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xjlxxxl_different_cordination_plus_qt.html
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<!doctype html>
<html lang="en">
<head>
<title>现浇实心板梁</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<!-- <link rel=stylesheet href="css/base.css"/> -->
<style>
* {
padding: 0px;
margin: 0px;
}
#container {
background-color: #ffffff;
z-index: 1;
position: absolute;
left: 0px;
top: 0px
}
</style>
</head>
<body>
<script src="three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/Stats.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/THREEx.KeyboardState.js"></script>
<script src="js/THREEx.FullScreen.js"></script>
<script src="js/THREEx.WindowResize.js"></script>
<!-- jQuery code to display an information button and box when clicked. -->
<script src="js/jquery-1.9.1.js"></script>
<script src="js/jquery-ui.js"></script>
<link rel=stylesheet href="css/jquery-ui.css"/>
<link rel=stylesheet href="css/info.css"/>
<script src="js/info.js"></script>
<!-- ------------------------------------------------------------ -->
<div id="container"></div>
<script>
/**
* three.js开发的五个步骤:
* 1、设置three.js渲染器
* 2、设置摄像机camera
* 3、设置场景scene
* 4、设置光源light
* 5、设置物体object
*/
// standard global variables
var container, scene, camera, renderer, controls, stats;
var keyboard = new THREEx.KeyboardState();
var clock = new THREE.Clock();
// custom global variables
var cube;
// initialization
init();
// animation loop / game loop
animate();
///////////////
// FUNCTIONS //
///////////////
function init() {
///////////
// SCENE //
///////////
scene = new THREE.Scene();
//scene.background = new THREE.Color(0xffffff);
////////////
// CAMERA //
////////////
/**
* Scene(场景)、Camera(相机)、Renderer(渲染器)
*/
// set the view size in pixels (custom or according to window size)
// var SCREEN_WIDTH = 400, SCREEN_HEIGHT = 300;
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
// camera attributes
var VIEW_ANGLE = 90, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
// set up camera
camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
// add the camera to the scene
scene.add(camera);
// the camera defaults to position (0,0,0)
// so pull it back (z = 400) and up (y = 100) and set the angle towards the scene origin
camera.position.set(-100, 100, 400);
camera.lookAt(scene.position);
//////////////
// RENDERER //
//////////////
// create and start the renderer; choose antialias setting.
if (Detector.webgl)
//设置为圆滑过渡,并且是透明的
renderer = new THREE.WebGLRenderer({antialias: true, alpha: true});
else
renderer = new THREE.CanvasRenderer();
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
// attach div element to variable to contain the renderer
container = document.getElementById('container');
// alternatively: to create the div at runtime, use:
// container = document.createElement( 'div' );
// document.body.appendChild( container );
// attach renderer to the container div
container.appendChild(renderer.domElement);
////////////
// EVENTS //
////////////
// automatically resize renderer
THREEx.WindowResize(renderer, camera);
// toggle full-screen on given key press
THREEx.FullScreen.bindKey({charCode: 'm'.charCodeAt(0)});
//////////////
// CONTROLS可以来控制鼠标移动以及放大缩小
//////////////
// move mouse and: left click to rotate,
// middle click to zoom,
// right click to pan
controls = new THREE.OrbitControls(camera, renderer.domElement);
///////////
// LIGHT //
///////////
// create a light
/* var light = new THREE.AmbientLight(0xffffff);
light.position.set(0, 500, 0);
scene.add(light);*/
//var ambientLight = new THREE.AmbientLight(0x111111);
