manage.js 107 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040
  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_Texture=null;
  40. //var g_ChunknameTexture={}; //chunkname和贴图名称对应
  41. var g_NormalTexture=false;
  42. var g_SpecularTexture=false;
  43. var g_DirectionalLight=null;
  44. var g_snapShotWidth = 200; //截图下载图片的大小
  45. var g_snapShotHeight = 140;
  46. //微信分享
  47. var g_weixinObj = {
  48. "title": document.querySelector("head title").innerHTML,
  49. "lineLink" : window.location.href,
  50. "imgUrl" : "https://www.4dmodel.com/SuperPanoramic/images/weixintitle.jpg",
  51. "desc" : "四维时代提供技术支持",
  52. }
  53. window.browser = { //提前定义
  54. isMobile: function() {
  55. var e = navigator.userAgent || navigator.vendor || window.opera;
  56. 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))
  57. },
  58. isFullscreen: function() {
  59. return document.fullscreenElement || document.mozFullscreenElement || document.mozFullScreenElement || document.webkitFullscreenElement || document.msFullscreenElement
  60. },
  61. valueFromHash: function(e, t) {
  62. var i = new RegExp("[#&?]" + e + "=([^#&?]*)")
  63. , n = i.exec(window.location.href);
  64. if (!n)
  65. return t;
  66. var r = n[1];
  67. return "boolean" == typeof t ? "true" === r || "1" === r : "number" == typeof t ? parseFloat(r) : window.decodeURIComponent(r)
  68. },
  69. urlHasValue: function(key, isGetValue) {
  70. let querys = window.location.search.substr(1).split("&")
  71. if (isGetValue) {
  72. for (let i = 0; i < querys.length; i++) {
  73. let keypair = querys[i].split("=")
  74. if (keypair.length === 2 && keypair[0] === key) {
  75. return keypair[1]
  76. }
  77. }
  78. return ""
  79. } else {
  80. for (let i = 0; i < querys.length; i++) {
  81. let keypair = querys[i].split("=")
  82. if (keypair[0] == key) {
  83. return true
  84. }
  85. }
  86. return false
  87. }
  88. },
  89. }
  90. var settings = {
  91. hotClickEvent:{
  92. video:{
  93. playAndPause:true,
  94. examine:false,
  95. openHot:false
  96. },
  97. photo:{
  98. examine:false,
  99. openHot:false
  100. },
  101. shine:{
  102. examine:true,
  103. openHot:true
  104. }
  105. },
  106. hotClickActions:['playAndPause','examine','openHot','fastTran'],
  107. markerHeight: 0.05,//距离地板高出多少,
  108. //默认的:
  109. teleportTime: 1500,//瞬间过渡的时间
  110. /* flytimeDistanceMultiplier:150,
  111. flyTime:750, */
  112. tourRotTime:2, //默认停留2秒
  113. //dontExamHot:true,
  114. hotFastTran:false,
  115. transparentBg: false,
  116. bgImg: null,
  117. tileClass:{//默认全景贴图加载的清晰度
  118. pc:{
  119. nav: '2k',
  120. max: '4k',
  121. },
  122. bigMobile:{ //width和height都超过一定值
  123. nav: browser.urlHasValue('padNav',true) || '2k',
  124. max: browser.urlHasValue('padMax',true) || '4k',//'2k',
  125. },
  126. mobile:{
  127. nav: browser.urlHasValue('phoneNav',true) || '1k', //不放大时
  128. max: browser.urlHasValue('phoneMax',true) || '4k', //放到最大
  129. }
  130. }, //可以稍后自行修改
  131. /* 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
  132. 'KJ-t-tHpdpKvb0ew' : [1,2,3,4,5,6,7,8], //第0层的第1,2,3个chunk是屋顶
  133. } */
  134. }
  135. if(window.number == '725'||window.number == '724'){
  136. //settings.mobileNavHigh = true
  137. settings.tileClass.mobile = {nav:'2k', max: '2k'}
  138. }
  139. //共用函数:
  140. window.common = null;
  141. window.MathLight = null;
  142. window.math = null
  143. window.easing = null
  144. window.lerp = null
  145. window.transitions = null
  146. function watch(object, propName, initialValue){ //监听某个属性的变化
  147. let v = initialValue
  148. Object.defineProperty(object, propName, {
  149. get: function() {
  150. return v
  151. },
  152. set: function(e) {
  153. console.log('watch:',propName, e)
  154. v = e
  155. }
  156. })
  157. }
  158. var toPrecision = function(e, t) {
  159. function i(e, t) {
  160. var i = Math.pow(10, t);
  161. return Math.round(e * i) / i
  162. }
  163. if (e instanceof Array) {
  164. for (var n = 0; n < e.length; n++)
  165. e[n] = i(e[n], t);
  166. return e
  167. }
  168. return i(e, t)
  169. }
  170. var dealMap = (map, o={} )=>{
  171. //使不resize when image is not power of two ,但缩小时会有锯齿
  172. if(!o.ignoreResize){
  173. if(!map.image || !THREE.Math.isPowerOfTwo(map.image.width ) || !THREE.Math.isPowerOfTwo(map.image.height )){
  174. map.wrapS = map.wrapT = THREE.ClampToEdgeWrapping;
  175. map.minFilter = THREE.LinearFilter;
  176. //map.generateMipmaps = true;
  177. }
  178. }
  179. if(!browser.isMobile()) map.anisotropy = 3
  180. }
  181. var dom = {
  182. getOffset: function(type, element, parent) {
  183. left = (type == "left") ? element.offsetLeft : element.offsetTop;
  184. if (!parent) parent = $("body")[0];
  185. while (element = element.offsetParent) {
  186. if (element == parent) break;
  187. left += (type == "left") ? element.offsetLeft : element.offsetTop;
  188. }
  189. return left;
  190. }
  191. };
  192. var getTransformSid = function(){
  193. var name
  194. if(player.mode == 'panorama'){
  195. name = player.currentPano ? player.currentPano.id : 'outside'
  196. }else{
  197. name = 'outside'
  198. }
  199. return name
  200. }
  201. var LineDraw = {
  202. /* createLine: function(posArr, o) {
  203. var e = new THREE.BufferGeometry
  204. , p = new Float32Array(6);
  205. e.addAttribute("position", new THREE.BufferAttribute(p,3));
  206. //这句新旧版写法不同 旧版这样:e.addAttribute("position",Float32Array,2,3);
  207. var p = e.attributes.position.array;
  208. for (var i = 0; i < 2; i++) {
  209. p[i * 3] = posArr[i].x;
  210. p[i * 3 + 1] = posArr[i].y;
  211. p[i * 3 + 2] = posArr[i].z;
  212. }
  213. var mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"]({
  214. linewidth: o.width || 1,
  215. //windows无效。 似乎mac/ios上粗细有效 ?
  216. color: o.color || defaultColor,
  217. transparent: o.dontAlwaysSeen ? false : true,
  218. depthTest: o.dontAlwaysSeen ? true : false
  219. })
  220. var line = new THREE.Line(e,mat);
  221. line.renderOrder = o.renderOrder || 4
  222. //同tagStem; //如果不加高,可能会部分被model遮住
  223. return line;
  224. } */
  225. createLine: function (posArr, o={}) {
  226. //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)
  227. var mat
  228. if(o.mat){
  229. mat = o.mat
  230. }else{
  231. let prop = {
  232. color: o.color || defaultColor,
  233. transparent: o.dontAlwaysSeen ? false : true,
  234. depthTest: o.dontAlwaysSeen ? true : false,
  235. opacity: o.opacity != void 0 ? o.opacity : 1,
  236. }
  237. if(o.deshed ){
  238. prop.dashSize = o.dashSize || 0.1,
  239. prop.gapSize = o.gapSize || 0.1
  240. }
  241. mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"](prop)
  242. }
  243. var line = new THREE.LineSegments(new THREE.BufferGeometry, mat);
  244. line.renderOrder = o.renderOrder || 4
  245. this.moveLine(line, posArr)
  246. return line;
  247. },
  248. moveLine: function (line, posArr) {
  249. if(posArr.length == 0)return
  250. let position = new Float32Array(posArr.length * 3); //[]
  251. for (var i = 0; i < 2; i++) {
  252. position[i * 3] = posArr[i].x;
  253. position[i * 3 + 1] = posArr[i].y;
  254. position[i * 3 + 2] = posArr[i].z;
  255. }
  256. line.geometry.addAttribute("position", new THREE.BufferAttribute(position,3));
  257. //line.geometry.setAttribute('position', new THREE.Float32BufferAttribute(new Float32Array(position), 3));
  258. line.geometry.attributes.position.needsUpdate = true;
  259. line.geometry.computeBoundingSphere();
  260. /* if(line.material instanceof THREE.LineDashedMaterial){
  261. line.computeLineDistances() //只有非buffer的geometry才有
  262. } */
  263. }
  264. ,
  265. }
  266. var convertTool = {
  267. getPos2d : function(point, camera, dom){//获取一个三维坐标对应屏幕中的二维坐标
  268. var camera = camera || player.camera;
  269. var dom = dom || player.domElement;
  270. if(!camera)return
  271. 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);
  272. var x,y;
  273. x = (pos.x + 1) / 2 * dom.clientWidth;
  274. y = (1 - (pos.y + 1) / 2) * dom.clientHeight;
  275. var inSight = x <= dom.clientWidth && x >= 0 //是否在屏幕中
  276. && y <= dom.clientHeight && y >= 0
  277. return {
  278. pos: new THREE.Vector2(x,y), // 屏幕像素坐标
  279. vector: pos, //(范围 -1 ~ 1)
  280. 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
  281. inSight : inSight //在屏幕范围内可见
  282. };
  283. },
  284. ifShelter: function (pos3d, pos2d, camera, floorIndex) {
  285. //检测某点在视线中是否被mesh遮挡
  286. if (!pos2d) pos2d = convertTool.getPos2d(pos3d )
  287. camera = camera || player.camera
  288. var ori = new THREE.Vector3(pos2d.x, pos2d.y, -1).unproject(camera) //找到视线原点
  289. var dir = pos3d.clone().sub(ori).normalize()
  290. 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
  291. /* if(config.isEdit && publicObjectSet.editor.mainDesign.editing){
  292. var o = ray.intersectObjects(publicObjectSet.editor.mainDesign.wallMeshes);
  293. }else{ */
  294. let colliders = player.model.allFloorsVisible ? player.model.colliders : (floorIndex != void 0 ? player.model.floors.index[floorIndex] : player.model.currentFloor).collider.children
  295. //let colliders = (floorIndex == void 0 ) ? player.model.colliders : player.model.floors.index[floorIndex].collider.children
  296. var o = ray.intersectObjects(colliders);
  297. //}
  298. var len = pos3d.distanceTo(ori);
  299. if (o && o.length) {
  300. for(var i=0;i<o.length;i++){
  301. if(o[i].distance < len){ return true; }//有遮挡
  302. }
  303. }
  304. },
  305. /*
  306. 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)
  307. 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。
  308. */
  309. getPosAtPlane : function(pos, info/* , mouse, camera */){ //pos:与intersectPlane的交点 见笔记
  310. var A = pos;
  311. var player = player;
  312. var mouse = player.mouse;
  313. var O = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(player.camera);
  314. if(info.y != void 0){//地面线的
  315. var y = info.y;
  316. if(player.mode == "floorplan"/* || Math.abs(O.x-pos.x)<0.0001 && Math.abs(O.z-pos.z)<0.0001) */){
  317. //intersectPlane和地面平行,无交点
  318. var x = pos.x, z = pos.z;
  319. }else{
  320. 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。
  321. if(O.y == A.y){console.log('一样??');return;}
  322. if(A.y == y){console.log('一样2??');return;}
  323. var r = (O.y-y)/(A.y-y);
  324. var x = (r*A.x-O.x)/(r-1);
  325. var z = (r*A.z-O.z)/(r-1);
  326. }
  327. }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
  328. var N = info.normalVec;
  329. var P = info.pullPos;
