import * as THREE from "../../../../libs/three.js/build/three.module.js"; import {TextSprite} from "../../objects/TextSprite.js"; import ModelTextureMaterial from "../../materials/ModelTextureMaterial.js"; import FastTranPass from '../../materials/FastTranPass.js' import Common from "../../utils/Common.js"; import math from "../../utils/math.js"; import cameraLight from "../../utils/cameraLight.js"; import {MeshDraw, LineDraw} from '../../utils/DrawUtil.js' import Panorama from "./Panorama.js"; import browser from '../../utils/browser.js' import QualityManager from './tile/QualityManager.js' import TileDownloader from './tile/TileDownloader.js' import PanoRenderer from './tile/PanoRenderer.js' import TilePrioritizer from './tile/TilePrioritizer.js' import {transitions, easing, lerp} from "../../utils/transitions.js"; import DepthImageSampler from './DepthImageSampler.js' let {PanoSizeClass,Vectors,GLCubeFaces, PanoramaEvents} = Potree.defines var rot90 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0,0,1), Math.PI/2 ); //使用的是刚好适合全景图的,给cube贴图需要转90° let raycaster = new THREE.Raycaster(); //let currentlyHovered = null; let texLoader = new THREE.TextureLoader() let addLine = (origin, dir, len, color='#fff') => { var line1 = LineDraw.createLine([origin, origin.clone().add(dir.clone().multiplyScalar(len || 1))], { color }) //console.log(origin.toArray(), dir.toArray()) viewer.scene.scene.add(line1) return line1 } let tileArr = [] let previousView = { controls: null, position: null, target: null, }; const HighMapCubeWidth = 1 const directionFactor = 400 //原先10,几乎只往距离近的走了;设置太大容易略过近处漫游点走向下坡,因为鼠标一般在地面,下坡的漫游点更有利 export class Images360 extends THREE.EventDispatcher{ constructor(viewer ){ super(); this.viewer = viewer; this.panos = []; this.neighbourMap = {} this.node = new THREE.Object3D(); this.node.name = 'ImagesNode' this.cubePanos = []; this.fastTranMaskPass = new FastTranPass(viewer.renderer) { this.cube = new THREE.Mesh(new THREE.BoxBufferGeometry(1,1,1,1),new ModelTextureMaterial()); Potree.Utils.updateVisible(this.cube,'showSkybox', false ) this.cube.layers.set(Potree.config.renderLayers.skybox) this.cube.name = 'skyboxCube' viewer.scene.scene.add(this.cube) } if(Potree.settings.testCube){ this.cubeTest = this.cube.clone() this.cubeTest.material = new THREE.MeshBasicMaterial({ wireframe:true, color:'#FF3377', transparent:true, opacity:0.7, depthWrite:false, depthTest:false, }) viewer.scene.scene.add(this.cubeTest) this.cubeTest.visible = true } this.flying_ = false this.currentPano = null; this.mouseLastMoveTime = Date.now() this.scrollZoomSpeed = 0.06 this.zoomLevel = 1 this.tileDownloader = new TileDownloader; this.qualityManager = new QualityManager this.panoRenderer = new PanoRenderer(viewer, this.tileDownloader, this.qualityManager) this.basePanoSize = this.qualityManager.getPanoSize(PanoSizeClass.BASE); this.standardPanoSize = this.qualityManager.getPanoSize(PanoSizeClass.STANDARD); this.highPanoSize = this.qualityManager.getPanoSize(PanoSizeClass.HIGH); this.ultraHighPanoSize = this.qualityManager.getPanoSize(PanoSizeClass.ULTRAHIGH); this.tileDownloader.processPriorityQueue = !1; this.tileDownloader.tilePrioritizer = new TilePrioritizer(this.qualityManager, this.basePanoSize, this.standardPanoSize, this.highPanoSize, this.ultraHighPanoSize); {//高分辨率cube 放大 this.addHighMapCube() viewer.addEventListener(PanoramaEvents.Enter,(e)=>{ this.setHighMap(e.newPano) }) viewer.addEventListener('panoSetZoom',(e)=>{ if(Potree.settings.displayMode == 'showPanos'){ e.zoomed ? this.showHighMap() : this.hideHighMap() //add } }) } this.depthSampler = new DepthImageSampler(); viewer.fpControls.addEventListener('dollyStopCauseUnable',(e)=>{ if(/* e.hoverViewport != viewer.mainViewport || */!Potree.settings.zoom.enabled)return if(e.scale != void 0){//触屏 this.zoomBy(e.scale, e.pointer) }else{//滚轮 let zoom; if(e.delta > 0){ zoom = 1 + this.scrollZoomSpeed }else{ zoom = 1 - this.scrollZoomSpeed } e.delta != 0 && this.zoomBy(zoom) } }) let click = (e) => {//不用"mouseup" 是因为 mouseup有drag object时也会触发 if(e.clickElement || Potree.settings.unableNavigate || this.flying || !e.isTouch && e.button != THREE.MOUSE.LEFT || e.drag && e.drag.object //拖拽结束时不算 || Potree.settings.editType == 'pano' && viewer.modules.PanoEditor.activeViewName != 'mainView' || Potree.settings.editType == 'merge' && !e.intersectPoint || viewer.inputHandler.hoveredElements[0] && viewer.inputHandler.hoveredElements[0].isModel && e.intersectPoint.distance > viewer.inputHandler.hoveredElements[0].distance ) return if(Potree.settings.editType != 'pano' && Potree.settings.editType != 'merge'){ if( e.hoverViewport == viewer.mapViewer.viewports[0]){ return viewer.mapViewer.dispatchEvent(e/* {type:'global_click',e } */) }else if(e.hoverViewport != viewer.mainViewport){ //如数据集校准其他viewport return } } if(!Potree.settings.dblToFocusPoint/* && this.currentPano */){//双击不会focus点云 或者 已经focusPano了 this.flyToPanoClosestToMouse() } } viewer.addEventListener('global_click' , click) viewer.addEventListener("global_mousemove", (e) => { if(!Potree.settings.unableNavigate && Potree.settings.ifShowMarker && e.hoverViewport == viewer.mainViewport){//如果不显示marker,就在点击时再更新 this.updateClosestPano(e.intersect) } }); this.addEventListener('markerHover',(e)=>{ this.updateClosestPano(e.pano, e.hovered) }) if(!Potree.settings.isOfficial){ this.domRoot = viewer.renderer.domElement.parentElement; let elUnfocus = $(""); elUnfocus.css({ position : "absolute", right : '25%', bottom: '20px', zIndex: "10000", fontSize:'1em', color:"black", display:'none', background:'rgba(255,255,255,0.8)', }) elUnfocus.on("click", () => this.unfocus()); this.elUnfocus = elUnfocus; this.domRoot.appendChild(elUnfocus[0]); if(Potree.settings.editType != 'merge'){ let elHide = $("") elHide.css({ position : "absolute", right : '40%', bottom: '20px', zIndex: "10000", fontSize:'1em' ,color:"black", width : '100px', background:'rgba(255,255,255,0.8)', }) this.domRoot.appendChild(elHide[0]); elHide.on("click", (e) => { let visi = Potree.Utils.getObjVisiByReason(viewer.scene.pointclouds[0], 'force') viewer.scene.pointclouds.forEach(e=>{ Potree.Utils.updateVisible(e, 'force', !visi) }) elHide.val(!visi ? "隐藏点云" : "显示点云") }); } let elDisplayModel = $("") elDisplayModel.css({ position : "absolute", right : '65%', bottom: '20px', zIndex: "10000", fontSize:'1em',color:"black", width : '100px', background:'rgba(255,255,255,0.8)', }) this.domRoot.appendChild(elDisplayModel[0]); elDisplayModel.on("click", (e) => { if(Potree.settings.displayMode == 'showPointCloud' && this.panos.length == 0)return Potree.settings.displayMode = Potree.settings.displayMode == 'showPointCloud' ? 'showPanos' : 'showPointCloud' }); this.elDisplayModel = elDisplayModel if(viewer.mapViewer){ let mapStyleBtn = $("") mapStyleBtn.css({ position : "absolute", right : '50%', bottom: '20px', zIndex: "10000", fontSize:'1em' ,color:"black", width : '100px', background:'rgba(255,255,255,0.8)', }) this.domRoot.appendChild(mapStyleBtn[0]); let map = viewer.mapViewer.mapLayer.maps.find(e=>e.name == 'map') mapStyleBtn.on("click", (e) => { map.switchStyle(map.style == 'satellite' ? 'standard' : 'satellite') mapStyleBtn.val(map.style == 'satellite' ? '卫星' : '普通') }); } } {//切换模式 let displayMode = ''; this.latestRequestMode = '';//因为可能延迟,所以记录下每次的请求模式,延迟后判断这个 Object.defineProperty(Potree.settings , "displayMode",{ get: function() { return displayMode }, set: (mode)=> { this.latestRequestMode = mode console.warn('Request setMode: ' + mode) this.dispatchEvent({type:'requestMode',mode}) let config2 let config = Potree.config.displayMode[mode] if(this.isAtPano() && !this.latestToPano){ config2 = config.atPano }else{ config2 = config.transition } let changeTileDownload = ()=>{ if(config2.showSkybox || config2.showPoint && config2.pointUsePanoTex){ this.tileDownloader.start() this.currentPano && this.currentPano.enter() }else{ this.tileDownloader.stop() this.currentPano && this.currentPano.exit() this.nextPano && (viewer.cancelLoad(this.nextPano)) } } if(mode != displayMode){ let camera = viewer.scene.getActiveCamera() if(mode == 'showPanos' && viewer.mainViewport.view.isFlying()){//飞完才能切换全景 let f = ()=>{ if(this.latestRequestMode == mode){//如果ui还是停在这个模式的话 Potree.settings.displayMode = mode } viewer.mainViewport.view.removeEventListener('flyingDone', f) } viewer.mainViewport.view.addEventListener('flyingDone', f) //once return } if(this.isAtPano() && !this.latestToPano){ config2 = config.atPano }else{ config2 = config.transition if(mode == 'showPanos'){//自动飞入一个pano //要改成飞进最近的。。。 if(this.panos.length == 0)return //this.modeChanging = true //主要是因为到全景图不会立刻成功 let wait = (e)=>{ console.log('flyToPanoDone') this.removeEventListener('flyToPanoDone',wait) setTimeout(()=>{ if(this.latestRequestMode == mode ){ Potree.settings.displayMode = mode } },e.makeIt ? 1 : 50) } this.addEventListener('flyToPanoDone',wait) //等待飞行完毕。flyToPano的callback可能不执行所以换这个。