pointsArr[num]);
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        // 曲线上当前点pointsArr[num]和下一个点pointsArr[num+1]近似模拟当前点曲线切线
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        // 设置相机观察点为当前点的下一个点,相机视线和当前点曲线切线重合
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        camera.lookAt(pointsArr[num + 1]);
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        biggerSphereMesh.position.copy(pointsArr[num]
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        )
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        // controls.target.copy(pointsArr[num+1])
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        num += 1; //调节速度
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        requestAnimationFrame(renders);
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        controls.update();
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            ease: "power1.inOut",
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            onComplete: () => {},
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        });
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        currentIndex++;
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        console.log('lookObj', currentIndex)
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    } else {
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        num = 0
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        toHomeView();
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    }
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};
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let roamdObjects = ref([]);
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}
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// 返回初始值
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const toHomeView = () => {
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    controls.reset();
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| 
						 | 
				
			
			
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| 
						 | 
				
			
			@ -0,0 +1,752 @@
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<template>
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	<div class="scene">
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		<div id="jindu-text-con">
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			正在加载模型请稍等:<span id="jindu-text"></span>
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			<div class="jindu-con">
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				<div id="jindu"></div>
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			</div>
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		</div>
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		<video id="videoContainer" style="position:absolute;top:0px;left:0px;z-index:100;visibility: hidden"></video>
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		<div class="scene" id="viewer-container"></div>
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		<div class="panel">
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			<div class="main">
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				<li class="tools-li" @click="resetScene">
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					<p class="tools-name">场景重置</p>
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				</li>
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				<li class="tools-li" @click="autoRotateClick">
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					<p class="tools-name">{{ !autoRotate ? '自动旋转' : '停止选择' }}</p>
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				</li>
 | 
			
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				<li class="tools-li" @click="billboardView">
 | 
			
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					<p class="tools-name">视频视角</p>
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				</li>
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				<li class="tools-li" @click="driverView">
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					<p class="tools-name">司机视角</p>
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				</li>
 | 
			
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				<li class="tools-li" @click="roam">
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					<p class="tools-name">漫游</p>
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				</li>
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			</div>
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		</div>
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	</div>
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</template>
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 | 
			
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<script>
 | 
			
		||||
	import modules from "./modules/index.js";
 | 
			
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	import * as THREE from "three";
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	import gsap from "gsap";
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 | 
			
		||||
	let viewer = null
 | 
			
		||||
	let office = null
 | 
			
		||||
	let oldOffice = {}
 | 
			
		||||
	let gltf75 = {}
 | 
			
		||||
	let tree_animate = null
 | 
			
		||||
	let cityv1 = null
 | 
			
		||||
	let modelSelectName = null
 | 
			
		||||
	let modelMoveName = null
 | 
			
		||||
	let isModelSelectName = false
 | 
			
		||||
	let che, cheLable
 | 
			
		||||
	let romeObj = []
 | 
			
		||||
	// 设置漫游索引
 | 
			
		||||
	let currentIndex = 0;
 | 
			
		||||
	// const gui = new dat.GUI();
 | 
			
		||||
	export default {
 | 
			
		||||
		name: "Three",
 | 
			
		||||
		data() {
 | 
			
		||||
			return {
 | 
			
		||||
				autoRotate: false,
 | 
			
		||||
				isDriver: false,
 | 
			
		||||
			}
 | 
			
		||||
		},
 | 
			
		||||
		mounted() {
 | 
			
		||||
 | 
			
		||||
			//判断是否网址
 | 
			
		||||
 | 
			
		||||
			this.init();
 | 
			
		||||
		},
 | 
			
		||||
		destroyed() {
 | 
			
		||||
			console.log(1111333)
 | 
			
		||||
		},
 | 
			
		||||
		methods: {
 | 
			
		||||
			roam() {
 | 
			
		||||
				if (currentIndex < romeObj.length) {
 | 
			
		||||
					var nextPosition = romeObj[currentIndex].getWorldPosition(new THREE.Vector3());
 | 
			
		||||
					// 在动画完成后触发下一个漫游
 | 
			
		||||
					gsap.to(viewer.camera.position, {
 | 
			
		||||
						x: nextPosition.x,
 | 
			
		||||
						y: nextPosition.y + 1.2,
 | 
			
		||||
						z: nextPosition.z,
 | 
			
		||||
						duration: 4,
 | 
			
		||||
						ease: 'power1.inOut',
 | 
			
		||||
						onComplete: () => {
 | 
			
		||||
							this.roam()
 | 
			
		||||
						} // 回调函数,在动画完成后触发下一个漫游
 | 
			
		||||
					});
 | 
			
		||||
					let lookObj
 | 
			
		||||
					if (currentIndex == romeObj.length) {
 | 
			
		||||
						lookObj = romeObj[0].getWorldPosition(new THREE.Vector3())
 | 
			
		||||
					} else if(currentIndex < romeObj.length) {
 | 
			
		||||
						lookObj = romeObj[currentIndex + 1].getWorldPosition(new THREE.Vector3())
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
					gsap.to(viewer.controls.target, {
 | 
			
