manage.js 56 KB

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  1. var g_ProjectName = window.location.pathname.substring(window.location.pathname.indexOf("/") + 1, window.location.pathname.lastIndexOf("/"));
  2. var g_Prefix = "https://super.4dage.com/";
  3. // var g_Prefix = "https://culture.4dage.com/";
  4. // var g_Prefix=window.location.href.substring(0,window.location.href.indexOf("/index.html")+1);
  5. var s = window.location.href.split("/");
  6. s.pop();
  7. //var g_Prefix = s.join('/');
  8. var g_index = null;
  9. var g_modeldata = null;
  10. var g_weixinTitle = null;
  11. var g_Hots = null;
  12. var g_HotMeshes = [];
  13. var g_HotMeshSize = {
  14. g_HotMeshWidth: 0.3,
  15. g_HotMeshHeight: 0.3,
  16. };
  17. //add表示添加,delete表示删除
  18. var g_HotStatus = null;
  19. var g_newHot = []; //存储新加热点
  20. var g_HotImage = {
  21. point: "https://super.4dage.com/images/4dagePoint2.png",
  22. point2: "https://super.4dage.com/images/4dagePoint.png",
  23. };
  24. var g_saveHot = false;
  25. var g_TextColor = 0x7777ff;
  26. var g_Text = null;
  27. var g_TextPlaneMesh = [];
  28. var g_TextIconMesh = [];
  29. var g_TextIcon = "./images/text.png";
  30. var g_SelectTextIndex = null;
  31. var g_TextShow = null;
  32. var g_audioPlay = false;
  33. var g_background = null;
  34. var g_roof = null;
  35. var g_data2 = null; //加载的data2.js的内容
  36. var g_bgAudio = null; //背景音乐
  37. var g_tourAudio = null; //导览音乐
  38. var g_play = 1; //表示播放图标状态
  39. 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
  40. var g_currentHot = null; //当前打开的热点
  41. //var g_Texture=null;
  42. //var g_ChunknameTexture={}; //chunkname和贴图名称对应
  43. var g_NormalTexture = false;
  44. var g_SpecularTexture = false;
  45. var g_DirectionalLight = null;
  46. var g_snapShotWidth = 200; //截图下载图片的大小
  47. var g_snapShotHeight = 140;
  48. //微信分享
  49. var g_weixinObj = {
  50. title: document.querySelector("head title").innerHTML,
  51. lineLink: window.location.href,
  52. imgUrl: "https://www.4dmodel.com/SuperPanoramic/images/weixintitle.jpg",
  53. desc: "四维时代提供技术支持",
  54. };
  55. var settings = {
  56. hotClickEvent: {
  57. video: {
  58. playAndPause: true,
  59. examine: false,
  60. openHot: false,
  61. },
  62. photo: {
  63. examine: false,
  64. openHot: false,
  65. },
  66. shine: {
  67. examine: true,
  68. openHot: true,
  69. },
  70. },
  71. hotClickActions: ["playAndPause", "examine", "openHot", "fastTran"],
  72. //默认的:
  73. teleportTime: 1500, //瞬间过渡的时间
  74. /* flytimeDistanceMultiplier:150,
  75. flyTime:750, */
  76. tourRotTime: 2, //默认停留2秒
  77. hotFastTran:true,
  78. dontExamHot:true,
  79. transparentBg: true,
  80. bgImg: './static/images/bg.jpg',
  81. mobileBgImg: './static/images/mobile_bg.png',
  82. bgColor: '#0f3574',
  83. };
  84. if (window.number == "725" || window.number == "724") {
  85. settings.mobileNavHigh = true;
  86. }
  87. //共用函数:
  88. window.common = null;
  89. window.MathLight = null;
  90. window.math = null;
  91. window.easing = null;
  92. window.lerp = null;
  93. window.transitions = null;
  94. window.browser = null;
  95. function watch(object, propName, initialValue) {
  96. //监听某个属性的变化
  97. let v = initialValue;
  98. Object.defineProperty(object, propName, {
  99. get: function() {
  100. return v;
  101. },
  102. set: function(e) {
  103. console.log("watch:", propName, e);
  104. v = e;
  105. },
  106. });
  107. }
  108. var toPrecision = function(e, t) {
  109. function i(e, t) {
  110. var i = Math.pow(10, t);
  111. return Math.round(e * i) / i;
  112. }
  113. if (e instanceof Array) {
  114. for (var n = 0; n < e.length; n++) e[n] = i(e[n], t);
  115. return e;
  116. }
  117. return i(e, t);
  118. };
  119. var dealMap = (map) => {
  120. //使不resize when image is not power of two
  121. map.wrapS = map.wrapT = THREE.ClampToEdgeWrapping;
  122. map.minFilter = THREE.LinearFilter;
  123. map.magFilter = THREE.LinearFilter;
  124. map.generateMipmaps = true;
  125. };
  126. var dom = {
  127. getOffset: function(type, element, parent) {
  128. left = type == "left" ? element.offsetLeft : element.offsetTop;
  129. if (!parent) parent = $("body")[0];
  130. while ((element = element.offsetParent)) {
  131. if (element == parent) break;
  132. left += type == "left" ? element.offsetLeft : element.offsetTop;
  133. }
  134. return left;
  135. },
  136. };
  137. var getTransformSid = function() {
  138. var name;
  139. if (player.mode == "panorama") {
  140. name = player.currentPano ? player.currentPano.id : "outside";
  141. } else {
  142. name = "outside";
  143. }
  144. return name;
  145. };
  146. var LineDraw = {
  147. /* createLine: function(posArr, o) {
  148. var e = new THREE.BufferGeometry
  149. , p = new Float32Array(6);
  150. e.addAttribute("position", new THREE.BufferAttribute(p,3));
  151. //这句新旧版写法不同 旧版这样:e.addAttribute("position",Float32Array,2,3);
  152. var p = e.attributes.position.array;
  153. for (var i = 0; i < 2; i++) {
  154. p[i * 3] = posArr[i].x;
  155. p[i * 3 + 1] = posArr[i].y;
  156. p[i * 3 + 2] = posArr[i].z;
  157. }
  158. var mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"]({
  159. linewidth: o.width || 1,
  160. //windows无效。 似乎mac/ios上粗细有效 ?
  161. color: o.color || defaultColor,
  162. transparent: o.dontAlwaysSeen ? false : true,
  163. depthTest: o.dontAlwaysSeen ? true : false
  164. })
  165. var line = new THREE.Line(e,mat);
  166. line.renderOrder = o.renderOrder || 4
  167. //同tagStem; //如果不加高,可能会部分被model遮住
  168. return line;
  169. } */
  170. createLine: function(posArr, o = {}) {
  171. //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)
  172. var mat;
  173. if (o.mat) {
  174. mat = o.mat;
  175. } else {
  176. let prop = {
  177. lineWidth: o.lineWidth || 1,
  178. //windows无效。 似乎mac/ios上粗细有效 ?
