You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
439 lines
11 KiB
JavaScript
439 lines
11 KiB
JavaScript
import { World } from "./world.js";
|
|
import { Debug } from "./debug.js";
|
|
import { logger } from "./log.js";
|
|
import request from "./request.js";
|
|
|
|
// 请求数据集合
|
|
class Data {
|
|
constructor(cfg) {
|
|
this.cfg = cfg;
|
|
}
|
|
|
|
async readSceneList() {
|
|
const req = new Request(request + "/get_all_scene_desc");
|
|
let init = {
|
|
method: "GET",
|
|
//body: JSON.stringify({"points": data})
|
|
};
|
|
// we defined the xhr
|
|
|
|
return fetch(req, init)
|
|
.then((response) => {
|
|
if (!response.ok) {
|
|
throw new Error(`HTTP error! status: ${response.status}`);
|
|
} else {
|
|
return response.json();
|
|
}
|
|
})
|
|
.then((ret) => {
|
|
console.log(ret);
|
|
this.sceneDescList = ret;
|
|
return ret;
|
|
})
|
|
.catch((reject) => {
|
|
console.log("error read scene list!");
|
|
});
|
|
}
|
|
|
|
async init() {
|
|
await this.readSceneList();
|
|
}
|
|
|
|
// multiple world support
|
|
// place world by a offset so they don't overlap
|
|
dbg = new Debug();
|
|
|
|
worldGap = 1000.0;
|
|
worldList = [];
|
|
MaxWorldNumber = 80;
|
|
createWorldIndex = 0; // this index shall not repeat, so it increases permanently
|
|
|
|
async getWorld(sceneName, frame, on_preload_finished) {
|
|
// find in list
|
|
|
|
if (!this.meta[sceneName]) {
|
|
await this.readSceneMetaData(sceneName);
|
|
}
|
|
|
|
if (!this.meta[sceneName]) {
|
|
logger.log("load scene failed", sceneName);
|
|
return null;
|
|
}
|
|
|
|
let world = this.worldList.find((w) => {
|
|
return w.frameInfo.scene == sceneName && w.frameInfo.frame == frame;
|
|
});
|
|
if (world)
|
|
// found!
|
|
return world;
|
|
|
|
world = this._createWorld(sceneName, frame, on_preload_finished);
|
|
|
|
return world;
|
|
}
|
|
|
|
_createWorld(sceneName, frame, on_preload_finished) {
|
|
let [x, y, z] = this.allocateOffset();
|
|
console.log("create world", x, y, z);
|
|
let world = new World(
|
|
this,
|
|
sceneName,
|
|
frame,
|
|
[this.worldGap * x, this.worldGap * y, this.worldGap * z],
|
|
on_preload_finished
|
|
);
|
|
world.offsetIndex = [x, y, z];
|
|
this.createWorldIndex++;
|
|
this.worldList.push(world);
|
|
|
|
return world;
|
|
}
|
|
|
|
findWorld(sceneName, frameIndex) {
|
|
let world = this.worldList.find((w) => {
|
|
return (
|
|
w.frameInfo.scene == sceneName && w.frameInfo.frame_index == frameIndex
|
|
);
|
|
});
|
|
if (world)
|
|
// found!
|
|
return world;
|
|
else return null;
|
|
}
|
|
|
|
offsetList = [[0, 0, 0]];
|
|
lastSeedOffset = [0, 0, 0];
|
|
offsetsAliveCount = 0;
|
|
allocateOffset() {
|
|
// we need to make sure the first frame loaded in a scene
|
|
// got to locate in [0,0,0]
|
|
|
|
if (this.offsetsAliveCount == 0) {
|
|
//reset offsets.
