Images360.js 129 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 Common from "../../utils/Common.js";
  5. import math from "../../utils/math.js";
  6. import cameraLight from "../../utils/cameraLight.js";
  7. import {MeshDraw } from '../../utils/DrawUtil.js'
  8. import Panorama from "./Panorama.js";
  9. import browser from '../../utils/browser.js'
  10. import QualityManager from './tile/QualityManager.js'
  11. import TileDownloader from './tile/TileDownloader.js'
  12. import PanoRenderer from './tile/PanoRenderer.js'
  13. import TilePrioritizer from './tile/TilePrioritizer.js'
  14. import {transitions, easing, lerp} from "../../utils/transitions.js";
  15. import DepthImageSampler from './DepthImageSampler.js'
  16. let {PanoSizeClass,Vectors,GLCubeFaces, PanoramaEvents} = Potree.defines
  17. 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°
  18. let raycaster = new THREE.Raycaster();
  19. //let currentlyHovered = null;
  20. let texLoader = new THREE.TextureLoader()
  21. let sm = new THREE.MeshBasicMaterial({side: THREE.BackSide});
  22. let tileArr = []
  23. let previousView = {
  24. controls: null,
  25. position: null,
  26. target: null,
  27. };
  28. const HighMapCubeWidth = 1
  29. 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
  30. export class Images360 extends THREE.EventDispatcher{
  31. constructor(viewer ){
  32. super();
  33. this.viewer = viewer;
  34. this.selectingEnabled = true;
  35. this.panos = [];
  36. this.neighbourMap = {}
  37. this.node = new THREE.Object3D();
  38. this.node.name = 'ImagesNode'
  39. //this.node2 = new THREE.Object3D();
  40. this.cubePanos = [];
  41. this.cube = new THREE.Mesh(new THREE.BoxBufferGeometry(1,1,1,1),new ModelTextureMaterial());
  42. viewer.updateVisible(this.cube,'showSkybox', false )
  43. this.cube.layers.set(Potree.config.renderLayers.skybox)
  44. this.cube.name = 'skyboxCube'
  45. viewer.scene.scene.add(this.cube)
  46. this._visible = true;
  47. this.currentPano = null;
  48. this.mouseLastMoveTime = Date.now()
  49. this.scrollZoomSpeed = 0.06
  50. this.zoomLevel = 1
  51. this.tileDownloader = new TileDownloader;
  52. this.qualityManager = new QualityManager
  53. this.panoRenderer = new PanoRenderer(viewer, this.tileDownloader, this.qualityManager)
  54. this.basePanoSize = this.qualityManager.getPanoSize(PanoSizeClass.BASE);
  55. this.standardPanoSize = this.qualityManager.getPanoSize(PanoSizeClass.STANDARD);
  56. this.highPanoSize = this.qualityManager.getPanoSize(PanoSizeClass.HIGH);
  57. this.ultraHighPanoSize = this.qualityManager.getPanoSize(PanoSizeClass.ULTRAHIGH);
  58. this.tileDownloader.processPriorityQueue = !1;
  59. this.tileDownloader.tilePrioritizer = new TilePrioritizer(this.qualityManager, this.basePanoSize, this.standardPanoSize, this.highPanoSize, this.ultraHighPanoSize);
  60. this.flying_ = false
  61. {//高分辨率cube 放大
  62. this.addHighMapCube()
  63. viewer.addEventListener(PanoramaEvents.Enter,(e)=>{
  64. this.setHighMap(e.newPano)
  65. })
  66. viewer.addEventListener('panoSetZoom',(e)=>{
  67. if(Potree.settings.displayMode == 'showPanos'){
  68. e.zoomed ? this.showHighMap() : this.hideHighMap() //add
  69. }
  70. })
  71. }
  72. this.depthSampler = new DepthImageSampler();
  73. this.addEventListener('loadedDepthImg',(e)=>{
  74. e.loaded && this.updateDepthTex(e.pano)
  75. })
  76. let scroll = (e)=>{
  77. if(e.hoverViewport != viewer.mainViewport)return
  78. /* if(Potree.settings.displayMode == 'showPanos' && Potree.settings.zoom.enabled){
  79. } */
  80. }
  81. viewer.fpControls.addEventListener('dollyStopCauseUnable',(e)=>{
  82. if(/* e.hoverViewport != viewer.mainViewport || */!Potree.settings.zoom.enabled)return
  83. if(e.scale != void 0){//触屏
  84. this.zoomBy(e.scale, e.pointer)
  85. }else{//滚轮
  86. let zoom;
  87. if(e.delta > 0){
  88. zoom = 1 + this.scrollZoomSpeed
  89. }else{
  90. zoom = 1 - this.scrollZoomSpeed
  91. }
  92. e.delta != 0 && this.zoomBy(zoom)
  93. }
  94. })
  95. let click = (e) => {//不用"mouseup" 是因为 mouseup有drag object时也会触发
  96. if(e.clickElement ||
  97. Potree.settings.unableNavigate || this.flying || !e.isTouch && e.button != THREE.MOUSE.LEFT || e.drag && e.drag.object //拖拽结束时不算
  98. || Potree.settings.editType == 'pano' && viewer.modules.PanoEditor.activeViewName != 'mainView'
  99. || Potree.settings.editType == 'merge' && !e.intersectPoint || viewer.inputHandler.hoveredElements[0] && viewer.inputHandler.hoveredElements[0].isModel && e.intersectPoint.distance > viewer.inputHandler.hoveredElements[0].distance
  100. ) return
  101. if(Potree.settings.editType != 'pano' && Potree.settings.editType != 'merge'){
  102. if( e.hoverViewport == viewer.mapViewer.viewports[0]){
  103. return viewer.mapViewer.dispatchEvent(e/* {type:'global_click',e } */)
  104. }else if(e.hoverViewport != viewer.mainViewport){ //如数据集校准其他viewport
  105. return
  106. }
  107. }
  108. /* if(currentlyHovered && currentlyHovered.pano){
  109. this.focusPano(currentlyHovered.pano);
  110. }else{//add */
  111. if(!Potree.settings.dblToFocusPoint/* && this.currentPano */){//双击不会focus点云 或者 已经focusPano了
  112. this.flyToPanoClosestToMouse()
  113. }
  114. //}
  115. }
  116. viewer.addEventListener('global_click' , click)
  117. viewer.addEventListener("global_mousemove", (e) => {
  118. 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
  119. this.updateClosestPano(e.intersect)
  120. }
  121. });
  122. this.addEventListener('markerHover',(e)=>{
  123. this.updateClosestPano(e.pano, e.hovered)
  124. })
  125. if(!Potree.settings.isOfficial){
  126. this.domRoot = viewer.renderer.domElement.parentElement;
  127. let elUnfocus = $("<input type='button' value='unfocus'></input>");
  128. elUnfocus.css({
  129. position : "absolute",
  130. right : '25%',
  131. bottom: '20px',
  132. zIndex: "10000",
  133. fontSize:'1em', color:"black",
  134. display:'none',
  135. background:'rgba(255,255,255,0.8)',
  136. })
  137. elUnfocus.on("click", () => this.unfocus());
  138. this.elUnfocus = elUnfocus;
  139. this.domRoot.appendChild(elUnfocus[0]);
  140. if(Potree.settings.editType != 'merge'){
  141. let elHide = $("<input type='button' value='隐藏点云'></input>")
  142. elHide.css({
  143. position : "absolute",
  144. right : '40%',
  145. bottom: '20px',
  146. zIndex: "10000",
  147. fontSize:'1em' ,color:"black",
  148. width : '100px',
  149. background:'rgba(255,255,255,0.8)',
  150. })
  151. this.domRoot.appendChild(elHide[0]);
  152. elHide.on("click", (e) => {
  153. let visi = viewer.getObjVisiByReason(viewer.scene.pointclouds[0], 'force')
  154. viewer.scene.pointclouds.forEach(e=>{
  155. viewer.updateVisible(e, 'force', !visi)
  156. })
  157. elHide.val(!visi ? "隐藏点云" : "显示点云")
  158. });
  159. }
  160. let elDisplayModel = $("<input type='button' value='>>全景'></input>")
  161. elDisplayModel.css({
  162. position : "absolute",
  163. right : '65%',
  164. bottom: '20px',
  165. zIndex: "10000",
  166. fontSize:'1em',color:"black",
  167. width : '100px',
  168. background:'rgba(255,255,255,0.8)',
  169. })
  170. this.domRoot.appendChild(elDisplayModel[0]);
  171. elDisplayModel.on("click", (e) => {
  172. if(Potree.settings.displayMode == 'showPointCloud' && this.panos.length == 0)return
  173. Potree.settings.displayMode = Potree.settings.displayMode == 'showPointCloud' ? 'showPanos' : 'showPointCloud'
  174. });
  175. this.elDisplayModel = elDisplayModel
  176. }
  177. {//切换模式
  178. let displayMode = '';
  179. let 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
  180. Object.defineProperty(Potree.settings , "displayMode",{
  181. get: function() {
  182. return displayMode
  183. },
  184. set: (mode)=> {
  185. latestRequestMode = mode
  186. console.warn('Request setMode: ' + mode)
  187. if(mode != displayMode){
  188. let config = Potree.config.displayMode[mode]
  189. let config2
  190. let camera = viewer.scene.getActiveCamera()
  191. if(mode == 'showPanos' && viewer.mainViewport.view.isFlying()){//飞完才能切换全景
  192. let f = ()=>{
  193. if(latestRequestMode == mode){//如果ui还是停在这个模式的话
  194. Potree.settings.displayMode = mode
  195. }
  196. viewer.mainViewport.view.removeEventListener('flyingDone', f)
  197. }
  198. viewer.mainViewport.view.addEventListener('flyingDone', f) //once
  199. return
  200. }
  201. if(this.isAtPano() ){//this.currentPano
  202. if(this.flying)config2 = config.transition
  203. else config2 = config.atPano
  204. }else{
  205. config2 = config.atPano
  206. if(mode == 'showPanos'){//自动飞入一个pano
  207. //要改成飞进最近的。。。
  208. if(this.panos.length == 0)return
  209. //this.modeChanging = true //主要是因为到全景图不会立刻成功
  210. let wait = (e)=>{
  211. this.removeEventListener('flyToPanoDone',wait)
  212. setTimeout(()=>{
  213. if(latestRequestMode == mode ){
  214. Potree.settings.displayMode = mode
  215. }
  216. },e.makeIt ? 1 : 50)
  217. }
  218. this.flyToPano({
  219. pano: this.findNearestPano(),
  220. //dealDoneWhenCancel:true,
  221. /* callback: ()=>{
  222. setTimeout(()=>{ //防止循环,所以延迟
  223. if(latestRequestMode == mode ){
  224. Potree.settings.displayMode = mode
  225. }
  226. },1)
  227. } */
  228. })
  229. 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
  230. return;
  231. }else{
  232. }
  233. }
  234. if(config2.showSkybox || config2.showPoint && config2.pointUsePanoTex){
  235. this.tileDownloader.start()
  236. }else{
  237. this.tileDownloader.stop()
  238. }
  239. if(config2.showSkybox || config2.pointUsePanoTex){
  240. let wait = (e)=> {
  241. if(e.pano && e.pano != this.currentPano)return//loadedDepthImg
  242. setTimeout( ()=>{
  243. if(latestRequestMode == mode ){
  244. Potree.settings.displayMode = mode
  245. }
  246. },1)
  247. this.removeEventListener('loadedDepthImg', wait)
  248. }
  249. if(!this.currentPano.depthTex && this.currentPano.pointcloud.hasDepthTex){
  250. this.addEventListener('loadedDepthImg', wait)
  251. return this.currentPano.loadDepthImg()
  252. }
  253. //this.updateDepthTex()
  254. if(this.checkAndWaitForPanoLoad(this.currentPano, this.basePanoSize, wait)){
  255. return
  256. }
  257. }
  258. viewer.scene.pointclouds.forEach(e=>{
  259. viewer.updateVisible(e, 'displayMode', config2.showPoint, 2 )
  260. })
  261. if(config2.pointUsePanoTex){
  262. viewer.scene.pointclouds.forEach(e=>{
  263. e.material.setProjectedPanos(this.currentPano,this.currentPano, 1)
  264. })
  265. }else{
  266. viewer.scene.pointclouds.forEach(e=>{
  267. e.material.stopProjectedPanos()
  268. })
  269. }
  270. viewer.updateVisible(this.cube,'showSkybox',config2.showSkybox )// this.cube.visible = config2.showSkybox
  271. //this.cube.visible = config.atPano.showSkybox
  272. if(this.cube.visible){
  273. //this.cube.material.setProjectedPanos(this.currentPano, this.currentPano, 1)
  274. this.setProjectedPanos({
  275. progress:1,
  276. ifSkybox: true,
  277. ifPointcloud : false,
  278. easeInOutRatio : 0,
  279. pano0:this.currentPano,
  280. pano1:this.currentPano
  281. })
  282. }else{
  283. this.smoothZoomTo(1)
  284. this.resetHighMap()
  285. this.hideHighMap()
  286. }
  287. /* viewer.dispatchEvent({
  288. type: "enableChangePos",
  289. canLeavePano : config.canLeavePano ,
  290. viewport:
  291. }) */
  292. //viewer.mainViewport.unableChangePos = !config.canLeavePano
  293. displayMode = mode
  294. if(mode == 'showPanos'){
  295. camera.far = viewer.farWhenShowPano //修改far
  296. Potree.settings.pointDensity = 'panorama'
  297. if(Potree.config.displayMode.showPanos.transition.pointUsePanoTex){
  298. viewer.scene.pointclouds.forEach(e=>{
  299. e.material.pointSizeType = 'FIXED'
  300. })
  301. }
  302. this.updateCube(this.currentPano)
