webgl_rxdz_look.vue 25 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649
  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. isIOS:false,
  74. }
  75. },
  76. computed: {
  77. userId() {
  78. return this.$store.state.userId;
  79. },
  80. },
  81. watch:{
  82. },
  83. beforeDestroy() {
  84. cancelAnimationFrame(requestId, this.canvas)
  85. this.worker && this.worker.terminate()
  86. setTimeout(() => {
  87. if (this.renderer instanceof THREE.WebGLRenderer) {
  88. this.renderer.dispose()
  89. this.renderer.forceContextLoss()
  90. this.renderer.context = null
  91. this.renderer.domElement = null
  92. this.renderer = null;
  93. this.clearHandle()
  94. }
  95. }, 0)
  96. this.gltfWalls = [];
  97. this.instancedMeshList = [];
  98. this.instancedSpaceMeshList = [];
  99. this.lableItem = [];
  100. this.gltfLayouts = [];
  101. this.instancedFurList = [];
  102. TWEEN && TWEEN.removeAll();//清除所有的tween;
  103. console.warn("***destroyed-webgl_rxdz_look***")
  104. },
  105. async mounted(options) {
  106. var that = this;
  107. this.houseId = this.$route.query.houseId?this.$route.query.houseId:'';
  108. this.spaceId = this.$route.query.spaceId?this.$route.query.spaceId:'';
  109. this.id = this.$route.query.id?this.$route.query.id:'';
  110. console.warn("***mounted-webgl_rxdz_look****",this.id,this.$route.query)
  111. this.isIOS = !!navigator.userAgent.match(/\(i[^;]+;( U;)? CPU.+Mac OS X/);
  112. if(this.id){
  113. this.getIdData()
  114. }else{
  115. this.$store.state.loadingMsg = "没有数据~";
  116. }
  117. let container = this.$refs.webgl;
  118. let canvas3d = this.canvas = this.$refs.glcanvas;
  119. let controls = null;
  120. let camera = null, renderer = null, mixer = null;
  121. let loader = this.loader = new GLTFLoader();
  122. let scene = this.scene = new THREE.Scene();
  123. // let raycaster = null;
  124. // let mouse = new THREE.Vector2();
  125. let chooseMesh = this.chooseMesh;//标记鼠标拾取到的mesh
  126. let isUserContorl = false;//是否进入漫游状态
  127. let stats;
  128. let tweenCameraAnma = false; //表示当前是否处在动画过程中
  129. init();
  130. this.$store.state.loadingMsg="加载中...1%";
  131. this.progress = 1;
  132. this.clearEvent = clearEvent;
  133. this.tweenCameraAnmaChange = tweenCameraAnmaChange;
  134. this.updateLables = updateLables;
  135. this.moveMeshCenterHandle = moveMeshCenterHandle;
  136. this.cameraInit = cameraInit;
  137. this.resetControl = resetControl;
  138. function init() {
  139. scene.background = new THREE.Color("#FFFFFF");
  140. // 创建相机位置
  141. camera = new THREE.PerspectiveCamera( 80, window.screen.width / window.screen.height, 0.1, 10000 );
  142. 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
  143. scene.add(camera);
  144. that.camera = camera;
  145. // 环境光会均匀的照亮场景中的所有物体
  146. const ambientLight = new THREE.AmbientLight(0xFFEFE0, 3);
  147. scene.add(ambientLight);
  148. //平行光
  149. const light = new THREE.DirectionalLight(0xFFF8E5, 3);
  150. light.position.set(-3, 9, 3); //default; light shining from top
  151. light.castShadow = true; // default false
  152. // 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
  153. light.shadow.camera.left = -100; // default
  154. light.shadow.camera.right = 100; // default
  155. light.shadow.camera.top = 100; // default
  156. light.shadow.camera.bottom = -100; // default
  157. light.shadow.mapSize.width = 1024; // default
