Images360.js 137 KB

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  1. import * as THREE from "../../../../libs/three.js/build/three.module.js";
  2. import {TextSprite} from "../../objects/TextSprite.js";
  3. import ModelTextureMaterial from "../../materials/ModelTextureMaterial.js";
  4. import FastTranPass from '../../materials/FastTranPass.js'
  5. import Common from "../../utils/Common.js";
  6. import math from "../../utils/math.js";
  7. import cameraLight from "../../utils/cameraLight.js";
  8. import {MeshDraw, LineDraw} from '../../utils/DrawUtil.js'
  9. import Panorama from "./Panorama.js";
  10. import browser from '../../utils/browser.js'
  11. import QualityManager from './tile/QualityManager.js'
  12. import TileDownloader from './tile/TileDownloader.js'
  13. import PanoRenderer from './tile/PanoRenderer.js'
  14. import TilePrioritizer from './tile/TilePrioritizer.js'
  15. import {transitions, easing, lerp} from "../../utils/transitions.js";
  16. import DepthImageSampler from './DepthImageSampler.js'
  17. let {PanoSizeClass,Vectors,GLCubeFaces, PanoramaEvents} = Potree.defines
  18. var rot90 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0,0,1), Math.PI/2 ); //使用的是刚好适合全景图的,给cube贴图需要转90°
  19. let raycaster = new THREE.Raycaster();
  20. //let currentlyHovered = null;
  21. let texLoader = new THREE.TextureLoader()
  22. let addLine = (origin, dir, len, color='#fff') => {
  23. var line1 = LineDraw.createLine([origin, origin.clone().add(dir.clone().multiplyScalar(len || 1))], { color })
  24. //console.log(origin.toArray(), dir.toArray())
  25. viewer.scene.scene.add(line1)
  26. return line1
  27. }
  28. let tileArr = []
  29. let previousView = {
  30. controls: null,
  31. position: null,
  32. target: null,
  33. };
  34. const HighMapCubeWidth = 1
  35. const directionFactor = 400 //原先10,几乎只往距离近的走了;设置太大容易略过近处漫游点走向下坡,因为鼠标一般在地面,下坡的漫游点更有利
  36. export class Images360 extends THREE.EventDispatcher{
  37. constructor(viewer ){
  38. super();
  39. this.viewer = viewer;
  40. this.panos = [];
  41. this.neighbourMap = {}
  42. this.node = new THREE.Object3D();
  43. this.node.name = 'ImagesNode'
  44. this.cubePanos = [];
  45. this.fastTranMaskPass = new FastTranPass(viewer.renderer)
  46. {
  47. this.cube = new THREE.Mesh(new THREE.BoxBufferGeometry(1,1,1,1),new ModelTextureMaterial());
  48. Potree.Utils.updateVisible(this.cube,'showSkybox', false )
  49. this.cube.layers.set(Potree.config.renderLayers.skybox)
  50. this.cube.name = 'skyboxCube'
  51. viewer.scene.scene.add(this.cube)
  52. }
  53. if(Potree.settings.testCube){
  54. this.cubeTest = this.cube.clone()
  55. this.cubeTest.material = new THREE.MeshBasicMaterial({
  56. wireframe:true,
  57. color:'#FF3377',
  58. transparent:true,
  59. opacity:0.7,
  60. depthWrite:false,
  61. depthTest:false,
  62. })
  63. viewer.scene.scene.add(this.cubeTest)
  64. this.cubeTest.visible = true
  65. }
  66. this.flying_ = false
  67. this.currentPano = null;
  68. this.mouseLastMoveTime = Date.now()
  69. this.scrollZoomSpeed = 0.06
  70. this.zoomLevel = 1
  71. this.tileDownloader = new TileDownloader;
  72. this.qualityManager = new QualityManager
  73. this.panoRenderer = new PanoRenderer(viewer, this.tileDownloader, this.qualityManager)
  74. this.basePanoSize = this.qualityManager.getPanoSize(PanoSizeClass.BASE);
  75. this.standardPanoSize = this.qualityManager.getPanoSize(PanoSizeClass.STANDARD);
  76. this.highPanoSize = this.qualityManager.getPanoSize(PanoSizeClass.HIGH);
  77. this.ultraHighPanoSize = this.qualityManager.getPanoSize(PanoSizeClass.ULTRAHIGH);
  78. this.tileDownloader.processPriorityQueue = !1;
  79. this.tileDownloader.tilePrioritizer = new TilePrioritizer(this.qualityManager, this.basePanoSize, this.standardPanoSize, this.highPanoSize, this.ultraHighPanoSize);
  80. {//高分辨率cube 放大
  81. this.addHighMapCube()
  82. viewer.addEventListener(PanoramaEvents.Enter,(e)=>{
  83. this.setHighMap(e.newPano)
  84. })
  85. viewer.addEventListener('panoSetZoom',(e)=>{
  86. if(Potree.settings.displayMode == 'showPanos'){
  87. e.zoomed ? this.showHighMap() : this.hideHighMap() //add
  88. }
  89. })
  90. }
  91. this.depthSampler = new DepthImageSampler();
  92. viewer.fpControls.addEventListener('dollyStopCauseUnable',(e)=>{
  93. if(/* e.hoverViewport != viewer.mainViewport || */!Potree.settings.zoom.enabled)return
  94. if(e.scale != void 0){//触屏
  95. this.zoomBy(e.scale, e.pointer)
  96. }else{//滚轮
  97. let zoom;
  98. if(e.delta > 0){
  99. zoom = 1 + this.scrollZoomSpeed
  100. }else{
  101. zoom = 1 - this.scrollZoomSpeed
  102. }
  103. e.delta != 0 && this.zoomBy(zoom)
  104. }
  105. })
  106. let click = (e) => {//不用"mouseup" 是因为 mouseup有drag object时也会触发
  107. if(e.clickElement ||
  108. Potree.settings.unableNavigate || this.flying || !e.isTouch && e.button != THREE.MOUSE.LEFT || e.drag && e.drag.object //拖拽结束时不算
  109. || Potree.settings.editType == 'pano' && viewer.modules.PanoEditor.activeViewName != 'mainView'
  110. || Potree.settings.editType == 'merge' && !e.intersectPoint || viewer.inputHandler.hoveredElements[0] && viewer.inputHandler.hoveredElements[0].isModel && e.intersectPoint.distance > viewer.inputHandler.hoveredElements[0].distance
  111. ) return
  112. if(Potree.settings.editType != 'pano' && Potree.settings.editType != 'merge'){
  113. if( e.hoverViewport == viewer.mapViewer.viewports[0]){
  114. return viewer.mapViewer.dispatchEvent(e/* {type:'global_click',e } */)
  115. }else if(e.hoverViewport != viewer.mainViewport){ //如数据集校准其他viewport
  116. return
  117. }
  118. }
  119. if(!Potree.settings.dblToFocusPoint/* && this.currentPano */){//双击不会focus点云 或者 已经focusPano了
  120. this.flyToPanoClosestToMouse()
  121. }
  122. }
  123. viewer.addEventListener('global_click' , click)
  124. viewer.addEventListener("global_mousemove", (e) => {
  125. 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
  126. this.updateClosestPano(e.intersect)
  127. }
  128. });
  129. this.addEventListener('markerHover',(e)=>{
  130. this.updateClosestPano(e.pano, e.hovered)
  131. })
  132. if(!Potree.settings.isOfficial){
  133. this.domRoot = viewer.renderer.domElement.parentElement;
  134. let elUnfocus = $("<input type='button' value='unfocus'></input>");
  135. elUnfocus.css({
  136. position : "absolute",
  137. right : '25%',
  138. bottom: '20px',
  139. zIndex: "10000",
  140. fontSize:'1em', color:"black",
  141. display:'none',
  142. background:'rgba(255,255,255,0.8)',
  143. })
  144. elUnfocus.on("click", () => this.unfocus());
  145. this.elUnfocus = elUnfocus;
  146. this.domRoot.appendChild(elUnfocus[0]);
  147. if(Potree.settings.editType != 'merge'){
  148. let elHide = $("<input type='button' value='隐藏点云'></input>")
  149. elHide.css({
  150. position : "absolute",
  151. right : '40%',
  152. bottom: '20px',
  153. zIndex: "10000",
  154. fontSize:'1em' ,color:"black",
  155. width : '100px',
  156. background:'rgba(255,255,255,0.8)',
  157. })
  158. this.domRoot.appendChild(elHide[0]);
  159. elHide.on("click", (e) => {
  160. let visi = Potree.Utils.getObjVisiByReason(viewer.scene.pointclouds[0], 'force')
  161. viewer.scene.pointclouds.forEach(e=>{
  162. Potree.Utils.updateVisible(e, 'force', !visi)
  163. })
  164. elHide.val(!visi ? "隐藏点云" : "显示点云")
  165. });
  166. }
  167. let elDisplayModel = $("<input type='button' value='>>全景'></input>")
  168. elDisplayModel.css({
  169. position : "absolute",
  170. right : '65%',
  171. bottom: '20px',
  172. zIndex: "10000",
  173. fontSize:'1em',color:"black",
  174. width : '100px',
  175. background:'rgba(255,255,255,0.8)',
  176. })
  177. this.domRoot.appendChild(elDisplayModel[0]);
  178. elDisplayModel.on("click", (e) => {
  179. if(Potree.settings.displayMode == 'showPointCloud' && this.panos.length == 0)return
  180. Potree.settings.displayMode = Potree.settings.displayMode == 'showPointCloud' ? 'showPanos' : 'showPointCloud'
  181. });
  182. this.elDisplayModel = elDisplayModel
  183. if(viewer.mapViewer){
  184. let mapStyleBtn = $("<input type='button' value='普通'></input>")
  185. mapStyleBtn.css({
  186. position : "absolute",
  187. right : '50%',
  188. bottom: '20px',
  189. zIndex: "10000",
  190. fontSize:'1em' ,color:"black",
  191. width : '100px',
  192. background:'rgba(255,255,255,0.8)',
  193. })
  194. this.domRoot.appendChild(mapStyleBtn[0]);
  195. let map = viewer.mapViewer.mapLayer.maps.find(e=>e.name == 'map')
  196. mapStyleBtn.on("click", (e) => {
  197. map.switchStyle(map.style == 'satellite' ? 'standard' : 'satellite')
  198. mapStyleBtn.val(map.style == 'satellite' ? '卫星' : '普通')
  199. });
  200. }
  201. }
  202. {//切换模式
  203. let displayMode = '';
  204. this.latestRequestMode = '';//因为可能延迟,所以记录下每次的请求模式,延迟后判断这个
  205. Object.defineProperty(Potree.settings , "displayMode",{
  206. get: function() {
  207. return displayMode
  208. },
  209. set: (mode)=> {
  210. this.latestRequestMode = mode
  211. console.warn('Request setMode: ' + mode)
  212. this.dispatchEvent({type:'requestMode',mode})
  213. let config2
  214. let config = Potree.config.displayMode[mode]
  215. if(this.isAtPano() && !this.latestToPano){
  216. config2 = config.atPano
  217. }else{
  218. config2 = config.transition
  219. }
  220. let changeTileDownload = ()=>{
  221. if(config2.showSkybox || config2.showPoint && config2.pointUsePanoTex){
  222. this.tileDownloader.start()
  223. this.currentPano && this.currentPano.enter()
  224. }else{
  225. this.tileDownloader.stop()
  226. this.currentPano && this.currentPano.exit()
  227. this.nextPano && (viewer.cancelLoad(this.nextPano))
  228. }
  229. }
  230. if(mode != displayMode){
  231. let camera = viewer.scene.getActiveCamera()
  232. if(mode == 'showPanos' && viewer.mainViewport.view.isFlying()){//飞完才能切换全景
  233. let f = ()=>{
  234. if(this.latestRequestMode == mode){//如果ui还是停在这个模式的话
  235. Potree.settings.displayMode = mode
  236. }
  237. viewer.mainViewport.view.removeEventListener('flyingDone', f)
  238. }
  239. viewer.mainViewport.view.addEventListener('flyingDone', f) //once
  240. return
  241. }
  242. if(this.isAtPano() && !this.latestToPano){
  243. config2 = config.atPano
  244. }else{
  245. config2 = config.transition
  246. if(mode == 'showPanos'){//自动飞入一个pano
  247. //要改成飞进最近的。。。
  248. if(this.panos.length == 0)return
  249. //this.modeChanging = true //主要是因为到全景图不会立刻成功
  250. let wait = (e)=>{
  251. console.log('flyToPanoDone')
  252. this.removeEventListener('flyToPanoDone',wait)
  253. setTimeout(()=>{
  254. if(this.latestRequestMode == mode ){
  255. Potree.settings.displayMode = mode
  256. }
  257. },e.makeIt ? 1 : 50)
  258. }
  259. 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
  260. this.flyToPano({
  261. pano: this.findNearestPano(),
  262. //dealDoneWhenCancel:true,
  263. /* callback: ()=>{
  264. setTimeout(()=>{ //防止循环,所以延迟
  265. if(this.latestRequestMode == mode ){
  266. Potree.settings.displayMode = mode
  267. }
  268. },1)
  269. } */
  270. })
  271. return;
  272. }else{
  273. }
  274. }
  275. changeTileDownload()
  276. if(config2.showSkybox || config2.pointUsePanoTex){
  277. let wait = ( )=> {
  278. //console.log('waitdone')
  279. //if(e.pano && e.pano != this.currentPano)return //loadedDepthImg
  280. setTimeout( ()=>{
  281. if(this.latestRequestMode == mode ){
  282. Potree.settings.displayMode = mode
  283. }
  284. },1)
  285. }
  286. //this.updateDepthTex()
  287. if(this.checkAndWaitForPanoLoad(this.currentPano, this.basePanoSize, wait)){
  288. //console.log('等待贴图加载2', this.currentPano.id)
  289. return
  290. }
  291. }
  292. viewer.scene.pointclouds.forEach(e=>{
  293. Potree.Utils.updateVisible(e, 'displayMode', config2.showPoint, 2 )
  294. })
  295. if(config2.pointUsePanoTex){
  296. viewer.scene.pointclouds.forEach(e=>{
  297. e.material.setProjectedPanos(this.currentPano,this.currentPano, 1)
  298. })
  299. }else{
  300. viewer.scene.pointclouds.forEach(e=>{
  301. e.material.stopProjectedPanos()
  302. })
  303. }
  304. Potree.Utils.updateVisible(this.cube,'showSkybox',config2.showSkybox )// this.cube.visible = config2.showSkybox
  305. //this.cube.visible = config.atPano.showSkybox
  306. if(this.cube.visible){
  307. //this.cube.material.setProjectedPanos(this.currentPano, this.currentPano, 1)
  308. this.setProjectedPanos({
  309. progress:1,
  310. ifSkybox: true,
  311. ifPointcloud : false,
  312. easeInOutRatio : 0,
  313. pano0:this.currentPano,
  314. pano1:this.currentPano
  315. })
  316. }else{
  317. this.smoothZoomTo(1)
  318. this.resetHighMap()
  319. this.hideHighMap()
  320. }