|
|
this.offsetList = [[0, 0, 0]];
|
|
this.lastSeedOffset = [0, 0, 0];
|
|
}
|
|
|
|
if (this.offsetList.length == 0) {
|
|
let [x, y, z] = this.lastSeedOffset;
|
|
|
|
if (x == y) {
|
|
x = x + 1;
|
|
y = 0;
|
|
} else {
|
|
y = y + 1;
|
|
}
|
|
|
|
this.lastSeedOffset = [x, y, 0];
|
|
|
|
this.offsetList.push([x, y, 0]);
|
|
|
|
if (x != 0) this.offsetList.push([-x, y, 0]);
|
|
if (y != 0) this.offsetList.push([x, -y, 0]);
|
|
if (x * y != 0) this.offsetList.push([-x, -y, 0]);
|
|
|
|
if (x != y) {
|
|
this.offsetList.push([y, x, 0]);
|
|
|
|
if (y != 0) this.offsetList.push([-y, x, 0]);
|
|
if (x != 0) this.offsetList.push([y, -x, 0]);
|
|
if (x * y != 0) this.offsetList.push([-y, -x, 0]);
|
|
}
|
|
}
|
|
|
|
let ret = this.offsetList.pop();
|
|
this.offsetsAliveCount++;
|
|
|
|
return ret;
|
|
}
|
|
|
|
returnOffset(offset) {
|
|
this.offsetList.push(offset);
|
|
this.offsetsAliveCount--;
|
|
}
|
|
|
|
deleteDistantWorlds(world) {
|
|
let currentWorldIndex = world.frameInfo.frame_index;
|
|
|
|
let disposable = (w) => {
|
|
let distant =
|
|
Math.abs(w.frameInfo.frame_index - currentWorldIndex) >
|
|
this.MaxWorldNumber;
|
|
let active = w.everythingDone;
|
|
if (w.annotation.modified) {
|
|
console.log("deleting world not saved. stop.");
|
|
}
|
|
|
|
return distant && !active && !w.annotation.modified;
|
|
};
|
|
|
|
let distantWorldList = this.worldList.filter((w) => disposable(w));
|
|
|
|
distantWorldList.forEach((w) => {
|
|
this.returnOffset(w.offsetIndex);
|
|
w.deleteAll();
|
|
});
|
|
|
|
this.worldList = this.worldList.filter((w) => !disposable(w));
|
|
}
|
|
|
|
deleteOtherWorldsExcept = function (keepScene) {
|
|
// release resources if scene changed
|
|
this.worldList.forEach((w) => {
|
|
if (w.frameInfo.scene != keepScene) {
|
|
this.returnOffset(w.offsetIndex);
|
|
w.deleteAll();
|
|
|
|
this.removeRefEgoPoseOfScene(w.frameInfo.scene);
|
|
}
|
|
});
|
|
this.worldList = this.worldList.filter(
|
|
(w) => w.frameInfo.scene == keepScene
|
|
);
|
|
};
|
|
|
|
refEgoPose = {};
|
|
getRefEgoPose(sceneName, currentPose) {
|
|
if (this.refEgoPose[sceneName]) {
|
|
return this.refEgoPose[sceneName];
|
|
} else {
|
|
this.refEgoPose[sceneName] = currentPose;
|
|
return currentPose;
|
|
}
|
|
}
|
|
|
|
removeRefEgoPoseOfScene(sceneName) {
|
|
if (this.refEgoPose[sceneName]) delete this.refEgoPose[sceneName];
|
|
}
|
|
|
|
forcePreloadScene(sceneName, currentWorld) {
|
|
//this.deleteOtherWorldsExcept(sceneName);
|
|
let meta = currentWorld.sceneMeta;
|
|
|
|
let currentWorldIndex = currentWorld.frameInfo.frame_index;
|
|
let startIndex = Math.max(0, currentWorldIndex - this.MaxWorldNumber / 2);
|
|
let endIndex = Math.min(
|
|
meta.frames.length,
|
|
startIndex + this.MaxWorldNumber
|
|
);
|
|
|
|
this._doPreload(sceneName, startIndex, endIndex);
|
|
|
|
logger.log(`${endIndex - startIndex} frames created`);
|
|
}
|
|
|
|
preloadScene(sceneName, currentWorld) {
|
|
// clean other scenes.
|
|
this.deleteOtherWorldsExcept(sceneName);
|
|
this.deleteDistantWorlds(currentWorld);
|
|
|
|
if (!this.cfg.enablePreload) return;
|
|
|
|
this.forcePreloadScene(sceneName, currentWorld);
|
|
}
|
|
|
|
_doPreload(sceneName, startIndex, endIndex) {
|
|
let meta = this.getMetaBySceneName(sceneName);
|
|
|
|
let numLoaded = 0;
|
|
let _need_create = (frame) => {
|
|
let world = this.worldList.find((w) => {
|
|
return w.frameInfo.scene == sceneName && w.frameInfo.frame == frame;
|
|
});
|
|
|
|
return !world;
|
|
};
|
|
|
|
let _do_create = (frame) => {
|
|
this._createWorld(sceneName, frame);
|
|
numLoaded++;
|
|
};
|
|
|
|
let pendingFrames = meta.frames
|
|
.slice(startIndex, endIndex)
|
|
.filter(_need_create);
|
|
|
|
logger.log(`preload ${meta.scene} ${pendingFrames}`);
|
|
// if (numLoaded > 0){
|
|
// meta.frames.slice(endIndex, Math.min(endIndex+5, meta.frames.length)).forEach(_do_create);
|
|
// meta.frames.slice(Math.max(0, startIndex-5), startIndex).forEach(_do_create);
|
|
// }
|
|
|
|
pendingFrames.forEach(_do_create);
|
|
}
|
|
|
|
reloadAllAnnotation = function (done) {
|
|
this.worldList.forEach((w) => w.reloadAnnotation(done));
|
|
};
|
|
|
|
onAnnotationUpdatedByOthers(scene, frames) {
