全部修改架构

This commit is contained in:
2025-08-05 14:20:40 +08:00
parent dbda3d702d
commit 7a097b23bb
64 changed files with 30973 additions and 9254 deletions

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