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- import math from './math.js'
- let bimViewer
- export default class ConvertViews extends THREE.EventDispatcher{
- constructor() {
- super()
- this.sourceApp = null
- this.targetApp = null
- this.sourceType = null
- this.targetPano = null
-
-
- }
-
- clear(o={}){
- this.loaded = false;
- this.sourceApp = null;
- if(!o.dontClearTarget){
- this.targetApp = null
- }
-
- this.dispatchEvent({type:'clearBind-sameType'})
- window.Log('clear done')
- }
- /*
- laser暂时做成这样: 全景模式时不跟踪pos,跟踪pano变化。点云模式时也跟踪pano变化,但移动时完全跟踪位置变化 ,所以会有左边marker在脚下,右边marker不在脚下的情况。
-
- */
-
- getCameraData(app){
- if(app.sceneType == 'laser'){
- let camera = app.viewer.mainViewport.camera
- return {
- position: camera.position.clone(),
- quaternion: camera.quaternion.clone(),
- fov: camera.fov,
- }
- }else if(app.sceneType == 'kankan'){
- let player = app.app.core.get('Player')
- return {
- position: player.position.clone(),
- quaternion: player.quaternion.clone(),
- fov: player.zoomFov,
- }
- }
- }
-
- bindWithSameType(sourceApp,targetApp, isSwitchScene){
-
-
- this.sourceApp = sourceApp
- this.targetApp = targetApp
-
- this.diffLon = this.computeAveDiffLon()
- this.diffQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), this.diffLon)
- this.diffQuaternionInvert = this.diffQuaternion.clone().invert()
-
- sourceApp.sceneName = 'sourceApp'
- targetApp.sceneName = 'targetApp'
-
- if(sourceApp.sceneType == 'laser'){
- this.computeShift()
- //只监听左边
- let displayMode = (e)=>{
- targetApp.Potree.settings.displayMode = e.mode
- }
- sourceApp.viewer.images360.addEventListener('endChangeMode', displayMode)
-
- let dispose = ()=>{
- if(!sourceApp.viewer || !sourceApp.viewer.images360)return
- sourceApp.viewer.images360.removeEventListener('endChangeMode', displayMode)
- this.removeEventListener('clearBind-sameType',dispose)
- }
- this.addEventListener('clearBind-sameType',dispose)
- }
-
- let bind = (master, customer)=>{ //相互都能带动对方
- if(sourceApp.sceneType == 'laser'){
-
- var flyToPano = (e)=>{//同步点位
- if(master != this.masterApp )return
- let pano = customer.viewer.images360.panos[e.toPano.pano.id]
- if(!pano)return console.error('找不到该e.panoId', e.toPano.pano.id)
- customer.viewer.images360.flyToPano({pano} )
- }
- master.viewer.images360.addEventListener('flyToPano',flyToPano)
-
-
-
- var cameraMove = (e)=>{
- if(master != this.masterApp || !customer.viewer )return
- //console.log('cameraMove')
- if(master.viewer.images360.isAtPano() || master.Potree.settings.displayMode == 'showPanos'){ //转换朝向
- if(e.changeInfo && e.changeInfo.quaternionChanged){
- let data = this.getCameraData(master)
- let diffQua = master == this.sourceApp ? this.diffQuaternion : this.diffQuaternionInvert
- let quaternion = data.quaternion.premultiply(diffQua)
- let rotation = new THREE.Euler().setFromQuaternion(quaternion)
- customer.viewer.mainViewport.view.rotation = rotation
- //console.log('cameraMove',customer == this.targetApp)
- }
- if(master.Potree.settings.displayMode == 'showPanos' ){
- if(customer.viewer.mainViewport.camera.fov != master.viewer.mainViewport.camera.fov){
- customer.viewer.mainViewport.camera.fov = master.viewer.mainViewport.camera.fov
- customer.viewer.mainViewport.camera.updateProjectionMatrix()
- }
- }
- }else{//转换朝向和位置
- let data = this.getCameraData(master)
- this.receive(data, customer )
- }
-
- }
- master.viewer.addEventListener('camera_changed',cameraMove)
-
-
- var dragEnd = (e)=>{
- if(customer.viewer.inputHandler.drag){
- customer.viewer.inputHandler.onMouseUp(e) //从一侧拖拽到另一侧松开时,需要执行原先一侧的mouseup
- }
- }
- master.addEventListener('mouseup',dragEnd)
-
- }else if(sourceApp.sceneType == 'kankan'){
-
-
- var player1 = master.app.core.get('Player')
