manage.js 61 KB

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  1. var g_ProjectName=window.location.pathname.substring(window.location.pathname.indexOf("/")+1,window.location.pathname.lastIndexOf("/"));
  2. var g_Prefix="https://super.4dage.com/";
  3. // var g_Prefix=window.location.href.substring(0,window.location.href.indexOf("/index.html")+1);
  4. var s = window.location.href.split('/');
  5. s.pop();
  6. //var g_Prefix = s.join('/');
  7. var g_index=null;
  8. var g_modeldata=null;
  9. var g_weixinTitle=null;
  10. var g_Hots=null;
  11. var g_HotMeshes=[];
  12. var g_HotMeshSize = {
  13. g_HotMeshWidth: 0.3,
  14. g_HotMeshHeight:0.3
  15. };
  16. //add表示添加,delete表示删除
  17. var g_HotStatus=null;
  18. var g_newHot = [];//存储新加热点
  19. var g_HotImage= {
  20. "point":"https://super.4dage.com/images/4dagePoint2.png",
  21. "point2":"https://super.4dage.com/images/4dagePoint.png"
  22. };
  23. var g_saveHot=false;
  24. var g_TextColor=0x7777ff;
  25. var g_Text=null;
  26. var g_TextPlaneMesh=[];
  27. var g_TextIconMesh=[];
  28. var g_TextIcon="./images/text.png";
  29. var g_SelectTextIndex=null;
  30. var g_TextShow=null;
  31. var g_audioPlay=false;
  32. var g_background=null;
  33. var g_roof=null;
  34. var g_data2 = null;//加载的data2.js的内容
  35. var g_bgAudio=null;//背景音乐
  36. var g_tourAudio=null;//导览音乐
  37. var g_play = 1;//表示播放图标状态
  38. var g_playAudio = null;//当前在播放或当继续播放时应该播放的,是g_bgAudio或g_tourAudio
  39. var g_currentHot = null;//当前打开的热点
  40. //var g_Texture=null;
  41. //var g_ChunknameTexture={}; //chunkname和贴图名称对应
  42. var g_NormalTexture=false;
  43. var g_SpecularTexture=false;
  44. var g_DirectionalLight=null;
  45. var g_snapShotWidth = 200; //截图下载图片的大小
  46. var g_snapShotHeight = 140;
  47. //微信分享
  48. var g_weixinObj = {
  49. "title": document.querySelector("head title").innerHTML,
  50. "lineLink" : window.location.href,
  51. "imgUrl" : "https://www.4dmodel.com/SuperPanoramic/images/weixintitle.jpg",
  52. "desc" : "四维时代提供技术支持",
  53. }
  54. var settings = {
  55. hotClickEvent:{
  56. video:{
  57. playAndPause:true,
  58. examine:false,
  59. openHot:false
  60. },
  61. photo:{
  62. examine:false,
  63. openHot:false
  64. },
  65. shine:{
  66. examine:true,
  67. openHot:true
  68. }
  69. },
  70. hotClickActions:['playAndPause','examine','openHot','fastTran'],
  71. //默认的:
  72. teleportTime: 1500,//瞬间过渡的时间
  73. /* flytimeDistanceMultiplier:150,
  74. flyTime:750, */
  75. tourRotTime:2, //默认停留2秒
  76. //dontExamHot:true,
  77. hotFastTran:true,
  78. transparentBg: false,
  79. bgImg: null
  80. }
  81. if(window.number == '725'||window.number == '724'){
  82. settings.mobileNavHigh = true
  83. }
  84. //共用函数:
  85. window.common = null;
  86. window.MathLight = null;
  87. window.math = null
  88. window.easing = null
  89. window.lerp = null
  90. window.transitions = null
  91. window.browser = null
  92. function watch(object, propName, initialValue){ //监听某个属性的变化
  93. let v = initialValue
  94. Object.defineProperty(object, propName, {
  95. get: function() {
  96. return v
  97. },
  98. set: function(e) {
  99. console.log('watch:',propName, e)
  100. v = e
  101. }
  102. })
  103. }
  104. var toPrecision = function(e, t) {
  105. function i(e, t) {
  106. var i = Math.pow(10, t);
  107. return Math.round(e * i) / i
  108. }
  109. if (e instanceof Array) {
  110. for (var n = 0; n < e.length; n++)
  111. e[n] = i(e[n], t);
  112. return e
  113. }
  114. return i(e, t)
  115. }
  116. var dealMap = (map)=>{//使不resize when image is not power of two
  117. map.wrapS = map.wrapT = THREE.ClampToEdgeWrapping;
  118. map.minFilter = THREE.LinearFilter;
  119. //map.magFilter = THREE.LinearFilter;
  120. map.generateMipmaps = true;
  121. }
  122. var dom = {
  123. getOffset: function(type, element, parent) {
  124. left = (type == "left") ? element.offsetLeft : element.offsetTop;
  125. if (!parent) parent = $("body")[0];
  126. while (element = element.offsetParent) {
  127. if (element == parent) break;
  128. left += (type == "left") ? element.offsetLeft : element.offsetTop;
  129. }
  130. return left;
  131. }
  132. };
  133. var getTransformSid = function(){
  134. var name
  135. if(player.mode == 'panorama'){
  136. name = player.currentPano ? player.currentPano.id : 'outside'
  137. }else{
  138. name = 'outside'
  139. }
  140. return name
  141. }
  142. var LineDraw = {
  143. /* createLine: function(posArr, o) {
  144. var e = new THREE.BufferGeometry
  145. , p = new Float32Array(6);
  146. e.addAttribute("position", new THREE.BufferAttribute(p,3));
  147. //这句新旧版写法不同 旧版这样:e.addAttribute("position",Float32Array,2,3);
  148. var p = e.attributes.position.array;
  149. for (var i = 0; i < 2; i++) {
  150. p[i * 3] = posArr[i].x;
  151. p[i * 3 + 1] = posArr[i].y;
  152. p[i * 3 + 2] = posArr[i].z;
  153. }
  154. var mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"]({
  155. linewidth: o.width || 1,
  156. //windows无效。 似乎mac/ios上粗细有效 ?
  157. color: o.color || defaultColor,
  158. transparent: o.dontAlwaysSeen ? false : true,
  159. depthTest: o.dontAlwaysSeen ? true : false
  160. })
  161. var line = new THREE.Line(e,mat);
  162. line.renderOrder = o.renderOrder || 4
  163. //同tagStem; //如果不加高,可能会部分被model遮住
  164. return line;
  165. } */
  166. createLine: function (posArr, o={}) {
  167. //多段普通线 (第二个点和第三个点之间是没有线段的, 所以不用在意线段顺序)
  168. var mat
  169. if(o.mat){
  170. mat = o.mat
  171. }else{
  172. let prop = {
  173. lineWidth: o.lineWidth || 1,
  174. //windows无效。 似乎mac/ios上粗细有效 ?
