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- import * as THREE from "../../libs/three.js/build/three.module.js";
- var math = {
- convertVector : {
- ZupToYup: function(e){//navvis -> 4dkk
- return new THREE.Vector3(e.x,e.z,-e.y)
- },
- YupToZup: function(e){//4dkk -> navvis
- return new THREE.Vector3(e.x,-e.z,e.y)
- },
-
-
- },
-
-
- convertVisionQuaternion: function(e) {
- return new THREE.Quaternion(e.x,e.z,-e.y,e.w).multiply((new THREE.Quaternion).setFromAxisAngle(new THREE.Vector3(0,1,0), THREE.Math.degToRad(90)))
- },
- invertVisionQuaternion : function(e) {//反转给算法部
- var a = e.clone().multiply((new THREE.Quaternion).setFromAxisAngle(new THREE.Vector3(0,1,0), THREE.Math.degToRad(-90)))
- return new THREE.Quaternion(a.x,-a.z,a.y,a.w)
- },
- //------------
-
- getVec2Angle : function(dir1,dir2){
- return Math.acos( THREE.Math.clamp(this.getVec2Cos(dir1,dir2), -1,1) )
- },
- getVec2Cos : function(dir1,dir2){
- return dir1.dot(dir2) / dir1.length() / dir2.length()
- },
-
-
- closeTo : function(a,b, num){
- if(num != void 0)return Math.abs(a-b) < num;
- return Math.abs(a-b) < 1e-6;
- },
- toPrecision: function (e, t) {//xzw change 保留小数
- var f = function (e, t) {
- var i = Math.pow(10, t);
- return Math.round(e * i) / i
- }
- if (e instanceof Array) {
- for (var s = 0; s < e.length; s++) {
- e[s] = f(e[s], t);
- }
- return e;
- } else if (e instanceof Object) {
- for (var s in e) {
- e[s] = f(e[s], t);
- }
- return e;
- } else return f(e, t)
- },
- isEmptyQuaternion: function(e) {
- return 0 === Math.abs(e.x) && 0 === Math.abs(e.y) && 0 === Math.abs(e.z) && 0 === Math.abs(e.w)
- },
- projectPositionToCanvas: function(e, t, i) {
- i = i || new THREE.Vector3,
- i.copy(e);
- var r = .5 * $('#player').width()
- , o = .5 * $('#player').height();
- return i.project(t),
- i.x = i.x * r + r,
- i.y = -(i.y * o) + o,
- i
- },
- convertScreenPositionToNDC: function(pointer, mouse, width, height) {
- return pointer = pointer || new THREE.Vector2,
- pointer.x = mouse.x / width * 2 - 1,
- pointer.y = 2 * -(mouse.y / height) + 1,
- pointer
- },
-
- handelPadResize:false,
- /* handelPadding : function () { //去除player左边和上面的宽高,因为pc的player左上有其他element 许钟文
-
- var pads = [];//记录下来避免反复计算
- var index = [];
- var resetPad = function(){
- pads = [];
- index = [];
- math.handelPadResize = false; //switchview时resized为true
- }
-
- if(config.isEdit && !config.isMobile){
- window.addEventListener('resize',resetPad);
- }
- return function(x, y, domE){
- if(!config.isEdit || config.isMobile) {
- return {
- x: x,
- y: y
- }
- }
-
- if(this.handelPadResize)resetPad();
- domE = domE || $('#player')[0];
- var pad;
- var i = index.indexOf(domE);
- if (i == -1){
- index.push(domE);
- pad = {
- x: this.getOffset("left", domE),
- y: this.getOffset("top", domE)
- }
- pads.push(pad)
- }
- else pad = pads[i];
- return {
- x: x - pad.x,
- y: y - pad.y
- }
- }
-
- }(), */
-
- getOffset: function (type, element, parent) {//获取元素的边距 许钟文
- var offset = (type == "left") ? element.offsetLeft : element.offsetTop;
- if (!parent) parent = $("body")[0];
- while (element = element.offsetParent) {
- if (element == parent) break;
- offset += (type == "left") ? element.offsetLeft : element.offsetTop;
- }
- return offset;
- }
- ,
- constrainedTurn: function(e) {
- var t = e % (2 * Math.PI);
- return t = t > Math.PI ? t -= 2 * Math.PI : t < -Math.PI ? t += 2 * Math.PI : t
