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530 lines
17 KiB
530 lines
17 KiB
// 从这里开始
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var h1 = null
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var h2 = null
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var h3 = null
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var oldtransformNodex = null
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var oldMeshOther = null
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var drag = null
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var isRotating = true // 控制整体旋转状态:true=自动旋转,false=停止
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var clickParentRotate = false // 仅标记「手动暂停」状态,不干扰鼠标划出逻辑
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// 新增:标记鼠标是否悬停在模型上(核心控制旋转恢复的开关)
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var isPointerOverModel = false
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var targetAngles = {
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default: { // 初始视角
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alpha: 2.5809,
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beta: 0.9804,
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radius: 3
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},
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alarm: { // 报警视角(示例)
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alpha: 3.1213,
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beta: 0.5855,
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radius: 3
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}
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}
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var camera
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BABYLON.DefaultLoadingScreen.prototype.displayLoadingUI = function() {
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if (document.getElementById('customLoadingScreenDiv')) {
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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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thecss = 'lohingifpc'
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thecss2 = 'zcpc'
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this._loadingDiv.innerHTML = "<div class='oka'><div class='" + thecss + "'><image src='./logok.gif' class='jiazaiimg'/></div></div>"
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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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// 重构通用的模型交互绑定函数(核心优化鼠标划入/划出逻辑)
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function bindModelPointerEvents(transformNodex, clickCallback, highlightColor) {
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var mesheses = null
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if (transformNodex.getClassName() === 'TransformNode') {
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mesheses = transformNodex.getChildMeshes(false)
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} else {
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mesheses = [transformNodex]
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}
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for (var i = 0; i < mesheses.length; i++) {
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const mesh = mesheses[i]
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mesh.actionManager = new BABYLON.ActionManager(scene)
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// 鼠标划入:停止旋转(无论之前是否在旋转)
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mesh.actionManager.registerAction(
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new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPointerOverTrigger, function() {
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isPointerOverModel = true
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isRotating = false // 标记为停止状态
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camera.useAutoRotationBehavior = false // 立即停止旋转
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// 高亮逻辑(如果需要)
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if (highlightColor && h2) {
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h2.addMesh(mesh, highlightColor)
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}
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})
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)
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// 鼠标划出:无条件恢复旋转(核心修改!只要移出,就恢复,除非手动暂停)
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mesh.actionManager.registerAction(
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new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPointerOutTrigger, function() {
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isPointerOverModel = false
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// 关键:只要不是「手动暂停」,就恢复旋转(没有其他额外条件)
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if (!clickParentRotate) {
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isRotating = true
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camera.useAutoRotationBehavior = true // 立即恢复旋转
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}
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// 移除高亮(如果需要)
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if (highlightColor && h2) {
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h2.removeMesh(mesh)
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}
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})
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)
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// 点击事件(不影响旋转逻辑)
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mesh.actionManager.registerAction(
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new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPickTrigger, function() {
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try {
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clickCallback && clickCallback(transformNodex)
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} catch (error) {
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console.warn('点击回调执行失败:', error)
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}
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})
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)
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}
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}
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// 原prepareGroupButton2改为调用通用函数
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function prepareGroupButton2(transformNodex, color, qu) {
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bindModelPointerEvents(transformNodex, cameraClick, color || new BABYLON.Color3(0, 0, 1))
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}
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// 原prepareGroupButton3改为调用通用函数
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function prepareGroupButton3(transformNodex, color, qu) {
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bindModelPointerEvents(transformNodex, archCabinetsClick, color || new BABYLON.Color3(0, 1, 0))
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}
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BABYLON.DefaultLoadingScreen.prototype.hideLoadingUI = function() {
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show = 50
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document.getElementById('customLoadingScreenDiv').style.display = 'none'
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document.getElementById('customLoadingScreenDiv_first').style.display = 'none'
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document.title = '档案室'
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var prepareGroupButton2ByMesh = function(transformNodex, color, qu) {
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var mesheses = null
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if (transformNodex.getClassName() === 'Mesh') {
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mesheses = [transformNodex]
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}
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for (var i = 0; i < mesheses.length; i++) {
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const mesh = mesheses[i]
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mesh.actionManager = new BABYLON.ActionManager(scene)
