webgl_rxdz_roam.vue 37 KB

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  1. <template src="./webgl_rxdz_roam.html">
  2. </template>
  3. <script>
  4. import * as THREE from 'three';
  5. import Stats from 'three/addons/libs/stats.module.js';
  6. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  7. import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
  8. import TWEEN from 'three/addons/libs/tween.module.js';
  9. var requestId = "";
  10. const util = require('@/utils/util.js').default;
  11. // import util from '@/utils/util.js';
  12. // const config = require('@/services/urlConfig.js');
  13. // import requestConfig from '@/static/lib/requestConfig.js';
  14. import viewShell from'@/components/newBottomCom/viewShell/viewShell.vue';
  15. import viewMask from'@/components/newBottomCom/viewMask/viewMask.vue';
  16. // import { RGBELoader } from '@/webgl/jsm/loaders/RGBELoader.js';
  17. import screenshot from '@/mixins/screenshot.js';
  18. import floorMethod from '@/mixins/floorMethod.js';
  19. import loadModel from '@/mixins/loadModel.js';
  20. import wallMethod from '@/mixins/wallMethod.js';
  21. // import commonPageMethod from '@/common/commonPageMethod.js';
  22. // const app = getApp(); //获取应用实例
  23. export default {
  24. components:{viewShell,viewMask},
  25. mixins:[screenshot,loadModel,floorMethod,wallMethod],
  26. /**
  27. * 页面的初始数据
  28. */
  29. data() {
  30. return {
  31. pvCurPageName: "room_show",
  32. locusBehaviorName: "房间展示",
  33. pvCurPageParams: null,
  34. houseId: "",
  35. pvId: 'p_2cmina_23080402',
  36. canvas:null,
  37. navbar: {
  38. showCapsule: 1,
  39. title: '客厅',
  40. titleColor: '#000',
  41. navPadding: 0,
  42. navPaddingBg:'transparent',
  43. navBarColor: 'transparent',
  44. navBackColor: 'transparent',
  45. haveCallback: true, // 如果是 true 会接手 navbarBackClk
  46. fromShare: false,
  47. fromProject: 0,
  48. shareToken: "",
  49. pageName: this.pvCurPageName,
  50. },
  51. id:'',// 户型编号
  52. spaceList:[], // 空间列表
  53. gltfSpaces:[], // 场景中地板模型数组
  54. curSpaceObj:null, // 当前选中的空间
  55. // curSpaceIndex:-1, // 当前选中的空间索引
  56. spaceId:null,
  57. wallIds:[], // 空间墙体id
  58. // wallList:[], // 墙体数据
  59. gltfWalls:[], // 场景中墙体模型数组
  60. loader:null,
  61. scene:null,
  62. // sky:null,
  63. camera:null,
  64. controlStarPosition : { x:0, y:0, z:0}, //控制器初始位置
  65. cameraStarPosition : { x:0, y:20, z:0} ,//摄像头初始位置
  66. cameraLastPosition: null, //摄像头上一次移动到的位置
  67. controlLastPosition: null, //观察点上一次移动到的位置
  68. canvasHeight:408, //canvas视图的高度-计算得出
  69. chooseMesh:null,//标记鼠标拾取到的mesh
  70. shottingImg: [],
  71. progress:1, //进度条
  72. myLoadingStatus:false,
  73. // textGeoList:[],
  74. repeatFlag:false, //重复点击
  75. // skyPlan: null, // 天空盒子
  76. instancedMeshList: [],
  77. screenshotResolve:null,
  78. actors:[],
  79. showDownView:true,//默认显示下载按钮
  80. currentActor:null,
  81. circleGroup:null,//圆形地标
  82. isIOS:false,
  83. defaulIndex:null, //默认视角的序号
  84. // aiImagesList:[
  85. // // "https://dm.static.elab-plus.com/miniProgram/plus_IM01.png",
  86. // // "https://dm.static.elab-plus.com/miniProgram/plus_IM02.png",
  87. // // "https://dm.static.elab-plus.com/miniProgram/plus_IM03.png",
  88. // // "https://dm.static.elab-plus.com/miniProgram/plus_IM04.png",
  89. // ]
  90. }
  91. },
  92. beforeDestroy() {
  93. cancelAnimationFrame(requestId, this.canvas)
  94. this.worker && this.worker.terminate()
  95. if (this.renderer instanceof THREE.WebGLRenderer) {
  96. this.renderer.dispose()
  97. this.renderer.forceContextLoss()
  98. this.renderer.context = null
  99. this.renderer.domElement = null
  100. this.renderer = null;
  101. this.clearHandle()
  102. }
  103. TWEEN && TWEEN.removeAll();//清除所有的tween;
  104. console.warn("***beforeDestroy-webgl_rxdz_roam***");
  105. },
  106. mounted(options) {
  107. var that = this;
  108. console.warn("***webgl_rxdz_roam-options***",this.$route.query)
  109. this.isIOS = !!navigator.userAgent.match(/\(i[^;]+;( U;)? CPU.+Mac OS X/);
  110. // alert("***mounted-webgl_rxdz_roam***"+this.curHouseObj)
  111. let unit = window.screen.width / 750;//单位rpm 对应 px 的值
  112. this.canvasHeight = window.screen.height - (600 * unit) + (40 * unit);
  113. this.houseId = this.$route.query.houseId?this.$route.query.houseId:'';
  114. this.spaceId = this.$route.query.spaceId?this.$route.query.spaceId:'';
