187 lines
6.1 KiB
React
187 lines
6.1 KiB
React
import React, { useMemo, useRef } from 'react';
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import { useFrame, useThree } from '@react-three/fiber';
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import * as THREE from 'three';
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export const LOD_LEVELS = {
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HIGH: 0,
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MEDIUM: 1,
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LOW: 2,
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};
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export const LOD_DISTANCES = {
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HIGH: 5,
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MEDIUM: 10,
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};
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const createSimplifiedDeviceMesh = (device, uHeight, rackDepth, deviceColor, statusColor) => {
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const depth = rackDepth || 1.0;
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const dHeight = device.height || device.u_height || 1;
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const height = dHeight * uHeight;
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const chassisWidth = 0.44;
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const chassisDepth = 0.8;
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const panelWidth = 0.4826;
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const panelDepth = 0.02;
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const frontZ = depth / 2 - 0.02;
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const halfHeight = height / 2;
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return (
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<group>
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<mesh position={[0, 0, frontZ - panelDepth / 2]}>
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<boxGeometry args={[panelWidth, height - 0.002, panelDepth]} />
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<meshStandardMaterial color={deviceColor} roughness={0.8} metalness={0.1} />
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</mesh>
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<mesh position={[0, 0, frontZ - panelDepth - chassisDepth / 2]}>
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<boxGeometry args={[chassisWidth, height - 0.002, chassisDepth]} />
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<meshStandardMaterial color="#333333" roughness={0.9} metalness={0.3} />
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</mesh>
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<mesh position={[panelWidth / 2 - 0.03, halfHeight - 0.02, frontZ + 0.01]}>
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<circleGeometry args={[0.006, 16]} />
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<meshBasicMaterial color={statusColor} toneMapped={false} />
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</mesh>
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</group>
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);
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};
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const createMediumDeviceMesh = (device, uHeight, rackDepth, deviceColor, statusColor) => {
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const depth = rackDepth || 1.0;
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const dHeight = device.height || device.u_height || 1;
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const height = dHeight * uHeight;
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const chassisWidth = 0.44;
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const chassisDepth = 0.8;
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const panelWidth = 0.4826;
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const panelDepth = 0.02;
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const frontZ = depth / 2 - 0.02;
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const is2U = height > 0.08;
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const halfHeight = height / 2;
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return (
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<group>
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<mesh position={[0, 0, frontZ + 0.0055]}>
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<boxGeometry args={[0.44, height - 0.004, 0.002]} />
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<meshStandardMaterial color="#1e293b" roughness={0.7} metalness={0.5} />
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</mesh>
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<mesh position={[0, 0, frontZ - panelDepth / 2]}>
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<boxGeometry args={[panelWidth, height - 0.002, panelDepth]} />
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<meshStandardMaterial color={deviceColor} roughness={0.8} metalness={0.1} />
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</mesh>
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<mesh position={[0, 0, frontZ - panelDepth - chassisDepth / 2]}>
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<boxGeometry args={[chassisWidth, height - 0.002, chassisDepth]} />
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<meshStandardMaterial color="#333333" roughness={0.9} metalness={0.3} />
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</mesh>
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<group position={[-0.18, 0, frontZ + 0.006]}>
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<mesh position={[-0.02, 0, 0]}>
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<boxGeometry args={[0.04, height - 0.01, 0.002]} />
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<meshStandardMaterial color="#000000" roughness={0.2} />
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</mesh>
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<mesh position={[0, 0.01, 0.002]}>
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<boxGeometry args={[0.012, 0.01, 0.002]} />
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<meshStandardMaterial color="#cbd5e1" />
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</mesh>
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</group>
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<group position={[0.05, 0, frontZ + 0.006]}>
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{Array.from({ length: is2U ? 4 : 2 }).map((_, i) => (
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<mesh key={`drive-bay-${device.id || 'unknown'}-${i}`} position={[(i - 1) * 0.08, 0, 0]}>
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<boxGeometry args={[0.06, 0.03, 0.004]} />
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<meshStandardMaterial color="#334155" roughness={0.6} />
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</mesh>
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))}
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</group>
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<mesh position={[panelWidth / 2 - 0.03, halfHeight - 0.02, frontZ + 0.01]}>
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<circleGeometry args={[0.006, 16]} />
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<meshBasicMaterial color={statusColor} toneMapped={false} />
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</mesh>
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</group>
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);
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};
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const LODManager = ({
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device,
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uHeight,
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rackDepth,
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position,
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deviceColor,
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statusColor,
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children,
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level = LOD_LEVELS.HIGH,
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}) => {
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const groupRef = useRef();
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const highDetailRef = useRef();
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const mediumDetailRef = useRef();
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const lowDetailRef = useRef();
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const { camera } = useThree();
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// 使用 ref 存储 LOD 级别,避免 React 状态更新
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const lodLevelRef = useRef(LOD_LEVELS.HIGH);
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const distanceRef = useRef(0);
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// 帧计数器,用于节流
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const frameCount = useRef(0);
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// 用于强制重新渲染的 state(仅在必要时更新)
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const [, forceUpdate] = React.useReducer(x => x + 1, 0);
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useFrame(() => {
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if (!groupRef.current) return;
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// 节流:每5帧检查一次
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frameCount.current++;
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if (frameCount.current % 5 !== 0) return;
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const distance = camera.position.distanceTo(groupRef.current.position);
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distanceRef.current = distance;
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// 添加缓冲避免频繁切换(10% 缓冲)
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const buffer = 0.1;
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const highThreshold = LOD_DISTANCES.HIGH * (1 + buffer);
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const mediumThreshold = LOD_DISTANCES.MEDIUM * (1 + buffer);
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let newLevel = LOD_LEVELS.HIGH;
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if (distance > mediumThreshold) {
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newLevel = LOD_LEVELS.LOW;
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} else if (distance > highThreshold) {
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newLevel = LOD_LEVELS.MEDIUM;
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}
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// 只有当级别变化时才更新
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if (newLevel !== lodLevelRef.current) {
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lodLevelRef.current = newLevel;
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// 直接操作 ref 切换可见性,避免频繁的 React 重渲染
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if (highDetailRef.current) {
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highDetailRef.current.visible = newLevel === LOD_LEVELS.HIGH;
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}
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if (mediumDetailRef.current) {
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mediumDetailRef.current.visible = newLevel === LOD_LEVELS.MEDIUM;
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}
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if (lowDetailRef.current) {
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lowDetailRef.current.visible = newLevel === LOD_LEVELS.LOW;
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}
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// 偶尔强制更新以确保同步(每30帧)
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if (frameCount.current % 30 === 0) {
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forceUpdate();
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}
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}
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});
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if (level !== LOD_LEVELS.HIGH) {
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return children;
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}
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return (
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<group ref={groupRef} position={position}>
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{/* 高细节模型 - 默认显示 */}
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<group ref={highDetailRef} visible={true}>
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{children}
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</group>
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{/* 中等细节模型 */}
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<group ref={mediumDetailRef} visible={false}>
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{createMediumDeviceMesh(device, uHeight, rackDepth, deviceColor, statusColor)}
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</group>
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{/* 低细节模型 */}
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<group ref={lowDetailRef} visible={false}>
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{createSimplifiedDeviceMesh(device, uHeight, rackDepth, deviceColor, statusColor)}
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</group>
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</group>
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);
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};
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export default LODManager;
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