但也可能被cancel this.flyToPano({ pano: this.findNearestPano(), //dealDoneWhenCancel:true, /* callback: ()=>{ setTimeout(()=>{ //防止循环,所以延迟 if(this.latestRequestMode == mode ){ Potree.settings.displayMode = mode } },1) } */ }) return; }else{ } } changeTileDownload() if(config2.showSkybox || config2.pointUsePanoTex){ let wait = ( )=> { //console.log('waitdone') //if(e.pano && e.pano != this.currentPano)return //loadedDepthImg setTimeout( ()=>{ if(this.latestRequestMode == mode ){ Potree.settings.displayMode = mode } },1) } //this.updateDepthTex() if(this.checkAndWaitForPanoLoad(this.currentPano, this.basePanoSize, wait)){ //console.log('等待贴图加载2', this.currentPano.id) return } } viewer.scene.pointclouds.forEach(e=>{ Potree.Utils.updateVisible(e, 'displayMode', config2.showPoint, 2 ) }) if(config2.pointUsePanoTex){ viewer.scene.pointclouds.forEach(e=>{ e.material.setProjectedPanos(this.currentPano,this.currentPano, 1) }) }else{ viewer.scene.pointclouds.forEach(e=>{ e.material.stopProjectedPanos() }) } Potree.Utils.updateVisible(this.cube,'showSkybox',config2.showSkybox )// this.cube.visible = config2.showSkybox //this.cube.visible = config.atPano.showSkybox if(this.cube.visible){ //this.cube.material.setProjectedPanos(this.currentPano, this.currentPano, 1) this.setProjectedPanos({ progress:1, ifSkybox: true, ifPointcloud : false, easeInOutRatio : 0, pano0:this.currentPano, pano1:this.currentPano }) }else{ this.smoothZoomTo(1) this.resetHighMap() this.hideHighMap() } /* viewer.dispatchEvent({ type: "enableChangePos", canLeavePano : config.canLeavePano , viewport: }) */ //viewer.mainViewport.unableChangePos = !config.canLeavePano displayMode = mode if(mode == 'showPanos'){ camera.far = viewer.farWhenShowPano //修改far Potree.settings.pointDensity = 'panorama' if(Potree.config.displayMode.showPanos.transition.pointUsePanoTex){ viewer.scene.pointclouds.forEach(e=>{ e.material.pointSizeType = 'FIXED' }) } this.updateCube(this.currentPano) }else{ if(camera.limitFar) camera.far = Potree.settings.cameraFar;//修改far Potree.settings.pointDensity = Potree.settings.UserPointDensity //Potree.sdk && Potree.sdk.scene.changePointOpacity() if(Potree.config.displayMode.showPanos.transition.pointUsePanoTex){ viewer.scene.pointclouds.forEach(e=>{ e.material.pointSizeType = Potree.config.material.pointSizeType }) } } camera.updateProjectionMatrix() if(this.elDisplayModel){ this.elDisplayModel.val( mode == 'showPointCloud' ? ">>全景" : '>>点云') } /* this.panos.forEach(e=>{ Potree.Utils.updateVisible(e, 'modeIsShowPanos', mode == 'showPanos', 1, mode == 'showPanos' ? 'add':'cancel') // }) */ this.dispatchEvent({type:'endChangeMode',mode}) console.log('setModeSuccess: ' + mode) }else{ changeTileDownload() //this.dispatchEvent({type:'endChangeMode',mode}) } } }) Potree.settings.displayMode = 'showPointCloud' }// 切换模式 end {// let currentPano = null; Object.defineProperty(this , "currentPano",{ get: function() { return currentPano }, set: function(e) { if(e != currentPano){ //console.log('set currentPano ', e.id) currentPano && currentPano.exit() e && e.enter() currentPano = e } } }) } {//是否显示marker let ifShowMarker = true; Object.defineProperty(Potree.settings, "ifShowMarker",{ get: function() { return ifShowMarker }, set: (show)=>{ show = !!show if(show != ifShowMarker){ this.panos.forEach(pano=>{ Potree.Utils.updateVisible(pano, 'ifShowMarker', show, 1 ) }) //this.emit('markersDisplayChange', show) ifShowMarker = show viewer.dispatchEvent('showMarkerChanged') viewer.dispatchEvent('content_changed') } } }) } viewer.addEventListener("update", () => { this.update(viewer); }); //viewer.inputHandler.addInputListener(this); var keys = { FORWARD: ['W'.charCodeAt(0), 38], BACKWARD: ['S'.charCodeAt(0), 40], LEFT: ['A'.charCodeAt(0), 37], RIGHT: ['D'.charCodeAt(0), 39], } viewer.inputHandler.addEventListener('keydown',(e)=>{ if(Potree.settings.displayMode == 'showPanos'){ for(let i in keys){ if(keys[i].some(a => a == e.keyCode)){ switch(i){ case 'FORWARD': this.flyLocalDirection(Vectors.FORWARD.clone()); break; case 'BACKWARD': this.flyLocalDirection(Vectors.BACK.clone()); break; case 'LEFT': this.flyLocalDirection(Vectors.LEFT.clone()); break; case 'RIGHT': this.flyLocalDirection(Vectors.RIGHT.clone()); break; } break; } } } }) }; updateDepthTex(pano){ if(this.currentPano != pano || !pano.depthTex)return //this.depthSampler.changeImg(pano.depthTex.image); //pick sampler要飞到了才能切换图,而skybox贴图是随着全景图切换而切换的 this.cube.material.updateDepthTex(pano) //确保一下 } findNearestPano(pos){ pos = pos ? new THREE.Vector3().copy(pos) : this.position let result = Common.sortByScore(this.panos,[Images360.filters.isEnabled()],[e=>-e.position.distanceTo(pos)]) let pano = result[0] && result[0].item return pano } /* set flying(v){//正在飞向pano this.flying_ = !!v //console.log('this.flying_ ', !!v ) //this.emit('flying', this.flying_) let config = Potree.config.displayMode[Potree.settings.displayMode] viewer.mainViewport.unableChangePos = !config.canLeavePano || !!v } get flying(){ return this.flying_ } */ flyLocalDirection(dir) { var direction = this.getDirection(dir), option1 = 1 === dir.y ? .4 : .75, option2 = 1 === Math.abs(dir.x); return this.flyDirection(direction, option1, option2, true) } getDirection(e) { if(!e){ return viewer.scene.view.direction }else{ return e = e ? e : (new THREE.Vector3).copy(Vectors.FORWARD), e.applyQuaternion(viewer.mainViewport.camera.quaternion) } } get position(){ return this.viewer.scene.view.position.clone() } isAtPano(precision){//是否在某个漫游点上 if(precision){ return this.currentPano && math.closeTo(viewer.scene.view.position, this.currentPano.position, precision) } return this.currentPano && viewer.scene.view.position.equals(this.currentPano.position) } updateProjectedPanos(){//更新材质贴图 //console.warn('updateProjectedPanos') this.projectedPano0 && this.projectedPano1 && this.setProjectedPanos({pano0:this.projectedPano0, pano1:this.projectedPano1}) } setProjectedPanos(o={}){//设置cube和点云的材质贴图 this.cube.material.setProjectedPanos(o.pano0, o.pano1, o.progress) if(o.ifPointcloud){ viewer.scene.pointclouds.forEach(e=>{ e.material.setProjectedPanos(o.pano0, o.pano1, o.progress, o.easeInOutRatio) }) } //console.warn('setProjectedPanos ', o.pano0.id , o.pano1.id) this.projectedPano0 = o.pano0 this.projectedPano1 = o.pano1 } cancelFlyToPano(toPano){//取消当前已有的飞行准备,前提是相机还未移动 if(viewer.mainViewport.view.isFlying() || toPano && this.latestToPano != toPano)return //Potree.Log('cancelFlyToPano', this.latestToPano && this.latestToPano.pano.id) this.nextPano = null this.latestToPano = null } flyToPano(toPano) { //飞向漫游点 if(!toPano)return if(typeof toPano == 'number')toPano = this.panos[toPano] if(toPano instanceof Panorama){ toPano = {pano: toPano} } let done = (makeIt, disturb)=>{ //console.log('flyToPano done ', toPano.pano.id, makeIt, disturb ) if(makeIt || disturb) { // disturb已经开始飞行但中途取消 toPano.callback && toPano.callback(makeIt) //this.flying = false this.cancelFlyToPano(toPano) this.updateClosestPano(this.closestPano,false) //飞行结束后取消点击漫游点时得到的closestPano }else{ } this.dispatchEvent({type:'flyToPanoDone', makeIt, disturb}) this.fastTranMaskPass.stop() toPano.deferred && toPano.deferred.resolve(makeIt) //测量线截图时发现,resolve需要写在flying=false 后才行。 } if(!toPano.pano.enabled)return done(false,true); //Potree.Log('hope flyToPano: '+toPano.pano.id, toPano.pano.position.toArray() ) if(this.latestToPano && this.latestToPano != toPano && (//还在飞 this.latestToPano.pano != this.currentPano || !this.isAtPano())){//如果旧的toPano只在pano旋转镜头,就直接取消旧的,继续执行 return done(false) } if(this.currentPano == toPano.pano && this.isAtPano() && !toPano.target && !toPano.quaternion ){ //已在该pano this.dispatchEvent({type:'flyToPano', toPano}) return done(true); } //Potree.Log('flyToPano: '+toPano.pano.id, toPano.pano.position.toArray() /* this.latestToPano && this.latestToPano.pano.id */ ) let target = toPano.target let config = Potree.config.displayMode[Potree.settings.displayMode] let pano = toPano.pano let dis = pano.position.distanceTo(this.position) this.nextPano = pano this.latestToPano = toPano //this.flying = true //防止新的请求 //Potree.Log('flyToPano:'+pano.id + ' , duration:'+toPano.duration, null, 12) {//不飞的话是否不要执行这段? let wait = (e)=> { //console.log('wait done', pano.id) if(/* e.pano && */this.latestToPano && pano != this.latestToPano.pano)return//loadedDepthImg if(this.latestToPano != toPano)return Potree.Log('已经取消', pano.id) //如果取消了 setTimeout(()=>{ if(this.latestToPano != toPano)return this.flyToPano(toPano) },1) } if(!pano.depthTex && pano.pointcloud.hasDepthTex){ //点云模式也要加载depthTex,因获取neighbour需要用到 console.log('等待加载depthtex', pano.id) pano.addEventListener('loadedDepthImg', wait, {once:true}) return pano.loadDepthImg() } if(config.atPano.showSkybox || config.atPano.pointUsePanoTex){ let a = this.updateCube(this.currentPano, toPano.pano) if(a == 'useBound'){ toPano.useBound = true } if(this.checkAndWaitForPanoLoad(pano, toPano.basePanoSize || this.basePanoSize, wait )){ //console.log('等待贴图加载',pano.id) return } } } config = Potree.config.displayMode[Potree.settings.displayMode] //可能换了 let pointcloudVisi = config.atPano.showPoint //viewer.scene.pointclouds[0].visible Potree.Utils.updateVisible(this.cube,'showSkybox', config.atPano.showSkybox ) // this.cube.visible = config.atPano.showSkybox //console.log('开始飞1') if(config.transition.showPoint){ viewer.scene.pointclouds.forEach(e=>{ Potree.Utils.updateVisible(e, 'displayMode', true) }) } const endPosition = pano.position.clone() let T = Potree.config.transitionsTime /* let maxTime = this.isAtPano() ? T.panoToPanoMax : T.flyIn let duration = toPano.duration == void 0 ? (T.flyMinTime+Math.min(T.flytimeDistanceMultiplier * dis, maxTime)) : toPano.duration */ /* let maxDis = this.isAtPano() ? T.maxDistanceThreshold : T.maxDistanceThresholdFlyIn let duration = toPano.duration == void 0 ? Math.min(dis, T.maxDistanceThreshold) * T.flytimeDistanceMultiplier + T.flyMinTime : toPano.duration */ let maxDis = 7 let duration = toPano.duration == void 0 ? Math.min(dis, maxDis) * T.flytimeDistanceMultiplier + T.flyMinTime : toPano.duration if(config.transition.showSkybox || config.transition.pointUsePanoTex){ if(Potree.settings.fastTran ){ this.fastTranMaskPass.start() //截图当前画面 viewer.scene.view.position.copy(endPosition) } this.setProjectedPanos({ progress: 0, ifSkybox: this.cube.visible, ifPointcloud : config.transition.pointUsePanoTex, easeInOutRatio : pointcloudVisi ? 