PanoBoxFrame.js 181 KB

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  1. import * as THREE from 'three'
  2. import math from './util/math.js'
  3. import common from './util/common.js'
  4. import BoundingMesh from './util/BoundingMesh.js'
  5. import Vectors from './util/Vectors.js'
  6. const version = 'output'
  7. //----------------------复制以下内容---------------------------------
  8. let player,
  9. skyBoxTight,
  10. meshGroup,
  11. modelBound = new THREE.Box3(),
  12. ray = new THREE.Raycaster(),
  13. groundPlane = new THREE.Plane()
  14. 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
  15. let hue = 0,
  16. startTime
  17. const MinBoxInitialScore = 0.68 //找不到匹配时,若box分数低于该值,不createSinglePano
  18. let boxesSolid = []
  19. let standards = {
  20. cabinet: {
  21. 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
  22. height: { min: 0.3, max: 2.5, standard: 2 },
  23. 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
  24. },
  25. fire: {
  26. widthNormal: { min: 0.12, max: 0.16 },
  27. height: { min: 0.4, max: 0.58 },
  28. widthSame: true, //长宽相等
  29. closeRatio: 4,
  30. tinyXZ: true, //可以通过它近似确定地面高度
  31. },
  32. air: {
  33. widthNormal: { min: 0.35, max: 0.7 },
  34. width: { min: 0.48, max: 0.75 },//因为总是斜着放所以范围较大
  35. thick: { min: 0.33, max: 0.5 },
  36. height: { min: 1.2, max: 2.2, standard: 1.8 },
  37. atWall: 0.8,
  38. closeRatio: 1.1 ,
  39. },
  40. airSmart: {
  41. widthNormal: { min: 0.35, max: 0.7 },
  42. width: { min: 0.48, max: 0.75 },//因为总是斜着放所以范围较大
  43. thick: { min: 0.33, max: 0.5 },
  44. height: { min: 1.2, max: 2.2, standard: 1.8 },
  45. atWall: 0.8,
  46. closeRatio: 1.1 ,
  47. },
  48. 'air-hanging': {
  49. widthNormal: { min: 0.3, max: 1 },
  50. width: { min: 0.8, max: 1.1 },
  51. thick: { min: 0.2, max: 0.3 },
  52. 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
  53. bottom: { min: 0.8, max: 2.0 }, // 不绝对,大部分
  54. atWall: 1, //在墙壁的可能性
  55. closeRatio: 1.5,
  56. },
  57. battery: {
  58. widthNormal: { min: 0.45, max: 1.35 },
  59. width: { min: 0.7, max: 1.4 },
  60. thick: { min: 0.35, max: 0.5 },
  61. height: { min: 0.3, max: 2.5 }, //maxHeight
  62. //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
  63. atWall: 0.9,
  64. closeRatio: 0.9,
  65. },
  66. groundBar: {
  67. widthNormal: { min: 0.06, max: 0.4 },
  68. width: { min: 0.3, max: 0.5 },
  69. thick: { min: 0.05, max: 0.08 },
  70. height: { min: 0.1, max: 0.20 },
  71. bottom: { min: 1.2, max: 3 },
  72. atWall: 1,
  73. closeRatio: 2,
  74. },
  75. hlkcWindow: {
  76. widthNormal: { min: 0.08, max: 0.5 },
  77. width: { min: 0.35, max: 0.5 },
  78. thick: { min: 0.03, max: 0.06 },
  79. height: { min: 0.35, max: 0.5 },
  80. bottom: { min: 1.2, max: 3 },
  81. atWall: 1,
  82. closeRatio: 2,
  83. },
  84. electric: {
  85. widthNormal: { min: 0.2, max: 0.7 },
  86. width: { min: 0.5, max: 0.65 },
  87. thick: { min: 0.2, max: 0.3 },
  88. height: { min: 0.5, max: 1 }, //maxHeight 4GqaqNdyjGf一米高
  89. bottom: { min: 0.8, max: 1.8 },
  90. atWall: 1,
  91. closeRatio: 2,
  92. },
  93. monitor: {
  94. widthNormal: { min: 0.08, max: 0.11 },
  95. height: { min: 0.1, max: 0.2, standard: 0.15 }, //maxHeight
  96. bottom: { min: 1.2, max: 3 },
  97. atWall: 1,
  98. closeRatio: 4,
  99. 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
  100. },
  101. rowBigBox: {
  102. widthNormal: { min: 0.55, max: Infinity },
  103. height: { min: 0.7, max: 2.4, standard: 2 },
  104. },
  105. /*"cabling-wall":{
  106. },
  107. "cabling-ceil":{
  108. atCeil:1
  109. } */
  110. }
  111. /* const typeNames = {
  112. cabinet : 'cabinet', //标准机柜
  113. air : 'air', //普通空调柜式
  114. battery : 'battery', //蓄电池组
  115. }
  116. */
  117. const typeNames = {
  118. fire: 'extinguisher', //灭火器
  119. monitor: 'surveillance_camera', //监控摄像机 放第一个,用于继续确定边界
  120. hlkcWindow: 'hlkc', //馈线窗
  121. groundBar: 'grounding_bar', //接地排
  122. cabinet: 'equipment_cabinet', //标准机柜
  123. battery: 'accumulator', //蓄电池组
  124. /* 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
  125. dc : 'dc_distribution', //直流配电设备 */
  126. electric: ['ac_switchboard', 'dc_distribution'],
  127. air: 'sdkt', //普通空调柜式
  128. airSmart: 'ventilation_installation', //智能通风设备
  129. //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
  130. }
  131. /* const typeNamesReverse = {} //为了方便访问
  132. for(let i in typeNames){
  133. typeNamesReverse[typeNames[i]] = i
  134. }
  135. */
  136. let addLine = (origin, dir, len, color) => {
  137. if (version != 'vision') return
  138. var line1 = LineDraw.createLine([origin, origin.clone().add(dir.clone().multiplyScalar(len || 1))], { color })
  139. //console.log(origin.toArray(), dir.toArray())
  140. meshGroup.add(line1)
  141. return line1
  142. }
  143. let addLabel = (pos, text, { bgcolor, a } = {}) => {
  144. if (version != 'vision') return
  145. let shift = new THREE.Vector3(0, -0.2, 0)
  146. bgcolor = bgcolor ? new THREE.Color(bgcolor) : { r: 1, g: 1, b: 1 }
  147. //let endPos = new THREE.Vector3().addVectors(pos,shift);
  148. text instanceof Array || (text = [text])
  149. let lineCount = Math.round(Math.random() * 6) + 1
  150. let lines = []
  151. while (lineCount-- > 0) {
  152. lines.push('|')
  153. }
  154. text = [...text, ...lines, 'o']
  155. let textMesh = new TextSprite({
  156. text,
  157. textColor: { r: 0, g: 0, b: 0, a: 1 },
  158. backgroundColor: { r: bgcolor.r * 255, g: bgcolor.g * 255, b: bgcolor.b * 250, a: a || 0 },
  159. textBorderColor: { r: bgcolor.r * 255, g: bgcolor.g * 255, b: bgcolor.b * 250, a: a || 0.9 },
  160. textBorderThick: 2,
  161. margin: { x: 0, y: 0 },
  162. borderRadius: 0,
  163. player: player,
  164. sizeInfo: { minSize: 90, maxSize: 300, nearBound: 1, farBound: 7 },
  165. })
  166. textMesh.position.copy(pos)
  167. //textMesh.scale.set(0.3, 0.3, 0.3)
  168. meshGroup.add(textMesh)
  169. textMesh.sprite.position.y += textMesh.sprite.scale.y * 0.4
  170. return textMesh
  171. }
  172. let getBoxFinalPos = info => {
  173. //创建solidbox时的position
  174. let position
  175. let center = getBoxPos(info)
  176. if (standards[info.boxType].bottom) {
  177. //悬挂
  178. position = center
  179. } else {
  180. position = center.clone().setY(groundY + info.size.y / 2) //使着地
  181. }
  182. return position
  183. }
  184. const axises = [
  185. new THREE.Vector3(-1, 1, -1),
  186. new THREE.Vector3(1, 1, -1),
  187. new THREE.Vector3(1, 1, 1),
  188. new THREE.Vector3(-1, 1, 1),
  189. new THREE.Vector3(-1, -1, -1),
  190. new THREE.Vector3(1, -1, -1),
  191. new THREE.Vector3(1, -1, 1),
  192. new THREE.Vector3(-1, -1, 1),
  193. ]
  194. let traverse = (info, fun)=>{
  195. //忽略.infos的row 的信息
  196. fun(info)
  197. info.list && info.list.forEach(a => traverse(a, fun))
  198. info.mixedFrom && info.mixedFrom.forEach(a => traverse(a, fun))
  199. }
  200. class Box {
  201. //结果
  202. constructor(info) {
  203. //preDealBox(info)
  204. this.setFromInfo(info)
  205. this.name = this.boxType + '-' + this.name
  206. if (version == 'vision' && boundConfirmed) this.draw()
  207. boxesSolid.push(this)
  208. }
  209. setFromInfo(info) {
  210. for (let i in info) {
  211. this[i] = info[i]
  212. }
  213. /* let h = info.size.y
  214. let standardH = standards[info.boxType].height.standard
  215. if (h > standardH) {
  216. h = standardH + Math.log(1 + (h - standardH) / 2) //Math.log2: 以2为底的对数 ,Math.log:自然对数
  217. info.size.y = h
  218. } */
  219. this.position = getBoxFinalPos(this)
  220. let bound = new THREE.Box3().setFromCenterAndSize(this.position, this.size)
  221. this.bound = bound
  222. }
  223. draw() {
  224. hue += 0.23
  225. var color = new THREE.Color().setHSL(hue, 0.9, 0.85)
  226. this.boxHelper = new THREE.Box3Helper(this.bound, color)
  227. this.boxHelper.material.depthTest = false
  228. this.boxHelper.material.transparent = true
  229. this.boxHelper.renderOrder = 30
  230. /* let { warnStr, exStr } = this
  231. warnStr && (exStr += `【${warnStr}】`) */
  232. this.label = addLabel(this.position, /* exStr ? [this.name, exStr] : */ this.score ? [this.name, this.score.toFixed(1)] : this.name, { bgcolor: color })
  233. meshGroup.add(this.boxHelper)
  234. }
  235. dispose() {
  236. let index = boxesSolid.indexOf(this)
  237. if (index > -1) {
  238. boxesSolid.splice(index, 1)
  239. if (version == 'vision' && boundConfirmed) {
  240. this.label.sprite.material.opacity = 0.3
  241. this.boxHelper.material.opacity = 0.2
  242. }
  243. }
  244. }
  245. traversePair(fun) {
  246. traverse(this,fun)
  247. }
  248. toJson(){
  249. let category = typeNames[this.boxType]
  250. if(category instanceof Array){
  251. let scoreMap = new Map;
  252. category = category.slice(0);
  253. category.forEach(e=>scoreMap.set(e,0));//初始化
  254. //判断boxType: 寻找所使用的box总分最高的boxType
  255. let add = box => {
  256. if(!box)return
  257. let score = scoreMap.get(box.category) + box.score
  258. scoreMap.set(box.category,score)
  259. }
  260. this.traversePair(e => {
  261. add(e.box0)
  262. add(e.box1)
  263. })
  264. category = category.sort((a,b)=>{return scoreMap.get(b) - scoreMap.get(a)})
  265. category = category[0]//最高分
  266. }
  267. let json = {
  268. points: axises.map(axis => new THREE.Vector3().addVectors(this.position, this.size.clone().multiply(axis).multiplyScalar(0.5)).toArray()),
  269. category,
  270. type:this.boxType,
  271. sid: this.name,
  272. }
  273. return json
  274. }
  275. }
  276. // 2d坐标转3d坐标
  277. let getDirByUV = (uv, pano) => {
  278. // 计算方向向量
  279. let yaw = -uv.x * (Math.PI * 2)
  280. let pitch = Math.PI / 2 - uv.y * Math.PI
  281. let dir = new THREE.Vector3()
  282. dir.copy(Vectors.RIGHT).applyAxisAngle(Vectors.BACK, pitch).applyAxisAngle(Vectors.UP, yaw).applyQuaternion(pano.quaternion)
  283. return dir
  284. }
  285. let getCenterDir = box => {
  286. if (box.centerDir) return
  287. //假设不存在在box中间拍摄的情况,所以y不会横跨两边
  288. let bbox = box.bbox2
  289. let center = { x: getBbox2center(bbox[0], bbox[2]), y: (bbox[1] + bbox[3]) / 2 }
  290. box.bbox2CenterX = center.x
  291. let dir = getDirByUV(center, box.pano)
  292. box.centerDir = dir
  293. let centerTop = { x: center.x, y: bbox[1] }
  294. box.centerTopDir = getDirByUV(centerTop, box.pano)
  295. let centerBtm = { x: center.x, y: bbox[3] }
  296. box.centerBtmDir = getDirByUV(centerBtm, box.pano)
  297. let leftBtm = { x: bbox[0], y: bbox[3] }
  298. box.leftBtmDir = getDirByUV(leftBtm, box.pano)
  299. let rightBtm = { x: bbox[2], y: bbox[3] }
  300. box.rightBtmDir = getDirByUV(rightBtm, box.pano)
  301. }
  302. let getOtherPos = box => {
  303. if (!box.boxType) return
  304. let config = standards[box.boxType]
  305. if (!boundConfirmed) {
  306. if (!config.bottom) {
  307. ray.set(box.pano.position, box.centerBtmDir)
  308. 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。
  309. if (box.btmPosPredict) {
  310. let dir2d = new THREE.Vector2(box.centerBtmDir.x, box.centerBtmDir.z).normalize()
  311. let { min, max } = standards[box.boxType].widthNormal
  312. min = min * 0.4
  313. max = max * 0.4
  314. let minA = Math.min(Math.abs(dir2d.x), Math.abs(dir2d.y))
  315. const depth = math.linearClamp(minA, 0, 1, min, max)
  316. /* const depth = box.category == typeNames.cabinet ? 0.5 : 0.4
  317. */
  318. dir2d = dir2d.clone().multiplyScalar(depth)
  319. box.btmPosPredict.x += dir2d.x
  320. box.btmPosPredict.z += dir2d.y
  321. //addLabel(box.btmPosPredict,'b_'+box.category+"_"+box.sid, {bgcolor:'#6ff',a:0.1})
  322. //box.btmPosPredict.clamp(safeBound.min, safeBound.max)
  323. }
  324. }
  325. return
  326. }
  327. if (!box.posAtWall && config.atWall > 0) {
  328. //console.log(box.sid, 'getPosWall')
  329. const shrink = config.thick ? config.thick.min : config.widthNormal.min
  330. ray.set(box.pano.position, box.centerDir)
  331. let o = ray.intersectObjects([skyBoxTight])
  332. if(o[0])box.posAtWall = new THREE.Vector3().addVectors(box.pano.position, box.centerDir.clone().multiplyScalar(o[0].distance - shrink))
  333. //因墙壁不准确,所以还是尽量不用墙的位置
  334. /* if(box.btmPos){
  335. let wallRatio = 0.5;
  336. 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
  337. box.predictCenter = new THREE.Vector3().addVectors(box.btmPos.clone().multiplyScalar(1-wallRatio), box.posAtWall.clone().multiplyScalar(wallRatio))
  338. //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
  339. addLabel(box.predictCenter, box.sid+'-preC')
  340. } */
  341. }
  342. if (!box.btmPos) {
  343. getBoxBtm(box)
  344. }
  345. if (!box.topPos) {
  346. getBoxTop(box)
  347. }
  348. }
  349. let getUVs = box => {
  350. if (box.bbox2) return
  351. let uvs = []
  352. box.bbox2 = box.bbox.map((e, i) => {
  353. return i % 2 == 0 ? e / 4096 /* + 0.25 */ : e / 2048
  354. })
  355. }
  356. let getBoxBase = box => {
  357. getBoxType(box)
  358. getUVs(box)
  359. getCenterDir(box)
  360. getOtherPos(box)
  361. }
  362. let getBbox2Diff = (x1, x2) => {
  363. //获取x1-x2,如果x1在x2右边则为正
  364. if (Math.abs(x1 - x2) < 0.5) return x1 - x2
  365. else {
  366. if (x1 > x2) x1 -= 1
  367. else x2 -= 1
  368. return x1 - x2
  369. }
  370. }
  371. let getBbox2center = (x1, x2) => {
  372. //找中间位置
  373. if (Math.abs(x1 - x2) > 0.5) {
  374. //永远找小于180度的那一边
  375. return (x1 + x2 + 1) / 2 //另外半边
  376. } else {
  377. return (x1 + x2) / 2
  378. }
  379. }
  380. let getBoxTop = info => {
  381. /* if(info.sid == 'pano0-11(mix4,8)'){
  382. console.log(5)
  383. } */
  384. if (info.box1) {
  385. let o2 = getIntersect2(info.box0.pano.position, info.box0.centerTopDir, info.box1.pano.position, info.box1.centerTopDir)
  386. info.topPos = o2.pos3d
  387. info.diffHeight = o2.mid2 ? o2.mid2.distanceTo(o2.mid1) : 1
  388. if (info.box0.topPos && info.box1.topPos) {
  389. info.topPos.y = (info.box0.topPos.y + info.box1.topPos.y) / 2 //原先的不准
  390. }
  391. } else {
  392. //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)
  393. let box = info.box0 || info
  394. let btm = box.btmPos
  395. if (!btm) {
  396. btm = getBoxBtm(info)
  397. }
  398. box.topPos = btm.clone() //xz同btm,要求y
  399. let xDelta = btm.x - box.pano.position.x
  400. let zDelta = btm.z - box.pano.position.z
  401. let yDelta
  402. //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
  403. if (Math.abs(xDelta) < Math.abs(zDelta)) {
  404. yDelta = (zDelta * box.centerTopDir.y) / box.centerTopDir.z
  405. /* console.log('use z', box)
  406. if(Math.abs(xDelta)<0.1)console.error('!!!!!!!!!!!!!!!!!!!!!!! xDelta',xDelta, box.sid ) */
  407. } else {
  408. yDelta = (xDelta * box.centerTopDir.y) / box.centerTopDir.x
  409. // console.log('use x', box)
  410. }
  411. box.topPos.y = yDelta + box.pano.position.y
  412. let minHeight = /* info.boxType ? standards[info.boxType].height.min : box.category == typeNames.air ? 0.5 : */ standards[getBoxType(box)].height.min
  413. let diffH = Math.max(box.topPos.y - btm.y, minHeight)
  414. box.topPos.y = btm.y + diffH
  415. info.topPos = box.topPos
  416. /* if (box.sid == 'pano2-1') {
  417. addLabel(box.topPos,'t_'+box.sid,{bgcolor:'#ff4399'})
  418. addLine(box.pano.position,box.centerTopDir, 20)
  419. } */
  420. }
  421. return info.topPos
  422. }
  423. let getBoxBtm = info => {
  424. if (info.box1) {
  425. let o2 = getIntersect2(info.box0.pano.position, info.box0.centerBtmDir, info.box1.pano.position, info.box1.centerBtmDir)
  426. info.btmPos = o2.pos3d
  427. //info.btmPos.y = (info.box0.btmPos.y + info.box1.btmPos.y)/2 //原先的不准
  428. } else {
  429. let box = info.box0 || info
  430. if (!box.btmPos) {
  431. if (box.sid == 'pano0-7') {
  432. console.log(3)
  433. addLine(box.pano.position,box.centerBtmDir, 20)
  434. }
  435. if (!boundConfirmed) {
  436. return box.btmPosPredict
  437. }
  438. ray.set(box.pano.position, box.centerBtmDir)
  439. let o = ray.intersectObjects([skyBoxTight]) //如果skybound有问题,位置就会错
  440. box.btmPosOri = o[0].point.clone()
  441. let depth //缩进 //let depth = Math.abs(o[0].face.normal.y) > 0.9 ? 0.4 : -0.4
  442. getBoxType(box)
  443. let dir2d = new THREE.Vector2(box.centerBtmDir.x, box.centerBtmDir.z).normalize()
  444. if (standards[box.boxType].thick && standards[box.boxType].atWall /* box.boxType == 'battery' */) {
  445. //平贴于墙上,且厚度和宽度相差较大
  446. //注:air-hanging主要用的是posAtWall
  447. let { min, max } = standards[box.boxType].widthNormal
  448. min = min * 0.3
  449. max = max * 0.5
  450. if (!box.xProp) getBoxDirProp(box)
  451. if (box.xProp == 'width') {
  452. depth = math.linearClamp(Math.abs(dir2d.x), 0, 1, min, max)
  453. } else {
  454. depth = math.linearClamp(Math.abs(dir2d.y), 0, 1, min, max)
  455. }
  456. } else {
  457. let w = standards[box.boxType].thick || standards[box.boxType].widthNormal
  458. let w0 = (w.min + w.max) / 2
  459. let min = w0 * 0.5,
  460. max = w0 * 0.8
  461. let minA = Math.min(Math.abs(box.centerBtmDir.x), Math.abs(box.centerBtmDir.z))
  462. 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
  463. }
  464. if (Math.abs(o[0].face.normal.y) < 0.9) {
  465. if (standards[box.boxType].atWall || o[0].point.y - groundY > 0.3) {
  466. //battery的识别框比较乱,有可能一个电池被识别出好几个,所以
  467. depth *= -1 //at wall
  468. }
  469. }
  470. let dir2d1 = dir2d.clone().multiplyScalar(depth)
  471. box.btmPos = o[0].point.clone()
  472. box.btmPos.x += dir2d1.x
  473. box.btmPos.z += dir2d1.y
  474. //addLabel(box.btmPos,'b_'+box.sid,{bgcolor:'#ff4399'})
  475. }
  476. info.btmPos = box.btmPos
  477. }
  478. return info.btmPos
  479. }
  480. let getIntersect = (pano0Pos, dir0, pano1Pos, dir1) => {
  481. let pos0 = new THREE.Vector3().addVectors(pano0Pos, dir0)
  482. let pos1 = new THREE.Vector3().addVectors(pano1Pos, dir1)
  483. /* var {pos3d, mid1, mid2, behind} = math.getLineIntersect({ A: pano0Pos.clone(), B: pano1Pos.clone(), p1: pos0, p2: pos1 })
  484. */ //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
  485. var pos2d = math.isLineIntersect(
  486. [
  487. { x: pano0Pos.x, y: pano0Pos.z },
  488. { x: pos0.x, y: pos0.z },
  489. ],
  490. [
  491. { x: pano1Pos.x, y: pano1Pos.z },
  492. { x: pos1.x, y: pos1.z },
  493. ],
  494. true
  495. ) //优先考虑水平面方向的交点
  496. if (pos2d) {
  497. let y0 = ((pos2d.x - pano0Pos.x) * dir0.y) / dir0.x + pano0Pos.y
  498. let y1 = ((pos2d.x - pano1Pos.x) * dir1.y) / dir1.x + pano1Pos.y
  499. //console.log(y1-y0)
  500. let pos3d = new THREE.Vector3(pos2d.x, (y0 + y1) / 2, pos2d.y)
  501. return { pos3d, diffHeight: Math.abs(y0 - y1) } //diffHeight越小越好
  502. }
  503. }
  504. //究竟哪个比较准 - - 可能两个都判断?
