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@@ -2,7 +2,9 @@ var app = getApp(); //获取应用实例
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const util = require('@/static/utils/util.js');
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const config = require('@/static/config.js');
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import modelData from '@/webgl/static/layoutModelData.js';
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-// import requestConfig from '@/services/requestConfig.js';
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+import globlShowModel from '@/webgl/static/globlShowModel.js';
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+import requestConfig from '@/static/lib/requestConfig';
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+import { DRACOLoader } from '@/webgl/jsm/loaders/DRACOLoader.js';
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const THREE = requirePlugin('ThreeX');
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// import { TWEEN } from '@/webgl/jsm/libs/tween.module.min.js';
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export default {
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@@ -12,17 +14,20 @@ export default {
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instancedFurList:[],
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arrFrunList:[],
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promise_list:[],
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- loadFurPromise: new Promise((resolve) => {
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- this.loadedCompleteFun = function() {
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- console.log('家具模型接口结束');
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- resolve()
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- }
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- }),
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+ dracoLoader:null,
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+ type:1,
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+ tmpList:[],
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+ realList:[],
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+ changeLayouts:[]
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}
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},
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watch: {},
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- onReady() {
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-
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+ mounted() {
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+ console.warn("***loadmodel-mounted****")
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+ this.dracoLoader = new DRACOLoader();
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+ this.dracoLoader.setDecoderPath('/webgl/draco/gltf/');
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+ this.dracoLoader.setDecoderConfig( { type: 'js' } );
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+ this.dracoLoader.preload();
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},
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methods: {
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// 设置空间数组的墙体信息
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@@ -50,50 +55,53 @@ export default {
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spaceWallInfo.wallS = wallSIndex == -1 ? false : true;
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element.spaceWallInfo = spaceWallInfo;
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}
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- await this.loadFurPromise;//等待解析分享者参数结束
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- this.$nextTick(() => {
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- this.calculateLayoutModelSize() // 计算模型的位置
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- })
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},
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// 批量获取空间模型信息
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- async getOverallArrangementDetailsList() {
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+ async getOverallArrangementDetailsList(type=1) {
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// 设置空间数组的墙体信息
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// this.setSpaceListWallInfo();
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+ this.type = type;//加载类型,1空间加载 2 全局精简加载
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let arr = this.spaceList.map(it => it.layoutId).filter(it => it != 0);
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let parmas = {
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ids: arr,
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};
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- this.loadFurPromise = new Promise((resolve, reject) => {
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- this.loadedCompleteFun = function() {
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- console.log('家具模型接口结束');
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- resolve()
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- }
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- })
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+ // 默认的布局
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let res = await requestConfig("getOverallArrangementDetailsList", parmas);
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if (!res.success || !res.list || res.list.length == 0) {
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return false;
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}
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this.promise_list = [];
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this.arrFrunList = res.list;
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- this.furnHandle();
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+ // 通过默认布局
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+ this.furnHandle(this.arrFrunList);
