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- import * as THREE from 'three'
- import math from './util/math.js'
- import common from './util/common.js'
- import BoundingMesh from './util/BoundingMesh.js'
- import Vectors from './util/Vectors.js'
-
- const version = 'output'
-
- const convertTool = {
- getQuaByAim: function (aim, center=new THREE.Vector3, forward=new THREE.Vector3(0, 0, -1)){ //z朝上的坐标系是 forward = new THREE.Vector3(0, 1, 0)
- let qua1 = new THREE.Quaternion().setFromUnitVectors(forward, aim.clone().sub(center).normalize())
- //或var _ = (new THREE.Matrix4).lookAt(pano.position, aim, new THREE.Vector3(0,1,0)); aimQua = (new THREE.Quaternion).setFromRotationMatrix(_);
- return qua1
- },
- }
- //----------------------复制以下内容---------------------------------
- let player,
- skyBoxTight,
- meshGroup,
- modelBound = new THREE.Box3(),
- ray = new THREE.Raycaster(),
- groundPlane = new THREE.Plane()
- let groundY, safeBound, boundConfirmed //安全区域应该在扣除每种类型柜子大概的长宽的一半
- let hue = 0,
- startTime
- const MinBoxInitialScore = 0.68 //找不到匹配时,若box分数低于该值,不createSinglePano
- let boxesSolid = []
-
- let standards = {
- cabinet: {
- widthNormal: { min: 0.55, max: 0.65 }, //widthNormal是不计宽还是厚度的平均宽度 //个别场景如S9yepREK8Jl 宽0.8米
- height: { min: 0.3, max: 2.5, standard: 2 },
- closeRatio: 0.7, //数值越小越容易findRest。一般在墙上的位置不准要设置大些,扎堆放置的设置小些
- },
- fire: {
- widthNormal: { min: 0.12, max: 0.16 },
- height: { min: 0.4, max: 0.58 },
- widthSame: true, //长宽相等
- closeRatio: 4,
- tinyXZ: true, //可以通过它近似确定地面高度
- },
- air: {
- widthNormal: { min: 0.35, max: 0.7 },
- width: { min: 0.48, max: 0.75 }, //因为总是斜着放所以范围较大
- thick: { min: 0.33, max: 0.5 },
- height: { min: 1.2, max: 2.2, standard: 1.8 },
- atWall: 0.8,
- closeRatio: 1.1,
- },
- airSmart: {
- widthNormal: { min: 0.35, max: 0.7 },
- width: { min: 0.48, max: 0.75 }, //因为总是斜着放所以范围较大
- thick: { min: 0.33, max: 0.5 },
- height: { min: 1.2, max: 2.2, standard: 1.8 },
- atWall: 0.8,
- closeRatio: 1.1,
- },
- 'air-hanging': {
- widthNormal: { min: 0.3, max: 1 },
- width: { min: 0.8, max: 1.1 },
- thick: { min: 0.2, max: 0.3 },
- height: { min: 0.3, max: 0.5, standard: 0.4 }, //standard是通常出现的最高高度. 有这个值的在离地的时候直接使用该高度
- bottom: { min: 0.8, max: 2.0 }, // 不绝对,大部分
- atWall: 1, //在墙壁的可能性
- closeRatio: 1.5,
- },
- battery: {
- widthNormal: { min: 0.45, max: 1.35 },
- width: { min: 0.7, max: 1.4 },
- thick: { min: 0.35, max: 0.5 },
- height: { min: 0.3, max: 2.5 }, //maxHeight
- //有的电池很小。考虑是否追加battery-little 并且限制大电池的长宽高比例
- atWall: 0.9,
- closeRatio: 0.9,
- },
- groundBar: {
- widthNormal: { min: 0.06, max: 0.4 },
- width: { min: 0.3, max: 0.5 },
- thick: { min: 0.05, max: 0.08 },
- height: { min: 0.1, max: 0.2 },
- bottom: { min: 1.2, max: 3 },
- atWall: 1,
- closeRatio: 2,
- },
- hlkcWindow: {
- widthNormal: { min: 0.08, max: 0.5 },
- width: { min: 0.35, max: 0.5 },
- thick: { min: 0.03, max: 0.06 },
- height: { min: 0.35, max: 0.5 },
- bottom: { min: 1.2, max: 3 },
- atWall: 1,
- closeRatio: 2,
- },
- electric: {
- widthNormal: { min: 0.2, max: 0.7 },
- width: { min: 0.5, max: 0.65 },
- thick: { min: 0.2, max: 0.3 },
- height: { min: 0.5, max: 1 }, //maxHeight 4GqaqNdyjGf一米高
- bottom: { min: 0.8, max: 1.8 },
- atWall: 1,
- closeRatio: 2,
- },
- monitor: {
- widthNormal: { min: 0.08, max: 0.11 },
- height: { min: 0.1, max: 0.2, standard: 0.15 }, //maxHeight
- bottom: { min: 1.2, max: 3 },
- atWall: 1,
- closeRatio: 4,
- tiny: true, //因为较小且无方向,所以近似一个点,用射线算出的位置比墙面还准,所以其最终位置可用于expandModelBound
- },
- rowBigBox: {
- widthNormal: { min: 0.55, max: Infinity },
- height: { min: 0.7, max: 2.4, standard: 2 },
- },
- /*"cabling-wall":{
- },
- "cabling-ceil":{
- atCeil:1
- } */
- }
- /* const typeNames = {
- cabinet : 'cabinet', //标准机柜
- air : 'air', //普通空调柜式
- battery : 'battery', //蓄电池组
- }
- */
- const typeNames = {
- fire: 'extinguisher', //灭火器
- monitor: 'surveillance_camera', //监控摄像机 放第一个,用于继续确定边界
- hlkcWindow: 'hlkc', //馈线窗
- groundBar: 'grounding_bar', //接地排
- cabinet: 'equipment_cabinet', //标准机柜
- battery: 'accumulator', //蓄电池组
- /* ac : 'ac_switchboard', //交流配电柜 //这两种合并,因为差别太小了,见QlJau21WP8G的,在全景图两侧识别的竟然一个ac一个dc
- dc : 'dc_distribution', //直流配电设备 */
- electric: ['ac_switchboard', 'dc_distribution'],
- air: 'sdkt', //普通空调柜式
- airSmart: 'ventilation_installation', //智能通风设备
- //cabling : 'cabling_rack', //单层走线架 因为在天花板的走线有点复杂,经常断开,无法确定方向所以放弃
- }
- /* const typeNamesReverse = {} //为了方便访问
- for(let i in typeNames){
- typeNamesReverse[typeNames[i]] = i
- }
- */
- let addLine = (origin, dir, len, color) => {
- if (version != 'vision') return
- var line1 = LineDraw.createLine([origin, origin.clone().add(dir.clone().multiplyScalar(len || 1))], { color })
- //console.log(origin.toArray(), dir.toArray())
- meshGroup.add(line1)
- return line1
- }
- let addLabel = (pos, text, { bgcolor, a } = {}) => {
- if (version != 'vision') return
- let shift = new THREE.Vector3(0, -0.2, 0)
- bgcolor = bgcolor ? new THREE.Color(bgcolor) : { r: 1, g: 1, b: 1 }
- //let endPos = new THREE.Vector3().addVectors(pos,shift);
- text instanceof Array || (text = [text])
- let lineCount = Math.round(Math.random() * 6) + 1
- let lines = []
- while (lineCount-- > 0) {
- lines.push('|')
- }
- text = [...text, ...lines, 'o']
- let textMesh = new TextSprite({
- text,
- textColor: { r: 0, g: 0, b: 0, a: 1 },
- backgroundColor: { r: bgcolor.r * 255, g: bgcolor.g * 255, b: bgcolor.b * 250, a: a || 0 },
- textBorderColor: { r: bgcolor.r * 255, g: bgcolor.g * 255, b: bgcolor.b * 250, a: a || 0.9 },
- textBorderThick: 2,
- margin: { x: 0, y: 0 },
- borderRadius: 0,
- player: player,
- sizeInfo: { minSize: 90, maxSize: 300, nearBound: 1, farBound: 7 },
- })
- textMesh.position.copy(pos)
- //textMesh.scale.set(0.3, 0.3, 0.3)
- meshGroup.add(textMesh)
- textMesh.sprite.position.y += textMesh.sprite.scale.y * 0.4
- return textMesh
- }
- let getBoxFinalPos = info => {
- //创建solidbox时的position
- let position
- let center = getBoxPos(info)
- if (standards[info.boxType].bottom) {
- //悬挂
- position = center
- } else {
- position = center.clone().setY(groundY + info.size.y / 2) //使着地
- }
- return position
- }
- const axises = [
- new THREE.Vector3(-1, 1, -1),
- new THREE.Vector3(1, 1, -1),
- new THREE.Vector3(1, 1, 1),
- new THREE.Vector3(-1, 1, 1),
- new THREE.Vector3(-1, -1, -1),
- new THREE.Vector3(1, -1, -1),
- new THREE.Vector3(1, -1, 1),
- new THREE.Vector3(-1, -1, 1),
- ]
- let traverse = (info, fun) => {
- //忽略.infos的row 的信息
- fun(info)
- info.list && info.list.forEach(a => traverse(a, fun))
- info.mixedFrom && info.mixedFrom.forEach(a => traverse(a, fun))
- }
- class Box {
- //结果
- constructor(info) {
- //preDealBox(info)
- this.setFromInfo(info)
- this.name = this.boxType + '-' + this.name
- if (version == 'vision' && boundConfirmed) this.draw()
- boxesSolid.push(this)
- }
- setFromInfo(info) {
- for (let i in info) {
- this[i] = info[i]
- }
- /* let h = info.size.y
- let standardH = standards[info.boxType].height.standard
- if (h > standardH) {
- h = standardH + Math.log(1 + (h - standardH) / 2) //Math.log2: 以2为底的对数 ,Math.log:自然对数
- info.size.y = h
- } */
- this.position = getBoxFinalPos(this)
- let bound = new THREE.Box3().setFromCenterAndSize(this.position, this.size)
- this.bound = bound
-
-
-
-
-
-
-
- }
- draw() {
- hue += 0.23
- var color = new THREE.Color().setHSL(hue, 0.9, 0.85)
- this.boxHelper = new THREE.Box3Helper(this.bound, color)
- this.boxHelper.material.depthTest = false
- this.boxHelper.material.transparent = true
- this.boxHelper.renderOrder = 30
- /* let { warnStr, exStr } = this
- warnStr && (exStr += `【${warnStr}】`) */
- this.label = addLabel(this.position, /* exStr ? [this.name, exStr] : */ this.score ? [this.name, this.score.toFixed(1)] : this.name, { bgcolor: color })
- meshGroup.add(this.boxHelper)
- }
- dispose() {
- let index = boxesSolid.indexOf(this)
- if (index > -1) {
- boxesSolid.splice(index, 1)
- if (version == 'vision' && boundConfirmed) {
- this.label.sprite.material.opacity = 0.3
- this.boxHelper.material.opacity = 0.2
- }
- }
- }
- traversePair(fun) {
- traverse(this, fun)
- }
- getDirection(){//获得正面朝向。 需要全部box都创建完再调用
-
- let xProp = this.xProp
- let dir
- //哪边pano多朝哪边
-
-
- if(this.boxType == 'cabinet' && this.name.includes('row')){
- if(this.infos.box.length>1){
- let k = this.infos.reduce((w,c)=>{return w+c.k},0)
- xProp = k>1 ? 'width' : 'thick'
- }else{ //直接使用别的多box的row的方向 ,大多数都相同(会有例外,无所谓了)
- let rows = boxesSolid.filter(e=>e.boxType == 'cabinet' && e.name.includes('row'))
- rows.sort((a,b)=>b.infos.box.length - a.infos.box.length)
- let box = rows[0]
- if(box){
- return this.dirQua = box.dirQua
- }
- }
- }
-
- if(!xProp){//根据房间的长宽 散落的cabinet。 fire monitor
-
- let {xWidthPossible, yWidthPossible} = getBoxDirProp(this,true)
- xProp = this.xProp
- /* if(Math.abs(xWidthPossible - yWidthPossible) < 0.3){
- let size = new THREE.Vector3()
- safeBound.getSize(size)
-
- xWidthPossible += (size.x - size.z) * 0.5
-
- if(xWidthPossible > yWidthPossible){
- xProp = 'width'
- }
- } */
-
-
- }
-
- if(xProp){
-
- if(!this.panosDir) getPanosDir(this)
-
- if(xProp == 'width'){
-
- if (Math.abs(this.panosDir['z+']) < Math.abs(this.panosDir['z-'])) {//朝-z//也就是新坐标系的y
- //this.dirQua='下'
- dir = new THREE.Vector3(0,1,0)
- }else{//朝+z
- //this.dirQua='上'
- dir = new THREE.Vector3(0,-1,0)
- }
- }else{
- if (Math.abs(this.panosDir['x+']) < Math.abs(this.panosDir['x-'])) {//朝-x
- //this.dirQua='右'
- dir = new THREE.Vector3(-1,0,0)
- }else{//朝+x
- //this.dirQua='左'
- dir = new THREE.Vector3(1,0,0)
- }
- }
- }
- //addLabel(this.position, this.dirQua)
-
-
- this.dirQua = convertTool.getQuaByAim(dir, new THREE.Vector3, new THREE.Vector3(0,1,0))
- return this.dirQua
-
-
- /*飞到俯视图查看(不旋转视图,x朝右,z朝下)。以下四个qua是四个墙壁每个墙壁上的dirQua。
-
- _x: 0, _y: -0, _z: 1, _w: 0
-
- _x: 0, _y: 0, _z: -0.707, _w: 0.707 _x: 0, _y: -0, _z: 0.707, _w: 0.707
- x: 0, _y: 0, _z: 0, _w: 1
-
- */
-
- }
- toJson() {//转出的坐标系是z朝上的
- let category = typeNames[this.boxType]
- if (category instanceof Array) {
- let scoreMap = new Map()
- category = category.slice(0)
- category.forEach(e => scoreMap.set(e, 0)) //初始化
- //判断boxType: 寻找所使用的box总分最高的boxType
- let add = box => {
- if (!box) return
- let score = scoreMap.get(box.category) + box.score
- scoreMap.set(box.category, score)
- }
- this.traversePair(e => {
- add(e.box0)
- add(e.box1)
- })
- category = category.sort((a, b) => {
- return scoreMap.get(b) - scoreMap.get(a)
- })
- category = category[0] //最高分
- }
-
- this.getDirection()
- let json = {
- points: axises.map(axis => math.invertVisionVector(new THREE.Vector3().addVectors(this.position, this.size.clone().multiply(axis).multiplyScalar(0.5))).toArray()),
- category,
- type: this.boxType,
- sid: this.name,
- quaternion:this.dirQua.toArray()
- }
- return json
- }
- }
- // 2d坐标转3d坐标
- let getDirByUV = (uv, pano) => {
- // 计算方向向量
- let yaw = -uv.x * (Math.PI * 2)
- let pitch = Math.PI / 2 - uv.y * Math.PI
- let dir = new THREE.Vector3()
- dir.copy(Vectors.RIGHT).applyAxisAngle(Vectors.BACK, pitch).applyAxisAngle(Vectors.UP, yaw).applyQuaternion(pano.quaternion)
- return dir
- }
- let getCenterDir = box => {
- if (box.centerDir) return
- //假设不存在在box中间拍摄的情况,所以y不会横跨两边
- let bbox = box.bbox2
- let center = { x: getBbox2center(bbox[0], bbox[2]), y: (bbox[1] + bbox[3]) / 2 }
- box.bbox2CenterX = center.x
- let dir = getDirByUV(center, box.pano)
- box.centerDir = dir
- let centerTop = { x: center.x, y: bbox[1] }
- box.centerTopDir = getDirByUV(centerTop, box.pano)
- let centerBtm = { x: center.x, y: bbox[3] }
- box.centerBtmDir = getDirByUV(centerBtm, box.pano)
- let leftBtm = { x: bbox[0], y: bbox[3] }
- box.leftBtmDir = getDirByUV(leftBtm, box.pano)
- let rightBtm = { x: bbox[2], y: bbox[3] }
- box.rightBtmDir = getDirByUV(rightBtm, box.pano)
- }
- let getOtherPos = box => {
- if (!box.boxType) return
- let config = standards[box.boxType]
- if (!boundConfirmed) {
- if (!config.bottom) {
- ray.set(box.pano.position, box.centerBtmDir)
- box.btmPosPredict = ray.ray.intersectPlane(groundPlane, new THREE.Vector3()) //没有的话就在空中 (部分air-hanging也会有)。 fire的这个值会较大误差,因为groundY还不确定,但不影响,因只用它射线交点的位置。
- if (box.btmPosPredict) {
- let dir2d = new THREE.Vector2(box.centerBtmDir.x, box.centerBtmDir.z).normalize()
- let { min, max } = standards[box.boxType].widthNormal
- min = min * 0.4
- max = max * 0.4
- let minA = Math.min(Math.abs(dir2d.x), Math.abs(dir2d.y))
- const depth = math.linearClamp(minA, 0, 1, min, max)
- /* const depth = box.category == typeNames.cabinet ? 0.5 : 0.4
- */
- dir2d = dir2d.clone().multiplyScalar(depth)
- box.btmPosPredict.x += dir2d.x
- box.btmPosPredict.z += dir2d.y
- //addLabel(box.btmPosPredict,'b_'+box.category+"_"+box.sid, {bgcolor:'#6ff',a:0.1})
- //box.btmPosPredict.clamp(safeBound.min, safeBound.max)
- }
- }
- return
- }
- if (!box.posAtWall && config.atWall > 0) {
- //console.log(box.sid, 'getPosWall')
- const shrink = config.thick ? config.thick.min : config.widthNormal.min
- ray.set(box.pano.position, box.centerDir)
- let o = ray.intersectObjects([skyBoxTight])
- if (o[0]) box.posAtWall = new THREE.Vector3().addVectors(box.pano.position, box.centerDir.clone().multiplyScalar(o[0].distance - shrink))
- //因墙壁不准确,所以还是尽量不用墙的位置
- /* if(box.btmPos){
- let wallRatio = 0.5;
- if(new THREE.Vector3().subVectors(box.btmPos, box.posAtWall).setY(0).length() > 1 )wallRatio = 0.2 //可能墙壁位置不准,靠后了
- box.predictCenter = new THREE.Vector3().addVectors(box.btmPos.clone().multiplyScalar(1-wallRatio), box.posAtWall.clone().multiplyScalar(wallRatio))
- //box.predictCenter = new THREE.Vector3().addVectors(box.posAtWall, box.btmPos).multiplyScalar(0.5) //也许能当中心点? 虽然y会低一些
- addLabel(box.predictCenter, box.sid+'-preC')
- } */
- }
- if (!box.btmPos) {
- getBoxBtm(box)
- }
- if (!box.topPos) {
- getBoxTop(box)
- }
- }
- let getUVs = box => {
- if (box.bbox2) return
- let uvs = []
- box.bbox2 = box.bbox.map((e, i) => {
- return i % 2 == 0 ? e / 4096 /* + 0.25 */ : e / 2048
- })
- }
- let getBoxBase = box => {
- getBoxType(box)
- getUVs(box)
- getCenterDir(box)
- getOtherPos(box)
- }
- let getBbox2Diff = (x1, x2) => {
- //获取x1-x2,如果x1在x2右边则为正
- if (Math.abs(x1 - x2) < 0.5) return x1 - x2
- else {
- if (x1 > x2) x1 -= 1
- else x2 -= 1
- return x1 - x2
- }
- }
- let getBbox2center = (x1, x2) => {
- //找中间位置
- if (Math.abs(x1 - x2) > 0.5) {
- //永远找小于180度的那一边
- return (x1 + x2 + 1) / 2 //另外半边
- } else {
- return (x1 + x2) / 2
- }
- }
- let getBoxTop = info => {
- /* if(info.sid == 'pano0-11(mix4,8)'){
- console.log(5)
- } */
- if (info.box1) {
- let o2 = getIntersect2(info.box0.pano.position, info.box0.centerTopDir, info.box1.pano.position, info.box1.centerTopDir)
- info.topPos = o2.pos3d
- info.diffHeight = o2.mid2 ? o2.mid2.distanceTo(o2.mid1) : 1
- if (info.box0.topPos && info.box1.topPos) {
- info.topPos.y = (info.box0.topPos.y + info.box1.topPos.y) / 2 //原先的不准
- }
- } else {
- //取btm上方对应的位置 ( 因为和skybox的交点会因离墙远而偏上或偏下)
- let box = info.box0 || info
- let btm = box.btmPos
- if (!btm) {
- btm = getBoxBtm(info)
- }
- box.topPos = btm.clone() //xz同btm,要求y
- let xDelta = btm.x - box.pano.position.x
- let zDelta = btm.z - box.pano.position.z
- let yDelta
- //因为pano有旋转所以btm和top的xz其实是不一样的,所以会有误差。 故这里选择delta较大的
- if (Math.abs(xDelta) < Math.abs(zDelta)) {
- yDelta = (zDelta * box.centerTopDir.y) / box.centerTopDir.z
- /* console.log('use z', box)
- if(Math.abs(xDelta)<0.1)console.error('!!!!!!!!!!!!!!!!!!!!!!! xDelta',xDelta, box.sid ) */
- } else {
- yDelta = (xDelta * box.centerTopDir.y) / box.centerTopDir.x
- // console.log('use x', box)
- }
- box.topPos.y = yDelta + box.pano.position.y
- let minHeight = /* info.boxType ? standards[info.boxType].height.min : box.category == typeNames.air ? 0.5 : */ standards[getBoxType(box)].height.min
- let diffH = Math.max(box.topPos.y - btm.y, minHeight)
- box.topPos.y = btm.y + diffH
- info.topPos = box.topPos
- /* if (box.sid == 'pano2-1') {
- addLabel(box.topPos,'t_'+box.sid,{bgcolor:'#ff4399'})
- addLine(box.pano.position,box.centerTopDir, 20)
- } */
- }
- return info.topPos
- }
- let getBoxBtm = info => {
- if (info.box1) {
- let o2 = getIntersect2(info.box0.pano.position, info.box0.centerBtmDir, info.box1.pano.position, info.box1.centerBtmDir)
- info.btmPos = o2.pos3d
- //info.btmPos.y = (info.box0.btmPos.y + info.box1.btmPos.y)/2 //原先的不准
- } else {
- let box = info.box0 || info
- if (!box.btmPos) {
- if (box.sid == 'pano0-7') {
- console.log(3)
- addLine(box.pano.position, box.centerBtmDir, 20)
- }
- if (!boundConfirmed) {
- return box.btmPosPredict
- }
- ray.set(box.pano.position, box.centerBtmDir)
- let o = ray.intersectObjects([skyBoxTight]) //如果skybound有问题,位置就会错
- box.btmPosOri = o[0].point.clone()
- let depth //缩进 //let depth = Math.abs(o[0].face.normal.y) > 0.9 ? 0.4 : -0.4
- getBoxType(box)
- let dir2d = new THREE.Vector2(box.centerBtmDir.x, box.centerBtmDir.z).normalize()
- if (standards[box.boxType].thick && standards[box.boxType].atWall /* box.boxType == 'battery' */) {
- //平贴于墙上,且厚度和宽度相差较大
- //注:air-hanging主要用的是posAtWall
- let { min, max } = standards[box.boxType].widthNormal
- min = min * 0.3
- max = max * 0.5
- if (!box.xProp) getBoxDirProp(box)
- if (box.xProp == 'width') {
- depth = math.linearClamp(Math.abs(dir2d.x), 0, 1, min, max)
- } else {
- depth = math.linearClamp(Math.abs(dir2d.y), 0, 1, min, max)
- }
- } else {
- let w = standards[box.boxType].thick || standards[box.boxType].widthNormal
- let w0 = (w.min + w.max) / 2
- let min = w0 * 0.5,
- max = w0 * 0.8
- let minA = Math.min(Math.abs(box.centerBtmDir.x), Math.abs(box.centerBtmDir.z))
- depth = math.linearClamp(minA, 0, 0.707, min /* 0.3 */, max /* 0.5 */) //在45度时需要最长的距离。主要针对cabinet
- }
- if (Math.abs(o[0].face.normal.y) < 0.9) {
- if (standards[box.boxType].atWall || o[0].point.y - groundY > 0.3) {
- //battery的识别框比较乱,有可能一个电池被识别出好几个,所以
- depth *= -1 //at wall
- }
- }
- let dir2d1 = dir2d.clone().multiplyScalar(depth)
- box.btmPos = o[0].point.clone()
- box.btmPos.x += dir2d1.x
- box.btmPos.z += dir2d1.y
- //addLabel(box.btmPos,'b_'+box.sid,{bgcolor:'#ff4399'})
- }
- info.btmPos = box.btmPos
- }
- return info.btmPos
- }
- let getIntersect = (pano0Pos, dir0, pano1Pos, dir1) => {
- let pos0 = new THREE.Vector3().addVectors(pano0Pos, dir0)
- let pos1 = new THREE.Vector3().addVectors(pano1Pos, dir1)
- /* var {pos3d, mid1, mid2, behind} = math.getLineIntersect({ A: pano0Pos.clone(), B: pano1Pos.clone(), p1: pos0, p2: pos1 })
- */ //三维线若接近平行,算出的交点可能很近,不是实际应该无交点才对
- var pos2d = math.isLineIntersect(
- [
- { x: pano0Pos.x, y: pano0Pos.z },
- { x: pos0.x, y: pos0.z },
- ],
- [
- { x: pano1Pos.x, y: pano1Pos.z },
- { x: pos1.x, y: pos1.z },
- ],
- true
- ) //优先考虑水平面方向的交点
- if (pos2d) {
- let y0 = ((pos2d.x - pano0Pos.x) * dir0.y) / dir0.x + pano0Pos.y
- let y1 = ((pos2d.x - pano1Pos.x) * dir1.y) / dir1.x + pano1Pos.y
- //console.log(y1-y0)
- let pos3d = new THREE.Vector3(pos2d.x, (y0 + y1) / 2, pos2d.y)
- return { pos3d, diffHeight: Math.abs(y0 - y1) } //diffHeight越小越好
- }
- }
- //究竟哪个比较准 - - 可能两个都判断?
