Magnifier.js 16 KB

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  1. import * as THREE from "../../../libs/three.js/build/three.module.js";
  2. import math from '../utils/math.js'
  3. import Common from '../utils/Common.js'
  4. import browser from '../utils/browser.js'
  5. import Viewport from '../viewer/Viewport.js'
  6. import {ExtendView} from "../../viewer/ExtendView.js";
  7. const texLoader = new THREE.TextureLoader()
  8. const circleGeo = new THREE.CircleGeometry(1.45,100);
  9. const sphereGeo = new THREE.SphereBufferGeometry(0.008,8,8);
  10. const magDisMin = 1;//相机离目标位置的距离的分界线,当离得远时要缩小fov以使看到的视野固定(望远镜效果)
  11. const magDisMax = 20
  12. /* const radius_ = 0.2; //当相机离目标位置的距离>magDistance_时,希望看到的视野的半径
  13. const maxFov = THREE.Math.radToDeg(Math.atan(radius_ / magDisMin )) * 2//提前计算出当相机离目标位置的距离<magDisMin时的fov,均使用=magDisMin时的fov。只要保证该fov大于主相机的fov就会有放大效果
  14. */
  15. let w = 230/1.43;
  16. let maxPX = 1366*1024 //ipad pro. 大于这个分辨率的就直接用devicePixelRatio, 如macbook也是
  17. const width2dPX = Math.round(window.devicePixelRatio >= 2 ? ( window.screen.width * window.screen.height >= maxPX ? window.devicePixelRatio/1.2 : window.devicePixelRatio/1.5)*w : w) //触屏或高分辨率的可能要放大些。但在手机上不能太大
  18. //console.log('width2dPX', width2dPX)
  19. const orthoView = new ExtendView();
  20. export default class Magnifier extends THREE.Object3D {//放大镜or望远镜
  21. constructor (viewer) {
  22. super()
  23. this.width = this.height = width2dPX/* * window.devicePixelRatio */;
  24. this.camera = new THREE.PerspectiveCamera(50, 1, 0.01, 10000); //fov aspect near far
  25. this.camera.up = new THREE.Vector3(0,0,1)
  26. this.viewport = new Viewport( null, this.camera, {
  27. left:0, bottom:0, width:1, height: 1, name:'magnifier' , cameraLayers:['magnifierContent'],
  28. pixelRatio:1
  29. })
  30. this.viewport.setResolution(this.width, this.height,0,0)
  31. //Common.watch(this, 'visible', true)//监听
  32. {
  33. let density
  34. let sizeType
  35. let colorType
  36. let opacityBefore = new Map()
  37. let sizeBefore = new Map()
  38. let visiMap = new Map()
  39. this.viewport.beforeRender = ()=>{
  40. viewer.scene.pointclouds.forEach(e=>{//因为更改pointDensity时会自动变opacity,所以这项最先获取
  41. visiMap.set(e,e.visible)
  42. e.visible = Potree.Utils.getObjVisiByReason(e, 'datasetSelection'); //先将隐藏的点云显示
  43. opacityBefore.set(e,e.temp.pointOpacity)
  44. sizeBefore.set(e,e.temp.pointSize)
  45. })
  46. //使放大镜里的pointDensity是'magnifier' 最高质量。
  47. density = Potree.settings.pointDensity
  48. Potree.settings.pointDensity = 'magnifier'
  49. viewer.scene.pointclouds.forEach(e=>{//因为全景模式的pointSizeType是fixed所以要还原下
  50. sizeType = e.material.pointSizeType
  51. e.material.pointSizeType = Potree.config.material.pointSizeType
  52. //材质
  53. colorType = e.material.activeAttributeName
  54. e.material.activeAttributeName = 'rgba'
  55. e.changePointOpacity(1)
  56. e.changePointSize(Potree.config.material.realPointSize, true)
  57. })
  58. };
  59. this.viewport.afterRender = ()=>{
  60. Potree.settings.pointDensity = density
  61. viewer.scene.pointclouds.forEach(e=>{
  62. e.visible = visiMap.get(e)
  63. e.material.pointSizeType = sizeType
  64. e.material.activeAttributeName = colorType
  65. e.changePointOpacity(opacityBefore.get(e))