  321. /* viewer.dispatchEvent({
  322. type: "enableChangePos",
  323. canLeavePano : config.canLeavePano ,
  324. viewport:
  325. }) */
  326. //viewer.mainViewport.unableChangePos = !config.canLeavePano
  327. displayMode = mode
  328. if(mode == 'showPanos'){
  329. camera.far = viewer.farWhenShowPano //修改far
  330. Potree.settings.pointDensity = 'panorama'
  331. if(Potree.config.displayMode.showPanos.transition.pointUsePanoTex){
  332. viewer.scene.pointclouds.forEach(e=>{
  333. e.material.pointSizeType = 'FIXED'
  334. })
  335. }
  336. this.updateCube(this.currentPano)
  337. }else{
  338. if(camera.limitFar) camera.far = Potree.settings.cameraFar;//修改far
  339. Potree.settings.pointDensity = Potree.settings.UserPointDensity
  340. //Potree.sdk && Potree.sdk.scene.changePointOpacity()
  341. if(Potree.config.displayMode.showPanos.transition.pointUsePanoTex){
  342. viewer.scene.pointclouds.forEach(e=>{
  343. e.material.pointSizeType = Potree.config.material.pointSizeType
  344. })
  345. }
  346. }
  347. camera.updateProjectionMatrix()
  348. if(this.elDisplayModel){
  349. this.elDisplayModel.val( mode == 'showPointCloud' ? ">>全景" : '>>点云')
  350. }
  351. /* this.panos.forEach(e=>{
  352. Potree.Utils.updateVisible(e, 'modeIsShowPanos', mode == 'showPanos', 1, mode == 'showPanos' ? 'add':'cancel') //
  353. }) */
  354. this.dispatchEvent({type:'endChangeMode',mode})
  355. console.log('setModeSuccess: ' + mode)
  356. }else{
  357. changeTileDownload()
  358. //this.dispatchEvent({type:'endChangeMode',mode})
  359. }
  360. }
  361. })
  362. Potree.settings.displayMode = 'showPointCloud'
  363. }// 切换模式 end
  364. {//
  365. let currentPano = null;
  366. Object.defineProperty(this , "currentPano",{
  367. get: function() {
  368. return currentPano
  369. },
  370. set: function(e) {
  371. if(e != currentPano){
  372. //console.log('set currentPano ', e.id)
  373. currentPano && currentPano.exit()
  374. e && e.enter()
  375. currentPano = e
  376. }
  377. }
  378. })
  379. }
  380. {//是否显示marker
  381. let ifShowMarker = true;
  382. Object.defineProperty(Potree.settings, "ifShowMarker",{
  383. get: function() {
  384. return ifShowMarker
  385. },
  386. set: (show)=>{
  387. show = !!show
  388. if(show != ifShowMarker){
  389. this.panos.forEach(pano=>{
  390. Potree.Utils.updateVisible(pano, 'ifShowMarker', show, 1 )
  391. })
  392. //this.emit('markersDisplayChange', show)
  393. ifShowMarker = show
  394. viewer.dispatchEvent('showMarkerChanged')
  395. viewer.dispatchEvent('content_changed')
  396. }
  397. }
  398. })
  399. }
  400. viewer.addEventListener("update", () => {
  401. this.update(viewer);
  402. });
  403. //viewer.inputHandler.addInputListener(this);
  404. var keys = {
  405. FORWARD: ['W'.charCodeAt(0), 38],
  406. BACKWARD: ['S'.charCodeAt(0), 40],
  407. LEFT: ['A'.charCodeAt(0), 37],
  408. RIGHT: ['D'.charCodeAt(0), 39],
  409. }
  410. viewer.inputHandler.addEventListener('keydown',(e)=>{
  411. if(Potree.settings.displayMode == 'showPanos'){
  412. for(let i in keys){
  413. if(keys[i].some(a => a == e.keyCode)){
  414. switch(i){
  415. case 'FORWARD':
  416. this.flyLocalDirection(Vectors.FORWARD.clone());
  417. break;
  418. case 'BACKWARD':
  419. this.flyLocalDirection(Vectors.BACK.clone());
  420. break;
  421. case 'LEFT':
  422. this.flyLocalDirection(Vectors.LEFT.clone());
  423. break;
  424. case 'RIGHT':
  425. this.flyLocalDirection(Vectors.RIGHT.clone());
  426. break;
  427. }
  428. break;
  429. }
  430. }
  431. }
  432. })
  433. };
  434. updateDepthTex(pano){
  435. if(this.currentPano != pano || !pano.depthTex)return
  436. //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
  437. this.cube.material.updateDepthTex(pano) //确保一下
  438. }
  439. findNearestPano(pos){
  440. pos = pos ? new THREE.Vector3().copy(pos) : this.position
  441. let result = Common.sortByScore(this.panos,[Images360.filters.isEnabled()],[e=>-e.position.distanceTo(pos)])
  442. let pano = result[0] && result[0].item
  443. return pano
  444. }
  445. /* set flying(v){//正在飞向pano
  446. this.flying_ = !!v
  447. //console.log('this.flying_ ', !!v )
  448. //this.emit('flying', this.flying_)
  449. let config = Potree.config.displayMode[Potree.settings.displayMode]
  450. viewer.mainViewport.unableChangePos = !config.canLeavePano || !!v
  451. }
  452. get flying(){
  453. return this.flying_
  454. } */
  455. flyLocalDirection(dir) {
  456. var direction = this.getDirection(dir),
  457. option1 = 1 === dir.y ? .4 : .75,
  458. option2 = 1 === Math.abs(dir.x);
  459. return this.flyDirection(direction, option1, option2, true)
  460. }
  461. getDirection(e) {
  462. if(!e){
  463. return viewer.scene.view.direction
  464. }else{
  465. return e = e ? e : (new THREE.Vector3).copy(Vectors.FORWARD),
  466. e.applyQuaternion(viewer.mainViewport.camera.quaternion)
  467. }
  468. }
  469. get position(){
  470. return this.viewer.scene.view.position.clone()
  471. }
  472. isAtPano(precision){//是否在某个漫游点上
  473. if(precision){
  474. return this.currentPano && math.closeTo(viewer.scene.view.position, this.currentPano.position, precision)
  475. }
  476. return this.currentPano && viewer.scene.view.position.equals(this.currentPano.position)
  477. }
  478. updateProjectedPanos(){//更新材质贴图
  479. //console.warn('updateProjectedPanos')
  480. this.projectedPano0 && this.projectedPano1 && this.setProjectedPanos({pano0:this.projectedPano0, pano1:this.projectedPano1})
  481. }
  482. setProjectedPanos(o={}){//设置cube和点云的材质贴图
  483. this.cube.material.setProjectedPanos(o.pano0, o.pano1, o.progress)
  484. if(o.ifPointcloud){
  485. viewer.scene.pointclouds.forEach(e=>{
  486. e.material.setProjectedPanos(o.pano0, o.pano1, o.progress, o.easeInOutRatio)
  487. })
  488. }
  489. //console.warn('setProjectedPanos ', o.pano0.id , o.pano1.id)
  490. this.projectedPano0 = o.pano0
  491. this.projectedPano1 = o.pano1
  492. }
  493. cancelFlyToPano(toPano){//取消当前已有的飞行准备,前提是相机还未移动
  494. if(viewer.mainViewport.view.isFlying() || toPano && this.latestToPano != toPano)return
  495. //Potree.Log('cancelFlyToPano', this.latestToPano && this.latestToPano.pano.id)
  496. this.nextPano = null
  497. this.latestToPano = null
  498. }
  499. flyToPano(toPano) { //飞向漫游点
  500. if(!toPano)return
  501. if(typeof toPano == 'number')toPano = this.panos[toPano]
  502. if(toPano instanceof Panorama){
  503. toPano = {pano: toPano}
  504. }
  505. let done = (makeIt, disturb)=>{
  506. //console.log('flyToPano done ', toPano.pano.id, makeIt, disturb )
  507. if(makeIt || disturb) { // disturb已经开始飞行但中途取消
  508. toPano.callback && toPano.callback(makeIt)
  509. //this.flying = false
  510. this.cancelFlyToPano(toPano)
  511. this.updateClosestPano(this.closestPano,false) //飞行结束后取消点击漫游点时得到的closestPano
  512. }else{
  513. }
  514. this.dispatchEvent({type:'flyToPanoDone', makeIt, disturb})
  515. this.fastTranMaskPass.stop()
  516. toPano.deferred && toPano.deferred.resolve(makeIt) //测量线截图时发现,resolve需要写在flying=false 后才行。
  517. }
  518. if(!toPano.pano.enabled)return done(false,true);
  519. //Potree.Log('hope flyToPano: '+toPano.pano.id, toPano.pano.position.toArray() )
  520. if(this.latestToPano && this.latestToPano != toPano && (//还在飞
  521. this.latestToPano.pano != this.currentPano || !this.isAtPano())){//如果旧的toPano只在pano旋转镜头,就直接取消旧的,继续执行
  522. return done(false)
  523. }
  524. if(this.currentPano == toPano.pano && this.isAtPano() && !toPano.target && !toPano.quaternion ){
  525. //已在该pano
  526. this.dispatchEvent({type:'flyToPano', toPano})
  527. return done(true);
  528. }
  529. //Potree.Log('flyToPano: '+toPano.pano.id, toPano.pano.position.toArray() /* this.latestToPano && this.latestToPano.pano.id */ )
  530. let target = toPano.target
  531. let config = Potree.config.displayMode[Potree.settings.displayMode]
  532. let pano = toPano.pano
  533. let dis = pano.position.distanceTo(this.position)
  534. this.nextPano = pano
  535. this.latestToPano = toPano
  536. //this.flying = true //防止新的请求
  537. //Potree.Log('flyToPano:'+pano.id + ' , duration:'+toPano.duration, null, 12)
  538. {//不飞的话是否不要执行这段?
  539. let wait = (e)=> {
  540. //console.log('wait done', pano.id)
  541. if(/* e.pano && */this.latestToPano && pano != this.latestToPano.pano)return//loadedDepthImg
  542. if(this.latestToPano != toPano)return Potree.Log('已经取消', pano.id) //如果取消了
  543. setTimeout(()=>{
  544. if(this.latestToPano != toPano)return
  545. this.flyToPano(toPano)
  546. },1)
  547. }
  548. if(!pano.depthTex && pano.pointcloud.hasDepthTex){ //点云模式也要加载depthTex,因获取neighbour需要用到
  549. console.log('等待加载depthtex', pano.id)
  550. pano.addEventListener('loadedDepthImg', wait, {once:true})
  551. return pano.loadDepthImg()
  552. }
  553. if(config.atPano.showSkybox || config.atPano.pointUsePanoTex){
  554. let a = this.updateCube(this.currentPano, toPano.pano)
  555. if(a == 'useBound'){
  556. toPano.useBound = true
  557. }
  558. if(this.checkAndWaitForPanoLoad(pano, toPano.basePanoSize || this.basePanoSize, wait )){
  559. //console.log('等待贴图加载',pano.id)
  560. return
  561. }
  562. }
  563. }
  564. config = Potree.config.displayMode[Potree.settings.displayMode] //可能换了
  565. let pointcloudVisi = config.atPano.showPoint //viewer.scene.pointclouds[0].visible
  566. Potree.Utils.updateVisible(this.cube,'showSkybox', config.atPano.showSkybox ) // this.cube.visible = config.atPano.showSkybox
  567. //console.log('开始飞1')
  568. if(config.transition.showPoint){
  569. viewer.scene.pointclouds.forEach(e=>{
  570. Potree.Utils.updateVisible(e, 'displayMode', true)
  571. })
  572. }
  573. const endPosition = pano.position.clone()
  574. let T = Potree.config.transitionsTime
  575. /* let maxTime = this.isAtPano() ? T.panoToPanoMax : T.flyIn
  576. let duration = toPano.duration == void 0 ? (T.flyMinTime+Math.min(T.flytimeDistanceMultiplier * dis, maxTime)) : toPano.duration
  577. */
  578. /* let maxDis = this.isAtPano() ? T.maxDistanceThreshold : T.maxDistanceThresholdFlyIn
  579. let duration = toPano.duration == void 0 ? Math.min(dis, T.maxDistanceThreshold) * T.flytimeDistanceMultiplier + T.flyMinTime : toPano.duration
  580. */
  581. let maxDis = 7
  582. let duration = toPano.duration == void 0 ? Math.min(dis, maxDis) * T.flytimeDistanceMultiplier + T.flyMinTime : toPano.duration
  583. if(config.transition.showSkybox || config.transition.pointUsePanoTex){
  584. if(Potree.settings.fastTran ){
  585. this.fastTranMaskPass.start() //截图当前画面
  586. viewer.scene.view.position.copy(endPosition)
  587. }
  588. this.setProjectedPanos({
  589. progress: 0,
  590. ifSkybox: this.cube.visible,
  591. ifPointcloud : config.transition.pointUsePanoTex,
  592. easeInOutRatio : pointcloudVisi ? 0.3 : 0,
  593. pano0:this.currentPano,
  594. pano1:pano
  595. })
  596. }
  597. if(toPano.useBound){
  598. duration = Math.min(1500, duration)
  599. toPano.easeName = 'easeInOutQuad'
  600. }else{
  601. if(endPosition.equals(this.position))toPano.easeName = 'easeOutSine'
  602. }
  603. {
  604. toPano.easeName = toPano.easeName || 'linearTween'
  605. toPano.duration = duration
  606. this.beforeFlyToPano(toPano)
  607. }
  608. /* let fly = ()=>{
  609. this.dispatchEvent({type:'flyToPano', toPano})
  610. viewer.scene.view.setView({position:endPosition, target, quaternion:toPano.quaternion , duration,
  611. callback:()=>{
  612. if(!config.atPano.pointUsePanoTex){
  613. viewer.scene.pointclouds.forEach(e=>{
  614. e.material.stopProjectedPanos()
  615. })
  616. }
  617. this.currentPano = pano;
  618. this.nextPano = null;
  619. if(Potree.settings.displayMode == 'showPanos'){
  620. viewer.scene.pointclouds.forEach(e=>{
  621. Potree.Utils.updateVisible(e, 'displayMode',pointcloudVisi)
  622. })
  623. }
  624. done(true);
  625. this.updateDepthTex(this.currentPano)
  626. }, onUpdate:(progress)=>{
  627. //console.log('uniforms progress',progress)
  628. this.cube.material.uniforms.progress.value = progress
  629. viewer.scene.pointclouds.forEach(e=>{
  630. e.material.uniforms.progress.value = progress
  631. })
  632. },
  633. cancelFun:()=>{ done(false, true) },
  634. Easing:easeName
  635. })
  636. //duration > 0 && (this.flying = true) //再写一遍 防止cancel其他项目导致flying为false
  637. } */
  638. let onUpdate = (progress)=>{
  639. this.cube.material.uniforms.progress.value = progress
  640. viewer.scene.pointclouds.forEach(e=>{
  641. e.material.uniforms.progress.value = progress
  642. })
  643. }
  644. let fly = ()=>{
  645. let startProgress = toPano.progress = toPano.progress || 0
  646. let loadNextProgress = THREE.MathUtils.clamp(1 - 2.5 / dis, 0.3, 0.8)
