overlay.js 14 KB

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  1. var MathLight = {};
  2. MathLight.RADIANS_PER_DEGREE = Math.PI / 180;
  3. MathLight.DEGREES_PER_RADIAN = 180 / Math.PI;
  4. var filterAll = function filterAll(e, t) {
  5. return e.filter(function (e) {
  6. return t.every(function (t) {
  7. return t(e);
  8. });
  9. });
  10. }
  11. var sortByScore = function (list, request, rank) {
  12. var i = filterAll(list, request);
  13. return 0 === i.length ? null : i = i.map(function (e) {
  14. return {
  15. item: e,
  16. score: rank.reduce(function (t, i) {
  17. return t + i(e);
  18. }, 0)
  19. };
  20. }).sort(function (e, t) {
  21. return t.score - e.score;
  22. });
  23. };
  24. var cameraLight = {
  25. clampVFOV: function(fov, t, i, n) {
  26. var r = cameraLight.getHFOVFromVFOV(fov, i, n);
  27. return r > t ? cameraLight.getVFOVFromHFOV(t, i, n) : fov
  28. },
  29. getHFOVForCamera: function(e, t, i) {
  30. return cameraLight.getHFOVFromVFOV(e.fov, t, i)
  31. },
  32. getHFOVFromVFOV: function(fov, t, i) {
  33. var n = t
  34. , o = i
  35. , a = 2 * Math.atan(Math.tan(fov * MathLight.RADIANS_PER_DEGREE / 2) * (n / o)) * MathLight.DEGREES_PER_RADIAN;
  36. return a
  37. },
  38. getVFOVFromHFOV: function(e, t, i) {
  39. var n = t
  40. , o = i
  41. , a = 2 * Math.atan(Math.tan(e * MathLight.RADIANS_PER_DEGREE / 2) * (o / n)) * MathLight.DEGREES_PER_RADIAN;
  42. return a
  43. }
  44. };
  45. var initOverlay = function(THREE){
  46. var _planeGeometry = new THREE.PlaneGeometry(settings.overlay.width, settings.overlay.height,1,1)
  47. var _boxGeometry = new THREE.BoxBufferGeometry(settings.overlay.width, settings.overlay.height, settings.overlay.depth )
  48. //ie的mesh 加了polygonOffset也是会重叠。所以去掉前面的face: (但是突然ie又播放不了videoTexture)
  49. var newIndex = [..._boxGeometry.index.array]
  50. newIndex.splice(4*6,6)
  51. _boxGeometry.setIndex(new THREE.BufferAttribute(new Uint16Array(newIndex), 1))
  52. var _boxMat = new THREE.MeshBasicMaterial({//MeshStandardMaterial
  53. color:"#eeeeee",
  54. transparent: !0 ,
  55. opacity:0.8
  56. })
  57. var overlayGroup = new THREE.Object3D; player.model.add(overlayGroup); overlayGroup.name = "overlayGroup"
  58. player.overlayGroup = overlayGroup;
  59. var Overlay = function(info){
  60. THREE.Object3D.call(this);
  61. this.sid = info.sid;
  62. if(info.media)this.preDeal(info)
  63. this.build(info);
  64. this.name = "overlay_"+this.sid;
  65. }
  66. Overlay.prototype = Object.create(THREE.Object3D.prototype);
  67. Overlay.prototype.build = function(info){
  68. var plane = new THREE.Mesh(_planeGeometry, new THREE.MeshBasicMaterial({//MeshStandardMaterial
  69. color:"#00c8af",
  70. opacity:0.4,
  71. transparent: !0,
  72. polygonOffset : true,//是否开启多边形偏移 //ie不开启时blank也不会闪烁
  73. polygonOffsetFactor : -0.9,//多边形偏移因子
  74. polygonOffsetUnits : -4.0,//多边形偏移单位
  75. }) )
  76. plane.renderOrder = 3
  77. this.add(plane);
  78. this.plane = plane;
  79. if(info.hasBox){
  80. this.addBox(true)
  81. }
  82. overlayGroup.add(this);
  83. if(info.media){
  84. if(info.media.includes('video')){
  85. var video = $('<video controls="controls" loop autoplay x5-playsinline="" webkit-playsinline="true" playsinline="true" controlslist="nodownload"></video>')[0]
  86. video.setAttribute("crossOrigin", 'Anonymous')//要在src设置好前解决跨域
  87. $(video).on('contextmenu', function () { return false; });//禁止右键点击出
  88. video.src = manage.dealURL(info.file) ;
  89. info.media = video;
  90. info.type = "video"
  91. video.addEventListener('loadeddata', ()=>{
  92. console.log(this.sid + " loaded!!!")
