feat: v1.9 3D 建模深度完善——型材截面挤出+场景+光照+视角
- 探明源站 3D 技术路线: BabylonJS + DXF 型材截面挤出 + sashOpen 开合 - 自研对齐实现(Three.js): U 型槽型材截面 ExtrudeGeometry 沿框架挤出(外框/中梃/扇框) 墙体洞口+地面场景(可开关), PCFSoft 阴影 光照氛围(日景/黄昏/夜景), 视角预设(正面/45°/侧面/室内) 自动旋转, 3D 截图导出 PNG(preserveDrawingBuffer) - 开合动画保留: 平开绕铰链/推拉沿轨道/门大角度
This commit is contained in:
@@ -5,9 +5,36 @@
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<span v-if="info">{{ info }}</span>
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<span class="hint">左键旋转 · 滚轮缩放 · 右键平移</span>
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</div>
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<!-- 场景/视角面板 -->
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<div class="panel">
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<div class="p-row">
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<span class="p-label">光照</span>
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<el-radio-group v-model="lightMode" size="small" @change="applyLight">
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<el-radio-button value="day">日景</el-radio-button>
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<el-radio-button value="dusk">黄昏</el-radio-button>
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<el-radio-button value="night">夜景</el-radio-button>
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</el-radio-group>
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</div>
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<div class="p-row">
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<span class="p-label">视角</span>
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<el-radio-group v-model="viewMode" size="small" @change="applyView">
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<el-radio-button value="front">正面</el-radio-button>
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<el-radio-button value="deg45">45°</el-radio-button>
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<el-radio-button value="side">侧面</el-radio-button>
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<el-radio-button value="indoor">室内</el-radio-button>
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</el-radio-group>
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</div>
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<div class="p-row">
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<span class="p-label">场景</span>
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<el-checkbox v-model="showWall" size="small" @change="rebuild">墙体</el-checkbox>
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<el-checkbox v-model="autoRotate" size="small">自动旋转</el-checkbox>
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<el-button size="small" text type="primary" @click="screenshot">截图</el-button>
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</div>
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</div>
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<!-- 开合控制 -->
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<div class="ctrl" v-if="hasOpenable">
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<span>开合</span>
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<el-slider v-model="openPct" style="width: 160px" :min="0" :max="100" :format-tooltip="v => v + '%'" />
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<el-slider v-model="openPct" style="width: 150px" :min="0" :max="100" :format-tooltip="v => v + '%'" />
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<el-checkbox v-model="autoPlay" size="small">自动演示</el-checkbox>
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<el-button size="small" text @click="openPct = openPct > 0 ? 0 : 100">{{ openPct > 0 ? '全关' : '全开' }}</el-button>
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</div>
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@@ -16,13 +43,14 @@
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<script setup lang="ts">
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/**
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* 3D 窗型查看器 + 门窗开合动画(自研 Three.js 实现)
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* 构建原则(区域分配制): 分割树重放后的每个区域唯一归属——
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* 被扇引用的区域 → 生成可开合扇面板(平开绕铰链旋转/推拉沿轨道平移)
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* 其余区域 → 静态玻璃
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* 全部区域绘制薄框线还原真实窗格;组合画布的多形状直接支持。
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* 3D 窗型查看器 v2(自研 Three.js 实现,技术路线对齐源站:型材截面沿框架路径挤出 + 扇开合)
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* - 型材: U 型槽截面 ExtrudeGeometry 挤出(外框/中梃/扇框),替代平板盒体
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* - 场景: 墙体洞口 + 地面 + 阴影 + 光照氛围(日景/黄昏/夜景)
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* - 开合: 平开扇绕铰链旋转 / 推拉扇轨道平移(开合度滑杆 + 自动演示)
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* - 视角预设 / 自动旋转 / 截图导出
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*/
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import { onMounted, onBeforeUnmount, ref, watch } from 'vue'
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import { ElMessage } from 'element-plus'
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import * as THREE from 'three'
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import {
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bboxOf, inferSashGlyphs, parseDrawing, regionPoints, replayShape,
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@@ -38,12 +66,17 @@ const info = ref('')
