manage.js 96 KB

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  1. var g_ProjectName = window.location.pathname.substring(window.location.pathname.indexOf("/") + 1, window.location.pathname.lastIndexOf("/"));
  2. var g_Prefix = "https://super.4dage.com/";
  3. // var g_Prefix=window.location.href.substring(0,window.location.href.indexOf("/index.html")+1);
  4. var s = window.location.href.split("/");
  5. s.pop();
  6. //var g_Prefix = s.join('/');
  7. var g_index = null;
  8. var g_modeldata = null;
  9. var g_weixinTitle = null;
  10. var g_Hots = null;
  11. var g_HotMeshes = [];
  12. var g_HotMeshSize = {
  13. g_HotMeshWidth: 0.3,
  14. g_HotMeshHeight: 0.3,
  15. };
  16. //add表示添加,delete表示删除
  17. var g_HotStatus = null;
  18. var g_newHot = []; //存储新加热点
  19. var g_HotImage = {
  20. point: "https://super.4dage.com/images/4dagePoint2.png",
  21. point2: "https://super.4dage.com/images/4dagePoint.png",
  22. };
  23. var g_saveHot = false;
  24. var g_TextColor = 0x7777ff;
  25. var g_Text = null;
  26. var g_TextPlaneMesh = [];
  27. var g_TextIconMesh = [];
  28. var g_TextIcon = "./images/text.png";
  29. var g_SelectTextIndex = null;
  30. var g_TextShow = null;
  31. var g_audioPlay = false;
  32. var g_background = null;
  33. var g_roof = null;
  34. var g_data2 = null; //加载的data2.js的内容
  35. var g_bgAudio = null; //背景音乐
  36. var g_tourAudio = null; //导览音乐
  37. var g_play = 1; //表示播放图标状态
  38. 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
  39. var g_currentHot = null; //当前打开的热点
  40. //var g_Texture=null;
  41. //var g_ChunknameTexture={}; //chunkname和贴图名称对应
  42. var g_NormalTexture = false;
  43. var g_SpecularTexture = false;
  44. var g_DirectionalLight = null;
  45. var g_snapShotWidth = 200; //截图下载图片的大小
  46. var g_snapShotHeight = 140;
  47. //微信分享
  48. var g_weixinObj = {
  49. title: document.querySelector("head title").innerHTML,
  50. lineLink: window.location.href,
  51. imgUrl: "https://www.4dmodel.com/SuperPanoramic/images/weixintitle.jpg",
  52. desc: "四维时代提供技术支持",
  53. };
  54. window.browser = {
  55. //提前定义
  56. isMobile: function () {
  57. var e = navigator.userAgent || navigator.vendor || window.opera;
  58. return (
  59. /(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(
  60. e
  61. ) ||
  62. /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(
  63. e.substr(0, 4)
  64. )
  65. );
  66. },
  67. isFullscreen: function () {
  68. return document.fullscreenElement || document.mozFullscreenElement || document.mozFullScreenElement || document.webkitFullscreenElement || document.msFullscreenElement;
  69. },
  70. valueFromHash: function (e, t) {
  71. var i = new RegExp("[#&?]" + e + "=([^#&?]*)"),
  72. n = i.exec(window.location.href);
  73. if (!n) return t;
  74. var r = n[1];
  75. return "boolean" == typeof t ? "true" === r || "1" === r : "number" == typeof t ? parseFloat(r) : window.decodeURIComponent(r);
  76. },
  77. urlHasValue: function (key, isGetValue) {
  78. let querys = window.location.search.substr(1).split("&");
  79. if (isGetValue) {
  80. for (let i = 0; i < querys.length; i++) {
  81. let keypair = querys[i].split("=");
  82. if (keypair.length === 2 && keypair[0] === key) {
  83. return keypair[1];
  84. }
  85. }
  86. return "";
  87. } else {
  88. for (let i = 0; i < querys.length; i++) {
  89. let keypair = querys[i].split("=");
  90. if (keypair[0] == key) {
  91. return true;
  92. }
  93. }
  94. return false;
  95. }
  96. },
  97. };
  98. var settings = {
  99. hotClickEvent: {
  100. video: {
  101. playAndPause: true,
  102. examine: false,
  103. openHot: false,
  104. },
  105. photo: {
  106. examine: false,
  107. openHot: false,
  108. },
  109. shine: {
  110. examine: true,
  111. openHot: true,
  112. },
  113. },
  114. hotClickActions: ["playAndPause", "examine", "openHot", "fastTran"],
  115. markerHeight: 0.05, //距离地板高出多少,
  116. //默认的:
  117. teleportTime: 1500, //瞬间过渡的时间
  118. /* flytimeDistanceMultiplier:150,
  119. flyTime:750, */
  120. tourRotTime: 2, //默认停留2秒
  121. //dontExamHot:true,
  122. hotFastTran: false,
  123. transparentBg: false,
  124. bgImg: null,
  125. tileClass: {
  126. //默认全景贴图加载的清晰度
  127. pc: {
  128. nav: "2k",
  129. max: "4k",
  130. },
  131. bigMobile: {
  132. //width和height都超过一定值
  133. nav: browser.urlHasValue("padNav", true) || "2k",
  134. max: browser.urlHasValue("padMax", true) || "4k", //'2k',
  135. },
  136. mobile: {
  137. nav: browser.urlHasValue("phoneNav", true) || "1k", //不放大时
  138. max: browser.urlHasValue("phoneMax", true) || "4k", //放到最大
  139. },
  140. }, //可以稍后自行修改
  141. /* extractFloor : { //提取一部分chunk作为新的floor,该floor不在楼层列表里显示,一般用于飞出后隐藏屋顶
  142. 'KJ-t-tHpdpKvb0ew' : [1,2,3,4,5,6,7,8], //第0层的第1,2,3个chunk是屋顶
  143. } */
  144. };
  145. if (window.number == "725" || window.number == "724") {
  146. //settings.mobileNavHigh = true
  147. settings.tileClass.mobile = { nav: "2k", max: "2k" };
  148. }
  149. //共用函数:
  150. window.common = null;
  151. window.MathLight = null;
  152. window.math = null;
  153. window.easing = null;
  154. window.lerp = null;
  155. window.transitions = null;
  156. function watch(object, propName, initialValue) {
  157. //监听某个属性的变化
  158. let v = initialValue;
  159. Object.defineProperty(object, propName, {
  160. get: function () {
  161. return v;
  162. },
  163. set: function (e) {
  164. console.log("watch:", propName, e);
  165. v = e;
  166. },
  167. });
  168. }
  169. var toPrecision = function (e, t) {
  170. function i(e, t) {
  171. var i = Math.pow(10, t);
  172. return Math.round(e * i) / i;
  173. }
  174. if (e instanceof Array) {
  175. for (var n = 0; n < e.length; n++) e[n] = i(e[n], t);
  176. return e;
  177. }
  178. return i(e, t);
  179. };
  180. var dealMap = (map, o = {}) => {
  181. //使不resize when image is not power of two ,但缩小时会有锯齿
  182. if (!o.ignoreResize) {
  183. if (!map.image || !THREE.Math.isPowerOfTwo(map.image.width) || !THREE.Math.isPowerOfTwo(map.image.height)) {
  184. map.wrapS = map.wrapT = THREE.ClampToEdgeWrapping;
  185. map.minFilter = THREE.LinearFilter;
  186. //map.generateMipmaps = true;
  187. }
  188. }
  189. if (!browser.isMobile()) map.anisotropy = 3;
  190. };
  191. var dom = {
  192. getOffset: function (type, element, parent) {
  193. left = type == "left" ? element.offsetLeft : element.offsetTop;
  194. if (!parent) parent = $("body")[0];
  195. while ((element = element.offsetParent)) {
  196. if (element == parent) break;
  197. left += type == "left" ? element.offsetLeft : element.offsetTop;
  198. }
  199. return left;
  200. },
  201. };
  202. var getTransformSid = function () {
  203. var name;
  204. if (player.mode == "panorama") {
  205. name = player.currentPano ? player.currentPano.id : "outside";
  206. } else {
  207. name = "outside";
  208. }
  209. return name;
  210. };
  211. var LineDraw = {
  212. /* createLine: function(posArr, o) {
  213. var e = new THREE.BufferGeometry
  214. , p = new Float32Array(6);
  215. e.addAttribute("position", new THREE.BufferAttribute(p,3));
  216. //这句新旧版写法不同 旧版这样:e.addAttribute("position",Float32Array,2,3);
  217. var p = e.attributes.position.array;
  218. for (var i = 0; i < 2; i++) {
  219. p[i * 3] = posArr[i].x;
  220. p[i * 3 + 1] = posArr[i].y;
  221. p[i * 3 + 2] = posArr[i].z;
  222. }
  223. var mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"]({
  224. linewidth: o.width || 1,
  225. //windows无效。 似乎mac/ios上粗细有效 ?
  226. color: o.color || defaultColor,
  227. transparent: o.dontAlwaysSeen ? false : true,
  228. depthTest: o.dontAlwaysSeen ? true : false
  229. })
  230. var line = new THREE.Line(e,mat);
  231. line.renderOrder = o.renderOrder || 4
  232. //同tagStem; //如果不加高,可能会部分被model遮住
  233. return line;
  234. } */
  235. createLine: function (posArr, o = {}) {
  236. //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)
  237. var mat;
  238. if (o.mat) {
  239. mat = o.mat;
  240. } else {
  241. let prop = {
  242. color: o.color || defaultColor,
  243. transparent: o.dontAlwaysSeen ? false : true,
  244. depthTest: o.dontAlwaysSeen ? true : false,
  245. opacity: o.opacity != void 0 ? o.opacity : 1,
  246. };
  247. if (o.deshed) {
  248. (prop.dashSize = o.dashSize || 0.1), (prop.gapSize = o.gapSize || 0.1);
  249. }
  250. mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"](prop);
  251. }
  252. var line = new THREE.LineSegments(new THREE.BufferGeometry(), mat);
  253. line.renderOrder = o.renderOrder || 4;
  254. this.moveLine(line, posArr);
  255. return line;
  256. },
  257. moveLine: function (line, posArr) {
  258. if (posArr.length == 0) return;
  259. let position = new Float32Array(posArr.length * 3); //[]
  260. for (var i = 0; i < 2; i++) {
  261. position[i * 3] = posArr[i].x;
  262. position[i * 3 + 1] = posArr[i].y;
  263. position[i * 3 + 2] = posArr[i].z;
  264. }
  265. line.geometry.addAttribute("position", new THREE.BufferAttribute(position, 3));
  266. //line.geometry.setAttribute('position', new THREE.Float32BufferAttribute(new Float32Array(position), 3));
  267. line.geometry.attributes.position.needsUpdate = true;
  268. line.geometry.computeBoundingSphere();
  269. /* if(line.material instanceof THREE.LineDashedMaterial){
  270. line.computeLineDistances() //只有非buffer的geometry才有
  271. } */
  272. },
  273. };
  274. var convertTool = {
  275. getPos2d: function (point, camera, dom) {
  276. //获取一个三维坐标对应屏幕中的二维坐标
  277. var camera = camera || player.camera;
  278. var dom = dom || player.domElement;
  279. if (!camera) return;
  280. 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);
  281. var x, y;
  282. x = ((pos.x + 1) / 2) * dom.clientWidth;
  283. y = (1 - (pos.y + 1) / 2) * dom.clientHeight;
  284. var inSight =
  285. x <= dom.clientWidth &&
  286. x >= 0 && //是否在屏幕中
  287. y <= dom.clientHeight &&
  288. y >= 0;
  289. return {
  290. pos: new THREE.Vector2(x, y), // 屏幕像素坐标
  291. vector: pos, //(范围 -1 ~ 1)
  292. 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
  293. inSight: inSight, //在屏幕范围内可见
  294. };
  295. },
  296. ifShelter: function (pos3d, pos2d, camera, floorIndex) {
  297. //检测某点在视线中是否被mesh遮挡
  298. if (!pos2d) pos2d = convertTool.getPos2d(pos3d);
  299. camera = camera || player.camera;
  300. var ori = new THREE.Vector3(pos2d.x, pos2d.y, -1).unproject(camera); //找到视线原点
  301. var dir = pos3d.clone().sub(ori).normalize();
  302. 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
  303. /* if(config.isEdit && publicObjectSet.editor.mainDesign.editing){
  304. var o = ray.intersectObjects(publicObjectSet.editor.mainDesign.wallMeshes);
  305. }else{ */
