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- <template src="./webgl_rxdz_roam.html">
- </template>
- <script>
- import * as THREE from 'three';
- import Stats from 'three/addons/libs/stats.module.js';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
-
- import TWEEN from 'three/addons/libs/tween.module.js';
- var requestId = "";
- const util = require('@/utils/util.js').default;
- // import util from '@/utils/util.js';
- // const config = require('@/services/urlConfig.js');
- // import requestConfig from '@/static/lib/requestConfig.js';
- import viewShell from'@/components/newBottomCom/viewShell/viewShell.vue';
- import viewMask from'@/components/newBottomCom/viewMask/viewMask.vue';
- // import { RGBELoader } from '@/webgl/jsm/loaders/RGBELoader.js';
- import screenshot from '@/mixins/screenshot.js';
- import floorMethod from '@/mixins/floorMethod.js';
- import loadModel from '@/mixins/loadModel.js';
- import wallMethod from '@/mixins/wallMethod.js';
- import commonPageMethod from '@/mixins/commonPageMethod.js';
- // import commonPageMethod from '@/common/commonPageMethod.js';
- // const app = getApp(); //获取应用实例
- export default {
- components:{viewShell,viewMask},
- mixins:[screenshot,loadModel,floorMethod,wallMethod,commonPageMethod],
- /**
- * 页面的初始数据
- */
- data() {
- return {
- pvCurPageName: "room_show",
- locusBehaviorName: "房间展示",
- pvCurPageParams: null,
- houseId: "",
- pvId: 'p_2cmina_23080402',
- canvas:null,
- navbar: {
- showCapsule: 1,
- title: '客厅',
- titleColor: '#000',
- navPadding: 0,
- navPaddingBg:'transparent',
- navBarColor: 'transparent',
- navBackColor: 'transparent',
- haveCallback: true, // 如果是 true 会接手 navbarBackClk
- fromShare: false,
- fromProject: 0,
- shareToken: "",
- pageName: this.pvCurPageName,
- },
- id:'',// 户型编号
- spaceList:[], // 空间列表
- gltfSpaces:[], // 场景中地板模型数组
- gltfSpaceRoofs:[],
- curSpaceObj:null, // 当前选中的空间
- // curSpaceIndex:-1, // 当前选中的空间索引
- spaceId:null,
- wallIds:[], // 空间墙体id
- // wallList:[], // 墙体数据
- gltfWalls:[], // 场景中墙体模型数组
- loader:null,
- scene:null,
- // sky:null,
- camera:null,
- controlStarPosition : { x:0, y:0, z:0}, //控制器初始位置
- cameraStarPosition : { x:0, y:20, z:0} ,//摄像头初始位置
- cameraLastPosition: null, //摄像头上一次移动到的位置
- controlLastPosition: null, //观察点上一次移动到的位置
- canvasHeight:408, //canvas视图的高度-计算得出
- chooseMesh:null,//标记鼠标拾取到的mesh
- shottingImg: [],
- progress:1, //进度条
- myLoadingStatus:false,
- // textGeoList:[],
- repeatFlag:false, //重复点击
- // skyPlan: null, // 天空盒子
- instancedMeshList: [],
- screenshotResolve:null,
- actors:[],
- showDownView:true,//默认显示下载按钮
- currentActor:null,
- circleGroup:null,//圆形地标
- isIOS:false,
- defaulIndex:null, //默认视角的序号
- // aiImagesList:[
- // // "https://dm.static.elab-plus.com/miniProgram/plus_IM01.png",
- // // "https://dm.static.elab-plus.com/miniProgram/plus_IM02.png",
- // // "https://dm.static.elab-plus.com/miniProgram/plus_IM03.png",
- // // "https://dm.static.elab-plus.com/miniProgram/plus_IM04.png",
- // ]
- }
- },
- beforeDestroy() {
- cancelAnimationFrame(requestId, this.canvas)
- this.worker && this.worker.terminate()
- if (this.renderer instanceof THREE.WebGLRenderer) {
- // 遍历场景中的所有子对象,找到类型为Mesh的对象并移除
- let deleList = this.scene.children.filter(object=>{
- if (object instanceof THREE.Mesh) {
- return object
- }
- })
- if(deleList && deleList.length>0){
- this.scene.remove(...deleList);
- }
- this.scene.traverse(function(object) {
- if (object instanceof THREE.Mesh) {
- if(object.geometry && typeof(object.geometry.dispose)=='function'){
- object.geometry.dispose();
- }
- if(object.material && typeof(object.material.dispose)=='function'){
- object.material.dispose();
- }
- if(object.texture && typeof(object.texture.dispose)=='function'){
- object.texture.dispose();
- }
- }
- });
- this.renderer.clear();
- this.renderer.dispose();
- this.renderer.forceContextLoss();
- this.renderer.context = null;