  115. let container = this.$refs.webgl;
  116. let canvas3d = this.canvas = this.$refs.glcanvas;
  117. //uniapp 兼容写法,因为uni的页面对象的Vue 实例是$vm
  118. let camera = null, renderer = null;
  119. let needRender = false; //是否需要渲染 false表示不需要渲染;true 表示需要渲染
  120. let loader = this.loader = new GLTFLoader();
  121. let scene = this.scene = new THREE.Scene();
  122. let raycaster = null;
  123. let mouse = new THREE.Vector2();
  124. let chooseMesh = this.chooseMesh;//标记鼠标拾取到的mesh
  125. let isUserContorl = true;//是否进入漫游状态-默认是
  126. //漫游时变量
  127. let onPointerDownMouseX = 0, onPointerDownMouseY = 0,
  128. lon = 0;
  129. let fingerCount = 0; //触摸时的手指数目
  130. let startTime = 0; //非漫游时的移动变量
  131. let tweenCameraAnma = false; //表示当前是否处在动画过程中
  132. let controls = null,boundary=null;
  133. let stats;
  134. init();
  135. // this.$refs.myLoading.showLoading("加载中...1%")
  136. this.$store.state.loadingMsg="加载中...1%";
  137. // this.myLoadingStatus = true;
  138. this.progress = 1;
  139. this.clearEvent = clearEvent;
  140. this.attendEvent = attendEvent;
  141. // this.meshRoam = meshRoam;
  142. this.tweenCameraAnmaChange = tweenCameraAnmaChange;
  143. this.switchActor = switchActor;
  144. this.starRender = starRender;//对外暴露启动渲染的方法
  145. this.positionCamer = positionCamer;
  146. if(this.curHouseObj && this.curHouseObj.id){
  147. this.setHouseDetail(this.curHouseObj);
  148. }
  149. function init() {
  150. scene.background = new THREE.Color("#FFFFFF");
  151. // scene.environment = new THREE.Color("#F2F2F2");
  152. // 创建一个HDR贴图加载器
  153. // const rgbeloader = new RGBELoader();
  154. // // 加载HDR贴图
  155. // rgbeloader.load('https://dm.static.elab-plus.com/miniProgram/environment.hdr', (texture) => {
  156. // // 将HDR贴图设置为场景的环境贴图
  157. // texture.mapping = THREE.EquirectangularReflectionMapping;
  158. // scene.environment = texture;
  159. // })
  160. // 创建相机位置
  161. camera = new THREE.PerspectiveCamera(90, window.screen.width / that.canvasHeight, 0.1, 10000 );
  162. // 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}
  163. // camera.position.set(that.cameraStarPosition.x, that.cameraStarPosition.y, that.cameraStarPosition.z);
  164. scene.add(camera);
  165. that.camera = camera;
  166. // 环境光会均匀的照亮场景中的所有物体
  167. const ambientLight = new THREE.AmbientLight(0xFFEFE0, 3.5);
  168. scene.add(ambientLight);
  169. //平行光
  170. const light = new THREE.DirectionalLight(0xFFF8E5, 2.5);
  171. light.position.set(5, 7, 3); //default; light shining from top
  172. light.castShadow = true; // default false
  173. // 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
  174. light.shadow.camera.left = -100; // 这个区域内产生阴影
  175. light.shadow.camera.right = 100; // 这个区域内产生阴影
  176. light.shadow.camera.top = 100; // 这个区域内产生阴影
  177. light.shadow.camera.bottom = -100; // 这个区域内产生阴影
  178. light.shadow.mapSize.width = 1024; // 影响阴影的清晰度
  179. light.shadow.mapSize.height = 1024; // 影响阴影的清晰度
  180. scene.add(light);
  181. //antialias 这个值得设置为false,不然IOS上截图会失效
  182. renderer = that.renderer = new THREE.WebGLRenderer( {
  183. canvas:canvas3d,
  184. alpha: true,
  185. antialias:true,
  186. preserveDrawingBuffer: true,
  187. });
  188. // if(!that.isIOS){
  189. renderer.shadowMap.enabled = true;//产生阴影
  190. renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 阴影属性
  191. // }
  192. renderer.outputEncoding = THREE.sRGBEncoding;
  193. renderer.outputColorSpace = THREE.SRGBColorSpace;
  194. // renderer.toneMappingExposure = 0.1;//色调映射的曝光级别。默认是1
  195. renderer.toneMapping = THREE.NoToneMapping;//色调映射
  196. renderer.physicallyCorrectLights = true;//关键参数,模拟物理光照影响,必须设置为true
  197. renderer.setPixelRatio(window.devicePixelRatio);
  198. renderer.setSize(window.screen.width, that.canvasHeight);
  199. container.appendChild( renderer.domElement );
  200. controls = new OrbitControls( camera, renderer.domElement );
  201. controls.enableDamping = true;//启动缓动
  202. controls.minDistance = 0.0001;
  203. controls.maxDistance = 10;
  204. controls.minPolarAngle = 0;// 默认0
  205. controls.maxPolarAngle = Math.PI / 2; // 默认Math.PI,即可以向下旋转到的视角。
  206. // controls.target.set( that.controlStarPosition.x, that.controlStarPosition.y, that.controlStarPosition.z);
  207. controls.enableZoom = true;//启用摄像机的缩放
  208. controls.enablePan = true;//禁用摄像机平移