  179. color: o.color || defaultColor,
  180. transparent: o.dontAlwaysSeen ? false : true,
  181. depthTest: o.dontAlwaysSeen ? true : false,
  182. opacity: o.opacity != void 0 ? o.opacity : 1,
  183. };
  184. if (o.deshed) {
  185. (prop.dashSize = o.dashSize || 0.1), (prop.gapSize = o.gapSize || 0.1);
  186. }
  187. mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"](prop);
  188. }
  189. var line = new THREE.LineSegments(new THREE.BufferGeometry(), mat);
  190. line.renderOrder = o.renderOrder || 4;
  191. this.moveLine(line, posArr);
  192. return line;
  193. },
  194. moveLine: function(line, posArr) {
  195. if (posArr.length == 0) return;
  196. let position = new Float32Array(posArr.length * 3); //[]
  197. for (var i = 0; i < 2; i++) {
  198. position[i * 3] = posArr[i].x;
  199. position[i * 3 + 1] = posArr[i].y;
  200. position[i * 3 + 2] = posArr[i].z;
  201. }
  202. line.geometry.addAttribute("position", new THREE.BufferAttribute(position, 3));
  203. //line.geometry.setAttribute('position', new THREE.Float32BufferAttribute(new Float32Array(position), 3));
  204. line.geometry.attributes.position.needsUpdate = true;
  205. line.geometry.computeBoundingSphere();
  206. /* if(line.material instanceof THREE.LineDashedMaterial){
  207. line.computeLineDistances() //只有非buffer的geometry才有
  208. } */
  209. },
  210. };
  211. var convertTool = {
  212. getPos2d: function(point, camera, dom) {
  213. //获取一个三维坐标对应屏幕中的二维坐标
  214. var camera = camera || player.camera;
  215. var dom = dom || player.domElement;
  216. if (!camera) return;
  217. 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);
  218. var x, y;
  219. x = ((pos.x + 1) / 2) * dom.clientWidth;
  220. y = (1 - (pos.y + 1) / 2) * dom.clientHeight;
  221. var inSight =
  222. x <= dom.clientWidth &&
  223. x >= 0 && //是否在屏幕中
  224. y <= dom.clientHeight &&
  225. y >= 0;
  226. return {
  227. pos: new THREE.Vector2(x, y), // 屏幕像素坐标
  228. vector: pos, //(范围 -1 ~ 1)
  229. 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
  230. inSight: inSight, //在屏幕范围内可见
  231. };
  232. },
  233. ifShelter: function(pos3d, floorIndex) {
  234. //检测某点在视线中是否被mesh遮挡
  235. var ori = player.position;
  236. var dir = pos3d
  237. .clone()
  238. .sub(ori)
  239. .normalize();
  240. 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
  241. /* if(config.isEdit && publicObjectSet.editor.mainDesign.editing){
  242. var o = ray.intersectObjects(publicObjectSet.editor.mainDesign.wallMeshes);
  243. }else{ */
  244. let colliders = player.model.allFloorsVisible
  245. ? player.model.colliders
  246. : (floorIndex != void 0 ? player.model.floors.index[floorIndex] : player.model.currentFloor).collider.children;
  247. //let colliders = (floorIndex == void 0 ) ? player.model.colliders : player.model.floors.index[floorIndex].collider.children
  248. var o = ray.intersectObjects(colliders);
  249. //}
  250. var len = pos3d.distanceTo(ori);
  251. if (o && o.length) {
  252. for (var i = 0; i < o.length; i++) {
  253. if (o[i].distance < len) {
  254. return true;
  255. } //有遮挡
  256. }
  257. }
  258. },
  259. /*
  260. 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)
  261. 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。
  262. */
  263. getPosAtPlane: function(pos, info /* , mouse, camera */) {
  264. //pos:与intersectPlane的交点 见笔记
  265. var A = pos;
  266. var player = player;
  267. var mouse = player.mouse;
  268. var O = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(player.camera);
  269. if (info.y != void 0) {
  270. //地面线的
  271. var y = info.y;
  272. if (player.mode == "floorplan" /* || Math.abs(O.x-pos.x)<0.0001 && Math.abs(O.z-pos.z)<0.0001) */) {
  273. //intersectPlane和地面平行,无交点
  274. var x = pos.x,
  275. z = pos.z;
  276. } else {
  277. 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。
  278. if (O.y == A.y) {
  279. console.log("一样??");
  280. return;
  281. }
  282. if (A.y == y) {
  283. console.log("一样2??");
  284. return;
  285. }
  286. var r = (O.y - y) / (A.y - y);
  287. var x = (r * A.x - O.x) / (r - 1);
  288. var z = (r * A.z - O.z) / (r - 1);
  289. }
  290. } else {
  291. //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
  292. var N = info.normalVec;
  293. var P = info.pullPos;
  294. if (N.y != 0) {
  295. console.log("N.y != 0");
  296. return;
  297. } //仅仅支持垂直于地面的的墙壁,目前都是
  298. if (O.z == A.z) {
  299. console.log("O.z==A.z?");
  300. return;
  301. }
  302. if (N.z != 0 && N.x != 0) {
  303. //直接用这个通用的也可以,支持斜线的墙
  304. //console.log('N.z==0 && N.x == 0?');
  305. var c = N.x * (A.x - O.x) + N.y * (A.y - O.y) + N.z * (A.z - O.z);
  306. if (c == 0) {
  307. console.log("分母为0?? return;");
  308. return;
  309. }
  310. 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;
  311. var x = t * (A.x - O.x) + O.x;
  312. var y = t * (A.y - O.y) + O.y;
  313. var z = t * (A.z - O.z) + O.z;
  314. /*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;
  315. 求直线L与平面π的交点的坐标。
  316. 把直线方程改写成参数形式:设(x-a)/m=(x-b)/n=(z-c)/p=t;
  317. 则x=mt+a;y=nt+b;z=pt+c;代入平面π的方程得:
  318. A(mt+a)+B(nt+b)+C(pt+c)+D=0
  319. 由此解得t=-(Aa+Bb+Cc+D)/(Am+Bn+Cp)
  320. 再代入参数方程即得交点的坐标(x,y,z). */
  321. } else if (N.x == 0) {
  322. //z与pullPos相等
  323. var z = P.z;
  324. if (O.y == A.y) {
  325. console.log("一样??");
  326. return;
  327. }
  328. if (A.y == y) {
  329. console.log("一样2??");
  330. return;
  331. }
  332. if (A.z == z) {
  333. console.log("一样3??");
  334. return;
  335. }
  336. var r = (O.z - z) / (A.z - z);
  337. var x = (r * A.x - O.x) / (r - 1);
  338. var y = (r * A.y - O.y) / (r - 1);
  339. } else if (N.z == 0) {
  340. //x与pullPos相等
  341. var x = P.x;
  342. if (O.y == A.y) {
  343. console.log("一样??");
  344. return;
  345. }
  346. if (A.y == y) {
  347. console.log("一样2??");
  348. return;
  349. }
  350. if (A.x == x) {
  351. console.log("一样3??");
  352. return;
  353. }
  354. var r = (O.x - x) / (A.x - x);
  355. var y = (r * A.y - O.y) / (r - 1);
  356. var z = (r * A.z - O.z) / (r - 1);
  357. }
  358. }
  359. return new THREE.Vector3(x, y, z);
  360. },
  361. getMouseIntersect: function(camera, meshes, mouse) {
  362. //获取鼠标和meshes交点
  363. var raycaster = new THREE.Raycaster();
  364. camera.updateMatrixWorld();
  365. var origin = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(camera),
  366. end = new THREE.Vector3(mouse.x, mouse.y, 1).unproject(camera);
  367. var dir = end.sub(origin).normalize();
  368. raycaster.set(origin, dir);
  369. var n = raycaster.intersectObjects(meshes);
  370. if (0 === n.length) return null;
  371. return n[0];
  372. },
  373. ifIntersectChunks: function(A, B, options = {}) {