0.3 : 0, pano0:this.currentPano, pano1:pano }) } if(toPano.useBound){ duration = Math.min(1500, duration) toPano.easeName = 'easeInOutQuad' }else{ if(endPosition.equals(this.position))toPano.easeName = 'easeOutSine' } { toPano.easeName = toPano.easeName || 'linearTween' toPano.duration = duration this.beforeFlyToPano(toPano) } /* let fly = ()=>{ this.dispatchEvent({type:'flyToPano', toPano}) viewer.scene.view.setView({position:endPosition, target, quaternion:toPano.quaternion , duration, callback:()=>{ if(!config.atPano.pointUsePanoTex){ viewer.scene.pointclouds.forEach(e=>{ e.material.stopProjectedPanos() }) } this.currentPano = pano; this.nextPano = null; if(Potree.settings.displayMode == 'showPanos'){ viewer.scene.pointclouds.forEach(e=>{ Potree.Utils.updateVisible(e, 'displayMode',pointcloudVisi) }) } done(true); this.updateDepthTex(this.currentPano) }, onUpdate:(progress)=>{ //console.log('uniforms progress',progress) this.cube.material.uniforms.progress.value = progress viewer.scene.pointclouds.forEach(e=>{ e.material.uniforms.progress.value = progress }) }, cancelFun:()=>{ done(false, true) }, Easing:easeName }) //duration > 0 && (this.flying = true) //再写一遍 防止cancel其他项目导致flying为false } */ let onUpdate = (progress)=>{ this.cube.material.uniforms.progress.value = progress viewer.scene.pointclouds.forEach(e=>{ e.material.uniforms.progress.value = progress }) } let fly = ()=>{ let startProgress = toPano.progress = toPano.progress || 0 let loadNextProgress = THREE.MathUtils.clamp(1 - 2.5 / dis, 0.3, 0.8) //console.log(loadNextProgress, (1-loadNextProgress) * dis ) this.dispatchEvent({type:'flyToPano', toPano}) viewer.scene.view.setView({position:endPosition, target, quaternion:toPano.quaternion , duration:toPano.duration, onUpdate:(progress_, delta)=>{ let progress = startProgress + progress_ * (1 - startProgress) let currentSpeed if (progress_ != 1 && progress_ != 0) { // 1的时候不准,往往偏小, 0的时候速度为0,也不记录 currentSpeed = ((progress - toPano.progress) * dis) / delta //记录下当前速度,当变为匀速时可以过渡到flySpeed } else { currentSpeed = toPano.currentSpeed || 0 } toPano.currentSpeed = currentSpeed toPano.progress = progress //console.log('progress_', progress_, 'delta',delta , 'progress', progress/*, 'currentSpeed', currentSpeed, */ ) if (progress > loadNextProgress && toPano.easeName == 'linearTween' && currentSpeed){// 减速. 如果仅旋转就不停止 //console.log('减速', /* currentSpeed , */progress_ ) toPano.easeName = 'easeOutSine' let restDis = (1 - progress) * dis toPano.duration = (Math.PI / 2 * restDis) / currentSpeed // 这样能保证初始速度为currentSpeed viewer.scene.view.cancelFlying('all',false) //为了防止执行cancelFun先主动cancel toPano.flyCount = 2 fly(toPano) } onUpdate(progress) }, callback:()=>{ if(!config.atPano.pointUsePanoTex){ viewer.scene.pointclouds.forEach(e=>{ e.material.stopProjectedPanos() }) } this.lastPano = this.currentPano //记录,调试 this.currentPano = pano; this.nextPano = null; if(Potree.settings.displayMode == 'showPanos'){ viewer.scene.pointclouds.forEach(e=>{ Potree.Utils.updateVisible(e, 'displayMode',pointcloudVisi) }) } done(true); this.updateDepthTex(this.currentPano) //删除dispose的depthTex }, cancelFun:()=>{ done(false, true) }, Easing:toPano.easeName, ignoreFirstFrame : toPano.flyCount != 2 //变换transition时不停一帧 }) } if(Potree.settings.displayMode == 'showPanos'){ setTimeout(fly, 40); //更新geo后缓冲 }else{ fly() } //console.log('flyToPano:', toPano.pano.id) } beforeFlyToPano(toPano){ if(this.currentPano != toPano.pano) { if(Potree.settings.displayMode == 'showPanos'){ this.resetHighMap() } this.smoothZoomTo(toPano.zoomLevel || 1, toPano.duration / 2); } } /* updateCube(pano0, pano1){ if(Potree.settings.displayMode != 'showPanos')return if(!viewer.scene.pointclouds.some(e=>!e.hasDepthTex)) return this.updateCube2(pano0, pano1) //都hasDepthTex的话 let useBound = (bound, size)=>{ size = size || bound.getSize(new THREE.Vector3) let center = bound.getCenter(new THREE.Vector3) size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth)) this.cube.scale.copy(size) this.cube.position.copy(center) } let getPanoBound = (pano)=>{//因漫游点可能在点云外部,如室外平地,所以需要union进漫游点 let panoBound = new THREE.Box3 panoBound.expandByPoint(pano.position) panoBound.expandByVector(new THREE.Vector3(10,10,10));//give pano a margin return pano.pointcloud.bound.clone().union(panoBound) } let getDis = (bound1, bound2)=>{ //获取bound1边界到bound2边界距离 if(bound1.intersectsBox(bound2))return 0 let center1 = bound1.getCenter(new THREE.Vector3) let center2 = bound2.getCenter(new THREE.Vector3) let dis = center1.distanceTo(center2) let dis1 = bound1.distanceToPoint(center2) let dis2 = bound2.distanceToPoint(center1) return dis1 + dis2 - dis } if(pano1){//过渡 if(pano0.pointcloud == pano1.pointcloud){//同一个数据集内的过渡 useBound(getPanoBound(pano0)) }else{//非同一个数据集内的过渡 let bound = getPanoBound(pano0).union(getPanoBound(pano1)) if(getDis(pano0.pointcloud.bound, pano1.pointcloud.bound) < 100){ useBound(bound) }else{//如果两个数据集boundingbox距离大于这个距离,扩大一下,防止精度问题导致失真//对很远的数据集似乎没有什么用 let size = bound.getSize(new THREE.Vector3) let max = Math.max(size.x, size.y, size.z) size.set(max,max,max) useBound(pano0.pointcloud.bound.clone().union(pano1.pointcloud.bound), size) } } }else{ useBound(getPanoBound(pano0)) //假定一个数据集不会太大,否则会造成失真,且bump时移动距离看起来很小。或者可以考虑用固定大小 } } */ getIntersect(pano, dir, origin){ if(pano && pano.pointcloud.hasDepthTex ){ return this.depthSampler.sample( {dir }, pano, true ) }else{ origin = origin || pano.position return viewer.inputHandler.getIntersect({ viewport:viewer.inputHandler.hoverViewport, onlyGetIntersect:true, usePointcloud:true, point: origin.clone().add(dir), cameraPos: origin }) } } /* updateCube(pano0, pano1){//增加细分的版本,且垂直方向上也分多个 if(Potree.settings.displayMode != 'showPanos')return console.log('updateCube',pano0.id, pano1&&pano1.id) let f = (bound, size)=>{ size = size || bound.getSize(new THREE.Vector3) let center = bound.getCenter(new THREE.Vector3) size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth)) this.cube.scale.copy(size) this.cube.position.copy(center) } this.cube.geometry.dispose(); if(pano1){//过渡 let count1, count2; let panoIndex = 0 let add = (pano, dir )=>{ let getPI = function(index, panoIndex_){ if(panoIndex_ == void 0) panoIndex_ = panoIndex return (count1 * count2 + 2 ) * panoIndex_ + index + 2 } let minZ, maxZ minZ = pano.floorPosition.z {//天花板高度值 //用三个间隔120度散开,和中心垂直线成一定夹角的三个向量去求 最高高度 (不求平均的原因:万一是0不好算) let rotMat = new THREE.Matrix4().makeRotationX(THREE.Math.degToRad(40))// 角度不能小于天花板中空的半径,大概就是0.2*Math.PI=36度 let dir1 = new THREE.Vector3(0,0,1).applyMatrix4(rotMat) let rotMat1 = new THREE.Matrix4().makeRotationZ(Math.PI*2 / 3); let rotMat2 = new THREE.Matrix4().makeRotationZ(-Math.PI*2 / 3); let dir2 = dir1.clone().applyMatrix4(rotMat1) let dir3 = dir1.clone().applyMatrix4(rotMat2) let zs = [dir1,dir2,dir3].map(dir_=>{ let intersect = this.depthSampler.sample( {dir: dir_}, pano, true ) let z = intersect ? intersect.location.z : pano.position.z return z }) zs.sort((a,b)=>{return b-a});//得最大值 maxZ = zs[0] let min = pano.position.z + 1 if(maxZ < pano.position.z + 0.04){//户外 maxZ = pano.position.z + 50 } maxZ = Math.max(min,maxZ) console.log(pano.id, 'maxZ:',maxZ ) console.log(pano.id, 'minZ:',minZ ) } [maxZ, minZ ].forEach(z=>{ posArr.push(pano.position.clone().setZ(z)) }) const angle = Math.PI/8 let getDir = (angle_)=>{ let rotMat = new THREE.Matrix4().makeRotationZ(angle_) return dir.clone().applyMatrix4(rotMat) } let dirs = [ getDir(angle*4), getDir(angle*3), getDir(angle*2), getDir(angle), dir.clone(), getDir(-angle) , getDir(-angle*2), getDir(-angle*3), getDir(-angle*4) ]; // 夹角总和180度 count1 = dirs.length dirs.forEach((dir, index)=>{//获取在这个方向上和墙体intersect的最远距离,使用中、上、下三个方向 let dirs_ = [ dir.clone().setZ(Math.tan(THREE.Math.degToRad(30))).normalize(), dir.clone().setZ(Math.tan(THREE.Math.degToRad(15))).normalize(), dir.clone(), // 水平方向 dir.clone().setZ(-Math.tan(THREE.Math.degToRad(15))).normalize(), dir.clone().setZ(-Math.tan(THREE.Math.degToRad(30))).normalize(), ]; count2 = dirs_.length dirs_.forEach((dir_, i) =>{ let intersect = this.depthSampler.sample( {dir: dir_}, pano, true ) let location if(!intersect){ //超级远 let distance = 100 location = dir_.clone().multiplyScalar(distance).add(pano.position) intersect = {distance,location} } //intersect.distance location = intersect.location.clone() let shouldZ// = THREE.Math.clamp(intersect.location.z, minZ, maxZ); let needShrink = false if(i == 0){//最上方的点高度直接等于天花板 shouldZ = maxZ if(location.zminZ)location.z = minZ else needShrink = true } if(needShrink ){//需要在保持dir_不变的情况下修改z let len = (shouldZ - pano.position.z) / (intersect.location.z - pano.position.z) * intersect.distance location = dir_.clone().multiplyScalar(len).add(pano.position) } posArr.push(location) if(index!=0 && i!