  158. light.shadow.mapSize.height = 1024; // default
  159. // light.shadow.camera.near = 0.1; // default
  160. // light.shadow.camera.far = 500; // default
  161. // light.shadow.bias = -0.01;
  162. // light.shadow.radius = 1;
  163. // light.shadow.darkness = 1; // 设置阴影强度为0.5
  164. scene.add(light);
  165. //antialias 这个值得设置为false,不然IOS上截图会失效
  166. renderer = that.renderer = new THREE.WebGLRenderer({
  167. canvas:canvas3d,
  168. alpha: true,
  169. });
  170. // if(!that.isIOS){
  171. renderer.shadowMap.enabled = true;//产生阴影
  172. renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 阴影属性
  173. // }
  174. renderer.outputEncoding = THREE.sRGBEncoding;
  175. renderer.outputColorSpace = THREE.SRGBColorSpace;
  176. // renderer.toneMappingExposure = 0.1;//色调映射的曝光级别。默认是1
  177. renderer.toneMapping = THREE.NoToneMapping;//色调映射
  178. renderer.physicallyCorrectLights = true;//关键参数,模拟物理光照影响,必须设置为true
  179. renderer.setPixelRatio( window.devicePixelRatio );
  180. renderer.setSize( window.screen.width, window.screen.height );
  181. container.appendChild( renderer.domElement );
  182. // controls.target = new THREE.Vector3( that.controlStarPosition.x, that.controlStarPosition.y, that.controlStarPosition.z );;
  183. controls = new OrbitControls(camera, renderer.domElement);
  184. controls.screenSpacePanning = true;
  185. controls.enableDamping = true;
  186. controls.minDistance = 1;
  187. controls.maxDistance = 400;
  188. controls.minPolarAngle = 0;// 默认0
  189. controls.maxPolarAngle = Math.PI / 2; // 默认Math.PI,即可以向下旋转到的视角。
  190. controls.target.set(that.controlStarPosition.x, that.controlStarPosition.y, that.controlStarPosition.z);
  191. controls.enableZoom = true;//启用摄像机的缩放
  192. stats = new Stats();
  193. container.appendChild(stats.dom);
  194. stats.domElement.style.top = '100px';
  195. // 监听
  196. window.addEventListener( 'resize', onWindowResize );
  197. // raycaster = new THREE.Raycaster();
  198. renderer.domElement.addEventListener('touchstart', onPointerStart, false);
  199. renderer.domElement.addEventListener('touchmove', onPointerMove, false);
  200. renderer.domElement.addEventListener('touchend', onPointerUp, false);
  201. render();//重启渲染
  202. cameraInit();
  203. controls.saveState();//保存当前控制器的状态
  204. }
  205. //初始化相机位置
  206. function cameraInit(){
  207. camera.position.set(that.cameraStarPosition.x, that.cameraStarPosition.y, that.cameraStarPosition.z);
  208. camera.lookAt(that.controlStarPosition.x,that.controlStarPosition.y,that.controlStarPosition.z);
  209. }
  210. //初始状态
  211. function resetControl(){
  212. controls.reset();
  213. }
  214. function tweenCameraAnmaChange (value) {
  215. tweenCameraAnma = value
  216. }
  217. //取消事件监听-避免二次进入时触发多次事件
  218. function clearEvent(){
  219. console.warn("**clearEvent****")
  220. renderer && renderer.domElement && renderer.domElement.removeEventListener('touchstart', onPointerStart);
  221. renderer && renderer.domElement && renderer.domElement.removeEventListener('touchmove', onPointerMove );
  222. renderer && renderer.domElement && renderer.domElement.removeEventListener('touchend', onPointerUp );
  223. }
  224. // 手指移动开始
  225. function onPointerStart(event){
  226. console.log('开始触摸事件:',that.overChange)
  227. if(that.overChange){//形变中,不能相应用户操作
  228. return false;
  229. }
  230. }
  231. //持续触摸中
  232. function onPointerMove( event ) {
  233. if(that.overChange){//形变中,不能相应用户操作
