manage.js 109 KB

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  1. var g_ProjectName=window.location.pathname.substring(window.location.pathname.indexOf("/")+1,window.location.pathname.lastIndexOf("/"));
  2. var g_Prefix="https://super.4dage.com/";
  3. // var g_Prefix=window.location.href.substring(0,window.location.href.indexOf("/index.html")+1);
  4. var s = window.location.href.split('/');
  5. s.pop();
  6. //var g_Prefix = s.join('/');
  7. var g_index=null;
  8. var g_modeldata=null;
  9. var g_weixinTitle=null;
  10. var g_Hots=null;
  11. var g_HotMeshes=[];
  12. var g_HotMeshSize = {
  13. g_HotMeshWidth: 0.3,
  14. g_HotMeshHeight:0.3
  15. };
  16. //add表示添加,delete表示删除
  17. var g_HotStatus=null;
  18. var g_newHot = [];//存储新加热点
  19. var g_HotImage= {
  20. "point":"https://super.4dage.com/images/4dagePoint2.png",
  21. "point2":"https://super.4dage.com/images/4dagePoint.png"
  22. };
  23. var g_saveHot=false;
  24. var g_TextColor=0x7777ff;
  25. var g_Text=null;
  26. var g_TextPlaneMesh=[];
  27. var g_TextIconMesh=[];
  28. var g_TextIcon="./images/text.png";
  29. var g_SelectTextIndex=null;
  30. var g_TextShow=null;
  31. var g_audioPlay=false;
  32. var g_background=null;
  33. var g_roof=null;
  34. var g_data2 = null;//加载的data2.js的内容
  35. var g_bgAudio=null;//背景音乐
  36. var g_tourAudio=null;//导览音乐
  37. var g_play = 1;//表示播放图标状态
  38. var g_playAudio = null;//当前在播放或当继续播放时应该播放的,是g_bgAudio或g_tourAudio
  39. var g_currentHot = null;//当前打开的热点
  40. //var g_Texture=null;
  41. //var g_ChunknameTexture={}; //chunkname和贴图名称对应
  42. var g_NormalTexture=false;
  43. var g_SpecularTexture=false;
  44. var g_DirectionalLight=null;
  45. var g_snapShotWidth = 200; //截图下载图片的大小
  46. var g_snapShotHeight = 140;
  47. //微信分享
  48. var g_weixinObj = {
  49. "title": document.querySelector("head title").innerHTML,
  50. "lineLink" : window.location.href,
  51. "imgUrl" : "https://www.4dmodel.com/SuperPanoramic/images/weixintitle.jpg",
  52. "desc" : "四维时代提供技术支持",
  53. }
  54. window.browser = { //提前定义
  55. isMobile: function() {
  56. var e = navigator.userAgent || navigator.vendor || window.opera;
  57. return /(android|bb\d+|meego).+mobile|android|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od|ad)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i.test(e) || /1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(e.substr(0, 4))
  58. },
  59. isFullscreen: function() {
  60. return document.fullscreenElement || document.mozFullscreenElement || document.mozFullScreenElement || document.webkitFullscreenElement || document.msFullscreenElement
  61. },
  62. valueFromHash: function(e, t) {
  63. var i = new RegExp("[#&?]" + e + "=([^#&?]*)")
  64. , n = i.exec(window.location.href);
  65. if (!n)
  66. return t;
  67. var r = n[1];
  68. return "boolean" == typeof t ? "true" === r || "1" === r : "number" == typeof t ? parseFloat(r) : window.decodeURIComponent(r)
  69. },
  70. urlHasValue: function(key, isGetValue) {
  71. let querys = window.location.search.substr(1).split("&")
  72. if (isGetValue) {
  73. for (let i = 0; i < querys.length; i++) {
  74. let keypair = querys[i].split("=")
  75. if (keypair.length === 2 && keypair[0] === key) {
  76. return keypair[1]
  77. }
  78. }
  79. return ""
  80. } else {
  81. for (let i = 0; i < querys.length; i++) {
  82. let keypair = querys[i].split("=")
  83. if (keypair[0] == key) {
  84. return true
  85. }
  86. }
  87. return false
  88. }
  89. },
  90. }
  91. var settings = {
  92. hotClickEvent:{
  93. video:{
  94. playAndPause:true,
  95. examine:false,
  96. openHot:false
  97. },
  98. photo:{
  99. examine:false,
  100. openHot:false
  101. },
  102. shine:{
  103. examine:true,
  104. openHot:true
  105. }
  106. },
  107. hotClickActions:['playAndPause','examine','openHot','fastTran'],
  108. markerHeight: 0.05,//距离地板高出多少,
  109. //默认的:
  110. teleportTime: 1500,//瞬间过渡的时间
  111. /* flytimeDistanceMultiplier:150,
  112. flyTime:750, */
  113. tourRotTime:2, //默认停留2秒
  114. //dontExamHot:true,
  115. hotFastTran:false,
  116. transparentBg: false,
  117. bgImg: null,
  118. tileClass:{//默认全景贴图加载的清晰度
  119. pc:{
  120. nav: '2k',
  121. max: '4k',
  122. },
  123. bigMobile:{ //width和height都超过一定值
  124. nav: browser.urlHasValue('padNav',true) || '2k',
  125. max: browser.urlHasValue('padMax',true) || '4k',//'2k',
  126. },
  127. mobile:{
  128. nav: browser.urlHasValue('phoneNav',true) || '1k', //不放大时
  129. max: browser.urlHasValue('phoneMax',true) || '4k', //放到最大
  130. }
  131. }, //可以稍后自行修改
  132. /* extractFloor : { //提取一部分chunk作为新的floor,该floor不在楼层列表里显示,一般用于飞出后隐藏屋顶
  133. 'KJ-t-tHpdpKvb0ew' : [1,2,3,4,5,6,7,8], //第0层的第1,2,3个chunk是屋顶
  134. } */
  135. }
  136. if(window.number == '725'||window.number == '724'){
  137. //settings.mobileNavHigh = true
  138. settings.tileClass.mobile = {nav:'2k', max: '2k'}
  139. }
  140. //共用函数:
  141. window.common = null;
  142. window.MathLight = null;
  143. window.math = null
  144. window.easing = null
  145. window.lerp = null
  146. window.transitions = null
  147. function watch(object, propName, initialValue){ //监听某个属性的变化
  148. let v = initialValue
  149. Object.defineProperty(object, propName, {
  150. get: function() {
  151. return v
  152. },
  153. set: function(e) {
  154. console.log('watch:',propName, e)
  155. v = e
  156. }
  157. })
  158. }
  159. var toPrecision = function(e, t) {
  160. function i(e, t) {
  161. var i = Math.pow(10, t);
  162. return Math.round(e * i) / i
  163. }
  164. if (e instanceof Array) {
  165. for (var n = 0; n < e.length; n++)
  166. e[n] = i(e[n], t);
  167. return e
  168. }
  169. return i(e, t)
  170. }
  171. var dealMap = (map, o={} )=>{
  172. //使不resize when image is not power of two ,但缩小时会有锯齿
  173. if(!o.ignoreResize){
  174. if(!map.image || !THREE.Math.isPowerOfTwo(map.image.width ) || !THREE.Math.isPowerOfTwo(map.image.height )){
  175. map.wrapS = map.wrapT = THREE.ClampToEdgeWrapping;
  176. map.minFilter = THREE.LinearFilter;
  177. //map.generateMipmaps = true;
  178. }
  179. }
  180. if(!browser.isMobile()) map.anisotropy = 3
  181. }
  182. var dom = {
  183. getOffset: function(type, element, parent) {
  184. left = (type == "left") ? element.offsetLeft : element.offsetTop;
  185. if (!parent) parent = $("body")[0];
  186. while (element = element.offsetParent) {
  187. if (element == parent) break;
  188. left += (type == "left") ? element.offsetLeft : element.offsetTop;
  189. }
  190. return left;
  191. }
  192. };
  193. var getTransformSid = function(){
  194. var name
  195. if(player.mode == 'panorama'){
  196. name = player.currentPano ? player.currentPano.id : 'outside'
  197. }else{
  198. name = 'outside'
  199. }
  200. return name
  201. }
  202. var LineDraw = {
  203. /* createLine: function(posArr, o) {
  204. var e = new THREE.BufferGeometry
  205. , p = new Float32Array(6);
  206. e.addAttribute("position", new THREE.BufferAttribute(p,3));
  207. //这句新旧版写法不同 旧版这样:e.addAttribute("position",Float32Array,2,3);
  208. var p = e.attributes.position.array;
  209. for (var i = 0; i < 2; i++) {
  210. p[i * 3] = posArr[i].x;
  211. p[i * 3 + 1] = posArr[i].y;
  212. p[i * 3 + 2] = posArr[i].z;
  213. }
  214. var mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"]({
  215. linewidth: o.width || 1,
  216. //windows无效。 似乎mac/ios上粗细有效 ?
  217. color: o.color || defaultColor,
  218. transparent: o.dontAlwaysSeen ? false : true,
  219. depthTest: o.dontAlwaysSeen ? true : false
  220. })
  221. var line = new THREE.Line(e,mat);
  222. line.renderOrder = o.renderOrder || 4
  223. //同tagStem; //如果不加高,可能会部分被model遮住
  224. return line;
  225. } */
  226. createLine: function (posArr, o={}) {
  227. //多段普通线 (第二个点和第三个点之间是没有线段的, 所以不用在意线段顺序)
  228. var mat
  229. if(o.mat){
  230. mat = o.mat
  231. }else{
  232. let prop = {
  233. color: o.color || defaultColor,
  234. transparent: o.dontAlwaysSeen ? false : true,
  235. depthTest: o.dontAlwaysSeen ? true : false,
  236. opacity: o.opacity != void 0 ? o.opacity : 1,
  237. }
  238. if(o.deshed ){
  239. prop.dashSize = o.dashSize || 0.1,
  240. prop.gapSize = o.gapSize || 0.1
  241. }
  242. mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"](prop)
  243. }
  244. var line = new THREE.LineSegments(new THREE.BufferGeometry, mat);
  245. line.renderOrder = o.renderOrder || 4
  246. this.moveLine(line, posArr)
  247. return line;
  248. },
  249. moveLine: function (line, posArr) {
  250. if(posArr.length == 0)return
  251. let position = new Float32Array(posArr.length * 3); //[]
  252. for (var i = 0; i < 2; i++) {
  253. position[i * 3] = posArr[i].x;
  254. position[i * 3 + 1] = posArr[i].y;
  255. position[i * 3 + 2] = posArr[i].z;
  256. }
  257. line.geometry.addAttribute("position", new THREE.BufferAttribute(position,3));
  258. //line.geometry.setAttribute('position', new THREE.Float32BufferAttribute(new Float32Array(position), 3));
  259. line.geometry.attributes.position.needsUpdate = true;
  260. line.geometry.computeBoundingSphere();
  261. /* if(line.material instanceof THREE.LineDashedMaterial){
  262. line.computeLineDistances() //只有非buffer的geometry才有
  263. } */
  264. }
  265. ,
  266. }
  267. var convertTool = {
  268. getPos2d : function(point, camera, dom){//获取一个三维坐标对应屏幕中的二维坐标
  269. var camera = camera || player.camera;
  270. var dom = dom || player.domElement;
  271. if(!camera)return
  272. var pos = point.clone().project(camera) //比之前hotspot的计算方式写得简单 project用于3转2(求法同shader); unproject用于2转3 :new r.Vector3(e.x, e.y, -1).unproject(this.camera);
  273. var x,y;
  274. x = (pos.x + 1) / 2 * dom.clientWidth;
  275. y = (1 - (pos.y + 1) / 2) * dom.clientHeight;
  276. var inSight = x <= dom.clientWidth && x >= 0 //是否在屏幕中
  277. && y <= dom.clientHeight && y >= 0
  278. return {
  279. pos: new THREE.Vector2(x,y), // 屏幕像素坐标
  280. vector: pos, //(范围 -1 ~ 1)
  281. trueSide : pos.z<1, //trueSide为false时,即使在屏幕范围内可见,也是反方向的另一个不可以被渲染的点 参见Tag.update
  282. inSight : inSight //在屏幕范围内可见
  283. };
  284. },
  285. ifShelter: function (pos3d, pos2d, camera, floorIndex) {
  286. //检测某点在视线中是否被mesh遮挡
  287. if (!pos2d) pos2d = convertTool.getPos2d(pos3d )
  288. camera = camera || player.camera
  289. var ori = new THREE.Vector3(pos2d.x, pos2d.y, -1).unproject(camera) //找到视线原点
  290. var dir = pos3d.clone().sub(ori).normalize()
  291. var ray = new THREE.Raycaster(ori, dir); //由外向里 因为模型从内侧是可见的所以从外侧