  647. //console.log(loadNextProgress, (1-loadNextProgress) * dis )
  648. this.dispatchEvent({type:'flyToPano', toPano})
  649. viewer.scene.view.setView({position:endPosition, target, quaternion:toPano.quaternion , duration:toPano.duration,
  650. onUpdate:(progress_, delta)=>{
  651. let progress = startProgress + progress_ * (1 - startProgress)
  652. let currentSpeed
  653. if (progress_ != 1 && progress_ != 0) { // 1的时候不准,往往偏小, 0的时候速度为0,也不记录
  654. currentSpeed = ((progress - toPano.progress) * dis) / delta //记录下当前速度,当变为匀速时可以过渡到flySpeed
  655. } else {
  656. currentSpeed = toPano.currentSpeed || 0
  657. }
  658. toPano.currentSpeed = currentSpeed
  659. toPano.progress = progress
  660. //console.log('progress_', progress_, 'delta',delta , 'progress', progress/*, 'currentSpeed', currentSpeed, */ )
  661. if (progress > loadNextProgress && toPano.easeName == 'linearTween' && currentSpeed){// 减速. 如果仅旋转就不停止
  662. //console.log('减速', /* currentSpeed , */progress_ )
  663. toPano.easeName = 'easeOutSine'
  664. let restDis = (1 - progress) * dis
  665. toPano.duration = (Math.PI / 2 * restDis) / currentSpeed // 这样能保证初始速度为currentSpeed
  666. viewer.scene.view.cancelFlying('all',false) //为了防止执行cancelFun先主动cancel
  667. toPano.flyCount = 2
  668. fly(toPano)
  669. }
  670. onUpdate(progress)
  671. },
  672. callback:()=>{
  673. if(!config.atPano.pointUsePanoTex){
  674. viewer.scene.pointclouds.forEach(e=>{
  675. e.material.stopProjectedPanos()
  676. })
  677. }
  678. this.lastPano = this.currentPano //记录,调试
  679. this.currentPano = pano;
  680. this.nextPano = null;
  681. if(Potree.settings.displayMode == 'showPanos'){
  682. viewer.scene.pointclouds.forEach(e=>{
  683. Potree.Utils.updateVisible(e, 'displayMode',pointcloudVisi)
  684. })
  685. }
  686. done(true);
  687. this.updateDepthTex(this.currentPano) //删除dispose的depthTex
  688. },
  689. cancelFun:()=>{ done(false, true) },
  690. Easing:toPano.easeName,
  691. ignoreFirstFrame : toPano.flyCount != 2 //变换transition时不停一帧
  692. })
  693. }
  694. if(Potree.settings.displayMode == 'showPanos'){
  695. setTimeout(fly, 40); //更新geo后缓冲
  696. }else{
  697. fly()
  698. }
  699. //console.log('flyToPano:', toPano.pano.id)
  700. }
  701. beforeFlyToPano(toPano){
  702. if(this.currentPano != toPano.pano) {
  703. if(Potree.settings.displayMode == 'showPanos'){
  704. this.resetHighMap()
  705. }
  706. this.smoothZoomTo(toPano.zoomLevel || 1, toPano.duration / 2);
  707. }
  708. }
  709. /* updateCube(pano0, pano1){
  710. if(Potree.settings.displayMode != 'showPanos')return
  711. if(!viewer.scene.pointclouds.some(e=>!e.hasDepthTex)) return this.updateCube2(pano0, pano1) //都hasDepthTex的话
  712. let useBound = (bound, size)=>{
  713. size = size || bound.getSize(new THREE.Vector3)
  714. let center = bound.getCenter(new THREE.Vector3)
  715. size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth))
  716. this.cube.scale.copy(size)
  717. this.cube.position.copy(center)
  718. }
  719. 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
  720. let panoBound = new THREE.Box3
  721. panoBound.expandByPoint(pano.position)
  722. panoBound.expandByVector(new THREE.Vector3(10,10,10));//give pano a margin
  723. return pano.pointcloud.bound.clone().union(panoBound)
  724. }
  725. let getDis = (bound1, bound2)=>{ //获取bound1边界到bound2边界距离
  726. if(bound1.intersectsBox(bound2))return 0
  727. let center1 = bound1.getCenter(new THREE.Vector3)
  728. let center2 = bound2.getCenter(new THREE.Vector3)
  729. let dis = center1.distanceTo(center2)
  730. let dis1 = bound1.distanceToPoint(center2)
  731. let dis2 = bound2.distanceToPoint(center1)
  732. return dis1 + dis2 - dis
  733. }
  734. if(pano1){//过渡
  735. if(pano0.pointcloud == pano1.pointcloud){//同一个数据集内的过渡
  736. useBound(getPanoBound(pano0))
  737. }else{//非同一个数据集内的过渡
  738. let bound = getPanoBound(pano0).union(getPanoBound(pano1))
  739. if(getDis(pano0.pointcloud.bound, pano1.pointcloud.bound) < 100){
  740. useBound(bound)
  741. }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
  742. let size = bound.getSize(new THREE.Vector3)
  743. let max = Math.max(size.x, size.y, size.z)
  744. size.set(max,max,max)
  745. useBound(pano0.pointcloud.bound.clone().union(pano1.pointcloud.bound), size)
  746. }
  747. }
  748. }else{
  749. 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
  750. }
  751. } */
  752. getIntersect(pano, dir, origin){
  753. if(pano && pano.pointcloud.hasDepthTex ){
  754. return this.depthSampler.sample( {dir }, pano, true )
  755. }else{
  756. origin = origin || pano.position
  757. return viewer.inputHandler.getIntersect({
  758. viewport:viewer.inputHandler.hoverViewport,
  759. onlyGetIntersect:true, usePointcloud:true,
  760. point: origin.clone().add(dir),
  761. cameraPos: origin
  762. })
  763. }
  764. }
  765. /* updateCube(pano0, pano1){//增加细分的版本,且垂直方向上也分多个
  766. if(Potree.settings.displayMode != 'showPanos')return
  767. console.log('updateCube',pano0.id, pano1&&pano1.id)
  768. let f = (bound, size)=>{
  769. size = size || bound.getSize(new THREE.Vector3)
  770. let center = bound.getCenter(new THREE.Vector3)
  771. size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth))
  772. this.cube.scale.copy(size)
  773. this.cube.position.copy(center)
  774. }
  775. this.cube.geometry.dispose();
  776. if(pano1){//过渡
  777. let count1, count2;
  778. let panoIndex = 0
  779. let add = (pano, dir )=>{
  780. let getPI = function(index, panoIndex_){
  781. if(panoIndex_ == void 0) panoIndex_ = panoIndex
  782. return (count1 * count2 + 2 ) * panoIndex_ + index + 2
  783. }
  784. let minZ, maxZ
  785. minZ = pano.floorPosition.z
  786. {//天花板高度值
  787. //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)
  788. 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
  789. let dir1 = new THREE.Vector3(0,0,1).applyMatrix4(rotMat)
  790. let rotMat1 = new THREE.Matrix4().makeRotationZ(Math.PI*2 / 3);
  791. let rotMat2 = new THREE.Matrix4().makeRotationZ(-Math.PI*2 / 3);
  792. let dir2 = dir1.clone().applyMatrix4(rotMat1)
  793. let dir3 = dir1.clone().applyMatrix4(rotMat2)
  794. let zs = [dir1,dir2,dir3].map(dir_=>{
  795. let intersect = this.depthSampler.sample( {dir: dir_}, pano, true )
  796. let z = intersect ? intersect.location.z : pano.position.z
  797. return z
  798. })
  799. zs.sort((a,b)=>{return b-a});//得最大值
  800. maxZ = zs[0]
  801. let min = pano.position.z + 1
  802. if(maxZ < pano.position.z + 0.04){//户外
  803. maxZ = pano.position.z + 50
  804. }
  805. maxZ = Math.max(min,maxZ)
  806. console.log(pano.id, 'maxZ:',maxZ )
  807. console.log(pano.id, 'minZ:',minZ )
  808. }
  809. [maxZ, minZ ].forEach(z=>{
  810. posArr.push(pano.position.clone().setZ(z))
  811. })
  812. const angle = Math.PI/8
  813. let getDir = (angle_)=>{
  814. let rotMat = new THREE.Matrix4().makeRotationZ(angle_)
  815. return dir.clone().applyMatrix4(rotMat)
  816. }
  817. 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
  818. count1 = dirs.length
  819. 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
  820. let dirs_ = [
  821. dir.clone().setZ(Math.tan(THREE.Math.degToRad(30))).normalize(),
  822. dir.clone().setZ(Math.tan(THREE.Math.degToRad(15))).normalize(),
  823. dir.clone(), // 水平方向
  824. dir.clone().setZ(-Math.tan(THREE.Math.degToRad(15))).normalize(),
  825. dir.clone().setZ(-Math.tan(THREE.Math.degToRad(30))).normalize(),
  826. ];
  827. count2 = dirs_.length
  828. dirs_.forEach((dir_, i) =>{
  829. let intersect = this.depthSampler.sample( {dir: dir_}, pano, true )
  830. let location
  831. if(!intersect){ //超级远
  832. let distance = 100
  833. location = dir_.clone().multiplyScalar(distance).add(pano.position)
  834. intersect = {distance,location}
  835. }
  836. //intersect.distance
  837. location = intersect.location.clone()
  838. let shouldZ// = THREE.Math.clamp(intersect.location.z, minZ, maxZ);
  839. let needShrink = false
  840. if(i == 0){//最上方的点高度直接等于天花板
  841. shouldZ = maxZ
  842. if(location.z<maxZ)location.z = maxZ
  843. else needShrink = true
  844. }else if(i == count2-1){//最下方的点高度直接等于地板
  845. shouldZ = minZ
  846. if(location.z>minZ)location.z = minZ
  847. else needShrink = true
  848. }
  849. if(needShrink ){//需要在保持dir_不变的情况下修改z
  850. let len = (shouldZ - pano.position.z) / (intersect.location.z - pano.position.z) * intersect.distance
  851. location = dir_.clone().multiplyScalar(len).add(pano.position)
  852. }
  853. posArr.push(location)
  854. if(index!=0 && i!=0){//加入一块四方面
  855. let curIndex = getPI(count2 * index + i);
  856. faceArr.push([curIndex-1, curIndex-count2-1, curIndex-count2],
  857. [curIndex-1, curIndex, curIndex-count2])
  858. }
  859. })
  860. if(index!=0){
  861. let top = -2;
  862. let btm = -1
  863. faceArr.push([getPI(count2*(index-1) ), getPI(count2*index ), getPI(top) ])//天花板扇形
  864. faceArr.push([getPI(count2*index-1), getPI(count2*(index+1)-1), getPI(btm) ] )//地板扇形
  865. }else{
  866. //加入和另一个pano连接的其中一个侧边
  867. let panoIndex2 = (panoIndex + 1) % 2;
  868. for(let i=1;i<count2;i++){
  869. faceArr.push([getPI(i-1), getPI(i), getPI((count1-1)*count2 +i, panoIndex2)],
  870. [getPI(i-1), getPI((count1-1)*count2+i , panoIndex2) , getPI((count1-1)*count2+i-1 ,panoIndex2)])
  871. }
  872. faceArr.push([getPI(0), getPI((count1-1)*count2), getPI(0, panoIndex2)])//加入顶部的一半
  873. faceArr.push([getPI(count2-1), getPI(count1*count2-1), getPI(count2-1, panoIndex2)])//加入底部的一半
  874. }
  875. });
  876. panoIndex ++
  877. }
  878. let posArr = [];
  879. let faceArr = []
  880. //两点连线的水平向量
  881. let vec = new THREE.Vector3().subVectors(pano0.position, pano1.position).setZ(0).normalize()
  882. add(pano0, vec)
  883. add(pano1, vec.negate())
  884. let geo = MeshDraw.createGeometry(posArr, faceArr)
  885. this.cube.geometry = geo
  886. this.cube.scale.set(1,1,1);
  887. this.cube.position.set(0,0,0)
  888. }else{
  889. this.cube.geometry = new THREE.BoxBufferGeometry(1,1,1,1)
  890. f(pano0.pointcloud.bound)
  891. }
  892. } */
  893. isNeighbour(pano0, pano1, {dontCompute, onlyUseTex, computeDirFirst, computeTwoDir}={}){//是否之间没有遮挡(在加载visibles之前,自己算) 最好pano0是currentPano
  894. if(!pano0 || !pano1 )return
  895. let margin = 0.1;
  896. let map0 = this.neighbourMap[pano0.id]; //主
  897. let map1 = this.neighbourMap[pano1.id]; //副
  898. /* if(map0[pano1.id] != void 0){
  899. ifNeighbour = map0[pano1.id]
  900. }
  901. if(!ifNeighbour && map1[pano0.id] != void 0){
  902. ifNeighbour = map1[pano0.id]
  903. } */
  904. let ifNeighbour = map1[pano0.id] == void 0 ? map0[pano1.id] : map0[pano1.id] && map1[pano0.id] //如果map1没计算就只要返回map0
  905. let dis = pano0.position.distanceTo(pano1.position)
  906. if(math.closeTo(dis,0) ){//两个点相同
  907. ifNeighbour = map1[pano0.id] = map0[pano1.id] = true
  908. return true
  909. }
  910. if(dontCompute) return ifNeighbour
  911. let logSids = [/* '1739923562316697600|3','1739923562316697600|2' */]
  912. let ifLog = pano0.sid == logSids[0] && pano1.sid == logSids[1] || pano0.sid == logSids[1] && pano1.sid == logSids[0]
  913. if(ifLog){
  914. console.log(2)
  915. }
  916. let ifSheltered = (mainPano, subPano )=>{ //该点前方近处是否都被遮挡 。 为了防止杂点干扰,多个方向探测
  917. let vec = new THREE.Vector3().subVectors(subPano.position, mainPano.position).normalize()
  918. let getDir = (angle_, upDown)=>{ //基于vec的方向 向左向右旋转
  919. //if(upDown) vec.clone().applyAxisAngle(new THREE.Vector3(1, 0, 0), upDown);
  920. return vec.clone().applyAxisAngle(new THREE.Vector3(0, 0, 1), angle_);
  921. }
  922. let minScore = 0.25
  923. let angles = [20,16,12.5,10,8,6,4.5,3,1, -1,-3,-4.5,-6,-8,-10,-12.5,-16,-20] //水平方向角度 3之间有较大概率杂点, 3以外一部分有较大概率有空隙所以紧凑点
  924. let wellCount = 0
  925. let seccess = [];
  926. for(let i=0; i<angles.length; i++){
  927. let rad = THREE.Math.degToRad(angles[i])
  928. let dir = getDir(rad)
  929. let color
  930. let intersectPoint = viewer.images360.depthSampler.sample({dir}, mainPano, true)
  931. if(!intersectPoint || intersectPoint.distance * Math.cos(Math.abs(rad)) /* + margin */ > dis ){//投影在vec方向的长度不超过漫游点间距
  932. wellCount ++ ; seccess.push(angles[i]); color = new THREE.Color('#0f8')
  933. }
  934. ifLog && addLine(mainPano.position, dir, dis, color)
  935. }
  936. //console.log('ifSheltered')
  937. if(ifLog){
  938. console.log('ifSheltered seccess', seccess, 'id:', mainPano.originID, subPano.originID)
  939. }
  940. let score = wellCount / angles.length
  941. if(score >= minScore){//合格个数
  942. return score
  943. }
  944. }
  945. /*
  946. 识别一定角度范围内是否有遮挡时
  947. 几种奇葩的情况:
  948. 1 在墙的两边的但是墙是倾斜的漫游点:
  949. A /
  950. /
  951. / B
  952. 从B出发和BA成20度的射线和墙面的交点会远于A,导致识别为无遮挡。
