index.js 14 KB

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  1. let camera, scene, renderer;
  2. const shadowHasAlpha = false //阴影是否考虑光透过透明材质
  3. const planeGeo = new THREE.PlaneBufferGeometry(1, 1)
  4. const raycaster = new THREE.Raycaster(); raycaster.linePrecision = 0;//不检测boxHelper
  5. const mouse = new THREE.Vector2();
  6. let needUpdateShadow, needsUpdateScene
  7. var BlurShader = {
  8. uniforms: {
  9. "map": { value: null },
  10. "blurRadius": { value: new THREE.Vector2(1.0 / 512.0, 1.0 / 512.0) },
  11. 'opacity': { value: 0 }
  12. },
  13. vertexShader: [
  14. "varying vec2 vUv;",
  15. "void main() {",
  16. " vUv = uv;",
  17. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  18. "}"
  19. ].join("\n"),
  20. fragmentShader: [
  21. "uniform sampler2D map;",
  22. "uniform vec2 resolution;",
  23. "uniform float blurRadius;",
  24. "uniform float opacity;",
  25. "varying vec2 vUv;",
  26. "void main() {",
  27. " vec2 offset = blurRadius / resolution; ",
  28. " vec4 sum = vec4( 0.0 );",
  29. " sum += texture2D( map, vec2( vUv.x - 4.0 * offset.x, vUv.y ) ) * 0.051;",
  30. " sum += texture2D( map, vec2( vUv.x - 3.0 * offset.x, vUv.y ) ) * 0.0918;",
  31. " sum += texture2D( map, vec2( vUv.x - 2.0 * offset.x, vUv.y ) ) * 0.12245;",
  32. " sum += texture2D( map, vec2( vUv.x - 1.0 * offset.x, vUv.y ) ) * 0.1531;",
  33. " sum += texture2D( map, vec2( vUv.x, vUv.y ) ) * 0.1633;",
  34. " sum += texture2D( map, vec2( vUv.x + 1.0 * offset.x, vUv.y ) ) * 0.1531;",
  35. " sum += texture2D( map, vec2( vUv.x + 2.0 * offset.x, vUv.y ) ) * 0.12245;",
  36. " sum += texture2D( map, vec2( vUv.x + 3.0 * offset.x, vUv.y ) ) * 0.0918;",
  37. " sum += texture2D( map, vec2( vUv.x + 4.0 * offset.x, vUv.y ) ) * 0.051;",
  38. " sum += texture2D( map, vec2( vUv.x , vUv.y - 4.0 * offset.y ) ) * 0.051;",
  39. " sum += texture2D( map, vec2( vUv.x , vUv.y - 3.0 * offset.y) ) * 0.0918;",
  40. " sum += texture2D( map, vec2( vUv.x , vUv.y - 2.0 * offset.y) ) * 0.12245;",
  41. " sum += texture2D( map, vec2( vUv.x , vUv.y - 1.0 * offset.y ) ) * 0.1531;",
  42. " sum += texture2D( map, vec2( vUv.x , vUv.y ) ) * 0.1633;",
  43. " sum += texture2D( map, vec2( vUv.x , vUv.y + 1.0 * offset.y ) ) * 0.1531;",
  44. " sum += texture2D( map, vec2( vUv.x , vUv.y + 2.0 * offset.y ) ) * 0.12245;",
  45. " sum += texture2D( map, vec2( vUv.x , vUv.y + 3.0 * offset.y ) ) * 0.0918;",
  46. " sum += texture2D( map, vec2( vUv.x , vUv.y + 4.0 * offset.y ) ) * 0.051;",
  47. " gl_FragColor = sum / 2.0 ;",
  48. " gl_FragColor.a *= opacity;",
  49. "}"
  50. ].join("\n")
  51. };
  52. var Viewer = function (index, dom) {
  53. this.index = index;
  54. this.dom = dom
  55. this.camera = new THREE.PerspectiveCamera(setting.vfov);
  56. this.camera.position.set(0, 1, -1.5);
  57. this.control = new PanoramaControls(this.camera, this.dom)
  58. this.control.latMin = this.control.latMax = 0
  59. //this.control.target.set(0,-1,0)
  60. this.setRenderer()
  61. this.scene = new THREE.Scene();
  62. this.scene.background = common.loadTexture("./img/background.jpg")
  63. this.pointerDownPos
  64. this.active = false;
  65. this.antialias = true;
  66. this.clickTime = new Date().getTime();
  67. this.updateClock = new THREE.Clock();
  68. this.cardGroup = new THREE.Object3D();
  69. this.scene.add(this.cardGroup);
  70. this.cardGroup.name = "cardGroup";
  71. this.autoMove = true
