webgl_rxdz_look.vue 26 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 '@/mixins/commonPageMethod.js';
  16. // const app = getApp(); //获取应用实例
  17. export default {
  18. mixins:[loadModel,floorMethod,wallMethod,commonPageMethod],
  19. /**
  20. * 页面的初始数据
  21. */
  22. data() {
  23. return {
  24. pvCurPageName: "webgl_rxdz_look",
  25. pvCurPageParams: null,
  26. locusBehaviorName: "查看页面",
  27. houseId: "",
  28. pvId: 'p_2cmina_23080404',
  29. navbar: {
  30. showCapsule: 1,
  31. title: '查看户型',
  32. titleColor: '#fff',
  33. navPadding: 0,
  34. navPaddingBg:'transparent',
  35. navBarColor: 'transparent',
  36. navBackColor: 'transparent',
  37. haveCallback: true, // 如果是 true 会接手 navbarBackClk
  38. fromShare: false,
  39. fromProject: 0,
  40. shareToken: "",
  41. pageName: this.pvCurPageName,
  42. },
  43. canvas:null,
  44. id:'',// 户型编号
  45. spaceList:[], // 空间列表
  46. gltfSpaces:[], // 场景中地板模型数组
  47. spaceId:null,
  48. wallIds:[], // 空间墙体id
  49. wallList:[], // 墙体数据
  50. gltfWalls:[], // 场景中墙体模型数组
  51. loader:null,
  52. scene:null,
  53. // sky:null,
  54. camera:null,
  55. controls:null,
  56. curHouseObj: null,
  57. controlStarPosition : { x:0, y:0, z:0}, //控制器初始位置
  58. cameraStarPosition : { x:0, y:20, z:0} ,//摄像头初始位置
  59. // cameraLastPosition: null, //摄像头上一次移动到的位置
  60. // controlLastPosition: null, //观察点上一次移动到的位置
  61. canvasHeight:430, //canvas视图的高度-计算得出
  62. chooseMesh:null,//标记鼠标拾取到的mesh
  63. progress:1, //进度条
  64. myLoadingStatus:false,
  65. repeatFlag:false, //重复点击
  66. instancedFloorMesh:null,
  67. instancedMeshList: [],
  68. lableItem:[],
  69. showLables:false,
  70. gltfSpaceRoofs:[], // 屋顶模型数组
  71. floorList:[],
  72. floorId:null,
  73. curData:null, //上一个页面传来的数据
  74. curSpaceObj:null, //当前应该定位到的空间
  75. isIOS:false,
  76. }
  77. },
  78. computed: {
  79. userId() {
  80. return this.$store.state.userId;
  81. },
  82. },
  83. watch:{
  84. },
  85. beforeDestroy() {
  86. cancelAnimationFrame(requestId, this.canvas)
  87. this.worker && this.worker.terminate()
  88. setTimeout(() => {
  89. if (this.renderer instanceof THREE.WebGLRenderer) {
  90. // 遍历场景中的所有子对象,找到类型为Mesh的对象并移除
  91. let deleList = this.scene.children.filter(object=>{
  92. if (object instanceof THREE.Mesh) {
  93. return object
  94. }
  95. })
  96. if(deleList && deleList.length>0){
  97. this.scene.remove(...deleList);
  98. }
  99. this.scene.traverse(function(object) {
  100. if (object instanceof THREE.Mesh) {
  101. if(object.geometry && typeof(object.geometry.dispose)=='function'){
  102. object.geometry.dispose();
  103. }
  104. if(object.material && typeof(object.material.dispose)=='function'){
  105. object.material.dispose();
  106. }
  107. if(object.texture && typeof(object.texture.dispose)=='function'){
  108. object.texture.dispose();
  109. }
  110. }
  111. });
  112. this.renderer.clear();
  113. this.renderer.dispose();
  114. this.renderer.forceContextLoss();
  115. this.renderer.context = null;
  116. this.renderer.domElement = null;
  117. this.renderer = null;;
  118. this.clearHandle()
  119. }
  120. }, 0)
  121. this.gltfWalls = [];
  122. this.gltfSpaces = [];
  123. this.gltfSpaceRoofs = [];
  124. this.instancedMeshList = [];
  125. this.instancedSpaceMeshList = [];
  126. this.lableItem = [];
