manage.js 60 KB

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  1. var g_ProjectName=window.location.pathname.substring(window.location.pathname.indexOf("/")+1,window.location.pathname.lastIndexOf("/"));
  2. var g_Prefix="https://super.4dage.com/";
  3. // var g_Prefix=window.location.href.substring(0,window.location.href.indexOf("/index.html")+1);
  4. var s = window.location.href.split('/');
  5. s.pop();
  6. //var g_Prefix = s.join('/');
  7. var g_index=null;
  8. var g_modeldata=null;
  9. var g_weixinTitle=null;
  10. var g_Hots=null;
  11. var g_HotMeshes=[];
  12. var g_HotMeshSize = {
  13. g_HotMeshWidth: 0.3,
  14. g_HotMeshHeight:0.3
  15. };
  16. //add表示添加,delete表示删除
  17. var g_HotStatus=null;
  18. var g_newHot = [];//存储新加热点
  19. var g_HotImage= {
  20. "point":"https://super.4dage.com/images/4dagePoint2.png",
  21. "point2":"https://super.4dage.com/images/4dagePoint.png"
  22. };
  23. var g_saveHot=false;
  24. var g_TextColor=0x7777ff;
  25. var g_Text=null;
  26. var g_TextPlaneMesh=[];
  27. var g_TextIconMesh=[];
  28. var g_TextIcon="./images/text.png";
  29. var g_SelectTextIndex=null;
  30. var g_TextShow=null;
  31. var g_audioPlay=false;
  32. var g_background=null;
  33. var g_roof=null;
  34. var g_data2 = null;//加载的data2.js的内容
  35. var g_bgAudio=null;//背景音乐
  36. var g_tourAudio=null;//导览音乐
  37. var g_play = 1;//表示播放图标状态
  38. var g_playAudio = null;//当前在播放或当继续播放时应该播放的,是g_bgAudio或g_tourAudio
  39. var g_currentHot = null;//当前打开的热点
  40. //var g_Texture=null;
  41. //var g_ChunknameTexture={}; //chunkname和贴图名称对应
  42. var g_NormalTexture=false;
  43. var g_SpecularTexture=false;
  44. var g_DirectionalLight=null;
  45. var g_snapShotWidth = 200; //截图下载图片的大小
  46. var g_snapShotHeight = 140;
  47. //微信分享
  48. var g_weixinObj = {
  49. "title": document.querySelector("head title").innerHTML,
  50. "lineLink" : window.location.href,
  51. "imgUrl" : "https://www.4dmodel.com/SuperPanoramic/images/weixintitle.jpg",
  52. "desc" : "四维时代提供技术支持",
  53. }
  54. var settings = {
  55. hotClickEvent:{
  56. video:{
  57. playAndPause:true,
  58. examine:false,
  59. openHot:false
  60. },
  61. photo:{
  62. examine:false,
  63. openHot:false
  64. },
  65. shine:{
  66. examine:true,
  67. openHot:true
  68. }
  69. },
  70. hotClickActions:['playAndPause','examine','openHot','fastTran'],
  71. //默认的:
  72. teleportTime: 1500,//瞬间过渡的时间
  73. /* flytimeDistanceMultiplier:150,
  74. flyTime:750, */
  75. tourRotTime:2, //默认停留2秒
  76. //dontExamHot:true,
  77. hotFastTran:true,
  78. transparentBg: false,
  79. bgImg: null
  80. }
  81. if(window.number == '725'||window.number == '724'){
  82. settings.mobileNavHigh = true
  83. }
  84. //共用函数:
  85. window.common = null;
  86. window.MathLight = null;
  87. window.math = null
  88. window.easing = null
  89. window.lerp = null
  90. window.transitions = null
  91. window.browser = null
  92. function watch(object, propName, initialValue){ //监听某个属性的变化
  93. let v = initialValue
  94. Object.defineProperty(object, propName, {
  95. get: function() {
  96. return v
  97. },
  98. set: function(e) {
  99. console.log('watch:',propName, e)
  100. v = e
  101. }
  102. })
  103. }
  104. var toPrecision = function(e, t) {
  105. function i(e, t) {
  106. var i = Math.pow(10, t);
  107. return Math.round(e * i) / i
  108. }
  109. if (e instanceof Array) {
  110. for (var n = 0; n < e.length; n++)
  111. e[n] = i(e[n], t);
  112. return e
  113. }
  114. return i(e, t)
  115. }
  116. var dealMap = (map)=>{//使不resize when image is not power of two
  117. map.wrapS = map.wrapT = THREE.ClampToEdgeWrapping;
  118. map.minFilter = THREE.LinearFilter;
  119. //map.magFilter = THREE.LinearFilter;
  120. map.generateMipmaps = true;
  121. }
  122. var dom = {
  123. getOffset: function(type, element, parent) {
  124. left = (type == "left") ? element.offsetLeft : element.offsetTop;
  125. if (!parent) parent = $("body")[0];
  126. while (element = element.offsetParent) {
  127. if (element == parent) break;
  128. left += (type == "left") ? element.offsetLeft : element.offsetTop;
  129. }
  130. return left;
  131. }
  132. };
  133. var getTransformSid = function(){
  134. var name
  135. if(player.mode == 'panorama'){
  136. name = player.currentPano ? player.currentPano.id : 'outside'
  137. }else{
  138. name = 'outside'
  139. }
  140. return name
  141. }
  142. var LineDraw = {
  143. /* createLine: function(posArr, o) {
  144. var e = new THREE.BufferGeometry
  145. , p = new Float32Array(6);
  146. e.addAttribute("position", new THREE.BufferAttribute(p,3));
  147. //这句新旧版写法不同 旧版这样:e.addAttribute("position",Float32Array,2,3);
  148. var p = e.attributes.position.array;
  149. for (var i = 0; i < 2; i++) {
  150. p[i * 3] = posArr[i].x;
  151. p[i * 3 + 1] = posArr[i].y;
  152. p[i * 3 + 2] = posArr[i].z;
  153. }
  154. var mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"]({
  155. linewidth: o.width || 1,
  156. //windows无效。 似乎mac/ios上粗细有效 ?
  157. color: o.color || defaultColor,
  158. transparent: o.dontAlwaysSeen ? false : true,
  159. depthTest: o.dontAlwaysSeen ? true : false
  160. })
  161. var line = new THREE.Line(e,mat);
  162. line.renderOrder = o.renderOrder || 4
  163. //同tagStem; //如果不加高,可能会部分被model遮住
  164. return line;
  165. } */
  166. createLine: function (posArr, o={}) {
  167. //多段普通线 (第二个点和第三个点之间是没有线段的, 所以不用在意线段顺序)
  168. var mat
  169. if(o.mat){
  170. mat = o.mat
  171. }else{
  172. let prop = {
  173. lineWidth: o.lineWidth || 1,
  174. //windows无效。 似乎mac/ios上粗细有效 ?