// scene.add(ambientLight);
/**
* 设置一个桥梁部件的函数
* @param ksNum:桥梁的跨数
* @param zzNum: 每排支座数量
* @param qdNum: 每排桥墩的数量
* @param isExistHxl:是否存在横系梁 1表示存在,0表示不存在
* @param zzlx:0表示连续,1表示简支
*/
drawBridgeWidgets(10, 6, 2, 1, 1);
//添加坐标轴
var axes = new THREE.AxisHelper(1000);
scene.add(axes);
}
function animate() {
requestAnimationFrame(animate);
render();
update();
}
function update() {
// delta = change in time since last call (in seconds)
var delta = clock.getDelta();
// functionality provided by THREEx.KeyboardState.js
/* if (keyboard.pressed("1"))
document.getElementById('message').innerHTML = ' Have a nice day! - 1';
if (keyboard.pressed("2"))
document.getElementById('message').innerHTML = ' Have a nice day! - 2 ';*/
controls.update();
//stats.update();
}
function render() {
renderer.render(scene, camera);
}
/**
* 设置一个桥梁部件的函数
* @param ksNum:桥梁的跨数
* @param zzNum: 每排支座数量
* @param qdNum: 每排桥墩的数量
* @param isExistHxl:是否存在横系梁 1表示存在,0表示不存在
* @param zzlx:0表示连续,1表示简支
*/
function drawBridgeWidgets(ksNum, zzNum, qdNum,isExistHxl,zzlx) {
//X轴的长度
var LENGTH = 300;
//Y轴方向每次增加的长度
var YOFFSET = 120;
//设置底板的长宽高
var BOTTOMCUBEX = LENGTH, BOTTOMCUBEY = YOFFSET, BOTTOMCUBEZ = 20;
//设置梯台翼班的长宽高
//var HALFPACEBOTTOMRADIUS = LENGTH/Math.pow(2,0.5),HALFPACETOPRADIUS =HALFPACEBOTTOMRADIUS+20, HALFPACEY = YOFFSET, HALFPACEZ = 20;
var HALFPACEX = LENGTH, HALFPACEY = YOFFSET, HALFPACEZ = 20;
//设置顶板的长宽高
var TOPCUBEX = HALFPACEX*1.4, TOPCUBEY = HALFPACEY, TOPCUBEZ = 20;
//腹板的长宽高
var ABDOMENX = 10, ABDOMENY = YOFFSET, ABDOMENZ = 25;
//侧墙的长宽高
var CQX = 10, CQY = YOFFSET, CQZ = 25;
//设置墩柱的长宽高
var TOPCYLINDERRADIUS = 20, BOTTOMCYLINDERRADIUS = 20, HEIGHT = 120;
//设置单个桥墩的长宽高
var SINGLEQDX = LENGTH,SINGLEQDY = TOPCYLINDERRADIUS * 2 - 10,SINGLEQDZ = HEIGHT;
//设置盖梁的长宽高
var GLX = BOTTOMCUBEX, GLY = TOPCYLINDERRADIUS * 2, GLZ = 10;
//设置桥头桥尾包边的长宽高
var QTQWX = 10, QTQWY = GLY, QTQWZ = GLZ + BOTTOMCUBEZ;
//支座的长宽高
if(0 == zzlx){
var TOPZZRADIUS = 20, BOTTOMZZRADIUS = 20, ZZHEIGHT = 3;
}else{
TOPZZRADIUS = 10, BOTTOMZZRADIUS = 10, ZZHEIGHT = 3;
}
if(TOPZZRADIUS * 2 * zzNum > LENGTH){
TOPZZRADIUS /= 2;
BOTTOMZZRADIUS /= 2;
}
//设置横系梁的长宽高
var HXLX = LENGTH, HXLY = 15, HXLZ = 15;
//桥台台身前墙的长宽高
var QTTSQQX =BOTTOMCUBEX, QTTSQQY = TOPCYLINDERRADIUS * 2, QTTSQQZ = HEIGHT;
//桥台台身的长宽高
var QTTSX = 20, QTTSY = YOFFSET, QTTSZ = HEIGHT +ZZHEIGHT+GLZ+BOTTOMCUBEZ+ABDOMENZ+HALFPACEZ;
//桥台台背长宽高
var QTTBX = BOTTOMCUBEX, QTTBY = TOPCYLINDERRADIUS, QTTBZ = HEIGHT +ZZHEIGHT+GLZ+BOTTOMCUBEZ+ABDOMENZ+HALFPACEZ;
//路面
var LMX = TOPCUBEX, LMY = YOFFSET + QTTBY,LMZ = TOPCUBEZ;
//原点的Y坐标
var ORIGINALY = YOFFSET * ksNum / 2;
//原点的X坐标
var ORIGINALX = LENGTH / 2;
//左侧桥台台身初始坐标
var initQttsX = -((BOTTOMCUBEX - LENGTH) / 2 - QTTSX / 2) - ORIGINALX,initQttsZ = (GLZ + ZZHEIGHT) / 2;
//右侧桥台台身X轴坐标
var initRightQttsX = LENGTH + ((BOTTOMCUBEX - LENGTH) / 2 - QTTSX / 2) - ORIGINALX;
//左侧桥台台背初始坐标
var initQttbX = 0,initQttbZ = (GLZ + ZZHEIGHT+BOTTOMCUBEZ+ABDOMENZ+HALFPACEZ) / 2;
//路面的坐标
var initLmx = LENGTH / 2 - ORIGINALX,initLmZ = HEIGHT / 2 + GLZ + ZZHEIGHT + BOTTOMCUBEZ+ABDOMENZ+HALFPACEZ+LMZ / 2;
//桥墩的初始位置
var initCylinderX = -ORIGINALX, initCylinderY = -ORIGINALY, initCylinderZ = 0;
//设置每个桥墩之间的间隔位置
var qdXOffset = LENGTH / (qdNum - 1);
//侧墙
var initCqX = -((TOPCUBEX - LENGTH) / 2 - CQX / 2) - ORIGINALX, initCqY = YOFFSET / 2 - ORIGINALY, initCqZ = HEIGHT / 2 +CQZ/2 + HALFPACEZ + TOPCUBEZ + BOTTOMCUBEZ + ABDOMENZ + GLZ + ZZHEIGHT;
//顶板的初始位置
var initTopCubeX = LENGTH / 2 - ORIGINALX, initTopCubeY = YOFFSET / 2 - ORIGINALY, initTopCubeZ = HEIGHT / 2 + TOPCUBEZ/2+ HALFPACEZ +ABDOMENZ +BOTTOMCUBEZ + GLZ + ZZHEIGHT;
