├── .gitignore
├── LICENSE
├── README.md
├── docs
├── API参考
│ ├── Attachment.md
│ ├── GameObject.md
│ ├── Gis.md
│ ├── Layer.md
│ ├── Material.md
│ ├── Mesh.md
│ ├── Miaokit.md
│ ├── Prefab.md
│ ├── Scene.md
│ ├── Site.md
│ ├── Texture2D.md
│ ├── Tile.md
│ ├── Transform.md
│ └── sidebar.md
├── README.md
├── _config.yml
├── index.html
├── sidebar.md
├── 快速上手
│ ├── 5分钟了解MiaokitJS.md
│ ├── SVE介绍.md
│ ├── sidebar.md
│ └── 创建3D图形对象.md
└── 素材
│ ├── SVE场景树形图.jpg
│ ├── SVE场景管理.jpg
│ ├── SVE实施流程.jpg
│ ├── SVE工程场景结构.jpg
│ ├── SVE新建图层.jpg
│ ├── SVE新建工程.jpg
│ ├── SVE楼层管理.jpg
│ ├── SVE楼层绘制.jpg
│ ├── SVE模型打组.jpg
│ ├── SVE模型摆放.jpg
│ ├── SVE视角管理.jpg
│ ├── SVE路径规划.jpg
│ └── 整体介绍1.jpg
└── web
├── private
├── app
│ ├── city.ts
│ ├── main.ts
│ └── tsconfig.json
└── common
│ └── util
│ ├── camera.ts
│ ├── framework.ts
│ ├── pipeline.ts
│ └── tsconfig.json
└── public
├── common
├── miaokit
│ ├── Miaokit.wasm
│ ├── MiaokitLoader.min.js
│ ├── MiaokitWorker.min.js
│ └── MiaokitWorker.wasm
└── util.js
├── data
├── projects
│ ├── config.txt
│ └── images
│ │ ├── building.png
│ │ ├── bus.png
│ │ ├── business.png
│ │ ├── default.png
│ │ ├── logo.png
│ │ ├── panor.png
│ │ ├── park.png
│ │ └── star.jpg
└── tools
│ ├── Exporter.cs
│ └── lzma.exe
├── gis.html
└── js
└── app.js
/.gitignore:
--------------------------------------------------------------------------------
1 | /.git/
2 | /.vs/
--------------------------------------------------------------------------------
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573 | option of following the terms and conditions either of that numbered
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650 | Also add information on how to contact you by electronic and paper mail.
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652 | If the program does terminal interaction, make it output a short
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670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
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1 | # MiaokitJS(测试版)
2 | SVE,SVE SDK, 永拓科技,3D可视化,室内导航,GIS,3D GIS,航拍实景模型,倾斜摄影模型,3MX,WebGL,Unity,WASM,Webassembly,浙江永拓信息科技有限公司
3 |
4 | SVE: http://sve.yongtoc.com
5 |
6 | Doc: https://yongtoc.github.io/MiaokitJS/#/
7 |
8 | Github: https://github.com/YONGTOC/MiaokitJS
9 |
10 | 
11 |
12 | ## 文件夹结构
13 | * ./doc : 帮助文档文件夹
14 | * ./web : HTML5开发样例工程文件夹
15 | * ./web/private : HTML5开发样例程序源码文件夹
16 | * ./web/public : HTML5开发程序发布文件夹
17 |