- this.renderer.domElement = null;
- this.renderer = null;;
- this.clearHandle()
- }
- TWEEN && TWEEN.removeAll();//清除所有的tween;
- console.warn("***beforeDestroy-webgl_rxdz_roam***");
- },
- mounted(options) {
- var that = this;
- console.warn("***webgl_rxdz_roam-options***",this.$route.query)
- this.isIOS = !!navigator.userAgent.match(/\(i[^;]+;( U;)? CPU.+Mac OS X/);
- // alert("***mounted-webgl_rxdz_roam***"+this.curHouseObj)
- let screenWidth = window.screen.width;
- let screenHeight = window.screen.height;
- if(window.innerWidth && window.screen.width){
- screenWidth = Math.min(window.innerWidth,window.screen.width)
- }
- if(window.innerHeight && window.screen.height){
- screenHeight = Math.min(window.innerHeight,window.screen.height)
- }
- let unit = screenWidth / 750;//单位rpm 对应 px 的值
- this.canvasHeight = screenHeight - (600 * unit) + (40 * unit);
- this.houseId = this.$route.query.houseId?this.$route.query.houseId:'';
- this.spaceId = this.$route.query.spaceId?this.$route.query.spaceId:'';
- let container = this.$refs.webgl;
- let canvas3d = this.canvas = this.$refs.glcanvas;
- //uniapp 兼容写法,因为uni的页面对象的Vue 实例是$vm
-
- let camera = null, renderer = null;
- let needRender = false; //是否需要渲染 false表示不需要渲染;true 表示需要渲染
- let loader = this.loader = new GLTFLoader();
- let scene = this.scene = new THREE.Scene();
- let raycaster = null;
- let mouse = new THREE.Vector2();
- let chooseMesh = this.chooseMesh;//标记鼠标拾取到的mesh
- let isUserContorl = true;//是否进入漫游状态-默认是
- //漫游时变量
- let onPointerDownMouseX = 0, onPointerDownMouseY = 0,
- lon = 0;
- let fingerCount = 0; //触摸时的手指数目
- let startTime = 0; //非漫游时的移动变量
- let tweenCameraAnma = false; //表示当前是否处在动画过程中
- let controls = null,boundary=null;
- let stats;
- init();
- // this.$refs.myLoading.showLoading("加载中...1%")
- this.$store.state.loadingMsg="加载中...1%";
- // this.myLoadingStatus = true;
- this.progress = 1;
- this.clearEvent = clearEvent;
- this.attendEvent = attendEvent;
- // this.meshRoam = meshRoam;
- this.tweenCameraAnmaChange = tweenCameraAnmaChange;
- this.switchActor = switchActor;
- this.starRender = starRender;//对外暴露启动渲染的方法
- this.stopRender = stopRender;//对外暴露停止渲染的方法
- this.positionCamer = positionCamer;
- if(this.curHouseObj && this.curHouseObj.id){
- this.setHouseDetail(this.curHouseObj);
- }
- function init() {
- scene.background = new THREE.Color("#FFFFFF");
- // scene.environment = new THREE.Color("#F2F2F2");
- // 创建一个HDR贴图加载器
- // const rgbeloader = new RGBELoader();
- // // 加载HDR贴图
- // rgbeloader.load('https://dm.static.elab-plus.com/miniProgram/environment.hdr', (texture) => {
- // // 将HDR贴图设置为场景的环境贴图
- // texture.mapping = THREE.EquirectangularReflectionMapping;
- // scene.environment = texture;
- // })
- // 创建相机位置
- camera = new THREE.PerspectiveCamera(90, screenWidth / that.canvasHeight, 0.1, 10000 );
- // camera.up.set(0, 1, 0);//俯视状态,将相机的up向量设置为z轴负方向 {x:0,y:1,z:0}
- // camera.position.set(that.cameraStarPosition.x, that.cameraStarPosition.y, that.cameraStarPosition.z);
- scene.add(camera);
- that.camera = camera;
- // 环境光会均匀的照亮场景中的所有物体
- const ambientLight = new THREE.AmbientLight(0xFFEFE0, 3.5);
- scene.add(ambientLight);
- //平行光
- const light = new THREE.DirectionalLight(0xFFF8E5, 2.5);
- light.position.set(5, 7, 3); //default; light shining from top
- if(!that.isIOS){
- light.castShadow = true; // default false
- // 默认情况下光投影相机区域是一个长宽高为10x10x500的长方体区域,光源投射方向为通过坐标原点
- light.shadow.camera.left = -100; // 这个区域内产生阴影
- light.shadow.camera.right = 100; // 这个区域内产生阴影
- light.shadow.camera.top = 100; // 这个区域内产生阴影
- light.shadow.camera.bottom = -100; // 这个区域内产生阴影
-
- light.shadow.mapSize.width = 1024; // 影响阴影的清晰度
- light.shadow.mapSize.height = 1024; // 影响阴影的清晰度
- }
-
- scene.add(light);
-
- //antialias 这个值得设置为false,不然IOS上截图会失效
- renderer = that.renderer = new THREE.WebGLRenderer( {
- canvas:canvas3d,
- alpha: true,
- antialias:true,
- preserveDrawingBuffer: true,