  505. let getIntersect2 = (pano0Pos, dir0, pano1Pos, dir1) => {
  506. let pos0 = new THREE.Vector3().addVectors(pano0Pos, dir0)
  507. let pos1 = new THREE.Vector3().addVectors(pano1Pos, dir1)
  508. 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
  509. if (!o.pos3d) {
  510. console.error('getIntersect2 no result? ?')
  511. }
  512. return o
  513. }
  514. let getBoxPos = info => {
  515. let boxType = getBoxType(info)
  516. return (
  517. (info.preDealRes && info.preDealRes.position) ||
  518. info.center ||
  519. (boxType && (standards[boxType].atWall > 0.5 && standards[boxType].bottom ? info.posAtWall : info.btmPos || info.btmPosPredict)) ||
  520. info.posAtWall
  521. )
  522. }
  523. let isType = (box, type) => {
  524. return typeNames[type] instanceof Array ? typeNames[type].includes(box.category) : typeNames[type] == box.category
  525. }
  526. let getBoxType = info => {
  527. if (info.boxType) return info.boxType
  528. let category = info.category || info.box0.category
  529. if (category == 'rowBigBox') info.boxType = 'rowBigBox'
  530. else {
  531. let type
  532. if (category == 'ac_switchboard') {
  533. console.log(1)
  534. }
  535. for (let i in typeNames) {
  536. if (typeNames[i] instanceof Array ? typeNames[i].includes(category) : typeNames[i] == category) {
  537. type = i
  538. break //type = typeNamesReverse[type]
  539. }
  540. }
  541. /* if(type == 'ac' || type == 'dc'){
  542. type = 'electric' //合并
  543. } */
  544. info.boxType = type
  545. }
  546. return info.boxType
  547. }
  548. /* let getBoxType = info => {
  549. let type = info.category || info.box0.category
  550. if (type == 'air') {
  551. let btm = info.btmPos || info.btmPos //btmPosAtWall
  552. if (!btm) {
  553. btm = getBoxBtm(info)
  554. }
  555. if (!btm) return
  556. let center = info.posAtWall || (info.preDealRes && info.preDealRes.position) || info.center
  557. const s = standards['air-hanging']
  558. if (btm.y - groundY > s.bottom.min) {
  559. let h0 = btm.y - groundY
  560. let h1 = (modelBound.max.y - center.y) / (modelBound.max.y - modelBound.min.y)
  561. let h2 = center.y - btm.y
  562. let score = h0 * 2 - h1 * 3 - h2 * 3
  563. if (score > 0) {
  564. type = 'air-hanging'
  565. }
  566. //console.error( score, h0,h1,h2, info.sid||info.name)
  567. } //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
  568. //console.error( type, info.sid||info.name)
  569. }
  570. if (info.box0) {
  571. info.boxType = type
  572. //info.box1 && (info.box1.type = type) //因为box0和box1不一定匹配,所以不能直接赋值
  573. } else {
  574. info.type = type
  575. }
  576. } */
  577. let getBoxDirProp = info => { //仅适用于方形单个房间房间,不可以是多边形、两个房间
  578. let xProp, yProp
  579. if(info.name == 'pano10-8&pano12-6'){
  580. console.log(4)
  581. }
  582. //if (info.boxType == 'battery' || info.boxType == 'air-hanging' || info.boxType == 'air' || info.category == 'battery' || info.category == 'air') {
  583. if (standards[info.boxType].atWall && standards[info.boxType].thick) {
  584. //根据比例判断
  585. /* let r1 = Math.abs((center.x - skyBoxTight.position.x) / (center.z - skyBoxTight.position.z))
  586. let r2 = player.model.size.x / player.model.size.z
  587. if(!math.closeTo(r1,r2, 0.05)){
  588. if (r1<r2) {
  589. ;(xProp = 'width'), (yProp = 'thick') //贴附x(横)墙
  590. } else {
  591. ;(xProp = 'thick'), (yProp = 'width') //贴附y(竖)墙
  592. }
  593. matchInfo.xProp = xProp
  594. matchInfo.yProp = yProp
  595. } */
  596. //根据距离判断
  597. let center = getBoxPos(info)
  598. let bound = safeBound
  599. let minXDiff = Math.min(center.x - bound.min.x, bound.max.x - center.x)
  600. let minYDiff = Math.min(center.z - bound.min.z, bound.max.z - center.z)
  601. let dirs = { 'x+': 0, 'x-': 0, 'z+': 0, 'z-': 0, got: false }
  602. let getDirs = () => {
  603. //靠墙的在它到墙之间是不会有漫游点的
  604. if (dirs.got || center) return
  605. player.model.panos.list.forEach(pano => {
  606. let dir = new THREE.Vector3().subVectors(pano.position, center)
  607. if (dir.x > 0) {
  608. dirs['x+'] += dir.x
  609. } else {
  610. dirs['x-'] += dir.x
  611. }
  612. if (dir.z > 0) {
  613. dirs['z+'] += dir.z
  614. } else {
  615. dirs['z-'] += dir.z
  616. }
  617. })
  618. dirs.got = true
  619. }
  620. getDirs()
  621. info.panosDir = dirs
  622. let noX = dirs['x+'] == 0 || dirs['x-'] == 0,
  623. noZ = dirs['z+'] == 0 || dirs['z-'] == 0
  624. //yi6dsPTWwFM klkcWindow pano0-1&pano2-0
  625. if(dirs['x+'] == 0 && dirs['x-'] != 0 ){
  626. minXDiff = bound.max.x - center.x
  627. }else if(dirs['x-'] == 0 && dirs['x+'] != 0){
  628. minXDiff = center.x - bound.min.x
  629. }
  630. if(dirs['z+'] == 0 && dirs['z-'] != 0 ){
  631. minYDiff = bound.max.z - center.z
  632. }else if(dirs['z-'] == 0 && dirs['z+'] != 0){
  633. minYDiff = center.z - bound.min.z
  634. }
  635. let xWidthPossible = noZ ? 1 : 0,
  636. yWidthPossible = noX ? 1 : 0;
  637. xWidthPossible += minXDiff - minYDiff
  638. if (!math.closeTo(xWidthPossible, yWidthPossible, 0.2) && (minXDiff < 0.7 || minYDiff < 0.7)) {
  639. if (xWidthPossible < yWidthPossible) {
  640. ;(xProp = 'thick'), (yProp = 'width') //贴附y(竖)墙
  641. } else {
  642. ;(xProp = 'width'), (yProp = 'thick') //贴附x(横)墙
  643. }
  644. }
  645. if (!xProp) {
  646. /* if (info.category) {//是box
  647. info.pose || (info.pose = getBoxPoseByPos(info, center))
  648. xWidthPossible += info.pose.xWidthPossible
  649. yWidthPossible += info.pose.yWidthPossible
  650. } else if(info.boxposes){//是matchInfo
  651. info.boxposes.forEach(e => {
  652. xWidthPossible += e.xWidthPossible
  653. yWidthPossible += e.yWidthPossible
  654. })
  655. } */
  656. if (info.category) {//是box
  657. info.pose || (info.pose = getBoxPoseByPos(info, center))
  658. xWidthPossible += info.pose.xWidthPossible
  659. yWidthPossible += info.pose.yWidthPossible
  660. }else{
  661. traverse(info, (info)=>{
  662. if(info.boxposes){//是matchInfo
  663. info.boxposes.forEach(e => {
  664. xWidthPossible += e.xWidthPossible
  665. yWidthPossible += e.yWidthPossible
  666. })
  667. }
  668. })
  669. }
  670. /* if(noX!=noZ){
  671. if(noX)xWidthPossible
  672. } */
  673. if (xWidthPossible > yWidthPossible) {
  674. ;(xProp = 'width'), (yProp = 'thick') //贴附x(横)墙
  675. } else {
  676. ;(xProp = 'thick'), (yProp = 'width') //贴附y(竖)墙
  677. }
  678. }
  679. xProp && ((info.xProp = xProp), (info.yProp = yProp))
  680. }
  681. }
  682. let preDealBox = matchInfo => {
  683. if (matchInfo.preDealRes || !matchInfo.center) return
  684. matchInfo.preDealRes = {}
  685. matchInfo.boxType || getBoxType(matchInfo)
  686. let config = standards[matchInfo.boxType]
  687. let minWidth = config.widthNormal.min
  688. let needGetPose
  689. let dis = safeBound.distanceToPoint(matchInfo.center)
  690. if(matchInfo.name == "pano2-5"){
  691. console.log(4)
  692. }
  693. if (dis>0.3 && !config.tiny && !config.tinyXZ) {//Tmo1vLp9Q13: hlkcWindow超出才准确
  694. //tiny的位置优先级高于bound,因为他们可以确定bound
  695. /* matchInfo.str && matchInfo.str.includes('outsideBound') */
  696. //const shrink = minWidth * 0.85
  697. //addLabel(matchInfo.center, '原')
  698. let finalPos = matchInfo.center.clone().clamp(safeBound.min, safeBound.max)
  699. matchInfo.preDealRes.position = finalPos
  700. //addLabel(finalPos, 'finalPos')
  701. getBoxType(matchInfo)
  702. needGetPose = true
  703. }
  704. let center = getBoxPos(matchInfo)
  705. if (needGetPose || !matchInfo.boxposes) {
  706. matchInfo.boxposes = []
  707. ;[matchInfo.box0, matchInfo.box1].forEach(box => {
  708. box && matchInfo.boxposes.push(getBoxPoseByPos(box, center))
  709. })
  710. }
  711. //-----------------
  712. getBoxDirProp(matchInfo)
  713. }
  714. let getBoxPoseByPos = (box, centerPos, addDis = 0) => {
  715. //当得知box的大概位置时,求box在这个角度上的宽度、朝向
  716. //在这个方向看的box的宽度
  717. let config = standards[box.boxType]
  718. let angle = getBbox2Diff(box.bbox2[2], box.bbox2[0]) * Math.PI //角度的一半
  719. let dis = new THREE.Vector3().subVectors(box.pano.position, centerPos).setY(0).length() + addDis
  720. 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)
  721. let camDir = /* new THREE.Vector2(centerPos.x-box.pano.position.x, centerPos.z-box.pano.position.z).normalize() */ box.centerDir.clone().setY(0).normalize()
  722. let camTangent = math.getNormal({
  723. points: [
  724. { x: 0, y: 0 },
  725. /* camDir */ { x: camDir.x, y: camDir.z },
  726. ],
  727. }) //视线切线方向
  728. camTangent.x = Math.abs(camTangent.x)
  729. camTangent.y = Math.abs(camTangent.y)
  730. if (box.sid == 'pano4-6') {
  731. console.log(7)
  732. }
  733. const maxWidth = config.widthNormal.max
  734. const minWidth = config.widthNormal.min
  735. let minProjectWidth //= (camTangent.x + camTangent.y) * minWidth
  736. let maxProjectWidth //= (camTangent.x + camTangent.y) * maxWidth
  737. let maxX, maxY, minX, minY
  738. if (!standards[box.boxType].thick) {
  739. minProjectWidth = (camTangent.x + camTangent.y) * minWidth
  740. maxProjectWidth = (camTangent.x + camTangent.y) * maxWidth //该角度下该类型允许的最大投影距离
  741. 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)
  742. 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)
  743. 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)
  744. 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)
  745. } else {
  746. const minThick_ = config.thick.min
  747. const minWidth_ = config.width.min
  748. const maxThick_ = config.thick.max
  749. const maxWidth_ = config.width.max
  750. let maxProjectWidth1 = camTangent.x * maxWidth_ + camTangent.y * maxThick_
  751. let maxProjectWidth2 = camTangent.x * maxThick_ + camTangent.y * maxWidth_
  752. let minProjectWidth1 = camTangent.x * minWidth_ + camTangent.y * minThick_
  753. let minProjectWidth2 = camTangent.x * minThick_ + camTangent.y * minWidth_
  754. minProjectWidth = Math.min(minProjectWidth1, minProjectWidth2)
  755. maxProjectWidth = Math.max(maxProjectWidth1, maxProjectWidth2)
  756. let a = (camTangent.x + camTangent.y) * maxWidth
  757. //console.log('diffaaaaaa',maxProjectWidth,a, box.sid)
  758. 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)
  759. 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)
  760. minX = THREE.MathUtils.clamp((projectWidth - maxWidth_ * camTangent.y)/ camTangent.x, minThick_, maxWidth_)
  761. minY = THREE.MathUtils.clamp((projectWidth - maxWidth_ * camTangent.x)/ camTangent.y, minThick_, maxWidth_)
  762. }
  763. /*
  764. let maxX = projectWidth / camTangent.x //可得x的最大值(假设y为0)
  765. let maxY = projectWidth / camTangent.y //可得y的最大值(假设x为0)
  766. */
  767. //判断方向
  768. let o = { box, projectWidth, camTangent, maxProjectWidth, minProjectWidth, dis, maxX, maxY, minX, minY }
  769. if (config.atWall > 0 /* isType(box,battery) || isType(box,air) */) {
  770. //为了获取朝向
  771. o.xWidthPossible = -Math.abs(projectWidth - camTangent.x * maxWidth - camTangent.y * minWidth)
  772. o.yWidthPossible = -Math.abs(projectWidth - camTangent.x * minWidth - camTangent.y * maxWidth)
  773. //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
  774. }
  775. return o
  776. }
  777. let getPoseScore = (boxposes, boxType) => {
  778. let score = 0
  779. const minDis = 1.5
  780. /* if (boxposes[0].box.sid == 'pano12-13' && boxposes[1].box.sid == 'pano8-6') {
  781. console.log(4)
  782. } */
  783. boxposes.forEach(pose => {
  784. //pose.lowR = pose.dis < minDis ? Math.pow(THREE.MathUtils.smoothstep(pose.dis / minDis, 0, 1),2) : 1 //太近的话误差大
  785. pose.lowR = pose.dis < minDis ? Math.pow(pose.dis / minDis, 1.4) : 1 //太近的话误差大
  786. if (pose.projectWidth > pose.maxProjectWidth) {
  787. 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
  788. } else if (/* isSingle && */ pose.projectWidth < pose.minProjectWidth) {
  789. score += Math.pow((pose.minProjectWidth / pose.projectWidth - 1) * pose.lowR, 2) * 500
  790. }
  791. let { min, max } = standards[boxType].widthNormal
  792. if (standards[boxType].atWall == 1 && min<0.3 || boxposes.length == 2 && boxType == 'battery') {
  793. let { min, max } = standards[boxType].widthNormal
  794. //let r = Math.max(0.001, (pose.projectWidth - min) / (max - min))
  795. let diff = max - min
  796. let r = math.linearClamp(pose.projectWidth, min, min + diff*0.5, 600, 0)
  797. //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
  798. score += r
  799. //}
  800. /* if (min < 0.3 && r < 0.5) {
  801. //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
  802. score += ((max - min) / r / min) * 5
  803. } */
  804. }
  805. })
  806. score = Math.min(score, 1300) //压低一点,因为得的宽度可能不准
  807. if (boxposes.length == 2) {
  808. //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。
  809. //先把camTangent转化为第一个象限的
  810. let camTangent0 = new THREE.Vector2(Math.abs(boxposes[0].camTangent.x), Math.abs(boxposes[0].camTangent.y))
  811. let camTangent1 = new THREE.Vector2(Math.abs(boxposes[1].camTangent.x), Math.abs(boxposes[1].camTangent.y))
  812. let a = camTangent0.dot(camTangent1)
  813. if (a > 0.8) { //WcLVXvmV9AU
  814. //0.9: 25度之内. 0.8: 36.8度之内
  815. let diff = Math.abs(boxposes[0].projectWidth - boxposes[1].projectWidth)
  816. boxposes.score2 = a * diff * 1300 * boxposes[0].lowR * boxposes[1].lowR
  817. score += boxposes.score2
  818. //console.warn('在同一个方向看到的projectWidth应该接近。 ', diff)
  819. }
  820. boxposes.camTangentCos = a
  821. }
  822. //要不要加上minX等的差距?
  823. score = Math.min(score, 1200)
  824. return -score
  825. }
  826. let getBoxSize = info => {
  827. if (info.boxType == 'groundBar') {
  828. console.log(1)
  829. }
  830. if (info.size) return
  831. //console.warn('开始算 ' + info.name)
  832. let exStr = '',
  833. warnStr = ''
  834. let x, y //求对角线的向量 x>0,y>0
  835. //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)
  836. //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。
  837. //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 。
  838. //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)
  839. //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。
  840. if (info.name == 'pano6-13&pano4-13') {
  841. console.log(6)
  842. }
  843. let center = getBoxPos(info)
  844. let oriX, oriY
  845. if (info.predictSize) {
  846. ;(x = oriX = info.predictSize.x), (y = oriY = info.predictSize.y)
  847. } else {
  848. if (info.box1) {
  849. let x1 = info.boxposes[0].camTangent.x,
  850. x2 = info.boxposes[1].camTangent.x,
  851. y1 = info.boxposes[0].camTangent.y,
  852. y2 = info.boxposes[1].camTangent.y,
  853. 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
  854. w2 = /* info.boxposes[1].projectWidth */ THREE.MathUtils.clamp(info.boxposes[1].projectWidth, info.boxposes[1].minProjectWidth, info.boxposes[1].maxProjectWidth*1.1)
  855. //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。
  856. if (x1 == 0) {
  857. y = w1
  858. x = (w2 - y2 * y) / x2
  859. } else {
  860. //联立方程得:
  861. y = (w2 - (x2 / x1) * w1) / (y2 - (x2 / x1) * y1)
  862. x = (w1 - y1 * y) / x1
  863. }
  864. //console.log('xy', { x, y })
  865. ;(x < 0.3 || x > 1.4) && (exStr += ' x:' + math.toPrecision(x, 2))
  866. ;(y < 0.3 || y > 1.4) && (exStr += ' y:' + math.toPrecision(y, 2))
  867. if (y < 0 || x < 0) {
  868. //console.log('<0 ?????????')