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},
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//拆分家具模型加载逻辑
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- furnHandle(){
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+ furnHandle(arrFrunList){
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+ if(!arrFrunList || arrFrunList.length == 0){
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+ return
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+ }
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let startTime = new Date().getTime();
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let tmpList = [];//临时数据
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this.gltfLayouts = []; //模型列表,所有空间里面的每个模型(家具)对应一条记录
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let allowSpaceId = [this.curSpaceObj.spaceId];
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- if(this.curSpaceObj.spaceId==758){//二层主卧特殊处理
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- allowSpaceId.push(735);//休闲小客厅
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- }
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- //花园类型的添加到家具加载目录里面
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- // this.spaceList.forEach(it=>{
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- // if(it.spaceType==14){
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- // allowSpaceId.push(it.spaceId);
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- // }
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- // })
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- this.arrFrunList.forEach(signel => {
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+ if(this.type == 2){//全局精简模型;需要的是所有空间的模型
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+ allowSpaceId = this.spaceList.map(it=>it.spaceId)
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+ }else{//空间模型模式
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+ allowSpaceId = [this.curSpaceObj.spaceId];
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+ if(this.curSpaceObj.spaceId==758){//二层主卧特殊处理
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+ allowSpaceId.push(735);//休闲小客厅
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+ }
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+ //花园类型的添加到家具加载目录里面
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+ // this.spaceList.forEach(it=>{
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+ // if(it.spaceType==14){
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+ // allowSpaceId.push(it.spaceId);
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+ // }
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+ // })
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+ }
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+ // allowSpaceId = [388];//模型有警告,需要看下
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+ console.log("重新加载布局", arrFrunList,this.spaceList,this.gltfLayouts);
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+ arrFrunList.forEach(signel => {
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let spaceId = this.spaceList.find(it => it.layoutId == signel.id).spaceId;
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if(allowSpaceId.includes(spaceId)){//只加载允许的空间的布局,其他不加载
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let md = JSON.parse(signel.modelJson); //获取布局里面的模型信息
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@@ -103,44 +111,83 @@ export default {
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let item = md.modelData[i];
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item.spaceId = spaceId;
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item.layoutId = signel.id;
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- // tmpList.push(item);
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- this.promise_list.push(
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- new Promise((resolve, reject) => {
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- this.loadLayoutModelsOld(item , resolve);
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- })
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- )
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+ item.h5Id = signel.id+""+item.id;//唯一标识
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+ if(item.modelName=='BP_furnitureBase_C'){
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+ continue;
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+ }else{
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+ tmpList.push(item);
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+ }
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}
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}
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-
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})
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- // let realFurArr = this.preFurnitureData(tmpList);//统一处理家具模型
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- // let arrLength = realFurArr.length;
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- // console.log("***realFurArr***", realFurArr);
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- // realFurArr && realFurArr.forEach((item,index) => {
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- // this.promise_list.push(
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- // new Promise((resolve, reject) => {
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- // this.loadLayoutModels(item, arrLength , resolve);
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- // })
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- // )
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- // });
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+ this.tmpList = tmpList;
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+ if(this.type==2){//全局精简模型;需要的是所有空间的模型
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+ this.fliterList(tmpList);
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+ console.warn("***fliterList***",this.realList.length ,this.realList);
