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778 lines
35 KiB
778 lines
35 KiB
function IsPC() {
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var userAgentInfo = navigator.userAgent;
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var Agents = ["Android", "iPhone",
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"SymbianOS", "Windows Phone",
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"iPad", "iPod"];
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var flag = true;
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for (var v = 0; v < Agents.length; v++) {
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if (userAgentInfo.indexOf(Agents[v]) > 0) {
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flag = false;
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break;
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}
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}
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return flag;
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}
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if(IsPC()==true){
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// if(false){
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// alert("我是PC");
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}else{
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// alert("我是手机");
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let mains=document.getElementsByClassName("mains")[0];
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let contint=document.getElementsByClassName("contint")[0];
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mains.setAttribute("class","main2")
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contint.setAttribute("class","contint2")
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// renderCanvas.setAttribute("class","renderCanvas2")
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document.getElementById("renderCanvas").style.width="980px";
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document.getElementById("renderCanvas").style.height="960px";
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// console.log(document.getElementById("renderCanvas").style.with);
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//console.log(document.getElementsByClassName("mains").style.flexDirection);
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document.getElementsByClassName("title")[0].style.display = "none";
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}
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// const width = document.documentElement.clientWidth;
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// const height = document.documentElement.clientHeight;
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// if (width < height) {
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// console.log(width + " " + height);
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// const contentDOM = document.getElementById('divTransform');
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// contentDOM.style.width = height + 'px';
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// contentDOM.style.height = width + 'px';
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// contentDOM.style.top = (height - width) / 2 + 'px';
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// contentDOM.style.left = 0 - (height - width) / 2 + 'px';
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// //contentDOM.style.transform = 'rotate(90deg)';
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// }
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// const evt = "onorientationchange" in window ? "orientationchange" : "resize";
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// window.addEventListener(evt, function () {
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// const width = document.documentElement.clientWidth;
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// const height = document.documentElement.clientHeight;
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// const contentDOM = document.getElementById('content');
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// //alert('width: ' + width + ' height: ' + height)
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// if (width > height) { // 横屏
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// contentDOM.style.width = width + 'px';
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// contentDOM.style.height = height + 'px';
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// contentDOM.style.top = '0px';
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// contentDOM.style.left = '0px';
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// contentDOM.style.transform = 'none';
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// }
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// else { // 竖屏,这里微信应该由bug,我切换为竖屏的时候,width:375, height: 323, 导致不能旋转角度。 在safari、chrome上是正确的。
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// alert('change to portrait')
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// contentDOM.style.width = height + 'px';
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// contentDOM.style.height = width + 'px';
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// contentDOM.style.top = (height - width) / 2 + 'px';
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// contentDOM.style.left = 0 - (height - width) / 2 + 'px';
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// //contentDOM.style.transform = 'rotate(90deg)';
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// }
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// }, false);
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window.addEventListener('DOMContentLoaded', function(){
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BABYLON.DefaultLoadingScreen.prototype.displayLoadingUI = function () {
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if (document.getElementById("customLoadingScreenDiv")) {
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// Do not add a loading screen if there is already one
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document.getElementById("customLoadingScreenDiv").style.display = "initial";
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return;
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}
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this._loadingDiv = document.createElement("div");
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this._loadingDiv.id = "customLoadingScreenDiv";
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//this._loadingDiv.innerHTML = "模型正在加载....";
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this._loadingDiv.innerHTML = "<image src='./loading.gif' />";
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var customLoadingScreenCss = document.createElement('style');
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customLoadingScreenCss.type = 'text/css';
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customLoadingScreenCss.innerHTML = `
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#customLoadingScreenDiv{
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background-color: #3D4456cc;
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color: white;
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font-size:50px;
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text-align:center;
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}
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`;
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document.getElementsByTagName('head')[0].appendChild(customLoadingScreenCss);
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this._resizeLoadingUI();
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window.addEventListener("resize", this._resizeLoadingUI);
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document.body.appendChild(this._loadingDiv);
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};
