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| <template src="./webgl_rxdz.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 spaceTypes from '@/static/spaceTypesIE.js';    import TWEEN from 'three/addons/libs/tween.module.js';	import router from "@/router";	import {		setStorage,		getStorage,	} from '@/utils/localStorage';	var requestId = "";	const util = require('@/utils/util.js').default;	// const config = require('@/services/urlConfig.js');	import wallType from '@/static/wallData.js';	// import modelData from '@/webgl/static/layoutModelData.js';	// import requestConfig from '@/services/requestConfig.js';	// import viewShell from'@/webgl/components/newBottomCom/viewShell/viewShell.vue';	// import * as BufferGeometryUtils from '@/webgl/jsm/utils/BufferGeometryUtils.js';	import screenshot from '@/mixins/screenshot.js';	import floorMethod from '@/mixins/floorMethod.js';	import wallMethod from '@/mixins/wallMethod.js';	import loadModel from '@/mixins/loadModel.js';	import commonPageMethod from '@/mixins/commonPageMethod.js';	import viewShell from'@/components/newBottomCom/viewShell/viewShell.vue';	export default {		name:"webgl_rxdz",		components:{viewShell},		mixins:[screenshot,floorMethod,wallMethod,loadModel,commonPageMethod],		/**		 * 页面的初始数据		 */		data() {			return {				pvCurPageName: "home_show",				locusBehaviorName: "主界面",				pvCurPageParams: null,				houseId: "",				pvId: 'p_2cmina_23080401',				canvas:null,				navbar: {					showCapsule: 0,					title: '',					titleColor: '#000',					navPadding: 0,					navPaddingBg:'transparent',					navBarColor: 'transparent',					navBackColor: 'transparent',					haveCallback: false,					fromShare: false,					fromProject: 0,					shareToken: "",					pageName: this.pvCurPageName,				},				id:'232',// 户型编号				spaceList:[], // 空间列表				spaceListBackup:[], // 空间列表原始尺寸备份,用于墙体比例计算				gltfSpaces:[], // 场景中地板模型数组				gltfSpaceRoofs:[], // 屋顶模型数组				curSpaceObj:null, // 当前选中的空间				// curSpaceIndex:-1, // 当前选中的空间索引				curWallDirection:"", // 当前选中的墙面				curWallValue:0, // 当前墙面的滑动值				curWallMaxValue:300,				curWallHidden:false, // 当前墙面的状态				wallIds:[], // 空间墙体id				wallList:[], // 墙体数据				gltfWalls:[], // 场景中墙体模型数组				gltfAutoWalls:[],// 空间自动补墙模型数组				// lastWallPosition:0, // 当面墙中墙体模型的开始位置				tempSpaceList:[],// 全部空间临时数组,寻找关联空间,递归使用				leftSpaces:[], // 移动空间左边数组				rightSpaces:[],// 移动空间右边数组				changeSpaces:[],// 尺寸变化涉及到的全部空间				loader:null,				scene:null,				sky:null,				camera:null,				houseList:[],	//当前户型所有的户型详情,可以切换				curHouseType: null,	//当前选中的户型类型				curHouseName:'',//当前选中的户型类型名称				curHouseFloor: null,	//当前选中的户型楼层				curHouseObj: 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:200,	//canvas视图的高度-计算得出				chooseMesh:null,//标记鼠标拾取到的mesh				// chooseMeshColor:'',	//拾取到的mesh的原始颜色;				chooseWallMeshColor:'', // 拾取墙体原始颜色				curWallArr:[], // 当前空间选中墙面的墙体模型				isManyou: false,	//当前是否处在漫游状态				pageShowIndex: 2, // 默认户型列表页面				aleadyLoaderModel:[],	//已经加载的墙体元数据模型列表				// fontLabelGroup: [],				shottingImg: [],				progress:1,	//进度条				myLoadingStatus:false,				// textGeoList:[],				repeatFlag:false,	//重复点击				skyPlan: null, // 天空盒子				instancedMeshList: [],				lableItem:[],				showLables:false,				loadOver:false,				voiceMaskShow:false,	//录音时的蒙层是否显示				minspace1: null,				minspace2: null,				minspace3: null,				minspace4 : null,				spaces1 : [],				spaces2 : [],				spaces3 : [],				spaces4 : [],								layoutIds:[], // 空间墙体id				layoutLists:[], // 墙体数据				gltfLayouts:[], // 场景中墙体模型数组				screenshotResolve:null,				curLayoutStruct:null,//当前户型大类下所有楼层数据-用于提交				overChange:false,	//是否形变中				isIOS:false,	//是否ios手机。默认不是				currentChangeSpaceId:null,	//当前变化的空间id				styleType:1,				sumArea:0,	//总面积				changeArea:0,	//当次变化的面积				fixedArea:0,	//初始面积值				layoutArea:0,	//总面积			}		},		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.clearEvent()			}			this.gltfWalls = [];			this.gltfSpaces = [];			this.gltfSpaceRoofs = [];			this.gltfLayouts = [];			this.instancedMeshList = [];			this.instancedSpaceMeshList = [];			this.lableItem = [];			this.instancedFurList = [];			this.wallList = [];			TWEEN && TWEEN.removeAll();//清除所有的tween;			console.warn("***beforeDestroy-webgl_rxdz***");		},        mounted() {			console.log("***onLoad-webgl_rxdz***", this.$route.query);			let isIOS = !!navigator.userAgent.match(/\(i[^;]+;( U;)? CPU.+Mac OS X/);			this.isIOS = isIOS;			var that = this;			this.houseId = this.$store.state.houseId || '';			this.childLayout = this.$route.query.childLayout || 0;//4-测试户型			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			that.canvasHeight = screenHeight - (200 * unit) + (20 * unit);						const container = this.$refs.webgl;            const canvas3d = this.canvas = this.$refs.glcanvas;						let camera = null, renderer = null, controls=null;			// let trackballControls = null;			console.warn("***loader0***",this.loader)			let loader = null;			loader = this.loader = new GLTFLoader();			this.getInitData();//请求获取页面模型数据等            let scene = this.scene = new THREE.Scene();            let chooseMesh = this.chooseMesh;//标记鼠标拾取到的mesh			let isUserContorl = false;			let tweenCameraAnma = false;	//表示当前是否处在动画过程中			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 frustumSize = 30;//正交相机的视窗宽度距离			let stats;			init();			// render();			// this.$refs.myLoading.showLoading("加载中..." + this.progress+"%")			// this.myLoadingStatus = true;			this.progress = 1;			this.clearEvent = clearEvent;			this.attendEvent = attendEvent;			this.updateLables = updateLables;			this.enableRenderHandle = enableRender;			this.tweenCameraAnmaChange = tweenCameraAnmaChange;			this.gradientResize = gradientResize;			this.moveMeshCenterHandle = moveMeshCenterHandle;			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.cameraInit = cameraInit;			this.resetControl = resetControl;			function init() {                scene.background = new THREE.Color("#FFFFFF");                // scene.environment = new THREE.Color("#F2F2F2");				// 创建相机位置-投影相机				camera = new THREE.PerspectiveCamera( 80, screenWidth / that.canvasHeight, 0.1, 10000 );				// let aspect = screenWidth /  that.canvasHeight;				// camera = new THREE.OrthographicCamera( frustumSize * aspect / - 2, frustumSize * aspect / 2, frustumSize / 2, frustumSize / - 2, 0.1,1000);				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				scene.add(camera);                that.camera = camera;				// 辅助方格				// const axesHelper = new THREE.AxesHelper( 50 );				// scene.add( axesHelper );				// const gridHelper = new THREE.GridHelper(50, 10, 0xcccccc, 0xcccccc);				// gridHelper.position.y = 0;				// gridHelper.position.x = 0;				// scene.add(gridHelper);                // 环境光会均匀的照亮场景中的所有物体                const ambientLight = new THREE.AmbientLight(0xFFEFE0, 3);                scene.add(ambientLight);                //平行光                const light = new THREE.DirectionalLight(0xFFF8E5, 3);                light.position.set(-3, 9, 3); //default; light shining from top				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; // default				light.shadow.camera.right  = 100; // default				light.shadow.camera.top  = 100; // default				light.shadow.camera.bottom  = -100; // default								light.shadow.mapSize.width = 8192; // default				light.shadow.mapSize.height = 8192; // default				// light.shadow.camera.near = 0.1; // default				// light.shadow.camera.far = 500; // default								// light.shadow.bias = -0.01;				// light.shadow.radius = 1;				// light.shadow.darkness = 1; // 设置阴影强度为0.5                scene.add(light);								// const helper = new THREE.CameraHelper( light.shadow.camera );				// scene.add(helper);                // 从一个点向各个方向发射的光源。一个常见的例子是模拟一个灯泡发出的光。                // const pointLight = new THREE.PointLight( 0xffffff, 0.3 );                // camera.add( pointLight );								//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:false,					// 如果想保存three.js canvas画布上的信息,注意设置preserveDrawingBuffer					preserveDrawingBuffer: true,				});				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.screenSpacePanning = true;				controls.enableDamping = true;				controls.minDistance = 1;				controls.maxDistance = 400;				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								// 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 (camera.position.y < 0) {				// 		camera.position.y = 0;				// 	}				// });				// stats = new Stats();				// container.appendChild(stats.dom);				// stats.domElement.style.top = '100px';				attendEvent();	//注册监听事件				starRender();	//启动渲染				cameraInit();	//初始化摄像头            	controls.saveState();//保存当前控制器的状态            }            //初始化相机位置            function cameraInit(){            	camera.position.set(that.cameraStarPosition.x, that.cameraStarPosition.y, that.cameraStarPosition.z);            	camera.lookAt(that.controlStarPosition.x,that.controlStarPosition.y,that.controlStarPosition.z);            }            //初始状态            function resetControl(){            	controls.reset();            }			function onWindowResize() {			    camera.aspect = screenWidth / that.canvasHeight;			    camera.updateProjectionMatrix();			    renderer.setSize( screenWidth, that.canvasHeight );				console.warn("****onWindowResize**")			}			function attendEvent () {				window.addEventListener('resize', onWindowResize);				renderer.domElement.addEventListener('touchstart', onPointerStart, false);				renderer.domElement.addEventListener('touchmove', onPointerMove, false);				renderer.domElement.addEventListener('touchend', onPointerUp, false);			}			function tweenCameraAnmaChange (value) {				tweenCameraAnma = value			}			//开启渲染-帧率优化,不触发时停止渲染			function enableRender() {			}			//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){				console.log('开始触摸事件:',that.overChange)				if(that.overChange){//形变中,不能相应用户操作					return false;				}			}			//持续触摸中			function onPointerMove( event ) {				if(that.overChange){//形变中,不能相应用户操作					return false;				}				// that.showLables = false;			}			//触摸结束			function onPointerUp(event) {				if(that.overChange){//形变中,不能相应用户操作					return false;				}				// enableRender();				if(event.touches.length==0){					// that.showLables = true;					// updateLables();				}			}			//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			function moveMeshCenterHandle(mesh = null,noChangeColor = true){				if(mesh){//如果传入了模型,则取模型					let spaceId = mesh.spaceId;//空间id					if(chooseMesh && spaceId == chooseMesh.spaceId){						console.warn("**moveMeshCenterHandle-重复选中了***")						return false;					}					chooseMesh = mesh;				}				if(!chooseMesh){					console.warn("**moveMeshCenterHandle-没有数据***")					return false;				}				that.showLables = false;//隐藏				// controls.enable = false;//控制器不响应用户的操作				let spaceObj = chooseMesh;//获取空间模型的相关数据				// controls.panTo(spaceObj.centerX/100, camera.position.y, -spaceObj.centerY/100);				let cameraNewPosition ={};				let targetNewPosition ={};				let oldUp = {};				let newUp = {};				if (isUserContorl === false) { // 非漫游状态					cameraNewPosition = {						x:spaceObj.centerX/100,						y:camera.position.y, 						z:-spaceObj.centerY/100 + 0.5,//增加偏差,防止极点翻转问题?