  209. controls.enableRotate = true;//启用摄像机水平或垂直旋转
  210. // controls.zoomToCursor = true;
  211. // controls.target.copy(camera.position);
  212. // controls.update();
  213. // 监听相机移动事件-限制只能在当前空间范围内移动
  214. // controls.addEventListener('change', () => {
  215. // // 检查相机位置是否超出边界框
  216. // if (boundary && !boundary.containsPoint(camera.position)) {
  217. // let clampedPosition = new THREE.Vector3( );
  218. // boundary.clampPoint(camera.position,clampedPosition);
  219. // if(clampedPosition){
  220. // camera.position.copy(clampedPosition);
  221. // // controls.target.copy(clampedPosition);
  222. // }
  223. // }
  224. // });
  225. // controls.target = new THREE.Vector3( );;
  226. // camera.lookAt(that.controlStarPosition.x,that.controlStarPosition.y,that.controlStarPosition.z);
  227. raycaster = new THREE.Raycaster();
  228. // stats = new Stats();
  229. // container.appendChild(stats.dom);
  230. // stats.domElement.style.top = '100px';
  231. attendEvent();//注册监听事件
  232. starRender(); //启动渲染
  233. }
  234. function tweenCameraAnmaChange (value) {
  235. tweenCameraAnma = value
  236. }
  237. function attendEvent () {
  238. renderer.domElement.addEventListener('touchstart', onPointerStart, false);
  239. renderer.domElement.addEventListener('touchmove', onPointerMove, false);
  240. renderer.domElement.addEventListener('touchend', onPointerUp, false);
  241. }
  242. //取消事件监听-避免二次进入时触发多次事件
  243. function clearEvent(){
  244. console.warn("**clearEvent****")
  245. renderer && renderer.domElement && renderer.domElement.removeEventListener('touchstart', onPointerStart);
  246. renderer && renderer.domElement && renderer.domElement.removeEventListener('touchmove', onPointerMove );
  247. renderer && renderer.domElement && renderer.domElement.removeEventListener('touchend', onPointerUp );
  248. }
  249. // 手指移动开始
  250. function onPointerStart(event){
  251. startTime = (new Date()).getTime();
  252. fingerCount = event.touches.length;//手指个数
  253. console.log('开始触摸事件:',lon,fingerCount,camera.position.y)
  254. if (fingerCount === 1) {
  255. // 只有一个手指时记录当前点的坐标作为平移起始点
  256. onPointerDownMouseX = event.changedTouches[0].clientX;
  257. onPointerDownMouseY = event.changedTouches[0].clientY;
  258. }
  259. }
  260. //持续触摸中
  261. function onPointerMove( event ) {
  262. fingerCount = event.touches.length;//手指个数
  263. }
  264. //触摸结束
  265. function onPointerUp(event) {
  266. fingerCount = event.touches.length;//手指个数
  267. console.warn("***触摸结束***",fingerCount,startTime)
  268. if(fingerCount==0){
  269. let now = new Date().getTime()
  270. if (Math.abs(event.changedTouches[0].clientX - onPointerDownMouseX) < 10
  271. && Math.abs(event.changedTouches[0].clientY - onPointerDownMouseY) < 10
  272. && (now - startTime) < 300 ){
  273. checkIntersection(event);
  274. }
  275. }
  276. }
  277. //射线检测handle
  278. function checkIntersection(event) {
  279. let x = (event.changedTouches[0].clientX / window.screen.width) * 2 - 1;
  280. let y = -(event.changedTouches[0].clientY / that.canvasHeight) * 2 + 1;
  281. mouse.x = x;
  282. mouse.y = y;
  283. //更新射线
  284. raycaster.setFromCamera(mouse, camera);
  285. let intersects = raycaster.intersectObjects(scene.children,true);
  286. console.warn("***checkIntersection***",intersects.length)
  287. if (intersects.length > 0) {
  288. //找到最近的那个网格模型物体
  289. let mesh = intersects.find((it) => {
  290. if(it.object && it.object.isMesh == true
  291. && it.object.parent && it.object.parent.name == 'actor'
  292. && it.object.parent.visible == true){
  293. return true;
  294. }
  295. });
  296. //拾取到了视角,就不继续拾取了
  297. if(mesh){
  298. moveActor(mesh.object.parent);
  299. return false;
  300. }
  301. mesh = intersects.find((it) => {
  302. if(it.object && it.object.isInstancedMesh
  303. && (it.object.name == '地板' || it.object.name == '花园') && it.object.visible == true){
  304. return true;
  305. }
  306. });
  307. //拾取到了地板
  308. if(mesh){
  309. let floor = mesh.object;
  310. let index = mesh.instanceId;//射线相交是的实例序号
  311. let spaceId = that.gltfSpaces[index].spaceId;//获取选中实例的空间id
  312. if(floor.name == "花园"){//花园
  313. return false;
  314. let selectMesh = that.gltfSpaces.find(it=>{return it.spaceType==14 && it.instancedMeshIndexList[0].instancedAtIndex==index})
  315. spaceId = selectMesh.spaceId;
  316. }else{//室内