- let getIntersect2 = (pano0Pos, dir0, pano1Pos, dir1) => {
- let pos0 = new THREE.Vector3().addVectors(pano0Pos, dir0)
- let pos1 = new THREE.Vector3().addVectors(pano1Pos, dir1)
- let o = math.getLineIntersect2({ A: pano0Pos.clone(), B: pano1Pos.clone(), p1: pos0, p2: pos1, dir0, dir1 }) //不用getLineIntersect,因为这个针对热点写的,当无交点时选用的点不是想要的
- if (!o.pos3d) {
- console.error('getIntersect2 no result? ?')
- }
- return o
- }
- let getBoxPos = info => {
- let boxType = getBoxType(info)
- return (
- (info.preDealRes && info.preDealRes.position) ||
- info.center ||
- (boxType && (standards[boxType].atWall > 0.5 && standards[boxType].bottom ? info.posAtWall : info.btmPos || info.btmPosPredict)) ||
- info.posAtWall
- )
- }
- let isType = (box, type) => {
- return typeNames[type] instanceof Array ? typeNames[type].includes(box.category) : typeNames[type] == box.category
- }
- let getBoxType = info => {
- if (info.boxType) return info.boxType
- let category = info.category || info.box0.category
- if (category == 'rowBigBox') info.boxType = 'rowBigBox'
- else {
- let type
- if (category == 'ac_switchboard') {
- console.log(1)
- }
- for (let i in typeNames) {
- if (typeNames[i] instanceof Array ? typeNames[i].includes(category) : typeNames[i] == category) {
- type = i
- break //type = typeNamesReverse[type]
- }
- }
- /* if(type == 'ac' || type == 'dc'){
- type = 'electric' //合并
- } */
- info.boxType = type
- }
- return info.boxType
- }
- /* let getBoxType = info => {
- let type = info.category || info.box0.category
-
- if (type == 'air') {
- let btm = info.btmPos || info.btmPos //btmPosAtWall
- if (!btm) {
- btm = getBoxBtm(info)
- }
- if (!btm) return
- let center = info.posAtWall || (info.preDealRes && info.preDealRes.position) || info.center
- const s = standards['air-hanging']
- if (btm.y - groundY > s.bottom.min) {
- let h0 = btm.y - groundY
- let h1 = (modelBound.max.y - center.y) / (modelBound.max.y - modelBound.min.y)
- let h2 = center.y - btm.y
- let score = h0 * 2 - h1 * 3 - h2 * 3
- if (score > 0) {
- type = 'air-hanging'
- }
- //console.error( score, h0,h1,h2, info.sid||info.name)
- } //注意:如果air被遮住底部,露出的部分只有一点,还是有可能被识别成air-hanging。只能希望
- //console.error( type, info.sid||info.name)
- }
- if (info.box0) {
- info.boxType = type
- //info.box1 && (info.box1.type = type) //因为box0和box1不一定匹配,所以不能直接赋值
- } else {
- info.type = type
- }
- } */
- let getPanosDir = (info, center) =>{
- center = center || getBoxPos(info)
- let dirs = { 'x+': 0, 'x-': 0, 'z+': 0, 'z-': 0, got: false }
- let getDirs = () => {
- //靠墙的在它到墙之间是不会有漫游点的
- if (dirs.got || !center) return
- player.model.panos.list.forEach(pano => {
- let dir = new THREE.Vector3().subVectors(pano.position, center)
- if (dir.x > 0) {
- dirs['x+'] += dir.x
- } else {
- dirs['x-'] += dir.x
- }
- if (dir.z > 0) {
- dirs['z+'] += dir.z
- } else {
- dirs['z-'] += dir.z
- }
- })
- dirs.got = true
- }
- getDirs()
- if(info.panosDir){
- console.error('already has dir')
- }
-
- info.panosDir = dirs
-
-
- return dirs
-
- }
- let getBoxDirProp = (info, force) => {
- //仅适用于方形单个房间房间,不可以是多边形、两个房间
- let xProp, yProp
- if (info.name == 'pano10-8&pano12-6') {
- console.log(4)
- }
- //if (info.boxType == 'battery' || info.boxType == 'air-hanging' || info.boxType == 'air' || info.category == 'battery' || info.category == 'air') {
- if (standards[info.boxType].atWall && standards[info.boxType].thick || force ) {
- //根据比例判断
- /* let r1 = Math.abs((center.x - skyBoxTight.position.x) / (center.z - skyBoxTight.position.z))
- let r2 = player.model.size.x / player.model.size.z
- if(!math.closeTo(r1,r2, 0.05)){
- if (r1<r2) {
- ;(xProp = 'width'), (yProp = 'thick') //贴附x(横)墙
- } else {
- ;(xProp = 'thick'), (yProp = 'width') //贴附y(竖)墙
- }
- matchInfo.xProp = xProp
- matchInfo.yProp = yProp
- } */
- //根据距离判断
- let center = getBoxPos(info)
- let bound = safeBound
- let minXDiff = Math.min(center.x - bound.min.x, bound.max.x - center.x)
- let minYDiff = Math.min(center.z - bound.min.z, bound.max.z - center.z)
-
- let dirs = getPanosDir(info, center)
-
- let noX = dirs['x+'] == 0 || dirs['x-'] == 0,
- noZ = dirs['z+'] == 0 || dirs['z-'] == 0
- //yi6dsPTWwFM klkcWindow pano0-1&pano2-0
- if (dirs['x+'] == 0 && dirs['x-'] != 0) {
- minXDiff = bound.max.x - center.x
- } else if (dirs['x-'] == 0 && dirs['x+'] != 0) {
- minXDiff = center.x - bound.min.x
- }
- if (dirs['z+'] == 0 && dirs['z-'] != 0) {
- minYDiff = bound.max.z - center.z
- } else if (dirs['z-'] == 0 && dirs['z+'] != 0) {
- minYDiff = center.z - bound.min.z
- }
-
- let xWidthPossible = noZ ? 1 : 0,
- yWidthPossible = noX ? 1 : 0
- xWidthPossible += minXDiff - minYDiff
- if (!math.closeTo(xWidthPossible, yWidthPossible, 0.2) && (minXDiff < 0.7 || minYDiff < 0.7)) {
- if (xWidthPossible < yWidthPossible) {
- ;(xProp = 'thick'), (yProp = 'width') //贴附y(竖)墙
- } else {
- ;(xProp = 'width'), (yProp = 'thick') //贴附x(横)墙
- }
- }
- if (!xProp) {
- if(!force){//force的话是fire等无方向的类型
- if (info.category) {
- //是box
- info.pose || (info.pose = getBoxPoseByPos(info, center))
- xWidthPossible += info.pose.xWidthPossible
- yWidthPossible += info.pose.yWidthPossible
- } else {
- traverse(info, info => {
- if (info.boxposes) {
- //是matchInfo
- info.boxposes.forEach(e => {
- xWidthPossible += e.xWidthPossible
- yWidthPossible += e.yWidthPossible
- })
- }
- })
- }
- }
- /* if(noX!=noZ){
- if(noX)xWidthPossible
- } */
- if (xWidthPossible > yWidthPossible) {
- ;(xProp = 'width'), (yProp = 'thick') //贴附x(横)墙
- } else {
- ;(xProp = 'thick'), (yProp = 'width') //贴附y(竖)墙
- }
- }
- xProp && ((info.xProp = xProp), (info.yProp = yProp))
-
-
- return {xWidthPossible, yWidthPossible}
-
-
-
- }
- }
- let preDealBox = matchInfo => {
- if (matchInfo.preDealRes || !matchInfo.center) return
- matchInfo.preDealRes = {}
- matchInfo.boxType || getBoxType(matchInfo)
- let config = standards[matchInfo.boxType]
- let minWidth = config.widthNormal.min
- let needGetPose
- let dis = safeBound.distanceToPoint(matchInfo.center)
- if (matchInfo.name == 'pano2-5') {
- console.log(4)
- }
- if (dis > 0.3 && !config.tiny && !config.tinyXZ) {
- //Tmo1vLp9Q13: hlkcWindow超出才准确
- //tiny的位置优先级高于bound,因为他们可以确定bound
- /* matchInfo.str && matchInfo.str.includes('outsideBound') */
- //const shrink = minWidth * 0.85
- //addLabel(matchInfo.center, '原')
- let finalPos = matchInfo.center.clone().clamp(safeBound.min, safeBound.max)
- matchInfo.preDealRes.position = finalPos
- //addLabel(finalPos, 'finalPos')
- getBoxType(matchInfo)
- needGetPose = true
- }
- let center = getBoxPos(matchInfo)
- if (needGetPose || !matchInfo.boxposes) {
- matchInfo.boxposes = []
- ;[matchInfo.box0, matchInfo.box1].forEach(box => {
- box && matchInfo.boxposes.push(getBoxPoseByPos(box, center))
- })
- }
- //-----------------
- getBoxDirProp(matchInfo)
- }
- let getBoxPoseByPos = (box, centerPos, addDis = 0) => {
- //当得知box的大概位置时,求box在这个角度上的宽度、朝向
- //在这个方向看的box的宽度
- let config = standards[box.boxType]
- let angle = getBbox2Diff(box.bbox2[2], box.bbox2[0]) * Math.PI //角度的一半
- let dis = new THREE.Vector3().subVectors(box.pano.position, centerPos).setY(0).length() + addDis
- let projectWidth = 2 * Math.tan(angle) * dis //投影宽度 (准确的投影宽度无法求得,只能近似)
- let camDir = /* new THREE.Vector2(centerPos.x-box.pano.position.x, centerPos.z-box.pano.position.z).normalize() */ box.centerDir.clone().setY(0).normalize()
- let camTangent = math.getNormal({
- points: [
- { x: 0, y: 0 },
- /* camDir */ { x: camDir.x, y: camDir.z },
- ],
- }) //视线切线方向
- camTangent.x = Math.abs(camTangent.x)
- camTangent.y = Math.abs(camTangent.y)
- if (box.sid == 'pano4-6') {
- console.log(7)
- }
- const maxWidth = config.widthNormal.max
- const minWidth = config.widthNormal.min
- let minProjectWidth //= (camTangent.x + camTangent.y) * minWidth
- let maxProjectWidth //= (camTangent.x + camTangent.y) * maxWidth
- let maxX, maxY, minX, minY
- if (!standards[box.boxType].thick) {
- minProjectWidth = (camTangent.x + camTangent.y) * minWidth
- maxProjectWidth = (camTangent.x + camTangent.y) * maxWidth //该角度下该类型允许的最大投影距离
- maxX = THREE.MathUtils.clamp((projectWidth - minWidth * camTangent.y) / camTangent.x, minWidth, maxWidth) //可得x的最大值(假设y为最小值)
- maxY = THREE.MathUtils.clamp((projectWidth - minWidth * camTangent.x) / camTangent.y, minWidth, maxWidth) //可得y的最大值(假设x为最小值)
- minX = THREE.MathUtils.clamp((projectWidth - maxWidth * camTangent.y) / camTangent.x, minWidth, maxWidth) //可得x的最小值(假设y为最大值)
- minY = THREE.MathUtils.clamp((projectWidth - maxWidth * camTangent.x) / camTangent.y, minWidth, maxWidth) //可得y的最小值(假设x为最大值)
- } else {
- const minThick_ = config.thick.min
- const minWidth_ = config.width.min
- const maxThick_ = config.thick.max
- const maxWidth_ = config.width.max
- let maxProjectWidth1 = camTangent.x * maxWidth_ + camTangent.y * maxThick_
- let maxProjectWidth2 = camTangent.x * maxThick_ + camTangent.y * maxWidth_
- let minProjectWidth1 = camTangent.x * minWidth_ + camTangent.y * minThick_
- let minProjectWidth2 = camTangent.x * minThick_ + camTangent.y * minWidth_
- minProjectWidth = Math.min(minProjectWidth1, minProjectWidth2)
- maxProjectWidth = Math.max(maxProjectWidth1, maxProjectWidth2)
- let a = (camTangent.x + camTangent.y) * maxWidth
- //console.log('diffaaaaaa',maxProjectWidth,a, box.sid)
- maxX = THREE.MathUtils.clamp((projectWidth - minThick_ * camTangent.y) / camTangent.x, minThick_, maxWidth_) //可得x的最大值(假设y为最小值)
- maxY = THREE.MathUtils.clamp((projectWidth - minThick_ * camTangent.x) / camTangent.y, minThick_, maxWidth_) //可得y的最大值(假设x为最小值)
- minX = THREE.MathUtils.clamp((projectWidth - maxWidth_ * camTangent.y) / camTangent.x, minThick_, maxWidth_)
- minY = THREE.MathUtils.clamp((projectWidth - maxWidth_ * camTangent.x) / camTangent.y, minThick_, maxWidth_)
- }
- /*
- let maxX = projectWidth / camTangent.x //可得x的最大值(假设y为0)
- let maxY = projectWidth / camTangent.y //可得y的最大值(假设x为0)
- */
- //判断方向
- let o = { box, projectWidth, camTangent, maxProjectWidth, minProjectWidth, dis, maxX, maxY, minX, minY }
- if (config.atWall > 0 /* isType(box,battery) || isType(box,air) */) {
- //为了获取朝向
- o.xWidthPossible = -Math.abs(projectWidth - camTangent.x * maxWidth - camTangent.y * minWidth)
- o.yWidthPossible = -Math.abs(projectWidth - camTangent.x * minWidth - camTangent.y * maxWidth)
- //在接近45度时容易不准。另外如果被遮住一部分更会错,因此尽量不让被遮住的匹配
- }
- return o
- }
- let getPoseScore = (boxposes, boxType) => {
- let score = 0
- const minDis = 1.5
- /* if (boxposes[0].box.sid == 'pano12-13' && boxposes[1].box.sid == 'pano8-6') {
- console.log(4)
- } */
- boxposes.forEach(pose => {
- //pose.lowR = pose.dis < minDis ? Math.pow(THREE.MathUtils.smoothstep(pose.dis / minDis, 0, 1),2) : 1 //太近的话误差大
- pose.lowR = pose.dis < minDis ? Math.pow(pose.dis / minDis, 1.4) : 1 //太近的话误差大
- if (pose.projectWidth > pose.maxProjectWidth) {
- score += Math.pow((pose.projectWidth / pose.maxProjectWidth - 1) * pose.lowR, 2) * 500 //超过的话数字较大所以乘的数小一些
- } else if (/* isSingle && */ pose.projectWidth < pose.minProjectWidth) {
- score += Math.pow((pose.minProjectWidth / pose.projectWidth - 1) * pose.lowR, 2) * 500
- }
- let { min, max } = standards[boxType].widthNormal
- if ((standards[boxType].atWall == 1 && min < 0.3) || (boxposes.length == 2 && boxType == 'battery')) {
- let { min, max } = standards[boxType].widthNormal
- //let r = Math.max(0.001, (pose.projectWidth - min) / (max - min))
- let diff = max - min
- let r = math.linearClamp(pose.projectWidth, min, min + diff * 0.5, 600, 0)
- //if(boxposes.length == 2 && boxType == 'battery'){//由于battery经常出现遮挡,导致方向出错,因此尽量不匹配projectWidth较短的,尽管这本有可能是对的
- score += r
- //}
- /* if (min < 0.3 && r < 0.5) {
- //从贴近墙面的位置看侧面的话,容易被挡住,不准,尤其是电箱
- score += ((max - min) / r / min) * 5
- } */
- }
- })
- score = Math.min(score, 1300) //压低一点,因为得的宽度可能不准
- if (boxposes.length == 2) {
- //每一个方向对应有四个方向(每个象限一个)看到的projectWidth应该接近。
- //先把camTangent转化为第一个象限的
- let camTangent0 = new THREE.Vector2(Math.abs(boxposes[0].camTangent.x), Math.abs(boxposes[0].camTangent.y))
- let camTangent1 = new THREE.Vector2(Math.abs(boxposes[1].camTangent.x), Math.abs(boxposes[1].camTangent.y))
- let a = camTangent0.dot(camTangent1)
- if (a > 0.8) {
- //WcLVXvmV9AU
- //0.9: 25度之内. 0.8: 36.8度之内
- let diff = Math.abs(boxposes[0].projectWidth - boxposes[1].projectWidth)
- boxposes.score2 = a * diff * 1300 * boxposes[0].lowR * boxposes[1].lowR
- score += boxposes.score2
- //console.warn('在同一个方向看到的projectWidth应该接近。 ', diff)
- }
- boxposes.camTangentCos = a
- }
- //要不要加上minX等的差距?