不知道为啥会有用					}					//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					targetNewPosition = {						x:spaceObj.centerX/100,						y:0, 						z:-spaceObj.centerY/100,					}					oldUp = camera.up;//俯视状态					newUp = camera.up;					// newUp = new THREE.Vector3(0,0,-1);					// that.cameraLastPosition = cameraNewPosition;//记录下上一次摄像头位置					// that.controlLastPosition = targetNewPosition;//记录下上一次观察点位置					// if(cameraNewPosition.x<0){					// 	cameraNewPosition.x = 0;					// }				}				console.warn("**moveMeshCenter***",isUserContorl,spaceObj,JSON.stringify(camera.position),JSON.stringify(controls.target)				,cameraNewPosition,targetNewPosition,JSON.stringify(camera.up))				tweenCamera(camera.position,controls.target,cameraNewPosition,targetNewPosition,oldUp,newUp,1000);				setTimeout(()=>{					that.showLables = true;					// camera.up = new THREE.Vector3(0,1,0);					// updateLables();				},1001);//动画结束后回复原始状态			}			            // 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)){					return false;				}				if (!chooseMesh) {					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(controls.target.x,controls.target.y,controls.target.z);					tweenCameraAnma = false;				})				// 开始动画				tween.start();			}			//高度持续变化处理 time 动画持续时间 单位秒			function gradientResize (time,startHeight,endHeight) {				// let _timeStep = 20;//单位 毫秒				// let unit = screenWidth / 750;//单位rpm 对应 px 的值				// that.canvasHeight = screenHeight - (200 * unit) + (20 * unit);								let unit = screenWidth / 750;//单位rpx 对应 px 的值				let _height = startHeight - endHeight;//高度变化-单位rpx				let _jisua = that.canvasHeight;				let lastHeight = _jisua + (_height * unit);//动画结束时的高度值; 单位 px				that.canvasHeight = lastHeight;//触发css动画				// let step = (_height * unit) / (time*1000 / _timeStep);//真实大小 单位px				console.warn("***gradientResize***",lastHeight,_jisua,startHeight,endHeight)				// that.showLables = false;				// let canvas_webgl = document.getElementById('canvas_webgl');				var tween = new TWEEN.Tween({				    h1: _jisua,				})				.to({				    h1: lastHeight,				}, 1000)				.easing(TWEEN.Easing.Linear.None)				.onUpdate((object)=> {					if(camera.isOrthographicCamera){//正交相机						let aspect = screenWidth / object.h1;						camera.left = frustumSize * aspect / - 2;						camera.right  = frustumSize * aspect / 2;						camera.top  = frustumSize / 2;						camera.bottom  = frustumSize / -2;						camera.updateProjectionMatrix();						// that.canvasHeight = object.h1;					}					else if(camera.isPerspectiveCamera){//透视相机						camera.aspect = screenWidth / object.h1;						camera.updateProjectionMatrix();						renderer.setSize( screenWidth, object.h1 );						// that.canvasHeight = object.h1;					}				}).onComplete(()=>{					camera.aspect = screenWidth / that.canvasHeight;					camera.updateProjectionMatrix();					renderer.setSize( screenWidth, that.canvasHeight );					tweenCameraAnma = false;					// that.showLables = true;					// updateLables();//更新lable				});				// 开始动画				tween.start();				tweenCameraAnma = true;			}			//更新lables			function updateLables(){				if(!that.showLables){					return false;				}				that.lableItem.forEach(lable =>{					if(!that.gltfSpaces[lable.cubeIndex] || !that.gltfSpaces[lable.cubeIndex].instancedMeshIndexList){						return false;					}					let item = that.gltfSpaces[lable.cubeIndex].instancedMeshIndexList[0];//获取地板模型的第一个geometry实例					let _index = item.instancedMeshIndex;//第一个geometry实例 在 全局InstancedMesh实例的位置					let instancedMesh = that.instancedSpaceMeshList[_index];//获取具体的网格实例					let stratMatrix = new THREE.Matrix4();//定义一个四维矩阵					instancedMesh.getMatrixAt(item.instancedAtIndex,stratMatrix);//获取当前几何体的四维矩阵到stratMatrix里面					let position = new THREE.Vector3();//当前几何体的位置参数					position.setFromMatrixPosition(stratMatrix);//从四维向量中提取位置信息					// console.warn("***updateLables***",item.instancedAtIndex,JSON.stringify(position));					position.project(camera);					const x = (position.x *  .5 + .5) * screenWidth;					const y = (position.y * -.5 + .5) * that.canvasHeight;					lable.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;				})			}			function stopRender () {				needRender = false;			}			function starRender () {				if(needRender==true){//如果已经在渲染中了,则不能再次开启,避免渲染过多					false;				}				needRender = true;				render();//开始渲染			}            function render() {				if(needRender==false){					return false;				}                TWEEN && TWEEN.update();				// stats.update();				//不处在动画过程中,则可以处理移动等动作				if(tweenCameraAnma==false){					controls.update();					updateLables();//更新lable				}				requestId = requestAnimationFrame(render, canvas3d);				renderer.render(scene, camera);//单次渲染				if (that.screenshotResolve) {					// if(that.isIOS){//IOS手机						stopRender();						that.screenshotResolve()						that.screenshotResolve = null;//释放Promise					// }else{//安卓手机					// 	let gl = renderer.getContext();					// 	let frameBuffer = new THREE.Vector2();					// 	renderer.getDrawingBufferSize(frameBuffer);					// 	let pixelData = new Uint8Array(frameBuffer.x * frameBuffer.y * 4);					// 	//参考 Threejs WebGLRenderer.readRenderTargetPixels					// 	if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE) {					// 		gl.readPixels(0, 0, frameBuffer.x, frameBuffer.y, gl.RGBA, gl.UNSIGNED_BYTE, pixelData);					// 		// 确保有像素,微信小程序安卓在进入子页面返回本页面后,再一次readPixels稳定无像素					// 		if (pixelData.some(i => i !== 0)) {					// 			stopRender();					// 			console.warn("***screenshotResolve-pixelData***");					// 			that.screenshotResolve([pixelData, frameBuffer.x, frameBuffer.y])					// 			that.screenshotResolve = null;//释放Promise					// 			frameBuffer = null;//清空内存中的数据					// 			pixelData = null;//清空内存中的数据					// 		}					// 	}					// }				}            }					},		onShow(){			console.warn("---onShow1---",this.pvId)			if(this.attendEvent){				this.attendEvent()			}		},		onHide(){			this.clearEvent();		},		computed: {			aiData() {				return this.$store.state.aiData;			},			userId() {				return this.$store.state.userId;			},		},		methods: {			voiceMaskChange(voiceMask){				this.voiceMaskShow = voiceMask;			},			//黄山数据处理			hushangHandle(param){				let expand = {};				expand.landImg = this.$route.query.landImg || '';				expand.baseImg = this.$route.query.baseImg || '';				expand.bgPrototypeImg = this.$route.query.bgPrototypeImg || '';				expand.landNo = this.$route.query.landNo || '';//地块				expand.landArea = this.$route.query.landArea || '';//地块面积				expand.buildingAreaPreference = this.$route.query.buildingAreaPreference || '';//建筑面积				expand.layer = this.$route.query.layer || '大平层';//层数				expand.structureName = this.$route.query.structureName || '';//结构-L形等				expand.landDescription = this.$route.query.landDescription || '';//地形地势				expand.scenery = this.$route.query.scenery || '';//景观				expand.structureDescription = this.$route.query.structureDescription || '';//空间特质-结构				setStorage('expand', expand);//把空间选择的数据存入本地缓存里面,方便后续使用				return JSON.stringify(expand);			},			async submitHouse(){				if(this.overChange){					this.$message.warning("空间正在调整");					return false				}				const loading = this.$loading({					lock: true,					text: '提交中...',					spinner: 'el-icon-loading',					background: 'rgba(0, 0, 0, 0.7)'				});				let shottingImg = await this.shottingAction() + "?x-oss-process=image/auto-orient,1/quality,Q_46/format,jpg";//开始截图				console.warn("***shottingImg***",shottingImg);				let userId = this.userId ? this.userId : '';				let param = {					"brandId": $config.brandId,					"houseId": this.curHouseObj.houseId,					"userId": userId,					"floot": this.curHouseObj.houseFloor,					"spaceName": this.curHouseName ,					"spaceStructure": this.curHouseType,					"curFloor":this.curHouseFloor,					// "layoutImgCustomized": shottingImg,					// "style": "",					layoutStruct:[],				}				//处理每一个楼层				this.curLayoutStruct.forEach((layoutStruct,index)=>{					let houseData = {						"layoutId": layoutStruct.id,						"layoutName": layoutStruct.name,						"layoutArea": layoutStruct.houseArea,						"floor": layoutStruct.houseFloor,						"layoutImgCustomized": layoutStruct.houseFloor == this.curHouseFloor ? shottingImg:'',						"style": "",						"houseJson": []					}					let spaceList =  JSON.parse(layoutStruct.houseJson);					let styleList = [];					//遍历当前户型下的每一个空间					spaceList.forEach((item)=>{						let space = JSON.parse(JSON.stringify(item));						//找到当前空间对象对应的AI数据对象						let AISpace = null;						AISpace = this.aiData && this.aiData.find(it=>{							return it.houseFloor == layoutStruct.houseFloor && it.spaceId == space.spaceId						});						if(AISpace){							let list = AISpace.aiImagesList.filter(it=>it.checked==true);//过滤选中的							list.forEach(it=>{								styleList.push(it.aiStyleName);							})							list = list.map(it=>{								return it.image							})							space.hardboundEffect = list;							console.warn("submitHouse: ", list,space);						}						let wallList = this.wallList.find(it=>it.id==space.wallId);						if(wallList){//找到当前空间的墙体数据							space.wallList = JSON.stringify(wallList);						}						houseData.houseJson.push(space)					})					//寻找styleList里面出现最多次数的风格					if(styleList && styleList.length>0){						let maxEle = styleList[0];						let maxNum = 1;						styleList.reduce((p,k)=>{							p[k] ? p[k]++ : p[k]=1;							if(p[k] > maxNum){								maxEle = k;								maxNum ++							}							return p;						},{});						houseData.style = maxEle;					}					param.layoutStruct.push(houseData)				})				param.expand = this.hushangHandle()				console.warn("submitHouse-param: ", param);				let trackparam = {					type: 'CLK', //埋点类型					clkId: 'clk_2cmina_23080409', //点击ID					clkName: 'submit_clk', //点击前往的页面名称					clkParams: {						locusName: "数据提交",						postAIData:this.aiData,					}				};				util.trackRequest(trackparam);				let res = await requestConfig("saveCustomizedRecord", param);				loading.close();				if(res && res.success && res.single){//提交成功					let data = {						houseId:this.houseId,						id:res.single,					}					router.push({						name: "webgl_rxdz_customize",						query:data					});				}			},			enableRender(){				this.enableRenderHandle();			},			/**			 * 选中墙体触发			 */			selectWall(wallIndex){			    console.log("index",wallIndex)							if(this.chooseWallMeshColor){					for (let index = 0; index < this.curWallArr.length; index++) {						const element = this.curWallArr[index];						const cube = element.obj;						this.chooseWallMeshColor.convertSRGBToLinear(); // 将颜色值转换为线性颜色值						if(cube && cube.children[0].children[0] && cube.children[0].children[0].material){							cube.children[0].children[0].material.color = this.chooseWallMeshColor;//修改选中模型的颜色-高亮显示 当前选中的模型						}else{//新版逻辑							// element.instancedMeshIndexList.forEach(item=>{							// 	let _index = item.instancedMeshIndex;							// 	let instancedMesh = this.instancedMeshList[_index];//网格实例							// 	instancedMesh.instanceColor.needsUpdate = true;//打开颜色修改开关,不开,颜色是不能修改额							// 	instancedMesh.setColorAt(item.instancedAtIndex, this.chooseWallMeshColor);//修改这个几何体的颜色							// })						}					}				}								switch (wallIndex) {			        case 1:			            this.curWallDirection = "N";			            break;			        case 2:			            this.curWallDirection = "S";			            break;			        case 3:			            this.curWallDirection = "W";			            break;			        case 4:			            this.curWallDirection = "E";			            break;			    }			    this.selectedWall(this.curWallDirection)							this.curWallArr = [];			    if(wallIndex!