467 lines
14 KiB
Vue
467 lines
14 KiB
Vue
<template>
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<div>
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<canvas id="three"></canvas>
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<div id="dom"></div>
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<div class="btnGroup">
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<div class="button" @click="toHomeView">
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主视角
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</div>
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<div class="button" @click="setLabel">
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{{ isAddLabel ? '添加标签' : '移除标签' }}
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</div>
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<div class="button" @click="walk">
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漫游
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</div>
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</div>
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</div>
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</template>
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<script setup>
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import * as THREE from "three";
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import { ref, onMounted } from "vue";
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import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
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// 引入轨道控制器:支持鼠标左中右键操作和键盘方向键操作
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import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
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import { OBJLoader } from "three/examples/jsm/loaders/OBJLoader";
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// 引入轨道控制器:支持鼠标左中右键操作和键盘方向键操作
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import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
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import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
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import { OutlinePass } from "three/examples/jsm/postprocessing/OutlinePass.js";
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import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass.js";
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import { FXAAShader } from "three/examples/jsm/shaders/FXAAShader.js";
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import {
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CSS2DObject,
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CSS2DRenderer,
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} from "three/examples/jsm/renderers/CSS2DRenderer";
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// import renderModel from "../renderModel";
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import homeIcon from '@/assets/image/bg7.jpg'
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import TWEEN from "@tweenjs/tween.js";
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import Bus from '@/utils/bus.js'
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import bimStore from '@/store/modules/bim';
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import gsap from "gsap";
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let scene = ref(null);
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let renderer = ref(null);
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let camera = ref(null);
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// 控制器
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let orbit = ref(null);
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let group = ref(null);
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let mouse = new THREE.Vector2();
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let raycaster = new THREE.Raycaster();
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let labelRenderer = new CSS2DRenderer(); //新建CSS2DRenderer
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let positionObj = ref(null);
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// 选中的模型
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let selectedObjects = ref([]);
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let curve = ref(null);
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const props = defineProps({
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background: { // 背景颜色
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default: '#fff',
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type: String
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},
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sceneUrl: { // 模型路径
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default: '/jz/glb/scene.gltf',
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type: String
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},
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light: {
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default: '0xffffff',
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type: String
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}
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})
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const data = reactive({
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gltfObj: null,
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btnLabelName: '添加标签',
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isAddLabel: true
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});
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const { gltfObj, isAddLabel } = toRefs(data);
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watch(() => props.sceneUrl, val => {
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init();
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loadSence();
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});
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let objArr = [];
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let objM = [];
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// 建筑树点击
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Bus.on('clickBuild', (isParent) => {
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// Todo
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console.log('clickBuild', isParent);
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if (!isParent) {// 点击子级
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var clickName = bimStore().activateTree.clickName;
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// cleanColor();
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var Floor = gltfObj.value.scene.getObjectByName(clickName);
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// 染色
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// Floor.traverse(e => {
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// e.material = new THREE.MeshLambertMaterial({
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// color: 0x00ff00,
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// });
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// })
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// 高亮轮廓
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outlineObj([Floor]);
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// 拉近场景
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nearCamera(Floor);
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return;
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}
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// 父级
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// toHomeView();
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})
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// 设备树点击
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Bus.on('clickDevice', (isParent) => {
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if (!isParent) {// 点击子级
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var clickName = bimStore().activateDevice.clickName;
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var Floor = gltfObj.value.scene.getObjectByName(clickName);
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console.log(1, Floor);
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// 高亮轮廓
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outlineObj([Floor])
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// 拉近距离
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nearCamera(Floor);
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return;
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}
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// 父级
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// toHomeView();
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})
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// 系统树点击
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Bus.on('clickApplication', e => {
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// Todo
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console.log('clickApplication');
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})
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onMounted(() => {
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init();
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loadSence();
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// 启动动画
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renderScene();
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// document.addEventListener("click", onMouseDown);
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document.addEventListener("mousemove", onMouseDown);
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});
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const init = () => {
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// 环境球
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// scene = new THREE.Scene("#00ffff");
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// const texture = new THREE.TextureLoader().load(homeIcon);
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// texture.mapping = THREE.EquirectangularReflectionMapping;
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// scene.background = texture
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// scene.environment = texture
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scene = new THREE.Scene();
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scene.background = new THREE.Color(props.background);
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const canvas = document.querySelector("#three");
