华农3D项目
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// 从这里开始
var h1 = null
var h2 = null
var h3 = null
var oldtransformNodex = null
// var oldtransformNodeOther = null
// var oldMesh = null
var oldMeshOther = null
var drag = null
// var notmoveGroup = null
// var movedGroup = null
// var movesingle = false
// var dynamicTexture = null
// var dynamicTexture2 = null
// var show = 50
// var showdd = 50
var isRotating = true
var clickParentRotate = false
var targetAngles = {
default: { // 初始视角
alpha: 0,
beta: 0,
radius: 125
},
alarm: { // 报警视角(示例)
alpha: 4.7190, // -π(180度)
beta: 0.0100, // π/4(45度)
radius: 136.5303 // 更近的距离
}
}
var camera
BABYLON.DefaultLoadingScreen.prototype.displayLoadingUI = function() {
if (document.getElementById('customLoadingScreenDiv')) {
document.getElementById('customLoadingScreenDiv').style.display = 'initial'
return
}
this._loadingDiv = document.createElement('div')
this._loadingDiv.id = 'customLoadingScreenDiv'
thecss = 'lohingifpc'
thecss2 = 'zcpc'
this._loadingDiv.innerHTML = "<div class='oka'><div class='" + thecss + "'><image src='./logok.gif' class='jiazaiimg'/></div></div>"
this._resizeLoadingUI()
window.addEventListener('resize', this._resizeLoadingUI)
document.body.appendChild(this._loadingDiv)
}
function prepareGroupButton2(transformNodex, color, qu) {
var mesheses = null
if (transformNodex.getClassName() === 'TransformNode') {
mesheses = transformNodex.getChildMeshes(false)
} else {
mesheses = []
mesheses.push(transformNodex)
}
for (var i = 0; i < mesheses.length; i++) {
mesheses[i].actionManager = new BABYLON.ActionManager(scene)
// var theScaling = mesheses[i].scaling
/* if (true) {
try {
mesheses[i].actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPointerOutTrigger, mesheses[i], "scaling", new BABYLON.Vector3(theScaling.x, theScaling.y, theScaling.z), 100));
mesheses[i].actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPointerOverTrigger, mesheses[i], "scaling", new BABYLON.Vector3(theScaling.x * 1.01, theScaling.y * 1.01, theScaling.z * 1.01), 100));
} catch (error) {
//alert(error)
}
}*/
// var clickbegin = false
mesheses[i].actionManager.registerAction(
new BABYLON.ExecuteCodeAction({
trigger: BABYLON.ActionManager.OnPointerOverTrigger,
parameter: ''
},
function() {
// clickbegin = true
// if (true) {
// if (oldtransformNodeOther != null) {
// oldtransformNodeOther.removeBehavior(drag)
// var mesheses2 = null
// if (oldtransformNodeOther.getClassName() === 'TransformNode') {
// mesheses2 = oldtransformNodeOther.getChildMeshes(false)
// } else {
// mesheses2 = []
// mesheses2.push(oldtransformNodeOther)
// }
// for (var i = 0; i < mesheses2.length; i++) {
// try {
// h2.removeMesh(mesheses2[i])
// } catch (error) {
// // alert(error)
// }
// }
// }
// oldtransformNodeOther = transformNodex
// // transformNodex.addBehavior(drag);
// var mesheses3 = null
// if (transformNodex.getClassName() === 'TransformNode') {
// mesheses3 = transformNodex.getChildMeshes(false)
// } else {
// mesheses3 = []
// mesheses3.push(transformNodex)
// }
// for (var i = 0; i < mesheses3.length; i++) {
// try {
// h2.addMesh(mesheses3[i], color)
// } catch (error) {
// // alert(error)
// }
// }
isRotating = false
camera.useAutoRotationBehavior = isRotating
}
)
)
// 移出事件
mesheses[i].actionManager.registerAction(
new BABYLON.ExecuteCodeAction({
trigger: BABYLON.ActionManager.OnPointerOutTrigger,
parameter: ''
},
function() {
// clickbegin = true
// if (true) {
// var mesheses4 = null
// if (transformNodex.getClassName() === 'Mesh') {
// mesheses4 = []
// mesheses4.push(transformNodex)
// }
// for (var i = 0; i < mesheses4.length; i++) {
// try {
// h2.removeMesh(mesheses4[i])
