manage.js 68 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:false,
  78. transparentBg: false,
  79. bgImg: null,
  80. tileClass:{//默认全景贴图加载的清晰度
  81. pc:{
  82. nav: '2k',
  83. max: '4k',
  84. },
  85. bigMobile:{ //width和height都超过一定值
  86. nav: '2k',
  87. max: '2k',//'2k',
  88. },
  89. mobile:{
  90. nav: '1k', //不放大时
  91. max: '2k', //放大最大
  92. }
  93. }, //可以稍后自行修改
  94. }
  95. if(window.number == '725'||window.number == '724'){
  96. //settings.mobileNavHigh = true
  97. settings.tileClass.mobile = {nav:'2k', max: '2k'}
  98. }
  99. //共用函数:
  100. window.common = null;
  101. window.MathLight = null;
  102. window.math = null
  103. window.easing = null
  104. window.lerp = null
  105. window.transitions = null
  106. function watch(object, propName, initialValue){ //监听某个属性的变化
  107. let v = initialValue
  108. Object.defineProperty(object, propName, {
  109. get: function() {
  110. return v
  111. },
  112. set: function(e) {
  113. console.log('watch:',propName, e)
  114. v = e
  115. }
  116. })
  117. }
  118. var toPrecision = function(e, t) {
  119. function i(e, t) {
  120. var i = Math.pow(10, t);
  121. return Math.round(e * i) / i
  122. }
  123. if (e instanceof Array) {
  124. for (var n = 0; n < e.length; n++)
  125. e[n] = i(e[n], t);
  126. return e
  127. }
  128. return i(e, t)
  129. }
  130. var dealMap = (map, o={} )=>{
  131. //使不resize when image is not power of two ,但缩小时会有锯齿
  132. if(!o.ignoreResize){
  133. if(!map.image || !THREE.Math.isPowerOfTwo(map.image.width ) || !THREE.Math.isPowerOfTwo(map.image.height )){
  134. map.wrapS = map.wrapT = THREE.ClampToEdgeWrapping;
  135. map.minFilter = THREE.LinearFilter;
  136. //map.generateMipmaps = true;
  137. }
  138. }
  139. if(!browser.isMobile()) map.anisotropy = 3
  140. }
  141. var dom = {
  142. getOffset: function(type, element, parent) {
  143. left = (type == "left") ? element.offsetLeft : element.offsetTop;
  144. if (!parent) parent = $("body")[0];
  145. while (element = element.offsetParent) {
  146. if (element == parent) break;
  147. left += (type == "left") ? element.offsetLeft : element.offsetTop;
  148. }
  149. return left;
  150. }
  151. };
  152. var getTransformSid = function(){
  153. var name
  154. if(player.mode == 'panorama'){
  155. name = player.currentPano ? player.currentPano.id : 'outside'
  156. }else{
  157. name = 'outside'
  158. }
  159. return name
  160. }
  161. var LineDraw = {
  162. /* createLine: function(posArr, o) {
  163. var e = new THREE.BufferGeometry
  164. , p = new Float32Array(6);
  165. e.addAttribute("position", new THREE.BufferAttribute(p,3));
  166. //这句新旧版写法不同 旧版这样:e.addAttribute("position",Float32Array,2,3);
  167. var p = e.attributes.position.array;
  168. for (var i = 0; i < 2; i++) {
  169. p[i * 3] = posArr[i].x;
  170. p[i * 3 + 1] = posArr[i].y;
  171. p[i * 3 + 2] = posArr[i].z;
  172. }
  173. var mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"]({
  174. linewidth: o.width || 1,
  175. //windows无效。 似乎mac/ios上粗细有效 ?
  176. color: o.color || defaultColor,
  177. transparent: o.dontAlwaysSeen ? false : true,
  178. depthTest: o.dontAlwaysSeen ? true : false
  179. })
  180. var line = new THREE.Line(e,mat);
  181. line.renderOrder = o.renderOrder || 4
  182. //同tagStem; //如果不加高,可能会部分被model遮住
  183. return line;
  184. } */
  185. createLine: function (posArr, o={}) {
  186. //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)
  187. var mat
  188. if(o.mat){
  189. mat = o.mat
  190. }else{
  191. let prop = {
  192. color: o.color || defaultColor,
  193. transparent: o.dontAlwaysSeen ? false : true,
  194. depthTest: o.dontAlwaysSeen ? true : false,
  195. opacity: o.opacity != void 0 ? o.opacity : 1,
  196. }
  197. if(o.deshed ){
  198. prop.dashSize = o.dashSize || 0.1,
  199. prop.gapSize = o.gapSize || 0.1
  200. }
  201. mat = new THREE[o.deshed ? "LineDashedMaterial" : "LineBasicMaterial"](prop)
  202. }
  203. var line = new THREE.LineSegments(new THREE.BufferGeometry, mat);
  204. line.renderOrder = o.renderOrder || 4
  205. this.moveLine(line, posArr)
  206. return line;
  207. },
  208. moveLine: function (line, posArr) {
  209. if(posArr.length == 0)return
  210. let position = new Float32Array(posArr.length * 3); //[]
  211. for (var i = 0; i < 2; i++) {
  212. position[i * 3] = posArr[i].x;
  213. position[i * 3 + 1] = posArr[i].y;
  214. position[i * 3 + 2] = posArr[i].z;
  215. }
  216. line.geometry.addAttribute("position", new THREE.BufferAttribute(position,3));
  217. //line.geometry.setAttribute('position', new THREE.Float32BufferAttribute(new Float32Array(position), 3));
  218. line.geometry.attributes.position.needsUpdate = true;
  219. line.geometry.computeBoundingSphere();
  220. /* if(line.material instanceof THREE.LineDashedMaterial){
  221. line.computeLineDistances() //只有非buffer的geometry才有
  222. } */
  223. }
  224. ,
  225. }
  226. var convertTool = {
  227. getPos2d : function(point, camera, dom){//获取一个三维坐标对应屏幕中的二维坐标
  228. var camera = camera || player.camera;
  229. var dom = dom || player.domElement;
  230. if(!camera)return
  231. 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);
  232. var x,y;
  233. x = (pos.x + 1) / 2 * dom.clientWidth;
  234. y = (1 - (pos.y + 1) / 2) * dom.clientHeight;
  235. var inSight = x <= dom.clientWidth && x >= 0 //是否在屏幕中
  236. && y <= dom.clientHeight && y >= 0
  237. return {
  238. pos: new THREE.Vector2(x,y), // 屏幕像素坐标
  239. vector: pos, //(范围 -1 ~ 1)
  240. 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
  241. inSight : inSight //在屏幕范围内可见
  242. };
  243. },
  244. ifShelter: function (pos3d, pos2d, camera, floorIndex) {
  245. //检测某点在视线中是否被mesh遮挡
  246. if (!pos2d) pos2d = convertTool.getPos2d(pos3d )
  247. camera = camera || player.camera
  248. var ori = new THREE.Vector3(pos2d.x, pos2d.y, -1).unproject(camera) //找到视线原点
  249. var dir = pos3d.clone().sub(ori).normalize()
  250. 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
  251. /* if(config.isEdit && publicObjectSet.editor.mainDesign.editing){
  252. var o = ray.intersectObjects(publicObjectSet.editor.mainDesign.wallMeshes);
  253. }else{ */
  254. let colliders = player.model.allFloorsVisible ? player.model.colliders : (floorIndex != void 0 ? player.model.floors.index[floorIndex] : player.model.currentFloor).collider.children
  255. //let colliders = (floorIndex == void 0 ) ? player.model.colliders : player.model.floors.index[floorIndex].collider.children
  256. var o = ray.intersectObjects(colliders);
  257. //}
  258. var len = pos3d.distanceTo(ori);
  259. if (o && o.length) {
  260. for(var i=0;i<o.length;i++){
  261. if(o[i].distance < len){ return true; }//有遮挡
  262. }
  263. }
  264. },
  265. /*
  266. 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)
