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@@ -4968,10 +4968,12 @@ window.Modernizr = function(n, e, t) {
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this.emit("update.controls"),
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this.player.updateLastView(),
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!n && this.atDestinationPano()){
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+ /*
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+ // 原地旋转时, 写到_warpCameraAim里,因那有时间
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var r = this.model.getHeroDescriptorByIndex(this.destinationItem)
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if(r.zoom && r.zoom != this.player.zoomLevel){//add
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this.player.smoothZoomFovTo(null, r.zoom, a.warp.teleportTime) //瞬间过渡的时间
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- }
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+ } */
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return void this.arrivedAtDestination(!0);
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}
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if (this.player.flying || this.player.isWarping())
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@@ -4987,20 +4989,16 @@ window.Modernizr = function(n, e, t) {
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if(e == 'noMusic'){
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var aim = new THREE.Vector3(0,0,-1).applyQuaternion(r.quaternion).add(r.position)
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- a1 = this.player.flyToPano.bind(this.player, {pano: this.model.panos.index[r.panoId], lookAtPoint: aim }, this.actionComplete.bind(this))
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+ a1 = this.player.flyToPano.bind(this.player, {zoomLevel: r.zoom , pano: this.model.panos.index[r.panoId], lookAtPoint: aim }, this.actionComplete.bind(this))
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}else{
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- var s1 = this.getMomentTour(this.destinationItem) //window.MP_PREFETCHED_MODELDATA.momentTour || "walk";
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- a1 = this.player.warpToPanoByHeroIndex.bind(this.player, this.destinationItem, v.Show, m.Slow, s1, true, i, this.actionComplete.bind(this)),
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+ var s = this.getMomentTour(this.destinationItem) //window.MP_PREFETCHED_MODELDATA.momentTour || "walk";
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+ a1 = this.player.warpToPanoByHeroIndex.bind(this.player, this.destinationItem, v.Show, m.Slow, s, true, i, this.actionComplete.bind(this)),
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o = this.arrivedAtDestination.bind(this, !0)
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- }
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-
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-
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- if(r.zoom && r.zoom != this.player.zoomLevel){//add
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- this.player.smoothZoomFovTo(null, r.zoom, a.warp.teleportTime) //瞬间过渡的时间
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-
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+ if(s=='black' && r.zoom && r.zoom != this.player.zoomLevel){//add
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+ this.player.smoothZoomFovTo(null, r.zoom, a.warp.teleportTime) //瞬间过渡的时间
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+ }
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}
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-
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} else{
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@@ -20949,8 +20947,11 @@ window.Modernizr = function(n, e, t) {
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void n.lookAt(A))
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}
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.bind(this);
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- return u > c.warp.minRotation ? p.start(C, e, t, 0, d[c.warp.movementEasing]) : (y.info("Aim angle only is " + u.toPrecision(3) + " degrees, skipping explicit re-aim")
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-
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+ return u > c.warp.minRotation ? (p.start(C, e, t, 0, d[c.warp.movementEasing])
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+ ,(this.warpDestHeroLoc.zoom != this.player.zoomLevel) && //add 原地转向最终方位时
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+ this.player.smoothZoomFovTo(null, this.warpDestHeroLoc.zoom , e)
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+ ):
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+ (y.info("Aim angle only is " + u.toPrecision(3) + " degrees, skipping explicit re-aim")
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,void (t && t())
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)
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}
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@@ -21299,6 +21300,11 @@ window.Modernizr = function(n, e, t) {
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skipWarpingCheck: !1,
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constantMoveSpeed: !0
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};
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+
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+ if(e == this.warpDestPano){//到达终点前,放大到终点的zoom
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+ n.zoomLevel = this.warpDestHeroLoc.zoom
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+ }
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+
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n.duration = u.call(this, e, t),
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this.player.nonInterruptingFlyToPano(n, i)
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} else
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@@ -23290,8 +23296,8 @@ window.Modernizr = function(n, e, t) {
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, p = null
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if (aim){
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- var _ = (new r.Matrix4).lookAt(i.position, n, d.UP)
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- aimQua = (new r.Quaternion).setFromRotationMatrix(_)
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+ var _ = (new r.Matrix4).lookAt(i.position, aim, d.UP)
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+ aimQua = (new r.Quaternion).setFromRotationMatrix(_)
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}
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else aimQua = aimQua
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