manage.js 102 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. window.browser = { //提前定义
  55. isMobile: function() {
  56. var e = navigator.userAgent || navigator.vendor || window.opera;
  57. return /(android|bb\d+|meego).+mobile|android|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od|ad)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i.test(e) || /1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(e.substr(0, 4))
  58. },
  59. isFullscreen: function() {
  60. return document.fullscreenElement || document.mozFullscreenElement || document.mozFullScreenElement || document.webkitFullscreenElement || document.msFullscreenElement
  61. },
  62. valueFromHash: function(e, t) {
  63. var i = new RegExp("[#&?]" + e + "=([^#&?]*)")
  64. , n = i.exec(window.location.href);
  65. if (!n)
  66. return t;
  67. var r = n[1];
  68. return "boolean" == typeof t ? "true" === r || "1" === r : "number" == typeof t ? parseFloat(r) : window.decodeURIComponent(r)
  69. },
  70. urlHasValue: function(key, isGetValue) {
  71. let querys = window.location.search.substr(1).split("&")
  72. if (isGetValue) {
  73. for (let i = 0; i < querys.length; i++) {
  74. let keypair = querys[i].split("=")
  75. if (keypair.length === 2 && keypair[0] === key) {
  76. return keypair[1]
  77. }
  78. }
  79. return ""
  80. } else {
  81. for (let i = 0; i < querys.length; i++) {
  82. let keypair = querys[i].split("=")
  83. if (keypair[0] == key) {
  84. return true
  85. }
  86. }
  87. return false
  88. }
  89. },
  90. }
  91. var settings = {
  92. hotClickEvent:{
  93. video:{
  94. playAndPause:true,
  95. examine:false,
  96. openHot:false
  97. },
  98. photo:{
  99. examine:false,
  100. openHot:false
  101. },
  102. shine:{
  103. examine:true,
  104. openHot:true
  105. }
  106. },
  107. hotClickActions:['playAndPause','examine','openHot','fastTran'],
  108. markerHeight: 0.05,//距离地板高出多少,
  109. //默认的:
  110. teleportTime: 1500,//瞬间过渡的时间
  111. /* flytimeDistanceMultiplier:150,
  112. flyTime:750, */
  113. tourRotTime:2, //默认停留2秒
  114. //dontExamHot:true,
  115. hotFastTran:false,
  116. transparentBg: false,
  117. bgImg: null,
  118. tileClass:{//默认全景贴图加载的清晰度
  119. pc:{
  120. nav: '2k',
  121. max: '4k',
  122. },
  123. bigMobile:{ //width和height都超过一定值
  124. nav: browser.urlHasValue('padNav',true) || '2k',
  125. max: browser.urlHasValue('padMax',true) || '4k',//'2k',
  126. },
  127. mobile:{
  128. nav: browser.urlHasValue('phoneNav',true) || '1k', //不放大时
  129. max: browser.urlHasValue('phoneMax',true) || '4k', //放到最大
  130. }
  131. }, //可以稍后自行修改
  132. }
  133. if(window.number == '725'||window.number == '724'){
  134. //settings.mobileNavHigh = true
  135. settings.tileClass.mobile = {nav:'2k', max: '2k'}
  136. }
  137. //共用函数:
  138. window.common = null;
  139. window.MathLight = null;
  140. window.math = null
  141. window.easing = null
  142. window.lerp = null
  143. window.transitions = null
  144. function watch(object, propName, initialValue){ //监听某个属性的变化
  145. let v = initialValue
  146. Object.defineProperty(object, propName, {
  147. get: function() {
  148. return v
  149. },
  150. set: function(e) {
  151. console.log('watch:',propName, e)
  152. v = e
  153. }
  154. })
  155. }
  156. var toPrecision = function(e, t) {
  157. function i(e, t) {
  158. var i = Math.pow(10, t);
  159. return Math.round(e * i) / i
  160. }
  161. if (e instanceof Array) {
  162. for (var n = 0; n < e.length; n++)
  163. e[n] = i(e[n], t);
  164. return e
  165. }
  166. return i(e, t)
  167. }
  168. var dealMap = (map, o={} )=>{
  169. //使不resize when image is not power of two ,但缩小时会有锯齿
  170. if(!o.ignoreResize){
  171. if(!map.image || !THREE.Math.isPowerOfTwo(map.image.width ) || !THREE.Math.isPowerOfTwo(map.image.height )){
  172. map.wrapS = map.wrapT = THREE.ClampToEdgeWrapping;
  173. map.minFilter = THREE.LinearFilter;
  174. //map.generateMipmaps = true;
  175. }
  176. }
  177. if(!browser.isMobile()) map.anisotropy = 3
  178. }
  179. var dom = {
  180. getOffset: function(type, element, parent) {
  181. left = (type == "left") ? element.offsetLeft : element.offsetTop;
  182. if (!parent) parent = $("body")[0];
  183. while (element = element.offsetParent) {
  184. if (element == parent) break;
  185. left += (type == "left") ? element.offsetLeft : element.offsetTop;
  186. }
  187. return left;
  188. }
  189. };
  190. var getTransformSid = function(){
  191. var name
  192. if(player.mode == 'panorama'){
  193. name = player.currentPano ? player.currentPano.id : 'outside'
  194. }else{
  195. name = 'outside'
  196. }
  197. return name
  198. }
  199. var LineDraw = {
  200. /* createLine: function(posArr, o) {
  201. var e = new THREE.BufferGeometry
  202. , p = new Float32Array(6);
  203. e.addAttribute("position", new THREE.BufferAttribute(p,3));
  204. //这句新旧版写法不同 旧版这样:e.addAttribute("position",Float32Array,2,3);
  205. var p = e.attributes.position.array;
  206. for (var i = 0; i < 2; i++) {
  207. p[i * 3] = posArr[i].x;
  208. p[i * 3 + 1] = posArr[i].y;
  209. p[i * 3 + 2] = posArr[i].z;
  210. }
  211. var mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"]({
  212. linewidth: o.width || 1,
  213. //windows无效。 似乎mac/ios上粗细有效 ?
  214. color: o.color || defaultColor,
  215. transparent: o.dontAlwaysSeen ? false : true,
  216. depthTest: o.dontAlwaysSeen ? true : false
  217. })
  218. var line = new THREE.Line(e,mat);
  219. line.renderOrder = o.renderOrder || 4
  220. //同tagStem; //如果不加高,可能会部分被model遮住
  221. return line;
  222. } */
  223. createLine: function (posArr, o={}) {
  224. //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)
  225. var mat
  226. if(o.mat){
  227. mat = o.mat
  228. }else{
  229. let prop = {
  230. color: o.color || defaultColor,
  231. transparent: o.dontAlwaysSeen ? false : true,
  232. depthTest: o.dontAlwaysSeen ? true : false,
  233. opacity: o.opacity != void 0 ? o.opacity : 1,
  234. }
  235. if(o.deshed ){
  236. prop.dashSize = o.dashSize || 0.1,
  237. prop.gapSize = o.gapSize || 0.1
  238. }
  239. mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"](prop)
  240. }
  241. var line = new THREE.LineSegments(new THREE.BufferGeometry, mat);
  242. line.renderOrder = o.renderOrder || 4
  243. this.moveLine(line, posArr)
  244. return line;
  245. },
  246. moveLine: function (line, posArr) {
  247. if(posArr.length == 0)return
  248. let position = new Float32Array(posArr.length * 3); //[]
  249. for (var i = 0; i < 2; i++) {
  250. position[i * 3] = posArr[i].x;
  251. position[i * 3 + 1] = posArr[i].y;
  252. position[i * 3 + 2] = posArr[i].z;
  253. }
  254. line.geometry.addAttribute("position", new THREE.BufferAttribute(position,3));
  255. //line.geometry.setAttribute('position', new THREE.Float32BufferAttribute(new Float32Array(position), 3));
  256. line.geometry.attributes.position.needsUpdate = true;
  257. line.geometry.computeBoundingSphere();
  258. /* if(line.material instanceof THREE.LineDashedMaterial){
  259. line.computeLineDistances() //只有非buffer的geometry才有
  260. } */
  261. }
  262. ,
  263. }
  264. var convertTool = {
  265. getPos2d : function(point, camera, dom){//获取一个三维坐标对应屏幕中的二维坐标
  266. var camera = camera || player.camera;
  267. var dom = dom || player.domElement;
  268. if(!camera)return
  269. 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);
  270. var x,y;
  271. x = (pos.x + 1) / 2 * dom.clientWidth;
  272. y = (1 - (pos.y + 1) / 2) * dom.clientHeight;
  273. var inSight = x <= dom.clientWidth && x >= 0 //是否在屏幕中
  274. && y <= dom.clientHeight && y >= 0
  275. return {
  276. pos: new THREE.Vector2(x,y), // 屏幕像素坐标
  277. vector: pos, //(范围 -1 ~ 1)
  278. 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
  279. inSight : inSight //在屏幕范围内可见
  280. };
  281. },
  282. ifShelter: function (pos3d, pos2d, camera, floorIndex) {
  283. //检测某点在视线中是否被mesh遮挡
  284. if (!pos2d) pos2d = convertTool.getPos2d(pos3d )
  285. camera = camera || player.camera
  286. var ori = new THREE.Vector3(pos2d.x, pos2d.y, -1).unproject(camera) //找到视线原点
  287. var dir = pos3d.clone().sub(ori).normalize()
  288. 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
  289. /* if(config.isEdit && publicObjectSet.editor.mainDesign.editing){
  290. var o = ray.intersectObjects(publicObjectSet.editor.mainDesign.wallMeshes);
  291. }else{ */
  292. let colliders = player.model.allFloorsVisible ? player.model.colliders : (floorIndex != void 0 ? player.model.floors.index[floorIndex] : player.model.currentFloor).collider.children
  293. //let colliders = (floorIndex == void 0 ) ? player.model.colliders : player.model.floors.index[floorIndex].collider.children
  294. var o = ray.intersectObjects(colliders);
  295. //}
  296. var len = pos3d.distanceTo(ori);
  297. if (o && o.length) {
  298. for(var i=0;i<o.length;i++){
  299. if(o[i].distance < len){ return true; }//有遮挡
  300. }
  301. }
  302. },
  303. /*
  304. 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)
  305. 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。
  306. */
  307. getPosAtPlane : function(pos, info/* , mouse, camera */){ //pos:与intersectPlane的交点 见笔记
  308. var A = pos;
  309. var player = player;
  310. var mouse = player.mouse;
  311. var O = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(player.camera);
  312. if(info.y != void 0){//地面线的
  313. var y = info.y;
  314. if(player.mode == "floorplan"/* || Math.abs(O.x-pos.x)<0.0001 && Math.abs(O.z-pos.z)<0.0001) */){
  315. //intersectPlane和地面平行,无交点
  316. var x = pos.x, z = pos.z;
  317. }else{
  318. 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。
  319. if(O.y == A.y){console.log('一样??');return;}
  320. if(A.y == y){console.log('一样2??');return;}
  321. var r = (O.y-y)/(A.y-y);
  322. var x = (r*A.x-O.x)/(r-1);
  323. var z = (r*A.z-O.z)/(r-1);
  324. }
  325. }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
  326. var N = info.normalVec;
  327. var P = info.pullPos;
  328. 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
  329. if(O.z==A.z){console.log('O.z==A.z?');return;}