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+ tmpList = this.realList;
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+ }
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+ let realFurArr = this.preFurnitureData(tmpList);//统一处理家具模型
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+ this.calculateLayoutModelSize() // 提前计算模型的位置
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+ console.log("***realFurArr***", realFurArr,this.gltfLayouts);
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+ realFurArr && realFurArr.forEach((item,index) => {
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+ this.promise_list.push(
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+ new Promise((resolve, reject) => {
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+ this.loadLayoutModels(item, resolve);
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+ })
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+ )
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+ });
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Promise.all(this.promise_list).then(() => {
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let endTime = new Date().getTime();
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- console.log("家具模型全部加载完成,时间:", endTime - startTime);
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- this.loadedCompleteFun()
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- // this.$nextTick(() => {
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- // this.calculateLayoutModelSize() // 计算模型的位置
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- // })
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+ console.log("家具模型全部加载完成,时间:", endTime - startTime, this.gltfLayouts);
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+ })
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+ },
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+ //过滤掉不需要的家具
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+ fliterList(list){
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+ this.realList = [];
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+ //找到直接的家具模型
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+ list && list.forEach((mod)=>{
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+ let name = mod.modelName.substring(0,mod.modelName.length-2);
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+ if(globlShowModel.includes(name)){
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+ this.realList.push(mod);
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+ }
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})
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+ this.realList.forEach((ref)=>{
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+ this.recursionFliter(ref)
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+ })
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+ },
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+ //递归处理不需要的家具
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+ recursionFliter(item){
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+ let _list = [];//
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+ if(parseInt(item.referenceModelBottom) > 0){
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+ _list.push(item.referenceModelBottom)
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+ }
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+ if(parseInt(item.referenceModelLeft) > 0){
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+ _list.push(item.referenceModelLeft)
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+ }
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+ if(parseInt(item.referenceModelRight) > 0){
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+ _list.push(item.referenceModelRight)
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+ }
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+ if(parseInt(item.referenceModelTop) > 0){
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+ _list.push(item.referenceModelTop)
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+ }
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+ if(_list.length==0){
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+ return false;
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+ }else{
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+ this.tmpList.forEach(tmp=>{
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+ if(_list.includes(tmp.id)){
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+ if(!this.realList.find(it=>it.h5Id==tmp.h5Id)){
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+ this.realList.push(tmp);
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+ this.recursionFliter(tmp);
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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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//预处理需要加载墙体模型的数据-减少模型请求数
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preFurnitureData(list){
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let realFurnitureArr = [];//家具列表
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- let dataList = [];
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- dataList = list.map(item=>{
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- let curSpace = this.spaceList.find(space=>space.spaceId==item.spaceId);
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- return this.resetModelParameters(curSpace, item);
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- })
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- dataList && dataList.forEach((item, index) => {
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+ list && list.forEach((item, index) => {
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item.uniId = Date.now() + index;//唯一标识
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//获取墙体对应的gltb模型的相关信息
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let modelName = item.modelName;
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@@ -159,77 +206,75 @@ export default {