  267. 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。
  268. */
  269. getPosAtPlane : function(pos, info/* , mouse, camera */){ //pos:与intersectPlane的交点 见笔记
  270. var A = pos;
  271. var player = player;
  272. var mouse = player.mouse;
  273. var O = new THREE.Vector3(mouse.x, mouse.y, -1).unproject(player.camera);
  274. if(info.y != void 0){//地面线的
  275. var y = info.y;
  276. if(player.mode == "floorplan"/* || Math.abs(O.x-pos.x)<0.0001 && Math.abs(O.z-pos.z)<0.0001) */){
  277. //intersectPlane和地面平行,无交点
  278. var x = pos.x, z = pos.z;
  279. }else{
  280. 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。
  281. if(O.y == A.y){console.log('一样??');return;}
  282. if(A.y == y){console.log('一样2??');return;}
  283. var r = (O.y-y)/(A.y-y);
  284. var x = (r*A.x-O.x)/(r-1);
  285. var z = (r*A.z-O.z)/(r-1);
  286. }
  287. }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
  288. var N = info.normalVec;
  289. var P = info.pullPos;
  290. 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
  291. if(O.z==A.z){console.log('O.z==A.z?');return;}
  292. if(N.z!=0 && N.x != 0){//直接用这个通用的也可以,支持斜线的墙
  293. //console.log('N.z==0 && N.x == 0?');
  294. var c = ( N.x*(A.x-O.x) + N.y*(A.y-O.y) + N.z*(A.z-O.z));
  295. if(c == 0){console.log("分母为0?? return;");return;}
  296. 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
  297. var x = t * (A.x - O.x) + O.x;
  298. var y = t * (A.y - O.y) + O.y;
  299. var z = t * (A.z - O.z) + O.z;
  300. /*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;
  301. 求直线L与平面π的交点的坐标。
  302. 把直线方程改写成参数形式:设(x-a)/m=(x-b)/n=(z-c)/p=t;
  303. 则x=mt+a;y=nt+b;z=pt+c;代入平面π的方程得:
  304. A(mt+a)+B(nt+b)+C(pt+c)+D=0
  305. 由此解得t=-(Aa+Bb+Cc+D)/(Am+Bn+Cp)
  306. 再代入参数方程即得交点的坐标(x,y,z). */
  307. }else if(N.x ==0 ){ //z与pullPos相等
  308. var z = P.z;
  309. if(O.y == A.y){console.log('一样??');return;}
  310. if(A.y == y){console.log('一样2??');return;}
  311. if(A.z == z){console.log('一样3??');return;}
  312. var r = (O.z-z)/(A.z-z);
  313. var x = (r*A.x-O.x)/(r-1);
  314. var y = (r*A.y-O.y)/(r-1);
  315. }else if(N.z == 0){//x与pullPos相等
  316. var x = P.x;
  317. if(O.y == A.y){console.log('一样??');return;}
  318. if(A.y == y){console.log('一样2??');return;}
  319. if(A.x == x){console.log('一样3??');return;}
  320. var r = (O.x-x)/(A.x-x);
  321. var y = (r*A.y-O.y)/(r-1);
  322. var z = (r*A.z-O.z)/(r-1);
  323. }
  324. }
  325. return new THREE.Vector3(x,y,z);
  326. },
  327. getMouseIntersect : function(camera, meshes, mouse){//获取鼠标和meshes交点
  328. var raycaster = new THREE.Raycaster;
  329. camera.updateMatrixWorld();
  330. var origin = new THREE.Vector3(mouse.x,mouse.y,-1).unproject(camera)
  331. , end = new THREE.Vector3(mouse.x,mouse.y,1).unproject(camera);
  332. var dir = end.sub(origin).normalize()
  333. raycaster.set(origin, dir);
  334. var n = raycaster.intersectObjects(meshes);
  335. if (0 === n.length)
  336. return null;
  337. return n[0];
  338. },
  339. ifIntersectChunks : function(A,B,options={}){//获取某个线段/射线和meshes的交点
  340. var dir = B.clone().sub(A).normalize();
  341. var len = options.InfinityLen ? Infinity : A.distanceTo(B) + (options.extLen||0);
  342. var ray = new THREE.Raycaster(A.clone(), dir, 0, len);
  343. var o = ray.intersectObjects(options.model || player.model.colliders);
  344. if (o && o.length)return o;
  345. if(options.throughWidth){ //允许最小宽度,防止穿过极小的缝隙导致撞墙感
  346. var normal = math.getNormal({points:[{x:A.x, y:A.z},{x:B.x, y:B.z}]});//线段法线
  347. normal.multiplyScalar(options.throughWidth)
  348. var normalVec3 = new THREE.Vector3(normal.x, 0, normal.y);
  349. var A2 = A.clone().add(normalVec3)
  350. ray.set(A2, dir);
  351. var o2 = ray.intersectObjects(options.model || player.model.colliders);
  352. ray.set(A.clone().add(normalVec3.negate()), dir);
  353. if (o2 && o2.length)return o2;
  354. var o3 = ray.intersectObjects(options.model || player.model.colliders);
  355. if (o3 && o3.length)return o3;
  356. }
  357. return null;
  358. },
  359. getPosAtSphere : function(pos3d, toPanoPos){
  360. var dir = pos3d.clone().sub(toPanoPos);
  361. dir.normalize();//然后计算在球中
  362. dir.multiplyScalar(Constants.skyRadius);
  363. dir.add(toPanoPos);
  364. return dir;
  365. } ,
  366. 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
  367. var w;
  368. var i = new THREE.Vector3, o = new THREE.Vector3, l = new THREE.Vector3, c = new THREE.Vector3, h = new THREE.Vector3
  369. if(!op.resolution){
  370. let renderSize = player.sceneRenderer.renderer.getSize()
  371. op.resolution = {x:renderSize.width, y:renderSize.height}
  372. }
  373. if(!op.camera){
  374. let camera = player.cameraControls.activeControl ? player.cameraControls.activeControl.camera : player.camera
  375. let camera2 = camera.clone();
  376. camera2.matrixWorld.copy(player.camera.matrixWorld) //因为其他原因该camera的matrixWorld被还原了,而player.camera的是正确的
  377. op.camera = camera2
  378. }
  379. if(op.width2d) w = op.width2d //如果恒定二维宽度
  380. else{//否则考虑上距离,加一丢丢近大远小的效果
  381. var currentDis, nearBound, farBound
  382. if(op.camera.type == "OrthographicCamera"){
  383. currentDis = (op.camera.right - op.camera.left) / op.camera.zoom
  384. }else{
  385. currentDis = op.position.distanceTo(op.camera.position);
  386. }
  387. w = op.maxSize - ( op.maxSize - op.minSize) * THREE.Math.smoothstep(currentDis, op.nearBound, op.farBound);
  388. //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
  389. }
  390. i.copy(op.position).project(op.camera), //tag中心在屏幕上的二维坐标
  391. 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
  392. l.set(w / 2, 0, 0).add(o), //加上tag宽度的一半
  393. c.set(2 / op.resolution.x, 2 / op.resolution.y, 1).multiply(l), //再转回 -1 到 1的范围
  394. h.copy(c).unproject(op.camera);//再转成三维坐标,求得tag边缘的位置
  395. var g = h.distanceTo(op.position)//就能得到tag的三维半径
  396. return g //可能NAN 当相机和position重叠时
  397. } ,
  398. 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
  399. if(!object.unvisibleReasons) object.unvisibleReasons = []; //如果length>0代表不可见
  400. if(!object.visibleReasons) object.visibleReasons = []; //在同级时,优先可见
  401. var update = function(){
  402. //先按从高到低的level排列
  403. object.unvisibleReasons = object.unvisibleReasons.sort((a,b)=>b.level-a.level)
  404. object.visibleReasons = object.visibleReasons.sort((a,b)=>b.level-a.level)
  405. var maxVisiLevel = object.visibleReasons[0] ? object.visibleReasons[0].level : -1
  406. var maxunVisiLevel = object.unvisibleReasons[0] ? object.unvisibleReasons[0].level : -1
  407. var shouldVisi = maxVisiLevel >= maxunVisiLevel
  408. var visiBefore = object.visible
  409. if(visiBefore != shouldVisi){
  410. object.visible = shouldVisi
  411. object.dispatchEvent({
  412. type: 'isVisible',
  413. visible: shouldVisi,
  414. reason,
  415. })
  416. }
