ronaldo9Zhang 1 年間 前
コミット
5d918c60b6
1 ファイル変更4201 行追加0 行削除
  1. 4201 0
      src/views/modelLibrary/components/threeSensorModelFinally.vue

+ 4201 - 0
src/views/modelLibrary/components/threeSensorModelFinally.vue

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+<template>
+    <div>
+        <div id="containerThreeSensorModel"></div>
+    </div>
+</template>
+
+<script>
+import * as THREE from "three";
+import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
+import { ConvexGeometry } from "three/examples/jsm/geometries/ConvexGeometry.js";
+import { OBJLoader } from "three/examples/jsm/loaders/OBJLoader.js";
+import { MTLLoader } from "three/examples/jsm/loaders/MTLLoader.js";
+import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
+// import * as BufferGeometryUtils from "three/examples/jsm/utils/BufferGeometryUtils.js";
+import { BufferGeometryUtils } from "three/examples/jsm/utils/BufferGeometryUtils.js";
+import { mapState } from "vuex";
+
+// "three": "^0.142.0"
+const ThreeBSP = require('three-js-csg')(THREE)
+// import ThreeBSP from "../common/ThreeCSG";
+
+// import { ThreeBSP } from "../common/ThreeBSP";
+
+
+// import { ADDITION, SUBTRACTION, INTERSECTION, DIFFERENCE, Brush, Evaluator } from 'three-bvh-csg';
+
+import {
+    showFullScreenLoading,
+    tryHideFullScreenLoading,
+} from "../../../axios/filter";
+
+export default {
+    name: "threeSensorModel", // 传感器配置中的threeJS
+    components: {},
+
+    data() {
+        return {
+            publicPath: process.env.BASE_URL,
+            scene: null,
+            camera: null,
+            renderer: null,
+            light: null,
+            transformControls: null,
+            geometryName: "cube",
+            controls: null,
+            mesh: null,
+            cube: null,
+            cacheList: [],
+            container: null,
+            car: null,
+            cubeTexture: null,
+            raf: null,
+            canDrag: true, // 是否可移动
+            dragControls: null,
+            sensor: null, // 当前操作的传感器配置
+            cameraSensor: null,
+            ogt: null,
+            lidar: null,
+            gps: null,
+            // scale: 2, // 物体加载换算倍数
+            group1: null,
+            group2: null,
+            r: 15,
+            r1: 6,
+            horizontal: 300,
+            vertical: 360,
+            horizontalL: 180,
+            horizontalR: 120,
+            verticalT: 75,
+            verticalB: 150,
+            a1: null,
+            b1: null,
+            c1: null,
+            d1: null,
+            a2: null,
+            b2: null,
+            c2: null,
+            d2: null,
+            e1: null,
+            x1: null,
+            y1: null,
+            z1: null,
+            v1: null,
+            w1: null,
+            x2: null,
+            y2: null,
+            z2: null,
+            v2: null,
+            w2: null,
+        };
+    },
+
+    computed: {
+        ...mapState(["scale"]),
+    },
+
+    props: {
+        coordinate: {
+            type: Object,
+            default: { f: 0, n: 0, h: 0, v: 0 },
+        },
+        coordinateA: {
+            type: Object,
+            default: { f: 0, n: 0, hl: 0, hr: 0, vt: 0, vb: 0 },
+        },
+        type: {
+            type: Number,
+            default: 1,
+        },
+    },
+
+    methods: {
+        // 场景
+        initScene() {
+            this.scene = new THREE.Scene();
+            let axes = new THREE.AxesHelper(12000);
+            this.scene.add(axes);
+
+            const gridHelper = new THREE.GridHelper(21000, 2100);
+            gridHelper.material.opacity = 0.25;
+            gridHelper.material.transparent = true;
+            this.scene.add(gridHelper);
+        },
+        // 相机
+        initCamera() {
+            this.camera = new THREE.PerspectiveCamera(
+                75,
+                this.container.clientWidth / this.container.clientHeight,
+                0.1,
+                30000
+            );
+
+            this.camera.position.set(200, 200, 200);
+            this.scene.add(this.camera);
+        },
+        // 渲染器
+        initRenderer() {
+            this.renderer = new THREE.WebGLRenderer({
+                antialias: true,
+                alpha: true,
+            });
+            this.renderer.setSize(
+                this.container.clientWidth,
+                this.container.clientHeight
+            );
+            this.renderer.setClearColor("#272727");
+            this.container.appendChild(this.renderer.domElement);
+        },
+        // 初始化灯光
+        initLight() {
+            var hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444);
+            hemiLight.position.set(0, 20, 0);
+            this.scene.add(hemiLight);
+
+            // 环境光会均匀的照亮场景中的所有物体
+            const light = new THREE.AmbientLight(0x5c5c5c, 0.4); // soft white light
+            this.scene.add(light);
+
+            // 平行光是沿着特定方向发射的光
+            const dirLight = new THREE.DirectionalLight(0xffffff, 0.5);
+            this.scene.add(dirLight);
+        },
+        // 初始化模型
+        initContent() {
+            const obj = this.scene.getObjectByName("cube");
+            if (obj) {
+                this.scene.remove(obj);
+                this.clearCache(obj);
+            }
+
+            const sensor = this.scene.getObjectByName("sensor");
+            if (sensor) {
+                this.scene.remove(sensor);
+                this.clearCache(sensor);
+            }
+
+            /* if (this.type === 1) {
+                if (this.cameraSensor) {
+                    this.scene.add(this.cameraSensor);
+                } else {
+                    this.initSensor({ x: 0, y: 0, z: 0 }, "camera");
+                }
+            } else if (this.type === 2) {
+                if (this.ogt) {
+                    this.scene.add(this.ogt);
+                } else {
+                    this.initSensor({ x: 0, y: 0, z: 0 }, "ogt");
+                }
+            } else if (this.type === 3) {
+                if (this.lidar) {
+                    this.scene.add(this.lidar);
+                } else {
+                    this.initSensor({ x: 0, y: 0, z: 0 }, "lidar");
+                }
+            } else if (this.type === 4) {
+                if (this.gps) {
+                    this.scene.add(this.gps);
+                } else {
+                    this.initSensor({ x: 0, y: 0, z: 0 }, "gps");
+                }
+            } */
+
+            if (this.type != 2) {
+                let r = this.coordinate.f;
+                let r1 = this.coordinate.n;
+
+                if (r <= 0 || r1 < 0 || r <= r1) {
+                    return;
+                }
+
+                this.initSenA(r * this.scale, r1 * this.scale);
+            } else {
+                let r = this.coordinateA.f;
+                let r1 = this.coordinateA.n;
+
+                if (r <= 0 || r1 < 0 || r <= r1) {
+                    return;
+                }
+
+                this.initSenB(r * this.scale, r1 * this.scale);
+            }
+        },
+        // 处理轴对称物体
+        initSenA(r, r1) {
+            let x = 0,
+                y = 0,
+                z = r;
+
+            let a = this.coordinate.h,
+                b = this.coordinate.v;
+
+            if (a >= 90) a = 89.99;
+            if (b >= 90) b = 89.99;
+
+            // x = Math.tan(THREE.MathUtils.degToRad(a)) * r;
+            // y = Math.tan(THREE.MathUtils.degToRad(b)) * r;
+
+            let pointsArr = [];
+
+            if (r1 === 0) {
+                pointsArr = [
+                    [0, 0, 0],
+                    [x, y, z],
+                    [x, -y, z],
+                    [-x, -y, z],
+                    [-x, y, z],
+                ];
+            } else {
+                let x1 = 0,
+                    y1 = 0,
+                    z1 = r1;
+
+                // x1 = Math.tan(THREE.MathUtils.degToRad(a)) * r1;
+                // y1 = Math.tan(THREE.MathUtils.degToRad(b)) * r1;
+
+                pointsArr = [
+                    [x1, y1, z1],
+                    [x1, -y1, z1],
+                    [-x1, -y1, z1],
+                    [-x1, y1, z1],
+                    [x, y, z],
+                    [x, -y, z],
+                    [-x, -y, z],
+                    [-x, y, z],
+                ];
+            }
+
+            this.initMesh(pointsArr);
+        },
+        // 处理非轴对称物体
+        initSenB(r, r1) {
+            let x1 = 0,
+                x2 = 0,
+                y1 = 0,
+                y2 = 0,
+                z1 = r;
+
+            let a = this.coordinateA.hl,
+                b = this.coordinateA.vt,
+                c = this.coordinateA.hr,
+                d = this.coordinateA.vb;
+
+            if (a >= 90) a = 89.99;
+            if (b >= 90) b = 89.99;
+            if (c >= 90) c = 89.99;
+            if (d >= 90) d = 89.99;
+
+            // x1 = Math.tan(THREE.MathUtils.degToRad(a)) * r;
+            // y1 = Math.tan(THREE.MathUtils.degToRad(b)) * r;
+            // x2 = Math.tan(THREE.MathUtils.degToRad(c)) * r;
+            // y2 = Math.tan(THREE.MathUtils.degToRad(d)) * r;
+
+            let pointsArr = [];
+
+            if (r1 === 0) {
+                pointsArr = [
+                    [0, 0, 0],
+                    [x1, y1, z1],
+                    [x1, -y2, z1],
+                    [-x2, -y2, z1],
+                    [-x2, y1, z1],
+                ];
+            } else {
+                let m1 = 0,
+                    m2 = 0,
+                    n1 = 0,
+                    n2 = 0,
+                    z2 = r1;
+
+                // m1 = Math.tan(THREE.MathUtils.degToRad(a)) * r1;
+                // n1 = Math.tan(THREE.MathUtils.degToRad(b)) * r1;
+                // m2 = Math.tan(THREE.MathUtils.degToRad(c)) * r1;
+                // n2 = Math.tan(THREE.MathUtils.degToRad(d)) * r1;
+
+                pointsArr = [
+                    [m1, n1, z2],
+                    [m1, -n2, z2],
+                    [-m2, -n2, z2],
+                    [-m2, n1, z2],
+                    [x1, y1, z1],
+                    [x1, -y2, z1],
+                    [-x2, -y2, z1],
+                    [-x2, y1, z1],
+                ];
+            }
+
+            this.initMesh(pointsArr);
+        },
+        initDemo() {
+            let horizontal = this.horizontal;
+
+            let phiStart = Math.PI * ((90 - horizontal) / 180),
+                phiLength = Math.PI * (horizontal * 2 / 180),
+                thetaStart = Math.PI * 0,
+                thetaLength = Math.PI * 1;
+
+            const geometry = new THREE.SphereGeometry(
+                15, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+
+
+
+
+            const sphere = new THREE.Mesh(geometry, material);
+            // sphere.rotateY(Math.PI * -0.25);
+            // this.scene.add(sphere);
+
+
+
+            const geometry1 = new THREE.CircleGeometry(
+                15, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle1 = new THREE.Mesh(geometry1, material1);
+            circle1.rotateZ(Math.PI * -0.5);
+            circle1.rotateX(phiStart);
+            // this.scene.add(circle1); // left
+
+
+
+            const geometry2 = new THREE.CircleGeometry(
+                15, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material2 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle2 = new THREE.Mesh(geometry2, material2);
+            circle2.rotateZ(Math.PI * 0.5);
+            circle2.rotateX(phiStart);
+            // this.scene.add(circle2); // right
+
+            const group = new THREE.Group();
+            group.add(sphere);
+            group.add(circle1);
+            group.add(circle2);
+
+            group.translateZ(40);
+
+            this.scene.add(group);
+        },
+        initDemo1() {
+            let vertical = this.vertical;
+
+            let phiStart = Math.PI * ((90 - vertical) / 180),
+                phiLength = Math.PI * (vertical * 2 / 180),
+                thetaStart = Math.PI * 0,
+                thetaLength = Math.PI * 1;
+
+            const geometry = new THREE.SphereGeometry(
+                15, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+            const sphere = new THREE.Mesh(geometry, material);
+            sphere.rotateZ(Math.PI * 0.5);
+            // this.scene.add(sphere);
+
+
+
+            const geometry1 = new THREE.CircleGeometry(
+                15, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+            const circle1 = new THREE.Mesh(geometry1, material1);
+            // circle1.rotateZ(Math.PI * -0.5);
+            circle1.rotateX(phiStart);
+            // this.scene.add(circle1); // top
+
+
+
+            const geometry2 = new THREE.CircleGeometry(
+                15, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material2 = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+            const circle2 = new THREE.Mesh(geometry2, material2);
+            // circle2.rotateY(Math.PI * 0.5);
+            circle2.rotateX(-phiStart - Math.PI);
+            // this.scene.add(circle2); // bottom
+
+
+
+            const group = new THREE.Group();
+            group.add(sphere);
+            group.add(circle1);
+            group.add(circle2);
+
+            group.translateZ(40);
+
+            this.scene.add(group);
+        },
+        initOgtDemo() {
+            let horizontal = this.horizontalR;
+
+            let phiStart = Math.PI * ((90 - horizontal) / 180),
+                phiLength = Math.PI * (horizontal / 180),
+                thetaStart = Math.PI * 0,
+                thetaLength = Math.PI * 1;
+
+            // phiStart = 0;
+
+            const geometry = new THREE.SphereGeometry(
+                15, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+
+            const sphere = new THREE.Mesh(geometry, material);
+            // sphere.rotateY(phiStart);
+            // this.scene.add(sphere); // 右
+
+
+
+
+
+            let horizontal0 = this.horizontalL;
+
+            let phiStart0 = Math.PI * (90 / 180),
+                phiLength0 = Math.PI * (horizontal0 / 180),
+                thetaStart0 = Math.PI * 0,
+                thetaLength0 = Math.PI * 1;
+
+            // phiStart = 0;
+
+            const geometry0 = new THREE.SphereGeometry(
+                15, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength0, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength0 // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material0 = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+
+            const sphere0 = new THREE.Mesh(geometry0, material0);
+            // sphere.rotateY(phiStart);
+            // this.scene.add(sphere0); // 左
+
+
+
+            const geometry1 = new THREE.CircleGeometry(
+                15, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+            const circle1 = new THREE.Mesh(geometry1, material1);
+            circle1.rotateZ(Math.PI * -0.5);
+            circle1.rotateX(Math.PI * ((90 - horizontal0) / 180));
+            // this.scene.add(circle1); // left
+
+
+
+            const geometry2 = new THREE.CircleGeometry(
+                15, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material2 = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+            const circle2 = new THREE.Mesh(geometry2, material2);
+            circle2.rotateZ(Math.PI * 0.5);
+            circle2.rotateX(phiStart);
+            // this.scene.add(circle2); // right
+
+
+            const group = new THREE.Group();
+            group.add(sphere);
+            group.add(circle1);
+            group.add(circle2);
+            group.add(sphere0);
+
+            group.translateZ(40);
+
+            this.scene.add(group);
+        },
+        initOgtDemo1() {
+            let vertical = this.verticalB;
+
+            let phiStart = Math.PI * ((90 - vertical) / 180),
+                phiLength = Math.PI * (vertical / 180),
+                thetaStart = Math.PI * 0,
+                thetaLength = Math.PI * 1;
+
+            const geometry = new THREE.SphereGeometry(
+                15, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const sphere = new THREE.Mesh(geometry, material);
+            sphere.rotateZ(Math.PI * 0.5);
+            // this.scene.add(sphere); // 下
+
+
+
+
+
+            let vertical0 = this.verticalT;
+
+            let phiStart0 = Math.PI * (90 / 180),
+                phiLength0 = Math.PI * (vertical0 / 180),
+                thetaStart0 = Math.PI * 0,
+                thetaLength0 = Math.PI * 1;
+
+            const geometry0 = new THREE.SphereGeometry(
+                15, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength0, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength0 // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material0 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const sphere0 = new THREE.Mesh(geometry0, material0);
+            sphere0.rotateZ(Math.PI * 0.5);
+            // this.scene.add(sphere0); // 上
+
+
+
+            const geometry1 = new THREE.CircleGeometry(
+                15, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle1 = new THREE.Mesh(geometry1, material1);
+            circle1.rotateX(Math.PI * ((90 - vertical0) / 180));
+            // circle1.rotateZ(0);
+            // this.scene.add(circle1); // top
+
+
+
+            const geometry2 = new THREE.CircleGeometry(
+                15, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material2 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle2 = new THREE.Mesh(geometry2, material2);
+            // let p = -phiStart - Math.PI;
+            circle2.rotateX(-phiStart - Math.PI);
+            // circle2.rotateZ(0);
+            // this.scene.add(circle2); // bottom
+
+            const group = new THREE.Group();
+            group.add(sphere);
+            group.add(circle1);
+            group.add(circle2);
+            group.add(sphere0);
+
+            group.translateZ(40);
+
+            this.scene.add(group);
+