- });
- if(!that.isIOS){
- renderer.shadowMap.enabled = true;//产生阴影
- renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 阴影属性
- }
- renderer.outputEncoding = THREE.sRGBEncoding;
- renderer.outputColorSpace = THREE.SRGBColorSpace;
- // renderer.toneMappingExposure = 0.1;//色调映射的曝光级别。默认是1
- renderer.toneMapping = THREE.NoToneMapping;//色调映射
- renderer.physicallyCorrectLights = true;//关键参数,模拟物理光照影响,必须设置为true
- renderer.setPixelRatio(window.devicePixelRatio);
- renderer.setSize(screenWidth, that.canvasHeight);
- container.appendChild( renderer.domElement );
-
- controls = new OrbitControls( camera, renderer.domElement );
- controls.enableDamping = true;//启动缓动
- controls.minDistance = 0.0001;
- controls.maxDistance = 10;
- controls.minPolarAngle = 0;// 默认0
- controls.maxPolarAngle = Math.PI / 2; // 默认Math.PI,即可以向下旋转到的视角。
- // controls.target.set( that.controlStarPosition.x, that.controlStarPosition.y, that.controlStarPosition.z);
- controls.enableZoom = true;//启用摄像机的缩放
- controls.enablePan = true;//禁用摄像机平移
- controls.enableRotate = true;//启用摄像机水平或垂直旋转
- // controls.zoomToCursor = true;
-
- // controls.target.copy(camera.position);
- // controls.update();
- // 监听相机移动事件-限制只能在当前空间范围内移动
- controls.addEventListener('change', () => {
- // 检查相机位置是否超出边界框
- if (boundary && !boundary.containsPoint(camera.position)) {
- let clampedPosition = new THREE.Vector3( );
- boundary.clampPoint(camera.position,clampedPosition);
- if(clampedPosition){
- camera.position.copy(clampedPosition);
- // controls.target.copy(clampedPosition);
- }
- }
- });
- // controls.target = new THREE.Vector3( );;
- // camera.lookAt(that.controlStarPosition.x,that.controlStarPosition.y,that.controlStarPosition.z);
- raycaster = new THREE.Raycaster();
- // stats = new Stats();
- // container.appendChild(stats.dom);
- // stats.domElement.style.top = '100px';
- attendEvent();//注册监听事件
- starRender(); //启动渲染
- }
- function tweenCameraAnmaChange (value) {
- tweenCameraAnma = value
- }
- function attendEvent () {
- renderer.domElement.addEventListener('touchstart', onPointerStart, false);
- renderer.domElement.addEventListener('touchmove', onPointerMove, false);
- renderer.domElement.addEventListener('touchend', onPointerUp, false);
- }
- //取消事件监听-避免二次进入时触发多次事件
- function clearEvent(){
- console.warn("**clearEvent****")
- renderer && renderer.domElement && renderer.domElement.removeEventListener('touchstart', onPointerStart);
- renderer && renderer.domElement && renderer.domElement.removeEventListener('touchmove', onPointerMove );
- renderer && renderer.domElement && renderer.domElement.removeEventListener('touchend', onPointerUp );
- }
- // 手指移动开始
- function onPointerStart(event){
- startTime = (new Date()).getTime();
- fingerCount = event.touches.length;//手指个数
- console.log('开始触摸事件:',lon,fingerCount,camera.position.y)
- if (fingerCount === 1) {
- // 只有一个手指时记录当前点的坐标作为平移起始点
- onPointerDownMouseX = event.changedTouches[0].clientX;
- onPointerDownMouseY = event.changedTouches[0].clientY;
- }
- }
- //持续触摸中
- function onPointerMove( event ) {
- fingerCount = event.touches.length;//手指个数
- }
- //触摸结束
- function onPointerUp(event) {
- fingerCount = event.touches.length;//手指个数
- console.warn("***触摸结束***",fingerCount,startTime)
- if(fingerCount==0){
- let now = new Date().getTime()
- if (Math.abs(event.changedTouches[0].clientX - onPointerDownMouseX) < 10
- && Math.abs(event.changedTouches[0].clientY - onPointerDownMouseY) < 10
- && (now - startTime) < 300 ){
- checkIntersection(event);
- }
- }
- }
- //射线检测handle
- function checkIntersection(event) {
- let x = (event.changedTouches[0].clientX / screenWidth) * 2 - 1;
- let y = -(event.changedTouches[0].clientY / that.canvasHeight) * 2 + 1;
- mouse.x = x;
- mouse.y = y;
- //更新射线
- raycaster.setFromCamera(mouse, camera);
- let intersects = raycaster.intersectObjects(scene.children,true);