  303. }else{
  304. if(camera.limitFar) camera.far = Potree.settings.cameraFar;//修改far
  305. Potree.settings.pointDensity = Potree.settings.UserPointDensity
  306. //Potree.sdk && Potree.sdk.scene.changePointOpacity()
  307. if(Potree.config.displayMode.showPanos.transition.pointUsePanoTex){
  308. viewer.scene.pointclouds.forEach(e=>{
  309. e.material.pointSizeType = Potree.config.material.pointSizeType
  310. })
  311. }
  312. }
  313. camera.updateProjectionMatrix()
  314. if(this.elDisplayModel){
  315. this.elDisplayModel.val( mode == 'showPointCloud' ? ">>全景" : '>>点云')
  316. }
  317. /* this.panos.forEach(e=>{
  318. viewer.updateVisible(e, 'modeIsShowPanos', mode == 'showPanos', 1, mode == 'showPanos' ? 'add':'cancel') //
  319. }) */
  320. this.dispatchEvent({type:'endChangeMode',mode})
  321. console.log('setModeSuccess: ' + mode)
  322. }else{
  323. //this.dispatchEvent({type:'endChangeMode',mode})
  324. }
  325. }
  326. })
  327. Potree.settings.displayMode = 'showPointCloud'
  328. }// 切换模式 end
  329. {//
  330. let currentPano = null;
  331. Object.defineProperty(this , "currentPano",{
  332. get: function() {
  333. return currentPano
  334. },
  335. set: function(e) {
  336. if(e != currentPano){
  337. currentPano && currentPano.exit()
  338. e && e.enter()
  339. currentPano = e
  340. }
  341. }
  342. })
  343. }
  344. {//是否显示marker
  345. let ifShowMarker = true;
  346. Object.defineProperty(Potree.settings, "ifShowMarker",{
  347. get: function() {
  348. return ifShowMarker
  349. },
  350. set: (show)=>{
  351. show = !!show
  352. if(show != ifShowMarker){
  353. this.panos.forEach(pano=>{
  354. viewer.updateVisible(pano, 'ifShowMarker', show, 1 )
  355. })
  356. //this.emit('markersDisplayChange', show)
  357. ifShowMarker = show
  358. }
  359. }
  360. })
  361. }
  362. viewer.addEventListener("update", () => {
  363. this.update(viewer);
  364. });
  365. //viewer.inputHandler.addInputListener(this);
  366. var keys = {
  367. FORWARD: ['W'.charCodeAt(0), 38],
  368. BACKWARD: ['S'.charCodeAt(0), 40],
  369. LEFT: ['A'.charCodeAt(0), 37],
  370. RIGHT: ['D'.charCodeAt(0), 39],
  371. }
  372. viewer.inputHandler.addEventListener('keydown',(e)=>{
  373. if(Potree.settings.displayMode == 'showPanos'){
  374. for(let i in keys){
  375. if(keys[i].some(a => a == e.keyCode)){
  376. switch(i){
  377. case 'FORWARD':
  378. this.flyLocalDirection(Vectors.FORWARD.clone());
  379. break;
  380. case 'BACKWARD':
  381. this.flyLocalDirection(Vectors.BACK.clone());
  382. break;
  383. case 'LEFT':
  384. this.flyLocalDirection(Vectors.LEFT.clone());
  385. break;
  386. case 'RIGHT':
  387. this.flyLocalDirection(Vectors.RIGHT.clone());
  388. break;
  389. }
  390. break;
  391. }
  392. }
  393. }
  394. })
  395. };
  396. updateDepthTex(pano){
  397. if(this.currentPano != pano || !pano.depthTex)return
  398. //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
  399. this.cube.material.updateDepthTex(pano) //确保一下
  400. }
  401. findNearestPano(pos){
  402. pos = pos ? new THREE.Vector3().copy(pos) : this.position
  403. let result = Common.sortByScore(this.panos,[Images360.filters.isEnabled()],[e=>-e.position.distanceTo(pos)])
  404. let pano = result && result[0] && result[0].item
  405. return pano
  406. }
  407. /* set flying(v){//正在飞向pano
  408. this.flying_ = !!v
  409. //console.log('this.flying_ ', !!v )
  410. //this.emit('flying', this.flying_)
  411. let config = Potree.config.displayMode[Potree.settings.displayMode]
  412. viewer.mainViewport.unableChangePos = !config.canLeavePano || !!v
  413. }
  414. get flying(){
  415. return this.flying_
  416. } */
  417. flyLocalDirection(dir) {
  418. var direction = this.getDirection(dir),
  419. option1 = 1 === dir.y ? .4 : .75,
  420. option2 = 1 === Math.abs(dir.x);
  421. return this.flyDirection(direction, option1, option2)
  422. }
  423. getDirection(e) {
  424. if(!e){
  425. return viewer.scene.view.direction
  426. }else{
  427. return e = e ? e : (new THREE.Vector3).copy(Vectors.FORWARD),
  428. e.applyQuaternion(viewer.mainViewport.camera.quaternion)
  429. }
  430. }
  431. get position(){
  432. return this.viewer.scene.view.position.clone()
  433. }
  434. get visible(){
  435. return this._visible;
  436. }
  437. set visible(visible){
  438. if(this._visible === visible){
  439. return;
  440. }
  441. /* for(const image of this.panos){
  442. image.mesh.visible = visible && (this.currentPano == null);
  443. } */
  444. //this.sphere.visible = visible && (this.currentPano != null);
  445. this._visible = visible;
  446. this.dispatchEvent({
  447. type: "visibility_changed",
  448. panos: this,
  449. });
  450. }
  451. isAtPano(){//是否在某个漫游点上
  452. return this.currentPano && viewer.scene.view.position.equals(this.currentPano.position)
  453. }
  454. updateProjectedPanos(){//更新材质贴图
  455. //console.warn('updateProjectedPanos')
  456. this.projectedPano0 && this.projectedPano1 && this.setProjectedPanos({pano0:this.projectedPano0, pano1:this.projectedPano1})
  457. }
  458. setProjectedPanos(o={}){//设置cube和点云的材质贴图
  459. this.cube.material.setProjectedPanos(o.pano0, o.pano1, o.progress)
  460. if(o.ifPointcloud){
  461. viewer.scene.pointclouds.forEach(e=>{
  462. e.material.setProjectedPanos(o.pano0, o.pano1, o.progress, o.easeInOutRatio)
  463. })
  464. }
  465. //console.warn('setProjectedPanos ', o.pano0.id , o.pano1.id)
  466. this.projectedPano0 = o.pano0
  467. this.projectedPano1 = o.pano1
  468. }
  469. cancelFlyToPano(){//取消当前已有的飞行准备,前提是相机还未移动
  470. //Potree.Log('cancelFlyToPano')
  471. if(viewer.mainViewport.view.isFlying())return
  472. this.nextPano = null
  473. this.latestToPano = null
  474. //this.flying = false
  475. }
  476. flyToPano(toPano) { //飞向漫游点
  477. if(!toPano)return
  478. if(toPano instanceof Panorama){
  479. toPano = {pano: toPano}
  480. }
  481. if(!toPano.pano.enabled)return
  482. /* if(!this.currentPano){
  483. return this.focusPano(toPano)
  484. } */
  485. let done = (makeIt, disturb)=>{
  486. //console.log('flyToPano done ', toPano.pano.id, makeIt )
  487. if(makeIt || disturb) { // disturb已经开始飞行但中途取消
  488. toPano.callback && toPano.callback(makeIt)
  489. //this.flying = false
  490. this.cancelFlyToPano()
  491. this.updateClosestPano(this.closestPano,false) //飞行结束后取消点击漫游点时得到的closestPano
  492. }else{
  493. console.log('makeit fail')
  494. }
  495. this.dispatchEvent({type:'flyToPanoDone', makeIt})
  496. //this.dispatchEvent('cameraMoveDone')
  497. toPano.deferred && toPano.deferred.resolve(makeIt) //测量线截图时发现,resolve需要写在flying=false 后才行。
  498. }
  499. if(this.currentPano == toPano.pano && this.isAtPano() && !toPano.target && !toPano.quaternion ){
  500. this.dispatchEvent({type:'flyToPano', toPano})
  501. return done(true);
  502. }
  503. if(this.latestToPano && this.latestToPano != toPano){//还在飞
  504. return done(false)
  505. }
  506. let target = toPano.target
  507. let easeName = toPano.easeName || 'easeInOutQuad' // 'easeInOutSine'//'easeOutSine'
  508. let config = Potree.config.displayMode[Potree.settings.displayMode]
  509. var pointcloudVisi = config.atPano.showPoint //viewer.scene.pointclouds[0].visible
  510. var pano = toPano.pano
  511. let T = Potree.config.transitionsTime
  512. let maxTime = this.isAtPano() ? T.panoToPanoMax : T.flyIn
  513. var duration = toPano.duration == void 0 ? (T.flyMinTime+Math.min(T.flytimeDistanceMultiplier * this.position.distanceTo(pano.position), maxTime)) : toPano.duration
  514. toPano.duration = duration
  515. //console.warn("flyto "+pano.id + ' duration: ' + duration )
  516. this.nextPano = pano
  517. this.latestToPano = toPano
  518. //this.flying = true //防止新的请求
  519. Potree.Log('flyToPano:'+pano.id + ' , duration:'+toPano.duration, null, 12)
  520. {//不飞的话是否不要执行这段?
  521. let wait = (e)=> {
  522. if(e.pano && this.latestToPano && e.pano != this.latestToPano.pano)return//loadedDepthImg
  523. if(this.latestToPano != toPano)return Potree.Log('已经取消')//如果取消了
  524. setTimeout(()=>{
  525. if(this.latestToPano != toPano)return
  526. this.flyToPano(toPano)
  527. },1)
  528. this.removeEventListener('loadedDepthImg', wait)
  529. }
  530. if(!pano.depthTex && pano.pointcloud.hasDepthTex){ //点云模式也要加载depthTex,因获取neighbour需要用到
  531. this.addEventListener('loadedDepthImg', wait)
  532. return pano.loadDepthImg()
  533. }
  534. if(config.atPano.showSkybox || config.atPano.pointUsePanoTex){
  535. this.updateCube(this.currentPano, toPano.pano)
  536. if(this.checkAndWaitForPanoLoad(pano, toPano.basePanoSize || this.basePanoSize, wait)){
  537. return
  538. }
  539. }
  540. }
  541. viewer.updateVisible(this.cube,'showSkybox', config.atPano.showSkybox ) // this.cube.visible = config.atPano.showSkybox
  542. /* this.cube.visible && this.cube.material.setProjectedPanos(this.currentPano, pano, 0)
  543. if(config.transition.showPoint){
  544. viewer.scene.pointclouds.forEach(e=>{
  545. viewer.updateVisible(e, 'displayMode', true)
  546. })
  547. if(config.transition.pointUsePanoTex){
  548. let easeInOutRatio = pointcloudVisi ? 0.3 : 0
  549. viewer.scene.pointclouds.forEach(e=>{
  550. e.material.setProjectedPanos(this.currentPano, pano, 0, easeInOutRatio)
  551. })
  552. }
  553. } */
  554. if(config.transition.showPoint){
  555. viewer.scene.pointclouds.forEach(e=>{
  556. viewer.updateVisible(e, 'displayMode', true)
  557. })
  558. }
  559. if(config.transition.showSkybox || config.transition.pointUsePanoTex){
  560. this.setProjectedPanos({
  561. progress:0,
  562. ifSkybox: this.cube.visible,
  563. ifPointcloud : config.transition.pointUsePanoTex,
  564. easeInOutRatio : pointcloudVisi ? 0.3 : 0,
  565. pano0:this.currentPano,
  566. pano1:pano
  567. })
  568. }
  569. const endPosition = pano.position.clone()
  570. {
  571. toPano.duration = duration
  572. toPano.easeName = easeName
  573. this.beforeFlyToPano(toPano)
  574. }
  575. let fly = ()=>{
  576. this.dispatchEvent({type:'flyToPano', toPano})
  577. viewer.scene.view.setView({position:endPosition, target, quaternion:toPano.quaternion , duration,
  578. callback:()=>{
  579. if(!config.atPano.pointUsePanoTex){
  580. viewer.scene.pointclouds.forEach(e=>{
  581. e.material.stopProjectedPanos()
  582. })
  583. }
  584. //this.currentPano.exit()
  585. //pano.enter()
  586. this.currentPano = pano;
  587. this.nextPano = null;
  588. if(Potree.settings.displayMode == 'showPanos'){
  589. viewer.scene.pointclouds.forEach(e=>{
  590. viewer.updateVisible(e, 'displayMode',pointcloudVisi)
  591. })
  592. }
  593. done(true);
  594. //this.updateCube(this.currentPano)
  595. this.updateDepthTex(this.currentPano)
  596. }, onUpdate:(progress)=>{
  597. this.cube.material.uniforms.progress.value = progress
  598. viewer.scene.pointclouds.forEach(e=>{
  599. e.material.uniforms.progress.value = progress
  600. })
  601. },
  602. cancelFun:()=>{ done(false, true) },
  603. Easing:easeName
  604. })
  605. //duration > 0 && (this.flying = true) //再写一遍 防止cancel其他项目导致flying为false
  606. }
  607. if(Potree.settings.displayMode == 'showPanos'){
  608. setTimeout(fly, 40); //更新geo后缓冲
  609. }else{
  610. fly()
  611. }
  612. //console.log('flyToPano:', toPano.pano.id)
  613. }
  614. beforeFlyToPano(toPano){
  615. if(this.currentPano != toPano.pano) {
  616. if(Potree.settings.displayMode == 'showPanos'){
  617. this.resetHighMap()
  618. }
  619. this.smoothZoomTo(toPano.zoomLevel || 1, toPano.duration / 2);
  620. }
  621. }
  622. /* focusPano(toPano ){
  623. if(this.currentPano !== null){
  624. return this.flyToPano(toPano);
  625. }
  626. if(toPano instanceof Panorama){
  627. toPano = {pano: toPano}
  628. }
