Images360.js 142 KB

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  1. import * as THREE from "../../../../libs/three.js/build/three.module.js";
  2. import {TextSprite} from "../../objects/TextSprite.js";
  3. import ModelTextureMaterial from "../../materials/ModelTextureMaterial.js";
  4. import FastTranPass from '../../materials/FastTranPass.js'
  5. import Common from "../../utils/Common.js";
  6. import math from "../../utils/math.js";
  7. import cameraLight from "../../utils/cameraLight.js";
  8. import {MeshDraw, LineDraw} from '../../utils/DrawUtil.js'
  9. import Panorama from "./Panorama.js";
  10. import browser from '../../utils/browser.js'
  11. import QualityManager from './tile/QualityManager.js'
  12. import TileDownloader from './tile/TileDownloader.js'
  13. import PanoRenderer from './tile/PanoRenderer.js'
  14. import TilePrioritizer from './tile/TilePrioritizer.js'
  15. import {transitions, easing, lerp} from "../../utils/transitions.js";
  16. import DepthImageSampler from './DepthImageSampler.js'
  17. let {PanoSizeClass,Vectors,GLCubeFaces, PanoramaEvents} = Potree.defines
  18. 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°
  19. let raycaster = new THREE.Raycaster();
  20. //let currentlyHovered = null;
  21. let texLoader = new THREE.TextureLoader()
  22. let addLine = (origin, dir, len, color='#fff') => {
  23. var line1 = LineDraw.createLine([origin, origin.clone().add(dir.clone().multiplyScalar(len || 1))], { color })
  24. //console.log(origin.toArray(), dir.toArray())
  25. viewer.scene.scene.add(line1)
  26. return line1
  27. }
  28. let tileArr = []
  29. let previousView = {
  30. controls: null,
  31. position: null,
  32. target: null,
  33. };
  34. const HighMapCubeWidth = 1
  35. 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
  36. let getID = (function(){
  37. let id = 0
  38. return function(){
  39. return id ++
  40. }
  41. })()
  42. export class Images360 extends THREE.EventDispatcher{
  43. constructor(viewer ){
  44. super();
  45. this.viewer = viewer;
  46. this.panos = [];
  47. this.neighbourMap = {}
  48. this.disMap = {}
  49. this.node = new THREE.Object3D();
  50. this.node.name = 'ImagesNode'
  51. this.cubePanos = [];
  52. this.fastTranMaskPass = new FastTranPass(viewer.renderer)
  53. {
  54. this.cube = new THREE.Mesh(new THREE.BoxBufferGeometry(1,1,1,1),new ModelTextureMaterial());
  55. Potree.Utils.updateVisible(this.cube,'showSkybox', false )
  56. this.cube.layers.set(Potree.config.renderLayers.skybox)
  57. this.cube.name = 'skyboxCube'
  58. viewer.scene.scene.add(this.cube)
  59. if(Potree.settings.mergeType2 && Potree.settings.modelSkybox){
  60. this.materialInside = new ModelTextureMaterial( )
  61. 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
  62. 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
  63. this.addEventListener('endChangeMode',(e)=>{
  64. viewer.objs.children.forEach(e=>{
  65. if(e.panos) this.changeModelMat(e)
  66. }) //干脆全部换,就不容易错
  67. })
  68. }
  69. }
  70. if(Potree.settings.testCube){
  71. this.cubeTest = this.cube.clone()
  72. this.cubeTest.material = new THREE.MeshBasicMaterial({
  73. wireframe:true,
  74. color:'#FF3377',
  75. transparent:true,
  76. opacity:0.7,
  77. depthWrite:false,
  78. depthTest:false,
  79. })
  80. viewer.scene.scene.add(this.cubeTest)
  81. this.cubeTest.visible = true
  82. }
  83. this.flying_ = false
  84. this.currentPano = null;
  85. this.mouseLastMoveTime = Date.now()
  86. this.scrollZoomSpeed = 0.06
  87. this.zoomLevel = 1
  88. this.tileDownloader = new TileDownloader;
  89. this.qualityManager = new QualityManager
  90. this.panoRenderer = new PanoRenderer(viewer, this.tileDownloader, this.qualityManager)
  91. this.basePanoSize = this.qualityManager.getPanoSize(PanoSizeClass.BASE);
  92. this.standardPanoSize = this.qualityManager.getPanoSize(PanoSizeClass.STANDARD);
  93. this.highPanoSize = this.qualityManager.getPanoSize(PanoSizeClass.HIGH);
  94. this.ultraHighPanoSize = this.qualityManager.getPanoSize(PanoSizeClass.ULTRAHIGH);
  95. this.tileDownloader.processPriorityQueue = !1;
  96. this.tileDownloader.tilePrioritizer = new TilePrioritizer(this.qualityManager, this.basePanoSize, this.standardPanoSize, this.highPanoSize, this.ultraHighPanoSize);
  97. {//高分辨率cube 放大
  98. this.addHighMapCube()
  99. viewer.addEventListener(PanoramaEvents.Enter,(e)=>{
  100. this.setHighMap(e.newPano)
  101. })
  102. viewer.addEventListener('panoSetZoom',(e)=>{
  103. if(Potree.settings.displayMode == 'showPanos'){
  104. e.zoomed ? this.showHighMap() : this.hideHighMap() //add
  105. }
  106. })
  107. }
  108. this.depthSampler = new DepthImageSampler();
  109. viewer.fpControls.addEventListener('dollyStopCauseUnable',(e)=>{
  110. if(/* e.hoverViewport != viewer.mainViewport || */!Potree.settings.zoom.enabled)return
  111. if(e.scale != void 0){//触屏
  112. this.zoomBy(e.scale, e.pointer)
  113. }else{//滚轮
  114. let zoom;
  115. if(e.delta > 0){
  116. zoom = 1 + this.scrollZoomSpeed
  117. }else{
  118. zoom = 1 - this.scrollZoomSpeed
  119. }
  120. e.delta != 0 && this.zoomBy(zoom)
  121. }
  122. })
  123. let click = (e) => {//不用"mouseup" 是因为 mouseup有drag object时也会触发
  124. if(e.clickElement ||
  125. Potree.settings.unableNavigate || this.flying || !e.isTouch && e.button != THREE.MOUSE.LEFT || e.drag && e.drag.object //拖拽结束时不算
  126. /* || Potree.settings.editType == 'pano' && viewer.modules.PanoEditor.entered */
  127. //|| Potree.settings.editType == 'merge' && !e.intersectPoint || viewer.inputHandler.hoveredElements[0] && viewer.inputHandler.hoveredElements[0].isModel && e.intersectPoint.distance > viewer.inputHandler.hoveredElements[0].distance
  128. || Potree.settings.editType == 'merge' && !Potree.settings.mergeType2
  129. //|| Potree.settings.mergeType2 && Potree.settings.displayMode == 'showPointCloud'
  130. ) return
  131. if(Potree.settings.editType != 'pano' && Potree.settings.editType != 'merge'){
  132. if( e.hoverViewport == viewer.mapViewer.viewports[0]){
  133. return viewer.mapViewer.dispatchEvent(e/* {type:'global_click',e } */)
  134. }else if(e.hoverViewport != viewer.mainViewport){ //如数据集校准其他viewport
  135. return
  136. }
  137. }
  138. if(!Potree.settings.dblToFocusPoint/* && this.currentPano */){//双击不会focus点云 或者 已经focusPano了
  139. this.flyToPanoClosestToMouse()
  140. }
  141. }
  142. viewer.addEventListener('global_click' , click)
  143. viewer.addEventListener("global_mousemove", (e) => {
  144. 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
  145. this.updateClosestPano(e.intersect)
  146. }
  147. });
  148. this.addEventListener('markerHover',(e)=>{
  149. this.updateClosestPano(e.pano, e.hovered)
  150. })
  151. if(!Potree.settings.isOfficial){
  152. this.domRoot = viewer.renderer.domElement.parentElement;
  153. let elUnfocus = $("<input type='button' value='unfocus'></input>");
  154. elUnfocus.css({
  155. position : "absolute",
  156. right : '25%',
  157. bottom: '20px',
  158. zIndex: "10000",
  159. fontSize:'1em', color:"black",
  160. display:'none',
  161. background:'rgba(255,255,255,0.8)',
  162. })
  163. elUnfocus.on("click", () => this.unfocus());
  164. this.elUnfocus = elUnfocus;
  165. this.domRoot.appendChild(elUnfocus[0]);
  166. if(Potree.settings.editType != 'merge'){
  167. let elHide = $("<input type='button' value='隐藏点云'></input>")
  168. elHide.css({
  169. position : "absolute",
  170. right : '40%',
  171. bottom: '20px',
  172. zIndex: "10000",
  173. fontSize:'1em' ,color:"black",
  174. width : '100px',
  175. background:'rgba(255,255,255,0.8)',
  176. })
  177. this.domRoot.appendChild(elHide[0]);
  178. elHide.on("click", (e) => {
  179. let visi = Potree.Utils.getObjVisiByReason(viewer.scene.pointclouds[0], 'force')
  180. viewer.scene.pointclouds.forEach(e=>{
  181. Potree.Utils.updateVisible(e, 'force', !visi)
  182. })
  183. elHide.val(!visi ? "隐藏点云" : "显示点云")
  184. });
  185. }
  186. let elDisplayModel = $("<input type='button' value='>>全景'></input>")
  187. elDisplayModel.css({
  188. position : "absolute",
  189. right : '65%',
  190. bottom: '20px',
  191. zIndex: "10000",
  192. fontSize:'1em',color:"black",
  193. width : '100px',
  194. background:'rgba(255,255,255,0.8)',
  195. })
  196. this.domRoot.appendChild(elDisplayModel[0]);
  197. elDisplayModel.on("click", (e) => {
  198. if(Potree.settings.displayMode == 'showPointCloud' && this.panos.length == 0)return
  199. Potree.settings.displayMode = Potree.settings.displayMode == 'showPointCloud' ? 'showPanos' : 'showPointCloud'
  200. });
  201. this.elDisplayModel = elDisplayModel
  202. if(viewer.mapViewer){
  203. let mapStyleBtn = $("<input type='button' value='普通'></input>")
  204. mapStyleBtn.css({
  205. position : "absolute",
  206. right : '50%',
  207. bottom: '20px',
  208. zIndex: "10000",
  209. fontSize:'1em' ,color:"black",
  210. width : '100px',
  211. background:'rgba(255,255,255,0.8)',
  212. })
  213. this.domRoot.appendChild(mapStyleBtn[0]);
  214. let map = viewer.mapViewer.mapLayer.maps.find(e=>e.name == 'map')
  215. mapStyleBtn.on("click", (e) => {
  216. map.switchStyle(map.style == 'satellite' ? 'standard' : 'satellite')
  217. mapStyleBtn.val(map.style == 'satellite' ? '卫星' : '普通')
  218. });
  219. }
  220. }
  221. {//切换模式
  222. let displayMode = '';
  223. 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
  224. Object.defineProperty(Potree.settings , "displayMode",{
  225. get: function() {
  226. return displayMode
  227. },
  228. set: (mode)=> {
  229. this.latestRequestMode = mode
  230. console.warn('Request setMode: ' + mode)
  231. this.dispatchEvent({type:'requestMode',mode})
  232. let config2
  233. let config = Potree.config.displayMode[mode]
  234. if(this.isAtPano() && !this.latestToPano){
  235. config2 = config.atPano
  236. }else{
  237. config2 = config.transition
  238. }
  239. let changeTileDownload = ()=>{
  240. if(config2.showSkybox || config2.showPoint && config2.pointUsePanoTex){
  241. this.tileDownloader.start()
  242. this.currentPano && this.currentPano.enter()
  243. }else{
  244. this.tileDownloader.stop()
  245. this.currentPano && this.currentPano.exit()
  246. this.nextPano && (viewer.cancelLoad(this.nextPano))
  247. }
  248. }
  249. if(mode != displayMode){
  250. let camera = viewer.scene.getActiveCamera()
  251. if(mode == 'showPanos' && viewer.mainViewport.view.isFlying()){//飞完才能切换全景
  252. let f = ()=>{
  253. if(this.latestRequestMode == mode){//如果ui还是停在这个模式的话
  254. Potree.settings.displayMode = mode
  255. }
  256. viewer.mainViewport.view.removeEventListener('flyingDone', f)
  257. viewer.mainViewport.view.removeEventListener('flyCancel', f)
  258. }
  259. viewer.mainViewport.view.addEventListener('flyingDone', f) //once
  260. viewer.mainViewport.view.addEventListener('flyCancel', f)
  261. return
  262. }
  263. if(this.isAtPano() && !this.latestToPano){
  264. config2 = config.atPano
  265. }else{
  266. config2 = config.transition
  267. if(mode == 'showPanos'){//自动飞入一个pano
  268. //要改成飞进最近的。。。
  269. if(this.panos.length == 0)return
  270. //this.modeChanging = true //主要是因为到全景图不会立刻成功
  271. let wait = (e)=>{
  272. console.log('flyToPanoDone')
  273. this.removeEventListener('flyToPanoDone',wait)
  274. setTimeout(()=>{
  275. if(this.latestRequestMode == mode ){
  276. Potree.settings.displayMode = mode //被打断,重新执行
  277. }
  278. },e.makeIt ? 1 : 50)
  279. }
  280. 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
  281. this.flyToPano({
  282. pano: this.findNearestPano(),
  283. //dealDoneWhenCancel:true,
