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| // const util = require('@/static/utils/util.js');const config = require('@/services/urlConfig.js');import modelData from '@/static/layoutModelData.js';import globlShowModel from '@/static/globlShowModel.js';// import requestConfig from '@/services/requestConfig.js';import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';import * as THREE from 'three';// import { TWEEN } from '@/webgl/jsm/libs/tween.module.min.js';export default {	data() {		return {			gltfLayouts: [],			instancedFurList:[],			arrFrunList:[],			promise_list:[],			// loadFurPromise: new Promise((resolve) => {			//     this.loadedCompleteFun = function() {			//         console.log('家具模型接口结束');			//         resolve()			//     }			// }),			dracoLoader:null,			type:1,			tmpList:[],			realList:[],		}	},	watch: {},	mounted() {		console.warn("***loadmodel-mounted****")		this.dracoLoader = new DRACOLoader();		this.dracoLoader.setDecoderPath('/gltf/');		this.dracoLoader.setDecoderConfig( { type: 'js' } );		this.dracoLoader.preload();	},	methods: {		// 设置空间数组的墙体信息 		async setSpaceListWallInfo(){			for (let index = 0; index < this.spaceList.length; index++) {				let spaceWallInfo = {wallN:false, wallS:false, wallW:false, wallE:false}				const element = this.spaceList[index];						const wallWIndex = this.gltfWalls.findIndex(item=>{					return element.spaceId == item.spaceId && item.wallDirection == "W"				})				spaceWallInfo.wallW = wallWIndex == -1 ? false : true;				const wallEIndex = this.gltfWalls.findIndex(item=>{					return element.spaceId == item.spaceId && item.wallDirection == "E"				})				spaceWallInfo.wallE = wallEIndex == -1 ? false : true;						const wallNIndex = this.gltfWalls.findIndex(item=>{					return element.spaceId == item.spaceId && item.wallDirection == "N"				})				spaceWallInfo.wallN = wallNIndex == -1 ? false : true;				const wallSIndex = this.gltfWalls.findIndex(item=>{					return element.spaceId == item.spaceId && item.wallDirection == "S"				})				spaceWallInfo.wallS = wallSIndex == -1 ? false : true;				element.spaceWallInfo = spaceWallInfo;			}			// this.loadedCompleteFun();		},		// 批量获取空间模型信息		async getOverallArrangementDetailsList(type=1) {			// 设置空间数组的墙体信息			// this.setSpaceListWallInfo();			this.type = type;//加载类型,1空间加载 2 全局精简加载			let arr = this.spaceList.map(it => it.layoutId).filter(it => it != 0);			let parmas = {				ids: arr,			};			// this.loadFurPromise = new Promise((resolve, reject) => {			// 	this.loadedCompleteFun = function() {			// 		console.log('家具模型接口结束');			// 		resolve()			// 	}			// })			let res = await requestConfig("getOverallArrangementDetailsList", parmas);			if (!res.success || !res.list || res.list.length == 0) {				return false;			}			this.promise_list = [];			this.arrFrunList = res.list;			this.furnHandle();		},		//拆分家具模型加载逻辑		furnHandle(){			let startTime = new Date().getTime();			let tmpList = [];//临时数据			this.gltfLayouts = []; //模型列表,所有空间里面的每个模型(家具)对应一条记录						let allowSpaceId = [this.curSpaceObj.spaceId];			if(this.type == 2){//全局精简模型;需要的是所有空间的模型				allowSpaceId = this.spaceList.map(it=>it.spaceId)			}else{//空间模型模式				allowSpaceId = [this.curSpaceObj.spaceId];				if(this.curSpaceObj.spaceId==758){//二层主卧特殊处理					allowSpaceId.push(735);//休闲小客厅				}				//花园类型的添加到家具加载目录里面				// this.spaceList.forEach(it=>{				// 	if(it.spaceType==14){				// 		allowSpaceId.push(it.spaceId);				// 	}				// })			}			// allowSpaceId = [388];//模型有警告,需要看下			this.arrFrunList.forEach(signel => {				