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mesh.actionManager.registerAction(
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new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPointerOverTrigger, function() {
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isPointerOverModel = true
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isRotating = false
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camera.useAutoRotationBehavior = false
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if (oldMeshOther != null) {
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oldMeshOther.removeBehavior(drag)
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var mesheses2 = oldMeshOther.getClassName() === 'Mesh' ? [oldMeshOther] : []
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mesheses2.forEach(m => {
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try { h2.removeMesh(m) } catch (e) {}
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})
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}
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oldMeshOther = transformNodex
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var mesheses3 = transformNodex.getClassName() === 'Mesh' ? [transformNodex] : []
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mesheses3.forEach(m => {
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try { h2.addMesh(m, color) } catch (e) {}
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})
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})
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)
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// 同样优化这个函数里的鼠标划出逻辑
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mesh.actionManager.registerAction(
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new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPointerOutTrigger, function() {
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isPointerOverModel = false
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if (!clickParentRotate) { // 仅排除「手动暂停」的情况
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isRotating = true
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camera.useAutoRotationBehavior = true
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}
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var mesheses4 = transformNodex.getClassName() === 'Mesh' ? [transformNodex] : []
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mesheses4.forEach(m => {
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try { h2.removeMesh(m) } catch (e) {}
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})
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})
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)
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mesh.actionManager.registerAction(
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new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnPickTrigger, function() {
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try {
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cameraClick(transformNodex)
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} catch (error) {
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console.warn('点击回调执行失败:', error)
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}
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})
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)
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}
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}
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// 绑功能点(烟感)
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var smokeAlarms = []
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scene.transformNodes.forEach(function(node) {
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if (node.name.startsWith('smokealarm')) {
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smokeAlarms.push(node)
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}
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})
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var length = smokeAlarms.length
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console.log('以 smokealarm 开头的对象数量:', length)
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smokeAlarms.forEach(function(jk01, index) {
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console.log('smokeAlarms', jk01)
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var parts = jk01.name.split('smokealarm')
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jk01.nameID = parts.length > 1 ? `S${String(index + 1).padStart(3, '0')}` : 'S000'
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jk01.baojing = false
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prepareGroupButton2(jk01)
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})
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// 绑监控设备
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const cameraMeshes = []
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scene.transformNodes.forEach(function(node) {
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if (node.name.startsWith('有害生物去除器')) {
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cameraMeshes.push(node)
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}
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})
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const cameraCount = cameraMeshes.length
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console.log('以 有害生物去除器 开头的 Mesh 数量:', cameraCount)
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const colorBlue = new BABYLON.Color3(0, 0, 1)
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cameraMeshes.forEach((cam, index) => {
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cam.nameID = `cam_${String(index + 1).padStart(3, '0')}`
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prepareGroupButton2(cam, colorBlue)
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})
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// 绑档案柜
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const archivesCabinets = [];
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scene.transformNodes.forEach(function(node) {
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if (node.name.startsWith('档案柜')) {
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archivesCabinets.push(node);
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}
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});
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const archivesCabinetsCount = archivesCabinets.length;
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console.log('档案柜数量:', archivesCabinetsCount);
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if (archivesCabinets.length > 0) {
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const children = archivesCabinets[0]._children;
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const filteredChildren = children.filter(cam => cam.name !== "克隆_1");
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for (let i = filteredChildren.length - 1; i >= 0; i--) {
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const cam = filteredChildren[i];
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const paddedIndex = String(filteredChildren.length - i);
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cam.nameID = `cabinet-${paddedIndex}`;
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prepareGroupButton3(cam);
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}
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}
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var light = new BABYLON.HemisphericLight('HemiLight', new BABYLON.Vector3(0, 1, 0), scene)
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light.intensity = 2
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light.diffuse = new BABYLON.Color3(0.92, 0.92, 0.92)
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// 给vue页面传值,加载完成之后
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parent.getIframeLoading('false')
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}
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BABYLON.DracoCompression.Configuration.decoder.wasmUrl = './js/draco_wasm_wrapper_gltf.js'
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BABYLON.DracoCompression.Configuration.decoder.wasmBinaryUrl = './js/draco_decoder_gltf.wasm'