=0){			        const wallMoveValues = this.curSpaceObj.wallMoveValue;					console.log			        const values = JSON.parse(wallMoveValues);					if(this.curWallValue == 150){						this.curWallValue = values[wallIndex-1]					}else{						let wallIndex = 0						switch (this.curWallDirection) {							case "N":								wallIndex = 0;								values[wallIndex] = this.curWallValue;								values[1] = this.curWallValue;								break;							case "S":								wallIndex = 1;								values[wallIndex] = this.curWallValue;								values[0] = this.curWallValue;								break;							case "W":								wallIndex = 2;								values[wallIndex] = this.curWallValue;								values[3] = this.curWallValue;								break;							case "E":								wallIndex = 3;								values[wallIndex] = this.curWallValue;								values[2] = this.curWallValue;								break;						}					}					this.curSpaceObj.wallMoveValue = JSON.stringify(values)					console.log("墙体可移动数据:", this.curSpaceObj.wallMoveValue, this.spaceList);								const wallStatus = this.curSpaceObj.wallStatus || "[false,false,false,false]"					const status = JSON.parse(wallStatus);			        this.curWallHidden = status[wallIndex-1]			        console.log("当前墙面数据:", wallStatus , status, wallIndex);								const curSpaceGltfWall = this.gltfWalls.filter((item)=>{						return this.curSpaceObj.spaceId == item.spaceId && item.wallDirection == this.curWallDirection					})					if(curSpaceGltfWall.length != 0){						this.curWallArr.push(...curSpaceGltfWall);					}else{						let rightWallD = "";						switch (wallIndex-1) {							case 0:								rightWallD= "S";								break;							case 1:								rightWallD= "N";								break;							case 2:								rightWallD= "E";								break;							case 3:								rightWallD= "W";								break;						}						for (let index = 0; index < this.leftSpaces.length; index++) {							const element = this.leftSpaces[index];							const gltfWall = this.gltfWalls.filter((item)=>{								return element.spaceId == item.spaceId && item.wallDirection == this.curWallDirection							})							if(gltfWall){								this.curWallArr.push(...gltfWall);							}						}									for (let index = 0; index < this.rightSpaces.length; index++) {							const element = this.rightSpaces[index];							const gltfWall = this.gltfWalls.filter((item)=>{								return element.spaceId == item.spaceId && item.wallDirection == rightWallD;							})							if(gltfWall){								this.curWallArr.push(...gltfWall);							}						}					}					for (let index = 0; index < this.curWallArr.length; index++) {						const element = this.curWallArr[index];						const cube = element.obj;						if(cube && cube.children[0].children[0] && cube.children[0].children[0].material){							this.chooseWallMeshColor = cube.children[0].children[0].material.color.clone();							let color = new THREE.Color(0xff0000); // 使用sRGB颜色值							color.convertSRGBToLinear(); // 将颜色值转换为线性颜色值							cube.children[0].children[0].material.color = color;//修改选中模型的颜色-高亮显示 当前选中的模型						}else{//新版逻辑							// element.instancedMeshIndexList.forEach(item=>{							// 	let _index = item.instancedMeshIndex;							// 	let instancedMesh = this.instancedMeshList[_index];//网格实例															// 	this.chooseWallMeshColor = instancedMesh.material.color.clone();;							// 	let color = new THREE.Color(0xff0000); // 使用sRGB颜色值							// 	color.convertSRGBToLinear(); // 将颜色值转换为线性颜色值							// 	instancedMesh.instanceColor.needsUpdate = true;//打开颜色修改开关,不开,颜色是不能修改额							// 	instancedMesh.setColorAt(item.instancedAtIndex, color);//修改这个几何体的颜色							// })													}										}						    }			},			curSpaceSelect(data){				console.warn("***curSpaceSelect***",data);				if(this.selectSpace){					this.changeSpaceColor(this.selectSpace.spaceId,2);//取消上一个空间的颜色				}				let spaceId = data.spaceId;				let space = this.spaceList.find(it=>it.spaceId==spaceId);				this.selectSpace = space;				this.currentChangeSpaceId = spaceId;				this.$store.state.curSpaceId = data.spaceId;								this.changeSpaceColor(data.spaceId,1);//设置选中空间的颜色				this.moveMeshCenter(space);			},			//具体空间面积变化-拖动产生的			//data = {			//		spaceId:245,			//		area:12, //正负值 单位平方米			//	}			curSpaceChange(data){				console.warn("***空间面积变化***",this.overChange,data);				// let changArea = data.isZoomIn ? parseFloat(data.area.toFixed(2)) : -parseFloat(data.area.toFixed(2));				// this.changeArea = changArea;//当次变化的面积,有正负值				// this.sumArea = parseFloat((this.sumArea + changArea).toFixed(2));				this.overChange = true;//变形开始 防止在形变结束前,再次形变				this.currentChangeSpaceId = data.spaceId;				this.$store.state.curSpaceId = data.spaceId;				this.changCurSpaceArea(data);				let space = this.spaceList.find(it=>it.spaceId==this.currentChangeSpaceId);				this.moveMeshCenter(space);			},						// 空间移动,			changCurSpaceArea(data){				console.log("当前户型的核心点", this.curHouseObj.houseCore, this.overChange);				const houseCore = this.curHouseObj.houseCore.split(',');				const coreX = houseCore[0] | 0				const coreY = houseCore[1] | 0				// 根据核心点计算空间所在象限				this.spaces1 = [];				this.spaces2 = [];				this.spaces3 = [];				this.spaces4 = [];				let curSpace = null;				for (let index = 0; index < this.spaceList.length; index++) {					const element = this.spaceList[index];					if(element.centerX > coreX){ // 2 3象限						if(element.centerY > coreY){ // 2象限							console.log(`象限2 ${element}`);							element.quadrant = 2;							this.spaces2.push(element)						}else{// 3象限							console.log(`象限3 ${element}`);							element.quadrant = 3;							this.spaces3.push(element)						}					}else{// 1 4象限						if(element.centerY > coreY){ // 1象限							console.log(`象限1 ${element}`);							element.quadrant = 1;							this.spaces1.push(element)						}else{ // 4象限							console.log(`象限4 ${element}`);							element.quadrant = 4;							this.spaces4.push(element)						}					}					if(element.spaceId == data.spaceId){						curSpace = element;					}				}							console.log("当前space所在象限",data.spaceId, curSpace.spaceId , curSpace.quadrant);				console.log("象限", this.spaces1, this.spaces2, this.spaces3, this.spaces4);										this.calculateSpaceData(curSpace, data)			},			calculateSpaceData(curSpace, data){				let that = this;				this.curSpaceObj = curSpace;							// 计算宽高移动数值 				const changeArea = data.area;				const isZoomIn = data.isZoomIn;				const oldArea = (curSpace.spaceWidth / 100) * (curSpace.spaceHeight / 100);				const newArea = oldArea + changeArea * (data.isZoomIn ? 1 : -1);				const sizeScale = Math.sqrt(newArea/oldArea) ;							// 新的宽度				let newWidth = curSpace.spaceWidth * sizeScale;				if(newWidth < curSpace.spaceWidthMin){					newWidth = curSpace.spaceWidthMin				}				if(newWidth > curSpace.spaceWidthMax){					newWidth = curSpace.spaceWidthMax				}				// 新的高度				let newHeight = newArea * 10000 / newWidth;				if(newHeight < curSpace.spaceHeightMin){					newHeight = curSpace.spaceHeightMin				}				if(newHeight > curSpace.spaceHeightMax){					newHeight = curSpace.spaceHeightMax				}				newWidth = newArea * 10000 / newHeight;								let changeWidth = Math.abs(newWidth - curSpace.spaceWidth)				let changeHeight = Math.abs(newHeight - curSpace.spaceHeight)				console.log("变化的尺寸", changeWidth, changeHeight, newWidth, newHeight, curSpace.spaceWidth, curSpace.spaceHeight);							if(curSpace.quadrant == 1){					// 默认往南 往西移动					this.moveSpace(curSpace, 1, 3, isZoomIn, newArea, newWidth, newHeight, changeWidth, changeHeight)				}				if(curSpace.quadrant == 2){					// 默认往南 往西移动					this.moveSpace(curSpace, 1, 4, isZoomIn, newArea, newWidth, newHeight, changeWidth, changeHeight)				}				if(curSpace.quadrant == 3){					// this.selectWall(4);					// 		// // 移动墙面					// this.moveSpaceWall(this.curWallDirection, isZoomIn, changeWidth);					// 默认往南 往东移动					this.moveSpace(curSpace, 2, 4, isZoomIn, newArea, newWidth, newHeight, changeWidth, changeHeight)				}				if(curSpace.quadrant == 4){ 					// 默认往南 往西移动					this.moveSpace(curSpace, 2, 3, isZoomIn, newArea, newWidth, newHeight, changeWidth, changeHeight)				}				setTimeout(() => {					// that.updataPageData();					that.overChange = false;					that.callBackFun && that.callBackFun(true);					// that.calculateLayoutModelSize(); //重新计算家具位置					that.updateWallModels(); // 替换墙体模型					that.changeLayoutModel(); // 改变空间模型					// that.changeLayoutModelState(true); // 显示家具模型				}, 4200);			}, 			moveSpace(curSpace, directionIndex, directionIndex01, isZoomIn, newArea, newWidth, newHeight, changeWidth, changeHeight){				let that = this;							const wallLock =  this.currWallLock(directionIndex, curSpace); //南边				const wallLock01 =  this.currWallLock(directionIndex01, curSpace); //东边							console.log("移动空间", wallLock, wallLock01)							if(wallLock ==-1 && wallLock01 == -1){					return this.$message.warning("空间尺寸已锁定");				}				let changeValue = changeHeight;				if(wallLock == -1){										if(wallLock01 == 0){						directionIndex01 = directionIndex01 == 4 ? 3 : 4; // 往西移动					}								// 南北锁死,重新计算移动的方向					newWidth =  newArea / (curSpace.spaceHeight / 100) * 100					changeWidth = newWidth / 100 - curSpace.spaceWidth / 100;					changeWidth = Math.abs(changeWidth * 100);					directionIndex = directionIndex01; // 往东移动										changeValue = changeWidth;								console.log("高度锁死不能拉伸, 宽度变化1",newWidth, directionIndex,curSpace.spaceWidth, curSpace.spaceHeight, changeValue);					that.selectWall(directionIndex);					let checkResult = this.checkRightSpace(!isZoomIn, changeWidth, false, curSpace)					if(!checkResult.result){						changeWidth = checkResult.newValue					}					console.log("宽度达到极限值结果++++++++++++++", checkResult, changeWidth)										that.moveSpaceWall(that.curWallDirection, isZoomIn, changeWidth);					// that.autoCreateWall(directionIndex, curSpace)					return;				}else{					if(wallLock == 0){						directionIndex = directionIndex == 2 ? 1 : 2; // 往北边移动					}								if(wallLock01 == -1){						// 东西锁死,重新计算移动方向						newHeight =  newArea / (curSpace.spaceWidth / 100) * 100						changeHeight = newHeight / 100 - curSpace.spaceHeight / 100;						changeHeight = Math.abs(changeHeight * 100);						changeValue = changeHeight;									that.selectWall(directionIndex);						let checkResult = this.checkRightSpace(!isZoomIn, changeHeight, true, curSpace)						console.log("高度达到极限值结果++++++++++++++", checkResult, changeHeight)						if(!checkResult.result){							changeHeight = checkResult.newValue						}												that.moveSpaceWall(that.curWallDirection, isZoomIn, changeHeight);						// 自动补墙逻辑						// that.autoCreateWall(directionIndex, curSpace);						return					}								if(wallLock01 == 0){						directionIndex01 = directionIndex01 == 4 ? 