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727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875 |
- var g_ProjectName = window.location.pathname.substring(
- window.location.pathname.indexOf('/') + 1,
- window.location.pathname.lastIndexOf('/')
- )
- // var g_Prefix = 'https://super.4dage.com/'
- var g_Prefix = window.location.href.substring(0, window.location.href.indexOf("/index.html") + 1)
- console.log(g_Prefix)
- var s = window.location.href.split('/')
- s.pop()
- window.isLocal = true
- //var g_Prefix = s.join('/');
- var g_index = null
- var g_modeldata = null
- var g_weixinTitle = null
- var g_Hots = null
- var g_HotMeshes = []
- var g_HotMeshSize = {
- g_HotMeshWidth: 0.3,
- g_HotMeshHeight: 0.3
- }
- //add表示添加,delete表示删除
- var g_HotStatus = null
- var g_newHot = [] //存储新加热点
- var g_HotImage = {
- point: 'https://super.4dage.com/images/4dagePoint2.png',
- point2: 'https://super.4dage.com/images/4dagePoint.png'
- }
- var g_saveHot = false
- var g_TextColor = 0x7777ff
- var g_Text = null
- var g_TextPlaneMesh = []
- var g_TextIconMesh = []
- var g_TextIcon = './images/text.png'
- var g_SelectTextIndex = null
- var g_TextShow = null
- var g_audioPlay = false
- var g_background = null
- var g_roof = null
- var g_data2 = null //加载的data2.js的内容
- var g_bgAudio = null //背景音乐
- var g_tourAudio = null //导览音乐
- var g_play = 1 //表示播放图标状态
- 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
- var g_currentHot = null //当前打开的热点
- //var g_Texture=null;
- //var g_ChunknameTexture={}; //chunkname和贴图名称对应
- var g_NormalTexture = false
- var g_SpecularTexture = false
- var g_DirectionalLight = null
- var g_snapShotWidth = 200 //截图下载图片的大小
- var g_snapShotHeight = 140
- //微信分享
- var g_weixinObj = {
- title: document.querySelector('head title').innerHTML,
- lineLink: window.location.href,
- imgUrl: 'https://www.4dmodel.com/SuperPanoramic/images/weixintitle.jpg',
- desc: '四维时代提供技术支持'
- }
- window.browser = {
- //提前定义
- isMobile: function () {
- var e = navigator.userAgent || navigator.vendor || window.opera
- return (
- /(android|bb\d+|meego).+mobile|android|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od|ad)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i.test(
- e
- ) ||
- /1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(
- e.substr(0, 4)
- )
- )
- },
- isFullscreen: function () {
- return (
- document.fullscreenElement ||
- document.mozFullscreenElement ||
- document.mozFullScreenElement ||
- document.webkitFullscreenElement ||
- document.msFullscreenElement
- )
- },
- valueFromHash: function (e, t) {
- var i = new RegExp('[#&?]' + e + '=([^#&?]*)'),
- n = i.exec(window.location.href)
- if (!n) return t
- var r = n[1]
- return 'boolean' == typeof t
- ? 'true' === r || '1' === r
- : 'number' == typeof t
- ? parseFloat(r)
- : window.decodeURIComponent(r)
- },
- urlHasValue: function (key, isGetValue) {
- let querys = window.location.search.substr(1).split('&')
- if (isGetValue) {
- for (let i = 0; i < querys.length; i++) {
- let keypair = querys[i].split('=')
- if (keypair.length === 2 && keypair[0] === key) {
- return keypair[1]
- }
- }
- return ''
- } else {
- for (let i = 0; i < querys.length; i++) {
- let keypair = querys[i].split('=')
- if (keypair[0] == key) {
- return true
- }
- }
- return false
- }
- }
- }
- var settings = {
- hotClickEvent: {
- video: {
- playAndPause: true,
- examine: false,
- openHot: false
- },
- photo: {
- examine: false,
- openHot: false
- },
- shine: {
- examine: true,
- openHot: true
- }
- },
- hotClickActions: ['playAndPause', 'examine', 'openHot', 'fastTran'],
- markerHeight: 0.05, //距离地板高出多少,
- //默认的:
- teleportTime: 1500, //瞬间过渡的时间
- /* flytimeDistanceMultiplier:150,
- flyTime:750, */
- tourRotTime: 2, //默认停留2秒
- //dontExamHot:true,
- hotFastTran: false,
- transparentBg: false,
- bgImg: null,
- localPrefix: '',
- tileClass: {
- //默认全景贴图加载的清晰度
- pc: {
- nav: '2k',
- max: '4k'
- },
- bigMobile: {
- //width和height都超过一定值
- nav: browser.urlHasValue('padNav', true) || '2k',
- max: browser.urlHasValue('padMax', true) || '4k' //'2k',
- },
- mobile: {
- nav: browser.urlHasValue('phoneNav', true) || '1k', //不放大时
- max: browser.urlHasValue('phoneMax', true) || '4k' //放到最大
- }
- } //可以稍后自行修改
- }
- if (window.number == '725' || window.number == '724') {
- //settings.mobileNavHigh = true
- settings.tileClass.mobile = { nav: '2k', max: '2k' }
- }
- //共用函数:
- window.common = null
- window.MathLight = null
- window.math = null
- window.easing = null
- window.lerp = null
- window.transitions = null
- function watch(object, propName, initialValue) {
- //监听某个属性的变化
- let v = initialValue
- Object.defineProperty(object, propName, {
- get: function () {
- return v
- },
- set: function (e) {
- console.log('watch:', propName, e)
- v = e
- }
- })
- }
- var toPrecision = function (e, t) {
- function i(e, t) {
- var i = Math.pow(10, t)
- return Math.round(e * i) / i
- }
- if (e instanceof Array) {
- for (var n = 0; n < e.length; n++) e[n] = i(e[n], t)
- return e
- }
- return i(e, t)
- }
- var dealMap = (map, o = {}) => {
- //使不resize when image is not power of two ,但缩小时会有锯齿
- if (!o.ignoreResize) {
- if (
- !map.image ||
- !THREE.Math.isPowerOfTwo(map.image.width) ||
- !THREE.Math.isPowerOfTwo(map.image.height)
- ) {
- map.wrapS = map.wrapT = THREE.ClampToEdgeWrapping
- map.minFilter = THREE.LinearFilter
- //map.generateMipmaps = true;
- }
- }
- if (!browser.isMobile()) map.anisotropy = 3
- }
- var dom = {
- getOffset: function (type, element, parent) {
- left = type == 'left' ? element.offsetLeft : element.offsetTop
- if (!parent) parent = $('body')[0]
- while ((element = element.offsetParent)) {
- if (element == parent) break
- left += type == 'left' ? element.offsetLeft : element.offsetTop
- }
- return left
- }
- }
- var getTransformSid = function () {
- var name
- if (player.mode == 'panorama') {
- name = player.currentPano ? player.currentPano.id : 'outside'
- } else {
- name = 'outside'
- }
- return name
- }
- var LineDraw = {
- /* createLine: function(posArr, o) {
- var e = new THREE.BufferGeometry
- , p = new Float32Array(6);
- e.addAttribute("position", new THREE.BufferAttribute(p,3));
- //这句新旧版写法不同 旧版这样:e.addAttribute("position",Float32Array,2,3);
- var p = e.attributes.position.array;
- for (var i = 0; i < 2; i++) {
- p[i * 3] = posArr[i].x;
- p[i * 3 + 1] = posArr[i].y;
- p[i * 3 + 2] = posArr[i].z;
- }
- var mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"]({
- linewidth: o.width || 1,
- //windows无效。 似乎mac/ios上粗细有效 ?
- color: o.color || defaultColor,
- transparent: o.dontAlwaysSeen ? false : true,
- depthTest: o.dontAlwaysSeen ? true : false
- })
- var line = new THREE.Line(e,mat);
- line.renderOrder = o.renderOrder || 4
- //同tagStem; //如果不加高,可能会部分被model遮住
- return line;
- } */
- createLine: function (posArr, o = {}) {
- //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)
- var mat
- if (o.mat) {
- mat = o.mat
- } else {
- let prop = {
- color: o.color || defaultColor,
- transparent: o.dontAlwaysSeen ? false : true,
- depthTest: o.dontAlwaysSeen ? true : false,
- opacity: o.opacity != void 0 ? o.opacity : 1
- }
- if (o.deshed) {
- ; (prop.dashSize = o.dashSize || 0.1), (prop.gapSize = o.gapSize || 0.1)
- }
- mat = new THREE[o.deshed ? 'LineDashedMaterial' : 'LineBasicMaterial'](prop)
- }
- var line = new THREE.LineSegments(new THREE.BufferGeometry(), mat)
- line.renderOrder = o.renderOrder || 4
- this.moveLine(line, posArr)
- return line
- },
- moveLine: function (line, posArr) {
- if (posArr.length == 0) return
- let position = new Float32Array(posArr.length * 3) //[]
- for (var i = 0; i < 2; i++) {
- position[i * 3] = posArr[i].x
- position[i * 3 + 1] = posArr[i].y
- position[i * 3 + 2] = posArr[i].z
- }
- line.geometry.addAttribute('position', new THREE.BufferAttribute(position, 3))
- //line.geometry.setAttribute('position', new THREE.Float32BufferAttribute(new Float32Array(position), 3));
- line.geometry.attributes.position.needsUpdate = true
- line.geometry.computeBoundingSphere()
- /* if(line.material instanceof THREE.LineDashedMaterial){
- line.computeLineDistances() //只有非buffer的geometry才有
- } */
- }
- }
- var convertTool = {
- getPos2d: function (point, camera, dom) {
- //获取一个三维坐标对应屏幕中的二维坐标
- var camera = camera || player.camera
- var dom = dom || player.domElement
- if (!camera) return
- 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);
- var x, y
- x = ((pos.x + 1) / 2) * dom.clientWidth
- y = (1 - (pos.y + 1) / 2) * dom.clientHeight
- var inSight =
- x <= dom.clientWidth &&
- x >= 0 && //是否在屏幕中
- y <= dom.clientHeight &&
- y >= 0
- return {
- pos: new THREE.Vector2(x, y), // 屏幕像素坐标
- vector: pos, //(范围 -1 ~ 1)
- 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
- inSight: inSight //在屏幕范围内可见
- }
- },
- ifShelter: function (pos3d, pos2d, camera, floorIndex) {
- //检测某点在视线中是否被mesh遮挡
- if (!pos2d) pos2d = convertTool.getPos2d(pos3d)
- camera = camera || player.camera
- var ori = new THREE.Vector3(pos2d.x, pos2d.y, -1).unproject(camera) //找到视线原点
- var dir = pos3d.clone().sub(ori).normalize()
- 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
- /* if(config.isEdit && publicObjectSet.editor.mainDesign.editing){
- var o = ray.intersectObjects(publicObjectSet.editor.mainDesign.wallMeshes);
- }else{ */
- let colliders = player.model.allFloorsVisible
- ? player.model.colliders
- : (floorIndex != void 0 ? player.model.floors.index[floorIndex] : player.model.currentFloor)
- .collider.children
- //let colliders = (floorIndex == void 0 ) ? player.model.colliders : player.model.floors.index[floorIndex].collider.children
- var o = ray.intersectObjects(colliders)
- //}
- var len = pos3d.distanceTo(ori)
- if (o && o.length) {
- for (var i = 0; i < o.length; i++) {
- if (o[i].distance < len) {
- return true
- } //有遮挡
- }
- }
- },
- /*
- 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)
- 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。
- */
- getPosAtPlane: function (pos, info /* , mouse, camera */) {
- //pos:与intersectPlane的交点 见笔记
- var A = pos
- var player = player
- var mouse = player.mouse
- var O = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(player.camera)
- if (info.y != void 0) {
- //地面线的
- var y = info.y
- if (
- player.mode ==
- 'floorplan' /* || Math.abs(O.x-pos.x)<0.0001 && Math.abs(O.z-pos.z)<0.0001) */
- ) {
- //intersectPlane和地面平行,无交点
- var x = pos.x,
- z = pos.z
- } else {
- 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。
- if (O.y == A.y) {
- console.log('一样??')
