//合并热点和展览 g_currentHot = null const playVideoWhenFlyOut = false //同时可播放的最大个数: const playVideoMax = window.isEdit ? 3 : browser.isMobile() ? 1 : 2; const playAniMax = window.isEdit ? 6 : browser.isMobile() ? 3 : 5; window.initHot = function(model){ var objLoader = new THREE.OBJLoader() var _planeGeometry = new THREE.PlaneGeometry(1,1) var _boxGeometry = new THREE.BoxBufferGeometry(1,1,1) {//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) var newIndex = [..._boxGeometry.index.array] newIndex.splice(4 * 6, 12) _boxGeometry.setIndex(new THREE.BufferAttribute(new Uint16Array(newIndex),1)) } var originPhotoCount = photoLoaded = originModelCount = modelLoaded = 0; var defaultTex1 = Texture.load(g_HotImage.point); var defaultTex2 = Texture.load(g_HotImage.point2) dealMap(defaultTex1,{ignoreResize:true} ); dealMap(defaultTex2,{ignoreResize:true} ); //这张图改为linear有黑边。 但即使不改,chrome调试手机版也有黑边和锯齿 /* var _boxMat = new THREE.MeshBasicMaterial({ color: "#eeeeee", transparent: !0, opacity: 0.8 }) */ var _boxMat = new THREE.MeshPhongMaterial({ color: "#eeeeee", transparent: !0, opacity: 0.8, side:THREE.DoubleSide }) var autoSizeInfo = /* {width2d:50}// */{minSize : 120, maxSize : 600, nearBound : 1 , farBound : 15} var hotGroup = new THREE.Object3D; hotGroup.name = "hotGroup" model.add(hotGroup); model.hotGroup = hotGroup var animateTexSrcs = {} var getLink = function(link){ var src = ''; var r = link.substring(link.indexOf("html") + 4) , o = "en" == manage.number("lang") ? "&lang=" + manage.number("lang") : ""; -1 == r.indexOf("?") ? src = link + "?time=" + randomTime().getTime() + "&id=" + window.number + o : src = link + "&time=" + randomTime().getTime() + "&id=" + window.number + o return src.replace('/edit-backstage','') } var removeSrcPostMark = function(url){//去除texture.load时自动加上的'?' var index = url.indexOf('?') if(index>-1){ return url.slice(0, index) }else return url } {//get plane Bound var planeBound = new THREE.Box3() var cornerPoint = [ new THREE.Vector3(-0.5, 0.5, 0), new THREE.Vector3(0.5, 0.5, 0), new THREE.Vector3(0.5, -0.5, 0), new THREE.Vector3(-0.5, -0.5, 0), ] cornerPoint.forEach(e=>{ planeBound.expandByPoint(e) }) } var shineMats = []; var getShineMat = function(texture1, texture2){ var mat = shineMats.find(e=>e.uniforms.texture1.value == texture1 && e.uniforms.texture2.value == texture2) if(mat) return mat else{ var mat = new THREE.ShaderMaterial({ uniforms: { opac: { type: "f", value: 0 }, texture1: { type: "t", value: texture1 }, texture2: { type: "t", value: texture2 } }, vertexShader: "varying vec2 vUv;\n\nvoid main() {\n\n vUv = uv ;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n}\n", fragmentShader: "varying vec3 vNormal;\n\nvarying vec2 vUv;\n\nuniform float opac;\n\n uniform sampler2D texture1;\n\nuniform sampler2D texture2;\n\nvoid main() {\n\nvec4 tcolor1 = texture2D( texture1, vUv );\n\nvec4 tcolor2 = texture2D( texture2, vUv );\n\ngl_FragColor = mix(tcolor1,tcolor2 ,opac) + tcolor2*0.2; }\n" ,transparent: !0 }) shineMats.push(mat) return mat } } var modelGeos = []; var getModelGeo = function(url){ var geo = modelGeos.find(e=>e.url = url ) if(geo) return geo else{ var geo = null; geo.url = url } } class Hot extends THREE.Object3D{ constructor(info, source){ super() this.sid = info.sid; this.preDeal(info, source)// source:旧版来源 this.info = info this.cornerPoints = [] this.build(info); this.name = "hot_" + this.sid ; model.hots[info.sid] = this } build(info) { hotGroup.add(this) this.setTitleElem() this.setFromInfo(info) } setFromInfo(info, media, objObject) { //1 恢复到编辑之前 2 初始加载 var plane = this.plane; /* var transformAtPanos = {} for(var i in info.transformAtPanos){ transformAtPanos[i] = {//只保留一个位移,主要原因是大小变化和热点大小设置冲突了, isSprite和qutaernion衝突 pos : info.transformAtPanos[i].pos && info.transformAtPanos[i].pos.clone(), //qua : info.transformAtPanos[i].qua && info.transformAtPanos[i].qua.clone(), } } this.transformAtPanos = transformAtPanos */ //在每个漫游点独立设置的position。 var curPanoTransform = this.info.transformAtPanos[ getTransformSid()] || {} //没有单独设置position的漫游点使用的position this.position.copy(curPanoTransform.pos || info.position) this.rotation.copy(info.rotation) this.scale.copy(info.scale) this.changeTexType(info.texType, media) if(!info.objSrc){ this.addPlane() if (!!this.hasBox != !!info.hasBox) { this.addBox(!this.hasBox); } }else{ this.addModel(objObject || new THREE.Mesh())//暂时创建个空的 } this.updateMatrixWorld() /* if(!this.info.visiblePanos){//移到model.build时,在collider建好之后 this.getVisiblePanos() } */ {//gif if(this.animation){ GifTexDeal.remove(this.animation) } if(this.info.animateInfo && this.material_.map){ this.animation = GifTexDeal.addAnimation(this.material_.map, this, this.info.animateInfo, this.sid ) this.visible && this.inSight() && GifTexDeal.start(this.animation) } } /* if(this.info.modelBound){ this.mesh.updateMatrixWorld() this.mesh.boxHelper2 = new THREE.Box3Helper( new THREE.Box3().copy(this.info.modelBound.bound).applyMatrix4(this.mesh.matrixWorld), new THREE.Color("#00aaee")); model.add(this.mesh.boxHelper2) }else{ var bound = new THREE.Box3() var cornerPoint = [ new THREE.Vector3(-0.5, 0.5, 0), new THREE.Vector3(0.5, 0.5, 0), new THREE.Vector3(0.5, -0.5, 0), new THREE.Vector3(-0.5, -0.5, 0), ] cornerPoint.forEach(e=>{ bound.expandByPoint(e) }) this.mesh.updateMatrixWorld() this.mesh.boxHelper2 = new THREE.Box3Helper( bound.applyMatrix4(this.mesh.matrixWorld), new THREE.Color("#00aaee")); model.add(this.mesh.boxHelper2) } */ } changeTexType(texType, media){ var plane = this.plane; if( this.texType != texType || media == 'clear'){ //删除旧的 if(this.texType == 'shine'){ /* this.material_.uniforms.texture1.value.dispose() this.material_.uniforms.texture2.value.dispose() */ //为了恢复 不删 }else{ //this.material_.map.dispose() if(this.texType == 'video'){ this.texMedia && this.texMedia.pause() }else{ } } if(this.material_ && !hotGroup.children.find(e=>e!