Images360.js 126 KB

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  1. import * as THREE from "../../../libs/three.js/build/three.module.js";
  2. import {TextSprite} from "../../objects/TextSprite.js";
  3. import ModelTextureMaterial from "../../materials/ModelTextureMaterial.js";
  4. import Common from "../../utils/Common.js";
  5. import math from "../../utils/math.js";
  6. import cameraLight from "../../utils/cameraLight.js";
  7. import {MeshDraw } from '../../utils/DrawUtil.js'
  8. import Panorama from "./Panorama.js";
  9. import browser from '../../utils/browser.js'
  10. import QualityManager from './tile/QualityManager.js'
  11. import TileDownloader from './tile/TileDownloader.js'
  12. import PanoRenderer from './tile/PanoRenderer.js'
  13. import TilePrioritizer from './tile/TilePrioritizer.js'
  14. import { PanoSizeClass,Vectors,GLCubeFaces, PanoramaEvents} from '../../defines.js'
  15. import {transitions, easing, lerp} from "../../utils/transitions.js";
  16. import DepthImageSampler from './DepthImageSampler.js'
  17. var rot90 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0,0,1), Math.PI/2 ); //使用的是刚好适合全景图的,给cube贴图需要转90°
  18. let raycaster = new THREE.Raycaster();
  19. //let currentlyHovered = null;
  20. let texLoader = new THREE.TextureLoader()
  21. let sm = new THREE.MeshBasicMaterial({side: THREE.BackSide});
  22. let tileArr = []
  23. let previousView = {
  24. controls: null,
  25. position: null,
  26. target: null,
  27. };
  28. const HighMapCubeWidth = 1
  29. const directionFactor = 400 //原先10,几乎只往距离近的走了;设置太大容易略过近处漫游点走向下坡,因为鼠标一般在地面,下坡的漫游点更有利
  30. export class Images360 extends THREE.EventDispatcher{
  31. constructor(viewer ){
  32. super();
  33. this.viewer = viewer;
  34. this.selectingEnabled = true;
  35. this.panos = [];
  36. this.neighbourMap = {}
  37. this.node = new THREE.Object3D();
  38. this.node.name = 'ImagesNode'
  39. //this.node2 = new THREE.Object3D();
  40. this.cubePanos = [];
  41. this.cube = new THREE.Mesh(new THREE.BoxBufferGeometry(1,1,1,1),new ModelTextureMaterial());
  42. viewer.updateVisible(this.cube,'showSkybox', false )
  43. this.cube.layers.set(Potree.config.renderLayers.skybox)
  44. this.cube.name = 'skyboxCube'
  45. viewer.scene.scene.add(this.cube)
  46. this._visible = true;
  47. this.currentPano = null;
  48. this.mouseLastMoveTime = Date.now()
  49. this.scrollZoomSpeed = 0.06
  50. this.zoomLevel = 1
  51. this.tileDownloader = new TileDownloader;
  52. this.qualityManager = new QualityManager
  53. this.panoRenderer = new PanoRenderer(viewer, this.tileDownloader, this.qualityManager)
  54. this.basePanoSize = this.qualityManager.getPanoSize(PanoSizeClass.BASE);
  55. this.standardPanoSize = this.qualityManager.getPanoSize(PanoSizeClass.STANDARD);
  56. this.highPanoSize = this.qualityManager.getPanoSize(PanoSizeClass.HIGH);
  57. this.ultraHighPanoSize = this.qualityManager.getPanoSize(PanoSizeClass.ULTRAHIGH);
  58. this.tileDownloader.processPriorityQueue = !1;
  59. this.tileDownloader.tilePrioritizer = new TilePrioritizer(this.qualityManager, this.basePanoSize, this.standardPanoSize, this.highPanoSize, this.ultraHighPanoSize);
  60. this.flying_ = false
  61. {//高分辨率cube 放大
  62. this.addHighMapCube()
  63. viewer.addEventListener(PanoramaEvents.Enter,(e)=>{
  64. this.setHighMap(e.newPano)
  65. })
  66. viewer.addEventListener('panoSetZoom',(e)=>{
  67. if(Potree.settings.displayMode == 'showPanos'){
  68. e.zoomed ? this.showHighMap() : this.hideHighMap() //add
  69. }
  70. })
  71. }
  72. this.depthSampler = new DepthImageSampler();
  73. this.addEventListener('loadedDepthImg',(e)=>{
  74. e.loaded && this.updateDepthTex(e.pano)
  75. })
  76. let scroll = (e)=>{
  77. if(e.hoverViewport != viewer.mainViewport)return
  78. /* if(Potree.settings.displayMode == 'showPanos' && Potree.settings.zoom.enabled){
  79. } */
  80. }
  81. viewer.fpControls.addEventListener('dollyStopCauseUnable',(e)=>{
  82. if(/* e.hoverViewport != viewer.mainViewport || */!Potree.settings.zoom.enabled)return
  83. if(e.scale != void 0){//触屏
  84. this.zoomBy(e.scale, e.pointer)
  85. }else{//滚轮
  86. let zoom;
  87. if(e.delta > 0){
  88. zoom = 1 + this.scrollZoomSpeed
  89. }else{
  90. zoom = 1 - this.scrollZoomSpeed
  91. }
  92. e.delta != 0 && this.zoomBy(zoom)
  93. }
  94. })
  95. let click = (e) => {//不用"mouseup" 是因为 mouseup有drag object时也会触发
  96. if(e.clickElement ||
  97. Potree.settings.unableNavigate || this.flying || !e.isTouch && e.button != THREE.MOUSE.LEFT || e.drag && e.drag.object //拖拽结束时不算
  98. || Potree.settings.editType == 'pano' && viewer.modules.PanoEditor.activeViewName != 'mainView'
  99. || Potree.settings.editType == 'merge' && !e.intersectPoint || viewer.inputHandler.hoveredElements[0] && viewer.inputHandler.hoveredElements[0].isModel && e.intersectPoint.distance > viewer.inputHandler.hoveredElements[0].distance
  100. ) return
  101. if(Potree.settings.editType != 'pano' && Potree.settings.editType != 'merge'){
  102. if( e.hoverViewport == viewer.mapViewer.viewports[0]){
  103. return viewer.mapViewer.dispatchEvent(e/* {type:'global_click',e } */)
  104. }else if(e.hoverViewport != viewer.mainViewport){ //如数据集校准其他viewport
  105. return
  106. }
  107. }
  108. /* if(currentlyHovered && currentlyHovered.pano){
  109. this.focusPano(currentlyHovered.pano);
  110. }else{//add */
  111. if(!Potree.settings.dblToFocusPoint/* && this.currentPano */){//双击不会focus点云 或者 已经focusPano了
  112. this.flyToPanoClosestToMouse()
  113. }
  114. //}
  115. }
  116. viewer.addEventListener('global_click' , click)
  117. viewer.addEventListener("global_mousemove", (e) => {
  118. if(!Potree.settings.unableNavigate && Potree.settings.ifShowMarker && e.hoverViewport == viewer.mainViewport){//如果不显示marker,就在点击时再更新
  119. this.updateClosestPano(e.intersect)
  120. }
  121. });
  122. this.addEventListener('markerHover',(e)=>{
  123. this.updateClosestPano(e.pano, e.hovered)
  124. })
  125. if(!Potree.settings.isOfficial){
  126. this.domRoot = viewer.renderer.domElement.parentElement;
  127. let elUnfocus = $("<input type='button' value='unfocus'></input>");
  128. elUnfocus.css({
  129. position : "absolute",
  130. right : '25%',
  131. bottom: '20px',
  132. zIndex: "10000",
  133. fontSize:'1em', color:"black",
  134. display:'none',
  135. background:'rgba(255,255,255,0.8)',
  136. })
  137. elUnfocus.on("click", () => this.unfocus());
  138. this.elUnfocus = elUnfocus;
  139. this.domRoot.appendChild(elUnfocus[0]);
  140. if(Potree.settings.editType != 'merge'){
  141. let elHide = $("<input type='button' value='隐藏点云'></input>")
  142. elHide.css({
  143. position : "absolute",
  144. right : '40%',
  145. bottom: '20px',
  146. zIndex: "10000",
  147. fontSize:'1em' ,color:"black",
  148. width : '100px',
  149. background:'rgba(255,255,255,0.8)',
  150. })
  151. this.domRoot.appendChild(elHide[0]);
  152. elHide.on("click", (e) => {
  153. let visi = viewer.getObjVisiByReason(viewer.scene.pointclouds[0], 'force')
  154. viewer.scene.pointclouds.forEach(e=>{
  155. viewer.updateVisible(e, 'force', !visi)
  156. })
  157. elHide.val(!visi ? "隐藏点云" : "显示点云")
  158. });
  159. }
  160. let elDisplayModel = $("<input type='button' value='>>全景'></input>")
  161. elDisplayModel.css({
  162. position : "absolute",
  163. right : '65%',
  164. bottom: '20px',
  165. zIndex: "10000",
  166. fontSize:'1em',color:"black",
  167. width : '100px',
  168. background:'rgba(255,255,255,0.8)',
  169. })
  170. this.domRoot.appendChild(elDisplayModel[0]);
  171. elDisplayModel.on("click", (e) => {
  172. if(Potree.settings.displayMode == 'showPointCloud' && this.panos.length == 0)return
  173. Potree.settings.displayMode = Potree.settings.displayMode == 'showPointCloud' ? 'showPanos' : 'showPointCloud'
  174. });
  175. this.elDisplayModel = elDisplayModel
  176. }
  177. {//切换模式
  178. let displayMode = '';
  179. let latestRequestMode = '';//因为可能延迟,所以记录下每次的请求模式,延迟后判断这个
  180. Object.defineProperty(Potree.settings , "displayMode",{
  181. get: function() {
  182. return displayMode
  183. },
  184. set: (mode)=> {
  185. latestRequestMode = mode
  186. //console.warn('Request setMode: ' + mode)
  187. if(mode != displayMode){
  188. let config = Potree.config.displayMode[mode]
  189. let config2
  190. let camera = viewer.scene.getActiveCamera()
  191. if(mode == 'showPanos' && viewer.mainViewport.view.isFlying()){//飞完才能切换全景
  192. let f = ()=>{
  193. if(latestRequestMode == mode){//如果ui还是停在这个模式的话
  194. Potree.settings.displayMode = mode
  195. }
  196. viewer.mainViewport.view.removeEventListener('flyingDone', f)
  197. }
  198. viewer.mainViewport.view.addEventListener('flyingDone', f) //once
  199. return
  200. }
  201. if(this.isAtPano() ){//this.currentPano
  202. if(this.flying)config2 = config.transition
  203. else config2 = config.atPano
  204. }else{
  205. config2 = config.atPano
  206. if(mode == 'showPanos'){//自动飞入一个pano
  207. //要改成飞进最近的。。。
  208. if(this.panos.length == 0)return
  209. //this.modeChanging = true //主要是因为到全景图不会立刻成功
  210. let wait = (e)=>{
  211. this.removeEventListener('flyToPanoDone',wait)
  212. setTimeout(()=>{
  213. if(latestRequestMode == mode ){
  214. Potree.settings.displayMode = mode
  215. }
  216. },e.makeIt ? 1 : 50)
  217. }
  218. this.flyToPano({
  219. pano: this.findNearestPano(),
  220. //dealDoneWhenCancel:true,
  221. /* callback: ()=>{
  222. setTimeout(()=>{ //防止循环,所以延迟
  223. if(latestRequestMode == mode ){
  224. Potree.settings.displayMode = mode
  225. }
  226. },1)
  227. } */
  228. })
  229. this.addEventListener('flyToPanoDone',wait) //等待飞行完毕。flyToPano的callback可能不执行所以换这个。但也可能被cancel
  230. return;
  231. }else{
  232. }
  233. }
  234. if(config2.showSkybox || config2.showPoint && config2.pointUsePanoTex){
  235. this.tileDownloader.start()
  236. }else{
  237. this.tileDownloader.stop()
  238. }
  239. if(config2.showSkybox || config2.pointUsePanoTex){
  240. let wait = ()=> {
  241. setTimeout( ()=>{
  242. if(latestRequestMode == mode ){
  243. Potree.settings.displayMode = mode
  244. }
  245. },1)
  246. this.removeEventListener('loadedDepthImg', wait)
  247. }
  248. if(!this.currentPano.depthTex && this.currentPano.pointcloud.hasDepthTex){
  249. this.addEventListener('loadedDepthImg', wait)
  250. return this.currentPano.loadDepthImg()
  251. }
  252. //this.updateDepthTex()
  253. if(this.checkAndWaitForPanoLoad(this.currentPano, this.basePanoSize, wait)){
  254. return
  255. }
  256. }
  257. viewer.scene.pointclouds.forEach(e=>{
  258. viewer.updateVisible(e, 'displayMode', config2.showPoint, 2 )
  259. })
  260. if(config2.pointUsePanoTex){
  261. viewer.scene.pointclouds.forEach(e=>{
  262. e.material.setProjectedPanos(this.currentPano,this.currentPano, 1)
  263. })
  264. }else{
  265. viewer.scene.pointclouds.forEach(e=>{
  266. e.material.stopProjectedPanos()
  267. })
  268. }
  269. viewer.updateVisible(this.cube,'showSkybox',config2.showSkybox )// this.cube.visible = config2.showSkybox
  270. //this.cube.visible = config.atPano.showSkybox
  271. if(this.cube.visible){
  272. //this.cube.material.setProjectedPanos(this.currentPano, this.currentPano, 1)
  273. this.setProjectedPanos({
  274. progress:1,
  275. ifSkybox: true,
  276. ifPointcloud : false,
  277. easeInOutRatio : 0,
  278. pano0:this.currentPano,
  279. pano1:this.currentPano
  280. })
  281. }else{
  282. this.smoothZoomTo(1)
  283. this.resetHighMap()
  284. this.hideHighMap()
  285. }
  286. /* viewer.dispatchEvent({
  287. type: "enableChangePos",
  288. canLeavePano : config.canLeavePano ,