  284. /* callback: ()=>{
  285. setTimeout(()=>{ //防止循环,所以延迟
  286. if(this.latestRequestMode == mode ){
  287. Potree.settings.displayMode = mode
  288. }
  289. },1)
  290. } */
  291. })
  292. return;
  293. }else{
  294. }
  295. }
  296. changeTileDownload()
  297. if(config2.showSkybox || config2.pointUsePanoTex){
  298. let wait = ( )=> {
  299. //console.log('waitdone')
  300. //if(e.pano && e.pano != this.currentPano)return //loadedDepthImg
  301. setTimeout( ()=>{
  302. if(this.latestRequestMode == mode ){
  303. Potree.settings.displayMode = mode
  304. }
  305. },1)
  306. }
  307. //this.updateDepthTex()
  308. if(this.checkAndWaitForPanoLoad(this.currentPano, this.basePanoSize, wait)){
  309. //console.log('等待贴图加载2', this.currentPano.id)
  310. return
  311. }
  312. }
  313. viewer.scene.pointclouds.forEach(e=>{
  314. Potree.Utils.updateVisible(e, 'displayMode', config2.showPoint, 2 )
  315. })
  316. if(config2.pointUsePanoTex){
  317. viewer.scene.pointclouds.forEach(e=>{
  318. e.material.setProjectedPanos(this.currentPano,this.currentPano, 1)
  319. })
  320. }else{
  321. viewer.scene.pointclouds.forEach(e=>{
  322. e.material.stopProjectedPanos()
  323. })
  324. }
  325. Potree.Utils.updateVisible(this.cube,'showSkybox',config2.showSkybox )// this.cube.visible = config2.showSkybox
  326. //this.cube.visible = config.atPano.showSkybox
  327. if(this.cube.visible){
  328. //this.cube.material.setProjectedPanos(this.currentPano, this.currentPano, 1)
  329. this.setProjectedPanos({
  330. progress:1,
  331. ifSkybox: true,
  332. ifPointcloud : false,
  333. easeInOutRatio : 0,
  334. pano0:this.currentPano,
  335. pano1:this.currentPano
  336. })
  337. }else{
  338. this.smoothZoomTo(1)
  339. this.resetHighMap()
  340. this.hideHighMap()
  341. }
  342. /* viewer.dispatchEvent({
  343. type: "enableChangePos",
  344. canLeavePano : config.canLeavePano ,
  345. viewport:
  346. }) */
  347. //viewer.mainViewport.unableChangePos = !config.canLeavePano
  348. displayMode = mode
  349. if(mode == 'showPanos'){
  350. camera.far = viewer.farWhenShowPano //修改far
  351. Potree.settings.pointDensity = 'panorama'
  352. if(Potree.config.displayMode.showPanos.transition.pointUsePanoTex){
  353. viewer.scene.pointclouds.forEach(e=>{
  354. e.material.pointSizeType = 'FIXED'
  355. })
  356. }
  357. this.updateCube(this.currentPano)
  358. //viewer.setControls(viewer.fpControls)
  359. }else{
  360. if(camera.limitFar) camera.far = Potree.settings.cameraFar;//修改far
  361. Potree.settings.pointDensity = Potree.settings.UserPointDensity
  362. //Potree.sdk && Potree.sdk.scene.changePointOpacity()
  363. if(Potree.config.displayMode.showPanos.transition.pointUsePanoTex){
  364. viewer.scene.pointclouds.forEach(e=>{
  365. e.material.pointSizeType = Potree.config.material.pointSizeType
  366. })
  367. }
  368. //Potree.settings.editType == 'merge' && viewer.setControls(viewer.orbitControls)
  369. }
  370. camera.updateProjectionMatrix()
  371. if(this.elDisplayModel){
  372. this.elDisplayModel.val( mode == 'showPointCloud' ? ">>全景" : '>>点云')
  373. }
  374. /* this.panos.forEach(e=>{
  375. Potree.Utils.updateVisible(e, 'modeIsShowPanos', mode == 'showPanos', 1, mode == 'showPanos' ? 'add':'cancel') //
  376. }) */
  377. this.dispatchEvent({type:'endChangeMode',mode})
  378. console.log('setModeSuccess: ' + mode)
  379. }else{
  380. changeTileDownload()
  381. //this.dispatchEvent({type:'endChangeMode',mode})
  382. }
  383. }
  384. })
  385. Potree.settings.displayMode = 'showPointCloud'
  386. }// 切换模式 end
  387. {//
  388. let currentPano = null;
  389. Object.defineProperty(this , "currentPano",{
  390. get: function() {
  391. return currentPano
  392. },
  393. set: function(e) {
  394. if(e != currentPano){
  395. //console.log('set currentPano ', e.id)
  396. currentPano && currentPano.exit()
  397. e && e.enter()
  398. currentPano = e
  399. }
  400. }
  401. })
  402. }
  403. {//是否显示marker
  404. let ifShowMarker = true;
  405. Object.defineProperty(Potree.settings, "ifShowMarker",{
  406. get: function() {
  407. return ifShowMarker
  408. },
  409. set: (show)=>{
  410. show = !!show
  411. if(show != ifShowMarker){
  412. this.panos.forEach(pano=>{
  413. Potree.Utils.updateVisible(pano, 'ifShowMarker', show, 1 )
  414. })
  415. //this.emit('markersDisplayChange', show)
  416. ifShowMarker = show
  417. viewer.dispatchEvent('showMarkerChanged')
  418. viewer.dispatchEvent('content_changed')
  419. }
  420. }
  421. })
  422. }
  423. viewer.addEventListener("update", () => {
  424. this.update(viewer);
  425. });
  426. //viewer.inputHandler.addInputListener(this);
  427. var keys = {
  428. FORWARD: ['W'.charCodeAt(0), 38],
  429. BACKWARD: ['S'.charCodeAt(0), 40],
  430. LEFT: ['A'.charCodeAt(0), 37],
  431. RIGHT: ['D'.charCodeAt(0), 39],
  432. }
  433. viewer.inputHandler.addEventListener('keydown',(e)=>{
  434. if(Potree.settings.displayMode == 'showPanos'){
  435. for(let i in keys){
  436. if(keys[i].some(a => a == e.keyCode)){
  437. switch(i){
  438. case 'FORWARD':
  439. this.flyLocalDirection(Vectors.FORWARD.clone());
  440. break;
  441. case 'BACKWARD':
  442. this.flyLocalDirection(Vectors.BACK.clone());
  443. break;
  444. case 'LEFT':
  445. this.flyLocalDirection(Vectors.LEFT.clone());
  446. break;
  447. case 'RIGHT':
  448. this.flyLocalDirection(Vectors.RIGHT.clone());
  449. break;
  450. }
  451. break;
  452. }
  453. }
  454. }
  455. })
  456. };
  457. changeModelMat(model/* , isCurModel */){
  458. if(model?.is4dkkModel){
  459. if(model.fileType == '3dTiles'){
  460. viewer.setAllTilesets(model, (child)=>{
  461. child.runtime.limit2lowestDepth(Potree.settings.displayMode == 'showPanos')
  462. child.runtime.getTileset().tiles.forEach(e=>{
  463. this.judgeModelMat(e.tileContent/* , isCurModel */)
  464. })
  465. })
  466. }else{
  467. this.judgeModelMat(model/* , isCurModel */)
  468. }
  469. }
  470. }
  471. judgeModelMat(object/* , isCurModel */){
  472. if(!(Potree.settings.mergeType2 && Potree.settings.modelSkybox))return
  473. object.traverse(mesh=>{
  474. if(mesh.material){
  475. if(!mesh.materialOutside){
  476. mesh.materialOutside = mesh.material
  477. }
  478. //mesh.material = Potree.settings.displayMode == 'showPanos' && (this.nextPano?.pointcloud == object || this.currentPano.pointcloud == object || isCurModel) ? this.materialInside : mesh.materialOutside
  479. mesh.material = Potree.settings.displayMode == 'showPanos' ? this.materialInside : mesh.materialOutside
  480. Potree.Utils.setObjectLayers(mesh, Potree.settings.displayMode == 'showPanos' ? 'skybox' : 'model' ) //为了渲染到rtEDL
  481. }
  482. })
  483. }
  484. updateDepthTex(pano){
  485. if(this.currentPano != pano || !pano.depthTex)return
  486. //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
  487. this.cube.material.updateDepthTex(pano) //确保一下
  488. }
  489. findNearestPano(pos, panos=this.panos){
  490. pos = pos ? new THREE.Vector3().copy(pos) : this.position
  491. let result = Common.sortByScore(panos,[Images360.filters.isEnabled()],[e=>-e.position.distanceTo(pos) / e.pointcloud.scale.x])
  492. let pano = result[0] && result[0].item
  493. return pano
  494. }
  495. /* set flying(v){//正在飞向pano
  496. this.flying_ = !!v
  497. //console.log('this.flying_ ', !!v )
  498. //this.emit('flying', this.flying_)
  499. let config = Potree.config.displayMode[Potree.settings.displayMode]
  500. viewer.mainViewport.unableChangePos = !config.canLeavePano || !!v
  501. }
  502. get flying(){
  503. return this.flying_
  504. } */
  505. flyLocalDirection(dir) {
  506. var direction = this.getDirection(dir),
  507. option1 = 1 === dir.y ? .4 : .75,
  508. option2 = 1 === Math.abs(dir.x);
  509. return this.flyDirection(direction, option1, option2, true)
  510. }
  511. getDirection(e) {
  512. if(!e){
  513. return viewer.scene.view.direction
  514. }else{
  515. return e = e ? e : (new THREE.Vector3).copy(Vectors.FORWARD),
  516. e.applyQuaternion(viewer.mainViewport.camera.quaternion)
  517. }
  518. }
  519. get position(){
  520. return this.viewer.scene.view.position.clone()
  521. }
  522. isAtPano(precision=1e-6){//是否在某个漫游点上
  523. if(precision){
  524. return this.currentPano && math.closeTo(viewer.scene.view.position, this.currentPano.position, precision)
  525. }
  526. return this.currentPano && viewer.scene.view.position.equals(this.currentPano.position)
  527. }
  528. updateProjectedPanos(){//更新材质贴图
  529. //console.warn('updateProjectedPanos')
  530. this.projectedPano0 && this.projectedPano1 && this.setProjectedPanos({pano0:this.projectedPano0, pano1:this.projectedPano1})
  531. }
  532. setProjectedPanos(o={}){//设置cube和点云的材质贴图
  533. this.cube.material.setProjectedPanos(o.pano0, o.pano1, o.progress)
  534. this.materialInside && this.materialInside.setProjectedPanos(o.pano0, o.pano1, o.progress)
  535. if(o.ifPointcloud){
  536. viewer.scene.pointclouds.forEach(e=>{
  537. e.material.setProjectedPanos(o.pano0, o.pano1, o.progress, o.easeInOutRatio)
  538. })
  539. }
  540. //console.warn('setProjectedPanos ', o.pano0.id , o.pano1.id)
  541. this.projectedPano0 = o.pano0
  542. this.projectedPano1 = o.pano1
  543. }
  544. get latestToPano(){
  545. return this._latestToPano
  546. }
  547. set latestToPano(toPano){
  548. this._latestToPano = toPano
  549. //console.warn('latestToPano',toPano)
  550. }
  551. 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
  552. if(/* viewer.mainViewport.view.isFlying() || */toPano && this.latestToPano != toPano){
  553. return
  554. }
  555. //Potree.Log('cancelFlyToPano', this.latestToPano && this.latestToPano.pano.id)
  556. this.nextPano = null
  557. this.latestToPano = null
  558. }
  559. flyToPano(toPano) { //飞向漫游点
  560. if(!toPano)return
  561. if(typeof toPano == 'number')toPano = this.panos[toPano]
  562. if(toPano instanceof Panorama){
  563. toPano = {pano: toPano}
  564. }
  565. let done = (makeIt, disturb)=>{
  566. //console.log('flyToPano done ', toPano.pano.id, makeIt, disturb )
  567. if(makeIt || disturb) { // disturb已经开始飞行但中途取消
  568. toPano.callback && toPano.callback(makeIt)
  569. //this.flying = false
  570. this.cancelFlyToPano(toPano)
  571. this.updateClosestPano(this.closestPano,false) //飞行结束后取消点击漫游点时得到的closestPano
  572. }else{
  573. }
  574. this.dispatchEvent({type:'flyToPanoDone', makeIt, disturb})
  575. this.fastTranMaskPass.stop()
  576. toPano.deferred && toPano.deferred.resolve(makeIt) //测量线截图时发现,resolve需要写在flying=false 后才行。
  577. }
  578. if(!toPano.pano.enabled)return done(false,true);
  579. //Potree.Log('hope flyToPano: '+toPano.pano.id, toPano.pano.position.toArray() )
  580. if(!toPano.canCancelLast && this.latestToPano && this.latestToPano != toPano && (//还在飞
  581. 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
  582. return done(false)
  583. }
  584. if(this.currentPano == toPano.pano && this.isAtPano() && !toPano.target && !toPano.quaternion ){
  585. //已在该pano
  586. this.dispatchEvent({type:'flyToPano', toPano})
  587. return done(true);
  588. }
  589. //Potree.Log('flyToPano: '+toPano.pano.id, toPano.pano.position.toArray() /* this.latestToPano && this.latestToPano.pano.id */ )
  590. let target = toPano.target
  591. let config = Potree.config.displayMode[Potree.settings.displayMode]
  592. let pano = toPano.pano
  593. let dis = pano.position.distanceTo(this.position)
  594. this.nextPano = pano
  595. this.latestToPano = toPano
  596. //this.flying = true //防止新的请求
  597. //Potree.Log('flyToPano:'+pano.id + ' , duration:'+toPano.duration, null, 12)
  598. {//不飞的话是否不要执行这段?