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const openPct = ref(0)
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const autoPlay = ref(false)
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const hasOpenable = ref(false)
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const lightMode = ref<'day' | 'dusk' | 'night'>('day')
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const viewMode = ref<'front' | 'deg45' | 'side' | 'indoor'>('deg45')
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const showWall = ref(true)
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const autoRotate = ref(false)
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let renderer: THREE.WebGLRenderer | null = null
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let scene: THREE.Scene | null = null
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let camera: THREE.PerspectiveCamera | null = null
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let dirLight: THREE.DirectionalLight | null = null
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let raf = 0
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let orbit = { theta: -0.7, phi: 1.1, dist: 1.6, target: new THREE.Vector3(0, 0, 0) }
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let orbit = { theta: -0.7, phi: 1.1, dist: 1.7, target: new THREE.Vector3(0, 0, 0) }
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let dragging: { x: number; y: number; button: number } | null = null
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let sashAnims: {
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group: THREE.Group
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@@ -55,6 +88,7 @@ let sashAnims: {
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w: number
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}[] = []
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let curT = 0
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let sceneRoot: THREE.Group | null = null
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function dispose() {
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if (scene) {
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@@ -75,16 +109,95 @@ function overlapArea(a: BBox, b: BBox): number {
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return w > 0 && h > 0 ? w * h : 0
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}
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/** U 型槽型材截面: 沿长度方向挤出, 槽口朝玻璃面(u=0 侧) */
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function profileGeo(len: number, fw: number, depth: number): THREE.BufferGeometry {
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const t = Math.max(0.004, depth * 0.28) // 壁厚
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const s = new THREE.Shape()
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// 外轮廓 (u: 深度方向 0=玻璃侧, v: 宽度方向)
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s.moveTo(0, 0)
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s.lineTo(depth, 0)
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s.lineTo(depth, fw)
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s.lineTo(t, fw)
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s.lineTo(t, t)
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s.lineTo(depth - t * 1.6, t)
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s.lineTo(depth - t * 1.6, fw - t)
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s.lineTo(0, fw - t)
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s.closePath()
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const geo = new THREE.ExtrudeGeometry(s, { depth: len, bevelEnabled: false })
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geo.translate(0, 0, -len / 2)
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return geo
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}
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/** 沿 X 轴的型材杆(槽口朝 -Z 玻璃面) */
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function barX(parent: THREE.Group, mat: THREE.Material, len: number, fw: number,
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depth: number, cx: number, cy: number, cz: number) {
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const geo = profileGeo(len, fw, depth)
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const m = new THREE.Mesh(geo, mat)
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m.rotation.y = -Math.PI / 2
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m.position.set(cx, cy, cz)
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m.castShadow = true
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parent.add(m)
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}
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/** 沿 Y 轴的型材杆 */
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function barY(parent: THREE.Group, mat: THREE.Material, len: number, fw: number,
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depth: number, cx: number, cy: number, cz: number) {
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const geo = profileGeo(len, fw, depth)
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const m = new THREE.Mesh(geo, mat)
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m.rotation.x = -Math.PI / 2
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m.rotation.z = Math.PI / 2
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m.position.set(cx, cy, cz)