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BABYLON.DefaultLoadingScreen.prototype.hideLoadingUI = function(){
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document.getElementById("customLoadingScreenDiv").style.display = "none";
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console.log("scene is now loaded");
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}
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function sleep(beginTime,endTime) {
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var exitTime = beginTime + 3000;
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while (true) {
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now = new Date();
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if (now.getTime() > exitTime)
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return;
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}
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}
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// get the canvas DOM element
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var canvas = document.getElementById('renderCanvas');
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var d = new Date();
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var n_Begin= d.getTime();
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console.log("n_Begin:"+n_Begin);
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// load the 3D engine
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var engine = new BABYLON.Engine(canvas, true);
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// createScene function that creates and return the scene
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var createScene = function(){
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engine.displayLoadingUI();
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// create a basic BJS Scene object
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var scene = new BABYLON.Scene(engine);
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//scene.debugLayer.show();
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var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 5, new BABYLON.Vector3(0, 0, 0), scene);
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console.log(camera);
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// camera.transforms.alpha = 85;
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//camea.transforms.beta=95;
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// target the camera to scene origin
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camera.setTarget(BABYLON.Vector3.Zero());
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//camera.setPosition(new BABYLON.Vector3(20, 200, 400));
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// attach the camera to the canvas
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camera.attachControl(canvas, true);
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camera.lowerRadiusLimit = 2.5 ;// 这里是最大的位置,值越大,物体越小
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camera.upperRadiusLimit = 20 ;
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camera.Radius = 2.5;
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camera.alpha = 1.5;
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camera.beta = 1;
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camera.inertia=0.1; // 缩放的快慢
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//scene.VRHelper = scene.createDefaultVRExperience({createDeviceOrientationCamera: false});
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//var VRHelper = scene.createDefaultVRExperience();
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//console.log(VRHelper);
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//VRHelper.onExitingVR.add(()=>{
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// scene.setActiveCameraByName("Camera");
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// console.log("abc");
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//console.log(scene);
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//})
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//scene.setActiveCameraByName("Camera");
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//console.log(VRHelper);
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// create a basic light, aiming 0,1,0 - meaning, to the sky
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var light = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0,1,0), scene);
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// Skybox
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var skybox = BABYLON.MeshBuilder.CreateBox("skyBox", {size:1000.0}, scene);
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var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", scene);
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skyboxMaterial.backFaceCulling = false;
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skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("textures/skybox", scene);
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skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
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skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0);
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skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0);
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skybox.material = skyboxMaterial;
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var myColor = BABYLON.Color3.Blue();
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var line03_position = BABYLON.Vector3(0,0,0);
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var line01_position = BABYLON.Vector3(0,0,0);
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var line17_position = BABYLON.Vector3(0,0,0);
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var line26_position = BABYLON.Vector3(0,0,0);
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console.log("position:"+line03_position);
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// Initialize GizmoManager
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var gizmoManager = new BABYLON.GizmoManager(scene)
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BABYLON.SceneLoader.Append("./asset/", "abc2.gltf", scene, function (scene) {
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//坐场
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line03 = scene.getMeshByName("Line03");
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line03_position = line03.position;
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Line03Mat = new BABYLON.StandardMaterial("ground", scene);
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Line03Mat.diffuseColor = new BABYLON.Color3(0.4, 0.4,0.4);
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Line03Mat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
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Line03Mat.emissiveColor = BABYLON.Color3.Blue();
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line03.material = Line03Mat;
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//左护版
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line01 = scene.getMeshByName("Line01");
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line01_position = line01.position;
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Line01Mat = new BABYLON.StandardMaterial("ground", scene);
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Line01Mat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
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Line01Mat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
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Line01Mat.emissiveColor = BABYLON.Color3.Blue();
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line01.material = Line01Mat;
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//左护版
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//line05 = scene.getMeshByName("Line05");