- },
- getFOVDotThreshold: function(e) {
- return Math.cos(THREE.Math.degToRad(e / 2))
- },
- transform2DForwardVectorByCubeFace: function(e, t, i, n) {
- switch (e) {
- case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_X:
- i.set(1, t.y, t.x);
- break;
- case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
- i.set(-1, t.y, -t.x);
- break;
- case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
- i.set(-t.x, 1, -t.y);
- break;
- case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
- i.set(-t.x, -1, t.y);
- break;
- case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
- i.set(-t.x, t.y, 1);
- break;
- case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
- i.set(t.x, t.y, -1)
- }
- n && i.normalize()
- },
-
-
-
- getFootPoint : function(oldPos, p1, p2, restricInline){ //找oldPos在线段p1, p2上的垂足
- /* if(isWorld){//输出全局坐标 需要考虑meshGroup.position
- p1 = p1.clone();
- p2 = p2.clone();
- p1.y += mainDesign.meshGroup.position.y;
- p2.y += mainDesign.meshGroup.position.y;
- } */
- if(p1.equals(p2))return p1.clone()
- var op1 = oldPos.clone().sub(p1);
- var p1p2 = p1.clone().sub(p2)
- var p1p2Len = p1p2.length()
- var leftLen = op1.dot(p1p2) / p1p2Len;
- var pos = p1.clone().add(p1p2.multiplyScalar( leftLen/p1p2Len ));
-
- if(restricInline && pos.clone().sub(p1).dot( pos.clone().sub(p2) ) > 0){//foot不在线段上
- if(pos.distanceTo(p1) < pos.distanceTo(p2)) pos = p1.clone();
- else pos = p2.clone();
- }
-
- return pos;
- },
-
-
-
-
-
- /**
- * 计算多边形的重心
- * @param {*} points
- */
- getCenterOfGravityPoint : function(mPoints){
- var area = 0.0;//多边形面积
- var Gx = 0.0, Gy = 0.0;// 重心的x、y
- for (var i = 1; i <= mPoints.length; i++) {
- var ix = mPoints[i % mPoints.length].x;
- var iy = mPoints[i % mPoints.length].y;
- var nx = mPoints[i - 1].x;
- var ny = mPoints[i - 1].y;
- var temp = (ix * ny - iy * nx) / 2.0;
- area += temp;
- Gx += temp * (ix + nx) / 3.0;
- Gy += temp * (iy + ny) / 3.0;
- }
- Gx = Gx / area;
- Gy = Gy / area;
- return { x: Gx, y: Gy };
- },
-
- getBound : function(ring){
- var bound = new THREE.Box2();
- for(var j=0,len = ring.length; j<len; j++){
- bound.expandByPoint(ring[j])
- }
- return bound;
- },
- isPointInArea : function(ring, point, ifAtLine){//判断点是否在某个环内
- var bound = this.getBound(ring);
- if(point.x < bound.min.x || point.x > bound.max.x || point.y < bound.min.y || point.y > bound.max.y)return false;
-
-
- var inside = false;
- var x = point.x,
- y = point.y;
- for (var i = 0, j = ring.length - 1; i < ring.length; j = i++) {
- var xi = ring[i].x,
- yi = ring[i].y;
- var xj = ring[j].x,
- yj = ring[j].y;
-
- if((xi - x)*(yj - y) == (xi - x)*(yi - y) && x>=Math.min(xi,xj) && x<=Math.max(xi,xj)//xzw add
- && y>=Math.min(yi,yj) && y<=Math.max(yi,yj)
- ){
- return !!ifAtLine;//在线段上,则判断为…… (默认在外)
- }
-
- if (((yi > y) != (yj > y)) &&
- (x < (xj - xi) * (y - yi) / (yj - yi) + xi)
- ) {
- inside = !inside;
- }
-
-
-
- }
- return inside;
- },
-
- getArea : function (ring) { //求面积 顺时针为正 来自three shape
- for (var t = ring.length, i = 0, n = t - 1, r = 0; r < t; n = r++)
- i += ring[n].x * ring[r].y - ring[r].x * ring[n].y;
- return -.5 * i
- },
- isInBetween : function(a, b, c, precision) {
- // 如果b几乎等于a或c,返回false.为了避免浮点运行时两值几乎相等,但存在相差0.00000...0001的这种情况出现使用下面方式进行避免
- /* if (Math.abs(a - b) < 0.000001 || Math.abs(b - c) < 0.000001) {
- return false;
- }
-