  306. let colliders = player.model.allFloorsVisible ? player.model.colliders : (floorIndex != void 0 ? player.model.floors.index[floorIndex] : player.model.currentFloor).collider.children;
  307. //let colliders = (floorIndex == void 0 ) ? player.model.colliders : player.model.floors.index[floorIndex].collider.children
  308. var o = ray.intersectObjects(colliders);
  309. //}
  310. var len = pos3d.distanceTo(ori);
  311. if (o && o.length) {
  312. for (var i = 0; i < o.length; i++) {
  313. if (o[i].distance < len) {
  314. return true;
  315. } //有遮挡
  316. }
  317. }
  318. },
  319. /*
  320. 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)
  321. 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。
  322. */
  323. getPosAtPlane: function (pos, info /* , mouse, camera */) {
  324. //pos:与intersectPlane的交点 见笔记
  325. var A = pos;
  326. var player = player;
  327. var mouse = player.mouse;
  328. var O = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(player.camera);
  329. if (info.y != void 0) {
  330. //地面线的
  331. var y = info.y;
  332. if (player.mode == "floorplan" /* || Math.abs(O.x-pos.x)<0.0001 && Math.abs(O.z-pos.z)<0.0001) */) {
  333. //intersectPlane和地面平行,无交点
  334. var x = pos.x,
  335. z = pos.z;
  336. } else {
  337. 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。
  338. if (O.y == A.y) {
  339. console.log("一样??");
  340. return;
  341. }
  342. if (A.y == y) {
  343. console.log("一样2??");
  344. return;
  345. }
  346. var r = (O.y - y) / (A.y - y);
  347. var x = (r * A.x - O.x) / (r - 1);
  348. var z = (r * A.z - O.z) / (r - 1);
  349. }
  350. } else {
  351. //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
  352. var N = info.normalVec;
  353. var P = info.pullPos;
  354. if (N.y != 0) {
  355. console.log("N.y != 0");
  356. return;
  357. } //仅仅支持垂直于地面的的墙壁,目前都是
  358. if (O.z == A.z) {
  359. console.log("O.z==A.z?");
  360. return;
  361. }
  362. if (N.z != 0 && N.x != 0) {
  363. //直接用这个通用的也可以,支持斜线的墙
  364. //console.log('N.z==0 && N.x == 0?');
  365. var c = N.x * (A.x - O.x) + N.y * (A.y - O.y) + N.z * (A.z - O.z);
  366. if (c == 0) {
  367. console.log("分母为0?? return;");
  368. return;
  369. }
  370. 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;
  371. var x = t * (A.x - O.x) + O.x;
  372. var y = t * (A.y - O.y) + O.y;
  373. var z = t * (A.z - O.z) + O.z;
  374. /*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;
  375. 求直线L与平面π的交点的坐标。
  376. 把直线方程改写成参数形式:设(x-a)/m=(x-b)/n=(z-c)/p=t;
  377. 则x=mt+a;y=nt+b;z=pt+c;代入平面π的方程得:
  378. A(mt+a)+B(nt+b)+C(pt+c)+D=0
  379. 由此解得t=-(Aa+Bb+Cc+D)/(Am+Bn+Cp)
  380. 再代入参数方程即得交点的坐标(x,y,z). */
  381. } else if (N.x == 0) {
  382. //z与pullPos相等
  383. var z = P.z;
  384. if (O.y == A.y) {
  385. console.log("一样??");
  386. return;
  387. }
  388. if (A.y == y) {
  389. console.log("一样2??");
  390. return;
  391. }
  392. if (A.z == z) {
  393. console.log("一样3??");
  394. return;
  395. }
  396. var r = (O.z - z) / (A.z - z);
  397. var x = (r * A.x - O.x) / (r - 1);
  398. var y = (r * A.y - O.y) / (r - 1);
  399. } else if (N.z == 0) {
  400. //x与pullPos相等
  401. var x = P.x;
  402. if (O.y == A.y) {
  403. console.log("一样??");
  404. return;
  405. }
  406. if (A.y == y) {
  407. console.log("一样2??");
  408. return;
  409. }
  410. if (A.x == x) {
  411. console.log("一样3??");
  412. return;
  413. }
  414. var r = (O.x - x) / (A.x - x);
  415. var y = (r * A.y - O.y) / (r - 1);
  416. var z = (r * A.z - O.z) / (r - 1);
  417. }
  418. }
  419. return new THREE.Vector3(x, y, z);
  420. },
  421. getMouseIntersect: function (camera, meshes, mouse) {
  422. //获取鼠标和meshes交点
  423. var raycaster = new THREE.Raycaster();
  424. camera.updateMatrixWorld();
  425. var origin = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(camera),
  426. end = new THREE.Vector3(mouse.x, mouse.y, 1).unproject(camera);
  427. var dir = end.sub(origin).normalize();
  428. raycaster.set(origin, dir);
  429. var n = raycaster.intersectObjects(meshes);
  430. if (0 === n.length) return null;
  431. return n[0];
  432. },
  433. ifIntersectChunks: function (A, B, options = {}) {
  434. //获取某个线段/射线和meshes的交点
  435. var dir = B.clone().sub(A).normalize();
  436. var len = options.InfinityLen ? Infinity : A.distanceTo(B) + (options.extLen || 0);
  437. var ray = new THREE.Raycaster(A.clone(), dir, 0, len);
  438. var o = ray.intersectObjects(options.model || player.model.colliders);
  439. if (o && o.length) return o;
  440. if (options.throughWidth) {
  441. //允许最小宽度,防止穿过极小的缝隙导致撞墙感
  442. var normal = math.getNormal({
  443. points: [
  444. { x: A.x, y: A.z },
  445. { x: B.x, y: B.z },
  446. ],
  447. }); //线段法线
  448. normal.multiplyScalar(options.throughWidth);
  449. var normalVec3 = new THREE.Vector3(normal.x, 0, normal.y);
  450. var A2 = A.clone().add(normalVec3);
  451. ray.set(A2, dir);
  452. var o2 = ray.intersectObjects(options.model || player.model.colliders);
  453. ray.set(A.clone().add(normalVec3.negate()), dir);
  454. if (o2 && o2.length) return o2;
  455. var o3 = ray.intersectObjects(options.model || player.model.colliders);
  456. if (o3 && o3.length) return o3;
  457. }
  458. return null;
  459. },
  460. getPosAtSphere: function (pos3d, toPanoPos) {
  461. var dir = pos3d.clone().sub(toPanoPos);
  462. dir.normalize(); //然后计算在球中
  463. dir.multiplyScalar(Constants.skyRadius);
  464. dir.add(toPanoPos);
  465. return dir;
  466. },
  467. getScaleForConstantSize: function (op = {}) {
  468. //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
  469. var w;
  470. var i = new THREE.Vector3(),
  471. o = new THREE.Vector3(),
  472. l = new THREE.Vector3(),
  473. c = new THREE.Vector3(),
  474. h = new THREE.Vector3();
  475. if (!op.resolution) {
  476. let renderSize = player.sceneRenderer.renderer.getSize();
  477. op.resolution = { x: renderSize.width, y: renderSize.height };
  478. }
  479. if (!op.camera) {
  480. let camera = player.cameraControls.activeControl ? player.cameraControls.activeControl.camera : player.camera;
  481. let camera2 = camera.clone();
  482. 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
  483. op.camera = camera2;
  484. }
  485. if (op.width2d) w = op.width2d; //如果恒定二维宽度
  486. else {
  487. //否则考虑上距离,加一丢丢近大远小的效果
  488. var currentDis, nearBound, farBound;
  489. if (op.camera.type == "OrthographicCamera") {
  490. currentDis = (op.camera.right - op.camera.left) / op.camera.zoom;
  491. } else {
  492. currentDis = op.position.distanceTo(op.camera.position);
  493. }
  494. w = op.maxSize - (op.maxSize - op.minSize) * THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound);
  495. //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
  496. }
  497. i.copy(op.position).project(op.camera), //tag中心在屏幕上的二维坐标
  498. 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
  499. l.set(w / 2, 0, 0).add(o), //加上tag宽度的一半
  500. c.set(2 / op.resolution.x, 2 / op.resolution.y, 1).multiply(l), //再转回 -1 到 1的范围
  501. h.copy(c).unproject(op.camera); //再转成三维坐标,求得tag边缘的位置
  502. let halfMeter = h.distanceTo(op.position); //就能得到tag的三维半径
  503. return halfMeter; //可能NAN 当相机和position重叠时
  504. },
  505. updateVisible: function (object, reason, ifShow, level = 0, type) {
  506. //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
  507. if (!object.unvisibleReasons) object.unvisibleReasons = []; //如果length>0代表不可见
  508. if (!object.visibleReasons) object.visibleReasons = []; //在同级时,优先可见
  509. var update = function () {
  510. //先按从高到低的level排列
  511. object.unvisibleReasons = object.unvisibleReasons.sort((a, b) => b.level - a.level);
  512. object.visibleReasons = object.visibleReasons.sort((a, b) => b.level - a.level);
  513. var maxVisiLevel = object.visibleReasons[0] ? object.visibleReasons[0].level : -1;
  514. var maxunVisiLevel = object.unvisibleReasons[0] ? object.unvisibleReasons[0].level : -1;
  515. var shouldVisi = maxVisiLevel >= maxunVisiLevel;
  516. var visiBefore = object.visible;
  517. if (visiBefore != shouldVisi) {
  518. object.visible = shouldVisi;
  519. object.dispatchEvent({
  520. type: "isVisible",
  521. visible: shouldVisi,
  522. reason,
  523. });
  524. }
  525. };
  526. if (ifShow) {
  527. var index = object.unvisibleReasons.findIndex((e) => e.reason == reason);
  528. if (index > -1) {
  529. type = "cancel";
  530. object.unvisibleReasons.splice(index, 1);
  531. }
  532. if (type == "add") {
  533. if (!object.visibleReasons.some((e) => e.reason == reason)) {
  534. object.visibleReasons.push({ reason, level });
  535. }
  536. }
  537. } else {
  538. var index = object.visibleReasons.findIndex((e) => e.reason == reason);
  539. if (index > -1) {
  540. type = "cancel";
  541. object.visibleReasons.splice(index, 1);
  542. }
  543. if (type != "cancel") {
  544. if (!object.unvisibleReasons.some((e) => e.reason == reason)) {
  545. object.unvisibleReasons.push({ reason, level });
  546. }
  547. }
  548. }
  549. update();
  550. },
  551. getObjVisiByReason: function (object, reason) {
  552. //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"
  553. if (object.visible) return true;
  554. else {
  555. return !object.unvisibleReasons || !object.unvisibleReasons.some((e) => e.reason == reason);
  556. }
  557. },
  558. };
  559. window.expandCommon = function (common) {
  560. Object.assign(common, {
  561. intervalTool: {
  562. //延时update,防止卡顿
  563. list: [],
  564. isWaiting: function (name, func, delayTime /* , autoCycle */) {
  565. let item = this.list.find((e) => e.name == name);
  566. if (!item) {
  567. //如果没有该项, 则加入循环
  568. let ifContinue = func();
  569. item = { name, func, delayTime };
  570. this.list.push(item);
  571. setTimeout(() => {
  572. var a = this.list.indexOf(item);
  573. this.list.splice(a, 1);
  574. let { func, delayTime } = item;
  575. if (item.requestUpdate || ifContinue) this.isWaiting(name, func, delayTime); //循环
  576. }, delayTime);
  577. } else {
  578. //如果有该项,说明现在请求下一次继续更新
  579. //更新属性
  580. item.func = func;
  581. item.delayTime = delayTime;
  582. item.requestUpdate = true;
  583. }
  584. },
  585. },
  586. sortByScore: function (list, request, rank) {
  587. var i = request ? common.filterAll(list, request) : list;
  588. return 0 === i.length
  589. ? null
  590. : (i = i
  591. .map(function (e) {
  592. let scores = rank.map(function (f) {
  593. return f(e);
  594. }); //add
  595. return {
  596. item: e,
  597. scores,
  598. score: scores.reduce(function (t, i) {
  599. return t + i;
  600. }, 0),
  601. };
  602. })
  603. .sort(function (e, t) {
  604. return t.score - e.score;
  605. }));
  606. },
  607. getVisiblePano: function (positions = [], panos, options = {}) {
  608. //add
  609. var visiblePanos = [];
  610. options.posAtPanos = options.posAtPanos || {}; //在不同漫游点的positions