  93. })
  94. video.volume = 0
  95. video.muted = true
  96. }else if(info.media.includes('photo')){
  97. /* var img = new Image();
  98. img.src = manage.dealURL(info.file) //"https://4dkk.4dage.com/images/images"+Config.projectNum+"/overlay"+this.sid+".jpg?m="+new Date().getTime()
  99. info.media = img
  100. */
  101. info.type = "photo"
  102. }
  103. plane.material.opacity = 1;
  104. plane.material.color = new THREE.Color(1,1,1)
  105. }
  106. if(info.width == void 0) info.width = settings.overlay.width;
  107. if(info.height == void 0) info.height = settings.overlay.height;
  108. this.setFromInfo(info)
  109. this.fileSrc = info.file
  110. }
  111. Overlay.prototype.setFromInfo = function(info){//1 恢复到编辑之前 2 初始加载
  112. var plane = this.plane;
  113. this.transformAtPanos = info.transformAtPanos || {} //在每个漫游点独立设置的position。
  114. var curPanoTransform = player.currentPano && this.transformAtPanos[player.currentPano.id] || {}
  115. info.depth && this.scale.setZ(info.depth/settings.overlay.depth)
  116. this.posCustom = info.pos ? info.pos.clone() : this.position.clone(); //没有单独设置position的漫游点使用的position
  117. this.position.copy(curPanoTransform.pos || this.posCustom )
  118. this.quaCustom = info.qua ? info.qua.clone() : this.quaternion.clone()
  119. this.quaternion.copy(curPanoTransform.qua || this.quaCustom);
  120. this.widthCustom = info.width
  121. this.heightCustom = info.height
  122. this.width = curPanoTransform.width || this.widthCustom
  123. this.height = curPanoTransform.height || this.heightCustom
  124. var a = this.getScaleBySize(this.width, this.height)
  125. this.scale.setX( a.x )
  126. this.scale.setY( a.y )
  127. if(info.type){
  128. if(!plane.material.map){
  129. if(info.type == "video"){
  130. plane.material.map = new THREE.VideoTexture( info.media );
  131. this.hasRequestLoad = true
  132. plane.material.map.wrapS = plane.material.map.wrapT = THREE.ClampToEdgeWrapping;
  133. plane.material.map.minFilter = THREE.LinearFilter;
  134. plane.material.map.magFilter = THREE.LinearFilter;
  135. plane.material.map.generateMipmaps = true;
  136. }else{
  137. this._loadDones = []
  138. /* plane.material.map = Texture.load(info.file,()=>{
  139. if(this._loadDones){
  140. this._loadDones.forEach(e=>e())
  141. this._loadDones = null
  142. }
  143. }) */
  144. }
  145. /* plane.material.map.wrapS = plane.material.map.wrapT = THREE.ClampToEdgeWrapping;
  146. plane.material.map.minFilter = THREE.LinearFilter;
  147. plane.material.map.magFilter = THREE.LinearFilter;
  148. plane.material.map.generateMipmaps = true; */
  149. }else plane.material.map.image = info.media;
  150. this.file = info.file;
  151. }
  152. this.overlayType = info.type;
  153. if(!!this.hasBox != !!info.hasBox){
  154. this.addBox(!this.hasBox);
  155. }
  156. this.updateMatrixWorld()
  157. this.getVisiblePanos()
  158. }
  159. Overlay.prototype.addBox = function(state){
  160. if(state == !!this.hasBox){
  161. return;
  162. }
  163. if(state){
  164. var box = new THREE.Mesh(_boxGeometry , _boxMat)