let spaceId = this.spaceList.find(it => it.layoutId == signel.id).spaceId;				if(allowSpaceId.includes(spaceId)){//只加载允许的空间的布局,其他不加载					let md = JSON.parse(signel.modelJson); //获取布局里面的模型信息					console.warn("***布局***", md, signel.id)					//遍历模型信息,获取模型列表					for (let i = 0; i < md.modelData.length; i++) {						let item = md.modelData[i];						item.spaceId = spaceId;						item.layoutId = signel.id;						item.h5Id = signel.id+""+item.id;//唯一标识						if(item.modelName=='BP_furnitureBase_C'){							continue;						}else{							tmpList.push(item);						}					}				}			})			this.tmpList = tmpList;			if(this.type==2){//全局精简模型;需要的是所有空间的模型				this.fliterList(tmpList);				console.warn("***fliterList***",this.realList.length ,this.realList);				tmpList = this.realList;			}			let realFurArr = [];			realFurArr = this.preFurnitureData(tmpList);//统一处理家具模型			this.calculateLayoutModelSize() // 提前计算模型的位置			console.log("***realFurArr***", realFurArr,this.gltfLayouts);			realFurArr && realFurArr.forEach((item,index) => {				this.promise_list.push(					new Promise((resolve, reject) => {						this.loadLayoutModels(item, resolve);					})				)			});			Promise.all(this.promise_list).then(() => {				let endTime = new Date().getTime();				console.log("家具模型全部加载完成,时间:", endTime - startTime);			})		},		//过滤掉不需要的家具		fliterList(list){			this.realList = [];			//找到直接的家具模型			list && list.forEach((mod)=>{				let name = mod.modelName.substring(0,mod.modelName.length-2);				if(globlShowModel.includes(name)){					this.realList.push(mod);				}			})			this.realList.forEach((ref)=>{				this.recursionFliter(ref)			})		},		//递归处理不需要的家具		recursionFliter(item){			let _list = [];//			if(parseInt(item.referenceModelBottom) > 0){				_list.push(item.referenceModelBottom)			}			if(parseInt(item.referenceModelLeft) > 0){				_list.push(item.referenceModelLeft)			}			if(parseInt(item.referenceModelRight) > 0){				_list.push(item.referenceModelRight)			}			if(parseInt(item.referenceModelTop) > 0){				_list.push(item.referenceModelTop)			}			if(_list.length==0){				return false;			}else{				this.tmpList.forEach(tmp=>{					if(_list.includes(tmp.id)){						if(!this.realList.find(it=>it.h5Id==tmp.h5Id)){							this.realList.push(tmp);							this.recursionFliter(tmp);						}					}				})			}					},		//预处理需要加载墙体模型的数据-减少模型请求数		preFurnitureData(list){			let realFurnitureArr = [];//家具列表			list && list.forEach((item, index) => {				item.uniId = Date.now() + index;//唯一标识				//获取墙体对应的gltb模型的相关信息				let modelName = item.modelName;				// console.log("布局模型名称", modelName);				let layoutModel = modelData.find(it => modelName.indexOf(it.modelName) == 0); //模型地址				if (layoutModel && layoutModel.url) {//该数据存在模型地址					let object = realFurnitureArr.find(it=>it.url==layoutModel.url);					//列表中还没有这个数据					if(!object){						let it = {							url:layoutModel.url,							name:layoutModel.modelName,							list:[item],						}						realFurnitureArr.push(it)					}else{						object.list.push(item);					}										let position = new THREE.Vector3();//当前几何体的位置参数					let scale = new THREE.Vector3();//当前几何体的缩放参数					let rotation = new THREE.Vector3();//当前几何体的缩放参数					let md = {						uniId:item.uniId,//家具模型实例的唯一标识						spaceId:item.spaceId,						id:item.id,						userData:item,						position:position,						scale:scale,						rotation:rotation,						loaded:false,					};					this.gltfLayouts.push(md);				}			});			return realFurnitureArr;		},		//加载家具模型-实例化方案		loadLayoutModels(realData, resolve){		    var that = this;			if(!realData.url){				