  611. panos.forEach((pano) => {
  612. if (!pano.isAligned()) return;
  613. var A = pano.position.clone();
  614. var posB = options.posAtPanos[pano.id] || positions;
  615. var posLength = posB.length;
  616. for (let i = 0; i < posLength; i++) {
  617. var B = posB[i];
  618. var ray = new THREE.Raycaster(A.clone(), B.clone().sub(A).normalize(), 0, A.distanceTo(B) - (options.tolerance || 0));
  619. var o = ray.intersectObjects(options.model || player.model.colliders, true);
  620. if (!o || !o.length) {
  621. //只要有一点可见,就算整体可见
  622. visiblePanos.push(pano.id);
  623. break;
  624. }
  625. }
  626. });
  627. return visiblePanos;
  628. },
  629. realVisible: function (object) {
  630. var v = true;
  631. var parent = object;
  632. var lastParent;
  633. while (parent) {
  634. if (parent.visible === false) {
  635. v = false;
  636. break;
  637. }
  638. lastParent = parent;
  639. parent = parent.parent;
  640. }
  641. if (v && !(lastParent instanceof THREE.Scene)) {
  642. //已被删除
  643. v = false;
  644. }
  645. return v;
  646. },
  647. getMaxCubemapSize() {
  648. //在renderer创建完前获取
  649. let size = player.sceneRenderer?.renderer?.capabilities.maxCubemapSize;
  650. if (size) {
  651. return size;
  652. }
  653. try {
  654. var e = document.createElement("canvas"),
  655. t = e.getContext("webgl");
  656. t || (t = e.getContext("experimental-webgl"));
  657. var i = t.getParameter(t.MAX_CUBE_MAP_TEXTURE_SIZE);
  658. return i;
  659. } catch (e) {
  660. return 0;
  661. }
  662. },
  663. });
  664. };
  665. window.expandMath = function (math) {
  666. Object.assign(math, {
  667. linearClamp(value, xArr, yArr) {
  668. if (arguments.length == 5) {
  669. xArr = [arguments[1], arguments[2]];
  670. yArr = [arguments[3], arguments[4]];
  671. }
  672. let len = xArr.length;
  673. if (value <= xArr[0]) return yArr[0];
  674. if (value >= xArr[len - 1]) return yArr[len - 1];
  675. let i = 0;
  676. while (++i < len) {
  677. if (value < xArr[i]) {
  678. let x1 = xArr[i - 1],
  679. x2 = xArr[i],
  680. y1 = yArr[i - 1],
  681. y2 = yArr[i];
  682. value = y1 + ((y2 - y1) * (value - x1)) / (x2 - x1);
  683. break;
  684. }
  685. }
  686. return value;
  687. },
  688. getBaseLog(x, y) {
  689. //返回以 x 为底 y 的对数(即 logx y) . Math.log 返回一个数的自然对数
  690. return Math.log(y) / Math.log(x);
  691. },
  692. getSpreadRatio(n) {
  693. //n为整数,返回的0-1的数。 目的是获得较为平均的数字,主要用于颜色hue。数字含义:按顺序将1不停平分下去,每刀都切在每段的二分之一处,则第n刀在原先整体的几分之几处
  694. if (n == 0) return 0;
  695. let k = Math.floor(math.getBaseLog(2, n)); //是2的几次幂
  696. let r = ((n - Math.pow(2, k)) * 2 + 1) / Math.pow(2, k + 1);
  697. console.log("getSpreadRatio", n, r);
  698. return r;
  699. },
  700. });
  701. };
  702. //--------------------------------------
  703. //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
  704. var Manage = function () {
  705. (this.weixinURL = "https://res.wx.qq.com/open/js/jweixin-1.2.0.js"), (this.time = "?" + new Date().getTime());
  706. this.loadAudio();
  707. this.loadWeixin();
  708. };
  709. //动态加载js文件
  710. Manage.prototype.LoadJs = function (_files, succes) {
  711. /* 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*/
  712. var classcodes = [];
  713. var FileArray = [];
  714. if (typeof _files === "object") {
  715. FileArray = _files;
  716. } else {
  717. /*如果文件列表是字符串,则用,切分成数组*/
  718. if (typeof _files === "string") {
  719. FileArray = _files.split(",");
  720. }
  721. }
  722. if (FileArray != null && FileArray.length > 0) {
  723. var LoadedCount = 0;
  724. for (var i = 0; i < FileArray.length; i++) {
  725. loadFile(FileArray[i], function () {
  726. LoadedCount++;
  727. if (LoadedCount == FileArray.length) {
  728. try {
  729. succes();
  730. } catch (err) {
  731. console.log("err: 您未定义回调");
  732. }
  733. }
  734. });
  735. }
  736. }
  737. /*加载JS文件,url:文件路径,success:加载成功回调函数*/
  738. function loadFile(url, success) {
  739. if (!FileIsExt(classcodes, url)) {
  740. var _ThisType = GetFileType(url);
  741. var ThisType = _ThisType.indexOf("?") == -1 ? _ThisType : _ThisType.substring(0, _ThisType.indexOf("?"));
  742. var fileObj = null;
  743. if (ThisType == ".js") {
  744. fileObj = document.createElement("script");
  745. fileObj.src = url;
  746. } else if (ThisType == ".css") {
  747. fileObj = document.createElement("link");
  748. fileObj.href = url;
  749. fileObj.type = "text/css";
  750. fileObj.rel = "stylesheet";
  751. } else if (ThisType == ".less") {
  752. fileObj = document.createElement("link");
  753. fileObj.href = url;
  754. fileObj.type = "text/css";
  755. fileObj.rel = "stylesheet/less";
  756. }
  757. success = success || function () {};
  758. fileObj.onload = fileObj.onreadystatechange = function () {
  759. if (!this.readyState || "loaded" === this.readyState || "complete" === this.readyState) {
  760. success();
  761. classcodes.push(url);
  762. }
  763. };
  764. document.getElementsByTagName("head")[0].appendChild(fileObj);
  765. } else {
  766. success();
  767. }
  768. }
  769. /*获取文件类型,后缀名,小写*/
  770. function GetFileType(url) {
  771. if (url != null && url.length > 0) {
  772. return url.substr(url.lastIndexOf(".")).toLowerCase();
  773. }
  774. return "";
  775. }
  776. /*文件是否已加载*/
  777. function FileIsExt(FileArray, _url) {
  778. if (FileArray != null && FileArray.length > 0) {
  779. var len = FileArray.length;
  780. for (var i = 0; i < len; i++) {
  781. if (FileArray[i] == _url) {
  782. return true;
  783. }
  784. }
  785. }
  786. return false;
  787. }
  788. };
  789. //获取页面url后面的参数
  790. Manage.prototype.number = function (variable) {
  791. var query = window.location.search.substring(1);
  792. var vars = query.split("&");
  793. for (var i = 0; i < vars.length; i++) {
  794. var pair = vars[i].split("=");
  795. if (pair[0] == variable) {
  796. return pair[1];
  797. }
  798. }
  799. return false;
  800. };
  801. Manage.prototype.loadWeixin = function () {
  802. var that = this;
  803. this.LoadJs(that.weixinURL + that.time, function () {});
  804. };
  805. Manage.prototype.weixinShare = function () {
  806. console.log({ str: "weixinShare", level: 1 });
  807. $.ajax({
  808. url: "https://www.4dage.com/wechat/jssdk/",
  809. type: "post",
  810. data: {
  811. url: location.href.split("#")[0],
  812. },
  813. dataType: "jsonp",
  814. jsonpCallback: "success_jsonp",
  815. success: function (data, textStatus) {
  816. console.log({ str: "微信 success," + data.appId, level: 1 });
  817. wx.config({
  818. // debug : true,
  819. appId: data.appId,
  820. timestamp: data.timestamp,
  821. nonceStr: data.nonceStr,
  822. signature: data.signature,
  823. jsApiList: [
  824. "checkJsApi",
  825. "onMenuShareTimeline",
  826. "onMenuShareAppMessage",
  827. "onMenuShareQQ",
  828. "onMenuShareWeibo",
  829. "hideMenuItems",
  830. "showMenuItems",
  831. "hideAllNonBaseMenuItem",
  832. "showAllNonBaseMenuItem",
  833. "translateVoice",
  834. "startRecord",
  835. "stopRecord",
  836. "onRecordEnd",
  837. "playVoice",
  838. "pauseVoice",
  839. "stopVoice",
  840. "uploadVoice",
  841. "downloadVoice",
  842. "chooseImage",
  843. "previewImage",
  844. "uploadImage",
  845. "downloadImage",
  846. "getNetworkType",
  847. "openLocation",
  848. "getLocation",
  849. "hideOptionMenu",
  850. "showOptionMenu",
  851. "closeWindow",
  852. "scanQRCode",
  853. "chooseWXPay",
  854. "openProductSpecificView",
  855. "addCard",
  856. "chooseCard",
  857. "openCard",
  858. ],
  859. });
  860. },
  861. error: function (XMLHttpRequest, textStatus, errorThrown) {
  862. console.error({ str: "微信分享失败! textStatus:" + textStatus, level: 1 });
  863. },
  864. });
  865. var success_jsonp = function (json) {
  866. console.log({ str: "success_jsonp:" + json, level: 1 });
  867. };
  868. wx.ready(function () {
  869. // 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〿
  870. //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〿
  871. //分享到朋友圈
  872. console.log({ str: "微信 ready", level: 1 });
  873. wx.onMenuShareTimeline({
  874. title: g_weixinObj.title, // 分享标题
  875. link: g_weixinObj.lineLink, // 分享链接
  876. imgUrl: g_weixinObj.imgUrl, // 分享图标
  877. desc: g_weixinObj.desc,
  878. });
  879. //获取“分享给朋友”按钮点击状态及自定义分享内容接叿
  880. wx.onMenuShareAppMessage({
  881. title: g_weixinObj.title, // 分享标题
  882. desc: g_weixinObj.desc, // 分享描述
  883. link: g_weixinObj.lineLink, // 分享链接
  884. imgUrl: g_weixinObj.imgUrl, // 分享图标
  885. type: "", // 分享类型,music、video或link,不填默认为link
  886. dataUrl: "", // 如果type是music或video,则要提供数据链接,默认为空
  887. });
  888. wx.onMenuShareWeibo({
  889. title: g_weixinObj.title, // 分享标题
  890. desc: g_weixinObj.desc, // 分享描述
  891. link: g_weixinObj.lineLink, // 分享链接
  892. imgUrl: g_weixinObj.imgUrl, // 分享图标
  893. success: function () {
  894. // 用户确认分享后执行的回调函数
  895. },
  896. cancel: function () {
  897. // 用户取消分享后执行的回调函数
  898. },
  899. });
  900. wx.onMenuShareQZone({
  901. title: g_weixinObj.title, // 分享标题
  902. desc: g_weixinObj.desc, // 分享描述
  903. link: g_weixinObj.lineLink, // 分享链接
  904. imgUrl: g_weixinObj.imgUrl, // 分享图标
  905. success: function () {
  906. // 用户确认分享后执行的回调函数
  907. },
  908. cancel: function () {
  909. // 用户取消分享后执行的回调函数
  910. },
  911. });
  912. wx.onMenuShareQQ({
  913. title: g_weixinObj.title, // 分享标题
  914. desc: g_weixinObj.desc, // 分享描述
  915. link: g_weixinObj.lineLink, // 分享链接
  916. imgUrl: g_weixinObj.imgUrl, // 分享图标
  917. success: function () {
  918. // 用户确认分享后执行的回调函数
  919. },
  920. cancel: function () {
  921. // 用户取消分享后执行的回调函数
  922. },
  923. });
  924. wx.error(function (res) {
  925. // 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〿
  926. });
  927. });
  928. };
  929. Manage.prototype.dealURL = function (src, type) {
  930. //music: "///super.4dage.com/data/LYW/edit/20200928_151633415.mp3"
  931. //"https://super.4dage.com/data/LYW/edit/20200928_165319399.jpg"]
  932. if (window.isLocal && settings.localPrefix != void 0) {
  933. //本地将线上的前缀替换
  934. 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
  935. var index = src.indexOf(oldPrefix);
  936. if (index > -1) {
  937. var wholeOldPrefix = src.slice(0, index + oldPrefix.length);
  938. return src.replace(wholeOldPrefix, settings.localPrefix);
  939. } else console.error("没有找到合适的本地链接");
  940. return src;
  941. } else {
  942. //add https://
  943. var prefix = g_Prefix.replace("https://", "").replace("http://", "");
  944. if (!src.includes("http:/") && !src.includes("https:/") && src.includes(prefix)) {
  945. src = "https://" + src;
  946. }
  947. return src;
  948. }
  949. };
  950. Manage.prototype.removeSrcPostMark = function (url) {
  951. //去除texture.load时自动加上的'?'
