import * as THREE from 'three'; import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js'; import { OutlinePass } from 'three/examples/jsm/postprocessing/OutlinePass.js'; import { setModalCenter, setTag3D, gradientColors } from '/@/utils/threejs/util'; import { CSS3DObject } from 'three/examples/jsm/renderers/CSS3DRenderer.js'; import { green, yellow } from '@ant-design/colors'; // import * as dat from 'dat.gui'; // const gui = new dat.GUI(); // gui.domElement.style = 'position:absolute;top:100px;left:10px;z-index:99999999999999'; type Unit = { id: string; ratio: number; color: THREE.Color; }; class GasAssessmen { model; modelName = 'workFace'; group: THREE.Object3D = new THREE.Object3D(); planeGroup: THREE.Group = new THREE.Group(); bloomComposer: EffectComposer | null = null; finalComposer: EffectComposer | null = null; outlinePass: OutlinePass | null = null; positions: THREE.Vector3[][] = []; bloomLayer = new THREE.Layers(); darkMaterial = new THREE.MeshBasicMaterial({ color: 'black', transparent: true, side: THREE.DoubleSide }); materials = {}; glob = { ENTIRE_SCENE: 0, BLOOM_SCENE: 10, N: 100, }; locationTexture: THREE.Texture | null = null; warningLocationTexture: THREE.Texture | null = null; errorLocationTexture: THREE.Texture | null = null; playerStartClickTime1 = new Date().getTime(); playerStartClickTime2 = new Date().getTime(); planeNum = 0; unitList: Unit[] = []; constructor(model) { this.model = model; this.group.name = this.modelName; } addLight() { // const _this = this; const directionalLight = new THREE.DirectionalLight(0xffffff, 1); directionalLight.position.set(-196, 150, 258); this.group.add(directionalLight); directionalLight.target = this.group; } render() { this.model.renderer?.render(this.model.scene as THREE.Scene, this.model.camera as THREE.PerspectiveCamera); } setPlanes1 = (n) => { // const sizeList = [0.2, 0.3, 0.1, 0.2, 0.2]; const colors = { c1: new THREE.Color(0x00fe00), // >90 c2: new THREE.Color(0xf9b866), // >75 <90 249,184,102 c3: new THREE.Color(0xfefe00), // 50-75 254,254,0 c4: new THREE.Color(0xfe6600), // 25-50 254,102,0 c5: new THREE.Color(0xb00101), // <25 176,1,1 }; const sizeList = [ { id: '111', ratio: 0.5, color: colors.c1, }, { id: '222', ratio: 0.3, color: colors.c2, }, { id: '333', ratio: 0.2, color: colors.c4, }, // { // id: '444', // ratio: 0.2, // color: colors.c5, // }, // { // id: '555', // ratio: 0.2, // color: colors.c3, // }, ]; this.unitList = sizeList; // width = 7.713 height =3.717 // const sizeList = [ // { // ratio: 0.4, // color: colors.c1, // }, // { // ratio: 0.5, // color: colors.c2, // }, // { // ratio: 0.1, // color: colors.c4, // }, // ]; const geometry = new THREE.PlaneGeometry(7.723, 3.72, 1, 1); // 初始化累积比例数组和颜色数组 const accumulatedRatios = []; const colorsArray = new Float32Array(3 * sizeList.length); // 计算累积比例和颜色数组 function updateShaderData(sizeList) { let accRatio = 0; for (let i = 0; i < sizeList.length; i++) { const item = sizeList[i]; accRatio += item.ratio; accumulatedRatios.push(accRatio); colorsArray[i * 3] = item.color.r; colorsArray[i * 3 + 1] = item.color.g; colorsArray[i * 3 + 2] = item.color.b; } } updateShaderData(sizeList); // 初始调用 // 定义着色器代码 const vertexShader = ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `; const fragmentShader = ` varying vec2 vUv; uniform float ratios[${sizeList.length}]; uniform vec3 colors[${sizeList.length}]; void main() { for(int i = 0; i < ${sizeList.length}; i++) { if(vUv.x < ratios[i]) { gl_FragColor = vec4(colors[i], 1.0); return; } } gl_FragColor = vec4(0.0, 0.0, 0.0, 0.5); } `; // const fragmentShader = ` // varying vec2 vUv; // uniform float ratios[${sizeList.length + 1}]; // 加入了起始点 0 // uniform vec3 colors[${sizeList.length}]; // vec3 lerp(vec3 a, vec3 b, float t) { // return a + t * (b - a); // } // void main() { // int index = 0; // for(int i = 1; i <= ${sizeList.length}; i++) { // if(vUv.x >= ratios[i-1] && vUv.x < ratios[i]) { // index = i - 1; // break; // } // } // // 如果是最后一个颜色块,直接使用其颜色 // if (index == ${sizeList.length - 1}) { // gl_FragColor = vec4(colors[index], 1.0); // } else { // // 计算该像素在当前颜色块内的相对位置 // float t = (vUv.x - ratios[index]) / (ratios[index + 1] - ratios[index]); // // 在相邻颜色间进行线性插值 // vec3 color = lerp(colors[index], colors[index + 1], t); // gl_FragColor = vec4(color, 1.0); // } // } // `; // 创建着色器材质 const material = new THREE.ShaderMaterial({ uniforms: { ratios: { value: accumulatedRatios }, colors: { value: colorsArray }, }, vertexShader: vertexShader, fragmentShader: fragmentShader, depthTest: false, depthWrite: false, }); // // 当 sizeList 数据变化时调用此函数 // function updateSizeList(newSizeList) { // accumulatedRatios.length = 0; // 清空累积比例数组 // updateShaderData(newSizeList); // material.uniforms.ratios.value = accumulatedRatios; // material.uniforms.colors.value = colorsArray; // material.needsUpdate = true; // } // 创建网格并添加到场景中 const plane = new THREE.Mesh(geometry, material); plane.rotation.x = -Math.PI / 2; plane.position.set(-0.2, 0.15, -0.03); plane.name = 'unit'; this.planeGroup.add(plane); this.group.add(this.planeGroup); }; setPlanes = (unitList: any[]) => { if (!unitList || unitList.length === 0) return; // 要根据unitList来计算比例 type Point = { u: number; v: number }; let max = 0; const unitLen = unitList[unitList.length - 1]['unitLen'].split(','); max = Math.max(max, ...unitLen); const regions = <{ points: Point[]; color: any[] }[]>[]; for (let i = 0; i < unitList.length; i++) { const item = unitList[i]; const unitRatio: Point[] = []; const color = new THREE.Color(item['unitColor']); if (item['unitLen']) { const unitLen = item['unitLen'].split(','); const sortList = [1, 0, 2, 3]; for (let j = 0; j < sortList.length; j++) { const x = unitLen[sortList[j]]; const unitU = Number((x / max).toFixed(2)); const unitV = sortList[j] % 2 === 0 ? 0.0 : 1.0; unitRatio.push({ u: unitU == 0 ? 0.0 : unitU, v: unitV == 0 ? 0.0 : unitV, }); } } regions.push({ points: unitRatio, color: [color.r, color.g, color.b], // color: [1, 0, 0], }); } // 自定义着色器 const vertexShader = ` varying vec2 vUv; void main() { vUv = uv; // 传递纹理坐标 gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `; const fragmentShader = ` uniform vec3 regionColors[${regions.length}]; // 区域颜色数组 uniform vec4 regionPoints[${regions.length * 4}]; // 区域顶点数组 (每个区域4个点) varying vec2 vUv; // 判断点是否在四边形内(通过叉积法) bool isPointInQuad(vec2 p, vec2 a, vec2 b, vec2 c, vec2 d) { vec2 ab = b - a; vec2 bc = c - b; vec2 cd = d - c; vec2 da = a - d; vec2 ap = p - a; vec2 bp = p - b; vec2 cp = p - c; vec2 dp = p - d; float cross1 = ab.x * ap.y - ab.y * ap.x; float cross2 = bc.x * bp.y - bc.y * bp.x; float cross3 = cd.x * cp.y - cd.y * cp.x; float cross4 = da.x * dp.y - da.y * dp.x; return (cross1 >= 0.0 && cross2 >= 0.0 && cross3 >= 0.0 && cross4 >= 0.0) || (cross1 <= 0.0 && cross2 <= 0.0 && cross3 <= 0.0 && cross4 <= 0.0); } void main() { vec3 finalColor = vec3(0.0); for (int i = 0; i < ${regions.length}; i++) { vec4 p1 = regionPoints[i * 4]; vec4 p2 = regionPoints[i * 4 + 1]; vec4 p3 = regionPoints[i * 4 + 2]; vec4 p4 = regionPoints[i * 4 + 3]; // 判断当前片段是否在梯形区域内 if (isPointInQuad(vUv, p1.xy, p2.xy, p3.xy, p4.xy)) { finalColor = regionColors[i]; break; } } gl_FragColor = vec4(finalColor, 1.0); } `; const geometry = new THREE.PlaneGeometry(7.723, 3.72, 1, 1); // 创建材质 const material = new THREE.ShaderMaterial({ vertexShader, fragmentShader, uniforms: { regionColors: { value: regions.map((region) => new THREE.Vector3(...region.color)) }, regionPoints: { value: regions.flatMap((region) => region.points.map((p) => new THREE.Vector4(p.u, p.v, 0, 0))), }, }, depthTest: false, depthWrite: false, }); // 创建网格并添加到场景中 const plane = new THREE.Mesh(geometry, material); plane.rotation.x = -Math.PI / 2; plane.position.set(-0.2, 0.15, -0.03); plane.name = 'unit'; this.planeGroup.add(plane); this.group.add(this.planeGroup); }; // 清除抽采单元绘制面 