  953. 所以还是改为识别范围内多个深度图像素, 合格像素个数占比 至少要大于50%,因为半边墙壁是50%
  954. 如SG-9UsbysDufBw&formal&test 的 6、9点。 而SS-GTmFBp1JN8k&formal&test的 2、3两点是人物遮挡
  955. 2 可以通行,但是右边是墙,右边的都检测失败,左侧的又有一些杂点,导致成功dir个数很低。
  956. 所以minRatio 要降低于0.5
  957. */
  958. //三个方向 : position0到position1, position0到floorPosition1, position1到floorPosition0。 只要有一个满足ifNeighbour就为true。 不过为了不使sampler总换图,先只考虑从主pano到副pano的方向
  959. let getNeighbour = (mainPano, subPano )=>{
  960. let dirPoints = [[subPano.position, mainPano.position]] //注: 点A能到B不代表点B能到A,因为拍摄时物体会移动,或点位相对位置不对,无论是否是意外遮挡都且记下来,反正最后只要有一方可行就算相邻。
  961. if(dis < 20){//在远处去掉对floorPosition的判断
  962. dirPoints.push([subPano.floorPosition.clone().add(new THREE.Vector3(0,0,0.1)), mainPano.position])
  963. }
  964. if(dis < 12){//为了防止楼梯拐角、杂点遮挡。 尽量只在穿墙时不可通行
  965. dirPoints.push([subPano.position.clone().add(new THREE.Vector3(0,0,0.8)), mainPano.position])
  966. let normal = math.getNormal2d({p1:subPano.position, p2:mainPano.position}).multiplyScalar(0.3) //左右方向
  967. dirPoints.push([subPano.position.clone().add(new THREE.Vector3(normal.x,normal.y,0.1)), mainPano.position])
  968. dirPoints.push([subPano.position.clone().add(new THREE.Vector3(-normal.x,-normal.y,0.1)), mainPano.position])
  969. }
  970. //console.warn('getNeighbour', mainPano.id,subPano.id)
  971. for(let i=0; i<dirPoints.length; i++){
  972. let dir = new THREE.Vector3().subVectors(dirPoints[i][0], dirPoints[i][1]).normalize();
  973. let intersectPoint = viewer.images360.depthSampler.sample({dir}, mainPano, true, true)
  974. if(!intersectPoint || intersectPoint.distance+margin > dirPoints[i][0].distanceTo(dirPoints[i][1])){
  975. //if(i>2)console.log('haha',i,'id:',mainPano.id,subPano.id)
  976. return true
  977. }
  978. }
  979. }
  980. //if(!ifNeighbour && (map0[pano1.id] == void 0 || computeTwoDir && !map0[pano1.id] && map1[pano0.id] == void 0 )) {//主方向为空且不为邻居
  981. if(pano0.pointcloud.hasDepthTex || pano1.pointcloud.hasDepthTex){
  982. if(computeTwoDir ? (map0[pano1.id] == void 0 || map1[pano0.id] == void 0) : (map0[pano1.id] == void 0 && map1[pano0.id] !== false) ){
  983. //2024.3.20改为必须两个方向都为true才行。 因为如果两个点分别在两个数据集相距很远,A确定有墙无法到B,B朝A看 没有B所在的数据集点云遮挡,因深度图不会包含别的数据集的点,故深度图探测到A处为无遮挡,就会导致会飞到遥远的A。 即使在同一个数据集,因为点云可以编辑位置,导致AB相对位置错误,也要避免这种情况可以互相乱走。 缺点是更容易被杂点阻挡,所以需要ifShelter降低阈值。
  984. if(map0[pano1.id] == void 0 && pano0.depthTex){
  985. let is = getNeighbour(pano0, pano1)
  986. map0[pano1.id] = !!is
  987. }
  988. if(computeTwoDir && map0[pano1.id] && pano1.depthTex && map1[pano0.id] == void 0 ){ //computeTwoDir : 允许反向计算,即可以读取另一张的深度图 。 如果map0为false,map1就不用计算,只需要等待计算ifShelter
  989. let is = getNeighbour(pano1, pano0)
  990. map1[pano0.id] = !!is
  991. }
  992. if( map0[pano1.id] === false || map1[pano0.id] === false){
  993. if(dis<20) {//再检查下 只要两方都没有被完全遮挡就算可通行 针对杂点较多的情况
  994. if(pano0.depthTex && pano1.depthTex){
  995. ifNeighbour = false
  996. let a = ifSheltered(pano0,pano1)
  997. if(a){
  998. let b = ifSheltered(pano1,pano0)
  999. if(b && (a+b >= 0.6)){
  1000. ifNeighbour = true
  1001. }
  1002. }
  1003. map0[pano1.id] = map1[pano0.id] = ifNeighbour
  1004. }
  1005. }else{
  1006. //标记为无需再计算, 因已经失败。 当map0和map1都不为void 0后就无法再计算了。
  1007. if(map0[pano1.id] === void 0) map0[pano1.id] = 0 ;
  1008. if(map1[pano0.id] === void 0) map1[pano0.id] = 0 ;
  1009. }
  1010. }
  1011. ifNeighbour = map1[pano0.id] == void 0 ? map0[pano1.id] : map0[pano1.id] && map1[pano0.id] //如果map1没计算就只要返回map0
  1012. if(ifLog){
  1013. console.log('isNeighbour', pano0.id+"("+pano0.originID+")", pano1.id+"("+pano1.originID+")", map0[pano1.id], map1[pano0.id])
  1014. }
  1015. }
  1016. }else if(!onlyUseTex && !ifNeighbour){//使用点云判断(有深度贴图时不会执行到这)
  1017. let inDirection = ()=>{
  1018. let dir = new THREE.Vector3().subVectors(pano1.position,pano0.position).normalize()
  1019. let dis = pano1.position.distanceTo(pano0.position)
  1020. let fov = THREE.Math.degToRad(viewer.mainViewport.camera.fov)
  1021. let hfov = cameraLight.getHFOVForCamera(viewer.mainViewport.camera , true );
  1022. let hov = Math.min(fov, hfov)
  1023. let max = Math.cos(THREE.Math.degToRad(10))
  1024. let min = Math.cos(THREE.Math.degToRad(40))
  1025. if(this.getDirection().dot(dir) > THREE.Math.clamp(Math.cos(hov/2 ) * dis / 10, min, max )){//距离越远要求和视线角度越接近
  1026. return true
  1027. }
  1028. }
  1029. if(computeDirFirst){//先计算方向,防止重复计算ifBlockedByIntersect
  1030. if(inDirection()){
  1031. ifNeighbour = !viewer.inputHandler.ifBlockedByIntersect({point:pano1.position, margin, cameraPos:pano0.position})
  1032. }
  1033. }else{
  1034. ifNeighbour = !viewer.inputHandler.ifBlockedByIntersect({point:pano1.position, margin, cameraPos:pano0.position})
  1035. if(ifNeighbour && !inDirection()){
  1036. ifNeighbour = undefined //不确定
  1037. }
  1038. }
  1039. map0[pano1.id] = map1[pano0.id] = ifNeighbour ? 'byCloud' : ifNeighbour//写简单点
  1040. }
  1041. if(map0[pano1.id] && map1[pano0.id]){
  1042. pano0.neighbours.includes(pano1) || pano0.neighbours.push(pano1)
  1043. pano1.neighbours.includes(pano0) || pano1.neighbours.push(pano0)
  1044. }
  1045. return ifNeighbour
  1046. }
  1047. bump(direction) {//撞墙弹回效果
  1048. if (!this.bumping && !this.latestToPano) {
  1049. let distance = Potree.settings.displayMode == 'showPanos' ? 0.15 : 0.12;//感觉点云模式比全景模式更明显,所以降低
  1050. let currentPos = this.position.clone()
  1051. let endPosition = new THREE.Vector3().addVectors(this.position, direction.clone().multiplyScalar(distance))
  1052. let duration = 150
  1053. viewer.scene.view.setView({position:endPosition, duration,
  1054. callback:()=>{
  1055. viewer.scene.view.setView({position:currentPos, duration: duration*5,
  1056. callback: ()=>{
  1057. this.bumping = false
  1058. //this.dispatchEvent('cameraMoveDone')
  1059. },
  1060. Easing:'easeInOutSine',
  1061. cancelFun:()=>{this.bumping = false}
  1062. })
  1063. this.bumping = true
  1064. },
  1065. cancelFun:()=>{this.bumping = false},
  1066. Easing:'easeInOutSine'
  1067. })
  1068. this.bumping = true
  1069. }
  1070. //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。
  1071. }
  1072. flyToPanoClosestToMouse() {
  1073. /* if (Date.now() - this.mouseLastMoveTime > 50) {
  1074. //this.intersect = this.getMouseIntersect();
  1075. this.intersect && this.updateClosestPano(this.intersect);
  1076. } */
  1077. if(!Potree.settings.ifShowMarker){//不显示marker的时候mousemove没更新鼠标最近点所以更新
  1078. this.updateClosestPano(viewer.inputHandler.intersect)
  1079. }
  1080. //console.log('flyToPanoClosestToMouse',this.closestPano)
  1081. if (this.closestPano) {
  1082. let pano = this.closestPano
  1083. return this.flyToPano({
  1084. pano, easeName: this.isAtPano() ? 'linearTween' : 'easeInOutQuad'
  1085. });
  1086. }
  1087. var direction = this.viewer.inputHandler.getMouseDirection().direction;
  1088. this.flyDirection(direction)
  1089. }
  1090. flyDirection(direction, option1, option2, byKey) {
  1091. if(viewer.mainViewport.view.isFlying()){// closestPanoInDirection函数耗时长,飞行时运行会卡顿(如果以后加无缝过渡再说)
  1092. return
  1093. }
  1094. var deferred = $.Deferred();
  1095. //this.history.invalidate();
  1096. var panoSet = this.closestPanoInDirection(direction, option1, option2, byKey);
  1097. if (panoSet) {
  1098. this.flyToPano({
  1099. pano: panoSet,
  1100. callback: deferred.resolve.bind(deferred, !0)
  1101. } );
  1102. } else {
  1103. //如果离数据集较远,转动也很难找到点云,就飞到就近点:
  1104. if(Potree.settings.displayMode == 'showPointcloud'){
  1105. let po = viewer.scene.pointclouds.find(e=>e.visibleNodes.some(a=>a.getLevel() > Math.ceil(e.maxLevel * 0.15) )) //虽然当点云在前方很远的地方也可能符合
  1106. if(!po){//无可见点云
  1107. //console.log('no visi cloud')
  1108. if(!this.panos.length){//如果场景中没有漫游点,如SG-t-XPf1k9pv3Zg 点击后回到可见区域
  1109. if(viewer.scene.pointclouds.length == 0)return
  1110. let map = new Map()
  1111. let clouds = viewer.scene.pointclouds.filter(e=>e.root.geometryNode)
  1112. clouds.forEach(e=>map.set(e, e.bound.distanceToPoint(this.position)))
  1113. clouds.sort((a,b)=>map.get(a) - map.get(b))
  1114. viewer.flyToDataset({focusOnPoint:true, pointcloud:clouds[0], duration:500 })//飞最近的一个点云
  1115. return deferred.promise();
  1116. }
  1117. this.flyToPano({
  1118. pano: this.findNearestPano(),
  1119. duration:500,
  1120. callback: deferred.resolve.bind(deferred, !0)
  1121. });
  1122. return deferred.promise();
  1123. }
  1124. }
  1125. this.bump(direction);
  1126. deferred.resolve(!1);
  1127. }
  1128. return deferred.promise();
  1129. }
  1130. closestPanoInDirection(direction, option1, option2, byKey) {
  1131. return this.rankedPanoInDirection(0, direction, option1, option2, byKey)
  1132. }
  1133. rankedPanoInDirection(t, direction, option1, option2, byKey){
  1134. //此direction为mouseDirection,是否需要加上相机角度的权重
  1135. let startTime = Date.now()
  1136. var panoSet = {
  1137. pano: null,
  1138. candidates: [] //缓存顺序--如果需要打印的话
  1139. };
  1140. t || (t = 0);
  1141. option1 = void 0 !== option1 ? option1 : 0.6 //.75; 2024.3.22改小,也就是可以走的角度范围增加,主要针对像山野那种很大的场景,不知道可以走哪,容易因角度范围内无近点而飞到远处的情况。但不能太小,总是横着走路
  1142. var o = option2 ? "angle" : "direction";
  1143. var floor = viewer.modules.SiteModel.currentFloor;
  1144. var entity = viewer.modules.SiteModel.inEntity;
  1145. var getHeightDis = (pano)=>{
  1146. 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。
  1147. return this.position.z - pano.position.z
  1148. }else{
  1149. return 0
  1150. }
  1151. }
  1152. let disSquareMap = new Map()
  1153. this.panos.forEach(pano=>{
  1154. let dis2 = pano.position.distanceToSquared(this.position); //距离目标点
  1155. disSquareMap.set(pano, dis2)
  1156. })
  1157. let changeTexCount = 0, maxWaitDur = 300
  1158. //maxSamplerChangeTex = THREE.Math.clamp( maxWaitDur / Potree.timeCollect.depthSampler.median, 2, 10) //计算换贴图最大数目
  1159. var request = [//必要条件
  1160. Images360.filters.not(this.currentPano),
  1161. Images360.filters.isEnabled(),
  1162. //Images360.filters.inFloorDirection( this.position, direction, option1 ), //原先用inPanoDirection,但容易穿楼层,当mouse较低或较高 //因不束缚纵向所以可能往相反反向
  1163. (pano)=>{
  1164. /* let isNeighbour = this.isNeighbour(this.currentPano, pano, true, true); //不计算的
  1165. if(isNeighbour == void 0){
  1166. let willChangeTex = pano.depthTex && !this.depthSampler.imgDatas.some(e=>e.pano == pano)
  1167. if(changeTexCount < maxSamplerChangeTex || !willChangeTex ){
  1168. isNeighbour = this.isNeighbour(this.currentPano, pano, false, true);//计算
  1169. if(willChangeTex && isNeighbour != void 0) changeTexCount++
  1170. }else{
  1171. if(disSquareMap.get(pano) < 500)return true //因为费时,超过一定个数就不计算了,距离近的话先可通行。
  1172. }
  1173. } */
  1174. // 不会再changeTex了
  1175. let isNeighbour = this.isNeighbour(this.currentPano, pano, {onlyUseTex:true});
  1176. if(isNeighbour || pano.noNeighbour && disSquareMap.get(pano) < 200){//在靠近孤立点时可以通行。但是不好把握这个距离,太远的话很多地方都会不小心到孤立点,太近的话可能永远到不了。
  1177. return true
  1178. }
  1179. },
  1180. /* (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。
  1181. let dis = getHeightDis(pano)
  1182. //console.log('getHeightDis',pano.id,dis)
  1183. 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)
  1184. return true
  1185. }else{
  1186. return this.isNeighbour(this.currentPano, pano)
  1187. }
  1188. } */
  1189. ]
  1190. if(!byKey){
  1191. request.push(Images360.filters.inPanoDirection( this.position, this.getDirection(), option1/* , true */)) //垂直方向上再稍微限制一下, 要接近视线方向,避免点击前方时因无路而到下一楼。但不能太高,否则楼梯上稍微朝下点击都到不了上方。之所以使用视线方向是因为镜头方向比鼠标方向目的性更强。
  1192. }
  1193. var list = [//决胜项目
  1194. (pano)=>{
  1195. return -disSquareMap.get(pano)
  1196. },
  1197. Images360.scoreFunctions[o]( this.position, direction, true),
  1198. (pano)=>{
  1199. let neighbour = this.isNeighbour(this.currentPano, pano, {dontCompute:true, isNeighbour:true}) //不计算的
  1200. return neighbour ? directionFactor : 0;
  1201. } ,
  1202. /* (pano)=>{//尽量不穿越地板到下一层
  1203. let dis = getHeightDis(pano)
  1204. return -dis * directionFactor * 0.1;
  1205. }, */
  1206. /* (pano)=>{ //尽量在一个建筑内行走,这样不易穿墙
  1207. let score = 0
  1208. if(entity ){
  1209. if(!entity.panos.includes(pano) ) score -= directionFactor * 0.01; //不能设置太高,否则会走不进大房间的小房间中,因为容易穿过小房间的一个门到另一个门外
  1210. if(!floor.panos.includes(pano)) {//避免穿楼层
  1211. let heightDiff = Math.abs(pano.position.z - this.position.z);
  1212. if(heightDiff > 2){
  1213. score -= directionFactor * 0.1 * heightDiff;
  1214. }
  1215. }
  1216. }
  1217. return score
  1218. } */
  1219. ];
  1220. if(!byKey && viewer.inputHandler.intersect && this.currentPano ){//方便上下楼, 考虑panos之间的角度差
  1221. let pos1 = this.currentPano.floorPosition
  1222. 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?
