Magnifier.js 16 KB

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  1. import * as THREE from "../../../libs/three.js/build/three.module.js";
  2. import math from '../utils/math.js'
  3. import browser from '../utils/browser.js'
  4. import Viewport from '../viewer/Viewport.js'
  5. import {ExtendView} from "../../viewer/ExtendView.js";
  6. const texLoader = new THREE.TextureLoader()
  7. const circleGeo = new THREE.CircleGeometry(1.45,100);
  8. const sphereGeo = new THREE.SphereBufferGeometry(0.008,8,8);
  9. const magDisMin = 1;//相机离目标位置的距离的分界线,当离得远时要缩小fov以使看到的视野固定(望远镜效果)
  10. const magDisMax = 20
  11. /* const radius_ = 0.2; //当相机离目标位置的距离>magDistance_时,希望看到的视野的半径
  12. const maxFov = THREE.Math.radToDeg(Math.atan(radius_ / magDisMin )) * 2//提前计算出当相机离目标位置的距离<magDisMin时的fov,均使用=magDisMin时的fov。只要保证该fov大于主相机的fov就会有放大效果
  13. */
  14. let w = 230/1.43;
  15. let maxPX = 1366*1024 //ipad pro. 大于这个分辨率的就直接用devicePixelRatio, 如macbook也是
  16. const width2dPX = Math.round(window.devicePixelRatio >= 2 ? ( window.screen.width * window.screen.height >= maxPX ? window.devicePixelRatio/1.2 : window.devicePixelRatio/1.5)*w : w) //触屏或高分辨率的可能要放大些。但在手机上不能太大
  17. //console.log('width2dPX', width2dPX)
  18. const orthoView = new ExtendView();
  19. export default class Magnifier extends THREE.Object3D {//放大镜or望远镜
  20. constructor (viewer) {
  21. super()
  22. this.width = this.height = width2dPX/* * window.devicePixelRatio */;
  23. this.camera = new THREE.PerspectiveCamera(50, 1, 0.01, 10000); //fov aspect near far
  24. this.camera.up = new THREE.Vector3(0,0,1)
  25. this.viewport = new Viewport( null, this.camera, {
  26. left:0, bottom:0, width:1, height: 1, name:'magnifier' , cameraLayers:['magnifierContent'],
  27. pixelRatio:1
  28. })
  29. this.viewport.setResolution(this.width, this.height,0,0)
  30. {
  31. let density
  32. let sizeType
  33. let colorType
  34. let opacityBefore = new Map()
  35. let sizeBefore = new Map()
  36. let visiMap = new Map()
  37. this.viewport.beforeRender = ()=>{
  38. viewer.scene.pointclouds.forEach(e=>{//因为更改pointDensity时会自动变opacity,所以这项最先获取
  39. visiMap.set(e,e.visible)
  40. e.visible = Potree.Utils.getObjVisiByReason(e, 'datasetSelection'); //先将隐藏的点云显示
  41. opacityBefore.set(e,e.temp.pointOpacity)
  42. sizeBefore.set(e,e.temp.pointSize)
  43. })
  44. //使放大镜里的pointDensity是'magnifier' 最高质量。
  45. density = Potree.settings.pointDensity
  46. Potree.settings.pointDensity = 'magnifier'
  47. viewer.scene.pointclouds.forEach(e=>{//因为全景模式的pointSizeType是fixed所以要还原下
  48. sizeType = e.material.pointSizeType
  49. e.material.pointSizeType = Potree.config.material.pointSizeType
  50. //材质
  51. colorType = e.material.activeAttributeName
  52. e.material.activeAttributeName = 'rgba'
  53. e.changePointOpacity(1)
  54. e.changePointSize(Potree.config.material.realPointSize, true)
  55. })
  56. };
  57. this.viewport.afterRender = ()=>{
  58. Potree.settings.pointDensity = density
  59. viewer.scene.pointclouds.forEach(e=>{
  60. e.visible = visiMap.get(e)
  61. e.material.pointSizeType = sizeType
  62. e.material.activeAttributeName = colorType
  63. e.changePointOpacity(opacityBefore.get(e))
  64. e.changePointSize(sizeBefore.get(e))
  65. })
  66. }
  67. }
  68. this.renderTarget = new THREE.WebGLRenderTarget(this.width,this.height, {
