CN111815771A - Web page end simulation strip mine production method - Google Patents
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Abstract
The invention relates to a production method of a webpage end simulation strip mine, which comprises the following steps: step S1: carrying out oblique photography by using an unmanned aerial vehicle at the loading and unloading points of the surface mine, the dumping ground and the crushing station to establish a three-dimensional model of the surface mine; step S2: the packing and dynamic loading functions of the assembly-bound resource package of the mining area terrain model are realized; step S3: manufacturing prefabricated bodies of all operation points and operation equipment; step S4: the configuration function of the quantity of project resources is realized; step S5: initializing a scene, and dynamically creating a mining area terrain, operation points on the terrain and operation equipment functions; step S6: the function of drawing the mining area is realized; step S7: the functions of equipment scheduling and information display in the production simulation process are realized; step S8: the visual angle switching and playing speed adjusting functions are realized; step S9: and publishing the project to a WebGL platform and deploying the project to an is server. The invention uses a simulation production system on the browser supporting WebGL to realize cross-platform and cross-browser strip mine virtual production.
Description
Technical Field
The invention belongs to the technical field of simulated strip mine production, and particularly relates to a simulated strip mine production method based on WebGL.
Background
In the prior art, the three-dimensional model of the surface mine is established by connecting lines based on measuring point data of surveying and mapping specialties and then generating the model, and the three-dimensional model has the defects of large workload, long working lag time and the like.
Most of the existing-stage strip mine virtual production systems are based on desktop end application. Installation operation is required before use, and compatibility is poor. More, the three-dimensional production demonstration function is realized, and the functions of production simulation and calculation of related data are not realized. In the process of making a production plan, data such as time consumption, equipment proportion, material consumption, cost and the like of various production tasks are often calculated manually, and the rationality of the tasks is analyzed. The calculation process is complicated, the consumed time is long, and the calculation precision is poor.
Disclosure of Invention
Aiming at the defects of the prior art, the invention aims to provide a simulated strip mine production method based on a webpage end, which has the advantages of high model updating speed, high cross-platform compatibility and accurate and quick data calculation.
In order to achieve the purpose, the technical scheme of the invention is as follows:
the invention relates to a production method for simulating a surface mine based on a webpage end, which is characterized by comprising the following steps of:
step S1: carrying out oblique photography by using an unmanned aerial vehicle at the loading and unloading points of the surface mine, the dumping ground and the crushing station to establish a three-dimensional model of the surface mine;
step S2: the packing and dynamic loading functions of the assembly-bound resource package of the mining area terrain model are realized;
step S3: manufacturing prefabricated bodies of all operation points and operation equipment;
step S4: the configuration function of the quantity of project resources is realized;
step S5: initializing a scene, and dynamically creating a mining area terrain, operation points on the terrain and operation equipment functions;
step S6: the function of drawing the mining area is realized;
step S7: the functions of equipment scheduling and information display in the production simulation process are realized;
step S8: the visual angle switching and playing speed adjusting functions are realized;
step S9: and publishing the project to a WebGL platform and deploying the project to an is server.
Further, the manner of obtaining the three-dimensional model of the surface mine in step S1 is as follows:
s11: shooting oblique photographs of a mining area by using an unmanned aerial vehicle and a ground station;
s12: modeling by oblique photography modeling software by using the pictures, correcting coordinates, and outputting an fbx format model;
s13: and importing the fbx format model into 3dsmax for splicing, finishing and mapping, independently selecting the road triangular surface, and outputting the fbx format mining area model.
Further, the manner of implementing the packing and dynamic loading functions of the assembly bundle resource package of the mine terrain model in step S2 is as follows:
s21: navigation grid baking of device walking area in Unity 3D;
s22: the mine model is tagged with an AssetBundle flag and the preform is generated as an AssetBundle resource package using buildpipeline.
S23: the method comprises the steps of obtaining an AssetBundle resource package of a terrain model by a UnityWebRequestAssetBundle GetConsumer () method, loading terrain preforms in resources and instantiating the terrain preforms into a scene, and packaging the method for dynamically creating a mining area terrain during scene initialization.