3 : 4; // 往西移动					}								console.log("要变化的宽度", newWidth, newHeight)					// 目标宽度					if(newHeight > curSpace.spaceHeightMax){						newHeight = curSpace.spaceHeightMax; 						changeHeight = Math.abs(newHeight - curSpace.spaceHeight)						// 重新计算宽度值						newWidth = (newArea / (newHeight / 100)) * 100						changeWidth = (newWidth / 100 - curSpace.spaceWidth / 100) * 100;						console.log("高度达到最大值,重新计算宽度",newWidth, newHeight, changeWidth, changeHeight)					}								if(newHeight < curSpace.spaceHeightMin){						newHeight = curSpace.spaceHeightMin; 						changeHeight = Math.abs(newHeight - curSpace.spaceHeight)						// 重新计算宽度值						newWidth = (newArea / (newHeight / 100)) * 100						changeWidth = Math.abs((newWidth / 100 - curSpace.spaceWidth / 100) * 100);						console.log("高度达到最小值,重新计算宽度",newWidth, newHeight, changeWidth, changeHeight)					}								if(newWidth > curSpace.spaceWidthMax){						newWidth = curSpace.spaceWidthMax; 						changeWidth = Math.abs(newWidth - curSpace.spaceWidth)						// 重新计算宽度值						newHeight = (newArea / (newWidth / 100)) * 100						changeHeight = (newHeight / 100 - curSpace.spaceHeight / 100) * 100;						console.log("宽度达到最大值,重新计算高度",newWidth, newHeight, changeWidth, changeHeight)					}								if(newWidth < curSpace.spaceWidthMin){						newWidth = curSpace.spaceWidthMin; 						changeWidth = Math.abs(newWidth - curSpace.spaceWidth)						// 重新计算宽度值						newHeight = (newArea / (newWidth / 100)) * 100						changeHeight = Math.abs((newHeight / 100 - curSpace.spaceHeight / 100) * 100);						console.log("宽度达到最小值,重新计算高度",newWidth, newHeight, changeWidth, changeHeight)					}																							// if(!checkWidth || !checkHeight){					// 	return					// }								if(changeHeight > 0){												that.changeSpaces = [];												that.selectWall(directionIndex);												let checkResult = this.checkRightSpace(!isZoomIn, changeHeight, true, curSpace)						console.log("高度达到极限值结果++++++++++++++", checkResult, changeHeight)						if(!checkResult.result){							changeHeight = checkResult.newValue						}						that.moveSpaceWall(that.curWallDirection, isZoomIn, changeHeight);						// 自动补墙逻辑						// that.autoCreateWall(directionIndex, curSpace)					}								let timeout = 0					if(changeWidth > 0 && changeHeight > 0 ){						timeout = 2100					}										console.log("改变尺寸",changeWidth, changeHeight,newWidth, newHeight,  timeout, directionIndex, directionIndex01, wallLock, wallLock01)										if(changeWidth > 0){						setTimeout(() => {														that.changeSpaces = [];							// // 选中墙面							that.selectWall(directionIndex01);							// 计算							let checkResult = this.checkRightSpace(!isZoomIn, changeWidth, false, curSpace)							if(!checkResult.result){								changeWidth = checkResult.newValue							}							console.log("宽度达到极限值结果++++++++++++++", checkResult, changeWidth)							// 移动墙面							that.moveSpaceWall(that.curWallDirection, isZoomIn, changeWidth);							// 自动补墙逻辑							// that.autoCreateWall(directionIndex01, curSpace)						}, timeout);					}				}			},			currWallLock(direction, curSpace){							let curDirection = ""				let faceDirection = ""				switch (direction) {			        case 1:						curDirection = "N";						faceDirection = "S";			            break;			        case 2:						curDirection = "S";						faceDirection = "N";			            break;			        case 3:						curDirection = "W";						faceDirection = "E";			            break;			        case 4:						curDirection = "E";						faceDirection = "W";			            break;			    }				const wallInfo = this.wallList.find((item)=>{					let element = JSON.parse(item.wallJson);					return element.spaceId == curSpace.spaceId;				})				let walls = JSON.parse(wallInfo.wallJson).wallData;							const wall = walls.find((item)=>{ // 当前墙面锁定					return item.wallDirection==curDirection && item.isLocked=="true"				})				const faceWall = walls.find((item)=>{ // 对面墙面锁定					return item.wallDirection==faceDirection && item.isLocked=="true"				})								if(wall){					if(faceWall){						return -1 // 当前对面同时锁定					}					return 0 // 当前锁定				}else{					return 1 // 不锁定,可以移动				}							},			// 排查关联空间是否达到极限值			checkRightSpace(isZoomIn, changeValue, isNS, curSpace){				if(changeValue == 0){					return;				}				let n = isZoomIn?1:-1;				let l = isZoomIn?-1:1;				let result = true;				let space = null;				let newValue = changeValue;							console.log("排查空间",isZoomIn, changeValue,isNS, this.leftSpaces, this.rightSpaces);				for (let index = 0; index < this.leftSpaces.length; index++) {					const element = this.leftSpaces[index];					// 过滤掉花园判断					if(element.spaceType == 14 || element.spaceId == curSpace.spaceId){						continue;					}					let newWidth = element.spaceWidth + l * changeValue;					let newHeight = element.spaceHeight + l * changeValue;					if(isNS){						if( newHeight > element.spaceHeightMax || newHeight < element.spaceHeightMin){							result = false;							space = element;							break;						}					}else{						if(newWidth > element.spaceWidthMax || newWidth < element.spaceWidthMin){							result = false;							space = element;							break;						}					}				}							for (let index = 0; index < this.rightSpaces.length; index++) {					const element = this.rightSpaces[index];					// 过滤掉花园判断					if(element.spaceType == 14){						console.log("空间排查跳出")						continue;					}					let newWidth = element.spaceWidth + n * changeValue;					let newHeight = element.spaceHeight + n * changeValue;										if(isNS){						if( newHeight > element.spaceHeightMax || newHeight < element.spaceHeightMin){							result = false;							space = element;							const newHeightValue = newHeight > element.spaceHeightMax ? element.spaceHeightMax : element.spaceHeightMin;							newHeight = newHeightValue - newHeight;							const newChangeValue = changeValue - newHeight;							if(newValue > newChangeValue){								newValue = newChangeValue;							}							break;						}					}else{						console.log("排查右边空间",newWidth, element.spaceWidthMax,newWidth, element.spaceWidthMin);						if(newWidth > element.spaceWidthMax || newWidth < element.spaceWidthMin){							result = false;							space = element;							let newWidthValue = newWidth > element.spaceWidthMax ? element.spaceWidthMax : element.spaceWidthMin							if(isZoomIn){ // 放大								if(newWidth>element.spaceWidthMax){ // 关联空间放大时已经是最大,则变化值为0									newValue = 0									break;								}							}else{								newWidthValue = newWidth < element.spaceWidthMin ? element.spaceWidthMin : newWidth;								console.log("排查右边空间2",newWidth, element.spaceWidthMax, element.spaceWidthMin);							}							newWidth = newWidthValue - newWidth;							const newChangeValue = changeValue - newWidth;							if(newValue > newChangeValue){								newValue = newChangeValue;							}							break;						}					}				}								if(!result){					this.$message.warning(`关联空间[${ space && space.spaceName || ''}]达到极限值`);				}				return {"result":result,"newValue":newValue}			},			checkSpaceSize(isZoomIn, changeWidth, changeHeight){				console.log("检查尺寸", isZoomIn, changeWidth, changeHeight, this.leftSpaces, this.rightSpaces)							for (let index = 0; index < this.leftSpaces.length; index++) {					const element = this.leftSpaces[index];					if(isZoomIn){						if(element.spaceWidth + changeWidth > element.spaceWidthMax || element.spaceHeight + changeHeight > element.spaceHeightMax){							console.log("++++++++++移动空间达到极大值1", element.spaceId, element.spaceWidth + changeWidth > element.spaceWidthMax, element.spaceHeight + changeHeight > element.spaceHeightMax)							console.log("++++++++++移动空间达到极大值宽", element.spaceWidth, changeWidth, element.spaceWidthMax)							console.log("++++++++++移动空间达到极大值高", element.spaceHeight, changeHeight, element.spaceHeightMax)							return false;						}					}else{						if(element.spaceWidth - changeWidth < element.spaceWidthMin || element.spaceHeight - changeHeight < element.spaceHeightMin){							console.log("++++++++++移动空间达到极小值2", element.spaceId)							console.log("++++++++++移动空间达到极大值宽", element.spaceWidth, changeWidth, element.spaceWidthMin)							console.log("++++++++++移动空间达到极大值高", element.spaceHeight, changeHeight, element.spaceHeightMin)							return false;						}					}				}				for (let index = 0; index < this.rightSpaces.length; index++) {					const element = this.rightSpaces[index];					if(!isZoomIn){						if(element.spaceWidth - changeWidth < element.spaceWidthMin || element.spaceHeight - changeHeight < element.spaceHeightMin){							console.log("++++++++++其他空间达到极小值4", element.spaceId)							console.log("++++++++++移动空间达到极大值宽", element.spaceWidth, changeWidth, element.spaceWidthMin)							console.log("++++++++++移动空间达到极大值高", element.spaceHeight, changeHeight, element.spaceHeightMin)							return false;						}					}else{						if(element.spaceWidth + changeWidth > element.spaceWidthMax || element.spaceHeight + changeHeight > element.spaceHeightMax){							console.log("++++++++++其他空间达到极大值3", element.spaceId)							console.log("++++++++++移动空间达到极大值宽", element.spaceWidth, changeWidth, element.spaceWidthMax)							console.log("++++++++++移动空间达到极大值高", element.spaceHeight, changeHeight, element.spaceHeightMax)							return false;						}					}				}							return true			},			// 新版本空间移动计算			changeCurSpaceSize(curSpace, changeArea, isZoomIn){								// 计算当前空间的变化				// 1.原先面积				const oldArea = (curSpace.spaceWidth / 100) * (curSpace.spaceHeight / 100);				const newArea = oldArea + changeArea * isZoomIn;							const sizeScale = Math.sqrt(newArea/oldArea) ;							console.log(`新面积:${newArea} 老面积:${oldArea}缩放比例:${sizeScale} 改变的面积:${changeArea} 是否放大:${isZoomIn} 中心点:${curSpace.centerX} ${curSpace.centerX}`);				console.log(`改变前:尺寸:${curSpace.spaceWidth} ${curSpace.spaceHeight} 中心点:${curSpace.centerX} ${curSpace.centerY}`);							curSpace.toScaleX = curSpace.spaceWidth * sizeScale / 300 ;				curSpace.toScaleZ = curSpace.spaceHeight * sizeScale / 300 ;										if(this.minspace1 && this.minspace1.spaceId == curSpace.spaceId){					curSpace.toPx = (curSpace.spaceWidth * sizeScale - curSpace.spaceWidth) / 2 / 100 * -1;					curSpace.toPz = (curSpace.spaceHeight * sizeScale - curSpace.spaceHeight) / 2 / 100 * -1;					console.log("XXXXXXXX-计算空间变化信息1", curSpace.toScaleX, curSpace.toScaleZ, curSpace.toPx, curSpace.toPz);				}else if(this.minspace2 && this.minspace2.spaceId == curSpace.spaceId){					curSpace.toPx = (curSpace.spaceWidth * sizeScale - curSpace.spaceWidth) / 2 / 100;					curSpace.toPz = (curSpace.spaceHeight * sizeScale - curSpace.spaceHeight) / 2 / 100 * -1;					console.log("XXXXXXXX-计算空间变化信息2", curSpace.toScaleX, curSpace.toScaleZ, curSpace.toPx, curSpace.toPz);				}else if(this.minspace3 && this.minspace3.spaceId == curSpace.spaceId){					curSpace.toPx = (curSpace.spaceWidth * sizeScale - curSpace.spaceWidth) / 2 / 100;					curSpace.toPz = (curSpace.spaceHeight * sizeScale - curSpace.spaceHeight) / 2 / 100;					console.log("XXXXXXXX-计算空间变化信息3", curSpace.toScaleX, curSpace.toScaleZ, curSpace.toPx, curSpace.toPz);				}else if(this.minspace4 && this.minspace4.spaceId == curSpace.spaceId){					curSpace.toPx = (curSpace.spaceWidth * sizeScale - curSpace.spaceWidth) / 2 / 100 * -1;					curSpace.toPz = (curSpace.spaceHeight * sizeScale - curSpace.spaceHeight) / 2 / 100;					console.log("XXXXXXXX-计算空间变化信息4", curSpace.toScaleX, curSpace.toScaleZ, curSpace.toPx, curSpace.toPz);				}else{					return				}										// 更新数据:							curSpace.spaceWidth = curSpace.spaceWidth * sizeScale;				curSpace.spaceHeight = curSpace.spaceHeight * sizeScale;				curSpace.centerX =  curSpace.centerX + curSpace.toPx * 100				curSpace.centerY =  curSpace.centerY + curSpace.toPz * 100				const spaceIndex = this.spaceList.findIndex((item)=>{			        return item.spaceId == curSpace.spaceId;			    })			    if(spaceIndex!