feat: 新增三维地球

This commit is contained in:
奔跑的面条 2022-10-12 21:08:24 +08:00
parent c84f6d9c33
commit 380a6b95b7
35 changed files with 1438 additions and 6 deletions

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@ -22,6 +22,7 @@
"echarts-liquidfill": "^3.1.0",
"echarts-stat": "^1.2.0",
"echarts-wordcloud": "^2.0.0",
"gsap": "^3.11.3",
"highlight.js": "^11.5.0",
"html2canvas": "^1.4.1",
"keymaster": "^1.6.2",
@ -29,6 +30,7 @@
"naive-ui": "2.33.4",
"pinia": "^2.0.13",
"screenfull": "^6.0.1",
"three": "^0.145.0",
"vue": "^3.2.31",
"vue-demi": "^0.13.1",
"vue-i18n": "9.1.9",
@ -41,6 +43,7 @@
"@commitlint/cli": "^17.0.2",
"@commitlint/config-conventional": "^17.0.2",
"@types/node": "^16.11.26",
"@types/three": "^0.144.0",
"@typescript-eslint/eslint-plugin": "^5.18.0",
"@typescript-eslint/parser": "^5.18.0",
"@vicons/carbon": "^0.12.0",

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@ -8,6 +8,7 @@ specifiers:
'@types/keymaster': ^1.6.30
'@types/lodash': ^4.14.184
'@types/node': ^16.11.26
'@types/three': ^0.144.0
'@typescript-eslint/eslint-plugin': ^5.18.0
'@typescript-eslint/parser': ^5.18.0
'@vicons/carbon': ^0.12.0
@ -31,6 +32,7 @@ specifiers:
eslint-plugin-import: ^2.26.0
eslint-plugin-prettier: ^4.0.0
eslint-plugin-vue: ^8.5.0
gsap: ^3.11.3
highlight.js: ^11.5.0
html2canvas: ^1.4.1
husky: ^8.0.1
@ -45,6 +47,7 @@ specifiers:
sass: ^1.49.11
sass-loader: ^12.6.0
screenfull: ^6.0.1
three: ^0.145.0
typescript: 4.6.3
vite: 2.9.9
vite-plugin-compression: ^0.5.1
@ -73,6 +76,7 @@ dependencies:
echarts-liquidfill: 3.1.0_echarts@5.3.3
echarts-stat: 1.2.0
echarts-wordcloud: 2.0.0_echarts@5.3.3
gsap: 3.11.3
highlight.js: 11.5.1
html2canvas: 1.4.1
keymaster: 1.6.2
@ -80,6 +84,7 @@ dependencies:
naive-ui: 2.33.4_vue@3.2.37
pinia: 2.0.14_ub5l46u3nefphax5x2tezui4oq
screenfull: 6.0.1
three: 0.145.0
vue: 3.2.37
vue-demi: 0.13.1_vue@3.2.37
vue-i18n: 9.1.9_vue@3.2.37
@ -92,6 +97,7 @@ devDependencies:
'@commitlint/cli': 17.0.2
'@commitlint/config-conventional': 17.0.2
'@types/node': 16.11.40
'@types/three': 0.144.0
'@typescript-eslint/eslint-plugin': 5.28.0_evi7yu7wunhzwb24olrfvzynny
'@typescript-eslint/parser': 5.28.0_sfmgizikprcxt7r54j7cnzjamu
'@vicons/carbon': 0.12.0
@ -905,7 +911,7 @@ packages:
dev: true
/@types/node/17.0.43:
resolution: {integrity: sha512-jnUpgw8fL9kP2iszfIDyBQtw5Mf4/XSqy0Loc1J9pI14ejL83XcCEvSf50Gs/4ET0I9VCCDoOfufQysj0S66xA==, registry: https://registry.npm.taobao.org/}
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@ -921,12 +927,22 @@ packages:
'@types/node': 17.0.43
dev: true
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dependencies:
'@types/webxr': 0.5.0
dev: true
/@types/through/0.0.30:
resolution: {integrity: sha512-FvnCJljyxhPM3gkRgWmxmDZyAQSiBQQWLI0A0VFL0K7W1oRUrPJSqNO0NvTnLkBcotdlp3lKvaT0JrnyRDkzOg==}
dependencies:
'@types/node': 17.0.43
dev: true
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resolution: {integrity: sha512-IUMDPSXnYIbEO2IereEFcgcqfDREOgmbGqtrMpVPpACTU6pltYLwHgVkrnYv0XhWEcjio9sYEfIEzgn3c7nDqA==}
dev: true
/@typescript-eslint/eslint-plugin/5.28.0_evi7yu7wunhzwb24olrfvzynny:
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engines: {node: ^12.22.0 || ^14.17.0 || >=16.0.0}
@ -1884,7 +1900,7 @@ packages:
dev: true
/csstype/2.6.20:
resolution: {integrity: sha512-/WwNkdXfckNgw6S5R125rrW8ez139lBHWouiBvX8dfMFtcn6V81REDqnH7+CRpRipfYlyU1CmOnOxrmGcFOjeA==, registry: https://registry.npm.taobao.org/}
resolution: {integrity: sha512-/WwNkdXfckNgw6S5R125rrW8ez139lBHWouiBvX8dfMFtcn6V81REDqnH7+CRpRipfYlyU1CmOnOxrmGcFOjeA==, registry: https://registry.npm.taobao.org/, tarball: https://registry.npm.taobao.org/csstype/-/csstype-2.6.20.tgz}
dev: false
/csstype/3.0.11:
@ -2091,7 +2107,7 @@ packages:
dev: false
/echarts-wordcloud/2.0.0_echarts@5.3.3:
resolution: {integrity: sha512-K7l6pTklqdW7ZWzT/1CS0KhBSINr/cd7c5N1fVMzZMwLQHEwT7x+nivK7g5hkVh7WNcAv4Dn6/ZS5zMKRozC1g==, registry: https://registry.npm.taobao.org/}
resolution: {integrity: sha512-K7l6pTklqdW7ZWzT/1CS0KhBSINr/cd7c5N1fVMzZMwLQHEwT7x+nivK7g5hkVh7WNcAv4Dn6/ZS5zMKRozC1g==, registry: https://registry.npm.taobao.org/, tarball: https://registry.npm.taobao.org/echarts-wordcloud/-/echarts-wordcloud-2.0.0.tgz}
peerDependencies:
echarts: ^5.0.1
dependencies:
@ -3032,6 +3048,10 @@ packages:
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dev: true
/gsap/3.11.3:
resolution: {integrity: sha512-xc/iIJy+LWiMbRa4IdMtdnnKa/7PXEK6NNzV71gdOYUVeTZN7UWnLU0fB7Hi1iwiz4ZZoYkBZPPYGg+2+zzFHA==}
dev: false
/handlebars/4.7.7:
resolution: {integrity: sha512-aAcXm5OAfE/8IXkcZvCepKU3VzW1/39Fb5ZuqMtgI/hT8X2YgoMvBY5dLhq/cpOvw7Lk1nK/UF71aLG/ZnVYRA==}
engines: {node: '>=0.4.7'}
@ -4825,6 +4845,10 @@ packages:
resolution: {integrity: sha512-N+8UisAXDGk8PFXP4HAzVR9nbfmVJ3zYLAWiTIoqC5v5isinhr+r5uaO8+7r3BMfuNIufIsA7RdpVgacC2cSpw==}
dev: true
/three/0.145.0:
resolution: {integrity: sha512-EKoHQEtEJ4CB6b2BGMBgLZrfwLjXcSUfoI/MiIXUuRpeYsfK5aPWbYhdtIVWOH+x6X0TouldHKHBuc/LAiFzAw==}
dev: false
/through/2.3.8:
resolution: {integrity: sha512-w89qg7PI8wAdvX60bMDP+bFoD5Dvhm9oLheFp5O4a2QF0cSBGsBX4qZmadPMvVqlLJBBci+WqGGOAPvcDeNSVg==}
dev: true