  175. color: o.color || defaultColor,
  176. transparent: o.dontAlwaysSeen ? false : true,
  177. depthTest: o.dontAlwaysSeen ? true : false,
  178. opacity: o.opacity != void 0 ? o.opacity : 1,
  179. }
  180. if(o.deshed ){
  181. prop.dashSize = o.dashSize || 0.1,
  182. prop.gapSize = o.gapSize || 0.1
  183. }
  184. mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"](prop)
  185. }
  186. var line = new THREE.LineSegments(new THREE.BufferGeometry, mat);
  187. line.renderOrder = o.renderOrder || 4
  188. this.moveLine(line, posArr)
  189. return line;
  190. },
  191. moveLine: function (line, posArr) {
  192. if(posArr.length == 0)return
  193. let position = new Float32Array(posArr.length * 3); //[]
  194. for (var i = 0; i < 2; i++) {
  195. position[i * 3] = posArr[i].x;
  196. position[i * 3 + 1] = posArr[i].y;
  197. position[i * 3 + 2] = posArr[i].z;
  198. }
  199. line.geometry.addAttribute("position", new THREE.BufferAttribute(position,3));
  200. //line.geometry.setAttribute('position', new THREE.Float32BufferAttribute(new Float32Array(position), 3));
  201. line.geometry.attributes.position.needsUpdate = true;
  202. line.geometry.computeBoundingSphere();
  203. /* if(line.material instanceof THREE.LineDashedMaterial){
  204. line.computeLineDistances() //只有非buffer的geometry才有
  205. } */
  206. }
  207. ,
  208. }
  209. var convertTool = {
  210. getPos2d : function(point, camera, dom){//获取一个三维坐标对应屏幕中的二维坐标
  211. var camera = camera || player.camera;
  212. var dom = dom || player.domElement;
  213. if(!camera)return
  214. var pos = point.clone().project(camera) //比之前hotspot的计算方式写得简单 project用于3转2(求法同shader); unproject用于2转3 :new r.Vector3(e.x, e.y, -1).unproject(this.camera);
  215. var x,y;
  216. x = (pos.x + 1) / 2 * dom.clientWidth;
  217. y = (1 - (pos.y + 1) / 2) * dom.clientHeight;
  218. var inSight = x <= dom.clientWidth && x >= 0 //是否在屏幕中
  219. && y <= dom.clientHeight && y >= 0
  220. return {
  221. pos: new THREE.Vector2(x,y), // 屏幕像素坐标
  222. vector: pos, //(范围 -1 ~ 1)
  223. trueSide : pos.z<1, //trueSide为false时,即使在屏幕范围内可见,也是反方向的另一个不可以被渲染的点 参见Tag.update
  224. inSight : inSight //在屏幕范围内可见
  225. };
  226. },
  227. ifShelter: function (pos3d, pos2d, camera, floorIndex) {
  228. //检测某点在视线中是否被mesh遮挡
  229. if (!pos2d) pos2d = convertTool.getPos2d(pos3d )
  230. camera = camera || player.camera
  231. var ori = new THREE.Vector3(pos2d.x, pos2d.y, -1).unproject(camera) //找到视线原点
  232. var dir = pos3d.clone().sub(ori).normalize()
  233. 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
  234. /* if(config.isEdit && publicObjectSet.editor.mainDesign.editing){
  235. var o = ray.intersectObjects(publicObjectSet.editor.mainDesign.wallMeshes);
  236. }else{ */
  237. let colliders = player.model.allFloorsVisible ? player.model.colliders : (floorIndex != void 0 ? player.model.floors.index[floorIndex] : player.model.currentFloor).collider.children
  238. //let colliders = (floorIndex == void 0 ) ? player.model.colliders : player.model.floors.index[floorIndex].collider.children
  239. var o = ray.intersectObjects(colliders);
  240. //}
  241. var len = pos3d.distanceTo(ori);
  242. if (o && o.length) {
  243. for(var i=0;i<o.length;i++){
  244. if(o[i].distance < len){ return true; }//有遮挡
  245. }
  246. }
  247. },
  248. /*
  249. 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)
  250. 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。
  251. */
  252. getPosAtPlane : function(pos, info/* , mouse, camera */){ //pos:与intersectPlane的交点 见笔记
  253. var A = pos;
  254. var player = player;
  255. var mouse = player.mouse;
  256. var O = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(player.camera);
  257. if(info.y != void 0){//地面线的
  258. var y = info.y;
  259. if(player.mode == "floorplan"/* || Math.abs(O.x-pos.x)<0.0001 && Math.abs(O.z-pos.z)<0.0001) */){
  260. //intersectPlane和地面平行,无交点
  261. var x = pos.x, z = pos.z;
  262. }else{
  263. 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。
  264. if(O.y == A.y){console.log('一样??');return;}
  265. if(A.y == y){console.log('一样2??');return;}
  266. var r = (O.y-y)/(A.y-y);
  267. var x = (r*A.x-O.x)/(r-1);
  268. var z = (r*A.z-O.z)/(r-1);
  269. }
  270. }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
  271. var N = info.normalVec;
  272. var P = info.pullPos;
  273. 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
  274. if(O.z==A.z){console.log('O.z==A.z?');return;}
  275. if(N.z!=0 && N.x != 0){//直接用这个通用的也可以,支持斜线的墙
  276. //console.log('N.z==0 && N.x == 0?');
  277. var c = ( N.x*(A.x-O.x) + N.y*(A.y-O.y) + N.z*(A.z-O.z));
  278. if(c == 0){console.log("分母为0?? return;");return;}
  279. 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
  280. var x = t * (A.x - O.x) + O.x;
  281. var y = t * (A.y - O.y) + O.y;
  282. var z = t * (A.z - O.z) + O.z;
  283. /*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;
  284. 求直线L与平面π的交点的坐标。
  285. 把直线方程改写成参数形式:设(x-a)/m=(x-b)/n=(z-c)/p=t;
  286. 则x=mt+a;y=nt+b;z=pt+c;代入平面π的方程得:
  287. A(mt+a)+B(nt+b)+C(pt+c)+D=0
  288. 由此解得t=-(Aa+Bb+Cc+D)/(Am+Bn+Cp)
  289. 再代入参数方程即得交点的坐标(x,y,z). */
  290. }else if(N.x ==0 ){ //z与pullPos相等
  291. var z = P.z;
  292. if(O.y == A.y){console.log('一样??');return;}
  293. if(A.y == y){console.log('一样2??');return;}
  294. if(A.z == z){console.log('一样3??');return;}
  295. var r = (O.z-z)/(A.z-z);
  296. var x = (r*A.x-O.x)/(r-1);
  297. var y = (r*A.y-O.y)/(r-1);
  298. }else if(N.z == 0){//x与pullPos相等
  299. var x = P.x;
  300. if(O.y == A.y){console.log('一样??');return;}
  301. if(A.y == y){console.log('一样2??');return;}
  302. if(A.x == x){console.log('一样3??');return;}
  303. var r = (O.x-x)/(A.x-x);
  304. var y = (r*A.y-O.y)/(r-1);
  305. var z = (r*A.z-O.z)/(r-1);
  306. }
  307. }
  308. return new THREE.Vector3(x,y,z);
  309. },
  310. getMouseIntersect : function(camera, meshes, mouse){//获取鼠标和meshes交点
  311. var raycaster = new THREE.Raycaster;
  312. camera.updateMatrixWorld();
  313. var origin = new THREE.Vector3(mouse.x,mouse.y,-1).unproject(camera)
  314. , end = new THREE.Vector3(mouse.x,mouse.y,1).unproject(camera);