  317. // floor.name = "地板";
  318. let selectMesh = that.gltfSpaces.find(it=>{return it.spaceType!=14 && it.instancedMeshIndexList[0].instancedAtIndex==index})
  319. spaceId = selectMesh.spaceId;
  320. }
  321. // let spaceId = that.gltfSpaces[index].spaceId;//获取选中实例的空间id
  322. console.warn("***checkIntersection-地板***",mesh,floor,index,spaceId,that.spaceId)
  323. //当前拾取到的是本空间的底部-意味着用户点击了地板
  324. // if(floor && spaceId == that.spaceId){
  325. // console.warn("***checkIntersection-地板***",mesh,floor)
  326. moveCarmer(mesh.point);
  327. return false;
  328. // }
  329. }
  330. }
  331. }
  332. //自动切换视角
  333. function switchActor (toIndex=null) {
  334. if(!that.currentActor){
  335. this.$message.warning("没有当前视角!");
  336. return false;
  337. }
  338. if(!that.actors || that.actors.length==0){
  339. this.$message.warning("没有视角!");
  340. return false;
  341. }
  342. if(toIndex!=null){//存在要去往的视角
  343. moveActor(that.actors[toIndex]);
  344. }else{
  345. let index = that.currentActor.userIndex;//当前视角的序号
  346. let nextIndex = (index + 1) % that.actors.length;
  347. //移动到对应的视角去
  348. moveActor(that.actors[nextIndex]);
  349. }
  350. }
  351. //移动到选中的位置-地板
  352. function moveCarmer (point) {
  353. //还在动画中,不能点击切换
  354. if(tweenCameraAnma == true){
  355. return false;
  356. }
  357. let _x = point.x - camera.position.x;//x轴移动的距离
  358. let _z = point.z - camera.position.z;//z轴移动的距离
  359. // console.warn("***moveCarmer***",_x,_z)
  360. let cameraNewPosition = {x:camera.position.x + _x,y:1.5,z:camera.position.z + _z};
  361. let targetNewPosition = {x:controls.target.x + _x,y:1.5,z:controls.target.z + _z};
  362. let oldUp = {x:0,y:1,z:0};
  363. let newUp = {x:0,y:1,z:0};
  364. moveTip(cameraNewPosition)
  365. // console.warn("**moveCarmer***",lon,JSON.stringify(cameraNewPosition),JSON.stringify(targetNewPosition))
  366. tweenCamera(camera.position,controls.target,cameraNewPosition,targetNewPosition,oldUp,newUp,2000);
  367. }
  368. //创建地标
  369. function creatMoveTip(position){
  370. if(!that.circleGroup){
  371. that.circleGroup = new THREE.Group();
  372. let geometry = new THREE.CircleGeometry( 0.2, 32 );
  373. let material = new THREE.MeshBasicMaterial( { transparent: true } );
  374. let circle = new THREE.Mesh( geometry, material );
  375. circle.position.set(position.x,0.01,position.z);
  376. circle.rotation.x = -Math.PI / 2;
  377. // let geometry1 = new THREE.CircleGeometry( 0.4, 32 );
  378. // let circle2 = new THREE.Mesh( geometry1, material );
  379. // circle2.position.set(position.x,0.01,position.z);
  380. // 使用贴图
  381. const textureLoader = new THREE.TextureLoader();
  382. textureLoader.load('https://dm.static.elab-plus.com/miniProgram/circlemap1.png', function(texture) {
  383. material.map = texture; // 将贴图应用于材质的map属性
  384. material.needsUpdate = true; // 更新材质
  385. });
  386. that.circleGroup.add(circle);
  387. scene.add(that.circleGroup);
  388. }
  389. }
  390. //移动地标
  391. function moveTip(position){
  392. if(!that.circleGroup){
  393. that.circleGroup = new THREE.Group();
  394. let geometry = new THREE.CircleGeometry( 0.2, 32 );
  395. let material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
  396. let circle = new THREE.Mesh( geometry, material );
  397. circle.position.set(position.x,0.01,position.z);
  398. circle.rotation.x = -Math.PI / 2;
  399. // let geometry1 = new THREE.CircleGeometry( 0.4, 32 );
  400. // let circle2 = new THREE.Mesh( geometry1, material );
  401. // circle2.position.set(position.x,0.01,position.z);
  402. that.circleGroup.add(circle);
  403. scene.add(that.circleGroup);
  404. }else{
  405. that.circleGroup.children[0].position.set(position.x,0.01,position.z);
  406. }
  407. }
  408. //移动视角点位
  409. function moveActor (obj) {
  410. clearEvent();//注销事件监听
  411. // console.warn("***moveActor***",obj)
  412. that.currentActor = obj;//记录下当前的视角对象 mesh网格模型
  413. let cameraNewPosition = obj.position;
  414. let targetNewPosition = obj.targetNewPosition;
  415. let oldUp = {x:0,y:1,z:0}; //俯视
  416. let newUp = {x:0,y:1,z:0}; //正视
  417. console.warn("**moveActor***",JSON.stringify(cameraNewPosition),JSON.stringify(targetNewPosition))
  418. tweenCamera(camera.position,controls.target,cameraNewPosition,targetNewPosition,oldUp,newUp,2000);
  419. lon = 0;
  420. setTimeout(()=> {
  421. attendEvent()