=this && e.material_ == this.material_ )){ this.material_.dispose() } //添加新的 if(texType == 'shine'){ }else{ this.changeMaterial(new THREE.MeshBasicMaterial({ color: "#00c8af", opacity: 0.4, transparent: !0, polygonOffset: true, //是否开启多边形偏移 //ie不开启时blank也不会闪烁 polygonOffsetFactor: -0.9, //多边形偏移因子 polygonOffsetUnits: -4.0, //多边形偏移单位 })) if(texType == 'video'){ }else{ } } } this.texType = texType if(media == 'clear'){ this.material_.opacity = 0.4; this.texMedia = null return } if(texType == 'video'){//视频不能共用一个,否则会一起播放暂停 var video if(media){ video = media }else{ if(!this.info.texSrc)return var video = $(``)[0] if(window.isEdit) video.src = manage.dealURL(this.info.texSrc); //注意,src赋值就会自动加载, preload="meta" 只加载元数据,提高加载速度,否则一开始卡 /* let src = this.info.texSrc if(window.isEdit) src = manage.dealURL(src); var video = window.videoPlayer.getVideo(src)*/ video.name = this.info.fileName } video.setAttribute("crossOrigin", 'Anonymous')//要在src设置好前解决跨域 $(video).on('contextmenu', function() { return false; });//禁止右键点击出 this.texMedia = video; video.oncanplaythrough = (e)=> { if(this.texMedia == video){ /* if(video.paused) *///console.log({str:'oncanplaythrough '+this.sid, level:1}) //this.material_.map.needsUpdate = !0 //当初为何加这句? //this.update(player) } } /* video.onloadstart = (e)=> { console.log({str:'onloadstart '+this.sid, level:1}) } video.onloadedmetadata = (e)=> { console.log({str:'onloadedmetadata '+this.sid, level:1}) } video.onloadeddata = (e)=> { console.log({str:'onloadeddata '+this.sid, level:1}) } video.oncanplay = (e)=> { console.log({str:'oncanplay '+this.sid, level:1}) } */ video.volume = 0 video.muted = true video.currentTime = 0 if(!window.isEdit) this.material_.opacity = 0.3; this.material_.map = new THREE.VideoTexture(video) this.material_.map.wrapS = this.material_.map.wrapT = THREE.ClampToEdgeWrapping; this.material_.map.generateMipmaps = true; }else if(texType == 'photo'){ if(media){ this.texMedia = media; this.info.texSrc = media.src; this.material_.map = new THREE.Texture(); //texture也不能共用一个,因为有的会有动画,就不一样 this.material_.map.image = media //image可以共用 this.material_.map.needsUpdate = !0 this.material_.opacity = 1 }else{ if(!this.info.texSrc)return this._loadDones = [] this.material_.opacity = 0.1; } }else if(texType == 'shine'){ if(media){ this.changeShineTex(media) }else{ this.styleImg = /* this.styleImg || */ []; if(this.info.styleImg){ this.styleImg = this.info.styleImg.map((src)=>{ return {src:/* manage.dealURL( */src } //如果要dealURL,在predeal里 }) } this.changeShineTex(this.styleImg) } this.info.texSrc = null } if(this.material_.map){ /* this.material_.map.minFilter = THREE.LinearFilter; this.material_.map.magFilter = THREE.LinearFilter; */ dealMap(this.material_.map); this.material_.color.set("#FFFFFF"); this.material_.needsUpdate = true } } changeShineTex(styleImg){ styleImg = styleImg || this.styleImg var tex1, tex2 if(styleImg.length){ tex1 = Texture.load(styleImg[0].src); tex2 = Texture.load(styleImg[1]&&styleImg[1].src || styleImg[0].src); dealMap(tex1,{ignoreResize:true} ) dealMap(tex2,{ignoreResize:true} ) }else{ tex1 = defaultTex1; tex2 = defaultTex2; } this.changeMaterial(getShineMat(tex1, tex2)) this.styleImg = styleImg this.info.styleImg = styleImg.map(img=>img.src) } changeMaterial(mat){ this.material_ = mat; this.mesh && this.mesh.traverse((mesh)=>{ if(mesh.material && !(mesh instanceof THREE.Box3Helper)){ mesh.material = this.material_; } }) } preDeal(info, source){// source:来源 var convertValue = function(v ,Type){ var value; if(v instanceof Array){ v.forEach((v1)=>{v1 = parseFloat(v1)}) value = new Type().fromArray(v); }else{ if(!(v instanceof Type)){ for(let i in v){v[i] = parseFloat(v[i])} value = new Type().copy(v); }else{ value = v } } return value } if (!info.transformAtPanos) info.transformAtPanos = {} if(source == 'byHot'){ var infoAttribute = info.infoAttribute || {} info.title = infoAttribute.title || info.title info.model = infoAttribute.model || info.model || [] //模型链接 info.images = infoAttribute.images || info.images || [] info.video = infoAttribute.video || info.video || [] info.bgName = infoAttribute.bgName || info.bgName info.backgroundMusic = info.backgroundMusic || info.backgroundMusic info.iframe = infoAttribute.iframe || info.iframe || [] info.styleImg = infoAttribute.styleImg || info.styleImg || [] info.content = infoAttribute.content || info.content { let action = CloneObject(settings.hotClickEvent.shine); if(info.actionType == 'noAction' || info.noAction){ action.examine = false, action.openHot = false }else if(info.actionType == 