  330. if(N.z!=0 && N.x != 0){//直接用这个通用的也可以,支持斜线的墙
  331. //console.log('N.z==0 && N.x == 0?');
  332. var c = ( N.x*(A.x-O.x) + N.y*(A.y-O.y) + N.z*(A.z-O.z));
  333. if(c == 0){console.log("分母为0?? return;");return;}
  334. 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
  335. var x = t * (A.x - O.x) + O.x;
  336. var y = t * (A.y - O.y) + O.y;
  337. var z = t * (A.z - O.z) + O.z;
  338. /*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;
  339. 求直线L与平面π的交点的坐标。
  340. 把直线方程改写成参数形式:设(x-a)/m=(x-b)/n=(z-c)/p=t;
  341. 则x=mt+a;y=nt+b;z=pt+c;代入平面π的方程得:
  342. A(mt+a)+B(nt+b)+C(pt+c)+D=0
  343. 由此解得t=-(Aa+Bb+Cc+D)/(Am+Bn+Cp)
  344. 再代入参数方程即得交点的坐标(x,y,z). */
  345. }else if(N.x ==0 ){ //z与pullPos相等
  346. var z = P.z;
  347. if(O.y == A.y){console.log('一样??');return;}
  348. if(A.y == y){console.log('一样2??');return;}
  349. if(A.z == z){console.log('一样3??');return;}
  350. var r = (O.z-z)/(A.z-z);
  351. var x = (r*A.x-O.x)/(r-1);
  352. var y = (r*A.y-O.y)/(r-1);
  353. }else if(N.z == 0){//x与pullPos相等
  354. var x = P.x;
  355. if(O.y == A.y){console.log('一样??');return;}
  356. if(A.y == y){console.log('一样2??');return;}
  357. if(A.x == x){console.log('一样3??');return;}
  358. var r = (O.x-x)/(A.x-x);
  359. var y = (r*A.y-O.y)/(r-1);
  360. var z = (r*A.z-O.z)/(r-1);
  361. }
  362. }
  363. return new THREE.Vector3(x,y,z);
  364. },
  365. getMouseIntersect : function(camera, meshes, mouse){//获取鼠标和meshes交点
  366. var raycaster = new THREE.Raycaster;
  367. camera.updateMatrixWorld();
  368. var origin = new THREE.Vector3(mouse.x,mouse.y,-1).unproject(camera)
  369. , end = new THREE.Vector3(mouse.x,mouse.y,1).unproject(camera);
  370. var dir = end.sub(origin).normalize()
  371. raycaster.set(origin, dir);
  372. var n = raycaster.intersectObjects(meshes);
  373. if (0 === n.length)
  374. return null;
  375. return n[0];
  376. },
  377. ifIntersectChunks : function(A,B,options={}){//获取某个线段/射线和meshes的交点
  378. var dir = B.clone().sub(A).normalize();
  379. var len = options.InfinityLen ? Infinity : A.distanceTo(B) + (options.extLen||0);
  380. var ray = new THREE.Raycaster(A.clone(), dir, 0, len);
  381. var o = ray.intersectObjects(options.model || player.model.colliders);
  382. if (o && o.length)return o;
  383. if(options.throughWidth){ //允许最小宽度,防止穿过极小的缝隙导致撞墙感
  384. var normal = math.getNormal({points:[{x:A.x, y:A.z},{x:B.x, y:B.z}]});//线段法线
  385. normal.multiplyScalar(options.throughWidth)
  386. var normalVec3 = new THREE.Vector3(normal.x, 0, normal.y);
  387. var A2 = A.clone().add(normalVec3)
  388. ray.set(A2, dir);
  389. var o2 = ray.intersectObjects(options.model || player.model.colliders);
  390. ray.set(A.clone().add(normalVec3.negate()), dir);
  391. if (o2 && o2.length)return o2;
  392. var o3 = ray.intersectObjects(options.model || player.model.colliders);
  393. if (o3 && o3.length)return o3;
  394. }
  395. return null;
  396. },
  397. getPosAtSphere : function(pos3d, toPanoPos){
  398. var dir = pos3d.clone().sub(toPanoPos);
  399. dir.normalize();//然后计算在球中
  400. dir.multiplyScalar(Constants.skyRadius);
  401. dir.add(toPanoPos);
  402. return dir;
  403. } ,
  404. 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
  405. var w;
  406. var i = new THREE.Vector3, o = new THREE.Vector3, l = new THREE.Vector3, c = new THREE.Vector3, h = new THREE.Vector3
  407. if(!op.resolution){
  408. let renderSize = player.sceneRenderer.renderer.getSize()
  409. op.resolution = {x:renderSize.width, y:renderSize.height}
  410. }
  411. if(!op.camera){
  412. let camera = player.cameraControls.activeControl ? player.cameraControls.activeControl.camera : player.camera
  413. let camera2 = camera.clone();
  414. camera2.matrixWorld.copy(player.camera.matrixWorld) //因为其他原因该camera的matrixWorld被还原了,而player.camera的是正确的
  415. op.camera = camera2
  416. }
  417. if(op.width2d) w = op.width2d //如果恒定二维宽度
  418. else{//否则考虑上距离,加一丢丢近大远小的效果
  419. var currentDis, nearBound, farBound
  420. if(op.camera.type == "OrthographicCamera"){
  421. currentDis = (op.camera.right - op.camera.left) / op.camera.zoom
  422. }else{
  423. currentDis = op.position.distanceTo(op.camera.position);
  424. }
  425. w = op.maxSize - ( op.maxSize - op.minSize) * THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound);
  426. //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
  427. }
  428. i.copy(op.position).project(op.camera), //tag中心在屏幕上的二维坐标
  429. 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
  430. l.set(w / 2, 0, 0).add(o), //加上tag宽度的一半
  431. c.set(2 / op.resolution.x, 2 / op.resolution.y, 1).multiply(l), //再转回 -1 到 1的范围
  432. h.copy(c).unproject(op.camera);//再转成三维坐标,求得tag边缘的位置
  433. let halfMeter = h.distanceTo(op.position)//就能得到tag的三维半径
  434. return halfMeter //可能NAN 当相机和position重叠时
  435. } ,
  436. 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
  437. if(!object.unvisibleReasons) object.unvisibleReasons = []; //如果length>0代表不可见
  438. if(!object.visibleReasons) object.visibleReasons = []; //在同级时,优先可见
  439. var update = function(){
  440. //先按从高到低的level排列
  441. object.unvisibleReasons = object.unvisibleReasons.sort((a,b)=>b.level-a.level)
  442. object.visibleReasons = object.visibleReasons.sort((a,b)=>b.level-a.level)
  443. var maxVisiLevel = object.visibleReasons[0] ? object.visibleReasons[0].level : -1
  444. var maxunVisiLevel = object.unvisibleReasons[0] ? object.unvisibleReasons[0].level : -1
  445. var shouldVisi = maxVisiLevel >= maxunVisiLevel
  446. var visiBefore = object.visible
  447. if(visiBefore != shouldVisi){
  448. object.visible = shouldVisi
  449. object.dispatchEvent({
  450. type: 'isVisible',
  451. visible: shouldVisi,
  452. reason,
  453. })
  454. }
  455. }
  456. if(ifShow){
  457. var index = object.unvisibleReasons.findIndex(e=>e.reason == reason)
  458. if(index > -1){
  459. type = 'cancel'
  460. object.unvisibleReasons.splice(index, 1);
  461. }
  462. if(type == 'add' ){
  463. if(!object.visibleReasons.some(e=>e.reason == reason)){
  464. object.visibleReasons.push({reason,level})
  465. }
  466. }
  467. }else{
  468. var index = object.visibleReasons.findIndex(e=>e.reason == reason)
  469. if(index > -1){
  470. type = 'cancel'
  471. object.visibleReasons.splice(index, 1);
  472. }
  473. if(type != 'cancel' ){
  474. if(!object.unvisibleReasons.some(e=>e.reason == reason)){
  475. object.unvisibleReasons.push({reason,level})
  476. }
  477. }
  478. }
  479. update()
  480. },
  481. 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"
  482. if(object.visible)return true
  483. else{
  484. return !object.unvisibleReasons || !object.unvisibleReasons.some(e=>e.reason == reason)
  485. }
  486. }
  487. }
  488. window.expandCommon = function(common){
  489. Object.assign(common,{
  490. intervalTool : { //延时update,防止卡顿
  491. list:[],
  492. isWaiting:function(name, func, delayTime/* , autoCycle */){
  493. let item = this.list.find(e=>e.name == name);
  494. if(!item){ //如果没有该项, 则加入循环
  495. let ifContinue = func();
  496. item = {name, func, delayTime};
  497. this.list.push(item);
  498. setTimeout(()=>{
  499. var a = this.list.indexOf(item);
  500. this.list.splice(a,1);
  501. let {func, delayTime} = item;
  502. if(item.requestUpdate || ifContinue ) this.isWaiting(name, func, delayTime); //循环
  503. },delayTime);
  504. }else {//如果有该项,说明现在请求下一次继续更新
  505. //更新属性
  506. item.func = func;
  507. item.delayTime = delayTime;
  508. item.requestUpdate = true;
  509. }
  510. },
  511. },
  512. sortByScore : function(list, request, rank) {
  513. var i = request ? common.filterAll(list, request) : list
  514. return 0 === i.length ? null : i = i.map(function(e) {
  515. let scores = rank.map(function(f){return f(e)}) //add
  516. return {
  517. item: e,
  518. scores,
  519. score: scores.reduce(function(t, i) {
  520. return t + i
  521. }, 0)
  522. }
  523. }).sort(function(e, t) {
  524. return t.score - e.score;
  525. })
  526. },
  527. getVisiblePano : function(positions = [], panos, options={}){//add
  528. var visiblePanos = [];
  529. options.posAtPanos = options.posAtPanos || {}//在不同漫游点的positions
  530. panos.forEach((pano)=>{
  531. if(!pano.isAligned())return;
  532. var A = pano.position.clone();
  533. var posB = options.posAtPanos[pano.id] || positions;
  534. var posLength = posB.length
  535. for(let i=0;i<posLength;i++){
  536. var B = posB[i];
  537. var ray = new THREE.Raycaster(A.clone(), B.clone().sub(A).normalize(), 0, A.distanceTo(B) - (options.tolerance||0) )
  538. var o = ray.intersectObjects(options.model || player.model.colliders, true);
  539. if (!o || !o.length){ //只要有一点可见,就算整体可见
  540. visiblePanos.push(pano.id);
  541. break;
  542. }
  543. }
  544. })
  545. return visiblePanos
  546. } ,
  547. realVisible : function (object) {
  548. var v = true;
  549. var parent = object;
  550. var lastParent;
  551. while (parent) {
  552. if (parent.visible === false) {
  553. v = false;
  554. break
  555. }
  556. lastParent = parent;
  557. parent = parent.parent;
  558. }
  559. if (v && !(lastParent instanceof THREE.Scene)) {
  560. //已被删除
  561. v = false;
  562. }
  563. return v
  564. }
  565. })
  566. }
  567. window.expandMath = function(math){
  568. Object.assign(math,{
  569. linearClamp(value, xArr, yArr) {
  570. if (arguments.length == 5) {
  571. xArr = [arguments[1], arguments[2]]
  572. yArr = [arguments[3], arguments[4]]
  573. }
  574. let len = xArr.length
  575. if (value <= xArr[0]) return yArr[0]
  576. if (value >= xArr[len - 1]) return yArr[len - 1]
  577. let i = 0
  578. while (++i < len) {
  579. if (value < xArr[i]) {
  580. let x1 = xArr[i - 1],
  581. x2 = xArr[i],
  582. y1 = yArr[i - 1],
  583. y2 = yArr[i]
  584. value = y1 + ((y2 - y1) * (value - x1)) / (x2 - x1)
  585. break
  586. }
  587. }
  588. return value
  589. }
  590. })
  591. }
  592. //--------------------------------------
  593. //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
  594. var Manage = function(){
  595. this.weixinURL = "https://res.wx.qq.com/open/js/jweixin-1.2.0.js",
  596. this.time = "?"+new Date().getTime();