  175. color: o.color || defaultColor,
  176. transparent: o.dontAlwaysSeen ? false : true,
  177. depthTest: o.dontAlwaysSeen ? true : false,
  178. opacity: o.opacity != void 0 ? o.opacity : 1,
  179. }
  180. if(o.deshed ){
  181. prop.dashSize = o.dashSize || 0.1,
  182. prop.gapSize = o.gapSize || 0.1
  183. }
  184. mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"](prop)
  185. }
  186. var line = new THREE.LineSegments(new THREE.BufferGeometry, mat);
  187. line.renderOrder = o.renderOrder || 4
  188. this.moveLine(line, posArr)
  189. return line;
  190. },
  191. moveLine: function (line, posArr) {
  192. if(posArr.length == 0)return
  193. let position = new Float32Array(posArr.length * 3); //[]
  194. for (var i = 0; i < 2; i++) {
  195. position[i * 3] = posArr[i].x;
  196. position[i * 3 + 1] = posArr[i].y;
  197. position[i * 3 + 2] = posArr[i].z;
  198. }
  199. line.geometry.addAttribute("position", new THREE.BufferAttribute(position,3));
  200. //line.geometry.setAttribute('position', new THREE.Float32BufferAttribute(new Float32Array(position), 3));
  201. line.geometry.attributes.position.needsUpdate = true;
  202. line.geometry.computeBoundingSphere();
  203. /* if(line.material instanceof THREE.LineDashedMaterial){
  204. line.computeLineDistances() //只有非buffer的geometry才有
  205. } */
  206. }
  207. ,
  208. }
  209. var convertTool = {
  210. getPos2d : function(point, camera, dom){//获取一个三维坐标对应屏幕中的二维坐标
  211. var camera = camera || player.camera;
  212. var dom = dom || player.domElement;
  213. if(!camera)return
  214. var pos = point.clone().project(camera) //比之前hotspot的计算方式写得简单 project用于3转2(求法同shader); unproject用于2转3 :new r.Vector3(e.x, e.y, -1).unproject(this.camera);
  215. var x,y;
  216. x = (pos.x + 1) / 2 * dom.clientWidth;
  217. y = (1 - (pos.y + 1) / 2) * dom.clientHeight;
  218. var inSight = x <= dom.clientWidth && x >= 0 //是否在屏幕中
  219. && y <= dom.clientHeight && y >= 0
  220. return {
  221. pos: new THREE.Vector2(x,y), // 屏幕像素坐标
  222. vector: pos, //(范围 -1 ~ 1)
  223. trueSide : pos.z<1, //trueSide为false时,即使在屏幕范围内可见,也是反方向的另一个不可以被渲染的点 参见Tag.update
  224. inSight : inSight //在屏幕范围内可见
  225. };
  226. },
  227. ifShelter: function(pos3d , floorIndex ){//检测某点在视线中是否被mesh遮挡
  228. var ori = player.position
  229. var dir = pos3d.clone().sub(ori).normalize()
  230. var ray = new THREE.Raycaster(ori, dir) //由外向里 因为模型从内侧是可见的所以从外侧
  231. /* if(config.isEdit && publicObjectSet.editor.mainDesign.editing){
  232. var o = ray.intersectObjects(publicObjectSet.editor.mainDesign.wallMeshes);
  233. }else{ */
  234. let colliders = player.model.allFloorsVisible ? player.model.colliders : (floorIndex != void 0 ? player.model.floors.index[floorIndex] : player.model.currentFloor).collider.children
  235. //let colliders = (floorIndex == void 0 ) ? player.model.colliders : player.model.floors.index[floorIndex].collider.children
  236. var o = ray.intersectObjects(colliders);
  237. //}
  238. var len = pos3d.distanceTo(ori);
  239. if (o && o.length) {
  240. for(var i=0;i<o.length;i++){
  241. if(o[i].distance < len){ return true; }//有遮挡
  242. }
  243. }
  244. },
  245. /*
  246. 拖拽时,获取鼠标在拖拽面上的位置(需要借助另一个intersectPlane面来计算,即和相机方向一样的面,可保证铺满屏幕)
  247. 但是不一定能获取到,比如鼠标射线不朝向拖拽面时,即使获取也会是一个意外的反方向的交点。
  248. */
  249. getPosAtPlane : function(pos, info/* , mouse, camera */){ //pos:与intersectPlane的交点 见笔记
  250. var A = pos;
  251. var player = player;
  252. var mouse = player.mouse;
  253. var O = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(player.camera);
  254. if(info.y != void 0){//地面线的
  255. var y = info.y;
  256. if(player.mode == "floorplan"/* || Math.abs(O.x-pos.x)<0.0001 && Math.abs(O.z-pos.z)<0.0001) */){
  257. //intersectPlane和地面平行,无交点
  258. var x = pos.x, z = pos.z;
  259. }else{
  260. if(y<player.camera.position.y && O.y <= A.y /* || y>player.camera.position.y && O.y >= A.y */)return null; //鼠标射线向上。因为相机一定位于地面以上(地面不会抬高到相机上吧?),所以无交点。
  261. if(O.y == A.y){console.log('一样??');return;}
  262. if(A.y == y){console.log('一样2??');return;}
  263. var r = (O.y-y)/(A.y-y);
  264. var x = (r*A.x-O.x)/(r-1);
  265. var z = (r*A.z-O.z)/(r-1);
  266. }
  267. }else{//垂直的也有越过消失点以后反向变化的情况,但使用时影响不大
  268. var N = info.normalVec;
  269. var P = info.pullPos;
  270. if(N.y != 0 ){console.log('N.y != 0');return;} //仅仅支持垂直于地面的的墙壁,目前都是
  271. if(O.z==A.z){console.log('O.z==A.z?');return;}
  272. if(N.z!=0 && N.x != 0){//直接用这个通用的也可以,支持斜线的墙
  273. //console.log('N.z==0 && N.x == 0?');
  274. var c = ( N.x*(A.x-O.x) + N.y*(A.y-O.y) + N.z*(A.z-O.z));
  275. if(c == 0){console.log("分母为0?? return;");return;}
  276. var t = -((N.x*O.x + N.y*O.y + N.z*O.z) - (P.x*N.x + P.y*N.y + P.z*N.z) ) / c
  277. var x = t * (A.x - O.x) + O.x;
  278. var y = t * (A.y - O.y) + O.y;
  279. var z = t * (A.z - O.z) + O.z;
  280. /*原理: 已知空间直线L:(x-a)/m=(x-b)/n=(z-c)/p和空间平面π:Ax+By+Cz+D=0;
  281. 求直线L与平面π的交点的坐标。
  282. 把直线方程改写成参数形式:设(x-a)/m=(x-b)/n=(z-c)/p=t;
  283. 则x=mt+a;y=nt+b;z=pt+c;代入平面π的方程得:
  284. A(mt+a)+B(nt+b)+C(pt+c)+D=0
  285. 由此解得t=-(Aa+Bb+Cc+D)/(Am+Bn+Cp)
  286. 再代入参数方程即得交点的坐标(x,y,z). */
  287. }else if(N.x ==0 ){ //z与pullPos相等
  288. var z = P.z;
  289. if(O.y == A.y){console.log('一样??');return;}
  290. if(A.y == y){console.log('一样2??');return;}
  291. if(A.z == z){console.log('一样3??');return;}
  292. var r = (O.z-z)/(A.z-z);
  293. var x = (r*A.x-O.x)/(r-1);
  294. var y = (r*A.y-O.y)/(r-1);
  295. }else if(N.z == 0){//x与pullPos相等
  296. var x = P.x;
  297. if(O.y == A.y){console.log('一样??');return;}
  298. if(A.y == y){console.log('一样2??');return;}
  299. if(A.x == x){console.log('一样3??');return;}
  300. var r = (O.x-x)/(A.x-x);
  301. var y = (r*A.y-O.y)/(r-1);
  302. var z = (r*A.z-O.z)/(r-1);
  303. }
  304. }
  305. return new THREE.Vector3(x,y,z);
  306. },
  307. getMouseIntersect : function(camera, meshes, mouse){//获取鼠标和meshes交点
  308. var raycaster = new THREE.Raycaster;
  309. camera.updateMatrixWorld();
  310. var origin = new THREE.Vector3(mouse.x,mouse.y,-1).unproject(camera)
  311. , end = new THREE.Vector3(mouse.x,mouse.y,1).unproject(camera);
  312. var dir = end.sub(origin).normalize()
  313. raycaster.set(origin, dir);
  314. var n = raycaster.intersectObjects(meshes);
