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- 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
-
-
-
- let getID = (function(){
- let id = 0
- return function(){
- return id ++
- }
- })()
-
-
-
- export class Images360 extends THREE.EventDispatcher{
- constructor(viewer ){
- super();
- this.viewer = viewer;
-
- this.panos = [];
- this.neighbourMap = {}
- this.disMap = {}
- 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.mergeType2 && Potree.settings.modelSkybox){
- this.materialInside = new ModelTextureMaterial( )
- this.materialInside.dontChangeDepth = true //chunk本身深度是对的,不用深度图,否则过渡会有很多裂痕
- this.cube.material.defines.depth_background = '' //skybox的深度改得向后一些, 避免盖住chunk,造成坑坑洼洼
-
- this.addEventListener('endChangeMode',(e)=>{
- viewer.objs.children.forEach(e=>{
- if(e.panos) this.changeModelMat(e)
- }) //干脆全部换,就不容易错
-
- })
-
- }
- }
- 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.entered */
- //|| Potree.settings.editType == 'merge' && !e.intersectPoint || viewer.inputHandler.hoveredElements[0] && viewer.inputHandler.hoveredElements[0].isModel && e.intersectPoint.distance > viewer.inputHandler.hoveredElements[0].distance
- || Potree.settings.editType == 'merge' && !Potree.settings.mergeType2
- //|| Potree.settings.mergeType2 && Potree.settings.displayMode == 'showPointCloud'
- ) 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 = $("<input type='button' value='unfocus'></input>");
- 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 = $("<input type='button' value='隐藏点云'></input>")
- 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 = $("<input type='button' value='>>全景'></input>")
- 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 = $("<input type='button' value='普通'></input>")
- 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.removeEventListener('flyCancel', f)
- }
- viewer.mainViewport.view.addEventListener('flyingDone', f) //once
- viewer.mainViewport.view.addEventListener('flyCancel', f)
-
-
- 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 //被打断,重新执行
- }
- },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)
- //viewer.setControls(viewer.fpControls)
- }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
- })
- }
- //Potree.settings.editType == 'merge' && viewer.setControls(viewer.orbitControls)
- }
- 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;
- }
- }
- }
- })
-
- };
-
-
- changeModelMat(model/* , isCurModel */){
- if(model?.is4dkkModel){
- if(model.fileType == '3dTiles'){
- viewer.setAllTilesets(model, (child)=>{
- child.runtime.limit2lowestDepth(Potree.settings.displayMode == 'showPanos')
- child.runtime.getTileset().tiles.forEach(e=>{
- this.judgeModelMat(e.tileContent/* , isCurModel */)
- })
- })
- }else{
- this.judgeModelMat(model/* , isCurModel */)
- }
- }
- }
-
- judgeModelMat(object/* , isCurModel */){
- if(!(Potree.settings.mergeType2 && Potree.settings.modelSkybox))return
- object.traverse(mesh=>{
- if(mesh.material){
- if(!mesh.materialOutside){
- mesh.materialOutside = mesh.material
- }
- //mesh.material = Potree.settings.displayMode == 'showPanos' && (this.nextPano?.pointcloud == object || this.currentPano.pointcloud == object || isCurModel) ? this.materialInside : mesh.materialOutside
- mesh.material = Potree.settings.displayMode == 'showPanos' ? this.materialInside : mesh.materialOutside
- Potree.Utils.setObjectLayers(mesh, Potree.settings.displayMode == 'showPanos' ? 'skybox' : 'model' ) //为了渲染到rtEDL
-
- }
- })
- }
-
-
-
- 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, panos=this.panos){
- pos = pos ? new THREE.Vector3().copy(pos) : this.position
- let result = Common.sortByScore(panos,[Images360.filters.isEnabled()],[e=>-e.position.distanceTo(pos) / e.pointcloud.scale.x])