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renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true, preserveDrawingBuffer: true });
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//曝光
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renderer.toneMappingExposure = 2;
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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//相机
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camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.25, 2000)
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camera.position.set(-92.936, 180.990, -28.179);
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camera.lookAt(scene.position);
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// 创建控件对象 限制controls的上下角度范围
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orbit = new OrbitControls(camera, renderer.domElement);
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orbit.maxPolarAngle = Math.PI / 2.1;
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orbit.maxDistance = 12;
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renderer.setSize(window.innerWidth, window.innerHeight);
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// 环境光 光源颜色从0x444444更改为0x888888,可以看到threejs场景中的网格模型表面变的更亮。
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var alight = new THREE.AmbientLight(props.light, 1);
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alight.name = "aLight";
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scene.add(alight);
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// 增加漫游路线
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makeCurve();
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};
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// 加载场景
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const loadSence = () => {
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const gltfLoader = new GLTFLoader();
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gltfLoader.load(props.sceneUrl, (gltf) => {
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gltfObj.value = gltf;
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var model = gltf.scene;
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scene.add(model);
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});
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};
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// 渲染
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const renderScene = () => {
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// orbit.update(); // 拖动
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// 使用requestAnimationFrame函数进行渲染
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requestAnimationFrame(renderScene);
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renderer.render(scene, camera);
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// 写在requestAnimationFrame之后,否则会报错
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labelRenderer.render(scene, camera);
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if (composer) {
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composer.render()
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}
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};
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// 相机移动动画
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const makeCurve = () => {
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curve = new THREE.CatmullRomCurve3([
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new THREE.Vector3(11.5, 0, 18),
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new THREE.Vector3(11.5, 0, 34),
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new THREE.Vector3(35, 0, 34),
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new THREE.Vector3(35, 0, 31),
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new THREE.Vector3(11.5, 0, 31),
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]);
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// 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
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const points = curve.getPoints(0.1);
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const geometry = new THREE.BufferGeometry().setFromPoints(points);
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const material = new THREE.LineBasicMaterial({
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color: 0xff0000,
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});
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// 线条模型对象
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const line = new THREE.Line(geometry, material);
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scene.add(line)
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}
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const changePosition = (t) => {
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const position = curve.getPointAt(t); // t: 当前点在线条上的位置百分比,后面计算
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mesh.position.copy(position);
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}
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const changeLookAt = (t) => {
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const tangent = curve.getTangentAt(t);
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const lookAtVec = tangent.add(mesh.position); // 位置向量和切线向量相加即为所需朝向的点向量
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mesh.lookAt(lookAtVec);
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}
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const loopTime = 10 * 1000; // loopTime: 循环一圈的时间
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const walk = () => {
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let time = Date.now();
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setInterval(() => {
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let t = (time % loopTime) / loopTime; // 计算当前时间进度百分比
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changePosition(t);
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changeLookAt(t);
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}, 1000)
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}
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// 储存被选中的模型和材质
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let selectedObject = null;
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let selectedMaterial = null;
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// 能选中的组
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const enableGroup = [
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'guan2',
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'set2',
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'set3',
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'set4',
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'yuanliao_room',
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'tanghua_room',
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'touliao_room',
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]
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const onMouseMove = (event) => {
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var raycaster = new THREE.Raycaster()
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// 计算鼠标点击位置的归一化设备坐标
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mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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// 更新射线的起点和方向
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raycaster.setFromCamera(mouse, camera);
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// 计算射线和场景中所有可点击物体的相交情况
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const intersects = raycaster.intersectObjects(scene.children, true);
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// 如果找到了模型,将其材质修改为绿色
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if (intersects.length > 0) {
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const clickedObject = intersects[0].object;
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// 储存被选中的模型和材质
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selectedObject = clickedObject;
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if (enableGroup.indexOf(selectedObject.name) != -1) {
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outlineObj([selectedObject])
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// nearCamera(intersects);
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}
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if (enableGroup.indexOf(selectedObject.parent.name) != -1) {
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outlineObj([selectedObject.parent])
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// nearCamera(intersects);
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}
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}
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}
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const onMouseDown = (event) => {
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var raycaster = new THREE.Raycaster()
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// 计算鼠标点击位置的归一化设备坐标
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mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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// 更新射线的起点和方向
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raycaster.setFromCamera(mouse, camera);
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// 计算射线和场景中所有可点击物体的相交情况
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const intersects = raycaster.intersectObjects(scene.children, true);
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// 如果找到了模型,将其材质修改为绿色
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if (intersects.length > 0) {
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const clickedObject = intersects[0].object;
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// 储存被选中的模型和材质
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selectedObject = clickedObject;
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if (enableGroup.indexOf(selectedObject.name) != -1) {
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outlineObj([selectedObject])
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alert("点击了",selectedObject.name)
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// nearCamera(intersects);
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}
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if (enableGroup.indexOf(selectedObject.parent.name) != -1) {
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outlineObj([selectedObject.parent])
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alert("点击了",selectedObject.parent.name)