  374. //获取某个线段/射线和meshes的交点
  375. var dir = B.clone()
  376. .sub(A)
  377. .normalize();
  378. var len = options.InfinityLen ? Infinity : A.distanceTo(B) + (options.extLen || 0);
  379. var ray = new THREE.Raycaster(A.clone(), dir, 0, len);
  380. var o = ray.intersectObjects(options.model || player.model.colliders);
  381. if (o && o.length) return o;
  382. if (options.throughWidth) {
  383. //允许最小宽度,防止穿过极小的缝隙导致撞墙感
  384. var normal = math.getNormal({
  385. points: [
  386. { x: A.x, y: A.z },
  387. { x: B.x, y: B.z },
  388. ],
  389. }); //线段法线
  390. normal.multiplyScalar(options.throughWidth);
  391. var normalVec3 = new THREE.Vector3(normal.x, 0, normal.y);
  392. var A2 = A.clone().add(normalVec3);
  393. ray.set(A2, dir);
  394. var o2 = ray.intersectObjects(options.model || player.model.colliders);
  395. ray.set(A.clone().add(normalVec3.negate()), dir);
  396. if (o2 && o2.length) return o2;
  397. var o3 = ray.intersectObjects(options.model || player.model.colliders);
  398. if (o3 && o3.length) return o3;
  399. }
  400. return null;
  401. },
  402. getNormal: function(line2d){//获取二维法向量 方向向内
  403. var x,y;//要求的向量
  404. //line2d的向量
  405. var x1 = line2d.points[1].x - line2d.points[0].x;
  406. var y1 = line2d.points[1].y - line2d.points[0].y;
  407. //假设法向量的x或y固定为1或-1
  408. if(y1 != 0){
  409. x = 1;
  410. y = - (x1 * x) / y1;
  411. }else if(x1 != 0){//y如果为0,正常情况x不会是0
  412. y = 1;
  413. x = - (y1 * y) / x1;
  414. }else{
  415. console.log("两个点一样");
  416. return null;
  417. }
  418. //判断方向里或者外:
  419. var vNormal = new THREE.Vector3(x, 0, y);
  420. var vLine = new THREE.Vector3(x1, 0, y1);
  421. var vDir = vNormal.cross(vLine);
  422. if(vDir.y>0){
  423. x *= -1;
  424. y *= -1;
  425. }
  426. return new THREE.Vector2(x, y).normalize();
  427. },
  428. getPosAtSphere: function(pos3d, toPanoPos) {
  429. var dir = pos3d.clone().sub(toPanoPos);
  430. dir.normalize(); //然后计算在球中
  431. dir.multiplyScalar(Constants.skyRadius);
  432. dir.add(toPanoPos);
  433. return dir;
  434. },
  435. getScaleForConstantSize: function(op = {}) {
  436. //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
  437. var w;
  438. var i = new THREE.Vector3(),
  439. o = new THREE.Vector3(),
  440. l = new THREE.Vector3(),
  441. c = new THREE.Vector3(),
  442. h = new THREE.Vector3();
  443. if (op.width2d) w = op.width2d;
  444. //如果恒定二维宽度
  445. else {
  446. //否则考虑上距离,加一丢丢近大远小的效果
  447. var currentDis, nearBound, farBound;
  448. if (op.camera.type == "OrthographicCamera") {
  449. currentDis = (op.camera.right - op.camera.left) / op.camera.zoom;
  450. } else {
  451. currentDis = op.position.distanceTo(op.camera.position);
  452. }
  453. w = op.maxSize - (op.maxSize - op.minSize) * THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound);
  454. //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
  455. }
  456. i.copy(op.position).project(op.camera), //tag中心在屏幕上的二维坐标
  457. 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
  458. l.set(w / 2, 0, 0).add(o), //加上tag宽度的一半
  459. c.set(2 / op.resolution.x, 2 / op.resolution.y, 1).multiply(l), //再转回 -1 到 1的范围
  460. h.copy(c).unproject(op.camera); //再转成三维坐标,求得tag边缘的位置
  461. var g = h.distanceTo(op.position); //就能得到tag的三维半径
  462. return g; //可能NAN 当相机和position重叠时
  463. },
  464. updateVisible: function(object, reason, ifShow, level = 0, type) {
  465. //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
  466. if (!object.unvisibleReasons) object.unvisibleReasons = []; //如果length>0代表不可见
  467. if (!object.visibleReasons) object.visibleReasons = []; //在同级时,优先可见
  468. var update = function() {
  469. //先按从高到低的level排列
  470. object.unvisibleReasons = object.unvisibleReasons.sort((a, b) => b.level - a.level);
  471. object.visibleReasons = object.visibleReasons.sort((a, b) => b.level - a.level);
  472. var maxVisiLevel = object.visibleReasons[0] ? object.visibleReasons[0].level : -1;
  473. var maxunVisiLevel = object.unvisibleReasons[0] ? object.unvisibleReasons[0].level : -1;
  474. var shouldVisi = maxVisiLevel >= maxunVisiLevel;
  475. var visiBefore = object.visible;
  476. if (visiBefore != shouldVisi) {
  477. object.visible = shouldVisi;
  478. object.dispatchEvent({
  479. type: "isVisible",
  480. visible: shouldVisi,
  481. reason,
  482. });
  483. }
  484. };
  485. if (ifShow) {
  486. var index = object.unvisibleReasons.findIndex((e) => e.reason == reason);
  487. if (index > -1) {
  488. type = "cancel";
  489. object.unvisibleReasons.splice(index, 1);
  490. }
  491. if (type == "add") {
  492. if (!object.visibleReasons.some((e) => e.reason == reason)) {
  493. object.visibleReasons.push({ reason, level });
  494. }
  495. }
  496. } else {
  497. var index = object.visibleReasons.findIndex((e) => e.reason == reason);
  498. if (index > -1) {
  499. type = "cancel";
  500. object.visibleReasons.splice(index, 1);
  501. }
  502. if (type != "cancel") {
  503. if (!object.unvisibleReasons.some((e) => e.reason == reason)) {
  504. object.unvisibleReasons.push({ reason, level });
  505. }
  506. }
  507. }
  508. update();
  509. },
  510. getObjVisiByReason: function(object, reason) {
  511. //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"
  512. if (object.visible) return true;
  513. else {
  514. return !object.unvisibleReasons || !object.unvisibleReasons.some((e) => e.reason == reason);
  515. }
  516. },
  517. };
  518. //--------------------------------------
  519. //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
  520. var Manage = function() {
  521. (this.weixinURL = "https://res.wx.qq.com/open/js/jweixin-1.2.0.js"), (this.time = "?" + new Date().getTime());
  522. this.loadAudio();
  523. // this.loadWeixin();
  524. };
  525. //动态加载js文件
  526. Manage.prototype.LoadJs = function(_files, succes) {
  527. /* 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*/
  528. var classcodes = [];
  529. var FileArray = [];
  530. if (typeof _files === "object") {
  531. FileArray = _files;
  532. } else {
  533. /*如果文件列表是字符串,则用,切分成数组*/
  534. if (typeof _files === "string") {
  535. FileArray = _files.split(",");
  536. }
  537. }
  538. if (FileArray != null && FileArray.length > 0) {
  539. var LoadedCount = 0;
  540. for (var i = 0; i < FileArray.length; i++) {
  541. loadFile(FileArray[i], function() {
  542. LoadedCount++;
  543. if (LoadedCount == FileArray.length) {
  544. try {
  545. succes();
  546. } catch (err) {
  547. console.log("err: 您未定义回调");
  548. }
  549. }
  550. });
  551. }
  552. }
  553. /*加载JS文件,url:文件路径,success:加载成功回调函数*/
  554. function loadFile(url, success) {
  555. if (!FileIsExt(classcodes, url)) {