  417. }
  418. if(ifShow){
  419. var index = object.unvisibleReasons.findIndex(e=>e.reason == reason)
  420. if(index > -1){
  421. type = 'cancel'
  422. object.unvisibleReasons.splice(index, 1);
  423. }
  424. if(type == 'add' ){
  425. if(!object.visibleReasons.some(e=>e.reason == reason)){
  426. object.visibleReasons.push({reason,level})
  427. }
  428. }
  429. }else{
  430. var index = object.visibleReasons.findIndex(e=>e.reason == reason)
  431. if(index > -1){
  432. type = 'cancel'
  433. object.visibleReasons.splice(index, 1);
  434. }
  435. if(type != 'cancel' ){
  436. if(!object.unvisibleReasons.some(e=>e.reason == reason)){
  437. object.unvisibleReasons.push({reason,level})
  438. }
  439. }
  440. }
  441. update()
  442. },
  443. 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"
  444. if(object.visible)return true
  445. else{
  446. return !object.unvisibleReasons || !object.unvisibleReasons.some(e=>e.reason == reason)
  447. }
  448. }
  449. }
  450. window.browser = { //提前定义
  451. isMobile: function() {
  452. var e = navigator.userAgent || navigator.vendor || window.opera;
  453. return /(android|bb\d+|meego).+mobile|android|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od|ad)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i.test(e) || /1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(e.substr(0, 4))
  454. },
  455. isFullscreen: function() {
  456. return document.fullscreenElement || document.mozFullscreenElement || document.mozFullScreenElement || document.webkitFullscreenElement || document.msFullscreenElement
  457. },
  458. }
  459. window.expandCommon = function(common){
  460. Object.assign(common,{
  461. intervalTool : { //延时update,防止卡顿
  462. list:[],
  463. isWaiting:function(name, func, delayTime){
  464. if(!this.list.includes(name)){ //如果没有该项, 则开始判断
  465. var needWait = func(); //触发了改变,则等待一段时间后再自动判断
  466. if(needWait){
  467. this.list.push(name);
  468. setTimeout(()=>{
  469. var a = this.list.indexOf(name);
  470. this.list.splice(a,1);
  471. this.isWaiting(name, func, delayTime) //循环
  472. },delayTime)
  473. }
  474. }
  475. },
  476. },
  477. sortByScore : function(list, request, rank) {
  478. var i = request ? common.filterAll(list, request) : list
  479. return 0 === i.length ? null : i = i.map(function(e) {
  480. let scores = rank.map(function(f){return f(e)}) //add
  481. return {
  482. item: e,
  483. scores,
  484. score: scores.reduce(function(t, i) {
  485. return t + i
  486. }, 0)
  487. }
  488. }).sort(function(e, t) {
  489. return t.score - e.score;
  490. })
  491. },
  492. getVisiblePano : function(positions = [], panos, options={}){//add
  493. var visiblePanos = [];
  494. options.posAtPanos = options.posAtPanos || {}//在不同漫游点的positions
  495. panos.forEach((pano)=>{
  496. if(!pano.isAligned())return;
  497. var A = pano.position.clone();
  498. var posB = options.posAtPanos[pano.id] || positions;
  499. var posLength = posB.length
  500. for(let i=0;i<posLength;i++){
  501. var B = posB[i];
  502. var ray = new THREE.Raycaster(A.clone(), B.clone().sub(A).normalize(), 0, A.distanceTo(B) - (options.tolerance||0) )
  503. var o = ray.intersectObjects(options.model || player.model.colliders, true);
  504. if (!o || !o.length){ //只要有一点可见,就算整体可见
  505. visiblePanos.push(pano.id);
  506. break;
  507. }
  508. }
  509. })
  510. return visiblePanos
  511. }
  512. })
  513. }
  514. //--------------------------------------
  515. //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
  516. var Manage = function(){
  517. this.weixinURL = "https://res.wx.qq.com/open/js/jweixin-1.2.0.js",
  518. this.time = "?"+new Date().getTime();
  519. this.loadAudio();
  520. this.loadWeixin();
  521. }
  522. //动态加载js文件
  523. Manage.prototype.LoadJs = function(_files, succes){
  524. /* 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*/
  525. var classcodes = [];
  526. var FileArray = [];
  527. if (typeof _files === "object") {
  528. FileArray = _files;
  529. } else {
  530. /*如果文件列表是字符串,则用,切分成数组*/
  531. if (typeof _files === "string") {
  532. FileArray = _files.split(",");
  533. }
  534. }
  535. if (FileArray != null && FileArray.length > 0) {
  536. var LoadedCount = 0;
  537. for (var i = 0; i < FileArray.length; i++) {
  538. loadFile(FileArray[i], function() {
  539. LoadedCount++;
  540. if (LoadedCount == FileArray.length) {
  541. try {
  542. succes();
  543. }
  544. catch(err) {
  545. console.log("err: 您未定义回调");
  546. }
  547. }
  548. })
  549. }
  550. }
  551. /*加载JS文件,url:文件路径,success:加载成功回调函数*/
  552. function loadFile(url, success) {
  553. if (!FileIsExt(classcodes, url)) {
  554. var _ThisType = GetFileType(url);
  555. var ThisType = _ThisType.indexOf("?") == -1 ? _ThisType : _ThisType.substring(0,_ThisType.indexOf("?"));
  556. var fileObj = null;
  557. if (ThisType == ".js") {
  558. fileObj = document.createElement('script');
  559. fileObj.src = url;
  560. } else if (ThisType == ".css") {
  561. fileObj = document.createElement('link');
  562. fileObj.href = url;
  563. fileObj.type = "text/css";
  564. fileObj.rel = "stylesheet";
  565. } else if (ThisType == ".less") {
  566. fileObj = document.createElement('link');
  567. fileObj.href = url;
  568. fileObj.type = "text/css";
  569. fileObj.rel = "stylesheet/less";
  570. }
  571. success = success || function() {};
  572. fileObj.onload = fileObj.onreadystatechange = function() {
  573. if (!this.readyState || 'loaded' === this.readyState || 'complete' === this.readyState) {
  574. success();
  575. classcodes.push(url)
  576. }
  577. }
  578. document.getElementsByTagName('head')[0].appendChild(fileObj);
  579. } else {
  580. success();
  581. }
  582. }
  583. /*获取文件类型,后缀名,小写*/
  584. function GetFileType(url) {
  585. if (url != null && url.length > 0) {
  586. return url.substr(url.lastIndexOf(".")).toLowerCase();
  587. }
  588. return "";
  589. }
  590. /*文件是否已加载*/
  591. function FileIsExt(FileArray, _url) {
  592. if (FileArray != null && FileArray.length > 0) {
  593. var len = FileArray.length;
  594. for (var i = 0; i < len; i++) {
  595. if (FileArray[i] == _url) {
  596. return true;
  597. }
  598. }
  599. }
  600. return false;
  601. }
  602. };
  603. //获取页面url后面的参数
  604. Manage.prototype.number = function(variable) {
  605. var query = window.location.search.substring(1);
  606. var vars = query.split("&");
  607. for (var i=0;i<vars.length;i++) {
  608. var pair = vars[i].split("=");
  609. if(pair[0] == variable){return pair[1];}
  610. }
  611. return(false);
  612. };
  613. Manage.prototype.loadWeixin = function() {
  614. var that = this;
  615. this.LoadJs(that.weixinURL+that.time,function(){ });
  616. }
  617. Manage.prototype.weixinShare = function() {