  66. e.changePointSize(sizeBefore.get(e))
  67. })
  68. }
  69. }
  70. this.renderTarget = new THREE.WebGLRenderTarget(this.width,this.height, {
  71. minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter,
  72. format: THREE.RGBAFormat ,
  73. /* type: THREE.FloatType,
  74. minFilter: THREE.NearestFilter,
  75. magFilter: THREE.NearestFilter,
  76. */
  77. } )
  78. this.rtEDL = new THREE.WebGLRenderTarget(this.width, this.height, { //好像没用到? 因为这里不绘制测量线
  79. minFilter: THREE.NearestFilter,
  80. magFilter: THREE.NearestFilter,
  81. format: THREE.RGBAFormat,
  82. type: THREE.FloatType,
  83. depthTexture: new THREE.DepthTexture(undefined, undefined, THREE.UnsignedIntType)
  84. });
  85. this.mesh = new THREE.Mesh(circleGeo, new THREE.MeshBasicMaterial({
  86. side: THREE.DoubleSide ,
  87. map: this.renderTarget.texture ,
  88. transparent:true,
  89. depthTest: !1,
  90. //depthWrite: !1,
  91. }))
  92. this.overlayMesh = new THREE.Mesh(circleGeo, new THREE.MeshBasicMaterial({
  93. side: THREE.DoubleSide ,
  94. map:texLoader.load(Potree.resourcePath+'/textures/crosshair.png') ,
  95. transparent:true,
  96. depthTest: !1,
  97. //depthWrite: !1,
  98. }))
  99. this.targetPoint = new THREE.Object3D;
  100. this.targetPoint.add(new THREE.Mesh(sphereGeo, new THREE.MeshBasicMaterial({
  101. color:"#ff0000",
  102. transparent:true,
  103. opacity:0.7,
  104. })))
  105. this.targetPoint.add(new THREE.Mesh(sphereGeo, new THREE.MeshBasicMaterial({
  106. color:"#ff0000",
  107. transparent:true,
  108. opacity:0.3,
  109. depthTest:false //被遮挡层
  110. })))
  111. this.targetPoint.name = 'magnifierPointTarget'
  112. viewer.scene.scene.add(this.targetPoint)
  113. Potree.Utils.setObjectLayers(this.targetPoint, 'magnifierContent' )
  114. this.add(this.mesh)
  115. this.add(this.overlayMesh)
  116. this.position.set(-1000,-1000,-100000)//令它看不见
  117. this.mesh.renderOrder = Potree.config.renderOrders.magnifier;
  118. this.overlayMesh.renderOrder = Potree.config.renderOrders.magnifier+1;
  119. this.aimPos
  120. Potree.Utils.setObjectLayers(this, 'magnifier' )
  121. //viewer.inputHandler.addInputListener(this)
  122. viewer.addEventListener('camera_changed',(e)=>{ // 平移、滚轮时更新
  123. if(e.viewport == viewer.mainViewport) this.update() //不过intersectPoint没更新
  124. })
  125. this.mesh.layers.set(Potree.config.renderLayers.magnifier);
  126. this.overlayMesh.layers.set(Potree.config.renderLayers.magnifier);
  127. //this.layers.set(Potree.config.renderLayers.magnifier);//这句在外层写没用
  128. this.dontRender = false
  129. viewer.addEventListener('global_drag', (e)=>{//拖拽时不渲染。主要是右键平移时渲染延迟了,会闪烁。
  130. this.dontRender = true
  131. })
  132. viewer.addEventListener('global_drop', (e)=>{
  133. this.dontRender = false
  134. })
  135. viewer.addEventListener('global_mouseup', (e)=>{//测量时拖拽场景再mouseup
  136. this.dontRender = false
  137. })
  138. viewer.addEventListener('global_touchstart', (e)=>{
  139. this.update(e.intersect && e.intersect.location)
  140. })
  141. viewer.addEventListener('getIntersect', (e)=>{ //包括用sdk获取的,不会记录在inputHandler中的
  142. if(e.intersect){
  143. this.currentAim = e.intersect.location
  144. this.update(this.currentAim)
  145. }
  146. })
