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@@ -1,423 +0,0 @@
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-let camera, scene, renderer
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-
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-const shadowHasAlpha = false //阴影是否考虑光透过透明材质
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-
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-const planeGeo = new THREE.PlaneBufferGeometry(1, 1)
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-const raycaster = new THREE.Raycaster()
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-raycaster.linePrecision = 0 //不检测boxHelper
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-const mouse = new THREE.Vector2()
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-
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-let needUpdateShadow, needsUpdateScene
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-
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-var BlurShader = {
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- uniforms: {
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- map: { value: null },
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- blurRadius: { value: new THREE.Vector2(1.0 / 512.0, 1.0 / 512.0) },
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- opacity: { value: 0 }
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- },
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-
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- vertexShader: [
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- 'varying vec2 vUv;',
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-
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- 'void main() {',
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-
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- ' vUv = uv;',
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- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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-
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- '}'
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- ].join('\n'),
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-
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- fragmentShader: [
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- 'uniform sampler2D map;',
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- 'uniform vec2 resolution;',
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- 'uniform float blurRadius;',
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- 'uniform float opacity;',
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- 'varying vec2 vUv;',
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-
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- 'void main() {',
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-
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- ' vec2 offset = blurRadius / resolution; ',
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-
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- ' vec4 sum = vec4( 0.0 );',
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-
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- ' sum += texture2D( map, vec2( vUv.x - 4.0 * offset.x, vUv.y ) ) * 0.051;',
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- ' sum += texture2D( map, vec2( vUv.x - 3.0 * offset.x, vUv.y ) ) * 0.0918;',
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- ' sum += texture2D( map, vec2( vUv.x - 2.0 * offset.x, vUv.y ) ) * 0.12245;',
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- ' sum += texture2D( map, vec2( vUv.x - 1.0 * offset.x, vUv.y ) ) * 0.1531;',
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- ' sum += texture2D( map, vec2( vUv.x, vUv.y ) ) * 0.1633;',
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- ' sum += texture2D( map, vec2( vUv.x + 1.0 * offset.x, vUv.y ) ) * 0.1531;',
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- ' sum += texture2D( map, vec2( vUv.x + 2.0 * offset.x, vUv.y ) ) * 0.12245;',
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- ' sum += texture2D( map, vec2( vUv.x + 3.0 * offset.x, vUv.y ) ) * 0.0918;',
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- ' sum += texture2D( map, vec2( vUv.x + 4.0 * offset.x, vUv.y ) ) * 0.051;',
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-
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- ' sum += texture2D( map, vec2( vUv.x , vUv.y - 4.0 * offset.y ) ) * 0.051;',
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- ' sum += texture2D( map, vec2( vUv.x , vUv.y - 3.0 * offset.y) ) * 0.0918;',
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- ' sum += texture2D( map, vec2( vUv.x , vUv.y - 2.0 * offset.y) ) * 0.12245;',
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- ' sum += texture2D( map, vec2( vUv.x , vUv.y - 1.0 * offset.y ) ) * 0.1531;',
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- ' sum += texture2D( map, vec2( vUv.x , vUv.y ) ) * 0.1633;',
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- ' sum += texture2D( map, vec2( vUv.x , vUv.y + 1.0 * offset.y ) ) * 0.1531;',
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- ' sum += texture2D( map, vec2( vUv.x , vUv.y + 2.0 * offset.y ) ) * 0.12245;',
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- ' sum += texture2D( map, vec2( vUv.x , vUv.y + 3.0 * offset.y ) ) * 0.0918;',
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- ' sum += texture2D( map, vec2( vUv.x , vUv.y + 4.0 * offset.y ) ) * 0.051;',
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-
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- ' gl_FragColor = sum / 2.0 ;',
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- ' gl_FragColor.a *= opacity;',
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-
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- '}'
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- ].join('\n')
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-}
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-
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-var Viewer = function (index, dom) {
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- this.index = index
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- this.dom = dom
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- this.camera = new THREE.PerspectiveCamera(setting.vfov)
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- this.camera.position.set(0, 1, -1.5)
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- this.control = new PanoramaControls(this.camera, this.dom)
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- this.control.latMin = this.control.latMax = 0
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-
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- //this.control.target.set(0,-1,0)
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- this.setRenderer()
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-
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- this.scene = new THREE.Scene()
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- this.scene.background = common.loadTexture('background.jpg')
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- this.pointerDownPos
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- this.active = false
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- this.antialias = true
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- this.clickTime = new Date().getTime()
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- this.updateClock = new THREE.Clock()
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-
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- this.cardGroup = new THREE.Object3D()
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- this.scene.add(this.cardGroup)
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- this.cardGroup.name = 'cardGroup'
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- this.autoMove = true
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-