  599. let wait = (e)=> {
  600. //console.log('wait done', pano.id)
  601. if(/* e.pano && */this.latestToPano && pano != this.latestToPano.pano)return//loadedDepthImg
  602. if(this.latestToPano != toPano)return Potree.Log('已经取消', pano.id) //如果取消了
  603. setTimeout(()=>{
  604. if(this.latestToPano != toPano)return
  605. this.flyToPano(toPano)
  606. },1)
  607. }
  608. if(!pano.depthTex && pano.pointcloud.hasDepthTex){ //点云模式也要加载depthTex,因获取neighbour需要用到
  609. console.log('等待加载depthtex', pano.id)
  610. pano.addEventListener('loadedDepthImg', wait, {once:true})
  611. return pano.loadDepthImg()
  612. }
  613. if(config.atPano.showSkybox || config.atPano.pointUsePanoTex){
  614. let a = this.updateCube(this.currentPano, toPano.pano)
  615. if(a == 'useBound'){
  616. toPano.useBound = true
  617. }
  618. if(this.checkAndWaitForPanoLoad(pano, toPano.basePanoSize || this.basePanoSize, wait )){
  619. //console.log('等待贴图加载',pano.id)
  620. return
  621. }
  622. }
  623. }
  624. config = Potree.config.displayMode[Potree.settings.displayMode] //可能换了
  625. let pointcloudVisi = config.atPano.showPoint //viewer.scene.pointclouds[0].visible
  626. Potree.Utils.updateVisible(this.cube,'showSkybox', config.atPano.showSkybox ) // this.cube.visible = config.atPano.showSkybox
  627. //console.log('开始飞1')
  628. if(config.transition.showPoint){
  629. viewer.scene.pointclouds.forEach(e=>{
  630. Potree.Utils.updateVisible(e, 'displayMode', true)
  631. })
  632. }
  633. const endPosition = pano.position.clone()
  634. let T = Potree.config.transitionsTime
  635. let maxDis = 7
  636. let duration = toPano.duration == void 0 ? Math.min(dis, maxDis) * T.flytimeDistanceMultiplier + T.flyMinTime : toPano.duration
  637. if(config.transition.showSkybox || config.transition.pointUsePanoTex){
  638. if(Potree.settings.fastTran ){
  639. this.fastTranMaskPass.start() //截图当前画面
  640. viewer.scene.view.position.copy(endPosition)
  641. }
  642. this.setProjectedPanos({
  643. progress: 0,
  644. ifSkybox: this.cube.visible,
  645. ifPointcloud : config.transition.pointUsePanoTex,
  646. easeInOutRatio : pointcloudVisi ? 0.3 : 0,
  647. pano0:this.currentPano,
  648. pano1:pano
  649. })
  650. }
  651. if(toPano.useBound){
  652. duration = Math.min(1500, duration)
  653. toPano.easeName = 'easeInOutQuad'
  654. }else{
  655. if(endPosition.equals(this.position))toPano.easeName = 'easeOutSine'
  656. }
  657. {
  658. toPano.easeName = toPano.easeName || 'linearTween'
  659. toPano.duration = duration
  660. this.beforeFlyToPano(toPano)
  661. }
  662. /* let fly = ()=>{
  663. this.dispatchEvent({type:'flyToPano', toPano})
  664. viewer.scene.view.setView({position:endPosition, target, quaternion:toPano.quaternion , duration,
  665. callback:()=>{
  666. if(!config.atPano.pointUsePanoTex){
  667. viewer.scene.pointclouds.forEach(e=>{
  668. e.material.stopProjectedPanos()
  669. })
  670. }
  671. this.currentPano = pano;
  672. this.nextPano = null;
  673. if(Potree.settings.displayMode == 'showPanos'){
  674. viewer.scene.pointclouds.forEach(e=>{
  675. Potree.Utils.updateVisible(e, 'displayMode',pointcloudVisi)
  676. })
  677. }
  678. done(true);
  679. this.updateDepthTex(this.currentPano)
  680. }, onUpdate:(progress)=>{
  681. //console.log('uniforms progress',progress)
  682. this.cube.material.uniforms.progress.value = progress
  683. viewer.scene.pointclouds.forEach(e=>{
  684. e.material.uniforms.progress.value = progress
  685. })
  686. },
  687. cancelFun:()=>{ done(false, true) },
  688. Easing:easeName
  689. })
  690. //duration > 0 && (this.flying = true) //再写一遍 防止cancel其他项目导致flying为false
  691. } */
  692. let onUpdate = (progress)=>{
  693. this.cube.material.uniforms.progress.value = progress
  694. this.materialInside && (this.materialInside.uniforms.progress.value = progress)
  695. viewer.scene.pointclouds.forEach(e=>{
  696. e.material.uniforms.progress.value = progress
  697. })
  698. }
  699. let fly = ()=>{
  700. let startProgress = toPano.progress = toPano.progress || 0
  701. let loadNextProgress = THREE.MathUtils.clamp(1 - 2.5 / dis, 0.3, 0.8)
  702. //console.log(loadNextProgress, (1-loadNextProgress) * dis )
  703. this.dispatchEvent({type:'flyToPano', toPano})
  704. viewer.scene.view.setView({position:endPosition, target, quaternion:toPano.quaternion , duration:toPano.duration,
  705. onUpdate:(progress_, delta)=>{
  706. let progress = startProgress + progress_ * (1 - startProgress)
  707. let currentSpeed
  708. 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
  709. 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
  710. } else {
  711. currentSpeed = toPano.currentSpeed || 0
  712. }
  713. toPano.currentSpeed = currentSpeed
  714. toPano.progress = progress
  715. //console.log('progress_', progress_, 'delta',delta , 'progress', progress/*, 'currentSpeed', currentSpeed, */ )
  716. if (progress > loadNextProgress && toPano.easeName == 'linearTween' && currentSpeed){// 减速. 如果仅旋转就不停止
  717. //console.log('减速', /* currentSpeed , */progress_ )
  718. toPano.easeName = 'easeOutSine'
  719. let restDis = (1 - progress) * dis
  720. toPano.duration = (Math.PI / 2 * restDis) / currentSpeed // 这样能保证初始速度为currentSpeed
  721. viewer.scene.view.cancelFlying('all',false) //为了防止执行cancelFun先主动cancel
  722. toPano.flyCount = 2
  723. fly(toPano)
  724. }
  725. onUpdate(progress)
  726. },
  727. callback:()=>{
  728. if(!config.atPano.pointUsePanoTex){
  729. viewer.scene.pointclouds.forEach(e=>{
  730. e.material.stopProjectedPanos()
  731. })
  732. }
  733. this.lastPano = this.currentPano //记录,调试
  734. this.currentPano = pano;
  735. this.nextPano = null;
  736. if(Potree.settings.displayMode == 'showPanos'){
  737. viewer.scene.pointclouds.forEach(e=>{
  738. Potree.Utils.updateVisible(e, 'displayMode',pointcloudVisi)
  739. })
  740. }
  741. done(true);
  742. this.updateDepthTex(this.currentPano) //删除dispose的depthTex
  743. },
  744. cancelFun:()=>{ done(false, true) },
  745. Easing:toPano.easeName,
  746. ignoreFirstFrame : toPano.flyCount != 2 //变换transition时不停一帧
  747. })
  748. }
  749. if(Potree.settings.displayMode == 'showPanos'){
  750. setTimeout(fly, 40); //更新geo后缓冲
  751. }else{
  752. fly()
  753. }
  754. //console.log('flyToPano:', toPano.pano.id)
  755. }
  756. beforeFlyToPano(toPano){
  757. if(this.currentPano != toPano.pano) {
  758. if(Potree.settings.displayMode == 'showPanos'){
  759. this.resetHighMap()
  760. }
  761. this.smoothZoomTo(toPano.zoomLevel || 1, toPano.duration / 2);
  762. }
  763. }
  764. /* updateCube(pano0, pano1){
  765. if(Potree.settings.displayMode != 'showPanos')return
  766. if(!viewer.scene.pointclouds.some(e=>!e.hasDepthTex)) return this.updateCube2(pano0, pano1) //都hasDepthTex的话
  767. let useBound = (bound, size)=>{
  768. size = size || bound.getSize(new THREE.Vector3)
  769. let center = bound.getCenter(new THREE.Vector3)
  770. size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth))
  771. this.cube.scale.copy(size)
  772. this.cube.position.copy(center)
  773. }
  774. 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
  775. let panoBound = new THREE.Box3
  776. panoBound.expandByPoint(pano.position)
  777. panoBound.expandByVector(new THREE.Vector3(10,10,10));//give pano a margin
  778. return pano.pointcloud.bound.clone().union(panoBound)
  779. }
  780. let getDis = (bound1, bound2)=>{ //获取bound1边界到bound2边界距离
  781. if(bound1.intersectsBox(bound2))return 0
  782. let center1 = bound1.getCenter(new THREE.Vector3)
  783. let center2 = bound2.getCenter(new THREE.Vector3)
  784. let dis = center1.distanceTo(center2)
  785. let dis1 = bound1.distanceToPoint(center2)
  786. let dis2 = bound2.distanceToPoint(center1)
  787. return dis1 + dis2 - dis
  788. }
  789. if(pano1){//过渡
  790. if(pano0.pointcloud == pano1.pointcloud){//同一个数据集内的过渡
  791. useBound(getPanoBound(pano0))
  792. }else{//非同一个数据集内的过渡
  793. let bound = getPanoBound(pano0).union(getPanoBound(pano1))
  794. if(getDis(pano0.pointcloud.bound, pano1.pointcloud.bound) < 100){
  795. useBound(bound)
  796. }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
  797. let size = bound.getSize(new THREE.Vector3)
  798. let max = Math.max(size.x, size.y, size.z)
  799. size.set(max,max,max)
  800. useBound(pano0.pointcloud.bound.clone().union(pano1.pointcloud.bound), size)
  801. }
  802. }
  803. }else{
  804. 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
  805. }
  806. } */
  807. getIntersect(pano, dir, origin){
  808. if(pano && pano.pointcloud.hasDepthTex ){
  809. return this.depthSampler.sample( {dir }, pano, true )
  810. }else{
  811. origin = origin || pano.position
  812. return viewer.inputHandler.getIntersect({
  813. viewport:viewer.inputHandler.hoverViewport,
  814. onlyGetIntersect:true, usePointcloud:true,
  815. point: origin.clone().add(dir),
  816. cameraPos: origin
  817. })
  818. }
  819. }
  820. /* updateCube(pano0, pano1){//增加细分的版本,且垂直方向上也分多个
  821. if(Potree.settings.displayMode != 'showPanos')return
  822. console.log('updateCube',pano0.id, pano1&&pano1.id)
  823. let f = (bound, size)=>{
  824. size = size || bound.getSize(new THREE.Vector3)
  825. let center = bound.getCenter(new THREE.Vector3)
  826. size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth))
  827. this.cube.scale.copy(size)
  828. this.cube.position.copy(center)
  829. }
  830. this.cube.geometry.dispose();
  831. if(pano1){//过渡
  832. let count1, count2;
  833. let panoIndex = 0
  834. let add = (pano, dir )=>{
  835. let getPI = function(index, panoIndex_){
  836. if(panoIndex_ == void 0) panoIndex_ = panoIndex
  837. return (count1 * count2 + 2 ) * panoIndex_ + index + 2
  838. }
  839. let minZ, maxZ
  840. minZ = pano.floorPosition.z
  841. {//天花板高度值
  842. //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)
  843. 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
  844. let dir1 = new THREE.Vector3(0,0,1).applyMatrix4(rotMat)
  845. let rotMat1 = new THREE.Matrix4().makeRotationZ(Math.PI*2 / 3);
  846. let rotMat2 = new THREE.Matrix4().makeRotationZ(-Math.PI*2 / 3);
  847. let dir2 = dir1.clone().applyMatrix4(rotMat1)
  848. let dir3 = dir1.clone().applyMatrix4(rotMat2)
  849. let zs = [dir1,dir2,dir3].map(dir_=>{
  850. let intersect = this.depthSampler.sample( {dir: dir_}, pano, true )
  851. let z = intersect ? intersect.location.z : pano.position.z
  852. return z
  853. })
  854. zs.sort((a,b)=>{return b-a});//得最大值
  855. maxZ = zs[0]
  856. let min = pano.position.z + 1
  857. if(maxZ < pano.position.z + 0.04){//户外
  858. maxZ = pano.position.z + 50
  859. }
  860. maxZ = Math.max(min,maxZ)
  861. console.log(pano.id, 'maxZ:',maxZ )
  862. console.log(pano.id, 'minZ:',minZ )
  863. }
  864. [maxZ, minZ ].forEach(z=>{
  865. posArr.push(pano.position.clone().setZ(z))
  866. })
  867. const angle = Math.PI/8
  868. let getDir = (angle_)=>{
  869. let rotMat = new THREE.Matrix4().makeRotationZ(angle_)
  870. return dir.clone().applyMatrix4(rotMat)
  871. }
  872. 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
  873. count1 = dirs.length
  874. 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
  875. let dirs_ = [
  876. dir.clone().setZ(Math.tan(THREE.Math.degToRad(30))).normalize(),
  877. dir.clone().setZ(Math.tan(THREE.Math.degToRad(15))).normalize(),
  878. dir.clone(), // 水平方向
  879. dir.clone().setZ(-Math.tan(THREE.Math.degToRad(15))).normalize(),
  880. dir.clone().setZ(-Math.tan(THREE.Math.degToRad(30))).normalize(),
  881. ];
  882. count2 = dirs_.length
  883. dirs_.forEach((dir_, i) =>{
  884. let intersect = this.depthSampler.sample( {dir: dir_}, pano, true )
  885. let location
  886. if(!intersect){ //超级远
  887. let distance = 100
  888. location = dir_.clone().multiplyScalar(distance).add(pano.position)
  889. intersect = {distance,location}
  890. }
  891. //intersect.distance
  892. location = intersect.location.clone()
  893. let shouldZ// = THREE.Math.clamp(intersect.location.z, minZ, maxZ);
  894. let needShrink = false
  895. if(i == 0){//最上方的点高度直接等于天花板
  896. shouldZ = maxZ
  897. if(location.z<maxZ)location.z = maxZ
  898. else needShrink = true
  899. }else if(i == count2-1){//最下方的点高度直接等于地板
  900. shouldZ = minZ
  901. if(location.z>minZ)location.z = minZ
  902. else needShrink = true
  903. }
  904. if(needShrink ){//需要在保持dir_不变的情况下修改z
  905. let len = (shouldZ - pano.position.z) / (intersect.location.z - pano.position.z) * intersect.distance
  906. location = dir_.clone().multiplyScalar(len).add(pano.position)
  907. }
  908. posArr.push(location)
  909. if(index!=0 && i!=0){//加入一块四方面
  910. let curIndex = getPI(count2 * index + i);
  911. faceArr.push([curIndex-1, curIndex-count2-1, curIndex-count2],
  912. [curIndex-1, curIndex, curIndex-count2])
  913. }
  914. })
  915. if(index!=0){
  916. let top = -2;
  917. let btm = -1
  918. faceArr.push([getPI(count2*(index-1) ), getPI(count2*index ), getPI(top) ])//天花板扇形
  919. faceArr.push([getPI(count2*index-1), getPI(count2*(index+1)-1), getPI(btm) ] )//地板扇形
  920. }else{
  921. //加入和另一个pano连接的其中一个侧边
  922. let panoIndex2 = (panoIndex + 1) % 2;
  923. for(let i=1;i<count2;i++){
  924. faceArr.push([getPI(i-1), getPI(i), getPI((count1-1)*count2 +i, panoIndex2)],
  925. [getPI(i-1), getPI((count1-1)*count2+i , panoIndex2) , getPI((count1-1)*count2+i-1 ,panoIndex2)])
  926. }
  927. faceArr.push([getPI(0), getPI((count1-1)*count2), getPI(0, panoIndex2)])//加入顶部的一半
  928. faceArr.push([getPI(count2-1), getPI(count1*count2-1), getPI(count2-1, panoIndex2)])//加入底部的一半
  929. }
  930. });
  931. panoIndex ++
  932. }
  933. let posArr = [];
  934. let faceArr = []
  935. //两点连线的水平向量
