manage.js 34 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=window.location.origin+'/';
  3. window.isLocal = true
  4. // var g_Prefix="http://192.168.0.245:8003/";
  5. var g_index=null;
  6. var g_modeldata=null;
  7. var g_weixinTitle=null;
  8. var g_Hots=null;
  9. var g_HotMeshes=[];
  10. var g_HotMeshSize = {
  11. g_HotMeshWidth: 0.3,
  12. g_HotMeshHeight:0.3
  13. };
  14. //add表示添加,delete表示删除
  15. var g_HotStatus=null;
  16. var g_newHot = [];//存储新加热点
  17. var g_HotImage= {
  18. };
  19. var g_saveHot=false;
  20. var g_TextColor=0x7777ff;
  21. var g_Text=null;
  22. var g_TextPlaneMesh=[];
  23. var g_TextIconMesh=[];
  24. var g_TextIcon="./static/images/text.png";
  25. var g_SelectTextIndex=null;
  26. var g_TextShow=null;
  27. var g_audioPlay=false;
  28. var g_background=null;
  29. var g_roof=null;
  30. var g_data2 = null;//加载的data2.js的内容
  31. var g_bgAudio=null;//背景音乐
  32. var g_tourAudio=null;//导览音乐
  33. var g_play = 1;//表示播放图标状态
  34. 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
  35. var g_currentHot = null;//当前打开的热点
  36. //var g_Texture=null;
  37. //var g_ChunknameTexture={}; //chunkname和贴图名称对应
  38. var g_NormalTexture=false;
  39. var g_SpecularTexture=false;
  40. var g_DirectionalLight=null;
  41. var g_snapShotWidth = 200; //截图下载图片的大小
  42. var g_snapShotHeight = 140;
  43. //微信分享
  44. var g_weixinObj = {
  45. "title": document.querySelector("head title").innerHTML,
  46. "lineLink" : window.location.href,
  47. "imgUrl" : "https://www.4dmodel.com/SuperPanoramic/images/weixintitle.jpg",
  48. "desc" : "四维时代提供技术支持",
  49. }
  50. var settings = {
  51. hotClickEvent:{
  52. video:{
  53. playAndPause:true,
  54. examine:false,
  55. openHot:false
  56. },
  57. photo:{
  58. examine:false,
  59. openHot:false
  60. },
  61. shine:{
  62. examine:true,
  63. openHot:true
  64. }
  65. },
  66. //默认的:
  67. teleportTime: 1500,//瞬间过渡的时间
  68. /* flytimeDistanceMultiplier:150,
  69. flyTime:750, */
  70. tourRotTime:2, //默认停留2秒
  71. //dontExamHot:true
  72. transparentBg: false,
  73. bgImg: null,
  74. localPrefix:'/'
  75. }
  76. if(window.number == '725'||window.number == '724'){
  77. settings.mobileNavHigh = true
  78. }
  79. //共用函数:
  80. window.common = null;
  81. window.MathLight = null;
  82. window.math = null
  83. window.easing = null
  84. window.lerp = null
  85. window.transitions = null
  86. window.browser = null
  87. window.momentTourBlackNewType = 0//= number == 'TEST'//true
  88. var dealMap = (map)=>{//使不resize when image is not power of two
  89. map.wrapS = map.wrapT = THREE.ClampToEdgeWrapping;
  90. map.minFilter = THREE.LinearFilter;
  91. map.magFilter = THREE.LinearFilter;
  92. map.generateMipmaps = true;
  93. }
  94. var dom = {
  95. getOffset: function(type, element, parent) {
  96. left = (type == "left") ? element.offsetLeft : element.offsetTop;
  97. if (!parent) parent = $("body")[0];
  98. while (element = element.offsetParent) {
  99. if (element == parent) break;
  100. left += (type == "left") ? element.offsetLeft : element.offsetTop;
  101. }
  102. return left;
  103. }
  104. };
  105. var getTransformSid = function(){
  106. var name
  107. if(player.mode == 'panorama'){
  108. name = player.currentPano ? player.currentPano.id : 'outside'
  109. }else{
  110. name = 'outside'
  111. }
  112. return name
  113. }
  114. var convertTool = {
  115. getPos2d : function(point, camera, dom){//获取一个三维坐标对应屏幕中的二维坐标
  116. var camera = camera || player.camera;
  117. var dom = dom || player.domElement;