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m.castShadow = true
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parent.add(m)
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}
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const LIGHT_PRESETS = {
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day: { dir: 0xfff4e0, intensity: 1.05, ambient: 0.72, bg: 0xf2f4f7, pos: [1, 2, 3] },
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dusk: { dir: 0xffb066, intensity: 0.85, ambient: 0.5, bg: 0xe8d5c0, pos: [2.2, 1.1, 1.5] },
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night: { dir: 0x9fb6ff, intensity: 0.4, ambient: 0.34, bg: 0x252d3a, pos: [-1.5, 2, 2] },
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} as const
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function applyLight() {
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const p = LIGHT_PRESETS[lightMode.value]
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if (dirLight) {
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dirLight.color.setHex(p.dir)
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dirLight.intensity = p.intensity
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dirLight.position.set(p.pos[0], p.pos[1], p.pos[2])
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}
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if (scene) {
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scene.background = new THREE.Color(p.bg)
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scene.traverse(o => {
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if ((o as THREE.AmbientLight).isAmbientLight) (o as THREE.AmbientLight).intensity = p.ambient
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})
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}
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}
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function applyView() {
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const presets = {
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front: { theta: 0, phi: 1.35 },
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deg45: { theta: -0.7, phi: 1.1 },
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side: { theta: 1.25, phi: 1.2 },
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indoor: { theta: Math.PI - 0.2, phi: 1.25 },
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} as const
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const p = presets[viewMode.value]
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orbit.theta = p.theta
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orbit.phi = p.phi
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}
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function build(drawing: DrawingData) {
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dispose()
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scene = new THREE.Scene()
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scene.background = new THREE.Color(0xf2f4f7)
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scene.add(new THREE.AmbientLight(0xffffff, 0.75))
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const dir = new THREE.DirectionalLight(0xffffff, 0.9)
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dir.position.set(1, 2, 3)
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scene.add(dir)
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sceneRoot = new THREE.Group()
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scene.add(sceneRoot)
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sashAnims = []
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scene.add(new THREE.AmbientLight(0xffffff, 0.72))
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dirLight = new THREE.DirectionalLight(0xfff4e0, 1.05)
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dirLight.position.set(1, 2, 3)
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dirLight.castShadow = true
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dirLight.shadow.mapSize.set(1024, 1024)
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scene.add(dirLight)
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const pts: Pt[] = []
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for (const s of drawing.sm) {
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for (const r of replayShape(s).regions) {
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@@ -101,32 +214,23 @@ function build(drawing: DrawingData) {
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if (!Number.isFinite(maxDim) || maxDim <= 0) { info.value = '无有效几何'; hasOpenable.value = false; return }
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const S = 1 / maxDim
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const cx = (gb.x0 + gb.x1) / 2, cy = (gb.y0 + gb.y1) / 2
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const DEPTH = Math.max(0.04, (drawing.s?.cs ?? 60) * S * 1.2)
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const DEPTH = Math.max(0.05, (drawing.s?.cs ?? 60) * S * 1.4)
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const frameMat = new THREE.MeshStandardMaterial({ color: 0x636568, roughness: 0.55, metalness: 0.35 })
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const mullionMat = new THREE.MeshStandardMaterial({ color: 0x777c82, roughness: 0.5, metalness: 0.35 })
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const sashMat = new THREE.MeshStandardMaterial({ color: 0x83888f, roughness: 0.5, metalness: 0.35 })