  1223. list.push( function(pano) {
  1224. var pos2 = pano.floorPosition;
  1225. var vec2 = pos2.clone().sub(pos1).normalize();
  1226. return vec2.dot(vec1) * directionFactor * 4
  1227. })
  1228. }
  1229. this.findRankedByScore(t,request,list,panoSet);
  1230. //console.log( 'costTime:',Date.now() - startTime)
  1231. return panoSet.pano;
  1232. }
  1233. findRankedByScore(e, t, i, n) {
  1234. n && (n.candidates = null, //candidates 缓存顺序--如果需要打印的话
  1235. n.pano = null),
  1236. e || (e = 0);
  1237. var r = Common.sortByScore(this.panos, t, i);
  1238. //console.log('findRankedByScore', r && r.map(u=>u.item.id + '| ' + math.toPrecision(u.score,4) + " | " + math.toPrecision(u.scores,4)))
  1239. return !r || 0 === r.length || e >= r.length ? null : (n && (n.candidates = r,
  1240. n.pano = r[e].item),
  1241. r[e].item)
  1242. }
  1243. updateClosestPano(intersect, state) {//hover到的pano 大多数时候是null
  1244. var pano
  1245. if(intersect instanceof Panorama){ //漫游模式
  1246. pano = state ? intersect : null
  1247. }else{
  1248. if(this.isAtPano() || this.bumping){
  1249. return
  1250. }else{
  1251. var filterFuncs = [];
  1252. intersect = intersect && intersect.location
  1253. if(!intersect)return
  1254. let sortFuncs = Potree.settings.editType != 'pano'? [Images360.sortFunctions.floorDisSquaredToPoint(intersect)] : [Images360.sortFunctions.disSquaredToPoint(intersect)]
  1255. pano = Common.find(this.panos, filterFuncs, sortFuncs);
  1256. }
  1257. }
  1258. if (pano != this.closestPano) {
  1259. pano && (this.isPanoHover = !0);
  1260. this.closestPanoChanging(this.closestPano, pano) // 高亮marker
  1261. //console.log('closestPano '+ (pano ? pano.id : 'null' ))
  1262. this.closestPano = pano;
  1263. } else {
  1264. this.isPanoHover = !1;
  1265. }
  1266. }
  1267. closestPanoChanging(oldPano, newPano){
  1268. if(!Potree.settings.ifShowMarker)return
  1269. oldPano && oldPano.hoverOff({byImages360:true})
  1270. newPano && newPano.hoverOn({byImages360:true})
  1271. }
  1272. getTileDirection(){//根据不同dataset的来存储
  1273. var vectorForward = viewer.scene.view.direction.clone()
  1274. var vectorForwards = viewer.scene.pointclouds.map(e=>{
  1275. var inv = new THREE.Matrix4().copy(e.rotateMatrix).invert()//乘上dataset的旋转的反转
  1276. var direction = vectorForward.clone().applyMatrix4(inv)
  1277. return {
  1278. datasetId: e.dataset_id,
  1279. direction: math.convertVector.ZupToYup(direction)
  1280. }
  1281. })
  1282. //return vectorForwards[0].direction
  1283. return {
  1284. datasetsLocal: vectorForwards,
  1285. vectorForward
  1286. }
  1287. }
  1288. update(){
  1289. //if(this.tileDownloader.started){
  1290. var vectorForwards = this.getTileDirection()
  1291. //vectorForwards = vectorForwards[0].direction
  1292. this.updateTileDownloader(tileArr, vectorForwards);
  1293. this.updatePanoRenderer(vectorForwards)
  1294. //}
  1295. this.updateZoomPano();
  1296. }
  1297. updateTileDownloader(t, vectorForward) {
  1298. var i = this.nextPano || this.currentPano;
  1299. if(i){
  1300. this.tileDownloader.tilePrioritizer.updateCriteria(i, viewer.scene.view.position.clone() , vectorForward, t.length > 0 ? t : null),
  1301. this.tileDownloader.processPriorityQueue = !0
  1302. }
  1303. }
  1304. updatePanoRenderer(vectorForward) {
  1305. var i = this.nextPano || this.currentPano;
  1306. if(i){
  1307. if (this.panoRenderer.hasQueuedTiles() && i) {
  1308. this.panoRenderer.updateDirection(vectorForward);
  1309. }
  1310. }
  1311. }
  1312. //等待部分加载完
  1313. checkAndWaitForTiledPanoLoad(pano, basePanoSize, callback1, callback2, progressCallback, iswait, isclear, l) {
  1314. //console.log('checkAndWaitForTiledPanoLoad',pano.id)
  1315. if (!pano) {
  1316. console.error("Player.checkAndWaitForTiledPanoLoad() -> Cannot load texture for null pano.");
  1317. }
  1318. var vectorForward = this.getTileDirection()
  1319. if (!pano.isLoaded(basePanoSize)) {
  1320. iswait && viewer.waitForLoad(pano, function() {//发送loading
  1321. return pano.isLoaded(basePanoSize)
  1322. });
  1323. /* 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)。
  1324. hFov: cameraLight.getHFOVForCamera(viewer.scene.getActiveCamera() ),
  1325. vFov: viewer.scene.getActiveCamera().fov
  1326. }//原先是null,不要求方向 */
  1327. 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
  1328. pano.loadTiledPano(/* 1024 */ basePanoSize , vectorForward, fov, isclear, l, null).done(function(e, t) {
  1329. callback1 && callback1(e, t)
  1330. }
  1331. .bind(this)).fail(function(msg) {
  1332. callback2 && callback2(msg)
  1333. }
  1334. .bind(this)).progress(function(e, t, i) {
  1335. progressCallback && progressCallback(e, t, i)
  1336. }
  1337. .bind(this));
  1338. return !0;
  1339. }
  1340. }
  1341. fitPanoTowardPoint(o){ //寻找最适合的点位
  1342. var point = o.point, //相机最佳位置
  1343. target = o.target || o.point, //实际要看的位置
  1344. require = o.require || [],
  1345. rank = o.rank || [],
  1346. force = o.force,
  1347. getAll = o.getAll,
  1348. bestDistance = o.bestDistance || 0,
  1349. sameFloor = o.sameFloor,
  1350. maxDis = o.maxDis,
  1351. dir = o.dir
  1352. let camera = viewer.scene.getActiveCamera()
  1353. if(target && !dir){
  1354. dir = new THREE.Vector3().subVectors(target,point).normalize()
  1355. }
  1356. let atFloor = sameFloor && viewer.modules.SiteModel.pointInWhichEntity(point, 'floor')
  1357. //if(o.floor)require.push(Panorama.filters.atFloor(o.floor))
  1358. let checkIntersect = o.checkIntersect
  1359. let base = Math.max(300, viewer.bound.boundSize.length()*3);
  1360. if(o.boundSphere){//只接受boundSphere
  1361. let aspect = 1//size.x / size.y
  1362. let dis
  1363. if(camera.aspect > aspect){//视野更宽则用bound的纵向来决定
  1364. dis = /* size.y */o.boundSphere.radius/* / 2 *// THREE.Math.degToRad(camera.fov / 2)
  1365. }else{
  1366. let hfov = cameraLight.getHFOVForCamera(camera , true );
  1367. dis = /* size.x */ o.boundSphere.radius /* / 2 */ / (hfov / 2)
  1368. }
  1369. bestDistance = dis//*0.8
  1370. }
  1371. let disSquareMap = new Map()
  1372. let bestDisSquared = bestDistance * bestDistance
  1373. let maxDisSquared = maxDis && (maxDis * maxDis)
  1374. this.panos.forEach(pano=>{
  1375. let dis2 = pano.position.distanceToSquared(target); //距离目标点
  1376. disSquareMap.set(pano, dis2)
  1377. })
  1378. let panos = this.panos.sort((p1,p2)=>{return disSquareMap.get(p1)-disSquareMap.get(p2)})
  1379. if(maxDisSquared){//热点超过最大距离不可见的
  1380. let panos2 = [], pano, i=0
  1381. while(pano = panos[i], disSquareMap.get(pano) < maxDisSquared){
  1382. panos2.push(pano)
  1383. i++;
  1384. }
  1385. if(panos2.length == 0)return {pano, msg:'tooFar'} //全部都大于maxDis, 就返回最近的
  1386. panos = panos2
  1387. }
  1388. rank.push((pano)=>{
  1389. let dis1 = Math.abs(pano.position.distanceToSquared(point) - bestDisSquared); //距离最佳位置
  1390. disSquareMap.set(pano, dis1)
  1391. if(!target){
  1392. return -dis1
  1393. }else{
  1394. let dis2 = disSquareMap.get(pano)
  1395. if(o.gotoBestView){//忽略和当前视线的角度
  1396. return -(dis1 + dis2*0.3)
  1397. }
  1398. let vec2 = new THREE.Vector3().subVectors(target,pano.position).normalize()
  1399. let cos = dir.dot(vec2)
  1400. //let result = (- dis1 - Math.pow(dis2 , 1.5)) / (cos + 2) // cos+2是为了调整到1-3,
  1401. let result = (dis1 + dis2*0.3) * ( -1 + cos*0.9 ) //尽量贴近最佳位置的角度, 或贴近相机原来的角度 。尽量靠近最佳观测点,并且优先选择靠近目标点的位置.(注意cos的乘数不能太接近1,否则容易只考虑角度)
  1402. //Potree.Log(pano.id, dis1, dis2, cos, result,{font:{toFixed:2,fontSize:10}})
  1403. return result
  1404. }
  1405. //注:热点最好加上法线信息,这样可以多加一个限制,尽量顺着热点像展示的方向。
  1406. },
  1407. (pano)=>{
  1408. let score = 0
  1409. if(pano.depthTex && checkIntersect){
  1410. let intersect = !!viewer.ifPointBlockedByIntersect(target, pano.id, true) //viewer.inputHandler.ifBlockedByIntersect({point:target, margin:0.1, cameraPos:pano})
  1411. if(intersect){
  1412. score = 0
  1413. }else {
  1414. score = base * 2
  1415. }
  1416. }else{
  1417. score = base * 1.5 //没加载好的话,不管了 , 几乎当做无遮挡,否则容易到不了最近点
  1418. }
  1419. return score
  1420. }
  1421. )
  1422. var g = Common.sortByScore(panos, require, rank);
  1423. // console.log(g)
  1424. /* let result1 = g && g.slice(0, 10)
  1425. if(result1){
  1426. g = Common.sortByScore(result1, [], [(e)=>{//避免遮挡
  1427. let pano = e.item;
  1428. let score = 0, log = ''
  1429. if(atFloor && atFloor.panos.includes(pano)){//如果不在任何一楼呢?