  292. /* if(config.isEdit && publicObjectSet.editor.mainDesign.editing){
  293. var o = ray.intersectObjects(publicObjectSet.editor.mainDesign.wallMeshes);
  294. }else{ */
  295. let colliders = player.model.allFloorsVisible ? player.model.colliders : (floorIndex != void 0 ? player.model.floors.index[floorIndex] : player.model.currentFloor).collider.children
  296. //let colliders = (floorIndex == void 0 ) ? player.model.colliders : player.model.floors.index[floorIndex].collider.children
  297. var o = ray.intersectObjects(colliders);
  298. //}
  299. var len = pos3d.distanceTo(ori);
  300. if (o && o.length) {
  301. for(var i=0;i<o.length;i++){
  302. if(o[i].distance < len){ return true; }//有遮挡
  303. }
  304. }
  305. },
  306. /*
  307. 拖拽时,获取鼠标在拖拽面上的位置(需要借助另一个intersectPlane面来计算,即和相机方向一样的面,可保证铺满屏幕)
  308. 但是不一定能获取到,比如鼠标射线不朝向拖拽面时,即使获取也会是一个意外的反方向的交点。
  309. */
  310. getPosAtPlane : function(pos, info/* , mouse, camera */){ //pos:与intersectPlane的交点 见笔记
  311. var A = pos;
  312. var player = player;
  313. var mouse = player.mouse;
  314. var O = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(player.camera);
  315. if(info.y != void 0){//地面线的
  316. var y = info.y;
  317. if(player.mode == "floorplan"/* || Math.abs(O.x-pos.x)<0.0001 && Math.abs(O.z-pos.z)<0.0001) */){
  318. //intersectPlane和地面平行,无交点
  319. var x = pos.x, z = pos.z;
  320. }else{
  321. if(y<player.camera.position.y && O.y <= A.y /* || y>player.camera.position.y && O.y >= A.y */)return null; //鼠标射线向上。因为相机一定位于地面以上(地面不会抬高到相机上吧?),所以无交点。
  322. if(O.y == A.y){console.log('一样??');return;}
  323. if(A.y == y){console.log('一样2??');return;}
  324. var r = (O.y-y)/(A.y-y);
  325. var x = (r*A.x-O.x)/(r-1);
  326. var z = (r*A.z-O.z)/(r-1);
  327. }
  328. }else{//垂直的也有越过消失点以后反向变化的情况,但使用时影响不大
  329. var N = info.normalVec;
  330. var P = info.pullPos;
  331. if(N.y != 0 ){console.log('N.y != 0');return;} //仅仅支持垂直于地面的的墙壁,目前都是
  332. if(O.z==A.z){console.log('O.z==A.z?');return;}
  333. if(N.z!=0 && N.x != 0){//直接用这个通用的也可以,支持斜线的墙
  334. //console.log('N.z==0 && N.x == 0?');
  335. var c = ( N.x*(A.x-O.x) + N.y*(A.y-O.y) + N.z*(A.z-O.z));
  336. if(c == 0){console.log("分母为0?? return;");return;}
  337. var t = -((N.x*O.x + N.y*O.y + N.z*O.z) - (P.x*N.x + P.y*N.y + P.z*N.z) ) / c
  338. var x = t * (A.x - O.x) + O.x;
  339. var y = t * (A.y - O.y) + O.y;
  340. var z = t * (A.z - O.z) + O.z;
  341. /*原理: 已知空间直线L:(x-a)/m=(x-b)/n=(z-c)/p和空间平面π:Ax+By+Cz+D=0;
  342. 求直线L与平面π的交点的坐标。
  343. 把直线方程改写成参数形式:设(x-a)/m=(x-b)/n=(z-c)/p=t;
  344. 则x=mt+a;y=nt+b;z=pt+c;代入平面π的方程得:
  345. A(mt+a)+B(nt+b)+C(pt+c)+D=0
  346. 由此解得t=-(Aa+Bb+Cc+D)/(Am+Bn+Cp)
  347. 再代入参数方程即得交点的坐标(x,y,z). */
  348. }else if(N.x ==0 ){ //z与pullPos相等
  349. var z = P.z;
  350. if(O.y == A.y){console.log('一样??');return;}
  351. if(A.y == y){console.log('一样2??');return;}
  352. if(A.z == z){console.log('一样3??');return;}
  353. var r = (O.z-z)/(A.z-z);
  354. var x = (r*A.x-O.x)/(r-1);
  355. var y = (r*A.y-O.y)/(r-1);
  356. }else if(N.z == 0){//x与pullPos相等
  357. var x = P.x;
  358. if(O.y == A.y){console.log('一样??');return;}
  359. if(A.y == y){console.log('一样2??');return;}
  360. if(A.x == x){console.log('一样3??');return;}
  361. var r = (O.x-x)/(A.x-x);
  362. var y = (r*A.y-O.y)/(r-1);
  363. var z = (r*A.z-O.z)/(r-1);
  364. }
  365. }
  366. return new THREE.Vector3(x,y,z);
  367. },
  368. getMouseIntersect : function(camera, meshes, mouse){//获取鼠标和meshes交点
  369. var raycaster = new THREE.Raycaster;
  370. camera.updateMatrixWorld();
  371. var origin = new THREE.Vector3(mouse.x,mouse.y,-1).unproject(camera)
  372. , end = new THREE.Vector3(mouse.x,mouse.y,1).unproject(camera);
  373. var dir = end.sub(origin).normalize()
  374. raycaster.set(origin, dir);
  375. var n = raycaster.intersectObjects(meshes);
  376. if (0 === n.length)
  377. return null;
  378. return n[0];
  379. },
  380. ifIntersectChunks : function(A,B,options={}){//获取某个线段/射线和meshes的交点
  381. var dir = B.clone().sub(A).normalize();
  382. var len = options.InfinityLen ? Infinity : A.distanceTo(B) + (options.extLen||0);
  383. var ray = new THREE.Raycaster(A.clone(), dir, 0, len);
  384. var o = ray.intersectObjects(options.model || player.model.colliders);
  385. if (o && o.length)return o;
  386. if(options.throughWidth){ //允许最小宽度,防止穿过极小的缝隙导致撞墙感
  387. var normal = math.getNormal({points:[{x:A.x, y:A.z},{x:B.x, y:B.z}]});//线段法线
  388. normal.multiplyScalar(options.throughWidth)
  389. var normalVec3 = new THREE.Vector3(normal.x, 0, normal.y);
  390. var A2 = A.clone().add(normalVec3)
  391. ray.set(A2, dir);
  392. var o2 = ray.intersectObjects(options.model || player.model.colliders);
  393. ray.set(A.clone().add(normalVec3.negate()), dir);
  394. if (o2 && o2.length)return o2;
  395. var o3 = ray.intersectObjects(options.model || player.model.colliders);
  396. if (o3 && o3.length)return o3;
  397. }
  398. return null;
  399. },
  400. getPosAtSphere : function(pos3d, toPanoPos){
  401. var dir = pos3d.clone().sub(toPanoPos);
  402. dir.normalize();//然后计算在球中
  403. dir.multiplyScalar(Constants.skyRadius);
  404. dir.add(toPanoPos);
  405. return dir;
  406. } ,
  407. getScaleForConstantSize : function(op={}){ //获得规定二维大小的mesh的scale值。可以避免因camera的projection造成的mesh视觉大小改变。 来源:tag.updateDisc
  408. var w;
  409. var i = new THREE.Vector3, o = new THREE.Vector3, l = new THREE.Vector3, c = new THREE.Vector3, h = new THREE.Vector3
  410. if(!op.resolution){
  411. let renderSize = player.sceneRenderer.renderer.getSize()
  412. op.resolution = {x:renderSize.width, y:renderSize.height}
  413. }
  414. if(!op.camera){
  415. let camera = player.cameraControls.activeControl ? player.cameraControls.activeControl.camera : player.camera
  416. let camera2 = camera.clone();
  417. camera2.matrixWorld.copy(player.camera.matrixWorld) //因为其他原因该camera的matrixWorld被还原了,而player.camera的是正确的
  418. op.camera = camera2
  419. }
  420. if(op.width2d) w = op.width2d //如果恒定二维宽度
  421. else{//否则考虑上距离,加一丢丢近大远小的效果
  422. var currentDis, nearBound, farBound
  423. if(op.camera.type == "OrthographicCamera"){
  424. currentDis = (op.camera.right - op.camera.left) / op.camera.zoom
  425. }else{
  426. currentDis = op.position.distanceTo(op.camera.position);
  427. }
  428. w = op.maxSize - ( op.maxSize - op.minSize) * THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound);
  429. //maxSize : mesh要表现的最大像素宽度; nearBound: 最近距离,若比nearBound近,则使用maxSize
  430. }
  431. i.copy(op.position).project(op.camera), //tag中心在屏幕上的二维坐标
  432. o.set(op.resolution.x / 2, op.resolution.y / 2, 1).multiply(i), //转化成px -w/2 到 w/2的范围
  433. l.set(w / 2, 0, 0).add(o), //加上tag宽度的一半
  434. c.set(2 / op.resolution.x, 2 / op.resolution.y, 1).multiply(l), //再转回 -1 到 1的范围
  435. h.copy(c).unproject(op.camera);//再转成三维坐标,求得tag边缘的位置
  436. let halfMeter = h.distanceTo(op.position)//就能得到tag的三维半径
  437. return halfMeter //可能NAN 当相机和position重叠时
  438. } ,
  439. updateVisible : function(object, reason, ifShow, level=0, type){//当所有加入的条件都不为false时才显示. reason='force'一般是强制、临时的
  440. if(!object.unvisibleReasons) object.unvisibleReasons = []; //如果length>0代表不可见
  441. if(!object.visibleReasons) object.visibleReasons = []; //在同级时,优先可见
  442. var update = function(){
  443. //先按从高到低的level排列
  444. object.unvisibleReasons = object.unvisibleReasons.sort((a,b)=>b.level-a.level)
  445. object.visibleReasons = object.visibleReasons.sort((a,b)=>b.level-a.level)
  446. var maxVisiLevel = object.visibleReasons[0] ? object.visibleReasons[0].level : -1
  447. var maxunVisiLevel = object.unvisibleReasons[0] ? object.unvisibleReasons[0].level : -1
  448. var shouldVisi = maxVisiLevel >= maxunVisiLevel
  449. var visiBefore = object.visible
  450. if(visiBefore != shouldVisi){
  451. object.visible = shouldVisi
  452. object.dispatchEvent({
  453. type: 'isVisible',
  454. visible: shouldVisi,
  455. reason,
  456. })
  457. }
  458. }
  459. if(ifShow){
  460. var index = object.unvisibleReasons.findIndex(e=>e.reason == reason)
  461. if(index > -1){
  462. type = 'cancel'
  463. object.unvisibleReasons.splice(index, 1);
  464. }
  465. if(type == 'add' ){
  466. if(!object.visibleReasons.some(e=>e.reason == reason)){
  467. object.visibleReasons.push({reason,level})
  468. }
  469. }
  470. }else{
  471. var index = object.visibleReasons.findIndex(e=>e.reason == reason)
  472. if(index > -1){
  473. type = 'cancel'
  474. object.visibleReasons.splice(index, 1);
  475. }
  476. if(type != 'cancel' ){
  477. if(!object.unvisibleReasons.some(e=>e.reason == reason)){
  478. object.unvisibleReasons.push({reason,level})
  479. }
  480. }
  481. }
  482. update()
  483. },
  484. getObjVisiByReason : function(object,reason){//获取在某条件下是否可见. 注: 用户在数据集选择可不可见为"datasetSelection"
  485. if(object.visible)return true
  486. else{
  487. return !object.unvisibleReasons || !object.unvisibleReasons.some(e=>e.reason == reason)
  488. }
  489. }
  490. }
  491. window.expandCommon = function(common){
  492. Object.assign(common,{
  493. intervalTool : { //延时update,防止卡顿
  494. list:[],
  495. isWaiting:function(name, func, delayTime/* , autoCycle */){
  496. let item = this.list.find(e=>e.name == name);
  497. if(!item){ //如果没有该项, 则加入循环
  498. let ifContinue = func();
  499. item = {name, func, delayTime};
  500. this.list.push(item);
  501. setTimeout(()=>{
  502. var a = this.list.indexOf(item);
  503. this.list.splice(a,1);
  504. let {func, delayTime} = item;
  505. if(item.requestUpdate || ifContinue ) this.isWaiting(name, func, delayTime); //循环
  506. },delayTime);
  507. }else {//如果有该项,说明现在请求下一次继续更新
  508. //更新属性
  509. item.func = func;
  510. item.delayTime = delayTime;
  511. item.requestUpdate = true;
  512. }
  513. },
  514. },
  515. sortByScore : function(list, request, rank) {
  516. var i = request ? common.filterAll(list, request) : list
  517. return 0 === i.length ? null : i = i.map(function(e) {
  518. let scores = rank.map(function(f){return f(e)}) //add
  519. return {
  520. item: e,
  521. scores,
  522. score: scores.reduce(function(t, i) {
  523. return t + i
  524. }, 0)
  525. }
  526. }).sort(function(e, t) {
  527. return t.score - e.score;
  528. })
  529. },
  530. getVisiblePano : function(positions = [], panos, options={}){//add
  531. var visiblePanos = [];
  532. options.posAtPanos = options.posAtPanos || {}//在不同漫游点的positions
  533. panos.forEach((pano)=>{
  534. if(!pano.isAligned())return;