		||||
						x: lookObj.x,
 | 
			
		||||
						y: lookObj.y + 1.2,
 | 
			
		||||
						z: lookObj.z,
 | 
			
		||||
						duration: 4,
 | 
			
		||||
 | 
			
		||||
						ease: "power1.inOut",
 | 
			
		||||
						onComplete: () => {},
 | 
			
		||||
					});
 | 
			
		||||
					currentIndex++;
 | 
			
		||||
					console.log('lookObj', currentIndex)
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
			},
 | 
			
		||||
			//司机视角
 | 
			
		||||
			driverView() {
 | 
			
		||||
				this.isDriver = !this.isDriver
 | 
			
		||||
			},
 | 
			
		||||
			//切换广告牌视角
 | 
			
		||||
			billboardView() {
 | 
			
		||||
				this.isDriver = false
 | 
			
		||||
				gsap.to(viewer.camera.position, {
 | 
			
		||||
					x: 4,
 | 
			
		||||
					y: 20,
 | 
			
		||||
					z: 5,
 | 
			
		||||
					duration: 2,
 | 
			
		||||
					ease: "power1.inOut",
 | 
			
		||||
					onComplete: () => {},
 | 
			
		||||
				});
 | 
			
		||||
				gsap.to(viewer.controls.target, {
 | 
			
		||||
					x: 4,
 | 
			
		||||
					y: 20,
 | 
			
		||||
					z: -15,
 | 
			
		||||
					duration: 2,
 | 
			
		||||
					ease: "power1.inOut",
 | 
			
		||||
					onComplete: () => {},
 | 
			
		||||
				});
 | 
			
		||||
			},
 | 
			
		||||
			autoRotateClick() {
 | 
			
		||||
				viewer.controls.autoRotate = !viewer.controls.autoRotate
 | 
			
		||||
				this.autoRotate = viewer.controls.autoRotate
 | 
			
		||||
			},
 | 
			
		||||
			resetScene() {
 | 
			
		||||
				gsap.to(viewer.camera.position, {
 | 
			
		||||
					x: -156,
 | 
			
		||||
					y: 100,
 | 
			
		||||
					z: 0,
 | 
			
		||||
					duration: 2,
 | 
			
		||||
					onStart: () => {
 | 
			
		||||
 | 
			
		||||
					},
 | 
			
		||||
					ease: "Bounce.inOut",
 | 
			
		||||
				});
 | 
			
		||||
				gsap.to(viewer.controls.target, {
 | 
			
		||||
					x: 0,
 | 
			
		||||
					y: 0,
 | 
			
		||||
					z: 0,
 | 
			
		||||
					duration: 2,
 | 
			
		||||
 | 
			
		||||
					ease: "power1.inOut",
 | 
			
		||||
					onComplete: () => {},
 | 
			
		||||
				});
 | 
			
		||||
				gsap.to(viewer.scene.children.find(o => o.name == '人').rotation, {
 | 
			
		||||
					y: 0,
 | 
			
		||||
					duration: 2,
 | 
			
		||||
					ease: "power1.inOut",
 | 
			
		||||
				});
 | 
			
		||||
				this.isDriver = false
 | 
			
		||||
				cheLable.visible = true
 | 
			
		||||
				viewer.scene.children[viewer.scene.children.findIndex(o => o.name == '快递车')].visible = true
 | 
			
		||||
				viewer.scene.children[viewer.scene.children.findIndex(o => o.name == '树')].visible = true
 | 
			
		||||
				viewer.scene.children[viewer.scene.children.findIndex(o => o.name == 'cityv1')].visible = true
 | 
			
		||||
				viewer.scene.children[viewer.scene.children.findIndex(o => o.name == '实验楼')] = gltf75.clone()
 | 
			
		||||
				viewer.scene.children[viewer.scene.children.findIndex(o => o.name == '办公大厅')] = office.object = oldOffice
 | 
			
		||||
					.clone()
 | 
			
		||||
				modelSelectName = null
 | 
			
		||||
				modelMoveName = null
 | 
			
		||||
				isModelSelectName = false
 | 
			
		||||
			},
 | 
			
		||||
			init() {
 | 
			
		||||
				let that = this
 | 
			
		||||
				let jindu_text_con = document.getElementById('jindu-text-con');
 | 
			
		||||
				let jindu_text = document.getElementById('jindu-text');
 | 
			
		||||
				let jindu = document.getElementById('jindu');
 | 
			
		||||
 | 
			
		||||
				viewer = new modules.Viewer('viewer-container') //初始化场景
 | 
			
		||||
				// viewer.addAxis()
 | 
			
		||||
				let labels = new modules.Labels(viewer) //初始化场景
 | 
			
		||||
				let skyBoxs = new modules.SkyBoxs(viewer) //添加天空盒和雾化效果
 | 
			
		||||
				// let EffectComposer = new modules.EffectComposer(viewer)//添加天空盒和雾化效果
 | 
			