  556. var _ThisType = GetFileType(url);
  557. var ThisType = _ThisType.indexOf("?") == -1 ? _ThisType : _ThisType.substring(0, _ThisType.indexOf("?"));
  558. var fileObj = null;
  559. if (ThisType == ".js") {
  560. fileObj = document.createElement("script");
  561. fileObj.src = url;
  562. } else if (ThisType == ".css") {
  563. fileObj = document.createElement("link");
  564. fileObj.href = url;
  565. fileObj.type = "text/css";
  566. fileObj.rel = "stylesheet";
  567. } else if (ThisType == ".less") {
  568. fileObj = document.createElement("link");
  569. fileObj.href = url;
  570. fileObj.type = "text/css";
  571. fileObj.rel = "stylesheet/less";
  572. }
  573. success = success || function() {};
  574. fileObj.onload = fileObj.onreadystatechange = function() {
  575. if (!this.readyState || "loaded" === this.readyState || "complete" === this.readyState) {
  576. success();
  577. classcodes.push(url);
  578. }
  579. };
  580. document.getElementsByTagName("head")[0].appendChild(fileObj);
  581. } else {
  582. success();
  583. }
  584. }
  585. /*获取文件类型,后缀名,小写*/
  586. function GetFileType(url) {
  587. if (url != null && url.length > 0) {
  588. return url.substr(url.lastIndexOf(".")).toLowerCase();
  589. }
  590. return "";
  591. }
  592. /*文件是否已加载*/
  593. function FileIsExt(FileArray, _url) {
  594. if (FileArray != null && FileArray.length > 0) {
  595. var len = FileArray.length;
  596. for (var i = 0; i < len; i++) {
  597. if (FileArray[i] == _url) {
  598. return true;
  599. }
  600. }
  601. }
  602. return false;
  603. }
  604. };
  605. //获取页面url后面的参数
  606. Manage.prototype.number = function(variable) {
  607. var query = window.location.search.substring(1);
  608. var vars = query.split("&");
  609. for (var i = 0; i < vars.length; i++) {
  610. var pair = vars[i].split("=");
  611. if (pair[0] == variable) {
  612. return pair[1];
  613. }
  614. }
  615. return false;
  616. };
  617. Manage.prototype.loadWeixin = function() {
  618. var that = this;
  619. this.LoadJs(that.weixinURL + that.time, function() {});
  620. };
  621. Manage.prototype.weixinShare = function() {
  622. console.log("weixinShare");
  623. $.ajax({
  624. url: "https://www.4dage.com/wechat/jssdk/",
  625. type: "post",
  626. data: {
  627. url: location.href.split("#")[0],
  628. },
  629. dataType: "jsonp",
  630. jsonpCallback: "success_jsonp",
  631. success: function(data, textStatus) {
  632. console.log("weixinShare success");
  633. console.log(data.appId);
  634. wx.config({
  635. // debug : true,
  636. appId: data.appId,
  637. timestamp: data.timestamp,
  638. nonceStr: data.nonceStr,
  639. signature: data.signature,
  640. jsApiList: [
  641. "checkJsApi",
  642. "onMenuShareTimeline",
  643. "onMenuShareAppMessage",
  644. "onMenuShareQQ",
  645. "onMenuShareWeibo",
  646. "hideMenuItems",
  647. "showMenuItems",
  648. "hideAllNonBaseMenuItem",
  649. "showAllNonBaseMenuItem",
  650. "translateVoice",
  651. "startRecord",
  652. "stopRecord",
  653. "onRecordEnd",
  654. "playVoice",
  655. "pauseVoice",
  656. "stopVoice",
  657. "uploadVoice",
  658. "downloadVoice",
  659. "chooseImage",
  660. "previewImage",
  661. "uploadImage",
  662. "downloadImage",
  663. "getNetworkType",
  664. "openLocation",
  665. "getLocation",
  666. "hideOptionMenu",
  667. "showOptionMenu",
  668. "closeWindow",
  669. "scanQRCode",
  670. "chooseWXPay",
  671. "openProductSpecificView",
  672. "addCard",
  673. "chooseCard",
  674. "openCard",
  675. ],
  676. });
  677. },
  678. error: function(XMLHttpRequest, textStatus, errorThrown) {
  679. console.log("jsonp.error:" + textStatus);
  680. },
  681. });
  682. var success_jsonp = function(json) {
  683. console.log(json);
  684. };
  685. wx.ready(function() {
  686. // 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〿
  687. //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〿
  688. //分享到朋友圈
  689. console.log(g_weixinObj);
  690. wx.onMenuShareTimeline({
  691. title: g_weixinObj.title, // 分享标题
  692. link: g_weixinObj.lineLink, // 分享链接
  693. imgUrl: g_weixinObj.imgUrl, // 分享图标
  694. desc: g_weixinObj.desc,
  695. });
  696. //获取“分享给朋友”按钮点击状态及自定义分享内容接叿
  697. wx.onMenuShareAppMessage({
  698. title: g_weixinObj.title, // 分享标题
  699. desc: g_weixinObj.desc, // 分享描述
  700. link: g_weixinObj.lineLink, // 分享链接
  701. imgUrl: g_weixinObj.imgUrl, // 分享图标
  702. type: "", // 分享类型,music、video或link,不填默认为link
  703. dataUrl: "", // 如果type是music或video,则要提供数据链接,默认为空
  704. });
  705. wx.onMenuShareWeibo({
  706. title: g_weixinObj.title, // 分享标题
  707. desc: g_weixinObj.desc, // 分享描述
  708. link: g_weixinObj.lineLink, // 分享链接
  709. imgUrl: g_weixinObj.imgUrl, // 分享图标
  710. success: function() {
  711. // 用户确认分享后执行的回调函数
  712. },
  713. cancel: function() {
  714. // 用户取消分享后执行的回调函数
  715. },
  716. });
  717. wx.onMenuShareQZone({
  718. title: g_weixinObj.title, // 分享标题
  719. desc: g_weixinObj.desc, // 分享描述
  720. link: g_weixinObj.lineLink, // 分享链接
  721. imgUrl: g_weixinObj.imgUrl, // 分享图标
  722. success: function() {
  723. // 用户确认分享后执行的回调函数
  724. },
  725. cancel: function() {
  726. // 用户取消分享后执行的回调函数
  727. },
  728. });
  729. wx.onMenuShareQQ({
  730. title: g_weixinObj.title, // 分享标题
  731. desc: g_weixinObj.desc, // 分享描述
  732. link: g_weixinObj.lineLink, // 分享链接
  733. imgUrl: g_weixinObj.imgUrl, // 分享图标
  734. success: function() {
  735. // 用户确认分享后执行的回调函数
  736. },
  737. cancel: function() {
  738. // 用户取消分享后执行的回调函数
  739. },
  740. });
  741. wx.error(function(res) {
  742. // 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〿
  743. });
  744. });
  745. };
  746. Manage.prototype.dealURL = function(src, type) {
  747. //music: "///super.4dage.com/data/LYW/edit/20200928_151633415.mp3"
  748. //"https://super.4dage.com/data/LYW/edit/20200928_165319399.jpg"]
  749. if (window.isLocal && settings.localPrefix != void 0) {
  750. //本地将线上的前缀替换
  751. 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
  752. var index = src.indexOf(oldPrefix);
  753. if (index > -1) {
  754. var wholeOldPrefix = src.slice(0, index + oldPrefix.length);
  755. return src.replace(wholeOldPrefix, settings.localPrefix);
  756. }
  757. console.error("没有找到合适的本地链接");
  758. return src;
  759. } else {
  760. //add https://
  761. var prefix = g_Prefix.replace("https://", "").replace("http://", "");
  762. if (!src.includes("http:/") && !src.includes("https:/") && src.includes(prefix)) {
  763. src = "https://" + src;
  764. }
  765. return src;
  766. }
  767. };
  768. Manage.prototype.removeSrcPostMark = function(url) {
  769. //去除texture.load时自动加上的'?'