  535. var A = pano.position.clone();
  536. var posB = options.posAtPanos[pano.id] || positions;
  537. var posLength = posB.length
  538. for(let i=0;i<posLength;i++){
  539. var B = posB[i];
  540. var ray = new THREE.Raycaster(A.clone(), B.clone().sub(A).normalize(), 0, A.distanceTo(B) - (options.tolerance||0) )
  541. var o = ray.intersectObjects(options.model || player.model.colliders, true);
  542. if (!o || !o.length){ //只要有一点可见,就算整体可见
  543. visiblePanos.push(pano.id);
  544. break;
  545. }
  546. }
  547. })
  548. return visiblePanos
  549. } ,
  550. realVisible : function (object) {
  551. var v = true;
  552. var parent = object;
  553. var lastParent;
  554. while (parent) {
  555. if (parent.visible === false) {
  556. v = false;
  557. break
  558. }
  559. lastParent = parent;
  560. parent = parent.parent;
  561. }
  562. if (v && !(lastParent instanceof THREE.Scene)) {
  563. //已被删除
  564. v = false;
  565. }
  566. return v
  567. },
  568. getMaxCubemapSize() {//在renderer创建完前获取
  569. let size = player.sceneRenderer?.renderer?.capabilities.maxCubemapSize
  570. if(size){
  571. return size
  572. }
  573. try {
  574. var e = document.createElement('canvas'),
  575. t = e.getContext('webgl')
  576. t || (t = e.getContext('experimental-webgl'))
  577. var i = t.getParameter(t.MAX_CUBE_MAP_TEXTURE_SIZE)
  578. return i
  579. } catch (e) {
  580. return 0
  581. }
  582. }
  583. })
  584. }
  585. window.expandMath = function(math){
  586. Object.assign(math,{
  587. linearClamp(value, xArr, yArr) {
  588. if (arguments.length == 5) {
  589. xArr = [arguments[1], arguments[2]]
  590. yArr = [arguments[3], arguments[4]]
  591. }
  592. let len = xArr.length
  593. if (value <= xArr[0]) return yArr[0]
  594. if (value >= xArr[len - 1]) return yArr[len - 1]
  595. let i = 0
  596. while (++i < len) {
  597. if (value < xArr[i]) {
  598. let x1 = xArr[i - 1],
  599. x2 = xArr[i],
  600. y1 = yArr[i - 1],
  601. y2 = yArr[i]
  602. value = y1 + ((y2 - y1) * (value - x1)) / (x2 - x1)
  603. break
  604. }
  605. }
  606. return value
  607. },
  608. getBaseLog(x, y) {//返回以 x 为底 y 的对数(即 logx y) . Math.log 返回一个数的自然对数
  609. return Math.log(y) / Math.log(x);
  610. },
  611. getSpreadRatio(n){//n为整数,返回的0-1的数。 目的是获得较为平均的数字,主要用于颜色hue。数字含义:按顺序将1不停平分下去,每刀都切在每段的二分之一处,则第n刀在原先整体的几分之几处
  612. if(n==0)return 0
  613. let k = Math.floor(math.getBaseLog(2,n)) //是2的几次幂
  614. let r = ((n - Math.pow(2,k) ) * 2 + 1)/ Math.pow(2,k+1)
  615. console.log('getSpreadRatio',n,r)
  616. return r
  617. }
  618. })
  619. }
  620. //--------------------------------------
  621. //管理js文件 获取modeldata.js 判断是否有特殊的字段,如果有就先加载SpecialScene.js 里面有对特殊场景处理的代码 否则就直接加载main
  622. var Manage = function(){
  623. this.weixinURL = "https://res.wx.qq.com/open/js/jweixin-1.2.0.js",
  624. this.time = "?"+new Date().getTime();
  625. this.loadAudio();
  626. this.loadWeixin();
  627. }
  628. //动态加载js文件
  629. Manage.prototype.LoadJs = function(_files, succes){
  630. /* 已加载文件缓存列表,用于判断文件是否已加载过,若已加载则不再次加载*/
  631. var classcodes = [];
  632. var FileArray = [];
  633. if (typeof _files === "object") {
  634. FileArray = _files;
  635. } else {
  636. /*如果文件列表是字符串,则用,切分成数组*/
  637. if (typeof _files === "string") {
  638. FileArray = _files.split(",");
  639. }
  640. }
  641. if (FileArray != null && FileArray.length > 0) {
  642. var LoadedCount = 0;
  643. for (var i = 0; i < FileArray.length; i++) {
  644. loadFile(FileArray[i], function() {
  645. LoadedCount++;
  646. if (LoadedCount == FileArray.length) {
  647. try {
  648. succes();
  649. }
  650. catch(err) {
  651. console.log("err: 您未定义回调");
  652. }
  653. }
  654. })
  655. }
  656. }
  657. /*加载JS文件,url:文件路径,success:加载成功回调函数*/
  658. function loadFile(url, success) {
  659. if (!FileIsExt(classcodes, url)) {
  660. var _ThisType = GetFileType(url);
  661. var ThisType = _ThisType.indexOf("?") == -1 ? _ThisType : _ThisType.substring(0,_ThisType.indexOf("?"));
  662. var fileObj = null;
  663. if (ThisType == ".js") {
  664. fileObj = document.createElement('script');
  665. fileObj.src = url;
  666. } else if (ThisType == ".css") {
  667. fileObj = document.createElement('link');
  668. fileObj.href = url;
  669. fileObj.type = "text/css";
  670. fileObj.rel = "stylesheet";
  671. } else if (ThisType == ".less") {
  672. fileObj = document.createElement('link');
  673. fileObj.href = url;
  674. fileObj.type = "text/css";
  675. fileObj.rel = "stylesheet/less";
  676. }
  677. success = success || function() {};
  678. fileObj.onload = fileObj.onreadystatechange = function() {
  679. if (!this.readyState || 'loaded' === this.readyState || 'complete' === this.readyState) {
  680. success();
  681. classcodes.push(url)
  682. }
  683. }
  684. document.getElementsByTagName('head')[0].appendChild(fileObj);
  685. } else {
  686. success();
  687. }
  688. }
  689. /*获取文件类型,后缀名,小写*/
  690. function GetFileType(url) {
  691. if (url != null && url.length > 0) {
  692. return url.substr(url.lastIndexOf(".")).toLowerCase();
  693. }
  694. return "";
  695. }
  696. /*文件是否已加载*/
  697. function FileIsExt(FileArray, _url) {
  698. if (FileArray != null && FileArray.length > 0) {
  699. var len = FileArray.length;
  700. for (var i = 0; i < len; i++) {
  701. if (FileArray[i] == _url) {
  702. return true;
  703. }
  704. }
  705. }
  706. return false;
  707. }
  708. };
  709. //获取页面url后面的参数
  710. Manage.prototype.number = function(variable) {
  711. var query = window.location.search.substring(1);
  712. var vars = query.split("&");
  713. for (var i=0;i<vars.length;i++) {
  714. var pair = vars[i].split("=");
  715. if(pair[0] == variable){return pair[1];}
  716. }
  717. return(false);
  718. };
  719. Manage.prototype.loadWeixin = function() {
  720. var that = this;
  721. this.LoadJs(that.weixinURL+that.time,function(){ });
  722. }
  723. Manage.prototype.weixinShare = function() {
  724. console.log({str:"weixinShare",level:1})
  725. $.ajax({
  726. url:'https://www.4dage.com/wechat/jssdk/',
  727. type: "post",
  728. data : {
  729. 'url' : location.href.split('#')[0]
  730. },
  731. dataType:"jsonp",
  732. jsonpCallback:"success_jsonp",
  733. success:function(data, textStatus){
  734. console.log({str:"微信 success,"+data.appId, level:1})
  735. wx.config({
  736. // debug : true,
  737. appId : data.appId,
  738. timestamp : data.timestamp,
  739. nonceStr : data.nonceStr,
  740. signature : data.signature,
  741. jsApiList : [ 'checkJsApi', 'onMenuShareTimeline',
  742. 'onMenuShareAppMessage', 'onMenuShareQQ',
  743. 'onMenuShareWeibo', 'hideMenuItems',
  744. 'showMenuItems', 'hideAllNonBaseMenuItem',
  745. 'showAllNonBaseMenuItem', 'translateVoice',
  746. 'startRecord', 'stopRecord', 'onRecordEnd',
  747. 'playVoice', 'pauseVoice', 'stopVoice',
  748. 'uploadVoice', 'downloadVoice', 'chooseImage',
  749. 'previewImage', 'uploadImage', 'downloadImage',
  750. 'getNetworkType', 'openLocation', 'getLocation',
  751. 'hideOptionMenu', 'showOptionMenu', 'closeWindow',
  752. 'scanQRCode', 'chooseWXPay',
  753. 'openProductSpecificView', 'addCard', 'chooseCard',
  754. 'openCard' ]
  755. });
  756. },
  757. error:function(XMLHttpRequest,textStatus,errorThrown){
  758. console.error({str:"微信分享失败! textStatus:"+textStatus, level:1})
  759. }
  760. });
  761. var success_jsonp = function(json){
  762. console.log({str:"success_jsonp:"+json, level:1});
  763. };
  764. wx.ready(function(){
  765. // config信息验证后会执行ready方法,所有接口调用都必须在config接口获得结果之后,config是一个客户端的异步操作,所以如果需要在页面加载时就调用相关接口,则须把相关接口放在ready函数中调用来确保正确执行〿
  766. //对于用户触发时才调用的接口,则可以直接调用,不需要放在ready函数中〿
  767. //分享到朋友圈
  768. console.log({str:"微信 ready",level:1})
  769. wx.onMenuShareTimeline({
  770. title: g_weixinObj.title, // 分享标题
  771. link: g_weixinObj.lineLink, // 分享链接
  772. imgUrl: g_weixinObj.imgUrl, // 分享图标
  773. desc: g_weixinObj.desc
  774. });
  775. //获取“分享给朋友”按钮点击状态及自定义分享内容接叿
  776. wx.onMenuShareAppMessage({
  777. title: g_weixinObj.title, // 分享标题
  778. desc: g_weixinObj.desc, // 分享描述
  779. link: g_weixinObj.lineLink, // 分享链接
  780. imgUrl: g_weixinObj.imgUrl, // 分享图标
  781. type: '', // 分享类型,music、video或link,不填默认为link
  782. dataUrl: '' // 如果type是music或video,则要提供数据链接,默认为空
  783. });
  784. wx.onMenuShareWeibo({
  785. title: g_weixinObj.title, // 分享标题
  786. desc: g_weixinObj.desc, // 分享描述
  787. link: g_weixinObj.lineLink, // 分享链接
  788. imgUrl: g_weixinObj.imgUrl, // 分享图标
  789. success: function () {
  790. // 用户确认分享后执行的回调函数
  791. },
  792. cancel: function () {
  793. // 用户取消分享后执行的回调函数
  794. }
  795. });
  796. wx.onMenuShareQZone({
  797. title: g_weixinObj.title, // 分享标题
  798. desc: g_weixinObj.desc, // 分享描述
  799. link: g_weixinObj.lineLink, // 分享链接
  800. imgUrl: g_weixinObj.imgUrl, // 分享图标
  801. success: function () {
  802. // 用户确认分享后执行的回调函数
  803. },
  804. cancel: function () {
  805. // 用户取消分享后执行的回调函数
  806. }
  807. });
  808. wx.onMenuShareQQ({
  809. title: g_weixinObj.title, // 分享标题
  810. desc: g_weixinObj.desc, // 分享描述
  811. link: g_weixinObj.lineLink, // 分享链接
  812. imgUrl: g_weixinObj.imgUrl, // 分享图标
  813. success: function () {
  814. // 用户确认分享后执行的回调函数
  815. },
  816. cancel: function () {
  817. // 用户取消分享后执行的回调函数
  818. }
  819. });
  820. wx.error(function(res){
  821. // config信息验证失败会执行error函数,如签名过期导致验证失败,具体错误信息可以打开config的debug模式查看,也可以在返回的res参数中查看,对于SPA可以在这里更新签名〿
  822. });
  823. });
  824. }
  825. Manage.prototype.dealURL = function(src, type){
  826. //music: "///super.4dage.com/data/LYW/edit/20200928_151633415.mp3"
  827. //"https://super.4dage.com/data/LYW/edit/20200928_165319399.jpg"]
  828. if(window.isLocal && settings.localPrefix!=void 0){//本地将线上的前缀替换
  829. var oldPrefix = 'super.4dage.com/'; //最简单的地址写一个,如果有其他完全不一样的地址就用数组逐个判断
  830. var index = src.indexOf(oldPrefix);
  831. if(index>-1){
  832. var wholeOldPrefix = src.slice(0, index+oldPrefix.length);
  833. return src.replace(wholeOldPrefix, settings.localPrefix)
  834. }else console.error("没有找到合适的本地链接")
  835. return src
  836. }else{
  837. //add https://
  838. var prefix = g_Prefix.replace('https://','').replace('http://','')
  839. if(!src.includes('http:/') && !src.includes('https:/') && src.includes(prefix) && src.indexOf('./') !== 0){
  840. src = 'https://'+src
  841. }
  842. return src
  843. }
  844. }
  845. Manage.prototype.removeSrcPostMark = function(url){//去除texture.load时自动加上的'?'
  846. var index = url.indexOf('?')