- console.warn("***checkIntersection***",intersects.length)
- if (intersects.length > 0) {
- //找到最近的那个网格模型物体
- let mesh = intersects.find((it) => {
- if(it.object && it.object.isMesh == true
- && it.object.parent && it.object.parent.name == 'actor'
- && it.object.parent.visible == true){
- return true;
- }
- });
-
- //拾取到了视角,就不继续拾取了
- if(mesh){
- moveActor(mesh.object.parent);
- return false;
- }
- mesh = intersects.find((it) => {
- if(it.object && it.object.isInstancedMesh
- && (it.object.name == '地板' || it.object.name == '花园') && it.object.visible == true){
- return true;
- }
- });
- //拾取到了地板
- if(mesh){
- let floor = mesh.object;
- let index = mesh.instanceId;//射线相交是的实例序号
- let spaceId = that.gltfSpaces[index].spaceId;//获取选中实例的空间id
- if(floor.name == "花园"){//花园
- return false;
- let selectMesh = that.gltfSpaces.find(it=>{return it.spaceType==14 && it.instancedMeshIndexList[0].instancedAtIndex==index})
- spaceId = selectMesh.spaceId;
- }else{//室内
- // floor.name = "地板";
- let selectMesh = that.gltfSpaces.find(it=>{return it.spaceType!=14 && it.instancedMeshIndexList[0].instancedAtIndex==index})
- spaceId = selectMesh.spaceId;
- }
- // let spaceId = that.gltfSpaces[index].spaceId;//获取选中实例的空间id
- console.warn("***checkIntersection-地板***",mesh,floor,index,spaceId,that.spaceId)
- //当前拾取到的是本空间的底部-意味着用户点击了地板
- if(floor && spaceId == that.spaceId){
- // console.warn("***checkIntersection-地板***",mesh,floor)
- moveCarmer(mesh.point);
- return false;
- }
- }
- }
- }
- //自动切换视角
- function switchActor (toIndex=null) {
- if(!that.currentActor){
- this.$message.warning("没有当前视角!");
- return false;
- }
- if(!that.actors || that.actors.length==0){
- this.$message.warning("没有视角!");
- return false;
- }
- if(toIndex!=null){//存在要去往的视角
- moveActor(that.actors[toIndex]);
- }else{
- let index = that.currentActor.userIndex;//当前视角的序号
- let nextIndex = (index + 1) % that.actors.length;
- //移动到对应的视角去
- moveActor(that.actors[nextIndex]);
- that.defaulIndex = nextIndex;//更新下默认视角
- }
- }
- //移动到选中的位置-地板
- function moveCarmer (point) {
- //还在动画中,不能点击切换
- if(tweenCameraAnma == true){
- return false;
- }
- let _x = point.x - camera.position.x;//x轴移动的距离
- let _z = point.z - camera.position.z;//z轴移动的距离
- // console.warn("***moveCarmer***",_x,_z)
- let cameraNewPosition = {x:camera.position.x + _x,y:1.5,z:camera.position.z + _z};
- let targetNewPosition = {x:controls.target.x + _x,y:1.5,z:controls.target.z + _z};
- let oldUp = {x:0,y:1,z:0};
- let newUp = {x:0,y:1,z:0};
- moveTip(cameraNewPosition)
- // console.warn("**moveCarmer***",lon,JSON.stringify(cameraNewPosition),JSON.stringify(targetNewPosition))
- tweenCamera(camera.position,controls.target,cameraNewPosition,targetNewPosition,oldUp,newUp,2000);
- setTimeout(()=> {
- that.circleGroup.visible = false;
- }, 2000);
- }
- //创建地标
- function creatMoveTip(position){
- if(!that.circleGroup){
- that.circleGroup = new THREE.Group();
- let geometry = new THREE.CircleGeometry( 0.2, 32 );
- let material = new THREE.MeshBasicMaterial( { transparent: true } );
- let circle = new THREE.Mesh( geometry, material );
- circle.position.set(position.x,0.01,position.z);
- circle.rotation.x = -Math.PI / 2;
- // let geometry1 = new THREE.CircleGeometry( 0.4, 32 );
- // let circle2 = new THREE.Mesh( geometry1, material );
- // circle2.position.set(position.x,0.01,position.z);
- // 使用贴图
- const textureLoader = new THREE.TextureLoader();
- textureLoader.load('https://dm.static.elab-plus.com/miniProgram/circlemap1.png', function(texture) {
- material.map = texture; // 将贴图应用于材质的map属性
- material.needsUpdate = true; // 更新材质
- });
- that.circleGroup.add(circle);
- scene.add(that.circleGroup);
- that.circleGroup.visible = false;
- }
- }
- //移动地标
- function moveTip(position){
- if(!that.circleGroup){
- that.circleGroup = new THREE.Group();
- let geometry = new THREE.CircleGeometry( 0.2, 32 );
- let material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
