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station
amos-convertor-view
Commits
f6971834
Commit
f6971834
authored
Jul 16, 2020
by
suhuiguang
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1.20200716北京演示解决问题,marker选中不了
parent
9b7432a9
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75 deletions
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-75
graphmod.js
extra/convertor3d/graphmod.js
+0
-0
worker.e1906a3436c9762655d1.js
extra/convertor3d/worker.e1906a3436c9762655d1.js
+149
-74
webpack.config.js
webpack.config.js
+1
-1
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extra/convertor3d/graphmod.js
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extra/convertor3d/worker.
b4c7202d2c49d6cbf2a3
.js
→
extra/convertor3d/worker.
e1906a3436c9762655d1
.js
View file @
f6971834
...
...
@@ -48596,16 +48596,16 @@ var _slicedToArray = function() {
var
r
=
[],
o
=
!
0
,
n
=
!
1
,
i
=
void
0
;
a
=
void
0
;
try
{
for
(
var
a
,
l
=
e
[
Symbol
.
iterator
]();
!
(
o
=
(
a
=
l
.
next
()).
done
)
&&
(
r
.
push
(
a
.
value
),
!
t
||
r
.
length
!==
t
);
o
=
!
0
);
for
(
var
i
,
l
=
e
[
Symbol
.
iterator
]();
!
(
o
=
(
i
=
l
.
next
()).
done
)
&&
(
r
.
push
(
i
.
value
),
!
t
||
r
.
length
!==
t
);
o
=
!
0
);
}
catch
(
e
)
{
n
=
!
0
,
i
=
e
n
=
!
0
,
a
=
e
}
finally
{
try
{
!
o
&&
l
.
return
&&
l
.
return
()
}
finally
{
if
(
n
)
throw
i
if
(
n
)
throw
a
}
}
return
r
...
...
@@ -48774,9 +48774,9 @@ var _slicedToArray = function() {
var
r
=
e
.
x
,
o
=
void
0
===
r
?
0
:
r
,
n
=
e
.
y
,
i
=
void
0
===
n
?
0
:
n
,
a
=
e
.
z
;
return
[
o
,
i
,
void
0
===
a
?
0
:
a
]
a
=
void
0
===
n
?
0
:
n
,
i
=
e
.
z
;
return
[
o
,
a
,
void
0
===
i
?
0
:
i
]
}
if
(
_tools2
.
default
.
isString
(
e
))
{
for
(
var
l
=
e
.
split
(
/,| /
),
s
=
0
;
s
<
l
.
length
;
s
++
)
{
...
...
@@ -48799,10 +48799,10 @@ var _slicedToArray = function() {
}
if
(
_tools2
.
default
.
isObject
(
e
))
{
var
n
=
e
.
x
,
i
=
void
0
===
n
?
0
:
n
,
a
=
e
.
y
,
l
=
void
0
===
a
?
0
:
a
;
return
new
THREE
.
Vector2
(
i
,
l
)
a
=
void
0
===
n
?
0
:
n
,
i
=
e
.
y
,
l
=
void
0
===
i
?
0
:
i
;
return
new
THREE
.
Vector2
(
a
,
l
)
}
if
(
_tools2
.
default
.
isString
(
e
))
{
for
(
var
s
=
e
.
split
(
/,| /
),
u
=
0
;
u
<
s
.
length
;
u
++
)
{
...
...
@@ -48825,13 +48825,13 @@ var _slicedToArray = function() {
return
new
THREE
.
Vector3
(
r
,
o
,
n
)
}
if
(
_tools2
.
default
.
isObject
(
e
))
{
var
i
=
e
.
x
,
a
=
void
0
===
i
?
0
:
i
,
var
a
=
e
.
x
,
i
=
void
0
===
a
?
0
:
a
,
l
=
e
.
y
,
s
=
void
0
===
l
?
0
:
l
,
u
=
e
.
z
,
c
=
void
0
===
u
?
0
:
u
;
return
new
THREE
.
Vector3
(
a
,
s
,
c
)
return
new
THREE
.