  118. 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);
  119. var x,y;
  120. x = (pos.x + 1) / 2 * dom.clientWidth;
  121. y = (1 - (pos.y + 1) / 2) * dom.clientHeight;
  122. var inSight = x <= dom.clientWidth && x >= 0 //是否在屏幕中
  123. && y <= dom.clientHeight && y >= 0
  124. return {
  125. pos: new THREE.Vector2(x,y), // 屏幕像素坐标
  126. vector: pos, //(范围 -1 ~ 1)
  127. 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
  128. inSight : inSight //在屏幕范围内可见
  129. };
  130. },
  131. ifShelter: function(pos3d){//检测某点在视线中是否被mesh遮挡
  132. var ori = player.position
  133. var dir = pos3d.clone().sub(ori).normalize()
  134. 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
  135. /* if(config.isEdit && publicObjectSet.editor.mainDesign.editing){
  136. var o = ray.intersectObjects(publicObjectSet.editor.mainDesign.wallMeshes);
  137. }else{ */
  138. var o = ray.intersectObjects(player.model.colliders);
  139. //}
  140. var len = pos3d.distanceTo(ori);
  141. if (o && o.length) {
  142. for(var i=0;i<o.length;i++){
  143. if(o[i].distance < len){ return true; }//有遮挡
  144. }
  145. }
  146. },
  147. /*
  148. 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)
  149. 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。
  150. */
  151. getPosAtPlane : function(pos, info/* , mouse, camera */){ //pos:与intersectPlane的交点 见笔记
  152. var A = pos;
  153. var player = player;
  154. var mouse = player.mouse;
  155. var O = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(player.camera);
  156. if(info.y != void 0){//地面线的
  157. var y = info.y;
  158. if(player.mode == "floorplan"/* || Math.abs(O.x-pos.x)<0.0001 && Math.abs(O.z-pos.z)<0.0001) */){
  159. //intersectPlane和地面平行,无交点
  160. var x = pos.x, z = pos.z;
  161. }else{
  162. 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。
  163. if(O.y == A.y){console.log('一样??');return;}
  164. if(A.y == y){console.log('一样2??');return;}
  165. var r = (O.y-y)/(A.y-y);
  166. var x = (r*A.x-O.x)/(r-1);
  167. var z = (r*A.z-O.z)/(r-1);
  168. }
  169. }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
  170. var N = info.normalVec;
  171. var P = info.pullPos;
  172. 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
  173. if(O.z==A.z){console.log('O.z==A.z?');return;}
  174. if(N.z!=0 && N.x != 0){//直接用这个通用的也可以,支持斜线的墙
  175. //console.log('N.z==0 && N.x == 0?');
  176. var c = ( N.x*(A.x-O.x) + N.y*(A.y-O.y) + N.z*(A.z-O.z));
  177. if(c == 0){console.log("分母为0?? return;");return;}
  178. 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
  179. var x = t * (A.x - O.x) + O.x;
  180. var y = t * (A.y - O.y) + O.y;
  181. var z = t * (A.z - O.z) + O.z;
  182. /*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;
  183. 求直线L与平面π的交点的坐标。
  184. 把直线方程改写成参数形式:设(x-a)/m=(x-b)/n=(z-c)/p=t;
  185. 则x=mt+a;y=nt+b;z=pt+c;代入平面π的方程得:
  186. A(mt+a)+B(nt+b)+C(pt+c)+D=0
  187. 由此解得t=-(Aa+Bb+Cc+D)/(Am+Bn+Cp)
  188. 再代入参数方程即得交点的坐标(x,y,z). */
  189. }else if(N.x ==0 ){ //z与pullPos相等
  190. var z = P.z;
  191. if(O.y == A.y){console.log('一样??');return;}
  192. if(A.y == y){console.log('一样2??');return;}
  193. if(A.z == z){console.log('一样3??');return;}
  194. var r = (O.z-z)/(A.z-z);
  195. var x = (r*A.x-O.x)/(r-1);
  196. var y = (r*A.y-O.y)/(r-1);
  197. }else if(N.z == 0){//x与pullPos相等
  198. var x = P.x;
  199. if(O.y == A.y){console.log('一样??');return;}
  200. if(A.y == y){console.log('一样2??');return;}
  201. if(A.x == x){console.log('一样3??');return;}
  202. var r = (O.x-x)/(A.x-x);
  203. var y = (r*A.y-O.y)/(r-1);
  204. var z = (r*A.z-O.z)/(r-1);