=-1){			        this.spaceList[spaceIndex] = curSpace;			    }				console.log(`改变后:尺寸:${curSpace.spaceWidth} ${curSpace.spaceHeight} 中心点:${curSpace.centerX} ${curSpace.centerY} `, curSpace.toPx, curSpace.toPz);										},						findxxSpace(manSpace,changeArea, xiangxian, isZoomIn){				if(xiangxian == 1){					const spaceE = this.spaces1.find((item)=>{			        	return item.spaceId == manSpace.eastId;			    	})					const spaceS = this.spaces1.find((item)=>{			        	return item.spaceId == manSpace.southId;			    	})								const oldArea = (manSpace.spaceWidth / 100) * (manSpace.spaceHeight / 100);					const newArea = oldArea + changeArea * isZoomIn;								const sizeScale = Math.sqrt(newArea/oldArea) ;								manSpace.toScaleX = manSpace.spaceWidth * sizeScale / 300 ;					manSpace.toScaleZ = manSpace.spaceHeight * sizeScale / 300 ;								if(spaceE){						manSpace.toPx = (manSpace.spaceWidth * sizeScale - manSpace.spaceWidth) / 2 / 100  * -1 + spaceE.toPx  * 2;						console.log("XXXXXXXX东边有空间", manSpace.spaceId, spaceE.toPx)					}else{						manSpace.toPx =  (manSpace.spaceWidth * sizeScale - manSpace.spaceWidth) / 2 / 100  * -1;						console.log("XXXXXXXX东边没空间", manSpace.spaceId)					}											if(spaceS){						manSpace.toPz = (manSpace.spaceHeight * sizeScale - manSpace.spaceHeight) / 2 / 100 * -1 + spaceS.toPz * 2;						console.log("XXXXXXXX南边有空间", manSpace.spaceId, spaceS.toPz)					}else{						manSpace.toPz = (manSpace.spaceHeight * sizeScale - manSpace.spaceHeight) / 2 / 100 * -1;						console.log("XXXXXXXX南边没空间", manSpace.spaceId)					}													console.log("XXXXXXXX-前象限1的其他空间", manSpace.spaceId, manSpace.spaceWidth, manSpace.spaceHeight, manSpace.centerX, manSpace.centerY, manSpace.toPx);								manSpace.spaceWidth = manSpace.spaceWidth * sizeScale;					manSpace.spaceHeight = manSpace.spaceHeight * sizeScale;					manSpace.centerX +=  manSpace.toPx * 100					manSpace.centerY +=  manSpace.toPz * 100								console.log("XXXXXXXX-后象限1的其他空间", manSpace.spaceId, manSpace.spaceWidth, manSpace.spaceHeight, manSpace.centerX, manSpace.centerY);								const spaceIndex = this.spaceList.findIndex((item)=>{						return item.spaceId == manSpace.spaceId;					})					if(spaceIndex!=-1){						this.spaceList[spaceIndex] = manSpace;					}					const spacesIndex = this.spaces1.findIndex((item)=>{						return item.spaceId == manSpace.spaceId;					})					if(spacesIndex!=-1){						this.spaces1[spacesIndex] = manSpace;					}				}				if(xiangxian == 2){					const spaceW = this.spaces2.find((item)=>{			        	return item.spaceId == manSpace.westId;			    	})					const spaceS = this.spaces2.find((item)=>{			        	return item.spaceId == manSpace.southId;			    	})								const oldArea = (manSpace.spaceWidth / 100) * (manSpace.spaceHeight / 100);					const newArea = oldArea + changeArea * isZoomIn;								const sizeScale = Math.sqrt(newArea/oldArea) ;								manSpace.toScaleX = manSpace.spaceWidth * sizeScale / 300 ;					manSpace.toScaleZ = manSpace.spaceHeight * sizeScale / 300 ;								if(spaceW){						manSpace.toPx = (manSpace.spaceWidth * sizeScale - manSpace.spaceWidth) / 2 / 100 + spaceW.toPx  * 2;						console.log("XXXXXXXX西边有空间", manSpace.spaceId, spaceW.toPx)					}else{						manSpace.toPx =  (manSpace.spaceWidth * sizeScale - manSpace.spaceWidth) / 2 / 100;						console.log("XXXXXXXX西边没空间", manSpace.spaceId)					}											if(spaceS){						manSpace.toPz = (manSpace.spaceHeight * sizeScale - manSpace.spaceHeight) / 2 / 100 * -1 + spaceS.toPz * 2;						console.log("XXXXXXXX南边有空间", manSpace.spaceId, spaceS.toPz)					}else{						manSpace.toPz = (manSpace.spaceHeight * sizeScale - manSpace.spaceHeight) / 2 / 100 * -1;						console.log("XXXXXXXX南边没空间", manSpace.spaceId)					}													console.log("XXXXXXXX-前象限2的其他空间", manSpace.spaceId, manSpace.spaceWidth, manSpace.spaceHeight, manSpace.centerX, manSpace.centerY, manSpace.toPx);								manSpace.spaceWidth = manSpace.spaceWidth * sizeScale;					manSpace.spaceHeight = manSpace.spaceHeight * sizeScale;					manSpace.centerX +=  manSpace.toPx * 100					manSpace.centerY +=  manSpace.toPz * 100								console.log("XXXXXXXX-后象限2的其他空间", manSpace.spaceId, manSpace.spaceWidth, manSpace.spaceHeight, manSpace.centerX, manSpace.centerY);								const spaceIndex = this.spaceList.findIndex((item)=>{						return item.spaceId == manSpace.spaceId;					})					if(spaceIndex!=-1){						this.spaceList[spaceIndex] = manSpace;					}					const spacesIndex = this.spaces2.findIndex((item)=>{						return item.spaceId == manSpace.spaceId;					})					if(spacesIndex!=-1){						this.spaces2[spacesIndex] = manSpace;					}				}				if(xiangxian == 3){					const spaceW = this.spaces3.find((item)=>{			        	return item.spaceId == manSpace.westId;			    	})					const spaceN = this.spaces3.find((item)=>{			        	return item.spaceId == manSpace.northId;			    	})								const oldArea = (manSpace.spaceWidth / 100) * (manSpace.spaceHeight / 100);					const newArea = oldArea + changeArea * isZoomIn;								const sizeScale = Math.sqrt(newArea/oldArea) ;								manSpace.toScaleX = manSpace.spaceWidth * sizeScale / 300 ;					manSpace.toScaleZ = manSpace.spaceHeight * sizeScale / 300 ;								if(spaceW){						manSpace.toPx = (manSpace.spaceWidth * sizeScale - manSpace.spaceWidth) / 2 / 100 + spaceW.toPx  * 2;						console.log("XXXXXXXX西边有空间", manSpace.spaceId, spaceW.toPx)					}else{						manSpace.toPx =  (manSpace.spaceWidth * sizeScale - manSpace.spaceWidth) / 2 / 100;						console.log("XXXXXXXX西边没空间", manSpace.spaceId)					}											if(spaceN){						manSpace.toPz = (manSpace.spaceHeight * sizeScale - manSpace.spaceHeight) / 2 / 100 + spaceN.toPz * 2;						console.log("XXXXXXXX北边有空间", manSpace.spaceId, spaceN.toPz)					}else{						manSpace.toPz = (manSpace.spaceHeight * sizeScale - manSpace.spaceHeight) / 2 / 100;						console.log("XXXXXXXX北边没空间", manSpace.spaceId)					}													console.log("XXXXXXXX-前象限3的其他空间", manSpace.spaceId, manSpace.spaceWidth, manSpace.spaceHeight, manSpace.centerX, manSpace.centerY, manSpace.toPx);								manSpace.spaceWidth = manSpace.spaceWidth * sizeScale;					manSpace.spaceHeight = manSpace.spaceHeight * sizeScale;					manSpace.centerX +=  manSpace.toPx * 100					manSpace.centerY +=  manSpace.toPz * 100								console.log("XXXXXXXX-后象限3的其他空间", manSpace.spaceId, manSpace.spaceWidth, manSpace.spaceHeight, manSpace.centerX, manSpace.centerY);								const spaceIndex = this.spaceList.findIndex((item)=>{						return item.spaceId == manSpace.spaceId;					})					if(spaceIndex!=-1){						this.spaceList[spaceIndex] = manSpace;					}					const spacesIndex = this.spaces3.findIndex((item)=>{						return item.spaceId == manSpace.spaceId;					})					if(spacesIndex!=-1){						this.spaces3[spacesIndex] = manSpace;					}				}				if(xiangxian == 4){					const spaceE = this.spaces4.find((item)=>{			        	return item.spaceId == manSpace.eastId;			    	})					const spaceN = this.spaces4.find((item)=>{			        	return item.spaceId == manSpace.northId;			    	})								const oldArea = (manSpace.spaceWidth / 100) * (manSpace.spaceHeight / 100);					const newArea = oldArea + changeArea * isZoomIn;								const sizeScale = Math.sqrt(newArea/oldArea) ;								manSpace.toScaleX = manSpace.spaceWidth * sizeScale / 300 ;					manSpace.toScaleZ = manSpace.spaceHeight * sizeScale / 300 ;								if(spaceE){						manSpace.toPx = (manSpace.spaceWidth * sizeScale - manSpace.spaceWidth) / 2 / 100 * -1 + spaceE.toPx  * 2;						console.log("XXXXXXXX东边有空间", manSpace.spaceId, spaceE.toPx)					}else{						manSpace.toPx =  (manSpace.spaceWidth * sizeScale - manSpace.spaceWidth) / 2 / 100 * -1;						console.log("XXXXXXXX东边没空间", manSpace.spaceId)					}											if(spaceN){						manSpace.toPz = (manSpace.spaceHeight * sizeScale - manSpace.spaceHeight) / 2 / 100 + spaceN.toPz * 2;						console.log("XXXXXXXX北边有空间", manSpace.spaceId, spaceN.toPz)					}else{						manSpace.toPz = (manSpace.spaceHeight * sizeScale - manSpace.spaceHeight) / 2 / 100;						console.log("XXXXXXXX北边没空间", manSpace.spaceId)					}													console.log("XXXXXXXX-前象限4的其他空间", manSpace.spaceId, manSpace.spaceWidth, manSpace.spaceHeight, manSpace.centerX, manSpace.centerY, manSpace.toPx);								manSpace.spaceWidth = manSpace.spaceWidth * sizeScale;					manSpace.spaceHeight = manSpace.spaceHeight * sizeScale;					manSpace.centerX +=  manSpace.toPx * 100					manSpace.centerY +=  manSpace.toPz * 100								console.log("XXXXXXXX-后象限4的其他空间", manSpace.spaceId, manSpace.spaceWidth, manSpace.spaceHeight, manSpace.centerX, manSpace.centerY);								const spaceIndex = this.spaceList.findIndex((item)=>{						return item.spaceId == manSpace.spaceId;					})					if(spaceIndex!=-1){						this.spaceList[spaceIndex] = manSpace;					}					const spacesIndex = this.spaces4.findIndex((item)=>{						return item.spaceId == manSpace.spaceId;					})					if(spacesIndex!