  1430. score += 600, log+='atFloor'
  1431. }
  1432. return {score, log}
  1433. }]);
  1434. if(g){
  1435. g.forEach(e=>{e.item = e.item.item})
  1436. }
  1437. console.log(g)
  1438. } */
  1439. let pano = g && g.length > 0 && g[0].item
  1440. if(pano && checkIntersect){
  1441. let intersect = !!viewer.ifPointBlockedByIntersect(target, pano.id, true)
  1442. if(intersect){
  1443. return {pano, msg : 'sheltered'}
  1444. }
  1445. }
  1446. //if(getAll)return g;
  1447. return pano
  1448. //注:深度图有的位置会不准确,以至于会算出错误的遮挡、选择错误的pano,解决办法只能是移动下热点到更好的位置
  1449. }
  1450. //---------------scroll zoom ------------------------------------------
  1451. /* zoomIn = function() { //放大
  1452. this.zoomBy(1 + this.zoomSpeed);
  1453. }
  1454. zoomOut = function() {//缩小
  1455. this.zoomBy(1 - this.zoomSpeed);
  1456. } */
  1457. zoomBy(e, pointer) {//以倍数
  1458. this.zoomTo(this.zoomLevel * e, pointer);
  1459. }
  1460. zoomTo(zoomLevel, pointer) {//缩放到某绝对zoomLevel
  1461. let zoom = Potree.settings.zoom
  1462. if (zoom.enabled) {
  1463. zoomLevel = THREE.Math.clamp(zoomLevel, zoom.min, zoom.max)
  1464. //console.log(zoomLevel)
  1465. if(zoomLevel == this.zoomLevel) return;
  1466. this.zoomLevel = zoomLevel;
  1467. if(Potree.settings.panoZoomByPointer){
  1468. //定点缩放:使当前鼠标所在的位置缩放后不变
  1469. let view = viewer.scene.view
  1470. let originDir = viewer.scene.view.direction;
  1471. let oldPointerDir = viewer.inputHandler.getMouseDirection(pointer).direction
  1472. viewer.setFOV(Potree.config.view.fov * (1 / this.zoomLevel))
  1473. let newPointerDir = viewer.inputHandler.getMouseDirection(pointer).direction
  1474. view.direction = oldPointerDir; //获取一下鼠标所在位置的yaw 和 pitch
  1475. let oldPitch = view.pitch, oldYaw = view.yaw;
  1476. view.direction = newPointerDir;
  1477. let newPitch = view.pitch, newYaw = view.yaw;
  1478. view.direction = originDir //还原
  1479. viewer.scene.view.pitch -= newPitch - oldPitch
  1480. viewer.scene.view.yaw -= newYaw - oldYaw
  1481. }else{
  1482. viewer.setFOV(Potree.config.view.fov * (1 / this.zoomLevel))
  1483. }
  1484. }
  1485. }
  1486. zoomFovTo( fov ) { //通过fov来算zoomLevel
  1487. let zoomLevel = Potree.config.view.fov /* this.baseFov */ / fov;
  1488. this.zoomTo( zoomLevel );
  1489. }
  1490. smoothZoomTo(aimLevel, dur=0) {
  1491. var currentLevel = this.zoomLevel
  1492. if(currentLevel == aimLevel)return;
  1493. var fun = (progress)=>{
  1494. //progress > 1 && (progress = 1)
  1495. let level = currentLevel * (1 - progress) + aimLevel * progress
  1496. this.zoomTo(level, !0)
  1497. }
  1498. transitions.start(fun, dur, null, null, 0 , easing['easeInOutQuad'] )
  1499. }
  1500. updateZoomPano() {
  1501. if (!this.panoRenderer.zoomPanoRenderingDisabled && Potree.settings.displayMode == 'showPanos') {
  1502. var currentPano = this.currentPano;
  1503. if (currentPano) {
  1504. let levelThreshold1 = Potree.settings.navTileClass == '1k' ? 1.3 : 1.7 , levelThreshold2 = 2
  1505. var t = this.zoomLevel > levelThreshold1,
  1506. n = !(this.flying && this.nextPano && this.nextPano !== this.currentPano),
  1507. r = t && n;
  1508. this.tileDownloader.tilePrioritizer.setZoomingActive(r);
  1509. this.panoRenderer.setZoomingActive(r, currentPano, !0);
  1510. var o = (pano, ifZoom)=>{
  1511. this.panoRenderer.resetRenderStatus(pano.id, !1, !0, this.qualityManager.getMaxNavPanoSize());
  1512. this.panoRenderer.clearAllQueuedUploadsForPano(pano.id);
  1513. this.panoRenderer.renderPanoTiles(pano.id, null, !1, !1);
  1514. pano.setZoomed(ifZoom);
  1515. }
  1516. if (r && (!currentPano.zoomed || this.qualityManager.zoomLevelResolution && this.qualityManager.zoomLevelResolution != '4k')) {//needZoom
  1517. currentPano.zoomed || o(currentPano, !0);
  1518. if(Potree.settings.navTileClass == '1k' && Potree.settings.tileClass != '1k' && this.zoomLevel < levelThreshold2){
  1519. this.panoRenderer.enableHighQuality( function() {//开启2k
  1520. if(Potree.settings.tileClass != '4k') o(currentPano, !0);
  1521. }.bind(this));
  1522. }else{
  1523. this.panoRenderer.enableUltraHighQualityMode(function() {//开启4k getMaxZoomPanoSize
  1524. this.qualityManager.useUltraHighResolutionPanos && (Potree.settings.zoom.max = Potree.config.ultraHighQualityMaxZoom);
  1525. o(currentPano, !0)
  1526. }.bind(this));
  1527. }
  1528. } else {
  1529. !t && currentPano.zoomed && o(currentPano, !1);
  1530. }
  1531. if(r && Potree.settings.navTileClass == '1k' && Potree.settings.tileClass == '4k' ){ //目前只有手机端navTileClass == '1k' (分三个梯度)
  1532. var change = (zoomedFlag)=>{
  1533. this.qualityManager.updateMaximums()//更新maxZoomPanoSize
  1534. this.panoRenderer.setupZoomRenderTarget() //更新renderTarget
  1535. //currentPano.setZoomed(t);//更新uniforms贴图
  1536. }
  1537. this.qualityManager.zoomLevelResolution = this.zoomLevel >= levelThreshold2 ? '4k' : this.zoomLevel > levelThreshold1 ? '2k' : '1k'
  1538. if(this.oldZoomLevel < levelThreshold2 && this.zoomLevel >= levelThreshold2){//1k/2k-4k
  1539. change()
  1540. o(currentPano, t)
  1541. }else if(this.oldZoomLevel <= levelThreshold1 && this.zoomLevel > levelThreshold1){//1k-2k
  1542. change()
  1543. }else if(this.oldZoomLevel > levelThreshold2 && this.zoomLevel <= levelThreshold2){//4k-2k/1k
  1544. change()
  1545. o(currentPano, t)
  1546. }else if(this.oldZoomLevel > levelThreshold1 && this.zoomLevel <= levelThreshold1){//2k-1k
  1547. change()
  1548. }
  1549. this.oldZoomLevel = this.zoomLevel
  1550. }
  1551. }
  1552. }
  1553. }
  1554. //--------------------
  1555. 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
  1556. if( Potree.settings.tileClass == '4k' && this.qualityManager.maxRenderTargetSize == 2048){
  1557. var geo = new THREE.PlaneGeometry(1, 1, 1, 1)
  1558. var cube = new THREE.Object3D;
  1559. cube.tiles = []
  1560. for(var cubeIndex=0; cubeIndex<6; cubeIndex++){
  1561. var face = new THREE.Object3D;
  1562. for(var i=0;i<8;i++){
  1563. for(var j=0;j<8;j++){
  1564. var tile = new THREE.Mesh(geo, new THREE.MeshBasicMaterial({
  1565. //side:THREE.DoubleSide
  1566. transparent:true,
  1567. opacity : 0.4,
  1568. depthTest:false,
  1569. }))
  1570. tile.position.set(i-3.5, j-3.5, -4);
  1571. if(Potree.settings.isTest){
  1572. var colorHue = Math.random();
  1573. tile.material.color = (new THREE.Color()).setHSL(colorHue, 0.6, 0.7)
  1574. /* tile.scoreLabel = new TextSprite( {
  1575. backgroundColor: { r: 0, g: 0, b: 0, a: 0 },
  1576. textColor: { r: 0, g: 0, b: 0, a: 1 },
  1577. borderRadius: 15,
  1578. renderOrder: 50, fontsize : 13,
  1579. text: '' ,
  1580. dontFixOrient:true
  1581. })
  1582. tile.scoreLabel.sprite.material.side = 2;
  1583. tile.scoreLabel.rotation.x = Math.PI
  1584. tile.add(tile.scoreLabel) */
  1585. }
  1586. tile.visible = false
  1587. tile.tileX = i
  1588. tile.tileY = j
  1589. tile.cubeFace = cubeIndex
  1590. //tile.renderOrder = RenderOrder.highTileCube
  1591. cube.tiles.push(tile)
  1592. face.add(tile)
  1593. }
  1594. }
  1595. switch(cubeIndex){
  1596. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_X:
  1597. face.rotation.set(0,Math.PI/2,0);
  1598. break;
  1599. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
  1600. face.rotation.set(0,-Math.PI/2,0);
  1601. break;
  1602. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
  1603. var rot1 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0,1,0),Math.PI)
  1604. var rot2 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(1,0,0),Math.PI/2)
  1605. face.quaternion.copy(rot1).multiply(rot2)
  1606. //face.rotation.set(Math.PI/2,0,0);
  1607. break;
  1608. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
  1609. //face.rotation.set(-Math.PI/2,0,0);
  1610. var rot1 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0,1,0),Math.PI)
  1611. var rot2 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(1,0,0),-Math.PI/2)
  1612. face.quaternion.copy(rot1).multiply(rot2)
  1613. break;
  1614. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
  1615. face.rotation.set(0,Math.PI,0);
  1616. break;
  1617. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
  1618. face.rotation.set(0,0,0);
  1619. }
  1620. face.scale.set(1,-1,1)
  1621. face.cubeFace = cubeIndex
  1622. cube.add(face)
  1623. }
  1624. cube.name = 'highMapCube'
  1625. this.highMapCube = cube
  1626. viewer.scene.scene.add(cube)
  1627. {
  1628. let s = 0.1
  1629. cube.scale.set(s,s,s)
  1630. }//注:由于原本的mesh上加了深度贴图,可能距离镜头比这里的近。凡是在cube以内的部分都会挡住cube导致模糊。但是应该不常见吧(另外到天空的边缘也是很近)。姑且depthTest=false
  1631. this.highMapCube.visible = false;
  1632. Potree.Utils.setObjectLayers(this.highMapCube, 'sceneObjects'/* 'skybox' */) //因它的深度是错误的,故不在skybox层渲染,影响edlRT, 而在renderOverlay时渲染覆盖。
  1633. //console.warn('addHighMapCube')
  1634. viewer.addEventListener('update',()=>{
  1635. if (this.highMapCube.visibleTiles) {
  1636. this.updateTiles() //逐步将visibleTiles加载完
  1637. }
  1638. })
  1639. viewer.addEventListener('camera_changed',(e)=>{
  1640. if(e.viewport == viewer.mainViewport){
  1641. //重新获取visibleTiles
  1642. Common.intervalTool.isWaiting(
  1643. 'update4kTiles',
  1644. () => {
  1645. let vectorForward = this.getDirection()
  1646. this.updateTiles(vectorForward)
  1647. },
  1648. 500
  1649. )
  1650. }
  1651. })
  1652. }
  1653. }
  1654. isHighMapLoaded( cubeFace, tileX, tileY){
  1655. var tile = this.highMapCube.children[cubeFace].children[tileX*8+tileY];
  1656. return !!tile.material.map
  1657. }
  1658. updateTiles(direction) {
  1659. if (!this.highMapCube || !this.highMapCube.visible) return
  1660. if (this.highMapCube.tiles.filter(e => e.image).length <= 10) return //加载的太少了
  1661. //performance.mark('updateTiles-start')
  1662. if (direction) {
  1663. let camera = viewer.mainViewport.camera
  1664. let hfov = cameraLight.getHFOVForCamera(camera, true) / 2
  1665. let vfov = THREE.MathUtils.degToRad(camera.fov) / 2
  1666. /* let hcos = Math.cos(hfov / 2)
  1667. let vcos = Math.cos(vfov / 2) */
  1668. let list = this.highMapCube.tiles
  1669. list.forEach(e => {
  1670. //屏幕外的不显示
  1671. let pos = e.getWorldPosition(new THREE.Vector3())
  1672. let dir = new THREE.Vector3().subVectors(pos, this.highMapCube.position).normalize()
  1673. let hcos_ = dir.clone().setZ(direction.z).normalize().dot(direction) //在direction的斜面上水平角度差
  1674. let hRad = Math.acos(hcos_)
  1675. let vRad = -200
  1676. if (/* hRad > hfov + 0.08 */ hRad / hfov > 1.5 ) {
  1677. e.score = -100
  1678. } else {
  1679. vRad = Math.abs(Math.acos(dir.z) - Math.acos(direction.z))
  1680. if (/* vRad > vfov + 0.08 */ vRad / vfov > 1.5 ) {
  1681. e.score = -100
  1682. } else {
  1683. e.score = -(hRad / hfov + vRad / vfov)
  1684. }
  1685. }
  1686. e.scores = hRad.toFixed(3) + ', ' + vRad.toFixed(3)
  1687. if (e.score == -100) {
  1688. this.resetTile(e)
  1689. }
  1690. })
  1691. this.highMapCube.visibleTiles = list.filter(e => e.score > -100)
  1692. //list.forEach(e=>e.scoreLabel.setText(e.scores))
  1693. }
  1694. let needRecover = this.highMapCube.visibleTiles.filter(e => !e.material.map)
  1695. if (needRecover.length) {
  1696. let maxCount = Common.getBestCount( '4kmaxTileRecover', 0, 2, 1.5, 6, false, 2 )
  1697. let count = 0
  1698. console.log(maxCount)
  1699. needRecover.forEach((e, i) => {
  1700. //只更新若干个,因为太耗时了, 其余的等下帧更新
  1701. if (count >= maxCount) return
  1702. let r = this.recoverTile(e)
  1703. if (r) count++
  1704. })
  1705. }
  1706. }
  1707. getHighImage(image, cubeFace, tileX, tileY) {
  1708. let tile = this.highMapCube.children[cubeFace].children[tileX * 8 + tileY]
  1709. tile.image = image //先记录下来
  1710. }
  1711. updateHighMap(image, cubeFace, tileX, tileY){
  1712. //console.warn('updateHighMap')
  1713. var tile = this.highMapCube.children[cubeFace].children[tileX*8+tileY];
  1714. if (image) tile.image = image //先记录下来
  1715. if(tile.material.map)return
  1716. if (this.highMapCube.visibleTiles && !this.highMapCube.visibleTiles.includes(tile) /* this.highMapCube.texLoadedCount >= this.getMaxTileCount() */) {
  1717. return
  1718. }
  1719. //简易创建贴图
  1720. /* var tex = this.$app.core.get('SceneRenderer').initSizedTexture2D(512, THREE.ClampToEdgeWrapping)
  1721. //var loaded = this.$app.core.get('Player').model.isHighMapLoaded(tile.cubeFace, tile.tileX, tile.tileY)
  1722. this.$app.core.get('SceneRenderer').uploadTexture2D(image, tex, 0, 0, 512, 512) //只替换tex对应的img,不新建
  1723. */
  1724. var tex = new THREE.Texture()
  1725. tex.image = image
  1726. tex.flipY = false
  1727. tex.wrapS = tex.wrapT = THREE.ClampToEdgeWrapping
  1728. tex.generateMipmaps = false
  1729. tex.minFilter = THREE.LinearFilter
  1730. tex.needsUpdate = true
  1731. tile.material.map = tex;
  1732. tile.material.opacity = 1;
  1733. tile.material.transparent = false
  1734. tile.visible = true
  1735. 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
  1736. }
  1737. recoverTile(tile) {
  1738. if (tile.material.map) return
  1739. if (tile.image) {
  1740. this.updateHighMap(tile.image, tile.cubeFace, tile.tileX, tile.tileY)
  1741. return true
  1742. } else {
  1743. //console.log('no image')
  1744. }
  1745. }
  1746. resetTile(tile, kill) {
  1747. if (kill) {
  1748. //完全消灭
  1749. tile.image = null
  1750. }
  1751. let map = tile.material.map
  1752. if (map) {
  1753. map.dispose() //这句执行了以后,h.__webglTexture一直就是undefined
  1754. map.loaded = !1
  1755. map.version = 0
  1756. //保底再执行一下这个,类似app.sceneRenderer.deallocateCubeTexture(tile.material.map)
  1757. var h = viewer.renderer.properties.get(map)
  1758. //console.log('__webglTexture',!!h.__webglTexture)
  1759. viewer.renderer.getContext().deleteTexture(h.__webglTexture)
  1760. tile.material.map = null
  1761. tile.material.needsUpdate = true
  1762. tile.visible = false
  1763. //this.highMapCube.texLoadedCount --
  1764. //console.log('resetTile'/* , tile.cubeFace, tile.tileX, tile.tileY */)
  1765. }
  1766. }
  1767. resetHighMap() {
  1768. if (!this.highMapCube) return
  1769. this.highMapCube.children.forEach(e =>
  1770. e.children.forEach(tile => {
  1771. this.resetTile(tile, true)
  1772. })
  1773. )
  1774. //this.highMapCube.texLoadedCount = 0
  1775. this.highMapCube.visibleTiles = null
  1776. this.hideHighMap()
  1777. //console.log('resetHighMap')
  1778. }
  1779. setHighMap(pano){
  1780. if(!this.highMapCube) return
  1781. this.highMapCube.position.copy(pano.position)
  1782. //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
  1783. this.highMapCube.quaternion.copy( math.convertQuaternion.YupToZup( pano.quaternion4dkk ) )
  1784. //乘上数据集整体的旋转:
  1785. let modelRotQua = new THREE.Quaternion().setFromRotationMatrix(pano.pointcloud.rotateMatrix)
  1786. this.highMapCube.quaternion.premultiply(modelRotQua)
  1787. }
  1788. showHighMap(){
  1789. if(!this.highMapCube) return
  1790. //console.warn('showHighMap')
  1791. this.highMapCube.visible = true;
  1792. }
  1793. hideHighMap(){
  1794. if(!this.highMapCube) return
  1795. //console.warn('hideHighMap')
  1796. this.highMapCube.visible = false;
  1797. }
  1798. //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???