  205. }
  206. }
  207. return new THREE.Vector3(x,y,z);
  208. },
  209. getMouseIntersect : function(camera, meshes, mouse){//获取鼠标和meshes交点
  210. var raycaster = new THREE.Raycaster;
  211. camera.updateMatrixWorld();
  212. var origin = new THREE.Vector3(mouse.x,mouse.y,-1).unproject(camera)
  213. , end = new THREE.Vector3(mouse.x,mouse.y,1).unproject(camera);
  214. var dir = end.sub(origin).normalize()
  215. raycaster.set(origin, dir);
  216. var n = raycaster.intersectObjects(meshes);
  217. if (0 === n.length)
  218. return null;
  219. return n[0];
  220. },
  221. ifIntersectChunks : function(A,B,options={}){//获取某个线段/射线和meshes的交点
  222. var dir = B.clone().sub(A).normalize();
  223. var len = options.InfinityLen ? Infinity : A.distanceTo(B) + (options.extLen||0);
  224. var ray = new THREE.Raycaster(A.clone(), dir, 0, len);
  225. var o = ray.intersectObjects(options.model || player.model.colliders);
  226. if (o && o.length)return o;
  227. if(options.throughWidth){ //允许最小宽度,防止穿过极小的缝隙导致撞墙感
  228. var normal = math.getNormal({points:[{x:A.x, y:A.z},{x:B.x, y:B.z}]});//线段法线
  229. normal.multiplyScalar(options.throughWidth)
  230. var normalVec3 = new THREE.Vector3(normal.x, 0, normal.y);
  231. var A2 = A.clone().add(normalVec3)
  232. ray.set(A2, dir);
  233. var o2 = ray.intersectObjects(options.model || player.model.colliders);
  234. ray.set(A.clone().add(normalVec3.negate()), dir);
  235. if (o2 && o2.length)return o2;
  236. var o3 = ray.intersectObjects(options.model || player.model.colliders);
  237. if (o3 && o3.length)return o3;
  238. }
  239. return null;
  240. },
  241. getPosAtSphere : function(pos3d, toPanoPos){
  242. var dir = pos3d.clone().sub(toPanoPos);
  243. dir.normalize();//然后计算在球中
  244. dir.multiplyScalar(Constants.skyRadius);
  245. dir.add(toPanoPos);
  246. return dir;
  247. } ,
  248. 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
  249. var w;
  250. var i = new THREE.Vector3, o = new THREE.Vector3, l = new THREE.Vector3, c = new THREE.Vector3, h = new THREE.Vector3
  251. if(op.width2d) w = op.width2d //如果恒定二维宽度
  252. else{//否则考虑上距离,加一丢丢近大远小的效果
  253. var currentDis, nearBound, farBound
  254. if(op.camera.type == "OrthographicCamera"){
  255. currentDis = (op.camera.right - op.camera.left) / op.camera.zoom
  256. }else{
  257. currentDis = op.position.distanceTo(op.camera.position);
  258. }
  259. w = op.maxSize - ( op.maxSize - op.minSize) * THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound);
  260. //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
  261. }
  262. i.copy(op.position).project(op.camera), //tag中心在屏幕上的二维坐标
  263. 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
  264. l.set(w / 2, 0, 0).add(o), //加上tag宽度的一半
  265. c.set(2 / op.resolution.x, 2 / op.resolution.y, 1).multiply(l), //再转回 -1 到 1的范围
  266. h.copy(c).unproject(op.camera);//再转成三维坐标,求得tag边缘的位置
  267. var g = h.distanceTo(op.position)//就能得到tag的三维半径
  268. return g //可能NAN 当相机和position重叠时
  269. }
  270. }
  271. //--------------------------------------
  272. //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
  273. var Manage = function(){
  274. this.weixinURL = "https://res.wx.qq.com/open/js/jweixin-1.2.0.js",
  275. this.time = "?"+new Date().getTime();
  276. this.loadAudio();
  277. }
  278. //动态加载js文件
  279. Manage.prototype.LoadJs = function(_files, succes){
  280. /* 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*/
  281. var classcodes = [];
  282. var FileArray = [];
  283. if (typeof _files === "object") {
  284. FileArray = _files;
