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- import * as THREE from "../../../libs/three.js/build/three.module.js";
- import math from '../utils/math.js'
- import browser from '../utils/browser.js'
- import Viewport from '../viewer/Viewport.js'
- import {ExtendView} from "../../viewer/ExtendView.js";
- const texLoader = new THREE.TextureLoader()
- const circleGeo = new THREE.CircleGeometry(1.45,100);
- const sphereGeo = new THREE.SphereBufferGeometry(0.008,8,8);
-
-
- 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)
- const magDisMax = 20
- /* 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
- 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
- */
- let w = 230/1.43;
- let maxPX = 1366*1024 //ipad pro. 大于这个分辨率的就直接用devicePixelRatio, 如macbook也是
- 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
- //console.log('width2dPX', width2dPX)
- const orthoView = new ExtendView();
- export default class Magnifier extends THREE.Object3D {//放大镜or望远镜
- constructor (viewer) {
- super()
- this.width = this.height = width2dPX/* * window.devicePixelRatio */;
- this.camera = new THREE.PerspectiveCamera(50, 1, 0.01, 10000); //fov aspect near far
- this.camera.up = new THREE.Vector3(0,0,1)
-
-
- this.viewport = new Viewport( null, this.camera, {
- left:0, bottom:0, width:1, height: 1, name:'magnifier' , cameraLayers:['magnifierContent'],
- pixelRatio:1
- })
- this.viewport.setResolution(this.width, this.height,0,0)
-
- {
- let density
- let sizeType
- let colorType
- let opacityBefore = new Map()
- let sizeBefore = new Map()
- let visiMap = new Map()
-
-
-
- this.viewport.beforeRender = ()=>{
-
- viewer.scene.pointclouds.forEach(e=>{//因为更改pointDensity时会自动变opacity,所以这项最先获取
- visiMap.set(e,e.visible)
- e.visible = Potree.Utils.getObjVisiByReason(e, 'datasetSelection'); //先将隐藏的点云显示
-
- opacityBefore.set(e,e.temp.pointOpacity)
- sizeBefore.set(e,e.temp.pointSize)
- })
-
-
- //使放大镜里的pointDensity是'magnifier' 最高质量。
- density = Potree.settings.pointDensity
- Potree.settings.pointDensity = 'magnifier'
-
- viewer.scene.pointclouds.forEach(e=>{//因为全景模式的pointSizeType是fixed所以要还原下
- sizeType = e.material.pointSizeType
- e.material.pointSizeType = Potree.config.material.pointSizeType
-
- //材质
- colorType = e.material.activeAttributeName
- e.material.activeAttributeName = 'rgba'
- e.changePointOpacity(1)
- e.changePointSize(Potree.config.material.realPointSize, true)
- })
- };
-
-
-
- this.viewport.afterRender = ()=>{
- Potree.settings.pointDensity = density
-
- viewer.scene.pointclouds.forEach(e=>{
-
- e.visible = visiMap.get(e)
- e.material.pointSizeType = sizeType
- e.material.activeAttributeName = colorType
- e.changePointOpacity(opacityBefore.get(e))
- e.changePointSize(sizeBefore.get(e))
- })
- }
- }
-
-
-
-
- this.renderTarget = new THREE.WebGLRenderTarget(this.width,this.height, {
- minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter,
- format: THREE.RGBAFormat ,
- /* type: THREE.FloatType,
- minFilter: THREE.NearestFilter,
- magFilter: THREE.NearestFilter,
- */
- } )
-
- this.rtEDL = new THREE.WebGLRenderTarget(this.width, this.height, { //好像没用到? 因为这里不绘制测量线
- minFilter: THREE.NearestFilter,
- magFilter: THREE.NearestFilter,
- format: THREE.RGBAFormat,
- type: THREE.FloatType,
- depthTexture: new THREE.DepthTexture(undefined, undefined, THREE.UnsignedIntType)
- });
-
-
-
- this.mesh = new THREE.Mesh(circleGeo, new THREE.MeshBasicMaterial({
- side: THREE.DoubleSide ,
- map: this.renderTarget.texture ,
- transparent:true,
- depthTest: !1,
- //depthWrite: !1,
- }))
- this.overlayMesh = new THREE.Mesh(circleGeo, new THREE.MeshBasicMaterial({
- side: THREE.DoubleSide ,
- map:texLoader.load(Potree.resourcePath+'/textures/crosshair.png') ,
- transparent:true,
- depthTest: !1,
- //depthWrite: !1,
- }))
- this.targetPoint = new THREE.Object3D;
-
- this.targetPoint.add(new THREE.Mesh(sphereGeo, new THREE.MeshBasicMaterial({
- color:"#ff0000",
- transparent:true,
- opacity:0.7,
