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- datasets中的orientation为模型整体绕z轴的旋转角度, 初始为0
- filter中的:
- 数据集校准后不变的值有:
- dataset_orientation( 永远存储最初始的点位的quaternion, 在旋转时也不变, 因此它等于没有旋转时的orientation)-- --image.datasetOrientation
- dataset_floor_orientation( 一般和dataset_orientation值一样)
- dataset_location 真实的三维坐标
- dataset_floor_location
- 数据集校准后改变的值有:
- orientation-- --image.orientation( 在旋转时实时变, 且是根据模型旋转度数和dataset_orientation来算的, 所以如果dataset_orientation不对, 就会算错。)
- location-- --image.location xy为经纬度
- floor_location
- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
- 查看全局:
- var view = window.IV.getMainView()
- view.currentImage.id
- view.ImageService.images
- POI: 热点 PoiService PoiEditorDirective PoiEntity
- t.prototype.isPreviewMenuVisible-- --canDisplayResultDetails-- - PoiService.openedPoi - setOpenedPoi
- MeasurementLineMaterial: 测量线材质, 有蓝色标准实线和灰色透明虚线两种状态
- 数据集校准 saveAlignment = selectedDatasets
- this.underlayScene.children[3] 包含32个子mesh, 是全景图sphere 其材质fragment在下方
- overlayScene 里有marker, name: "location"?
- QuaternionFactory VectorFactory
- 加载深度图loadDepthImage 获取深度值getDepth( 用于更新reticule位置)。 深度图用于修改全景图sphere的gl_FragDepthEXT
- getCoordinates doPointCloudPicking doDepthImagePicking
- t.NORMAL = "normal",
- t.DATASET_ALIGNMENT = "datasetAlignment",
- t.GEO_REGISTRATION = "GeoRegistration",
- t.SITE_MODEL_EDITOR = "SiteModelEditor",
- t.NAV_GRAPH_EDITOR = "NavGraphEditor",
- t.DOWNLOAD_POINT_CLOUD = "DownloadPointCloud",
- t.MEASUREMENTS = "Measurements"
- //--关于地图和 地图上的图片-------关键词mapSizeM
- updateSubTiles更新地图tile, 如果不存在就加载
- //图片上传https://testlaser.4dkankan.com/maxkk/t-iksBApb/locat/addDataSet.html
- var QuaternionFactory = { // 同 IndoorViewerAPI的 QuaternionFactory.toArray
- toArray: function(quaternion) {
- var rot90 = (new THREE.Quaternion).setFromAxisAngle(new THREE.Vector3(0, 0, 1), THREE.Math.degToRad(-90)) //add 转入时旋转90度
- ,
- rot90Invert = rot90.clone().inverse() //add 转出时旋回90度
- var t1 = quaternion.clone().multiply(rot90Invert);
- var e = t1.toArray();
- return [e[3], e[0], e[1], e[2]]
- }
- }
- //获取旋转:
- var getQuaternion = function(angle) { //angle:0-360 角度
- var quaternion = new THREE.Quaternion().setFromEuler(new THREE.Euler(0, 0, THREE.Math.degToRad(-angle)));
- return QuaternionFactory.toArray(quaternion)
- }
- //获取缩放
- var getSize = function(imgWidth, scale) { //imgWidth:图片宽度, scale缩放值(x==y)
- var level = imgWidth / 1024; //以1024为基准
- return 95.54628610610962 * level * scale; // 95.54628610610962 = 38.21851444244385 * (2+0.5), 其中38.21851444244385 = mapSizeM / Math.pow(2,maxDepth) = 40075017 / Math.pow(2,20) 可能表示地图在缩放zoom为20时的单块宽度
- //0.5是试出来的,因为图片层的bias=0.5, 暂不知道其用处,所以试用了下……
- //另:可能不是*2.5, 也许是*256/100 ? 不知道如何精确测试下
- //有出现过一次错误是2048时的图但是大了一倍,发现是传图的那个网页在缩放值为0.1(即图为1:1显示,函数canvasFunction(extent, scale )时只有1024大小,后来刷新重新操作就是2048然后就正确。所以可能是这个网页出错。
- }
- //位置直接使用中心点的经纬度
- //-------------------------------------------------
