webgl_rxdz_look.vue 25 KB

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  1. <template src="./webgl_rxdz_look.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');
  11. const config = require('@/services/urlConfig.js');
  12. import loadModel from '@/mixins/loadModel.js';
  13. import wallMethod from '@/mixins/wallMethod.js';
  14. import floorMethod from '@/mixins/floorMethod.js';
  15. // import commonPageMethod from '@/common/commonPageMethod.js';
  16. // const app = getApp(); //获取应用实例
  17. export default {
  18. mixins:[loadModel,floorMethod,wallMethod],
  19. /**
  20. * 页面的初始数据
  21. */
  22. data() {
  23. return {
  24. pvCurPageName: "webgl_rxdz_look",
  25. pvCurPageParams: null,
  26. houseId: "",
  27. pvId: 'p_2cmina_01043',
  28. navbar: {
  29. showCapsule: 1,
  30. title: '查看户型',
  31. titleColor: '#fff',
  32. navPadding: 0,
  33. navPaddingBg:'transparent',
  34. navBarColor: 'transparent',
  35. navBackColor: 'transparent',
  36. haveCallback: true, // 如果是 true 会接手 navbarBackClk
  37. fromShare: false,
  38. fromProject: 0,
  39. shareToken: "",
  40. pageName: this.pvCurPageName,
  41. },
  42. canvas:null,
  43. id:'',// 户型编号
  44. spaceList:[], // 空间列表
  45. gltfSpaces:[], // 场景中地板模型数组
  46. spaceId:null,
  47. wallIds:[], // 空间墙体id
  48. wallList:[], // 墙体数据
  49. gltfWalls:[], // 场景中墙体模型数组
  50. loader:null,
  51. scene:null,
  52. // sky:null,
  53. camera:null,
  54. controls:null,
  55. curHouseObj: null,
  56. controlStarPosition : { x:0, y:0, z:0}, //控制器初始位置
  57. cameraStarPosition : { x:0, y:20, z:0} ,//摄像头初始位置
  58. // cameraLastPosition: null, //摄像头上一次移动到的位置
  59. // controlLastPosition: null, //观察点上一次移动到的位置
  60. canvasHeight:430, //canvas视图的高度-计算得出
  61. chooseMesh:null,//标记鼠标拾取到的mesh
  62. progress:1, //进度条
  63. myLoadingStatus:false,
  64. repeatFlag:false, //重复点击
  65. instancedFloorMesh:null,
  66. instancedMeshList: [],
  67. lableItem:[],
  68. showLables:false,
  69. floorList:[],
  70. floorId:null,
  71. curData:null, //上一个页面传来的数据
  72. curSpaceObj:null, //当前应该定位到的空间
  73. }
  74. },
  75. computed: {
  76. userId() {
  77. return this.$store.state.userId;
  78. },
  79. },
  80. watch:{
  81. },
  82. beforeDestroy() {
  83. cancelAnimationFrame(requestId, this.canvas)
  84. this.worker && this.worker.terminate()
  85. setTimeout(() => {
  86. if (this.renderer instanceof THREE.WebGLRenderer) {
  87. this.renderer.dispose()
  88. this.renderer.forceContextLoss()
  89. this.renderer.context = null
  90. this.renderer.domElement = null
  91. this.renderer = null;
  92. this.clearHandle()
  93. }
  94. }, 0)
  95. this.gltfWalls = [];
  96. this.instancedMeshList = [];
  97. this.instancedSpaceMeshList = [];
  98. this.lableItem = [];
  99. this.gltfLayouts = [];
  100. this.instancedFurList = [];
  101. TWEEN && TWEEN.removeAll();//清除所有的tween;
  102. console.warn("***destroyed-webgl_rxdz_look***")
  103. },
  104. async mounted(options) {
  105. var that = this;
  106. this.houseId = this.$route.query.houseId?this.$route.query.houseId:'';
  107. this.spaceId = this.$route.query.spaceId?this.$route.query.spaceId:'';
  108. this.id = this.$route.query.id?this.$route.query.id:'';