- var player2 = customer.app.core.get('Player')
- let this_ = this
- var flyToPano = (e)=>{//同步点位
- if(master != this_.masterApp )return
- let pano = player2.model.panos.index[e.panoId]
- if(!pano)return console.error('找不到该e.panoId',e.panoId)
- player2.flyToPano({pano} )
- }
- player1.on("flying.started",flyToPano)
-
-
- var cameraMove = (e)=>{//暂时只有漫游模式
- if(!e.hasChanged.cameraChanged)return
- let diffLon = master == this.sourceApp ? this.diffLon : -this.diffLon
- player2.cameraControls.controls.panorama.lon = player1.cameraControls.controls.panorama.lon + diffLon
- player2.cameraControls.controls.panorama.lat = player1.cameraControls.controls.panorama.lat
-
- if(player2.zoomLevel != player1.zoomLevel){
- player2.zoomTo(player1.zoomLevel)
- }
-
- }
- player1.on("update",cameraMove)
-
-
- }
-
-
-
-
-
-
- let changeMaster = ()=>{
- this.masterApp = master //主控方。只有主控方能控制被控方。鼠标操作过mousedown mousewheel等才能认定为主控方
- }
- let dom = sourceApp.sceneType == 'laser' ? master.viewer.inputHandler.domElement : master.app.core.get('Player').domElement
- dom.addEventListener('pointerdown',changeMaster )
- dom.addEventListener('mousewheel',changeMaster )
-
-
- let dispose = ()=>{
- if(master.sceneType == 'laser'){
- if(!master.viewer )return //master已替换,不用处理
- master.viewer.images360.removeEventListener('flyToPano',flyToPano)
- master.viewer.removeEventListener('camera_changed',cameraMove)
- }else if(master.sceneType == 'kankan'){
- player1.off("flying.started",flyToPano)
- player1.off("update",cameraMove)
- }
-
- master.removeEventListener('mousedown',changeMaster)
- master.removeEventListener('mousewheel',changeMaster)
- master.removeEventListener('mouseup',dragEnd)
- this.removeEventListener('clearBind-sameType',dispose)
- }
- this.addEventListener('clearBind-sameType',dispose)
-
-
- }
-
- bind(sourceApp, targetApp)
- bind(targetApp, sourceApp)
-
-
- //切换其中一个场景后同步初始漫游点
- if(isSwitchScene){
-
- setTimeout(()=>{
- let master = isSwitchScene == 'target' ? sourceApp : targetApp
- let customer = isSwitchScene == 'target' ? targetApp : sourceApp
- this.masterApp = master
- customer.Potree.settings.displayMode = master.Potree.settings.displayMode
- if(master.sceneType == 'laser'){
- let pano = master.viewer.images360.nextPano || master.viewer.images360.currentPano
- let pano2 = pano && customer.viewer.images360.panos[pano.id]
- pano2 && customer.viewer.images360.flyToPano({pano : pano2, duration: 0 })
- master.viewer.dispatchEvent({type:'camera_changed',changeInfo:{quaternionChanged:true},viewport:master.viewer.mainViewport }) //朝向位置同步
- }else{
- master.app.core.get('Player').emit("update")//朝向同步
- let pano = master.app.core.get('Player').nextPano || master.app.core.get('Player').currentPano
- let pano2 = pano && customer.app.core.get('Player').model.panos.index[pano.id]
- pano2 && customer.app.core.get('Player').flyToPano({pano: pano2})
- }
- },1)//要延迟,否则角度和pano都不成功
- }
-
- this.loaded = true
-
-
- }
-
-
- bindWithBim(sourceApp, targetApp, sourcePano, targetPano ) {
- //if (!this.player1.model.panos.list.length || !this.player2.model.panos.list.length) return
-
- if(this.loaded || !targetApp ) return
- let needBindEvent = !this.targetApp // 若targetApp存在表明targetApp的dom未换掉,事件还存在
- this.sourceApp = sourceApp
- this.targetApp = targetApp
-
-
- bimViewer = this.bimViewer = targetApp.viewer
-
- this.needConvertAxis = sourceApp.sceneType == 'kankan' && targetApp.sceneType == 'bim'// Y朝上需要转换
-
- this.lastCamStatus = bimViewer.getCameraStatus()
- this.computeShift(sourcePano, targetPano)
-
- bimViewer.setNavigationMode(targetApp.Glodon.Bimface.Viewer.NavigationMode3D.Walk)
- bimViewer.setFlySpeedRate(5)
- bimViewer.getViewer().setTransitionAnimationState(false) //setCameraStatus瞬间变化相机 ,or setCameraAnimation?
