xushiting 2 vuotta sitten
vanhempi
commit
9608439e67

+ 3 - 1
dist/three-loader-3dtiles.esm.js

@@ -18102,7 +18102,6 @@ class Loader3DTiles {
             }
             return {
                 model: root,
-                modelCenter: new Vector3$1(tilesetJson.root.boundingVolume.box[0], tilesetJson.root.boundingVolume.box[1], tilesetJson.root.boundingVolume.box[2]),
                 runtime: {
                     getTileset: () => {
                         return tileset;
@@ -18239,6 +18238,9 @@ function createGLTFNodes(gltfLoader, tile, unlitMaterial, options, rootTransform
             const shouldRotate = ((_a = tile.tileset.asset) === null || _a === void 0 ? void 0 : _a.gltfUpAxis) !== "Z";
             // The computed trasnform already contains the root's transform, so we have to invert it
             const contentTransform = new Matrix4$1().fromArray(tile.computedTransform).premultiply(rootTransformInverse);
+            console.log('tile.computedTransform:' + tile.computedTransform);
+            console.log('rootTransformInverse:' + rootTransformInverse.elements);
+            //console.log('contentTransform:'+contentTransform.elements);
             if (shouldRotate) {
                 contentTransform.multiply(rotateX); // convert from GLTF Y-up to Z-up
             }

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 1 - 1
dist/three-loader-3dtiles.esm.js.map


+ 2 - 2
examples/demos/realitycapture/js/LoaderTileFiles.js

@@ -57,13 +57,13 @@ export default class LoaderTileFiles{
           }
         );
     
-        const {model, modelCenter, runtime} = result;
+        const {model, runtime} = result;
         model.rotation.set(-Math.PI / 2, 0, Math.PI / 2);
     
         // if (!queryParams.get('tilesetUrl')) {
         //   model.position.set(-1, 4, -16);
         // }
-        model.position.set(modelCenter.x,modelCenter.y,modelCenter.z);
+        //model.position.set(modelCenter.x,modelCenter.y,modelCenter.z);
         this.tilesRuntime = runtime;
         this.scene.add(model);
         modelManager.tilesMeshesUUIDs.push(model.uuid);

+ 5 - 1
examples/demos/realitycapture/js/MergeScene.js

@@ -133,7 +133,11 @@ export default class MergeScene{
       this.statsRuntime = new StatsWidget(runtime.getStats(), {container: statsParent });
       statsParent.style.visibility = 'visible';
       */
-      await this.loaderTileFiles.loadTilesets('https://testgis.4dage.com/LVBADUI_qp/','tileset.json');
+      //await this.loaderTileFiles.loadTilesets('https://testgis.4dage.com/LVBADUI_qp/','tileset.json');
+      //await this.loaderTileFiles.loadTileset('https://testgis.4dage.com/LVBADUI_qp/tileset.json');
+      //await this.loaderTileFiles.loadTileset('https://testgis.4dage.com/gaoling-qp/tileset.json');
+      await this.loaderTileFiles.loadTileset('https://testgis.4dage.com/changdifengmaojie4-qp/tileset.json');
+      //await this.loaderTileFiles.loadTilesets('https://int.nyt.com/data/3dscenes/ONA360/TILESET/0731_FREEMAN_ALLEY_10M_A_36x8K__10K-PN_50P_DB/','tileset_tileset.json');
       this.statsRuntime = new StatsWidget(this.loaderTileFiles.tilesRuntime.getStats(), {container: statsParent });
       statsParent.style.visibility = 'visible';
     }

+ 4 - 3
src/index.ts

@@ -83,7 +83,7 @@ class Loader3DTiles {
   * @returns An object containing the 3D Model to be added to the scene
   * and a runtime engine to be updated every frame.
   */
-  public static async load (props: LoaderProps): Promise<{ model: Object3D; modelCenter:Vector3;runtime: Runtime }> {
+  public static async load (props: LoaderProps): Promise<{ model: Object3D; runtime: Runtime }> {
     const options = { ...defaultOptions, ...props.options };
     const { url } = props;
 
@@ -454,7 +454,6 @@ class Loader3DTiles {
 
     return {
       model: root,
-      modelCenter:new Vector3(tilesetJson.root.boundingVolume.box[0],tilesetJson.root.boundingVolume.box[1],tilesetJson.root.boundingVolume.box[2]),
       runtime: {
         getTileset: () => {
           return tileset;
@@ -601,7 +600,9 @@ async function createGLTFNodes(gltfLoader, tile, unlitMaterial, options, rootTra
 
     // The computed trasnform already contains the root's transform, so we have to invert it
     const contentTransform = new Matrix4().fromArray(tile.computedTransform).premultiply(rootTransformInverse);
-
+    console.log('tile.computedTransform:'+tile.computedTransform);
+    console.log('rootTransformInverse:'+rootTransformInverse.elements);
+    //console.log('contentTransform:'+contentTransform.elements);
     if (shouldRotate) {
       contentTransform.multiply(rotateX); // convert from GLTF Y-up to Z-up
     }