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/docs/API参考/Attachment.md:
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1 | # Attachment(实体对象附件)
2 |
3 | ## 概述
4 | 实体对象附件为SVE场景三维对象所绑定的属性数据。
5 |
6 | ## 构造函数
7 | 楼层对象由装载SVE工程数据时自动创建。
8 |
9 | ## 使用样例
10 | ```
11 | ```
12 |
13 | ## 属性
14 | * ### .entityType : Int Readonly
15 | 实体类型,值有:Group=1、Collection=2、Component=3、Placeholder=4、Work=5、Layer=6。
16 | * ### .secondType : Int Readonly
17 | 当1==entityType时,值有:Layer=1、Area=2、Group=3。
18 |
19 | 当2==entityType时,值有:ATexture=101、AHoleModel=102、AEdgeModel=103、ETexture=201、EBuildingModel=202、EStoreyModel=203、EFurnitureModel=204、EAssetsModel=205、EPictureModel=206。
20 |
21 | 当3==entityType时,值有:Panel=1、Edge=3、AreaBottom=4、AreaTop=5。
22 | * ### .flag : Int Readonly
23 | 实体属性标志集。
24 | * ### .object3D : GameObject Readonly
25 | 实体所绑定3D图形对象。
26 | * ### .viewState : ViewState Readonly
27 | 实体对象默认观察视角参数。
28 |
29 | ## 方法
30 |
31 | ## 相关对象完整接口参见:
32 | * [GameObject]()
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/docs/API参考/GameObject.md:
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1 | # GameObject(3D图形对象)
2 |
3 | ## 概述
4 | 3D图形对象是用于添加到虚拟三维空间中的对象,通常用于表现一个立体模型。
5 |
6 | ## 构造函数
7 | GameObject()
8 |
9 | 该构造函数构造一个空的3D图形对象。
10 |
11 | ## 使用样例
12 | ```
13 | let pObject = new MiaokitJS.GameObject();
14 | for(let pChild of pObject.children){
15 | pChild.active = false;
16 | }
17 | ```
18 |
19 | ## 属性
20 | * ### .transform : Transform Readonly
21 | 3D图形对象变换组件。
22 | * ### .mesh : Mesh
23 | 3D图形对象网格组件。
24 | * ### .children : Generator Readonly
25 | 3D图形对象子级列表生成器。
26 | * ### .children.length : Int Readonly
27 | 3D图形对象子级数量。
28 | * ### .parent : GameObject
29 | 3D图形对象父级对象。
30 | * ### .active : Boolean
31 | 3D图形对象激活状态。
32 | * ### .highlight : Boolean
33 | 3D图形对象高亮状态。
34 | * ### .enableCollider : Boolean
35 | 3D图形对象碰撞器启用状态。
36 | * ### .data : any
37 | 3D图形对象绑定自定义数据。
38 |
39 | ## 方法
40 |
41 | ## 相关对象完整接口参见:
42 | * [Transform]()
43 | * [Mesh]()
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/docs/API参考/Gis.md:
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1 | # Gis(GIS控制器对象)
2 |
3 | ## 概述
4 | 全局单例,提供3DGIS交互功能。
5 |
6 | ## 构造函数
7 | 全局单例,通过MiaokitJS.Miaokit.gis访问。
8 |
9 | ## 使用样例
10 | ```
11 | MiaokitJS.Miaokit.gis.AddSvetile({
12 | m_nID: 1,
13 | m_nFlags: 0,
14 | m_pUrl: "data/upload/admin/project/20191018/5da9159b2005e.txt",
15 | m_mLngLat: { x: 110.326814, y: 25.248106 },
16 | m_mSize: { x: 1000.0, y: 1000.0 },
17 | OnActive: function(pTile, bActive){
18 | // ...