Further, the manner of creating preforms for all the work sites and the work equipment in step S3 is:
s31: the method comprises the following steps of (1) storing a vehicle starting point, an ore loading point, an ore unloading point, vehicle equipment and the like in advance in a project in a prefabricated body mode;
s32: and when the working unit represented by the prefabricated body has action, instantiating the corresponding prefabricated body by the program and simulating the action.
Further, the step of implementing the project resource quantity configuration function in step S4 is:
s41: manufacturing a project resource configuration UI panel, reading and displaying an Excel parameter table during scene running;
s42: and after the reading and the configuration are finished, the data is saved in the static class ProjectData for standby.
Further, the step of initializing a scene in step S5 and dynamically creating a mine terrain and a working point and a working device function on the terrain includes the steps of:
s51: loading a mining area model through a packaged AssetBundle loading method and creating the mining area model into a scene;
s52: and the program traverses all the sub-objects under the terrain to check the vehicle starting and stopping point prefabricated bodies and instantiates the starting and stopping point prefabricated bodies.
Further, the step of implementing the function of drawing the mining area in step S6 is:
s61: when a user presses a mouse, acquiring a click coordinate position of the user through ray detection, and drawing all click positions into a closed area when the mouse is lifted;
s62: after the area is drawn, automatically calculating the total mass of the ore rocks in the area by a program, providing mining area data to enter a UI panel, and checking and configuring transportation parameters in a man-machine interaction mode;
s63: and after the recording is finished, establishing a UI panel above the mining area to display information such as the residual ore rock amount of the current task, the predicted residual time and the like.
Further, the step S7 and the step S7 of implementing the device scheduling and information displaying functions in the production simulation process include:
s71: writing a task management class MissionManager, wherein the class comprises all tasks in creation, execution and suspension and provides functions of addition, removal, execution and suspension;
s72: compiling a dispatching class Dispatcher, wherein the dispatching class comprises information of all operation points, vehicles and the like;
s73: and manufacturing an equipment state monitoring UI panel, displaying the real-time state and statistical data of each operation point and operation equipment, and pointing an object shown by an item by clicking an item camera.
Further, the step of implementing the view switching and playing speed adjusting function in step S8 is:
s81: creating a plurality of empty objects in the scene as visual angle positioning marks, wherein the positions and the directions of the empty objects are consistent with the visual angle of the camera;
s82: when a corresponding visual angle switching button of the UI panel is clicked, the visual angle of the main camera is smoothly moved and rotated to a corresponding empty object position;
s83: and adding a play speed control button in the UI panel, and adjusting the speed and pause function of the scene simulation operation by adjusting the time.
Further, the step of implementing the publishing of the project to the WebGL platform and deploying the project to the iis server in the step S9 includes:
s91: switching the Unity3D publishing platform into a WebGL platform and publishing the project;
s92: and deploying the released project to the iis server, and adding extensions, ab and unitWeb, to the MIME type, wherein the MIME type is application/octet-stream.
WebGL is a 3D drawing standard that allows scripting language Javascript to be integrated with coloring language GLSL. Currently, WebGL is supported on mainstream browsers, which include google browser, firefox browser, Safari and other browsers. The appearance of WebGL enables the three-dimensional effect displayed on a browser to be free of the support of browser plug-ins, the graphics are rendered by directly utilizing bottom hardware acceleration, and the same high-efficiency graphics rendering speed as that of the traditional three-dimensional desktop application is provided for developers.
Compared with the prior art, the invention has the advantages that:
the invention realizes the simulation strip mine production method based on the webpage end by using the WebGL technology, and realizes the strip mine production simulation of a cross-platform cross-browser by using the WebGL standard. The model is updated by using the unmanned aerial vehicle oblique photography technology, and the model is generated conveniently, quickly and accurately. The system can run on any browser supporting the WebGL standard, does not need to be installed locally, and is simple and quick to deploy. The simulation process has high simulation degree, the simulation effect of the real three-dimensional scene is vivid, and the simulation data calculation is accurate and rapid.
Drawings
Fig. 1 is a general technical solution flow chart.
Detailed Description
The invention is further illustrated by the following figures and examples.