- return
- }
- if (A.y == y) {
- console.log('一样2??')
- return
- }
- var r = (O.y - y) / (A.y - y)
- var x = (r * A.x - O.x) / (r - 1)
- var z = (r * A.z - O.z) / (r - 1)
- }
- } 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
- var N = info.normalVec
- var P = info.pullPos
- 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
- if (O.z == A.z) {
- console.log('O.z==A.z?')
- return
- }
- if (N.z != 0 && N.x != 0) {
- //直接用这个通用的也可以,支持斜线的墙
- //console.log('N.z==0 && N.x == 0?');
- var c = N.x * (A.x - O.x) + N.y * (A.y - O.y) + N.z * (A.z - O.z)
- if (c == 0) {
- console.log('分母为0?? return;')
- return
- }
- 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
- var x = t * (A.x - O.x) + O.x
- var y = t * (A.y - O.y) + O.y
- var z = t * (A.z - O.z) + O.z
- /*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;
- 求直线L与平面π的交点的坐标。
- 把直线方程改写成参数形式:设(x-a)/m=(x-b)/n=(z-c)/p=t;
- 则x=mt+a;y=nt+b;z=pt+c;代入平面π的方程得:
- A(mt+a)+B(nt+b)+C(pt+c)+D=0
- 由此解得t=-(Aa+Bb+Cc+D)/(Am+Bn+Cp)
- 再代入参数方程即得交点的坐标(x,y,z). */
- } else if (N.x == 0) {
- //z与pullPos相等
- var z = P.z
- if (O.y == A.y) {
- console.log('一样??')
- return
- }
- if (A.y == y) {
- console.log('一样2??')
- return
- }
- if (A.z == z) {
- console.log('一样3??')
- return
- }
- var r = (O.z - z) / (A.z - z)
- var x = (r * A.x - O.x) / (r - 1)
- var y = (r * A.y - O.y) / (r - 1)
- } else if (N.z == 0) {
- //x与pullPos相等
- var x = P.x
- if (O.y == A.y) {
- console.log('一样??')
- return
- }
- if (A.y == y) {
- console.log('一样2??')
- return
- }
- if (A.x == x) {
- console.log('一样3??')
- return
- }
- var r = (O.x - x) / (A.x - x)
- var y = (r * A.y - O.y) / (r - 1)
- var z = (r * A.z - O.z) / (r - 1)
- }
- }
- return new THREE.Vector3(x, y, z)
- },
- getMouseIntersect: function (camera, meshes, mouse) {
- //获取鼠标和meshes交点
- var raycaster = new THREE.Raycaster()
- camera.updateMatrixWorld()
- var origin = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(camera),
- end = new THREE.Vector3(mouse.x, mouse.y, 1).unproject(camera)
- var dir = end.sub(origin).normalize()
- raycaster.set(origin, dir)
- var n = raycaster.intersectObjects(meshes)
- if (0 === n.length) return null
- return n[0]
- },
- ifIntersectChunks: function (A, B, options = {}) {
- //获取某个线段/射线和meshes的交点
- var dir = B.clone().sub(A).normalize()
- var len = options.InfinityLen ? Infinity : A.distanceTo(B) + (options.extLen || 0)
- var ray = new THREE.Raycaster(A.clone(), dir, 0, len)
- var o = ray.intersectObjects(options.model || player.model.colliders)
- if (o && o.length) return o
- if (options.throughWidth) {
- //允许最小宽度,防止穿过极小的缝隙导致撞墙感
- var normal = math.getNormal({
- points: [
- { x: A.x, y: A.z },
- { x: B.x, y: B.z }
- ]
- }) //线段法线
- normal.multiplyScalar(options.throughWidth)
- var normalVec3 = new THREE.Vector3(normal.x, 0, normal.y)
- var A2 = A.clone().add(normalVec3)
- ray.set(A2, dir)
- var o2 = ray.intersectObjects(options.model || player.model.colliders)
- ray.set(A.clone().add(normalVec3.negate()), dir)
- if (o2 && o2.length) return o2
- var o3 = ray.intersectObjects(options.model || player.model.colliders)
- if (o3 && o3.length) return o3
- }
- return null
- },
- getPosAtSphere: function (pos3d, toPanoPos) {
- var dir = pos3d.clone().sub(toPanoPos)
- dir.normalize() //然后计算在球中
- dir.multiplyScalar(Constants.skyRadius)
- dir.add(toPanoPos)
- return dir
- },
- 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
- var w
- var i = new THREE.Vector3(),
- o = new THREE.Vector3(),
- l = new THREE.Vector3(),
- c = new THREE.Vector3(),
- h = new THREE.Vector3()
- if (!op.resolution) {
- let renderSize = player.sceneRenderer.renderer.getSize()
- op.resolution = { x: renderSize.width, y: renderSize.height }
- }
- if (!op.camera) {
- let camera = player.cameraControls.activeControl
- ? player.cameraControls.activeControl.camera
- : player.camera
- let camera2 = camera.clone()
- camera2.matrixWorld.copy(player.camera.matrixWorld) //因为其他原因该camera的matrixWorld被还原了,而player.camera的是正确的
- op.camera = camera2
- }
- if (op.width2d) w = op.width2d //如果恒定二维宽度
- else {
- //否则考虑上距离,加一丢丢近大远小的效果
- var currentDis, nearBound, farBound
- if (op.camera.type == 'OrthographicCamera') {
- currentDis = (op.camera.right - op.camera.left) / op.camera.zoom
- } else {
- currentDis = op.position.distanceTo(op.camera.position)
- }
- w =
- op.maxSize -
- (op.maxSize - op.minSize) * THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound)
- //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
- }
- i.copy(op.position).project(op.camera), //tag中心在屏幕上的二维坐标
- 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
- l.set(w / 2, 0, 0).add(o), //加上tag宽度的一半
- c.set(2 / op.resolution.x, 2 / op.resolution.y, 1).multiply(l), //再转回 -1 到 1的范围
- h.copy(c).unproject(op.camera) //再转成三维坐标,求得tag边缘的位置
- let halfMeter = h.distanceTo(op.position) //就能得到tag的三维半径
- return halfMeter //可能NAN 当相机和position重叠时
- },
- updateVisible: function (object, reason, ifShow, level = 0, type) {
- //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
- if (!object.unvisibleReasons) object.unvisibleReasons = [] //如果length>0代表不可见
- if (!object.visibleReasons) object.visibleReasons = [] //在同级时,优先可见
- var update = function () {
- //先按从高到低的level排列
- object.unvisibleReasons = object.unvisibleReasons.sort((a, b) => b.level - a.level)
- object.visibleReasons = object.visibleReasons.sort((a, b) => b.level - a.level)
- var maxVisiLevel = object.visibleReasons[0] ? object.visibleReasons[0].level : -1
- var maxunVisiLevel = object.unvisibleReasons[0] ? object.unvisibleReasons[0].level : -1
- var shouldVisi = maxVisiLevel >= maxunVisiLevel
- var visiBefore = object.visible
- if (visiBefore != shouldVisi) {
- object.visible = shouldVisi
- object.dispatchEvent({
- type: 'isVisible',
- visible: shouldVisi,
- reason
- })
- }
- }
- if (ifShow) {
- var index = object.unvisibleReasons.findIndex(e => e.reason == reason)
- if (index > -1) {
- type = 'cancel'
- object.unvisibleReasons.splice(index, 1)
- }
- if (type == 'add') {
- if (!object.visibleReasons.some(e => e.reason == reason)) {
- object.visibleReasons.push({ reason, level })
- }
- }
- } else {
- var index = object.visibleReasons.findIndex(e => e.reason == reason)
- if (index > -1) {
- type = 'cancel'
- object.visibleReasons.splice(index, 1)
- }
- if (type != 'cancel') {
- if (!object.unvisibleReasons.some(e => e.reason == reason)) {
- object.unvisibleReasons.push({ reason, level })
- }
- }
- }
- update()
- },
- getObjVisiByReason: function (object, reason) {
- //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"
- if (object.visible) return true
- else {
- return !object.unvisibleReasons || !object.unvisibleReasons.some(e => e.reason == reason)
- }
- }
- }
- window.expandCommon = function (common) {
- Object.assign(common, {
- intervalTool: {
- //延时update,防止卡顿
- list: [],
- isWaiting: function (name, func, delayTime /* , autoCycle */) {
- let item = this.list.find(e => e.name == name)
- if (!item) {
- //如果没有该项, 则加入循环
- let ifContinue = func()
- item = { name, func, delayTime }
- this.list.push(item)
- setTimeout(() => {
- var a = this.list.indexOf(item)
- this.list.splice(a, 1)
- let { func, delayTime } = item
- if (item.requestUpdate || ifContinue) this.isWaiting(name, func, delayTime) //循环
- }, delayTime)
- } else {
- //如果有该项,说明现在请求下一次继续更新
- //更新属性
- item.func = func
- item.delayTime = delayTime
- item.requestUpdate = true
- }
- }
- },
- sortByScore: function (list, request, rank) {
- var i = request ? common.filterAll(list, request) : list
- return 0 === i.length
- ? null
- : (i = i
- .map(function (e) {
- let scores = rank.map(function (f) {
- return f(e)
- }) //add
- return {
- item: e,
- scores,
- score: scores.reduce(function (t, i) {
- return t + i
- }, 0)
- }
- })
- .sort(function (e, t) {
- return t.score - e.score
- }))
- },
- getVisiblePano: function (positions = [], panos, options = {}) {
- //add
- var visiblePanos = []
- options.posAtPanos = options.posAtPanos || {} //在不同漫游点的positions
- panos.forEach(pano => {
- if (!pano.isAligned()) return
- var A = pano.position.clone()
- var posB = options.posAtPanos[pano.id] || positions
- var posLength = posB.length
- for (let i = 0; i < posLength; i++) {
- var B = posB[i]
- var ray = new THREE.Raycaster(
- A.clone(),
- B.clone().sub(A).normalize(),
- 0,
- A.distanceTo(B) - (options.tolerance || 0)
- )
- var o = ray.intersectObjects(options.model || player.model.colliders, true)
- if (!o || !o.length) {
- //只要有一点可见,就算整体可见
- visiblePanos.push(pano.id)
- break
- }
- }
- })
- return visiblePanos
- },
- realVisible: function (object) {
- var v = true
- var parent = object
- var lastParent
- while (parent) {
- if (parent.visible === false) {
- v = false
- break
- }
- lastParent = parent
- parent = parent.parent
- }
- if (v && !(lastParent instanceof THREE.Scene)) {
- //已被删除