=0){//加入一块四方面 let curIndex = getPI(count2 * index + i); faceArr.push([curIndex-1, curIndex-count2-1, curIndex-count2], [curIndex-1, curIndex, curIndex-count2]) } }) if(index!=0){ let top = -2; let btm = -1 faceArr.push([getPI(count2*(index-1) ), getPI(count2*index ), getPI(top) ])//天花板扇形 faceArr.push([getPI(count2*index-1), getPI(count2*(index+1)-1), getPI(btm) ] )//地板扇形 }else{ //加入和另一个pano连接的其中一个侧边 let panoIndex2 = (panoIndex + 1) % 2; for(let i=1;i{ //该点前方近处是否都被遮挡 。 为了防止杂点干扰,多个方向探测 let vec = new THREE.Vector3().subVectors(subPano.position, mainPano.position).normalize() let getDir = (angle_, upDown)=>{ //基于vec的方向 向左向右旋转 //if(upDown) vec.clone().applyAxisAngle(new THREE.Vector3(1, 0, 0), upDown); return vec.clone().applyAxisAngle(new THREE.Vector3(0, 0, 1), angle_); } let minScore = 0.25 let angles = [20,16,12.5,10,8,6,4.5,3,1, -1,-3,-4.5,-6,-8,-10,-12.5,-16,-20] //水平方向角度 3之间有较大概率杂点, 3以外一部分有较大概率有空隙所以紧凑点 let wellCount = 0 let seccess = []; for(let i=0; i dis ){//投影在vec方向的长度不超过漫游点间距 wellCount ++ ; seccess.push(angles[i]); color = new THREE.Color('#0f8') } ifLog && addLine(mainPano.position, dir, dis, color) } //console.log('ifSheltered') if(ifLog){ console.log('ifSheltered seccess', seccess, 'id:', mainPano.originID, subPano.originID) } let score = wellCount / angles.length if(score >= minScore){//合格个数 return score } } /* 识别一定角度范围内是否有遮挡时 几种奇葩的情况: 1 在墙的两边的但是墙是倾斜的漫游点: A / / / B 从B出发和BA成20度的射线和墙面的交点会远于A,导致识别为无遮挡。 所以还是改为识别范围内多个深度图像素, 合格像素个数占比 至少要大于50%,因为半边墙壁是50% 如SG-9UsbysDufBw&formal&test 的 6、9点。 而SS-GTmFBp1JN8k&formal&test的 2、3两点是人物遮挡 2 可以通行,但是右边是墙,右边的都检测失败,左侧的又有一些杂点,导致成功dir个数很低。 所以minRatio 要降低于0.5 */ //三个方向 : position0到position1, position0到floorPosition1, position1到floorPosition0。 只要有一个满足ifNeighbour就为true。 不过为了不使sampler总换图,先只考虑从主pano到副pano的方向 let getNeighbour = (mainPano, subPano )=>{ let dirPoints = [[subPano.position, mainPano.position]] //注: 点A能到B不代表点B能到A,因为拍摄时物体会移动,或点位相对位置不对,无论是否是意外遮挡都且记下来,反正最后只要有一方可行就算相邻。 if(dis < 20){//在远处去掉对floorPosition的判断 dirPoints.push([subPano.floorPosition.clone().add(new THREE.Vector3(0,0,0.1)), mainPano.position]) } if(dis < 12){//为了防止楼梯拐角、杂点遮挡。 尽量只在穿墙时不可通行 dirPoints.push([subPano.position.clone().add(new THREE.Vector3(0,0,0.8)), mainPano.position]) let normal = math.getNormal2d({p1:subPano.position, p2:mainPano.position}).multiplyScalar(0.3) //左右方向 dirPoints.push([subPano.position.clone().add(new THREE.Vector3(normal.x,normal.y,0.1)), mainPano.position]) dirPoints.push([subPano.position.clone().add(new THREE.Vector3(-normal.x,-normal.y,0.1)), mainPano.position]) } //console.warn('getNeighbour', mainPano.id,subPano.id) for(let i=0; i dirPoints[i][0].distanceTo(dirPoints[i][1])){ //if(i>2)console.log('haha',i,'id:',mainPano.id,subPano.id) return true } } } //if(!ifNeighbour && (map0[pano1.id] == void 0 || computeTwoDir && !map0[pano1.id] && map1[pano0.id] == void 0 )) {//主方向为空且不为邻居 if(pano0.pointcloud.hasDepthTex || pano1.pointcloud.hasDepthTex){ if(computeTwoDir ? (map0[pano1.id] == void 0 || map1[pano0.id] == void 0) : (map0[pano1.id] == void 0 && map1[pano0.id] !== false) ){ //2024.3.20改为必须两个方向都为true才行。 因为如果两个点分别在两个数据集相距很远,A确定有墙无法到B,B朝A看 没有B所在的数据集点云遮挡,因深度图不会包含别的数据集的点,故深度图探测到A处为无遮挡,就会导致会飞到遥远的A。 即使在同一个数据集,因为点云可以编辑位置,导致AB相对位置错误,也要避免这种情况可以互相乱走。 缺点是更容易被杂点阻挡,所以需要ifShelter降低阈值。 if(map0[pano1.id] == void 0 && pano0.depthTex){ let is = getNeighbour(pano0, pano1) map0[pano1.id] = !!is } if(computeTwoDir && map0[pano1.id] && pano1.depthTex && map1[pano0.id] == void 0 ){ //computeTwoDir : 允许反向计算,即可以读取另一张的深度图 。 如果map0为false,map1就不用计算,只需要等待计算ifShelter let is = getNeighbour(pano1, pano0) map1[pano0.id] = !!is } if( map0[pano1.id] === false || map1[pano0.id] === false){ if(dis<20) {//再检查下 只要两方都没有被完全遮挡就算可通行 针对杂点较多的情况 if(pano0.depthTex && pano1.depthTex){ ifNeighbour = false let a = ifSheltered(pano0,pano1) if(a){ let b = ifSheltered(pano1,pano0) if(b && (a+b >= 0.6)){ ifNeighbour = true } } map0[pano1.id] = map1[pano0.id] = ifNeighbour } }else{ //标记为无需再计算, 因已经失败。 当map0和map1都不为void 0后就无法再计算了。 if(map0[pano1.id] === void 0) map0[pano1.id] = 0 ; if(map1[pano0.id] === void 0) map1[pano0.id] = 0 ; } } ifNeighbour = map1[pano0.id] == void 0 ? map0[pano1.id] : map0[pano1.id] && map1[pano0.id] //如果map1没计算就只要返回map0 if(ifLog){ console.log('isNeighbour', pano0.id+"("+pano0.originID+")", pano1.id+"("+pano1.originID+")", map0[pano1.id], map1[pano0.id]) } } }else if(!onlyUseTex && !ifNeighbour){//使用点云判断(有深度贴图时不会执行到这) let inDirection = ()=>{ let dir = new THREE.Vector3().subVectors(pano1.position,pano0.position).normalize() let dis = pano1.position.distanceTo(pano0.position) let fov = THREE.Math.degToRad(viewer.mainViewport.camera.fov) let hfov = cameraLight.getHFOVForCamera(viewer.mainViewport.camera , true ); let hov = Math.min(fov, hfov) let max = Math.cos(THREE.Math.degToRad(10)) let min = Math.cos(THREE.Math.degToRad(40)) if(this.getDirection().dot(dir) > THREE.Math.clamp(Math.cos(hov/2 ) * dis / 10, min, max )){//距离越远要求和视线角度越接近 return true } } if(computeDirFirst){//先计算方向,防止重复计算ifBlockedByIntersect if(inDirection()){ ifNeighbour = !viewer.inputHandler.ifBlockedByIntersect({point:pano1.position, margin, cameraPos:pano0.position}) } }else{ ifNeighbour = !viewer.inputHandler.ifBlockedByIntersect({point:pano1.position, margin, cameraPos:pano0.position}) if(ifNeighbour && !inDirection()){ ifNeighbour = undefined //不确定 } } map0[pano1.id] = map1[pano0.id] = ifNeighbour ? 'byCloud' : ifNeighbour//写简单点 } if(map0[pano1.id] && map1[pano0.id]){ pano0.neighbours.includes(pano1) || pano0.neighbours.push(pano1) pano1.neighbours.includes(pano0) || pano1.neighbours.push(pano0) } return ifNeighbour } bump(direction) {//撞墙弹回效果 if (!this.bumping && !this.latestToPano) { let distance = Potree.settings.displayMode == 'showPanos' ? 0.15 : 0.12;//感觉点云模式比全景模式更明显,所以降低 let currentPos = this.position.clone() let endPosition = new THREE.Vector3().addVectors(this.position, direction.clone().multiplyScalar(distance)) let duration = 150 viewer.scene.view.setView({position:endPosition, duration, callback:()=>{ viewer.scene.view.setView({position:currentPos, duration: duration*5, callback: ()=>{ this.bumping = false //this.dispatchEvent('cameraMoveDone') }, Easing:'easeInOutSine', cancelFun:()=>{this.bumping = false} }) this.bumping = true }, cancelFun:()=>{this.bumping = false}, Easing:'easeInOutSine' }) this.bumping = true } //备注:将4dkk中的‘前后方向变化fov、左右方向移动镜头’ 都改为移动镜头。 因为这里无法判断左右离壁距离。 } flyToPanoClosestToMouse() { /* if (Date.now() - this.mouseLastMoveTime > 50) { //this.intersect = this.getMouseIntersect(); this.intersect && this.updateClosestPano(this.intersect); } */ if(!Potree.settings.ifShowMarker){//不显示marker的时候mousemove没更新鼠标最近点所以更新 this.updateClosestPano(viewer.inputHandler.intersect) } //console.log('flyToPanoClosestToMouse',this.closestPano) if (this.closestPano) { let pano = this.closestPano return this.flyToPano({ pano, easeName: this.isAtPano() ? 'linearTween' : 'easeInOutQuad' }); } var direction = this.viewer.inputHandler.getMouseDirection().direction; this.flyDirection(direction) } flyDirection(direction, option1, option2, byKey) { if(viewer.mainViewport.view.isFlying()){// closestPanoInDirection函数耗时长,飞行时运行会卡顿(如果以后加无缝过渡再说) return } var deferred = $.Deferred(); //this.history.invalidate(); var panoSet = this.closestPanoInDirection(direction, option1, option2, byKey); if (panoSet) { this.flyToPano({ pano: panoSet, callback: deferred.resolve.bind(deferred, !0) } ); } else { //如果离数据集较远,转动也很难找到点云,就飞到就近点: if(Potree.settings.displayMode == 'showPointcloud'){ let po = viewer.scene.pointclouds.find(e=>e.visibleNodes.some(a=>a.getLevel() > Math.ceil(e.maxLevel * 0.15) )) //虽然当点云在前方很远的地方也可能符合 if(!po){//无可见点云 //console.log('no visi cloud') if(!this.panos.length){//如果场景中没有漫游点,如SG-t-XPf1k9pv3Zg 点击后回到可见区域 if(viewer.scene.pointclouds.length == 0)return let map = new Map() let clouds = viewer.scene.pointclouds.filter(e=>e.root.geometryNode) clouds.forEach(e=>map.set(e, e.bound.distanceToPoint(this.position))) clouds.sort((a,b)=>map.get(a) - map.get(b)) viewer.flyToDataset({focusOnPoint:true, pointcloud:clouds[0], duration:500 })//飞最近的一个点云 return deferred.promise(); } this.flyToPano({ pano: this.findNearestPano(), duration:500, callback: deferred.resolve.bind(deferred, !0) }); return deferred.promise(); } } this.bump(direction); deferred.resolve(!1); } return deferred.promise(); } closestPanoInDirection(direction, option1, option2, byKey) { return this.rankedPanoInDirection(0, direction, option1, option2, byKey) } rankedPanoInDirection(t, direction, option1, option2, byKey){ //此direction为mouseDirection,是否需要加上相机角度的权重 let startTime = Date.now() var panoSet = { pano: null, candidates: [] //缓存顺序--如果需要打印的话 }; t || (t = 0); option1 = void 0 !== option1 ? option1 : 0.6 //.75; 2024.3.22改小,也就是可以走的角度范围增加,主要针对像山野那种很大的场景,不知道可以走哪,容易因角度范围内无近点而飞到远处的情况。但不能太小,总是横着走路 var o = option2 ? "angle" : "direction"; var floor = viewer.modules.SiteModel.currentFloor; var entity = viewer.modules.SiteModel.inEntity; var getHeightDis = (pano)=>{ if(floor && !floor.panos.includes(pano) && pano.position.z < this.position.z){ //若是上方的漫游点,就正常走。因为一般不会点击天花板。 