  952. var index = url.indexOf("?");
  953. if (index > -1) {
  954. return url.slice(0, index);
  955. } else return url;
  956. };
  957. Manage.prototype.showInfo = function (o) {
  958. // ({result:true, title:"发布成功"});
  959. var box = $(".resultBox");
  960. var title = o.title || o || i18n.get("保存成功");
  961. box.children().eq(0).html(title);
  962. //var time = o.time || THREE.Math.clamp((Config.lang=='en') ? title.length*50 : title.length*130 ,1300,5000);
  963. var time = o.time || THREE.Math.clamp(title.length * 130, 1300, 5000);
  964. o.time || console.log("showtime " + time);
  965. //实际有一半的时间在渐变透明度
  966. this.showInfoTimer && clearTimeout(this.showInfoTimer);
  967. box.removeClass("animate"); //如果之后不久又要showinfo一个的话,先停止前面的animate
  968. setTimeout(
  969. function () {
  970. box.css({
  971. "-webkit-animation-duration": time + "ms",
  972. "animation-duration": time + "ms",
  973. });
  974. if (o.top) {
  975. box.children().css("top", o.top + "%");
  976. } else {
  977. box.children().css("top", "");
  978. }
  979. box.removeClass("hide");
  980. box.addClass("animate");
  981. if (o.dontInteract) {
  982. //遮挡对屏幕的操作
  983. box.css("pointer-events", "auto");
  984. } else {
  985. box.css("pointer-events", "none");
  986. }
  987. this.showInfoTimer = setTimeout(
  988. function () {
  989. box.removeClass("animate");
  990. box.addClass("hide");
  991. this.showInfoTimer = null;
  992. }.bind(this),
  993. time + 20
  994. );
  995. }.bind(this),
  996. 50
  997. ); //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
  998. }; //like: manage.showInfo({title:'a', top:20})
  999. //公用的函数
  1000. function getQueryVariable(variable) {
  1001. var query = window.location.search.substring(1);
  1002. var vars = query.split("&");
  1003. for (var i = 0; i < vars.length; i++) {
  1004. var pair = vars[i].split("=");
  1005. if (pair[0] == variable) {
  1006. return pair[1];
  1007. }
  1008. }
  1009. return false;
  1010. }
  1011. //隐藏公司Logo
  1012. function showLogo() {
  1013. $("#myCompany").hide();
  1014. $("#loaderCoBrandName").hide();
  1015. $("#title-logo").hide();
  1016. $(".title-container").css("justify-content", "center");
  1017. }
  1018. // 隐藏顶部介绍
  1019. function topTextHide() {
  1020. console.log("------------------隐藏顶部");
  1021. $(".pinTop").hide();
  1022. }
  1023. //czj 添加随机的时间
  1024. function randomTime() {
  1025. return new Date();
  1026. }
  1027. function matcher(data) {
  1028. if (!data || !g_version) return data;
  1029. delete data.model.vision_version;
  1030. var _data = {
  1031. files: {
  1032. templates: ["images/images{{number}}/{{filename}}"],
  1033. },
  1034. model: {
  1035. sid: window.number,
  1036. camera_start:
  1037. data.model.images && data.model.images.length != 0
  1038. ? {
  1039. camera: {
  1040. zoom: "-1",
  1041. 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],
  1042. },
  1043. pano: { uuid: JSON.parse(data.model.images[0].metadata).scan_id },
  1044. mode: "0",
  1045. }
  1046. : "",
  1047. },
  1048. sid: window.number,
  1049. hoticon: {
  1050. default: "https://super.4dage.com/images/4dagePoint2.png",
  1051. higt: "https://super.4dage.com/images/4dagePoint.png",
  1052. },
  1053. special: "false",
  1054. weixinDesc: "",
  1055. };
  1056. $.extend(true, data, _data);
  1057. return data;
  1058. }
  1059. function hotMatcher(data = {}) {
  1060. //if(!data || !g_version) return data;
  1061. if (g_version) {
  1062. data.tourAudio = data.audio || {};
  1063. } else {
  1064. data.tourAudio = {};
  1065. }
  1066. return data;
  1067. }
  1068. var GifTexDeal = {
  1069. animateObjects: [],
  1070. animateTexs: [],
  1071. addAnimation: function (texture, owner, info, id) {
  1072. /* if(this.animateObjects.find(e=>
  1073. e.texture == texture && !ifSame(info, e.info)
  1074. )) */
  1075. var animation;
  1076. var tex = this.animateTexs.find((e) => e.texture == texture);
  1077. if (tex) {
  1078. animation = tex;
  1079. } else {
  1080. animation = { texture, info };
  1081. this.animateTexs.push(animation);
  1082. this.setRepeart(animation);
  1083. }
  1084. var object = {
  1085. animation, //默认相同的texture对应的info是一样的, 对应一个animation
  1086. owner,
  1087. };
  1088. this.animateObjects.push(object);
  1089. return object;
  1090. },
  1091. remove: function (object) {
  1092. var index = this.animateObjects.indexOf(object);
  1093. if (index > -1) {
  1094. this.animateObjects.splice(index, 1);
  1095. if (!this.animateObjects.find((e) => e.animation == object.animation)) {
  1096. let i = this.animateTexs.indexOf(object.animation);
  1097. this.animateTexs.splice(i, 1);
  1098. object.animation.texture.repeat.set(1, 1);
  1099. }
  1100. this.stop(object);
  1101. }
  1102. },
  1103. setRepeart: function (animation) {
  1104. animation.texture.repeat.set(1 / animation.info.cellXcount, 1 / animation.info.cellYcount);
  1105. },
  1106. start: function (object) {
  1107. if (!object || object.started) return;
  1108. object.started = true;
  1109. if (object.animation.started) return;
  1110. object.animation.started = true;
  1111. var info = object.animation.info;
  1112. var count = info.cellXcount * info.cellYcount - (info.voidCount || 0);
  1113. if (count <= 1) return;
  1114. transitions.start(
  1115. (progress) => {
  1116. var index = Math.floor((count - 1) * progress);
  1117. var indexX = index % info.cellXcount;
  1118. var indexY = info.cellYcount - Math.floor(index / info.cellXcount) - 1; //uv.offset.y是从下到上的
  1119. object.animation.texture.offset.x = indexX / info.cellXcount;
  1120. object.animation.texture.offset.y = indexY / info.cellYcount;
  1121. //console.log(object.id + " : "+ object.texture.offset.toArray())
  1122. },
  1123. info.duration * -1,
  1124. null,
  1125. /* ()=>{//done (-1):循环
  1126. object.started = false
  1127. object.texture.offset.x = 0;
  1128. object.texture.offset.y = 0;
  1129. this.start(object)
  1130. }, */ 0,
  1131. null,
  1132. object.id,
  1133. "gif_" + object.animation.texture.id
  1134. );
  1135. },
  1136. stop: function (object) {
  1137. if (!object || !object.started) return;
  1138. object.started = false;
  1139. //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:
  1140. if (this.animateObjects.find((e) => e.animation == object.animation && e.started)) return;
  1141. transitions.cancelById("gif_" + object.animation.texture.id);
  1142. object.animation.texture.offset.set(0, 0);
  1143. object.animation.started = false;
  1144. },
  1145. };
  1146. var CloneObject = function (copyObj, result, isSimpleCopy, extraReplace) {
  1147. //isSimpleCopy只复制最外层
  1148. //复制json result的可能:普通数字或字符串、普通数组、复杂对象
  1149. if (!copyObj) return copyObj; //0 null undefined ''
  1150. result = result || {};
  1151. if (copyObj instanceof Array) {
  1152. /* if (copyObj[0]instanceof Object) {
  1153. //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
  1154. console.error("不支持含有 [[Object]] 这样二级数组里面还是复杂数据的...")
  1155. }
  1156. return copyObj.slice(0);*/ //如果是数组,直接复制返回(排除数组内是object
  1157. return copyObj.map((e) => {
  1158. if (e instanceof Object) {
  1159. return CloneObject(e);
  1160. } else return e;
  1161. });
  1162. } else {
  1163. if (copyObj.clone instanceof Function) {
  1164. //解决一部分
  1165. return copyObj.clone();
  1166. }
  1167. }
  1168. for (var key in copyObj) {
  1169. if (copyObj[key] instanceof Object && !isSimpleCopy) result[key] = CloneObject(copyObj[key]);
  1170. else result[key] = copyObj[key];
  1171. //如果是函数类同基本数据,即复制引用
  1172. }
  1173. return result;
  1174. };
  1175. var ifSame = function (object1, object2) {
  1176. if (object1 == object2) return true; // 0 != undefined , 0 == ''
  1177. else if (!object1 || !object2) return false;
  1178. else if (object1.constructor != object2.constructor) {
  1179. return false;
  1180. } else if (object1 instanceof Array) {
  1181. if (object1.length != object2.length) return false;
  1182. var _object2 = object2.slice(0);
  1183. for (let i = 0; i < object1.length; i++) {
  1184. var u = _object2.find((e) => ifSame(object1[i], e));
  1185. if (u == void 0 && !_object2.includes(u) && !object1.includes(u)) return false;
  1186. else {
  1187. let index = _object2.indexOf(u);
  1188. _object2.splice(index, 1);
  1189. }
  1190. }
  1191. return true;
  1192. } else if (object1.equals instanceof Function) {
  1193. //复杂数据仅支持这种,其他的可能卡住?
  1194. return object1.equals(object2);
  1195. } else if (typeof object1 == "number" || typeof object1 == "string") {
  1196. if (isNaN(object1) && isNaN(object2)) return true;
  1197. else return object1 == object2;
  1198. } else if (typeof object1 == "object") {
  1199. var keys1 = Object.keys(object1);
  1200. var keys2 = Object.keys(object2);
  1201. if (!ifSame(keys1, keys2)) return false;
  1202. for (let i in object1) {
  1203. var same = ifSame(object1[i], object2[i]);
  1204. if (!same) return false;
  1205. }
  1206. return true;
  1207. } else {
  1208. console.log("isSame出现例外");
  1209. }
  1210. };
  1211. function initByTHREE(THREE) {
  1212. 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
  1213. THREE.TransitionPass = function (scene, camera) {
  1214. this.renderScene = scene;
  1215. this.renderCamera = camera;
  1216. this.coverRenderTarget = new THREE.WebGLRenderTarget(100, 100, {
  1217. minFilter: THREE.LinearFilter,
  1218. magFilter: THREE.LinearFilter,
  1219. format: THREE.RGBAFormat,
  1220. });
  1221. this.coverTex = this.coverRenderTarget.texture;
  1222. this.enabled = false;
  1223. this.oldClearColor = new THREE.Color();
  1224. this.oldClearAlpha = 1;
  1225. this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
  1226. this.scene = new THREE.Scene();
  1227. this.material = this.getMaskMaterial();
  1228. var copyShader = THREE.CopyShader;
  1229. this.materialCopy = new THREE.ShaderMaterial({
  1230. uniforms: this.copyUniforms,
  1231. vertexShader: copyShader.vertexShader,
  1232. fragmentShader: copyShader.fragmentShader,
  1233. blending: THREE.NoBlending,
  1234. depthTest: false,
  1235. depthWrite: false,
  1236. transparent: true,
  1237. });
  1238. this.quad = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), this.material);
  1239. this.quad.frustumCulled = false; // Avoid getting clipped
  1240. this.scene.add(this.quad);
  1241. };
  1242. THREE.TransitionPass.prototype = {
  1243. //波形扩散,出下一个画面
  1244. constructor: THREE.TransitionPass,
  1245. setSize: function (width, height) {
  1246. this.coverRenderTarget.setSize(width, height);
  1247. },
  1248. render: function (renderer, writeBuffer, readBuffer, delta, maskActive) {
  1249. var oldAutoClear = renderer.autoClear;
  1250. renderer.autoClear = false;
  1251. var uniforms = this.quad.material.uniforms;
  1252. uniforms.bgTex.value = readBuffer.texture; //更新
  1253. uniforms.coverTex.value = this.coverTex;
  1254. uniforms.progress.value = player.model.skybox.material.uniforms.progress.value; //
  1255. uniforms.screenRatio.value = player.domElement.clientWidth / player.domElement.clientHeight; // 使波纹为圆形
  1256. uniforms.screenRatio.value *= uniforms.screenRatio.value;
  1257. renderer.render(this.scene, this.camera);
  1258. renderer.autoClear = oldAutoClear;
  1259. },
  1260. start: function (sceneRenderer) {
  1261. this.enabled = true;
  1262. //draw coverTex