  869. warnStr = x < 0 ? 'x<0!' : 'y<0!'
  870. }
  871. ;(oriX = x), (oriY = y)
  872. } else {
  873. //single pano data
  874. //将maxX maxY 限定在标准范围内
  875. if (info.xProp) {
  876. let widthValue = standards[info.boxType].width
  877. let thickValue = standards[info.boxType].thick
  878. let maxX, maxY, minX, minY
  879. if (info.xProp == 'width') {
  880. /* x = oriX = THREE.MathUtils.clamp(info.boxposes[0].maxX, widthValue.min, widthValue.max)
  881. y = oriY = THREE.MathUtils.clamp(info.boxposes[0].maxY, thickValue.min, thickValue.max)
  882. */
  883. 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
  884. maxY = THREE.MathUtils.clamp(info.boxposes[0].maxY, thickValue.min, thickValue.max)
  885. minX = THREE.MathUtils.clamp(info.boxposes[0].minX, widthValue.min, widthValue.max)
  886. minY = THREE.MathUtils.clamp(info.boxposes[0].minY, thickValue.min, thickValue.max)
  887. } else {
  888. /* x = oriX = THREE.MathUtils.clamp(info.boxposes[0].maxX, thickValue.min, thickValue.max)
  889. y = oriY = THREE.MathUtils.clamp(info.boxposes[0].maxY, widthValue.min, widthValue.max)
  890. */
  891. maxX = THREE.MathUtils.clamp(info.boxposes[0].maxX, thickValue.min, thickValue.max)
  892. maxY = THREE.MathUtils.clamp(info.boxposes[0].maxY, widthValue.min, widthValue.max)
  893. minX = THREE.MathUtils.clamp(info.boxposes[0].minX, thickValue.min, thickValue.max)
  894. minY = THREE.MathUtils.clamp(info.boxposes[0].minY, widthValue.min, widthValue.max)
  895. }
  896. x = oriX = (maxX + minX) / 2
  897. y = oriY = (maxY + minY) / 2
  898. } else {
  899. //x = oriX = y = oriY = (min+max)/2
  900. let standard = standards[info.boxType].widthNormal
  901. x = oriX = THREE.MathUtils.clamp(info.boxposes[0].maxX, standard.min, standard.max)
  902. y = oriY = THREE.MathUtils.clamp(info.boxposes[0].maxY, standard.min, standard.max)
  903. }
  904. }
  905. //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
  906. //所以手动将过小的宽度矫正
  907. }
  908. /* if(info.name == "pano2-6"){
  909. console.log(7)
  910. } */
  911. let height
  912. if (standards[info.boxType].bottom) {
  913. //悬挂的
  914. //挂式空调最好把长宽固定。 不过极少出错
  915. //center.y -= 0.1 //很可能过高
  916. height = standards[info.boxType].height.standard
  917. getBoxBtm(info)
  918. if (height) {
  919. let d = center.y - info.btmPos.y
  920. 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
  921. } else {
  922. let btmY = info.btmPos.y
  923. /* let ys = [info.btmPos.y]//info.btmPos.y蛮不准的
  924. if(info.box0){
  925. ys.push(info.box0.btmPos.y)
  926. }
  927. if(info.box1){
  928. ys.push(info.box1.btmPos.y)
  929. }
  930. btmY = ys.reduce((w,c)=>{return w+c},0)
  931. btmY/=ys.length //平均 */
  932. height = (center.y - btmY) * 2
  933. }
  934. } else {
  935. if (!info.topPos) getBoxTop(info)
  936. height = info.topPos.y - groundY
  937. }
  938. let o = restrictSize(x, height, y, info)
  939. ;(x = o.x), (height = o.y), (y = o.z)
  940. if (standards[info.boxType].widthSame) {
  941. x = y = (x + y) / 2
  942. }
  943. info.size = new THREE.Vector3(x, height, y)
  944. 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
  945. if (info.sizeAdjust) info.score = (info.score || 0) - Math.min(info.sizeAdjust * 100, 400)
  946. ;(info.size.oriX = oriX), (info.size.oriY = oriY)
  947. ;(info.exStr = exStr), (info.warnStr = warnStr)
  948. }
  949. let restrictSize = (x, y, z, info) => {
  950. let s
  951. let { xProp, yProp } = info
  952. if (xProp != void 0) {
  953. var { min, max } = standards[info.boxType][xProp]
  954. x = THREE.MathUtils.clamp(x, min, max)
  955. var { min, max } = standards[info.boxType][yProp]
  956. z = THREE.MathUtils.clamp(z, min, max)
  957. s = true
  958. }
  959. if (!s) {
  960. var { min, max } = standards[info.boxType].widthNormal
  961. x = THREE.MathUtils.clamp(x, min, max)
  962. z = THREE.MathUtils.clamp(z, min, max)
  963. }
  964. var { min, max } = standards[info.boxType].height
  965. y = THREE.MathUtils.clamp(y, min, max)
  966. return { x, y, z }
  967. }
  968. let getMixBox = (box0, box1) => {
  969. //重叠部分
  970. let box = new THREE.Box2()
  971. box.min.set(Math.max(box0.min.x, box1.min.x), Math.max(box0.min.y, box1.min.y))
  972. box.max.set(Math.min(box0.max.x, box1.max.x), Math.min(box0.max.y, box1.max.y))
  973. return box
  974. }
  975. let getLeftRight = boxArr => {
  976. //获取pano的boxes中最左和最右的bbox.x
  977. let lefts = boxArr.map(e => e.bbox2[0])
  978. let rights = boxArr.map(e => e.bbox2[2])
  979. lefts.sort((a, b) => getBbox2Diff(a, b))
  980. rights.sort((a, b) => getBbox2Diff(b, a))
  981. let leftX = lefts[0] //最左
  982. let rightX = rights[0] //最右
  983. return {
  984. leftX,
  985. rightX,
  986. }
  987. }
  988. let searchPair = (beginItem, group0_, group1_, parentPairs, resultPairs) => {
  989. let pair = [] //只能是来自group0的
  990. if (parentPairs) {
  991. //元结点裂变出多个,来装新的pair
  992. let i = resultPairs.indexOf(parentPairs)
  993. resultPairs.splice(i, 1)
  994. }
  995. for (let j = 0; j < group1_.length; j++) {
  996. pair = [beginItem, group1_[j]]
  997. let newPairs //用来存放该组pair
  998. if (parentPairs) {
  999. newPairs = parentPairs.slice(0) //复制
  1000. newPairs.push(pair)
  1001. } else {
  1002. newPairs = [pair] //新的容器
  1003. }
  1004. resultPairs.push(newPairs)
  1005. let newGroup0 = group0_.slice(0)
  1006. let newGroup1 = group1_.slice(0)
  1007. let index = newGroup0.indexOf(pair[0])
  1008. newGroup0.splice(index, 1)
  1009. index = newGroup1.indexOf(pair[1])
  1010. newGroup1.splice(index, 1)
  1011. if (newGroup0.length > 0 && newGroup1.length > 0) {
  1012. searchPair(newGroup0[0], newGroup0, newGroup1, newPairs, resultPairs)
  1013. }
  1014. }
  1015. }
  1016. export default class PanoBoxFrame extends THREE.Group {
  1017. constructor(player_, ifAnalyze, dataList) {
  1018. super()
  1019. player = player_
  1020. player.model.add(this)
  1021. this.ifAnalyze = ifAnalyze
  1022. this.wireframes = new THREE.Object3D()
  1023. this.wireframes.name = 'wireframes'
  1024. this.add(this.wireframes)
  1025. this.matchScoreMap = {}
  1026. this.bindEvents()
  1027. meshGroup = new THREE.Object3D()
  1028. meshGroup.name = 'testBox'
  1029. this.add(meshGroup)
  1030. this.compute(dataList)
  1031. }
  1032. async compute(dataList) {
  1033. startTime = Date.now()
  1034. this.datas = {}
  1035. this.datasMixed = {}
  1036. this.boxesSolid = boxesSolid
  1037. let compu = 0
  1038. let beginCompute = () => {
  1039. //获取匹配分数
  1040. let getMatchScore = (box0, box1, { isSingle, center, onlyGet, dontCheckDis } = {}) => {
  1041. let name0 = box0.sid + '&' + box1.sid
  1042. let name1 = box1.sid + '&' + box0.sid
  1043. let boxType = getBoxType(box0)
  1044. let matchInfo0 = this.matchScoreMap[boxType][name0]
  1045. let matchInfo1 = this.matchScoreMap[boxType][name1]
  1046. let matchInfo = matchInfo0 || matchInfo1
  1047. if (onlyGet) return matchInfo
  1048. let name
  1049. if (!matchInfo) {
  1050. name = name0
  1051. matchInfo = { name, box0, box1, center }
  1052. this.matchScoreMap[boxType][name] = matchInfo
  1053. } else {
  1054. return matchInfo
  1055. }
  1056. if (name == "pano6-9&pano8-4") {
  1057. console.log(5)
  1058. }
  1059. getBoxBase(box0)
  1060. getBoxBase(box1)
  1061. let A = box0.pano.position.clone()
  1062. let B = box1.pano.position.clone()
  1063. let AB = new THREE.Vector3().subVectors(B, A)
  1064. let AB2d = new THREE.Vector2(AB.x, AB.z).normalize()
  1065. 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()
  1066. 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()
  1067. let angleA = Math.acos(AB2d.dot(AP12d))
  1068. let angleB = Math.PI - Math.acos(AB2d.dot(BP22d))
  1069. let score = 100,
  1070. str = []
  1071. if (angleA + angleB > Math.PI + 0.2) {
  1072. //无交点(比180大是因为中心角度有误差,所以给一定的容错)
  1073. //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`)
  1074. return Object.assign(matchInfo, { score: -5000, str: ['angle>180'] })
  1075. }
  1076. if (box0.type != box1.type) {
  1077. return Object.assign(matchInfo, { score: -5000, str: ['typeNotSame'] })
  1078. }
  1079. if (matchInfo.dirAngleXZ == void 0) {
  1080. 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
  1081. matchInfo.minAng = Math.min(180 - matchInfo.dirAngleXZ, matchInfo.dirAngleXZ) //角度小的getIntersect2容易算不准
  1082. if (isSingle) {
  1083. let bestDisSquared = 2
  1084. //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
  1085. score += Math.sin(THREE.MathUtils.degToRad(matchInfo.dirAngleXZ)) * 300
  1086. score += matchInfo.dirAngleXZ //另外角度越大越不容易偏向一边
  1087. score -= Math.abs(getBoxPos(box0).distanceToSquared(box0.pano.position) - bestDisSquared) * 10
  1088. score -= Math.abs(getBoxPos(box1).distanceToSquared(box1.pano.position) - bestDisSquared) * 10
  1089. }
  1090. }
  1091. let shinkRatio = 1
  1092. let btmPos0 = box0.btmPos || box0.btmPosPredict //fire类型先用btmPosPredict,测定groundY后才有btmPos
  1093. let btmPos1 = box1.btmPos || box1.btmPosPredict
  1094. if (!dontCheckDis) {
  1095. //let r = box0.boxType == 'air' ? 1 : box0.boxType == 'cabinet' ? 0.9 : 0.7 //随着宽度增加而降低
  1096. 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
  1097. if (!standards[boxType].bottom && btmPos0 && btmPos1) {
  1098. //注:挂空调不应使用btmPosPredict
  1099. let d = btmPos0.distanceToSquared(btmPos1)
  1100. matchInfo.btmPosPreDis = d
  1101. score -= d * 1300 * r * shinkRatio
  1102. if (box1.topPos) {
  1103. let a = box0.topPos.distanceToSquared(box1.topPos)
  1104. matchInfo.topPosPreDis = a
  1105. let u = a * 700 * r * shinkRatio
  1106. let AP0 = new THREE.Vector2(btmPos0.x - A.x, btmPos0.z - A.z).lengthSq()
  1107. let AP1 = new THREE.Vector2(btmPos1.x - B.x, btmPos1.z - B.z).lengthSq()
  1108. if (AP0 < 0.4 || AP1 < 0.4) u *= 0.3 //太近
  1109. score -= u
  1110. }
  1111. } else if (box0.posAtWall && box1.posAtWall) { //
  1112. let d = box0.posAtWall.distanceToSquared(box1.posAtWall)
  1113. matchInfo.wallPosPreDis = d
  1114. score -= d * 200 * r //墙面不准所以分低 ftMTQIrs79
  1115. d = box0.btmPosOri.distanceToSquared(box1.btmPosOri) //还是加一下
  1116. matchInfo.btmPosPreDis = d
  1117. score -= d * 200 * r * shinkRatio
  1118. /* let h0 = box0.topPos.y - box0.btmPos.y
  1119. let h1 = box1.topPos.y - box1.btmPos.y
  1120. score -= Math.abs(h0-h1) * 3000 * r * shinkRatio //高度差 倾斜角度大的不准
  1121. */
  1122. }
  1123. }
  1124. if (!matchInfo.center) {
  1125. let o = getIntersect2(A, box0.centerDir, B, box1.centerDir)
  1126. matchInfo.center = o.pos3d.clone()
  1127. /* let o2 = math.getLineIntersect({ A, B, p1: A.clone().add(box0.centerDir), p2:B.clone().add(box1.centerDir) })
  1128. matchInfo.center2 = o2.pos3d.clone() */
  1129. /* if (name == "pano16-4&pano18-5") {
  1130. addLine(A, box0.centerBtmDir, 10), addLine(B, box1.centerBtmDir, 10)
  1131. } */
  1132. //验证是否漫游点到中心点的方向和centerDir一样
  1133. let dir0 = new THREE.Vector3().subVectors(o.pos3d, A).normalize()
  1134. let dir1 = new THREE.Vector3().subVectors(o.pos3d, B).normalize()
  1135. let sum = dir0.dot(box0.centerDir) + dir1.dot(box1.centerDir)
  1136. let wrongDir = sum < 1.95
  1137. score -= (2 - sum) * 10000
  1138. if (wrongDir) {
  1139. str.push('wrongDir')
  1140. return Object.assign(matchInfo, { score: score - 5000, str })
  1141. }
  1142. if (!dontCheckDis && !standards[boxType].bottom && box0.btmPos && box1.btmPos) {
  1143. //墙壁位置不准所以不用 KK-ftMTQIrs79
  1144. let p0 = new THREE.Vector2(box0.btmPos.x, box0.btmPos.z)
  1145. let p1 = new THREE.Vector2(box1.btmPos.x, box1.btmPos.z)
  1146. let p = new THREE.Vector2(matchInfo.center.x, matchInfo.center.z)
  1147. let dis = p0.distanceToSquared(p) + p1.distanceToSquared(p)
  1148. let s = math.linearClamp(matchInfo.minAng, 0, 20, 0, 1)
  1149. 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
  1150. matchInfo.centerDrift = dis
  1151. }
  1152. getBoxBtm(matchInfo)
  1153. let cr //getIntersect2结果的权重
  1154. if(standards[box0.boxType].atWall == 1){
  1155. 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
  1156. }else{
  1157. cr = math.linearClamp(matchInfo.minAng, 2, 20, 0, 0.4)
  1158. }
  1159. 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
  1160. let predict1 = (!standards[boxType].bottom && box1.btmPos) || box1.posAtWall || matchInfo.topPos
  1161. //相对来说btmPos要比center准一点?因为center有在两个维度上的误差
  1162. const btmRatio = 0.5
  1163. let cIntersect = new THREE.Vector3().addVectors(matchInfo.center.clone().multiplyScalar(1 - btmRatio), matchInfo.btmPos.clone().multiplyScalar(btmRatio)).setY(o.pos3d.y)
  1164. if (predict0 && predict1) {
  1165. matchInfo.center = new THREE.Vector3()
  1166. .addVectors(
  1167. cIntersect.clone().multiplyScalar(cr),
  1168. predict0
  1169. .clone()
  1170. .add(predict1)
  1171. .multiplyScalar((1 / 2) * (1 - cr))
  1172. )
  1173. .setY(o.pos3d.y)
  1174. } else {
  1175. matchInfo.center = cIntersect
  1176. }
  1177. matchInfo.cIntersect = cIntersect
  1178. //addLabel(matchInfo.center, matchInfo.name + '-c')
  1179. }
  1180. getBoxType(matchInfo)
  1181. /* if (matchInfo.boxType != box0.type || matchInfo.boxType != box1.type) {
  1182. ;(score -= 1000), str.push('typeNotSame2')
  1183. } */
  1184. {
  1185. let vec0 = new THREE.Vector3().subVectors(box0.pano.position, matchInfo.center)
  1186. let vec1 = new THREE.Vector3().subVectors(box1.pano.position, matchInfo.center)
  1187. if (vec0.x * vec1.x > 0 && vec0.z * vec1.z > 0) {
  1188. //同一个象限(center会偏向一侧)
  1189. score -= 200
  1190. }
  1191. }
  1192. if (!safeBound.containsPoint(matchInfo.center)) {
  1193. let dis = safeBound.distanceToPoint(matchInfo.center)
  1194. //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)
  1195. ;(score -= 1000 * dis * dis), str.push('outsideBound')
  1196. Object.assign(matchInfo, { score, str, center: matchInfo.center, disToBound: dis })
  1197. if (dis > 0.5) return matchInfo
  1198. }
  1199. //检查宽度
  1200. let boxposes
  1201. let checkWidth = () => {
  1202. boxposes = []
  1203. ;[box0, box1].forEach(box => {
  1204. let pose = getBoxPoseByPos(box, matchInfo.center)
  1205. boxposes.push(pose)
  1206. //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
  1207. })
  1208. }
  1209. checkWidth()
  1210. score += getPoseScore(boxposes, boxType /* isSingle */) //根据投影信息预测的长度再得匹配分数
  1211. compu++
  1212. return Object.assign(matchInfo, { score: score, str, /* diffHalfHeight, */ boxposes })
  1213. }
  1214. this.rows = {}
  1215. /* let getchainNext = (left, end, chain, boxes) => {
  1216. chain.push(left)
  1217. if (left == end) return boxes.chains.push(chain)
  1218. let nodes = boxes.relationships.filter(pair => pair.includes(left))
  1219. let rights = nodes.map(pair => pair.find(e => e != left))
  1220. rights = rights.filter(e => !chain.includes(e) && boxes.indexOf(e) > boxes.indexOf(left))
  1221. rights.forEach(right => {
  1222. getchainNext(right, end, chain.slice(), boxes)
  1223. })
  1224. } */
  1225. let getPanoBigRowBox = (panoBoxes, { reason = 'row' } = {}) => {
  1226. //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
  1227. let pano = panoBoxes[0].pano
  1228. const category = panoBoxes[0].category
  1229. let type = category + '|' + reason
  1230. this.rows[type] || (this.rows[type] = {})
  1231. if (this.rows[type][pano.id]) return this.rows[type][pano.id]
  1232. let bigBoxes
  1233. let bigBox = {
  1234. sid: 'pano' + pano.id + (reason == 'mix' ? '-mix' : '-row'),
  1235. pano,
  1236. category: reason == 'mix' ? category : 'rowBigBox',
  1237. boxType: reason == 'mix' ? panoBoxes[0].boxType : 'rowBigBox',
  1238. }
  1239. let rows = []
  1240. for (let i = 0; i < panoBoxes.length; i++) {
  1241. let box0 = panoBoxes[i]
  1242. getBoxBase(box0)
  1243. let [left0, right0] = [box0.bbox2[0], box0.bbox2[2]]
  1244. for (let j = i + 1; j < panoBoxes.length; j++) {