//梯台翼的初始位置
var initHalfpaceX = LENGTH / 2 - ORIGINALX-HALFPACEX/2, initHalfpaceY = YOFFSET / 2 - ORIGINALY-HALFPACEY/2, initHalfpaceZ = HEIGHT / 2 + ABDOMENZ +BOTTOMCUBEZ + GLZ + ZZHEIGHT;
//腹板的初始位置
var initAbdomenX = -((BOTTOMCUBEX - LENGTH) / 2 - ABDOMENX / 2) - ORIGINALX, initAbdomenY = YOFFSET / 2 - ORIGINALY, initAbdomenZ = HEIGHT / 2 + ABDOMENZ/2 +BOTTOMCUBEZ + + GLZ + ZZHEIGHT;
//底板的初始位置
var initBottomCubeX = LENGTH / 2 - ORIGINALX, initBottomCubeY = YOFFSET / 2 - ORIGINALY, initBottomCubeZ = HEIGHT / 2 + BOTTOMCUBEZ / 2 + GLZ + ZZHEIGHT;
//盖梁的初始位置
var initGlX = LENGTH / 2 - ORIGINALX, initGlY = -ORIGINALY, initGlZ = HEIGHT / 2 + GLZ / 2;
//桥头桥尾的初始位置
var initQtqwX = -((BOTTOMCUBEX - LENGTH) / 2 + QTQWX / 2) - ORIGINALX, initQtqwY = -ORIGINALY, initQtqwZ = HEIGHT / 2 + (BOTTOMCUBEZ + GLZ) / 2;
//右侧墙跟左侧墙的X轴的坐标不一样
var initRightCqX = LENGTH + ((TOPCUBEX - LENGTH) / 2 - CQX / 2) - ORIGINALX;
//右腹板跟左腹板的X轴的坐标不一样
var initRightAbdomenX = LENGTH + ((BOTTOMCUBEX - LENGTH) / 2 - ABDOMENX / 2) - ORIGINALX;
//右桥头的X轴不一样
var initRightQtqwX = LENGTH + ((BOTTOMCUBEX - LENGTH) / 2 + QTQWX / 2) - ORIGINALX;
//支座的坐标
var initZzX = -ORIGINALX, initZzY = -ORIGINALY, initZzZ = HEIGHT / 2 + GLZ + ZZHEIGHT / 2;
//每个支座X轴方向上的间隔距离
var zzXOffset = LENGTH / (zzNum - 1);
//设置横系梁的坐标
var initHxlX = LENGTH / 2 - ORIGINALX, initHxlY = -ORIGINALY, initHxlZ = 0;
//设置顶板奇偶的颜色
var topCubeMaterialArray = [];
// order to add materials: x+,x-,y+,y-,z+,z-
topCubeMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x676563}));//左右
topCubeMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x676563}));
topCubeMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x092026}));//上下
topCubeMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x092026}));
topCubeMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x817F7D}));//前后
topCubeMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x817F7D}));
//设置顶板奇偶的颜色
var topCubeMaterialArray1 = [];
// order to add materials: x+,x-,y+,y-,z+,z-
topCubeMaterialArray1.push(new THREE.MeshBasicMaterial({color: 0x676563}));//左右
topCubeMaterialArray1.push(new THREE.MeshBasicMaterial({color: 0x676563}));
topCubeMaterialArray1.push(new THREE.MeshBasicMaterial({color: 0x092026}));//上下
topCubeMaterialArray1.push(new THREE.MeshBasicMaterial({color: 0x092026}));
topCubeMaterialArray1.push(new THREE.MeshBasicMaterial({color: 0x817F7D}));//前后
topCubeMaterialArray1.push(new THREE.MeshBasicMaterial({color: 0x817F7D}));
//设置梯台翼的颜色
var hapfpaceMaterialArray = [];
// order to add materials: x+,x-,y+,y-,z+,z-
hapfpaceMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x676563}));//左右
hapfpaceMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x676563}));
hapfpaceMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x092026}));//上下
hapfpaceMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x092026}));
hapfpaceMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x817F7D}));//前后
hapfpaceMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x817F7D}));
//设置底板的颜色
var bottomCubeMaterialArray = [];
// order to add materials: x+,x-,y+,y-,z+,z-
bottomCubeMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x676563}));//左右
bottomCubeMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x676563}));
bottomCubeMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x092026}));//上下
bottomCubeMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x092026}));
bottomCubeMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x817F7D}));//前后
bottomCubeMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x817F7D}));
//设置底板的颜色
var bottomCubeMaterialArray1 = [];