  127. this.gltfLayouts = [];
  128. this.instancedFurList = [];
  129. TWEEN && TWEEN.removeAll();//清除所有的tween;
  130. console.warn("***destroyed-webgl_rxdz_look***")
  131. },
  132. async mounted(options) {
  133. var that = this;
  134. this.houseId = this.$route.query.houseId?this.$route.query.houseId:'';
  135. this.spaceId = this.$route.query.spaceId?this.$route.query.spaceId:'';
  136. this.id = this.$route.query.id?this.$route.query.id:'';
  137. console.warn("***mounted-webgl_rxdz_look****",this.id,this.$route.query)
  138. this.isIOS = !!navigator.userAgent.match(/\(i[^;]+;( U;)? CPU.+Mac OS X/);
  139. if(this.id){
  140. this.getIdData()
  141. }else{
  142. this.$store.state.loadingMsg = "没有数据~";
  143. }
  144. let screenWidth = window.screen.width;
  145. let screenHeight = window.screen.height;
  146. if(window.innerWidth && window.screen.width){
  147. screenWidth = Math.min(window.innerWidth,window.screen.width)
  148. }
  149. if(window.innerHeight && window.screen.height){
  150. screenHeight = Math.min(window.innerHeight,window.screen.height)
  151. }
  152. let container = this.$refs.webgl;
  153. let canvas3d = this.canvas = this.$refs.glcanvas;
  154. let controls = null;
  155. let camera = null, renderer = null, mixer = null;
  156. let loader = this.loader = new GLTFLoader();
  157. let scene = this.scene = new THREE.Scene();
  158. // let raycaster = null;
  159. // let mouse = new THREE.Vector2();
  160. let chooseMesh = this.chooseMesh;//标记鼠标拾取到的mesh
  161. let isUserContorl = false;//是否进入漫游状态
  162. let stats;
  163. let tweenCameraAnma = false; //表示当前是否处在动画过程中
  164. init();
  165. this.$store.state.loadingMsg="加载中...1%";
  166. this.progress = 1;
  167. this.clearEvent = clearEvent;
  168. this.tweenCameraAnmaChange = tweenCameraAnmaChange;
  169. this.updateLables = updateLables;
  170. this.moveMeshCenterHandle = moveMeshCenterHandle;
  171. this.cameraInit = cameraInit;
  172. this.resetControl = resetControl;
  173. function init() {
  174. scene.background = new THREE.Color("#FFFFFF");
  175. // 创建相机位置
  176. camera = new THREE.PerspectiveCamera( 80, screenWidth / screenHeight, 0.1, 10000 );
  177. 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
  178. scene.add(camera);
  179. that.camera = camera;
  180. // 环境光会均匀的照亮场景中的所有物体
  181. const ambientLight = new THREE.AmbientLight(0xFFEFE0, 3);
  182. scene.add(ambientLight);
  183. //平行光
  184. const light = new THREE.DirectionalLight(0xFFF8E5, 3);
  185. light.position.set(-3, 9, 3); //default; light shining from top
  186. light.castShadow = true; // default false
  187. // 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
  188. light.shadow.camera.left = -100; // default
  189. light.shadow.camera.right = 100; // default
  190. light.shadow.camera.top = 100; // default
  191. light.shadow.camera.bottom = -100; // default
  192. light.shadow.mapSize.width = 1024; // default
  193. light.shadow.mapSize.height = 1024; // default
  194. // light.shadow.camera.near = 0.1; // default
  195. // light.shadow.camera.far = 500; // default
  196. // light.shadow.bias = -0.01;
  197. // light.shadow.radius = 1;
  198. // light.shadow.darkness = 1; // 设置阴影强度为0.5
  199. scene.add(light);
  200. //antialias 这个值得设置为false,不然IOS上截图会失效
  201. renderer = that.renderer = new THREE.WebGLRenderer({
