我在项目中使用Autodesk Forge Viewer v7。*。在这个项目中,我必须展示来自上传到BIM360的.dwg
个文件的多个2d模型。我可以加载每个模型,并且它们彼此堆叠,但是它们的对齐方式似乎是完全错误的。我尝试了各种loadOptions
,还尝试过后适应模型的总变换,但是它们的对齐方式看起来仍然是随机的。这是代码的一部分:
onDocumentLoaded = (doc, id, resolve, reject) => {
// A document contains references to 3D and 2D geometries.
let geometries = doc.getRoot().search({ 'type': 'geometry' })
if (geometries.length === 0) {
console.error('Document contains no geometries.')
return
}
// Choose any of the avialable geometries
let initGeom = geometries[0]
let ops = {
placementTransform: new window.THREE.Matrix4(),
modelSpace: true,
globalOffset: { x: 0, y: 0, z: 0 },
applyRefPoint: true,
isAEC: true, // to align the models,
}
// Load the chosen geometry
let svfUrl = doc.getViewablePath(initGeom)
this.viewerApp.loadModel(svfUrl, ops, (model) => this.onModelLoaded(model, id, resolve, reject), (error) => reject(error))
}
如您所见,我尝试了一些loadoption,但是在加载2d模型时它们似乎都不重要。它们确实会对3d(.ifc,.rvt,.nwd)模型产生影响。
我还尝试在加载模型后更新转换:
transformModel = (viewer, model, transform) => {
let translation = new window.THREE.Vector3();
let rotation = new window.THREE.Quaternion();
let scale = new window.THREE.Vector3();
transform.decompose(translation, rotation, scale);
function transformFragProxy(fragId) {
var fragProxy = viewer.impl.getFragmentProxy(
model,
fragId);
fragProxy.getAnimTransform();
fragProxy.position = translation;
fragProxy.scale = scale;
fragProxy.quaternion._x = rotation.x;
fragProxy.quaternion._y = rotation.y;
fragProxy.quaternion._z = rotation.z;
fragProxy.quaternion._w = rotation.w;
fragProxy.updateAnimTransform();
}
var fragCount = model.getFragmentList().fragments.fragId2dbId.length;
//fragIds range from 0 to fragCount-1
for (var fragId = 0; fragId < fragCount; ++fragId) {
transformFragProxy(fragId);
}
}
onModelLoaded = (model, id, resolve) => {
if (!model.isLoadDone()) {
// wait for loading complete, 2d models are not completely loaded even though onModelLoaded is called
setTimeout(this.onModelLoaded, 0.1, model, id, resolve)
} else {
// done loading
// force transformation
this.transformModel(this.viewerApp, model, new window.THREE.Matrix4());
this.viewerApp.impl.sceneUpdated(true);
// .. rest op code here
}
}