var g_ProjectName = window.location.pathname.substring(window.location.pathname.indexOf("/") + 1, window.location.pathname.lastIndexOf("/")) var s = window.location.href.split('/') s.pop() var g_index = null var g_modeldata = null var g_weixinTitle = null var g_Hots = null var g_HotMeshes = [] var g_HotMeshSize = { g_HotMeshWidth: 0.3, g_HotMeshHeight: 0.3 } //add表示添加,delete表示删除 var g_HotStatus = null var g_newHot = []//存储新加热点 var g_HotImage = { "point": "https://super.4dage.com/images/4dagePoint2.png", "point2": "https://super.4dage.com/images/4dagePoint.png" } var g_saveHot = false var g_TextColor = 0x7777ff var g_Text = null var g_TextPlaneMesh = [] var g_TextIconMesh = [] var g_TextIcon = "./images/text.png" var g_SelectTextIndex = null var g_TextShow = null var g_audioPlay = false var g_background = null var g_roof = null var g_data2 = null//加载的data2.js的内容 var g_bgAudio = null//背景音乐 var g_tourAudio = null//导览音乐 var g_play = 1//表示播放图标状态 var g_playAudio = null//当前在播放或当继续播放时应该播放的,是g_bgAudio或g_tourAudio var g_currentHot = null//当前打开的热点 //var g_Texture=null; //var g_ChunknameTexture={}; //chunkname和贴图名称对应 var g_NormalTexture = false var g_SpecularTexture = false var g_DirectionalLight = null var g_snapShotWidth = 200 //截图下载图片的大小 var g_snapShotHeight = 140 //微信分享 var g_weixinObj = { "title": document.querySelector("head title").innerHTML, "lineLink": window.location.href, "imgUrl": "https://www.4dmodel.com/SuperPanoramic/images/weixintitle.jpg", "desc": "四维时代提供技术支持", } var settings = { hotClickEvent: { video: { playAndPause: true, examine: false, openHot: false }, photo: { examine: false, openHot: false }, shine: { examine: true, openHot: true } }, //默认的: teleportTime: 1500, //瞬间过渡的时间 /* flytimeDistanceMultiplier:150, flyTime:750, */ tourRotTime: 2, //默认停留2秒 //dontExamHot:true transparentBg: false, bgImg: null } if (window.number == '725' || window.number == '724') { settings.mobileNavHigh = true } //共用函数: window.common = null window.MathLight = null window.math = null window.easing = null window.lerp = null window.transitions = null window.browser = null window.momentTourBlackNewType = 0//= number == 'TEST'//true var dealMap = (map)=>{//使不resize when image is not power of two map.wrapS = map.wrapT = THREE.ClampToEdgeWrapping map.minFilter = THREE.LinearFilter map.magFilter = THREE.LinearFilter map.generateMipmaps = true } var dom = { getOffset: function(type, element, parent) { left = (type == "left") ? element.offsetLeft : element.offsetTop if (!parent) parent = $("body")[0] while (element = element.offsetParent) { if (element == parent) break left += (type == "left") ? element.offsetLeft : element.offsetTop } return left } } var getTransformSid = function() { var name if (player.mode == 'panorama') { name = player.currentPano ? player.currentPano.id : 'outside' } else { name = 'outside' } return name } var convertTool = { getPos2d: function(point, camera, dom) {//获取一个三维坐标对应屏幕中的二维坐标 var camera = camera || player.camera var dom = dom || player.domElement var pos = point.clone().project(camera) //比之前hotspot的计算方式写得简单 project用于3转2(求法同shader); unproject用于2转3 :new r.Vector3(e.x, e.y, -1).unproject(this.camera); var x, y x = (pos.x + 1) / 2 * dom.clientWidth y = (1 - (pos.y + 1) / 2) * dom.clientHeight var inSight = x <= dom.clientWidth && x >= 0 //是否在屏幕中 && y <= dom.clientHeight && y >= 0 return { pos: new THREE.Vector2(x, y), // 屏幕像素坐标 vector: pos, //(范围 -1 ~ 1) trueSide: pos.z < 