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@ -17,6 +17,7 @@ export const scatterBasicUrl = '/mock/scatterBasic'
export const mapUrl = '/mock/map'
export const wordCloudUrl = '/mock/wordCloud'
export const treemapUrl = '/mock/treemap'
export const threeEarth01Url = '/mock/threeEarth01Data'
const mockObject: MockMethod[] = [
{
@ -91,6 +92,11 @@ const mockObject: MockMethod[] = [
method: RequestHttpEnum.GET,
response: () => test.fetchTreemap
},
{
url: threeEarth01Url,
method: RequestHttpEnum.GET,
response: () => test.threeEarth01Data
},
]
export default mockObject

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@ -254,4 +254,21 @@ export default {
msg: '请求成功',
data: tTreemapJson
},
// 三维地球
threeEarth01Data: {
code: 0,
status: 200,
msg: '请求成功',
data: [
{
startArray: { name: '@name', N: '@integer(10, 100)', E: '@integer(10, 100)' },
endArray: [
{ name: '@name', N: '@integer(10, 100)', E: '@integer(10, 100)' },
{ name: '@name', N: '@integer(10, 100)', E: '@integer(10, 100)' },
{ name: '@name', N: '@integer(10, 100)', E: '@integer(10, 100)' },
{ name: '@name', N: '@integer(10, 100)', E: '@integer(10, 100)' }
]
}
]
}
}

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@ -1,5 +1,5 @@
<template>
<setting-item-box name="位置">
<setting-item-box v-if="targetData" name="位置">
<setting-item :name="`偏移 X${targetData.left || 0}px`">
<n-input-number v-model:value="targetData.left" size="small" step="10"></n-input-number>
</setting-item>