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}else{
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object.list.push(item);
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}
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+
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+ let position = new THREE.Vector3();//当前几何体的位置参数
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+ let scale = new THREE.Vector3();//当前几何体的缩放参数
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+ let rotation = new THREE.Vector3();//当前几何体的缩放参数
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+ let md = {
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+ uniId:item.uniId,//家具模型实例的唯一标识
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+ spaceId:item.spaceId,
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+ id:item.id,
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+ userData:item,
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+ position:position,
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+ scale:scale,
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+ rotation:rotation,
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+ loaded:false,
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+ };
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+ this.gltfLayouts.push(md);
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}
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});
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return realFurnitureArr;
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},
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//加载家具模型-实例化方案
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- loadLayoutModels(realData, arrLength, resolve){
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+ loadLayoutModels(realData, resolve){
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var that = this;
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if(!realData.url){
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console.warn("***家具模型不存在***",realData);
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resolve();
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return false;
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}
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- that.loader.load(realData.url, ( gltf ) => {
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- // that.progress = parseInt(100/arrLength) + that.progress;
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- // if(that.progress>100){
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- // that.progress = 100;
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- // }
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- // that.$refs.myLoading.showLoading("加载中..." + that.progress+'%')
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- // console.log("家具加载成功",that.progress,realData,gltf);
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- gltf.scene.traverse((child)=> {
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- if (child.isMesh && child.visible) {
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- let instancedMesh = new THREE.InstancedMesh(child.geometry.clone(), child.material.clone(), realData.list.length);
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- this.instancedFurList.push(instancedMesh);
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- //realData 该模型被重复使用时的每一次的形变参数等
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- realData.list && realData.list.forEach((it,i)=>{
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- let rotationY = Math.PI / 2;
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- if (parseFloat(it.rotation) == 90) {
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- rotationY = 0;
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- }
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- if (parseFloat(it.rotation) == 180) {
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- rotationY = -Math.PI / 2;
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- }
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- if (parseFloat(it.rotation) == -90) {
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- rotationY = -Math.PI;
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- }
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- gltf.scene.rotation.y = rotationY;
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- gltf.scene.updateMatrixWorld();//更新世界坐标-这样,子模型也同步更新了
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- instancedMesh.setMatrixAt(i, child.matrixWorld);
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- instancedMesh.instanceMatrix.needsUpdate = true;
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- // instancedMesh.setColorAt(i, child.material.color);
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- // instancedMesh.instanceColor.needsUpdate = true;
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- let gltfFurn = that.gltfLayouts.find(itme=>itme.uniId==it.uniId);//判断是否已经添加过
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- if(!gltfFurn){
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- let position = new THREE.Vector3();//当前几何体的位置参数
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- let scale = new THREE.Vector3();//当前几何体的缩放参数
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- let rotation = new THREE.Vector3();//当前几何体的缩放参数
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- let md = {
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- uniId:it.uniId,//家具模型实例的唯一标识
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- spaceId:it.spaceId,
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- id:it.id,
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- instancedMeshIndexList:[//标识网格实例数组的序号 以及 当前几何体 在网格实例的序号
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+ if(realData.name.includes('BP_XSPACE_deng_01')){//灯光
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+ resolve();
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+ }else{