  109. console.warn("***mounted-webgl_rxdz_look****",this.id,this.$route.query)
  110. if(this.id){
  111. this.getIdData()
  112. }else{
  113. this.$store.state.loadingMsg = "没有数据~";
  114. }
  115. let container = this.$refs.webgl;
  116. let canvas3d = this.canvas = this.$refs.glcanvas;
  117. let controls = null;
  118. let camera = null, renderer = null, mixer = null;
  119. let loader = this.loader = new GLTFLoader();
  120. let scene = this.scene = new THREE.Scene();
  121. // let raycaster = null;
  122. // let mouse = new THREE.Vector2();
  123. let chooseMesh = this.chooseMesh;//标记鼠标拾取到的mesh
  124. let isUserContorl = false;//是否进入漫游状态
  125. let stats;
  126. let tweenCameraAnma = false; //表示当前是否处在动画过程中
  127. init();
  128. this.$store.state.loadingMsg="加载中...1%";
  129. this.progress = 1;
  130. this.clearEvent = clearEvent;
  131. this.tweenCameraAnmaChange = tweenCameraAnmaChange;
  132. this.updateLables = updateLables;
  133. this.moveMeshCenterHandle = moveMeshCenterHandle;
  134. this.cameraInit = cameraInit;
  135. this.resetControl = resetControl;
  136. function init() {
  137. scene.background = new THREE.Color("#FFFFFF");
  138. // 创建相机位置
  139. camera = new THREE.PerspectiveCamera( 80, window.screen.width / window.screen.height, 0.1, 10000 );
  140. 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
  141. scene.add(camera);
  142. that.camera = camera;
  143. // 环境光会均匀的照亮场景中的所有物体
  144. const ambientLight = new THREE.AmbientLight(0xFFEFE0, 3);
  145. scene.add(ambientLight);
  146. //平行光
  147. const light = new THREE.DirectionalLight(0xFFF8E5, 3);
  148. light.position.set(-3, 9, 3); //default; light shining from top
  149. light.castShadow = true; // default false
  150. // 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
  151. light.shadow.camera.left = -100; // default
  152. light.shadow.camera.right = 100; // default
  153. light.shadow.camera.top = 100; // default
  154. light.shadow.camera.bottom = -100; // default
  155. light.shadow.mapSize.width = 8192; // default
  156. light.shadow.mapSize.height = 8192; // default
  157. // light.shadow.camera.near = 0.1; // default
  158. // light.shadow.camera.far = 500; // default
  159. // light.shadow.bias = -0.01;
  160. // light.shadow.radius = 1;
  161. // light.shadow.darkness = 1; // 设置阴影强度为0.5
  162. scene.add(light);
  163. //antialias 这个值得设置为false,不然IOS上截图会失效
  164. renderer = that.renderer = new THREE.WebGLRenderer({
  165. canvas:canvas3d,
  166. alpha: true,
  167. });
  168. renderer.shadowMap.enabled = true;//产生阴影
  169. renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 阴影属性
  170. renderer.outputEncoding = THREE.sRGBEncoding;
  171. renderer.outputColorSpace = THREE.SRGBColorSpace;
  172. // renderer.toneMappingExposure = 0.1;//色调映射的曝光级别。默认是1
  173. renderer.toneMapping = THREE.NoToneMapping;//色调映射
  174. renderer.physicallyCorrectLights = true;//关键参数,模拟物理光照影响,必须设置为true
  175. renderer.setPixelRatio( window.devicePixelRatio );
  176. renderer.setSize( window.screen.width, window.screen.height );
  177. container.appendChild( renderer.domElement );
  178. // controls.target = new THREE.Vector3( that.controlStarPosition.x, that.controlStarPosition.y, that.controlStarPosition.z );;