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@ -0,0 +1,236 @@
// eslint-disable-next-line @typescript-eslint/ban-ts-comment
// @ts-nocheck
import {
ArcCurve,
BufferAttribute,
BufferGeometry,
Color,
Line,
LineBasicMaterial,
Points,
PointsMaterial,
Quaternion,
Vector3
} from 'three'
import { lon2xyz } from './common'
/*
* 线
* 5( 线, , )
*/
function createFlyLine(radius, startAngle, endAngle, color) {
const geometry = new BufferGeometry() //声明一个几何体对象BufferGeometry
// ArcCurve创建圆弧曲线
const arc = new ArcCurve(0, 0, radius, startAngle, endAngle, false)
//getSpacedPoints是基类Curve的方法返回一个vector2对象作为元素组成的数组
const pointsArr = arc.getSpacedPoints(100) //分段数80返回81个顶点
geometry.setFromPoints(pointsArr) // setFromPoints方法从pointsArr中提取数据改变几何体的顶点属性vertices
// 每个顶点对应一个百分比数据attributes.percent 用于控制点的渲染大小
const percentArr = [] //attributes.percent的数据
for (let i = 0; i < pointsArr.length; i++) {
percentArr.push(i / pointsArr.length)
}
const percentAttribue = new BufferAttribute(new Float32Array(percentArr), 1)
// 通过顶点数据percent点模型从大到小变化产生小蝌蚪形状飞线
geometry.attributes.percent = percentAttribue
// 批量计算所有顶点颜色数据
const colorArr = []
for (let i = 0; i < pointsArr.length; i++) {
const color1 = new Color(0xec8f43) //轨迹线颜色 青色
const color2 = new Color(0xf3ae76) //黄色
const color = color1.lerp(color2, i / pointsArr.length)
colorArr.push(color.r, color.g, color.b)
}
// 设置几何体顶点颜色数据
geometry.attributes.color = new BufferAttribute(new Float32Array(colorArr), 3)
const size = 1.3
// 点模型渲染几何体每个顶点
const material = new PointsMaterial({
size, //点大小
// vertexColors: VertexColors, //使用顶点颜色渲染
transparent: true,
depthWrite: false
})
// 修改点材质的着色器源码(注意:不同版本细节可能会稍微会有区别,不过整体思路是一样的)
material.onBeforeCompile = function (shader) {
// 顶点着色器中声明一个attribute变量:百分比
shader.vertexShader = shader.vertexShader.replace(
'void main() {',
[
'attribute float percent;', //顶点大小百分比变量,控制点渲染大小
'void main() {'
].join('\n') // .join()把数组元素合成字符串
)
// 调整点渲染大小计算方式
shader.vertexShader = shader.vertexShader.replace(
'gl_PointSize = size;',
['gl_PointSize = percent * size;'].join('\n') // .join()把数组元素合成字符串
)
}
const FlyLine = new Points(geometry, material)
material.color = new Color(color)
FlyLine.name = '飞行线'
return FlyLine
}
/**flyArc线
* lon1,lat1:轨迹线起点经纬度坐标
* lon2,lat2线
*/
function flyArc(radius, lon1, lat1, lon2, lat2, options) {
const sphereCoord1 = lon2xyz(radius, lon1, lat1) //经纬度坐标转球面坐标
// startSphereCoord轨迹线起点球面坐标
const startSphereCoord = new Vector3(sphereCoord1.x, sphereCoord1.y, sphereCoord1.z)
const sphereCoord2 = lon2xyz(radius, lon2, lat2)
// startSphereCoord轨迹线结束点球面坐标
const endSphereCoord = new Vector3(sphereCoord2.x, sphereCoord2.y, sphereCoord2.z)
//计算绘制圆弧需要的关于y轴对称的起点、结束点和旋转四元数
const startEndQua = _3Dto2D(startSphereCoord, endSphereCoord)
// 调用arcXOY函数绘制一条圆弧飞线轨迹
const arcline = arcXOY(radius, startEndQua.startPoint, startEndQua.endPoint, options)
arcline.quaternion.multiply(startEndQua.quaternion)
return arcline
}
/*
* 3D球面上任意的两个飞线起点和结束点绕球心旋转到到XOY平面上
* y轴对称
*
*/
function _3Dto2D(startSphere, endSphere) {
/*计算第一次旋转的四元数:表示从一个平面如何旋转到另一个平面*/
const origin = new Vector3(0, 0, 0) //球心坐标
const startDir = startSphere.clone().sub(origin) //飞线起点与球心构成方向向量
const endDir = endSphere.clone().sub(origin) //飞线结束点与球心构成方向向量
// dir1和dir2构成一个三角形.cross()叉乘计算该三角形法线normal
const normal = startDir.clone().cross(endDir).normalize()
const xoyNormal = new Vector3(0, 0, 1) //XOY平面的法线
//.setFromUnitVectors()计算从normal向量旋转达到xoyNormal向量所需要的四元数
// quaternion表示把球面飞线旋转到XOY平面上需要的四元数
const quaternion3D_XOY = new Quaternion().setFromUnitVectors(normal, xoyNormal)
/*第一次旋转飞线起点、结束点从3D空间第一次旋转到XOY平面*/
const startSphereXOY = startSphere.clone().applyQuaternion(quaternion3D_XOY)
const endSphereXOY = endSphere.clone().applyQuaternion(quaternion3D_XOY)
/*计算第二次旋转的四元数*/
// middleV3startSphereXOY和endSphereXOY的中点
const middleV3 = startSphereXOY.clone().add(endSphereXOY).multiplyScalar(0.5)
const midDir = middleV3.clone().sub(origin).normalize() // 旋转前向量midDir中点middleV3和球心构成的方向向量
const yDir = new Vector3(0, 1, 0) // 旋转后向量yDir即y轴
// .setFromUnitVectors()计算从midDir向量旋转达到yDir向量所需要的四元数
// quaternion2表示让第一次旋转到XOY平面的起点和结束点关于y轴对称需要的四元数
const quaternionXOY_Y = new Quaternion().setFromUnitVectors(midDir, yDir)
/*第二次旋转使旋转到XOY平面的点再次旋转实现关于Y轴对称*/
const startSpherXOY_Y = startSphereXOY.clone().applyQuaternion(quaternionXOY_Y)
const endSphereXOY_Y = endSphereXOY.clone().applyQuaternion(quaternionXOY_Y)
/**
*.invert()
* .invert().multiply()
*.invert().invert()
*/
const quaternionInverse = quaternion3D_XOY.clone().invert().multiply(quaternionXOY_Y.clone().invert())
return {
// 返回两次旋转四元数的逆四元数
quaternion: quaternionInverse,
// 范围两次旋转后在XOY平面上关于y轴对称的圆弧起点和结束点坐标
startPoint: startSpherXOY_Y,
endPoint: endSphereXOY_Y
}
}
/**arcXOY()XOYy线
* startPoint, endPoint线y轴对称
* 线*/
function arcXOY(radius, startPoint, endPoint, options) {
// 计算两点的中点
const middleV3 = new Vector3().addVectors(startPoint, endPoint).multiplyScalar(0.5)
// 弦垂线的方向dir(弦的中点和圆心构成的向量)
const dir = middleV3.clone().normalize()
// 计算球面飞线的起点、结束点和球心构成夹角的弧度值
const earthRadianAngle = radianAOB(startPoint, endPoint, new Vector3(0, 0, 0))
/*线
* radius * 0.2线
线*/
const arcTopCoord = dir.multiplyScalar(radius + earthRadianAngle * radius * 0.2) // 黄色飞行线的高度
//求三个点的外接圆圆心(飞线圆弧轨迹的圆心坐标)
const flyArcCenter = threePointCenter(startPoint, endPoint, arcTopCoord)
// 飞线圆弧轨迹半径flyArcR
const flyArcR = Math.abs(flyArcCenter.y - arcTopCoord.y)
/*线线y
线y轴负半轴上一点线*/
const flyRadianAngle = radianAOB(startPoint, new Vector3(0, -1, 0), flyArcCenter)
const startAngle = -Math.PI / 2 + flyRadianAngle //飞线圆弧开始角度
const endAngle = Math.PI - startAngle //飞线圆弧结束角度
// 调用圆弧线模型的绘制函数
const arcline = circleLine(flyArcCenter.x, flyArcCenter.y, flyArcR, startAngle, endAngle, options.color)
// const arcline = new Group();// 不绘制轨迹线,使用 Group替换circleLine()即可
arcline.center = flyArcCenter //飞线圆弧自定一个属性表示飞线圆弧的圆心
arcline.topCoord = arcTopCoord //飞线圆弧自定一个属性表示飞线圆弧中间也就是顶部坐标
// const flyAngle = Math.PI/ 10; //飞线圆弧固定弧度
const flyAngle = (endAngle - startAngle) / 7 //飞线圆弧的弧度和轨迹线弧度相关
// 绘制一段飞线,圆心做坐标原点
const flyLine = createFlyLine(flyArcR, startAngle, startAngle + flyAngle, options.flyLineColor)
flyLine.position.y = flyArcCenter.y //平移飞线圆弧和飞线轨迹圆弧重合
//飞线段flyLine作为飞线轨迹arcLine子对象继承飞线轨迹平移旋转等变换
arcline.add(flyLine)
//飞线段运动范围startAngle~flyEndAngle
flyLine.flyEndAngle = endAngle - startAngle - flyAngle
flyLine.startAngle = startAngle
// arcline.flyEndAngle飞线段当前角度位置这里设置了一个随机值用于演示
flyLine.AngleZ = arcline.flyEndAngle * Math.random()
// flyLine.rotation.z = arcline.AngleZ;
// arcline.flyLine指向飞线段,便于设置动画是访问飞线段
arcline.userData['flyLine'] = flyLine
return arcline
}
/*
point1, point2:表示地球球面上两点坐标Vector3
AB两点和顶点O构成的AOB夹角弧度值*/
function radianAOB(A, B, O) {
// dir1、dir2球面上两个点和球心构成的方向向量
const dir1 = A.clone().sub(O).normalize()
const dir2 = B.clone().sub(O).normalize()
//点乘.dot()计算夹角余弦值
const cosAngle = dir1.clone().dot(dir2)
const radianAngle = Math.acos(cosAngle) //余弦值转夹角弧度值,通过余弦值可以计算夹角范围是0~180度
return radianAngle
}
/*线Line
5(, , 线, , )*/
function circleLine(x, y, r, startAngle, endAngle, color) {
const geometry = new BufferGeometry() //声明一个几何体对象Geometry
// ArcCurve创建圆弧曲线
const arc = new ArcCurve(x, y, r, startAngle, endAngle, false)
//getSpacedPoints是基类Curve的方法返回一个vector2对象作为元素组成的数组
const points = arc.getSpacedPoints(80) //分段数50返回51个顶点
geometry.setFromPoints(points) // setFromPoints方法从points中提取数据改变几何体的顶点属性vertices
const material = new LineBasicMaterial({
color: color || 0xd18547
}) //线条材质
const line = new Line(geometry, material) //线条模型对象
return line
}
//求三个点的外接圆圆心p1, p2, p3表示三个点的坐标Vector3。
function threePointCenter(p1, p2, p3) {
const L1 = p1.lengthSq() //p1到坐标原点距离的平方
const L2 = p2.lengthSq()
const L3 = p3.lengthSq()
const x1 = p1.x,
y1 = p1.y,
x2 = p2.x,
y2 = p2.y,
x3 = p3.x,
y3 = p3.y
const S = x1 * y2 + x2 * y3 + x3 * y1 - x1 * y3 - x2 * y1 - x3 * y2
const x = (L2 * y3 + L1 * y2 + L3 * y1 - L2 * y1 - L3 * y2 - L1 * y3) / S / 2
const y = (L3 * x2 + L2 * x1 + L1 * x3 - L1 * x2 - L2 * x3 - L3 * x1) / S / 2
// 三点外接圆圆心坐标
const center = new Vector3(x, y, 0)
return center
}
export { arcXOY, flyArc }

