@ -2075,8 +2075,7 @@ MainMap_QM.prototype = {
* /
* /
changeMapState : function ( state ) {
changeMapState : function ( state ) {
Map_QM . controls . reset ( ) ;
Map_QM . controls . reset ( ) ;
let angle = Map_QM . util . options . deviceAng ? Map_QM . util . deviceObj . angle : Map_QM . util . mapAngle
Map_QM . rotationAngle ( angle )
Map_QM . util . options . deviceAng && Map_QM . rotationAngle ( Map_QM . util . deviceObj . angle )
if ( state === "3d" ) {
if ( state === "3d" ) {
Map_QM . camera = Map_QM . cameraPerspective ;
Map_QM . camera = Map_QM . cameraPerspective ;
Map_QM . controls . object = Map_QM . camera ;
Map_QM . controls . object = Map_QM . camera ;
@ -2164,8 +2163,7 @@ MainMap_QM.prototype = {
Map_QM . controls . maxAzimuthAngle = Infinity ;
Map_QM . controls . maxAzimuthAngle = Infinity ;
Map_QM . util . pathStateObj . forShopArr = { direction : "" , wayList : [ ] } ;
Map_QM . util . pathStateObj . forShopArr = { direction : "" , wayList : [ ] } ;
Map_QM . controls . reset ( ) ;
Map_QM . controls . reset ( ) ;
let angle = Map_QM . util . options . deviceAng ? Map_QM . util . deviceObj . angle : Map_QM . util . mapAngle
Map_QM . rotationAngle ( angle )
Map_QM . util . options . deviceAng && Map_QM . rotationAngle ( Map_QM . util . deviceObj . angle )
if ( Map_QM . guide && Map_QM . guide . visible ) {
if ( Map_QM . guide && Map_QM . guide . visible ) {
Map_QM . guide . visible = false
Map_QM . guide . visible = false
}
}
@ -2358,8 +2356,7 @@ MainMap_QM.prototype = {
Map_QM . camera . updateProjectionMatrix ( ) ;
Map_QM . camera . updateProjectionMatrix ( ) ;
Map_QM . shawLight . castShadow = Map_QM . util . options . shadow ;
Map_QM . shawLight . castShadow = Map_QM . util . options . shadow ;
Map_QM . controls . reset ( ) ;
Map_QM . controls . reset ( ) ;
let angle = Map_QM . util . options . deviceAng ? Map_QM . util . deviceObj . angle : Map_QM . util . mapAngle
Map_QM . rotationAngle ( angle )
Map_QM . util . options . deviceAng && Map_QM . rotationAngle ( Map_QM . util . deviceObj . angle )
}
}
} ,
} ,
@ -2444,8 +2441,7 @@ MainMap_QM.prototype = {
this . controls . maxAzimuthAngle = Infinity ;
this . controls . maxAzimuthAngle = Infinity ;
this . shawLight . castShadow = this . util . options . shadow ;
this . shawLight . castShadow = this . util . options . shadow ;
this . controls . reset ( ) ;
this . controls . reset ( ) ;
let angle = this . util . options . deviceAng ? this . util . deviceObj . angle : this . util . mapAngle
this . rotationAngle ( angle )
this . util . options . deviceAng && this . rotationAngle ( this . util . deviceObj . angle )
} ,
} ,
/ * *
/ * *
* @ api { 方法 } changePathDir ( pathState ) 切换导航方向
* @ api { 方法 } changePathDir ( pathState ) 切换导航方向
@ -3068,8 +3064,7 @@ MainMap_QM.prototype = {
isJUZ = false ;
isJUZ = false ;
Map_QM . controls . setZoom ( 1 )
Map_QM . controls . setZoom ( 1 )
Map_QM . controls . reset ( )
Map_QM . controls . reset ( )
let angle = Map_QM . util . options . deviceAng ? Map_QM . util . deviceObj . angle : Map_QM . util . mapAngle
Map_QM . rotationAngle ( angle )
Map_QM . util . options . deviceAng && Map_QM . rotationAngle ( Map_QM . util . deviceObj . angle )
return ;
return ;
}
}
TweenMax . killAll ( true )
TweenMax . killAll ( true )