=-1){						this.spaces4[spacesIndex] = manSpace;					}				}			},						//空间面积等变更后-同步更新其他数据对象			updataPageData(){				let sumArea = 0;				this.spaceList.forEach(space=>{					let curSpaceArea = parseFloat((						(space.spaceWidth * space.spaceHeight) * space.spaceRatio / 10000					).toFixed(2));					sumArea +=curSpaceArea;				})				this.changeArea = parseFloat((sumArea - this.fixedArea).toFixed(2));				this.sumArea = parseFloat(sumArea.toFixed(2));				let str = JSON.stringify(this.spaceList)				//更新当前空间对象				this.curHouseObj.houseJson = str;				//更新提交的数据				let layoutStruct = this.curLayoutStruct.find(it=>{					return it.houseFloor == this.curHouseFloor				})				layoutStruct.houseJson = str;				setStorage('curLayoutStruct', this.curLayoutStruct);//把楼层的数据存入缓存中				this.currentChangeSpaceId = null;//变化结束后				console.warn("***curLayoutStruct-updataPageData***",this.changeArea,this.sumArea,this.curHouseFloor,this.curHouseObj,layoutStruct)			},			//户型大类发生了变更			curHouseTypeChange(item){				this.curHouseType = item.spaceStructure;//当前选中的户型类型-传递给子组件触发具体的户型数据选取				this.curHouseName = item.spaceName;//当前选中的户型类型名称				setStorage('curHouseType', this.curHouseType);//把楼层的数据存入缓存中				setStorage('curHouseName', this.curHouseName);//把楼层的数据存入缓存中				//获取当前户型大类下的所有户型信息-用于用户提交				this.curLayoutStruct = this.houseList.find(it=>it.spaceStructure == this.curHouseType).layoutStruct;				this.curLayoutStruct.forEach(it=>{					this.layoutArea += it.houseArea				})				setStorage('curLayoutStruct', this.curLayoutStruct);//把楼层的数据存入缓存中				console.warn("***curLayoutStruct***",this.curLayoutStruct)			},			//户型楼层发生了变更			curHouseFloorChange(item){				let that = this;				this.curHouseFloor = item.houseFloor;//当前选中的户型楼层				this.curHouseObj = item;//更新当前具体的户型数据				this.id = this.curHouseObj.id;				// 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 = that.scene && that.scene.children.filter(object=>{					if(object.userType=="mesh" || object.userType=="layoutMesh"){						return object					}				})				// console.warn("***deleList***",deleList)				if(deleList && deleList.length>0){					that.showLables = false;//隐藏lable					that.scene.remove(...deleList);				}								this.gltfWalls = [];				this.gltfSpaces = [];				this.gltfSpaceRoofs = [];				this.instancedMeshList = [];				this.instancedSpaceMeshList = [];				this.lableItem = [];				this.gltfLayouts = [];				this.instancedFurList = [];				this.wallList = [];				this.changeArea = 0;				//恢复初始视角				this.cameraInit();				this.resetControl();				setTimeout(()=>{					that.loadSpace();				}, 100);				console.warn("***curHouseObj***",this.curHouseObj,this.aiData)				// this.navbar.title = this.curHouseObj.name + "  " + this.curHouseObj.houseArea + "㎡";				this.navbar.title = "空间定制";				this.sumArea = this.curHouseObj.houseArea;				this.fixedArea = this.curHouseObj.houseArea;			},			async getInitData(){				let parmas = {					childLayout:this.childLayout || 0,					houseId:this.houseId,				}				const res = await requestConfig('getHouseTypeSpaceDetailsV2', parmas, true);				if (res.success && res.list) {					let list = res.list || [];					list && list.forEach((single,index)=>{						single.layoutStruct.forEach((item)=>{							if(item.houseJson){								let spaceList = JSON.parse(item.houseJson);								// 交换centerX, centerY								for (let index = 0; index < spaceList.length; index++) {								    var element = spaceList[index];								    const {centerX, centerY} = element;								    element.centerX = centerY;								    element.centerY = centerX;								}								item.houseJson = JSON.stringify(spaceList);							}						})					})					console.log("户型详情列表-接口原始数据: ", list);					this.houseList = list;//数据会同步到组件中-进而反馈更新页面数据				}			},			//进入布局选择模式			enterPlot(gltf){				if(gltf.spaceType==13){//楼梯不处理					return false				}				// this.selectSpace = this.spaceList.find(it=>it.spaceId==gltf.spaceId);				this.$refs.viewShell.changeStyleType(3,this.selectSpace)			},			selectSpaceHandle(gltf){				if(gltf.spaceType==13){//楼梯不处理					return false				}				if(this.selectSpace){					this.changeSpaceColor(this.selectSpace.spaceId,2);//取消上一个空间的颜色				}				this.selectSpace = this.spaceList.find(it=>it.spaceId==gltf.spaceId);				this.$store.state.curSpaceId = this.selectSpace.spaceId;				this.currentChangeSpaceId = this.selectSpace.spaceId;				// this.moveMeshCenter(this.selectSpace);				this.changeSpaceColor(this.selectSpace.spaceId,1);//设置选中空间的颜色				console.warn("***selectSpaceHandle***",this.selectSpace)			},			//用户选择的布局id-需要切换到这个布局去			userSelectPlot(layoutObj,space=null){				if(!layoutObj){					console.warn("***userSelectPlot***数据错误")					return false				}				let spaceId = space ? space.spaceId : this.selectSpace.spaceId;				console.warn("***userSelectPlot***",spaceId,layoutObj)				this.changeSingleLayout(space,layoutObj);				this.updataLable(spaceId,layoutObj);			},			async goRoam1(spaceId){				let gltf = this.lableItem.find(it=>it.spaceId==spaceId);				let shottingImg = await this.shottingAction() + "?x-oss-process=image/auto-orient,1/quality,Q_46/format,jpg";//开始截图				console.warn("***shottingImg***",shottingImg);				setStorage('shottingImg', shottingImg);//把空间选择的数据存入本地缓存里面,方便后续使用				this.hushangHandle()				if(gltf){					this.goRoam(gltf)				}			},			//物体漫游-切换页面的方式进入			goRoam(gltf){				// console.log('是否漫游',this.isManyou ? '漫游' : '俯视',isManyou,this.repeatFlag);				if(gltf.spaceType==13){//楼梯不能跳转					return false				}				let spaceId = gltf.spaceId;//具体的空间Id				let data = {					spaceId:spaceId,					houseId:this.houseId,				}				if(this.repeatFlag){					return false;				}				this.repeatFlag = true;				router.push({					name: "webgl_rxdz_roam",					query:data				});				if(this.isIOS){					setStorage('curHouseObj', this.curHouseObj);					setStorage('wallList', this.wallList);				}				this.$store.dispatch('setCurHouseObj', this.curHouseObj);				this.$store.dispatch('setWallList', this.wallList);				setTimeout(()=> {					this.repeatFlag = false;				}, 1000);			},			//obj 物体对象,type 是否改变颜色			moveMeshCenter(obj,type){				console.warn("**moveMeshCenter***",obj)				if(obj && this.gltfSpaces && this.gltfSpaces.length>0){					this.moveMeshCenterHandle(obj,type);				}			},            // 绘制地板            async loadSpace(){				this.spaceList = [];				this.wallIds = [];				this.layoutIds = [];				this.gltfSpaces = [];				this.curWallArr = [];				this.progress = 0;				if(!this.curHouseObj){//减少重复请求					return false				}				let type=[];                if(this.curHouseObj){                    const spaceDetail = this.curHouseObj;                    const spaceList = JSON.parse(spaceDetail.houseJson);                    // 交换centerX, centerY;上一页面已经处理过了,这里不在需要处理                    for (let index = 0; index < spaceList.length; index++) {                        var element = spaceList[index];                        // const centerX = JSON.parse(JSON.stringify(element.centerX))                        // element.centerX = element.centerY;                        // element.centerY = centerX;						element.wallMoveValue = "[0,0,0,0]"                        this.spaceList.push(element);                        this.wallIds.push(element.wallId);						this.layoutIds.push(element.layoutId);						type.push(element.spaceType);                        if(element.isSelected){ // 默认选中空间                            this.curSpaceObj = element;                        }                    }                    if(!this.curSpaceObj && this.spaceList.length > 0){                        this.curSpaceObj = this.spaceList[0];                    }                }                console.log("该户型空间数据:", this.spaceList, this.layoutIds,type);                console.log("当前选中的空间:", this.curSpaceObj,this.curHouseObj);				this.spaceListBackup = JSON.parse(JSON.stringify(this.spaceList));				this.$store.state.curSpaceId = this.curSpaceObj.spaceId;				this.loaderSpaceArr(this.spaceList);                // 绘制墙体                this.getHouseTypeSpaceWalls();            },			//更改空间显示名称 X空间 类型 根据布局所属类型来显示			updataLable(spaceId,layoutObj){				let list = this.arrFrunList;				let lable = this.lableItem.find(it=>it.spaceId == spaceId);				let name = spaceTypes[layoutObj.type - 1];				lable.text = name;				console.warn("***updataLable***",lable)				this.$refs.viewShell.$refs.viewCareful.updataData(spaceId,layoutObj);			},			// 添加文字标签			addWordLabel(){				if(!this.gltfSpaces || this.gltfSpaces.length <= 0){					return false;				}				// 方案二				this.lableItem = [];				this.gltfSpaces.forEach((cube,index) =>{					// 给地板加上空间类型标注, 空间为链接空间的不显示					if(cube.spaceName && !cube.isSizeLock){						let spaceIndex = this.spaceList.filter(it=>it.spaceName && !it.isSizeLock).findIndex(item=>item.spaceId==cube.spaceId);						let name = spaceTypes[cube.spaceType - 1];						if(cube.spaceType==15){			//更改空间显示名称 X空间 类型 根据布局所属类型来显示							let layoutId = this.spaceList.find(it => it.spaceId == cube.spaceId).layoutId;							let layout = this.arrFrunList.find(it=>it.id == layoutId);							if(layout){								name = spaceTypes[layout.type - 1];							}						}						this.lableItem.push(							{								text:name,								spaceId:cube.spaceId,								spaceType:cube.spaceType,								transform:'',								spaceIndex:spaceIndex,								cubeIndex:index,							}						)					}				})				this.showLables = true;				// this.updateLables();//更新lable			}, 			// 获取墙体数据            async getHouseTypeSpaceWalls(){                let data = {id:this.wallIds}                const res = await requestConfig('getHouseTypeSpaceWalls', data, true);                console.log("墙体数据:", res.list)                let wallList = [];                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(2);            },			// 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("模型全部加载完成,时间:",endTime - startTime);					this.progress = 100;					// this.$refs.myLoading.showLoading("加载中..." + this.progress + '%')					// 设置空间数组的墙体信息					// this.setSpaceListWallInfo();					this.$nextTick(()=>{						this.moveMeshCenter(this.curSpaceObj);						// this.myLoadingStatus = false;						// this.$refs.myLoading.hideLoading();						setTimeout(()=>{							this.addWordLabel(); // 添加文字标签						}, 610);						// 设置空间数组的墙体信息 					})				})            },			// 选择墙体			selectedWall(direction){				if(!direction || direction==""){					return				}			    console.log(`当前空间的id:${this.curSpaceObj.spaceId};墙面方向:${direction};宽度:${this.curSpaceObj.spaceWidth};宽度:${this.curSpaceObj.spaceHeight}`)			    console.log("当前空间的:", this.curSpaceObj);			    this.leftSpaces = [];			    this.rightSpaces = [];			    this.tempSpaceList = JSON.parse(JSON.stringify(this.spaceList));			    // 计算关联空间			    this.findLeftRelateSpace(this.curSpaceObj, direction);			    console.log("空间数组:", this.leftSpaces, this.rightSpaces);							// 计算墙体的可移动范围				var min = 0;				var max = 300;				// 计算最小值				for (let index = 0; index < this.leftSpaces.length; index++) {			        const element = this.leftSpaces[index];					console.log("左边空间数据:", element);					var spaceMoveNW = element.spaceWidth;					var spaceMoveSW = element.spaceWidth;					var spaceMoveEH = element.spaceHeight;					var spaceMoveWH = element.spaceHeight;					var curSpaceWall = [];					for (let index = 0; index < this.gltfWalls.length; index++) {						const wall = this.gltfWalls[index];						if(element.spaceId == wall.spaceId && wall.wallDirection != direction){							curSpaceWall.push(wall);							if((direction == "W" || direction == "E") && wall.wallDirection != direction){								if(wall.wallDirection == "N"){									spaceMoveNW -= wall.wallModelData.wallWidth;									console.log("北边墙:", spaceMoveNW, wall.wallModelData.wallWidth, wall.id);								}								if(wall.wallDirection == "S"){									spaceMoveSW -= wall.wallModelData.wallWidth;									console.log("南边墙:", spaceMoveSW, wall.wallModelData.wallWidth, wall.id);								}											this.curWallValue = Math.floor(Math.min(Math.min(spaceMoveNW, spaceMoveSW), this.curWallValue));							}							if((direction == "N" || direction == "S") && wall.wallDirection != direction){								if(wall.wallDirection == "E"){									spaceMoveEH -= wall.wallModelData.wallWidth;									console.log("东边墙:", spaceMoveNW, wall.wallModelData.wallWidth, wall.id);								}								if(wall.wallDirection == "W"){									spaceMoveWH -= wall.wallModelData.wallWidth;									console.log("西边墙:", spaceMoveSW, wall.wallModelData.wallWidth, wall.id);								}								this.curWallValue = Math.floor(Math.min(Math.min(spaceMoveEH, spaceMoveWH), this.curWallValue));							}						}					}								// 排序墙体数据					curSpaceWall.sort(function(a,b){return a.wallModelData.id -b.wallModelData.id});			    	curSpaceWall.sort(function(a,b){return a.wallDirection.localeCompare(b.wallDirection)})								console.log("墙体模型:", curSpaceWall, spaceMoveNW, spaceMoveSW);					console.log("可缩小的最小值:", Math.floor(Math.min(spaceMoveNW, spaceMoveSW)));								if((direction == "W" || direction == "E") && element.spaceWidth == this.curWallValue){						this.curWallValue = 149;					}					if((direction == "N" || direction == "S") && element.spaceHeight == this.curWallValue){						this.curWallValue = 149;					}					// this.curWallValue = Math.floor(Math.min(spaceMoveNW, spaceMoveSW));			    }								// 计算最大值								for (let index = 0; index < this.rightSpaces.length; index++) {			        const element = this.rightSpaces[index];					console.log("右边空间数据:", element);					var spaceMoveNW = element.spaceWidth;					var spaceMoveSW = element.spaceWidth;					var spaceMoveEH = element.spaceHeight;					var spaceMoveWH = element.spaceHeight;					var curSpaceWall = [];					for (let index = 0; index < this.gltfWalls.length; index++) {						const wall = this.gltfWalls[index];						if(element.spaceId == wall.spaceId && wall.wallDirection != direction){							curSpaceWall.push(wall);							if((direction == "W" || direction == "E") && wall.wallDirection != direction){								if(wall.wallDirection == "N"){									spaceMoveNW -= wall.wallModelData.wallWidth;									console.log("北边墙:", spaceMoveNW, wall.wallModelData.wallWidth, wall.id);								}								if(wall.wallDirection == "S"){									spaceMoveSW -= wall.wallModelData.wallWidth;									console.log("南边墙:", spaceMoveSW, wall.wallModelData.wallWidth, wall.id);								}											this.curWallMaxValue = Math.floor(Math.min(spaceMoveNW, spaceMoveSW)) + this.curWallValue;							}							if((direction == "N" || direction == "S") && wall.wallDirection != direction){								if(wall.wallDirection == "E"){									spaceMoveEH -= wall.wallModelData.wallWidth;									console.log("东边墙:", spaceMoveNW, wall.wallModelData.wallWidth, wall.id);								}								if(wall.wallDirection == "W"){									spaceMoveWH -= wall.wallModelData.wallWidth;									console.log("西边墙:", spaceMoveSW, wall.wallModelData.wallWidth, wall.id);								}								this.curWallMaxValue = Math.floor(Math.min(spaceMoveEH, spaceMoveWH)) + this.curWallValue;							}						}					}								// 排序墙体数据					curSpaceWall.sort(function(a,b){return a.wallModelData.id -b.wallModelData.id});			    	curSpaceWall.sort(function(a,b){return a.wallDirection.localeCompare(b.wallDirection)})								console.log("墙体模型:", curSpaceWall, spaceMoveNW, spaceMoveSW);					console.log("可缩小的最小值:", Math.floor(Math.min(spaceMoveNW, spaceMoveSW)));			    }										console.log(`当前墙面的最大值:${this.curWallMaxValue}, 最小值:${this.curWallValue}`)				// 统计变化的空间				this.changeSpaces.push(...this.leftSpaces)				this.changeSpaces.push(...this.rightSpaces)			},			// 递归寻找左边->右边关联空间			findLeftRelateSpace(spaceObj, direction){			    const {eastId, westId, northId, southId, spaceId} = spaceObj;						    const leftIndex =  this.tempSpaceList.findIndex((item)=>{			        return item.spaceId == spaceId;			    })			    if(leftIndex!=-1){			        const spaceObj =  this.tempSpaceList[leftIndex];			        this.leftSpaces.push(spaceObj);			        this.tempSpaceList.splice(leftIndex,1);						        const leftNextIndex =  this.tempSpaceList.findIndex((item)=>{			            if(direction == "E"){			                return item.spaceId == eastId;			            }else if(direction == "W"){			                return item.spaceId == westId;			            }else if(direction == "S"){			                return item.spaceId == southId;			            }else if(direction == "N"){			                return item.spaceId == northId;			            }			        })			        if(leftNextIndex!=-1){			            const nextSpaceObj =  this.tempSpaceList[leftNextIndex];			            console.log("递归再一次", nextSpaceObj);			            this.findRightRelateSpace(nextSpaceObj, direction);			        }						        const rightArr = this.tempSpaceList.filter((item)=>{			            if(direction == "E"){			                return item.westId == spaceId;			            }else if(direction == "W"){			                return item.eastId == spaceId;			            }else if(direction == "S"){			                return item.northId == spaceId;			            }else if(direction == "N"){			                return item.southId == spaceId;			            }			        })						        for (let index = 0; index < rightArr.length; index++) {			            const nextSpaceObj = rightArr[index];			            // const nextSpaceObj =  this.tempSpaceList[rightNextIndex];			            console.log("递归再一次", nextSpaceObj);			            this.findRightRelateSpace(nextSpaceObj, direction);			        }						    }						},			// 递归寻找右边->左边关联空间			findRightRelateSpace(spaceObj, direction){			    const {eastId, westId, northId, southId, spaceId} = spaceObj;						    const rightIndex =  this.tempSpaceList.findIndex((item)=>{			        return item.spaceId == spaceId;			    })						    if(rightIndex!=-1){			        const spaceObj =  this.tempSpaceList[rightIndex];			        this.rightSpaces.push(spaceObj);			        this.tempSpaceList.splice(rightIndex,1);			        console.log("当前空间数组:", this.tempSpaceList);						        const leftNextIndex =  this.tempSpaceList.findIndex((item)=>{			            if(direction == "E"){			                return item.spaceId == westId;			            }else if(direction == "W"){			                return item.spaceId == eastId;			            }else if(direction == "N"){			                return item.spaceId == southId;			            }else if(direction == "S"){			                return item.spaceId == northId;			            }			        })			        if(leftNextIndex!=-1){			            const nextSpaceObj =  this.tempSpaceList[leftNextIndex];			            console.log("递归再一次", nextSpaceObj);			            this.findLeftRelateSpace(nextSpaceObj, direction);			        }						        const rightArr = this.tempSpaceList.filter((item)=>{			            if(direction == "E"){			                return item.eastId == spaceId;			            }else if(direction == "W"){			                return item.westId == spaceId;			            }else if(direction == "N"){			                return item.northId == spaceId;			            }else if(direction == "S"){			                return item.southId == spaceId;			            }			        });						        for (let index = 0; index < rightArr.length; index++) {			            const nextSpaceObj = rightArr[index];			            console.log("递归再一次", nextSpaceObj);			            this.findLeftRelateSpace(nextSpaceObj, direction);			        }						    }			},			moveSpaceWall(direction, moveOut, moveValue){							// let isNS = (direction == "N" || direction == "S")				// if(!this.checkRightSpace(!moveOut, moveValue, isNS)){				// 	return				// }				// 隐藏变化空间的家具模型,空间动画结束后显示				if(moveValue<= 0){ // 无需变化					return				}				this.changeLayoutModelState(); 				console.log("关联空间XXXXX", this.leftSpaces, this.rightSpaces)			    for (let index = 0; index < this.leftSpaces.length; index++) {			        const element = this.leftSpaces[index];					const space = this.spaceList.find((item)=>{			            return item.spaceId == element.spaceId;			        })			        this.moveWall(space, direction, moveOut, moveValue);					// this.wallTransform(space, direction, moveOut, moveValue);			    }			    let otherdirection = "";			    switch (direction) {			        case "E":			            otherdirection = "W"			            break;			        case "W":			            otherdirection = "E"			            break;			        case "N":			            otherdirection = "S"			            break;			        case "S":			            otherdirection = "N"			            break;			    }			    for (let index = 0; index < this.rightSpaces.length; index++) {			        const element = this.rightSpaces[index];			        this.moveWall(element, otherdirection, !moveOut, moveValue);			    }			    console.log(`当前空间的后id:${this.curSpaceObj.spaceId};墙面方向:${direction};宽度:${this.curSpaceObj.spaceWidth};高度:${this.curSpaceObj.spaceHeight}`)			},			// 调整大小			// direction:方向			// moveOut:是否外移			// moveValue: 移动距离			moveWall(spaceObj, direction, moveOut, moveValue){			    console.log(`移动的空间的id-------:${spaceObj.spaceId};移动方向:${direction};是否外移:${moveOut};移动距离:${moveValue}`)				const oldSpaceObj = JSON.parse(JSON.stringify(spaceObj))							    const cube = this.gltfSpaces.find((item)=>{			        return item.spaceId == spaceObj.spaceId;			    })						    if(!cube){			        return			    }						    if(!moveOut){			        moveValue = moveValue * -1;			    }			    const {position,scale} = cube;			    // 重新计算缩放 和 位置			    let toScaleX = scale.x;			    let toScaleZ = scale.z;			    let toPx = position.x;			    let toPz = position.z;			    if(direction == 'E' || direction == 'W'){			        let spaceWidth = scale.x * 300; 			        toScaleX = (spaceWidth + moveValue) / 300;			        if(direction == 'W'){			            toPx = position.x - moveValue / 2 / 100;			        }else{			            toPx = position.x + moveValue / 2 / 100;			        }			        spaceObj.spaceWidth +=  moveValue;			        spaceObj.centerX = toPx * 100;			    }			    			    if(direction == 'N' || direction == 'S'){			        let spaceHeight = scale.z * 300;  			        toScaleZ = (spaceHeight + moveValue) / 300;			        if(direction == 'N'){			            toPz = position.z - moveValue / 2 / 100;			        }else{			            toPz = position.z + moveValue / 2 / 100;			        }			        spaceObj.spaceHeight += moveValue;			        spaceObj.centerY = toPz * 100 * -1;			    }			    console.log("curSpaceObj",this.curSpaceObj.spaceId, spaceObj.spaceId, spaceObj.centerX, spaceObj.centerY, toScaleX,toScaleZ,toPx,toPz)    			    console.log("当前空间变化后的尺寸",spaceObj.spaceWidth, spaceObj.spaceHeight, spaceObj.spaceId)          						    // 更新数据			    const spaceIndex = this.spaceList.findIndex((item)=>{			        return item.spaceId == spaceObj.spaceId;			    })			    if(spaceIndex!