As shown in fig. 1, the specific implementation of the method for simulating surface mine production based on the web page side of the present invention is as follows:
the method comprises the following steps: in the positions of strip mines, dumping yards, crushing stations and loading and unloading points, an unmanned aerial vehicle is used for oblique photography to shoot to establish a three-dimensional model of the strip mine area,
after at least three mark points are arranged in an open-pit mine area, controlling an unmanned aerial vehicle to shoot oblique photographs of the mine area through a ground station;
exporting the photos, generating oblique photos into a three-dimensional model by using internal software, correcting coordinates by using mark points, and exporting the three-dimensional model and the mapping blocks into Fbx format; importing the Fbx format model after modeling into 3dsmax software, and merging the blocks; individually selecting the areas where the vehicles can pass in the Fbx format model as baked navigation grid objects; the processed model is exported as an Fbx-format mine area model as a whole.
Step two: the packing and dynamic loading functions of the assembly root bundle resource package of the mining area terrain model are realized:
opening a Unity3D editor and creating a project, importing a mining area model file into an engineering folder, and dragging the mining area model into a scene to create a terrain; opening a Navigation panel, selecting a Navigation grid object in the terrain, baking to generate a Navigation grid, and locally repairing the generated Navigation grid by using a NavMeshLink component; dragging a terrain object with a navigation grid and a patch surface into an engineering folder to generate a prefabricated body, adding an AssetBundle mark, generating the prefabricated body into an AssetBundle resource package by using a BuildPipeline.
Acquiring an AssetBundle resource package of a mining area model by a UnityWebRequestAssetBundle GetAssetBundle () method, loading a terrain preform in a resource and instantiating the terrain preform into a scene for dynamically creating a mining area terrain during scene initialization.
Step three: and (3) manufacturing prefabricated bodies of all operation points and operation equipment:
the vehicle starting point prefabricated body comprises a plurality of parking position sub-objects which are used as target positions of the vehicle when the vehicle does not work, and the function of providing ordered parking positions for the vehicle when the vehicle is in a no-work task state and returns to the starting point is achieved;
the ore loading point prefabricated body holds the distributed electric shovel and all trucks, ore loading interaction between the electric shovel and all trucks is triggered, and when more than one truck reaches the electric shovel, subsequent vehicles are informed to wait in line;
the function of the ore unloading point preform is similar to that of an ore loading point, an electric shovel is not involved, and only the ore unloading function and the queue waiting function of the truck need to be triggered;
the electric shovel prefabricated body is added with a NavMeshAgent component to realize automatic path finding, the ore loading animation is played when an operation starting instruction from an ore loading point is received, and the ore loading animation is stopped and returned to the starting point when the operation stopping instruction is received.
The functions of the drilling machine and the loading trolley are basically the same as those of the electric shovel.
The truck prefabricated part uses a finite state machine to realize an AI function, and realizes the actions in the states of going to a mine loading point, waiting for loading, going to a mine unloading point, unloading and no operation and the conversion between the states respectively. The initial state is a no-operation state, the current load and accumulated load data of the mine loader are updated in each frame in the ore loading and unloading states, and the heavy-load mileage data and the no-load mileage data are respectively updated in the forward ore loading point state and the forward ore unloading point state. The state switching is event driven and updates the state display in the UI at each transition.
And drawing a mining area preform, and creating the preform at the position of the drawing area when the drawing of the mining area is completed each time, wherein the preform comprises a child object UI panel used for displaying information such as the number, the ore quantity, the mining state and the like of the mining area.
Step four: the method realizes the configuration function of the quantity of the project resources:
and manufacturing a project resource configuration UI panel, reading an Excel parameter table when the scene starts to run, and displaying the Excel parameter table first, wherein configuration options comprise equipment resource parameters such as the number of drilling machines, explosive loading trucks, electric shovels and trucks, parameters influencing the operation speed such as stope step height, hole depth, drilling machine efficiency, truck rated load, ore density and the like, and related parameters of energy consumption and material consumption calculation such as explosive unit consumption, truck oil consumption, electric shovel material consumption and the like. After the reading confirmation is completed, the data are stored in the static type project data and are called by each operating device, operating point, UI and data statistical module in the whole scene.
