shenjianxing 2ea7b6a7a1 完善Action
增加webgl报告下载功能
2024-12-23 18:14:25 +08:00

363 lines
9.3 KiB
HTML

<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>虚拟实验 | {{{ PRODUCT_NAME }}}</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
<script type="text/javascript" src="StreamingAssets/WebGLDownloadWordJS/js/docxtemplater.js"></script>
<script type="text/javascript" src="StreamingAssets/WebGLDownloadWordJS/js/pizzip.js"></script>
<script type="text/javascript" src="StreamingAssets/WebGLDownloadWordJS/js/FileSaver.js"></script>
<script type="text/javascript" src="StreamingAssets/WebGLDownloadWordJS/js/pizzip-utils.js"></script>
<script type="text/javascript" src="StreamingAssets/WebGLDownloadWordJS/js/imagemodule.js"></script>
</head>
<body>
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width=1280 height=720></canvas>
<div id="unity-loading-bar">
<div id="unity-progress-bar-empty">
<div id="unity-progress-bar-full"></div>
</div>
</div>
<div id="unity-warning"> </div>
<div id="unity-footer">
<div id="unity-fullscreen-button"></div>
<div id="unity-build-title">{{{ PRODUCT_NAME }}}</div>
</div>
</div>
<script>
var container = document.querySelector("#unity-container");
var canvas = document.querySelector("#unity-canvas");
var loadingBar = document.querySelector("#unity-loading-bar");
var progressBarFull = document.querySelector("#unity-progress-bar-full");
var fullscreenButton = document.querySelector("#unity-fullscreen-button");
var warningBanner = document.querySelector("#unity-warning");
// Shows a temporary message banner/ribbon for a few seconds, or
// a permanent error message on top of the canvas if type=='error'.
// If type=='warning', a yellow highlight color is used.
// Modify or remove this function to customize the visually presented
// way that non-critical warnings and error messages are presented to the
// user.
function unityShowBanner(msg, type) {
function updateBannerVisibility() {
warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
}
var div = document.createElement('div');
div.innerHTML = msg;
warningBanner.appendChild(div);
if (type == 'error') div.style = 'background: red; padding: 10px;';
else {
if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
setTimeout(function() {
warningBanner.removeChild(div);
updateBannerVisibility();
}, 5000);
}
updateBannerVisibility();
}
var buildUrl = "Build";
var loaderUrl = buildUrl + "/{{{ LOADER_FILENAME }}}";
var config = {
dataUrl: buildUrl + "/{{{ DATA_FILENAME }}}",
frameworkUrl: buildUrl + "/{{{ FRAMEWORK_FILENAME }}}",
codeUrl: buildUrl + "/{{{ CODE_FILENAME }}}",
streamingAssetsUrl: "StreamingAssets",
companyName: {{{ JSON.stringify(COMPANY_NAME) }}},
productName: {{{ JSON.stringify(PRODUCT_NAME) }}},
productVersion: {{{ JSON.stringify(PRODUCT_VERSION) }}},
showBanner: unityShowBanner,
};
// By default Unity keeps WebGL canvas render target size matched with
// the DOM size of the canvas element (scaled by window.devicePixelRatio)
// Set this to false if you want to decouple this synchronization from
// happening inside the engine, and you would instead like to size up
// the canvas DOM size and WebGL render target sizes yourself.