// } catch (error) {
// // alert(error)
// }
// }
// clickbegin = false
if (clickParentRotate) {
isRotating = true
camera.useAutoRotationBehavior = isRotating
}
// }
}
)
)
mesheses[i].actionManager.registerAction(
new BABYLON.ExecuteCodeAction({
trigger: BABYLON.ActionManager.OnPickTrigger,
parameter: ''
},
function() {
clickbegin = true
// if (true) {
try {
cameraClick(transformNodex)
} catch (error) {
// alert(error)
}
// clickbegin = false
// }
})
)
}
}
BABYLON.DefaultLoadingScreen.prototype.hideLoadingUI = function() {
show = 50
document.getElementById('customLoadingScreenDiv').style.display = 'none'
document.getElementById('customLoadingScreenDiv_first').style.display = 'none'
document.title = '5综3楼'
var prepareGroupButton2ByMesh = function(transformNodex, color, qu) {
var mesheses = null
if (transformNodex.getClassName() === 'Mesh') {
mesheses = []
mesheses.push(transformNodex)
}
for (var i = 0; i < mesheses.length; i++) {
mesheses[i].actionManager = new BABYLON.ActionManager(scene)
// var theScaling = mesheses[i].scaling
/* if (true) {
try {
mesheses[i].actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPointerOutTrigger, mesheses[i], "scaling", new BABYLON.Vector3(theScaling.x, theScaling.y, theScaling.z), 100));
mesheses[i].actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPointerOverTrigger, mesheses[i], "scaling", new BABYLON.Vector3(theScaling.x * 1.01, theScaling.y * 1.01, theScaling.z * 1.01), 100));
} catch (error) {
//alert(error)
}
}*/
// let clickbegin = false
mesheses[i].actionManager.registerAction(
new BABYLON.ExecuteCodeAction({
trigger: BABYLON.ActionManager.OnPointerOverTrigger,
parameter: ''
},
function() {
// clickbegin = true
// if (true) {
if (oldMeshOther != null) {
oldMeshOther.removeBehavior(drag)
var mesheses2 = null
if (oldMeshOther.getClassName() === 'Mesh') {
mesheses2 = []
mesheses2.push(oldMeshOther)
}
for (var i = 0; i < mesheses2.length; i++) {
try {
h2.removeMesh(mesheses2[i])
} catch (error) {
// alert(error)
}
}
}
oldMeshOther = transformNodex
// transformNodex.addBehavior(drag);
var mesheses3 = null
if (transformNodex.getClassName() === 'Mesh') {
mesheses3 = []
mesheses3.push(transformNodex)
}
for (let i = 0; i < mesheses3.length; i++) {
try {
h2.addMesh(mesheses3[i], color)
} catch (error) {
// alert(error)
}
}
// clickbegin = false
isRotating = false
camera.useAutoRotationBehavior = isRotating
// }
}
)
)
// 移出事件
mesheses[i].actionManager.registerAction(
new BABYLON.ExecuteCodeAction({
trigger: BABYLON.ActionManager.OnPointerOutTrigger,
parameter: ''
},
function() {
// clickbegin = true
// if (true) {
var mesheses4 = null
if (transformNodex.getClassName() === 'Mesh') {
mesheses4 = []
mesheses4.push(transformNodex)
}
for (var i = 0; i < mesheses4.length; i++) {
try {
h2.removeMesh(mesheses4[i])
} catch (error) {
// alert(error)
}
}
// clickbegin = false
if (clickParentRotate) {
isRotating = true
camera.useAutoRotationBehavior = isRotating
}
// }
}
)
)
mesheses[i].actionManager.registerAction(
new BABYLON.ExecuteCodeAction({
trigger: BABYLON.ActionManager.OnPickTrigger,
parameter: ''
},
function() {
// clickbegin = true
// if (true) {
try {
// quClick(transformNodex.name)
cameraClick(transformNodex)
} catch (error) {
// alert(error)
}
// clickbegin = false
// }
}
)
)
}
}
// 绑功能点
var cl = new BABYLON.Color3(0, 0, 1)
// var c2 = new BABYLON.Color3(1, 0, 0)
var smokeAlarms = []
scene.transformNodes.forEach(function(node) {
if (node.name.startsWith('smokealarm')) {
smokeAlarms.push(node)
}
})
var length = smokeAlarms.length
console.log('以 smokealarm 开头的对象数量:', length)
smokeAlarms.forEach(function(jk01) {
var parts = jk01.name.split('.')