  330. 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
  331. if(O.z==A.z){console.log('O.z==A.z?');return;}
  332. if(N.z!=0 && N.x != 0){//直接用这个通用的也可以,支持斜线的墙
  333. //console.log('N.z==0 && N.x == 0?');
  334. var c = ( N.x*(A.x-O.x) + N.y*(A.y-O.y) + N.z*(A.z-O.z));
  335. if(c == 0){console.log("分母为0?? return;");return;}
  336. 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
  337. var x = t * (A.x - O.x) + O.x;
  338. var y = t * (A.y - O.y) + O.y;
  339. var z = t * (A.z - O.z) + O.z;
  340. /*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;
  341. 求直线L与平面π的交点的坐标。
  342. 把直线方程改写成参数形式:设(x-a)/m=(x-b)/n=(z-c)/p=t;
  343. 则x=mt+a;y=nt+b;z=pt+c;代入平面π的方程得:
  344. A(mt+a)+B(nt+b)+C(pt+c)+D=0
  345. 由此解得t=-(Aa+Bb+Cc+D)/(Am+Bn+Cp)
  346. 再代入参数方程即得交点的坐标(x,y,z). */
  347. }else if(N.x ==0 ){ //z与pullPos相等
  348. var z = P.z;
  349. if(O.y == A.y){console.log('一样??');return;}
  350. if(A.y == y){console.log('一样2??');return;}
  351. if(A.z == z){console.log('一样3??');return;}
  352. var r = (O.z-z)/(A.z-z);
  353. var x = (r*A.x-O.x)/(r-1);
  354. var y = (r*A.y-O.y)/(r-1);
  355. }else if(N.z == 0){//x与pullPos相等
  356. var x = P.x;
  357. if(O.y == A.y){console.log('一样??');return;}
  358. if(A.y == y){console.log('一样2??');return;}
  359. if(A.x == x){console.log('一样3??');return;}
  360. var r = (O.x-x)/(A.x-x);
  361. var y = (r*A.y-O.y)/(r-1);
  362. var z = (r*A.z-O.z)/(r-1);
  363. }
  364. }
  365. return new THREE.Vector3(x,y,z);
  366. },
  367. getMouseIntersect : function(camera, meshes, mouse){//获取鼠标和meshes交点
  368. var raycaster = new THREE.Raycaster;
  369. camera.updateMatrixWorld();
  370. var origin = new THREE.Vector3(mouse.x,mouse.y,-1).unproject(camera)
  371. , end = new THREE.Vector3(mouse.x,mouse.y,1).unproject(camera);
  372. var dir = end.sub(origin).normalize()
  373. raycaster.set(origin, dir);
  374. var n = raycaster.intersectObjects(meshes);
  375. if (0 === n.length)
  376. return null;
  377. return n[0];
  378. },
  379. ifIntersectChunks : function(A,B,options={}){//获取某个线段/射线和meshes的交点
  380. var dir = B.clone().sub(A).normalize();
  381. var len = options.InfinityLen ? Infinity : A.distanceTo(B) + (options.extLen||0);
  382. var ray = new THREE.Raycaster(A.clone(), dir, 0, len);
  383. var o = ray.intersectObjects(options.model || player.model.colliders);
  384. if (o && o.length)return o;
  385. if(options.throughWidth){ //允许最小宽度,防止穿过极小的缝隙导致撞墙感
  386. var normal = math.getNormal({points:[{x:A.x, y:A.z},{x:B.x, y:B.z}]});//线段法线
  387. normal.multiplyScalar(options.throughWidth)
  388. var normalVec3 = new THREE.Vector3(normal.x, 0, normal.y);
  389. var A2 = A.clone().add(normalVec3)
  390. ray.set(A2, dir);
  391. var o2 = ray.intersectObjects(options.model || player.model.colliders);
  392. ray.set(A.clone().add(normalVec3.negate()), dir);
  393. if (o2 && o2.length)return o2;
  394. var o3 = ray.intersectObjects(options.model || player.model.colliders);
  395. if (o3 && o3.length)return o3;
  396. }
  397. return null;
  398. },
  399. getPosAtSphere : function(pos3d, toPanoPos){
  400. var dir = pos3d.clone().sub(toPanoPos);
  401. dir.normalize();//然后计算在球中
  402. dir.multiplyScalar(Constants.skyRadius);
  403. dir.add(toPanoPos);
  404. return dir;
  405. } ,
  406. 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
  407. var w;
  408. var i = new THREE.Vector3, o = new THREE.Vector3, l = new THREE.Vector3, c = new THREE.Vector3, h = new THREE.Vector3
  409. if(!op.resolution){
  410. let renderSize = player.sceneRenderer.renderer.getSize()
  411. op.resolution = {x:renderSize.width, y:renderSize.height}
  412. }
  413. if(!op.camera){
  414. let camera = player.cameraControls.activeControl ? player.cameraControls.activeControl.camera : player.camera
  415. let camera2 = camera.clone();
  416. 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
  417. op.camera = camera2
  418. }
  419. if(op.width2d) w = op.width2d //如果恒定二维宽度
  420. else{//否则考虑上距离,加一丢丢近大远小的效果
  421. var currentDis, nearBound, farBound
  422. if(op.camera.type == "OrthographicCamera"){
  423. currentDis = (op.camera.right - op.camera.left) / op.camera.zoom
  424. }else{
  425. currentDis = op.position.distanceTo(op.camera.position);
  426. }
  427. w = op.maxSize - ( op.maxSize - op.minSize) * THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound);
  428. //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
  429. }
  430. i.copy(op.position).project(op.camera), //tag中心在屏幕上的二维坐标
  431. 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
  432. l.set(w / 2, 0, 0).add(o), //加上tag宽度的一半
  433. c.set(2 / op.resolution.x, 2 / op.resolution.y, 1).multiply(l), //再转回 -1 到 1的范围
  434. h.copy(c).unproject(op.camera);//再转成三维坐标,求得tag边缘的位置
  435. let halfMeter = h.distanceTo(op.position)//就能得到tag的三维半径
  436. return halfMeter //可能NAN 当相机和position重叠时
  437. } ,
  438. 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
  439. if(!object.unvisibleReasons) object.unvisibleReasons = []; //如果length>0代表不可见
  440. if(!object.visibleReasons) object.visibleReasons = []; //在同级时,优先可见
  441. var update = function(){
  442. //先按从高到低的level排列
  443. object.unvisibleReasons = object.unvisibleReasons.sort((a,b)=>b.level-a.level)
  444. object.visibleReasons = object.visibleReasons.sort((a,b)=>b.level-a.level)
  445. var maxVisiLevel = object.visibleReasons[0] ? object.visibleReasons[0].level : -1
  446. var maxunVisiLevel = object.unvisibleReasons[0] ? object.unvisibleReasons[0].level : -1
  447. var shouldVisi = maxVisiLevel >= maxunVisiLevel
  448. var visiBefore = object.visible
  449. if(visiBefore != shouldVisi){
  450. object.visible = shouldVisi
  451. object.dispatchEvent({
  452. type: 'isVisible',
  453. visible: shouldVisi,
  454. reason,
  455. })
  456. }
  457. }
  458. if(ifShow){
  459. var index = object.unvisibleReasons.findIndex(e=>e.reason == reason)
  460. if(index > -1){
  461. type = 'cancel'
  462. object.unvisibleReasons.splice(index, 1);
  463. }
  464. if(type == 'add' ){
  465. if(!object.visibleReasons.some(e=>e.reason == reason)){
  466. object.visibleReasons.push({reason,level})
  467. }
  468. }
  469. }else{
  470. var index = object.visibleReasons.findIndex(e=>e.reason == reason)
  471. if(index > -1){
  472. type = 'cancel'
  473. object.visibleReasons.splice(index, 1);
  474. }
  475. if(type != 'cancel' ){
  476. if(!object.unvisibleReasons.some(e=>e.reason == reason)){
  477. object.unvisibleReasons.push({reason,level})
  478. }
  479. }
  480. }
  481. update()
  482. },
  483. 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"
  484. if(object.visible)return true
  485. else{
  486. return !object.unvisibleReasons || !object.unvisibleReasons.some(e=>e.reason == reason)
  487. }
  488. }
  489. }
  490. window.expandCommon = function(common){
  491. Object.assign(common,{
  492. intervalTool : { //延时update,防止卡顿
  493. list:[],
  494. isWaiting:function(name, func, delayTime/* , autoCycle */){
  495. let item = this.list.find(e=>e.name == name);
  496. if(!item){ //如果没有该项, 则加入循环
  497. let ifContinue = func();
  498. item = {name, func, delayTime};
  499. this.list.push(item);
  500. setTimeout(()=>{
  501. var a = this.list.indexOf(item);
  502. this.list.splice(a,1);
  503. let {func, delayTime} = item;
  504. if(item.requestUpdate || ifContinue ) this.isWaiting(name, func, delayTime); //循环
  505. },delayTime);
  506. }else {//如果有该项,说明现在请求下一次继续更新
  507. //更新属性
  508. item.func = func;
  509. item.delayTime = delayTime;
  510. item.requestUpdate = true;
  511. }
  512. },
  513. },
  514. sortByScore : function(list, request, rank) {
  515. var i = request ? common.filterAll(list, request) : list
  516. return 0 === i.length ? null : i = i.map(function(e) {
  517. let scores = rank.map(function(f){return f(e)}) //add
  518. return {
  519. item: e,
  520. scores,
  521. score: scores.reduce(function(t, i) {
  522. return t + i
  523. }, 0)
  524. }
  525. }).sort(function(e, t) {
  526. return t.score - e.score;
  527. })
  528. },
  529. getVisiblePano : function(positions = [], panos, options={}){//add
  530. var visiblePanos = [];
  531. options.posAtPanos = options.posAtPanos || {}//在不同漫游点的positions
  532. panos.forEach((pano)=>{
  533. if(!pano.isAligned())return;
  534. var A = pano.position.clone();
  535. var posB = options.posAtPanos[pano.id] || positions;
  536. var posLength = posB.length
  537. for(let i=0;i<posLength;i++){
  538. var B = posB[i];
  539. var ray = new THREE.Raycaster(A.clone(), B.clone().sub(A).normalize(), 0, A.distanceTo(B) - (options.tolerance||0) )
  540. var o = ray.intersectObjects(options.model || player.model.colliders, true);
  541. if (!o || !o.length){ //只要有一点可见,就算整体可见
  542. visiblePanos.push(pano.id);
  543. break;
  544. }
  545. }
  546. })
  547. return visiblePanos
  548. } ,
  549. realVisible : function (object) {
  550. var v = true;
  551. var parent = object;
  552. var lastParent;
  553. while (parent) {
  554. if (parent.visible === false) {
  555. v = false;
  556. break
  557. }
  558. lastParent = parent;
  559. parent = parent.parent;
  560. }
  561. if (v && !(lastParent instanceof THREE.Scene)) {
  562. //已被删除
  563. v = false;
  564. }
  565. return v
  566. },
  567. getMaxCubemapSize() {//在renderer创建完前获取
  568. let size = player.sceneRenderer?.renderer?.capabilities.maxCubemapSize
  569. if(size){
  570. return size
  571. }
  572. try {
  573. var e = document.createElement('canvas'),
  574. t = e.getContext('webgl')
  575. t || (t = e.getContext('experimental-webgl'))
  576. var i = t.getParameter(t.MAX_CUBE_MAP_TEXTURE_SIZE)
  577. return i
  578. } catch (e) {
  579. return 0
  580. }
  581. }
  582. })
  583. }
  584. window.expandMath = function(math){
  585. Object.assign(math,{
  586. linearClamp(value, xArr, yArr) {
  587. if (arguments.length == 5) {
  588. xArr = [arguments[1], arguments[2]]
  589. yArr = [arguments[3], arguments[4]]
  590. }
  591. let len = xArr.length
  592. if (value <= xArr[0]) return yArr[0]
  593. if (value >= xArr[len - 1]) return yArr[len - 1]
  594. let i = 0
  595. while (++i < len) {
  596. if (value < xArr[i]) {
  597. let x1 = xArr[i - 1],
  598. x2 = xArr[i],
  599. y1 = yArr[i - 1],
  600. y2 = yArr[i]
  601. value = y1 + ((y2 - y1) * (value - x1)) / (x2 - x1)
  602. break
  603. }
  604. }
  605. return value
  606. },
  607. 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
  608. return Math.log(y) / Math.log(x);
  609. },
  610. 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
  611. if(n==0)return 0