+        },
+        initLeft() {
+            let horizontal = this.horizontal / 2;
+
+            if (horizontal % 90 === 0) horizontal = horizontal - 0.1;
+
+            let phiStart = Math.PI * ((90 - horizontal) / 180),
+                phiLength = Math.PI * (horizontal * 2 / 180),
+                thetaStart = Math.PI * 0,
+                thetaLength = Math.PI * 1;
+
+            const geometry = new THREE.SphereGeometry(
+                this.r, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+
+
+
+
+            const sphere = new THREE.Mesh(geometry, material);
+            // sphere.rotateY(Math.PI * -0.25);
+            // this.scene.add(sphere);
+
+
+
+            const geometry1 = new THREE.CircleGeometry(
+                this.r, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle1 = new THREE.Mesh(geometry1, material1);
+            circle1.rotateZ(Math.PI * -0.5);
+            circle1.rotateX(phiStart);
+            // this.scene.add(circle1); // left
+
+            const geometry11 = new THREE.CircleGeometry(
+                this.r, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                Math.PI * 0.75, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1.5 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material11 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle11 = new THREE.Mesh(geometry11, material11);
+            circle11.rotateZ(Math.PI * -0.5);
+            circle11.rotateX(phiStart);
+            // circle11.rotateX(Math.PI * 0.5);
+
+
+
+
+
+            const geometry2 = new THREE.CircleGeometry(
+                this.r, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material2 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle2 = new THREE.Mesh(geometry2, material2);
+            circle2.rotateZ(Math.PI * 0.5);
+            circle2.rotateX(phiStart);
+            // this.scene.add(circle2); // right
+
+            const geometry22 = new THREE.CircleGeometry(
+                this.r, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                Math.PI * 0.75, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1.5 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material22 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle22 = new THREE.Mesh(geometry22, material22);
+            circle22.rotateZ(Math.PI * 0.5);
+            circle22.rotateX(phiStart);
+
+
+            /* const group = new THREE.Group();
+            group.add(sphere);
+            group.add(circle1);
+            group.add(circle2); */
+
+            // this.scene.add(group);
+
+            /* const geometry6 = new THREE.BoxGeometry(1, 1, 1);
+            const material6 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle6 = new THREE.Mesh(geometry6, material6); */
+
+            // let geometryArray = [geometry, geometry1, geometry2]; // 将你的要合并的多个geometry放入到该数组
+            // let materialArray = [material]; // 将你的要赋值的多个material放入到该数组
+            // 合并模型
+            //  geometry.attributes = {
+            //     faceVertexUvs: geometry.faceVertexUvs,
+            //     faces: geometry.faces,
+            //  }
+            //  geometry.morphAttributes = {
+            //     faceVertexUvs: geometry.faceVertexUvs,
+            //     faces: geometry.faces,
+            //  }
+
+            //  console.log(geometry);
+            // console.log(geometry.attributes);
+            // console.log(geometry instanceof THREE.BufferGeometry);
+            // console.log(geometry.getAttribute());
+            // console.log(material);
+            // console.log(BufferGeometryUtils.mergeBufferGeometries);
+            // console.log(BufferGeometryUtils);
+            //  const mergedGeometries = BufferGeometryUtils.mergeBufferGeometries(geometryArray);
+            // console.log(mergedGeometries);
+            //  const singleMergeMesh = new THREE.Mesh(mergedGeometries, materialArray);
+
+            // this.scene.add(singleMergeMesh);
+
+
+
+            /* const geometry9 = BufferGeometryUtils.mergeBufferGeometries([
+                new THREE.BoxGeometry(2, 1, 1),
+                new THREE.CylinderGeometry(1, 1, 1, 10),
+            ]);
+
+            console.log(geometry);
+            const mergedMesh = new THREE.Mesh(geometry9, material);
+
+            mergedMesh.position.y = -1;
+            // scene.add(car, mergedMesh); */
+
+
+            // sphere.add(circle1);
+            // sphere.add(circle2);
+
+
+            // this.group1 = new ThreeBSP(sphere);
+            // this.group1 = new ThreeBSP(singleMergeMesh);
+
+
+
+            // intersect (交集) union (并集) subtract (差集)
+
+            this.a1 = new ThreeBSP(sphere);
+            this.b1 = new ThreeBSP(circle1);
+            // this.b1 = new ThreeBSP(circle11);
+            this.c1 = new ThreeBSP(circle2);
+            // this.c1 = new ThreeBSP(circle22);
+
+
+
+            let h = Math.sin(THREE.MathUtils.degToRad(this.vertical)) * this.r,
+                r1 = Math.cos(THREE.MathUtils.degToRad(this.vertical)) * this.r;
+
+            const cone1 = new THREE.ConeGeometry(
+                r1, // radius — 圆锥底部的半径,默认值为1
+                h, // height — 圆锥的高度,默认值为1
+                32, // radialSegments — 圆锥侧面周围的分段数,默认为32
+                1, // heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥
+            );
+
+            cone1.translate(0, -h / 2, 0);
+            cone1.rotateX(Math.PI * 1);
+
+            const cone2 = new THREE.ConeGeometry(
+                r1, // radius — 圆锥底部的半径,默认值为1
+                h, // height — 圆锥的高度,默认值为1
+                32, // radialSegments — 圆锥侧面周围的分段数,默认为32
+                1, // heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥
+            );
+            cone2.translate(0, -h / 2, 0);
+
+
+
+            const circle01 = new THREE.CircleGeometry(h * 0.1, 32);
+            circle01.rotateX(Math.PI * 0.5);
+            circle01.translate(0, h, 0);
+
+            const circle02 = new THREE.CircleGeometry(h * 0.1, 32);
+            circle02.rotateX(Math.PI * 0.5);
+            circle02.translate(0, -h, 0);
+
+
+            this.x1 = new ThreeBSP(circle01); // up
+            this.y1 = new ThreeBSP(cone1);
+            this.x2 = new ThreeBSP(circle02); // down
+            this.y2 = new ThreeBSP(cone2);
+
+            const sphere1 = new THREE.SphereGeometry(
+                15, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                Math.PI * 2, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                Math.PI // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            this.z1 = new ThreeBSP(sphere1);
+
+
+
+            /*  var m = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+             // const resultBSP = a.subtract(b);
+             const resultBSP = a.subtract(b).subtract(c).toMesh(m);
+             // this.group1 = new ThreeBSP(sphere);
+             console.log(resultBSP);
+             this.scene.add(resultBSP); */
+
+
+
+            /* const evaluator = new Evaluator();
+            let a = new Brush(geometry, material);
+            a.updateMatrixWorld();
+            let b = new Brush(geometry1, material1);
+            b.rotateZ(Math.PI * -0.5);
+            b.rotateX(phiStart);
+            b.updateMatrixWorld();
+            let c = new Brush(geometry2, material2);
+            c.rotateZ(Math.PI * 0.5);
+            c.rotateX(phiStart);
+            c.updateMatrixWorld();
+
+            let result;
+            result = evaluator.evaluate(a, b, ADDITION);
+            result = evaluator.evaluate(result, c, ADDITION);
+
+            console.log(result); */
+
+            // this.scene.add(result);
+
+
+            // this.group1 = new Brush(geometry, material);
+            // this.group1 = result;
+            // this.group1 = new ThreeBSP(result.geometry);
+        },
+        initTop() {
+            let vertical = this.vertical / 2;
+
+            if (vertical % 90 === 0) vertical = vertical - 0.1;
+
+            let phiStart = Math.PI * ((90 - vertical) / 180),
+                phiLength = Math.PI * (vertical * 2 / 180),
+                thetaStart = Math.PI * 0,
+                thetaLength = Math.PI * 1;
+
+            const geometry = new THREE.SphereGeometry(
+                this.r, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+            const sphere = new THREE.Mesh(geometry, material);
+            sphere.rotateZ(Math.PI * 0.5);
+            // this.scene.add(sphere);
+
+
+
+            const geometry1 = new THREE.CircleGeometry(
+                this.r, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle1 = new THREE.Mesh(geometry1, material1);
+            circle1.rotateX(phiStart);
+            // circle1.rotateZ(0);
+            // this.scene.add(circle1); // top
+
+
+
+            const geometry2 = new THREE.CircleGeometry(
+                this.r, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material2 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle2 = new THREE.Mesh(geometry2, material2);
+            // let p = -phiStart - Math.PI;
+            circle2.rotateX(-phiStart - Math.PI);
+            // circle2.rotateZ(0);
+            // this.scene.add(circle2); // bottom
+
+
+
+            /* const group = new THREE.Group();
+            group.add(sphere);
+            group.add(circle1);
+            group.add(circle2); */
+
+            // this.scene.add(group);
+
+
+            /* let geometryArray = [geometry, geometry1, geometry2]; // 将你的要合并的多个geometry放入到该数组
+            let materialArray = [material]; // 将你的要赋值的多个material放入到该数组
+            const mergedGeometries = BufferGeometryUtils.mergeBufferGeometries(geometryArray);
+            const singleMergeMesh = new THREE.Mesh(mergedGeometries, materialArray); */
+
+            // sphere.add(circle1);
+            // sphere.add(circle2);
+
+
+            // this.group2 = new ThreeBSP(singleMergeMesh);
+            // this.group2 = new ThreeBSP(sphere);
+
+            /* this.a1 = new ThreeBSP(sphere);
+            this.b1 = new ThreeBSP(circle1);
+            this.c1 = new ThreeBSP(circle2); */
+
+
+            this.a2 = new ThreeBSP(sphere);
+            this.b2 = new ThreeBSP(circle1);
+            this.c2 = new ThreeBSP(circle2);
+
+
+
+
+            let h = Math.sin(THREE.MathUtils.degToRad(this.horizontal)) * this.r,
+                r1 = Math.cos(THREE.MathUtils.degToRad(this.horizontal)) * this.r;
+
+            const cone1 = new THREE.ConeGeometry(
+                r1, // radius — 圆锥底部的半径,默认值为1
+                h, // height — 圆锥的高度,默认值为1
+                32, // radialSegments — 圆锥侧面周围的分段数,默认为32
+                1, // heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥
+            );
+
+            cone1.translate(0, -h / 2, 0);
+            cone1.rotateX(Math.PI * 1);
+            cone1.rotateZ(Math.PI * 0.5);
+
+            const cone2 = new THREE.ConeGeometry(
+                r1, // radius — 圆锥底部的半径,默认值为1
+                h, // height — 圆锥的高度,默认值为1
+                32, // radialSegments — 圆锥侧面周围的分段数,默认为32
+                1, // heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥
+            );
+            cone2.translate(0, -h / 2, 0);
+            cone2.rotateZ(Math.PI * 0.5);
+
+
+
+            const circle01 = new THREE.CircleGeometry(h * 0.1, 32);
+            circle01.rotateX(Math.PI * 0.5);
+            circle01.translate(0, h, 0);
+            circle01.rotateZ(Math.PI * 0.5);
+
+            const circle02 = new THREE.CircleGeometry(h * 0.1, 32);
+            circle02.rotateX(Math.PI * 0.5);
+            circle02.translate(0, -h, 0);
+            circle02.rotateZ(Math.PI * 0.5);
+
+
+            this.x1 = new ThreeBSP(circle01); // left
+            this.y1 = new ThreeBSP(cone1);
+            this.x2 = new ThreeBSP(circle02); // right
+            this.y2 = new ThreeBSP(cone2);
+
+            const sphere1 = new THREE.SphereGeometry(
+                15, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                Math.PI * 2, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                Math.PI // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            this.z1 = new ThreeBSP(sphere1);
+
+
+
+
+
+
+            /* const evaluator = new Evaluator();
+                let a = new Brush(geometry, material);
+                a.rotateZ(Math.PI * 0.5);
+                a.updateMatrixWorld();
+                let b = new Brush(geometry1, material1);
+                b.rotateX(phiStart);
+                b.updateMatrixWorld();
+                let c = new Brush(geometry2, material2);
+                c.rotateX(-phiStart - Math.PI);
+                c.updateMatrixWorld();
+
+                let result;
+                result = evaluator.evaluate(a, c, SUBTRACTION);
+                result = evaluator.evaluate(result, b, ADDITION);
+
+                this.scene.add(result);
+                */
+
+
+
+            // this.group2 = new Brush(geometry, material);
+            // this.group2 = result;
+            // this.group2 = new ThreeBSP(result.geometry);
+        },
+        initLeft1() {
+            let horizontal = this.horizontal;
+
+            if (horizontal % 90 === 0) horizontal = horizontal - 0.1;
+
+            let phiStart = Math.PI * ((90 - horizontal) / 180),
+                phiLength = Math.PI * (horizontal * 2 / 180),
+                thetaStart = Math.PI * 0,
+                thetaLength = Math.PI * 1;
+
+            const geometry = new THREE.SphereGeometry(
+                this.r1, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+
+            const sphere = new THREE.Mesh(geometry, material);
+
+
+
+
+            const geometry1 = new THREE.CircleGeometry(
+                this.r1, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle1 = new THREE.Mesh(geometry1, material1);
+            circle1.rotateZ(Math.PI * -0.5);
+            circle1.rotateX(phiStart);
+
+
+
+            const geometry2 = new THREE.CircleGeometry(
+                this.r1, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material2 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle2 = new THREE.Mesh(geometry2, material2);
+            circle2.rotateZ(Math.PI * 0.5);
+            circle2.rotateX(phiStart);
+
+
+
+
+            this.x1 = new ThreeBSP(sphere);
+            this.y1 = new ThreeBSP(circle1);
+            this.z1 = new ThreeBSP(circle2);
+
+        },
+        initTop1() {
+            let vertical = this.vertical;
+
+            if (vertical % 90 === 0) vertical = vertical - 0.1;
+
+            let phiStart = Math.PI * ((90 - vertical) / 180),
+                phiLength = Math.PI * (vertical * 2 / 180),
+                thetaStart = Math.PI * 0,
+                thetaLength = Math.PI * 1;
+
+            const geometry = new THREE.SphereGeometry(
+                this.r1, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+            const sphere = new THREE.Mesh(geometry, material);
+            sphere.rotateZ(Math.PI * 0.5);
+
+
+
+            const geometry1 = new THREE.CircleGeometry(
+                this.r1, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle1 = new THREE.Mesh(geometry1, material1);
+            circle1.rotateX(phiStart);
+
+
+
+            const geometry2 = new THREE.CircleGeometry(
+                this.r1, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material2 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle2 = new THREE.Mesh(geometry2, material2);
+            let p = -phiStart - Math.PI;
+            circle2.rotateX(p);
+
+
+
+
+            this.x2 = new ThreeBSP(sphere);
+            this.y2 = new ThreeBSP(circle1);
+            this.z2 = new ThreeBSP(circle2);
+        },
+        initOgt() {
+            let horizontal = this.horizontalR;
+            let r = this.r;
+
+            if ((horizontal + this.horizontalL) % 180 === 0) horizontal = horizontal - 0.1;
+
+            let phiStart = Math.PI * ((90 - horizontal) / 180),
+                phiLength = Math.PI * (horizontal / 180),
+                thetaStart = Math.PI * 0,
+                thetaLength = Math.PI * 1;
+
+            // phiStart = 0;
+
+            const geometry = new THREE.SphereGeometry(
+                r, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+
+            const sphere = new THREE.Mesh(geometry, material);
+            // sphere.rotateY(phiStart);
+            // this.scene.add(sphere); // 右
+
+
+
+
+
+            let horizontal0 = this.horizontalL;
+
+            let phiStart0 = Math.PI * (90 / 180),
+                phiLength0 = Math.PI * (horizontal0 / 180),
+                thetaStart0 = Math.PI * 0,
+                thetaLength0 = Math.PI * 1;
+
+            // phiStart = 0;
+
+            const geometry0 = new THREE.SphereGeometry(
+                r, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength0, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength0 // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material0 = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+
+            const sphere0 = new THREE.Mesh(geometry0, material0);
+            // sphere.rotateY(phiStart);
+            // this.scene.add(sphere0); // 左
+
+
+
+            const geometry1 = new THREE.CircleGeometry(
+                r, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle1 = new THREE.Mesh(geometry1, material1);
+            circle1.rotateZ(Math.PI * -0.5);
+            circle1.rotateX(Math.PI * ((90 - horizontal0) / 180));
+            // this.scene.add(circle1); // left
+
+
+
+            const geometry2 = new THREE.CircleGeometry(
+                r, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material2 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle2 = new THREE.Mesh(geometry2, material2);
+            circle2.rotateZ(Math.PI * 0.5);
+            circle2.rotateX(phiStart);
+            // this.scene.add(circle2); // right
+
+
+
+            const circle3 = new THREE.Mesh(geometry1, material1);
+            circle3.rotateZ(Math.PI * -0.5);
+            circle3.rotateX(Math.PI * 0.5);