  234. return false;
  235. }
  236. that.showLables = false;
  237. }
  238. //触摸结束
  239. function onPointerUp(event) {
  240. if(that.overChange){//形变中,不能相应用户操作
  241. return false;
  242. }
  243. // enableRender();
  244. if(event.touches.length==0){
  245. that.showLables = true;
  246. updateLables();
  247. }
  248. }
  249. //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
  250. function moveMeshCenterHandle(mesh = null,noChangeColor = true){
  251. if(mesh){//如果传入了模型,则取模型
  252. let spaceId = mesh.spaceId;//空间id
  253. if(chooseMesh && spaceId == chooseMesh.spaceId){
  254. console.warn("**moveMeshCenterHandle-重复选中了***")
  255. return false;
  256. }
  257. chooseMesh = mesh;
  258. }
  259. if(!chooseMesh){
  260. console.warn("**moveMeshCenterHandle-没有数据***")
  261. return false;
  262. }
  263. that.showLables = false;//隐藏
  264. controls.enable = false;//控制器不响应用户的操作
  265. // let object = chooseMesh;//当前选中的空间模型
  266. // let spaceObj = object.userData;//获取空间模型的相关数据
  267. let spaceObj = chooseMesh;//获取空间模型的相关数据
  268. let cameraNewPosition ={};
  269. let targetNewPosition ={};
  270. let oldUp = {};
  271. let newUp = {};
  272. if (isUserContorl === false) { // 非漫游状态
  273. cameraNewPosition = {
  274. x:spaceObj.centerX/100,
  275. y:camera.position.y,
  276. z:-spaceObj.centerY/100,
  277. }
  278. //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
  279. targetNewPosition = {
  280. x:spaceObj.centerX/100,
  281. y:0,
  282. z:-spaceObj.centerY/100,
  283. }
  284. oldUp = camera.up;//俯视状态
  285. newUp = camera.up;
  286. // that.cameraLastPosition = cameraNewPosition;//记录下上一次摄像头位置
  287. // that.controlLastPosition = targetNewPosition;//记录下上一次观察点位置
  288. }
  289. console.warn("**moveMeshCenter***",isUserContorl,spaceObj,JSON.stringify(camera.position),JSON.stringify(controls.target)
  290. ,cameraNewPosition,targetNewPosition,JSON.stringify(camera.up))
  291. tweenCamera(camera.position,controls.target,cameraNewPosition,targetNewPosition,oldUp,newUp,600);
  292. setTimeout(()=>{
  293. that.showLables = true;
  294. updateLables();
  295. controls.enable = true;//控制器响应用户的操作
  296. },601);//动画结束后回复原始状态
  297. }
  298. // oldP 相机原来的位置
  299. // oldT target原来的位置
  300. // newP 相机新的位置
  301. // newT target新的位置
  302. function tweenCamera(oldP, oldT, newP, newT, oldUp, newUp, time=1000) {
  303. if(JSON.stringify(oldP) == JSON.stringify(newP) && JSON.stringify(oldT) == JSON.stringify(newT)){
  304. that.repeatFlag = false;//放开限制,可以再次点击
  305. return false;
  306. }
  307. tweenCameraAnma = true;
  308. var tween = new TWEEN.Tween({
  309. x1: oldP.x, // 相机x
  310. y1: oldP.y, // 相机y
  311. z1: oldP.z, // 相机z
  312. x2: oldT.x, // 控制点的中心点x
  313. y2: oldT.y, // 控制点的中心点y
  314. z2: oldT.z, // 控制点的中心点z
  315. x3: oldUp.x, // 控制点的中心点x
  316. y3: oldUp.y, // 控制点的中心点y
  317. z3: oldUp.z // 控制点的中心点z
  318. })
  319. .to({
  320. x1: newP.x,
  321. y1: newP.y,
  322. z1: newP.z,
  323. x2: newT.x,
  324. y2: newT.y,
  325. z2: newT.z,
  326. x3: newUp.x, // up向量
  327. y3: newUp.y, // 控制点的中心点y
  328. z3: newUp.z // 控制点的中心点z
  329. }, time)
  330. .easing(TWEEN.Easing.Quadratic.InOut)
  331. .onUpdate((object)=> {
  332. camera.position.x = object.x1;
  333. camera.position.y = object.y1;
  334. camera.position.z = object.z1;
  335. let newTarget = new THREE.Vector3(object.x3,object.y3,object.z3);
  336. camera.up.copy(newTarget);