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+ that.loader.setDRACOLoader(this.dracoLoader);
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+ that.loader.load(realData.url, ( gltf ) => {
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+ gltf.scene.traverse((child)=> {
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+ if (child.isMesh && child.visible) {
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+ let instancedMesh = new THREE.InstancedMesh(child.geometry.clone(), child.material.clone(), realData.list.length);
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+ this.instancedFurList.push(instancedMesh);
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+ //realData 该模型被重复使用时的每一次的形变参数等
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+ realData.list && realData.list.forEach((it,i)=>{
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+ let gltfFurn = that.gltfLayouts.find(itme=>itme.uniId==it.uniId);//判断是否已经添加过
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+ gltf.scene.rotation.y = gltfFurn.rotation.y;
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+ gltf.scene.position.set(gltfFurn.position.x,0,gltfFurn.position.z);
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+ gltf.scene.scale.set(gltfFurn.scale.x,1,gltfFurn.scale.z);
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+ gltf.scene.updateMatrixWorld();//更新世界坐标-这样,子模型也同步更新了
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+ instancedMesh.setMatrixAt(i, child.matrixWorld);
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+ instancedMesh.instanceMatrix.needsUpdate = true;
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+ gltfFurn.loaded = true;
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+ if(!gltfFurn.instancedMeshIndexList){//标识网格实例数组的序号 以及 当前几何体 在网格实例的序号
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+ gltfFurn.instancedMeshIndexList = [
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{instancedMeshIndex:this.instancedFurList.length-1,instancedAtIndex:i},
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- ],
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- userData:it,
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- position:position,
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- scale:scale,
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- rotation:rotation,
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- loaded:false,
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- };
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- that.gltfLayouts.push(md);
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+ ]
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+ }else{
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+ gltfFurn.instancedMeshIndexList.push({
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+ instancedMeshIndex:this.instancedFurList.length-1,instancedAtIndex:i
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+ })
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+ }
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+ })
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+ instancedMesh.userType = "layoutMesh";
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+ if(realData.name.includes("BP_L_carpet01")){//地毯接收阴影
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+ instancedMesh.receiveShadow = true;//对象是否接收阴影
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}else{
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- gltfFurn.instancedMeshIndexList.push({
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- instancedMeshIndex:this.instancedFurList.length-1,instancedAtIndex:i
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- })
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+ instancedMesh.castShadow = true;//对象是否产生阴影
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}
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- })
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- instancedMesh.userType = "layoutMesh";
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- }
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+ this.scene.add(instancedMesh);//添加到场景中
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+ }
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+ });
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+ resolve();
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});
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- resolve();
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- });
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+ }
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+
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},
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//加载模型
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loadLayoutModelsOld(modelObj, resolve) {
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@@ -256,6 +301,80 @@ export default {
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resolve();
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|
});
|
|
|
},
|
|
|
+ // 切换家具的显示隐藏
|
|
|
+ changeLayoutModelState(isShow=false){
|
|
|
+ console.log("移动过程中显示隐藏空间家具", this.gltfLayouts,isShow, this.leftSpaces, this.rightSpaces);
|
|
|
+ const changeSpaceList = this.leftSpaces.concat(this.rightSpaces); // 只改变空间尺寸变化的家具模型
|
|
|
+ for (let index = 0; index < changeSpaceList.length; index++) {
|
|
|
+ const element = changeSpaceList[index];
|
|
|
+ const gltfLayoutModels = this.gltfLayouts.filter(item => {
|
|
|
+ return element.layoutId == item.userData.layoutId && element.spaceId == item.userData.spaceId;
|
|
|
+ })
|
|
|
+
|
|
|
+ if (!gltfLayoutModels || gltfLayoutModels.length == 0) {
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ for (let j = 0; j < gltfLayoutModels.length; j++) {
|
|
|
+ const cube = gltfLayoutModels[j];
|
|
|
+ this.changeCubeState(cube, isShow);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ },
|
|
|
+ // 显示隐藏指定cube的状态
|
|
|
+ changeCubeState(cube, isShow){
|
|
|
+ let lay = this.gltfLayouts.find(it=>it.uniId==cube.uniId);