  69. minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter,
  70. format: THREE.RGBAFormat ,
  71. /* type: THREE.FloatType,
  72. minFilter: THREE.NearestFilter,
  73. magFilter: THREE.NearestFilter,
  74. */
  75. } )
  76. this.rtEDL = new THREE.WebGLRenderTarget(this.width, this.height, { //好像没用到? 因为这里不绘制测量线
  77. minFilter: THREE.NearestFilter,
  78. magFilter: THREE.NearestFilter,
  79. format: THREE.RGBAFormat,
  80. type: THREE.FloatType,
  81. depthTexture: new THREE.DepthTexture(undefined, undefined, THREE.UnsignedIntType)
  82. });
  83. this.mesh = new THREE.Mesh(circleGeo, new THREE.MeshBasicMaterial({
  84. side: THREE.DoubleSide ,
  85. map: this.renderTarget.texture ,
  86. transparent:true,
  87. depthTest: !1,
  88. //depthWrite: !1,
  89. }))
  90. this.overlayMesh = new THREE.Mesh(circleGeo, new THREE.MeshBasicMaterial({
  91. side: THREE.DoubleSide ,
  92. map:texLoader.load(Potree.resourcePath+'/textures/crosshair.png') ,
  93. transparent:true,
  94. depthTest: !1,
  95. //depthWrite: !1,
  96. }))
  97. this.targetPoint = new THREE.Object3D;
  98. this.targetPoint.add(new THREE.Mesh(sphereGeo, new THREE.MeshBasicMaterial({
  99. color:"#ff0000",
  100. transparent:true,
  101. opacity:0.7,
  102. })))
  103. this.targetPoint.add(new THREE.Mesh(sphereGeo, new THREE.MeshBasicMaterial({
  104. color:"#ff0000",
  105. transparent:true,
  106. opacity:0.3,
  107. depthTest:false //被遮挡层
  108. })))
  109. this.targetPoint.name = 'magnifierPointTarget'
  110. viewer.scene.scene.add(this.targetPoint)
  111. Potree.Utils.setObjectLayers(this.targetPoint, 'magnifierContent' )
  112. this.add(this.mesh)
  113. this.add(this.overlayMesh)
  114. this.position.set(-1000,-1000,-100000)//令它看不见
  115. this.mesh.renderOrder = Potree.config.renderOrders.magnifier;
  116. this.overlayMesh.renderOrder = Potree.config.renderOrders.magnifier+1;
  117. this.aimPos
  118. Potree.Utils.setObjectLayers(this, 'magnifier' )
  119. //viewer.inputHandler.addInputListener(this)
  120. viewer.addEventListener('camera_changed',(e)=>{ // 平移、滚轮时更新
  121. if(e.viewport == viewer.mainViewport) this.update() //不过intersectPoint没更新
  122. })
  123. this.mesh.layers.set(Potree.config.renderLayers.magnifier);
  124. this.overlayMesh.layers.set(Potree.config.renderLayers.magnifier);
  125. //this.layers.set(Potree.config.renderLayers.magnifier);//这句在外层写没用
  126. this.dontRender = false
  127. viewer.addEventListener('global_drag', (e)=>{//拖拽时不渲染。主要是右键平移时渲染延迟了,会闪烁。
  128. this.dontRender = true
  129. })
  130. viewer.addEventListener('global_drop', (e)=>{
  131. this.dontRender = false
  132. })
  133. viewer.addEventListener('global_mouseup', (e)=>{//测量时拖拽场景再mouseup
  134. this.dontRender = false
  135. })
  136. var updateVisi = (e)=>{
  137. if(e.hoverViewport == viewer.mainViewport){
  138. Potree.Utils.updateVisible(this,"atViewport", true)
  139. this.update(e.intersect && e.intersect.location)
  140. }else{
  141. Potree.Utils.updateVisible(this,"atViewport", false) //小地图不显示
  142. }
  143. }
  144. viewer.addEventListener('global_mousemove', updateVisi)
  145. viewer.addEventListener('global_touchstart', updateVisi)
  146. viewer.addEventListener('updateMagnifier', updateVisi)
  147. /* viewer.addEventListener("beginSplitView",()=>{
  148. this.updateVisible("splitView", false)
  149. })