clearPlanes = () => { for (let i = 0; i < this.planeNum; i++) { const plane = this.planeGroup.getObjectByName(`unit${i}`); const label = this.planeGroup.getObjectByName(`planeText${i}`); if (plane) this.planeGroup.remove(plane); if (label) this.planeGroup.remove(label); } }; // 抽采单元内容显示 setCss3D = (unitList: any[]) => { const sizeList: number[] = []; if (!unitList || unitList.length === 0) return; let max = 0; const unitLen = unitList[unitList.length - 1]['unitLen'].split(','); max = Math.max(max, ...unitLen); for (let i = 0; i < unitList.length; i++) { const item = unitList[i]; const unitLen = item['unitLen'].split(','); const unitMax = Math.max(...unitLen); const unitMin = Math.min(...unitLen); sizeList.push((unitMax - unitMin) / max); } let leftW = 0; for (let i = 0; i < sizeList.length; i++) { const label = setTag3D(`抽采单元${i + 1}`, 'gas_unit_text'); label.scale.set(0.02, 0.02, 0.02); //根据相机渲染范围控制HTML 3D标签尺寸 label.position.set((leftW + sizeList[i] / 2) * 7.913 - 4.22, 0.015, 0.142); label.name = 'planeText' + i; this.planeGroup.add(label); const obj = this.group.getObjectByName(`unitText${i}`); if (!obj) { const element = document.getElementById(`gasUnitBox${i + 1}`) as HTMLElement; if (element) { const gasUnitCSS3D = new CSS3DObject(element); gasUnitCSS3D.name = `unitText${i}`; gasUnitCSS3D.scale.set(0.01, 0.01, 0.01); gasUnitCSS3D.position.set((leftW + sizeList[i] / 2) * 10.93 - 11.17, 0.015, -3.442); gasUnitCSS3D.lookAt(gasUnitCSS3D.position.x, gasUnitCSS3D.position.y + 1.2, gasUnitCSS3D.position.y); this.planeGroup.add(gasUnitCSS3D); } } leftW += sizeList[i]; } }; // 显示或隐藏抽采单元显示内容 changeCss3D = () => { for (let i = 0; i < this.planeNum; i++) { const planeText = this.planeGroup.getObjectByName(`planeText${i}`); this.planeGroup.remove(planeText); const unitText = this.planeGroup.getObjectByName(`unitText${i}`); this.planeGroup.remove(unitText); } }; // 清除抽采单元显示内容 clearCss3D = () => { // const obj = this.group.getObjectByName(`unitText`); // if (obj) this.group.remove(obj); // const element = document.getElementById(`gasUnitBox`) as HTMLElement; // if (element) { // element.remove(); // } // for (let i = 0; i < this.planeNum; i++) { // const label = this.planeGroup.getObjectByName(`planeText${i}`); // if (label) this.planeGroup.remove(label); // } this.model.clearGroup(this.planeGroup); this.planeGroup = new THREE.Group(); }; /* 点击 */ mousedownModel(intersects: THREE.Intersection>[]) { // 判断是否点击到视频 return new Promise((resolve) => { intersects.find((intersect) => { const intersectedObject = intersect.object; if (intersectedObject.name == 'unit') { // 如果对象是我们的平面,并且它有自定义属性来标识它的 UV 范围 if (intersectedObject && intersectedObject.material && intersectedObject.material.uniforms) { const uv = intersect.uv; // 点击点的 UV 坐标 const clickedRatio = uv.x; // 使用 UV 的 x 分量作为比例值 // 根据点击的比例找到对应的色块 let clickedColorIndex = -1; let accRatio = 0; for (let i = 0; i < this.unitList.length - 1; i++) { const unitData = this.unitList[i]; accRatio += unitData.ratio; if (clickedRatio < accRatio) { clickedColorIndex = i; break; } } if (clickedColorIndex !== -1) { const unitData = this.unitList[clickedColorIndex]; const unitId = unitData.id; // window.open(`${location.origin}/gasUnitAssessment/home?id=${unitId}`); resolve(unitId); } } return true; } return false; }); this.render(); }); } mouseUpModel() { // } mountedThree() { return new Promise(async (resolve) => { this.model.renderer.sortObjects = true; this.model.orbitControls.update(); this.model.setGLTFModel(['workFace1'], this.group).then(async () => { this.group.children.forEach((object: THREE.Object3D) => { if (object.name.startsWith('workFace')) { setModalCenter(object); } }); this.group.name = this.modelName; this.addLight(); resolve(null); }); }); } destroy() { this.model.clearGroup(this.group); this.model = null; this.group = null; this.bloomComposer?.dispose(); this.finalComposer?.dispose(); } } export default GasAssessmen;