- return (a <= b && b <= c) || (c <= b && b <= a);*/
-
-
- //更改:如果b和a或c中一个接近 就算在a和c之间
- return (a <= b && b <= c) || (c <= b && b <= a) || this.closeTo(a,b,precision) || this.closeTo(b,c,precision);
-
- },
-
-
- ifPointAtLineBound:function(point, linePoints, precision){
- //待验证 横线和竖线比较特殊
- return math.isInBetween(linePoints[0].x, point.x, linePoints[1].x, precision) && math.isInBetween(linePoints[0].y, point.y, linePoints[1].y, precision)
- }
-
- ,
-
- isLineIntersect: function (line1, line2, notSegment, precision) {//线段和线段是否有交点. notSegment代表是直线而不是线段
- var a1 = line1[1].y - line1[0].y;
- var b1 = line1[0].x - line1[1].x;
- var c1 = a1 * line1[0].x + b1 * line1[0].y;
- //转换成一般式: Ax+By = C
- var a2 = line2[1].y - line2[0].y;
- var b2 = line2[0].x - line2[1].x;
- var c2 = a2 * line2[0].x + b2 * line2[0].y;
- // 计算交点
- var d = a1 * b2 - a2 * b1;
- // 当d==0时,两线平行
- if (d == 0) {
- return false;
- } else {
- var x = (b2 * c1 - b1 * c2) / d;
- var y = (a1 * c2 - a2 * c1) / d;
- // 检测交点是否在两条线段上
- /* if (notSegment || (isInBetween(line1[0].x, x, line1[1].x) || isInBetween(line1[0].y, y, line1[1].y)) &&
- (isInBetween(line2[0].x, x, line2[1].x) || isInBetween(line2[0].y, y, line2[1].y))) {
- return {x,y};
- } */
- if (notSegment || math.ifPointAtLineBound({x,y}, line1, precision) && math.ifPointAtLineBound({x,y}, line2, precision)){
- return {x,y};
- }
- }
- },
-
- getNormal2d : function(o={} ){//获取二维法向量 方向向内
- var x,y, x1,y1;
- //line2d的向量
- if(o.vec){
- x1 = o.vec.x; y1 = o.vec.y
- }else{
- x1 = o.p1.x - o.p2.x;
- y1 = o.p1.y - o.p2.y;
- }
-
- //假设法向量的x或y固定为1或-1
- if(y1 != 0){
- x = 1;
- y = - (x1 * x) / y1;
- }else if(x1 != 0){//y如果为0,正常情况x不会是0
- y = 1;
- x = - (y1 * y) / x1;
- }else{
- console.log("两个点一样");
- return null;
- }
-
- //判断方向里或者外:
- var vNormal = new THREE.Vector3(x, 0, y);
- var vLine = new THREE.Vector3(x1, 0, y1);
- var vDir = vNormal.cross(vLine);
- if(vDir.y>0){
- x *= -1;
- y *= -1;
- }
- return new THREE.Vector2(x, y).normalize();
- },
-
- getQuaBetween2Vector:function(oriVec, newVec, upVec){ //获取从oriVec旋转到newVec可以应用的quaternion
- var angle = oriVec.angleTo(newVec);
- var axis = oriVec.clone().cross( newVec).normalize();//两个up之间
- if(axis.length() == 0){//当夹角为180 或 0 度时,得到的axis为(0,0,0),故使用备用的指定upVec
- return new THREE.Quaternion().setFromAxisAngle( upVec, angle );
- }
- return new THREE.Quaternion().setFromAxisAngle( axis, angle );
- }
- /* ,
- getQuaBetween2Vector2 : function(oriVec, newVec ){//not camera
- var _ = (new THREE.Matrix4).lookAt( oriVec, new THREE.Vector3, new THREE.Vector3(0,1,0))
- var aimQua = (new THREE.Quaternion).setFromRotationMatrix(_)
- var _2 = (new THREE.Matrix4).lookAt( newVec, new THREE.Vector3, new THREE.Vector3(0,1,0))
- var aimQua2 = (new THREE.Quaternion).setFromRotationMatrix(_2)
-
- return aimQua2.multiply(aimQua.clone().inverse())
-
- } */
-
-
- ,
-
- getScaleForConstantSize : function(){ //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
- return function(op={}){
- 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
- }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.resulution.x / 2, op.resulution.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.resulution.x, 2 / op.resulution.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
- }
- }()
- ,
-
- //W , H, left, top分别是rect的宽、高、左、上
- getCrossPointAtRect : function(p1, aim, W , H, left, top){//求射线p1-aim在rect边界上的交点,其中aim在rect范围内,p1则不一定(交点在aim这边的延长线上)