  150. viewer.addEventListener("finishSplitView",()=>{
  151. this.updateVisible("splitView", true)
  152. }) */
  153. this.addEventListener("setEnable",(e)=>{
  154. Potree.Utils.updateVisible(this, "enable", e.value) //界面开关
  155. /* if(Potree.settings.displayMode == 'showPanos') && e.value){
  156. Potree.settings.pointDensity = 'magnifier'
  157. }else if() */
  158. viewer.dispatchEvent('content_changed')
  159. })
  160. if(Potree.settings.isOfficial){
  161. Potree.Utils.updateVisible(this, "enable", false)
  162. }else{
  163. Potree.Utils.updateVisible(this, "measure", false)
  164. viewer.addEventListener("measureMovePoint",()=>{//测量开始
  165. //Potree.Utils.updateVisible(this, "measure", true)
  166. })
  167. viewer.addEventListener("endMeasureMove",()=>{
  168. Potree.Utils.updateVisible(this, "measure", false)
  169. viewer.dispatchEvent('content_changed')
  170. })
  171. }
  172. viewer.scene.view.addEventListener('flyingDone',()=>{
  173. if(!this.visible)return
  174. let pickWindowSize = 100
  175. let intersect = viewer.inputHandler.getIntersect({viewport:viewer.mainViewport, usePointcloud:true, pickWindowSize} )
  176. this.update(intersect && intersect.location)
  177. })
  178. }
  179. //注意:在鼠标没有移动的时候,无法获取到最新的intersect, 放大镜内的内容可能是错误的。全景模式下更奇怪,原因未知
  180. update(aimPos){//相机靠近 navvis的做法
  181. var dontRender = this.dontRender || !(aimPos instanceof THREE.Vector3) || Potree.settings.displayMode == 'showPanos' && viewer.images360.flying
  182. aimPos = aimPos instanceof THREE.Vector3 ? aimPos : this.aimPos
  183. if(!aimPos || !this.visible)return
  184. var playerCamera = viewer.scene.getActiveCamera()
  185. var playerPos = playerCamera.position;//viewer.scene.view.getPivot()
  186. var dis = playerPos.distanceTo(aimPos);
  187. var dirToCamera = new THREE.Vector3().subVectors(playerPos, aimPos ).normalize()
  188. const fareast = 300;
  189. //相机位置
  190. if(playerCamera.type == 'OrthographicCamera'){
  191. var finalDisToAim = 2
  192. }else{
  193. var finalDisToAim = dis>magDisMin ? dis > fareast ? magDisMax : (dis-magDisMin) / (fareast-magDisMin) * (magDisMax-magDisMin) + magDisMin : dis / 2; //dis>magDistance_ ? magDistance_ : dis / 2;
  194. }
  195. this.camera.fov = playerCamera.type == 'OrthographicCamera' ? 30 : playerCamera.fov / 2
  196. this.camera.updateProjectionMatrix()
  197. if(playerCamera.type == 'OrthographicCamera'){
  198. orthoView.position.copy(aimPos).sub(viewer.mainViewport.view.direction.multiplyScalar(finalDisToAim))
  199. orthoView.yaw = viewer.mainViewport.view.yaw;
  200. orthoView.pitch = viewer.mainViewport.view.pitch;
  201. orthoView.applyToCamera(this.camera)
  202. }else{
  203. this.camera.position.copy(aimPos).add(dirToCamera.multiplyScalar(finalDisToAim))
  204. this.camera.lookAt(aimPos)
  205. }
  206. //自身位置
  207. //let pos2d = viewer.inputHandler.pointer.clone(); //跟随鼠标
  208. let pos2d = Potree.Utils.getPos2d(aimPos, viewer.mainViewport, viewer.renderArea).vector //更新目标点的实时二维位置
  209. let margin = 0.4, maxY = 0.4
  210. let screenPos = pos2d.clone().setY(pos2d.y + (pos2d.y>maxY ? -margin : margin ))
  211. let newPos = new THREE.Vector3(screenPos.x,screenPos.y,0.8).unproject(playerCamera); //z:-1朝外
  212. if(playerCamera.type != 'OrthographicCamera'){
  213. let dir = newPos.clone().sub(playerPos).normalize().multiplyScalar(10);//这个数值要大于playerCamera.near