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const frameMat = new THREE.MeshStandardMaterial({ color: 0x6b7076, roughness: 0.45, metalness: 0.55 })
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const mullionMat = new THREE.MeshStandardMaterial({ color: 0x777c82, roughness: 0.45, metalness: 0.5 })
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const sashMat = new THREE.MeshStandardMaterial({ color: 0x84898f, roughness: 0.4, metalness: 0.55 })
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const wallMat = new THREE.MeshStandardMaterial({ color: 0xe8e2d6, roughness: 0.95 })
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const groundMat = new THREE.MeshStandardMaterial({ color: 0xcfc9bd, roughness: 1 })
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const glassMat = new THREE.MeshPhysicalMaterial({
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color: 0xdfeef5, transparent: true, opacity: 0.42, roughness: 0.08,
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metalness: 0.05, side: THREE.DoubleSide,
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color: 0xd8ecf5, transparent: true, opacity: 0.4, roughness: 0.06,
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metalness: 0.1, side: THREE.DoubleSide, envMapIntensity: 1.2,
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})
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const frameGroup = new THREE.Group()
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const sashRoot = new THREE.Group()
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scene.add(frameGroup)
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scene.add(sashRoot)
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const fwOf = (shape: any) => {
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const ew = shape.fm?.ew ?? [60, 60, 60, 60]
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return Math.max(0.02, (ew.reduce((a: number, b: number) => a + b, 0) / ew.length) * S)
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}
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const bar = (parent: THREE.Group, mat: THREE.Material, bw: number, bh: number,
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ox: number, oy: number, oz: number, depth: number) => {
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const m = new THREE.Mesh(new THREE.BoxGeometry(bw, bh, depth), mat)
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m.position.set(ox, oy, oz)
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parent.add(m)
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return m
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}
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sceneRoot.add(frameGroup)
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sceneRoot.add(sashRoot)
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const world = (x: number, y: number) => ({ x: (x - cx) * S, y: (y - cy) * S })
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for (const shape of drawing.sm) {
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const { regions, sashes } = inferSashGlyphs(shape)
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@@ -138,15 +242,12 @@ function build(drawing: DrawingData) {
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const parts = v.split(',').map(x => parseFloat(x))
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return `rgb(${parts[0]},${parts[1]},${parts[2]})`
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})),
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transparent: true, opacity: 0.45, roughness: 0.1, side: THREE.DoubleSide,
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transparent: true, opacity: 0.4, roughness: 0.06, metalness: 0.1, side: THREE.DoubleSide,
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})
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: glassMat
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const fw = fwOf(shape)
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const fw = Math.max(0.018, fwOf(shape))
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const regionBBs: BBox[] = regions.map(r => bboxOf(regionPoints(r)))
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const regionMids = regionBBs.map(b => ({ x: (b.x0 + b.x1) / 2, y: (b.y0 + b.y1) / 2 }))
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// ---- 区域分配: 每个扇认领重叠最大的未占用区域 ----
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const used = new Set<number>()
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const panels: { rect: BBox; sash: (typeof sashes)[number] }[] = []
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for (const s of sashes) {
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@@ -160,24 +261,24 @@ function build(drawing: DrawingData) {
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if (best >= 0 && bestA > 0) { used.add(best); panels.push({ rect: regionBBs[best], sash: s }) }
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}
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// ---- 静态玻璃(未被扇认领的区域)----
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// 静态玻璃 + 中梃(区域薄型材)
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regionBBs.forEach((bb, ri) => {
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if (used.has(ri)) return
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const w = (bb.x1 - bb.x0) * S, h = (bb.y1 - bb.y0) * S