  289. viewport:
  290. }) */
  291. //viewer.mainViewport.unableChangePos = !config.canLeavePano
  292. displayMode = mode
  293. if(mode == 'showPanos'){
  294. camera.far = viewer.farWhenShowPano //修改far
  295. Potree.settings.pointDensity = 'panorama'
  296. if(Potree.config.displayMode.showPanos.transition.pointUsePanoTex){
  297. viewer.scene.pointclouds.forEach(e=>{
  298. e.material.pointSizeType = 'FIXED'
  299. })
  300. }
  301. this.updateCube(this.currentPano)
  302. }else{
  303. if(camera.limitFar) camera.far = Potree.settings.cameraFar;//修改far
  304. Potree.settings.pointDensity = Potree.settings.UserPointDensity
  305. //Potree.sdk && Potree.sdk.scene.changePointOpacity()
  306. if(Potree.config.displayMode.showPanos.transition.pointUsePanoTex){
  307. viewer.scene.pointclouds.forEach(e=>{
  308. e.material.pointSizeType = Potree.config.material.pointSizeType
  309. })
  310. }
  311. }
  312. camera.updateProjectionMatrix()
  313. if(this.elDisplayModel){
  314. this.elDisplayModel.val( mode == 'showPointCloud' ? ">>全景" : '>>点云')
  315. }
  316. /* this.panos.forEach(e=>{
  317. viewer.updateVisible(e, 'modeIsShowPanos', mode == 'showPanos', 1, mode == 'showPanos' ? 'add':'cancel') //
  318. }) */
  319. this.dispatchEvent({type:'endChangeMode',mode})
  320. //console.log('setModeSuccess: ' + mode)
  321. }else{
  322. //this.dispatchEvent({type:'endChangeMode',mode})
  323. }
  324. }
  325. })
  326. Potree.settings.displayMode = 'showPointCloud'
  327. }// 切换模式 end
  328. {//
  329. let currentPano = null;
  330. Object.defineProperty(this , "currentPano",{
  331. get: function() {
  332. return currentPano
  333. },
  334. set: function(e) {
  335. if(e != currentPano){
  336. currentPano && currentPano.exit()
  337. e && e.enter()
  338. currentPano = e
  339. }
  340. }
  341. })
  342. }
  343. {//是否显示marker
  344. let ifShowMarker = true;
  345. Object.defineProperty(Potree.settings, "ifShowMarker",{
  346. get: function() {
  347. return ifShowMarker
  348. },
  349. set: (show)=>{
  350. show = !!show
  351. if(show != ifShowMarker){
  352. this.panos.forEach(pano=>{
  353. viewer.updateVisible(pano, 'ifShowMarker', show, 1 )
  354. })
  355. //this.emit('markersDisplayChange', show)
  356. ifShowMarker = show
  357. }
  358. }
  359. })
  360. }
  361. viewer.addEventListener("update", () => {
  362. this.update(viewer);
  363. });
  364. //viewer.inputHandler.addInputListener(this);
  365. var keys = {
  366. FORWARD: ['W'.charCodeAt(0), 38],
  367. BACKWARD: ['S'.charCodeAt(0), 40],
  368. LEFT: ['A'.charCodeAt(0), 37],
  369. RIGHT: ['D'.charCodeAt(0), 39],
  370. }
  371. viewer.inputHandler.addEventListener('keydown',(e)=>{
  372. if(Potree.settings.displayMode == 'showPanos'){
  373. for(let i in keys){
  374. if(keys[i].some(a => a == e.keyCode)){
  375. switch(i){
  376. case 'FORWARD':
  377. this.flyLocalDirection(Vectors.FORWARD.clone());
  378. break;
  379. case 'BACKWARD':
  380. this.flyLocalDirection(Vectors.BACK.clone());
  381. break;
  382. case 'LEFT':
  383. this.flyLocalDirection(Vectors.LEFT.clone());
  384. break;
  385. case 'RIGHT':
  386. this.flyLocalDirection(Vectors.RIGHT.clone());
  387. break;
  388. }
  389. break;
  390. }
  391. }
  392. }
  393. })
  394. };
  395. updateDepthTex(pano){
  396. if(this.currentPano != pano || !pano.depthTex)return
  397. //this.depthSampler.changeImg(pano.depthTex.image); //pick sampler要飞到了才能切换图,而skybox贴图是随着全景图切换而切换的
  398. this.cube.material.updateDepthTex(pano) //确保一下
  399. }
  400. findNearestPano(pos){
  401. pos = pos ? new THREE.Vector3().copy(pos) : this.position
  402. let result = Common.sortByScore(this.panos,[Images360.filters.isEnabled()],[e=>-e.position.distanceTo(pos)])
  403. let pano = result && result[0] && result[0].item
  404. return pano
  405. }
  406. /* set flying(v){//正在飞向pano
  407. this.flying_ = !!v
  408. //console.log('this.flying_ ', !!v )
  409. //this.emit('flying', this.flying_)
  410. let config = Potree.config.displayMode[Potree.settings.displayMode]
  411. viewer.mainViewport.unableChangePos = !config.canLeavePano || !!v
  412. }
  413. get flying(){
  414. return this.flying_
  415. } */
  416. flyLocalDirection(dir) {
  417. var direction = this.getDirection(dir),
  418. option1 = 1 === dir.y ? .4 : .75,
  419. option2 = 1 === Math.abs(dir.x);
  420. return this.flyDirection(direction, option1, option2)
  421. }
  422. getDirection(e) {
  423. if(!e){
  424. return viewer.scene.view.direction
  425. }else{
  426. return e = e ? e : (new THREE.Vector3).copy(Vectors.FORWARD),
  427. e.applyQuaternion(viewer.scene.getActiveCamera().quaternion)
  428. }
  429. }
  430. get position(){
  431. return this.viewer.scene.view.position.clone()
  432. }
  433. get visible(){
  434. return this._visible;
  435. }
  436. set visible(visible){
  437. if(this._visible === visible){
  438. return;
  439. }
  440. /* for(const image of this.panos){
  441. image.mesh.visible = visible && (this.currentPano == null);
  442. } */
  443. //this.sphere.visible = visible && (this.currentPano != null);
  444. this._visible = visible;
  445. this.dispatchEvent({
  446. type: "visibility_changed",
  447. panos: this,
  448. });
  449. }
  450. isAtPano(){//是否在某个漫游点上
  451. return this.currentPano && viewer.scene.view.position.equals(this.currentPano.position)
  452. }
  453. updateProjectedPanos(){//更新材质贴图
  454. //console.warn('updateProjectedPanos')
  455. this.projectedPano0 && this.projectedPano1 && this.setProjectedPanos({pano0:this.projectedPano0, pano1:this.projectedPano1})
  456. }
  457. setProjectedPanos(o={}){//设置cube和点云的材质贴图
  458. this.cube.material.setProjectedPanos(o.pano0, o.pano1, o.progress)
  459. if(o.ifPointcloud){
  460. viewer.scene.pointclouds.forEach(e=>{
  461. e.material.setProjectedPanos(o.pano0, o.pano1, o.progress, o.easeInOutRatio)
  462. })
  463. }
  464. //console.warn('setProjectedPanos ', o.pano0.id , o.pano1.id)
  465. this.projectedPano0 = o.pano0
  466. this.projectedPano1 = o.pano1
  467. }
  468. cancelFlyToPano(){//取消当前已有的飞行准备,前提是相机还未移动
  469. Potree.Log('cancelFlyToPano')
  470. if(viewer.mainViewport.view.isFlying())return
  471. this.nextPano = null
  472. this.latestToPano = null
  473. //this.flying = false
  474. }
  475. flyToPano(toPano) { //飞向漫游点
  476. if(!toPano)return
  477. if(toPano instanceof Panorama){
  478. toPano = {pano: toPano}
  479. }
  480. if(!toPano.pano.enabled)return
  481. /* if(!this.currentPano){
  482. return this.focusPano(toPano)
  483. } */
  484. let done = (makeIt, disturb)=>{
  485. //console.log('flyToPano done ', toPano.pano.id, makeIt )
  486. if(makeIt || disturb) { // disturb已经开始飞行但中途取消
  487. toPano.callback && toPano.callback(makeIt)
  488. //this.flying = false
  489. this.cancelFlyToPano()
  490. this.updateClosestPano(this.closestPano,false) //飞行结束后取消点击漫游点时得到的closestPano
  491. }else{
  492. console.log('makeit fail')
  493. }
  494. this.dispatchEvent({type:'flyToPanoDone', makeIt})
  495. //this.dispatchEvent('cameraMoveDone')
  496. toPano.deferred && toPano.deferred.resolve(makeIt) //测量线截图时发现,resolve需要写在flying=false 后才行。
  497. }
  498. if(this.currentPano == toPano.pano && this.isAtPano() && !toPano.target && !toPano.quaternion ){
  499. this.dispatchEvent({type:'flyToPano', toPano})
  500. return done(true);
  501. }
  502. if(this.latestToPano && this.latestToPano != toPano){
  503. return done(false)
  504. }
  505. let target = toPano.target
  506. let easeName = toPano.easeName || 'easeInOutQuad' // 'easeInOutSine'//'easeOutSine'
  507. let config = Potree.config.displayMode[Potree.settings.displayMode]
  508. var pointcloudVisi = config.atPano.showPoint //viewer.scene.pointclouds[0].visible
  509. var pano = toPano.pano
  510. let T = Potree.config.transitionsTime
  511. let maxTime = this.isAtPano() ? T.panoToPanoMax : T.flyIn
  512. var duration = toPano.duration == void 0 ? (T.flyMinTime+Math.min(T.flytimeDistanceMultiplier * this.position.distanceTo(pano.position), maxTime)) : toPano.duration
  513. toPano.duration = duration
  514. //console.warn("flyto "+pano.id + ' duration: ' + duration )
  515. this.nextPano = pano
  516. this.latestToPano = toPano
  517. //this.flying = true //防止新的请求
  518. Potree.Log('flyToPano:'+pano.id + ' , duration:'+toPano.duration)
  519. {//不飞的话是否不要执行这段?
  520. let wait = ()=> {
  521. if(this.latestToPano != toPano)return Potree.Log('已经取消')//如果取消了
  522. setTimeout(()=>{
  523. if(this.latestToPano != toPano)return
  524. this.flyToPano(toPano)
  525. },1)
  526. this.removeEventListener('loadedDepthImg', wait)
  527. }
  528. if(!pano.depthTex && pano.pointcloud.hasDepthTex){ //需要用到depthTex计算neighbour
  529. this.addEventListener('loadedDepthImg', wait)
  530. return pano.loadDepthImg()
  531. }
  532. if(config.atPano.showSkybox || config.atPano.pointUsePanoTex){
  533. this.updateCube(this.currentPano, toPano.pano)
  534. if(this.checkAndWaitForPanoLoad(pano, toPano.basePanoSize || this.basePanoSize, wait)){
  535. return
  536. }
  537. }
  538. }
  539. viewer.updateVisible(this.cube,'showSkybox', config.atPano.showSkybox ) // this.cube.visible = config.atPano.showSkybox
  540. /* this.cube.visible && this.cube.material.setProjectedPanos(this.currentPano, pano, 0)
  541. if(config.transition.showPoint){
  542. viewer.scene.pointclouds.forEach(e=>{
  543. viewer.updateVisible(e, 'displayMode', true)
  544. })
  545. if(config.transition.pointUsePanoTex){
  546. let easeInOutRatio = pointcloudVisi ? 0.3 : 0
  547. viewer.scene.pointclouds.forEach(e=>{
  548. e.material.setProjectedPanos(this.currentPano, pano, 0, easeInOutRatio)
  549. })
  550. }
  551. } */
  552. if(config.transition.showPoint){
  553. viewer.scene.pointclouds.forEach(e=>{
  554. viewer.updateVisible(e, 'displayMode', true)
  555. })
  556. }
  557. if(config.transition.showSkybox || config.transition.pointUsePanoTex){
  558. this.setProjectedPanos({
  559. progress:0,
  560. ifSkybox: this.cube.visible,
  561. ifPointcloud : config.transition.pointUsePanoTex,
  562. easeInOutRatio : pointcloudVisi ? 0.3 : 0,
  563. pano0:this.currentPano,
  564. pano1:pano
  565. })
  566. }
  567. const endPosition = pano.position.clone()
  568. {
  569. toPano.duration = duration
  570. toPano.easeName = easeName
  571. this.beforeFlyToPano(toPano)
  572. }
  573. let fly = ()=>{
  574. this.dispatchEvent({type:'flyToPano', toPano})
  575. viewer.scene.view.setView({position:endPosition, target, quaternion:toPano.quaternion , duration,
  576. callback:()=>{
  577. if(!config.atPano.pointUsePanoTex){
  578. viewer.scene.pointclouds.forEach(e=>{
  579. e.material.stopProjectedPanos()
  580. })
  581. }
  582. //this.currentPano.exit()
  583. //pano.enter()
  584. this.currentPano = pano;
  585. this.nextPano = null;
  586. if(Potree.settings.displayMode == 'showPanos'){
  587. viewer.scene.pointclouds.forEach(e=>{
  588. viewer.updateVisible(e, 'displayMode',pointcloudVisi)
  589. })
  590. }
  591. done(true);
  592. //this.updateCube(this.currentPano)
  593. this.updateDepthTex(this.currentPano)
  594. }, onUpdate:(progress)=>{
  595. this.cube.material.uniforms.progress.value = progress
  596. viewer.scene.pointclouds.forEach(e=>{
  597. e.material.uniforms.progress.value = progress
  598. })
  599. },
  600. cancelFun:()=>{ done(false, true) },
  601. Easing:easeName
  602. })
  603. //duration > 0 && (this.flying = true) //再写一遍 防止cancel其他项目导致flying为false
  604. }
  605. if(Potree.settings.displayMode == 'showPanos'){
  606. setTimeout(fly, 40); //更新geo后缓冲
  607. }else{
  608. fly()
  609. }