  202. canvas:canvas3d,
  203. alpha: true,
  204. });
  205. if(!that.isIOS){
  206. renderer.shadowMap.enabled = true;//产生阴影
  207. renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 阴影属性
  208. }
  209. renderer.outputEncoding = THREE.sRGBEncoding;
  210. renderer.outputColorSpace = THREE.SRGBColorSpace;
  211. // renderer.toneMappingExposure = 0.1;//色调映射的曝光级别。默认是1
  212. renderer.toneMapping = THREE.NoToneMapping;//色调映射
  213. renderer.physicallyCorrectLights = true;//关键参数,模拟物理光照影响,必须设置为true
  214. renderer.setPixelRatio( window.devicePixelRatio );
  215. renderer.setSize( screenWidth, screenHeight );
  216. container.appendChild( renderer.domElement );
  217. // controls.target = new THREE.Vector3( that.controlStarPosition.x, that.controlStarPosition.y, that.controlStarPosition.z );;
  218. controls = new OrbitControls(camera, renderer.domElement);
  219. controls.screenSpacePanning = true;
  220. controls.enableDamping = true;
  221. controls.minDistance = 1;
  222. controls.maxDistance = 400;
  223. controls.minPolarAngle = 0;// 默认0
  224. controls.maxPolarAngle = Math.PI / 2; // 默认Math.PI,即可以向下旋转到的视角。
  225. controls.target.set(that.controlStarPosition.x, that.controlStarPosition.y, that.controlStarPosition.z);
  226. controls.enableZoom = true;//启用摄像机的缩放
  227. // stats = new Stats();
  228. // container.appendChild(stats.dom);
  229. // stats.domElement.style.top = '100px';
  230. // 监听
  231. window.addEventListener( 'resize', onWindowResize );
  232. // raycaster = new THREE.Raycaster();
  233. renderer.domElement.addEventListener('touchstart', onPointerStart, false);
  234. renderer.domElement.addEventListener('touchmove', onPointerMove, false);
  235. renderer.domElement.addEventListener('touchend', onPointerUp, false);
  236. render();//重启渲染
  237. cameraInit();
  238. controls.saveState();//保存当前控制器的状态
  239. }
  240. //初始化相机位置
  241. function cameraInit(){
  242. camera.position.set(that.cameraStarPosition.x, that.cameraStarPosition.y, that.cameraStarPosition.z);
  243. camera.lookAt(that.controlStarPosition.x,that.controlStarPosition.y,that.controlStarPosition.z);
  244. }
  245. //初始状态
  246. function resetControl(){
  247. controls.reset();
  248. }
  249. function tweenCameraAnmaChange (value) {
  250. tweenCameraAnma = value
  251. }
  252. //取消事件监听-避免二次进入时触发多次事件
  253. function clearEvent(){
  254. console.warn("**clearEvent****")
  255. renderer && renderer.domElement && renderer.domElement.removeEventListener('touchstart', onPointerStart);
  256. renderer && renderer.domElement && renderer.domElement.removeEventListener('touchmove', onPointerMove );
  257. renderer && renderer.domElement && renderer.domElement.removeEventListener('touchend', onPointerUp );
  258. }
  259. // 手指移动开始
  260. function onPointerStart(event){
  261. console.log('开始触摸事件:',that.overChange)
  262. if(that.overChange){//形变中,不能相应用户操作
  263. return false;
  264. }
  265. }
  266. //持续触摸中
  267. function onPointerMove( event ) {
  268. if(that.overChange){//形变中,不能相应用户操作
  269. return false;
  270. }
  271. that.showLables = false;
  272. }
  273. //触摸结束
  274. function onPointerUp(event) {
  275. if(that.overChange){//形变中,不能相应用户操作
  276. return false;
  277. }
  278. // enableRender();
  279. if(event.touches.length==0){
  280. that.showLables = true;
  281. updateLables();