// order to add materials: x+,x-,y+,y-,z+,z-
bottomCubeMaterialArray1.push(new THREE.MeshBasicMaterial({color: 0x676563}));//左右
bottomCubeMaterialArray1.push(new THREE.MeshBasicMaterial({color: 0x676563}));
bottomCubeMaterialArray1.push(new THREE.MeshBasicMaterial({color: 0x0F1426}));//上下
bottomCubeMaterialArray1.push(new THREE.MeshBasicMaterial({color: 0x0F1426}));
bottomCubeMaterialArray1.push(new THREE.MeshBasicMaterial({color: 0x817F7D}));//前后
bottomCubeMaterialArray1.push(new THREE.MeshBasicMaterial({color: 0x817F7D}));
//设置横系梁
var hxlMaterialArray = [];
// order to add materials: x+,x-,y+,y-,z+,z-
hxlMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x676563}));//左右
hxlMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x676563}));
hxlMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x363533}));//上下
hxlMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x363533}));
hxlMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x292827}));//前后
hxlMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x292827}));
var hxlMaterials = new THREE.MeshFaceMaterial(hxlMaterialArray);
//设置桥台路面的背景
var lmMaterialArray = [];
// order to add materials: x+,x-,y+,y-,z+,z-
lmMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x676563}));//左右
lmMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x676563}));
lmMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x363533}));//上下
lmMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x363533}));
lmMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x292827}));//前后
lmMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x292827}));
var lmMaterials = new THREE.MeshFaceMaterial(lmMaterialArray);
//设置侧墙的各部分的颜色
var abdomenMaterialArray = [];
// order to add materials: x+,x-,y+,y-,z+,z-
abdomenMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x4B4A48}));//左右
abdomenMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x4B4A48}));
abdomenMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x041013}));//上下
abdomenMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x041013}));
abdomenMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x797775}));//前后
abdomenMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x797775}));
//设置侧墙的各部分的颜色
var cqMaterialArray = [];
// order to add materials: x+,x-,y+,y-,z+,z-
cqMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x4B4A48}));//左右
cqMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x4B4A48}));
cqMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x041013}));//上下
cqMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x041013}));
cqMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x797775}));//前后
cqMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x797775}));
//设置盖梁的各部分的颜色
var glMaterialArray = [];
// order to add materials: x+,x-,y+,y-,z+,z-
glMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x4B4A48}));//左右
glMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x4B4A48}));
glMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x041013}));//上下
glMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x041013}));
glMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x797775}));
glMaterialArray.push(new THREE.MeshBasicMaterial({color: 0x797775}));//前后
//梯台翼颜色装饰器
var halfpaceMaterial = new THREE.MeshLambertMaterial({color: 0x33ff33});
//桥墩颜色装饰器
var cylinderMaterial = new THREE.MeshLambertMaterial({color: 0x33ff33});
//支座的颜色装饰器
var zzMaterial = new THREE.MeshBasicMaterial({color: 0x3B0008});
/**
* 添加墩柱和盖梁
*
*/
var firstCylinderY = 0;
var firstGlY = 0;
var firstQtqwY = 0;
var firstZzY = 0;
var firstHxlY = 0;