  1263. this.quad.material.uniforms.progress.value = 1;
  1264. sceneRenderer.renderer.render(sceneRenderer.scene, sceneRenderer.camera, this.coverRenderTarget, true);
  1265. },
  1266. stop: function () {
  1267. this.enabled = false;
  1268. },
  1269. getMaskMaterial: function () {
  1270. return new THREE.ShaderMaterial({
  1271. uniforms: {
  1272. coverTex: {
  1273. type: "t",
  1274. value: null,
  1275. },
  1276. bgTex: {
  1277. type: "t",
  1278. value: null,
  1279. },
  1280. progress: {
  1281. type: "f",
  1282. value: 0,
  1283. },
  1284. screenRatio: {
  1285. type: "f",
  1286. value: 1,
  1287. },
  1288. },
  1289. vertexShader: `
  1290. varying vec2 vUv;
  1291. void main()
  1292. {
  1293. vUv = uv;
  1294. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  1295. }
  1296. `,
  1297. fragmentShader: `
  1298. uniform sampler2D coverTex;
  1299. uniform sampler2D bgTex;
  1300. uniform float progress;
  1301. uniform float screenRatio;
  1302. varying vec2 vUv;
  1303. void main() {
  1304. const float maxRadius = 0.708; // sqrt(0.5^2+0.5^2)
  1305. const float minRadius = 0.0 ;
  1306. 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));
  1307. float diff = 0.292; //1.0-maxRadius;
  1308. float radiusIn = maxRadius * progress + minRadius * (1.0-progress);
  1309. float radiusOut = radiusIn + diff;
  1310. if(radius < radiusIn) {
  1311. gl_FragColor = texture2D(bgTex, vUv);
  1312. //gl_FragColor = vec4(0.0,0.0,1.0,1.0);//
  1313. }else if(radius>radiusOut){
  1314. gl_FragColor = texture2D(coverTex, vUv) ;
  1315. //gl_FragColor = vec4(1.0,1.0,0.0,1.0);//
  1316. }else{
  1317. vec4 color1 = texture2D(bgTex, vUv);
  1318. vec4 color2 = texture2D(coverTex, vUv);
  1319. float rotio = smoothstep(radiusIn ,radiusOut,radius);
  1320. gl_FragColor = mix(color1, color2, rotio);
  1321. }
  1322. }
  1323. `,
  1324. });
  1325. },
  1326. };
  1327. Object.assign(Manage.prototype, THREE.EventDispatcher.prototype);
  1328. THREE.Quaternion.prototype.angleTo = function (q) {
  1329. return 2 * Math.acos(Math.abs(THREE.Math.clamp(this.dot(q), -1, 1)));
  1330. };
  1331. let labels = [];
  1332. class Label2D extends THREE.EventDispatcher {
  1333. constructor(o = {}) {
  1334. super();
  1335. this.position = o.position;
  1336. this.elem = $(o.innerHTML || "<div ><a></a></div>");
  1337. $(o.domElement).append(this.elem);
  1338. this.pos2d = new THREE.Vector3();
  1339. this.elem.css({ position: "absolute", "z-index": 999 });
  1340. this.clickFun = o.clickFun;
  1341. this.clickFun && this.elem.on("click", this.clickFun.bind(this));
  1342. if (o.autoUpdate) {
  1343. let update = (e) => {
  1344. if (e.cameraChanged) this.update();
  1345. };
  1346. player.on("view.changed", update); //确保player存在
  1347. this.addEventListener("dispose", (e) => {
  1348. player.removeListener("view.changed", update);
  1349. });
  1350. }
  1351. this.visible = true;
  1352. this.shelterByModel = o.shelterByModel;
  1353. this.floorIndex = o.floorIndex;
  1354. labels.push(this);
  1355. if (window.player.model) {
  1356. this.init();
  1357. } else {
  1358. let f = () => {
  1359. window.bus.removeEventListener("playerAndModelReady", f);
  1360. this.init();
  1361. };
  1362. window.bus.addEventListener("playerAndModelReady", f);
  1363. }
  1364. }
  1365. init() {
  1366. if (this.floorIndex != void 0) {
  1367. player.model.on("floor.changed", (currentFloor, mode, oldFloor) => {
  1368. this.update(currentFloor); //注: currentFloor 这时候还没成为 model.currentFloor
  1369. });
  1370. }
  1371. }
  1372. update(currentFloor) {
  1373. if (!this.position) return;
  1374. if (!this.visible && this.unvisibleReasons.some((e) => e.level == 1) && !this.unvisibleReasons.some((e) => e.level > 1)) return;
  1375. /*
  1376. 规定一下level共四层
  1377. level3 是notTrueSide层,权重最高。
  1378. level2 是强制可见层,如editSelected
  1379. level1 是强制不可见,如isPanorama
  1380. level0 是shelter层
  1381. 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
  1382. 所以外部写的setVisible的level必须>0
  1383. */
  1384. var p = convertTool.getPos2d(this.position);
  1385. if (!p || !p.trueSide) {
  1386. return this.setVisible(false, "notTrueSide", 3, null, true);
  1387. //this.elem.css('display','none'); return;
  1388. }
  1389. this.setVisible(true, "notTrueSide", 3, null, true);
  1390. this.setVisible(true, "shelter", 0, null, true);
  1391. //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)
  1392. if (player.mode != "panorama") {
  1393. currentFloor = currentFloor || player.model.currentFloor;
  1394. if (!player.model.allFloorsVisible && this.floorIndex != void 0 && this.floorIndex != currentFloor.floorIndex) {
  1395. this.setVisible(false, "shelter", 0, null, true);
  1396. //this.elem.css('display','none'); return;
  1397. if (!this.visible) return;
  1398. }
  1399. if (this.shelterByModel && convertTool.ifShelter(this.position, p.vector, player.camera, this.floorIndex)) {
  1400. //this.elem.css('display','none'); return;
  1401. this.setVisible(false, "shelter", 0, null, true);
  1402. if (!this.visible) return;
  1403. }
  1404. }
  1405. this.elem.css({
  1406. left: p.pos.x + "px",
  1407. top: p.pos.y + "px",
  1408. });
  1409. /* if(settings.vrEnabled){
  1410. this.elem.css({transform:'rotate('+window.screenFaceOrient+'deg)'})
  1411. }else{
  1412. this.elem.css({transform:''})
  1413. } */
  1414. //this.elem.css('display','block');
  1415. this.pos2d = p.vector;
  1416. }
  1417. setVisible(visi, reason, level = 1, type, updating) {
  1418. let visiOld = this.visible;
  1419. convertTool.updateVisible(this, reason, visi, level, type);
  1420. updating || this.update(); //再次更新可见性并计算位置
  1421. this.elem.css("display", this.visible ? "block" : "none");
  1422. /* if(!this.visible){
  1423. this.elem.css('display','none');
  1424. }else{
  1425. if(!visiOld){
  1426. updating || this.update()
  1427. this.elem.css('display','block');
  1428. }
  1429. } */
  1430. }
  1431. setPos(pos) {
  1432. this.position = pos;
  1433. this.update();
  1434. }
  1435. dispose() {
  1436. this.elem.remove();
  1437. this.dispatchEvent({ type: "dispose" });
  1438. let index = labels.indexOf(this);
  1439. index > -1 && labels.splice(index, 1);
  1440. }
  1441. }
  1442. window.Label2D = Label2D;
  1443. class RoomLabel extends Label2D {
  1444. constructor(o) {
  1445. if (o.position instanceof Array) o.position = new THREE.Vector3().fromArray(o.position);
  1446. o.innerHTML = `<div class="room-label" ><a><p><span>${o.title}</span></p></a></div>`;
  1447. o.domElement = $(".widgets-doll-labels")[0];
  1448. (o.shelterByModel = true), (o.autoUpdate = true);
  1449. o.clickFun = () => {
  1450. if (player.roomLebelClickUnabled) return;
  1451. let result = common.sortByScore(
  1452. player.model.floors.index[this.floorIndex].panos,
  1453. [],
  1454. [
  1455. (pano) => {
  1456. return -pano.position.distanceToSquared(this.position);
  1457. },
  1458. ]
  1459. );
  1460. let pano = result && result[0] && result[0].item;
  1461. if (pano) {
  1462. const minDisSquard = 200;
  1463. if (pano.position.distanceToSquared(this.position) > minDisSquard) {
  1464. pano = null;
  1465. }
  1466. }
  1467. if (pano) {
  1468. player.flyToPano({
  1469. pano,
  1470. });
  1471. } else {
  1472. player.focusPoint({ aim: this.position, radius: 20, dur: 1000 });
  1473. }
  1474. };
  1475. super(o);
  1476. this.setTitle(o.title);
  1477. }
  1478. init() {
  1479. super.init();
  1480. //飞入后不可见
  1481. player.on("mode.changing", (oldMode, mode, pano, duration) => {
  1482. //准备飞
  1483. this.setStyle(oldMode, mode, duration);
  1484. });
  1485. this.setStyle();
  1486. }
  1487. setStyle(oldMode, mode, duration) {
  1488. if (!mode) mode = player.modeTran.split("-")[1] || player.mode; //要变成的mode或当前mode
  1489. if (mode == "panorama") {
  1490. this.setVisible(false, "isPanorama", 1);
  1491. } else if (oldMode == "panorama") {
  1492. setTimeout(() => {
  1493. this.setVisible(true, "isPanorama", 1);
  1494. }, duration * 0.7);
  1495. }
  1496. }
  1497. setTitle(title) {
  1498. this.title = title || "";
  1499. this.elem.html(`<a><p><span>${this.title}</span></p></a>`);
  1500. }
  1501. setEditSelect(state) {
  1502. //编辑页面用
  1503. this.editing = !!state;
  1504. this.setVisible(state, "editSelected", 2, state ? "add" : "cancel"); //强制可见
  1505. }
  1506. }
  1507. window.RoomLabel = RoomLabel;
  1508. class HistoryRecord extends THREE.EventDispatcher {
  1509. constructor(o) {
  1510. super();
  1511. this.undoList = [];
  1512. this.redoList = [];
  1513. this.applyData = o.applyData; //应用数据的方法
  1514. this.getData = o.getData; //获取数据的方法
  1515. this.dataBefore;
  1516. window.addEventListener("keydown", (e) => {
  1517. if (e.keyCode == 90 && e.ctrlKey) {
  1518. //Z
  1519. this.undo();
  1520. } else if (e.keyCode == 89 && e.ctrlKey) {
  1521. //Y
  1522. this.redo();
  1523. }
  1524. });
  1525. }
  1526. undo() {
  1527. //回退
  1528. let length = this.undoList.length;
  1529. if (length > 0) {
  1530. let unExist;
  1531. let last = this.undoList.pop();
  1532. this.applyData && (unExist = !this.applyData(last.before));
  1533. unExist || this.redoList.push(last);
  1534. unExist && this.undo(); //找不到就回退下一个。
  1535. this.dispatchEvent("undo");
  1536. //console.log('undo',last)
  1537. }
  1538. }
  1539. redo() {
  1540. //撤销回退
  1541. let length = this.undoList.length;
  1542. let last = this.redoList.pop();
  1543. if (last) {
  1544. //注意:每行的顺序不能乱
  1545. this.undoList.push(last);
  1546. this.applyData && this.applyData(last.after);
  1547. this.dispatchEvent("redo");
  1548. //console.log('redo',last)
  1549. }
  1550. }
  1551. beforeChange(o) {
  1552. //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
  1553. if (!this.dataBefore) {
  1554. let data = this.getData(o);
  1555. data && (this.dataBefore = data);
  1556. }
  1557. }
  1558. afterChange(o) {
  1559. //变化结束,从beforeChange到此算一次操作。
  1560. if (this.dataBefore) {
  1561. this.writeIn({ before: this.dataBefore, after: this.getData(o) }); //写入某物体变化前和变化后的状态
  1562. this.dataBefore = null;
  1563. }
  1564. }
  1565. writeIn(data) {
  1566. this.redoList.length = 0; //一旦录入新的操作,就不允许undo了
  1567. this.undoList.push(data);
  1568. //console.log('新增undo', data)
  1569. }
  1570. clear() {
  1571. this.redoList.length = 0;
  1572. this.undoList.length = 0;
  1573. this.dataBefore = null;
  1574. }
  1575. }
  1576. window.HistoryRecord = HistoryRecord;
  1577. let planeGeo = new THREE.PlaneBufferGeometry(1, 1, 1, 1);
  1578. class TextSprite extends THREE.Object3D {
  1579. constructor(options = {}) {
  1580. super();
  1581. let map = new THREE.Texture();
  1582. this.root = options.root || this;
  1583. this.sprite = new THREE.Mesh(
  1584. planeGeo,
  1585. new THREE.MeshBasicMaterial({
  1586. map,
  1587. color: 0xffffff,
  1588. transparent: true,
  1589. depthTest: false,
  1590. depthWrite: false,
  1591. })
  1592. );
  1593. this.add(this.sprite);
  1594. this.sprite.renderOrder = options.renderOrder != void 0 ? options.renderOrder : 2;
  1595. this.fontWeight = options.fontWeight == void 0 ? /* 'Bold' */ "" : options.fontWeight;
  1596. this.rectBorderThick = options.rectBorderThick || 0;
  1597. this.textBorderThick = options.textBorderThick || 0;
  1598. this.fontface = "Arial";
  1599. this.fontsize = options.fontsize || 16;