  72. this.bindEvents()
  73. this.preLoadCards()
  74. this.animate()
  75. }
  76. /*
  77. 同一时间,视线范围不能同时出现两张卡。也就是分布要根据视角范围变化,但是如果浏览器变宽导致的出现两张卡不算。
  78. */
  79. Viewer.prototype.preLoadCards = function () {
  80. let i = 10
  81. while (i-- > 0) {
  82. this.addCard(true)
  83. }
  84. let add = () => {
  85. if (document.hidden) return
  86. this.addCard()
  87. setTimeout(add, 40000 * Math.random() * this.getDensity()) //当前视野中密度越小 添加越频繁
  88. }
  89. add()
  90. document.addEventListener('visibilitychange', (e) => {
  91. if (!document.hidden) add()
  92. console.log('document.hidden', document.hidden)
  93. })
  94. }
  95. Viewer.prototype.getDensity = function () {
  96. let frustumMatrix = new THREE.Matrix4()
  97. frustumMatrix.multiplyMatrices(this.camera.projectionMatrix, this.camera.matrixWorldInverse)
  98. let frustum = new THREE.Frustum();
  99. frustum.setFromProjectionMatrix(frustumMatrix)
  100. let count = this.cardGroup.children.filter(card => {
  101. return frustum.containsPoint(card.position)
  102. }).length
  103. let density = count / (this.renderer.domElement.width * this.renderer.domElement.height) * 1000
  104. return density
  105. }
  106. Viewer.prototype.addCard = function (around) {
  107. let cardIndex = Math.floor(cardNames.length * Math.random())
  108. common.loadTexture("./assets/" + cardNames[cardIndex].img, (map) => {
  109. let card = new THREE.Mesh(planeGeo, new THREE.ShaderMaterial({
  110. uniforms: {
  111. map: { value: map },
  112. resolution: { value: new THREE.Vector2(this.renderer.domElement.width, this.renderer.domElement.height) },
  113. blurRadius: { value: 0 },//像素
  114. opacity: { value: 0 }
  115. },
  116. vertexShader: BlurShader.vertexShader,
  117. fragmentShader: BlurShader.fragmentShader,
  118. transparent: true, side: 2
  119. }))
  120. Object.defineProperty(card.material, 'opacity', {
  121. get: function () {
  122. return card.material.uniforms.opacity.value
  123. },
  124. set: function (e) {
  125. card.material.uniforms.opacity.value = e
  126. card.material.uniforms.blurRadius.value = math.linearClamp(e, [0, 0.4], [40, 0])
  127. }
  128. })
  129. let direction, far = setting.cards.far
  130. if (around) {//在四周所有方向都可生成,在一开始时需要
  131. let n = 0.6//范围0-1 越大越可能接近相机
  132. far = far * (1 - n * Math.random()) //靠近一点
  133. direction = new THREE.Vector3(0, 0, -1).applyEuler(new THREE.Euler(0, Math.PI * 2 * Math.random(), 0))
  134. } else {//仅在相机前方生成,因为相机往这个方向移动,最前方空缺
  135. direction = new THREE.Vector3(0, 0, -1).applyQuaternion(this.camera.quaternion).applyEuler(new THREE.Euler(0, this.camera.hfov * (Math.random() - 0.5), 0))
  136. }
  137. let h = (Math.random() * 2 - 1) * setting.cards.highest * 0.8 // *0.8是因为靠近后就会飞出视线
  138. card.position.copy(this.camera.position).add(direction.add(new THREE.Vector3(0, h, 0)).multiplyScalar(far))
  139. card.scale.set(map.image.width / 500, map.image.height / 500, 1)
  140. this.cardGroup.add(card)
  141. card.transition = transitions.start(lerp.property(card.material, 'opacity', 1, (e) => {
  142. //console.log(e, card.uuid)
  143. }), setting.cards.fadeInDur);
  144. })
  145. }
  146. Viewer.prototype.removeCards = function () {//移除超过bound的卡
  147. let needRemove = this.cardGroup.children.filter(card => {
  148. if (card.disToCam > setting.cards.far) {
  149. card.material.dispose()
  150. transitions.cancel(card.transition)
