Magnifier.js 14 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. const texLoader = new THREE.TextureLoader()
  6. const circleGeo = new THREE.CircleGeometry(1.45,100);
  7. const sphereGeo = new THREE.SphereBufferGeometry(0.018,10,10);
  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)
  9. const magDisMax = 20
  10. /* 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
  11. 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
  12. */
  13. let w = 250/1.43;
  14. let maxPX = 1366*1024 //ipad pro. 大于这个分辨率的就直接用devicePixelRatio, 如macbook也是
  15. 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
  16. //console.log('width2dPX', width2dPX)
  17. export default class Magnifier extends THREE.Object3D {//放大镜or望远镜
  18. constructor (viewer) {
  19. super()
  20. this.width = this.height = width2dPX/* * window.devicePixelRatio */;
  21. this.camera = new THREE.PerspectiveCamera(50, 1, 0.01, 10000); //fov aspect near far
  22. this.camera.up = new THREE.Vector3(0,0,1)
  23. this.viewport = new Viewport( null, this.camera, {
  24. left:0, bottom:0, width:1, height: 1, name:'magnifier' , cameraLayers:['magnifierContent'],
  25. pixelRatio:1
  26. })
  27. this.viewport.setResolution(this.width, this.height,0,0)
  28. {
  29. let density
  30. let sizeType
  31. let colorType
  32. let opacityBefore = new Map()
  33. let visiMap = new Map()
  34. this.viewport.beforeRender = ()=>{
  35. viewer.scene.pointclouds.forEach(e=>{//因为更改pointDensity时会自动变opacity,所以这项最先获取
  36. visiMap.set(e,e.visible)
  37. e.visible = Potree.Utils.getObjVisiByReason(e, 'datasetSelection'); //先将隐藏的点云显示
  38. opacityBefore.set(e,e.temp.pointOpacity)
  39. })
  40. //使放大镜里的pointDensity是'magnifier' 最高质量。
  41. density = Potree.settings.pointDensity
  42. Potree.settings.pointDensity = 'magnifier'
  43. viewer.scene.pointclouds.forEach(e=>{//因为全景模式的pointSizeType是fixed所以要还原下
  44. sizeType = e.material.pointSizeType
  45. e.material.pointSizeType = Potree.config.material.pointSizeType
  46. //材质
  47. colorType = e.material.activeAttributeName
  48. e.material.activeAttributeName = 'rgba'
  49. e.changePointOpacity(1)
  50. })
  51. };
  52. this.viewport.afterRender = ()=>{
  53. Potree.settings.pointDensity = density
  54. viewer.scene.pointclouds.forEach(e=>{
  55. e.visible = visiMap.get(e)
  56. e.material.pointSizeType = sizeType
  57. e.material.activeAttributeName = colorType
  58. e.changePointOpacity(opacityBefore.get(e))
  59. })
  60. }
  61. }
  62. this.renderTarget = new THREE.WebGLRenderTarget(this.width,this.height, {
  63. minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter,
  64. format: THREE.RGBAFormat ,
  65. /* type: THREE.FloatType,
  66. minFilter: THREE.NearestFilter,
  67. magFilter: THREE.NearestFilter,
  68. */
  69. } )
  70. this.rtEDL = new THREE.WebGLRenderTarget(this.width, this.height, { //好像没用到? 因为这里不绘制测量线
  71. minFilter: THREE.NearestFilter,
  72. magFilter: THREE.NearestFilter,
  73. format: THREE.RGBAFormat,
  74. type: THREE.FloatType,
  75. depthTexture: new THREE.DepthTexture(undefined, undefined, THREE.UnsignedIntType)
  76. });
  77. this.mesh = new THREE.Mesh(circleGeo, new THREE.MeshBasicMaterial({
  78. side: THREE.DoubleSide ,
  79. map: this.renderTarget.texture ,
  80. transparent:true,
  81. depthTest: !1,
  82. //depthWrite: !1,
  83. }))
  84. this.overlayMesh = new THREE.Mesh(circleGeo, new THREE.MeshBasicMaterial({
  85. side: THREE.DoubleSide ,
  86. map:texLoader.load(Potree.resourcePath+'/textures/crosshair.png') ,
  87. transparent:true,
  88. depthTest: !1,
  89. //depthWrite: !1,
  90. }))
  91. this.targetPoint = new THREE.Object3D;
  92. this.targetPoint.add(new THREE.Mesh(sphereGeo, new THREE.MeshBasicMaterial({
  93. color:"#ff0000",
  94. transparent:true,
  95. opacity:0.5,