  147. this.addEventListener("setEnable",(e)=>{
  148. Potree.Utils.updateVisible(this, "enable", e.value, 1, e.value?'add':'cancel' ) //界面开关
  149. })
  150. //默认隐藏, 显示的条件:测量拖拽 或 外部消息setEnable
  151. Potree.Utils.updateVisible(this, "default", false, 0) //默认隐藏
  152. viewer.addEventListener("dragMarker",(e)=>{//测量drag
  153. Potree.Utils.updateVisible(this, "measure", true, 1, 'add' )
  154. })
  155. viewer.addEventListener("dropMarker",(e)=>{//测量drag
  156. Potree.Utils.updateVisible(this, "measure", false, 1, 'cancel' )
  157. })
  158. this.addEventListener('isVisible',(e)=>{
  159. //console.warn('isVisible', e)
  160. this.currentAim && this.update(this.currentAim)
  161. viewer.dispatchEvent('content_changed')
  162. })
  163. viewer.scene.view.addEventListener('flyingDone',()=>{
  164. if(!this.visible)return
  165. let pickWindowSize = 100
  166. let intersect = viewer.inputHandler.getIntersect({viewport:viewer.mainViewport, usePointcloud:true, pickWindowSize} );
  167. this.update(intersect && intersect.location)
  168. })
  169. }
  170. //注意:在鼠标没有移动的时候,无法获取到最新的intersect, 放大镜内的内容可能是错误的。全景模式下更奇怪,原因未知
  171. update(aimPos){//相机靠近 navvis的做法
  172. var dontRender = this.dontRender || !(aimPos instanceof THREE.Vector3) || Potree.settings.displayMode == 'showPanos' && viewer.images360.flying
  173. aimPos = aimPos instanceof THREE.Vector3 ? aimPos : this.aimPos
  174. if(!aimPos || !this.visible)return
  175. //console.log('aimPos', aimPos)
  176. var playerCamera = viewer.scene.getActiveCamera()
  177. var playerPos = playerCamera.position;//viewer.scene.view.getPivot()
  178. var dis = playerPos.distanceTo(aimPos);
  179. var dirToCamera = new THREE.Vector3().subVectors(playerPos, aimPos ).normalize()
  180. const fareast = 300;
  181. //相机位置
  182. if(playerCamera.type == 'OrthographicCamera'){
  183. var finalDisToAim = 2
  184. }else{
  185. var finalDisToAim = dis>magDisMin ? dis > fareast ? magDisMax : (dis-magDisMin) / (fareast-magDisMin) * (magDisMax-magDisMin) + magDisMin : dis / 2; //dis>magDistance_ ? magDistance_ : dis / 2;
  186. }
  187. this.camera.fov = playerCamera.type == 'OrthographicCamera' ? 30 : playerCamera.fov / 2
  188. this.camera.updateProjectionMatrix()
  189. if(playerCamera.type == 'OrthographicCamera'){
  190. orthoView.position.copy(aimPos).sub(viewer.mainViewport.view.direction.multiplyScalar(finalDisToAim))
  191. orthoView.yaw = viewer.mainViewport.view.yaw;
  192. orthoView.pitch = viewer.mainViewport.view.pitch;
  193. orthoView.applyToCamera(this.camera)
  194. }else{
  195. this.camera.position.copy(aimPos).add(dirToCamera.multiplyScalar(finalDisToAim))
  196. this.camera.lookAt(aimPos)
  197. }
  198. //自身位置
  199. //let pos2d = viewer.inputHandler.pointer.clone(); //跟随鼠标
  200. let pos2d = Potree.Utils.getPos2d(aimPos, viewer.mainViewport, viewer.renderArea ).vector //更新目标点的实时二维位置
  201. let margin = 0.4, maxY = 0.4
  202. let screenPos = pos2d.clone().setY(pos2d.y + (pos2d.y>maxY ? -margin : margin ))
  203. let newPos = new THREE.Vector3(screenPos.x,screenPos.y,0.8).unproject(playerCamera); //z:-1朝外
  204. if(playerCamera.type != 'OrthographicCamera'){
  205. let dir = newPos.clone().sub(playerPos).normalize().multiplyScalar(10);//这个数值要大于playerCamera.near