-
- var x,y, borderX;
- var r = (aim.x - p1.x) / (aim.y - p1.y);//根据相似三角形原理先求出这个比值
- var getX = function(y){
- return r * (y-p1.y) + p1.x;
- }
- var getY = function(x){
- return 1/r * (x-p1.x) + p1.y;
- }
- if(aim.x >= p1.x){
- borderX = W+left;
- }else{
- borderX = left;
- }
- x = borderX;
- y = getY(x);
- if(y < top || y > top+H){
- if(y < top){
- y = top;
- }else{
- y = top+H;
- }
- x = getX(y)
- }
- return new THREE.Vector2(x, y);
- },
- getDirFromUV : function(uv){ //获取dir 反向计算 - - 二维转三维比较麻烦
- var dirB; //所求 单位向量
- var y = Math.cos(uv.y * Math.PI); //uv中纵向可以直接确定y, 根据上面getUVfromDir的反向计算
- var angle = 2 * Math.PI * uv.x - Math.PI //x/z代表的是角度
- var axisX, axisZ; //axis为1代表是正,-1是负数
- if (-Math.PI <= angle && angle < 0) {
- axisX = -1 //下半圆
- } else {
- axisX = 1 //上半圆
- }
- if (-Math.PI / 2 <= angle && angle < Math.PI / 2) {
- axisZ = 1 //右半圆
- } else {
- axisZ = -1 //左半圆
- }
- var XDivideZ = Math.tan(angle);
- var z = Math.sqrt((1 - y * y) / (1 + XDivideZ * XDivideZ));
- var x = XDivideZ * z
- if (z * axisZ < 0) { //异号
- z *= -1;
- x *= -1;
- if (x * axisX < 0) {
- // console.log("wrong!!!!!??????????")
- }
- }
- x *= -1 //计算完成后这里不能漏掉 *= -1
- dirB = new THREE.Vector3(x, y, z)
- //理想状态下x和z和anotherDir相同
- return dirB
- },
-
- getUVfromDir : function(dir) { //获取UV 同shader里的计算
- var dir = dir.clone();
- dir.x *= -1; //计算前这里不能漏掉 *= -1 见shader
- var tx = Math.atan2(dir.x, dir.z) / (Math.PI * 2.0) + 0.5; //atan2(y,x) 返回从 X 轴正向逆时针旋转到点 (x,y) 时经过的角度。区间是-PI 到 PI 之间的值
- var ty = Math.acos(dir.y) / Math.PI;
- return { x: tx, y: ty }
- //理想状态下tx相同
- },
- crossRight : function(vec3, matrix) { //向量右乘矩阵,不能用向量的applyMatrix4(左乘)
- var e = matrix.elements;
- var v = new THREE.Vector3;
- v.x = e[0] * vec3.x + e[1] * vec3.y + e[2] * vec3.z + e[3];
- v.y = e[4] * vec3.x + e[5] * vec3.y + e[6] * vec3.z + e[7];
- v.z = e[8] * vec3.x + e[9] * vec3.y + e[10] * vec3.z + e[11];
- //v.w不要
- return v;
- },
- getNormalDir : function(point, supportsTiles, currentPano) { //获取A单位法线
- /* console.log("lookVector:")
- console.log(objects.player.cameraControls.activeControl.lookVector) */
- var dir = point.clone().sub(currentPano.position); //OA
- /* console.log("A的dir(无matrix转化):")
- console.log(dir.clone().normalize()); */
- if (supportsTiles) {
- var matrixWorld = currentPano.rot90Matrix.clone(); //因为热点求点时所右乘的matrix必须是单张全景照片时用的转90度的matrix才行
- } else {
- var matrixWorld = currentPano.skyboxMesh.matrixWorld.clone();
- }
- dir = this.crossRight(dir, matrixWorld) //右乘matrixWorld 得matrix转化的向量
- dir.normalize();
- /* var b = player.currentPano.skyboxMesh.matrixWorld.clone().getInverse(player.currentPano.skyboxMesh.matrixWorld)
- console.log(crossRight(dir,b).normalize()) */
- return dir;
- },
- getDirByLonLat : function(lon,lat){
- var dir = new THREE.Vector3
- var phi = THREE.Math.degToRad(90 - lat);
- var theta = THREE.Math.degToRad(lon);
- dir.x = Math.sin(phi) * Math.cos(theta);
- dir.y = Math.cos(phi);
- dir.z = Math.sin(phi) * Math.sin(theta);
- return dir
- } //0,0 => (1,0,0) 270=>(0,0,-1)
- ,
- projectPointAtPlane:function(o={}){//获取一个点在一个面上的投影 {facePoints:[a,b,c], point:}
- var plane = new THREE.Plane().setFromCoplanarPoints(...o.facePoints)
- return plane.projectPoint(o.point, new THREE.Vector3() )
- }
-
- };
- export default math
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