  770. var index = url.indexOf("?");
  771. if (index > -1) {
  772. return url.slice(0, index);
  773. } else return url;
  774. };
  775. Manage.prototype.showInfo = function(o) {
  776. // ({result:true, title:"发布成功"});
  777. var box = $(".resultBox");
  778. var title = o.title || o || i18n.get("保存成功");
  779. box
  780. .children()
  781. .eq(0)
  782. .html(title);
  783. //var time = o.time || THREE.Math.clamp((Config.lang=='en') ? title.length*50 : title.length*130 ,1300,5000);
  784. var time = o.time || THREE.Math.clamp(title.length * 130, 1300, 5000);
  785. o.time || console.log("showtime " + time);
  786. //实际有一半的时间在渐变透明度
  787. this.showInfoTimer && clearTimeout(this.showInfoTimer);
  788. box.removeClass("animate"); //如果之后不久又要showinfo一个的话,先停止前面的animate
  789. setTimeout(
  790. function() {
  791. box.css({
  792. "-webkit-animation-duration": time + "ms",
  793. "animation-duration": time + "ms",
  794. });
  795. if (o.top) {
  796. box.children().css("top", o.top + "%");
  797. } else {
  798. box.children().css("top", "");
  799. }
  800. box.removeClass("hide");
  801. box.addClass("animate");
  802. if (o.dontInteract) {
  803. //遮挡对屏幕的操作
  804. box.css("pointer-events", "auto");
  805. } else {
  806. box.css("pointer-events", "none");
  807. }
  808. this.showInfoTimer = setTimeout(
  809. function() {
  810. box.removeClass("animate");
  811. box.addClass("hide");
  812. this.showInfoTimer = null;
  813. }.bind(this),
  814. time + 20
  815. );
  816. }.bind(this),
  817. 50
  818. ); //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
  819. }; //like: manage.showInfo({title:'a', top:20})
  820. //公用的函数
  821. function getQueryVariable(variable) {
  822. var query = window.location.search.substring(1);
  823. var vars = query.split("&");
  824. for (var i = 0; i < vars.length; i++) {
  825. var pair = vars[i].split("=");
  826. if (pair[0] == variable) {
  827. return pair[1];
  828. }
  829. }
  830. return false;
  831. }
  832. //隐藏公司Logo
  833. function showLogo() {
  834. $("#myCompany").hide();
  835. $("#loaderCoBrandName").hide();
  836. $("#title-logo").hide();
  837. $(".title-container").css("justify-content", "center");
  838. }
  839. //czj 添加随机的时间
  840. function randomTime() {
  841. return new Date();
  842. }
  843. function matcher(data) {
  844. if (!data || !g_version) return data;
  845. delete data.model.vision_version;
  846. var _data = {
  847. files: {
  848. templates: ["images/images{{number}}/{{filename}}"],
  849. },
  850. model: {
  851. sid: window.number,
  852. camera_start:
  853. data.model.images && data.model.images.length != 0
  854. ? {
  855. camera: {
  856. zoom: "-1",
  857. quaternion: [
  858. JSON.parse(data.model.images[0].metadata).camera_quaternion.z,
  859. JSON.parse(data.model.images[0].metadata).camera_quaternion.w,
  860. JSON.parse(data.model.images[0].metadata).camera_quaternion.x,
  861. JSON.parse(data.model.images[0].metadata).camera_quaternion.y,
  862. ],
  863. },
  864. pano: { uuid: JSON.parse(data.model.images[0].metadata).scan_id },
  865. mode: "0",
  866. }
  867. : "",
  868. },
  869. sid: window.number,
  870. hoticon: {
  871. default: "https://super.4dage.com/images/4dagePoint2.png",
  872. higt: "https://super.4dage.com/images/4dagePoint.png",
  873. },
  874. special: "false",
  875. weixinDesc: "",
  876. };
  877. $.extend(true, data, _data);
  878. return data;
  879. }
  880. function hotMatcher(data = {}) {
  881. //if(!data || !g_version) return data;
  882. if (g_version) {
  883. data.tourAudio = data.audio || {};
  884. } else {
  885. data.tourAudio = {};
  886. }
  887. return data;
  888. }
  889. var GifTexDeal = {
  890. animateObjects: [],
  891. animateTexs: [],
  892. addAnimation: function(texture, owner, info, id) {
  893. /* if(this.animateObjects.find(e=>
  894. e.texture == texture && !ifSame(info, e.info)
  895. )) */
  896. var animation;
  897. var tex = this.animateTexs.find((e) => e.texture == texture);
  898. if (tex) {
  899. animation = tex;
  900. } else {
  901. animation = { texture, info };
  902. this.animateTexs.push(animation);
  903. this.setRepeart(animation);
  904. }
  905. var object = {
  906. animation, //默认相同的texture对应的info是一样的, 对应一个animation
  907. owner,
  908. };
  909. this.animateObjects.push(object);
  910. return object;
  911. },
  912. remove: function(object) {
  913. var index = this.animateObjects.indexOf(object);
  914. if (index > -1) {
  915. this.animateObjects.splice(index, 1);
  916. if (!this.animateObjects.find((e) => e.animation == object.animation)) {
  917. let i = this.animateTexs.indexOf(object.animation);
  918. this.animateTexs.splice(i, 1);
  919. object.animation.texture.repeat.set(1, 1);
  920. }
  921. this.stop(object);
  922. }
  923. },
  924. setRepeart: function(animation) {
  925. animation.texture.repeat.set(1 / animation.info.cellXcount, 1 / animation.info.cellYcount);
  926. },
  927. start: function(object) {
  928. if (!object || object.started) return;
  929. object.started = true;
  930. if (object.animation.started) return;
  931. object.animation.started = true;
  932. var info = object.animation.info;
  933. var count = info.cellXcount * info.cellYcount - (info.voidCount || 0);
  934. if (count <= 1) return;
  935. transitions.start(
  936. (progress) => {
  937. var index = Math.floor(count * progress);
  938. var indexX = index % info.cellXcount;
  939. var indexY = info.cellYcount - Math.floor(index / info.cellXcount) - 1; //uv.offset.y是从下到上的
  940. object.animation.texture.offset.x = indexX / info.cellXcount;
  941. object.animation.texture.offset.y = indexY / info.cellYcount;
  942. //console.log(object.id + " : "+ object.texture.offset.toArray())
  943. },
  944. info.duration * -1,
  945. null,
  946. /* ()=>{//done (-1):循环
  947. object.started = false
  948. object.texture.offset.x = 0;
  949. object.texture.offset.y = 0;
  950. this.start(object)
  951. }, */ 0,
  952. null,
  953. object.id,
  954. "gif_" + object.animation.texture.id
  955. );
  956. },
  957. stop: function(object) {
  958. if (!object || !object.started) return;
  959. object.started = false;
  960. //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:
  961. if (this.animateObjects.find((e) => e.animation == object.animation && e.started)) return;
  962. transitions.cancelById("gif_" + object.animation.texture.id);
  963. object.animation.texture.offset.set(0, 0);
  964. object.animation.started = false;
  965. },
  966. };
  967. var CloneObject = function(copyObj, result, isSimpleCopy, extraReplace) {
  968. //isSimpleCopy只复制最外层
  969. //复制json result的可能:普通数字或字符串、普通数组、复杂对象
  970. if (!copyObj) return copyObj; //0 null undefined ''
  971. result = result || {};
  972. if (copyObj instanceof Array) {
  973. /* if (copyObj[0]instanceof Object) {
  974. //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
  975. console.error("不支持含有 [[Object]] 这样二级数组里面还是复杂数据的...")
  976. }
  977. return copyObj.slice(0);*/ //如果是数组,直接复制返回(排除数组内是object
  978. return copyObj.map((e) => {
  979. if (e instanceof Object) {
  980. return CloneObject(e);
  981. } else return e;
  982. });
  983. } else {
  984. if (copyObj.clone instanceof Function) {
  985. //解决一部分
  986. return copyObj.clone();
  987. }
  988. }
  989. for (var key in copyObj) {
  990. if (copyObj[key] instanceof Object && !isSimpleCopy) result[key] = CloneObject(copyObj[key]);
  991. else result[key] = copyObj[key];
  992. //如果是函数类同基本数据,即复制引用
  993. }
  994. return result;
  995. };
  996. var ifSame = function(object1, object2) {
  997. if (object1 == object2) return true;
  998. // 0 != undefined , 0 == ''
  999. else if (!object1 || !object2) return false;
  1000. else if (object1.constructor != object2.constructor) {
  1001. return false;
  1002. } else if (object1 instanceof Array) {
  1003. if (object1.length != object2.length) return false;
  1004. var _object2 = object2.slice(0);
  1005. for (let i = 0; i < object1.length; i++) {
  1006. var u = _object2.find((e) => ifSame(object1[i], e));
  1007. if (u == void 0 && !_object2.includes(u) && !object1.includes(u)) return false;
  1008. else {
  1009. let index = _object2.indexOf(u);
  1010. _object2.splice(index, 1);
  1011. }
  1012. }
  1013. return true;
  1014. } else if (object1.equals instanceof Function) {
  1015. //复杂数据仅支持这种,其他的可能卡住?