+
+
+
+            this.a1 = new ThreeBSP(sphere);
+            this.b1 = new ThreeBSP(circle1);
+            this.c1 = new ThreeBSP(circle2);
+            this.d1 = new ThreeBSP(sphere0);
+
+            this.e1 = new ThreeBSP(circle3);
+        },
+        initOgt1() {
+            let vertical = this.verticalB;
+            let r = this.r;
+
+            // if ((vertical + this.verticalT) % 180 === 0) vertical = vertical - 0.1;
+
+            let phiStart = Math.PI * ((90 - vertical) / 180),
+                phiLength = Math.PI * (vertical / 180),
+                thetaStart = Math.PI * 0,
+                thetaLength = Math.PI * 1;
+
+            const geometry = new THREE.SphereGeometry(
+                r, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+            const sphere = new THREE.Mesh(geometry, material);
+            sphere.rotateZ(Math.PI * 0.5);
+            // this.scene.add(sphere); // 下
+
+
+
+
+
+            let vertical0 = this.verticalT;
+
+            let phiStart0 = Math.PI * (90 / 180),
+                phiLength0 = Math.PI * (vertical0 / 180),
+                thetaStart0 = Math.PI * 0,
+                thetaLength0 = Math.PI * 1;
+
+            const geometry0 = new THREE.SphereGeometry(
+                r, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength0, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength0 // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material0 = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+            const sphere0 = new THREE.Mesh(geometry0, material0);
+            sphere0.rotateZ(Math.PI * 0.5);
+            // this.scene.add(sphere0); // 上
+
+
+
+            const geometry1 = new THREE.CircleGeometry(
+                r, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle1 = new THREE.Mesh(geometry1, material1);
+            circle1.rotateX(Math.PI * ((90 - vertical0) / 180));
+            // circle1.rotateZ(0);
+            // this.scene.add(circle1); // top
+
+
+
+            const geometry2 = new THREE.CircleGeometry(
+                r, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material2 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle2 = new THREE.Mesh(geometry2, material2);
+            // let p = -phiStart - Math.PI;
+            circle2.rotateX(-phiStart - Math.PI);
+            // circle2.rotateZ(0);
+            // this.scene.add(circle2); // bottom
+
+
+
+            this.a2 = new ThreeBSP(sphere0);
+            this.b2 = new ThreeBSP(circle1);
+            this.c2 = new ThreeBSP(circle2);
+            this.d2 = new ThreeBSP(sphere);
+
+            if (vertical0 + vertical >= 360) {
+                const sphere1 = new THREE.SphereGeometry(
+                    r, // radius — 球体半径,默认为1
+                    32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                    16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                    0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                    Math.PI * 2, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                    0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                    Math.PI // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+                );
+
+                this.a2 = new ThreeBSP(sphere1);
+            }
+        },
+        initOgt0() {
+            let horizontal = this.horizontalR;
+
+            if ((horizontal + this.horizontalL) % 90 === 0) horizontal = horizontal - 0.1;
+
+            let phiStart = Math.PI * ((90 - horizontal) / 180),
+                phiLength = Math.PI * (horizontal / 180),
+                thetaStart = Math.PI * 0,
+                thetaLength = Math.PI * 1;
+
+            // phiStart = 0;
+
+            const geometry = new THREE.SphereGeometry(
+                6, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+
+            const sphere = new THREE.Mesh(geometry, material);
+            // sphere.rotateY(phiStart);
+            // this.scene.add(sphere); // 右
+
+
+
+
+
+            let horizontal0 = this.horizontalL;
+
+            let phiStart0 = Math.PI * (90 / 180),
+                phiLength0 = Math.PI * (horizontal0 / 180),
+                thetaStart0 = Math.PI * 0,
+                thetaLength0 = Math.PI * 1;
+
+            // phiStart = 0;
+
+            const geometry0 = new THREE.SphereGeometry(
+                6, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength0, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength0 // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material0 = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+
+            const sphere0 = new THREE.Mesh(geometry0, material0);
+            // sphere.rotateY(phiStart);
+            // this.scene.add(sphere0); // 左
+
+
+
+            const geometry1 = new THREE.CircleGeometry(
+                6, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+            const circle1 = new THREE.Mesh(geometry1, material1);
+            circle1.rotateZ(Math.PI * -0.5);
+            circle1.rotateX(Math.PI * ((90 - horizontal0) / 180));
+            // this.scene.add(circle1); // left
+
+
+
+            const geometry2 = new THREE.CircleGeometry(
+                6, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material2 = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+            const circle2 = new THREE.Mesh(geometry2, material2);
+            circle2.rotateZ(Math.PI * 0.5);
+            circle2.rotateX(phiStart);
+            // this.scene.add(circle2); // right
+
+
+
+            this.x1 = new ThreeBSP(sphere);
+            this.y1 = new ThreeBSP(circle1);
+            this.z1 = new ThreeBSP(circle2);
+            this.w1 = new ThreeBSP(sphere0);
+        },
+        initOgt01() {
+            let vertical = this.verticalB;
+
+            if ((vertical + this.verticalT) % 90 === 0) vertical = vertical - 0.1;
+
+            let phiStart = Math.PI * ((90 - vertical) / 180),
+                phiLength = Math.PI * (vertical / 180),
+                thetaStart = Math.PI * 0,
+                thetaLength = Math.PI * 1;
+
+            const geometry = new THREE.SphereGeometry(
+                6, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const sphere = new THREE.Mesh(geometry, material);
+            sphere.rotateZ(Math.PI * 0.5);
+            // this.scene.add(sphere); // 下
+
+
+
+
+
+            let vertical0 = this.verticalT;
+
+            let phiStart0 = Math.PI * (90 / 180),
+                phiLength0 = Math.PI * (vertical0 / 180),
+                thetaStart0 = Math.PI * 0,
+                thetaLength0 = Math.PI * 1;
+
+            const geometry0 = new THREE.SphereGeometry(
+                6, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength0, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength0 // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material0 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const sphere0 = new THREE.Mesh(geometry0, material0);
+            sphere0.rotateZ(Math.PI * 0.5);
+            // this.scene.add(sphere0); // 上
+
+
+
+            const geometry1 = new THREE.CircleGeometry(
+                6, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle1 = new THREE.Mesh(geometry1, material1);
+            circle1.rotateX(Math.PI * ((90 - vertical0) / 180));
+            // circle1.rotateZ(0);
+            // this.scene.add(circle1); // top
+
+
+
+            const geometry2 = new THREE.CircleGeometry(
+                6, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material2 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle2 = new THREE.Mesh(geometry2, material2);
+            // let p = -phiStart - Math.PI;
+            circle2.rotateX(-phiStart - Math.PI);
+            // circle2.rotateZ(0);
+            // this.scene.add(circle2); // bottom
+
+
+
+
+            this.x2 = new ThreeBSP(sphere);
+            this.y2 = new ThreeBSP(circle1);
+            this.z2 = new ThreeBSP(circle2);
+            this.w2 = new ThreeBSP(sphere0);
+        },
+        init1Ogt0() {
+            const cylinder = new THREE.CylinderGeometry(
+                20, // radiusTop — 圆柱的顶部半径,默认值是1
+                20, // radiusBottom — 圆柱的底部半径,默认值是1
+                16, // height — 圆柱的高度,默认值是1
+                32, // radialSegments — 圆柱侧面周围的分段数,默认为32
+                1, // heightSegments — 圆柱侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆柱底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆柱
+            );
+
+            // cylinder.rotateY(Math.PI * -0.75);
+
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide, transparent: true, opacity: 0.3, });
+            const material = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide, transparent: true, opacity: 0.3, });
+            const cylinderMesh = new THREE.Mesh(cylinder, material1);
+            // this.scene.add(cylinderMesh);
+
+            const cylinder1 = new THREE.CylinderGeometry(
+                20, // radiusTop — 圆柱的顶部半径,默认值是1
+                20, // radiusBottom — 圆柱的底部半径,默认值是1
+                16, // height — 圆柱的高度,默认值是1
+                32, // radialSegments — 圆柱侧面周围的分段数,默认为32
+                1, // heightSegments — 圆柱侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                0.5 * Math.PI, // thetaLength — 圆柱底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆柱
+            );
+            cylinder1.rotateY(Math.PI * 0.75);
+            const cylinderMesh1 = new THREE.Mesh(cylinder1, material1);
+            // this.scene.add(cylinderMesh1);
+
+
+            const plane1 = new THREE.PlaneGeometry(20, 16);
+            // plane1.rotateY(Math.PI * -0.75);
+            // plane1.rotateY(Math.PI * -0.5);
+            plane1.translate(10, 0, 0);
+            plane1.rotateY(Math.PI * 0.25);
+            const planeMesh1 = new THREE.Mesh(plane1, material);
+            // this.scene.add(planeMesh1);
+
+            const plane2 = new THREE.PlaneGeometry(20, 16);
+            plane2.translate(10, 0, 0);
+            plane2.rotateY(Math.PI * 0.75);
+            const planeMesh2 = new THREE.Mesh(plane2, material);
+            // this.scene.add(planeMesh2);
+
+
+
+            let r = this.r;
+            let vt = this.verticalT;
+            if (vt >= 90) vt = 89.9;
+            let h = Math.sin(THREE.MathUtils.degToRad(vt)) * r;
+            let cr1 = Math.cos(THREE.MathUtils.degToRad(vt)) * r;
+
+            const cone1 = new THREE.ConeGeometry(
+                cr1, // radius — 圆锥底部的半径,默认值为1
+                h, // height — 圆锥的高度,默认值为1
+                32, // radialSegments — 圆锥侧面周围的分段数,默认为32
+                1, // heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥
+            );
+
+            cone1.translate(0, -h / 2, 0);
+            cone1.rotateX(Math.PI * 1);
+            const coneMesh1 = new THREE.Mesh(cone1, material);
+            // this.scene.add(coneMesh1); // 上
+
+
+            let vb = this.verticalB;
+            if (vb >= 90) vb = 89.9;
+            let h1 = Math.sin(THREE.MathUtils.degToRad(vb)) * r;
+            let cr2 = Math.cos(THREE.MathUtils.degToRad(vb)) * r;
+
+            const cone2 = new THREE.ConeGeometry(
+                cr2, // radius — 圆锥底部的半径,默认值为1
+                h1, // height — 圆锥的高度,默认值为1
+                32, // radialSegments — 圆锥侧面周围的分段数,默认为32
+                1, // heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥
+            );
+            cone2.translate(0, -h1 / 2, 0);
+
+            const coneMesh2 = new THREE.Mesh(cone2, material);
+            // this.scene.add(coneMesh2); // 下
+
+
+
+            // this.a1 = new ThreeBSP(cylinder);
+            // this.a2 = new ThreeBSP(cylinder1);
+            // this.b1 = new ThreeBSP(plane1);
+            // this.c1 = new ThreeBSP(plane2);
+
+
+
+
+
+
+            const sphere = new THREE.SphereGeometry(
+                20, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                Math.PI * 2, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                Math.PI // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const sphereMesh = new THREE.Mesh(sphere, material1);
+            // this.scene.add(sphereMesh);
+
+            const circle1 = new THREE.CircleGeometry(cr1 * 1, 32);
+            circle1.rotateX(Math.PI * 0.5);
+            circle1.translate(0, h, 0);
+
+            const circle2 = new THREE.CircleGeometry(cr2 * 1, 32);
+            circle2.rotateX(Math.PI * 0.5);
+            circle2.translate(0, -h1, 0);
+
+            // this.a1 = new ThreeBSP(sphere);
+            this.x1 = new ThreeBSP(circle1); // up
+            this.y1 = new ThreeBSP(cone1);
+            this.x2 = new ThreeBSP(circle2); // down
+            this.y2 = new ThreeBSP(cone2);
+            // this.b1 = new ThreeBSP(circle1);
+            // this.c1 = new ThreeBSP(circle2);
+
+            const sphere1 = new THREE.SphereGeometry(
+                2, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                Math.PI * 2, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                Math.PI // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            this.z1 = new ThreeBSP(sphere1);
+        },
+        init1Ogt00() {
+            let r = this.r;
+            let hl = this.horizontalL;
+            if (hl >= 90) hl = 89.9;
+            let h = Math.sin(THREE.MathUtils.degToRad(hl)) * r;
+            let cr1 = Math.cos(THREE.MathUtils.degToRad(hl)) * r;
+
+            const cone1 = new THREE.ConeGeometry(
+                cr1, // radius — 圆锥底部的半径,默认值为1
+                h, // height — 圆锥的高度,默认值为1
+                32, // radialSegments — 圆锥侧面周围的分段数,默认为32
+                1, // heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥
+            );
+
+            cone1.translate(0, -h / 2, 0);
+            cone1.rotateX(Math.PI * 1);
+            cone1.rotateZ(Math.PI * -0.5);
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide, transparent: true, opacity: 0.3, });
+            const material = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide, transparent: true, opacity: 0.3, });
+            const coneMesh1 = new THREE.Mesh(cone1, material);
+            // this.scene.add(coneMesh1); // left
+
+
+            let hr = this.horizontalR;
+            if (hr >= 90) hr = 89.9;
+            let h1 = Math.sin(THREE.MathUtils.degToRad(hr)) * r;
+            let cr2 = Math.cos(THREE.MathUtils.degToRad(hr)) * r;
+
+            const cone2 = new THREE.ConeGeometry(
+                cr2, // radius — 圆锥底部的半径,默认值为1
+                h1, // height — 圆锥的高度,默认值为1
+                32, // radialSegments — 圆锥侧面周围的分段数,默认为32
+                1, // heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥
+            );
+            cone2.translate(0, -h1 / 2, 0);
+            cone2.rotateZ(Math.PI * -0.5);
+
+            const coneMesh2 = new THREE.Mesh(cone2, material);
+            // this.scene.add(coneMesh2); // right
+
+
+
+
+            const circle1 = new THREE.CircleGeometry(cr1 * 1, 32);
+            circle1.rotateX(Math.PI * 0.5);
+            circle1.translate(0, h, 0);
+            circle1.rotateZ(Math.PI * -0.5);
+
+            const circle2 = new THREE.CircleGeometry(cr2 * 1, 32);
+            circle2.rotateX(Math.PI * 0.5);
+            circle2.translate(0, -h1, 0);
+            circle2.rotateZ(Math.PI * -0.5);
+
+
+            this.v1 = new ThreeBSP(circle1); // left
+            this.w1 = new ThreeBSP(cone1);
+            this.v2 = new ThreeBSP(circle2); // right
+            this.w2 = new ThreeBSP(cone2);
+
+            const sphere1 = new THREE.SphereGeometry(
+                2, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                Math.PI * 2, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                Math.PI // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            this.z2 = new ThreeBSP(sphere1);
+        },
+        init1Ogt() {
+            let hl = 60,
+                hr = 150
+
+            let r = 20,
+                thetaLength = Math.PI * (hl / 180),
+                thetaLength1 = Math.PI * (hr / 180)
+
+            const cylinder = new THREE.CylinderGeometry(
+                r, // radiusTop — 圆柱的顶部半径,默认值是1
+                r, // radiusBottom — 圆柱的底部半径,默认值是1
+                r, // height — 圆柱的高度,默认值是1
+                32, // radialSegments — 圆柱侧面周围的分段数,默认为32
+                1, // heightSegments — 圆柱侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                thetaLength, // thetaLength — 圆柱底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆柱
+            );
+
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xffff00, wireframe: true, side: THREE.DoubleSide, transparent: true, opacity: 0.3, });
+            const material = new THREE.MeshBasicMaterial({ color: 0xff00ff, wireframe: true, side: THREE.DoubleSide, transparent: true, opacity: 0.3, });
+            const cylinderMesh = new THREE.Mesh(cylinder, material1);
+            // this.scene.add(cylinderMesh);
+
+            const plane1 = new THREE.PlaneGeometry(r, r);
+            plane1.rotateY(Math.PI * 0.5);
+            plane1.translate(0, 0, r / 2);
+            const planeMesh1 = new THREE.Mesh(plane1, material);
+            // this.scene.add(planeMesh1);
+
+            const plane2 = new THREE.PlaneGeometry(r, r);
+            plane2.translate(r / 2, 0, 0);
+            plane2.rotateY(Math.PI * ((hl - 90) / 180));
+            const planeMesh2 = new THREE.Mesh(plane2, material);
+            // this.scene.add(planeMesh2);
+
+
+
+            const cylinder1 = new THREE.CylinderGeometry(
+                r, // radiusTop — 圆柱的顶部半径,默认值是1
+                r, // radiusBottom — 圆柱的底部半径,默认值是1
+                r, // height — 圆柱的高度,默认值是1
+                32, // radialSegments — 圆柱侧面周围的分段数,默认为32
+                1, // heightSegments — 圆柱侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                thetaLength1, // thetaLength — 圆柱底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆柱
+            );
+            cylinder1.rotateY(-thetaLength1);
