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@@ -228,19 +228,9 @@ var updateArrow = function(currentPano){//根据当前pano更新
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}
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+//---------半透明白色 模型外层-----------
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-//=================gif sprite=========
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-window.animations = []
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-
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+
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var addModelBack = function(model){
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let mat = new THREE.MeshBasicMaterial({side:1, color:0xffffff, transparent:true, opacity:0.5,
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@@ -256,7 +246,42 @@ var addModelBack = function(model){
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chunkCopy.name = 'model透明层'
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transparentModel.add(chunkCopy)
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})
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+
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+ //去除一部分面
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+
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+
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+ let removeIndex = [[1,0,14],[0,1,2],[2,3,0]]
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+ let newIndex = []
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+ let arr = transparentModel.children[1].geometry.index.array
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+ for(let i=0;i<arr.length;i+=3){
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+ let find = false
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+ for(let j=0;j<removeIndex.length;j++){
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+ let face = removeIndex[j];
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+ if(arr[i] == face[0] && arr[i+1] == face[1] && arr[i+2] == face[2]){
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+ find = true;
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+ //console.log('find', j)
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+ removeIndex.splice(j,1)
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+ break
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+ }
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+ }
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+ find || newIndex.push(arr[i],arr[i+1],arr[i+2])
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+ }
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+
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+
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+ transparentModel.children[1].geometry.setIndex(new THREE.BufferAttribute(new Uint16Array(newIndex),1))
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+ //注:面的index在getMouseIntersect中获取
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+
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}
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+//=================gif sprite=========
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+window.animations = []
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+
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+
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var floorHeight = 0.01, spriteHeight = 1.1;
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var spriteY = floorHeight + spriteHeight / 2 ;
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@@ -23090,11 +23115,13 @@ window.Modernizr = function(n, e, t) {
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this.intersectHot && $("#player").css("cursor", "pointer");
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}
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- }
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+ }else{
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+ this.intersect = this.getMouseIntersect()
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+ }
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- this.intersect = this.getMouseIntersect(),
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+
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this.intersect && this.updateClosestPano(this.intersect),
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this.closestPano || this.closestPanoInDirection(this.getMouseDirection()) ? (this.reticule.updatePosition(this.position, this.intersect),
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f.navigation.panoScores && !f.navigation.mouseDirection && this.closestPanoInDirection(this.getDirection())) : this.reticule.hide()
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