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BABYLON.DracoCompression.Configuration.decoder.fallbackUrl = './js/draco_decoder_gltf.js'
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// 3D模型页面(web3D/index.html)的createScene函数后添加适配逻辑
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var canvas = document.getElementById('renderCanvas')
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var engine = new BABYLON.Engine(canvas, true, { stencil: true })
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// ========== 新增:画布自适应iframe尺寸 ==========
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function resizeCanvas() {
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// 获取iframe的容器尺寸(如果iframe有父容器,也可以取父容器尺寸)
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const iframeWidth = window.innerWidth || document.documentElement.clientWidth
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const iframeHeight = window.innerHeight || document.documentElement.clientHeight
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// 设置canvas尺寸为iframe的100%(保证填满iframe,且跟随iframe缩放)
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canvas.width = iframeWidth
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canvas.height = iframeHeight
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// 通知引擎更新尺寸
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engine.resize()
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}
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// 初始化时执行一次
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resizeCanvas()
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// 监听窗口大小变化(iframe缩放时触发)
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window.addEventListener('resize', resizeCanvas)
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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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var scene = new BABYLON.Scene(engine)
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camera = new BABYLON.ArcRotateCamera(
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'Camera', 4.02, 0.98, 2.6,
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new BABYLON.Vector3(1.2, 0.08, 0.03),
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scene
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)
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camera.setTarget(new BABYLON.Vector3(0, 0, 0))
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camera.attachControl(canvas, true)
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// 相机参数(保持原优化)
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camera.lowerRadiusLimit = 0.1
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camera.upperRadiusLimit = 500
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camera.inertia = 0.1
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camera.minZ = 0.01
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camera.maxZ = 1000
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camera.fov = 1.0
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camera.useAutoRotationBehavior = isRotating // 初始启用自动旋转
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// 透明背景
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scene.clearColor = new BABYLON.Color4(0, 0, 0, 0)
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scene.activeCamera = camera
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scene.activeCamera.useInputToRestoreState = true
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var assetsManager = new BABYLON.AssetsManager(scene)
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// 加载GLB模型
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BABYLON.SceneLoader.LoadAssetContainerAsync('asset/', 'F5.glb', scene).then((container) => {
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container.addAllToScene()
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}).catch((error) => {
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console.error('加载模型时出错:', error)
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})
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var hdrTexture = new BABYLON.CubeTexture.CreateFromPrefilteredData('textures/environmentSpecular.env', scene)
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scene.environmentTexture = hdrTexture
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var spriteManagerPlayer = new BABYLON.SpriteManager('playerManager', './img/bl9.png', 10, {
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width: 100,
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height: 100
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}, scene)
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spriteManagerPlayer.isPickable = true
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scene.onPointerDown = function(evt) {
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var pickResult = scene.pickSprite(this.pointerX, this.pointerY)
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var pick = scene.pick(scene.pointerX, scene.pointerY)
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console.log('pick', pick.pickedPoint)
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if (pickResult.pickedSprite != null && pickResult.hit) {
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alert(pickResult.pickedSprite.name)
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}
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}
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assetsManager.load()
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drag = new BABYLON.PointerDragBehavior({
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dragPlaneNormal: new BABYLON.Vector3(0, 0, 1)
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})
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drag.validateDrag = (targetPosition) => {
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if (targetPosition.x > 10.5 || targetPosition.x < -10.5) return false
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if (targetPosition.z > 10.5 || targetPosition.z < -10.5) return false
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return oldtransformNodex != null
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}
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// GUI高亮层
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h1 = new BABYLON.HighlightLayer('hl1', scene)
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h2 = new BABYLON.HighlightLayer('hl2', scene)
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h3 = new BABYLON.HighlightLayer('hl3', scene)
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var step = 0.1
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var currentx = 1
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h1.blurHorizontalSize = 0.1
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scene.registerAfterRender(() => {
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h1.blurHorizontalSize = h1.blurVerticalSize + currentx
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// 报警高亮逻辑
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var nodealert = scene.getTransformNodeByName('yan')
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if (nodealert != null) {
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var mesheses3 = nodealert.getClassName() === 'TransformNode'
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? nodealert.getChildMeshes(false)
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: [nodealert]
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mesheses3.forEach(mesh => {
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try {
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if (nodealert.baojing === true) {
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h3.addMesh(mesh, new BABYLON.Color3(1, 0, 0))
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} else {
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h3.removeMesh(mesh)
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}
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} catch (error) {}
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})
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}
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// 修复高亮动画速度控制
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if (currentx > 0.5) step *= -1