  1245. let box1 = panoBoxes[j]
  1246. getBoxBase(box1)
  1247. if (box0.boxType != box0.boxType) continue //类型不同
  1248. let [left1, right1] = [box1.bbox2[0], box1.bbox2[2]]
  1249. let d1 = getBbox2Diff(left1, right0),
  1250. d2 = getBbox2Diff(left1, left0),
  1251. d3 = getBbox2Diff(left0, right1)
  1252. if(box0.sid == "pano2-4" && box1.sid == "pano2-5" ){
  1253. console.log(9)
  1254. }
  1255. const min = reason == 'mix' ? 0.004 : 0.003 //mix代表寻找分裂的重新融合到一起
  1256. if ((d1 <= min && d2 >= min) || (d3 <= min && d2 <= min)) {
  1257. //边框交接
  1258. 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
  1259. //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
  1260. if (reason == 'mix' && !atEdgeMight) continue //不在边缘
  1261. const {max} = standards[box0.boxType].widthNormal //standards[box0.btmPos ? category : 'air-hanging'].widthNormal
  1262. const tolerate = max * max * (reason == 'mix' ? 0.7 : 1.8) //yDCiaTQvRYn:row不能低于1.5
  1263. let p0 = standards[box0.boxType].atWall == 1 ? box0.posAtWall : reason == 'mix' ? (box0.btmPosOri || box0.btmPosPredict) : box0.btmPos
  1264. let p1 = standards[box1.boxType].atWall == 1 ? box1.posAtWall : reason == 'mix' ? (box1.btmPosOri || box1.btmPosPredict) : box1.btmPos
  1265. //let p0 = box0.type == 'air-hanging' ? box0.posAtWall : reason == 'mix' ? box0.btmPosOri : box0.btmPos
  1266. //let p1 = box1.type == 'air-hanging' ? box1.posAtWall : reason == 'mix' ? box1.btmPosOri : box1.btmPos
  1267. let dis = p0.distanceToSquared(p1)
  1268. if (reason == 'mix') {
  1269. let allY = box0.bbox2[3] - box0.bbox2[1] + (box1.bbox2[3] - box1.bbox2[1]) //各自高度和
  1270. let wholeY = Math.max(box0.bbox2[3], box1.bbox2[3]) - Math.min(box0.bbox2[1], box1.bbox2[1]) //总跨越高度
  1271. let coverY = allY - wholeY //重合区域的y高度,可为负数
  1272. let disY = (1 - coverY / wholeY + (wholeY - coverY) * 3) * 4 * tolerate //既要考虑占比也要考虑差值
  1273. 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
  1274. //console.log('disY',disY, box0.sid, box1.sid )
  1275. let atEdgePossib = atEdgeMight ? 0.002 / (atEdgeMight[0] + (1 - atEdgeMight[1])) : 0 // 两条线越接近越可能融合
  1276. atEdgePossib = Math.min(6, atEdgePossib) //原本计算得 min:1, max:Infinity
  1277. dis -= atEdgePossib * tolerate //给点点优势
  1278. }
  1279. /* if(box0.sid == "pano2-0"){
  1280. console.log('dis',dis,'tolerate',tolerate,[box0, box1],disY)
  1281. }
  1282. if (box0.sid == 'pano2-1' && box1.sid == 'pano2-4') {
  1283. reason == 'mix' && console.log(dis, tolerate, box0.sid, box1.sid)
  1284. }*/
  1285. if (dis < tolerate) {
  1286. //reason == 'mix' && console.log('-------------------')
  1287. common.pushToGroupAuto([box0, box1], rows)
  1288. }
  1289. }
  1290. }
  1291. }
  1292. //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。
  1293. //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
  1294. rows.forEach(boxes => {
  1295. //从左到右排序
  1296. boxes.sort((a, b) => {
  1297. //但因有的box跨越到别的box区域,所以这个顺序不准确
  1298. return getBbox2Diff(a.bbox2CenterX, b.bbox2CenterX)
  1299. })
  1300. })
  1301. //去除不在一条直线上的连接. 当bound超出后就断开
  1302. if (reason == 'row') {
  1303. rows.slice(0).forEach(boxes => {
  1304. if (boxes.length >= 2) {
  1305. let removes = [],
  1306. bound = new THREE.Box2(),
  1307. size = new THREE.Vector2(),
  1308. maxW = 0.6
  1309. for (let i = 0, j = boxes.length; i < j; i++) {
  1310. let box = boxes[i]
  1311. let pos2d = new THREE.Vector2(box.btmPos.x, box.btmPos.z)
  1312. bound.expandByPoint(pos2d)
  1313. bound.getSize(size)
  1314. let min = Math.min(size.x, size.y)
  1315. if (min > maxW) {
  1316. removes.push([boxes[i], boxes[i - 1]])
  1317. bound = new THREE.Box2()
  1318. bound.expandByPoint(pos2d)
  1319. console.log('removes', size)
  1320. }
  1321. //console.log('removes',k, box1.sid)
  1322. }
  1323. if (removes.length) {
  1324. console.log(
  1325. '去除错误row连接',
  1326. removes.map(e => e.map(a => a.sid))
  1327. )
  1328. let { newGroups } = common.disconnectGroup(removes, rows)
  1329. //if(newGroups.length>1){//分裂成多组了,重新计算
  1330. // console.log(newGroups)
  1331. //}
  1332. }
  1333. }
  1334. })
  1335. rows.forEach(boxes => {
  1336. //从左到右重新排序
  1337. boxes.sort((a, b) => {
  1338. //但因有的box跨越到别的box区域,所以这个顺序不准确
  1339. return getBbox2Diff(a.bbox2CenterX, b.bbox2CenterX)
  1340. })
  1341. })
  1342. }
  1343. rows.sort((a, b) => {
  1344. return b.length - a.length
  1345. }) //箱子数量从大到小排序
  1346. bigBoxes = rows.map((boxes, i) => {
  1347. let { leftX, rightX } = getLeftRight(boxes) //最左
  1348. let topY = boxes.slice().sort((a, b) => a.bbox2[1] - b.bbox2[1])[0].bbox2[1]
  1349. let btmY = boxes.slice().sort((a, b) => b.bbox2[3] - a.bbox2[3])[0].bbox2[3]
  1350. let rowBigBox = Object.assign({}, bigBox, {
  1351. boxes,
  1352. bbox2: [leftX, topY, rightX, btmY], //整排的bbox
  1353. left: boxes.find(e => e.bbox2[0] == leftX),
  1354. right: boxes.find(e => e.bbox2[2] == rightX),
  1355. })
  1356. let p0 = getBoxPos(rowBigBox.left)
  1357. let p1 = getBoxPos(rowBigBox.right)
  1358. let vec = new THREE.Vector2(p0.x - p1.x, p0.z - p1.z)
  1359. rowBigBox.k = Math.abs(vec.x / vec.y)
  1360. rowBigBox.predictLen = (rowBigBox.k > 1 ? Math.abs(vec.x) : Math.abs(vec.y)) + 0.6 //加入一个宽度
  1361. /* 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)
  1362. boxes.chains = []
  1363. getchainNext(left,right,[], boxes )
  1364. 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
  1365. let middleAngle = getBbox2Diff(right.bbox2[0], left.bbox2[2])
  1366. let counts = boxes.chains.map(e=>e.length)
  1367. counts.sort((a,b)=>a-b)
  1368. let min = counts[0],max = counts[counts.length-1]
  1369. let r = [], cur = min;
  1370. while(cur<=max){
  1371. r.push({cur, diff:Math.abs((middleAngle / (cur-2) - aveAngle)}) //加 0.01是因为增加边缘
  1372. cur++
  1373. }
  1374. r.sort((a,b)=>a.diff-b.diff)
  1375. rowBigBox.predictBoxCount = r[0].cur
  1376. //---------
  1377. let goodCountChains = boxes.chains.filter(e=>e.length == rowBigBox.predictBoxCount)
  1378. if(goodCountChains.length == 1) rowBigBox.bestChain = goodCountChains[0]
  1379. else{
  1380. goodCountChains = goodCountChains.map((chain,i)=>{
  1381. let j = 1, diff=0 //中间的box的angle的方差
  1382. while(j<rowBigBox.predictBoxCount){
  1383. let angle = getBbox2Diff(chain[j].bbox2[2], chain[j].bbox2[0])
  1384. diff += Math.pow(angle - aveAngle, 2)
  1385. j++;
  1386. }
  1387. return {diff, chain}
  1388. })
  1389. goodCountChains.sort((a,b)=>a.diff-b.diff)
  1390. rowBigBox.bestChain = goodCountChains[0].chain
  1391. }
  1392. console.log('getChains',boxes.chains, 'predictBoxCount',rowBigBox.predictBoxCount, r)
  1393. } */
  1394. return rowBigBox
  1395. })
  1396. if (reason != 'mix') {
  1397. panoBoxes.forEach(box => {
  1398. //加入单个的
  1399. if (!rows.some(row => row.includes(box))) {
  1400. let boxBig = Object.assign({}, bigBox, {
  1401. bbox2: box.bbox2,
  1402. boxes: [box],
  1403. left: box,
  1404. right: box,
  1405. })
  1406. bigBoxes.push(boxBig)
  1407. }
  1408. })
  1409. }
  1410. //mix的之前的btm因pose错误而延伸了不对的depth所以不准
  1411. bigBoxes.forEach(bigBox => {
  1412. bigBox.sid += '-' + bigBox.boxes.map(e => e.index).join(',')
  1413. /* if (bigBox.sid == 'pano0-rowBigBox-1,0,2,4') {
  1414. console.log(3)
  1415. } */
  1416. if (reason == 'row') {
  1417. //取平均值
  1418. if (bigBox.boxes[0].btmPos) {
  1419. bigBox.btmPos = bigBox.boxes.reduce((w, c) => w.add(c.btmPos), new THREE.Vector3()).multiplyScalar(1 / bigBox.boxes.length)
  1420. //addLabel(bigBox.btmPos,'b_'+bigBox.sid, {bgcolor:'#f93',a:0.4})
  1421. }
  1422. if (bigBox.boxes[0].topPos) {
  1423. bigBox.topPos = bigBox.boxes.reduce((w, c) => w.add(c.topPos), new THREE.Vector3()).multiplyScalar(1 / bigBox.boxes.length)
  1424. }
  1425. if (bigBox.boxes[0].posAtWall) {
  1426. bigBox.posAtWall = bigBox.boxes.reduce((w, c) => w.add(c.posAtWall), new THREE.Vector3()).multiplyScalar(1 / bigBox.boxes.length)
  1427. }
  1428. }
  1429. //mix的需要合并后计算才准确
  1430. })
  1431. this.rows[type][pano.id] = bigBoxes //当前pano的所有row
  1432. return bigBoxes
  1433. }
  1434. /* let getPanoBoxAngleTrend = rowBox => {
  1435. //顺时针方向该pano的box角度范围是越来越大还是越来越小
  1436. let diffs = []
  1437. let angles = rowBox.boxes.map(box => getBbox2Diff(box.bbox2[2], box.bbox2[0]))
  1438. for (let i = 0, j = angles.length; i < j - 1; i++) {
  1439. //得所有相邻之间的差
  1440. let a0 = angles[i],
  1441. a1 = angles[i + 1]
  1442. diffs.push(a1 - a0)
  1443. }
  1444. diffs.sort((a, b) => a - b)
  1445. return diffs[Math.floor(diffs.length / 2)] //中位数
  1446. } */
  1447. /* let getBoxCount = (rowBigBox)=>{
  1448. return rowBigBox.predictBoxCount || rowBigBox.boxes.length
  1449. } */
  1450. let getReverseInfo = (rowBigBox0, rowBigBox1) => {
  1451. //两个row的方向对应
  1452. let reversed = false
  1453. let lefts = [rowBigBox0.left, rowBigBox1.left]
  1454. let rights = [rowBigBox0.right, rowBigBox1.right]
  1455. let dis0 = lefts[0].btmPos.distanceToSquared(lefts[1].btmPos)
  1456. let dis1 = rights[0].btmPos.distanceToSquared(rights[1].btmPos)
  1457. let dis2 = lefts[0].btmPos.distanceToSquared(rights[1].btmPos)
  1458. let dis3 = rights[0].btmPos.distanceToSquared(lefts[1].btmPos)
  1459. let posLeft2, posRight2
  1460. if (dis0 + dis1 > dis2 + dis3) {
  1461. //距离近的代表是同一端
  1462. reversed = true
  1463. posLeft2 = new THREE.Vector3().addVectors(lefts[0].btmPos, rights[1].btmPos).multiplyScalar(0.5)
  1464. posRight2 = new THREE.Vector3().addVectors(rights[0].btmPos, lefts[1].btmPos).multiplyScalar(0.5)
  1465. } else {
  1466. posLeft2 = new THREE.Vector3().addVectors(lefts[0].btmPos, lefts[1].btmPos).multiplyScalar(0.5)
  1467. posRight2 = new THREE.Vector3().addVectors(rights[0].btmPos, rights[1].btmPos).multiplyScalar(0.5)
  1468. }
  1469. let vec = new THREE.Vector2(posLeft2.x - posRight2.x, posLeft2.z - posRight2.z)
  1470. 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?)
  1471. return { reversed, k }
  1472. }
  1473. let searchByRow = (groups, datas) => {
  1474. //先查找row,匹配row,再slice row的方法
  1475. this.matchScoreMap['rowBigBox'] = {}
  1476. let rowInfos = []
  1477. let getRowMatchInfo = (rowBigBox0, rowBigBox1, ignoreCountMatch) => {
  1478. //获取row间的匹配信息
  1479. //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
  1480. //if (rowBigBox0.boxes.length != rowBigBox1.boxes.length && !ignoreCountMatch) return //太难了,不算不一样的情况了
  1481. let name = rowBigBox0.sid + '&' + rowBigBox1.sid
  1482. if (name in rowInfos) {
  1483. return rowInfos[name]
  1484. }
  1485. if(name == 'pano4-row-2,11,10,8,6&pano6-row-2,5,8,11'){
  1486. console.log(3)
  1487. }
  1488. if (rowBigBox0.boxes.length != rowBigBox1.boxes.length && !ignoreCountMatch) return
  1489. //if (getBoxCount(rowBigBox0) != getBoxCount(rowBigBox1) && getBoxCount(rowBigBox0) != 1 && getBoxCount(rowBigBox1) != 1)return
  1490. /* if (rowBigBox0.sid == 'pano0-row-1,2,6' && rowBigBox1.sid == 'pano2-row-0,2,6') {
  1491. console.log(4)
  1492. } */
  1493. let rowInfo
  1494. if (rowBigBox0.boxes.length > 1 && rowBigBox1.boxes.length > 1) {
  1495. //多对多,可以求两端的位置
  1496. let lefts = [rowBigBox0.left, rowBigBox1.left]
  1497. let rights = [rowBigBox0.right, rowBigBox1.right]
  1498. let leftInfo
  1499. let rightInfo
  1500. let info2 = getReverseInfo(rowBigBox0, rowBigBox1)
  1501. let len0 = rowBigBox0.predictLen, //长度应该接近
  1502. len1 = rowBigBox1.predictLen
  1503. let overLen = Math.abs(len0 - len1) /* / (rowBigBox0.boxes.length + rowBigBox1.boxes.length) * 5 */
  1504. if (overLen > 1) {
  1505. //console.warn('overLen> 1', overLen, rowBigBox0.sid, '和', rowBigBox1.sid)
  1506. return done()
  1507. }
  1508. if (info2.reversed) {
  1509. leftInfo = getMatchScore(lefts[0], rights[1], { isSingle: true })
  1510. rightInfo = getMatchScore(rights[0], lefts[1], { isSingle: true })
  1511. } else {
  1512. leftInfo = getMatchScore(lefts[0], lefts[1], { isSingle: true })
  1513. rightInfo = getMatchScore(rights[0], rights[1], { isSingle: true })
  1514. }
  1515. let posLeft = getBoxPos(leftInfo)
  1516. let posRight = getBoxPos(rightInfo)
  1517. if (!posLeft || !posRight || leftInfo.score < -4000 || rightInfo.score < -4000) {
  1518. return done() //漫游点重合、>180度会导致此问题
  1519. }
  1520. preDealBox(leftInfo)
  1521. //getBoxSize(leftInfo)
  1522. preDealBox(rightInfo)
  1523. //getBoxSize(rightInfo)
  1524. posLeft = getBoxPos(leftInfo)
  1525. posRight = getBoxPos(rightInfo)
  1526. //验证是否是垂直或水平
  1527. let vec = new THREE.Vector2(posLeft.x - posRight.x, posLeft.z - posRight.z)
  1528. let k = Math.abs(vec.x / vec.y)
  1529. if ((info2.k > 1 && k < 1) || (info2.k < 1 && k > 1)) {
  1530. 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
  1531. return done()
  1532. }
  1533. let wrongK = 0
  1534. if ((rowBigBox0.k > 1 && rowBigBox1.k < 1) || (rowBigBox0.k < 1 && rowBigBox1.k > 1)) {
  1535. wrongK = rowBigBox0.k / rowBigBox1.k
  1536. if (wrongK < 1) wrongK = 1 / wrongK
  1537. }
  1538. /*
  1539. let trend0 = getPanoBoxAngleTrend(rowBigBox0)
  1540. let trend1 = getPanoBoxAngleTrend(rowBigBox1)
  1541. let judgeReverse = () => { //这个方法有时不准
  1542. let disLeftSquared0 = new THREE.Vector2(posLeft.x - rowBigBox0.pano.position.x, posLeft.z - rowBigBox0.pano.position.z).lengthSq()
  1543. let disRightSquared0 = new THREE.Vector2(posRight.x - rowBigBox0.pano.position.x, posRight.z - rowBigBox0.pano.position.z).lengthSq()
  1544. let a = trend0 * (disLeftSquared0 - disRightSquared0)
  1545. if (a < 0 && Math.abs(a) > 0.1) return true
  1546. let posLeft2 = reversed ? posRight : posLeft, //反向过的对第二个漫游点来说左右是反的
  1547. posRight2 = reversed ? posLeft : posRight
  1548. let disLeftSquared1 = new THREE.Vector2(posLeft2.x - rowBigBox1.pano.position.x, posLeft2.z - rowBigBox1.pano.position.z).lengthSq()
  1549. let disRightSquared1 = new THREE.Vector2(posRight2.x - rowBigBox1.pano.position.x, posRight2.z - rowBigBox1.pano.position.z).lengthSq()
  1550. let b = trend1 * (disLeftSquared1 - disRightSquared1)
  1551. if (b < 0 && Math.abs(b) > 0.1) return true
  1552. }
  1553. if (leftInfo.score < -2000 || rightInfo.score < -2000 || judgeReverse()) {
  1554. //反向试试
  1555. leftInfo = getMatchScore(lefts[0], rights[1], { isSingle: true })
  1556. rightInfo = getMatchScore(rights[0], lefts[1], { isSingle: true })
  1557. posLeft = getBoxPos(leftInfo)
  1558. posRight = getBoxPos(rightInfo)
  1559. reversed = true //rowBigBox1 反向了
  1560. }
  1561. if (leftInfo.score < -2000 || rightInfo.score < -2000 || judgeReverse()) {
  1562. return console.log('getCenter ;两个方向都不符合', rowBigBox0.sid, rowBigBox1.sid)
  1563. } */
  1564. /*const maxK = Math.max(0.6 / Math.sqrt(rowBigBox0.boxes.length), 0.2) // 最大斜率
  1565. if (k < maxK && k > 1 / maxK) {
  1566. return //console.log('放弃,斜率', k)
  1567. } */
  1568. //横的话,按x从小到大,竖的按z从小到大
  1569. if ((k < 1 && posLeft.z > posRight.z) || (k > 1 && posLeft.x > posRight.x)) {
  1570. let temp = posRight
  1571. ;(posRight = posLeft), (posLeft = temp)
  1572. }
  1573. //addLabel(posLeft, 'left-' + rowBigBox0.pano.id + '&' + rowBigBox1.pano.id, { a: 0.1 })
  1574. //addLabel(posRight, 'right-' + rowBigBox0.pano.id + '&' + rowBigBox1.pano.id, { a: 0.1 })
  1575. /* if (rowBigBox0.pano.id + '&' + rowBigBox1.pano.id == '22&26') {
  1576. console.log(777)
  1577. } */
  1578. /* var line1 = LineDraw.createLine([posLeft, posRight])
  1579. meshGroup.add(line1) */
  1580. //根据btmPos矫正一下中心位置, 否则容易偏漫游点这一侧
  1581. let center = new THREE.Vector3().addVectors(posLeft, posRight).multiplyScalar(0.5)
  1582. center
  1583. .add(rowBigBox0.btmPos)
  1584. .add(rowBigBox1.btmPos)
  1585. .multiplyScalar(1 / 3)
  1586. let axis = k > 1 ? 'z' : 'x'
  1587. //posLeft[axis] = center[axis], posRight[axis] = center[axis]
  1588. let match = getMatchScore(rowBigBox0, rowBigBox1, { isSingle: true, center }) //是否预先传送center ?