  315. var dir = end.sub(origin).normalize()
  316. raycaster.set(origin, dir);
  317. var n = raycaster.intersectObjects(meshes);
  318. if (0 === n.length)
  319. return null;
  320. return n[0];
  321. },
  322. ifIntersectChunks : function(A,B,options={}){//获取某个线段/射线和meshes的交点
  323. var dir = B.clone().sub(A).normalize();
  324. var len = options.InfinityLen ? Infinity : A.distanceTo(B) + (options.extLen||0);
  325. var ray = new THREE.Raycaster(A.clone(), dir, 0, len);
  326. var o = ray.intersectObjects(options.model || player.model.colliders);
  327. if (o && o.length)return o;
  328. if(options.throughWidth){ //允许最小宽度,防止穿过极小的缝隙导致撞墙感
  329. var normal = math.getNormal({points:[{x:A.x, y:A.z},{x:B.x, y:B.z}]});//线段法线
  330. normal.multiplyScalar(options.throughWidth)
  331. var normalVec3 = new THREE.Vector3(normal.x, 0, normal.y);
  332. var A2 = A.clone().add(normalVec3)
  333. ray.set(A2, dir);
  334. var o2 = ray.intersectObjects(options.model || player.model.colliders);
  335. ray.set(A.clone().add(normalVec3.negate()), dir);
  336. if (o2 && o2.length)return o2;
  337. var o3 = ray.intersectObjects(options.model || player.model.colliders);
  338. if (o3 && o3.length)return o3;
  339. }
  340. return null;
  341. },
  342. getPosAtSphere : function(pos3d, toPanoPos){
  343. var dir = pos3d.clone().sub(toPanoPos);
  344. dir.normalize();//然后计算在球中
  345. dir.multiplyScalar(Constants.skyRadius);
  346. dir.add(toPanoPos);
  347. return dir;
  348. } ,
  349. 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
  350. var w;
  351. var i = new THREE.Vector3, o = new THREE.Vector3, l = new THREE.Vector3, c = new THREE.Vector3, h = new THREE.Vector3
  352. if(op.width2d) w = op.width2d //如果恒定二维宽度
  353. else{//否则考虑上距离,加一丢丢近大远小的效果
  354. var currentDis, nearBound, farBound
  355. if(op.camera.type == "OrthographicCamera"){
  356. currentDis = (op.camera.right - op.camera.left) / op.camera.zoom
  357. }else{
  358. currentDis = op.position.distanceTo(op.camera.position);
  359. }
  360. w = op.maxSize - ( op.maxSize - op.minSize) * THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound);
  361. //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
  362. }
  363. i.copy(op.position).project(op.camera), //tag中心在屏幕上的二维坐标
  364. 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
  365. l.set(w / 2, 0, 0).add(o), //加上tag宽度的一半
  366. c.set(2 / op.resolution.x, 2 / op.resolution.y, 1).multiply(l), //再转回 -1 到 1的范围
  367. h.copy(c).unproject(op.camera);//再转成三维坐标,求得tag边缘的位置
  368. var g = h.distanceTo(op.position)//就能得到tag的三维半径
  369. return g //可能NAN 当相机和position重叠时
  370. } ,
  371. 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
  372. if(!object.unvisibleReasons) object.unvisibleReasons = []; //如果length>0代表不可见
  373. if(!object.visibleReasons) object.visibleReasons = []; //在同级时,优先可见
  374. var update = function(){
  375. //先按从高到低的level排列
  376. object.unvisibleReasons = object.unvisibleReasons.sort((a,b)=>b.level-a.level)
  377. object.visibleReasons = object.visibleReasons.sort((a,b)=>b.level-a.level)
  378. var maxVisiLevel = object.visibleReasons[0] ? object.visibleReasons[0].level : -1
  379. var maxunVisiLevel = object.unvisibleReasons[0] ? object.unvisibleReasons[0].level : -1
  380. var shouldVisi = maxVisiLevel >= maxunVisiLevel
  381. var visiBefore = object.visible
  382. if(visiBefore != shouldVisi){
  383. object.visible = shouldVisi
  384. object.dispatchEvent({
  385. type: 'isVisible',
  386. visible: shouldVisi,
  387. reason,
  388. })
  389. }
  390. }
  391. if(ifShow){
  392. var index = object.unvisibleReasons.findIndex(e=>e.reason == reason)
  393. if(index > -1){
  394. type = 'cancel'
  395. object.unvisibleReasons.splice(index, 1);
  396. }
  397. if(type == 'add' ){
  398. if(!object.visibleReasons.some(e=>e.reason == reason)){
  399. object.visibleReasons.push({reason,level})
  400. }
  401. }
  402. }else{
  403. var index = object.visibleReasons.findIndex(e=>e.reason == reason)
  404. if(index > -1){
  405. type = 'cancel'
  406. object.visibleReasons.splice(index, 1);
  407. }
  408. if(type != 'cancel' ){
  409. if(!object.unvisibleReasons.some(e=>e.reason == reason)){
  410. object.unvisibleReasons.push({reason,level})
  411. }
  412. }
  413. }
  414. update()
  415. },
  416. 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"
  417. if(object.visible)return true
  418. else{
  419. return !object.unvisibleReasons || !object.unvisibleReasons.some(e=>e.reason == reason)
  420. }
  421. }
  422. }
  423. //--------------------------------------
  424. //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
  425. var Manage = function(){
  426. this.weixinURL = "https://res.wx.qq.com/open/js/jweixin-1.2.0.js",
  427. this.time = "?"+new Date().getTime();
  428. this.loadAudio();
  429. this.loadWeixin();
  430. }
  431. //动态加载js文件
  432. Manage.prototype.LoadJs = function(_files, succes){
  433. /* 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*/
  434. var classcodes = [];
  435. var FileArray = [];
  436. if (typeof _files === "object") {
  437. FileArray = _files;
  438. } else {
  439. /*如果文件列表是字符串,则用,切分成数组*/
  440. if (typeof _files === "string") {
  441. FileArray = _files.split(",");
  442. }
  443. }
  444. if (FileArray != null && FileArray.length > 0) {
  445. var LoadedCount = 0;
  446. for (var i = 0; i < FileArray.length; i++) {
  447. loadFile(FileArray[i], function() {
  448. LoadedCount++;
  449. if (LoadedCount == FileArray.length) {
  450. try {
  451. succes();
  452. }
  453. catch(err) {
  454. console.log("err: 您未定义回调");
  455. }
  456. }
  457. })
  458. }
  459. }
  460. /*加载JS文件,url:文件路径,success:加载成功回调函数*/
  461. function loadFile(url, success) {
  462. if (!FileIsExt(classcodes, url)) {
  463. var _ThisType = GetFileType(url);
  464. var ThisType = _ThisType.indexOf("?") == -1 ? _ThisType : _ThisType.substring(0,_ThisType.indexOf("?"));
  465. var fileObj = null;
  466. if (ThisType == ".js") {
  467. fileObj = document.createElement('script');
  468. fileObj.src = url;
  469. } else if (ThisType == ".css") {