  936. let vec = new THREE.Vector3().subVectors(pano0.position, pano1.position).setZ(0).normalize()
  937. add(pano0, vec)
  938. add(pano1, vec.negate())
  939. let geo = MeshDraw.createGeometry(posArr, faceArr)
  940. this.cube.geometry = geo
  941. this.cube.scale.set(1,1,1);
  942. this.cube.position.set(0,0,0)
  943. }else{
  944. this.cube.geometry = new THREE.BoxBufferGeometry(1,1,1,1)
  945. f(pano0.pointcloud.bound)
  946. }
  947. } */
  948. 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
  949. if(!pano0 || !pano1 )return
  950. if(!viewer.scene.pointclouds.some(e=>e.hasDepthTex))return true
  951. let margin = 0.1;
  952. let map0 = this.neighbourMap[pano0.id]; //主
  953. let map1 = this.neighbourMap[pano1.id]; //副
  954. /* if(map0[pano1.id] != void 0){
  955. ifNeighbour = map0[pano1.id]
  956. }
  957. if(!ifNeighbour && map1[pano0.id] != void 0){
  958. ifNeighbour = map1[pano0.id]
  959. } */
  960. 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
  961. let dis = pano0.position.distanceTo(pano1.position)
  962. if(math.closeTo(dis,0) ){//两个点相同
  963. ifNeighbour = map1[pano0.id] = map0[pano1.id] = true
  964. return true
  965. }
  966. if(dontCompute) return ifNeighbour
  967. let logSids = [ /* '1566756240057044992|4','1566756240057044992|5' */ ]
  968. let ifLog = pano0.sid == logSids[0] && pano1.sid == logSids[1] || pano0.sid == logSids[1] && pano1.sid == logSids[0]
  969. if(ifLog){
  970. console.log(2)
  971. }
  972. 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
  973. let vec = new THREE.Vector3().subVectors(subPano.position, mainPano.position).normalize()
  974. let getDir = (angle_, upDown)=>{ //基于vec的方向 向左向右旋转
  975. //if(upDown) vec.clone().applyAxisAngle(new THREE.Vector3(1, 0, 0), upDown);
  976. return vec.clone().applyAxisAngle(new THREE.Vector3(0, 0, 1), angle_);
  977. }
  978. let minScore = 0.25
  979. 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
  980. let wellCount = 0
  981. let seccess = [];
  982. for(let i=0; i<angles.length; i++){
  983. let rad = THREE.Math.degToRad(angles[i])
  984. let dir = getDir(rad)
  985. let color
  986. let intersectPoint = viewer.images360.depthSampler.sample({dir}, mainPano, true)
  987. 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
  988. wellCount ++ ; seccess.push(angles[i]); color = new THREE.Color('#0f8')
  989. }
  990. ifLog && addLine(mainPano.position, dir, dis, color)
  991. }
  992. //console.log('ifSheltered')
  993. if(ifLog){
  994. console.log('ifSheltered seccess', seccess, 'id:', mainPano.originID, subPano.originID)
  995. }
  996. let score = wellCount / angles.length
  997. if(score >= minScore){//合格个数
  998. return score
  999. }
  1000. }
  1001. /*
  1002. 识别一定角度范围内是否有遮挡时
  1003. 几种奇葩的情况:
  1004. 1 在墙的两边的但是墙是倾斜的漫游点:
  1005. A /
  1006. /
  1007. / B
  1008. 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。
  1009. 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%
  1010. 如SG-9UsbysDufBw&formal&test 的 6、9点。 而SS-GTmFBp1JN8k&formal&test的 2、3两点是人物遮挡
  1011. 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。
  1012. 所以minRatio 要降低于0.5
  1013. */
  1014. //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
  1015. let getNeighbour = (mainPano, subPano )=>{
  1016. 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。
  1017. if(new THREE.Vector2().subVectors(subPano.position,mainPano.position).length()>1e-4){//xy都不同
  1018. if(dis < 25){//在远处去掉对floorPosition的判断
  1019. dirPoints.push([subPano.floorPosition.clone().add(new THREE.Vector3(0,0,0.1)), mainPano.position])
  1020. }
  1021. 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
  1022. dirPoints.push([subPano.position.clone().add(new THREE.Vector3(0,0,0.8)), mainPano.position])
  1023. let normal = math.getNormal2d({p1:subPano.position, p2:mainPano.position}).multiplyScalar(0.3) //左右方向
  1024. dirPoints.push([subPano.position.clone().add(new THREE.Vector3(normal.x,normal.y,0.1)), mainPano.position])
  1025. dirPoints.push([subPano.position.clone().add(new THREE.Vector3(-normal.x,-normal.y,0.1)), mainPano.position])
  1026. }
  1027. }else{
  1028. console.warn('两个点位的xy几乎相同', mainPano.id, subPano.id)
  1029. }
  1030. //console.warn('getNeighbour', mainPano.id,subPano.id)
  1031. for(let i=0; i<dirPoints.length; i++){
  1032. let dir = new THREE.Vector3().subVectors(dirPoints[i][0], dirPoints[i][1]).normalize();
  1033. let intersectPoint = viewer.images360.depthSampler.sample({dir}, mainPano, true, true)
  1034. if(!intersectPoint || intersectPoint.distance+margin > dirPoints[i][0].distanceTo(dirPoints[i][1])){
  1035. //if(i>2)console.log('haha',i,'id:',mainPano.id,subPano.id)
  1036. return true
  1037. }
  1038. }
  1039. }
  1040. //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
  1041. if(pano0.pointcloud.hasDepthTex || pano1.pointcloud.hasDepthTex){
  1042. if(computeTwoDir ? (map0[pano1.id] == void 0 || map1[pano0.id] == void 0) : (map0[pano1.id] == void 0 && map1[pano0.id] !== false) ){
  1043. //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。
  1044. if(map0[pano1.id] == void 0 && pano0.depthTex){
  1045. let is = getNeighbour(pano0, pano1)
  1046. map0[pano1.id] = !!is
  1047. }
  1048. 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
  1049. let is = getNeighbour(pano1, pano0)
  1050. map1[pano0.id] = !!is
  1051. }
  1052. if( map0[pano1.id] === false || map1[pano0.id] === false){
  1053. 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
  1054. if(pano0.depthTex && pano1.depthTex){
  1055. ifNeighbour = false
  1056. let a = ifSheltered(pano0,pano1)
  1057. if(a){
  1058. let b = ifSheltered(pano1,pano0)
  1059. if(b && (a+b >= 0.6)){
  1060. ifNeighbour = true
  1061. }
  1062. }
  1063. map0[pano1.id] = map1[pano0.id] = ifNeighbour
  1064. }
  1065. }else{
  1066. //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。
  1067. if(map0[pano1.id] === void 0) map0[pano1.id] = false;
  1068. if(map1[pano0.id] === void 0) map1[pano0.id] = false;
  1069. }
  1070. }
  1071. 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
  1072. if(ifLog){
  1073. console.log('isNeighbour', pano0.id+"("+pano0.originID+")", pano1.id+"("+pano1.originID+")", map0[pano1.id], map1[pano0.id])
  1074. }
  1075. }
  1076. }else if(!onlyUseTex && !ifNeighbour){//使用点云判断(有深度贴图时不会执行到这)
  1077. /* let inDirection = ()=>{
  1078. let dir = new THREE.Vector3().subVectors(pano1.position,pano0.position).normalize()
  1079. let dis = pano1.position.distanceTo(pano0.position)
  1080. let fov = THREE.Math.degToRad(viewer.mainViewport.camera.fov)
  1081. let hfov = cameraLight.getHFOVForCamera(viewer.mainViewport.camera , true );
  1082. let hov = Math.min(fov, hfov)
  1083. let max = Math.cos(THREE.Math.degToRad(10))
  1084. let min = Math.cos(THREE.Math.degToRad(40))
  1085. 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
  1086. return true
  1087. }
  1088. }
  1089. if(computeDirFirst){//先计算方向,防止重复计算ifBlockedByIntersect
  1090. if(inDirection()){
  1091. ifNeighbour = !viewer.inputHandler.ifBlockedByIntersect({point:pano1.position, margin, cameraPos:pano0.position})
  1092. }
  1093. }else{
  1094. ifNeighbour = !viewer.inputHandler.ifBlockedByIntersect({point:pano1.position, margin, cameraPos:pano0.position})
  1095. if(ifNeighbour && !inDirection()){
  1096. ifNeighbour = undefined //不确定
  1097. }
  1098. }
  1099. map0[pano1.id] = map1[pano0.id] = ifNeighbour ? 'byCloud' : ifNeighbour//写简单点
  1100. */
  1101. map0[pano1.id] = map1[pano0.id] = true //全部可通行
  1102. }
  1103. 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
  1104. pano0.neighbours.includes(pano1) || pano0.neighbours.push(pano1)
  1105. pano1.neighbours.includes(pano0) || pano1.neighbours.push(pano0)
  1106. }
  1107. return ifNeighbour
  1108. }
  1109. bump(direction) {//撞墙弹回效果
  1110. if (!this.bumping && !this.latestToPano) {
  1111. 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
  1112. let currentPos = this.position.clone()
  1113. let endPosition = new THREE.Vector3().addVectors(this.position, direction.clone().multiplyScalar(distance))
  1114. let duration = 150
  1115. viewer.scene.view.setView({position:endPosition, duration,
  1116. callback:()=>{
  1117. viewer.scene.view.setView({position:currentPos, duration: duration*5,
  1118. callback: ()=>{
  1119. this.bumping = false
  1120. //this.dispatchEvent('cameraMoveDone')
  1121. },
  1122. Easing:'easeInOutSine',
  1123. cancelFun:()=>{this.bumping = false}
  1124. })
  1125. this.bumping = true
  1126. },
  1127. cancelFun:()=>{this.bumping = false},
  1128. Easing:'easeInOutSine'
  1129. })
  1130. this.bumping = true
  1131. }
  1132. //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。
  1133. }
  1134. flyToPanoClosestToMouse() {
  1135. /* if (Date.now() - this.mouseLastMoveTime > 50) {
  1136. //this.intersect = this.getMouseIntersect();
  1137. this.intersect && this.updateClosestPano(this.intersect);
  1138. } */
  1139. if(!Potree.settings.ifShowMarker){//不显示marker的时候mousemove没更新鼠标最近点所以更新
  1140. this.updateClosestPano(viewer.inputHandler.intersect)
  1141. }
  1142. //console.log('flyToPanoClosestToMouse',this.closestPano)
  1143. if (this.closestPano) {
  1144. let pano = this.closestPano
  1145. return this.flyToPano({
  1146. pano, easeName: this.isAtPano() ? 'linearTween' : 'easeInOutQuad'
  1147. });
  1148. }
  1149. var direction = this.viewer.inputHandler.getMouseDirection().direction;
  1150. this.flyDirection(direction)
  1151. }
  1152. flyDirection(direction, option1, option2, byKey) {
  1153. 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)
  1154. return
  1155. }
  1156. var deferred = $.Deferred();
  1157. //this.history.invalidate();
  1158. var panoSet = this.closestPanoInDirection(direction, option1, option2, byKey);
  1159. if (panoSet) {
  1160. this.flyToPano({
  1161. pano: panoSet,
  1162. callback: deferred.resolve.bind(deferred, !0)
  1163. } );
  1164. } else {
  1165. //如果离数据集较远,转动也很难找到点云,就飞到就近点:
  1166. if(Potree.settings.displayMode == 'showPointcloud'){
  1167. 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
  1168. if(!po){//无可见点云
  1169. //console.log('no visi cloud')
  1170. 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
  1171. if(viewer.scene.pointclouds.length == 0)return
  1172. let map = new Map()
  1173. let clouds = viewer.scene.pointclouds.filter(e=>e.root.geometryNode)
  1174. clouds.forEach(e=>map.set(e, e.bound.distanceToPoint(this.position)))
  1175. clouds.sort((a,b)=>map.get(a) - map.get(b))
  1176. viewer.flyToDataset({focusOnPoint:true, pointcloud:clouds[0], duration:500 })//飞最近的一个点云
  1177. return deferred.promise();
  1178. }
  1179. this.flyToPano({
  1180. pano: this.findNearestPano(),
  1181. duration:500,
  1182. callback: deferred.resolve.bind(deferred, !0)
  1183. });
  1184. return deferred.promise();
  1185. }
  1186. }
  1187. this.bump(direction);
  1188. deferred.resolve(!1);
  1189. }
  1190. return deferred.promise();
  1191. }
  1192. closestPanoInDirection(direction, option1, option2, byKey) {
  1193. return this.rankedPanoInDirection(0, direction, option1, option2, byKey)
  1194. }
  1195. rankedPanoInDirection(t, direction, option1, option2, byKey){
  1196. //此direction为mouseDirection,是否需要加上相机角度的权重
  1197. let startTime = Date.now()
  1198. var panoSet = {
  1199. pano: null,
  1200. candidates: [] //缓存顺序--如果需要打印的话
  1201. };
  1202. t || (t = 0);
  1203. 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
  1204. var o = option2 ? "angle" : "direction";
  1205. var floor = viewer.modules.SiteModel.currentFloor;
  1206. var entity = viewer.modules.SiteModel.inEntity;
  1207. let scaleFactor = Math.pow( this.currentPano?.pointcloud.scale.x || 1 , 2)
  1208. let changeTexCount = 0, maxWaitDur = 300
  1209. //maxSamplerChangeTex = THREE.Math.clamp( maxWaitDur / Potree.timeCollect.depthSampler.median, 2, 10) //计算换贴图最大数目
  1210. var request = [//必要条件
  1211. Images360.filters.not(this.currentPano),
  1212. Images360.filters.isEnabled(),
  1213. //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
  1214. (pano)=>{
  1215. // 不会再changeTex了
  1216. let isNeighbour = this.isNeighbour(this.currentPano, pano, {onlyUseTex:true});
  1217. 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。
  1218. return true
  1219. }
  1220. },
  1221. ]
  1222. if(byKey){
  1223. request.push(Images360.filters.inPanoDirection( this.position, direction, option1))
  1224. }else{
  1225. 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。
  1226. }
  1227. var list = [//决胜项目
  1228. /* (pano)=>{
  1229. return -disSquareMap.get(pano)
  1230. }, */
  1231. Images360.scoreFunctions.distanceSquaredNew(this.currentPano),
  1232. Images360.scoreFunctions[o]( this.position, direction, true),
  1233. (pano)=>{
  1234. let neighbour = this.isNeighbour(this.currentPano, pano, {dontCompute:true, isNeighbour:true}) //不计算的
  1235. return neighbour ? directionFactor : 0;
  1236. } ,
  1237. /* (pano)=>{//尽量不穿越地板到下一层
  1238. let dis = getHeightDis(pano)
  1239. return -dis * directionFactor * 0.1;
  1240. }, */
  1241. /* (pano)=>{ //尽量在一个建筑内行走,这样不易穿墙
  1242. let score = 0
  1243. if(entity ){
  1244. 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
  1245. if(!floor.panos.includes(pano)) {//避免穿楼层
  1246. let heightDiff = Math.abs(pano.position.z - this.position.z);
  1247. if(heightDiff > 2){
  1248. score -= directionFactor * 0.1 * heightDiff;
  1249. }
  1250. }
  1251. }
  1252. return score
  1253. } */
  1254. ];
  1255. if(!byKey && viewer.inputHandler.intersect && this.currentPano ){//方便上下楼, 考虑panos之间的角度差
  1256. let pos1 = this.currentPano.floorPosition
  1257. 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?
