var g_ProjectName = window.location.pathname.substring(window.location.pathname.indexOf("/") + 1, window.location.pathname.lastIndexOf("/")); // var g_Prefix = "//super.4dage.com/"; // http://wangzhan.cctv.com/wlwm2022/test/data/1248 var g_Prefix = "//wangzhan.cctv.com/wlwm2022/"; // var g_Prefix=window.location.href.substring(0,window.location.href.indexOf("/index.html")+1); var s = window.location.href.split("/"); s.pop(); //var g_Prefix = s.join('/'); var g_index = null; var g_modeldata = null; var g_weixinTitle = null; var g_Hots = null; var g_HotMeshes = []; var g_HotMeshSize = { g_HotMeshWidth: 0.3, g_HotMeshHeight: 0.3, }; //add表示添加,delete表示删除 var g_HotStatus = null; var g_newHot = []; //存储新加热点 var g_HotImage = { point: "https://super.4dage.com/images/4dagePoint2.png", point2: "https://super.4dage.com/images/4dagePoint.png", }; var g_saveHot = false; var g_TextColor = 0x7777ff; var g_Text = null; var g_TextPlaneMesh = []; var g_TextIconMesh = []; var g_TextIcon = "./images/text.png"; var g_SelectTextIndex = null; var g_TextShow = null; var g_audioPlay = false; var g_background = null; var g_roof = null; var g_data2 = null; //加载的data2.js的内容 var g_bgAudio = null; //背景音乐 var g_tourAudio = null; //导览音乐 var g_play = 1; //表示播放图标状态 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 var g_currentHot = null; //当前打开的热点 //var g_Texture=null; //var g_ChunknameTexture={}; //chunkname和贴图名称对应 var g_NormalTexture = false; var g_SpecularTexture = false; var g_DirectionalLight = null; var g_snapShotWidth = 200; //截图下载图片的大小 var g_snapShotHeight = 140; //微信分享 var g_weixinObj = { title: document.querySelector("head title").innerHTML, lineLink: window.location.href, imgUrl: "https://www.4dmodel.com/SuperPanoramic/images/weixintitle.jpg", desc: "四维时代提供技术支持", }; var settings = { hotClickEvent: { video: { playAndPause: true, examine: false, openHot: false, }, photo: { examine: false, openHot: false, }, shine: { examine: true, openHot: true, }, }, hotClickActions: ["playAndPause", "examine", "openHot", "fastTran"], //默认的: teleportTime: 1500, //瞬间过渡的时间 /* flytimeDistanceMultiplier:150, flyTime:750, */ tourRotTime: 2, //默认停留2秒 hotFastTran:true, dontExamHot:true, transparentBg: true, bgImg: './static/images/bg.jpg', mobileBgImg: './static/images/mobile_bg.png', bgColor: '#0f3574', }; if (window.number == "725" || window.number == "724") { settings.mobileNavHigh = true; } //共用函数: window.common = null; window.MathLight = null; window.math = null; window.easing = null; window.lerp = null; window.transitions = null; window.browser = null; function watch(object, propName, initialValue) { //监听某个属性的变化 let v = initialValue; Object.defineProperty(object, propName, { get: function() { return v; }, set: function(e) { console.log("watch:", propName, e); v = e; }, }); } var toPrecision = function(e, t) { function i(e, t) { var i = Math.pow(10, t); return Math.round(e * i) / i; } if (e instanceof Array) { for (var n = 0; n < e.length; n++) e[n] = i(e[n], t); return e; } return i(e, t); }; var dealMap = (map) => { //使不resize when image is not power of two map.wrapS = map.wrapT = THREE.ClampToEdgeWrapping; map.minFilter = THREE.LinearFilter; map.magFilter = THREE.LinearFilter; map.generateMipmaps = true; }; var dom = { getOffset: function(type, element, parent) { left = type == "left" ? element.offsetLeft : element.offsetTop; if (!parent) parent = $("body")[0]; while ((element = element.offsetParent)) { if (element == parent) break; left += type == "left" ? element.offsetLeft : element.offsetTop; } return left; }, }; var getTransformSid = function() { var name; if (player.mode == "panorama") { name = player.currentPano ? player.currentPano.id : "outside"; } else { name = "outside"; } return name; }; var LineDraw = { /* createLine: function(posArr, o) { var e = new THREE.BufferGeometry , p = new Float32Array(6); e.addAttribute("position", new THREE.BufferAttribute(p,3)); //这句新旧版写法不同 旧版这样:e.addAttribute("position",Float32Array,2,3); var p = e.attributes.position.array; for (var i = 0; i < 2; i++) { p[i * 3] = posArr[i].x; p[i * 3 + 1] = posArr[i].y; p[i * 3 + 2] = posArr[i].z; } var mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"]({ linewidth: o.width || 1, //windows无效。 似乎mac/ios上粗细有效 ? color: o.color || defaultColor, transparent: o.dontAlwaysSeen ? false : true, depthTest: o.dontAlwaysSeen ? true : false }) var line = new THREE.Line(e,mat); line.renderOrder = o.renderOrder || 4 //同tagStem; //如果不加高,可能会部分被model遮住 return line; } */ createLine: function(posArr, o = {}) { //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) var mat; if (o.mat) { mat = o.mat; } else { let prop = { lineWidth: o.lineWidth || 1, //windows无效。 