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@ -0,0 +1,137 @@
import {
CatmullRomCurve3,
DoubleSide,
Group,
Mesh,
MeshBasicMaterial,
PlaneGeometry,
Texture,
TubeGeometry,
Vector3
} from 'three'
import { punctuation } from '../world/Earth'
/**
*
* @param {} R
* @param {()} longitude
* @param {()} latitude
*/
export const lon2xyz = (R: number, longitude: number, latitude: number): Vector3 => {
let lon = (longitude * Math.PI) / 180 // 转弧度值
const lat = (latitude * Math.PI) / 180 // 转弧度值
lon = -lon // js坐标系z坐标轴对应经度-90度而不是90度
// 经纬度坐标转球面坐标计算公式
const x = R * Math.cos(lat) * Math.cos(lon)
const y = R * Math.sin(lat)
const z = R * Math.cos(lat) * Math.sin(lon)
// 返回球面坐标
return new Vector3(x, y, z)
}
// 创建波动光圈
export const createWaveMesh = (options: { radius: number; lon: number; lat: number; textures: any }) => {
const geometry = new PlaneGeometry(1, 1) //默认在XOY平面上
const texture = options.textures.aperture
const material = new MeshBasicMaterial({
color: 0xe99f68,
map: texture,
transparent: true, //使用背景透明的png贴图注意开启透明计算
opacity: 1.0,
depthWrite: false //禁止写入深度缓冲区数据
})
const mesh = new Mesh(geometry, material)
// 经纬度转球面坐标
const coord = lon2xyz(options.radius * 1.001, options.lon, options.lat)
const size = options.radius * 0.12 //矩形平面Mesh的尺寸
mesh.scale.set(size, size, size) //设置mesh大小
mesh.userData['size'] = size //自顶一个属性表示mesh静态大小
mesh.userData['scale'] = Math.random() * 1.0 //自定义属性._s表示mesh在原始大小基础上放大倍数 光圈在原来mesh.size基础上1~2倍之间变化
mesh.position.set(coord.x, coord.y, coord.z)
const coordVec3 = new Vector3(coord.x, coord.y, coord.z).normalize()
const meshNormal = new Vector3(0, 0, 1)
mesh.quaternion.setFromUnitVectors(meshNormal, coordVec3)
return mesh
}
// 创建柱状
export const createLightPillar = (options: {
radius: number
lon: number
lat: number
index: number
textures: Record<string, Texture>
punctuation: punctuation
}) => {
const height = options.radius * 0.3
const geometry = new PlaneGeometry(options.radius * 0.05, height)
geometry.rotateX(Math.PI / 2)
geometry.translate(0, 0, height / 2)
const material = new MeshBasicMaterial({
map: options.textures.light_column,
color: options.index == 0 ? options.punctuation.lightColumn.startColor : options.punctuation.lightColumn.endColor,
transparent: true,
side: DoubleSide,
depthWrite: false //是否对深度缓冲区有任何的影响
})
const mesh = new Mesh(geometry, material)
const group = new Group()
// 两个光柱交叉叠加
group.add(mesh, mesh.clone().rotateZ(Math.PI / 2)) //几何体绕x轴旋转了所以mesh旋转轴变为z
// 经纬度转球面坐标
const SphereCoord = lon2xyz(options.radius, options.lon, options.lat) //SphereCoord球面坐标
group.position.set(SphereCoord.x, SphereCoord.y, SphereCoord.z) //设置mesh位置
const coordVec3 = new Vector3(SphereCoord.x, SphereCoord.y, SphereCoord.z).normalize()
const meshNormal = new Vector3(0, 0, 1)
group.quaternion.setFromUnitVectors(meshNormal, coordVec3)
return group
}
// 光柱底座矩形平面
export const createPointMesh = (options: { radius: number; lon: number; lat: number; material: MeshBasicMaterial }) => {
const geometry = new PlaneGeometry(1, 1) //默认在XOY平面上
const mesh = new Mesh(geometry, options.material)
// 经纬度转球面坐标
const coord = lon2xyz(options.radius * 1.001, options.lon, options.lat)
const size = options.radius * 0.05 // 矩形平面Mesh的尺寸
mesh.scale.set(size, size, size) // 设置mesh大小
// 设置mesh位置
mesh.position.set(coord.x, coord.y, coord.z)
const coordVec3 = new Vector3(coord.x, coord.y, coord.z).normalize()
const meshNormal = new Vector3(0, 0, 1)
mesh.quaternion.setFromUnitVectors(meshNormal, coordVec3)
return mesh
}
// 获取点
export const getCirclePoints = (option: any) => {
const list = []
for (let j = 0; j < 2 * Math.PI - 0.1; j += (2 * Math.PI) / (option.number || 100)) {
list.push([
parseFloat((Math.cos(j) * (option.radius || 10)).toFixed(2)),
0,
parseFloat((Math.sin(j) * (option.radius || 10)).toFixed(2))
])
}
if (option.closed) list.push(list[0])
return list
}
// 创建线
/**
* 线
*/
export const createAnimateLine = (option: any) => {
// 由多个点数组构成的曲线 通常用于道路
const l: Array<any> = []
option.pointList.forEach((e: Array<any>) => l.push(new Vector3(e[0], e[1], e[2])))
const curve = new CatmullRomCurve3(l) // 曲线路径
// 管道体
const tubeGeometry = new TubeGeometry(curve, option.number || 50, option.radius || 1, option.radialSegments)
return new Mesh(tubeGeometry, option.material)
}