Vector3
(
i
,
s
,
c
)
}
if
(
_tools2
.
default
.
isString
(
e
))
{
for
(
var
f
=
e
.
split
(
/,| /
),
d
=
0
;
d
<
f
.
length
;
d
++
)
{
...
...
@@ -48853,10 +48853,10 @@ var _slicedToArray = function() {
var
r
=
e
.
x
,
o
=
void
0
===
r
?
1
:
r
,
n
=
e
.
y
,
i
=
void
0
===
n
?
1
:
n
,
a
=
e
.
z
,
l
=
void
0
===
a
?
1
:
a
;
return
new
THREE
.
Vector3
(
o
,
i
,
l
)
a
=
void
0
===
n
?
1
:
n
,
i
=
e
.
z
,
l
=
void
0
===
i
?
1
:
i
;
return
new
THREE
.
Vector3
(
o
,
a
,
l
)
}
return
R3DTools
.
parseVector3
(
e
,
t
)
}
...
...
@@ -48877,15 +48877,15 @@ var _slicedToArray = function() {
return
n
.
setFromQuaternion
(
e
),
n
}
if
(
_tools2
.
default
.
isObject
(
e
))
{
var
i
=
e
.
x
,
a
=
void
0
===
i
?
0
:
i
,
var
a
=
e
.
x
,
i
=
void
0
===
a
?
0
:
a
,
l
=
e
.
y
,
s
=
void
0
===
l
?
0
:
l
,
u
=
e
.
z
,
c
=
void
0
===
u
?
0
:
u
,
f
=
e
.
order
,
d
=
void
0
===
f
?
"XYZ"
:
f
;
return
new
THREE
.
Euler
(
a
,
s
,
c
,
d
)
return
new
THREE
.
Euler
(
i
,
s
,
c
,
d
)
}
if
(
_tools2
.
default
.
isString
(
e
))
{
for
(
var
h
=
e
.
split
(
/,| /
),
p
=
0
;
p
<
h
.
length
;
p
++
)
{
...
...
@@ -48930,11 +48930,11 @@ var _slicedToArray = function() {
var
r
=
_slicedToArray
(
e
,
3
),
o
=
r
[
0
],
n
=
void
0
===
o
?
0
:
o
,
i
=
r
[
1
],
a
=
void
0
===
i
?
0
:
i
,
a
=
r
[
1
],
i
=
void
0
===
a
?
0
:
a
,
l
=
r
[
2
],
s
=
void
0
===
l
?
0
:
l
;
return
n
>
1
&&
(
n
/=
255
),
a
>
1
&&
(
a
/=
255
),
s
>
1
&&
(
s
/=
255
),
new
THREE
.
Color
(
n
,
a
,
s
)
return
n
>
1
&&
(
n
/=
255
),
i
>
1
&&
(
i
/=
255
),
s
>
1
&&
(
s
/=
255
),
new
THREE
.
Color
(
n
,
i
,
s
)
}
if
(
_tools2
.
default
.
isObject
(
e
))
{
var
u
=
e
.
x
,
...
...
@@ -48987,11 +48987,11 @@ var _slicedToArray = function() {
var
r
=
e
||
{},
o
=
r
.
width
,
n
=
void
0
===
o
?
1
:
o
,
i
=
r
.
height
,
a
=
void
0
===
i
?
1
:
i
,
a
=
r
.
height
,
i
=
void
0
===
a
?
1
:
a
,
l
=
r
.
size
;
// 修正大小值
l
?
_tools2
.
default
.
isNumber
(
l
)
&&
(
t
=
[
l
,
l
])
:
t
=
[
n
,
a
]
l
?
_tools2
.
default
.
isNumber
(
l
)
&&
(
t
=
[
l
,
l
])
:
t
=
[
n
,
i
]
}
else
t
=
[
1
,
1
];
return
t
},
...
...