  422. }, 2000);
  423. }
  424. //初始化点位视角
  425. function initActor(){
  426. if(!chooseMesh){
  427. console.error("[drawActor],没有选中的空间数据")
  428. return false;
  429. }
  430. let spaceObj = chooseMesh;//获取选中的空间模型的相关数据
  431. if(!spaceObj.actors){
  432. return false;
  433. }
  434. let defaulIndex = spaceObj.actors.findIndex(it=>it.isSelected==true);
  435. if(defaulIndex == -1){
  436. defaulIndex = 0;
  437. }
  438. that.defaulIndex = defaulIndex;//记录下默认视角
  439. that.actors = [];
  440. spaceObj.actors.forEach((actor,index)=>{
  441. // let model = gltf.scene; // 获取模型
  442. // let cloneModel = model.clone(true);//赋值模型,准备复用
  443. // cloneModel.children.map((v,i)=>{
  444. // if(v.material){
  445. // v.material = model.children[i].material.clone()
  446. // }
  447. // })
  448. // let cube = cloneModel;
  449. let cube = {};
  450. cube.name = "actor";
  451. cube.userType = "mesh";
  452. //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
  453. let _actorLoaction = actor.actorLocation.split(',');//x y z
  454. let _actorTransform = actor.actorTransform.split(',');//旋转角度,取第三个值
  455. let _hd = THREE.MathUtils.degToRad(parseInt(_actorTransform[2]));//将度转化为弧度。
  456. let _hdY = THREE.MathUtils.degToRad(parseInt(_actorTransform[1]));//Y轴方向上将度转化为弧度。
  457. if(parseInt(_actorLoaction[1])==0){//X轴
  458. _actorLoaction[1] = spaceObj.centerX;
  459. }
  460. if(parseInt(_actorLoaction[0])==0){//Y轴
  461. _actorLoaction[0] = spaceObj.centerY;
  462. }
  463. let X_C = _actorLoaction[0] - spaceObj.centerY;//X轴偏移量
  464. let Y_C = _actorLoaction[1] - spaceObj.centerX;//Y轴偏移量
  465. let px = spaceObj.centerX + X_C;
  466. let py = spaceObj.centerY + Y_C;
  467. let position = {
  468. x:(parseInt(px))/100,
  469. y:1.5,
  470. z:-(parseInt(py))/100,//模型Y轴坐标系正负值跟webglZ轴是相反的
  471. }
  472. //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1.5
  473. let targetNewPosition = {
  474. x:position.x + Math.sin(_hd),
  475. y:1.5 + Math.tan(_hdY),
  476. z:(position.z - Math.cos(_hd)),
  477. }
  478. cube.position = position;
  479. // cube.scale.set(2, 2, 2);
  480. cube.userIndex = index;
  481. cube.actorEum = index;
  482. cube.targetNewPosition = targetNewPosition;
  483. // cube.visible = false;
  484. console.warn("*actors*",cube,defaulIndex)
  485. that.actors.push(cube);//添加视角
  486. if(index == defaulIndex){//隐藏当前视角
  487. // cube.visible = false;
  488. that.currentActor = cube;//记录下当前的视角对象 mesh网格模型
  489. let param = {
  490. type: 'CLK', //埋点类型
  491. clkId: 'clk_2cmina_23080411', //点击ID
  492. clkName: 'visualangle_clk', //点击前往的页面名称
  493. clkParams: {
  494. locusName: "预制视角",
  495. type:that.actors[index].actorEum
  496. }
  497. };
  498. util.trackRequest(param);
  499. }
  500. })
  501. }
  502. //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
  503. function roamPositionHandle(lon=''){
  504. if(!chooseMesh){
  505. console.error("[roamPositionHandle],没有选中的空间数据")
  506. return false;
  507. }
  508. let spaceObj = chooseMesh;//获取选中的空间模型的相关数据
  509. //获取视角
  510. let defaultActor = null;
  511. if(spaceObj.actors && spaceObj.actors.length>0){
  512. defaultActor = spaceObj.actors.find(it=>it.isSelected==true);
  513. if(!defaultActor){
  514. defaultActor = spaceObj.actors[0];
  515. }
  516. }
  517. let _actorLoaction = defaultActor.actorLocation.split(',');//x y z
  518. let _actorTransform = defaultActor.actorTransform.split(',');//旋转角度,取第三个值
  519. let _hd = THREE.MathUtils.degToRad(parseInt(_actorTransform[2]) + lon);//将度转化为弧度。
  520. let _hdY = THREE.MathUtils.degToRad(parseInt(_actorTransform[1]));//Y轴方向上将度转化为弧度。
  521. if(parseInt(_actorLoaction[1])==0){//X轴
  522. _actorLoaction[1] = spaceObj.centerX;
  523. }
  524. if(parseInt(_actorLoaction[0])==0){//Y轴
  525. _actorLoaction[0] = spaceObj.centerY;
  526. }
  527. let X_C = _actorLoaction[0] - spaceObj.centerY;//X轴偏移量
  528. let Y_C = _actorLoaction[1] - spaceObj.centerX;//Y轴偏移量
  529. let px = spaceObj.centerX + X_C;
  530. let py = spaceObj.centerY + Y_C;
  531. //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
  532. let cameraNewPosition = {
  533. x:(parseInt(px))/100,
  534. y:1.5,
  535. z:-(parseInt(py))/100,//模型Y轴坐标系正负值跟webglZ轴是相反的
  536. }
  537. if(cameraNewPosition){
  538. let minX = 0,maxX = 0,minY = 0,maxY = 0;//0.1 是模型墙壁厚度
  539. minX = (spaceObj.centerX - (spaceObj.spaceWidth/2))/100 + 0.1;