if (parts.length > 1) {
jk01.nameID = 'S' + parts[1]
} else {
jk01.nameID = 'S000'
}
jk01.baojing = false // 假设初始不报警,可根据实际情况修改
// var mesheses = null
// if (jk01.getClassName() === 'TransformNode') {
// mesheses = jk01.getChildMeshes(false)
// } else {
// mesheses = []
// mesheses.push(jk01)
// }
// for (var i = 0; i < mesheses.length; i++) {
// h2.addMesh(mesheses[i], colorToUse)
// }
prepareGroupButton2(jk01, cl)
})
// 存储所有 camera 相关的 Mesh
const cameraMeshes = []
scene.meshes.forEach(mesh => {
if (mesh.name.startsWith('camera')) {
cameraMeshes.push(mesh)
}
})
const cameraCount = cameraMeshes.length
console.log('以 camera 开头的 Mesh 数量:', cameraCount)
// 定义颜色
// const colorRed = new BABYLON.Color3(1, 0, 0) // 红
const colorBlue = new BABYLON.Color3(0, 0, 1)
cameraMeshes.forEach((cam, index) => {
const paddedIndex = String(index + 1).padStart(3, '0')
cam.nameID = `C${paddedIndex}`
prepareGroupButton2ByMesh(cam, colorBlue, '摄像头1')
})
var light = new BABYLON.HemisphericLight('HemiLight', new BABYLON.Vector3(0, 1, 0), scene)
light.intensity = 2
light.diffuse = new BABYLON.Color3(0.92, 0.92, 0.92)
// 给vue页面传值,加载完成之后
parent.getIframeLoading('false')
}
BABYLON.DracoCompression.Configuration.decoder.wasmUrl = './js/draco_wasm_wrapper_gltf.js'
BABYLON.DracoCompression.Configuration.decoder.wasmBinaryUrl = './js/draco_decoder_gltf.wasm'
BABYLON.DracoCompression.Configuration.decoder.fallbackUrl = './js/draco_decoder_gltf.js'
var createScene = function() {
engine.displayLoadingUI()
var scene = new BABYLON.Scene(engine)
camera = new BABYLON.ArcRotateCamera(
'Camera', 0, 0, 120, // alpha=0(水平角度),beta=90°(垂直俯视),radius=200(距离)
new BABYLON.Vector3(0, 0, 0), // 相机位置会根据 alpha/beta/radius 自动计算,无需手动设置
scene
)
camera.setTarget(new BABYLON.Vector3(0, 0, 0)) // 瞄准原点
camera.attachControl(canvas, true)
// 其他参数(保持不变或按需调整)
camera.lowerRadiusLimit = 10 // 最小距离(可近看)
camera.upperRadiusLimit = 1000 // 最大距离(可远观)
camera.inertia = 0.1 // 操作惯性
camera.useAutoRotationBehavior = true // 开启自动旋转(可选)
scene.clearColor = new BABYLON.Color4(0, 0, 0, 0)
scene.activeCamera = camera
scene.activeCamera.useInputToRestoreState = true
// var camera1_status = scene.activeCamera.storeState()
var assetsManager = new BABYLON.AssetsManager(scene)
// var meshTask = assetsManager.addMeshTask('skull task', '', 'asset/', 'F5.glb')
// meshTask.onSuccess = function(task) {
// task.loadedMeshes[0].scaling = new BABYLON.Vector3(0.4, 0.4, 0.4)
// task.loadedMeshes[0].position = new BABYLON.Vector3(0, 0.35, 0)
// }
// meshTask.onError = function(task, message, exception) {
// console.log(message, exception)
// }
// 加载GLB模型并处理材质
BABYLON.SceneLoader.LoadAssetContainerAsync('asset/', 'F5.glb', scene).then((container) => {
// 遍历所有材质
container.materials.forEach(material => {
// 处理标准材质
if (material instanceof BABYLON.StandardMaterial) {
material.backFaceCulling = true // 启用背面剔除
}
// 处理PBR材质
// if (material instanceof BABYLON.PBRMaterial) {
// material.backFaceCulling = true // 启用背面剔除
// }
})
// 将加载的资产添加到场景中
container.addAllToScene()
setTimeout(() => {
moveCameraTo('alarm')