@@ -49280,10 +49280,10 @@ var _slicedToArray = function() {
* @param {Number} spaceY
*/
helixPoints
:
function
()
{
for
(
var
e
=
arguments
.
length
>
0
&&
void
0
!==
arguments
[
0
]
?
arguments
[
0
]
:
-
250
,
t
=
arguments
.
length
>
1
&&
void
0
!==
arguments
[
1
]
?
arguments
[
1
]
:
520
,
r
=
arguments
.
length
>
2
&&
void
0
!==
arguments
[
2
]
?
arguments
[
2
]
:
10
,
o
=
arguments
.
length
>
3
&&
void
0
!==
arguments
[
3
]
?
arguments
[
3
]
:
15
,
n
=
[],
i
=
0
,
a
=
e
;
i
<=
t
;
i
+=
r
,
a
+=
o
)
{
var
l
=
Math
.
cos
(
2
*
i
*
Math
.
PI
/
360
)
*
t
,
s
=
Math
.
sin
(
2
*
i
*
Math
.
PI
/
360
)
*
t
;
n
.
push
([
l
,
a
,
s
])
for
(
var
e
=
arguments
.
length
>
0
&&
void
0
!==
arguments
[
0
]
?
arguments
[
0
]
:
-
250
,
t
=
arguments
.
length
>
1
&&
void
0
!==
arguments
[
1
]
?
arguments
[
1
]
:
520
,
r
=
arguments
.
length
>
2
&&
void
0
!==
arguments
[
2
]
?
arguments
[
2
]
:
10
,
o
=
arguments
.
length
>
3
&&
void
0
!==
arguments
[
3
]
?
arguments
[
3
]
:
15
,
n
=
[],
a
=
0
,
i
=
e
;
a
<=
t
;
a
+=
r
,
i
+=
o
)
{
var
l
=
Math
.
cos
(
2
*
a
*
Math
.
PI
/
360
)
*
t
,
s
=
Math
.
sin
(
2
*
a
*
Math
.
PI
/
360
)
*
t
;
n
.
push
([
l
,
i
,
s
])
}
return
n
},
...
...
@@ -49296,8 +49296,8 @@ var _slicedToArray = function() {
circlePoints
:
function
()
{
for
(
var
e
=
arguments
.
length
>
0
&&
void
0
!==
arguments
[
0
]
?
arguments
[
0
]
:
100
,
t
=
arguments
.
length
>
1
&&
void
0
!==
arguments
[
1
]
?
arguments
[
1
]
:
10
,
r
=
(
arguments
.
length
>
2
&&
void
0
!==
arguments
[
2
]
&&
arguments
[
2
],
[]),
o
=
0
;
o
<=
360
;
o
+=
t
)
{
var
n
=
Math
.
cos
(
2
*
o
*
Math
.
PI
/
360
)
*
e
,
i
=
Math
.
sin
(
2
*
o
*
Math
.
PI
/
360
)
*
e
;
r
.
push
([
n
,
0
,
i
])
a
=
Math
.
sin
(
2
*
o
*
Math
.
PI
/
360
)
*
e
;
r
.
push
([
n
,
0
,
a
])
}
return
r
},
...
...
@@ -49313,19 +49313,19 @@ var _slicedToArray = function() {
r
=
(
arguments
.
length
>
2
&&
void
0
!==
arguments
[
2
]
&&
arguments
[
2
],
this
.
parseNumber3
(
e
)),
o
=
_slicedToArray
(
r
,
3
),
n
=
o
[
0
],
i
=
o
[
1
],
a
=
o
[
2
],
a
=
o
[
1
],
i
=
o
[
2
],
l
=
this
.
parseNumber3
(
t
),
s
=
_slicedToArray
(
l
,
3
),
u
=
s
[
0
],
c
=
s
[
1
],
f
=
s
[
2
];
return
[
[
n
,
i
,
a
],
[
u
,
i
,
a
],
[
n
,
a
,
i
],
[
u
,
a
,
i
],
[
u
,
c
,
f
],
[
n
,
i
,
f
],
[
n
,
i
,
a
]
[
n
,
a
,
f
],
[
n
,
a
,
i
]
]
},
/**
...
...
