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@@ -590,6 +590,7 @@ export class Images360 extends THREE.EventDispatcher{
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showHotTemp = show
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viewer.switchHotType()
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let pano = this.currentPano
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+ this.highMapCube && Potree.Utils.updateVisible(this.highMapCube, 'showHotTemp', !show)
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if(Potree.settings.displayMode == 'showPanos' && pano.has_temp){
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let change = ()=>{
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@@ -624,7 +625,7 @@ export class Images360 extends THREE.EventDispatcher{
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let pano = this.currentPano
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-
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+ this.highMapCube && Potree.Utils.updateVisible(this.highMapCube, 'showHotIr', !show)
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if(Potree.settings.displayMode == 'showPanos' && pano.has_ir){
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let change = ()=>{
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@@ -658,7 +659,7 @@ export class Images360 extends THREE.EventDispatcher{
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viewer.scene.pointclouds.forEach(e=>e.updateAttrAuto())
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-
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+ this.highMapCube && Potree.Utils.updateVisible(this.highMapCube, 'showClass', !show)
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if(Potree.settings.displayMode == 'showPanos' && pano.has_seg){
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let change = ()=>{
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@@ -2395,6 +2396,16 @@ export class Images360 extends THREE.EventDispatcher{
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opacity : 0.4,
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depthTest:false,
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}))
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+
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+ /* var tile = new THREE.Mesh(geo, new ModelTextureMaterial({//之后有必要的话像4dkk一样换成ModelTextureMaterial,加深度图
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+ //side:THREE.DoubleSide
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+ transparent:true,
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+ opacity : 0.4,
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+ depthTest:false,
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+ defines: {
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+ BasePanoMap: '', //普通贴图当做全景图
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+ },
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+ })) */
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tile.position.set(i-3.5, j-3.5, -4);
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@@ -2468,8 +2479,8 @@ export class Images360 extends THREE.EventDispatcher{
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cube.scale.set(s,s,s)
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}//注:由于原本的mesh上加了深度贴图,可能距离镜头比这里的近。凡是在cube以内的部分都会挡住cube导致模糊。但是应该不常见吧(另外到天空的边缘也是很近)。姑且depthTest=false
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- this.highMapCube.visible = false;
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- Potree.Utils.setObjectLayers(this.highMapCube, 'sceneObjects'/* 'skybox' */) //因它的深度是错误的,故不在skybox层渲染,影响edlRT, 而在renderOverlay时渲染覆盖。
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+ this.hideHighMap()
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+ Potree.Utils.setObjectLayers(this.highMapCube, 'sceneObjects'/* 'skybox' */) // 它的深度是错误的,故不在skybox层渲染,影响edlRT, 而在renderOverlay时渲染覆盖。
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//console.warn('addHighMapCube')
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@@ -2674,13 +2685,13 @@ export class Images360 extends THREE.EventDispatcher{
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showHighMap(){
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if(!this.highMapCube) return
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//console.warn('showHighMap')
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- this.highMapCube.visible = true;
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+ Potree.Utils.updateVisible(this.highMapCube, 'show', true)
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}
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hideHighMap(){
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if(!this.highMapCube) return
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- //console.warn('hideHighMap')
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- this.highMapCube.visible = false;
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+ //console.warn('hideHighMap')
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+ Potree.Utils.updateVisible(this.highMapCube, 'show', false)
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}
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//缩小后继续显示cube呢还是不显示? 不显示的话,就要把cube上的复制到renderTarget上……会不会又崩溃,or没加载的显示???
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