  470. fileObj = document.createElement('link');
  471. fileObj.href = url;
  472. fileObj.type = "text/css";
  473. fileObj.rel = "stylesheet";
  474. } else if (ThisType == ".less") {
  475. fileObj = document.createElement('link');
  476. fileObj.href = url;
  477. fileObj.type = "text/css";
  478. fileObj.rel = "stylesheet/less";
  479. }
  480. success = success || function() {};
  481. fileObj.onload = fileObj.onreadystatechange = function() {
  482. if (!this.readyState || 'loaded' === this.readyState || 'complete' === this.readyState) {
  483. success();
  484. classcodes.push(url)
  485. }
  486. }
  487. document.getElementsByTagName('head')[0].appendChild(fileObj);
  488. } else {
  489. success();
  490. }
  491. }
  492. /*获取文件类型,后缀名,小写*/
  493. function GetFileType(url) {
  494. if (url != null && url.length > 0) {
  495. return url.substr(url.lastIndexOf(".")).toLowerCase();
  496. }
  497. return "";
  498. }
  499. /*文件是否已加载*/
  500. function FileIsExt(FileArray, _url) {
  501. if (FileArray != null && FileArray.length > 0) {
  502. var len = FileArray.length;
  503. for (var i = 0; i < len; i++) {
  504. if (FileArray[i] == _url) {
  505. return true;
  506. }
  507. }
  508. }
  509. return false;
  510. }
  511. };
  512. //获取页面url后面的参数
  513. Manage.prototype.number = function(variable) {
  514. var query = window.location.search.substring(1);
  515. var vars = query.split("&");
  516. for (var i=0;i<vars.length;i++) {
  517. var pair = vars[i].split("=");
  518. if(pair[0] == variable){return pair[1];}
  519. }
  520. return(false);
  521. };
  522. Manage.prototype.loadWeixin = function() {
  523. var that = this;
  524. this.LoadJs(that.weixinURL+that.time,function(){ });
  525. }
  526. Manage.prototype.weixinShare = function() {
  527. console.log("weixinShare")
  528. $.ajax({
  529. url:'https://www.4dage.com/wechat/jssdk/',
  530. type: "post",
  531. data : {
  532. 'url' : location.href.split('#')[0]
  533. },
  534. dataType:"jsonp",
  535. jsonpCallback:"success_jsonp",
  536. success:function(data,textStatus){
  537. console.log("weixinShare success")
  538. console.log(data.appId)
  539. wx.config({
  540. // debug : true,
  541. appId : data.appId,
  542. timestamp : data.timestamp,
  543. nonceStr : data.nonceStr,
  544. signature : data.signature,
  545. jsApiList : [ 'checkJsApi', 'onMenuShareTimeline',
  546. 'onMenuShareAppMessage', 'onMenuShareQQ',
  547. 'onMenuShareWeibo', 'hideMenuItems',
  548. 'showMenuItems', 'hideAllNonBaseMenuItem',
  549. 'showAllNonBaseMenuItem', 'translateVoice',
  550. 'startRecord', 'stopRecord', 'onRecordEnd',
  551. 'playVoice', 'pauseVoice', 'stopVoice',
  552. 'uploadVoice', 'downloadVoice', 'chooseImage',
  553. 'previewImage', 'uploadImage', 'downloadImage',
  554. 'getNetworkType', 'openLocation', 'getLocation',
  555. 'hideOptionMenu', 'showOptionMenu', 'closeWindow',
  556. 'scanQRCode', 'chooseWXPay',
  557. 'openProductSpecificView', 'addCard', 'chooseCard',
  558. 'openCard' ]
  559. });
  560. },
  561. error:function(XMLHttpRequest,textStatus,errorThrown){
  562. console.log("jsonp.error:"+textStatus);
  563. }
  564. });
  565. var success_jsonp = function(json){
  566. console.log(json);
  567. };
  568. wx.ready(function(){
  569. // 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〿
  570. //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〿
  571. //分享到朋友圈
  572. console.log(g_weixinObj)
  573. wx.onMenuShareTimeline({
  574. title: g_weixinObj.title, // 分享标题
  575. link: g_weixinObj.lineLink, // 分享链接
  576. imgUrl: g_weixinObj.imgUrl, // 分享图标
  577. desc: g_weixinObj.desc
  578. });
  579. //获取“分享给朋友”按钮点击状态及自定义分享内容接叿
  580. wx.onMenuShareAppMessage({
  581. title: g_weixinObj.title, // 分享标题
  582. desc: g_weixinObj.desc, // 分享描述
  583. link: g_weixinObj.lineLink, // 分享链接
  584. imgUrl: g_weixinObj.imgUrl, // 分享图标
  585. type: '', // 分享类型,music、video或link,不填默认为link
  586. dataUrl: '' // 如果type是music或video,则要提供数据链接,默认为空
  587. });
  588. wx.onMenuShareWeibo({
  589. title: g_weixinObj.title, // 分享标题
  590. desc: g_weixinObj.desc, // 分享描述
  591. link: g_weixinObj.lineLink, // 分享链接
  592. imgUrl: g_weixinObj.imgUrl, // 分享图标
  593. success: function () {
  594. // 用户确认分享后执行的回调函数
  595. },
  596. cancel: function () {
  597. // 用户取消分享后执行的回调函数
  598. }
  599. });
  600. wx.onMenuShareQZone({
  601. title: g_weixinObj.title, // 分享标题
  602. desc: g_weixinObj.desc, // 分享描述
  603. link: g_weixinObj.lineLink, // 分享链接
  604. imgUrl: g_weixinObj.imgUrl, // 分享图标
  605. success: function () {
  606. // 用户确认分享后执行的回调函数
  607. },
  608. cancel: function () {
  609. // 用户取消分享后执行的回调函数
  610. }
  611. });
  612. wx.onMenuShareQQ({
  613. title: g_weixinObj.title, // 分享标题
  614. desc: g_weixinObj.desc, // 分享描述
  615. link: g_weixinObj.lineLink, // 分享链接
  616. imgUrl: g_weixinObj.imgUrl, // 分享图标
  617. success: function () {
  618. // 用户确认分享后执行的回调函数
  619. },
  620. cancel: function () {
  621. // 用户取消分享后执行的回调函数
  622. }
  623. });
  624. wx.error(function(res){
  625. // 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〿
  626. });
  627. });
  628. }
  629. Manage.prototype.dealURL = function(src, type){
  630. //music: "///super.4dage.com/data/LYW/edit/20200928_151633415.mp3"
  631. //"https://super.4dage.com/data/LYW/edit/20200928_165319399.jpg"]
  632. if(window.isLocal && settings.localPrefix!=void 0){//本地将线上的前缀替换
  633. 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
  634. var index = src.indexOf(oldPrefix);
  635. if(index>-1){
  636. var wholeOldPrefix = src.slice(0, index+oldPrefix.length);
  637. return src.replace(wholeOldPrefix, settings.localPrefix)
  638. }
  639. console.error("没有找到合适的本地链接")
  640. return src
  641. }else{
  642. //add https://
  643. var prefix = g_Prefix.replace('https://','').replace('http://','')
  644. if(!src.includes('http:/') && !src.includes('https:/') && src.includes(prefix)){
  645. src = 'https://'+src
  646. }
  647. return src
  648. }
  649. }
  650. Manage.prototype.removeSrcPostMark = function(url){//去除texture.load时自动加上的'?'
  651. var index = url.indexOf('?')