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//Line05Mat = new BABYLON.StandardMaterial("ground", scene);
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//Line05Mat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
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//Line05Mat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
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//Line05Mat.emissiveColor = BABYLON.Color3.Blue();
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//line05.material = Line05Mat;
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//右腿
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line17 = scene.getMeshByName("Line17");
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line17_position = line17.position;
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Line17Mat = new BABYLON.StandardMaterial("ground", scene);
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Line17Mat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
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Line17Mat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
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Line17Mat.emissiveColor = BABYLON.Color3.Blue();
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line17.material = Line17Mat;
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//line17.position.x =1;
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//右腿
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line26 = scene.getMeshByName("Cylinder56");
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line26_position = line26.position;
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Line26Mat = new BABYLON.StandardMaterial("ground", scene);
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Line26Mat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
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Line26Mat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
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Line26Mat.emissiveColor = BABYLON.Color3.Blue();
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line26.material = Line26Mat;
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//枪
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tube15 = scene.getMeshByName("Tube15");
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tube15_position = tube15.position;
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Tube15Mat = new BABYLON.StandardMaterial("ground", scene);
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Tube15Mat.diffuseColor = new BABYLON.Color3(0.4, 0.4, 0.4);
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Tube15Mat.specularColor = new BABYLON.Color3(0.4, 0.4, 0.4);
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Tube15Mat.emissiveColor = BABYLON.Color3.Blue();
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tube15.material = Tube15Mat;
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root = scene.getMeshByName("__root__");
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//console.log("abccc");
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//console.log(scene);
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//root.addRotation(0.01, 0, 0);
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//gizmoManager.boundingBoxGizmoEnabled=true
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// Restrict gizmos to only spheres
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gizmoManager.attachableMeshes =[line03,line01,tube15,line26,line17];
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// Toggle gizmos with keyboard buttons
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document.onkeydown = (e)=>{
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if(e.key == 'w'){
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gizmoManager.positionGizmoEnabled = !gizmoManager.positionGizmoEnabled
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}
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if(e.key == 'e'){
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gizmoManager.rotationGizmoEnabled = !gizmoManager.rotationGizmoEnabled
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}
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if(e.key == 'r'){
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gizmoManager.scaleGizmoEnabled = !gizmoManager.scaleGizmoEnabled
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}
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if(e.key == 'q'){
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gizmoManager.boundingBoxGizmoEnabled = !gizmoManager.boundingBoxGizmoEnabled
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}
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}
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var oldMeth = null;
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// On pick interpolations
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var prepareButton = function (mesh, color,strss) {
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//var goToColorAction = new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPickTrigger, light, "diffuse", color, 1000, null, true);
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mesh.actionManager = new BABYLON.ActionManager(scene);
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// mesh.actionManager.registerAction(new BABYLON.SetValueAction(BABYLON.ActionManager.OnPointerOutTrigger, mesh.material, "emissiveColor", mesh.material.emissiveColor));
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mesh.actionManager.registerAction(new BABYLON.SetValueAction(BABYLON.ActionManager.OnPickTrigger, mesh.material, "emissiveColor", BABYLON.Color3.Red()));
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// mesh.actionManager.registerAction(new BABYLON.SetValueAction(BABYLON.ActionManager.OnPickTrigger, mesh.material, "emissiveColor", BABYLON.Color3.Yellow()));
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mesh.actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPointerOutTrigger, mesh, "scaling", new BABYLON.Vector3(0.38, 0.38, 0.38), 100));
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mesh.actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPointerOverTrigger, mesh, "scaling", new BABYLON.Vector3(0.4, 0.4, 0.4), 100));
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//mesh.actionManager.registerAction(new BABYLON.SetValueAction(BABYLON.ActionManager.OnPickTrigger, mesh.material, "wireframe", true))
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mesh.actionManager.registerAction(
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new BABYLON.ExecuteCodeAction(
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{
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trigger:BABYLON.ActionManager.OnPickTrigger,
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parameter:""
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},
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function(){
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document.getElementById("show").innerHTML=strss;
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console.log(oldMeth);
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console.log(mesh);
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if(oldMeth != null && oldMeth.id != mesh.id){
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oldMeth.material.emissiveColor= myColor;
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}
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oldMeth = mesh;
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// mesh.material.emissiveColor= BABYLON.Color3.Red()
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//mesh.material.emissiveColor = myColor;
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//console.log(mesh.material.emissiveColor);
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//mesh.material = BABYLON.Color3.Yellow()
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//a.innerHTML ="这里是坐长的位置,可以坐人的."