- v = false
- }
- return v
- }
- })
- }
- window.expandMath = function (math) {
- Object.assign(math, {
- linearClamp(value, xArr, yArr) {
- if (arguments.length == 5) {
- xArr = [arguments[1], arguments[2]]
- yArr = [arguments[3], arguments[4]]
- }
- let len = xArr.length
- if (value <= xArr[0]) return yArr[0]
- if (value >= xArr[len - 1]) return yArr[len - 1]
- let i = 0
- while (++i < len) {
- if (value < xArr[i]) {
- let x1 = xArr[i - 1],
- x2 = xArr[i],
- y1 = yArr[i - 1],
- y2 = yArr[i]
- value = y1 + ((y2 - y1) * (value - x1)) / (x2 - x1)
- break
- }
- }
- return value
- }
- })
- }
- //--------------------------------------
- //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
- var Manage = function () {
- ; (this.weixinURL = 'https://res.wx.qq.com/open/js/jweixin-1.2.0.js'),
- (this.time = '?' + new Date().getTime())
- this.loadAudio()
- // this.loadWeixin()
- }
- //动态加载js文件
- Manage.prototype.LoadJs = function (_files, succes) {
- /* 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*/
- var classcodes = []
- var FileArray = []
- if (typeof _files === 'object') {
- FileArray = _files
- } else {
- /*如果文件列表是字符串,则用,切分成数组*/
- if (typeof _files === 'string') {
- FileArray = _files.split(',')
- }
- }
- if (FileArray != null && FileArray.length > 0) {
- var LoadedCount = 0
- for (var i = 0; i < FileArray.length; i++) {
- loadFile(FileArray[i], function () {
- LoadedCount++
- if (LoadedCount == FileArray.length) {
- try {
- succes()
- } catch (err) {
- console.log('err: 您未定义回调')
- }
- }
- })
- }
- }
- /*加载JS文件,url:文件路径,success:加载成功回调函数*/
- function loadFile(url, success) {
- if (!FileIsExt(classcodes, url)) {
- var _ThisType = GetFileType(url)
- var ThisType =
- _ThisType.indexOf('?') == -1 ? _ThisType : _ThisType.substring(0, _ThisType.indexOf('?'))
- var fileObj = null
- if (ThisType == '.js') {
- fileObj = document.createElement('script')
- fileObj.src = url
- } else if (ThisType == '.css') {
- fileObj = document.createElement('link')
- fileObj.href = url
- fileObj.type = 'text/css'
- fileObj.rel = 'stylesheet'
- } else if (ThisType == '.less') {
- fileObj = document.createElement('link')
- fileObj.href = url
- fileObj.type = 'text/css'
- fileObj.rel = 'stylesheet/less'
- }
- success = success || function () { }
- fileObj.onload = fileObj.onreadystatechange = function () {
- if (!this.readyState || 'loaded' === this.readyState || 'complete' === this.readyState) {
- success()
- classcodes.push(url)
- }
- }
- document.getElementsByTagName('head')[0].appendChild(fileObj)
- } else {
- success()
- }
- }
- /*获取文件类型,后缀名,小写*/
- function GetFileType(url) {
- if (url != null && url.length > 0) {
- return url.substr(url.lastIndexOf('.')).toLowerCase()
- }
- return ''
- }
- /*文件是否已加载*/
- function FileIsExt(FileArray, _url) {
- if (FileArray != null && FileArray.length > 0) {
- var len = FileArray.length
- for (var i = 0; i < len; i++) {
- if (FileArray[i] == _url) {
- return true
- }
- }
- }
- return false
- }
- }
- //获取页面url后面的参数
- Manage.prototype.number = function (variable) {
- var query = window.location.search.substring(1)
- var vars = query.split('&')
- for (var i = 0; i < vars.length; i++) {
- var pair = vars[i].split('=')
- if (pair[0] == variable) {
- return pair[1]
- }
- }
- return false
- }
- Manage.prototype.loadWeixin = function () {
- var that = this
- this.LoadJs(that.weixinURL + that.time, function () { })
- }
- Manage.prototype.weixinShare = function () {
- console.log({ str: 'weixinShare', level: 1 })
- $.ajax({
- url: 'https://www.4dage.com/wechat/jssdk/',
- type: 'post',
- data: {
- url: location.href.split('#')[0]
- },
- dataType: 'jsonp',
- jsonpCallback: 'success_jsonp',
- success: function (data, textStatus) {
- console.log({ str: '微信 success,' + data.appId, level: 1 })
- wx.config({
- // debug : true,
- appId: data.appId,
- timestamp: data.timestamp,
- nonceStr: data.nonceStr,
- signature: data.signature,
- jsApiList: [
- 'checkJsApi',
- 'onMenuShareTimeline',
- 'onMenuShareAppMessage',
- 'onMenuShareQQ',
- 'onMenuShareWeibo',
- 'hideMenuItems',
- 'showMenuItems',
- 'hideAllNonBaseMenuItem',
- 'showAllNonBaseMenuItem',
- 'translateVoice',
- 'startRecord',
- 'stopRecord',
- 'onRecordEnd',
- 'playVoice',
- 'pauseVoice',
- 'stopVoice',
- 'uploadVoice',
- 'downloadVoice',
- 'chooseImage',
- 'previewImage',
- 'uploadImage',
- 'downloadImage',
- 'getNetworkType',
- 'openLocation',
- 'getLocation',
- 'hideOptionMenu',
- 'showOptionMenu',
- 'closeWindow',
- 'scanQRCode',
- 'chooseWXPay',
- 'openProductSpecificView',
- 'addCard',
- 'chooseCard',
- 'openCard'
- ]
- })
- },
- error: function (XMLHttpRequest, textStatus, errorThrown) {
- console.error({ str: '微信分享失败! textStatus:' + textStatus, level: 1 })
- }
- })
- var success_jsonp = function (json) {
- console.log({ str: 'success_jsonp:' + json, level: 1 })
- }
- wx.ready(function () {
- // 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〿
- //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〿
- //分享到朋友圈
- console.log({ str: '微信 ready', level: 1 })
- wx.onMenuShareTimeline({
- title: g_weixinObj.title, // 分享标题
- link: g_weixinObj.lineLink, // 分享链接
- imgUrl: g_weixinObj.imgUrl, // 分享图标
- desc: g_weixinObj.desc
- })
- //获取“分享给朋友”按钮点击状态及自定义分享内容接叿
- wx.onMenuShareAppMessage({
- title: g_weixinObj.title, // 分享标题
- desc: g_weixinObj.desc, // 分享描述
- link: g_weixinObj.lineLink, // 分享链接
- imgUrl: g_weixinObj.imgUrl, // 分享图标
- type: '', // 分享类型,music、video或link,不填默认为link
- dataUrl: '' // 如果type是music或video,则要提供数据链接,默认为空
- })
- wx.onMenuShareWeibo({
- title: g_weixinObj.title, // 分享标题
- desc: g_weixinObj.desc, // 分享描述
- link: g_weixinObj.lineLink, // 分享链接
- imgUrl: g_weixinObj.imgUrl, // 分享图标
- success: function () {
- // 用户确认分享后执行的回调函数
- },
- cancel: function () {
- // 用户取消分享后执行的回调函数
- }
- })
- wx.onMenuShareQZone({
- title: g_weixinObj.title, // 分享标题
- desc: g_weixinObj.desc, // 分享描述
- link: g_weixinObj.lineLink, // 分享链接
- imgUrl: g_weixinObj.imgUrl, // 分享图标
- success: function () {
- // 用户确认分享后执行的回调函数
- },
- cancel: function () {
- // 用户取消分享后执行的回调函数
- }
- })
- wx.onMenuShareQQ({
- title: g_weixinObj.title, // 分享标题
- desc: g_weixinObj.desc, // 分享描述
- link: g_weixinObj.lineLink, // 分享链接
- imgUrl: g_weixinObj.imgUrl, // 分享图标
- success: function () {
- // 用户确认分享后执行的回调函数
- },
- cancel: function () {
- // 用户取消分享后执行的回调函数
- }
- })
- wx.error(function (res) {
- // 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〿
- })
- })
- }
- Manage.prototype.dealURL = function (src, type) {
- //music: "///super.4dage.com/data/LYW/edit/20200928_151633415.mp3"
- //"https://super.4dage.com/data/LYW/edit/20200928_165319399.jpg"]
- if (window.isLocal && settings.localPrefix != void 0) {
- //本地将线上的前缀替换
- 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
- var index = src.indexOf(oldPrefix)
- if (index > -1) {
- var wholeOldPrefix = src.slice(0, index + oldPrefix.length)
- return src.replace(wholeOldPrefix, settings.localPrefix)
- } else console.error('没有找到合适的本地链接')
- return src
- } else {
- //add https://
- var prefix = g_Prefix.replace('https://', '').replace('http://', '')
- if (!src.includes('http:/') && !src.includes('https:/') && src.includes(prefix)) {
- src = 'https://' + src
- }
- return src
- }
- }
- Manage.prototype.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
- }
- Manage.prototype.showInfo = function (o) {
- // ({result:true, title:"发布成功"});
- var box = $('.resultBox')
- var title = o.title || o || i18n.get('保存成功')
- box.children().eq(0).html(title)
- //var time = o.time || THREE.Math.clamp((Config.lang=='en') ? title.length*50 : title.length*130 ,1300,5000);
- var time = o.time || THREE.Math.clamp(title.length * 130, 1300, 5000)
- o.time || console.log('showtime ' + time)
- //实际有一半的时间在渐变透明度
- this.showInfoTimer && clearTimeout(this.showInfoTimer)
- box.removeClass('animate') //如果之后不久又要showinfo一个的话,先停止前面的animate
- setTimeout(
- function () {
- box.css({
- '-webkit-animation-duration': time + 'ms',
- 'animation-duration': time + 'ms'
- })
- if (o.top) {
- box.children().css('top', o.top + '%')
- } else {
- box.children().css('top', '')
- }
- box.removeClass('hide')
- box.addClass('animate')
- if (o.dontInteract) {
- //遮挡对屏幕的操作
- box.css('pointer-events', 'auto')
- } else {
- box.css('pointer-events', 'none')
- }
- this.showInfoTimer = setTimeout(
- function () {
- box.removeClass('animate')
- box.addClass('hide')
- this.showInfoTimer = null
- }.bind(this),
- time + 20
- )
- }.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
- } //like: manage.showInfo({title:'a', top:20})
- //公用的函数
- function getQueryVariable(variable) {
- var query = window.location.search.substring(1)
- var vars = query.split('&')
- for (var i = 0; i < vars.length; i++) {
- var pair = vars[i].split('=')
- if (pair[0] == variable) {
- return pair[1]
- }
- }
- return false
- }