  315. if (0 === n.length)
  316. return null;
  317. return n[0];
  318. },
  319. ifIntersectChunks : function(A,B,options={}){//获取某个线段/射线和meshes的交点
  320. var dir = B.clone().sub(A).normalize();
  321. var len = options.InfinityLen ? Infinity : A.distanceTo(B) + (options.extLen||0);
  322. var ray = new THREE.Raycaster(A.clone(), dir, 0, len);
  323. var o = ray.intersectObjects(options.model || player.model.colliders);
  324. if (o && o.length)return o;
  325. if(options.throughWidth){ //允许最小宽度,防止穿过极小的缝隙导致撞墙感
  326. var normal = math.getNormal({points:[{x:A.x, y:A.z},{x:B.x, y:B.z}]});//线段法线
  327. normal.multiplyScalar(options.throughWidth)
  328. var normalVec3 = new THREE.Vector3(normal.x, 0, normal.y);
  329. var A2 = A.clone().add(normalVec3)
  330. ray.set(A2, dir);
  331. var o2 = ray.intersectObjects(options.model || player.model.colliders);
  332. ray.set(A.clone().add(normalVec3.negate()), dir);
  333. if (o2 && o2.length)return o2;
  334. var o3 = ray.intersectObjects(options.model || player.model.colliders);
  335. if (o3 && o3.length)return o3;
  336. }
  337. return null;
  338. },
  339. getPosAtSphere : function(pos3d, toPanoPos){
  340. var dir = pos3d.clone().sub(toPanoPos);
  341. dir.normalize();//然后计算在球中
  342. dir.multiplyScalar(Constants.skyRadius);
  343. dir.add(toPanoPos);
  344. return dir;
  345. } ,
  346. getScaleForConstantSize : function(op={}){ //获得规定二维大小的mesh的scale值。可以避免因camera的projection造成的mesh视觉大小改变。 来源:tag.updateDisc
  347. var w;
  348. var i = new THREE.Vector3, o = new THREE.Vector3, l = new THREE.Vector3, c = new THREE.Vector3, h = new THREE.Vector3
  349. if(op.width2d) w = op.width2d //如果恒定二维宽度
  350. else{//否则考虑上距离,加一丢丢近大远小的效果
  351. var currentDis, nearBound, farBound
  352. if(op.camera.type == "OrthographicCamera"){
  353. currentDis = (op.camera.right - op.camera.left) / op.camera.zoom
  354. }else{
  355. currentDis = op.position.distanceTo(op.camera.position);
  356. }
  357. w = op.maxSize - ( op.maxSize - op.minSize) * THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound);
  358. //maxSize : mesh要表现的最大像素宽度; nearBound: 最近距离,若比nearBound近,则使用maxSize
  359. }
  360. i.copy(op.position).project(op.camera), //tag中心在屏幕上的二维坐标
  361. o.set(op.resolution.x / 2, op.resolution.y / 2, 1).multiply(i), //转化成px -w/2 到 w/2的范围
  362. l.set(w / 2, 0, 0).add(o), //加上tag宽度的一半
  363. c.set(2 / op.resolution.x, 2 / op.resolution.y, 1).multiply(l), //再转回 -1 到 1的范围
  364. h.copy(c).unproject(op.camera);//再转成三维坐标,求得tag边缘的位置
  365. var g = h.distanceTo(op.position)//就能得到tag的三维半径
  366. return g //可能NAN 当相机和position重叠时
  367. } ,
  368. updateVisible : function(object, reason, ifShow, level=0, type){//当所有加入的条件都不为false时才显示. reason='force'一般是强制、临时的
  369. if(!object.unvisibleReasons) object.unvisibleReasons = []; //如果length>0代表不可见
  370. if(!object.visibleReasons) object.visibleReasons = []; //在同级时,优先可见
  371. var update = function(){
  372. //先按从高到低的level排列
  373. object.unvisibleReasons = object.unvisibleReasons.sort((a,b)=>b.level-a.level)
  374. object.visibleReasons = object.visibleReasons.sort((a,b)=>b.level-a.level)
  375. var maxVisiLevel = object.visibleReasons[0] ? object.visibleReasons[0].level : -1
  376. var maxunVisiLevel = object.unvisibleReasons[0] ? object.unvisibleReasons[0].level : -1
  377. var shouldVisi = maxVisiLevel >= maxunVisiLevel
  378. var visiBefore = object.visible
  379. if(visiBefore != shouldVisi){
  380. object.visible = shouldVisi
  381. object.dispatchEvent({
  382. type: 'isVisible',
  383. visible: shouldVisi,
  384. reason,
  385. })
  386. }
  387. }
  388. if(ifShow){
  389. var index = object.unvisibleReasons.findIndex(e=>e.reason == reason)
  390. if(index > -1){
  391. type = 'cancel'
  392. object.unvisibleReasons.splice(index, 1);
  393. }
  394. if(type == 'add' ){
  395. if(!object.visibleReasons.some(e=>e.reason == reason)){
  396. object.visibleReasons.push({reason,level})
  397. }
  398. }
  399. }else{
  400. var index = object.visibleReasons.findIndex(e=>e.reason == reason)
  401. if(index > -1){
  402. type = 'cancel'
  403. object.visibleReasons.splice(index, 1);
  404. }
  405. if(type != 'cancel' ){
  406. if(!object.unvisibleReasons.some(e=>e.reason == reason)){
  407. object.unvisibleReasons.push({reason,level})
  408. }
  409. }
  410. }
  411. update()
  412. },
  413. getObjVisiByReason : function(object,reason){//获取在某条件下是否可见. 注: 用户在数据集选择可不可见为"datasetSelection"
  414. if(object.visible)return true
  415. else{
  416. return !object.unvisibleReasons || !object.unvisibleReasons.some(e=>e.reason == reason)
  417. }
  418. }
  419. }
  420. //--------------------------------------
  421. //管理js文件 获取modeldata.js 判断是否有特殊的字段,如果有就先加载SpecialScene.js 里面有对特殊场景处理的代码 否则就直接加载main
  422. var Manage = function(){
  423. this.weixinURL = "https://res.wx.qq.com/open/js/jweixin-1.2.0.js",
  424. this.time = "?"+new Date().getTime();
  425. this.loadAudio();
  426. this.loadWeixin();
  427. }
  428. //动态加载js文件
  429. Manage.prototype.LoadJs = function(_files, succes){
  430. /* 已加载文件缓存列表,用于判断文件是否已加载过,若已加载则不再次加载*/
  431. var classcodes = [];
  432. var FileArray = [];
  433. if (typeof _files === "object") {
  434. FileArray = _files;
  435. } else {
  436. /*如果文件列表是字符串,则用,切分成数组*/
  437. if (typeof _files === "string") {
  438. FileArray = _files.split(",");
  439. }
  440. }
  441. if (FileArray != null && FileArray.length > 0) {
  442. var LoadedCount = 0;
  443. for (var i = 0; i < FileArray.length; i++) {
  444. loadFile(FileArray[i], function() {
  445. LoadedCount++;
  446. if (LoadedCount == FileArray.length) {
  447. try {
  448. succes();
  449. }
  450. catch(err) {
  451. console.log("err: 您未定义回调");
  452. }
  453. }
  454. })
  455. }
  456. }
  457. /*加载JS文件,url:文件路径,success:加载成功回调函数*/
  458. function loadFile(url, success) {
  459. if (!FileIsExt(classcodes, url)) {
  460. var _ThisType = GetFileType(url);
  461. var ThisType = _ThisType.indexOf("?") == -1 ? _ThisType : _ThisType.substring(0,_ThisType.indexOf("?"));
  462. var fileObj = null;
  463. if (ThisType == ".js") {
  464. fileObj = document.createElement('script');
  465. fileObj.src = url;
  466. } else if (ThisType == ".css") {