return this.position.z - pano.position.z }else{ return 0 } } let disSquareMap = new Map() this.panos.forEach(pano=>{ let dis2 = pano.position.distanceToSquared(this.position); //距离目标点 disSquareMap.set(pano, dis2) }) let changeTexCount = 0, maxWaitDur = 300 //maxSamplerChangeTex = THREE.Math.clamp( maxWaitDur / Potree.timeCollect.depthSampler.median, 2, 10) //计算换贴图最大数目 var request = [//必要条件 Images360.filters.not(this.currentPano), Images360.filters.isEnabled(), //Images360.filters.inFloorDirection( this.position, direction, option1 ), //原先用inPanoDirection,但容易穿楼层,当mouse较低或较高 //因不束缚纵向所以可能往相反反向 (pano)=>{ /* let isNeighbour = this.isNeighbour(this.currentPano, pano, true, true); //不计算的 if(isNeighbour == void 0){ let willChangeTex = pano.depthTex && !this.depthSampler.imgDatas.some(e=>e.pano == pano) if(changeTexCount < maxSamplerChangeTex || !willChangeTex ){ isNeighbour = this.isNeighbour(this.currentPano, pano, false, true);//计算 if(willChangeTex && isNeighbour != void 0) changeTexCount++ }else{ if(disSquareMap.get(pano) < 500)return true //因为费时,超过一定个数就不计算了,距离近的话先可通行。 } } */ // 不会再changeTex了 let isNeighbour = this.isNeighbour(this.currentPano, pano, {onlyUseTex:true}); if(isNeighbour || pano.noNeighbour && disSquareMap.get(pano) < 200){//在靠近孤立点时可以通行。但是不好把握这个距离,太远的话很多地方都会不小心到孤立点,太近的话可能永远到不了。 return true } }, /* (pano)=>{ //防止不小心穿越地板到下一层, 尽量走楼梯,实在没有楼梯或楼梯漫游点稀疏的话就通过楼层按钮。 let dis = getHeightDis(pano) //console.log('getHeightDis',pano.id,dis) if(dis < 3){//不能超过最大高度差( 最大高度差暂定为接近一层楼的高度。)(最好的解决方案是设置漫游可行) return true }else{ return this.isNeighbour(this.currentPano, pano) } } */ ] if(!byKey){ request.push(Images360.filters.inPanoDirection( this.position, this.getDirection(), option1/* , true */)) //垂直方向上再稍微限制一下, 要接近视线方向,避免点击前方时因无路而到下一楼。但不能太高,否则楼梯上稍微朝下点击都到不了上方。之所以使用视线方向是因为镜头方向比鼠标方向目的性更强。 } var list = [//决胜项目 (pano)=>{ return -disSquareMap.get(pano) }, Images360.scoreFunctions[o]( this.position, direction, true), (pano)=>{ let neighbour = this.isNeighbour(this.currentPano, pano, {dontCompute:true, isNeighbour:true}) //不计算的 return neighbour ? directionFactor : 0; } , /* (pano)=>{//尽量不穿越地板到下一层 let dis = getHeightDis(pano) return -dis * directionFactor * 0.1; }, */ /* (pano)=>{ //尽量在一个建筑内行走,这样不易穿墙 let score = 0 if(entity ){ if(!entity.panos.includes(pano) ) score -= directionFactor * 0.01; //不能设置太高,否则会走不进大房间的小房间中,因为容易穿过小房间的一个门到另一个门外 if(!floor.panos.includes(pano)) {//避免穿楼层 let heightDiff = Math.abs(pano.position.z - this.position.z); if(heightDiff > 2){ score -= directionFactor * 0.1 * heightDiff; } } } return score } */ ]; if(!byKey && viewer.inputHandler.intersect && this.currentPano ){//方便上下楼, 考虑panos之间的角度差 let pos1 = this.currentPano.floorPosition let vec1 = new THREE.Vector3().subVectors(viewer.inputHandler.intersect.location, pos1 ).normalize()//应该只有atPano时才会执行到这吧? list.push( function(pano) { var pos2 = pano.floorPosition; var vec2 = pos2.clone().sub(pos1).normalize(); return vec2.dot(vec1) * directionFactor * 4 }) } this.findRankedByScore(t,request,list,panoSet); //console.log( 'costTime:',Date.now() - startTime) return panoSet.pano; } findRankedByScore(e, t, i, n) { n && (n.candidates = null, //candidates 缓存顺序--如果需要打印的话 n.pano = null), e || (e = 0); var r = Common.sortByScore(this.panos, t, i); //console.log('findRankedByScore', r && r.map(u=>u.item.id + '| ' + math.toPrecision(u.score,4) + " | " + math.toPrecision(u.scores,4))) return !r || 0 === r.length || e >= r.length ? null : (n && (n.candidates = r, n.pano = r[e].item), r[e].item) } updateClosestPano(intersect, state) {//hover到的pano 大多数时候是null var pano if(intersect instanceof Panorama){ //漫游模式 pano = state ? intersect : null }else{ if(this.isAtPano() || this.bumping){ return }else{ var filterFuncs = []; intersect = intersect && intersect.location if(!intersect)return let sortFuncs = Potree.settings.editType != 'pano'? [Images360.sortFunctions.floorDisSquaredToPoint(intersect)] : [Images360.sortFunctions.disSquaredToPoint(intersect)] pano = Common.find(this.panos, filterFuncs, sortFuncs); } } if (pano != this.closestPano) { pano && (this.isPanoHover = !0); this.closestPanoChanging(this.closestPano, pano) // 高亮marker //console.log('closestPano '+ (pano ? pano.id : 'null' )) this.closestPano = pano; } else { this.isPanoHover = !1; } } closestPanoChanging(oldPano, newPano){ if(!Potree.settings.ifShowMarker)return oldPano && oldPano.hoverOff({byImages360:true}) newPano && newPano.hoverOn({byImages360:true}) } getTileDirection(){//根据不同dataset的来存储 var vectorForward = viewer.scene.view.direction.clone() var vectorForwards = viewer.scene.pointclouds.map(e=>{ var inv = new THREE.Matrix4().copy(e.rotateMatrix).invert()//乘上dataset的旋转的反转 var direction = vectorForward.clone().applyMatrix4(inv) return { datasetId: e.dataset_id, direction: math.convertVector.ZupToYup(direction) } }) //return vectorForwards[0].direction return { datasetsLocal: vectorForwards, vectorForward } } update(){ //if(this.tileDownloader.started){ var vectorForwards = this.getTileDirection() //vectorForwards = vectorForwards[0].direction this.updateTileDownloader(tileArr, vectorForwards); this.updatePanoRenderer(vectorForwards) //} this.updateZoomPano(); } updateTileDownloader(t, vectorForward) { var i = this.nextPano || this.currentPano; if(i){ this.tileDownloader.tilePrioritizer.updateCriteria(i, viewer.scene.view.position.clone() , vectorForward, t.length > 0 ? t : null), this.tileDownloader.processPriorityQueue = !0 } } updatePanoRenderer(vectorForward) { var i = this.nextPano || this.currentPano; if(i){ if (this.panoRenderer.hasQueuedTiles() && i) { this.panoRenderer.updateDirection(vectorForward); } } } //等待部分加载完 checkAndWaitForTiledPanoLoad(pano, basePanoSize, callback1, callback2, progressCallback, iswait, isclear, l) { //console.log('checkAndWaitForTiledPanoLoad',pano.id) if (!pano) { console.error("Player.checkAndWaitForTiledPanoLoad() -> Cannot load texture for null pano."); } var vectorForward = this.getTileDirection() if (!pano.isLoaded(basePanoSize)) { iswait && viewer.waitForLoad(pano, function() {//发送loading return pano.isLoaded(basePanoSize) }); /* var fov = {//test for direction 预加载的边缘有一丢丢不准确,尤其在相机倾斜时(4dkk也是)。 hFov: cameraLight.getHFOVForCamera(viewer.scene.getActiveCamera() ), vFov: viewer.scene.getActiveCamera().fov }//原先是null,不要求方向 */ var fov = null //若不为null的话,因为可能可见范围的tile下载过了从而无法触发下载,然后得不到下载成功的消息,怎么办 pano.loadTiledPano(/* 1024 */ basePanoSize , vectorForward, fov, isclear, l, null).done(function(e, t) { callback1 && callback1(e, t) } .bind(this)).fail(function(msg) { callback2 && callback2(msg) } .bind(this)).progress(function(e, t, i) { progressCallback && progressCallback(e, t, i) } .bind(this)); return !0; } } fitPanoTowardPoint(o){ //寻找最适合的点位 var point = o.point, //相机最佳位置 target = o.target || o.point, //实际要看的位置 require = o.require || [], rank = o.rank || [], force = o.force, getAll = o.getAll, bestDistance = o.bestDistance || 0, sameFloor = o.sameFloor, maxDis = o.maxDis, dir = o.dir let camera = viewer.scene.getActiveCamera() if(target && !dir){ dir = new THREE.Vector3().subVectors(target,point).normalize() } let atFloor = sameFloor && viewer.modules.SiteModel.pointInWhichEntity(point, 'floor') //if(o.floor)require.push(Panorama.filters.atFloor(o.floor)) let checkIntersect = o.checkIntersect let base = Math.max(300, viewer.bound.boundSize.length()*3); if(o.boundSphere){//只接受boundSphere let aspect = 1//size.x / size.y let dis if(camera.aspect > aspect){//视野更宽则用bound的纵向来决定 dis = /* size.y */o.boundSphere.radius/* / 2 *// THREE.Math.degToRad(camera.fov / 2) }else{ let hfov = cameraLight.getHFOVForCamera(camera , true ); dis = /* size.x */ o.boundSphere.radius /* / 2 */ / (hfov / 2) } bestDistance = dis//*0.8 } let disSquareMap = new Map() let bestDisSquared = bestDistance * bestDistance let maxDisSquared = maxDis && (maxDis * maxDis) this.panos.forEach(pano=>{ let dis2 = pano.position.distanceToSquared(target); //距离目标点 disSquareMap.set(pano, dis2) }) let panos = this.panos.sort((p1,p2)=>{return disSquareMap.get(p1)-disSquareMap.get(p2)}) if(maxDisSquared){//热点超过最大距离不可见的 let panos2 = [], pano, i=0 while(pano = panos[i], disSquareMap.get(pano) < maxDisSquared){ panos2.push(pano) i++; } if(panos2.length == 0)return {pano, msg:'tooFar'} //全部都大于maxDis, 就返回最近的 panos = panos2 } rank.push((pano)=>{ let dis1 = Math.abs(pano.position.distanceToSquared(point) - bestDisSquared); //距离最佳位置 disSquareMap.set(pano, dis1) if(!target){ return -dis1 }else{ let dis2 = disSquareMap.get(pano) if(o.gotoBestView){//忽略和当前视线的角度 return -(dis1 + dis2*0.3) } let vec2 = new THREE.Vector3().subVectors(target,pano.position).normalize() let cos = dir.dot(vec2) //let result = (- dis1 - Math.pow(dis2 , 1.5)) / (cos + 2) // cos+2是为了调整到1-3, let result = (dis1 + dis2*0.3) * ( -1 + cos*0.9 ) //尽量贴近最佳位置的角度, 或贴近相机原来的角度 。尽量靠近最佳观测点,并且优先选择靠近目标点的位置.(注意cos的乘数不能太接近1,否则容易只考虑角度) //Potree.Log(pano.id, dis1, dis2, cos, result,{font:{toFixed:2,fontSize:10}}) return result } //注:热点最好加上法线信息,这样可以多加一个限制,尽量顺着热点像展示的方向。 }, (pano)=>{ let score = 0 if(pano.depthTex && checkIntersect){ let intersect = !!viewer.ifPointBlockedByIntersect(target, pano.id, true) //viewer.inputHandler.ifBlockedByIntersect({point:target, margin:0.1, cameraPos:pano}) if(intersect){ score = 0 }else { score = base * 2 } }else{ score = base * 1.5 //没加载好的话,不管了 , 几乎当做无遮挡,否则容易到不了最近点 } return score } ) var g = Common.sortByScore(panos, require, rank); // console.log(g) /* let result1 = g && g.slice(0, 10) if(result1){ g = Common.sortByScore(result1, [], [(e)=>{//避免遮挡 let pano = e.item; let score = 0, log = '' if(atFloor && atFloor.panos.includes(pano)){//如果不在任何一楼呢? score += 600, log+='atFloor' } return {score, log} }]); if(g){ g.forEach(e=>{e.item = e.item.item}) } console.log(g) } */ let pano = g && g.length > 0 && g[0].item if(pano && checkIntersect){ let intersect = !!viewer.ifPointBlockedByIntersect(target, pano.id, true) if(intersect){ return {pano, msg : 'sheltered'} } } //if(getAll)return g; return pano //注:深度图有的位置会不准确,以至于会算出错误的遮挡、选择错误的pano,解决办法只能是移动下热点到更好的位置 } //---------------scroll zoom ------------------------------------------ /* zoomIn = function() { //放大 this.zoomBy(1 + this.zoomSpeed); } zoomOut = function() {//缩小 this.zoomBy(1 - this.zoomSpeed); } */ zoomBy(e, pointer) {//以倍数 this.zoomTo(this.zoomLevel * e, pointer); } zoomTo(zoomLevel, pointer) {//缩放到某绝对zoomLevel let zoom = Potree.settings.zoom if (zoom.enabled) { zoomLevel = THREE.Math.clamp(zoomLevel, zoom.min, zoom.max) //console.log(zoomLevel) if(zoomLevel == this.zoomLevel) return; this.zoomLevel = zoomLevel; if(Potree.settings.panoZoomByPointer){ //定点缩放:使当前鼠标所在的位置缩放后不变 let view = viewer.scene.view let originDir = viewer.scene.view.direction; let oldPointerDir = viewer.inputHandler.getMouseDirection(pointer).direction viewer.setFOV(Potree.config.view.fov * (1 / this.zoomLevel)) let newPointerDir = viewer.inputHandler.getMouseDirection(pointer).direction view.direction = oldPointerDir; //获取一下鼠标所在位置的yaw 和 pitch let oldPitch = view.pitch, oldYaw = view.yaw; view.direction = newPointerDir; let newPitch = view.pitch, newYaw = view.yaw; view.direction = originDir //还原 viewer.scene.view.pitch -= newPitch - oldPitch viewer.scene.view.yaw -= newYaw - oldYaw }else{ viewer.setFOV(Potree.config.view.fov * (1 / this.zoomLevel)) } } } zoomFovTo( fov ) { //通过fov来算zoomLevel let zoomLevel = Potree.config.view.fov /* this.baseFov */ / fov; this.zoomTo( zoomLevel ); } smoothZoomTo(aimLevel, dur=0) { var currentLevel = this.zoomLevel if(currentLevel == aimLevel)return; var fun = (progress)=>{ //progress > 1 && (progress = 1) let level = currentLevel * (1 - progress) + aimLevel * progress this.zoomTo(level, !0) } transitions.start(fun, dur, null, null, 0 , easing['easeInOutQuad'] ) } updateZoomPano() { if (!this.panoRenderer.zoomPanoRenderingDisabled && Potree.settings.displayMode == 'showPanos') { var currentPano = this.currentPano; if (currentPano) { let levelThreshold1 = Potree.settings.navTileClass == '1k' ? 1.3 : 1.7 , levelThreshold2 = 2 var t = this.zoomLevel > levelThreshold1, n = !(this.flying && this.nextPano && this.nextPano !== this.currentPano), r = t && n; this.tileDownloader.tilePrioritizer.setZoomingActive(r); this.panoRenderer.setZoomingActive(r, currentPano, !0); var o = (pano, ifZoom)=>{ this.panoRenderer.resetRenderStatus(pano.id, !1, !0, this.qualityManager.getMaxNavPanoSize()); this.panoRenderer.clearAllQueuedUploadsForPano(pano.id); this.panoRenderer.renderPanoTiles(pano.id, null, !1, !1); pano.setZoomed(ifZoom); } if (r && (!currentPano.zoomed || this.qualityManager.zoomLevelResolution && this.qualityManager.zoomLevelResolution != '4k')) {//needZoom currentPano.zoomed || o(currentPano, !0); if(Potree.settings.navTileClass == '1k' && Potree.settings.tileClass != '1k' && this.zoomLevel < levelThreshold2){ this.panoRenderer.enableHighQuality( function() {//开启2k if(Potree.settings.tileClass != '4k') o(currentPano, !0); }.bind(this)); }else{ this.panoRenderer.enableUltraHighQualityMode(function() {//开启4k getMaxZoomPanoSize this.qualityManager.useUltraHighResolutionPanos && (Potree.settings.zoom.max = Potree.config.ultraHighQualityMaxZoom); o(currentPano, !0) }.bind(this)); } } else { !t && currentPano.zoomed && o(currentPano, !1); } if(r && Potree.settings.navTileClass == '1k' && Potree.settings.tileClass == '4k' ){ //目前只有手机端navTileClass == '1k' (分三个梯度) var change = (zoomedFlag)=>{ this.qualityManager.updateMaximums()//更新maxZoomPanoSize this.panoRenderer.setupZoomRenderTarget() //更新renderTarget //currentPano.setZoomed(t);//更新uniforms贴图 } this.qualityManager.zoomLevelResolution = this.zoomLevel >= levelThreshold2 ? '4k' : this.zoomLevel > levelThreshold1 ? '2k' : '1k' if(this.oldZoomLevel < levelThreshold2 && this.zoomLevel >= levelThreshold2){//1k/2k-4k change() o(currentPano, t) }else if(this.oldZoomLevel <= levelThreshold1 && this.zoomLevel > levelThreshold1){//1k-2k change() }else if(this.oldZoomLevel > levelThreshold2 && this.zoomLevel <= levelThreshold2){//4k-2k/1k change() o(currentPano, t) }else if(this.oldZoomLevel > levelThreshold1 && this.zoomLevel <= levelThreshold1){//2k-1k change() } this.oldZoomLevel = this.zoomLevel } } } } //-------------------- addHighMapCube(){//创建8*8的tile cube 主要因手机版崩溃 要在电脑端测试得设置maxRenderTargetSize if( Potree.settings.tileClass == '4k' && this.qualityManager.maxRenderTargetSize == 2048){ var geo = new THREE.PlaneGeometry(1, 1, 1, 1) var cube = new THREE.Object3D; cube.tiles = [] for(var cubeIndex=0; cubeIndex<6; cubeIndex++){ var face = new THREE.Object3D; for(var i=0;i<8;i++){ for(var j=0;j<8;j++){ var tile = new THREE.Mesh(geo, new THREE.MeshBasicMaterial({ //side:THREE.DoubleSide transparent:true, opacity : 0.4, depthTest:false, })) tile.position.set(i-3.5, j-3.5, -4); if(Potree.settings.isTest){ var colorHue = Math.random(); tile.material.color = (new THREE.Color()).setHSL(colorHue, 0.6, 0.7) /* tile.scoreLabel = new TextSprite( { backgroundColor: { r: 0, g: 0, b: 0, a: 0 }, textColor: { r: 0, g: 0, b: 0, a: 1 }, borderRadius: 15, renderOrder: 50, fontsize : 13, text: '' , dontFixOrient:true }) tile.scoreLabel.sprite.material.side = 2; tile.scoreLabel.rotation.x = Math.PI tile.add(tile.scoreLabel) */ } tile.visible = false tile.tileX = i tile.tileY = j tile.cubeFace = cubeIndex //tile.renderOrder = RenderOrder.highTileCube cube.tiles.push(tile) face.add(tile) } } switch(cubeIndex){ case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_X: face.rotation.set(0,Math.PI/2,0); break; case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_X: face.rotation.set(0,-Math.PI/2,0); break; case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_Y: var rot1 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0,1,0),Math.PI) var rot2 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(1,0,0),Math.PI/2) face.quaternion.copy(rot1).multiply(rot2) //face.rotation.set(Math.PI/2,0,0); break; case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: //face.rotation.set(-Math.PI/2,0,0); var rot1 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0,1,0),Math.PI) var rot2 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(1,0,0),-Math.PI/2) face.quaternion.copy(rot1).multiply(rot2) break; case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_Z: face.rotation.set(0,Math.PI,0); break; case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: face.rotation.set(0,0,0); } face.scale.set(1,-1,1) face.cubeFace = cubeIndex cube.add(face) } cube.name = 'highMapCube' this.highMapCube = cube viewer.scene.scene.add(cube) { let s = 0.1 cube.scale.set(s,s,s) }//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 this.highMapCube.visible = false; 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。 //console.warn('addHighMapCube') viewer.addEventListener('update',()=>{ if (this.highMapCube.visibleTiles) { this.updateTiles() //逐步将visibleTiles加载完 } }) viewer.addEventListener('camera_changed',(e)=>{ if(e.viewport == viewer.mainViewport){ //重新获取visibleTiles Common.intervalTool.isWaiting( 'update4kTiles', () => { let vectorForward = this.getDirection() this.updateTiles(vectorForward) }, 500 ) } }) } } isHighMapLoaded( cubeFace, tileX, tileY){ var tile = this.highMapCube.children[cubeFace].children[tileX*8+tileY]; return !!tile.material.map } updateTiles(direction) { if (!this.highMapCube || !this.highMapCube.visible) return if (this.highMapCube.tiles.filter(e => e.image).length <= 10) return //加载的太少了 //performance.mark('updateTiles-start') if (direction) { let camera = viewer.mainViewport.camera let hfov = cameraLight.getHFOVForCamera(camera, true) / 2 let vfov = THREE.MathUtils.degToRad(camera.fov) / 2 /* let hcos = Math.cos(hfov / 2) let vcos = Math.cos(vfov / 2) */ let list = this.highMapCube.tiles list.forEach(e => { //屏幕外的不显示 let pos = e.getWorldPosition(new THREE.Vector3()) let dir = new THREE.Vector3().subVectors(pos, this.highMapCube.position).normalize() let hcos_ = dir.clone().setZ(direction.z).normalize().dot(direction) //在direction的斜面上水平角度差 let hRad = Math.acos(hcos_) let vRad = -200 if (/* hRad > hfov + 0.08 */ hRad / hfov > 1.5 ) { e.score = -100 } else { vRad = Math.abs(Math.acos(dir.z) - Math.acos(direction.z)) if (/* vRad > vfov + 0.08 */ vRad / vfov > 1.5 ) { e.score = -100 } else { e.score = -(hRad / hfov + vRad / vfov) } } e.scores = hRad.toFixed(3) + ', ' + vRad.toFixed(3) if (e.score == -100) { this.resetTile(e) } }) this.highMapCube.visibleTiles = list.filter(e => e.score > -100) //list.forEach(e=>e.scoreLabel.setText(e.scores)) } let needRecover = this.highMapCube.visibleTiles.filter(e => !e.material.map) if (needRecover.length) { let maxCount = Common.getBestCount( '4kmaxTileRecover', 0, 2, 1.5, 6, false, 2 ) let count = 0 console.log(maxCount) needRecover.forEach((e, i) => { //只更新若干个,因为太耗时了, 其余的等下帧更新 if (count >= maxCount) return let r = this.recoverTile(e) if (r) count++ }) } } getHighImage(image, cubeFace, tileX, tileY) { let tile = this.highMapCube.children[cubeFace].children[tileX * 8 + tileY] tile.image = image //先记录下来 } updateHighMap(image, cubeFace, tileX, tileY){ //console.warn('updateHighMap') var tile = this.highMapCube.children[cubeFace].children[tileX*8+tileY]; if (image) tile.image = image //先记录下来 if(tile.material.map)return if (this.highMapCube.visibleTiles && !this.highMapCube.visibleTiles.includes(tile) /* this.highMapCube.texLoadedCount >= this.getMaxTileCount() */) { return } //简易创建贴图 /* var tex = this.