  285. } else {
  286. /*如果文件列表是字符串,则用,切分成数组*/
  287. if (typeof _files === "string") {
  288. FileArray = _files.split(",");
  289. }
  290. }
  291. if (FileArray != null && FileArray.length > 0) {
  292. var LoadedCount = 0;
  293. for (var i = 0; i < FileArray.length; i++) {
  294. loadFile(FileArray[i], function() {
  295. LoadedCount++;
  296. if (LoadedCount == FileArray.length) {
  297. try {
  298. succes();
  299. }
  300. catch(err) {
  301. console.log("err: 您未定义回调");
  302. }
  303. }
  304. })
  305. }
  306. }
  307. /*加载JS文件,url:文件路径,success:加载成功回调函数*/
  308. function loadFile(url, success) {
  309. if (!FileIsExt(classcodes, url)) {
  310. var _ThisType = GetFileType(url);
  311. var ThisType = _ThisType.indexOf("?") == -1 ? _ThisType : _ThisType.substring(0,_ThisType.indexOf("?"));
  312. var fileObj = null;
  313. if (ThisType == ".js") {
  314. fileObj = document.createElement('script');
  315. fileObj.src = url;
  316. } else if (ThisType == ".css") {
  317. fileObj = document.createElement('link');
  318. fileObj.href = url;
  319. fileObj.type = "text/css";
  320. fileObj.rel = "stylesheet";
  321. } else if (ThisType == ".less") {
  322. fileObj = document.createElement('link');
  323. fileObj.href = url;
  324. fileObj.type = "text/css";
  325. fileObj.rel = "stylesheet/less";
  326. }
  327. success = success || function() {};
  328. fileObj.onload = fileObj.onreadystatechange = function() {
  329. if (!this.readyState || 'loaded' === this.readyState || 'complete' === this.readyState) {
  330. success();
  331. classcodes.push(url)
  332. }
  333. }
  334. document.getElementsByTagName('head')[0].appendChild(fileObj);
  335. } else {
  336. success();
  337. }
  338. }
  339. /*获取文件类型,后缀名,小写*/
  340. function GetFileType(url) {
  341. if (url != null && url.length > 0) {
  342. return url.substr(url.lastIndexOf(".")).toLowerCase();
  343. }
  344. return "";
  345. }
  346. /*文件是否已加载*/
  347. function FileIsExt(FileArray, _url) {
  348. if (FileArray != null && FileArray.length > 0) {
  349. var len = FileArray.length;
  350. for (var i = 0; i < len; i++) {
  351. if (FileArray[i] == _url) {
  352. return true;
  353. }
  354. }
  355. }
  356. return false;
  357. }
  358. };
  359. //获取页面url后面的参数
  360. Manage.prototype.number = function(variable) {
  361. var query = window.location.search.substring(1);
  362. var vars = query.split("&");
  363. for (var i=0;i<vars.length;i++) {
  364. var pair = vars[i].split("=");
  365. if(pair[0] == variable){return pair[1];}
  366. }
  367. return(false);
  368. };
  369. Manage.prototype.dealURL = function(src, type){
  370. //music: "///super.4dage.com/data/LYW/edit/20200928_151633415.mp3"
  371. //"https://super.4dage.com/data/LYW/edit/20200928_165319399.jpg"]
  372. if(window.isLocal && settings.localPrefix!=void 0){//本地将线上的前缀替换
  373. 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
  374. var index = src.indexOf(oldPrefix);
  375. if(index>-1){
  376. var wholeOldPrefix = src.slice(0, index+oldPrefix.length);
  377. return src.replace(wholeOldPrefix, settings.localPrefix)
  378. }
  379. // console.error("没有找到合适的本地链接")
  380. return src
  381. }else{
  382. //add https://
  383. var prefix = g_Prefix.replace('https://','').replace('http://','')
  384. if(!src.includes('http:/') && !src.includes('https:/') && src.includes(prefix)){
  385. src = 'https://'+src
  386. }
  387. return src
  388. }
  389. }
  390. Manage.prototype.removeSrcPostMark = function(url){//去除texture.load时自动加上的'?'
  391. var index = url.indexOf('?')