-
- bimViewer.addEventListener('Rendered', (e)=>{//反向改变左侧相机
- let info = bimViewer.getCameraStatus()
- let poseChanged = !math.closeTo(this.lastCamStatus.position, info.position)
- || !math.closeTo(this.lastCamStatus.target, info.target)
- || !math.closeTo(this.lastCamStatus.fov, info.fov)
-
- if(poseChanged){
- if(this.leftCanChangePos()){
- this.send(info)
- this.lastCamStatus = info
- }
- }
-
- })
- if(sourceApp.sceneType == 'laser'){
- this.sourceDom = this.sourceApp.viewer.inputHandler.domElement
- sourceApp.viewer.addEventListener('camera_changed', e => {
- targetApp && this.receive(this.getCameraData(sourceApp))
- })
- //master.viewer.images360.isAtPano() || master.Potree.settings.displayMode == 'showPanos'
- /* if(this.lastBimStatus){
- this.lastBimStatus
- let pano
- if(this.lastBimStatus.panoId != void 0) pano = this.sourceApp.viewer.images360.panos[this.lastBimStatus.panoId]
- this.sourceApp.viewer.dispatchEvent({type:'camera_changed',changeInfo:{quaternionChanged:true},viewport:this.sourceApp.viewer.mainViewport }) //朝向位置同步
-
- pano && customer.viewer.images360.flyToPano({pano, duration: 0 })
- } */
-
-
- }else if(sourceApp.sceneType == 'kankan'){
- let player = this.sourceApp.app.core.get('Player')
- this.sourceDom = player.domElement
- var cameraMove = (e)=>{//暂时只有漫游模式
- if(!e.hasChanged.cameraChanged2)return
- this.receive(this.getCameraData(sourceApp))
- }
- player.on("update",cameraMove)
- }
-
- /* bimViewer.addEventListener(targetApp.Glodon.Bimface.Viewer.Viewer3DEvent.ViewAdded,
- ()=>{
- this.loaded = true
- if(this.firstData){
- this.receive(this.firstData)
- }
- }
- ) */
- this.loaded = true
- this.receive(this.getCameraData(sourceApp))
- needBindEvent && this.bindCamEvent()
-
- }
-
- leftCanChangePos(){
- return this.sourceApp.sceneType == 'laser' && this.sourceApp.Potree.settings.displayMode != 'showPanos'
- }
-
- bindCamEvent(){//传递到另一边的dom
- this.lockCamera(true)
-
-
- /* this.targetApp.addEventListener(this.targetApp.Glodon.Bimface.Viewer.Viewer3DEvent.MouseClicked,(e)=>{
- console.log('MouseClicked',e)
- }); */
- let dom1 = this.bimViewer.getDomElement()
-
- let getEvent = (type, e)=>{
-
- let clientWidth1 = this.sourceDom.clientWidth
- let clientHeight1 = this.sourceDom.clientHeight
- let clientWidth2 = dom1.clientWidth
- let clientHeight2 = dom1.clientHeight
- return new MouseEvent(type, {
- bubbles: false,//?