  652. if(index>-1){
  653. return url.slice(0, index)
  654. }else return url
  655. }
  656. Manage.prototype.showInfo = function (o) { // ({result:true, title:"发布成功"});
  657. var box = $(".resultBox");
  658. var title = o.title || o || i18n.get('保存成功');
  659. box.children().eq(0).html(title)
  660. //var time = o.time || THREE.Math.clamp((Config.lang=='en') ? title.length*50 : title.length*130 ,1300,5000);
  661. var time = o.time || THREE.Math.clamp(title.length*130 ,1300, 5000);
  662. o.time || console.log("showtime " + time)
  663. //实际有一半的时间在渐变透明度
  664. this.showInfoTimer && clearTimeout(this.showInfoTimer)
  665. box.removeClass("animate");//如果之后不久又要showinfo一个的话,先停止前面的animate
  666. setTimeout(function () {
  667. box.css(
  668. {
  669. '-webkit-animation-duration': time + 'ms',
  670. 'animation-duration': time + 'ms'
  671. }
  672. )
  673. if(o.top){
  674. box.children().css('top', o.top + "%");
  675. }else{
  676. box.children().css('top', '' )
  677. }
  678. box.removeClass("hide");
  679. box.addClass("animate");
  680. if (o.dontInteract) {//遮挡对屏幕的操作
  681. box.css('pointer-events', 'auto')
  682. } else {
  683. box.css('pointer-events', 'none')
  684. }
  685. this.showInfoTimer = setTimeout(function () {
  686. box.removeClass("animate");
  687. box.addClass("hide");
  688. this.showInfoTimer = null;
  689. }.bind(this), time + 20)
  690. }.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
  691. }//like: manage.showInfo({title:'a', top:20})
  692. //公用的函数
  693. function getQueryVariable(variable)
  694. {
  695. var query = window.location.search.substring(1);
  696. var vars = query.split("&");
  697. for (var i=0;i<vars.length;i++) {
  698. var pair = vars[i].split("=");
  699. if(pair[0] == variable){return pair[1];}
  700. }
  701. return(false);
  702. }
  703. //隐藏公司Logo
  704. function showLogo(){
  705. $("#myCompany").hide();
  706. $("#loaderCoBrandName").hide();
  707. $("#title-logo").hide();
  708. $(".title-container").css("justify-content","center")
  709. }
  710. //czj 添加随机的时间
  711. function randomTime(){
  712. return new Date()
  713. };
  714. function matcher(data){
  715. if(!data || !g_version ) return data;
  716. delete data.model.vision_version;
  717. var _data = {
  718. files: {
  719. "templates": ["images/images{{number}}/{{filename}}"]
  720. },
  721. model :{
  722. sid :window.number,
  723. camera_start:
  724. data.model.images && data.model.images.length != 0 ?
  725. {
  726. camera: {
  727. zoom: "-1",
  728. quaternion: [
  729. JSON.parse(data.model.images[0].metadata).camera_quaternion.z,
  730. JSON.parse(data.model.images[0].metadata).camera_quaternion.w,
  731. JSON.parse(data.model.images[0].metadata).camera_quaternion.x,
  732. JSON.parse(data.model.images[0].metadata).camera_quaternion.y
  733. ]
  734. },
  735. pano: { uuid: JSON.parse(data.model.images[0].metadata).scan_id },
  736. mode: "0"
  737. }
  738. : ''
  739. },
  740. sid: window.number,
  741. hoticon: {
  742. default: "https://super.4dage.com/images/4dagePoint2.png",
  743. higt: "https://super.4dage.com/images/4dagePoint.png"
  744. },
  745. special: "false",
  746. weixinDesc: ""
  747. };
  748. $.extend(true,data,_data)
  749. return data;
  750. }
  751. function hotMatcher(data={}){
  752. //if(!data || !g_version) return data;
  753. if(g_version) {
  754. data.tourAudio = data.audio || {};
  755. }else{
  756. data.tourAudio = {}
  757. }
  758. return data;
  759. }
  760. var GifTexDeal = {
  761. animateObjects : [],
  762. animateTexs : [] ,
  763. addAnimation : function(texture, owner, info, id){
  764. /* if(this.animateObjects.find(e=>
  765. e.texture == texture && !ifSame(info, e.info)
  766. )) */
  767. var animation
  768. var tex = this.animateTexs.find(e=>e.texture == texture)
  769. if(tex){
  770. animation = tex
  771. }else{
  772. animation = {texture,info }
  773. this.animateTexs.push(animation)
  774. this.setRepeart(animation)
  775. }
  776. var object = {
  777. animation, //默认相同的texture对应的info是一样的, 对应一个animation
  778. owner,
  779. }
  780. this.animateObjects.push(object)
  781. return object
  782. },
  783. remove : function(object){
  784. var index = this.animateObjects.indexOf(object)
  785. if(index>-1){
  786. this.animateObjects.splice(index, 1)
  787. if(!this.animateObjects.find(e=>e.animation == object.animation)){
  788. let i = this.animateTexs.indexOf(object.animation)
  789. this.animateTexs.splice(i, 1)
  790. object.animation.texture.repeat.set(1,1)
  791. }
  792. this.stop(object)
  793. }
  794. },
  795. setRepeart : function(animation){
  796. animation.texture.repeat.set(1/animation.info.cellXcount, 1/animation.info.cellYcount)
  797. },
  798. start: function(object){
  799. if(!object || object.started )return;
  800. object.started = true
  801. if(object.animation.started)return;
  802. object.animation.started = true
  803. var info = object.animation.info
  804. var count = info.cellXcount * info.cellYcount - (info.voidCount || 0)
  805. if(count <= 1)return;
  806. transitions.start( (progress)=>{
  807. var index = Math.floor(count * progress);
  808. var indexX = index % info.cellXcount
  809. var indexY = info.cellYcount - Math.floor(index /info.cellXcount ) - 1; //uv.offset.y是从下到上的
  810. object.animation.texture.offset.x = indexX / info.cellXcount;
  811. object.animation.texture.offset.y = indexY / info.cellYcount;
  812. //console.log(object.id + " : "+ object.texture.offset.toArray())
  813. } , info.duration * (-1), null,/* ()=>{//done (-1):循环
  814. object.started = false
  815. object.texture.offset.x = 0;
  816. object.texture.offset.y = 0;
  817. this.start(object)
  818. }, */ 0 ,null, object.id, "gif_"+object.animation.texture.id);
  819. },
  820. stop: function(object){
  821. if(!object || !object.started)return;
  822. object.started = false
  823. //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:
  824. if(this.animateObjects.find(e=>e.animation == object.animation && e.started)) return;
  825. transitions.cancelById("gif_"+object.animation.texture.id);
  826. object.animation.texture.offset.set(0,0)
  827. object.animation.started = false
  828. }
  829. }
  830. var CloneObject = function(copyObj, result, isSimpleCopy, extraReplace) {
  831. //isSimpleCopy只复制最外层
  832. //复制json result的可能:普通数字或字符串、普通数组、复杂对象
  833. if(!copyObj)return copyObj //0 null undefined ''
  834. result = result || {};
  835. if (copyObj instanceof Array) {
  836. /* if (copyObj[0]instanceof Object) {
  837. //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
  838. console.error("不支持含有 [[Object]] 这样二级数组里面还是复杂数据的...")
  839. }
  840. return copyObj.slice(0);*/ //如果是数组,直接复制返回(排除数组内是object
  841. return copyObj.map(e=>{
  842. if(e instanceof Object){
  843. return CloneObject(e)
  844. }else return e
  845. })
  846. }else{
  847. if(copyObj.clone instanceof Function ){ //解决一部分
  848. return copyObj.clone()
  849. }
  850. }
  851. for (var key in copyObj) {
  852. if (copyObj[key] instanceof Object && !isSimpleCopy)
  853. result[key] = CloneObject(copyObj[key]);
  854. else
  855. result[key] = copyObj[key];
  856. //如果是函数类同基本数据,即复制引用
  857. }
  858. return result;
  859. }
  860. ;
  861. var ifSame = function(object1, object2){
  862. if(object1 == object2 )return true // 0 != undefined , 0 == ''
  863. else if(!object1 || !object2) return false
  864. else if(object1.constructor != object2.constructor){
  865. return false
  866. }else if(object1 instanceof Array ) {
  867. if(object1.length != object2.length)return false;
  868. var _object2 = object2.slice(0);
  869. for(let i=0;i<object1.length;i++){
  870. var u = _object2.find(e=>ifSame(object1[i], e));
  871. if(u == void 0 && !_object2.includes(u) && !object1.includes(u))return false;
  872. else{
  873. let index = _object2.indexOf(u);
  874. _object2.splice(index,1);
  875. }
  876. }
  877. return true
  878. }else if(object1.equals instanceof Function ){//复杂数据仅支持这种,其他的可能卡住?