- ===
- === = shader === === =
- 全景图 fragment
- uniform sampler2D map;
- uniform float opacity;
- varying vec2 vUv;
- #
- ifdef USE_ALPHAMAP
- uniform sampler2D alphaMap;#
- endif
- # ifdef GL_EXT_frag_depth
- uniform sampler2D depthMap;
- uniform mat4 inverseProjectionMatrix;
- uniform mat4 projectionMatrix;
- uniform vec4 viewport;#
- endif
- void main() {
- vec4 color = texture2D(map, vUv);
- float alpha = opacity;
- #
- ifdef USE_ALPHAMAP
- alpha *= texture2D(alphaMap, vUv).g;#
- endif
- gl_FragColor = vec4(color.r, color.g, color.b, alpha);
- #
- ifdef GL_EXT_frag_depth
- /*
- * Useful resources:
- *
- * https://www.khronos.org/opengl/wiki/Vertex_Post-Processing#Viewport_transform
- * Clipping, perspective divide viewport transform
- *
- * https://www.khronos.org/opengl/wiki/Compute_eye_space_from_window_space
- * From window (viewport) space back to eye space in GLSL
- *
- * https://www.khronos.org/opengl/wiki/Vertex_Transformation
- * Summary of transformations object -> world -> eye (camera, view) -> clip -> NDC -> window
- *
- * http://slideplayer.com/slide/6837153/#
- * Overview presentation
- *
- * http://www.shaderific.com/glsl-variables/
- * GLSL built-in variables
- */
- vec4 depth = texture2D(depthMap, vUv);
- //float distance = depth.r + 256. * (depth.g + 256. * depth.b);
- //distance *= 255. * .001; // distance is now in meters
- //更改
- float distance = (depth.g + depth.r / 256.) * 255.; //为什么要乘以255
- // return r[1] + r[0] / 256
- vec4 ndcPos;
- ndcPos.xy = ((2.0 * gl_FragCoord.xy) - (2.0 * viewport.xy)) / (viewport.zw) - 1.;
- ndcPos.z = (2.0 * gl_FragCoord.z - gl_DepthRange.near - gl_DepthRange.far) /
- (gl_DepthRange.far - gl_DepthRange.near);
- ndcPos.w = 1.0;
- vec4 clipPos = ndcPos / gl_FragCoord.w;
- vec4 eyePos = inverseProjectionMatrix * clipPos;
- distance += .1; // add a safety margin
- vec4 eyePos2 = vec4(normalize(eyePos.xyz) * distance, 1.);
- vec4 clipPos2 = projectionMatrix * eyePos2;
- vec4 ndcPos2 = clipPos2 * 1. / clipPos2.w;
- gl_FragDepthEXT = 0.5 * ((gl_DepthRange.far - gl_DepthRange.near) * ndcPos2.z +
- gl_DepthRange.near + gl_DepthRange.far);
- #
- endif
- }
- -- -- -- --
- MeasurementLineMaterial vertex
- "attribute vec3 previous;
- attribute vec3 next;
- attribute float side;
- attribute float width;
- attribute float counters;
- uniform vec2 resolution;
- uniform float lineWidth;
- uniform vec3 color;
- uniform float opacity;
- uniform float near;
- uniform float far;
- uniform float sizeAttenuation;
- uniform vec3 dashColor;
- uniform float dashOpacity;
- varying vec2 vUV;
- varying vec4 vColor;
- varying vec4 vDashColor;
- varying float vCounters;
- vec2 fix(vec4 i, float aspect) {
- vec2 res = i.xy / i.w;
- res.x *= aspect;
- vCounters = counters;
- return res;
- }
- // This vertex shader is a copy of the one supplied by MeshLineMaterial.
- // It supports drawing dashed lines.