  610. //console.log('flyToPano:', toPano.pano.id)
  611. }
  612. beforeFlyToPano(toPano){
  613. if(this.currentPano != toPano.pano) {
  614. if(Potree.settings.displayMode == 'showPanos'){
  615. this.resetHighMap()
  616. }
  617. this.smoothZoomTo(1, toPano.duration / 2);
  618. }
  619. }
  620. /* focusPano(toPano ){
  621. if(this.currentPano !== null){
  622. return this.flyToPano(toPano);
  623. }
  624. if(toPano instanceof Panorama){
  625. toPano = {pano: toPano}
  626. }
  627. let done = (makeIt)=>{
  628. toPano.deferred && toPano.deferred.resolve(makeIt)
  629. makeIt && toPano.callback && toPano.callback()
  630. }
  631. var pano = toPano.pano
  632. let config = Potree.config.displayMode[Potree.settings.displayMode]
  633. previousView = {
  634. //controls: this.viewer.controls,
  635. position: this.position,
  636. target: viewer.scene.view.getPivot(),
  637. };
  638. //this.viewer.setControls(this.viewer.orbitControls);
  639. this.viewer.orbitControls.doubleClockZoomEnabled = false;
  640. for(let image of this.panos){
  641. image.mesh.visible = false;
  642. }
  643. this.selectingEnabled = false;
  644. //console.warn("flyto "+pano.file.split('/').pop() )
  645. var dur = toPano.duration == void 0 ? 700 : toPano.duration
  646. if(config.atPano.showSkybox){
  647. if ( this.checkAndWaitForPanoLoad(pano, this.basePanoSize, ()=> {
  648. setTimeout( ()=>{
  649. this.focusPano(toPano)
  650. },1)
  651. })
  652. ) {
  653. return ;
  654. }
  655. }
  656. this.cube.visible = config.atPano.showSkybox
  657. //if(config.transition.showSkybox || config.transition.pointUsePanoTex){
  658. this.setProjectedPanos({
  659. progress:0,
  660. ifSkybox: this.cube.visible,
  661. ifPointcloud : config.atPano.pointUsePanoTex,
  662. pano0:pano,
  663. pano1:pano
  664. })
  665. //}
  666. let newCamPos = pano.position.clone()
  667. let target = newCamPos.clone().add(viewer.scene.view.direction)
  668. viewer.scene.view.setView( {position:newCamPos, target, duration:dur ,
  669. callback:()=>{//done
  670. //pano.enter()
  671. this.flying = false
  672. this.currentPano = pano;
  673. this.updateCube(this.currentPano)
  674. done(true)
  675. },onUpdate:(progress)=>{
  676. },
  677. cancelFun:()=>{this.flying = false}
  678. })
  679. this.flying = true
  680. this.elUnfocus && (this.elUnfocus[0].style.display = "");
  681. }
  682. unfocus(o={}){
  683. this.selectingEnabled = true;
  684. Potree.settings.displayMode = 'showPointCloud'
  685. if(!this.currentPano && !o.position){
  686. return;
  687. }
  688. this.cube.visible = false
  689. viewer.orbitControls.doubleClockZoomEnabled = true;
  690. viewer.scene.view.setView($.extend({
  691. position: previousView.position,
  692. target:previousView.target,
  693. duration:500
  694. },o,{
  695. callback:()=>{ //done
  696. for(let pano of this.panos){
  697. pano.mesh.visible = true;
  698. //pano.marker.material.depthTest = true
  699. }
  700. o.callback && o.callback()
  701. }
  702. ,
  703. cancelFun:()=>{this.flying = false},
  704. }))
  705. //this.currentPano.exit()
  706. this.currentPano = null;
  707. this.elUnfocus && (this.elUnfocus[0].style.display = "none");
  708. } */
  709. updateCube(pano0, pano1){
  710. if(Potree.settings.displayMode != 'showPanos')return
  711. if(!viewer.scene.pointclouds.some(e=>!e.hasDepthTex)) return this.updateCube2(pano0, pano1) //都hasDepthTex的话
  712. let f = (bound, size)=>{
  713. size = size || bound.getSize(new THREE.Vector3)
  714. let center = bound.getCenter(new THREE.Vector3)
  715. size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth))
  716. this.cube.scale.copy(size)
  717. this.cube.position.copy(center)
  718. }
  719. let getDis = (bound1, bound2)=>{ //获取bound1边界到bound2边界距离
  720. if(bound1.intersectsBox(bound2))return 0
  721. let center1 = bound1.getCenter(new THREE.Vector3)
  722. let center2 = bound2.getCenter(new THREE.Vector3)
  723. let dis = center1.distanceTo(center2)
  724. let dis1 = bound1.distanceToPoint(center2)
  725. let dis2 = bound2.distanceToPoint(center1)
  726. return dis1 + dis2 - dis
  727. }
  728. if(pano1){//过渡
  729. if(pano0.pointcloud == pano1.pointcloud){//同一个数据集内的过渡
  730. f(pano0.pointcloud.bound)
  731. //console.log('updateCube1' )
  732. }else{//非同一个数据集内的过渡
  733. let bound = pano0.pointcloud.bound.clone().union(pano1.pointcloud.bound)
  734. if(getDis(pano0.pointcloud.bound, pano1.pointcloud.bound) < 100){
  735. f(bound)
  736. }else{//如果两个数据集boundingbox距离大于这个距离,扩大一下,防止精度问题导致失真//对很远的数据集似乎没有什么用
  737. let size = bound.getSize(new THREE.Vector3)
  738. let max = Math.max(size.x, size.y, size.z)
  739. size.set(max,max,max)
  740. f(bound, size)
  741. //console.log('updateCube2', size)
  742. //far可能要修改下
  743. }
  744. }
  745. }else{
  746. f(pano0.pointcloud.bound) //假定一个数据集不会太大,否则会造成失真,且bump时移动距离看起来很小。或者可以考虑用固定大小
  747. //console.log('updateCube3' )
  748. }
  749. }
  750. /* updateCube(pano0, pano1){ //垂直上不分段、 每个pano只有5个方向的版本
  751. if(Potree.settings.displayMode != 'showPanos')return
  752. console.log('updateCube',pano0.id, pano1&&pano1.id)
  753. let f = (bound, size)=>{
  754. size = size || bound.getSize(new THREE.Vector3)
  755. let center = bound.getCenter(new THREE.Vector3)
  756. size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth))
  757. this.cube.scale.copy(size)
  758. this.cube.position.copy(center)
  759. }
  760. this.cube.geometry.dispose();
  761. if(pano1){//过渡
  762. let add = (pano, dir, )=>{
  763. let minZ, maxZ
  764. minZ = pano.floorPosition.z
  765. {//天花板高度值
  766. //用三个间隔120度散开,和中心垂直线成一定夹角的三个向量去求 最高高度 (不求平均的原因:万一是0不好算)
  767. let rotMat = new THREE.Matrix4().makeRotationX(THREE.Math.degToRad(40))// 角度不能小于天花板中空的半径,大概就是0.2*Math.PI=36度
  768. let dir1 = new THREE.Vector3(0,0,1).applyMatrix4(rotMat)
  769. let rotMat1 = new THREE.Matrix4().makeRotationZ(Math.PI*2 / 3);
  770. let rotMat2 = new THREE.Matrix4().makeRotationZ(-Math.PI*2 / 3);
  771. let dir2 = dir1.clone().applyMatrix4(rotMat1)
  772. let dir3 = dir1.clone().applyMatrix4(rotMat2)
  773. let zs = [dir1,dir2,dir3].map(dir_=>{
  774. let intersect = this.depthSampler.sample( {dir: dir_}, pano, true )
  775. let z = intersect ? intersect.location.z : pano.position.z
  776. return z
  777. })
  778. zs.sort((a,b)=>{return b-a});//得最大值
  779. maxZ = zs[0]
  780. }
  781. const angle = Math.PI/6 //每次转30度
  782. let getDir = (angle_)=>{
  783. let rotMat = new THREE.Matrix4().makeRotationZ(angle_)
  784. return dir.clone().applyMatrix4(rotMat)
  785. }
  786. let dirs = [getDir(angle*2), getDir(angle),getDir(angle), dir.clone(), getDir(-angle), getDir(-angle*2)]; //总共五个方向,夹角总和180度
  787. dirs.forEach(dir=>{//获取在这个方向上和墙体intersect的最远距离,使用中、上、下三个方向
  788. //上下分别45度 刚好就是
  789. let dir0 = dir.clone();// 水平方向
  790. let dir1 = dir.clone().setZ(1).normalize() //上45度方向
  791. let dir2 = dir.clone().setZ(-1).normalize() // 下45度方向
  792. let disArr = [dir0,dir1,dir2].map(dir_ =>{
  793. let intersect = this.depthSampler.sample( {dir: dir_}, pano, true )
  794. let projectLen = intersect.distance ? dir_.dot(dir)*intersect.distance : 0 //得到project在dir的长度
  795. return projectLen
  796. })
  797. disArr.sort((a,b)=>{return b-a});//得最大值
  798. dir.multiplyScalar( disArr[0] );//得到水平方向上的最远向量
  799. [minZ,maxZ].forEach(z=>{ //0-9
  800. posArr.push(pano.position.clone().setZ(z).add(dir))
  801. })
  802. });
  803. [minZ,maxZ].forEach(z=>{ // 10,11
  804. posArr.push(pano.position.clone().setZ(z))
  805. })
  806. }
  807. let posArr = [];
  808. let faceArr = [[0,1,2],[1,2,3], [2,3,4],[3,4,5], [4,5,6],[5,6,7], [6,7,8],[7,8,9], //外侧四个面
  809. [0,2,10],[2,4,10],[4,6,10],[6,8,10],//底部扇形
  810. [1,3,11],[3,5,11],[5,7,11],[7,9,11],//顶部扇形
  811. ]
  812. //两点连线的水平向量
  813. let vec = new THREE.Vector3().subVectors(pano0.position, pano1.position).setZ(0).normalize()
  814. add(pano0, vec)
  815. add(pano1, vec.negate())
  816. let faceArr2 = faceArr.map(face=>face.map(i=>i+12))//加上pano2的部分
  817. faceArr.push(...faceArr2)
  818. //加上连接的部分,四个面
  819. faceArr.push([0,1, 8+12],[1, 9+12, 8+12], [8,9,0+12],[9,1+12,0+12],
  820. [0,8,0+12],[0,0+12,8+12], [1,9,1+12],[1,1+12,9+12],
  821. )
  822. let geo = MeshDraw.createGeometry(posArr, faceArr)
  823. this.cube.geometry = geo
  824. this.cube.scale.set(1,1,1);
  825. this.cube.position.set(0,0,0)
  826. }else{
  827. if(this.hasUpdateOnePano)return
  828. this.hasUpdateOnePano = true
  829. this.cube.geometry = new THREE.BoxBufferGeometry(1,1,1,1)
  830. f(pano0.pointcloud.bound)
  831. }
  832. } */
  833. /* updateCube(pano0, pano1){//增加细分的版本,且垂直方向上也分多个
  834. if(Potree.settings.displayMode != 'showPanos')return
  835. console.log('updateCube',pano0.id, pano1&&pano1.id)
  836. let f = (bound, size)=>{
  837. size = size || bound.getSize(new THREE.Vector3)
  838. let center = bound.getCenter(new THREE.Vector3)
  839. size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth))
  840. this.cube.scale.copy(size)
  841. this.cube.position.copy(center)
  842. }
  843. this.cube.geometry.dispose();
  844. if(pano1){//过渡
  845. let count1, count2;
  846. let panoIndex = 0
  847. let add = (pano, dir )=>{
  848. let getPI = function(index, panoIndex_){
  849. if(panoIndex_ == void 0) panoIndex_ = panoIndex
  850. return (count1 * count2 + 2 ) * panoIndex_ + index + 2
  851. }
  852. let minZ, maxZ
  853. minZ = pano.floorPosition.z
  854. {//天花板高度值
  855. //用三个间隔120度散开,和中心垂直线成一定夹角的三个向量去求 最高高度 (不求平均的原因:万一是0不好算)
  856. let rotMat = new THREE.Matrix4().makeRotationX(THREE.Math.degToRad(40))// 角度不能小于天花板中空的半径,大概就是0.2*Math.PI=36度
  857. let dir1 = new THREE.Vector3(0,0,1).applyMatrix4(rotMat)
  858. let rotMat1 = new THREE.Matrix4().makeRotationZ(Math.PI*2 / 3);
  859. let rotMat2 = new THREE.Matrix4().makeRotationZ(-Math.PI*2 / 3);
  860. let dir2 = dir1.clone().applyMatrix4(rotMat1)
  861. let dir3 = dir1.clone().applyMatrix4(rotMat2)
  862. let zs = [dir1,dir2,dir3].map(dir_=>{
  863. let intersect = this.depthSampler.sample( {dir: dir_}, pano, true )
  864. let z = intersect ? intersect.location.z : pano.position.z
  865. return z
  866. })
  867. zs.sort((a,b)=>{return b-a});//得最大值
  868. maxZ = zs[0]
  869. let min = pano.position.z + 1
  870. if(maxZ < pano.position.z + 0.04){//户外
  871. maxZ = pano.position.z + 50
  872. }
  873. maxZ = Math.max(min,maxZ)
  874. console.log(pano.id, 'maxZ:',maxZ )
  875. console.log(pano.id, 'minZ:',minZ )
  876. }
  877. [maxZ, minZ ].forEach(z=>{
  878. posArr.push(pano.position.clone().setZ(z))
  879. })
  880. const angle = Math.PI/8
  881. let getDir = (angle_)=>{
  882. let rotMat = new THREE.Matrix4().makeRotationZ(angle_)
  883. return dir.clone().applyMatrix4(rotMat)
  884. }
  885. let dirs = [ getDir(angle*4), getDir(angle*3), getDir(angle*2), getDir(angle), dir.clone(), getDir(-angle) , getDir(-angle*2), getDir(-angle*3), getDir(-angle*4) ]; // 夹角总和180度
  886. count1 = dirs.length
  887. dirs.forEach((dir, index)=>{//获取在这个方向上和墙体intersect的最远距离,使用中、上、下三个方向
  888. let dirs_ = [
  889. dir.clone().setZ(Math.tan(THREE.Math.degToRad(30))).normalize(),
  890. dir.clone().setZ(Math.tan(THREE.Math.degToRad(15))).normalize(),
  891. dir.clone(), // 水平方向
  892. dir.clone().setZ(-Math.tan(THREE.Math.degToRad(15))).normalize(),
  893. dir.clone().setZ(-Math.tan(THREE.Math.degToRad(30))).normalize(),
  894. ];
  895. count2 = dirs_.length
  896. dirs_.forEach((dir_, i) =>{
  897. let intersect = this.depthSampler.sample( {dir: dir_}, pano, true )
  898. let location
  899. if(!intersect){ //超级远
  900. let distance = 100
  901. location = dir_.clone().multiplyScalar(distance).add(pano.position)