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// nearCamera(intersects);
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}
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}
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}
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let composer = null
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let outlinePass = null
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let renderPass = null
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const outlineObj = (selectedObject_list) => {
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// 创建一个EffectComposer(效果组合器)对象,然后在该对象上添加后期处理通道。
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composer = new EffectComposer(renderer)
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// 新建一个场景通道 为了覆盖到原理来的场景上
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renderPass = new RenderPass(scene, camera)
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composer.addPass(renderPass);
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// 物体边缘发光通道
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outlinePass = new OutlinePass(new THREE.Vector2(window.innerWidth, window.innerHeight), scene, camera, selectedObject_list)
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outlinePass.selectedObjects = selectedObject_list
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// 下面都注掉。不然太开了
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outlinePass.edgeStrength = 10.0 // 边框的亮度
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outlinePass.edgeThickness = 1.0 // 边框宽度
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outlinePass.visibleEdgeColor.set(0x00ff00) // 边框颜色
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composer.addPass(outlinePass)
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// 自定义的着色器通道 作为参数
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var effectFXAA = new ShaderPass(FXAAShader)
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effectFXAA.uniforms.resolution.value.set(1 / window.innerWidth, 1 / window.innerHeight)
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effectFXAA.renderToScreen = true
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composer.addPass(effectFXAA)
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}
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const nearCamera = (floor) => {
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orbit.reset();
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gsap.to(camera.position, {
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x: floor.position.x - 40,
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y: floor.position.y + 60,
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z: floor.position.z,
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duration: 2,
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ease: "power1.inOut",
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onComplete: () => {
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},
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});
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}
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const toHomeView = () => {
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orbit.reset();
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outlineObj([]);
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}
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const setLabel = () => {
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if(isAddLabel.value) {
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addLabel();
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} else {
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removeLabel();
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}
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isAddLabel.value = !isAddLabel.value;
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}
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const removeLabel = () => {
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document.body.removeChild(labelRenderer.domElement);
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}
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// 添加标签
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const addLabel = () => {
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let obj = gltfObj.value.scene.getObjectByName('set2');
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let text = "设备二";
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let pointLabel = createLableObj(text);
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obj.add(pointLabel);
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labelRenderer.setSize(window.innerWidth, window.innerHeight);
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labelRenderer.domElement.style.position = "absolute";
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labelRenderer.domElement.style.top = 0;
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labelRenderer.domElement.style.pointerEvents = 'none';// 必须加上
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document.body.appendChild(labelRenderer.domElement);
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// 将呈现器的输出添加到HTML元素
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document.getElementById("dom").appendChild(renderer.domElement);
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};
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const createLableObj = (text) => {
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let laberDiv = document.createElement("div"); //创建div容器
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laberDiv.className = "laber_name";
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laberDiv.innerHTML = `<div class="arrow_outer"></div><span>设备名称:${text}</span><span>状态:启用</span><span>压力:50 Pa</span>`
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let pointLabel = new CSS2DObject(laberDiv);
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return pointLabel;
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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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gltfObj.value.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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</script>
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<style lang='scss'>
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#three {
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height: 100%;
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width: 100%;
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}
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.btnGroup {
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width: 180px;
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position: absolute;
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left: 0px;
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bottom: 40px;
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z-index: 999;
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display: flex;
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flex-direction: column;
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justify-content: space-between;
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cursor: pointer;
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color: #ffff;
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>div {
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background: #477efa;
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width: 120px;
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height: 40px;
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border-radius: 0 50px 50px 0;
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line-height: 40px;
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text-align: center;
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margin-top: 10px;
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}
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}
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.laber_name {
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width: 120px;
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height: 90px;
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padding: 5px 10px;
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white-space: nowrap;
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background-color: #ffffffb3;
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border-top-right-radius: 12px;
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border-bottom-right-radius: 12px;
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font-size: 12px;
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display: flex;
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flex-direction: column;
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&::before {
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// content: "";
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// display: inline-block;
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// width: 0;
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// height: 0;
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// border: 12px solid transparent;
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// border-right-color: #ffffffb3;
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// position: absolute;
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// left: -23px;
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// top: 0;
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}
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.arrow_outer {
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// position: absolute;
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// left: -22px;
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// top: 6px;
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// margin: 0;
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// width: 12px;
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// height: 12px;
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// background-color: #eb6852;
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// border-radius: 100%;
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// border: 1px solid #fff;
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}
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span {
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line-height: 24px;
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}
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}
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</style> |