var firstQttsY = 0;
var firstQttbY = 0;
var firstLmY = 0;
for (var i = 0; i < ksNum + 1; i++) {
//第一个和最后圆柱对应的Y轴坐标一个要往里面收一点,一个要往外放一点。这样才不会让第一个和最后一个的圆柱往外露
if (0 == i || ksNum == i) {
if (0 == i) {
//第一个墩柱要让板梁整个包住墩柱,对应的盖梁也需要让板梁将盖梁包住
firstCylinderY = initCylinderY + TOPCYLINDERRADIUS;
firstGlY = initGlY + GLY / 2;
firstQtqwY = initQtqwY + GLY / 2;
firstZzY = initZzY + TOPCYLINDERRADIUS;
firstHxlY = initHxlY + TOPCYLINDERRADIUS;
//桥台台身Y轴坐标
firstQttsY = -ORIGINALY - QTTSY / 2;
//桥台台背的Y轴坐标
firstQttbY = -ORIGINALY - QTTSY - QTTBY / 2;
//桥台路面Y轴的坐标
firstLmY = -ORIGINALY - LMY / 2;
} else if (ksNum == i) {
//最后一个墩柱,也需要板梁将整个墩柱包住,所以需要将墩柱的原点往里面缩一点
firstCylinderY = initCylinderY - TOPCYLINDERRADIUS;
firstGlY = initGlY - GLY / 2;
firstQtqwY = initQtqwY - GLY / 2;
firstZzY = initZzY - TOPCYLINDERRADIUS;
firstHxlY = initHxlY - TOPCYLINDERRADIUS;
//桥台台身Y轴坐标
firstQttsY = ORIGINALY + QTTSY / 2;
//桥台台背的Y轴坐标
firstQttbY = ORIGINALY + QTTSY + QTTBY / 2;
//桥台路面Y轴的坐标
firstLmY = ORIGINALY + LMY / 2;
}
/* if(1 == qdNum){
//如果桥墩数量为1,单独给它设置样式
var cubeGeometry = new THREE.CubeGeometry(SINGLEQDX, SINGLEQDZ, SINGLEQDY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, hxlMaterials);
cube.position.set(initCylinderX + LENGTH / 2, initCylinderZ, firstCylinderY);
scene.add(cube);
}else{
//添加第一个和最后一个桥墩
for(var qd = 0; qd < qdNum;qd++){
var cylinderGeometry = new THREE.CylinderGeometry(TOPCYLINDERRADIUS, BOTTOMCYLINDERRADIUS, HEIGHT, 20, 4);
var cylinder = new THREE.Mesh(cylinderGeometry, cylinderMaterial);
cylinder.position.set(initCylinderX, initCylinderZ, firstCylinderY);
scene.add(cylinder);
initCylinderX += qdXOffset;
}
//每一个循环做完之后,将X轴坐标置为0
initCylinderX = -ORIGINALX;
}*/
/**==============添加桥台构件包括(桥台台帽、桥台台身前墙、桥台台身侧墙、桥台台背)==============**/
//添加左侧桥台台身
var cubeMaterials = new THREE.MeshFaceMaterial(cqMaterialArray);
var cubeGeometry = new THREE.CubeGeometry(QTTSX, QTTSZ, QTTSY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
cube.position.set(initQttsX, initQttbZ, firstQttsY);
scene.add(cube);
//添加右侧桥台台身
cubeGeometry = new THREE.CubeGeometry(QTTSX, QTTSZ, QTTSY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
cube.position.set(initRightQttsX, initQttbZ, firstQttsY);
scene.add(cube);
//添加台背
cubeGeometry = new THREE.CubeGeometry(QTTBX, QTTBZ, QTTBY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
cube.position.set(initQttbX, initQttbZ, firstQttbY);
scene.add(cube);
//添加桥台台身前墙
cubeGeometry = new THREE.CubeGeometry(QTTSQQX, QTTSQQZ, QTTSQQY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, hxlMaterials);
cube.position.set(initCylinderX + LENGTH / 2, initCylinderZ, firstCylinderY);
scene.add(cube);
//添加桥台的路面
cubeGeometry = new THREE.CubeGeometry(LMX, LMZ, LMY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, lmMaterials);
cube.position.set(initLmx, initLmZ, firstLmY);
scene.add(cube);
/** ===========添加桥台构件部分结束======================================**/
/*//两个墩柱
var cylinderGeometry = new THREE.CylinderGeometry(TOPCYLINDERRADIUS, BOTTOMCYLINDERRADIUS, HEIGHT, 20, 4);
var cylinder = new THREE.Mesh(cylinderGeometry, cylinderMaterial);
cylinder.position.set(initCylinderX, initCylinderZ, firstCylinderY);
scene.add(cylinder);
var cylinderGeometry = new THREE.CylinderGeometry(TOPCYLINDERRADIUS, BOTTOMCYLINDERRADIUS, HEIGHT, 20, 4);
var cylinder = new THREE.Mesh(cylinderGeometry, cylinderMaterial);
cylinder.position.set(initCylinderX + LENGTH, initCylinderZ, firstCylinderY);
scene.add(cylinder);*/
//桥头跟桥尾需要包边
//添加一个盖梁
var cubeMaterials = new THREE.MeshFaceMaterial(abdomenMaterialArray);
var cubeGeometry = new THREE.CubeGeometry(GLX, GLZ, GLY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