Step five: initializing a scene, dynamically creating the terrain of a mining area and the operation points and the functions of operation equipment on the terrain:
when the scene runs, the mining area model is obtained through the packaged AssetBundle loading method and is created into the scene. After terrain loading and creation are finished, searching a starting point sub-object under the terrain object, creating instances of a vehicle starting point prefabricated body under the starting point sub-object, and creating the instances of the vehicles under the starting point object according to the number of various vehicles stored in the project resource configuration; searching all ore loading points, and respectively creating examples of the ore loading point prefabricated bodies; and searching all the ore unloading point objects, and creating an example of the ore unloading point prefabricated body at the corresponding position.
Step six: the mining area drawing function is realized:
when a left mouse button is pressed, a collision point of a camera-mouse position ray and the terrain is obtained through ray detection, the coordinate (the starting point) is recorded, when the moving distance of the mouse is larger than 0.5m (the parameter can be set), the coordinate of the collision point is recorded again, an empty object Line is created to add a Line Render component to the empty object Line, the Line starting and stopping positions are positions of the two points. By analogy, the mouse continuously moves, points are continuously taken, and a Line drawing Line is created. When the left mouse button is lifted, drawing a line between the last point and the starting point to finish drawing a closed area.
In the drawing process, if the difference value between the Z coordinate of the mouse point and the Z coordinate of the starting point is too large, the step is judged to be crossed, and the point is cancelled until the mouse position returns to the same step height to continue to be taken; clicking the right button in the drawing process can cancel the drawing and delete all the Line objects created before.
And after drawing is finished, the center position of the polygon is taken to create a hollow object, a MeshRenderer component is added, a triangular plane is drawn from the center point to each vertex, and the drawn mining area is filled with colors.
And when the mining area is successfully drawn, popping up a mining area data entry UI panel, displaying the total ore mass (obtained by multiplying the drawn area by the step height) contained in the drawn mining area, and manually entering data to modify the total mass. And calculating and displaying the required time length, energy consumption and material consumption data of each process operation according to the total quality value and the project configuration basic data. The corresponding unloading points of the mining area can be manually selected, the one-way travel distance can be automatically calculated through the path finding system, the number of trucks can be manually adjusted, the waiting time of the electric shovel can be automatically calculated according to the one-way travel distance, and the data jointly influence the total operation time and the energy consumption and material consumption results, so that the optimal configuration can be carried out under the panel, and the most reasonable path and vehicle configuration can be found.
And after the entry is finished, the creation of a new mining task is finished, and a UI panel is created above the mining area to display the residual ore amount, the current working procedure and the predicted residual time. And adding new task entries in the task management panel, wherein each task entry is a prefabricated body of a UI panel type, and calculation results about various data of the mining task in the entry panel need to be transmitted for display during creation.
Step seven: the functions of equipment scheduling and information display in the production simulation process are realized:
creating a task management MissionManager class to integrate task management related functions together: respectively holding all created, executed and suspended tasks and providing functions of adding, removing, executing and suspending tasks; a call vehicle message is sent to the dispatcher whenever a new task is added, executed, or added to the vehicle, and a release vehicle message is sent to the dispatcher when a task is suspended or dropped.
Creating dispatch classes, holding all job sites, all vehicles, providing methods for creating and initializing work vehicles, providing methods for dispatching vehicles to specified job sites, and providing methods for recalling vehicles from specified jobs. When the standby vehicles are not enough to meet the request of the task calling vehicle, the requests are stored in sequence, and once the vehicles enter an idle state, the requests are dispatched to the tasks needing the vehicles according to the sequence of the requests.
The information needing to be displayed can come from any one of the operation point, the vehicle and the schedule, and can also come from a certain statistical data, an independent message management system is established to establish an EventManager, an event registration and logout method is provided, an event subscription, logout and event trigger method is provided, and when any instance needing to send or subscribe the message, such as the operation point, the vehicle and the schedule, the event needing to be subscribed is declared.
And creating a UI panel MessageBoard for displaying scheduling information, subscribing important event information needing to be displayed in real time, acquiring an object triggering the information when responding to the information, displaying the name of the object in the panel, and calling a method for switching the view angle on a camera to turn the view angle to the object sending the information when clicking the item.