  612. let k = Math.floor(math.getBaseLog(2,n)) //是2的几次幂
  613. let r = ((n - Math.pow(2,k) ) * 2 + 1)/ Math.pow(2,k+1)
  614. console.log('getSpreadRatio',n,r)
  615. return r
  616. }
  617. })
  618. }
  619. //--------------------------------------
  620. //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
  621. var Manage = function(){
  622. this.weixinURL = "https://res.wx.qq.com/open/js/jweixin-1.2.0.js",
  623. this.time = "?"+new Date().getTime();
  624. this.loadAudio();
  625. this.loadWeixin();
  626. }
  627. //动态加载js文件
  628. Manage.prototype.LoadJs = function(_files, succes){
  629. /* 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*/
  630. var classcodes = [];
  631. var FileArray = [];
  632. if (typeof _files === "object") {
  633. FileArray = _files;
  634. } else {
  635. /*如果文件列表是字符串,则用,切分成数组*/
  636. if (typeof _files === "string") {
  637. FileArray = _files.split(",");
  638. }
  639. }
  640. if (FileArray != null && FileArray.length > 0) {
  641. var LoadedCount = 0;
  642. for (var i = 0; i < FileArray.length; i++) {
  643. loadFile(FileArray[i], function() {
  644. LoadedCount++;
  645. if (LoadedCount == FileArray.length) {
  646. try {
  647. succes();
  648. }
  649. catch(err) {
  650. console.log("err: 您未定义回调");
  651. }
  652. }
  653. })
  654. }
  655. }
  656. /*加载JS文件,url:文件路径,success:加载成功回调函数*/
  657. function loadFile(url, success) {
  658. if (!FileIsExt(classcodes, url)) {
  659. var _ThisType = GetFileType(url);
  660. var ThisType = _ThisType.indexOf("?") == -1 ? _ThisType : _ThisType.substring(0,_ThisType.indexOf("?"));
  661. var fileObj = null;
  662. if (ThisType == ".js") {
  663. fileObj = document.createElement('script');
  664. fileObj.src = url;
  665. } else if (ThisType == ".css") {
  666. fileObj = document.createElement('link');
  667. fileObj.href = url;
  668. fileObj.type = "text/css";
  669. fileObj.rel = "stylesheet";
  670. } else if (ThisType == ".less") {
  671. fileObj = document.createElement('link');
  672. fileObj.href = url;
  673. fileObj.type = "text/css";
  674. fileObj.rel = "stylesheet/less";
  675. }
  676. success = success || function() {};
  677. fileObj.onload = fileObj.onreadystatechange = function() {
  678. if (!this.readyState || 'loaded' === this.readyState || 'complete' === this.readyState) {
  679. success();
  680. classcodes.push(url)
  681. }
  682. }
  683. document.getElementsByTagName('head')[0].appendChild(fileObj);
  684. } else {
  685. success();
  686. }
  687. }
  688. /*获取文件类型,后缀名,小写*/
  689. function GetFileType(url) {
  690. if (url != null && url.length > 0) {
  691. return url.substr(url.lastIndexOf(".")).toLowerCase();
  692. }
  693. return "";
  694. }
  695. /*文件是否已加载*/
  696. function FileIsExt(FileArray, _url) {
  697. if (FileArray != null && FileArray.length > 0) {
  698. var len = FileArray.length;
  699. for (var i = 0; i < len; i++) {
  700. if (FileArray[i] == _url) {
  701. return true;
  702. }
  703. }
  704. }
  705. return false;
  706. }
  707. };
  708. //获取页面url后面的参数
  709. Manage.prototype.number = function(variable) {
  710. var query = window.location.search.substring(1);
  711. var vars = query.split("&");
  712. for (var i=0;i<vars.length;i++) {
  713. var pair = vars[i].split("=");
  714. if(pair[0] == variable){return pair[1];}
  715. }
  716. return(false);
  717. };
  718. Manage.prototype.loadWeixin = function() {
  719. var that = this;
  720. this.LoadJs(that.weixinURL+that.time,function(){ });
  721. }
  722. Manage.prototype.weixinShare = function() {
  723. console.log({str:"weixinShare",level:1})
  724. $.ajax({
  725. url:'https://www.4dage.com/wechat/jssdk/',
  726. type: "post",
  727. data : {
  728. 'url' : location.href.split('#')[0]
  729. },
  730. dataType:"jsonp",
  731. jsonpCallback:"success_jsonp",
  732. success:function(data, textStatus){
  733. console.log({str:"微信 success,"+data.appId, level:1})
  734. wx.config({
  735. // debug : true,
  736. appId : data.appId,
  737. timestamp : data.timestamp,
  738. nonceStr : data.nonceStr,
  739. signature : data.signature,
  740. jsApiList : [ 'checkJsApi', 'onMenuShareTimeline',
  741. 'onMenuShareAppMessage', 'onMenuShareQQ',
  742. 'onMenuShareWeibo', 'hideMenuItems',
  743. 'showMenuItems', 'hideAllNonBaseMenuItem',
  744. 'showAllNonBaseMenuItem', 'translateVoice',
  745. 'startRecord', 'stopRecord', 'onRecordEnd',
  746. 'playVoice', 'pauseVoice', 'stopVoice',
  747. 'uploadVoice', 'downloadVoice', 'chooseImage',
  748. 'previewImage', 'uploadImage', 'downloadImage',
  749. 'getNetworkType', 'openLocation', 'getLocation',
  750. 'hideOptionMenu', 'showOptionMenu', 'closeWindow',
  751. 'scanQRCode', 'chooseWXPay',
  752. 'openProductSpecificView', 'addCard', 'chooseCard',
  753. 'openCard' ]
  754. });
  755. },
  756. error:function(XMLHttpRequest,textStatus,errorThrown){
  757. console.error({str:"微信分享失败! textStatus:"+textStatus, level:1})
  758. }
  759. });
  760. var success_jsonp = function(json){
  761. console.log({str:"success_jsonp:"+json, level:1});
  762. };
  763. wx.ready(function(){
  764. // 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〿
  765. //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〿
  766. //分享到朋友圈
  767. console.log({str:"微信 ready",level:1})
  768. wx.onMenuShareTimeline({
  769. title: g_weixinObj.title, // 分享标题
  770. link: g_weixinObj.lineLink, // 分享链接
  771. imgUrl: g_weixinObj.imgUrl, // 分享图标
  772. desc: g_weixinObj.desc
  773. });
  774. //获取“分享给朋友”按钮点击状态及自定义分享内容接叿
  775. wx.onMenuShareAppMessage({
  776. title: g_weixinObj.title, // 分享标题
  777. desc: g_weixinObj.desc, // 分享描述
  778. link: g_weixinObj.lineLink, // 分享链接
  779. imgUrl: g_weixinObj.imgUrl, // 分享图标
  780. type: '', // 分享类型,music、video或link,不填默认为link
  781. dataUrl: '' // 如果type是music或video,则要提供数据链接,默认为空
  782. });
  783. wx.onMenuShareWeibo({
  784. title: g_weixinObj.title, // 分享标题
  785. desc: g_weixinObj.desc, // 分享描述
  786. link: g_weixinObj.lineLink, // 分享链接
  787. imgUrl: g_weixinObj.imgUrl, // 分享图标
  788. success: function () {
  789. // 用户确认分享后执行的回调函数
  790. },
  791. cancel: function () {
  792. // 用户取消分享后执行的回调函数
  793. }
  794. });
  795. wx.onMenuShareQZone({
  796. title: g_weixinObj.title, // 分享标题
  797. desc: g_weixinObj.desc, // 分享描述
  798. link: g_weixinObj.lineLink, // 分享链接
  799. imgUrl: g_weixinObj.imgUrl, // 分享图标
  800. success: function () {
  801. // 用户确认分享后执行的回调函数
  802. },
  803. cancel: function () {
  804. // 用户取消分享后执行的回调函数
  805. }
  806. });
  807. wx.onMenuShareQQ({
  808. title: g_weixinObj.title, // 分享标题
  809. desc: g_weixinObj.desc, // 分享描述
  810. link: g_weixinObj.lineLink, // 分享链接
  811. imgUrl: g_weixinObj.imgUrl, // 分享图标
  812. success: function () {
  813. // 用户确认分享后执行的回调函数
  814. },
  815. cancel: function () {
  816. // 用户取消分享后执行的回调函数
  817. }
  818. });
  819. wx.error(function(res){
  820. // 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〿
  821. });
  822. });
  823. }
  824. Manage.prototype.dealURL = function(src, type){
  825. //music: "///super.4dage.com/data/LYW/edit/20200928_151633415.mp3"
  826. //"https://super.4dage.com/data/LYW/edit/20200928_165319399.jpg"]
  827. if(window.isLocal && settings.localPrefix!=void 0){//本地将线上的前缀替换
  828. 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
  829. var index = src.indexOf(oldPrefix);
  830. if(index>-1){
  831. var wholeOldPrefix = src.slice(0, index+oldPrefix.length);
  832. return src.replace(wholeOldPrefix, settings.localPrefix)
  833. }else console.error("没有找到合适的本地链接")
  834. return src
  835. }else{
  836. //add https://
  837. var prefix = g_Prefix.replace('https://','').replace('http://','')
  838. if(!src.includes('http:/') && !src.includes('https:/') && src.includes(prefix)){
  839. src = 'https://'+src
  840. }
  841. return src
  842. }
  843. }
  844. Manage.prototype.removeSrcPostMark = function(url){//去除texture.load时自动加上的'?'
  845. var index = url.indexOf('?')
  846. if(index>-1){
  847. return url.slice(0, index)
  848. }else return url
  849. }
  850. Manage.prototype.showInfo = function (o) { // ({result:true, title:"发布成功"});
  851. var box = $(".resultBox");
  852. var title = o.title || o || i18n.get('保存成功');
  853. box.children().eq(0).html(title)
  854. //var time = o.time || THREE.Math.clamp((Config.lang=='en') ? title.length*50 : title.length*130 ,1300,5000);
  855. var time = o.time || THREE.Math.clamp(title.length*130 ,1300, 5000);
  856. o.time || console.log("showtime " + time)
  857. //实际有一半的时间在渐变透明度
  858. this.showInfoTimer && clearTimeout(this.showInfoTimer)
  859. box.removeClass("animate");//如果之后不久又要showinfo一个的话,先停止前面的animate
  860. setTimeout(function () {
  861. box.css(
  862. {
  863. '-webkit-animation-duration': time + 'ms',
  864. 'animation-duration': time + 'ms'
  865. }
  866. )
  867. if(o.top){
  868. box.children().css('top', o.top + "%");
  869. }else{
  870. box.children().css('top', '' )
  871. }
  872. box.removeClass("hide");
  873. box.addClass("animate");
  874. if (o.dontInteract) {//遮挡对屏幕的操作
  875. box.css('pointer-events', 'auto')
  876. } else {
  877. box.css('pointer-events', 'none')
  878. }
  879. this.showInfoTimer = setTimeout(function () {
  880. box.removeClass("animate");
  881. box.addClass("hide");
  882. this.showInfoTimer = null;
  883. }.bind(this), time + 20)
  884. }.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
  885. }//like: manage.showInfo({title:'a', top:20})
  886. //公用的函数
  887. function getQueryVariable(variable)
  888. {
  889. var query = window.location.search.substring(1);
  890. var vars = query.split("&");
  891. for (var i=0;i<vars.length;i++) {
  892. var pair = vars[i].split("=");
  893. if(pair[0] == variable){return pair[1];}
  894. }
  895. return(false);
  896. }
  897. //隐藏公司Logo
  898. function showLogo(){
  899. $("#myCompany").hide();
  900. $("#loaderCoBrandName").hide();
  901. $("#title-logo").hide();
  902. $(".title-container").css("justify-content","center")
  903. }
  904. // 隐藏顶部介绍
  905. function topTextHide(){
  906. console.log('------------------隐藏顶部');
  907. $('.pinTop').hide()
  908. }
  909. //czj 添加随机的时间
  910. function randomTime(){
  911. return new Date()
  912. };
  913. function matcher(data){
  914. if(!data || !g_version ) return data;
  915. delete data.model.vision_version;
  916. var _data = {
  917. files: {
  918. "templates": ["images/images{{number}}/{{filename}}"]
  919. },
  920. model :{
  921. sid :window.number,
  922. camera_start:
  923. data.model.images && data.model.images.length != 0 ?