+
+            const cylinderMesh1 = new THREE.Mesh(cylinder1, material1);
+            // this.scene.add(cylinderMesh1);
+
+            const plane3 = new THREE.PlaneGeometry(r, r);
+            plane3.rotateY(Math.PI * 0.5);
+            plane3.translate(0, 0, r / 2);
+            const planeMesh3 = new THREE.Mesh(plane3, material);
+            // this.scene.add(planeMesh3);
+
+            const plane4 = new THREE.PlaneGeometry(r, r);
+            plane4.translate(-r / 2, 0, 0);
+            plane4.rotateY(Math.PI * ((90 - hr) / 180));
+            const planeMesh4 = new THREE.Mesh(plane4, material);
+            // this.scene.add(planeMesh4);
+
+
+
+
+
+
+
+            this.a1 = new ThreeBSP(cylinder);
+            this.b1 = new ThreeBSP(plane1);
+            this.c1 = new ThreeBSP(plane2);
+            this.a2 = new ThreeBSP(cylinder1);
+            this.b2 = new ThreeBSP(plane3);
+            this.c2 = new ThreeBSP(plane4);
+
+        },
+        initMesh(pointsArr) {
+            /* let points = pointsArr.map(
+                (d) => new THREE.Vector3(d[0], d[1], d[2])
+            );
+
+            let color = null;
+            if (this.type === 1) {
+                color = 0x0000ff;
+            } else if (this.type === 2) {
+                color = 0x008000;
+            } else if (this.type === 3) {
+                color = 0xff4500;
+            } else {
+                color = 0x0000ff;
+            }
+
+            let material = new THREE.MeshPhongMaterial({
+                emissive: color,
+                color: 0x4c4c4c,
+                transparent: true,
+                opacity: 0.3,
+                lightMapIntensity: 0.1,
+                side: THREE.DoubleSide,
+            });
+
+            let tixing = new ConvexGeometry(points);
+            //通过ConvexGeometry凸包绘制一个梯台,当然也可以使用ExtrudeGeometry挤压几何体,
+            let tixingMesh = new THREE.Mesh(tixing, material);
+            tixingMesh.name = "cube";
+            this.scene.add(tixingMesh); */
+
+            this.$emit('loadingDone', 'carDone');
+
+
+
+            // this.initLeft();
+            // this.initTop();
+
+
+            // this.initLeft1();
+            // this.initTop1();
+
+
+            // this.initDemo();
+            // this.initDemo1();
+
+
+
+
+            // this.initOgtDemo();
+            // this.initOgtDemo1();
+
+
+            this.initOgt();
+            this.initOgt1();
+
+            // this.initOgt0();
+            // this.initOgt01();
+
+
+
+            this.init1Ogt0();
+            this.init1Ogt00();
+            // this.init1Ogt();
+
+
+
+
+            // console.log(this.group1);
+
+
+            // var m = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+
+
+            // var bsp = this.group1.subtract(this.group2);
+            // var mesh = bsp.toMesh(m);
+
+            // this.scene.add(mesh);
+
+            // console.log(bsp);
+
+            // this.scene.add(bsp);
+
+
+
+            // intersect (交集) union (并集) subtract (差集)
+
+            /* var m = new THREE.MeshBasicMaterial({ color: 0xff0000, side: THREE.DoubleSide });
+            const resultBSP = this.group1.union(this.group2).toMesh(m);
+            console.log(resultBSP);
+            this.scene.add(resultBSP); */
+
+
+
+            // var m = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+            // let m = new THREE.MeshPhongMaterial({ emissive: 0xff00ff, color: 0x4c4c4c, transparent: true, opacity: 0.3, side: THREE.DoubleSide });
+            // var m = new THREE.MeshBasicMaterial({ color: 0xffaa00, transparent: true, blending: THREE.AdditiveBlending });
+            var m = new THREE.MeshBasicMaterial({ color: 0xffaa00, wireframe: true });
+
+
+            // let m = new THREE.MeshPhongMaterial({
+            //     emissive: color,
+            //     color: 0x4c4c4c,
+            //     transparent: true,
+            //     opacity: 0.3,
+            //     lightMapIntensity: 0.1,
+            //     side: THREE.DoubleSide,
+            // });
+
+
+
+            // const resultBSP = this.a1.subtract(this.b1).subtract(this.c1).union(this.a2).union(this.b2).union(this.c2).toMesh(m);
+            // const resultBSP = (this.a1.subtract(this.b1).subtract(this.c1)).subtract(this.a2.subtract(this.c2).subtract(this.b2)).toMesh(m);
+
+            // const resultBSP = (this.a2.subtract(this.b2).subtract(this.c2)).subtract(this.a1.subtract(this.b1).subtract(this.c1)).toMesh(m);
+            // const resultBSP = this.a2.subtract(this.b2.subtract(this.c2))
+
+            // let aa = new ThreeBSP(this.a1.subtract(this.b1).subtract(this.c1));
+            // let bb = new ThreeBSP(this.a2.subtract(this.b2).subtract(this.c2));
+
+
+            // m = new THREE.MeshBasicMaterial({
+            /* m = new THREE.MeshPhongMaterial({
+                emissive: 0x0000ff,
+                color: 0x4c4c4c,
+                transparent: true,
+                opacity: 0.3,
+                lightMapIntensity: 0.1,
+                side: THREE.DoubleSide,
+            }); */
+
+
+            // const resultBSP = this.a1.subtract(this.b1).subtract(this.c1).toMesh(m);
+
+
+
+            // 都小于90
+            // const resultBSP = this.a2.intersect(this.c2).subtract(this.b2).intersect(this.a1.subtract(this.b1).subtract(this.c1)).toMesh(m);
+            // const resultBSP = this.a1.subtract(this.b1).subtract(this.c1).intersect(this.a2.subtract(this.b2).intersect(this.c2)).toMesh(m);
+            // const resultBSP = this.a1.subtract(this.b1).subtract(this.c1).intersect(this.a2.subtract(this.b2).intersect(this.c2))
+            //     .subtract(this.x1.subtract(this.y1).subtract(this.z1).intersect(this.x2.subtract(this.y2).intersect(this.z2)))
+            //     .toMesh(m);
+
+            // 大于90
+            // const resultBSP = this.a1.subtract(this.b1.intersect(this.c1)).toMesh(m);
+            // 小于90
+            // const resultBSP = this.a2.subtract(this.b2).intersect(this.c2).toMesh(m);
+            // 1大于90 2小于90
+            // const resultBSP = this.a1.subtract(this.b1.intersect(this.c1)).intersect(this.a2.subtract(this.b2).intersect(this.c2)).toMesh(m);
+            // const resultBSP = this.a1.subtract(this.b1.intersect(this.c1)).intersect(this.a2.subtract(this.b2).intersect(this.c2))
+            // .subtract(this.x1.subtract(this.y1.intersect(this.z1)).intersect(this.x2.subtract(this.y2).intersect(this.z2))).toMesh(m);
+
+            // 小于90
+            // const resultBSP = this.a1.subtract(this.b1).subtract(this.c1).toMesh(m);
+            // 大于90
+            // const resultBSP = this.a2.subtract(this.b2.subtract(this.c2)).toMesh(m);
+            // 1小于90 2大于90
+            // const resultBSP = this.a1.subtract(this.b1).subtract(this.c1).intersect(this.a2.subtract(this.b2.subtract(this.c2))).toMesh(m);
+            // const resultBSP = this.a1.subtract(this.b1).subtract(this.c1).intersect(this.a2.subtract(this.b2.subtract(this.c2)))
+            //         .subtract(this.x1.subtract(this.y1).subtract(this.z1).intersect(this.x2.subtract(this.y2.subtract(this.z2)))).toMesh(m);
+
+            // 都大于90
+            // const resultBSP = this.a1.subtract(this.b1.intersect(this.c1)).intersect(this.a2.subtract(this.b2.subtract(this.c2))).toMesh(m);
+            // const resultBSP = this.a1.subtract(this.b1.intersect(this.c1)).intersect(this.a2.subtract(this.b2.subtract(this.c2)))
+            //         .subtract(this.x1.subtract(this.y1.intersect(this.z1)).intersect(this.x2.subtract(this.y2.subtract(this.z2)))).toMesh(m);
+
+
+
+
+
+
+
+            // 带盲区距离
+            // const resultBSP = 
+            // this.a1.subtract(this.b1.intersect(this.c1)).intersect(this.a2.subtract(this.b2.subtract(this.c2)))
+            //                     .subtract
+            //                     (this.x1.subtract(this.y1.intersect(this.z1)).intersect(this.x2.subtract(this.y2.subtract(this.z2))))
+            //                     .toMesh(m);
+
+
+
+
+
+
+
+            // ogt
+            // const resultBSP = this.a1.subtract(this.b1).intersect(this.c1).intersect(this.a2.subtract(this.b2).intersect(this.c2)).toMesh(m);
+            // resultBSP = resultBSP.subtract(this.a2);
+
+
+            // ogt 带盲区距离
+            // const resultBSP = (this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1).intersect(this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)))
+            // .subtract(this.x1.intersect(this.w1).subtract(this.y1).subtract(this.z1).intersect(this.x2.intersect(this.w2).subtract(this.y2).intersect(this.z2)))
+            // .toMesh(m);
+
+
+
+
+            // intersect (交集) union (并集) subtract (差集)
+
+
+            // ogt 相加都小于180 
+            // const resultBSP =
+            //     this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1).intersect(this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2))
+            //         .subtract(this.x1.intersect(this.w1).subtract(this.y1).subtract(this.z1).intersect(this.x2.intersect(this.w2).subtract(this.y2).intersect(this.z2)))
+            //         .toMesh(m);
+
+            // ogt 左右相加大于180  上下相加小于180
+            // const resultBSP = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)).toMesh(m);
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2).toMesh(m);
+            // const resultBSP =
+            //     this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)).intersect(this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2))
+            //         .subtract(this.x1.intersect(this.w1).subtract(this.y1.intersect(this.z1)).intersect(this.x2.intersect(this.w2).subtract(this.y2).intersect(this.z2)))
+            //         .toMesh(m);
+
+            // ogt 左右相加小于180  上下相加大于180
+            // const resultBSP = this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1).toMesh(m);
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2)).toMesh(m);
+            // const resultBSP = this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1).intersect(this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2)))
+            //     .subtract(this.x1.intersect(this.w1).subtract(this.y1).subtract(this.z1).intersect(this.x2.intersect(this.w2).subtract(this.y2.subtract(this.z2))))
+            //     .toMesh(m);
+
+
+            // ogt 相加都大于180 
+            // const resultBSP = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)).toMesh(m);
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2)).toMesh(m);
+            // const resultBSP = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)).intersect(this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2)))
+            //     .subtract(this.x1.intersect(this.w1).subtract(this.y1.intersect(this.z1)).intersect(this.x2.intersect(this.w2).subtract(this.y2.subtract(this.z2))))
+            //     .toMesh(m);
+
+
+
+
+
+            // ogt new
+            // ogt 左右相加大于180  上下相加小于180
+            // const resultBSP = this.a2.intersect(this.b2.subtract(this.c2))
+            // const resultBSP = this.a1.subtract(this.b1).subtract(this.c1)
+            //     .union(this.a2.intersect(this.b2.subtract(this.c2)))
+            //     .subtract(this.x1).subtract(this.y1)
+            //     .toMesh(m);
+            // const resultBSP = this.a1.toMesh(m);
+
+            // const resultBSP = this.a1.subtract(this.b1).subtract(this.x1).intersect(this.c1).subtract(this.y1).toMesh(m);
+            // 大于180
+            // const resultBSP = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)).subtract(this.y1).subtract(this.x1).toMesh(m);
+            // const resultBSP = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1))
+            // .subtract(this.x1).subtract(this.y1).subtract(this.y2).intersect(this.x2).subtract(this.z1)
+            // .toMesh(m);
+            // 小于180
+            // const resultBSP = this.y2
+            // const resultBSP = this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1)
+            // .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2).subtract(this.z1)
+            // .toMesh(m);
+
+
+
+            let cube = "";
+
+
+            // ogt new-new
+            // vt<=90 vb<=90 hl+hr<=180  initOgt  init1Ogt0
+            // const resultBSP = this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1)
+            //     .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2).subtract(this.z1)
+            //     .toMesh(m);
+
+            // vt<=90 vb<=90 hl+hr>180&<360  initOgt  init1Ogt0
+            // const resultBSP = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1))
+            //     .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2).subtract(this.z1)
+            //     .toMesh(m);
+
+            // vt>90 vb<90 vt+vb<=180 hl<90 hr<90  initOgt1    init1Ogt00
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+            //     .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)
+            //     .toMesh(m);
+
+            // cube = `this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+            // .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)`
+            // cube = cube + '.toMesh(m)';
+            // const resultBSP = eval(cube);
+            // let a = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+
+
+            // (120 45) vt>90||vb>90 vt+vb>180 (60 45) hl<90 hr<90  initOgt1    init1Ogt00
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+            //     .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)
+            //     .toMesh(m);
+            // const resultBSP = this.a2
+            //     .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)
+            //     .toMesh(m);
+
+            // (45 120) vt<=90 vb>90 vt+vb<=180 (60 45) hl<90 hr<90  initOgt  initOgt1  init1Ogt00   init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+            //     .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)
+            //     .toMesh(m);
+
+            // (240 60) vt>90 vb<=90 180<vt+vb<360 (60 30) hl<90 hr<90  initOgt  initOgt1    init1Ogt00
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+            //     .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)
+            //     .toMesh(m);
+
+            // (75 150) vt<=90 vb>90 180<vt+vb<360 (30 60) hl<90 hr<90  initOgt  initOgt1  init1Ogt00  init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+            //     .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)
+            //     .toMesh(m);
+
+            // (120 60) vt>90 vb<90 vt+vb<=180 (150 60)  90<hl<180 hr<90  initOgt  initOgt1    init1Ogt00
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+            //     .intersect(this.v2).subtract(this.w2)
+            //     .union(this.d1.subtract(this.b1).intersect(this.e1))
+            //     .intersect(this.x2).subtract(this.y2)
+            //     .toMesh(m);
+
+            // (45 120) vt<=90 vb>90 vt+vb<=180 (150 60)  90<hl<180 hr<90  initOgt  initOgt1  init1Ogt00  init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+            //     .intersect(this.v2).subtract(this.w2)
+            //     .union(this.d1.subtract(this.b1).intersect(this.e1))
+            //     .subtract(this.x1).subtract(this.y1)
+            //     .toMesh(m);
+
+            // (240 60) vt>90 vb<90 180<vt+vb<360 (150 60)  90<hl<180 hr<90  initOgt  initOgt1    init1Ogt00
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+            //     .intersect(this.v2).subtract(this.w2)
+            //     .union(this.d1.subtract(this.b1).intersect(this.e1))
+            //     .intersect(this.x2).subtract(this.y2)
+            //     .toMesh(m);
+
+            // (75 150) vt<=90 vb>90 180<vt+vb<360 (135 75)  90<hl<180 hr<90  initOgt  initOgt1  init1Ogt00  init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+            //     .intersect(this.v2).subtract(this.w2)
+            //     .union(this.d1.subtract(this.b1).intersect(this.e1))
+            //     .subtract(this.x1).subtract(this.y1)
+            //     .toMesh(m);
+
+            // (120 60) vt>90 vb<90 vt+vb<=180 (60 150) hl<90 90<hr<180  initOgt  initOgt1    init1Ogt00
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+            //     .subtract(this.v1).subtract(this.w1)
+            //     .union(this.a1.subtract(this.c1).subtract(this.e1))
+            //     .intersect(this.x2).subtract(this.y2)
+            //     .toMesh(m);
+            
+            // (45 120) vt<=90 vb>90 vt+vb<=180 (45 150) hl<90 90<hr<180  initOgt  initOgt1  init1Ogt00  init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+            //     .subtract(this.v1).subtract(this.w1)
+            //     .union(this.a1.subtract(this.c1).subtract(this.e1))
+            //     .subtract(this.x1).subtract(this.y1)
+            //     .toMesh(m);
+
+            // (210 60) vt>90 vb<90 180<vt+vb<360 (60 150) hl<90 90<hr<180  initOgt  initOgt1    init1Ogt00   init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+            //     .subtract(this.v1).subtract(this.w1)
+            //     .union(this.a1.subtract(this.c1).subtract(this.e1))
+            //     .intersect(this.x2).subtract(this.y2)
+            //     .toMesh(m);
+
+            // (75 150) vt<=90 vb>90 180<vt+vb<360 (54 120) hl<90 90<hr<180  initOgt  initOgt1  init1Ogt00  init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+            //     .subtract(this.v1).subtract(this.w1)
+            //     .union(this.a1.subtract(this.c1).subtract(this.e1))
+            //     .subtract(this.x1).subtract(this.y1)
+            //     .toMesh(m);
+
+            // (120 60) vt>90 vb<90 vt+vb<=180 (60 240) hl<90 hr>180  initOgt  initOgt1    init1Ogt00
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+            //     .subtract(this.v1).subtract(this.w1)
+            //     .union(this.a1.subtract(this.c1.intersect(this.e1)))
+            //     .intersect(this.x2).subtract(this.y2)
+            //     .toMesh(m);
+