  282. }
  283. }
  284. //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
  285. function moveMeshCenterHandle(mesh = null,noChangeColor = true){
  286. if(mesh){//如果传入了模型,则取模型
  287. let spaceId = mesh.spaceId;//空间id
  288. if(chooseMesh && spaceId == chooseMesh.spaceId){
  289. console.warn("**moveMeshCenterHandle-重复选中了***")
  290. return false;
  291. }
  292. chooseMesh = mesh;
  293. }
  294. if(!chooseMesh){
  295. console.warn("**moveMeshCenterHandle-没有数据***")
  296. return false;
  297. }
  298. that.showLables = false;//隐藏
  299. controls.enable = false;//控制器不响应用户的操作
  300. // let object = chooseMesh;//当前选中的空间模型
  301. // let spaceObj = object.userData;//获取空间模型的相关数据
  302. let spaceObj = chooseMesh;//获取空间模型的相关数据
  303. let cameraNewPosition ={};
  304. let targetNewPosition ={};
  305. let oldUp = {};
  306. let newUp = {};
  307. if (isUserContorl === false) { // 非漫游状态
  308. cameraNewPosition = {
  309. x:spaceObj.centerX/100,
  310. y:camera.position.y,
  311. z:-spaceObj.centerY/100,
  312. }
  313. //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
  314. targetNewPosition = {
  315. x:spaceObj.centerX/100,
  316. y:0,
  317. z:-spaceObj.centerY/100,
  318. }
  319. oldUp = camera.up;//俯视状态
  320. newUp = camera.up;
  321. // that.cameraLastPosition = cameraNewPosition;//记录下上一次摄像头位置
  322. // that.controlLastPosition = targetNewPosition;//记录下上一次观察点位置
  323. }
  324. console.warn("**moveMeshCenter***",isUserContorl,spaceObj,JSON.stringify(camera.position),JSON.stringify(controls.target)
  325. ,cameraNewPosition,targetNewPosition,JSON.stringify(camera.up))
  326. tweenCamera(camera.position,controls.target,cameraNewPosition,targetNewPosition,oldUp,newUp,600);
  327. setTimeout(()=>{
  328. that.showLables = true;
  329. updateLables();
  330. controls.enable = true;//控制器响应用户的操作
  331. },601);//动画结束后回复原始状态
  332. }
  333. // oldP 相机原来的位置
  334. // oldT target原来的位置
  335. // newP 相机新的位置
  336. // newT target新的位置
  337. function tweenCamera(oldP, oldT, newP, newT, oldUp, newUp, time=1000) {
  338. if(JSON.stringify(oldP) == JSON.stringify(newP) && JSON.stringify(oldT) == JSON.stringify(newT)){
  339. that.repeatFlag = false;//放开限制,可以再次点击
  340. return false;
  341. }
  342. tweenCameraAnma = true;
  343. var tween = new TWEEN.Tween({
  344. x1: oldP.x, // 相机x
  345. y1: oldP.y, // 相机y
  346. z1: oldP.z, // 相机z
  347. x2: oldT.x, // 控制点的中心点x
  348. y2: oldT.y, // 控制点的中心点y
  349. z2: oldT.z, // 控制点的中心点z
  350. x3: oldUp.x, // 控制点的中心点x
  351. y3: oldUp.y, // 控制点的中心点y
  352. z3: oldUp.z // 控制点的中心点z
  353. })
  354. .to({
  355. x1: newP.x,
  356. y1: newP.y,
  357. z1: newP.z,
  358. x2: newT.x,
  359. y2: newT.y,
  360. z2: newT.z,
  361. x3: newUp.x, // up向量
  362. y3: newUp.y, // 控制点的中心点y
  363. z3: newUp.z // 控制点的中心点z
  364. }, time)
  365. .easing(TWEEN.Easing.Quadratic.InOut)
  366. .onUpdate((object)=> {
  367. camera.position.x = object.x1;
  368. camera.position.y = object.y1;
  369. camera.position.z = object.z1;
  370. let newTarget = new THREE.Vector3(object.x3,object.y3,object.z3);
  371. camera.up.copy(newTarget);
  372. camera.lookAt(object.x2,object.y2,object.z2);
  373. // controls.target.x = object.x2;
  374. // controls.target.y = object.y2;
  375. // controls.target.z = object.z2;
  376. // controls.update();