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}
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)
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);
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}
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var prepareButton2 = function (mesh, color,strss) {
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//var goToColorAction = new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPickTrigger, light, "diffuse", color, 1000, null, true);
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mesh.actionManager = new BABYLON.ActionManager(scene);
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mesh.actionManager.registerAction(new BABYLON.SetValueAction(BABYLON.ActionManager.OnPointerOutTrigger, mesh.material, "emissiveColor", mesh.material.emissiveColor));
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mesh.actionManager.registerAction(new BABYLON.SetValueAction(BABYLON.ActionManager.OnPointerOverTrigger, mesh.material, "emissiveColor", BABYLON.Color3.Red()));
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mesh.actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPointerOutTrigger, mesh, "scaling", new BABYLON.Vector3(1,1, 1), 100));
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mesh.actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPointerOverTrigger, mesh, "scaling", new BABYLON.Vector3(1, 1, 1), 100));
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mesh.actionManager.registerAction(
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new BABYLON.ExecuteCodeAction(
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{
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trigger:BABYLON.ActionManager.OnPickTrigger,
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parameter:""
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},
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function(){
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document.getElementById("show").innerHTML=strss;
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//a.innerHTML ="这里是坐长的位置,可以坐人的."
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}
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)
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);
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}
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prepareButton(line03, BABYLON.Color3.Blue(),`<font size="20">坐舱:</font></br> 又叫驾驶舱(Cockpit)是操作员控制机器人的座舱,通常位于前端。除了早期的,如今大部分机器人的驾驶舱采用密闭式的设计。机器人驾驶舱内一般安装有各类控制系统。 驾驶舱是机器人的首脑元件,为太空船里下令及控制的中心。它是设计用来尽量让驾驶员感到操控舒适,并包含所有先进导航及各项操控的系统,就如同其他提供居住人员所有必需品的组件是一样重要的。</h2>`);
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prepareButton(line01, BABYLON.Color3.Blue(),`<font size="20">铠甲:</font><br> 机械外骨骼或称动力外骨骼(Powered exoskeleton),是一种由钢铁的框架构成并且可让人穿上的机器装置,这个装备可以提供额外能量来供四肢运动。别称:强化服、动力服(Power Suit)、动力装甲(Power armor或Powered armor)、Exoframe、Hardsuit或Exosuit等。凭借这套“服装”,人类就可以成为所谓的“铁人”。
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<br/><br/> 动力外骨骼更倾向于军用,除了能够增强人体能力的这一基本功能外,还要具有良好的防护性、对复杂环境的适应性以及辅助火力、通信、侦查支持等军用功能。
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<br/><br/> 动力服是设计成用来保护穿戴者的,例如为了保护士兵或建筑工而设计,或设计用来进行救援身处险境的人员上。广泛一些的用途则是用来做为义肢与帮助老弱者行动。其它的用途则是用来进行救援行动,就像在一栋要倒塌的建筑物里,这个装置可以提供给工人很大的力量来举起重物,同时保护它不被落下的碎石砸伤。在日本,有银行为需常搬运沉重钞票及硬币的员工配备外骨骼,以降低身体负担。`);
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//prepareButton(line05, BABYLON.Color3.Blue(),"右护版");
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prepareButton(line17, BABYLON.Color3.Blue(),`<font size="20">左脚:</font>
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<br><br> 用激光器作为辐射源的雷达。激光雷达是激光技术与雷达技术相结合的产物 。由发射机 、天线 、接收机 、跟踪架及信息处理等部分组成。发射机是各种形式的激光器,如二氧化碳激光器、掺钕钇铝石榴石激光器、半导体激光器及波长可调谐的固体激光器等;天线是光学望远镜;接收机采用各种形式的光电探测器,如光电倍增管、半导体光电二极管、雪崩光电二极管、红外和可见光多元探测器件等。激光雷达采用脉冲或连续波2种工作方式,探测方法分直接探测与外差探测。
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<br><img src='./img/2.jpg' height='400'>`);
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prepareButton(line26, BABYLON.Color3.Blue(),`<font size="20">机器关节:</font><br/><br/> 机器人关节驱动器是一种集电液伺服阀及摆动缸于一体的液压或气动装置。关节机器人常见的有协作机器人(六轴、七轴)、外骨骼机器人、四足、双足、手术机器人等,里面用的东西基本都包含力矩电机、编码器、减速器、驱动器等,有的可能会用到抱闸、力矩传感器。但是每个应用匹配的方案不一样,用的产品也是多种多样。<br/><img src='./img/4.jpg'>`);