- cancelable: true,
- view: this.sourceApp,
-
- /* clientX: e.clientX,
- clientY: e.clientY, */
- clientX: clientWidth1 * e.clientX / clientWidth2 , //鼠标在右屏的比例的左屏的相同,针对右屏全屏等左右不对称的情况
- clientY: clientHeight1 * e.clientY / clientHeight2,
- button: e.button, buttons: e.buttons, which: e.which,
- altKey: e.altKey, ctrlKey: e.ctrlKey, shiftKey:e.shiftKey, metaKey: e.metaKey,
- detail:e.detail,
- //target : dom2
- });
-
- }
-
-
- //let pointerDownPos = new THREE.Vector2
- dom1.addEventListener('mousedown',(e)=>{
- let event = getEvent('mousedown', e)
- this.sourceApp && this.sourceDom.dispatchEvent(event)
- //pointerDownPos.set(e.clientX,e.clientY)
- })
- dom1.addEventListener('mousemove',(e)=>{
- let event = getEvent('mousemove', e)
- this.sourceApp && this.sourceDom.dispatchEvent(event)
- })
- dom1.addEventListener('mouseup',(e)=>{
- if(!this.sourceApp)return
- let event = getEvent('mouseup', e)
- event.unableClick = true //最好禁止右侧点击行走。否则和点击效果冲突
- if(this.sourceApp.sceneType == 'laser'){
- this.sourceApp.dispatchEvent(event) //mouseup 在laser中加在window上的
- }else{
- let player = this.sourceApp.app.core.get('Player')
- player.mouseCouldBeClickToMove = false //dont click
- this.sourceDom.dispatchEvent(event)
- }
-
- })
- dom1.addEventListener('mousewheel',(e)=>{
- let event = getEvent('mousewheel', e)
- event.wheelDelta = e.wheelDelta //wheelDelta没法在getEvent参数中赋值
- this.sourceApp && this.sourceDom.dispatchEvent(event)
- })
- let stop = (e)=>{ //drag到另一边时停止旋转, 防止转到另一边
- let event = getEvent('mouseup', e)
- this.sourceApp && this.sourceApp.dispatchEvent(event)
- }
- dom1.addEventListener('mouseout',stop)
- dom1.addEventListener('mouseover',stop)
-
- }
- laserSyncView(app,data){
- app.viewer.mainViewport.view.position.copy(data.position)
- app.viewer.mainViewport.view.lookAt(data.target)
- }
-
- receive(data, customer){
-
- if(!this.loaded){
- return this.firstData = data
- }
- /* if(this.isMaster){
- return //正在操作当前,不接收
- } */
-
- let position = new THREE.Vector3, target = new THREE.Vector3
-
- if(data.position){
- position = new THREE.Vector3().copy(data.position)
- }
-
-
-
- if(!data.target){
- if(data.quaternion){
- /* if(this.needConvertAxis){
- data.quaternion = math.convertQuaternion.YupToZup(data.quaternion)
- } */
- let dir = new THREE.Vector3(0, 0, -1).applyQuaternion(data.quaternion)
- //dir.applyQuaternion(this.diffQuaternion)/////!
-
-
- target.copy(position).add(dir)
- }
- }else{
- if(this.needConvertAxis){
- target = math.convertVector.YupToZup(target)
- }else{
- target.copy(data.target)
- }
- }
-
- if(this.needConvertAxis){
- position = math.convertVector.YupToZup(position)
- target = math.convertVector.YupToZup(target)
- }
- position.applyMatrix4(this.convertMatrix)
- target.applyMatrix4(this.convertMatrix)
- if(customer && customer.sceneType == 'laser'){
- this.laserSyncView(customer, {position,target})
- }else{
- let msg = {
- position,
- target,
- up: new THREE.Vector3(0,0,1),
- //前三个缺一不可
- fov: data.fov , //fov 用setCameraStatus 无效
- }
-
- bimViewer.setCameraStatus(msg)
- this.lastCamStatus = msg //记录下来,防止反向传输
-
- let camera = bimViewer.getViewer().camera
- if(camera.fov != data.fov){
- camera.fov = data.fov
- camera.updateProjectionMatrix()
- }
- //fov, near, far
- /* aspect: 0.7879440258342304
- coordinateSystem: "world"
- far: 11485.989363357028
- fov: 45
- name: "persp"
- near: 1.1852000000072447
- position: {x: -1130.0432094639486, y: -6058.569138159733, z: 2265.9284566100446}
- target: {x: 310.3968263091223, y: -66.0595010237127, z: 1477.7045866099475}
- up: {x: 0, y: 1.534753124827774e-13, z: 1}
- version: 1
- zoom: 0 */
- }
- }
- send(info){
- let camera = this.bimViewer.getViewer().camera
-
- let data = {
- position : new THREE.Vector3().copy(info.position).applyMatrix4(this.convertMatrixInvert),
- //quaternion : camera.quaternion.clone().applyMatrix4(this.convertMatrix),