  179. controls = new OrbitControls(camera, renderer.domElement);
  180. controls.screenSpacePanning = true;
  181. controls.enableDamping = true;
  182. controls.minDistance = 1;
  183. controls.maxDistance = 400;
  184. controls.minPolarAngle = 0;// 默认0
  185. controls.maxPolarAngle = Math.PI / 2; // 默认Math.PI,即可以向下旋转到的视角。
  186. controls.target.set(that.controlStarPosition.x, that.controlStarPosition.y, that.controlStarPosition.z);
  187. controls.enableZoom = true;//启用摄像机的缩放
  188. stats = new Stats();
  189. container.appendChild(stats.dom);
  190. stats.domElement.style.top = '100px';
  191. // 监听
  192. window.addEventListener( 'resize', onWindowResize );
  193. // raycaster = new THREE.Raycaster();
  194. renderer.domElement.addEventListener('touchstart', onPointerStart, false);
  195. renderer.domElement.addEventListener('touchmove', onPointerMove, false);
  196. renderer.domElement.addEventListener('touchend', onPointerUp, false);
  197. render();//重启渲染
  198. cameraInit();
  199. controls.saveState();//保存当前控制器的状态
  200. }
  201. //初始化相机位置
  202. function cameraInit(){
  203. camera.position.set(that.cameraStarPosition.x, that.cameraStarPosition.y, that.cameraStarPosition.z);
  204. camera.lookAt(that.controlStarPosition.x,that.controlStarPosition.y,that.controlStarPosition.z);
  205. }
  206. //初始状态
  207. function resetControl(){
  208. controls.reset();
  209. }
  210. function tweenCameraAnmaChange (value) {
  211. tweenCameraAnma = value
  212. }
  213. //取消事件监听-避免二次进入时触发多次事件
  214. function clearEvent(){
  215. console.warn("**clearEvent****")
  216. renderer && renderer.domElement && renderer.domElement.removeEventListener('touchstart', onPointerStart);
  217. renderer && renderer.domElement && renderer.domElement.removeEventListener('touchmove', onPointerMove );
  218. renderer && renderer.domElement && renderer.domElement.removeEventListener('touchend', onPointerUp );
  219. }
  220. // 手指移动开始
  221. function onPointerStart(event){
  222. console.log('开始触摸事件:',that.overChange)
  223. if(that.overChange){//形变中,不能相应用户操作
  224. return false;
  225. }
  226. }
  227. //持续触摸中
  228. function onPointerMove( event ) {
  229. if(that.overChange){//形变中,不能相应用户操作
  230. return false;
  231. }
  232. that.showLables = false;
  233. }
  234. //触摸结束
  235. function onPointerUp(event) {
  236. if(that.overChange){//形变中,不能相应用户操作
  237. return false;
  238. }
  239. // enableRender();
  240. if(event.touches.length==0){
  241. that.showLables = true;
  242. updateLables();
  243. }
  244. }
  245. //把摄像机移动的选中模型的正上方,观察点也变更为模型中心点,同时选中模型
  246. function moveMeshCenterHandle(mesh = null,noChangeColor = true){
  247. if(mesh){//如果传入了模型,则取模型
  248. let spaceId = mesh.spaceId;//空间id
  249. if(chooseMesh && spaceId == chooseMesh.spaceId){
  250. console.warn("**moveMeshCenterHandle-重复选中了***")
  251. return false;
  252. }
  253. chooseMesh = mesh;
  254. }
  255. if(!chooseMesh){
  256. console.warn("**moveMeshCenterHandle-没有数据***")
  257. return false;
  258. }
  259. that.showLables = false;//隐藏
  260. controls.enable = false;//控制器不响应用户的操作
  261. // let object = chooseMesh;//当前选中的空间模型