+            // (45 120) vt<=90 vb>90 vt+vb<=180 (75 225) hl<90 hr>180  initOgt  initOgt1  init1Ogt00  init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+            //     .subtract(this.v1).subtract(this.w1)
+            //     .union(this.a1.subtract(this.c1.intersect(this.e1)))
+            //     .subtract(this.x1).subtract(this.y1)
+            //     .toMesh(m);
+
+            // (210 60) vt>90 vb<90 180<vt+vb<360 (60 240) hl<90 hr>180  initOgt  initOgt1    init1Ogt00   init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+            //     .subtract(this.v1).subtract(this.w1)
+            //     .union(this.a1.subtract(this.c1.intersect(this.e1)))
+            //     .intersect(this.x2).subtract(this.y2)
+            //     .toMesh(m);
+
+            // (75 150) vt<=90 vb>90 180<vt+vb<360 (60 210) hl<90 hr>180  initOgt  initOgt1  init1Ogt00  init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+            //     .subtract(this.v1).subtract(this.w1)
+            //     .union(this.a1.subtract(this.c1.intersect(this.e1)))
+            //     .subtract(this.x1).subtract(this.y1)
+            //     .toMesh(m);
+
+            // (120 45) vt>90 vb<90 vt+vb<=180 (240 60)  hl>180 hr<90  initOgt  initOgt1    init1Ogt00   init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+            //     .intersect(this.v2).subtract(this.w2)
+            //     .union(this.d1.subtract(this.b1.subtract(this.e1)))
+            //     .intersect(this.x2).subtract(this.y2)
+            //     .toMesh(m);
+
+            // (45 120) vt<=90 vb>90 vt+vb<=180 (240 60)  hl>180 hr<90  initOgt  initOgt1  init1Ogt00  init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+            //     .intersect(this.v2).subtract(this.w2)
+            //     .union(this.d1.subtract(this.b1.subtract(this.e1)))
+            //     .subtract(this.x1).subtract(this.y1)
+            //     .toMesh(m);
+
+            // (210 60) vt>90 vb<90 180<vt+vb<360 (225 45)  hl>180 hr<90  initOgt  initOgt1    init1Ogt00   init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+            //     .intersect(this.v2).subtract(this.w2)
+            //     .union(this.d1.subtract(this.b1.subtract(this.e1)))
+            //     .intersect(this.x2).subtract(this.y2)
+            //     .toMesh(m);
+
+            // (75 150) vt<=90 vb>90 180<vt+vb<360 (270 45)  hl>180 hr<90  initOgt  initOgt1  init1Ogt00  init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+            //     .intersect(this.v2).subtract(this.w2)
+            //     .union(this.d1.subtract(this.b1.subtract(this.e1)))
+            //     .subtract(this.x1).subtract(this.y1)
+            //     .toMesh(m);
+
+            // (120 45) vt>90 vb<90 vt+vb<=180 (120 150)  90<hl<180 90<hr<180  initOgt  initOgt1  init1Ogt00    init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+            //     .union(this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)))
+            //     .intersect(this.x2).subtract(this.y2)
+            //     .toMesh(m);
+
+            // (120 60) vt>90 vb<90 vt+vb<=180 (150 120) hl>90 hr>90  initOgt  initOgt1 init1Ogt00
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+            //     .union(this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)))
+            //     .intersect(this.x2).subtract(this.y2)
+            //     .toMesh(m);
+
+            // (45 120) vt<=90 vb>90 vt+vb<=180 (210 120) hl>90 hr>90  initOgt  initOgt1  init1Ogt00  init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+            //     .union(this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)))
+            //     .subtract(this.x1).subtract(this.y1)
+            //     .toMesh(m);
+
+            // (210 60) vt>90 vb<90 180<vt+vb<360 (120 150) hl>90 hr>90  initOgt  initOgt1    init1Ogt00   init1Ogt0
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+            //     .union(this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)))
+            //     .intersect(this.x2).subtract(this.y2)
+            //     .toMesh(m);
+
+            // (75 150) vt<=90 vb>90 180<vt+vb<360 (180 120) hl>90 hr>90  initOgt  initOgt1  init1Ogt00  init1Ogt0
+            const resultBSP = this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                .union(this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)))
+                .subtract(this.x1).subtract(this.y1)
+                .toMesh(m);
+
+            // (300 60) vt>90 vb<90 vt+vb=360 (60 75) hl<90 hr<90 hl+hr<180  initOgt  initOgt1    init1Ogt00   init1Ogt0
+            // const resultBSP = this.a2
+            //     .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)
+            //     .toMesh(m); 
+            // 120 45
+            // const resultBSP = this.a2
+            //     .intersect(this.v2).subtract(this.w2)
+            //     .toMesh(m);
+            // 45 120
+            // const resultBSP = this.a2
+            //     .subtract(this.v1).subtract(this.w1)
+            //     .toMesh(m);
+
+
+
+            // const resultBSP = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1))
+            //     .toMesh(m);
+
+
+
+
+            // const resultBSP = this.d1.subtract(this.b1.subtract(this.e1))
+            //     .toMesh(m);
+
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+            //     .intersect(this.v2).subtract(this.w2)
+            //     .union(this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)))
+            //     .intersect(this.x2).subtract(this.y2)
+            //     .toMesh(m);
+
+
+
+
+
+            // 非ogt new
+            // 都小于90
+            // const resultBSP = this.a1.subtract(this.b1).subtract(this.c1)
+            //     .toMesh(m);
+            // 大于90
+            // const resultBSP = this.a1.subtract(this.b1.intersect(this.c1))
+            //     .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2).subtract(this.z1)
+            //     // .subtract(this.x1).subtract(this.y1).subtract(this.y2).intersect(this.x2).subtract(this.z1)
+            //     .toMesh(m);
+
+
+
+
+
+
+            // 非ogt new--new 垂直大于180
+            // const resultBSP = this.a2.subtract(this.b2.subtract(this.c2))
+            //     .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2)
+            //     .toMesh(m);
+
+
+            // const resultBSP = this.a1.subtract(this.b1.intersect(this.c1))
+            //     // const resultBSP = this.a2.subtract(this.b2.subtract(this.c2))
+            //     .union(this.a2.subtract(this.b2.subtract(this.c2)))
+            //     .toMesh(m);
+
+
+
+            // const resultBSP = this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1).toMesh(m);
+
+
+            // left大于90 
+            // const resultBSP = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1))
+            // this.a1.subtract(this.c1)  this.d1.subtract(this.b1)
+            // const resultBSP = this.a1.subtract(this.c1).intersect(this.d1.subtract(this.b1))     
+            // const resultBSP = this.d1.subtract(this.b1).intersect(this.a1).intersect(this.c1)
+            // const resultBSP = this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1)
+            // .intersect(this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2))
+            // .toMesh(m);
+
+
+
+            // const resultBSP = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2).toMesh(m);
+
+            // const resultBSP = this.a1.toMesh(m);
+
+            // const resultBSP =
+            //     this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1).intersect(this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2))
+            //         .subtract(this.x1.intersect(this.w1).subtract(this.y1).subtract(this.z1).intersect(this.x2.intersect(this.w2).subtract(this.y2).intersect(this.z2)))
+            //         .toMesh(m);
+
+            // const resultBSP =
+            //     this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1)
+            //         .toMesh(m);
+
+
+
+            // console.log(resultBSP);
+            console.log('resultBSP');
+            this.scene.add(resultBSP);
+
+
+            /* 
+            ADDITION
+            SUBTRACTION
+            DIFFERENCE
+            INTERSECTION
+            */
+            /* const evaluator = new Evaluator();
+            let result;
+            result = evaluator.evaluate(this.group1, this.group2, INTERSECTION);
+
+            console.log(this.group1); */
+
+            // result.castShadow = true
+            // result.receiveShadow = true;
+            // this.scene.add(result);
+
+
+
+            // console.log(ThreeBSP);
+        },
+        /*
+         * 初始化非ogt模型
+         * @param {*} coordinate 配置参数
+         * @param {*} vh v 垂直  h 水平
+         * @param {*} nf n 盲区距离  f 探测距离
+         */
+        initContent0(coordinate, vh, nf) {
+            let r = 0, deg = 0, rate = 1;
+            // let a = 100 / (this.scale / 0.6);
+            let a = 1;
+
+            // 若探测距离超出最大值,则默认为10000,盲区距离按比例展示 
+            // 值为测试出来的预估值 超过的话ThreeBSP会报内存溢出
+            let maxR = 10000;
+
+            if ((coordinate.farDistance * a) > maxR) {
+                if (nf === 'n') {
+                    rate = (coordinate.farDistance * a) / maxR;
+                    r = ((coordinate.nearDistance * a) / rate).toFixed();
+                } else {
+                    r = maxR - 3.3;
+                }
+            } else {
+                if (nf === 'n') {
+                    r = coordinate.nearDistance * a;
+                } else {
+                    r = coordinate.farDistance * a;
+                }
+            }
+
+            if (vh === 'v') {
+                deg = coordinate.fovV / 2;
+                // if (coordinate.fovH >= 47 && coordinate.fovH <= 53 && coordinate.fovV == 30) {
+                //     deg = 31;
+                // }
+
+                // if (deg == 80) deg = 79;
+                // if (deg == 20) deg = 19;
+                // if (deg % 10 === 0 && deg % 90 != 0) deg = deg + 0.7;
+            } else {
+                deg = coordinate.fovH / 2;
+                // if (deg >= 47 && deg <= 53) deg = 53;
+                // if (deg >= 17 && deg <= 23) deg = 17;
+                // if (deg >= 117 && deg <= 123) deg = 121;
+                // if (deg >= 147 && deg <= 153) deg = 148;
+            }
+
+            // 180°时融合有问题
+            // if (deg % 90 === 0) deg = deg - 0.5;
+
+
+            let phiStart = Math.PI * ((90 - deg) / 180),
+                phiLength = Math.PI * (deg * 2 / 180),
+                thetaStart = 0,
+                thetaLength = Math.PI;
+
+            const geometry = new THREE.SphereGeometry(
+                r, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+            const sphere = new THREE.Mesh(geometry, material);
+
+
+            const geometry1 = new THREE.CircleGeometry(
+                r, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle1 = new THREE.Mesh(geometry1, material1); // left top
+
+
+
+            const geometry2 = new THREE.CircleGeometry(
+                r, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI * 1 // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+            const material2 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle2 = new THREE.Mesh(geometry2, material2); // right bottom
+
+
+            if (vh === 'v') {
+                sphere.rotateZ(Math.PI * 0.5);
+                circle1.rotateX(phiStart);
+                circle2.rotateX(-phiStart - Math.PI);
+
+                if (nf === 'n') {
+                    this.x2 = new ThreeBSP(sphere);
+                    this.y2 = new ThreeBSP(circle1);
+                    this.z2 = new ThreeBSP(circle2);
+                } else {
+                    this.a2 = new ThreeBSP(sphere);
+                    this.b2 = new ThreeBSP(circle1);
+                    this.c2 = new ThreeBSP(circle2);
+                }
+            } else {
+                circle1.rotateZ(Math.PI * -0.5);
+                circle1.rotateX(phiStart);
+                circle2.rotateZ(Math.PI * 0.5);
+                circle2.rotateX(phiStart);
+
+                if (nf === 'n') {
+                    this.x1 = new ThreeBSP(sphere);
+                    this.y1 = new ThreeBSP(circle1);
+                    this.z1 = new ThreeBSP(circle2);
+                } else {
+                    this.a1 = new ThreeBSP(sphere);
+                    this.b1 = new ThreeBSP(circle1);
+                    this.c1 = new ThreeBSP(circle2);
+                }
+            }
+
+
+            if (deg >= 180) {
+                const sphere1 = new THREE.SphereGeometry(
+                    r, // radius — 球体半径,默认为1
+                    32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                    16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                    0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                    Math.PI * 2, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                    0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                    Math.PI // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+                );
+
+                if (vh === 'v') {
+                    this.a2 = new ThreeBSP(sphere1);
+                } else {
+                    this.a1 = new ThreeBSP(sphere1);
+                }
+
+            }
+        },
+        // 配置以水平视场角为地基进行的裁剪
+        initContent01(coordinate) {
+            let far = coordinate.farDistance,
+                near = coordinate.nearDistance,
+                fovV = coordinate.fovV / 2;
+
+            if (fovV >= 90) fovV = 89.9;
+
+            let h = Math.sin(THREE.MathUtils.degToRad(fovV)) * far,
+                r1 = Math.cos(THREE.MathUtils.degToRad(fovV)) * far;
+
+            const cone1 = new THREE.ConeGeometry(
+                r1, // radius — 圆锥底部的半径,默认值为1
+                h, // height — 圆锥的高度,默认值为1
+                32, // radialSegments — 圆锥侧面周围的分段数,默认为32
+                1, // heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥
+            );
+
+            cone1.translate(0, -h / 2, 0);
+            cone1.rotateX(Math.PI * 1);
+
+            const cone2 = new THREE.ConeGeometry(
+                r1, // radius — 圆锥底部的半径,默认值为1
+                h, // height — 圆锥的高度,默认值为1
+                32, // radialSegments — 圆锥侧面周围的分段数,默认为32
+                1, // heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥
+            );
+            cone2.translate(0, -h / 2, 0);
+
+
+
+            const circle01 = new THREE.CircleGeometry(h * 0.1, 32);
+            circle01.rotateX(Math.PI * 0.5);
+            circle01.translate(0, h, 0);
+
+            const circle02 = new THREE.CircleGeometry(h * 0.1, 32);
+            circle02.rotateX(Math.PI * 0.5);
+            circle02.translate(0, -h, 0);
+
+
+            if (near > 0) {
+                const sphere1 = new THREE.SphereGeometry(
+                    near, // radius — 球体半径,默认为1
+                    32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                    16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                    0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                    Math.PI * 2, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                    0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                    Math.PI // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+                );
+                this.z1 = new ThreeBSP(sphere1);
+            }
+
+
+            this.x1 = new ThreeBSP(circle01); // up
+            this.y1 = new ThreeBSP(cone1);
+            this.x2 = new ThreeBSP(circle02); // down
+            this.y2 = new ThreeBSP(cone2);
+        },
+        // 配置以垂直视场角为地基进行的裁剪
+        initContent02(coordinate) {
+            let far = coordinate.farDistance,
+                near = coordinate.nearDistance,
+                fovH = coordinate.fovH / 2;
+
+            if (fovH >= 90) fovH = 89.9;
+
+            let h = Math.sin(THREE.MathUtils.degToRad(fovH)) * far,
+                r1 = Math.cos(THREE.MathUtils.degToRad(fovH)) * far;
+
+            const cone1 = new THREE.ConeGeometry(
+                r1, // radius — 圆锥底部的半径,默认值为1
+                h, // height — 圆锥的高度,默认值为1
+                32, // radialSegments — 圆锥侧面周围的分段数,默认为32
+                1, // heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥
+            );
+
+            cone1.translate(0, -h / 2, 0);
+            cone1.rotateX(Math.PI * 1);
+            cone1.rotateZ(Math.PI * 0.5);
+
+            const cone2 = new THREE.ConeGeometry(
+                r1, // radius — 圆锥底部的半径,默认值为1
+                h, // height — 圆锥的高度,默认值为1
+                32, // radialSegments — 圆锥侧面周围的分段数,默认为32
+                1, // heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥
+            );
+            cone2.translate(0, -h / 2, 0);
+            cone2.rotateZ(Math.PI * 0.5);
+
+
+
+            const circle01 = new THREE.CircleGeometry(h * 0.1, 32);
+            circle01.rotateX(Math.PI * 0.5);
+            circle01.translate(0, h, 0);
+            circle01.rotateZ(Math.PI * 0.5);
+
+            const circle02 = new THREE.CircleGeometry(h * 0.1, 32);
+            circle02.rotateX(Math.PI * 0.5);
+            circle02.translate(0, -h, 0);
+            circle02.rotateZ(Math.PI * 0.5);
+
+
+            if (near > 0) {
+                const sphere1 = new THREE.SphereGeometry(
+                    near, // radius — 球体半径,默认为1
+                    32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                    16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                    0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                    Math.PI * 2, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                    0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                    Math.PI // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+                );
+                this.z2 = new ThreeBSP(sphere1);
+            }
+
+
+            this.v1 = new ThreeBSP(circle01); // left 好像写反了吧?