- target : new THREE.Vector3().copy(info.target).applyMatrix4(this.convertMatrixInvert),
- }
-
- if(this.needConvertAxis){
- data.position = math.convertVector.ZupToYup(data.position)
- data.target = math.convertVector.ZupToYup(data.target)
- }
- /* this.dispatchEvent({
- type: 'sendCameraData',
- data
- }) */
- this.laserSyncView(this.sourceApp, data) //左侧只有laser点云模式才能接收到
- }
- computeAveDiffLon() {
- //获取两个场景的lon偏差值
- //需要点的个数>1, 且两个场景点一一对应,位置接近且顺序一致
- let diffLonAve = 0, length,
- diffLons = [],
- panoPos1, panoPos2
-
- if(this.sourceApp.sceneType == 'laser'){
- panoPos1 = this.sourceApp.viewer.images360.panos.map(e=>{
- return e.position
- })
- panoPos2 = this.targetApp.viewer.images360.panos.map(e=>{
- return e.position
- })
-
- }else{
- panoPos1 = this.sourceApp.app.core.get('Player').model.panos.list.map(e=>{
- return e.position
- })
- panoPos2 = this.targetApp.app.core.get('Player').model.panos.list.map(e=>{
- return e.position
- })
- }
- length = panoPos1.length
- //挑选连续的两个点为向量来计算,如有123个漫游点,则选取12 23 31作为向量
- let index = 0
- while (index < length) {
- let pos11 = new THREE.Vector3().copy(panoPos1[index])
- let pos12 = new THREE.Vector3().copy(panoPos1[(index + 1) % length])
- let pos21 = new THREE.Vector3().copy(panoPos2[index])
- let pos22 = new THREE.Vector3().copy(panoPos2[(index + 1) % length])
- let vec1 = new THREE.Vector3().subVectors(pos11, pos12).setY(0)
- let vec2 = new THREE.Vector3().subVectors(pos21, pos22).setY(0)
- let diffLon = math.getAngle(vec1, vec2, 'z')
- diffLons.push(diffLon)
- diffLonAve += diffLon
- index++
- }
- console.log('diffLons', diffLons)
- diffLonAve /= length
- console.log('diffLonAve', diffLonAve)
- return /* KanKan.THREE.MathUtils.radToDeg( */ diffLonAve /* ) */
- }
- computeShift(sourcePano, targetPano) { //获取两个场景的旋转和位移偏差值
- //需要点的个数>1, 且两个场景点一一对应,位置接近且顺序一致
- //pick两个点来计算
- let diffLonAve = 0, panoPos1, panoPos2,
- diffLons = []
- /* let panoPos1 = [//4dkk SS-t-lc5OWhZPaC
- new THREE.Vector3( 2.1985836955069153, -0.7253820937020852, -0.01348725),
- new THREE.Vector3( 4.07288387528266, 1.8350265362839944, 0.04772775)
- ] */
-
-
-
-
- if(this.sourceApp.sceneType == this.targetApp.sceneType){
- var angle = this.diffLon;
- panoPos1 = this.sourceApp.viewer.images360.panos.map(e=>{
- return e.position
- })
- panoPos2 = this.targetApp.viewer.images360.panos.map(e=>{
- return e.position
- })
- }else{
- panoPos1 = sourcePano.map(e=>e.position)
- panoPos2 = targetPano.map(e=>e.position)
-
- if(this.needConvertAxis){
- panoPos1 = panoPos1.map(e=>math.convertVector.YupToZup(e))
- }
- var vec1 = new THREE.Vector3().subVectors(panoPos1[0], panoPos1[1]) //旧的向量
- var vec2 = new THREE.Vector3().subVectors(panoPos2[0], panoPos2[1])//新的向量
-
- var angle = math.getAngle(vec1, vec2, 'z')
- }
-
- //var scale = vec2.length()/vec1.length()
- //var scaleMatrix = new THREE.Matrix4().makeScale(scale,scale,scale) //默认为1, 但由于坐标暂时是自己采集的,所以结果会是第一个点附近比较正确,越远偏差越大
- var matrix = new THREE.Matrix4().setPosition(panoPos1[0].clone().negate())//先以点0为基准平移到000
- //matrix.premultiply(scaleMatrix)//再缩放
- var rotateMatrix = new THREE.Matrix4().makeRotationAxis(new THREE.Vector3(0,0,1), angle );
- matrix.premultiply(rotateMatrix)//和旋转
- var moveBackMatrix = new THREE.Matrix4().setPosition(panoPos2[0])
- matrix.premultiply(moveBackMatrix)//再移动到realPosition的点0处
- this.convertMatrix = matrix
- this.convertMatrixInvert = matrix.clone().invert()
-
- /* var pos = panoPos1.map(e=>{
- return e.clone().applyMatrix4(matrix)
- })
- console.log(pos) */
- //挑选连续的两个点为向量来计算,如有123个漫游点,则选取12 23 31作为向量
-
- /* let index = 0
- while (index < length) {
- let pos11 = new THREE.Vector3().copy(panoPos1[index])
- let pos12 = new THREE.Vector3().copy(panoPos1[(index + 1) % length])
- let pos21 = new THREE.Vector3().copy(panoPos2[index])
- let pos22 = new THREE.Vector3().copy(panoPos2[(index + 1) % length])