cube.position.set(initGlX, initGlZ, firstGlY);
scene.add(cube);
/*//左桥头
var cubeMaterials = new THREE.MeshFaceMaterial(abdomenMaterialArray);
var cubeGeometry = new THREE.CubeGeometry(QTQWX, QTQWZ, QTQWY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
cube.position.set(initQtqwX, initQtqwZ, firstQtqwY);
scene.add(cube);
//右桥头
var cubeMaterials = new THREE.MeshFaceMaterial(abdomenMaterialArray);
var cubeGeometry = new THREE.CubeGeometry(QTQWX, QTQWZ, QTQWY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
cube.position.set(initRightQtqwX, initQtqwZ, firstQtqwY);
scene.add(cube);*/
//如果只做类型是连续的话
if(0 == zzlx){
//根据传过来的支座数量设置每排的支座数量
for (var k = 0; k < zzNum; k++) {
var zzGeometry = new THREE.CylinderGeometry(TOPZZRADIUS, BOTTOMZZRADIUS, ZZHEIGHT, 20, 4);
cube = new THREE.Mesh(zzGeometry, zzMaterial);
cube.position.set(initZzX, initZzZ, firstZzY);
scene.add(cube);
initZzX += zzXOffset;
}
//每画完一排的支座数量之后,将支座原始的X坐标置为0
initZzX = -ORIGINALX;
}
/*//第二个支座
var zzGeometry = new THREE.CylinderGeometry(TOPZZRADIUS, BOTTOMZZRADIUS, ZZHEIGHT, 20, 4);
cube = new THREE.Mesh( zzGeometry, zzMaterial );
cube.position.set(initZzX + LENGTH,initZzZ,firstZzY);
scene.add(cube);*/
/*if(isExistHxl){
//横系梁
if(2 == qdNum){
var cubeGeometry = new THREE.CubeGeometry(HXLX, HXLZ, HXLY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, hxlMaterials);
cube.position.set(initHxlX, initHxlZ, firstHxlY);
scene.add(cube);
}
}*/
} else {
//添加中间的桥墩
if(1 == qdNum){
//如果桥墩数量为1
var cubeGeometry = new THREE.CubeGeometry(SINGLEQDX, SINGLEQDZ, SINGLEQDY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, hxlMaterials);
cube.position.set(initCylinderX + LENGTH / 2, initCylinderZ, initCylinderY);
scene.add(cube);
}else{
for(var qd = 0; qd < qdNum;qd++){
var cylinderGeometry = new THREE.CylinderGeometry(TOPCYLINDERRADIUS, BOTTOMCYLINDERRADIUS, HEIGHT, 20, 4);
//var cylinderMaterial = new THREE.MeshLambertMaterial( {color: 0x33ff33});
var cylinder = new THREE.Mesh(cylinderGeometry, cylinderMaterial);
cylinder.position.set(initCylinderX, initCylinderZ, initCylinderY);
scene.add(cylinder);
initCylinderX += qdXOffset;
}
//每一个循环做完之后,将X轴坐标置为0
initCylinderX = -ORIGINALX;
}
/*//添加两个墩柱
var cylinderGeometry = new THREE.CylinderGeometry(TOPCYLINDERRADIUS, BOTTOMCYLINDERRADIUS, HEIGHT, 20, 4);
//var cylinderMaterial = new THREE.MeshLambertMaterial( {color: 0x33ff33});
var cylinder = new THREE.Mesh(cylinderGeometry, cylinderMaterial);
cylinder.position.set(initCylinderX, initCylinderZ, initCylinderY);
scene.add(cylinder);
var cylinderGeometry = new THREE.CylinderGeometry(TOPCYLINDERRADIUS, BOTTOMCYLINDERRADIUS, HEIGHT, 20, 4);
//var cylinderMaterial = new THREE.MeshLambertMaterial( {color: 0x53ff33});
var cylinder = new THREE.Mesh(cylinderGeometry, cylinderMaterial);
cylinder.position.set(initCylinderX + LENGTH, initCylinderZ, initCylinderY);
scene.add(cylinder);*/
//添加一个盖梁
var cubeMaterials = new THREE.MeshFaceMaterial(abdomenMaterialArray);
var cubeGeometry = new THREE.CubeGeometry(GLX, GLZ, GLY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
cube.position.set(initGlX, initGlZ, initGlY);
scene.add(cube);
/*//第一个支座
var zzGeometry = new THREE.CylinderGeometry(TOPZZRADIUS, BOTTOMZZRADIUS, ZZHEIGHT, 20, 4);
cube = new THREE.Mesh( zzGeometry, zzMaterial );
cube.position.set(initZzX,initZzZ,initZzY);
scene.add(cube);
//第二个支座
var zzGeometry = new THREE.CylinderGeometry(TOPZZRADIUS, BOTTOMZZRADIUS, ZZHEIGHT, 20, 4);
cube = new THREE.Mesh( zzGeometry, zzMaterial );
cube.position.set(initZzX + LENGTH,initZzZ,initZzY);
scene.add(cube);*/
//左桥头