		||||
				skyBoxs.addSkybox(2)
 | 
			
		||||
				viewer.camera.position.set(-156, 100, 0) //设置相机位置
 | 
			
		||||
				//限制controls的上下角度范围
 | 
			
		||||
				viewer.controls.maxPolarAngle = Math.PI / 2.1;
 | 
			
		||||
				let lights = new modules.Lights(viewer)
 | 
			
		||||
				let ambientLight = lights.addAmbientLight()
 | 
			
		||||
				ambientLight.setOption({
 | 
			
		||||
					color: 0xffffff,
 | 
			
		||||
					intensity: 1
 | 
			
		||||
				})
 | 
			
		||||
				lights.addDirectionalLight([100, 100, -10], {
 | 
			
		||||
					color: 'rgb(253,253,253)',
 | 
			
		||||
					intensity: 3,
 | 
			
		||||
					castShadow: true,
 | 
			
		||||
				})
 | 
			
		||||
				let modeloader = new modules.ModelLoder(viewer)
 | 
			
		||||
				//添加视频纹理
 | 
			
		||||
				let video = document.getElementById('videoContainer');
 | 
			
		||||
				video.src = "bi.mp4"; // 设置视频地址
 | 
			
		||||
				video.autoplay = "autoplay"; //要设置播放
 | 
			
		||||
				video.loop = "loop"; //要设置循环播放
 | 
			
		||||
				video.muted = "muted"; //要设置静音
 | 
			
		||||
				let texture = new THREE.VideoTexture(video)
 | 
			
		||||
 | 
			
		||||
				//停车场栅栏
 | 
			
		||||
				let Mesh26
 | 
			
		||||
				let isopen = false
 | 
			
		||||
				let tiemen = {}
 | 
			
		||||
				modeloader.loadModelToScene('scene1.glb', _model => {
 | 
			
		||||
					_model.object.name = 'cityv1'
 | 
			
		||||
					_model.openCastShadow()
 | 
			
		||||
					_model.openReceiveShadow()
 | 
			
		||||
					// let center = _model.getCenter(new THREE.Vector3())
 | 
			
		||||
					// viewer.camera.lookAt(center)
 | 
			
		||||
					const objname = ['start', 'middle1001', 'middle2', 'end']
 | 
			
		||||
 | 
			
		||||
					objname.forEach((item, index) => {
 | 
			
		||||
						var targetModel = _model.object.getObjectByName(item);
 | 
			
		||||
						if (targetModel) romeObj.push(
 | 
			
		||||
							targetModel
 | 
			
		||||
						)
 | 
			
		||||
						console.log('targetModel', targetModel)
 | 
			
		||||
					})
 | 
			
		||||
					_model.object.children.forEach((item, index) => {
 | 
			
		||||
						console.log('item.name', item.name)
 | 
			
		||||
						if (item.name === 'Mesh26') {
 | 
			
		||||
							//平移
 | 
			
		||||
							Mesh26 = item
 | 
			
		||||
							gsap.to(item.scale, {
 | 
			
		||||
								x: item.scale.x / 8,
 | 
			
		||||
								duration: 5,
 | 
			
		||||
								ease: "power1.inOut",
 | 
			
		||||
								onComplete: () => {
 | 
			
		||||
									makeCurve()
 | 
			
		||||
									isopen = true
 | 
			
		||||
								}
 | 
			
		||||
							});
 | 
			
		||||
						}
 | 
			
		||||
					})
 | 
			
		||||
					tiemen = tiemen = {
 | 
			
		||||
						fun: moveOnCurve,
 | 
			
		||||
						content: che
 | 
			
		||||
					}
 | 
			
		||||
					viewer.addAnimate(tiemen)
 | 
			
		||||
					cityv1 = _model.object.clone()
 | 
			
		||||
				}, (progress) => {
 | 
			
		||||
					progress = Math.floor(progress * 100)
 | 
			
		||||
					jindu_text.innerText = progress + '%';
 | 
			
		||||
					jindu.style.width = progress + '%'
 | 
			
		||||
					if (progress === 100) {
 | 
			
		||||
						jindu_text_con.style.display = 'none'
 | 
			
		||||
					}
 | 
			
		||||
				}, (error) => {
 | 
			
		||||
					console.log(error)
 | 
			
		||||
				})
 | 
			
		||||
 | 
			
		||||
				/* modeloader.loadModelToScene('zuo.glb', _model => {
 | 
			
		||||
				  office = _model
 | 
			
		||||
				  office.openCastShadow()
 | 
			
		||||
				  office.openReceiveShadow()
 | 
			
		||||
				  //旋转360度
 | 
			
		||||
				  office.object.rotation.y = Math.PI
 | 
			
		||||
				  office.object.position.set(16, 0, -5)
 | 
			
		||||
				  office.object.scale.set(0.2, 0.2, 0.2)
 | 
			
		||||
				  office.object.name = '办公大厅'
 | 
			
		||||
				  office.object.children.forEach(item => {
 | 
			
		||||
				    item.name = item.name.replace('zuo', '')
 | 
			
		||||
				    if (item.name == 'ding') {
 | 
			
		||||
				      item.name = 6
 | 
			
		||||
				    }
 | 
			
		||||
				    item.name--
 | 
			
		||||
				  })
 | 
			
		||||
				  office.object.children.sort((a, b) => a.name - b.name).forEach(v => {
 | 
			