- let circle = new THREE.Mesh( geometry, material );
- circle.position.set(position.x,0.01,position.z);
- circle.rotation.x = -Math.PI / 2;
- // let geometry1 = new THREE.CircleGeometry( 0.4, 32 );
- // let circle2 = new THREE.Mesh( geometry1, material );
- // circle2.position.set(position.x,0.01,position.z);
- that.circleGroup.add(circle);
- scene.add(that.circleGroup);
- }else{
- that.circleGroup.visible = true;
- that.circleGroup.children[0].position.set(position.x,0.01,position.z);
- }
- }
- //移动视角点位
- function moveActor (obj) {
- clearEvent();//注销事件监听
- // console.warn("***moveActor***",obj)
- that.currentActor = obj;//记录下当前的视角对象 mesh网格模型
- let cameraNewPosition = obj.position;
- let targetNewPosition = obj.targetNewPosition;
- let oldUp = {x:0,y:1,z:0}; //俯视
- let newUp = {x:0,y:1,z:0}; //正视
- // moveTip(cameraNewPosition);
- console.warn("**moveActor***",JSON.stringify(cameraNewPosition),JSON.stringify(targetNewPosition))
- tweenCamera(camera.position,controls.target,cameraNewPosition,targetNewPosition,oldUp,newUp,2000);
- lon = 0;
- setTimeout(()=> {
- attendEvent()
- // that.circleGroup.visible = false;
- }, 2000);
- }
- //初始化点位视角
- function initActor(){
- if(!chooseMesh){
- console.error("[drawActor],没有选中的空间数据")
- return false;
- }
- let spaceObj = chooseMesh;//获取选中的空间模型的相关数据
- if(!spaceObj.actors){
- return false;
- }
- let defaulIndex = spaceObj.actors.findIndex(it=>it.isSelected==true);
- if(defaulIndex == -1){
- defaulIndex = 0;
- }
- that.defaulIndex = defaulIndex;//记录下默认视角
- that.actors = [];
- spaceObj.actors.forEach((actor,index)=>{
- // let model = gltf.scene; // 获取模型
- // let cloneModel = model.clone(true);//赋值模型,准备复用
- // cloneModel.children.map((v,i)=>{
- // if(v.material){
- // v.material = model.children[i].material.clone()
- // }
- // })
- // let cube = cloneModel;
- let cube = {};
- cube.name = "actor";
- cube.userType = "mesh";
- //新的摄像机的位置-新的摄像机角度是倾斜角度,所以z值需要计算,高度设置为模型高度的2倍
- let _actorLoaction = actor.actorLocation.split(',');//x y z
- let _actorTransform = actor.actorTransform.split(',');//旋转角度,取第三个值
- let _hd = THREE.MathUtils.degToRad(parseInt(_actorTransform[2]));//将度转化为弧度。
- let _hdY = THREE.MathUtils.degToRad(parseInt(_actorTransform[1]));//Y轴方向上将度转化为弧度。
- // if(parseInt(_actorLoaction[1])==0){//X轴
- // _actorLoaction[1] = spaceObj.centerX;
- // }
- // if(parseInt(_actorLoaction[0])==0){//Y轴
- // _actorLoaction[0] = spaceObj.centerY;
- // }
- let X_C = parseInt(_actorLoaction[0]);//X轴偏移量
- let Y_C = -parseInt(_actorLoaction[1]);//Y轴偏移量-取反,UE里面的Y轴方向跟Three.js相反
- let px = spaceObj.centerX + X_C;
- let py = -spaceObj.centerY + Y_C;//UE里面的centerY值跟Three.js Y轴相反;获得真实的坐标值
- let position = {
- x:(parseInt(px))/100,
- y:1.5,
- z:(parseInt(py))/100,//模型Y轴坐标系正负值跟webglZ轴是相反的
- }
- //新的观察点的位置-取模型的中心点坐标,加上高度,由于模型都是贴地的,所以高度设置为1.5
- let targetNewPosition = {
- x:position.x + Math.sin(_hd),
- y:1.5 + Math.tan(_hdY),
- z:(position.z - Math.cos(_hd)),
- }
- cube.position = position;
- // cube.scale.set(2, 2, 2);
- cube.userIndex = index;
- cube.actorEum = index;
- cube.targetNewPosition = targetNewPosition;
- // cube.visible = false;
- console.warn("*actors*",cube,defaulIndex)
- that.actors.push(cube);//添加视角
- if(index == defaulIndex){//隐藏当前视角
- // cube.visible = false;
- that.currentActor = cube;//记录下当前的视角对象 mesh网格模型
- let param = {
- type: 'CLK', //埋点类型
- clkId: 'clk_2cmina_23080411', //点击ID
- clkName: 'visualangle_clk', //点击前往的页面名称
- clkParams: {
- locusName: "预制视角",
- type:that.actors[index].actorEum
- }
- };
- util.trackRequest(param);
- }
- })
- }
- //计算当前选中空间的平视时的观察点和摄像机的放置点位
- function roamPositionHandle(lon=''){
- if(!chooseMesh){
- console.error("[roamPositionHandle],没有选中的空间数据")
- return false;
- }
- let spaceObj = chooseMesh;//获取选中的空间模型的相关数据
- //获取视角
- let defaultActor = null;
- if(spaceObj.actors && spaceObj.actors.length>0){
- defaultActor = spaceObj.actors.find(it=>it.isSelected==true);