- score = Math.min(score, 1200)
- return -score
- }
- let getBoxSize = info => {
- if (info.boxType == 'groundBar') {
- console.log(1)
- }
- if (info.size) return
- //console.warn('开始算 ' + info.name)
- let exStr = '',
- warnStr = ''
- let x, y //求对角线的向量 x>0,y>0
- //假设盒子的长宽为x,y (x>0,y>0),视线切线单位向量为(k,m),投影距离:x'k+y'm.(x'是正负x,y'是正负y)
- //由于盒子的对角线有四个可选方向,(类似四个象限) 则需要能使投影距离最长的一个对角线向量。
- //如,当k<0,m>0时,要使xk+ym 最大,必有x<0,y>0. 故 x = -x', y = y', 故 投影距离:x'k+y'm = x(-k)+ym 。
- //故无论km的符号如何,只要变为正数,再去联立方程即可得xy。(相当于切线转到第一象限)
- //注:但是因为无法获取准确的投影距离(角平分线左右两边的端点到角平分线的距离不相等,垂足也无法确定),所以所算的误差非常大。
- if (info.name == 'pano6-13&pano4-13') {
- console.log(6)
- }
- let center = getBoxPos(info)
- let oriX, oriY
- if (info.predictSize) {
- ;(x = oriX = info.predictSize.x), (y = oriY = info.predictSize.y)
- } else {
- if (info.box1) {
- let x1 = info.boxposes[0].camTangent.x,
- x2 = info.boxposes[1].camTangent.x,
- y1 = info.boxposes[0].camTangent.y,
- y2 = info.boxposes[1].camTangent.y,
- w1 = /* info.boxposes[0].projectWidth, */ THREE.MathUtils.clamp(info.boxposes[0].projectWidth, info.boxposes[0].minProjectWidth, info.boxposes[0].maxProjectWidth * 1.1), //校准。如果projectwidth不准那算出来更不准. 但XswQxwmn2ZC的里侧电池是前者更准
- w2 = /* info.boxposes[1].projectWidth */ THREE.MathUtils.clamp(info.boxposes[1].projectWidth, info.boxposes[1].minProjectWidth, info.boxposes[1].maxProjectWidth * 1.1)
- //如果识别到柜门上,(柜体被遮住了),整体中心就会在柜门上,且厚度小于真实值。
- if (x1 == 0) {
- y = w1
- x = (w2 - y2 * y) / x2
- } else {
- //联立方程得:
- y = (w2 - (x2 / x1) * w1) / (y2 - (x2 / x1) * y1)
- x = (w1 - y1 * y) / x1
- }
- //console.log('xy', { x, y })
- ;(x < 0.3 || x > 1.4) && (exStr += ' x:' + math.toPrecision(x, 2))
- ;(y < 0.3 || y > 1.4) && (exStr += ' y:' + math.toPrecision(y, 2))
- if (y < 0 || x < 0) {
- //console.log('<0 ?????????')
- warnStr = x < 0 ? 'x<0!' : 'y<0!'
- }
- ;(oriX = x), (oriY = y)
- } else {
- //single pano data
- //将maxX maxY 限定在标准范围内
- if (info.xProp) {
- let widthValue = standards[info.boxType].width
- let thickValue = standards[info.boxType].thick
- let maxX, maxY, minX, minY
- if (info.xProp == 'width') {
- /* x = oriX = THREE.MathUtils.clamp(info.boxposes[0].maxX, widthValue.min, widthValue.max)
- y = oriY = THREE.MathUtils.clamp(info.boxposes[0].maxY, thickValue.min, thickValue.max)
- */
- maxX = THREE.MathUtils.clamp(info.boxposes[0].maxX, widthValue.min, widthValue.max) //AG0bi2fhb3 需要将得到的minX等这四项都clamp后再平均
- maxY = THREE.MathUtils.clamp(info.boxposes[0].maxY, thickValue.min, thickValue.max)
- minX = THREE.MathUtils.clamp(info.boxposes[0].minX, widthValue.min, widthValue.max)
- minY = THREE.MathUtils.clamp(info.boxposes[0].minY, thickValue.min, thickValue.max)
- } else {
- /* x = oriX = THREE.MathUtils.clamp(info.boxposes[0].maxX, thickValue.min, thickValue.max)
- y = oriY = THREE.MathUtils.clamp(info.boxposes[0].maxY, widthValue.min, widthValue.max)
- */
- maxX = THREE.MathUtils.clamp(info.boxposes[0].maxX, thickValue.min, thickValue.max)
- maxY = THREE.MathUtils.clamp(info.boxposes[0].maxY, widthValue.min, widthValue.max)
- minX = THREE.MathUtils.clamp(info.boxposes[0].minX, thickValue.min, thickValue.max)
- minY = THREE.MathUtils.clamp(info.boxposes[0].minY, widthValue.min, widthValue.max)
- }
- x = oriX = (maxX + minX) / 2
- y = oriY = (maxY + minY) / 2
- } else {
- //x = oriX = y = oriY = (min+max)/2
- let standard = standards[info.boxType].widthNormal
- x = oriX = THREE.MathUtils.clamp(info.boxposes[0].maxX, standard.min, standard.max)
- y = oriY = THREE.MathUtils.clamp(info.boxposes[0].maxY, standard.min, standard.max)
- }
- }
- //按正常来说,得到的x,y都应>0,但是由于箱子会被遮挡,导致投影宽度比真实的小,算出的也不准,可能是负数
- //所以手动将过小的宽度矫正
- }
- /* if(info.name == "pano2-6"){
- console.log(7)
- } */
- let height
- if (standards[info.boxType].bottom) {
- //悬挂的
- //挂式空调最好把长宽固定。 不过极少出错
- //center.y -= 0.1 //很可能过高
- height = standards[info.boxType].height.standard
- getBoxBtm(info)
- if (height) {
- let d = center.y - info.btmPos.y
- center.y -= THREE.MathUtils.clamp((d - height / 2) / 2, -0.1, 0.1) //如果中心点到底部的距离和height的一半不同,中心点移动差值的一半
- } else {
- let btmY = info.btmPos.y
- /* let ys = [info.btmPos.y]//info.btmPos.y蛮不准的
- if(info.box0){
- ys.push(info.box0.btmPos.y)
- }
- if(info.box1){
- ys.push(info.box1.btmPos.y)
- }
- btmY = ys.reduce((w,c)=>{return w+c},0)
- btmY/=ys.length //平均 */
- height = (center.y - btmY) * 2
- }
- } else {
- if (!info.topPos) getBoxTop(info)
- height = info.topPos.y - groundY
- }
- let o = restrictSize(x, height, y, info)
- ;(x = o.x), (height = o.y), (y = o.z)
- if (standards[info.boxType].widthSame) {
- x = y = (x + y) / 2
- }
- info.size = new THREE.Vector3(x, height, y)
- info.sizeAdjust = Math.pow(Math.abs(x - oriX), 1.3) + Math.pow(Math.abs(y - oriY), 1.3) //计算得到的值和标准值之间的差距,可以反映该info的匹配分值
- if (info.sizeAdjust) info.score = (info.score || 0) - Math.min(info.sizeAdjust * 100, 400)
- ;(info.size.oriX = oriX), (info.size.oriY = oriY)
- ;(info.exStr = exStr), (info.warnStr = warnStr)
- }
- let restrictSize = (x, y, z, info) => {
- let s
- let { xProp, yProp } = info
- if (xProp != void 0) {
- var { min, max } = standards[info.boxType][xProp]
- x = THREE.MathUtils.clamp(x, min, max)
- var { min, max } = standards[info.boxType][yProp]
- z = THREE.MathUtils.clamp(z, min, max)
- s = true
- }
- if (!s) {
- var { min, max } = standards[info.boxType].widthNormal
- x = THREE.MathUtils.clamp(x, min, max)
- z = THREE.MathUtils.clamp(z, min, max)
- }
- var { min, max } = standards[info.boxType].height
- y = THREE.MathUtils.clamp(y, min, max)
- return { x, y, z }
- }
- let getMixBox = (box0, box1) => {
- //重叠部分
- let box = new THREE.Box2()
- box.min.set(Math.max(box0.min.x, box1.min.x), Math.max(box0.min.y, box1.min.y))
- box.max.set(Math.min(box0.max.x, box1.max.x), Math.min(box0.max.y, box1.max.y))
- return box
- }
- let getLeftRight = boxArr => {
- //获取pano的boxes中最左和最右的bbox.x
- let lefts = boxArr.map(e => e.bbox2[0])
- let rights = boxArr.map(e => e.bbox2[2])
- lefts.sort((a, b) => getBbox2Diff(a, b))
- rights.sort((a, b) => getBbox2Diff(b, a))
- let leftX = lefts[0] //最左
- let rightX = rights[0] //最右
- return {
- leftX,
- rightX,
- }
- }
- let searchPair = (beginItem, group0_, group1_, parentPairs, resultPairs) => {
- let pair = [] //只能是来自group0的
- if (parentPairs) {
- //元结点裂变出多个,来装新的pair
- let i = resultPairs.indexOf(parentPairs)
- resultPairs.splice(i, 1)
- }
- for (let j = 0; j < group1_.length; j++) {
- pair = [beginItem, group1_[j]]
- let newPairs //用来存放该组pair
- if (parentPairs) {
- newPairs = parentPairs.slice(0) //复制
- newPairs.push(pair)
- } else {
- newPairs = [pair] //新的容器
- }
- resultPairs.push(newPairs)
- let newGroup0 = group0_.slice(0)
- let newGroup1 = group1_.slice(0)
- let index = newGroup0.indexOf(pair[0])
- newGroup0.splice(index, 1)
- index = newGroup1.indexOf(pair[1])
- newGroup1.splice(index, 1)
- if (newGroup0.length > 0 && newGroup1.length > 0) {
- searchPair(newGroup0[0], newGroup0, newGroup1, newPairs, resultPairs)
- }
- }
- }
- export default class PanoBoxFrame extends THREE.Group {
- constructor(player_, ifAnalyze, dataList) {
- super()
- player = player_
- player.model.add(this)
- this.ifAnalyze = ifAnalyze
- this.wireframes = new THREE.Object3D()
- this.wireframes.name = 'wireframes'
- this.add(this.wireframes)
- this.matchScoreMap = {}
- this.bindEvents()
- meshGroup = new THREE.Object3D()
- meshGroup.name = 'testBox'
- this.add(meshGroup)
- this.compute(dataList)
- }
- async compute(dataList) {
- startTime = Date.now()
- this.datas = {}
- this.datasMixed = {}
- this.boxesSolid = boxesSolid
- let compu = 0
- let beginCompute = () => {
- //获取匹配分数
- let getMatchScore = (box0, box1, { isSingle, center, onlyGet, dontCheckDis } = {}) => {
- let name0 = box0.sid + '&' + box1.sid
- let name1 = box1.sid + '&' + box0.sid
- let boxType = getBoxType(box0)
- let matchInfo0 = this.matchScoreMap[boxType][name0]
- let matchInfo1 = this.matchScoreMap[boxType][name1]
- let matchInfo = matchInfo0 || matchInfo1
- if (onlyGet) return matchInfo
- let name
- if (!matchInfo) {
- name = name0
- matchInfo = { name, box0, box1, center }
- this.matchScoreMap[boxType][name] = matchInfo
- } else {
- return matchInfo
- }
- if (name == 'pano6-9&pano8-4') {
- console.log(5)
- }
- getBoxBase(box0)
- getBoxBase(box1)
- let A = box0.pano.position.clone()
- let B = box1.pano.position.clone()
- let AB = new THREE.Vector3().subVectors(B, A)
- let AB2d = new THREE.Vector2(AB.x, AB.z).normalize()
- let AP12d = center ? new THREE.Vector2(center.x - A.x, center.z - A.z).normalize() : new THREE.Vector2(box0.centerDir.x, box0.centerDir.z).normalize()
- let BP22d = center ? new THREE.Vector2(center.x - B.x, center.z - B.z).normalize() : new THREE.Vector2(box1.centerDir.x, box1.centerDir.z).normalize()
- let angleA = Math.acos(AB2d.dot(AP12d))
- let angleB = Math.PI - Math.acos(AB2d.dot(BP22d))
- let score = 100,
- str = []
- if (angleA + angleB > Math.PI + 0.2) {
- //无交点(比180大是因为中心角度有误差,所以给一定的容错)
- //console.log(`${panoId0}的第${box0.index}个与${panoId1}的第${box1.index}个因角度大于180度 不匹配`)
- return Object.assign(matchInfo, { score: -5000, str: ['angle>180'] })
- }
- if (box0.type != box1.type) {
- return Object.assign(matchInfo, { score: -5000, str: ['typeNotSame'] })
- }
- if (matchInfo.dirAngleXZ == void 0) {
- matchInfo.dirAngleXZ = THREE.MathUtils.radToDeg(Math.acos(AP12d.dot(BP22d))) //需要尽量接近90度算出来的交点会比较准
- matchInfo.minAng = Math.min(180 - matchInfo.dirAngleXZ, matchInfo.dirAngleXZ) //角度小的getIntersect2容易算不准
- if (isSingle) {
- let bestDisSquared = 2
- //单个匹配单个,而非多个匹配多个(没有固定到两个漫游点),所以可以直接寻找最优角度
- score += Math.sin(THREE.MathUtils.degToRad(matchInfo.dirAngleXZ)) * 300
- score += matchInfo.dirAngleXZ //另外角度越大越不容易偏向一边
- score -= Math.abs(getBoxPos(box0).distanceToSquared(box0.pano.position) - bestDisSquared) * 10
- score -= Math.abs(getBoxPos(box1).distanceToSquared(box1.pano.position) - bestDisSquared) * 10
- }
- }
- let shinkRatio = 1
- let btmPos0 = box0.btmPos || box0.btmPosPredict //fire类型先用btmPosPredict,测定groundY后才有btmPos
- let btmPos1 = box1.btmPos || box1.btmPosPredict
- if (!dontCheckDis) {
- //let r = box0.boxType == 'air' ? 1 : box0.boxType == 'cabinet' ? 0.9 : 0.7 //随着宽度增加而降低
- let r = THREE.MathUtils.clamp(0.8 / standards[boxType].widthNormal.max, 0.6, 2) //随着宽度增加而降低 UWrshepp0G5的fire
- if (!standards[boxType].bottom && btmPos0 && btmPos1) {
- //注:挂空调不应使用btmPosPredict
- let d = btmPos0.distanceToSquared(btmPos1)
- matchInfo.btmPosPreDis = d
- score -= d * 1300 * r * shinkRatio
- if (box1.topPos) {
- let a = box0.topPos.distanceToSquared(box1.topPos)
- matchInfo.topPosPreDis = a
- let u = a * 700 * r * shinkRatio
- let AP0 = new THREE.Vector2(btmPos0.x - A.x, btmPos0.z - A.z).lengthSq()
- let AP1 = new THREE.Vector2(btmPos1.x - B.x, btmPos1.z - B.z).lengthSq()
- if (AP0 < 0.4 || AP1 < 0.4) u *= 0.3 //太近
- score -= u
- }
- } else if (box0.posAtWall && box1.posAtWall) {
- //
- let d = box0.posAtWall.distanceToSquared(box1.posAtWall)
- matchInfo.wallPosPreDis = d
- score -= d * 200 * r //墙面不准所以分低 ftMTQIrs79
- d = box0.btmPosOri.distanceToSquared(box1.btmPosOri) //还是加一下
- matchInfo.btmPosPreDis = d
- score -= d * 200 * r * shinkRatio
- /* let h0 = box0.topPos.y - box0.btmPos.y
- let h1 = box1.topPos.y - box1.btmPos.y
- score -= Math.abs(h0-h1) * 3000 * r * shinkRatio //高度差 倾斜角度大的不准
- */
- }
- }
- if (!matchInfo.center) {
- let o = getIntersect2(A, box0.centerDir, B, box1.centerDir)
- matchInfo.center = o.pos3d.clone()
- /* let o2 = math.getLineIntersect({ A, B, p1: A.clone().add(box0.centerDir), p2:B.clone().add(box1.centerDir) })
- matchInfo.center2 = o2.pos3d.clone() */
- /* if (name == "pano16-4&pano18-5") {
- addLine(A, box0.centerBtmDir, 10), addLine(B, box1.centerBtmDir, 10)
- } */
- //验证是否漫游点到中心点的方向和centerDir一样
- let dir0 = new THREE.Vector3().subVectors(o.pos3d, A).normalize()
- let dir1 = new THREE.Vector3().subVectors(o.pos3d, B).normalize()
- let sum = dir0.dot(box0.centerDir) + dir1.dot(box1.centerDir)
- let wrongDir = sum < 1.95
- score -= (2 - sum) * 10000
- if (wrongDir) {
- str.push('wrongDir')
- return Object.assign(matchInfo, { score: score - 5000, str })
- }
- if (!dontCheckDis && !standards[boxType].bottom && box0.btmPos && box1.btmPos) {
- //墙壁位置不准所以不用 KK-ftMTQIrs79
- let p0 = new THREE.Vector2(box0.btmPos.x, box0.btmPos.z)
- let p1 = new THREE.Vector2(box1.btmPos.x, box1.btmPos.z)
- let p = new THREE.Vector2(matchInfo.center.x, matchInfo.center.z)
- let dis = p0.distanceToSquared(p) + p1.distanceToSquared(p)
- let s = math.linearClamp(matchInfo.minAng, 0, 20, 0, 1)
- score -= dis * 1500 * s //如果距离较远就说明算的center误差大,不可信。可能有一个框不准确
- matchInfo.centerDrift = dis
- }
- getBoxBtm(matchInfo)
- let cr //getIntersect2结果的权重
- if (standards[box0.boxType].atWall == 1) {
- cr = math.linearClamp(matchInfo.minAng, 2, 15, 0, 1) //墙壁误差大,所以尽量完全依赖cIntersect。。。后期如果该墙壁校准了可以调整
- } else {
- cr = math.linearClamp(matchInfo.minAng, 2, 20, 0, 0.4)
- }
- let predict0 = (!standards[boxType].bottom && box0.btmPos) || box0.posAtWall || matchInfo.topPos //在墙上的除非角度小,否则不考虑cIntersect
- let predict1 = (!standards[boxType].bottom && box1.btmPos) || box1.posAtWall || matchInfo.topPos
- //相对来说btmPos要比center准一点?因为center有在两个维度上的误差
- const btmRatio = 0.5
- let cIntersect = new THREE.Vector3().addVectors(matchInfo.center.clone().multiplyScalar(1 - btmRatio), matchInfo.btmPos.clone().multiplyScalar(btmRatio)).setY(o.pos3d.y)
- if (predict0 && predict1) {
- matchInfo.center = new THREE.Vector3()
- .addVectors(
- cIntersect.clone().multiplyScalar(cr),
- predict0
- .clone()
- .add(predict1)
- .multiplyScalar((1 / 2) * (1 - cr))
- )
- .setY(o.pos3d.y)
- } else {
- matchInfo.center = cIntersect
- }
- matchInfo.cIntersect = cIntersect
- //addLabel(matchInfo.center, matchInfo.name + '-c')
- }
- getBoxType(matchInfo)
- /* if (matchInfo.boxType != box0.type || matchInfo.boxType != box1.type) {
- ;(score -= 1000), str.push('typeNotSame2')
- } */
- {
- let vec0 = new THREE.Vector3().subVectors(box0.pano.position, matchInfo.center)
- let vec1 = new THREE.Vector3().subVectors(box1.pano.position, matchInfo.center)
- if (vec0.x * vec1.x > 0 && vec0.z * vec1.z > 0) {
- //同一个象限(center会偏向一侧)
- score -= 200
- }
- }
- if (!safeBound.containsPoint(matchInfo.center)) {
- let dis = safeBound.distanceToPoint(matchInfo.center)
- //console.log(`${panoId0}的第${box0.index}个与${panoId1}的第${box1.index}个因中心点在bounding外不匹配`, center, 'dis: ' + dis)
- ;(score -= 1000 * dis * dis), str.push('outsideBound')
- Object.assign(matchInfo, { score, str, center: matchInfo.center, disToBound: dis })
- if (dis > 0.5) return matchInfo
- }
- //检查宽度
- let boxposes
- let checkWidth = () => {
- boxposes = []
- ;[box0, box1].forEach(box => {
- let pose = getBoxPoseByPos(box, matchInfo.center)
- boxposes.push(pose)
- //如果超出标准,基本上这二者不匹配;但过小的话,有可能是被遮挡所以残缺,因此不予过滤
- })
- }
- checkWidth()
- score += getPoseScore(boxposes, boxType /* isSingle */) //根据投影信息预测的长度再得匹配分数
- compu++
- return Object.assign(matchInfo, { score: score, str, /* diffHalfHeight, */ boxposes })
- }
- this.rows = {}
- /* let getchainNext = (left, end, chain, boxes) => {
- chain.push(left)
- if (left == end) return boxes.chains.push(chain)
- let nodes = boxes.relationships.filter(pair => pair.includes(left))
