This commit is contained in:
2026-04-24 19:17:31 +08:00
parent 6c94559383
commit 01fdc0ee37
18 changed files with 696 additions and 196 deletions

198
src/babylonjs/AppDomTo3D.ts Normal file
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@ -0,0 +1,198 @@
import { Vector3, Matrix } from '@babylonjs/core/Maths/math.vector';
import { Scene } from '@babylonjs/core/scene';
import { Camera } from '@babylonjs/core/Cameras/camera';
import { Monobehiver } from '../base/Monobehiver';
import { PointerEventTypes, PointerInfo } from '@babylonjs/core';
interface DomElement {
dom: HTMLElement;
position: Vector3;
offset?: { x: number; y: number };
visible: boolean;
}
/**
* DOM 2D转3D坐标管理类
* 将DOM元素固定在3D场景的特定坐标上
*/
export class AppDomTo3D extends Monobehiver {
private domElements: Map<string, DomElement>;
private scene: Scene | null;
private camera: Camera | null;
private pointerDownPos: Vector3;
private pointerUpPos: Vector3;
constructor(mainApp: any) {
super(mainApp);
this.domElements = new Map();
this.scene = null;
this.camera = null;
this.pointerDownPos = Vector3.Zero();
this.pointerUpPos = Vector3.Zero();
}
/**
* 初始化
*/
init(): void {
this.scene = this.mainApp.appScene.object;
this.camera = this.mainApp.appCamera.object;
// 监听场景点击事件点击空白处隐藏DOM
if (this.scene) {
this.scene.onPointerObservable.add((pointerInfo: PointerInfo) => {
const { type, event, pickInfo } = pointerInfo;
if (type === PointerEventTypes.POINTERDOWN) {
this.pointerDownPos.set(event.clientX, 0, event.clientY);
} else if (type === PointerEventTypes.POINTERUP) {
this.pointerUpPos.set(event.clientX, 0, event.clientY);
const distance = Vector3.Distance(this.pointerDownPos, this.pointerUpPos);
// 只有在没有移动的情况下才处理单击距离小于5像素
if (distance < 5) {
// 如果没有点击到任何物体隐藏所有DOM
if (!pickInfo || !pickInfo.hit) {
this.hideAll();
}
}
}
});
}
}
/**
* 添加DOM元素到3D坐标
* @param id 唯一标识符
* @param dom DOM元素
* @param position 3D坐标 [x, y, z]
* @param offset 2D偏移量 { x, y },可选
*/
attach(id: string, dom: HTMLElement, position: [number, number, number], offset?: { x: number; y: number }): void {
const vector3 = new Vector3(position[0], position[1], position[2]);
// 设置DOM样式
dom.style.position = 'absolute';
dom.style.pointerEvents = 'auto';
dom.style.zIndex = '1000';
dom.style.display = 'block';
// 存储DOM元素信息
this.domElements.set(id, {
dom,
position: vector3,
offset: offset || { x: 0, y: 0 },
visible: true
});
// 立即更新一次位置
this.updateSingleDomPosition(id);
}
/**
* 移除DOM元素
* @param id 唯一标识符
*/
detach(id: string): void {
const element = this.domElements.get(id);
if (element) {
element.dom.style.display = 'none';
this.domElements.delete(id);
}
}
/**
* 更新DOM元素的3D坐标
* @param id 唯一标识符
* @param position 新的3D坐标 [x, y, z]
*/
updatePosition(id: string, position: [number, number, number]): void {
const element = this.domElements.get(id);
if (element) {
element.position.set(position[0], position[1], position[2]);
}
}
/**
* 更新所有DOM元素的位置
*/
updateDomPositions(): void {
this.domElements.forEach((_, id) => {
this.updateSingleDomPosition(id);
});
}
/**
* 更新单个DOM元素的位置
*/
private updateSingleDomPosition(id: string): void {
const element = this.domElements.get(id);
if (!element || !this.scene || !this.camera) return;
const { dom, position, offset, visible } = element;
// 如果标记为不可见,直接隐藏
if (!visible) {
dom.style.display = 'none';
return;
}
// 将3D坐标转换为2D屏幕坐标
const engine = this.scene.getEngine();
const width = engine.getRenderWidth();
const height = engine.getRenderHeight();
// 使用正确的矩阵:单位矩阵 + 变换矩阵
const worldMatrix = Matrix.Identity();
const transformMatrix = this.scene.getTransformMatrix();