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const mx = (regionMids[ri].x - cx) * S, my = (regionMids[ri].y - cy) * S
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const mx = ((bb.x0 + bb.x1) / 2 - cx) * S
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const my = ((bb.y0 + bb.y1) / 2 - cy) * S
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if (![w, h, mx, my].every(Number.isFinite) || w <= 0 || h <= 0) return
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const glass = new THREE.Mesh(new THREE.BoxGeometry(w, h, 0.008), gm)
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glass.position.set(mx, my, 0)
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frameGroup.add(glass)
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// 区域薄框线(窗格还原)
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const t = Math.max(0.008, fw * 0.35)
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bar(frameGroup, mullionMat, w, t, mx, my + h / 2 - t / 2, 0, DEPTH * 0.5)
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bar(frameGroup, mullionMat, w, t, mx, my - h / 2 + t / 2, 0, DEPTH * 0.5)
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bar(frameGroup, mullionMat, t, h, mx - w / 2 + t / 2, my, 0, DEPTH * 0.5)
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bar(frameGroup, mullionMat, t, h, mx + w / 2 - t / 2, my, 0, DEPTH * 0.5)
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const t = Math.max(0.01, fw * 0.4)
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barX(frameGroup, mullionMat, w, t, DEPTH * 0.55, mx, my + h / 2 - t / 2, 0)
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barX(frameGroup, mullionMat, w, t, DEPTH * 0.55, mx, my - h / 2 + t / 2, 0)
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barY(frameGroup, mullionMat, h, t, DEPTH * 0.55, mx - w / 2 + t / 2, my, 0)
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barY(frameGroup, mullionMat, h, t, DEPTH * 0.55, mx + w / 2 - t / 2, my, 0)
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})
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// ---- 扇面板(可开合)----
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// 扇面板(可开合)
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panels.forEach(({ rect, s }, k) => {
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const w = (rect.x1 - rect.x0) * S, h = (rect.y1 - rect.y0) * S
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const cxr = ((rect.x0 + rect.x1) / 2 - cx) * S
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@@ -186,11 +287,11 @@ function build(drawing: DrawingData) {
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const group = new THREE.Group()
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const glass = new THREE.Mesh(new THREE.BoxGeometry(w, h, 0.006), gm)
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group.add(glass)
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const t = Math.max(0.016, fw)
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bar(group, sashMat, w, t, 0, h / 2 - t / 2, 0, DEPTH * 0.7)
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bar(group, sashMat, w, t, 0, -h / 2 + t / 2, 0, DEPTH * 0.7)
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bar(group, sashMat, t, h, -w / 2 + t / 2, 0, DEPTH * 0.7)
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bar(group, sashMat, t, h, w / 2 - t / 2, 0, DEPTH * 0.7)
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const t = Math.max(0.014, fw)
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barX(group, sashMat, w, t, DEPTH * 0.7, 0, h / 2 - t / 2, 0)
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barX(group, sashMat, w, t, DEPTH * 0.7, 0, -h / 2 + t / 2, 0)
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barY(group, sashMat, h, t, DEPTH * 0.7, -w / 2 + t / 2, 0, 0)
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barY(group, sashMat, h, t, DEPTH * 0.7, w / 2 - t / 2, 0, 0)
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group.position.set(cxr, cyr, 0)
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sashRoot.add(group)
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@@ -211,30 +312,63 @@ function build(drawing: DrawingData) {
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}
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})
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// ---- 整体外框 ----
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// 整体外框(U 型型材)
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const all = regions.map(r => regionPoints(r)).flat()
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if (all.length) {
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const bb = bboxOf(all)
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const x0 = (bb.x0 - cx) * S, x1 = (bb.x1 - cx) * S
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const y0 = (bb.y0 - cy) * S, y1 = (bb.y1 - cy) * S
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const w = x1 - x0, h = y1 - y0
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bar(frameGroup, frameMat, w + fw * 2, fw, 0, y1 + fw / 2, 0, DEPTH)
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bar(frameGroup, frameMat, w + fw * 2, fw, 0, y0 - fw / 2, 0, DEPTH)
|
||||
bar(frameGroup, frameMat, fw, h, x0 - fw / 2, 0, DEPTH)
|
||||
bar(frameGroup, frameMat, fw, h, x1 + fw / 2, 0, DEPTH)
|
||||
const p0 = world(bb.x0, bb.y0), p1 = world(bb.x1, bb.y1)
|
||||
const w = p1.x - p0.x, h = p1.y - p0.y
|
||||
const mx = (p0.x + p1.x) / 2, my = (p0.y + p1.y) / 2