  262. // let spaceObj = object.userData;//获取空间模型的相关数据
  263. let spaceObj = chooseMesh;//获取空间模型的相关数据
  264. let cameraNewPosition ={};
  265. let targetNewPosition ={};
  266. let oldUp = {};
  267. let newUp = {};
  268. if (isUserContorl === false) { // 非漫游状态
  269. cameraNewPosition = {
  270. x:spaceObj.centerX/100,
  271. y:camera.position.y,
  272. z:-spaceObj.centerY/100,
  273. }
  274. //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0
  275. targetNewPosition = {
  276. x:spaceObj.centerX/100,
  277. y:0,
  278. z:-spaceObj.centerY/100,
  279. }
  280. oldUp = camera.up;//俯视状态
  281. newUp = camera.up;
  282. // that.cameraLastPosition = cameraNewPosition;//记录下上一次摄像头位置
  283. // that.controlLastPosition = targetNewPosition;//记录下上一次观察点位置
  284. }
  285. console.warn("**moveMeshCenter***",isUserContorl,spaceObj,JSON.stringify(camera.position),JSON.stringify(controls.target)
  286. ,cameraNewPosition,targetNewPosition,JSON.stringify(camera.up))
  287. tweenCamera(camera.position,controls.target,cameraNewPosition,targetNewPosition,oldUp,newUp,600);
  288. setTimeout(()=>{
  289. that.showLables = true;
  290. updateLables();
  291. controls.enable = true;//控制器响应用户的操作
  292. },601);//动画结束后回复原始状态
  293. }
  294. // oldP 相机原来的位置
  295. // oldT target原来的位置
  296. // newP 相机新的位置
  297. // newT target新的位置
  298. function tweenCamera(oldP, oldT, newP, newT, oldUp, newUp, time=1000) {
  299. if(JSON.stringify(oldP) == JSON.stringify(newP) && JSON.stringify(oldT) == JSON.stringify(newT)){
  300. that.repeatFlag = false;//放开限制,可以再次点击
  301. return false;
  302. }
  303. tweenCameraAnma = true;
  304. var tween = new TWEEN.Tween({
  305. x1: oldP.x, // 相机x
  306. y1: oldP.y, // 相机y
  307. z1: oldP.z, // 相机z
  308. x2: oldT.x, // 控制点的中心点x
  309. y2: oldT.y, // 控制点的中心点y
  310. z2: oldT.z, // 控制点的中心点z
  311. x3: oldUp.x, // 控制点的中心点x
  312. y3: oldUp.y, // 控制点的中心点y
  313. z3: oldUp.z // 控制点的中心点z
  314. })
  315. .to({
  316. x1: newP.x,
  317. y1: newP.y,
  318. z1: newP.z,
  319. x2: newT.x,
  320. y2: newT.y,
  321. z2: newT.z,
  322. x3: newUp.x, // up向量
  323. y3: newUp.y, // 控制点的中心点y
  324. z3: newUp.z // 控制点的中心点z
  325. }, time)
  326. .easing(TWEEN.Easing.Quadratic.InOut)
  327. .onUpdate((object)=> {
  328. camera.position.x = object.x1;
  329. camera.position.y = object.y1;
  330. camera.position.z = object.z1;
  331. let newTarget = new THREE.Vector3(object.x3,object.y3,object.z3);
  332. camera.up.copy(newTarget);
  333. camera.lookAt(object.x2,object.y2,object.z2);
  334. // controls.target.x = object.x2;
  335. // controls.target.y = object.y2;
  336. // controls.target.z = object.z2;
  337. // controls.update();
  338. // console.warn("****onUpdate**",object.x1,object.y1,object.z1,object.x2,object.y2,object.z2)
  339. }).onComplete(()=>{
  340. controls.target.x = newT.x;
  341. controls.target.y = newT.y;
  342. controls.target.z = newT.z;
  343. //修正最后的视角
  344. let up = new THREE.Vector3(newUp.x,newUp.y,newUp.z);
  345. camera.up.copy(up);
  346. camera.lookAt(controls.target.x,controls.target.y,controls.target.z);
  347. tweenCameraAnma = false;
  348. that.repeatFlag = false;//放开限制,可以再次点击
  349. })