19 | }
20 | });
21 |
22 | MiaokitJS.Miaokit.gis.Update(110.326814 * (Math.PI / 180), 25.248106 * (Math.PI / 180), 10000);
23 | ```
24 |
25 | ## 属性
26 |
27 | ## 方法
28 | * ### .Update(rLng: Float, rLat: Float, nHeight: Float) : void
29 | 刷新地图显示:
30 | 1. rLng : 聚焦经度;
31 | 1. rLat : 聚焦纬度;
32 | 1. nHeight : 观察离地高度;
33 | * ### .AddSvetile(pDesc: any) : Scene
34 | 添加SVE工程到地图中显示。参数说明:
35 | 1. pDesc : SVE工程描述;
36 |
37 | ## 相关对象完整接口参见:
38 |
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/docs/API参考/Layer.md:
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1 | # Layer(SVE楼层对象)
2 |
3 | ## 概述
4 | 楼层对象,一个场景包含多个楼层。
5 |
6 | ## 构造函数
7 | 楼层对象由装载SVE工程数据时自动创建。
8 |
9 | ## 使用样例
10 | ```
11 | ```
12 |
13 | ## 属性
14 | * ### .id : String Readonly
15 | 楼层ID。
16 | * ### .object3D : GameObject Readonly
17 | 楼层根节点对象。
18 | * ### .viewState : ViewState Readonly
19 | 楼层预设默认观察视角参数。
20 | * ### .sites : Generator Readonly
21 | 楼层POI列表生成器。
22 | * ### .sites.length : Int Readonly
23 | 楼层POI数量。
24 |
25 | ## 方法
26 |
27 | ## 相关对象完整接口参见:
28 |
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/docs/API参考/Material.md:
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1 | # Material(网格材质)
2 |
3 | ## 概述
4 | 网格材质,用于设置网格的绘制效果。
5 |
6 | ## 构造函数
7 | Material()
8 |
9 | 该构造函数构造一个网格材质对象。
10 |
11 | ## 使用样例
12 | ```
13 | ```
14 |
15 | ## 属性
16 | * ### .mainTexture : Texture2D
17 | 网格材质主贴图设置。
18 |
19 | ## 方法
20 |
21 |
22 | ## 相关对象完整接口参见:
23 | * [Texture2D]()
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/docs/API参考/Mesh.md:
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1 | # Mesh(网格组件)
2 |
3 | ## 概述
4 | 网格组件用于表示3D图形对象的几何结构。
5 |
6 | ## 构造函数
7 | Mesh()
8 |
9 | 该构造函数构造一个空的网格组件。
10 |
11 | ## 使用样例
12 | ```
13 | let aPosition = new Float32Array([...]);
14 | let aNormal = new Float32Array([...]);
15 | let aUV = new Float32Array([...]);
16 | let aIndex = new Int32Array([...]);
17 |
18 | let pMesh = new Mesh();
19 | pMesh.position = aPosition;
20 | pMesh.normal = aNormal;
21 | pMesh.uv = aUV;
22 | pMesh.triangles = aIndex;
23 | pMesh.Apply();
24 | ```
25 |
26 | ## 属性
27 | * ### .position : Float32Array
28 | 网格顶点坐标数组。
29 | * ### .normal : Float32Array
30 | 网格顶点法线数组。
31 | * ### .uv : Float32Array
32 | 网格顶点UV数组。
33 | * ### .triangles : Int32Array
34 | 网格索引数组。
35 | * ### .material : Material
36 | 网格渲染材质。
37 |
38 | ## 方法
39 | * ### .SetVertices(pName: String, pArray: TypeArray) : void
40 | 设置网格顶点数组。参数说明:
41 | 1. pName : 顶点数组类型名称,可选值有
42 | ["position", "normal", "uv", "color", "tangent", "uv2", ..., "uv8"];
43 | 2. pArray : 顶点数组对象;