  1589. //rowInfo.minAngs = [leftInfo.minAng , rightInfo.minAng]
  1590. /* if (match.name == 'pano4-row-6,4,1,3&pano0-row-0,1,4,5') {
  1591. console.log(8)
  1592. } */
  1593. let sc = match.score - overLen * 1000 - wrongK * 100 + leftInfo.score + rightInfo.score
  1594. if (sc < -4000) {
  1595. //console.log('放弃,匹配分过低,可能不是一组', rowBigBox0.sid, '和', rowBigBox1.sid, sc)
  1596. return done()
  1597. }
  1598. //console.log('getcenter', rowBigBox0.sid, '和', rowBigBox1.sid, overLen, match.score + overLen * 1000 + leftInfo.score + rightInfo.score)
  1599. rowInfo = {
  1600. rowBigBox0,
  1601. rowBigBox1,
  1602. match,
  1603. k,
  1604. posLeft,
  1605. posRight,
  1606. score: sc / 3 + 500, //700 + match.score*0.7 + (leftInfo.score + rightInfo.score)*0.3 ,
  1607. reversed: info2.reversed,
  1608. }
  1609. } else {
  1610. if (rowBigBox0.boxes.length == 1 && rowBigBox1.boxes.length == 1) {
  1611. rowInfo = getMatchScore(rowBigBox0.boxes[0], rowBigBox1.boxes[0]) //直接匹配box
  1612. } else {
  1613. //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
  1614. let mulBoxRow = rowBigBox0.boxes.length > 1 ? rowBigBox0 : rowBigBox1
  1615. let singleBox = rowBigBox0.boxes.length == 1 ? rowBigBox0 : rowBigBox1
  1616. /* if(rowBigBox0.sid == "pano12-row-3" && rowBigBox1.sid == "pano0-row-3,1,0" ){
  1617. console.log(5)
  1618. } */
  1619. 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
  1620. rowInfo.k = mulBoxRow.k
  1621. if (rowInfo.center) {
  1622. rowInfo.center.add(getBoxPos(mulBoxRow)).multiplyScalar(0.5)
  1623. }
  1624. if (rowInfo.name == 'pano0-row-14&pano4-row-8,11') {
  1625. addLabel(rowInfo.center, 'c')
  1626. }
  1627. rowInfo.predictSize = rowInfo.k > 1 ? { x: mulBoxRow.predictLen, y: 0.6 } : { y: mulBoxRow.predictLen, x: 0.6 }
  1628. //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)
  1629. let dis0 = getBoxPos(mulBoxRow.left).distanceToSquared(singleBox.pano.position)
  1630. let dis1 = getBoxPos(mulBoxRow.right).distanceToSquared(singleBox.pano.position)
  1631. let near = dis0 < dis1 ? mulBoxRow.left : mulBoxRow.right
  1632. let p0 = getBoxPos(singleBox)
  1633. let dis = getBoxPos(near).distanceToSquared(p0)
  1634. rowInfo.score -= dis * 1000
  1635. let p1 = getBoxPos(mulBoxRow)
  1636. 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
  1637. let vec2 = new THREE.Vector2(singleBox.centerDir.x, singleBox.centerDir.z).normalize()
  1638. rowInfo.score += (vec1.dot(vec2) - 1) * 1000 //同一个方向是最好
  1639. }
  1640. }
  1641. function done(rowInfo) {
  1642. rowInfo && rowInfos.push(rowInfo)
  1643. rowInfos[name] = rowInfo
  1644. }
  1645. done(rowInfo)
  1646. return rowInfo
  1647. }
  1648. let matchGroups = []
  1649. let allRelations = []
  1650. let getK = info => {
  1651. let k
  1652. if (info.left) {
  1653. let vec = new THREE.Vector2(info.left.x - info.right.x, info.left.z - info.right.z)
  1654. k = Math.abs(vec.x / vec.y)
  1655. } else {
  1656. k = Math.abs(Math.max(info.size.x, 0.6) / Math.max(info.size.z, 0.6))
  1657. }
  1658. return k
  1659. }
  1660. let ignoreCountMatch = groups.filter(e => e.length > 1).length == 1 //是否不同数量box的row也能匹配
  1661. let minScore = boundConfirmed ? -2000 : -800;
  1662. let match = searchType => {
  1663. if (searchType == 'second') ignoreCountMatch = true
  1664. for (let i = 0; i < groups.length - 1; i++) {
  1665. let rowBigBoxes_0 = getPanoBigRowBox(groups[i])
  1666. let pano0 = groups[i][0].pano
  1667. if (searchType == 'second') rowBigBoxes_0 = rowBigBoxes_0.filter(e => !matchGroups.some(u => u.includes(e)))
  1668. for (let j = i + 1; j < groups.length; j++) {
  1669. let rowBigBoxes_1 = getPanoBigRowBox(groups[j])
  1670. if (searchType == 'second') rowBigBoxes_1 = rowBigBoxes_1.filter(e => !matchGroups.some(u => u.includes(e)))
  1671. let pano1 = groups[j][0].pano
  1672. let resultPairs = []
  1673. let bigBoxes_0, bigBoxes_1
  1674. if (rowBigBoxes_0.length < rowBigBoxes_1.length) {
  1675. bigBoxes_0 = rowBigBoxes_1.slice()
  1676. bigBoxes_1 = rowBigBoxes_0.slice()
  1677. } else {
  1678. bigBoxes_0 = rowBigBoxes_0.slice()
  1679. bigBoxes_1 = rowBigBoxes_1.slice()
  1680. }
  1681. while (bigBoxes_1.length < bigBoxes_0.length) {
  1682. 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
  1683. }
  1684. if (!bigBoxes_0[0]) continue
  1685. searchPair(bigBoxes_0[0], bigBoxes_0, bigBoxes_1, null, resultPairs)
  1686. resultPairs = resultPairs.map(pairs => {
  1687. let infos = pairs.map(pair => (pair.some(e => e.sid == 'void') ? null : getRowMatchInfo(pair[0], pair[1], ignoreCountMatch)))
  1688. //infos.sort((a,b)=>{return a.score-b.score});
  1689. let score = infos.reduce((s, e) => {
  1690. return s + (e && e.score > minScore ? e.score : minScore/2) //只考虑组成功的分数
  1691. }, 0)
  1692. return {
  1693. pairs,
  1694. infos,
  1695. score,
  1696. name: pairs.map(pair => pair.map(item => item.sid).join(' & ')),
  1697. }
  1698. })
  1699. resultPairs.sort((a, b) => b.score - a.score)
  1700. /* if (resultPairs[0].name[0].includes('pano8') && resultPairs[0].name[0].includes('pano0')) {
  1701. console.log(111)
  1702. } */
  1703. resultPairs[0].pairs.forEach((pair, i) => {
  1704. let info = resultPairs[0].infos[i]
  1705. if (info && info.score > minScore) {
  1706. allRelations.push(info)
  1707. let items = pair.filter(e => e.sid != 'void')
  1708. common.pushToGroupAuto(items, matchGroups, null, atGroup => {
  1709. //需要朝向一致才行
  1710. if (!info.k) return true //(box识别的宽高识别不准所以不需要)
  1711. let onePair = atGroup.relationships[0]
  1712. let name = onePair[0].sid + '&' + onePair[1].sid
  1713. 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
  1714. if ((rowInfos[name].k < 1 && info.k < 1) || (rowInfos[name].k > 1 && info.k > 1)) {
  1715. return true
  1716. } else {
  1717. console.log('k不一致无法匹配', info, atGroup)
  1718. }
  1719. })
  1720. //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
  1721. }
  1722. })
  1723. //console.log(resultPairs[0])
  1724. }
  1725. }
  1726. }
  1727. match()
  1728. 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
  1729. console.log('matchGroups', matchGroups)
  1730. //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
  1731. //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
  1732. let groupInfo = []
  1733. let getGroupInfo = group => {
  1734. let left = new THREE.Vector3(),
  1735. right = new THREE.Vector3(),
  1736. pointsLen = 0
  1737. let bigBoxes = []
  1738. let info = {}
  1739. group.relationships.forEach(pair => {
  1740. let name = pair[0].sid + '&' + pair[1].sid
  1741. let matchInfo = rowInfos[name] //this.matchScoreMap["rowBigBox"][name] || this.matchScoreMap["cabinet"][name];
  1742. if (matchInfo.posLeft) {
  1743. left.add(matchInfo.posLeft), right.add(matchInfo.posRight), pointsLen++
  1744. } else {
  1745. bigBoxes.push(matchInfo)
  1746. preDealBox(matchInfo)
  1747. getBoxSize(matchInfo)
  1748. }
  1749. })
  1750. let index = groupInfo.length
  1751. if (pointsLen > 0) {
  1752. left.multiplyScalar(1 / pointsLen)
  1753. right.multiplyScalar(1 / pointsLen)
  1754. //addLabel(left, 'Left' + index, { bgcolor: '#F00', a: 0.2 })
  1755. //addLabel(right, 'Right' + index, { bgcolor: '#F00', a: 0.2 })
  1756. let center = new THREE.Vector3().addVectors(left, right).multiplyScalar(0.5)
  1757. //addLabel(center, 'center' + index, { bgcolor: '#F00', a: 0.3 })
  1758. ;(info.left = left), (info.right = right), (info.center = center)
  1759. info.pointsLen = pointsLen
  1760. }
  1761. if (bigBoxes.length > 0) {
  1762. let getAve = bigBoxes => {
  1763. let center1 = new THREE.Vector3(),
  1764. size = new THREE.Vector3()
  1765. bigBoxes.forEach(box => {
  1766. let center0 = getBoxPos(box)
  1767. center1.add(center0)
  1768. size.add(box.size)
  1769. })
  1770. if (pointsLen > 0) {
  1771. let size0 = new THREE.Vector3(Math.abs(left.x - right.x), size.y, Math.abs(left.z - right.z))
  1772. size.add(size0.multiplyScalar(pointsLen)).multiplyScalar(1 / (pointsLen + bigBoxes.length))
  1773. center1.add(info.center.clone().multiplyScalar(pointsLen)).multiplyScalar(1 / (pointsLen + bigBoxes.length))
  1774. } else {
  1775. size.multiplyScalar(1 / bigBoxes.length)
  1776. center1.multiplyScalar(1 / bigBoxes.length)
  1777. }
  1778. return { center1, size }
  1779. }
  1780. let getScores = (center, size) => {
  1781. //获得相对于center,size的差别分数
  1782. bigBoxes.forEach(box => {
  1783. box.sc = -box.center.distanceToSquared(center1) - size.distanceToSquared(box.size) * 0.5
  1784. })
  1785. }
  1786. let { center1, size } = getAve(bigBoxes)
  1787. //console.log(center1, size)
  1788. getScores(center1, size)
  1789. bigBoxes.sort((a, b) => b.sc - a.sc)
  1790. let midItem = bigBoxes[Math.floor(bigBoxes.length / 2)] //中位数
  1791. getScores(midItem.center, midItem.size)
  1792. const minScore = -8
  1793. let removes = bigBoxes.filter(e => {
  1794. return e.sc < minScore
  1795. })
  1796. if (removes.length) {
  1797. let { newGroups } = common.disconnectGroup(
  1798. removes.map(e => [e.box0, e.box1]),
  1799. matchGroups
  1800. )
  1801. console.log('去除错误数据', removes)
  1802. if (newGroups.length > 1) {
  1803. //分裂成多组了,重新计算
  1804. newGroups.forEach(e => {
  1805. getGroupInfo(e)
  1806. })
  1807. return
  1808. }
  1809. bigBoxes = bigBoxes.filter(e => {
  1810. return e.sc >= minScore
  1811. })
  1812. }
  1813. if (bigBoxes.length) {
  1814. let o = getAve(bigBoxes) //again
  1815. ;(info.center = o.center1), (info.size = o.size)
  1816. }
  1817. }
  1818. info.k = getK(info)
  1819. info.bigBoxes = bigBoxes
  1820. info.group = group
  1821. groupInfo.push(info)
  1822. }
  1823. matchGroups.slice(0).forEach(group => {
  1824. getGroupInfo(group)
  1825. })
  1826. let getLength = c => {
  1827. //获取bigbox长度
  1828. 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
  1829. }
  1830. let getLeft = (group, k) => {
  1831. let dirAxis = (k || group.k) > 1 ? 'x' : 'z'
  1832. return group.left ? group.left[dirAxis] - 0.3 : group.center[dirAxis] - group.size[dirAxis] / 2 //left和right加减半个宽度
  1833. }
  1834. let getRight = (group, k) => {
  1835. let dirAxis = (k || group.k) > 1 ? 'x' : 'z'
  1836. return group.right ? group.right[dirAxis] + 0.3 : group.center[dirAxis] + group.size[dirAxis] / 2
  1837. }
  1838. //识别是否group之间有一样的, 去重
  1839. {
  1840. let realGroups = []
  1841. let getAveWidth = (infos, len) => {
  1842. //获取这些infos最合适的箱子平均宽度和个数
  1843. let boxCounts = []
  1844. infos.forEach(e => {
  1845. boxCounts.push(...e.group.map(bigBox => bigBox.boxes.length))
  1846. })
  1847. boxCounts.sort((a, b) => a - b)
  1848. let midCounts = []
  1849. let r0 = 0.3,
  1850. 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
  1851. boxCounts.slice(Math.floor(boxCounts.length * r0), Math.floor(boxCounts.length * r1) + 1).forEach(c => {
  1852. if (!midCounts.includes(c)) midCounts.push(c)
  1853. })
  1854. let { min, max } = standards.cabinet.widthNormal
  1855. let standardW = (min + max) / 2
  1856. let aveWs = midCounts.map(e => {
  1857. return { aveW: len / e, count: e }
  1858. })
  1859. aveWs.sort((a, b) => Math.abs(a.aveW - standardW) - Math.abs(b.aveW - standardW))
  1860. let aveW = aveWs[0].aveW
  1861. let count = aveWs[0].count
  1862. if (aveW > max || aveW < min) {
  1863. let w = THREE.MathUtils.clamp(aveW, min, max)
  1864. //console.warn(`box aveW宽度不太对,从${aveW}修改到${w}`)
  1865. aveW = w
  1866. }
  1867. return { aveW, count }
  1868. }
  1869. let getBox2 = (center, len, thick, k) => {
  1870. let box2 = new THREE.Box2()
  1871. box2.expandByPoint(new THREE.Vector2(center.x, center.z))
  1872. let sizeVec = k > 1 ? new THREE.Vector2(len / 2, thick / 2) : new THREE.Vector2(thick / 2, len / 2)
  1873. box2.expandByVector(sizeVec)
  1874. return box2
  1875. }
  1876. const standardW = 0.6 //两排之间最小距离
  1877. for (let m = 0; m < groupInfo.length - 1; m++) {
  1878. let group0 = groupInfo[m]
  1879. for (let n = m + 1; n < groupInfo.length; n++) {
  1880. let group1 = groupInfo[n]
  1881. if (group1.bigBoxes[0]?.name == 'pano4-row-4&pano6-row-5,1' && group0.bigBoxes[0]?.name == 'pano4-row-2,5&pano6-row-3') {
  1882. console.log(4)
  1883. }
  1884. /* if (group0.k == 4.242560016595383 || group1.k == 0.8571428571428572) {
  1885. console.log(2)
  1886. } */
  1887. const maxR = 2.3
  1888. 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
  1889. //间距
  1890. let spaceAxis = (group0.k + group1.k) / 2 > 1 ? 'z' : 'x'
  1891. let spaceDis = Math.abs(group0.center[spaceAxis] - group1.center[spaceAxis])
  1892. if (spaceDis > standardW * 1.5) continue
  1893. 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
  1894. let o1 = getAveWidth([group1], getLength(group1))
  1895. let len0 = (group0.predictLen = o0.aveW * o0.count)
  1896. let len1 = (group1.predictLen = o1.aveW * o1.count)
  1897. 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
  1898. // if( len0 / len1 < minR || len0 / len1 > 1/minR) continue
  1899. let area0 = (group0.area = len0 * o0.aveW)
  1900. let area1 = (group1.area = len1 * o1.aveW)
  1901. let getBoxMixArea = (expandRatio1, expandRatio2) => {
  1902. let box0 = getBox2(group0.center, len0 + expandRatio1, o0.aveW + expandRatio2, group0.k)
  1903. let box1 = getBox2(group1.center, len1 + expandRatio1, o1.aveW + expandRatio2, group1.k)
  1904. let mixBox = getMixBox(box0, box1) //重叠部分
  1905. let s = mixBox.getSize(new THREE.Vector2())
  1906. return { box0, box1, areaMix: Math.max(0, s.x) * Math.max(0, s.y) } //可能是0
  1907. }
  1908. let areaMixExpand = getBoxMixArea(0.1, 0.3).areaMix
  1909. if (areaMixExpand / area0 < 0.65 && areaMixExpand / area1 < 0.65) continue //包含的可以通过
  1910. /*let areaMix = getBoxMixArea(0, 0).areaMix //实际重合面积
  1911. group0.contains = group0.contains || []
  1912. group1.contains = group1.contains || []
  1913. group0.contains.push({ group: group1, selfPercent: areaMix / area0, percent2: areaMix / area1, areaMix })
  1914. group1.contains.push({ group: group0, selfPercent: areaMix / area1, percent2: areaMix / area0, areaMix })
  1915. */
  1916. //console.log('两个合并', group0, group1)
  1917. common.pushToGroupAuto([group0, group1], realGroups)
  1918. //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
  1919. }
  1920. }
  1921. //但没合并前样本数量少,包含关系可能有错 - -
  1922. /*for(let m=0; m<groupInfo.length;m++){
  1923. let group = groupInfo[m]
  1924. let contains = group.contains.filter(e=> e.percent2 > 0.8) //所有包含的
  1925. contains.reduce
  1926. } */
  1927. groupInfo.forEach(info => {
  1928. //加入单个的
  1929. if (!realGroups.some(groups => groups.includes(info))) {
  1930. realGroups.push([info])
  1931. }
  1932. })
  1933. console.log('realGroups', realGroups)
  1934. //get boxes
  1935. realGroups.forEach((infos, i) => {
  1936. const sampleCount = infos.reduce((w, c) => {
  1937. return (w += c.pointsLen || c.bigBoxes.length)
  1938. }, 0)
  1939. let k
  1940. /* {
  1941. //const k = infos.reduce((w, c) => (w += c.k), 0) / infos.length
  1942. let ks = infos.map(e => e.k)
  1943. ks.sort((a, b) => a - b)
  1944. let min = ks[0],
  1945. max = ks[ks.length - 1]
  1946. if (min < 1 && max > 1) {
  1947. //比较最小和最大,选取更极端的那个
  1948. let min_ = 1 / min
  1949. if (min_ < max) k = max
  1950. else k = min
  1951. } else k = (min + max) / 2
  1952. } */
  1953. {
  1954. //看>1的和<1的平均数哪个多用哪个
  1955. let ks = { '<1': { count: 0, sum: 0 }, '>1': { count: 0, sum: 0 } }
  1956. infos.forEach(e => {
  1957. if (e.k < 1) {
  1958. ks['<1'].count++, (ks['<1'].sum += 1 / e.k)
  1959. } else {
  1960. ks['>1'].count++, (ks['>1'].sum += e.k)
  1961. }
  1962. })
  1963. ks['<1'].count && (ks['<1'].ave = ks['<1'].sum / ks['<1'].count)
  1964. ks['>1'].count && (ks['>1'].ave = ks['>1'].sum / ks['>1'].count)
  1965. if (ks['<1'].ave > ks['>1'].ave) {
  1966. k = 1 / ks['<1'].ave
  1967. } else {
  1968. k = ks['>1'].ave
  1969. }
  1970. }
  1971. let centerPos = infos
  1972. .reduce((w, c) => {
  1973. return w.add(c.center.clone().multiplyScalar(c.pointsLen || c.bigBoxes.length))
  1974. }, new THREE.Vector3())
  1975. .multiplyScalar(1 / sampleCount) //预得中心点
  1976. //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)
  1977. let lefts = infos
  1978. .map(e => getLeft(e, k))
  1979. .sort((a, b) => a - b)
  1980. .filter(a => a < centerPos[k > 1 ? 'x' : 'z'])
  1981. .slice(0, 3)
  1982. let rights = infos
  1983. .map(e => getRight(e, k))
  1984. .sort((a, b) => b - a)
  1985. .filter(a => a > centerPos[k > 1 ? 'x' : 'z'])
  1986. .slice(0, 3)
  1987. let left = 0,
  1988. right = 0
  1989. let c0 = ((lefts.length + 1) * lefts.length) / 2
  1990. lefts.forEach((e, i) => {
  1991. //越靠近最外侧权重越高。
  1992. left += e * ((lefts.length - i) / c0)
  1993. })
  1994. c0 = ((rights.length + 1) * rights.length) / 2
  1995. rights.forEach((e, i) => {
  1996. right += e * ((rights.length - i) / c0)
  1997. })
  1998. centerPos[k > 1 ? 'x' : 'z'] = (left + right) / 2
  1999. 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
  2000. let infos2 = infos.filter(e => {
  2001. return !e.predictLen || e.predictLen / len > 0.7
  2002. })
  2003. if (infos2.length == 0) {
  2004. infos2 = infos.sort((a, b) => b.predictLen - a.predictLen).slice(0, 1)
  2005. }
  2006. let { aveW, count } = getAveWidth(infos2, len)
  2007. //长宽比中心点的误差更大,尤其是box类型的、或样本少的
  2008. //获取高度
  2009. let heights = []
  2010. {
  2011. let pairs = [],
  2012. heightss
  2013. /* infos.forEach(e => {
  2014. pairs.push(...e.group.relationships.filter(pair => pair[0].boxes.length == count && pair[1].boxes.length == count))
  2015. })
  2016. if (pairs.length) {
  2017. heightss = pairs.map(pair => {
  2018. let boxes = pair.map(e => {
  2019. return e.boxes.slice()
  2020. })
  2021. let match = rowInfos[pair[0].sid + '&' + pair[1].sid]
  2022. let ifReverse = match.reversed
  2023. if (match.reversed == void 0 && pair[0].boxes.length > 1 && pair[1].boxes.length > 1) {
  2024. let { reversed } = getReverseInfo(pair[0], pair[1])
  2025. ifReverse = reversed
  2026. }
  2027. if (ifReverse) {
  2028. boxes[1].reverse()
  2029. }
  2030. let heights1 = []
  2031. let topPoss = []
  2032. for (let i = 0; i < count; i++) {
  2033. let match1 = getMatchScore(boxes[0][i], boxes[1][i], { onlyGet: true })
  2034. let topPos = match1 && match1.topPos
  2035. if (!topPos) {
  2036. topPos = getBoxTop({ box0: boxes[0][i], box1: boxes[1][i] })
  2037. }
  2038. heights1.push(topPos.y - groundY)
  2039. if (topPos.y - groundY < 0) {
  2040. console.log('?')