var cubeMaterials = new THREE.MeshFaceMaterial(abdomenMaterialArray);
var cubeGeometry = new THREE.CubeGeometry(QTQWX, QTQWZ, QTQWY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
cube.position.set(initQtqwX, initQtqwZ, initQtqwY);
scene.add(cube);
//右桥头
var cubeMaterials = new THREE.MeshFaceMaterial(abdomenMaterialArray);
var cubeGeometry = new THREE.CubeGeometry(QTQWX, QTQWZ, QTQWY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
cube.position.set(initRightQtqwX, initQtqwZ, initQtqwY);
scene.add(cube);
//如果支座类型是连续的
if(0 == zzlx){
//支座数量
for (var k = 0; k < zzNum; k++) {
var zzGeometry = new THREE.CylinderGeometry(TOPZZRADIUS, BOTTOMZZRADIUS, ZZHEIGHT, 20, 4);
cube = new THREE.Mesh(zzGeometry, zzMaterial);
cube.position.set(initZzX, initZzZ, initZzY);
scene.add(cube);
initZzX += zzXOffset;
}
initZzX = -ORIGINALX;
}
if(isExistHxl){
//增加横系梁,如果qdNum的数量为2,则添加横系梁,其他情况下不添加横系梁
if(2 == qdNum){
var cubeGeometry = new THREE.CubeGeometry(HXLX, HXLZ, HXLY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, hxlMaterials);
cube.position.set(initHxlX, initHxlZ, initHxlY);
scene.add(cube);
}
}
}
initGlY += YOFFSET;
initCylinderY += YOFFSET;
initQtqwY += YOFFSET;
//连续型的支座才会在在这里对支座的Y坐标相加
if(0 == zzlx){
initZzY += YOFFSET;
}
initHxlY += YOFFSET;
firstQtqwY += YOFFSET;
}
/**
* 添加顶板
*/
for (var i = 0; i < ksNum; i++) {
var cubeMaterials = (i % 2 == 0) ? new THREE.MeshFaceMaterial(topCubeMaterialArray) : new THREE.MeshFaceMaterial(topCubeMaterialArray1);
//var cubeMaterials = new THREE.MeshFaceMaterial(cubeMaterialArray);
var cubeGeometry = new THREE.CubeGeometry(TOPCUBEX, TOPCUBEZ, TOPCUBEY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
cube.position.set(initTopCubeX, initTopCubeZ, initTopCubeY);
scene.add(cube);
initTopCubeY += YOFFSET;
}
/**
* 添加梯台翼
*/
/*for (var i = 0; i < ksNum; i++) {
var cubeMaterials = new THREE.MeshFaceMaterial( halfpaceMaterial );
var cubeGeometry=new THREE.CylinderGeometry(HALFPACETOPRADIUS, HALFPACEBOTTOMRADIUS, HALFPACEZ, 4 );
cube = new THREE.Mesh(cubeGeometry,cubeMaterials);
cube.rotation.y=Math.PI/4;
cube.position.set(initHalfpaceX, initHalfpaceZ, initHalfpaceY);
scene.add(cube);
initHalfpaceY += YOFFSET;
}*/
/*for(var i=0;i<ksNum;i++) {
var sphere = new THREE.Mesh(
new THREE.CylinderGeometry((LENGTH + 20) / Math.pow(2, 0.5), LENGTH / Math.pow(2, 0.5), HALFPACEZ, 4), //width,height,depth
new THREE.MeshBasicMaterial({color: 0x092026}) //材质设定
);
sphere.rotation.y = Math.PI / 4;
sphere.position.set(initHalfpaceX, initHalfpaceZ, initHalfpaceY);
scene.add(sphere);
initHalfpaceY += YOFFSET;
}*/
for(var i=0;i<ksNum;i++){
//梯形
// 初始化几何形状
var geometry = new THREE.Geometry();
// 设置顶点位置
// 底部4顶点
geometry.vertices.push(new THREE.Vector3(0, 0, 0));
geometry.vertices.push(new THREE.Vector3(HALFPACEX, 0, 0));
geometry.vertices.push(new THREE.Vector3(HALFPACEX, 0, HALFPACEY));
geometry.vertices.push(new THREE.Vector3(0, 0, HALFPACEY));
// 顶部4顶点
geometry.vertices.push(new THREE.Vector3(-0.2*HALFPACEX, HALFPACEZ, 0));
geometry.vertices.push(new THREE.Vector3(1.2*HALFPACEX, HALFPACEZ, 0));
geometry.vertices.push(new THREE.Vector3(1.2*HALFPACEX, HALFPACEZ, HALFPACEY));
geometry.vertices.push(new THREE.Vector3(-0.2*HALFPACEX,HALFPACEZ, HALFPACEY));
//设置顶点连接情况
//顶面
geometry.faces.push(new THREE.Face3(0, 3, 2));
geometry.faces.push(new THREE.Face3(2, 1, 0));
//底面
geometry.faces.push(new THREE.Face3(4, 5, 6));
geometry.faces.push(new THREE.Face3(6, 7, 4));
//右侧面
geometry.faces.push(new THREE.Face3(6, 5, 1));
geometry.faces.push(new THREE.Face3(1, 2, 6));
//左侧面
geometry.faces.push(new THREE.Face3(7, 3, 0));