  1258. list.push( function(pano) {
  1259. var pos2 = pano.floorPosition;
  1260. var vec2 = pos2.clone().sub(pos1).normalize();
  1261. return vec2.dot(vec1) * directionFactor * 4
  1262. })
  1263. }
  1264. this.findRankedByScore(t,request,list,panoSet);
  1265. //console.log( 'costTime:',Date.now() - startTime)
  1266. return panoSet.pano;
  1267. }
  1268. findRankedByScore(e, t, i, n) {
  1269. n && (n.candidates = null, //candidates 缓存顺序--如果需要打印的话
  1270. n.pano = null),
  1271. e || (e = 0);
  1272. var r = Common.sortByScore(this.panos, t, i);
  1273. //console.log('findRankedByScore', r && r.map(u=>u.item.id + '| ' + math.toPrecision(u.score,4) + " | " + math.toPrecision(u.scores,4)))
  1274. return !r || 0 === r.length || e >= r.length ? null : (n && (n.candidates = r,
  1275. n.pano = r[e].item),
  1276. r[e].item)
  1277. }
  1278. updateClosestPano(intersect, state) {//hover到的pano 大多数时候是null
  1279. var pano
  1280. if(intersect instanceof Panorama){ //漫游模式
  1281. pano = state ? intersect : null
  1282. }else{
  1283. if(this.isAtPano() || this.bumping){
  1284. return
  1285. }else{
  1286. var filterFuncs = [];
  1287. intersect = intersect && intersect.location
  1288. if(!intersect)return
  1289. let sortFuncs = Potree.settings.editType != 'pano'? [Images360.sortFunctions.floorDisSquaredToPoint(intersect)] : [Images360.sortFunctions.disSquaredToPoint(intersect)]
  1290. pano = Common.find(this.panos, filterFuncs, sortFuncs);
  1291. }
  1292. }
  1293. if (pano != this.closestPano) {
  1294. pano && (this.isPanoHover = !0);
  1295. this.closestPanoChanging(this.closestPano, pano) // 高亮marker
  1296. //console.log('closestPano '+ (pano ? pano.id : 'null' ))
  1297. this.closestPano = pano;
  1298. } else {
  1299. this.isPanoHover = !1;
  1300. }
  1301. }
  1302. closestPanoChanging(oldPano, newPano){
  1303. if(!Potree.settings.ifShowMarker)return
  1304. oldPano && oldPano.hoverOff({byImages360:true})
  1305. newPano && newPano.hoverOn({byImages360:true})
  1306. }
  1307. getTileDirection(){//根据不同dataset的来存储
  1308. var vectorForward = viewer.scene.view.direction.clone()
  1309. var vectorForwards = viewer.scene.pointclouds.concat(viewer.objs.children.filter(e=>e.panos)).map(e=>{
  1310. var inv = new THREE.Matrix4().copy(e.rotateMatrix).invert()//乘上dataset的旋转的反转
  1311. var direction = vectorForward.clone().applyMatrix4(inv)
  1312. return {
  1313. datasetId: e.dataset_id,
  1314. direction: math.convertVector.ZupToYup(direction)
  1315. }
  1316. })
  1317. //return vectorForwards[0].direction
  1318. return {
  1319. datasetsLocal: vectorForwards,
  1320. vectorForward
  1321. }
  1322. }
  1323. update(){
  1324. //if(this.tileDownloader.started){
  1325. var vectorForwards = this.getTileDirection()
  1326. //vectorForwards = vectorForwards[0].direction
  1327. this.updateTileDownloader(tileArr, vectorForwards);
  1328. this.updatePanoRenderer(vectorForwards)
  1329. //}
  1330. this.updateZoomPano();
  1331. }
  1332. updateTileDownloader(t, vectorForward) {
  1333. var i = this.nextPano || this.currentPano;
  1334. if(i){
  1335. this.tileDownloader.tilePrioritizer.updateCriteria(i, viewer.scene.view.position.clone() , vectorForward, t.length > 0 ? t : null),
  1336. this.tileDownloader.processPriorityQueue = !0
  1337. }
  1338. }
  1339. updatePanoRenderer(vectorForward) {
  1340. var i = this.nextPano || this.currentPano;
  1341. if(i){
  1342. if (this.panoRenderer.hasQueuedTiles() && i) {
  1343. this.panoRenderer.updateDirection(vectorForward);
  1344. }
  1345. }
  1346. }
  1347. //等待部分加载完
  1348. checkAndWaitForTiledPanoLoad(pano, basePanoSize, callback1, callback2, progressCallback, iswait, isclear, l) {
  1349. //console.log('checkAndWaitForTiledPanoLoad',pano.id)
  1350. if (!pano) {
  1351. console.error("Player.checkAndWaitForTiledPanoLoad() -> Cannot load texture for null pano.");
  1352. }
  1353. var vectorForward = this.getTileDirection()
  1354. if (!pano.isLoaded(basePanoSize)) {
  1355. iswait && viewer.waitForLoad(pano, function() {//发送loading
  1356. return pano.isLoaded(basePanoSize)
  1357. });
  1358. /* 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)。
  1359. hFov: cameraLight.getHFOVForCamera(viewer.scene.getActiveCamera() ),
  1360. vFov: viewer.scene.getActiveCamera().fov
  1361. }//原先是null,不要求方向 */
  1362. 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
  1363. pano.loadTiledPano(/* 1024 */ basePanoSize , vectorForward, fov, isclear, l, null).done(function(e, t) {
  1364. callback1 && callback1(e, t)
  1365. }
  1366. .bind(this)).fail(function(msg) {
  1367. callback2 && callback2(msg)
  1368. }
  1369. .bind(this)).progress(function(e, t, i) {
  1370. progressCallback && progressCallback(e, t, i)
  1371. }
  1372. .bind(this));
  1373. return !0;
  1374. }
  1375. }
  1376. fitPanoTowardPoint(o){ //寻找最适合的点位
  1377. var point = o.point, //相机最佳位置
  1378. target = o.target || o.point, //实际要看的位置
  1379. require = o.require || [],
  1380. rank = o.rank || [],
  1381. force = o.force,
  1382. getAll = o.getAll,
  1383. bestDistance = o.bestDistance || 0,
  1384. sameFloor = o.sameFloor,
  1385. maxDis = o.maxDis,
  1386. dir = o.dir
  1387. let camera = viewer.scene.getActiveCamera()
  1388. if(target && !dir){
  1389. dir = new THREE.Vector3().subVectors(target,point).normalize()
  1390. }
  1391. let atFloor = sameFloor && viewer.modules.SiteModel.pointInWhichEntity(point, 'floor')
  1392. //if(o.floor)require.push(Panorama.filters.atFloor(o.floor))
  1393. let checkIntersect = o.checkIntersect
  1394. let base = Math.max(300, viewer.bound.boundSize.length()*3);
  1395. if(o.boundSphere){//只接受boundSphere
  1396. let aspect = 1//size.x / size.y
  1397. let dis
  1398. if(camera.aspect > aspect){//视野更宽则用bound的纵向来决定
  1399. dis = /* size.y */o.boundSphere.radius/* / 2 *// THREE.Math.degToRad(camera.fov / 2)
  1400. }else{
  1401. let hfov = cameraLight.getHFOVForCamera(camera , true );
  1402. dis = /* size.x */ o.boundSphere.radius /* / 2 */ / (hfov / 2)
  1403. }
  1404. bestDistance = dis//*0.8
  1405. }
  1406. let disSquareMap = new Map()
  1407. let bestDisSquared = bestDistance * bestDistance
  1408. let maxDisSquared = maxDis && (maxDis * maxDis)
  1409. this.panos.forEach(pano=>{
  1410. let dis2 = pano.position.distanceToSquared(target); //距离目标点
  1411. disSquareMap.set(pano, dis2)
  1412. })
  1413. let panos = this.panos.sort((p1,p2)=>{return disSquareMap.get(p1)-disSquareMap.get(p2)})
  1414. if(maxDisSquared){//热点超过最大距离不可见的
  1415. let panos2 = [], pano, i=0
  1416. while(pano = panos[i], disSquareMap.get(pano) < maxDisSquared){
  1417. panos2.push(pano)
  1418. i++;
  1419. }
  1420. if(panos2.length == 0)return {pano, msg:'tooFar'} //全部都大于maxDis, 就返回最近的
  1421. panos = panos2
  1422. }
  1423. rank.push((pano)=>{
  1424. let dis1 = Math.abs(pano.position.distanceToSquared(point) - bestDisSquared); //距离最佳位置
  1425. disSquareMap.set(pano, dis1)
  1426. if(!target){
  1427. return -dis1
  1428. }else{
  1429. let dis2 = disSquareMap.get(pano)
  1430. if(o.gotoBestView){//忽略和当前视线的角度
  1431. return -(dis1 + dis2*0.3)
  1432. }
  1433. let vec2 = new THREE.Vector3().subVectors(target,pano.position).normalize()
  1434. let cos = dir.dot(vec2)
  1435. //let result = (- dis1 - Math.pow(dis2 , 1.5)) / (cos + 2) // cos+2是为了调整到1-3,
  1436. 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)
  1437. //Potree.Log(pano.id, dis1, dis2, cos, result,{font:{toFixed:2,fontSize:10}})
  1438. return result
  1439. }
  1440. //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。
  1441. },
  1442. /* (pano)=>{
  1443. let score = 0
  1444. if(pano.depthTex && checkIntersect){
  1445. let intersect = !!viewer.ifPointBlockedByIntersect(target, pano.id, true) //viewer.inputHandler.ifBlockedByIntersect({point:target, margin:0.1, cameraPos:pano})
  1446. if(intersect){
  1447. score = 0
  1448. }else {
  1449. score = base * 2
  1450. }
  1451. }else{
  1452. 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
  1453. }
  1454. return score
  1455. } */
  1456. )
  1457. var g = Common.sortByScore(panos, require, rank);
  1458. // console.log(g)
  1459. let pano = g && g.length > 0 && g[0].item
  1460. if(pano && checkIntersect){
  1461. let intersect = !!viewer.ifPointBlockedByIntersect(target, pano.id, true)
  1462. if(intersect){
  1463. return {pano, msg : 'sheltered'}
  1464. }
  1465. }
  1466. //if(getAll)return g;
  1467. return pano
  1468. //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
  1469. }
  1470. //---------------scroll zoom ------------------------------------------
  1471. /* zoomIn = function() { //放大
  1472. this.zoomBy(1 + this.zoomSpeed);
  1473. }
  1474. zoomOut = function() {//缩小
  1475. this.zoomBy(1 - this.zoomSpeed);
  1476. } */
  1477. zoomBy(e, pointer) {//以倍数
  1478. this.zoomTo(this.zoomLevel * e, pointer);
  1479. }
  1480. zoomTo(zoomLevel, pointer) {//缩放到某绝对zoomLevel
  1481. let zoom = Potree.settings.zoom
  1482. if (zoom.enabled) {
  1483. zoomLevel = THREE.Math.clamp(zoomLevel, zoom.min, zoom.max)
  1484. //console.log(zoomLevel)
  1485. if(zoomLevel == this.zoomLevel) return;
  1486. this.zoomLevel = zoomLevel;
  1487. if(Potree.settings.panoZoomByPointer){
  1488. //定点缩放:使当前鼠标所在的位置缩放后不变
  1489. let view = viewer.scene.view
  1490. let originDir = viewer.scene.view.direction;
  1491. let oldPointerDir = viewer.inputHandler.getMouseDirection(pointer).direction
  1492. viewer.setFOV(Potree.config.view.fov * (1 / this.zoomLevel))
  1493. let newPointerDir = viewer.inputHandler.getMouseDirection(pointer).direction
  1494. view.direction = oldPointerDir; //获取一下鼠标所在位置的yaw 和 pitch
  1495. let oldPitch = view.pitch, oldYaw = view.yaw;
  1496. view.direction = newPointerDir;
  1497. let newPitch = view.pitch, newYaw = view.yaw;
  1498. view.direction = originDir //还原
  1499. viewer.scene.view.pitch -= newPitch - oldPitch
  1500. viewer.scene.view.yaw -= newYaw - oldYaw
  1501. }else{
  1502. viewer.setFOV(Potree.config.view.fov * (1 / this.zoomLevel))
  1503. }
  1504. }
  1505. }
  1506. zoomFovTo( fov ) { //通过fov来算zoomLevel
  1507. let zoomLevel = Potree.config.view.fov /* this.baseFov */ / fov;
  1508. this.zoomTo( zoomLevel );
  1509. }
  1510. smoothZoomTo(aimLevel, dur=0) {
  1511. var currentLevel = this.zoomLevel
  1512. if(currentLevel == aimLevel)return;
  1513. var fun = (progress)=>{
  1514. //progress > 1 && (progress = 1)
  1515. let level = currentLevel * (1 - progress) + aimLevel * progress
  1516. this.zoomTo(level, !0)
  1517. }
  1518. transitions.start(fun, dur, null, null, 0 , easing['easeInOutQuad'] )
  1519. }
  1520. updateZoomPano() {
  1521. if (!this.panoRenderer.zoomPanoRenderingDisabled && Potree.settings.displayMode == 'showPanos') {
  1522. var currentPano = this.currentPano;
  1523. if (currentPano) {
  1524. let levelThreshold1 = Potree.settings.navTileClass == '1k' ? 1.3 : 1.7 , levelThreshold2 = 2
  1525. var t = this.zoomLevel > levelThreshold1,
  1526. n = !(this.flying && this.nextPano && this.nextPano !== this.currentPano),
  1527. r = t && n;
  1528. this.tileDownloader.tilePrioritizer.setZoomingActive(r);
  1529. this.panoRenderer.setZoomingActive(r, currentPano, !0);
  1530. var o = (pano, ifZoom)=>{
  1531. this.panoRenderer.resetRenderStatus(pano.id, !1, !0, this.qualityManager.getMaxNavPanoSize());
  1532. this.panoRenderer.clearAllQueuedUploadsForPano(pano.id);
  1533. this.panoRenderer.renderPanoTiles(pano.id, null, !1, !1);
  1534. pano.setZoomed(ifZoom);
  1535. }
  1536. if(currentPano.pointcloud.tileRes == '2k'){//融合页面
