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更新模型

zjs_project 1 year ago
parent
commit
bf41f31c6d

+ 922 - 0
src/pages/webgl_rxdz_roam/webgl_rxdz_roam - 副本.vue

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+<template src="./webgl_rxdz_roam.html">
+
+</template>
+<script>
+	import * as THREE from 'three';
+	import Stats from 'three/addons/libs/stats.module.js';
+	import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
+	import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
+	
+	import TWEEN from 'three/addons/libs/tween.module.js';
+
+	var requestId = "";
+    const util = require('@/utils/util.js').default;
+	// import util from '@/utils/util.js';
+    // const config = require('@/services/urlConfig.js');
+    // import requestConfig from '@/static/lib/requestConfig.js';
+	import viewShell from'@/components/newBottomCom/viewShell/viewShell.vue';
+	import viewMask from'@/components/newBottomCom/viewMask/viewMask.vue';
+
+	// import { RGBELoader } from '@/webgl/jsm/loaders/RGBELoader.js';
+	import screenshot from '@/mixins/screenshot.js';
+	import floorMethod from '@/mixins/floorMethod.js';
+	import loadModel from '@/mixins/loadModel.js';
+	import wallMethod from '@/mixins/wallMethod.js';
+	// import commonPageMethod from '@/common/commonPageMethod.js';
+    // const app = getApp(); //获取应用实例
+    export default {
+		components:{viewShell,viewMask},
+		mixins:[screenshot,loadModel,floorMethod,wallMethod],
+        /**
+         * 页面的初始数据
+         */
+        data() {
+            return {
+				pvCurPageName: "room_show",
+				locusBehaviorName: "房间展示",
+				pvCurPageParams: null,
+                houseId: "",
+				pvId: 'p_2cmina_23080402',
+				canvas:null,
+				navbar: {
+				    showCapsule: 1,
+				    title: '客厅',
+				    titleColor: '#000',
+				    navPadding: 0,
+				    navPaddingBg:'transparent',
+				    navBarColor: 'transparent',
+				    navBackColor: 'transparent',
+				    haveCallback: false, // 如果是 true 会接手 navbarBackClk
+				    fromShare: false,
+				    fromProject: 0,
+				    shareToken: "",
+				    pageName: this.pvCurPageName,
+				},
+                id:'',// 户型编号
+                spaceList:[], // 空间列表
+                gltfSpaces:[], // 场景中地板模型数组
+                curSpaceObj:null, // 当前选中的空间
+                // curSpaceIndex:-1, // 当前选中的空间索引
+				spaceId:null,
+                wallIds:[], // 空间墙体id
+				wallList:[], // 墙体数据
+                gltfWalls:[], // 场景中墙体模型数组
+                loader:null,
+                scene:null,
+                // sky:null,
+                camera:null,
+				controlStarPosition : { x:0, y:0, z:0},	//控制器初始位置
+				cameraStarPosition : { x:0, y:20, z:0}	,//摄像头初始位置
+				cameraLastPosition: null,		//摄像头上一次移动到的位置
+				controlLastPosition: null,		//观察点上一次移动到的位置
+				canvasHeight:408,	//canvas视图的高度-计算得出
+				chooseMesh:null,//标记鼠标拾取到的mesh
+				isManyou: false,	//当前是否处在漫游状态
+				shottingImg: [],
+				progress:1,	//进度条
+				myLoadingStatus:false,
+				// textGeoList:[],
+				repeatFlag:false,	//重复点击
+				// skyPlan: null, // 天空盒子
+				instancedMeshList: [],
+				screenshotResolve:null,
+				actors:[],
+				showDownView:true,//默认显示下载按钮
+				currentActor:null,
+				isIos:false,	//是否ios手机。默认不是
+				circleGroup:null,
+				// aiImagesList:[
+				// 	// "https://dm.static.elab-plus.com/miniProgram/plus_IM01.png",
+				// 	// "https://dm.static.elab-plus.com/miniProgram/plus_IM02.png",
+				// 	// "https://dm.static.elab-plus.com/miniProgram/plus_IM03.png",
+				// 	// "https://dm.static.elab-plus.com/miniProgram/plus_IM04.png",
+				// ]
+            }
+        },
+		beforeDestroy() {
+			cancelAnimationFrame(requestId, this.canvas)
+			this.worker && this.worker.terminate()
+			if (this.renderer instanceof THREE.WebGLRenderer) {
+				this.renderer.dispose()
+				this.renderer.forceContextLoss()
+				this.renderer.context = null
+				this.renderer.domElement = null
+				this.renderer = null;
+				this.clearHandle()
+			}
+			TWEEN && TWEEN.removeAll();//清除所有的tween;
+			console.warn("***beforeDestroy-webgl_rxdz_roam***");
+		},
+        mounted(options) {
+			var that = this;
+			console.warn("***webgl_rxdz_roam-options***",this.$route.query)
+
+			let unit = window.screen.width / 750;//单位rpm 对应 px 的值
+			that.canvasHeight = window.screen.height - (408 * unit) + (20 * unit);
+			this.houseId = this.$route.query.houseId?this.$route.query.houseId:'';
+			this.spaceId = this.$route.query.spaceId?this.$route.query.spaceId:'';
+			let container = this.$refs.webgl;
+            let canvas3d = this.canvas = this.$refs.glcanvas;
+			//uniapp 兼容写法,因为uni的页面对象的Vue 实例是$vm
+			
+			let camera = null, renderer = null;
+			let needRender = false;	//是否需要渲染 false表示不需要渲染;true 表示需要渲染
+            let loader = this.loader = new GLTFLoader();
+            let scene = this.scene = new THREE.Scene();
+            let raycaster = null;
+            let mouse = new THREE.Vector2();