44 | * ### .SetIndices(nSubmesh: Int, pArray: TypeArray, nItemSize: Int) : void
45 | 设置网格索引数组。参数说明:
46 | 1. nSubmesh : 子网格索引;
47 | 2. pArray : 索引数组对象;
48 | 3. nItemSize : 索引数组类型,2-Int16Array, 4-Int32Array;
49 | * ### .SetMaterial(nSubmesh: Int, pMaterial: Material) : void
50 | 设置网格材质。参数说明:
51 | 1. nSubmesh : 子网格索引;
52 | 2. pMaterial : 材质对象;
53 | * ### .Apply() : void
54 | 应用当前网格数据应用。
55 |
56 | ## 相关对象完整接口参见:
57 | * [Material]()
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/docs/API参考/Miaokit.md:
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1 | # Miaokit(MiaokitJS核心对象)
2 |
3 | ## 概述
4 | 全局单例,提供若干辅助方法和其他接口入口。
5 |
6 | ## 构造函数
7 | 全局单例,通过MiaokitJS.Miaokit访问。
8 |
9 | ## 使用样例
10 | ```
11 | let aAnalyze = MiaokitJS.Miaokit.Analyze(60);
12 | console.log(aAnalyze);
13 | ```
14 |
15 | ## 属性
16 | * ### .camera : GameObject
17 | 主场景摄像机对象。
18 | * ### .gis : Gis
19 | GIS控制器对象。
20 |
21 | ## 方法
22 | * ### .LoadTile(aData: ArrayBuffer) : Tile
23 | 加载SVE工程数据,返回工程瓦片对象。参数说明:
24 | 1. aData : SVE工程数据;
25 | * ### .GetScene(nIndex: Int) : Scene
26 | 获取所有已加载工程中所有场景中的指定场景。参数说明:
27 | 1. nIndex : 场景编号;
28 | * ### .PickEntity(nLayers: Int) : GameObject
29 | 鼠标拾取对象。参数说明:
30 | 1. nLayers : 拾取过滤层标志集;
31 | * ### .Analyze(nFps) : Json[]
32 | 获取MiaokitJS模块剖析数据。参数说明:
33 | 1. nFps : 当前刷新帧率;
34 |
35 | ## 相关对象完整接口参见:
36 | * [Gis]()
37 | * [Tile]()
38 | * [Scene]()
39 | * [GameObject]()
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/docs/API参考/Prefab.md:
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1 | # Prefab(模型预制件)
2 |
3 | ## 概述
4 | 模型预制件,实例化生成模型对象。
5 |
6 | ## 构造函数
7 | LoadPrefab(pUrl: String, pCallback)
8 |
9 | 加载构造一个预制件对象。
10 |
11 | ## 使用样例
12 | ```
13 | MiaokitJS.LoadPrefab("prefab.assetbundle", function (pPrefab) {
14 | let pObject = pPrefab.Instantiate();
15 | }
16 | ```
17 |
18 | ## 属性
19 |
20 | ## 方法
21 | * ### .Instantiate() : GameObject
22 | 实例化预制件生成对象。
23 |
24 | ## 相关对象完整接口参见:
25 |
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/docs/API参考/Scene.md:
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1 | # Scene(SVE场景对象)
2 |
3 | ## 概述
4 | SVE场景对象,一个地图瓦片包含多个场景。
5 |
6 | ## 构造函数
7 | SVE场景对象由装载SVE工程数据时自动创建,并将所有场景添加到全局场景列表中,每个场景被分配一个唯一的场景索引。
8 |
9 | ## 使用样例
10 | ```
11 | ```
12 |
13 | ## 属性
14 | * ### .id : String Readonly
15 | 场景ID。
16 | * ### .object3D : GameObject Readonly
17 | 场景根节点对象。
18 | * ### .binding : String Readonly
19 | 场景所绑定楼层对象。
20 | * ### .viewState : ViewState Readonly
21 | 场景预设默认观察视角参数。
22 | * ### .layers : Generator Readonly
23 | 场景楼层列表生成器。
24 | * ### .layers.length : Int Readonly