  467. fileObj = document.createElement('link');
  468. fileObj.href = url;
  469. fileObj.type = "text/css";
  470. fileObj.rel = "stylesheet";
  471. } else if (ThisType == ".less") {
  472. fileObj = document.createElement('link');
  473. fileObj.href = url;
  474. fileObj.type = "text/css";
  475. fileObj.rel = "stylesheet/less";
  476. }
  477. success = success || function() {};
  478. fileObj.onload = fileObj.onreadystatechange = function() {
  479. if (!this.readyState || 'loaded' === this.readyState || 'complete' === this.readyState) {
  480. success();
  481. classcodes.push(url)
  482. }
  483. }
  484. document.getElementsByTagName('head')[0].appendChild(fileObj);
  485. } else {
  486. success();
  487. }
  488. }
  489. /*获取文件类型,后缀名,小写*/
  490. function GetFileType(url) {
  491. if (url != null && url.length > 0) {
  492. return url.substr(url.lastIndexOf(".")).toLowerCase();
  493. }
  494. return "";
  495. }
  496. /*文件是否已加载*/
  497. function FileIsExt(FileArray, _url) {
  498. if (FileArray != null && FileArray.length > 0) {
  499. var len = FileArray.length;
  500. for (var i = 0; i < len; i++) {
  501. if (FileArray[i] == _url) {
  502. return true;
  503. }
  504. }
  505. }
  506. return false;
  507. }
  508. };
  509. //获取页面url后面的参数
  510. Manage.prototype.number = function(variable) {
  511. var query = window.location.search.substring(1);
  512. var vars = query.split("&");
  513. for (var i=0;i<vars.length;i++) {
  514. var pair = vars[i].split("=");
  515. if(pair[0] == variable){return pair[1];}
  516. }
  517. return(false);
  518. };
  519. Manage.prototype.loadWeixin = function() {
  520. var that = this;
  521. this.LoadJs(that.weixinURL+that.time,function(){ });
  522. }
  523. Manage.prototype.weixinShare = function() {
  524. console.log("weixinShare")
  525. $.ajax({
  526. url:'https://www.4dage.com/wechat/jssdk/',
  527. type: "post",
  528. data : {
  529. 'url' : location.href.split('#')[0]
  530. },
  531. dataType:"jsonp",
  532. jsonpCallback:"success_jsonp",
  533. success:function(data,textStatus){
  534. console.log("weixinShare success")
  535. console.log(data.appId)
  536. wx.config({
  537. // debug : true,
  538. appId : data.appId,
  539. timestamp : data.timestamp,
  540. nonceStr : data.nonceStr,
  541. signature : data.signature,
  542. jsApiList : [ 'checkJsApi', 'onMenuShareTimeline',
  543. 'onMenuShareAppMessage', 'onMenuShareQQ',
  544. 'onMenuShareWeibo', 'hideMenuItems',
  545. 'showMenuItems', 'hideAllNonBaseMenuItem',
  546. 'showAllNonBaseMenuItem', 'translateVoice',
  547. 'startRecord', 'stopRecord', 'onRecordEnd',
  548. 'playVoice', 'pauseVoice', 'stopVoice',
  549. 'uploadVoice', 'downloadVoice', 'chooseImage',
  550. 'previewImage', 'uploadImage', 'downloadImage',
  551. 'getNetworkType', 'openLocation', 'getLocation',
  552. 'hideOptionMenu', 'showOptionMenu', 'closeWindow',
  553. 'scanQRCode', 'chooseWXPay',
  554. 'openProductSpecificView', 'addCard', 'chooseCard',
  555. 'openCard' ]
  556. });
  557. },
  558. error:function(XMLHttpRequest,textStatus,errorThrown){
  559. console.log("jsonp.error:"+textStatus);
  560. }
  561. });
  562. var success_jsonp = function(json){
  563. console.log(json);
  564. };
  565. wx.ready(function(){
  566. // config信息验证后会执行ready方法,所有接口调用都必须在config接口获得结果之后,config是一个客户端的异步操作,所以如果需要在页面加载时就调用相关接口,则须把相关接口放在ready函数中调用来确保正确执行〿
  567. //对于用户触发时才调用的接口,则可以直接调用,不需要放在ready函数中〿
  568. //分享到朋友圈
  569. console.log(g_weixinObj)
  570. wx.onMenuShareTimeline({
  571. title: g_weixinObj.title, // 分享标题
  572. link: g_weixinObj.lineLink, // 分享链接
  573. imgUrl: g_weixinObj.imgUrl, // 分享图标
  574. desc: g_weixinObj.desc
  575. });
  576. //获取“分享给朋友”按钮点击状态及自定义分享内容接叿
  577. wx.onMenuShareAppMessage({
  578. title: g_weixinObj.title, // 分享标题
  579. desc: g_weixinObj.desc, // 分享描述
  580. link: g_weixinObj.lineLink, // 分享链接
  581. imgUrl: g_weixinObj.imgUrl, // 分享图标
  582. type: '', // 分享类型,music、video或link,不填默认为link
  583. dataUrl: '' // 如果type是music或video,则要提供数据链接,默认为空
  584. });
  585. wx.onMenuShareWeibo({
  586. title: g_weixinObj.title, // 分享标题
  587. desc: g_weixinObj.desc, // 分享描述
  588. link: g_weixinObj.lineLink, // 分享链接
  589. imgUrl: g_weixinObj.imgUrl, // 分享图标
  590. success: function () {
  591. // 用户确认分享后执行的回调函数
  592. },
  593. cancel: function () {
  594. // 用户取消分享后执行的回调函数
  595. }
  596. });
  597. wx.onMenuShareQZone({
  598. title: g_weixinObj.title, // 分享标题
  599. desc: g_weixinObj.desc, // 分享描述
  600. link: g_weixinObj.lineLink, // 分享链接
  601. imgUrl: g_weixinObj.imgUrl, // 分享图标
  602. success: function () {
  603. // 用户确认分享后执行的回调函数
  604. },
  605. cancel: function () {
  606. // 用户取消分享后执行的回调函数
  607. }
  608. });
  609. wx.onMenuShareQQ({
  610. title: g_weixinObj.title, // 分享标题
  611. desc: g_weixinObj.desc, // 分享描述
  612. link: g_weixinObj.lineLink, // 分享链接
  613. imgUrl: g_weixinObj.imgUrl, // 分享图标
  614. success: function () {
  615. // 用户确认分享后执行的回调函数
  616. },
  617. cancel: function () {
  618. // 用户取消分享后执行的回调函数
  619. }
  620. });
  621. wx.error(function(res){
  622. // config信息验证失败会执行error函数,如签名过期导致验证失败,具体错误信息可以打开config的debug模式查看,也可以在返回的res参数中查看,对于SPA可以在这里更新签名〿
  623. });
  624. });
  625. }
  626. Manage.prototype.dealURL = function(src, type){
  627. //music: "///super.4dage.com/data/LYW/edit/20200928_151633415.mp3"
  628. //"https://super.4dage.com/data/LYW/edit/20200928_165319399.jpg"]
  629. if(window.isLocal && settings.localPrefix!=void 0){//本地将线上的前缀替换
  630. var oldPrefix = 'super.4dage.com/'; //最简单的地址写一个,如果有其他完全不一样的地址就用数组逐个判断
  631. var index = src.indexOf(oldPrefix);
  632. if(index>-1){
  633. var wholeOldPrefix = src.slice(0, index+oldPrefix.length);
  634. return src.replace(wholeOldPrefix, settings.localPrefix)
  635. }
  636. console.error("没有找到合适的本地链接")
  637. return src
  638. }else{
  639. //add https://
  640. var prefix = g_Prefix.replace('https://','').replace('http://','')
  641. if(!src.includes('http:/') && !src.includes('https:/') && src.includes(prefix)){
  642. src = 'https://'+src
  643. }
  644. return src
  645. }
  646. }
  647. Manage.prototype.removeSrcPostMark = function(url){//去除texture.load时自动加上的'?'
  648. var index = url.indexOf('?')