'dontExam'){ action.examine = false } info.actionType = action } if(info.quaternion){ info.rotation = new THREE.Euler().setFromVector3(convertValue(info.quaternion, THREE.Quaternion )) }else{ info.rotation = new THREE.Euler().setFromVector3(convertValue(info.rotation, THREE.Vector3 )) //热点的旧数据很多是字符串 } var s = Hot.getDefaulScale(info.hotIconScale) //旧版的大小,统一转换成新版 info.scale = new THREE.Vector3(s,s,0.02) delete info.infoAttribute; /* for (let i in this.transformAtPanos) { info.transformAtPanos[i].pos = new THREE.Vector3().fromArray(info.transformAtPanos[i].pos) info.transformAtPanos[i].qua && (info.transformAtPanos[i].qua = new THREE.Quaternion().fromArray(info.transformAtPanos[i].qua)) } */ info.texType = "shine" }else{ if(source == 'byOverlay'){ info.texType = info.media[0] //info.title = info.texType == 'video'?'视频':'图片' info.texSrc = info.file info.actionType = CloneObject(settings.hotClickEvent[info.texType]);//给一个默认 delete info.media info.rotation = new THREE.Euler().setFromQuaternion(convertValue(info.qua, THREE.Quaternion )) info.position = info.pos delete info.pos; delete info.qua; let a = info.texSrc.split('/'); info.fileName = a.pop() info.scale = new THREE.Vector3( info.width, info.height, info.depth ) delete info.width; delete info.height; delete info.depth; delete info.file }else{ info.rotation = new THREE.Euler().fromArray(info.rotation)//.setFromVector3(info.rotation) } info.model = info.model || [] //模型链接 info.images = info.images || [] info.video = info.video || [] info.iframe = info.iframe || [] info.styleImg = info.styleImg || [] info.imagesDesc = info.imagesDesc || [] info.videosDesc = info.videosDesc || [] info.titleShowType = info.titleShowType || 'hover' info.titlePos = info.titlePos || 'right' } if(info.texSrc){ info.texSrc = manage.removeSrcPostMark(info.texSrc) } //whole: //为了兼容旧数据,尽量和hot的数据靠近,最后保存在hot里 info.position = convertValue(info.position, THREE.Vector3) info.scale = convertValue(info.scale, THREE.Vector3) delete info.quaternion info.linkType = info.linkType || "common" for (let i in info.transformAtPanos) { info.transformAtPanos[i].pos = new THREE.Vector3().fromArray(info.transformAtPanos[i].pos) //info.transformAtPanos[i].qua = new THREE.Quaternion().fromArray(info.transformAtPanos[i].qua) } } addBox(state) { if (state == !!this.hasBox) { return; } if (state) { var box = new THREE.Mesh(_boxGeometry,_boxMat) box.position.set(0, 0, 1 / 2); box.renderOrder = 3 this.plane.position.set(0, 0, 1); this.add(box); this.box = box; } else { this.plane.position.set(0, 0, 0); this.remove(this.box); this.box = null; } this.hasBox = this.info.hasBox = state } /* getSizeByScale() { return { width: settings.defaultOverlaySize[0] * this.scale.x, height: settings.defaultOverlaySize[1] * this.scale.y } } getScaleBySize(width, height) { return { x: width / settings.defaultOverlaySize[0], y: height / settings.defaultOverlaySize[1], } }*/ setVisiblePanos(visibleData){ if(visibleData)this.info.visiblePanos = visibleData else if(!this.info.visiblePanos) this.getVisiblePanos() } getVisiblePanos(){//在不同点还不一样 var depth = this.hasBox ? this.scale.z : 0; var width = this.scale.x, height = this.scale.y var cornerPoint if(this.plane){ cornerPoint = [ new THREE.Vector3(0, 0, depth), new THREE.Vector3(-width/2, height/2, depth), new THREE.Vector3(width/2, height/2, depth), new THREE.Vector3(width/2, -height/2, depth), new THREE.Vector3(-width/2, -height/2, depth), ] }else{ var bound = new THREE.Box3().copy(this.info.modelBound.bound) var center = bound.center() cornerPoint = [ new THREE.Vector3(center.x,center.y,center.z), new THREE.Vector3(bound.min.x, bound.min.y, bound.min.z ), new THREE.Vector3(bound.min.x, bound.min.y, bound.max.z ), new THREE.Vector3(bound.min.x, bound.max.y, bound.min.z ), new THREE.Vector3(bound.max.x, bound.min.y, bound.min.z ), new THREE.Vector3(bound.max.x, bound.max.y, bound.min.z ), new THREE.Vector3(bound.max.x, bound.min.y, bound.max.z ), new THREE.Vector3(bound.min.x, bound.max.y, bound.max.z ), new THREE.Vector3(bound.max.x, bound.max.y, bound.max.z ), ]; } var getPos = (position)=>{//每个overlay位置对应5个坐标,plane中心和四个角的位置 if(this.plane){ return cornerPoint.map(e=>{ return e.clone().applyEuler(this.info.rotation).add(position) }) }else{ var matrixWorld = new THREE.Matrix4().compose(position, this.quaternion, this.scale) matrixWorld.multiplyMatrices(matrixWorld, this.mesh.matrix) return cornerPoint.map(e=>{ return e.clone().applyMatrix4(matrixWorld); }) } } this.info.visiblePanos = [] var customPositions = getPos(this.info.position ) var posAtPanos = {} for(let panoId in this.info.transformAtPanos){ if(panoId == 'outSide')continue; posAtPanos[panoId] = getPos(this.info.transformAtPanos[panoId].pos ) } let maxCount = browser.isMobile() ? 