  924. {
  925. camera: {
  926. zoom: "-1",
  927. quaternion: [
  928. JSON.parse(data.model.images[0].metadata).camera_quaternion.z,
  929. JSON.parse(data.model.images[0].metadata).camera_quaternion.w,
  930. JSON.parse(data.model.images[0].metadata).camera_quaternion.x,
  931. JSON.parse(data.model.images[0].metadata).camera_quaternion.y
  932. ]
  933. },
  934. pano: { uuid: JSON.parse(data.model.images[0].metadata).scan_id },
  935. mode: "0"
  936. }
  937. : ''
  938. },
  939. sid: window.number,
  940. hoticon: {
  941. default: "https://super.4dage.com/images/4dagePoint2.png",
  942. higt: "https://super.4dage.com/images/4dagePoint.png"
  943. },
  944. special: "false",
  945. weixinDesc: ""
  946. };
  947. $.extend(true,data,_data)
  948. return data;
  949. }
  950. function hotMatcher(data={}){
  951. //if(!data || !g_version) return data;
  952. if(g_version) {
  953. data.tourAudio = data.audio || {};
  954. }else{
  955. data.tourAudio = {}
  956. }
  957. return data;
  958. }
  959. var GifTexDeal = {
  960. animateObjects : [],
  961. animateTexs : [] ,
  962. addAnimation : function(texture, owner, info, id){
  963. /* if(this.animateObjects.find(e=>
  964. e.texture == texture && !ifSame(info, e.info)
  965. )) */
  966. var animation
  967. var tex = this.animateTexs.find(e=>e.texture == texture)
  968. if(tex){
  969. animation = tex
  970. }else{
  971. animation = {texture,info }
  972. this.animateTexs.push(animation)
  973. this.setRepeart(animation)
  974. }
  975. var object = {
  976. animation, //默认相同的texture对应的info是一样的, 对应一个animation
  977. owner,
  978. }
  979. this.animateObjects.push(object)
  980. return object
  981. },
  982. remove : function(object){
  983. var index = this.animateObjects.indexOf(object)
  984. if(index>-1){
  985. this.animateObjects.splice(index, 1)
  986. if(!this.animateObjects.find(e=>e.animation == object.animation)){
  987. let i = this.animateTexs.indexOf(object.animation)
  988. this.animateTexs.splice(i, 1)
  989. object.animation.texture.repeat.set(1,1)
  990. }
  991. this.stop(object)
  992. }
  993. },
  994. setRepeart : function(animation){
  995. animation.texture.repeat.set(1/animation.info.cellXcount, 1/animation.info.cellYcount)
  996. },
  997. start: function(object){
  998. if(!object || object.started )return;
  999. object.started = true
  1000. if(object.animation.started)return;
  1001. object.animation.started = true
  1002. var info = object.animation.info
  1003. var count = info.cellXcount * info.cellYcount - (info.voidCount || 0)
  1004. if(count <= 1)return;
  1005. transitions.start( (progress)=>{
  1006. var index = Math.floor((count-1) * progress);
  1007. var indexX = index % info.cellXcount
  1008. var indexY = info.cellYcount - Math.floor(index /info.cellXcount ) - 1; //uv.offset.y是从下到上的
  1009. object.animation.texture.offset.x = indexX / info.cellXcount;
  1010. object.animation.texture.offset.y = indexY / info.cellYcount;
  1011. //console.log(object.id + " : "+ object.texture.offset.toArray())
  1012. } , info.duration * (-1), null,/* ()=>{//done (-1):循环
  1013. object.started = false
  1014. object.texture.offset.x = 0;
  1015. object.texture.offset.y = 0;
  1016. this.start(object)
  1017. }, */ 0 ,null, object.id, "gif_"+object.animation.texture.id);
  1018. },
  1019. stop: function(object){
  1020. if(!object || !object.started)return;
  1021. object.started = false
  1022. //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:
  1023. if(this.animateObjects.find(e=>e.animation == object.animation && e.started)) return;
  1024. transitions.cancelById("gif_"+object.animation.texture.id);
  1025. object.animation.texture.offset.set(0,0)
  1026. object.animation.started = false
  1027. }
  1028. }
  1029. var CloneObject = function(copyObj, result, isSimpleCopy, extraReplace) {
  1030. //isSimpleCopy只复制最外层
  1031. //复制json result的可能:普通数字或字符串、普通数组、复杂对象
  1032. if(!copyObj)return copyObj //0 null undefined ''
  1033. result = result || {};
  1034. if (copyObj instanceof Array) {
  1035. /* if (copyObj[0]instanceof Object) {
  1036. //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
  1037. console.error("不支持含有 [[Object]] 这样二级数组里面还是复杂数据的...")
  1038. }
  1039. return copyObj.slice(0);*/ //如果是数组,直接复制返回(排除数组内是object
  1040. return copyObj.map(e=>{
  1041. if(e instanceof Object){
  1042. return CloneObject(e)
  1043. }else return e
  1044. })
  1045. }else{
  1046. if(copyObj.clone instanceof Function ){ //解决一部分
  1047. return copyObj.clone()
  1048. }
  1049. }
  1050. for (var key in copyObj) {
  1051. if (copyObj[key] instanceof Object && !isSimpleCopy)
  1052. result[key] = CloneObject(copyObj[key]);
  1053. else
  1054. result[key] = copyObj[key];
  1055. //如果是函数类同基本数据,即复制引用
  1056. }
  1057. return result;
  1058. }
  1059. ;
  1060. var ifSame = function(object1, object2){
  1061. if(object1 == object2 )return true // 0 != undefined , 0 == ''
  1062. else if(!object1 || !object2) return false
  1063. else if(object1.constructor != object2.constructor){
  1064. return false
  1065. }else if(object1 instanceof Array ) {
  1066. if(object1.length != object2.length)return false;
  1067. var _object2 = object2.slice(0);
  1068. for(let i=0;i<object1.length;i++){
  1069. var u = _object2.find(e=>ifSame(object1[i], e));
  1070. if(u == void 0 && !_object2.includes(u) && !object1.includes(u))return false;
  1071. else{
  1072. let index = _object2.indexOf(u);
  1073. _object2.splice(index,1);
  1074. }
  1075. }
  1076. return true
  1077. }else if(object1.equals instanceof Function ){//复杂数据仅支持这种,其他的可能卡住?
  1078. return object1.equals(object2)
  1079. }else if(typeof object1 == 'number' || typeof object1 == 'string'){
  1080. if(isNaN(object1) && isNaN(object2))return true
  1081. else return object1 == object2
  1082. }else if(typeof object1 == "object"){
  1083. var keys1 = Object.keys(object1)
  1084. var keys2 = Object.keys(object2)
  1085. if(!ifSame(keys1,keys2))return false;
  1086. for(let i in object1){
  1087. var same = ifSame(object1[i], object2[i]);
  1088. if(!same)return false
  1089. }
  1090. return true
  1091. }else{
  1092. console.log('isSame出现例外')
  1093. }
  1094. }
  1095. function initByTHREE(THREE){
  1096. 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
  1097. THREE.TransitionPass = function ( scene, camera ) {
  1098. this.renderScene = scene;
  1099. this.renderCamera = camera;
  1100. this.coverRenderTarget = new THREE.WebGLRenderTarget( 100, 100, {
  1101. minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter,
  1102. format: THREE.RGBAFormat
  1103. });
  1104. this.coverTex = this.coverRenderTarget.texture;
  1105. this.enabled = false;
  1106. this.oldClearColor = new THREE.Color();
  1107. this.oldClearAlpha = 1;
  1108. this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  1109. this.scene = new THREE.Scene();
  1110. this.material = this.getMaskMaterial()
  1111. var copyShader = THREE.CopyShader;
  1112. this.materialCopy = new THREE.ShaderMaterial( {
  1113. uniforms: this.copyUniforms,
  1114. vertexShader: copyShader.vertexShader,
  1115. fragmentShader: copyShader.fragmentShader,
  1116. blending: THREE.NoBlending,
  1117. depthTest: false,
  1118. depthWrite: false,
  1119. transparent: true
  1120. } );
  1121. this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), this.material);
  1122. this.quad.frustumCulled = false; // Avoid getting clipped
  1123. this.scene.add( this.quad );
  1124. }
  1125. THREE.TransitionPass.prototype = {//波形扩散,出下一个画面
  1126. constructor: THREE.TransitionPass,
  1127. setSize: function ( width, height ) {
  1128. this.coverRenderTarget.setSize( width, height );
  1129. },
  1130. render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  1131. var oldAutoClear = renderer.autoClear;
  1132. renderer.autoClear = false;
  1133. var uniforms = this.quad.material.uniforms
  1134. uniforms.bgTex.value = readBuffer.texture; //更新
  1135. uniforms.coverTex.value = this.coverTex;
  1136. uniforms.progress.value = player.model.skybox.material.uniforms.progress.value//
  1137. uniforms.screenRatio.value = player.domElement.clientWidth / player.domElement.clientHeight;// 使波纹为圆形
  1138. uniforms.screenRatio.value *= uniforms.screenRatio.value
  1139. renderer.render( this.scene, this.camera);
  1140. renderer.autoClear = oldAutoClear;
  1141. },
  1142. start:function(sceneRenderer){
  1143. this.enabled = true
  1144. //draw coverTex
  1145. this.quad.material.uniforms.progress.value = 1;
  1146. sceneRenderer.renderer.render( sceneRenderer.scene, sceneRenderer.camera, this.coverRenderTarget, true );
  1147. },
  1148. stop:function(){
  1149. this.enabled = false
  1150. }
  1151. ,
  1152. getMaskMaterial :function(){
  1153. return new THREE.ShaderMaterial( {
  1154. uniforms: {
  1155. coverTex: {
  1156. type: "t",
  1157. value: null
  1158. },
  1159. bgTex: {
  1160. type: "t",
  1161. value: null
  1162. },
  1163. progress:{
  1164. type: "f",
  1165. value: 0
  1166. },
  1167. screenRatio:{
  1168. type: "f",
  1169. value: 1
  1170. }
  1171. },
  1172. vertexShader: `
  1173. varying vec2 vUv;
  1174. void main()
  1175. {
  1176. vUv = uv;
  1177. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  1178. }
  1179. `,
  1180. fragmentShader: `
  1181. uniform sampler2D coverTex;
  1182. uniform sampler2D bgTex;
  1183. uniform float progress;
  1184. uniform float screenRatio;
  1185. varying vec2 vUv;
  1186. void main() {
  1187. const float maxRadius = 0.708; // sqrt(0.5^2+0.5^2)
  1188. const float minRadius = 0.0 ;
  1189. 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));
  1190. float diff = 0.292; //1.0-maxRadius;
  1191. float radiusIn = maxRadius * progress + minRadius * (1.0-progress);
  1192. float radiusOut = radiusIn + diff;
  1193. if(radius < radiusIn) {
  1194. gl_FragColor = texture2D(bgTex, vUv);
  1195. //gl_FragColor = vec4(0.0,0.0,1.0,1.0);//
  1196. }else if(radius>radiusOut){
  1197. gl_FragColor = texture2D(coverTex, vUv) ;
  1198. //gl_FragColor = vec4(1.0,1.0,0.0,1.0);//
  1199. }else{
  1200. vec4 color1 = texture2D(bgTex, vUv);
  1201. vec4 color2 = texture2D(coverTex, vUv);
  1202. float rotio = smoothstep(radiusIn ,radiusOut,radius);
  1203. gl_FragColor = mix(color1, color2, rotio);
  1204. }
  1205. }
  1206. `
  1207. } );
  1208. },
  1209. }
  1210. Object.assign(Manage.prototype, THREE.EventDispatcher.prototype)