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- this.bindEvents()
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- this.preLoadCards()
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- this.animate()
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-}
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-
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-/*
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- 同一时间,视线范围不能同时出现两张卡。也就是分布要根据视角范围变化,但是如果浏览器变宽导致的出现两张卡不算。
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-
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- */
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-
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-Viewer.prototype.preLoadCards = function () {
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- let i = 10
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- while (i-- > 0) {
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- this.addCard(true)
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- }
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-
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- let add = () => {
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- if (document.hidden) return
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- this.addCard()
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- setTimeout(add, 40000 * Math.random() * this.getDensity()) //当前视野中密度越小 添加越频繁
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- }
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- add()
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-
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- document.addEventListener('visibilitychange', e => {
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- if (!document.hidden) add()
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- console.log('document.hidden', document.hidden)
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- })
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-}
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-
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-Viewer.prototype.getDensity = function () {
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- let frustumMatrix = new THREE.Matrix4()
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- frustumMatrix.multiplyMatrices(this.camera.projectionMatrix, this.camera.matrixWorldInverse)
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-
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- let frustum = new THREE.Frustum()
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- frustum.setFromProjectionMatrix(frustumMatrix)
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-
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- let count = this.cardGroup.children.filter(card => {
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- return frustum.containsPoint(card.position)
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- }).length
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-
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- let density = (count / (this.renderer.domElement.width * this.renderer.domElement.height)) * 1000
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-
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- return density
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-}
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-
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-
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-Viewer.prototype.addCard = function (around) {
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- let cardIndex = Math.floor(cardNames.length * Math.random())
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-
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- common.loadTexture(cardNames[cardIndex].img, map => {
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- let card = new THREE.Mesh(
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- planeGeo,
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- new THREE.ShaderMaterial({
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- uniforms: {
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- map: { value: map },
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- resolution: {
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- value: new THREE.Vector2(
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- this.renderer.domElement.width,
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- this.renderer.domElement.height
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- )
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- },
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- blurRadius: { value: 0 }, //像素
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- opacity: { value: 0 }
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- },
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- vertexShader: BlurShader.vertexShader,
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- fragmentShader: BlurShader.fragmentShader,
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- transparent: true,
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- side: 2
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- })
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- )
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-
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- Object.defineProperty(card.material, 'opacity', {
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- get: function () {
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- return card.material.uniforms.opacity.value
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- },
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- set: function (e) {
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- card.material.uniforms.opacity.value = e
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-
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- card.material.uniforms.blurRadius.value = math.linearClamp(e, [0, 0.4], [40, 0])
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- }
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- })
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-
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- let direction,
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- far = setting.cards.far
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- if (around) {
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- //在四周所有方向都可生成,在一开始时需要
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- let n = 0.4 //范围0-1 越大越可能接近相机
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- far = far * (1 - n * Math.random()) //靠近一点
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- direction = new THREE.Vector3(0, 0, -1).applyEuler(
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- new THREE.Euler(0, Math.PI * 2 * Math.random(), 0)
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- )
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- } else {
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- //仅在相机前方生成,因为相机往这个方向移动,最前方空缺
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-
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- direction = new THREE.Vector3(0, 0, -1)
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- .applyQuaternion(this.camera.quaternion)
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- .applyEuler(new THREE.Euler(0, this.camera.hfov * (Math.random() - 0.5), 0))
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- }
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-
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- let h = (Math.random() * 2 - 1) * setting.cards.highest * 0.8 // *0.8是因为靠近后就会飞出视线
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- card.position
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- .copy(this.camera.position)
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- .add(direction.add(new THREE.Vector3(0, h, 0)).multiplyScalar(far))
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-