- 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=1e-6){//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)
- this.materialInside && this.materialInside.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
-
- }
-
-
- get latestToPano(){
- return this._latestToPano
- }
-
- set latestToPano(toPano){
- this._latestToPano = toPano
-
- //console.warn('latestToPano',toPano)
- }
- cancelFlyToPano(toPano){//取消当前已有的飞行准备,前提是相机还未移动 //2024.11.13删除isFlying的判断,因为在done中延时1之后居然isFlying有概率还是true bugID=47743
- 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(!toPano.canCancelLast && 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 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
- this.materialInside && (this.materialInside.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.z<maxZ)location.z = maxZ
- else needShrink = true
- }else if(i == count2-1){//最下方的点高度直接等于地板
- shouldZ = minZ
- if(location.z>minZ)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<count2;i++){
- faceArr.push([getPI(i-1), getPI(i), getPI((count1-1)*count2 +i, panoIndex2)],
- [getPI(i-1), getPI((count1-1)*count2+i , panoIndex2) , getPI((count1-1)*count2+i-1 ,panoIndex2)])
- }
- faceArr.push([getPI(0), getPI((count1-1)*count2), getPI(0, panoIndex2)])//加入顶部的一半
- faceArr.push([getPI(count2-1), getPI(count1*count2-1), getPI(count2-1, panoIndex2)])//加入底部的一半
-
-
- }
-
- });
- panoIndex ++
-
- }
-
-
-
- let posArr = [];
- let faceArr = []
-
-
-
- //两点连线的水平向量
- let vec = new THREE.Vector3().subVectors(pano0.position, pano1.position).setZ(0).normalize()
-
- add(pano0, vec)
- add(pano1, vec.negate())
-
-
-
- let geo = MeshDraw.createGeometry(posArr, faceArr)
- this.cube.geometry = geo
- this.cube.scale.set(1,1,1);
- this.cube.position.set(0,0,0)
-
-
- }else{
- this.cube.geometry = new THREE.BoxBufferGeometry(1,1,1,1)
- f(pano0.pointcloud.bound)
- }
- } */
-
-
-
- isNeighbour(pano0, pano1, {dontCompute, onlyUseTex, computeDirFirst, computeTwoDir}={}){//是否之间没有遮挡(在加载visibles之前,自己算) 最好pano0是currentPano
-
- if(!pano0 || !pano1 )return
- if(!viewer.scene.pointclouds.some(e=>e.hasDepthTex))return true
- let margin = 0.1;
-
- let map0 = this.neighbourMap[pano0.id]; //主
- let map1 = this.neighbourMap[pano1.id]; //副
-
-
-
-
-
- /* if(map0[pano1.id] != void 0){
- ifNeighbour = map0[pano1.id]
- }
- if(!ifNeighbour && map1[pano0.id] != void 0){
- ifNeighbour = map1[pano0.id]
- } */
- let 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
-
- let dis = pano0.position.distanceTo(pano1.position)
- if(math.closeTo(dis,0) ){//两个点相同
- ifNeighbour = map1[pano0.id] = map0[pano1.id] = true
- return true
- }
-
- if(dontCompute) return ifNeighbour
-
-
-
- let logSids = [ /* '1566756240057044992|4','1566756240057044992|5' */ ]
- let ifLog = pano0.sid == logSids[0] && pano1.sid == logSids[1] || pano0.sid == logSids[1] && pano1.sid == logSids[0]
- if(ifLog){
- console.log(2)
- }
-
-
- let ifSheltered = (mainPano, subPano )=>{ //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<angles.length; i++){
- let rad = THREE.Math.degToRad(angles[i])
- let dir = getDir(rad)
- let color
- let intersectPoint = viewer.images360.depthSampler.sample({dir}, mainPano, true)
- if(!intersectPoint || intersectPoint.distance * Math.cos(Math.abs(rad)) /* + margin */ > 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(new THREE.Vector2().subVectors(subPano.position,mainPano.position).length()>1e-4){//xy都不同
-
- if(dis < 25){//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 < 15){//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])
- }
- }else{
- console.warn('两个点位的xy几乎相同', mainPano.id, subPano.id)
- }