- //隐藏公司Logo
- function showLogo() {
- $('#myCompany').hide()
- $('#loaderCoBrandName').hide()
- $('#title-logo').hide()
- $('.title-container').css('justify-content', 'center')
- }
- //czj 添加随机的时间
- function randomTime() {
- return new Date()
- }
- function matcher(data) {
- if (!data || !g_version) return data
- delete data.model.vision_version
- var _data = {
- files: {
- templates: ['images/images{{number}}/{{filename}}']
- },
- model: {
- sid: window.number,
- camera_start:
- data.model.images && data.model.images.length != 0
- ? {
- camera: {
- zoom: '-1',
- quaternion: [
- JSON.parse(data.model.images[0].metadata).camera_quaternion.z,
- JSON.parse(data.model.images[0].metadata).camera_quaternion.w,
- JSON.parse(data.model.images[0].metadata).camera_quaternion.x,
- JSON.parse(data.model.images[0].metadata).camera_quaternion.y
- ]
- },
- pano: { uuid: JSON.parse(data.model.images[0].metadata).scan_id },
- mode: '0'
- }
- : ''
- },
- sid: window.number,
- hoticon: {
- default: 'https://super.4dage.com/images/4dagePoint2.png',
- higt: 'https://super.4dage.com/images/4dagePoint.png'
- },
- special: 'false',
- weixinDesc: ''
- }
- $.extend(true, data, _data)
- return data
- }
- function hotMatcher(data = {}) {
- //if(!data || !g_version) return data;
- if (g_version) {
- data.tourAudio = data.audio || {}
- } else {
- data.tourAudio = {}
- }
- return data
- }
- var GifTexDeal = {
- animateObjects: [],
- animateTexs: [],
- addAnimation: function (texture, owner, info, id) {
- /* if(this.animateObjects.find(e=>
- e.texture == texture && !ifSame(info, e.info)
- )) */
- var animation
- var tex = this.animateTexs.find(e => e.texture == texture)
- if (tex) {
- animation = tex
- } else {
- animation = { texture, info }
- this.animateTexs.push(animation)
- this.setRepeart(animation)
- }
- var object = {
- animation, //默认相同的texture对应的info是一样的, 对应一个animation
- owner
- }
- this.animateObjects.push(object)
- return object
- },
- remove: function (object) {
- var index = this.animateObjects.indexOf(object)
- if (index > -1) {
- this.animateObjects.splice(index, 1)
- if (!this.animateObjects.find(e => e.animation == object.animation)) {
- let i = this.animateTexs.indexOf(object.animation)
- this.animateTexs.splice(i, 1)
- object.animation.texture.repeat.set(1, 1)
- }
- this.stop(object)
- }
- },
- setRepeart: function (animation) {
- animation.texture.repeat.set(1 / animation.info.cellXcount, 1 / animation.info.cellYcount)
- },
- start: function (object) {
- if (!object || object.started) return
- object.started = true
- if (object.animation.started) return
- object.animation.started = true
- var info = object.animation.info
- var count = info.cellXcount * info.cellYcount - (info.voidCount || 0)
- if (count <= 1) return
- transitions.start(
- progress => {
- var index = Math.floor((count - 1) * progress)
- var indexX = index % info.cellXcount
- var indexY = info.cellYcount - Math.floor(index / info.cellXcount) - 1 //uv.offset.y是从下到上的
- object.animation.texture.offset.x = indexX / info.cellXcount
- object.animation.texture.offset.y = indexY / info.cellYcount
- //console.log(object.id + " : "+ object.texture.offset.toArray())
- },
- info.duration * -1,
- null,
- /* ()=>{//done (-1):循环
- object.started = false
- object.texture.offset.x = 0;
- object.texture.offset.y = 0;
- this.start(object)
- }, */ 0,
- null,
- object.id,
- 'gif_' + object.animation.texture.id
- )
- },
- stop: function (object) {
- if (!object || !object.started) return
- object.started = false
- //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:
- if (this.animateObjects.find(e => e.animation == object.animation && e.started)) return
- transitions.cancelById('gif_' + object.animation.texture.id)
- object.animation.texture.offset.set(0, 0)
- object.animation.started = false
- }
- }
- var CloneObject = function (copyObj, result, isSimpleCopy, extraReplace) {
- //isSimpleCopy只复制最外层
- //复制json result的可能:普通数字或字符串、普通数组、复杂对象
- if (!copyObj) return copyObj //0 null undefined ''
- result = result || {}
- if (copyObj instanceof Array) {
- /* if (copyObj[0]instanceof Object) {
- //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
- console.error("不支持含有 [[Object]] 这样二级数组里面还是复杂数据的...")
- }
- return copyObj.slice(0);*/ //如果是数组,直接复制返回(排除数组内是object
- return copyObj.map(e => {
- if (e instanceof Object) {
- return CloneObject(e)
- } else return e
- })
- } else {
- if (copyObj.clone instanceof Function) {
- //解决一部分
- return copyObj.clone()
- }
- }
- for (var key in copyObj) {
- if (copyObj[key] instanceof Object && !isSimpleCopy) result[key] = CloneObject(copyObj[key])
- else result[key] = copyObj[key]
- //如果是函数类同基本数据,即复制引用
- }
- return result
- }
- var ifSame = function (object1, object2) {
- if (object1 == object2) return true // 0 != undefined , 0 == ''
- else if (!object1 || !object2) return false
- else if (object1.constructor != object2.constructor) {
- return false
- } else if (object1 instanceof Array) {
- if (object1.length != object2.length) return false
- var _object2 = object2.slice(0)
- for (let i = 0; i < object1.length; i++) {
- var u = _object2.find(e => ifSame(object1[i], e))
- if (u == void 0 && !_object2.includes(u) && !object1.includes(u)) return false
- else {
- let index = _object2.indexOf(u)
- _object2.splice(index, 1)
- }
- }
- return true
- } else if (object1.equals instanceof Function) {
- //复杂数据仅支持这种,其他的可能卡住?
- return object1.equals(object2)
- } else if (typeof object1 == 'number' || typeof object1 == 'string') {
- if (isNaN(object1) && isNaN(object2)) return true
- else return object1 == object2
- } else if (typeof object1 == 'object') {
- var keys1 = Object.keys(object1)
- var keys2 = Object.keys(object2)
- if (!ifSame(keys1, keys2)) return false
- for (let i in object1) {
- var same = ifSame(object1[i], object2[i])
- if (!same) return false
- }
- return true
- } else {
- console.log('isSame出现例外')
- }
- }
- function initByTHREE(THREE) {
- 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
- THREE.TransitionPass = function (scene, camera) {
- this.renderScene = scene
- this.renderCamera = camera
- this.coverRenderTarget = new THREE.WebGLRenderTarget(100, 100, {
- minFilter: THREE.LinearFilter,
- magFilter: THREE.LinearFilter,
- format: THREE.RGBAFormat
- })
- this.coverTex = this.coverRenderTarget.texture
- this.enabled = false
- this.oldClearColor = new THREE.Color()
- this.oldClearAlpha = 1
- this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1)
- this.scene = new THREE.Scene()
- this.material = this.getMaskMaterial()
- var copyShader = THREE.CopyShader
- this.materialCopy = new THREE.ShaderMaterial({
- uniforms: this.copyUniforms,
- vertexShader: copyShader.vertexShader,
- fragmentShader: copyShader.fragmentShader,
- blending: THREE.NoBlending,
- depthTest: false,
- depthWrite: false,
- transparent: true
- })
- this.quad = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), this.material)
- this.quad.frustumCulled = false // Avoid getting clipped
- this.scene.add(this.quad)
- }
- THREE.TransitionPass.prototype = {
- //波形扩散,出下一个画面
- constructor: THREE.TransitionPass,
- setSize: function (width, height) {
- this.coverRenderTarget.setSize(width, height)
- },
- render: function (renderer, writeBuffer, readBuffer, delta, maskActive) {
- var oldAutoClear = renderer.autoClear
- renderer.autoClear = false
- var uniforms = this.quad.material.uniforms
- uniforms.bgTex.value = readBuffer.texture //更新
- uniforms.coverTex.value = this.coverTex
- uniforms.progress.value = player.model.skybox.material.uniforms.progress.value //
- uniforms.screenRatio.value = player.domElement.clientWidth / player.domElement.clientHeight // 使波纹为圆形
- uniforms.screenRatio.value *= uniforms.screenRatio.value
- renderer.render(this.scene, this.camera)
- renderer.autoClear = oldAutoClear
- },
- start: function (sceneRenderer) {
- this.enabled = true
- //draw coverTex
- this.quad.material.uniforms.progress.value = 1
- sceneRenderer.renderer.render(
- sceneRenderer.scene,
- sceneRenderer.camera,
- this.coverRenderTarget,
- true
- )
- console.log('start111')
- },
- stop: function () {
- this.enabled = false
- console.log('stop111')
- },
- getMaskMaterial: function () {
- return new THREE.ShaderMaterial({
- uniforms: {
- coverTex: {
- type: 't',
- value: null
- },
- bgTex: {
- type: 't',
- value: null
- },
- progress: {
- type: 'f',
- value: 0
- },
- screenRatio: {
- type: 'f',
- value: 1
- }
- },
- vertexShader: `
- varying vec2 vUv;
- void main()
- {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }
- `,
- fragmentShader: `
- uniform sampler2D coverTex;
- uniform sampler2D bgTex;
- uniform float progress;
- uniform float screenRatio;
- varying vec2 vUv;
- void main() {
- const float maxRadius = 0.708; // sqrt(0.5^2+0.5^2)
- const float minRadius = 0.0 ;