  2041. }
  2042. topPoss.push(topPos)
  2043. }
  2044. if ((k < 1 && topPoss[0].z > topPoss[count - 1].z) || (k > 1 && topPoss[0].x > topPoss[count - 1].x)) {
  2045. heights1.reverse()
  2046. }
  2047. return heights1
  2048. })
  2049. } else { */
  2050. let bigBoxes = []
  2051. infos.forEach(e => {
  2052. bigBoxes.push(...e.group.filter(e => !bigBoxes.includes(e) && e.boxes.length == count))
  2053. })
  2054. heightss = bigBoxes.map(bigBox => {
  2055. let topPoss = bigBox.boxes.map(box => {
  2056. let a = { box0: box }
  2057. getBoxTop(a)
  2058. return a.topPos
  2059. })
  2060. if ((k < 1 && topPoss[0].z > topPoss[count - 1].z) || (k > 1 && topPoss[0].x > topPoss[count - 1].x)) {
  2061. topPoss.reverse()
  2062. }
  2063. let heights1 = topPoss.map(topPos => topPos.y - groundY)
  2064. return heights1
  2065. })
  2066. //}
  2067. heightss.forEach(arr => {
  2068. for (let i = 0; i < count; i++) {
  2069. heights[i] = (heights[i] || 0) + arr[i]
  2070. }
  2071. })
  2072. heights = heights.map(e => {
  2073. let h = e / heightss.length
  2074. return h
  2075. })
  2076. //console.log('heightss',heightss, pairs, heights)
  2077. }
  2078. //拆分成小box
  2079. let size = new THREE.Vector3(aveW, 2, aveW)
  2080. let c = 0
  2081. infos.box = []
  2082. while (c < count) {
  2083. let center
  2084. if (k > 1) {
  2085. let startX = centerPos.x - ((count - 1) / 2) * aveW
  2086. center = new THREE.Vector3(startX + c * aveW, centerPos.y, centerPos.z)
  2087. } else {
  2088. let startZ = centerPos.z - ((count - 1) / 2) * aveW
  2089. center = new THREE.Vector3(centerPos.x, centerPos.y, startZ + c * aveW)
  2090. }
  2091. let size1 = heights[c] ? size.clone().setY(heights[c]) : size //如1*3的是得不到height的
  2092. let box = new Box({ name: 'row' + i + '-' + c, center, size: size1, boxType: 'cabinet', infos })
  2093. c++
  2094. infos.box.push(box)
  2095. }
  2096. })
  2097. return realGroups.length > 0
  2098. }
  2099. }
  2100. let removeContain = arr => {
  2101. //去除嵌套
  2102. let len = arr.length
  2103. if (len < 2) return
  2104. for (let i = 0; i < len - 1; i++) {
  2105. let box0 = arr[i]
  2106. getBoxBase(box0)
  2107. box0.contains = box0.contains || []
  2108. for (let j = i + 1; j < len; j++) {
  2109. let box1 = arr[j]
  2110. if(box0.sid == 'pano2-1' && box1.sid == 'pano2-7'){
  2111. console.log(6)
  2112. }
  2113. getBoxBase(box1)
  2114. box1.contains = box1.contains || []
  2115. 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
  2116. //d4 = Math.abs(box1.bbox2[3] - box0.bbox2[3])
  2117. if (d3 > 0.4 /* || d4 > 0.01 */) continue
  2118. let d0 = getBbox2Diff(box1.bbox2[0], box0.bbox2[0]),
  2119. d1 = getBbox2Diff(box0.bbox2[2], box1.bbox2[2]),
  2120. w0 = getBbox2Diff(box0.bbox2[2], box0.bbox2[0]),
  2121. w1 = getBbox2Diff(box1.bbox2[2], box1.bbox2[0])
  2122. 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
  2123. if ((d1 >= 0 && Math.abs(d0) < min) || (d0 >= 0 && Math.abs(d1) < min) || (d1 >= 0 && d0 >= 0)) {
  2124. box0.contains.push(box1)
  2125. } else if ((d0 <= 0 && Math.abs(d1) < min) || (d1 <= 0 && Math.abs(d0) < min) || (d1 <= 0 && d0 <= 0)) {
  2126. box1.contains.push(box0)
  2127. }
  2128. }
  2129. }
  2130. let getWidthScore = (box, type) => {
  2131. 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
  2132. let o = getBoxPoseByPos(box, getBoxPos(box), addDis)
  2133. let boxPjW = o.projectWidth
  2134. let standardPjW = (o.maxProjectWidth + o.minProjectWidth) / 2
  2135. let s = type == 'out' ? boxPjW - standardPjW : standardPjW - boxPjW
  2136. return -Math.pow(s, 2) * 10
  2137. }
  2138. let minChildCount = arr[0].boxType == 'battery' ? 1 : 2
  2139. arr.slice().forEach(box => {
  2140. if (box.contains.length >= minChildCount) {
  2141. //假设不存在第二层嵌套, 假设每个只能被一个嵌套
  2142. //决定留大还是留小
  2143. //先只去掉包含两个以上的,且角度范围一致
  2144. //尽量保留内层,除非内层太小
  2145. let { leftX, rightX } = getLeftRight(box.contains)
  2146. 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
  2147. let remainChild = true
  2148. if(box.contains.length == 1){//cdi6xzNiNdS 电池包含单个 感觉一般都是留大
  2149. remainChild = false
  2150. }else{
  2151. let outScore = getWidthScore(box, 'out')
  2152. let childrenScores = box.contains.map(e => getWidthScore(e, 'in'))
  2153. let childAve = childrenScores.reduce((w, c) => w + c, 0) / childrenScores.length
  2154. if (childAve < -4) {
  2155. //let outScore = getWidthScore(box, 'out')
  2156. remainChild = childAve > outScore
  2157. }
  2158. }
  2159. if (!remainChild) {
  2160. box.contains.forEach(e => {
  2161. ;(e.state = '因被嵌套被删除'), (e.containBy = box)
  2162. arr.splice(arr.indexOf(e), 1)
  2163. console.log('因被嵌套被删除', ...box.contains)
  2164. })
  2165. } else {
  2166. box.state = '因嵌套其他被删除'
  2167. console.log('因嵌套其他被删除', box)
  2168. arr.splice(arr.indexOf(box), 1)
  2169. }
  2170. }
  2171. })
  2172. }
  2173. let waitFindRest = []
  2174. let Search = type => {
  2175. console.error('开始search', type)
  2176. let matchScoreMap = (this.matchScoreMap[type] = {})
  2177. let datas = {}
  2178. let panoIds = []
  2179. for (let id in this.datas) {
  2180. datas[id] = this.datas[id].shapes.filter(e => isType(e, type))
  2181. datas[id].length && panoIds.push(id)
  2182. }
  2183. for (let id in this.datas) {
  2184. //对data预处理
  2185. //(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
  2186. 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
  2187. if (datas[id].length) {
  2188. //融合。很多box被一分为二了,基本都是在全景图左右边界处。
  2189. let bigBoxes = getPanoBigRowBox(datas[id], { reason: 'mix' })
  2190. bigBoxes.forEach(bigBox => {
  2191. if (bigBox.boxes.length > 1) {
  2192. bigBox.boxes.forEach(box => {
  2193. ;(box.state = '被删除'), (box.mixTo = bigBox)
  2194. let i = datas[id].indexOf(box)
  2195. datas[id].splice(i, 1)
  2196. if (version == 'vision') {
  2197. i = this.datasMixed[id].shapes.findIndex(e => e.sid == box.sid)
  2198. this.datasMixed[id].shapes.splice(i, 1)
  2199. }
  2200. })
  2201. //console.log('因融合而删除', bigBox.boxes)
  2202. datas[id].push(bigBox)
  2203. if (version == 'vision') {
  2204. this.datasMixed[id].shapes.push(bigBox)
  2205. }
  2206. let shapes = this.datas[id].shapes
  2207. bigBox.index = shapes.length > 1 ? shapes[shapes.length - 2].index + 1 : 0
  2208. {
  2209. let a = bigBox.sid.split('mix-')
  2210. bigBox.sid = a[0] + bigBox.index + '(mix' + a[1] + ')' //"pano20-mix-1,2"
  2211. }
  2212. }
  2213. })
  2214. }
  2215. }
  2216. if (panoIds.length == 0) {
  2217. if (standards[type].tinyXZ) {
  2218. //fire 调试:nZrBdvRaDuC
  2219. this.expandModelBound()
  2220. }
  2221. return
  2222. }
  2223. panoIds.sort((a, b) => {
  2224. return datas[b].length - datas[a].length
  2225. })
  2226. let groups = panoIds.map(e => datas[e])
  2227. console.log('按box个数排序:', groups.slice())
  2228. let group0 = groups[0],
  2229. len0 = group0.length
  2230. if (groups.length == 1) {
  2231. //只有一个全景里有数据
  2232. if (standards[type].tinyXZ) {
  2233. //fire. 无法match以获取groundY, 就取消。 调试: eGhyf5QdVHA
  2234. this.expandModelBound(type)
  2235. }
  2236. group0.forEach(e => createSinglePano(e))
  2237. return combines(type)
  2238. }
  2239. let finish = groups => {
  2240. waitFindRest.push({ type, args: [groups] }) //等待最后检查遗漏
  2241. if (standards[type].tinyXZ) {
  2242. //fire 调试:nZrBdvRaDuC
  2243. this.confirmGroundY(type)
  2244. }
  2245. if (standards[type].tiny) {
  2246. //monitor 调试:S9yepREK8Jl
  2247. this.expandModelBound2(type)
  2248. }
  2249. }
  2250. if (len0 == 1) {
  2251. //最多的也只有一个box。此情况大部分是空调
  2252. panoIds.forEach(e => getBoxBase(datas[e][0]))
  2253. let maxAngle
  2254. //找出centerDir夹角最大的两个pano
  2255. for (let i = 0; i < panoIds.length; i++) {
  2256. let box0 = datas[panoIds[i]][0]
  2257. for (let j = i + 1; j < panoIds.length; j++) {
  2258. let box1 = datas[panoIds[j]][0]
  2259. getMatchScore(box0, box1, { isSingle: true })
  2260. }
  2261. }
  2262. let list = Object.keys(matchScoreMap)
  2263. list.sort((a, b) => {
  2264. return matchScoreMap[b].score - matchScoreMap[a].score
  2265. })
  2266. let match = matchScoreMap[list[0]]
  2267. preDealBox(match)
  2268. if (match.score > -100) {
  2269. getBoxSize(match)
  2270. if (match.score > 0 && match.sizeAdjust < 0.1) {
  2271. new Box(matchScoreMap[list[0]])
  2272. //waitFindRest.push({ type, args: [groups] }) //等待最后检查遗漏
  2273. finish(groups)
  2274. return
  2275. }
  2276. }
  2277. //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
  2278. let panoIds2 = []
  2279. list.forEach(e => {
  2280. let info = matchScoreMap[e]
  2281. if (!panoIds2.includes(info.box0.pano.id)) panoIds2.push(info.box0.pano.id)
  2282. if (!panoIds2.includes(info.box1.pano.id)) panoIds2.push(info.box1.pano.id)
  2283. })
  2284. let groups2 = panoIds2.map(e => datas[e])
  2285. //继续match
  2286. reMatchLowScores([match], groups2)
  2287. finish(groups2)
  2288. return
  2289. }
  2290. {
  2291. //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-,-)
  2292. let counts = {}
  2293. groups.forEach(e => {
  2294. e.forEach(a => getBoxBase(a))
  2295. counts[e.length] || (counts[e.length] = [])
  2296. counts[e.length].push(e)
  2297. })
  2298. groups = []
  2299. let atWall = standards[type].atWall
  2300. let nums = Object.keys(counts)
  2301. let bestDisSquared = 2
  2302. nums.reverse()
  2303. nums.forEach(count => {
  2304. let groups_ = counts[count]
  2305. if (groups_.length > 1) {
  2306. groups_.forEach(e => {
  2307. e.disSc = e.reduce((w, c) => {
  2308. let pos = getBoxPos(c)
  2309. //let s = atWall ? Math.pow(Math.abs(c.centerDir.y), 3)*100 : 0 //在墙上的话尽量平视
  2310. //console.log(c.sid,s)
  2311. return w + Math.abs(c.pano.position.distanceToSquared(pos) - bestDisSquared)//+ s
  2312. }, 0)
  2313. })
  2314. groups_.sort((a, b) => a.disSc - b.disSc)
  2315. }
  2316. groups.push(...groups_)
  2317. })
  2318. console.log('按距离和个数排序:', groups)
  2319. group0 = groups[0]
  2320. len0 = group0.length
  2321. }
  2322. if (type == 'cabinet') {
  2323. //转化为分组
  2324. if (searchByRow(groups, datas)) {
  2325. waitFindRest.push({ type, args: [groups, 0] }) //等待最后检查遗漏
  2326. return
  2327. }
  2328. }
  2329. //零散匹配。
  2330. let match2Group = (group0, group1, {fake}) => {
  2331. let len0 = group0.length,
  2332. len1 = group1.length
  2333. for (let i = 0; i < len0; i++) {
  2334. //复杂度:n的平方次
  2335. for (let j = 0; j < len1; j++) {
  2336. let box1 = group0[i]
  2337. let box2 = group1[j]
  2338. let result = getMatchScore(box1, box2)
  2339. }
  2340. }
  2341. //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
  2342. //仅先查找选中的两个pano配对
  2343. let resultPairs = []
  2344. let newGroup0 = group0.slice(0)
  2345. let newGroup1 = group1.slice(0)
  2346. while (newGroup1.length < newGroup0.length) {
  2347. 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
  2348. }
  2349. searchPair(group0[0], newGroup0, newGroup1, null, resultPairs)
  2350. /* console.log(
  2351. 'resultPairs',
  2352. resultPairs.map(pairs => pairs.map(pair => pair.map(item => item.sid).join(' & ')))
  2353. ) */
  2354. resultPairs = resultPairs.map(pairs => {
  2355. let infos = pairs.map(pair => matchScoreMap[pair[0].sid + '&' + pair[1].sid])
  2356. let score = infos.reduce((s, e) => {
  2357. return s + (e ? e.score : 0)
  2358. }, 0)
  2359. let o = {
  2360. infos,
  2361. score,
  2362. pairs,
  2363. name: pairs.map(pair => pair.map(item => item.sid).join(' & ')),
  2364. }
  2365. return o
  2366. })
  2367. //console.log('resultPairs', resultPairs.slice())
  2368. console.log(
  2369. 'resultPairs按分数高低',
  2370. resultPairs.sort((a, b) => b.score - a.score)
  2371. )
  2372. //console.log('compu',compu)
  2373. let minScore = boundConfirmed ? -2000 : -800;
  2374. let noMatches = [] //和void匹配的,需要和其他pano的重新匹配
  2375. let mayHaventMatched = []
  2376. let lowScores = []
  2377. if (resultPairs[0]) {
  2378. resultPairs[0].infos.forEach((info, i) => {
  2379. if (!info) {
  2380. noMatches.push(resultPairs[0].pairs[i].find(e => e.sid != 'void'))
  2381. return //match with void
  2382. }
  2383. if (info.score < minScore || standards[info.boxType].bottom && info.minAng < 5) {
  2384. lowScores.push(info)
  2385. return
  2386. }
  2387. preDealBox(info)
  2388. getBoxSize(info)
  2389. if ((info.sizeAdjust && standards[info.boxType].tiny) || info.sizeAdjust > 0.2) {
  2390. //或者识别下悬挂的且线的角度较小
  2391. lowScores.push(info)
  2392. return
  2393. }
  2394. if (info.box0.category == typeNames.battery && info.size.x < 1 && info.size.z < 1) {
  2395. //宽度较小
  2396. let vec0 = new THREE.Vector3().subVectors(info.box0.pano.position, getBoxPos(info))
  2397. let vec1 = new THREE.Vector3().subVectors(info.box1.pano.position, getBoxPos(info))
  2398. /* let k0 = Math.abs(vec0.x / vec0.z), k1 = Math.abs(vec1.x / vec1.z), maxR = 6
  2399. if(info.name == '') */
  2400. if (vec0.x * vec1.x > 0 && vec0.z * vec1.z > 0 /* || k0/k1 > maxR || k0/k1 < 1/maxR */) {
  2401. //同一个象限 或 偏向一侧
  2402. lowScores.push(info)
  2403. return
  2404. }
  2405. }
  2406. info.fake = fake
  2407. let box = new Box(info)
  2408. })
  2409. }
  2410. if (noMatches.length) {
  2411. reMatchLowScores(
  2412. noMatches.map(e => {
  2413. return { box0: e }
  2414. }),
  2415. groups, {fake}
  2416. )
  2417. }
  2418. reMatchLowScores(lowScores, groups, {fake})
  2419. }
  2420. {
  2421. for (let i = 0; i < groups.length - 1; i++) {
  2422. match2Group(groups[i], groups[i + 1], {fake:i>0} )
  2423. if((!standards[type].tinyXZ /* && !browser.urlHasValue('many') */) || groups[i+1].length<2){
  2424. break
  2425. }
  2426. }
  2427. }
  2428. finish(groups)
  2429. }
  2430. function blocked(box) {//该box是否被实体box遮挡
  2431. //WcLVXvmV9AU:pano2-2 和 pano12-4 ; 5yhlMduTHL8:pano2-10
  2432. /* if (box.sid == 'pano6-7') {
  2433. console.log(1)
  2434. addLine(box.pano.position, box.centerBtmDir, 20)
  2435. } */
  2436. if(!standards[box.boxType].bottom){
  2437. //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
  2438. if (!box.blocked){
  2439. box.blocked = {
  2440. 'centerBtmDir':null,
  2441. 'leftBtmDir':null,
  2442. 'rightBtmDir':null
  2443. }
  2444. }
  2445. for(let dir in box.blocked){
  2446. if(!box.blocked[dir]){
  2447. let block = boxesSolid.find(boxSolid => {
  2448. ray.set(box.pano.position, box[dir])
  2449. let o = ray.ray.intersectsBox(boxSolid.bound)
  2450. if (o) {// 遮挡
  2451. return true
  2452. }
  2453. })
  2454. if (block) {//若不存在,即都遮挡了,就算真的遮挡
  2455. box.blocked[dir] = block
  2456. }else{
  2457. box.blocked[dir] = false
  2458. return false //找到一个方向无遮挡则可返回
  2459. }
  2460. }
  2461. }
  2462. return true
  2463. //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)
  2464. }else{
  2465. //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)
  2466. let block = boxesSolid.find(boxSolid => {
  2467. if(boxSolid.boxType != box.boxType)return
  2468. ray.set(box.pano.position, box.centerDir)
  2469. let o = ray.ray.intersectsBox(boxSolid.bound)
  2470. if (o) {// 遮挡
  2471. return true
  2472. }
  2473. })
  2474. if(block){
  2475. box.blocked = block
  2476. return true
  2477. }
  2478. }
  2479. }
  2480. //调试 O540aEVF3b7 jQUQlER160 n4z0yd5tQaF WcLVXvmV9AU 8czlwsbSe5 NlUM8yGve9
  2481. function findRest(groups /* ,startIndex=2 */) {
  2482. //查找是否有遗漏。
  2483. //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)
  2484. //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)
  2485. const tolerateWidth = { min: 0.1, max: 0.5 }
  2486. let boxes = [],
  2487. scores = new Map(),
  2488. bestDisSquared = 2
  2489. groups.forEach(g => {
  2490. boxes.push(...g)
  2491. })
  2492. boxes = boxes.filter(box => !used(box))
  2493. boxes.forEach(box => {
  2494. getBoxBase(box)
  2495. let p1 = new THREE.Vector2(box.pano.position.x, box.pano.position.z)
  2496. let p2 = new THREE.Vector2(box.btmPos.x, box.btmPos.z)
  2497. let dis = p1.distanceToSquared(p2)
  2498. 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
  2499. if(!box.pose) box.pose = getBoxPoseByPos(box, getBoxPos(box))
  2500. 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
  2501. scores.set(box, {s1,s2, sum:s1 + s2 })
  2502. })
  2503. //console.log(boxes[0].boxType,scores)
  2504. boxes = boxes.sort((a, b)=>{return scores.get(b).sum-scores.get(a).sum}) //FXcq5PI9QGv
  2505. //console.log(boxes)
  2506. boxes.forEach(box => {
  2507. if (box.sid == 'pano0-4') {
  2508. console.log(3)
  2509. }
  2510. if (!used(box) && !blocked(box)) {
  2511. //如果和现有的box的距离都很远,很可能是漏掉的
  2512. let near = boxesSolid.find(solidBox => {
  2513. if (solidBox.name == 'air-pano16-7&pano14-13') {
  2514. console.log(3)
  2515. }
  2516. 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
  2517. let p1 = getBoxPos(solidBox)
  2518. let p2 = getBoxPos(box)
  2519. let p1_ = new THREE.Vector2(p1.x, p1.z)
  2520. let p2_ = new THREE.Vector2(p2.x, p2.z)
  2521. let maxWidth = standards[box.boxType].widthNormal.max / 2
  2522. 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
  2523. let dis = solidBox.bound.distanceToPoint(p2)
  2524. //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
  2525. let r0 = standards[box.boxType].closeRatio
  2526. 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
  2527. let ra = (solidBox.boxType == box.boxType ? 1 : 0.5) * r0 * r1 //数字越小限制越大
  2528. /* let a = maxWidth * maxWidth * ra - p1_.distanceToSquared(p2_)
  2529. let b = -dis * dis * 0.7
  2530. let c = a + b*/
  2531. let c = maxWidth * ra - dis * 1.3
  2532. if (c > 0) {
  2533. //太近 不创建
  2534. console.log(1)
  2535. }
  2536. return c > 0
  2537. })
  2538. if (!near) {
  2539. reMatchLowScores([{ box0: box, log: 'findRest' }], groups, {startIndex:0})
  2540. } else {
  2541. //console.log('find near', near.name, box.sid)
  2542. }
  2543. }
  2544. })
  2545. }
  2546. function used(box) {
  2547. //是否已经使用过
  2548. let has = e => {
  2549. return e.box0 == box || e.box1 == box
  2550. }
  2551. let traverse = e => {
  2552. return (
  2553. has(e) ||
  2554. (e.list && e.list.some(a => traverse(a))) ||
  2555. (e.mixedFrom && e.mixedFrom.some(a => traverse(a))) ||
  2556. (e.infos && e.infos.some(u => u.group.some(r => r.boxes.some(b => b == box))))
  2557. ) //row
  2558. }
  2559. return boxesSolid.some(e => traverse(e))
  2560. }
  2561. function reMatchLowScores(lowScores, groups, {startIndex = 2, fake}={} ) {
  2562. let matched = [],
  2563. tooLows = []
  2564. let minScore = boundConfirmed ? -2000 : -800;
  2565. let isSameMatch = (match0, match1) => {
  2566. //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
  2567. //如果是相同pano但不同的box肯定不是对应同一个box实体
  2568. let ifWrong = (box0, box1) => {
  2569. if (box0 == box1) return
  2570. if (box0.pano == box1.pano) return true
  2571. let match2 = getMatchScore(box0, box1, { isSingle: true, restMatch: true })
  2572. if (match2.score < minScore) return true
  2573. }
  2574. if (ifWrong(match0.box0, match1.box0) || ifWrong(match0.box1, match1.box1) || ifWrong(match0.box0, match1.box1) || ifWrong(match0.box1, match1.box0)) return
  2575. return true
  2576. }
  2577. if (lowScores.length) {
  2578. console.warn(lowScores[0].log || (lowScores[0].box1 ? '低分重新匹配' : '剩余匹配'), lowScores[0].box0.boxType, ...lowScores)
  2579. if (lowScores[0].box1) {
  2580. lowScores.sort((a, b) => {
  2581. //低分优先
  2582. return a.score - b.score
  2583. })
  2584. }
  2585. lowScores.forEach(info => {
  2586. //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。
  2587. /* if (info.name == 'pano0-3&pano2-3') {
  2588. console.log(1)
  2589. } */
  2590. let box01 = info.box0
  2591. let box02 = info.box1
  2592. let bigGroup = []
  2593. box02 && bigGroup.push(info)
  2594. let got
  2595. for (let cur = startIndex; cur < groups.length; cur++) {
  2596. let thirdGroup = groups[cur]
  2597. let scores0 = [],
  2598. scores1 = []
  2599. thirdGroup.forEach(box1 => {
  2600. //if (matched.includes(box1.sid)) return
  2601. if (used(box1)) return //会不会太严格?