- void main() {
- float aspect = resolution.x / resolution.y;
- float pixelWidthRatio = 1.0 / (resolution.x * projectionMatrix[0][0]);
- vColor = vec4(color, opacity);
- vDashColor = vec4(dashColor, dashOpacity);
- vUV = uv;
- mat4 m = projectionMatrix * modelViewMatrix;
- vec4 finalPosition = m * vec4(position, 1.0);
- vec4 prevPos = m * vec4(previous, 1.0);
- vec4 nextPos = m * vec4(next, 1.0);
- vec2 currentP = fix(finalPosition, aspect);
- vec2 prevP = fix(prevPos, aspect);
- vec2 nextP = fix(nextPos, aspect);
- float pixelWidth = finalPosition.w * pixelWidthRatio;
- float w = 1.8 * pixelWidth * lineWidth * width;
- if (sizeAttenuation == 1.0) {
- w = 1.8 * lineWidth * width;
- }
- vec2 dir;
- if (nextP == currentP) {
- dir = normalize(currentP - prevP);
- } else if (prevP == currentP) {
- dir = normalize(nextP - currentP);
- } else {
- vec2 dir1 = normalize(currentP - prevP);
- vec2 dir2 = normalize(nextP - currentP);
- dir = normalize(dir1 + dir2);
- vec2 perp = vec2(-dir1.y, dir1.x);
- vec2 miter = vec2(-dir.y, dir.x);
- }
- vec2 normal = vec2(-dir.y, dir.x);
- normal.x /= aspect;
- normal *= .5 * w;
- vec4 offset = vec4(normal * side, 0.0, 1.0);
- finalPosition.xy += offset.xy;
- gl_Position = finalPosition;
- }
- -- -- -- --
- MeasurementLineMaterial fragment
- uniform sampler2D map;
- uniform sampler2D alphaMap;
- uniform float useMap;
- uniform float useAlphaMap;
- uniform float useDash;
- uniform float dashArray;
- uniform float dashOffset;
- uniform float dashRatio;
- uniform float visibility;
- uniform float alphaTest;
- uniform vec2 repeat;
- uniform sampler2D depthTexture;
- uniform sampler2D rgbaTexture;
- uniform float nearPlane;
- uniform float farPlane;
- uniform float occlusionDistance;
- uniform float clipDistance;
- uniform vec2 viewportSize;
- uniform vec2 viewportOffset;
- varying vec2 vUV;
- varying vec4 vColor;
- varying vec4 vDashColor;
- varying float vCounters;
- // Converts the exponential depth value from the depth buffer to a linear value
- // See https://learnopengl.com/Advanced-OpenGL/Depth-testing for more information about this formula
- float convertToLinear(float zValue) {
- float z = zValue * 2.0 - 1.0;
- return (2.0 * nearPlane * farPlane) / (farPlane + nearPlane - z * (farPlane - nearPlane));
- }
- void main() {
- vec4 c = vDashColor;
- // <-- The following section of the shader is copied from MeshLineMaterial
- // Sample the fragment from a texture if such is supplied
- if (useMap == 1.0) {
- c *= texture2D(map, vUV * repeat);
- }
- // Sample the fragment's alpha value from an alpha texture if such is supplied
- if (useAlphaMap == 1.0) {
- c.a *= texture2D(alphaMap, vUV * repeat).a;
- }
- // Discard the fragment if below the alpha threshold
- if (c.a < alphaTest) {
- discard;
- }
- // If the line is dashed, set the alpha value of the fragment according to the line segment it belongs to
- if (useDash == 1.0) {
- c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));
- }
- // <-- end of copied code
- #
- ifdef GL_EXT_frag_depth
- // mixFactor and clipFactor define the color mixing proportion between the states of
- // full visibility and occluded visibility
- // and
- // full visibility and total invisibility
- float mixFactor = 0.0;
- float clipFactor = 0.0;
- // The linear depth value of the current fragment
- float fragDepth = convertToLinear(gl_FragCoord.z);
- // The coordinates of the current fragment in the depth texture
- vec2 depthTxtCoords = vec2(gl_FragCoord.x - viewportOffset.x, gl_FragCoord.y) / viewportSize;
- // The linear depth value of the pixel occupied by this fragment in the depth buffer
- float textureDepth = convertToLinear(texture2D(depthTexture, depthTxtCoords).r);
- // The difference between the two depths
- float delta = textureDepth - fragDepth;
- if (delta < 0.0) {
- // occlusionDistance and clipDistance define the width of the respective zones and
- // mixFactor and clipFactor express the interpolation between the two colors depending on the position
- // of the current fragment withing those zones.
- mixFactor = clamp(delta / occlusionDistance, 0.0, 1.0);
- clipFactor = clamp(delta / clipDistance, 0.0, 1.0);
- }
- // If the fragment is totally transparent, don't bother drawing it
- if (clipFactor == 1.0) {
- discard;
- }#
- else
- float mixFactor = 0.0;
- float clipFactor = 0.0;#
- endif
- // Calculate the color of the dashed version of the line
- vec4 backColor = vec4(c.rgb, c.a * step(vCounters, visibility));
- // Mix between the solid and the dahsed versions of the line according to the mixFactor
- gl_FragColor = mix(vColor, backColor, mixFactor);
- // Set the alpha value of the fragment according to the clipFactor
- // Note that clipFactor was previously clamped [0.0;1.0]
- gl_FragColor.a *= (1.0 - clipFactor);
- }
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