The operation point acquisition end event is subscribed by the scheduling information panel, the electric shovel and the scheduling information panel; events created in the newly-mined area are scheduled and subscribed by a scheduling information panel; the event that the newly added truck enters the operation state is subscribed by the data statistics module; the vehicle fault and repair, and the event that the number of the queued trucks near the electric shovel is too large are subscribed by the scheduling information panel; the truck under number event is subscribed to by the resource management module and the dispatch information panel.
The manufacturing equipment state monitoring UI panel terminalstatePage is used for creating a data statistics item (UI panel) object and sequentially arranging and placing the objects under the terminalstatePage when each work point and each work vehicle are created and initialized. When the working state and production data of the working points and the working vehicles change, the data items are updated to the corresponding data items in real time, so that the real-time state and statistical data of each working point and each working device can be seen in real time under the monitoring panel, the data items are clicked, and the camera view angle is turned to the object corresponding to the items.
Step eight: the visual angle switching and playing speed adjusting functions are realized:
a plurality of empty objects are created in the scene as view positioning marks, and the positions and the directions of the empty objects respectively look at a stope, a mine unloading point and a mining area panorama. And creating a visual angle management UI panel, adding a button for switching visual angles, and adding a visual angle management type Viewmanager on the main camera to provide a visual angle switching function. When the visual angle switching button is clicked, the position and the angle of the main camera are smoothly adjusted to the mark position corresponding to the target position, and visual angle switching is achieved. The method for looking at the stope needs to be called when a drawing operation area is newly added. And providing a visual angle switching method for a designated object, and calling to realize a tracking effect when clicking a certain item in a scheduling message panel and an equipment state monitoring panel.
Creating a playing control panel TimePanel, adding a playing speed control button, adding a corresponding monitoring method for the button, and adjusting the scene running speed and the pause function by adjusting the Time.
Step nine: publishing the project to a WebGL platform and deploying to an is server:
1) switching the Unity3D publishing platform into a WebGL platform and publishing the project;
2) and deploying the issued items to the iis server, and adding extensions, ab and unitypweb, to the MIME type, wherein the MIME type is application/octet-stream.
Claims (10)
1. A simulated surface mine production method based on a webpage end is characterized by comprising the following steps:
step S1: carrying out oblique photography by using an unmanned aerial vehicle at loading and unloading points of an open pit mine, a dumping site and a crushing station to obtain oblique photography photos of a mining area and establish a three-dimensional model of the open pit mine;
step S2: the packing and dynamic loading functions of the assembly-bound resource package of the mining area terrain model are realized;
step S3: manufacturing prefabricated bodies of all operation points and operation equipment;
step S4: the configuration function of the quantity of project resources is realized;
step S5: initializing a scene, and dynamically creating a mining area terrain, and operating points and operating equipment on the terrain;
step S6: the functions of drawing and configuring the mining area are realized;
step S7: the functions of equipment scheduling and information display in the production simulation process are realized;
step S8: the visual angle switching and playing speed adjusting functions are realized;
step S9: and publishing the project to a WebGL platform and deploying the project to an is server.
2. The method for simulating surface mine production based on the webpage end as claimed in claim 1, wherein the method comprises the following steps: the method for acquiring the three-dimensional model of the surface mine in the step S1 is as follows:
s11: shooting oblique photographs of a mining area by using an unmanned aerial vehicle and a ground station;
s12: modeling by oblique photography modeling software by using the pictures, correcting coordinates, and outputting an fbx format model;
s13: and importing the fbx format model into 3dsmax for splicing, finishing and mapping, independently selecting the road triangular surface, and outputting the fbx format mining area model.
3. The method for simulating surface mine production based on the webpage end as claimed in claim 1, wherein the method comprises the following steps: the manner of implementing the packing and dynamic loading functions of the assembly bundle resource package of the mine terrain model in step S2 is as follows:
s21: navigation grid baking of device walking area in Unity 3D;
s22: adding an AssetBundle mark to the mine model, and generating the prefabricated body into an AssetBundle resource package by using a BuildPipeline. BuildAssetBundles () method;
s23: acquiring an AssetBundle resource package of a mining area model by a UnityWebRequestAssetBundle GetAssetBundle () method, loading a terrain preform in a resource and instantiating the terrain preform into a scene for dynamically creating a mining area terrain during scene initialization.