1, //trueSide为false时,即使在屏幕范围内可见,也是反方向的另一个不可以被渲染的点 参见Tag.update inSight: inSight //在屏幕范围内可见 } }, ifShelter: function(pos3d) {//检测某点在视线中是否被mesh遮挡 var ori = player.position var dir = pos3d.clone().sub(ori).normalize() var ray = new THREE.Raycaster(ori, dir) //由外向里 因为模型从内侧是可见的所以从外侧 /* if(config.isEdit && publicObjectSet.editor.mainDesign.editing){ var o = ray.intersectObjects(publicObjectSet.editor.mainDesign.wallMeshes); }else{ */ var o = ray.intersectObjects(player.model.colliders) //} var len = pos3d.distanceTo(ori) if (o && o.length) { for (var i = 0; i < o.length; i++) { if (o[i].distance < len) { return true }//有遮挡 } } }, /* 拖拽时,获取鼠标在拖拽面上的位置(需要借助另一个intersectPlane面来计算,即和相机方向一样的面,可保证铺满屏幕) 但是不一定能获取到,比如鼠标射线不朝向拖拽面时,即使获取也会是一个意外的反方向的交点。 */ getPosAtPlane: function(pos, info/* , mouse, camera */) { //pos:与intersectPlane的交点 见笔记 var A = pos var player = player var mouse = player.mouse var O = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(player.camera) if (info.y != void 0) {//地面线的 var y = info.y if (player.mode == "floorplan"/* || Math.abs(O.x-pos.x)<0.0001 && Math.abs(O.z-pos.z)<0.0001) */) { //intersectPlane和地面平行,无交点 var x = pos.x, z = pos.z } else { if (y < player.camera.position.y && O.y <= A.y /* || y>player.camera.position.y && O.y >= A.y */) return null //鼠标射线向上。因为相机一定位于地面以上(地面不会抬高到相机上吧?),所以无交点。 if (O.y == A.y) {console.log('一样??'); return} if (A.y == y) {console.log('一样2??'); return} var r = (O.y - y) / (A.y - y) var x = (r * A.x - O.x) / (r - 1) var z = (r * A.z - O.z) / (r - 1) } } else {//垂直的也有越过消失点以后反向变化的情况,但使用时影响不大 var N = info.normalVec var P = info.pullPos if (N.y != 0 ) {console.log('N.y != 0'); return} //仅仅支持垂直于地面的的墙壁,目前都是 if (O.z == A.z) {console.log('O.z==A.z?'); return} if (N.z != 0 && N.x != 0) {//直接用这个通用的也可以,支持斜线的墙 //console.log('N.z==0 && N.x == 0?'); var c = ( N.x * (A.x - O.x) + N.y * (A.y - O.y) + N.z * (A.z - O.z)) if (c == 0) {console.log("分母为0?? return;"); return} var t = -((N.x * O.x + N.y * O.y + N.z * O.z) - (P.x * N.x + P.y * N.y + P.z * N.z) ) / c var x = t * (A.x - O.x) + O.x var y = t * (A.y - O.y) + O.y var z = t * (A.z - O.z) + O.z /*原理: 已知空间直线L:(x-a)/m=(x-b)/n=(z-c)/p和空间平面π:Ax+By+Cz+D=0; 求直线L与平面π的交点的坐标。 把直线方程改写成参数形式:设(x-a)/m=(x-b)/n=(z-c)/p=t; 则x=mt+a;y=nt+b;z=pt+c;代入平面π的方程得: A(mt+a)+B(nt+b)+C(pt+c)+D=0 由此解得t=-(Aa+Bb+Cc+D)/(Am+Bn+Cp) 再代入参数方程即得交点的坐标(x,y,z). */ } else if (N.x == 0 ) { //z与pullPos相等 var z = P.z if (O.y == A.y) {console.log('一样??'); return} if (A.y == y) {console.log('一样2??'); return} if (A.z == z) {console.log('一样3??'); return} var r = (O.z - z) / (A.z - z) var x = (r * A.x - O.x) / (r - 1) var y = (r * A.y - O.y) / (r - 1) } else if (N.z == 0) {//x与pullPos相等 var x = P.x if (O.y == A.y) {console.log('一样??'); return} if (A.y == y) {console.log('一样2??'); return} if (A.x == x) {console.log('一样3??'); return} var r = (O.x - x) / (A.x - x) var y = (r * A.y - O.y) / (r - 1) var z = (r * A.z - O.z) / (r - 1) } } return new THREE.Vector3(x, y, z) }, getMouseIntersect: function(camera, meshes, mouse) {//获取鼠标和meshes交点 var raycaster = new THREE.Raycaster camera.updateMatrixWorld() var origin = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(camera) , end = new THREE.Vector3(mouse.x, mouse.y, 1).unproject(camera) var dir = end.sub(origin).normalize() raycaster.set(origin, dir) var n = raycaster.intersectObjects(meshes) if (0 === n.length) return null return n[0] }, ifIntersectChunks: function(A, B, options = {}) {//获取某个线段/射线和meshes的交点 var dir = B.clone().sub(A).normalize() var len = options.InfinityLen ? Infinity : A.distanceTo(B) + (options.extLen || 0) var ray = new THREE.Raycaster(A.clone(), dir, 0, len) var o = ray.intersectObjects(options.model || player.model.colliders) if (o && o.length) return o if (options.throughWidth) { //允许最小宽度,防止穿过极小的缝隙导致撞墙感 var normal = math.getNormal({ points: [{ x: A.x, y: A.z }, { x: B.x, y: B.z }] })//线段法线 normal.multiplyScalar(options.throughWidth) var normalVec3 = new THREE.Vector3(normal.x, 0, normal.y) var A2 = A.clone().add(normalVec3) ray.set(A2, dir) var o2 = ray.intersectObjects(options.model || player.model.colliders) ray.set(A.clone().add(normalVec3.negate()), dir) if (o2 && o2.length) return o2 var o3 = ray.intersectObjects(options.model || player.model.colliders) if (o3 && o3.length) return o3 } return null }, getPosAtSphere: function(pos3d, toPanoPos) { var dir = pos3d.clone().sub(toPanoPos) dir.normalize()//然后计算在球中 dir.multiplyScalar(Constants.skyRadius) dir.add(toPanoPos) return dir }, getScaleForConstantSize: function(op = {}) { //获得规定二维大小的mesh的scale值。可以避免因camera的projection造成的mesh视觉大小改变。 来源:tag.updateDisc var w var i = new THREE.Vector3, o = new THREE.Vector3, l = new THREE.Vector3, c = new THREE.Vector3, h = new THREE.Vector3 if (op.width2d) w = op.width2d //如果恒定二维宽度 else {//否则考虑上距离,加一丢丢近大远小的效果 var currentDis, nearBound, farBound if (op.camera.type == "OrthographicCamera") { currentDis = (op.camera.right - op.camera.left) / op.camera.zoom } else { currentDis = op.position.distanceTo(op.camera.position) } w = op.maxSize - ( op.maxSize - op.minSize) * THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound) //maxSize : mesh要表现的最大像素宽度; nearBound: 最近距离,若比nearBound近,则使用maxSize } i.copy(op.position).project(op.camera), //tag中心在屏幕上的二维坐标 o.set(op.resolution.x / 2, op.resolution.y / 2, 1).multiply(i), //转化成px -w/2 到 w/2的范围 l.set(w / 2, 0, 0).add(o), //加上tag宽度的一半 c.set(2 / op.resolution.x, 2 / op.resolution.y, 1).multiply(l), //再转回 -1 到 1的范围 h.copy(c).unproject(op.camera)//再转成三维坐标,求得tag边缘的位置 var g = h.distanceTo(op.position)//就能得到tag的三维半径 return g //可能NAN 当相机和position重叠时 } } //-------------------------------------- //管理js文件 获取modeldata.js 判断是否有特殊的字段,如果有就先加载SpecialScene.js 里面有对特殊场景处理的代码 否则就直接加载main var Manage = function() { this.weixinURL = "https://res.wx.qq.com/open/js/jweixin-1.2.0.js", this.time = "?" + new Date().getTime() this.loadAudio() this.loadWeixin() } //动态加载js文件 Manage.prototype.LoadJs = function(_files, succes) { /* 已加载文件缓存列表,用于判断文件是否已加载过,若已加载则不再次加载*/ var classcodes = [] var FileArray = [] if (typeof _files === "object") { FileArray = _files } else { /*如果文件列表是字符串,则用,切分成数组*/ if (typeof _files === "string") { FileArray = _files.split(",") } } if (FileArray != null && FileArray.length > 0) { var LoadedCount = 0 for (var i = 0; i < FileArray.length; i++) { loadFile(FileArray[i], function() { LoadedCount++ if (LoadedCount == FileArray.length) { try { succes() } catch (err) { console.log("err: 您未定义回调") } } }) } } /*加载JS文件,url:文件路径,success:加载成功回调函数*/ function loadFile(url, success) { if (!FileIsExt(classcodes, url)) { var _ThisType = GetFileType(url) var ThisType = _ThisType.indexOf("?") == -1 ? _ThisType : _ThisType.substring(0, _ThisType.indexOf("?")) var fileObj = null if (ThisType == ".js") { fileObj = document.createElement('script') fileObj.src = url } else if (ThisType == ".css") { fileObj = document.createElement('link') fileObj.href = url fileObj.type = "text/css" fileObj.rel = "stylesheet" } else if (ThisType == ".less") { fileObj = document.createElement('link') fileObj.href = url fileObj.type = "text/css" fileObj.rel = "stylesheet/less" } success = success || function() {} fileObj.onload = fileObj.onreadystatechange = function() { if (!this.readyState || 'loaded' === this.readyState || 'complete' === this.readyState) { success() classcodes.push(url) } } document.getElementsByTagName('head')[0].appendChild(fileObj) } else { success() } } /*获取文件类型,后缀名,小写*/ function GetFileType(url) { if (url != null && url.length > 0) { return url.substr(url.lastIndexOf(".")).toLowerCase() } return "" } /*文件是否已加载*/ function FileIsExt(FileArray, _url) { if (FileArray != null && FileArray.length > 0) { var len = FileArray.length for (var i = 0; i < len; i++) { if (FileArray[i] == _url) { return true } } } return false } } //获取页面url后面的参数 Manage.prototype.number = function(variable) { var query = window.location.search.substring(1) var vars = query.split("&") for (var i = 0; i < vars.length; i++) { var pair = vars[i].split("=") if (pair[0] == variable) {return pair[1]} } return (false) } Manage.prototype.loadWeixin = function() { var that = this this.LoadJs(that.weixinURL + that.time, function() { }) } Manage.prototype.weixinShare = function() { console.log("weixinShare") $.ajax({ url: 'https://www.4dage.com/wechat/jssdk/', type: "post", data: { 'url': location.href.split('#')[0] }, dataType: "jsonp", jsonpCallback: "success_jsonp", success: function(data, textStatus) { console.log("weixinShare success") console.log(data.appId) wx.config({ // debug : true, appId: data.appId, timestamp: data.timestamp, nonceStr: data.nonceStr, signature: data.signature, jsApiList: [ 'checkJsApi', 'onMenuShareTimeline', 'onMenuShareAppMessage', 'onMenuShareQQ', 'onMenuShareWeibo', 'hideMenuItems', 'showMenuItems', 'hideAllNonBaseMenuItem', 'showAllNonBaseMenuItem', 'translateVoice', 'startRecord', 'stopRecord', 'onRecordEnd', 'playVoice', 'pauseVoice', 'stopVoice', 'uploadVoice', 'downloadVoice', 'chooseImage', 'previewImage', 'uploadImage', 'downloadImage', 'getNetworkType', 'openLocation', 'getLocation', 'hideOptionMenu', 'showOptionMenu', 'closeWindow', 'scanQRCode', 'chooseWXPay', 'openProductSpecificView', 'addCard', 'chooseCard', 'openCard' ] }) }, error: function(XMLHttpRequest, textStatus, errorThrown) { console.log("jsonp.error:" + textStatus) } }) var success_jsonp = function(json) { console.log(json) } wx.ready(function() { // config信息验证后会执行ready方法,所有接口调用都必须在config接口获得结果之后,config是一个客户端的异步操作,所以如果需要在页面加载时就调用相关接口,则须把相关接口放在ready函数中调用来确保正确执行〿 //对于用户触发时才调用的接口,则可以直接调用,不需要放在ready函数中〿 //分享到朋友圈 console.log(g_weixinObj) wx.onMenuShareTimeline({ title: g_weixinObj.title, // 分享标题 link: g_weixinObj.lineLink, // 分享链接 imgUrl: g_weixinObj.imgUrl, // 分享图标 desc: g_weixinObj.desc }) //获取“分享给朋友”按钮点击状态及自定义分享内容接叿 wx.onMenuShareAppMessage({ title: g_weixinObj.title, // 分享标题 desc: g_weixinObj.desc, // 分享描述 link: g_weixinObj.lineLink, // 分享链接 imgUrl: g_weixinObj.imgUrl, // 分享图标 type: '', // 分享类型,music、video或link,不填默认为link dataUrl: '' // 如果type是music或video,则要提供数据链接,默认为空 }) wx.onMenuShareWeibo({ title: g_weixinObj.title, // 分享标题 desc: g_weixinObj.desc, // 分享描述 link: g_weixinObj.lineLink, // 分享链接 imgUrl: g_weixinObj.imgUrl, // 分享图标 success: function () { // 用户确认分享后执行的回调函数 }, cancel: function () { // 用户取消分享后执行的回调函数 } }) wx.onMenuShareQZone({ title: g_weixinObj.title, // 分享标题 desc: g_weixinObj.desc, // 分享描述 link: g_weixinObj.lineLink, // 分享链接 imgUrl: g_weixinObj.imgUrl, // 分享图标 success: function () { // 用户确认分享后执行的回调函数 }, cancel: function () { // 用户取消分享后执行的回调函数 } }) wx.onMenuShareQQ({ title: g_weixinObj.title, // 分享标题 desc: g_weixinObj.desc, // 分享描述 link: g_weixinObj.lineLink, // 分享链接 imgUrl: g_weixinObj.imgUrl, // 分享图标 success: function () { // 用户确认分享后执行的回调函数 }, cancel: function () { // 用户取消分享后执行的回调函数 } }) wx.error(function(res) { // config信息验证失败会执行error函数,如签名过期导致验证失败,具体错误信息可以打开config的debug模式查看,也可以在返回的res参数中查看,对于SPA可以在这里更新签名〿 }) }) } Manage.prototype.dealURL = function(src, type) { //music: "///super.4dage.com/data/LYW/edit/20200928_151633415.mp3" //"https://super.4dage.com/data/LYW/edit/20200928_165319399.jpg"] if (window.isLocal && settings.localPrefix != void 0) {//本地将线上的前缀替换 var oldPrefix = 'super.4dage.com/' //最简单的地址写一个,如果有其他完全不一样的地址就用数组逐个判断 var index = src.indexOf(oldPrefix) if (index > -1) { var wholeOldPrefix = src.slice(0, index + oldPrefix.length) return src.replace(wholeOldPrefix, settings.localPrefix) } console.error("没有找到合适的本地链接") return src } else { //add https:// var prefix = g_Prefix.replace('https://', '').replace('http://', '') if (!src.includes('http:/') && !src.includes('https:/') && src.includes(prefix)) { src = 'https://' + src } return src } } Manage.prototype.removeSrcPostMark = function(url) {//去除texture.load时自动加上的'?' var index = url.indexOf('?') if (index > -1) { return url.slice(0, index) } else return url } Manage.prototype.showInfo = function (o) { // ({result:true, title:"发布成功"}); var box = $(".resultBox") var title = o.title || o || i18n.get('保存成功') box.children().eq(0).html(title) //var time = o.time || THREE.Math.clamp((Config.lang=='en') ? title.length*50 : title.length*130 ,1300,5000); var time = o.time || THREE.Math.clamp(title.length * 130, 1300, 5000) o.time || console.log("showtime " + time) //实际有一半的时间在渐变透明度 this.showInfoTimer && clearTimeout(this.showInfoTimer) box.removeClass("animate")//如果之后不久又要showinfo一个的话,先停止前面的animate setTimeout(function () { box.css( { '-webkit-animation-duration': time + 'ms', 'animation-duration': time + 'ms' } ) if (o.top) { box.children().css('top', o.top + "%") } else { box.children().css('top', '' ) } box.removeClass("hide") box.addClass("animate") if (o.dontInteract) {//遮挡对屏幕的操作 box.css('pointer-events', 'auto') } else { box.css('pointer-events', 'none') } this.showInfoTimer = setTimeout(function () { box.removeClass("animate") box.addClass("hide") this.showInfoTimer = null }.bind(this), time + 20) }.bind(this), 50)//这个数字太小的话后面触发的没有重新animate的效果 应该要比帧率大吧 }//like: manage.showInfo({title:'a', top:20}) //公用的函数 function getQueryVariable(variable) { var query = window.location.search.substring(1) var vars = query.split("&") for (var i = 0; i < vars.length; i++) { var pair = vars[i].split("=") if (pair[0] == variable) {return pair[1]} } return (false) } //隐藏公司Logo function showLogo() { $("#myCompany").hide() $("#loaderCoBrandName").hide() $("#title-logo").hide() $(".title-container").css("justify-content", "center") } //czj 添加随机的时间 function randomTime() { return new Date() } function matcher(data) { if (!data || !g_version ) return data delete data.model.vision_version var _data = { files: { "templates": ["images/images{{number}}/{{filename}}"] }, model: { sid: window.number, camera_start: data.model.images && data.model.images.length != 0 ? { camera: { zoom: "-1", quaternion: [ JSON.parse(data.model.images[0].metadata).camera_quaternion.z, JSON.parse(data.model.images[0].metadata).camera_quaternion.w, JSON.parse(data.model.images[0].metadata).camera_quaternion.x, JSON.parse(data.model.images[0].metadata).camera_quaternion.y ] }, pano: { uuid: JSON.parse(data.model.images[0].metadata).scan_id }, mode: "0" } : '' }, sid: window.number, hoticon: { default: "https://super.4dage.com/images/4dagePoint2.png", higt: "https://super.4dage.com/images/4dagePoint.png" }, special: "false", weixinDesc: "" } $.extend(true, data, _data) return data } function hotMatcher(data = {}) { //if(!data || !g_version) return data; if (g_version) { data.tourAudio = data.audio || {} } else { data.tourAudio = {} } return data } var GifTexDeal = { animateObjects: [], animateTexs: [], addAnimation: function(texture, owner, info, id) { /* if(this.animateObjects.find(e=> e.texture == texture && !ifSame(info, e.info) )) */ var animation var tex = this.animateTexs.find(e=>e.texture == texture) if (tex) { animation = tex } else { animation = { texture, info } this.animateTexs.push(animation) this.setRepeart(animation) } var object = { animation, //默认相同的texture对应的info是一样的, 对应一个animation owner, } this.animateObjects.push(object) return object }, remove: function(object) { var index = this.animateObjects.indexOf(object) if (index > -1) { this.animateObjects.splice(index, 1) if (!this.animateObjects.find(e=>e.animation == object.animation)) { let i = this.animateTexs.indexOf(object.animation) this.animateTexs.splice(i, 1) object.animation.texture.repeat.set(1, 1) } this.stop(object) } }, setRepeart: function(animation) { animation.texture.repeat.set(1 / animation.info.cellXcount, 1 / animation.info.cellYcount) }, start: function(object) { if (!object || object.started ) return object.started = true if (object.animation.started) return object.animation.started = true var info = object.animation.info var count = info.cellXcount * info.cellYcount - (info.voidCount || 0) if (count <= 1) return transitions.start( (progress)=>{ var index = Math.floor(count * progress) var indexX = index % info.cellXcount var indexY = info.cellYcount - Math.floor(index / info.cellXcount ) - 1 //uv.offset.y是从下到上的 object.animation.texture.offset.x = indexX / info.cellXcount object.animation.texture.offset.y = indexY / info.cellYcount //console.log(object.id + " : "+ object.texture.offset.toArray()) }, info.duration * (-1), null, /* ()=>{//done (-1):循环 object.started = false object.texture.offset.x = 0; object.texture.offset.y = 0; this.start(object) }, */ 0, null, object.id, "gif_" + object.animation.texture.id) }, stop: function(object) { if (!object || !object.started) return object.started = false //只有该object对应的texture对应的所有object都停止了,才能真的停止动画: if (this.animateObjects.find(e=>e.animation == object.animation && e.started)) return transitions.cancelById("gif_" + object.animation.texture.id) object.animation.texture.offset.set(0, 0) object.animation.started = false } } var CloneObject = function(copyObj, result, isSimpleCopy, extraReplace) { //isSimpleCopy只复制最外层 //复制json result的可能:普通数字或字符串、普通数组、复杂对象 if (!copyObj) return copyObj //0 null undefined '' result = result || {} if (copyObj instanceof Array) { /* if (copyObj[0]instanceof Object) { //不支持含有 [[Object]] 这样二级数组里面还是复杂数据的,普通和复杂的数据混合可能也不支持 console.error("不支持含有 [[Object]] 这样二级数组里面还是复杂数据的...") } return copyObj.slice(0);*/ //如果是数组,直接复制返回(排除数组内是object return copyObj.map(e=>{ if (e instanceof Object) { return CloneObject(e) } else return e }) } else { if (copyObj.clone instanceof Function ) { //解决一部分 return copyObj.clone() } } for (var key in copyObj) { if (copyObj[key] instanceof Object && !isSimpleCopy) result[key] = CloneObject(copyObj[key]) else result[key] = copyObj[key] //如果是函数类同基本数据,即复制引用 } return result } var ifSame = function(object1, object2) { if (object1 == object2 ) return true // 0 != undefined , 0 == '' else if (!object1 || !object2) return false else if (object1.constructor != object2.constructor) { return false } else if (object1 instanceof Array ) { if (object1.length != object2.length) return false var _object2 = object2.slice(0) for (let i = 0; i < object1.length; i++) { var u = _object2.find(e=>ifSame(object1[i], e)) if (u == void 0 && !_object2.includes(u) && !object1.includes(u)) return false else { let index = _object2.indexOf(u) _object2.splice(index, 1) } } return true } else if (object1.equals instanceof Function ) {//复杂数据仅支持这种,其他的可能卡住? return object1.equals(object2) } else if (typeof object1 == 'number' || typeof object1 == 'string') { if (isNaN(object1) && isNaN(object2)) return true else return object1 == object2 } else if (typeof object1 == "object") { var keys1 = Object.keys(object1) var keys2 = Object.keys(object2) if (!ifSame(keys1, keys2)) return false for (let i in object1) { var same = ifSame(object1[i], object2[i]) if (!same) return false } return true } else { console.log('isSame出现例外') } } /* var SoundManager = {//暂不支持同时播放 currentAudio:null,//当前正在播放list中的哪一个 list:[ { name:"bg", level : 0,//越大优先级越高 canBeInterrupted : true , }, { name:"boxVideo", level : 1, canBeInterrupted : true, checkIfNeedPlay:function(){ } }, { name:"hot", level : 2, canBeInterrupted : true }, { name:"tour", level : 3, canBeInterrupted : true }, ], switchPlay:function(){ }, register:function(){ } } */ //最好能知道应该播放到的currentTime var SoundManager = { //暂不支持同时播放 currentAudio: null, //当前正在播放list中的哪一个 enableSound: true, //是否允许有声音 playHistory: [], //被打断的加入播放历史 list: [ ], //同一级别可以互相打断 //暂时不做多级别 play: function(name, src, currentTime) { // 点击开始自动导览的时候,手动停止背景音乐播放 window.manage.switchBgmState(false) var object = this.list.find(e=>e.name == name) if (object) { if (this.currentAudio) { this.pause(this.currentAudio.name, false, true) } {//将当前要播放的播放历史中清除 let index = this.playHistory.indexOf(object) if (index > -1) this.playHistory.splice(index, 1) } this.currentAudio = object if (src) { this.setSrc(name, src) } if (currentTime != void 0) { object.audio.currentTime = currentTime } if (object.audio) { object.audio.load() // iOS 9 还需要额外的 load 一下, 否则直接 play 无效 *///https://www.cnblogs.com/interdrp/p/4211883.html 部分资料 object.audio.play() object.callback && object.callback(true) } Log(name + ' 播放 ' ) } }, pause: function(name, autoReplayLast, isInterrupt) {//需要能自动恢复上一个被打算的音频。恢复前判断是否还需要播放 var object = this.list.find(e=>e.name == name) if (object) { this.currentAudio = null if (object.audio) { object.audio.pause() object.callback && object.callback(false) Log(name + ' 中断音频 ' + "(" + common.getFileNameFromUrl(object.audio.src) + ')' ) } if (isInterrupt) {//一般主动调用不需要加这个 this.playHistory.push(object)//如果是被中断的,加入播放历史,等待恢复播放 } if (autoReplayLast) { //播放之前的音频。它们是被打断过的。 while (this.playHistory.length) { var last = this.playHistory.pop() if (last.src && last.canplay(last.audio)) { this.play(last.name ) } } } } }, setSrc: function(name, src) {//不能直接给audio赋src!一定要用这个函数!