- let rights = nodes.map(pair => pair.find(e => e != left))
- rights = rights.filter(e => !chain.includes(e) && boxes.indexOf(e) > boxes.indexOf(left))
- rights.forEach(right => {
- getchainNext(right, end, chain.slice(), boxes)
- })
- } */
- let getPanoBigRowBox = (panoBoxes, { reason = 'row' } = {}) => {
- //将一个pano中的所有boxes分组,识别哪些是一排的。也可用于识别融合
- let pano = panoBoxes[0].pano
- const category = panoBoxes[0].category
- let type = category + '|' + reason
- this.rows[type] || (this.rows[type] = {})
- if (this.rows[type][pano.id]) return this.rows[type][pano.id]
- let bigBoxes
- let bigBox = {
- sid: 'pano' + pano.id + (reason == 'mix' ? '-mix' : '-row'),
- pano,
- category: reason == 'mix' ? category : 'rowBigBox',
- boxType: reason == 'mix' ? panoBoxes[0].boxType : 'rowBigBox',
- }
- let rows = []
- for (let i = 0; i < panoBoxes.length; i++) {
- let box0 = panoBoxes[i]
- getBoxBase(box0)
- let [left0, right0] = [box0.bbox2[0], box0.bbox2[2]]
- for (let j = i + 1; j < panoBoxes.length; j++) {
- let box1 = panoBoxes[j]
- getBoxBase(box1)
- if (box0.boxType != box0.boxType) continue //类型不同
- let [left1, right1] = [box1.bbox2[0], box1.bbox2[2]]
- let d1 = getBbox2Diff(left1, right0),
- d2 = getBbox2Diff(left1, left0),
- d3 = getBbox2Diff(left0, right1)
- if (box0.sid == 'pano2-4' && box1.sid == 'pano2-5') {
- console.log(9)
- }
- const min = reason == 'mix' ? 0.004 : 0.003 //mix代表寻找分裂的重新融合到一起
- if ((d1 <= min && d2 >= min) || (d3 <= min && d2 <= min)) {
- //边框交接
- let atEdgeMight = left1 < 0.002 && right0 > 0.998 ? [left1, right0] : left0 < 0.002 && right1 > 0.998 ? [left0, right1] : null //有在全景图的边界的可能性
- //if (reason == 'mix' && box0.category == typeNames.cabinet && !atEdgeMight) continue //柜子容易并排,尽量不融合 //再看,啥意思,没懂
- if (reason == 'mix' && !atEdgeMight) continue //不在边缘
- const { max } = standards[box0.boxType].widthNormal //standards[box0.btmPos ? category : 'air-hanging'].widthNormal
- const tolerate = max * max * (reason == 'mix' ? 0.7 : 1.8) //yDCiaTQvRYn:row不能低于1.5
- let p0 = standards[box0.boxType].atWall == 1 ? box0.posAtWall : reason == 'mix' ? box0.btmPosOri || box0.btmPosPredict : box0.btmPos
- let p1 = standards[box1.boxType].atWall == 1 ? box1.posAtWall : reason == 'mix' ? box1.btmPosOri || box1.btmPosPredict : box1.btmPos
- //let p0 = box0.type == 'air-hanging' ? box0.posAtWall : reason == 'mix' ? box0.btmPosOri : box0.btmPos
- //let p1 = box1.type == 'air-hanging' ? box1.posAtWall : reason == 'mix' ? box1.btmPosOri : box1.btmPos
- let dis = p0.distanceToSquared(p1)
- if (reason == 'mix') {
- let allY = box0.bbox2[3] - box0.bbox2[1] + (box1.bbox2[3] - box1.bbox2[1]) //各自高度和
- let wholeY = Math.max(box0.bbox2[3], box1.bbox2[3]) - Math.min(box0.bbox2[1], box1.bbox2[1]) //总跨越高度
- let coverY = allY - wholeY //重合区域的y高度,可为负数
- let disY = (1 - coverY / wholeY + (wholeY - coverY) * 3) * 4 * tolerate //既要考虑占比也要考虑差值
- dis += disY //SGyhEzZNGP9案例:虽然是atEdge但并不应该融合,便通过disY来阻挡 ; MW6MEeCOy9Y:pano16-15
- //console.log('disY',disY, box0.sid, box1.sid )
- let atEdgePossib = atEdgeMight ? 0.002 / (atEdgeMight[0] + (1 - atEdgeMight[1])) : 0 // 两条线越接近越可能融合
- atEdgePossib = Math.min(6, atEdgePossib) //原本计算得 min:1, max:Infinity
- dis -= atEdgePossib * tolerate //给点点优势
- }
- /* if(box0.sid == "pano2-0"){
- console.log('dis',dis,'tolerate',tolerate,[box0, box1],disY)
- }
- if (box0.sid == 'pano2-1' && box1.sid == 'pano2-4') {
- reason == 'mix' && console.log(dis, tolerate, box0.sid, box1.sid)
- }*/
- if (dis < tolerate) {
- //reason == 'mix' && console.log('-------------------')
- common.pushToGroupAuto([box0, box1], rows)
- }
- }
- }
- }
- //一排箱子的角度范围不可超过180度,因为不可能站在箱子上拍,所以超过的话肯定有边缘的不在这一排中。
- //可判断边缘箱子的是否角度偏大,一般中间的被遮挡所以偏小
- rows.forEach(boxes => {
- //从左到右排序
- boxes.sort((a, b) => {
- //但因有的box跨越到别的box区域,所以这个顺序不准确
- return getBbox2Diff(a.bbox2CenterX, b.bbox2CenterX)
- })
- })
- //去除不在一条直线上的连接. 当bound超出后就断开
- if (reason == 'row') {
- rows.slice(0).forEach(boxes => {
- if (boxes.length >= 2) {
- let removes = [],
- bound = new THREE.Box2(),
- size = new THREE.Vector2(),
- maxW = 0.6
- for (let i = 0, j = boxes.length; i < j; i++) {
- let box = boxes[i]
- let pos2d = new THREE.Vector2(box.btmPos.x, box.btmPos.z)
- bound.expandByPoint(pos2d)
- bound.getSize(size)
- let min = Math.min(size.x, size.y)
- if (min > maxW) {
- removes.push([boxes[i], boxes[i - 1]])
- bound = new THREE.Box2()
- bound.expandByPoint(pos2d)
- console.log('removes', size)
- }
- //console.log('removes',k, box1.sid)
- }
- if (removes.length) {
- console.log(
- '去除错误row连接',
- removes.map(e => e.map(a => a.sid))
- )
- let { newGroups } = common.disconnectGroup(removes, rows)
- //if(newGroups.length>1){//分裂成多组了,重新计算
- // console.log(newGroups)
- //}
- }
- }
- })
- rows.forEach(boxes => {
- //从左到右重新排序
- boxes.sort((a, b) => {
- //但因有的box跨越到别的box区域,所以这个顺序不准确
- return getBbox2Diff(a.bbox2CenterX, b.bbox2CenterX)
- })
- })
- }
- rows.sort((a, b) => {
- return b.length - a.length
- }) //箱子数量从大到小排序
- bigBoxes = rows.map((boxes, i) => {
- let { leftX, rightX } = getLeftRight(boxes) //最左
- let topY = boxes.slice().sort((a, b) => a.bbox2[1] - b.bbox2[1])[0].bbox2[1]
- let btmY = boxes.slice().sort((a, b) => b.bbox2[3] - a.bbox2[3])[0].bbox2[3]
- let rowBigBox = Object.assign({}, bigBox, {
- boxes,
- bbox2: [leftX, topY, rightX, btmY], //整排的bbox
- left: boxes.find(e => e.bbox2[0] == leftX),
- right: boxes.find(e => e.bbox2[2] == rightX),
- })
- let p0 = getBoxPos(rowBigBox.left)
- let p1 = getBoxPos(rowBigBox.right)
- let vec = new THREE.Vector2(p0.x - p1.x, p0.z - p1.z)
- rowBigBox.k = Math.abs(vec.x / vec.y)
- rowBigBox.predictLen = (rowBigBox.k > 1 ? Math.abs(vec.x) : Math.abs(vec.y)) + 0.6 //加入一个宽度
- /* if(boxes.length <= boxes.relationships.length){//多条链(为了识别一个box嵌套多个的情况。不过后来在开头时处理了一部分)
- boxes.chains = []
- getchainNext(left,right,[], boxes )
-
- let aveAngle = (getBbox2Diff(left.bbox2[2], left.bbox2[0]) + getBbox2Diff(right.bbox2[2], right.bbox2[0]) ) / 2 -0.01 //首尾的angle平均数。但如果这两个不准那就导致整体出错了
- let middleAngle = getBbox2Diff(right.bbox2[0], left.bbox2[2])
- let counts = boxes.chains.map(e=>e.length)
- counts.sort((a,b)=>a-b)
- let min = counts[0],max = counts[counts.length-1]
- let r = [], cur = min;
- while(cur<=max){
- r.push({cur, diff:Math.abs((middleAngle / (cur-2) - aveAngle)}) //加 0.01是因为增加边缘
- cur++
- }
- r.sort((a,b)=>a.diff-b.diff)
- rowBigBox.predictBoxCount = r[0].cur
- //---------
-
- let goodCountChains = boxes.chains.filter(e=>e.length == rowBigBox.predictBoxCount)
- if(goodCountChains.length == 1) rowBigBox.bestChain = goodCountChains[0]
- else{
- goodCountChains = goodCountChains.map((chain,i)=>{
- let j = 1, diff=0 //中间的box的angle的方差
- while(j<rowBigBox.predictBoxCount){
- let angle = getBbox2Diff(chain[j].bbox2[2], chain[j].bbox2[0])
- diff += Math.pow(angle - aveAngle, 2)
- j++;
- }
- return {diff, chain}
- })
- goodCountChains.sort((a,b)=>a.diff-b.diff)
- rowBigBox.bestChain = goodCountChains[0].chain
- }
- console.log('getChains',boxes.chains, 'predictBoxCount',rowBigBox.predictBoxCount, r)
- } */
- return rowBigBox
- })
- if (reason != 'mix') {
- panoBoxes.forEach(box => {
- //加入单个的
- if (!rows.some(row => row.includes(box))) {
- let boxBig = Object.assign({}, bigBox, {
- bbox2: box.bbox2,
- boxes: [box],
- left: box,
- right: box,
- })
- bigBoxes.push(boxBig)
- }
- })
- }
- //mix的之前的btm因pose错误而延伸了不对的depth所以不准
- bigBoxes.forEach(bigBox => {
- bigBox.sid += '-' + bigBox.boxes.map(e => e.index).join(',')
- /* if (bigBox.sid == 'pano0-rowBigBox-1,0,2,4') {
- console.log(3)
- } */
- if (reason == 'row') {
- //取平均值
- if (bigBox.boxes[0].btmPos) {
- bigBox.btmPos = bigBox.boxes.reduce((w, c) => w.add(c.btmPos), new THREE.Vector3()).multiplyScalar(1 / bigBox.boxes.length)
- //addLabel(bigBox.btmPos,'b_'+bigBox.sid, {bgcolor:'#f93',a:0.4})
- }
- if (bigBox.boxes[0].topPos) {
- bigBox.topPos = bigBox.boxes.reduce((w, c) => w.add(c.topPos), new THREE.Vector3()).multiplyScalar(1 / bigBox.boxes.length)
- }
- if (bigBox.boxes[0].posAtWall) {
- bigBox.posAtWall = bigBox.boxes.reduce((w, c) => w.add(c.posAtWall), new THREE.Vector3()).multiplyScalar(1 / bigBox.boxes.length)
- }
- }
- //mix的需要合并后计算才准确
- })
- this.rows[type][pano.id] = bigBoxes //当前pano的所有row
- return bigBoxes
- }
- /* let getPanoBoxAngleTrend = rowBox => {
- //顺时针方向该pano的box角度范围是越来越大还是越来越小
- let diffs = []
- let angles = rowBox.boxes.map(box => getBbox2Diff(box.bbox2[2], box.bbox2[0]))
- for (let i = 0, j = angles.length; i < j - 1; i++) {
- //得所有相邻之间的差
- let a0 = angles[i],
- a1 = angles[i + 1]
- diffs.push(a1 - a0)
- }
- diffs.sort((a, b) => a - b)
- return diffs[Math.floor(diffs.length / 2)] //中位数
- } */
- /* let getBoxCount = (rowBigBox)=>{
- return rowBigBox.predictBoxCount || rowBigBox.boxes.length
- } */
- let getReverseInfo = (rowBigBox0, rowBigBox1) => {
- //两个row的方向对应
- let reversed = false
- let lefts = [rowBigBox0.left, rowBigBox1.left]
- let rights = [rowBigBox0.right, rowBigBox1.right]
- let dis0 = lefts[0].btmPos.distanceToSquared(lefts[1].btmPos)
- let dis1 = rights[0].btmPos.distanceToSquared(rights[1].btmPos)
- let dis2 = lefts[0].btmPos.distanceToSquared(rights[1].btmPos)
- let dis3 = rights[0].btmPos.distanceToSquared(lefts[1].btmPos)
- let posLeft2, posRight2
- if (dis0 + dis1 > dis2 + dis3) {
- //距离近的代表是同一端
- reversed = true
- posLeft2 = new THREE.Vector3().addVectors(lefts[0].btmPos, rights[1].btmPos).multiplyScalar(0.5)
- posRight2 = new THREE.Vector3().addVectors(rights[0].btmPos, lefts[1].btmPos).multiplyScalar(0.5)
- } else {
- posLeft2 = new THREE.Vector3().addVectors(lefts[0].btmPos, lefts[1].btmPos).multiplyScalar(0.5)
- posRight2 = new THREE.Vector3().addVectors(rights[0].btmPos, rights[1].btmPos).multiplyScalar(0.5)
- }
- let vec = new THREE.Vector2(posLeft2.x - posRight2.x, posLeft2.z - posRight2.z)
- let k = Math.abs(vec.x / vec.y) //这个算斜率更准,但位置容易偏向一侧(可能用边缘的bbox算会好些?)
- return { reversed, k }
- }
- let searchByRow = (groups, datas) => {
- //先查找row,匹配row,再slice row的方法
- this.matchScoreMap['rowBigBox'] = {}
- let rowInfos = []
- let getRowMatchInfo = (rowBigBox0, rowBigBox1, ignoreCountMatch) => {
- //获取row间的匹配信息
- //获取bigBox位置。由于一排的盒子比较长,中心方向误差大,所以采用先获取两边位置,再求中点的方法
- //if (rowBigBox0.boxes.length != rowBigBox1.boxes.length && !ignoreCountMatch) return //太难了,不算不一样的情况了
- let name = rowBigBox0.sid + '&' + rowBigBox1.sid
- if (name in rowInfos) {
- return rowInfos[name]
- }
- if (name == 'pano4-row-2,11,10,8,6&pano6-row-2,5,8,11') {
- console.log(3)
- }
- if (rowBigBox0.boxes.length != rowBigBox1.boxes.length && !ignoreCountMatch) return
- //if (getBoxCount(rowBigBox0) != getBoxCount(rowBigBox1) && getBoxCount(rowBigBox0) != 1 && getBoxCount(rowBigBox1) != 1)return
- /* if (rowBigBox0.sid == 'pano0-row-1,2,6' && rowBigBox1.sid == 'pano2-row-0,2,6') {
- console.log(4)
- } */
- let rowInfo
- if (rowBigBox0.boxes.length > 1 && rowBigBox1.boxes.length > 1) {
- //多对多,可以求两端的位置
- let lefts = [rowBigBox0.left, rowBigBox1.left]
- let rights = [rowBigBox0.right, rowBigBox1.right]
- let leftInfo
- let rightInfo
- let info2 = getReverseInfo(rowBigBox0, rowBigBox1)
- let len0 = rowBigBox0.predictLen, //长度应该接近
- len1 = rowBigBox1.predictLen
- let overLen = Math.abs(len0 - len1) /* / (rowBigBox0.boxes.length + rowBigBox1.boxes.length) * 5 */
- if (overLen > 1) {
- //console.warn('overLen> 1', overLen, rowBigBox0.sid, '和', rowBigBox1.sid)
- return done()
- }
- if (info2.reversed) {
- leftInfo = getMatchScore(lefts[0], rights[1], { isSingle: true })
- rightInfo = getMatchScore(rights[0], lefts[1], { isSingle: true })
- } else {
- leftInfo = getMatchScore(lefts[0], lefts[1], { isSingle: true })
- rightInfo = getMatchScore(rights[0], rights[1], { isSingle: true })
- }
- let posLeft = getBoxPos(leftInfo)
- let posRight = getBoxPos(rightInfo)
- if (!posLeft || !posRight || leftInfo.score < -4000 || rightInfo.score < -4000) {
- return done() //漫游点重合、>180度会导致此问题
- }
- preDealBox(leftInfo)
- //getBoxSize(leftInfo)
- preDealBox(rightInfo)
- //getBoxSize(rightInfo)
- posLeft = getBoxPos(leftInfo)
- posRight = getBoxPos(rightInfo)
- //验证是否是垂直或水平
- let vec = new THREE.Vector2(posLeft.x - posRight.x, posLeft.z - posRight.z)
- let k = Math.abs(vec.x / vec.y)
- if ((info2.k > 1 && k < 1) || (info2.k < 1 && k > 1)) {
- console.error('请检查!info2.k > 1 && k < 1 || info2.k < 1 && k > 1', rowBigBox0.sid, '和', rowBigBox1.sid) //绘制的方向错误,尺寸错误
- return done()
- }
- let wrongK = 0
- if ((rowBigBox0.k > 1 && rowBigBox1.k < 1) || (rowBigBox0.k < 1 && rowBigBox1.k > 1)) {
- wrongK = rowBigBox0.k / rowBigBox1.k
- if (wrongK < 1) wrongK = 1 / wrongK
- }
- /*
- let trend0 = getPanoBoxAngleTrend(rowBigBox0)
- let trend1 = getPanoBoxAngleTrend(rowBigBox1)
- let judgeReverse = () => { //这个方法有时不准
- let disLeftSquared0 = new THREE.Vector2(posLeft.x - rowBigBox0.pano.position.x, posLeft.z - rowBigBox0.pano.position.z).lengthSq()
- let disRightSquared0 = new THREE.Vector2(posRight.x - rowBigBox0.pano.position.x, posRight.z - rowBigBox0.pano.position.z).lengthSq()
- let a = trend0 * (disLeftSquared0 - disRightSquared0)
- if (a < 0 && Math.abs(a) > 0.1) return true
- let posLeft2 = reversed ? posRight : posLeft, //反向过的对第二个漫游点来说左右是反的
- posRight2 = reversed ? posLeft : posRight
- let disLeftSquared1 = new THREE.Vector2(posLeft2.x - rowBigBox1.pano.position.x, posLeft2.z - rowBigBox1.pano.position.z).lengthSq()
- let disRightSquared1 = new THREE.Vector2(posRight2.x - rowBigBox1.pano.position.x, posRight2.z - rowBigBox1.pano.position.z).lengthSq()
- let b = trend1 * (disLeftSquared1 - disRightSquared1)
- if (b < 0 && Math.abs(b) > 0.1) return true
- }
- if (leftInfo.score < -2000 || rightInfo.score < -2000 || judgeReverse()) {
- //反向试试
- leftInfo = getMatchScore(lefts[0], rights[1], { isSingle: true })
- rightInfo = getMatchScore(rights[0], lefts[1], { isSingle: true })
- posLeft = getBoxPos(leftInfo)
- posRight = getBoxPos(rightInfo)
- reversed = true //rowBigBox1 反向了
- }
- if (leftInfo.score < -2000 || rightInfo.score < -2000 || judgeReverse()) {
- return console.log('getCenter ;两个方向都不符合', rowBigBox0.sid, rowBigBox1.sid)
- } */
- /*const maxK = Math.max(0.6 / Math.sqrt(rowBigBox0.boxes.length), 0.2) // 最大斜率
- if (k < maxK && k > 1 / maxK) {
- return //console.log('放弃,斜率', k)
- } */
- //横的话,按x从小到大,竖的按z从小到大
- if ((k < 1 && posLeft.z > posRight.z) || (k > 1 && posLeft.x > posRight.x)) {
- let temp = posRight
- ;(posRight = posLeft), (posLeft = temp)
- }
- //addLabel(posLeft, 'left-' + rowBigBox0.pano.id + '&' + rowBigBox1.pano.id, { a: 0.1 })
- //addLabel(posRight, 'right-' + rowBigBox0.pano.id + '&' + rowBigBox1.pano.id, { a: 0.1 })
- /* if (rowBigBox0.pano.id + '&' + rowBigBox1.pano.id == '22&26') {
- console.log(777)
- } */
- /* var line1 = LineDraw.createLine([posLeft, posRight])
- meshGroup.add(line1) */
- //根据btmPos矫正一下中心位置, 否则容易偏漫游点这一侧
- let center = new THREE.Vector3().addVectors(posLeft, posRight).multiplyScalar(0.5)
- center
- .add(rowBigBox0.btmPos)
- .add(rowBigBox1.btmPos)
- .multiplyScalar(1 / 3)
- let axis = k > 1 ? 'z' : 'x'
- //posLeft[axis] = center[axis], posRight[axis] = center[axis]
- let match = getMatchScore(rowBigBox0, rowBigBox1, { isSingle: true, center }) //是否预先传送center ?