  392. if(index>-1){
  393. return url.slice(0, index)
  394. }else return url
  395. }
  396. Manage.prototype.showInfo = function (o) { // ({result:true, title:"发布成功"});
  397. var box = $(".resultBox");
  398. var title = o.title || o || i18n.get('保存成功');
  399. box.children().eq(0).html(title)
  400. //var time = o.time || THREE.Math.clamp((Config.lang=='en') ? title.length*50 : title.length*130 ,1300,5000);
  401. var time = o.time || THREE.Math.clamp(title.length*130 ,1300, 5000);
  402. o.time || console.log("showtime " + time)
  403. //实际有一半的时间在渐变透明度
  404. this.showInfoTimer && clearTimeout(this.showInfoTimer)
  405. box.removeClass("animate");//如果之后不久又要showinfo一个的话,先停止前面的animate
  406. setTimeout(function () {
  407. box.css(
  408. {
  409. '-webkit-animation-duration': time + 'ms',
  410. 'animation-duration': time + 'ms'
  411. }
  412. )
  413. if(o.top){
  414. box.children().css('top', o.top + "%");
  415. }else{
  416. box.children().css('top', '' )
  417. }
  418. box.removeClass("hide");
  419. box.addClass("animate");
  420. if (o.dontInteract) {//遮挡对屏幕的操作
  421. box.css('pointer-events', 'auto')
  422. } else {
  423. box.css('pointer-events', 'none')
  424. }
  425. this.showInfoTimer = setTimeout(function () {
  426. box.removeClass("animate");
  427. box.addClass("hide");
  428. this.showInfoTimer = null;
  429. }.bind(this), time + 20)
  430. }.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
  431. }//like: manage.showInfo({title:'a', top:20})
  432. //公用的函数
  433. function getQueryVariable(variable)
  434. {
  435. var query = window.location.search.substring(1);
  436. var vars = query.split("&");
  437. for (var i=0;i<vars.length;i++) {
  438. var pair = vars[i].split("=");
  439. if(pair[0] == variable){return pair[1];}
  440. }
  441. return(false);
  442. }
  443. //隐藏公司Logo
  444. function showLogo(){
  445. $("#myCompany").hide();
  446. $("#loaderCoBrandName").hide();
  447. $("#title-logo").hide();
  448. $(".title-container").css("justify-content","center")
  449. }
  450. //czj 添加随机的时间
  451. function randomTime(){
  452. return new Date()
  453. }
  454. function matcher(data){
  455. if(!data || !g_version ) return data;
  456. delete data.model.vision_version;
  457. var _data = {
  458. files: {
  459. "templates": ["images/images{{number}}/{{filename}}"]
  460. },
  461. model :{
  462. sid :window.number,
  463. camera_start:
  464. data.model.images && data.model.images.length != 0 ?
  465. {
  466. camera: {
  467. zoom: "-1",
  468. quaternion: [
  469. JSON.parse(data.model.images[0].metadata).camera_quaternion.z,
  470. JSON.parse(data.model.images[0].metadata).camera_quaternion.w,
  471. JSON.parse(data.model.images[0].metadata).camera_quaternion.x,
  472. JSON.parse(data.model.images[0].metadata).camera_quaternion.y
  473. ]
  474. },
  475. pano: { uuid: JSON.parse(data.model.images[0].metadata).scan_id },
  476. mode: "0"
  477. }
  478. : ''
  479. },
  480. sid: window.number,
  481. hoticon: {
  482. default: "https://super.4dage.com/images/4dagePoint2.png",
  483. higt: "https://super.4dage.com/images/4dagePoint.png"
  484. },
  485. special: "false",
  486. weixinDesc: ""
  487. };
  488. $.extend(true,data,_data)
  489. return data;
  490. }
  491. function hotMatcher(data={}){
  492. //if(!data || !g_version) return data;
  493. if(g_version) {
  494. data.tourAudio = data.audio || {};
  495. }else{
  496. data.tourAudio = {}
  497. }
  498. return data;
  499. }
  500. var GifTexDeal = {
  501. animateObjects : [],
  502. animateTexs : [] ,
  503. addAnimation : function(texture, owner, info, id){
  504. /* if(this.animateObjects.find(e=>
  505. e.texture == texture && !ifSame(info, e.info)
  506. )) */
  507. var animation
  508. var tex = this.animateTexs.find(e=>e.texture == texture)
  509. if(tex){
  510. animation = tex
  511. }else{
  512. animation = {texture,info }
  513. this.animateTexs.push(animation)
  514. this.setRepeart(animation)
  515. }
  516. var object = {