- 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));
- float diff = 0.292; //1.0-maxRadius;
- float radiusIn = maxRadius * progress + minRadius * (1.0-progress);
- float radiusOut = radiusIn + diff;
- if(radius < radiusIn) {
- gl_FragColor = texture2D(bgTex, vUv);
- //gl_FragColor = vec4(0.0,0.0,1.0,1.0);//
- }else if(radius>radiusOut){
- gl_FragColor = texture2D(coverTex, vUv) ;
- //gl_FragColor = vec4(1.0,1.0,0.0,1.0);//
- }else{
- vec4 color1 = texture2D(bgTex, vUv);
- vec4 color2 = texture2D(coverTex, vUv);
- float rotio = smoothstep(radiusIn ,radiusOut,radius);
- gl_FragColor = mix(color1, color2, rotio);
- }
- }
- `
- })
- }
- }
- Object.assign(Manage.prototype, THREE.EventDispatcher.prototype)
- let labels = []
- class Label2D extends THREE.EventDispatcher {
- constructor(o = {}) {
- super()
- this.position = o.position
- this.elem = $(o.innerHTML || '<div ><a></a></div>')
- $(o.domElement).append(this.elem)
- this.pos2d = new THREE.Vector3()
- this.elem.css({ position: 'absolute', 'z-index': 999 })
- this.clickFun = o.clickFun
- this.clickFun && this.elem.on('click', this.clickFun.bind(this))
- if (o.autoUpdate) {
- let update = e => {
- if (e.cameraChanged) this.update()
- }
- player.on('view.changed', update) //确保player存在
- this.addEventListener('dispose', e => {
- player.removeListener('view.changed', update)
- })
- }
- this.visible = true
- this.shelterByModel = o.shelterByModel
- this.floorIndex = o.floorIndex
- labels.push(this)
- if (window.player.model) {
- this.init()
- } else {
- let f = () => {
- window.bus.removeEventListener('playerAndModelReady', f)
- this.init()
- }
- window.bus.addEventListener('playerAndModelReady', f)
- }
- }
- init() {
- if (this.floorIndex != void 0) {
- player.model.on('floor.changed', (currentFloor, mode, oldFloor) => {
- this.update(currentFloor) //注: currentFloor 这时候还没成为 model.currentFloor
- })
- }
- }
- update(currentFloor) {
- if (!this.position) return
- if (
- !this.visible &&
- this.unvisibleReasons.some(e => e.level == 1) &&
- !this.unvisibleReasons.some(e => e.level > 1)
- )
- return
- /*
- 规定一下level共四层
- level3 是notTrueSide层,权重最高。
- level2 是强制可见层,如editSelected
- level1 是强制不可见,如isPanorama
- level0 是shelter层
- 其中当visible==false时, 若导致不可见的原因是level1 代表不需要计算直接return, 否则还是要执行update 以计算更新可见性
- 所以外部写的setVisible的level必须>0
- */
- var p = convertTool.getPos2d(this.position)
- if (!p || !p.trueSide) {
- return this.setVisible(false, 'notTrueSide', 3, null, true)
- //this.elem.css('display','none'); return;
- }
- this.setVisible(true, 'notTrueSide', 3, null, true)
- this.setVisible(true, 'shelter', 0, null, true)
- //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)
- if (player.mode != 'panorama') {
- currentFloor = currentFloor || player.model.currentFloor
- if (
- !player.model.allFloorsVisible &&
- this.floorIndex != void 0 &&
- this.floorIndex != currentFloor.floorIndex
- ) {
- this.setVisible(false, 'shelter', 0, null, true)
- //this.elem.css('display','none'); return;
- if (!this.visible) return
- }
- if (
- this.shelterByModel &&
- convertTool.ifShelter(this.position, p.vector, player.camera, this.floorIndex)
- ) {
- //this.elem.css('display','none'); return;
- this.setVisible(false, 'shelter', 0, null, true)
- if (!this.visible) return
- }
- }
- this.elem.css({
- left: p.pos.x + 'px',
- top: p.pos.y + 'px'
- })
- /* if(settings.vrEnabled){
- this.elem.css({transform:'rotate('+window.screenFaceOrient+'deg)'})
- }else{
- this.elem.css({transform:''})
- } */
- //this.elem.css('display','block');
- this.pos2d = p.vector
- }
- setVisible(visi, reason, level = 1, type, updating) {
- let visiOld = this.visible
- convertTool.updateVisible(this, reason, visi, level, type)
- updating || this.update() //再次更新可见性并计算位置
- this.elem.css('display', this.visible ? 'block' : 'none')
- /* if(!this.visible){
- this.elem.css('display','none');
- }else{
- if(!visiOld){
- updating || this.update()
- this.elem.css('display','block');
- }
- } */
- }
- setPos(pos) {
- this.position = pos
- this.update()
- }
- dispose() {
- this.elem.remove()
- this.dispatchEvent({ type: 'dispose' })
- let index = labels.indexOf(this)
- index > -1 && labels.splice(index, 1)
- }
- }
- window.Label2D = Label2D
- class RoomLabel extends Label2D {
- constructor(o) {
- if (o.position instanceof Array) o.position = new THREE.Vector3().fromArray(o.position)
- o.innerHTML = `<div class="room-label" ><a><p><span>${o.title}</span></p></a></div>`
- o.domElement = $('.widgets-doll-labels')[0]
- ; (o.shelterByModel = true), (o.autoUpdate = true)
- o.clickFun = () => {
- if (player.roomLebelClickUnabled) return
- let result = common.sortByScore(
- player.model.floors.index[this.floorIndex].panos,
- [],
- [
- pano => {
- return -pano.position.distanceToSquared(this.position)
- }
- ]
- )
- player.flyToPano({
- pano: result && result[0] && result[0].item
- })
- }
- super(o)
- this.setTitle(o.title)
- }
- init() {
- super.init()
- //飞入后不可见
- player.on('mode.changing', (oldMode, mode, pano, duration) => {
- //准备飞
- this.setStyle(oldMode, mode, duration)
- })
- this.setStyle()
- }
- setStyle(oldMode, mode, duration) {
- if (!mode) mode = player.modeTran.split('-')[1] || player.mode //要变成的mode或当前mode
- if (mode == 'panorama') {
- this.setVisible(false, 'isPanorama', 1)
- } else if (oldMode == 'panorama') {
- setTimeout(() => {
- this.setVisible(true, 'isPanorama', 1)
- }, duration * 0.7)
- }
- }
- setTitle(title) {
- this.title = title || ''
- this.elem.html(`<a><p><span>${this.title}</span></p></a>`)
- }
- setEditSelect(state) {
- //编辑页面用
- this.editing = !!state
- this.setVisible(state, 'editSelected', 2, state ? 'add' : 'cancel') //强制可见
- }
- }
- window.RoomLabel = RoomLabel
- class HistoryRecord extends THREE.EventDispatcher {
- constructor(o) {
- super()
- this.undoList = []
- this.redoList = []
- this.applyData = o.applyData //应用数据的方法
- this.getData = o.getData //获取数据的方法
- this.dataBefore
- window.addEventListener('keydown', e => {
- if (e.keyCode == 90 && e.ctrlKey) {
- //Z
- this.undo()
- } else if (e.keyCode == 89 && e.ctrlKey) {
- //Y
- this.redo()
- }
- })
- }
- undo() {
- //回退
- let length = this.undoList.length
- if (length > 0) {
- let unExist
- let last = this.undoList.pop()
- this.applyData && (unExist = !this.applyData(last.before))
- unExist || this.redoList.push(last)
- unExist && this.undo() //找不到就回退下一个。
- this.dispatchEvent('undo')
- //console.log('undo',last)
- }
- }
- redo() {
- //撤销回退
- let length = this.undoList.length
- let last = this.redoList.pop()
- if (last) {
- //注意:每行的顺序不能乱
- this.undoList.push(last)
- this.applyData && this.applyData(last.after)
- this.dispatchEvent('redo')
- //console.log('redo',last)
- }
- }
- beforeChange(o) {
- //在变化之前(可能执行好几次直到变化完,但只有第一次有效)。 o的内容完全根据getData怎么定义
- if (!this.dataBefore) {
- let data = this.getData(o)
- data && (this.dataBefore = data)
- }
- }
- afterChange(o) {
- //变化结束,从beforeChange到此算一次操作。
- if (this.dataBefore) {
- this.writeIn({ before: this.dataBefore, after: this.getData(o) }) //写入某物体变化前和变化后的状态
- this.dataBefore = null
- }
- }
- writeIn(data) {
- this.redoList.length = 0 //一旦录入新的操作,就不允许undo了
- this.undoList.push(data)
- //console.log('新增undo', data)
- }
- clear() {
- this.redoList.length = 0
- this.undoList.length = 0
- this.dataBefore = null
- }
- }
- window.HistoryRecord = HistoryRecord
- let planeGeo = new THREE.PlaneBufferGeometry(1, 1, 1, 1)
- class TextSprite extends THREE.Object3D {
- constructor(options = {}) {
- super()
- let map = new THREE.Texture()
- this.root = options.root || this
- //if (options.fixOrient) {
- this.sprite = new THREE.Mesh(
- planeGeo,
- new THREE.MeshBasicMaterial({
- map,
- color: 0xffffff,
- transparent: true,
- depthTest: false,
- depthWrite: false
- })
- )
- /*} else {
- this.sprite = new THREE.Sprite(
- new THREE.SpriteMaterial({
- map,
- color: 0xffffff,
- transparent: true,
- depthTest: false,
- depthWrite: false,
- })
- )
- } */
- this.add(this.sprite)
- this.sprite.renderOrder = options.renderOrder != void 0 ? options.renderOrder : 2
- this.fontWeight = options.fontWeight == void 0 ? /* 'Bold' */ '' : options.fontWeight
- this.rectBorderThick = options.rectBorderThick || 0
- this.textBorderThick = options.textBorderThick || 0
- this.fontface = 'Arial'
- this.fontsize = options.fontsize || 16
- this.textBorderColor = options.textBorderColor || { r: 0, g: 0, b: 0, a: 0.0 }
- this.backgroundColor = options.backgroundColor || { r: 255, g: 255, b: 255, a: 1.0 }
- this.textColor = options.textColor || { r: 0, g: 0, b: 0, a: 1.0 }
- this.borderColor = options.borderColor || { r: 0, g: 0, b: 0, a: 0.0 }
- this.borderRadius = options.borderRadius == void 0 ? 6 : options.borderRadius
- this.margin = options.margin
- this.textshadowColor = options.textshadowColor
- if (options.text != void 0) this.setText(options.text)