- //rowInfo.minAngs = [leftInfo.minAng , rightInfo.minAng]
- /* if (match.name == 'pano4-row-6,4,1,3&pano0-row-0,1,4,5') {
- console.log(8)
- } */
- let sc = match.score - overLen * 1000 - wrongK * 100 + leftInfo.score + rightInfo.score
- if (sc < -4000) {
- //console.log('放弃,匹配分过低,可能不是一组', rowBigBox0.sid, '和', rowBigBox1.sid, sc)
- return done()
- }
- //console.log('getcenter', rowBigBox0.sid, '和', rowBigBox1.sid, overLen, match.score + overLen * 1000 + leftInfo.score + rightInfo.score)
- rowInfo = {
- rowBigBox0,
- rowBigBox1,
- match,
- k,
- posLeft,
- posRight,
- score: sc / 3 + 500, //700 + match.score*0.7 + (leftInfo.score + rightInfo.score)*0.3 ,
- reversed: info2.reversed,
- }
- } else {
- if (rowBigBox0.boxes.length == 1 && rowBigBox1.boxes.length == 1) {
- rowInfo = getMatchScore(rowBigBox0.boxes[0], rowBigBox1.boxes[0]) //直接匹配box
- } else {
- //一对多。getMatchScore计算误差大(长度越长中心误差越大、宽度计算也误差大)所以再写点限制。直接使用btm来预测长度和位置似乎更准
- let mulBoxRow = rowBigBox0.boxes.length > 1 ? rowBigBox0 : rowBigBox1
- let singleBox = rowBigBox0.boxes.length == 1 ? rowBigBox0 : rowBigBox1
- /* if(rowBigBox0.sid == "pano12-row-3" && rowBigBox1.sid == "pano0-row-3,1,0" ){
- console.log(5)
- } */
- rowInfo = getMatchScore(rowBigBox0, rowBigBox1, { dontCheckDis: true }) //一对多 也可以根据方向检查距离,如仅检查z
- rowInfo.k = mulBoxRow.k
- if (rowInfo.center) {
- rowInfo.center.add(getBoxPos(mulBoxRow)).multiplyScalar(0.5)
- }
- if (rowInfo.name == 'pano0-row-14&pano4-row-8,11') {
- addLabel(rowInfo.center, 'c')
- }
- rowInfo.predictSize = rowInfo.k > 1 ? { x: mulBoxRow.predictLen, y: 0.6 } : { y: mulBoxRow.predictLen, x: 0.6 }
- //单个的应该和多个的其中一端一样,且是离单个漫游点近的那端(也就是要走到箱子一端看不见其他箱子才行)
- let dis0 = getBoxPos(mulBoxRow.left).distanceToSquared(singleBox.pano.position)
- let dis1 = getBoxPos(mulBoxRow.right).distanceToSquared(singleBox.pano.position)
- let near = dis0 < dis1 ? mulBoxRow.left : mulBoxRow.right
- let p0 = getBoxPos(singleBox)
- let dis = getBoxPos(near).distanceToSquared(p0)
- rowInfo.score -= dis * 1000
- let p1 = getBoxPos(mulBoxRow)
- let vec1 = new THREE.Vector2(p1.x - singleBox.pano.position.x, p1.z - singleBox.pano.position.z).normalize() //看向中心的方向
- let vec2 = new THREE.Vector2(singleBox.centerDir.x, singleBox.centerDir.z).normalize()
- rowInfo.score += (vec1.dot(vec2) - 1) * 1000 //同一个方向是最好
- }
- }
- function done(rowInfo) {
- rowInfo && rowInfos.push(rowInfo)
- rowInfos[name] = rowInfo
- }
- done(rowInfo)
- return rowInfo
- }
- let matchGroups = []
- let allRelations = []
- let getK = info => {
- let k
- if (info.left) {
- let vec = new THREE.Vector2(info.left.x - info.right.x, info.left.z - info.right.z)
- k = Math.abs(vec.x / vec.y)
- } else {
- k = Math.abs(Math.max(info.size.x, 0.6) / Math.max(info.size.z, 0.6))
- }
- return k
- }
- let ignoreCountMatch = groups.filter(e => e.length > 1).length == 1 //是否不同数量box的row也能匹配
- let minScore = boundConfirmed ? -2000 : -800
- let match = searchType => {
- if (searchType == 'second') ignoreCountMatch = true
- for (let i = 0; i < groups.length - 1; i++) {
- let rowBigBoxes_0 = getPanoBigRowBox(groups[i])
- let pano0 = groups[i][0].pano
- if (searchType == 'second') rowBigBoxes_0 = rowBigBoxes_0.filter(e => !matchGroups.some(u => u.includes(e)))
- for (let j = i + 1; j < groups.length; j++) {
- let rowBigBoxes_1 = getPanoBigRowBox(groups[j])
- if (searchType == 'second') rowBigBoxes_1 = rowBigBoxes_1.filter(e => !matchGroups.some(u => u.includes(e)))
- let pano1 = groups[j][0].pano
- let resultPairs = []
- let bigBoxes_0, bigBoxes_1
- if (rowBigBoxes_0.length < rowBigBoxes_1.length) {
- bigBoxes_0 = rowBigBoxes_1.slice()
- bigBoxes_1 = rowBigBoxes_0.slice()
- } else {
- bigBoxes_0 = rowBigBoxes_0.slice()
- bigBoxes_1 = rowBigBoxes_1.slice()
- }
- while (bigBoxes_1.length < bigBoxes_0.length) {
- bigBoxes_1.push({ sid: 'void' }) //为了使排列正确,补个空,使左右两边个数相等,过后和void匹配的不会计算box
- }
- if (!bigBoxes_0[0]) continue
- searchPair(bigBoxes_0[0], bigBoxes_0, bigBoxes_1, null, resultPairs)
- resultPairs = resultPairs.map(pairs => {
- let infos = pairs.map(pair => (pair.some(e => e.sid == 'void') ? null : getRowMatchInfo(pair[0], pair[1], ignoreCountMatch)))
- //infos.sort((a,b)=>{return a.score-b.score});
- let score = infos.reduce((s, e) => {
- return s + (e && e.score > minScore ? e.score : minScore / 2) //只考虑组成功的分数
- }, 0)
- return {
- pairs,
- infos,
- score,
- name: pairs.map(pair => pair.map(item => item.sid).join(' & ')),
- }
- })
- resultPairs.sort((a, b) => b.score - a.score)
- /* if (resultPairs[0].name[0].includes('pano8') && resultPairs[0].name[0].includes('pano0')) {
- console.log(111)
- } */
- resultPairs[0].pairs.forEach((pair, i) => {
- let info = resultPairs[0].infos[i]
- if (info && info.score > minScore) {
- allRelations.push(info)
- let items = pair.filter(e => e.sid != 'void')
- common.pushToGroupAuto(items, matchGroups, null, atGroup => {
- //需要朝向一致才行
- if (!info.k) return true //(box识别的宽高识别不准所以不需要)
- let onePair = atGroup.relationships[0]
- let name = onePair[0].sid + '&' + onePair[1].sid
- if (!rowInfos[name].k) return true //不过不应该有这种情况,否则匹配不到一起才对
- if ((rowInfos[name].k < 1 && info.k < 1) || (rowInfos[name].k > 1 && info.k > 1)) {
- return true
- } else {
- console.log('k不一致无法匹配', info, atGroup)
- }
- })
- //根据目前的规则应该是有端点的和有端点的匹配,box和box匹配
- }
- })
- //console.log(resultPairs[0])
- }
- }
- }
- match()
- ignoreCountMatch || match('second') //再次将剩余的匹配一下,这次允许个数不同的row匹配
- console.log('matchGroups', matchGroups)
- //识别出来的多组,可能有重复的,因为box个数不同所以才没到一组
- //整理一下,每个组整理出一个info,同时重新检查一下,挑去每组中和其他成员非常不同的
- let groupInfo = []
- let getGroupInfo = group => {
- let left = new THREE.Vector3(),
- right = new THREE.Vector3(),
- pointsLen = 0
- let bigBoxes = []
- let info = {}
- group.relationships.forEach(pair => {
- let name = pair[0].sid + '&' + pair[1].sid
- let matchInfo = rowInfos[name] //this.matchScoreMap["rowBigBox"][name] || this.matchScoreMap["cabinet"][name];
- if (matchInfo.posLeft) {
- left.add(matchInfo.posLeft), right.add(matchInfo.posRight), pointsLen++
- } else {
- bigBoxes.push(matchInfo)
- preDealBox(matchInfo)
- getBoxSize(matchInfo)
- }
- })
- let index = groupInfo.length
- if (pointsLen > 0) {
- left.multiplyScalar(1 / pointsLen)
- right.multiplyScalar(1 / pointsLen)
- //addLabel(left, 'Left' + index, { bgcolor: '#F00', a: 0.2 })
- //addLabel(right, 'Right' + index, { bgcolor: '#F00', a: 0.2 })
- let center = new THREE.Vector3().addVectors(left, right).multiplyScalar(0.5)
- //addLabel(center, 'center' + index, { bgcolor: '#F00', a: 0.3 })
- ;(info.left = left), (info.right = right), (info.center = center)
- info.pointsLen = pointsLen
- }
- if (bigBoxes.length > 0) {
- let getAve = bigBoxes => {
- let center1 = new THREE.Vector3(),
- size = new THREE.Vector3()
- bigBoxes.forEach(box => {
- let center0 = getBoxPos(box)
- center1.add(center0)
- size.add(box.size)
- })
- if (pointsLen > 0) {
- let size0 = new THREE.Vector3(Math.abs(left.x - right.x), size.y, Math.abs(left.z - right.z))
- size.add(size0.multiplyScalar(pointsLen)).multiplyScalar(1 / (pointsLen + bigBoxes.length))
- center1.add(info.center.clone().multiplyScalar(pointsLen)).multiplyScalar(1 / (pointsLen + bigBoxes.length))
- } else {
- size.multiplyScalar(1 / bigBoxes.length)
- center1.multiplyScalar(1 / bigBoxes.length)
- }
- return { center1, size }
- }
- let getScores = (center, size) => {
- //获得相对于center,size的差别分数
- bigBoxes.forEach(box => {
- box.sc = -box.center.distanceToSquared(center1) - size.distanceToSquared(box.size) * 0.5
- })
- }
- let { center1, size } = getAve(bigBoxes)
- //console.log(center1, size)
- getScores(center1, size)
- bigBoxes.sort((a, b) => b.sc - a.sc)
- let midItem = bigBoxes[Math.floor(bigBoxes.length / 2)] //中位数
- getScores(midItem.center, midItem.size)
- const minScore = -8
- let removes = bigBoxes.filter(e => {
- return e.sc < minScore
- })
- if (removes.length) {
- let { newGroups } = common.disconnectGroup(
- removes.map(e => [e.box0, e.box1]),
- matchGroups
- )
- console.log('去除错误数据', removes)
- if (newGroups.length > 1) {
- //分裂成多组了,重新计算
- newGroups.forEach(e => {
- getGroupInfo(e)
- })
- return
- }
- bigBoxes = bigBoxes.filter(e => {
- return e.sc >= minScore
- })
- }
- if (bigBoxes.length) {
- let o = getAve(bigBoxes) //again
- ;(info.center = o.center1), (info.size = o.size)
- }
- }
- info.k = getK(info)
- info.bigBoxes = bigBoxes
- info.group = group
- groupInfo.push(info)
- }
- matchGroups.slice(0).forEach(group => {
- getGroupInfo(group)
- })
- let getLength = c => {
- //获取bigbox长度
- return c.size ? (c.k > 1 ? c.size.x : c.size.z) : c.k > 1 ? c.right.x - c.left.x : c.right.z - c.left.z + 0.6
- }
- let getLeft = (group, k) => {
- let dirAxis = (k || group.k) > 1 ? 'x' : 'z'
- return group.left ? group.left[dirAxis] - 0.3 : group.center[dirAxis] - group.size[dirAxis] / 2 //left和right加减半个宽度
- }
- let getRight = (group, k) => {
- let dirAxis = (k || group.k) > 1 ? 'x' : 'z'
- return group.right ? group.right[dirAxis] + 0.3 : group.center[dirAxis] + group.size[dirAxis] / 2
- }
- //识别是否group之间有一样的, 去重
- {
- let realGroups = []
- let getAveWidth = (infos, len) => {
- //获取这些infos最合适的箱子平均宽度和个数
- let boxCounts = []
- infos.forEach(e => {
- boxCounts.push(...e.group.map(bigBox => bigBox.boxes.length))
- })
- boxCounts.sort((a, b) => a - b)
- let midCounts = []
- let r0 = 0.3,
- r1 = 0.7 //取中间这部分的算最适合的个数,结果不一定是中位数
- boxCounts.slice(Math.floor(boxCounts.length * r0), Math.floor(boxCounts.length * r1) + 1).forEach(c => {
- if (!midCounts.includes(c)) midCounts.push(c)
- })
- let { min, max } = standards.cabinet.widthNormal
- let standardW = (min + max) / 2
- let aveWs = midCounts.map(e => {
- return { aveW: len / e, count: e }
- })
- aveWs.sort((a, b) => Math.abs(a.aveW - standardW) - Math.abs(b.aveW - standardW))
- let aveW = aveWs[0].aveW
- let count = aveWs[0].count
- if (aveW > max || aveW < min) {
- let w = THREE.MathUtils.clamp(aveW, min, max)
- //console.warn(`box aveW宽度不太对,从${aveW}修改到${w}`)
- aveW = w
- }
- return { aveW, count }
- }
- let getBox2 = (center, len, thick, k) => {
- let box2 = new THREE.Box2()
- box2.expandByPoint(new THREE.Vector2(center.x, center.z))
- let sizeVec = k > 1 ? new THREE.Vector2(len / 2, thick / 2) : new THREE.Vector2(thick / 2, len / 2)
- box2.expandByVector(sizeVec)
- return box2
- }
- const standardW = 0.6 //两排之间最小距离
- for (let m = 0; m < groupInfo.length - 1; m++) {
- let group0 = groupInfo[m]
- for (let n = m + 1; n < groupInfo.length; n++) {
- let group1 = groupInfo[n]
- if (group1.bigBoxes[0]?.name == 'pano4-row-4&pano6-row-5,1' && group0.bigBoxes[0]?.name == 'pano4-row-2,5&pano6-row-3') {
- console.log(4)
- }
- /* if (group0.k == 4.242560016595383 || group1.k == 0.8571428571428572) {
- console.log(2)
- } */
- const maxR = 2.3
- if (((group0.k > 1 && group1.k < 1) || (group0.k < 1 && group1.k > 1)) && getLength(group0) > 1.5 && getLength(group1) > 1.5) continue //如果是方块状的无视k
- //间距
- let spaceAxis = (group0.k + group1.k) / 2 > 1 ? 'z' : 'x'
- let spaceDis = Math.abs(group0.center[spaceAxis] - group1.center[spaceAxis])
- if (spaceDis > standardW * 1.5) continue
- let o0 = getAveWidth([group0], getLength(group0)) //因为有可能长度和箱子个数不匹配,所以需要得到限制后的宽度再比较
- let o1 = getAveWidth([group1], getLength(group1))
- let len0 = (group0.predictLen = o0.aveW * o0.count)
- let len1 = (group1.predictLen = o1.aveW * o1.count)
- const minR = 0.5 //不可限制太死,因为有的框个数识别少了,导致len短。但可通过重叠面积来判断
- // if( len0 / len1 < minR || len0 / len1 > 1/minR) continue
- let area0 = (group0.area = len0 * o0.aveW)
- let area1 = (group1.area = len1 * o1.aveW)
- let getBoxMixArea = (expandRatio1, expandRatio2) => {
- let box0 = getBox2(group0.center, len0 + expandRatio1, o0.aveW + expandRatio2, group0.k)
- let box1 = getBox2(group1.center, len1 + expandRatio1, o1.aveW + expandRatio2, group1.k)
- let mixBox = getMixBox(box0, box1) //重叠部分
- let s = mixBox.getSize(new THREE.Vector2())
- return { box0, box1, areaMix: Math.max(0, s.x) * Math.max(0, s.y) } //可能是0
- }
- let areaMixExpand = getBoxMixArea(0.1, 0.3).areaMix
- if (areaMixExpand / area0 < 0.65 && areaMixExpand / area1 < 0.65) continue //包含的可以通过
- /*let areaMix = getBoxMixArea(0, 0).areaMix //实际重合面积
- group0.contains = group0.contains || []
- group1.contains = group1.contains || []
- group0.contains.push({ group: group1, selfPercent: areaMix / area0, percent2: areaMix / area1, areaMix })
- group1.contains.push({ group: group0, selfPercent: areaMix / area1, percent2: areaMix / area0, areaMix })
- */
- //console.log('两个合并', group0, group1)
- common.pushToGroupAuto([group0, group1], realGroups)
- //包含的直接合并吧 - - ,这样会使结果偏移,不过没办法了,多个重叠面积太难算了
- }
- }
- //但没合并前样本数量少,包含关系可能有错 - -
- /*for(let m=0; m<groupInfo.length;m++){
- let group = groupInfo[m]
- let contains = group.contains.filter(e=> e.percent2 > 0.8) //所有包含的
- contains.reduce
- } */
- groupInfo.forEach(info => {
- //加入单个的
- if (!realGroups.some(groups => groups.includes(info))) {
- realGroups.push([info])
- }
- })
- console.log('realGroups', realGroups)
- //get boxes
- realGroups.forEach((infos, i) => {
- const sampleCount = infos.reduce((w, c) => {
- return (w += c.pointsLen || c.bigBoxes.length)
- }, 0)
- let k
- /* {
- //const k = infos.reduce((w, c) => (w += c.k), 0) / infos.length
- let ks = infos.map(e => e.k)
- ks.sort((a, b) => a - b)
- let min = ks[0],
- max = ks[ks.length - 1]
- if (min < 1 && max > 1) {
- //比较最小和最大,选取更极端的那个
- let min_ = 1 / min
- if (min_ < max) k = max
- else k = min
- } else k = (min + max) / 2
- } */
- {
- //看>1的和<1的平均数哪个多用哪个
- let ks = { '<1': { count: 0, sum: 0 }, '>1': { count: 0, sum: 0 } }
- infos.forEach(e => {
- if (e.k < 1) {
- ks['<1'].count++, (ks['<1'].sum += 1 / e.k)
- } else {
- ks['>1'].count++, (ks['>1'].sum += e.k)
- }
- })
- ks['<1'].count && (ks['<1'].ave = ks['<1'].sum / ks['<1'].count)
- ks['>1'].count && (ks['>1'].ave = ks['>1'].sum / ks['>1'].count)
- if (ks['<1'].ave > ks['>1'].ave) {
- k = 1 / ks['<1'].ave
- } else {
- k = ks['>1'].ave
- }
- }
- let centerPos = infos
- .reduce((w, c) => {
- return w.add(c.center.clone().multiplyScalar(c.pointsLen || c.bigBoxes.length))
- }, new THREE.Vector3())
- .multiplyScalar(1 / sampleCount) //预得中心点
- //获取左右端点(需要排除可能的误差,所以采用最靠近端点的三个点。但无法排除前三个点中万一含有包含box的、或者误差大的端点)
- let lefts = infos
- .map(e => getLeft(e, k))
- .sort((a, b) => a - b)
- .filter(a => a < centerPos[k > 1 ? 'x' : 'z'])
- .slice(0, 3)
- let rights = infos
- .map(e => getRight(e, k))
- .sort((a, b) => b - a)
- .filter(a => a > centerPos[k > 1 ? 'x' : 'z'])
- .slice(0, 3)
- let left = 0,
- right = 0
- let c0 = ((lefts.length + 1) * lefts.length) / 2
- lefts.forEach((e, i) => {
- //越靠近最外侧权重越高。
- left += e * ((lefts.length - i) / c0)
- })
- c0 = ((rights.length + 1) * rights.length) / 2
- rights.forEach((e, i) => {
- right += e * ((rights.length - i) / c0)
- })
- centerPos[k > 1 ? 'x' : 'z'] = (left + right) / 2
- let len = right - left //加一点值是因为之前计算长度,用的是最外box的中心点,会少box一半宽度
- let infos2 = infos.filter(e => {
- return !e.predictLen || e.predictLen / len > 0.7
- })
- if (infos2.length == 0) {
- infos2 = infos.sort((a, b) => b.predictLen - a.predictLen).slice(0, 1)
- }
- let { aveW, count } = getAveWidth(infos2, len)
- //长宽比中心点的误差更大,尤其是box类型的、或样本少的
- //获取高度
- let heights = []
- {
- let pairs = [],
- heightss
- /* infos.forEach(e => {
- pairs.push(...e.group.relationships.filter(pair => pair[0].boxes.length == count && pair[1].boxes.length == count))
- })
- if (pairs.length) {
- heightss = pairs.map(pair => {
- let boxes = pair.map(e => {
- return e.boxes.slice()
- })
- let match = rowInfos[pair[0].sid + '&' + pair[1].sid]
- let ifReverse = match.reversed
- if (match.reversed == void 0 && pair[0].boxes.length > 1 && pair[1].boxes.length > 1) {
- let { reversed } = getReverseInfo(pair[0], pair[1])
- ifReverse = reversed
- }
- if (ifReverse) {
- boxes[1].reverse()
- }
- let heights1 = []
- let topPoss = []
- for (let i = 0; i < count; i++) {
- let match1 = getMatchScore(boxes[0][i], boxes[1][i], { onlyGet: true })
- let topPos = match1 && match1.topPos
- if (!topPos) {
- topPos = getBoxTop({ box0: boxes[0][i], box1: boxes[1][i] })
- }
- heights1.push(topPos.y - groundY)
- if (topPos.y - groundY < 0) {
- console.log('?')