+            let chooseMesh = this.chooseMesh;//标记鼠标拾取到的mesh
+			let isUserContorl = true;//是否进入漫游状态-默认是
+			//漫游时变量
+			let onPointerDownMouseX = 0, onPointerDownMouseY = 0,
+			lon = 0;
+			let fingerCount = 0;	//触摸时的手指数目
+			let startTime = 0;	//非漫游时的移动变量
+			let tweenCameraAnma = false;	//表示当前是否处在动画过程中
+			let controls = null,boundary=null;
+			let stats;
+			init();
+			// this.$refs.myLoading.showLoading("加载中...1%")
+			this.$store.state.loadingMsg="加载中...1%";
+			// this.myLoadingStatus = true;
+			this.progress = 1;
+			this.clearEvent = clearEvent;
+			this.attendEvent = attendEvent;
+			// this.meshRoam = meshRoam;
+			this.tweenCameraAnmaChange = tweenCameraAnmaChange;
+			this.switchActor = switchActor;
+			this.hideOrShowActor = hideOrShowActor;
+			this.starRender = starRender;//对外暴露启动渲染的方法
+			this.positionCamer = positionCamer;
+			function init() {
+
+                scene.background = new THREE.Color("#FFFFFF");
+				// scene.environment = new THREE.Color("#F2F2F2");
+				// 创建一个HDR贴图加载器
+				// const rgbeloader = new RGBELoader();
+				// // 加载HDR贴图
+				// rgbeloader.load('https://dm.static.elab-plus.com/miniProgram/environment.hdr', (texture) => {
+				// 	// 将HDR贴图设置为场景的环境贴图
+				// 	texture.mapping = THREE.EquirectangularReflectionMapping;
+				// 	scene.environment = texture;
+				// })
+
+				// 创建相机位置
+				camera = new THREE.PerspectiveCamera(95, window.screen.width / that.canvasHeight, 0.1, 10000 );
+				// camera.up.set(0, 1, 0);//俯视状态,将相机的up向量设置为z轴负方向 {x:0,y:1,z:0}
+				// camera.position.set(that.cameraStarPosition.x, that.cameraStarPosition.y, that.cameraStarPosition.z);
+				scene.add(camera);
+                that.camera = camera;
+
+                // 环境光会均匀的照亮场景中的所有物体
+				const ambientLight = new THREE.AmbientLight(0xFFEFE0, 3.5);
+				scene.add(ambientLight);
+				//平行光
+				const light = new THREE.DirectionalLight(0xFFF8E5, 2.5);
+				light.position.set(5, 7, 3); //default; light shining from top
+				light.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
+				light.shadow.camera.left = -100; // 这个区域内产生阴影
+				light.shadow.camera.right  = 100; // 这个区域内产生阴影
+				light.shadow.camera.top  = 100; // 这个区域内产生阴影
+				light.shadow.camera.bottom  = -100; // 这个区域内产生阴影
+				
+				light.shadow.mapSize.width = 8192; 	// 影响阴影的清晰度
+				light.shadow.mapSize.height = 8192; // 影响阴影的清晰度
+
+				scene.add(light);
+				
+				//antialias 这个值得设置为false,不然IOS上截图会失效
+                renderer = that.renderer = new THREE.WebGLRenderer( { 
+					canvas:canvas3d, 
+					alpha: true,
+					antialias:true,
+					preserveDrawingBuffer: true,
+				});
+				renderer.shadowMap.enabled = true;//产生阴影
+				renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 阴影属性
+				renderer.outputEncoding = THREE.sRGBEncoding;
+				renderer.outputColorSpace = THREE.SRGBColorSpace;
+				// renderer.toneMappingExposure = 0.1;//色调映射的曝光级别。默认是1
+				renderer.toneMapping = THREE.NoToneMapping;//色调映射
+				renderer.physicallyCorrectLights = true;//关键参数,模拟物理光照影响,必须设置为true
+
+                renderer.setPixelRatio(window.devicePixelRatio);
+                renderer.setSize(window.screen.width, that.canvasHeight);
+                container.appendChild( renderer.domElement );
+				
+				controls = new OrbitControls( camera, renderer.domElement );
+				controls.screenSpacePanning = true;
+				controls.enableDamping = true;
+				controls.minDistance = 0.5;
+				controls.maxDistance = 10;
+				controls.minPolarAngle = 0;// 默认0
+				controls.maxPolarAngle = Math.PI / 2; // 默认Math.PI,即可以向下旋转到的视角。
+				controls.target.set(  that.controlStarPosition.x, that.controlStarPosition.y, that.controlStarPosition.z);
+				
+				controls.enableZoom = true;//启用摄像机的缩放
+				controls.enablePan = false;//禁用摄像机平移
+				controls.enableRotate = true;//启用摄像机水平或垂直旋转
+				controls.zoomToCursor = true;
+				// controls.update();
+				// 监听相机移动事件-限制只能在当前空间范围内移动
+				controls.addEventListener('change', () => {
+					// 检查相机位置是否超出边界框
+					if (boundary && !boundary.containsPoint(camera.position)) {
+						let clampedPosition = new THREE.Vector3( );
+						boundary.clampPoint(camera.position,clampedPosition);
+						if(clampedPosition){
+							camera.position.copy(clampedPosition);
+							// controls.target.copy(clampedPosition);
+						}
+					}
+				});
+				// controls.target = new THREE.Vector3( );;
+				// camera.lookAt(that.controlStarPosition.x,that.controlStarPosition.y,that.controlStarPosition.z);
+                raycaster = new THREE.Raycaster();
+				stats = new Stats();
+				container.appendChild(stats.dom);
+				stats.domElement.style.top = '100px';
+				attendEvent();//注册监听事件
+				starRender();	//启动渲染
+            }
+			function tweenCameraAnmaChange (value) {
+				tweenCameraAnma = value
+			}
+			function attendEvent () {
+				renderer.domElement.addEventListener('touchstart', onPointerStart, false);