- let vec1 = new THREE.Vector3().subVectors(pos11, pos12).setZ(0)
- let vec2 = new THREE.Vector3().subVectors(pos21, pos22).setZ(0)
- let diffLon = math.getAngle(vec1, vec2, 'z')
- diffLons.push(diffLon)
- diffLonAve += diffLon
- index++
- }
- console.log('diffLons', diffLons)
- diffLonAve /= length
- console.log('diffLonAve', diffLonAve)
-
- this.diffQuaternion = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), diffLonAve)
- this.diffQuaternionInvert = this.diffQuaternion.clone().invert() */
- }
- lockCamera(locked){//禁止操作改变相机
- this.locked = locked
- this.updateCtrlEnable()
- }
- setPanoMode(state){
- this.isPanoMode = state
- this.updateCtrlEnable()
- }
- updateCtrlEnable(){
- this.bimViewer.camera3D.enableRotate(this.locked ? false : true)
- this.bimViewer.enableShortcutKey((this.locked || this.isPanoMode) ? false : true) //键盘移动
- }
- /* applyDiff(app) {
- //sourcePlayer -> targetPlayer
- if (!this.player1 || !this.player2 || this.targetApp.config.num == this.sourceApp.config.num) return //场景码相同的话返回
- if (this.player1.mode != this.player2.mode) return
- let player1, player2, quaternion //player1为要改变的, player2是参照
- if (app == this.sourceApp) {
- player1 = this.player1
- player2 = this.player2
- quaternion = this.diffQuaternion
- } else {
- player1 = this.player2
- player2 = this.player1
- quaternion = this.diffQuaternionInvert
- }
- let control1 = player1.cameraControls.activeControl
- let control2 = player2.cameraControls.activeControl
- //if(!control1 || !control2)return
- player1.quaternion.copy(player2.quaternion).premultiply(quaternion)
- if (player1.mode == 'panorama') {
- //平移
- let dir = new THREE.Vector3().subVectors(control2.target, player2.position)
- dir.applyQuaternion(quaternion)
- let target1 = new THREE.Vector3().addVectors(player1.position, dir)
- control1.lookAt(target1)
- control1.target.copy(target1)
- } else if (control2) {
- //修改target,保证target在panos之间的相对位置一样
- //console.log('target', control2.target.clone())
- //console.log('position', control2.target.clone())
- let vec = new THREE.Vector3().subVectors(control2.target, player2.model.panos.list[0].position)
- vec.applyQuaternion(quaternion)
- control1.target.addVectors(player1.model.panos.list[0].position, vec)
- player1.target.copy(control1.target)
- //修改position,保证方向一样
- let dir = new THREE.Vector3().subVectors(control2.camera.position , control2.target)
- dir.applyQuaternion(quaternion)
- player1.position = new THREE.Vector3().addVectors(control1.target, dir)
- control1.camera.position.copy(player1.position)
- }
- control1.camera.quaternion.copy(player1.quaternion)
- } */
- /* applyDiff(app, data) {
- //sourcePlayer -> targetPlayer
- let quaternion
- if (data.quaternion) {
- quaternion = new THREE.Quaternion().copy(data.quaternion)
- data.quaternion = quaternion
- } else if (data.info && data.info.quaternion) {
- //飞出
- quaternion = new THREE.Quaternion(data.info.quaternion._x, data.info.quaternion._y, data.info.quaternion._z, data.info.quaternion._w)
- data.info.quaternion = quaternion
- //let radius = data.info.position.distanceTo(data.info.target)
- }
- if (!quaternion) return
- if (app == this.sourceApp) {
- quaternion.premultiply(this.diffQuaternionInvert)
- } else {
- quaternion.premultiply(this.diffQuaternion)
- }
- if (data.info && data.info.quaternion) {
- //飞出
- let dir = new THREE.Vector3().subVectors(data.info.position, data.info.target)
- dir.applyQuaternion(app == this.sourceApp ? this.diffQuaternionInvert : this.diffQuaternion)
- data.info.position = new THREE.Vector3().addVectors(data.info.target, dir)
- }
-
- //先不管飞出后的位置平移
- //位置参照第一个漫游点。保持相机相对第一个漫游点的位移和
- } */
- }
- /*
- note:
- 旋转只能通过target设置, 不能直接改camera.quaternion
- 当且仅当发送方相机属性变化后才传递过来,就不在这里判断是否变化了。
- (所以只需要实时检测相机是否改变, hasChanged后发送)
- */
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