  597. this.loadAudio();
  598. this.loadWeixin();
  599. }
  600. //动态加载js文件
  601. Manage.prototype.LoadJs = function(_files, succes){
  602. /* 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*/
  603. var classcodes = [];
  604. var FileArray = [];
  605. if (typeof _files === "object") {
  606. FileArray = _files;
  607. } else {
  608. /*如果文件列表是字符串,则用,切分成数组*/
  609. if (typeof _files === "string") {
  610. FileArray = _files.split(",");
  611. }
  612. }
  613. if (FileArray != null && FileArray.length > 0) {
  614. var LoadedCount = 0;
  615. for (var i = 0; i < FileArray.length; i++) {
  616. loadFile(FileArray[i], function() {
  617. LoadedCount++;
  618. if (LoadedCount == FileArray.length) {
  619. try {
  620. succes();
  621. }
  622. catch(err) {
  623. console.log("err: 您未定义回调");
  624. }
  625. }
  626. })
  627. }
  628. }
  629. /*加载JS文件,url:文件路径,success:加载成功回调函数*/
  630. function loadFile(url, success) {
  631. if (!FileIsExt(classcodes, url)) {
  632. var _ThisType = GetFileType(url);
  633. var ThisType = _ThisType.indexOf("?") == -1 ? _ThisType : _ThisType.substring(0,_ThisType.indexOf("?"));
  634. var fileObj = null;
  635. if (ThisType == ".js") {
  636. fileObj = document.createElement('script');
  637. fileObj.src = url;
  638. } else if (ThisType == ".css") {
  639. fileObj = document.createElement('link');
  640. fileObj.href = url;
  641. fileObj.type = "text/css";
  642. fileObj.rel = "stylesheet";
  643. } else if (ThisType == ".less") {
  644. fileObj = document.createElement('link');
  645. fileObj.href = url;
  646. fileObj.type = "text/css";
  647. fileObj.rel = "stylesheet/less";
  648. }
  649. success = success || function() {};
  650. fileObj.onload = fileObj.onreadystatechange = function() {
  651. if (!this.readyState || 'loaded' === this.readyState || 'complete' === this.readyState) {
  652. success();
  653. classcodes.push(url)
  654. }
  655. }
  656. document.getElementsByTagName('head')[0].appendChild(fileObj);
  657. } else {
  658. success();
  659. }
  660. }
  661. /*获取文件类型,后缀名,小写*/
  662. function GetFileType(url) {
  663. if (url != null && url.length > 0) {
  664. return url.substr(url.lastIndexOf(".")).toLowerCase();
  665. }
  666. return "";
  667. }
  668. /*文件是否已加载*/
  669. function FileIsExt(FileArray, _url) {
  670. if (FileArray != null && FileArray.length > 0) {
  671. var len = FileArray.length;
  672. for (var i = 0; i < len; i++) {
  673. if (FileArray[i] == _url) {
  674. return true;
  675. }
  676. }
  677. }
  678. return false;
  679. }
  680. };
  681. //获取页面url后面的参数
  682. Manage.prototype.number = function(variable) {
  683. var query = window.location.search.substring(1);
  684. var vars = query.split("&");
  685. for (var i=0;i<vars.length;i++) {
  686. var pair = vars[i].split("=");
  687. if(pair[0] == variable){return pair[1];}
  688. }
  689. return(false);
  690. };
  691. Manage.prototype.loadWeixin = function() {
  692. var that = this;
  693. this.LoadJs(that.weixinURL+that.time,function(){ });
  694. }
  695. Manage.prototype.weixinShare = function() {
  696. console.log({str:"weixinShare",level:1})
  697. $.ajax({
  698. url:'https://www.4dage.com/wechat/jssdk/',
  699. type: "post",
  700. data : {
  701. 'url' : location.href.split('#')[0]
  702. },
  703. dataType:"jsonp",
  704. jsonpCallback:"success_jsonp",
  705. success:function(data, textStatus){
  706. console.log({str:"微信 success,"+data.appId, level:1})
  707. wx.config({
  708. // debug : true,
  709. appId : data.appId,
  710. timestamp : data.timestamp,
  711. nonceStr : data.nonceStr,
  712. signature : data.signature,
  713. jsApiList : [ 'checkJsApi', 'onMenuShareTimeline',
  714. 'onMenuShareAppMessage', 'onMenuShareQQ',
  715. 'onMenuShareWeibo', 'hideMenuItems',
  716. 'showMenuItems', 'hideAllNonBaseMenuItem',
  717. 'showAllNonBaseMenuItem', 'translateVoice',
  718. 'startRecord', 'stopRecord', 'onRecordEnd',
  719. 'playVoice', 'pauseVoice', 'stopVoice',
  720. 'uploadVoice', 'downloadVoice', 'chooseImage',
  721. 'previewImage', 'uploadImage', 'downloadImage',
  722. 'getNetworkType', 'openLocation', 'getLocation',
  723. 'hideOptionMenu', 'showOptionMenu', 'closeWindow',
  724. 'scanQRCode', 'chooseWXPay',
  725. 'openProductSpecificView', 'addCard', 'chooseCard',
  726. 'openCard' ]
  727. });
  728. },
  729. error:function(XMLHttpRequest,textStatus,errorThrown){
  730. console.error({str:"微信分享失败! textStatus:"+textStatus, level:1})
  731. }
  732. });
  733. var success_jsonp = function(json){
  734. console.log({str:"success_jsonp:"+json, level:1});
  735. };
  736. wx.ready(function(){
  737. // 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〿
  738. //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〿
  739. //分享到朋友圈
  740. console.log({str:"微信 ready",level:1})
  741. wx.onMenuShareTimeline({
  742. title: g_weixinObj.title, // 分享标题
  743. link: g_weixinObj.lineLink, // 分享链接
  744. imgUrl: g_weixinObj.imgUrl, // 分享图标
  745. desc: g_weixinObj.desc
  746. });
  747. //获取“分享给朋友”按钮点击状态及自定义分享内容接叿
  748. wx.onMenuShareAppMessage({
  749. title: g_weixinObj.title, // 分享标题
  750. desc: g_weixinObj.desc, // 分享描述
  751. link: g_weixinObj.lineLink, // 分享链接
  752. imgUrl: g_weixinObj.imgUrl, // 分享图标
  753. type: '', // 分享类型,music、video或link,不填默认为link
  754. dataUrl: '' // 如果type是music或video,则要提供数据链接,默认为空
  755. });
  756. wx.onMenuShareWeibo({
  757. title: g_weixinObj.title, // 分享标题
  758. desc: g_weixinObj.desc, // 分享描述
  759. link: g_weixinObj.lineLink, // 分享链接
  760. imgUrl: g_weixinObj.imgUrl, // 分享图标
  761. success: function () {
  762. // 用户确认分享后执行的回调函数
  763. },
  764. cancel: function () {
  765. // 用户取消分享后执行的回调函数
  766. }
  767. });
  768. wx.onMenuShareQZone({
  769. title: g_weixinObj.title, // 分享标题
  770. desc: g_weixinObj.desc, // 分享描述
  771. link: g_weixinObj.lineLink, // 分享链接
  772. imgUrl: g_weixinObj.imgUrl, // 分享图标
  773. success: function () {
  774. // 用户确认分享后执行的回调函数
  775. },
  776. cancel: function () {
  777. // 用户取消分享后执行的回调函数
  778. }
  779. });
  780. wx.onMenuShareQQ({
  781. title: g_weixinObj.title, // 分享标题
  782. desc: g_weixinObj.desc, // 分享描述
  783. link: g_weixinObj.lineLink, // 分享链接
  784. imgUrl: g_weixinObj.imgUrl, // 分享图标
  785. success: function () {
  786. // 用户确认分享后执行的回调函数
  787. },
  788. cancel: function () {
  789. // 用户取消分享后执行的回调函数
  790. }
  791. });
  792. wx.error(function(res){
  793. // 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〿
  794. });
  795. });
  796. }
  797. Manage.prototype.dealURL = function(src, type){
  798. //music: "///super.4dage.com/data/LYW/edit/20200928_151633415.mp3"
  799. //"https://super.4dage.com/data/LYW/edit/20200928_165319399.jpg"]
  800. if(window.isLocal && settings.localPrefix!=void 0){//本地将线上的前缀替换
  801. 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
  802. var index = src.indexOf(oldPrefix);
  803. if(index>-1){
  804. var wholeOldPrefix = src.slice(0, index+oldPrefix.length);
  805. return src.replace(wholeOldPrefix, settings.localPrefix)
  806. }else console.error("没有找到合适的本地链接")
  807. return src
  808. }else{
  809. //add https://
  810. var prefix = g_Prefix.replace('https://','').replace('http://','')
  811. if(!src.includes('http:/') && !src.includes('https:/') && src.includes(prefix)){
  812. src = 'https://'+src
  813. }
  814. return src
  815. }
  816. }
  817. Manage.prototype.removeSrcPostMark = function(url){//去除texture.load时自动加上的'?'
  818. var index = url.indexOf('?')
  819. if(index>-1){
  820. return url.slice(0, index)
  821. }else return url
  822. }
  823. Manage.prototype.showInfo = function (o) { // ({result:true, title:"发布成功"});
  824. var box = $(".resultBox");
  825. var title = o.title || o || i18n.get('保存成功');
  826. box.children().eq(0).html(title)
  827. //var time = o.time || THREE.Math.clamp((Config.lang=='en') ? title.length*50 : title.length*130 ,1300,5000);
  828. var time = o.time || THREE.Math.clamp(title.length*130 ,1300, 5000);
  829. o.time || console.log("showtime " + time)
  830. //实际有一半的时间在渐变透明度
  831. this.showInfoTimer && clearTimeout(this.showInfoTimer)
  832. box.removeClass("animate");//如果之后不久又要showinfo一个的话,先停止前面的animate
  833. setTimeout(function () {
  834. box.css(
  835. {
  836. '-webkit-animation-duration': time + 'ms',
  837. 'animation-duration': time + 'ms'
  838. }
  839. )
  840. if(o.top){
  841. box.children().css('top', o.top + "%");
  842. }else{
  843. box.children().css('top', '' )
  844. }
  845. box.removeClass("hide");
  846. box.addClass("animate");
  847. if (o.dontInteract) {//遮挡对屏幕的操作
  848. box.css('pointer-events', 'auto')
  849. } else {
  850. box.css('pointer-events', 'none')
  851. }
  852. this.showInfoTimer = setTimeout(function () {
  853. box.removeClass("animate");
  854. box.addClass("hide");
  855. this.showInfoTimer = null;
  856. }.bind(this), time + 20)
  857. }.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
  858. }//like: manage.showInfo({title:'a', top:20})
  859. //公用的函数
  860. function getQueryVariable(variable)
  861. {
  862. var query = window.location.search.substring(1);
  863. var vars = query.split("&");
  864. for (var i=0;i<vars.length;i++) {
  865. var pair = vars[i].split("=");
  866. if(pair[0] == variable){return pair[1];}
  867. }
  868. return(false);
  869. }
  870. //隐藏公司Logo
  871. function showLogo(){
  872. $("#myCompany").hide();
  873. $("#loaderCoBrandName").hide();
  874. $("#title-logo").hide();
  875. $(".title-container").css("justify-content","center")
  876. }
  877. // 隐藏顶部介绍
  878. function topTextHide(){
  879. console.log('------------------隐藏顶部');
  880. $('.pinTop').hide()
  881. }
  882. //czj 添加随机的时间
  883. function randomTime(){
  884. return new Date()
  885. };
  886. function matcher(data){
  887. if(!data || !g_version ) return data;
  888. delete data.model.vision_version;
  889. var _data = {
  890. files: {
  891. "templates": ["images/images{{number}}/{{filename}}"]
  892. },
  893. model :{
  894. sid :window.number,
  895. camera_start:
  896. data.model.images && data.model.images.length != 0 ?