		||||
				    v.name = 'zuo' + v.name
 | 
			
		||||
				  })
 | 
			
		||||
				  office.forEach(child => {
 | 
			
		||||
				    if (child.isMesh) {
 | 
			
		||||
				      child.frustumCulled = false
 | 
			
		||||
				      child.material.emissive = child.material.color;
 | 
			
		||||
				      child.material.emissiveMap = child.material.map;
 | 
			
		||||
				      child.material.emissiveIntensity = 1.2
 | 
			
		||||
				      child.material.envmap = viewer.scene.background
 | 
			
		||||
				    }
 | 
			
		||||
				  })
 | 
			
		||||
				  oldOffice = office.object.clone()
 | 
			
		||||
				  let box = office.getBox()
 | 
			
		||||
				  labels.addCss2dLabel({
 | 
			
		||||
				    x: box.max.x / 2,
 | 
			
		||||
				    y: box.max.y,
 | 
			
		||||
				    z: box.max.z
 | 
			
		||||
				  }, `<span class="label">${_model.object.name}</span>`)
 | 
			
		||||
				  gsap.to(labels.label.position, {
 | 
			
		||||
				    y: box.max.y + 2,
 | 
			
		||||
				    repeat: -1,
 | 
			
		||||
				    yoyo: true,
 | 
			
		||||
				    duration: 2,
 | 
			
		||||
				    ease: "Bounce.inOut",
 | 
			
		||||
				  });
 | 
			
		||||
				})
 | 
			
		||||
 | 
			
		||||
				modeloader.loadModelToScene('75.gltf', _model => {
 | 
			
		||||
				  _model.openCastShadow()
 | 
			
		||||
				  _model.openReceiveShadow()
 | 
			
		||||
				  _model.object.rotateY(Math.PI / 2)
 | 
			
		||||
				  _model.object.position.set(-17, 0, 5)
 | 
			
		||||
				  _model.object.scale.set(0.7, 0.7, 0.7)
 | 
			
		||||
				  _model.object.name = '实验楼'
 | 
			
		||||
				  gltf75 = _model.object.clone()
 | 
			
		||||
				  let box = _model.getBox()
 | 
			
		||||
				  labels.addCss2dLabel({
 | 
			
		||||
				    x: box.max.x,
 | 
			
		||||
				    y: box.max.y,
 | 
			
		||||
				    z: box.max.z
 | 
			
		||||
				  }, `<span class="label">${_model.object.name}</span>`)
 | 
			
		||||
				  gsap.to(labels.label.position, {
 | 
			
		||||
				    y: box.max.y + 2,
 | 
			
		||||
				    repeat: -1,
 | 
			
		||||
				    yoyo: true,
 | 
			
		||||
				    duration: 2,
 | 
			
		||||
				    ease: "Bounce.inOut",
 | 
			
		||||
				  });
 | 
			
		||||
				})
 | 
			
		||||
 | 
			
		||||
				modeloader.loadModelToScene('billboard_-_lowpoly.glb', _model => {
 | 
			
		||||
				  _model.openCastShadow()
 | 
			
		||||
				  _model.object.position.set(4, -20, -35)
 | 
			
		||||
				  _model.object.rotateY(-Math.PI / 2)
 | 
			
		||||
				  _model.object.scale.set(2.7, 2.7, 2.7)
 | 
			
		||||
				  _model.object.name = '广告牌'
 | 
			
		||||
				  let Object_6 = _model.object.getObjectByName('Object_6')
 | 
			
		||||
				  Object_6.material = new THREE.MeshBasicMaterial({
 | 
			
		||||
				    map: texture, // 设置纹理贴图
 | 
			
		||||
				    side: THREE.DoubleSide,
 | 
			
		||||
				    transparent: true,
 | 
			
		||||
				  }); //材质对象Material
 | 
			
		||||
				  let box = _model.getBox()
 | 
			
		||||
				  modeloader.loadModelToScene('drone/wrj.glb', res => {
 | 
			
		||||
				    res.openCastShadow()
 | 
			
		||||
				    res.object.position.set(16, 12, 5)
 | 
			
		||||
				    res.object.scale.set(0.3, 0.3, 0.3)
 | 
			
		||||
				    res.object.name = '无人机'
 | 
			
		||||
				    res.startAnima(0)
 | 
			
		||||
				    gsap.to(res.object.position, {
 | 
			
		||||
				      x: _model.object.position.x,
 | 
			
		||||
				      y: box.max.y,
 | 
			
		||||
				      z: _model.object.position.z,
 | 
			
		||||
				      repeat: -1,
 | 
			
		||||
				      yoyo: true,
 | 
			
		||||
				      duration: 13,
 | 
			
		||||
				      ease: "Expo.inOut",
 | 
			
		||||
				    })
 | 
			
		||||
				  })
 | 
			
		||||
				})
 | 
			
		||||
 | 
			
		||||
				modeloader.loadModelToScene('car13.gltf', _model => {
 | 
			
		||||
				  che = _model
 | 
			
		||||
				  _model.openCastShadow()
 | 
			
		||||
				  _model.openReceiveShadow()
 | 
			
		||||
				  _model.object.position.set(11.5, 0, 18)
 | 
			
		||||
				  _model.object.scale.set(1, 1, 1)
 | 
			
		||||
				  _model.object.name = '快递车'
 | 
			
		||||
				  let boxx = _model.getBox()
 | 
			
		||||
				  // let center = boxx.getCenter(new THREE.Vector3())
 | 
			
		||||
				  // // //相机跟随
 | 
			
		||||