  847. if(index>-1){
  848. return url.slice(0, index)
  849. }else return url
  850. }
  851. Manage.prototype.showInfo = function (o) { // ({result:true, title:"发布成功"});
  852. var box = $(".resultBox");
  853. var title = o.title || o || i18n.get('保存成功');
  854. box.children().eq(0).html(title)
  855. //var time = o.time || THREE.Math.clamp((Config.lang=='en') ? title.length*50 : title.length*130 ,1300,5000);
  856. var time = o.time || THREE.Math.clamp(title.length*130 ,1300, 5000);
  857. o.time || console.log("showtime " + time)
  858. //实际有一半的时间在渐变透明度
  859. this.showInfoTimer && clearTimeout(this.showInfoTimer)
  860. box.removeClass("animate");//如果之后不久又要showinfo一个的话,先停止前面的animate
  861. setTimeout(function () {
  862. box.css(
  863. {
  864. '-webkit-animation-duration': time + 'ms',
  865. 'animation-duration': time + 'ms'
  866. }
  867. )
  868. if(o.top){
  869. box.children().css('top', o.top + "%");
  870. }else{
  871. box.children().css('top', '' )
  872. }
  873. box.removeClass("hide");
  874. box.addClass("animate");
  875. if (o.dontInteract) {//遮挡对屏幕的操作
  876. box.css('pointer-events', 'auto')
  877. } else {
  878. box.css('pointer-events', 'none')
  879. }
  880. this.showInfoTimer = setTimeout(function () {
  881. box.removeClass("animate");
  882. box.addClass("hide");
  883. this.showInfoTimer = null;
  884. }.bind(this), time + 20)
  885. }.bind(this), 50)//这个数字太小的话后面触发的没有重新animate的效果 应该要比帧率大吧
  886. }//like: manage.showInfo({title:'a', top:20})
  887. //公用的函数
  888. function getQueryVariable(variable)
  889. {
  890. var query = window.location.search.substring(1);
  891. var vars = query.split("&");
  892. for (var i=0;i<vars.length;i++) {
  893. var pair = vars[i].split("=");
  894. if(pair[0] == variable){return pair[1];}
  895. }
  896. return(false);
  897. }
  898. //隐藏公司Logo
  899. function showLogo(){
  900. $("#myCompany").hide();
  901. $("#loaderCoBrandName").hide();
  902. $("#title-logo").hide();
  903. $(".title-container").css("justify-content","center")
  904. }
  905. //czj 添加随机的时间
  906. function randomTime(){
  907. return new Date()
  908. };
  909. function matcher(data){
  910. if(!data || !g_version ) return data;
  911. delete data.model.vision_version;
  912. var _data = {
  913. files: {
  914. "templates": ["images/images{{number}}/{{filename}}"]
  915. },
  916. model :{
  917. sid :window.number,
  918. camera_start:
  919. data.model.images && data.model.images.length != 0 ?
  920. {
  921. camera: {
  922. zoom: "-1",
  923. quaternion: [
  924. JSON.parse(data.model.images[0].metadata).camera_quaternion.z,
  925. JSON.parse(data.model.images[0].metadata).camera_quaternion.w,
  926. JSON.parse(data.model.images[0].metadata).camera_quaternion.x,
  927. JSON.parse(data.model.images[0].metadata).camera_quaternion.y
  928. ]
  929. },
  930. pano: { uuid: JSON.parse(data.model.images[0].metadata).scan_id },
  931. mode: "0"
  932. }
  933. : ''
  934. },
  935. sid: window.number,
  936. hoticon: {
  937. default: "https://super.4dage.com/images/4dagePoint2.png",
  938. higt: "https://super.4dage.com/images/4dagePoint.png"
  939. },
  940. special: "false",
  941. weixinDesc: ""
  942. };
  943. $.extend(true,data,_data)
  944. return data;
  945. }
  946. function hotMatcher(data={}){
  947. //if(!data || !g_version) return data;
  948. if(g_version) {
  949. data.tourAudio = data.audio || {};
  950. }else{
  951. data.tourAudio = {}
  952. }
  953. return data;
  954. }
  955. var GifTexDeal = {
  956. animateObjects : [],
  957. animateTexs : [] ,
  958. addAnimation : function(texture, owner, info, id){
  959. /* if(this.animateObjects.find(e=>
  960. e.texture == texture && !ifSame(info, e.info)
  961. )) */
  962. var animation
  963. var tex = this.animateTexs.find(e=>e.texture == texture)
  964. if(tex){
  965. animation = tex
  966. }else{
  967. animation = {texture,info }
  968. this.animateTexs.push(animation)
  969. this.setRepeart(animation)
  970. }
  971. var object = {
  972. animation, //默认相同的texture对应的info是一样的, 对应一个animation
  973. owner,
  974. }
  975. this.animateObjects.push(object)
  976. return object
  977. },
  978. remove : function(object){
  979. var index = this.animateObjects.indexOf(object)
  980. if(index>-1){
  981. this.animateObjects.splice(index, 1)
  982. if(!this.animateObjects.find(e=>e.animation == object.animation)){
  983. let i = this.animateTexs.indexOf(object.animation)
  984. this.animateTexs.splice(i, 1)
  985. object.animation.texture.repeat.set(1,1)
  986. }
  987. this.stop(object)
  988. }
  989. },
  990. setRepeart : function(animation){
  991. animation.texture.repeat.set(1/animation.info.cellXcount, 1/animation.info.cellYcount)
  992. },
  993. start: function(object){
  994. if(!object || object.started )return;
  995. object.started = true
  996. if(object.animation.started)return;
  997. object.animation.started = true
  998. var info = object.animation.info
  999. var count = info.cellXcount * info.cellYcount - (info.voidCount || 0)
  1000. if(count <= 1)return;
  1001. transitions.start( (progress)=>{
  1002. var index = Math.floor((count-1) * progress);
  1003. var indexX = index % info.cellXcount
  1004. var indexY = info.cellYcount - Math.floor(index /info.cellXcount ) - 1; //uv.offset.y是从下到上的
  1005. object.animation.texture.offset.x = indexX / info.cellXcount;
  1006. object.animation.texture.offset.y = indexY / info.cellYcount;
  1007. //console.log(object.id + " : "+ object.texture.offset.toArray())
  1008. } , info.duration * (-1), null,/* ()=>{//done (-1):循环
  1009. object.started = false
  1010. object.texture.offset.x = 0;
  1011. object.texture.offset.y = 0;
  1012. this.start(object)
  1013. }, */ 0 ,null, object.id, "gif_"+object.animation.texture.id);
  1014. },
  1015. stop: function(object){
  1016. if(!object || !object.started)return;
  1017. object.started = false
  1018. //只有该object对应的texture对应的所有object都停止了,才能真的停止动画:
  1019. if(this.animateObjects.find(e=>e.animation == object.animation && e.started)) return;
  1020. transitions.cancelById("gif_"+object.animation.texture.id);
  1021. object.animation.texture.offset.set(0,0)
  1022. object.animation.started = false
  1023. }
  1024. }
  1025. var CloneObject = function(copyObj, result, isSimpleCopy, extraReplace) {
  1026. //isSimpleCopy只复制最外层
  1027. //复制json result的可能:普通数字或字符串、普通数组、复杂对象
  1028. if(!copyObj)return copyObj //0 null undefined ''
  1029. result = result || {};
  1030. if (copyObj instanceof Array) {
  1031. /* if (copyObj[0]instanceof Object) {
  1032. //不支持含有 [[Object]] 这样二级数组里面还是复杂数据的,普通和复杂的数据混合可能也不支持
  1033. console.error("不支持含有 [[Object]] 这样二级数组里面还是复杂数据的...")
  1034. }
  1035. return copyObj.slice(0);*/ //如果是数组,直接复制返回(排除数组内是object
  1036. return copyObj.map(e=>{
  1037. if(e instanceof Object){
  1038. return CloneObject(e)
  1039. }else return e
  1040. })
  1041. }else{
  1042. if(copyObj.clone instanceof Function ){ //解决一部分
  1043. return copyObj.clone()
  1044. }
  1045. }
  1046. for (var key in copyObj) {
  1047. if (copyObj[key] instanceof Object && !isSimpleCopy)
  1048. result[key] = CloneObject(copyObj[key]);
  1049. else
  1050. result[key] = copyObj[key];
  1051. //如果是函数类同基本数据,即复制引用
  1052. }
  1053. return result;
  1054. }
  1055. ;
  1056. var ifSame = function(object1, object2){
  1057. if(object1 == object2 )return true // 0 != undefined , 0 == ''
  1058. else if(!object1 || !object2) return false
  1059. else if(object1.constructor != object2.constructor){
  1060. return false
  1061. }else if(object1 instanceof Array ) {
  1062. if(object1.length != object2.length)return false;
  1063. var _object2 = object2.slice(0);
  1064. for(let i=0;i<object1.length;i++){
  1065. var u = _object2.find(e=>ifSame(object1[i], e));
  1066. if(u == void 0 && !_object2.includes(u) && !object1.includes(u))return false;
  1067. else{
  1068. let index = _object2.indexOf(u);
  1069. _object2.splice(index,1);
  1070. }
  1071. }
  1072. return true
  1073. }else if(object1.equals instanceof Function ){//复杂数据仅支持这种,其他的可能卡住?
  1074. return object1.equals(object2)
  1075. }else if(typeof object1 == 'number' || typeof object1 == 'string'){
  1076. if(isNaN(object1) && isNaN(object2))return true
  1077. else return object1 == object2
  1078. }else if(typeof object1 == "object"){
  1079. var keys1 = Object.keys(object1)
  1080. var keys2 = Object.keys(object2)
  1081. if(!ifSame(keys1,keys2))return false;
  1082. for(let i in object1){
  1083. var same = ifSame(object1[i], object2[i]);
  1084. if(!same)return false
  1085. }
  1086. return true
  1087. }else{
  1088. console.log('isSame出现例外')
  1089. }
  1090. }
  1091. function initByTHREE(THREE){
  1092. window.bus = new THREE.EventDispatcher();//因为player一开始总是没创建好,所以加一个事件传递器
  1093. THREE.TransitionPass = function ( scene, camera ) {
  1094. this.renderScene = scene;
  1095. this.renderCamera = camera;
  1096. this.coverRenderTarget = new THREE.WebGLRenderTarget( 100, 100, {
  1097. minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter,
  1098. format: THREE.RGBAFormat
  1099. });
  1100. this.coverTex = this.coverRenderTarget.texture;
  1101. this.enabled = false;
  1102. this.oldClearColor = new THREE.Color();
  1103. this.oldClearAlpha = 1;
  1104. this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  1105. this.scene = new THREE.Scene();
  1106. this.material = this.getMaskMaterial()
  1107. var copyShader = THREE.CopyShader;
  1108. this.materialCopy = new THREE.ShaderMaterial( {
  1109. uniforms: this.copyUniforms,
  1110. vertexShader: copyShader.vertexShader,
  1111. fragmentShader: copyShader.fragmentShader,
  1112. blending: THREE.NoBlending,
  1113. depthTest: false,
  1114. depthWrite: false,
  1115. transparent: true
  1116. } );
  1117. this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), this.material);
  1118. this.quad.frustumCulled = false; // Avoid getting clipped
  1119. this.scene.add( this.quad );
  1120. }
  1121. THREE.TransitionPass.prototype = {//波形扩散,出下一个画面
  1122. constructor: THREE.TransitionPass,
  1123. setSize: function ( width, height ) {
  1124. this.coverRenderTarget.setSize( width, height );
  1125. },
  1126. render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  1127. var oldAutoClear = renderer.autoClear;
  1128. renderer.autoClear = false;
  1129. var uniforms = this.quad.material.uniforms
  1130. uniforms.bgTex.value = readBuffer.texture; //更新
  1131. uniforms.coverTex.value = this.coverTex;
  1132. uniforms.progress.value = player.model.skybox.material.uniforms.progress.value//
  1133. uniforms.screenRatio.value = player.domElement.clientWidth / player.domElement.clientHeight;// 使波纹为圆形
  1134. uniforms.screenRatio.value *= uniforms.screenRatio.value
  1135. renderer.render( this.scene, this.camera);
  1136. renderer.autoClear = oldAutoClear;
  1137. },
  1138. start:function(sceneRenderer){
  1139. this.enabled = true
  1140. //draw coverTex
  1141. this.quad.material.uniforms.progress.value = 1;