4. The method for simulating surface mine production based on the webpage end as claimed in claim 1, wherein the method comprises the following steps: the manner of making the preforms of all the work sites and the work equipment in step S3 is as follows:
s31: the method comprises the following steps of (1) storing a vehicle starting point, an ore loading point, an ore unloading point, vehicle equipment and the like in advance in a project in a prefabricated body mode;
s32: and when the working unit represented by the prefabricated body has action, instantiating the corresponding prefabricated body by the program and simulating the action.
5. The method for simulating surface mine production based on the webpage end as claimed in claim 1, wherein the method comprises the following steps: the step of implementing the project resource quantity configuration function in step S4 is:
s41: manufacturing a project resource configuration UI panel, reading and displaying an Excel parameter table during scene running;
s42: and after the reading and the configuration are finished, the data is saved in the static class ProjectData for standby.
6. The method for simulating surface mine production based on the webpage end as claimed in claim 1, wherein the method comprises the following steps: the steps of initializing a scene in step S5 and dynamically creating a mine terrain and a working point and a working device function on the terrain are as follows:
s51: loading a mining area model through a packaged AssetBundle loading method, and creating the mining area model into a scene;
s52: and the program traverses all the sub-objects under the terrain to check the vehicle starting and stopping point prefabricated bodies and instantiates the starting and stopping point prefabricated bodies.
7. The method for simulating surface mine production based on the webpage end as claimed in claim 1, wherein the method comprises the following steps: the step of implementing the mining area drawing function in the step S6 includes:
s61: when a user presses a mouse, acquiring a click coordinate position of the user through ray detection, and drawing all click positions into a closed area when the mouse is lifted;
s62: after the area is drawn, the total mass of the ore rocks in the area is automatically calculated by the program, the mining area data is input into a UI panel, and the transportation parameters can be checked and configured in a man-machine interaction mode.
S63: and after the recording is finished, establishing a UI panel above the mining area to display the residual ore and rock amount of the current task and the predicted residual duration information.
8. The method for simulating surface mine production based on the webpage end as claimed in claim 1, wherein the method comprises the following steps: the step S7 of implementing the device scheduling and information displaying functions in the production simulation process includes:
s71: writing a task management class MissionManager, wherein the class comprises all tasks in creation, execution and suspension and provides functions of addition, removal, execution and suspension;
s72: compiling a dispatching class Dispatcher, wherein the dispatching class comprises information of all operation points, vehicles and the like;
s73: and manufacturing an equipment state monitoring UI panel, displaying the real-time state and statistical data of each operation point and operation equipment, and pointing an object shown by an item by clicking an item camera.
9. The method for simulating surface mine production based on the webpage end as claimed in claim 1, wherein the method comprises the following steps: the step S8 of implementing the function of switching the viewing angle and adjusting the playing speed includes:
s81: creating a plurality of empty objects in the scene as visual angle positioning marks, wherein the positions and the directions of the empty objects are consistent with the visual angle of the camera;
s82: and when a corresponding visual angle switching button of the UI panel is clicked, smoothly moving and rotating the visual angle of the main camera to the corresponding empty object position.
S83: and adding a play speed control button in the UI panel, and adjusting the speed and pause function of the scene simulation operation by adjusting the time.
10. The method for simulating surface mine production based on the webpage end as claimed in claim 1, wherein the method comprises the following steps: the step S9 of implementing the project release to the WebGL platform and deploying to the iis server includes:
s91: switching the Unity3D publishing platform into a WebGL platform and publishing the project;
s92: and deploying the released project to the iis server, and adding extensions, ab and unitWeb, to the MIME type, wherein the MIME type is application/octet-stream.
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Cited By (2)
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CN115345043A (en) * | 2022-07-27 | 2022-11-15 | 山东黄金矿业(莱州)有限公司三山岛金矿 | Three-dimensional simulation method for gold underground mine mining process |
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