  879. return object1.equals(object2)
  880. }else if(typeof object1 == 'number' || typeof object1 == 'string'){
  881. if(isNaN(object1) && isNaN(object2))return true
  882. else return object1 == object2
  883. }else if(typeof object1 == "object"){
  884. var keys1 = Object.keys(object1)
  885. var keys2 = Object.keys(object2)
  886. if(!ifSame(keys1,keys2))return false;
  887. for(let i in object1){
  888. var same = ifSame(object1[i], object2[i]);
  889. if(!same)return false
  890. }
  891. return true
  892. }else{
  893. console.log('isSame出现例外')
  894. }
  895. }
  896. function initByTHREE(THREE){
  897. 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
  898. THREE.TransitionPass = function ( scene, camera ) {
  899. this.renderScene = scene;
  900. this.renderCamera = camera;
  901. this.coverRenderTarget = new THREE.WebGLRenderTarget( 100, 100, {
  902. minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter,
  903. format: THREE.RGBAFormat
  904. });
  905. this.coverTex = this.coverRenderTarget.texture;
  906. this.enabled = false;
  907. this.oldClearColor = new THREE.Color();
  908. this.oldClearAlpha = 1;
  909. this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  910. this.scene = new THREE.Scene();
  911. this.material = this.getMaskMaterial()
  912. var copyShader = THREE.CopyShader;
  913. this.materialCopy = new THREE.ShaderMaterial( {
  914. uniforms: this.copyUniforms,
  915. vertexShader: copyShader.vertexShader,
  916. fragmentShader: copyShader.fragmentShader,
  917. blending: THREE.NoBlending,
  918. depthTest: false,
  919. depthWrite: false,
  920. transparent: true
  921. } );
  922. this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), this.material);
  923. this.quad.frustumCulled = false; // Avoid getting clipped
  924. this.scene.add( this.quad );
  925. }
  926. THREE.TransitionPass.prototype = {//波形扩散,出下一个画面
  927. constructor: THREE.TransitionPass,
  928. setSize: function ( width, height ) {
  929. this.coverRenderTarget.setSize( width, height );
  930. },
  931. render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  932. var oldAutoClear = renderer.autoClear;
  933. renderer.autoClear = false;
  934. var uniforms = this.quad.material.uniforms
  935. uniforms.bgTex.value = readBuffer.texture; //更新
  936. uniforms.coverTex.value = this.coverTex;
  937. uniforms.progress.value = player.model.skybox.material.uniforms.progress.value//
  938. uniforms.screenRatio.value = player.domElement.clientWidth / player.domElement.clientHeight;// 使波纹为圆形
  939. uniforms.screenRatio.value *= uniforms.screenRatio.value
  940. renderer.render( this.scene, this.camera);
  941. renderer.autoClear = oldAutoClear;
  942. },
  943. start:function(sceneRenderer){
  944. this.enabled = true
  945. //draw coverTex
  946. this.quad.material.uniforms.progress.value = 1;
  947. sceneRenderer.renderer.render( sceneRenderer.scene, sceneRenderer.camera, this.coverRenderTarget, true );
  948. console.log('start111')
  949. },
  950. stop:function(){
  951. this.enabled = false
  952. console.log('stop111')
  953. }
  954. ,
  955. getMaskMaterial :function(){
  956. return new THREE.ShaderMaterial( {
  957. uniforms: {
  958. coverTex: {
  959. type: "t",
  960. value: null
  961. },
  962. bgTex: {
  963. type: "t",
  964. value: null
  965. },
  966. progress:{
  967. type: "f",
  968. value: 0
  969. },
  970. screenRatio:{
  971. type: "f",
  972. value: 1
  973. }
  974. },
  975. vertexShader: `
  976. varying vec2 vUv;
  977. void main()
  978. {
  979. vUv = uv;
  980. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  981. }
  982. `,
  983. fragmentShader: `
  984. uniform sampler2D coverTex;
  985. uniform sampler2D bgTex;
  986. uniform float progress;
  987. uniform float screenRatio;
  988. varying vec2 vUv;
  989. void main() {
  990. const float maxRadius = 0.708; // sqrt(0.5^2+0.5^2)
  991. const float minRadius = 0.0 ;
  992. 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));
  993. float diff = 0.292; //1.0-maxRadius;
  994. float radiusIn = maxRadius * progress + minRadius * (1.0-progress);
  995. float radiusOut = radiusIn + diff;
  996. if(radius < radiusIn) {
  997. gl_FragColor = texture2D(bgTex, vUv);
  998. //gl_FragColor = vec4(0.0,0.0,1.0,1.0);//
  999. }else if(radius>radiusOut){
  1000. gl_FragColor = texture2D(coverTex, vUv) ;
  1001. //gl_FragColor = vec4(1.0,1.0,0.0,1.0);//
  1002. }else{
  1003. vec4 color1 = texture2D(bgTex, vUv);
  1004. vec4 color2 = texture2D(coverTex, vUv);
  1005. float rotio = smoothstep(radiusIn ,radiusOut,radius);
  1006. gl_FragColor = mix(color1, color2, rotio);
  1007. }
  1008. }
  1009. `
  1010. } );
  1011. },
  1012. }
  1013. let labels = []
  1014. class Label2D extends THREE.EventDispatcher{
  1015. constructor(o={}){
  1016. super()
  1017. this.position = o.position
  1018. this.elem = $(o.innerHTML || '<div ><a></a></div>');
  1019. $(o.domElement).append(this.elem)
  1020. this.pos2d = new THREE.Vector3
  1021. this.elem.css({position: 'absolute', 'z-index':999})
  1022. this.clickFun = o.clickFun;
  1023. this.clickFun && this.elem.on('click',this.clickFun.bind(this))
  1024. if(o.autoUpdate){
  1025. let update = (e)=>{if(e.cameraChanged) this.update()}
  1026. player.on("view.changed",update) //确保player存在
  1027. this.addEventListener('dispose', (e)=>{
  1028. player.off("view.changed",update)
  1029. })
  1030. }
  1031. this.visible = true
  1032. this.shelterByModel = o.shelterByModel
  1033. this.floorIndex = o.floorIndex
  1034. labels.push(this)
  1035. if(window.player.model){
  1036. this.init()
  1037. }else{
  1038. let f = ()=>{
  1039. window.bus.removeEventListener('playerAndModelReady',f)
  1040. this.init()
  1041. }
  1042. window.bus.addEventListener('playerAndModelReady',f)
  1043. }
  1044. }
  1045. init(){
  1046. if(this.floorIndex != void 0){
  1047. player.model.on("floor.changed",(currentFloor, mode, oldFloor)=>{
  1048. this.update(currentFloor) //注: currentFloor 这时候还没成为 model.currentFloor
  1049. })
  1050. }
  1051. }
  1052. update(currentFloor){
  1053. if(!this.position || !this.visible)return
  1054. var p = convertTool.getPos2d(this.position);
  1055. if(!p || !p.trueSide){
  1056. this.elem.css('display','none'); return;
  1057. }
  1058. //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)