- //console.warn('getNeighbour', mainPano.id,subPano.id)
- for(let i=0; i<dirPoints.length; i++){
- let dir = new THREE.Vector3().subVectors(dirPoints[i][0], dirPoints[i][1]).normalize();
- let intersectPoint = viewer.images360.depthSampler.sample({dir}, mainPano, true, true)
- if(!intersectPoint || intersectPoint.distance+margin > 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<25) {//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] = false;
- if(map1[pano0.id] === void 0) map1[pano0.id] = false;
- }
- }
-
-
- 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
- */
-
- map0[pano1.id] = map1[pano0.id] = true //全部可通行
-
-
- }
-
-
-
-
- if(map0[pano1.id] && map1[pano0.id]){ //要获得双向需要depthTex都加载好,可能要很久时间
- 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) * (this.currentPano?.pointcloud.scale.x||1);//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;
- let scaleFactor = Math.pow( this.currentPano?.pointcloud.scale.x || 1 , 2)
- 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)=>{
-
- // 不会再changeTex了
- let isNeighbour = this.isNeighbour(this.currentPano, pano, {onlyUseTex:true});
-
- if(isNeighbour || pano.noNeighbour && Images360.scoreFunctions.distanceSquaredNew(this.currentPano)(pano) > -200 /* 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
- }
- },
-
- ]
- if(byKey){
- request.push(Images360.filters.inPanoDirection( this.position, direction, option1))
- }else{
- 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.distanceSquaredNew(this.currentPano),
- 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.concat(viewer.objs.children.filter(e=>e.panos)).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 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(currentPano.pointcloud.tileRes == '2k'){//融合页面
- return currentPano.zoomed && o(currentPano, !1);
- }
-
-
- 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({//之后有必要的话像4dkk一样换成ModelTextureMaterial,加深度图
- //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) */
-
- }
- Potree.Utils.updateVisible(tile,'show',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
-
-
- Potree.Utils.updateVisible(tile,'show',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
- Potree.Utils.updateVisible(tile,'show',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, pointcloud ){//加载漫游点
- //data[0].file_id = '00019'
-
- if(data.data) data = data.data
- //if(data.length == 0)console.error(pointcloud.dataset_id + ' 没有漫游点')
- //data = data.sort(function(a,b){return a.id-b.id})
-
- data.forEach((info)=>{
- //if(Potree.fileServer){
- info.id = getID() //把info的id的一长串数字改简单点
- info.pointcloud = pointcloud
- //}
- let pano = new Panorama( info, this );
-
- pano.addEventListener('dispose',(e)=>{
- if(this.closestPano == pano) this.closestPano = null
- if(this.currentPano == pano && Potree.settings.displayMode == 'showPanos') {
- Potree.settings.displayMode = 'showPointCloud'
- }
- })
-
- this.panos.push(pano);
-
- this.neighbourMap[info.id] = {}
- pano.label && Potree.Utils.setObjectLayers(pano.label, 'bothMapAndScene')
- pano.label2 && Potree.Utils.setObjectLayers(pano.label2, 'bothMapAndScene')
-
- if(Potree.settings.editType == 'pano'){
- Potree.settings.datasetsPanos[pointcloud.dataset_id].panos.push(pano);
- }
- })
- }
-
-
- loadDone(){
-
- this.tileDownloader.setPanoData(this.panos, [] );
- this.updatePanoBound()
-
- if(viewer.scene.pointclouds.some(e=>e.panos.length == 0)){
- //console.warn('存在数据集没有pano');
- viewer.hasNoPanoDataset = true
- }
- }
-
- updatePanoBound(){
- let minSize = new THREE.Vector3(1,1,1)
- this.bound = math.getBoundByPoints(this.panos.map(e=>e.position), minSize)