- if(!defaultActor){
- defaultActor = spaceObj.actors[0];
- }
- }
- let _actorLoaction = defaultActor.actorLocation.split(',');//x y z
- let _actorTransform = defaultActor.actorTransform.split(',');//旋转角度,取第三个值
- let _hd = THREE.MathUtils.degToRad(parseInt(_actorTransform[2]) + lon);//将度转化为弧度。
- let _hdY = THREE.MathUtils.degToRad(parseInt(_actorTransform[1]));//Y轴方向上将度转化为弧度。
- // if(parseInt(_actorLoaction[1])==0){//X轴
- // _actorLoaction[1] = spaceObj.centerX;
- // }
- // if(parseInt(_actorLoaction[0])==0){//Y轴
- // _actorLoaction[0] = spaceObj.centerY;
- // }
- let X_C = parseInt(_actorLoaction[0]);//X轴偏移量-UE原因
- let Y_C = -parseInt(_actorLoaction[1]);//Y轴偏移量-取反,UE里面的Y轴方向跟Three.js相反
- let px = spaceObj.centerX + X_C;
- let py = -spaceObj.centerY + Y_C;
- //新的摄像机的位置-新的摄像机角度是倾斜角度,所以z值需要计算,高度设置为模型高度的2倍
- let cameraNewPosition = {
- x:(parseInt(px))/100,
- y:1.5,
- z:(parseInt(py))/100,//模型Y轴坐标系正负值跟webglZ轴是相反的
- }
- if(cameraNewPosition){
- let minX = 0,maxX = 0,minY = 0,maxY = 0;//0.1 是模型墙壁厚度
- minX = (spaceObj.centerX - (spaceObj.spaceWidth/2))/100 + 0.1;
- maxX = (spaceObj.centerX + (spaceObj.spaceWidth/2))/100 - 0.1;
- maxY = ((-spaceObj.centerY + (spaceObj.spaceHeight/2))/100 - 0.1);
- minY = ((-spaceObj.centerY - (spaceObj.spaceHeight/2))/100 + 0.1);
- //新的坐标轴不在房间范围内,则不能移动
- // console.warn("**roamPositionHandle-观察点不在范围中****",JSON.stringify(cameraNewPosition),minX,maxX,minY,maxY)
- if(cameraNewPosition.x<minX || cameraNewPosition.x>maxX
- ||cameraNewPosition.z<minY || cameraNewPosition.z>maxY){//不在房间范围
- let _x = ((spaceObj.spaceWidth/2) - 15)*defaultActor.presentX + spaceObj.centerX;
- let _z = ((spaceObj.spaceHeight/2) - 15)*defaultActor.presentY + (-spaceObj.centerY);
- cameraNewPosition.x = _x/100;
- cameraNewPosition.z = _z/100;
- console.warn("**roamPositionHandle-观察点不在空间范围-强制修正观察点位置****",JSON.stringify(cameraNewPosition))
- }
- }
- //新的观察点的位置-取模型的中心点坐标,加上高度,由于模型都是贴地的,所以高度设置为1.5
- let targetNewPosition = {
- x:cameraNewPosition.x + Math.sin(_hd),
- y:1.5 + Math.tan(_hdY),
- z:(cameraNewPosition.z - Math.cos(_hd)),
- }
- let lookPosition = {
- x:cameraNewPosition.x + (Math.sin(_hd)*0.01),
- y:1.5 + Math.tan(_hdY),
- z:(cameraNewPosition.z - (Math.cos(_hd))*0.01),
- }
- return {cameraNewPosition,targetNewPosition,lookPosition}
- }
- //直接定位到摄像头位置
- function positionCamer(mesh=null){
- if(mesh){//如果传入了模型,则取模型
- chooseMesh = mesh;
- }
- if(!chooseMesh){
- console.error("[positionCamer],没有选中的空间数据")
- return false;
- }
- if(!chooseMesh.actors || chooseMesh.actors.length==0){
- chooseMesh.actors = [{
- actorLocation:chooseMesh.actorLocation,
- actorTransform:chooseMesh.actorTransform,
- isSelected:true,
- presentX:chooseMesh.presentX,
- presentY:chooseMesh.presentY,
- }]
- }
- boundary = new THREE.Box3(
- new THREE.Vector3(chooseMesh.centerX/100 - chooseMesh.spaceWidth/100/2 + 0.1, 0, -chooseMesh.centerY/100 - chooseMesh.spaceHeight/100/2 + 0.1), // 边界框的最小点
- new THREE.Vector3(chooseMesh.centerX/100 + chooseMesh.spaceWidth/100/2 - 0.1, 2.7, -chooseMesh.centerY/100 + chooseMesh.spaceHeight/100/2 - 0.1) // 边界框的最大点
- );
- initActor();//初始化视角
- let data = roamPositionHandle();
- let cameraNewPosition = data.cameraNewPosition;
- let targetNewPosition = data.targetNewPosition;
- let lookPosition = data.lookPosition;
- creatMoveTip(cameraNewPosition);//创建移动的地标
- camera.position.set(cameraNewPosition.x, cameraNewPosition.y, cameraNewPosition.z);
- controls.target.set(lookPosition.x,lookPosition.y,lookPosition.z);
- // controls.target.set(cameraNewPosition.x,cameraNewPosition.y,cameraNewPosition.z);
- // controls.target.copy(camera.position);
- camera.lookAt(targetNewPosition.x,targetNewPosition.y,targetNewPosition.z);
- }
- // oldP 相机原来的位置
- // oldT target原来的位置
- // newP 相机新的位置
- // newT target新的位置
- function tweenCamera(oldP, oldT, newP, newT, oldUp, newUp, time=1000) {