2000 : 5000 let possiblePanos = model.panos.list if(this.plane){//目前都是单面,所以只要可以看到的一面的热点 let dir1 = new THREE.Vector3(0,0,-1).applyQuaternion(this.quaternion).negate() possiblePanos = possiblePanos.filter(pano=>{ let dir2 = new THREE.Vector3().subVectors(pano.position, this.position).normalize(); return dir1.dot(dir2)>0 }) } let c = model.panos.list.length * model.colliders.length if(window.isEdit || c < maxCount){ //编辑页面保险起见还是全部算完后才可浏览,就能保证保存全部的visiblePano this.info.visiblePanos = common.getVisiblePano(customPositions, possiblePanos , { model: model.colliders , posAtPanos }) }else{ let start = 0 let interval = setInterval(()=>{ let end = start + Hot.visiPanosCountSlice; end = Math.min(end, possiblePanos.length) let i = start start = end let panos = possiblePanos.slice(i,end) this.info.visiblePanos = this.info.visiblePanos.concat( common.getVisiblePano(customPositions, panos, { model: model.colliders , posAtPanos })); if(end>=possiblePanos.length){ //console.log(window.hotsi ?(++window.hotsi): (window.hotsi = 1)) clearInterval(interval) } }, Hot.visiEveryDurSlice )// visiEveryDurSlice 等在main中定义 } } updateVisible(panos, visibility) { if(window.isEdit && editTool.hotpoint.editSpot == this){ return this.visible = true } this.visible = visibility != void 0 ? visibility : (!this.info.visiblePanos || !!panos.find(pano=>this.info.visiblePanos.includes(pano.id))) this.titleElem && this.titleElem.setVisible(this.visible, 'hotVisible', 1) if (this.texType == 'video'){ //this.switchPlay(this.visible, this.visible ? null : 'stop' );//可见时不操作;不可见时停止 this.update(player) } } getBoundOri(){ let bound if(this.objObject){ bound = new THREE.Box3().copy(this.info.modelBound.bound) }else{ bound = planeBound.clone() } return bound } getCornerPoint(){//获取在每个漫游点上的视觉边界点 可以打开boxHelper和addBall来观测是否准确 if(this.cornerPoints[player.currentPano.id]){ return this.cornerPoints[player.currentPano.id] }else{ var boundPoint, cornerPoint var center//中心点 if(this.plane){ center = this.plane.getWorldPosition() boundPoint = [ new THREE.Vector3(-0.5, 0.5, 0), new THREE.Vector3(0.5, 0.5, 0), new THREE.Vector3(0.5, -0.5, 0), new THREE.Vector3(-0.5, -0.5, 0), ] }else{ var bound = new THREE.Box3().copy(this.info.modelBound.bound) boundPoint = [ new THREE.Vector3(bound.min.x, bound.min.y, bound.min.z ), new THREE.Vector3(bound.min.x, bound.min.y, bound.max.z ), new THREE.Vector3(bound.min.x, bound.max.y, bound.min.z ), new THREE.Vector3(bound.max.x, bound.min.y, bound.min.z ), new THREE.Vector3(bound.max.x, bound.max.y, bound.min.z ), new THREE.Vector3(bound.max.x, bound.min.y, bound.max.z ), new THREE.Vector3(bound.min.x, bound.max.y, bound.max.z ), new THREE.Vector3(bound.max.x, bound.max.y, bound.max.z ), ]; } var maxLon = -Infinity var minLon = +Infinity var maxLat = -Infinity var minLat = +Infinity var pos1 = player.currentPano.position.clone(); center = this.position.clone() //模型bound的中心点已经位移到了hot中心点。 注意不能用getWorldPosition,得到的会是偏移的 var dir = center.clone().sub(pos1).normalize() var centerDirInfo = { } player.cameraControls.controls.panorama.lookAt.call( centerDirInfo , null, dir ) boundPoint.forEach(e=>{//lon左右 var point = e.applyMatrix4(this.mesh.matrixWorld); var dir = point.clone().sub(pos1).normalize() var dirInfo = { } player.cameraControls.controls.panorama.lookAt.call( dirInfo , null, dir ) var diffLon = (dirInfo.lon-centerDirInfo.lon) % 360 if(Math.abs(diffLon)>180){//因为有时需要根据符号判断是在中心的左边还是右边,所以限制在180内 diffLon += (diffLon>0 ? -360 : 360) } var diffLat = dirInfo.lat-centerDirInfo.lat maxLon = Math.max(diffLon, maxLon) minLon = Math.min(diffLon, minLon) maxLat = Math.max(diffLat, maxLat) minLat = Math.min(diffLat, minLat) }) var diffLon = maxLon - minLon var diffLat = maxLat - minLat if(diffLat>180) {//可能是到了反面。不好算,直接返回所有boundPoint cornerPoint = boundPoint }else{ //读取lon lat的最大最小值,勾勒出一个没有倾斜的矩形 。它比boundPoint看起来范围更大些 maxLon = maxLon + centerDirInfo.lon maxLat = maxLat + centerDirInfo.lat minLon = minLon + centerDirInfo.lon minLat = minLat + centerDirInfo.lat var dirs = [ math.getDirByLonLat(maxLon, maxLat), math.getDirByLonLat(minLon, minLat), math.getDirByLonLat(maxLon, minLat), math.getDirByLonLat(minLon, maxLat), ] cornerPoint = dirs.map(e=>{ return e.clone().add(pos1) }) cornerPoint = [center, ...cornerPoint] //最后增加一个中心点 } /* if(this.objObject){ cornerPoint = [pos2, ...cornerPoint] } */ //addPoints(cornerPoint) this.cornerPoints[player.currentPano.id] = {cornerPoint, diffLon, diffLat} return this.cornerPoints[player.currentPano.id] } } getMediaSize(){ let size = new THREE.Vector2; if(this.texMedia){ if(this.texType == 'photo'){ size.x = this.texMedia.width; size.y = this.texMedia.height; //动画的话再变 if(this.info.animateInfo){ size.x /= this.info.animateInfo.cellXcount size.y /= this.info.animateInfo.cellYcount } }else{ size.x = this.texMedia.videoWidth || this.videoWidth size.y = this.texMedia.videoHeight || this.videoHeight } } return size } inSight(){ //return true if(window.isEdit)return true // 太容易move了 if(player.mode == 'panorama' && player.currentPano){ if(!player.camera) return var cornerPointInfo = this.getCornerPoint(); var cornerPoint let min = new THREE.Vector2(5,5) let scaleRatio = 1/player.zoomLevel; //根据media原始大小来调整阈值: media的原始大小能代表期望显示的大小,如果显示大小的远小于期望大小,就不显示(此时能感受到贴图锯齿严重,清晰度被浪费)。比如如果gif是一个很小的按钮,即使diffLon很小也要显示。缺点:需要用户根据所需上传合适清晰度的图。 