  897. {
  898. camera: {
  899. zoom: "-1",
  900. quaternion: [
  901. JSON.parse(data.model.images[0].metadata).camera_quaternion.z,
  902. JSON.parse(data.model.images[0].metadata).camera_quaternion.w,
  903. JSON.parse(data.model.images[0].metadata).camera_quaternion.x,
  904. JSON.parse(data.model.images[0].metadata).camera_quaternion.y
  905. ]
  906. },
  907. pano: { uuid: JSON.parse(data.model.images[0].metadata).scan_id },
  908. mode: "0"
  909. }
  910. : ''
  911. },
  912. sid: window.number,
  913. hoticon: {
  914. default: "https://super.4dage.com/images/4dagePoint2.png",
  915. higt: "https://super.4dage.com/images/4dagePoint.png"
  916. },
  917. special: "false",
  918. weixinDesc: ""
  919. };
  920. $.extend(true,data,_data)
  921. return data;
  922. }
  923. function hotMatcher(data={}){
  924. //if(!data || !g_version) return data;
  925. if(g_version) {
  926. data.tourAudio = data.audio || {};
  927. }else{
  928. data.tourAudio = {}
  929. }
  930. return data;
  931. }
  932. var GifTexDeal = {
  933. animateObjects : [],
  934. animateTexs : [] ,
  935. addAnimation : function(texture, owner, info, id){
  936. /* if(this.animateObjects.find(e=>
  937. e.texture == texture && !ifSame(info, e.info)
  938. )) */
  939. var animation
  940. var tex = this.animateTexs.find(e=>e.texture == texture)
  941. if(tex){
  942. animation = tex
  943. }else{
  944. animation = {texture,info }
  945. this.animateTexs.push(animation)
  946. this.setRepeart(animation)
  947. }
  948. var object = {
  949. animation, //默认相同的texture对应的info是一样的, 对应一个animation
  950. owner,
  951. }
  952. this.animateObjects.push(object)
  953. return object
  954. },
  955. remove : function(object){
  956. var index = this.animateObjects.indexOf(object)
  957. if(index>-1){
  958. this.animateObjects.splice(index, 1)
  959. if(!this.animateObjects.find(e=>e.animation == object.animation)){
  960. let i = this.animateTexs.indexOf(object.animation)
  961. this.animateTexs.splice(i, 1)
  962. object.animation.texture.repeat.set(1,1)
  963. }
  964. this.stop(object)
  965. }
  966. },
  967. setRepeart : function(animation){
  968. animation.texture.repeat.set(1/animation.info.cellXcount, 1/animation.info.cellYcount)
  969. },
  970. start: function(object){
  971. if(!object || object.started )return;
  972. object.started = true
  973. if(object.animation.started)return;
  974. object.animation.started = true
  975. var info = object.animation.info
  976. var count = info.cellXcount * info.cellYcount - (info.voidCount || 0)
  977. if(count <= 1)return;
  978. transitions.start( (progress)=>{
  979. var index = Math.floor((count-1) * progress);
  980. var indexX = index % info.cellXcount
  981. var indexY = info.cellYcount - Math.floor(index /info.cellXcount ) - 1; //uv.offset.y是从下到上的
  982. object.animation.texture.offset.x = indexX / info.cellXcount;
  983. object.animation.texture.offset.y = indexY / info.cellYcount;
  984. //console.log(object.id + " : "+ object.texture.offset.toArray())
  985. } , info.duration * (-1), null,/* ()=>{//done (-1):循环
  986. object.started = false
  987. object.texture.offset.x = 0;
  988. object.texture.offset.y = 0;
  989. this.start(object)
  990. }, */ 0 ,null, object.id, "gif_"+object.animation.texture.id);
  991. },
  992. stop: function(object){
  993. if(!object || !object.started)return;
  994. object.started = false
  995. //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:
  996. if(this.animateObjects.find(e=>e.animation == object.animation && e.started)) return;
  997. transitions.cancelById("gif_"+object.animation.texture.id);
  998. object.animation.texture.offset.set(0,0)
  999. object.animation.started = false
  1000. }
  1001. }
  1002. var CloneObject = function(copyObj, result, isSimpleCopy, extraReplace) {
  1003. //isSimpleCopy只复制最外层
  1004. //复制json result的可能:普通数字或字符串、普通数组、复杂对象
  1005. if(!copyObj)return copyObj //0 null undefined ''
  1006. result = result || {};
  1007. if (copyObj instanceof Array) {
  1008. /* if (copyObj[0]instanceof Object) {
  1009. //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
  1010. console.error("不支持含有 [[Object]] 这样二级数组里面还是复杂数据的...")
  1011. }
  1012. return copyObj.slice(0);*/ //如果是数组,直接复制返回(排除数组内是object
  1013. return copyObj.map(e=>{
  1014. if(e instanceof Object){
  1015. return CloneObject(e)
  1016. }else return e
  1017. })
  1018. }else{
  1019. if(copyObj.clone instanceof Function ){ //解决一部分
  1020. return copyObj.clone()
  1021. }
  1022. }
  1023. for (var key in copyObj) {
  1024. if (copyObj[key] instanceof Object && !isSimpleCopy)
  1025. result[key] = CloneObject(copyObj[key]);
  1026. else
  1027. result[key] = copyObj[key];
  1028. //如果是函数类同基本数据,即复制引用
  1029. }
  1030. return result;
  1031. }
  1032. ;
  1033. var ifSame = function(object1, object2){
  1034. if(object1 == object2 )return true // 0 != undefined , 0 == ''
  1035. else if(!object1 || !object2) return false
  1036. else if(object1.constructor != object2.constructor){
  1037. return false
  1038. }else if(object1 instanceof Array ) {
  1039. if(object1.length != object2.length)return false;
  1040. var _object2 = object2.slice(0);
  1041. for(let i=0;i<object1.length;i++){
  1042. var u = _object2.find(e=>ifSame(object1[i], e));
  1043. if(u == void 0 && !_object2.includes(u) && !object1.includes(u))return false;
  1044. else{
  1045. let index = _object2.indexOf(u);
  1046. _object2.splice(index,1);
  1047. }
  1048. }
  1049. return true
  1050. }else if(object1.equals instanceof Function ){//复杂数据仅支持这种,其他的可能卡住?
  1051. return object1.equals(object2)
  1052. }else if(typeof object1 == 'number' || typeof object1 == 'string'){
  1053. if(isNaN(object1) && isNaN(object2))return true
  1054. else return object1 == object2
  1055. }else if(typeof object1 == "object"){
  1056. var keys1 = Object.keys(object1)
  1057. var keys2 = Object.keys(object2)
  1058. if(!ifSame(keys1,keys2))return false;
  1059. for(let i in object1){
  1060. var same = ifSame(object1[i], object2[i]);
  1061. if(!same)return false
  1062. }
  1063. return true
  1064. }else{
  1065. console.log('isSame出现例外')
  1066. }
  1067. }
  1068. function initByTHREE(THREE){
  1069. 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
  1070. THREE.TransitionPass = function ( scene, camera ) {
  1071. this.renderScene = scene;
  1072. this.renderCamera = camera;
  1073. this.coverRenderTarget = new THREE.WebGLRenderTarget( 100, 100, {
  1074. minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter,
  1075. format: THREE.RGBAFormat
  1076. });
  1077. this.coverTex = this.coverRenderTarget.texture;
  1078. this.enabled = false;
  1079. this.oldClearColor = new THREE.Color();
  1080. this.oldClearAlpha = 1;
  1081. this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  1082. this.scene = new THREE.Scene();
  1083. this.material = this.getMaskMaterial()
  1084. var copyShader = THREE.CopyShader;
  1085. this.materialCopy = new THREE.ShaderMaterial( {
  1086. uniforms: this.copyUniforms,
  1087. vertexShader: copyShader.vertexShader,
  1088. fragmentShader: copyShader.fragmentShader,
  1089. blending: THREE.NoBlending,
  1090. depthTest: false,
  1091. depthWrite: false,
  1092. transparent: true
  1093. } );
  1094. this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), this.material);
  1095. this.quad.frustumCulled = false; // Avoid getting clipped
  1096. this.scene.add( this.quad );
  1097. }
  1098. THREE.TransitionPass.prototype = {//波形扩散,出下一个画面
  1099. constructor: THREE.TransitionPass,
  1100. setSize: function ( width, height ) {
  1101. this.coverRenderTarget.setSize( width, height );
  1102. },
  1103. render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  1104. var oldAutoClear = renderer.autoClear;
  1105. renderer.autoClear = false;
  1106. var uniforms = this.quad.material.uniforms
  1107. uniforms.bgTex.value = readBuffer.texture; //更新
  1108. uniforms.coverTex.value = this.coverTex;
  1109. uniforms.progress.value = player.model.skybox.material.uniforms.progress.value//
  1110. uniforms.screenRatio.value = player.domElement.clientWidth / player.domElement.clientHeight;// 使波纹为圆形
  1111. uniforms.screenRatio.value *= uniforms.screenRatio.value
  1112. renderer.render( this.scene, this.camera);
  1113. renderer.autoClear = oldAutoClear;
  1114. },
  1115. start:function(sceneRenderer){
  1116. this.enabled = true
  1117. //draw coverTex
  1118. this.quad.material.uniforms.progress.value = 1;
  1119. sceneRenderer.renderer.render( sceneRenderer.scene, sceneRenderer.camera, this.coverRenderTarget, true );
  1120. console.log('start111')
  1121. },
  1122. stop:function(){
  1123. this.enabled = false
  1124. console.log('stop111')
  1125. }
  1126. ,
  1127. getMaskMaterial :function(){
  1128. return new THREE.ShaderMaterial( {
  1129. uniforms: {
  1130. coverTex: {
  1131. type: "t",
  1132. value: null
  1133. },
  1134. bgTex: {
  1135. type: "t",
  1136. value: null
  1137. },
  1138. progress:{
  1139. type: "f",
  1140. value: 0
  1141. },
  1142. screenRatio:{
  1143. type: "f",
  1144. value: 1
  1145. }
  1146. },
  1147. vertexShader: `
  1148. varying vec2 vUv;
  1149. void main()
  1150. {
  1151. vUv = uv;
  1152. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  1153. }
  1154. `,
  1155. fragmentShader: `
  1156. uniform sampler2D coverTex;
  1157. uniform sampler2D bgTex;
  1158. uniform float progress;
  1159. uniform float screenRatio;
  1160. varying vec2 vUv;
  1161. void main() {
  1162. const float maxRadius = 0.708; // sqrt(0.5^2+0.5^2)
  1163. const float minRadius = 0.0 ;
  1164. 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));
  1165. float diff = 0.292; //1.0-maxRadius;
  1166. float radiusIn = maxRadius * progress + minRadius * (1.0-progress);
  1167. float radiusOut = radiusIn + diff;
  1168. if(radius < radiusIn) {
  1169. gl_FragColor = texture2D(bgTex, vUv);
  1170. //gl_FragColor = vec4(0.0,0.0,1.0,1.0);//
  1171. }else if(radius>radiusOut){