  629. let done = (makeIt)=>{
  630. toPano.deferred && toPano.deferred.resolve(makeIt)
  631. makeIt && toPano.callback && toPano.callback()
  632. }
  633. var pano = toPano.pano
  634. let config = Potree.config.displayMode[Potree.settings.displayMode]
  635. previousView = {
  636. //controls: this.viewer.controls,
  637. position: this.position,
  638. target: viewer.scene.view.getPivot(),
  639. };
  640. //this.viewer.setControls(this.viewer.orbitControls);
  641. this.viewer.orbitControls.doubleClockZoomEnabled = false;
  642. for(let image of this.panos){
  643. image.mesh.visible = false;
  644. }
  645. this.selectingEnabled = false;
  646. //console.warn("flyto "+pano.file.split('/').pop() )
  647. var dur = toPano.duration == void 0 ? 700 : toPano.duration
  648. if(config.atPano.showSkybox){
  649. if ( this.checkAndWaitForPanoLoad(pano, this.basePanoSize, ()=> {
  650. setTimeout( ()=>{
  651. this.focusPano(toPano)
  652. },1)
  653. })
  654. ) {
  655. return ;
  656. }
  657. }
  658. this.cube.visible = config.atPano.showSkybox
  659. //if(config.transition.showSkybox || config.transition.pointUsePanoTex){
  660. this.setProjectedPanos({
  661. progress:0,
  662. ifSkybox: this.cube.visible,
  663. ifPointcloud : config.atPano.pointUsePanoTex,
  664. pano0:pano,
  665. pano1:pano
  666. })
  667. //}
  668. let newCamPos = pano.position.clone()
  669. let target = newCamPos.clone().add(viewer.scene.view.direction)
  670. viewer.scene.view.setView( {position:newCamPos, target, duration:dur ,
  671. callback:()=>{//done
  672. //pano.enter()
  673. this.flying = false
  674. this.currentPano = pano;
  675. this.updateCube(this.currentPano)
  676. done(true)
  677. },onUpdate:(progress)=>{
  678. },
  679. cancelFun:()=>{this.flying = false}
  680. })
  681. this.flying = true
  682. this.elUnfocus && (this.elUnfocus[0].style.display = "");
  683. }
  684. unfocus(o={}){
  685. this.selectingEnabled = true;
  686. Potree.settings.displayMode = 'showPointCloud'
  687. if(!this.currentPano && !o.position){
  688. return;
  689. }
  690. this.cube.visible = false
  691. viewer.orbitControls.doubleClockZoomEnabled = true;
  692. viewer.scene.view.setView($.extend({
  693. position: previousView.position,
  694. target:previousView.target,
  695. duration:500
  696. },o,{
  697. callback:()=>{ //done
  698. for(let pano of this.panos){
  699. pano.mesh.visible = true;
  700. //pano.marker.material.depthTest = true
  701. }
  702. o.callback && o.callback()
  703. }
  704. ,
  705. cancelFun:()=>{this.flying = false},
  706. }))
  707. //this.currentPano.exit()
  708. this.currentPano = null;
  709. this.elUnfocus && (this.elUnfocus[0].style.display = "none");
  710. } */
  711. updateCube(pano0, pano1){
  712. if(Potree.settings.displayMode != 'showPanos')return
  713. if(!viewer.scene.pointclouds.some(e=>!e.hasDepthTex)) return this.updateCube2(pano0, pano1) //都hasDepthTex的话
  714. let useBound = (bound, size)=>{
  715. size = size || bound.getSize(new THREE.Vector3)
  716. let center = bound.getCenter(new THREE.Vector3)
  717. size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth))
  718. this.cube.scale.copy(size)
  719. this.cube.position.copy(center)
  720. }
  721. 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
  722. let panoBound = new THREE.Box3
  723. panoBound.expandByPoint(pano.position)
  724. panoBound.expandByVector(new THREE.Vector3(10,10,10));//give pano a margin
  725. return pano.pointcloud.bound.clone().union(panoBound)
  726. }
  727. let getDis = (bound1, bound2)=>{ //获取bound1边界到bound2边界距离
  728. if(bound1.intersectsBox(bound2))return 0
  729. let center1 = bound1.getCenter(new THREE.Vector3)
  730. let center2 = bound2.getCenter(new THREE.Vector3)
  731. let dis = center1.distanceTo(center2)
  732. let dis1 = bound1.distanceToPoint(center2)
  733. let dis2 = bound2.distanceToPoint(center1)
  734. return dis1 + dis2 - dis
  735. }
  736. if(pano1){//过渡
  737. if(pano0.pointcloud == pano1.pointcloud){//同一个数据集内的过渡
  738. useBound(getPanoBound(pano0))
  739. //console.log('updateCube1' )
  740. }else{//非同一个数据集内的过渡
  741. let bound = getPanoBound(pano0).union(getPanoBound(pano1))
  742. if(getDis(pano0.pointcloud.bound, pano1.pointcloud.bound) < 100){
  743. useBound(bound)
  744. }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
  745. let size = bound.getSize(new THREE.Vector3)
  746. let max = Math.max(size.x, size.y, size.z)
  747. size.set(max,max,max)
  748. useBound(pano0.pointcloud.bound.clone().union(pano1.pointcloud.bound), size)
  749. //console.log('updateCube2', size)
  750. //far可能要修改下
  751. }
  752. }
  753. }else{
  754. 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
  755. //console.log('updateCube3' )
  756. }
  757. }
  758. /* updateCube(pano0, pano1){ //垂直上不分段、 每个pano只有5个方向的版本
  759. if(Potree.settings.displayMode != 'showPanos')return
  760. console.log('updateCube',pano0.id, pano1&&pano1.id)
  761. let f = (bound, size)=>{
  762. size = size || bound.getSize(new THREE.Vector3)
  763. let center = bound.getCenter(new THREE.Vector3)
  764. size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth))
  765. this.cube.scale.copy(size)
  766. this.cube.position.copy(center)
  767. }
  768. this.cube.geometry.dispose();
  769. if(pano1){//过渡
  770. let add = (pano, dir, )=>{
  771. let minZ, maxZ
  772. minZ = pano.floorPosition.z
  773. {//天花板高度值
  774. //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)
  775. 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
  776. let dir1 = new THREE.Vector3(0,0,1).applyMatrix4(rotMat)
  777. let rotMat1 = new THREE.Matrix4().makeRotationZ(Math.PI*2 / 3);
  778. let rotMat2 = new THREE.Matrix4().makeRotationZ(-Math.PI*2 / 3);
  779. let dir2 = dir1.clone().applyMatrix4(rotMat1)
  780. let dir3 = dir1.clone().applyMatrix4(rotMat2)
  781. let zs = [dir1,dir2,dir3].map(dir_=>{
  782. let intersect = this.depthSampler.sample( {dir: dir_}, pano, true )
  783. let z = intersect ? intersect.location.z : pano.position.z
  784. return z
  785. })
  786. zs.sort((a,b)=>{return b-a});//得最大值
  787. maxZ = zs[0]
  788. }
  789. const angle = Math.PI/6 //每次转30度
  790. let getDir = (angle_)=>{
  791. let rotMat = new THREE.Matrix4().makeRotationZ(angle_)
  792. return dir.clone().applyMatrix4(rotMat)
  793. }
  794. let dirs = [getDir(angle*2), getDir(angle),getDir(angle), dir.clone(), getDir(-angle), getDir(-angle*2)]; //总共五个方向,夹角总和180度
  795. dirs.forEach(dir=>{//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
  796. //上下分别45度 刚好就是
  797. let dir0 = dir.clone();// 水平方向
  798. let dir1 = dir.clone().setZ(1).normalize() //上45度方向
  799. let dir2 = dir.clone().setZ(-1).normalize() // 下45度方向
  800. let disArr = [dir0,dir1,dir2].map(dir_ =>{
  801. let intersect = this.depthSampler.sample( {dir: dir_}, pano, true )
  802. let projectLen = intersect.distance ? dir_.dot(dir)*intersect.distance : 0 //得到project在dir的长度
  803. return projectLen
  804. })
  805. disArr.sort((a,b)=>{return b-a});//得最大值
  806. dir.multiplyScalar( disArr[0] );//得到水平方向上的最远向量
  807. [minZ,maxZ].forEach(z=>{ //0-9
  808. posArr.push(pano.position.clone().setZ(z).add(dir))
  809. })
  810. });
  811. [minZ,maxZ].forEach(z=>{ // 10,11
  812. posArr.push(pano.position.clone().setZ(z))
  813. })
  814. }
  815. let posArr = [];
  816. let faceArr = [[0,1,2],[1,2,3], [2,3,4],[3,4,5], [4,5,6],[5,6,7], [6,7,8],[7,8,9], //外侧四个面
  817. [0,2,10],[2,4,10],[4,6,10],[6,8,10],//底部扇形
  818. [1,3,11],[3,5,11],[5,7,11],[7,9,11],//顶部扇形
  819. ]
  820. //两点连线的水平向量
  821. let vec = new THREE.Vector3().subVectors(pano0.position, pano1.position).setZ(0).normalize()
  822. add(pano0, vec)
  823. add(pano1, vec.negate())
  824. let faceArr2 = faceArr.map(face=>face.map(i=>i+12))//加上pano2的部分
  825. faceArr.push(...faceArr2)
  826. //加上连接的部分,四个面
  827. faceArr.push([0,1, 8+12],[1, 9+12, 8+12], [8,9,0+12],[9,1+12,0+12],
  828. [0,8,0+12],[0,0+12,8+12], [1,9,1+12],[1,1+12,9+12],
  829. )
  830. let geo = MeshDraw.createGeometry(posArr, faceArr)
  831. this.cube.geometry = geo
  832. this.cube.scale.set(1,1,1);
  833. this.cube.position.set(0,0,0)
  834. }else{
  835. if(this.hasUpdateOnePano)return
  836. this.hasUpdateOnePano = true
  837. this.cube.geometry = new THREE.BoxBufferGeometry(1,1,1,1)
  838. f(pano0.pointcloud.bound)
  839. }
  840. } */
  841. /* updateCube(pano0, pano1){//增加细分的版本,且垂直方向上也分多个
  842. if(Potree.settings.displayMode != 'showPanos')return
  843. console.log('updateCube',pano0.id, pano1&&pano1.id)
  844. let f = (bound, size)=>{
  845. size = size || bound.getSize(new THREE.Vector3)
  846. let center = bound.getCenter(new THREE.Vector3)
  847. size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth))
  848. this.cube.scale.copy(size)
  849. this.cube.position.copy(center)
  850. }
  851. this.cube.geometry.dispose();
  852. if(pano1){//过渡
  853. let count1, count2;
  854. let panoIndex = 0
  855. let add = (pano, dir )=>{
  856. let getPI = function(index, panoIndex_){
  857. if(panoIndex_ == void 0) panoIndex_ = panoIndex
  858. return (count1 * count2 + 2 ) * panoIndex_ + index + 2
  859. }
  860. let minZ, maxZ
  861. minZ = pano.floorPosition.z
  862. {//天花板高度值
  863. //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)
  864. 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
  865. let dir1 = new THREE.Vector3(0,0,1).applyMatrix4(rotMat)
  866. let rotMat1 = new THREE.Matrix4().makeRotationZ(Math.PI*2 / 3);
  867. let rotMat2 = new THREE.Matrix4().makeRotationZ(-Math.PI*2 / 3);
  868. let dir2 = dir1.clone().applyMatrix4(rotMat1)
  869. let dir3 = dir1.clone().applyMatrix4(rotMat2)
  870. let zs = [dir1,dir2,dir3].map(dir_=>{
  871. let intersect = this.depthSampler.sample( {dir: dir_}, pano, true )
  872. let z = intersect ? intersect.location.z : pano.position.z
  873. return z
  874. })
  875. zs.sort((a,b)=>{return b-a});//得最大值
  876. maxZ = zs[0]
  877. let min = pano.position.z + 1
  878. if(maxZ < pano.position.z + 0.04){//户外
  879. maxZ = pano.position.z + 50
  880. }
  881. maxZ = Math.max(min,maxZ)
  882. console.log(pano.id, 'maxZ:',maxZ )
  883. console.log(pano.id, 'minZ:',minZ )
  884. }
  885. [maxZ, minZ ].forEach(z=>{
  886. posArr.push(pano.position.clone().setZ(z))
  887. })
  888. const angle = Math.PI/8
  889. let getDir = (angle_)=>{
  890. let rotMat = new THREE.Matrix4().makeRotationZ(angle_)
  891. return dir.clone().applyMatrix4(rotMat)
  892. }
  893. 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
  894. count1 = dirs.length
  895. 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
  896. let dirs_ = [
  897. dir.clone().setZ(Math.tan(THREE.Math.degToRad(30))).normalize(),
  898. dir.clone().setZ(Math.tan(THREE.Math.degToRad(15))).normalize(),
  899. dir.clone(), // 水平方向
  900. dir.clone().setZ(-Math.tan(THREE.Math.degToRad(15))).normalize(),
  901. dir.clone().setZ(-Math.tan(THREE.Math.degToRad(30))).normalize(),
  902. ];
  903. count2 = dirs_.length
  904. dirs_.forEach((dir_, i) =>{
  905. let intersect = this.depthSampler.sample( {dir: dir_}, pano, true )
  906. let location
  907. if(!intersect){ //超级远
  908. let distance = 100
  909. location = dir_.clone().multiplyScalar(distance).add(pano.position)
  910. intersect = {distance,location}
  911. }
  912. //intersect.distance
  913. location = intersect.location.clone()
  914. let shouldZ// = THREE.Math.clamp(intersect.location.z, minZ, maxZ);
  915. let needShrink = false
  916. if(i == 0){//最上方的点高度直接等于天花板
  917. shouldZ = maxZ
  918. if(location.z<maxZ)location.z = maxZ
  919. else needShrink = true
  920. }else if(i == count2-1){//最下方的点高度直接等于地板
  921. shouldZ = minZ
  922. if(location.z>minZ)location.z = minZ
  923. else needShrink = true