console.warn("***家具模型不存在***",realData);				resolve();				return false;			}			if(realData.name.includes('BP_XSPACE_deng_01')){//灯光				resolve();			}else{				that.loader.setDRACOLoader(this.dracoLoader);				that.loader.load(realData.url, ( gltf ) => {					gltf.scene.traverse((child)=> {						if (child.isMesh && child.visible) {							let instancedMesh = new THREE.InstancedMesh(child.geometry.clone(), child.material.clone(), realData.list.length);							this.instancedFurList.push(instancedMesh);							//realData 该模型被重复使用时的每一次的形变参数等							realData.list && realData.list.forEach((it,i)=>{								let gltfFurn = that.gltfLayouts.find(itme=>itme.uniId==it.uniId);//判断是否已经添加过								if(!gltfFurn){									return false;									// debugger								}								gltf.scene.rotation.y = gltfFurn.rotation.y;								gltf.scene.position.set(gltfFurn.position.x,0,gltfFurn.position.z);								gltf.scene.scale.set(gltfFurn.scale.x,1,gltfFurn.scale.z);								gltf.scene.updateMatrixWorld();//更新世界坐标-这样,子模型也同步更新了								instancedMesh.setMatrixAt(i, child.matrixWorld);								instancedMesh.instanceMatrix.needsUpdate = true;								gltfFurn.loaded = true;								if(!gltfFurn.instancedMeshIndexList){//标识网格实例数组的序号 以及 当前几何体 在网格实例的序号									gltfFurn.instancedMeshIndexList = [										{instancedMeshIndex:this.instancedFurList.length-1,instancedAtIndex:i},									]								}else{									gltfFurn.instancedMeshIndexList.push({										instancedMeshIndex:this.instancedFurList.length-1,instancedAtIndex:i									})								}							})							instancedMesh.userType = "layoutMesh";							if(realData.name.includes("BP_L_carpet01")){//地毯接收阴影								instancedMesh.receiveShadow = true;//对象是否接收阴影							}else{								instancedMesh.castShadow = true;//对象是否产生阴影							}							this.scene.add(instancedMesh);//添加到场景中						}					});					resolve();				});			}					},		//加载模型		loadLayoutModelsOld(modelObj, resolve) {			let that = this;			const modelName = modelObj.modelName;			console.log("布局模型名称", modelName);			let layoutModel = modelData.find(it => modelName.indexOf(it.modelName) == 0); //模型地址			if (!layoutModel || !layoutModel.url) {				resolve();				return false			}			let url = layoutModel.url;			console.log("布局模型数据", layoutModel);			that.loader.load(url, (gltf) => {				// console.log("布局模型加载成功", gltf);				let model = gltf.scene; // 获取模型					model.name = layoutModel.modelName;				model.userType = "layoutMesh";				model.userData = modelObj;					// model.rotation.y =  Math.PI / 2 ;  // 旋转 90 度				this.gltfLayouts.push(model);				resolve();			});		},		// 计算家具的位置		calculateLayoutModelSize() {			console.log("计算家具的位置", this.gltfLayouts);			for (let index = 0; index < this.spaceList.length; index++) {				const element = this.spaceList[index];				const gltfLayoutModels = this.gltfLayouts.filter(item => {					return element.layoutId == item.userData.layoutId && element.spaceId == item.userData.spaceId;				})				//空间下不存在家具模型,则该空间不需要进行下一步处理				if (!gltfLayoutModels || gltfLayoutModels.length == 0) {					continue;				}				gltfLayoutModels.sort(function(a, b) {					return a.userData.level - b.userData.level				});				// console.log("对应空间ID的模型数组", this.gltfLayouts, element.spaceId, gltfLayoutModels)				for (let j = 0; j < gltfLayoutModels.length; j++) {					const cube = gltfLayoutModels[j];					this.drawLayoutModel(element, cube);				}			}		},		// 绘制模型		drawLayoutModel(curSpace, cube) {			const {				centerX,				spaceId			} = curSpace;			const cubeInfo = this.resetModelParameters(curSpace, cube.userData);			