  96. })))
  97. this.targetPoint.add(new THREE.Mesh(sphereGeo, new THREE.MeshBasicMaterial({
  98. color:"#ff0000",
  99. transparent:true,
  100. opacity:0.2,
  101. depthTest:false //被遮挡层
  102. })))
  103. this.targetPoint.name = 'magnifierPointTarget'
  104. viewer.scene.scene.add(this.targetPoint)
  105. Potree.Utils.setObjectLayers(this.targetPoint, 'magnifierContent' )
  106. this.add(this.mesh)
  107. this.add(this.overlayMesh)
  108. this.position.set(-1000,-1000,-100000)//令它看不见
  109. this.mesh.renderOrder = 10;
  110. this.overlayMesh.renderOrder = 11;
  111. this.aimPos
  112. Potree.Utils.setObjectLayers(this, 'magnifier' )
  113. //viewer.inputHandler.addInputListener(this)
  114. viewer.addEventListener('camera_changed',(e)=>{ // 平移、滚轮时更新
  115. if(e.viewport == viewer.mainViewport) this.update() //不过intersectPoint没更新
  116. })
  117. this.mesh.layers.set(Potree.config.renderLayers.magnifier);
  118. this.overlayMesh.layers.set(Potree.config.renderLayers.magnifier);
  119. //this.layers.set(Potree.config.renderLayers.magnifier);//这句在外层写没用
  120. this.dontRender = false
  121. 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。
  122. this.dontRender = true
  123. })
  124. viewer.addEventListener('global_drop', (e)=>{
  125. this.dontRender = false
  126. })
  127. viewer.addEventListener('global_mouseup', (e)=>{//测量时拖拽场景再mouseup
  128. this.dontRender = false
  129. })
  130. var updateVisi = (e)=>{
  131. if(e.hoverViewport == viewer.mainViewport){
  132. Potree.Utils.updateVisible(this,"atViewport", true)
  133. this.update(e.intersect && e.intersect.location)
  134. }else{
  135. Potree.Utils.updateVisible(this,"atViewport", false) //小地图不显示
  136. }
  137. }
  138. viewer.addEventListener('global_mousemove', updateVisi)
  139. viewer.addEventListener('global_touchstart', updateVisi)
  140. /* viewer.addEventListener("beginSplitView",()=>{
  141. this.updateVisible("splitView", false)
  142. })
  143. viewer.addEventListener("finishSplitView",()=>{
  144. this.updateVisible("splitView", true)
  145. }) */
  146. this.addEventListener("setEnable",(e)=>{
  147. Potree.Utils.updateVisible(this, "enable", e.value) //界面开关
  148. /* if(Potree.settings.displayMode == 'showPanos') && e.value){
  149. Potree.settings.pointDensity = 'magnifier'
  150. }else if() */
  151. })
  152. if(Potree.settings.isOfficial){
  153. Potree.Utils.updateVisible(this, "enable", false)
  154. }else{
  155. Potree.Utils.updateVisible(this, "measure", false)
  156. viewer.addEventListener("measureMovePoint",()=>{//测量开始
  157. //Potree.Utils.updateVisible(this, "measure", true)
  158. })
  159. viewer.addEventListener("endMeasureMove",()=>{
  160. Potree.Utils.updateVisible(this, "measure", false)
  161. })
  162. }
  163. viewer.scene.view.addEventListener('flyingDone',()=>{
  164. if(!this.visible)return
  165. let pickWindowSize = 100
  166. let intersect = viewer.inputHandler.getIntersect(viewer.mainViewport, viewer.mainViewport.camera, true, pickWindowSize )
  167. this.update(intersect && intersect.location)
  168. })
  169. }
  170. //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
  171. update(aimPos){//相机靠近 navvis的做法
  172. var dontRender = this.dontRender || !(aimPos instanceof THREE.Vector3) || Potree.settings.displayMode == 'showPanos' && viewer.images360.flying
  173. aimPos = aimPos instanceof THREE.Vector3 ? aimPos : this.aimPos
  174. if(!aimPos || !this.visible)return
  175. var playerCamera = viewer.scene.getActiveCamera()
  176. var playerPos = playerCamera.position;//viewer.scene.view.getPivot()
  177. var dis = playerPos.distanceTo(aimPos);
  178. var dirToCamera = new THREE.Vector3().subVectors(playerPos, aimPos ).normalize()
  179. const fareast = 300;
  180. //相机位置