- }
- topPoss.push(topPos)
- }
- if ((k < 1 && topPoss[0].z > topPoss[count - 1].z) || (k > 1 && topPoss[0].x > topPoss[count - 1].x)) {
- heights1.reverse()
- }
- return heights1
- })
- } else { */
- let bigBoxes = []
- infos.forEach(e => {
- bigBoxes.push(...e.group.filter(e => !bigBoxes.includes(e) && e.boxes.length == count))
- })
- heightss = bigBoxes.map(bigBox => {
- let topPoss = bigBox.boxes.map(box => {
- let a = { box0: box }
- getBoxTop(a)
- return a.topPos
- })
- if ((k < 1 && topPoss[0].z > topPoss[count - 1].z) || (k > 1 && topPoss[0].x > topPoss[count - 1].x)) {
- topPoss.reverse()
- }
- let heights1 = topPoss.map(topPos => topPos.y - groundY)
- return heights1
- })
- //}
- heightss.forEach(arr => {
- for (let i = 0; i < count; i++) {
- heights[i] = (heights[i] || 0) + arr[i]
- }
- })
- heights = heights.map(e => {
- let h = e / heightss.length
- return h
- })
- //console.log('heightss',heightss, pairs, heights)
- }
- //拆分成小box
- let size = new THREE.Vector3(aveW, 2, aveW)
- let c = 0
- infos.box = []
- while (c < count) {
- let center
- if (k > 1) {
- let startX = centerPos.x - ((count - 1) / 2) * aveW
- center = new THREE.Vector3(startX + c * aveW, centerPos.y, centerPos.z)
- } else {
- let startZ = centerPos.z - ((count - 1) / 2) * aveW
- center = new THREE.Vector3(centerPos.x, centerPos.y, startZ + c * aveW)
- }
- let size1 = heights[c] ? size.clone().setY(heights[c]) : size //如1*3的是得不到height的
- let box = new Box({ name: 'row' + i + '-' + c, center, size: size1, boxType: 'cabinet', infos })
- c++
- infos.box.push(box)
- }
- })
- return realGroups.length > 0
- }
- }
- let removeContain = arr => {
- //去除嵌套
- let len = arr.length
- if (len < 2) return
- for (let i = 0; i < len - 1; i++) {
- let box0 = arr[i]
- getBoxBase(box0)
- box0.contains = box0.contains || []
- for (let j = i + 1; j < len; j++) {
- let box1 = arr[j]
- if (box0.sid == 'pano2-1' && box1.sid == 'pano2-7') {
- console.log(6)
- }
- getBoxBase(box1)
- box1.contains = box1.contains || []
- let d3 = Math.abs(box1.bbox2CenterX - box0.bbox2CenterX) //限制d3是因为在相差180度两端可能也符合
- //d4 = Math.abs(box1.bbox2[3] - box0.bbox2[3])
- if (d3 > 0.4 /* || d4 > 0.01 */) continue
- let d0 = getBbox2Diff(box1.bbox2[0], box0.bbox2[0]),
- d1 = getBbox2Diff(box0.bbox2[2], box1.bbox2[2]),
- w0 = getBbox2Diff(box0.bbox2[2], box0.bbox2[0]),
- w1 = getBbox2Diff(box1.bbox2[2], box1.bbox2[0])
- let min = Math.min(0.005, Math.min(w0, w1) * 0.2) //如果本身w0,w1宽度就小,差距更要小
- if ((d1 >= 0 && Math.abs(d0) < min) || (d0 >= 0 && Math.abs(d1) < min) || (d1 >= 0 && d0 >= 0)) {
- box0.contains.push(box1)
- } else if ((d0 <= 0 && Math.abs(d1) < min) || (d1 <= 0 && Math.abs(d0) < min) || (d1 <= 0 && d0 <= 0)) {
- box1.contains.push(box0)
- }
- }
- }
- let getWidthScore = (box, type) => {
- const addDis = 0.1 //因为用的是btm的pos,比中心点近了一些,所以加上一段距离
- let o = getBoxPoseByPos(box, getBoxPos(box), addDis)
- let boxPjW = o.projectWidth
- let standardPjW = (o.maxProjectWidth + o.minProjectWidth) / 2
- let s = type == 'out' ? boxPjW - standardPjW : standardPjW - boxPjW
- return -Math.pow(s, 2) * 10
- }
- let minChildCount = arr[0].boxType == 'battery' ? 1 : 2
- arr.slice().forEach(box => {
- if (box.contains.length >= minChildCount) {
- //假设不存在第二层嵌套, 假设每个只能被一个嵌套
- //决定留大还是留小
- //先只去掉包含两个以上的,且角度范围一致
- //尽量保留内层,除非内层太小
- let { leftX, rightX } = getLeftRight(box.contains)
- if (box.contains.length > 1 && (Math.abs(getBbox2Diff(box.bbox2[0], leftX)) > 0.005 || Math.abs(getBbox2Diff(box.bbox2[2], rightX)) > 0.005)) return //范围不一致
- let remainChild = true
- if (box.contains.length == 1) {
- //cdi6xzNiNdS 电池包含单个 感觉一般都是留大
- remainChild = false
- } else {
- let outScore = getWidthScore(box, 'out')
- let childrenScores = box.contains.map(e => getWidthScore(e, 'in'))
- let childAve = childrenScores.reduce((w, c) => w + c, 0) / childrenScores.length
- if (childAve < -4) {
- //let outScore = getWidthScore(box, 'out')
- remainChild = childAve > outScore
- }
- }
- if (!remainChild) {
- box.contains.forEach(e => {
- ;(e.state = '因被嵌套被删除'), (e.containBy = box)
- arr.splice(arr.indexOf(e), 1)
- console.log('因被嵌套被删除', ...box.contains)
- })
- } else {
- box.state = '因嵌套其他被删除'
- console.log('因嵌套其他被删除', box)
- arr.splice(arr.indexOf(box), 1)
- }
- }
- })
- }
- let waitFindRest = []
- let Search = type => {
- console.error('开始search', type)
- let matchScoreMap = (this.matchScoreMap[type] = {})
- let datas = {}
- let panoIds = []
- for (let id in this.datas) {
- if(!this.datas[id])continue
- datas[id] = this.datas[id].shapes.filter(e => isType(e, type))
- datas[id].length && panoIds.push(id)
- }
- for (let id in this.datas) {
- //对data预处理
- //(之后如果还出现不同类型重叠在一起的,需要先识别摘除下。 )4GqaqNdyjGf
- if(!this.datas[id])continue
- removeContain(datas[id]) //去除线框中的嵌套,主要是一个嵌套两个的。案例:KK-1Zjm9Rbl47
- if (datas[id].length) {
- //融合。很多box被一分为二了,基本都是在全景图左右边界处。
- let bigBoxes = getPanoBigRowBox(datas[id], { reason: 'mix' })
- bigBoxes.forEach(bigBox => {
- if (bigBox.boxes.length > 1) {
- bigBox.boxes.forEach(box => {
- ;(box.state = '被删除'), (box.mixTo = bigBox)
- let i = datas[id].indexOf(box)
- datas[id].splice(i, 1)
- if (version == 'vision') {
- i = this.datasMixed[id].shapes.findIndex(e => e.sid == box.sid)
- this.datasMixed[id].shapes.splice(i, 1)
- }
- })
- //console.log('因融合而删除', bigBox.boxes)
- datas[id].push(bigBox)
- if (version == 'vision') {
- this.datasMixed[id].shapes.push(bigBox)
- }
- let shapes = this.datas[id].shapes
- bigBox.index = shapes.length > 1 ? shapes[shapes.length - 2].index + 1 : 0
- {
- let a = bigBox.sid.split('mix-')
- bigBox.sid = a[0] + bigBox.index + '(mix' + a[1] + ')' //"pano20-mix-1,2"
- }
- }
- })
- }
- }
- if (panoIds.length == 0) {
- if (standards[type].tinyXZ) {
- //fire 调试:nZrBdvRaDuC
- this.expandModelBound()
- }
- return
- }
- panoIds.sort((a, b) => {
- return datas[b].length - datas[a].length
- })
- let groups = panoIds.map(e => datas[e])
- console.log('按box个数排序:', groups.slice())
- let group0 = groups[0],
- len0 = group0.length
- if (groups.length == 1) {
- //只有一个全景里有数据
- if (standards[type].tinyXZ) {
- //fire. 无法match以获取groundY, 就取消。 调试: eGhyf5QdVHA
- this.expandModelBound(type)
- }
- group0.forEach(e => createSinglePano(e))
- return combines(type)
- }
- let finish = groups => {
- waitFindRest.push({ type, args: [groups] }) //等待最后检查遗漏
- if (standards[type].tinyXZ) {
- //fire 调试:nZrBdvRaDuC
- this.confirmGroundY(type)
- }
- if (standards[type].tiny) {
- //monitor 调试:S9yepREK8Jl
- this.expandModelBound2(type)
- }
- }
- if (len0 == 1) {
- //最多的也只有一个box。此情况大部分是空调
- panoIds.forEach(e => getBoxBase(datas[e][0]))
- let maxAngle
- //找出centerDir夹角最大的两个pano
- for (let i = 0; i < panoIds.length; i++) {
- let box0 = datas[panoIds[i]][0]
- for (let j = i + 1; j < panoIds.length; j++) {
- let box1 = datas[panoIds[j]][0]
- getMatchScore(box0, box1, { isSingle: true })
- }
- }
- let list = Object.keys(matchScoreMap)
- list.sort((a, b) => {
- return matchScoreMap[b].score - matchScoreMap[a].score
- })
- let match = matchScoreMap[list[0]]
- preDealBox(match)
- if (match.score > -100) {
- getBoxSize(match)
- if (match.score > 0 && match.sizeAdjust < 0.1) {
- new Box(matchScoreMap[list[0]])
- //waitFindRest.push({ type, args: [groups] }) //等待最后检查遗漏
- finish(groups)
- return
- }
- }
- //根据分数重排序,前两个已匹配的pano放在第一第二(reMatchLowScores会跳过),获得groups2
- let panoIds2 = []
- list.forEach(e => {
- let info = matchScoreMap[e]
- if (!panoIds2.includes(info.box0.pano.id)) panoIds2.push(info.box0.pano.id)
- if (!panoIds2.includes(info.box1.pano.id)) panoIds2.push(info.box1.pano.id)
- })
- let groups2 = panoIds2.map(e => datas[e])
- //继续match
- reMatchLowScores([match], groups2)
- finish(groups2)
- return
- }
- {
- //重新根据距离排序,挑选离所有box距离最近的两个pano (远的可能看不到box,或者得到的线框计算的位置不准。不过其实太近也不准-,-)
- let counts = {}
- groups.forEach(e => {
- e.forEach(a => getBoxBase(a))
- counts[e.length] || (counts[e.length] = [])
- counts[e.length].push(e)
- })
- groups = []
- let atWall = standards[type].atWall
- let nums = Object.keys(counts)
- let bestDisSquared = 2
- nums.reverse()
- nums.forEach(count => {
- let groups_ = counts[count]
- if (groups_.length > 1) {
- groups_.forEach(e => {
- e.disSc = e.reduce((w, c) => {
- let pos = getBoxPos(c)
- //let s = atWall ? Math.pow(Math.abs(c.centerDir.y), 3)*100 : 0 //在墙上的话尽量平视
- //console.log(c.sid,s)
- return w + Math.abs(c.pano.position.distanceToSquared(pos) - bestDisSquared) //+ s
- }, 0)
- })
- groups_.sort((a, b) => a.disSc - b.disSc)
- }
- groups.push(...groups_)
- })
- console.log('按距离和个数排序:', groups)
- group0 = groups[0]
- len0 = group0.length
- }
- if (type == 'cabinet') {
- //转化为分组
- if (searchByRow(groups, datas)) {
- waitFindRest.push({ type, args: [groups, 0] }) //等待最后检查遗漏
- return
- }
- }
- //零散匹配。
- let match2Group = (group0, group1, { fake }) => {
- let len0 = group0.length,
- len1 = group1.length
- for (let i = 0; i < len0; i++) {
- //复杂度:n的平方次
- for (let j = 0; j < len1; j++) {
- let box1 = group0[i]
- let box2 = group1[j]
- let result = getMatchScore(box1, box2)
- }
- }
- //寻找最佳配对 n!种组合(是否要限制个数多的情况?) 超过8个就很恐怖
- //仅先查找选中的两个pano配对
- let resultPairs = []
- let newGroup0 = group0.slice(0)
- let newGroup1 = group1.slice(0)
- while (newGroup1.length < newGroup0.length) {
- newGroup1.push({ sid: 'void' }) //为了使排列正确,补个空,使左右两边个数相等,过后和void匹配的不会计算box
- }
- searchPair(group0[0], newGroup0, newGroup1, null, resultPairs)
- /* console.log(
- 'resultPairs',
- resultPairs.map(pairs => pairs.map(pair => pair.map(item => item.sid).join(' & ')))
- ) */
- resultPairs = resultPairs.map(pairs => {
- let infos = pairs.map(pair => matchScoreMap[pair[0].sid + '&' + pair[1].sid])
- let score = infos.reduce((s, e) => {
- return s + (e ? e.score : 0)
- }, 0)
- let o = {
- infos,
- score,
- pairs,
- name: pairs.map(pair => pair.map(item => item.sid).join(' & ')),
- }
- return o
- })
- //console.log('resultPairs', resultPairs.slice())
- console.log(
- 'resultPairs按分数高低',
- resultPairs.sort((a, b) => b.score - a.score)
- )
- //console.log('compu',compu)
- let minScore = boundConfirmed ? -2000 : -800
- let noMatches = [] //和void匹配的,需要和其他pano的重新匹配
- let mayHaventMatched = []
- let lowScores = []
- if (resultPairs[0]) {
- resultPairs[0].infos.forEach((info, i) => {
- if (!info) {
- noMatches.push(resultPairs[0].pairs[i].find(e => e.sid != 'void'))
- return //match with void
- }
- if (info.score < minScore || (standards[info.boxType].bottom && info.minAng < 5)) {
- lowScores.push(info)
- return
- }
- preDealBox(info)
- getBoxSize(info)
- if ((info.sizeAdjust && standards[info.boxType].tiny) || info.sizeAdjust > 0.2) {
- //或者识别下悬挂的且线的角度较小
- lowScores.push(info)
- return
- }
- if (info.box0.category == typeNames.battery && info.size.x < 1 && info.size.z < 1) {
- //宽度较小
- let vec0 = new THREE.Vector3().subVectors(info.box0.pano.position, getBoxPos(info))
- let vec1 = new THREE.Vector3().subVectors(info.box1.pano.position, getBoxPos(info))
- /* let k0 = Math.abs(vec0.x / vec0.z), k1 = Math.abs(vec1.x / vec1.z), maxR = 6
- if(info.name == '') */
- if (vec0.x * vec1.x > 0 && vec0.z * vec1.z > 0 /* || k0/k1 > maxR || k0/k1 < 1/maxR */) {
- //同一个象限 或 偏向一侧
- lowScores.push(info)
- return
- }
- }
- info.fake = fake
- let box = new Box(info)
- })
- }
- if (noMatches.length) {
- reMatchLowScores(
- noMatches.map(e => {
- return { box0: e }
- }),
- groups,
- { fake }
- )
- }
- reMatchLowScores(lowScores, groups, { fake })
- }
- {
- for (let i = 0; i < groups.length - 1; i++) {
- match2Group(groups[i], groups[i + 1], { fake: i > 0 })
- if (!standards[type].tinyXZ /* && !browser.urlHasValue('many') */ || groups[i + 1].length < 2) {
- break
- }
- }
- }
- finish(groups)
- }
- function blocked(box) {
- //该box是否被实体box遮挡
- //WcLVXvmV9AU:pano2-2 和 pano12-4 ; 5yhlMduTHL8:pano2-10
- /* if (box.sid == 'pano6-7') {
- console.log(1)
- addLine(box.pano.position, box.centerBtmDir, 20)
- } */
- if (!standards[box.boxType].bottom) {
- //当底部每个方向都有遮挡物时,其位置很可能不准。但若是部分遮住,还是有可能识别对的
- if (!box.blocked) {
- box.blocked = {
- centerBtmDir: null,
- leftBtmDir: null,
- rightBtmDir: null,
- }
- }
- for (let dir in box.blocked) {
- if (!box.blocked[dir]) {
- let block = boxesSolid.find(boxSolid => {
- ray.set(box.pano.position, box[dir])
- let o = ray.ray.intersectsBox(boxSolid.bound)
- if (o) {
- // 遮挡
- return true
- }
- })
- if (block) {
- //若不存在,即都遮挡了,就算真的遮挡
- box.blocked[dir] = block
- } else {
- box.blocked[dir] = false
- return false //找到一个方向无遮挡则可返回
- }
- }
- }
- return true
- //暂定,若某个方向已得到遮挡了,就不计算。但若没有,就再搜一遍(如果会重复搜之后再增加一个stamp啥的,比如记录下当前所有solidBoxes的name,如果改变了就重新搜下)
- } else {
- //若中心方向已经有同类型的box,很可能它就是自身(因为挂墙的预测位置很不准,所以需要这一步。越tiny的越能通过此来筛选)
- let block = boxesSolid.find(boxSolid => {
- if (boxSolid.boxType != box.boxType) return
- ray.set(box.pano.position, box.centerDir)
- let o = ray.ray.intersectsBox(boxSolid.bound)
- if (o) {
- // 遮挡
- return true
- }
- })
- if (block) {
- box.blocked = block
- return true
- }
- }
- }
- //调试 O540aEVF3b7 jQUQlER160 n4z0yd5tQaF WcLVXvmV9AU 8czlwsbSe5 NlUM8yGve9
- function findRest(groups /* ,startIndex=2 */) {
- //查找是否有遗漏。
- //1 可能有距离较远的box不在头两个pano的附近导致被漏掉。(概率很小)
- //2 被剩余的 (包括低分匹配中放弃的,这种需要的距离识别度高)
- const tolerateWidth = { min: 0.1, max: 0.5 }
- let boxes = [],
- scores = new Map(),
- bestDisSquared = 2
- groups.forEach(g => {
- boxes.push(...g)
- })
- boxes = boxes.filter(box => !used(box))
- boxes.forEach(box => {
- getBoxBase(box)
- let p1 = new THREE.Vector2(box.pano.position.x, box.pano.position.z)
- let p2 = new THREE.Vector2(box.btmPos.x, box.btmPos.z)
- let dis = p1.distanceToSquared(p2)
- let s1 = -Math.abs(dis - bestDisSquared) //将距离最佳的排前面,距离远的得到的位置不准确,也容易被遮
- if (!box.pose) box.pose = getBoxPoseByPos(box, getBoxPos(box))
- let s2 = getPoseScore([box.pose], box.boxType) + THREE.MathUtils.clamp(box.pose.projectWidth, box.pose.minProjectWidth, box.pose.maxProjectWidth) * 7 //projectWidth长的更安全
- scores.set(box, { s1, s2, sum: s1 + s2 })
- })
- //console.log(boxes[0].boxType,scores)
- boxes = boxes.sort((a, b) => {
- return scores.get(b).sum - scores.get(a).sum
- }) //FXcq5PI9QGv
- //console.log(boxes)
- boxes.forEach(box => {
- if (box.sid == 'pano0-4') {
- console.log(3)
- }
- if (!used(box) && !blocked(box)) {
- //如果和现有的box的距离都很远,很可能是漏掉的
- let near = boxesSolid.find(solidBox => {