25 | 场景楼层数量。
26 |
27 | ## 方法
28 | * ### .GetLayer(nIndex: Int) : Layer
29 | 获取场景指定索引楼层对象。参数说明:
30 | 1. nIndex : 楼层编号;
31 |
32 | ## 相关对象完整接口参见:
33 | * [Scene]()
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/docs/API参考/Site.md:
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1 | # Site(POI对象)
2 |
3 | ## 概述
4 | POI对象,标记位置。
5 |
6 | ## 构造函数
7 | POI对象由装载SVE工程数据时自动创建。
8 |
9 | ## 使用样例
10 | ```
11 | ```
12 |
13 | ## 属性
14 | * ### .id : String Readonly
15 | POI对象ID。
16 | * ### .scene : Scene Readonly
17 | POI所属场景。
18 | * ### .layer : Layer Readonly
19 | POI所属楼层。
20 | * ### .type : Int Readonly
21 | POI类型。
22 | * ### .number : Int Readonly
23 | POI号码。
24 | * ### .position : Vector3 Readonly
25 | POI坐标。
26 |
27 | ## 方法
28 |
29 | ## 相关对象完整接口参见:
30 | * [Scene]()
31 | * [Layer]()
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/docs/API参考/Texture2D.md:
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1 | # Texture2D(二维贴图对象)
2 |
3 | ## 概述
4 | 通常用于表现网格表面纹理。
5 |
6 | ## 构造函数
7 | Texture2D()
8 |
9 | 该构造函数构造一个空的二维贴图对象。
10 |
11 | ## 使用样例
12 | ```
13 | let pTexture = new Texture2D();
14 | pTexture.Load("image.jpg");
15 | ```
16 |
17 | ## 属性
18 |
19 | ## 方法
20 | * ### .Load(pUrl: String) : void
21 | 加载网络图片,填充贴图对象。参数说明:
22 | 1. pUrl : 网络图片URL;
23 | * ### .SetImageData(aData: ArrayBuffer) : void
24 | 获取所有已加载工程中所有场景中的指定场景。参数说明:
25 | 1. aData : JPG/PNG图片数据;
26 |
27 | ## 相关对象完整接口参见:
28 |
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/docs/API参考/Tile.md:
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1 | # Tile(地图瓦片/SVE工程对象)
2 |
3 | ## 概述
4 | 地图瓦片/SVE工程对象,一个地图瓦片包含多个场景。
5 |
6 | ## 构造函数
7 | 地图瓦片由装载SVE工程数据时自动创建,并将所有场景添加到全局场景列表中,每个场景被分配一个唯一的场景索引。
8 |
9 | ## 使用样例
10 | ```
11 | ```
12 |
13 | ## 属性
14 | * ### .scenes : Generator Readonly
15 | 场景列表生成器。
16 | * ### .scenes.length : Int Readonly
17 | 场景数量。
18 |
19 | ## 方法
20 |
21 |
22 | ## 相关对象完整接口参见:
23 | * [Scene]()
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/docs/API参考/Transform.md:
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1 | # Transform(变换组件)
2 |
3 | ## 概述
4 | 变换组件用于描述一个3D图形对象在虚拟三维空间中的坐标,旋转和大小缩放。使用变换组件我们可以组合搭建出复杂场景,以及创造出各种动态效果。
5 |
6 | ## 构造函数
7 | 变换组件由3D图形对象自动创建,无法调用构造函数构造变换组件。
8 |
9 | ## 使用样例
10 | ```
11 | let pObject = new MiaokitJS.GameObject();
12 | let pTransform = pObject.transform;
13 |
14 | pTransform.position = { x:0.0, y:1.0, z:0.0 };
15 | pTransform.euler = { x:0.0, y:1.0, z:0.0 };
16 | pTransform.scale = { x:0.0, y:1.0, z:0.0 };
17 | ```
18 |
19 | ## 属性
20 | * ### .position : Vector3
21 | 3D图形对象相对世界空间的坐标。