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export interface IEvents {
resize: () => void
}

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export interface IWord {
dom: HTMLElement
data: any
width: number
height: number
}

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uniform vec3 glowColor;
uniform float bias;
uniform float power;
uniform float time;
varying vec3 vp;
varying vec3 vNormal;
varying vec3 vPositionNormal;
uniform float scale;
//
uniform sampler2D map;
//
varying vec2 vUv;
void main(void){
float a = pow( bias + scale * abs(dot(vNormal, vPositionNormal)), power );
if(vp.y > time && vp.y < time + 20.0) {
float t = smoothstep(0.0, 0.8, (1.0 - abs(0.5 - (vp.y - time) / 20.0)) / 3.0 );
gl_FragColor = mix(gl_FragColor, vec4(glowColor, 1.0), t * t );
}
gl_FragColor = mix(gl_FragColor, vec4( glowColor, 1.0 ), a);
float b = 0.8;
gl_FragColor = gl_FragColor + texture2D( map, vUv );
}

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varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vp;
varying vec3 vPositionNormal;
void main(void){
vUv = uv;
vNormal = normalize( normalMatrix * normal ); // 转换到视图空间
vp = position;
vPositionNormal = normalize(( modelViewMatrix * vec4(position, 1.0) ).xyz);
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}

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/**
*
*
*/
interface ITextures {
name: string
url: string
}
export interface IResources {
textures?: ITextures[]
}
const fileSuffix = ['earth', 'gradient', 'redCircle', 'label', 'aperture', 'glow', 'light_column', 'aircraft']
const textures: ITextures[] = []
const modules = import.meta.globEager("../../images/earth/*");
for(let item in modules) {
const n = item.split('/').pop()
if(n) {
textures.push({
name: n.split('.')[0],
url: modules[item].default
})
}
}
const resources: IResources = {
textures
}
export { resources }

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/**
* threejs
*
*/
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
export class Basic {
public scene!: THREE.Scene
public camera!: THREE.PerspectiveCamera
public renderer!: THREE.WebGLRenderer
public controls!: OrbitControls
public dom: HTMLElement
constructor(dom: HTMLElement) {
this.dom = dom
this.initScenes()
this.setControls()
}
/**
*
*/
initScenes() {
this.scene = new THREE.Scene()
this.camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 100000)
this.camera.position.set(0, 30, -250)
this.renderer = new THREE.WebGLRenderer({
// canvas: this.dom,
alpha: true, // 透明
antialias: true // 抗锯齿
})
this.renderer.setPixelRatio(window.devicePixelRatio) // 设置屏幕像素比
this.renderer.setSize(window.innerWidth, window.innerHeight) // 设置渲染器宽高
this.dom.appendChild(this.renderer.domElement) // 添加到dom中
}
/**
*
*/
setControls() {
// 鼠标控制 相机渲染dom
this.controls = new OrbitControls(this.camera, this.renderer.domElement)
this.controls.autoRotateSpeed = 3
// 使动画循环使用时阻尼或自转 意思是否有惯性
this.controls.enableDamping = true
// 动态阻尼系数 就是鼠标拖拽旋转灵敏度
this.controls.dampingFactor = 0.05
// 是否可以缩放
this.controls.enableZoom = true
// 设置相机距离原点的最远距离
this.controls.minDistance = 100
// 设置相机距离原点的最远距离
this.controls.maxDistance = 300
// 是否开启右键拖拽
this.controls.enablePan = false
}
}