  902. intersect = {distance,location}
  903. }
  904. //intersect.distance
  905. location = intersect.location.clone()
  906. let shouldZ// = THREE.Math.clamp(intersect.location.z, minZ, maxZ);
  907. let needShrink = false
  908. if(i == 0){//最上方的点高度直接等于天花板
  909. shouldZ = maxZ
  910. if(location.z<maxZ)location.z = maxZ
  911. else needShrink = true
  912. }else if(i == count2-1){//最下方的点高度直接等于地板
  913. shouldZ = minZ
  914. if(location.z>minZ)location.z = minZ
  915. else needShrink = true
  916. }
  917. if(needShrink ){//需要在保持dir_不变的情况下修改z
  918. let len = (shouldZ - pano.position.z) / (intersect.location.z - pano.position.z) * intersect.distance
  919. location = dir_.clone().multiplyScalar(len).add(pano.position)
  920. }
  921. posArr.push(location)
  922. if(index!=0 && i!=0){//加入一块四方面
  923. let curIndex = getPI(count2 * index + i);
  924. faceArr.push([curIndex-1, curIndex-count2-1, curIndex-count2],
  925. [curIndex-1, curIndex, curIndex-count2])
  926. }
  927. })
  928. if(index!=0){
  929. let top = -2;
  930. let btm = -1
  931. faceArr.push([getPI(count2*(index-1) ), getPI(count2*index ), getPI(top) ])//天花板扇形
  932. faceArr.push([getPI(count2*index-1), getPI(count2*(index+1)-1), getPI(btm) ] )//地板扇形
  933. }else{
  934. //加入和另一个pano连接的其中一个侧边
  935. let panoIndex2 = (panoIndex + 1) % 2;
  936. for(let i=1;i<count2;i++){
  937. faceArr.push([getPI(i-1), getPI(i), getPI((count1-1)*count2 +i, panoIndex2)],
  938. [getPI(i-1), getPI((count1-1)*count2+i , panoIndex2) , getPI((count1-1)*count2+i-1 ,panoIndex2)])
  939. }
  940. faceArr.push([getPI(0), getPI((count1-1)*count2), getPI(0, panoIndex2)])//加入顶部的一半
  941. faceArr.push([getPI(count2-1), getPI(count1*count2-1), getPI(count2-1, panoIndex2)])//加入底部的一半
  942. }
  943. });
  944. panoIndex ++
  945. }
  946. let posArr = [];
  947. let faceArr = []
  948. //两点连线的水平向量
  949. let vec = new THREE.Vector3().subVectors(pano0.position, pano1.position).setZ(0).normalize()
  950. add(pano0, vec)
  951. add(pano1, vec.negate())
  952. let geo = MeshDraw.createGeometry(posArr, faceArr)
  953. this.cube.geometry = geo
  954. this.cube.scale.set(1,1,1);
  955. this.cube.position.set(0,0,0)
  956. }else{
  957. this.cube.geometry = new THREE.BoxBufferGeometry(1,1,1,1)
  958. f(pano0.pointcloud.bound)
  959. }
  960. } */
  961. updateCube3(pano0, pano1){//增加细分的版本,且垂直方向上取中位数... 侧边只有一条
  962. if(Potree.settings.displayMode != 'showPanos' || pano0 == pano1
  963. || this.cubePanos.includes(pano0) && this.cubePanos.includes(pano1)
  964. ) return
  965. this.cubePanos = [pano0, pano1]
  966. //console.log('updateCube',pano0.id, pano1&&pano1.id)
  967. let f = (bound, size)=>{
  968. size = size || bound.getSize(new THREE.Vector3)
  969. let center = bound.getCenter(new THREE.Vector3)
  970. size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth))
  971. this.cube.scale.copy(size)
  972. this.cube.position.copy(center)
  973. }
  974. this.cube.geometry.dispose();
  975. if(pano1){//过渡
  976. const half = pano0.pointcloud.hasDepthTex && pano0.pointcloud.hasDepthTex ? ( browser.isMobile() ? 3 : 6 ) : (browser.isMobile() ? 2 : 3) //自行输入 (点云计算的慢,还不准)
  977. let count1 = 2*half//偶数个 dir 个数
  978. //奇数个的好处:在窄空间内能探测到最远距离,坏处是前方有尖角。偶数个的坏处就是可能检测距离太近。
  979. let panoIndex = 0
  980. let getIntersect = (pano, dir, origin)=>{
  981. if(pano && pano.pointcloud.hasDepthTex ){
  982. return this.depthSampler.sample( {dir }, pano, true )
  983. }else{
  984. origin = origin || pano.position
  985. return viewer.inputHandler.getIntersect(viewer.inputHandler.hoverViewport, true, null, null, true, {
  986. point: origin.clone().add(dir),
  987. cameraPos: origin
  988. })
  989. }
  990. }
  991. let getDir = (angle_, vec)=>{ //旋转获得水平向量
  992. let rotMat = new THREE.Matrix4().makeRotationZ(angle_)
  993. return vec.clone().applyMatrix4(rotMat)
  994. }
  995. let getFar = (dir, pano, origin)=>{//获取在这个方向上和墙体intersect的最远距离
  996. let r = (pano.ceilZ - pano.floorPosition.z) * 0.14 // 高度约小,角度越小
  997. let getAngle = (deg)=>{
  998. deg *= r
  999. deg = THREE.Math.clamp(deg, 1, 80);
  1000. return deg
  1001. }
  1002. let dirs_ = [
  1003. //注意:角度太大会碰到天花板或地板,越远越容易碰到, 在地下停车场就会伸展不开。 户外时需要更多向上的方向,所以上方向多一个
  1004. dir.clone().setZ(Math.tan(getAngle(30))).normalize(),
  1005. dir.clone().setZ(Math.tan(getAngle(7))).normalize(),
  1006. dir.clone(), // 水平方向
  1007. dir.clone().setZ(-Math.tan(getAngle(5))).normalize(),
  1008. //dir.clone().setZ(-Math.tan(THREE.Math.degToRad(30))).normalize(),
  1009. ];
  1010. let max = 50
  1011. let count2 = dirs_.length
  1012. let disArr = dirs_.map((dir_, i) =>{
  1013. let intersect = getIntersect(pano, dir_, origin)
  1014. let projectLen = intersect && intersect.distance ? dir_.dot(dir)*intersect.distance : max //得到project在dir的长度
  1015. return projectLen
  1016. })
  1017. disArr.sort((a,b)=>{return b-a}); //从大到小
  1018. //console.log(pano ? pano.id : 'side','disArr', disArr)
  1019. let dis = disArr[Math.floor(count2/2-0.5)] //对半、取前(中位数)
  1020. return dis
  1021. }
  1022. let add = (pano, vec )=>{
  1023. let getPI = function(index, panoIndex_){
  1024. if(panoIndex_ == void 0) panoIndex_ = panoIndex
  1025. return (count1*2 + 2 ) * panoIndex_ + index + 2
  1026. }
  1027. let minZ, maxZ
  1028. minZ = pano.floorPosition.z
  1029. if(pano.ceilZ != void 0){
  1030. maxZ = pano.ceilZ
  1031. }else{//天花板高度值
  1032. //用三个间隔120度散开,和中心垂直线成一定夹角的三个向量去求 最高高度 (不求平均的原因:万一是0不好算)
  1033. let rotMat = new THREE.Matrix4().makeRotationX(THREE.Math.degToRad(40))// 角度不能小于天花板中空的半径,大概就是0.2*Math.PI=36度
  1034. let dir1 = new THREE.Vector3(0,0,1).applyMatrix4(rotMat)
  1035. let rotMat1 = new THREE.Matrix4().makeRotationZ(Math.PI*2 / 3);
  1036. let rotMat2 = new THREE.Matrix4().makeRotationZ(-Math.PI*2 / 3);
  1037. let dir2 = dir1.clone().applyMatrix4(rotMat1)
  1038. let dir3 = dir1.clone().applyMatrix4(rotMat2)
  1039. let zs = [dir1,dir2,dir3].map(dir_=>{
  1040. let intersect = getIntersect(pano, dir_)
  1041. let z = intersect ? intersect.location.z : pano.position.z+50
  1042. return z
  1043. })
  1044. zs.sort((a,b)=>{return b-a});//得最大值
  1045. maxZ = zs[0]
  1046. let min = pano.position.z + 1
  1047. maxZ = Math.max(min,maxZ)
  1048. pano.ceilZ = maxZ
  1049. //console.log(pano.id, 'maxZ:',maxZ )
  1050. //console.log(pano.id, 'minZ:',minZ )
  1051. }
  1052. [maxZ, minZ ].forEach(z=>{
  1053. posArr.push(pano.position.clone().setZ(z))
  1054. })
  1055. const angle = Math.PI/(count1-1)
  1056. //在画面上线条从左往右数
  1057. let dirs = [];
  1058. for(let i=0;i<count1;i++){
  1059. dirs.push(getDir(Math.PI/2-i*angle, vec))//正的在左边
  1060. }
  1061. let sideDis = []
  1062. dirs.forEach((dir, index)=>{
  1063. let dis = getFar(dir, pano);
  1064. if(index == 0 || index == count1-1){
  1065. sideDis.push(dis)
  1066. }
  1067. dir.multiplyScalar( dis );
  1068. [maxZ,minZ].forEach(z=>{
  1069. posArr.push(pano.position.clone().setZ(z).add(dir))
  1070. })
  1071. if(index!=0){//加入一块四方面
  1072. let m = index*2
  1073. faceArr.push([getPI(m), getPI(m-1), getPI(m-2)],
  1074. [getPI(m), getPI(m+1), getPI(m-1)])
  1075. let top = -2;
  1076. let btm = -1
  1077. faceArr.push([getPI(m), getPI(m-2), getPI(top) ])//天花板扇形
  1078. faceArr.push([getPI(btm), getPI(m-1), getPI(m+1) ] )//地板扇形
  1079. }
  1080. });
  1081. let panoIndex2 = (panoIndex + 1) % 2;
  1082. //let m = (count1-1)*2
  1083. /* faceArr.push([getPI(0), getPI(1), getPI(count1*2-1, panoIndex2)],
  1084. [getPI(0), getPI(count1*2-1,panoIndex2) , getPI(count1*2-2,panoIndex2)])
  1085. faceArr.push([getPI(0, panoIndex2), getPI(count1*2-2), getPI(0)])//加入顶部的一半
  1086. faceArr.push([getPI(1), getPI(count1*2-1), getPI(1, panoIndex2)])//加入底部的一半 */
  1087. //加入和另一个pano连接
  1088. let sideMid = count1*4+4; //侧边点start
  1089. //侧边的一半
  1090. faceArr.push([getPI(0), getPI(1), sideMid+panoIndex*2],
  1091. [sideMid+panoIndex*2, getPI(1) , sideMid+panoIndex*2+1 ],
  1092. [getPI(count1*2-2), sideMid+panoIndex2*2+1, getPI(count1*2-1)],
  1093. [getPI(count1*2-2), sideMid+panoIndex2*2, sideMid+panoIndex2*2+1 ]
  1094. )
  1095. faceArr.push([getPI(0), sideMid+panoIndex2*2, getPI(count1*2-2)],
  1096. [getPI(0),sideMid+panoIndex*2, sideMid+panoIndex2*2]
  1097. )//加入顶部的一半
  1098. faceArr.push([getPI(count1*2-1), sideMid+panoIndex2*2+1, getPI(1)],
  1099. [sideMid+panoIndex2*2+1, sideMid+panoIndex*2+1, getPI(1)]
  1100. )//加入底部的一半
  1101. panoIndex ++
  1102. return sideDis;
  1103. }
  1104. let addSide = ()=>{//两个漫游点间两边各加一条侧线,为了适应四方形房间漫游点在对角方向的那种情况
  1105. //侧边为了取中点,没办法用全景图获取了,用点云
  1106. let sideMaxZ = (pano0.ceilZ + pano1.ceilZ)/2
  1107. let sideMinZ = (pano0.floorPosition.z+pano1.floorPosition.z)/2;
  1108. let sideDis_ = [(sideDis0[0] + sideDis1[1])/2, (sideDis0[1] + sideDis1[0])/2];
  1109. let sideDis = [Math.min(sideDis0[0] , sideDis1[1]), Math.min(sideDis0[1] , sideDis1[0])]//
  1110. let mid = new THREE.Vector3().addVectors(pano0.position, pano1.position).multiplyScalar(0.5)
  1111. let sideDirs = [getDir(-Math.PI/2, vec), getDir(Math.PI/2, vec)]
  1112. if(pano0.pointcloud.hasDepthTex && pano0.pointcloud.hasDepthTex){
  1113. let panos = [pano0,pano1]
  1114. let vecs = [vec.negate(), vec]
  1115. let axis = [[-1,1],[1,-1]]
  1116. let dis2d = new THREE.Vector2().subVectors(pano0.position, pano1.position).length()//水平上的距离
  1117. let angles = [THREE.Math.degToRad(45), THREE.Math.degToRad(60)]
  1118. sideDirs.forEach((dir, index0)=>{
  1119. let disToSides = []
  1120. panos.forEach((pano,index)=>{
  1121. let dirs = [getDir(axis[index0][index]*angles[0], vecs[index]), getDir(axis[index0][index]*angles[1], vecs[index])];//一侧的若干角度
  1122. dirs.forEach((dir_,i)=>{
  1123. let dis1 = getFar(dir_, pano);
  1124. //dir_.multiplyScalar( dis1 );
  1125. let disToPano2d = dis1 * Math.cos(angles[i])
  1126. if(disToPano2d<dis2d){//超过的话都到另一半pano的半圆了,不计入
  1127. let disToSide = dis1 * Math.sin(angles[i])
  1128. disToSides.push(disToSide)
  1129. }
  1130. })
  1131. })
  1132. let disToSide
  1133. if(disToSides.length){
  1134. disToSides.sort((a,b)=>{return b-a});//从大到小
  1135. disToSide = disToSides[0]
  1136. console.log('disToSides', index0, disToSides)
  1137. }else{
  1138. disToSide = sideDis[index0]
  1139. }
  1140. dir.multiplyScalar( disToSide );
  1141. [sideMaxZ,sideMinZ].forEach(z=>{
  1142. posArr.push(mid.clone().setZ(z).add(dir)) //是直接使用最长dis的那个intersect点好还是mid
  1143. })
  1144. })
  1145. }else{
  1146. sideDirs.forEach((dir_ ,index)=>{
  1147. let dis = getFar(dir_, null, mid);
  1148. dir_.multiplyScalar( /* sideDis_[index] */ Math.max(dis, sideDis[index]) );
  1149. [sideMaxZ,sideMinZ].forEach(z=>{
  1150. posArr.push(mid.clone().setZ(z).add(dir_))
  1151. })
  1152. })
  1153. }
  1154. }
  1155. let posArr = [];
  1156. let faceArr = []
  1157. //两点连线的水平向量
  1158. let vec = new THREE.Vector3().subVectors(pano0.position, pano1.position).setZ(0).normalize()
  1159. let sideDis0 = add(pano0, vec)
  1160. let sideDis1 = add(pano1, vec.negate())
  1161. addSide()
  1162. //MeshDraw.updateGeometry(this.cube.geometry, posArr, faceArr)
  1163. let geo = MeshDraw.createGeometry(posArr, faceArr)
  1164. this.cube.geometry = geo
  1165. this.cube.scale.set(1,1,1);
  1166. this.cube.position.set(0,0,0)
  1167. //this.cube.scale.set(100,100,100);
  1168. //this.cube.position.copy(pano1.position).multiplyScalar(-100)
  1169. }else{
  1170. this.cube.geometry = new THREE.BoxBufferGeometry(1,1,1,1)
  1171. f(pano0.pointcloud.bound)
  1172. }
  1173. }
  1174. updateCube2(pano0, pano1){//增加细分的版本,且垂直方向上取中位数 侧边多条
  1175. if(Potree.settings.displayMode != 'showPanos' || pano0 == pano1