const viewport = this.camera.viewport.toGlobal(width, height);
const screenPos = Vector3.Project(
position,
worldMatrix,
transformMatrix,
viewport
);
// 检查是否在相机视野内
if (screenPos.z < 0 || screenPos.z > 1) {
console.log('DOM 不在视野内,隐藏');
dom.style.display = 'none';
return;
}
// 应用偏移量并更新DOM位置
dom.style.display = 'block';
dom.style.left = `${screenPos.x + (offset?.x || 0)}px`;
dom.style.top = `${screenPos.y + (offset?.y || 0)}px`;
}
/**
* 清理所有DOM元素
*/
clean(): void {
this.domElements.forEach((element) => {
element.dom.style.display = 'none';
});
this.domElements.clear();
}
/**
* 获取所有已附加的DOM元素ID列表
*/
getAttachedIds(): string[] {
return Array.from(this.domElements.keys());
}
/**
* 隐藏所有DOM元素
*/
hideAll(): void {
console.log('hideAll 被调用,当前元素数量:', this.domElements.size);
this.domElements.forEach((element, id) => {
console.log('隐藏元素:', id, element.dom);
element.visible = false;
element.dom.style.display = 'none';
});
}
}

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@ -2,7 +2,6 @@ import { ImportMeshAsync, ISceneLoaderProgressEvent } from '@babylonjs/core/Load
import '@babylonjs/loaders/glTF';
import { AbstractMesh } from '@babylonjs/core/Meshes/abstractMesh';
import { Scene } from '@babylonjs/core/scene';
import { ActionManager, ExecuteCodeAction } from '@babylonjs/core/Actions';
import { Monobehiver } from '../base/Monobehiver';
import { Dictionary } from '../utils/Dictionary';
import { AppConfig } from './AppConfig';
@ -15,75 +14,37 @@ type LoadResult = {
error?: string;
};
type ModelConfig = {
name: string;
url: string;
};
/**
* 模型管理类- 负责加载、缓存和管理3D模型
* 模型管理类 - 负责加载、缓存和管理3D模型
*/
export class AppModel extends Monobehiver {
private modelDic: Dictionary<AbstractMesh>;
private modelDic: Dictionary<AbstractMesh[]>;
private loadedMeshes: AbstractMesh[];
private skeletonManager: any;
private outfitManager: any;
private isLoading: boolean;
private skeletonMerged: boolean;
constructor(mainApp: any) {
super(mainApp);
this.modelDic = new Dictionary<AbstractMesh>();
this.modelDic = new Dictionary<AbstractMesh[]>();
this.loadedMeshes = [];
this.skeletonManager = null;
this.outfitManager = null;
this.isLoading = false;
this.skeletonMerged = false;
}
/** 初始化子管理器(占位:实际实现已移除) */
initManagers(): void {
// 这里原本会初始化 SkeletonManager 和 OutfitManager已留空以避免恢复已删除的实现
// 预留接口
}
/** 加载配置中的所有模型 */
async loadModel(): Promise<void> {
if (!AppConfig.modelUrlList?.length || this.isLoading) return;
this.isLoading = true;
try {
const total = AppConfig.modelUrlList.length;
EventBridge.modelLoadProgress({ loaded: 0, total, urls: AppConfig.modelUrlList, progress: 0, percentage: 0 });
for (let i = 0; i < AppConfig.modelUrlList.length; i++) {
const url = AppConfig.modelUrlList[i];
const handleProgress = (event: ISceneLoaderProgressEvent): void => {
const currentProgress = event.lengthComputable && event.total > 0
? Math.min(1, event.loaded / event.total)
: 0;
const overallProgress = Math.min(1, (i + currentProgress) / total);
EventBridge.modelLoadProgress({
loaded: i + currentProgress,
total,
url,
progress: overallProgress,
percentage: Number((overallProgress * 100).toFixed(2)),
detail: {
url,
lengthComputable: event.lengthComputable,
loadedBytes: event.loaded,
totalBytes: event.total
}
});
};
const result = await this.loadSingleModel(url, handleProgress);
const overallProgress = Math.min(1, (i + 1) / total);
EventBridge.modelLoadProgress({
loaded: i + 1,
total,
url,
success: result.success,
progress: overallProgress,
percentage: Number((overallProgress * 100).toFixed(2))
});
if (!result.success) {