|
|
frames.forEach((f) => {
|
|
let world = this.worldList.find(
|
|
(w) => w.frameInfo.scene == scene && w.frameInfo.frame == f
|
|
);
|
|
if (world) world.annotation.reloadAnnotation();
|
|
});
|
|
}
|
|
|
|
webglScene = null;
|
|
set_webglScene = function (scene, mainScene) {
|
|
this.webglScene = scene;
|
|
this.webglMainScene = mainScene;
|
|
};
|
|
|
|
scale_point_size(v) {
|
|
this.cfg.point_size *= v;
|
|
// if (this.world){
|
|
// this.world.lidar.set_point_size(this.cfg.point_size);
|
|
// }
|
|
|
|
this.worldList.forEach((w) => {
|
|
w.lidar.set_point_size(this.cfg.point_size);
|
|
});
|
|
}
|
|
|
|
scale_point_brightness(v) {
|
|
this.cfg.point_brightness *= v;
|
|
|
|
// if (this.world){
|
|
// this.world.lidar.recolor_all_points();
|
|
// }
|
|
|
|
this.worldList.forEach((w) => {
|
|
w.lidar.recolor_all_points();
|
|
});
|
|
}
|
|
|
|
set_box_opacity(opacity) {
|
|
this.cfg.box_opacity = opacity;
|
|
|
|
this.worldList.forEach((w) => {
|
|
w.annotation.set_box_opacity(this.cfg.box_opacity);
|
|
});
|
|
}
|
|
|
|
toggle_background() {
|
|
this.cfg.show_background = !this.cfg.show_background;
|
|
|
|
if (this.cfg.show_background) {
|
|
this.world.lidar.cancel_highlight();
|
|
} else {
|
|
this.world.lidar.hide_background();
|
|
}
|
|
}
|
|
|
|
set_obj_color_scheme(scheme) {
|
|
pointsGlobalConfig.color_obj = scheme;
|
|
|
|
// if (pointsGlobalConfig.color_obj != "no"){
|
|
// this.world.lidar.color_points();
|
|
// } else {
|
|
// this.world.lidar.set_points_color({
|
|
// x: this.cfg.point_brightness,
|
|
// y: this.cfg.point_brightness,
|
|
// z: this.cfg.point_brightness,
|
|
// });
|
|
// }
|
|
|
|
// this.world.lidar.update_points_color();
|
|
// this.world.annotation.color_boxes();
|
|
|
|
// toto: move to world
|
|
this.worldList.forEach((w) => {
|
|
if (pointsGlobalConfig.color_obj == "no") {
|
|
w.lidar.color_points();
|
|
} else {
|
|
w.lidar.color_objects();
|
|
}
|
|
|
|
w.lidar.update_points_color();
|
|
|
|
w.annotation.color_boxes();
|
|
});
|
|
}
|
|
|
|
// active_camera_name = "";
|
|
|
|
// // return null means not changed.
|
|
// set_active_image(name){
|
|
// if (name === this.active_camera_name){
|
|
// return null;
|
|
// }
|
|
|
|
// this.active_camera_name = name;
|
|
// if (this.world){
|
|
// this.world.cameras.activate(name);
|
|
// }
|
|
// this.worldList.forEach(w=>w.cameras.activate(name));
|
|
|
|
// return name;
|
|
// };
|
|
|
|
world = null;
|
|
|
|
// this.future_world_buffer = [];
|
|
// this.put_world_into_buffer= function(world){
|
|
// this.future_world_buffer.push(world);
|
|
// };
|
|
|
|
// this.reset_world_buffer= function(){
|
|
// this.future_world_buffer=[];
|
|
// };
|
|
|
|
// this.activateMultiWorld=function(world, on_finished){
|
|
// world.activate(this.webglScene,
|
|
// null, //don't destroy old world
|
|
// on_finished);
|
|
// this.worldList.push(world);
|
|
// };
|
|
|
|
activate_world = function (world, on_finished, dontDestroyOldWorld) {
|
|
if (dontDestroyOldWorld) {
|
|
world.activate(this.webglScene, null, on_finished);
|
|
} else {
|
|
var old_world = this.world; // current world, should we get current world later?
|
|
this.world = world; // swich when everything is ready. otherwise data.world is half-baked, causing mysterious problems.
|
|
|
|
world.activate(
|
|
this.webglMainScene,
|
|
function () {
|
|
if (old_world) old_world.unload();
|
|
},
|
|
on_finished
|
|
);
|
|
}
|
|
};
|
|
|
|
meta = {}; //meta data
|
|
|
|
getMetaBySceneName = (sceneName) => {
|
|
return this.meta[sceneName];
|
|
};
|
|
|
|
get_current_world_scene_meta() {
|
|
return this.getMetaBySceneName(this.world.frameInfo.scene);
|
|
}
|
|
|
|
readSceneMetaData(sceneName) {
|
|
let self = this;
|
|
return new Promise(function (resolve, reject) {
|
|
let xhr = new XMLHttpRequest();
|
|
|
|
xhr.onreadystatechange = function () {
|
|
if (this.readyState != 4) return;
|
|
|
|
if (this.status == 200) {
|
|
let sceneMeta = JSON.parse(this.responseText);
|
|
self.meta[sceneName] = sceneMeta;
|
|
resolve(sceneMeta);
|
|
}
|
|
};
|
|
|
|
xhr.open("GET", `${request}/scenemeta?scene=${sceneName}`, true);
|
|
xhr.send();
|
|
});
|
|
}
|
|
}
|
|
|
|
export { Data };
|