  1176. || this.cubePanos.includes(pano0) && this.cubePanos.includes(pano1)
  1177. ) return
  1178. this.cubePanos = [pano0, pano1]
  1179. //console.log('updateCube',pano0.id, pano1&&pano1.id)
  1180. let useBound = (bound, size)=>{
  1181. size = size || bound.getSize(new THREE.Vector3)
  1182. let center = bound.getCenter(new THREE.Vector3)
  1183. size.max(new THREE.Vector3(HighMapCubeWidth,HighMapCubeWidth,HighMapCubeWidth))
  1184. this.cube.geometry = new THREE.BoxBufferGeometry(1,1,1,1)
  1185. this.cube.scale.copy(size)
  1186. this.cube.position.copy(center)
  1187. }
  1188. let getPanoBound = (pano)=>{//因漫游点可能在点云外部,如室外平地,所以需要union进漫游点
  1189. let panoBound = new THREE.Box3
  1190. panoBound.expandByPoint(pano.position)
  1191. panoBound.expandByVector(new THREE.Vector3(10,10,10));//give pano a margin
  1192. return pano.pointcloud.bound.clone().union(panoBound)
  1193. }
  1194. this.cube.geometry.dispose();
  1195. if(pano1){//过渡
  1196. if(pano0.pointcloud != pano1.pointcloud){ //距离太远的数据集,过渡会畸变。所以扩大skybox
  1197. let dis = pano0.position.distanceTo(pano1.position)
  1198. if(dis > 100){
  1199. let bound = getPanoBound(pano0).union(getPanoBound(pano1))
  1200. let size = bound.getSize(new THREE.Vector3)
  1201. let max = Math.max(size.x, size.y, size.z)
  1202. size.set(max,max,max)
  1203. return useBound(bound, size)
  1204. }
  1205. }
  1206. const half = pano0.pointcloud.hasDepthTex && pano0.pointcloud.hasDepthTex ? 6 : (browser.isMobile() ? 2 : 3) //自行输入 (点云计算的慢,还不准)
  1207. let count1 = 2*half//偶数个 每个pano向 外dir 个数
  1208. //奇数个的好处:在窄空间内能探测到最远距离,坏处是前方有尖角。偶数个的坏处就是可能检测距离太近。
  1209. //let panoIndex = 0
  1210. let getIntersect = (pano, dir, origin)=>{
  1211. if(pano && pano.pointcloud.hasDepthTex ){
  1212. return this.depthSampler.sample( {dir }, pano, true )
  1213. }else{
  1214. origin = origin || pano.position
  1215. return viewer.inputHandler.getIntersect(viewer.inputHandler.hoverViewport, true, null, null, true, {
  1216. point: origin.clone().add(dir),
  1217. cameraPos: origin
  1218. })
  1219. }
  1220. }
  1221. let getDir = (angle_, vec)=>{ //旋转获得水平向量
  1222. let rotMat = new THREE.Matrix4().makeRotationZ(angle_)
  1223. return vec.clone().applyMatrix4(rotMat)
  1224. }
  1225. let getFar = (dir, pano, origin)=>{//获取在这个方向上和墙体intersect的距离
  1226. //在垂直方向上分出多个方向,取一个最可能的接近真实的距离
  1227. let maxH = 40, minH = 2, height = pano.ceilZ - pano.floorPosition.z, minR = 0.5, maxR = 2
  1228. //let r = height (maxH - minH)* 0.14 // 高度约小,角度越小
  1229. let r = minR + ( maxR - minR) * THREE.Math.clamp((height - minH) / (maxH - minH),0,1) //THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound);
  1230. let getZ = (deg)=>{
  1231. deg *= r
  1232. deg = THREE.Math.clamp(deg, 1, 80);
  1233. return Math.tan(THREE.Math.degToRad(deg))
  1234. }
  1235. let dirs_ = [
  1236. //注意:角度太大会碰到天花板或地板,越远越容易碰到, 在地下停车场就会伸展不开。 户外时需要更多向上的方向,所以上方向多一个
  1237. dir.clone().setZ(getZ(30)).normalize(),
  1238. dir.clone().setZ(getZ(15)).normalize(),
  1239. dir.clone().setZ(getZ(7)).normalize(),
  1240. dir.clone(), // 水平方向
  1241. dir.clone().setZ(-getZ(5)).normalize(),
  1242. //dir.clone().setZ(-Math.tan(THREE.Math.degToRad(30))).normalize(),
  1243. ];
  1244. let max = 50
  1245. let count2 = dirs_.length
  1246. let disArr = dirs_.map((dir_, i) =>{
  1247. let intersect = getIntersect(pano, dir_, origin)
  1248. let projectLen = intersect && intersect.distance ? dir_.dot(dir)*intersect.distance : max; //得到project在dir的长度
  1249. return projectLen //得水平距离
  1250. })
  1251. //console.log(pano ? pano.id : 'side','disArr', disArr.slice(0))
  1252. disArr.sort((a,b)=>{return b-a}); //从大到小
  1253. //console.log(pano ? pano.id : 'side','disArr', disArr)
  1254. let dis = disArr[Math.floor(count2/2-0.5)] //对半、取前(中位数)
  1255. return dis
  1256. }
  1257. let sideCount = []
  1258. let addPos = (pano, vec )=>{//添加这个pano这一侧向外半圆的顶点
  1259. //添加pano位置对应的最高点最低点:
  1260. let minZ, maxZ
  1261. minZ = pano.floorPosition.z
  1262. if(pano.ceilZ != void 0){
  1263. maxZ = pano.ceilZ
  1264. }else{//天花板高度值
  1265. //用三个间隔120度散开,和中心垂直线成一定夹角的三个向量去求 最高高度 (不求平均的原因:万一是0不好算)
  1266. let rotMat = new THREE.Matrix4().makeRotationX(THREE.Math.degToRad(40))// 角度不能小于天花板中空的半径,大概就是0.2*Math.PI=36度
  1267. let dir1 = new THREE.Vector3(0,0,1).applyMatrix4(rotMat)
  1268. let rotMat1 = new THREE.Matrix4().makeRotationZ(Math.PI*2 / 3);
  1269. let rotMat2 = new THREE.Matrix4().makeRotationZ(-Math.PI*2 / 3);
  1270. let dir2 = dir1.clone().applyMatrix4(rotMat1)
  1271. let dir3 = dir1.clone().applyMatrix4(rotMat2)
  1272. let skyHeight = 50
  1273. let zs = [dir1,dir2,dir3].map(dir_=>{
  1274. let intersect = getIntersect(pano, dir_)
  1275. let z = intersect ? intersect.location.z : pano.position.z+skyHeight //没有intersect代表可能是天空
  1276. return z
  1277. })
  1278. zs.sort((a,b)=>{return b-a});//得最大值 (不用中位数的原因:在屋檐处,如果仅有一个intersect是天空,因到了室外所以也用天空高度)
  1279. maxZ = zs[0]
  1280. let min = pano.position.z + 1 // 防止意外太低
  1281. maxZ = Math.max(min,maxZ)
  1282. pano.ceilZ = maxZ
  1283. //console.log(pano.id, 'maxZ:',maxZ )
  1284. //console.log(pano.id, 'minZ:',minZ )
  1285. }
  1286. [maxZ, minZ ].forEach(z=>{
  1287. posArr.push(pano.position.clone().setZ(z))
  1288. })
  1289. //在画面上线条从左往右数
  1290. const angle = Math.PI/(count1-1)
  1291. const dirs = []; //平分这半边180度
  1292. for(let i=0;i<count1;i++){
  1293. dirs.push(getDir(Math.PI/2-i*angle, vec))//正的在左边
  1294. }
  1295. let dirs2 = dirs.map((dir)=>{
  1296. return {
  1297. dir,
  1298. dis: getFar(dir, pano)
  1299. }
  1300. })
  1301. //剔除那些突然间离相机很近的dir。有可能是拍摄的人、或者杆子、树
  1302. const maxRatio = 8
  1303. /* dirs2.forEach((e,i)=>{
  1304. console.log(i, e.dis)
  1305. let smallThanBefore = ()=>{
  1306. return dirs2[i-1].dis / e.dis > maxRatio
  1307. }
  1308. let smallThanAfter = ()=>{
  1309. return dirs2[i+1].dis / e.dis > maxRatio
  1310. }
  1311. if(i>0 && i<count1-1 && smallThanBefore() && smallThanAfter()){//比左右两边都小很多
  1312. e.disB = (dirs2[i-1].dis + dirs2[i+1].dis) / 2 //平均数
  1313. console.log('两者之间',i,e.disB)
  1314. }else if(i==count1-1 && smallThanBefore() ) {//比前者小很多
  1315. e.disB = dirs2[i-1].dis * 0.8
  1316. console.log('smallThanBefore', i, e.disB)
  1317. }else if(i==0 && smallThanAfter() ){//比后者小很多
  1318. e.disB = dirs2[i+1].dis * 0.8
  1319. console.log('smallThanAftere', i, e.disB)
  1320. }
  1321. }) */
  1322. const minWidth = 0.5
  1323. let computeWidth = (start,end)=>{
  1324. start+=1 //不包含start和end
  1325. let count = end - start ;
  1326. let dis = 0
  1327. for(let m=start;m<end;m++){//得平均数
  1328. dis += dirs2[m].dis
  1329. }
  1330. dis /= count
  1331. let angle = Math.PI / (count1-1) * count / 2
  1332. let width = dis * Math.tan(angle) //得到block的半宽度
  1333. return width
  1334. }
  1335. let changeDis = (start,end )=>{ //不包含start
  1336. start+=1 //不包含start和end
  1337. for(let m=start;m<end;m++){
  1338. dirs2[m].disB = dirs2[end].dis * 0.8
  1339. console.log('changeDis', m, dirs2[m].disB)
  1340. }
  1341. }
  1342. let start = -1
  1343. for(let i=0;i<count1;i++){//遍历时将左边dis比之小很多且宽度较小的改大
  1344. //console.log(i, dirs2[i].dis)
  1345. let j = i-1
  1346. while(j>start && dirs2[i].dis / dirs2[j].dis > maxRatio){
  1347. j--
  1348. }
  1349. let count = i-j
  1350. if(count > 1 && (count == 2 || computeWidth(j,i)<minWidth)){//若只有一个不用判断宽度直接修改,count == 2 即只有一个
  1351. changeDis(j,i)
  1352. start = i //在此之前的修改过,之后不用再判断
  1353. }
  1354. }
  1355. dirs2.forEach((e, index)=>{
  1356. let dir = e.dir.clone().multiplyScalar(e.disB || e.dis);
  1357. [maxZ,minZ].forEach(z=>{
  1358. posArr.push(pano.position.clone().setZ(z).add(dir)) //获取到外墙点
  1359. })
  1360. });
  1361. }
  1362. let addSide = ()=>{//两个漫游点间两边各加一些侧线
  1363. //中点处的
  1364. let midMaxZ = (pano0.ceilZ + pano1.ceilZ)/2
  1365. let midMinZ = (pano0.floorPosition.z+pano1.floorPosition.z)/2;
  1366. let mid = new THREE.Vector3().addVectors(pano0.position, pano1.position).multiplyScalar(0.5)
  1367. /* let sideDis_ = [(sideDis0[0] + sideDis1[1])/2, (sideDis0[1] + sideDis1[0])/2];
  1368. let sideDis = [Math.min(sideDis0[0] , sideDis1[1]), Math.min(sideDis0[1] , sideDis1[0])]//
  1369. */
  1370. if(pano0.pointcloud.hasDepthTex && pano0.pointcloud.hasDepthTex){
  1371. let panos = [pano0,pano1]
  1372. let vecs = [vec.clone().negate(), vec]
  1373. let axis = [[-1,1],[1,-1]]
  1374. let dis2d = new THREE.Vector2().subVectors(pano0.position, pano1.position).length()//水平上的距离
  1375. let angles = [THREE.Math.degToRad(40), THREE.Math.degToRad(70)] //正的在左边 尽量能够平分中间这段墙体
  1376. axis.forEach((axis_, index0)=>{
  1377. let disToSides = []
  1378. let accordingPano = index0 == 0 ? pano0 : pano1; //根据离该点在vec方向上的距离顺序来存顶点
  1379. panos.forEach((pano,index)=>{
  1380. let dirs = [getDir(axis_[index]*angles[0], vecs[index]), getDir(axis_[index]*angles[1], vecs[index])];//一侧的若干角度
  1381. dirs.forEach((dir_,i)=>{
  1382. let dis1 = getFar(dir_, pano);
  1383. let disToPano2d = dis1 * Math.cos(angles[i])
  1384. if(disToPano2d<dis2d){//超过的话都到另一半pano的半圆了,不计入
  1385. let disToSide = dis1 * Math.sin(angles[i])
  1386. if(pano != accordingPano){
  1387. disToPano2d = dis2d - disToPano2d //反一下
  1388. }
  1389. dir_.multiplyScalar( dis1 );
  1390. disToSides.push({disToSide,disToPano2d, pano, dir_})
  1391. }
  1392. })
  1393. })
  1394. sideCount[index0] = disToSides.length //记录侧边个数
  1395. if(disToSides.length){
  1396. //disToSides.sort((a,b)=>{return b-a});//从大到小
  1397. //由距离accordingPano的近到远:
  1398. disToSides.sort((a,b)=>{return a.disToPano2d-b.disToPano2d})
  1399. //console.log('disToSides', index0, disToSides)
  1400. disToSides.forEach(e=>{//求z
  1401. let ratio = e.disToPano2d / dis2d
  1402. let r = accordingPano == pano0 ? (1-ratio) : ratio
  1403. let sideMaxZ_ = pano0.ceilZ * r + pano1.ceilZ * (1-r);
  1404. let sideMinZ_ = pano0.floorPosition.z * r + pano1.floorPosition.z * (1-r);
  1405. [sideMaxZ_,sideMinZ_].forEach(z=>{
  1406. posArr.push(e.pano.position.clone().setZ(z).add(e.dir_)) //是直接使用最长dis的那个intersect点好还是mid
  1407. })
  1408. })
  1409. }
  1410. })
  1411. }else{
  1412. //这段针对点云时,仅测试才会执行到
  1413. sideCount = [1,1]
  1414. let sideDirs = [getDir(Math.PI/2, vec), getDir(-Math.PI/2, vec)]
  1415. sideDirs.forEach((dir_ ,index)=>{
  1416. let dis = getFar(dir_, null, mid); //直接从中点求两侧的距离
  1417. dir_.multiplyScalar( /* Math.max( */dis/* , sideDis[index]) */ );
  1418. [midMaxZ,midMinZ].forEach(z=>{
  1419. posArr.push(mid.clone().setZ(z).add(dir_))
  1420. })
  1421. })
  1422. }
  1423. //中心:
  1424. [midMaxZ,midMinZ].forEach(z=>{
  1425. posArr.push(mid.clone().setZ(z))
  1426. })
  1427. }
  1428. //positions存放顺序:pano的每边的 zMax和zMin 、count1个dir的点 ;侧边的点 ;连接处顶底的中点
  1429. let addFaces = ()=>{
  1430. let getPI = function(index, posType, panoIndex){//获取顶点序号
  1431. return 2 + (count1*2 + 2 ) * panoIndex + index*2 + (posType == 'top' ? 0 : 1)
  1432. }
  1433. let getSidePI = function(index, posType, panoIndex){//获取侧边顶点序号
  1434. if(panoIndex == 1) index += sideCount[0]
  1435. return getPI(index, posType, 2)-2
  1436. }
  1437. let getPanoPI = function(posType, panoIndex){//获取pano处对应的点序号
  1438. return getPI(-1, posType, panoIndex)
  1439. }
  1440. let topCenter = posArr.length-2; //最后添加的两个中心点
  1441. let btmCenter = posArr.length-1;
  1442. for(let i=0;i<2;i++){
  1443. for(let index=1; index<count1; index++){
  1444. //pano外侧半圆围墙
  1445. faceArr.push([getPI(index,'top',i), getPI(index-1,'btm',i), getPI(index-1,'top',i)],//加入一块四方面
  1446. [getPI(index,'top',i), getPI(index,'btm',i), getPI(index-1,'btm',i)])
  1447. faceArr.push([getPI(index,'top',i), getPI(index-1,'top',i), getPanoPI('top',i)])//天花板扇形