geometry.faces.push(new THREE.Face3(0, 4, 7));
//前面
geometry.faces.push(new THREE.Face3(3, 7, 6));
geometry.faces.push(new THREE.Face3(6, 2, 3));
//后面
geometry.faces.push(new THREE.Face3(5, 4, 0));
geometry.faces.push(new THREE.Face3(0, 1, 5));
//var material = new THREE.MeshBasicMaterial({color: 0x0000FF} );
//var testMaterials = new THREE.MeshFaceMaterial(cqMaterialArray);
var smallTrapezoid = new THREE.Mesh(geometry, cubeMaterials);
smallTrapezoid.position.set(initHalfpaceX, initHalfpaceZ, initHalfpaceY);
scene.add(smallTrapezoid);
initHalfpaceY += YOFFSET;
}
/**
* 添加底板
*/
for (var i = 0; i < ksNum; i++) {
var cubeMaterials = (i % 2 == 0) ? new THREE.MeshFaceMaterial(bottomCubeMaterialArray) : new THREE.MeshFaceMaterial(bottomCubeMaterialArray1);
//var cubeMaterials = new THREE.MeshFaceMaterial(cubeMaterialArray);
var cubeGeometry = new THREE.CubeGeometry(BOTTOMCUBEX, BOTTOMCUBEZ, BOTTOMCUBEY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
cube.position.set(initBottomCubeX, initBottomCubeZ, initBottomCubeY);
scene.add(cube);
initBottomCubeY += YOFFSET;
}
/**
* 添加两边的腹板
*/
for (var i = 0; i < ksNum; i++) {
//添加一个左腹板
var cubeMaterials = new THREE.MeshFaceMaterial(abdomenMaterialArray);
// Cube parameters: width (x), height (y), depth (z),
var cubeGeometry = new THREE.CubeGeometry(ABDOMENX, ABDOMENZ, ABDOMENY, 1, 1, 1);
// using THREE.MeshFaceMaterial() in the constructor below
// causes the mesh to use the materials stored in the geometry
cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
cube.position.set(initAbdomenX, initAbdomenZ, initAbdomenY);
scene.add(cube);
//添加一个右腹板
var cubeMaterials = new THREE.MeshFaceMaterial(abdomenMaterialArray);
var cubeGeometry = new THREE.CubeGeometry(ABDOMENX, ABDOMENZ, ABDOMENY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
cube.position.set(initRightAbdomenX, initAbdomenZ, initAbdomenY);
scene.add(cube);
initAbdomenY += YOFFSET;
}
/**
* 添加两边的腹板
*/
for (var i = 0; i < ksNum; i++) {
//添加一个左侧墙
var cubeMaterials = new THREE.MeshFaceMaterial(abdomenMaterialArray);
// Cube parameters: width (x), height (y), depth (z),
var cubeGeometry = new THREE.CubeGeometry(CQX, CQZ, CQY, 1, 1, 1);
// using THREE.MeshFaceMaterial() in the constructor below
// causes the mesh to use the materials stored in the geometry
cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
cube.position.set(initCqX, initCqZ, initCqY);
scene.add(cube);
//添加一个右侧墙
var cubeMaterials = new THREE.MeshFaceMaterial(abdomenMaterialArray);
var cubeGeometry = new THREE.CubeGeometry(CQX, CQZ, CQY, 1, 1, 1);
cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
cube.position.set(initRightCqX, initCqZ, initCqY);
scene.add(cube);
initCqY += YOFFSET;
}
/**
* 如果支座是简支类型的,得单独添加
*/
if(1 == zzlx){
//-ORIGINALY
var firstZzY = initZzY + TOPZZRADIUS;
var secondZzy = initZzY + YOFFSET - TOPZZRADIUS;
for (var i = 0; i < ksNum; i++) {
for (var k = 0; k < zzNum; k++) {
var zzGeometry = new THREE.CylinderGeometry(TOPZZRADIUS, BOTTOMZZRADIUS, ZZHEIGHT, 20, 4);
cube = new THREE.Mesh(zzGeometry, zzMaterial);
cube.position.set(initZzX, initZzZ, firstZzY);
scene.add(cube);
initZzX += zzXOffset;
}
//每画完一排的支座数量之后,将支座原始的X坐标置为0
initZzX = -ORIGINALX;
for (var k = 0; k < zzNum; k++) {
var zzGeometry = new THREE.CylinderGeometry(TOPZZRADIUS, BOTTOMZZRADIUS, ZZHEIGHT, 20, 4);
cube = new THREE.Mesh(zzGeometry, zzMaterial);
cube.position.set(initZzX, initZzZ, secondZzy);
scene.add(cube);
initZzX += zzXOffset;
}
//每画完一排的支座数量之后,将支座原始的X坐标置为0
initZzX = -ORIGINALX;
firstZzY += YOFFSET;
secondZzy += YOFFSET;
}
}
}
</script>
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