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- import math from './math.js'
- export default class ConvertViews extends THREE.EventDispatcher{
- constructor() {
- super()
- this.sourceApp = null
- this.targetApp = null
-
-
- }
-
- clear(o={}){
- this.loaded = false;
- this.sourceApp = null;
- if(!o.dontClearTarget){
- this.targetApp = null
- }
-
- }
-
- init(sourceApp, targetApp, sourceDom, sceneType, cameraData, sourcePano) {
- //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
- this.sourceDom = sourceDom
- let viewer = this.viewer = targetApp.viewer
-
- this.needConvertAxis = sceneType == '4dkk'
- this.lastCamStatus = viewer.getCameraStatus()
- this.computeAveDiffLon(sourcePano)
-
- viewer.setNavigationMode(targetApp.Glodon.Bimface.Viewer.NavigationMode3D.Walk)
- viewer.setFlySpeedRate(5)
- viewer.getViewer().setTransitionAnimationState(false) //setCameraStatus瞬间变化相机
-
- viewer.addEventListener('Rendered', (e)=>{
- let info = viewer.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(sourceApp.canChangePos()){
- this.send(info)
- this.lastCamStatus = info
- }
- }
-
- })
-
-
- /* viewer.addEventListener(targetApp.Glodon.Bimface.Viewer.Viewer3DEvent.ViewAdded,
- ()=>{
- this.loaded = true
- if(this.firstData){
- this.receive(this.firstData)
- }
- }
- ) */
- this.loaded = true
- this.receive(cameraData)
- needBindEvent && this.bindCamEvent()
-
- }
-
- bindCamEvent(){//传递到另一边的dom
- this.lockCamera(true)
-
- let getEvent = (type, e)=>{
- return new MouseEvent(type, {
- bubbles: false,//?
- cancelable: true,
- view: this.sourceApp,
- clientX: e.clientX, clientY: e.clientY,
- 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 dom1 = this.viewer.getDomElement()
- dom1.addEventListener('mousedown',(e)=>{
- let event = getEvent('mousedown', e)
- this.sourceDom.dispatchEvent(event)
- })
- dom1.addEventListener('mousemove',(e)=>{
- let event = getEvent('mousemove', e)
- this.sourceDom.dispatchEvent(event)
- })
- dom1.addEventListener('mouseup',(e)=>{
-
- let event = getEvent('mouseup', e)
- this.sourceApp.dispatchEvent(event) //mouseup 在laser中加在window上的
- })
- dom1.addEventListener('mousewheel',(e)=>{
- let event = getEvent('mousewheel', e)
- event.wheelDelta = e.wheelDelta //wheelDelta没法在getEvent参数中赋值
- 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.dispatchEvent(event)
- }
- dom1.addEventListener('mouseout',stop)
- dom1.addEventListener('mouseover',stop)
-
-
- }
- receive(data){
-
- 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
- let currStatus = this.viewer.getCameraStatus()
- 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)
- 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
- }
-
-
-
- this.viewer.setCameraStatus(msg)
- this.lastCamStatus = msg //记录下来,防止反向传输
-
- let camera = this.viewer.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.viewer.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
- })
- }
- computeAveDiffLon(sourcePano) {
- //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
- //pick两个点来计算
- let diffLonAve = 0,
- 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)
- ] */
-
- let panoPos1 = sourcePano
-
- let panoPos2 = [
- new THREE.Vector3( -5.313605730801787, -4.889868407960505, 1.237447893355817),
- new THREE.Vector3( -5.337403524084278, -2.5012228235167737, 1.2808838933558175)
- ]
-
- let length = panoPos1.length
-
- 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){
- this.locked = locked
- this.updateCtrlEnable()
- }
- setPanoMode(state){
- this.isPanoMode = state
- this.updateCtrlEnable()
- }
- updateCtrlEnable(){
- this.viewer.camera3D.enableRotate(this.locked ? false : true)
- this.viewer.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 this.KanKan.THREE.Vector3().subVectors(control2.target, player2.position)
- dir.applyQuaternion(quaternion)
- let target1 = new this.KanKan.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 this.KanKan.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 this.KanKan.THREE.Vector3().subVectors(control2.camera.position , control2.target)
- dir.applyQuaternion(quaternion)
- player1.position = new this.KanKan.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 this.KanKan.THREE.Quaternion().copy(data.quaternion)
- data.quaternion = quaternion
- } else if (data.info && data.info.quaternion) {
- //飞出
- quaternion = new this.KanKan.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 this.KanKan.THREE.Vector3().subVectors(data.info.position, data.info.target)
- dir.applyQuaternion(app == this.sourceApp ? this.diffQuaternionInvert : this.diffQuaternion)
- data.info.position = new this.KanKan.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
- } */
- }
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