全部修改架构
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364
src/pages/modules/gl-map2.vue
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364
src/pages/modules/gl-map2.vue
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<template>
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<div class="canvas-container" :style="{'background-color': isConnected ? 'rgba(4, 33, 58, 70%)' : '#fff'}">
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<div ref="container" class="point-cloud-container"></div>
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<!-- <div v-if="!isConnected" class="reload_bg"><el-button type="danger">刷新</el-button></div> -->
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</div>
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</template>
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<script>
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import * as THREE from 'three'
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import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
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import { mapGetters } from 'vuex'
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import { points } from '../../config/point.js'
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export default {
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/* eslint-disable */
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data () {
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return {
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isConnected: true,
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points: [], // 存储所有点云数据
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ws: null, // WebSocket 实例
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// Three.js 相关对象
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scene: null,
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camera: null,
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renderer: null,
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controls: null,
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pointCloud: null,
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vehicleSprite: null,
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// 渲染循环
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animationFrameId: null,
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// 性能优化
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pointsBuffer: [],
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bufferUpdateThreshold: 500,
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lastUpdateTime: 0,
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// 小车图片
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vehicleImage: require('../../images/new/agv.png'),
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// 2D视图参数
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viewSize: 20,
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minZoom: 0.5,
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maxZoom: 5
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}
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},
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computed: {
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...mapGetters(['agvObj', 'position', 'rotation']),
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},
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watch: {
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agvObj: {
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handler() {
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this.updateVehiclePosition()
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},
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deep: true
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},
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position: {
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handler() {
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this.updateVehiclePosition()
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},
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deep: true
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},
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rotation: {
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handler() {
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this.updateVehiclePosition()
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},
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deep: true
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}
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},
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mounted () {
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this.initThreeJS()
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// this.initWebSocket()
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this.init()
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this.startRendering()
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window.addEventListener('resize', this.handleResize)
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},
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beforeDestroy () {
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if (this.ws) this.ws.close()
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window.removeEventListener('resize', this.handleResize)
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if (this.renderer) this.renderer.dispose()
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if (this.controls) {
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this.controls.dispose()
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}
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},
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methods: {
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initWebSocket() {
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const wsHost = process.env.VUE_APP_API_BASE_URL.replace(/^https?:\/\//, '')
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const sid = this.$store.getters.userInfo === 'true' ? 1 : 2
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this.ws = new WebSocket(`ws://${wsHost}/webSocket/PointCloudData/${sid}`)
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this.ws.onopen = () => {
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console.log('WebSocket connected')
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}
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this.ws.onmessage = (event) => {
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const newPoints = event.data
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// 确保所有点都在XY平面(z=0)
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const points2D = newPoints.map(p => ({ x: p.x, y: p.y, z: 0 }))
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this.processNewPoints(points2D)
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}
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this.ws.onerror = (error) => {
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console.error('WebSocket error:', error)
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}
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this.ws.onclose = () => {
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console.log('WebSocket disconnected')
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}
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},
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init () {
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this.isConnected = true
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const newPoints = points.data
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const points2D = newPoints.map(p => ({ x: p.x, y: p.y, z: 0 }))
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this.processNewPoints(points2D)
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},
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initThreeJS() {
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// viewSize: 控制视图范围大小,值越小看到的范围越小(视角越近)
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// camera.position.z: 相机Z轴位置,值越小视角越近
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// camera.zoom: 直接控制缩放级别,大于1放大,小于1缩小
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// 1. 创建场景
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this.scene = new THREE.Scene()
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// 2. 创建正交相机(2D视图)
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const container = this.$refs.container
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const aspect = container.clientWidth / container.clientHeight
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this.camera = new THREE.OrthographicCamera(
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-this.viewSize * aspect / 2,
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this.viewSize * aspect / 2,
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this.viewSize / 2,
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-this.viewSize / 2,
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0.1,
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1000
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)
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this.camera.position.set(0, 0, 40)
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this.camera.lookAt(0, 0, 0)
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// 3.创建渲染器 - 启用alpha通道实现透明背景
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this.renderer = new THREE.WebGLRenderer({
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antialias: true,
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alpha: true, // 关键:启用alpha通道
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transparent: true // 关键:允许透明
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});
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this.renderer.setPixelRatio(window.devicePixelRatio)
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this.renderer.setSize(container.clientWidth, container.clientHeight)
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// 可选:设置clearAlpha确保完全透明
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this.renderer.setClearAlpha(0);
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container.appendChild(this.renderer.domElement)
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// 4. 添加OrbitControls并配置为2D模式
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this.controls = new OrbitControls(this.camera, this.renderer.domElement)
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this.configure2DControls()
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// 5. 添加2D坐标轴辅助
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const axesHelper = new THREE.AxesHelper(10)
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this.scene.add(axesHelper)
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// 6. 初始化点云
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this.initPointCloud()
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// 7. 初始化车辆精灵
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this.initVehicleSprite()
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},
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configure2DControls() {
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// 禁用旋转
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this.controls.enableRotate = false
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// 启用平面平移
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this.controls.screenSpacePanning = true
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// 设置缩放限制
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this.controls.minZoom = this.minZoom
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this.controls.maxZoom = this.maxZoom
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// 启用阻尼效果
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this.controls.enableDamping = true
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this.controls.dampingFactor = 0.25
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// 确保相机保持2D视角
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this.controls.addEventListener('change', () => {
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this.camera.position.z = 40
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// this.camera.lookAt(this.controls.target)