+            this.w1 = new ThreeBSP(cone1);
+            this.v2 = new ThreeBSP(circle02); // right
+            this.w2 = new ThreeBSP(cone2);
+        },
+        /**
+         * 初始化ogt模型
+         * @param {*} coordinate 配置参数
+         * @param {*} vh v 垂直  h 水平
+         * @param {*} nf n 盲区距离  f 探测距离
+         */
+        initContentOgt(coordinate, vh, nf) {
+            let r = 0, deg = 0, deg1 = 0, rate = 1;
+            // let a = 100 / (this.scale / 0.6);
+            let a = 1;
+
+            let maxR = 10000;
+
+            // 10000为预估 超过的话ThreeBSP会报内存溢出
+            // 若探测距离超出最大值,则默认为10000,盲区距离按比例展示
+            if ((coordinate.farDistance * a) > maxR) {
+                if (nf === 'n') {
+                    rate = (coordinate.farDistance * a) / maxR;
+                    r = (coordinate.nearDistance * a) / rate;
+                } else {
+                    r = maxR - 3;
+                }
+            } else {
+                if (nf === 'n') {
+                    r = coordinate.nearDistance * a;
+                } else {
+                    r = coordinate.farDistance * a;
+                }
+            }
+
+            if (vh === 'v') {
+                deg = coordinate.fovVBottom;
+                deg1 = coordinate.fovVTop;
+            } else {
+                deg = coordinate.fovHRight;
+                deg1 = coordinate.fovHLeft;
+            }
+
+            if (deg == 0) deg = 1
+            if (deg1 == 0) deg1 = 1
+
+            // 180°时融合有问题
+            // if ((deg + deg1) % 180 === 0) {
+            //     if (deg > 1) {
+            //         deg = deg - 0.1;
+            //     } else {
+            //         deg1 = deg1 - 0.1;
+            //     }
+            // }
+
+
+            let phiStart = Math.PI * ((90 - deg) / 180),
+                phiLength = Math.PI * (deg / 180),
+                thetaStart = 0,
+                thetaLength = Math.PI;
+
+            const geometry = new THREE.SphereGeometry(
+                r, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+
+            const sphere = new THREE.Mesh(geometry, material); // 右 下
+
+
+
+
+            let phiStart0 = Math.PI * (90 / 180),
+                phiLength0 = Math.PI * (deg1 / 180),
+                thetaStart0 = 0,
+                thetaLength0 = Math.PI;
+
+            const geometry0 = new THREE.SphereGeometry(
+                r, // radius — 球体半径,默认为1
+                32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                phiStart0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                phiLength0, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                thetaStart0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                thetaLength0 // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+            );
+            const material0 = new THREE.MeshBasicMaterial({ color: 0xff00ff, side: THREE.DoubleSide });
+
+            const sphere0 = new THREE.Mesh(geometry0, material0); // 左 上
+
+
+
+            const geometry1 = new THREE.CircleGeometry(
+                r, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material1 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle1 = new THREE.Mesh(geometry1, material1); // left top
+
+
+
+            const geometry2 = new THREE.CircleGeometry(
+                r, // radius — 圆形的半径,默认值为1
+                32, // segments — 分段(三角面)的数量,最小值为3,默认值为32
+                0, // thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)
+                Math.PI // thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆
+            );
+
+            const material2 = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide });
+            const circle2 = new THREE.Mesh(geometry2, material2); // right bottom
+
+            
+            const circle3 = new THREE.Mesh(geometry1, material1);
+            circle3.rotateZ(Math.PI * -0.5);
+            circle3.rotateX(Math.PI * 0.5);
+
+
+            if (vh === 'v') {
+                sphere.rotateZ(Math.PI * 0.5);
+                sphere0.rotateZ(Math.PI * 0.5);
+                circle1.rotateX(Math.PI * ((90 - deg1) / 180));
+                circle2.rotateX(-phiStart - Math.PI);
+
+                if (nf === 'n') {
+                    this.x2 = new ThreeBSP(sphere);
+                    this.y2 = new ThreeBSP(circle1);
+                    this.z2 = new ThreeBSP(circle2);
+                    this.w2 = new ThreeBSP(sphere0);
+                } else {
+                    this.a2 = new ThreeBSP(sphere);
+                    this.b2 = new ThreeBSP(circle1);
+                    this.c2 = new ThreeBSP(circle2);
+                    this.d2 = new ThreeBSP(sphere0);
+                }
+            } else {
+                circle1.rotateZ(Math.PI * -0.5);
+                circle1.rotateX(Math.PI * ((90 - deg1) / 180));
+                circle2.rotateZ(Math.PI * 0.5);
+                circle2.rotateX(phiStart);
+
+                if (nf === 'n') {
+                    this.x1 = new ThreeBSP(sphere);
+                    this.y1 = new ThreeBSP(circle1);
+                    this.z1 = new ThreeBSP(circle2);
+                    this.w1 = new ThreeBSP(sphere0);
+                } else {
+                    this.a1 = new ThreeBSP(sphere);
+                    this.b1 = new ThreeBSP(circle1);
+                    this.c1 = new ThreeBSP(circle2);
+                    this.d1 = new ThreeBSP(sphere0);
+                }
+
+                this.e1 = new ThreeBSP(circle3);
+            }
+
+            if (deg + deg1 >= 360) {
+                const sphere1 = new THREE.SphereGeometry(
+                    r, // radius — 球体半径,默认为1
+                    32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                    16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                    0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                    Math.PI * 2, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                    0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                    Math.PI // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+                );
+
+                // this.a1 = new ThreeBSP(sphere1);
+
+                if (vh === 'v') {
+                    this.a2 = new ThreeBSP(sphere1);
+                } else {
+                    this.a1 = new ThreeBSP(sphere1);
+                }
+            }
+        },
+        // 配置以水平视场角为地基进行的裁剪
+        initContentOgt1(coordinate) {
+            let far = coordinate.farDistance,
+                near = coordinate.nearDistance,
+                vt = coordinate.fovVTop,
+                vb = coordinate.fovVBottom;
+
+            if (vt >= 90) vt = 89.9
+            if (vb >= 90) vb = 89.9
+
+            let r = Math.cos(THREE.MathUtils.degToRad(vt)) * far,
+                h = Math.sin(THREE.MathUtils.degToRad(vt)) * far,
+                r1 = Math.cos(THREE.MathUtils.degToRad(vb)) * far,
+                h1 = Math.sin(THREE.MathUtils.degToRad(vb)) * far
+
+            // 上方圆锥
+            const cone1 = new THREE.ConeGeometry(
+                r, // radius — 圆锥底部的半径,默认值为1
+                h, // height — 圆锥的高度,默认值为1
+                32, // radialSegments — 圆锥侧面周围的分段数,默认为32
+                1, // heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥
+            );
+
+            cone1.translate(0, -h / 2, 0);
+            cone1.rotateX(Math.PI * 1);
+
+            // 下方圆锥
+            const cone2 = new THREE.ConeGeometry(
+                r1, // radius — 圆锥底部的半径,默认值为1
+                h1, // height — 圆锥的高度,默认值为1
+                32, // radialSegments — 圆锥侧面周围的分段数,默认为32
+                1, // heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥
+            );
+            cone2.translate(0, -h1 / 2, 0);
+
+
+            const circle1 = new THREE.CircleGeometry(r, 32);
+            circle1.rotateX(Math.PI * 0.5);
+            circle1.translate(0, h, 0);
+
+            const circle2 = new THREE.CircleGeometry(r1, 32);
+            circle2.rotateX(Math.PI * 0.5);
+            circle2.translate(0, -h1, 0);
+
+
+            if (near > 0) {
+                const sphere1 = new THREE.SphereGeometry(
+                    near, // radius — 球体半径,默认为1
+                    32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                    16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                    0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                    Math.PI * 2, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                    0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                    Math.PI // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+                );
+                this.z1 = new ThreeBSP(sphere1);
+            }
+
+
+            this.x1 = new ThreeBSP(circle1); // up
+            this.y1 = new ThreeBSP(cone1);
+            this.x2 = new ThreeBSP(circle2); // down
+            this.y2 = new ThreeBSP(cone2);
+        },
+        // 配置以垂直视场角为地基进行的裁剪
+        initContentOgt2(coordinate) {
+            let far = coordinate.farDistance,
+                near = coordinate.nearDistance,
+                hl = coordinate.fovHLeft,
+                hr = coordinate.fovHRight;
+
+            if (hl >= 90) hl = 89.9
+            if (hr >= 90) hr = 89.9
+
+            let r = Math.cos(THREE.MathUtils.degToRad(hl)) * far,
+                h = Math.sin(THREE.MathUtils.degToRad(hl)) * far,
+                r1 = Math.cos(THREE.MathUtils.degToRad(hr)) * far,
+                h1 = Math.sin(THREE.MathUtils.degToRad(hr)) * far;
+
+            const cone1 = new THREE.ConeGeometry(
+                r, // radius — 圆锥底部的半径,默认值为1
+                h, // height — 圆锥的高度,默认值为1
+                32, // radialSegments — 圆锥侧面周围的分段数,默认为32
+                1, // heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥
+            );
+
+            cone1.translate(0, -h / 2, 0);
+            cone1.rotateX(Math.PI * 1);
+            cone1.rotateZ(Math.PI * -0.5);
+
+            const cone2 = new THREE.ConeGeometry(
+                r1, // radius — 圆锥底部的半径,默认值为1
+                h1, // height — 圆锥的高度,默认值为1
+                32, // radialSegments — 圆锥侧面周围的分段数,默认为32
+                1, // heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1
+                false, // openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的
+                0, // thetaStart — 第一个分段的起始角度,默认为0
+                2 * Math.PI, // thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥
+            );
+            cone2.translate(0, -h1 / 2, 0);
+            cone2.rotateZ(Math.PI * -0.5);
+
+
+
+            const circle01 = new THREE.CircleGeometry(r, 32);
+            circle01.rotateX(Math.PI * 0.5);
+            circle01.translate(0, h, 0);
+            circle01.rotateZ(Math.PI * -0.5);
+
+            const circle02 = new THREE.CircleGeometry(r1, 32);
+            circle02.rotateX(Math.PI * 0.5);
+            circle02.translate(0, -h1, 0);
+            circle02.rotateZ(Math.PI * -0.5);
+
+
+            if (near > 0) {
+                const sphere1 = new THREE.SphereGeometry(
+                    near, // radius — 球体半径,默认为1
+                    32, // widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为32
+                    16, // heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为16
+                    0, // phiStart — 指定水平(经线)起始角度,默认值为0
+                    Math.PI * 2, // phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2
+                    0, // thetaStart — 指定垂直(纬线)起始角度,默认值为0
+                    Math.PI // thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI
+                );
+                this.z2 = new ThreeBSP(sphere1);
+            }
+
+
+            this.v1 = new ThreeBSP(circle01); // left
+            this.w1 = new ThreeBSP(cone1);
+            this.v2 = new ThreeBSP(circle02); // right
+            this.w2 = new ThreeBSP(cone2);
+        },
+        initBSP(onlyClear = false) {
+            const obj = this.scene.getObjectByName("cube");
+            if (obj) {
+                this.scene.remove(obj);
+                this.clearCache(obj);
+            }
+
+            if (!!onlyClear) {
+                return
+            }
+
+            const sensor = this.scene.getObjectByName("sensor");
+            if (sensor) {
+                this.scene.remove(sensor);
+                this.clearCache(sensor);
+            }
+
+            showFullScreenLoading();
+
+            setTimeout(() => {
+                if (this.type === 1) {
+                    if (this.cameraSensor) {
+                        this.scene.add(this.cameraSensor);
+                    } else {
+                        this.initSensor({ x: 0, y: 0, z: 0 }, "camera");
+                    }
+                } else if (this.type === 2) {
+                    if (this.ogt) {
+                        this.scene.add(this.ogt);
+                    } else {
+                        this.initSensor({ x: 0, y: 0, z: 0 }, "ogt");
+                    }
+                } else if (this.type === 3) {
+                    if (this.lidar) {
+                        this.scene.add(this.lidar);
+                    } else {
+                        this.initSensor({ x: 0, y: 0, z: 0 }, "lidar");
+                    }
+                } else if (this.type === 4) {
+                    if (this.gps) {
+                        this.scene.add(this.gps);
+                    } else {
+                        this.initSensor({ x: 0, y: 0, z: 0 }, "gps");
+                    }
+                }
+            }, 0)
+
+            setTimeout(() => {
+                // 解决bsp内存溢出后没法去掉loading
+                let timer = setTimeout(() => {
+                    clearTimeout(timer);
+                    timer = null;
+
+                    tryHideFullScreenLoading();
+                }, 30000)
+
+                this.initSensorBSP();
+
+                clearTimeout(timer);
+                timer = null;
+
+                tryHideFullScreenLoading();
+            }, 300)
+        },
+        initSensorBSP() {
+            // let sensorId = this.configList[type][index].sensorId;
+
+            // if (!this.bsp[type][sensorId]) {
+            // let coordinate = this.allSensor[type].find(
+            //     (i) => i.id === sensorId
+            // );
+
+            // if (!coordinate) {
+            //     coordinate = {
+            //         farDistance: 60,
+            //         nearDistance: 0,
+            //         fovH: 60,
+            //         fovV: 60,
+            //         fovHLeft: 60,
+            //         fovVTop: 60,
+            //         fovHRight: 60,
+            //         fovVBottom: 60,
+            //     };
+            // } { f: 0, n: 0, h: 0, v: 0 }  { f: 0, n: 0, hl: 0, hr: 0, vt: 0, vb: 0 },
+
+
+            const obj = this.scene.getObjectByName("cube");
+            if (obj) {
+                this.scene.remove(obj);
+                this.clearCache(obj);
+            }
+
+
+            let coordinate = {};
+
+            // console.log(this.type);
+            // console.log(this.coordinate);
+            // console.log(this.coordinateA);
+
+            if (this.type != 2) {
+                if (this.coordinate.f <= 0 || this.coordinate.n < 0 || this.coordinate.f <= this.coordinate.n
+                    || this.coordinate.h <= 0 || this.coordinate.v <= 0) {
+                    tryHideFullScreenLoading();
+                    return;
+                }
+
+                coordinate = {
+                    farDistance: this.coordinate.f / 100,
+                    nearDistance: this.coordinate.n / 100,
+                    fovH: this.coordinate.h,
+                    fovV: this.coordinate.v,
+                }
+
+
+            } else {
+                if (this.coordinateA.f <= 0 || this.coordinateA.n < 0 || this.coordinateA.f <= this.coordinateA.n
+                    || (this.coordinateA.hl + this.coordinateA.hr <= 0) || (this.coordinateA.vt + this.coordinateA.vb <= 0)) {
+                    tryHideFullScreenLoading();
+                    return;
+                }
+
+                coordinate = {
+                    farDistance: this.coordinateA.f / 100,
+                    nearDistance: this.coordinateA.n / 100,
+                    fovHLeft: this.coordinateA.hl == 0 ? 1 : this.coordinateA.hl,
+                    fovHRight: this.coordinateA.hr == 0 ? 1 : this.coordinateA.hr,
+                    fovVTop: this.coordinateA.vt == 0 ? 1 : this.coordinateA.vt,
+                    fovVBottom: this.coordinateA.vb == 0 ? 1 : this.coordinateA.vb,
+                }
+            }
+
+            // console.log(coordinate)
+
+            let color = null;
+
+            if (this.type === 1) {
+                color = 0x0000ff;
+            } else if (this.type === 2) {
+                color = 0x008000;
+            } else if (this.type === 3) {
+                color = 0xff4500;
+            } else {
+                color = 0x0000ff;
+            }
+
+            // let m = new THREE.MeshPhongMaterial({ emissive: color, color: 0x4c4c4c, wireframe: true, transparent: true, opacity: 0.3, side: THREE.DoubleSide });
+            // let m = new THREE.MeshPhongMaterial({ emissive: color, color: 0x4c4c4c, wireframe: true,  side: THREE.DoubleSide });
+            let m = new THREE.MeshPhongMaterial({ emissive: color, color: 0x4c4c4c, transparent: true, opacity: 0.3, side: THREE.DoubleSide });
+            // let m = new THREE.MeshPhongMaterial({ emissive: color, color: 0x4c4c4c,side: THREE.DoubleSide });
+
+
+            if (this.type != 2) {
+                this.toCube(coordinate, m);
+            } else {
+                this.toCubeOgt(coordinate, m);
+            }
+
+            // this.bsp[type][sensorId] = this.cube;
+            // } else {
+            //     this.cube = this.bsp[type][sensorId];
+            // }
+
+            let a = (100 / (this.scale / 0.6)) * 16.5;
+
+            this.cube.scale.set(a, a, a);
+
+            this.cube.name = this.geometryName || "cube";
+            this.scene.add(this.cube);
+
+            this.$emit('loadingDone', 'carDone');
+        },
+        toCube0(coordinate, m) {
+            let { fovH, fovV, nearDistance } = coordinate;
+
+            this.initContent0(coordinate, 'h', 'f');
+            this.initContent0(coordinate, 'v', 'f');
+
+            if (nearDistance > 0) {
+                // 带盲区
+                this.initContent0(coordinate, 'h', 'n');
+                this.initContent0(coordinate, 'v', 'n');
+
+                // 有至少一个方向是等于360的
+                if (fovH >= 180 || fovV >= 180) {
+                    if (fovH >= 180 && fovV < 180) {
+                        if (fovV <= 90) {
+                            this.cube = this.a2.subtract(this.b2).intersect(this.c2).subtract(this.x2.subtract(this.y2).intersect(this.z2)).toMesh(m);
+                        } else {
+                            this.cube = this.a2.subtract(this.b2.subtract(this.c2)).subtract(this.x2.subtract(this.y2.subtract(this.z2))).toMesh(m);
+                        }
+                    } else if (fovH < 180 && fovV >= 180) {
+                        if (fovH <= 90) {
+                            this.cube = this.a1.subtract(this.b1).subtract(this.c1).subtract(this.x1.subtract(this.y1).subtract(this.z1)).toMesh(m);
+                        } else {
+                            this.cube = this.a1.subtract(this.b1.intersect(this.c1)).subtract(this.x1.subtract(this.y1.intersect(this.z1))).toMesh(m);
+                        }
+                    } else if (fovH >= 180 && fovV >= 180) {
+                        this.cube = this.a1.toMesh(m);
+                    }
+                } else {
+                    if (fovH <= 90 && fovV <= 90) {
+                        // 都小于90
+                        this.cube = this.a1.subtract(this.b1).subtract(this.c1).intersect(this.a2.subtract(this.b2).intersect(this.c2))
+                            .subtract(this.x1.subtract(this.y1).subtract(this.z1).intersect(this.x2.subtract(this.y2).intersect(this.z2))).toMesh(m);
+                    } else if (fovH > 90 && fovV <= 90) {
+                        // h大于90 v小于90
+                        // this.cube = this.a1.subtract(this.b1.intersect(this.c1)).intersect(this.a2.subtract(this.b2).intersect(this.c2))
+                        // .subtract(this.x1.subtract(this.y1.intersect(this.z1)).intersect(this.x2.subtract(this.y2).intersect(this.z2))).toMesh(m);
+                        this.cube = this.a2.subtract(this.b2).intersect(this.c2).subtract(this.x2.subtract(this.y2).intersect(this.z2)).toMesh(m);
+                    } else if (fovH <= 90 && fovV > 90) {
+                        // h小于90 v大于90
+                        // this.cube = this.a1.subtract(this.b1).subtract(this.c1).intersect(this.a2.subtract(this.b2.subtract(this.c2)))
+                        //     .subtract(this.x1.subtract(this.y1).subtract(this.z1).intersect(this.x2.subtract(this.y2.subtract(this.z2)))).toMesh(m);
+                        this.cube = this.a1.subtract(this.b1).subtract(this.c1).subtract(this.x1.subtract(this.y1).subtract(this.z1)).toMesh(m);
+                    } else if (fovH > 90 && fovV > 90) {
+                        // 都大于90
+                        this.cube = this.a1.subtract(this.b1.intersect(this.c1)).intersect(this.a2.subtract(this.b2.subtract(this.c2)))
+                            .subtract(this.x1.subtract(this.y1.intersect(this.z1)).intersect(this.x2.subtract(this.y2.subtract(this.z2)))).toMesh(m);
+                    }
+                }
+            } else {
+                // 有至少一个方向是等于360的
+                if (fovH >= 180 || fovV >= 180) {
+                    if (fovH >= 180 && fovV < 180) {
+                        if (fovV <= 90) {
+                            this.cube = this.a2.subtract(this.b2).intersect(this.c2).toMesh(m);
+                        } else {
+                            this.cube = this.a2.subtract(this.b2.subtract(this.c2)).toMesh(m);
+                        }
+                    } else if (fovH < 180 && fovV >= 180) {
+                        if (fovH <= 90) {
+                            this.cube = this.a1.subtract(this.b1).subtract(this.c1).toMesh(m);
+                        } else {