- this.name = options.name
- this.sizeInfo = options.sizeInfo
- //this.setText(text);
- this.addEventListener('dispose', this.dispose.bind(this))
- this.fixOrient = options.fixOrient
- this.events = {
- updatePose: e => {
- e.cameraChanged && this.updatePose()
- }
- }
- player.on('view.changed', this.events.updatePose)
- this.addEventListener('isVisible', e => {
- if (e.visible) {
- this.updatePose()
- }
- })
- this.updatePose()
- }
- updatePose() {
- //if (lastFrameChanged) this.needsUpdate = true
- if (!common.realVisible(this) /* || !this.needsUpdate */) return
- //this.needsUpdate = false
- let camera =
- player.mode == 'floorplan' ? player.cameraControls.activeControl.camera : player.camera //floorplan 时要用到OrthographicCamera
- if (!this.fixOrient) {
- let parentQua = this.root.parent.getWorldQuaternion(new THREE.Quaternion())
- this.root.quaternion.multiplyQuaternions(parentQua.inverse(), camera.quaternion) //乘上parentQua.invert()是为了中和掉父结点的qua,使只剩下camera.quaternion
- }
- if (this.sizeInfo) {
- var s = convertTool.getScaleForConstantSize(
- Object.assign({}, this.sizeInfo, {
- farBound:
- player.mode == 'floorplan'
- ? this.sizeInfo.farBoundPlan || this.sizeInfo.farBound
- : this.sizeInfo.farBound,
- position: this.root.getWorldPosition(new THREE.Vector3())
- })
- )
- this.scale.set(s, s, s)
- }
- }
- setText(text) {
- if (this.text !== text) {
- if (!(text instanceof Array)) {
- this.text = [text + '']
- } else this.text = text
- this.updateTexture()
- this.needsUpdate = true
- }
- }
- setPos(pos) {
- this.position.copy(pos)
- this.needsUpdate = true //updatePose
- }
- setTextColor(color) {
- this.textColor = color
- this.updateTexture()
- }
- setBorderColor(color) {
- this.borderColor = color
- this.updateTexture()
- }
- setBackgroundColor(color) {
- this.backgroundColor = color
- this.updateTexture()
- }
- setVisible(v) {
- this.visible = v
- }
- setUniforms(name, value) {
- this.sprite.setUniforms(name, value)
- }
- updateTexture() {
- let canvas = document.createElement('canvas')
- let context = canvas.getContext('2d')
- context.font = this.fontWeight + ' ' + this.fontsize + 'px ' + this.fontface
- //context["font-weight"] = 100; //语法与 CSS font 属性相同。
- // get size data (height depends only on font size)
- //this.text = 'f 啊啊啊 jg'
- let textMaxWidth = 0,
- infos = []
- for (let text of this.text) {
- let metrics = context.measureText(text)
- let textWidth = metrics.width
- infos.push(metrics)
- textMaxWidth = Math.max(textMaxWidth, textWidth)
- }
- let margin =
- this.margin || new THREE.Vector2(this.fontsize, Math.max(this.fontsize * 0.4, 10))
- const lineSpace = (this.fontsize + margin.y) * 0.5
- let spriteWidth = 2 * margin.x + textMaxWidth + 2 * this.rectBorderThick
- let spriteHeight =
- 2 * margin.y +
- this.fontsize * this.text.length +
- 2 * this.rectBorderThick +
- lineSpace * (this.text.length - 1)
- context.canvas.width = spriteWidth
- context.canvas.height = spriteHeight
- context.font = this.fontWeight + ' ' + this.fontsize + 'px ' + this.fontface
- let expand = Math.max(1, Math.pow(this.fontsize / 12, 1.4)) // 针对英文大部分在baseLine之上所以降低一点,或者可以识别当不包含jgqp时才加这个值
- //canvas原点在左上角
- context.textBaseline = 'alphabetic' // "middle" //设置文字基线。当起点y设置为0时,只有该线以下的部分被绘制出来。middle时文字显示一半(但是对该字体所有字的一半,有的字是不一定显示一半的,尤其汉字),alphabetic时是英文字母的那条基线。
- // border color
- context.strokeStyle =
- 'rgba(' +
- this.borderColor.r +
- ',' +
- this.borderColor.g +
- ',' +
- this.borderColor.b +
- ',' +
- this.borderColor.a +
- ')'
- context.lineWidth = this.rectBorderThick
- // background color
- context.fillStyle =
- 'rgba(' +
- this.backgroundColor.r +
- ',' +
- this.backgroundColor.g +
- ',' +
- this.backgroundColor.b +
- ',' +
- this.backgroundColor.a +
- ')'
- this.roundRect(
- context,
- this.rectBorderThick / 2,
- this.rectBorderThick / 2,
- spriteWidth - this.rectBorderThick,
- spriteHeight - this.rectBorderThick,
- this.borderRadius
- )
- context.fillStyle =
- 'rgba(' +
- this.textColor.r +
- ',' +
- this.textColor.g +
- ',' +
- this.textColor.b +
- ',' +
- this.textColor.a +
- ')'
- let y = margin.y
- for (let i = 0; i < this.text.length; i++) {
- //let actualHeight = metrics.actualBoundingBoxAscent + metrics.actualBoundingBoxDescent // 当前文本字符串在这个字体下用的实际高度
- //文字y向距离从textBaseline向上算
- let actualBoundingBoxAscent =
- infos[i].actualBoundingBoxAscent == void 0
- ? this.fontsize * 0.8
- : infos[i].actualBoundingBoxAscent //有的流览器没有。只能大概给一个
- y += actualBoundingBoxAscent + expand
- //console.log(actualBoundingBoxAscent)
- //console.log(this.text, 'y' , y, 'actualBoundingBoxAscent', metrics.actualBoundingBoxAscent,'expand',expand )
- let textLeftSpace = (textMaxWidth - infos[i].width) / 2
- let x = this.rectBorderThick + margin.x + textLeftSpace
- // text color
- if (this.textBorderThick) {
- context.strokeStyle =
- 'rgba(' +
- this.textBorderColor.r +
- ',' +
- this.textBorderColor.g +
- ',' +
- this.textBorderColor.b +
- ',' +
- this.textBorderColor.a +
- ')'
- context.lineWidth = this.textBorderThick
- context.strokeText(this.text[i], x, y)
- }
- if (this.textshadowColor) {
- context.shadowOffsetX = 0
- context.shadowOffsetY = 0
- context.shadowColor = this.textshadowColor
- context.shadowBlur = 12
- }
- context.fillText(this.text[i], x, y)
- y += lineSpace
- }
- let texture = new THREE.Texture(canvas)
- texture.minFilter = THREE.LinearFilter
- texture.magFilter = THREE.LinearFilter
- texture.anisotropy = 4
- texture.needsUpdate = true
- //this.material.needsUpdate = true;
- if (this.sprite.material.map) {
- this.sprite.material.map.dispose()
- }
- this.sprite.material.map = texture
- this.sprite.scale.set(spriteWidth * 0.01, spriteHeight * 0.01, 1.0)
- }
- roundRect(ctx, x, y, w, h, r) {
- ctx.beginPath()
- ctx.moveTo(x + r, y)
- ctx.lineTo(x + w - r, y)
- ctx.arcTo(x + w, y, x + w, y + r, r) //圆弧。前四个参数同quadraticCurveTo
- //ctx.quadraticCurveTo(x + w, y, x + w, y + r); //二次贝塞尔曲线需要两个点。第一个点是用于二次贝塞尔计算中的控制点,第二个点是曲线的结束点。
- ctx.lineTo(x + w, y + h - r)
- ctx.arcTo(x + w, y + h, x + w - r, y + h, r)
- ctx.lineTo(x + r, y + h)
- ctx.arcTo(x, y + h, x, y + h - r, r)
- ctx.lineTo(x, y + r)
- ctx.arcTo(x, y, x + r, y, r)
- ctx.closePath()
- ctx.fill()
- ctx.stroke()
- }
- dispose() {
- this.sprite.material.map.dispose()
- this.sprite.material.dispose()
- this.parent && this.parent.remove(this)
- this.sprite.dispatchEvent({ type: 'dispose' })
- this._listeners = []
- this.events.updatePos && player.removeEventListener('view.changed', this.events.updatePose)
- }
- }
- window.TextSprite = TextSprite
- /* class VideoPlayer extends THREE.EventDispatcher{
- constructor(player) {
- super()
- this.instances = new Map()
- this.isFlv = false
- }
- addVideo(src) {
- let video = this._createVideo(src)
- this.instances.set(src, video)
- return video
- }
- getVideo(src) {
- let video = this.instances.get(src)
- if (!video) {
- video = this.addVideo(src)
- }
- return video
- }
- _createVideo(src) {
- let video = document.createElement('video')
- video.setAttribute('crossOrigin', 'anonymous')
- video.setAttribute('playsinline', 'true')
- video.setAttribute('x5-playsinline', 'true')
- video.setAttribute('webkit-playsinline', 'true')
- video.setAttribute('x5-video-player-type', 'h5')
- video.setAttribute('controls', 'true')
- video.setAttribute('controlslist', 'nodownload')
- video.setAttribute('preload', 'meta') //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
- video.autoplay = false
- video.muted = true
- video.loop = true
- video.style.position = 'fixed'
- video.style.left = '0'
- video.style.top = '0'
- video.style.zIndex = '1000'
- video.style.width = '200px'
- video.style.display = 'none'
- //document.body.appendChild(video)
- //video.style.display = browser.urlHasValue('debug') ? 'block' : 'none'
- video.src = src
- if(this.isFlv) this.attachFlv(video)
- return video
- }
- attachFlv(video){ 四维看看的会把视频转码成flv和mp4存在服务器, 但是大场景不会,所以安卓(如vivo)加载不了。flv必须用flvjs播放,且苹果有的支持不了
- if(video.flvjsPlayer)return
- let player = flvjs.createPlayer({ type: 'flv', url: video.src }) //需要是flv格式才行
- player.videoElement = video
- player.attachMediaElement(video)
- player.on(flvjs.Events.ERROR, this._onPlayerError.bind(this))
- player.load()
- video.flvjsPlayer = player;
- }
- _onPlayerError() {
- console.warn('视频加载失败')
- }
- changeTypeToFlv(){
- this.isFlv = true
- for(let [key,value] of this.instances){
- this.attachFlv(value)
- }
- }
- } */
- window.initRouteArrow = () => {
- if (window.isEdit) return
- if (!window.DATA.route?.data || Object.keys(window.DATA.route.data).length == 0) return
- let { hide, gradualShow, opacityShine, data = {} } = window.DATA.route || {} //hide 默认是否隐藏,若隐藏也可以通过函数展示
- let panos = player.model.panos
- panos.routeNextMap = {} //下一个
- panos.routePreMap = {} //上一个
- panos.list.forEach((pano, i) => {
- panos.routePreMap[pano.id] = []