  924. }
  925. if(needShrink ){//需要在保持dir_不变的情况下修改z
  926. let len = (shouldZ - pano.position.z) / (intersect.location.z - pano.position.z) * intersect.distance
  927. location = dir_.clone().multiplyScalar(len).add(pano.position)
  928. }
  929. posArr.push(location)
  930. if(index!=0 && i!=0){//加入一块四方面
  931. let curIndex = getPI(count2 * index + i);
  932. faceArr.push([curIndex-1, curIndex-count2-1, curIndex-count2],
  933. [curIndex-1, curIndex, curIndex-count2])
  934. }
  935. })
  936. if(index!=0){
  937. let top = -2;
  938. let btm = -1
  939. faceArr.push([getPI(count2*(index-1) ), getPI(count2*index ), getPI(top) ])//天花板扇形
  940. faceArr.push([getPI(count2*index-1), getPI(count2*(index+1)-1), getPI(btm) ] )//地板扇形
  941. }else{
  942. //加入和另一个pano连接的其中一个侧边
  943. let panoIndex2 = (panoIndex + 1) % 2;
  944. for(let i=1;i<count2;i++){
  945. faceArr.push([getPI(i-1), getPI(i), getPI((count1-1)*count2 +i, panoIndex2)],
  946. [getPI(i-1), getPI((count1-1)*count2+i , panoIndex2) , getPI((count1-1)*count2+i-1 ,panoIndex2)])
  947. }
  948. faceArr.push([getPI(0), getPI((count1-1)*count2), getPI(0, panoIndex2)])//加入顶部的一半
  949. faceArr.push([getPI(count2-1), getPI(count1*count2-1), getPI(count2-1, panoIndex2)])//加入底部的一半
  950. }
  951. });
  952. panoIndex ++
  953. }
  954. let posArr = [];
  955. let faceArr = []
  956. //两点连线的水平向量
  957. let vec = new THREE.Vector3().subVectors(pano0.position, pano1.position).setZ(0).normalize()
  958. add(pano0, vec)
  959. add(pano1, vec.negate())
  960. let geo = MeshDraw.createGeometry(posArr, faceArr)
  961. this.cube.geometry = geo
  962. this.cube.scale.set(1,1,1);
  963. this.cube.position.set(0,0,0)
  964. }else{
  965. this.cube.geometry = new THREE.BoxBufferGeometry(1,1,1,1)
  966. f(pano0.pointcloud.bound)
  967. }
  968. } */
  969. updateCube3(pano0, pano1){//增加细分的版本,且垂直方向上取中位数... 侧边只有一条
  970. if(Potree.settings.displayMode != 'showPanos' || pano0 == pano1
  971. || this.cubePanos.includes(pano0) && this.cubePanos.includes(pano1)
  972. ) return
  973. this.cubePanos = [pano0, pano1]
  974. //console.log('updateCube',pano0.id, pano1&&pano1.id)
  975. let f = (bound, size)=>{
  976. size = size || bound.getSize(new THREE.Vector3)
  977. let center = bound.getCenter(new THREE.Vector3)
  978. size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth))
  979. this.cube.scale.copy(size)
  980. this.cube.position.copy(center)
  981. }
  982. this.cube.geometry.dispose();
  983. if(pano1){//过渡
  984. const half = pano0.pointcloud.hasDepthTex && pano0.pointcloud.hasDepthTex ? ( browser.isMobile() ? 3 : 6 ) : (browser.isMobile() ? 2 : 3) //自行输入 (点云计算的慢,还不准)
  985. let count1 = 2*half//偶数个 dir 个数
  986. //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。
  987. let panoIndex = 0
  988. let getIntersect = (pano, dir, origin)=>{
  989. if(pano && pano.pointcloud.hasDepthTex ){
  990. return this.depthSampler.sample( {dir }, pano, true )
  991. }else{
  992. origin = origin || pano.position
  993. return viewer.inputHandler.getIntersect(viewer.inputHandler.hoverViewport, true, null, null, true, {
  994. point: origin.clone().add(dir),
  995. cameraPos: origin
  996. })
  997. }
  998. }
  999. let getDir = (angle_, vec)=>{ //旋转获得水平向量
  1000. let rotMat = new THREE.Matrix4().makeRotationZ(angle_)
  1001. return vec.clone().applyMatrix4(rotMat)
  1002. }
  1003. let getFar = (dir, pano, origin)=>{//获取在这个方向上和墙体intersect的最远距离
  1004. let r = (pano.ceilZ - pano.floorPosition.z) * 0.14 // 高度约小,角度越小
  1005. let getAngle = (deg)=>{
  1006. deg *= r
  1007. deg = THREE.Math.clamp(deg, 1, 80);
  1008. return deg
  1009. }
  1010. let dirs_ = [
  1011. //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。 户外时需要更多向上的方向,所以上方向多一个
  1012. dir.clone().setZ(Math.tan(getAngle(30))).normalize(),
  1013. dir.clone().setZ(Math.tan(getAngle(7))).normalize(),
  1014. dir.clone(), // 水平方向
  1015. dir.clone().setZ(-Math.tan(getAngle(5))).normalize(),
  1016. //dir.clone().setZ(-Math.tan(THREE.Math.degToRad(30))).normalize(),
  1017. ];
  1018. let max = 50
  1019. let count2 = dirs_.length
  1020. let disArr = dirs_.map((dir_, i) =>{
  1021. let intersect = getIntersect(pano, dir_, origin)
  1022. let projectLen = intersect && intersect.distance ? dir_.dot(dir)*intersect.distance : max //得到project在dir的长度
  1023. return projectLen
  1024. })
  1025. disArr.sort((a,b)=>{return b-a}); //从大到小
  1026. //console.log(pano ? pano.id : 'side','disArr', disArr)
  1027. let dis = disArr[Math.floor(count2/2-0.5)] //对半、取前(中位数)
  1028. return dis
  1029. }
  1030. let add = (pano, vec )=>{
  1031. let getPI = function(index, panoIndex_){
  1032. if(panoIndex_ == void 0) panoIndex_ = panoIndex
  1033. return (count1*2 + 2 ) * panoIndex_ + index + 2
  1034. }
  1035. let minZ, maxZ
  1036. minZ = pano.floorPosition.z
  1037. if(pano.ceilZ != void 0){
  1038. maxZ = pano.ceilZ
  1039. }else{//天花板高度值
  1040. //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)
  1041. 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
  1042. let dir1 = new THREE.Vector3(0,0,1).applyMatrix4(rotMat)
  1043. let rotMat1 = new THREE.Matrix4().makeRotationZ(Math.PI*2 / 3);
  1044. let rotMat2 = new THREE.Matrix4().makeRotationZ(-Math.PI*2 / 3);
  1045. let dir2 = dir1.clone().applyMatrix4(rotMat1)
  1046. let dir3 = dir1.clone().applyMatrix4(rotMat2)
  1047. let zs = [dir1,dir2,dir3].map(dir_=>{
  1048. let intersect = getIntersect(pano, dir_)
  1049. let z = intersect ? intersect.location.z : pano.position.z+50
  1050. return z
  1051. })
  1052. zs.sort((a,b)=>{return b-a});//得最大值
  1053. maxZ = zs[0]
  1054. let min = pano.position.z + 1
  1055. maxZ = Math.max(min,maxZ)
  1056. pano.ceilZ = maxZ
  1057. //console.log(pano.id, 'maxZ:',maxZ )
  1058. //console.log(pano.id, 'minZ:',minZ )
  1059. }
  1060. [maxZ, minZ ].forEach(z=>{
  1061. posArr.push(pano.position.clone().setZ(z))
  1062. })
  1063. const angle = Math.PI/(count1-1)
  1064. //在画面上线条从左往右数
  1065. let dirs = [];
  1066. for(let i=0;i<count1;i++){
  1067. dirs.push(getDir(Math.PI/2-i*angle, vec))//正的在左边
  1068. }
  1069. let sideDis = []
  1070. dirs.forEach((dir, index)=>{
  1071. let dis = getFar(dir, pano);
  1072. if(index == 0 || index == count1-1){
  1073. sideDis.push(dis)
  1074. }
  1075. dir.multiplyScalar( dis );
  1076. [maxZ,minZ].forEach(z=>{
  1077. posArr.push(pano.position.clone().setZ(z).add(dir))
  1078. })
  1079. if(index!=0){//加入一块四方面
  1080. let m = index*2
  1081. faceArr.push([getPI(m), getPI(m-1), getPI(m-2)],
  1082. [getPI(m), getPI(m+1), getPI(m-1)])
  1083. let top = -2;
  1084. let btm = -1
  1085. faceArr.push([getPI(m), getPI(m-2), getPI(top) ])//天花板扇形
  1086. faceArr.push([getPI(btm), getPI(m-1), getPI(m+1) ] )//地板扇形
  1087. }
  1088. });
  1089. let panoIndex2 = (panoIndex + 1) % 2;
  1090. //let m = (count1-1)*2
  1091. /* faceArr.push([getPI(0), getPI(1), getPI(count1*2-1, panoIndex2)],
  1092. [getPI(0), getPI(count1*2-1,panoIndex2) , getPI(count1*2-2,panoIndex2)])
  1093. faceArr.push([getPI(0, panoIndex2), getPI(count1*2-2), getPI(0)])//加入顶部的一半
  1094. faceArr.push([getPI(1), getPI(count1*2-1), getPI(1, panoIndex2)])//加入底部的一半 */
  1095. //加入和另一个pano连接
  1096. let sideMid = count1*4+4; //侧边点start
  1097. //侧边的一半
  1098. faceArr.push([getPI(0), getPI(1), sideMid+panoIndex*2],
  1099. [sideMid+panoIndex*2, getPI(1) , sideMid+panoIndex*2+1 ],
  1100. [getPI(count1*2-2), sideMid+panoIndex2*2+1, getPI(count1*2-1)],
  1101. [getPI(count1*2-2), sideMid+panoIndex2*2, sideMid+panoIndex2*2+1 ]
  1102. )
  1103. faceArr.push([getPI(0), sideMid+panoIndex2*2, getPI(count1*2-2)],
  1104. [getPI(0),sideMid+panoIndex*2, sideMid+panoIndex2*2]
  1105. )//加入顶部的一半
  1106. faceArr.push([getPI(count1*2-1), sideMid+panoIndex2*2+1, getPI(1)],
  1107. [sideMid+panoIndex2*2+1, sideMid+panoIndex*2+1, getPI(1)]
  1108. )//加入底部的一半
  1109. panoIndex ++
  1110. return sideDis;
  1111. }
  1112. let addSide = ()=>{//两个漫游点间两边各加一条侧线,为了适应四方形房间漫游点在对角方向的那种情况
  1113. //侧边为了取中点,没办法用全景图获取了,用点云
  1114. let sideMaxZ = (pano0.ceilZ + pano1.ceilZ)/2
  1115. let sideMinZ = (pano0.floorPosition.z+pano1.floorPosition.z)/2;
  1116. let sideDis_ = [(sideDis0[0] + sideDis1[1])/2, (sideDis0[1] + sideDis1[0])/2];
  1117. let sideDis = [Math.min(sideDis0[0] , sideDis1[1]), Math.min(sideDis0[1] , sideDis1[0])]//
  1118. let mid = new THREE.Vector3().addVectors(pano0.position, pano1.position).multiplyScalar(0.5)
  1119. let sideDirs = [getDir(-Math.PI/2, vec), getDir(Math.PI/2, vec)]
  1120. if(pano0.pointcloud.hasDepthTex && pano0.pointcloud.hasDepthTex){
  1121. let panos = [pano0,pano1]
  1122. let vecs = [vec.negate(), vec]
  1123. let axis = [[-1,1],[1,-1]]
  1124. let dis2d = new THREE.Vector2().subVectors(pano0.position, pano1.position).length()//水平上的距离
  1125. let angles = [THREE.Math.degToRad(45), THREE.Math.degToRad(60)]
  1126. sideDirs.forEach((dir, index0)=>{
  1127. let disToSides = []
  1128. panos.forEach((pano,index)=>{
  1129. let dirs = [getDir(axis[index0][index]*angles[0], vecs[index]), getDir(axis[index0][index]*angles[1], vecs[index])];//一侧的若干角度
  1130. dirs.forEach((dir_,i)=>{
  1131. let dis1 = getFar(dir_, pano);
  1132. //dir_.multiplyScalar( dis1 );
  1133. let disToPano2d = dis1 * Math.cos(angles[i])
  1134. if(disToPano2d<dis2d){//超过的话都到另一半pano的半圆了,不计入
  1135. let disToSide = dis1 * Math.sin(angles[i])
  1136. disToSides.push(disToSide)
  1137. }
  1138. })
  1139. })
  1140. let disToSide
  1141. if(disToSides.length){
  1142. disToSides.sort((a,b)=>{return b-a});//从大到小
  1143. disToSide = disToSides[0]
  1144. console.log('disToSides', index0, disToSides)
  1145. }else{
  1146. disToSide = sideDis[index0]
  1147. }
  1148. dir.multiplyScalar( disToSide );
  1149. [sideMaxZ,sideMinZ].forEach(z=>{
  1150. posArr.push(mid.clone().setZ(z).add(dir)) //是直接使用最长dis的那个intersect点好还是mid
  1151. })
  1152. })
  1153. }else{
  1154. sideDirs.forEach((dir_ ,index)=>{
  1155. let dis = getFar(dir_, null, mid);
  1156. dir_.multiplyScalar( /* sideDis_[index] */ Math.max(dis, sideDis[index]) );
  1157. [sideMaxZ,sideMinZ].forEach(z=>{
  1158. posArr.push(mid.clone().setZ(z).add(dir_))
  1159. })
  1160. })
  1161. }
  1162. }
  1163. let posArr = [];
  1164. let faceArr = []
  1165. //两点连线的水平向量
  1166. let vec = new THREE.Vector3().subVectors(pano0.position, pano1.position).setZ(0).normalize()
  1167. let sideDis0 = add(pano0, vec)
  1168. let sideDis1 = add(pano1, vec.negate())
  1169. addSide()
  1170. //MeshDraw.updateGeometry(this.cube.geometry, posArr, faceArr)
  1171. let geo = MeshDraw.createGeometry(posArr, faceArr)
  1172. this.cube.geometry = geo
  1173. this.cube.scale.set(1,1,1);
  1174. this.cube.position.set(0,0,0)
  1175. //this.cube.scale.set(100,100,100);
  1176. //this.cube.position.copy(pano1.position).multiplyScalar(-100)
  1177. }else{
  1178. this.cube.geometry = new THREE.BoxBufferGeometry(1,1,1,1)
  1179. f(pano0.pointcloud.bound)
  1180. }
  1181. }
  1182. updateCube2(pano0, pano1){//增加细分的版本,且垂直方向上取中位数 侧边多条
  1183. if(Potree.settings.displayMode != 'showPanos' || pano0 == pano1
  1184. || this.cubePanos.includes(pano0) && this.cubePanos.includes(pano1)
  1185. ) return
  1186. this.cubePanos = [pano0, pano1]
  1187. //console.log('updateCube',pano0.id, pano1&&pano1.id)
  1188. let useBound = (bound, size)=>{
  1189. size = size || bound.getSize(new THREE.Vector3)
  1190. let center = bound.getCenter(new THREE.Vector3)
  1191. size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth))
  1192. this.cube.geometry = new THREE.BoxBufferGeometry(1,1,1,1)
  1193. this.cube.scale.copy(size)
  1194. this.cube.position.copy(center)
  1195. }
  1196. 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
  1197. let panoBound = new THREE.Box3