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import {
BufferAttribute,
BufferGeometry,
Color,
DoubleSide,
Group,
Material,
Mesh,
MeshBasicMaterial,
NormalBlending,
Object3D,
Points,
PointsMaterial,
ShaderMaterial,
SphereGeometry,
Sprite,
SpriteMaterial,
Texture,
TextureLoader,
Vector3
} from 'three'
import {
createAnimateLine,
createLightPillar,
createPointMesh,
createWaveMesh,
getCirclePoints,
lon2xyz
} from '../Utils/common'
import gsap from 'gsap'
import { flyArc } from '../Utils/arc'
import earthVertex from '../shaders/earth/vertex.vs?raw'
import earthFragment from '../shaders/earth/fragment.fs?raw'
export type punctuation = {
circleColor: number
lightColumn: {
startColor: number // 起点颜色
endColor: number // 终点颜色
}
}
type options = {
data: {
startArray: {
name: string
E: number // 经度
N: number // 维度
}
endArray: {
name: string
E: number // 经度
N: number // 维度
}[]
}[]
dom: HTMLElement
textures: Record<string, Texture> // 贴图
earth: {
radius: number // 地球半径
rotateSpeed: number // 地球旋转速度
isRotation: boolean // 地球组是否自转
}
satellite: {
show: boolean // 是否显示卫星
rotateSpeed: number // 旋转速度
size: number // 卫星大小
number: number // 一个圆环几个球
}
punctuation: punctuation
flyLine: {
color: number // 飞线的颜色
speed: number // 飞机拖尾线速度
flyLineColor: number // 飞行线的颜色
}
}
type uniforms = {
glowColor: { value: Color }
scale: { type: string; value: number }
bias: { type: string; value: number }
power: { type: string; value: number }
time: { type: string; value: any }
isHover: { value: boolean }
map: { value?: Texture }
}
export default class earth {
public group: Group
public earthGroup: Group
public around!: BufferGeometry
public aroundPoints!: Points<BufferGeometry, PointsMaterial>
public options: options
public uniforms: uniforms
public timeValue: number
public earth!: Mesh<SphereGeometry, ShaderMaterial>
public punctuationMaterial!: MeshBasicMaterial
public markupPoint: Group
public waveMeshArr: Object3D[]
public circleLineList: any[]
public circleList: any[]
public x: number
public n: number
public isRotation: boolean
public flyLineArcGroup!: Group
constructor(options: options) {
this.options = options
this.group = new Group()
this.group.name = 'group'
this.group.scale.set(0, 0, 0)
this.earthGroup = new Group()
this.group.add(this.earthGroup)
this.earthGroup.name = 'EarthGroup'
// 标注点效果
this.markupPoint = new Group()
this.markupPoint.name = 'markupPoint'
this.waveMeshArr = []
// 卫星和标签
this.circleLineList = []
this.circleList = []
this.x = 0
this.n = 0
// 地球自转
this.isRotation = this.options.earth.isRotation
// 扫光动画 shader
this.timeValue = 200
this.uniforms = {
glowColor: {
value: new Color(0x0cd1eb)
},
scale: {
type: 'f',
value: -1.0
},
bias: {
type: 'f',
value: 1.0
},
power: {
type: 'f',
value: 3.3
},
time: {
type: 'f',
value: this.timeValue
},
isHover: {
value: false
},
map: {
value: undefined
}
}
}
async init(): Promise<void> {
return new Promise(resolve => {
const init = async () => {
this.createEarth() // 创建地球
this.createEarthGlow() // 创建地球辉光
this.createEarthAperture() // 创建地球的大气层
await this.createMarkupPoint() // 创建柱状点位
this.createAnimateCircle() // 创建环绕卫星
this.createFlyLine() // 创建飞线
this.show()
resolve()
}
init()
})
}
createEarth() {
const earth_geometry = new SphereGeometry(this.options.earth.radius, 50, 50)
const earth_border = new SphereGeometry(this.options.earth.radius + 10, 60, 60)
const pointMaterial = new PointsMaterial({
color: 0x81ffff, //设置颜色,默认 0xFFFFFF
transparent: true,
sizeAttenuation: true,
opacity: 0.1,
vertexColors: false, //定义材料是否使用顶点颜色默认false ---如果该选项设置为true则color属性失效
size: 0.2 //定义粒子的大小。默认为1.0
})
const points = new Points(earth_border, pointMaterial) //将模型添加到场景
this.earthGroup.add(points)
this.uniforms.map.value = this.options.textures.earth
const earth_material = new ShaderMaterial({
// wireframe:true, // 显示模型线条
uniforms: this.uniforms as any,
vertexShader: earthVertex,
fragmentShader: earthFragment
})
earth_material.needsUpdate = true
this.earth = new Mesh(earth_geometry, earth_material)
this.earth.name = 'earth'
this.earthGroup.add(this.earth)
}
createEarthGlow() {
const R = this.options.earth.radius //地球半径
// TextureLoader创建一个纹理加载器对象可以加载图片作为纹理贴图
const texture = this.options.textures.glow // 加载纹理贴图
// 创建精灵材质对象SpriteMaterial
const spriteMaterial = new SpriteMaterial({
map: texture, // 设置精灵纹理贴图
color: 0x4390d1,
transparent: true, //开启透明
opacity: 0.7, // 可以通过透明度整体调节光圈
depthWrite: false //禁止写入深度缓冲区数据
})
// 创建表示地球光圈的精灵模型
const sprite = new Sprite(spriteMaterial)
sprite.scale.set(R * 3.0, R * 3.0, 1) //适当缩放精灵
this.earthGroup.add(sprite)
}
createEarthAperture() {
const vertexShader = [
'varying vec3 vVertexWorldPosition;',
'varying vec3 vVertexNormal;',
'varying vec4 vFragColor;',
'void main(){',
' vVertexNormal = normalize(normalMatrix * normal);', //将法线转换到视图坐标系中
' vVertexWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;', //将顶点转换到世界坐标系中
' // set gl_Position',
' gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
'}'
].join('\n')
//大气层效果
const AeroSphere = {
uniforms: {
coeficient: {
type: 'f',
value: 1.0
},
power: {
type: 'f',
value: 3
},
glowColor: {
type: 'c',
value: new Color(0x4390d1)
}
},
vertexShader: vertexShader,
fragmentShader: [
'uniform vec3 glowColor;',
'uniform float coeficient;',
'uniform float power;',
'varying vec3 vVertexNormal;',
'varying vec3 vVertexWorldPosition;',
'varying vec4 vFragColor;',
'void main(){',
' vec3 worldCameraToVertex = vVertexWorldPosition - cameraPosition;', //世界坐标系中从相机位置到顶点位置的距离
' vec3 viewCameraToVertex = (viewMatrix * vec4(worldCameraToVertex, 0.0)).xyz;', //视图坐标系中从相机位置到顶点位置的距离
' viewCameraToVertex= normalize(viewCameraToVertex);', //规一化
' float intensity = pow(coeficient + dot(vVertexNormal, viewCameraToVertex), power);',
' gl_FragColor = vec4(glowColor, intensity);',
'}'
].join('\n')
}
//球体 辉光 大气层
const material1 = new ShaderMaterial({
uniforms: AeroSphere.uniforms,
vertexShader: AeroSphere.vertexShader,
fragmentShader: AeroSphere.fragmentShader,
blending: NormalBlending,
transparent: true,
depthWrite: false
})
const sphere = new SphereGeometry(this.options.earth.radius + 0, 50, 50)
const mesh = new Mesh(sphere, material1)
this.earthGroup.add(mesh)
}
async createMarkupPoint() {
await Promise.all(
this.options.data.map(async item => {
const radius = this.options.earth.radius
const lon = item.startArray.E //经度
const lat = item.startArray.N //纬度
this.punctuationMaterial = new MeshBasicMaterial({
color: this.options.punctuation.circleColor,
map: this.options.textures.label,
transparent: true, //使用背景透明的png贴图注意开启透明计算
depthWrite: false //禁止写入深度缓冲区数据
})
const mesh = createPointMesh({ radius, lon, lat, material: this.punctuationMaterial }) //光柱底座矩形平面
this.markupPoint.add(mesh)
const LightPillar = createLightPillar({
radius: this.options.earth.radius,
lon,
lat,
index: 0,
textures: this.options.textures,
punctuation: this.options.punctuation
}) //光柱
this.markupPoint.add(LightPillar)
const WaveMesh = createWaveMesh({ radius, lon, lat, textures: this.options.textures }) //波动光圈
this.markupPoint.add(WaveMesh)
this.waveMeshArr.push(WaveMesh)
await Promise.all(
item.endArray.map(obj => {
const lon = obj.E //经度
const lat = obj.N //纬度
const mesh = createPointMesh({ radius, lon, lat, material: this.punctuationMaterial }) //光柱底座矩形平面
this.markupPoint.add(mesh)
const LightPillar = createLightPillar({
radius: this.options.earth.radius,
lon,
lat,
index: 1,
textures: this.options.textures,
punctuation: this.options.punctuation
}) //光柱
this.markupPoint.add(LightPillar)
const WaveMesh = createWaveMesh({ radius, lon, lat, textures: this.options.textures }) //波动光圈
this.markupPoint.add(WaveMesh)
this.waveMeshArr.push(WaveMesh)
})
)
this.earthGroup.add(this.markupPoint)
})
)
}
createAnimateCircle() {
// 创建 圆环 点
const list = getCirclePoints({
radius: this.options.earth.radius + 15,
number: 150, //切割数
closed: true // 闭合
})
const mat = new MeshBasicMaterial({
color: '#0c3172',
transparent: true,
opacity: 0.4,
side: DoubleSide
})
const line = createAnimateLine({
pointList: list,
material: mat,
number: 100,
radius: 0.1
})
this.earthGroup.add(line)
// 在clone两条线出来
const l2 = line.clone()
l2.scale.set(1.2, 1.2, 1.2)
l2.rotateZ(Math.PI / 6)
this.earthGroup.add(l2)
const l3 = line.clone()
l3.scale.set(0.8, 0.8, 0.8)
l3.rotateZ(-Math.PI / 6)
this.earthGroup.add(l3)
/**
*
*/
const ball = new Mesh(
new SphereGeometry(this.options.satellite.size, 32, 32),
new MeshBasicMaterial({
color: '#e0b187' // 745F4D
})
)
const ball2 = new Mesh(
new SphereGeometry(this.options.satellite.size, 32, 32),
new MeshBasicMaterial({
color: '#628fbb' // 324A62
})
)
const ball3 = new Mesh(
new SphereGeometry(this.options.satellite.size, 32, 32),
new MeshBasicMaterial({
color: '#806bdf' //6D5AC4
})
)
this.circleLineList.push(line, l2, l3)
ball.name = ball2.name = ball3.name = '卫星'
for (let i = 0; i < this.options.satellite.number; i++) {
const ball01 = ball.clone()
// 一根线上总共有几个球,根据数量平均分布一下
const num = Math.floor(list.length / this.options.satellite.number)
ball01.position.set(list[num * (i + 1)][0] * 1, list[num * (i + 1)][1] * 1, list[num * (i + 1)][2] * 1)
line.add(ball01)
const ball02 = ball2.clone()
const num02 = Math.floor(list.length / this.options.satellite.number)
ball02.position.set(list[num02 * (i + 1)][0] * 1, list[num02 * (i + 1)][1] * 1, list[num02 * (i + 1)][2] * 1)
l2.add(ball02)
const ball03 = ball2.clone()
const num03 = Math.floor(list.length / this.options.satellite.number)
ball03.position.set(list[num03 * (i + 1)][0] * 1, list[num03 * (i + 1)][1] * 1, list[num03 * (i + 1)][2] * 1)
l3.add(ball03)
}
}
createFlyLine() {
this.flyLineArcGroup = new Group()
this.flyLineArcGroup.userData['flyLineArray'] = []
this.earthGroup.add(this.flyLineArcGroup)
this.options.data.forEach(cities => {
cities.endArray.forEach(item => {
// 调用函数flyArc绘制球面上任意两点之间飞线圆弧轨迹
const arcline = flyArc(
this.options.earth.radius,
cities.startArray.E,
cities.startArray.N,
item.E,
item.N,
this.options.flyLine
)
this.flyLineArcGroup.add(arcline) // 飞线插入flyArcGroup中
this.flyLineArcGroup.userData['flyLineArray'].push(arcline.userData['flyLine'])
})
})
}
show() {
gsap.to(this.group.scale, {
x: 1,
y: 1,
z: 1,
duration: 2,
ease: 'Quadratic'
})
}
render() {
this.flyLineArcGroup?.userData['flyLineArray']?.forEach((fly: any) => {
fly.rotation.z += this.options.flyLine.speed // 调节飞线速度
if (fly.rotation.z >= fly.flyEndAngle) fly.rotation.z = 0
})
if (this.isRotation) {
this.earthGroup.rotation.y += this.options.earth.rotateSpeed
}
this.circleLineList.forEach(e => {
e.rotateY(this.options.satellite.rotateSpeed)
})
this.uniforms.time.value =
this.uniforms.time.value < -this.timeValue ? this.timeValue : this.uniforms.time.value - 1
if (this.waveMeshArr.length) {
this.waveMeshArr.forEach((mesh: any) => {
mesh.userData['scale'] += 0.007
mesh.scale.set(
mesh.userData['size'] * mesh.userData['scale'],
mesh.userData['size'] * mesh.userData['scale'],
mesh.userData['size'] * mesh.userData['scale']
)
if (mesh.userData['scale'] <= 1.5) {
(mesh.material as Material).opacity = (mesh.userData['scale'] - 1) * 2 //2等于1/(1.5-1.0)保证透明度在0~1之间变化
} else if (mesh.userData['scale'] > 1.5 && mesh.userData['scale'] <= 2) {
(mesh.material as Material).opacity = 1 - (mesh.userData['scale'] - 1.5) * 2 //2等于1/(2.0-1.5) mesh缩放2倍对应0 缩放1.5被对应1
} else {
mesh.userData['scale'] = 1
}
})
}
}
}