  1211. THREE.Quaternion.prototype.angleTo = function(q){
  1212. return 2 * Math.acos( Math.abs( THREE.Math.clamp( this.dot( q ), - 1, 1 ) ) );
  1213. }
  1214. let labels = []
  1215. class Label2D extends THREE.EventDispatcher{
  1216. constructor(o={}){
  1217. super()
  1218. this.position = o.position
  1219. this.elem = $(o.innerHTML || '<div ><a></a></div>');
  1220. $(o.domElement).append(this.elem)
  1221. this.pos2d = new THREE.Vector3
  1222. this.elem.css({position: 'absolute', 'z-index':999})
  1223. this.clickFun = o.clickFun;
  1224. this.clickFun && this.elem.on('click',this.clickFun.bind(this))
  1225. if(o.autoUpdate){
  1226. let update = (e)=>{if(e.cameraChanged) this.update()}
  1227. player.on("view.changed",update) //确保player存在
  1228. this.addEventListener('dispose', (e)=>{
  1229. player.removeListener("view.changed",update)
  1230. })
  1231. }
  1232. this.visible = true
  1233. this.shelterByModel = o.shelterByModel
  1234. this.floorIndex = o.floorIndex
  1235. labels.push(this)
  1236. if(window.player.model){
  1237. this.init()
  1238. }else{
  1239. let f = ()=>{
  1240. window.bus.removeEventListener('playerAndModelReady',f)
  1241. this.init()
  1242. }
  1243. window.bus.addEventListener('playerAndModelReady',f)
  1244. }
  1245. }
  1246. init(){
  1247. if(this.floorIndex != void 0){
  1248. player.model.on("floor.changed",(currentFloor, mode, oldFloor)=>{
  1249. this.update(currentFloor) //注: currentFloor 这时候还没成为 model.currentFloor
  1250. })
  1251. }
  1252. }
  1253. update(currentFloor){
  1254. if(!this.position)return
  1255. if(!this.visible && this.unvisibleReasons.some(e=>e.level == 1) && !this.unvisibleReasons.some(e=>e.level>1) )return;
  1256. /*
  1257. 规定一下level共四层
  1258. level3 是notTrueSide层,权重最高。
  1259. level2 是强制可见层,如editSelected
  1260. level1 是强制不可见,如isPanorama
  1261. level0 是shelter层
  1262. 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
  1263. 所以外部写的setVisible的level必须>0
  1264. */
  1265. var p = convertTool.getPos2d(this.position);
  1266. if(!p || !p.trueSide){
  1267. return this.setVisible(false, 'notTrueSide', 3, null, true)
  1268. //this.elem.css('display','none'); return;
  1269. }
  1270. this.setVisible(true, 'notTrueSide', 3, null, true)
  1271. this.setVisible(true, 'shelter', 0, null, true)
  1272. //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)
  1273. if(player.mode != 'panorama'){
  1274. currentFloor = currentFloor || player.model.currentFloor
  1275. if(!player.model.allFloorsVisible && this.floorIndex != void 0 && this.floorIndex!= currentFloor.floorIndex){
  1276. this.setVisible(false, 'shelter', 0, null, true)
  1277. //this.elem.css('display','none'); return;
  1278. if(!this.visible)return
  1279. }
  1280. if(this.shelterByModel && convertTool.ifShelter(this.position , p.vector, player.camera, this.floorIndex )){
  1281. //this.elem.css('display','none'); return;
  1282. this.setVisible(false, 'shelter', 0, null, true)
  1283. if(!this.visible)return
  1284. }
  1285. }
  1286. this.elem.css({
  1287. left: p.pos.x +'px',
  1288. top: p.pos.y +'px'
  1289. })
  1290. /* if(settings.vrEnabled){
  1291. this.elem.css({transform:'rotate('+window.screenFaceOrient+'deg)'})
  1292. }else{
  1293. this.elem.css({transform:''})
  1294. } */
  1295. //this.elem.css('display','block');
  1296. this.pos2d = p.vector;
  1297. }
  1298. setVisible(visi, reason, level=1, type, updating){
  1299. let visiOld = this.visible
  1300. convertTool.updateVisible(this, reason, visi, level, type )
  1301. updating || this.update() //再次更新可见性并计算位置
  1302. this.elem.css('display',this.visible?'block':'none');
  1303. /* if(!this.visible){
  1304. this.elem.css('display','none');
  1305. }else{
  1306. if(!visiOld){
  1307. updating || this.update()
  1308. this.elem.css('display','block');
  1309. }
  1310. } */
  1311. }
  1312. setPos(pos){
  1313. this.position = pos;
  1314. this.update()
  1315. }
  1316. dispose(){
  1317. this.elem.remove();
  1318. this.dispatchEvent({type:'dispose'})
  1319. let index = labels.indexOf(this)
  1320. index > -1 && labels.splice(index,1)
  1321. }
  1322. }
  1323. window.Label2D = Label2D
  1324. class RoomLabel extends Label2D{
  1325. constructor(o){
  1326. if(o.position instanceof Array) o.position = new THREE.Vector3().fromArray(o.position)
  1327. o.innerHTML = `<div class="room-label" ><a><p><span>${o.title}</span></p></a></div>`
  1328. o.domElement = $(".widgets-doll-labels")[0]
  1329. o.shelterByModel = true , o.autoUpdate = true
  1330. o.clickFun = ()=>{
  1331. if(player.roomLebelClickUnabled)return
  1332. let result = common.sortByScore(player.model.floors.index[this.floorIndex].panos, [], [(pano)=>{
  1333. return -pano.position.distanceToSquared(this.position)
  1334. }]);
  1335. let pano = result && result[0] && result[0].item
  1336. if(pano){
  1337. const minDisSquard = 200
  1338. if(pano.position.distanceToSquared(this.position) > minDisSquard){
  1339. pano = null
  1340. }
  1341. }
  1342. if(pano){
  1343. player.flyToPano({
  1344. pano
  1345. })
  1346. }else{
  1347. player.focusPoint({aim: this.position, radius: 20, dur:1000})
  1348. }
  1349. }
  1350. super(o)
  1351. this.setTitle(o.title )
  1352. }
  1353. init(){
  1354. super.init()
  1355. //飞入后不可见
  1356. player.on("mode.changing",(oldMode, mode, pano, duration)=>{//准备飞
  1357. this.setStyle(oldMode, mode, duration)
  1358. })
  1359. this.setStyle()
  1360. }
  1361. setStyle(oldMode, mode, duration){
  1362. if(!mode) mode = player.modeTran.split('-')[1] || player.mode //要变成的mode或当前mode
  1363. if(mode == 'panorama'){
  1364. this.setVisible(false, 'isPanorama', 1)
  1365. }else if(oldMode == 'panorama'){
  1366. setTimeout(()=>{
  1367. this.setVisible(true, 'isPanorama', 1)
  1368. },duration*0.7)
  1369. }
  1370. }
  1371. setTitle(title){
  1372. this.title = title || ''
  1373. this.elem.html(`<a><p><span>${this.title}</span></p></a>`)
  1374. }
  1375. setEditSelect(state){//编辑页面用
  1376. this.editing = !!state
  1377. this.setVisible(state, 'editSelected', 2, state ? 'add':'cancel') //强制可见
  1378. }
  1379. }
  1380. window.RoomLabel = RoomLabel
  1381. class HistoryRecord extends THREE.EventDispatcher{
  1382. constructor(o){
  1383. super()
  1384. this.undoList = []
  1385. this.redoList = []
  1386. this.applyData = o.applyData //应用数据的方法
  1387. this.getData = o.getData //获取数据的方法
  1388. this.dataBefore
  1389. window.addEventListener('keydown',(e)=>{
  1390. if(e.keyCode == 90 && e.ctrlKey){//Z
  1391. this.undo()
  1392. }else if(e.keyCode == 89 && e.ctrlKey){//Y
  1393. this.redo()
  1394. }
  1395. })
  1396. }
  1397. undo(){//回退
  1398. let length = this.undoList.length
  1399. if(length>0){
  1400. let unExist
  1401. let last = this.undoList.pop();
  1402. this.applyData && (unExist = !this.applyData(last.before))
  1403. unExist || this.redoList.push(last);
  1404. unExist && this.undo()//找不到就回退下一个。
  1405. this.dispatchEvent('undo')
  1406. //console.log('undo',last)
  1407. }
  1408. }
  1409. redo(){//撤销回退
  1410. let length = this.undoList.length
  1411. let last = this.redoList.pop();
  1412. if(last){
  1413. //注意:每行的顺序不能乱
  1414. this.undoList.push(last)
  1415. this.applyData && this.applyData(last.after)
  1416. this.dispatchEvent('redo')
  1417. //console.log('redo',last)
  1418. }
  1419. }
  1420. 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
  1421. if(!this.dataBefore){
  1422. let data = this.getData(o)
  1423. data && (this.dataBefore = data)
  1424. }
  1425. }
  1426. afterChange(o){//变化结束,从beforeChange到此算一次操作。
  1427. if(this.dataBefore){
  1428. this.writeIn({before:this.dataBefore, after:this.getData(o)} ) //写入某物体变化前和变化后的状态
  1429. this.dataBefore = null
  1430. }
  1431. }
  1432. writeIn(data ){
  1433. this.redoList.length = 0; //一旦录入新的操作,就不允许undo了
  1434. this.undoList.push(data );
  1435. //console.log('新增undo', data)
  1436. }
  1437. clear(){
  1438. this.redoList.length = 0
  1439. this.undoList.length = 0
  1440. this.dataBefore = null
  1441. }
  1442. }
  1443. window.HistoryRecord = HistoryRecord
  1444. let planeGeo = new THREE.PlaneBufferGeometry(1, 1, 1, 1)
  1445. class TextSprite extends THREE.Object3D {
  1446. constructor(options = {}) {
  1447. super()
  1448. let map = new THREE.Texture()
  1449. this.root = options.root || this
  1450. this.sprite = new THREE.Mesh(
  1451. planeGeo,
  1452. new THREE.MeshBasicMaterial({
  1453. map,
  1454. color: 0xffffff,
  1455. transparent: true,
  1456. depthTest: false,
  1457. depthWrite: false,
  1458. })
  1459. )
  1460. this.add(this.sprite)
  1461. this.sprite.renderOrder = options.renderOrder != void 0 ? options.renderOrder : 2
  1462. this.fontWeight = options.fontWeight == void 0 ? /* 'Bold' */ '' : options.fontWeight
  1463. this.rectBorderThick = options.rectBorderThick || 0
  1464. this.textBorderThick = options.textBorderThick || 0
  1465. this.fontface = 'Arial'
  1466. this.fontsize = options.fontsize || 16
  1467. this.textBorderColor = options.textBorderColor || { r: 0, g: 0, b: 0, a: 0.0 }
  1468. this.backgroundColor = options.backgroundColor || { r: 255, g: 255, b: 255, a: 1.0 }
  1469. this.textColor = options.textColor || { r: 0, g: 0, b: 0, a: 1.0 }
  1470. this.borderColor = options.borderColor || { r: 0, g: 0, b: 0, a: 0.0 }
  1471. this.borderRadius = options.borderRadius == void 0 ? 6 : options.borderRadius
  1472. this.margin = options.margin
  1473. this.textshadowColor = options.textshadowColor
  1474. this.name = options.name
  1475. this.sizeInfo = options.sizeInfo
  1476. this.addEventListener('dispose', this.dispose.bind(this))
  1477. this.fixOrient = options.fixOrient
  1478. this.events = {
  1479. updatePose: (e)=>{
  1480. e.cameraChanged && this.updatePose()
  1481. },
  1482. }
  1483. player.on("view.changed", this.events.updatePose)
  1484. this.addEventListener('isVisible', e => {
  1485. if (e.visible) {
  1486. this.updatePose()
  1487. }
  1488. })
  1489. if (options.text != void 0) this.setText(options.text)
  1490. setTimeout(()=>{
  1491. this.updatePose()
  1492. },1)
  1493. }
  1494. updatePose() {
  1495. //if (lastFrameChanged) this.needsUpdate = true
  1496. if (!common.realVisible(this) /* || !this.needsUpdate */) return
  1497. //this.needsUpdate = false