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prepareButton(tube15, BABYLON.Color3.Blue(),`<p class='p13'><font size="20">机枪:</font><br/><br/> 机枪(Machine gun) 一种带有枪架或枪座,能实现连发射击的自动枪械。世界第一挺机枪是个叫伐商的比利时工程师(曾是拿破伦手下的上尉)于1851年设计的。该枪曾在1870、1871年的普法战争中用过。而普遍观点认为,现代机枪的鼻祖是加特林多管式机枪。1862年,由美国人理查德·杰丹·加特林发明,这种枪有几个枪筒,可以轮转。1883年,美国人海尔曼·S·马克沁进行革新,机枪变为单枪筒,利用后坐力,使上膛、射击和退弹能同时完成,枪身用枪筒上的水套降温,每分钟可射击650次,名为马克沁机枪.<br/></p><video src='a.mp4' controls='controls'></video> `);
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var d1 = new Date();
|
|
var n_end= d1.getTime();
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|
console.log("n_end:"+n_end);
|
|
console.log(n_end - n_Begin);
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|
sleep(n_Begin,n_end);
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|
|
engine.hideLoadingUI();
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|
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|
});
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|
//GUI
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|
|
// Another GUI on the right
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|
var advancedTexture = BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI("UI");
|
|
advancedTexture.layer.layerMask = 2;
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|
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|
var panel3 = new BABYLON.GUI.StackPanel();
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|
panel3.width = "800px";
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|
panel3.fontSize = "30px";
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|
panel3.horizontalAlignment = BABYLON.GUI.Control.HORIZONTAL_ALIGNMENT_RIGHT;
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|
panel3.verticalAlignment = BABYLON.GUI.Control.VERTICAL_ALIGNMENT_TOP;
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|
advancedTexture.addControl(panel3);
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var button1 = BABYLON.GUI.Button.CreateSimpleButton("but1", "旋 转");
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|
button1.width = 0.2;
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|
button1.height = "80px";
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|
button1.color = "white";
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|
button1.cornerRadius = 20;
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|
button1.background = "green";
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|
button1.horizontalAlignment = BABYLON.GUI.Control.HORIZONTAL_ALIGNMENT_RIGHT;
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|
//button1.verticalAlignment = BABYLON.GUI.Control.VERTICAL_ALIGNMENT_TOP;
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//button1.centerY=5;
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//console.log(button1);
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//button1.position.x = 300;
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|
//button1.position.y = 5;
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var aaab = false;
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|
button1.onPointerUpObservable.add(function() {
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|
// circle.scaleX += 0.1;
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|
if(aaab== false){
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|
scene.registerBeforeRender(function(){
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|
root.addRotation(0.00, 0.008, 0);
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|
button1.textBlock.text = "停 止";
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aaab = true;
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button1.background = "red";
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});
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}else{
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scene.registerBeforeRender(function(){
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|
root.addRotation(0.00, -0.008, 0);
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button1.textBlock.text = "旋 转";
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aaab = false;
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button1.background = "green";