|
|
|
+ if(cube.instancedMeshIndexList && cube.instancedMeshIndexList.length>0){
|
|
|
+ cube.instancedMeshIndexList.forEach(item=>{
|
|
|
+ let index = item.instancedMeshIndex;
|
|
|
+ let instancedMesh = this.instancedFurList[index];//网格实例对象
|
|
|
+ let curMeshIndex = item.instancedAtIndex;//当前家具模型在网格实例对象里面的序号
|
|
|
+ let stratMatrix = new THREE.Matrix4();//定义一个四维矩阵
|
|
|
+ instancedMesh.getMatrixAt(curMeshIndex,stratMatrix);//获取当前几何体的四维矩阵到stratMatrix里面
|
|
|
+
|
|
|
+ instancedMesh.instanceMatrix.needsUpdate = true;//更新之前,必须开启开关
|
|
|
+ instancedMesh.visible = isShow;
|
|
|
+ instancedMesh.setMatrixAt(curMeshIndex,stratMatrix);//更新几何体的世界矩阵
|
|
|
+ })
|
|
|
+ }
|
|
|
+ },
|
|
|
+ deleteLayoutModel(spaceObj, layoutObj){
|
|
|
+
|
|
|
+
|
|
|
+ // 删除布局数据
|
|
|
+ for (let index = 0; index < this.arrFrunList.length; index++) {
|
|
|
+ const element = this.arrFrunList[index];
|
|
|
+
|
|
|
+ }
|
|
|
+ const oldLayoutIndex = this.arrFrunList.findIndex((item)=>{
|
|
|
+ return item.id == spaceObj.layoutId
|
|
|
+ })
|
|
|
+
|
|
|
+ if(oldLayoutIndex!=-1){
|
|
|
+ this.arrFrunList[oldLayoutIndex] = layoutObj;
|
|
|
+ }
|
|
|
+
|
|
|
+ console.log("准备删除模型", spaceObj, this.gltfLayouts, this.arrFrunList);
|
|
|
+ const gltfLayoutModels = this.gltfLayouts.filter(item => {
|
|
|
+ return spaceObj.layoutId == item.userData.layoutId && spaceObj.spaceId == item.userData.spaceId;
|
|
|
+ })
|
|
|
+
|
|
|
+ if (!gltfLayoutModels || gltfLayoutModels.length == 0) {
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ for (let j = 0; j < gltfLayoutModels.length; j++) {
|
|
|
+ const cube = gltfLayoutModels[j];
|
|
|
+
|
|
|
+ if(cube.instancedMeshIndexList && cube.instancedMeshIndexList.length>0){
|
|
|
+ cube.instancedMeshIndexList.forEach(item=>{
|
|
|
+ let index = item.instancedMeshIndex;
|
|
|
+ let instancedMesh = this.instancedFurList[index];//网格实例对象
|
|
|
+
|
|
|
+ this.scene.remove(instancedMesh);//添加到场景中
|
|
|
+ })
|
|
|
+ }
|
|
|
+ console.log("删除原有模型", spaceObj.layoutId, cube);
|
|
|
+ }
|
|
|
+ },
|
|
|
// 计算家具的位置
|
|
|
calculateLayoutModelSize() {
|
|
|
console.log("计算家具的位置", this.gltfLayouts);
|
|
@@ -293,6 +412,7 @@ export default {
|
|
|
let rotationY = Math.PI / 2;
|
|
|
let scaleX = 1;
|
|
|
let scaleY = 1;
|
|
|
+
|
|
|
// 空间尺寸
|
|
|
let spaceWidth = curSpace.spaceWidth;
|
|
|
let spaceHeight = curSpace.spaceHeight;
|
|
@@ -300,7 +420,7 @@ export default {
|
|
|
let modelWidth = cubeInfo.modelWidth;
|
|
|
let modelHeight = cubeInfo.modelHeight;
|
|
|
|
|
|
- // // 判断旋转
|
|
|
+ // 判断旋转
|
|
|
if (parseFloat(cubeInfo.rotation) == 90) {
|
|
|
rotationY = 0;
|
|
|
// 交换尺寸
|
|
@@ -329,7 +449,7 @@ export default {
|
|
|
positionX += curSpace.spaceWallInfo.wallW ? 10 : 0;
|
|
|
}
|
|
|
if (cubeInfo.isStepAsideRight == 'true') {
|
|
|
- positionX = centerX + (spaceWidth / 2 - modelHeight / 2);
|
|
|
+ positionX = centerX + (spaceWidth / 2 - modelWidth / 2);
|
|
|
if (parseFloat(cubeInfo.rotation) == 90 || parseFloat(cubeInfo.rotation) == -90) {
|
|
|
positionX = centerX + (spaceWidth / 2 - modelWidth / 2);
|
|
|
}
|
|
@@ -337,7 +457,7 @@ export default {
|
|
|
positionX -= curSpace.spaceWallInfo.wallE ? 10 : 0;
|
|
|
}
|
|
|
if (cubeInfo.isStepAsideTop == 'true') {
|
|
|
- positionY = centerY - (spaceHeight / 2 - modelWidth / 2);
|
|
|
+ positionY = centerY - (spaceHeight / 2 - modelHeight / 2);
|
|
|
if (parseFloat(cubeInfo.rotation) == 90 || parseFloat(cubeInfo.rotation) == -90) {
|
|
|
positionY = centerY - (spaceHeight / 2 - modelHeight / 2);
|
|
|
}
|
|
@@ -361,6 +481,10 @@ export default {
|
|
|
return layoutModelData.id == parseInt(cubeInfo.referenceModelTop) && layoutModelData
|
|
|
.spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;
|
|
|
})
|
|
|
+ if(!referenceModel){
|
|
|
+ console.warn("***no-data***",cubeInfo.referenceModelTop,cubeInfo)
|
|
|
+ return false
|
|
|
+ }
|
|
|
positionY = referenceModel.position.z * 100 + (referenceModel.userData.modelHeight / 2 + cubeInfo
|
|
|
.modelHeight / 2);
|
|
|
positionY = positionY + parseFloat(cubeInfo.marginTop);
|
|
@@ -371,6 +495,10 @@ export default {
|
|
|
return layoutModelData.id == parseInt(cubeInfo.referenceModelBottom) && layoutModelData
|
|
|
.spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;
|
|
|
})
|
|
|
+ if(!referenceModel){
|
|
|
+ console.warn("***no-data***",cubeInfo.referenceModelBottom,cubeInfo)
|
|
|
+ return false
|
|
|
+ }
|
|
|
positionY = referenceModel.position.z * 100 - (referenceModel.userData.modelHeight / 2 + cubeInfo
|
|
|
.modelHeight / 2);
|
|
|
positionY = positionY - parseFloat(cubeInfo.marginBottom);
|
|
@@ -381,6 +509,10 @@ export default {
|
|
|
return layoutModelData.id == parseInt(cubeInfo.referenceModelLeft) && layoutModelData
|
|
|
.spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;
|
|
|
})
|
|
|
+ if(!referenceModel){
|
|
|
+ console.warn("***no-data***",cubeInfo.referenceModelLeft,cubeInfo)
|
|
|
+ return false
|
|
|
+ }
|
|
|
positionX = referenceModel.position.x * 100 + (referenceModel.userData.modelWidth / 2 + cubeInfo
|
|
|
.modelWidth / 2);
|
|
|
positionX = positionX + parseFloat(cubeInfo.marginLeft);
|
|
@@ -391,6 +523,10 @@ export default {
|
|
|
return layoutModelData.id == parseInt(cubeInfo.referenceModelRight) && layoutModelData
|
|
|
.spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;
|
|
|
})
|
|
|
+ if(!referenceModel){
|
|
|
+ console.warn("***no-data***",cubeInfo.referenceModelRight,cubeInfo)
|
|
|
+ return false
|
|
|
+ }
|
|
|
positionX = referenceModel.position.x * 100 - (referenceModel.userData.modelWidth / 2 + cubeInfo
|
|
|
.modelWidth / 2);
|
|
|
positionX = positionX - parseFloat(cubeInfo.marginRight);
|
|
@@ -547,51 +683,153 @@ export default {
|
|
|
|
|
|
// console.log("右边拉伸", Math.abs(parseFloat(cubeInfo.rotation)))
|
|
|
}
|
|
|
+ if(parseInt(cubeInfo.referenceModelBottom) > 0 && parseInt(cubeInfo.referenceModelTop) > 0){
|
|
|
+
|
|
|
+ // 上边惨遭物
|
|
|
+ const referenceModelTop = this.gltfLayouts.find(item => {
|
|
|
+ const layoutModelData = item.userData;
|
|
|
+ return layoutModelData.id == parseInt(cubeInfo.referenceModelTop) && layoutModelData
