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fix: ci

pull/1/head
高志龙 3 years ago
parent
commit
6d66915670
  1. 14
      public/static/qm/MainMap_QM.js
  2. 12
      public/static/qm/three.js

14
public/static/qm/MainMap_QM.js

@ -1,4 +1,4 @@
var Map_QM, renderFrame = -1, pathCameraState, stats, stateTime, isJUZ = false, hasLine = false, dir = false, iot = true, shopTime, debug = false; //dir--自定义地图大小适应不同版本的地图大小
var Map_QM, renderFrame = -1, pathCameraState, stats, stateTime, isJUZ = false, hasLine = false, dir = false, iot = false, shopTime, debug = false; //dir--自定义地图大小适应不同版本的地图大小
//basePath 基础路径 graphPath最佳路径 ftPath 扶梯路径 dtPath 电梯路径 //basePath 基础路径 graphPath最佳路径 ftPath 扶梯路径 dtPath 电梯路径
var typeObj = [{ ft: 0, type: 0, code: 'ft', name: '扶梯' }, { upft: 1, type: 1, code: 'upft', name: '上扶梯' }, { downft: 2, type: 2, code: 'downft', name: '下扶梯' }, { mys: 3, type: 3, code: 'mys', name: '母婴室' }, { xsj: 4, type: 4, code: 'xsj', name: '洗手间' }, var typeObj = [{ ft: 0, type: 0, code: 'ft', name: '扶梯' }, { upft: 1, type: 1, code: 'upft', name: '上扶梯' }, { downft: 2, type: 2, code: 'downft', name: '下扶梯' }, { mys: 3, type: 3, code: 'mys', name: '母婴室' }, { xsj: 4, type: 4, code: 'xsj', name: '洗手间' },
@ -843,7 +843,7 @@ QMUtil = function () {
} else { } else {
//不是横线时 根据斜率计算点位 //不是横线时 根据斜率计算点位
x = point.x + 5; x = point.x + 5;
y = parseInt(gradient * (x - point.x) + point.y);
y = gradient * (x - point.x) + point.y;
} }
return Map_QM.util.pointXY(point, new Map_QM.util.Point(x, y), wallWidth / 2); return Map_QM.util.pointXY(point, new Map_QM.util.Point(x, y), wallWidth / 2);
@ -866,8 +866,8 @@ QMUtil = function () {
let x1 = (-B + Math.sqrt(Math.pow(B, 2) - 4 * A * C)) / (2 * A); let x1 = (-B + Math.sqrt(Math.pow(B, 2) - 4 * A * C)) / (2 * A);
let x2 = (-B - Math.sqrt(Math.pow(B, 2) - 4 * A * C)) / (2 * A); let x2 = (-B - Math.sqrt(Math.pow(B, 2) - 4 * A * C)) / (2 * A);
result.push(new Map_QM.util.Point(parseInt(x1), parseInt(k * x1 + b)));
result.push(new Map_QM.util.Point(parseInt(x2), parseInt(k * x2 + b)));
result.push(new Map_QM.util.Point(x1, k * x1 + b));
result.push(new Map_QM.util.Point(x2, k * x2 + b));
return result; return result;
} }
//计算两条直线的相交点 //计算两条直线的相交点
@ -2624,7 +2624,11 @@ MainMap_QM.prototype = {
drawToLine: function (startPoint, endPoint, dash = 50, color = 0x2269dd, ctrlPoint1 = null, ctrlPoint2 = null) { drawToLine: function (startPoint, endPoint, dash = 50, color = 0x2269dd, ctrlPoint1 = null, ctrlPoint2 = null) {
let curve = new THREE.CubicBezierCurve3(startPoint, ctrlPoint1, ctrlPoint2, endPoint); let curve = new THREE.CubicBezierCurve3(startPoint, ctrlPoint1, ctrlPoint2, endPoint);
let points = curve.getPoints(dash); let points = curve.getPoints(dash);
let flyLine = createFlyCurve(points, false);
let colorChange=[];
for(let i=1; i<7; i+=2){
colorChange.push(parseInt("0x"+color.slice(i,i+2))/255);
}
let flyLine = createFlyCurve(points,new THREE.Vector3( colorChange[0], colorChange[1], colorChange[2] ), false);
flyLine.userData.type = "toLine"; flyLine.userData.type = "toLine";
return flyLine; return flyLine;
}, },

12
public/static/qm/three.js

@ -39018,7 +39018,7 @@ var uniforms = {
u_time: { value: 0.0 } u_time: { value: 0.0 }
}; };
// 着色器设置 // 着色器设置
var vertexShader1 = `
const vertexShader = `
varying vec2 vUv; varying vec2 vUv;
attribute float percent; attribute float percent;
uniform float u_time; uniform float u_time;
@ -39037,7 +39037,7 @@ var vertexShader1 = `
gl_Position = projectionMatrix * mvPosition; gl_Position = projectionMatrix * mvPosition;
} }
` `
var fragmentShader1 = `
const fragmentShader = `
#ifdef GL_ES #ifdef GL_ES
precision mediump float; precision mediump float;
#endif #endif
@ -39050,10 +39050,10 @@ var fragmentShader1 = `
gl_FragColor = vec4(color,1); gl_FragColor = vec4(color,1);
} }
` `
function createFlyCurve(points, closed) {
function createFlyCurve(points, color, closed) {
var curve = new THREE.CatmullRomCurve3(points, closed); var curve = new THREE.CatmullRomCurve3(points, closed);
// 流光的颜色,三个数字分别代表rgb的值,不过注意,需要除以255 // 流光的颜色,三个数字分别代表rgb的值,不过注意,需要除以255
var color = new THREE.Vector3( 0.2235, 0.412, 1 );
var color = color || new THREE.Vector3( 0.2235, 0.412, 1 );
var flyLine = initFlyLine( curve, { var flyLine = initFlyLine( curve, {
speed: 0.5, speed: 0.5,
color: color, color: color,
@ -39093,8 +39093,8 @@ function initFlyLine( curve, matSetting, pointsNumber ) {
}; };
const lineMaterial = new THREE.ShaderMaterial( { const lineMaterial = new THREE.ShaderMaterial( {
uniforms: singleUniforms, uniforms: singleUniforms,
vertexShader: vertexShader1,
fragmentShader: fragmentShader1,
vertexShader: vertexShader,
fragmentShader: fragmentShader,
transparent: true transparent: true
} ); } );
return lineMaterial; return lineMaterial;

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