+				renderer.domElement.addEventListener('touchmove', onPointerMove, false);
+				renderer.domElement.addEventListener('touchend', onPointerUp, false);
+			}
+			//取消事件监听-避免二次进入时触发多次事件
+			function clearEvent(){
+				console.warn("**clearEvent****")
+				renderer && renderer.domElement && renderer.domElement.removeEventListener('touchstart', onPointerStart);
+				renderer && renderer.domElement && renderer.domElement.removeEventListener('touchmove', onPointerMove );
+				renderer && renderer.domElement && renderer.domElement.removeEventListener('touchend', onPointerUp );
+			}
+			// 手指移动开始
+			function onPointerStart(event){
+				startTime = (new Date()).getTime();
+				fingerCount = event.touches.length;//手指个数
+				console.log('开始触摸事件:',lon,fingerCount,camera.position.y)
+				if (fingerCount === 1) {
+					// 只有一个手指时记录当前点的坐标作为平移起始点
+					onPointerDownMouseX = event.changedTouches[0].clientX;
+					onPointerDownMouseY = event.changedTouches[0].clientY;
+				}
+			}
+			//持续触摸中
+			function onPointerMove( event ) {
+				fingerCount = event.touches.length;//手指个数
+			}
+			//触摸结束
+			function onPointerUp(event) {
+				fingerCount = event.touches.length;//手指个数
+				console.warn("***触摸结束***",fingerCount,startTime)
+				if(fingerCount==0){
+					let now = new Date().getTime()
+					if (Math.abs(event.changedTouches[0].clientX - onPointerDownMouseX) < 10 
+					&& Math.abs(event.changedTouches[0].clientY - onPointerDownMouseY) < 10 
+					&& (now - startTime) < 300 ){
+						checkIntersection(event);
+					}
+				}
+			}
+			//射线检测handle
+			function checkIntersection(event) {
+			    let x = (event.changedTouches[0].clientX / window.screen.width) * 2 - 1;
+			    let y = -(event.changedTouches[0].clientY / that.canvasHeight) * 2 + 1;
+			    mouse.x = x;
+			    mouse.y = y;
+			    //更新射线
+			    raycaster.setFromCamera(mouse, camera);
+			    let intersects = raycaster.intersectObjects(scene.children,true);
+				console.warn("***checkIntersection***",intersects.length)
+			    if (intersects.length > 0) {
+					//找到最近的那个网格模型物体
+					let mesh = intersects.find((it) => {
+						if(it.object && it.object.isMesh == true  
+							&& it.object.parent && it.object.parent.name == 'actor'
+							&& it.object.parent.visible == true){
+							return true;
+						}
+					});
+					
+					//拾取到了视角,就不继续拾取了
+					if(mesh){
+						moveActor(mesh.object.parent);
+						return false;
+					}
+					mesh = intersects.find((it) => {
+						if(it.object && it.object.isInstancedMesh
+							&& (it.object.name == '地板' || it.object.name == '花园') && it.object.visible == true){
+							return true;
+						}
+					});
+					//拾取到了地板
+					if(mesh){
+						let floor = mesh.object;
+						let index = mesh.instanceId;//射线相交是的实例序号
+						let spaceId = that.gltfSpaces[index].spaceId;//获取选中实例的空间id
+						if(floor.name == "花园"){//花园
+							let selectMesh = that.gltfSpaces.find(it=>{return it.spaceType==14 && it.instancedMeshIndexList[0].instancedAtIndex==index})
+							spaceId = selectMesh.spaceId;
+						}else{//室内
+							// floor.name = "地板";
+							let selectMesh = that.gltfSpaces.find(it=>{return it.spaceType!=14 && it.instancedMeshIndexList[0].instancedAtIndex==index})
+							spaceId = selectMesh.spaceId;
+						}
+						// let spaceId = that.gltfSpaces[index].spaceId;//获取选中实例的空间id
+						console.warn("***checkIntersection-地板***",mesh,floor,index,spaceId,that.spaceId)
+						//当前拾取到的是本空间的底部-意味着用户点击了地板
+						if(floor && spaceId == that.spaceId){
+							// console.warn("***checkIntersection-地板***",mesh,floor)
+							moveCarmer(mesh.point);
+							return false;
+						}
+					}
+			    }
+			}
+			//显示当前选中的视角或者隐藏所有视角-因为截图时不能保留视角
+			function hideOrShowActor (type) {
+				console.warn("***hideOrShowActor***",type)
+				if(type=='hide'){
+					that.actors.forEach(it=>{
+						it.visible = false;//隐藏所有的视角的mesh模型
+					})
+				}else{
+					if(!that.currentActor){
+						uni.showToast({
+							icon: "none",
+							title: "没有视角!",
+						});
+						return false;
+					}
+					that.actors.forEach(it=>{
+						if(that.currentActor.userIndex==it.userIndex){
+							it.visible = false;//隐藏即将切换到的视角的mesh模型
+						}else{
+							it.visible = true;//显示其他视角的模型
+						}
+					})
+				}
+			}
+			//自动切换视角
+			function switchActor () {
+				if(!that.currentActor){
+					uni.showToast({
+						icon: "none",
+						title: "没有当前视角!",
+					});
+					return false;
+				}
+				if(!that.actors || that.actors.length==0){
+					uni.showToast({
+						icon: "none",
+						title: "没有视角!",
+					});
+					return false;
+				}
+				let index = that.currentActor.userIndex;//当前视角的序号
+				let nextIndex = (index + 1) % that.actors.length;
+				//移动到对应的视角去
+				moveActor(that.actors[nextIndex]);
+			}
+			//移动到选中的位置-地板
+			function moveCarmer (point) {
+				//还在动画中,不能点击切换
+				if(tweenCameraAnma == true){
+					return false;
+				}
+				let _x =  point.x - camera.position.x;//x轴移动的距离