  350. // 开始动画
  351. tween.start();
  352. }
  353. function onWindowResize() {
  354. camera.aspect = window.screen.width / window.screen.height;
  355. camera.updateProjectionMatrix();
  356. renderer.setSize( window.screen.width, window.screen.height );
  357. }
  358. //计算漫游时当前选中空间的观察点和摄像机的放置点位
  359. //distance 表示要沿着视角移动的距离
  360. function updateLables(){
  361. if(!that.showLables){
  362. return false;
  363. }
  364. that.lableItem.forEach(lable =>{
  365. let item = that.gltfSpaces[lable.cubeIndex].instancedMeshIndexList[0];//获取地板模型的第一个geometry实例
  366. let _index = item.instancedMeshIndex;//第一个geometry实例 在 全局InstancedMesh实例的位置
  367. let instancedMesh = that.instancedSpaceMeshList[_index];//获取具体的网格实例
  368. let stratMatrix = new THREE.Matrix4();//定义一个四维矩阵
  369. instancedMesh.getMatrixAt(item.instancedAtIndex,stratMatrix);//获取当前几何体的四维矩阵到stratMatrix里面
  370. let position = new THREE.Vector3();//当前几何体的位置参数
  371. position.setFromMatrixPosition(stratMatrix);//从四维向量中提取位置信息
  372. // console.warn("***updateLables***",item.instancedAtIndex,JSON.stringify(position));
  373. position.project(camera);
  374. const x = (position.x * .5 + .5) * window.screen.width;
  375. const y = (position.y * -.5 + .5) * window.screen.height;
  376. lable.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
  377. })
  378. }
  379. function render() {
  380. TWEEN && TWEEN.update();
  381. stats.update();
  382. //不处在动画过程中,则可以处理移动等动作
  383. if(tweenCameraAnma==false){
  384. controls.update();
  385. }
  386. renderer.render(scene, camera);//单次渲染
  387. requestId = requestAnimationFrame(render, canvas3d);
  388. }
  389. },
  390. methods: {
  391. clearHandle(){
  392. this.clearEvent();
  393. },
  394. //楼层切换
  395. floorChange(item){
  396. if(this.floorId==item.layoutId){
  397. return false;
  398. }
  399. this.floorId = item.layoutId;
  400. this.curHouseObj = this.curData.layoutStruct.find(it=>it.layoutId==item.layoutId);//更新当前具体的户型数据
  401. // 遍历场景中的所有子对象,找到类型为Mesh的对象并移除
  402. let deleList = this.scene.children.filter(object=>{
  403. if(object.userType=="mesh" || object.userType=="layoutMesh"){
  404. return object
  405. }
  406. })
  407. // console.warn("***deleList***",deleList)
  408. if(deleList && deleList.length>0){
  409. this.showLables = false;//隐藏lable
  410. this.scene.remove(...deleList);
  411. }
  412. this.gltfWalls = [];
  413. this.gltfSpaces = [];
  414. this.instancedMeshList = [];
  415. this.instancedSpaceMeshList = [];
  416. this.lableItem = [];
  417. this.gltfLayouts = [];
  418. this.instancedFurList = [];
  419. this.wallList = [];
  420. //恢复初始视角
  421. this.cameraInit();
  422. this.resetControl();
  423. setTimeout(()=>{
  424. this.loadSpace();
  425. }, 100);
  426. // this.$emit("curHouseFloorChange", item);//通知页面,户型楼层发生了变更
  427. },
  428. async getIdData(){
  429. let userId = this.userId || '';
  430. let params = {
  431. id: this.id,
  432. brandId: $config.brandId,
  433. houseId:this.houseId,
  434. userId,
  435. };
  436. const res = await requestConfig('getCustomizedRecord', params);
  437. if (res.success ) {
  438. let single = res.list[0];
  439. this.layoutStruct = JSON.parse(JSON.stringify(single));