  206. this.position.copy(playerPos.clone().add(dir))
  207. }else{
  208. viewer.splitScreen.setShiftTarget(viewer.mainViewport, viewer.bound.center)
  209. viewer.mainViewport.targetPlane.setFromNormalAndCoplanarPoint( viewer.mainViewport.view.direction.clone(), viewer.bound.center )
  210. viewer.mainViewport.targetPlane.projectPoint(newPos, viewer.mainViewport.shiftTarget )
  211. this.position.copy(viewer.mainViewport.shiftTarget.clone() )
  212. //this.position.copy(playerPos.clone().add(dir))
  213. }
  214. let s = finalDisToAim
  215. this.quaternion.copy(playerCamera.quaternion);
  216. this.targetPoint.position.copy(aimPos);
  217. this.targetPoint.scale.set(s,s,s)
  218. this.aimPos = aimPos
  219. var scale = math.getScaleForConstantSize({//
  220. width2d : width2dPX,
  221. camera:viewer.scene.getActiveCamera(), position: this.getWorldPosition(new THREE.Vector3()),
  222. resolution: viewer.mainViewport.resolution2
  223. })
  224. this.scale.set(scale, scale, scale);
  225. if(!dontRender){
  226. this.waitRender = true
  227. }
  228. viewer.dispatchEvent('content_changed')
  229. }
  230. /* update(aimPos){ //仅改fov的版本
  231. aimPos = aimPos instanceof THREE.Vector3 ? aimPos : this.aimPos
  232. if(!aimPos || !this.visible)return
  233. //相机位置
  234. var playerCamera = viewer.scene.getActiveCamera()
  235. var playerPos = playerCamera.position;//viewer.scene.view.getPivot()
  236. var dis = playerPos.distanceTo(aimPos);
  237. if(dis<magDisMin){
  238. this.camera.fov = maxFov
  239. }else{
  240. this.camera.fov = THREE.Math.radToDeg(Math.atan(radius_ / dis )) * 2 //radius_是能看到的范围半径。当dis大于magDisMin时就放大,否则维持fov为maxFov
  241. }
  242. this.camera.updateProjectionMatrix()
  243. this.camera.position.copy(playerPos)
  244. this.camera.lookAt(aimPos)
  245. this.quaternion.copy(playerCamera.quaternion);
  246. let pointer = viewer.inputHandler.pointer.clone();
  247. let margin = 0.4, maxY = 0.4
  248. let screenPos = pointer.clone().setY(pointer.y + (pointer.y>maxY ? -margin : margin ))
  249. let newPos = new THREE.Vector3(screenPos.x,screenPos.y,0.8).unproject(playerCamera); //z:-1朝外
  250. let dir = newPos.clone().sub(playerPos).normalize().multiplyScalar(10);//这个数值要大于playerCamera.near
  251. this.position.copy(playerPos.clone().add(dir))
  252. this.aimPos = aimPos
  253. this.targetPoint.position.copy(aimPos);
  254. var scale = math.getScaleForConstantSize({//
  255. width2d : width2dPX,
  256. camera:viewer.scene.getActiveCamera(), position: this.getWorldPosition(new THREE.Vector3()),
  257. resolution: viewer.mainViewport.resolution2
  258. })
  259. this.scale.set(scale, scale, scale);
  260. if(!this.dontRender){
  261. this.waitRender = true
  262. }
  263. }//位置需要计算,不仅仅是点云,所以需要深度图
  264. */
  265. render(){
  266. if(!this.visible || !this.waitRender && !viewer.needRender)return //viewer.needRender为true要渲染是因为可能是点云node加载完
  267. viewer.render({
  268. target : this.renderTarget,
  269. viewports : [this.viewport],
  270. camera : this.camera,
  271. magnifier : true,
  272. rtEDL: this.rtEDL
  273. /* width :this.renderTarget.width,
  274. height: this.renderTarget.height, */
  275. })
  276. this.waitRender = false
  277. viewer.dispatchEvent('content_changed')
  278. }
  279. }