import { DataManager } from "../../controller/data-manager"; import { InfoManager } from "../../controller/info-manager"; import { SceneManager } from "../../controller/scene-manager"; import { ServeManager } from "../../controller/serve-manager"; import { BuildingStatus } from "../../controller/status/building-status"; import { StatusManager } from "../../controller/status/status-manager"; import { BuildingData_Normal, BuildingData_Environment, BuildingData_ChemicalPlant, BuildingType, BuildingData } from "../../model/data/institution/building/building-data"; import { BuildingPosType, ModelType } from "../../model/data/model-data/model-data"; import { FacilityType } from "../../model/data/model-data/model-data-facility"; import { ModelEditData } from "../../model/data/model-data/model-edit-data"; import { BuildingInfo } from "../../model/info/building/building-info"; import { BuildingInfo_ChemicalPlant } from "../../model/info/building/building-info-chemicalplant"; import { BuildingInfo_Environment } from "../../model/info/building/building-info-environment"; import { BuildingInfo_Normal } from "../../model/info/building/building-info-normal"; import { ModelInfo_building } from "../../model/info/model/model-info-building"; import { TsTool } from "../../tool/ts-tool"; import { UIBase } from "../window-base/ui-base"; import { BuildingUIItem } from "./building-ui-item"; //建筑界面 export class BuildingWindow extends UIBase { buldingStatus: BuildingStatus; buildingUIItems: BuildingUIItem[] = [];//所有建筑UI currentBuidngItem: BuildingUIItem; //当前正在操作的建筑 // three: ThreeDimensionalHomeComponent;//前端组件 //#region 与前端对接部分 /** * UI上添加一个建筑item * @param buildingData 建筑data数据 * @param index 序号 * @param onSuccess 成功的回调 */ createOneBuildingItem(buildingData: BuildingData_Normal | BuildingData_Environment | BuildingData_ChemicalPlant, index: number, onSuccess?: (buildingUIItem: BuildingUIItem, index: number) => void) { let buildingInfo: BuildingInfo_Normal | BuildingInfo_Environment | BuildingInfo_ChemicalPlant; switch (buildingData.buildingType) { case BuildingType.Normal: buildingInfo = new BuildingInfo_Normal(buildingData as BuildingData_Normal, null); break; case BuildingType.Environment: buildingInfo = new BuildingInfo_Environment(buildingData, null); break; case BuildingType.ChemicalPlant: buildingInfo = new BuildingInfo_ChemicalPlant(buildingData, null); break; } // console.log("初始化建筑info"); // console.log(buildingInfo.buildingData); let uiItem = this.addBuildingItem(buildingInfo); if (buildingData.outdoorData != null && buildingData.outdoorData.modelData != null && buildingData.outdoorData.modelData.resName != null) { this.updateBuildingModel(buildingInfo, false, () => { buildingInfo.initFacility(); BuildingStatus.enterSuccessObservable.notifyObservers(uiItem); if (onSuccess) { onSuccess(uiItem, index); } }) } } //删除建筑 deleteBuilding(buidlingUIItem: BuildingUIItem) { // console.log("删除建筑" + buidlingUIItem.buildingInfo.buildingData.normalData.key); DataManager.deleteOneBuildingData(buidlingUIItem.buildingInfo.buildingData.buildingType, buidlingUIItem.buildingInfo.buildingData.normalData.key); for (let i = 0; i < this.buildingUIItems.length; i++) { if (this.buildingUIItems[i] == buidlingUIItem) { buidlingUIItem.dispose(); TsTool.arrayRemove(this.buildingUIItems, buidlingUIItem); break; } } } /** * 改变模型 * @param file */ changeModel(file: File[], buildingData: BuildingData) { if (file == null || file.length == 0) { return; } console.log("修改模型"); buildingData.outdoorData.modelData.key = buildingData.normalData.key; buildingData.outdoorData.modelData.name = buildingData.normalData.key; let normalData = buildingData.normalData; let resPath_out = DataManager.getResPath_building( DataManager.institutionData.normalData.key.toLowerCase(), normalData.key.toLocaleLowerCase(), buildingData.normalData.key ); // console.log("新资源路径" + resPath_out); let buildingWindow = this; let manifestFile: File = null; if (buildingData.outdoorData.modelData.resName != null) { manifestFile = DataManager.createManifestFile(buildingData.outdoorData.modelData); file.push(manifestFile); //临时关闭缓存文件 } ServeManager.instance.uploadFile(0, file, resPath_out, (name: string, path: string, currentfile) => { if (TsTool.stringContain(name, ".gltf")) { if (TsTool.stringContain(name, ".gltf.manifest")) { //缓存文件,提取版本号 DataManager.readFile_manifest(currentfile, (version: number) => { buildingData.outdoorData.modelData.version = version; // console.log("设置version" + version); }); } else { buildingData.outdoorData.modelData.resName = name; buildingData.outdoorData.modelData.resPath = path; if (manifestFile == null) { manifestFile = DataManager.createManifestFile(buildingData.outdoorData.modelData); file.push(manifestFile); }//临时关闭缓存文件 } } } , () => { let buildingInfo = buildingWindow.getBuildingInfo(buildingData.normalData.key); buildingWindow.updateBuildingModel(buildingInfo, true); // buildingWindow.three = ThreeDimensionalHomeComponent.instance; // buildingWindow.three.maskLayerService.sendMessage(false) //关闭遮罩层 }); } /** * 获取目标建筑中,室内的某类设备数目 */ getNormalBuildingIndoorFacilitys(buildingUIItem: BuildingUIItem, facilityType: FacilityType) { let result = 0; if (buildingUIItem.buildingInfo.buildingData.buildingType != BuildingType.Normal) { //不是普通建筑,没有室内 } else { let indoorData: ModelEditData[] = (buildingUIItem.buildingInfo.buildingData as BuildingData_Normal).indoorsData; if (indoorData != null) { for (let i = 0; i < indoorData.length; i++) { let facilitiesByType = indoorData[i].getFacilitiesByType(facilityType); if (facilitiesByType != null) { result += facilitiesByType.length; } } } } return result; } /** * 进入第一个具有本设备的室内楼层 */ changeToFirstIndoorByFacility(buildingUIItem: BuildingUIItem, facilityType: FacilityType) { let result = false;//是否成功找到并进入某室内层 let num = 0; if (buildingUIItem.buildingInfo.buildingData.buildingType != BuildingType.Normal) { //不是普通建筑,没有室内 } else { let indoorData: ModelEditData[] = (buildingUIItem.buildingInfo.buildingData as BuildingData_Normal).indoorsData; for (let i = 0; i < indoorData.length; i++) { let facilitiesByType = indoorData[i].getFacilitiesByType(facilityType); if (facilitiesByType != null) { num += facilitiesByType.length; } if (num > 0) { result = true; buildingUIItem.enterIndoor(indoorData[i].modelData.key, true); break; } } } return result; } //#endregion //#region 生命周期 onInit() { super.onInit(); this.buldingStatus = StatusManager.getStatus(BuildingStatus); this.initBuildings();//创建每一个建筑buildingItem // this.three = ThreeDimensionalHomeComponent.instance; // this.three.getAllBuilding(this); } onShow() { this.showModel(true); super.onShow(); } onHide() { this.showModel(false); super.onHide(); } //#endregion //#region 外部公有 /** * 清空建筑上的设备实例 * @param buildingInfo */ clearFacilityInfos(buildingInfo: BuildingInfo) { if (buildingInfo.ModelInfo != null) { for (let i = 0; i < buildingInfo.ModelInfo.facilityInfos.length; i++) { buildingInfo.ModelInfo.facilityInfos[i].dispose(); } buildingInfo.ModelInfo.facilityInfos = []; } } /** * 显示或隐藏建筑上的设备icon * @param buildingInfo * @param show */ showFacilityInfosIcon(buildingInfo: BuildingInfo, show: boolean) { if (buildingInfo.ModelInfo != null) { buildingInfo.ModelInfo.showFacilityUI(show); } } /** * 根据buildingInfo找到item,然后模拟选中 * @param buildingInfo 建筑信息 */ changeCurrentBuildingInfo(modelInfo: ModelInfo_building) { let item: BuildingUIItem = null; for (let i = 0; i < this.buildingUIItems.length; i++) { if (this.buildingUIItems[i].buildingInfo.ModelInfo == modelInfo) { item = this.buildingUIItems[i]; break; } } //this.onChangeCurrentBuildingItem(item); // this.three.selectLeftBuilding(item); } /** * 改变当前操作建筑目标 * @param buidlingUIItem 新选中的目标 */ onChangeCurrentBuildingItem(buidlingUIItem: BuildingUIItem, animMove = true) { if (this.currentBuidngItem != null && this.currentBuidngItem != buidlingUIItem) { this.currentBuidngItem.onSelect(false); } this.currentBuidngItem = buidlingUIItem; this.currentBuidngItem.onSelect(true, animMove); this.buldingStatus.changeCurrentBuilding(buidlingUIItem.buildingInfo); } /** * 查询buildingKey * @param key */ public getBuildingInfo(key: string): BuildingInfo { for (let i = 0; i < this.buildingUIItems.length; i++) { if (this.buildingUIItems[i].buildingInfo.buildingData.normalData.key == key) { return this.buildingUIItems[i].buildingInfo; } } return null; } /** * 查询UIItem * @param key */ public getBuildingUIItem(key: string) { for (let i = 0; i < this.buildingUIItems.length; i++) { if (this.buildingUIItems[i].buildingInfo.buildingData.normalData.key == key) { return this.buildingUIItems[i]; } } return null; } /** * 更新建筑模型 * @param buildingInfo * @param updateFacility * @param onSuccess */ public updateBuildingModel(buildingInfo: BuildingInfo, updateFacility: boolean, onSuccess?: () => void) { if (buildingInfo == null) { return; } if (buildingInfo.ModelInfo != null) { buildingInfo.ModelInfo.dispose(); } SceneManager.createModel(ModelType.Building, buildingInfo.buildingData.outdoorData.modelData, true, true, "Building", (newMesh, box, modelInfo) => { buildingInfo.ModelInfo = modelInfo as ModelInfo_building; buildingInfo.ModelInfo.updateName(buildingInfo.buildingData.normalData.name); if (updateFacility) { InfoManager.createFacilityInfos(buildingInfo.buildingData.outdoorData, buildingInfo); } if (buildingInfo instanceof BuildingInfo_Environment) { buildingInfo.updateFuGaiCeng(); } if (onSuccess) { onSuccess(); } }); } //#endregion //#region 内部私有 //填充建筑列表 private initBuildings() { //因为babylon内对indexDB的封装使用有问题,在用户第一次使用时触发了创建数据库操作,导致我们同时调用多个加载方法时报错 //解决策略是:如果发现有多个模型要加载,则先加载第一个模型,保证indexDB数据库正常建立, 第一个加载完成后,在加载剩余模型 BuildingStatus.startEnterObservable.notifyObservers(null); let instance = this; let firstItem; //第一个要加载的模型 let firstType: BuildingType; let allModelNumber = 0; let buildingDatas_Environment = DataManager.getBuildingDataListByType(BuildingType.Environment); if (buildingDatas_Environment != null) { allModelNumber += buildingDatas_Environment.length; if (buildingDatas_Environment.length > 0) { firstItem = buildingDatas_Environment[0]; firstType = BuildingType.Environment; } } let buildingDatas_mormal = DataManager.getBuildingDataListByType(BuildingType.Normal); if (buildingDatas_mormal != null) { allModelNumber += buildingDatas_mormal.length; if (buildingDatas_mormal.length > 0) { firstItem = buildingDatas_mormal[0]; firstType = BuildingType.Normal; } } if (allModelNumber > 1) { if (firstType == BuildingType.Environment) { instance.createOneBuildingItem(firstItem, 0, (uiItem, index) => { instance.onChangeCurrentBuildingItem(uiItem, false); uiItem.lookAt(false); if (buildingDatas_Environment.length > 1) { instance.addBuildings(BuildingType.Environment, 1); } instance.addBuildings(BuildingType.Normal, 0); }); } else { instance.createOneBuildingItem(firstItem, 0, (uiItem, index) => { instance.onChangeCurrentBuildingItem(uiItem, false); uiItem.lookAt(false); if (buildingDatas_mormal.length > 1) { instance.addBuildings(BuildingType.Normal, 1); } instance.addBuildings(BuildingType.Environment, 0); }); } } else { instance.addBuildings(BuildingType.Normal, 0, (uiItem, index) => { if (index == 0 && uiItem.buildingInfo.isEnable) { instance.onChangeCurrentBuildingItem(uiItem, false); uiItem.lookAt(false); // console.log("默认选中" + uiItem.buildingInfo.buildingData.normalData.key); } }); instance.addBuildings(BuildingType.Environment, 0); } } //初始化建筑显示(根据类别) private addBuildings(buildingType: BuildingType, startIndex: number, onSuccess?: (buildingUIItem: BuildingUIItem, index: number) => void) { let index = startIndex; let buildingDatas = DataManager.getBuildingDataListByType(buildingType); // console.log(buildingDatas); while (buildingDatas != null && index < buildingDatas.length) { let l_index = index; let buildingData = buildingDatas[l_index]; this.createOneBuildingItem(buildingData, l_index, onSuccess); index++; } } //添加一个item到界面中 private addBuildingItem(buildingInfo: BuildingInfo): BuildingUIItem { let buildingItem = new BuildingUIItem(buildingInfo, this); this.buildingUIItems.push(buildingItem); return buildingItem; } /** * 隐藏或展示模型 * @param show true-表示展示 */ private showModel(show: boolean) { for (let i = 0; i < this.buildingUIItems.length; i++) { //周围环境,不隐藏(也就不用再显示) if (this.buildingUIItems[i].buildingInfo.ModelInfo.buildingType == BuildingType.Environment) { (this.buildingUIItems[i].buildingInfo as BuildingInfo_Environment).updateFuGaiCeng(); if (show) { //切换到室外时,根据选中状态恢复设备UI if (this.currentBuidngItem == this.buildingUIItems[i]) { this.buildingUIItems[i].buildingInfo.ModelInfo.showFacilityUI(show); } else { this.buildingUIItems[i].buildingInfo.ModelInfo.showFacilityUI(false); } this.buildingUIItems[i].buildingInfo.ModelInfo.showFollowUI(true);//环境的名称UI 不显示 } else { //切换到室内时,显示环境的设备UI this.buildingUIItems[i].buildingInfo.ModelInfo.showFacilityUI(false);//(感觉太乱,暂时取消) this.buildingUIItems[i].buildingInfo.ModelInfo.showFollowUI(false);//环境的名称UI 不显示 } } else { // 建筑,正常显隐 this.buildingUIItems[i].setModelEnable(show); } // if (this.buildingUIItems[i].buildingInfo != null) { // this.buildingUIItems[i].buildingInfo.setEnable(show); // } } } //#endregion }