  440. this.setHouseDetail(this.layoutStruct)
  441. }
  442. },
  443. /**
  444. * 设置户型详情信息
  445. * @param {Object} data 户型详情
  446. */
  447. setHouseDetail(data){
  448. if(data && data.layoutStruct){
  449. let curData = data;
  450. this.curHouseObj = curData.layoutStruct.find(it=>it.floor==curData.curFloor);;
  451. // this.spaceId = this.curHouseObj.spaceId;
  452. console.warn("***curHouseObj***",this.curHouseObj)
  453. this.floorList = [];
  454. curData.layoutStruct && curData.layoutStruct.forEach(item=>{
  455. this.floorList.push({
  456. houseFloor:item.floor,
  457. layoutId:item.layoutId,
  458. });
  459. })
  460. let select = this.floorList.find(it=>it.houseFloor==this.curHouseObj.floor);
  461. this.floorId = select ? select.layoutId : this.floorList[0].layoutId;
  462. this.curData = curData;
  463. console.warn("***floorList-init***",this.floorList,select)
  464. // 加载户型
  465. this.loadSpace();
  466. }else{
  467. this.curHouseObj = {}
  468. }
  469. },
  470. // 添加文字标签
  471. addWordLabel(){
  472. if(!this.gltfSpaces || this.gltfSpaces.length <= 0){
  473. return false;
  474. }
  475. // 方案二
  476. this.lableItem = [];
  477. this.gltfSpaces.forEach((cube,index) =>{
  478. // 给地板加上空间类型标注, 空间为链接空间的不显示
  479. if(cube.spaceName && !cube.isSizeLock){
  480. this.lableItem.push(
  481. {
  482. text:cube.spaceName,
  483. spaceId:cube.spaceId,
  484. transform:'',
  485. cubeIndex:index,
  486. }
  487. )
  488. }
  489. })
  490. this.showLables = true;
  491. this.updateLables();//更新lable
  492. },
  493. //obj 物体对象,type 是否改变颜色
  494. moveMeshCenter(obj,type){
  495. console.warn("**moveMeshCenter***",obj)
  496. if(obj && this.gltfSpaces && this.gltfSpaces.length>0){
  497. this.moveMeshCenterHandle(obj,type);
  498. }
  499. },
  500. // 绘制空间-即地板
  501. async loadSpace(){
  502. this.spaceList = [];
  503. this.wallIds = [];
  504. if(!this.curHouseObj){//减少重复请求
  505. console.warn("***数据错误***")
  506. return false
  507. }
  508. if(this.curHouseObj){
  509. const spaceDetail = this.curHouseObj;
  510. const spaceList = spaceDetail.houseJson;
  511. // 交换centerX, centerY;上一页面已经处理过了,这里不在需要处理
  512. for (let index = 0; index < spaceList.length; index++) {
  513. var element = spaceList[index];
  514. // const centerX = JSON.parse(JSON.stringify(element.centerX))
  515. // element.centerX = element.centerY;
  516. // element.centerY = centerX;
  517. // 计算观察点向量(相对中心点)
  518. let _actorLoaction = element.actorLocation.split(',');//x y z
  519. let _x = parseInt(_actorLoaction[1]) || element.centerX;//观察点 X轴坐标
  520. let _z = (parseInt(_actorLoaction[0])) || element.centerY;//观察点 Z轴坐标
  521. let _presentX = (_x - element.centerX)/((element.spaceWidth/2) - 5);//5是墙壁厚度的一半-单位cm
  522. let _presentY = (_z - element.centerY)/((element.spaceHeight/2) - 5);
  523. element.presentX = _presentX;//观察点跟空间中心原点的距离比例
  524. element.presentY = _presentY;
  525. element.wallMoveValue = "[0,0,0,0]"
  526. this.spaceList.push(element);
  527. this.wallIds.push(element.wallId);
  528. if(element.wallList){
  529. this.wallList.push(JSON.parse(element.wallList));
  530. }
  531. if(element.isSelected){ // 默认选中空间