  540. maxX = (spaceObj.centerX + (spaceObj.spaceWidth/2))/100 - 0.1;
  541. maxY = -((spaceObj.centerY - (spaceObj.spaceHeight/2))/100 + 0.1);
  542. minY = -((spaceObj.centerY + (spaceObj.spaceHeight/2))/100 - 0.1);
  543. //新的坐标轴不在房间范围内,则不能移动
  544. // console.warn("**roamPositionHandle-观察点不在范围中****",JSON.stringify(cameraNewPosition),minX,maxX,minY,maxY)
  545. if(cameraNewPosition.x<minX || cameraNewPosition.x>maxX
  546. ||cameraNewPosition.z<minY || cameraNewPosition.z>maxY){//不在房间范围
  547. let _x = ((spaceObj.spaceWidth/2) - 15)*defaultActor.presentX + spaceObj.centerX;
  548. let _z = ((spaceObj.spaceHeight/2) - 15)*defaultActor.presentY + spaceObj.centerY;
  549. cameraNewPosition.x = _x/100;
  550. cameraNewPosition.z = - _z/100;
  551. console.warn("**roamPositionHandle-观察点不在空间范围-强制修正观察点位置****",JSON.stringify(cameraNewPosition))
  552. }
  553. }
  554. //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1.5
  555. let targetNewPosition = {
  556. x:cameraNewPosition.x + Math.sin(_hd),
  557. y:1.5 + Math.tan(_hdY),
  558. z:(cameraNewPosition.z - Math.cos(_hd)),
  559. }
  560. let lookPosition = {
  561. x:cameraNewPosition.x + (Math.sin(_hd)*0.01),
  562. y:1.5 + Math.tan(_hdY),
  563. z:(cameraNewPosition.z - (Math.cos(_hd))*0.01),
  564. }
  565. return {cameraNewPosition,targetNewPosition,lookPosition}
  566. }
  567. //直接定位到摄像头位置
  568. function positionCamer(mesh=null){
  569. if(mesh){//如果传入了模型,则取模型
  570. chooseMesh = mesh;
  571. }
  572. if(!chooseMesh){
  573. console.error("[positionCamer],没有选中的空间数据")
  574. return false;
  575. }
  576. if(!chooseMesh.actors || chooseMesh.actors.length==0){
  577. chooseMesh.actors = [{
  578. actorLocation:chooseMesh.actorLocation,
  579. actorTransform:chooseMesh.actorTransform,
  580. isSelected:true,
  581. presentX:chooseMesh.presentX,
  582. presentY:chooseMesh.presentY,
  583. }]
  584. }
  585. boundary = new THREE.Box3(
  586. 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
  587. 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
  588. );
  589. initActor();//初始化视角
  590. let data = roamPositionHandle();
  591. let cameraNewPosition = data.cameraNewPosition;
  592. let targetNewPosition = data.targetNewPosition;
  593. let lookPosition = data.lookPosition;
  594. creatMoveTip(cameraNewPosition);//创建移动的地标
  595. camera.position.set(cameraNewPosition.x, cameraNewPosition.y, cameraNewPosition.z);
  596. controls.target.set(lookPosition.x,lookPosition.y,lookPosition.z);
  597. // controls.target.set(cameraNewPosition.x,cameraNewPosition.y,cameraNewPosition.z);
  598. // controls.target.copy(camera.position);
  599. camera.lookAt(targetNewPosition.x,targetNewPosition.y,targetNewPosition.z);
  600. }
  601. // oldP 相机原来的位置
  602. // oldT target原来的位置
  603. // newP 相机新的位置
  604. // newT target新的位置
  605. function tweenCamera(oldP, oldT, newP, newT, oldUp, newUp, time=1000) {
  606. if(JSON.stringify(oldP) == JSON.stringify(newP) && JSON.stringify(oldT) == JSON.stringify(newT)){
  607. that.repeatFlag = false;//放开限制,可以再次点击
  608. return false;
  609. }
  610. if (!chooseMesh) {
  611. that.repeatFlag = false;//放开限制,可以再次点击
  612. return false;
  613. }
  614. tweenCameraAnma = true;
  615. var tween = new TWEEN.Tween({
  616. x1: oldP.x, // 相机x
  617. y1: oldP.y, // 相机y
  618. z1: oldP.z, // 相机z
  619. x2: oldT.x, // 控制点的中心点x
  620. y2: oldT.y, // 控制点的中心点y
  621. z2: oldT.z, // 控制点的中心点z
  622. x3: oldUp.x, // 控制点的中心点x
  623. y3: oldUp.y, // 控制点的中心点y
  624. z3: oldUp.z // 控制点的中心点z
  625. })
  626. .to({
  627. x1: newP.x,
  628. y1: newP.y,
  629. z1: newP.z,
  630. x2: newT.x,
  631. y2: newT.y,
  632. z2: newT.z,
  633. x3: newUp.x, // up向量
  634. y3: newUp.y, // 控制点的中心点y
  635. z3: newUp.z // 控制点的中心点z
  636. }, time)
  637. .easing(TWEEN.Easing.Quadratic.InOut)
  638. .onUpdate((object)=> {
  639. camera.position.x = object.x1;
  640. camera.position.y = object.y1;
  641. camera.position.z = object.z1;
  642. // let newTarget = new THREE.Vector3(object.x3,object.y3,object.z3);
  643. // camera.up.copy(newTarget);
  644. camera.lookAt(object.x2,object.y2,object.z2);
  645. // controls.target.x = object.x2;
  646. // controls.target.y = object.y2;
  647. // controls.target.z = object.z2;
  648. // controls.update();
  649. // console.warn("****onUpdate**",object.x1,object.y1,object.z1,object.x2,object.y2,object.z2)