  1537. return currentPano.zoomed && o(currentPano, !1);
  1538. }
  1539. if (r && (!currentPano.zoomed || this.qualityManager.zoomLevelResolution && this.qualityManager.zoomLevelResolution != '4k')) {//needZoom
  1540. currentPano.zoomed || o(currentPano, !0);
  1541. if(Potree.settings.navTileClass == '1k' && Potree.settings.tileClass != '1k' && this.zoomLevel < levelThreshold2){
  1542. this.panoRenderer.enableHighQuality( function() {//开启2k
  1543. if(Potree.settings.tileClass != '4k') o(currentPano, !0);
  1544. }.bind(this));
  1545. }else{
  1546. this.panoRenderer.enableUltraHighQualityMode(function() {//开启4k getMaxZoomPanoSize
  1547. this.qualityManager.useUltraHighResolutionPanos && (Potree.settings.zoom.max = Potree.config.ultraHighQualityMaxZoom);
  1548. o(currentPano, !0)
  1549. }.bind(this));
  1550. }
  1551. } else {
  1552. !t && currentPano.zoomed && o(currentPano, !1);
  1553. }
  1554. if(r && Potree.settings.navTileClass == '1k' && Potree.settings.tileClass == '4k' ){ //目前只有手机端navTileClass == '1k' (分三个梯度)
  1555. var change = (zoomedFlag)=>{
  1556. this.qualityManager.updateMaximums()//更新maxZoomPanoSize
  1557. this.panoRenderer.setupZoomRenderTarget() //更新renderTarget
  1558. //currentPano.setZoomed(t);//更新uniforms贴图
  1559. }
  1560. this.qualityManager.zoomLevelResolution = this.zoomLevel >= levelThreshold2 ? '4k' : this.zoomLevel > levelThreshold1 ? '2k' : '1k'
  1561. if(this.oldZoomLevel < levelThreshold2 && this.zoomLevel >= levelThreshold2){//1k/2k-4k
  1562. change()
  1563. o(currentPano, t)
  1564. }else if(this.oldZoomLevel <= levelThreshold1 && this.zoomLevel > levelThreshold1){//1k-2k
  1565. change()
  1566. }else if(this.oldZoomLevel > levelThreshold2 && this.zoomLevel <= levelThreshold2){//4k-2k/1k
  1567. change()
  1568. o(currentPano, t)
  1569. }else if(this.oldZoomLevel > levelThreshold1 && this.zoomLevel <= levelThreshold1){//2k-1k
  1570. change()
  1571. }
  1572. this.oldZoomLevel = this.zoomLevel
  1573. }
  1574. }
  1575. }
  1576. }
  1577. //--------------------
  1578. 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
  1579. if( Potree.settings.tileClass == '4k' && this.qualityManager.maxRenderTargetSize == 2048){
  1580. var geo = new THREE.PlaneGeometry(1, 1, 1, 1)
  1581. var cube = new THREE.Object3D;
  1582. cube.tiles = []
  1583. for(var cubeIndex=0; cubeIndex<6; cubeIndex++){
  1584. var face = new THREE.Object3D;
  1585. for(var i=0;i<8;i++){
  1586. for(var j=0;j<8;j++){
  1587. 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
  1588. //side:THREE.DoubleSide
  1589. transparent:true,
  1590. opacity : 0.4,
  1591. depthTest:false,
  1592. }))
  1593. tile.position.set(i-3.5, j-3.5, -4);
  1594. if(Potree.settings.isTest){
  1595. var colorHue = Math.random();
  1596. tile.material.color = (new THREE.Color()).setHSL(colorHue, 0.6, 0.7)
  1597. /* tile.scoreLabel = new TextSprite( {
  1598. backgroundColor: { r: 0, g: 0, b: 0, a: 0 },
  1599. textColor: { r: 0, g: 0, b: 0, a: 1 },
  1600. borderRadius: 15,
  1601. renderOrder: 50, fontsize : 13,
  1602. text: '' ,
  1603. dontFixOrient:true
  1604. })
  1605. tile.scoreLabel.sprite.material.side = 2;
  1606. tile.scoreLabel.rotation.x = Math.PI
  1607. tile.add(tile.scoreLabel) */
  1608. }
  1609. Potree.Utils.updateVisible(tile,'show',false)
  1610. tile.tileX = i
  1611. tile.tileY = j
  1612. tile.cubeFace = cubeIndex
  1613. //tile.renderOrder = RenderOrder.highTileCube
  1614. cube.tiles.push(tile)
  1615. face.add(tile)
  1616. }
  1617. }
  1618. switch(cubeIndex){
  1619. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_X:
  1620. face.rotation.set(0,Math.PI/2,0);
  1621. break;
  1622. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
  1623. face.rotation.set(0,-Math.PI/2,0);
  1624. break;
  1625. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
  1626. var rot1 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0,1,0),Math.PI)
  1627. var rot2 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(1,0,0),Math.PI/2)
  1628. face.quaternion.copy(rot1).multiply(rot2)
  1629. //face.rotation.set(Math.PI/2,0,0);
  1630. break;
  1631. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
  1632. //face.rotation.set(-Math.PI/2,0,0);
  1633. var rot1 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0,1,0),Math.PI)
  1634. var rot2 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(1,0,0),-Math.PI/2)
  1635. face.quaternion.copy(rot1).multiply(rot2)
  1636. break;
  1637. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
  1638. face.rotation.set(0,Math.PI,0);
  1639. break;
  1640. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
  1641. face.rotation.set(0,0,0);
  1642. }
  1643. face.scale.set(1,-1,1)
  1644. face.cubeFace = cubeIndex
  1645. cube.add(face)
  1646. }
  1647. cube.name = 'highMapCube'
  1648. this.highMapCube = cube
  1649. viewer.scene.scene.add(cube)
  1650. {
  1651. let s = 0.1
  1652. cube.scale.set(s,s,s)
  1653. }//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
  1654. this.highMapCube.visible = false;
  1655. 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。
  1656. //console.warn('addHighMapCube')
  1657. viewer.addEventListener('update',()=>{
  1658. if (this.highMapCube.visibleTiles) {
  1659. this.updateTiles() //逐步将visibleTiles加载完
  1660. }
  1661. })
  1662. viewer.addEventListener('camera_changed',(e)=>{
  1663. if(e.viewport == viewer.mainViewport){
  1664. //重新获取visibleTiles
  1665. Common.intervalTool.isWaiting(
  1666. 'update4kTiles',
  1667. () => {
  1668. let vectorForward = this.getDirection()
  1669. this.updateTiles(vectorForward)
  1670. },
  1671. 500
  1672. )
  1673. }
  1674. })
  1675. }
  1676. }
  1677. isHighMapLoaded( cubeFace, tileX, tileY){
  1678. var tile = this.highMapCube.children[cubeFace].children[tileX*8+tileY];
  1679. return !!tile.material.map
  1680. }
  1681. updateTiles(direction) {
  1682. if (!this.highMapCube || !this.highMapCube.visible) return
  1683. if (this.highMapCube.tiles.filter(e => e.image).length <= 10) return //加载的太少了
  1684. //performance.mark('updateTiles-start')
  1685. if (direction) {
  1686. let camera = viewer.mainViewport.camera
  1687. let hfov = cameraLight.getHFOVForCamera(camera, true) / 2
  1688. let vfov = THREE.MathUtils.degToRad(camera.fov) / 2
  1689. /* let hcos = Math.cos(hfov / 2)
  1690. let vcos = Math.cos(vfov / 2) */
  1691. let list = this.highMapCube.tiles
  1692. list.forEach(e => {
  1693. //屏幕外的不显示
  1694. let pos = e.getWorldPosition(new THREE.Vector3())
  1695. let dir = new THREE.Vector3().subVectors(pos, this.highMapCube.position).normalize()
  1696. let hcos_ = dir.clone().setZ(direction.z).normalize().dot(direction) //在direction的斜面上水平角度差
  1697. let hRad = Math.acos(hcos_)
  1698. let vRad = -200
  1699. if (/* hRad > hfov + 0.08 */ hRad / hfov > 1.5 ) {
  1700. e.score = -100
  1701. } else {
  1702. vRad = Math.abs(Math.acos(dir.z) - Math.acos(direction.z))
  1703. if (/* vRad > vfov + 0.08 */ vRad / vfov > 1.5 ) {
  1704. e.score = -100
  1705. } else {
  1706. e.score = -(hRad / hfov + vRad / vfov)
  1707. }
  1708. }
  1709. e.scores = hRad.toFixed(3) + ', ' + vRad.toFixed(3)
  1710. if (e.score == -100) {
  1711. this.resetTile(e)
  1712. }
  1713. })
  1714. this.highMapCube.visibleTiles = list.filter(e => e.score > -100)
  1715. //list.forEach(e=>e.scoreLabel.setText(e.scores))
  1716. }
  1717. let needRecover = this.highMapCube.visibleTiles.filter(e => !e.material.map)
  1718. if (needRecover.length) {
  1719. let maxCount = Common.getBestCount( '4kmaxTileRecover', 0, 2, 1.5, 6, false, 2 )
  1720. let count = 0
  1721. //console.log(maxCount)
  1722. needRecover.forEach((e, i) => {
  1723. //只更新若干个,因为太耗时了, 其余的等下帧更新
  1724. if (count >= maxCount) return
  1725. let r = this.recoverTile(e)
  1726. if (r) count++
  1727. })
  1728. }
  1729. }
  1730. getHighImage(image, cubeFace, tileX, tileY) {
  1731. let tile = this.highMapCube.children[cubeFace].children[tileX * 8 + tileY]
  1732. tile.image = image //先记录下来
  1733. }
  1734. updateHighMap(image, cubeFace, tileX, tileY){
  1735. //console.warn('updateHighMap')
  1736. var tile = this.highMapCube.children[cubeFace].children[tileX*8+tileY];
  1737. if (image) tile.image = image //先记录下来
  1738. if(tile.material.map)return
  1739. if (this.highMapCube.visibleTiles && !this.highMapCube.visibleTiles.includes(tile) /* this.highMapCube.texLoadedCount >= this.getMaxTileCount() */) {
  1740. return
  1741. }
  1742. //简易创建贴图
  1743. /* var tex = this.$app.core.get('SceneRenderer').initSizedTexture2D(512, THREE.ClampToEdgeWrapping)
  1744. //var loaded = this.$app.core.get('Player').model.isHighMapLoaded(tile.cubeFace, tile.tileX, tile.tileY)
  1745. this.$app.core.get('SceneRenderer').uploadTexture2D(image, tex, 0, 0, 512, 512) //只替换tex对应的img,不新建
  1746. */
  1747. var tex = new THREE.Texture()
  1748. tex.image = image
  1749. tex.flipY = false
  1750. tex.wrapS = tex.wrapT = THREE.ClampToEdgeWrapping
  1751. tex.generateMipmaps = false
  1752. tex.minFilter = THREE.LinearFilter
  1753. tex.needsUpdate = true
  1754. tile.material.map = tex;
  1755. tile.material.opacity = 1;
  1756. tile.material.transparent = false
  1757. Potree.Utils.updateVisible(tile,'show',true)
  1758. 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
  1759. }
  1760. recoverTile(tile) {
  1761. if (tile.material.map) return
  1762. if (tile.image) {
  1763. this.updateHighMap(tile.image, tile.cubeFace, tile.tileX, tile.tileY)
  1764. return true
  1765. } else {
  1766. //console.log('no image')
  1767. }
  1768. }
  1769. resetTile(tile, kill) {
  1770. if (kill) {
  1771. //完全消灭
  1772. tile.image = null
  1773. }
  1774. let map = tile.material.map
  1775. if (map) {
  1776. map.dispose() //这句执行了以后,h.__webglTexture一直就是undefined
  1777. map.loaded = !1
  1778. map.version = 0
  1779. //保底再执行一下这个,类似app.sceneRenderer.deallocateCubeTexture(tile.material.map)
  1780. var h = viewer.renderer.properties.get(map)
  1781. //console.log('__webglTexture',!!h.__webglTexture)
  1782. viewer.renderer.getContext().deleteTexture(h.__webglTexture)
  1783. tile.material.map = null
  1784. tile.material.needsUpdate = true
  1785. Potree.Utils.updateVisible(tile,'show',false)
  1786. //this.highMapCube.texLoadedCount --
  1787. //console.log('resetTile'/* , tile.cubeFace, tile.tileX, tile.tileY */)
  1788. }
  1789. }
  1790. resetHighMap() {
  1791. if (!this.highMapCube) return
  1792. this.highMapCube.children.forEach(e =>
  1793. e.children.forEach(tile => {
  1794. this.resetTile(tile, true)
  1795. })
  1796. )
  1797. //this.highMapCube.texLoadedCount = 0
  1798. this.highMapCube.visibleTiles = null
  1799. this.hideHighMap()
  1800. //console.log('resetHighMap')
  1801. }
  1802. setHighMap(pano){
  1803. if(!this.highMapCube) return
  1804. this.highMapCube.position.copy(pano.position)
  1805. //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
  1806. this.highMapCube.quaternion.copy( math.convertQuaternion.YupToZup( pano.quaternion4dkk ) )
  1807. //乘上数据集整体的旋转:
  1808. let modelRotQua = new THREE.Quaternion().setFromRotationMatrix(pano.pointcloud.rotateMatrix)
  1809. this.highMapCube.quaternion.premultiply(modelRotQua)
  1810. }
  1811. showHighMap(){
  1812. if(!this.highMapCube) return
  1813. //console.warn('showHighMap')
  1814. this.highMapCube.visible = true;
  1815. }
  1816. hideHighMap(){
  1817. if(!this.highMapCube) return
  1818. //console.warn('hideHighMap')
  1819. this.highMapCube.visible = false;
  1820. }
  1821. //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???