  517. animation, //默认相同的texture对应的info是一样的, 对应一个animation
  518. owner,
  519. }
  520. this.animateObjects.push(object)
  521. return object
  522. },
  523. remove : function(object){
  524. var index = this.animateObjects.indexOf(object)
  525. if(index>-1){
  526. this.animateObjects.splice(index, 1)
  527. if(!this.animateObjects.find(e=>e.animation == object.animation)){
  528. let i = this.animateTexs.indexOf(object.animation)
  529. this.animateTexs.splice(i, 1)
  530. object.animation.texture.repeat.set(1,1)
  531. }
  532. this.stop(object)
  533. }
  534. },
  535. setRepeart : function(animation){
  536. animation.texture.repeat.set(1/animation.info.cellXcount, 1/animation.info.cellYcount)
  537. },
  538. start: function(object){
  539. if(!object || object.started )return;
  540. object.started = true
  541. if(object.animation.started)return;
  542. object.animation.started = true
  543. var info = object.animation.info
  544. var count = info.cellXcount * info.cellYcount - (info.voidCount || 0)
  545. if(count <= 1)return;
  546. transitions.start( (progress)=>{
  547. var index = Math.floor(count * progress);
  548. var indexX = index % info.cellXcount
  549. var indexY = info.cellYcount - Math.floor(index /info.cellXcount ) - 1; //uv.offset.y是从下到上的
  550. object.animation.texture.offset.x = indexX / info.cellXcount;
  551. object.animation.texture.offset.y = indexY / info.cellYcount;
  552. //console.log(object.id + " : "+ object.texture.offset.toArray())
  553. } , info.duration * (-1), null,/* ()=>{//done (-1):循环
  554. object.started = false
  555. object.texture.offset.x = 0;
  556. object.texture.offset.y = 0;
  557. this.start(object)
  558. }, */ 0 ,null, object.id, "gif_"+object.animation.texture.id);
  559. },
  560. stop: function(object){
  561. if(!object || !object.started)return;
  562. object.started = false
  563. //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:
  564. if(this.animateObjects.find(e=>e.animation == object.animation && e.started)) return;
  565. transitions.cancelById("gif_"+object.animation.texture.id);
  566. object.animation.texture.offset.set(0,0)
  567. object.animation.started = false
  568. }
  569. }
  570. var CloneObject = function(copyObj, result, isSimpleCopy, extraReplace) {
  571. //isSimpleCopy只复制最外层
  572. //复制json result的可能:普通数字或字符串、普通数组、复杂对象
  573. if(!copyObj)return copyObj //0 null undefined ''
  574. result = result || {};
  575. if (copyObj instanceof Array) {
  576. /* if (copyObj[0]instanceof Object) {
  577. //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
  578. console.error("不支持含有 [[Object]] 这样二级数组里面还是复杂数据的...")
  579. }
  580. return copyObj.slice(0);*/ //如果是数组,直接复制返回(排除数组内是object
  581. return copyObj.map(e=>{
  582. if(e instanceof Object){
  583. return CloneObject(e)
  584. }else return e
  585. })
  586. }else{
  587. if(copyObj.clone instanceof Function ){ //解决一部分
  588. return copyObj.clone()
  589. }
  590. }
  591. for (var key in copyObj) {
  592. if (copyObj[key] instanceof Object && !isSimpleCopy)
  593. result[key] = CloneObject(copyObj[key]);
  594. else
  595. result[key] = copyObj[key];
  596. //如果是函数类同基本数据,即复制引用
  597. }
  598. return result;
  599. }
  600. ;
  601. var ifSame = function(object1, object2){
  602. if(object1 == object2 )return true // 0 != undefined , 0 == ''
  603. else if(!object1 || !object2) return false
  604. else if(object1.constructor != object2.constructor){
  605. return false
  606. }else if(object1 instanceof Array ) {
  607. if(object1.length != object2.length)return false;
  608. var _object2 = object2.slice(0);
  609. for(let i=0;i<object1.length;i++){
  610. var u = _object2.find(e=>ifSame(object1[i], e));
  611. if(u == void 0 && !_object2.includes(u) && !object1.includes(u))return false;
  612. else{
  613. let index = _object2.indexOf(u);
  614. _object2.splice(index,1);
  615. }
  616. }
  617. return true
  618. }else if(object1.equals instanceof Function ){//复杂数据仅支持这种,其他的可能卡住?