  618. console.log("weixinShare")
  619. $.ajax({
  620. url:'https://www.4dage.com/wechat/jssdk/',
  621. type: "post",
  622. data : {
  623. 'url' : location.href.split('#')[0]
  624. },
  625. dataType:"jsonp",
  626. jsonpCallback:"success_jsonp",
  627. success:function(data,textStatus){
  628. console.log("weixinShare success")
  629. console.log(data.appId)
  630. wx.config({
  631. // debug : true,
  632. appId : data.appId,
  633. timestamp : data.timestamp,
  634. nonceStr : data.nonceStr,
  635. signature : data.signature,
  636. jsApiList : [ 'checkJsApi', 'onMenuShareTimeline',
  637. 'onMenuShareAppMessage', 'onMenuShareQQ',
  638. 'onMenuShareWeibo', 'hideMenuItems',
  639. 'showMenuItems', 'hideAllNonBaseMenuItem',
  640. 'showAllNonBaseMenuItem', 'translateVoice',
  641. 'startRecord', 'stopRecord', 'onRecordEnd',
  642. 'playVoice', 'pauseVoice', 'stopVoice',
  643. 'uploadVoice', 'downloadVoice', 'chooseImage',
  644. 'previewImage', 'uploadImage', 'downloadImage',
  645. 'getNetworkType', 'openLocation', 'getLocation',
  646. 'hideOptionMenu', 'showOptionMenu', 'closeWindow',
  647. 'scanQRCode', 'chooseWXPay',
  648. 'openProductSpecificView', 'addCard', 'chooseCard',
  649. 'openCard' ]
  650. });
  651. },
  652. error:function(XMLHttpRequest,textStatus,errorThrown){
  653. console.log("jsonp.error:"+textStatus);
  654. }
  655. });
  656. var success_jsonp = function(json){
  657. console.log(json);
  658. };
  659. wx.ready(function(){
  660. // 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〿
  661. //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〿
  662. //分享到朋友圈
  663. console.log(g_weixinObj)
  664. wx.onMenuShareTimeline({
  665. title: g_weixinObj.title, // 分享标题
  666. link: g_weixinObj.lineLink, // 分享链接
  667. imgUrl: g_weixinObj.imgUrl, // 分享图标
  668. desc: g_weixinObj.desc
  669. });
  670. //获取“分享给朋友”按钮点击状态及自定义分享内容接叿
  671. wx.onMenuShareAppMessage({
  672. title: g_weixinObj.title, // 分享标题
  673. desc: g_weixinObj.desc, // 分享描述
  674. link: g_weixinObj.lineLink, // 分享链接
  675. imgUrl: g_weixinObj.imgUrl, // 分享图标
  676. type: '', // 分享类型,music、video或link,不填默认为link
  677. dataUrl: '' // 如果type是music或video,则要提供数据链接,默认为空
  678. });
  679. wx.onMenuShareWeibo({
  680. title: g_weixinObj.title, // 分享标题
  681. desc: g_weixinObj.desc, // 分享描述
  682. link: g_weixinObj.lineLink, // 分享链接
  683. imgUrl: g_weixinObj.imgUrl, // 分享图标
  684. success: function () {
  685. // 用户确认分享后执行的回调函数
  686. },
  687. cancel: function () {
  688. // 用户取消分享后执行的回调函数
  689. }
  690. });
  691. wx.onMenuShareQZone({
  692. title: g_weixinObj.title, // 分享标题
  693. desc: g_weixinObj.desc, // 分享描述
  694. link: g_weixinObj.lineLink, // 分享链接
  695. imgUrl: g_weixinObj.imgUrl, // 分享图标
  696. success: function () {
  697. // 用户确认分享后执行的回调函数
  698. },
  699. cancel: function () {
  700. // 用户取消分享后执行的回调函数
  701. }
  702. });
  703. wx.onMenuShareQQ({
  704. title: g_weixinObj.title, // 分享标题
  705. desc: g_weixinObj.desc, // 分享描述
  706. link: g_weixinObj.lineLink, // 分享链接
  707. imgUrl: g_weixinObj.imgUrl, // 分享图标
  708. success: function () {
  709. // 用户确认分享后执行的回调函数
  710. },
  711. cancel: function () {
  712. // 用户取消分享后执行的回调函数
  713. }
  714. });
  715. wx.error(function(res){
  716. // 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〿
  717. });
  718. });
  719. }
  720. Manage.prototype.dealURL = function(src, type){
  721. //music: "///super.4dage.com/data/LYW/edit/20200928_151633415.mp3"
  722. //"https://super.4dage.com/data/LYW/edit/20200928_165319399.jpg"]
  723. if(window.isLocal && settings.localPrefix!=void 0){//本地将线上的前缀替换
  724. 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
  725. var index = src.indexOf(oldPrefix);
  726. if(index>-1){
  727. var wholeOldPrefix = src.slice(0, index+oldPrefix.length);
  728. return src.replace(wholeOldPrefix, settings.localPrefix)
  729. }else console.error("没有找到合适的本地链接")
  730. return src
  731. }else{
  732. //add https://
  733. var prefix = g_Prefix.replace('https://','').replace('http://','')
  734. if(!src.includes('http:/') && !src.includes('https:/') && src.includes(prefix)){
  735. src = 'https://'+src
  736. }
  737. return src
  738. }
  739. }
  740. Manage.prototype.removeSrcPostMark = function(url){//去除texture.load时自动加上的'?'
  741. var index = url.indexOf('?')
  742. if(index>-1){
  743. return url.slice(0, index)
  744. }else return url
  745. }
  746. Manage.prototype.showInfo = function (o) { // ({result:true, title:"发布成功"});
  747. var box = $(".resultBox");
  748. var title = o.title || o || i18n.get('保存成功');
  749. box.children().eq(0).html(title)
  750. //var time = o.time || THREE.Math.clamp((Config.lang=='en') ? title.length*50 : title.length*130 ,1300,5000);
  751. var time = o.time || THREE.Math.clamp(title.length*130 ,1300, 5000);
  752. o.time || console.log("showtime " + time)
  753. //实际有一半的时间在渐变透明度
  754. this.showInfoTimer && clearTimeout(this.showInfoTimer)
  755. box.removeClass("animate");//如果之后不久又要showinfo一个的话,先停止前面的animate
  756. setTimeout(function () {
  757. box.css(
  758. {
  759. '-webkit-animation-duration': time + 'ms',
  760. 'animation-duration': time + 'ms'
  761. }
  762. )
  763. if(o.top){
  764. box.children().css('top', o.top + "%");
  765. }else{
  766. box.children().css('top', '' )
  767. }
  768. box.removeClass("hide");
  769. box.addClass("animate");
  770. if (o.dontInteract) {//遮挡对屏幕的操作
  771. box.css('pointer-events', 'auto')
  772. } else {
  773. box.css('pointer-events', 'none')
  774. }
  775. this.showInfoTimer = setTimeout(function () {
  776. box.removeClass("animate");
  777. box.addClass("hide");
  778. this.showInfoTimer = null;
  779. }.bind(this), time + 20)
  780. }.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
  781. }//like: manage.showInfo({title:'a', top:20})
  782. //公用的函数
  783. function getQueryVariable(variable)
  784. {
  785. var query = window.location.search.substring(1);
  786. var vars = query.split("&");
  787. for (var i=0;i<vars.length;i++) {
  788. var pair = vars[i].split("=");
  789. if(pair[0] == variable){return pair[1];}
  790. }
  791. return(false);
  792. }
  793. //隐藏公司Logo
  794. function showLogo(){
  795. $("#myCompany").hide();
  796. $("#loaderCoBrandName").hide();
  797. $("#title-logo").hide();
  798. $(".title-container").css("justify-content","center")
  799. }
  800. //czj 添加随机的时间
  801. function randomTime(){
  802. return new Date()
  803. };
  804. function matcher(data){
  805. if(!data || !g_version ) return data;
  806. delete data.model.vision_version;
  807. var _data = {
  808. files: {
  809. "templates": ["images/images{{number}}/{{filename}}"]
  810. },
  811. model :{
  812. sid :window.number,
  813. camera_start:
  814. data.model.images && data.model.images.length != 0 ?