- panos.routeNextMap[pano.id] = data[pano.id] ? data[pano.id].map(id => panos.get(id)) : []
- })
- for (let panoId in data) {
- data[panoId].forEach(id => {
- panos.routePreMap[id].push(panos.get(panoId))
- })
- }
- var arrowInfo = {
- animateDur: 5000,
- showDur: 1000,
- minOpa: 0.2,
- maxOpa: 0.5
- }
- let arrowTex = Texture.load('images/arrow.png')
- arrowTex.anisotropy = 4
- let arrowMat = new THREE.MeshBasicMaterial({
- name: 'arrow',
- transparent: true,
- map: arrowTex,
- side: 2,
- opacity: arrowInfo.maxOpa
- //depthTest:false
- })
- let mats = {
- default: arrowMat,
- fadeIn: arrowMat.clone()
- }
- mats.fadeIn.name = 'fadeInArrow'
- let plane = new THREE.PlaneBufferGeometry(1, 1)
- let arrows = new THREE.Object3D()
- arrows.name = 'groundArrows'
- player.model.add(arrows)
- var createArrow = function (mat) {
- var arrow = new THREE.Mesh(plane, mat)
- arrow.name = 'arrow'
- let s = 0.15
- arrow.scale.set(s, s, s)
- arrows.add(arrow)
- return arrow
- }
- var updateArrowPose = function (from, to, mat) {
- var vec = to.floorPosition.clone().clone().sub(from.floorPosition).setY(0)
- let spaceDis = 0.4 //箭头之间的间距
- let margin = 0.3 //marker端需要留一点距离
- let sliceCount = Math.max(2, Math.round((vec.length() - margin) / spaceDis)) //分段
- let arrowCount = sliceCount - 1
- let dir = vec.clone().normalize()
- let dir2d = new THREE.Vector2(dir.x, dir.z)
- let angle = dir2d.angle() - Math.PI / 2
- let sliceLen = (vec.length() - margin) / sliceCount
- let i = arrowCount
- while (i > 0) {
- let pos = from.floorPosition
- .clone()
- .add(dir.clone().multiplyScalar(margin / 2 + i * sliceLen))
- pos.y += settings.markerHeight
- let arrow = createArrow(mat)
- arrow.name = 'arrow:' + from.id + '-' + to.id + '|' + i
- arrow.rotation.set(Math.PI / 2, 0, angle)
- arrow.position.copy(pos)
- i--
- }
- }
- var updateArrowOpacity = function (e) {
- //不停更新所有arrow的透明度
- var transition = function (a) {
- if (!arrows.visible) return
- var opa = a > 0.5 ? 2 - a * 2 : 2 * a
- opa = arrowInfo.maxOpa * opa + arrowInfo.minOpa * (1 - opa)
- mats.default.opacity = opa
- mats.fadeIn.opacity = opa * mats.fadeIn.opacity2
- }
- transitions.start(
- transition,
- arrowInfo.animateDur,
- updateArrowOpacity,
- 0,
- easing.easeInOutCubic,
- 'updateArrowOpacity'
- )
- }
- var fadeInArrow = function () {
- transitions.cancelById('updateArrowOpacity2')
- var arrows_ = arrows.children.filter(e => e.material == mats.fadeIn)
- if (arrows_.length == 0) return
- mats.fadeIn.opacity = 0
- var transition = function (a) {
- if (!opacityShine) mats.fadeIn.opacity = a * arrowInfo.maxOpa
- else mats.fadeIn.opacity2 = a
- }
- transitions.start(
- transition,
- arrowInfo.showDur,
- function done() {
- arrows_.forEach(e => (e.material = mats.default))
- },
- 0,
- easing.easeInOutCubic,
- 'updateArrowOpacity',
- 'updateArrowOpacity2'
- )
- }
- var lastArrowPanos = []
- var updateArrow = function () {
- //根据当前pano更新
- //console.log(currentPano)
- if (player.mode != 'panorama' || hide) {
- //飞出
- arrows.visible = false
- lastArrowPanos = []
- return
- }
- arrows.visible = true
- currentPano = player.currentPano
- //先获取所有需要箭头的pano
- var maxDistance = 6 //该距离内pano可见箭头
- var maxPathCount = 8
- var dis = 0
- var curPano = currentPano
- var panos_ = []
- var getAngle = function (pano1, pano2) {
- let dir = new THREE.Vector3().subVectors(pano1.position, pano2.position)
- dir = new THREE.Vector2(dir.x, dir.z)
- return dir.angle()
- }
- var search = function (pano, path = [pano], angles = []) {
- //多分支搜寻
- var neighbor = panos.routeNextMap[pano.id]
- if (!neighbor || !neighbor.length) return path.length > 1 && console.log('branchPath', path)
- neighbor.forEach(e => {
- let branchPath = path.slice(),
- angles_ = angles.slice()
- if (panos_.find(arr => arr[0] == e)) return console.log('不回头branchPath', branchPath) //不回头
- dis = e.floorPosition.distanceTo(currentPano.floorPosition)
- branchPath.push(e)
- if (branchPath.length > 2) {
- //不折回,否则感觉在面前饶了一圈回来很难看
- let i = 0
- while (i < branchPath.length - 1) {
- //补全angles
- if (angles_[i] == void 0) {
- angles_[i] = getAngle(branchPath[i], branchPath[i + 1])
- }
- i++
- }
- let lastAngle = angles_[branchPath.length - 2] //getAngle(branchPath[i], e)
- let reverse = angles_.find((angle, n) => {
- let angleDiff = Math.abs((lastAngle - angle) % (Math.PI * 2)) //越远限制越大
- let minDiff = math.linearClamp(branchPath.length, [3, 6], [0.2, 0.5])
- if (Math.abs(angleDiff - Math.PI) < minDiff) {
- console.log('因为折回而提前结束', n, branchPath)
- return true
- }
- })
- if (reverse != void 0) {
- return
- }
- }
- if (branchPath.length < 3 || dis < maxDistance) {
- panos_.push([pano, e])
- search(e, branchPath, angles_)
- } else console.log('branchPath', branchPath)
- })
- }
- //search(currentPano)
- let disMap = new Map(),
- cosMap = new Map()
- let camDir = player.getDirection()
- let neighbors = currentPano.neighbourUUIDs
- .map(e => panos.get(e))
- .filter(p => {
- let dir = new THREE.Vector3().subVectors(p.position, currentPano.position)
- let d = dir.lengthSq()
- if (d < 15) {
- //最大距离
- disMap.set(p, d)
- cosMap.set(p, dir.normalize().dot(camDir))
- return true
- }
- })
- .sort((a, b) => {
- let score = disMap.get(a) - disMap.get(b)
- score += (cosMap.get(b) - cosMap.get(a)) * 5
- return score
- }) //从近到远,尽量在前方
- let seedPanos = [currentPano, ...neighbors] //如果没有从当前点出发的箭头,就展示隔壁点的(缺点是隔壁点可能是指向当前点的,原规则是不展示来的路径的,所以会有点奇怪。虽然也可以在search后剔除啦)
- for (let seed of seedPanos) {
- search(seed)
- if (panos_.length != 0) {
- break
- }
- }
- arrows.children.slice().forEach(child => arrows.remove(child))
- panos_.forEach((panoArr, i) => {
- var isNew = !lastArrowPanos.find(e => e[0] == panoArr[0] && e[1] == panoArr[1]) //新出现的点 渐变出现
- updateArrowPose(panoArr[0], panoArr[1], isNew ? mats.fadeIn : mats.default) //更新位置
- })
- fadeInArrow()
- lastArrowPanos = panos_
- }
- let inited
- let init = () => {
- if (inited) return
- if (gradualShow) {
- player.on('flying.ended', updateArrow)
- } else {
- //展示全部
- for (let id1 in panos.routeNextMap) {
- for (let pano2 of panos.routeNextMap[id1]) {
- updateArrowPose(panos.get(id1), pano2, mats.default)
- }
- }
- player.on('mode.changed', () => {
- if (hide) return
- arrows.visible = player.mode == 'panorama'
- })
- }
- opacityShine && updateArrowOpacity()
- inited = true
- }
- {
- //ui控制显示
- let changeShow = e => {
- hide = !e.show
- e.show && init()
- gradualShow ? updateArrow() : (arrows.visible = e.show)
- }
- player.on('changeArrowShow', changeShow)
- changeShow({ show: !hide })
- }
- }
- {
- let f = () => {
- window.bus.removeEventListener('playerAndModelReady', f)
- player.on('mode.changing', (currentMode, mode, pano, duration) => {
- let noLine = mode == 'floorplan'
- if (noLine) {
- $('.widgets-doll-labels').addClass('noLine').addClass('noCorner')
- } else {
- $('.widgets-doll-labels').removeClass('noLine').removeClass('noCorner')
- }
- })
- player.on('view.changed', e => {
- if (e.cameraChanged) {
- //if(needUpdateZIndex){ //如果某个label显示时需要更新index的话,加个参数
- let label_ = labels.filter(e => e.elem[0].style.display == 'block')
- label_.sort((a, b) => b.pos2d.z - a.pos2d.z)
- label_.forEach((e, index) => e.elem.css('z-index', index + 1000))
- //}
- }
- })
- player.model.hotGroup.children.length ? logSth() : player.on('gotHotAndStartload', logSth)
- /* {//如果是flv格式的话
- window.videoPlayer = new VideoPlayer()
- if(browser.detectAndroidMobile()){//安卓常常播放不了
- let scriptdom = document.querySelector('#flvJs')
- if(scriptdom){
- scriptdom.src = 'js/lib/flv.min.js'
- scriptdom.onload = ()=>{
- window.videoPlayer.changeTypeToFlv()
- window.bus.dispatchEvent('VideoPlayerReady' )
- //Hot.startLoad()
- }
- }
- }
- } */
- initRouteArrow()
- browser.urlHasValue('panoLabel') && player.model.panos.forEach(p => p.addLabel())
- /* if(number == 'SG-LF0SeEdxWjv'){ //---如果要将其中一块chunk提取出来成为单独的floor(或说在该楼层隐藏)的话
- let roof = new player.model.floors.list[0].constructor(player.model, 2);//放在第三层
- roof.build()
- roof.addChunk(player.model.floors.list[0].chunks[1])
- player.model.floors.add(roof)
- player.model.floors.list[0].chunks.splice(1,1)
- } */
- /* if(number == 'SG-LF0SeEdxWjv' || number == 'SG-mBoheb4MAIb' || number == 'SG-H5A4vvPXqsE'){//在展示第一层时需要隐藏屋顶
- let [roofFloorIndex,roofChunkIndex] = ({
- 'SG-LF0SeEdxWjv' : [0,1], //第0层的第1个chunk是屋顶
- 'SG-mBoheb4MAIb' : [0,3],
- 'SG-H5A4vvPXqsE' : [0,3],
- })[number]
- let roof = new player.model.floors.list[0].constructor(player.model, 2);//放在第三层 隐藏起来
- roof.build()
- roof.addChunk(player.model.floors.list[roofFloorIndex].chunks[roofChunkIndex])
- player.model.floors.add(roof)
- player.model.floors.list[roofFloorIndex].chunks.splice(roofChunkIndex,1)
- } */
- }
- window.bus.addEventListener('playerAndModelReady', f) //player model currentPano都已有
- }
- window.bus.dispatchEvent({ type: 'THREE_inited' })
- }
