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- import Charactor from "./Charactor.js";
- import common from "./utils/common.js";
- import data from "./utils/data.js";
- import settings from "./utils/settings.js";
- export default class CharactorManager {
- constructor(app) {
- this.app = app
- this.frameRate = settings.video.frameRate;
- fetch("../textures/outputmp4/points.json", {
- headers: {
- 'content-type': 'application/json'
- },
- method: 'GET',
- })
- .then(response => response.json())
- .then(response => {
- this.pointsData = response
- })
- }
- importCharactorModel(modelPath, modelName) {
- let self = this
- BABYLON.SceneLoader.ImportMesh("", modelPath, modelName, this.app.scene, function (newMeshes, particleSystems, skeletons, animationGroups) {
-
- self.charactor = new Charactor(newMeshes, particleSystems, skeletons, animationGroups)
- self.charactor.mesh.scaling.scaleInPlace(1.4);
-
- // 初始人物位置
- self.charactor.mesh.position = new BABYLON.Vector3(
- self.pointsData[0].position.x,
- 0,
- self.pointsData[0].position.y
- )
- });
- }
- clickHouse() {
- var scene = this.app.scene
- var pickinfo = scene.pick(scene.pointerX, scene.pointerY);
- if(pickinfo.pickedPoint) {
- // this.charactorWalkTo(pickinfo.pickedPoint)
- // 在行走之前,首先要把人物矫正到45度的倍数(有视频的8个方向)
- if(this.charactor.actionType.split("-")[1] == "Walking")
- {
- // 如果是行走时改方向的话,相机保持之前已校正的度数,所以不用再改
- this.charactorWalkTo(pickinfo.pickedPoint)
- }
- else {
- let cameraAlphaAmend = parseInt(this.app.camera.alpha / (Math.PI / 2)) * (Math.PI / 2)
- let sendData = {
- type: "CameraRotate",
- point: this.charactor.mesh.position,
- dirc: {
- from: this.app.camera.alpha % (Math.PI * 2),
- to: cameraAlphaAmend % (Math.PI * 2)
- }
- }
- window.connection.socket.emit("RotateCamera", sendData)
-
- // todo 发送数据
- // common.postData("", sendData).then(response => {
- // let video = response[0].video
- // this.app.updateHouseVideo(video)
- // let rotateAni = new BABYLON.Animation("rotate", "alpha", this.frameRate,
- // BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_RELATIVE);
- // const rotateFrameNum = this.frameRate * video.duration
- // const rotateKeyFrames = [{
- // frame: 0,
- // value: this.app.camera.alpha
- // },{
- // frame: rotateFrameNum,
- // value: cameraAlphaAmend
- // }];
- // rotateAni.setKeys(rotateKeyFrames);
- // scene.beginDirectAnimation(this.app.camera, [rotateAni], 0, rotateFrameNum, false, 1, () => {
- // // 旋转完后开始行走
- // this.charactorWalkTo(pickinfo.pickedPoint)
- // })
- // })
- }
- }
- }
- onBeforeAnimation() {
- this.charactor.updateAniTrans()
- }
- charactorWalkTo(endPoint) {
- let currentPath = this.charactor.walkData.pathArr[this.charactor.walkData.currentPoint]
- let startPoint = (currentPath && currentPath.point) || this.charactor.mesh.position
- let sendData = {
- type: "Walk",
- point: {
- from: { x: startPoint.x, y: startPoint.z },
- to: { x: endPoint.x, y: endPoint.z }
- },
- dirc: this.app.camera.alpha % (Math.PI * 2)
- }
- window.connection.socket.emit("Walk", sendData)
- // todo 发送数据
- // common.postData("", sendData).then(response => {
- // let path = data.walkPath // response
- // path.forEach(data => data.point = this.pointsData[data.id].position)
- // path = path.map(data => {
- // return {
- // point: new BABYLON.Vector3(data.point.x, 0, data.point.y),
- // video: data.video && common.createVideoElement(data.video)
- // }
- // })
- // // 行走时锁定camera
- // this.app.lockCamera(true)
- // this.charactor.startWalk(path, this)
- // })
- }
- }
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