// config.matchWebGLToCanvasSize = false;
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
// Mobile device style: fill the whole browser client area with the game canvas:
var meta = document.createElement('meta');
meta.name = 'viewport';
meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
document.getElementsByTagName('head')[0].appendChild(meta);
container.className = "unity-mobile";
canvas.className = "unity-mobile";
// To lower canvas resolution on mobile devices to gain some
// performance, uncomment the following line:
// config.devicePixelRatio = 1;
unityShowBanner('WebGL builds are not supported on mobile devices.');
} else {
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
canvas.style.width = "1280px";
canvas.style.height = "720px";
}
loadingBar.style.display = "block";
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = () => {
createUnityInstance(canvas, config, (progress) => {
progressBarFull.style.width = 100 * progress + "%";
}).then((unityInstance) => {
loadingBar.style.display = "none";
fullscreenButton.onclick = () => {
unityInstance.SetFullscreen(1);
};
}).catch((message) => {
alert(message);
});
};
var inputObj;
function Test() {
console.log("1");
if (inputObj != null) document.body.removeChild(inputObj);
inputObj = document.createElement('input');
inputObj.setAttribute('id', '_ef');
inputObj.setAttribute('type', 'file');
inputObj.setAttribute("style", 'visibility:hidden');
document.body.appendChild(inputObj);
document.addEventListener('input', imgChange);
var file = document.getElementById("_ef");
file.click();
file.value;
console.log("2");
}
function imgChange(obj) {
console.log("3");
var file = document.getElementById("_ef");
var imgUrl = window.URL.createObjectURL(file.files[0]);
if (instance != null) {
instance.SendMessage("Web", "CallBack", imgUrl);
}
};
//添加功能---------
function HtmlDownloadWord(bytes, reportdata) {
var blob = new Blob([bytes]);
var url = window.URL.createObjectURL(blob);
generate(url, reportdata);
}
function loadFile(url, callback) {
PizZipUtils.getBinaryContent(url, callback);
}
//处理base64数据
const base64Regex =
/^data:image\/(png|jpg|svg|svg\+xml);base64,/;
const validBase64 =
/^(?:[A-Za-z0-9+/]{4})*(?:[A-Za-z0-9+/]{2}==|[A-Za-z0-9+/]{3}=)?$/;
function base64Parser(dataURL) {
if (
typeof dataURL !== "string" ||
!base64Regex.test(dataURL)
) {
return false;
}
const stringBase64 = dataURL.replace(base64Regex, "");
if (!validBase64.test(stringBase64)) {
throw new Error(
"Error parsing base64 data, your data contains invalid characters"
);
}
// For nodejs, return a Buffer
if (typeof Buffer !== "undefined" && Buffer.from) {
return Buffer.from(stringBase64, "base64");
}
// For browsers, return a string (of binary content) :
const binaryString = window.atob(stringBase64);
const len = binaryString.length;
const bytes = new Uint8Array(len);
for (let i = 0; i < len; i++) {
const ascii = binaryString.charCodeAt(i);
bytes[i] = ascii;
}
return bytes.buffer;
}
const imageOptions = {
getImage(tag) {
return base64Parser(tag);
},
getSize() {
console.log("大小已被调用");
return [384, 216];
},
};
function generate(url, reportdata) {
loadFile(
url,
function (error, content) {
if (error) {
throw error;
}
//先处理unity传入的数据得到base64
reportdata = (reportdata.replace(/<(.|\n)*?>/g, '') || ' ')
.replace(/&lt;/g, '<')
.replace(/&gt;/g, '>');
reportdata = JSON.parse(reportdata)
//var imageBytes = reportdata.imageData; // 图片字节数组数据
// 将图片数据转换为 base64 格式
//var imageBase64 = btoa(String.fromCharCode.apply(null, imageBytes));
//imageBase64 = "data:image/png;base64," + imageBase64;
//console.log(imageBase64);
var imageModule = new ImageModule(imageOptions);
var zip = new PizZip(content);
var doc = new window.docxtemplater(zip, {
paragraphLoop: true,
linebreaks: true,
modules: [imageModule]
});
//const image = doc.Media.addImage(doc, imageBytes, 230, 230);
doc.compile();
//const data = {
// eid: reportdata.eid,
// name: reportdata.name,
// scroe: reportdata.scroe,
// image: imageBase64,
//}
//渲染模板
doc.render(reportdata);
var out = doc.getZip().generate({
type: "blob",
mimeType:
"application/vnd.openxmlformats-officedocument.wordprocessingml.document",
compression: "DEFLATE",
});
saveAs(out, "实验报告.docx");
});
}
document.body.appendChild(script);
</script>
</body>
</html>