  649. if(index>-1){
  650. return url.slice(0, index)
  651. }else return url
  652. }
  653. Manage.prototype.showInfo = function (o) { // ({result:true, title:"发布成功"});
  654. var box = $(".resultBox");
  655. var title = o.title || o || i18n.get('保存成功');
  656. box.children().eq(0).html(title)
  657. //var time = o.time || THREE.Math.clamp((Config.lang=='en') ? title.length*50 : title.length*130 ,1300,5000);
  658. var time = o.time || THREE.Math.clamp(title.length*130 ,1300, 5000);
  659. o.time || console.log("showtime " + time)
  660. //实际有一半的时间在渐变透明度
  661. this.showInfoTimer && clearTimeout(this.showInfoTimer)
  662. box.removeClass("animate");//如果之后不久又要showinfo一个的话,先停止前面的animate
  663. setTimeout(function () {
  664. box.css(
  665. {
  666. '-webkit-animation-duration': time + 'ms',
  667. 'animation-duration': time + 'ms'
  668. }
  669. )
  670. if(o.top){
  671. box.children().css('top', o.top + "%");
  672. }else{
  673. box.children().css('top', '' )
  674. }
  675. box.removeClass("hide");
  676. box.addClass("animate");
  677. if (o.dontInteract) {//遮挡对屏幕的操作
  678. box.css('pointer-events', 'auto')
  679. } else {
  680. box.css('pointer-events', 'none')
  681. }
  682. this.showInfoTimer = setTimeout(function () {
  683. box.removeClass("animate");
  684. box.addClass("hide");
  685. this.showInfoTimer = null;
  686. }.bind(this), time + 20)
  687. }.bind(this), 50)//这个数字太小的话后面触发的没有重新animate的效果 应该要比帧率大吧
  688. }//like: manage.showInfo({title:'a', top:20})
  689. //公用的函数
  690. function getQueryVariable(variable)
  691. {
  692. var query = window.location.search.substring(1);
  693. var vars = query.split("&");
  694. for (var i=0;i<vars.length;i++) {
  695. var pair = vars[i].split("=");
  696. if(pair[0] == variable){return pair[1];}
  697. }
  698. return(false);
  699. }
  700. //隐藏公司Logo
  701. function showLogo(){
  702. $("#myCompany").hide();
  703. $("#loaderCoBrandName").hide();
  704. $("#title-logo").hide();
  705. $(".title-container").css("justify-content","center")
  706. }
  707. //czj 添加随机的时间
  708. function randomTime(){
  709. return new Date()
  710. };
  711. function matcher(data){
  712. if(!data || !g_version ) return data;
  713. delete data.model.vision_version;
  714. var _data = {
  715. files: {
  716. "templates": ["images/images{{number}}/{{filename}}"]
  717. },
  718. model :{
  719. sid :window.number,
  720. camera_start:
  721. data.model.images && data.model.images.length != 0 ?
  722. {
  723. camera: {
  724. zoom: "-1",
  725. quaternion: [
  726. JSON.parse(data.model.images[0].metadata).camera_quaternion.z,
  727. JSON.parse(data.model.images[0].metadata).camera_quaternion.w,
  728. JSON.parse(data.model.images[0].metadata).camera_quaternion.x,
  729. JSON.parse(data.model.images[0].metadata).camera_quaternion.y
  730. ]
  731. },
  732. pano: { uuid: JSON.parse(data.model.images[0].metadata).scan_id },
  733. mode: "0"
  734. }
  735. : ''
  736. },
  737. sid: window.number,
  738. hoticon: {
  739. default: "https://super.4dage.com/images/4dagePoint2.png",
  740. higt: "https://super.4dage.com/images/4dagePoint.png"
  741. },
  742. special: "false",
  743. weixinDesc: ""
  744. };
  745. $.extend(true,data,_data)
  746. return data;
  747. }
  748. function hotMatcher(data={}){
  749. //if(!data || !g_version) return data;
  750. if(g_version) {
  751. data.tourAudio = data.audio || {};
  752. }else{
  753. data.tourAudio = {}
  754. }
  755. return data;
  756. }
  757. var GifTexDeal = {
  758. animateObjects : [],
  759. animateTexs : [] ,
  760. addAnimation : function(texture, owner, info, id){
  761. /* if(this.animateObjects.find(e=>
  762. e.texture == texture && !ifSame(info, e.info)
  763. )) */
  764. var animation
  765. var tex = this.animateTexs.find(e=>e.texture == texture)
  766. if(tex){
  767. animation = tex
  768. }else{
  769. animation = {texture,info }
  770. this.animateTexs.push(animation)
  771. this.setRepeart(animation)
  772. }
  773. var object = {
  774. animation, //默认相同的texture对应的info是一样的, 对应一个animation
  775. owner,
  776. }
  777. this.animateObjects.push(object)
  778. return object
  779. },
  780. remove : function(object){
  781. var index = this.animateObjects.indexOf(object)
  782. if(index>-1){
  783. this.animateObjects.splice(index, 1)
  784. if(!this.animateObjects.find(e=>e.animation == object.animation)){
  785. let i = this.animateTexs.indexOf(object.animation)
  786. this.animateTexs.splice(i, 1)
  787. object.animation.texture.repeat.set(1,1)
  788. }
  789. this.stop(object)
  790. }
  791. },
  792. setRepeart : function(animation){
  793. animation.texture.repeat.set(1/animation.info.cellXcount, 1/animation.info.cellYcount)
  794. },
  795. start: function(object){
  796. if(!object || object.started )return;
  797. object.started = true
  798. if(object.animation.started)return;
  799. object.animation.started = true
  800. var info = object.animation.info
  801. var count = info.cellXcount * info.cellYcount - (info.voidCount || 0)
  802. if(count <= 1)return;
  803. transitions.start( (progress)=>{
  804. var index = Math.floor(count * progress);
  805. var indexX = index % info.cellXcount
  806. var indexY = info.cellYcount - Math.floor(index /info.cellXcount ) - 1; //uv.offset.y是从下到上的
  807. object.animation.texture.offset.x = indexX / info.cellXcount;
  808. object.animation.texture.offset.y = indexY / info.cellYcount;
  809. //console.log(object.id + " : "+ object.texture.offset.toArray())
  810. } , info.duration * (-1), null,/* ()=>{//done (-1):循环
  811. object.started = false
  812. object.texture.offset.x = 0;
  813. object.texture.offset.y = 0;
  814. this.start(object)
  815. }, */ 0 ,null, object.id, "gif_"+object.animation.texture.id);
  816. },
  817. stop: function(object){
  818. if(!object || !object.started)return;
  819. object.started = false
  820. //只有该object对应的texture对应的所有object都停止了,才能真的停止动画:
  821. if(this.animateObjects.find(e=>e.animation == object.animation && e.started)) return;
  822. transitions.cancelById("gif_"+object.animation.texture.id);
  823. object.animation.texture.offset.set(0,0)
  824. object.animation.started = false
  825. }
  826. }
  827. var CloneObject = function(copyObj, result, isSimpleCopy, extraReplace) {
  828. //isSimpleCopy只复制最外层
  829. //复制json result的可能:普通数字或字符串、普通数组、复杂对象
  830. if(!copyObj)return copyObj //0 null undefined ''
  831. result = result || {};
  832. if (copyObj instanceof Array) {
  833. /* if (copyObj[0]instanceof Object) {
  834. //不支持含有 [[Object]] 这样二级数组里面还是复杂数据的,普通和复杂的数据混合可能也不支持
  835. console.error("不支持含有 [[Object]] 这样二级数组里面还是复杂数据的...")
  836. }
  837. return copyObj.slice(0);*/ //如果是数组,直接复制返回(排除数组内是object
  838. return copyObj.map(e=>{
  839. if(e instanceof Object){
  840. return CloneObject(e)
  841. }else return e
  842. })
  843. }else{
  844. if(copyObj.clone instanceof Function ){ //解决一部分
  845. return copyObj.clone()
  846. }
  847. }
  848. for (var key in copyObj) {
  849. if (copyObj[key] instanceof Object && !isSimpleCopy)
  850. result[key] = CloneObject(copyObj[key]);
  851. else
  852. result[key] = copyObj[key];
  853. //如果是函数类同基本数据,即复制引用
  854. }
  855. return result;
  856. }
  857. ;
  858. var ifSame = function(object1, object2){
  859. if(object1 == object2 )return true // 0 != undefined , 0 == ''
  860. else if(!object1 || !object2) return false
  861. else if(object1.constructor != object2.constructor){
  862. return false
  863. }else if(object1 instanceof Array ) {
  864. if(object1.length != object2.length)return false;
  865. var _object2 = object2.slice(0);
  866. for(let i=0;i<object1.length;i++){
  867. var u = _object2.find(e=>ifSame(object1[i], e));
  868. if(u == void 0 && !_object2.includes(u) && !object1.includes(u))return false;
  869. else{
  870. let index = _object2.indexOf(u);
  871. _object2.splice(index,1);
  872. }
  873. }
  874. return true
  875. }else if(object1.equals instanceof Function ){//复杂数据仅支持这种,其他的可能卡住?