- if (solidBox.name == 'air-pano16-7&pano14-13') {
- console.log(3)
- }
- if (solidBox.boxType != box.boxType && (solidBox.boxType == 'air-hanging' || box.boxType == 'air-hanging')) return //挂空调一般不会撞到地面上的
- let p1 = getBoxPos(solidBox)
- let p2 = getBoxPos(box)
- let p1_ = new THREE.Vector2(p1.x, p1.z)
- let p2_ = new THREE.Vector2(p2.x, p2.z)
- let maxWidth = standards[box.boxType].widthNormal.max / 2
- maxWidth = THREE.MathUtils.clamp(maxWidth, tolerateWidth.min, tolerateWidth.max) //因为场景精度存在较大误差,所以maxWidth不能过小,否则像灭火器摄像头都容易findRest多个
- let dis = solidBox.bound.distanceToPoint(p2)
- //let r0 = solidBox.boxType == 'air' ? 2 : solidBox.boxType == 'battery' ? 1.1 : 1 //空调最不容易扎堆放置,所以范围设置广一些
- let r0 = standards[box.boxType].closeRatio
- let r1 = math.linearClamp(box.pano.position.distanceTo(p2), 3, 8, 1, 2) //距离远的话识别、计算都会更不准确,给一定的容错. 远的尽量不findRest,即尽量>0
- let ra = (solidBox.boxType == box.boxType ? 1 : 0.5) * r0 * r1 //数字越小限制越大
- /* let a = maxWidth * maxWidth * ra - p1_.distanceToSquared(p2_)
- let b = -dis * dis * 0.7
- let c = a + b*/
- let c = maxWidth * ra - dis * 1.3
- if (c > 0) {
- //太近 不创建
- console.log(1)
- }
- return c > 0
- })
- if (!near) {
- reMatchLowScores([{ box0: box, log: 'findRest' }], groups, { startIndex: 0 })
- } else {
- //console.log('find near', near.name, box.sid)
- }
- }
- })
- }
- function used(box) {
- //是否已经使用过
- let has = e => {
- return e.box0 == box || e.box1 == box
- }
- let traverse = e => {
- return (
- has(e) ||
- (e.list && e.list.some(a => traverse(a))) ||
- (e.mixedFrom && e.mixedFrom.some(a => traverse(a))) ||
- (e.infos && e.infos.some(u => u.group.some(r => r.boxes.some(b => b == box))))
- ) //row
- }
- return boxesSolid.some(e => traverse(e))
- }
- function reMatchLowScores(lowScores, groups, { startIndex = 2, fake } = {}) {
- let matched = [],
- tooLows = []
- let minScore = boundConfirmed ? -2000 : -800
- let isSameMatch = (match0, match1) => {
- //是否对应同一个box实体(不一定准),通过两两box之间是否都match来判断
- //如果是相同pano但不同的box肯定不是对应同一个box实体
- let ifWrong = (box0, box1) => {
- if (box0 == box1) return
- if (box0.pano == box1.pano) return true
- let match2 = getMatchScore(box0, box1, { isSingle: true, restMatch: true })
- if (match2.score < minScore) return true
- }
- if (ifWrong(match0.box0, match1.box0) || ifWrong(match0.box1, match1.box1) || ifWrong(match0.box0, match1.box1) || ifWrong(match0.box1, match1.box0)) return
- return true
- }
- if (lowScores.length) {
- console.warn(lowScores[0].log || (lowScores[0].box1 ? '低分重新匹配' : '剩余匹配'), lowScores[0].box0.boxType, ...lowScores)
- if (lowScores[0].box1) {
- lowScores.sort((a, b) => {
- //低分优先
- return a.score - b.score
- })
- }
- lowScores.forEach(info => {
- //info中的box0和box1分别向后寻找其他的配对。选择分数高的配对。 但box0和box1可能是错误配对,会导致找到了替代的也可能遗漏。
- /* if (info.name == 'pano0-3&pano2-3') {
- console.log(1)
- } */
- let box01 = info.box0
- let box02 = info.box1
- let bigGroup = []
- box02 && bigGroup.push(info)
- let got
- for (let cur = startIndex; cur < groups.length; cur++) {
- let thirdGroup = groups[cur]
- let scores0 = [],
- scores1 = []
- thirdGroup.forEach(box1 => {
- //if (matched.includes(box1.sid)) return
- if (used(box1)) return //会不会太严格?
- if (box1.pano != box01.pano && box1 != box02) {
- let r1 = getMatchScore(box01, box1, { isSingle: true, restMatch: true })
- r1.score > minScore * 1.5 && scores0.push(r1)
- }
- if (box02 && box1.pano != box02.pano && box1 != box01) {
- let r2 = getMatchScore(box02, box1, { isSingle: true, restMatch: true })
- r2.score > minScore * 1.5 && scores1.push(r2)
- }
- })
- scores0.sort((a, b) => {
- return b.score - a.score
- })
- scores1.sort((a, b) => {
- return b.score - a.score
- })
- scores0[0] && bigGroup.push(scores0[0])
- scores1[0] && bigGroup.push(scores1[0])
- }
- bigGroup.sort((a, b) => {
- return b.score - a.score
- })
- let goodList = bigGroup.slice(0, 10).map(e => {
- if (!getBoxPos(e)) return e
- preDealBox(e)
- getBoxSize(e)
- return e
- })
- let goodList2 = goodList
- .sort((a, b) => {
- return b.score - a.score
- })
- .slice(0, 3)
- if (goodList2.length == 0) {
- return fake || createSinglePano(box01, 0.6) //minScorePercent原因:剩余匹配时位置不太好的案例: AhMgXXjM15
- }
- if (goodList2[0].score > minScore * 0.65) {
- goodList2 = goodList2.filter(e => e.score > minScore * 0.65)
- } else {
- /* goodList2 = [goodList2[0]] // 最高分已经过小
- if (goodList2[0].score < -1500) { */
- if (!box02) {
- if (info.log == 'findRest' || getBoxPos(box01).distanceTo(box01.pano.position) < 2.5) {
- //远距离不准,留到过后findRest
- fake || createSinglePano(box01)
- }
- return
- }
- //console.warn('分数过低,是否有匹配错误?', goodList2[0])
- return tooLows.push(goodList2[0])
- //}
- }
- if (goodList2.length) {
- //需要确认两两之间是配对的,也就是都对应同一个box
- let subGroups = [],
- boxes = []
- for (let i = 0, len = goodList2.length; i < len; i++) {
- //向后选择队友
- let match0 = goodList2[i]
- if (subGroups.some(e => e.includes(match0))) continue //被挑选了的没有选择权
- let gr = [match0]
- for (let j = i + 1; j < len; j++) {
- let match1 = goodList2[j]
- if (isSameMatch(match0, match1)) {
- //可能不是同一个,所以需要检验
- gr.push(match1)
- }
- }
- //if(gr.length>1){
- subGroups.push(gr)
- //}
- }
- //console.log('lowScores subGroups', subGroups)
- subGroups.forEach(pair => {
- boxes.push(mixMatchBox(pair, lowScores[0].log, fake))
- })
- fake || combineBoxes(boxes) //很可能其实还是同一个,需要检验是否要融合
- }
- })
- //改为之后 findRest, 因为两者都single的可能性低
- /* let judge = box => {
- if (!used(box)) {
- matched.push(box)
- createSinglePano(box)
- }
- }
- tooLows.forEach(e => {
- judge(e.box0)
- judge(e.box1)
- }) */
- }
- }
- function mixMatchBox(list, log, fake) {
- let center = new THREE.Vector3(),
- size = new THREE.Vector3(),
- name,
- bound = new THREE.Box3()
- list.forEach(e => {
- let _bound = new THREE.Box3().setFromCenterAndSize(getBoxFinalPos(e), e.size)
- bound.union(_bound)
- })
- //bound.getCenter(center) //这两种获得center的方法哪个准?
- bound.getSize(size)
- list.forEach(e => center.add(getBoxPos(e)))
- center.multiplyScalar(1 / list.length)
- let { xProp, yProp } = list.find(e => e.xProp) || {}
- if (xProp && list.find(e => e.xProp && e.xProp != xProp)) {
- //如果有不同的话
- xProp = yProp = null
- }
- let prefix = log == 'findRest' ? 'rest:' : 'low:'
- let object = {
- name: prefix + list.map(e => e.name),
- boxType: list[0].boxType,
- center,
- size,
- list,
- xProp,
- yProp,
- }
- xProp || getBoxDirProp(object)
- let o = restrictSize(size.x, size.y, size.z, object)
- size.x = o.x
- size.y = o.y
- size.z = o.z
- object.fake = fake
- let box = new Box(object)
- //console.log('mixMatchBox', box)
- return box
- }
- function combineBoxes(boxes, typeCount) {
- //调试 tY4ot33f8vT UWrshepp0G5的一高一低的电箱
- //判断这些实体boxes是否需要合并 主要用于重复识别(重叠面积较大) 电池还可能是拼接
- const group = []
- if (boxes.length > 1) {
- let boxType = boxes[0].boxType
- let { min, max } = standards[boxType].widthNormal
- for (let i = 0, len = boxes.length; i < len - 1; i++) {
- let box0 = boxes[i]
- if (box0.fake) continue
- for (let j = i + 1; j < len; j++) {
- let box1 = boxes[j]
- if (box1.fake) continue
- let bound = box0.bound.clone().union(box1.bound)
- let size = bound.getSize(new THREE.Vector3())
- let intersect = box0.bound.intersectsBox(box1.bound)
- if (box0.boxType == 'electric') {
- console.log(1)
- }
- let minX = min,
- minZ = min,
- maxX = max,
- maxZ = max,
- maxY = standards[boxType].height.max
- if (box0.xProp && box1.xProp && box0.xProp == box1.xProp) {
- maxX = standards[boxType][box0.xProp].max
- maxZ = standards[boxType][box0.yProp].max
- /* minX = standards[boxType][box0.xProp].min
- minZ = standards[boxType][box0.yProp].min */
- if (box0.boxType != box1.boxType) {
- //air & airSmart
- maxX = Math.max(maxX, standards[box1.boxType][box1.xProp].max)
- maxZ = Math.max(maxZ, standards[box1.boxType][box1.yProp].max)
- /* minX = Math.min(minX, standards[box1.boxType][box1.xProp].min)
- minZ = Math.min(minZ, standards[box1.boxType][box1.yProp].min) */
- }
- }
- maxX = Math.max(maxX, box0.size.x, box1.size.x) //必须大于各自的size,否则无法去除本身就oversize的box中包含的
- maxZ = Math.max(maxZ, box0.size.z, box1.size.z)
- maxY = Math.max(maxY, box0.size.y, box1.size.y)
- let r = intersect ? 1.5 : 1.3 /* / standards[box1.boxType].closeRatio */ //如果是没有交集,限制更大些
- //若需要更精确的结果,可以getMixBox算出重叠面积,重叠少,且各自都不太小,就不合并。但考虑到电池边界很模糊,合并了也无大碍。
- if (box0.boxType == 'battery') {
- r *= 1.3 //比较可能扎堆
- }
- let maxDiff = 0.4,
- maxDiffX = maxDiff,
- maxDiffZ = maxDiff,
- rx = r,
- rz = r
- if (standards[box0.boxType].atWall == 1) {
- //在墙面上不可能叠放,所以厚度限制可放宽
- let s = 4
- if (box0.yProp == 'width') {
- maxDiffX *= s
- rx *= s
- } else if (box0.xProp == 'width') {
- maxDiffZ *= s
- rz *= s
- }
- }
- //如果某个点位含有类似和这俩相近的box: A9rCPzp2UD9两个fire合并了。好难写,算了
- /* if(box0.boxType){
- this.datasMixed
- rx = rz = 1.1
- } */
- if (size.x - maxX < maxDiffX && size.x < maxX * rx && size.z < maxZ * rz && size.z - maxZ < maxDiffZ && size.y < maxY * r && size.y - maxY < maxDiff) {
- //总size不会太大
- common.pushToGroupAuto([box0, box1], group)
- }
- }
- }
- if (group.length) {
- //虽然如果三个以上可能会超出maxWidth。 不过3个的概率很低,且可以限制宽度
- group.forEach(pair => {
- let boxTypes = []
- let bound = new THREE.Box3()
- pair.forEach(e => {
- bound.union(e.bound)
- e.dispose()
- if (typeCount > 1) {
- //判断boxType: 寻找所使用的box总分最高的boxType
- let a = boxTypes.find(a => a.boxType == e.boxType)
- let score = 0
- let add = box => {
- box && (score += box.score)
- }
- e.traversePair(e => {
- add(e.box0)
- add(e.box1)
- })
- if (a) {
- a.score += score
- } else {
- boxTypes.push({ score, boxType: e.boxType })
- }
- }
- })
- if (typeCount > 1) {
- boxTypes.sort((a, b) => {
- return b.score - a.score
- })
- boxType = boxTypes[0].boxType
- }
- let size = bound.getSize(new THREE.Vector3())
- let center = bound.getCenter(new THREE.Vector3())
- let { xProp, yProp } = pair.find(e => e.xProp) || {}
- if (xProp && pair.find(e => e.xProp && e.xProp != xProp)) {
- //如果有不同的话
- xProp = yProp = null
- }
- let info = {
- name: 'mix:' + pair.map(e => ' ' + e.name),
- mixedFrom: pair,
- boxType,
- center,
- size,
- xProp,
- yProp,
- }
- xProp || getBoxDirProp(info)
- let o = restrictSize(size.x, size.y, size.z, info)
- size.x = o.x
- size.y = o.y
- size.z = o.z
- let box = new Box(info)
- console.error('混合', boxType, pair, box)
- })
- }
- }
- }
- function combines(types) {
- //合并boxSolids . battery经常嵌套
- if (!(types instanceof Array)) types = [types]
- let boxes = boxesSolid.filter(e => types.includes(e.boxType))
- combineBoxes(boxes, types.length)
- }
- let createSinglePano = (box, minScorePercent = 1) => {
- //仅用一个pano中的data来创建。 悬挂于墙上的准确性依赖于墙的准确性。
- if (box.score < MinBoxInitialScore) {
- //如Xszq2fv03b的电池pano8-0其实是纸箱、 WZQoMbNmNTu的pano14-0分数0.649
- return console.error('取消createSinglePano: 线框识别分数低,可能错误', box)
- }
- getBoxBase(box)
- let center = getBoxPos(box)
- if (safeBound.distanceToPoint(center) > 0.5) {
- return console.log('取消createSinglePano:超出safebound', box) //可能是错误的线框,如H7pg1tO9oeJ pano8-1
- }
- let info = {
- name: box.sid,
- box0: box,
- center,
- topPos: box.topPos,
- btmPos: box.btmPos,
- }
- preDealBox(info)
- const minScore = -500 * minScorePercent //调试 3MnIWabM6ne Tmo1vLp9Q13
- let a = getPoseScore(info.boxposes, box.boxType /* true */)
- if (!standards[box.boxType].bottom && box.btmPos) {
- a -= (box.btmPos.y - groundY) * 3000 //底部被遮住一部分
- }
- let failed = a < minScore
- console.log('createSinglePano', failed ? '失败' : '成功', 'pose score:', a, box.sid, box)
- if (failed) return
- //addLabel(center, 'center', { a: 0.3 })
- //info.topPos && addLabel(info.topPos, 'topPos', { a: 0.3 })
- info.score = a
- getBoxSize(info)
- new Box(info)
- }
- //去除挨得很近的漫游点,因为两个接近的点match出的值误差很大
- {
- this.removedDatas = {}
- let panoIds = Object.keys(this.datas)
- let len = panoIds.length
- for (let i = 0; i < len; i++) {
- let pano0 = player.model.panos.index[panoIds[i]]
- for (let j = i + 1; j < len; j++) {
- let pano1 = player.model.panos.index[panoIds[j]]
- if (pano0.position.distanceToSquared(pano1.position) < 0.01) {
- //离的很近。保留shape多的那个data
- let remove
- if (this.datas[panoIds[i]].shapes.length > this.datas[panoIds[j]].shapes.length) {
- remove = panoIds[j]
- } else {
- remove = panoIds[i]
- }
- console.log(`删除pano${remove}的data,因pano${panoIds[i]}和pano${panoIds[j]}很近`)
- this.removedDatas[remove] = this.datas[remove]
- delete this.datas[remove]
- }
- }
- }
- }
- //this.expandModelBound()
- // if (version == 'vision') this.datasMixed = common.CloneObject(this.datas, null, [player.model.panos.list[0].constructor])
- if (version == 'vision')
- this.datasMixed = common.CloneObject(this.datas, null, undefined, data => {
- return data['category']
- })
- /* Search('cabinet')
- Search('air')
- Search('battery') */
- for (let i in typeNames) {
- Search(i)
- }
- console.log('----FindRest----')
- waitFindRest.forEach(e => {
- findRest(...e.args)
- if (e.type != 'air' && e.type != 'airSmart' && e.type != 'cabinet') combines(e.type)
- })
- combines(['air', 'airSmart']) //这两种合在一起combine,因为太像了容易识别出多个 nZrBdvRaDuC
- console.log('cost:', Date.now() - startTime, 'ms, boxSolid:', this.boxesSolid)
- }
- /* let getSid = (function(){
- let sid = 0
- return function(){
- return sid++
- }
- })() */
- let done = () => {
- for (let panoId in this.datas) {
- if(!this.datas[panoId])continue
- this.datas[panoId].shapes = this.datas[panoId].shapes.map((shape, i) => {
- return Object.assign(
- {
- sid: 'pano' + panoId + '-' + i,
- category: shape.category, //提前 便于调试
- pano: player.model.panos.index[panoId],
- index: i,
- },
- shape
- )
- })
- }
- this.panoBound = new THREE.Box3()
- player.model.chunks.forEach(e => {
- modelBound.union(e.geometry.boundingBox) //注:不用model.boundingBox是 因为union了pano的position的
- })
- //针对部分模型错误,只有底面的,union一下pano.position
- let minY = Infinity,
- minYs = []
- let panos = player.model.panos.list.filter(e => e.isAligned())
- panos.forEach(e => {
- let bound = new THREE.Box3().setFromCenterAndSize(e.position, new THREE.Vector3(0.1, 0.1, 0.1))
- modelBound.union(bound)
- this.panoBound.union(bound)
- minY = Math.min(e.floorPosition.y, minY)
- //avePanoFY += e.floorPosition.y
- minYs.push(e.floorPosition.y)
- })
- groundY = modelBound.min.y
- minYs.sort((a, b) => {
- return a - b
- })
- console.log(minYs)
- let midFloorY = minYs[Math.floor(minYs.length / 2)]