let size = this.getMediaSize() if(size.x>0){ scaleRatio *= Math.sqrt(size.x * size.y) / 1000 } min.multiplyScalar(scaleRatio) if(cornerPointInfo.diffLon < min.x || cornerPointInfo.diffLat < min.y ){ //console.log('two far and small') return false } if(cornerPointInfo.diffLon < 15 && cornerPointInfo.diffLat < 15){//当很小的时候,只判断中心点即可 cornerPoint = [cornerPointInfo.cornerPoint[0]]; }else{ cornerPoint = cornerPointInfo.cornerPoint } for(let i=0,j=cornerPoint.length;i{ this.changeOpaWhenPlay(video) },100) } const minPlayedTime = Math.min(video.duration/10, 0.1); //到这个时间说明加载成功 if(!video.hasInitedOpacity){ setTimeout(e=>{ //console.log('trychangeOpa ',this.sid,video.currentTime) if(video.currentTime>minPlayedTime){ this.material_.opacity = 1 video.hasInitedOpacity = true //console.log('changeOpaWhenPlay',this.sid) }else{ if(!video.paused){//再次尝试 return setTimeout(()=>{ this.changeOpaWhenPlay(video) },500) } } },minPlayedTime*1000+500) } } /* setDefaultHotScale = function(){//设置成默认热点大小 var w = DATA.hotIconScale) * g_HotMeshSize.g_HotMeshWidth this.scale.set( w, w, this.scale.z) } */ setTitleElem(){ var title = this.info.title; if(title){ if(!this.titleElem){ this.titleElem = new Label2D({position:this.position, innerHTML:`
${title}
`, domElement:$("#hot")[0], shelterByModel:true }) }else{ this.titleElem.elem.html(`
${title}
`) } this.titleElem.setVisible(this.visible, 'hotVisible') this.setHoverState(false) this.setTitleDir() }else{ if(this.titleElem){ this.titleElem.dispose() this.titleElem = null; } } } setTitleDir(){ this.titleElem && this.titleElem.elem.attr('pos',this.info.titlePos) } updateTitle(){ this.titleElem && this.titleElem.update() } setHoverState(state){ if(!this.titleElem)return this.hovered = !!state var v = this.info.titleShowType != 'unvisible' && (this.info.titleShowType == 'always' || this.hovered) this.titleElem.setVisible(v, 'hoveredVisi', 1) //this.updateTitle() } closestPanoTowardTag(e, t) { var i = [] , n = [] , r = this.mesh.getWorldPosition(); if (e === "panorama") { /* var o = t.position.clone().sub(r).normalize(); n.push(function(t, i) {//scoreFunctions.direction 最好这个漫游点在currentPano到热点之间的路径上。但是这样的话可能就看不到热点正面,所以删掉 return function(e) { return e.position.clone().sub(t).normalize().dot(i) * window._settings.navigation.directionFactor }}(r, o) ) */ } var a = new THREE.Vector3; i.push(function(e) { return Math.abs(e.position.x - r.x) > window._settings.tags.visibility.cameraClearance || Math.abs(e.position.z - r.z) > window._settings.tags.visibility.cameraClearance }, function(e) { a.copy(r).sub(e.position); var t = -THREE.Math.radToDeg(Math.atan(a.y / Math.sqrt(a.x * a.x + a.z * a.z))) , i = window._settings.tags.navigate.tiltTolerance return window._settings.insideLookLimitDown - i < t && t < window._settings.insideLookLimitUp + i }, (pano)=>{ // add return player.checkHasNeighbor(pano) }, (pano)=>{ // add // 周恩光改 解决visiblePanos为undefined时的bug return !this.info.visiblePanos || this.info.visiblePanos.includes(pano.id) } ) n.push( (function(hot, i) { //scoreFunctions.distanceSquared return function(pano) { //i = a.navigation.distanceFactor return hot ? hot.position.distanceToSquared(pano.position) * i : 0 } })(this, -2) , (pano)=>{//尽量正对hot let dir = new THREE.Vector3(0,0,1).applyQuaternion(this.quaternion) let dir2 = new THREE.Vector3().subVectors(pano.position, this.position).normalize(); let s = dir.dot(dir2) * 60; //console.log(pano.id + ":" + s) return s } ); /* var tanD = player.domElement.clientWidth / player.domElement.clientHeight * Math.tan((THREE.Math.degToRad(player.zoomFov/2))) ; var goodDistance = overlay.width / 2 / tanD; n.push( function (pano) { //寻找正对着overlay的pano var overlayDir = new THREE.Vector3(0,0,1).applyQuaternion(overlay.quaternion) var v1 = overlayDir//.setY(0); 朝上的话set0会得到0,0,0 无法求angle var v2 = pano.position.clone().sub(overlay.position)//.setY(0) var angle = v1.angleTo(v2) angles[pano.id] = angle; angle = -angle * 100 return angle }, function (pano) { //寻找正对着overlay的pano var dis = pano.position.clone().distanceToSquared(overlay.position) var goodDistance2 = goodDistance * Math.abs(Math.cos(angles[pano.id]))//考虑了倾斜角度后的最佳距离 var result = - 300 * Math.abs(dis-goodDistance2) / goodDistance2 //dis和goodDistance2差距越大分数越低 return result; } ) */ var s = t.model.panos.sortByScore(i, n); console.log(s) return s && 0 < s.length && s[0].item } examine(options={}) { var openHot = this.info.link && this.info.actionType.openHot && !options.dontOpen var fastTran = !options.dontFastTran && ( this.info.actionType.fastTran || settings.hotFastTran || options.fastTran) if(fastTran){//瞬间过渡 1到固定方位 2到和普通过渡一样的位置,也就是最适合的位置 let info = this.info.cameraData if(info){ player.blackToPano({ pano: player.model.panos.index[info.pano.uuid], quaternion: new THREE.Quaternion().fromArray(info.camera.quaternion) }) } } var needExamine = !fastTran && (options.examine || (!settings.dontExamHot && this.info.actionType.examine)) if(!openHot && !needExamine)return; if(openHot && this.info.linkType!