  876. return object1.equals(object2)
  877. }else if(typeof object1 == 'number' || typeof object1 == 'string'){
  878. if(isNaN(object1) && isNaN(object2))return true
  879. else return object1 == object2
  880. }else if(typeof object1 == "object"){
  881. var keys1 = Object.keys(object1)
  882. var keys2 = Object.keys(object2)
  883. if(!ifSame(keys1,keys2))return false;
  884. for(let i in object1){
  885. var same = ifSame(object1[i], object2[i]);
  886. if(!same)return false
  887. }
  888. return true
  889. }else{
  890. console.log('isSame出现例外')
  891. }
  892. }
  893. function initByTHREE(THREE){
  894. window.bus = new THREE.EventDispatcher();//因为player一开始总是没创建好,所以加一个事件传递器
  895. THREE.TransitionPass = function ( scene, camera ) {
  896. this.renderScene = scene;
  897. this.renderCamera = camera;
  898. this.coverRenderTarget = new THREE.WebGLRenderTarget( 100, 100, {
  899. minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter,
  900. format: THREE.RGBAFormat
  901. });
  902. this.coverTex = this.coverRenderTarget.texture;
  903. this.enabled = false;
  904. this.oldClearColor = new THREE.Color();
  905. this.oldClearAlpha = 1;
  906. this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  907. this.scene = new THREE.Scene();
  908. this.material = this.getMaskMaterial()
  909. var copyShader = THREE.CopyShader;
  910. this.materialCopy = new THREE.ShaderMaterial( {
  911. uniforms: this.copyUniforms,
  912. vertexShader: copyShader.vertexShader,
  913. fragmentShader: copyShader.fragmentShader,
  914. blending: THREE.NoBlending,
  915. depthTest: false,
  916. depthWrite: false,
  917. transparent: true
  918. } );
  919. this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), this.material);
  920. this.quad.frustumCulled = false; // Avoid getting clipped
  921. this.scene.add( this.quad );
  922. }
  923. THREE.TransitionPass.prototype = {//波形扩散,出下一个画面
  924. constructor: THREE.TransitionPass,
  925. setSize: function ( width, height ) {
  926. this.coverRenderTarget.setSize( width, height );
  927. },
  928. render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  929. var oldAutoClear = renderer.autoClear;
  930. renderer.autoClear = false;
  931. var uniforms = this.quad.material.uniforms
  932. uniforms.bgTex.value = readBuffer.texture; //更新
  933. uniforms.coverTex.value = this.coverTex;
  934. uniforms.progress.value = player.model.skybox.material.uniforms.progress.value//
  935. uniforms.screenRatio.value = player.domElement.clientWidth / player.domElement.clientHeight;// 使波纹为圆形
  936. uniforms.screenRatio.value *= uniforms.screenRatio.value
  937. renderer.render( this.scene, this.camera);
  938. renderer.autoClear = oldAutoClear;
  939. },
  940. start:function(sceneRenderer){
  941. this.enabled = true
  942. //draw coverTex
  943. this.quad.material.uniforms.progress.value = 1;
  944. sceneRenderer.renderer.render( sceneRenderer.scene, sceneRenderer.camera, this.coverRenderTarget, true );
  945. console.log('start111')
  946. },
  947. stop:function(){
  948. this.enabled = false
  949. console.log('stop111')
  950. }
  951. ,
  952. getMaskMaterial :function(){
  953. return new THREE.ShaderMaterial( {
  954. uniforms: {
  955. coverTex: {
  956. type: "t",
  957. value: null
  958. },
  959. bgTex: {
  960. type: "t",
  961. value: null
  962. },
  963. progress:{
  964. type: "f",
  965. value: 0
  966. },
  967. screenRatio:{
  968. type: "f",
  969. value: 1
  970. }
  971. },
  972. vertexShader: `
  973. varying vec2 vUv;
  974. void main()
  975. {
  976. vUv = uv;
  977. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  978. }
  979. `,
  980. fragmentShader: `
  981. uniform sampler2D coverTex;
  982. uniform sampler2D bgTex;
  983. uniform float progress;
  984. uniform float screenRatio;
  985. varying vec2 vUv;
  986. void main() {
  987. const float maxRadius = 0.708; // sqrt(0.5^2+0.5^2)
  988. const float minRadius = 0.0 ;
  989. float radius = screenRatio>1.0 ? sqrt((vUv.x - 0.5)*(vUv.x - 0.5) + (vUv.y - 0.5)*(vUv.y - 0.5)/screenRatio) : sqrt((vUv.x - 0.5)*(vUv.x - 0.5)*screenRatio+ (vUv.y - 0.5)*(vUv.y - 0.5));
  990. float diff = 0.292; //1.0-maxRadius;
  991. float radiusIn = maxRadius * progress + minRadius * (1.0-progress);
  992. float radiusOut = radiusIn + diff;
  993. if(radius < radiusIn) {
  994. gl_FragColor = texture2D(bgTex, vUv);
  995. //gl_FragColor = vec4(0.0,0.0,1.0,1.0);//
  996. }else if(radius>radiusOut){
  997. gl_FragColor = texture2D(coverTex, vUv) ;
  998. //gl_FragColor = vec4(1.0,1.0,0.0,1.0);//
  999. }else{
  1000. vec4 color1 = texture2D(bgTex, vUv);
  1001. vec4 color2 = texture2D(coverTex, vUv);
  1002. float rotio = smoothstep(radiusIn ,radiusOut,radius);
  1003. gl_FragColor = mix(color1, color2, rotio);
  1004. }
  1005. }
  1006. `
  1007. } );
  1008. },
  1009. }
  1010. let labels = []
  1011. class Label2D extends THREE.EventDispatcher{
  1012. constructor(o={}){
  1013. super()
  1014. this.position = o.position
  1015. this.elem = $(o.innerHTML || '<div ><a></a></div>');
  1016. $(o.domElement).append(this.elem)
  1017. this.pos2d = new THREE.Vector3
  1018. this.elem.css({position: 'absolute', 'z-index':999})
  1019. this.clickFun = o.clickFun;
  1020. this.clickFun && this.elem.on('click',this.clickFun.bind(this))
  1021. if(o.autoUpdate){
  1022. let update = (e)=>{if(e.cameraChanged) this.update()}
  1023. player.on("view.changed",update) //确保player存在
  1024. this.addEventListener('dispose', (e)=>{
  1025. player.off("view.changed",update)
  1026. })
  1027. }
  1028. this.visible = true
  1029. this.shelterByModel = o.shelterByModel
  1030. this.floorIndex = o.floorIndex
  1031. labels.push(this)
  1032. if(window.player.model){
  1033. this.init()
  1034. }else{
  1035. let f = ()=>{
  1036. window.bus.removeEventListener('playerAndModelReady',f)
  1037. this.init()
  1038. }
  1039. window.bus.addEventListener('playerAndModelReady',f)
  1040. }
  1041. }
  1042. init(){
  1043. if(this.floorIndex != void 0){
  1044. player.model.on("floor.changed",(currentFloor, mode, oldFloor)=>{
  1045. this.update(currentFloor) //注: currentFloor 这时候还没成为 model.currentFloor
  1046. })
  1047. }
  1048. }
  1049. update(currentFloor){
  1050. if(!this.position || !this.visible)return
  1051. var p = convertTool.getPos2d(this.position);
  1052. if(!p || !p.trueSide){