  650. }).onComplete(()=>{
  651. controls.target.x = newT.x;
  652. controls.target.y = newT.y;
  653. controls.target.z = newT.z;
  654. //修正最后的视角
  655. // let up = new THREE.Vector3(newUp.x,newUp.y,newUp.z);
  656. // camera.up.copy(up);
  657. camera.lookAt(newT.x,newT.y,newT.z);
  658. tweenCameraAnma = false;
  659. that.repeatFlag = false;//放开限制,可以再次点击
  660. })
  661. // 开始动画
  662. tween.start();
  663. }
  664. function stopRender () {
  665. needRender = false;
  666. }
  667. function starRender () {
  668. 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
  669. false;
  670. }
  671. needRender = true;
  672. render();//开始渲染
  673. }
  674. function render() {
  675. if(needRender==false){
  676. return false;
  677. }
  678. TWEEN && TWEEN.update();
  679. // stats.update();
  680. //不处在动画过程中,则可以处理移动等动作
  681. if(tweenCameraAnma==false){
  682. }
  683. renderer.render(scene, camera);//单次渲染
  684. requestId = requestAnimationFrame(render, canvas3d);
  685. if (that.screenshotResolve) {
  686. // if(that.isIos){//IOS手机
  687. stopRender();
  688. that.screenshotResolve()
  689. that.screenshotResolve = null;//释放Promise
  690. // }else{//安卓手机
  691. // let gl = renderer.getContext();
  692. // let frameBuffer = new THREE.Vector2();
  693. // renderer.getDrawingBufferSize(frameBuffer);
  694. // let pixelData = new Uint8Array(frameBuffer.x * frameBuffer.y * 4);
  695. // //参考 Threejs WebGLRenderer.readRenderTargetPixels
  696. // if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE) {
  697. // gl.readPixels(0, 0, frameBuffer.x, frameBuffer.y, gl.RGBA, gl.UNSIGNED_BYTE, pixelData);
  698. // // 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
  699. // if (pixelData.some(i => i !== 0)) {
  700. // stopRender();
  701. // console.warn("***screenshotResolve-pixelData***");
  702. // that.screenshotResolve([pixelData, frameBuffer.x, frameBuffer.y])
  703. // that.screenshotResolve = null;//释放Promise
  704. // frameBuffer = null;//清空内存中的数据
  705. // pixelData = null;//清空内存中的数据
  706. // }
  707. // }
  708. // }
  709. }
  710. }
  711. },
  712. computed: {
  713. curHouseObj() {
  714. return this.$store.state.curHouseObj;
  715. },
  716. wallList() {
  717. return this.$store.state.wallList;
  718. },
  719. },
  720. watch: {
  721. curHouseObj: {
  722. handler(val) {
  723. if (val) {
  724. // setTimeout(()=> {
  725. if(this.renderer){
  726. this.setHouseDetail(val);
  727. }
  728. // }, 1000);
  729. }
  730. },
  731. immediate: true,
  732. }
  733. },
  734. methods: {
  735. navbarBackClk() {
  736. if(!this.$refs.viewMask){
  737. this.$router.go(-1);
  738. return false
  739. }
  740. if (this.$refs.viewMask.showAIImage) {
  741. this.$refs.viewMask.showOrHideWebGl();//隐藏显示的AI生图
  742. if(this.currentActor.userIndex!=this.defaulIndex){//当前不是默认视角了
  743. this.switchActor(this.defaulIndex);//切换到默认视角
  744. }
  745. } else {
  746. this.$router.go(-1);
  747. }
  748. },
  749. switchActor(){},
  750. positionCamer(){},
  751. clearHandle(){
  752. this.clearEvent();
  753. },
  754. save(){
  755. this.$refs.viewMask.save();//下载
  756. },
  757. /**
  758. * 设置户型详情信息
  759. * @param {Object} data 户型详情
  760. */
  761. setHouseDetail(data){
  762. if(data){
  763. this.id = this.curHouseObj.id;
  764. this.spaceId = this.$route.query.spaceId?this.$route.query.spaceId:'';
  765. console.warn("***curHouseObj***",this.curHouseObj)
  766. // 加载户型
  767. this.loadSpace();
  768. }else{
  769. this.curHouseObj = {}
  770. }
  771. },
  772. // 绘制空间-即地板
  773. async loadSpace(){
  774. this.spaceList = [];
  775. this.wallIds = [];
  776. if(!this.curHouseObj || !this.spaceId){//减少重复请求
  777. alert("数据错误")
  778. console.warn("***数据错误***")
  779. return false
  780. }
  781. if(this.curHouseObj){
  782. const spaceDetail = this.curHouseObj;
  783. const spaceList = JSON.parse(spaceDetail.houseJson);
  784. // 交换centerX, centerY;上一页面已经处理过了,这里不在需要处理
  785. for (let index = 0; index < spaceList.length; index++) {
  786. var element = spaceList[index];
  787. // const centerX = JSON.parse(JSON.stringify(element.centerX))
  788. if(!element.actors || element.actors.length==0){
  789. element.actors = [{
  790. actorLocation:element.actorLocation,
  791. actorTransform:element.actorTransform,
  792. isSelected:true,
  793. }]