  1498. let camera = player.mode == 'floorplan' ? player.cameraControls.activeControl.camera : player.camera //floorplan 时要用到OrthographicCamera
  1499. if (!this.fixOrient) {
  1500. let parentQua = this.root.parent.getWorldQuaternion(new THREE.Quaternion())
  1501. 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
  1502. }
  1503. if (this.sizeInfo) {
  1504. var s = convertTool.getScaleForConstantSize(
  1505. Object.assign(
  1506. {
  1507. },
  1508. this.sizeInfo,
  1509. {
  1510. farBound: player.mode == 'floorplan' ? this.sizeInfo.farBoundPlan || this.sizeInfo.farBound : this.sizeInfo.farBound,
  1511. position: this.root.getWorldPosition(new THREE.Vector3()),
  1512. }
  1513. )
  1514. )
  1515. this.scale.set(s, s, s)
  1516. }
  1517. }
  1518. setText(text) {
  1519. if (this.text !== text) {
  1520. if (!(text instanceof Array)) {
  1521. this.text = [text + '']
  1522. } else this.text = text
  1523. this.updateTexture()
  1524. this.needsUpdate = true
  1525. }
  1526. }
  1527. setPos(pos) {
  1528. this.position.copy(pos)
  1529. this.needsUpdate = true //updatePose
  1530. }
  1531. setTextColor(color) {
  1532. this.textColor = color
  1533. this.updateTexture()
  1534. }
  1535. setBorderColor(color) {
  1536. this.borderColor = color
  1537. this.updateTexture()
  1538. }
  1539. setBackgroundColor(color) {
  1540. this.backgroundColor = color
  1541. this.updateTexture()
  1542. }
  1543. setVisible(v) {
  1544. this.visible = v
  1545. }
  1546. setUniforms(name, value) {
  1547. this.sprite.setUniforms(name, value)
  1548. }
  1549. updateTexture() {
  1550. let canvas = document.createElement('canvas')
  1551. let context = canvas.getContext('2d')
  1552. context.font = this.fontWeight + ' ' + this.fontsize + 'px ' + this.fontface
  1553. //context["font-weight"] = 100; //语法与 CSS font 属性相同。
  1554. // get size data (height depends only on font size)
  1555. //this.text = 'f 啊啊啊 jg'
  1556. let textMaxWidth = 0,
  1557. infos = []
  1558. for (let text of this.text) {
  1559. let metrics = context.measureText(text)
  1560. let textWidth = metrics.width
  1561. infos.push(metrics)
  1562. textMaxWidth = Math.max(textMaxWidth, textWidth)
  1563. }
  1564. let margin = this.margin || new THREE.Vector2(this.fontsize, Math.max(this.fontsize * 0.4, 10))
  1565. const lineSpace = (this.fontsize + margin.y) * 0.5
  1566. let spriteWidth = 2 * margin.x + textMaxWidth + 2 * this.rectBorderThick
  1567. let spriteHeight = 2 * margin.y + this.fontsize * this.text.length + 2 * this.rectBorderThick + lineSpace * (this.text.length - 1)
  1568. context.canvas.width = spriteWidth
  1569. context.canvas.height = spriteHeight
  1570. context.font = this.fontWeight + ' ' + this.fontsize + 'px ' + this.fontface
  1571. 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
  1572. //canvas原点在左上角
  1573. 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。
  1574. // border color
  1575. context.strokeStyle = 'rgba(' + this.borderColor.r + ',' + this.borderColor.g + ',' + this.borderColor.b + ',' + this.borderColor.a + ')'
  1576. context.lineWidth = this.rectBorderThick
  1577. // background color
  1578. context.fillStyle = 'rgba(' + this.backgroundColor.r + ',' + this.backgroundColor.g + ',' + this.backgroundColor.b + ',' + this.backgroundColor.a + ')'
  1579. this.roundRect(context, this.rectBorderThick / 2, this.rectBorderThick / 2, spriteWidth - this.rectBorderThick, spriteHeight - this.rectBorderThick, this.borderRadius)
  1580. context.fillStyle = 'rgba(' + this.textColor.r + ',' + this.textColor.g + ',' + this.textColor.b + ',' + this.textColor.a + ')'
  1581. let y = margin.y
  1582. for (let i = 0; i < this.text.length; i++) {
  1583. //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
  1584. //文字y向距离从textBaseline向上算
  1585. 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
  1586. y += actualBoundingBoxAscent + expand
  1587. //console.log(actualBoundingBoxAscent)
  1588. //console.log(this.text, 'y' , y, 'actualBoundingBoxAscent', metrics.actualBoundingBoxAscent,'expand',expand )
  1589. let textLeftSpace = (textMaxWidth - infos[i].width) / 2
  1590. let x = this.rectBorderThick + margin.x + textLeftSpace
  1591. // text color
  1592. if (this.textBorderThick) {
  1593. context.strokeStyle = 'rgba(' + this.textBorderColor.r + ',' + this.textBorderColor.g + ',' + this.textBorderColor.b + ',' + this.textBorderColor.a + ')'
  1594. context.lineWidth = this.textBorderThick
  1595. context.strokeText(this.text[i], x, y)
  1596. }
  1597. if (this.textshadowColor) {
  1598. context.shadowOffsetX = 0
  1599. context.shadowOffsetY = 0
  1600. context.shadowColor = this.textshadowColor
  1601. context.shadowBlur = 0.3 * this.fontsize
  1602. }
  1603. context.fillText(this.text[i], x, y)
  1604. y += lineSpace
  1605. }
  1606. let texture = new THREE.Texture(canvas)
  1607. texture.minFilter = THREE.LinearFilter
  1608. texture.magFilter = THREE.LinearFilter
  1609. texture.anisotropy = 4
  1610. texture.needsUpdate = true
  1611. //this.material.needsUpdate = true;
  1612. if (this.sprite.material.map) {
  1613. this.sprite.material.map.dispose()
  1614. }
  1615. this.sprite.material.map = texture
  1616. this.sprite.scale.set(spriteWidth * 0.01, spriteHeight * 0.01, 1.0)
  1617. }
  1618. roundRect(ctx, x, y, w, h, r) {
  1619. ctx.beginPath()
  1620. ctx.moveTo(x + r, y)
  1621. ctx.lineTo(x + w - r, y)
  1622. ctx.arcTo(x + w, y, x + w, y + r, r) //圆弧。前四个参数同quadraticCurveTo
  1623. //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。
  1624. ctx.lineTo(x + w, y + h - r)
  1625. ctx.arcTo(x + w, y + h, x + w - r, y + h, r)
  1626. ctx.lineTo(x + r, y + h)
  1627. ctx.arcTo(x, y + h, x, y + h - r, r)
  1628. ctx.lineTo(x, y + r)
  1629. ctx.arcTo(x, y, x + r, y, r)
  1630. ctx.closePath()
  1631. ctx.fill()
  1632. ctx.stroke()
  1633. }
  1634. dispose() {
  1635. this.sprite.material.map.dispose()
  1636. this.sprite.material.dispose()
  1637. this.parent && this.parent.remove(this)
  1638. this.sprite.dispatchEvent({ type: 'dispose' })
  1639. this._listeners = []
  1640. this.events.updatePos && player.removeEventListener('view.changed', this.events.updatePose)
  1641. }
  1642. }
  1643. window.TextSprite = TextSprite
  1644. /* class VideoPlayer extends THREE.EventDispatcher{
  1645. constructor(player) {
  1646. super()
  1647. this.instances = new Map()
  1648. this.isFlv = false
  1649. }
  1650. addVideo(src) {
  1651. let video = this._createVideo(src)
  1652. this.instances.set(src, video)
  1653. return video
  1654. }
  1655. getVideo(src) {
  1656. let video = this.instances.get(src)
  1657. if (!video) {
  1658. video = this.addVideo(src)
  1659. }
  1660. return video
  1661. }
  1662. _createVideo(src) {
  1663. let video = document.createElement('video')
  1664. video.setAttribute('crossOrigin', 'anonymous')
  1665. video.setAttribute('playsinline', 'true')
  1666. video.setAttribute('x5-playsinline', 'true')
  1667. video.setAttribute('webkit-playsinline', 'true')
  1668. video.setAttribute('x5-video-player-type', 'h5')
  1669. video.setAttribute('controls', 'true')
  1670. video.setAttribute('controlslist', 'nodownload')
  1671. 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
  1672. video.autoplay = false
  1673. video.muted = true
  1674. video.loop = true
  1675. video.style.position = 'fixed'
  1676. video.style.left = '0'
  1677. video.style.top = '0'
  1678. video.style.zIndex = '1000'
  1679. video.style.width = '200px'
  1680. video.style.display = 'none'
  1681. //document.body.appendChild(video)
  1682. //video.style.display = browser.urlHasValue('debug') ? 'block' : 'none'
  1683. video.src = src
  1684. if(this.isFlv) this.attachFlv(video)
  1685. return video
  1686. }
  1687. 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
  1688. if(video.flvjsPlayer)return
  1689. let player = flvjs.createPlayer({ type: 'flv', url: video.src }) //需要是flv格式才行
  1690. player.videoElement = video
  1691. player.attachMediaElement(video)
  1692. player.on(flvjs.Events.ERROR, this._onPlayerError.bind(this))
  1693. player.load()
  1694. video.flvjsPlayer = player;
  1695. }
  1696. _onPlayerError() {
  1697. console.warn('视频加载失败')
  1698. }
  1699. changeTypeToFlv(){
  1700. this.isFlv = true
  1701. for(let [key,value] of this.instances){
  1702. this.attachFlv(value)
  1703. }
  1704. }
  1705. } */
  1706. window.initRouteArrow = ()=>{
  1707. if(window.isEdit)return
  1708. if(!window.DATA.route?.data || Object.keys(window.DATA.route.data).length == 0)return
  1709. 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
  1710. let panos = player.model.panos
  1711. panos.routeNextMap = {} //下一个
  1712. panos.routePreMap = {} //上一个
  1713. panos.list.forEach((pano,i)=>{
  1714. panos.routePreMap[pano.id] = []
  1715. panos.routeNextMap[pano.id] = data[pano.id] ? data[pano.id].map(id=>panos.get(id)) : []
  1716. })
  1717. for(let panoId in data){
  1718. data[panoId].forEach(id=>{
  1719. panos.routePreMap[id].push(panos.get(panoId))
  1720. })
  1721. }
  1722. var arrowInfo = {
  1723. animateDur : 5000,
  1724. showDur: 1000,
  1725. minOpa: 0.2,
  1726. maxOpa: 0.5
  1727. }
  1728. let arrowTex = Texture.load('images/arrow.png')
  1729. arrowTex.anisotropy = 4
  1730. let arrowMat = new THREE.MeshBasicMaterial({
  1731. name: 'arrow',
  1732. transparent:true,
  1733. map:arrowTex,
  1734. side:2,
  1735. opacity: arrowInfo.maxOpa,
  1736. //depthTest:false
  1737. depthWrite:false, //防止和导览路线重叠闪烁
  1738. })
  1739. let mats = {
  1740. default: arrowMat,
  1741. fadeIn: arrowMat.clone()
  1742. }
  1743. mats.fadeIn.name = 'fadeInArrow'
  1744. let plane = new THREE.PlaneBufferGeometry(1,1)
  1745. let arrows = new THREE.Object3D; arrows.name = 'groundArrows'
  1746. player.model.add(arrows)
  1747. var createArrow = function(mat){
  1748. var arrow = new THREE.Mesh(plane, mat)
  1749. arrow.name = 'arrow'
  1750. let s = 0.15
  1751. arrow.scale.set(s,s,s)
  1752. arrows.add(arrow)
  1753. return arrow
  1754. }
  1755. var updateArrowPose = function(from, to, mat ){
  1756. var vec = to.floorPosition.clone().clone().sub(from.floorPosition).setY(0);
  1757. let spaceDis = 0.4//箭头之间的间距
  1758. let margin = 0.3 //marker端需要留一点距离
  1759. let sliceCount = Math.max(2, Math.round((vec.length()-margin) / spaceDis)) //分段
  1760. let arrowCount = sliceCount - 1
  1761. let dir = vec.clone().normalize()