- Potree.settings.editType == 'pano' || viewer.scene.pointclouds.forEach(pointcloud=>pointcloud.getPanosBound())
- }
-
-
- 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 loadingPanos = {},
- LoadedTimePanos = {},
- loadedCallback = {}, //add
- maxTime = 5e3
- /* var withinTime = function() {
- for (var panoId in loadingPanos)
- if (loadingPanos.hasOwnProperty(panoId) && loadingPanos[panoId]) {
- var differTime = performance.now() - LoadedTimePanos[panoId];
- if (differTime < maxTime)
- return !0
- }
- return !1
- } */
-
- // withinTime 改为只判断当前请求的点。原始代码的callback是针对任意pano的,所以遍历所有漫游点,只要有在加载的就返回,但已不满足需求(4dkk)。2024:9 发现bim分屏有问题,然后发现4dkk已经改过这,遂搬过来
-
- var withinTime = function (pano) {
- //5秒之内还在加载的话,直接返回仍在加载状态,否则重新判断
- if (loadingPanos.hasOwnProperty(pano.id) && loadingPanos[pano.id]) {
- //还在加载
- var differTime = performance.now() - LoadedTimePanos[pano.id]
- if (differTime < maxTime) return !0
- }
- }
-
-
-
- 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(pano)){//距离上次请求时间很近
- //console.log('withinTime',window.name)
- 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 loadingPanos[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(()=>{
- loadingPanos[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(()=>{
- loadingPanos[pano.id] = !1;
- doneFun2 && doneFun2(param);
- },1)
- }
- try {
- null !== iswait && void 0 !== iswait || (iswait = !0);
- loadingPanos[pano.id] = this.checkAndWaitForTiledPanoLoad(pano, basePanoSize, callback1, callback2, progressCallback, iswait, isclear, p );
- //true代表没加载好
- if (loadingPanos[pano.id]) {
- LoadedTimePanos[pano.id] = performance.now()
- }
- return loadingPanos[pano.id];
- } catch (msg) {
- loadingPanos[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
- let startTime = 0, lastTime = 0
-
-
- return function( interacted){
-
- if(!this.currentPano || viewer.mainViewport.view.isFlying() || viewer.lastFrameChanged || viewer.inputHandler.drag //拖拽时不更新,否则移动端卡
- || !viewer.scene.pointclouds.some(e=>e.hasDepthTex) //目前无深度图的话不判断可行,全部可通行
- ){
- return lastIndex = 0;
- }
-
- let nearPanos = this.tileDownloader.tilePrioritizer.nearPanos;
- if(!nearPanos)return;
- if(Date.now() - lastTime < 50)return//不要每帧都算
-
-
- startTime = lastTime = Date.now()
- let panos = [this.currentPano, ...nearPanos ]
- this.depthSampler.updateNearPanos(panos)
-
- let maxWaitDur = browser.isMobile() ? 2 : 4
- let changeCount = 0, getCount = 0, maxChangeTex = 1
- let changeTexCount = ()=>{
- changeCount ++;
- }
- let median = Potree.timeCollect.depthSamChangeImg.median
- let loopOutCount = 0
-
- let ifOverTime = ()=>{
- let is = changeCount >= maxChangeTex || changeCount * median + getCount * 0.01 + 0.0004 * panos.length * loopOutCount > 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)
-
-
-
-
- const maxChangePanoCount = Math.min(panos.length,this.depthSampler.maxDataCount) //在lastIndex清空前最多可以有的mainPano的数量。 限制数量,否则一直changeTex很卡
-
- outer: for(let i=lastIndex,j=panos.length; i<maxChangePanoCount/* j */; i++){
- let pano = panos[i];
- let others = panos.slice(i+1, j)
- lastIndex = i
- if(!pano.pointcloud.hasDepthTex && i>0)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
-
- viewer.addTimeMark('sortByScore','start')
- var g = Common.sortByScore(others, [ ], [
- Images360.scoreFunctions.distanceSquaredNew(pano) //900个点时至少耗时0.3
- ]);
- loopOutCount ++
- viewer.addTimeMark('sortByScore','end')
-
- for(let a=0, b=g.length; a<b; a++){
- let item = g[a]
- if(item.item == pano)continue
- if( this.neighbourMap[pano.id][item.item.id] != void 0 && this.neighbourMap[item.item.id][pano.id] != void 0 /* this.isNeighbour(pano,item.item,{dontCompute:true}) != void 0 */)continue //确定结果了就不需要算
-
- //console.log('check isNeighbour', pano.id, item.item.id)