  1053. this.elem.css('display','none'); return;
  1054. }
  1055. //判断label是否被模型遮挡,遮挡则消失(如果是漫游模式最好提前计算visiblePanos)
  1056. if(player.mode != 'panorama'){
  1057. currentFloor = currentFloor || player.model.currentFloor
  1058. if(!player.model.allFloorsVisible && this.floorIndex != void 0 && this.floorIndex!= currentFloor.floorIndex){
  1059. this.elem.css('display','none'); return;
  1060. }
  1061. if(this.shelterByModel && convertTool.ifShelter(this.position , this.floorIndex )){
  1062. this.elem.css('display','none'); return;
  1063. }
  1064. }
  1065. this.elem.css({
  1066. left: p.pos.x +'px',
  1067. top: p.pos.y +'px'
  1068. })
  1069. /* if(settings.vrEnabled){
  1070. this.elem.css({transform:'rotate('+window.screenFaceOrient+'deg)'})
  1071. }else{
  1072. this.elem.css({transform:''})
  1073. } */
  1074. this.elem.css('display','block');
  1075. this.pos2d = p.vector;
  1076. }
  1077. setVisible(visi, reason, level=0, type){
  1078. convertTool.updateVisible(this, reason, visi, level, type )
  1079. if(!this.visible){
  1080. this.elem.css('display','none');
  1081. }else{
  1082. this.update()
  1083. }
  1084. }
  1085. setPos(pos){
  1086. this.position = pos;
  1087. this.update()
  1088. }
  1089. dispose(){
  1090. this.elem.remove();
  1091. this._listeners = {}
  1092. this.dispatchEvent({type:'dispose'})
  1093. let index = labels.indexOf(this)
  1094. index > -1 && labels.splice(index,1)
  1095. }
  1096. }
  1097. window.Label2D = Label2D
  1098. class RoomLabel extends Label2D{
  1099. constructor(o){
  1100. if(o.position instanceof Array) o.position = new THREE.Vector3().fromArray(o.position)
  1101. o.innerHTML = `<div class="room-label" ><a><p><span>${o.title}</span></p></a></div>`
  1102. o.domElement = $(".widgets-doll-labels")[0]
  1103. o.shelterByModel = true , o.autoUpdate = true
  1104. o.clickFun = ()=>{
  1105. if(player.roomLebelClickUnabled)return
  1106. let result = common.sortByScore(player.model.floors.index[this.floorIndex].panos, [], [(pano)=>{
  1107. return -pano.position.distanceToSquared(this.position)
  1108. }]);
  1109. player.flyToPano({
  1110. pano : result && result[0] && result[0].item
  1111. })
  1112. }
  1113. super(o)
  1114. this.setTitle(o.title )
  1115. }
  1116. init(){
  1117. super.init()
  1118. //飞入后不可见
  1119. player.on("mode.changing",(currentMode, mode, pano, duration)=>{//准备飞
  1120. this.setStyle(currentMode, mode, duration)
  1121. })
  1122. this.setStyle()
  1123. }
  1124. setStyle(currentMode, mode, duration){
  1125. if(!mode) mode = player.mode
  1126. if(mode == 'panorama'){
  1127. this.setVisible(false, 'isPanorama')
  1128. }else if(currentMode == 'panorama'){
  1129. setTimeout(()=>{
  1130. this.setVisible(true, 'isPanorama')
  1131. },duration*0.7)
  1132. }
  1133. }
  1134. setTitle(title){
  1135. this.title = title || ''
  1136. this.elem.html(`<a><p><span>${this.title}</span></p></a>`)
  1137. }
  1138. setEditSelect(state){//编辑页面用
  1139. this.editing = !!state
  1140. this.setVisible(state, 'editSelected', 1, state ? 'add':'cancel') //强制可见
  1141. }
  1142. }
  1143. window.RoomLabel = RoomLabel
  1144. let f = ()=>{
  1145. window.bus.removeEventListener('playerAndModelReady',f)
  1146. player.on("mode.changing",(currentMode, mode, pano, duration)=>{
  1147. let noLine = mode == 'floorplan';
  1148. if(noLine){
  1149. $('.widgets-doll-labels').addClass('noLine').addClass('noCorner')
  1150. }else{
  1151. $('.widgets-doll-labels').removeClass('noLine').removeClass('noCorner')
  1152. }
  1153. })
  1154. player.on("view.changed",(e)=>{
  1155. if(e.cameraChanged){
  1156. //if(needUpdateZIndex){ //如果某个label显示时需要更新index的话,加个参数
  1157. let label_ = labels.filter(e=>e.elem[0].style.display == 'block')
  1158. label_.sort((a,b)=>b.pos2d.z - a.pos2d.z)
  1159. label_.forEach((e,index)=>e.elem.css('z-index', index+1000));
  1160. //}
  1161. }
  1162. })
  1163. }
  1164. window.bus.addEventListener('playerAndModelReady',f) //player model currentPano都已有
  1165. }
  1166. //最好能知道应该播放到的currentTime
  1167. var SoundManager = {//暂不支持同时播放
  1168. currentAudio:null,//当前正在播放list中的哪一个
  1169. enableSound:true,//是否允许有声音
  1170. playHistory:[],//被打断的加入播放历史
  1171. list:[ ],//同一级别可以互相打断 //暂时不做多级别
  1172. play:function(name, src, currentTime){
  1173. var object = this.list.find(e=>e.name == name)
  1174. if(object){
  1175. if(this.currentAudio){
  1176. this.pause(this.currentAudio.name, false, true)
  1177. }
  1178. {//将当前要播放的播放历史中清除
  1179. let index = this.playHistory.indexOf(object)
  1180. if(index>-1)this.playHistory.splice(index,1);
  1181. }
  1182. this.currentAudio = object
  1183. if(src){
  1184. this.setSrc(name, src)
  1185. }
  1186. if(currentTime!=void 0){
  1187. object.audio.currentTime = currentTime
  1188. }
  1189. if(object.audio && object.src){
  1190. object.audio.load(); // iOS 9 还需要额外的 load 一下, 否则直接 play 无效 *///https://www.cnblogs.com/interdrp/p/4211883.html 部分资料
  1191. object.audio.play();
  1192. object.callback && object.callback(true)
  1193. Log(name + ' 播放 ' )
  1194. }
  1195. }
  1196. },
  1197. pause:function(name, autoReplayLast, isInterrupt){//需要能自动恢复上一个被打算的音频。恢复前判断是否还需要播放
  1198. var object = this.list.find(e=>e.name == name)
  1199. if(object && this.currentAudio == object){
  1200. this.currentAudio = null
  1201. if(object.audio){
  1202. object.audio.pause()
  1203. object.callback && object.callback(false)
  1204. object.audio.src && Log(name + ' 中断音频 '+ "("+common.getFileNameFromUrl(object.audio.src)+')' )
  1205. }
  1206. if(isInterrupt){//一般主动调用不需要加这个
  1207. this.playHistory.push(object)//如果是被中断的,加入播放历史,等待恢复播放
  1208. }
  1209. if(autoReplayLast){ //播放之前的音频。它们是被打断过的。
  1210. while(this.playHistory.length){
  1211. var last = this.playHistory.pop();
  1212. if(last.src && last.canplay(last.audio)){
  1213. this.play(last.name )
  1214. }
  1215. }
  1216. }
  1217. }
  1218. },
  1219. setSrc : function(name, src){//不能直接给audio赋src!一定要用这个函数!因为我要拿这里的src来判断有无src,因为貌似audio的src会自动变,''时会变成html的链接
  1220. var object = this.list.find(e=>e.name == name)
  1221. object.src = src
  1222. object.audio.src = src
  1223. Log(`${object.name} 设置src: ${src}`)
  1224. },
  1225. createAudio:function(object={}){//name, level, canplay
  1226. if(!object.fake){
  1227. object.audio = new Audio();
  1228. object.audio.loop = !!object.loop;
  1229. //object.audio.autoplay = true;