  151. //console.log('remove一张卡')
  152. return true
  153. }
  154. })
  155. needRemove.forEach(card => card.parent.remove(card))
  156. //needRemove.length>0 && console.log('当前存在卡数', this.cardGroup.children.length)
  157. }
  158. Viewer.prototype.update = function (deltaTime) {//绘制的时候同时更新
  159. this.setSize()
  160. this.control.update(deltaTime)
  161. transitions.update(deltaTime)
  162. if (this.autoMove) {
  163. let direction = new THREE.Vector3(0, 0, -1).applyQuaternion(this.camera.quaternion)
  164. let moveSpeed = 0.8
  165. this.camera.position.add(direction.multiplyScalar(deltaTime * moveSpeed))
  166. }
  167. this.cardGroup.children.forEach(card => {
  168. card.quaternion.copy(this.camera.quaternion)
  169. let dis = card.position.clone().setY(0).distanceTo(this.camera.position.clone().setY(0))
  170. if (!card.transition.running) {
  171. card.material.opacity = math.linearClamp(dis, [setting.cards.near, setting.cards.beginFadeNear], [0, 1])
  172. }
  173. card.disToCam = dis
  174. })
  175. this.removeCards()
  176. var needsUpdate = 1;
  177. if (needsUpdate) {
  178. this.renderer.autoClear = true
  179. this.renderer.render(this.scene, this.camera)
  180. }
  181. }
  182. Viewer.prototype.bindEvents = function () {
  183. this.renderer.domElement.addEventListener('pointermove', this.onPointerMove.bind(this), false);
  184. this.renderer.domElement.addEventListener('pointerdown', this.onPointerDown.bind(this), false);
  185. this.renderer.domElement.addEventListener('pointerup', this.onPointerUp.bind(this), false);
  186. }
  187. Viewer.prototype.setRenderer = function () {
  188. try {
  189. this.renderer = new THREE.WebGLRenderer({ canvas: $(this.dom).find("canvas")[0], antialias: true }),
  190. this.renderer.setPixelRatio(window.devicePixelRatio ? window.devicePixelRatio : 1),
  191. this.renderer.autoClear = false
  192. this.renderer.setClearColor(0xffffff, 1)
  193. console.log("ContextCreated")
  194. //this.emit(Events.ContextCreated)
  195. } catch (e) {
  196. console.error("Unable to create a WebGL rendering context")
  197. }
  198. }
  199. Viewer.prototype.hasChanged = function () {//判断画面是否改变了,改变后需要更新一些东西
  200. var copy = function () {
  201. this.previousState = {
  202. projectionMatrix: this.camera.projectionMatrix.clone(),//worldMatrix在control时归零了所以不用了吧,用position和qua也一样
  203. position: this.camera.position.clone(),
  204. quaternion: this.camera.quaternion.clone(),
  205. //mouse: this.mouse.clone(),
  206. fov: this.camera.fov
  207. };
  208. }.bind(this)
  209. if (!this.previousState) {
  210. copy()
  211. return { cameraChanged: !0, changed: !0 };
  212. }
  213. var cameraChanged =
  214. !this.camera.projectionMatrix.equals(this.previousState.projectionMatrix) ||
  215. !this.camera.position.equals(this.previousState.position) ||
  216. !this.camera.quaternion.equals(this.previousState.quaternion)
  217. var changed = cameraChanged //|| !this.mouse.equals(this.previousState.mouse)
  218. copy()
  219. return { cameraChanged, changed };
  220. }
  221. Viewer.prototype.setSize = function () {
  222. var w, h, pixelRatio;
  223. return function () {
  224. if (w != this.dom.clientWidth || h != this.dom.clientHeight || pixelRatio != window.devicePixelRatio) {
  225. w = this.dom.clientWidth;
  226. h = this.dom.clientHeight;
  227. pixelRatio = window.devicePixelRatio;
  228. this.camera.aspect = w / h;