  1172. gl_FragColor = texture2D(coverTex, vUv) ;
  1173. //gl_FragColor = vec4(1.0,1.0,0.0,1.0);//
  1174. }else{
  1175. vec4 color1 = texture2D(bgTex, vUv);
  1176. vec4 color2 = texture2D(coverTex, vUv);
  1177. float rotio = smoothstep(radiusIn ,radiusOut,radius);
  1178. gl_FragColor = mix(color1, color2, rotio);
  1179. }
  1180. }
  1181. `
  1182. } );
  1183. },
  1184. }
  1185. Object.assign(Manage.prototype, THREE.EventDispatcher.prototype)
  1186. let labels = []
  1187. class Label2D extends THREE.EventDispatcher{
  1188. constructor(o={}){
  1189. super()
  1190. this.position = o.position
  1191. this.elem = $(o.innerHTML || '<div ><a></a></div>');
  1192. $(o.domElement).append(this.elem)
  1193. this.pos2d = new THREE.Vector3
  1194. this.elem.css({position: 'absolute', 'z-index':999})
  1195. this.clickFun = o.clickFun;
  1196. this.clickFun && this.elem.on('click',this.clickFun.bind(this))
  1197. if(o.autoUpdate){
  1198. let update = (e)=>{if(e.cameraChanged) this.update()}
  1199. player.on("view.changed",update) //确保player存在
  1200. this.addEventListener('dispose', (e)=>{
  1201. player.removeListener("view.changed",update)
  1202. })
  1203. }
  1204. this.visible = true
  1205. this.shelterByModel = o.shelterByModel
  1206. this.floorIndex = o.floorIndex
  1207. labels.push(this)
  1208. if(window.player.model){
  1209. this.init()
  1210. }else{
  1211. let f = ()=>{
  1212. window.bus.removeEventListener('playerAndModelReady',f)
  1213. this.init()
  1214. }
  1215. window.bus.addEventListener('playerAndModelReady',f)
  1216. }
  1217. }
  1218. init(){
  1219. if(this.floorIndex != void 0){
  1220. player.model.on("floor.changed",(currentFloor, mode, oldFloor)=>{
  1221. this.update(currentFloor) //注: currentFloor 这时候还没成为 model.currentFloor
  1222. })
  1223. }
  1224. }
  1225. update(currentFloor){
  1226. if(!this.position)return
  1227. if(!this.visible && this.unvisibleReasons.some(e=>e.level == 1) && !this.unvisibleReasons.some(e=>e.level>1) )return;
  1228. /*
  1229. 规定一下level共四层
  1230. level3 是notTrueSide层,权重最高。
  1231. level2 是强制可见层,如editSelected
  1232. level1 是强制不可见,如isPanorama
  1233. level0 是shelter层
  1234. 其中当visible==false时, 若导致不可见的原因是level1 代表不需要计算直接return, 否则还是要执行update 以计算更新可见性
  1235. 所以外部写的setVisible的level必须>0
  1236. */
  1237. var p = convertTool.getPos2d(this.position);
  1238. if(!p || !p.trueSide){
  1239. return this.setVisible(false, 'notTrueSide', 3, null, true)
  1240. //this.elem.css('display','none'); return;
  1241. }
  1242. this.setVisible(true, 'notTrueSide', 3, null, true)
  1243. this.setVisible(true, 'shelter', 0, null, true)
  1244. //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)
  1245. if(player.mode != 'panorama'){
  1246. currentFloor = currentFloor || player.model.currentFloor
  1247. if(!player.model.allFloorsVisible && this.floorIndex != void 0 && this.floorIndex!= currentFloor.floorIndex){
  1248. this.setVisible(false, 'shelter', 0, null, true)
  1249. //this.elem.css('display','none'); return;
  1250. if(!this.visible)return
  1251. }
  1252. if(this.shelterByModel && convertTool.ifShelter(this.position , p.vector, player.camera, this.floorIndex )){
  1253. //this.elem.css('display','none'); return;
  1254. this.setVisible(false, 'shelter', 0, null, true)
  1255. if(!this.visible)return
  1256. }
  1257. }
  1258. this.elem.css({
  1259. left: p.pos.x +'px',
  1260. top: p.pos.y +'px'
  1261. })
  1262. /* if(settings.vrEnabled){
  1263. this.elem.css({transform:'rotate('+window.screenFaceOrient+'deg)'})
  1264. }else{
  1265. this.elem.css({transform:''})
  1266. } */
  1267. //this.elem.css('display','block');
  1268. this.pos2d = p.vector;
  1269. }
  1270. setVisible(visi, reason, level=1, type, updating){
  1271. let visiOld = this.visible
  1272. convertTool.updateVisible(this, reason, visi, level, type )
  1273. updating || this.update() //再次更新可见性并计算位置
  1274. this.elem.css('display',this.visible?'block':'none');
  1275. /* if(!this.visible){
  1276. this.elem.css('display','none');
  1277. }else{
  1278. if(!visiOld){
  1279. updating || this.update()
  1280. this.elem.css('display','block');
  1281. }
  1282. } */
  1283. }
  1284. setPos(pos){
  1285. this.position = pos;
  1286. this.update()
  1287. }
  1288. dispose(){
  1289. this.elem.remove();
  1290. this.dispatchEvent({type:'dispose'})
  1291. let index = labels.indexOf(this)
  1292. index > -1 && labels.splice(index,1)
  1293. }
  1294. }
  1295. window.Label2D = Label2D
  1296. class RoomLabel extends Label2D{
  1297. constructor(o){
  1298. if(o.position instanceof Array) o.position = new THREE.Vector3().fromArray(o.position)
  1299. o.innerHTML = `<div class="room-label" ><a><p><span>${o.title}</span></p></a></div>`
  1300. o.domElement = $(".widgets-doll-labels")[0]
  1301. o.shelterByModel = true , o.autoUpdate = true
  1302. o.clickFun = ()=>{
  1303. if(player.roomLebelClickUnabled)return
  1304. let result = common.sortByScore(player.model.floors.index[this.floorIndex].panos, [], [(pano)=>{
  1305. return -pano.position.distanceToSquared(this.position)
  1306. }]);
  1307. player.flyToPano({
  1308. pano : result && result[0] && result[0].item
  1309. })
  1310. }
  1311. super(o)
  1312. this.setTitle(o.title )
  1313. }
  1314. init(){
  1315. super.init()
  1316. //飞入后不可见
  1317. player.on("mode.changing",(oldMode, mode, pano, duration)=>{//准备飞
  1318. this.setStyle(oldMode, mode, duration)
  1319. })
  1320. this.setStyle()
  1321. }
  1322. setStyle(oldMode, mode, duration){
  1323. if(!mode) mode = player.modeTran.split('-')[1] || player.mode //要变成的mode或当前mode
  1324. if(mode == 'panorama'){
  1325. this.setVisible(false, 'isPanorama', 1)
  1326. }else if(oldMode == 'panorama'){
  1327. setTimeout(()=>{
  1328. this.setVisible(true, 'isPanorama', 1)
  1329. },duration*0.7)
  1330. }
  1331. }
  1332. setTitle(title){
  1333. this.title = title || ''
  1334. this.elem.html(`<a><p><span>${this.title}</span></p></a>`)
  1335. }
  1336. setEditSelect(state){//编辑页面用
  1337. this.editing = !!state
  1338. this.setVisible(state, 'editSelected', 2, state ? 'add':'cancel') //强制可见
  1339. }
  1340. }
  1341. window.RoomLabel = RoomLabel
  1342. class HistoryRecord extends THREE.EventDispatcher{
  1343. constructor(o){
  1344. super()
  1345. this.undoList = []
  1346. this.redoList = []
  1347. this.applyData = o.applyData //应用数据的方法
  1348. this.getData = o.getData //获取数据的方法
  1349. this.dataBefore
  1350. window.addEventListener('keydown',(e)=>{
  1351. if(e.keyCode == 90 && e.ctrlKey){//Z
  1352. this.undo()
  1353. }else if(e.keyCode == 89 && e.ctrlKey){//Y
  1354. this.redo()
  1355. }
  1356. })
  1357. }
  1358. undo(){//回退
  1359. let length = this.undoList.length
  1360. if(length>0){
  1361. let unExist
  1362. let last = this.undoList.pop();
  1363. this.applyData && (unExist = !this.applyData(last.before))
  1364. unExist || this.redoList.push(last);
  1365. unExist && this.undo()//找不到就回退下一个。
  1366. this.dispatchEvent('undo')
  1367. //console.log('undo',last)
  1368. }
  1369. }
  1370. redo(){//撤销回退
  1371. let length = this.undoList.length
  1372. let last = this.redoList.pop();
  1373. if(last){
  1374. //注意:每行的顺序不能乱
  1375. this.undoList.push(last)
  1376. this.applyData && this.applyData(last.after)
  1377. this.dispatchEvent('redo')
  1378. //console.log('redo',last)
  1379. }
  1380. }
  1381. beforeChange(o){//在变化之前(可能执行好几次直到变化完,但只有第一次有效)。 o的内容完全根据getData怎么定义
  1382. if(!this.dataBefore){
  1383. let data = this.getData(o)
  1384. data && (this.dataBefore = data)
  1385. }
  1386. }
  1387. afterChange(o){//变化结束,从beforeChange到此算一次操作。
  1388. if(this.dataBefore){
  1389. this.writeIn({before:this.dataBefore, after:this.getData(o)} ) //写入某物体变化前和变化后的状态
  1390. this.dataBefore = null
  1391. }
  1392. }
  1393. writeIn(data ){
  1394. this.redoList.length = 0; //一旦录入新的操作,就不允许undo了
  1395. this.undoList.push(data );
  1396. //console.log('新增undo', data)
  1397. }
  1398. clear(){
  1399. this.redoList.length = 0
  1400. this.undoList.length = 0
  1401. this.dataBefore = null
  1402. }
  1403. }
  1404. window.HistoryRecord = HistoryRecord
  1405. let planeGeo = new THREE.PlaneBufferGeometry(1, 1, 1, 1)
  1406. class TextSprite extends THREE.Object3D {
  1407. constructor(options = {}) {
  1408. super()
  1409. let map = new THREE.Texture()
  1410. this.root = options.root || this
  1411. //if (options.fixOrient) {
  1412. this.sprite = new THREE.Mesh(
  1413. planeGeo,
  1414. new THREE.MeshBasicMaterial({
  1415. map,
  1416. color: 0xffffff,
  1417. transparent: true,
  1418. depthTest: false,
  1419. depthWrite: false,
  1420. })
  1421. )
  1422. /*} else {
  1423. this.sprite = new THREE.Sprite(
  1424. new THREE.SpriteMaterial({
  1425. map,
  1426. color: 0xffffff,
  1427. transparent: true,
  1428. depthTest: false,
  1429. depthWrite: false,
  1430. })
  1431. )
  1432. } */
  1433. this.add(this.sprite)
  1434. this.sprite.renderOrder = options.renderOrder != void 0 ? options.renderOrder : 2
  1435. this.fontWeight = options.fontWeight == void 0 ? /* 'Bold' */ '' : options.fontWeight
  1436. this.rectBorderThick = options.rectBorderThick || 0
  1437. this.textBorderThick = options.textBorderThick || 0
  1438. this.fontface = 'Arial'
  1439. this.fontsize = options.fontsize || 16
  1440. this.textBorderColor = options.textBorderColor || { r: 0, g: 0, b: 0, a: 0.0 }
  1441. this.backgroundColor = options.backgroundColor || { r: 255, g: 255, b: 255, a: 1.0 }
  1442. this.textColor = options.textColor || { r: 0, g: 0, b: 0, a: 1.0 }
  1443. this.borderColor = options.borderColor || { r: 0, g: 0, b: 0, a: 0.0 }
  1444. this.borderRadius = options.borderRadius == void 0 ? 6 : options.borderRadius
  1445. this.margin = options.margin
  1446. this.textshadowColor = options.textshadowColor
  1447. if (options.text != void 0) this.setText(options.text)
  1448. this.name = options.name
  1449. this.sizeInfo = options.sizeInfo
  1450. //this.setText(text);
  1451. this.addEventListener('dispose', this.dispose.bind(this))