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- card.scale.set(map.image.width / 500, map.image.height / 500, 1)
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- this.cardGroup.add(card)
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-
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- card.transition = transitions.start(
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- lerp.property(card.material, 'opacity', 1, e => {
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- //console.log(e, card.uuid)
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- }),
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- setting.cards.fadeInDur
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- )
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- })
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-}
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-
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-Viewer.prototype.removeCards = function () {
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- //移除超过bound的卡
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- let needRemove = this.cardGroup.children.filter(card => {
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- if (card.disToCam > setting.cards.far) {
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- card.material.dispose()
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- transitions.cancel(card.transition)
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- //console.log('remove一张卡')
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- return true
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- }
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- })
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- needRemove.forEach(card => card.parent.remove(card))
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- //needRemove.length>0 && console.log('当前存在卡数', this.cardGroup.children.length)
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-}
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-
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-Viewer.prototype.update = function (deltaTime) {
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- //绘制的时候同时更新
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-
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- this.setSize()
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- this.control.update(deltaTime)
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- transitions.update(deltaTime)
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-
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- if (this.autoMove) {
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- let direction = new THREE.Vector3(0, 0, -1).applyQuaternion(this.camera.quaternion)
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- let moveSpeed = 0.8
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- this.camera.position.add(direction.multiplyScalar(deltaTime * moveSpeed))
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- }
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- this.cardGroup.children.forEach(card => {
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- card.quaternion.copy(this.camera.quaternion)
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-
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- let dis = card.position.clone().setY(0).distanceTo(this.camera.position.clone().setY(0))
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- if (!card.transition.running) {
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- card.material.opacity = math.linearClamp(
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- dis,
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- [setting.cards.near, setting.cards.beginFadeNear],
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- [0, 1]
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- )
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- }
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-
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- card.disToCam = dis
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- })
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- this.removeCards()
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-
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- var needsUpdate = 1
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- if (needsUpdate) {
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- this.renderer.autoClear = true
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- this.renderer.render(this.scene, this.camera)
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- }
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-}
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-
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-Viewer.prototype.bindEvents = function () {
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- this.renderer.domElement.addEventListener('pointermove', this.onPointerMove.bind(this), false)
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- this.renderer.domElement.addEventListener('pointerdown', this.onPointerDown.bind(this), false)
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- this.renderer.domElement.addEventListener('pointerup', this.onPointerUp.bind(this), false)
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-}
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-
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-Viewer.prototype.setRenderer = function () {
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- try {
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- ;((this.renderer = new THREE.WebGLRenderer({
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- canvas: $(this.dom).find('canvas')[0],
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- antialias: true
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- })),
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- this.renderer.setPixelRatio(window.devicePixelRatio ? window.devicePixelRatio : 1),
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- (this.renderer.autoClear = false))
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- this.renderer.setClearColor(0xffffff, 1)
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- console.log('ContextCreated')
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- //this.emit(Events.ContextCreated)
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- } catch (e) {
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- console.error('Unable to create a WebGL rendering context')
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- }
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-}
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-
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-Viewer.prototype.hasChanged = function () {
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- //判断画面是否改变了,改变后需要更新一些东西
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- var copy = function () {
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- this.previousState = {
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- projectionMatrix: this.camera.projectionMatrix.clone(), //worldMatrix在control时归零了所以不用了吧,用position和qua也一样
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- position: this.camera.position.clone(),
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- quaternion: this.camera.quaternion.clone(),
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- //mouse: this.mouse.clone(),
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- fov: this.camera.fov
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- }
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- }.bind(this)
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-
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- if (!this.previousState) {
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- copy()
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- return { cameraChanged: !0, changed: !0 }
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- }