  229. this.camera.updateProjectionMatrix();
  230. this.renderer.setSize(w, h, false, pixelRatio);
  231. this.camera.hfov = cameraLight.getHFOVForCamera(this.camera, true)
  232. this.cardGroup.children.forEach(card =>
  233. card.material.uniforms.resolution.value.set(w, h)
  234. )
  235. }
  236. }
  237. }()
  238. Viewer.prototype.animate = function () {
  239. var deltaTime = Math.min(1, this.updateClock.getDelta());
  240. this.update(deltaTime)
  241. //bus.emit('player/position/change', {x:this.position.x, y:this.position.z, lon: this.cameraControls.controls.panorama.lon})
  242. window.requestAnimationFrame(this.animate.bind(this));
  243. },
  244. Viewer.prototype.onPointerMove = function (event) {
  245. if (event.isPrimary === false) return;
  246. mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
  247. mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
  248. if (!this.pointerDownPos) this.checkIntersection();
  249. }
  250. Viewer.prototype.onPointerDown = function (event) {
  251. if (event.isPrimary === false) return;
  252. mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
  253. mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
  254. this.pointerDownPos = mouse.clone()
  255. this.pointerDownTime = Date.now()
  256. }
  257. Viewer.prototype.onPointerUp = function (event) {
  258. if (event.isPrimary === false) return;
  259. mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
  260. mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
  261. let now = Date.now()
  262. if (mouse.distanceTo(this.pointerDownPos) < 0.006 && now - this.pointerDownTime < 1000) {//click
  263. //doubleClick
  264. /* var time = new Date().getTime();
  265. if(time - this.clickTime < 300){
  266. if(this.intersects.length){
  267. console.log('doubleClick');
  268. transitions.cancelById(0)
  269. transitions.start(lerp.vector(this.control.target, this.intersects[0].point), 600, null, 0 , easing.easeInOutQuad, null, Transitions.doubleClick);
  270. }
  271. } */
  272. if (this.hoveredObject) {
  273. this.dispatchEvent({ type: 'clickObject', imgName: this.hoveredObject.material.uniforms.map.value.image.src.split('/').pop() })
  274. }
  275. }
  276. this.pointerDownPos = null
  277. }
  278. Viewer.prototype.checkIntersection = function () {
  279. raycaster.setFromCamera(mouse, this.camera);
  280. raycaster.near = 2
  281. const intersects = raycaster.intersectObject(this.cardGroup, true);
  282. var recover = () => {
  283. if (this.hoveredObject) {
  284. }
  285. }
  286. if (intersects.length > 0) {
  287. const hoveredObject = intersects[0].object;
  288. if (this.hoveredObject != hoveredObject) {
  289. recover()
  290. this.dispatchEvent({ type: "hoverObject", imgName: hoveredObject.material.uniforms.map.value.image.src.split('/').pop() })
  291. this.hoveredObject = hoveredObject;
  292. this.dom.style.cursor = 'pointer'
  293. }
  294. } else {
  295. recover()
  296. this.dispatchEvent({ type: "mouseoutObject" })
  297. this.dom.style.cursor = ''
  298. this.hoveredObject = null
  299. }
  300. this.intersects = intersects;
  301. }
  302. Viewer.prototype.setAutoMove = function (state) {//设置相机飞行状态
  303. this.autoMove = !!state
  304. }
  305. Object.assign(Viewer.prototype, THREE.EventDispatcher.prototype);
  306. //============
  307. var startTime = new Date().getTime();
  308. var viewer = new Viewer(0, $("#player")[0])