@@ -49347,8 +49347,8 @@ var _slicedToArray = function() {
],
r
=
2
,
o
=
0
;
o
<
e
;
o
++
)
{
var
n
=
t
[
t
.
length
-
1
];
r
=
this
.
getRandomType
(
r
);
var
i
=
(
2
*
Math
.
random
()
+
1
)
*
(
Math
.
random
()
>
.
5
?
1
:
-
1
);
t
.
push
([
0
===
r
?
n
[
0
]
+
i
:
n
[
0
],
1
===
r
?
n
[
1
]
+
i
:
n
[
1
],
2
===
r
?
n
[
2
]
+
i
:
n
[
2
]])
var
a
=
(
2
*
Math
.
random
()
+
1
)
*
(
Math
.
random
()
>
.
5
?
1
:
-
1
);
t
.
push
([
0
===
r
?
n
[
0
]
+
a
:
n
[
0
],
1
===
r
?
n
[
1
]
+
a
:
n
[
1
],
2
===
r
?
n
[
2
]
+
a
:
n
[
2
]])
}
return
t
},
...
...
@@ -49368,17 +49368,17 @@ var _slicedToArray = function() {
// 计算向量夹角
var
o
=
270
*
e
.
angleTo
(
t
)
/
Math
.
PI
/
10
||
0
,
n
=
50
*
o
,
i
=
o
*
o
*
120
,
a
=
new
THREE
.
Vector3
(
0
,
0
,
0
),
l
=
new
THREE
.
Ray
(
a
,
a
=
o
*
o
*
120
,
i
=
new
THREE
.
Vector3
(
0
,
0
,
0
),
l
=
new
THREE
.
Ray
(
i
,
// 计算v1,v2 的中点
function
(
e
,
t
)
{
return
e
.
add
(
t
).
divideScalar
(
2
)
}(
e
.
clone
(),
t
.
clone
())),
s
=
new
THREE
.
Vector3
,
u
=
l
.
at
(
1
,
s
).
distanceTo
(
a
),
u
=
l
.
at
(
1
,
s
).
distanceTo
(
i
),
c
=
new
THREE
.
Vector3
,
f
=
l
.
at
(
i
/
u
,
c
),
f
=
l
.
at
(
a
/
u
,
c
),
d
=
r
(
e
.
clone
(),
f
,
n
),
h
=
r
(
t
.
clone
(),
f
,
n
);
return
new
THREE
.
CubicBezierCurve3
(
e
,
d
,
h
,
t
)
...
...
@@ -49415,9 +49415,9 @@ var _slicedToArray = function() {
*/
getPoiScale
:
function
(
e
,
t
,
r
,
o
)
{
var
n
=
e
||
o
.
target
,
i
=
r
.
position
.
distanceTo
(
n
),
a
=
Math
.
tan
(
r
.
fov
/
2
*
THREE
.
Math
.
DEG2RAD
)
*
i
,
l
=
2
*
a
/
window
.
innerHeight
;
a
=
r
.
position
.
distanceTo
(
n
),
i
=
Math
.
tan
(
r
.
fov
/
2
*
THREE
.
Math
.
DEG2RAD
)
*
a
,
l
=
2
*
i
/
window
.
innerHeight
;
return
[
t
.
w
*
l
,
t
.
h
*
l
,
1
]
},
/**
...
...
@@ -49429,21 +49429,21 @@ var _slicedToArray = function() {
unprojectPan
:
function
(
e
,
t
,
r
)
{
var
o
=
r
.
domElement
===
document
?
r
.
domElement
.
body
:
r
.
domElement
,
n
=
new
THREE
.
Vector3
(
0
,
0
,
0
).
setFromMatrixColumn
(
r
.
object
.
matrix
,
0
),
i
=
new
THREE
.
Vector3
(
0
,
0
,
0
).
setFromMatrixColumn
(
r
.
object
.
matrix
,
1
),
a
=
e
.
dot
(
n
),
l
=
e
.
dot
(
i
),
a
=
new
THREE
.