  619. return object1.equals(object2)
  620. }else if(typeof object1 == 'number' || typeof object1 == 'string'){
  621. if(isNaN(object1) && isNaN(object2))return true
  622. else return object1 == object2
  623. }else if(typeof object1 == "object"){
  624. var keys1 = Object.keys(object1)
  625. var keys2 = Object.keys(object2)
  626. if(!ifSame(keys1,keys2))return false;
  627. for(let i in object1){
  628. var same = ifSame(object1[i], object2[i]);
  629. if(!same)return false
  630. }
  631. return true
  632. }else{
  633. console.log('isSame出现例外')
  634. }
  635. }
  636. /* var SoundManager = {//暂不支持同时播放
  637. currentAudio:null,//当前正在播放list中的哪一个
  638. list:[
  639. {
  640. name:"bg",
  641. level : 0,//越大优先级越高
  642. canBeInterrupted : true ,
  643. },
  644. {
  645. name:"boxVideo",
  646. level : 1,
  647. canBeInterrupted : true,
  648. checkIfNeedPlay:function(){
  649. }
  650. },
  651. {
  652. name:"hot",
  653. level : 2,
  654. canBeInterrupted : true
  655. },
  656. {
  657. name:"tour",
  658. level : 3,
  659. canBeInterrupted : true
  660. },
  661. ],
  662. switchPlay:function(){
  663. },
  664. register:function(){
  665. }
  666. }
  667. */
  668. //最好能知道应该播放到的currentTime
  669. var SoundManager = {//暂不支持同时播放
  670. currentAudio:null,//当前正在播放list中的哪一个
  671. enableSound:true,//是否允许有声音
  672. playHistory:[],//被打断的加入播放历史
  673. list:[ ],//同一级别可以互相打断 //暂时不做多级别
  674. play:function(name, src, currentTime){
  675. var object = this.list.find(e=>e.name == name)
  676. if(object){
  677. if(this.currentAudio){
  678. this.pause(this.currentAudio.name, false, true)
  679. }
  680. {//将当前要播放的播放历史中清除
  681. let index = this.playHistory.indexOf(object)
  682. if(index>-1)this.playHistory.splice(index,1);
  683. }
  684. this.currentAudio = object
  685. if(src){
  686. this.setSrc(name, src)
  687. }
  688. if(currentTime!=void 0){
  689. object.audio.currentTime = currentTime
  690. }
  691. if(object.audio){
  692. object.audio.muted = window.ISMUTED
  693. 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
  694. object.audio.play();
  695. object.callback && object.callback(true)
  696. }
  697. Log(name + ' 播放 ' )
  698. }
  699. },
  700. 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
  701. var object = this.list.find(e=>e.name == name)
  702. if(object){
  703. this.currentAudio = null
  704. if(object.audio){
  705. object.audio.pause()
  706. object.callback && object.callback(false)
  707. Log(name + ' 中断音频 '+ "("+common.getFileNameFromUrl(object.audio.src)+')' )
  708. }
  709. if(isInterrupt){//一般主动调用不需要加这个
  710. this.playHistory.push(object)//如果是被中断的,加入播放历史,等待恢复播放
  711. }
  712. if(autoReplayLast){ //播放之前的音频。它们是被打断过的。
  713. while(this.playHistory.length){
  714. var last = this.playHistory.pop();
  715. if(last.src && last.canplay(last.audio)){
  716. this.play(last.name )
  717. }
  718. }
  719. }
  720. }
  721. },
  722. 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
  723. var object = this.list.find(e=>e.name == name)
  724. object.src = src
  725. object.audio.src = src
  726. Log(`${object.name} 设置src: ${src}`)
  727. },
  728. createAudio:function(object={}){//name, level, canplay
  729. if(!object.fake){
  730. object.audio = new Audio();
  731. object.audio.loop = !!object.loop;
  732. //object.audio.autoplay = true;
  733. object.audio.addEventListener('ended', ()=>{
  734. if(object.loop){//循环
  735. Log(`${object.name} 播放完毕,重新播放`)
  736. object.audio.play()
  737. }else{