  1600. this.textBorderColor = options.textBorderColor || { r: 0, g: 0, b: 0, a: 0.0 };
  1601. this.backgroundColor = options.backgroundColor || { r: 255, g: 255, b: 255, a: 1.0 };
  1602. this.textColor = options.textColor || { r: 0, g: 0, b: 0, a: 1.0 };
  1603. this.borderColor = options.borderColor || { r: 0, g: 0, b: 0, a: 0.0 };
  1604. this.borderRadius = options.borderRadius == void 0 ? 6 : options.borderRadius;
  1605. this.margin = options.margin;
  1606. this.textshadowColor = options.textshadowColor;
  1607. this.name = options.name;
  1608. this.sizeInfo = options.sizeInfo;
  1609. this.addEventListener("dispose", this.dispose.bind(this));
  1610. this.fixOrient = options.fixOrient;
  1611. this.events = {
  1612. updatePose: (e) => {
  1613. e.cameraChanged && this.updatePose();
  1614. },
  1615. };
  1616. player.on("view.changed", this.events.updatePose);
  1617. this.addEventListener("isVisible", (e) => {
  1618. if (e.visible) {
  1619. this.updatePose();
  1620. }
  1621. });
  1622. if (options.text != void 0) this.setText(options.text);
  1623. setTimeout(() => {
  1624. this.updatePose();
  1625. }, 1);
  1626. }
  1627. updatePose() {
  1628. //if (lastFrameChanged) this.needsUpdate = true
  1629. if (!common.realVisible(this) /* || !this.needsUpdate */) return;
  1630. //this.needsUpdate = false
  1631. let camera = player.mode == "floorplan" ? player.cameraControls.activeControl.camera : player.camera; //floorplan 时要用到OrthographicCamera
  1632. if (!this.fixOrient) {
  1633. let parentQua = this.root.parent.getWorldQuaternion(new THREE.Quaternion());
  1634. 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
  1635. }
  1636. if (this.sizeInfo) {
  1637. var s = convertTool.getScaleForConstantSize(
  1638. Object.assign({}, this.sizeInfo, {
  1639. farBound: player.mode == "floorplan" ? this.sizeInfo.farBoundPlan || this.sizeInfo.farBound : this.sizeInfo.farBound,
  1640. position: this.root.getWorldPosition(new THREE.Vector3()),
  1641. })
  1642. );
  1643. this.scale.set(s, s, s);
  1644. }
  1645. }
  1646. setText(text) {
  1647. if (this.text !== text) {
  1648. if (!(text instanceof Array)) {
  1649. this.text = [text + ""];
  1650. } else this.text = text;
  1651. this.updateTexture();
  1652. this.needsUpdate = true;
  1653. }
  1654. }
  1655. setPos(pos) {
  1656. this.position.copy(pos);
  1657. this.needsUpdate = true; //updatePose
  1658. }
  1659. setTextColor(color) {
  1660. this.textColor = color;
  1661. this.updateTexture();
  1662. }
  1663. setBorderColor(color) {
  1664. this.borderColor = color;
  1665. this.updateTexture();
  1666. }
  1667. setBackgroundColor(color) {
  1668. this.backgroundColor = color;
  1669. this.updateTexture();
  1670. }
  1671. setVisible(v) {
  1672. this.visible = v;
  1673. }
  1674. setUniforms(name, value) {
  1675. this.sprite.setUniforms(name, value);
  1676. }
  1677. updateTexture() {
  1678. let canvas = document.createElement("canvas");
  1679. let context = canvas.getContext("2d");
  1680. context.font = this.fontWeight + " " + this.fontsize + "px " + this.fontface;
  1681. //context["font-weight"] = 100; //语法与 CSS font 属性相同。
  1682. // get size data (height depends only on font size)
  1683. //this.text = 'f 啊啊啊 jg'
  1684. let textMaxWidth = 0,
  1685. infos = [];
  1686. for (let text of this.text) {
  1687. let metrics = context.measureText(text);
  1688. let textWidth = metrics.width;
  1689. infos.push(metrics);
  1690. textMaxWidth = Math.max(textMaxWidth, textWidth);
  1691. }
  1692. let margin = this.margin || new THREE.Vector2(this.fontsize, Math.max(this.fontsize * 0.4, 10));
  1693. const lineSpace = (this.fontsize + margin.y) * 0.5;
  1694. let spriteWidth = 2 * margin.x + textMaxWidth + 2 * this.rectBorderThick;
  1695. let spriteHeight = 2 * margin.y + this.fontsize * this.text.length + 2 * this.rectBorderThick + lineSpace * (this.text.length - 1);
  1696. context.canvas.width = spriteWidth;
  1697. context.canvas.height = spriteHeight;
  1698. context.font = this.fontWeight + " " + this.fontsize + "px " + this.fontface;
  1699. 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
  1700. //canvas原点在左上角
  1701. 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。
  1702. // border color
  1703. context.strokeStyle = "rgba(" + this.borderColor.r + "," + this.borderColor.g + "," + this.borderColor.b + "," + this.borderColor.a + ")";
  1704. context.lineWidth = this.rectBorderThick;
  1705. // background color
  1706. context.fillStyle = "rgba(" + this.backgroundColor.r + "," + this.backgroundColor.g + "," + this.backgroundColor.b + "," + this.backgroundColor.a + ")";
  1707. this.roundRect(context, this.rectBorderThick / 2, this.rectBorderThick / 2, spriteWidth - this.rectBorderThick, spriteHeight - this.rectBorderThick, this.borderRadius);
  1708. context.fillStyle = "rgba(" + this.textColor.r + "," + this.textColor.g + "," + this.textColor.b + "," + this.textColor.a + ")";
  1709. let y = margin.y;
  1710. for (let i = 0; i < this.text.length; i++) {
  1711. //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
  1712. //文字y向距离从textBaseline向上算
  1713. 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
  1714. y += actualBoundingBoxAscent + expand;
  1715. //console.log(actualBoundingBoxAscent)
  1716. //console.log(this.text, 'y' , y, 'actualBoundingBoxAscent', metrics.actualBoundingBoxAscent,'expand',expand )
  1717. let textLeftSpace = (textMaxWidth - infos[i].width) / 2;
  1718. let x = this.rectBorderThick + margin.x + textLeftSpace;
  1719. // text color
  1720. if (this.textBorderThick) {
  1721. context.strokeStyle = "rgba(" + this.textBorderColor.r + "," + this.textBorderColor.g + "," + this.textBorderColor.b + "," + this.textBorderColor.a + ")";
  1722. context.lineWidth = this.textBorderThick;
  1723. context.strokeText(this.text[i], x, y);
  1724. }
  1725. if (this.textshadowColor) {
  1726. context.shadowOffsetX = 0;
  1727. context.shadowOffsetY = 0;
  1728. context.shadowColor = this.textshadowColor;
  1729. context.shadowBlur = 0.3 * this.fontsize;
  1730. }
  1731. context.fillText(this.text[i], x, y);
  1732. y += lineSpace;
  1733. }
  1734. let texture = new THREE.Texture(canvas);
  1735. texture.minFilter = THREE.LinearFilter;
  1736. texture.magFilter = THREE.LinearFilter;
  1737. texture.anisotropy = 4;
  1738. texture.needsUpdate = true;
  1739. //this.material.needsUpdate = true;
  1740. if (this.sprite.material.map) {
  1741. this.sprite.material.map.dispose();
  1742. }
  1743. this.sprite.material.map = texture;
  1744. this.sprite.scale.set(spriteWidth * 0.01, spriteHeight * 0.01, 1.0);
  1745. }
  1746. roundRect(ctx, x, y, w, h, r) {
  1747. ctx.beginPath();
  1748. ctx.moveTo(x + r, y);
  1749. ctx.lineTo(x + w - r, y);
  1750. ctx.arcTo(x + w, y, x + w, y + r, r); //圆弧。前四个参数同quadraticCurveTo
  1751. //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。
  1752. ctx.lineTo(x + w, y + h - r);
  1753. ctx.arcTo(x + w, y + h, x + w - r, y + h, r);
  1754. ctx.lineTo(x + r, y + h);
  1755. ctx.arcTo(x, y + h, x, y + h - r, r);
  1756. ctx.lineTo(x, y + r);
  1757. ctx.arcTo(x, y, x + r, y, r);
  1758. ctx.closePath();
  1759. ctx.fill();
  1760. ctx.stroke();
  1761. }
  1762. dispose() {
  1763. this.sprite.material.map.dispose();
  1764. this.sprite.material.dispose();
  1765. this.parent && this.parent.remove(this);
  1766. this.sprite.dispatchEvent({ type: "dispose" });
  1767. this._listeners = [];
  1768. this.events.updatePos && player.removeEventListener("view.changed", this.events.updatePose);
  1769. }
  1770. }
  1771. window.TextSprite = TextSprite;
  1772. /* class VideoPlayer extends THREE.EventDispatcher{
  1773. constructor(player) {
  1774. super()
  1775. this.instances = new Map()
  1776. this.isFlv = false
  1777. }
  1778. addVideo(src) {
  1779. let video = this._createVideo(src)
  1780. this.instances.set(src, video)
  1781. return video
  1782. }
  1783. getVideo(src) {
  1784. let video = this.instances.get(src)
  1785. if (!video) {
  1786. video = this.addVideo(src)
  1787. }
  1788. return video
  1789. }
  1790. _createVideo(src) {
  1791. let video = document.createElement('video')
  1792. video.setAttribute('crossOrigin', 'anonymous')
  1793. video.setAttribute('playsinline', 'true')
  1794. video.setAttribute('x5-playsinline', 'true')
  1795. video.setAttribute('webkit-playsinline', 'true')
  1796. video.setAttribute('x5-video-player-type', 'h5')
  1797. video.setAttribute('controls', 'true')
  1798. video.setAttribute('controlslist', 'nodownload')
  1799. 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
  1800. video.autoplay = false
  1801. video.muted = true
  1802. video.loop = true
  1803. video.style.position = 'fixed'
  1804. video.style.left = '0'
  1805. video.style.top = '0'
  1806. video.style.zIndex = '1000'
  1807. video.style.width = '200px'
  1808. video.style.display = 'none'
  1809. //document.body.appendChild(video)
  1810. //video.style.display = browser.urlHasValue('debug') ? 'block' : 'none'
  1811. video.src = src
  1812. if(this.isFlv) this.attachFlv(video)
  1813. return video
  1814. }
  1815. 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
  1816. if(video.flvjsPlayer)return
  1817. let player = flvjs.createPlayer({ type: 'flv', url: video.src }) //需要是flv格式才行
  1818. player.videoElement = video
  1819. player.attachMediaElement(video)
  1820. player.on(flvjs.Events.ERROR, this._onPlayerError.bind(this))
  1821. player.load()
  1822. video.flvjsPlayer = player;
  1823. }
  1824. _onPlayerError() {
  1825. console.warn('视频加载失败')
  1826. }
  1827. changeTypeToFlv(){
  1828. this.isFlv = true
  1829. for(let [key,value] of this.instances){
  1830. this.attachFlv(value)
  1831. }
  1832. }
  1833. } */
  1834. window.initRouteArrow = () => {
  1835. if (window.isEdit) return;
  1836. if (!window.DATA.route?.data || Object.keys(window.DATA.route.data).length == 0) return;
  1837. 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
  1838. let panos = player.model.panos;
  1839. panos.routeNextMap = {}; //下一个
  1840. panos.routePreMap = {}; //上一个
  1841. panos.list.forEach((pano, i) => {
  1842. panos.routePreMap[pano.id] = [];
  1843. panos.routeNextMap[pano.id] = data[pano.id] ? data[pano.id].map((id) => panos.get(id)) : [];
  1844. });
  1845. for (let panoId in data) {
  1846. data[panoId].forEach((id) => {
  1847. panos.routePreMap[id].push(panos.get(panoId));
  1848. });
  1849. }
  1850. var arrowInfo = {
  1851. animateDur: 5000,
  1852. showDur: 1000,
  1853. minOpa: 0.2,
  1854. maxOpa: 0.5,
  1855. };
  1856. let arrowTex = Texture.load("images/arrow.png");
  1857. arrowTex.anisotropy = 4;
  1858. let arrowMat = new THREE.MeshBasicMaterial({
  1859. name: "arrow",
  1860. transparent: true,
  1861. map: arrowTex,
  1862. side: 2,
  1863. opacity: arrowInfo.maxOpa,
  1864. //depthTest:false
  1865. depthWrite: false, //防止和导览路线重叠闪烁
  1866. });
  1867. let mats = {
  1868. default: arrowMat,
  1869. fadeIn: arrowMat.clone(),
  1870. };
  1871. mats.fadeIn.name = "fadeInArrow";
  1872. let plane = new THREE.PlaneBufferGeometry(1, 1);
  1873. let arrows = new THREE.Object3D();
  1874. arrows.name = "groundArrows";
  1875. player.model.add(arrows);
  1876. var createArrow = function (mat) {
  1877. var arrow = new THREE.Mesh(plane, mat);