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- var cameraChanged =
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- !this.camera.projectionMatrix.equals(this.previousState.projectionMatrix) ||
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- !this.camera.position.equals(this.previousState.position) ||
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- !this.camera.quaternion.equals(this.previousState.quaternion)
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-
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- var changed = cameraChanged //|| !this.mouse.equals(this.previousState.mouse)
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-
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- copy()
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-
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- return { cameraChanged, changed }
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-}
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-
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-Viewer.prototype.setSize = (function () {
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- var w, h, pixelRatio
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- return function () {
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- if (
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- w != this.dom.clientWidth ||
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- h != this.dom.clientHeight ||
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- pixelRatio != window.devicePixelRatio
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- ) {
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- w = this.dom.clientWidth
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- h = this.dom.clientHeight
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-
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- pixelRatio = window.devicePixelRatio
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-
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- this.camera.aspect = w / h
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- this.camera.updateProjectionMatrix()
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-
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- this.renderer.setSize(w, h, false, pixelRatio)
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-
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- this.camera.hfov = cameraLight.getHFOVForCamera(this.camera, true)
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-
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- this.cardGroup.children.forEach(card => card.material.uniforms.resolution.value.set(w, h))
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- }
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- }
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-})()
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-
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-;((Viewer.prototype.animate = function () {
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- var deltaTime = Math.min(1, this.updateClock.getDelta())
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- this.update(deltaTime)
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- //bus.emit('player/position/change', {x:this.position.x, y:this.position.z, lon: this.cameraControls.controls.panorama.lon})
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-
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- window.requestAnimationFrame(this.animate.bind(this))
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-}),
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- (Viewer.prototype.onPointerMove = function (event) {
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- if (event.isPrimary === false) return
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-
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- mouse.x = (event.clientX / window.innerWidth) * 2 - 1
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- mouse.y = -(event.clientY / window.innerHeight) * 2 + 1
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-
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- if (!this.pointerDownPos) this.checkIntersection()
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- }))
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-Viewer.prototype.onPointerDown = function (event) {
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- if (event.isPrimary === false) return
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- mouse.x = (event.clientX / window.innerWidth) * 2 - 1
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- mouse.y = -(event.clientY / window.innerHeight) * 2 + 1
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- this.pointerDownPos = mouse.clone()
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- this.pointerDownTime = Date.now()
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-}
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-
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-Viewer.prototype.onPointerUp = function (event) {
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- if (event.isPrimary === false) return
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- mouse.x = (event.clientX / window.innerWidth) * 2 - 1
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- mouse.y = -(event.clientY / window.innerHeight) * 2 + 1
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- let now = Date.now()
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- if (mouse.distanceTo(this.pointerDownPos) < 0.006 && now - this.pointerDownTime < 1000) {
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- //click
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-
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- //doubleClick
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- /* var time = new Date().getTime();
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- if(time - this.clickTime < 300){
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- if(this.intersects.length){
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- console.log('doubleClick');
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- transitions.cancelById(0)
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- transitions.start(lerp.vector(this.control.target, this.intersects[0].point), 600, null, 0 , easing.easeInOutQuad, null, Transitions.doubleClick);
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- }
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|
|
- } */
|
|
|
- if (this.hoveredObject) {
|
|
|
- this.dispatchEvent({
|
|
|
- type: 'clickObject',
|
|
|
- imgName: this.hoveredObject.material.uniforms.map.value.image.src.split('/').pop()
|
|
|
- })
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- this.pointerDownPos = null
|
|
|
-}
|
|
|
-
|
|
|
-Viewer.prototype.checkIntersection = function () {
|
|
|
- raycaster.setFromCamera(mouse, this.camera)
|
|
|
- raycaster.near = 2
|
|
|
- const intersects = raycaster.intersectObject(this.cardGroup, true)
|
|
|
- var recover = () => {
|
|
|
- if (this.hoveredObject) {
|
|
|
- }
|
|
|
- }
|
|
|
- if (intersects.length > 0) {
|
|
|
- const hoveredObject = intersects[0].object
|
|
|
- if (this.hoveredObject != hoveredObject) {
|
|
|
- recover()
|
|
|
- this.dispatchEvent({
|
|
|
- type: 'hoverObject',
|
|
|
- imgName: hoveredObject.material.uniforms.map.value.image.src.split('/').pop()
|
|
|
- })
|
|
|
- this.hoveredObject = hoveredObject
|
|
|
- this.dom.style.cursor = 'pointer'
|
|
|
- }
|
|
|
- } else {
|
|
|
- recover()
|
|
|
- this.dispatchEvent({ type: 'mouseoutObject' })
|
|
|
- this.dom.style.cursor = ''
|
|
|
- this.hoveredObject = null
|
|
|
- }
|
|
|
- this.intersects = intersects
|
|
|
-}
|
|
|
-
|
|
|
-Viewer.prototype.setAutoMove = function (state) {
|
|
|
- //设置相机飞行状态
|
|
|
- this.autoMove = !!state
|
|
|
-}
|
|
|
-
|
|
|
-Object.assign(Viewer.prototype, THREE.EventDispatcher.prototype)
|
|
|
-
|
|
|
-//============
|
|
|
-
|
|
|
-var startTime = new Date().getTime()
|
|
|
-var viewer = new Viewer(0, $('#player')[0])
|