ruichang-screen/src/babylonjs/MybabylonJS.tsx
2025-07-18 17:43:23 +08:00

278 lines
8.9 KiB
TypeScript

import React, { useEffect, useRef, useState, useContext, useMemo } from "react";
import * as BABYLON from "@babylonjs/core";
import "@babylonjs/core/Debug/debugLayer";
import "@babylonjs/inspector";
import "@babylonjs/loaders/glTF";
import { GridMaterial } from "@babylonjs/materials/";
import {
Animatable,
HemisphericLight,
Mesh,
Observable,
Vector3,
} from "@babylonjs/core";
import { useAppSelector } from "../store/hooks";
import { EquStatusInterface, selectEquStatus } from "../store/EquStatusEntity";
import eqInfoIcon from "../assets/image/eqInfoIcon.png";
import axios from "axios";
const onEquObservable = new Observable();
const myStyle = {
width: "2635px",
height: "536px",
outline: "none",
};
interface EqSubListInterface {
eqName: string;
subList: string[];
}
function MybabylonJS() {
const EquStatus = useAppSelector(selectEquStatus);
const canvasRef = useRef(null);
onEquObservable.notifyObservers(EquStatus);
// const [selectedMeshName, setSelectedMeshName] = useState<string | null>(null);
const [eqSubList, setEqSubList] = useState<EqSubListInterface>();
// 使用 useRef 来存储当前加载的模型引用
const currentMeshesRef = useRef<Array<BABYLON.AbstractMesh>>([]);
useEffect(() => {
// 确保 canvas 引用存在
if (!canvasRef.current) return;
const canvas = canvasRef.current;
const engine = new BABYLON.Engine(canvas, true, {
preserveDrawingBuffer: true,
stencil: true,
});
const createScene = async function () {
// This creates a basic Babylon Scene object (non-mesh)
const scene = new BABYLON.Scene(engine);
scene.clearColor = new BABYLON.Color4(0, 0, 0, 0);
const baseLight = new HemisphericLight(
"hemiLight",
new Vector3(1, 1, 0),
scene
);
baseLight.intensity = 0.7;
// baseLight.diffuse = new BABYLON.Color3(1, 1, 1);
// baseLight.specular = new BABYLON.Color3(0.25, 0.25, 0.25);
// baseLight.groundColor = new BABYLON.Color3(0.5, 0.5, 0.5);
//add an arcRotateCamera to the scene
const camera = new BABYLON.ArcRotateCamera(
"camera",
-Math.PI / 2,
Math.PI / 2.9,
120,
new BABYLON.Vector3(0, 10, 0)
);
// console.log("camera", camera);
camera.lowerRadiusLimit = 10;
camera.upperRadiusLimit = 600;
camera.fov = 0.4;
// This attaches the camera to the canvas
camera.attachControl(canvas, true);
//创建一个材质
const newMt = new BABYLON.StandardMaterial("newMt");
newMt.diffuseColor = BABYLON.Color3.Blue();
const ground = BABYLON.MeshBuilder.CreateGround(
"ground",
{
width: 1000,
height: 1000,
subdivisions: 1,
},
scene
);
ground.scaling.x = 100;
ground.scaling.z = ground.scaling.x;
ground.isPickable = false;
let grid = new GridMaterial("grid", scene);
grid.majorUnitFrequency = 10;
grid.minorUnitVisibility = 0.3;
grid.gridRatio = 0.04;
grid.backFaceCulling = !1;
grid.mainColor = new BABYLON.Color3(1, 1, 1);
grid.lineColor = new BABYLON.Color3(1, 1, 1);
grid.opacity = 0;
grid.zOffset = 1;
// grid.opacityTexture = new BABYLON.Texture(
// "/public/png/backgroundGround.png",
// scene
// );
ground.material = grid;
let hl = new BABYLON.HighlightLayer("hl1", scene);
let hl2 = new BABYLON.HighlightLayer("hl2", scene);
// 定义一个函数来加载或重新加载模型
const loadOrReloadModel = async () => {
// 在加载新模型之前卸载已加载的模型
currentMeshesRef.current.forEach((mesh) => {
if (mesh && mesh.parent) {
scene.removeMesh(mesh, true);
}
});
currentMeshesRef.current = []; // 重置模型数组
try {
// 使用 ImportMeshAsync 加载新模型