  815. {
  816. camera: {
  817. zoom: "-1",
  818. quaternion: [
  819. JSON.parse(data.model.images[0].metadata).camera_quaternion.z,
  820. JSON.parse(data.model.images[0].metadata).camera_quaternion.w,
  821. JSON.parse(data.model.images[0].metadata).camera_quaternion.x,
  822. JSON.parse(data.model.images[0].metadata).camera_quaternion.y
  823. ]
  824. },
  825. pano: { uuid: JSON.parse(data.model.images[0].metadata).scan_id },
  826. mode: "0"
  827. }
  828. : ''
  829. },
  830. sid: window.number,
  831. hoticon: {
  832. default: "https://super.4dage.com/images/4dagePoint2.png",
  833. higt: "https://super.4dage.com/images/4dagePoint.png"
  834. },
  835. special: "false",
  836. weixinDesc: ""
  837. };
  838. $.extend(true,data,_data)
  839. return data;
  840. }
  841. function hotMatcher(data={}){
  842. //if(!data || !g_version) return data;
  843. if(g_version) {
  844. data.tourAudio = data.audio || {};
  845. }else{
  846. data.tourAudio = {}
  847. }
  848. return data;
  849. }
  850. var GifTexDeal = {
  851. animateObjects : [],
  852. animateTexs : [] ,
  853. addAnimation : function(texture, owner, info, id){
  854. /* if(this.animateObjects.find(e=>
  855. e.texture == texture && !ifSame(info, e.info)
  856. )) */
  857. var animation
  858. var tex = this.animateTexs.find(e=>e.texture == texture)
  859. if(tex){
  860. animation = tex
  861. }else{
  862. animation = {texture,info }
  863. this.animateTexs.push(animation)
  864. this.setRepeart(animation)
  865. }
  866. var object = {
  867. animation, //默认相同的texture对应的info是一样的, 对应一个animation
  868. owner,
  869. }
  870. this.animateObjects.push(object)
  871. return object
  872. },
  873. remove : function(object){
  874. var index = this.animateObjects.indexOf(object)
  875. if(index>-1){
  876. this.animateObjects.splice(index, 1)
  877. if(!this.animateObjects.find(e=>e.animation == object.animation)){
  878. let i = this.animateTexs.indexOf(object.animation)
  879. this.animateTexs.splice(i, 1)
  880. object.animation.texture.repeat.set(1,1)
  881. }
  882. this.stop(object)
  883. }
  884. },
  885. setRepeart : function(animation){
  886. animation.texture.repeat.set(1/animation.info.cellXcount, 1/animation.info.cellYcount)
  887. },
  888. start: function(object){
  889. if(!object || object.started )return;
  890. object.started = true
  891. if(object.animation.started)return;
  892. object.animation.started = true
  893. var info = object.animation.info
  894. var count = info.cellXcount * info.cellYcount - (info.voidCount || 0)
  895. if(count <= 1)return;
  896. transitions.start( (progress)=>{
  897. var index = Math.floor(count * progress);
  898. var indexX = index % info.cellXcount
  899. var indexY = info.cellYcount - Math.floor(index /info.cellXcount ) - 1; //uv.offset.y是从下到上的
  900. object.animation.texture.offset.x = indexX / info.cellXcount;
  901. object.animation.texture.offset.y = indexY / info.cellYcount;
  902. //console.log(object.id + " : "+ object.texture.offset.toArray())
  903. } , info.duration * (-1), null,/* ()=>{//done (-1):循环
  904. object.started = false
  905. object.texture.offset.x = 0;
  906. object.texture.offset.y = 0;
  907. this.start(object)
  908. }, */ 0 ,null, object.id, "gif_"+object.animation.texture.id);
  909. },
  910. stop: function(object){
  911. if(!object || !object.started)return;
  912. object.started = false
  913. //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:
  914. if(this.animateObjects.find(e=>e.animation == object.animation && e.started)) return;
  915. transitions.cancelById("gif_"+object.animation.texture.id);
  916. object.animation.texture.offset.set(0,0)
  917. object.animation.started = false
  918. }
  919. }
  920. var CloneObject = function(copyObj, result, isSimpleCopy, extraReplace) {
  921. //isSimpleCopy只复制最外层
  922. //复制json result的可能:普通数字或字符串、普通数组、复杂对象
  923. if(!copyObj)return copyObj //0 null undefined ''
  924. result = result || {};
  925. if (copyObj instanceof Array) {
  926. /* if (copyObj[0]instanceof Object) {
  927. //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
  928. console.error("不支持含有 [[Object]] 这样二级数组里面还是复杂数据的...")
  929. }
  930. return copyObj.slice(0);*/ //如果是数组,直接复制返回(排除数组内是object
  931. return copyObj.map(e=>{
  932. if(e instanceof Object){
  933. return CloneObject(e)
  934. }else return e
  935. })
  936. }else{
  937. if(copyObj.clone instanceof Function ){ //解决一部分
  938. return copyObj.clone()
  939. }
  940. }
  941. for (var key in copyObj) {
  942. if (copyObj[key] instanceof Object && !isSimpleCopy)
  943. result[key] = CloneObject(copyObj[key]);
  944. else
  945. result[key] = copyObj[key];
  946. //如果是函数类同基本数据,即复制引用
  947. }
  948. return result;
  949. }
  950. ;
  951. var ifSame = function(object1, object2){
  952. if(object1 == object2 )return true // 0 != undefined , 0 == ''
  953. else if(!object1 || !object2) return false
  954. else if(object1.constructor != object2.constructor){
  955. return false
  956. }else if(object1 instanceof Array ) {
  957. if(object1.length != object2.length)return false;
  958. var _object2 = object2.slice(0);
  959. for(let i=0;i<object1.length;i++){
  960. var u = _object2.find(e=>ifSame(object1[i], e));
  961. if(u == void 0 && !_object2.includes(u) && !object1.includes(u))return false;
  962. else{
  963. let index = _object2.indexOf(u);
  964. _object2.splice(index,1);
  965. }
  966. }
  967. return true
  968. }else if(object1.equals instanceof Function ){//复杂数据仅支持这种,其他的可能卡住?