似乎mac/ios上粗细有效 ? color: o.color || defaultColor, transparent: o.dontAlwaysSeen ? false : true, depthTest: o.dontAlwaysSeen ? true : false, opacity: o.opacity != void 0 ? o.opacity : 1, }; if (o.deshed) { (prop.dashSize = o.dashSize || 0.1), (prop.gapSize = o.gapSize || 0.1); } mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"](prop); } var line = new THREE.LineSegments(new THREE.BufferGeometry(), mat); line.renderOrder = o.renderOrder || 4; this.moveLine(line, posArr); return line; }, moveLine: function(line, posArr) { if (posArr.length == 0) return; let position = new Float32Array(posArr.length * 3); //[] for (var i = 0; i < 2; i++) { position[i * 3] = posArr[i].x; position[i * 3 + 1] = posArr[i].y; position[i * 3 + 2] = posArr[i].z; } line.geometry.addAttribute("position", new THREE.BufferAttribute(position, 3)); //line.geometry.setAttribute('position', new THREE.Float32BufferAttribute(new Float32Array(position), 3)); line.geometry.attributes.position.needsUpdate = true; line.geometry.computeBoundingSphere(); /* if(line.material instanceof THREE.LineDashedMaterial){ line.computeLineDistances() //只有非buffer的geometry才有 } */ }, }; var convertTool = { getPos2d: function(point, camera, dom) { //获取一个三维坐标对应屏幕中的二维坐标 var camera = camera || player.camera; var dom = dom || player.domElement; if (!camera) return; 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); var x, y; x = ((pos.x + 1) / 2) * dom.clientWidth; y = (1 - (pos.y + 1) / 2) * dom.clientHeight; var inSight = x <= dom.clientWidth && x >= 0 && //是否在屏幕中 y <= dom.clientHeight && y >= 0; return { pos: new THREE.Vector2(x, y), // 屏幕像素坐标 vector: pos, //(范围 -1 ~ 1) 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 inSight: inSight, //在屏幕范围内可见 }; }, ifShelter: function( pos3d, pos2d, floorIndex, camera) { //检测某点在视线中是否被mesh遮挡 //if (!pos2d) pos2d = this.getPos2d(pos3d, player) camera = camera || player.camera var ori = new THREE.Vector3(pos2d.x, pos2d.y, -1).unproject(camera) //找到视线原点 //var ori = player.position; var dir = pos3d.clone().sub(ori).normalize() 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 /* if(config.isEdit && publicObjectSet.editor.mainDesign.editing){ var o = ray.intersectObjects(publicObjectSet.editor.mainDesign.wallMeshes); }else{ */ let colliders = player.model.allFloorsVisible ? player.model.colliders : (floorIndex != void 0 ? player.model.floors.index[floorIndex] : player.model.currentFloor).collider.children; //let colliders = (floorIndex == void 0 ) ? player.model.colliders : player.model.floors.index[floorIndex].collider.children var o = ray.intersectObjects(colliders); //} var len = pos3d.distanceTo(ori); if (o && o.length) { for (var i = 0; i < o.length; i++) { if (o[i].distance < len) { return true; } //有遮挡 } } }, /* 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) 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。 */ getPosAtPlane: function(pos, info /* , mouse, camera */) { //pos:与intersectPlane的交点 见笔记 var A = pos; var player = player; var mouse = player.mouse; var O = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(player.camera); if (info.y != void 0) { //地面线的 var y = info.y; if (player.mode == "floorplan" /* || Math.abs(O.x-pos.x)<0.0001 && Math.abs(O.z-pos.z)<0.0001) */) { //intersectPlane和地面平行,无交点 var x = pos.x, z = pos.z; } else { 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。 if (O.y == A.y) { console.log("一样??"); return; } if (A.y == y) { console.log("一样2??"); return; } var r = (O.y - y) / (A.y - y); var x = (r * A.x - O.x) / (r - 1); var z = (r * A.z - O.z) / (r - 1); } } 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 var N = info.normalVec; var P = info.pullPos; 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 if (O.z == A.z) { console.log("O.z==A.z?"); return; } if (N.z != 0 && N.x != 0) { //直接用这个通用的也可以,支持斜线的墙 //console.log('N.z==0 && N.x == 0?'); var c = N.x * (A.x - O.x) + N.y * (A.y - O.y) + N.z * (A.z - O.z); if (c == 0) { console.log("分母为0?? return;"); return; } 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; var x = t * (A.x - O.x) + O.x; var y = t * (A.y - O.y) + O.y; var z = t * (A.z - O.z) + O.z; /*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; 求直线L与平面π的交点的坐标。 把直线方程改写成参数形式:设(x-a)/m=(x-b)/n=(z-c)/p=t; 则x=mt+a;y=nt+b;z=pt+c;代入平面π的方程得: A(mt+a)+B(nt+b)+C(pt+c)+D=0 由此解得t=-(Aa+Bb+Cc+D)/(Am+Bn+Cp) 再代入参数方程即得交点的坐标(x,y,z). */ } else if (N.x == 0) { //z与pullPos相等 var z = P.z; if (O.y == A.y) { console.log("一样??"); return; } if (A.y == y) { console.log("一样2??"); return; } if (A.z == z) { console.log("一样3??"); return; } var r = (O.z - z) / (A.z - z); var x = (r * A.x - O.x) / (r - 1); var y = (r * A.y - O.y) / (r - 1); } else if (N.z == 0) { //x与pullPos相等 var x = P.x; if (O.y == A.y) { console.log("一样??"); return; } if (A.y == y) { console.log("一样2??"); return; } if (A.x == x) { console.log("一样3??"); return; } var r = (O.x - x) / (A.x - x); var y = (r * A.y - O.y) / (r - 1); var z = (r * A.z - O.z) / (r - 1); } } return new THREE.Vector3(x, y, z); }, getMouseIntersect: function(camera, meshes, mouse) { //获取鼠标和meshes交点 var raycaster = new THREE.Raycaster(); camera.updateMatrixWorld(); var origin = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(camera), end = new THREE.Vector3(mouse.x, mouse.y, 1).unproject(camera); var dir = end.sub(origin).normalize(); raycaster.set(origin, dir); var n = raycaster.intersectObjects(meshes); if (0 === n.length) return null; return n[0]; }, ifIntersectChunks: function(A, B, options = {}) { //获取某个线段/射线和meshes的交点 var dir = B.clone() .sub(A) .normalize(); var len = options.InfinityLen ? Infinity : A.distanceTo(B) + (options.extLen || 0); var ray = new THREE.Raycaster(A.clone(), dir, 0, len); var o = ray.intersectObjects(options.model || player.model.colliders); if (o && o.length) return o; if (options.throughWidth) { //允许最小宽度,防止穿过极小的缝隙导致撞墙感 var normal = math.getNormal({ points: [ { x: A.x, y: A.z }, { x: B.x, y: B.z }, ], }); //线段法线 normal.multiplyScalar(options.throughWidth); var normalVec3 = new THREE.Vector3(normal.x, 0, normal.y); var A2 = A.clone().add(normalVec3); ray.set(A2, dir); var o2 = ray.intersectObjects(options.model || player.model.colliders); ray.set(A.clone().add(normalVec3.negate()), dir); if (o2 && o2.length) return o2; var o3 = ray.intersectObjects(options.model || player.model.colliders); if (o3 && o3.length) return o3; } return null; }, getNormal: function(line2d){//获取二维法向量 方向向内 var x,y;//要求的向量 //line2d的向量 var x1 = line2d.points[1].x - line2d.points[0].x; var y1 = line2d.points[1].y - line2d.points[0].y; //假设法向量的x或y固定为1或-1 if(y1 != 0){ x = 1; y = - (x1 * x) / y1; }else if(x1 != 0){//y如果为0,正常情况x不会是0 y = 1; x = - (y1 * y) / x1; }else{ console.log("两个点一样"); return null; } //判断方向里或者外: var vNormal = new THREE.Vector3(x, 0, y); var vLine = new THREE.Vector3(x1, 0, y1); var vDir = vNormal.cross(vLine); if(vDir.y>0){ x *= -1; y *= -1; } return new THREE.Vector2(x, y).normalize(); }, getPosAtSphere: function(pos3d, toPanoPos) { var dir = pos3d.clone().sub(toPanoPos); dir.normalize(); //然后计算在球中 dir.multiplyScalar(Constants.skyRadius); dir.add(toPanoPos); return dir; }, 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 var w; var i = new THREE.Vector3(), o = new THREE.Vector3(), l = new THREE.Vector3(), c = new THREE.Vector3(), h = new THREE.Vector3(); if (op.width2d) w = op.width2d; //如果恒定二维宽度 else { //否则考虑上距离,加一丢丢近大远小的效果 var currentDis, nearBound, farBound; if (op.camera.type == "OrthographicCamera") { currentDis = (op.camera.right - op.camera.left) / op.camera.zoom; } else { currentDis = op.position.distanceTo(op.camera.position); } w = op.maxSize - (op.maxSize - op.minSize) * THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound); //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 } i.copy(op.position).project(op.camera), //tag中心在屏幕上的二维坐标 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 l.set(w / 2, 0, 0).add(o), //加上tag宽度的一半 c.set(2 / op.resolution.x, 2 / op.resolution.y, 1).multiply(l), //再转回 -1 到 1的范围 h.copy(c).unproject(op.camera); //再转成三维坐标,求得tag边缘的位置 var g = h.distanceTo(op.position); //就能得到tag的三维半径 return g; //可能NAN 当相机和position重叠时 }, 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 if (!object.unvisibleReasons) object.unvisibleReasons = []; //如果length>0代表不可见 if (!object.visibleReasons) object.visibleReasons = []; //在同级时,优先可见 var update = function() { //先按从高到低的level排列 object.unvisibleReasons = object.unvisibleReasons.sort((a, b) => b.level - a.level); object.visibleReasons = object.visibleReasons.sort((a, b) => b.level - a.level); var maxVisiLevel = object.visibleReasons[0] ? object.visibleReasons[0].level : -1; var maxunVisiLevel = object.unvisibleReasons[0] ? object.unvisibleReasons[0].level : -1; var shouldVisi = maxVisiLevel >= maxunVisiLevel; var visiBefore = object.visible; if (visiBefore != shouldVisi) { object.visible = shouldVisi; object.dispatchEvent({ type: "isVisible", visible: shouldVisi, reason, }); } }; if (ifShow) { var index = object.unvisibleReasons.findIndex((e) => e.reason == reason); if (index > -1) { type = "cancel"; object.unvisibleReasons.splice(index, 1); } if (type == "add") { if (!object.visibleReasons.some((e) => e.reason == reason)) { object.visibleReasons.push({ reason, level }); } } } else { var index = object.visibleReasons.findIndex((e) => e.reason == reason); if (index > -1) { type = "cancel"; object.visibleReasons.splice(index, 1); } if (type != "cancel") { if (!object.unvisibleReasons.some((e) => e.reason == reason)) { object.unvisibleReasons.push({ reason, level }); } } } update(); }, 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" if (object.visible) return true; else { return !object.unvisibleReasons || !object.unvisibleReasons.some((e) => e.reason == reason); } }, }; //-------------------------------------- //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 var Manage = function() { (this.weixinURL = "https://res.wx.qq.com/open/js/jweixin-1.2.0.js"), (this.time = "?" + new Date().getTime()); this.loadAudio(); // this.loadWeixin(); }; //动态加载js文件 Manage.prototype.LoadJs = function(_files, succes) { /* 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*/ var classcodes = []; var FileArray = []; if (typeof _files === "object") { FileArray = _files; } else { /*如果文件列表是字符串,则用,切分成数组*/ if (typeof _files === "string") { FileArray = _files.split(","); } } if (FileArray != null && FileArray.length > 0) { var LoadedCount = 0; for (var i = 0; i < FileArray.length; i++) { loadFile(FileArray[i], function() { LoadedCount++; if (LoadedCount == FileArray.length) { try { succes(); } catch (err) { console.log("err: 您未定义回调"); } } }); } } /*加载JS文件,url:文件路径,success:加载成功回调函数*/ function loadFile(url, success) { if (!FileIsExt(classcodes, url)) { var _ThisType = GetFileType(url); var ThisType = _ThisType.indexOf("?") == -1 ? _ThisType : _ThisType.substring(0, _ThisType.indexOf("?")); var fileObj = null; if (ThisType == ".js") { fileObj = document.createElement("script"); fileObj.src = url; } else if (ThisType == ".css") { fileObj = document.createElement("link"); fileObj.href = url; fileObj.type = "text/css"; fileObj.rel = "stylesheet"; } else if (ThisType == ".less") { fileObj = document.createElement("link"); fileObj.href = url; fileObj.type = "text/css"; fileObj.rel = "stylesheet/less"; } success = success || function() {}; fileObj.onload = fileObj.onreadystatechange = function() { if (!this.readyState || "loaded" === this.readyState || "complete" === this.readyState) { success(); classcodes.push(url); } }; document.getElementsByTagName("head")[0].appendChild(fileObj); } else { success(); } } /*获取文件类型,后缀名,小写*/ function GetFileType(url) { if (url != null && url.length > 0) { return url.substr(url.lastIndexOf(".")).toLowerCase(); } return ""; } /*文件是否已加载*/ function FileIsExt(FileArray, _url) { if (FileArray != null && FileArray.length > 0) { var len = FileArray.length; for (var i = 0; i < len; i++) { if (FileArray[i] == _url) { return true; } } } return false; } }; //获取页面url后面的参数 Manage.prototype.number = function(variable) { var query = window.location.search.substring(1); var vars = query.split("&"); for (var i = 0; i < vars.length; i++) { var pair = vars[i].split("="); if (pair[0] == variable) { return pair[1]; } } return false; }; Manage.prototype.loadWeixin = function() { var that = this; this.LoadJs(that.weixinURL + that.time, function() {}); }; Manage.prototype.weixinShare = function() { console.log("weixinShare"); $.ajax({ url: "https://www.4dage.com/wechat/jssdk/", type: "post", data: { url: location.href.split("#")[0], }, dataType: "jsonp", jsonpCallback: "success_jsonp", success: function(data, textStatus) { console.log("weixinShare success"); console.log(data.appId); wx.config({ // debug : true, appId: data.appId, timestamp: data.timestamp, nonceStr: data.nonceStr, signature: data.signature, jsApiList: [ "checkJsApi", "onMenuShareTimeline", "onMenuShareAppMessage", "onMenuShareQQ", "onMenuShareWeibo", "hideMenuItems", "showMenuItems", "hideAllNonBaseMenuItem", "showAllNonBaseMenuItem", "translateVoice", "startRecord", "stopRecord", "onRecordEnd", "playVoice", "pauseVoice", "stopVoice", "uploadVoice", "downloadVoice", "chooseImage", "previewImage", "uploadImage", "downloadImage", "getNetworkType", "openLocation", "getLocation", "hideOptionMenu", "showOptionMenu", "closeWindow", "scanQRCode", "chooseWXPay", "openProductSpecificView", "addCard", "chooseCard", "openCard", ], }); }, error: function(XMLHttpRequest, textStatus, errorThrown) { console.log("jsonp.error:" + textStatus); }, }); var success_jsonp = function(json) { console.log(json); }; wx.ready(function() { // 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〿 //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〿 //分享到朋友圈 console.log(g_weixinObj); wx.onMenuShareTimeline({ title: g_weixinObj.title, // 分享标题 link: g_weixinObj.lineLink, // 分享链接 imgUrl: g_weixinObj.imgUrl, // 分享图标 desc: g_weixinObj.desc, }); //获取“分享给朋友”按钮点击状态及自定义分享内容接叿 wx.onMenuShareAppMessage({ title: g_weixinObj.title, // 分享标题 desc: g_weixinObj.desc, // 分享描述 link: g_weixinObj.lineLink, // 分享链接 imgUrl: g_weixinObj.imgUrl, // 分享图标 type: "", // 分享类型,music、video或link,不填默认为link dataUrl: "", // 如果type是music或video,则要提供数据链接,默认为空 }); wx.onMenuShareWeibo({ title: g_weixinObj.title, // 分享标题 desc: g_weixinObj.desc, // 分享描述 link: g_weixinObj.lineLink, // 分享链接 imgUrl: g_weixinObj.imgUrl, // 分享图标 success: function() { // 用户确认分享后执行的回调函数 }, cancel: function() { // 用户取消分享后执行的回调函数 }, }); wx.onMenuShareQZone({ title: g_weixinObj.title, // 分享标题 desc: g_weixinObj.desc, // 分享描述 link: g_weixinObj.lineLink, // 分享链接 imgUrl: g_weixinObj.imgUrl, // 分享图标 success: function() { // 用户确认分享后执行的回调函数 }, cancel: function() { // 用户取消分享后执行的回调函数 }, }); wx.onMenuShareQQ({ title: g_weixinObj.title, // 分享标题 desc: g_weixinObj.desc, // 分享描述 link: g_weixinObj.lineLink, // 分享链接 imgUrl: g_weixinObj.imgUrl, // 分享图标 success: function() { // 用户确认分享后执行的回调函数 }, cancel: function() { // 用户取消分享后执行的回调函数 }, }); wx.error(function(res) { // 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〿 }); }); }; Manage.prototype.dealURL = function(src, type) { //music: "///super.4dage.com/data/LYW/edit/20200928_151633415.mp3" //"https://super.4dage.com/data/LYW/edit/20200928_165319399.jpg"] if (window.isLocal && settings.localPrefix != void 0) { //本地将线上的前缀替换 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 var index = src.indexOf(oldPrefix); if (index > -1) { var wholeOldPrefix = src.slice(0, index + oldPrefix.length); return src.replace(wholeOldPrefix, settings.localPrefix); } console.error("没有找到合适的本地链接"); return src; } else { //add https:// var prefix = g_Prefix.replace("https://", "").replace("http://", ""); if (!src.includes("http:/") && !src.includes("https:/") && src.includes(prefix)) { src = "https://" + src; } return src; } }; Manage.prototype.removeSrcPostMark = function(url) { //去除texture.load时自动加上的'?' var index = url.indexOf("?"); if (index > -1) { return url.slice(0, index); } else return url; }; Manage.prototype.showInfo = function(o) { // ({result:true, title:"发布成功"}); var box = $(".resultBox"); var title = o.title || o || i18n.get("保存成功"); box .children() .eq(0) .html(title); //var time = o.time || THREE.Math.clamp((Config.lang=='en') ? title.length*50 : title.length*130 ,1300,5000); var time = o.time || THREE.Math.clamp(title.length * 130, 1300, 5000); o.time || console.log("showtime " + time); //实际有一半的时间在渐变透明度 this.showInfoTimer && clearTimeout(this.showInfoTimer); box.removeClass("animate"); //如果之后不久又要showinfo一个的话,先停止前面的animate setTimeout( function() { box.css({ "-webkit-animation-duration": time + "ms", "animation-duration": time + "ms", }); if (o.top) { box.children().css("top", o.top + "%"); } else { box.children().css("top", ""); } box.removeClass("hide"); box.addClass("animate"); if (o.dontInteract) { //遮挡对屏幕的操作 box.css("pointer-events", "auto"); } else { box.css("pointer-events", "none"); } this.showInfoTimer = setTimeout( function() { box.removeClass("animate"); box.addClass("hide"); this.showInfoTimer = null; }.bind(this), time + 20 ); }.