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@ -0,0 +1,54 @@
/**
*
*/
import { LoadingManager, Texture, TextureLoader } from 'three'
import { loadingStart, loadingFinish, loadingError } from '@/utils'
import { resources } from './Assets'
export class Resources {
private manager!: LoadingManager
private callback: () => void
private textureLoader!: InstanceType<typeof TextureLoader>
public textures: Record<string, Texture>
constructor(callback: () => void) {
this.callback = callback // 资源加载完成的回调
this.textures = {} // 贴图对象
this.setLoadingManager()
this.loadResources()
}
/**
*
*/
private setLoadingManager() {
this.manager = new LoadingManager()
// 开始加载
this.manager.onStart = () => {
loadingStart()
}
// 加载完成
this.manager.onLoad = () => {
this.callback()
}
// 正在进行中
this.manager.onProgress = url => {
loadingFinish()
}
this.manager.onError = url => {
loadingError()
window['$message'].error('数据加载失败,请刷新重试!')
}
}
/**
*
*/
private loadResources(): void {
this.textureLoader = new TextureLoader(this.manager)
resources.textures?.forEach(item => {
this.textureLoader.load(item.url, t => {
this.textures[item.name] = t
})
})
}
}

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@ -0,0 +1,104 @@
import { MeshBasicMaterial, PerspectiveCamera, Scene, ShaderMaterial, WebGLRenderer } from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
// interfaces
import { IWord } from '../interfaces/IWord'
import { Basic } from './Basic'
import { Resources } from './Resources'
// earth
import Earth from './Earth'
export default class World {
public basic: Basic
public scene: Scene
public camera: PerspectiveCamera
public renderer: WebGLRenderer
public controls: OrbitControls
public material!: ShaderMaterial | MeshBasicMaterial
public resources: Resources
public option: IWord
public earth!: Earth
constructor(option: IWord) {
/**
*
*/
this.option = option
this.basic = new Basic(option.dom)
this.scene = this.basic.scene
this.renderer = this.basic.renderer
this.controls = this.basic.controls
this.camera = this.basic.camera
this.updateSize()
this.resources = new Resources(async () => {
await this.createEarth()
// 开始渲染
this.render()
})
}
async createEarth(data?: any) {
// 资源加载完成开始制作地球注释在new Earth()类型里面
this.earth = new Earth({
data: data || this.option.data,
dom: this.option.dom,
textures: this.resources.textures,
earth: {
radius: 50,
rotateSpeed: 0.002,
isRotation: true
},
satellite: {
show: true,
rotateSpeed: -0.01,
size: 1,
number: 2
},
punctuation: {
circleColor: 0x3892ff,
lightColumn: {
startColor: 0xe4007f, // 起点颜色
endColor: 0xffffff // 终点颜色
}
},
flyLine: {
color: 0xf3ae76, // 飞线的颜色
flyLineColor: 0xff7714, // 飞行线的颜色
speed: 0.004 // 拖尾飞线的速度
}
})
this.scene.add(this.earth.group)
await this.earth.init()
}
/**
*
*/
public render() {
requestAnimationFrame(this.render.bind(this))
this.renderer.render(this.scene, this.camera)
this.controls && this.controls.update()
this.earth && this.earth.render()
}
// 更新
public updateSize(width?: number, height?: number) {
let w = width || this.option.width
let h = height || this.option.height
// 取小值
if (w < h) h = w
else w = h
this.renderer.setSize(w, h)
this.camera.aspect = w / h
this.camera.updateProjectionMatrix()
}
// 数据更新重新渲染
public updateData(data?: any) {
if(!this.earth.group) return
// 先删除旧的
this.scene.remove(this.earth.group)
this.createEarth(data)
}
}