  1198. panoBound.expandByPoint(pano.position)
  1199. panoBound.expandByVector(new THREE.Vector3(10,10,10));//give pano a margin
  1200. return pano.pointcloud.bound.clone().union(panoBound)
  1201. }
  1202. this.cube.geometry.dispose();
  1203. if(pano1){//过渡
  1204. if(pano0.pointcloud != pano1.pointcloud){ //距离太远的数据集,过渡会畸变。所以扩大skybox
  1205. let dis = pano0.position.distanceTo(pano1.position)
  1206. if(dis > 50){
  1207. let bound = getPanoBound(pano0).union(getPanoBound(pano1))
  1208. let size = bound.getSize(new THREE.Vector3)
  1209. let max = Math.max(size.x, size.y, size.z)
  1210. size.set(max,max,max)
  1211. return useBound(bound, size)
  1212. }
  1213. }
  1214. const half = pano0.pointcloud.hasDepthTex && pano0.pointcloud.hasDepthTex ? 6 : (browser.isMobile() ? 2 : 3) //自行输入 (点云计算的慢,还不准)
  1215. let count1 = 2*half//偶数个 每个pano向 外dir 个数
  1216. //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。
  1217. //let panoIndex = 0
  1218. let getIntersect = (pano, dir, origin)=>{
  1219. if(pano && pano.pointcloud.hasDepthTex ){
  1220. return this.depthSampler.sample( {dir }, pano, true )
  1221. }else{
  1222. origin = origin || pano.position
  1223. return viewer.inputHandler.getIntersect(viewer.inputHandler.hoverViewport, true, null, null, true, {
  1224. point: origin.clone().add(dir),
  1225. cameraPos: origin
  1226. })
  1227. }
  1228. }
  1229. let getDir = (angle_, vec)=>{ //旋转获得水平向量
  1230. let rotMat = new THREE.Matrix4().makeRotationZ(angle_)
  1231. return vec.clone().applyMatrix4(rotMat)
  1232. }
  1233. let getFar = (dir, pano, origin)=>{//获取在这个方向上和墙体intersect的距离
  1234. //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
  1235. let maxH = 40, minH = 2, height = pano.ceilZ - pano.floorPosition.z, minR = 0.5, maxR = 2
  1236. //let r = height (maxH - minH)* 0.14 // 高度约小,角度越小
  1237. let r = minR + ( maxR - minR) * THREE.Math.clamp((height - minH) / (maxH - minH),0,1) //THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound);
  1238. let getZ = (deg)=>{
  1239. deg *= r
  1240. deg = THREE.Math.clamp(deg, 1, 80);
  1241. return Math.tan(THREE.Math.degToRad(deg))
  1242. }
  1243. let dirs_ = [
  1244. //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。 户外时需要更多向上的方向,所以上方向多一个
  1245. dir.clone().setZ(getZ(30)).normalize(),
  1246. dir.clone().setZ(getZ(15)).normalize(),
  1247. dir.clone().setZ(getZ(7)).normalize(),
  1248. dir.clone(), // 水平方向
  1249. dir.clone().setZ(-getZ(5)).normalize(),
  1250. //dir.clone().setZ(-Math.tan(THREE.Math.degToRad(30))).normalize(),
  1251. ];
  1252. let max = 50
  1253. let count2 = dirs_.length
  1254. let disArr = dirs_.map((dir_, i) =>{
  1255. let intersect = getIntersect(pano, dir_, origin)
  1256. let projectLen = intersect && intersect.distance ? dir_.dot(dir)*intersect.distance : max; //得到project在dir的长度
  1257. return projectLen //得水平距离
  1258. })
  1259. //console.log(pano ? pano.id : 'side','disArr', disArr.slice(0))
  1260. disArr.sort((a,b)=>{return b-a}); //从大到小
  1261. //console.log(pano ? pano.id : 'side','disArr', disArr)
  1262. let dis = disArr[Math.floor(count2/2-0.5)] //对半、取前(中位数)
  1263. return dis
  1264. }
  1265. let sideCount = []
  1266. let addPos = (pano, vec )=>{//添加这个pano这一侧向外半圆的顶点
  1267. //添加pano位置对应的最高点最低点:
  1268. let minZ, maxZ
  1269. minZ = pano.floorPosition.z
  1270. if(pano.ceilZ != void 0){
  1271. maxZ = pano.ceilZ
  1272. }else{//天花板高度值
  1273. //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)
  1274. 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
  1275. let dir1 = new THREE.Vector3(0,0,1).applyMatrix4(rotMat)
  1276. let rotMat1 = new THREE.Matrix4().makeRotationZ(Math.PI*2 / 3);
  1277. let rotMat2 = new THREE.Matrix4().makeRotationZ(-Math.PI*2 / 3);
  1278. let dir2 = dir1.clone().applyMatrix4(rotMat1)
  1279. let dir3 = dir1.clone().applyMatrix4(rotMat2)
  1280. let skyHeight = 50
  1281. let zs = [dir1,dir2,dir3].map(dir_=>{
  1282. let intersect = getIntersect(pano, dir_)
  1283. let z = intersect ? intersect.location.z : pano.position.z+skyHeight //没有intersect代表可能是天空
  1284. return z
  1285. })
  1286. zs.sort((a,b)=>{return b-a});//得最大值 (不用中位数的原因:在屋檐处,如果仅有一个intersect是天空,因到了室外所以也用天空高度)
  1287. maxZ = zs[0]
  1288. let min = pano.position.z + 1 // 防止意外太低
  1289. maxZ = Math.max(min,maxZ)
  1290. pano.ceilZ = maxZ
  1291. //console.log(pano.id, 'maxZ:',maxZ )
  1292. //console.log(pano.id, 'minZ:',minZ )
  1293. }
  1294. [maxZ, minZ ].forEach(z=>{
  1295. posArr.push(pano.position.clone().setZ(z))
  1296. })
  1297. //在画面上线条从左往右数
  1298. const angle = Math.PI/(count1-1)
  1299. const dirs = []; //平分这半边180度
  1300. for(let i=0;i<count1;i++){
  1301. dirs.push(getDir(Math.PI/2-i*angle, vec))//正的在左边
  1302. }
  1303. let dirs2 = dirs.map((dir)=>{
  1304. return {
  1305. dir,
  1306. dis: getFar(dir, pano)
  1307. }
  1308. })
  1309. //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
  1310. /* dirs2.forEach((e,i)=>{
  1311. console.log(i, e.dis)
  1312. let smallThanBefore = ()=>{
  1313. return dirs2[i-1].dis / e.dis > maxRatio
  1314. }
  1315. let smallThanAfter = ()=>{
  1316. return dirs2[i+1].dis / e.dis > maxRatio
  1317. }
  1318. if(i>0 && i<count1-1 && smallThanBefore() && smallThanAfter()){//比左右两边都小很多
  1319. e.disB = (dirs2[i-1].dis + dirs2[i+1].dis) / 2 //平均数
  1320. console.log('两者之间',i,e.disB)
  1321. }else if(i==count1-1 && smallThanBefore() ) {//比前者小很多
  1322. e.disB = dirs2[i-1].dis * 0.8
  1323. console.log('smallThanBefore', i, e.disB)
  1324. }else if(i==0 && smallThanAfter() ){//比后者小很多
  1325. e.disB = dirs2[i+1].dis * 0.8
  1326. console.log('smallThanAftere', i, e.disB)
  1327. }
  1328. }) */
  1329. 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
  1330. const minWidth = 0.5
  1331. let computeWidth = (start,end)=>{
  1332. start+=1 //不包含start和end
  1333. let count = end - start ;
  1334. let dis = 0
  1335. for(let m=start;m<end;m++){//得平均数
  1336. dis += dirs2[m].dis
  1337. }
  1338. dis /= count
  1339. let angle = Math.PI / (count1-1) * count / 2
  1340. let width = dis * Math.tan(angle) //得到block的半宽度
  1341. return width
  1342. }
  1343. let changeDis = (start,end )=>{ //不包含start
  1344. start+=1 //不包含start和end
  1345. for(let m=start;m<end;m++){
  1346. dirs2[m].disB = dirs2[end].dis * 0.8
  1347. //console.log('changeDis', m, dirs2[m].disB)
  1348. }
  1349. }
  1350. let start = -1
  1351. 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
  1352. //console.log(i, dirs2[i].dis)
  1353. let j = i-1
  1354. let ratios = 0
  1355. while(j>start && dirs2[i].dis / dirs2[j].dis > maxRatio1){
  1356. ratios += dirs2[i].dis / dirs2[j].dis
  1357. j--
  1358. }
  1359. let count = i-j-1
  1360. ratios /= count
  1361. if(count > 0 && computeWidth(j,i)< minWidth * ratios / maxRatio2 ){
  1362. changeDis(j,i)
  1363. start = i //在此之前的修改过,之后不用再判断
  1364. }
  1365. /* if(count > 0 && (count == 1 || computeWidth(j,i)<minWidth)){//若只有一个不用判断宽度直接修改
  1366. changeDis(j,i)
  1367. start = i //在此之前的修改过,之后不用再判断
  1368. } */
  1369. }
  1370. dirs2.forEach((e, index)=>{
  1371. let dir = e.dir.clone().multiplyScalar(e.disB || e.dis);
  1372. [maxZ,minZ].forEach(z=>{
  1373. posArr.push(pano.position.clone().setZ(z).add(dir)) //获取到外墙点
  1374. })
  1375. });
  1376. }
  1377. let addSide = ()=>{//两个漫游点间两边各加一些侧线
  1378. //中点处的
  1379. let midMaxZ = (pano0.ceilZ + pano1.ceilZ)/2
  1380. let midMinZ = (pano0.floorPosition.z+pano1.floorPosition.z)/2;
  1381. let mid = new THREE.Vector3().addVectors(pano0.position, pano1.position).multiplyScalar(0.5)
  1382. /* let sideDis_ = [(sideDis0[0] + sideDis1[1])/2, (sideDis0[1] + sideDis1[0])/2];
  1383. let sideDis = [Math.min(sideDis0[0] , sideDis1[1]), Math.min(sideDis0[1] , sideDis1[0])]//
  1384. */
  1385. /* let maxH = 40, minH = 2, height = pano.ceilZ - pano.floorPosition.z, minR = 0.5, maxR = 2
  1386. let r = minR + ( maxR - minR) * THREE.Math.clamp((height - minH) / (maxH - minH),0,1) //THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound);
  1387. let getZ = (deg)=>{
  1388. deg *= r
  1389. deg = THREE.Math.clamp(deg, 1, 80);
  1390. return Math.tan(THREE.Math.degToRad(deg))
  1391. }
  1392. */
  1393. if(pano0.pointcloud.hasDepthTex && pano0.pointcloud.hasDepthTex){
  1394. let panos = [pano0,pano1]
  1395. let vecs = [vec.clone().negate(), vec]
  1396. let axis = [[-1,1],[1,-1]]
  1397. let dis2d = new THREE.Vector2().subVectors(pano0.position, pano1.position).length()//水平上的距离
  1398. let maxDis = 50, minDis = 0.5, minR = 0.2, maxR = 1.2
  1399. 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);
  1400. //console.log('dis2d',dis2d,'r',r)
  1401. let angles = [35,65].map(deg=>{ //正的在左边 尽量能够平分中间这段墙体。
  1402. let angle = THREE.Math.clamp(deg * r, 5, 80);
  1403. //console.log('angle',angle)
  1404. return THREE.Math.degToRad(angle)
  1405. })
  1406. //let angles = [THREE.Math.degToRad(40), THREE.Math.degToRad(70)]
  1407. axis.forEach((axis_, index0)=>{
  1408. let disToSides = []
  1409. 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
  1410. panos.forEach((pano,index)=>{
  1411. let dirs = [getDir(axis_[index]*angles[0], vecs[index]), getDir(axis_[index]*angles[1], vecs[index])];//一侧的若干角度
  1412. dirs.forEach((dir_,i)=>{
  1413. let dis1 = getFar(dir_, pano);
  1414. let disToPano2d = dis1 * Math.cos(angles[i])
  1415. if(disToPano2d<dis2d){//超过的话都到另一半pano的半圆了,不计入
  1416. let disToSide = dis1 * Math.sin(angles[i])
  1417. if(pano != accordingPano){
  1418. disToPano2d = dis2d - disToPano2d //反一下
  1419. }
  1420. dir_.multiplyScalar( dis1 );
  1421. disToSides.push({disToSide,disToPano2d, pano, dir_})
  1422. }
  1423. })
  1424. })
  1425. sideCount[index0] = disToSides.length //记录侧边个数
  1426. if(disToSides.length){
  1427. //disToSides.sort((a,b)=>{return b-a});//从大到小
  1428. //由距离accordingPano的近到远:
  1429. disToSides.sort((a,b)=>{return a.disToPano2d-b.disToPano2d})
  1430. //console.log('disToSides', index0, disToSides)
  1431. disToSides.forEach(e=>{//求z
  1432. let ratio = e.disToPano2d / dis2d
  1433. let r = accordingPano == pano0 ? (1-ratio) : ratio
  1434. let sideMaxZ_ = pano0.ceilZ * r + pano1.ceilZ * (1-r);
  1435. let sideMinZ_ = pano0.floorPosition.z * r + pano1.floorPosition.z * (1-r);
  1436. [sideMaxZ_,sideMinZ_].forEach(z=>{
  1437. 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
  1438. })
  1439. })
  1440. }
  1441. })
  1442. }else{
  1443. //这段针对点云时,仅测试才会执行到
  1444. sideCount = [1,1]
  1445. let sideDirs = [getDir(Math.PI/2, vec), getDir(-Math.PI/2, vec)]
  1446. sideDirs.forEach((dir_ ,index)=>{
  1447. let dis = getFar(dir_, null, mid); //直接从中点求两侧的距离
  1448. dir_.multiplyScalar( /* Math.max( */dis/* , sideDis[index]) */ );
  1449. [midMaxZ,midMinZ].forEach(z=>{
  1450. posArr.push(mid.clone().setZ(z).add(dir_))
  1451. })
  1452. })
  1453. }
  1454. //中心:
  1455. [midMaxZ,midMinZ].forEach(z=>{
  1456. posArr.push(mid.clone().setZ(z))
  1457. })
  1458. }
  1459. //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
  1460. let addFaces = ()=>{
  1461. let getPI = function(index, posType, panoIndex){//获取顶点序号
  1462. return 2 + (count1*2 + 2 ) * panoIndex + index*2 + (posType == 'top' ? 0 : 1)
  1463. }
  1464. let getSidePI = function(index, posType, panoIndex){//获取侧边顶点序号
  1465. if(panoIndex == 1) index += sideCount[0]
  1466. return getPI(index, posType, 2)-2
  1467. }
  1468. let getPanoPI = function(posType, panoIndex){//获取pano处对应的点序号
  1469. return getPI(-1, posType, panoIndex)
  1470. }
  1471. let topCenter = posArr.length-2; //最后添加的两个中心点
  1472. let btmCenter = posArr.length-1;
  1473. for(let i=0;i<2;i++){
  1474. for(let index=1; index<count1; index++){
  1475. //pano外侧半圆围墙
  1476. faceArr.push([getPI(index,'top',i), getPI(index-1,'btm',i), getPI(index-1,'top',i)],//加入一块四方面