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 }; //like: manage.showInfo({title:'a', top:20}) //公用的函数 function getQueryVariable(variable) { var query = window.location.search.substring(1); var vars = query.split("&"); for (var i = 0; i < vars.length; i++) { var pair = vars[i].split("="); if (pair[0] == variable) { return pair[1]; } } return false; } //隐藏公司Logo function showLogo() { $("#myCompany").hide(); $("#loaderCoBrandName").hide(); $("#title-logo").hide(); $(".title-container").css("justify-content", "center"); } //czj 添加随机的时间 function randomTime() { return new Date(); } function matcher(data) { if (!data || !g_version) return data; delete data.model.vision_version; var _data = { files: { templates: ["images/images{{number}}/{{filename}}"], }, model: { sid: window.number, camera_start: data.model.images && data.model.images.length != 0 ? { camera: { zoom: "-1", quaternion: [ JSON.parse(data.model.images[0].metadata).camera_quaternion.z, JSON.parse(data.model.images[0].metadata).camera_quaternion.w, JSON.parse(data.model.images[0].metadata).camera_quaternion.x, JSON.parse(data.model.images[0].metadata).camera_quaternion.y, ], }, pano: { uuid: JSON.parse(data.model.images[0].metadata).scan_id }, mode: "0", } : "", }, sid: window.number, hoticon: { default: "https://super.4dage.com/images/4dagePoint2.png", higt: "https://super.4dage.com/images/4dagePoint.png", }, special: "false", weixinDesc: "", }; $.extend(true, data, _data); return data; } function hotMatcher(data = {}) { //if(!data || !g_version) return data; if (g_version) { data.tourAudio = data.audio || {}; } else { data.tourAudio = {}; } return data; } var GifTexDeal = { animateObjects: [], animateTexs: [], addAnimation: function(texture, owner, info, id) { /* if(this.animateObjects.find(e=> e.texture == texture && !ifSame(info, e.info) )) */ var animation; var tex = this.animateTexs.find((e) => e.texture == texture); if (tex) { animation = tex; } else { animation = { texture, info }; this.animateTexs.push(animation); this.setRepeart(animation); } var object = { animation, //默认相同的texture对应的info是一样的, 对应一个animation owner, }; this.animateObjects.push(object); return object; }, remove: function(object) { var index = this.animateObjects.indexOf(object); if (index > -1) { this.animateObjects.splice(index, 1); if (!this.animateObjects.find((e) => e.animation == object.animation)) { let i = this.animateTexs.indexOf(object.animation); this.animateTexs.splice(i, 1); object.animation.texture.repeat.set(1, 1); } this.stop(object); } }, setRepeart: function(animation) { animation.texture.repeat.set(1 / animation.info.cellXcount, 1 / animation.info.cellYcount); }, start: function(object) { if (!object || object.started) return; object.started = true; if (object.animation.started) return; object.animation.started = true; var info = object.animation.info; var count = info.cellXcount * info.cellYcount - (info.voidCount || 0); if (count <= 1) return; transitions.start( (progress) => { var index = Math.floor(count * progress); var indexX = index % info.cellXcount; var indexY = info.cellYcount - Math.floor(index / info.cellXcount) - 1; //uv.offset.y是从下到上的 object.animation.texture.offset.x = indexX / info.cellXcount; object.animation.texture.offset.y = indexY / info.cellYcount; //console.log(object.id + " : "+ object.texture.offset.toArray()) }, info.duration * -1, null, /* ()=>{//done (-1):循环 object.started = false object.texture.offset.x = 0; object.texture.offset.y = 0; this.start(object) }, */ 0, null, object.id, "gif_" + object.animation.texture.id ); }, stop: function(object) { if (!object || !object.started) return; object.started = false; //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: if (this.animateObjects.find((e) => e.animation == object.animation && e.started)) return; transitions.cancelById("gif_" + object.animation.texture.id); object.animation.texture.offset.set(0, 0); object.animation.started = false; }, }; var CloneObject = function(copyObj, result, isSimpleCopy, extraReplace) { //isSimpleCopy只复制最外层 //复制json result的可能:普通数字或字符串、普通数组、复杂对象 if (!copyObj) return copyObj; //0 null undefined '' result = result || {}; if (copyObj instanceof Array) { /* if (copyObj[0]instanceof Object) { //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 console.error("不支持含有 [[Object]] 这样二级数组里面还是复杂数据的...") } return copyObj.slice(0);*/ //如果是数组,直接复制返回(排除数组内是object return copyObj.map((e) => { if (e instanceof Object) { return CloneObject(e); } else return e; }); } else { if (copyObj.clone instanceof Function) { //解决一部分 return copyObj.clone(); } } for (var key in copyObj) { if (copyObj[key] instanceof Object && !isSimpleCopy) result[key] = CloneObject(copyObj[key]); else result[key] = copyObj[key]; //如果是函数类同基本数据,即复制引用 } return result; }; var ifSame = function(object1, object2) { if (object1 == object2) return true; // 0 != undefined , 0 == '' else if (!object1 || !object2) return false; else if (object1.constructor != object2.constructor) { return false; } else if (object1 instanceof Array) { if (object1.length != object2.length) return false; var _object2 = object2.slice(0); for (let i = 0; i < object1.length; i++) { var u = _object2.find((e) => ifSame(object1[i], e)); if (u == void 0 && !