EventBridge.modelLoadError({ url, error: result.error });
}
}
await this.loadMultipleModels(AppConfig.modelUrlList);
EventBridge.modelLoaded({ urls: AppConfig.modelUrlList });
} finally {
this.isLoading = false;
@ -91,19 +52,74 @@ export class AppModel extends Monobehiver {
}
/**
* 加载单个模型
* @param modelUrl 模型URL
* 批量加载模型(内部方法)
* @param urls 模型URL数组
*/
async loadSingleModel(modelUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void): Promise<LoadResult> {
private async loadMultipleModels(urls: string[]): Promise<void> {
const total = urls.length;
EventBridge.modelLoadProgress({ loaded: 0, total, urls, progress: 0, percentage: 0 });
for (let i = 0; i < urls.length; i++) {
const url = urls[i];
const result = await this.loadSingleModel(url, (event) => {
this.emitProgress(i, total, url, event);
});
this.emitProgress(i + 1, total, url, null, result.success);
if (!result.success) {
EventBridge.modelLoadError({ url, error: result.error });
}
}
}
/**
* 发送加载进度事件
*/
private emitProgress(
loaded: number,
total: number,
url: string,
event: ISceneLoaderProgressEvent | null,
success?: boolean
): void {
const currentProgress = event?.lengthComputable && event.total > 0
? Math.min(1, event.loaded / event.total)
: 0;
const overallProgress = Math.min(1, (loaded + (event ? currentProgress : 0)) / total);
EventBridge.modelLoadProgress({
loaded: loaded + (event ? currentProgress : 0),
total,
url,
success,
progress: overallProgress,
percentage: Number((overallProgress * 100).toFixed(2)),
detail: event ? {
url,
lengthComputable: event.lengthComputable,
loadedBytes: event.loaded,
totalBytes: event.total
} : undefined
});
}
/**
* 加载单个模型文件
* @param modelUrl 模型URL
* @param onProgress 进度回调
*/
private async loadSingleModel(
modelUrl: string,
onProgress?: (event: ISceneLoaderProgressEvent) => void
): Promise<LoadResult> {
try {
const scene: Scene | null = this.mainApp.appScene.object;
const scene = this.mainApp.appScene.object;
if (!scene) return { success: false, error: '场景未初始化' };
const result = await ImportMeshAsync(modelUrl, scene, { onProgress });
if (!result?.meshes?.length) return { success: false, error: '未找到网格' };
// 存储根网格(通常是第一个网格)
const rootMesh = result.meshes[0];
this.loadedMeshes.push(...result.meshes);
return { success: true, meshes: result.meshes, skeletons: result.skeletons };
} catch (e: any) {
@ -112,9 +128,20 @@ export class AppModel extends Monobehiver {
}
}
/**
* 克隆模型材质,避免多个模型共享同名材质
* @param meshes 网格数组
* @param modelName 模型名称
*/
private cloneMaterials(meshes: AbstractMesh[], modelName: string): void {
meshes.forEach(mesh => {
if (mesh.material) {
const originalMaterial = mesh.material;
const clonedMaterial = originalMaterial.clone(`${originalMaterial.name}_${modelName}`);
mesh.material = clonedMaterial;
}
});
}
/** 为网格设置阴影(投射和接收) */
setupShadows(meshes: AbstractMesh[]): void {
const appLight = this.mainApp.appLight;
@ -129,64 +156,64 @@ export class AppModel extends Monobehiver {
}
/** 获取缓存的网格 */
getCachedMeshes(url: string): AbstractMesh | undefined {
return this.modelDic.Get(url);
getCachedMeshes(name: string): AbstractMesh[] | undefined {
return this.modelDic.Get(name);
}
/** 清理所有资源 */
clean(): void {
this.modelDic.Clear();
this.loadedMeshes.forEach(m => m?.dispose());
this.loadedMeshes = [];
this.skeletonManager?.clean();
this.outfitManager?.clean();
this.isLoading = false;
this.skeletonMerged = false;
}
/**
* 添加模型到场景
* @param modelName 模型名称(用于后续引用)
* @param modelUrl 模型URL路径
* 添加模型到场景(支持单个或批量)
* @param modelName 模型名称 或 模型配置数组
* @param modelUrl 模型URL(单个模型时使用)
*/
async add(modelName: string, modelUrl: string): Promise<LoadResult> {