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@ -0,0 +1,17 @@
import { PublicConfigClass } from '@/packages/public'
import { CreateComponentType } from '@/packages/index.d'
import { chartInitConfig } from '@/settings/designSetting'
import { ThreeEarth01Config } from './index'
import dataJson from './data.json'
import cloneDeep from 'lodash/cloneDeep'
export const option = {
dataset: dataJson
}
export default class Config extends PublicConfigClass implements CreateComponentType {
public key = ThreeEarth01Config.key
public attr = { ...chartInitConfig, w: 800, h: 800, zIndex: -1 }
public chartConfig = cloneDeep(ThreeEarth01Config)
public option = cloneDeep(option)
}

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@ -0,0 +1,14 @@
<template></template>
<script setup lang="ts">
import { PropType } from 'vue'
import { CollapseItem, SettingItemBox, SettingItem } from '@/components/Pages/ChartItemSetting'
import { option } from './config'
const props = defineProps({
optionData: {
type: Object as PropType<typeof option>,
required: true
}
})
</script>

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@ -0,0 +1,84 @@
[
{
"startArray": {
"name": "杭州",
"N": 30.246026,
"E": 120.210792
},
"endArray": [
{
"name": "曼谷",
"N": 22,
"E": 100.49074172973633
},
{
"name": "澳大利亚",
"N": -23.68477416688374,
"E": 133.857421875
},
{
"name": "新疆维吾尔自治区",
"N": 41.748,
"E": 84.9023
},
{
"name": "德黑兰",
"N": 35,
"E": 51
},
{
"name": "德黑兰",
"N": 35,
"E": 51
},
{
"name": "美国",
"N": 34.125447565116126,
"E": 241.7431640625
},
{
"name": "英国",
"N": 51.508742458803326,
"E": 359.82421875
},
{
"name": "巴西",
"N": -9.96885060854611,
"E": 668.1445312499999
}
]
},
{
"startArray": {
"name": "北京",
"N": 39.89491,
"E": 116.322056
},
"endArray": [
{
"name": "西藏",
"N": 29.660361,
"E": 91.132212
},
{
"name": "广西",
"N": 22.830824,
"E": 108.30616
},
{
"name": "江西",
"N": 28.676493,
"E": 115.892151
},
{
"name": "贵阳",
"N": 26.647661,
"E": 106.630153
}
]
}
]

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@ -0,0 +1,15 @@
import image from '@/assets/images/chart/decorates/threeEarth01.png'
import { ConfigType, PackagesCategoryEnum, ChartFrameEnum } from '@/packages/index.d'
import { ChatCategoryEnum, ChatCategoryEnumName } from '../../index.d'
export const ThreeEarth01Config: ConfigType = {
key: 'ThreeEarth01',
chartKey: 'VThreeEarth01',
conKey: 'VCThreeEarth01',
title: '时钟',
category: ChatCategoryEnum.THREE,
categoryName: ChatCategoryEnumName.THREE,
package: PackagesCategoryEnum.DECORATES,
chartFrame: ChartFrameEnum.STATIC,
image
}

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@ -0,0 +1,74 @@
<template>
<div ref="chartRef"></div>
</template>
<script setup lang="ts">
import { onMounted, PropType, ref, toRefs, watch } from 'vue'
import { CreateComponentType } from '@/packages/index.d'
import { useChartDataFetch } from '@/hooks'
import { useChartEditStore } from '@/store/modules/chartEditStore/chartEditStore'
import { option } from './config'
import World from './code/world/Word'
import throttle from 'lodash/throttle'
const props = defineProps({
chartConfig: {
type: Object as PropType<CreateComponentType & typeof option>,
required: true
}
})
const chartRef = ref<HTMLElement>()
const { w, h } = toRefs(props.chartConfig.attr)
let threeClassInstance: World
//
const init = () => {
const dom: HTMLElement | undefined = chartRef.value
if (dom) {
threeClassInstance = new World({
dom: dom,
data: props.chartConfig.option.dataset,
width: w.value,
height: h.value
})
}
}
const updateData = (data: any) => {
try {
threeClassInstance.updateData(data)
} catch (error) {
console.log(error)
}
}
//
watch(
() => [w.value, h.value],
throttle(([newWidth], [newHeight]) => {
threeClassInstance.updateSize(newWidth, newHeight)
}, 100)
)
watch(
() => props.chartConfig.option.dataset,
(newData: any) => {
updateData(newData)
},
{
deep: false
}
)
// DOM
onMounted(() => {
try {
init()
} catch (error) {
console.log(error)
}
})
useChartDataFetch(props.chartConfig, useChartEditStore, updateData)
</script>

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@ -0,0 +1,3 @@
import { ThreeEarth01Config } from './ThreeEarth01/index'
export default [ThreeEarth01Config]

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@ -1,11 +1,13 @@
export enum ChatCategoryEnum {
BORDER = 'Borders',
DECORATE = 'Decorates',
THREE = 'Three',
MORE = 'Mores'
}
export enum ChatCategoryEnumName {
BORDER = '边框',
DECORATE = '装饰',
THREE = '三维',
MORE = '更多'
}

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@ -1,5 +1,6 @@
import Borders from './Borders'
import Decorates from './Decorates'
import Three from './Three'
import Mores from './Mores'
export const DecorateList = [...Borders, ...Decorates, ...Mores]
export const DecorateList = [...Borders, ...Decorates, ...Three, ...Mores]

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@ -76,7 +76,8 @@ import {
scatterBasicUrl,
mapUrl,
wordCloudUrl,
treemapUrl
treemapUrl,
threeEarth01Url
} from '@/api/mock'
const { HelpOutlineIcon } = icon.ionicons5
@ -127,6 +128,9 @@ const apiList = [
{
value: `【树图】${treemapUrl}`
},
{
value: `【三维地球】${threeEarth01Url}`
},
]
</script>