  1448. faceArr.push([getPI(index,'btm',i), getPI(index-1,'btm',i), getPanoPI('btm',i)])//地板扇形
  1449. }
  1450. let j = (i + 1) % 2; //另一个pano
  1451. //侧边
  1452. for(let u=0; u<=sideCount[i]; u++){
  1453. //侧边每个四方的左上右上左下右下四个点
  1454. let pLT = u == 0 ? getPI(0,'top',i) : getSidePI(u-1, 'top',i)
  1455. let pRT = u == sideCount[i] ? getPI(count1-1,'top',j) : getSidePI(u, 'top',i)
  1456. let pLB = u == 0 ? getPI(0,'btm',i) : getSidePI(u-1, 'btm',i)
  1457. let pRB = u == sideCount[i] ? getPI(count1-1,'btm',j) : getSidePI(u, 'btm',i)
  1458. faceArr.push([pLT,pLB,pRB],[pLT,pRB,pRT])//外侧四方面
  1459. faceArr.push([pLT,topCenter,pRT] ,[pLB,btmCenter,pRB] )//顶部和底部到整体中心的扇形(由于点的顺序是根据和两个pano的距离,因此到中心的夹角并没按顺序排列,所以可能会重叠)
  1460. if(i==0){//只需要算一次
  1461. //顶部和底部中心与两个pano边构成的三角形
  1462. if(u == 0){
  1463. faceArr.push([pLT,getPI(count1-1,'top',i),topCenter],
  1464. [pLB,getPI(count1-1,'btm',i),btmCenter],
  1465. )
  1466. }
  1467. //不能用else 因为当length==0时u==0也==sideCount[i],此时就是要两个面
  1468. if(u == sideCount[i]){
  1469. faceArr.push([pRT,getPI(0,'top',j),topCenter],
  1470. [pRB,getPI(0,'btm',j),btmCenter],
  1471. )
  1472. }
  1473. }
  1474. }
  1475. }
  1476. }
  1477. let posArr = [];
  1478. let faceArr = []
  1479. //两点连线的水平向量
  1480. let vec = new THREE.Vector3().subVectors(pano0.position, pano1.position).setZ(0).normalize()
  1481. /* let sideDis0 = */addPos(pano0, vec)
  1482. /* let sideDis1 = */addPos(pano1, vec.clone().negate())
  1483. addSide()
  1484. addFaces()
  1485. //MeshDraw.updateGeometry(this.cube.geometry, posArr, faceArr)
  1486. let geo = MeshDraw.createGeometry(posArr, faceArr)
  1487. this.cube.geometry = geo
  1488. this.cube.scale.set(1,1,1);
  1489. this.cube.position.set(0,0,0)
  1490. //this.cube.scale.set(100,100,100);
  1491. //this.cube.position.copy(pano1.position).multiplyScalar(-100)
  1492. }else{
  1493. useBound(getPanoBound(pano0))
  1494. }
  1495. }
  1496. /*
  1497. 注: 修改skybox,若不准的话,会遮住其他mesh,比如marker。尤其在没有深度贴图时。
  1498. */
  1499. /* updateCube(params){
  1500. let size = params.boundSize
  1501. this.cube.scale.set(Math.max(size.x, HighMapCubeWidth), Math.max(size.y, HighMapCubeWidth), Math.max(size.z, HighMapCubeWidth) )
  1502. this.cube.position.copy(params.center)
  1503. } */
  1504. bump(direction) {//撞墙弹回效果
  1505. if (!this.bumping && !this.latestToPano) {
  1506. let distance = Potree.settings.displayMode == 'showPanos' ? 0.3 : 0.2;//感觉点云模式比全景模式更明显,所以降低
  1507. let currentPos = this.position.clone()
  1508. let endPosition = new THREE.Vector3().addVectors(this.position, direction.clone().multiplyScalar(distance))
  1509. let duration = 150
  1510. viewer.scene.view.setView({position:endPosition, duration,
  1511. callback:()=>{
  1512. viewer.scene.view.setView({position:currentPos, duration: duration*5,
  1513. callback: ()=>{
  1514. this.bumping = false
  1515. //this.dispatchEvent('cameraMoveDone')
  1516. },
  1517. Easing:'easeInOutSine',
  1518. cancelFun:()=>{this.bumping = false}
  1519. })
  1520. this.bumping = true
  1521. },
  1522. cancelFun:()=>{this.bumping = false},
  1523. Easing:'easeInOutSine'
  1524. })
  1525. this.bumping = true
  1526. }
  1527. //备注:将4dkk中的‘前后方向变化fov、左右方向移动镜头’ 都改为移动镜头。 因为这里无法判断左右离壁距离。
  1528. }
  1529. /* load(pano, ){
  1530. return new Promise(resolve => {
  1531. let texture = texLoader.load(pano.file, resolve);
  1532. texture.wrapS = THREE.RepeatWrapping;
  1533. texture.repeat.x = -1;
  1534. texture.flipY = false//add
  1535. pano.texture = texture;
  1536. //add
  1537. texture.wrapS = texture.wrapT = THREE.ClampToEdgeWrapping;
  1538. texture.minFilter = THREE.LinearFilter;
  1539. texture.magFilter = THREE.LinearFilter;
  1540. texture.generateMipmaps = true;
  1541. });
  1542. } */
  1543. flyToPanoClosestToMouse() {
  1544. /* if (Date.now() - this.mouseLastMoveTime > 50) {
  1545. //this.intersect = this.getMouseIntersect();
  1546. this.intersect && this.updateClosestPano(this.intersect);
  1547. } */
  1548. if(!Potree.settings.ifShowMarker){//不显示marker的时候mousemove没更新鼠标最近点所以更新
  1549. this.updateClosestPano(viewer.inputHandler.intersect)
  1550. }
  1551. //console.log('flyToPanoClosestToMouse',this.closestPano)
  1552. if (this.closestPano) {
  1553. let pano = this.closestPano
  1554. return this.flyToPano({
  1555. pano
  1556. });
  1557. }
  1558. var direction = this.viewer.inputHandler.getMouseDirection().direction;
  1559. this.flyDirection(direction)
  1560. }
  1561. flyDirection(direction, option1, option2) {
  1562. var deferred = $.Deferred();
  1563. //this.history.invalidate();
  1564. var panoSet = this.closestPanoInDirection(direction, option1, option2);
  1565. if (panoSet) {
  1566. this.flyToPano({
  1567. pano: panoSet,
  1568. callback: deferred.resolve.bind(deferred, !0)
  1569. } );
  1570. } else {
  1571. this.bump(direction);
  1572. deferred.resolve(!1);
  1573. }
  1574. return deferred.promise();
  1575. }
  1576. closestPanoInDirection(direction, option1, option2) {
  1577. return this.rankedPanoInDirection(0, direction, option1, option2)
  1578. }
  1579. rankedPanoInDirection(t, direction, option1, option2){
  1580. //此direction为mouseDirection,是否需要加上相机角度的权重
  1581. var panoSet = {
  1582. pano: null,
  1583. candidates: [] //缓存顺序--如果需要打印的话
  1584. };
  1585. t || (t = 0);
  1586. option1 = void 0 !== option1 ? option1 : .75;
  1587. var o = option2 ? "angle" : "direction";
  1588. var floor = viewer.modules.SiteModel.currentFloor;
  1589. var entity = viewer.modules.SiteModel.inEntity;
  1590. var getHeightDis = (pano)=>{
  1591. if(floor && !floor.panos.includes(pano) && pano.position.z < this.position.z){ //若是上方的漫游点,就正常走。因为一般不会点击天花板。
  1592. return this.position.z - pano.position.z
  1593. }else{
  1594. return 0
  1595. }
  1596. }
  1597. var request = [//必要条件
  1598. Images360.filters.inPanoDirection( this.position, direction, option1),
  1599. //Images360.filters.isNeighbourPanoTo(this.currentPano),
  1600. Images360.filters.not(this.currentPano),
  1601. Images360.filters.isEnabled(),
  1602. /* (pano)=>{ //防止不小心穿越地板到下一层, 尽量走楼梯,实在没有楼梯或楼梯漫游点稀疏的话就通过楼层按钮。
  1603. let dis = getHeightDis(pano)
  1604. //console.log('getHeightDis',pano.id,dis)
  1605. if(dis < 3){//不能超过最大高度差( 最大高度差暂定为接近一层楼的高度。)(最好的解决方案是设置漫游可行)
  1606. return true
  1607. }else{
  1608. return this.isNeighbour(this.currentPano, pano)
  1609. }
  1610. } */
  1611. ]
  1612. var list = [//决胜项目
  1613. Images360.scoreFunctions.distanceSquared(this.position, 1 ),
  1614. Images360.scoreFunctions[o]( this.position, direction,true),
  1615. (pano)=>{
  1616. let neighbour = this.isNeighbour(this.currentPano, pano)
  1617. return neighbour ? directionFactor : 0;
  1618. }
  1619. /* (pano)=>{//尽量不穿越地板到下一层
  1620. let dis = getHeightDis(pano)
  1621. return -dis * directionFactor * 0.1;
  1622. }, */
  1623. /* (pano)=>{ //尽量在一个建筑内行走,这样不易穿墙
  1624. if(entity && !entity.panos.includes(pano) ){
  1625. return - directionFactor * 0.05; //- directionFactor * 0.2;
  1626. }else{ //不能设置太高,否则会走不进大房间的小房间中,因为容易穿过小房间的一个门到另一个门外
  1627. return 0
  1628. }
  1629. } */
  1630. ];
  1631. if(viewer.inputHandler.intersect && this.currentPano ){//方便上下楼, 考虑panos之间的角度差
  1632. let pos1 = this.currentPano.floorPosition
  1633. let vec1 = new THREE.Vector3().subVectors(viewer.inputHandler.intersect.location, pos1 ).normalize()//应该只有atPano时才会执行到这吧?
  1634. list.push( function(pano) {
  1635. var pos2 = pano.floorPosition;
  1636. var vec2 = pos2.clone().sub(pos1).normalize();
  1637. return vec2.dot(vec1) * directionFactor * 4
  1638. })
  1639. }
  1640. this.findRankedByScore(t,request,list,panoSet);
  1641. return panoSet.pano;
  1642. }
  1643. findRankedByScore(e, t, i, n) {
  1644. n && (n.candidates = null, //candidates 缓存顺序--如果需要打印的话
  1645. n.pano = null),
  1646. e || (e = 0);
  1647. var r = Common.sortByScore(this.panos, t, i);
  1648. //console.log('findRankedByScore', r && r.map(u=>u.item.id + '| ' + math.toPrecision(u.score,4) + " | " + math.toPrecision(u.scores,4)))
  1649. return !r || 0 === r.length || e >= r.length ? null : (n && (n.candidates = r,
  1650. n.pano = r[e].item),
  1651. r[e].item)
  1652. }
  1653. isNeighbour(pano0, pano1){//是否之间没有遮挡(在加载visibles之前,自己算) 最好pano0是currentPano
  1654. if(!pano0 || !pano1)return
  1655. let margin = 0.1;
  1656. let map0 = this.neighbourMap[pano0.id];
  1657. if(!map0){
  1658. map0 = {}
  1659. this.neighbourMap[pano0.id] = map0
  1660. }
  1661. let map1 = this.neighbourMap[pano1.id];
  1662. if(!map1){
  1663. map1 = {}
  1664. this.neighbourMap[pano1.id] = map1
  1665. }
  1666. //三个方向 : position0到position1, position0到floorPosition1, position1到floorPosition0。 只要有一个满足ifNeighbour就为true
  1667. //0能看到1不代表1能看到0; 但只要有一方能完全看到另一方,无论是position还是floorPosition都算是neighbor
  1668. let ifNeighbour = map0[pano1.id] || map1[pano0.id]
  1669. let getNeighbour = (mainPano, subPano, jumpStep1)=>{
  1670. //暂时只判断到pano,不判断到marker的方向
  1671. let dir = new THREE.Vector3().subVectors(subPano.position, mainPano.position).normalize();
  1672. let dirPoints = []
  1673. if(!jumpStep1){//跳过此步骤,因为之前算过不成功(虽然用另一个漫游点算的可能拍摄时间不同所以有概率不一样,如人走动)
  1674. dirPoints.push([subPano.position, mainPano.position])
  1675. }
  1676. dirPoints.push([subPano.floorPosition.clone().add(new THREE.Vector3(0,0,0.1)), mainPano.position])
  1677. for(let i=0; i<dirPoints.length; i++){
  1678. let dir = new THREE.Vector3().subVectors(dirPoints[i][0], dirPoints[i][1]).normalize();
  1679. let intersectPoint = viewer.images360.depthSampler.sample({dir}, mainPano, true)
  1680. if(!intersectPoint || intersectPoint.distance+margin > pano0.position.distanceTo(pano1.position)){
  1681. return true
  1682. }
  1683. }
  1684. }
  1685. //let usePointcloud = pano0.depthTex
  1686. if(!ifNeighbour) {
  1687. if(pano0.depthTex || pano1.depthTex){
  1688. if(map0[pano1.id] == void 0 || map1[pano0.id] == void 0 ){
  1689. let mainPano = pano0.depthTex ? pano0 : pano1;
  1690. let subPano = pano0.depthTex ? pano1 : pano0;
  1691. //let notPosNeighbor = false
  1692. if(map0[pano1.id] == void 0 && pano0.depthTex){
  1693. let is = getNeighbour(pano0, pano1)
  1694. if(is){
  1695. ifNeighbour = true
  1696. }
  1697. map0[pano1.id] = !!is
  1698. }
  1699. if(!ifNeighbour && map1[pano0.id] == void 0 && pano1.depthTex){
  1700. let is = getNeighbour(pano1, pano0, !ifNeighbour)
  1701. if(is){
  1702. ifNeighbour = true
  1703. }
  1704. map1[pano0.id] = !!is
  1705. }
  1706. /* if(ifNeighbour){ //需要标记成全部true吗,不标记也能get到,但标记了更直观,不标记保留信息更多
  1707. map0[pano1.id] = map1[pano0.id] = true
  1708. } */
  1709. }
  1710. }else{
  1711. //使用点云判断(有深度贴图时不会执行到这)
  1712. ifNeighbour = !viewer.inputHandler.ifBlockedByIntersect(pano1.position, margin, true, pano0.position)
  1713. console.log('使用点云判断')
  1714. if(ifNeighbour){//点云模式下未加载的点云会判断为true
  1715. let dir = new THREE.Vector3().subVectors(pano1.position,pano0.position).normalize()
  1716. let dis = pano1.position.distanceTo(pano0.position)
  1717. let hfov = cameraLight.getHFOVForCamera(viewer.mainViewport.camera , true );
  1718. let max = Math.cos(THREE.Math.degToRad(10))
  1719. let min = Math.cos(THREE.Math.degToRad(80))
  1720. if(this.getDirection().dot(dir) < THREE.Math.clamp(Math.cos(hfov/2/* THREE.Math.degToRad(40) */) * dis / 10, min, max )){//距离越远要求和视线角度越接近
  1721. ifNeighbour = undefined //不确定
  1722. }
  1723. }
  1724. map0[pano1.id] = map1[pano0.id] = ifNeighbour //写简单点
  1725. }
  1726. }
  1727. return ifNeighbour
  1728. }
  1729. updateClosestPano(intersect, state) {//hover到的pano 大多数时候是null
  1730. /*
  1731. var pano
  1732. if(this.isAtPano() ){ //为什么之前Panorama要加这个限制?