  1059. if(player.mode != 'panorama'){
  1060. currentFloor = currentFloor || player.model.currentFloor
  1061. if(!player.model.allFloorsVisible && this.floorIndex != void 0 && this.floorIndex!= currentFloor.floorIndex){
  1062. this.elem.css('display','none'); return;
  1063. }
  1064. if(this.shelterByModel && convertTool.ifShelter(this.position , p.vector, this.floorIndex )){
  1065. this.elem.css('display','none'); return;
  1066. }
  1067. }
  1068. this.elem.css({
  1069. left: p.pos.x +'px',
  1070. top: p.pos.y +'px'
  1071. })
  1072. /* if(settings.vrEnabled){
  1073. this.elem.css({transform:'rotate('+window.screenFaceOrient+'deg)'})
  1074. }else{
  1075. this.elem.css({transform:''})
  1076. } */
  1077. this.elem.css('display','block');
  1078. this.pos2d = p.vector;
  1079. }
  1080. setVisible(visi, reason, level=0, type){
  1081. convertTool.updateVisible(this, reason, visi, level, type )
  1082. if(!this.visible){
  1083. this.elem.css('display','none');
  1084. }else{
  1085. this.update()
  1086. }
  1087. }
  1088. setPos(pos){
  1089. this.position = pos;
  1090. this.update()
  1091. }
  1092. dispose(){
  1093. this.elem.remove();
  1094. this._listeners = {}
  1095. this.dispatchEvent({type:'dispose'})
  1096. let index = labels.indexOf(this)
  1097. index > -1 && labels.splice(index,1)
  1098. }
  1099. }
  1100. window.Label2D = Label2D
  1101. class RoomLabel extends Label2D{
  1102. constructor(o){
  1103. if(o.position instanceof Array) o.position = new THREE.Vector3().fromArray(o.position)
  1104. o.innerHTML = `<div class="room-label" ><a><p><span>${o.title}</span></p></a></div>`
  1105. o.domElement = $(".widgets-doll-labels")[0]
  1106. o.shelterByModel = true , o.autoUpdate = true
  1107. o.clickFun = ()=>{
  1108. if(player.roomLebelClickUnabled)return
  1109. let result = common.sortByScore(player.model.floors.index[this.floorIndex].panos, [], [(pano)=>{
  1110. return -pano.position.distanceToSquared(this.position)
  1111. }]);
  1112. player.flyToPano({
  1113. pano : result && result[0] && result[0].item
  1114. })
  1115. }
  1116. super(o)
  1117. this.setTitle(o.title )
  1118. }
  1119. init(){
  1120. super.init()
  1121. //飞入后不可见
  1122. player.on("mode.changing",(oldMode, mode, pano, duration)=>{//准备飞
  1123. this.setStyle(oldMode, mode, duration)
  1124. })
  1125. this.setStyle()
  1126. }
  1127. setStyle(oldMode, mode, duration){
  1128. if(!mode) mode = player.modeTran.split('-')[1] || player.mode //要变成的mode或当前mode
  1129. if(mode == 'panorama'){
  1130. this.setVisible(false, 'isPanorama')
  1131. }else if(oldMode == 'panorama'){
  1132. setTimeout(()=>{
  1133. this.setVisible(true, 'isPanorama')
  1134. },duration*0.7)
  1135. }
  1136. }
  1137. setTitle(title){
  1138. this.title = title || ''
  1139. this.elem.html(`<a><p><span>${this.title}</span></p></a>`)
  1140. }
  1141. setEditSelect(state){//编辑页面用
  1142. this.editing = !!state
  1143. this.setVisible(state, 'editSelected', 1, state ? 'add':'cancel') //强制可见
  1144. }
  1145. }
  1146. window.RoomLabel = RoomLabel
  1147. let f = ()=>{
  1148. window.bus.removeEventListener('playerAndModelReady',f)
  1149. player.on("mode.changing",(currentMode, mode, pano, duration)=>{
  1150. let noLine = mode == 'floorplan';
  1151. if(noLine){
  1152. $('.widgets-doll-labels').addClass('noLine').addClass('noCorner')
  1153. }else{
  1154. $('.widgets-doll-labels').removeClass('noLine').removeClass('noCorner')
  1155. }
  1156. })
  1157. player.on("view.changed",(e)=>{
  1158. if(e.cameraChanged){
  1159. //if(needUpdateZIndex){ //如果某个label显示时需要更新index的话,加个参数
  1160. let label_ = labels.filter(e=>e.elem[0].style.display == 'block')
  1161. label_.sort((a,b)=>b.pos2d.z - a.pos2d.z)
  1162. label_.forEach((e,index)=>e.elem.css('z-index', index+1000));
  1163. //}
  1164. }
  1165. })
  1166. }
  1167. window.bus.addEventListener('playerAndModelReady',f) //player model currentPano都已有
  1168. window.bus.dispatchEvent({type: 'THREE_inited'})
  1169. }
  1170. //最好能知道应该播放到的currentTime
  1171. var SoundManager = {//暂不支持同时播放
  1172. currentAudio:null,//当前正在播放list中的哪一个
  1173. enableSound:true,//是否允许有声音
  1174. playHistory:[],//被打断的加入播放历史
  1175. list:[ ],//同一级别可以互相打断 //暂时不做多级别
  1176. play:function(name, src, currentTime){
  1177. var object = this.list.find(e=>e.name == name)
  1178. if(object){
  1179. if(this.currentAudio){
  1180. this.pause(this.currentAudio.name, false, true)
  1181. }
  1182. {//将当前要播放的播放历史中清除
  1183. let index = this.playHistory.indexOf(object)
  1184. if(index>-1)this.playHistory.splice(index,1);
  1185. }
  1186. this.currentAudio = object
  1187. if(src){
  1188. this.setSrc(name, src)
  1189. }
  1190. if(currentTime!=void 0){
  1191. object.audio.currentTime = currentTime
  1192. }
  1193. if(object.audio && object.src){
  1194. 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
  1195. object.audio.play();
  1196. object.callback && object.callback(true)
  1197. Log(name + ' 播放 ' )
  1198. }
  1199. }
  1200. },
  1201. 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
  1202. var object = this.list.find(e=>e.name == name)
  1203. if(object && this.currentAudio == object){
  1204. this.currentAudio = null
  1205. if(object.audio){
  1206. object.audio.pause()
  1207. object.callback && object.callback(false)
  1208. object.audio.src && Log(name + ' 中断音频 '+ "("+common.getFileNameFromUrl(object.audio.src)+')' )
  1209. }
  1210. if(isInterrupt){//一般主动调用不需要加这个
  1211. this.playHistory.push(object)//如果是被中断的,加入播放历史,等待恢复播放
  1212. }
  1213. if(autoReplayLast){ //播放之前的音频。它们是被打断过的。
  1214. while(this.playHistory.length){
  1215. var last = this.playHistory.pop();
  1216. if(last.src && last.canplay(last.audio)){
  1217. this.play(last.name )
  1218. }
  1219. }
  1220. }
  1221. }
  1222. },
  1223. 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
  1224. var object = this.list.find(e=>e.name == name)
  1225. object.src = src
  1226. object.audio.src = src
  1227. Log(`${object.name} 设置src: ${src}`)
  1228. },
  1229. createAudio:function(object={}){//name, level, canplay
  1230. if(!object.fake){
  1231. object.audio = new Audio();
  1232. object.audio.loop = !!object.loop;
  1233. //object.audio.autoplay = true;
  1234. object.audio.addEventListener('ended', ()=>{