  969. return object1.equals(object2)
  970. }else if(typeof object1 == 'number' || typeof object1 == 'string'){
  971. if(isNaN(object1) && isNaN(object2))return true
  972. else return object1 == object2
  973. }else if(typeof object1 == "object"){
  974. var keys1 = Object.keys(object1)
  975. var keys2 = Object.keys(object2)
  976. if(!ifSame(keys1,keys2))return false;
  977. for(let i in object1){
  978. var same = ifSame(object1[i], object2[i]);
  979. if(!same)return false
  980. }
  981. return true
  982. }else{
  983. console.log('isSame出现例外')
  984. }
  985. }
  986. function initByTHREE(THREE){
  987. 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
  988. THREE.TransitionPass = function ( scene, camera ) {
  989. this.renderScene = scene;
  990. this.renderCamera = camera;
  991. this.coverRenderTarget = new THREE.WebGLRenderTarget( 100, 100, {
  992. minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter,
  993. format: THREE.RGBAFormat
  994. });
  995. this.coverTex = this.coverRenderTarget.texture;
  996. this.enabled = false;
  997. this.oldClearColor = new THREE.Color();
  998. this.oldClearAlpha = 1;
  999. this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  1000. this.scene = new THREE.Scene();
  1001. this.material = this.getMaskMaterial()
  1002. var copyShader = THREE.CopyShader;
  1003. this.materialCopy = new THREE.ShaderMaterial( {
  1004. uniforms: this.copyUniforms,
  1005. vertexShader: copyShader.vertexShader,
  1006. fragmentShader: copyShader.fragmentShader,
  1007. blending: THREE.NoBlending,
  1008. depthTest: false,
  1009. depthWrite: false,
  1010. transparent: true
  1011. } );
  1012. this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), this.material);
  1013. this.quad.frustumCulled = false; // Avoid getting clipped
  1014. this.scene.add( this.quad );
  1015. }
  1016. THREE.TransitionPass.prototype = {//波形扩散,出下一个画面
  1017. constructor: THREE.TransitionPass,
  1018. setSize: function ( width, height ) {
  1019. this.coverRenderTarget.setSize( width, height );
  1020. },
  1021. render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  1022. var oldAutoClear = renderer.autoClear;
  1023. renderer.autoClear = false;
  1024. var uniforms = this.quad.material.uniforms
  1025. uniforms.bgTex.value = readBuffer.texture; //更新
  1026. uniforms.coverTex.value = this.coverTex;
  1027. uniforms.progress.value = player.model.skybox.material.uniforms.progress.value//
  1028. uniforms.screenRatio.value = player.domElement.clientWidth / player.domElement.clientHeight;// 使波纹为圆形
  1029. uniforms.screenRatio.value *= uniforms.screenRatio.value
  1030. renderer.render( this.scene, this.camera);
  1031. renderer.autoClear = oldAutoClear;
  1032. },
  1033. start:function(sceneRenderer){
  1034. this.enabled = true
  1035. //draw coverTex
  1036. this.quad.material.uniforms.progress.value = 1;
  1037. sceneRenderer.renderer.render( sceneRenderer.scene, sceneRenderer.camera, this.coverRenderTarget, true );
  1038. console.log('start111')
  1039. },
  1040. stop:function(){
  1041. this.enabled = false
  1042. console.log('stop111')
  1043. }
  1044. ,
  1045. getMaskMaterial :function(){
  1046. return new THREE.ShaderMaterial( {
  1047. uniforms: {
  1048. coverTex: {
  1049. type: "t",
  1050. value: null
  1051. },
  1052. bgTex: {
  1053. type: "t",
  1054. value: null
  1055. },
  1056. progress:{
  1057. type: "f",
  1058. value: 0
  1059. },
  1060. screenRatio:{
  1061. type: "f",
  1062. value: 1
  1063. }
  1064. },
  1065. vertexShader: `
  1066. varying vec2 vUv;
  1067. void main()
  1068. {
  1069. vUv = uv;
  1070. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  1071. }
  1072. `,
  1073. fragmentShader: `
  1074. uniform sampler2D coverTex;
  1075. uniform sampler2D bgTex;
  1076. uniform float progress;
  1077. uniform float screenRatio;
  1078. varying vec2 vUv;
  1079. void main() {
  1080. const float maxRadius = 0.708; // sqrt(0.5^2+0.5^2)
  1081. const float minRadius = 0.0 ;
  1082. 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));
  1083. float diff = 0.292; //1.0-maxRadius;
  1084. float radiusIn = maxRadius * progress + minRadius * (1.0-progress);
  1085. float radiusOut = radiusIn + diff;
  1086. if(radius < radiusIn) {
  1087. gl_FragColor = texture2D(bgTex, vUv);
  1088. //gl_FragColor = vec4(0.0,0.0,1.0,1.0);//
  1089. }else if(radius>radiusOut){
  1090. gl_FragColor = texture2D(coverTex, vUv) ;
  1091. //gl_FragColor = vec4(1.0,1.0,0.0,1.0);//
  1092. }else{
  1093. vec4 color1 = texture2D(bgTex, vUv);
  1094. vec4 color2 = texture2D(coverTex, vUv);
  1095. float rotio = smoothstep(radiusIn ,radiusOut,radius);
  1096. gl_FragColor = mix(color1, color2, rotio);
  1097. }
  1098. }
  1099. `
  1100. } );
  1101. },
  1102. }
  1103. let labels = []
  1104. class Label2D extends THREE.EventDispatcher{
  1105. constructor(o={}){
  1106. super()
  1107. this.position = o.position
  1108. this.elem = $(o.innerHTML || '<div ><a></a></div>');
  1109. $(o.domElement).append(this.elem)
  1110. this.pos2d = new THREE.Vector3
  1111. this.elem.css({position: 'absolute', 'z-index':999})
  1112. this.clickFun = o.clickFun;
  1113. this.clickFun && this.elem.on('click',this.clickFun.bind(this))
  1114. if(o.autoUpdate){
  1115. let update = (e)=>{if(e.cameraChanged) this.update()}
  1116. player.on("view.changed",update) //确保player存在
  1117. this.addEventListener('dispose', (e)=>{
  1118. player.off("view.changed",update)
  1119. })
  1120. }
  1121. this.visible = true
  1122. this.shelterByModel = o.shelterByModel
  1123. this.floorIndex = o.floorIndex
  1124. labels.push(this)
  1125. if(window.player.model){
  1126. this.init()
  1127. }else{
  1128. let f = ()=>{
  1129. window.bus.removeEventListener('playerAndModelReady',f)
  1130. this.init()
  1131. }
  1132. window.bus.addEventListener('playerAndModelReady',f)
  1133. }
  1134. }
  1135. init(){
  1136. if(this.floorIndex != void 0){
  1137. player.model.on("floor.changed",(currentFloor, mode, oldFloor)=>{
  1138. this.update(currentFloor) //注: currentFloor 这时候还没成为 model.currentFloor
  1139. })
  1140. }
  1141. }
  1142. update(currentFloor){
  1143. if(!this.position || !this.visible)return
  1144. var p = convertTool.getPos2d(this.position);
  1145. if(!p || !p.trueSide){
  1146. this.elem.css('display','none'); return;
  1147. }
  1148. //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)
  1149. if(player.mode != 'panorama'){
  1150. currentFloor = currentFloor || player.model.currentFloor
  1151. if(!player.model.allFloorsVisible && this.floorIndex != void 0 && this.floorIndex!= currentFloor.floorIndex){
  1152. this.elem.css('display','none'); return;
  1153. }
  1154. if(this.shelterByModel && convertTool.ifShelter(this.position , p.vector, player.camera, this.floorIndex )){
