代码涉及了模型位置的判断与计算,模型改用自创的模型数据,去掉代码中的全部计算,如果以后能用到还可以在这里看,保存在这里。
* 墙柱
*/
var dxoRoomStruct = function (opt) {
dxoObject3D.call(this, opt);
this.name = '墙柱' + this.id;
this.meta.type = dxsConst.meta.type.dxoRoomStruct;
this.meta.recvtype = dxsConst.meta.recvtype.wall;
// var material = new THREE.MeshLambertMaterial({color: "#cccccc"});
// var columnMeshMaterial = new THREE.MeshLambertMaterial({color: "#cccccc"});
// var platformMaterial = new THREE.MeshLambertMaterial({color: "#cccccc"});
this.height=Studio.config.wall.height;
this.width=Studio.config.wall.width>Studio.config.wall.deep?Studio.config.wall.deep:Studio.config.wall.width;
//原three.js Mesh创建,后使用公司自建模型
// var geometry = new THREE.BoxGeometry(1, 1 , 1);
// var crossbeamGeometry = new THREE.BoxGeometry(1, 1, 1);
// var platformGeometry = new THREE.BoxGeometry(1,1,1);
// this.columnMesh = new THREE.Mesh(geometry, material);
// this.crossbeamMesh = new THREE.Mesh(crossbeamGeometry, columnMeshMaterial);
// this.platformMesh = new THREE.Mesh(platformGeometry, platformMaterial);
};
dxoRoomStruct.prototype = Object.assign(Object.create(dxoObject3D.prototype), {
constructor: dxoRoomStruct,
doAddModel: function (g, opt) {
var intersectsModel;
switch (opt.subtype) {
case dxsConst.meta.subtype.column:
//立柱
Studio.input.Raycaster.setFromCamera(Studio.input.mouse.posWorld, Studio.view.current.camera);
intersectsModel = Studio.input.Raycaster.intersectObjects(Studio.scene.getCustomList(["dxoFloor"]), true);
if (intersectsModel.length > 0) {
this.columnMesh = new dxoDesignBoard();
console.log(intersectsModel[0].face.normal);
// var pillar = new dxoRoomStruct();
this.meta.subtype = opt.subtype;
this.columnMesh.setSize(0.5,0.5,this.height);
this.columnMesh.position.x = intersectsModel[0].point.x;
this.columnMesh.position.y = intersectsModel[0].point.y+this.height/2;//this.height/2;//geometry值除以2
this.columnMesh.position.z = intersectsModel[0].point.z;
this.columnMesh.lookAt(this.columnMesh.position.clone().add(intersectsModel[0].face.normal));
this.add(this.columnMesh);
this.meta.fittype = dxsConst.meta.fittype.floor;
Studio.scene.add(this);
}
break;
case dxsConst.meta.subtype.pass:
//垭口
break;
case dxsConst.meta.subtype.beam:
//横梁
Studio.input.Raycaster.setFromCamera(Studio.input.mouse.posWorld, Studio.view.current.camera);
intersectsModel = Studio.input.Raycaster.intersectObjects(Studio.scene.getCustomList(['dxoWall']), true);
if (intersectsModel.length > 0) {
this.crossbeamMesh = new dxoDesignBoard();
console.log(intersectsModel[0].face.normal);
this.meta.subtype = opt.subtype;
this.crossbeamMesh.setSize(0.5,0.5,this.width);
if(intersectsModel[0].face.normal.x>0){
this.crossbeamMesh.position.x = intersectsModel[0].point.x+this.width/2;//+geometry x值除以2
}else if(intersectsModel[0].face.normal.x<0){
this.crossbeamMesh.position.x = intersectsModel[0].point.x-this.width/2;
}else {
this.crossbeamMesh.position.x = intersectsModel[0].point.x;//+geometry x值除以2
}
this.crossbeamMesh.position.y = this.height-this.crossbeamMesh.scale.y/2;
if(intersectsModel[0].face.normal.z>0){
this.crossbeamMesh.position.z = intersectsModel[0].point.z+this.width/2;
}else if(intersectsModel[0].face.normal.z<0){
this.crossbeamMesh.position.z = intersectsModel[0].point.z-this.width/2;
}else {
this.crossbeamMesh.position.z = intersectsModel[0].point.z;
}
this.crossbeamMesh.lookAt(this.crossbeamMesh.position.clone().add(intersectsModel[0].face.normal));
this.add(this.crossbeamMesh);
this.meta.fittype = dxsConst.meta.fittype.ceiling;
Studio.scene.add(this);
}
break;
case dxsConst.meta.subtype.platform:
this.platformMesh = new dxoDesignBoard();
//地台
Studio.input.Raycaster.setFromCamera(Studio.input.mouse.posWorld, Studio.view.current.camera);
intersectsModel = Studio.input.Raycaster.intersectObjects(Studio.scene.getCustomList(['dxoFloor']), true);
if (intersectsModel.length > 0) {
console.log(intersectsModel[0]);
// var pillar = new dxoRoomStruct();
this.meta.subtype = opt.subtype;
this.columnMesh.setSize(0.5,0.5,0.5);
this.platformMesh.position.x = intersectsModel[0].point.x;
this.platformMesh.position.y = intersectsModel[0].point.y;//geometry值除以2
this.platformMesh.position.z = intersectsModel[0].point.z;
this.platformMesh.lookAt(this.platformMesh.position.clone().add(intersectsModel[0].face.normal));
this.add(this.platformMesh);
this.meta.fittype = dxsConst.meta.fittype.floor;
Studio.scene.add(this);
}
break;
default:
break;
}
}
});