  532. this.curSpaceObj = element;
  533. }
  534. }
  535. if(!this.curSpaceObj && this.spaceList.length > 0){
  536. this.curSpaceObj = this.spaceList[0];
  537. }
  538. }
  539. console.log("该户型空间数据:", this.spaceList);
  540. console.log("当前选中的空间:", this.curSpaceObj);
  541. this.loaderSpaceArr(this.spaceList);
  542. // 获取墙体数据并且绘制墙体
  543. this.getHouseTypeSpaceWalls();
  544. },
  545. // 获取墙体数据
  546. async getHouseTypeSpaceWalls(){
  547. // let data = {id:this.wallIds}
  548. // const res = await requestConfig('getHouseTypeSpaceWalls', data, true);
  549. // console.log("墙体数据:", res.list)
  550. // let wallList = [];
  551. // if(res.success){
  552. // wallList = this.wallList = res.list;
  553. // }
  554. let wallList = [];
  555. if(this.wallList && this.wallList.length>0){
  556. wallList = this.wallList;
  557. }else{
  558. let data = {id:this.wallIds}
  559. const res = await requestConfig('getHouseTypeSpaceWalls', data, true);
  560. console.log("墙体数据:", res.list)
  561. if(res.success){
  562. wallList = this.wallList = res.list;
  563. }
  564. }
  565. let wallArr = []
  566. for (let index = 0; index < wallList.length; index++) {//每个空间对应一个数据
  567. let element = JSON.parse(wallList[index].wallJson);
  568. let space = this.spaceList.find(space=>space.spaceId==element.spaceId);
  569. this.computeWallHandleOld(space,element);//提前计算
  570. 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
  571. let wallData = element.wallData[i];
  572. //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
  573. for (let j = 0; j < wallData.wallModelData.length; j ++) {
  574. let wallModelData = wallData.wallModelData[j];
  575. wallArr.push({spaceId:element.spaceId, wallModelData:wallModelData, wallDirection:wallData.wallDirection})
  576. }
  577. }
  578. }
  579. this.loadSpaceObjWalls(wallArr, wallList);
  580. this.getOverallArrangementDetailsList(2);
  581. },
  582. // 加载单个空间墙体资源
  583. async loadSpaceObjWalls(wallArr, wallList){
  584. // 加载远程墙体模型资源
  585. let startTime = new Date().getTime();
  586. // console.log("wallArr:", wallArr)
  587. let promise_list = [];
  588. let realWallArr = this.preWallData(wallArr);
  589. let arrLength = realWallArr.length;
  590. realWallArr && realWallArr.forEach((item,index) => {
  591. promise_list.push(
  592. new Promise((resolve, reject) => {
  593. this.loadWallModels(item, wallList, arrLength , resolve);
  594. })
  595. )
  596. });
  597. Promise.all(promise_list).then(()=>{
  598. let endTime = new Date().getTime();
  599. console.log("模型全部加载完成,时间:",endTime - startTime);
  600. this.$nextTick(()=>{
  601. this.moveMeshCenter(this.curSpaceObj);
  602. this.progress = 100;
  603. // this.$refs.myLoading.showLoading("加载中..." + this.progress + '%')
  604. this.$store.state.loadingMsg="加载中..." + this.progress + '%';
  605. this.$nextTick(()=>{
  606. this.myLoadingStatus = false;
  607. // this.$refs.myLoading.hideLoading();
  608. setTimeout(()=>{
  609. this.addWordLabel(); // 添加文字标签
  610. }, 610);
  611. })
  612. })
  613. })
  614. },
  615. }
  616. }
  617. </script>
  618. <style lang="scss" scoped>
  619. @import "./webgl_rxdz_look.scss";
  620. </style>