  1477. [getPI(index,'top',i), getPI(index,'btm',i), getPI(index-1,'btm',i)])
  1478. faceArr.push([getPI(index,'top',i), getPI(index-1,'top',i), getPanoPI('top',i)])//天花板扇形
  1479. faceArr.push([getPI(index,'btm',i), getPI(index-1,'btm',i), getPanoPI('btm',i)])//地板扇形
  1480. }
  1481. let j = (i + 1) % 2; //另一个pano
  1482. //侧边
  1483. for(let u=0; u<=sideCount[i]; u++){
  1484. //侧边每个四方的左上右上左下右下四个点
  1485. let pLT = u == 0 ? getPI(0,'top',i) : getSidePI(u-1, 'top',i)
  1486. let pRT = u == sideCount[i] ? getPI(count1-1,'top',j) : getSidePI(u, 'top',i)
  1487. let pLB = u == 0 ? getPI(0,'btm',i) : getSidePI(u-1, 'btm',i)
  1488. let pRB = u == sideCount[i] ? getPI(count1-1,'btm',j) : getSidePI(u, 'btm',i)
  1489. faceArr.push([pLT,pLB,pRB],[pLT,pRB,pRT])//外侧四方面
  1490. 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)
  1491. if(i==0){//只需要算一次
  1492. //顶部和底部中心与两个pano边构成的三角形
  1493. if(u == 0){
  1494. faceArr.push([pLT,getPI(count1-1,'top',i),topCenter],
  1495. [pLB,getPI(count1-1,'btm',i),btmCenter],
  1496. )
  1497. }
  1498. //不能用else 因为当length==0时u==0也==sideCount[i],此时就是要两个面
  1499. if(u == sideCount[i]){
  1500. faceArr.push([pRT,getPI(0,'top',j),topCenter],
  1501. [pRB,getPI(0,'btm',j),btmCenter],
  1502. )
  1503. }
  1504. }
  1505. }
  1506. }
  1507. }
  1508. let posArr = [];
  1509. let faceArr = []
  1510. //两点连线的水平向量
  1511. let vec = new THREE.Vector3().subVectors(pano0.position, pano1.position).setZ(0).normalize()
  1512. /* let sideDis0 = */addPos(pano0, vec)
  1513. /* let sideDis1 = */addPos(pano1, vec.clone().negate())
  1514. addSide()
  1515. addFaces()
  1516. //MeshDraw.updateGeometry(this.cube.geometry, posArr, faceArr)
  1517. let geo = MeshDraw.createGeometry(posArr, faceArr)
  1518. this.cube.geometry = geo
  1519. this.cube.scale.set(1,1,1);
  1520. this.cube.position.set(0,0,0)
  1521. //this.cube.scale.set(100,100,100);
  1522. //this.cube.position.copy(pano1.position).multiplyScalar(-100)
  1523. }else{
  1524. useBound(getPanoBound(pano0))
  1525. }
  1526. }
  1527. /*
  1528. 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。
  1529. */
  1530. /* updateCube(params){
  1531. let size = params.boundSize
  1532. this.cube.scale.set(Math.max(size.x, HighMapCubeWidth), Math.max(size.y, HighMapCubeWidth), Math.max(size.z, HighMapCubeWidth) )
  1533. this.cube.position.copy(params.center)
  1534. } */
  1535. bump(direction) {//撞墙弹回效果
  1536. if (!this.bumping && !this.latestToPano) {
  1537. let distance = Potree.settings.displayMode == 'showPanos' ? 0.3 : 0.2;//感觉点云模式比全景模式更明显,所以降低
  1538. let currentPos = this.position.clone()
  1539. let endPosition = new THREE.Vector3().addVectors(this.position, direction.clone().multiplyScalar(distance))
  1540. let duration = 150
  1541. viewer.scene.view.setView({position:endPosition, duration,
  1542. callback:()=>{
  1543. viewer.scene.view.setView({position:currentPos, duration: duration*5,
  1544. callback: ()=>{
  1545. this.bumping = false
  1546. //this.dispatchEvent('cameraMoveDone')
  1547. },
  1548. Easing:'easeInOutSine',
  1549. cancelFun:()=>{this.bumping = false}
  1550. })
  1551. this.bumping = true
  1552. },
  1553. cancelFun:()=>{this.bumping = false},
  1554. Easing:'easeInOutSine'
  1555. })
  1556. this.bumping = true
  1557. }
  1558. //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。
  1559. }
  1560. /* load(pano, ){
  1561. return new Promise(resolve => {
  1562. let texture = texLoader.load(pano.file, resolve);
  1563. texture.wrapS = THREE.RepeatWrapping;
  1564. texture.repeat.x = -1;
  1565. texture.flipY = false//add
  1566. pano.texture = texture;
  1567. //add
  1568. texture.wrapS = texture.wrapT = THREE.ClampToEdgeWrapping;
  1569. texture.minFilter = THREE.LinearFilter;
  1570. texture.magFilter = THREE.LinearFilter;
  1571. texture.generateMipmaps = true;
  1572. });
  1573. } */
  1574. flyToPanoClosestToMouse() {
  1575. /* if (Date.now() - this.mouseLastMoveTime > 50) {
  1576. //this.intersect = this.getMouseIntersect();
  1577. this.intersect && this.updateClosestPano(this.intersect);
  1578. } */
  1579. if(!Potree.settings.ifShowMarker){//不显示marker的时候mousemove没更新鼠标最近点所以更新
  1580. this.updateClosestPano(viewer.inputHandler.intersect)
  1581. }
  1582. //console.log('flyToPanoClosestToMouse',this.closestPano)
  1583. if (this.closestPano) {
  1584. let pano = this.closestPano
  1585. return this.flyToPano({
  1586. pano
  1587. });
  1588. }
  1589. var direction = this.viewer.inputHandler.getMouseDirection().direction;
  1590. this.flyDirection(direction)
  1591. }
  1592. flyDirection(direction, option1, option2) {
  1593. var deferred = $.Deferred();
  1594. //this.history.invalidate();
  1595. var panoSet = this.closestPanoInDirection(direction, option1, option2);
  1596. if (panoSet) {
  1597. this.flyToPano({
  1598. pano: panoSet,
  1599. callback: deferred.resolve.bind(deferred, !0)
  1600. } );
  1601. } else {
  1602. this.bump(direction);
  1603. deferred.resolve(!1);
  1604. }
  1605. return deferred.promise();
  1606. }
  1607. closestPanoInDirection(direction, option1, option2) {
  1608. return this.rankedPanoInDirection(0, direction, option1, option2)
  1609. }
  1610. rankedPanoInDirection(t, direction, option1, option2){
  1611. //此direction为mouseDirection,是否需要加上相机角度的权重
  1612. var panoSet = {
  1613. pano: null,
  1614. candidates: [] //缓存顺序--如果需要打印的话
  1615. };
  1616. t || (t = 0);
  1617. option1 = void 0 !== option1 ? option1 : .75;
  1618. var o = option2 ? "angle" : "direction";
  1619. var floor = viewer.modules.SiteModel.currentFloor;
  1620. var entity = viewer.modules.SiteModel.inEntity;
  1621. var getHeightDis = (pano)=>{
  1622. if(floor && !floor.panos.includes(pano) && pano.position.z < this.position.z){ //若是上方的漫游点,就正常走。因为一般不会点击天花板。
  1623. return this.position.z - pano.position.z
  1624. }else{
  1625. return 0
  1626. }
  1627. }
  1628. var request = [//必要条件
  1629. Images360.filters.inPanoDirection( this.position, direction, option1),
  1630. //Images360.filters.isNeighbourPanoTo(this.currentPano),
  1631. Images360.filters.not(this.currentPano),
  1632. Images360.filters.isEnabled(),
  1633. /* (pano)=>{ //防止不小心穿越地板到下一层, 尽量走楼梯,实在没有楼梯或楼梯漫游点稀疏的话就通过楼层按钮。
  1634. let dis = getHeightDis(pano)
  1635. //console.log('getHeightDis',pano.id,dis)
  1636. if(dis < 3){//不能超过最大高度差( 最大高度差暂定为接近一层楼的高度。)(最好的解决方案是设置漫游可行)
  1637. return true
  1638. }else{
  1639. return this.isNeighbour(this.currentPano, pano)
  1640. }
  1641. } */
  1642. ]
  1643. var list = [//决胜项目
  1644. Images360.scoreFunctions.distanceSquared(this.position, 1 ),
  1645. Images360.scoreFunctions[o]( this.position, direction,true),
  1646. (pano)=>{
  1647. let neighbour = this.isNeighbour(this.currentPano, pano)
  1648. return neighbour ? directionFactor : 0;
  1649. }
  1650. /* (pano)=>{//尽量不穿越地板到下一层
  1651. let dis = getHeightDis(pano)
  1652. return -dis * directionFactor * 0.1;
  1653. }, */
  1654. /* (pano)=>{ //尽量在一个建筑内行走,这样不易穿墙
  1655. if(entity && !entity.panos.includes(pano) ){
  1656. return - directionFactor * 0.05; //- directionFactor * 0.2;
  1657. }else{ //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
  1658. return 0
  1659. }
  1660. } */
  1661. ];
  1662. if(viewer.inputHandler.intersect && this.currentPano ){//方便上下楼, 考虑panos之间的角度差
  1663. let pos1 = this.currentPano.floorPosition
  1664. 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?
  1665. list.push( function(pano) {
  1666. var pos2 = pano.floorPosition;
  1667. var vec2 = pos2.clone().sub(pos1).normalize();
  1668. return vec2.dot(vec1) * directionFactor * 4
  1669. })
  1670. }
  1671. this.findRankedByScore(t,request,list,panoSet);
  1672. return panoSet.pano;
  1673. }
  1674. findRankedByScore(e, t, i, n) {
  1675. n && (n.candidates = null, //candidates 缓存顺序--如果需要打印的话
  1676. n.pano = null),
  1677. e || (e = 0);
  1678. var r = Common.sortByScore(this.panos, t, i);
  1679. //console.log('findRankedByScore', r && r.map(u=>u.item.id + '| ' + math.toPrecision(u.score,4) + " | " + math.toPrecision(u.scores,4)))
  1680. return !r || 0 === r.length || e >= r.length ? null : (n && (n.candidates = r,
  1681. n.pano = r[e].item),
  1682. r[e].item)
  1683. }
  1684. isNeighbour(pano0, pano1){//是否之间没有遮挡(在加载visibles之前,自己算) 最好pano0是currentPano
  1685. if(!pano0 || !pano1)return
  1686. let margin = 0.1;
  1687. let map0 = this.neighbourMap[pano0.id];
  1688. if(!map0){
  1689. map0 = {}
  1690. this.neighbourMap[pano0.id] = map0
  1691. }
  1692. let map1 = this.neighbourMap[pano1.id];
  1693. if(!map1){
  1694. map1 = {}
  1695. this.neighbourMap[pano1.id] = map1
  1696. }
  1697. //三个方向 : position0到position1, position0到floorPosition1, position1到floorPosition0。 只要有一个满足ifNeighbour就为true
  1698. //0能看到1不代表1能看到0; 但只要有一方能完全看到另一方,无论是position还是floorPosition都算是neighbor
  1699. let ifNeighbour = map0[pano1.id] || map1[pano0.id]
  1700. let getNeighbour = (mainPano, subPano, jumpStep1)=>{
  1701. //暂时只判断到pano,不判断到marker的方向
  1702. let dir = new THREE.Vector3().subVectors(subPano.position, mainPano.position).normalize();
  1703. let dirPoints = []
  1704. if(!jumpStep1){//跳过此步骤,因为之前算过不成功(虽然用另一个漫游点算的可能拍摄时间不同所以有概率不一样,如人走动)
  1705. dirPoints.push([subPano.position, mainPano.position])
  1706. }
  1707. dirPoints.push([subPano.floorPosition.clone().add(new THREE.Vector3(0,0,0.1)), mainPano.position])
  1708. for(let i=0; i<dirPoints.length; i++){
  1709. let dir = new THREE.Vector3().subVectors(dirPoints[i][0], dirPoints[i][1]).normalize();
  1710. let intersectPoint = viewer.images360.depthSampler.sample({dir}, mainPano, true)
  1711. if(!intersectPoint || intersectPoint.distance+margin > pano0.position.distanceTo(pano1.position)){
  1712. return true
  1713. }
  1714. }
  1715. }
  1716. //let usePointcloud = pano0.depthTex
  1717. if(!ifNeighbour) {
  1718. if(pano0.depthTex || pano1.depthTex){
  1719. if(map0[pano1.id] == void 0 || map1[pano0.id] == void 0 ){
  1720. let mainPano = pano0.depthTex ? pano0 : pano1;
  1721. let subPano = pano0.depthTex ? pano1 : pano0;
  1722. //let notPosNeighbor = false
  1723. if(map0[pano1.id] == void 0 && pano0.depthTex){
  1724. let is = getNeighbour(pano0, pano1)
  1725. if(is){
  1726. ifNeighbour = true
  1727. }
  1728. map0[pano1.id] = !!is
  1729. }
  1730. if(!ifNeighbour && map1[pano0.id] == void 0 && pano1.depthTex){
  1731. let is = getNeighbour(pano1, pano0, !ifNeighbour)
  1732. if(is){
  1733. ifNeighbour = true
  1734. }
  1735. map1[pano0.id] = !!is
  1736. }
  1737. /* if(ifNeighbour){ //需要标记成全部true吗,不标记也能get到,但标记了更直观,不标记保留信息更多
  1738. map0[pano1.id] = map1[pano0.id] = true
  1739. } */
  1740. }
  1741. }else{
  1742. //使用点云判断(有深度贴图时不会执行到这)
  1743. ifNeighbour = !viewer.inputHandler.ifBlockedByIntersect(pano1.position, margin, true, pano0.position)
  1744. console.log('使用点云判断')
  1745. if(ifNeighbour){//点云模式下未加载的点云会判断为true
  1746. let dir = new THREE.Vector3().subVectors(pano1.position,pano0.position).normalize()
  1747. let dis = pano1.position.distanceTo(pano0.position)
  1748. let hfov = cameraLight.getHFOVForCamera(viewer.mainViewport.camera , true );
  1749. let max = Math.cos(THREE.Math.degToRad(10))
  1750. let min = Math.cos(THREE.Math.degToRad(80))
  1751. if(this.getDirection().dot(dir) < THREE.Math.clamp(Math.cos(hfov/2/* THREE.Math.degToRad(40) */) * dis / 10, min, max )){//距离越远要求和视线角度越接近
  1752. ifNeighbour = undefined //不确定
  1753. }
  1754. }
  1755. map0[pano1.id] = map1[pano0.id] = ifNeighbour //写简单点
  1756. }
  1757. }
  1758. return ifNeighbour
  1759. }
  1760. updateClosestPano(intersect, state) {//hover到的pano 大多数时候是null
  1761. /*
  1762. var pano
  1763. if(this.isAtPano() ){ //为什么之前Panorama要加这个限制?