				  // viewer.camera.position.set(center.x, center.y, center.z)
 | 
			
		||||
				  // viewer.camera.lookAt(center)
 | 
			
		||||
				  cheLable = labels.addCss2dLabel({
 | 
			
		||||
				    x: boxx.max.x,
 | 
			
		||||
				    y: boxx.max.y + 2,
 | 
			
		||||
				    z: boxx.max.z
 | 
			
		||||
				  }, `<span class="label">${_model.object.name}</span>`)
 | 
			
		||||
				})
 | 
			
		||||
 | 
			
		||||
				modeloader.loadModelToScene('ren.glb', _model => {
 | 
			
		||||
				  _model.openCastShadow()
 | 
			
		||||
				  _model.object.position.set(13, 0, 15)
 | 
			
		||||
				  _model.object.name = '人'
 | 
			
		||||
				  _model.startAnima(1)
 | 
			
		||||
				  _model.cloneModel([25, 0, 29]).startAnima()
 | 
			
		||||
				})
 | 
			
		||||
 | 
			
		||||
				modeloader.loadModelToScene('tree_animate/scene.gltf', _model => {
 | 
			
		||||
				  _model.openCastShadow()
 | 
			
		||||
				  _model.object.position.set(8, 0, 26)
 | 
			
		||||
				  _model.object.scale.set(0.08, 0.08, 0.08)
 | 
			
		||||
				  _model.object.name = '树'
 | 
			
		||||
				  _model.startAnima()
 | 
			
		||||
				  tree_animate = _model.object.clone()
 | 
			
		||||
				}) */
 | 
			
		||||
 | 
			
		||||
				let curve = null;
 | 
			
		||||
 | 
			
		||||
				function makeCurve() {
 | 
			
		||||
					//Create a closed wavey loop
 | 
			
		||||
					curve = new THREE.CatmullRomCurve3([
 | 
			
		||||
						new THREE.Vector3(11.5, 0, 18),
 | 
			
		||||
						new THREE.Vector3(11.5, 0, 34),
 | 
			
		||||
						new THREE.Vector3(35, 0, 34),
 | 
			
		||||
						new THREE.Vector3(35, 0, 31),
 | 
			
		||||
						new THREE.Vector3(11.5, 0, 31),
 | 
			
		||||
					]);
 | 
			
		||||
					curve.curveType = "catmullrom";
 | 
			
		||||
					curve.closed = true; //设置是否闭环
 | 
			
		||||
					curve.tension = 0; //设置线的张力,0为无弧度折线
 | 
			
		||||
 | 
			
		||||
					// 为曲线添加材质在场景中显示出来,不显示也不会影响运动轨迹,相当于一个Helper
 | 
			
		||||
					const points = curve.getPoints(0.1);
 | 
			
		||||
					const geometry = new THREE.BufferGeometry().setFromPoints(points);
 | 
			
		||||
					const material = new THREE.LineBasicMaterial({
 | 
			
		||||
						color: 0xff0000,
 | 
			
		||||
					});
 | 
			
		||||
 | 
			
		||||
					// Create the final object to add to the scene
 | 
			
		||||
					const curveObject = new THREE.Line(geometry, material);
 | 
			
		||||
					curveObject.position.y = -1;
 | 
			
		||||
					viewer.scene.add(curveObject)
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
				let progress = 0; // 物体运动时在运动路径的初始位置,范围0~1
 | 
			
		||||
				const velocity = 0.001; // 影响运动速率的一个值,范围0~1,需要和渲染频率结合计算才能得到真正的速率
 | 
			
		||||
				// 物体沿线移动方法
 | 
			
		||||
				function moveOnCurve(_model) {
 | 
			
		||||
					if (curve == null || che == null) {} else {
 | 
			
		||||
						if (progress <= 1 - velocity) {
 | 
			
		||||
							let che = _model.object
 | 
			
		||||
							let boxx = _model.getBox()
 | 
			
		||||
							cheLable.position.set(boxx.max.x, boxx.max.y + 2, boxx.max.z)
 | 
			
		||||
							if (che.position.z.toFixed(2) >= 28.00 && che.position.z.toFixed(2) <= 28.10) {
 | 
			
		||||
								if (isopen) {
 | 
			
		||||
									gsap.to(Mesh26.scale, {
 | 
			
		||||
										x: Mesh26.scale.x * 8,
 | 
			
		||||
										duration: 5,
 | 
			
		||||
										ease: "power1.inOut",
 | 
			
		||||
										onComplete: () => {
 | 
			
		||||
											isopen = false
 | 
			
		||||
										},
 | 
			
		||||
									});
 | 
			
		||||
								} else {
 | 
			
		||||
									gsap.to(Mesh26.scale, {
 | 
			
		||||
										x: Mesh26.scale.x / 8,
 | 
			
		||||
										duration: 5,
 | 
			
		||||
										ease: "power1.inOut",
 | 
			
		||||
										onComplete: () => {
 | 
			
		||||
											isopen = true
 | 
			
		||||
											viewer.addAnimate(tiemen)
 | 
			
		||||
										},
 | 
			
		||||
										onStart: () => {
 | 
			
		||||
											viewer.removeAnimate(tiemen)
 | 
			
		||||
										},
 | 
			
		||||
									});
 | 
			
		||||
								}
 | 
			
		||||
							}
 | 
			
		||||
							const point = curve.getPointAt(progress); //获取样条曲线指定点坐标
 | 
			
		||||
							const pointBox = curve.getPointAt(progress + velocity); //获取样条曲线指定点坐标
 | 
			