  1799. addPanoData(data, datasetId ){//加载漫游点
  1800. //data[0].file_id = '00019'
  1801. if(data.data) data = data.data
  1802. if(data.length == 0)console.error(datasetId + ' 没有漫游点')
  1803. //data = data.sort(function(a,b){return a.id-b.id})
  1804. data.forEach((info)=>{
  1805. //if(Potree.fileServer){
  1806. info.id = this.panos.length //把info的id的一长串数字改简单点
  1807. //}
  1808. let pano = new Panorama( info, this );
  1809. pano.addEventListener('dispose',(e)=>{
  1810. if(this.closestPano == pano) this.closestPano = null
  1811. })
  1812. this.panos.push(pano);
  1813. if(Potree.settings.editType == 'pano'){
  1814. Potree.settings.datasetsPanos[datasetId].panos.push(pano);
  1815. }
  1816. })
  1817. }
  1818. loadDone(){
  1819. Potree.Utils.setObjectLayers(this.node, 'sceneObjects')
  1820. //this.updateCube(/* viewer.bound */)
  1821. this.panos.forEach(e=>{
  1822. this.neighbourMap[e.id] = {}
  1823. e.label && Potree.Utils.setObjectLayers(e.label, 'bothMapAndScene')
  1824. e.label2 && Potree.Utils.setObjectLayers(e.label2, 'bothMapAndScene')
  1825. })
  1826. this.tileDownloader.setPanoData(this.panos, [] /* , Potree.settings.number */);
  1827. {
  1828. let minSize = new THREE.Vector3(1,1,1)
  1829. this.bound = math.getBoundByPoints(this.panos.map(e=>e.position), minSize)
  1830. viewer.scene.pointclouds.forEach(pointcloud=>pointcloud.getPanosBound())
  1831. }
  1832. if(viewer.scene.pointclouds.some(e=>e.panos.length == 0)){
  1833. //console.warn('存在数据集没有pano');
  1834. viewer.hasNoPanoDataset = true
  1835. }
  1836. }
  1837. getPano(value, typeName='id'){ //默认找的是id,也可以是sid、uuid
  1838. return this.panos.find(p=>p[typeName] == value)
  1839. }
  1840. };
  1841. //判断当前点是否加载了全景图
  1842. Images360.prototype.checkAndWaitForPanoLoad = function() {
  1843. var isLoadedPanos = {},
  1844. LoadedTimePanos = {},
  1845. loadedCallback = {}, //add
  1846. maxTime = 5e3;
  1847. var withinTime = function() {
  1848. for (var panoId in isLoadedPanos)
  1849. if (isLoadedPanos.hasOwnProperty(panoId) && isLoadedPanos[panoId]) {
  1850. var differTime = performance.now() - LoadedTimePanos[panoId];
  1851. if (differTime < maxTime)
  1852. return !0
  1853. }
  1854. return !1
  1855. }
  1856. return function(pano, basePanoSize, doneFun1, doneFun2, progressCallback, iswait, isclear, p ) {
  1857. 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
  1858. if (withinTime()){//距离上次请求时间很近
  1859. //console.log(11)
  1860. return !0; //这里感觉应该是!1
  1861. }
  1862. let changeMode = (e)=>{
  1863. if(e.mode == 'showPointCloud'){
  1864. console.warn('切到点云模式了,就删除loadedCallback记录',pano.id)//否则再次转为showPanos会被withinTime阻拦
  1865. delete isLoadedPanos[pano.id]
  1866. viewer.cancelLoad(pano)
  1867. loadedCallback[pano.id] && loadedCallback[pano.id](); //可以飞行了
  1868. doneFun2 && doneFun2();
  1869. this.removeEventListener('requestMode', changeMode)
  1870. }
  1871. }
  1872. this.addEventListener('requestMode', changeMode)
  1873. var callback1 = (param1, param2)=>{
  1874. setTimeout(()=>{
  1875. isLoadedPanos[pano.id] = !1;
  1876. loadedCallback[pano.id] && loadedCallback[pano.id](param1, param2);
  1877. this.removeEventListener('requestMode', changeMode)
  1878. },1)
  1879. }
  1880. var callback2 = (param)=>{//没有看到有传doneFun2的
  1881. setTimeout(()=>{
  1882. isLoadedPanos[pano.id] = !1;
  1883. doneFun2 && doneFun2(param);
  1884. },1)
  1885. }
  1886. try {
  1887. null !== iswait && void 0 !== iswait || (iswait = !0);
  1888. isLoadedPanos[pano.id] = this.checkAndWaitForTiledPanoLoad(pano, basePanoSize, callback1, callback2, progressCallback, iswait, isclear, p );
  1889. //true代表没加载好
  1890. isLoadedPanos[pano.id] && (LoadedTimePanos[pano.id] = performance.now());
  1891. return isLoadedPanos[pano.id];
  1892. } catch (msg) {
  1893. isLoadedPanos[pano.id] = !1;
  1894. LoadedTimePanos[pano.id] = performance.now() - maxTime;
  1895. throw msg;
  1896. }
  1897. }
  1898. }()//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。
  1899. Images360.prototype.getNeighbours = function(){ //逐渐自动获取neighbours。 200个点差不多在半分钟内算完
  1900. let lastIndex, inited//标记上次查询到哪,防止重新sortByScore
  1901. return function( interacted){
  1902. if(!this.currentPano || viewer.mainViewport.view.isFlying() || viewer.lastFrameChanged || viewer.inputHandler.drag /* interacted */){ //拖拽时不更新,否则移动端卡
  1903. return lastIndex = 0;
  1904. }
  1905. let nearPanos = this.tileDownloader.tilePrioritizer.nearPanos;
  1906. if(!nearPanos)return;
  1907. //let startTime = Date.now()
  1908. let panos = [this.currentPano, ...nearPanos ]
  1909. this.depthSampler.updateNearPanos(panos)
  1910. let maxWaitDur = browser.isMobile() ? 40 : 60
  1911. let changeCount = 0, maxChangeTex = browser.isMobile() ? 1 : 3, getCount = 0
  1912. let changeTexCount = ()=>{
  1913. changeCount ++;
  1914. }
  1915. let median = Potree.timeCollect.depthSamChangeImg.median
  1916. let ifOverTime = ()=>{
  1917. let is = changeCount >= maxChangeTex || changeCount * median + getCount * 0.01 > maxWaitDur//不换贴图也要一丢丢计算时间
  1918. /* if(is){
  1919. console.log('OverTime, changeCount', changeCount)
  1920. } */
  1921. return is
  1922. }
  1923. this.depthSampler.addEventListener('changeImg', changeTexCount)
  1924. outer: for(let i=lastIndex,j=panos.length; i<j; i++){
  1925. let pano = panos[i];
  1926. let others = panos.slice(i+1, j)
  1927. lastIndex = i
  1928. if(!pano.pointcloud.hasDepthTex && i>0)break; //点云的情况下最好不改相机位置,因为其他位置点云还没加载完,所以不判断当前点以外的漫游点
  1929. var g = Common.sortByScore(others, [ ], [
  1930. Images360.scoreFunctions.distanceSquared(pano.position)
  1931. ]);
  1932. for(let a=0, b=g.length; a<b; a++){
  1933. let item = g[a]
  1934. if(item.item == pano)continue
  1935. if( this.neighbourMap[pano.id][item.item.id] != void 0 && this.neighbourMap[item.item.id][pano.id] != void 0 /* this.isNeighbour(pano,item.item,{dontCompute:true}) != void 0 */)continue //确定结果了就不需要算
  1936. //console.log('check isNeighbour', pano.id, item.item.id)
  1937. let byCloud = !pano.pointcloud.hasDepthTex
  1938. let result = this.isNeighbour(pano, item.item, {onlyUseTex: !byCloud, computeDirFirst:true, computeTwoDir:true})//计算
  1939. if(result != void 0){//计算了 (byTex时其实并不一定)
  1940. //console.log('提前计算neighbor', pano.id, item.item.id)
  1941. this.dispatchEvent({type:'getNeighbourAuto', panos:[pano,item.item]})
  1942. if(byCloud){ //只计算一次
  1943. //console.log('提前计算neighbor byCloud', result, pano.id, item.item.id)
  1944. break outer;
  1945. }
  1946. getCount ++
  1947. if(ifOverTime()){
  1948. break outer
  1949. }
  1950. }
  1951. }
  1952. lastIndex = i+1 //这轮结束
  1953. }
  1954. /* if(changeCount){
  1955. console.log( 'changeCount', changeCount)
  1956. } */
  1957. this.depthSampler.removeEventListener('changeImg', changeTexCount)
  1958. if(!inited){
  1959. inited = true
  1960. this.addEventListener('loadedDepthImg',(e)=>{
  1961. //console.log('loadedDepthImg',e.pano)
  1962. lastIndex = 0 //主要针对刚打开场景第一个点有杂点时单向不成功,要立即进一步双向计算ifShelter
  1963. })
  1964. }
  1965. /* let costTime = Date.now() - startTime
  1966. costTime > maxWaitDur && console.log( 'costTime:',costTime) */
  1967. }
  1968. }()
  1969. Images360.filters = {
  1970. inPanoDirection : function(pos, dir, i, log) { //pano在mouse的方向上
  1971. return function(pano) {
  1972. var r = pano.floorPosition.clone().sub(pos).normalize()
  1973. var o = pano.position.clone().sub(pos).normalize()
  1974. log && console.log('dire',pano.id, r.dot(dir), o.dot(dir) )
  1975. return r.dot(dir) > i || o.dot(dir) > i
  1976. }
  1977. },
  1978. inFloorDirection: function(pos, dir, min, log) { //pano在mouse的水平方向上
  1979. return function(pano) {
  1980. var vec = new THREE.Vector2().subVectors(pano.floorPosition, pos).normalize()
  1981. var dir_ = new THREE.Vector2().copy(dir).normalize()
  1982. log && console.log('dire', pano.id, vec.dot(dir_) )
  1983. return vec.dot(dir_) > min
  1984. /* var i = pano.floorPosition.clone().sub(pos).setZ(0).normalize();//改成在xz方向上,否则点击墙面不会移动
  1985. return i.dot(dir.clone().setZ(0)) > min */
  1986. }
  1987. },
  1988. isNotBehindNormal: function(e, t) {
  1989. var i = new THREE.Vector3;
  1990. return t = t.clone(),
  1991. function(n) {
  1992. var r = i.copy(n.position).sub(e).normalize();
  1993. return r.dot(t) > 0
  1994. }
  1995. },
  1996. isCloseEnoughTo: function(e, t) {
  1997. 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)
  1998. return e.distanceTo(i.floorPosition) < t //许钟文
  1999. }
  2000. },
  2001. not: function(e) {
  2002. return function(t) {
  2003. return t !== e
  2004. }
  2005. } ,
  2006. isEnabled:function() {
  2007. return function(t) {
  2008. return t.enabled
  2009. }
  2010. },
  2011. isVisible:function() {
  2012. return function(t) {
  2013. return t.visible
  2014. }
  2015. }
  2016. }
  2017. Images360.scoreFunctions = {
  2018. direction: function(curPos, dir, ifLog) {
  2019. return function(pano) {
  2020. 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
  2021. var n = pos1.clone().sub(curPos).normalize();
  2022. //ifLog && console.log('direction', pano.id, n.dot(dir) * directionFactor )
  2023. return n.dot(dir) * directionFactor
  2024. }
  2025. },
  2026. distance: function(pos1, r=1, ifLog) {
  2027. if(pos1.position)pos1 = pos1.position
  2028. return function(pano) {//许钟文 改
  2029. var pos2 = pano.position.clone()
  2030. //ifLog && console.log('distance', pano.id, pos1.distance(pos2) * -1 )
  2031. return pos1.distanceTo(pos2) * -1 * r;
  2032. }
  2033. },
  2034. distanceSquared: function(pos1, r=1 ) {
  2035. if(pos1.position)pos1 = pos1.position
  2036. return function(pano) {//许钟文 改
  2037. var pos2 = pano.position.clone()
  2038. return pos1.distanceToSquared(pos2) * -1 * r;
  2039. }
  2040. },
  2041. angle: function(e, t) {
  2042. return function(i) {
  2043. var n = i.position.clone().sub(e).normalize();
  2044. return n.angleTo(t) * Potree.config.navigation.angleFactor
  2045. }
  2046. },
  2047. }
  2048. Images360.sortFunctions = {//排序函数,涉及到两个item相减
  2049. floorDisSquaredToPoint: function(e) {
  2050. return function(t, i) {
  2051. return t.floorPosition.distanceToSquared(e) - i.floorPosition.distanceToSquared(e)
  2052. }
  2053. },
  2054. disSquaredToPoint: function(e) {
  2055. return function(t, i) {
  2056. return t.position.distanceToSquared(e) - i.position.distanceToSquared(e)
  2057. }
  2058. },
  2059. }
  2060. Images360.prototype.updateCube = (function(){//增加细分的版本,且垂直方向上取中位数 侧边多条
  2061. const minDis = 0.2; //pano和墙距离不能小于相机的near
  2062. const height = 1 //准确计算的话要分别计算两个pano的地面、天花板之间的俯仰角,和pano之间的还不一样。这里统一假设一个比较小的高度,因高度越大 maxSinAlpha 越大
  2063. let minTanBeta = minDis / height /* (pano0.position.z - pano0.floorPosition.z) */
  2064. let minBeta = Math.atan(minTanBeta)
  2065. const maxSinAlpha = Math.cos(minBeta) // 注:beta = Math/2 - alpha
  2066. const skyHeight = 50
  2067. return function(pano0, pano1){
  2068. if(Potree.settings.displayMode != 'showPanos' || pano0 == pano1
  2069. || this.cubePanos.includes(pano0) && this.cubePanos.includes(pano1)
  2070. ) return
  2071. this.cubePanos = [pano0, pano1]
  2072. viewer.addTimeMark('updateCube','start')
  2073. //console.log('updateCube',pano0.id, pano1&&pano1.id)
  2074. let useBound = (bound, size)=>{
  2075. size = size || bound.getSize(new THREE.Vector3)
  2076. let center = bound.getCenter(new THREE.Vector3)
  2077. size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth))
  2078. this.cube.geometry = new THREE.BoxBufferGeometry(1,1,1,1)
  2079. this.cube.scale.copy(size)
  2080. this.cube.position.copy(center)
  2081. if(Potree.settings.testCube){
  2082. this.cubeTest.geometry = this.cube.geometry
  2083. this.cubeTest.scale.copy(size)
  2084. this.cubeTest.position.copy(center)
  2085. }
  2086. return 'useBound'
  2087. }
  2088. let getPanoBound = (pano, dis)=>{//因漫游点可能在点云外部,如室外平地,所以需要union进漫游点
  2089. let panoBound = new THREE.Box3
  2090. panoBound.expandByPoint(pano.position)
  2091. let margin = dis ? Math.max(dis * 0.1, 10) : 10
  2092. panoBound.expandByVector(new THREE.Vector3(margin,margin,margin)); //give pano a margin 。 随着bound扩大,margin要相应扩大,否则当距离很远时看起来就像没有
  2093. return pano.pointcloud.bound.clone().union(panoBound)
  2094. }
  2095. this.cube.geometry.dispose();
  2096. if(pano1){//过渡
  2097. let dontAddSides
  2098. let dis = pano0.position.distanceTo(pano1.position)
  2099. if(dis == 0)return
  2100. let sinAlpha = Math.abs(pano0.position.z - pano1.position.z) / dis //俯仰角的sin,随角度增大而增大 0-1
  2101. let score = (1+sinAlpha*20) * dis //score越大创建的mesh越不适合
  2102. let isNeighbour = this.isNeighbour(pano0, pano1)