  1452. this.fixOrient = options.fixOrient
  1453. this.events = {
  1454. updatePose: (e)=>{
  1455. e.cameraChanged && this.updatePose()
  1456. },
  1457. }
  1458. player.on("view.changed", this.events.updatePose)
  1459. this.addEventListener('isVisible', e => {
  1460. if (e.visible) {
  1461. this.updatePose()
  1462. }
  1463. })
  1464. this.updatePose()
  1465. }
  1466. updatePose() {
  1467. //if (lastFrameChanged) this.needsUpdate = true
  1468. if (!common.realVisible(this) /* || !this.needsUpdate */) return
  1469. //this.needsUpdate = false
  1470. let camera = player.mode == 'floorplan' ? player.cameraControls.activeControl.camera : player.camera //floorplan 时要用到OrthographicCamera
  1471. if (!this.fixOrient) {
  1472. let parentQua = this.root.parent.getWorldQuaternion(new THREE.Quaternion())
  1473. this.root.quaternion.multiplyQuaternions(parentQua.inverse(), camera.quaternion) //乘上parentQua.invert()是为了中和掉父结点的qua,使只剩下camera.quaternion
  1474. }
  1475. if (this.sizeInfo) {
  1476. var s = convertTool.getScaleForConstantSize(
  1477. Object.assign(
  1478. {
  1479. },
  1480. this.sizeInfo,
  1481. {
  1482. farBound: player.mode == 'floorplan' ? this.sizeInfo.farBoundPlan || this.sizeInfo.farBound : this.sizeInfo.farBound,
  1483. position: this.root.getWorldPosition(new THREE.Vector3()),
  1484. }
  1485. )
  1486. )
  1487. this.scale.set(s, s, s)
  1488. }
  1489. }
  1490. setText(text) {
  1491. if (this.text !== text) {
  1492. if (!(text instanceof Array)) {
  1493. this.text = [text + '']
  1494. } else this.text = text
  1495. this.updateTexture()
  1496. this.needsUpdate = true
  1497. }
  1498. }
  1499. setPos(pos) {
  1500. this.position.copy(pos)
  1501. this.needsUpdate = true //updatePose
  1502. }
  1503. setTextColor(color) {
  1504. this.textColor = color
  1505. this.updateTexture()
  1506. }
  1507. setBorderColor(color) {
  1508. this.borderColor = color
  1509. this.updateTexture()
  1510. }
  1511. setBackgroundColor(color) {
  1512. this.backgroundColor = color
  1513. this.updateTexture()
  1514. }
  1515. setVisible(v) {
  1516. this.visible = v
  1517. }
  1518. setUniforms(name, value) {
  1519. this.sprite.setUniforms(name, value)
  1520. }
  1521. updateTexture() {
  1522. let canvas = document.createElement('canvas')
  1523. let context = canvas.getContext('2d')
  1524. context.font = this.fontWeight + ' ' + this.fontsize + 'px ' + this.fontface
  1525. //context["font-weight"] = 100; //语法与 CSS font 属性相同。
  1526. // get size data (height depends only on font size)
  1527. //this.text = 'f 啊啊啊 jg'
  1528. let textMaxWidth = 0,
  1529. infos = []
  1530. for (let text of this.text) {
  1531. let metrics = context.measureText(text)
  1532. let textWidth = metrics.width
  1533. infos.push(metrics)
  1534. textMaxWidth = Math.max(textMaxWidth, textWidth)
  1535. }
  1536. let margin = this.margin || new THREE.Vector2(this.fontsize, Math.max(this.fontsize * 0.4, 10))
  1537. const lineSpace = (this.fontsize + margin.y) * 0.5
  1538. let spriteWidth = 2 * margin.x + textMaxWidth + 2 * this.rectBorderThick
  1539. let spriteHeight = 2 * margin.y + this.fontsize * this.text.length + 2 * this.rectBorderThick + lineSpace * (this.text.length - 1)
  1540. context.canvas.width = spriteWidth
  1541. context.canvas.height = spriteHeight
  1542. context.font = this.fontWeight + ' ' + this.fontsize + 'px ' + this.fontface
  1543. let expand = Math.max(1, Math.pow(this.fontsize / 12, 1.4)) // 针对英文大部分在baseLine之上所以降低一点,或者可以识别当不包含jgqp时才加这个值
  1544. //canvas原点在左上角
  1545. context.textBaseline = 'alphabetic' // "middle" //设置文字基线。当起点y设置为0时,只有该线以下的部分被绘制出来。middle时文字显示一半(但是对该字体所有字的一半,有的字是不一定显示一半的,尤其汉字),alphabetic时是英文字母的那条基线。
  1546. // border color
  1547. context.strokeStyle = 'rgba(' + this.borderColor.r + ',' + this.borderColor.g + ',' + this.borderColor.b + ',' + this.borderColor.a + ')'
  1548. context.lineWidth = this.rectBorderThick
  1549. // background color
  1550. context.fillStyle = 'rgba(' + this.backgroundColor.r + ',' + this.backgroundColor.g + ',' + this.backgroundColor.b + ',' + this.backgroundColor.a + ')'
  1551. this.roundRect(context, this.rectBorderThick / 2, this.rectBorderThick / 2, spriteWidth - this.rectBorderThick, spriteHeight - this.rectBorderThick, this.borderRadius)
  1552. context.fillStyle = 'rgba(' + this.textColor.r + ',' + this.textColor.g + ',' + this.textColor.b + ',' + this.textColor.a + ')'
  1553. let y = margin.y
  1554. for (let i = 0; i < this.text.length; i++) {
  1555. //let actualHeight = metrics.actualBoundingBoxAscent + metrics.actualBoundingBoxDescent // 当前文本字符串在这个字体下用的实际高度
  1556. //文字y向距离从textBaseline向上算
  1557. let actualBoundingBoxAscent = infos[i].actualBoundingBoxAscent == void 0 ? this.fontsize * 0.8 : infos[i].actualBoundingBoxAscent //有的流览器没有。只能大概给一个
  1558. y += actualBoundingBoxAscent + expand
  1559. //console.log(actualBoundingBoxAscent)
  1560. //console.log(this.text, 'y' , y, 'actualBoundingBoxAscent', metrics.actualBoundingBoxAscent,'expand',expand )
  1561. let textLeftSpace = (textMaxWidth - infos[i].width) / 2
  1562. let x = this.rectBorderThick + margin.x + textLeftSpace
  1563. // text color
  1564. if (this.textBorderThick) {
  1565. context.strokeStyle = 'rgba(' + this.textBorderColor.r + ',' + this.textBorderColor.g + ',' + this.textBorderColor.b + ',' + this.textBorderColor.a + ')'
  1566. context.lineWidth = this.textBorderThick
  1567. context.strokeText(this.text[i], x, y)
  1568. }
  1569. if (this.textshadowColor) {
  1570. context.shadowOffsetX = 0
  1571. context.shadowOffsetY = 0
  1572. context.shadowColor = this.textshadowColor
  1573. context.shadowBlur = 12
  1574. }
  1575. context.fillText(this.text[i], x, y)
  1576. y += lineSpace
  1577. }
  1578. let texture = new THREE.Texture(canvas)
  1579. texture.minFilter = THREE.LinearFilter
  1580. texture.magFilter = THREE.LinearFilter
  1581. texture.anisotropy = 4
  1582. texture.needsUpdate = true
  1583. //this.material.needsUpdate = true;
  1584. if (this.sprite.material.map) {
  1585. this.sprite.material.map.dispose()
  1586. }
  1587. this.sprite.material.map = texture
  1588. this.sprite.scale.set(spriteWidth * 0.01, spriteHeight * 0.01, 1.0)
  1589. }
  1590. roundRect(ctx, x, y, w, h, r) {
  1591. ctx.beginPath()
  1592. ctx.moveTo(x + r, y)
  1593. ctx.lineTo(x + w - r, y)
  1594. ctx.arcTo(x + w, y, x + w, y + r, r) //圆弧。前四个参数同quadraticCurveTo
  1595. //ctx.quadraticCurveTo(x + w, y, x + w, y + r); //二次贝塞尔曲线需要两个点。第一个点是用于二次贝塞尔计算中的控制点,第二个点是曲线的结束点。
  1596. ctx.lineTo(x + w, y + h - r)
  1597. ctx.arcTo(x + w, y + h, x + w - r, y + h, r)
  1598. ctx.lineTo(x + r, y + h)
  1599. ctx.arcTo(x, y + h, x, y + h - r, r)
  1600. ctx.lineTo(x, y + r)
  1601. ctx.arcTo(x, y, x + r, y, r)
  1602. ctx.closePath()
  1603. ctx.fill()
  1604. ctx.stroke()
  1605. }
  1606. dispose() {
  1607. this.sprite.material.map.dispose()
  1608. this.sprite.material.dispose()
  1609. this.parent && this.parent.remove(this)
  1610. this.sprite.dispatchEvent({ type: 'dispose' })
  1611. this._listeners = []
  1612. this.events.updatePos && player.removeEventListener('view.changed', this.events.updatePose)
  1613. }
  1614. }
  1615. window.TextSprite = TextSprite
  1616. /* class VideoPlayer extends THREE.EventDispatcher{
  1617. constructor(player) {
  1618. super()
  1619. this.instances = new Map()
  1620. this.isFlv = false
  1621. }
  1622. addVideo(src) {
  1623. let video = this._createVideo(src)
  1624. this.instances.set(src, video)
  1625. return video
  1626. }
  1627. getVideo(src) {
  1628. let video = this.instances.get(src)
  1629. if (!video) {
  1630. video = this.addVideo(src)
  1631. }
  1632. return video
  1633. }
  1634. _createVideo(src) {
  1635. let video = document.createElement('video')
  1636. video.setAttribute('crossOrigin', 'anonymous')
  1637. video.setAttribute('playsinline', 'true')
  1638. video.setAttribute('x5-playsinline', 'true')
  1639. video.setAttribute('webkit-playsinline', 'true')
  1640. video.setAttribute('x5-video-player-type', 'h5')
  1641. video.setAttribute('controls', 'true')
  1642. video.setAttribute('controlslist', 'nodownload')
  1643. video.setAttribute('preload', 'meta') //注意,src赋值就会自动加载, preload="meta" 只加载元数据,提高加载速度,否则一开始卡
  1644. video.autoplay = false
  1645. video.muted = true
  1646. video.loop = true
  1647. video.style.position = 'fixed'
  1648. video.style.left = '0'
  1649. video.style.top = '0'
  1650. video.style.zIndex = '1000'
  1651. video.style.width = '200px'
  1652. video.style.display = 'none'
  1653. //document.body.appendChild(video)
  1654. //video.style.display = browser.urlHasValue('debug') ? 'block' : 'none'
  1655. video.src = src
  1656. if(this.isFlv) this.attachFlv(video)
  1657. return video
  1658. }
  1659. attachFlv(video){ 四维看看的会把视频转码成flv和mp4存在服务器, 但是大场景不会,所以安卓(如vivo)加载不了。flv必须用flvjs播放,且苹果有的支持不了
  1660. if(video.flvjsPlayer)return
  1661. let player = flvjs.createPlayer({ type: 'flv', url: video.src }) //需要是flv格式才行
  1662. player.videoElement = video
  1663. player.attachMediaElement(video)
  1664. player.on(flvjs.Events.ERROR, this._onPlayerError.bind(this))
  1665. player.load()
  1666. video.flvjsPlayer = player;
  1667. }
  1668. _onPlayerError() {
  1669. console.warn('视频加载失败')
  1670. }
  1671. changeTypeToFlv(){
  1672. this.isFlv = true
  1673. for(let [key,value] of this.instances){
  1674. this.attachFlv(value)
  1675. }
  1676. }
  1677. } */
  1678. window.initRouteArrow = ()=>{
  1679. if(window.isEdit)return
  1680. if(!window.DATA.route?.data || Object.keys(window.DATA.route.data).length == 0)return
  1681. let {hide, gradualShow, opacityShine, data={}} = window.DATA.route || {} //hide 默认是否隐藏,若隐藏也可以通过函数展示
  1682. let panos = player.model.panos
  1683. panos.routeNextMap = {} //下一个
  1684. panos.routePreMap = {} //上一个
  1685. panos.list.forEach((pano,i)=>{
  1686. panos.routePreMap[pano.id] = []
  1687. panos.routeNextMap[pano.id] = data[pano.id] ? data[pano.id].map(id=>panos.get(id)) : []