		||||
 | 
			
		||||
							if (point && pointBox) {
 | 
			
		||||
								che.position.set(point.x, point.y, point.z);
 | 
			
		||||
								che.lookAt(pointBox.x, pointBox.y, pointBox
 | 
			
		||||
									.z); //因为这个模型加载进来默认面部是正对Z轴负方向的,所以直接lookAt会导致出现倒着跑的现象,这里用重新设置朝向的方法来解决。
 | 
			
		||||
								let center = _model.getBox().getCenter(new THREE.Vector3())
 | 
			
		||||
								// viewer.camera.position.copy(pointBox)
 | 
			
		||||
								// viewer.camera.lookAt(point)
 | 
			
		||||
								// viewer.controls.target.set(pointBox.x, center.y, pointBox.z+10)
 | 
			
		||||
								if (that.isDriver) {
 | 
			
		||||
									viewer.camera.position.set(point.x, point.y + 2, point.z)
 | 
			
		||||
									viewer.camera.lookAt(pointBox.x, pointBox.y + 2, pointBox.z)
 | 
			
		||||
									viewer.controls.position0.set(point.x, point.y + 2, point.z) //非必要,场景有控件时才加上
 | 
			
		||||
									viewer.controls.target.set(pointBox.x, pointBox.y + 2, pointBox.z) //非必要,场景有控件时才加上
 | 
			
		||||
								}
 | 
			
		||||
								let targetPos = pointBox //目标位置点
 | 
			
		||||
								let offsetAngle = 22 //目标移动时的朝向偏移
 | 
			
		||||
 | 
			
		||||
								// //以下代码在多段路径时可重复执行
 | 
			
		||||
								let mtx = new THREE.Matrix4() //创建一个4维矩阵
 | 
			
		||||
								// .lookAt ( eye : Vector3, target : Vector3, up : Vector3 ) : this,构造一个旋转矩阵,从eye 指向 target,由向量 up 定向。
 | 
			
		||||
								mtx.lookAt(che.position, targetPos, che.up) //设置朝向
 | 
			
		||||
								mtx.multiply(new THREE.Matrix4().makeRotationFromEuler(new THREE.Euler(0, offsetAngle, 0)))
 | 
			
		||||
								let toRot = new THREE.Quaternion().setFromRotationMatrix(mtx) //计算出需要进行旋转的四元数值
 | 
			
		||||
								che.quaternion.slerp(toRot, 0.2)
 | 
			
		||||
							}
 | 
			
		||||
							progress += velocity;
 | 
			
		||||
						} else {
 | 
			
		||||
							progress = 0;
 | 
			
		||||
						}
 | 
			
		||||
					}
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				let modelSelect = ['zuo0', 'zuo1', 'zuo2', 'zuo3', 'zuo4', 'zuo5']
 | 
			
		||||
				viewer.startSelectEvent('mousemove', false, (model) => {
 | 
			
		||||
					if (model.parent && model.parent.parent && model.parent.parent.name == '办公大厅') {
 | 
			
		||||
						modelSelect.forEach((item) => {
 | 
			
		||||
							if (item == model.parent.name) {
 | 
			
		||||
								modelMoveName = item
 | 
			
		||||
								if (modelSelectName == modelMoveName) return
 | 
			
		||||
								office.object.getObjectByName(item).traverse(function(child) {
 | 
			
		||||
									if (child.isMesh) {
 | 
			
		||||
										child.material = new THREE.MeshPhongMaterial({
 | 
			
		||||
											color: 'yellow',
 | 
			
		||||
											transparent: true,
 | 
			
		||||
											opacity: 0.8,
 | 
			
		||||
											emissive: child.material.color,
 | 
			
		||||
											emissiveMap: child.material.map,
 | 
			
		||||
											emissiveIntensity: 3
 | 
			
		||||
										})
 | 
			
		||||
									}
 | 
			
		||||
								})
 | 
			
		||||
							} else {
 | 
			
		||||
								if (!isModelSelectName) {
 | 
			
		||||
									let oldmodel = oldOffice.getObjectByName(item)
 | 
			
		||||
									office.object.getObjectByName(item).traverse(function(child) {
 | 
			
		||||
										if (child.isMesh) {
 | 
			
		||||
											child.material = oldmodel.getObjectByName(child.name)
 | 
			
		||||
												.material
 | 
			
		||||
										}
 | 
			
		||||
									})
 | 
			
		||||
								} else {
 | 
			
		||||
									office.object.getObjectByName(item).traverse(function(child) {
 | 
			
		||||
										if (child.isMesh && child.parent.name != modelSelectName) {
 | 
			
		||||
											child.material = new THREE.MeshPhongMaterial({
 | 
			
		||||
												color: new THREE.Color('#123ca8'),
 | 
			
		||||
												transparent: true,
 | 
			
		||||
												opacity: 0.5,
 | 
			
		||||
												emissiveMap: child.material.map,
 | 
			
		||||
											})
 | 
			
		||||
										}
 | 
			
		||||
									})
 | 
			
		||||
								}
 | 
			
		||||
							}
 | 
			
		||||
						})
 | 
			
		||||
					}
 | 
			
		||||
				})
 | 
			
		||||
 | 
			
		||||
				let sceneList = ['实验楼']
 | 
			
		||||
				viewer.renderer.domElement.addEventListener('click', (e) => {
 | 
			
		||||
					const raycaster = new THREE.Raycaster()
 | 
			
		||||
					const mouse = new THREE.Vector2()
 | 
			
		||||
					mouse.x = (e.offsetX / viewer.renderer.domElement.clientWidth) * 2 - 1
 | 
			