="common" && this.info.iframe && this.info.iframe[0]){ var src = getLink(this.info.iframe[0]); if(this.info.linkType=="jumpLink"){ var newPage = window.open(src, "_blank" ); newPage.focus(); }else if(this.info.linkType=="iframeDiv"){ var div = document.createElement("div"); div.style.position = 'fixed'; div.style.width = div.style.height = "100%"; div.style.left = div.style.top = '0'; div.style["z-index"] = "999" var exit = document.createElement("div"); exit.style["background-image"] = "url(images/vrOffImg.png)"; exit.style.position = 'absolute'; exit.style.width = exit.style.height = "50px"; exit.style.left = '17px'; exit.style.top = "20px" exit.style.cursor = "pointer"; exit.style["background-repeat"] = "no-repeat"; exit.style["background-size"] = "25%"; exit.style["background-position"] = "center center"; exit.style["background-color"] = "rgba(0, 0, 0, 0.2)"; exit.style["border-radius"] = "50%"; exit.style["z-index"] = "3" exit.onclick = ()=>{ $(div).remove() Hot.closePopup() } var myElement = document.createElement("iframe"); myElement.style.position = 'absolute'; myElement.style.width = myElement.style.height = "100%"; myElement.style.left = myElement.style.top = '0'; myElement.src = src $("body").append(div); div.appendChild(exit); div.appendChild(myElement) SoundManager.play('hot') } return; } if(!player.currentPano)return; var popup = document.getElementById("popup"); if (openHot) { if(window.parent.sceneBackIconStatus) { // 关闭返回按钮 window.parent.sceneBackIconStatus(false) } g_currentHot = this, popup.style.display = "block", popup.classList.add("wait"); var n = document.createElement("iframe"); SoundManager.play('hot') var src = getLink(this.info.link ) n.src = src; n.id = "id1", n.allowTransparency = "true"; var a = document.getElementById("id1"); if (void 0 === a || null == a) { document.querySelector(".popup-content").appendChild(n); var s = !1; window.loaddingSuccess = function() { s = !0 } , setTimeout(function e() { if (s) { var t = document.querySelector("#id1").contentWindow.document; t.querySelector("video") && (t.querySelector("video").play(), !t.querySelector("video").paused && t.querySelector(".playPause") && t.querySelector(".playPause").classList.add("fa-pause")), t.querySelector("audio") && t.querySelector("audio").play() } else setTimeout(e, 300) }, 800) } } var done = function() { player.flyingToTag = !1; openHot && popup.classList.remove("wait") }.bind(this); if(!needExamine){ done() return; } var c = this.closestPanoTowardTag(player.mode, player.currentPano) || player.currentPano , h = this.mesh.getWorldPosition(); player.flyingToTag = !0; if (player.mode === 'panorama') { var d = { pano: c, lookAtPoint: h, duration: options.duration, maxDistanceOverride: null, skipWarpingCheck: !1, aimDuration: options.aimDuration, }; if(fastTran){ let f = (new THREE.Matrix4).lookAt(c.position, h, new THREE.Vector3(0,1,0)); let quaternion = (new THREE.Quaternion).setFromRotationMatrix(f) player.blackToPano({ pano:c, quaternion, }) done() }else{ player.flyToPano(d, done) } } else { var p = { pano: c }; if (h) { var f = (new THREE.Matrix4).lookAt(c.position, h, new THREE.Vector3(0,1,0)); p.quaternion = (new THREE.Quaternion).setFromRotationMatrix(f) } p.callback = done, p.duration = options.duration || 1500, p.mode = 'panorama', p.aimDuration = options.aimDuration player.flyToNewMode(p) } } addModel(object){ if(this.objObject){ this.remove(this.objObject) } this.objObject = object; /* object.traverse((mesh)=>{ if(mesh.material && mesh.type == "hotSprite"){ mesh.material = this.material_; } }) */ object.name = this.info.objName; object.src = this.info.objSrc this.info.hasBox = false this.addBox(false) this.remove(this.plane); this.plane = null; this.setMesh(this.objObject) //this.adjustModelAuto() if(this.info.modelBound){//应该不会改变 var s = this.info.modelBound.scaleRatio this.mesh.scale.set(s,s,s) this.mesh.position.fromArray(this.info.modelBound.position) this.mesh.modelBound = this.info.modelBound } this.material_.side = THREE.FrontSide this.changeBoxHelperDisplay(false) //this.mesh.boxHelper.visible = true } addPlane(){//换成plane if(this.plane)return this.plane = new THREE.Mesh(_planeGeometry, this.material_) this.remove(this.objObject) this.objObject = null delete this.info.objSrc delete this.info.objName delete this.info.modelBound this.setMesh(this.plane) //this.material_.side = THREE.DoubleSide //双面的话飞出来会看到悬空的 } setMesh(mesh){ this.mesh = mesh this.add(this.mesh); this.changeMaterial(this.material_) //re applyTo every mesh this.mesh.traverse((mesh)=>{ mesh.type = "hotSprite" //raycaster use mesh.renderOrder = 3 }) if(!this.mesh.boxHelper){ var boxHelper = this.mesh.children.find(e=>e instanceof THREE.Box3Helper) if(boxHelper){ this.mesh.boxHelper = boxHelper }else{ var bound = this.getBoundOri() bound.expandByVector(new THREE.Vector3(0.0001,0.0001,0.0001)) this.mesh.boxHelper = new THREE.Box3Helper( bound, new THREE.Color( "#00ffff")); this.mesh.add(this.mesh.boxHelper) this.mesh.boxHelper.material.depthTest = false; this.mesh.boxHelper.material.transparent = true this.mesh.boxHelper.visible = false } } } changeBoxHelperDisplay(show){ if(show){ this.visible_ = this.visible this.visible = true this.mesh.boxHelper.visible = true }else{ if(this.visible_ != void 0){ this.visible = this.visible_ } this.mesh.boxHelper.visible = false } } /* addToLoadQueue() { if (this.texType == 'photo') { Hot.loadQueue.includes(this) || Hot.loadQueue.push(this) } } */ requestDownload(type, callback) { var plane = this.plane; if(type == 'photo'){ if(this.photoHasRequestLoad || this.texType != 'photo'){ return; //为什么之前1191需要在这加callback() 才能呢。