|
|
|
+ .spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;
|
|
|
+ })
|
|
|
+ // 下边参照物
|
|
|
+ const referenceModelBottom = this.gltfLayouts.find(item => {
|
|
|
+ const layoutModelData = item.userData;
|
|
|
+ return layoutModelData.id == parseInt(cubeInfo.referenceModelBottom) && layoutModelData
|
|
|
+ .spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;
|
|
|
+ })
|
|
|
+
|
|
|
+ const referenceModelTopPositionY = referenceModelTop.position.z * 100 + referenceModelTop.userData
|
|
|
+ .modelHeight / 2 + parseFloat(cubeInfo.marginTop);
|
|
|
+
|
|
|
+ const referenceModelBottomPositionY = referenceModelBottom.position.z * 100 - referenceModelBottom.userData
|
|
|
+ .modelHeight / 2 - parseFloat(cubeInfo.marginBottom);
|
|
|
+
|
|
|
+ const newModelHeight = Math.abs(referenceModelTopPositionY - referenceModelBottomPositionY);
|
|
|
+ if (Math.abs(parseFloat(cubeInfo.rotation)) == 90) {
|
|
|
+ scaleY = newModelHeight / modelHeight;
|
|
|
+ } else {
|
|
|
+ scaleX = newModelHeight / modelHeight;
|
|
|
+ }
|
|
|
+ positionY = referenceModelBottomPositionY - newModelHeight / 2;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(parseInt(cubeInfo.referenceModelLeft) > 0 && parseInt(cubeInfo.referenceModelRight) > 0){
|
|
|
+
|
|
|
+ const referenceModelLeft = this.gltfLayouts.find(item => {
|
|
|
+ const layoutModelData = item.userData;
|
|
|
+ return layoutModelData.id == parseInt(cubeInfo.referenceModelLeft) && layoutModelData
|
|
|
+ .spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;
|
|
|
+ })
|
|
|
+
|
|
|
+ const referenceModelRight = this.gltfLayouts.find(item => {
|
|
|
+ const layoutModelData = item.userData;
|
|
|
+ return layoutModelData.id == parseInt(cubeInfo.referenceModelRight) && layoutModelData
|
|
|
+ .spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;
|
|
|
+ })
|
|
|
+ const referenceModelLeftPositionX = referenceModelLeft.position.x * 100 + referenceModelLeft.userData
|
|
|
+ .modelWidth / 2 + parseFloat(cubeInfo.marginLeft);
|
|
|
+ const referenceModelRightPositionX = referenceModelRight.position.x * 100 - referenceModelRight.userData
|
|
|
+ .modelWidth / 2 - parseFloat(cubeInfo.marginRight);
|
|
|
+
|
|
|
+ const newModelWidth = Math.abs(referenceModelLeftPositionX - referenceModelRightPositionX);
|
|
|
+
|
|
|
+ if (Math.abs(parseFloat(cubeInfo.rotation)) == 90) {
|
|
|
+ scaleX = newModelWidth / modelWidth;
|
|
|
+ } else {
|
|
|
+ scaleY = newModelWidth / modelWidth;
|
|
|
+ }
|
|
|
+
|
|
|
+ positionX = referenceModelRightPositionX - newModelWidth / 2;
|
|
|
+ }
|
|
|
|
|
|
}
|
|
|
// console.log("模型计算位置--", positionX, positionY)
|
|
|
- // console.log("模型计算位置", cubeInfo, centerX, centerY, spaceWidth, spaceHeight, modelWidth, modelHeight, spaceId, scaleX, scaleY, rotationY)
|
|
|
+ console.log("模型计算位置", cubeInfo, centerX, centerY, spaceWidth, spaceHeight, modelWidth, modelHeight, spaceId, scaleX, scaleY, positionX, positionY)
|
|
|
let oldPosition = new THREE.Vector3();//当前几何体的位置参数
|
|
|
oldPosition.copy(cube.position);
|
|
|
cube.position.x = positionX / 100;
|
|
|
cube.position.z = positionY / 100;
|
|
|
cube.rotation.y = rotationY;
|
|
|
- cube.scale.x = scaleX ;
|
|
|
+ cube.scale.x = scaleX;
|
|
|
cube.scale.z = scaleY;
|
|
|
- if (!cube.parent) { //说明还没添加到场景中-旧版方法
|
|
|
- this.scene.add(cube); //处理完毕后在加入场景中
|
|
|
- }
|
|
|
- if(scaleX>1 || scaleY>1){
|
|
|
- console.warn("***scaleinfo***",cubeInfo.id,scaleX,scaleY,cubeInfo.modelName)
|
|
|
+ cube.scale.y = 1;
|
|
|
+ // if (!cube.parent) { //说明还没添加到场景中-旧版方法
|
|
|
+ // this.scene.add(cube); //处理完毕后在加入场景中
|
|
|
+ // }
|
|
|
+ // if(scaleX>1 || scaleY>1){
|
|
|
+ // console.warn("***scaleinfo***",cubeInfo.id,scaleX,scaleY,cubeInfo.modelName)
|
|
|
+ // }
|
|
|
+ if(this.type==2){//全局精简加载
|
|
|
+ let name = cubeInfo.modelName.substring(0, cubeInfo.modelName.length - 2);
|
|
|
+ if(globlShowModel.includes(name)){
|
|
|
+ if(cubeInfo.modelName=='BP_XSPACE_deng_01_C'){//灯光
|
|
|
+ this.lightHandle(cube)
|
|
|
+ }else{
|
|
|
+ this.updateInfo(cube,oldPosition,scaleX,scaleY);//实例化方法
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }else{
|
|
|
+ if(cubeInfo.modelName=='BP_XSPACE_deng_01_C'){//灯光
|
|
|
+ this.lightHandle(cube)
|
|
|
+ }else{
|
|
|
+ this.updateInfo(cube,oldPosition,scaleX,scaleY);//实例化方法
|
|
|
+ }
|
|
|
}
|
|
|
- // this.updateInfo(cube,oldPosition,scaleX,scaleY);//实例化方法
|
|
|
},
|
|
|
//更新家具模型到页面中
|
|
|
updateInfo(cube,oldPosition,scaleX,scaleY){
|
|
|
let lay = this.gltfLayouts.find(it=>it.uniId==cube.uniId);
|
|
|
- cube.instancedMeshIndexList.forEach(item=>{
|
|
|
- let index = item.instancedMeshIndex;
|
|
|
- let instancedMesh = this.instancedFurList[index];//网格实例对象
|
|
|
- let curMeshIndex = item.instancedAtIndex;//当前家具模型在网格实例对象里面的序号
|
|
|
- let stratMatrix = new THREE.Matrix4();//定义一个四维矩阵
|
|
|
- instancedMesh.getMatrixAt(curMeshIndex,stratMatrix);//获取当前几何体的四维矩阵到stratMatrix里面
|
|
|
- let scaleMatrix = new THREE.Matrix4(); //定义一个缩放变化矩阵
|
|
|
- let panMatrix = new THREE.Matrix4(); //定义一个平移变化矩阵
|
|
|
- if (!lay.loaded) { //说明还没添加到场景中
|
|
|
- scaleMatrix.makeScale(scaleX,1,scaleY); //获得缩放变化矩阵
|
|
|
- panMatrix.makeTranslation(cube.position.x,0,cube.position.z); //获得平移变化矩阵
|
|
|
- stratMatrix.multiply(scaleMatrix).premultiply(panMatrix);//通过矩阵计算获得最终的形变矩阵
|
|
|
- instancedMesh.instanceMatrix.needsUpdate = true;//更新之前,必须开启开关
|
|
|
- instancedMesh.setMatrixAt(curMeshIndex,stratMatrix);//更新几何体的世界矩阵
|
|
|
- this.scene.add(instancedMesh);
|
|
|
- }else{//更新形变矩阵
|
|
|
- panMatrix.makeTranslation(cube.position.x - oldPosition.x,0,cube.position.z - oldPosition.z); //获得平移变化矩阵
|
|
|
- stratMatrix.premultiply(panMatrix);//通过矩阵计算获得最终的形变矩阵
|
|
|
- instancedMesh.instanceMatrix.needsUpdate = true;//更新之前,必须开启开关
|
|
|
- instancedMesh.setMatrixAt(curMeshIndex,stratMatrix);//更新几何体的世界矩阵
|
|
|
- }
|
|
|
- })
|
|
|
- lay.loaded = true;
|
|
|
+ if(cube.instancedMeshIndexList && cube.instancedMeshIndexList.length>0){
|
|
|
+ cube.instancedMeshIndexList.forEach(item=>{
|
|
|
+ let index = item.instancedMeshIndex;
|
|
|
+ let instancedMesh = this.instancedFurList[index];//网格实例对象
|
|
|