// const cubeInfo = cube.userData;			let centerY = curSpace.centerY * -1; // UE和ThreeJS坐标做相反			// 默认空间中心点			let positionX = centerX;			let positionY = centerY;			let rotationY = Math.PI / 2;			let scaleX = 1;			let scaleY = 1;				// 空间尺寸			let spaceWidth = curSpace.spaceWidth;			let spaceHeight = curSpace.spaceHeight;			// 模型尺寸			let modelWidth = cubeInfo.modelWidth;			let modelHeight = cubeInfo.modelHeight;				// 判断旋转			if (parseFloat(cubeInfo.rotation) == 90) {				rotationY = 0;				// 交换尺寸				// modelWidth = cubeInfo.modelHeight;				// modelHeight = cubeInfo.modelWidth;			}			if (parseFloat(cubeInfo.rotation) == 180) {				rotationY = -Math.PI / 2;				// modelWidth = cubeInfo.modelHeight;				// modelHeight = cubeInfo.modelWidth;			}				if (parseFloat(cubeInfo.rotation) == -90) {				rotationY = -Math.PI;				// 交换尺寸				// modelWidth = cubeInfo.modelHeight;				// modelHeight = cubeInfo.modelWidth;			}			// 判断靠墙			if (cubeInfo.isStepAsideLeft == 'true') {				positionX = centerX - (spaceWidth / 2 - modelWidth / 2);				if (parseFloat(cubeInfo.rotation) == 90 || parseFloat(cubeInfo.rotation) == -90) {					positionX = centerX - (spaceWidth / 2 - modelWidth / 2);				}				positionX += parseFloat(cubeInfo.marginLeft);				positionX += curSpace.spaceWallInfo.wallW ? 10 : 0;			}			if (cubeInfo.isStepAsideRight == 'true') {				positionX = centerX + (spaceWidth / 2 - modelWidth / 2);				if (parseFloat(cubeInfo.rotation) == 90 || parseFloat(cubeInfo.rotation) == -90) {					positionX = centerX + (spaceWidth / 2 - modelWidth / 2);				}				positionX -= parseFloat(cubeInfo.marginRight);				positionX -= curSpace.spaceWallInfo.wallE ? 10 : 0;			}			if (cubeInfo.isStepAsideTop == 'true') {				positionY = centerY - (spaceHeight / 2 - modelHeight / 2);				if (parseFloat(cubeInfo.rotation) == 90 || parseFloat(cubeInfo.rotation) == -90) {					positionY = centerY - (spaceHeight / 2 - modelHeight / 2);				}								positionY += parseFloat(cubeInfo.marginTop);				positionY += curSpace.spaceWallInfo.wallN ? 10 : 0;			}			if (cubeInfo.isStepAsideBottom == 'true') {				positionY = centerY + (spaceHeight / 2 - modelHeight / 2);				if (parseFloat(cubeInfo.rotation) == 90 || parseFloat(cubeInfo.rotation) == -90) {					positionY = centerY + (spaceHeight / 2 - modelHeight / 2);				}								positionY -= parseFloat(cubeInfo.marginBottom);				positionY -= curSpace.spaceWallInfo.wallS ? 10 : 0;			}			// 参照物			if (parseInt(cubeInfo.referenceModelTop) > 0) {				const referenceModel = this.gltfLayouts.find(item => {					const layoutModelData = item.userData;					return layoutModelData.id == parseInt(cubeInfo.referenceModelTop) && layoutModelData						.spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;				})				if(!referenceModel){					console.warn("***no-data***",cubeInfo.referenceModelTop,cubeInfo)					return false				}				positionY = referenceModel.position.z * 100 + (referenceModel.userData.modelHeight / 2 + cubeInfo					.modelHeight / 2);				positionY = positionY + parseFloat(cubeInfo.marginTop);			}			if (parseInt(cubeInfo.referenceModelBottom) > 0) {				const referenceModel = this.gltfLayouts.find(item => {					const layoutModelData = item.userData;					return layoutModelData.id == parseInt(cubeInfo.referenceModelBottom) && layoutModelData						.spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;				})				if(!referenceModel){					console.warn("***no-data***",cubeInfo.referenceModelBottom,cubeInfo)					return false				}				positionY = referenceModel.position.z * 100 - (referenceModel.userData.modelHeight / 2 + cubeInfo					.modelHeight / 2);				positionY = positionY - parseFloat(cubeInfo.marginBottom);			}			if (parseInt(cubeInfo.referenceModelLeft) > 0) {				const referenceModel = this.gltfLayouts.find(item => {					const layoutModelData = item.userData;					return layoutModelData.id == parseInt(cubeInfo.referenceModelLeft) && layoutModelData						.spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;				})				if(!referenceModel){					console.warn("***no-data***",cubeInfo.referenceModelLeft,cubeInfo)					return false				}				positionX = referenceModel.position.x * 100 + (referenceModel.userData.modelWidth / 2 + cubeInfo					.modelWidth / 2);				positionX = positionX + parseFloat(cubeInfo.marginLeft);			}			if (parseInt(cubeInfo.referenceModelRight) > 0) {				const referenceModel = this.gltfLayouts.find(item => {					const layoutModelData = item.userData;					return layoutModelData.id == parseInt(cubeInfo.referenceModelRight) && layoutModelData						.spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;				})				if(!referenceModel){					console.warn("***no-data***",cubeInfo.referenceModelRight,cubeInfo)					return false				}				positionX = referenceModel.position.x * 100 - (referenceModel.userData.modelWidth / 2 + cubeInfo					.modelWidth / 2);				positionX = positionX - parseFloat(cubeInfo.marginRight);			}				if (cubeInfo.isFixedWidth == "false" || cubeInfo.isFixedHeight == "false") { // 固定尺寸				// 靠墙拉伸				if (cubeInfo.isStepAsideTop == 'true' && cubeInfo.isStepAsideBottom == 'true') {					// console.log("高度拉伸", spaceHeight / modelHeight)						positionY = centerY;						if (curSpace.spaceWallInfo.wallN && curSpace.spaceWallInfo.wallS) {						spaceHeight -= 20 + parseFloat(cubeInfo.marginTop) + parseFloat(cubeInfo.marginBottom);					} else if (curSpace.spaceWallInfo.wallN) {						spaceHeight -= 10 + parseFloat(cubeInfo.marginTop);						positionY += 10 / 2;						positionY += parseFloat(cubeInfo.marginTop) / 2;					} else if (curSpace.spaceWallInfo.wallS) {						spaceHeight -= 10 + parseFloat(cubeInfo.marginBottom);						positionY -= 10 / 2;						positionY -= parseFloat(cubeInfo.marginBottom) / 2;					}else {						spaceHeight -= parseFloat(cubeInfo.marginTop) + parseFloat(cubeInfo.marginBottom);						positionY += parseFloat(cubeInfo.marginTop) / 2 ;						positionY -= parseFloat(cubeInfo.marginBottom) / 2;					}						// 计算缩放					if (parseFloat(cubeInfo.rotation) == 90 || parseFloat(cubeInfo.rotation) == -90) {						scaleY = spaceHeight / modelHeight;					} else {						scaleX = spaceHeight / modelHeight;					}					}					if (cubeInfo.isStepAsideLeft == 'true' && cubeInfo.isStepAsideRight == 'true') {					// console.log("宽度拉伸11111", spaceWidth / modelWidth)					positionX = centerX;						if (curSpace.spaceWallInfo.wallW && curSpace.spaceWallInfo.wallE) {						spaceWidth -= 20 + parseFloat(cubeInfo.marginLeft) + parseFloat(cubeInfo.marginRight);;					} else if (curSpace.spaceWallInfo.wallW) {						spaceWidth -= 10 + parseFloat(cubeInfo.marginLeft);						positionX += 10 / 2;						positionX += parseFloat(cubeInfo.marginLeft) / 2;					} else if (curSpace.spaceWallInfo.wallE) {						spaceWidth -= 10 + parseFloat(cubeInfo.marginRight);						positionX -= 10 / 2;						positionX -= parseFloat(cubeInfo.marginRight) / 2;					}else {						spaceWidth -= parseFloat(cubeInfo.marginLeft) + parseFloat(cubeInfo.marginRight);						positionX += parseFloat(cubeInfo.marginLeft) / 2;						positionX -= parseFloat(cubeInfo.marginRight) / 