  1142. sceneRenderer.renderer.render( sceneRenderer.scene, sceneRenderer.camera, this.coverRenderTarget, true );
  1143. },
  1144. stop:function(){
  1145. this.enabled = false
  1146. }
  1147. ,
  1148. getMaskMaterial :function(){
  1149. return new THREE.ShaderMaterial( {
  1150. uniforms: {
  1151. coverTex: {
  1152. type: "t",
  1153. value: null
  1154. },
  1155. bgTex: {
  1156. type: "t",
  1157. value: null
  1158. },
  1159. progress:{
  1160. type: "f",
  1161. value: 0
  1162. },
  1163. screenRatio:{
  1164. type: "f",
  1165. value: 1
  1166. }
  1167. },
  1168. vertexShader: `
  1169. varying vec2 vUv;
  1170. void main()
  1171. {
  1172. vUv = uv;
  1173. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  1174. }
  1175. `,
  1176. fragmentShader: `
  1177. uniform sampler2D coverTex;
  1178. uniform sampler2D bgTex;
  1179. uniform float progress;
  1180. uniform float screenRatio;
  1181. varying vec2 vUv;
  1182. void main() {
  1183. const float maxRadius = 0.708; // sqrt(0.5^2+0.5^2)
  1184. const float minRadius = 0.0 ;
  1185. float radius = screenRatio>1.0 ? sqrt((vUv.x - 0.5)*(vUv.x - 0.5) + (vUv.y - 0.5)*(vUv.y - 0.5)/screenRatio) : sqrt((vUv.x - 0.5)*(vUv.x - 0.5)*screenRatio+ (vUv.y - 0.5)*(vUv.y - 0.5));
  1186. float diff = 0.292; //1.0-maxRadius;
  1187. float radiusIn = maxRadius * progress + minRadius * (1.0-progress);
  1188. float radiusOut = radiusIn + diff;
  1189. if(radius < radiusIn) {
  1190. gl_FragColor = texture2D(bgTex, vUv);
  1191. //gl_FragColor = vec4(0.0,0.0,1.0,1.0);//
  1192. }else if(radius>radiusOut){
  1193. gl_FragColor = texture2D(coverTex, vUv) ;
  1194. //gl_FragColor = vec4(1.0,1.0,0.0,1.0);//
  1195. }else{
  1196. vec4 color1 = texture2D(bgTex, vUv);
  1197. vec4 color2 = texture2D(coverTex, vUv);
  1198. float rotio = smoothstep(radiusIn ,radiusOut,radius);
  1199. gl_FragColor = mix(color1, color2, rotio);
  1200. }
  1201. }
  1202. `
  1203. } );
  1204. },
  1205. }
  1206. Object.assign(Manage.prototype, THREE.EventDispatcher.prototype)
  1207. let labels = []
  1208. class Label2D extends THREE.EventDispatcher{
  1209. constructor(o={}){
  1210. super()
  1211. this.position = o.position
  1212. this.elem = $(o.innerHTML || '<div ><a></a></div>');
  1213. $(o.domElement).append(this.elem)
  1214. this.pos2d = new THREE.Vector3
  1215. this.elem.css({position: 'absolute', 'z-index':999})
  1216. this.clickFun = o.clickFun;
  1217. this.clickFun && this.elem.on('click',this.clickFun.bind(this))
  1218. if(o.autoUpdate){
  1219. let update = (e)=>{if(e.cameraChanged) this.update()}
  1220. player.on("view.changed",update) //确保player存在
  1221. this.addEventListener('dispose', (e)=>{
  1222. player.removeListener("view.changed",update)
  1223. })
  1224. }
  1225. this.visible = true
  1226. this.shelterByModel = o.shelterByModel
  1227. this.floorIndex = o.floorIndex
  1228. labels.push(this)
  1229. if(window.player.model){
  1230. this.init()
  1231. }else{
  1232. let f = ()=>{
  1233. window.bus.removeEventListener('playerAndModelReady',f)
  1234. this.init()
  1235. }
  1236. window.bus.addEventListener('playerAndModelReady',f)
  1237. }
  1238. }
  1239. init(){
  1240. if(this.floorIndex != void 0){
  1241. player.model.on("floor.changed",(currentFloor, mode, oldFloor)=>{
  1242. this.update(currentFloor) //注: currentFloor 这时候还没成为 model.currentFloor
  1243. })
  1244. }
  1245. }
  1246. update(currentFloor){
  1247. if(!this.position)return
  1248. if(!this.visible && this.unvisibleReasons.some(e=>e.level == 1) && !this.unvisibleReasons.some(e=>e.level>1) )return;
  1249. /*
  1250. 规定一下level共四层
  1251. level3 是notTrueSide层,权重最高。
  1252. level2 是强制可见层,如editSelected
  1253. level1 是强制不可见,如isPanorama
  1254. level0 是shelter层
  1255. 其中当visible==false时, 若导致不可见的原因是level1 代表不需要计算直接return, 否则还是要执行update 以计算更新可见性
  1256. 所以外部写的setVisible的level必须>0
  1257. */
  1258. var p = convertTool.getPos2d(this.position);
  1259. if(!p || !p.trueSide){
  1260. return this.setVisible(false, 'notTrueSide', 3, null, true)
  1261. //this.elem.css('display','none'); return;
  1262. }
  1263. this.setVisible(true, 'notTrueSide', 3, null, true)
  1264. this.setVisible(true, 'shelter', 0, null, true)
  1265. //判断label是否被模型遮挡,遮挡则消失(如果是漫游模式最好提前计算visiblePanos)
  1266. if(player.mode != 'panorama'){
  1267. currentFloor = currentFloor || player.model.currentFloor
  1268. if(!player.model.allFloorsVisible && this.floorIndex != void 0 && this.floorIndex!= currentFloor.floorIndex){
  1269. this.setVisible(false, 'shelter', 0, null, true)
  1270. //this.elem.css('display','none'); return;
  1271. if(!this.visible)return
  1272. }
  1273. if(this.shelterByModel && convertTool.ifShelter(this.position , p.vector, player.camera, this.floorIndex )){
  1274. //this.elem.css('display','none'); return;
  1275. this.setVisible(false, 'shelter', 0, null, true)
  1276. if(!this.visible)return
  1277. }
  1278. }
  1279. this.elem.css({
  1280. left: p.pos.x +'px',
  1281. top: p.pos.y +'px'
  1282. })
  1283. /* if(settings.vrEnabled){
  1284. this.elem.css({transform:'rotate('+window.screenFaceOrient+'deg)'})
  1285. }else{
  1286. this.elem.css({transform:''})
  1287. } */
  1288. //this.elem.css('display','block');
  1289. this.pos2d = p.vector;
  1290. }
  1291. setVisible(visi, reason, level=1, type, updating){
  1292. let visiOld = this.visible
  1293. convertTool.updateVisible(this, reason, visi, level, type )
  1294. updating || this.update() //再次更新可见性并计算位置
  1295. this.elem.css('display',this.visible?'block':'none');
  1296. /* if(!this.visible){
  1297. this.elem.css('display','none');
  1298. }else{
  1299. if(!visiOld){
  1300. updating || this.update()
  1301. this.elem.css('display','block');
  1302. }
  1303. } */
  1304. }
  1305. setPos(pos){
  1306. this.position = pos;
  1307. this.update()
  1308. }
  1309. dispose(){
  1310. this.elem.remove();
  1311. this.dispatchEvent({type:'dispose'})
  1312. let index = labels.indexOf(this)
  1313. index > -1 && labels.splice(index,1)
  1314. }
  1315. }
  1316. window.Label2D = Label2D
  1317. class RoomLabel extends Label2D{
  1318. constructor(o){
  1319. if(o.position instanceof Array) o.position = new THREE.Vector3().fromArray(o.position)
  1320. o.innerHTML = `<div class="room-label" ><a><p><span>${o.title}</span></p></a></div>`
  1321. o.domElement = $(".widgets-doll-labels")[0]
  1322. o.shelterByModel = true , o.autoUpdate = true
  1323. o.clickFun = ()=>{
  1324. if(player.roomLebelClickUnabled)return
  1325. let result = common.sortByScore(player.model.floors.index[this.floorIndex].panos, [], [(pano)=>{
  1326. return -pano.position.distanceToSquared(this.position)
  1327. }]);
  1328. let pano = result && result[0] && result[0].item
  1329. if(pano){
  1330. const minDisSquard = 200
  1331. if(pano.position.distanceToSquared(this.position) > minDisSquard){
  1332. pano = null
  1333. }
  1334. }
  1335. if(pano){
  1336. player.flyToPano({
  1337. pano
  1338. })
  1339. }else{
  1340. player.focusPoint({aim: this.position, radius: 20, dur:1000})
  1341. }
  1342. }
  1343. super(o)
  1344. this.setTitle(o.title )
  1345. }
  1346. init(){
  1347. super.init()
  1348. //飞入后不可见
  1349. player.on("mode.changing",(oldMode, mode, pano, duration)=>{//准备飞
  1350. this.setStyle(oldMode, mode, duration)
  1351. })
  1352. this.setStyle()
  1353. }
  1354. setStyle(oldMode, mode, duration){
  1355. if(!mode) mode = player.modeTran.split('-')[1] || player.mode //要变成的mode或当前mode
  1356. if(mode == 'panorama'){
  1357. this.setVisible(false, 'isPanorama', 1)
  1358. }else if(oldMode == 'panorama'){
  1359. setTimeout(()=>{
  1360. this.setVisible(true, 'isPanorama', 1)
  1361. },duration*0.7)
  1362. }
  1363. }
  1364. setTitle(title){
  1365. this.title = title || ''
  1366. this.elem.html(`<a><p><span>${this.title}</span></p></a>`)
  1367. }
  1368. setEditSelect(state){//编辑页面用
  1369. this.editing = !!state
  1370. this.setVisible(state, 'editSelected', 2, state ? 'add':'cancel') //强制可见
  1371. }
  1372. }
  1373. window.RoomLabel = RoomLabel
  1374. class HistoryRecord extends THREE.EventDispatcher{
  1375. constructor(o){
  1376. super()
  1377. this.undoList = []
  1378. this.redoList = []
  1379. this.applyData = o.applyData //应用数据的方法
  1380. this.getData = o.getData //获取数据的方法
  1381. this.dataBefore
  1382. window.addEventListener('keydown',(e)=>{
  1383. if(e.keyCode == 90 && e.ctrlKey){//Z
  1384. this.undo()
  1385. }else if(e.keyCode == 89 && e.ctrlKey){//Y
  1386. this.redo()
  1387. }
  1388. })
  1389. }
  1390. undo(){//回退
  1391. let length = this.undoList.length
  1392. if(length>0){
  1393. let unExist
  1394. let last = this.undoList.pop();
  1395. this.applyData && (unExist = !this.applyData(last.before))
  1396. unExist || this.redoList.push(last);
  1397. unExist && this.undo()//找不到就回退下一个。
  1398. this.dispatchEvent('undo')
  1399. //console.log('undo',last)
  1400. }
  1401. }
  1402. redo(){//撤销回退
  1403. let length = this.undoList.length
  1404. let last = this.redoList.pop();
  1405. if(last){
  1406. //注意:每行的顺序不能乱
  1407. this.undoList.push(last)
  1408. this.applyData && this.applyData(last.after)
  1409. this.dispatchEvent('redo')
  1410. //console.log('redo',last)
  1411. }
  1412. }
  1413. beforeChange(o){//在变化之前(可能执行好几次直到变化完,但只有第一次有效)。 o的内容完全根据getData怎么定义
  1414. if(!this.dataBefore){
  1415. let data = this.getData(o)
  1416. data && (this.dataBefore = data)
  1417. }
  1418. }
  1419. afterChange(o){//变化结束,从beforeChange到此算一次操作。
  1420. if(this.dataBefore){
  1421. this.writeIn({before:this.dataBefore, after:this.getData(o)} ) //写入某物体变化前和变化后的状态
  1422. this.dataBefore = null
  1423. }
  1424. }
  1425. writeIn(data ){
  1426. this.redoList.length = 0; //一旦录入新的操作,就不允许undo了
  1427. this.undoList.push(data );
  1428. //console.log('新增undo', data)
  1429. }
  1430. clear(){
  1431. this.redoList.length = 0
  1432. this.undoList.length = 0
  1433. this.dataBefore = null
  1434. }
  1435. }
  1436. window.HistoryRecord = HistoryRecord
  1437. let planeGeo = new THREE.PlaneBufferGeometry(1, 1, 1, 1)
  1438. class TextSprite extends THREE.Object3D {
  1439. constructor(options = {}) {
  1440. super()
  1441. let map = new THREE.Texture()
  1442. this.root = options.root || this
  1443. this.sprite = new THREE.Mesh(
  1444. planeGeo,
  1445. new THREE.MeshBasicMaterial({
  1446. map,
  1447. color: 0xffffff,
  1448. transparent: true,
  1449. depthTest: false,
  1450. depthWrite: false,
  1451. })
  1452. )
  1453. this.add(this.sprite)
  1454. this.sprite.renderOrder = options.renderOrder != void 0 ? options.renderOrder : 2
  1455. this.fontWeight = options.fontWeight == void 0 ? /* 'Bold' */ '' : options.fontWeight
  1456. this.rectBorderThick = options.rectBorderThick || 0
  1457. this.textBorderThick = options.textBorderThick || 0
  1458. this.fontface = 'Arial'
  1459. this.fontsize = options.fontsize || 16
  1460. this.textBorderColor = options.textBorderColor || { r: 0, g: 0, b: 0, a: 0.0 }