  2602. if (box1.pano != box01.pano && box1 != box02) {
  2603. let r1 = getMatchScore(box01, box1, { isSingle: true, restMatch: true })
  2604. r1.score > minScore*1.5 && scores0.push(r1)
  2605. }
  2606. if (box02 && box1.pano != box02.pano && box1 != box01) {
  2607. let r2 = getMatchScore(box02, box1, { isSingle: true, restMatch: true })
  2608. r2.score > minScore*1.5 && scores1.push(r2)
  2609. }
  2610. })
  2611. scores0.sort((a, b) => {
  2612. return b.score - a.score
  2613. })
  2614. scores1.sort((a, b) => {
  2615. return b.score - a.score
  2616. })
  2617. scores0[0] && bigGroup.push(scores0[0])
  2618. scores1[0] && bigGroup.push(scores1[0])
  2619. }
  2620. bigGroup.sort((a, b) => {
  2621. return b.score - a.score
  2622. })
  2623. let goodList = bigGroup.slice(0, 10).map(e => {
  2624. if (!getBoxPos(e)) return e
  2625. preDealBox(e)
  2626. getBoxSize(e)
  2627. return e
  2628. })
  2629. let goodList2 = goodList
  2630. .sort((a, b) => {
  2631. return b.score - a.score
  2632. })
  2633. .slice(0, 3)
  2634. if (goodList2.length == 0) {
  2635. return fake || createSinglePano(box01, 0.6) //minScorePercent原因:剩余匹配时位置不太好的案例: AhMgXXjM15
  2636. }
  2637. if (goodList2[0].score > minScore*0.65) {
  2638. goodList2 = goodList2.filter(e => e.score > minScore*0.65)
  2639. } else {
  2640. /* goodList2 = [goodList2[0]] // 最高分已经过小
  2641. if (goodList2[0].score < -1500) { */
  2642. if (!box02) {
  2643. if (info.log == 'findRest' || getBoxPos(box01).distanceTo(box01.pano.position) < 2.5) {
  2644. //远距离不准,留到过后findRest
  2645. fake || createSinglePano(box01)
  2646. }
  2647. return
  2648. }
  2649. //console.warn('分数过低,是否有匹配错误?', goodList2[0])
  2650. return tooLows.push(goodList2[0])
  2651. //}
  2652. }
  2653. if (goodList2.length) {
  2654. //需要确认两两之间是配对的,也就是都对应同一个box
  2655. let subGroups = [],
  2656. boxes = []
  2657. for (let i = 0, len = goodList2.length; i < len; i++) {
  2658. //向后选择队友
  2659. let match0 = goodList2[i]
  2660. if (subGroups.some(e => e.includes(match0))) continue //被挑选了的没有选择权
  2661. let gr = [match0]
  2662. for (let j = i + 1; j < len; j++) {
  2663. let match1 = goodList2[j]
  2664. if (isSameMatch(match0, match1)) {
  2665. //可能不是同一个,所以需要检验
  2666. gr.push(match1)
  2667. }
  2668. }
  2669. //if(gr.length>1){
  2670. subGroups.push(gr)
  2671. //}
  2672. }
  2673. //console.log('lowScores subGroups', subGroups)
  2674. subGroups.forEach(pair => {
  2675. boxes.push(mixMatchBox(pair, lowScores[0].log, fake))
  2676. })
  2677. fake || combineBoxes(boxes) //很可能其实还是同一个,需要检验是否要融合
  2678. }
  2679. })
  2680. //改为之后 findRest, 因为两者都single的可能性低
  2681. /* let judge = box => {
  2682. if (!used(box)) {
  2683. matched.push(box)
  2684. createSinglePano(box)
  2685. }
  2686. }
  2687. tooLows.forEach(e => {
  2688. judge(e.box0)
  2689. judge(e.box1)
  2690. }) */
  2691. }
  2692. }
  2693. function mixMatchBox(list, log, fake) {
  2694. let center = new THREE.Vector3(),
  2695. size = new THREE.Vector3(),
  2696. name,
  2697. bound = new THREE.Box3()
  2698. list.forEach(e => {
  2699. let _bound = new THREE.Box3().setFromCenterAndSize(getBoxFinalPos(e), e.size)
  2700. bound.union(_bound)
  2701. })
  2702. //bound.getCenter(center) //这两种获得center的方法哪个准?
  2703. bound.getSize(size)
  2704. list.forEach(e=> center.add(getBoxPos(e)))
  2705. center.multiplyScalar(1/list.length)
  2706. let { xProp, yProp } = list.find(e => e.xProp) || {}
  2707. if (xProp && list.find(e => e.xProp && e.xProp != xProp)) {
  2708. //如果有不同的话
  2709. xProp = yProp = null
  2710. }
  2711. let prefix = log == 'findRest' ? 'rest:' : 'low:'
  2712. let object = {
  2713. name: prefix + list.map(e => e.name),
  2714. boxType: list[0].boxType,
  2715. center,
  2716. size,
  2717. list,
  2718. xProp,
  2719. yProp
  2720. }
  2721. xProp || getBoxDirProp(object)
  2722. let o = restrictSize(size.x, size.y, size.z, object)
  2723. size.x = o.x
  2724. size.y = o.y
  2725. size.z = o.z
  2726. object.fake = fake
  2727. let box = new Box(object)
  2728. //console.log('mixMatchBox', box)
  2729. return box
  2730. }
  2731. function combineBoxes(boxes, typeCount) {//调试 tY4ot33f8vT UWrshepp0G5的一高一低的电箱
  2732. //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
  2733. const group = []
  2734. if (boxes.length > 1) {
  2735. let boxType = boxes[0].boxType
  2736. let { min, max } = standards[boxType].widthNormal
  2737. for (let i = 0, len = boxes.length; i < len - 1; i++) {
  2738. let box0 = boxes[i]
  2739. if(box0.fake)continue;
  2740. for (let j = i + 1; j < len; j++) {
  2741. let box1 = boxes[j]
  2742. if(box1.fake)continue;
  2743. let bound = box0.bound.clone().union(box1.bound)
  2744. let size = bound.getSize(new THREE.Vector3())
  2745. let intersect = box0.bound.intersectsBox(box1.bound)
  2746. if(box0.boxType == 'electric'){
  2747. console.log(1)
  2748. }
  2749. let minX = min,
  2750. minZ = min,
  2751. maxX = max,
  2752. maxZ = max,
  2753. maxY = standards[boxType].height.max
  2754. if (box0.xProp && box1.xProp && box0.xProp == box1.xProp) {
  2755. maxX = standards[boxType][box0.xProp].max
  2756. maxZ = standards[boxType][box0.yProp].max
  2757. /* minX = standards[boxType][box0.xProp].min
  2758. minZ = standards[boxType][box0.yProp].min */
  2759. if (box0.boxType != box1.boxType) {
  2760. //air & airSmart
  2761. maxX = Math.max(maxX, standards[box1.boxType][box1.xProp].max)
  2762. maxZ = Math.max(maxZ, standards[box1.boxType][box1.yProp].max)
  2763. /* minX = Math.min(minX, standards[box1.boxType][box1.xProp].min)
  2764. minZ = Math.min(minZ, standards[box1.boxType][box1.yProp].min) */
  2765. }
  2766. }
  2767. 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
  2768. maxZ = Math.max(maxZ, box0.size.z, box1.size.z)
  2769. maxY = Math.max(maxY, box0.size.y, box1.size.y)
  2770. let r = (intersect ? 1.5 : 1.3)/* / standards[box1.boxType].closeRatio */ //如果是没有交集,限制更大些
  2771. //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。
  2772. if (box0.boxType == 'battery') {
  2773. r *= 1.3 //比较可能扎堆
  2774. }
  2775. let maxDiff = 0.4, maxDiffX=maxDiff, maxDiffZ=maxDiff, rx=r, rz=r
  2776. if(standards[box0.boxType].atWall == 1){//在墙面上不可能叠放,所以厚度限制可放宽
  2777. let s = 4
  2778. if(box0.yProp == 'width'){
  2779. maxDiffX *= s; rx *= s;
  2780. }else if(box0.xProp == 'width'){
  2781. maxDiffZ *= s; rz *= s;
  2782. }
  2783. }
  2784. //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
  2785. /* if(box0.boxType){
  2786. this.datasMixed
  2787. rx = rz = 1.1
  2788. } */
  2789. if (size.x - maxX < maxDiffX && size.x < maxX * rx && size.z < maxZ * rz && size.z - maxZ < maxDiffZ
  2790. && size.y < maxY * r && size.y - maxY < maxDiff ){//总size不会太大
  2791. common.pushToGroupAuto([box0, box1], group)
  2792. }
  2793. }
  2794. }
  2795. if (group.length) {
  2796. //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
  2797. group.forEach(pair => {
  2798. let boxTypes = []
  2799. let bound = new THREE.Box3()
  2800. pair.forEach(e => {
  2801. bound.union(e.bound)
  2802. e.dispose()
  2803. if (typeCount > 1) {
  2804. //判断boxType: 寻找所使用的box总分最高的boxType
  2805. let a = boxTypes.find(a => a.boxType == e.boxType)
  2806. let score = 0
  2807. let add = box => {
  2808. box && (score += box.score)
  2809. }
  2810. e.traversePair(e => {
  2811. add(e.box0)
  2812. add(e.box1)
  2813. })
  2814. if (a) {
  2815. a.score += score
  2816. } else {
  2817. boxTypes.push({ score, boxType: e.boxType })
  2818. }
  2819. }
  2820. })
  2821. if (typeCount > 1) {
  2822. boxTypes.sort((a, b) => {
  2823. return b.score - a.score
  2824. })
  2825. boxType = boxTypes[0].boxType
  2826. }
  2827. let size = bound.getSize(new THREE.Vector3())
  2828. let center = bound.getCenter(new THREE.Vector3())
  2829. let { xProp, yProp } = pair.find(e => e.xProp) || {}
  2830. if (xProp && pair.find(e => e.xProp && e.xProp != xProp)) {
  2831. //如果有不同的话
  2832. xProp = yProp = null
  2833. }
  2834. let info = {
  2835. name: 'mix:' + pair.map(e => ' ' + e.name),
  2836. mixedFrom: pair,
  2837. boxType,
  2838. center,
  2839. size,
  2840. xProp,
  2841. yProp,
  2842. }
  2843. xProp || getBoxDirProp(info)
  2844. let o = restrictSize(size.x, size.y, size.z, info)
  2845. size.x = o.x
  2846. size.y = o.y
  2847. size.z = o.z
  2848. let box = new Box(info)
  2849. console.error('混合', boxType, pair, box)
  2850. })
  2851. }
  2852. }
  2853. }
  2854. function combines(types) {
  2855. //合并boxSolids . battery经常嵌套
  2856. if (!(types instanceof Array)) types = [types]
  2857. let boxes = boxesSolid.filter(e => types.includes(e.boxType))
  2858. combineBoxes(boxes, types.length)
  2859. }
  2860. let createSinglePano = (box, minScorePercent = 1) => {
  2861. //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。
  2862. if (box.score < MinBoxInitialScore) {
  2863. //如Xszq2fv03b的电池pano8-0其实是纸箱、 WZQoMbNmNTu的pano14-0分数0.649
  2864. return console.error('取消createSinglePano: 线框识别分数低,可能错误', box)
  2865. }
  2866. getBoxBase(box)
  2867. let center = getBoxPos(box)
  2868. if (safeBound.distanceToPoint(center) > 0.5) {
  2869. return console.log('取消createSinglePano:超出safebound', box) //可能是错误的线框,如H7pg1tO9oeJ pano8-1
  2870. }
  2871. let info = {
  2872. name: box.sid,
  2873. box0: box,
  2874. center,
  2875. topPos: box.topPos,
  2876. btmPos: box.btmPos,
  2877. }
  2878. preDealBox(info)
  2879. const minScore = -500 * minScorePercent //调试 3MnIWabM6ne Tmo1vLp9Q13
  2880. let a = getPoseScore(info.boxposes, box.boxType /* true */)
  2881. if (!standards[box.boxType].bottom && box.btmPos) {
  2882. a -= (box.btmPos.y - groundY) * 3000 //底部被遮住一部分
  2883. }
  2884. let failed = a < minScore
  2885. console.log('createSinglePano', failed ? '失败' : '成功', 'pose score:', a, box.sid, box)
  2886. if (failed) return
  2887. //addLabel(center, 'center', { a: 0.3 })
  2888. //info.topPos && addLabel(info.topPos, 'topPos', { a: 0.3 })
  2889. info.score = a
  2890. getBoxSize(info)
  2891. new Box(info)
  2892. }
  2893. //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
  2894. {
  2895. this.removedDatas = {}
  2896. let panoIds = Object.keys(this.datas)
  2897. let len = panoIds.length
  2898. for (let i = 0; i < len; i++) {
  2899. let pano0 = player.model.panos.index[panoIds[i]]
  2900. for (let j = i + 1; j < len; j++) {
  2901. let pano1 = player.model.panos.index[panoIds[j]]
  2902. if (pano0.position.distanceToSquared(pano1.position) < 0.01) {
  2903. //离的很近。保留shape多的那个data
  2904. let remove
  2905. if (this.datas[panoIds[i]].shapes.length > this.datas[panoIds[j]].shapes.length) {
  2906. remove = panoIds[j]
  2907. } else {
  2908. remove = panoIds[i]
  2909. }
  2910. console.log(`删除pano${remove}的data,因pano${panoIds[i]}和pano${panoIds[j]}很近`)
  2911. this.removedDatas[remove] = this.datas[remove]
  2912. delete this.datas[remove]
  2913. }
  2914. }
  2915. }
  2916. }
  2917. //this.expandModelBound()
  2918. // if (version == 'vision') this.datasMixed = common.CloneObject(this.datas, null, [player.model.panos.list[0].constructor])
  2919. if (version == 'vision')
  2920. this.datasMixed = common.CloneObject(this.datas, null, undefined, data => {
  2921. return data['category']
  2922. })
  2923. /* Search('cabinet')
  2924. Search('air')
  2925. Search('battery') */
  2926. for (let i in typeNames) {
  2927. Search(i)
  2928. }
  2929. console.log('----FindRest----')
  2930. waitFindRest.forEach(e => {
  2931. findRest(...e.args)
  2932. if (e.type != 'air' && e.type != 'airSmart' && e.type != 'cabinet') combines(e.type)
  2933. })
  2934. combines(['air', 'airSmart']) //这两种合在一起combine,因为太像了容易识别出多个 nZrBdvRaDuC
  2935. console.log('cost:', Date.now() - startTime, 'ms, boxSolid:', this.boxesSolid)
  2936. }
  2937. /* let getSid = (function(){
  2938. let sid = 0
  2939. return function(){
  2940. return sid++
  2941. }
  2942. })() */
  2943. let done = () => {
  2944. for (let panoId in this.datas) {
  2945. this.datas[panoId].shapes = this.datas[panoId].shapes.map((shape, i) => {
  2946. return Object.assign(
  2947. {
  2948. sid: 'pano' + panoId + '-' + i,
  2949. category: shape.category, //提前 便于调试
  2950. pano: player.model.panos.index[panoId],
  2951. index: i,
  2952. },
  2953. shape
  2954. )
  2955. })
  2956. }
  2957. this.panoBound = new THREE.Box3
  2958. player.model.chunks.forEach(e => {
  2959. modelBound.union(e.geometry.boundingBox) //注:不用model.boundingBox是 因为union了pano的position的
  2960. })
  2961. //针对部分模型错误,只有底面的,union一下pano.position
  2962. let minY = Infinity,
  2963. minYs = []
  2964. let panos = player.model.panos.list.filter(e => e.isAligned())
  2965. panos.forEach(e => {
  2966. let bound = new THREE.Box3().setFromCenterAndSize(e.position, new THREE.Vector3(0.1, 0.1, 0.1))
  2967. modelBound.union(bound)
  2968. this.panoBound.union(bound)
  2969. minY = Math.min(e.floorPosition.y, minY)
  2970. //avePanoFY += e.floorPosition.y
  2971. minYs.push(e.floorPosition.y)
  2972. })
  2973. groundY = modelBound.min.y
  2974. minYs.sort((a, b) => {
  2975. return a - b
  2976. })
  2977. console.log(minYs)
  2978. let midFloorY = minYs[Math.floor(minYs.length / 2)]
  2979. console.error('minY', minY, 'midFloorY', midFloorY, '原groundY', groundY)
  2980. this.minY = minY
  2981. //部分模型底部高度错误
  2982. /* if (minY > groundY) {
  2983. console.error('minY > groundY', minY, groundY)
  2984. groundY = modelBound.min.y = midFloorY //案例nZrBdvRaDuC
  2985. } else {
  2986. if (groundY - minY > 0.05) console.warn('minY', minY, 'groundY', groundY)
  2987. 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
  2988. } */
  2989. groundY = modelBound.min.y = midFloorY //这个y可能不准。需要通过fire的btmPos.y来确定
  2990. safeBound = this.safeBound = modelBound
  2991. groundPlane.setFromNormalAndCoplanarPoint(new THREE.Vector3(0, 1, 0), new THREE.Vector3(0, groundY, 0))
  2992. this.ifAnalyze && beginCompute()
  2993. if (version == 'vision') this.load(player.currentPano.id)
  2994. }
  2995. async function load(panoId) {
  2996. let data = await http.post('/service/scene/sceneMarkShape/getInfo', { num: player.$app.config.num, imagePath: panoId + '.jpg' })
  2997. // console.error(data)
  2998. if (!data.data || !data.success) return (this.datas[panoId] = null)
  2999. this.datas[panoId] = data.data
  3000. if (Object.keys(this.datas).length == panosCount && !player.model.panos.list.some(e => e.isAligned() && !(panoId in this.datas))) {
  3001. done()
  3002. }