_object2.includes(u) && !object1.includes(u)) return false; else { let index = _object2.indexOf(u); _object2.splice(index, 1); } } return true; } else if (object1.equals instanceof Function) { //复杂数据仅支持这种,其他的可能卡住? return object1.equals(object2); } else if (typeof object1 == "number" || typeof object1 == "string") { if (isNaN(object1) && isNaN(object2)) return true; else return object1 == object2; } else if (typeof object1 == "object") { var keys1 = Object.keys(object1); var keys2 = Object.keys(object2); if (!ifSame(keys1, keys2)) return false; for (let i in object1) { var same = ifSame(object1[i], object2[i]); if (!same) return false; } return true; } else { console.log("isSame出现例外"); } }; function initByTHREE(THREE) { 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 THREE.TransitionPass = function(scene, camera) { this.renderScene = scene; this.renderCamera = camera; this.coverRenderTarget = new THREE.WebGLRenderTarget(100, 100, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat, }); this.coverTex = this.coverRenderTarget.texture; this.enabled = false; this.oldClearColor = new THREE.Color(); this.oldClearAlpha = 1; this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1); this.scene = new THREE.Scene(); this.material = this.getMaskMaterial(); var copyShader = THREE.CopyShader; this.materialCopy = new THREE.ShaderMaterial({ uniforms: this.copyUniforms, vertexShader: copyShader.vertexShader, fragmentShader: copyShader.fragmentShader, blending: THREE.NoBlending, depthTest: false, depthWrite: false, transparent: true, }); this.quad = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), this.material); this.quad.frustumCulled = false; // Avoid getting clipped this.scene.add(this.quad); }; THREE.TransitionPass.prototype = { //波形扩散,出下一个画面 constructor: THREE.TransitionPass, setSize: function(width, height) { this.coverRenderTarget.setSize(width, height); }, render: function(renderer, writeBuffer, readBuffer, delta, maskActive) { var oldAutoClear = renderer.autoClear; renderer.autoClear = false; var uniforms = this.quad.material.uniforms; uniforms.bgTex.value = readBuffer.texture; //更新 uniforms.coverTex.value = this.coverTex; uniforms.progress.value = player.model.skybox.material.uniforms.progress.value; // uniforms.screenRatio.value = player.domElement.clientWidth / player.domElement.clientHeight; // 使波纹为圆形 uniforms.screenRatio.value *= uniforms.screenRatio.value; renderer.render(this.scene, this.camera); renderer.autoClear = oldAutoClear; }, start: function(sceneRenderer) { this.enabled = true; //draw coverTex this.quad.material.uniforms.progress.value = 1; sceneRenderer.renderer.render(sceneRenderer.scene, sceneRenderer.camera, this.coverRenderTarget, true); console.log("start111"); }, stop: function() { this.enabled = false; console.log("stop111"); }, getMaskMaterial: function() { return new THREE.ShaderMaterial({ uniforms: { coverTex: { type: "t", value: null, }, bgTex: { type: "t", value: null, }, progress: { type: "f", value: 0, }, screenRatio: { type: "f", value: 1, }, }, vertexShader: ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } `, fragmentShader: ` uniform sampler2D coverTex; uniform sampler2D bgTex; uniform float progress; uniform float screenRatio; varying vec2 vUv; void main() { const float maxRadius = 0.708; // sqrt(0.5^2+0.5^2) const float minRadius = 0.0 ; 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)); float diff = 0.292; //1.0-maxRadius; float radiusIn = maxRadius * progress + minRadius * (1.0-progress); float radiusOut = radiusIn + diff; if(radius < radiusIn) { gl_FragColor = texture2D(bgTex, vUv); //gl_FragColor = vec4(0.0,0.0,1.0,1.0);// }else if(radius>radiusOut){ gl_FragColor = texture2D(coverTex, vUv) ; //gl_FragColor = vec4(1.0,1.0,0.0,1.0);// }else{ vec4 color1 = texture2D(bgTex, vUv); vec4 color2 = texture2D(coverTex, vUv); float rotio = smoothstep(radiusIn ,radiusOut,radius); gl_FragColor = mix(color1, color2, rotio); } } `, }); }, }; let labels = []; class Label2D extends THREE.EventDispatcher { constructor(o = {}) { super(); this.position = o.position; this.elem = $(o.innerHTML || "