  1461. this.backgroundColor = options.backgroundColor || { r: 255, g: 255, b: 255, a: 1.0 }
  1462. this.textColor = options.textColor || { r: 0, g: 0, b: 0, a: 1.0 }
  1463. this.borderColor = options.borderColor || { r: 0, g: 0, b: 0, a: 0.0 }
  1464. this.borderRadius = options.borderRadius == void 0 ? 6 : options.borderRadius
  1465. this.margin = options.margin
  1466. this.textshadowColor = options.textshadowColor
  1467. this.name = options.name
  1468. this.sizeInfo = options.sizeInfo
  1469. this.addEventListener('dispose', this.dispose.bind(this))
  1470. this.fixOrient = options.fixOrient
  1471. this.events = {
  1472. updatePose: (e)=>{
  1473. e.cameraChanged && this.updatePose()
  1474. },
  1475. }
  1476. player.on("view.changed", this.events.updatePose)
  1477. this.addEventListener('isVisible', e => {
  1478. if (e.visible) {
  1479. this.updatePose()
  1480. }
  1481. })
  1482. if (options.text != void 0) this.setText(options.text)
  1483. setTimeout(()=>{
  1484. this.updatePose()
  1485. },1)
  1486. }
  1487. updatePose() {
  1488. //if (lastFrameChanged) this.needsUpdate = true
  1489. if (!common.realVisible(this) /* || !this.needsUpdate */) return
  1490. //this.needsUpdate = false
  1491. let camera = player.mode == 'floorplan' ? player.cameraControls.activeControl.camera : player.camera //floorplan 时要用到OrthographicCamera
  1492. if (!this.fixOrient) {
  1493. let parentQua = this.root.parent.getWorldQuaternion(new THREE.Quaternion())
  1494. this.root.quaternion.multiplyQuaternions(parentQua.inverse(), camera.quaternion) //乘上parentQua.invert()是为了中和掉父结点的qua,使只剩下camera.quaternion
  1495. }
  1496. if (this.sizeInfo) {
  1497. var s = convertTool.getScaleForConstantSize(
  1498. Object.assign(
  1499. {
  1500. },
  1501. this.sizeInfo,
  1502. {
  1503. farBound: player.mode == 'floorplan' ? this.sizeInfo.farBoundPlan || this.sizeInfo.farBound : this.sizeInfo.farBound,
  1504. position: this.root.getWorldPosition(new THREE.Vector3()),
  1505. }
  1506. )
  1507. )
  1508. this.scale.set(s, s, s)
  1509. }
  1510. }
  1511. setText(text) {
  1512. if (this.text !== text) {
  1513. if (!(text instanceof Array)) {
  1514. this.text = [text + '']
  1515. } else this.text = text
  1516. this.updateTexture()
  1517. this.needsUpdate = true
  1518. }
  1519. }
  1520. setPos(pos) {
  1521. this.position.copy(pos)
  1522. this.needsUpdate = true //updatePose
  1523. }
  1524. setTextColor(color) {
  1525. this.textColor = color
  1526. this.updateTexture()
  1527. }
  1528. setBorderColor(color) {
  1529. this.borderColor = color
  1530. this.updateTexture()
  1531. }
  1532. setBackgroundColor(color) {
  1533. this.backgroundColor = color
  1534. this.updateTexture()
  1535. }
  1536. setVisible(v) {
  1537. this.visible = v
  1538. }
  1539. setUniforms(name, value) {
  1540. this.sprite.setUniforms(name, value)
  1541. }
  1542. updateTexture() {
  1543. let canvas = document.createElement('canvas')
  1544. let context = canvas.getContext('2d')
  1545. context.font = this.fontWeight + ' ' + this.fontsize + 'px ' + this.fontface
  1546. //context["font-weight"] = 100; //语法与 CSS font 属性相同。
  1547. // get size data (height depends only on font size)
  1548. //this.text = 'f 啊啊啊 jg'
  1549. let textMaxWidth = 0,
  1550. infos = []
  1551. for (let text of this.text) {
  1552. let metrics = context.measureText(text)
  1553. let textWidth = metrics.width
  1554. infos.push(metrics)
  1555. textMaxWidth = Math.max(textMaxWidth, textWidth)
  1556. }
  1557. let margin = this.margin || new THREE.Vector2(this.fontsize, Math.max(this.fontsize * 0.4, 10))
  1558. const lineSpace = (this.fontsize + margin.y) * 0.5
  1559. let spriteWidth = 2 * margin.x + textMaxWidth + 2 * this.rectBorderThick
  1560. let spriteHeight = 2 * margin.y + this.fontsize * this.text.length + 2 * this.rectBorderThick + lineSpace * (this.text.length - 1)
  1561. context.canvas.width = spriteWidth
  1562. context.canvas.height = spriteHeight
  1563. context.font = this.fontWeight + ' ' + this.fontsize + 'px ' + this.fontface
  1564. let expand = Math.max(1, Math.pow(this.fontsize / 12, 1.4)) // 针对英文大部分在baseLine之上所以降低一点,或者可以识别当不包含jgqp时才加这个值
  1565. //canvas原点在左上角
  1566. context.textBaseline = 'alphabetic' // "middle" //设置文字基线。当起点y设置为0时,只有该线以下的部分被绘制出来。middle时文字显示一半(但是对该字体所有字的一半,有的字是不一定显示一半的,尤其汉字),alphabetic时是英文字母的那条基线。
  1567. // border color
  1568. context.strokeStyle = 'rgba(' + this.borderColor.r + ',' + this.borderColor.g + ',' + this.borderColor.b + ',' + this.borderColor.a + ')'
  1569. context.lineWidth = this.rectBorderThick
  1570. // background color
  1571. context.fillStyle = 'rgba(' + this.backgroundColor.r + ',' + this.backgroundColor.g + ',' + this.backgroundColor.b + ',' + this.backgroundColor.a + ')'
  1572. this.roundRect(context, this.rectBorderThick / 2, this.rectBorderThick / 2, spriteWidth - this.rectBorderThick, spriteHeight - this.rectBorderThick, this.borderRadius)
  1573. context.fillStyle = 'rgba(' + this.textColor.r + ',' + this.textColor.g + ',' + this.textColor.b + ',' + this.textColor.a + ')'
  1574. let y = margin.y
  1575. for (let i = 0; i < this.text.length; i++) {
  1576. //let actualHeight = metrics.actualBoundingBoxAscent + metrics.actualBoundingBoxDescent // 当前文本字符串在这个字体下用的实际高度
  1577. //文字y向距离从textBaseline向上算
  1578. let actualBoundingBoxAscent = infos[i].actualBoundingBoxAscent == void 0 ? this.fontsize * 0.8 : infos[i].actualBoundingBoxAscent //有的流览器没有。只能大概给一个
  1579. y += actualBoundingBoxAscent + expand
  1580. //console.log(actualBoundingBoxAscent)
  1581. //console.log(this.text, 'y' , y, 'actualBoundingBoxAscent', metrics.actualBoundingBoxAscent,'expand',expand )
  1582. let textLeftSpace = (textMaxWidth - infos[i].width) / 2
  1583. let x = this.rectBorderThick + margin.x + textLeftSpace
  1584. // text color
  1585. if (this.textBorderThick) {
  1586. context.strokeStyle = 'rgba(' + this.textBorderColor.r + ',' + this.textBorderColor.g + ',' + this.textBorderColor.b + ',' + this.textBorderColor.a + ')'
  1587. context.lineWidth = this.textBorderThick
  1588. context.strokeText(this.text[i], x, y)
  1589. }
  1590. if (this.textshadowColor) {
  1591. context.shadowOffsetX = 0
  1592. context.shadowOffsetY = 0
  1593. context.shadowColor = this.textshadowColor
  1594. context.shadowBlur = 0.3 * this.fontsize
  1595. }
  1596. context.fillText(this.text[i], x, y)
  1597. y += lineSpace
  1598. }
  1599. let texture = new THREE.Texture(canvas)
  1600. texture.minFilter = THREE.LinearFilter
  1601. texture.magFilter = THREE.LinearFilter
  1602. texture.anisotropy = 4
  1603. texture.needsUpdate = true
  1604. //this.material.needsUpdate = true;
  1605. if (this.sprite.material.map) {
  1606. this.sprite.material.map.dispose()
  1607. }
  1608. this.sprite.material.map = texture
  1609. this.sprite.scale.set(spriteWidth * 0.01, spriteHeight * 0.01, 1.0)
  1610. }
  1611. roundRect(ctx, x, y, w, h, r) {
  1612. ctx.beginPath()
  1613. ctx.moveTo(x + r, y)
  1614. ctx.lineTo(x + w - r, y)
  1615. ctx.arcTo(x + w, y, x + w, y + r, r) //圆弧。前四个参数同quadraticCurveTo
  1616. //ctx.quadraticCurveTo(x + w, y, x + w, y + r); //二次贝塞尔曲线需要两个点。第一个点是用于二次贝塞尔计算中的控制点,第二个点是曲线的结束点。
  1617. ctx.lineTo(x + w, y + h - r)
  1618. ctx.arcTo(x + w, y + h, x + w - r, y + h, r)
  1619. ctx.lineTo(x + r, y + h)
  1620. ctx.arcTo(x, y + h, x, y + h - r, r)
  1621. ctx.lineTo(x, y + r)
  1622. ctx.arcTo(x, y, x + r, y, r)
  1623. ctx.closePath()
  1624. ctx.fill()
  1625. ctx.stroke()
  1626. }
  1627. dispose() {
  1628. this.sprite.material.map.dispose()
  1629. this.sprite.material.dispose()
  1630. this.parent && this.parent.remove(this)
  1631. this.sprite.dispatchEvent({ type: 'dispose' })
  1632. this._listeners = []
  1633. this.events.updatePos && player.removeEventListener('view.changed', this.events.updatePose)
  1634. }
  1635. }
  1636. window.TextSprite = TextSprite
  1637. /* class VideoPlayer extends THREE.EventDispatcher{
  1638. constructor(player) {
  1639. super()
  1640. this.instances = new Map()
  1641. this.isFlv = false
  1642. }
  1643. addVideo(src) {
  1644. let video = this._createVideo(src)
  1645. this.instances.set(src, video)
  1646. return video
  1647. }
  1648. getVideo(src) {
  1649. let video = this.instances.get(src)
  1650. if (!video) {
  1651. video = this.addVideo(src)
  1652. }
  1653. return video
  1654. }
  1655. _createVideo(src) {
  1656. let video = document.createElement('video')
  1657. video.setAttribute('crossOrigin', 'anonymous')
  1658. video.setAttribute('playsinline', 'true')
  1659. video.setAttribute('x5-playsinline', 'true')
  1660. video.setAttribute('webkit-playsinline', 'true')
  1661. video.setAttribute('x5-video-player-type', 'h5')
  1662. video.setAttribute('controls', 'true')
  1663. video.setAttribute('controlslist', 'nodownload')
  1664. video.setAttribute('preload', 'meta') //注意,src赋值就会自动加载, preload="meta" 只加载元数据,提高加载速度,否则一开始卡
  1665. video.autoplay = false
  1666. video.muted = true
  1667. video.loop = true
  1668. video.style.position = 'fixed'
  1669. video.style.left = '0'
  1670. video.style.top = '0'
  1671. video.style.zIndex = '1000'
  1672. video.style.width = '200px'
  1673. video.style.display = 'none'
  1674. //document.body.appendChild(video)
  1675. //video.style.display = browser.urlHasValue('debug') ? 'block' : 'none'
  1676. video.src = src
  1677. if(this.isFlv) this.attachFlv(video)
  1678. return video
  1679. }
  1680. attachFlv(video){ 四维看看的会把视频转码成flv和mp4存在服务器, 但是大场景不会,所以安卓(如vivo)加载不了。flv必须用flvjs播放,且苹果有的支持不了
  1681. if(video.flvjsPlayer)return
  1682. let player = flvjs.createPlayer({ type: 'flv', url: video.src }) //需要是flv格式才行
  1683. player.videoElement = video
  1684. player.attachMediaElement(video)
  1685. player.on(flvjs.Events.ERROR, this._onPlayerError.bind(this))
  1686. player.load()
  1687. video.flvjsPlayer = player;
  1688. }
  1689. _onPlayerError() {
  1690. console.warn('视频加载失败')
  1691. }
  1692. changeTypeToFlv(){
  1693. this.isFlv = true
  1694. for(let [key,value] of this.instances){
  1695. this.attachFlv(value)
  1696. }
  1697. }
  1698. } */
  1699. window.initRouteArrow = ()=>{
  1700. if(window.isEdit)return
  1701. if(!window.DATA.route?.data || Object.keys(window.DATA.route.data).length == 0)return
  1702. let {hide, gradualShow, opacityShine, data={}} = window.DATA.route || {} //hide 默认是否隐藏,若隐藏也可以通过函数展示
  1703. let panos = player.model.panos
  1704. panos.routeNextMap = {} //下一个
  1705. panos.routePreMap = {} //上一个
  1706. panos.list.forEach((pano,i)=>{
  1707. panos.routePreMap[pano.id] = []
  1708. panos.routeNextMap[pano.id] = data[pano.id] ? data[pano.id].map(id=>panos.get(id)) : []
  1709. })
  1710. for(let panoId in data){
  1711. data[panoId].forEach(id=>{
  1712. panos.routePreMap[id].push(panos.get(panoId))
  1713. })
  1714. }
  1715. var arrowInfo = {
  1716. animateDur : 5000,
  1717. showDur: 1000,
  1718. minOpa: 0.2,
  1719. maxOpa: 0.5
  1720. }
  1721. let arrowTex = Texture.load('images/arrow.png')
  1722. arrowTex.anisotropy = 4