  1155. this.elem.css('display','none'); return;
  1156. }
  1157. }
  1158. this.elem.css({
  1159. left: p.pos.x +'px',
  1160. top: p.pos.y +'px'
  1161. })
  1162. /* if(settings.vrEnabled){
  1163. this.elem.css({transform:'rotate('+window.screenFaceOrient+'deg)'})
  1164. }else{
  1165. this.elem.css({transform:''})
  1166. } */
  1167. this.elem.css('display','block');
  1168. this.pos2d = p.vector;
  1169. }
  1170. setVisible(visi, reason, level=0, type){
  1171. convertTool.updateVisible(this, reason, visi, level, type )
  1172. if(!this.visible){
  1173. this.elem.css('display','none');
  1174. }else{
  1175. this.update()
  1176. }
  1177. }
  1178. setPos(pos){
  1179. this.position = pos;
  1180. this.update()
  1181. }
  1182. dispose(){
  1183. this.elem.remove();
  1184. this._listeners = {}
  1185. this.dispatchEvent({type:'dispose'})
  1186. let index = labels.indexOf(this)
  1187. index > -1 && labels.splice(index,1)
  1188. }
  1189. }
  1190. window.Label2D = Label2D
  1191. class RoomLabel extends Label2D{
  1192. constructor(o){
  1193. if(o.position instanceof Array) o.position = new THREE.Vector3().fromArray(o.position)
  1194. o.innerHTML = `<div class="room-label" ><a><p><span>${o.title}</span></p></a></div>`
  1195. o.domElement = $(".widgets-doll-labels")[0]
  1196. o.shelterByModel = true , o.autoUpdate = true
  1197. o.clickFun = ()=>{
  1198. if(player.roomLebelClickUnabled)return
  1199. let result = common.sortByScore(player.model.floors.index[this.floorIndex].panos, [], [(pano)=>{
  1200. return -pano.position.distanceToSquared(this.position)
  1201. }]);
  1202. player.flyToPano({
  1203. pano : result && result[0] && result[0].item
  1204. })
  1205. }
  1206. super(o)
  1207. this.setTitle(o.title )
  1208. }
  1209. init(){
  1210. super.init()
  1211. //飞入后不可见
  1212. player.on("mode.changing",(oldMode, mode, pano, duration)=>{//准备飞
  1213. this.setStyle(oldMode, mode, duration)
  1214. })
  1215. this.setStyle()
  1216. }
  1217. setStyle(oldMode, mode, duration){
  1218. if(!mode) mode = player.modeTran.split('-')[1] || player.mode //要变成的mode或当前mode
  1219. if(mode == 'panorama'){
  1220. this.setVisible(false, 'isPanorama')
  1221. }else if(oldMode == 'panorama'){
  1222. setTimeout(()=>{
  1223. this.setVisible(true, 'isPanorama')
  1224. },duration*0.7)
  1225. }
  1226. }
  1227. setTitle(title){
  1228. this.title = title || ''
  1229. this.elem.html(`<a><p><span>${this.title}</span></p></a>`)
  1230. }
  1231. setEditSelect(state){//编辑页面用
  1232. this.editing = !!state
  1233. this.setVisible(state, 'editSelected', 1, state ? 'add':'cancel') //强制可见
  1234. }
  1235. }
  1236. window.RoomLabel = RoomLabel
  1237. let f = ()=>{
  1238. window.bus.removeEventListener('playerAndModelReady',f)
  1239. player.on("mode.changing",(currentMode, mode, pano, duration)=>{
  1240. let noLine = mode == 'floorplan';
  1241. if(noLine){
  1242. $('.widgets-doll-labels').addClass('noLine').addClass('noCorner')
  1243. }else{
  1244. $('.widgets-doll-labels').removeClass('noLine').removeClass('noCorner')
  1245. }
  1246. })
  1247. player.on("view.changed",(e)=>{
  1248. if(e.cameraChanged){
  1249. //if(needUpdateZIndex){ //如果某个label显示时需要更新index的话,加个参数
  1250. let label_ = labels.filter(e=>e.elem[0].style.display == 'block')
  1251. label_.sort((a,b)=>b.pos2d.z - a.pos2d.z)
  1252. label_.forEach((e,index)=>e.elem.css('z-index', index+1000));
  1253. //}
  1254. }
  1255. })
  1256. player.model.hotGroup.children.length ? logSth() : player.on('gotHotAndStartload',logSth)
  1257. }
  1258. window.bus.addEventListener('playerAndModelReady',f) //player model currentPano都已有
  1259. window.bus.dispatchEvent({type: 'THREE_inited'})
  1260. }
  1261. //最好能知道应该播放到的currentTime
  1262. var SoundManager = {//暂不支持同时播放
  1263. currentAudio:null,//当前正在播放list中的哪一个
  1264. enableSound:true,//是否允许有声音
  1265. playHistory:[],//被打断的加入播放历史
  1266. list:[ ],//同一级别可以互相打断 //暂时不做多级别
  1267. play:function(name, src, currentTime){
  1268. var object = this.list.find(e=>e.name == name)
  1269. if(object){
  1270. if(this.currentAudio){
  1271. this.pause(this.currentAudio.name, false, true)
  1272. }
  1273. {//将当前要播放的播放历史中清除
  1274. let index = this.playHistory.indexOf(object)
  1275. if(index>-1)this.playHistory.splice(index,1);
  1276. }
  1277. this.currentAudio = object
  1278. if(src){
  1279. this.setSrc(name, src)
  1280. }
  1281. if(currentTime!=void 0){
  1282. object.audio.currentTime = currentTime
  1283. }
  1284. if(object.audio && object.src){
  1285. 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
  1286. object.audio.play();
  1287. object.audio.paused || object.callback && object.callback(true)
  1288. Log(name + ' 播放 ' )
  1289. }
  1290. }
  1291. },
  1292. 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
  1293. var object = this.list.find(e=>e.name == name)
  1294. if(object && this.currentAudio == object){
  1295. this.currentAudio = null
  1296. if(object.audio){
  1297. object.audio.pause()
  1298. object.callback && object.callback(false)
  1299. object.audio.src && Log(name + ' 中断音频 '+ "("+common.getFileNameFromUrl(object.audio.src)+')' )
  1300. }
  1301. if(isInterrupt){//一般主动调用不需要加这个
  1302. this.playHistory.push(object)//如果是被中断的,加入播放历史,等待恢复播放
  1303. }
  1304. if(autoReplayLast){ //播放之前的音频。它们是被打断过的。
  1305. while(this.playHistory.length){
  1306. var last = this.playHistory.pop();
  1307. if(last.src && last.canplay(last.audio)){
  1308. this.play(last.name )
  1309. }
  1310. }
  1311. }
  1312. }
  1313. },
  1314. 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
  1315. var object = this.list.find(e=>e.name == name)
  1316. object.src = src
  1317. object.audio.src = src
  1318. Log(`${object.name} 设置src: ${src}`)
  1319. },
  1320. createAudio:function(object={}){//name, level, canplay
  1321. if(!object.fake){
  1322. object.audio = new Audio();
  1323. object.audio.loop = !!object.loop;
  1324. //object.audio.autoplay = true;
  1325. object.audio.addEventListener('ended', ()=>{
  1326. if(object.loop){//循环
  1327. Log(`${object.name} 播放完毕,重新播放`)
  1328. object.audio.play()
  1329. }else{
  1330. this.pause(object.name, true);//停止后的后续处理
  1331. }
  1332. });
  1333. object.audio.oncanplaythrough = ()=>{
  1334. Log(`${object.name} canplaythrough `)
  1335. }
  1336. }
  1337. this.list.push(object)
  1338. },
  1339. initAutoPlay:function(){ //处理设备自动播放限制
  1340. let play = function(){
  1341. if (this.currentAudio && this.currentAudio.audio && this.currentAudio.src && this.currentAudio.audio.paused ) {
  1342. this.currentAudio.audio.play() //一般触屏了都会播放成功,就不识别paused了
  1343. this.currentAudio.callback && this.currentAudio.callback(true)
  1344. Log(`${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