  1762. let dir2d = new THREE.Vector2(dir.x, dir.z)
  1763. let angle = dir2d.angle() - Math.PI/2
  1764. let sliceLen = (vec.length()-margin) / sliceCount
  1765. let i = arrowCount
  1766. while(i>0){
  1767. let pos = from.floorPosition.clone().add(dir.clone().multiplyScalar(margin/2 + i*sliceLen))
  1768. pos.y+=settings.markerHeight
  1769. let arrow = createArrow(mat)
  1770. arrow.name = 'arrow:'+from.id+"-"+to.id+"|"+i
  1771. arrow.rotation.set(Math.PI/2, 0, angle);
  1772. arrow.position.copy(pos)
  1773. i--
  1774. }
  1775. }
  1776. var updateArrowOpacity = function(e){//不停更新所有arrow的透明度
  1777. var transition = function(a){
  1778. if(!arrows.visible)return
  1779. var opa = a > 0.5 ? 2-a*2 : 2*a ;
  1780. opa = arrowInfo.maxOpa*opa+ arrowInfo.minOpa*(1-opa)
  1781. mats.default.opacity = opa
  1782. mats.fadeIn.opacity = opa * mats.fadeIn.opacity2
  1783. }
  1784. transitions.start(transition, arrowInfo.animateDur, updateArrowOpacity, 0, easing.easeInOutCubic, "updateArrowOpacity")
  1785. }
  1786. var fadeInArrow = function(){
  1787. transitions.cancelById('updateArrowOpacity2')
  1788. var arrows_ = arrows.children.filter(e=> e.material == mats.fadeIn)
  1789. if(arrows_.length == 0)return
  1790. mats.fadeIn.opacity = 0
  1791. var transition = function(a){
  1792. if(!opacityShine) mats.fadeIn.opacity = a * arrowInfo.maxOpa
  1793. else mats.fadeIn.opacity2 = a
  1794. }
  1795. transitions.start(transition, arrowInfo.showDur, function done(){
  1796. arrows_.forEach(e=>e.material = mats.default)
  1797. }, 0, easing.easeInOutCubic, "updateArrowOpacity", "updateArrowOpacity2")
  1798. }
  1799. var lastArrowPanos = []
  1800. var updateArrow = function(){//根据当前pano更新
  1801. if(player.mode != 'panorama' || hide){ //飞出
  1802. arrows.visible = false
  1803. lastArrowPanos = []
  1804. return;
  1805. }
  1806. arrows.visible = true
  1807. let currentPano = player.currentPano
  1808. //先获取所有需要箭头的pano
  1809. var maxDistance = 6;//该距离内pano可见箭头
  1810. var maxPathCount = 8;
  1811. var dis = 0
  1812. var curPano = currentPano;
  1813. var panos_ = [];
  1814. var getAngle = function(pano1,pano2){
  1815. let dir = new THREE.Vector3().subVectors(pano1.position,pano2.position)
  1816. dir = new THREE.Vector2(dir.x, dir.z)
  1817. return dir.angle()
  1818. }
  1819. var search = function(pano, path=[pano], angles=[]){//多分支搜寻
  1820. var neighbor = panos.routeNextMap[pano.id];
  1821. if(!neighbor || !neighbor.length)return //path.length>1 && console.log('branchPath',path);
  1822. neighbor.forEach(e=>{
  1823. let branchPath = path.slice(), angles_ = angles.slice()
  1824. if(panos_.find(arr=>arr[0]==e))return //console.log('不回头branchPath',branchPath); //不回头
  1825. dis = e.floorPosition.distanceTo(currentPano.floorPosition)
  1826. branchPath.push(e)
  1827. if(branchPath.length>2){//不折回,否则感觉在面前饶了一圈回来很难看
  1828. let i=0
  1829. while(i<branchPath.length-1){ //补全angles
  1830. if(angles_[i] == void 0){
  1831. angles_[i] = getAngle(branchPath[i], branchPath[i+1])
  1832. }
  1833. i++
  1834. }
  1835. let lastAngle = angles_[branchPath.length-2]//getAngle(branchPath[i], e)
  1836. let reverse = angles_.find((angle, n)=> {
  1837. let angleDiff = Math.abs(( lastAngle - angle) % (Math.PI*2) ) //越远限制越大
  1838. let minDiff = math.linearClamp(branchPath.length,[3,6],[0.2,0.5])
  1839. if(Math.abs(angleDiff - Math.PI ) < minDiff){
  1840. //console.log('因为折回而提前结束', n, branchPath)
  1841. return true
  1842. }
  1843. })
  1844. if(reverse != void 0){
  1845. return
  1846. }
  1847. }
  1848. if(branchPath.length<3 || dis < maxDistance){
  1849. panos_.push([pano, e])
  1850. search(e, branchPath, angles_)
  1851. }else{
  1852. //console.log('branchPath',branchPath)
  1853. }
  1854. })
  1855. }
  1856. //search(currentPano)
  1857. let disMap = new Map, cosMap = new Map
  1858. let camDir = player.getDirection()
  1859. let neighbors = currentPano.neighbourUUIDs.map(e=>panos.get(e))
  1860. .filter(p=>{
  1861. let dir = new THREE.Vector3().subVectors(p.position, currentPano.position)
  1862. let d = dir.lengthSq()
  1863. if(d < 15){//最大距离
  1864. disMap.set(p, d);
  1865. cosMap.set(p, dir.normalize().dot(camDir))
  1866. return true
  1867. }
  1868. }).sort((a,b)=>{
  1869. let score = disMap.get(a) - disMap.get(b)
  1870. score += (cosMap.get(b) - cosMap.get(a)) * 5
  1871. return score
  1872. })//从近到远,尽量在前方
  1873. 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)
  1874. for(let seed of seedPanos){
  1875. search(seed)
  1876. if(panos_.length != 0){
  1877. break;
  1878. }
  1879. }
  1880. arrows.children.slice().forEach(child=>arrows.remove(child))
  1881. panos_.forEach((panoArr,i)=>{
  1882. var isNew = !lastArrowPanos.find(e=>e[0]==panoArr[0] && e[1]==panoArr[1])//新出现的点 渐变出现
  1883. updateArrowPose(panoArr[0], panoArr[1], isNew ? mats.fadeIn : mats.default )//更新位置
  1884. })
  1885. fadeInArrow()
  1886. lastArrowPanos = panos_
  1887. }
  1888. let inited
  1889. let init = ()=>{
  1890. if(inited)return
  1891. if(gradualShow){
  1892. player.on("flying.ended", updateArrow )
  1893. }else{
  1894. //展示全部
  1895. for(let id1 in panos.routeNextMap){
  1896. for(let pano2 of panos.routeNextMap[id1]){
  1897. updateArrowPose(panos.get(id1), pano2, mats.default)
  1898. }
  1899. }
  1900. player.on("mode.changed", ()=>{
  1901. if(hide)return
  1902. arrows.visible = player.mode == 'panorama'
  1903. })
  1904. }
  1905. opacityShine && updateArrowOpacity()
  1906. inited = true
  1907. }
  1908. {//ui控制显示
  1909. let changeShow = (e)=>{
  1910. hide = !e.show
  1911. e.show && init()
  1912. gradualShow ? updateArrow() : (arrows.visible = e.show)
  1913. }
  1914. player.on('changeArrowShow',changeShow)
  1915. changeShow({show:!hide})
  1916. }
  1917. }
  1918. {
  1919. let f = ()=>{
  1920. window.bus.removeEventListener('playerAndModelReady',f)
  1921. player.on("mode.changing",(currentMode, mode, pano, duration)=>{
  1922. let noLine = mode == 'floorplan';
  1923. if(noLine){
  1924. $('.widgets-doll-labels').addClass('noLine').addClass('noCorner')
  1925. }else{
  1926. $('.widgets-doll-labels').removeClass('noLine').removeClass('noCorner')
  1927. }
  1928. })
  1929. player.on("view.changed",(e)=>{
  1930. if(e.cameraChanged){
  1931. //if(needUpdateZIndex){ //如果某个label显示时需要更新index的话,加个参数
  1932. let label_ = labels.filter(e=>e.elem[0].style.display == 'block')
  1933. label_.sort((a,b)=>b.pos2d.z - a.pos2d.z)
  1934. label_.forEach((e,index)=>e.elem.css('z-index', index+1000));
  1935. //}
  1936. }
  1937. })
  1938. player.model.hotGroup.children.length ? logSth() : player.on('gotHotAndStartload',logSth);
  1939. /* {//如果是flv格式的话
  1940. window.videoPlayer = new VideoPlayer()
  1941. if(browser.detectAndroidMobile()){//安卓常常播放不了
  1942. let scriptdom = document.querySelector('#flvJs')
  1943. if(scriptdom){
  1944. scriptdom.src = 'js/lib/flv.min.js'
  1945. scriptdom.onload = ()=>{
  1946. window.videoPlayer.changeTypeToFlv()
  1947. window.bus.dispatchEvent('VideoPlayerReady' )
  1948. //Hot.startLoad()
  1949. }
  1950. }
  1951. }
  1952. } */
  1953. initRouteArrow()
  1954. browser.urlHasValue('panoLabel') && player.model.panos.forEach(p=>p.addLabel())
  1955. /* 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
  1956. let roof = new player.model.floors.list[0].constructor(player.model, 2);//放在第三层
  1957. roof.build()
  1958. roof.addChunk(player.model.floors.list[0].chunks[1])
  1959. player.model.floors.add(roof)
  1960. player.model.floors.list[0].chunks.splice(1,1)
  1961. } */
  1962. if(settings.extractFloor){
  1963. let data = settings.extractFloor[number]
  1964. if(data){
  1965. setTimeout(()=>{
  1966. let roof = new player.model.floors.list[0].constructor(player.model, player.model.floors.length);//放在第三层 隐藏起来
  1967. roof.build()
  1968. player.model.floors.add(roof)
  1969. for(let i=0;i<data.length;i++){
  1970. let chunk = player.model.chunks[data[i]]
  1971. let oldFloor = chunk.parent
  1972. roof.addChunk(chunk)
  1973. let index = oldFloor.chunks.indexOf(chunk)
  1974. oldFloor.chunks.splice(index,1)
  1975. }
  1976. },10)
  1977. }
  1978. }
  1979. {//根据漫游点切换音频
  1980. let curAudio
  1981. let bgmObject = SoundManager.list.find(e=>e.name == 'bgm')
  1982. let setCurBgm = (pano)=>{
  1983. if(!window.DATA.panoAreas)return
  1984. let item = window.DATA.panoAreas.find(e=>e.panos.some(a=>a == pano.id))
  1985. let areaAudio = item?.audio && item.audio[1]
  1986. if(areaAudio != curAudio ){
  1987. 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
  1988. SoundManager.setSrc('bgm', areaAudio || window.DATA.backgroundMusic, areaAudio ? (item.name +':'+item.audio[0]) : '全局背景音')
  1989. curAudio = areaAudio
  1990. if(canPlay){
  1991. SoundManager.play('bgm')
  1992. $("#volume").show();
  1993. }
  1994. if(areaAudio || window.DATA.backgroundMusic){
  1995. $("#volume").show()
  1996. }else{
  1997. $("#volume").hide()
  1998. }
  1999. }
  2000. }
  2001. player.on("flying.ended",(a,b,pano,d)=>{
  2002. pano && setCurBgm(pano)
  2003. })
  2004. manage.addEventListener('pauseSound',(e)=>{
  2005. if(SoundManager.playHistory.length == 0 && e.object != bgmObject){//其他都停了的话
  2006. //console.log('SoundManager.playHistory.length == 0')
  2007. setCurBgm(player.currentPano)
  2008. }
  2009. })
  2010. player.currentPano && setCurBgm(player.currentPano)
  2011. /*player.on("view.changed",(e)=>{//位移和旋转时都要判断最近item
  2012. if(!player.director.highlightItem && e.cameraWorldMatrixChanged && !player.flying && !player.isWarping() ){
  2013. common.intervalTool.isWaiting('tourUpdateCurItem',()=>{
  2014. console.log('setCurrentItem')
  2015. player.director.setCurrentItem( player.director.findNearestItem(true,true) )
  2016. }, 521)
  2017. }
  2018. }) */
  2019. }
  2020. }
  2021. window.bus.addEventListener('playerAndModelReady',f) //player model currentPano都已有
  2022. }
  2023. window.bus.dispatchEvent({type: 'THREE_inited'})
  2024. }
  2025. {
  2026. let infoPannel = $('<div id="alert" class="closed"><div name="content"></div><div class="close"></div></div>')
  2027. $('body').append(infoPannel)
  2028. let showDur;
  2029. let close = ()=>{
  2030. infoPannel.addClass('closed')
  2031. clearTimeout(timer)
  2032. timer = null
  2033. }
  2034. let timer, currName;//定时器
  2035. infoPannel.find('.close').on('click',close);
  2036. window.alertInfo = function(text, {dur, dontAutoClose, hideCloseBtn, name}={}){