$app.core.get('SceneRenderer').initSizedTexture2D(512, THREE.ClampToEdgeWrapping) //var loaded = this.$app.core.get('Player').model.isHighMapLoaded(tile.cubeFace, tile.tileX, tile.tileY) this.$app.core.get('SceneRenderer').uploadTexture2D(image, tex, 0, 0, 512, 512) //只替换tex对应的img,不新建 */ var tex = new THREE.Texture() tex.image = image tex.flipY = false tex.wrapS = tex.wrapT = THREE.ClampToEdgeWrapping tex.generateMipmaps = false tex.minFilter = THREE.LinearFilter tex.needsUpdate = true tile.material.map = tex; tile.material.opacity = 1; tile.material.transparent = false tile.visible = true tile.material.needsUpdate = true //发现每次开始放大但还未放大到4k时也会把之前加载过的4k加载 } recoverTile(tile) { if (tile.material.map) return if (tile.image) { this.updateHighMap(tile.image, tile.cubeFace, tile.tileX, tile.tileY) return true } else { //console.log('no image') } } resetTile(tile, kill) { if (kill) { //完全消灭 tile.image = null } let map = tile.material.map if (map) { map.dispose() //这句执行了以后,h.__webglTexture一直就是undefined map.loaded = !1 map.version = 0 //保底再执行一下这个,类似app.sceneRenderer.deallocateCubeTexture(tile.material.map) var h = viewer.renderer.properties.get(map) //console.log('__webglTexture',!!h.__webglTexture) viewer.renderer.getContext().deleteTexture(h.__webglTexture) tile.material.map = null tile.material.needsUpdate = true tile.visible = false //this.highMapCube.texLoadedCount -- //console.log('resetTile'/* , tile.cubeFace, tile.tileX, tile.tileY */) } } resetHighMap() { if (!this.highMapCube) return this.highMapCube.children.forEach(e => e.children.forEach(tile => { this.resetTile(tile, true) }) ) //this.highMapCube.texLoadedCount = 0 this.highMapCube.visibleTiles = null this.hideHighMap() //console.log('resetHighMap') } setHighMap(pano){ if(!this.highMapCube) return this.highMapCube.position.copy(pano.position) //可以利用第0个pano查看,其 rotation4dkk是(_x: 0, _y: -1.5707963267948966, _z: 0 )而手动旋转至(_x:1.5707963, _y: -1.57079, _z: 0)时才正确,说明要在4dkk的旋转基础上,绕x轴转90度,(也就是转成navvis坐标系), 然后得到YupToZup的函数写法的 this.highMapCube.quaternion.copy( math.convertQuaternion.YupToZup( pano.quaternion4dkk ) ) //乘上数据集整体的旋转: let modelRotQua = new THREE.Quaternion().setFromRotationMatrix(pano.pointcloud.rotateMatrix) this.highMapCube.quaternion.premultiply(modelRotQua) } showHighMap(){ if(!this.highMapCube) return //console.warn('showHighMap') this.highMapCube.visible = true; } hideHighMap(){ if(!this.highMapCube) return //console.warn('hideHighMap') this.highMapCube.visible = false; } //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??? addPanoData(data, datasetId ){//加载漫游点 //data[0].file_id = '00019' if(data.data) data = data.data if(data.length == 0)console.error(datasetId + ' 没有漫游点') //data = data.sort(function(a,b){return a.id-b.id}) data.forEach((info)=>{ //if(Potree.fileServer){ info.id = this.panos.length //把info的id的一长串数字改简单点 //} let pano = new Panorama( info, this ); pano.addEventListener('dispose',(e)=>{ if(this.closestPano == pano) this.closestPano = null }) this.panos.push(pano); if(Potree.settings.editType == 'pano'){ Potree.settings.datasetsPanos[datasetId].panos.push(pano); } }) } loadDone(){ Potree.Utils.setObjectLayers(this.node, 'sceneObjects') //this.updateCube(/* viewer.bound */) this.panos.forEach(e=>{ this.neighbourMap[e.id] = {} e.label && Potree.Utils.setObjectLayers(e.label, 'bothMapAndScene') e.label2 && Potree.Utils.setObjectLayers(e.label2, 'bothMapAndScene') }) this.tileDownloader.setPanoData(this.panos, [] /* , Potree.settings.number */); { let minSize = new THREE.Vector3(1,1,1) this.bound = math.getBoundByPoints(this.panos.map(e=>e.position), minSize) viewer.scene.pointclouds.forEach(pointcloud=>pointcloud.getPanosBound()) } if(viewer.scene.pointclouds.some(e=>e.panos.length == 0)){ //console.warn('存在数据集没有pano'); viewer.hasNoPanoDataset = true } } getPano(value, typeName='id'){ //默认找的是id,也可以是sid、uuid return this.panos.find(p=>p[typeName] == value) } }; //判断当前点是否加载了全景图 Images360.prototype.checkAndWaitForPanoLoad = function() { var isLoadedPanos = {}, LoadedTimePanos = {}, loadedCallback = {}, //add maxTime = 5e3; var withinTime = function() { for (var panoId in isLoadedPanos) if (isLoadedPanos.hasOwnProperty(panoId) && isLoadedPanos[panoId]) { var differTime = performance.now() - LoadedTimePanos[panoId]; if (differTime < maxTime) return !0 } return !1 } return function(pano, basePanoSize, doneFun1, doneFun2, progressCallback, iswait, isclear, p ) { loadedCallback[pano.id] = doneFun1//add 因为有可能之前请求的没加doneFun1, 如果加载好就执行最新的doneFun1 if (withinTime()){//距离上次请求时间很近 //console.log(11) return !0; //这里感觉应该是!1 } let changeMode = (e)=>{ if(e.mode == 'showPointCloud'){ console.warn('切到点云模式了,就删除loadedCallback记录',pano.id)//否则再次转为showPanos会被withinTime阻拦 delete isLoadedPanos[pano.id] viewer.cancelLoad(pano) loadedCallback[pano.id] && loadedCallback[pano.id](); //可以飞行了 doneFun2 && doneFun2(); this.removeEventListener('requestMode', changeMode) } } this.addEventListener('requestMode', changeMode) var callback1 = (param1, param2)=>{ setTimeout(()=>{ isLoadedPanos[pano.id] = !1; loadedCallback[pano.id] && loadedCallback[pano.id](param1, param2); this.removeEventListener('requestMode', changeMode) },1) } var callback2 = (param)=>{//没有看到有传doneFun2的 setTimeout(()=>{ isLoadedPanos[pano.id] = !1; doneFun2 && doneFun2(param); },1) } try { null !== iswait && void 0 !== iswait || (iswait = !0); isLoadedPanos[pano.id] = this.checkAndWaitForTiledPanoLoad(pano, basePanoSize, callback1, callback2, progressCallback, iswait, isclear, p ); //true代表没加载好 isLoadedPanos[pano.id] && (LoadedTimePanos[pano.id] = performance.now()); return isLoadedPanos[pano.id]; } catch (msg) { isLoadedPanos[pano.id] = !1; LoadedTimePanos[pano.id] = performance.now() - maxTime; throw msg; } } }()//加载全景图的流程:请求下载当前点的最低分辨率图(不过有可能已经下载了),并且请求uploadTile渲染当前漫游点,若tile都upload完(先6个)会发送消息,LoadComplete 从而回调成功。 Images360.prototype.getNeighbours = function(){ //逐渐自动获取neighbours。 200个点差不多在半分钟内算完 let lastIndex, inited//标记上次查询到哪,防止重新sortByScore return function( interacted){ if(!this.currentPano || viewer.mainViewport.view.isFlying() || viewer.lastFrameChanged || viewer.inputHandler.drag /* interacted */){ //拖拽时不更新,否则移动端卡 return lastIndex = 0; } let nearPanos = this.tileDownloader.tilePrioritizer.nearPanos; if(!nearPanos)return; //let startTime = Date.now() let panos = [this.currentPano, ...nearPanos ] this.depthSampler.updateNearPanos(panos) let maxWaitDur = browser.isMobile() ? 40 : 60 let changeCount = 0, maxChangeTex = browser.isMobile() ? 1 : 3, getCount = 0 let changeTexCount = ()=>{ changeCount ++; } let median = Potree.timeCollect.depthSamChangeImg.median let ifOverTime = ()=>{ let is = changeCount >= maxChangeTex || changeCount * median + getCount * 0.01 > maxWaitDur//不换贴图也要一丢丢计算时间 /* if(is){ console.log('OverTime, changeCount', changeCount) } */ return is } this.depthSampler.addEventListener('changeImg', changeTexCount) outer: for(let i=lastIndex,j=panos.length; i0)break; //点云的情况下最好不改相机位置,因为其他位置点云还没加载完,所以不判断当前点以外的漫游点 var g = Common.sortByScore(others, [ ], [ Images360.scoreFunctions.distanceSquared(pano.position) ]); for(let a=0, b=g.length; a{ //console.log('loadedDepthImg',e.pano) lastIndex = 0 //主要针对刚打开场景第一个点有杂点时单向不成功,要立即进一步双向计算ifShelter }) } /* let costTime = Date.now() - startTime costTime > maxWaitDur && console.log( 'costTime:',costTime) */ } }() Images360.filters = { inPanoDirection : function(pos, dir, i, log) { //pano在mouse的方向上 return function(pano) { var r = pano.floorPosition.clone().sub(pos).normalize() var o = pano.position.clone().sub(pos).normalize() log && console.log('dire',pano.id, r.dot(dir), o.dot(dir) ) return r.dot(dir) > i || o.dot(dir) > i } }, inFloorDirection: function(pos, dir, min, log) { //pano在mouse的水平方向上 return function(pano) { var vec = new THREE.Vector2().subVectors(pano.floorPosition, pos).normalize() var dir_ = new THREE.Vector2().copy(dir).normalize() log && console.log('dire', pano.id, vec.dot(dir_) ) return vec.dot(dir_) > min /* var i = pano.floorPosition.clone().sub(pos).setZ(0).normalize();//改成在xz方向上,否则点击墙面不会移动 return i.dot(dir.clone().setZ(0)) > min */ } }, isNotBehindNormal: function(e, t) { var i = new THREE.Vector3; return t = t.clone(), function(n) { var r = i.copy(n.position).sub(e).normalize(); return r.dot(t) > 0 } }, isCloseEnoughTo: function(e, t) { return function(i) {//因为marker可能比地面高,所以识别范围要比marker看起来更近一些。(因为投影到地板的位置比marker更近) return e.distanceTo(i.floorPosition) < t //许钟文 } }, not: function(e) { return function(t) { return t !