Vector3
(
0
,
0
,
0
).
setFromMatrixColumn
(
r
.
object
.
matrix
,
1
),
i
=
e
.
dot
(
n
),
l
=
e
.
dot
(
a
),
s
=
e
.
clone
();
if
(
s
.
sub
(
n
.
multiplyScalar
(
a
)),
l
=
s
.
length
(),
r
.
object
instanceof
THREE
.
PerspectiveCamera
)
{
if
(
s
.
sub
(
n
.
multiplyScalar
(
i
)),
l
=
s
.
length
(),
r
.
object
instanceof
THREE
.
PerspectiveCamera
)
{
// perspective
var
u
=
r
.
object
.
position
,
c
=
new
THREE
.
Vector3
(
0
,
0
,
0
);
c
.
copy
(
u
).
sub
(
r
.
target
);
var
f
=
c
.
length
();
f
*=
Math
.
tan
(
r
.
object
.
fov
/
2
*
Math
.
PI
/
180
);
return
[
a
*
o
.
clientHeight
/
(
2
*
f
),
l
*
o
.
clientHeight
/
(
2
*
f
)
*
(
t
?
-
1
:
1
)]
return
[
i
*
o
.
clientHeight
/
(
2
*
f
),
l
*
o
.
clientHeight
/
(
2
*
f
)
*
(
t
?
-
1
:
1
)]
}
if
(
r
.
object
instanceof
THREE
.
OrthographicCamera
)
{
return
[
a
*
o
.
clientWidth
*
r
.
object
.
zoom
/
(
r
.
object
.
right
-
r
.
object
.
left
),
l
*
o
.
clientHeight
*
r
.
object
.
zoom
/
(
r
.
object
.
top
-
r
.
object
.
bottom
)]
return
[
i
*
o
.
clientWidth
*
r
.
object
.
zoom
/
(
r
.
object
.
right
-
r
.
object
.
left
),
l
*
o
.
clientHeight
*
r
.
object
.
zoom
/
(
r
.
object
.
top
-
r
.
object
.
bottom
)]
}
// camera neither orthographic nor perspective
console
.
warn
(
"WARNING: OrbitControls.js encountered an unknown camera type - pan disabled."
)
...
...
@@ -49458,15 +49458,15 @@ var _slicedToArray = function() {
var
r
=
arguments
.
length
>
2
&&
void
0
!==
arguments
[
2
]
?
arguments
[
2
]
:
1
,
o
=
this
.
parseVector3
(
e
),
n
=
this
.
parseVector3
(
t
),
i
=
Math
.
abs
(
n
.
x
-
o
.
x
),
a
=
Math
.
abs
(
n
.
z
-
o
.
z
);
i
<
1
&&
(
i
=
1
),
a
<
1
&&
(
a
=
1
);
a
=
Math
.
abs
(
n
.
x
-
o
.
x
),
i
=
Math
.
abs
(
n
.
z
-
o
.
z
);
a
<
1
&&
(
a
=
1
),
i
<
1
&&
(
i
=
1
);
// 计算间隔
var
l
=
Math
.
sqrt
(
i
*
a
/
r
);
var
l
=
Math
.
sqrt
(
a
*
i
/
r
);
l
=
Math
.
floor
(
100
*
l
)
/
100
;
// 计算循环最大次数
var
s
=
Math
.
floor
(
i
/
l
),
u
=
Math
.
floor
(
a
/
l
),
var
s
=
Math
.
floor
(
a
/
l
),
u
=
Math
.
floor
(
i
/
l
),
c
=
[],
f
=
[
o
.
x
,
o
.
y
,
o
.
z
],
d
=
[
n
.
x
,
n
.
y
,
n
.
z
];
...
...
@@ -49487,11 +49487,11 @@ var _slicedToArray = function() {
* @param {Array<THREE.Vector3>} poly
*/
pointInPolygon
:
function
(
e
,
t
)
{
for
(
var
r
=
e
.
x
,
o
=
e
.
z
,
n
=
!
1
,
i
=
0
,
a
=
t
.
length
-
1
;
i
<
t
.
length
;
a
=
i
++
)
{
var
l
=
t
[
i
].
x
,
s
=
t
[
i
].
z
,
u
=
t
[
a
].
x
,
c
=
t
[
a
].
z
;
for
(
var
r
=
e
.
x
,
o
=
e
.
z
,
n
=
!