=-1){			        this.spaceList[spaceIndex] = spaceObj;			        if(this.curSpaceObj.spaceId == spaceObj.spaceId){			            this.curSpaceObj = spaceObj;			        }			    }				this.curHouseObj.houseJson = JSON.stringify(this.spaceList);			    //空间动画处理-提取到floorMethod.js中				this.changeSpacesAnim({spaceId:spaceObj.spaceId,toScaleX,toScaleZ,toPx,toPz,spaceObj})				// 墙体动画处理				//// 根据空间尺寸,更新前提数据				const wallObj = this.wallList.find((item)=>{					return item.id == spaceObj.wallId;				})							const initSpaceObj = this.spaceListBackup.find((item)=>{					return item.spaceId == spaceObj.spaceId;				})							if(wallObj){					let element = JSON.parse(wallObj.wallJson);					console.warn("****wallObj**",element)					this.computeWallHandle(initSpaceObj, spaceObj, element, moveOut, direction); // 重新计算-并把空间的计算结果同步到gltfWalls中				}							    // 移动墙体			    let curSpaceWall = [];			    for (let index = 0; index < this.gltfWalls.length; index++) {			        const element = this.gltfWalls[index];			        if(spaceObj.spaceId == element.spaceId){			            curSpaceWall.push(element);			        }			    }								//移动的是西方的墙壁 和 南方的墙壁,该空间的几何体中心则移动变化				if(direction == 'W' || direction == 'S'){					spaceObj.rightCenter = true;				}				//移动的是东方的墙壁 和 北方的墙壁,该空间的几何体中心则不移动变化				if(direction == 'E'|| direction == 'N'){					spaceObj.rightCenter = false;				}				spaceObj.direction = direction			    // 排序墙体数据			    curSpaceWall.sort(function(a,b){return a.wallModelData.id -b.wallModelData.id});			    curSpaceWall.sort(function(a,b){return a.wallDirection.localeCompare(b.wallDirection)})							console.log("移动的墙体:", spaceObj, direction, curSpaceWall);				// return;											for (let index = 0; index < curSpaceWall.length; index++) {					const element = curSpaceWall[index];					console.log("重新计算墙体-墙体数据:", element, element);					this.drawModel(element.wallModelData, spaceObj, element, true)				}				// }			},			// 空隙自动补签逻辑			autoCreateWall(directionIndex, spaceObj){							let direction = ""				switch (directionIndex) {					case 1:						direction = "N"						break;					case 2:						direction = "S"						break;					case 3:						direction = "W"						break;					case 4:						direction = "E"						break;					default:						break;				}							// 东西墙 检查 南北墙关联空间  南北墙 检查 东西墙关联空间				if(direction == "E" || direction == "W"){					if(spaceObj.quadrant == 3 || spaceObj.quadrant == 4){ // 南边空间						console.log("南北朝向墙自动补齐", this.leftSpaces, this.rightSpaces)																					this.selectedWall("N");						this.checkIsAutoCreateWall("N", spaceObj)																		this.selectedWall("S");						this.checkIsAutoCreateWall("S", spaceObj)									let autoWall = this.gltfAutoWalls.find(item=>{							return item.spaceId == spaceObj.spaceId ;						})									if(autoWall){							console.log("南北朝向墙自动补齐---", autoWall, this.gltfAutoWalls)							if(autoWall.wallDirection == "E"){								autoWall.obj.position.x = (spaceObj.centerX + (spaceObj.spaceWidth / 2) - 5) / 100							}							 						}											}else{ // 北边关联空间								}				}else{					if(spaceObj.quadrant == 3 || spaceObj.quadrant == 4){ // 南边空间												console.log("东西朝向墙自动补齐", this.leftSpaces, this.rightSpaces)												this.selectedWall("E");						this.checkIsAutoCreateWall("E", spaceObj)									this.selectedWall("W");						this.checkIsAutoCreateWall("W", spaceObj)																				}else{ // 北边关联空间								}				}							},			// 检测是否需要补强			checkIsAutoCreateWall(direction, spaceObj){				var that = this;				// 判断南边墙是否需要补充				if(this.rightSpaces.length == 0){					console.log("不需要补墙1", direction, this.gltfAutoWalls)					return;				}				const n = (direction == "S" || direction == "E") ? 1 : -1; // 南北方向计算系数							console.log("自动补墙", this.leftSpaces, this.rightSpaces);							let px = 0;				let pz = 0;				let sx = 1;				let sz = 1;				let rightids = []				if(spaceObj.quadrant == 3){								// 左边空间的最大值					let leftMaxValue = 0;					for (let index = 0; index < this.leftSpaces.length; index++) {						const element = this.leftSpaces[index];						if(direction=="S" || direction == "N"){							const curvalue = element.centerX + element.spaceWidth / 2 							if(leftMaxValue < curvalue){								leftMaxValue = curvalue							}						}else{							leftMaxValue += (-element.centerY + element.spaceHeight / 2)						}					}					// rightSpaces右边最大值					let rightMaxValue = 0;					for (let index = 0; index < this.rightSpaces.length; index++) {						const element = this.rightSpaces[index];						if(direction=="S" || direction == "N"){							const curvalue = element.centerX + element.spaceWidth / 2							if(rightMaxValue < curvalue){								rightMaxValue = curvalue							}						}else{							rightMaxValue += -element.centerY + element.spaceHeight / 2						}						rightids.push(element.spaceId)					}								// 是否有墙					const index = this.gltfWalls.findIndex(item=>{						// console.log("墙面模型", item)						return spaceObj.spaceId == item.spaceId && item.wallDirection == direction;					})								// 有墙,左边墙>右边墙,计算南北墙					if(index != -1 && leftMaxValue > rightMaxValue && (direction == "S" || direction == "N")){						console.log("不需要补墙251",index, leftMaxValue, rightMaxValue)						// 是否补过墙						const autoWall = this.gltfAutoWalls.find(item=>{							return item.rightids.indexOf(spaceObj.spaceId) != -1 && item.wallDirection == (direction == "S" ? "N": "S");						})						if(autoWall){							let cube = autoWall.obj;							if(cube){								cube.scale.set(0,0,0);							}						}						return					}					// 有墙,左边墙>右边墙,计算东西墙					if(index != -1 && leftMaxValue > rightMaxValue && (direction == "E" || direction == "W")){						console.log("不需要补墙252",index, leftMaxValue, rightMaxValue, spaceObj.spaceId, direction, this.gltfAutoWalls)						const autoWall = this.gltfAutoWalls.find(item=>{							return item.rightids.indexOf(spaceObj.spaceId) != -1 && item.wallDirection == (direction == "E" ? "W": "E");						})						if(autoWall){							let cube = autoWall.obj;							if(cube){								cube.scale.set(0,0,0);							}						}						return					}								let wallOffset = index != -1 ? -5 : 5;								console.log("空间最大值", leftMaxValue, rightMaxValue, direction, index);					const cubeW = Math.abs(leftMaxValue - rightMaxValue);								if(direction=="S" || direction == "N"){						px = (Math.min(leftMaxValue, rightMaxValue) + cubeW / 2) / 100						pz = (-spaceObj.centerY + spaceObj.spaceHeight * n / 2 + wallOffset * n) / 100;						sx =  cubeW / 10 ;						// 长边有墙					}else{						px = (spaceObj.centerX + spaceObj.spaceWidth * n / 2  + wallOffset * n) / 100;						pz = (Math.max(leftMaxValue, rightMaxValue) - cubeW / 2) / 100						sz = cubeW / 10;					}																}else{					let leftMinValue = 0;					for (let index = 0; index < this.leftSpaces.length; index++) {						const element = this.leftSpaces[index];						if(direction=="S" || direction == "N"){							leftMinValue += (element.centerX - element.spaceWidth / 2)						}else{							leftMinValue += (-element.centerY + element.spaceHeight / 2)						}					}					// rightSpaces右边最大值					let rightMinValue = 0;					for (let index = 0; index < this.rightSpaces.length; index++) {						const element = this.rightSpaces[index];						if(direction=="S" || direction == "N"){							rightMinValue += (element.centerX - element.spaceWidth / 2)						}else{							rightMinValue = (-element.centerY + element.spaceHeight / 2)						}						rightids.push(element.spaceId)					}											const index = this.gltfWalls.findIndex(item=>{						// console.log("墙面模型", item)						return spaceObj.spaceId == item.spaceId && item.wallDirection == direction;					})								if(index != -1 && leftMinValue < rightMinValue && (direction == "S" || direction == "N")){						console.log("不需要补墙251")						return					}								if(index != -1 && leftMinValue > rightMinValue && (direction == "E" || direction == "W")){						console.log("不需要补墙252")						return					}								let wallOffset = index != -1 ? -5 : 5;								console.log("空间最大值", leftMinValue, rightMinValue);					const cubeW = Math.abs(leftMinValue - rightMinValue);								if(leftMinValue > rightMinValue && index == -1 && (direction == "S" || direction == "N")){						console.log("不需要补墙241", leftMinValue, rightMinValue)									const autoWall = this.gltfAutoWalls.find(item=>{							return item.rightids.indexOf(spaceObj.spaceId) != -1 && item.wallDirection == (direction == "S" ? "N": "S");						})						if(autoWall){							let cube = autoWall.obj;							if(cube){								cube.scale.set(0,0,0);							}						}						return 					}					if(leftMinValue < rightMinValue && index == -1 && (direction == "E" || direction == "W")){						console.log("不需要补墙242", leftMinValue, rightMinValue)									const autoWall = this.gltfAutoWalls.find(item=>{							return item.rightids.indexOf(spaceObj.spaceId) != -1 && item.wallDirection == (direction == "W" ? "E": "W");						})						if(autoWall){							let cube = autoWall.obj;							if(cube){								cube.scale.set(0,0,0);							}						}						return 					}					if(direction=="S" || direction == "N"){						px = (Math.max(leftMinValue, rightMinValue) - cubeW / 2) / 100						pz = (-spaceObj.centerY + spaceObj.spaceHeight * n / 2  + wallOffset * n) / 100;						sx = cubeW / 10;					}else{						px = (spaceObj.centerX + spaceObj.spaceWidth * n / 2  + wallOffset * n) / 100;						pz = (Math.max(leftMinValue, rightMinValue) - cubeW / 2) / 100						sz = cubeW / 10;					}				}							console.log("空间最大值", px, pz, sx, sz, this.gltfAutoWalls);							// 寻找是否已添加过墙面				const autoWall = this.gltfAutoWalls.find(item=>{					return (item.spaceId == spaceObj.spaceId && item.wallDirection == direction)					|| (item.rightids.findIndex(it=>{ return it == spaceObj.spaceId})!=-1 && item.wallDirection == direction == "S"?"N":"S")					|| (item.rightids.findIndex(it=>{ return it == spaceObj.spaceId})!=-1 && item.wallDirection == direction == "E"?"W":"E")				})							if(this.curWallDirection == "S"){					if(spaceObj.southId > 0){						return 					}				}				if(this.curWallDirection == "E"){					if(spaceObj.eastId > 0){						return 					}				}				if(this.curWallDirection == "N"){					if(spaceObj.northId > 0){						return 					}				}							if(this.curWallDirection == "W"){					if(spaceObj.westId > 0){						return 					}				}							if(autoWall){					console.log("修改补墙的信息", px, pz, sx, sz);					let cube = autoWall.obj;					cube.position.set(px,0,pz);					cube.scale.set(sx,1,sz);				}else{					console.log("添加补墙的信息", px, pz, sx, sz);								that.loader.load(wallType[0].url, ( gltf ) => {					let cube = gltf.scene;								cube.position.set(px,0,pz);					cube.scale.set(sx,1,sz);					that.scene.add(cube);					let md = {						obj:cube, 						wallDirection:direction, 						spaceId:spaceObj.spaceId,						quadrant:spaceObj.quadrant,						rightids:rightids					};					that.gltfAutoWalls.push(md);					// console.log("模型加载成功", that.gltfAutoWalls, spaceObj.spaceId);				});				}			},			// 墙体缩放逻辑			wallTransform(spaceObj, direction, moveOut, moveValue){			    console.log(`移动的空间的id:${spaceObj.spaceId};移动方向:${direction};是否外移:${moveOut};移动距离:${moveValue}`)			},			updateWallModels(){				let that = this;				console.log("开始替换墙体模型", this.leftSpaces, this.rightSpaces, this.gltfWalls);				let promise_list = [];				// const gltfWalls = JSON.parse(JSON.stringify(this.gltfWalls))				this.gltfWalls.forEach((item,index) => {					promise_list.push(						new Promise((resolve, reject) => {							this.loadChangeWallModels(item, resolve);						})					)				});				Promise.all(promise_list).then(()=>{					this.$nextTick(()=>{						let newArr = [];						const newWalls = that.gltfWalls.filter(it=>{							return !it.isDidWall						})						that.gltfWalls = newWalls;						console.log("加载完成2",newWalls, newArr, that.gltfWalls, that.wallList);					})				})			},			        }    }</script><style lang="scss" scoped>	@import "./webgl_rxdz.scss";</style>
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