- })))
- this.targetPoint.add(new THREE.Mesh(sphereGeo, new THREE.MeshBasicMaterial({
- color:"#ff0000",
- transparent:true,
- opacity:0.3,
- depthTest:false //被遮挡层
- })))
-
- this.targetPoint.name = 'magnifierPointTarget'
- viewer.scene.scene.add(this.targetPoint)
- Potree.Utils.setObjectLayers(this.targetPoint, 'magnifierContent' )
-
- this.add(this.mesh)
- this.add(this.overlayMesh)
-
- this.position.set(-1000,-1000,-100000)//令它看不见
- this.mesh.renderOrder = Potree.config.renderOrders.magnifier;
- this.overlayMesh.renderOrder = Potree.config.renderOrders.magnifier+1;
- this.aimPos
- Potree.Utils.setObjectLayers(this, 'magnifier' )
- //viewer.inputHandler.addInputListener(this)
-
-
-
-
- viewer.addEventListener('camera_changed',(e)=>{ // 平移、滚轮时更新
- if(e.viewport == viewer.mainViewport) this.update() //不过intersectPoint没更新
- })
-
-
-
-
- this.mesh.layers.set(Potree.config.renderLayers.magnifier);
- this.overlayMesh.layers.set(Potree.config.renderLayers.magnifier);
- //this.layers.set(Potree.config.renderLayers.magnifier);//这句在外层写没用
-
- this.dontRender = false
- 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。
- this.dontRender = true
- })
- viewer.addEventListener('global_drop', (e)=>{
- this.dontRender = false
- })
- viewer.addEventListener('global_mouseup', (e)=>{//测量时拖拽场景再mouseup
- this.dontRender = false
- })
-
- var updateVisi = (e)=>{
- if(e.hoverViewport == viewer.mainViewport){
- Potree.Utils.updateVisible(this,"atViewport", true)
- this.update(e.intersect && e.intersect.location)
- }else{
- Potree.Utils.updateVisible(this,"atViewport", false) //小地图不显示
- }
-
- }
-
- viewer.addEventListener('global_mousemove', updateVisi)
- viewer.addEventListener('global_touchstart', updateVisi)
- viewer.addEventListener('updateMagnifier', updateVisi)
-
- /* viewer.addEventListener("beginSplitView",()=>{
- this.updateVisible("splitView", false)
- })
- viewer.addEventListener("finishSplitView",()=>{
- this.updateVisible("splitView", true)
- }) */
-
-
- this.addEventListener("setEnable",(e)=>{
- Potree.Utils.updateVisible(this, "enable", e.value) //界面开关
- /* if(Potree.settings.displayMode == 'showPanos') && e.value){
- Potree.settings.pointDensity = 'magnifier'
- }else if() */
- viewer.dispatchEvent('content_changed')
- })
-
-
- if(Potree.settings.isOfficial){
- Potree.Utils.updateVisible(this, "enable", false)
- }else{
- Potree.Utils.updateVisible(this, "measure", false)
- viewer.addEventListener("measureMovePoint",()=>{//测量开始
- //Potree.Utils.updateVisible(this, "measure", true)
- })
- viewer.addEventListener("endMeasureMove",()=>{
- Potree.Utils.updateVisible(this, "measure", false)
- viewer.dispatchEvent('content_changed')
- })
- }
-
-
- viewer.scene.view.addEventListener('flyingDone',()=>{
- if(!this.visible)return
- let pickWindowSize = 100
- let intersect = viewer.inputHandler.getIntersect({viewport:viewer.mainViewport, usePointcloud:true, pickWindowSize} )
- this.update(intersect && intersect.location)
- })
- }
-
-
-
-
- //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
- update(aimPos){//相机靠近 navvis的做法
- var dontRender = this.dontRender || !(aimPos instanceof THREE.Vector3) || Potree.settings.displayMode == 'showPanos' && viewer.images360.flying
- aimPos = aimPos instanceof THREE.Vector3 ? aimPos : this.aimPos
- if(!aimPos || !this.visible)return
-
-
-
- var playerCamera = viewer.scene.getActiveCamera()
- var playerPos = playerCamera.position;//viewer.scene.view.getPivot()
- var dis = playerPos.distanceTo(aimPos);
- var dirToCamera = new THREE.Vector3().subVectors(playerPos, aimPos ).normalize()
-
- const fareast = 300;
- //相机位置
- if(playerCamera.type == 'OrthographicCamera'){
- var finalDisToAim = 2
- }else{
- var finalDisToAim = dis>magDisMin ? dis > fareast ? magDisMax : (dis-magDisMin) / (fareast-magDisMin) * (magDisMax-magDisMin) + magDisMin : dis / 2; //dis>magDistance_ ? magDistance_ : dis / 2;
- }
-
-
- this.camera.fov = playerCamera.type == 'OrthographicCamera' ? 30 : playerCamera.fov / 2