@ -3464,8 +3459,7 @@ MainMap_QM.prototype = {
isJUZ = false ;
isJUZ = false ;
Map_QM . controls . setZoom ( 1 )
Map_QM . controls . setZoom ( 1 )
Map_QM . controls . reset ( )
Map_QM . controls . reset ( )
let angle = Map_QM . util . options . deviceAng ? Map_QM . util . deviceObj . angle : Map_QM . util . mapAngle
Map_QM . rotationAngle ( angle )
Map_QM . util . options . deviceAng && Map_QM . rotationAngle ( Map_QM . util . deviceObj . angle )
} , 5000 ) ;
} , 5000 ) ;
}
}
if ( debug ) {
if ( debug ) {
@ -5065,6 +5059,7 @@ MainMap_QM.prototype = {
Map_QM . util . timeObj . pathTime = setTimeout ( ( ) => {
Map_QM . util . timeObj . pathTime = setTimeout ( ( ) => {
clearTimeout ( Map_QM . util . timeObj . pathTime ) ;
clearTimeout ( Map_QM . util . timeObj . pathTime ) ;
Map_QM . controls . reset ( ) ;
Map_QM . controls . reset ( ) ;
Map_QM . util . options . deviceAng && Map_QM . rotationAngle ( Map_QM . util . deviceObj . angle )
if ( Map_QM . util . overObj && Map_QM . forShopArr [ 0 ] ) {
if ( Map_QM . util . overObj && Map_QM . forShopArr [ 0 ] ) {
Map_QM . util . pathStateObj . isPathPlay = true ;
Map_QM . util . pathStateObj . isPathPlay = true ;
Map_QM . clearFloor ( ) ;
Map_QM . clearFloor ( ) ;
@ -5094,6 +5089,7 @@ MainMap_QM.prototype = {
Map_QM . util . timeObj . pathTime = setTimeout ( ( ) => {
Map_QM . util . timeObj . pathTime = setTimeout ( ( ) => {
clearTimeout ( Map_QM . util . timeObj . pathTime ) ;
clearTimeout ( Map_QM . util . timeObj . pathTime ) ;
Map_QM . controls . reset ( ) ;
Map_QM . controls . reset ( ) ;
Map_QM . util . options . deviceAng && Map_QM . rotationAngle ( Map_QM . util . deviceObj . angle )
if ( Map_QM . util . overObj ) {
if ( Map_QM . util . overObj ) {
Map_QM . clearFloor ( ) ;
Map_QM . clearFloor ( ) ;
Map_QM . onFindPathModel ( Map_QM . util . pathStateObj . ftPath ) ;
Map_QM . onFindPathModel ( Map_QM . util . pathStateObj . ftPath ) ;
@ -5126,6 +5122,7 @@ MainMap_QM.prototype = {
Map_QM . util . timeObj . pathTime = setTimeout ( ( ) => {
Map_QM . util . timeObj . pathTime = setTimeout ( ( ) => {
clearTimeout ( Map_QM . util . timeObj . pathTime ) ;
clearTimeout ( Map_QM . util . timeObj . pathTime ) ;
Map_QM . controls . reset ( ) ;
Map_QM . controls . reset ( ) ;
Map_QM . util . options . deviceAng && Map_QM . rotationAngle ( Map_QM . util . deviceObj . angle )
if ( Map_QM . util . overObj ) {
if ( Map_QM . util . overObj ) {
Map_QM . clearFloor ( ) ;
Map_QM . clearFloor ( ) ;
Map_QM . onFindPathModel ( Map_QM . util . pathStateObj . dtPath ) ;
Map_QM . onFindPathModel ( Map_QM . util . pathStateObj . dtPath ) ;
@ -5158,6 +5155,7 @@ MainMap_QM.prototype = {
Map_QM . util . timeObj . pathTime = setTimeout ( ( ) => {
Map_QM . util . timeObj . pathTime = setTimeout ( ( ) => {
clearTimeout ( Map_QM . util . timeObj . pathTime ) ;
clearTimeout ( Map_QM . util . timeObj . pathTime ) ;
Map_QM . controls . reset ( ) ;
Map_QM . controls . reset ( ) ;
Map_QM . util . options . deviceAng && Map_QM . rotationAngle ( Map_QM . util . deviceObj . angle )
if ( Map_QM . util . overObj ) {
if ( Map_QM . util . overObj ) {
Map_QM . clearFloor ( ) ;
Map_QM . clearFloor ( ) ;
Map_QM . onFindPathModel ( Map_QM . util . pathStateObj . graphPath ) ;
Map_QM . onFindPathModel ( Map_QM . util . pathStateObj . graphPath ) ;