+                            this.cube = this.a1.subtract(this.b1.intersect(this.c1)).toMesh(m);
+                        }
+                    } else if (fovH >= 180 && fovV >= 180) {
+                        this.cube = this.a1.toMesh(m);
+                    }
+                } else {
+                    if (fovH <= 90 && fovV <= 90) {
+                        // 都小于90
+                        this.cube = this.a1.subtract(this.b1).subtract(this.c1).intersect(this.a2.subtract(this.b2).intersect(this.c2)).toMesh(m);
+                    } else if (fovH > 90 && fovV <= 90) {
+                        // h大于90 v小于90
+                        // this.cube = this.a1.subtract(this.b1.intersect(this.c1)).intersect(this.a2.subtract(this.b2).intersect(this.c2)).toMesh(m);
+                        this.cube = this.a2.subtract(this.b2).intersect(this.c2).toMesh(m);
+                    } else if (fovH <= 90 && fovV > 90) {
+                        // h小于90 v大于90
+                        // this.cube = this.a1.subtract(this.b1).subtract(this.c1).intersect(this.a2.subtract(this.b2.subtract(this.c2))).toMesh(m);
+                        this.cube = this.a1.subtract(this.b1).subtract(this.c1).toMesh(m);
+                    } else if (fovH > 90 && fovV > 90) {
+                        // 都大于90
+                        this.cube = this.a1.subtract(this.b1.intersect(this.c1)).intersect(this.a2.subtract(this.b2.subtract(this.c2))).toMesh(m);
+                    }
+                }
+            }
+
+
+            this.a1 = null;
+            this.b1 = null;
+            this.c1 = null;
+            this.d1 = null;
+            this.a2 = null;
+            this.b2 = null;
+            this.c2 = null;
+            this.d2 = null;
+            this.e1 = null;
+            this.x1 = null;
+            this.y1 = null;
+            this.z1 = null;
+            this.w1 = null;
+            this.x2 = null;
+            this.y2 = null;
+            this.z2 = null;
+            this.w2 = null;
+        },
+        toCube(coordinate, m) {
+            let { fovH, fovV, nearDistance } = coordinate;
+
+            // this.initContent0(coordinate, 'h', 'f');
+            // this.initContent0(coordinate, 'v', 'f');
+
+            // this.initContent01(coordinate);
+
+
+            // 垂直小于等于180
+            if (fovV <= 180) {
+                // 以水平为地基进行裁剪
+                this.initContent0(coordinate, 'h', 'f');
+                this.initContent01(coordinate);
+
+                // 水平小于等于180
+                if (fovH <= 180) {
+                    // 带盲区 
+                    if (nearDistance > 0) {
+                        this.cube = this.a1.subtract(this.b1).subtract(this.c1)
+                            .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2).subtract(this.z1)
+                            .toMesh(m);
+                    } else {
+                        this.cube = this.a1.subtract(this.b1).subtract(this.c1)
+                            .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2)
+                            .toMesh(m);
+                    }
+                } else if (fovH > 180 && fovH < 360) {
+                    // 180-360之间
+                    if (nearDistance > 0) {
+                        this.cube = this.a1.subtract(this.b1.intersect(this.c1))
+                            .subtract(this.x1).subtract(this.y1).subtract(this.y2).intersect(this.x2).subtract(this.z1)
+                            .toMesh(m);
+                    } else {
+                        this.cube = this.a1.subtract(this.b1.intersect(this.c1))
+                            .subtract(this.x1).subtract(this.y1).subtract(this.y2).intersect(this.x2)
+                            .toMesh(m);
+                    }
+                } else {
+                    // 大于等于360
+                    if (nearDistance > 0) {
+                        this.cube = this.a1
+                            .subtract(this.x1).subtract(this.y1).subtract(this.y2).intersect(this.x2).subtract(this.z1)
+                            .toMesh(m);
+                    } else {
+                        this.cube = this.a1
+                            .subtract(this.x1).subtract(this.y1).subtract(this.y2).intersect(this.x2)
+                            .toMesh(m);
+                    }
+                }
+            } else if (fovV > 180 && fovV < 360) { // 垂直 180-360之间
+                // 以垂直为地基进行裁剪
+                this.initContent0(coordinate, 'v', 'f');
+                this.initContent02(coordinate);
+
+                // 水平小于等于180
+                if (fovH <= 180) {
+                    // 带盲区 
+                    if (nearDistance > 0) {
+                        this.cube = this.a2.subtract(this.b2.subtract(this.c2))
+                            .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2).subtract(this.z2)
+                            .toMesh(m);
+                    } else {
+                        this.cube = this.a2.subtract(this.b2.subtract(this.c2))
+                            .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)
+                            .toMesh(m);
+                    }
+                } else if (fovH > 180 && fovH < 360) { // 水平大于180小于360
+                    // 以水平为地基进行裁剪
+                    this.initContent0(coordinate, 'h', 'f');
+                    this.initContent01(coordinate);
+
+                    if (nearDistance > 0) {
+                        this.cube = this.a1.subtract(this.b1.intersect(this.c1))
+                            .union(this.a2.subtract(this.b2.subtract(this.c2))).subtract(this.z1)
+                            .toMesh(m);
+                    } else {
+                        this.cube = this.a1.subtract(this.b1.intersect(this.c1))
+                            .union(this.a2.subtract(this.b2.subtract(this.c2)))
+                            .toMesh(m);
+                    }
+                } else { // 水平大于等于360
+                    // 以水平为地基进行裁剪
+                    this.initContent0(coordinate, 'h', 'f');
+                    this.initContent01(coordinate);
+
+                    if (nearDistance > 0) {
+                        this.cube = this.a1.subtract(this.z1).toMesh(m);
+                    } else {
+                        this.cube = this.a1.toMesh(m);
+                    }
+                }
+            } else { // 垂直大于等于360
+                // 以垂直为地基进行裁剪
+                this.initContent0(coordinate, 'v', 'f');
+                this.initContent02(coordinate);
+
+                if (fovH < 180) {
+                    // 带盲区 
+                    if (nearDistance > 0) {
+                        this.cube = this.a2
+                            .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2).subtract(this.z2)
+                            .toMesh(m);
+                    } else {
+                        this.cube = this.a2
+                            .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)
+                            .toMesh(m);
+                    }
+                } else {
+                    if (nearDistance > 0) {
+                        this.cube = this.a2.subtract(this.z2).toMesh(m);
+                    } else {
+                        this.cube = this.a2.toMesh(m);
+                    }
+                }
+            }
+
+
+
+
+
+            // 水平小于等于180
+            /* if (fovH <= 180) {
+                // 带盲区 
+                if (nearDistance > 0) {
+                    this.cube = this.a1.subtract(this.b1).subtract(this.c1)
+                        .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2).subtract(this.z1)
+                        .toMesh(m);
+                } else {
+                    this.cube = this.a1.subtract(this.b1).subtract(this.c1)
+                        .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2)
+                        .toMesh(m);
+                }
+            } else if (fovH > 180 && fovH < 360) {
+                // 180-360之间
+                if (nearDistance > 0) {
+                    this.cube = this.a1.subtract(this.b1.intersect(this.c1))
+                        .subtract(this.x1).subtract(this.y1).subtract(this.y2).intersect(this.x2).subtract(this.z1)
+                        .toMesh(m);
+                } else {
+                    this.cube = this.a1.subtract(this.b1.intersect(this.c1))
+                        .subtract(this.x1).subtract(this.y1).subtract(this.y2).intersect(this.x2)
+                        .toMesh(m);
+                }
+            } else {
+                // 大于等于360
+                if (nearDistance > 0) {
+                    this.cube = this.a1
+                        .subtract(this.x1).subtract(this.y1).subtract(this.y2).intersect(this.x2).subtract(this.z1)
+                        .toMesh(m);
+                } else {
+                    this.cube = this.a1
+                        .subtract(this.x1).subtract(this.y1).subtract(this.y2).intersect(this.x2)
+                        .toMesh(m);
+                }
+            } */
+
+
+            this.a1 = null;
+            this.b1 = null;
+            this.c1 = null;
+            this.d1 = null;
+            this.a2 = null;
+            this.b2 = null;
+            this.c2 = null;
+            this.d2 = null;
+            this.e1 = null;
+            this.x1 = null;
+            this.y1 = null;
+            this.z1 = null;
+            this.v1 = null;
+            this.w1 = null;
+            this.x2 = null;
+            this.y2 = null;
+            this.z2 = null;
+            this.v2 = null;
+            this.w2 = null;
+        },
+        toCubeOgt0(coordinate, m) {
+            let { fovHLeft, fovHRight, fovVTop, fovVBottom, nearDistance } = coordinate;
+
+            this.initContentOgt(coordinate, 'h', 'f');
+            this.initContentOgt(coordinate, 'v', 'f');
+
+            if (nearDistance > 0) {
+                // 带盲区
+                this.initContentOgt(coordinate, 'h', 'n');
+                this.initContentOgt(coordinate, 'v', 'n');
+
+                // 有至少一个方向是大于360的
+                if ((fovHLeft + fovHRight >= 360) || (fovVTop + fovVBottom >= 360)) {
+                    if ((fovHLeft + fovHRight >= 360) && (fovVTop + fovVBottom < 360)) {
+                        if (fovVTop + fovVBottom <= 180) {
+                            this.cube = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+                                .subtract(this.x2.intersect(this.w2).subtract(this.y2).intersect(this.z2))
+                                .toMesh(m);
+                        } else {
+                            this.cube = this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .subtract(this.x2.intersect(this.w2).subtract(this.y2.subtract(this.z2)))
+                                .toMesh(m);
+                        }
+                    } else if ((fovHLeft + fovHRight < 360) && (fovVTop + fovVBottom >= 360)) {
+                        if (fovHLeft + fovHRight <= 180) {
+                            this.cube = this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1)
+                                .subtract(this.x1.intersect(this.w1).subtract(this.y1).subtract(this.z1))
+                                .toMesh(m);
+                        } else {
+                            this.cube = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1))
+                                .subtract(this.x1.intersect(this.w1).subtract(this.y1.intersect(this.z1)))
+                                .toMesh(m);
+                        }
+                    } else if ((fovHLeft + fovHRight >= 360) && (fovVTop + fovVBottom >= 360)) {
+                        this.cube = this.a1.intersect(this.d1).toMesh(m);
+                    }
+                } else {
+                    // 不带盲区
+                    if ((fovHLeft + fovHRight <= 180) && (fovVTop + fovVBottom <= 180)) {
+                        // 相加都小于180
+                        this.cube = this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1).intersect(this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2))
+                            .subtract(this.x1.intersect(this.w1).subtract(this.y1).subtract(this.z1).intersect(this.x2.intersect(this.w2).subtract(this.y2).intersect(this.z2)))
+                            .toMesh(m);
+                    } else if ((fovHLeft + fovHRight > 180) && (fovVTop + fovVBottom <= 180)) {
+                        // 左右相加大于180  上下相加小于180
+                        this.cube = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)).intersect(this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2))
+                            .subtract(this.x1.intersect(this.w1).subtract(this.y1.intersect(this.z1)).intersect(this.x2.intersect(this.w2).subtract(this.y2).intersect(this.z2)))
+                            .toMesh(m);
+                    } else if ((fovHLeft + fovHRight <= 180) && (fovVTop + fovVBottom > 180)) {
+                        // 左右相加小于180  上下相加大于180
+                        this.cube = this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1).intersect(this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2)))
+                            .subtract(this.x1.intersect(this.w1).subtract(this.y1).subtract(this.z1).intersect(this.x2.intersect(this.w2).subtract(this.y2.subtract(this.z2))))
+                            .toMesh(m);
+                    } else if ((fovHLeft + fovHRight > 180) && (fovVTop + fovVBottom > 180)) {
+                        // 相加都大于180
+                        this.cube = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)).intersect(this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2)))
+                            .subtract(this.x1.intersect(this.w1).subtract(this.y1.intersect(this.z1)).intersect(this.x2.intersect(this.w2).subtract(this.y2.subtract(this.z2))))
+                            .toMesh(m);
+                    }
+                }
+            } else {
+                // 有至少一个方向是大于360的
+                if ((fovHLeft + fovHRight >= 360) || (fovVTop + fovVBottom >= 360)) {
+                    if ((fovHLeft + fovHRight >= 360) && (fovVTop + fovVBottom < 360)) {
+                        if (fovVTop + fovVBottom <= 180) {
+                            this.cube = this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2).toMesh(m);
+                        } else {
+                            this.cube = this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2)).toMesh(m);
+                        }
+                    } else if ((fovHLeft + fovHRight < 360) && (fovVTop + fovVBottom >= 360)) {
+                        if (fovHLeft + fovHRight <= 180) {
+                            this.cube = this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1).toMesh(m);
+                        } else {
+                            this.cube = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)).toMesh(m);
+                        }
+                    } else if ((fovHLeft + fovHRight >= 360) && (fovVTop + fovVBottom >= 360)) {
+                        this.cube = this.a1.intersect(this.d1).toMesh(m);
+                    }
+                } else {
+                    if ((fovHLeft + fovHRight <= 180) && (fovVTop + fovVBottom <= 180)) {
+                        // 相加都小于180
+                        this.cube = this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1).intersect(this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)).toMesh(m);
+                    } else if ((fovHLeft + fovHRight > 180) && (fovVTop + fovVBottom <= 180)) {
+                        // 左右相加大于180  上下相加小于180
+                        this.cube = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)).intersect(this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)).toMesh(m);
+                    } else if ((fovHLeft + fovHRight <= 180) && (fovVTop + fovVBottom > 180)) {
+                        // 左右相加小于180  上下相加大于180
+                        this.cube = this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1).intersect(this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))).toMesh(m);
+                    } else if ((fovHLeft + fovHRight > 180) && (fovVTop + fovVBottom > 180)) {
+                        // 相加都大于180
+                        this.cube = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)).intersect(this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))).toMesh(m);
+                    }
+                }
+            }
+
+            this.a1 = null;
+            this.b1 = null;
+            this.c1 = null;
+            this.d1 = null;
+            this.a2 = null;
+            this.b2 = null;
+            this.c2 = null;
+            this.d2 = null;
+            this.e1 = null;
+            this.x1 = null;
+            this.y1 = null;
+            this.z1 = null;
+            this.w1 = null;
+            this.x2 = null;
+            this.y2 = null;
+            this.z2 = null;
+            this.w2 = null;
+        },
+        toCubeOgt(coordinate, m) {
+            let { fovHLeft, fovHRight, fovVTop, fovVBottom, nearDistance } = coordinate;
+
+            if (fovHLeft + fovHRight > 360) {
+                coordinate.fovHLeft = 180
+                coordinate.fovHRight = 180
+            }
+
+            if (fovVTop + fovVBottom > 360) {
+                coordinate.fovVTop = 180
+                coordinate.fovVBottom = 180
+            }
+
+            this.initContentOgt(coordinate, 'h', 'f');
+            this.initContentOgt(coordinate, 'v', 'f');
+
+            this.initContentOgt1(coordinate);
+            this.initContentOgt2(coordinate);
+
+
+            let cube = "";
+
+
+            if (fovVTop <= 90 && fovVBottom <= 90) { // 垂直都不大于90
+                // 水平小于等于180
+                if (fovHLeft + fovHRight <= 180) {
+                    // 带盲区 
+                    if (nearDistance > 0) {
+                        this.cube = this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1)
+                            .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2).subtract(this.z1)
+                            .toMesh(m);
+                    } else {
+                        this.cube = this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1)
+                            .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2)
+                            .toMesh(m);
+                    }
+                    // 180-360之间
+                } else if ((fovHLeft + fovHRight > 180) && (fovHLeft + fovHRight < 360)) {
+                    if (nearDistance > 0) {
+                        this.cube = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1))
+                            .subtract(this.x1).subtract(this.y1).subtract(this.y2).intersect(this.x2).subtract(this.z1)
+                            .toMesh(m);
+                    } else {
+                        this.cube = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1))
+                            .subtract(this.x1).subtract(this.y1).subtract(this.y2).intersect(this.x2)
+                            .toMesh(m);
+                    }
+                } else {
+                    // 大于等于360
+                    if (nearDistance > 0) {
+                        this.cube = this.a1
+                            .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2).subtract(this.z1)
+                            .toMesh(m);
+                    } else {
+                        this.cube = this.a1
+                            .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2)
+                            .toMesh(m);
+                    }
+                }
+            } else if (fovVTop > 90 && fovVBottom <= 90) { // 垂直 上大于90 下不大于90
+                if (fovVTop + fovVBottom <= 180) { // 垂直相加不大于180
+                    if (fovHLeft <= 90 && fovHRight <= 90) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+                                .subtract(this.v1).subtract(this.w1)
+                                .intersect(this.v2).subtract(this.w2)`
+                    } else if (fovHLeft > 90 && fovHLeft <= 180 && fovHRight <= 90) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+                                .intersect(this.v2).subtract(this.w2)
+                                .union(this.d1.subtract(this.b1).intersect(this.e1))
+                                .intersect(this.x2).subtract(this.y2)`
+                    } else if (fovHLeft > 180 && fovHRight <= 90 && (fovHLeft + fovHRight < 360)) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+                                .intersect(this.v2).subtract(this.w2)
+                                .union(this.d1.subtract(this.b1.subtract(this.e1)))
+                                .intersect(this.x2).subtract(this.y2)`
+                    } else if (fovHRight > 90 && fovHRight <= 180 && fovHLeft <= 90) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+                                .subtract(this.v1).subtract(this.w1)
+                                .union(this.a1.subtract(this.c1).subtract(this.e1))
+                                .intersect(this.x2).subtract(this.y2)`
+                    } else if (fovHRight > 180 && fovHLeft <= 90 && (fovHLeft + fovHRight < 360)) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+                                .subtract(this.v1).subtract(this.w1)
+                                .union(this.a1.subtract(this.c1.intersect(this.e1)))
+                                .intersect(this.x2).subtract(this.y2)`
+                    } else if (fovHLeft > 90 && fovHRight > 90 && (fovHLeft + fovHRight < 360)) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+                                .union(this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)))
+                                .intersect(this.x2).subtract(this.y2)`
+                    } else {  // 水平相加 不小于360
+                        cube = `this.a1
+                                .intersect(this.x2).subtract(this.y2)`
+                    }
+                } else if ((fovVTop + fovVBottom > 180) && (fovVTop + fovVBottom < 360)) { // 垂直相加 180-360
+                    if (fovHLeft <= 90 && fovHRight <= 90) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)`
+                    } else if (fovHLeft > 90 && fovHLeft <= 180 && fovHRight <= 90) { // 水平相加 180-360