  1688. })
  1689. for(let panoId in data){
  1690. data[panoId].forEach(id=>{
  1691. panos.routePreMap[id].push(panos.get(panoId))
  1692. })
  1693. }
  1694. var arrowInfo = {
  1695. animateDur : 5000,
  1696. showDur: 1000,
  1697. minOpa: 0.2,
  1698. maxOpa: 0.5
  1699. }
  1700. let arrowTex = Texture.load('images/arrow.png')
  1701. arrowTex.anisotropy = 4
  1702. let arrowMat = new THREE.MeshBasicMaterial({
  1703. name: 'arrow',
  1704. transparent:true,
  1705. map:arrowTex,
  1706. side:2,
  1707. opacity: arrowInfo.maxOpa
  1708. //depthTest:false
  1709. })
  1710. let mats = {
  1711. default: arrowMat,
  1712. fadeIn: arrowMat.clone()
  1713. }
  1714. mats.fadeIn.name = 'fadeInArrow'
  1715. let plane = new THREE.PlaneBufferGeometry(1,1)
  1716. let arrows = new THREE.Object3D; arrows.name = 'groundArrows'
  1717. player.model.add(arrows)
  1718. var createArrow = function(mat){
  1719. var arrow = new THREE.Mesh(plane, mat)
  1720. arrow.name = 'arrow'
  1721. let s = 0.15
  1722. arrow.scale.set(s,s,s)
  1723. arrows.add(arrow)
  1724. return arrow
  1725. }
  1726. var updateArrowPose = function(from, to, mat ){
  1727. var vec = to.floorPosition.clone().clone().sub(from.floorPosition).setY(0);
  1728. let spaceDis = 0.4//箭头之间的间距
  1729. let margin = 0.3 //marker端需要留一点距离
  1730. let sliceCount = Math.max(2, Math.round((vec.length()-margin) / spaceDis)) //分段
  1731. let arrowCount = sliceCount - 1
  1732. let dir = vec.clone().normalize()
  1733. let dir2d = new THREE.Vector2(dir.x, dir.z)
  1734. let angle = dir2d.angle() - Math.PI/2
  1735. let sliceLen = (vec.length()-margin) / sliceCount
  1736. let i = arrowCount
  1737. while(i>0){
  1738. let pos = from.floorPosition.clone().add(dir.clone().multiplyScalar(margin/2 + i*sliceLen))
  1739. pos.y+=settings.markerHeight
  1740. let arrow = createArrow(mat)
  1741. arrow.name = 'arrow:'+from.id+"-"+to.id+"|"+i
  1742. arrow.rotation.set(Math.PI/2, 0, angle);
  1743. arrow.position.copy(pos)
  1744. i--
  1745. }
  1746. }
  1747. var updateArrowOpacity = function(e){//不停更新所有arrow的透明度
  1748. var transition = function(a){
  1749. if(!arrows.visible)return
  1750. var opa = a > 0.5 ? 2-a*2 : 2*a ;
  1751. opa = arrowInfo.maxOpa*opa+ arrowInfo.minOpa*(1-opa)
  1752. mats.default.opacity = opa
  1753. mats.fadeIn.opacity = opa * mats.fadeIn.opacity2
  1754. }
  1755. transitions.start(transition, arrowInfo.animateDur, updateArrowOpacity, 0, easing.easeInOutCubic, "updateArrowOpacity")
  1756. }
  1757. var fadeInArrow = function(){
  1758. transitions.cancelById('updateArrowOpacity2')
  1759. var arrows_ = arrows.children.filter(e=> e.material == mats.fadeIn)
  1760. if(arrows_.length == 0)return
  1761. mats.fadeIn.opacity = 0
  1762. var transition = function(a){
  1763. if(!opacityShine) mats.fadeIn.opacity = a * arrowInfo.maxOpa
  1764. else mats.fadeIn.opacity2 = a
  1765. }
  1766. transitions.start(transition, arrowInfo.showDur, function done(){
  1767. arrows_.forEach(e=>e.material = mats.default)
  1768. }, 0, easing.easeInOutCubic, "updateArrowOpacity", "updateArrowOpacity2")
  1769. }
  1770. var lastArrowPanos = []
  1771. var updateArrow = function(){//根据当前pano更新
  1772. //console.log(currentPano)
  1773. if(player.mode != 'panorama' || hide){ //飞出
  1774. arrows.visible = false
  1775. lastArrowPanos = []
  1776. return;
  1777. }
  1778. arrows.visible = true
  1779. currentPano = player.currentPano
  1780. //先获取所有需要箭头的pano
  1781. var maxDistance = 6;//该距离内pano可见箭头
  1782. var maxPathCount = 8;
  1783. var dis = 0
  1784. var curPano = currentPano;
  1785. var panos_ = [];
  1786. var getAngle = function(pano1,pano2){
  1787. let dir = new THREE.Vector3().subVectors(pano1.position,pano2.position)
  1788. dir = new THREE.Vector2(dir.x, dir.z)
  1789. return dir.angle()
  1790. }
  1791. var search = function(pano, path=[pano], angles=[]){//多分支搜寻
  1792. var neighbor = panos.routeNextMap[pano.id];
  1793. if(!neighbor || !neighbor.length)return path.length>1 && console.log('branchPath',path);
  1794. neighbor.forEach(e=>{
  1795. let branchPath = path.slice(), angles_ = angles.slice()
  1796. if(panos_.find(arr=>arr[0]==e))return console.log('不回头branchPath',branchPath); //不回头
  1797. dis = e.floorPosition.distanceTo(currentPano.floorPosition)
  1798. branchPath.push(e)
  1799. if(branchPath.length>2){//不折回,否则感觉在面前饶了一圈回来很难看
  1800. let i=0
  1801. while(i<branchPath.length-1){ //补全angles
  1802. if(angles_[i] == void 0){
  1803. angles_[i] = getAngle(branchPath[i], branchPath[i+1])
  1804. }
  1805. i++
  1806. }
  1807. let lastAngle = angles_[branchPath.length-2]//getAngle(branchPath[i], e)
  1808. let reverse = angles_.find((angle, n)=> {
  1809. let angleDiff = Math.abs(( lastAngle - angle) % (Math.PI*2) ) //越远限制越大
  1810. let minDiff = math.linearClamp(branchPath.length,[3,6],[0.2,0.5])
  1811. if(Math.abs(angleDiff - Math.PI ) < minDiff){
  1812. console.log('因为折回而提前结束', n, branchPath)
  1813. return true
  1814. }
  1815. })
  1816. if(reverse != void 0){
  1817. return
  1818. }
  1819. }
  1820. if(branchPath.length<3 || dis < maxDistance){
  1821. panos_.push([pano, e])
  1822. search(e, branchPath, angles_)
  1823. }else console.log('branchPath',branchPath)
  1824. })
  1825. }
  1826. //search(currentPano)
  1827. let disMap = new Map, cosMap = new Map
  1828. let camDir = player.getDirection()
  1829. let neighbors = currentPano.neighbourUUIDs.map(e=>panos.get(e))
  1830. .filter(p=>{
  1831. let dir = new THREE.Vector3().subVectors(p.position, currentPano.position)
  1832. let d = dir.lengthSq()
  1833. if(d < 15){//最大距离
  1834. disMap.set(p, d);
  1835. cosMap.set(p, dir.normalize().dot(camDir))
  1836. return true
  1837. }
  1838. }).sort((a,b)=>{
  1839. let score = disMap.get(a) - disMap.get(b)
  1840. score += (cosMap.get(b) - cosMap.get(a)) * 5
  1841. return score
  1842. })//从近到远,尽量在前方
  1843. let seedPanos = [currentPano, ...neighbors]//如果没有从当前点出发的箭头,就展示隔壁点的(缺点是隔壁点可能是指向当前点的,原规则是不展示来的路径的,所以会有点奇怪。虽然也可以在search后剔除啦)
  1844. for(let seed of seedPanos){
  1845. search(seed)
  1846. if(panos_.length != 0){
  1847. break;
  1848. }
  1849. }
  1850. arrows.children.slice().forEach(child=>arrows.remove(child))
  1851. panos_.forEach((panoArr,i)=>{
  1852. var isNew = !lastArrowPanos.find(e=>e[0]==panoArr[0] && e[1]==panoArr[1])//新出现的点 渐变出现
  1853. updateArrowPose(panoArr[0], panoArr[1], isNew ? mats.fadeIn : mats.default )//更新位置
  1854. })
  1855. fadeInArrow()
  1856. lastArrowPanos = panos_
  1857. }
  1858. let inited
  1859. let init = ()=>{
  1860. if(inited)return
  1861. if(gradualShow){
  1862. player.on("flying.ended", updateArrow )
  1863. }else{
  1864. //展示全部
  1865. for(let id1 in panos.routeNextMap){
  1866. for(let pano2 of panos.routeNextMap[id1]){
  1867. updateArrowPose(panos.get(id1), pano2, mats.default)
  1868. }
  1869. }
  1870. player.on("mode.changed", ()=>{
  1871. if(hide)return
  1872. arrows.visible = player.mode == 'panorama'
  1873. })
  1874. }
  1875. opacityShine && updateArrowOpacity()
  1876. inited = true
  1877. }
  1878. {//ui控制显示
  1879. let changeShow = (e)=>{
  1880. hide = !e.show
  1881. e.show && init()
  1882. gradualShow ? updateArrow() : (arrows.visible = e.show)
  1883. }
  1884. player.on('changeArrowShow',changeShow)
  1885. changeShow({show:!hide})
  1886. }
  1887. }
  1888. {
  1889. let f = ()=>{
  1890. window.bus.removeEventListener('playerAndModelReady',f)
  1891. player.on("mode.changing",(currentMode, mode, pano, duration)=>{
  1892. let noLine = mode == 'floorplan';
  1893. if(noLine){
  1894. $('.widgets-doll-labels').addClass('noLine').addClass('noCorner')
  1895. }else{
  1896. $('.widgets-doll-labels').removeClass('noLine').removeClass('noCorner')
  1897. }
  1898. })
  1899. player.on("view.changed",(e)=>{
  1900. if(e.cameraChanged){
  1901. //if(needUpdateZIndex){ //如果某个label显示时需要更新index的话,加个参数
  1902. let label_ = labels.filter(e=>e.elem[0].style.display == 'block')
  1903. label_.sort((a,b)=>b.pos2d.z - a.pos2d.z)
  1904. label_.forEach((e,index)=>e.elem.css('z-index', index+1000));
  1905. //}
  1906. }
  1907. })
  1908. player.model.hotGroup.children.length ? logSth() : player.on('gotHotAndStartload',logSth);
  1909. /* {//如果是flv格式的话
  1910. window.videoPlayer = new VideoPlayer()
  1911. if(browser.detectAndroidMobile()){//安卓常常播放不了
  1912. let scriptdom = document.querySelector('#flvJs')
  1913. if(scriptdom){
  1914. scriptdom.src = 'js/lib/flv.min.js'
  1915. scriptdom.onload = ()=>{
  1916. window.videoPlayer.changeTypeToFlv()
  1917. window.bus.dispatchEvent('VideoPlayerReady' )
  1918. //Hot.startLoad()
  1919. }
  1920. }
  1921. }
  1922. } */
  1923. initRouteArrow()
  1924. browser.urlHasValue('panoLabel') && player.model.panos.forEach(p=>p.addLabel())
  1925. /* if(number == 'SG-LF0SeEdxWjv'){ //---如果要将其中一块chunk提取出来成为单独的floor(或说在该楼层隐藏)的话
  1926. let roof = new player.model.floors.list[0].constructor(player.model, 2);//放在第三层
  1927. roof.build()
  1928. roof.addChunk(player.model.floors.list[0].chunks[1])
  1929. player.model.floors.add(roof)
  1930. player.model.floors.list[0].chunks.splice(1,1)
  1931. } */
  1932. /* if(number == 'SG-LF0SeEdxWjv' || number == 'SG-mBoheb4MAIb' || number == 'SG-H5A4vvPXqsE'){//在展示第一层时需要隐藏屋顶
  1933. let [roofFloorIndex,roofChunkIndex] = ({
  1934. 'SG-LF0SeEdxWjv' : [0,1], //第0层的第1个chunk是屋顶
  1935. 'SG-mBoheb4MAIb' : [0,3],
  1936. 'SG-H5A4vvPXqsE' : [0,3],
  1937. })[number]
  1938. let roof = new player.model.floors.list[0].constructor(player.model, 2);//放在第三层 隐藏起来
  1939. roof.build()
  1940. roof.addChunk(player.model.floors.list[roofFloorIndex].chunks[roofChunkIndex])
  1941. player.model.floors.add(roof)
  1942. player.model.floors.list[roofFloorIndex].chunks.splice(roofChunkIndex,1)
  1943. } */
  1944. }
  1945. window.bus.addEventListener('playerAndModelReady',f) //player model currentPano都已有
  1946. }
  1947. window.bus.dispatchEvent({type: 'THREE_inited'})
  1948. }
  1949. //最好能知道应该播放到的currentTime
  1950. var SoundManager = {//暂不支持同时播放