  165. box.position.set(0,0,settings.overlay.depth/2);
  166. box.renderOrder = 3
  167. this.plane.position.set(0,0,settings.overlay.depth );
  168. this.add(box);
  169. this.box = box;
  170. }else{
  171. this.plane.position.set(0,0,0);
  172. this.remove(this.box);
  173. this.box = null;
  174. }
  175. this.hasBox = state
  176. }
  177. Overlay.prototype.getSizeByScale = function(){
  178. return {
  179. width : settings.overlay.width * this.scale.x,
  180. height : settings.overlay.height * this.scale.y
  181. }
  182. }
  183. Overlay.prototype.getScaleBySize = function(width, height){
  184. return {
  185. x : width / settings.overlay.width,
  186. y : height / settings.overlay.height,
  187. }
  188. }
  189. Overlay.prototype.preDeal = function(info){
  190. info.pos = new THREE.Vector3().fromArray(info.pos)
  191. info.qua = new THREE.Quaternion().fromArray(info.qua)
  192. info.width = parseFloat(info.width)
  193. info.height = parseFloat(info.height)
  194. info.depth = parseFloat(info.depth)
  195. info.hasBox = parseInt(info.hasBox)
  196. info.pos.x = parseFloat(info.pos.x)
  197. info.pos.y = parseFloat(info.pos.y)
  198. info.pos.z = parseFloat(info.pos.z)
  199. info.qua.x = parseFloat(info.qua.x)
  200. info.qua.y = parseFloat(info.qua.y)
  201. info.qua.z = parseFloat(info.qua.z)
  202. info.qua.w = parseFloat(info.qua.w)
  203. if(!info.transformAtPanos)info.transformAtPanos = {}
  204. for(let i in info.transformAtPanos){
  205. info.transformAtPanos[i].pos = new THREE.Vector3().fromArray(info.transformAtPanos[i].pos)
  206. info.transformAtPanos[i].qua = new THREE.Quaternion().fromArray(info.transformAtPanos[i].qua)
  207. }
  208. }
  209. Overlay.prototype.getVisiblePanos = function(){
  210. this.visiblePanos = getVisiblePano(this.plane.getWorldPosition(),{model: null});
  211. }
  212. Overlay.prototype.updateVisibles = function(panos){
  213. this.visible = panos.find(pano=>this.visiblePanos.includes(pano))
  214. }
  215. Overlay.updateVisibles = function(panos){
  216. if(panos === true){
  217. player.overlayGroup.children.forEach(e=>e.visible = true)
  218. }else{
  219. player.overlayGroup.children.forEach(e=>e.updateVisibles(panos))
  220. }
  221. }
  222. Overlay.prototype.addToLoadQueue = function(){
  223. if(this.overlayType == 'photo'){
  224. Overlay.loadQueue.includes(this) || Overlay.loadQueue.push(this)
  225. }
  226. }
  227. Overlay.prototype.requestDownload = function(){
  228. if(this.hasRequestLoad || this.overlayType != 'photo')return
  229. console.log('overlay requestDownload : '+this.sid)
  230. var plane = this.plane;
  231. plane.material.map = Texture.load(this.file,()=>{
  232. plane.material.needsUpdate = true
  233. if(this._loadDones){
  234. this._loadDones.forEach(e=>e())
  235. this._loadDones = null
  236. }
  237. Overlay.loadNext()
  238. console.log('overlay loaded: '+this.sid)
  239. })
  240. plane.material.map.wrapS = plane.material.map.wrapT = THREE.ClampToEdgeWrapping;
  241. plane.material.map.minFilter = THREE.LinearFilter;