  1878. arrow.name = "arrow";
  1879. let s = 0.15;
  1880. arrow.scale.set(s, s, s);
  1881. arrows.add(arrow);
  1882. return arrow;
  1883. };
  1884. var updateArrowPose = function (from, to, mat) {
  1885. var vec = to.floorPosition.clone().clone().sub(from.floorPosition).setY(0);
  1886. let spaceDis = 0.4; //箭头之间的间距
  1887. let margin = 0.3; //marker端需要留一点距离
  1888. let sliceCount = Math.max(2, Math.round((vec.length() - margin) / spaceDis)); //分段
  1889. let arrowCount = sliceCount - 1;
  1890. let dir = vec.clone().normalize();
  1891. let dir2d = new THREE.Vector2(dir.x, dir.z);
  1892. let angle = dir2d.angle() - Math.PI / 2;
  1893. let sliceLen = (vec.length() - margin) / sliceCount;
  1894. let i = arrowCount;
  1895. while (i > 0) {
  1896. let pos = from.floorPosition.clone().add(dir.clone().multiplyScalar(margin / 2 + i * sliceLen));
  1897. pos.y += settings.markerHeight;
  1898. let arrow = createArrow(mat);
  1899. arrow.name = "arrow:" + from.id + "-" + to.id + "|" + i;
  1900. arrow.rotation.set(Math.PI / 2, 0, angle);
  1901. arrow.position.copy(pos);
  1902. i--;
  1903. }
  1904. };
  1905. var updateArrowOpacity = function (e) {
  1906. //不停更新所有arrow的透明度
  1907. var transition = function (a) {
  1908. if (!arrows.visible) return;
  1909. var opa = a > 0.5 ? 2 - a * 2 : 2 * a;
  1910. opa = arrowInfo.maxOpa * opa + arrowInfo.minOpa * (1 - opa);
  1911. mats.default.opacity = opa;
  1912. mats.fadeIn.opacity = opa * mats.fadeIn.opacity2;
  1913. };
  1914. transitions.start(transition, arrowInfo.animateDur, updateArrowOpacity, 0, easing.easeInOutCubic, "updateArrowOpacity");
  1915. };
  1916. var fadeInArrow = function () {
  1917. transitions.cancelById("updateArrowOpacity2");
  1918. var arrows_ = arrows.children.filter((e) => e.material == mats.fadeIn);
  1919. if (arrows_.length == 0) return;
  1920. mats.fadeIn.opacity = 0;
  1921. var transition = function (a) {
  1922. if (!opacityShine) mats.fadeIn.opacity = a * arrowInfo.maxOpa;
  1923. else mats.fadeIn.opacity2 = a;
  1924. };
  1925. transitions.start(
  1926. transition,
  1927. arrowInfo.showDur,
  1928. function done() {
  1929. arrows_.forEach((e) => (e.material = mats.default));
  1930. },
  1931. 0,
  1932. easing.easeInOutCubic,
  1933. "updateArrowOpacity",
  1934. "updateArrowOpacity2"
  1935. );
  1936. };
  1937. var lastArrowPanos = [];
  1938. var updateArrow = function () {
  1939. //根据当前pano更新
  1940. if (player.mode != "panorama" || hide) {
  1941. //飞出
  1942. arrows.visible = false;
  1943. lastArrowPanos = [];
  1944. return;
  1945. }
  1946. arrows.visible = true;
  1947. let currentPano = player.currentPano;
  1948. //先获取所有需要箭头的pano
  1949. var maxDistance = 6; //该距离内pano可见箭头
  1950. var maxPathCount = 8;
  1951. var dis = 0;
  1952. var curPano = currentPano;
  1953. var panos_ = [];
  1954. var getAngle = function (pano1, pano2) {
  1955. let dir = new THREE.Vector3().subVectors(pano1.position, pano2.position);
  1956. dir = new THREE.Vector2(dir.x, dir.z);
  1957. return dir.angle();
  1958. };
  1959. var search = function (pano, path = [pano], angles = []) {
  1960. //多分支搜寻
  1961. var neighbor = panos.routeNextMap[pano.id];
  1962. if (!neighbor || !neighbor.length) return; //path.length>1 && console.log('branchPath',path);
  1963. neighbor.forEach((e) => {
  1964. let branchPath = path.slice(),
  1965. angles_ = angles.slice();
  1966. if (panos_.find((arr) => arr[0] == e)) return; //console.log('不回头branchPath',branchPath); //不回头
  1967. dis = e.floorPosition.distanceTo(currentPano.floorPosition);
  1968. branchPath.push(e);
  1969. if (branchPath.length > 2) {
  1970. //不折回,否则感觉在面前饶了一圈回来很难看
  1971. let i = 0;
  1972. while (i < branchPath.length - 1) {
  1973. //补全angles
  1974. if (angles_[i] == void 0) {
  1975. angles_[i] = getAngle(branchPath[i], branchPath[i + 1]);
  1976. }
  1977. i++;
  1978. }
  1979. let lastAngle = angles_[branchPath.length - 2]; //getAngle(branchPath[i], e)
  1980. let reverse = angles_.find((angle, n) => {
  1981. let angleDiff = Math.abs((lastAngle - angle) % (Math.PI * 2)); //越远限制越大
  1982. let minDiff = math.linearClamp(branchPath.length, [3, 6], [0.2, 0.5]);
  1983. if (Math.abs(angleDiff - Math.PI) < minDiff) {
  1984. //console.log('因为折回而提前结束', n, branchPath)
  1985. return true;
  1986. }
  1987. });
  1988. if (reverse != void 0) {
  1989. return;
  1990. }
  1991. }
  1992. if (branchPath.length < 3 || dis < maxDistance) {
  1993. panos_.push([pano, e]);
  1994. search(e, branchPath, angles_);
  1995. } else {
  1996. //console.log('branchPath',branchPath)
  1997. }
  1998. });
  1999. };
  2000. //search(currentPano)
  2001. let disMap = new Map(),
  2002. cosMap = new Map();
  2003. let camDir = player.getDirection();
  2004. let neighbors = currentPano.neighbourUUIDs
  2005. .map((e) => panos.get(e))
  2006. .filter((p) => {
  2007. let dir = new THREE.Vector3().subVectors(p.position, currentPano.position);
  2008. let d = dir.lengthSq();
  2009. if (d < 15) {
  2010. //最大距离
  2011. disMap.set(p, d);
  2012. cosMap.set(p, dir.normalize().dot(camDir));
  2013. return true;
  2014. }
  2015. })
  2016. .sort((a, b) => {
  2017. let score = disMap.get(a) - disMap.get(b);
  2018. score += (cosMap.get(b) - cosMap.get(a)) * 5;
  2019. return score;
  2020. }); //从近到远,尽量在前方
  2021. 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)
  2022. for (let seed of seedPanos) {
  2023. search(seed);
  2024. if (panos_.length != 0) {
  2025. break;
  2026. }
  2027. }
  2028. arrows.children.slice().forEach((child) => arrows.remove(child));
  2029. panos_.forEach((panoArr, i) => {
  2030. var isNew = !lastArrowPanos.find((e) => e[0] == panoArr[0] && e[1] == panoArr[1]); //新出现的点 渐变出现
  2031. updateArrowPose(panoArr[0], panoArr[1], isNew ? mats.fadeIn : mats.default); //更新位置
  2032. });
  2033. fadeInArrow();
  2034. lastArrowPanos = panos_;
  2035. };
  2036. let inited;
  2037. let init = () => {
  2038. if (inited) return;
  2039. if (gradualShow) {
  2040. player.on("flying.ended", updateArrow);
  2041. } else {
  2042. //展示全部
  2043. for (let id1 in panos.routeNextMap) {
  2044. for (let pano2 of panos.routeNextMap[id1]) {
  2045. updateArrowPose(panos.get(id1), pano2, mats.default);
  2046. }
  2047. }
  2048. player.on("mode.changed", () => {
  2049. if (hide) return;
  2050. arrows.visible = player.mode == "panorama";
  2051. });
  2052. }
  2053. opacityShine && updateArrowOpacity();
  2054. inited = true;
  2055. };
  2056. {
  2057. //ui控制显示
  2058. let changeShow = (e) => {
  2059. hide = !e.show;
  2060. e.show && init();
  2061. gradualShow ? updateArrow() : (arrows.visible = e.show);
  2062. };
  2063. player.on("changeArrowShow", changeShow);
  2064. changeShow({ show: !hide });
  2065. }
  2066. };
  2067. {
  2068. let f = () => {
  2069. window.bus.removeEventListener("playerAndModelReady", f);
  2070. player.on("mode.changing", (currentMode, mode, pano, duration) => {
  2071. let noLine = mode == "floorplan";
  2072. if (noLine) {
  2073. $(".widgets-doll-labels").addClass("noLine").addClass("noCorner");
  2074. } else {
  2075. $(".widgets-doll-labels").removeClass("noLine").removeClass("noCorner");
  2076. }
  2077. });
  2078. player.on("view.changed", (e) => {
  2079. if (e.cameraChanged) {
  2080. //if(needUpdateZIndex){ //如果某个label显示时需要更新index的话,加个参数
  2081. let label_ = labels.filter((e) => e.elem[0].style.display == "block");
  2082. label_.sort((a, b) => b.pos2d.z - a.pos2d.z);
  2083. label_.forEach((e, index) => e.elem.css("z-index", index + 1000));
  2084. //}
  2085. }
  2086. });
  2087. player.model.hotGroup.children.length ? logSth() : player.on("gotHotAndStartload", logSth);
  2088. /* {//如果是flv格式的话
  2089. window.videoPlayer = new VideoPlayer()
  2090. if(browser.detectAndroidMobile()){//安卓常常播放不了
  2091. let scriptdom = document.querySelector('#flvJs')
  2092. if(scriptdom){
  2093. scriptdom.src = 'js/lib/flv.min.js'
  2094. scriptdom.onload = ()=>{
  2095. window.videoPlayer.changeTypeToFlv()
  2096. window.bus.dispatchEvent('VideoPlayerReady' )
  2097. //Hot.startLoad()
  2098. }
  2099. }
  2100. }
  2101. } */
  2102. initRouteArrow();
  2103. browser.urlHasValue("panoLabel") && player.model.panos.forEach((p) => p.addLabel());
  2104. /* 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
  2105. let roof = new player.model.floors.list[0].constructor(player.model, 2);//放在第三层
  2106. roof.build()
  2107. roof.addChunk(player.model.floors.list[0].chunks[1])
  2108. player.model.floors.add(roof)
  2109. player.model.floors.list[0].chunks.splice(1,1)
  2110. } */
  2111. if (settings.extractFloor) {
  2112. let data = settings.extractFloor[number];
  2113. if (data) {
  2114. setTimeout(() => {
  2115. let roof = new player.model.floors.list[0].constructor(player.model, player.model.floors.length); //放在第三层 隐藏起来
  2116. roof.build();
  2117. player.model.floors.add(roof);
  2118. for (let i = 0; i < data.length; i++) {
  2119. let chunk = player.model.chunks[data[i]];
  2120. let oldFloor = chunk.parent;
  2121. roof.addChunk(chunk);
  2122. let index = oldFloor.chunks.indexOf(chunk);
  2123. oldFloor.chunks.splice(index, 1);
  2124. }
  2125. }, 10);
  2126. }
  2127. }
  2128. {
  2129. //根据漫游点切换音频
  2130. let curAudio;
  2131. let bgmObject = SoundManager.list.find((e) => e.name == "bgm");
  2132. let setCurBgm = (pano) => {
  2133. if (!window.DATA.panoAreas) return;
  2134. let item = window.DATA.panoAreas.find((e) => e.panos.some((a) => a == pano.id));
  2135. let areaAudio = item?.audio && item.audio[1];
  2136. if (areaAudio != curAudio) {
  2137. let canPlay = !bgmObject.audio.paused || (bgmObject.canplay() && !(SoundManager.currentAudio && SoundManager.currentAudio != bgmObject && SoundManager.currentAudio.src)); //没有其他音频在播放的话就可以播 //!pl
  2138. SoundManager.setSrc("bgm", areaAudio || window.DATA.backgroundMusic, areaAudio ? item.name + ":" + item.audio[0] : "全局背景音");
  2139. curAudio = areaAudio;
  2140. if (canPlay) {
  2141. SoundManager.play("bgm");
  2142. $("#volume").show();
  2143. }
  2144. if (areaAudio || window.DATA.backgroundMusic) {
  2145. $("#volume").show();
  2146. } else {
  2147. $("#volume").hide();
  2148. }
  2149. }
  2150. };
  2151. player.on("flying.ended", (a, b, pano, d) => {
  2152. pano && setCurBgm(pano);
  2153. });
  2154. manage.addEventListener("pauseSound", (e) => {
  2155. if (SoundManager.playHistory.length == 0 && e.object != bgmObject) {
  2156. //其他都停了的话
  2157. //console.log('SoundManager.playHistory.length == 0')
  2158. setCurBgm(player.currentPano);
  2159. }
  2160. });
  2161. player.currentPano && setCurBgm(player.currentPano);
  2162. /*player.on("view.changed",(e)=>{//位移和旋转时都要判断最近item
  2163. if(!player.director.highlightItem && e.cameraWorldMatrixChanged && !player.flying && !player.isWarping() ){
  2164. common.intervalTool.isWaiting('tourUpdateCurItem',()=>{
  2165. console.log('setCurrentItem')
  2166. player.director.setCurrentItem( player.director.findNearestItem(true,true) )
  2167. }, 521)
  2168. }
  2169. }) */
  2170. }
  2171. };
  2172. window.bus.addEventListener("playerAndModelReady", f); //player model currentPano都已有
  2173. }
  2174. window.bus.dispatchEvent({ type: "THREE_inited" });
  2175. }
  2176. {
  2177. let infoPannel = $('<div id="alert" class="closed"><div name="content"></div><div class="close"></div></div>');