  1733. if(intersect instanceof Panorama){
  1734. pano = state ? intersect : null
  1735. }else{
  1736. return
  1737. }
  1738. }else{
  1739. if(this.flying)return;
  1740. var filterFuncs = [];
  1741. intersect = intersect && intersect.location
  1742. if(!intersect)return
  1743. let sortFuncs = Potree.settings.editType != 'pano'? [Images360.sortFunctions.floorDisSquaredToPoint(intersect)] : [Images360.sortFunctions.disSquaredToPoint(intersect)]
  1744. pano = Common.find(this.panos, filterFuncs, sortFuncs);
  1745. }
  1746. */
  1747. var pano
  1748. if(intersect instanceof Panorama){
  1749. pano = state ? intersect : null
  1750. }else{
  1751. if(this.isAtPano()){
  1752. return
  1753. }else{
  1754. if(this.flying)return;
  1755. var filterFuncs = [];
  1756. intersect = intersect && intersect.location
  1757. if(!intersect)return
  1758. let sortFuncs = Potree.settings.editType != 'pano'? [Images360.sortFunctions.floorDisSquaredToPoint(intersect)] : [Images360.sortFunctions.disSquaredToPoint(intersect)]
  1759. pano = Common.find(this.panos, filterFuncs, sortFuncs);
  1760. }
  1761. }
  1762. if (pano != this.closestPano) {
  1763. pano && (this.isPanoHover = !0);
  1764. this.closestPanoChanging(this.closestPano, pano) // 高亮marker
  1765. //console.log('closestPano '+ (pano ? pano.id : 'null' ))
  1766. this.closestPano = pano;
  1767. } else {
  1768. this.isPanoHover = !1;
  1769. }
  1770. }
  1771. closestPanoChanging(oldPano, newPano){
  1772. if(!Potree.settings.ifShowMarker)return
  1773. oldPano && oldPano.hoverOff({byImages360:true})
  1774. newPano && newPano.hoverOn({byImages360:true})
  1775. }
  1776. getTileDirection(){//根据不同dataset的来存储
  1777. var vectorForward = viewer.scene.view.direction.clone()
  1778. var vectorForwards = viewer.scene.pointclouds.map(e=>{
  1779. var inv = new THREE.Matrix4().copy(e.rotateMatrix).invert()//乘上dataset的旋转的反转
  1780. var direction = vectorForward.clone().applyMatrix4(inv)
  1781. return {
  1782. datasetId: e.dataset_id,
  1783. direction: math.convertVector.ZupToYup(direction)
  1784. }
  1785. })
  1786. //return vectorForwards[0].direction
  1787. return {
  1788. datasetsLocal: vectorForwards,
  1789. vectorForward
  1790. }
  1791. }
  1792. update(){
  1793. let {viewer} = this;
  1794. /* if(currentlyHovered){
  1795. currentlyHovered.material = sm;
  1796. currentlyHovered = null;
  1797. }
  1798. if(this.selectingEnabled){
  1799. this.handleHovering();
  1800. } */
  1801. if(this.tileDownloader.started){
  1802. var vectorForwards = this.getTileDirection()
  1803. //vectorForwards = vectorForwards[0].direction
  1804. this.updateTileDownloader(tileArr, vectorForwards);
  1805. this.updatePanoRenderer(vectorForwards)
  1806. }
  1807. this.updateZoomPano();
  1808. }
  1809. updateTileDownloader(t, vectorForward) {
  1810. var i = this.nextPano || this.currentPano;
  1811. if(i){
  1812. this.tileDownloader.tilePrioritizer.updateCriteria(i, viewer.scene.view.position.clone() , vectorForward, t.length > 0 ? t : null),
  1813. this.tileDownloader.processPriorityQueue = !0
  1814. }
  1815. }
  1816. updatePanoRenderer(vectorForward) {
  1817. var i = this.nextPano || this.currentPano;
  1818. if(i){
  1819. if (this.panoRenderer.hasQueuedTiles() && i) {
  1820. this.panoRenderer.updateDirection(vectorForward);
  1821. }
  1822. }
  1823. }
  1824. //等待部分加载完
  1825. checkAndWaitForTiledPanoLoad(pano, basePanoSize, callback1, callback2, progressCallback, iswait, isclear, l) {
  1826. if (!pano) {
  1827. console.error("Player.checkAndWaitForTiledPanoLoad() -> Cannot load texture for null pano.");
  1828. }
  1829. var vectorForward = this.getTileDirection()
  1830. if (!pano.isLoaded(basePanoSize)) {
  1831. iswait && viewer.waitForLoad(pano, function() {//发送loading
  1832. return pano.isLoaded(basePanoSize)
  1833. });
  1834. /* var fov = {//test for direction 预加载的边缘有一丢丢不准确,尤其在相机倾斜时(4dkk也是)。
  1835. hFov: cameraLight.getHFOVForCamera(viewer.scene.getActiveCamera() ),
  1836. vFov: viewer.scene.getActiveCamera().fov
  1837. }//原先是null,不要求方向 */
  1838. var fov = null //若不为null的话,因为可能可见范围的tile下载过了从而无法触发下载,然后得不到下载成功的消息,怎么办
  1839. pano.loadTiledPano(/* 1024 */ basePanoSize , vectorForward, fov, isclear, l, null).done(function(e, t) {
  1840. callback1 && callback1(e, t)
  1841. }
  1842. .bind(this)).fail(function(msg) {
  1843. callback2 && callback2(msg)
  1844. }
  1845. .bind(this)).progress(function(e, t, i) {
  1846. progressCallback && progressCallback(e, t, i)
  1847. }
  1848. .bind(this));
  1849. return !0;
  1850. }
  1851. }
  1852. /* load(){//quickstart里的
  1853. var lowSize = this.qualityManager.getPanoSize(PanoSizeClass.BASE),
  1854. highSize = this.qualityManager.getPanoSize(PanoSizeClass.STANDARD),
  1855. d = cameraLight.getHFOVForCamera(this.quickStartcamera, $('#player').width(), $('#player').height()),
  1856. p = this.quickStartcamera.fov,
  1857. r = Vectors.FORWARD.clone().applyQuaternion(this.view.quaternion)
  1858. var promise1 = this.view.pano.loadTiledPano(highSize, r, {
  1859. hFov: d,
  1860. vFov: p
  1861. }, !1, !1 , !0 )
  1862. var promise2 = this.view.pano.loadTiledPano(lowSize, r.clone().negate(), null, !1, !1, !0)
  1863. this.loadPromise = this.pano.hasVideo ? promise2 : promise1;
  1864. //this.loadPromise = promise1;
  1865. }
  1866. */
  1867. fitPanoTowardPoint(o){ //寻找最适合的点位
  1868. var point = o.point, //相机最佳位置
  1869. target = o.target, //实际要看的位置
  1870. require = o.require || [],
  1871. rank = o.rank || [],
  1872. force = o.force,
  1873. getAll = o.getAll,
  1874. bestDistance = o.bestDistance || 0
  1875. let camera = viewer.scene.getActiveCamera()
  1876. if(target){
  1877. var vec = new THREE.Vector3().subVectors(target,point).normalize()
  1878. }
  1879. //if(o.floor)require.push(Panorama.filters.atFloor(o.floor))
  1880. if(o.boundSphere){//只接受boundSphere
  1881. let aspect = 1//size.x / size.y
  1882. let dis
  1883. if(camera.aspect > aspect){//视野更宽则用bound的纵向来决定
  1884. dis = /* size.y */o.boundSphere.radius/* / 2 *// THREE.Math.degToRad(camera.fov / 2)
  1885. }else{
  1886. let hfov = cameraLight.getHFOVForCamera(camera , true );
  1887. dis = /* size.x */ o.boundSphere.radius /* / 2 */ / (hfov / 2)
  1888. }
  1889. bestDistance = dis//*0.8
  1890. }
  1891. let bestDisSquared = bestDistance * bestDistance
  1892. rank.push((pano)=>{
  1893. let dis1 = Math.abs(pano.position.distanceToSquared(point) - bestDisSquared); //距离最佳位置
  1894. if(!target){
  1895. return -dis1
  1896. }else{
  1897. let dis2 = pano.position.distanceToSquared(target); //距离目标点
  1898. let vec2 = new THREE.Vector3().subVectors(target,pano.position).normalize()
  1899. let cos = vec.dot(vec2)
  1900. let result = (- dis1 - Math.pow(dis2 , 1.5)) / (cos + 2) // cos+2是为了调整到1-3, 尽量贴近最佳位置的角度;
  1901. //console.log(pano.id, dis1,dis2, cos, result)
  1902. return result
  1903. }
  1904. },(pano)=>{
  1905. if(pano.depthTex && o.checkIntersect){ //没加载好的话,不管了
  1906. let intersect = viewer.inputHandler.ifBlockedByIntersect(target, 0.1 , null, null, null, pano)
  1907. if(intersect){
  1908. //console.log('intersected', pano.id )
  1909. return -10000
  1910. }else return 0
  1911. }else return 0
  1912. })
  1913. /* var temp = {position:point}
  1914. rank.push(Panorama.scoreFunctions.distanceSquared(temp, -2)); */
  1915. var g = Common.sortByScore(this.panos, require, rank);
  1916. if(getAll)return g;
  1917. return g && g.length > 0 && g[0].item
  1918. }
  1919. //---------------scroll zoom ------------------------------------------
  1920. /* zoomIn = function() { //放大
  1921. this.zoomBy(1 + this.zoomSpeed);
  1922. }
  1923. zoomOut = function() {//缩小
  1924. this.zoomBy(1 - this.zoomSpeed);
  1925. } */
  1926. zoomBy(e, pointer) {//以倍数
  1927. this.zoomTo(this.zoomLevel * e, pointer);
  1928. }
  1929. zoomTo(zoomLevel, pointer) {//缩放到某绝对zoomLevel
  1930. let zoom = Potree.settings.zoom
  1931. if (zoom.enabled) {
  1932. zoomLevel = THREE.Math.clamp(zoomLevel, zoom.min, zoom.max)
  1933. //console.log(zoomLevel)
  1934. if(zoomLevel == this.zoomLevel) return;
  1935. /* if (zoomLevel > this.zoomLevel) {
  1936. this.emit(ZoomEvents.ZoomIn);
  1937. zoomLevel === settings.zoom.max && this.emit(ZoomEvents.ZoomMax);
  1938. } else if (zoomLevel < this.zoomLevel) {
  1939. this.emit(ZoomEvents.ZoomOut);
  1940. zoomLevel === settings.zoom.min && this.emit(ZoomEvents.ZoomMin);
  1941. } */
  1942. this.zoomLevel = zoomLevel;
  1943. //定点缩放:使当前鼠标所在的位置缩放后不变
  1944. let view = viewer.scene.view
  1945. let originDir = viewer.scene.view.direction;
  1946. let oldPointerDir = viewer.inputHandler.getMouseDirection(pointer).direction
  1947. viewer.setFOV(Potree.config.view.fov * (1 / this.zoomLevel))
  1948. let newPointerDir = viewer.inputHandler.getMouseDirection(pointer).direction
  1949. view.direction = oldPointerDir; //获取一下鼠标所在位置的yaw 和 pitch
  1950. let oldPitch = view.pitch, oldYaw = view.yaw;
  1951. view.direction = newPointerDir;
  1952. let newPitch = view.pitch, newYaw = view.yaw;
  1953. view.direction = originDir //还原
  1954. viewer.scene.view.pitch -= newPitch - oldPitch
  1955. viewer.scene.view.yaw -= newYaw - oldYaw
  1956. }
  1957. }
  1958. zoomFovTo( fov ) { //通过fov来算zoomLevel
  1959. let zoomLevel = this.baseFov / fov;
  1960. this.zoomTo( zoomLevel );
  1961. }
  1962. smoothZoomTo(aimLevel, dur=0) {
  1963. var currentLevel = this.zoomLevel
  1964. if(currentLevel == aimLevel)return;
  1965. var fun = (progress)=>{
  1966. //progress > 1 && (progress = 1)
  1967. let level = currentLevel * (1 - progress) + aimLevel * progress
  1968. this.zoomTo(level, !0)
  1969. }
  1970. transitions.start(fun, dur, null, null, 0 , easing['easeInOutQuad'] )
  1971. }
  1972. /* zoomDefault{
  1973. this.zoomTo(1, !0)
  1974. }
  1975. smoothZoomToDefault(e, t) {
  1976. var i, n = this.zoomLevel,
  1977. r = function(e) {
  1978. e > 1 && (e = 1),
  1979. i = n * (1 - e) + e,
  1980. this.zoomTo(i, !0)
  1981. }
  1982. .bind(this),
  1983. o = function() {
  1984. this.zoomDefault(),
  1985. t && window.setTimeout(t, 50)
  1986. }
  1987. .bind(this);
  1988. transitions.start(r, e, o, null, 0, easing[settings.transition.blendEasing])
  1989. } */
  1990. updateZoomPano() {
  1991. if (!this.panoRenderer.zoomPanoRenderingDisabled && Potree.settings.displayMode == 'showPanos') {
  1992. var currentPano = this.currentPano;
  1993. if (currentPano) {
  1994. var activationThreshold = Potree.settings.navTileClass == '2k' && Potree.settings.tileClass == '4k' ? 1.7 : Potree.settings.zoom.activationThreshold//1.1
  1995. var t = this.zoomLevel > activationThreshold,
  1996. n = !(this.flying && this.nextPano && this.nextPano !== this.currentPano),
  1997. r = t && n;
  1998. this.tileDownloader.tilePrioritizer.setZoomingActive(r);
  1999. this.panoRenderer.setZoomingActive(r, currentPano, !0);
  2000. var o = (pano, zoomedFlag)=>{
  2001. this.panoRenderer.resetRenderStatus(pano.id, !1, !0, this.qualityManager.getMaxNavPanoSize());
  2002. this.panoRenderer.clearAllQueuedUploadsForPano(pano.id);
  2003. this.panoRenderer.renderPanoTiles(pano.id, null, !1, !1);
  2004. pano.setZoomed(zoomedFlag);
  2005. }
  2006. if (r && (!currentPano.zoomed || this.qualityManager.zoomLevelResolution && this.qualityManager.zoomLevelResolution != '4k')) {
  2007. currentPano.zoomed || o(currentPano, !0);
  2008. if(Potree.settings.navTileClass == '1k' && Potree.settings.tileClass != '1k' && this.zoomLevel < 2){
  2009. this.panoRenderer.enableHighQuality( function() {//开启2k
  2010. if(Potree.settings.tileClass != '4k') o(currentPano, !0);
  2011. }.bind(this));
  2012. }else{
  2013. this.panoRenderer.enableUltraHighQualityMode(function() {//开启4k getMaxZoomPanoSize
  2014. this.qualityManager.useUltraHighResolutionPanos && (Potree.settings.zoom.max = Potree.config.ultraHighQualityMaxZoom);
  2015. o(currentPano, !0)
  2016. }.bind(this));
  2017. }
  2018. } else {
  2019. !t && currentPano.zoomed && o(currentPano, !1);
  2020. }
  2021. if(r && Potree.settings.navTileClass == '1k' && Potree.settings.tileClass == '4k' ){ //目前只有手机端navTileClass == '1k'
  2022. var change = (zoomedFlag)=>{
  2023. this.qualityManager.updateMaximums()//更新maxZoomPanoSize
  2024. this.panoRenderer.setupZoomRenderTarget() //更新renderTarget
  2025. //currentPano.setZoomed(t);//更新uniforms贴图
  2026. }
  2027. this.qualityManager.zoomLevelResolution = this.zoomLevel >= 2 ? '4k' : this.zoomLevel > 1.1 ? '2k' : '1k'