  242. plane.material.map.magFilter = THREE.LinearFilter;
  243. plane.material.map.generateMipmaps = true;
  244. this.hasRequestLoad = true
  245. }
  246. Overlay.loadQueue = [];
  247. Overlay.getNeedLoad = function(){
  248. if(!player || !player.domElement || !player.mode)return;
  249. if(player.mode != 'panorama'){
  250. if( !Overlay.loadWhenOutside) return;
  251. /* var loadings = player.overlayGroup.children.filter(e=>e.hasRequestLoad && e._loadDones)//开始下载了但是没加载好的
  252. if(loadings.length==4){
  253. Overlay.loadQueue = player.overlayGroup.children.filter(e=>!e.hasRequestLoad) .slice(0,5);
  254. } */
  255. if(Overlay.loadQueue.length == 0){
  256. Overlay.loadQueue = player.overlayGroup.children.filter(e=>!e.hasRequestLoad).slice(0,5);
  257. }
  258. return;
  259. }
  260. Overlay.loadWhenOutside = true
  261. var overlays = player.overlayGroup.children.filter(e=>!e.hasRequestLoad && e.visiblePanos.includes(player.currentPano))
  262. //var maxAngle = THREE.Math.degToRad( cameraLight.getHFOVFromVFOV(70, player.domElement.clientWidth, app.player.domElement.clientHeight) / 2);
  263. var cameraDir = player.getDirection()
  264. /* var maxCount = 5;
  265. if(overlays.length>maxCount){
  266. for(var i=0;i<overlays.length;i++){
  267. //角度为可见范围
  268. var v1 = cameraDir.clone().setY(0);
  269. var v2 = overlays[i].plane.getWorldPosition().sub(player.position).setY(0)
  270. if(v1.angleTo(v2) <= maxAngle){
  271. Overlay.loadQueue.push(overlays[i])
  272. if(Overlay.loadQueue.length>=10) break;
  273. }
  274. }
  275. if(Overlay.loadQueue.length<Overlay.maxLoadingCount){
  276. Overlay.loadQueue.push()
  277. }
  278. }else{ */
  279. Overlay.loadQueue = overlays
  280. //}
  281. var request = [(overlay)=>{
  282. return true
  283. }];
  284. var rank = [(overlay)=>{
  285. var dis = overlay.plane.getWorldPosition().distanceTo(player.position);
  286. return -dis
  287. },(overlay)=>{
  288. var tagDir = overlay.plane.getWorldPosition().sub(player.position)
  289. var angle = tagDir.angleTo(cameraDir)
  290. return -angle*20
  291. }]
  292. var result = sortByScore(Overlay.loadQueue, request,rank);
  293. Overlay.loadQueue = result ? result.slice(0,5).map(e=>e.item) : player.overlayGroup.children.filter(e=>!e.hasRequestLoad).slice(0,2);
  294. }
  295. Overlay.maxLoadingCount = 3;
  296. Overlay.loadNext = ()=>{
  297. var loadings = player.overlayGroup.children.filter(e=>e.hasRequestLoad && e._loadDones)//开始下载了但是没加载好的
  298. Overlay.loadQueue.slice(0,Overlay.maxLoadingCount-loadings.length).forEach(e=>e.requestDownload())
  299. Overlay.loadQueue.splice(0,Overlay.maxLoadingCount-loadings.length)
  300. }
  301. Overlay.load = ()=>{
  302. Overlay.getNeedLoad()
  303. //Overlay.loadQueue.slice(0,2).forEach(e=>e.requestDownload())
  304. Overlay.loadNext()
  305. var unloads = player.overlayGroup.children.filter(e=>!e.hasRequestLoad)
  306. if(unloads){
  307. Overlay.hasAllRequestLoad = true
  308. setTimeout(Overlay.load, 200)
  309. }
  310. }
  311. window.Overlay = Overlay;
  312. }