}, 3000)
}).catch((error) => {
console.error('加载模型时出错:', error)
})
var hdrTexture = new BABYLON.CubeTexture.CreateFromPrefilteredData('textures/environmentSpecular.env', scene)
scene.environmentTexture = hdrTexture
var spriteManagerPlayer = new BABYLON.SpriteManager('playerManager', './img/bl9.png', 10, {
width: 100,
height: 100
}, scene)
spriteManagerPlayer.renderingGroupId = 2
spriteManagerPlayer.isPickable = true
scene.onPointerDown = function(evt) {
var pickResult = scene.pickSprite(this.pointerX, this.pointerY)
var pick = scene.pick(scene.pointerX, scene.pointerY)
console.log('pick', pick.pickedPoint)
if (pickResult.pickedSprite != null) {
if (pickResult.hit) {
alert(pickResult.pickedSprite.name)
}
}
}
// renderCanvas.style.backgroundImage = 'url("./textures/' + '4' + '.jpg")'
assetsManager.load()
drag = new BABYLON.PointerDragBehavior({
dragPlaneNormal: new BABYLON.Vector3(0, 0, 1)
})
// drag.useObjectOrienationForDragging = false;
drag.validateDrag = (targetPosition) => {
if (targetPosition.x > 10.5 || targetPosition.x < -10.5) {
return false
}
if (targetPosition.z > 10.5 || targetPosition.z < -10.5) {
return false
}
if (oldtransformNodex != null) {
return true
}
}
drag.onDragEndObservable.add((event) => {
// console.log("dragEnd");
// console.log(event);
// console.log(line03_position)
})
// GUI
h1 = new BABYLON.HighlightLayer('hl1', scene)
h2 = new BABYLON.HighlightLayer('hl2', scene)
h3 = new BABYLON.HighlightLayer('hl2', scene)
var step = 0.1
var currentx = 1
// var step2 = 0.1
// var currentx2 = 0.1
h1.blurHorizontalSize = 0.1
// var showx = 0
// var showx2 = 2
// console.log("x4");
scene.registerAfterRender(() => {
h1.blurHorizontalSize = h1.blurVerticalSize + currentx
var nodealert = scene.getTransformNodeByName('yan')
if (nodealert != null) {
var mesheses3 = null
if (nodealert.getClassName() === 'TransformNode') {
mesheses3 = nodealert.getChildMeshes(false)
} else {
mesheses3 = []
mesheses3.push(nodealert)
}
for (var i = 0; i < mesheses3.length; i++) {
try {
if (nodealert.baojing === true) {
h3.addMesh(mesheses3[i], new BABYLON.Color3(1, 0, 0))
} else {
h3.removeMesh(mesheses3[i])
}
} catch (error) {
console.log('error')
}
}
}
})
if (currentx > 0.5) {
step *= -1
}
if (currentx < 0) {
step *= -1
}
currentx += step
return scene
}
var canvas = document.getElementById('renderCanvas')
// load the 3D engine
var engine = new BABYLON.Engine(canvas, true, {
stencil: true
})
// call the createScene function
var scene = createScene()
scene.autoClear = true
scene.imageProcessingConfiguration.exposure = 1
scene.imageProcessingConfiguration.contrast = 1
scene.environmentIntensity = 0.8
engine.runRenderLoop(function() {
scene.render()
})
window.addEventListener('resize', function() {
engine.resize()
})
function cameraClick(TheCamera) {
window.parent.postMessage(
{
type: 'cameraClick',
data: TheCamera.nameID
},
'*'
)
}
function handleAlarm(deviceId, isAlarm) {
var cl = new BABYLON.Color3(0, 0, 1)
var c2 = new BABYLON.Color3(1, 0, 0)
const targetDevice = scene.transformNodes.find(node => node.nameID === deviceId)