  337. camera.lookAt(object.x2,object.y2,object.z2);
  338. // controls.target.x = object.x2;
  339. // controls.target.y = object.y2;
  340. // controls.target.z = object.z2;
  341. // controls.update();
  342. // console.warn("****onUpdate**",object.x1,object.y1,object.z1,object.x2,object.y2,object.z2)
  343. }).onComplete(()=>{
  344. controls.target.x = newT.x;
  345. controls.target.y = newT.y;
  346. controls.target.z = newT.z;
  347. //修正最后的视角
  348. let up = new THREE.Vector3(newUp.x,newUp.y,newUp.z);
  349. camera.up.copy(up);
  350. camera.lookAt(controls.target.x,controls.target.y,controls.target.z);
  351. tweenCameraAnma = false;
  352. that.repeatFlag = false;//放开限制,可以再次点击
  353. })
  354. // 开始动画
  355. tween.start();
  356. }
  357. function onWindowResize() {
  358. camera.aspect = window.screen.width / window.screen.height;
  359. camera.updateProjectionMatrix();
  360. renderer.setSize( window.screen.width, window.screen.height );
  361. }
  362. //计算漫游时当前选中空间的观察点和摄像机的放置点位
  363. //distance 表示要沿着视角移动的距离
  364. function updateLables(){
  365. if(!that.showLables){
  366. return false;
  367. }
  368. that.lableItem.forEach(lable =>{
  369. let item = that.gltfSpaces[lable.cubeIndex].instancedMeshIndexList[0];//获取地板模型的第一个geometry实例
  370. let _index = item.instancedMeshIndex;//第一个geometry实例 在 全局InstancedMesh实例的位置
  371. let instancedMesh = that.instancedSpaceMeshList[_index];//获取具体的网格实例
  372. let stratMatrix = new THREE.Matrix4();//定义一个四维矩阵
  373. instancedMesh.getMatrixAt(item.instancedAtIndex,stratMatrix);//获取当前几何体的四维矩阵到stratMatrix里面
  374. let position = new THREE.Vector3();//当前几何体的位置参数
  375. position.setFromMatrixPosition(stratMatrix);//从四维向量中提取位置信息
  376. // console.warn("***updateLables***",item.instancedAtIndex,JSON.stringify(position));
  377. position.project(camera);
  378. const x = (position.x * .5 + .5) * window.screen.width;
  379. const y = (position.y * -.5 + .5) * window.screen.height;
  380. lable.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
  381. })
  382. }
  383. function render() {
  384. TWEEN && TWEEN.update();
  385. stats.update();
  386. //不处在动画过程中,则可以处理移动等动作
  387. if(tweenCameraAnma==false){
  388. controls.update();
  389. }
  390. renderer.render(scene, camera);//单次渲染
  391. requestId = requestAnimationFrame(render, canvas3d);
  392. }
  393. },
  394. methods: {
  395. clearHandle(){
  396. this.clearEvent();
  397. },
  398. //楼层切换
  399. floorChange(item){
  400. if(this.floorId==item.layoutId){
  401. return false;
  402. }
  403. this.floorId = item.layoutId;
  404. this.curHouseObj = this.curData.layoutStruct.find(it=>it.layoutId==item.layoutId);//更新当前具体的户型数据
  405. // 遍历场景中的所有子对象,找到类型为Mesh的对象并移除
  406. let deleList = this.scene.children.filter(object=>{
  407. if(object.userType=="mesh" || object.userType=="layoutMesh"){
  408. return object
  409. }
  410. })
  411. // console.warn("***deleList***",deleList)
  412. if(deleList && deleList.length>0){
  413. this.showLables = false;//隐藏lable
  414. this.scene.remove(...deleList);
  415. }
  416. this.gltfWalls = [];
  417. this.gltfSpaces = [];
  418. this.instancedMeshList = [];
  419. this.instancedSpaceMeshList = [];
  420. this.lableItem = [];
  421. this.gltfLayouts = [];
  422. this.instancedFurList = [];
  423. this.wallList = [];
  424. //恢复初始视角
  425. this.cameraInit();
  426. this.resetControl();
  427. setTimeout(()=>{
  428. this.loadSpace();