- if(JSON.stringify(oldP) == JSON.stringify(newP) && JSON.stringify(oldT) == JSON.stringify(newT)){
- that.repeatFlag = false;//放开限制,可以再次点击
- return false;
- }
- if (!chooseMesh) {
- that.repeatFlag = false;//放开限制,可以再次点击
- return false;
- }
- tweenCameraAnma = true;
- var tween = new TWEEN.Tween({
- x1: oldP.x, // 相机x
- y1: oldP.y, // 相机y
- z1: oldP.z, // 相机z
- x2: oldT.x, // 控制点的中心点x
- y2: oldT.y, // 控制点的中心点y
- z2: oldT.z, // 控制点的中心点z
- x3: oldUp.x, // 控制点的中心点x
- y3: oldUp.y, // 控制点的中心点y
- z3: oldUp.z // 控制点的中心点z
- })
- .to({
- x1: newP.x,
- y1: newP.y,
- z1: newP.z,
- x2: newT.x,
- y2: newT.y,
- z2: newT.z,
- x3: newUp.x, // up向量
- y3: newUp.y, // 控制点的中心点y
- z3: newUp.z // 控制点的中心点z
- }, time)
- .easing(TWEEN.Easing.Quadratic.InOut)
- .onUpdate((object)=> {
- camera.position.x = object.x1;
- camera.position.y = object.y1;
- camera.position.z = object.z1;
- // let newTarget = new THREE.Vector3(object.x3,object.y3,object.z3);
- // camera.up.copy(newTarget);
- camera.lookAt(object.x2,object.y2,object.z2);
- // controls.target.x = object.x2;
- // controls.target.y = object.y2;
- // controls.target.z = object.z2;
- // controls.update();
- // console.warn("****onUpdate**",object.x1,object.y1,object.z1,object.x2,object.y2,object.z2)
- }).onComplete(()=>{
- controls.target.x = newT.x;
- controls.target.y = newT.y;
- controls.target.z = newT.z;
- //修正最后的视角
- // let up = new THREE.Vector3(newUp.x,newUp.y,newUp.z);
- // camera.up.copy(up);
- camera.lookAt(newT.x,newT.y,newT.z);
- tweenCameraAnma = false;
- that.repeatFlag = false;//放开限制,可以再次点击
- })
- // 开始动画
- tween.start();
- }
- function stopRender () {
- needRender = false;
- }
- function starRender () {
- if(needRender==true){//如果已经在渲染中了,则不能再次开启,避免渲染过多
- false;
- }
- needRender = true;
- render();//开始渲染
- }
- function render() {
- if(needRender==false){
- return false;
- }
- TWEEN && TWEEN.update();
- // stats.update();
- renderer.render(scene, camera);//单次渲染
- requestId = requestAnimationFrame(render, canvas3d);
- if (that.screenshotResolve) {
- stopRender();
- that.screenshotResolve()
- that.screenshotResolve = null;//释放Promise
- }
- }
- },
- computed: {
- curHouseObj() {
- return this.$store.state.curHouseObj;
- },
- wallList() {
- return this.$store.state.wallList;
- },
- },
- watch: {
- curHouseObj: {
- handler(val) {
- if (val) {
- // setTimeout(()=> {
- if(this.renderer){
- this.setHouseDetail(val);
- }
- // }, 1000);
- }
- },
- immediate: true,
- }
- },
- methods: {
- navbarBackClk() {
- if(!this.$refs.viewMask){
- this.$router.go(-1);
- return false
- }
- if (this.$refs.viewMask.showAIImage) {
- this.$refs.viewMask.showOrHideWebGl();//隐藏显示的AI生图
- // if(this.currentActor.userIndex!=this.defaulIndex){//当前不是默认视角了
- this.switchActor(this.defaulIndex);//切换到默认视角
- // }
- } else {
- this.$router.go(-1);
- }
- },
- switchActor(){},
- positionCamer(){},
- clearHandle(){
- this.clearEvent();
- },
- save(){
- this.$refs.viewMask.save();//下载
- },
- /**
- * 设置户型详情信息
- * @param {Object} data 户型详情
- */
- setHouseDetail(data){
- if(data){
- this.id = this.curHouseObj.id;
- this.spaceId = this.$route.query.spaceId?this.$route.query.spaceId:'';
- console.warn("***curHouseObj***",this.curHouseObj)
- // 加载户型
- this.loadSpace();
- }else{
- this.curHouseObj = {}
- }
- },
- // 绘制空间-即地板
- async loadSpace(){
- this.spaceList = [];
- this.wallIds = [];
- if(!this.curHouseObj || !this.spaceId){//减少重复请求
- alert("数据错误")
- console.warn("***数据错误***")
- return false
- }
- if(this.curHouseObj){
- const spaceDetail = this.curHouseObj;
- const spaceList = JSON.parse(spaceDetail.houseJson);
- // 交换centerX, centerY;上一页面已经处理过了,这里不在需要处理
- for (let index = 0; index < spaceList.length; index++) {
- var element = spaceList[index];
- // const centerX = JSON.parse(JSON.stringify(element.centerX))
- if(!element.actors || element.actors.length==0){
- element.actors = [{
- actorLocation:element.actorLocation,
- actorTransform:element.actorTransform,