  2178. $("body").append(infoPannel);
  2179. let showDur;
  2180. let close = () => {
  2181. infoPannel.addClass("closed");
  2182. clearTimeout(timer);
  2183. timer = null;
  2184. };
  2185. let timer, currName; //定时器
  2186. infoPannel.find(".close").on("click", close);
  2187. window.alertInfo = function (text, { dur, dontAutoClose, hideCloseBtn, name } = {}) {
  2188. if (timer) {
  2189. clearTimeout(timer);
  2190. }
  2191. infoPannel.find("[name=content]").html(text);
  2192. infoPannel.removeClass("closed");
  2193. if (hideCloseBtn) {
  2194. infoPannel.find(".close").addClass("hide");
  2195. } else {
  2196. infoPannel.find(".close").removeClass("hide");
  2197. }
  2198. showDur = dur || 1500 + Math.round(text.length * 20);
  2199. if (!dontAutoClose) {
  2200. timer = setTimeout(close, showDur);
  2201. }
  2202. currName = name;
  2203. };
  2204. window.alertClose = function (name) {
  2205. if (currName == name) {
  2206. close();
  2207. }
  2208. };
  2209. }
  2210. //最好能知道应该播放到的currentTime
  2211. var SoundManager = {
  2212. //暂不支持同时播放
  2213. currentAudio: null, //当前正在播放list中的哪一个
  2214. enableSound: true, //是否允许有声音
  2215. playHistory: [], //被打断的加入播放历史
  2216. list: [], //同一级别可以互相打断 //暂时不做多级别
  2217. play: function (name, src, currentTime) {
  2218. var object = this.list.find((e) => e.name == name);
  2219. if (object) {
  2220. if (this.currentAudio) {
  2221. this.pause(this.currentAudio.name, false, true);
  2222. }
  2223. {
  2224. //将当前要播放的播放历史中清除
  2225. let index = this.playHistory.indexOf(object);
  2226. if (index > -1) this.playHistory.splice(index, 1);
  2227. }
  2228. this.currentAudio = object;
  2229. if (src) {
  2230. this.setSrc(name, src);
  2231. }
  2232. if (currentTime != void 0) {
  2233. object.audio.currentTime = currentTime;
  2234. }
  2235. if (object.audio && object.src) {
  2236. 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
  2237. object.audio.play();
  2238. object.audio.paused || (object.callback && object.callback(true));
  2239. Log(name + " 播放 ");
  2240. }
  2241. }
  2242. },
  2243. pause: function (name, autoReplayLast, isInterrupt) {
  2244. //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
  2245. var object = this.list.find((e) => e.name == name);
  2246. if (object && this.currentAudio == object) {
  2247. this.currentAudio = null;
  2248. if (object.audio) {
  2249. !object.audio.paused && Log(name + " 中断音频 " + "(" + common.getFileNameFromUrl(object.audio.src) + ")");
  2250. object.audio.pause();
  2251. object.callback && object.callback(false);
  2252. }
  2253. if (isInterrupt) {
  2254. //一般主动调用不需要加这个
  2255. this.playHistory.push(object); //如果是被中断的,加入播放历史,等待恢复播放
  2256. }
  2257. if (autoReplayLast) {
  2258. //播放之前的音频。它们是被打断过的。
  2259. while (this.playHistory.length) {
  2260. var last = this.playHistory.pop();
  2261. if (last.src && last.canplay(last.audio)) {
  2262. this.play(last.name);
  2263. }
  2264. }
  2265. }
  2266. manage.dispatchEvent({ type: "pauseSound", object });
  2267. }
  2268. },
  2269. setSrc: function (name, src = "", desc = "") {
  2270. //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
  2271. var object = this.list.find((e) => e.name == name);
  2272. object.src = src;
  2273. object.audio.src = src;
  2274. Log(`${object.name} ${desc} 设置src: ${src} `);
  2275. },
  2276. createAudio: function (object = {}) {
  2277. //name, level, canplay
  2278. if (!object.fake) {
  2279. object.audio = new Audio();
  2280. object.audio.loop = !!object.loop;
  2281. //object.audio.autoplay = true;
  2282. object.audio.addEventListener("ended", () => {
  2283. if (object.loop) {
  2284. //循环
  2285. Log(`${object.name} 播放完毕,重新播放`);
  2286. object.audio.play();
  2287. } else {
  2288. this.pause(object.name, true); //停止后的后续处理
  2289. }
  2290. });
  2291. object.audio.oncanplaythrough = () => {
  2292. //Log(`${object.name} canplaythrough `)
  2293. };
  2294. }
  2295. this.list.push(object);
  2296. },
  2297. initAutoPlay: function () {
  2298. //处理设备自动播放限制
  2299. let play = function () {
  2300. if (this.currentAudio && this.currentAudio.audio && this.currentAudio.src && this.currentAudio.audio.paused) {
  2301. this.currentAudio.audio.play(); //一般触屏了都会播放成功,就不识别paused了
  2302. this.currentAudio.callback && this.currentAudio.callback(true);
  2303. Log(`${this.currentAudio.name} 自动播放`); //即使设置src在这之后好像也能成功播放
  2304. } else {
  2305. }
  2306. document.removeEventListener("touchstart", play);
  2307. document.removeEventListener("click", play);
  2308. $("#player")[0].removeEventListener("touchstart", play);
  2309. }.bind(this);
  2310. document.addEventListener("WeixinJSBridgeReady", play, false);
  2311. 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
  2312. document.addEventListener("click", play);
  2313. $("#player")[0].addEventListener("touchstart", play);
  2314. },
  2315. };
  2316. function Log(value, color, fontSize) {
  2317. color = color || "#13f";
  2318. fontSize = fontSize || 14;
  2319. console.warn(`%c${value}`, `color:${color};font-size:${fontSize}px`);
  2320. }
  2321. Manage.prototype.loadAudio = function () {
  2322. //相关:g_tourAudio \ g_playAudio
  2323. //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
  2324. //box视频都静音,所以暂时不考虑
  2325. SoundManager.createAudio({
  2326. name: "bgm",
  2327. level: 0,
  2328. src: "",
  2329. loop: true,
  2330. canplay: (audio) => {
  2331. return this.bgmShouldPlay;
  2332. },
  2333. callback: (state) => {
  2334. //play或pause时随之触发的函数(即使还没开始播放)
  2335. if (state) {
  2336. $("#volume a img").attr("src", "./images/Volume btn_off.png");
  2337. $("#volume").attr("title", "关闭声音");
  2338. } else {
  2339. $("#volume a img").attr("src", "./images/Volume btn_on.png");
  2340. $("#volume").attr("title", "打开声音");
  2341. }
  2342. },
  2343. });
  2344. SoundManager.createAudio({
  2345. name: "tour",
  2346. level: 1,
  2347. src: "",
  2348. loop: false,
  2349. canplay: (audio) => {
  2350. return player.director && player.director.tourIsPlaying && player.director.getAudio();
  2351. },
  2352. });
  2353. SoundManager.createAudio({
  2354. name: "hot",
  2355. fake: true, //实际上没有audio. 只是为了来停止和续播其他音频
  2356. level: 2,
  2357. src: "",
  2358. loop: false,
  2359. canplay: (audio) => {},
  2360. });
  2361. /* SoundManager.createAudio({//区域bgm //暂定背景音乐按钮 同时控制整体和局部的播放。之后可能会改成仅单独控制bgm,或者分为两个按钮,需要再createAudio。
  2362. name:'pano',
  2363. level:1,
  2364. src:'',
  2365. loop:true,
  2366. canplay:(audio)=>{
  2367. return true
  2368. }
  2369. }) */
  2370. $("#volume")
  2371. .find("a")
  2372. .on("click", () => {
  2373. if ($("#volume img")[0].src.indexOf("btn_on.png") > -1) {
  2374. this.switchBgmState(true);
  2375. } else if ($("#volume img")[0].src.indexOf("btn_off.png") > -1) {
  2376. this.switchBgmState(false);
  2377. }
  2378. });
  2379. this.switchBgmState(false); //初始设置允许播放bgm
  2380. SoundManager.initAutoPlay();
  2381. };
  2382. Manage.prototype.switchBgmState = function (state) {
  2383. //按钮的状态完全代表是否应该播放bgm,即使还没加载完
  2384. this.bgmShouldPlay = state;
  2385. if (state) {
  2386. SoundManager.play("bgm");
  2387. } else {
  2388. SoundManager.pause("bgm");
  2389. }
  2390. this.dispatchEvent && this.dispatchEvent({ type: "switchBgmState" });
  2391. };
  2392. var manage = new Manage();
  2393. //处理cursor优先级
  2394. var CursorDeal = {
  2395. priorityEvent: [
  2396. //在前面的优先级高
  2397. { noIntersect: "not-allowed" },
  2398. { addHot: "cell" },
  2399. { hoverRouteLine: "url(images/coordinateClose.png),auto" },
  2400. { hoverPano: "pointer" },
  2401. { hoverFootIcon: "pointer" },
  2402. { hoverHot: "pointer" },
  2403. { addLabel: "cell" },
  2404. { moveLabel: "grab" },
  2405. ],
  2406. domElements: [$("#player")[0]],
  2407. list: [], //当前存在的cursor状态
  2408. currentCursorIndex: null,
  2409. /* init : function(viewer){
  2410. this.priorityEvent.forEach(e=>{//刚开始Potree.resourcePath没值,现在换
  2411. for(let i in e){
  2412. e[i] = Common.replaceAll(e[i],'{Potree.resourcePath}',Potree.resourcePath)
  2413. }
  2414. })
  2415. this.domElements = [viewer.renderArea, viewer.mapViewer.renderArea];
  2416. viewer.addEventListener("CursorChange",(e)=>{
  2417. if(e.action == 'add'){
  2418. this.add(e.name)
  2419. }else{
  2420. this.remove(e.name)
  2421. }
  2422. })
  2423. }, */
  2424. add: function (name) {
  2425. var priorityItem = this.priorityEvent.find((e) => e[name]);
  2426. if (!priorityItem) {
  2427. console.error("CursorDeal 未定义优先级 name:" + name);
  2428. return;
  2429. }
  2430. if (!this.list.includes(name)) {
  2431. this.judge({ addItem: priorityItem, name });
  2432. this.list.push(name);
  2433. }
  2434. },
  2435. remove: function (name) {
  2436. var index = this.list.indexOf(name);
  2437. if (index > -1) {
  2438. this.list.splice(index, 1);
  2439. this.judge();
  2440. }
  2441. },
  2442. judge: function (o = {}) {
  2443. //console.log(o,this.list)
  2444. if (o.addItem) {
  2445. var addIndex = this.priorityEvent.indexOf(o.addItem);
  2446. if (addIndex < this.currentCursorIndex || this.currentCursorIndex == void 0) {
  2447. this.domElements.forEach((e) => (e.style.cursor = o.addItem[o.name]));
  2448. this.currentCursorIndex = addIndex;
  2449. }
  2450. } else {
  2451. var levelMax = { index: Infinity, cursor: null };
  2452. this.list.forEach((name) => {
  2453. var priorityItem = this.priorityEvent.find((e) => e[name]);
  2454. var index = this.priorityEvent.indexOf(priorityItem);
  2455. if (index < levelMax.index) {
  2456. levelMax.index = index;
  2457. levelMax.cursor = priorityItem[name];
  2458. }
  2459. });
  2460. this.currentCursorIndex = levelMax.index;
  2461. this.domElements.forEach((e) => (e.style.cursor = levelMax.cursor || ""));
  2462. }
  2463. },
  2464. };
  2465. function logSth() {
  2466. let hotCount = player.model.hotGroup.children.length;
  2467. let videoCount = player.model.hotGroup.children.filter((e) => e.texType == "video").length;
  2468. let photoCount = player.model.hotGroup.children.filter((e) => e.texType == "photo").length;
  2469. let shineCount = player.model.hotGroup.children.filter((e) => e.texType == "shine").length;
  2470. let aniCount = player.model.hotGroup.children.filter((e) => e.info.animateInfo).length;
  2471. let objCount = player.model.hotGroup.children.filter((e) => e.objObject).length;
  2472. let chunkLen = player.model.chunks.length;
  2473. let vertexC = player.model.chunks.reduce(function (total, chunk) {
  2474. return total + chunk.geometry.attributes.position.count;
  2475. }, 0);
  2476. let panoCount = player.model.panos.list.length;
  2477. Log(
  2478. `共有chunk个数 ${chunkLen} ( 顶点数 ${vertexC} )
  2479. 热点个数 ${hotCount} ( vedio ${videoCount} 个,photo ${photoCount} 个,shine ${shineCount}个。 gif ${aniCount} 个,obj ${objCount} 个
  2480. 漫游点数 ${panoCount} 个)`,
  2481. "#FF4399",
  2482. 14
  2483. );
  2484. }
  2485. /* let kankanNames = ['SG-','KJ-'] */
  2486. window.sceneFrom = (number.length > 6 && number.slice(0, 3).includes("-")) || browser.urlHasValue("kankan") ? "kankan" : ""; //看看or看见转来的
  2487. //兼容一代的場景
  2488. //請求地址統一管理
  2489. var g_onePregix = "https://bigscene.4dage.com/"; //对应一代 http://www.4dmodel.com/SuperPanoramic/index.html?m=55
  2490. var g_version = manage.number("version");
  2491. g_version === "one" ? (g_Prefix = g_onePregix) : "";