-
- let byCloud = !pano.pointcloud.hasDepthTex
- //const computeTwoDir = <maxChangePanoCount
-
- const computeTwoDir = this.depthSampler.nearPanos.includes(item.item) || this.depthSampler.imgDatas.some(e=>e.pano == item.item)
- //一定数量内允许双向计算,也就是允许changeTex. 这样一来,每到一个新的pano最多只有开头一秒卡一点,不然一直changeTex很卡
-
- let result = this.isNeighbour(pano, item.item, {onlyUseTex: !byCloud, computeDirFirst:true, computeTwoDir})//计算
-
- if(result != void 0){//计算了 (byTex时其实并不一定)
- //console.log('提前计算neighbor', pano.id, item.item.id)
- this.dispatchEvent({type:'getNeighbourAuto', panos:[pano,item.item]})
-
- if(byCloud){ //只计算一次
- //console.log('提前计算neighbor byCloud', result, pano.id, item.item.id)
- break outer;
- }
- getCount ++
- if(ifOverTime()){
- break outer
- }
- }
-
-
- }
-
- lastIndex = i+1 //这轮结束
-
-
- if(ifOverTime()){
- break outer
- }
- }
-
- /* if(changeCount){
- console.log( 'changeCount', changeCount)
- } */
- this.depthSampler.removeEventListener('changeImg', changeTexCount)
-
-
-
- if(!inited){
- inited = true
- this.addEventListener('loadedDepthImg',(e)=>{
- //console.log('loadedDepthImg',e.pano)
- const computeTwoDir = this.depthSampler.nearPanos.includes(e.pano) || this.depthSampler.imgDatas.some(a=>e.pano == a.pano)
- if(computeTwoDir){
- 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 //控制好时间,否则转动时卡(主要是开始拖拽时延迟). 尽量在转完一圈使附近disMap都算完后costTime和maxWaitDur接近
- //costTime > maxWaitDur && changeCount == 0 && console.log( 'costTime:',costTime)
- //console.log('getCount',getCount)
-
- }
- }()
- Images360.filters = {
- inPanoDirection : function(pos, dir, i, log) { //pano在mouse的方向上
- return function(pano) {
- var o = pano.position.clone().sub(pos).normalize()
- if(o.dot(dir) > i)return true
- var r = pano.floorPosition.clone().sub(pos).normalize()
- if(r.dot(dir) > i)return true
-
- }
- },
- 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;
- }
- },
- distanceSquaredNew: function(mainPano, r=1 ) {
- let disMap = viewer.images360.disMap
-
- return function(pano) {//许钟文 改
- if(!disMap[mainPano.id]) disMap[mainPano.id] = {}
- if(!disMap[pano.id]) disMap[pano.id] = {}
- let dis
- if(disMap[mainPano.id][pano.id] != void 0) dis = disMap[mainPano.id][pano.id]
- else if(disMap[pano.id][mainPano.id]) dis = disMap[pano.id][mainPano.id]
- else{
- dis = Images360.scoreFunctions.distanceSquared(mainPano,1)(pano)
- disMap[mainPano.id][pano.id] = dis
- }
- return dis * 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.some(e=>e.pano == pano0 && e.matrix.equals(pano0.pointcloud.matrix))
- && (!pano1 || this.cubePanos.some(e=>e.pano == pano1 && e.matrix.equals(pano1.pointcloud.matrix)))
- ) return
-
- this.cubePanos = [{pano:pano0, matrix:pano0.pointcloud.matrix.clone()},
- {pano:pano1, matrix:pano1 && pano1.pointcloud.matrix.clone()}]
-
- 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<count1;i++){
- dirs.push(getDir(Math.PI/2-i*angle, vec))//正的在左边
- }
-
-
- let dirs2 = dirs.map((dir)=>{
- 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<count1-1 && smallThanBefore() && smallThanAfter()){//比左右两边都小很多
- e.disB = (dirs2[i-1].dis + dirs2[i+1].dis) / 2 //平均数
- console.log('两者之间',i,e.disB)
- }else if(i==count1-1 && smallThanBefore() ) {//比前者小很多
- e.disB = dirs2[i-1].dis * 0.8
- console.log('smallThanBefore', i, e.disB)
- }else if(i==0 && smallThanAfter() ){//比后者小很多
- e.disB = dirs2[i+1].dis * 0.8
- console.log('smallThanAftere', i, e.disB)
- }
-
- }) */
- const maxRatio1 = 3 , maxRatio2 = 8 //超过maxRatio1就要加入判断,而最终结果的设限其实是maxRatio2
- const minWidth = 0.5
- let computeWidth = (start,end)=>{
- start+=1 //不包含start和end
- let count = end - start ;
- let dis = 0
- for(let m=start;m<end;m++){//得平均数
- dis += dirs2[m].dis