- //最好能知道应该播放到的currentTime
- var SoundManager = {
- //暂不支持同时播放
- currentAudio: null, //当前正在播放list中的哪一个
- enableSound: true, //是否允许有声音
- playHistory: [], //被打断的加入播放历史
- list: [], //同一级别可以互相打断 //暂时不做多级别
- play: function (name, src, currentTime) {
- var object = this.list.find(e => e.name == name)
- if (object) {
- if (this.currentAudio) {
- this.pause(this.currentAudio.name, false, true)
- }
- {
- //将当前要播放的播放历史中清除
- let index = this.playHistory.indexOf(object)
- if (index > -1) this.playHistory.splice(index, 1)
- }
- this.currentAudio = object
- if (src) {
- this.setSrc(name, src)
- }
- if (currentTime != void 0) {
- object.audio.currentTime = currentTime
- }
- if (object.audio && object.src) {
- 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
- object.audio.play()
- object.audio.paused || (object.callback && object.callback(true))
- Log(name + ' 播放 ')
- }
- }
- },
- 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
- var object = this.list.find(e => e.name == name)
- if (object && this.currentAudio == object) {
- this.currentAudio = null
- if (object.audio) {
- object.audio.pause()
- object.callback && object.callback(false)
- object.audio.src &&
- Log(name + ' 中断音频 ' + '(' + common.getFileNameFromUrl(object.audio.src) + ')')
- }
- if (isInterrupt) {
- //一般主动调用不需要加这个
- this.playHistory.push(object) //如果是被中断的,加入播放历史,等待恢复播放
- }
- if (autoReplayLast) {
- //播放之前的音频。它们是被打断过的。
- while (this.playHistory.length) {
- var last = this.playHistory.pop()
- if (last.src && last.canplay(last.audio)) {
- this.play(last.name)
- }
- }
- }
- }
- },
- 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
- var object = this.list.find(e => e.name == name)
- object.src = src
- object.audio.src = src
- Log(`${object.name} 设置src: ${src}`)
- },
- createAudio: function (object = {}) {
- //name, level, canplay
- if (!object.fake) {
- object.audio = new Audio()
- object.audio.loop = !!object.loop
- //object.audio.autoplay = true;
- object.audio.addEventListener('ended', () => {
- if (object.loop) {
- //循环
- Log(`${object.name} 播放完毕,重新播放`)
- object.audio.play()
- } else {
- this.pause(object.name, true) //停止后的后续处理
- }
- })
- object.audio.oncanplaythrough = () => {
- Log(`${object.name} canplaythrough `)
- }
- }
- this.list.push(object)
- },
- initAutoPlay: function () {
- //处理设备自动播放限制
- let play = function () {
- if (
- this.currentAudio &&
- this.currentAudio.audio &&
- this.currentAudio.src &&
- this.currentAudio.audio.paused
- ) {
- this.currentAudio.audio.play() //一般触屏了都会播放成功,就不识别paused了
- this.currentAudio.callback && this.currentAudio.callback(true)
- Log(`${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
- } else {
- }
- // document.removeEventListener("touchstart",play);
- // document.removeEventListener("click",play);
- // $('#player')[0].removeEventListener("touchstart", play);
- }.bind(this)
- // 备注sg:注释进页面点击播放音乐(移动端有问题)
- // document.addEventListener("WeixinJSBridgeReady", play, false);
- // 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
- // document.addEventListener("click", play);
- // $('#player')[0].addEventListener("touchstart", play);
- }
- }
- function Log(value, color, fontSize) {
- color = color || '#13f'
- fontSize = fontSize || 14
- console.warn(`%c${value}`, `color:${color};font-size:${fontSize}px`)
- }
- Manage.prototype.loadAudio = function () {
- //相关:g_tourAudio \ g_playAudio
- //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
- //box视频都静音,所以暂时不考虑
- SoundManager.createAudio({
- name: 'bgm',
- level: 0,
- src: '',
- loop: true,
- canplay: audio => {
- return this.bgmShouldPlay
- },
- callback: state => {
- //play或pause时随之触发的函数(即使还没开始播放)
- if (state) {
- // 备注sg
- $('#volume a img').attr('src', './images/Volume btn_off.png')
- // $('#volume').attr('title', '关闭声音')
- } else {
- $('#volume a img').attr('src', './images/Volume btn_on.png')
- // $('#volume').attr('title', '打开声音')
- }
- }
- })
- SoundManager.createAudio({
- name: 'tour',
- level: 0,
- src: '',
- loop: false,
- canplay: audio => {
- return player.director && player.director.tourIsPlaying && player.director.getAudio()
- }
- })
- SoundManager.createAudio({
- name: 'hot',
- fake: true, //实际上没有audio. 只是为了来停止和续播其他音频
- level: 1,
- src: '',
- loop: false,
- canplay: audio => { }
- })
- $('#volume')
- .find('a')
- .on('click', () => {
- if ($('#volume img')[0].src.indexOf('btn_on.png') > -1) {
- this.switchBgmState(true)
- } else if ($('#volume img')[0].src.indexOf('btn_off.png') > -1) {
- this.switchBgmState(false)
- }
- })
- this.switchBgmState(true) //初始设置允许播放bgm
- SoundManager.initAutoPlay()
- }
- Manage.prototype.switchBgmState = function (state) {
- //按钮的状态完全代表是否应该播放bgm,即使还没加载完
- this.bgmShouldPlay = state
- if (state) {
- SoundManager.play('bgm')
- } else {
- SoundManager.pause('bgm')
- }
- this.dispatchEvent && this.dispatchEvent({ type: 'switchBgmState' })
- /* if(!g_bgAudio || !g_bgAudio.src) return;
- var played = function(){
- console.log('begin play bgm');
- g_play = 1;
- g_playAudio = g_bgAudio;
- g_tourAudio && g_tourAudio.pause()
- }
- var paused = function(){
- g_play = 0;
- g_playAudio == g_bgAudio && (g_playAudio = null)
- }
- if(state ){
- g_bgAudio.play();
- if(g_bgAudio.paused){
- paused()
- }else{
- played()
- return true
- }
- }else{
- g_bgAudio.pause();
- paused()
- }
- g_bgAudio.pauseByHot = false
- g_bgAudio.pauseByTour = false */
- }
- var manage = new Manage()
- //处理cursor优先级
- var CursorDeal = {
- priorityEvent: [
- //在前面的优先级高
- { noIntersect: 'not-allowed' },
- { addHot: 'cell' },
- { hoverRouteLine: 'url(images/coordinateClose.png),auto' },
- { hoverPano: 'pointer' },
- { hoverFootIcon: 'pointer' },
- { hoverHot: 'pointer' },
- { addLabel: 'cell' },
- { moveLabel: 'grab' }
- ],
- domElements: [$('#player')[0]],
- list: [], //当前存在的cursor状态
- currentCursorIndex: null,
- /* init : function(viewer){
- this.priorityEvent.forEach(e=>{//刚开始Potree.resourcePath没值,现在换
- for(let i in e){
- e[i] = Common.replaceAll(e[i],'{Potree.resourcePath}',Potree.resourcePath)
- }
- })
- this.domElements = [viewer.renderArea, viewer.mapViewer.renderArea];
- viewer.addEventListener("CursorChange",(e)=>{
- if(e.action == 'add'){
- this.add(e.name)
- }else{
- this.remove(e.name)
- }
- })
- }, */
- add: function (name) {
- var priorityItem = this.priorityEvent.find(e => e[name])
- if (!priorityItem) {
- console.error('CursorDeal 未定义优先级 name:' + name)
- return
- }
- if (!this.list.includes(name)) {
- this.judge({ addItem: priorityItem, name })
- this.list.push(name)
- }
- },
- remove: function (name) {
- var index = this.list.indexOf(name)
- if (index > -1) {
- this.list.splice(index, 1)
- this.judge()
- }
- },
- judge: function (o = {}) {
- //console.log(o,this.list)
- if (o.addItem) {
- var addIndex = this.priorityEvent.indexOf(o.addItem)
- if (addIndex < this.currentCursorIndex || this.currentCursorIndex == void 0) {
- this.domElements.forEach(e => (e.style.cursor = o.addItem[o.name]))
- this.currentCursorIndex = addIndex
- }
- } else {
- var levelMax = { index: Infinity, cursor: null }
- this.list.forEach(name => {
- var priorityItem = this.priorityEvent.find(e => e[name])
- var index = this.priorityEvent.indexOf(priorityItem)
- if (index < levelMax.index) {
- levelMax.index = index
- levelMax.cursor = priorityItem[name]
- }
- })
- this.currentCursorIndex = levelMax.index
- this.domElements.forEach(e => (e.style.cursor = levelMax.cursor || ''))
- }
- }
- }
- function logSth() {
- let hotCount = player.model.hotGroup.children.length
- let videoCount = player.model.hotGroup.children.filter(e => e.texType == 'video').length
- let photoCount = player.model.hotGroup.children.filter(e => e.texType == 'photo').length
- let shineCount = player.model.hotGroup.children.filter(e => e.texType == 'shine').length
- let aniCount = player.model.hotGroup.children.filter(e => e.info.animateInfo).length
- let objCount = player.model.hotGroup.children.filter(e => e.objObject).length
- let chunkLen = player.model.chunks.length
- let vertexC = player.model.chunks.reduce(function (total, chunk) {
- return total + chunk.geometry.attributes.position.count
- }, 0)
- let panoCount = player.model.panos.list.length
- Log(
- `共有chunk个数 ${chunkLen} ( 顶点数 ${vertexC} )
- 热点个数 ${hotCount} ( vedio ${videoCount} 个,photo ${photoCount} 个,shine ${shineCount}个。 gif ${aniCount} 个,obj ${objCount} 个
- 漫游点数 ${panoCount} 个)`,
- '#FF4399',
- 14
- )
- }
- /* let kankanNames = ['SG-','KJ-'] */
- window.sceneFrom = number.length > 6 && number.slice(0, 3).includes('-') ? 'kankan' : '' //看看or看见转来的
- //兼容一代的場景
- //請求地址統一管理
- var g_onePregix = 'https://bigscene.4dage.com/' //对应一代 http://www.4dmodel.com/SuperPanoramic/index.html?m=55
- var g_version = manage.number('version')
- g_version === 'one' ? (g_Prefix = g_onePregix) : ''
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