+				let _z =  point.z - camera.position.z;//z轴移动的距离
+				// console.warn("***moveCarmer***",_x,_z)
+				let cameraNewPosition = {x:camera.position.x + _x,y:1.2,z:camera.position.z + _z};
+				let targetNewPosition = {x:controls.target.x + _x,y:1.2,z:controls.target.z + _z};
+				let oldUp = {x:0,y:1,z:0};	
+				let newUp = {x:0,y:1,z:0};
+				moveTip(cameraNewPosition)
+				// console.warn("**moveCarmer***",lon,JSON.stringify(cameraNewPosition),JSON.stringify(targetNewPosition))
+				tweenCamera(camera.position,controls.target,cameraNewPosition,targetNewPosition,oldUp,newUp,2000);
+			}
+			//创建地标
+			function creatMoveTip(position){
+				if(!that.circleGroup){
+					that.circleGroup = new THREE.Group();
+					let geometry = new THREE.CircleGeometry( 0.2, 32 );
+					let material = new THREE.MeshBasicMaterial( { transparent: true } );
+					let circle = new THREE.Mesh( geometry, material );
+					circle.position.set(position.x,0.01,position.z);
+					circle.rotation.x = -Math.PI / 2;
+					// let geometry1 = new THREE.CircleGeometry( 0.4, 32 );
+					// let circle2 = new THREE.Mesh( geometry1, material );
+					// circle2.position.set(position.x,0.01,position.z);
+					// 使用贴图
+					const textureLoader = new THREE.TextureLoader();
+					textureLoader.load('https://dm.static.elab-plus.com/miniProgram/circlemap1.png', function(texture) {
+						material.map = texture; // 将贴图应用于材质的map属性
+						material.needsUpdate = true; // 更新材质
+					});
+					that.circleGroup.add(circle);
+					scene.add(that.circleGroup);
+				}
+			}
+			//移动地标
+			function moveTip(position){
+				if(!that.circleGroup){
+					that.circleGroup = new THREE.Group();
+					let geometry = new THREE.CircleGeometry( 0.2, 32 );
+					let material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
+					let circle = new THREE.Mesh( geometry, material );
+					circle.position.set(position.x,0.01,position.z);
+					circle.rotation.x = -Math.PI / 2;
+					// let geometry1 = new THREE.CircleGeometry( 0.4, 32 );
+					// let circle2 = new THREE.Mesh( geometry1, material );
+					// circle2.position.set(position.x,0.01,position.z);
+					that.circleGroup.add(circle);
+					scene.add(that.circleGroup);
+				}else{
+					that.circleGroup.children[0].position.set(position.x,0.01,position.z);
+				}
+			}
+			//移动视角点位
+			function moveActor (obj) {
+				clearEvent();//注销事件监听
+				that.actors.forEach(it=>{
+					if(obj.userIndex==it.userIndex){
+						it.visible = false;//隐藏
+					}else{
+						it.visible = true;//显示其他
+					}
+				})
+				// console.warn("***moveActor***",obj)
+				that.currentActor = obj;//记录下当前的视角对象 mesh网格模型
+				let cameraNewPosition = obj.position;
+				let targetNewPosition = obj.targetNewPosition;
+				let oldUp = {x:0,y:1,z:0};	//俯视
+				let newUp = {x:0,y:1,z:0};	//正视
+				console.warn("**moveActor***",JSON.stringify(cameraNewPosition),JSON.stringify(targetNewPosition))
+				tweenCamera(camera.position,controls.target,cameraNewPosition,targetNewPosition,oldUp,newUp,2000);
+				lon = 0;
+				setTimeout(()=> {
+					attendEvent()
+				}, 2000);
+			}
+			//初始化点位视角
+			function initActor(){
+				if(!chooseMesh){
+					console.error("[drawActor],没有选中的空间数据")
+					return false;
+				}
+				let spaceObj = chooseMesh;//获取选中的空间模型的相关数据
+				if(!spaceObj.actors){
+					return false;
+				}
+				let defaulIndex = spaceObj.actors.findIndex(it=>it.isSelected==true);
+				if(defaulIndex == -1){
+					defaulIndex = 0;
+				}
+				that.actors = [];
+				that.loader.load("https://dm.static.elab-plus.com/miniProgram/hs/gltf/sxtgltf.gltf",  ( gltf ) => {
+					spaceObj.actors.forEach((actor,index)=>{
+						let model = gltf.scene; // 获取模型
+						let cloneModel = model.clone(true);//赋值模型,准备复用
+						cloneModel.children.map((v,i)=>{
+							if(v.material){
+								v.material = model.children[i].material.clone()
+							}
+						})
+						let cube = cloneModel;
+						cube.name = "actor";
+						cube.userType = "mesh";
+						//新的摄像机的位置-新的摄像机角度是倾斜角度,所以z值需要计算,高度设置为模型高度的2倍
+						let _actorLoaction = actor.actorLocation.split(',');//x y z
+						let _actorTransform = actor.actorTransform.split(',');//旋转角度,取第三个值
+						let _hd = THREE.MathUtils.degToRad(parseInt(_actorTransform[2]));//将度转化为弧度。
+						let _hdY = THREE.MathUtils.degToRad(parseInt(_actorTransform[1]));//Y轴方向上将度转化为弧度。
+						if(parseInt(_actorLoaction[1])==0){//X轴
+							_actorLoaction[1] = spaceObj.centerX;
+						}
+						if(parseInt(_actorLoaction[0])==0){//Y轴
+							_actorLoaction[0] = spaceObj.centerY;
+						}
+						let X_C = _actorLoaction[0] - spaceObj.centerY;//X轴偏移量
+						let Y_C = _actorLoaction[1] - spaceObj.centerX;//Y轴偏移量
+						let px = spaceObj.centerX + X_C;
+						let py = spaceObj.centerY + Y_C;
+						let position = {
+							x:(parseInt(px))/100,
+							y:1.2, 
+							z:-(parseInt(py))/100,//模型Y轴坐标系正负值跟webglZ轴是相反的
+						}
+						//新的观察点的位置-取模型的中心点坐标,加上高度,由于模型都是贴地的,所以高度设置为1.2