- isSelected:true,
- }]
- }
- element.actors.forEach(actor=>{
- let _actorLoaction = actor.actorLocation.split(',');//x y z
- let X_C = parseInt(_actorLoaction[0]);//X轴偏移量-UE原因
- let Y_C = -parseInt(_actorLoaction[1]);//Y轴偏移量-取反,UE里面的Y轴方向跟Three.js相反
- let _x = element.centerX + X_C;
- let _z = -element.centerY + Y_C;//centerY 要取反,因为UE里面是反向的
-
- // let _x = parseInt(_actorLoaction[1]) || element.centerX;//观察点 X轴坐标
- // let _z = parseInt(_actorLoaction[0]) || element.centerY;//观察点 Z轴坐标
- let _presentX = (_x - element.centerX)/((element.spaceWidth/2) - 10);//10是墙壁厚度-单位cm
- let _presentY = (_z + element.centerY)/((element.spaceHeight/2) - 10);
- //注意如果一开始就设置大超过空间大小,则处理成贴近空间边界
- actor.presentX = Math.abs(_presentX)>1 ? (_presentX>1?1:-1) : _presentX;//观察点跟空间中心原点的距离比例
- actor.presentY = Math.abs(_presentY)>1 ? (_presentY>1?1:-1) : _presentY;
- })
- element.wallMoveValue = "[0,0,0,0]"
- this.spaceList.push(element);
- this.wallIds.push(element.wallId);
- if(element.spaceId == this.spaceId){ // 默认选中空间
- this.curSpaceObj = element;
- }
- }
- if(!this.curSpaceObj && this.spaceList.length > 0){
- this.curSpaceObj = this.spaceList[0];
- }
- }
- let curSpaceArea = parseFloat((this.curSpaceObj.spaceWidth * this.curSpaceObj.spaceHeight) / 10000).toFixed(1);
- this.navbar.title = this.curSpaceObj.spaceName + " " + curSpaceArea + "㎡"
- console.log("该户型空间数据:", this.spaceList);curSpaceArea
- console.log("当前选中的空间:", this.curSpaceObj);
- this.positionCamer(this.curSpaceObj);
- this.loaderSpaceArr(this.spaceList);//绘制地板
- // 获取墙体数据并且绘制墙体
- this.getHouseTypeSpaceWalls();
- },
- // 获取墙体数据
- async getHouseTypeSpaceWalls(){
- let wallList = [];
- if(this.wallList){
- wallList = this.wallList;
- }else{
- let data = {id:this.wallIds}
- const res = await requestConfig('getHouseTypeSpaceWalls', data, true);
- console.log("墙体数据:", res.list)
- if(res.success){
- wallList = this.wallList = res.list;
- }
- }
- let wallArr = []
- for (let index = 0; index < wallList.length; index++) {//每个空间对应一个数据
- let element = JSON.parse(wallList[index].wallJson);
- let space = this.spaceList.find(space=>space.spaceId==element.spaceId);
- this.computeWallHandleOld(space,element);//提前计算
- for (let i = 0; i < element.wallData.length; i ++) {//对应空间里面的4个方向的墙壁数据
- let wallData = element.wallData[i];
- //对应方向的墙壁的墙体模型数据列表,每一面墙可能有多个模型
- for (let j = 0; j < wallData.wallModelData.length; j ++) {
- let wallModelData = wallData.wallModelData[j];
- wallArr.push({spaceId:element.spaceId, wallModelData:wallModelData, wallDirection:wallData.wallDirection})
- // console.log("wallModelData", element,wallData.wallDirection, wallModelData.wallType );
- }
- }
- }
- this.loadSpaceObjWalls(wallArr, wallList);
- this.getOverallArrangementDetailsList();//
- },
- // 加载单个空间墙体资源
- async loadSpaceObjWalls(wallArr, wallList){
- // 加载远程墙体模型资源
- let startTime = new Date().getTime();
- // console.log("wallArr:", wallArr)
- let promise_list = [];
- let realWallArr = this.preWallData(wallArr);
- let arrLength = realWallArr.length;
- realWallArr && realWallArr.forEach((item,index) => {
- promise_list.push(
- new Promise((resolve, reject) => {
- this.loadWallModels(item, wallList, arrLength , resolve);
- })
- )
- });
- Promise.all(promise_list).then(()=>{
- let endTime = new Date().getTime();
- console.log("墙体模型全部加载完成,时间:",endTime - startTime);
- // 设置空间数组的墙体信息
- // this.setSpaceListWallInfo();
- this.$nextTick(()=>{
- // this.moveMeshCenter(this.curSpaceObj);
- this.progress = 100;
- // this.$refs.myLoading.showLoading("加载中..." + this.progress + '%')
- this.$nextTick(()=>{
- this.myLoadingStatus = false;
- // this.$refs.myLoading.hideLoading();
- // this.meshRoam(this.curSpaceObj);//开始漫游,必须先选中模型
- })
- })
- })
- },
- }
- }
- </script>
- <style lang="scss" scoped>
- @import "./webgl_rxdz_roam.scss";
- /* @import "@/common/css/common.css"; */
- </style>
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