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@@ -12,6 +12,7 @@ window.browser = null
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window.momentTourBlackNewType = 0//true
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window.momentTourBlackNewType = 0//true
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+window.modelDownTranslate = 0.2;//因为漫游时的模型比投影的低一些,所以手动下降些
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g_playAudio = null
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g_playAudio = null
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@@ -18345,7 +18346,7 @@ window.Modernizr = function(n, e, t) {
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}else if(info.sid == "1626863308658"){
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}else if(info.sid == "1626863308658"){
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menuSanda = overlay
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menuSanda = overlay
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- overlay.plane.material.depthTest = false
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+ //overlay.plane.material.depthTest = false
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initMenuSanda()
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initMenuSanda()
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}else if(info.sid == "1626933767157"){//下一张
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}else if(info.sid == "1626933767157"){//下一张
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rightBtn = overlay
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rightBtn = overlay
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@@ -18389,7 +18390,7 @@ window.Modernizr = function(n, e, t) {
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d = player.overlayGroup.children.find(e=>e.sid == '1626743691935')
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d = player.overlayGroup.children.find(e=>e.sid == '1626743691935')
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d.plane.material = c.plane.material;//同步视频
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d.plane.material = c.plane.material;//同步视频
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var main = player.overlayGroup.children.find(e=>e.sid == "1626743467424")
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var main = player.overlayGroup.children.find(e=>e.sid == "1626743467424")
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- main.plane.material.depthTest = false
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+ //main.plane.material.depthTest = false
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c.plane.material.map.image.loop = false
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c.plane.material.map.image.loop = false
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main.plane.material.map.image.loop = false
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main.plane.material.map.image.loop = false
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main.plane.material.map.image.addEventListener('ended', ()=>{ //同步播
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main.plane.material.map.image.addEventListener('ended', ()=>{ //同步播
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@@ -18469,12 +18470,15 @@ window.Modernizr = function(n, e, t) {
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t.hots[sid].infoAttribute || (t.hots[sid].infoAttribute = {})
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t.hots[sid].infoAttribute || (t.hots[sid].infoAttribute = {})
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this.hots[sid].initStyleImg(t.hots[sid].infoAttribute);
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this.hots[sid].initStyleImg(t.hots[sid].infoAttribute);
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window.hotData[sid] = t.hots[sid];
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window.hotData[sid] = t.hots[sid];
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+
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+
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+ //t.hots[sid].mesh.position.y-= window.modelDownTranslate//add
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})
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})
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}
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}
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this.createHotItem(window.hotData, this.hots);
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this.createHotItem(window.hotData, this.hots);
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-
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+
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@@ -22764,6 +22768,11 @@ window.Modernizr = function(n, e, t) {
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n.prototype.start = function(e) {
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n.prototype.start = function(e) {
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//-------------------
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//-------------------
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window.initOverlay(r)
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window.initOverlay(r)
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+ this.model.chunks.forEach(e=>e.position.y -= window.modelDownTranslate)
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+ this.model.floors.list[0].collider.position.y-=window.modelDownTranslate
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+ this.model.floors.list[0].collider.updateMatrixWorld()
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+ player.model.colliders.forEach(e=>e.updateMatrixWorld())
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+
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this.model.loadOverlays()
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this.model.loadOverlays()
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// initMenu()
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// initMenu()
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//-------------------
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//-------------------
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@@ -23399,32 +23408,10 @@ window.Modernizr = function(n, e, t) {
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}
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}
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//this.overlayGroup && (t = t.concat(this.overlayGroup.children.filter(e=>e.overlayType == "video")));
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//this.overlayGroup && (t = t.concat(this.overlayGroup.children.filter(e=>e.overlayType == "video")));
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- //this.overlayGroup && (t = t.concat(this.overlayGroup.children.filter(e=>e.overlayType != "video")));
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+ this.overlayGroup && (t = t.concat(this.overlayGroup.children.filter(e=>e.overlayType != "video")));
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-
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-
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var i = new r.Vector3(e.x,e.y,-1).unproject(this.camera);
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var i = new r.Vector3(e.x,e.y,-1).unproject(this.camera);
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this.raycaster.set(i, this.getMouseDirection(e));
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this.raycaster.set(i, this.getMouseDirection(e));
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-
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-
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- if(this.overlayGroup){
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- let planes = this.overlayGroup.children.filter(e=>e.overlayType != "video")
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- let n = this.raycaster.intersectObjects(planes, true)
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-
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-
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- if(n && n.length){
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- let a = this.hoverOverlay( n[0].object)
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-
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- if(a){
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- $("#player").css("cursor","pointer");
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- return;
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- }
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- }
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-
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- }
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-
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-
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-
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var n = this.raycaster.intersectObjects(t, true);//add true
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var n = this.raycaster.intersectObjects(t, true);//add true
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// n[0] && console.log(n[0].point);
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// n[0] && console.log(n[0].point);
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if(g_HotStatus=="add"){
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if(g_HotStatus=="add"){
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@@ -23449,11 +23436,9 @@ window.Modernizr = function(n, e, t) {
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this.intersectHot = null;
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this.intersectHot = null;
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+ var intersect = this.hoverOverlay(this.overlayGroup && o && o.object.parent.parent == this.overlayGroup && o.object)
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-
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- //var intersect = this.hoverOverlay(this.overlayGroup && o && o.object.parent.parent == this.overlayGroup && o.object)
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-
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- if( /* !intersect && */g_HotStatus!="add") $("#player").css("cursor","");
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+ if( !intersect && g_HotStatus!="add") $("#player").css("cursor","");
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if (o.face) {
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if (o.face) {
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o.normal = o.face.normal.applyQuaternion(o.object.quaternion);
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o.normal = o.face.normal.applyQuaternion(o.object.quaternion);
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var a = this.position.clone().sub(o.point);
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var a = this.position.clone().sub(o.point);
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