+						let targetNewPosition = {
+							x:position.x + Math.sin(_hd),
+							y:1.2 + Math.tan(_hdY),
+							z:(position.z - Math.cos(_hd)),
+						}
+						cube.position.set(position.x,position.y,position.z)
+						cube.scale.set(2, 2, 2);
+						cube.userIndex = index;
+						cube.actorEum = index;
+						cube.targetNewPosition = targetNewPosition;
+						console.warn("*actors*",cube)
+						scene.add(cube);
+						that.actors.push(cube);//添加视角
+						if(index == defaulIndex){//隐藏当前视角
+							cube.visible = false;
+							that.currentActor = cube;//记录下当前的视角对象 mesh网格模型
+							let param = {
+								type: 'CLK', //埋点类型
+								clkId: 'clk_2cmina_23080411', //点击ID
+								clkName: 'visualangle_clk', //点击前往的页面名称
+								clkParams: {
+									locusName: "预制视角",
+									type:that.actors[index].actorEum
+								}
+							};
+							util.trackRequest(param);
+						}
+					})
+				})
+			}
+			//计算当前选中空间的平视时的观察点和摄像机的放置点位
+			function roamPositionHandle(lon=''){
+				if(!chooseMesh){
+					console.error("[roamPositionHandle],没有选中的空间数据")
+					return false;
+				}
+				let spaceObj = chooseMesh;//获取选中的空间模型的相关数据
+				//获取视角
+				let defaultActor = null;
+				if(spaceObj.actors && spaceObj.actors.length>0){
+					defaultActor = spaceObj.actors.find(it=>it.isSelected==true);
+					if(!defaultActor){
+						defaultActor = spaceObj.actors[0];
+					}
+				}
+				let _actorLoaction = defaultActor.actorLocation.split(',');//x y z
+				let _actorTransform = defaultActor.actorTransform.split(',');//旋转角度,取第三个值
+				let _hd = THREE.MathUtils.degToRad(parseInt(_actorTransform[2]) + lon);//将度转化为弧度。
+				let _hdY = THREE.MathUtils.degToRad(parseInt(_actorTransform[1]));//Y轴方向上将度转化为弧度。
+				if(parseInt(_actorLoaction[1])==0){//X轴
+					_actorLoaction[1] = spaceObj.centerX;
+				}
+				if(parseInt(_actorLoaction[0])==0){//Y轴
+					_actorLoaction[0] = spaceObj.centerY;
+				}
+				let X_C = _actorLoaction[0] - spaceObj.centerY;//X轴偏移量
+				let Y_C = _actorLoaction[1] - spaceObj.centerX;//Y轴偏移量
+				let px = spaceObj.centerX + X_C;
+				let py = spaceObj.centerY + Y_C;
+				//新的摄像机的位置-新的摄像机角度是倾斜角度,所以z值需要计算,高度设置为模型高度的2倍
+				let cameraNewPosition = {
+					x:(parseInt(px))/100,
+					y:1.2, 
+					z:-(parseInt(py))/100,//模型Y轴坐标系正负值跟webglZ轴是相反的
+				}
+				if(cameraNewPosition){
+					let minX = 0,maxX = 0,minY = 0,maxY = 0;//0.1 是模型墙壁厚度
+					minX = (spaceObj.centerX - (spaceObj.spaceWidth/2))/100 + 0.1;
+					maxX = (spaceObj.centerX + (spaceObj.spaceWidth/2))/100 - 0.1;
+					maxY = -((spaceObj.centerY - (spaceObj.spaceHeight/2))/100 + 0.1);
+					minY = -((spaceObj.centerY + (spaceObj.spaceHeight/2))/100 - 0.1);
+					//新的坐标轴不在房间范围内,则不能移动
+					// console.warn("**roamPositionHandle-观察点不在范围中****",JSON.stringify(cameraNewPosition),minX,maxX,minY,maxY)
+					if(cameraNewPosition.x<minX || cameraNewPosition.x>maxX
+					||cameraNewPosition.z<minY || cameraNewPosition.z>maxY){//不在房间范围
+						let _x = ((spaceObj.spaceWidth/2) - 15)*defaultActor.presentX + spaceObj.centerX;
+						let _z = ((spaceObj.spaceHeight/2) - 15)*defaultActor.presentY + spaceObj.centerY;
+						cameraNewPosition.x = _x/100;
+						cameraNewPosition.z = - _z/100;
+						console.warn("**roamPositionHandle-观察点不在空间范围-强制修正观察点位置****",JSON.stringify(cameraNewPosition))
+					}
+				}
+				//新的观察点的位置-取模型的中心点坐标,加上高度,由于模型都是贴地的,所以高度设置为1.2
+				let targetNewPosition = {
+					x:cameraNewPosition.x + Math.sin(_hd),
+					y:1.2 + Math.tan(_hdY),
+					z:(cameraNewPosition.z - Math.cos(_hd)),
+				}
+				return {cameraNewPosition,targetNewPosition}
+			}
+			//直接定位到摄像头位置
+			function positionCamer(mesh=null){
+				if(mesh){//如果传入了模型,则取模型
+					chooseMesh = mesh;
+				}
+				if(!chooseMesh){
+					console.error("[positionCamer],没有选中的空间数据")
+					return false;
+				}
+				if(!chooseMesh.actors || chooseMesh.actors.length==0){
+					chooseMesh.actors = [{
+						actorLocation:chooseMesh.actorLocation,
+						actorTransform:chooseMesh.actorTransform,
+						isSelected:true,
+						presentX:chooseMesh.presentX,
+						presentY:chooseMesh.presentY,
+					}]
+				}
+				boundary = new THREE.Box3(
+					new THREE.Vector3(chooseMesh.centerX/100 - chooseMesh.spaceWidth/100/2 + 0.1, 0, -chooseMesh.centerY/100 - chooseMesh.spaceHeight/100/2 + 0.1), // 边界框的最小点
+					new THREE.Vector3(chooseMesh.centerX/100 + chooseMesh.spaceWidth/100/2 - 0.1, 2.7, -chooseMesh.centerY/100 + chooseMesh.spaceHeight/100/2 - 0.1) // 边界框的最大点
+				);
+				initActor();//初始化视角
+				let data = roamPositionHandle();
+				let cameraNewPosition = data.cameraNewPosition;
+				let targetNewPosition = data.targetNewPosition;
+				creatMoveTip(cameraNewPosition);//创建移动的地标
+				camera.position.set(cameraNewPosition.x, cameraNewPosition.y, cameraNewPosition.z);
+				camera.lookAt(targetNewPosition.x,targetNewPosition.y,targetNewPosition.z);
+				controls.target.set(targetNewPosition.x,targetNewPosition.y,targetNewPosition.z);