+ let curMeshIndex = item.instancedAtIndex;//当前家具模型在网格实例对象里面的序号
|
|
|
+ let stratMatrix = new THREE.Matrix4();//定义一个四维矩阵
|
|
|
+ instancedMesh.getMatrixAt(curMeshIndex,stratMatrix);//获取当前几何体的四维矩阵到stratMatrix里面
|
|
|
+ let scaleMatrix = new THREE.Matrix4(); //定义一个缩放变化矩阵
|
|
|
+ let panMatrix = new THREE.Matrix4(); //定义一个平移变化矩阵
|
|
|
+ if (!lay.loaded) { //说明还没添加到场景中
|
|
|
+ // scaleMatrix.makeScale(scaleX,1,scaleY); //获得缩放变化矩阵
|
|
|
+ // panMatrix.makeTranslation(cube.position.x,0,cube.position.z); //获得平移变化矩阵
|
|
|
+ // stratMatrix.multiply(scaleMatrix).premultiply(panMatrix);//通过矩阵计算获得最终的形变矩阵
|
|
|
+ // instancedMesh.instanceMatrix.needsUpdate = true;//更新之前,必须开启开关
|
|
|
+ // instancedMesh.setMatrixAt(curMeshIndex,stratMatrix);//更新几何体的世界矩阵
|
|
|
+ // this.scene.add(instancedMesh);
|
|
|
+ }else{//更新形变矩阵
|
|
|
+ scaleMatrix.makeScale(scaleX, 1, scaleY); //获得缩放变化矩阵
|
|
|
+ panMatrix.makeTranslation(cube.position.x - oldPosition.x,0,cube.position.z - oldPosition.z); //获得平移变化矩阵
|
|
|
+ stratMatrix.multiply(scaleMatrix).premultiply(panMatrix);//通过矩阵计算获得最终的形变矩阵
|
|
|
+ instancedMesh.instanceMatrix.needsUpdate = true;//更新之前,必须开启开关
|
|
|
+ instancedMesh.setMatrixAt(curMeshIndex,stratMatrix);//更新几何体的世界矩阵
|
|
|
+ }
|
|
|
+ })
|
|
|
+ lay.loaded = true;
|
|
|
+ }
|
|
|
+ },
|
|
|
+ // 空间处理光源
|
|
|
+ lightHandle(cube){
|
|
|
+ let light = this.gltfLayouts.find(it=>it.uniId==cube.uniId);
|
|
|
+ if(!light.loaded){
|
|
|
+ // 从一个点向各个方向发射的光源。一个常见的例子是模拟一个灯泡发出的光。
|
|
|
+ let pointLight = new THREE.PointLight(0xffd7b3, 1.5, 5, 1);
|
|
|
+ pointLight.position.set(cube.position.x, 1.5, cube.position.z); //default; light shining from top
|
|
|
+ this.scene.add(pointLight);
|
|
|
+ let sphereSize = 0.1;
|
|
|
+ let pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
|
|
|
+ this.scene.add( pointLightHelper);
|
|
|
+
|
|
|
+ pointLight.castShadow = true; // default false
|
|
|
+ // 默认情况下光投影相机区域是一个长宽高为10x10x500的长方体区域,光源投射方向为通过坐标原点
|
|
|
+ pointLight.shadow.camera.left = -200; // default
|
|
|
+ pointLight.shadow.camera.right = 200; // default
|
|
|
+ pointLight.shadow.camera.top = 200; // default
|
|
|
+ pointLight.shadow.camera.bottom = -200; // default
|
|
|
+ this.scene.add(pointLight);
|
|
|
+
|
|
|
+ light.loaded = true;
|
|
|
+ }else{
|
|
|
+
|
|
|
+ }
|
|
|
},
|
|
|
// 空间布局旋转镜像重置模型约束
|
|
|
resetModelParameters(curSpace, cubeInfo) {
|
|
@@ -692,5 +930,118 @@ export default {
|
|
|
|
|
|
return cubeInfo;
|
|
|
},
|
|
|
+ // 改变空间模型
|
|
|
+ changeLayoutModel(){
|
|
|
+
|
|
|
+ let changeSpaces = [];
|
|
|
+
|
|
|
+ // 去重
|
|
|
+ for (let index = 0; index < this.changeSpaces.length; index++) {
|
|
|
+ const element = this.changeSpaces[index];
|
|
|
+ const findIndex = changeSpaces.findIndex((item)=>{
|
|
|
+ return item.spaceId == element.spaceId;
|
|
|
+ })
|
|
|
+ if(findIndex==-1){
|
|
|
+ const findListIndex = this.spaceList.findIndex((item)=>{
|
|
|
+ return item.spaceId == element.spaceId;
|
|
|
+ })
|
|
|
+ if(findListIndex !=-1){
|
|
|
+ changeSpaces.push(this.spaceList[findListIndex])
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ console.log("所有变化的空间", changeSpaces)
|
|
|
+ this.changeLayouts = [];
|
|
|
+ let promise_list = [];
|
|
|
+
|
|
|
+ for (let index = 0; index < changeSpaces.length; index++) {
|
|
|
+ const element = changeSpaces[index];
|
|
|
+
|
|
|
+
|
|
|
+ const layoutObj = this.arrFrunList.find((item)=>{
|
|
|
+ return item.id == element.layoutId;
|
|
|
+ })
|
|
|
+ console.log("请求布局的对象", layoutObj, element);
|
|
|
+ if(layoutObj){
|
|
|
+
|
|
|
+ promise_list.push(
|
|
|
+ new Promise((resolve, reject) => {
|
|
|
+ this.loadlayoutByID(layoutObj.groupType, element, resolve);
|
|
|
+ })
|
|
|
+ )
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+ Promise.all(promise_list).then(()=>{
|
|
|
+ this.$nextTick(()=>{
|
|
|
+ console.log("新布局替换完成");
|
|
|
+ this.furnHandle(this.changeLayouts);
|
|
|
+ })
|
|
|
+ })
|
|
|
+ },
|
|
|
+ async loadlayoutByID(groupType,spaceObj, resolve){
|
|
|
+ let param = {
|
|
|
+ "brandId": config.brandId,
|
|
|
+ "houseId": this.curHouseObj.houseId,
|
|
|
+ "groupType": groupType
|
|
|
+ }
|
|
|
+
|
|
|
+ // 默认的布局
|
|
|
+ let res = await requestConfig("findOverallArrangementList", param);
|
|
|
+ if (!res.success || !res.pageModel || res.pageModel.resultSet.length == 0) {
|
|
|
+ return resolve();
|
|
|
+ }
|
|
|
+
|
|
|
+ const groupLayouts = res.pageModel.resultSet;
|
|
|
+ console.log("查询指定分组的布局", groupType, groupLayouts, spaceObj.spaceWidth, spaceObj.spaceHeight)
|
|
|
+
|
|
|
+ // 根据空间的尺寸和布局的最小尺寸,筛选出合适的最大的布局
|
|
|
+ const layouts01 = groupLayouts.filter((item)=>{
|
|
|
+ return item.minWidth <= spaceObj.spaceWidth && item.minDepth <= spaceObj.spaceHeight
|
|
|
+ })
|
|
|
+ console.log("过滤适合的布局01", layouts01)
|
|
|
+ // 长度和宽度都满足空间尺寸
|
|
|
+ const layouts02 = layouts01.filter((item)=>{
|
|
|
+ return (item.minWidth * item.minDepth ) <= (spaceObj.spaceWidth * spaceObj.spaceHeight)
|
|
|
+ })
|
|
|
+ console.log("过滤适合的布局02", layouts02)
|
|
|
+
|
|
|
+
|
|
|
+ // 取布局面积最大的一个
|
|
|
+ let layoutObj = null
|
|
|
+ for (let index = 0; index < layouts02.length; index++) {
|
|
|
+ const element = layouts02[index];
|
|
|
+ if(!layoutObj){
|
|
|
+ layoutObj = element;
|
|
|
+ }else{
|
|
|
+ if((layoutObj.minWidth * layoutObj.minDepth) < (element.minWidth * element.minDepth)){
|
|
|
+ layoutObj = element;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ console.log("找出最合适的布局", layoutObj)
|
|
|
+ console.log("更新空间的布局ID=", layoutObj.id)
|
|
|
+
|
|
|
+ // 合适的布局更现有布局相同
|
|
|
+ if(spaceObj.layoutId == layoutObj.id){
|
|
|
+ this.changeLayoutModelState(true); // 显示家具模型
|
|
|
+ return resolve()
|
|
|
+ }
|
|
|
+
|
|
|
+ // 更新空间的布局id
|
|
|
+ for (let index = 0; index < this.spaceList.length; index++) {
|
|
|
+ const element = this.spaceList[index];
|
|
|
+ if(element.spaceId == spaceObj.spaceId){
|
|
|
+ this.deleteLayoutModel(element, layoutObj)
|
|
|
+ element.layoutId = layoutObj.id
|
|
|
+ console.log("替换空间的布局ID", spaceObj.spaceId, layoutObj.id);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ this.changeLayouts.push(layoutObj)
|
|
|
+
|
|
|
+ resolve()
|
|
|
+ }
|
|
|
}
|
|
|
}
|