  1822. addPanoData(data, pointcloud ){//加载漫游点
  1823. //data[0].file_id = '00019'
  1824. if(data.data) data = data.data
  1825. //if(data.length == 0)console.error(pointcloud.dataset_id + ' 没有漫游点')
  1826. //data = data.sort(function(a,b){return a.id-b.id})
  1827. data.forEach((info)=>{
  1828. //if(Potree.fileServer){
  1829. info.id = getID() //把info的id的一长串数字改简单点
  1830. info.pointcloud = pointcloud
  1831. //}
  1832. let pano = new Panorama( info, this );
  1833. pano.addEventListener('dispose',(e)=>{
  1834. if(this.closestPano == pano) this.closestPano = null
  1835. if(this.currentPano == pano && Potree.settings.displayMode == 'showPanos') {
  1836. Potree.settings.displayMode = 'showPointCloud'
  1837. }
  1838. })
  1839. this.panos.push(pano);
  1840. this.neighbourMap[info.id] = {}
  1841. pano.label && Potree.Utils.setObjectLayers(pano.label, 'bothMapAndScene')
  1842. pano.label2 && Potree.Utils.setObjectLayers(pano.label2, 'bothMapAndScene')
  1843. if(Potree.settings.editType == 'pano'){
  1844. Potree.settings.datasetsPanos[pointcloud.dataset_id].panos.push(pano);
  1845. }
  1846. })
  1847. }
  1848. loadDone(){
  1849. this.tileDownloader.setPanoData(this.panos, [] );
  1850. this.updatePanoBound()
  1851. if(viewer.scene.pointclouds.some(e=>e.panos.length == 0)){
  1852. //console.warn('存在数据集没有pano');
  1853. viewer.hasNoPanoDataset = true
  1854. }
  1855. }
  1856. updatePanoBound(){
  1857. let minSize = new THREE.Vector3(1,1,1)
  1858. this.bound = math.getBoundByPoints(this.panos.map(e=>e.position), minSize)
  1859. Potree.settings.editType == 'pano' || viewer.scene.pointclouds.forEach(pointcloud=>pointcloud.getPanosBound())
  1860. }
  1861. getPano(value, typeName='id'){ //默认找的是id,也可以是sid、uuid
  1862. return this.panos.find(p=>p[typeName] == value)
  1863. }
  1864. };
  1865. //判断当前点是否加载了全景图
  1866. Images360.prototype.checkAndWaitForPanoLoad = function() {
  1867. var loadingPanos = {},
  1868. LoadedTimePanos = {},
  1869. loadedCallback = {}, //add
  1870. maxTime = 5e3
  1871. /* var withinTime = function() {
  1872. for (var panoId in loadingPanos)
  1873. if (loadingPanos.hasOwnProperty(panoId) && loadingPanos[panoId]) {
  1874. var differTime = performance.now() - LoadedTimePanos[panoId];
  1875. if (differTime < maxTime)
  1876. return !0
  1877. }
  1878. return !1
  1879. } */
  1880. // 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
  1881. var withinTime = function (pano) {
  1882. //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
  1883. if (loadingPanos.hasOwnProperty(pano.id) && loadingPanos[pano.id]) {
  1884. //还在加载
  1885. var differTime = performance.now() - LoadedTimePanos[pano.id]
  1886. if (differTime < maxTime) return !0
  1887. }
  1888. }
  1889. return function(pano, basePanoSize, doneFun1, doneFun2, progressCallback, iswait, isclear, p ) {
  1890. 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
  1891. if (withinTime(pano)){//距离上次请求时间很近
  1892. //console.log('withinTime',window.name)
  1893. return !0; //这里感觉应该是!1
  1894. }
  1895. let changeMode = (e)=>{
  1896. if(e.mode == 'showPointCloud'){
  1897. 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
  1898. delete loadingPanos[pano.id]
  1899. viewer.cancelLoad(pano)
  1900. loadedCallback[pano.id] && loadedCallback[pano.id](); //可以飞行了
  1901. doneFun2 && doneFun2();
  1902. this.removeEventListener('requestMode', changeMode)
  1903. }
  1904. }
  1905. this.addEventListener('requestMode', changeMode)
  1906. var callback1 = (param1, param2)=>{
  1907. setTimeout(()=>{
  1908. loadingPanos[pano.id] = !1;
  1909. loadedCallback[pano.id] && loadedCallback[pano.id](param1, param2);
  1910. this.removeEventListener('requestMode', changeMode)
  1911. },1)
  1912. }
  1913. var callback2 = (param)=>{//没有看到有传doneFun2的
  1914. setTimeout(()=>{
  1915. loadingPanos[pano.id] = !1;
  1916. doneFun2 && doneFun2(param);
  1917. },1)
  1918. }
  1919. try {
  1920. null !== iswait && void 0 !== iswait || (iswait = !0);
  1921. loadingPanos[pano.id] = this.checkAndWaitForTiledPanoLoad(pano, basePanoSize, callback1, callback2, progressCallback, iswait, isclear, p );
  1922. //true代表没加载好
  1923. if (loadingPanos[pano.id]) {
  1924. LoadedTimePanos[pano.id] = performance.now()
  1925. }
  1926. return loadingPanos[pano.id];
  1927. } catch (msg) {
  1928. loadingPanos[pano.id] = !1;
  1929. LoadedTimePanos[pano.id] = performance.now() - maxTime;
  1930. throw msg;
  1931. }
  1932. }
  1933. }()//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。
  1934. Images360.prototype.getNeighbours = function(){ //逐渐自动获取neighbours。 200个点差不多在半分钟内算完
  1935. let lastIndex, inited//标记上次查询到哪,防止重新sortByScore
  1936. let startTime = 0, lastTime = 0
  1937. return function( interacted){
  1938. if(!this.currentPano || viewer.mainViewport.view.isFlying() || viewer.lastFrameChanged || viewer.inputHandler.drag //拖拽时不更新,否则移动端卡
  1939. || !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
  1940. ){
  1941. return lastIndex = 0;
  1942. }
  1943. let nearPanos = this.tileDownloader.tilePrioritizer.nearPanos;
  1944. if(!nearPanos)return;
  1945. if(Date.now() - lastTime < 50)return//不要每帧都算
  1946. startTime = lastTime = Date.now()
  1947. let panos = [this.currentPano, ...nearPanos ]
  1948. this.depthSampler.updateNearPanos(panos)
  1949. let maxWaitDur = browser.isMobile() ? 2 : 4
  1950. let changeCount = 0, getCount = 0, maxChangeTex = 1
  1951. let changeTexCount = ()=>{
  1952. changeCount ++;
  1953. }
  1954. let median = Potree.timeCollect.depthSamChangeImg.median
  1955. let loopOutCount = 0
  1956. let ifOverTime = ()=>{
  1957. 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
  1958. /* if(is){
  1959. console.log('OverTime, changeCount', changeCount)
  1960. } */
  1961. return is
  1962. }
  1963. this.depthSampler.addEventListener('changeImg', changeTexCount)
  1964. 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
  1965. outer: for(let i=lastIndex,j=panos.length; i<maxChangePanoCount/* j */; i++){
  1966. let pano = panos[i];
  1967. let others = panos.slice(i+1, j)
  1968. lastIndex = i
  1969. 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
  1970. viewer.addTimeMark('sortByScore','start')
  1971. var g = Common.sortByScore(others, [ ], [
  1972. Images360.scoreFunctions.distanceSquaredNew(pano) //900个点时至少耗时0.3
  1973. ]);
  1974. loopOutCount ++
  1975. viewer.addTimeMark('sortByScore','end')
  1976. for(let a=0, b=g.length; a<b; a++){
  1977. let item = g[a]
  1978. if(item.item == pano)continue
  1979. 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
  1980. //console.log('check isNeighbour', pano.id, item.item.id)
  1981. let byCloud = !pano.pointcloud.hasDepthTex
  1982. //const computeTwoDir = <maxChangePanoCount
  1983. const computeTwoDir = this.depthSampler.nearPanos.includes(item.item) || this.depthSampler.imgDatas.some(e=>e.pano == item.item)
  1984. //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
  1985. let result = this.isNeighbour(pano, item.item, {onlyUseTex: !byCloud, computeDirFirst:true, computeTwoDir})//计算
  1986. if(result != void 0){//计算了 (byTex时其实并不一定)
  1987. //console.log('提前计算neighbor', pano.id, item.item.id)
  1988. this.dispatchEvent({type:'getNeighbourAuto', panos:[pano,item.item]})
  1989. if(byCloud){ //只计算一次
  1990. //console.log('提前计算neighbor byCloud', result, pano.id, item.item.id)
  1991. break outer;
  1992. }
  1993. getCount ++
  1994. if(ifOverTime()){
  1995. break outer
  1996. }
  1997. }
  1998. }
  1999. lastIndex = i+1 //这轮结束
  2000. if(ifOverTime()){
  2001. break outer
  2002. }
  2003. }
  2004. /* if(changeCount){
  2005. console.log( 'changeCount', changeCount)
  2006. } */
  2007. this.depthSampler.removeEventListener('changeImg', changeTexCount)
  2008. if(!inited){
  2009. inited = true
  2010. this.addEventListener('loadedDepthImg',(e)=>{
  2011. //console.log('loadedDepthImg',e.pano)
  2012. const computeTwoDir = this.depthSampler.nearPanos.includes(e.pano) || this.depthSampler.imgDatas.some(a=>e.pano == a.pano)
  2013. if(computeTwoDir){
  2014. 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
  2015. }
  2016. })
  2017. }
  2018. 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
  2019. //costTime > maxWaitDur && changeCount == 0 && console.log( 'costTime:',costTime)
  2020. //console.log('getCount',getCount)
  2021. }
  2022. }()
  2023. Images360.filters = {
  2024. inPanoDirection : function(pos, dir, i, log) { //pano在mouse的方向上
  2025. return function(pano) {
  2026. var o = pano.position.clone().sub(pos).normalize()
  2027. if(o.dot(dir) > i)return true
  2028. var r = pano.floorPosition.clone().sub(pos).normalize()
  2029. if(r.dot(dir) > i)return true
  2030. }
  2031. },
  2032. inFloorDirection: function(pos, dir, min, log) { //pano在mouse的水平方向上
  2033. return function(pano) {
  2034. var vec = new THREE.Vector2().subVectors(pano.floorPosition, pos).normalize()
  2035. var dir_ = new THREE.Vector2().copy(dir).normalize()
  2036. log && console.log('dire', pano.id, vec.dot(dir_) )
  2037. return vec.dot(dir_) > min
  2038. /* 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
  2039. return i.dot(dir.clone().setZ(0)) > min */
  2040. }
  2041. },
  2042. isNotBehindNormal: function(e, t) {
  2043. var i = new THREE.Vector3;
  2044. return t = t.clone(),
  2045. function(n) {
  2046. var r = i.copy(n.position).sub(e).normalize();
  2047. return r.dot(t) > 0
  2048. }
  2049. },
  2050. isCloseEnoughTo: function(e, t) {
  2051. 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)
  2052. return e.distanceTo(i.floorPosition) < t //许钟文
  2053. }
  2054. },
  2055. not: function(e) {
  2056. return function(t) {
  2057. return t !== e
  2058. }
  2059. } ,
  2060. isEnabled:function() {
  2061. return function(t) {
  2062. return t.enabled
  2063. }
  2064. },
  2065. isVisible:function() {
  2066. return function(t) {
  2067. return t.visible
  2068. }
  2069. }
  2070. }
  2071. Images360.scoreFunctions = {
  2072. direction: function(curPos, dir, ifLog) {
  2073. return function(pano) {
  2074. 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
  2075. var n = pos1.clone().sub(curPos).normalize();
  2076. //ifLog && console.log('direction', pano.id, n.dot(dir) * directionFactor )
  2077. return n.dot(dir) * directionFactor
  2078. }
  2079. },
  2080. distance: function(pos1, r=1, ifLog) {
  2081. if(pos1.position)pos1 = pos1.position
  2082. return function(pano) {//许钟文 改
  2083. var pos2 = pano.position.clone()
  2084. //ifLog && console.log('distance', pano.id, pos1.distance(pos2) * -1 )
  2085. return pos1.distanceTo(pos2) * -1 * r;
  2086. }
  2087. },
  2088. distanceSquared: function(pos1, r=1 ) {
  2089. if(pos1.position)pos1 = pos1.position
  2090. return function(pano) {//许钟文 改
  2091. var pos2 = pano.position.clone()
  2092. return pos1.distanceToSquared(pos2) * -1 * r;
  2093. }
  2094. },
  2095. distanceSquaredNew: function(mainPano, r=1 ) {
  2096. let disMap = viewer.images360.disMap
  2097. return function(pano) {//许钟文 改
  2098. if(!disMap[mainPano.id]) disMap[mainPano.id] = {}
  2099. if(!disMap[pano.id]) disMap[pano.id] = {}
  2100. let dis
  2101. if(disMap[mainPano.id][pano.id] != void 0) dis = disMap[mainPano.id][pano.id]
  2102. else if(disMap[pano.id][mainPano.id]) dis = disMap[pano.id][mainPano.id]
  2103. else{
  2104. dis = Images360.scoreFunctions.distanceSquared(mainPano,1)(pano)
  2105. disMap[mainPano.id][pano.id] = dis
  2106. }
  2107. return dis * r
  2108. }
  2109. },
  2110. angle: function(e, t) {
  2111. return function(i) {
  2112. var n = i.position.clone().sub(e).normalize();
  2113. return n.angleTo(t) * Potree.config.navigation.angleFactor
  2114. }
  2115. },
  2116. }
  2117. Images360.sortFunctions = {//排序函数,涉及到两个item相减
  2118. floorDisSquaredToPoint: function(e) {
  2119. return function(t, i) {
  2120. return t.floorPosition.distanceToSquared(e) - i.floorPosition.distanceToSquared(e)
  2121. }
  2122. },
  2123. disSquaredToPoint: function(e) {
  2124. return function(t, i) {
  2125. return t.position.distanceToSquared(e) - i.position.distanceToSquared(e)
  2126. }
  2127. },
  2128. }
  2129. 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
  2130. const minDis = 0.2; //pano和墙距离不能小于相机的near
  2131. 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
  2132. let minTanBeta = minDis / height /* (pano0.position.z - pano0.floorPosition.z) */
  2133. let minBeta = Math.atan(minTanBeta)
  2134. const maxSinAlpha = Math.cos(minBeta) // 注:beta = Math/2 - alpha
  2135. const skyHeight = 50
  2136. return function(pano0, pano1){
  2137. if(Potree.settings.displayMode != 'showPanos' || pano0 == pano1
  2138. || this.cubePanos.some(e=>e.pano == pano0 && e.matrix.equals(pano0.pointcloud.matrix))
  2139. && (!pano1 || this.cubePanos.some(e=>e.pano == pano1 && e.matrix.equals(pano1.pointcloud.matrix)))
  2140. ) return
  2141. this.cubePanos = [{pano:pano0, matrix:pano0.pointcloud.matrix.clone()},
  2142. {pano:pano1, matrix:pano1 && pano1.pointcloud.matrix.clone()}]
  2143. viewer.addTimeMark('updateCube','start')
  2144. //console.log('updateCube',pano0.id, pano1&&pano1.id)
  2145. let useBound = (bound, size)=>{
  2146. size = size || bound.getSize(new THREE.Vector3)
  2147. let center = bound.getCenter(new THREE.Vector3)
  2148. size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth))
  2149. this.cube.geometry = new THREE.BoxBufferGeometry(1,1,1,1)
  2150. this.cube.scale.copy(size)