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});
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}
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});
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var button3 = BABYLON.GUI.Button.CreateSimpleButton("but2", "展 开");
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button3.width = 0.2;
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button3.height = "80px";
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|
button3.color = "white";
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button3.cornerRadius = 20;
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button3.background = "green";
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var bob = false;
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button3.horizontalAlignment = BABYLON.GUI.Control.HORIZONTAL_ALIGNMENT_RIGHT;
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button3.verticalAlignment = BABYLON.GUI.Control.VERTICAL_ALIGNMENT_TOP;
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button3.onPointerUpObservable.add(function() {
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// circle.scaleX += 0.1;
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//gizmoManager.positionGizmoEnabled = !gizmoManager.positionGizmoEnabled
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|
if(bob== false){
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bob = true;
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button3.textBlock.text = "合 体";
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button3.background = "red";
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var animationBox = new BABYLON.Animation("tutoAnimation", "position", 30, BABYLON.Animation.ANIMATIONTYPE_VECTOR3,
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BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
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// Animation keys
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|
var keys = [];
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|
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keys.push({
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frame: 0,
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value: line03_position
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|
});
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|
|
|
keys.push({
|
|
frame: 20,
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|
value: new BABYLON.Vector3(line03_position.x+60,line03_position.y,line03_position.z)
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});
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|
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animationBox.setKeys(keys);
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line03.animations.push(animationBox); //中间坐舱
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|
//scene.beginAnimation(line03, 0, 100, false);
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|
//左护版
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var animationBox2 = new BABYLON.Animation("Animation2", "position", 30, BABYLON.Animation.ANIMATIONTYPE_VECTOR3,
|
|
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
|
|
// Animation keys
|
|
var keys1 = [];
|
|
|
|
keys1.push({
|
|
frame: 0,
|
|
value: line01_position
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|
});
|
|
|
|
keys1.push({
|
|
frame: 20,
|
|
value: new BABYLON.Vector3(line01_position.x-40,line01_position.y,line01_position.z)
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|
});
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|
|
|
animationBox2.setKeys(keys1);
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|
|
|
line01.animations.push(animationBox2); //中间坐舱
|
|
//scene.beginAnimation(line01, 0, 100, true);
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|
|
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|
|
//左脚
|
|
var animationBox3 = new BABYLON.Animation("animationBox3", "position", 30, BABYLON.Animation.ANIMATIONTYPE_VECTOR3,
|
|
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
|
|
// Animation keys
|
|
var keys2 = [];
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|
|
|
keys2.push({
|
|
frame: 0,
|
|
value: line17_position