		||||
					mouse.y = -(e.offsetY / viewer.renderer.domElement.clientHeight) * 2 + 1
 | 
			
		||||
					raycaster.setFromCamera(mouse, viewer.camera)
 | 
			
		||||
					const intersects = raycaster.intersectObject(viewer.scene, true)
 | 
			
		||||
					if (intersects.length > 0 && intersects[0] && modelMoveName) {
 | 
			
		||||
						let model = intersects[0].object.parent
 | 
			
		||||
						if (model.name.includes('zuo')) {
 | 
			
		||||
							if (!isModelSelectName) {
 | 
			
		||||
								cheLable.visible = false
 | 
			
		||||
								viewer.scene.children[viewer.scene.children.findIndex(o => o.name == '快递车')]
 | 
			
		||||
									.visible = false
 | 
			
		||||
								viewer.scene.children[viewer.scene.children.findIndex(o => o.name == 'cityv1')]
 | 
			
		||||
									.visible = false
 | 
			
		||||
								viewer.scene.children[viewer.scene.children.findIndex(o => o.name == '树')]
 | 
			
		||||
									.visible = false
 | 
			
		||||
								sceneList.forEach(item => {
 | 
			
		||||
									viewer.scene.children.find(o => o.name == item).traverse((child) => {
 | 
			
		||||
										child.material = new THREE.MeshPhongMaterial({
 | 
			
		||||
											color: new THREE.Color('rgba(7,32,96,0.76)'),
 | 
			
		||||
											transparent: true,
 | 
			
		||||
											opacity: 0.1,
 | 
			
		||||
											wireframe: true,
 | 
			
		||||
											depthWrite: true, // 无法被选择,鼠标穿透
 | 
			
		||||
										})
 | 
			
		||||
									})
 | 
			
		||||
								})
 | 
			
		||||
								gsap.to(viewer.scene.children.find(o => o.name == '人').rotation, {
 | 
			
		||||
									y: Math.PI,
 | 
			
		||||
									duration: 2,
 | 
			
		||||
									ease: "power1.inOut",
 | 
			
		||||
									onComplete: () => {
 | 
			
		||||
										isModelSelectName = true
 | 
			
		||||
									},
 | 
			
		||||
								});
 | 
			
		||||
							}
 | 
			
		||||
							selectOffice(model)
 | 
			
		||||
						}
 | 
			
		||||
						if (!model.name.includes('zuo')) {
 | 
			
		||||
							if (!isModelSelectName) {
 | 
			
		||||
								let oldmodel = oldOffice.getObjectByName(modelMoveName)
 | 
			
		||||
								office.object.getObjectByName(modelMoveName).traverse(function(child) {
 | 
			
		||||
									if (child.isMesh) {
 | 
			
		||||
										child.material = oldmodel.getObjectByName(child.name).material
 | 
			
		||||
									}
 | 
			
		||||
								})
 | 
			
		||||
							}
 | 
			
		||||
						}
 | 
			
		||||
					}
 | 
			
		||||
				})
 | 
			
		||||
 | 
			
		||||
				const selectOffice = (model) => {
 | 
			
		||||
					modelSelectName = model.name
 | 
			
		||||
					let oldmodel = oldOffice.getObjectByName(modelSelectName)
 | 
			
		||||
					let modelSelectIndex = modelSelect.findIndex(v => v == modelSelectName)
 | 
			
		||||
					office.object.children.forEach((child, index) => {
 | 
			
		||||
						child.children.forEach((Mesh) => {
 | 
			
		||||
							if (child.name === modelSelectName) {
 | 
			
		||||
								child.children.forEach(Mesh => {
 | 
			
		||||
									Mesh.material = oldmodel.getObjectByName(Mesh.name)
 | 
			
		||||
										.material
 | 
			
		||||
								})
 | 
			
		||||
							} else {
 | 
			
		||||
								Mesh.material = new THREE.MeshPhongMaterial({
 | 
			
		||||
									color: new THREE.Color('#123ca8'),
 | 
			
		||||
									transparent: true,
 | 
			
		||||
									opacity: 0.5,
 | 
			
		||||
									emissiveMap: Mesh.material.map,
 | 
			
		||||
								})
 | 
			
		||||
							}
 | 
			
		||||
						})
 | 
			
		||||
						if (!model.userData.position && index > modelSelectIndex) {
 | 
			
		||||
							gsap.to(child.position, {
 | 
			
		||||
								y: !child.userData.position ? child.position.y + 25 : child.position.y,
 | 
			