现在又没事了 } //console.log(' beginDownload : ' + this.sid) /* this.material_.map = */Texture.load(this.info.texSrc, (tex)=>{ callback && callback() if(!tex.image ){ return //只是单纯用了相同src的tex,但image仍未加载完 } if(!this._loadDones){ return } dealMap(tex) setTimeout(Hot.loadNext, 50) hotGroup.children.forEach(e=>{ if(e.info.texSrc == this.info.texSrc && e.info.texType == type ){ e.material_.color.set("#FFFFFF") e.material_.opacity = 1; //console.log('overlay loaded: ' + e.sid + " - " + this.info.texSrc.split('/').pop()); e.texMedia = tex.image {//animation不同致使的不能使用同一个texture if(window.isEdit){ if(animateTexSrcs[e.info.texSrc]){ e.material_.map = tex.clone(); //编辑动画直接不用一个texture, 故而animation也不同 e.material_.map.needsUpdate = true }else{ e.material_.map = tex animateTexSrcs[e.info.texSrc] = 1 } }else{ if(animateTexSrcs[e.info.texSrc]){//已有该texSrc let finded = false for(let i of animateTexSrcs[e.info.texSrc]){ if(ifSame(i[0], e.info.animateInfo)){ e.material_.map = i[1]; finded = true; break; } } if(!finded){ let tex_ = tex.clone(); tex_.needsUpdate = true //clone后不写这句会黑块 animateTexSrcs[e.info.texSrc].set(e.info.animateInfo, tex_) e.material_.map = tex_ } }else{ let object = new Map(); object.set(e.info.animateInfo, tex) animateTexSrcs[e.info.texSrc] = object//注册第一个texSrc e.material_.map = tex } } } if(e.info.animateInfo && !e.animation){ e.animation = GifTexDeal.addAnimation(e.material_.map, e, e.info.animateInfo, e.sid ) e.visible && e.inSight() && GifTexDeal.start(e.animation) } if(++photoLoaded == originPhotoCount){//data2.js中的所有photo加载完毕 Hot.allPhotoLoaded = true; Hot.whenAllFileLoaded && Hot.allModelLoaded && Hot.whenAllFileLoaded() } { e._loadDones.forEach(a=>a()) e._loadDones = null //e.photoHasRequestLoad = true //这句不能加,否则会无法执行callback } e.material_.needsUpdate = true } }) }) this.photoHasRequestLoad = true }else if(type == 'model'){ if(this.modelHasRequestLoad || !this.info.objSrc)return; //需要处理重复? objLoader.load(this.info.objSrc, (object)=>{ this.remove(this.mesh) this.addModel(object) callback && callback() if(++modelLoaded == originModelCount){//data2.js中的所有photo加载完毕 Hot.allModelLoaded = true; Hot.whenAllFileLoaded && Hot.allPhotoLoaded && Hot.whenAllFileLoaded() } }) this.modelHasRequestLoad = true } } dispose(){ this.parent.remove(this) this.titleElem && this.titleElem.dispose() delete player.model.hots[this.sid] } } Hot.updateVisibles = function(panos) { //只显示没被遮挡的,否则会卡 if (panos === true) { model.hotGroup.children.forEach(e=>e.updateVisible(null,true)) } else { model.hotGroup.children.forEach(e=>e.updateVisible(panos)) } } Hot.beginShineHot = function(){ if(!window.isEdit && shineMats.length == 0)return transitions.trigger({ func: function(e) { var opa = e <= .5 ? 2 * e : -2 * e + 2 shineMats.forEach(mat=>{ mat.uniforms.opac.value = opa; }) }, cycling: !0, duration: 3e3, name: "hotShine" }) } Hot.getDefaulScale = function(hotIconScale){ return (hotIconScale || DATA.hotIconScale) * g_HotMeshSize.g_HotMeshWidth } var loadings = []; Hot.loadQueue = []; //等待下载的overlay,目前只针对photo Hot.maxLoadingCount = 3; //同时正在load图片的数量 Hot.loadNext = ()=>{//继续requestDownload loadQueue中前排的item let count = Hot.maxLoadingCount - loadings.length Hot.loadQueue.slice(0, count).forEach(e=>{ loadings.push(e) //console.log('requestDownload', e.hot.info.texSrc) e.hot.requestDownload(e.type, ()=>{ var i = loadings.indexOf(e) //console.log('requestDownloaded index', i) i > -1 && loadings.splice(i,1) }) }) Hot.loadQueue.splice(0, count) } Hot.getNeedLoad = function() {//计算获取loadQueue,每次都重新计算,覆盖旧的 if (!player || !player.domElement || !player.mode) return; var hots1, hots2 if (player.mode != 'panorama') { if (Hot.loadQueue.length == 0) { hots1 = model.hotGroup.children.filter(e=>e.texType == 'photo' && !e.photoHasRequestLoad ) hots2 = model.hotGroup.children.filter(e=>e.info.objSrc && !e.modelHasRequestLoad ) Hot.loadQueue = hots1.map(e=>{return {hot:e, type:"photo"}}).concat( hots2.map(e=>{return {hot:e, type:"model"}}) ) } return } //Hot.loadWhenOutside = true hots1 = model.hotGroup.children.filter(e=>e.texType == 'photo' && !e.photoHasRequestLoad && (!e.info.visiblePanos || e.info.visiblePanos.includes(player.currentPano.id))) hots2 = model.hotGroup.children.filter(e=>e.info.objSrc && !e.modelHasRequestLoad && (!e.info.visiblePanos || e.info.visiblePanos.includes(player.currentPano.id))) if(hots1.length+hots2.length == 0){ hots1 = model.hotGroup.children.filter(e=>e.texType == 'photo' && !e.photoHasRequestLoad ) hots2 = model.hotGroup.children.filter(e=>e.info.objSrc && !e.modelHasRequestLoad ) } var cameraDir = player.getDirection() Hot.loadQueue = hots1.map(e=>{return {hot:e, type:"photo"}}).concat( hots2.map(e=>{return {hot:e, type:"model"}}) ) var request = [(item)=>{ return true }]; var rank = [(item)=>{ var dis = item.hot.mesh.getWorldPosition().distanceTo(player.position); return -dis } , (item)=>{ var tagDir = item.hot.mesh.getWorldPosition().sub(player.position) var angle = tagDir.angleTo(cameraDir) return -angle * 20 }] var result = common.sortByScore(Hot.loadQueue, request, rank); //Hot.loadQueue = result ? result.slice(0, 5).map(e=>e.item) : model.hotGroup.children.filter(e=>e.texType == 'photo' && !e.hasRequestLoad).slice(0, 2); Hot.loadQueue = result ? result.slice(0, 5).map(e=>e.item) : [] } Hot.load = ()=>{//开始下载图片 Hot.getNeedLoad() Hot.loadNext() var hots1 = model.hotGroup.children.filter(e=>e.texType == 'photo' && !e.photoHasRequestLoad ) var hots2 = model.hotGroup.children.filter(e=>e.info.objSrc && !e.modelHasRequestLoad ) if (hots1.length+hots2.length > 0) { setTimeout(Hot.load, 200) } else { Hot.allRequestLoad = true console.log('allRequestLoad') } } Hot.startLoad = ()=>{ originPhotoCount = hotGroup.children.filter(e=>e.texType == 'photo').length originModelCount = hotGroup.children.filter(e=>!!e.info.objSrc).length if(originPhotoCount == 0 )Hot.allPhotoLoaded = true if(originModelCount == 0) Hot.allModelLoaded = true; if(Hot.allModelLoaded && Hot.allPhotoLoaded) Hot.whenAllFileLoaded && Hot.whenAllFileLoaded()//所有加载完毕 else{ Hot.load() } setTimeout(Hot.beginShineHot, 1000) player.emit('gotHotAndStartload') } window.Hot = Hot /* var ball = new THREE.Mesh(new THREE.SphereBufferGeometry(0.01),new THREE.MeshBasicMaterial({color:"#f00",depthTest:false,transparent:true})) var balls = [] var addPoint = function(point){ console.log(point) var ball1 = ball.clone() model.add(ball1); ball1.position.copy(point) balls.push(ball1) } var addPoints = function(points){ balls.forEach(e=>model.remove(e)) balls = [] points.forEach(e=>addPoint(e)) } */ //判断是否是移动端,如果是给关闭按钮添加touchstart事件 Hot.closePopup = ()=>{// 关闭热点页面 if(!g_currentHot) return; // 关闭热点,显示返回按钮 if(window.parent&&window.parent.sceneBackIconStatus){ window.parent.sceneBackIconStatus(true) } g_currentHot = null; var hotPop = document.getElementById('popup'); hotPop.style.display = "none"; document.querySelector(".popup-content").removeChild(document.getElementById("id1")); $("#popup iframe:last").remove(); SoundManager.pause('hot', true)//自动播放被中断的音频 (bgm return false } if(browser.isMobile()){ $('#closepop').on("touchstart",Hot.closePopup); }else{ $('#closepop').on("click",Hot.closePopup); } Hot.createHotList = function() { if(!window.DATA.showHotListSta)return var docFragment = document.createDocumentFragment(); var hots = hotGroup.children.filter(hot=>hot.info.actionType.openHot); hots = hots.sort((a,b)=>{return a.order - b.order}); hots.forEach((hot)=>{ var li = document.createElement('li'); var span = document.createElement('span'); span.innerHTML = hot.info.title || '热点'; // console.log(span.innerHTML); li.hot = hot; // 列表每一项对应一个热点 li.appendChild(span); docFragment.appendChild(li); }) setTimeout(()=>{ var ul = document.querySelector('#hotListContent ul'); ul && ul.appendChild(docFragment); },3000) //部分安卓手机的钉钉和支付宝浏览器如果立即添加到列表会卡住 } Hot.mobileAutoPlay = function(player){//移动端。不这么写video不会播放 . (2022.11.29: 可为何加了Hot.updateHots之后又会自动播了?https有关? if(browser.isMobile()){ hotGroup.children.forEach((hot)=>{ /* if(hot.texType == 'video' && hot.shouldPlay){ console.log(1) } */ if(!hot.clickToPlayInited && hot.texType == 'video' && !isVideoPlayed(hot.texMedia) && hot.shouldPlay){ //hot.update(player) console.log({str:'try mobileAutoPlay '+ hot.sid, level:1}) hot.videoControl(true) if(isVideoPlayed(hot.texMedia)){ console.log({str:'clickToPlayInited '+ hot.sid, level:1}) hot.clickToPlayInited = true hot.changeOpaWhenPlay(video) } } }) } } Hot.updateHots = function(){ for(var i in player.model.hots){ player.model.hots[i].update(player) } if( !player.ready)return this.needUpdate = true common.intervalTool.isWaiting('updateHots', ()=>{ //延时update,防止卡顿 if(!this.needUpdate)return this.needUpdate = false let videoCanPlay = [], aniCanPlay = []; for(var i in player.model.hots){ let hot = player.model.hots[i] {//实时监测播放 if(hot.texType == "video" && !player.flying){ //飞行时不判断 if(hot.visible && !hot.pausedByUser && hot.inSight()){ //注意edit时insight一直为true //this.videoControl(true) videoCanPlay.push(hot) }else{ hot.videoControl(false) } }else if(hot.info.animateInfo){ if(hot.visible && hot.inSight()){ aniCanPlay.push(hot) }else{ GifTexDeal.stop(hot.animation) } } } } let filter = (type,max,list,playFun)=>{ if(list.length < max){ list.forEach(hot=>type == 'video' ? hot.videoControl(true) : GifTexDeal.start(hot.animation)) }else{ let playerDir = player.getDirection() let request = [] let planeDir = new Map() if(player.mode != 'panorama'){ request.push((hot)=>{ if(hot.plane){//考虑plane的方向,它甚至可能背对镜头 let dir = new THREE.Vector3(0,0,-1).applyQuaternion(hot.quaternion) let angle = dir.dot(playerDir) planeDir.set(hot, angle) return angle > 0 }else return true }) } let r = common.sortByScore(list,request,[(hot)=>{ //方向因素 var cornerPointInfo = hot.getCornerPoint(); //仅支持漫游模式 let dir = new THREE.Vector3().subVectors(hot.position, player.position).normalize() score = dir.dot(playerDir) player.mode == 'panorama' && (score *= Math.pow(cornerPointInfo.diffLat,0.5))// pow降低高度的权重,因为宽度更重要些。之所以两个函数都乘以diffLat,也是为了防止在两个item的分数相同diffLon不同时,diffLat增长相同倍数却能造成分数差异的情况 return score }, (hot)=>{//面积因素 if(player.mode == 'panorama'){ var cornerPointInfo = hot.getCornerPoint(); //仅支持漫游模式 let area = cornerPointInfo.diffLon * Math.pow(cornerPointInfo.diffLat,0.5) / 1000 //占据面积 return area }else{ let dis = player.position.distanceTo(hot.position); let size = hot.getBoundOri().applyMatrix4(hot.matrixWorld).size(new THREE.Vector3).length() / 2 let score = Math.atan(size / Math.pow(dis,1.2)) * 50 // 在镜头中所占fov angle 的一半 。 pow是因为实际感受还是尽量显示近处的 if(hot.plane){//考虑plane的方向,越倾斜分越低 score *= planeDir.get(hot) } return score } } ]) //getCornerPoint仅支持漫游模式 Lat高度(纬度). //console.log(r) r && r.forEach((e,j)=>{ let hot = e.item if(j