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|
});
|
|
|
|
keys2.push({
|
|
frame: 20,
|
|
value: new BABYLON.Vector3(line17_position.x-50,line17_position.y,line17_position.z)
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|
});
|
|
|
|
animationBox3.setKeys(keys2);
|
|
|
|
line17.animations.push(animationBox3); //中间坐舱
|
|
//scene.beginAnimation(line17, 0, 100, true);
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|
|
|
//右脚
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|
var animationBox4 = new BABYLON.Animation("animationBox4", "position", 30, BABYLON.Animation.ANIMATIONTYPE_VECTOR3,
|
|
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
|
|
// Animation keys
|
|
var keys4 = [];
|
|
|
|
keys4.push({
|
|
frame: 0,
|
|
value: line26_position
|
|
});
|
|
|
|
keys4.push({
|
|
frame: 20,
|
|
value: new BABYLON.Vector3(line26_position.x+50,line26_position.y,line26_position.z)
|
|
});
|
|
|
|
animationBox4.setKeys(keys4);
|
|
|
|
line26.animations.push(animationBox4); //中间坐舱
|
|
//scene.beginAnimation(line26, 0, 100, true);
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|
|
|
|
|
//枪
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|
var animationBox5 = new BABYLON.Animation("animationBox5", "position", 30, BABYLON.Animation.ANIMATIONTYPE_VECTOR3,
|
|
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
|
|
// Animation keys
|
|
var keys5 = [];
|
|
|
|
keys5.push({
|
|
frame: 0,
|
|
value: new BABYLON.Vector3(-23,0,-47.5)
|
|
});
|
|
|
|
keys5.push({
|
|
frame: 20,
|
|
value:new BABYLON.Vector3(-2,0,-90)
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|
});
|
|
|
|
animationBox5.setKeys(keys5);
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|
|
|
tube15.animations.push(animationBox5); //中间坐舱
|
|
//scene.beginAnimation(tube15, 0, 100, true);
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|
|
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|
|
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|
setTimeout(async () => {
|
|
var anim1 = scene.beginAnimation(line01, 0, 100, false);
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|
var anim2 = scene.beginAnimation(line03, 0, 100, false);
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|
var anim3 = scene.beginAnimation(line17, 0, 100, false);
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|
var anim4 = scene.beginAnimation(line26, 0, 100, false);
|
|
var anim5 = scene.beginAnimation(tube15, 0, 100, false);
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|
console.log("ddd");
|
|
//await anim1.waitAsync();
|
|
//await anim2.waitAsync();
|
|
//await anim3.waitAsync();
|
|
//await anim4.waitAsync();
|
|
await anim5.waitAsync();
|
|
console.log("dd33d");
|
|
scene.stopAnimation(line01);
|
|
scene.stopAnimation(line03);
|
|
scene.stopAnimation(line17);
|
|
scene.stopAnimation(line26);
|
|
scene.stopAnimation(tube15);
|
|
});
|
|
|
|
|
|
}else{
|
|
bob = false;
|
|
button3.background = "green";
|
|
var animationBox = new BABYLON.Animation("tutoAnimation", "position", 30, BABYLON.Animation.ANIMATIONTYPE_VECTOR3,
|
|
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
|
|
// Animation keys
|
|
var keys = [];
|
|
|
|
keys.push({
|
|
frame: 0,
|
|
value: new BABYLON.Vector3(line03_position.x-60,line03_position.y,line03_position.z)
|
|
});
|
|
|
|
keys.push({
|
|
frame: 20,
|
|
value: line03_position
|
|
});
|
|
|
|
animationBox.setKeys(keys);
|
|
|
|
line03.animations.push(animationBox); //中间坐舱
|
|
//scene.beginAnimation(line03, 0, 100, true);
|
|
|
|
//左护版
|
|
var animationBox2 = new BABYLON.Animation("Animation2", "position", 30, BABYLON.Animation.ANIMATIONTYPE_VECTOR3,
|
|
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
|
|
// Animation keys
|
|
var keys1 = [];
|
|
|
|
keys1.push({
|
|
frame: 0,
|
|
value: new BABYLON.Vector3(line01_position.x+40,line01_position.y,line01_position.z)
|
|
});
|
|
|
|
keys1.push({
|
|
frame: 20,
|
|
value:line01_position
|
|
});
|
|
|
|
animationBox2.setKeys(keys1);
|
|
|
|
line01.animations.push(animationBox2); //中间坐舱
|
|
//scene.beginAnimation(line01, 0, 100, true);
|
|
|
|
|
|
//左脚
|
|
var animationBox3 = new BABYLON.Animation("animationBox3", "position", 30, BABYLON.Animation.ANIMATIONTYPE_VECTOR3,
|
|
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
|
|