22 | * ### .localPosition : Vector3
23 | 3D图形对象相对父级对象空间的坐标。
24 | * ### .euler : Vector3
25 | 3D图形对象相对世界空间3个轴的旋转欧拉角(角度)。
26 | * ### .localEuler : Vector3
27 | 3D图形对象相对父级对象空间3个轴的旋转欧拉角(角度)。
28 | * ### .rotation : Quaternion
29 | 3D图形对象相对世界空间的旋转四元数。
30 | * ### .localRotation : Quaternion
31 | 3D图形对象相对父级对象空间的旋转四元数。
32 | * ### .scale : Vector3
33 | 3D图形对象相对世界空间3个轴的缩放倍数。
34 | * ### .localScale : Vector3
35 | 3D图形对象相对父级对象空间3个轴的缩放倍数。
36 | * ### .right : Vector3 Readonly
37 | 3D图形对象坐标空间X轴向量在世界空间中的表示。
38 | * ### .up : Vector3 Readonly
39 | 3D图形对象坐标空间Y轴向量在世界空间中的表示。
40 | * ### .forward : Vector3 Readonly
41 | 3D图形对象坐标空间Z轴向量在世界空间中的表示。
42 |
43 | ## 方法
44 | * ### .Rotate(mEuler: Vector3, nRelativeTo: Int) : void
45 | 3D图形对象绕XYZ轴旋转指定角度。参数说明:
46 | 1. mEuler : 绕XYZ轴旋转的角度;
47 | 2. nRelativeTo : 0-旋转相对世界空间的XYZ轴,1-旋转相对对象空间的XYZ轴;
48 | * ### .Rotate2(mAxis: Vector3, nAngle: Float, nRelativeTo: Int) : void
49 | 3D图形对象绕指定轴旋转指定角度。参数说明:
50 | 1. mAxis : 围绕旋转的轴向量;
51 | 2. nAngle : 指定旋转角度;
52 | 2. nRelativeTo : 0-旋转轴在世界空间中表示,1-旋转轴在对象空间中表示;
53 | * ### .Translate(mOffset: Vector3, nRelativeTo: Int) : void
54 | 3D图形对象沿XYZ轴平移指定距离。参数说明:
55 | 1. mOffset : 沿XYZ轴平移的距离;
56 | 2. nRelativeTo : 0-平移相对世界空间的XYZ轴,1-平移相对对象空间的XYZ轴;
57 |
58 | ## 相关对象完整接口参见:
59 | * [GameObject]()
60 | * [Vector3]()
61 | * [Quaternion]()
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/docs/API参考/sidebar.md:
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1 | * [返回上一级](README.md)
2 | * [Miaokit](API参考/Miaokit.md)
3 | * [Gis](API参考/Gis.md)
4 | * [Tile](API参考/Tile.md)
5 | * [Scene](API参考/Scene.md)
6 | * [Layer](API参考/Layer.md)
7 | * [Attachment](API参考/Attachment.md)
8 | * [Site](API参考/Site.md)
9 | * [Prefab](API参考/Prefab.md)
10 | * [GameObject](API参考/GameObject.md)
11 | * [Transform](API参考/Transform.md)
12 | * [Mesh](API参考/Mesh.md)
13 | * [Material](API参考/Material.md)
14 | * [Texture2D](API参考/Texture2D.md)
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/docs/README.md:
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1 | # MiaokitJS帮助文档(测试版)
2 |
3 | ## 简介
4 | 【__注意:当前产品尚未可用,预计2019年10月发布上线__】
5 | MiaokitJS是一个轻量级的、移动WEB优先的3D数据可视化框架。框架基于Webassembly和TypeScript开发,具有体量轻、加载速度快、运行效率高等优势。
6 | 框架的“图形渲染”模块参考Unity引擎设计语言设计,并支持Unity引擎扩展,有Unity开发经验的用户将能够很容易上手该框架。
7 | 框架的“场景装载”模块支持装载和访问[SVE](http://sve.yongtoc.com/)所制作打包的三维场景,支持装载倾斜摄影实景模型,并且兼容WMTS标准。可以实现从地球视图到区域、园区、楼宇、楼层、房间、设备等不同级别对象的访问以及进行数据关联绑定。
8 | 框架的“逻辑交互”模块提供了一些基本的三维可视化交互方法,使用户可以基于这些公开的API快速地实现一个可交互的三维可视化产品。
9 |
10 | ### 运行环境
11 | MiaokitJS框架需要运行在支持ES6.0、WebGL2.0、Webassembly特性的浏览器环境中,目前主流的PC和移动端浏览器均已支持。