  429. }, 100);
  430. // this.$emit("curHouseFloorChange", item);//通知页面,户型楼层发生了变更
  431. },
  432. async getIdData(){
  433. let userId = this.userId || '';
  434. let params = {
  435. id: this.id,
  436. brandId: $config.brandId,
  437. houseId:this.houseId,
  438. userId,
  439. };
  440. const res = await requestConfig('getCustomizedRecord', params);
  441. if (res.success ) {
  442. let single = res.list[0];
  443. this.layoutStruct = JSON.parse(JSON.stringify(single));
  444. this.setHouseDetail(this.layoutStruct)
  445. }
  446. },
  447. /**
  448. * 设置户型详情信息
  449. * @param {Object} data 户型详情
  450. */
  451. setHouseDetail(data){
  452. if(data && data.layoutStruct){
  453. let curData = data;
  454. this.curHouseObj = curData.layoutStruct.find(it=>it.floor==curData.curFloor);;
  455. // this.spaceId = this.curHouseObj.spaceId;
  456. console.warn("***curHouseObj***",this.curHouseObj)
  457. this.floorList = [];
  458. curData.layoutStruct && curData.layoutStruct.forEach(item=>{
  459. this.floorList.push({
  460. houseFloor:item.floor,
  461. layoutId:item.layoutId,
  462. });
  463. })
  464. let select = this.floorList.find(it=>it.houseFloor==this.curHouseObj.floor);
  465. this.floorId = select ? select.layoutId : this.floorList[0].layoutId;
  466. this.curData = curData;
  467. console.warn("***floorList-init***",this.floorList,select)
  468. // 加载户型
  469. this.loadSpace();
  470. }else{
  471. this.curHouseObj = {}
  472. }
  473. },
  474. // 添加文字标签
  475. addWordLabel(){
  476. if(!this.gltfSpaces || this.gltfSpaces.length <= 0){
  477. return false;
  478. }
  479. // 方案二
  480. this.lableItem = [];
  481. this.gltfSpaces.forEach((cube,index) =>{
  482. // 给地板加上空间类型标注, 空间为链接空间的不显示
  483. if(cube.spaceName && !cube.isSizeLock){
  484. this.lableItem.push(
  485. {
  486. text:cube.spaceName,
  487. spaceId:cube.spaceId,
  488. transform:'',
  489. cubeIndex:index,
  490. }
  491. )
  492. }
  493. })
  494. this.showLables = true;
  495. this.updateLables();//更新lable
  496. },
  497. //obj 物体对象,type 是否改变颜色
  498. moveMeshCenter(obj,type){
  499. console.warn("**moveMeshCenter***",obj)
  500. if(obj && this.gltfSpaces && this.gltfSpaces.length>0){
  501. this.moveMeshCenterHandle(obj,type);
  502. }
  503. },
  504. // 绘制空间-即地板
  505. async loadSpace(){
  506. this.spaceList = [];
  507. this.wallIds = [];
  508. if(!this.curHouseObj){//减少重复请求
  509. console.warn("***数据错误***")
  510. return false
  511. }
  512. if(this.curHouseObj){
  513. const spaceDetail = this.curHouseObj;
  514. const spaceList = spaceDetail.houseJson;
  515. // 交换centerX, centerY;上一页面已经处理过了,这里不在需要处理
  516. for (let index = 0; index < spaceList.length; index++) {
  517. var element = spaceList[index];
  518. // const centerX = JSON.parse(JSON.stringify(element.centerX))
  519. // element.centerX = element.centerY;
  520. // element.centerY = centerX;
  521. // 计算观察点向量(相对中心点)
  522. let _actorLoaction = element.actorLocation.split(',');//x y z
  523. let _x = parseInt(_actorLoaction[1]) || element.centerX;//观察点 X轴坐标
  524. let _z = (parseInt(_actorLoaction[0])) || element.centerY;//观察点 Z轴坐标
  525. let _presentX = (_x - element.centerX)/((element.spaceWidth/2) - 5);//5是墙壁厚度的一半-单位cm
  526. let _presentY = (_z - element.centerY)/((element.spaceHeight/2) - 5);
  527. element.presentX = _presentX;//观察点跟空间中心原点的距离比例
  528. element.presentY = _presentY;