1
,
a
=
0
,
i
=
t
.
length
-
1
;
a
<
t
.
length
;
i
=
a
++
)
{
var
l
=
t
[
a
].
x
,
s
=
t
[
a
].
z
,
u
=
t
[
i
].
x
,
c
=
t
[
i
].
z
;
s
>
o
!=
c
>
o
&&
r
<
(
u
-
l
)
*
(
o
-
s
)
/
(
c
-
s
)
+
l
&&
(
n
=
!
n
)
}
return
n
...
...
@@ -49522,10 +49522,10 @@ var _slicedToArray = function() {
return
[
r
+
"posx.jpg"
,
r
+
"negx.jpg"
,
r
+
"posy.jpg"
,
r
+
"negy.jpg"
,
r
+
"posz.jpg"
,
r
+
"negz.jpg"
]
}
if
(
e
)
{
for
(
var
o
=
[
"posx"
,
"negx"
,
"posy"
,
"negy"
,
"posz"
,
"negz"
],
n
=
[],
i
=
0
;
i
<
o
.
length
;
i
++
)
{
var
a
=
o
[
i
],
l
=
e
[
a
];
if
(
!
l
)
return
console
.
error
(
"set sky box failed, due to '"
+
a
+
"' key is missing"
),
null
;
for
(
var
o
=
[
"posx"
,
"negx"
,
"posy"
,
"negy"
,
"posz"
,
"negz"
],
n
=
[],
a
=
0
;
a
<
o
.
length
;
a
++
)
{
var
i
=
o
[
a
],
l
=
e
[
i
];
if
(
!
l
)
return
console
.
error
(
"set sky box failed, due to '"
+
i
+
"' key is missing"
),
null
;
n
.
push
(
l
)
}
return
n
...
...
@@ -49553,13 +49553,69 @@ var _slicedToArray = function() {
else
if
(
t
.
width
&&
t
.
height
)
{
var
n
=
document
.
createElementNS
(
"http://www.w3.org/1999/xhtml"
,
"canvas"
);
n
.
width
=
t
.
width
,
n
.
height
=
t
.
height
;
var
i
=
n
.
getContext
(
"2d"
);
i
.
drawImage
(
t
,
0
,
0
,
t
.
width
,
t
.
height
);
var
a
=
n
.
toDataURL
();
a
=
a
.
replace
(
"image/png"
,
"image/octet-stream"
),
this
.
saveFile
(
e
,
a
)
var
a
=
n
.
getContext
(
"2d"
);
a
.
drawImage
(
t
,
0
,
0
,
t
.
width
,
t
.
height
);
var
i
=
n
.
toDataURL
();
i
=
i
.
replace
(
"image/png"
,
"image/octet-stream"
),
this
.
saveFile
(
e
,
i
)
}
else
r
.
href
=
t
;
r
.
click
(),
document
.
body
.
removeChild
(
r
)
}
},
/**
* 忽略深度检测 material.depthTest=false,此时优先级最高,将在最外层
* 检测object的 material,如果:
* 1. material 是数组,只要数组中任何一个 mat.depthTest 为 false 则整体为 false
* 2. material 是单个 mat,直接判断 material.depthTest
* @param {THREE.Object3D} node
* @return {Boolean} 是否检测深度, true 则需要检测
*/
checkMaterialDepth
:
function
(
e
)
{
var
t
=
e
.
material
;
if
(
!
t
)
return
!
1
;
// 默认检测深度
var
r
=
!
0
;
if
(
_tools2
.
default
.
isArray
(
t
))
// 只要数组中只要有一个 mat.depthTest 为 false 则整体为 false,代表不检测深度
for
(
var
o
=
0
,
n
=
t
.
length
;
o
<
n
;
o
++
)
{
var
a
=
t
[
o
];
if
(
a
&&
!
a
.
depthTest
)
{
r
=
!