  1723. let arrowMat = new THREE.MeshBasicMaterial({
  1724. name: 'arrow',
  1725. transparent:true,
  1726. map:arrowTex,
  1727. side:2,
  1728. opacity: arrowInfo.maxOpa,
  1729. //depthTest:false
  1730. depthWrite:false, //防止和导览路线重叠闪烁
  1731. })
  1732. let mats = {
  1733. default: arrowMat,
  1734. fadeIn: arrowMat.clone()
  1735. }
  1736. mats.fadeIn.name = 'fadeInArrow'
  1737. let plane = new THREE.PlaneBufferGeometry(1,1)
  1738. let arrows = new THREE.Object3D; arrows.name = 'groundArrows'
  1739. player.model.add(arrows)
  1740. var createArrow = function(mat){
  1741. var arrow = new THREE.Mesh(plane, mat)
  1742. arrow.name = 'arrow'
  1743. let s = 0.15
  1744. arrow.scale.set(s,s,s)
  1745. arrows.add(arrow)
  1746. return arrow
  1747. }
  1748. var updateArrowPose = function(from, to, mat ){
  1749. var vec = to.floorPosition.clone().clone().sub(from.floorPosition).setY(0);
  1750. let spaceDis = 0.4//箭头之间的间距
  1751. let margin = 0.3 //marker端需要留一点距离
  1752. let sliceCount = Math.max(2, Math.round((vec.length()-margin) / spaceDis)) //分段
  1753. let arrowCount = sliceCount - 1
  1754. let dir = vec.clone().normalize()
  1755. let dir2d = new THREE.Vector2(dir.x, dir.z)
  1756. let angle = dir2d.angle() - Math.PI/2
  1757. let sliceLen = (vec.length()-margin) / sliceCount
  1758. let i = arrowCount
  1759. while(i>0){
  1760. let pos = from.floorPosition.clone().add(dir.clone().multiplyScalar(margin/2 + i*sliceLen))
  1761. pos.y+=settings.markerHeight
  1762. let arrow = createArrow(mat)
  1763. arrow.name = 'arrow:'+from.id+"-"+to.id+"|"+i
  1764. arrow.rotation.set(Math.PI/2, 0, angle);
  1765. arrow.position.copy(pos)
  1766. i--
  1767. }
  1768. }
  1769. var updateArrowOpacity = function(e){//不停更新所有arrow的透明度
  1770. var transition = function(a){
  1771. if(!arrows.visible)return
  1772. var opa = a > 0.5 ? 2-a*2 : 2*a ;
  1773. opa = arrowInfo.maxOpa*opa+ arrowInfo.minOpa*(1-opa)
  1774. mats.default.opacity = opa
  1775. mats.fadeIn.opacity = opa * mats.fadeIn.opacity2
  1776. }
  1777. transitions.start(transition, arrowInfo.animateDur, updateArrowOpacity, 0, easing.easeInOutCubic, "updateArrowOpacity")
  1778. }
  1779. var fadeInArrow = function(){
  1780. transitions.cancelById('updateArrowOpacity2')
  1781. var arrows_ = arrows.children.filter(e=> e.material == mats.fadeIn)
  1782. if(arrows_.length == 0)return
  1783. mats.fadeIn.opacity = 0
  1784. var transition = function(a){
  1785. if(!opacityShine) mats.fadeIn.opacity = a * arrowInfo.maxOpa
  1786. else mats.fadeIn.opacity2 = a
  1787. }
  1788. transitions.start(transition, arrowInfo.showDur, function done(){
  1789. arrows_.forEach(e=>e.material = mats.default)
  1790. }, 0, easing.easeInOutCubic, "updateArrowOpacity", "updateArrowOpacity2")
  1791. }
  1792. var lastArrowPanos = []
  1793. var updateArrow = function(){//根据当前pano更新
  1794. if(player.mode != 'panorama' || hide){ //飞出
  1795. arrows.visible = false
  1796. lastArrowPanos = []
  1797. return;
  1798. }
  1799. arrows.visible = true
  1800. let currentPano = player.currentPano
  1801. //先获取所有需要箭头的pano
  1802. var maxDistance = 6;//该距离内pano可见箭头
  1803. var maxPathCount = 8;
  1804. var dis = 0
  1805. var curPano = currentPano;
  1806. var panos_ = [];
  1807. var getAngle = function(pano1,pano2){
  1808. let dir = new THREE.Vector3().subVectors(pano1.position,pano2.position)
  1809. dir = new THREE.Vector2(dir.x, dir.z)
  1810. return dir.angle()
  1811. }
  1812. var search = function(pano, path=[pano], angles=[]){//多分支搜寻
  1813. var neighbor = panos.routeNextMap[pano.id];
  1814. if(!neighbor || !neighbor.length)return //path.length>1 && console.log('branchPath',path);
  1815. neighbor.forEach(e=>{
  1816. let branchPath = path.slice(), angles_ = angles.slice()
  1817. if(panos_.find(arr=>arr[0]==e))return //console.log('不回头branchPath',branchPath); //不回头
  1818. dis = e.floorPosition.distanceTo(currentPano.floorPosition)
  1819. branchPath.push(e)
  1820. if(branchPath.length>2){//不折回,否则感觉在面前饶了一圈回来很难看
  1821. let i=0
  1822. while(i<branchPath.length-1){ //补全angles
  1823. if(angles_[i] == void 0){
  1824. angles_[i] = getAngle(branchPath[i], branchPath[i+1])
  1825. }
  1826. i++
  1827. }
  1828. let lastAngle = angles_[branchPath.length-2]//getAngle(branchPath[i], e)
  1829. let reverse = angles_.find((angle, n)=> {
  1830. let angleDiff = Math.abs(( lastAngle - angle) % (Math.PI*2) ) //越远限制越大
  1831. let minDiff = math.linearClamp(branchPath.length,[3,6],[0.2,0.5])
  1832. if(Math.abs(angleDiff - Math.PI ) < minDiff){
  1833. //console.log('因为折回而提前结束', n, branchPath)
  1834. return true
  1835. }
  1836. })
  1837. if(reverse != void 0){
  1838. return
  1839. }
  1840. }
  1841. if(branchPath.length<3 || dis < maxDistance){
  1842. panos_.push([pano, e])
  1843. search(e, branchPath, angles_)
  1844. }else{
  1845. //console.log('branchPath',branchPath)
  1846. }
  1847. })
  1848. }
  1849. //search(currentPano)
  1850. let disMap = new Map, cosMap = new Map
  1851. let camDir = player.getDirection()
  1852. let neighbors = currentPano.neighbourUUIDs.map(e=>panos.get(e))
  1853. .filter(p=>{
  1854. let dir = new THREE.Vector3().subVectors(p.position, currentPano.position)
  1855. let d = dir.lengthSq()
  1856. if(d < 15){//最大距离
  1857. disMap.set(p, d);
  1858. cosMap.set(p, dir.normalize().dot(camDir))
  1859. return true
  1860. }
  1861. }).sort((a,b)=>{
  1862. let score = disMap.get(a) - disMap.get(b)
  1863. score += (cosMap.get(b) - cosMap.get(a)) * 5
  1864. return score
  1865. })//从近到远,尽量在前方
  1866. let seedPanos = [currentPano, ...neighbors]//如果没有从当前点出发的箭头,就展示隔壁点的(缺点是隔壁点可能是指向当前点的,原规则是不展示来的路径的,所以会有点奇怪。虽然也可以在search后剔除啦)
  1867. for(let seed of seedPanos){
  1868. search(seed)
  1869. if(panos_.length != 0){
  1870. break;
  1871. }
  1872. }
  1873. arrows.children.slice().forEach(child=>arrows.remove(child))
  1874. panos_.forEach((panoArr,i)=>{
  1875. var isNew = !lastArrowPanos.find(e=>e[0]==panoArr[0] && e[1]==panoArr[1])//新出现的点 渐变出现
  1876. updateArrowPose(panoArr[0], panoArr[1], isNew ? mats.fadeIn : mats.default )//更新位置
  1877. })
  1878. fadeInArrow()
  1879. lastArrowPanos = panos_
  1880. }
  1881. let inited
  1882. let init = ()=>{
  1883. if(inited)return
  1884. if(gradualShow){
  1885. player.on("flying.ended", updateArrow )
  1886. }else{
  1887. //展示全部
  1888. for(let id1 in panos.routeNextMap){
  1889. for(let pano2 of panos.routeNextMap[id1]){
  1890. updateArrowPose(panos.get(id1), pano2, mats.default)
  1891. }
  1892. }
  1893. player.on("mode.changed", ()=>{
  1894. if(hide)return
  1895. arrows.visible = player.mode == 'panorama'
  1896. })
  1897. }
  1898. opacityShine && updateArrowOpacity()
  1899. inited = true
  1900. }
  1901. {//ui控制显示
  1902. let changeShow = (e)=>{
  1903. hide = !e.show
  1904. e.show && init()
  1905. gradualShow ? updateArrow() : (arrows.visible = e.show)
  1906. }
  1907. player.on('changeArrowShow',changeShow)
  1908. changeShow({show:!hide})
  1909. }
  1910. }
  1911. {
  1912. let f = ()=>{
  1913. window.bus.removeEventListener('playerAndModelReady',f)
  1914. player.on("mode.changing",(currentMode, mode, pano, duration)=>{
  1915. let noLine = mode == 'floorplan';
  1916. if(noLine){
  1917. $('.widgets-doll-labels').addClass('noLine').addClass('noCorner')
  1918. }else{
  1919. $('.widgets-doll-labels').removeClass('noLine').removeClass('noCorner')
  1920. }
  1921. })
  1922. player.on("view.changed",(e)=>{
  1923. if(e.cameraChanged){
  1924. //if(needUpdateZIndex){ //如果某个label显示时需要更新index的话,加个参数
  1925. let label_ = labels.filter(e=>e.elem[0].style.display == 'block')
  1926. label_.sort((a,b)=>b.pos2d.z - a.pos2d.z)
  1927. label_.forEach((e,index)=>e.elem.css('z-index', index+1000));
  1928. //}
  1929. }
  1930. })
  1931. player.model.hotGroup.children.length ? logSth() : player.on('gotHotAndStartload',logSth);
  1932. /* {//如果是flv格式的话
  1933. window.videoPlayer = new VideoPlayer()
  1934. if(browser.detectAndroidMobile()){//安卓常常播放不了
  1935. let scriptdom = document.querySelector('#flvJs')
  1936. if(scriptdom){
  1937. scriptdom.src = 'js/lib/flv.min.js'
  1938. scriptdom.onload = ()=>{
  1939. window.videoPlayer.changeTypeToFlv()
  1940. window.bus.dispatchEvent('VideoPlayerReady' )
  1941. //Hot.startLoad()
  1942. }
  1943. }
  1944. }
  1945. } */
  1946. initRouteArrow()
  1947. browser.urlHasValue('panoLabel') && player.model.panos.forEach(p=>p.addLabel())
  1948. /* if(number == 'SG-LF0SeEdxWjv'){ //---如果要将其中一块chunk提取出来成为单独的floor(或说在该楼层隐藏)的话
  1949. let roof = new player.model.floors.list[0].constructor(player.model, 2);//放在第三层
  1950. roof.build()
  1951. roof.addChunk(player.model.floors.list[0].chunks[1])
  1952. player.model.floors.add(roof)
  1953. player.model.floors.list[0].chunks.splice(1,1)
  1954. } */
  1955. if(settings.extractFloor){
  1956. let data = settings.extractFloor[number]
  1957. if(data){
  1958. setTimeout(()=>{
  1959. let roof = new player.model.floors.list[0].constructor(player.model, player.model.floors.length);//放在第三层 隐藏起来
  1960. roof.build()
  1961. player.model.floors.add(roof)
  1962. for(let i=0;i<data.length;i++){
  1963. let chunk = player.model.chunks[data[i]]
  1964. let oldFloor = chunk.parent
  1965. roof.addChunk(chunk)
  1966. let index = oldFloor.chunks.indexOf(chunk)
  1967. oldFloor.chunks.splice(index,1)
  1968. }
  1969. },10)
  1970. }
  1971. }
  1972. {//根据漫游点切换音频
  1973. let curAudio
  1974. let bgmObject = SoundManager.list.find(e=>e.name == 'bgm')
  1975. let setCurBgm = (pano)=>{
  1976. if(!window.DATA.panoAreas)return
  1977. let item = window.DATA.panoAreas.find(e=>e.panos.some(a=>a == pano.id))
  1978. let areaAudio = item?.audio && item.audio[1]
  1979. if(areaAudio != curAudio ){
  1980. let canPlay = !bgmObject.audio.paused || bgmObject.canplay() && !(SoundManager.currentAudio && SoundManager.currentAudio != bgmObject && SoundManager.currentAudio.src) //没有其他音频在播放的话就可以播 //!pl
  1981. SoundManager.setSrc('bgm', areaAudio || window.DATA.backgroundMusic, areaAudio ? (item.name +':'+item.audio[0]) : '全局背景音')
  1982. curAudio = areaAudio
  1983. if(canPlay){
  1984. SoundManager.play('bgm')
  1985. $("#volume").show();
  1986. }
  1987. if(areaAudio || window.DATA.backgroundMusic){
  1988. $("#volume").show()
  1989. }else{
  1990. $("#volume").hide()
  1991. }
  1992. }
  1993. }
  1994. player.on("flying.ended",(a,b,pano,d)=>{
  1995. pano && setCurBgm(pano)
  1996. })
  1997. manage.addEventListener('pauseSound',(e)=>{
  1998. if(SoundManager.playHistory.length == 0 && e.object != bgmObject){//其他都停了的话
  1999. //console.log('SoundManager.playHistory.length == 0')
  2000. setCurBgm(player.currentPano)
  2001. }
  2002. })
  2003. player.currentPano && setCurBgm(player.currentPano)
  2004. }
  2005. }
  2006. window.bus.addEventListener('playerAndModelReady',f) //player model currentPano都已有
  2007. }
  2008. window.bus.dispatchEvent({type: 'THREE_inited'})
  2009. }
  2010. {