  1345. }else{
  1346. }
  1347. document.removeEventListener("touchstart",play);
  1348. document.removeEventListener("click",play);
  1349. $('#player')[0].removeEventListener("touchstart", play);
  1350. }.bind(this);
  1351. document.addEventListener("WeixinJSBridgeReady", play, false);
  1352. 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
  1353. document.addEventListener("click", play);
  1354. $('#player')[0].addEventListener("touchstart", play);
  1355. }
  1356. }
  1357. function Log(value, color, fontSize){
  1358. color = color || '#13f'
  1359. fontSize = fontSize || 14
  1360. console.warn(`%c${value}`, `color:${color};font-size:${fontSize}px`)
  1361. }
  1362. Manage.prototype.loadAudio = function() { //相关:g_tourAudio \ g_playAudio
  1363. //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
  1364. //box视频都静音,所以暂时不考虑
  1365. SoundManager.createAudio({
  1366. name:'bgm',
  1367. level:0,
  1368. src:'',
  1369. loop:true,
  1370. canplay:(audio)=>{
  1371. return this.bgmShouldPlay
  1372. },
  1373. callback:(state)=>{//play或pause时随之触发的函数(即使还没开始播放)
  1374. if(state){
  1375. $("#volume a img").attr("src", "./images/Volume btn_off.png")
  1376. $("#volume").attr("title", "关闭声音");
  1377. }else{
  1378. $("#volume a img").attr("src", "./images/Volume btn_on.png")
  1379. $("#volume").attr("title", "打开声音");
  1380. }
  1381. }
  1382. })
  1383. SoundManager.createAudio({
  1384. name:'tour',
  1385. level:0,
  1386. src:'',
  1387. loop:false,
  1388. canplay:(audio)=>{
  1389. return player.director && player.director.tourIsPlaying && player.director.getAudio()
  1390. }
  1391. })
  1392. SoundManager.createAudio({
  1393. name:'hot',
  1394. fake:true,//实际上没有audio. 只是为了来停止和续播其他音频
  1395. level:1,
  1396. src:'',
  1397. loop:false,
  1398. canplay:(audio)=>{
  1399. }
  1400. })
  1401. $("#volume").find("a").on("click", ()=> {
  1402. if($("#volume img")[0].src.indexOf("btn_on.png")>-1)
  1403. {
  1404. this.switchBgmState(true);
  1405. }
  1406. else if($("#volume img")[0].src.indexOf("btn_off.png")>-1)
  1407. {
  1408. this.switchBgmState(false);
  1409. }
  1410. })
  1411. this.switchBgmState(true);//初始设置允许播放bgm
  1412. SoundManager.initAutoPlay()
  1413. }
  1414. Manage.prototype.switchBgmState = function(state){//按钮的状态完全代表是否应该播放bgm,即使还没加载完
  1415. this.bgmShouldPlay = state
  1416. if(state){
  1417. SoundManager.play('bgm')
  1418. }else{
  1419. SoundManager.pause('bgm')
  1420. }
  1421. /* if(!g_bgAudio || !g_bgAudio.src) return;
  1422. var played = function(){
  1423. console.log('begin play bgm');
  1424. g_play = 1;
  1425. g_playAudio = g_bgAudio;
  1426. g_tourAudio && g_tourAudio.pause()
  1427. }
  1428. var paused = function(){
  1429. g_play = 0;
  1430. g_playAudio == g_bgAudio && (g_playAudio = null)
  1431. }
  1432. if(state ){
  1433. g_bgAudio.play();
  1434. if(g_bgAudio.paused){
  1435. paused()
  1436. }else{
  1437. played()
  1438. return true
  1439. }
  1440. }else{
  1441. g_bgAudio.pause();
  1442. paused()
  1443. }
  1444. g_bgAudio.pauseByHot = false
  1445. g_bgAudio.pauseByTour = false */
  1446. }
  1447. var manage = new Manage();
  1448. //处理cursor优先级
  1449. var CursorDeal = {
  1450. priorityEvent : [//在前面的优先级高
  1451. {"noIntersect":'not-allowed'},
  1452. {"addHot":'cell'},
  1453. {"hoverFootIcon":'pointer'},
  1454. {"hoverHot":'pointer'},
  1455. {"addLabel":'cell'},
  1456. {"moveLabel":'grab'},
  1457. ],
  1458. domElements :[$('#player')[0]],
  1459. list:[], //当前存在的cursor状态
  1460. currentCursorIndex:null,
  1461. /* init : function(viewer){
  1462. this.priorityEvent.forEach(e=>{//刚开始Potree.resourcePath没值,现在换
  1463. for(let i in e){
  1464. e[i] = Common.replaceAll(e[i],'{Potree.resourcePath}',Potree.resourcePath)
  1465. }
  1466. })
  1467. this.domElements = [viewer.renderArea, viewer.mapViewer.renderArea];
  1468. viewer.addEventListener("CursorChange",(e)=>{
  1469. if(e.action == 'add'){
  1470. this.add(e.name)
  1471. }else{
  1472. this.remove(e.name)
  1473. }
  1474. })
  1475. }, */
  1476. add : function(name){
  1477. var priorityItem = this.priorityEvent.find(e=>e[name])
  1478. if(!priorityItem){
  1479. console.error('CursorDeal 未定义优先级 name:'+ name);
  1480. return
  1481. }
  1482. if(!this.list.includes(name)){
  1483. this.judge({addItem: priorityItem, name})
  1484. this.list.push(name)
  1485. }
  1486. },
  1487. remove : function(name){
  1488. var index = this.list.indexOf(name);
  1489. if(index > -1){
  1490. this.list.splice(index, 1)
  1491. this.judge()
  1492. }
  1493. },
  1494. judge:function(o={}){
  1495. //console.log(o,this.list)
  1496. if(o.addItem){
  1497. var addIndex = this.priorityEvent.indexOf(o.addItem)
  1498. if(addIndex < this.currentCursorIndex || this.currentCursorIndex == void 0){
  1499. this.domElements.forEach(e=>e.style.cursor = o.addItem[o.name] )
  1500. this.currentCursorIndex = addIndex
  1501. }
  1502. }else{
  1503. var levelMax = {index:Infinity, cursor:null }
  1504. this.list.forEach(name=>{
  1505. var priorityItem = this.priorityEvent.find(e=>e[name])
  1506. var index = this.priorityEvent.indexOf(priorityItem)
  1507. if(index < levelMax.index){
  1508. levelMax.index = index;
  1509. levelMax.cursor = priorityItem[name]
  1510. }
  1511. })
  1512. this.currentCursorIndex = levelMax.index
  1513. this.domElements.forEach(e=>e.style.cursor = levelMax.cursor || '')
  1514. }
  1515. }
  1516. }
  1517. function logSth(){
  1518. let hotCount = player.model.hotGroup.children.length
  1519. let videoCount = player.model.hotGroup.children.filter(e=>e.texType == 'video').length
  1520. let photoCount = player.model.hotGroup.children.filter(e=>e.texType == 'photo').length
  1521. let shineCount = player.model.hotGroup.children.filter(e=>e.texType == 'shine').length
  1522. let aniCount = player.model.hotGroup.children.filter(e=>e.info.animateInfo).length
  1523. let objCount = player.model.hotGroup.children.filter(e=>e.objObject).length
  1524. let chunkLen = player.model.chunks.length
  1525. let vertexC = player.model.chunks.reduce(function(total, chunk ){return total+chunk.geometry.attributes.position.count}, 0)
  1526. let panoCount = player.model.panos.list.length
  1527. Log(`共有chunk个数 ${chunkLen} ( 顶点数 ${vertexC} )
  1528. 热点个数 ${hotCount} ( vedio ${videoCount} 个,photo ${photoCount} 个,shine ${shineCount}个。 gif ${aniCount} 个,obj ${objCount} 个
  1529. 漫游点数 ${panoCount} 个)`, '#FF4399', 14)
  1530. }
  1531. window.sceneFrom = number.slice(0,3) == 'KJ-' ? 'kankan' : '' //看看or看见转来的
  1532. //兼容一代的場景
  1533. //請求地址統一管理
  1534. var g_onePregix = "https://bigscene.4dage.com/" //对应一代 http://www.4dmodel.com/SuperPanoramic/index.html?m=55
  1535. var g_version = manage.number("version");
  1536. g_version === "one" ? g_Prefix = g_onePregix : '';