  181. var finalDisToAim = dis>magDisMin ? dis > fareast ? magDisMax : (dis-magDisMin) / (fareast-magDisMin) * (magDisMax-magDisMin) + magDisMin : dis / 2; //dis>magDistance_ ? magDistance_ : dis / 2;
  182. this.camera.position.copy(aimPos).add(dirToCamera.multiplyScalar(finalDisToAim))
  183. this.camera.lookAt(aimPos)
  184. this.camera.fov = playerCamera.fov / 2
  185. this.camera.updateProjectionMatrix()
  186. //自身位置
  187. //let pos2d = viewer.inputHandler.pointer.clone(); //跟随鼠标
  188. let pos2d = Potree.Utils.getPos2d(aimPos, playerCamera, viewer.renderArea, viewer.mainViewport).vector //更新目标点的实时二维位置
  189. let margin = 0.4, maxY = 0.4
  190. let screenPos = pos2d.clone().setY(pos2d.y + (pos2d.y>maxY ? -margin : margin ))
  191. let newPos = new THREE.Vector3(screenPos.x,screenPos.y,0.8).unproject(playerCamera); //z:-1朝外
  192. let dir = newPos.clone().sub(playerPos).normalize().multiplyScalar(10);//这个数值要大于playerCamera.near
  193. let s = finalDisToAim // dis>magDisMin ? 1 : dis / magDisMin ;
  194. //let s = dis>magDisMin ? dis > fareast ? magDisMax : (dis-magDisMin) / (fareast-magDisMin) * (magDisMax-magDisMin) + magDisMin : dis / magDisMin
  195. this.position.copy(playerPos.clone().add(dir))
  196. this.quaternion.copy(playerCamera.quaternion);
  197. this.targetPoint.position.copy(aimPos);
  198. this.targetPoint.scale.set(s,s,s)
  199. this.aimPos = aimPos
  200. var scale = math.getScaleForConstantSize({//
  201. width2d : width2dPX,
  202. camera:viewer.scene.getActiveCamera(), position: this.getWorldPosition(new THREE.Vector3()),
  203. resolution: viewer.mainViewport.resolution2
  204. })
  205. this.scale.set(scale, scale, scale);
  206. if(!dontRender){
  207. this.waitRender = true
  208. }
  209. viewer.dispatchEvent('content_changed')
  210. }
  211. /* update(aimPos){ //仅改fov的版本
  212. aimPos = aimPos instanceof THREE.Vector3 ? aimPos : this.aimPos
  213. if(!aimPos || !this.visible)return
  214. //相机位置
  215. var playerCamera = viewer.scene.getActiveCamera()
  216. var playerPos = playerCamera.position;//viewer.scene.view.getPivot()
  217. var dis = playerPos.distanceTo(aimPos);
  218. if(dis<magDisMin){
  219. this.camera.fov = maxFov
  220. }else{
  221. 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
  222. }
  223. this.camera.updateProjectionMatrix()
  224. this.camera.position.copy(playerPos)
  225. this.camera.lookAt(aimPos)
  226. this.quaternion.copy(playerCamera.quaternion);
  227. let pointer = viewer.inputHandler.pointer.clone();
  228. let margin = 0.4, maxY = 0.4
  229. let screenPos = pointer.clone().setY(pointer.y + (pointer.y>maxY ? -margin : margin ))
  230. let newPos = new THREE.Vector3(screenPos.x,screenPos.y,0.8).unproject(playerCamera); //z:-1朝外
  231. let dir = newPos.clone().sub(playerPos).normalize().multiplyScalar(10);//这个数值要大于playerCamera.near
  232. this.position.copy(playerPos.clone().add(dir))
  233. this.aimPos = aimPos
  234. this.targetPoint.position.copy(aimPos);
  235. var scale = math.getScaleForConstantSize({//
  236. width2d : width2dPX,
  237. camera:viewer.scene.getActiveCamera(), position: this.getWorldPosition(new THREE.Vector3()),
  238. resolution: viewer.mainViewport.resolution2
  239. })
  240. this.scale.set(scale, scale, scale);
  241. if(!this.dontRender){
  242. this.waitRender = true
  243. }
  244. }//位置需要计算,不仅仅是点云,所以需要深度图
  245. */
  246. render(){
  247. 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
  248. viewer.render({
  249. target : this.renderTarget,
  250. viewports : [this.viewport],
  251. camera : this.camera,
  252. magnifier : true,
  253. rtEDL: this.rtEDL
  254. /* width :this.renderTarget.width,
  255. height: this.renderTarget.height, */
  256. })
  257. this.waitRender = false
  258. viewer.dispatchEvent('content_changed')
  259. }
  260. }