  1764. if(intersect instanceof Panorama){
  1765. pano = state ? intersect : null
  1766. }else{
  1767. return
  1768. }
  1769. }else{
  1770. if(this.flying)return;
  1771. var filterFuncs = [];
  1772. intersect = intersect && intersect.location
  1773. if(!intersect)return
  1774. let sortFuncs = Potree.settings.editType != 'pano'? [Images360.sortFunctions.floorDisSquaredToPoint(intersect)] : [Images360.sortFunctions.disSquaredToPoint(intersect)]
  1775. pano = Common.find(this.panos, filterFuncs, sortFuncs);
  1776. }
  1777. */
  1778. var pano
  1779. if(intersect instanceof Panorama){
  1780. pano = state ? intersect : null
  1781. }else{
  1782. if(this.isAtPano()){
  1783. return
  1784. }else{
  1785. if(this.flying)return;
  1786. var filterFuncs = [];
  1787. intersect = intersect && intersect.location
  1788. if(!intersect)return
  1789. let sortFuncs = Potree.settings.editType != 'pano'? [Images360.sortFunctions.floorDisSquaredToPoint(intersect)] : [Images360.sortFunctions.disSquaredToPoint(intersect)]
  1790. pano = Common.find(this.panos, filterFuncs, sortFuncs);
  1791. }
  1792. }
  1793. if (pano != this.closestPano) {
  1794. pano && (this.isPanoHover = !0);
  1795. this.closestPanoChanging(this.closestPano, pano) // 高亮marker
  1796. //console.log('closestPano '+ (pano ? pano.id : 'null' ))
  1797. this.closestPano = pano;
  1798. } else {
  1799. this.isPanoHover = !1;
  1800. }
  1801. }
  1802. closestPanoChanging(oldPano, newPano){
  1803. if(!Potree.settings.ifShowMarker)return
  1804. oldPano && oldPano.hoverOff({byImages360:true})
  1805. newPano && newPano.hoverOn({byImages360:true})
  1806. }
  1807. getTileDirection(){//根据不同dataset的来存储
  1808. var vectorForward = viewer.scene.view.direction.clone()
  1809. var vectorForwards = viewer.scene.pointclouds.map(e=>{
  1810. var inv = new THREE.Matrix4().copy(e.rotateMatrix).invert()//乘上dataset的旋转的反转
  1811. var direction = vectorForward.clone().applyMatrix4(inv)
  1812. return {
  1813. datasetId: e.dataset_id,
  1814. direction: math.convertVector.ZupToYup(direction)
  1815. }
  1816. })
  1817. //return vectorForwards[0].direction
  1818. return {
  1819. datasetsLocal: vectorForwards,
  1820. vectorForward
  1821. }
  1822. }
  1823. update(){
  1824. let {viewer} = this;
  1825. /* if(currentlyHovered){
  1826. currentlyHovered.material = sm;
  1827. currentlyHovered = null;
  1828. }
  1829. if(this.selectingEnabled){
  1830. this.handleHovering();
  1831. } */
  1832. if(this.tileDownloader.started){
  1833. var vectorForwards = this.getTileDirection()
  1834. //vectorForwards = vectorForwards[0].direction
  1835. this.updateTileDownloader(tileArr, vectorForwards);
  1836. this.updatePanoRenderer(vectorForwards)
  1837. }
  1838. this.updateZoomPano();
  1839. }
  1840. updateTileDownloader(t, vectorForward) {
  1841. var i = this.nextPano || this.currentPano;
  1842. if(i){
  1843. this.tileDownloader.tilePrioritizer.updateCriteria(i, viewer.scene.view.position.clone() , vectorForward, t.length > 0 ? t : null),
  1844. this.tileDownloader.processPriorityQueue = !0
  1845. }
  1846. }
  1847. updatePanoRenderer(vectorForward) {
  1848. var i = this.nextPano || this.currentPano;
  1849. if(i){
  1850. if (this.panoRenderer.hasQueuedTiles() && i) {
  1851. this.panoRenderer.updateDirection(vectorForward);
  1852. }
  1853. }
  1854. }
  1855. //等待部分加载完
  1856. checkAndWaitForTiledPanoLoad(pano, basePanoSize, callback1, callback2, progressCallback, iswait, isclear, l) {
  1857. if (!pano) {
  1858. console.error("Player.checkAndWaitForTiledPanoLoad() -> Cannot load texture for null pano.");
  1859. }
  1860. var vectorForward = this.getTileDirection()
  1861. if (!pano.isLoaded(basePanoSize)) {
  1862. iswait && viewer.waitForLoad(pano, function() {//发送loading
  1863. return pano.isLoaded(basePanoSize)
  1864. });
  1865. /* 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)。
  1866. hFov: cameraLight.getHFOVForCamera(viewer.scene.getActiveCamera() ),
  1867. vFov: viewer.scene.getActiveCamera().fov
  1868. }//原先是null,不要求方向 */
  1869. 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
  1870. pano.loadTiledPano(/* 1024 */ basePanoSize , vectorForward, fov, isclear, l, null).done(function(e, t) {
  1871. callback1 && callback1(e, t)
  1872. }
  1873. .bind(this)).fail(function(msg) {
  1874. callback2 && callback2(msg)
  1875. }
  1876. .bind(this)).progress(function(e, t, i) {
  1877. progressCallback && progressCallback(e, t, i)
  1878. }
  1879. .bind(this));
  1880. return !0;
  1881. }
  1882. }
  1883. /* load(){//quickstart里的
  1884. var lowSize = this.qualityManager.getPanoSize(PanoSizeClass.BASE),
  1885. highSize = this.qualityManager.getPanoSize(PanoSizeClass.STANDARD),
  1886. d = cameraLight.getHFOVForCamera(this.quickStartcamera, $('#player').width(), $('#player').height()),
  1887. p = this.quickStartcamera.fov,
  1888. r = Vectors.FORWARD.clone().applyQuaternion(this.view.quaternion)
  1889. var promise1 = this.view.pano.loadTiledPano(highSize, r, {
  1890. hFov: d,
  1891. vFov: p
  1892. }, !1, !1 , !0 )
  1893. var promise2 = this.view.pano.loadTiledPano(lowSize, r.clone().negate(), null, !1, !1, !0)
  1894. this.loadPromise = this.pano.hasVideo ? promise2 : promise1;
  1895. //this.loadPromise = promise1;
  1896. }
  1897. */
  1898. fitPanoTowardPoint(o){ //寻找最适合的点位
  1899. var point = o.point, //相机最佳位置
  1900. target = o.target, //实际要看的位置
  1901. require = o.require || [],
  1902. rank = o.rank || [],
  1903. force = o.force,
  1904. getAll = o.getAll,
  1905. bestDistance = o.bestDistance || 0
  1906. let camera = viewer.scene.getActiveCamera()
  1907. if(target){
  1908. var vec = new THREE.Vector3().subVectors(target,point).normalize()
  1909. }
  1910. //if(o.floor)require.push(Panorama.filters.atFloor(o.floor))
  1911. if(o.boundSphere){//只接受boundSphere
  1912. let aspect = 1//size.x / size.y
  1913. let dis
  1914. if(camera.aspect > aspect){//视野更宽则用bound的纵向来决定
  1915. dis = /* size.y */o.boundSphere.radius/* / 2 *// THREE.Math.degToRad(camera.fov / 2)
  1916. }else{
  1917. let hfov = cameraLight.getHFOVForCamera(camera , true );
  1918. dis = /* size.x */ o.boundSphere.radius /* / 2 */ / (hfov / 2)
  1919. }
  1920. bestDistance = dis//*0.8
  1921. }
  1922. let bestDisSquared = bestDistance * bestDistance
  1923. rank.push((pano)=>{
  1924. let dis1 = Math.abs(pano.position.distanceToSquared(point) - bestDisSquared); //距离最佳位置
  1925. if(!target){
  1926. return -dis1
  1927. }else{
  1928. let dis2 = pano.position.distanceToSquared(target); //距离目标点
  1929. let vec2 = new THREE.Vector3().subVectors(target,pano.position).normalize()
  1930. let cos = vec.dot(vec2)
  1931. let result = (- dis1 - Math.pow(dis2 , 1.5)) / (cos + 2) // cos+2是为了调整到1-3, 尽量贴近最佳位置的角度;
  1932. //console.log(pano.id, dis1,dis2, cos, result)
  1933. return result
  1934. }
  1935. },(pano)=>{
  1936. if(pano.depthTex && o.checkIntersect){ //没加载好的话,不管了
  1937. let intersect = viewer.inputHandler.ifBlockedByIntersect(target, 0.1 , null, null, null, pano)
  1938. if(intersect){
  1939. //console.log('intersected', pano.id )
  1940. return -10000
  1941. }else return 0
  1942. }else return 0
  1943. })
  1944. /* var temp = {position:point}
  1945. rank.push(Panorama.scoreFunctions.distanceSquared(temp, -2)); */
  1946. var g = Common.sortByScore(this.panos, require, rank);
  1947. if(getAll)return g;
  1948. return g && g.length > 0 && g[0].item
  1949. }
  1950. //---------------scroll zoom ------------------------------------------
  1951. /* zoomIn = function() { //放大
  1952. this.zoomBy(1 + this.zoomSpeed);
  1953. }
  1954. zoomOut = function() {//缩小
  1955. this.zoomBy(1 - this.zoomSpeed);
  1956. } */
  1957. zoomBy(e, pointer) {//以倍数
  1958. this.zoomTo(this.zoomLevel * e, pointer);
  1959. }
  1960. zoomTo(zoomLevel, pointer) {//缩放到某绝对zoomLevel
  1961. let zoom = Potree.settings.zoom
  1962. if (zoom.enabled) {
  1963. zoomLevel = THREE.Math.clamp(zoomLevel, zoom.min, zoom.max)
  1964. //console.log(zoomLevel)
  1965. if(zoomLevel == this.zoomLevel) return;
  1966. /* if (zoomLevel > this.zoomLevel) {
  1967. this.emit(ZoomEvents.ZoomIn);
  1968. zoomLevel === settings.zoom.max && this.emit(ZoomEvents.ZoomMax);
  1969. } else if (zoomLevel < this.zoomLevel) {
  1970. this.emit(ZoomEvents.ZoomOut);
  1971. zoomLevel === settings.zoom.min && this.emit(ZoomEvents.ZoomMin);
  1972. } */
  1973. this.zoomLevel = zoomLevel;
  1974. //定点缩放:使当前鼠标所在的位置缩放后不变
  1975. let view = viewer.scene.view
  1976. let originDir = viewer.scene.view.direction;
  1977. let oldPointerDir = viewer.inputHandler.getMouseDirection(pointer).direction
  1978. viewer.setFOV(Potree.config.view.fov * (1 / this.zoomLevel))
  1979. let newPointerDir = viewer.inputHandler.getMouseDirection(pointer).direction
  1980. view.direction = oldPointerDir; //获取一下鼠标所在位置的yaw 和 pitch
  1981. let oldPitch = view.pitch, oldYaw = view.yaw;
  1982. view.direction = newPointerDir;
  1983. let newPitch = view.pitch, newYaw = view.yaw;
  1984. view.direction = originDir //还原
  1985. viewer.scene.view.pitch -= newPitch - oldPitch
  1986. viewer.scene.view.yaw -= newYaw - oldYaw
  1987. }
  1988. }
  1989. zoomFovTo( fov ) { //通过fov来算zoomLevel
  1990. let zoomLevel = Potree.config.view.fov /* this.baseFov */ / fov;
  1991. this.zoomTo( zoomLevel );
  1992. }
  1993. smoothZoomTo(aimLevel, dur=0) {
  1994. var currentLevel = this.zoomLevel
  1995. if(currentLevel == aimLevel)return;
  1996. var fun = (progress)=>{
  1997. //progress > 1 && (progress = 1)
  1998. let level = currentLevel * (1 - progress) + aimLevel * progress
  1999. this.zoomTo(level, !0)
  2000. }
  2001. transitions.start(fun, dur, null, null, 0 , easing['easeInOutQuad'] )
  2002. }
  2003. updateZoomPano() {
  2004. if (!this.panoRenderer.zoomPanoRenderingDisabled && Potree.settings.displayMode == 'showPanos') {
  2005. var currentPano = this.currentPano;
  2006. if (currentPano) {
  2007. let levelThreshold1 = Potree.settings.navTileClass == '1k' ? 1.3 : 1.7 , levelThreshold2 = 2
  2008. var t = this.zoomLevel > levelThreshold1,
  2009. n = !(this.flying && this.nextPano && this.nextPano !== this.currentPano),
  2010. r = t && n;
  2011. this.tileDownloader.tilePrioritizer.setZoomingActive(r);
  2012. this.panoRenderer.setZoomingActive(r, currentPano, !0);
  2013. var o = (pano, ifZoom)=>{
  2014. this.panoRenderer.resetRenderStatus(pano.id, !1, !0, this.qualityManager.getMaxNavPanoSize());
  2015. this.panoRenderer.clearAllQueuedUploadsForPano(pano.id);
  2016. this.panoRenderer.renderPanoTiles(pano.id, null, !1, !1);
  2017. pano.setZoomed(ifZoom);
  2018. }
  2019. if (r && (!currentPano.zoomed || this.qualityManager.zoomLevelResolution && this.qualityManager.zoomLevelResolution != '4k')) {//needZoom
  2020. currentPano.zoomed || o(currentPano, !0);
  2021. if(Potree.settings.navTileClass == '1k' && Potree.settings.tileClass != '1k' && this.zoomLevel < levelThreshold2){
  2022. this.panoRenderer.enableHighQuality( function() {//开启2k
  2023. if(Potree.settings.tileClass != '4k') o(currentPano, !0);
  2024. }.bind(this));
  2025. }else{
  2026. this.panoRenderer.enableUltraHighQualityMode(function() {//开启4k getMaxZoomPanoSize
  2027. this.qualityManager.useUltraHighResolutionPanos && (Potree.settings.zoom.max = Potree.config.ultraHighQualityMaxZoom);
  2028. o(currentPano, !0)
  2029. }.bind(this));
  2030. }
  2031. } else {
  2032. !t && currentPano.zoomed && o(currentPano, !1);
  2033. }
  2034. if(r && Potree.settings.navTileClass == '1k' && Potree.settings.tileClass == '4k' ){ //目前只有手机端navTileClass == '1k' (分三个梯度)
  2035. var change = (zoomedFlag)=>{
  2036. this.qualityManager.updateMaximums()//更新maxZoomPanoSize
  2037. this.panoRenderer.setupZoomRenderTarget() //更新renderTarget