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if (currentx < 0) step *= -1
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currentx += step
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})
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return scene
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}
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var canvas = document.getElementById('renderCanvas')
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var engine = new BABYLON.Engine(canvas, true, { stencil: true })
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var scene = createScene()
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scene.autoClear = true
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scene.imageProcessingConfiguration.exposure = 1
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scene.imageProcessingConfiguration.contrast = 1
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scene.environmentIntensity = 0.4
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engine.runRenderLoop(function() {
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scene.render()
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})
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window.addEventListener('resize', function() {
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engine.resize()
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})
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// 设备点击回调
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function cameraClick(TheCamera) {
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window.parent.postMessage({
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type: 'cameraClick',
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data: TheCamera.nameID
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}, '*')
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}
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function archCabinetsClick(TheCamera) {
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window.parent.postMessage({
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type: 'archCabinetsClick',
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data: TheCamera.nameID
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}, '*')
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}
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// 报警状态处理
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function handleAlarm(deviceId, isAlarm) {
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var cl = new BABYLON.Color3(0, 0, 1)
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var c2 = new BABYLON.Color3(1, 0, 0)
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const targetDevice = scene.transformNodes.find(node => node.nameID === deviceId)
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if (targetDevice) {
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targetDevice.baojing = isAlarm
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var mesheses = targetDevice.getClassName() === 'TransformNode'
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? targetDevice.getChildMeshes(false)
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: [targetDevice]
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mesheses.forEach(mesh => {
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if (isAlarm) {
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h2.addMesh(mesh, c2)
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} else {
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h2.removeMesh(mesh)
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h2.addMesh(mesh, cl)
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}
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})
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} else {
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console.log(`未找到设备 ID 为 ${deviceId} 的设备`)
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}
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}
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// 接收父页面消息(手动控制旋转)
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window.addEventListener('message', function(e) {
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if (e.data.type === 'deviceState') {
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console.log('ddd', e.data.data)
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const deviceData = e.data.data
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if (Array.isArray(deviceData)) {
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deviceData.forEach((device) => {
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handleAlarm(device.deviceId, device.isAlarm)
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})
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} else {
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handleAlarm(deviceData.deviceId, deviceData.isAlarm)
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}
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} else if (e.data.type === 'isGetRotate') {
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const isGetRotate = e.data.value
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console.log('isGetRotate:', isGetRotate)
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toggleAutoRotation(isGetRotate)
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}
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}, false)
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// 手动控制旋转开关(仅影响「手动暂停」状态)
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function toggleAutoRotation(isAutoRotating) {
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clickParentRotate = isAutoRotating // 标记:true=手动暂停,false=手动启用
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if (isAutoRotating) {
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// 手动暂停:无论鼠标是否在模型上,都停止旋转
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isRotating = false
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camera.useAutoRotationBehavior = false
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camera.angularSpeed = 0
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} else {
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// 手动启用:如果鼠标不在模型上,立即恢复旋转
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if (!isPointerOverModel) {
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isRotating = true
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camera.useAutoRotationBehavior = true
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}
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}
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}
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// 相机动画跳转
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function moveCameraTo(targetPreset) {
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var target = targetAngles[targetPreset]
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if (!target) return console.error('无效的视角预设')
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var camera = scene.activeCamera
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camera.panningInertia = 0
|
|
|
|
var animationAlpha = new BABYLON.Animation(
|
|
'cameraAlphaAnimation',
|
|
'alpha',
|
|
60,
|
|
BABYLON.Animation.ANIMATIONTYPE_FLOAT,
|
|
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT
|
|
)
|
|
|
|
var animationBeta = new BABYLON.Animation(
|
|
'cameraBetaAnimation',
|
|
'beta',
|
|
60,
|
|
BABYLON.Animation.ANIMATIONTYPE_FLOAT,
|
|
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT
|
|
)
|
|
|
|
var animationRadius = new BABYLON.Animation(
|
|
'cameraRadiusAnimation',
|
|
'radius',
|
|
60,
|
|
BABYLON.Animation.ANIMATIONTYPE_FLOAT,
|
|
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT
|
|
)
|
|
|
|
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)
|
|
|
|
var easingFunction = new BABYLON.CubicEase()
|
|
easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT)
|
|
animationAlpha.setEasingFunction(easingFunction)
|
|
animationBeta.setEasingFunction(easingFunction)
|
|
animationRadius.setEasingFunction(easingFunction)
|
|
|
|
scene.beginDirectAnimation(camera, [animationAlpha, animationBeta, animationRadius], 0, 120, false, 1, function() {
|
|
camera.panningInertia = 0.1
|
|
toggleAutoRotation(false) // 动画结束后,恢复自动旋转(除非手动暂停)
|
|
window.parent.postMessage({ type: 'autoRotationStatus', value: true }, '*')
|
|
})
|
|
}
|