2;					}					// console.log("模型计算位置" , parseFloat(cubeInfo.rotation))					// 计算缩放					if (parseFloat(cubeInfo.rotation) == 90 || parseFloat(cubeInfo.rotation) == -90) {						scaleX = spaceWidth / modelWidth;					} else {						scaleY = spaceWidth / modelWidth;					}					}					// 单个参照物和墙面拉伸				if (cubeInfo.isStepAsideTop == 'true' && parseInt(cubeInfo.referenceModelBottom) > 0) {					const referenceModel = this.gltfLayouts.find(item => {						const layoutModelData = item.userData;						return layoutModelData.id == parseInt(cubeInfo.referenceModelBottom) && layoutModelData							.spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;					})					const referenceModelPositionY = referenceModel.position.z * 100 - referenceModel.userData						.modelHeight / 2 - parseFloat(cubeInfo.marginBottom);					const wallPositionY = centerY - spaceHeight / 2 + (curSpace.spaceWallInfo.wallN ? 10 : 0) +						parseFloat(cubeInfo.marginTop);						const newModelHeight = Math.abs(referenceModelPositionY - wallPositionY);					// console.log("上边拉伸", referenceModelPositionY, wallPositionY, newModelHeight)					if (Math.abs(parseFloat(cubeInfo.rotation)) == 90) {						scaleY = newModelHeight / modelHeight;					} else {						scaleX = newModelHeight / modelHeight;					}					positionY = wallPositionY + newModelHeight / 2;				}					if (cubeInfo.isStepAsideBottom == 'true' && parseInt(cubeInfo.referenceModelTop) > 0) {						const referenceModel = this.gltfLayouts.find(item => {						const layoutModelData = item.userData;						return layoutModelData.id == parseInt(cubeInfo.referenceModelTop) && layoutModelData							.spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;					})					const referenceModelPositionY = referenceModel.position.z * 100 + referenceModel.userData						.modelHeight / 2 + parseFloat(cubeInfo.marginTop) + (curSpace.spaceWallInfo.wallN ? 10 : 0);						const wallPositionY = centerY + spaceHeight / 2 - (curSpace.spaceWallInfo.wallS ? 10 : 0) -					parseFloat(cubeInfo.marginBottom);						const newModelHeight = Math.abs(referenceModelPositionY - wallPositionY);					if (Math.abs(parseFloat(cubeInfo.rotation)) == 90) {						scaleY = newModelHeight / modelHeight;					} else {						scaleX = newModelHeight / modelHeight;					}					positionY = wallPositionY - newModelHeight / 2;					}				if (cubeInfo.isStepAsideLeft == 'true' && parseInt(cubeInfo.referenceModelRight) > 0) {					// console.log("左边拉伸")						const referenceModel = this.gltfLayouts.find(item => {						const layoutModelData = item.userData;						return layoutModelData.id == parseInt(cubeInfo.referenceModelRight) && layoutModelData							.spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;					})					const referenceModelPositionX = referenceModel.position.x * 100 - referenceModel.userData						.modelWidth / 2 - parseFloat(cubeInfo.marginLeft);					const wallPositionX = centerX - spaceWidth / 2 + (curSpace.spaceWallInfo.wallE ? 10 : 0) +						parseFloat(cubeInfo.marginRight);						const newModelWidth = Math.abs(referenceModelPositionX - wallPositionX);					if (Math.abs(parseFloat(cubeInfo.rotation)) == 90) {						scaleX = newModelWidth / modelWidth;					} else {						scaleY = newModelWidth / modelWidth;					}					positionX = wallPositionX + newModelWidth / 2;					}					if (cubeInfo.isStepAsideRight == 'true' && parseInt(cubeInfo.referenceModelLeft) > 0) {						const referenceModel = this.gltfLayouts.find(item => {						const layoutModelData = item.userData;						return layoutModelData.id == parseInt(cubeInfo.referenceModelLeft) && layoutModelData							.spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;					})					const referenceModelPositionX = referenceModel.position.x * 100 + referenceModel.userData						.modelWidth / 2 + parseFloat(cubeInfo.marginLeft);					const wallPositionX = centerX + spaceWidth / 2 - (curSpace.spaceWallInfo.wallE ? 