因为我要拿这里的src来判断有无src,因为貌似audio的src会自动变,''时会变成html的链接 var object = this.list.find(e=>e.name == name) object.src = src object.audio.src = src Log(`${object.name} 设置src: ${src}`) }, createAudio: function(object = {}) {//name, level, canplay if (!object.fake) { object.audio = new Audio() object.audio.loop = !!object.loop //object.audio.autoplay = true; object.audio.addEventListener('ended', ()=>{ if (object.loop) {//循环 Log(`${object.name} 播放完毕,重新播放`) object.audio.play() } else { this.pause(object.name, true)//停止后的后续处理 } }) object.audio.oncanplaythrough = ()=>{ Log(`${object.name} canplaythrough `) } } this.list.push(object) }, initAutoPlay: function() { //处理设备自动播放限制 let play = function() { if (this.currentAudio && this.currentAudio.audio) { this.currentAudio.audio.play() Log(`${this.currentAudio.name} 自动播放成功`) //即使设置src在这之后好像也能成功播放 } else { } document.removeEventListener("touchstart", play) document.removeEventListener("click", play) $('#player')[0].removeEventListener("touchstart", play) }.bind(this) document.addEventListener("WeixinJSBridgeReady", play, false) document.addEventListener("touchstart", play)//ios需要加个事件才能播放 不能自动播放;如果还有浏览器不行,换成别的交互事件 document.addEventListener("click", play) $('#player')[0].addEventListener("touchstart", play) } } function Log(value, color, fontSize) { color = color || '#13f' fontSize = fontSize || 14 console.warn(`%c${value}`, `color:${color};font-size:${fontSize}px`) } Manage.prototype.loadAudio = function() { //相关:g_tourAudio \ g_playAudio //热点页面因为挡住了界面,所以暂时不存在别的音频阻止热点音频的可能 //box视频都静音,所以暂时不考虑 SoundManager.createAudio({ name: 'bgm', level: 0, src: '', loop: true, canplay: (audio)=>{ return this.bgmShouldPlay }, callback: (state)=>{//play或pause时随之触发的函数(即使还没开始播放) if (state) { console.log('播放背景音乐') document.querySelector('#openMusic').style.display = 'none' document.querySelector('#closeMusic').style.display = 'block' } else { console.log('暂停背景音乐') document.querySelector('#openMusic').style.display = 'block' document.querySelector('#closeMusic').style.display = 'none' } } }) SoundManager.createAudio({ name: 'tour', level: 0, src: '', loop: false, canplay: (audio)=>{ return player.director && player.director.tourIsPlaying && player.director.getAudio() } }) SoundManager.createAudio({ name: 'hot', fake: true, //实际上没有audio. 只是为了来停止和续播其他音频 level: 1, src: '', loop: false, canplay: (audio)=>{ } }) $("#volume").find("a").on("click", ()=> { if ($("#volume img")[0].src.indexOf("btn_on.png") > -1) { this.switchBgmState(true) } else if ($("#volume img")[0].src.indexOf("btn_off.png") > -1) { this.switchBgmState(false) } }) // this.switchBgmState(true);//初始设置允许播放bgm // SoundManager.initAutoPlay() } Manage.prototype.switchBgmState = function(state) {//按钮的状态完全代表是否应该播放bgm,即使还没加载完 this.bgmShouldPlay = state if (state) { SoundManager.play('bgm') } else { SoundManager.pause('bgm') } /* if(!g_bgAudio || !g_bgAudio.src) return; var played = function(){ console.log('begin play bgm'); g_play = 1; g_playAudio = g_bgAudio; g_tourAudio && g_tourAudio.pause() } var paused = function(){ g_play = 0; g_playAudio == g_bgAudio && (g_playAudio = null) } if(state ){ g_bgAudio.play(); if(g_bgAudio.paused){ paused() }else{ played() return true } }else{ g_bgAudio.pause(); paused() } g_bgAudio.pauseByHot = false g_bgAudio.pauseByTour = false */ } var manage = new Manage() //兼容一代的場景 //請求地址統一管理 var g_onePregix = "https://bigscene.4dage.com/" //对应一代 http://www.4dmodel.com/SuperPanoramic/index.html?m=55 var g_version = manage.number("version") g_version === "one" ? g_Prefix = g_onePregix : ''