  2038. //currentPano.setZoomed(t);//更新uniforms贴图
  2039. }
  2040. this.qualityManager.zoomLevelResolution = this.zoomLevel >= levelThreshold2 ? '4k' : this.zoomLevel > levelThreshold1 ? '2k' : '1k'
  2041. if(this.oldZoomLevel < levelThreshold2 && this.zoomLevel >= levelThreshold2){//1k/2k-4k
  2042. change()
  2043. o(currentPano, t)
  2044. }else if(this.oldZoomLevel <= levelThreshold1 && this.zoomLevel > levelThreshold1){//1k-2k
  2045. change()
  2046. }else if(this.oldZoomLevel > levelThreshold2 && this.zoomLevel <= levelThreshold2){//4k-2k/1k
  2047. change()
  2048. o(currentPano, t)
  2049. }else if(this.oldZoomLevel > levelThreshold1 && this.zoomLevel <= levelThreshold1){//2k-1k
  2050. change()
  2051. }
  2052. this.oldZoomLevel = this.zoomLevel
  2053. }
  2054. }
  2055. }
  2056. }
  2057. //--------------------
  2058. 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
  2059. if( Potree.settings.tileClass == '4k' && this.qualityManager.maxRenderTargetSize == 2048){
  2060. var geo = new THREE.PlaneGeometry(1, 1, 1, 1)
  2061. var cube = new THREE.Object3D;
  2062. for(var cubeIndex=0; cubeIndex<6; cubeIndex++){
  2063. var face = new THREE.Object3D;
  2064. for(var i=0;i<8;i++){
  2065. for(var j=0;j<8;j++){
  2066. var tile = new THREE.Mesh(geo, new THREE.MeshBasicMaterial({
  2067. //side:THREE.DoubleSide
  2068. }))
  2069. tile.position.set(i-3.5, j-3.5, -4);
  2070. tile.material.opacity = 0.4;
  2071. tile.material.transparent = true
  2072. if(Potree.settings.isTest){
  2073. var colorHue = Math.random();
  2074. tile.material.color = (new THREE.Color()).setHSL(colorHue, 0.6, 0.7)
  2075. }
  2076. tile.visible = false
  2077. face.add(tile)
  2078. }
  2079. }
  2080. switch(cubeIndex){
  2081. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_X:
  2082. face.rotation.set(0,Math.PI/2,0);
  2083. break;
  2084. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
  2085. face.rotation.set(0,-Math.PI/2,0);
  2086. break;
  2087. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
  2088. var rot1 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0,1,0),Math.PI)
  2089. var rot2 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(1,0,0),Math.PI/2)
  2090. face.quaternion.copy(rot1).multiply(rot2)
  2091. //face.rotation.set(Math.PI/2,0,0);
  2092. break;
  2093. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
  2094. //face.rotation.set(-Math.PI/2,0,0);
  2095. var rot1 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0,1,0),Math.PI)
  2096. var rot2 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(1,0,0),-Math.PI/2)
  2097. face.quaternion.copy(rot1).multiply(rot2)
  2098. break;
  2099. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
  2100. face.rotation.set(0,Math.PI,0);
  2101. break;
  2102. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
  2103. face.rotation.set(0,0,0);
  2104. }
  2105. face.scale.set(1,-1,1)
  2106. cube.add(face)
  2107. }
  2108. cube.name = 'highMapCube'
  2109. this.highMapCube = cube
  2110. viewer.scene.scene.add(cube)
  2111. {
  2112. let s = 0.1
  2113. cube.scale.set(s,s,s)
  2114. }//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。
  2115. this.highMapCube.visible = false;
  2116. viewer.setObjectLayers(this.highMapCube, 'sceneObjects'/* 'skybox' */) //如果是skybox层,点云可见时会被遮住,depthTest为false呢? 但不会遮住场景物体
  2117. //console.warn('addHighMapCube')
  2118. }
  2119. }
  2120. isHighMapLoaded( cubeFace, tileX, tileY){
  2121. var tile = this.highMapCube.children[cubeFace].children[tileX*8+tileY];
  2122. return !!tile.material.map
  2123. }
  2124. updateHighMap(tex, cubeFace, tileX, tileY){
  2125. //console.warn('updateHighMap')
  2126. var tile = this.highMapCube.children[cubeFace].children[tileX*8+tileY];
  2127. tile.material.map = tex;
  2128. tile.material.opacity = 1;
  2129. tile.material.transparent = false
  2130. tile.visible = true
  2131. 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
  2132. }
  2133. resetHighMap(){
  2134. if(!this.highMapCube) return
  2135. //console.warn('resetHighMap')
  2136. this.highMapCube.children.forEach(e=>e.children.forEach(tile=>{
  2137. if(tile.material.map){
  2138. tile.material.map.dispose()
  2139. tile.material.map.loaded = !1
  2140. tile.material.map.version = 0
  2141. var h = viewer.renderer.properties.get(tile.material.map)
  2142. viewer.renderer.getContext().deleteTexture(h.__webglTexture)
  2143. //类似app.sceneRenderer.deallocateCubeTexture(tile.material.map)
  2144. tile.material.map = null
  2145. /* tile.material.opacity = 0.4;
  2146. tile.material.transparent = true */
  2147. tile.material.needsUpdate = true
  2148. tile.visible = false
  2149. }
  2150. }))
  2151. this.highMapCube.visible = false;
  2152. }
  2153. setHighMap(pano){
  2154. if(!this.highMapCube) return
  2155. this.highMapCube.position.copy(pano.position)
  2156. //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
  2157. this.highMapCube.quaternion.copy( math.convertQuaternion.YupToZup( pano.quaternion4dkk ) )
  2158. //乘上数据集整体的旋转:
  2159. let modelRotQua = new THREE.Quaternion().setFromRotationMatrix(pano.pointcloud.rotateMatrix)
  2160. this.highMapCube.quaternion.premultiply(modelRotQua)
  2161. }
  2162. showHighMap(){
  2163. if(!this.highMapCube) return
  2164. //console.warn('showHighMap')
  2165. this.highMapCube.visible = true;
  2166. }
  2167. hideHighMap(){
  2168. if(!this.highMapCube) return
  2169. //console.warn('hideHighMap')
  2170. this.highMapCube.visible = false;
  2171. }
  2172. //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???
  2173. addPanoData(data, datasetId ){
  2174. //data[0].file_id = '00019'
  2175. if(data.data) data = data.data
  2176. if(data.length == 0)console.error(datasetId + ' 没有漫游点')
  2177. //data = data.sort(function(a,b){return a.id-b.id})
  2178. data.forEach((info)=>{
  2179. //if(Potree.fileServer){
  2180. info.id = this.panos.length //把info的id的一长串数字改简单点
  2181. //}
  2182. let pano = new Panorama( info, this );
  2183. pano.addEventListener('dispose',(e)=>{
  2184. if(this.closestPano == pano) this.closestPano = null
  2185. })
  2186. this.panos.push(pano);
  2187. if(Potree.settings.editType == 'pano'){
  2188. Potree.settings.datasetsPanos[datasetId].panos.push(pano);
  2189. }
  2190. })
  2191. }
  2192. loadDone(){
  2193. viewer.setObjectLayers(this.node, 'sceneObjects')
  2194. //this.updateCube(/* viewer.bound */)
  2195. this.panos.forEach(e=>{
  2196. e.label && viewer.setObjectLayers(e.label, 'bothMapAndScene')
  2197. })
  2198. this.tileDownloader.setPanoData(this.panos, [] /* , Potree.settings.number */);
  2199. {
  2200. let minSize = new THREE.Vector3(1,1,1)
  2201. this.bound = math.getBoundByPoints(this.panos.map(e=>e.position), minSize)
  2202. viewer.scene.pointclouds.forEach(pointcloud=>pointcloud.getPanosBound())
  2203. }
  2204. if(viewer.scene.pointclouds.some(e=>e.panos.length == 0)){
  2205. //console.warn('存在数据集没有pano');
  2206. viewer.hasNoPanoDataset = true
  2207. }
  2208. }
  2209. getPano(value, typeName='id'){ //默认找的是id,也可以是sid、uuid
  2210. return this.panos.find(p=>p[typeName] == value)
  2211. }
  2212. };
  2213. //判断当前点是否加载了全景图
  2214. Images360.prototype.checkAndWaitForPanoLoad = function() {
  2215. var isLoadedPanos = {},
  2216. LoadedTimePanos = {},
  2217. loadedCallback = {}, //add
  2218. maxTime = 5e3;
  2219. var withinTime = function() {
  2220. for (var panoId in isLoadedPanos)
  2221. if (isLoadedPanos.hasOwnProperty(panoId) && isLoadedPanos[panoId]) {
  2222. var differTime = performance.now() - LoadedTimePanos[panoId];
  2223. if (differTime < maxTime)
  2224. return !0
  2225. }
  2226. return !1
  2227. }
  2228. return function(pano, basePanoSize, doneFun1, doneFun2, progressCallback, iswait, isclear, p ) {
  2229. 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
  2230. if (withinTime()){//距离上次请求时间很近
  2231. return !0; //这里感觉应该是!1
  2232. }
  2233. var callback1 = (param1, param2)=>{
  2234. setTimeout(()=>{
  2235. isLoadedPanos[pano.id] = !1;
  2236. loadedCallback[pano.id] && loadedCallback[pano.id](param1, param2);
  2237. },1)
  2238. }
  2239. var callback2 = (param)=>{//没有看到有传doneFun2的
  2240. setTimeout(()=>{
  2241. isLoadedPanos[pano.id] = !1;
  2242. doneFun2 && doneFun2(param);
  2243. },1)
  2244. }
  2245. try {
  2246. null !== iswait && void 0 !== iswait || (iswait = !0);
  2247. isLoadedPanos[pano.id] = this.checkAndWaitForTiledPanoLoad(pano, basePanoSize, callback1, callback2, progressCallback, iswait, isclear, p );
  2248. //true代表没加载好
  2249. isLoadedPanos[pano.id] && (LoadedTimePanos[pano.id] = performance.now());
  2250. return isLoadedPanos[pano.id];
  2251. } catch (msg) {
  2252. isLoadedPanos[pano.id] = !1;
  2253. LoadedTimePanos[pano.id] = performance.now() - maxTime;
  2254. throw msg;
  2255. }
  2256. }
  2257. }()//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。
  2258. Images360.filters = {
  2259. inPanoDirection : function(pos, dir, i) {
  2260. return function(pano) {
  2261. var r = pano.floorPosition.clone().sub(pos).normalize()
  2262. var o = pano.position.clone().sub(pos).normalize()
  2263. return r.dot(dir) > i || o.dot(dir) > i
  2264. }
  2265. },
  2266. inFloorDirection: function(pos, e, o) {//许钟文 改 for鱼眼
  2267. return function(n) {
  2268. var i = n.floorPosition.clone().sub(pos).setZ(0).normalize();//改成在xz方向上,否则点击墙面不会移动
  2269. return i.dot(e) > o
  2270. }
  2271. },
  2272. isNotBehindNormal: function(e, t) {
  2273. var i = new THREE.Vector3;
  2274. return t = t.clone(),
  2275. function(n) {
  2276. var r = i.copy(n.position).sub(e).normalize();
  2277. return r.dot(t) > 0
  2278. }
  2279. },
  2280. isCloseEnoughTo: function(e, t) {
  2281. 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)
  2282. return e.distanceTo(i.floorPosition) < t //许钟文
  2283. }
  2284. },
  2285. not: function(e) {
  2286. return function(t) {
  2287. return t !== e
  2288. }
  2289. } ,
  2290. isEnabled:function() {
  2291. return function(t) {
  2292. return t.enabled
  2293. }
  2294. },
  2295. isVisible:function() {
  2296. return function(t) {
  2297. return t.visible
  2298. }
  2299. }
  2300. }
  2301. Images360.scoreFunctions = {
  2302. direction: function(curPos, dir, ifLog) {
  2303. return function(pano) {
  2304. 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
  2305. var n = pos1.clone().sub(curPos).normalize();
  2306. //ifLog && console.log('direction', pano.id, n.dot(dir) * directionFactor )
  2307. return n.dot(dir) * directionFactor
  2308. }
  2309. },
  2310. distance: function(pos1, r, ifLog) {
  2311. if(pos1.position)pos1 = pos1.position
  2312. return function(pano) {//许钟文 改
  2313. var pos2 = pano.position.clone()
  2314. //ifLog && console.log('distanceSquared', pano.id, pos1.distanceToSquared(pos2) * -1 )
  2315. return pos1.distanceTo(pos2) * -1 * r;
  2316. }
  2317. },
  2318. distanceSquared: function(pos1, r ) {
  2319. if(pos1.position)pos1 = pos1.position
  2320. return function(pano) {//许钟文 改
  2321. var pos2 = pano.position.clone()
  2322. return pos1.distanceToSquared(pos2) * -1 * r;
  2323. }
  2324. },
  2325. angle: function(e, t) {
  2326. return function(i) {
  2327. var n = i.position.clone().sub(e).normalize();
  2328. return n.angleTo(t) * Potree.config.navigation.angleFactor
  2329. }
  2330. },
  2331. }
  2332. Images360.sortFunctions = {//排序函数,涉及到两个item相减
  2333. floorDisSquaredToPoint: function(e) {
  2334. return function(t, i) {
  2335. return t.floorPosition.distanceToSquared(e) - i.floorPosition.distanceToSquared(e)
  2336. }
  2337. },
  2338. disSquaredToPoint: function(e) {
  2339. return function(t, i) {
  2340. return t.position.distanceToSquared(e) - i.position.distanceToSquared(e)
  2341. }
  2342. },
  2343. }