+			}
+			// oldP  相机原来的位置
+            // oldT  target原来的位置
+            // newP  相机新的位置
+            // newT  target新的位置
+            function tweenCamera(oldP, oldT, newP, newT, oldUp, newUp, time=1000) {
+				if(JSON.stringify(oldP) == JSON.stringify(newP) && JSON.stringify(oldT) == JSON.stringify(newT)){
+					that.repeatFlag = false;//放开限制,可以再次点击
+					return false;
+				}
+				if (!chooseMesh) {
+					that.repeatFlag = false;//放开限制,可以再次点击
+					return false;
+				}
+				tweenCameraAnma = true;
+				var tween = new TWEEN.Tween({
+					x1: oldP.x, // 相机x
+					y1: oldP.y, // 相机y
+					z1: oldP.z, // 相机z
+					x2: oldT.x, // 控制点的中心点x
+					y2: oldT.y, // 控制点的中心点y
+					z2: oldT.z,	// 控制点的中心点z
+					x3: oldUp.x, // 控制点的中心点x
+					y3: oldUp.y, // 控制点的中心点y
+					z3: oldUp.z  // 控制点的中心点z
+				})
+				.to({
+			        x1: newP.x,
+					y1: newP.y,
+					z1: newP.z,
+					x2: newT.x,
+					y2: newT.y,
+					z2: newT.z,
+					x3: newUp.x, // up向量
+					y3: newUp.y, // 控制点的中心点y
+					z3: newUp.z  // 控制点的中心点z
+			    }, time)
+				.easing(TWEEN.Easing.Quadratic.InOut)
+				.onUpdate((object)=> {
+					camera.position.x = object.x1;
+					camera.position.y = object.y1;
+					camera.position.z = object.z1;
+					let newTarget = new THREE.Vector3(object.x3,object.y3,object.z3);
+					camera.up.copy(newTarget);
+					camera.lookAt(object.x2,object.y2,object.z2);
+					// controls.target.x = object.x2;
+					// controls.target.y = object.y2;
+					// controls.target.z = object.z2;
+					// controls.update();
+					// console.warn("****onUpdate**",object.x1,object.y1,object.z1,object.x2,object.y2,object.z2)
+				}).onComplete(()=>{
+					controls.target.x = newT.x;
+					controls.target.y = newT.y;
+					controls.target.z = newT.z;
+					//修正最后的视角
+					let up = new THREE.Vector3(newUp.x,newUp.y,newUp.z);
+					camera.up.copy(up);
+					camera.lookAt(controls.target.x,controls.target.y,controls.target.z);
+					tweenCameraAnma = false;
+					that.repeatFlag = false;//放开限制,可以再次点击
+				})
+				// 开始动画
+				tween.start();
+			}
+
+			function stopRender () {
+				needRender = false;
+			}
+			function starRender () {
+				if(needRender==true){//如果已经在渲染中了,则不能再次开启,避免渲染过多
+					false;
+				}
+				needRender = true;
+				render();//开始渲染
+			}
+            function render() {
+				if(needRender==false){
+					return false;
+				}
+                TWEEN && TWEEN.update();
+				stats.update();
+				//不处在动画过程中,则可以处理移动等动作
+				if(tweenCameraAnma==false){
+					
+				}
+				renderer.render(scene, camera);//单次渲染
+				requestId = requestAnimationFrame(render, canvas3d);
+				if (that.screenshotResolve) {
+					// if(that.isIos){//IOS手机
+						stopRender();
+						that.screenshotResolve()
+						that.screenshotResolve = null;//释放Promise
+					// }else{//安卓手机
+					// 	let gl = renderer.getContext();
+					// 	let frameBuffer = new THREE.Vector2();
+					// 	renderer.getDrawingBufferSize(frameBuffer);
+					// 	let pixelData = new Uint8Array(frameBuffer.x * frameBuffer.y * 4);
+					// 	//参考 Threejs WebGLRenderer.readRenderTargetPixels
+					// 	if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE) {
+					// 		gl.readPixels(0, 0, frameBuffer.x, frameBuffer.y, gl.RGBA, gl.UNSIGNED_BYTE, pixelData);
+					// 		// 确保有像素,微信小程序安卓在进入子页面返回本页面后,再一次readPixels稳定无像素
+					// 		if (pixelData.some(i => i !== 0)) {
+					// 			stopRender();
+					// 			console.warn("***screenshotResolve-pixelData***");
+					// 			that.screenshotResolve([pixelData, frameBuffer.x, frameBuffer.y])
+					// 			that.screenshotResolve = null;//释放Promise
+					// 			frameBuffer = null;//清空内存中的数据
+					// 			pixelData = null;//清空内存中的数据
+					// 		}
+					// 	}
+					// }
+				}
+            }
+			
+			// const eventChannel = this.getOpenerEventChannel();
+			// // 监听acceptDataFromOpenerPage事件,获取上一页面通过eventChannel传送到当前页面的数据
+			// eventChannel && eventChannel.hasOwnProperty('on') && eventChannel.on('acceptDataFromOpenerPage', (data) => {
+			// 	console.log('监听acceptDataFromOpenerPage事件,获取上一页面通过eventChannel传送到当前页面的数据',data)
+			// 	this.setHouseDetail(data);
+			// })
+			
+		},
+		computed: {
+			curHouseObj() {
+				return this.$store.state.curHouseObj;
+			},
+		},
+		watch: {
+			curHouseObj: {
+				handler(val) {
+					if (val) {
+						setTimeout(()=> {
+							this.setHouseDetail(val);
+						}, 10);
+					}
+				},
+				immediate: true,
+			}
+		},
+		methods: {
+			hideOrShowActor(){
+				
+			},
+			switchActor(){
+				
+			},
+			positionCamer(){},
+			clearHandle(){
+				this.clearEvent();
+			},
+			showOrHideWebGl(){
+				this.$refs.viewMask.showOrHideWebGl();//显示或者隐藏AI
+			},
+			save(){
+				this.$refs.viewMask.save();//下载
+			},
+			/**
+			 * 设置户型详情信息
+			 * @param {Object} data 户型详情
+			 */
+			setHouseDetail(data){
+				if(data){
+					this.id = this.curHouseObj.id;
+					this.spaceId = this.$route.query.spaceId?this.$route.query.spaceId:'';