  1016. return object1.equals(object2);
  1017. } else if (typeof object1 == "number" || typeof object1 == "string") {
  1018. if (isNaN(object1) && isNaN(object2)) return true;
  1019. else return object1 == object2;
  1020. } else if (typeof object1 == "object") {
  1021. var keys1 = Object.keys(object1);
  1022. var keys2 = Object.keys(object2);
  1023. if (!ifSame(keys1, keys2)) return false;
  1024. for (let i in object1) {
  1025. var same = ifSame(object1[i], object2[i]);
  1026. if (!same) return false;
  1027. }
  1028. return true;
  1029. } else {
  1030. console.log("isSame出现例外");
  1031. }
  1032. };
  1033. function initByTHREE(THREE) {
  1034. 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
  1035. THREE.TransitionPass = function(scene, camera) {
  1036. this.renderScene = scene;
  1037. this.renderCamera = camera;
  1038. this.coverRenderTarget = new THREE.WebGLRenderTarget(100, 100, {
  1039. minFilter: THREE.LinearFilter,
  1040. magFilter: THREE.LinearFilter,
  1041. format: THREE.RGBAFormat,
  1042. });
  1043. this.coverTex = this.coverRenderTarget.texture;
  1044. this.enabled = false;
  1045. this.oldClearColor = new THREE.Color();
  1046. this.oldClearAlpha = 1;
  1047. this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
  1048. this.scene = new THREE.Scene();
  1049. this.material = this.getMaskMaterial();
  1050. var copyShader = THREE.CopyShader;
  1051. this.materialCopy = new THREE.ShaderMaterial({
  1052. uniforms: this.copyUniforms,
  1053. vertexShader: copyShader.vertexShader,
  1054. fragmentShader: copyShader.fragmentShader,
  1055. blending: THREE.NoBlending,
  1056. depthTest: false,
  1057. depthWrite: false,
  1058. transparent: true,
  1059. });
  1060. this.quad = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), this.material);
  1061. this.quad.frustumCulled = false; // Avoid getting clipped
  1062. this.scene.add(this.quad);
  1063. };
  1064. THREE.TransitionPass.prototype = {
  1065. //波形扩散,出下一个画面
  1066. constructor: THREE.TransitionPass,
  1067. setSize: function(width, height) {
  1068. this.coverRenderTarget.setSize(width, height);
  1069. },
  1070. render: function(renderer, writeBuffer, readBuffer, delta, maskActive) {
  1071. var oldAutoClear = renderer.autoClear;
  1072. renderer.autoClear = false;
  1073. var uniforms = this.quad.material.uniforms;
  1074. uniforms.bgTex.value = readBuffer.texture; //更新
  1075. uniforms.coverTex.value = this.coverTex;
  1076. uniforms.progress.value = player.model.skybox.material.uniforms.progress.value; //
  1077. uniforms.screenRatio.value = player.domElement.clientWidth / player.domElement.clientHeight; // 使波纹为圆形
  1078. uniforms.screenRatio.value *= uniforms.screenRatio.value;
  1079. renderer.render(this.scene, this.camera);
  1080. renderer.autoClear = oldAutoClear;
  1081. },
  1082. start: function(sceneRenderer) {
  1083. this.enabled = true;
  1084. //draw coverTex
  1085. this.quad.material.uniforms.progress.value = 1;
  1086. sceneRenderer.renderer.render(sceneRenderer.scene, sceneRenderer.camera, this.coverRenderTarget, true);
  1087. console.log("start111");
  1088. },
  1089. stop: function() {
  1090. this.enabled = false;
  1091. console.log("stop111");
  1092. },
  1093. getMaskMaterial: function() {
  1094. return new THREE.ShaderMaterial({
  1095. uniforms: {
  1096. coverTex: {
  1097. type: "t",
  1098. value: null,
  1099. },
  1100. bgTex: {
  1101. type: "t",
  1102. value: null,
  1103. },
  1104. progress: {
  1105. type: "f",
  1106. value: 0,
  1107. },
  1108. screenRatio: {
  1109. type: "f",
  1110. value: 1,
  1111. },
  1112. },
  1113. vertexShader: `
  1114. varying vec2 vUv;
  1115. void main()
  1116. {
  1117. vUv = uv;
  1118. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  1119. }
  1120. `,
  1121. fragmentShader: `
  1122. uniform sampler2D coverTex;
  1123. uniform sampler2D bgTex;
  1124. uniform float progress;
  1125. uniform float screenRatio;
  1126. varying vec2 vUv;
  1127. void main() {
  1128. const float maxRadius = 0.708; // sqrt(0.5^2+0.5^2)
  1129. const float minRadius = 0.0 ;
  1130. 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));
  1131. float diff = 0.292; //1.0-maxRadius;
  1132. float radiusIn = maxRadius * progress + minRadius * (1.0-progress);
  1133. float radiusOut = radiusIn + diff;
  1134. if(radius < radiusIn) {
  1135. gl_FragColor = texture2D(bgTex, vUv);
  1136. //gl_FragColor = vec4(0.0,0.0,1.0,1.0);//
  1137. }else if(radius>radiusOut){
  1138. gl_FragColor = texture2D(coverTex, vUv) ;
  1139. //gl_FragColor = vec4(1.0,1.0,0.0,1.0);//
  1140. }else{
  1141. vec4 color1 = texture2D(bgTex, vUv);
  1142. vec4 color2 = texture2D(coverTex, vUv);
  1143. float rotio = smoothstep(radiusIn ,radiusOut,radius);
  1144. gl_FragColor = mix(color1, color2, rotio);
  1145. }
  1146. }
  1147. `,
  1148. });
  1149. },
  1150. };
  1151. let labels = [];
  1152. class Label2D extends THREE.EventDispatcher {
  1153. constructor(o = {}) {
  1154. super();
  1155. this.position = o.position;
  1156. this.elem = $(o.innerHTML || "<div ><a></a></div>");
  1157. $(o.domElement).append(this.elem);
  1158. this.pos2d = new THREE.Vector3();
  1159. this.elem.css({ position: "absolute", "z-index": 999 });
  1160. this.clickFun = o.clickFun;
  1161. this.clickFun && this.elem.on("click", this.clickFun.bind(this));
  1162. if (o.autoUpdate) {
  1163. let update = (e) => {
  1164. if (e.cameraChanged) this.update();
  1165. };
  1166. player.on("view.changed", update); //确保player存在
  1167. this.addEventListener("dispose", (e) => {
  1168. player.off("view.changed", update);
  1169. });
  1170. }
  1171. this.visible = true;
  1172. this.shelterByModel = o.shelterByModel;
  1173. this.floorIndex = o.floorIndex;
  1174. labels.push(this);
  1175. if (window.player.model) {
  1176. this.init();
  1177. } else {
  1178. window.bus.addEventListener("playerAndModelReady", this.init.bind(this));
  1179. }
  1180. }
  1181. init() {
  1182. if (this.floorIndex != void 0) {
  1183. player.model.on("floor.changed", (currentFloor, mode, oldFloor) => {
  1184. this.update(currentFloor); //注: currentFloor 这时候还没成为 model.currentFloor
  1185. });
  1186. }
  1187. }
  1188. update(currentFloor) {
  1189. if (!this.position || !this.visible) return;
  1190. var p = convertTool.getPos2d(this.position);
  1191. if (!p || !p.trueSide) {
  1192. this.elem.css("display", "none");
  1193. return;
  1194. }
  1195. //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)
  1196. if (player.mode != "panorama") {