10 : 0) -						parseFloat(cubeInfo.marginRight);						const newModelWidth = Math.abs(referenceModelPositionX - wallPositionX);					if (Math.abs(parseFloat(cubeInfo.rotation)) == 90) {						scaleX = newModelWidth / modelWidth;					} else {						scaleY = newModelWidth / modelWidth;					}						positionX = wallPositionX - newModelWidth / 2;						// console.log("右边拉伸", Math.abs(parseFloat(cubeInfo.rotation)))				}				}			// console.log("模型计算位置", cubeInfo, centerX, centerY, spaceWidth, spaceHeight, modelWidth, modelHeight, spaceId, scaleX, scaleY, positionX, positionY)			let oldPosition = new THREE.Vector3();//当前几何体的位置参数			oldPosition.copy(cube.position);			cube.position.x = positionX / 100;			cube.position.z = positionY / 100;			cube.rotation.y = rotationY;			cube.scale.x = scaleX;			cube.scale.z = scaleY;			cube.scale.y = 1;			// if (!cube.parent) { //说明还没添加到场景中-旧版方法			// 	this.scene.add(cube); //处理完毕后在加入场景中			// }			// if(scaleX>1 || scaleY>1){			// 	console.warn("***scaleinfo***",cubeInfo.id,scaleX,scaleY,cubeInfo.modelName)			// }			if(this.type==2){//全局精简加载				let name = cubeInfo.modelName.substring(0, cubeInfo.modelName.length - 2);				if(globlShowModel.includes(name)){					if(cubeInfo.modelName=='BP_XSPACE_deng_01_C'){//灯光						this.lightHandle(cube)					}else{						this.updateInfo(cube,oldPosition,scaleX,scaleY);//实例化方法					}				}			}else{				if(cubeInfo.modelName=='BP_XSPACE_deng_01_C'){//灯光					this.lightHandle(cube)				}else{					this.updateInfo(cube,oldPosition,scaleX,scaleY);//实例化方法				}			}		},		//更新家具模型到页面中		updateInfo(cube,oldPosition,scaleX,scaleY){			let lay = this.gltfLayouts.find(it=>it.uniId==cube.uniId);			if(cube.instancedMeshIndexList && cube.instancedMeshIndexList.length>0){				cube.instancedMeshIndexList.forEach(item=>{					let index = item.instancedMeshIndex;					let instancedMesh = this.instancedFurList[index];//网格实例对象					let curMeshIndex = item.instancedAtIndex;//当前家具模型在网格实例对象里面的序号					let stratMatrix = new THREE.Matrix4();//定义一个四维矩阵					instancedMesh.getMatrixAt(curMeshIndex,stratMatrix);//获取当前几何体的四维矩阵到stratMatrix里面					let scaleMatrix = new THREE.Matrix4();	//定义一个缩放变化矩阵					let panMatrix = new THREE.Matrix4();	//定义一个平移变化矩阵					if (!lay.loaded) { //说明还没添加到场景中						// scaleMatrix.makeScale(scaleX,1,scaleY);	//获得缩放变化矩阵						// panMatrix.makeTranslation(cube.position.x,0,cube.position.z);	//获得平移变化矩阵						// stratMatrix.multiply(scaleMatrix).premultiply(panMatrix);//通过矩阵计算获得最终的形变矩阵						// instancedMesh.instanceMatrix.needsUpdate = true;//更新之前,必须开启开关						// instancedMesh.setMatrixAt(curMeshIndex,stratMatrix);//更新几何体的世界矩阵						// this.scene.add(instancedMesh);					}else{//更新形变矩阵						panMatrix.makeTranslation(cube.position.x - oldPosition.x,0,cube.position.z - oldPosition.z);	//获得平移变化矩阵						stratMatrix.premultiply(panMatrix);//通过矩阵计算获得最终的形变矩阵						instancedMesh.instanceMatrix.needsUpdate = true;//更新之前,必须开启开关						instancedMesh.setMatrixAt(curMeshIndex,stratMatrix);//更新几何体的世界矩阵					}				})				lay.loaded = true;			}		},		// 空间处理光源		lightHandle(cube){			let light = this.gltfLayouts.find(it=>it.uniId==cube.uniId);			if(!light.loaded){				// 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。				