var LOD0MESH = await BABYLON.SceneLoader.ImportMeshAsync(
"",
"/Line/",
"line.babylon",
scene
);
// 将新加载的模型添加到 currentMeshesRef 中
currentMeshesRef.current.push(...LOD0MESH.meshes);
// ...为新加载的模型设置交互逻辑
LOD0MESH.meshes.map((mesh) => {
mesh.isPickable = true;
mesh.actionManager = new BABYLON.ActionManager(scene);
//鼠标移动到物体上亮显
mesh.actionManager.registerAction(
new BABYLON.ExecuteCodeAction(
BABYLON.ActionManager.OnPointerOverTrigger,
() => {
// @ts-ignore
hl.addMesh(mesh, BABYLON.Color3.Green());
}
)
);
mesh.actionManager.registerAction(
new BABYLON.ExecuteCodeAction(
BABYLON.ActionManager.OnPointerOutTrigger,
() => {
// @ts-ignore
hl.removeMesh(mesh);
}
)
);
// mesh._scene.onPointerDown = async (event, _pickResult) => {
// const pickInfo = mesh._scene.pick(
// mesh._scene.pointerX,
// mesh._scene.pointerY
// );
// const clickedPosition = _pickResult.pickedPoint;
// //如果需要获取吗模型根节点,而不是模型中某个组件,请用一下方法
// // getRootNode(pickInfo.pickedMesh as BABYLON.Node) 如上篇文章getRootNode函数
// //判断是否是右键
// if (!(event.buttons === 1 && pickInfo.pickedMesh)) return;
// const MeshId = pickInfo.pickedMesh.metadata.tags;
// if (MeshId) {
// // setSelectedMeshName(pickInfo.pickedMesh.name);
// // axios.get("/wsconfig.json").then((r) => {
// // console.log(r.data.url)
// axios
// .post(
// "api/visual/DataCenter/equipmentSubstrateList",
// { id: MeshId }
// )
// .then((res) => {
// let obj = { eqName: "-", subList: [] };
// obj.eqName = res.data.data.eqName || "-";
// obj.subList = res.data.data.subList || [];
// setEqSubList(obj);
// });
// // });
// }
// };
});
} catch (error) {
console.error("加载模型失败:", error);
}
};
// 调用函数以加载或重新加载模型
loadOrReloadModel();
function reset() {
camera.target = new BABYLON.Vector3(0, 10, 0);
camera.alpha = -Math.PI / 2;
camera.beta = Math.PI / 2.9;
camera.radius = 120;
camera.fov = 0.4;
}
let resetCamera = setTimeout(reset, 15000);
scene.onPointerObservable.add((pointerInfo) => {
switch (pointerInfo.type) {
case BABYLON.PointerEventTypes.POINTERMOVE:
clearTimeout(resetCamera);
resetCamera = setTimeout(reset, 15000);
}
});
return scene;
};
// call the createScene function
const scene = createScene();
scene.then((scene) => {});
// run the render loop
scene.then(
(scene) => {
engine.runRenderLoop(function () {
scene.render();
});
},
(reason) => {
console.log(reason);
}
);
// Resize
window.addEventListener("resize", function () {
engine.resize();
});
// 组件卸载时的清理逻辑
return () => {
// 清理场景和引擎资源
engine.dispose();
};
}, []);
return (
<div style={myStyle}>
{/* <h1 style={{ position: "absolute", top: "140px", left: "0px" }}>
当前选中的设备是:{selectedMeshName}
</h1> */}
{/* <div className="eq_info_box">
<div>
<img src={eqInfoIcon} alt="" width={34} />
<span className="title">设备名称:{eqSubList?.eqName || "-"}</span>
</div>
<div className="content">
<span className="bg">{eqSubList?.subList[0] || "-"}</span>
<span className="bg">{eqSubList?.subList[1] || "-"}</span>
<span>{eqSubList?.subList[2] || "-"}</span>
<span>{eqSubList?.subList[3] || "-"}</span>
<span className="bg">{eqSubList?.subList[4] || "-"}</span>
<span className="bg">{eqSubList?.subList[5] || "-"}</span>
<span>{eqSubList?.subList[6] || "-"}</span>
<span>{eqSubList?.subList[7] || "-"}</span>
<span className="bg">{eqSubList?.subList[8] || "-"}</span>
<span className="bg">{eqSubList?.subList[9] || "-"}</span>
</div>
</div> */}
<canvas ref={canvasRef} style={myStyle} />
</div>
);
}
export default MybabylonJS;