  3003. }
  3004. async function loadAll() {
  3005. let data = await http.post('/service/scene/sceneMarkShape/getInfos', { num: player.$app.config.num })
  3006. console.error(data)
  3007. if (!data.data || !data.success) return
  3008. data.data.forEach(e => {
  3009. let panoId = e.imagePath.split('.jpg')[0]
  3010. this.datas[panoId] = e
  3011. })
  3012. done()
  3013. }
  3014. let panosCount = 0
  3015. if (!dataList) {
  3016. player.model.panos.list.forEach(e => {
  3017. if (!e.isAligned()) return
  3018. panosCount++
  3019. load.bind(this)(e.id)
  3020. })
  3021. //loadAll.bind(this)() //测试环境
  3022. } else {
  3023. //when version == 'output'
  3024. dataList.forEach(e => {
  3025. let panoId = e.imagePath.split('.jpg')[0]
  3026. this.datas[panoId] = e
  3027. })
  3028. done()
  3029. }
  3030. }
  3031. expandModelBound() {
  3032. //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)
  3033. const maxDis0 = 1, //最终位置不会超过这个距离
  3034. 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
  3035. let newBound = modelBound.clone()
  3036. let list = []
  3037. for (let panoId in this.datas) {
  3038. this.datas[panoId].shapes.forEach(box => {
  3039. getBoxBase(box)
  3040. if(box.sid == 'pano2-10'){
  3041. console.log(4)
  3042. }
  3043. if (box.btmPosPredict) {
  3044. let far = box.pano.position.distanceToSquared(box.btmPosPredict)
  3045. if (far > 20) return //太远不准
  3046. let dis = modelBound.distanceToPoint(box.btmPosPredict)
  3047. if (dis > 0 && dis < maxDis1) {
  3048. //maxDis1用来防air-hanging和一些错误的框
  3049. list.push({ box, dis })
  3050. }
  3051. }
  3052. })
  3053. }
  3054. list.sort((a, b) => a.dis - b.dis)
  3055. //let mid = list[Math.floor(list.length/2)]
  3056. let mid = list.length // /2
  3057. for (let i = 0; i < mid; i++) {
  3058. let box = list[i].box
  3059. let pos = box.btmPosPredict
  3060. if (list[i].dis > maxDis0) {
  3061. let p1 = pos.clone().clamp(modelBound.min, modelBound.max)
  3062. let vec = new THREE.Vector3().subVectors(pos, p1).normalize().multiplyScalar(maxDis0)
  3063. pos = new THREE.Vector3().addVectors(p1, vec)
  3064. }
  3065. let marginBound = new THREE.Box3().setFromCenterAndSize(pos, new THREE.Vector3(0.2, 0, 0.2))
  3066. newBound.union(marginBound)
  3067. }
  3068. skyBoxTight = new BoundingMesh(
  3069. newBound,
  3070. new THREE.MeshBasicMaterial({
  3071. side: THREE.DoubleSide,
  3072. wireframe: true,
  3073. transparent: true,
  3074. opacity: 0.05,
  3075. }),
  3076. 0
  3077. )
  3078. //skyBoxTight.visible = false
  3079. skyBoxTight.updateMatrixWorld() //不update的话raycaster是错的
  3080. meshGroup.add(skyBoxTight)
  3081. this.skyBoxTight = skyBoxTight
  3082. this.safeBound = this.safeBoundFirstVer = safeBound = newBound
  3083. boundConfirmed = true
  3084. console.log('bound1:', this.safeBound.min.toArray(), this.safeBound.max.toArray())
  3085. }
  3086. expandModelBound2(type) {
  3087. let material = skyBoxTight.material
  3088. skyBoxTight.geometry.dispose()
  3089. boxesSolid.forEach(e => {
  3090. if (e.boxType != type) return
  3091. this.safeBound.union(e.bound)
  3092. })
  3093. skyBoxTight = new BoundingMesh(this.safeBound, material, 0)
  3094. //skyBoxTight.visible = false
  3095. skyBoxTight.updateMatrixWorld() //不update的话raycaster是错的
  3096. meshGroup.add(skyBoxTight)
  3097. this.skyBoxTight = skyBoxTight
  3098. console.log('bound2:', this.safeBound.min.toArray(), this.safeBound.max.toArray())
  3099. }
  3100. /* adjustModelBound(type){
  3101. if(standards[type].atWall != 1)return //必须是挂墙的
  3102. this.lastSafeBound = this.safeBound.clone()
  3103. let list = []
  3104. let add = e => {
  3105. if (e.btmPos && e.box1 && e.minAng>10 ) {
  3106. //有 box1才能确定是getIntersect得到的pos
  3107. list.includes(e) || e.push(e)
  3108. }
  3109. }
  3110. this.boxesSolid.forEach((solidBox)=>{
  3111. if(solidBox.boxType != type)return
  3112. solidBox.traversePair(add)
  3113. })
  3114. let wallSides = {'x+': 0, 'x-': 0, 'z+': 0, 'z-': 0}
  3115. let getBoxSide = (e)=>{
  3116. for(let i in e.panosDir){
  3117. if(e.panosDir[i] != 0){
  3118. wallSides[i] += 1
  3119. }
  3120. }
  3121. }
  3122. if(list.length){
  3123. this.safeBound = this.panoBound.clone()
  3124. list.forEach((e)=>{
  3125. this.safeBound.union(e.bound)//还是说使用cIntersect来expand?
  3126. getBoxSide()
  3127. })
  3128. }
  3129. skyBoxTight = new BoundingMesh(this.safeBound, material, 0)
  3130. //skyBoxTight.visible = false
  3131. skyBoxTight.updateMatrixWorld() //不update的话raycaster是错的
  3132. meshGroup.add(skyBoxTight)
  3133. this.skyBoxTight = skyBoxTight
  3134. //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。
  3135. //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)
  3136. //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。
  3137. } */
  3138. confirmGroundY(type) {
  3139. //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
  3140. if (boundConfirmed) return
  3141. let btmYs = [], pairs = [], needCount = 5, maxDis = 3,
  3142. btmY = 0
  3143. let add = e => {
  3144. if (e.btmPos && e.box1 /* && e.score >= minScore */) {
  3145. //有 box1才能确定是getIntersect得到的pos
  3146. pairs.push(e)
  3147. }
  3148. }
  3149. boxesSolid.forEach(e => {
  3150. if (e.boxType != type) return
  3151. e.traversePair(add)
  3152. })
  3153. let usePairs = pairs
  3154. if(pairs.length > needCount){//调试:Y8czF2Z3h9m
  3155. let disMap = new Map()
  3156. pairs.forEach(e=>{disMap.set(e, Math.max(e.box0.pano.position.distanceTo(e.box0.btmPosPredict), e.box1.pano.position.distanceTo(e.box1.btmPosPredict)))})
  3157. 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
  3158. usePairs = pairs.slice(0,needCount)
  3159. for(let i=needCount;i<pairs.length;i++){
  3160. if(disMap.get(pairs[i])<maxDis){
  3161. usePairs.push(pairs[i])
  3162. }
  3163. }
  3164. }
  3165. usePairs.forEach(e=>{
  3166. //有 box1才能确定是getIntersect得到的pos
  3167. let btmY_ = e.btmPos.y
  3168. const width = e.size.x / 2
  3169. let h0 = width / Math.tan(Math.acos(-e.box0.centerBtmDir.y)) //|centerBtmDir.y| 即俯视角度的cos
  3170. let h1 = width / Math.tan(Math.acos(-e.box1.centerBtmDir.y))
  3171. 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
  3172. //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
  3173. let r = math.linearClamp(e.minAng, 0, 90, 0, 1)
  3174. btmY_ += h * r
  3175. btmYs.push(btmY_)
  3176. btmY += btmY_
  3177. })
  3178. btmY /= btmYs.length
  3179. if (btmYs.length) {
  3180. console.error('confirmGroundY', btmY, /* '样本数', btmYs.length, */btmYs, usePairs.map(e=>e.name), pairs)
  3181. /* if(btmYs.length == 1 && pairs[0].minAngle<12 && ){
  3182. } */
  3183. groundY = this.safeBound.min.y = this.panoBound.min.y = btmY // = -1.1
  3184. groundPlane.setFromNormalAndCoplanarPoint(new THREE.Vector3(0, 1, 0), new THREE.Vector3(0, groundY, 0))
  3185. }
  3186. let { min, max } = standards[type].height
  3187. boxesSolid.slice().forEach(e => {
  3188. if (e.boxType != type) return
  3189. if(e.fake){
  3190. e.dispose()
  3191. return
  3192. }
  3193. let topY = e.topPos
  3194. ? e.topPos.y
  3195. : e.list.reduce((w, c) => {
  3196. return w + c.topPos.y
  3197. }, 0) / e.list.length
  3198. e.size.y = THREE.MathUtils.clamp(topY - groundY, min, max)
  3199. e.setFromInfo(e)
  3200. if (version == 'vision') e.draw()
  3201. })
  3202. this.panoBound
  3203. this.expandModelBound()
  3204. }
  3205. bindEvents() {
  3206. if (version != 'vision') return
  3207. player.on(PlayerEvents.FlyingStarted, e => {
  3208. //if(e.mode == 'dollhouse')return
  3209. // 点位跳转前清除已有线框
  3210. this.traverse(obj => {
  3211. if (obj.isMesh) {
  3212. obj.geometry.dispose()
  3213. obj.material.dispose()
  3214. }
  3215. })
  3216. this.wireframes.clear()
  3217. this.currentId = null
  3218. })
  3219. player.on(PlayerEvents.FlyingEnded, () => {
  3220. // 点位跳转后加载线框
  3221. if (player.mode != Viewmode.PANORAMA) return // 只有PANORAMA模式下需要加载
  3222. this.load(player.currentPano.id)
  3223. })
  3224. window.boxFrame = this
  3225. if (this.ifAnalyze) {
  3226. setTimeout(() => {
  3227. {
  3228. let btn = document.createElement('button')
  3229. btn.innerHTML = '点击切换box显示'
  3230. btn.onclick = () => {
  3231. this.boxesSolid.forEach(e => ((e.boxHelper.visible = !e.boxHelper.visible), (e.label.visible = !e.label.visible)))
  3232. }
  3233. document.querySelector('#app').appendChild(btn)
  3234. btn.id = 'boxWire'
  3235. btn.style.position = 'fixed'
  3236. btn.style['z-index'] = '100'
  3237. btn.style.background = '#e00472'
  3238. btn.style.padding = '10px'
  3239. btn.style.bottom = '80px'
  3240. }
  3241. {
  3242. let btn = document.createElement('button')
  3243. btn.innerHTML = '点击切换矩形框显示'
  3244. btn.onclick = () => {
  3245. this.wireframes.visible = !this.wireframes.visible
  3246. }
  3247. document.querySelector('#app').appendChild(btn)
  3248. btn.id = 'wireframes'
  3249. btn.style.position = 'fixed'
  3250. btn.style['z-index'] = '100'
  3251. btn.style.background = '#419aff'
  3252. btn.style.padding = '10px'
  3253. btn.style.bottom = '130px'
  3254. }
  3255. }, 1000)
  3256. }
  3257. }
  3258. /**
  3259. * 加载点位标记数据
  3260. * @param {*} panoId
  3261. */
  3262. load(panoId) {
  3263. let data = this.datasMixed[panoId] || this.datas[panoId]
  3264. if (!data) {
  3265. if (!(panoId in this.datas))
  3266. setTimeout(() => {
  3267. this.load(panoId)
  3268. }, 100) //否则无数据
  3269. return
  3270. }
  3271. 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
  3272. this.currentId = panoId
  3273. let { shapes, imageHeight, imageWidth } = data //data.data
  3274. let allShapes = shapes.slice()
  3275. shapes.forEach(e => {
  3276. if (e.boxes) allShapes.push(...e.boxes)
  3277. })
  3278. let fireIndex = 0
  3279. allShapes.forEach(shape => {
  3280. // 填充色和线框色
  3281. // let { fill_color, line_color } = shape
  3282. getUVs(shape)
  3283. getCenterDir(shape, player.currentPano)
  3284. let { fill_color, color = [56, 56, 255] } = shape
  3285. let line_color = [...color, 255]
  3286. if (!fill_color) fill_color = [255, 255, 255, 0]
  3287. if (!line_color) line_color = [255, 0, 0, 255]
  3288. if (shape.boxes) {
  3289. line_color = [20, 205, 255, 255]
  3290. }
  3291. let pos = getBoxPos(shape)
  3292. let dis = pos ? shape.pano.position.distanceTo(getBoxPos(shape)) : 1
  3293. let labelShift = (shape.boxType == 'fire' ? 0 : -0.2) / dis
  3294. this.showSignalFrom2d(
  3295. shape.category + '-' + shape.sid,
  3296. shape.bbox2,
  3297. imageWidth,
  3298. imageHeight,
  3299. {
  3300. fill: {
  3301. color: new THREE.Color().setRGB(fill_color[0] / 255, fill_color[1] / 255, fill_color[2] / 255),
  3302. opacity: fill_color[3] / 255,
  3303. },
  3304. line: {
  3305. color: new THREE.Color().setRGB(line_color[0] / 255, line_color[1] / 255, line_color[2] / 255),
  3306. opacity: shape.category == 'cabling_rack' ? 0.4 : line_color[3] / 255, //走线架太绕,扰乱视线
  3307. },
  3308. },
  3309. shape.centerDir,
  3310. labelShift,
  3311. shape.state == '被删除'
  3312. )
  3313. })
  3314. // })
  3315. // .catch(err => console.log(`点位${panoId}无标记数据或数据出错:`, err))
  3316. }
  3317. /**
  3318. * 根据坐标标记全景图
  3319. *
  3320. * 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。
  3321. * 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。
  3322. */
  3323. showSignalFrom2d(name, rect, w, h, options, centerDir, labelShift, removed) {
  3324. // 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
  3325. 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])]
  3326. // 根据四个顶点,填充中间点
  3327. let pointArr = []
  3328. for (let i = 0; i < cornerArr.length; i++) {
  3329. let corner1 = cornerArr[i]
  3330. let corner2 = cornerArr[(i + 1) % cornerArr.length]
  3331. pointArr.push(corner1)
  3332. /* // 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
  3333. if ((rect[2] - rect[0]) / w < 5 / 12 && i % 2 == 0) continue
  3334. const vec = [corner2[0] - corner1[0], corner2[1] - corner1[1]]
  3335. let length = Math.sqrt(vec[0] * vec[0] + vec[1] * vec[1])
  3336. let num = length / 150
  3337. for (let j = 1; j <= num; j++) {
  3338. pointArr.push([corner1[0] + (vec[0] / num) * j, corner1[1] + (vec[1] / num) * j])
  3339. } */
  3340. }
  3341. //pointArr.push(cornerArr[0], cornerArr[2], cornerArr[1], cornerArr[3]) //对角线
  3342. let points = []
  3343. pointArr.forEach(uv => {
  3344. let dir = getDirByUV(uv, player.currentPano)
  3345. // 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
  3346. points.push(dir)
  3347. })
  3348. // 线框
  3349. const lineGeometry = new THREE.BufferGeometry().setFromPoints(points)
  3350. const lineMaterial = new THREE.LineBasicMaterial({ color: options.line.color, opacity: options.line.opacity, transparent: true, depthTest: false })
  3351. const wireframe = new THREE.LineLoop(lineGeometry, lineMaterial)
  3352. // wireframe.position.copy(centerVec) // 将中点作为线框坐标
  3353. wireframe.renderOrder = 100
  3354. // 填充颜色
  3355. const fillGeometry = lineGeometry.clone().setIndex(new THREE.BufferAttribute(new Uint16Array([0, 1, 3, 2, 3, 1]), 1))
  3356. const fillMaterial = new THREE.MeshBasicMaterial({ color: options.fill.color, opacity: options.fill.opacity, transparent: true, side: THREE.DoubleSide, depthTest: false })
  3357. const plane = new THREE.Mesh(fillGeometry, fillMaterial)
  3358. plane.renderOrder = wireframe.renderOrder - 1
  3359. wireframe.add(plane)
  3360. // 名称
  3361. const textMesh = new TextSprite({
  3362. text: name,
  3363. 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 },
  3364. textColor: { r: 255, g: 255, b: 255, a: options.line.opacity * 1.1 },
  3365. borderRadius: 15,
  3366. renderOrder: wireframe.renderOrder + 1,
  3367. player: player,
  3368. })
  3369. //const shift = new THREE.Vector3(0, labelShift , 0)
  3370. textMesh.position.copy(centerDir /* .clone().add(shift).normalize() */)
  3371. textMesh.lookAt(0, 0, 0) // 看向相机
  3372. textMesh.scale.set(0.12, 0.12, 0.12)
  3373. /* let line = addLine(centerDir, shift, null, options.line.color)
  3374. line.material.opacity = options.line.opacity */
  3375. let group = new THREE.Group()
  3376. group.position.copy(player.currentPano.position)
  3377. group.add(wireframe)
  3378. group.add(textMesh)
  3379. //group.add(line)
  3380. this.wireframes.add(group)
  3381. if (removed) {
  3382. textMesh.sprite.material.opacity = 0.4
  3383. lineMaterial.opacity *= 0.6
  3384. lineMaterial.color.set('#efe')
  3385. }
  3386. }
  3387. }