- }
- dis /= count
- let angle = Math.PI / (count1-1) * count / 2
- let width = dis * Math.tan(angle) //得到block的半宽度
- return width
- }
- let changeDis = (start,end )=>{ //不包含start
- start+=1 //不包含start和end
- for(let m=start;m<end;m++){
- dirs2[m].disB = dirs2[end].dis * 0.8
- //console.log('changeDis', m, dirs2[m].disB)
- }
- }
- let start = -1
- for(let i=0;i<count1;i++){//遍历时将左边dis比之小很多且宽度较小的改大
- //console.log(i, dirs2[i].dis)
- let j = i-1
- let ratios = 0
- while(j>start && 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)<minWidth)){//若只有一个不用判断宽度直接修改
- changeDis(j,i)
- start = i //在此之前的修改过,之后不用再判断
- } */
- }
-
-
- dirs2.forEach((e, index)=>{
- 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<dis2d){//超过的话都到另一半pano的半圆了,不计入。(角度越小越容易超过)
- let disToSide = dis1 * Math.sin(angles[i])
-
- if(pano != accordingPano){
- disToPano2d = dis2d - disToPano2d //反一下
- }
-
- dir_.multiplyScalar( dis1 );
- disToSides.push({disToSide,disToPano2d, pano, dir_})
- }else{
- //console.log('超过',index0,index,i)
- }
-
- })
- })
-
- if(disToSides.length){
- //disToSides.sort((a,b)=>{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<count1; index++){
- //pano外侧半圆围墙
- faceArr.push([getPI(index,'top',i), getPI(index-1,'btm',i), getPI(index-1,'top',i)],//加入一块四方面
- [getPI(index,'top',i), getPI(index,'btm',i), getPI(index-1,'btm',i)])
-
- faceArr.push([getPI(index,'top',i), getPI(index-1,'top',i), getPanoPI('top',i)])//天花板扇形
- faceArr.push([getPI(index,'btm',i), getPI(index-1,'btm',i), getPanoPI('btm',i)])//地板扇形
-
- }
-
- let j = (i + 1) % 2; //另一个pano
-
-
- //侧边
-
- for(let u=0; u<=sideCount[i]; u++){
- //侧边每个四方的左上右上左下右下四个点
- let pLT = u == 0 ? getPI(0,'top',i) : getSidePI(u-1, 'top',i)
- let pRT = u == sideCount[i] ? getPI(count1-1,'top',j) : getSidePI(u, 'top',i)
- let pLB = u == 0 ? getPI(0,'btm',i) : getSidePI(u-1, 'btm',i)
- let pRB = u == sideCount[i] ? getPI(count1-1,'btm',j) : getSidePI(u, 'btm',i)
-
- faceArr.push([pLT,pLB,pRB],[pLT,pRB,pRT])//外侧四方面
- faceArr.push([pLT,topCenter,pRT] ,[pLB,btmCenter,pRB] )//顶部和底部到整体中心的扇形(由于点的顺序是根据和两个pano的距离,因此到中心的夹角并没按顺序排列,所以可能会重叠)
-
- if(i==0){//只需要算一次
- //顶部和底部中心与两个pano边构成的三角形
- if(u == 0){
- faceArr.push([pLT,getPI(count1-1,'top',i),topCenter],
- [pLB,getPI(count1-1,'btm',i),btmCenter],
- )
- }
- //不能用else 因为当length==0时u==0也==sideCount[i],此时就是要两个面
- if(u == sideCount[i]){
- faceArr.push([pRT,getPI(0,'top',j),topCenter],
- [pRB,getPI(0,'btm',j),btmCenter],
- )
- }
- }
-
- }
-
- }
-
- }
-
-
-
-
- let posArr = [];
- let faceArr = []
-
-
-
- //两点连线的水平向量
- let vec = new THREE.Vector3().subVectors(pano0.position, pano1.position).setZ(0).normalize()
-
- /* let sideDis0 = */addPos(pano0, vec)
- /* let sideDis1 = */addPos(pano1, vec.clone().negate())
- addSide()
- addFaces()
-
- //MeshDraw.updateGeometry(this.cube.geometry, posArr, faceArr)
- let geo = MeshDraw.createGeometry(posArr, faceArr)
- this.cube.geometry = geo
- this.cube.scale.set(1,1,1);
- this.cube.position.set(0,0,0)
-
- if(Potree.settings.testCube){
- this.cubeTest.geometry = geo
- this.cubeTest.scale.set(1,1,1);
- this.cubeTest.position.set(0,0,0)
- }
-
- }else{
-
- useBound(getPanoBound(pano0))
-
- }
-
- viewer.addTimeMark('updateCube','end')
- return true
-
- /*
- 关于卡顿:
- 即使使用cube,若scale设置为只容纳两个pano,也会卡顿。但也是有的卡有的不卡。
- 若按照原先的复杂geo,一般在平直的街道上行走流畅,经过拐弯或者复杂区域较卡。减小geo复杂度没有什么作用。
-
-
- 注: 修改skybox,若不准的话,会遮住其他mesh,比如marker。尤其在没有深度贴图时。
-
-
- 耗时: chrome: 20+ ,但是firefox:500+ 咋回事 ? iphonex safari: 40+
-
-
- */
- }
- })()
-
- /*
- viewer.images360.flyToPano(viewer.images360.getPano('1765955963253690368|70','sid'))
- viewer.images360.flyToPano(viewer.images360.lastPano)
- */
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