if (targetDevice) {
targetDevice.baojing = isAlarm
var mesheses = null
if (targetDevice.getClassName() === 'TransformNode') {
mesheses = targetDevice.getChildMeshes(false)
} else {
mesheses = []
mesheses.push(targetDevice)
}
if (isAlarm) {
console.log('111')
for (var i = 0; i < mesheses.length; i++) {
h2.addMesh(mesheses[i], c2)
}
} else {
console.log('222')
for (var j = 0; j < mesheses.length; j++) {
h2.removeMesh(mesheses[j])
h2.addMesh(mesheses[j], cl)
}
}
} else {
console.log(`未找到设备 ID 为 ${deviceId} 的设备`)
}
}
window.addEventListener(
'message',
function(e) {
if (e.data.type === 'deviceState') {
console.log('ddd', e.data.data)
const deviceData = e.data.data
if (Array.isArray(deviceData)) {
deviceData.forEach((device) => {
handleAlarm(device.deviceId, device.isAlarm)
})
} else {
handleAlarm(deviceData.deviceId, deviceData.isAlarm)
}
} else if (e.data.type === 'isGetRotate') {
const isGetRotate = e.data.value
console.log('isGetRotate:', isGetRotate)
// 这里可以添加处理 isGetRotate 的逻辑
toggleAutoRotation(isGetRotate)
}
},
false
)
function toggleAutoRotation(isAutoRotating) {
var camera = scene.activeCamera
clickParentRotate = !isAutoRotating
if (!isAutoRotating) {
// 启用自动旋转
camera.useAutoRotationBehavior = true
} else {
// 禁用自动旋转
camera.useAutoRotationBehavior = false
camera.angularSpeed = 0 // 停止旋转
}
}
// 相机运动到指定视角(带动画)
function moveCameraTo(targetPreset) {
// 获取目标参数
var target = targetAngles[targetPreset]
if (!target) return console.error('无效的视角预设')
var camera = scene.activeCamera
// 禁用用户交互(可选)
camera.panningInertia = 0 // 禁止平移
// 创建并设置动画
var animationAlpha = new BABYLON.Animation(
'cameraAlphaAnimation',
'alpha',
60, // 帧率
BABYLON.Animation.ANIMATIONTYPE_FLOAT,
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT
)
var animationBeta = new BABYLON.Animation(
'cameraBetaAnimation',
'beta',
60, // 帧率
BABYLON.Animation.ANIMATIONTYPE_FLOAT,
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT
)
var animationRadius = new BABYLON.Animation(
'cameraRadiusAnimation',
'radius',
60, // 帧率
BABYLON.Animation.ANIMATIONTYPE_FLOAT,
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT
)
// 定义关键帧
var keysAlpha = [
{ frame: 0, value: camera.alpha },
{ frame: 120, value: target.alpha }
]
var keysBeta = [
{ frame: 0, value: camera.beta },
{ frame: 120, value: target.beta }
]
var keysRadius = [
{ frame: 0, value: camera.radius },
{ frame: 120, value: target.radius }
]
animationAlpha.setKeys(keysAlpha)
animationBeta.setKeys(keysBeta)
animationRadius.setKeys(keysRadius)
// 设置缓动函数
var easingFunction = new BABYLON.CubicEase()
easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT)
animationAlpha.setEasingFunction(easingFunction)
animationBeta.setEasingFunction(easingFunction)
animationRadius.setEasingFunction(easingFunction)
// 开始动画
scene.beginDirectAnimation(camera, [animationAlpha, animationBeta, animationRadius], 0, 120, false, 1, function() {
// 动画完成后恢复用户交互
camera.panningInertia = 0.1
toggleAutoRotation(true)
window.parent.postMessage({ type: 'autoRotationStatus', value: true }, '*')
})
}