  1197. currentFloor = currentFloor || player.model.currentFloor;
  1198. if (!player.model.allFloorsVisible && this.floorIndex != void 0 && this.floorIndex != currentFloor.floorIndex) {
  1199. this.elem.css("display", "none");
  1200. return;
  1201. }
  1202. if (this.shelterByModel && convertTool.ifShelter(this.position, this.floorIndex)) {
  1203. this.elem.css("display", "none");
  1204. return;
  1205. }
  1206. }
  1207. this.elem.css({
  1208. left: p.pos.x + "px",
  1209. top: p.pos.y + "px",
  1210. });
  1211. /* if(settings.vrEnabled){
  1212. this.elem.css({transform:'rotate('+window.screenFaceOrient+'deg)'})
  1213. }else{
  1214. this.elem.css({transform:''})
  1215. } */
  1216. this.elem.css("display", "block");
  1217. this.pos2d = p.vector;
  1218. }
  1219. setVisible(visi, reason, level = 0, type) {
  1220. convertTool.updateVisible(this, reason, visi, level, type);
  1221. if (!this.visible) {
  1222. this.elem.css("display", "none");
  1223. } else {
  1224. this.update();
  1225. }
  1226. }
  1227. setPos(pos) {
  1228. this.position = pos;
  1229. this.update();
  1230. }
  1231. dispose() {
  1232. this.elem.remove();
  1233. this._listeners = {};
  1234. this.dispatchEvent({ type: "dispose" });
  1235. let index = labels.indexOf(this);
  1236. index > -1 && labels.splice(index, 1);
  1237. }
  1238. }
  1239. window.Label2D = Label2D;
  1240. class RoomLabel extends Label2D {
  1241. constructor(o) {
  1242. if (o.position instanceof Array) o.position = new THREE.Vector3().fromArray(o.position);
  1243. o.innerHTML = `<div class="room-label" ><a><p><span>${o.title}</span></p></a></div>`;
  1244. o.domElement = $(".widgets-doll-labels")[0];
  1245. (o.shelterByModel = true), (o.autoUpdate = true);
  1246. o.clickFun = () => {
  1247. if (player.roomLebelClickUnabled) return;
  1248. let result = common.sortByScore(
  1249. player.model.floors.index[this.floorIndex].panos,
  1250. [],
  1251. [
  1252. (pano) => {
  1253. return -pano.position.distanceToSquared(this.position);
  1254. },
  1255. ]
  1256. );
  1257. player.flyToPano({
  1258. pano: result && result[0] && result[0].item,
  1259. });
  1260. };
  1261. super(o);
  1262. this.setTitle(o.title);
  1263. }
  1264. init() {
  1265. super.init();
  1266. //飞入后不可见
  1267. player.on("mode.changing", (currentMode, mode, pano, duration) => {
  1268. //准备飞
  1269. this.setStyle(currentMode, mode, duration);
  1270. });
  1271. this.setStyle();
  1272. }
  1273. setStyle(currentMode, mode, duration) {
  1274. if (!mode) mode = player.mode;
  1275. if (mode == "panorama") {
  1276. this.setVisible(false, "isPanorama");
  1277. } else if (currentMode == "panorama") {
  1278. setTimeout(() => {
  1279. this.setVisible(true, "isPanorama");
  1280. }, duration * 0.7);
  1281. }
  1282. }
  1283. setTitle(title) {
  1284. this.title = title || "";
  1285. this.elem.html(`<a><p><span>${this.title}</span></p></a>`);
  1286. }
  1287. setEditSelect(state) {
  1288. //编辑页面用
  1289. this.editing = !!state;
  1290. this.setVisible(state, "editSelected", 1, state ? "add" : "cancel"); //强制可见
  1291. }
  1292. }
  1293. window.RoomLabel = RoomLabel;
  1294. window.bus.addEventListener("playerAndModelReady", () => {
  1295. player.on("mode.changing", (currentMode, mode, pano, duration) => {
  1296. let noLine = mode == "floorplan";
  1297. if (noLine) {
  1298. $(".widgets-doll-labels")
  1299. .addClass("noLine")
  1300. .addClass("noCorner");
  1301. } else {
  1302. $(".widgets-doll-labels")
  1303. .removeClass("noLine")
  1304. .removeClass("noCorner");
  1305. }
  1306. });
  1307. player.on("view.changed", (e) => {
  1308. if (e.cameraChanged) {
  1309. //if(needUpdateZIndex){ //如果某个label显示时需要更新index的话,加个参数
  1310. let label_ = labels.filter((e) => e.elem[0].style.display == "block");
  1311. label_.sort((a, b) => b.pos2d.z - a.pos2d.z);
  1312. label_.forEach((e, index) => e.elem.css("z-index", index + 1000));
  1313. //}
  1314. }
  1315. });
  1316. });
  1317. }
  1318. //最好能知道应该播放到的currentTime
  1319. var SoundManager = {
  1320. //暂不支持同时播放
  1321. currentAudio: null, //当前正在播放list中的哪一个
  1322. enableSound: true, //是否允许有声音
  1323. playHistory: [], //被打断的加入播放历史
  1324. list: [], //同一级别可以互相打断 //暂时不做多级别
  1325. play: function(name, src, currentTime) {
  1326. var object = this.list.find((e) => e.name == name);
  1327. if (object && this.currentAudio == object) {
  1328. if (this.currentAudio) {
  1329. this.pause(this.currentAudio.name, false, true);
  1330. }
  1331. {
  1332. //将当前要播放的播放历史中清除
  1333. let index = this.playHistory.indexOf(object);
  1334. if (index > -1) this.playHistory.splice(index, 1);
  1335. }
  1336. this.currentAudio = object;
  1337. if (src) {
  1338. this.setSrc(name, src);
  1339. }
  1340. if (currentTime != void 0) {
  1341. object.audio.currentTime = currentTime;
  1342. }
  1343. if (object.audio && object.src) {
  1344. 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
  1345. object.audio.play();
  1346. object.callback && object.callback(true);
  1347. Log(name + " 播放 ");
  1348. }
  1349. }
  1350. },
  1351. pause: function(name, autoReplayLast, isInterrupt) {
  1352. //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
  1353. var object = this.list.find((e) => e.name == name);
  1354. if (object) {
  1355. this.currentAudio = null;
  1356. if (object.audio) {
  1357. object.audio.pause();
  1358. object.callback && object.callback(false);
  1359. object.audio.src && Log(name + " 中断音频 " + "(" + common.getFileNameFromUrl(object.audio.src) + ")");
  1360. }
  1361. if (isInterrupt) {
  1362. //一般主动调用不需要加这个
  1363. this.playHistory.push(object); //如果是被中断的,加入播放历史,等待恢复播放
  1364. }
  1365. if (autoReplayLast) {
  1366. //播放之前的音频。它们是被打断过的。
  1367. while (this.playHistory.length) {
  1368. var last = this.playHistory.pop();
  1369. if (last.src && last.canplay(last.audio)) {
  1370. this.play(last.name);
  1371. }
  1372. }
  1373. }
  1374. }
  1375. },
  1376. setSrc: function(name, src) {
  1377. //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
  1378. var object = this.list.find((e) => e.name == name);
  1379. object.src = src;
  1380. object.audio.src = src;
  1381. Log(`${object.name} 设置src: ${src}`);
  1382. },
  1383. createAudio: function(object = {}) {
  1384. //name, level, canplay
  1385. if (!object.fake) {
  1386. object.audio = new Audio();
  1387. object.audio.loop = !!object.loop;
  1388. //object.audio.autoplay = true;
  1389. object.audio.addEventListener("ended", () => {
  1390. if (object.loop) {