  529. element.wallMoveValue = "[0,0,0,0]"
  530. this.spaceList.push(element);
  531. this.wallIds.push(element.wallId);
  532. if(element.wallList){
  533. this.wallList.push(JSON.parse(element.wallList));
  534. }
  535. if(element.isSelected){ // 默认选中空间
  536. this.curSpaceObj = element;
  537. }
  538. }
  539. if(!this.curSpaceObj && this.spaceList.length > 0){
  540. this.curSpaceObj = this.spaceList[0];
  541. }
  542. }
  543. console.log("该户型空间数据:", this.spaceList);
  544. console.log("当前选中的空间:", this.curSpaceObj);
  545. this.loaderSpaceArr(this.spaceList);
  546. // 获取墙体数据并且绘制墙体
  547. this.getHouseTypeSpaceWalls();
  548. },
  549. // 获取墙体数据
  550. async getHouseTypeSpaceWalls(){
  551. // let data = {id:this.wallIds}
  552. // const res = await requestConfig('getHouseTypeSpaceWalls', data, true);
  553. // console.log("墙体数据:", res.list)
  554. // let wallList = [];
  555. // if(res.success){
  556. // wallList = this.wallList = res.list;
  557. // }
  558. let wallList = [];
  559. if(this.wallList && this.wallList.length>0){
  560. wallList = this.wallList;
  561. }else{
  562. let data = {id:this.wallIds}
  563. const res = await requestConfig('getHouseTypeSpaceWalls', data, true);
  564. console.log("墙体数据:", res.list)
  565. if(res.success){
  566. wallList = this.wallList = res.list;
  567. }
  568. }
  569. let wallArr = []
  570. for (let index = 0; index < wallList.length; index++) {//每个空间对应一个数据
  571. let element = JSON.parse(wallList[index].wallJson);
  572. let space = this.spaceList.find(space=>space.spaceId==element.spaceId);
  573. this.computeWallHandleOld(space,element);//提前计算
  574. 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
  575. let wallData = element.wallData[i];
  576. //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
  577. for (let j = 0; j < wallData.wallModelData.length; j ++) {
  578. let wallModelData = wallData.wallModelData[j];
  579. wallArr.push({spaceId:element.spaceId, wallModelData:wallModelData, wallDirection:wallData.wallDirection})
  580. }
  581. }
  582. }
  583. this.loadSpaceObjWalls(wallArr, wallList);
  584. this.getOverallArrangementDetailsList(2);
  585. },
  586. // 加载单个空间墙体资源
  587. async loadSpaceObjWalls(wallArr, wallList){
  588. // 加载远程墙体模型资源
  589. let startTime = new Date().getTime();
  590. // console.log("wallArr:", wallArr)
  591. let promise_list = [];
  592. let realWallArr = this.preWallData(wallArr);
  593. let arrLength = realWallArr.length;
  594. realWallArr && realWallArr.forEach((item,index) => {
  595. promise_list.push(
  596. new Promise((resolve, reject) => {
  597. this.loadWallModels(item, wallList, arrLength , resolve);
  598. })
  599. )
  600. });
  601. Promise.all(promise_list).then(()=>{
  602. let endTime = new Date().getTime();
  603. console.log("模型全部加载完成,时间:",endTime - startTime);
  604. this.$nextTick(()=>{
  605. this.moveMeshCenter(this.curSpaceObj);
  606. this.progress = 100;
  607. // this.$refs.myLoading.showLoading("加载中..." + this.progress + '%')
  608. this.$store.state.loadingMsg="加载中..." + this.progress + '%';
  609. this.$nextTick(()=>{
  610. this.myLoadingStatus = false;
  611. // this.$refs.myLoading.hideLoading();
  612. setTimeout(()=>{
  613. this.addWordLabel(); // 添加文字标签
  614. }, 610);
  615. })
  616. })
  617. })
  618. },
  619. }
  620. }
  621. </script>
  622. <style lang="scss" scoped>
  623. @import "./webgl_rxdz_look.scss";
  624. </style>