- this.camera.updateProjectionMatrix()
-
-
- if(playerCamera.type == 'OrthographicCamera'){
- orthoView.position.copy(aimPos).sub(viewer.mainViewport.view.direction.multiplyScalar(finalDisToAim))
- orthoView.yaw = viewer.mainViewport.view.yaw;
- orthoView.pitch = viewer.mainViewport.view.pitch;
- orthoView.applyToCamera(this.camera)
- }else{
- this.camera.position.copy(aimPos).add(dirToCamera.multiplyScalar(finalDisToAim))
- this.camera.lookAt(aimPos)
- }
-
- //自身位置
- //let pos2d = viewer.inputHandler.pointer.clone(); //跟随鼠标
- let pos2d = Potree.Utils.getPos2d(aimPos, viewer.mainViewport, viewer.renderArea).vector //更新目标点的实时二维位置
- let margin = 0.4, maxY = 0.4
- let screenPos = pos2d.clone().setY(pos2d.y + (pos2d.y>maxY ? -margin : margin ))
-
- let newPos = new THREE.Vector3(screenPos.x,screenPos.y,0.8).unproject(playerCamera); //z:-1朝外
- if(playerCamera.type != 'OrthographicCamera'){
- let dir = newPos.clone().sub(playerPos).normalize().multiplyScalar(10);//这个数值要大于playerCamera.near
-
- this.position.copy(playerPos.clone().add(dir))
- }else{
- viewer.navCubeViewer.splitScreen.setShiftTarget(viewer.mainViewport, viewer.bound.center)
- viewer.mainViewport.targetPlane.setFromNormalAndCoplanarPoint( viewer.mainViewport.view.direction.clone(), viewer.bound.center )
- viewer.mainViewport.targetPlane.projectPoint(newPos, viewer.mainViewport.shiftTarget )
- this.position.copy(viewer.mainViewport.shiftTarget.clone() )
-
- //this.position.copy(playerPos.clone().add(dir))
- }
- let s = finalDisToAim * this.camera.fov / 30
- this.quaternion.copy(playerCamera.quaternion);
- this.targetPoint.position.copy(aimPos);
- this.targetPoint.scale.set(s,s,s)
- this.aimPos = aimPos
-
-
- var scale = math.getScaleForConstantSize({//
- width2d : width2dPX,
- camera:viewer.scene.getActiveCamera(), position: this.getWorldPosition(new THREE.Vector3()),
- resolution: viewer.mainViewport.resolution2
- })
- this.scale.set(scale, scale, scale);
-
- if(!dontRender){
- this.waitRender = true
- }
- viewer.dispatchEvent('content_changed')
- }
-
-
- /* update(aimPos){ //仅改fov的版本
-
- aimPos = aimPos instanceof THREE.Vector3 ? aimPos : this.aimPos
- if(!aimPos || !this.visible)return
-
-
- //相机位置
- var playerCamera = viewer.scene.getActiveCamera()
- var playerPos = playerCamera.position;//viewer.scene.view.getPivot()
- var dis = playerPos.distanceTo(aimPos);
-
-
- if(dis<magDisMin){
- this.camera.fov = maxFov
- }else{
- 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
- }
-
- this.camera.updateProjectionMatrix()
- this.camera.position.copy(playerPos)
- this.camera.lookAt(aimPos)
-
- this.quaternion.copy(playerCamera.quaternion);
-
- let pointer = viewer.inputHandler.pointer.clone();
- let margin = 0.4, maxY = 0.4
- let screenPos = pointer.clone().setY(pointer.y + (pointer.y>maxY ? -margin : margin ))
-
-
- let newPos = new THREE.Vector3(screenPos.x,screenPos.y,0.8).unproject(playerCamera); //z:-1朝外
- let dir = newPos.clone().sub(playerPos).normalize().multiplyScalar(10);//这个数值要大于playerCamera.near
-
- this.position.copy(playerPos.clone().add(dir))
-
- this.aimPos = aimPos
- this.targetPoint.position.copy(aimPos);
-
- var scale = math.getScaleForConstantSize({//
- width2d : width2dPX,
- camera:viewer.scene.getActiveCamera(), position: this.getWorldPosition(new THREE.Vector3()),
- resolution: viewer.mainViewport.resolution2
- })
- this.scale.set(scale, scale, scale);
-
- if(!this.dontRender){
- this.waitRender = true
- }
- }//位置需要计算,不仅仅是点云,所以需要深度图
- */
-
-
-
-
-
- render(){
-
- 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
-
- viewer.render({
- target : this.renderTarget,
- viewports : [this.viewport],
- camera : this.camera,
- magnifier : true,
- rtEDL: this.rtEDL
- /* width :this.renderTarget.width,
- height: this.renderTarget.height, */
- })
-
- this.waitRender = false
- viewer.dispatchEvent('content_changed')
-
-
-
- }
-
- }
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