  1230. object.audio.addEventListener('ended', ()=>{
  1231. if(object.loop){//循环
  1232. Log(`${object.name} 播放完毕,重新播放`)
  1233. object.audio.play()
  1234. }else{
  1235. this.pause(object.name, true);//停止后的后续处理
  1236. }
  1237. });
  1238. object.audio.oncanplaythrough = ()=>{
  1239. Log(`${object.name} canplaythrough `)
  1240. }
  1241. }
  1242. this.list.push(object)
  1243. },
  1244. initAutoPlay:function(){ //处理设备自动播放限制
  1245. let play = function(){
  1246. if(this.currentAudio && this.currentAudio.audio && this.currentAudio.src){
  1247. this.currentAudio.audio.play()
  1248. Log(`${this.currentAudio.name} 自动播放成功`) //即使设置src在这之后好像也能成功播放
  1249. }else{
  1250. }
  1251. document.removeEventListener("touchstart",play);
  1252. document.removeEventListener("click",play);
  1253. $('#player')[0].removeEventListener("touchstart", play);
  1254. }.bind(this);
  1255. document.addEventListener("WeixinJSBridgeReady", play, false);
  1256. document.addEventListener("touchstart", play);//ios需要加个事件才能播放 不能自动播放;如果还有浏览器不行,换成别的交互事件
  1257. document.addEventListener("click", play);
  1258. $('#player')[0].addEventListener("touchstart", play);
  1259. }
  1260. }
  1261. function Log(value, color, fontSize){
  1262. color = color || '#13f'
  1263. fontSize = fontSize || 14
  1264. console.warn(`%c${value}`, `color:${color};font-size:${fontSize}px`)
  1265. }
  1266. Manage.prototype.loadAudio = function() { //相关:g_tourAudio \ g_playAudio
  1267. //热点页面因为挡住了界面,所以暂时不存在别的音频阻止热点音频的可能
  1268. //box视频都静音,所以暂时不考虑
  1269. SoundManager.createAudio({
  1270. name:'bgm',
  1271. level:0,
  1272. src:'',
  1273. loop:true,
  1274. canplay:(audio)=>{
  1275. return this.bgmShouldPlay
  1276. },
  1277. callback:(state)=>{//play或pause时随之触发的函数(即使还没开始播放)
  1278. if(state){
  1279. $("#volume a img").attr("src", "./images/Volume btn_off.png")
  1280. $("#volume").attr("title", "关闭声音");
  1281. }else{
  1282. $("#volume a img").attr("src", "./images/Volume btn_on.png")
  1283. $("#volume").attr("title", "打开声音");
  1284. }
  1285. }
  1286. })
  1287. SoundManager.createAudio({
  1288. name:'tour',
  1289. level:0,
  1290. src:'',
  1291. loop:false,
  1292. canplay:(audio)=>{
  1293. return player.director && player.director.tourIsPlaying && player.director.getAudio()
  1294. }
  1295. })
  1296. SoundManager.createAudio({
  1297. name:'hot',
  1298. fake:true,//实际上没有audio. 只是为了来停止和续播其他音频
  1299. level:1,
  1300. src:'',
  1301. loop:false,
  1302. canplay:(audio)=>{
  1303. }
  1304. })
  1305. $("#volume").find("a").on("click", ()=> {
  1306. if($("#volume img")[0].src.indexOf("btn_on.png")>-1)
  1307. {
  1308. this.switchBgmState(true);
  1309. }
  1310. else if($("#volume img")[0].src.indexOf("btn_off.png")>-1)
  1311. {
  1312. this.switchBgmState(false);
  1313. }
  1314. })
  1315. this.switchBgmState(true);//初始设置允许播放bgm
  1316. SoundManager.initAutoPlay()
  1317. }
  1318. Manage.prototype.switchBgmState = function(state){//按钮的状态完全代表是否应该播放bgm,即使还没加载完
  1319. this.bgmShouldPlay = state
  1320. if(state){
  1321. SoundManager.play('bgm')
  1322. }else{
  1323. SoundManager.pause('bgm')
  1324. }
  1325. /* if(!g_bgAudio || !g_bgAudio.src) return;
  1326. var played = function(){
  1327. console.log('begin play bgm');
  1328. g_play = 1;
  1329. g_playAudio = g_bgAudio;
  1330. g_tourAudio && g_tourAudio.pause()
  1331. }
  1332. var paused = function(){
  1333. g_play = 0;
  1334. g_playAudio == g_bgAudio && (g_playAudio = null)
  1335. }
  1336. if(state ){
  1337. g_bgAudio.play();
  1338. if(g_bgAudio.paused){
  1339. paused()
  1340. }else{
  1341. played()
  1342. return true
  1343. }
  1344. }else{
  1345. g_bgAudio.pause();
  1346. paused()
  1347. }
  1348. g_bgAudio.pauseByHot = false
  1349. g_bgAudio.pauseByTour = false */
  1350. }
  1351. var manage = new Manage();
  1352. //处理cursor优先级
  1353. var CursorDeal = {
  1354. priorityEvent : [//在前面的优先级高
  1355. {"noIntersect":'not-allowed'},
  1356. {"addHot":'cell'},
  1357. {"hoverFootIcon":'pointer'},
  1358. {"hoverHot":'pointer'},
  1359. {"addLabel":'cell'},
  1360. {"moveLabel":'grab'},
  1361. ],
  1362. domElements :[$('#player')[0]],
  1363. list:[], //当前存在的cursor状态
  1364. currentCursorIndex:null,
  1365. /* init : function(viewer){
  1366. this.priorityEvent.forEach(e=>{//刚开始Potree.resourcePath没值,现在换
  1367. for(let i in e){
  1368. e[i] = Common.replaceAll(e[i],'{Potree.resourcePath}',Potree.resourcePath)
  1369. }
  1370. })
  1371. this.domElements = [viewer.renderArea, viewer.mapViewer.renderArea];
  1372. viewer.addEventListener("CursorChange",(e)=>{
  1373. if(e.action == 'add'){
  1374. this.add(e.name)
  1375. }else{
  1376. this.remove(e.name)
  1377. }
  1378. })
  1379. }, */
  1380. add : function(name){
  1381. var priorityItem = this.priorityEvent.find(e=>e[name])
  1382. if(!priorityItem){
  1383. console.error('CursorDeal 未定义优先级 name:'+ name);
  1384. return
  1385. }
  1386. if(!this.list.includes(name)){
  1387. this.judge({addItem: priorityItem, name})
  1388. this.list.push(name)
  1389. }
  1390. },
  1391. remove : function(name){
  1392. var index = this.list.indexOf(name);
  1393. if(index > -1){
  1394. this.list.splice(index, 1)
  1395. this.judge()
  1396. }
  1397. },
  1398. judge:function(o={}){
  1399. //console.log(o,this.list)
  1400. if(o.addItem){
  1401. var addIndex = this.priorityEvent.indexOf(o.addItem)
  1402. if(addIndex < this.currentCursorIndex || this.currentCursorIndex == void 0){
  1403. this.domElements.forEach(e=>e.style.cursor = o.addItem[o.name] )
  1404. this.currentCursorIndex = addIndex
  1405. }
  1406. }else{
  1407. var levelMax = {index:Infinity, cursor:null }
  1408. this.list.forEach(name=>{
  1409. var priorityItem = this.priorityEvent.find(e=>e[name])
  1410. var index = this.priorityEvent.indexOf(priorityItem)
  1411. if(index < levelMax.index){
  1412. levelMax.index = index;
  1413. levelMax.cursor = priorityItem[name]
  1414. }
  1415. })
  1416. this.currentCursorIndex = levelMax.index
  1417. this.domElements.forEach(e=>e.style.cursor = levelMax.cursor || '')
  1418. }
  1419. }
  1420. }
  1421. //兼容一代的場景
  1422. //請求地址統一管理
  1423. var g_onePregix = "https://bigscene.4dage.com/" //对应一代 http://www.4dmodel.com/SuperPanoramic/index.html?m=55
  1424. var g_version = manage.number("version");
  1425. g_version === "one" ? g_Prefix = g_onePregix : '';