  377. // console.warn("****onUpdate**",object.x1,object.y1,object.z1,object.x2,object.y2,object.z2)
  378. }).onComplete(()=>{
  379. controls.target.x = newT.x;
  380. controls.target.y = newT.y;
  381. controls.target.z = newT.z;
  382. //修正最后的视角
  383. let up = new THREE.Vector3(newUp.x,newUp.y,newUp.z);
  384. camera.up.copy(up);
  385. camera.lookAt(controls.target.x,controls.target.y,controls.target.z);
  386. tweenCameraAnma = false;
  387. that.repeatFlag = false;//放开限制,可以再次点击
  388. })
  389. // 开始动画
  390. tween.start();
  391. }
  392. function onWindowResize() {
  393. camera.aspect = screenWidth / screenHeight;
  394. camera.updateProjectionMatrix();
  395. renderer.setSize( screenWidth, screenHeight );
  396. }
  397. //计算漫游时当前选中空间的观察点和摄像机的放置点位
  398. //distance 表示要沿着视角移动的距离
  399. function updateLables(){
  400. if(!that.showLables){
  401. return false;
  402. }
  403. that.lableItem.forEach(lable =>{
  404. let item = that.gltfSpaces[lable.cubeIndex].instancedMeshIndexList[0];//获取地板模型的第一个geometry实例
  405. let _index = item.instancedMeshIndex;//第一个geometry实例 在 全局InstancedMesh实例的位置
  406. let instancedMesh = that.instancedSpaceMeshList[_index];//获取具体的网格实例
  407. let stratMatrix = new THREE.Matrix4();//定义一个四维矩阵
  408. instancedMesh.getMatrixAt(item.instancedAtIndex,stratMatrix);//获取当前几何体的四维矩阵到stratMatrix里面
  409. let position = new THREE.Vector3();//当前几何体的位置参数
  410. position.setFromMatrixPosition(stratMatrix);//从四维向量中提取位置信息
  411. // console.warn("***updateLables***",item.instancedAtIndex,JSON.stringify(position));
  412. position.project(camera);
  413. const x = (position.x * .5 + .5) * screenWidth;
  414. const y = (position.y * -.5 + .5) * screenHeight;
  415. lable.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
  416. })
  417. }
  418. function render() {
  419. TWEEN && TWEEN.update();
  420. // stats.update();
  421. //不处在动画过程中,则可以处理移动等动作
  422. if(tweenCameraAnma==false){
  423. controls.update();
  424. }
  425. renderer.render(scene, camera);//单次渲染
  426. requestId = requestAnimationFrame(render, canvas3d);
  427. }
  428. },
  429. methods: {
  430. clearHandle(){
  431. this.clearEvent();
  432. },
  433. //楼层切换
  434. floorChange(item){
  435. if(this.floorId==item.layoutId){
  436. return false;
  437. }
  438. this.floorId = item.layoutId;
  439. this.curHouseObj = this.curData.layoutStruct.find(it=>it.layoutId==item.layoutId);//更新当前具体的户型数据
  440. // 遍历场景中的所有子对象,找到类型为Mesh的对象并移除
  441. let deleList = this.scene.children.filter(object=>{
  442. if(object.userType=="mesh" || object.userType=="layoutMesh"){
  443. return object
  444. }
  445. })
  446. // console.warn("***deleList***",deleList)
  447. if(deleList && deleList.length>0){
  448. this.showLables = false;//隐藏lable
  449. this.scene.remove(...deleList);
  450. }
  451. this.gltfWalls = [];
  452. this.gltfSpaces = [];
  453. this.instancedMeshList = [];
  454. this.instancedSpaceMeshList = [];
  455. this.lableItem = [];
  456. this.gltfLayouts = [];
  457. this.instancedFurList = [];
  458. this.wallList = [];
  459. //恢复初始视角
  460. this.cameraInit();
  461. this.resetControl();
  462. setTimeout(()=>{
  463. this.loadSpace();
  464. }, 100);
  465. // this.$emit("curHouseFloorChange", item);//通知页面,户型楼层发生了变更
  466. },
  467. async getIdData(){
  468. let userId = this.userId || '';
  469. let params = {