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .intersect(this.v2).subtract(this.w2)
+                                .union(this.d1.subtract(this.b1).intersect(this.e1))
+                                .intersect(this.x2).subtract(this.y2)`
+                    } else if (fovHLeft > 180 && fovHRight <= 90 && (fovHLeft + fovHRight < 360)) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .intersect(this.v2).subtract(this.w2)
+                                .union(this.d1.subtract(this.b1.subtract(this.e1)))
+                                .intersect(this.x2).subtract(this.y2)`
+                    } else if (fovHRight > 90 && fovHRight <= 180 && fovHLeft <= 90) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .subtract(this.v1).subtract(this.w1)
+                                .union(this.a1.subtract(this.c1).subtract(this.e1))
+                                .intersect(this.x2).subtract(this.y2)`
+                    } else if (fovHRight > 180 && fovHLeft <= 90 && (fovHLeft + fovHRight < 360)) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .subtract(this.v1).subtract(this.w1)
+                                .union(this.a1.subtract(this.c1.intersect(this.e1)))
+                                .intersect(this.x2).subtract(this.y2)`
+                    } else if (fovHLeft > 90 && fovHRight > 90 && (fovHLeft + fovHRight < 360)) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .union(this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)))
+                                .intersect(this.x2).subtract(this.y2)`
+                    } else {  // 水平相加 不小于360
+                        cube = `this.a1
+                                .intersect(this.x2).subtract(this.y2)`
+                    }
+                } else { // 垂直相加 >360
+                    if(fovHLeft + fovHRight < 180) { // 水平相加小于180
+                        if(fovHLeft <= 90 && fovHRight <= 90) { // 都小于等于90
+                             cube = `this.a2
+                                .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)`
+                        }else if(fovHLeft > 90) { // 左大于90 右小于90
+                            cube = `this.a2
+                                .intersect(this.v2).subtract(this.w2)`
+                        }else { // 左小于90 右大于90
+                            cube = `this.a2
+                                .subtract(this.v1).subtract(this.w1)`
+                        }
+                    }else { // 水平相加>=180
+                        cube = `this.a2`
+                    }
+                }
+            } else if (fovVTop <= 90 && fovVBottom > 90) { // 垂直 上不大于90 下大于90
+                if (fovVTop + fovVBottom <= 180) { // 垂直相加不大于180
+                    if (fovHLeft <= 90 && fovHRight <= 90) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+                                .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)`
+                    } else if (fovHLeft > 90 && fovHLeft <= 180 && fovHRight <= 90) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+                                .intersect(this.v2).subtract(this.w2)
+                                .union(this.d1.subtract(this.b1).intersect(this.e1))
+                                .subtract(this.x1).subtract(this.y1)`
+                    } else if (fovHLeft > 180 && fovHRight <= 90 && (fovHLeft + fovHRight < 360)) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+                                .intersect(this.v2).subtract(this.w2)
+                                .union(this.d1.subtract(this.b1.subtract(this.e1)))
+                                .subtract(this.x1).subtract(this.y1)`
+                    } else if (fovHRight > 90 && fovHRight <= 180 && fovHLeft <= 90) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+                                .subtract(this.v1).subtract(this.w1)
+                                .union(this.a1.subtract(this.c1).subtract(this.e1))
+                                .subtract(this.x1).subtract(this.y1)`
+                    } else if (fovHRight > 180 && fovHLeft <= 90 && (fovHLeft + fovHRight < 360)) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+                                .subtract(this.v1).subtract(this.w1)
+                                .union(this.a1.subtract(this.c1.intersect(this.e1)))
+                                .subtract(this.x1).subtract(this.y1)`
+                    } else if (fovHLeft > 90 && fovHRight > 90 && (fovHLeft + fovHRight < 360)) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2).intersect(this.c2)
+                                .union(this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)))
+                                .subtract(this.x1).subtract(this.y1)`
+                    } else {  // 水平相加 不小于360
+                        cube = `this.a1
+                                .subtract(this.x1).subtract(this.y1)`
+                    }
+                } else if ((fovVTop + fovVBottom > 180) && (fovVTop + fovVBottom < 360)) { // 垂直相加 180-360
+                    if (fovHLeft <= 90 && fovHRight <= 90) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)`
+                    } else if (fovHLeft > 90 && fovHLeft <= 180 && fovHRight <= 90) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .intersect(this.v2).subtract(this.w2)
+                                .union(this.d1.subtract(this.b1).intersect(this.e1))
+                                .subtract(this.x1).subtract(this.y1)`
+                    } else if (fovHLeft > 180 && fovHRight <= 90 && (fovHLeft + fovHRight < 360)) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .intersect(this.v2).subtract(this.w2)
+                                .union(this.d1.subtract(this.b1.subtract(this.e1)))
+                                .subtract(this.x1).subtract(this.y1)`
+                    } else if (fovHRight > 90 && fovHRight <= 180 && fovHLeft <= 90) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .subtract(this.v1).subtract(this.w1)
+                                .union(this.a1.subtract(this.c1).subtract(this.e1))
+                                .subtract(this.x1).subtract(this.y1)`
+                    } else if (fovHRight > 180 && fovHLeft <= 90 && (fovHLeft + fovHRight < 360)) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .subtract(this.v1).subtract(this.w1)
+                                .union(this.a1.subtract(this.c1.intersect(this.e1)))
+                                .subtract(this.x1).subtract(this.y1)`
+                    } else if (fovHLeft > 90 && fovHRight > 90 && (fovHLeft + fovHRight < 360)) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .union(this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)))
+                                .subtract(this.x1).subtract(this.y1)`
+                    } else {  // 水平相加 不小于360
+                        cube = `this.a1
+                                .subtract(this.x1).subtract(this.y1)`
+                    }
+                } else { // 垂直相加 >360
+                    if(fovHLeft + fovHRight < 180) { // 水平相加小于180
+                        if(fovHLeft <= 90 && fovHRight <= 90) { // 都小于等于90
+                             cube = `this.a2
+                                .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)`
+                        }else if(fovHLeft > 90) { // 左大于90 右小于90
+                            cube = `this.a2
+                                .intersect(this.v2).subtract(this.w2)`
+                        }else { // 左小于90 右大于90
+                            cube = `this.a2
+                                .subtract(this.v1).subtract(this.w1)`
+                        }
+                    }else { // 水平相加>=180
+                        cube = `this.a2`
+                    }
+                }
+            } else { // 垂直 都大于90
+                if (fovVTop + fovVBottom < 360) { // 垂直相加 180-360
+                    if (fovHLeft <= 90 && fovHRight <= 90) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)`
+                    } else if (fovHLeft > 90 && fovHLeft <= 180 && fovHRight <= 90) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .intersect(this.v2).subtract(this.w2)
+                                .union(this.d1.subtract(this.b1).intersect(this.e1))`
+                    } else if (fovHLeft > 180 && fovHRight <= 90 && (fovHLeft + fovHRight < 360)) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .intersect(this.v2).subtract(this.w2)
+                                .union(this.d1.subtract(this.b1.subtract(this.e1)))`
+                    } else if (fovHRight > 90 && fovHRight <= 180 && fovHLeft <= 90) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .subtract(this.v1).subtract(this.w1)
+                                .union(this.a1.subtract(this.c1).subtract(this.e1))`
+                    } else if (fovHRight > 180 && fovHLeft <= 90 && (fovHLeft + fovHRight < 360)) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .subtract(this.v1).subtract(this.w1)
+                                .union(this.a1.subtract(this.c1.intersect(this.e1)))`
+                    } else if (fovHLeft > 90 && fovHRight > 90 && (fovHLeft + fovHRight < 360)) {
+                        cube = `this.a2.intersect(this.d2).subtract(this.b2.subtract(this.c2))
+                                .union(this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1)))`
+                    } else {  // 水平相加 不小于360
+                        cube = `this.a1`
+                    }
+                } else { // 垂直相加 >360
+                    if(fovHLeft + fovHRight < 180) { // 水平相加小于180
+                        if(fovHLeft <= 90 && fovHRight <= 90) { // 都小于等于90
+                             cube = `this.a2
+                                .subtract(this.v1).subtract(this.w1).intersect(this.v2).subtract(this.w2)`
+                        }else if(fovHLeft > 90) { // 左大于90 右小于90
+                            cube = `this.a2
+                                .intersect(this.v2).subtract(this.w2)`
+                        }else { // 左小于90 右大于90
+                            cube = `this.a2
+                                .subtract(this.v1).subtract(this.w1)`
+                        }
+                    }else { // 水平相加>=180
+                        cube = `this.a2`
+                    }
+                }
+            }
+
+
+
+            if (cube != "") {
+                // 带盲区 
+                if (nearDistance > 0) {
+                    cube = cube + '.subtract(this.z2).toMesh(m)';
+                } else {
+                    cube = cube + '.toMesh(m)';
+                }
+
+                this.cube = eval(cube);
+            }
+
+
+
+
+            // // 水平小于等于180
+            // if (fovHLeft + fovHRight <= 180) {
+            //     // 带盲区 
+            //     if (nearDistance > 0) {
+            //         this.cube = this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1)
+            //             .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2).subtract(this.z1)
+            //             .toMesh(m);
+            //     } else {
+            //         this.cube = this.a1.intersect(this.d1).subtract(this.b1).subtract(this.c1)
+            //             .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2)
+            //             .toMesh(m);
+            //     }
+            //     // 180-360之间
+            // } else if ((fovHLeft + fovHRight > 180) && (fovHLeft + fovHRight < 360)) {
+            //     if (nearDistance > 0) {
+            //         this.cube = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1))
+            //             .subtract(this.x1).subtract(this.y1).subtract(this.y2).intersect(this.x2).subtract(this.z1)
+            //             .toMesh(m);
+            //     } else {
+            //         this.cube = this.a1.intersect(this.d1).subtract(this.b1.intersect(this.c1))
+            //             .subtract(this.x1).subtract(this.y1).subtract(this.y2).intersect(this.x2)
+            //             .toMesh(m);
+            //     }
+            // } else {
+            //     // 大于等于360
+            //     if (nearDistance > 0) {
+            //         this.cube = this.a1
+            //             .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2).subtract(this.z1)
+            //             .toMesh(m);
+            //     } else {
+            //         this.cube = this.a1
+            //             .subtract(this.x1).subtract(this.y1).intersect(this.x2).subtract(this.y2)
+            //             .toMesh(m);
+            //     }
+            // }
+
+            this.a1 = null;
+            this.b1 = null;
+            this.c1 = null;
+            this.d1 = null;
+            this.a2 = null;
+            this.b2 = null;
+            this.c2 = null;
+            this.d2 = null;
+            this.e1 = null;
+            this.x1 = null;
+            this.y1 = null;
+            this.z1 = null;
+            this.v1 = null;
+            this.w1 = null;
+            this.x2 = null;
+            this.y2 = null;
+            this.z2 = null;
+            this.v2 = null;
+            this.w2 = null;
+        },
+        // 初始化传感器
+        initSensor(
+            pos = { x: 0, y: 0, z: 0 },
+            type = "camera",
+            canMove = false
+        ) {
+            let Loader = new MTLLoader(); //材质文件加载器
+            let loader = new OBJLoader(); //obj加载器
+            let that = this;
+            let mtlUrl = "";
+            let objUrl = "";
+
+            if (type === "camera") {
+                mtlUrl = `${that.publicPath}sensor/camera/camera.mtl`;
+                objUrl = `${that.publicPath}sensor/camera/camera.obj`;
+            } else if (type === "ogt") {
+                mtlUrl = `${that.publicPath}sensor/ogt/millimeter_wave_radar.mtl`;
+                objUrl = `${that.publicPath}sensor/ogt/millimeter_wave_radar.obj`;
+            } else if (type === "lidar") {
+                mtlUrl = `${that.publicPath}sensor/lidar/LIDAR.mtl`;
+                objUrl = `${that.publicPath}sensor/lidar/LIDAR.obj`;
+            } else if (type === "gps") {
+                mtlUrl = `${that.publicPath}sensor/gps/lidar.mtl`;
+                objUrl = `${that.publicPath}sensor/gps/lidar.obj`;
+            }
+
+            this.$emit('loadingDone', 'carStart');
+
+            if (type === "ogt") {
+                // showFullScreenLoading();
+
+
+                var loader1 = new GLTFLoader(); //创建一个FBX加载器
+
+                loader1.load(
+                    `${that.publicPath}sensor/ogt/ogt.glb`,
+                    function (obj) {
+                        that.$emit('loadingDone', 'carDone');
+
+                        that.ogt = obj.scene;
+
+                        that.cacheList.push(obj.scene);
+
+                        let s = that.scale;
+
+                        let scale = 0.1;
+                        obj.scene.scale.set(scale, scale, scale);
+
+                        obj.scene.position.set(pos.x, pos.y, pos.z);
+                        obj.scene.name = "sensor";
+
+                        that.sensor = obj.scene;
+
+                        that.scene.add(that.sensor); //返回的组对象插入场景中
+                    },
+                    (xhr) => { },
+                    (error) => {
+                        that.$emit('loadingDone', 'carDone');
+
+                        console.error(error);
+                    }
+                );
+
+                return
+            }
+
+            Loader.load(
+                mtlUrl,
+                function (materials) {
+                    loader.setMaterials(materials);
+                    loader.load(objUrl, function (obj) {
+                        // if (type === "ogt") {
+                        //     tryHideFullScreenLoading();
+                        // }
+
+                        that.$emit('loadingDone', 'carDone');
+
+                        if (type === "camera") {
+                            that.cameraSensor = obj;
+                        } else if (type === "ogt") {
+                            that.ogt = obj;
+                        } else if (type === "lidar") {
+                            that.lidar = obj;
+                        } else if (type === "gps") {
+                            that.gps = obj;
+                        }
+
+                        that.cacheList.push(obj);
+                        for (let i = 0; i < obj.children.length; i++) {
+                            if (type === "camera") {
+                                let scale = 0.8 * that.scale;
+                                // obj.children[i].scale.set(scale, scale, scale);
+                                obj.children[i].scale.set(0.4, 0.4, 0.4);
+                            } else if (type === "ogt") {
+                                let scale = 0.2 * that.scale;
+                                obj.children[i].scale.set(scale, scale, scale);
+                            } else if (type === "lidar") {
+                                let scale = 0.03 * that.scale;
+                                // obj.children[i].scale.set(scale, scale, scale);
+                                obj.children[i].scale.set(0.06, 0.06, 0.06);
+                            } else if (type === "gps") {
+                                let scale = 40 * that.scale;
+                                obj.children[i].scale.set(scale, scale, scale);
+                            }
+                        }
+                        obj.position.set(pos.x, pos.y, pos.z);
+                        obj.name = "sensor";
+
+                        that.sensor = obj;
+
+                        that.scene.add(that.sensor); //返回的组对象插入场景中
+                    });
+                },
+                (xhr) => {
+                    // console.log((xhr.loaded / xhr.total) * 100 + "% loaded");
+                },
+                (error) => {
+                    // if (type === "ogt") {
+                    //     tryHideFullScreenLoading();
+                    // }
+
+                    that.$emit('loadingDone', 'carDone');
+
+                    console.error(error);
+                }
+            );
+        },
+        // 初始化
+        init() {
+            this.initScene();
+            this.initCamera();
+            this.initRenderer();
+            this.initLight();
+
+            this.controls = new OrbitControls(
+                this.camera,
+                this.renderer.domElement
+            ); //创建控件对象
+            this.controls.minDistance = 30;
+            this.controls.maxDistance = 18000;
+            this.controls.update();
+        },
+        animate() {
+            this.raf = requestAnimationFrame(this.animate);
+            this.renderer.render(this.scene, this.camera);
+            if (this.transformControls) {
+                this.transformControls.update();
+            }
+
+            this.controls.update();
+        },
+        onWindowResize() {
+            this.camera.aspect =
+                this.container.clientWidth / this.container.clientHeight;
+            this.camera.updateProjectionMatrix();
+            this.renderer.setSize(
+                this.container.clientWidth,
+                this.container.clientHeight
+            );
+        },
+        go() {
+            this.container = document.getElementById(
+                "containerThreeSensorModel"
+            );
+            this.init();
+            this.animate();
+
+            window.addEventListener("resize", this.onWindowResize);
+        },
+        removeScene() {
+            this.clearScene();
+        },
+        clearCache(item) {
+            if (item.geometry && item.geometry.dispose) item.geometry.dispose();
+            if (item.material && item.material.dispose) item.material.dispose();
+        },
+        clearScene() {
+            this.removeObj(this.scene);
+        },
+        removeObj(obj) {
+            let arr = obj.children.filter((x) => x);
+            arr.forEach((item) => {
+                if (item.children.length) {
+                    this.removeObj(item);
+                } else {
+                    this.clearCache(item);
+                    item.clear();
+                }
+            }),
+                obj.clear();
+            arr = null;
+        },
+    },
+
+    mounted() {
+        this.go();
+    },
+    destroyed() {
+        window.removeEventListener("resize", this.onWindowResize);
+        cancelAnimationFrame(this.raf);
+
+        if (this.renderer) {
+            this.renderer.renderLists.dispose();
+            this.renderer.dispose();
+            this.renderer.forceContextLoss();
+            this.renderer.domElement = null;
+            this.renderer.content = null;
+            this.renderer = null;
+        }
+
+        if (this.dragControls) {
+            this.dragControls.deactivate();
+            this.dragControls.dispose();
+            this.dragControls = null;
+        }
+
+        if (this.controls) {
+            this.controls.dispose();
+            this.controls = null;
+        }
+
+        if (this.transformControls) {
+            this.transformControls.detach();
+            this.transformControls.dispose();
+            this.transformControls = null;
+        }
+
+        if (this.cacheList.length > 0) {
+            this.scene.remove(...this.cacheList);
+            this.cacheList = [];
+        }
+
+        this.clearScene();
+
+        this.scene = null;
+        this.camera = null;
+        this.light = null;
+        this.geometryName = null;
+        this.mesh = null;
+        this.cube = null;
+        this.container = null;
+        this.car = null;
+        this.cubeTexture = null;
+        this.raf = null;
+
+        this.bsp = null;
+        this.a1 = null;
+        this.b1 = null;
+        this.c1 = null;
+        this.d1 = null;
+        this.a2 = null;
+        this.b2 = null;
+        this.c2 = null;
+        this.d2 = null;
+        this.e1 = null;
+        this.e1 = null;
+        this.x1 = null;
+        this.y1 = null;
+        this.z1 = null;
+        this.v1 = null;
+        this.w1 = null;
+        this.x2 = null;
+        this.y2 = null;
+        this.z2 = null;
+        this.v2 = null;
+        this.w2 = null;
+
+        THREE.Cache.clear();
+    },
+};
+</script>
+
+<style lang="less" scoped>
+#containerThreeSensorModel {
+    width: 100%;
+    height: calc(100vh - 180px);
+}
+</style>