+					console.warn("***curHouseObj***",this.curHouseObj)
+					// 加载户型
+					this.loadSpace();
+				}else{
+					this.curHouseObj = {}
+				}
+			},
+            // 绘制空间-即地板
+            async loadSpace(){
+				this.spaceList = [];
+				this.wallIds = [];
+				if(!this.curHouseObj || !this.spaceId){//减少重复请求
+					console.warn("***数据错误***")
+					return false
+				}
+                if(this.curHouseObj){
+                    const spaceDetail = this.curHouseObj;
+                    const spaceList = JSON.parse(spaceDetail.houseJson);
+                    // 交换centerX, centerY;上一页面已经处理过了,这里不在需要处理
+                    for (let index = 0; index < spaceList.length; index++) {
+                        var element = spaceList[index];
+                        // const centerX = JSON.parse(JSON.stringify(element.centerX))
+						element.actors.forEach(actor=>{
+							let _actorLoaction = actor.actorLocation.split(',');//x y z
+							let X_C = (parseInt(_actorLoaction[0]) || element.centerY) - element.centerY;//X轴偏移量-UE原因
+							let Y_C = (parseInt(_actorLoaction[1]) || element.centerX) - element.centerX;//Y轴偏移量-向量
+							let _x = element.centerX + X_C;
+							let _z = element.centerY + Y_C;
+							
+							// let _x = parseInt(_actorLoaction[1]) || element.centerX;//观察点 X轴坐标 
+							// let _z = parseInt(_actorLoaction[0]) || element.centerY;//观察点 Z轴坐标
+							let _presentX = (_x - element.centerX)/((element.spaceWidth/2) - 10);//10是墙壁厚度-单位cm
+							let _presentY = (_z - element.centerY)/((element.spaceHeight/2) - 10);
+							//注意如果一开始就设置大超过空间大小,则处理成贴近空间边界
+							actor.presentX = Math.abs(_presentX)>1 ? (_presentX>1?1:-1) : _presentX;//观察点跟空间中心原点的距离比例
+							actor.presentY = Math.abs(_presentY)>1 ? (_presentY>1?1:-1) : _presentY;
+						})
+						
+						element.wallMoveValue = "[0,0,0,0]"
+                        this.spaceList.push(element);
+                        this.wallIds.push(element.wallId);
+
+                        if(element.spaceId == this.spaceId){ // 默认选中空间
+                            this.curSpaceObj = element;
+                        }
+                    }
+                    if(!this.curSpaceObj && this.spaceList.length > 0){
+                        this.curSpaceObj = this.spaceList[0];
+                    }
+                }
+				let curSpaceArea = parseFloat((this.curSpaceObj.spaceWidth * this.curSpaceObj.spaceHeight) / 10000).toFixed(1);
+				this.navbar.title = this.curSpaceObj.spaceName + "  " + curSpaceArea + "㎡"
+                console.log("该户型空间数据:", this.spaceList);curSpaceArea
+                console.log("当前选中的空间:", this.curSpaceObj);
+				this.positionCamer(this.curSpaceObj);
+				this.loaderSpaceArr(this.spaceList);//绘制地板
+                // 获取墙体数据并且绘制墙体
+                this.getHouseTypeSpaceWalls();
+            },
+			// 获取墙体数据
+            async getHouseTypeSpaceWalls(){
+                let data = {id:this.wallIds}
+                const res = await requestConfig('getHouseTypeSpaceWalls', data, true);
+                console.log("墙体数据:", res.list)
+                let wallList = [];
+                if(res.success){
+                    wallList = this.wallList = res.list;
+                }
+                let wallArr = []
+                for (let index = 0; index < wallList.length; index++) {//每个空间对应一个数据
+                    let element = JSON.parse(wallList[index].wallJson);
+					let space = this.spaceList.find(space=>space.spaceId==element.spaceId);
+					this.computeWallHandleOld(space,element);//提前计算
+                    for (let i = 0; i < element.wallData.length; i ++) {//对应空间里面的4个方向的墙壁数据
+                        let wallData = element.wallData[i];
+						//对应方向的墙壁的墙体模型数据列表,每一面墙可能有多个模型
+                        for (let j = 0; j < wallData.wallModelData.length; j ++) {
+                            let wallModelData = wallData.wallModelData[j];
+                            wallArr.push({spaceId:element.spaceId, wallModelData:wallModelData, wallDirection:wallData.wallDirection})
+                            // console.log("wallModelData", element,wallData.wallDirection, wallModelData.wallType );
+                        }
+                    }
+                }
+                this.loadSpaceObjWalls(wallArr, wallList);
+				this.getOverallArrangementDetailsList();//
+            },
+            // 加载单个空间墙体资源
+            async loadSpaceObjWalls(wallArr, wallList){
+                // 加载远程墙体模型资源
+				let startTime = new Date().getTime();
+                // console.log("wallArr:", wallArr)
+				let promise_list = [];
+				let realWallArr = this.preWallData(wallArr);
+				let arrLength = realWallArr.length;
+				realWallArr && realWallArr.forEach((item,index) => {
+					promise_list.push(
+						new Promise((resolve, reject) => {
+							this.loadWallModels(item, wallList, arrLength , resolve);
+						})
+					)
+				});
+				Promise.all(promise_list).then(()=>{