- console.error('minY', minY, 'midFloorY', midFloorY, '原groundY', groundY)
- this.minY = minY
- //部分模型底部高度错误
- /* if (minY > groundY) {
- console.error('minY > groundY', minY, groundY)
- groundY = modelBound.min.y = midFloorY //案例nZrBdvRaDuC
- } else {
- if (groundY - minY > 0.05) console.warn('minY', minY, 'groundY', groundY)
- groundY = modelBound.min.y = midFloorY , document.title += ' new' //修改以后未必更好所以暂时不修改 变更好的:eGhyf5QdVHA
- } */
- groundY = modelBound.min.y = midFloorY //这个y可能不准。需要通过fire的btmPos.y来确定
- safeBound = this.safeBound = modelBound
- groundPlane.setFromNormalAndCoplanarPoint(new THREE.Vector3(0, 1, 0), new THREE.Vector3(0, groundY, 0))
- this.ifAnalyze && beginCompute()
- if (version == 'vision') this.load(player.currentPano.id)
- }
- async function load(panoId) {
- let data = await http.post('/service/scene/sceneMarkShape/getInfo', { num: player.$app.config.num, imagePath: panoId + '.jpg' })
- // console.error(data)
- if (!data.data || !data.success) return (this.datas[panoId] = null)
- this.datas[panoId] = data.data
- if (Object.keys(this.datas).length == panosCount && !player.model.panos.list.some(e => e.isAligned() && !(panoId in this.datas))) {
- done()
- }
- }
- async function loadAll() {
- let data = await http.post('/service/shapes/sceneMarkShape/getInfos', { num: player.$app.config.num })
- console.error(data)
- if (!data.data || !data.success) return
- data.data.forEach(e => {
- let panoId = e.imagePath.split('.jpg')[0]
- this.datas[panoId] = e
- })
- done()
- }
- let panosCount = 0
- if (!dataList) {
- /* player.model.panos.list.forEach(e => {
- if (!e.isAligned()) return
- panosCount++
- load.bind(this)(e.id)
- }) */
-
- loadAll.bind(this)() //测试环境
- } else {
- //when version == 'output'
- dataList.forEach(e => {
- let panoId = e.imagePath.split('.jpg')[0]
- this.datas[panoId] = e
- })
- done()
- }
- }
- expandModelBound() {
- //有的模型太窄,容易将一排的柜体当做墙壁。所以可以根据box位置扩展bound. (如果因为点位太少,导致内部的电池远超模型范围,就不管了。R7xZsmm9FsG)
- const maxDis0 = 1, //最终位置不会超过这个距离
- maxDis1 = 3 //搜寻范围。不可扩展太宽,否则不准确的框会飘很远,甚至多画多个box,如R7xZsmm9FsG
- let newBound = modelBound.clone()
- let list = []
- for (let panoId in this.datas) {
- if(!this.datas[panoId])continue
- this.datas[panoId].shapes.forEach(box => {
- getBoxBase(box)
- if (box.sid == 'pano2-10') {
- console.log(4)
- }
- if (box.btmPosPredict) {
- let far = box.pano.position.distanceToSquared(box.btmPosPredict)
- if (far > 20) return //太远不准
- let dis = modelBound.distanceToPoint(box.btmPosPredict)
- if (dis > 0 && dis < maxDis1) {
- //maxDis1用来防air-hanging和一些错误的框
- list.push({ box, dis })
- }
- }
- })
- }
- list.sort((a, b) => a.dis - b.dis)
- //let mid = list[Math.floor(list.length/2)]
- let mid = list.length // /2
- for (let i = 0; i < mid; i++) {
- let box = list[i].box
- let pos = box.btmPosPredict
- if (list[i].dis > maxDis0) {
- let p1 = pos.clone().clamp(modelBound.min, modelBound.max)
- let vec = new THREE.Vector3().subVectors(pos, p1).normalize().multiplyScalar(maxDis0)
- pos = new THREE.Vector3().addVectors(p1, vec)
- }
- let marginBound = new THREE.Box3().setFromCenterAndSize(pos, new THREE.Vector3(0.2, 0, 0.2))
- newBound.union(marginBound)
- }
- skyBoxTight = new BoundingMesh(
- newBound,
- new THREE.MeshBasicMaterial({
- side: THREE.DoubleSide,
- wireframe: true,
- transparent: true,
- opacity: 0.05,
- }),
- 0
- )
- //skyBoxTight.visible = false
- skyBoxTight.updateMatrixWorld() //不update的话raycaster是错的
- meshGroup.add(skyBoxTight)
- this.skyBoxTight = skyBoxTight
- this.safeBound = this.safeBoundFirstVer = safeBound = newBound
- boundConfirmed = true
- console.log('bound1:', this.safeBound.min.toArray(), this.safeBound.max.toArray())
- }
- expandModelBound2(type) {
- let material = skyBoxTight.material
- skyBoxTight.geometry.dispose()
- boxesSolid.forEach(e => {
- if (e.boxType != type) return
- this.safeBound.union(e.bound)
- })
- skyBoxTight = new BoundingMesh(this.safeBound, material, 0)
- //skyBoxTight.visible = false
- skyBoxTight.updateMatrixWorld() //不update的话raycaster是错的
- meshGroup.add(skyBoxTight)
- this.skyBoxTight = skyBoxTight
- console.log('bound2:', this.safeBound.min.toArray(), this.safeBound.max.toArray())
- }
- /* adjustModelBound(type){
- if(standards[type].atWall != 1)return //必须是挂墙的
-
- this.lastSafeBound = this.safeBound.clone()
- let list = []
- let add = e => {
- if (e.btmPos && e.box1 && e.minAng>10 ) {
- //有 box1才能确定是getIntersect得到的pos
- list.includes(e) || e.push(e)
- }
- }
- this.boxesSolid.forEach((solidBox)=>{
- if(solidBox.boxType != type)return
- solidBox.traversePair(add)
- })
- let wallSides = {'x+': 0, 'x-': 0, 'z+': 0, 'z-': 0}
- let getBoxSide = (e)=>{
- for(let i in e.panosDir){
- if(e.panosDir[i] != 0){
- wallSides[i] += 1
- }
- }
- }
-
- if(list.length){
- this.safeBound = this.panoBound.clone()
- list.forEach((e)=>{
- this.safeBound.union(e.bound)//还是说使用cIntersect来expand?
- getBoxSide()
- })
- }
-
-
- skyBoxTight = new BoundingMesh(this.safeBound, material, 0)
- //skyBoxTight.visible = false
- skyBoxTight.updateMatrixWorld() //不update的话raycaster是错的
- meshGroup.add(skyBoxTight)
- this.skyBoxTight = skyBoxTight
-
- //主要目的,针对那些模型比room大得多的情况,比如多了门外的部分,造成墙面不准。
- //monitor的可以完全决定位置。其他的只能收缩(但是不能收缩超过panos和第一次expand的那些btm的bound里)
- //太麻烦了,且考虑到即使墙面完全准确也可能反倒把它变的不准的风险。
-
- } */
- /* 最低点使用fire的吗
- MW6MEeCOy9Y 只有最近三个点和fire接近
- 3MnIWabM6ne fire combine了
- ov5NTEImzhW fire多个
- n4z0yd5tQaF fire多两个错位离谱的。。 位置和显示的不一样。。
- 5BaiXkK6Ag1 fire算的不太准 低了0.1 样本数仅两个
- */
- confirmGroundY(type) {
- //利用fire来确定地面高度(会稍低于地板,但box框不打滑且xz更准,估计因box框比box大)。调试:3MnIWabM6ne up9PPZkx1px 4GqaqNdyjGfs GFbQi1LiSij
- if (boundConfirmed) return
- let btmYs = [],
- pairs = [],
- needCount = 5,
- maxDis = 3,
- btmY = 0
- let add = e => {
- if (e.btmPos && e.box1 /* && e.score >= minScore */) {
- //有 box1才能确定是getIntersect得到的pos
- pairs.push(e)
- }
- }
- boxesSolid.forEach(e => {
- if (e.boxType != type) return
- e.traversePair(add)
- })
- let usePairs = pairs
- if (pairs.length > needCount) {
- //调试:Y8czF2Z3h9m
- let disMap = new Map()
- pairs.forEach(e => {
- disMap.set(e, Math.max(e.box0.pano.position.distanceTo(e.box0.btmPosPredict), e.box1.pano.position.distanceTo(e.box1.btmPosPredict)))
- })
- pairs.sort((a, b) => {
- return disMap.get(a) - disMap.get(b)
- }) //距离从近到远 . 远处的高度可能偏离严重,就不管了,而且框也不一定准
- usePairs = pairs.slice(0, needCount)
- for (let i = needCount; i < pairs.length; i++) {
- if (disMap.get(pairs[i]) < maxDis) {
- usePairs.push(pairs[i])
- }
- }
- }
- usePairs.forEach(e => {
- //有 box1才能确定是getIntersect得到的pos
- let btmY_ = e.btmPos.y
- const width = e.size.x / 2
- let h0 = width / Math.tan(Math.acos(-e.box0.centerBtmDir.y)) //|centerBtmDir.y| 即俯视角度的cos
- let h1 = width / Math.tan(Math.acos(-e.box1.centerBtmDir.y))
- let h = Math.min(h0, h1) //选个小的吧,因浅的会更快接触到中心,虽然交点是两条射线最近点 不一定在fire中心
- //如果毫无误差,且centerBtmDir.y相同,只要两条线centerBtmDir的xz相同,交点就是和地面的交点,而只要不同,交点就是和地面的交点,而只要不同,交点必然是在fire中心之下。随着minAng和centerBtmDir.y 交点在这中间变化
- let r = math.linearClamp(e.minAng, 0, 90, 0, 1)
- btmY_ += h * r
- btmYs.push(btmY_)
- btmY += btmY_
- })
- btmY /= btmYs.length
- if (btmYs.length) {
- console.error(
- 'confirmGroundY',
- btmY,
- /* '样本数', btmYs.length, */ btmYs,
- usePairs.map(e => e.name),
- pairs
- )
- /* if(btmYs.length == 1 && pairs[0].minAngle<12 && ){
-
- } */
- groundY = this.safeBound.min.y = this.panoBound.min.y = btmY // = -1.1
- groundPlane.setFromNormalAndCoplanarPoint(new THREE.Vector3(0, 1, 0), new THREE.Vector3(0, groundY, 0))
- }
- let { min, max } = standards[type].height
- boxesSolid.slice().forEach(e => {
- if (e.boxType != type) return
- if (e.fake) {
- e.dispose()
- return
- }
- let topY = e.topPos
- ? e.topPos.y
- : e.list.reduce((w, c) => {
- return w + c.topPos.y
- }, 0) / e.list.length
- e.size.y = THREE.MathUtils.clamp(topY - groundY, min, max)
- e.setFromInfo(e)
- if (version == 'vision') e.draw()
- })
- this.panoBound
- this.expandModelBound()
- }
- bindEvents() {
- if (version != 'vision') return
- player.on(PlayerEvents.FlyingStarted, e => {
- //if(e.mode == 'dollhouse')return
- // 点位跳转前清除已有线框
- this.traverse(obj => {
- if (obj.isMesh) {
- obj.geometry.dispose()
- obj.material.dispose()
- }
- })
- this.wireframes.clear()
- this.currentId = null
- })
- player.on(PlayerEvents.FlyingEnded, () => {
- // 点位跳转后加载线框
- if (player.mode != Viewmode.PANORAMA) return // 只有PANORAMA模式下需要加载
- this.load(player.currentPano.id)
- })
- window.boxFrame = this
- if (this.ifAnalyze) {
- setTimeout(() => {
- {
- let btn = document.createElement('button')
- btn.innerHTML = '点击切换box显示'
- btn.onclick = () => {
- this.boxesSolid.forEach(e => ((e.boxHelper.visible = !e.boxHelper.visible), (e.label.visible = !e.label.visible)))
- }
- document.querySelector('#app').appendChild(btn)
- btn.id = 'boxWire'
- btn.style.position = 'fixed'
- btn.style['z-index'] = '100'
- btn.style.background = '#e00472'
- btn.style.padding = '10px'
- btn.style.bottom = '80px'
- }
- {
- let btn = document.createElement('button')
- btn.innerHTML = '点击切换矩形框显示'
- btn.onclick = () => {
- this.wireframes.visible = !this.wireframes.visible
- }
- document.querySelector('#app').appendChild(btn)
- btn.id = 'wireframes'
- btn.style.position = 'fixed'
- btn.style['z-index'] = '100'
- btn.style.background = '#419aff'
- btn.style.padding = '10px'
- btn.style.bottom = '130px'
- }
- }, 1000)
- }
- }
- /**
- * 加载点位标记数据
- * @param {*} panoId
- */
- load(panoId) {
- let data = this.datasMixed[panoId] || this.datas[panoId]
- if (!data) {
- if (!(panoId in this.datas))
- setTimeout(() => {
- this.load(panoId)
- }, 100) //否则无数据
- return
- }
- if (player.currentPano.id != panoId || player.flying || this.currentId == panoId) return // 防止连续跳转点位时,clear后才load好上一点位的数据,导致出现之前的标记
- this.currentId = panoId
- let { shapes, imageHeight, imageWidth } = data //data.data
- let allShapes = shapes.slice()
- shapes.forEach(e => {
- if (e.boxes) allShapes.push(...e.boxes)
- })
- let fireIndex = 0
- allShapes.forEach(shape => {
- // 填充色和线框色
- // let { fill_color, line_color } = shape
- getUVs(shape)
- getCenterDir(shape, player.currentPano)
- let { fill_color, color = [56, 56, 255] } = shape
- let line_color = [...color, 255]
- if (!fill_color) fill_color = [255, 255, 255, 0]
- if (!line_color) line_color = [255, 0, 0, 255]
- if (shape.boxes) {
- line_color = [20, 205, 255, 255]
- }
- let pos = getBoxPos(shape)
- let dis = pos ? shape.pano.position.distanceTo(getBoxPos(shape)) : 1
- let labelShift = (shape.boxType == 'fire' ? 0 : -0.2) / dis
- this.showSignalFrom2d(
- shape.category + '-' + shape.sid,
- shape.bbox2,
- imageWidth,
- imageHeight,
- {
- fill: {
- color: new THREE.Color().setRGB(fill_color[0] / 255, fill_color[1] / 255, fill_color[2] / 255),
- opacity: fill_color[3] / 255,
- },
- line: {
- color: new THREE.Color().setRGB(line_color[0] / 255, line_color[1] / 255, line_color[2] / 255),
- opacity: shape.category == 'cabling_rack' ? 0.4 : line_color[3] / 255, //走线架太绕,扰乱视线
- },
- },
- shape.centerDir,
- labelShift,
- shape.state == '被删除'
- )
- })
- // })
- // .catch(err => console.log(`点位${panoId}无标记数据或数据出错:`, err))
- }
- /**
- * 根据坐标标记全景图
- *
- * 存在的问题:如果要准确复现全景图上的线框,上下边框会变为弧形。而按顶点连直线的话,180度以上会出bug。
- * 解决方式:目前150度以下只画出4个顶点然后连直线,150度以上准确画出全景图线框。
- */
- showSignalFrom2d(name, rect, w, h, options, centerDir, labelShift, removed) {
- // 目前rect给的是矩形对角的两个点坐标,将它扩展成四个顶点
- let cornerArr = [new THREE.Vector2(rect[0], rect[1]), new THREE.Vector2(rect[2], rect[1]), new THREE.Vector2(rect[2], rect[3]), new THREE.Vector2(rect[0], rect[3])]
- // 根据四个顶点,填充中间点
- let pointArr = []
- for (let i = 0; i < cornerArr.length; i++) {
- let corner1 = cornerArr[i]
- let corner2 = cornerArr[(i + 1) % cornerArr.length]
- pointArr.push(corner1)
- /* // 横向角度超过150度时,3d中边框的弧线已经不太明显,准确画出全景图线框
- if ((rect[2] - rect[0]) / w < 5 / 12 && i % 2 == 0) continue
- const vec = [corner2[0] - corner1[0], corner2[1] - corner1[1]]
- let length = Math.sqrt(vec[0] * vec[0] + vec[1] * vec[1])
- let num = length / 150
- for (let j = 1; j <= num; j++) {
- pointArr.push([corner1[0] + (vec[0] / num) * j, corner1[1] + (vec[1] / num) * j])
- } */
- }
- //pointArr.push(cornerArr[0], cornerArr[2], cornerArr[1], cornerArr[3]) //对角线
- let points = []
- pointArr.forEach(uv => {
- let dir = getDirByUV(uv, player.currentPano)
- // points.push(dir.sub(centerVec)) // 计算其他点相对于中点的坐标,方便旋转平移等
- points.push(dir)
- })
- // 线框
- const lineGeometry = new THREE.BufferGeometry().setFromPoints(points)
- const lineMaterial = new THREE.LineBasicMaterial({ color: options.line.color, opacity: options.line.opacity, transparent: true, depthTest: false })
- const wireframe = new THREE.LineLoop(lineGeometry, lineMaterial)
- // wireframe.position.copy(centerVec) // 将中点作为线框坐标
- wireframe.renderOrder = 100
- // 填充颜色
- const fillGeometry = lineGeometry.clone().setIndex(new THREE.BufferAttribute(new Uint16Array([0, 1, 3, 2, 3, 1]), 1))
- const fillMaterial = new THREE.MeshBasicMaterial({ color: options.fill.color, opacity: options.fill.opacity, transparent: true, side: THREE.DoubleSide, depthTest: false })
- const plane = new THREE.Mesh(fillGeometry, fillMaterial)
- plane.renderOrder = wireframe.renderOrder - 1
- wireframe.add(plane)
- // 名称
- const textMesh = new TextSprite({
- text: name,
- backgroundColor: { r: options.line.color.r * 255, g: options.line.color.g * 255, b: options.line.color.b * 255, a: options.line.opacity * 0.5 },
- textColor: { r: 255, g: 255, b: 255, a: options.line.opacity * 1.1 },
- borderRadius: 15,
- renderOrder: wireframe.renderOrder + 1,
- player: player,
- })
- //const shift = new THREE.Vector3(0, labelShift , 0)
- textMesh.position.copy(centerDir /* .clone().add(shift).normalize() */)
- textMesh.lookAt(0, 0, 0) // 看向相机
- textMesh.scale.set(0.12, 0.12, 0.12)
- /* let line = addLine(centerDir, shift, null, options.line.color)
- line.material.opacity = options.line.opacity */
- let group = new THREE.Group()
- group.position.copy(player.currentPano.position)
- group.add(wireframe)
- group.add(textMesh)
- //group.add(line)
- this.wireframes.add(group)
- if (removed) {
- textMesh.sprite.material.opacity = 0.4
- lineMaterial.opacity *= 0.6
- lineMaterial.color.set('#efe')
- }
- }
- }
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