"); $(o.domElement).append(this.elem); this.pos2d = new THREE.Vector3(); this.elem.css({ position: "absolute", "z-index": 999 }); this.clickFun = o.clickFun; this.clickFun && this.elem.on("click", this.clickFun.bind(this)); if (o.autoUpdate) { let update = (e) => { if (e.cameraChanged) this.update(); }; player.on("view.changed", update); //确保player存在 this.addEventListener("dispose", (e) => { player.off("view.changed", update); }); } this.visible = true; this.shelterByModel = o.shelterByModel; this.floorIndex = o.floorIndex; labels.push(this); if (window.player.model) { this.init(); } else { window.bus.addEventListener("playerAndModelReady", this.init.bind(this)); } } init() { if (this.floorIndex != void 0) { player.model.on("floor.changed", (currentFloor, mode, oldFloor) => { this.update(currentFloor); //注: currentFloor 这时候还没成为 model.currentFloor }); } } update(currentFloor) { if (!this.position || !this.visible) return; var p = convertTool.getPos2d(this.position); if (!p || !p.trueSide) { this.elem.css("display", "none"); return; } //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) if (player.mode != "panorama") { currentFloor = currentFloor || player.model.currentFloor; if (!player.model.allFloorsVisible && this.floorIndex != void 0 && this.floorIndex != currentFloor.floorIndex) { this.elem.css("display", "none"); return; } if (this.shelterByModel && convertTool.ifShelter(this.position, p.vector, this.floorIndex)) { this.elem.css("display", "none"); return; } } let s = 1 if(player.mode == 'floorplan'){ s = THREE.Math.clamp(0.12/player.cameraControls.activeControl.camera.right * window.innerWidth / window.devicePixelRatio, 0.1, 1) } this.elem.css({ left: p.pos.x + "px", top: p.pos.y + "px", transform: 'scale('+s+')', }); /* if(settings.vrEnabled){ this.elem.css({transform:'rotate('+window.screenFaceOrient+'deg)'}) }else{ this.elem.css({transform:''}) } */ this.elem.css("display", "block"); this.pos2d = p.vector; } setVisible(visi, reason, level = 0, type) { convertTool.updateVisible(this, reason, visi, level, type); if (!this.visible) { this.elem.css("display", "none"); } else { this.update(); } } setPos(pos) { this.position = pos; this.update(); } dispose() { this.elem.remove(); this._listeners = {}; this.dispatchEvent({ type: "dispose" }); let index = labels.indexOf(this); index > -1 && labels.splice(index, 1); } } window.Label2D = Label2D; class RoomLabel extends Label2D { constructor(o) { if (o.position instanceof Array) o.position = new THREE.Vector3().fromArray(o.position); o.innerHTML = ``; o.domElement = $(".widgets-doll-labels")[0]; (o.shelterByModel = true), (o.autoUpdate = true); o.clickFun = () => { if (player.roomLebelClickUnabled) return; let result = common.sortByScore( player.model.floors.index[this.floorIndex].panos, [], [ (pano) => { return -pano.position.distanceToSquared(this.position); }, ] ); player.flyToPano({ pano: result && result[0] && result[0].item, }); }; super(o); this.setTitle(o.title); } init() { super.init(); //飞入后不可见 player.on("mode.changing", (currentMode, mode, pano, duration) => { //准备飞 this.setStyle(currentMode, mode, duration); }); this.setStyle(); } setStyle(currentMode, mode, duration) { if (!mode) mode = player.mode; if (mode == "panorama") { this.setVisible(false, "isPanorama"); } else if (currentMode == "panorama") { setTimeout(() => { this.setVisible(true, "isPanorama"); }, duration * 0.7); } } setTitle(title) { this.title = title || ""; this.elem.html(`${this.title}
`); } setEditSelect(state) { //编辑页面用 this.editing = !!state; this.setVisible(state, "editSelected", 1, state ? "add" : "cancel"); //强制可见 } } window.RoomLabel = RoomLabel; window.bus.addEventListener("playerAndModelReady", () => { player.on("mode.changing", (currentMode, mode, pano, duration) => { let noLine = mode == "floorplan"; if (noLine) { $(".widgets-doll-labels") .addClass("noLine") .addClass("noCorner"); } else { $(".widgets-doll-labels") .removeClass("noLine") .removeClass("noCorner"); } }); player.on("view.changed", (e) => { if (e.cameraChanged) { //if(needUpdateZIndex){ //如果某个label显示时需要更新index的话,加个参数 let label_ = labels.filter((e) => e.elem[0].style.display == "block"); label_.sort((a, b) => b.pos2d.z - a.pos2d.z); label_.forEach((e, index) => e.elem.css("z-index", index + 1000)); //} } }); }); } //最好能知道应该播放到的currentTime var SoundManager = { //暂不支持同时播放 currentAudio: null, //当前正在播放list中的哪一个 enableSound: true, //是否允许有声音 playHistory: [], //被打断的加入播放历史 list: [], //同一级别可以互相打断 //暂时不做多级别 play: function(name, src, currentTime) { var object = this.list.find((e) => e.name == name); if (object && this.currentAudio == object) { if (this.currentAudio) { this.pause(this.currentAudio.name, false, true); } { //将当前要播放的播放历史中清除 let index = this.playHistory.indexOf(object); if (index > -1) this.playHistory.splice(index, 1); } this.currentAudio = object; if (src) { this.setSrc(name, src); } if (currentTime != void 0) { object.audio.currentTime = currentTime; } if (object.audio && object.src) { 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 object.audio.play(); object.callback && object.callback(true); Log(name + " 播放 "); } } }, 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 var object = this.list.find((e) => e.name == name); if (object) { this.currentAudio = null; if (object.audio) { object.audio.pause(); object.callback && object.callback(false); object.audio.src && Log(name + " 中断音频 " + "(" + common.getFileNameFromUrl(object.audio.src) + ")"); } if (isInterrupt) { //一般主动调用不需要加这个 this.playHistory.push(object); //如果是被中断的,加入播放历史,等待恢复播放 } if (autoReplayLast) { //播放之前的音频。它们是被打断过的。 