  2028. if(this.oldZoomLevel < 2 && this.zoomLevel >= 2){//1k/2k-4k
  2029. change()
  2030. o(currentPano, t)
  2031. }else if(this.oldZoomLevel <= Potree.settings.zoom.activationThreshold && this.zoomLevel > Potree.settings.zoom.activationThreshold){//1k-2k
  2032. change()
  2033. }else if(this.oldZoomLevel > 2 && this.zoomLevel <= 2){//4k-2k/1k
  2034. change()
  2035. o(currentPano, t)
  2036. }else if(this.oldZoomLevel > Potree.settings.zoom.activationThreshold && this.zoomLevel <= Potree.settings.zoom.activationThreshold){//2k-1k
  2037. change()
  2038. }
  2039. this.oldZoomLevel = this.zoomLevel
  2040. }
  2041. }
  2042. }
  2043. }
  2044. //--------------------
  2045. addHighMapCube(){//创建8*8的tile cube 主要因手机版崩溃 要在电脑端测试得设置maxRenderTargetSize
  2046. if( Potree.settings.tileClass == '4k' && this.qualityManager.maxRenderTargetSize == 2048){
  2047. var geo = new THREE.PlaneGeometry(1, 1, 1, 1)
  2048. var cube = new THREE.Object3D;
  2049. for(var cubeIndex=0; cubeIndex<6; cubeIndex++){
  2050. var face = new THREE.Object3D;
  2051. for(var i=0;i<8;i++){
  2052. for(var j=0;j<8;j++){
  2053. var tile = new THREE.Mesh(geo, new THREE.MeshBasicMaterial({
  2054. //side:THREE.DoubleSide
  2055. }))
  2056. tile.position.set(i-3.5, j-3.5, -4);
  2057. tile.material.opacity = 0.4;
  2058. tile.material.transparent = true
  2059. if(Potree.settings.isTest){
  2060. var colorHue = Math.random();
  2061. tile.material.color = (new THREE.Color()).setHSL(colorHue, 0.5, 0.9)
  2062. }
  2063. tile.visible = false
  2064. face.add(tile)
  2065. }
  2066. }
  2067. switch(cubeIndex){
  2068. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_X:
  2069. face.rotation.set(0,Math.PI/2,0);
  2070. break;
  2071. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
  2072. face.rotation.set(0,-Math.PI/2,0);
  2073. break;
  2074. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
  2075. var rot1 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0,1,0),Math.PI)
  2076. var rot2 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(1,0,0),Math.PI/2)
  2077. face.quaternion.copy(rot1).multiply(rot2)
  2078. //face.rotation.set(Math.PI/2,0,0);
  2079. break;
  2080. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
  2081. //face.rotation.set(-Math.PI/2,0,0);
  2082. var rot1 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0,1,0),Math.PI)
  2083. var rot2 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(1,0,0),-Math.PI/2)
  2084. face.quaternion.copy(rot1).multiply(rot2)
  2085. break;
  2086. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
  2087. face.rotation.set(0,Math.PI,0);
  2088. break;
  2089. case GLCubeFaces.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
  2090. face.rotation.set(0,0,0);
  2091. }
  2092. face.scale.set(1,-1,1)
  2093. cube.add(face)
  2094. }
  2095. cube.name = 'highMapCube'
  2096. this.highMapCube = cube
  2097. viewer.scene.scene.add(cube)
  2098. //cube.scale.set(0.01,0.01,0.01)
  2099. this.highMapCube.visible = false;
  2100. viewer.setObjectLayers(this.highMapCube, 'sceneObjects'/* 'skybox' */) //如果是skybox层,点云可见时会被遮住,depthTest为false呢? 但不会遮住场景物体
  2101. //console.warn('addHighMapCube')
  2102. }
  2103. }
  2104. isHighMapLoaded( cubeFace, tileX, tileY){
  2105. var tile = this.highMapCube.children[cubeFace].children[tileX*8+tileY];
  2106. return !!tile.material.map
  2107. }
  2108. updateHighMap(tex, cubeFace, tileX, tileY){
  2109. //console.warn('updateHighMap')
  2110. var tile = this.highMapCube.children[cubeFace].children[tileX*8+tileY];
  2111. tile.material.map = tex;
  2112. tile.material.opacity = 1;
  2113. tile.material.transparent = false
  2114. tile.visible = true
  2115. tile.material.needsUpdate = true //发现每次开始放大但还未放大到4k时也会把之前加载过的4k加载
  2116. }
  2117. resetHighMap(){
  2118. if(!this.highMapCube) return
  2119. //console.warn('resetHighMap')
  2120. this.highMapCube.children.forEach(e=>e.children.forEach(tile=>{
  2121. if(tile.material.map){
  2122. tile.material.map.dispose()
  2123. tile.material.map.loaded = !1
  2124. tile.material.map.version = 0
  2125. var h = viewer.renderer.properties.get(tile.material.map)
  2126. viewer.renderer.getContext().deleteTexture(h.__webglTexture)
  2127. //类似app.sceneRenderer.deallocateCubeTexture(tile.material.map)
  2128. tile.material.map = null
  2129. /* tile.material.opacity = 0.4;
  2130. tile.material.transparent = true */
  2131. tile.material.needsUpdate = true
  2132. tile.visible = false
  2133. }
  2134. }))
  2135. this.highMapCube.visible = false;
  2136. }
  2137. setHighMap(pano){
  2138. if(!this.highMapCube) return
  2139. this.highMapCube.position.copy(pano.position)
  2140. //可以利用第0个pano查看,其 rotation4dkk是(_x: 0, _y: -1.5707963267948966, _z: 0 )而手动旋转至(_x:1.5707963, _y: -1.57079, _z: 0)时才正确,说明要在4dkk的旋转基础上,绕x轴转90度,(也就是转成navvis坐标系), 然后得到YupToZup的函数写法的
  2141. this.highMapCube.quaternion.copy( math.convertQuaternion.YupToZup( pano.quaternion4dkk ) )
  2142. //乘上数据集整体的旋转:
  2143. let modelRotQua = new THREE.Quaternion().setFromRotationMatrix(pano.pointcloud.rotateMatrix)
  2144. this.highMapCube.quaternion.premultiply(modelRotQua)
  2145. }
  2146. showHighMap(){
  2147. if(!this.highMapCube) return
  2148. //console.warn('showHighMap')
  2149. this.highMapCube.visible = true;
  2150. }
  2151. hideHighMap(){
  2152. if(!this.highMapCube) return
  2153. //console.warn('hideHighMap')
  2154. this.highMapCube.visible = false;
  2155. }
  2156. //缩小后继续显示cube呢还是不显示? 不显示的话,就要把cube上的复制到renderTarget上……会不会又崩溃,or没加载的显示???
  2157. addPanoData(data, datasetId ){
  2158. //data[0].file_id = '00019'
  2159. if(data.data) data = data.data
  2160. if(data.length == 0)console.error(datasetId + ' 没有漫游点')
  2161. //data = data.sort(function(a,b){return a.id-b.id})
  2162. data.forEach((info)=>{
  2163. //if(Potree.fileServer){
  2164. info.id = this.panos.length //把info的id的一长串数字改简单点
  2165. //}
  2166. let pano = new Panorama( info, this );
  2167. /* pano.mesh.layers.set(Potree.config.renderLayers.marker)
  2168. pano.marker.layers.set(Potree.config.renderLayers.marker) */
  2169. pano.addEventListener('dispose',(e)=>{
  2170. if(this.closestPano == pano) this.closestPano = null
  2171. })
  2172. this.panos.push(pano);
  2173. if(Potree.settings.editType == 'pano'){
  2174. Potree.settings.datasetsPanos[datasetId].panos.push(pano);
  2175. }
  2176. })
  2177. }
  2178. loadDone(){
  2179. viewer.setObjectLayers(this.node, 'sceneObjects')
  2180. //this.updateCube(/* viewer.bound */)
  2181. this.panos.forEach(e=>{
  2182. e.label && viewer.setObjectLayers(e.label, 'bothMapAndScene')
  2183. })
  2184. this.tileDownloader.setPanoData(this.panos, [] /* , Potree.settings.number */);
  2185. {
  2186. /* var panosBound = new THREE.Box3
  2187. this.panos.forEach(pano=>{
  2188. panosBound.expandByPoint(pano.position)
  2189. })
  2190. let center = panosBound.getCenter(new THREE.Vector3)
  2191. let minBound = (new THREE.Box3()).setFromCenterAndSize(center, new THREE.Vector3(1,1,1))
  2192. panosBound.union(minBound)
  2193. this.bound = {
  2194. bounding:panosBound,
  2195. size: panosBound.getSize(new THREE.Vector3),
  2196. center,
  2197. } */
  2198. let minSize = new THREE.Vector3(1,1,1)
  2199. this.bound = math.getBoundByPoints(this.panos.map(e=>e.position), minSize)
  2200. viewer.scene.pointclouds.forEach(pointcloud=>pointcloud.getPanosBound())
  2201. }
  2202. if(viewer.scene.pointclouds.some(e=>e.panos.length == 0)){
  2203. //console.warn('存在数据集没有pano');
  2204. viewer.hasNoPanoDataset = true
  2205. }
  2206. }
  2207. getPano(value, typeName='id'){ //默认找的是id,也可以是sid、uuid
  2208. return this.panos.find(p=>p[typeName] == value)
  2209. }
  2210. };
  2211. //判断当前点是否加载了全景图
  2212. Images360.prototype.checkAndWaitForPanoLoad = function() {
  2213. var isLoadedPanos = {},
  2214. LoadedTimePanos = {},
  2215. loadedCallback = {}, //add
  2216. maxTime = 5e3;
  2217. var withinTime = function() {
  2218. for (var panoId in isLoadedPanos)
  2219. if (isLoadedPanos.hasOwnProperty(panoId) && isLoadedPanos[panoId]) {
  2220. var differTime = performance.now() - LoadedTimePanos[panoId];
  2221. if (differTime < maxTime)
  2222. return !0
  2223. }
  2224. return !1
  2225. }
  2226. return function(pano, basePanoSize, doneFun1, doneFun2, progressCallback, iswait, isclear, p ) {
  2227. loadedCallback[pano.id] = doneFun1//add 因为有可能之前请求的没加doneFun1, 如果加载好就执行最新的doneFun1
  2228. if (withinTime()){//距离上次请求时间很近
  2229. return !0; //这里感觉应该是!1
  2230. }
  2231. var callback1 = (param1, param2)=>{
  2232. setTimeout(()=>{
  2233. isLoadedPanos[pano.id] = !1;
  2234. loadedCallback[pano.id] && loadedCallback[pano.id](param1, param2);
  2235. },1)
  2236. }
  2237. var callback2 = (param)=>{//没有看到有传doneFun2的
  2238. setTimeout(()=>{
  2239. isLoadedPanos[pano.id] = !1;
  2240. doneFun2 && doneFun2(param);
  2241. },1)
  2242. }
  2243. try {
  2244. null !== iswait && void 0 !== iswait || (iswait = !0);
  2245. isLoadedPanos[pano.id] = this.checkAndWaitForTiledPanoLoad(pano, basePanoSize, callback1, callback2, progressCallback, iswait, isclear, p );
  2246. //true代表没加载好
  2247. isLoadedPanos[pano.id] && (LoadedTimePanos[pano.id] = performance.now());
  2248. return isLoadedPanos[pano.id];
  2249. } catch (msg) {
  2250. isLoadedPanos[pano.id] = !1;
  2251. LoadedTimePanos[pano.id] = performance.now() - maxTime;
  2252. throw msg;
  2253. }
  2254. }
  2255. }()
  2256. Images360.filters = {
  2257. inPanoDirection : function(pos, dir, i) {
  2258. return function(pano) {
  2259. var r = pano.floorPosition.clone().sub(pos).normalize()
  2260. var o = pano.position.clone().sub(pos).normalize()
  2261. return r.dot(dir) > i || o.dot(dir) > i
  2262. }
  2263. },
  2264. inFloorDirection: function(pos, e, o) {//许钟文 改 for鱼眼
  2265. return function(n) {
  2266. var i = n.floorPosition.clone().sub(pos).setZ(0).normalize();//改成在xz方向上,否则点击墙面不会移动
  2267. return i.dot(e) > o
  2268. }
  2269. },
  2270. isNotBehindNormal: function(e, t) {
  2271. var i = new THREE.Vector3;
  2272. return t = t.clone(),
  2273. function(n) {
  2274. var r = i.copy(n.position).sub(e).normalize();
  2275. return r.dot(t) > 0
  2276. }
  2277. },
  2278. isCloseEnoughTo: function(e, t) {
  2279. return function(i) {//因为marker可能比地面高,所以识别范围要比marker看起来更近一些。(因为投影到地板的位置比marker更近)
  2280. return e.distanceTo(i.floorPosition) < t //许钟文
  2281. }
  2282. },
  2283. not: function(e) {
  2284. return function(t) {
  2285. return t !== e
  2286. }
  2287. } ,
  2288. isEnabled:function() {
  2289. return function(t) {
  2290. return t.enabled
  2291. }
  2292. },
  2293. isVisible:function() {
  2294. return function(t) {
  2295. return t.visible
  2296. }
  2297. }
  2298. }
  2299. Images360.scoreFunctions = {
  2300. direction: function(curPos, dir, ifLog) {
  2301. return function(pano) {
  2302. var pos1 = /* pano.floorPosition */ pano.position //旧:改为权重放在marker上,这样对有斜坡的更准确,如上楼, 但这样近距离的pano角度就会向下了,以致于走不到
  2303. var n = pos1.clone().sub(curPos).normalize();
  2304. //ifLog && console.log('direction', pano.id, n.dot(dir) * directionFactor )
  2305. return n.dot(dir) * directionFactor
  2306. }
  2307. },
  2308. distance: function(pos1, r, ifLog) {
  2309. if(pos1.position)pos1 = pos1.position
  2310. return function(pano) {//许钟文 改
  2311. var pos2 = pano.position.clone()
  2312. //ifLog && console.log('distanceSquared', pano.id, pos1.distanceToSquared(pos2) * -1 )
  2313. return pos1.distanceTo(pos2) * -1 * r;
  2314. }
  2315. },
  2316. distanceSquared: function(pos1, r ) {
  2317. if(pos1.position)pos1 = pos1.position
  2318. return function(pano) {//许钟文 改
  2319. var pos2 = pano.position.clone()
  2320. return pos1.distanceToSquared(pos2) * -1 * r;
  2321. }
  2322. },
  2323. angle: function(e, t) {
  2324. return function(i) {
  2325. var n = i.position.clone().sub(e).normalize();
  2326. return n.angleTo(t) * Potree.config.navigation.angleFactor
  2327. }
  2328. },
  2329. }
  2330. Images360.sortFunctions = {//排序函数,涉及到两个item相减
  2331. floorDisSquaredToPoint: function(e) {
  2332. return function(t, i) {
  2333. return t.floorPosition.distanceToSquared(e) - i.floorPosition.distanceToSquared(e)
  2334. }
  2335. },
  2336. disSquaredToPoint: function(e) {
  2337. return function(t, i) {
  2338. return t.position.distanceToSquared(e) - i.position.distanceToSquared(e)
  2339. }
  2340. },
  2341. }