		||||
								duration: 2,
 | 
			
		||||
								ease: "power1.inOut",
 | 
			
		||||
								onComplete: () => {
 | 
			
		||||
									child.userData.position = true
 | 
			
		||||
								},
 | 
			
		||||
							});
 | 
			
		||||
						}
 | 
			
		||||
						if (model.userData.position && index <= modelSelectIndex) {
 | 
			
		||||
							if (child.userData.position) {
 | 
			
		||||
								gsap.to(child.position, {
 | 
			
		||||
									y: oldOffice.getObjectByName(child.name).position.y,
 | 
			
		||||
									duration: 2,
 | 
			
		||||
									ease: "power1.inOut",
 | 
			
		||||
									onComplete: () => {
 | 
			
		||||
										child.userData.position = false
 | 
			
		||||
									},
 | 
			
		||||
								});
 | 
			
		||||
							}
 | 
			
		||||
						}
 | 
			
		||||
					})
 | 
			
		||||
					gsap.to(viewer.controls.target, {
 | 
			
		||||
						x: 12,
 | 
			
		||||
						y: 0,
 | 
			
		||||
						z: -5,
 | 
			
		||||
						duration: 2,
 | 
			
		||||
						ease: "power1.inOut",
 | 
			
		||||
						onComplete: () => {},
 | 
			
		||||
					});
 | 
			
		||||
					gsap.to(viewer.camera.position, {
 | 
			
		||||
						x: 12,
 | 
			
		||||
						y: 18,
 | 
			
		||||
						z: 38,
 | 
			
		||||
						duration: 2,
 | 
			
		||||
						ease: "power1.inOut",
 | 
			
		||||
						onComplete: () => {},
 | 
			
		||||
					});
 | 
			
		||||
				}
 | 
			
		||||
			},
 | 
			
		||||
		},
 | 
			
		||||
	}
 | 
			
		||||
</script>
 | 
			
		||||
 | 
			
		||||
<style lang="scss">
 | 
			
		||||
	//定义全局颜色
 | 
			
		||||
	$color: #123ca8;
 | 
			
		||||
 | 
			
		||||
	.scene {
 | 
			
		||||
		width: 100%;
 | 
			
		||||
		height: 100%;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
		.label {
 | 
			
		||||
			padding: 20px;
 | 
			
		||||
			background: $color;
 | 
			
		||||
			color: aliceblue;
 | 
			
		||||
			border-radius: 5px;
 | 
			
		||||
			cursor: pointer;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		.jindu-con {
 | 
			
		||||
			width: 300px;
 | 
			
		||||
			height: 10px;
 | 
			
		||||
			border-radius: 50px;
 | 
			
		||||
			background-color: white;
 | 
			
		||||
			margin-top: 10px;
 | 
			
		||||
			overflow: hidden;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		#jindu {
 | 
			
		||||
			height: inherit;
 | 
			
		||||
			background-color: #007bff;
 | 
			
		||||
			width: 0;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		#jindu-text-con {
 | 
			
		||||
			width: 300px;
 | 
			
		||||
			position: absolute;
 | 
			
		||||
			left: 0;
 | 
			
		||||
			right: 0;
 | 
			
		||||
			margin: 0 auto;
 | 
			
		||||
			top: 15%;
 | 
			
		||||
			text-align: center;
 | 
			
		||||
			background-color: rgba(255, 255, 255, .5);
 | 
			
		||||
			padding: 10px;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		.panel {
 | 
			
		||||
			margin: 0 auto;
 | 
			
		||||
			padding: 0;
 | 
			
		||||
			box-sizing: border-box;
 | 
			
		||||
			bottom: 10px;
 | 
			
		||||
			position: absolute;
 | 
			
		||||
			opacity: 0.8;
 | 
			
		||||
			width: 100%;
 | 
			
		||||
			left: 0;
 | 
			
		||||
			right: 0;
 | 
			
		||||
			display: flex;
 | 
			
		||||
			flex-direction: column;
 | 
			
		||||
			align-items: center;
 | 
			
		||||
			justify-content: center;
 | 
			
		||||
 | 
			
		||||
			.main {
 | 
			
		||||
				margin: 0;
 | 
			
		||||
				padding: 0;
 | 
			
		||||
				box-sizing: border-box;
 | 
			
		||||
				border-radius: 4px;
 | 
			
		||||
				opacity: 0.96;
 | 
			
		||||
				border: 1px solid #14171c;
 | 
			
		||||
				background: linear-gradient(0deg, #1e202a 0%, #0d1013 100%);
 | 
			
		||||
				box-shadow: 0px 2px 21px 0px rgba(33, 34, 39, 0.55);
 | 
			
		||||
 | 
			
		||||
				li {
 | 
			
		||||
					padding: 5px 10px;
 | 
			
		||||
					box-sizing: border-box;
 | 
			
		||||
					list-style: none;
 | 
			
		||||
					cursor: pointer;
 | 
			
		||||
					border: 1px solid #313642;
 | 
			
		||||
					border-radius: 2px;
 | 
			
		||||
					float: left;
 | 
			
		||||
					margin: 5px;
 | 
			
		||||
					position: relative;
 | 
			
		||||
					width: 70px;
 | 
			
		||||
 | 
			
		||||
					p {
 | 
			
		||||
						list-style: none;
 | 
			
		||||
						cursor: pointer;
 | 
			
		||||
						margin: 0;
 | 
			
		||||
						padding: 0;
 | 
			
		||||
						box-sizing: border-box;
 | 
			
		||||
						height: 20px;
 | 
			
		||||
						text-align: center;
 | 
			
		||||
						font-size: 12px;
 | 
			
		||||
						font-weight: 400;
 | 
			
		||||
						color: #fbfbfb;
 | 
			
		||||
						display: block;
 | 
			
		||||
					}
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
</style>
 | 
			
		||||
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		Reference in New Issue