while (this.playHistory.length) { var last = this.playHistory.pop(); if (last.src && last.canplay(last.audio)) { this.play(last.name); } } } } }, setSrc: function(name, src) { //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 var object = this.list.find((e) => e.name == name); object.src = src; object.audio.src = src; Log(`${object.name} 设置src: ${src}`); }, createAudio: function(object = {}) { //name, level, canplay if (!object.fake) { object.audio = new Audio(); object.audio.loop = !!object.loop; //object.audio.autoplay = true; object.audio.addEventListener("ended", () => { if (object.loop) { //循环 Log(`${object.name} 播放完毕,重新播放`); object.audio.play(); } else { this.pause(object.name, true); //停止后的后续处理 } }); object.audio.oncanplaythrough = () => { Log(`${object.name} canplaythrough `); }; } this.list.push(object); }, initAutoPlay: function() { //处理设备自动播放限制 let play = function() { if (this.currentAudio && this.currentAudio.audio && this.currentAudio.src) { this.currentAudio.audio.play(); Log(`${this.currentAudio.name} 自动播放成功`); //即使设置src在这之后好像也能成功播放 } else { } document.removeEventListener("touchstart", play); document.removeEventListener("click", play); $("#player")[0] && $("#player")[0].removeEventListener("touchstart", play); }.bind(this); document.addEventListener("WeixinJSBridgeReady", play, false); 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 document.addEventListener("click", play); $("#player")[0] && $("#player")[0].addEventListener("touchstart", play); }, }; function Log(value, color, fontSize) { color = color || "#13f"; fontSize = fontSize || 14; console.warn(`%c${value}`, `color:${color};font-size:${fontSize}px`); } Manage.prototype.loadAudio = function() { //相关:g_tourAudio \ g_playAudio //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 //box视频都静音,所以暂时不考虑 SoundManager.createAudio({ name: "bgm", level: 0, src: "", loop: true, canplay: (audio) => { return this.bgmShouldPlay; }, callback: (state) => { //play或pause时随之触发的函数(即使还没开始播放) if (state) { $("#volume a img").attr("src", "./images/Volume btn_off.png"); $("#volume").attr("title", "关闭声音"); } else { $("#volume a img").attr("src", "./images/Volume btn_on.png"); $("#volume").attr("title", "打开声音"); } }, }); SoundManager.createAudio({ name: "tour", level: 0, src: "", loop: false, canplay: (audio) => { return player.director && player.director.tourIsPlaying && player.director.getAudio(); }, }); SoundManager.createAudio({ name: "hot", fake: true, //实际上没有audio. 只是为了来停止和续播其他音频 level: 1, src: "", loop: false, canplay: (audio) => {}, }); $("#volume") .find("a") .on("click", () => { if ($("#volume img")[0].src.indexOf("btn_on.png") > -1) { this.switchBgmState(true); } else if ($("#volume img")[0].src.indexOf("btn_off.png") > -1) { this.switchBgmState(false); } }); this.switchBgmState(true); //初始设置允许播放bgm SoundManager.initAutoPlay(); }; Manage.prototype.switchBgmState = function(state) { //按钮的状态完全代表是否应该播放bgm,即使还没加载完 this.bgmShouldPlay = state; if (state) { SoundManager.play("bgm"); } else { SoundManager.pause("bgm"); } /* if(!g_bgAudio || !g_bgAudio.src) return; var played = function(){ console.log('begin play bgm'); g_play = 1; g_playAudio = g_bgAudio; g_tourAudio && g_tourAudio.pause() } var paused = function(){ g_play = 0; g_playAudio == g_bgAudio && (g_playAudio = null) } if(state ){ g_bgAudio.play(); if(g_bgAudio.paused){ paused() }else{ played() return true } }else{ g_bgAudio.pause(); paused() } g_bgAudio.pauseByHot = false g_bgAudio.pauseByTour = false */ }; var manage = new Manage(); //处理cursor优先级 var CursorDeal = { priorityEvent: [ //在前面的优先级高 { noIntersect: "not-allowed" }, { addHot: "cell" }, { hoverFootIcon: "pointer" }, { hoverHot: "pointer" }, { addLabel: "cell" }, { moveLabel: "grab" }, ], domElements: [$("#player")[0] && $("#player")[0]], list: [], //当前存在的cursor状态 currentCursorIndex: null, /* init : function(viewer){ this.priorityEvent.forEach(e=>{//刚开始Potree.resourcePath没值,现在换 for(let i in e){ e[i] = Common.replaceAll(e[i],'{Potree.resourcePath}',Potree.resourcePath) } }) this.domElements = [viewer.renderArea, viewer.mapViewer.renderArea]; viewer.addEventListener("CursorChange",(e)=>{ if(e.action == 'add'){ this.add(e.name) }else{ this.remove(e.name) } }) }, */ add: function(name) { var priorityItem = this.priorityEvent.find((e) => e[name]); if (!priorityItem) { console.error("CursorDeal 未定义优先级 name:" + name); return; } if (!this.list.includes(name)) { this.judge({ addItem: priorityItem, name }); this.list.push(name); } }, remove: function(name) { var index = this.list.indexOf(name); if (index > -1) { this.list.splice(index, 1); this.judge(); } }, judge: function(o = {}) { //console.log(o,this.list) if (o.addItem) { var addIndex = this.priorityEvent.indexOf(o.addItem); if (addIndex < this.currentCursorIndex || this.currentCursorIndex == void 0) { this.domElements.forEach((e) => (e.style.cursor = o.addItem[o.name])); this.currentCursorIndex = addIndex; } } else { var levelMax = { index: Infinity, cursor: null }; this.list.forEach((name) => { var priorityItem = this.priorityEvent.find((e) => e[name]); var index = this.priorityEvent.indexOf(priorityItem); if (index < levelMax.index) { levelMax.index = index; levelMax.cursor = priorityItem[name]; } }); this.currentCursorIndex = levelMax.index; this.domElements.forEach((e) => (e.style.cursor = levelMax.cursor || "")); } }, }; //兼容一代的場景 //請求地址統一管理 var g_onePregix = "https://bigscene.4dage.com/"; //对应一代 http://www.4dmodel.com/SuperPanoramic/index.html?m=55 var g_version = manage.number("version"); g_version === "one" ? (g_Prefix = g_onePregix) : "";