  470. id: this.id,
  471. brandId: $config.brandId,
  472. houseId:this.houseId,
  473. userId,
  474. };
  475. const res = await requestConfig('getCustomizedRecord', params);
  476. if (res.success ) {
  477. let single = res.list[0];
  478. this.layoutStruct = JSON.parse(JSON.stringify(single));
  479. this.setHouseDetail(this.layoutStruct)
  480. }
  481. },
  482. /**
  483. * 设置户型详情信息
  484. * @param {Object} data 户型详情
  485. */
  486. setHouseDetail(data){
  487. if(data && data.layoutStruct){
  488. let curData = data;
  489. this.curHouseObj = curData.layoutStruct.find(it=>it.floor==curData.curFloor);;
  490. // this.spaceId = this.curHouseObj.spaceId;
  491. console.warn("***curHouseObj***",this.curHouseObj)
  492. this.floorList = [];
  493. curData.layoutStruct && curData.layoutStruct.forEach(item=>{
  494. this.floorList.push({
  495. houseFloor:item.floor,
  496. layoutId:item.layoutId,
  497. });
  498. })
  499. let select = this.floorList.find(it=>it.houseFloor==this.curHouseObj.floor);
  500. this.floorId = select ? select.layoutId : this.floorList[0].layoutId;
  501. this.curData = curData;
  502. console.warn("***floorList-init***",this.floorList,select)
  503. // 加载户型
  504. this.loadSpace();
  505. }else{
  506. this.curHouseObj = {}
  507. }
  508. },
  509. // 添加文字标签
  510. addWordLabel(){
  511. if(!this.gltfSpaces || this.gltfSpaces.length <= 0){
  512. return false;
  513. }
  514. // 方案二
  515. this.lableItem = [];
  516. this.gltfSpaces.forEach((cube,index) =>{
  517. // 给地板加上空间类型标注, 空间为链接空间的不显示
  518. if(cube.spaceName && !cube.isSizeLock){
  519. this.lableItem.push(
  520. {
  521. text:cube.spaceName,
  522. spaceId:cube.spaceId,
  523. transform:'',
  524. cubeIndex:index,
  525. }
  526. )
  527. }
  528. })
  529. this.showLables = true;
  530. this.updateLables();//更新lable
  531. },
  532. //obj 物体对象,type 是否改变颜色
  533. moveMeshCenter(obj,type){
  534. console.warn("**moveMeshCenter***",obj)
  535. if(obj && this.gltfSpaces && this.gltfSpaces.length>0){
  536. this.moveMeshCenterHandle(obj,type);
  537. }
  538. },
  539. // 绘制空间-即地板
  540. async loadSpace(){
  541. this.spaceList = [];
  542. this.wallIds = [];
  543. if(!this.curHouseObj){//减少重复请求
  544. console.warn("***数据错误***")
  545. return false
  546. }
  547. if(this.curHouseObj){
  548. const spaceDetail = this.curHouseObj;
  549. const spaceList = spaceDetail.houseJson;
  550. // 交换centerX, centerY;上一页面已经处理过了,这里不在需要处理
  551. for (let index = 0; index < spaceList.length; index++) {
  552. var element = spaceList[index];
  553. // const centerX = JSON.parse(JSON.stringify(element.centerX))
  554. // element.centerX = element.centerY;
  555. // element.centerY = centerX;
  556. // 计算观察点向量(相对中心点)
  557. let _actorLoaction = element.actorLocation.split(',');//x y z
  558. let _x = parseInt(_actorLoaction[1]) || element.centerX;//观察点 X轴坐标
  559. let _z = (parseInt(_actorLoaction[0])) || element.centerY;//观察点 Z轴坐标
  560. let _presentX = (_x - element.centerX)/((element.spaceWidth/2) - 5);//5是墙壁厚度的一半-单位cm
  561. let _presentY = (_z - element.centerY)/((element.spaceHeight/2) - 5);
  562. element.presentX = _presentX;//观察点跟空间中心原点的距离比例
  563. element.presentY = _presentY;
  564. element.wallMoveValue = "[0,0,0,0]"
  565. this.spaceList.push(element);
  566. this.wallIds.push(element.wallId);
