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