|
||||
barX(frameGroup, frameMat, w + fw * 2, fw, DEPTH, mx, my + h / 2 + fw / 2, 0)
|
||||
barX(frameGroup, frameMat, w + fw * 2, fw, DEPTH, mx, my - h / 2 - fw / 2, 0)
|
||||
barY(frameGroup, frameMat, h, fw, DEPTH, mx - w / 2 - fw / 2, my, 0)
|
||||
barY(frameGroup, frameMat, h, fw, DEPTH, mx + w / 2 + fw / 2, my, 0)
|
||||
}
|
||||
}
|
||||
|
||||
// ---- 墙体洞口 + 地面 ----
|
||||
if (showWall.value) {
|
||||
const bw = 1 / S * 0.72, bh = 1 / S * 0.72
|
||||
const wx0 = -gw * S / 2 - 0.06, wx1 = gw * S / 2 + 0.06
|
||||
const wy0 = -gh * S / 2 - 0.04, wy1 = gh * S / 2 + 0.06
|
||||
const wt = DEPTH * 3
|
||||
const wallBoxes: [number, number, number, number, number][] = [
|
||||
[wx0 - bw, wy1, bw * 2, bh], // 上
|
||||
[wx0 - bw, wy0 - bh, bw * 2, bh], // 下
|
||||
[wx0 - bw, wy0, bw, wy1 - wy0], // 左
|
||||
[wx1, wy0, bw, wy1 - wy0], // 右
|
||||
]
|
||||
for (const [px, py, pw, ph] of wallBoxes) {
|
||||
const m = new THREE.Mesh(new THREE.BoxGeometry(pw, ph, wt), wallMat)
|
||||
m.position.set(px + pw / 2, py + ph / 2, 0)
|
||||
m.receiveShadow = true
|
||||
sceneRoot.add(m)
|
||||
}
|
||||
const ground = new THREE.Mesh(new THREE.BoxGeometry(bw * 4, 0.02, DEPTH * 8), groundMat)
|
||||
ground.position.set(0, wy0 - 0.02, DEPTH * 2)
|
||||
ground.receiveShadow = true
|
||||
sceneRoot.add(ground)
|
||||
}
|
||||
sceneRoot.traverse(o => { if ((o as THREE.Mesh).isMesh) { o.castShadow = true; o.receiveShadow = true } })
|
||||
// 玻璃不投影
|
||||
sceneRoot.traverse(o => {
|
||||
const mat = (o as THREE.Mesh).material as THREE.Material | undefined
|
||||
if (mat && (mat as THREE.MeshPhysicalMaterial).transparent) { o.castShadow = false }
|
||||
})
|
||||
|
||||
hasOpenable.value = sashAnims.length > 0
|
||||
const grid = new THREE.GridHelper(2, 10, 0xc8cdd2, 0xdfe3e8)
|
||||
grid.position.y = -gh * S / 2 - DEPTH
|
||||
const grid = new THREE.GridHelper(2.4, 12, 0xc8cdd2, 0xdfe3e8)
|
||||
grid.position.y = -gh * S / 2 - DEPTH * 2.2
|
||||
scene.add(grid)
|
||||
|
||||
camera!.position.set(
|
||||
orbit.target.x + orbit.dist * Math.sin(orbit.phi) * Math.sin(orbit.theta),
|
||||
orbit.target.y + orbit.dist * Math.cos(orbit.phi),
|
||||
orbit.target.z + orbit.dist * Math.sin(orbit.phi) * Math.cos(orbit.theta))
|
||||
camera!.lookAt(orbit.target)
|
||||
// 阴影相机范围
|
||||
if (dirLight) {
|
||||
const c = dirLight.shadow.camera as THREE.OrthographicCamera
|
||||
c.left = -1.2; c.right = 1.2; c.top = 1.2; c.bottom = -1.2
|
||||
c.updateProjectionMatrix()
|
||||
}
|
||||
applyLight()
|
||||
applyView()
|
||||
info.value = `${Math.round(gw)} × ${Math.round(gh)} mm`
|
||||
}
|
||||
|
||||
@@ -254,6 +388,7 @@ function loop() {
|
||||
if (!renderer || !scene || !camera) return
|
||||
const target = (autoPlay.value ? 50 + 50 * Math.sin(Date.now() / 1200) : openPct.value) / 100
|
||||
applyOpen(curT + (target - curT) * 0.12)
|
||||
if (autoRotate.value) orbit.theta += 0.0035
|
||||
camera.position.set(
|
||||
orbit.target.x + orbit.dist * Math.sin(orbit.phi) * Math.sin(orbit.theta),
|
||||
orbit.target.y + orbit.dist * Math.cos(orbit.phi),
|
||||
@@ -289,10 +424,22 @@ function onWheel(e: WheelEvent) {
|
||||
orbit.dist = Math.min(6, Math.max(0.3, orbit.dist * (e.deltaY > 0 ? 1.1 : 0.9)))
|
||||
}
|
||||
|
||||
function screenshot() {
|
||||
if (!renderer) return
|
||||
renderer.render(scene!, camera!)
|
||||
const a = document.createElement('a')
|
||||
a.href = renderer.domElement.toDataURL('image/png')
|
||||
a.download = '3D窗型.png'
|
||||
a.click()
|
||||
ElMessage.success('截图已保存')
|
||||
}
|
||||
|
||||
onMounted(() => {
|
||||
const wrap = wrapRef.value!, cv = cvRef.value!
|
||||
renderer = new THREE.WebGLRenderer({ canvas: cv, antialias: true })
|
||||
renderer = new THREE.WebGLRenderer({ canvas: cv, antialias: true, preserveDrawingBuffer: true })
|
||||
renderer.setSize(wrap.clientWidth, wrap.clientHeight)
|
||||
renderer.shadowMap.enabled = true
|
||||
renderer.shadowMap.type = THREE.PCFSoftShadowMap
|
||||
camera = new THREE.PerspectiveCamera(50, wrap.clientWidth / wrap.clientHeight, 0.01, 100)
|
||||
cv.addEventListener('mousedown', onDown)
|
||||
window.addEventListener('mousemove', onMove)
|
||||
@@ -303,6 +450,7 @@ onMounted(() => {
|
||||
watch(() => props.drawingData, () => {
|
||||
try { if (props.drawingData) build(parseDrawing(props.drawingData)) } catch { info.value = '解析失败' }
|
||||
}, { immediate: true })
|
||||
watch([lightMode], () => applyLight())
|
||||
loop()
|
||||
})
|
||||
onBeforeUnmount(() => {
|
||||
@@ -319,6 +467,11 @@ canvas { width: 100%; height: 100%; display: block; }
|
||||
.hud3d { position: absolute; right: 10px; top: 10px; background: rgba(255,255,255,0.9);
|
||||
border-radius: 6px; padding: 4px 10px; font-size: 12px; color: #606266; display: flex; gap: 12px; }
|
||||
.hint { color: #b0b5bc; }
|
||||
.panel { position: absolute; left: 10px; top: 10px; background: rgba(255,255,255,0.94);
|
||||
border-radius: 10px; padding: 10px 12px; display: flex; flex-direction: column; gap: 8px;
|
||||
box-shadow: 0 2px 10px rgba(0,0,0,0.12); }
|
||||
.p-row { display: flex; gap: 8px; align-items: center; font-size: 12px; color: #606266; flex-wrap: wrap; }
|
||||
.p-label { width: 30px; color: #909399; }
|
||||
.ctrl { position: absolute; left: 50%; transform: translateX(-50%); bottom: 12px;
|
||||
background: rgba(255,255,255,0.92); border-radius: 10px; padding: 8px 14px;
|
||||
display: flex; gap: 12px; align-items: center; font-size: 12px; color: #606266;
|
||||
|
||||
Reference in New Issue
Block a user