== e } } , isEnabled:function() { return function(t) { return t.enabled } }, isVisible:function() { return function(t) { return t.visible } } } Images360.scoreFunctions = { direction: function(curPos, dir, ifLog) { return function(pano) { var pos1 = /* pano.floorPosition */ pano.position //旧:改为权重放在marker上,这样对有斜坡的更准确,如上楼, 但这样近距离的pano角度就会向下了,以致于走不到 var n = pos1.clone().sub(curPos).normalize(); //ifLog && console.log('direction', pano.id, n.dot(dir) * directionFactor ) return n.dot(dir) * directionFactor } }, distance: function(pos1, r=1, ifLog) { if(pos1.position)pos1 = pos1.position return function(pano) {//许钟文 改 var pos2 = pano.position.clone() //ifLog && console.log('distance', pano.id, pos1.distance(pos2) * -1 ) return pos1.distanceTo(pos2) * -1 * r; } }, distanceSquared: function(pos1, r=1 ) { if(pos1.position)pos1 = pos1.position return function(pano) {//许钟文 改 var pos2 = pano.position.clone() return pos1.distanceToSquared(pos2) * -1 * r; } }, angle: function(e, t) { return function(i) { var n = i.position.clone().sub(e).normalize(); return n.angleTo(t) * Potree.config.navigation.angleFactor } }, } Images360.sortFunctions = {//排序函数,涉及到两个item相减 floorDisSquaredToPoint: function(e) { return function(t, i) { return t.floorPosition.distanceToSquared(e) - i.floorPosition.distanceToSquared(e) } }, disSquaredToPoint: function(e) { return function(t, i) { return t.position.distanceToSquared(e) - i.position.distanceToSquared(e) } }, } Images360.prototype.updateCube = (function(){//增加细分的版本,且垂直方向上取中位数 侧边多条 const minDis = 0.2; //pano和墙距离不能小于相机的near const height = 1 //准确计算的话要分别计算两个pano的地面、天花板之间的俯仰角,和pano之间的还不一样。这里统一假设一个比较小的高度,因高度越大 maxSinAlpha 越大 let minTanBeta = minDis / height /* (pano0.position.z - pano0.floorPosition.z) */ let minBeta = Math.atan(minTanBeta) const maxSinAlpha = Math.cos(minBeta) // 注:beta = Math/2 - alpha const skyHeight = 50 return function(pano0, pano1){ if(Potree.settings.displayMode != 'showPanos' || pano0 == pano1 || this.cubePanos.includes(pano0) && this.cubePanos.includes(pano1) ) return this.cubePanos = [pano0, pano1] viewer.addTimeMark('updateCube','start') //console.log('updateCube',pano0.id, pano1&&pano1.id) let useBound = (bound, size)=>{ size = size || bound.getSize(new THREE.Vector3) let center = bound.getCenter(new THREE.Vector3) size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth)) this.cube.geometry = new THREE.BoxBufferGeometry(1,1,1,1) this.cube.scale.copy(size) this.cube.position.copy(center) if(Potree.settings.testCube){ this.cubeTest.geometry = this.cube.geometry this.cubeTest.scale.copy(size) this.cubeTest.position.copy(center) } return 'useBound' } let getPanoBound = (pano, dis)=>{//因漫游点可能在点云外部,如室外平地,所以需要union进漫游点 let panoBound = new THREE.Box3 panoBound.expandByPoint(pano.position) let margin = dis ? Math.max(dis * 0.1, 10) : 10 panoBound.expandByVector(new THREE.Vector3(margin,margin,margin)); //give pano a margin 。 随着bound扩大,margin要相应扩大,否则当距离很远时看起来就像没有 return pano.pointcloud.bound.clone().union(panoBound) } this.cube.geometry.dispose(); if(pano1){//过渡 let dontAddSides let dis = pano0.position.distanceTo(pano1.position) if(dis == 0)return let sinAlpha = Math.abs(pano0.position.z - pano1.position.z) / dis //俯仰角的sin,随角度增大而增大 0-1 let score = (1+sinAlpha*20) * dis //score越大创建的mesh越不适合 let isNeighbour = this.isNeighbour(pano0, pano1) //console.log(pano0.id, pano1.id, maxSinAlpha.toFixed(2), sinAlpha.toFixed(2), score.toFixed(2), isNeighbour) if(sinAlpha>maxSinAlpha || !pano0.pointcloud.hasDepthTex || !pano1.pointcloud.hasDepthTex || (isNeighbour ? score > 100 : score > 50 ) ){ let bound = getPanoBound(pano0, dis).union(getPanoBound(pano1, dis)) let size = bound.getSize(new THREE.Vector3) let max = Math.max(size.x, size.y, size.z) size.set(max,max,max) //距离太远的数据集,过渡会畸变。所以扩大skybox,且为立方体 return useBound(bound, size) }else if( isNeighbour ? score > 70 : score > 15 ){ dontAddSides = true //pano间有阻挡时得到的side点可能使通道变窄,所以去掉。 } //俯仰角增大时可能不在同一楼层,算出来的mesh不太好,所以更倾向直接使用cube,或去除side。 let half = browser.isMobile() ? 4 : 8 //自行输入 (点云计算的慢,还不准) let count1 = 2*half//偶数个 每个pano向 外dir 个数 //奇数个的好处:在窄空间内能探测到最远距离,坏处是前方有尖角。偶数个的坏处就是可能检测距离太近。 let getDir = (angle_, vec)=>{ //旋转获得水平向量 let rotMat = new THREE.Matrix4().makeRotationZ(angle_) return vec.clone().applyMatrix4(rotMat) } let getFar = (dir, pano, origin, height)=>{//获取在这个方向上和墙体intersect的距离 //在垂直方向上分出多个方向,取一个最可能的接近真实的距离 let maxH = 40, minH = 2, minR = 0.5, maxR = 2 height = height == void 0 ? Math.min(skyHeight, pano.ceilZ - pano.floorPosition.z) : height //let r = height (maxH - minH)* 0.14 // 高度越小,角度越小 //let r = minR + ( maxR - minR) * THREE.Math.clamp((height - minH) / (maxH - minH),0,1) //THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound); let r = math.linearClamp(height, [minH,maxH], [minR, maxR]) let getZ = (deg)=>{ deg *= r deg = THREE.Math.clamp(deg, 1, 80); return Math.tan(THREE.Math.degToRad(deg)) } let dirs_ //注意:角度太大会碰到天花板或地板,越远越容易碰到, 在地下停车场就会伸展不开。 更多取接近0度的,否则围墙矮一点就会取到远处。 dirs_ = [15, 8, 3, -1, -5] dirs_ = dirs_.map(deg=> dir.clone().setZ(getZ(deg)).normalize() ) let max = 50 let count2 = dirs_.length let disArr = dirs_.map((dir_, i) =>{ let intersect = this.getIntersect(pano, dir_, origin) let projectLen = intersect && intersect.distance ? dir_.dot(dir)*intersect.distance : max; //得到project在dir的长度 return projectLen //得水平距离 }) //console.log(pano ? pano.id : 'side','disArr', disArr.slice(0)) disArr.sort((a,b)=>{return b-a}); //从大到小 //console.log(pano ? pano.id : 'side','disArr', disArr) let dis = disArr[Math.floor(count2/2-0.5)] //对半、取前(中位数) return dis } let sideCount = [0,0] let addPos = (pano, vec )=>{//添加这个pano这一侧向外半圆的顶点 //添加pano位置对应的最高点最低点: let minZ, maxZ minZ = pano.floorPosition.z maxZ = pano.getCeilHeight() if(maxZ == Infinity) maxZ = skyHeight + pano.position.z; //maxZ = Math.max(skyHeight, maxZ) [maxZ, minZ ].forEach(z=>{ posArr.push(pano.position.clone().setZ(z)) }) //在画面上线条从左往右数 const angle = Math.PI/(count1-1) const dirs = []; //平分这半边180度 for(let i=0;i{ return { dir, dis: getFar(dir, pano) } }) //剔除那些突然间离相机很近的dir。有可能是拍摄的人、或者杆子、树 /* dirs2.forEach((e,i)=>{ console.log(i, e.dis) let smallThanBefore = ()=>{ return dirs2[i-1].dis / e.dis > maxRatio } let smallThanAfter = ()=>{ return dirs2[i+1].dis / e.dis > maxRatio } if(i>0 && i{ start+=1 //不包含start和end let count = end - start ; let dis = 0 for(let m=start;m{ //不包含start start+=1 //不包含start和end for(let m=start;mstart && dirs2[i].dis / dirs2[j].dis > maxRatio1){ ratios += dirs2[i].dis / dirs2[j].dis j-- } let count = i-j-1 ratios /= count if(count > 0 && computeWidth(j,i)< minWidth * ratios / maxRatio2 ){ //怎么感觉好像改成了视觉宽度小于某个值即可,那直接用count好了? changeDis(j,i) start = i //在此之前的修改过,之后不用再判断 } /* if(count > 0 && (count == 1 || computeWidth(j,i){ let dir = e.dir.clone().multiplyScalar(e.disB || e.dis); [maxZ,minZ].forEach(z=>{ posArr.push(pano.position.clone().setZ(z).add(dir)) //获取到外墙点 }) }); } let addSide = ()=>{//两个漫游点间两边各加一些侧线 //中点处的 let top0 = pano0.ceilZ == Infinity ? pano0.position.z+skyHeight : pano0.ceilZ let top1 = pano1.ceilZ == Infinity ? pano1.position.z+skyHeight : pano1.ceilZ let midMaxZ = (top0 + top1)/2 let midMinZ = (pano0.floorPosition.z+pano1.floorPosition.z)/2; let mid = new THREE.Vector3().addVectors(pano0.position, pano1.position).multiplyScalar(0.5) if(!dontAddSides){ if( pano0.pointcloud.hasDepthTex && pano0.pointcloud.hasDepthTex){ let panos = [pano0,pano1] let vecs = [vec.clone().negate(), vec] let axis = [[-1,1],[1,-1]] let dis2d = new THREE.Vector2().subVectors(pano0.position, pano1.position).length()//水平上的距离 let maxDis = 50, minDis = 0.5, minR = 0.2, maxR = 1.2 //let r = maxR - ( maxR - minR) * THREE.Math.clamp((dis2d - minDis) / (maxDis - minDis),0,1) //dis2d越大,角度要越小 //THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound); let r = math.linearClamp(dis2d, [minDis,maxDis], [maxR, minR]) //console.log('dis2d',dis2d,'r',r) let angles = ((browser.isMobile()/* || dis2d<4 */)? [60] : [50,70] /* [35,65] */).map(deg=>{ //正的在左边 尽量能够平分中间这段墙体。 (角度为从中心向外) let angle = THREE.Math.clamp(deg * r, 5, 80); //console.log('angle',angle) return THREE.Math.degToRad(angle) }) axis.forEach((axis_, index0)=>{ let disToSides = [] let accordingPano = index0 == 0 ? pano0 : pano1; //根据离该点在vec方向上的距离顺序来存顶点 panos.forEach((pano,index)=>{ let dirs = angles.map(angle=>getDir(axis_[index]*angle, vecs[index]))//一侧的若干角度 dirs.forEach((dir_,i)=>{ let dis1 = getFar(dir_, pano); let disToPano2d = dis1 * Math.cos(angles[i]) if(disToPano2d{return b-a});//从大到小 //由距离accordingPano的近到远: disToSides.sort((a,b)=>{return a.disToPano2d-b.disToPano2d}) //console.log('disToSides', index0, disToSides) if(disToSides.length == 1 && disToSides[0].disToSide < 0.5){ disToSides = [] //如果太近直接去除 } disToSides.forEach(e=>{//求z let ratio = e.disToPano2d / dis2d let r = accordingPano == pano0 ? (1-ratio) : ratio let sideMaxZ_ = top0 * r + top1 * (1-r); let sideMinZ_ = pano0.floorPosition.z * r + pano1.floorPosition.z * (1-r); [sideMaxZ_,sideMinZ_].forEach(z=>{ posArr.push(e.pano.position.clone().setZ(z).add(e.dir_)) //是直接使用最长dis的那个intersect点好还是mid }) }) } sideCount[index0] = disToSides.length //记录侧边个数 }) }else{ //这段针对点云时,仅测试才会执行到 sideCount = [1,1] let sideDirs = [getDir(Math.PI/2, vec), getDir(-Math.PI/2, vec)] sideDirs.forEach((dir_ ,index)=>{ let dis = getFar(dir_, null, mid, midMaxZ-midMinZ); //直接从中点求两侧的距离 dir_.multiplyScalar( /* Math.max( */dis/* , sideDis[index]) */ ); [midMaxZ,midMinZ].forEach(z=>{ posArr.push(mid.clone().setZ(z).add(dir_)) }) }) } } //中心: [midMaxZ,midMinZ].forEach(z=>{ posArr.push(mid.clone().setZ(z)) }) } //positions存放顺序:pano的每边的 zMax和zMin 、count1个dir的点 ;侧边的点 ;连接处顶底的中点 let addFaces = ()=>{ let getPI = function(index, posType, panoIndex){//获取顶点序号 return 2 + (count1*2 + 2 ) * panoIndex + index*2 + (posType == 'top' ? 0 : 1) } let getSidePI = function(index, posType, panoIndex){//获取侧边顶点序号 if(panoIndex == 1) index += sideCount[0] return getPI(index, posType, 2)-2 } let getPanoPI = function(posType, panoIndex){//获取pano处对应的点序号 return getPI(-1, posType, panoIndex) } let topCenter = posArr.length-2; //最后添加的两个中心点 let btmCenter = posArr.length-1; for(let i=0;i<2;i++){ for(let index=1; index