  1235. if(object.loop){//循环
  1236. Log(`${object.name} 播放完毕,重新播放`)
  1237. object.audio.play()
  1238. }else{
  1239. this.pause(object.name, true);//停止后的后续处理
  1240. }
  1241. });
  1242. object.audio.oncanplaythrough = ()=>{
  1243. Log(`${object.name} canplaythrough `)
  1244. }
  1245. }
  1246. this.list.push(object)
  1247. },
  1248. initAutoPlay:function(){ //处理设备自动播放限制
  1249. let play = function(){
  1250. if(this.currentAudio && this.currentAudio.audio && this.currentAudio.src){
  1251. this.currentAudio.audio.play()
  1252. Log(`${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
  1253. }else{
  1254. }
  1255. document.removeEventListener("touchstart",play);
  1256. document.removeEventListener("click",play);
  1257. $('#player')[0].removeEventListener("touchstart", play);
  1258. }.bind(this);
  1259. document.addEventListener("WeixinJSBridgeReady", play, false);
  1260. 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
  1261. document.addEventListener("click", play);
  1262. $('#player')[0].addEventListener("touchstart", play);
  1263. }
  1264. }
  1265. function Log(value, color, fontSize){
  1266. color = color || '#13f'
  1267. fontSize = fontSize || 14
  1268. console.warn(`%c${value}`, `color:${color};font-size:${fontSize}px`)
  1269. }
  1270. Manage.prototype.loadAudio = function() { //相关:g_tourAudio \ g_playAudio
  1271. //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
  1272. //box视频都静音,所以暂时不考虑
  1273. SoundManager.createAudio({
  1274. name:'bgm',
  1275. level:0,
  1276. src:'',
  1277. loop:true,
  1278. canplay:(audio)=>{
  1279. return this.bgmShouldPlay
  1280. },
  1281. callback:(state)=>{//play或pause时随之触发的函数(即使还没开始播放)
  1282. if(state){
  1283. $("#volume a img").attr("src", "./images/Volume btn_off.png")
  1284. $("#volume").attr("title", "关闭声音");
  1285. }else{
  1286. $("#volume a img").attr("src", "./images/Volume btn_on.png")
  1287. $("#volume").attr("title", "打开声音");
  1288. }
  1289. }
  1290. })
  1291. SoundManager.createAudio({
  1292. name:'tour',
  1293. level:0,
  1294. src:'',
  1295. loop:false,
  1296. canplay:(audio)=>{
  1297. return player.director && player.director.tourIsPlaying && player.director.getAudio()
  1298. }
  1299. })
  1300. SoundManager.createAudio({
  1301. name:'hot',
  1302. fake:true,//实际上没有audio. 只是为了来停止和续播其他音频
  1303. level:1,
  1304. src:'',
  1305. loop:false,
  1306. canplay:(audio)=>{
  1307. }
  1308. })
  1309. $("#volume").find("a").on("click", ()=> {
  1310. if($("#volume img")[0].src.indexOf("btn_on.png")>-1)
  1311. {
  1312. this.switchBgmState(true);
  1313. }
  1314. else if($("#volume img")[0].src.indexOf("btn_off.png")>-1)
  1315. {
  1316. this.switchBgmState(false);
  1317. }
  1318. })
  1319. this.switchBgmState(true);//初始设置允许播放bgm
  1320. SoundManager.initAutoPlay()
  1321. }
  1322. Manage.prototype.switchBgmState = function(state){//按钮的状态完全代表是否应该播放bgm,即使还没加载完
  1323. this.bgmShouldPlay = state
  1324. if(state){
  1325. SoundManager.play('bgm')
  1326. }else{
  1327. SoundManager.pause('bgm')
  1328. }
  1329. /* if(!g_bgAudio || !g_bgAudio.src) return;
  1330. var played = function(){
  1331. console.log('begin play bgm');
  1332. g_play = 1;
  1333. g_playAudio = g_bgAudio;
  1334. g_tourAudio && g_tourAudio.pause()
  1335. }
  1336. var paused = function(){
  1337. g_play = 0;
  1338. g_playAudio == g_bgAudio && (g_playAudio = null)
  1339. }
  1340. if(state ){
  1341. g_bgAudio.play();
  1342. if(g_bgAudio.paused){
  1343. paused()
  1344. }else{
  1345. played()
  1346. return true
  1347. }
  1348. }else{
  1349. g_bgAudio.pause();
  1350. paused()
  1351. }
  1352. g_bgAudio.pauseByHot = false
  1353. g_bgAudio.pauseByTour = false */
  1354. }
  1355. var manage = new Manage();
  1356. //处理cursor优先级
  1357. var CursorDeal = {
  1358. priorityEvent : [//在前面的优先级高
  1359. {"noIntersect":'not-allowed'},
  1360. {"addHot":'cell'},
  1361. {"hoverFootIcon":'pointer'},
  1362. {"hoverHot":'pointer'},
  1363. {"addLabel":'cell'},
  1364. {"moveLabel":'grab'},
  1365. ],
  1366. domElements :[$('#player')[0]],
  1367. list:[], //当前存在的cursor状态
  1368. currentCursorIndex:null,
  1369. /* init : function(viewer){
  1370. this.priorityEvent.forEach(e=>{//刚开始Potree.resourcePath没值,现在换
  1371. for(let i in e){
  1372. e[i] = Common.replaceAll(e[i],'{Potree.resourcePath}',Potree.resourcePath)
  1373. }
  1374. })
  1375. this.domElements = [viewer.renderArea, viewer.mapViewer.renderArea];
  1376. viewer.addEventListener("CursorChange",(e)=>{
  1377. if(e.action == 'add'){
  1378. this.add(e.name)
  1379. }else{
  1380. this.remove(e.name)
  1381. }
  1382. })
  1383. }, */
  1384. add : function(name){
  1385. var priorityItem = this.priorityEvent.find(e=>e[name])
  1386. if(!priorityItem){
  1387. console.error('CursorDeal 未定义优先级 name:'+ name);
  1388. return
  1389. }
  1390. if(!this.list.includes(name)){
  1391. this.judge({addItem: priorityItem, name})
  1392. this.list.push(name)
  1393. }
  1394. },
  1395. remove : function(name){
  1396. var index = this.list.indexOf(name);
  1397. if(index > -1){
  1398. this.list.splice(index, 1)
  1399. this.judge()
  1400. }
  1401. },
  1402. judge:function(o={}){
  1403. //console.log(o,this.list)
  1404. if(o.addItem){
  1405. var addIndex = this.priorityEvent.indexOf(o.addItem)
  1406. if(addIndex < this.currentCursorIndex || this.currentCursorIndex == void 0){
  1407. this.domElements.forEach(e=>e.style.cursor = o.addItem[o.name] )
  1408. this.currentCursorIndex = addIndex
  1409. }
  1410. }else{
  1411. var levelMax = {index:Infinity, cursor:null }
  1412. this.list.forEach(name=>{
  1413. var priorityItem = this.priorityEvent.find(e=>e[name])
  1414. var index = this.priorityEvent.indexOf(priorityItem)
  1415. if(index < levelMax.index){
  1416. levelMax.index = index;
  1417. levelMax.cursor = priorityItem[name]
  1418. }
  1419. })
  1420. this.currentCursorIndex = levelMax.index
  1421. this.domElements.forEach(e=>e.style.cursor = levelMax.cursor || '')
  1422. }
  1423. }
  1424. }
  1425. //兼容一代的場景
  1426. //請求地址統一管理
  1427. var g_onePregix = "https://bigscene.4dage.com/" //对应一代 http://www.4dmodel.com/SuperPanoramic/index.html?m=55
  1428. var g_version = manage.number("version");
  1429. g_version === "one" ? g_Prefix = g_onePregix : '';