// Animation keys
|
|
var keys2 = [];
|
|
|
|
keys2.push({
|
|
frame: 0,
|
|
value: new BABYLON.Vector3(line17_position.x+50,line17_position.y,line17_position.z)
|
|
});
|
|
|
|
keys2.push({
|
|
frame: 20,
|
|
value:line17_position
|
|
});
|
|
|
|
animationBox3.setKeys(keys2);
|
|
|
|
line17.animations.push(animationBox3); //中间坐舱
|
|
// scene.beginAnimation(line17, 0, 100, true);
|
|
|
|
//右脚
|
|
var animationBox4 = new BABYLON.Animation("animationBox4", "position", 30, BABYLON.Animation.ANIMATIONTYPE_VECTOR3,
|
|
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
|
|
// Animation keys
|
|
var keys4 = [];
|
|
|
|
keys4.push({
|
|
frame: 0,
|
|
value: new BABYLON.Vector3(line26_position.x-50,line26_position.y,line26_position.z)
|
|
});
|
|
|
|
keys4.push({
|
|
frame: 20,
|
|
value: line26_position
|
|
});
|
|
|
|
animationBox4.setKeys(keys4);
|
|
|
|
line26.animations.push(animationBox4); //中间坐舱
|
|
//scene.beginAnimation(line26, 0, 100, true);
|
|
|
|
//枪
|
|
var animationBox5 = new BABYLON.Animation("animationBox5", "position", 30, BABYLON.Animation.ANIMATIONTYPE_VECTOR3,
|
|
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
|
|
// Animation keys
|
|
var keys5 = [];
|
|
|
|
keys5.push({
|
|
frame: 0,
|
|
value:new BABYLON.Vector3(-2,0,-90)
|
|
|
|
});
|
|
|
|
keys5.push({
|
|
frame: 20,
|
|
value: new BABYLON.Vector3(-23,0,-47.5)
|
|
});
|
|
|
|
animationBox5.setKeys(keys5);
|
|
|
|
tube15.animations.push(animationBox5); //中间坐舱
|
|
|
|
button3.textBlock.text = "展 开";
|
|
|
|
setTimeout(async () => {
|
|
var anim1 = scene.beginAnimation(line01, 0, 100, false);
|
|
var anim2 = scene.beginAnimation(line03, 0, 100, false);
|
|
var anim3 = scene.beginAnimation(line17, 0, 100, false);
|
|
var anim4 = scene.beginAnimation(line26, 0, 100, false);
|
|
var anim5 = scene.beginAnimation(tube15, 0, 100, false);
|
|
console.log("ddd");
|
|
await anim1.waitAsync();
|
|
await anim2.waitAsync();
|
|
await anim3.waitAsync();
|
|
await anim4.waitAsync();
|
|
await anim5.waitAsync();
|
|
console.log("dd33d");
|
|
scene.stopAnimation(line01);
|
|
scene.stopAnimation(line03);
|
|
scene.stopAnimation(line17);
|
|
scene.stopAnimation(line26);
|
|
scene.stopAnimation(tube15);
|
|
});
|
|
|
|
|
|
}
|
|
});
|
|
|
|
var button2 = BABYLON.GUI.Button.CreateSimpleButton("but2", "拆 解");
|
|
button2.width =0.2;
|
|
button2.height = "80px";
|
|
button2.color = "white";
|
|
button2.cornerRadius = 20;
|
|
button2.background = "green";
|
|
|
|
button2.horizontalAlignment = BABYLON.GUI.Control.HORIZONTAL_ALIGNMENT_RIGHT;
|
|
button2.verticalAlignment = BABYLON.GUI.Control.VERTICAL_ALIGNMENT_TOP;
|
|
|
|
var selectOne = false;
|
|
|
|
button2.onPointerUpObservable.add(function() {
|
|
// circle.scaleX += 0.1;
|
|
gizmoManager.positionGizmoEnabled = !gizmoManager.positionGizmoEnabled
|
|
if(selectOne== false){
|
|
//scene.stopAnimation(line01);
|
|
//scene.stopAnimation(line03);
|
|
//scene.stopAnimation(line17);
|
|
//scene.stopAnimation(line26);
|
|
//scene.stopAnimation(tube15);
|
|
|
|
selectOne = true;
|
|
button2.background = "red";
|
|
button2.textBlock.text = "取 消";
|
|
}else{
|
|
//window.location.reload(true);
|
|
|
|
selectOne = false;
|
|
button2.background = "green";
|
|
button2.textBlock.text = "拆 解";
|
|
}
|
|
});
|
|
|
|
var button4 = BABYLON.GUI.Button.CreateSimpleButton("but4", "还 原");
|
|
//button4.fontSize = "26px";
|
|
button4.width = 0.2;
|
|
button4.height = "80px";
|
|
button4.color = "white";
|
|
button4.cornerRadius = 20;
|
|
button4.background = "green";
|
|
button4.horizontalAlignment = BABYLON.GUI.Control.HORIZONTAL_ALIGNMENT_RIGHT;
|
|
button4.verticalAlignment = BABYLON.GUI.Control.VERTICAL_ALIGNMENT_TOP;
|
|
button4.onPointerUpObservable.add(function() {
|
|
window.location.reload(true);
|
|
});
|
|
|
|
|
|
panel3.addControl(button1);
|
|
|
|
panel3.addControl(button3);
|
|
panel3.addControl(button2);
|
|
panel3.addControl(button4);
|
|
return scene;
|
|
}
|
|
|
|
// call the createScene function
|
|
var scene = createScene();
|
|
//var a = scene.getElementById("__root");
|
|
// run the render loop
|
|
|
|
|
|
|
|
|
|
|
|
/**/
|
|
|
|
engine.runRenderLoop(function(){
|
|
scene.render();
|
|
});
|
|
var abc1 = scene.getMeshByName("plane");
|
|
|
|
window.addEventListener('resize', function(){
|
|
engine.resize();
|
|
});
|
|
});
|