  2011. let infoPannel = $('<div id="alert" class="closed"><div name="content"></div><div class="close"></div></div>')
  2012. $('body').append(infoPannel)
  2013. let showDur;
  2014. let close = ()=>{
  2015. infoPannel.addClass('closed')
  2016. clearTimeout(timer)
  2017. timer = null
  2018. }
  2019. let timer, currName;//定时器
  2020. infoPannel.find('.close').on('click',close);
  2021. window.alertInfo = function(text, {dur, dontAutoClose, hideCloseBtn, name}={}){
  2022. if(timer){
  2023. clearTimeout(timer)
  2024. }
  2025. infoPannel.find('[name=content]').html(text)
  2026. infoPannel.removeClass('closed')
  2027. if(hideCloseBtn){
  2028. infoPannel.find('.close').addClass('hide')
  2029. }else{
  2030. infoPannel.find('.close').removeClass('hide')
  2031. }
  2032. showDur = dur || (1500 + Math.round(text.length * 20))
  2033. if(!dontAutoClose){
  2034. timer = setTimeout(close, showDur)
  2035. }
  2036. currName = name
  2037. }
  2038. window.alertClose = function(name){
  2039. if(currName == name){
  2040. close()
  2041. }
  2042. }
  2043. }
  2044. //最好能知道应该播放到的currentTime
  2045. var SoundManager = {//暂不支持同时播放
  2046. currentAudio:null,//当前正在播放list中的哪一个
  2047. enableSound:true,//是否允许有声音
  2048. playHistory:[],//被打断的加入播放历史
  2049. list:[ ],//同一级别可以互相打断 //暂时不做多级别
  2050. play:function(name, src, currentTime){
  2051. var object = this.list.find(e=>e.name == name)
  2052. if(object){
  2053. if(this.currentAudio){
  2054. this.pause(this.currentAudio.name, false, true)
  2055. }
  2056. {//将当前要播放的播放历史中清除
  2057. let index = this.playHistory.indexOf(object)
  2058. if(index>-1)this.playHistory.splice(index,1);
  2059. }
  2060. this.currentAudio = object
  2061. if(src){
  2062. this.setSrc(name, src)
  2063. }
  2064. if(currentTime!=void 0){
  2065. object.audio.currentTime = currentTime
  2066. }
  2067. if(object.audio && object.src){
  2068. object.audio.load(); // iOS 9 还需要额外的 load 一下, 否则直接 play 无效 *///https://www.cnblogs.com/interdrp/p/4211883.html 部分资料
  2069. object.audio.play();
  2070. object.audio.paused || object.callback && object.callback(true)
  2071. Log(name + ' 播放 ' )
  2072. }
  2073. }
  2074. },
  2075. pause:function(name, autoReplayLast, isInterrupt){//需要能自动恢复上一个被打算的音频。恢复前判断是否还需要播放
  2076. var object = this.list.find(e=>e.name == name)
  2077. if(object && this.currentAudio == object){
  2078. this.currentAudio = null
  2079. if(object.audio){
  2080. !object.audio.paused && Log(name + ' 中断音频 '+ "("+common.getFileNameFromUrl(object.audio.src)+')' )
  2081. object.audio.pause()
  2082. object.callback && object.callback(false)
  2083. }
  2084. if(isInterrupt){//一般主动调用不需要加这个
  2085. this.playHistory.push(object)//如果是被中断的,加入播放历史,等待恢复播放
  2086. }
  2087. if(autoReplayLast){ //播放之前的音频。它们是被打断过的。
  2088. while(this.playHistory.length){
  2089. var last = this.playHistory.pop();
  2090. if(last.src && last.canplay(last.audio)){
  2091. this.play(last.name )
  2092. }
  2093. }
  2094. }
  2095. manage.dispatchEvent({type:'pauseSound', object})
  2096. }
  2097. },
  2098. setSrc : function(name, src='', desc=''){//不能直接给audio赋src!一定要用这个函数!因为我要拿这里的src来判断有无src,因为貌似audio的src会自动变,''时会变成html的链接
  2099. var object = this.list.find(e=>e.name == name)
  2100. object.src = src
  2101. object.audio.src = src
  2102. Log(`${object.name} ${desc} 设置src: ${src} `)
  2103. },
  2104. createAudio:function(object={}){//name, level, canplay
  2105. if(!object.fake){
  2106. object.audio = new Audio();
  2107. object.audio.loop = !!object.loop;
  2108. //object.audio.autoplay = true;
  2109. object.audio.addEventListener('ended', ()=>{
  2110. if(object.loop){//循环
  2111. Log(`${object.name} 播放完毕,重新播放`)
  2112. object.audio.play()
  2113. }else{
  2114. this.pause(object.name, true);//停止后的后续处理
  2115. }
  2116. });
  2117. object.audio.oncanplaythrough = ()=>{
  2118. //Log(`${object.name} canplaythrough `)
  2119. }
  2120. }
  2121. this.list.push(object)
  2122. },
  2123. initAutoPlay:function(){ //处理设备自动播放限制
  2124. let play = function(){
  2125. if (this.currentAudio && this.currentAudio.audio && this.currentAudio.src && this.currentAudio.audio.paused ) {
  2126. this.currentAudio.audio.play() //一般触屏了都会播放成功,就不识别paused了
  2127. this.currentAudio.callback && this.currentAudio.callback(true)
  2128. Log(`${this.currentAudio.name} 自动播放`) //即使设置src在这之后好像也能成功播放
  2129. }else{
  2130. }
  2131. document.removeEventListener("touchstart",play);
  2132. document.removeEventListener("click",play);
  2133. $('#player')[0].removeEventListener("touchstart", play);
  2134. }.bind(this);
  2135. document.addEventListener("WeixinJSBridgeReady", play, false);
  2136. document.addEventListener("touchstart", play);//ios需要加个事件才能播放 不能自动播放;如果还有浏览器不行,换成别的交互事件
  2137. document.addEventListener("click", play);
  2138. $('#player')[0].addEventListener("touchstart", play);
  2139. }
  2140. }
  2141. function Log(value, color, fontSize){
  2142. color = color || '#13f'
  2143. fontSize = fontSize || 14
  2144. console.warn(`%c${value}`, `color:${color};font-size:${fontSize}px`)
  2145. }
  2146. Manage.prototype.loadAudio = function() { //相关:g_tourAudio \ g_playAudio
  2147. //热点页面因为挡住了界面,所以暂时不存在别的音频阻止热点音频的可能
  2148. //box视频都静音,所以暂时不考虑
  2149. SoundManager.createAudio({
  2150. name:'bgm',
  2151. level:0,
  2152. src:'',
  2153. loop:true,
  2154. canplay:(audio)=>{
  2155. return this.bgmShouldPlay
  2156. },
  2157. callback:(state)=>{//play或pause时随之触发的函数(即使还没开始播放)
  2158. if(state){
  2159. $("#volume a img").attr("src", $("#volume a img").data('active-url'))
  2160. $("#volume").attr("title", "关闭声音");
  2161. }else{
  2162. $("#volume a img").attr("src", $("#volume a img").data('default-url'))
  2163. $("#volume").attr("title", "打开声音");
  2164. }
  2165. }
  2166. })
  2167. SoundManager.createAudio({
  2168. name:'tour',
  2169. level:0,
  2170. src:'',
  2171. loop:false,
  2172. canplay:(audio)=>{
  2173. return player.director && player.director.tourIsPlaying && player.director.getAudio()
  2174. }
  2175. })
  2176. SoundManager.createAudio({
  2177. name:'hot',
  2178. fake:true,//实际上没有audio. 只是为了来停止和续播其他音频
  2179. level:2,
  2180. src:'',
  2181. loop:false,
  2182. canplay:(audio)=>{
  2183. }
  2184. })
  2185. /* SoundManager.createAudio({//区域bgm //暂定背景音乐按钮 同时控制整体和局部的播放。之后可能会改成仅单独控制bgm,或者分为两个按钮,需要再createAudio。
  2186. name:'pano',
  2187. level:1,
  2188. src:'',
  2189. loop:true,
  2190. canplay:(audio)=>{
  2191. return true
  2192. }
  2193. }) */
  2194. $("#volume").find("a").on("click", ()=> {
  2195. if($("#volume img")[0].src.indexOf("btn_on.png")>-1)
  2196. {
  2197. this.switchBgmState(true);
  2198. }
  2199. else if($("#volume img")[0].src.indexOf("btn_off.png")>-1)
  2200. {
  2201. this.switchBgmState(false);
  2202. }
  2203. })
  2204. this.switchBgmState(true);//初始设置允许播放bgm
  2205. SoundManager.initAutoPlay()
  2206. }
  2207. Manage.prototype.switchBgmState = function(state){//按钮的状态完全代表是否应该播放bgm,即使还没加载完
  2208. this.bgmShouldPlay = state
  2209. if(state){
  2210. SoundManager.play('bgm')
  2211. }else{
  2212. SoundManager.pause('bgm')
  2213. }
  2214. this.dispatchEvent && this.dispatchEvent({type:'switchBgmState'})
  2215. }
  2216. var manage = new Manage();
  2217. //处理cursor优先级
  2218. var CursorDeal = {
  2219. priorityEvent : [//在前面的优先级高
  2220. {"noIntersect":'not-allowed'},
  2221. {"addHot":'cell'},
  2222. {'hoverRouteLine':'url(images/coordinateClose.png),auto'},
  2223. {'hoverPano':'pointer'},
  2224. {"hoverFootIcon":'pointer'},
  2225. {"hoverHot":'pointer'},
  2226. {"addLabel":'cell'},
  2227. {"moveLabel":'grab'},
  2228. ],
  2229. domElements :[$('#player')[0]],
  2230. list:[], //当前存在的cursor状态
  2231. currentCursorIndex:null,
  2232. /* init : function(viewer){
  2233. this.priorityEvent.forEach(e=>{//刚开始Potree.resourcePath没值,现在换
  2234. for(let i in e){
  2235. e[i] = Common.replaceAll(e[i],'{Potree.resourcePath}',Potree.resourcePath)
  2236. }
  2237. })
  2238. this.domElements = [viewer.renderArea, viewer.mapViewer.renderArea];
  2239. viewer.addEventListener("CursorChange",(e)=>{
  2240. if(e.action == 'add'){
  2241. this.add(e.name)
  2242. }else{
  2243. this.remove(e.name)
  2244. }
  2245. })
  2246. }, */
  2247. add : function(name){
  2248. var priorityItem = this.priorityEvent.find(e=>e[name])
  2249. if(!priorityItem){
  2250. console.error('CursorDeal 未定义优先级 name:'+ name);
  2251. return
  2252. }
  2253. if(!this.list.includes(name)){
  2254. this.judge({addItem: priorityItem, name})
  2255. this.list.push(name)
  2256. }
  2257. },
  2258. remove : function(name){
  2259. var index = this.list.indexOf(name);
  2260. if(index > -1){
  2261. this.list.splice(index, 1)
  2262. this.judge()
  2263. }
  2264. },
  2265. judge:function(o={}){
  2266. //console.log(o,this.list)
  2267. if(o.addItem){
  2268. var addIndex = this.priorityEvent.indexOf(o.addItem)
  2269. if(addIndex < this.currentCursorIndex || this.currentCursorIndex == void 0){
  2270. this.domElements.forEach(e=>e.style.cursor = o.addItem[o.name] )
  2271. this.currentCursorIndex = addIndex
  2272. }
  2273. }else{
  2274. var levelMax = {index:Infinity, cursor:null }
  2275. this.list.forEach(name=>{
  2276. var priorityItem = this.priorityEvent.find(e=>e[name])
  2277. var index = this.priorityEvent.indexOf(priorityItem)
  2278. if(index < levelMax.index){
  2279. levelMax.index = index;
  2280. levelMax.cursor = priorityItem[name]
  2281. }
  2282. })
  2283. this.currentCursorIndex = levelMax.index
  2284. this.domElements.forEach(e=>e.style.cursor = levelMax.cursor || '')
  2285. }
  2286. }
  2287. }
  2288. function logSth(){
  2289. let hotCount = player.model.hotGroup.children.length
  2290. let videoCount = player.model.hotGroup.children.filter(e=>e.texType == 'video').length
  2291. let photoCount = player.model.hotGroup.children.filter(e=>e.texType == 'photo').length
  2292. let shineCount = player.model.hotGroup.children.filter(e=>e.texType == 'shine').length
  2293. let aniCount = player.model.hotGroup.children.filter(e=>e.info.animateInfo).length
  2294. let objCount = player.model.hotGroup.children.filter(e=>e.objObject).length
  2295. let chunkLen = player.model.chunks.length
  2296. let vertexC = player.model.chunks.reduce(function(total, chunk ){return total+chunk.geometry.attributes.position.count}, 0)
  2297. let panoCount = player.model.panos.list.length
  2298. Log(`共有chunk个数 ${chunkLen} ( 顶点数 ${vertexC} )
  2299. 热点个数 ${hotCount} ( vedio ${videoCount} 个,photo ${photoCount} 个,shine ${shineCount}个。 gif ${aniCount} 个,obj ${objCount} 个
  2300. 漫游点数 ${panoCount} 个)`, '#FF4399', 14)
  2301. }
  2302. /* let kankanNames = ['SG-','KJ-'] */
  2303. window.sceneFrom = (number.length > 6 && number.slice(0,3).includes('-') || browser.urlHasValue('kankan') ) ? 'kankan' : '' //看看or看见转来的
  2304. //兼容一代的場景
  2305. //請求地址統一管理
  2306. var g_onePregix = "https://bigscene.4dage.com/" //对应一代 http://www.4dmodel.com/SuperPanoramic/index.html?m=55
  2307. var g_version = manage.number("version");
  2308. g_version === "one" ? g_Prefix = g_onePregix : '';