  1951. currentAudio:null,//当前正在播放list中的哪一个
  1952. enableSound:true,//是否允许有声音
  1953. playHistory:[],//被打断的加入播放历史
  1954. list:[ ],//同一级别可以互相打断 //暂时不做多级别
  1955. play:function(name, src, currentTime){
  1956. var object = this.list.find(e=>e.name == name)
  1957. if(object){
  1958. if(this.currentAudio){
  1959. this.pause(this.currentAudio.name, false, true)
  1960. }
  1961. {//将当前要播放的播放历史中清除
  1962. let index = this.playHistory.indexOf(object)
  1963. if(index>-1)this.playHistory.splice(index,1);
  1964. }
  1965. this.currentAudio = object
  1966. if(src){
  1967. this.setSrc(name, src)
  1968. }
  1969. if(currentTime!=void 0){
  1970. object.audio.currentTime = currentTime
  1971. }
  1972. if(object.audio && object.src){
  1973. 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
  1974. object.audio.play();
  1975. object.audio.paused || object.callback && object.callback(true)
  1976. Log(name + ' 播放 ' )
  1977. }
  1978. }
  1979. },
  1980. 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
  1981. var object = this.list.find(e=>e.name == name)
  1982. if(object && this.currentAudio == object){
  1983. this.currentAudio = null
  1984. if(object.audio){
  1985. object.audio.pause()
  1986. object.callback && object.callback(false)
  1987. object.audio.src && Log(name + ' 中断音频 '+ "("+common.getFileNameFromUrl(object.audio.src)+')' )
  1988. }
  1989. if(isInterrupt){//一般主动调用不需要加这个
  1990. this.playHistory.push(object)//如果是被中断的,加入播放历史,等待恢复播放
  1991. }
  1992. if(autoReplayLast){ //播放之前的音频。它们是被打断过的。
  1993. while(this.playHistory.length){
  1994. var last = this.playHistory.pop();
  1995. if(last.src && last.canplay(last.audio)){
  1996. this.play(last.name )
  1997. }
  1998. }
  1999. }
  2000. }
  2001. },
  2002. 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
  2003. var object = this.list.find(e=>e.name == name)
  2004. object.src = src
  2005. object.audio.src = src
  2006. Log(`${object.name} 设置src: ${src}`)
  2007. },
  2008. createAudio:function(object={}){//name, level, canplay
  2009. if(!object.fake){
  2010. object.audio = new Audio();
  2011. object.audio.loop = !!object.loop;
  2012. //object.audio.autoplay = true;
  2013. object.audio.addEventListener('ended', ()=>{
  2014. if(object.loop){//循环
  2015. Log(`${object.name} 播放完毕,重新播放`)
  2016. object.audio.play()
  2017. }else{
  2018. this.pause(object.name, true);//停止后的后续处理
  2019. }
  2020. });
  2021. object.audio.oncanplaythrough = ()=>{
  2022. Log(`${object.name} canplaythrough `)
  2023. }
  2024. }
  2025. this.list.push(object)
  2026. },
  2027. initAutoPlay:function(){ //处理设备自动播放限制
  2028. let play = function(){
  2029. if (this.currentAudio && this.currentAudio.audio && this.currentAudio.src && this.currentAudio.audio.paused ) {
  2030. this.currentAudio.audio.play() //一般触屏了都会播放成功,就不识别paused了
  2031. this.currentAudio.callback && this.currentAudio.callback(true)
  2032. Log(`${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
  2033. }else{
  2034. }
  2035. document.removeEventListener("touchstart",play);
  2036. document.removeEventListener("click",play);
  2037. $('#player')[0].removeEventListener("touchstart", play);
  2038. }.bind(this);
  2039. document.addEventListener("WeixinJSBridgeReady", play, false);
  2040. 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
  2041. document.addEventListener("click", play);
  2042. $('#player')[0].addEventListener("touchstart", play);
  2043. }
  2044. }
  2045. function Log(value, color, fontSize){
  2046. color = color || '#13f'
  2047. fontSize = fontSize || 14
  2048. console.warn(`%c${value}`, `color:${color};font-size:${fontSize}px`)
  2049. }
  2050. Manage.prototype.loadAudio = function() { //相关:g_tourAudio \ g_playAudio
  2051. //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
  2052. //box视频都静音,所以暂时不考虑
  2053. SoundManager.createAudio({
  2054. name:'bgm',
  2055. level:0,
  2056. src:'',
  2057. loop:true,
  2058. canplay:(audio)=>{
  2059. return this.bgmShouldPlay
  2060. },
  2061. callback:(state)=>{//play或pause时随之触发的函数(即使还没开始播放)
  2062. if(state){
  2063. $("#volume a img").attr("src", "./images/Volume btn_off.png")
  2064. $("#volume").attr("title", "关闭声音");
  2065. }else{
  2066. $("#volume a img").attr("src", "./images/Volume btn_on.png")
  2067. $("#volume").attr("title", "打开声音");
  2068. }
  2069. }
  2070. })
  2071. SoundManager.createAudio({
  2072. name:'tour',
  2073. level:0,
  2074. src:'',
  2075. loop:false,
  2076. canplay:(audio)=>{
  2077. return player.director && player.director.tourIsPlaying && player.director.getAudio()
  2078. }
  2079. })
  2080. SoundManager.createAudio({
  2081. name:'hot',
  2082. fake:true,//实际上没有audio. 只是为了来停止和续播其他音频
  2083. level:1,
  2084. src:'',
  2085. loop:false,
  2086. canplay:(audio)=>{
  2087. }
  2088. })
  2089. $("#volume").find("a").on("click", ()=> {
  2090. if($("#volume img")[0].src.indexOf("btn_on.png")>-1)
  2091. {
  2092. this.switchBgmState(true);
  2093. }
  2094. else if($("#volume img")[0].src.indexOf("btn_off.png")>-1)
  2095. {
  2096. this.switchBgmState(false);
  2097. }
  2098. })
  2099. this.switchBgmState(true);//初始设置允许播放bgm
  2100. SoundManager.initAutoPlay()
  2101. }
  2102. Manage.prototype.switchBgmState = function(state){//按钮的状态完全代表是否应该播放bgm,即使还没加载完
  2103. this.bgmShouldPlay = state
  2104. if(state){
  2105. SoundManager.play('bgm')
  2106. }else{
  2107. SoundManager.pause('bgm')
  2108. }
  2109. this.dispatchEvent && this.dispatchEvent({type:'switchBgmState'})
  2110. /* if(!g_bgAudio || !g_bgAudio.src) return;
  2111. var played = function(){
  2112. console.log('begin play bgm');
  2113. g_play = 1;
  2114. g_playAudio = g_bgAudio;
  2115. g_tourAudio && g_tourAudio.pause()
  2116. }
  2117. var paused = function(){
  2118. g_play = 0;
  2119. g_playAudio == g_bgAudio && (g_playAudio = null)
  2120. }
  2121. if(state ){
  2122. g_bgAudio.play();
  2123. if(g_bgAudio.paused){
  2124. paused()
  2125. }else{
  2126. played()
  2127. return true
  2128. }
  2129. }else{
  2130. g_bgAudio.pause();
  2131. paused()
  2132. }
  2133. g_bgAudio.pauseByHot = false
  2134. g_bgAudio.pauseByTour = false */
  2135. }
  2136. var manage = new Manage();
  2137. //处理cursor优先级
  2138. var CursorDeal = {
  2139. priorityEvent : [//在前面的优先级高
  2140. {"noIntersect":'not-allowed'},
  2141. {"addHot":'cell'},
  2142. {'hoverRouteLine':'url(images/coordinateClose.png),auto'},
  2143. {'hoverPano':'pointer'},
  2144. {"hoverFootIcon":'pointer'},
  2145. {"hoverHot":'pointer'},
  2146. {"addLabel":'cell'},
  2147. {"moveLabel":'grab'},
  2148. ],
  2149. domElements :[$('#player')[0]],
  2150. list:[], //当前存在的cursor状态
  2151. currentCursorIndex:null,
  2152. /* init : function(viewer){
  2153. this.priorityEvent.forEach(e=>{//刚开始Potree.resourcePath没值,现在换
  2154. for(let i in e){
  2155. e[i] = Common.replaceAll(e[i],'{Potree.resourcePath}',Potree.resourcePath)
  2156. }
  2157. })
  2158. this.domElements = [viewer.renderArea, viewer.mapViewer.renderArea];
  2159. viewer.addEventListener("CursorChange",(e)=>{
  2160. if(e.action == 'add'){
  2161. this.add(e.name)
  2162. }else{
  2163. this.remove(e.name)
  2164. }
  2165. })
  2166. }, */
  2167. add : function(name){
  2168. var priorityItem = this.priorityEvent.find(e=>e[name])
  2169. if(!priorityItem){
  2170. console.error('CursorDeal 未定义优先级 name:'+ name);
  2171. return
  2172. }
  2173. if(!this.list.includes(name)){
  2174. this.judge({addItem: priorityItem, name})
  2175. this.list.push(name)
  2176. }
  2177. },
  2178. remove : function(name){
  2179. var index = this.list.indexOf(name);
  2180. if(index > -1){
  2181. this.list.splice(index, 1)
  2182. this.judge()
  2183. }
  2184. },
  2185. judge:function(o={}){
  2186. //console.log(o,this.list)
  2187. if(o.addItem){
  2188. var addIndex = this.priorityEvent.indexOf(o.addItem)
  2189. if(addIndex < this.currentCursorIndex || this.currentCursorIndex == void 0){
  2190. this.domElements.forEach(e=>e.style.cursor = o.addItem[o.name] )
  2191. this.currentCursorIndex = addIndex
  2192. }
  2193. }else{
  2194. var levelMax = {index:Infinity, cursor:null }
  2195. this.list.forEach(name=>{
  2196. var priorityItem = this.priorityEvent.find(e=>e[name])
  2197. var index = this.priorityEvent.indexOf(priorityItem)
  2198. if(index < levelMax.index){
  2199. levelMax.index = index;
  2200. levelMax.cursor = priorityItem[name]
  2201. }
  2202. })
  2203. this.currentCursorIndex = levelMax.index
  2204. this.domElements.forEach(e=>e.style.cursor = levelMax.cursor || '')
  2205. }
  2206. }
  2207. }
  2208. function logSth(){
  2209. let hotCount = player.model.hotGroup.children.length
  2210. let videoCount = player.model.hotGroup.children.filter(e=>e.texType == 'video').length
  2211. let photoCount = player.model.hotGroup.children.filter(e=>e.texType == 'photo').length
  2212. let shineCount = player.model.hotGroup.children.filter(e=>e.texType == 'shine').length
  2213. let aniCount = player.model.hotGroup.children.filter(e=>e.info.animateInfo).length
  2214. let objCount = player.model.hotGroup.children.filter(e=>e.objObject).length
  2215. let chunkLen = player.model.chunks.length
  2216. let vertexC = player.model.chunks.reduce(function(total, chunk ){return total+chunk.geometry.attributes.position.count}, 0)
  2217. let panoCount = player.model.panos.list.length
  2218. Log(`共有chunk个数 ${chunkLen} ( 顶点数 ${vertexC} )
  2219. 热点个数 ${hotCount} ( vedio ${videoCount} 个,photo ${photoCount} 个,shine ${shineCount}个。 gif ${aniCount} 个,obj ${objCount} 个
  2220. 漫游点数 ${panoCount} 个)`, '#FF4399', 14)
  2221. }
  2222. /* let kankanNames = ['SG-','KJ-'] */
  2223. window.sceneFrom = (number.length > 6 && number.slice(0,3).includes('-')) ? 'kankan' : '' //看看or看见转来的
  2224. //兼容一代的場景
  2225. //請求地址統一管理
  2226. var g_onePregix = "https://bigscene.4dage.com/" //对应一代 http://www.4dmodel.com/SuperPanoramic/index.html?m=55
  2227. var g_version = manage.number("version");
  2228. g_version === "one" ? g_Prefix = g_onePregix : '';