  794. }
  795. element.actors.forEach(actor=>{
  796. let _actorLoaction = actor.actorLocation.split(',');//x y z
  797. let X_C = (parseInt(_actorLoaction[0]) || element.centerY) - element.centerY;//X轴偏移量-UE原因
  798. let Y_C = (parseInt(_actorLoaction[1]) || element.centerX) - element.centerX;//Y轴偏移量-向量
  799. let _x = element.centerX + X_C;
  800. let _z = element.centerY + Y_C;
  801. // let _x = parseInt(_actorLoaction[1]) || element.centerX;//观察点 X轴坐标
  802. // let _z = parseInt(_actorLoaction[0]) || element.centerY;//观察点 Z轴坐标
  803. let _presentX = (_x - element.centerX)/((element.spaceWidth/2) - 10);//10是墙壁厚度-单位cm
  804. let _presentY = (_z - element.centerY)/((element.spaceHeight/2) - 10);
  805. //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
  806. 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
  807. actor.presentY = Math.abs(_presentY)>1 ? (_presentY>1?1:-1) : _presentY;
  808. })
  809. element.wallMoveValue = "[0,0,0,0]"
  810. this.spaceList.push(element);
  811. this.wallIds.push(element.wallId);
  812. if(element.spaceId == this.spaceId){ // 默认选中空间
  813. this.curSpaceObj = element;
  814. }
  815. }
  816. if(!this.curSpaceObj && this.spaceList.length > 0){
  817. this.curSpaceObj = this.spaceList[0];
  818. }
  819. }
  820. let curSpaceArea = parseFloat((this.curSpaceObj.spaceWidth * this.curSpaceObj.spaceHeight) / 10000).toFixed(1);
  821. this.navbar.title = this.curSpaceObj.spaceName + " " + curSpaceArea + "㎡"
  822. console.log("该户型空间数据:", this.spaceList);curSpaceArea
  823. console.log("当前选中的空间:", this.curSpaceObj);
  824. this.positionCamer(this.curSpaceObj);
  825. this.loaderSpaceArr(this.spaceList);//绘制地板
  826. // 获取墙体数据并且绘制墙体
  827. this.getHouseTypeSpaceWalls();
  828. },
  829. // 获取墙体数据
  830. async getHouseTypeSpaceWalls(){
  831. let wallList = [];
  832. if(this.wallList){
  833. wallList = this.wallList;
  834. }else{
  835. let data = {id:this.wallIds}
  836. const res = await requestConfig('getHouseTypeSpaceWalls', data, true);
  837. console.log("墙体数据:", res.list)
  838. if(res.success){
  839. wallList = this.wallList = res.list;
  840. }
  841. }
  842. let wallArr = []
  843. for (let index = 0; index < wallList.length; index++) {//每个空间对应一个数据
  844. let element = JSON.parse(wallList[index].wallJson);
  845. let space = this.spaceList.find(space=>space.spaceId==element.spaceId);
  846. this.computeWallHandleOld(space,element);//提前计算
  847. 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
  848. let wallData = element.wallData[i];
  849. //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
  850. for (let j = 0; j < wallData.wallModelData.length; j ++) {
  851. let wallModelData = wallData.wallModelData[j];
  852. wallArr.push({spaceId:element.spaceId, wallModelData:wallModelData, wallDirection:wallData.wallDirection})
  853. // console.log("wallModelData", element,wallData.wallDirection, wallModelData.wallType );
  854. }
  855. }
  856. }
  857. this.loadSpaceObjWalls(wallArr, wallList);
  858. this.getOverallArrangementDetailsList();//
  859. },
  860. // 加载单个空间墙体资源
  861. async loadSpaceObjWalls(wallArr, wallList){
  862. // 加载远程墙体模型资源
  863. let startTime = new Date().getTime();
  864. // console.log("wallArr:", wallArr)
  865. let promise_list = [];
  866. let realWallArr = this.preWallData(wallArr);
  867. let arrLength = realWallArr.length;
  868. realWallArr && realWallArr.forEach((item,index) => {
  869. promise_list.push(
  870. new Promise((resolve, reject) => {
  871. this.loadWallModels(item, wallList, arrLength , resolve);
  872. })
  873. )
  874. });
  875. Promise.all(promise_list).then(()=>{
  876. let endTime = new Date().getTime();
  877. console.log("墙体模型全部加载完成,时间:",endTime - startTime);
  878. // 设置空间数组的墙体信息
  879. // this.setSpaceListWallInfo();
  880. this.$nextTick(()=>{
  881. // this.moveMeshCenter(this.curSpaceObj);
  882. this.progress = 100;
  883. // this.$refs.myLoading.showLoading("加载中..." + this.progress + '%')
  884. this.$nextTick(()=>{
  885. this.myLoadingStatus = false;
  886. // this.$refs.myLoading.hideLoading();
  887. // this.meshRoam(this.curSpaceObj);//开始漫游,必须先选中模型
  888. })
  889. })
  890. })
  891. },
  892. }
  893. }
  894. </script>
  895. <style lang="scss" scoped>
  896. @import "./webgl_rxdz_roam.scss";
  897. /* @import "@/common/css/common.css"; */
  898. </style>