  2103. //console.log(pano0.id, pano1.id, maxSinAlpha.toFixed(2), sinAlpha.toFixed(2), score.toFixed(2), isNeighbour)
  2104. if(sinAlpha>maxSinAlpha || !pano0.pointcloud.hasDepthTex || !pano1.pointcloud.hasDepthTex || (isNeighbour ? score > 100 : score > 50 ) ){
  2105. let bound = getPanoBound(pano0, dis).union(getPanoBound(pano1, dis))
  2106. let size = bound.getSize(new THREE.Vector3)
  2107. let max = Math.max(size.x, size.y, size.z)
  2108. size.set(max,max,max) //距离太远的数据集,过渡会畸变。所以扩大skybox,且为立方体
  2109. return useBound(bound, size)
  2110. }else if( isNeighbour ? score > 70 : score > 15 ){
  2111. dontAddSides = true //pano间有阻挡时得到的side点可能使通道变窄,所以去掉。
  2112. }
  2113. //俯仰角增大时可能不在同一楼层,算出来的mesh不太好,所以更倾向直接使用cube,或去除side。
  2114. let half = browser.isMobile() ? 4 : 8 //自行输入 (点云计算的慢,还不准)
  2115. let count1 = 2*half//偶数个 每个pano向 外dir 个数
  2116. //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。
  2117. let getDir = (angle_, vec)=>{ //旋转获得水平向量
  2118. let rotMat = new THREE.Matrix4().makeRotationZ(angle_)
  2119. return vec.clone().applyMatrix4(rotMat)
  2120. }
  2121. let getFar = (dir, pano, origin, height)=>{//获取在这个方向上和墙体intersect的距离
  2122. //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
  2123. let maxH = 40, minH = 2, minR = 0.5, maxR = 2
  2124. height = height == void 0 ? Math.min(skyHeight, pano.ceilZ - pano.floorPosition.z) : height
  2125. //let r = height (maxH - minH)* 0.14 // 高度越小,角度越小
  2126. //let r = minR + ( maxR - minR) * THREE.Math.clamp((height - minH) / (maxH - minH),0,1) //THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound);
  2127. let r = math.linearClamp(height, [minH,maxH], [minR, maxR])
  2128. let getZ = (deg)=>{
  2129. deg *= r
  2130. deg = THREE.Math.clamp(deg, 1, 80);
  2131. return Math.tan(THREE.Math.degToRad(deg))
  2132. }
  2133. let dirs_ //注意:角度太大会碰到天花板或地板,越远越容易碰到, 在地下停车场就会伸展不开。 更多取接近0度的,否则围墙矮一点就会取到远处。
  2134. dirs_ = [15, 8, 3, -1, -5]
  2135. dirs_ = dirs_.map(deg=> dir.clone().setZ(getZ(deg)).normalize() )
  2136. let max = 50
  2137. let count2 = dirs_.length
  2138. let disArr = dirs_.map((dir_, i) =>{
  2139. let intersect = this.getIntersect(pano, dir_, origin)
  2140. let projectLen = intersect && intersect.distance ? dir_.dot(dir)*intersect.distance : max; //得到project在dir的长度
  2141. return projectLen //得水平距离
  2142. })
  2143. //console.log(pano ? pano.id : 'side','disArr', disArr.slice(0))
  2144. disArr.sort((a,b)=>{return b-a}); //从大到小
  2145. //console.log(pano ? pano.id : 'side','disArr', disArr)
  2146. let dis = disArr[Math.floor(count2/2-0.5)] //对半、取前(中位数)
  2147. return dis
  2148. }
  2149. let sideCount = [0,0]
  2150. let addPos = (pano, vec )=>{//添加这个pano这一侧向外半圆的顶点
  2151. //添加pano位置对应的最高点最低点:
  2152. let minZ, maxZ
  2153. minZ = pano.floorPosition.z
  2154. maxZ = pano.getCeilHeight()
  2155. if(maxZ == Infinity) maxZ = skyHeight + pano.position.z; //maxZ = Math.max(skyHeight, maxZ)
  2156. [maxZ, minZ ].forEach(z=>{
  2157. posArr.push(pano.position.clone().setZ(z))
  2158. })
  2159. //在画面上线条从左往右数
  2160. const angle = Math.PI/(count1-1)
  2161. const dirs = []; //平分这半边180度
  2162. for(let i=0;i<count1;i++){
  2163. dirs.push(getDir(Math.PI/2-i*angle, vec))//正的在左边
  2164. }
  2165. let dirs2 = dirs.map((dir)=>{
  2166. return {
  2167. dir,
  2168. dis: getFar(dir, pano)
  2169. }
  2170. })
  2171. //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
  2172. /* dirs2.forEach((e,i)=>{
  2173. console.log(i, e.dis)
  2174. let smallThanBefore = ()=>{
  2175. return dirs2[i-1].dis / e.dis > maxRatio
  2176. }
  2177. let smallThanAfter = ()=>{
  2178. return dirs2[i+1].dis / e.dis > maxRatio
  2179. }
  2180. if(i>0 && i<count1-1 && smallThanBefore() && smallThanAfter()){//比左右两边都小很多
  2181. e.disB = (dirs2[i-1].dis + dirs2[i+1].dis) / 2 //平均数
  2182. console.log('两者之间',i,e.disB)
  2183. }else if(i==count1-1 && smallThanBefore() ) {//比前者小很多
  2184. e.disB = dirs2[i-1].dis * 0.8
  2185. console.log('smallThanBefore', i, e.disB)
  2186. }else if(i==0 && smallThanAfter() ){//比后者小很多
  2187. e.disB = dirs2[i+1].dis * 0.8
  2188. console.log('smallThanAftere', i, e.disB)
  2189. }
  2190. }) */
  2191. 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
  2192. const minWidth = 0.5
  2193. let computeWidth = (start,end)=>{
  2194. start+=1 //不包含start和end
  2195. let count = end - start ;
  2196. let dis = 0
  2197. for(let m=start;m<end;m++){//得平均数
  2198. dis += dirs2[m].dis
  2199. }
  2200. dis /= count
  2201. let angle = Math.PI / (count1-1) * count / 2
  2202. let width = dis * Math.tan(angle) //得到block的半宽度
  2203. return width
  2204. }
  2205. let changeDis = (start,end )=>{ //不包含start
  2206. start+=1 //不包含start和end
  2207. for(let m=start;m<end;m++){
  2208. dirs2[m].disB = dirs2[end].dis * 0.8
  2209. //console.log('changeDis', m, dirs2[m].disB)
  2210. }
  2211. }
  2212. let start = -1
  2213. 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
  2214. //console.log(i, dirs2[i].dis)
  2215. let j = i-1
  2216. let ratios = 0
  2217. while(j>start && dirs2[i].dis / dirs2[j].dis > maxRatio1){
  2218. ratios += dirs2[i].dis / dirs2[j].dis
  2219. j--
  2220. }
  2221. let count = i-j-1
  2222. ratios /= count
  2223. if(count > 0 && computeWidth(j,i)< minWidth * ratios / maxRatio2 ){ //怎么感觉好像改成了视觉宽度小于某个值即可,那直接用count好了?
  2224. changeDis(j,i)
  2225. start = i //在此之前的修改过,之后不用再判断
  2226. }
  2227. /* if(count > 0 && (count == 1 || computeWidth(j,i)<minWidth)){//若只有一个不用判断宽度直接修改
  2228. changeDis(j,i)
  2229. start = i //在此之前的修改过,之后不用再判断
  2230. } */
  2231. }
  2232. dirs2.forEach((e, index)=>{
  2233. let dir = e.dir.clone().multiplyScalar(e.disB || e.dis);
  2234. [maxZ,minZ].forEach(z=>{
  2235. posArr.push(pano.position.clone().setZ(z).add(dir)) //获取到外墙点
  2236. })
  2237. });
  2238. }
  2239. let addSide = ()=>{//两个漫游点间两边各加一些侧线
  2240. //中点处的
  2241. let top0 = pano0.ceilZ == Infinity ? pano0.position.z+skyHeight : pano0.ceilZ
  2242. let top1 = pano1.ceilZ == Infinity ? pano1.position.z+skyHeight : pano1.ceilZ
  2243. let midMaxZ = (top0 + top1)/2
  2244. let midMinZ = (pano0.floorPosition.z+pano1.floorPosition.z)/2;
  2245. let mid = new THREE.Vector3().addVectors(pano0.position, pano1.position).multiplyScalar(0.5)
  2246. if(!dontAddSides){
  2247. if( pano0.pointcloud.hasDepthTex && pano0.pointcloud.hasDepthTex){
  2248. let panos = [pano0,pano1]
  2249. let vecs = [vec.clone().negate(), vec]
  2250. let axis = [[-1,1],[1,-1]]
  2251. let dis2d = new THREE.Vector2().subVectors(pano0.position, pano1.position).length()//水平上的距离
  2252. let maxDis = 50, minDis = 0.5, minR = 0.2, maxR = 1.2
  2253. //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);
  2254. let r = math.linearClamp(dis2d, [minDis,maxDis], [maxR, minR])
  2255. //console.log('dis2d',dis2d,'r',r)
  2256. let angles = ((browser.isMobile()/* || dis2d<4 */)? [60] : [50,70] /* [35,65] */).map(deg=>{ //正的在左边 尽量能够平分中间这段墙体。 (角度为从中心向外)
  2257. let angle = THREE.Math.clamp(deg * r, 5, 80);
  2258. //console.log('angle',angle)
  2259. return THREE.Math.degToRad(angle)
  2260. })
  2261. axis.forEach((axis_, index0)=>{
  2262. let disToSides = []
  2263. 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
  2264. panos.forEach((pano,index)=>{
  2265. let dirs = angles.map(angle=>getDir(axis_[index]*angle, vecs[index]))//一侧的若干角度
  2266. dirs.forEach((dir_,i)=>{
  2267. let dis1 = getFar(dir_, pano);
  2268. let disToPano2d = dis1 * Math.cos(angles[i])
  2269. if(disToPano2d<dis2d){//超过的话都到另一半pano的半圆了,不计入。(角度越小越容易超过)
  2270. let disToSide = dis1 * Math.sin(angles[i])
  2271. if(pano != accordingPano){
  2272. disToPano2d = dis2d - disToPano2d //反一下
  2273. }
  2274. dir_.multiplyScalar( dis1 );
  2275. disToSides.push({disToSide,disToPano2d, pano, dir_})
  2276. }else{
  2277. //console.log('超过',index0,index,i)
  2278. }
  2279. })
  2280. })
  2281. if(disToSides.length){
  2282. //disToSides.sort((a,b)=>{return b-a});//从大到小
  2283. //由距离accordingPano的近到远:
  2284. disToSides.sort((a,b)=>{return a.disToPano2d-b.disToPano2d})
  2285. //console.log('disToSides', index0, disToSides)
  2286. if(disToSides.length == 1 && disToSides[0].disToSide < 0.5){
  2287. disToSides = [] //如果太近直接去除
  2288. }
  2289. disToSides.forEach(e=>{//求z
  2290. let ratio = e.disToPano2d / dis2d
  2291. let r = accordingPano == pano0 ? (1-ratio) : ratio
  2292. let sideMaxZ_ = top0 * r + top1 * (1-r);
  2293. let sideMinZ_ = pano0.floorPosition.z * r + pano1.floorPosition.z * (1-r);
  2294. [sideMaxZ_,sideMinZ_].forEach(z=>{
  2295. 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
  2296. })
  2297. })
  2298. }
  2299. sideCount[index0] = disToSides.length //记录侧边个数
  2300. })
  2301. }else{
  2302. //这段针对点云时,仅测试才会执行到
  2303. sideCount = [1,1]
  2304. let sideDirs = [getDir(Math.PI/2, vec), getDir(-Math.PI/2, vec)]
  2305. sideDirs.forEach((dir_ ,index)=>{
  2306. let dis = getFar(dir_, null, mid, midMaxZ-midMinZ); //直接从中点求两侧的距离
  2307. dir_.multiplyScalar( /* Math.max( */dis/* , sideDis[index]) */ );
  2308. [midMaxZ,midMinZ].forEach(z=>{
  2309. posArr.push(mid.clone().setZ(z).add(dir_))
  2310. })
  2311. })
  2312. }
  2313. }
  2314. //中心:
  2315. [midMaxZ,midMinZ].forEach(z=>{
  2316. posArr.push(mid.clone().setZ(z))
  2317. })
  2318. }
  2319. //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
  2320. let addFaces = ()=>{
  2321. let getPI = function(index, posType, panoIndex){//获取顶点序号
  2322. return 2 + (count1*2 + 2 ) * panoIndex + index*2 + (posType == 'top' ? 0 : 1)
  2323. }
  2324. let getSidePI = function(index, posType, panoIndex){//获取侧边顶点序号
  2325. if(panoIndex == 1) index += sideCount[0]
  2326. return getPI(index, posType, 2)-2
  2327. }
  2328. let getPanoPI = function(posType, panoIndex){//获取pano处对应的点序号
  2329. return getPI(-1, posType, panoIndex)
  2330. }
  2331. let topCenter = posArr.length-2; //最后添加的两个中心点
  2332. let btmCenter = posArr.length-1;
  2333. for(let i=0;i<2;i++){
  2334. for(let index=1; index<count1; index++){
  2335. //pano外侧半圆围墙
  2336. faceArr.push([getPI(index,'top',i), getPI(index-1,'btm',i), getPI(index-1,'top',i)],//加入一块四方面
  2337. [getPI(index,'top',i), getPI(index,'btm',i), getPI(index-1,'btm',i)])
  2338. faceArr.push([getPI(index,'top',i), getPI(index-1,'top',i), getPanoPI('top',i)])//天花板扇形
  2339. faceArr.push([getPI(index,'btm',i), getPI(index-1,'btm',i), getPanoPI('btm',i)])//地板扇形
  2340. }
  2341. let j = (i + 1) % 2; //另一个pano
  2342. //侧边
  2343. for(let u=0; u<=sideCount[i]; u++){
  2344. //侧边每个四方的左上右上左下右下四个点
  2345. let pLT = u == 0 ? getPI(0,'top',i) : getSidePI(u-1, 'top',i)
  2346. let pRT = u == sideCount[i] ? getPI(count1-1,'top',j) : getSidePI(u, 'top',i)
  2347. let pLB = u == 0 ? getPI(0,'btm',i) : getSidePI(u-1, 'btm',i)
  2348. let pRB = u == sideCount[i] ? getPI(count1-1,'btm',j) : getSidePI(u, 'btm',i)
  2349. faceArr.push([pLT,pLB,pRB],[pLT,pRB,pRT])//外侧四方面
  2350. 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)
  2351. if(i==0){//只需要算一次
  2352. //顶部和底部中心与两个pano边构成的三角形
  2353. if(u == 0){
  2354. faceArr.push([pLT,getPI(count1-1,'top',i),topCenter],
  2355. [pLB,getPI(count1-1,'btm',i),btmCenter],
  2356. )
  2357. }
  2358. //不能用else 因为当length==0时u==0也==sideCount[i],此时就是要两个面
  2359. if(u == sideCount[i]){
  2360. faceArr.push([pRT,getPI(0,'top',j),topCenter],
  2361. [pRB,getPI(0,'btm',j),btmCenter],
  2362. )
  2363. }
  2364. }
  2365. }
  2366. }
  2367. }
  2368. let posArr = [];
  2369. let faceArr = []
  2370. //两点连线的水平向量
  2371. let vec = new THREE.Vector3().subVectors(pano0.position, pano1.position).setZ(0).normalize()
  2372. /* let sideDis0 = */addPos(pano0, vec)
  2373. /* let sideDis1 = */addPos(pano1, vec.clone().negate())
  2374. addSide()
  2375. addFaces()
  2376. //MeshDraw.updateGeometry(this.cube.geometry, posArr, faceArr)
  2377. let geo = MeshDraw.createGeometry(posArr, faceArr)
  2378. this.cube.geometry = geo
  2379. this.cube.scale.set(1,1,1);
  2380. this.cube.position.set(0,0,0)
  2381. if(Potree.settings.testCube){
  2382. this.cubeTest.geometry = geo
  2383. this.cubeTest.scale.set(1,1,1);
  2384. this.cubeTest.position.set(0,0,0)
  2385. }
  2386. }else{
  2387. useBound(getPanoBound(pano0))
  2388. }
  2389. viewer.addTimeMark('updateCube','end')
  2390. return true
  2391. /*
  2392. 关于卡顿:
  2393. 即使使用cube,若scale设置为只容纳两个pano,也会卡顿。但也是有的卡有的不卡。
  2394. 若按照原先的复杂geo,一般在平直的街道上行走流畅,经过拐弯或者复杂区域较卡。减小geo复杂度没有什么作用。
  2395. 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。
  2396. 耗时: chrome: 20+ ,但是firefox:500+ 咋回事 ? iphonex safari: 40+
  2397. */
  2398. }
  2399. })()
  2400. /*
  2401. viewer.images360.flyToPano(viewer.images360.getPano('1765955963253690368|70','sid'))
  2402. viewer.images360.flyToPano(viewer.images360.lastPano)
  2403. */