12 |
13 | ### 项目地址
14 | MiaokitJS框架前端JavaScript代码目前已经开源在[GitHub](https://github.com/YONGTOC/MiaokitJS)上,欢迎为该项目做贡献。
15 |
16 | ### 项目交流
17 | 商务合作:400-808-3066
18 | 技术交流QQ群:333184682
19 |
20 | ## 基本对象
21 | 通过理解以下列出的各个框架所包含的基本对象,我们将对MiaokitJS框架有个基本理解。
22 |
23 | ### 图形渲染
24 | - GameObject:3D图形对象,一个3D场景由多个GameObject组成;
25 | - Mesh:3D网格组件,描述一个3D图形对象的三维空间形态;
26 | - TileMesh:3D地图瓦片网格组件,不同于Mesh,它是基于瓦片数据的,经LOD管理的动态网格;
27 | - Transform:3D变换组件,描述一个3D图形对象的空间位置,旋转和大小缩放,以及不同对象间的层级关系;
28 | - Material:渲染材质,用于控制3D网格渲染效果;
29 | - Texture2D:贴图,用于设置3D网格的表面纹理;
30 | - Camera:摄像机组件,观察三维场景的抽象摄像机,用于将视野范围内的三维场景投影到画布上;
31 |
32 | ### 场景装载
33 | - World:世界,虚拟的三维地球、GIS地图;
34 | - Tile:地图瓦片,[SVE](http://sve.yongtoc.com/)导出的工程数据将被作为一个Tile装载到World中,World可以同时装载多个Tile,为了优化性能和内存开销,需要基于某些机制动态装载卸载Tile;
35 | - Scene:三维场景,一个Tile可以包含多个Scene,通常是一个外景与多个建筑内景;
36 | - Layer:场景图层,一个Scene可以由多个Layer叠加组成。通常,在[SVE](http://sve.yongtoc.com/)中,使用用Layer指代建筑内景中的一个楼层;
37 | - Room:空间区域,一个Layer包含多个Room,通常,在[SVE](http://sve.yongtoc.com/)中,室内用Room指代一个房间、大厅、过道等空间区域;
38 | - Object3D:三维对象。大楼、楼层、门、窗、幕墙、家具、设备、资产等不同级别的三维对象以及不可见对象都用Object3D表示,区别于GameObject,Object3D包含了UUID和资产属性等信息,这些信息一般关联着数据库记录;
39 | - RoadPoint:路径节点,[SVE](http://sve.yongtoc.com/)规划路径中的节点对象,通常用于定位和导航规划;
40 | - Site:位置标记。[SVE](http://sve.yongtoc.com/)规划路径中的位置标记对象,通常用于定位和导航规划;
41 |
42 | ### 逻辑交互
43 | - MiaokitLoader:MiaokitJS框架装载器,使用MiaokitJS框架的唯一入口,每个框架实例在其独立的闭包环境中运行,即,可以在页面中创建多个框架实例显示多个可视化界面;
44 | - SVE:[SVE](http://sve.yongtoc.com/)场景装载器,用于动态装载卸载瓦片数据,访问当前已装载瓦片的不同层级对象数据,控制不同层级对象的表现和行为;
45 | - CameraCtrl:MiaokitJS框架提供的默认摄像机控制器,用于在三维场景中漫游查看;
46 | - Navigator:导航路径生成器,用于搜索两个位置点间的最优路径;
47 | - Navigation:MiaokitJS框架提供的默认导航控制器,提供包括路径绘制、模拟导航、实时导航、定位跟踪、语言播报、摄像机跟随等功能;
48 | - 矢量数学库:Vector2、Vector3、Vector4等矢量数据的表示和计算;
49 | - 辅助工具:包含计时器、数据异步加载器、调试跟踪器等辅助工具;
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1 | * [MiaokitJS 2020.0](README.md)
2 | * [快速上手](快速上手/5分钟了解MiaokitJS.md)
3 | * [API参考](API参考/Miaokit.md)
4 | * [FAQ](FAQ/)
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1 | # 5分钟了解MiaokitJS
2 |
3 | ## MiaokitJS安装
4 | 我们可以在SVE官网直接[下载](http://sve.yongtoc.com/)库脚本文件,并通过<script>标签引入。下载的库文件压缩包包含一下文件:
5 | 1. Miaokit.wasm - 核心模块二进制代码文件;
6 | 2. MiaokitLoader.js - 核心模块装载器脚本;
7 | 3. Miaokit.js - 接口封装和交互逻辑脚本;
8 | 4. MiaokitU3D - Unity引擎扩展文件夹;
9 | 5. MiaokitU3D/Build/UnityLoader.js - Unity引擎扩展Unity引擎装载器脚本;
10 |
11 | ## 基本程序框架
12 | 本帮助文档中所有样例程序中的框架实例名称都命名为MiaokitJS,这也是我们建议的命名,实例MiaokitJS是框架其它所有类和对象的唯一访问入口。
13 | 每个框架实例在其独立的闭包环境中运行,我们可以在页面中创建多个框架实例。
14 | ```
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