  2037. if(timer){
  2038. clearTimeout(timer)
  2039. }
  2040. infoPannel.find('[name=content]').html(text)
  2041. infoPannel.removeClass('closed')
  2042. if(hideCloseBtn){
  2043. infoPannel.find('.close').addClass('hide')
  2044. }else{
  2045. infoPannel.find('.close').removeClass('hide')
  2046. }
  2047. showDur = dur || (1500 + Math.round(text.length * 20))
  2048. if(!dontAutoClose){
  2049. timer = setTimeout(close, showDur)
  2050. }
  2051. currName = name
  2052. }
  2053. window.alertClose = function(name){
  2054. if(currName == name){
  2055. close()
  2056. }
  2057. }
  2058. }
  2059. //最好能知道应该播放到的currentTime
  2060. var SoundManager = {//暂不支持同时播放
  2061. currentAudio:null,//当前正在播放list中的哪一个
  2062. enableSound:true,//是否允许有声音
  2063. playHistory:[],//被打断的加入播放历史
  2064. list:[ ],//同一级别可以互相打断 //暂时不做多级别
  2065. play:function(name, src, currentTime){
  2066. var object = this.list.find(e=>e.name == name)
  2067. if(object){
  2068. if(this.currentAudio){
  2069. this.pause(this.currentAudio.name, false, true)
  2070. }
  2071. {//将当前要播放的播放历史中清除
  2072. let index = this.playHistory.indexOf(object)
  2073. if(index>-1)this.playHistory.splice(index,1);
  2074. }
  2075. this.currentAudio = object
  2076. if(src){
  2077. this.setSrc(name, src)
  2078. }
  2079. if(currentTime!=void 0){
  2080. object.audio.currentTime = currentTime
  2081. }
  2082. if(object.audio && object.src){
  2083. 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
  2084. object.audio.play();
  2085. object.audio.paused || object.callback && object.callback(true)
  2086. Log(name + ' 播放 ' )
  2087. }
  2088. }
  2089. },
  2090. 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
  2091. var object = this.list.find(e=>e.name == name)
  2092. if(object && this.currentAudio == object){
  2093. this.currentAudio = null
  2094. if(object.audio){
  2095. !object.audio.paused && Log(name + ' 中断音频 '+ "("+common.getFileNameFromUrl(object.audio.src)+')' )
  2096. object.audio.pause()
  2097. object.callback && object.callback(false)
  2098. }
  2099. if(isInterrupt){//一般主动调用不需要加这个
  2100. this.playHistory.push(object)//如果是被中断的,加入播放历史,等待恢复播放
  2101. }
  2102. if(autoReplayLast){ //播放之前的音频。它们是被打断过的。
  2103. while(this.playHistory.length){
  2104. var last = this.playHistory.pop();
  2105. if(last.src && last.canplay(last.audio)){
  2106. this.play(last.name )
  2107. }
  2108. }
  2109. }
  2110. manage.dispatchEvent({type:'pauseSound', object})
  2111. }
  2112. },
  2113. 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
  2114. var object = this.list.find(e=>e.name == name)
  2115. object.src = src
  2116. object.audio.src = src
  2117. Log(`${object.name} ${desc} 设置src: ${src} `)
  2118. },
  2119. createAudio:function(object={}){//name, level, canplay
  2120. if(!object.fake){
  2121. object.audio = new Audio();
  2122. object.audio.loop = !!object.loop;
  2123. //object.audio.autoplay = true;
  2124. object.audio.addEventListener('ended', ()=>{
  2125. if(object.loop){//循环
  2126. Log(`${object.name} 播放完毕,重新播放`)
  2127. object.audio.play()
  2128. }else{
  2129. this.pause(object.name, true);//停止后的后续处理
  2130. }
  2131. });
  2132. object.audio.oncanplaythrough = ()=>{
  2133. //Log(`${object.name} canplaythrough `)
  2134. }
  2135. }
  2136. this.list.push(object)
  2137. },
  2138. initAutoPlay:function(){ //处理设备自动播放限制
  2139. let play = function(){
  2140. if (this.currentAudio && this.currentAudio.audio && this.currentAudio.src && this.currentAudio.audio.paused ) {
  2141. this.currentAudio.audio.play() //一般触屏了都会播放成功,就不识别paused了
  2142. this.currentAudio.callback && this.currentAudio.callback(true)
  2143. Log(`${this.currentAudio.name} 自动播放`) //即使设置src在这之后好像也能成功播放
  2144. }else{
  2145. }
  2146. document.removeEventListener("touchstart",play);
  2147. document.removeEventListener("click",play);
  2148. $('#player')[0].removeEventListener("touchstart", play);
  2149. }.bind(this);
  2150. document.addEventListener("WeixinJSBridgeReady", play, false);
  2151. 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
  2152. document.addEventListener("click", play);
  2153. $('#player')[0].addEventListener("touchstart", play);
  2154. }
  2155. }
  2156. function Log(value, color, fontSize){
  2157. color = color || '#13f'
  2158. fontSize = fontSize || 14
  2159. console.warn(`%c${value}`, `color:${color};font-size:${fontSize}px`)
  2160. }
  2161. Manage.prototype.loadAudio = function() { //相关:g_tourAudio \ g_playAudio
  2162. //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
  2163. //box视频都静音,所以暂时不考虑
  2164. SoundManager.createAudio({
  2165. name:'bgm',
  2166. level:0,
  2167. src:'',
  2168. loop:true,
  2169. canplay:(audio)=>{
  2170. return this.bgmShouldPlay
  2171. },
  2172. callback:(state)=>{//play或pause时随之触发的函数(即使还没开始播放)
  2173. if(state){
  2174. $("#volume a img").attr("src", "./images/Volume btn_off.png")
  2175. $("#volume").attr("title", "关闭声音");
  2176. }else{
  2177. $("#volume a img").attr("src", "./images/Volume btn_on.png")
  2178. $("#volume").attr("title", "打开声音");
  2179. }
  2180. }
  2181. })
  2182. SoundManager.createAudio({
  2183. name:'tour',
  2184. level:1,
  2185. src:'',
  2186. loop:false,
  2187. canplay:(audio)=>{
  2188. return player.director && player.director.tourIsPlaying && player.director.getAudio()
  2189. }
  2190. })
  2191. SoundManager.createAudio({
  2192. name:'hot',
  2193. fake:true,//实际上没有audio. 只是为了来停止和续播其他音频
  2194. level:2,
  2195. src:'',
  2196. loop:false,
  2197. canplay:(audio)=>{
  2198. }
  2199. })
  2200. /* 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。
  2201. name:'pano',
  2202. level:1,
  2203. src:'',
  2204. loop:true,
  2205. canplay:(audio)=>{
  2206. return true
  2207. }
  2208. }) */
  2209. $("#volume").find("a").on("click", ()=> {
  2210. if($("#volume img")[0].src.indexOf("btn_on.png")>-1)
  2211. {
  2212. this.switchBgmState(true);
  2213. }
  2214. else if($("#volume img")[0].src.indexOf("btn_off.png")>-1)
  2215. {
  2216. this.switchBgmState(false);
  2217. }
  2218. })
  2219. this.switchBgmState(true);//初始设置允许播放bgm
  2220. SoundManager.initAutoPlay()
  2221. }
  2222. Manage.prototype.switchBgmState = function(state){//按钮的状态完全代表是否应该播放bgm,即使还没加载完
  2223. this.bgmShouldPlay = state
  2224. if(state){
  2225. SoundManager.play('bgm')
  2226. }else{
  2227. SoundManager.pause('bgm')
  2228. }
  2229. this.dispatchEvent && this.dispatchEvent({type:'switchBgmState'})
  2230. }
  2231. var manage = new Manage();
  2232. //处理cursor优先级
  2233. var CursorDeal = {
  2234. priorityEvent : [//在前面的优先级高
  2235. {"noIntersect":'not-allowed'},
  2236. {"addHot":'cell'},
  2237. {'hoverRouteLine':'url(images/coordinateClose.png),auto'},
  2238. {'hoverPano':'pointer'},
  2239. {"hoverFootIcon":'pointer'},
  2240. {"hoverHot":'pointer'},
  2241. {"addLabel":'cell'},
  2242. {"moveLabel":'grab'},
  2243. ],
  2244. domElements :[$('#player')[0]],
  2245. list:[], //当前存在的cursor状态
  2246. currentCursorIndex:null,
  2247. /* init : function(viewer){
  2248. this.priorityEvent.forEach(e=>{//刚开始Potree.resourcePath没值,现在换
  2249. for(let i in e){
  2250. e[i] = Common.replaceAll(e[i],'{Potree.resourcePath}',Potree.resourcePath)
  2251. }
  2252. })
  2253. this.domElements = [viewer.renderArea, viewer.mapViewer.renderArea];
  2254. viewer.addEventListener("CursorChange",(e)=>{
  2255. if(e.action == 'add'){
  2256. this.add(e.name)
  2257. }else{
  2258. this.remove(e.name)
  2259. }
  2260. })
  2261. }, */
  2262. add : function(name){
  2263. var priorityItem = this.priorityEvent.find(e=>e[name])
  2264. if(!priorityItem){
  2265. console.error('CursorDeal 未定义优先级 name:'+ name);
  2266. return
  2267. }
  2268. if(!this.list.includes(name)){
  2269. this.judge({addItem: priorityItem, name})
  2270. this.list.push(name)
  2271. }
  2272. },
  2273. remove : function(name){
  2274. var index = this.list.indexOf(name);
  2275. if(index > -1){
  2276. this.list.splice(index, 1)
  2277. this.judge()
  2278. }
  2279. },
  2280. judge:function(o={}){
  2281. //console.log(o,this.list)
  2282. if(o.addItem){
  2283. var addIndex = this.priorityEvent.indexOf(o.addItem)
  2284. if(addIndex < this.currentCursorIndex || this.currentCursorIndex == void 0){
  2285. this.domElements.forEach(e=>e.style.cursor = o.addItem[o.name] )
  2286. this.currentCursorIndex = addIndex
  2287. }
  2288. }else{
  2289. var levelMax = {index:Infinity, cursor:null }
  2290. this.list.forEach(name=>{
  2291. var priorityItem = this.priorityEvent.find(e=>e[name])
  2292. var index = this.priorityEvent.indexOf(priorityItem)
  2293. if(index < levelMax.index){
  2294. levelMax.index = index;
  2295. levelMax.cursor = priorityItem[name]
  2296. }
  2297. })
  2298. this.currentCursorIndex = levelMax.index
  2299. this.domElements.forEach(e=>e.style.cursor = levelMax.cursor || '')
  2300. }
  2301. }
  2302. }
  2303. function logSth(){
  2304. let hotCount = player.model.hotGroup.children.length
  2305. let videoCount = player.model.hotGroup.children.filter(e=>e.texType == 'video').length
  2306. let photoCount = player.model.hotGroup.children.filter(e=>e.texType == 'photo').length
  2307. let shineCount = player.model.hotGroup.children.filter(e=>e.texType == 'shine').length
  2308. let aniCount = player.model.hotGroup.children.filter(e=>e.info.animateInfo).length
  2309. let objCount = player.model.hotGroup.children.filter(e=>e.objObject).length
  2310. let chunkLen = player.model.chunks.length
  2311. let vertexC = player.model.chunks.reduce(function(total, chunk ){return total+chunk.geometry.attributes.position.count}, 0)
  2312. let panoCount = player.model.panos.list.length
  2313. Log(`共有chunk个数 ${chunkLen} ( 顶点数 ${vertexC} )
  2314. 热点个数 ${hotCount} ( vedio ${videoCount} 个,photo ${photoCount} 个,shine ${shineCount}个。 gif ${aniCount} 个,obj ${objCount} 个
  2315. 漫游点数 ${panoCount} 个)`, '#FF4399', 14)
  2316. }
  2317. /* let kankanNames = ['SG-','KJ-'] */
  2318. window.sceneFrom = (number.length > 6 && number.slice(0,3).includes('-') || browser.urlHasValue('kankan') ) ? 'kankan' : '' //看看or看见转来的
  2319. //兼容一代的場景
  2320. //請求地址統一管理
  2321. var g_onePregix = "https://bigscene.4dage.com/" //对应一代 http://www.4dmodel.com/SuperPanoramic/index.html?m=55
  2322. var g_version = manage.number("version");
  2323. g_version === "one" ? g_Prefix = g_onePregix : '';