  2151. this.cube.position.copy(center)
  2152. if(Potree.settings.testCube){
  2153. this.cubeTest.geometry = this.cube.geometry
  2154. this.cubeTest.scale.copy(size)
  2155. this.cubeTest.position.copy(center)
  2156. }
  2157. return 'useBound'
  2158. }
  2159. 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
  2160. let panoBound = new THREE.Box3
  2161. panoBound.expandByPoint(pano.position)
  2162. let margin = dis ? Math.max(dis * 0.1, 10) : 10
  2163. 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
  2164. return pano.pointcloud.bound.clone().union(panoBound)
  2165. }
  2166. this.cube.geometry.dispose();
  2167. if(pano1){//过渡
  2168. let dontAddSides
  2169. let dis = pano0.position.distanceTo(pano1.position)
  2170. if(dis == 0)return
  2171. 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
  2172. let score = (1+sinAlpha*20) * dis //score越大创建的mesh越不适合
  2173. let isNeighbour = this.isNeighbour(pano0, pano1)
  2174. //console.log(pano0.id, pano1.id, maxSinAlpha.toFixed(2), sinAlpha.toFixed(2), score.toFixed(2), isNeighbour)
  2175. if(sinAlpha>maxSinAlpha || !pano0.pointcloud.hasDepthTex || !pano1.pointcloud.hasDepthTex || (isNeighbour ? score > 100 : score > 50 ) ){
  2176. let bound = getPanoBound(pano0, dis).union(getPanoBound(pano1, dis))
  2177. let size = bound.getSize(new THREE.Vector3)
  2178. let max = Math.max(size.x, size.y, size.z)
  2179. 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
  2180. return useBound(bound, size)
  2181. }else if( isNeighbour ? score > 70 : score > 15 ){
  2182. dontAddSides = true //pano间有阻挡时得到的side点可能使通道变窄,所以去掉。
  2183. }
  2184. //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。
  2185. let half = browser.isMobile() ? 4 : 8 //自行输入 (点云计算的慢,还不准)
  2186. let count1 = 2*half//偶数个 每个pano向 外dir 个数
  2187. //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。
  2188. let getDir = (angle_, vec)=>{ //旋转获得水平向量
  2189. let rotMat = new THREE.Matrix4().makeRotationZ(angle_)
  2190. return vec.clone().applyMatrix4(rotMat)
  2191. }
  2192. let getFar = (dir, pano, origin, height)=>{//获取在这个方向上和墙体intersect的距离
  2193. //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
  2194. let maxH = 40, minH = 2, minR = 0.5, maxR = 2
  2195. height = height == void 0 ? Math.min(skyHeight, pano.ceilZ - pano.floorPosition.z) : height
  2196. //let r = height (maxH - minH)* 0.14 // 高度越小,角度越小
  2197. //let r = minR + ( maxR - minR) * THREE.Math.clamp((height - minH) / (maxH - minH),0,1) //THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound);
  2198. let r = math.linearClamp(height, [minH,maxH], [minR, maxR])
  2199. let getZ = (deg)=>{
  2200. deg *= r
  2201. deg = THREE.Math.clamp(deg, 1, 80);
  2202. return Math.tan(THREE.Math.degToRad(deg))
  2203. }
  2204. 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。
  2205. dirs_ = [15, 8, 3, -1, -5]
  2206. dirs_ = dirs_.map(deg=> dir.clone().setZ(getZ(deg)).normalize() )
  2207. let max = 50
  2208. let count2 = dirs_.length
  2209. let disArr = dirs_.map((dir_, i) =>{
  2210. let intersect = this.getIntersect(pano, dir_, origin)
  2211. let projectLen = intersect && intersect.distance ? dir_.dot(dir)*intersect.distance : max; //得到project在dir的长度
  2212. return projectLen //得水平距离
  2213. })
  2214. //console.log(pano ? pano.id : 'side','disArr', disArr.slice(0))
  2215. disArr.sort((a,b)=>{return b-a}); //从大到小
  2216. //console.log(pano ? pano.id : 'side','disArr', disArr)
  2217. let dis = disArr[Math.floor(count2/2-0.5)] //对半、取前(中位数)
  2218. return dis
  2219. }
  2220. let sideCount = [0,0]
  2221. let addPos = (pano, vec )=>{//添加这个pano这一侧向外半圆的顶点
  2222. //添加pano位置对应的最高点最低点:
  2223. let minZ, maxZ
  2224. minZ = pano.floorPosition.z
  2225. maxZ = pano.getCeilHeight()
  2226. if(maxZ == Infinity) maxZ = skyHeight + pano.position.z; //maxZ = Math.max(skyHeight, maxZ)
  2227. [maxZ, minZ ].forEach(z=>{
  2228. posArr.push(pano.position.clone().setZ(z))
  2229. })
  2230. //在画面上线条从左往右数
  2231. const angle = Math.PI/(count1-1)
  2232. const dirs = []; //平分这半边180度
  2233. for(let i=0;i<count1;i++){
  2234. dirs.push(getDir(Math.PI/2-i*angle, vec))//正的在左边
  2235. }
  2236. let dirs2 = dirs.map((dir)=>{
  2237. return {
  2238. dir,
  2239. dis: getFar(dir, pano)
  2240. }
  2241. })
  2242. //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
  2243. /* dirs2.forEach((e,i)=>{
  2244. console.log(i, e.dis)
  2245. let smallThanBefore = ()=>{
  2246. return dirs2[i-1].dis / e.dis > maxRatio
  2247. }
  2248. let smallThanAfter = ()=>{
  2249. return dirs2[i+1].dis / e.dis > maxRatio
  2250. }
  2251. if(i>0 && i<count1-1 && smallThanBefore() && smallThanAfter()){//比左右两边都小很多
  2252. e.disB = (dirs2[i-1].dis + dirs2[i+1].dis) / 2 //平均数
  2253. console.log('两者之间',i,e.disB)
  2254. }else if(i==count1-1 && smallThanBefore() ) {//比前者小很多
  2255. e.disB = dirs2[i-1].dis * 0.8
  2256. console.log('smallThanBefore', i, e.disB)
  2257. }else if(i==0 && smallThanAfter() ){//比后者小很多
  2258. e.disB = dirs2[i+1].dis * 0.8
  2259. console.log('smallThanAftere', i, e.disB)
  2260. }
  2261. }) */
  2262. 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
  2263. const minWidth = 0.5
  2264. let computeWidth = (start,end)=>{
  2265. start+=1 //不包含start和end
  2266. let count = end - start ;
  2267. let dis = 0
  2268. for(let m=start;m<end;m++){//得平均数
  2269. dis += dirs2[m].dis
  2270. }
  2271. dis /= count
  2272. let angle = Math.PI / (count1-1) * count / 2
  2273. let width = dis * Math.tan(angle) //得到block的半宽度
  2274. return width
  2275. }
  2276. let changeDis = (start,end )=>{ //不包含start
  2277. start+=1 //不包含start和end
  2278. for(let m=start;m<end;m++){
  2279. dirs2[m].disB = dirs2[end].dis * 0.8
  2280. //console.log('changeDis', m, dirs2[m].disB)
  2281. }
  2282. }
  2283. let start = -1
  2284. 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
  2285. //console.log(i, dirs2[i].dis)
  2286. let j = i-1
  2287. let ratios = 0
  2288. while(j>start && dirs2[i].dis / dirs2[j].dis > maxRatio1){
  2289. ratios += dirs2[i].dis / dirs2[j].dis
  2290. j--
  2291. }
  2292. let count = i-j-1
  2293. ratios /= count
  2294. 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?
  2295. changeDis(j,i)
  2296. start = i //在此之前的修改过,之后不用再判断
  2297. }
  2298. /* if(count > 0 && (count == 1 || computeWidth(j,i)<minWidth)){//若只有一个不用判断宽度直接修改
  2299. changeDis(j,i)
  2300. start = i //在此之前的修改过,之后不用再判断
  2301. } */
  2302. }
  2303. dirs2.forEach((e, index)=>{
  2304. let dir = e.dir.clone().multiplyScalar(e.disB || e.dis);
  2305. [maxZ,minZ].forEach(z=>{
  2306. posArr.push(pano.position.clone().setZ(z).add(dir)) //获取到外墙点
  2307. })
  2308. });
  2309. }
  2310. let addSide = ()=>{//两个漫游点间两边各加一些侧线
  2311. //中点处的
  2312. let top0 = pano0.ceilZ == Infinity ? pano0.position.z+skyHeight : pano0.ceilZ
  2313. let top1 = pano1.ceilZ == Infinity ? pano1.position.z+skyHeight : pano1.ceilZ
  2314. let midMaxZ = (top0 + top1)/2
  2315. let midMinZ = (pano0.floorPosition.z+pano1.floorPosition.z)/2;
  2316. let mid = new THREE.Vector3().addVectors(pano0.position, pano1.position).multiplyScalar(0.5)
  2317. if(!dontAddSides){
  2318. if( pano0.pointcloud.hasDepthTex && pano0.pointcloud.hasDepthTex){
  2319. let panos = [pano0,pano1]
  2320. let vecs = [vec.clone().negate(), vec]
  2321. let axis = [[-1,1],[1,-1]]
  2322. let dis2d = new THREE.Vector2().subVectors(pano0.position, pano1.position).length()//水平上的距离
  2323. let maxDis = 50, minDis = 0.5, minR = 0.2, maxR = 1.2
  2324. //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);
  2325. let r = math.linearClamp(dis2d, [minDis,maxDis], [maxR, minR])
  2326. //console.log('dis2d',dis2d,'r',r)
  2327. 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)
  2328. let angle = THREE.Math.clamp(deg * r, 5, 80);
  2329. //console.log('angle',angle)
  2330. return THREE.Math.degToRad(angle)
  2331. })
  2332. axis.forEach((axis_, index0)=>{
  2333. let disToSides = []
  2334. 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
  2335. panos.forEach((pano,index)=>{
  2336. let dirs = angles.map(angle=>getDir(axis_[index]*angle, vecs[index]))//一侧的若干角度
  2337. dirs.forEach((dir_,i)=>{
  2338. let dis1 = getFar(dir_, pano);
  2339. let disToPano2d = dis1 * Math.cos(angles[i])
  2340. 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)
  2341. let disToSide = dis1 * Math.sin(angles[i])
  2342. if(pano != accordingPano){
  2343. disToPano2d = dis2d - disToPano2d //反一下
  2344. }
  2345. dir_.multiplyScalar( dis1 );
  2346. disToSides.push({disToSide,disToPano2d, pano, dir_})
  2347. }else{
  2348. //console.log('超过',index0,index,i)
  2349. }
  2350. })
  2351. })
  2352. if(disToSides.length){
  2353. //disToSides.sort((a,b)=>{return b-a});//从大到小
  2354. //由距离accordingPano的近到远:
  2355. disToSides.sort((a,b)=>{return a.disToPano2d-b.disToPano2d})
  2356. //console.log('disToSides', index0, disToSides)
  2357. if(disToSides.length == 1 && disToSides[0].disToSide < 0.5){
  2358. disToSides = [] //如果太近直接去除
  2359. }
  2360. disToSides.forEach(e=>{//求z
  2361. let ratio = e.disToPano2d / dis2d
  2362. let r = accordingPano == pano0 ? (1-ratio) : ratio
  2363. let sideMaxZ_ = top0 * r + top1 * (1-r);
  2364. let sideMinZ_ = pano0.floorPosition.z * r + pano1.floorPosition.z * (1-r);
  2365. [sideMaxZ_,sideMinZ_].forEach(z=>{
  2366. 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
  2367. })
  2368. })
  2369. }
  2370. sideCount[index0] = disToSides.length //记录侧边个数
  2371. })
  2372. }else{
  2373. //这段针对点云时,仅测试才会执行到
  2374. sideCount = [1,1]
  2375. let sideDirs = [getDir(Math.PI/2, vec), getDir(-Math.PI/2, vec)]
  2376. sideDirs.forEach((dir_ ,index)=>{
  2377. let dis = getFar(dir_, null, mid, midMaxZ-midMinZ); //直接从中点求两侧的距离
  2378. dir_.multiplyScalar( /* Math.max( */dis/* , sideDis[index]) */ );
  2379. [midMaxZ,midMinZ].forEach(z=>{
  2380. posArr.push(mid.clone().setZ(z).add(dir_))
  2381. })
  2382. })
  2383. }
  2384. }
  2385. //中心:
  2386. [midMaxZ,midMinZ].forEach(z=>{
  2387. posArr.push(mid.clone().setZ(z))
  2388. })
  2389. }
  2390. //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
  2391. let addFaces = ()=>{
  2392. let getPI = function(index, posType, panoIndex){//获取顶点序号
  2393. return 2 + (count1*2 + 2 ) * panoIndex + index*2 + (posType == 'top' ? 0 : 1)
  2394. }
  2395. let getSidePI = function(index, posType, panoIndex){//获取侧边顶点序号
  2396. if(panoIndex == 1) index += sideCount[0]
  2397. return getPI(index, posType, 2)-2
  2398. }
  2399. let getPanoPI = function(posType, panoIndex){//获取pano处对应的点序号
  2400. return getPI(-1, posType, panoIndex)
  2401. }
  2402. let topCenter = posArr.length-2; //最后添加的两个中心点
  2403. let btmCenter = posArr.length-1;
  2404. for(let i=0;i<2;i++){
  2405. for(let index=1; index<count1; index++){
  2406. //pano外侧半圆围墙
  2407. faceArr.push([getPI(index,'top',i), getPI(index-1,'btm',i), getPI(index-1,'top',i)],//加入一块四方面
  2408. [getPI(index,'top',i), getPI(index,'btm',i), getPI(index-1,'btm',i)])
  2409. faceArr.push([getPI(index,'top',i), getPI(index-1,'top',i), getPanoPI('top',i)])//天花板扇形
  2410. faceArr.push([getPI(index,'btm',i), getPI(index-1,'btm',i), getPanoPI('btm',i)])//地板扇形
  2411. }
  2412. let j = (i + 1) % 2; //另一个pano
  2413. //侧边
  2414. for(let u=0; u<=sideCount[i]; u++){
  2415. //侧边每个四方的左上右上左下右下四个点
  2416. let pLT = u == 0 ? getPI(0,'top',i) : getSidePI(u-1, 'top',i)
  2417. let pRT = u == sideCount[i] ? getPI(count1-1,'top',j) : getSidePI(u, 'top',i)
  2418. let pLB = u == 0 ? getPI(0,'btm',i) : getSidePI(u-1, 'btm',i)
  2419. let pRB = u == sideCount[i] ? getPI(count1-1,'btm',j) : getSidePI(u, 'btm',i)
  2420. faceArr.push([pLT,pLB,pRB],[pLT,pRB,pRT])//外侧四方面
  2421. 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)
  2422. if(i==0){//只需要算一次
  2423. //顶部和底部中心与两个pano边构成的三角形
  2424. if(u == 0){
  2425. faceArr.push([pLT,getPI(count1-1,'top',i),topCenter],
  2426. [pLB,getPI(count1-1,'btm',i),btmCenter],
  2427. )
  2428. }
  2429. //不能用else 因为当length==0时u==0也==sideCount[i],此时就是要两个面
  2430. if(u == sideCount[i]){
  2431. faceArr.push([pRT,getPI(0,'top',j),topCenter],
  2432. [pRB,getPI(0,'btm',j),btmCenter],
  2433. )
  2434. }
  2435. }
  2436. }
  2437. }
  2438. }
  2439. let posArr = [];
  2440. let faceArr = []
  2441. //两点连线的水平向量
  2442. let vec = new THREE.Vector3().subVectors(pano0.position, pano1.position).setZ(0).normalize()
  2443. /* let sideDis0 = */addPos(pano0, vec)
  2444. /* let sideDis1 = */addPos(pano1, vec.clone().negate())
  2445. addSide()
  2446. addFaces()
  2447. //MeshDraw.updateGeometry(this.cube.geometry, posArr, faceArr)
  2448. let geo = MeshDraw.createGeometry(posArr, faceArr)
  2449. this.cube.geometry = geo
  2450. this.cube.scale.set(1,1,1);
  2451. this.cube.position.set(0,0,0)
  2452. if(Potree.settings.testCube){
  2453. this.cubeTest.geometry = geo
  2454. this.cubeTest.scale.set(1,1,1);
  2455. this.cubeTest.position.set(0,0,0)
  2456. }
  2457. }else{
  2458. useBound(getPanoBound(pano0))
  2459. }
  2460. viewer.addTimeMark('updateCube','end')
  2461. return true
  2462. /*
  2463. 关于卡顿:
  2464. 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。
  2465. 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。
  2466. 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。
  2467. 耗时: chrome: 20+ ,但是firefox:500+ 咋回事 ? iphonex safari: 40+
  2468. */
  2469. }
  2470. })()
  2471. /*
  2472. viewer.images360.flyToPano(viewer.images360.getPano('1765955963253690368|70','sid'))
  2473. viewer.images360.flyToPano(viewer.images360.lastPano)
  2474. */