  1391. //循环
  1392. Log(`${object.name} 播放完毕,重新播放`);
  1393. object.audio.play();
  1394. } else {
  1395. this.pause(object.name, true); //停止后的后续处理
  1396. }
  1397. });
  1398. object.audio.oncanplaythrough = () => {
  1399. Log(`${object.name} canplaythrough `);
  1400. };
  1401. }
  1402. this.list.push(object);
  1403. },
  1404. initAutoPlay: function() {
  1405. //处理设备自动播放限制
  1406. let play = function() {
  1407. if (this.currentAudio && this.currentAudio.audio && this.currentAudio.src) {
  1408. this.currentAudio.audio.play();
  1409. Log(`${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
  1410. } else {
  1411. }
  1412. document.removeEventListener("touchstart", play);
  1413. document.removeEventListener("click", play);
  1414. $("#player")[0] && $("#player")[0].removeEventListener("touchstart", play);
  1415. }.bind(this);
  1416. document.addEventListener("WeixinJSBridgeReady", play, false);
  1417. 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
  1418. document.addEventListener("click", play);
  1419. $("#player")[0] && $("#player")[0].addEventListener("touchstart", play);
  1420. },
  1421. };
  1422. function Log(value, color, fontSize) {
  1423. color = color || "#13f";
  1424. fontSize = fontSize || 14;
  1425. console.warn(`%c${value}`, `color:${color};font-size:${fontSize}px`);
  1426. }
  1427. Manage.prototype.loadAudio = function() {
  1428. //相关:g_tourAudio \ g_playAudio
  1429. //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
  1430. //box视频都静音,所以暂时不考虑
  1431. SoundManager.createAudio({
  1432. name: "bgm",
  1433. level: 0,
  1434. src: "",
  1435. loop: true,
  1436. canplay: (audio) => {
  1437. return this.bgmShouldPlay;
  1438. },
  1439. callback: (state) => {
  1440. //play或pause时随之触发的函数(即使还没开始播放)
  1441. if (state) {
  1442. $("#volume a img").attr("src", "./images/Volume btn_off.png");
  1443. $("#volume").attr("title", "关闭声音");
  1444. } else {
  1445. $("#volume a img").attr("src", "./images/Volume btn_on.png");
  1446. $("#volume").attr("title", "打开声音");
  1447. }
  1448. },
  1449. });
  1450. SoundManager.createAudio({
  1451. name: "tour",
  1452. level: 0,
  1453. src: "",
  1454. loop: false,
  1455. canplay: (audio) => {
  1456. return player.director && player.director.tourIsPlaying && player.director.getAudio();
  1457. },
  1458. });
  1459. SoundManager.createAudio({
  1460. name: "hot",
  1461. fake: true, //实际上没有audio. 只是为了来停止和续播其他音频
  1462. level: 1,
  1463. src: "",
  1464. loop: false,
  1465. canplay: (audio) => {},
  1466. });
  1467. $("#volume")
  1468. .find("a")
  1469. .on("click", () => {
  1470. if ($("#volume img")[0].src.indexOf("btn_on.png") > -1) {
  1471. this.switchBgmState(true);
  1472. } else if ($("#volume img")[0].src.indexOf("btn_off.png") > -1) {
  1473. this.switchBgmState(false);
  1474. }
  1475. });
  1476. this.switchBgmState(true); //初始设置允许播放bgm
  1477. SoundManager.initAutoPlay();
  1478. };
  1479. Manage.prototype.switchBgmState = function(state) {
  1480. //按钮的状态完全代表是否应该播放bgm,即使还没加载完
  1481. this.bgmShouldPlay = state;
  1482. if (state) {
  1483. SoundManager.play("bgm");
  1484. } else {
  1485. SoundManager.pause("bgm");
  1486. }
  1487. /* if(!g_bgAudio || !g_bgAudio.src) return;
  1488. var played = function(){
  1489. console.log('begin play bgm');
  1490. g_play = 1;
  1491. g_playAudio = g_bgAudio;
  1492. g_tourAudio && g_tourAudio.pause()
  1493. }
  1494. var paused = function(){
  1495. g_play = 0;
  1496. g_playAudio == g_bgAudio && (g_playAudio = null)
  1497. }
  1498. if(state ){
  1499. g_bgAudio.play();
  1500. if(g_bgAudio.paused){
  1501. paused()
  1502. }else{
  1503. played()
  1504. return true
  1505. }
  1506. }else{
  1507. g_bgAudio.pause();
  1508. paused()
  1509. }
  1510. g_bgAudio.pauseByHot = false
  1511. g_bgAudio.pauseByTour = false */
  1512. };
  1513. var manage = new Manage();
  1514. //处理cursor优先级
  1515. var CursorDeal = {
  1516. priorityEvent: [
  1517. //在前面的优先级高
  1518. { noIntersect: "not-allowed" },
  1519. { addHot: "cell" },
  1520. { hoverFootIcon: "pointer" },
  1521. { hoverHot: "pointer" },
  1522. { addLabel: "cell" },
  1523. { moveLabel: "grab" },
  1524. ],
  1525. domElements: [$("#player")[0] && $("#player")[0]],
  1526. list: [], //当前存在的cursor状态
  1527. currentCursorIndex: null,
  1528. /* init : function(viewer){
  1529. this.priorityEvent.forEach(e=>{//刚开始Potree.resourcePath没值,现在换
  1530. for(let i in e){
  1531. e[i] = Common.replaceAll(e[i],'{Potree.resourcePath}',Potree.resourcePath)
  1532. }
  1533. })
  1534. this.domElements = [viewer.renderArea, viewer.mapViewer.renderArea];
  1535. viewer.addEventListener("CursorChange",(e)=>{
  1536. if(e.action == 'add'){
  1537. this.add(e.name)
  1538. }else{
  1539. this.remove(e.name)
  1540. }
  1541. })
  1542. }, */
  1543. add: function(name) {
  1544. var priorityItem = this.priorityEvent.find((e) => e[name]);
  1545. if (!priorityItem) {
  1546. console.error("CursorDeal 未定义优先级 name:" + name);
  1547. return;
  1548. }
  1549. if (!this.list.includes(name)) {
  1550. this.judge({ addItem: priorityItem, name });
  1551. this.list.push(name);
  1552. }
  1553. },
  1554. remove: function(name) {
  1555. var index = this.list.indexOf(name);
  1556. if (index > -1) {
  1557. this.list.splice(index, 1);
  1558. this.judge();
  1559. }
  1560. },
  1561. judge: function(o = {}) {
  1562. //console.log(o,this.list)
  1563. if (o.addItem) {
  1564. var addIndex = this.priorityEvent.indexOf(o.addItem);
  1565. if (addIndex < this.currentCursorIndex || this.currentCursorIndex == void 0) {
  1566. this.domElements.forEach((e) => (e.style.cursor = o.addItem[o.name]));
  1567. this.currentCursorIndex = addIndex;
  1568. }
  1569. } else {
  1570. var levelMax = { index: Infinity, cursor: null };
  1571. this.list.forEach((name) => {
  1572. var priorityItem = this.priorityEvent.find((e) => e[name]);
  1573. var index = this.priorityEvent.indexOf(priorityItem);
  1574. if (index < levelMax.index) {
  1575. levelMax.index = index;
  1576. levelMax.cursor = priorityItem[name];
  1577. }
  1578. });
  1579. this.currentCursorIndex = levelMax.index;
  1580. this.domElements.forEach((e) => (e.style.cursor = levelMax.cursor || ""));
  1581. }
  1582. },
  1583. };
  1584. //兼容一代的場景
  1585. //請求地址統一管理
  1586. var g_onePregix = "https://bigscene.4dage.com/"; //对应一代 http://www.4dmodel.com/SuperPanoramic/index.html?m=55
  1587. var g_version = manage.number("version");
  1588. g_version === "one" ? (g_Prefix = g_onePregix) : "";