let pointLight = new THREE.PointLight(0xffd7b3, 1, 5, 1);				pointLight.position.set(cube.position.x, 1.5, cube.position.z); //default; light shining from top				this.scene.add(pointLight);				let sphereSize = 0.1;				let pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );				this.scene.add( pointLightHelper);								// pointLight.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				// pointLight.shadow.camera.left = -200; // default				// pointLight.shadow.camera.right  = 200; // default				// pointLight.shadow.camera.top  = 200; // default				// pointLight.shadow.camera.bottom  = -200; // default				this.scene.add(pointLight);								light.loaded = true;			}else{							}		},		// 空间布局旋转镜像重置模型约束		resetModelParameters(curSpace, cubeInfo) {			// 旋转			const defaultLayout = curSpace.layouts.find(item => {				return item.isDefault			})			if (!defaultLayout) {				return cubeInfo			}			let count = 0;			switch (parseInt(defaultLayout.layoutRotate)) {				case 90:					count = 1;					break;				case 180:					count = 2;					break;				case -90:					count = 3;					break;				default:					break;			}			for (let index = 0; index < count; index++) {				let oldCubeInfo = JSON.parse(JSON.stringify(cubeInfo))						oldCubeInfo.isStepAsideLeft = "false"				oldCubeInfo.isStepAsideTop = "false"				oldCubeInfo.isStepAsideRight = "false"				oldCubeInfo.isStepAsideBottom = "false"					oldCubeInfo.referenceModelLeft = "0"				oldCubeInfo.referenceModelTop = "0"				oldCubeInfo.referenceModelRight = "0"				oldCubeInfo.referenceModelBottom = "0"					oldCubeInfo.rotation = "0"					oldCubeInfo.marginLeft = "0";				oldCubeInfo.marginTop = "0";				oldCubeInfo.marginRight = "0";				oldCubeInfo.marginBottom = "0";					// 是否靠墙				if (cubeInfo.isStepAsideLeft == 'true') {					oldCubeInfo.isStepAsideTop = 'true'				}				if (cubeInfo.isStepAsideTop == 'true') {					oldCubeInfo.isStepAsideRight = 'true'				}				if (cubeInfo.isStepAsideRight == 'true') {					oldCubeInfo.isStepAsideBottom = 'true'				}				if (cubeInfo.isStepAsideBottom == 'true') {					oldCubeInfo.isStepAsideLeft = 'true'				}				// 参照物体				if (parseInt(cubeInfo.referenceModelLeft) > 0) {					oldCubeInfo.referenceModelTop = cubeInfo.referenceModelLeft;				}				if (parseInt(cubeInfo.referenceModelTop) > 0) {					oldCubeInfo.referenceModelRight = cubeInfo.referenceModelTop;				}				if (parseInt(cubeInfo.referenceModelRight) > 0) {					oldCubeInfo.referenceModelBottom = cubeInfo.referenceModelRight;				}				if (parseInt(cubeInfo.referenceModelBottom) > 0) {					oldCubeInfo.referenceModelLeft = cubeInfo.referenceModelBottom;				}					// 边距				oldCubeInfo.marginLeft = cubeInfo.marginTop;				oldCubeInfo.marginTop = cubeInfo.marginRight;				oldCubeInfo.marginRight = cubeInfo.marginBottom;				oldCubeInfo.marginBottom = cubeInfo.marginLeft;				oldCubeInfo.modelWidth = cubeInfo.modelHeight;				oldCubeInfo.modelHeight = cubeInfo.modelWidth;					// 旋转				if (parseInt(cubeInfo.rotation) == 0 || parseInt(cubeInfo.rotation) == 90) {					oldCubeInfo.rotation = parseInt(cubeInfo.rotation) + 90;				}				if (parseInt(cubeInfo.rotation) == 180) {					oldCubeInfo.rotation = "-90";				}				if (parseInt(cubeInfo.rotation) == -90) {					oldCubeInfo.rotation = "0";				}					// console.log("旋转前的模型参数X", cubeInfo, oldCubeInfo, defaultLayout)					cubeInfo = oldCubeInfo;					// console.log("旋转后的模型参数X", cubeInfo, oldCubeInfo, defaultLayout)			}				return cubeInfo;		},	}}
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