  567. if(element.wallList){
  568. this.wallList.push(JSON.parse(element.wallList));
  569. }
  570. if(element.isSelected){ // 默认选中空间
  571. this.curSpaceObj = element;
  572. }
  573. }
  574. if(!this.curSpaceObj && this.spaceList.length > 0){
  575. this.curSpaceObj = this.spaceList[0];
  576. }
  577. }
  578. console.log("该户型空间数据:", this.spaceList);
  579. console.log("当前选中的空间:", this.curSpaceObj);
  580. this.loaderSpaceArr(this.spaceList);
  581. // 获取墙体数据并且绘制墙体
  582. this.getHouseTypeSpaceWalls();
  583. },
  584. // 获取墙体数据
  585. async getHouseTypeSpaceWalls(){
  586. // let data = {id:this.wallIds}
  587. // const res = await requestConfig('getHouseTypeSpaceWalls', data, true);
  588. // console.log("墙体数据:", res.list)
  589. // let wallList = [];
  590. // if(res.success){
  591. // wallList = this.wallList = res.list;
  592. // }
  593. let wallList = [];
  594. if(this.wallList && this.wallList.length>0){
  595. wallList = this.wallList;
  596. }else{
  597. let data = {id:this.wallIds}
  598. const res = await requestConfig('getHouseTypeSpaceWalls', data, true);
  599. console.log("墙体数据:", res.list)
  600. if(res.success){
  601. wallList = this.wallList = res.list;
  602. }
  603. }
  604. let wallArr = []
  605. for (let index = 0; index < wallList.length; index++) {//每个空间对应一个数据
  606. let element = JSON.parse(wallList[index].wallJson);
  607. let space = this.spaceList.find(space=>space.spaceId==element.spaceId);
  608. this.computeWallHandleOld(space,element);//提前计算
  609. 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
  610. let wallData = element.wallData[i];
  611. //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
  612. for (let j = 0; j < wallData.wallModelData.length; j ++) {
  613. let wallModelData = wallData.wallModelData[j];
  614. wallArr.push({spaceId:element.spaceId, wallModelData:wallModelData, wallDirection:wallData.wallDirection})
  615. }
  616. }
  617. }
  618. this.loadSpaceObjWalls(wallArr, wallList);
  619. this.getOverallArrangementDetailsList(2);
  620. },
  621. // 加载单个空间墙体资源
  622. async loadSpaceObjWalls(wallArr, wallList){
  623. // 加载远程墙体模型资源
  624. let startTime = new Date().getTime();
  625. // console.log("wallArr:", wallArr)
  626. let promise_list = [];
  627. let realWallArr = this.preWallData(wallArr);
  628. let arrLength = realWallArr.length;
  629. realWallArr && realWallArr.forEach((item,index) => {
  630. promise_list.push(
  631. new Promise((resolve, reject) => {
  632. this.loadWallModels(item, wallList, arrLength , resolve);
  633. })
  634. )
  635. });
  636. Promise.all(promise_list).then(()=>{
  637. let endTime = new Date().getTime();
  638. console.log("模型全部加载完成,时间:",endTime - startTime);
  639. this.$nextTick(()=>{
  640. this.moveMeshCenter(this.curSpaceObj);
  641. this.progress = 100;
  642. // this.$refs.myLoading.showLoading("加载中..." + this.progress + '%')
  643. this.$store.state.loadingMsg="加载中..." + this.progress + '%';
  644. this.$nextTick(()=>{
  645. this.myLoadingStatus = false;
  646. // this.$refs.myLoading.hideLoading();
  647. setTimeout(()=>{
  648. this.addWordLabel(); // 添加文字标签
  649. }, 610);
  650. })
  651. })
  652. })
  653. },
  654. }
  655. }
  656. </script>
  657. <style lang="scss" scoped>
  658. @import "./webgl_rxdz_look.scss";
  659. </style>