  214. this.position.copy(playerPos.clone().add(dir))
  215. }else{
  216. viewer.navCubeViewer.splitScreen.setShiftTarget(viewer.mainViewport, viewer.bound.center)
  217. viewer.mainViewport.targetPlane.setFromNormalAndCoplanarPoint( viewer.mainViewport.view.direction.clone(), viewer.bound.center )
  218. viewer.mainViewport.targetPlane.projectPoint(newPos, viewer.mainViewport.shiftTarget )
  219. this.position.copy(viewer.mainViewport.shiftTarget.clone() )
  220. //this.position.copy(playerPos.clone().add(dir))
  221. }
  222. let s = finalDisToAim * this.camera.fov / 30
  223. this.quaternion.copy(playerCamera.quaternion);
  224. this.targetPoint.position.copy(aimPos);
  225. this.targetPoint.scale.set(s,s,s)
  226. this.aimPos = aimPos
  227. var scale = math.getScaleForConstantSize({//
  228. width2d : width2dPX,
  229. camera:viewer.scene.getActiveCamera(), position: this.getWorldPosition(new THREE.Vector3()),
  230. resolution: viewer.mainViewport.resolution2
  231. })
  232. this.scale.set(scale, scale, scale);
  233. if(!dontRender){
  234. this.waitRender = true
  235. }
  236. viewer.dispatchEvent('content_changed')
  237. }
  238. /* update(aimPos){ //仅改fov的版本
  239. aimPos = aimPos instanceof THREE.Vector3 ? aimPos : this.aimPos
  240. if(!aimPos || !this.visible)return
  241. //相机位置
  242. var playerCamera = viewer.scene.getActiveCamera()
  243. var playerPos = playerCamera.position;//viewer.scene.view.getPivot()
  244. var dis = playerPos.distanceTo(aimPos);
  245. if(dis<magDisMin){
  246. this.camera.fov = maxFov
  247. }else{
  248. this.camera.fov = THREE.Math.radToDeg(Math.atan(radius_ / dis )) * 2 //radius_是能看到的范围半径。当dis大于magDisMin时就放大,否则维持fov为maxFov
  249. }
  250. this.camera.updateProjectionMatrix()
  251. this.camera.position.copy(playerPos)
  252. this.camera.lookAt(aimPos)
  253. this.quaternion.copy(playerCamera.quaternion);
  254. let pointer = viewer.inputHandler.pointer.clone();
  255. let margin = 0.4, maxY = 0.4
  256. let screenPos = pointer.clone().setY(pointer.y + (pointer.y>maxY ? -margin : margin ))
  257. let newPos = new THREE.Vector3(screenPos.x,screenPos.y,0.8).unproject(playerCamera); //z:-1朝外
  258. let dir = newPos.clone().sub(playerPos).normalize().multiplyScalar(10);//这个数值要大于playerCamera.near
  259. this.position.copy(playerPos.clone().add(dir))
  260. this.aimPos = aimPos
  261. this.targetPoint.position.copy(aimPos);
  262. var scale = math.getScaleForConstantSize({//
  263. width2d : width2dPX,
  264. camera:viewer.scene.getActiveCamera(), position: this.getWorldPosition(new THREE.Vector3()),
  265. resolution: viewer.mainViewport.resolution2
  266. })
  267. this.scale.set(scale, scale, scale);
  268. if(!this.dontRender){
  269. this.waitRender = true
  270. }
  271. }//位置需要计算,不仅仅是点云,所以需要深度图
  272. */
  273. render(){
  274. if(!this.visible || !this.waitRender && !viewer.needRender)return //viewer.needRender为true要渲染是因为可能是点云node加载完
  275. viewer.render({
  276. target : this.renderTarget,
  277. viewports : [this.viewport],
  278. camera : this.camera,
  279. magnifier : true,
  280. rtEDL: this.rtEDL
  281. /* width :this.renderTarget.width,
  282. height: this.renderTarget.height, */
  283. })
  284. this.waitRender = false
  285. viewer.dispatchEvent('content_changed')
  286. }
  287. }