+					let endTime = new Date().getTime();
+					console.log("墙体模型全部加载完成,时间:",endTime - startTime);
+					// 设置空间数组的墙体信息
+					// this.setSpaceListWallInfo();
+					this.$nextTick(()=>{
+						// this.moveMeshCenter(this.curSpaceObj);
+						this.progress = 100;
+						// this.$refs.myLoading.showLoading("加载中..." + this.progress + '%')
+						this.$nextTick(()=>{
+							this.myLoadingStatus = false;
+							// this.$refs.myLoading.hideLoading();
+							// this.meshRoam(this.curSpaceObj);//开始漫游,必须先选中模型
+						})
+					})
+				})
+            },
+        }
+    }
+</script>
+<style lang="scss" scoped>
+    @import "./webgl_rxdz_roam.scss";
+	/* @import "@/common/css/common.css"; */
+</style>

+ 17 - 12
src/pages/webgl_rxdz_roam/webgl_rxdz_roam.scss

@@ -1,4 +1,9 @@
-canvas { width:100vw; height:calc(100vh - 408rpx);z-index: 10;}
+.main-view{
+	width:100vw;
+	height:100vh;
+	overflow: hidden;
+}
+canvas { width:100vw; height:calc(100vh - 408rem);z-index: 10;}
 #mapDiv{
 	background-color: #fff;
 }
@@ -20,15 +25,15 @@ page {
 	width: 100vw;
 	z-index: -1;
 	position: absolute;
-	left:0rpx;
+	left:0rem;
 }
 /* .btn{
 	position:absolute;
-	width:300rpx;
-	height:132rpx;
-	bottom:60rpx;
-	right:30rpx;
-	border-radius: 10rpx;
+	width:300rem;
+	height:132rem;
+	bottom:60rem;
+	right:30rem;
+	border-radius: 10rem;
 	opacity:1;
 	z-index:10000;
 	color:red;
@@ -41,11 +46,11 @@ page {
 
 .changeSizebtn {
 	position:absolute;
-	width:300rpx;
-	height:132rpx;
-	bottom:60rpx;
-	left:30rpx;
-	border-radius: 10rpx;
+	width:300rem;
+	height:132rem;
+	bottom:60rem;
+	left:30rem;
+	border-radius: 10rem;
 	opacity:1;
 	z-index:10000;
 	color:red;

+ 3 - 3
src/static/layoutModelData.js

@@ -7,7 +7,7 @@ var layoutModel = [
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_B_verysmallbed.glb', name: '0.9m床',modelName: 'BP_B_verysmallbed', type:1},
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_L_31sofa.gltf', name: '4人沙发',modelName: 'BP_L_31sofa01', type:1},
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_L_31TV.glb', name: '电视墙',modelName: 'BP_L_31TV01', type:1},
-	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_D_4people_square.gltf', name: '4人方桌',modelName: 'BP_D_4people_square', type:1},
+	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_D_4people_square.glb', name: '4人方桌',modelName: 'BP_D_4people_square', type:1},
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_B_yigui.glb', name: '衣柜',modelName: 'BP_B_yigui01', type:1},
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_L_311sofa01.gltf', name: '5人沙发',modelName: 'BP_L_311sofa01', type:1},
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_L_321sofa.gltf', name: '6人沙发',modelName: 'BP_L_321sofa01', type:1},
@@ -57,7 +57,7 @@ var layoutModel = [
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_K_shuipen01.glb', name: '水盆01',modelName: 'BP_K_shuipen01', type:1},
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_K_shuipen02.glb', name: '水盆02',modelName: 'BP_K_shuipen02', type:1},
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_K_Kitchentable001.glb', name: '台面',modelName: 'BP_K_Kitchentable002', type:1},
-	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_L_2sofa.gltf', name: '2人沙发',modelName: 'BP_L_2sofa', type:1},
+	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_L_2sofa.glb', name: '2人沙发',modelName: 'BP_L_2sofa', type:1},
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_K_caozuotai01.glb', name: '操作台01',modelName: 'BP_K_caozuotai001', type:1},
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_K_caozuotai02.glb', name: '操作台02',modelName: 'BP_K_caozuotai002', type:1},
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_K_caozuotai03.glb', name: '操作台03',modelName: 'BP_K_caozuotai03', type:1},
@@ -103,7 +103,7 @@ var layoutModel = [
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_X_PartyTable01.gltf', name: '聚会长桌',modelName: 'BP_X_PartyTable01', type:1},
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_G_PoolTable01.gltf', name: '台球桌01',modelName: 'BP_X_PoolTable01', type:1},
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_X_weiqi01.gltf', name: '带伞棋坛',modelName: 'BP_G_weiqi01', type:1},
-	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_X_RelaxChair01_One.gltf', name: '单独休闲椅01',modelName: 'BP_X_RelaxChair01_One', type:1},
+	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_X_RelaxChair01_One.glb', name: '单独休闲椅01',modelName: 'BP_X_RelaxChair01_One', type:1},
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_X_RelaxChair02_One.gltf', name: '单独休闲椅02',modelName: 'BP_X_RelaxChair02_One', type:1},
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_X_RelaxChair03_One.gltf', name: '单独休闲椅03',modelName: 'BP_X_RelaxChair03_One', type:1},
 	{url: 'https://dm.static.elab-plus.com/miniProgram/model/BP_X_swimmingpool01.gltf', name: '泳池01',modelName: 'BP_X_swimmingpool01', type:1},