  738. this.pause(object.name, true);//停止后的后续处理
  739. }
  740. });
  741. object.audio.oncanplaythrough = ()=>{
  742. Log(`${object.name} canplaythrough `)
  743. }
  744. }
  745. this.list.push(object)
  746. },
  747. initAutoPlay:function(){ //处理设备自动播放限制
  748. let play = function(){
  749. if(this.currentAudio && this.currentAudio.audio){
  750. this.currentAudio.audio.play()
  751. Log(`${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
  752. }else{}
  753. document.removeEventListener("touchstart",play);
  754. document.removeEventListener("click",play);
  755. $('#player')[0] && $('#player')[0].removeEventListener("touchstart", play);
  756. }.bind(this);
  757. document.addEventListener("WeixinJSBridgeReady", play, false);
  758. 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
  759. document.addEventListener("click", play);
  760. $('#player')[0] && $('#player')[0].addEventListener("touchstart", play);
  761. }
  762. }
  763. function Log(value, color, fontSize){
  764. color = color || '#13f'
  765. fontSize = fontSize || 14
  766. console.warn(`%c${value}`, `color:${color};font-size:${fontSize}px`)
  767. }
  768. Manage.prototype.loadAudio = function() { //相关:g_tourAudio \ g_playAudio
  769. //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
  770. //box视频都静音,所以暂时不考虑
  771. SoundManager.createAudio({
  772. name:'bgm',
  773. level:0,
  774. src:'',
  775. loop:true,
  776. canplay:(audio)=>{
  777. return this.bgmShouldPlay
  778. },
  779. callback:(state)=>{//play或pause时随之触发的函数(即使还没开始播放)
  780. }
  781. })
  782. SoundManager.createAudio({
  783. name:'tour',
  784. level:0,
  785. src:'',
  786. loop:false,
  787. canplay:(audio)=>{
  788. return player.director && player.director.tourIsPlaying && player.director.getAudio()
  789. }
  790. })
  791. SoundManager.createAudio({
  792. name:'hot',
  793. fake:true,//实际上没有audio. 只是为了来停止和续播其他音频
  794. level:1,
  795. src:'',
  796. loop:false,
  797. canplay:(audio)=>{
  798. }
  799. })
  800. $("#volume").find("a").on("click", ()=> {
  801. if($("#volume img")[0].src.indexOf("btn_on.png")>-1)
  802. {
  803. this.switchBgmState(true);
  804. }
  805. else if($("#volume img")[0].src.indexOf("btn_off.png")>-1)
  806. {
  807. this.switchBgmState(false);
  808. }
  809. })
  810. // this.switchBgmState(true);//初始设置允许播放bgm
  811. // SoundManager.initAutoPlay()
  812. }
  813. 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
  814. this.bgmShouldPlay = state
  815. if(state){
  816. SoundManager.play('bgm')
  817. }else{
  818. SoundManager.pause('bgm')
  819. }
  820. /* if(!g_bgAudio || !g_bgAudio.src) return;
  821. var played = function(){
  822. console.log('begin play bgm');
  823. g_play = 1;
  824. g_playAudio = g_bgAudio;
  825. g_tourAudio && g_tourAudio.pause()
  826. }
  827. var paused = function(){
  828. g_play = 0;
  829. g_playAudio == g_bgAudio && (g_playAudio = null)
  830. }
  831. if(state ){
  832. g_bgAudio.play();
  833. if(g_bgAudio.paused){
  834. paused()
  835. }else{
  836. played()
  837. return true
  838. }
  839. }else{
  840. g_bgAudio.pause();
  841. paused()
  842. }
  843. g_bgAudio.pauseByHot = false
  844. g_bgAudio.pauseByTour = false */
  845. }
  846. var manage = new Manage();
  847. //兼容一代的場景
  848. //請求地址統一管理
  849. var g_onePregix = "https://bigscene.4dage.com/" //对应一代 http://www.4dmodel.com/SuperPanoramic/index.html?m=55
  850. var g_version = manage.number("version");
  851. g_version === "one" ? g_Prefix = g_onePregix : '';