1
;
break
}
}
else
r
=
t
.
depthTest
;
return
r
},
/**
* 检测材质的可见性, 只要 visible 为 false,则为false,此时无需判断 opacity
* 当材质为数组时,所有的材质均满足 visible=false 或 opacity=0 时,才不可见
* 当为单材质时,material.visible=false 或 material.opacity=0 表示不可见
*
* opacity 的检测,只有在 material.transparent 为true的时候,才有效
* @param {THREE.Object3D} node
* @return {Boolean} 材质是否可见, true: 可见,false 不可见
*/
checkMaterialVisible
:
function
(
e
)
{
var
t
=
e
.
material
;
// 无材质
if
(
!
t
)
return
!
1
;
return
_tools2
.
default
.
isArray
(
t
)
?
t
.
some
(
function
(
e
)
{
var
t
=
!
1
;
return
e
&&
(
t
=
!!
e
.
visible
&&
(
!
e
.
transparent
||
e
.
opacity
>
0
)),
t
})
:
!!
t
.
visible
&&
(
!
t
.
transparent
||
t
.
opacity
>
0
)
},
/**
* 纹理启用特效
* @param {THREE.Material | Array<THREE.Material>} material
*/
useMaterialEffects
:
function
(
e
)
{
var
t
=
arguments
.
length
>
1
&&
void
0
!==
arguments
[
1
]
?
arguments
[
1
]
:
16
;
e
&&
(
this
.
isArray
(
e
)
?
e
.
forEach
(
function
(
r
)
{
r
.
needsUpdate
=
!
0
,
// 设置纹理各向异性 最低效果
e
.
map
&&
(
e
.
map
.
anisotropy
=
t
,
e
.
map
.
version
>
0
&&
(
e
.
map
.
needsUpdate
=
!
0
))
})
:
(
e
.
needsUpdate
=
!
0
,
// 设置纹理各向异性 最低效果
e
.
map
&&
(
e
.
map
.
anisotropy
=
t
,
e
.
map
.
version
>
0
&&
(
e
.
map
.
needsUpdate
=
!
0
))))
}
});
exports
.
default
=
R3DTools
,
module
.
exports
=
exports
.
default
;
...
...
@@ -49875,6 +49931,25 @@ var _extends = Object.assign || function(e) {
return
e
},
/**
* 转码url 中的 name,如果 name 中包含 +、空格、?、%、#、&、= 特殊符号,则需要进行转码,否则将会被解析为 url 内容
*
* @param {string} url
* @return {string} new url
* @example
* encodeUrl('http://localhost:3000/a/b/cc#rr.jpg'); // http://localhost:3000/a/b/cc%23rr.jpg
*/
encodeName
:
function
(
e
)
{
if
(
e
)
{
var
r
=
e
.
lastIndexOf
(
"/"
);
if
(
r
>
-
1
)
{
var
t
=
e
.
substr
(
0
,
r
+
1
),
n
=
e
.
substr
(
r
+
1
);
return
t
+
this
.
encodeUrl
(
n
)
}
}
return
e
},
/**
* 给定的key 是否存在于对象中,如果 keys 是数组,只要有一个 key 存在,即返回true
* 如果给定的 obj 不存在,即返回 false
* @param {Object} obj
webpack.config.js
View file @
f6971834
...
...
@@ -59,7 +59,7 @@ const defaultConfig = simpleConfig(config);
defaultConfig
.
plugins
.
push
(
new
HtmlInlineCodePlugin
([
{
inject
:
'body'
,
begin
:
true
,
tag
:
'script'
,
attr
:
{
src
:
'/extra/convertor3d/graphmod.js'
}
},
{
inject
:
'body'
,
begin
:
false
,
tag
:
'script'
,
attr
:
{
src
:
'/extra/convertor3d/worker.
b4c7202d2c49d6cbf2a3
.js'
}
}
{
inject
:
'body'
,
begin
:
false
,
tag
:
'script'
,
attr
:
{
src
:
'/extra/convertor3d/worker.
e1906a3436c9762655d1
.js'
}
}
])
);
...
...
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