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})
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// 修复触摸事件处理
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this.fixTouchEvents()
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},
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fixTouchEvents() {
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// 确保控制器的触摸处理函数存在
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if (!this.controls) return;
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// 备份原始触摸处理函数
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const originalOnTouchStart = this.controls.onTouchStart
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const originalOnTouchMove = this.controls.onTouchMove
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const originalOnTouchEnd = this.controls.onTouchEnd
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// 修复触摸开始事件
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this.controls.onTouchStart = (event) => {
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if (!event.touches) return
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if (originalOnTouchStart) originalOnTouchStart(event)
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}
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// 修复触摸移动事件
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this.controls.onTouchMove = (event) => {
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if (!event.touches || event.touches.length === 0) return
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if (event.touches[0] && event.touches[0].clientX !== undefined) {
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if (originalOnTouchMove) originalOnTouchMove(event)
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}
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}
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// 修复触摸结束事件
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this.controls.onTouchEnd = (event) => {
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if (!event.touches) return
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if (originalOnTouchEnd) originalOnTouchEnd(event)
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}
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},
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initPointCloud() {
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const geometry = new THREE.BufferGeometry()
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const material = new THREE.PointsMaterial({
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color: 0xffffff,
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size: 1,
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transparent: true,
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opacity: 1
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})
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this.pointCloud = new THREE.Points(geometry, material)
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this.scene.add(this.pointCloud)
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},
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initVehicleSprite() {
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const textureLoader = new THREE.TextureLoader()
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textureLoader.load(this.vehicleImage, (texture) => {
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// 97px × 67px图片的比例
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const imageAspect = 97 / 67
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const spriteWidth = 2
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const spriteHeight = spriteWidth / imageAspect
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this.vehicleSprite = new THREE.Sprite(
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new THREE.SpriteMaterial({
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map: texture,
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transparent: true,
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opacity: 0.9
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})
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)
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this.vehicleSprite.scale.set(spriteWidth, spriteHeight, 1)
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// 角度偏移(根据图片初始朝向调整)
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this.updateVehiclePosition()
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this.scene.add(this.vehicleSprite)
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})
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},
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processNewPoints(newPoints) {
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this.pointsBuffer.push(...newPoints)
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const now = performance.now()
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if (this.pointsBuffer.length >= this.bufferUpdateThreshold || now - this.lastUpdateTime > 1000) {
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this.updatePointCloudGeometry()
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this.lastUpdateTime = now
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}
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},
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updatePointCloudGeometry() {
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if (this.pointsBuffer.length === 0) return
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this.points = this.points.concat(this.pointsBuffer)
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this.pointsBuffer = []
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if (this.points.length > 50000) {
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this.points = this.points.slice(-40000)
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}
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const positions = new Float32Array(this.points.length * 3)
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for (let i = 0; i < this.points.length; i++) {
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positions[i * 3] = this.points[i].x
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positions[i * 3 + 1] = this.points[i].y
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positions[i * 3 + 2] = 0
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}
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this.pointCloud.geometry.dispose()
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this.pointCloud.geometry = new THREE.BufferGeometry()
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this.pointCloud.geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3))
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},
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updateVehiclePosition() {
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if (!this.vehicleSprite) return
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this.vehicleSprite.position.set(
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this.position.x,
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this.position.y,
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0
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)
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const radians = this.rotation * (Math.PI / 180)
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this.vehicleSprite.rotation.X = radians
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},
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startRendering() {
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const render = () => {
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this.controls.update()
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this.renderer.render(this.scene, this.camera)
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this.animationFrameId = requestAnimationFrame(render)
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}
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render()
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},
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handleResize() {
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const container = this.$refs.container
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const width = container.clientWidth
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const height = container.clientHeight
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const aspect = width / height
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this.camera.left = -this.viewSize * aspect / 2
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this.camera.right = this.viewSize * aspect / 2
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this.camera.top = this.viewSize / 2
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this.camera.bottom = -this.viewSize / 2
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this.camera.updateProjectionMatrix()
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this.renderer.setSize(width, height)
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},
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zoomToArea(minX, maxX, minY, maxY) {
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const width = maxX - minX
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const height = maxY - minY
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const centerX = (minX + maxX) / 2
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const centerY = (minY + maxY) / 2
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const margin = 0.1
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const targetViewSize = Math.max(width, height) * (1 + margin)
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// 计算合适的缩放级别
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const zoomLevel = this.viewSize / targetViewSize
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this.controls.target.set(centerX, centerY, 0)
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// 通过调整camera.zoom实现平滑缩放
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this.camera.zoom = Math.min(this.maxZoom, Math.max(this.minZoom, zoomLevel))
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this.camera.updateProjectionMatrix()
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this.controls.update()
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}
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}
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}
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</script>
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<style lang="stylus" scoped>
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.canvas-container
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position relative
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display flex
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justify-content: center;
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align-items: center;
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height calc(100% - 1rem)
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margin .14rem 0
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box-shadow inset 1px 1px 7px 2px #4d9bcd
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overflow hidden
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.point-cloud-container
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width 100%
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height 100%
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.reload_bg {
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width: 100%;
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height: 100%;
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display: flex;
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justify-content: center;
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align-items: center;
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position: absolute;
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top: 0;
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left: 0;
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}
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</style>
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