// 检查是否已经存在该模型
const existingMesh = this.modelDic.Get(modelName);
if (existingMesh && !existingMesh.isDisposed()) {
console.log(`模型 ${modelName} 已存在,直接显示`);
existingMesh.setEnabled(true);
existingMesh.getChildMeshes().forEach(child => child.setEnabled(true));
return { success: true, meshes: [existingMesh, ...existingMesh.getChildMeshes()] };
async add(
modelName: string | ModelConfig[],
modelUrl?: string
): Promise<LoadResult | { success: boolean; results: LoadResult[] }> {
// 批量加载
if (Array.isArray(modelName)) {
return await this.addMultiple(modelName);
}
const handleProgress = (event: ISceneLoaderProgressEvent): void => {
const progress = event.lengthComputable && event.total > 0
? Math.min(1, event.loaded / event.total)
: 0;
EventBridge.modelLoadProgress({
loaded: progress,
total: 1,
url: modelUrl,
progress,
percentage: Number((progress * 100).toFixed(2)),
detail: {
url: modelUrl,
lengthComputable: event.lengthComputable,
loadedBytes: event.loaded,
totalBytes: event.total
}
});
};
// 单个加载
if (!modelUrl) {
return { success: false, error: '缺少模型URL参数' };
}
const result = await this.loadSingleModel(modelUrl, handleProgress);
return await this.addSingle(modelName, modelUrl);
}
/**
* 添加单个模型
*/
private async addSingle(modelName: string, modelUrl: string): Promise<LoadResult> {
// 检查是否已存在
const existingMeshes = this.modelDic.Get(modelName);
if (existingMeshes?.length && !existingMeshes[0].isDisposed()) {
console.log(`模型 ${modelName} 已存在,直接显示`);
this.showMeshes(existingMeshes);
return { success: true, meshes: existingMeshes };
}
// 加载模型
const result = await this.loadSingleModel(modelUrl, (event) => {
this.emitSingleProgress(modelUrl, event);
});
if (result.success && result.meshes) {
// 使用modelName作为key存储根网格
const rootMesh = result.meshes[0];
this.modelDic.Set(modelName, rootMesh);
this.cloneMaterials(result.meshes, modelName);
this.modelDic.Set(modelName, result.meshes);
// 更新 GameManager 的字典
this.mainApp.gameManager?.updateDictionaries();
EventBridge.modelLoaded({ urls: [modelUrl] });
} else {
EventBridge.modelLoadError({ url: modelUrl, error: result.error });
@ -196,33 +223,128 @@ export class AppModel extends Monobehiver {
}
/**
* 替换模型:销毁旧模型并加载新模型
* @param modelName 要替换的模型名称
* @param newModelUrl 新模型的URL路径
* 批量添加模型
*/
private async addMultiple(models: ModelConfig[]): Promise<{ success: boolean; results: LoadResult[] }> {
const total = models.length;
const results: LoadResult[] = [];
EventBridge.modelLoadProgress({ loaded: 0, total, progress: 0, percentage: 0 });
for (let i = 0; i < models.length; i++) {
const { name, url } = models[i];
const result = await this.loadSingleModel(url, (event) => {
this.emitProgress(i, total, url, event);
});
if (result.success && result.meshes) {
this.cloneMaterials(result.meshes, name);
this.modelDic.Set(name, result.meshes);
}
results.push(result);
this.emitProgress(i + 1, total, url, null, result.success);
}
// 批量加载完成后统一更新字典
this.mainApp.gameManager?.updateDictionaries();
EventBridge.modelLoaded({ urls: models.map(m => m.url) });
return {
success: results.every(r => r.success),
results
};
}
/**
* 显示网格
*/
private showMeshes(meshes: AbstractMesh[]): void {
meshes.forEach(mesh => {
mesh.setEnabled(true);
mesh.getChildMeshes().forEach(child => child.setEnabled(true));
});
}
/**
* 发送单个模型加载进度
*/
private emitSingleProgress(url: string, event: ISceneLoaderProgressEvent): void {
const progress = event.lengthComputable && event.total > 0
? Math.min(1, event.loaded / event.total)
: 0;
EventBridge.modelLoadProgress({
loaded: progress,
total: 1,
url,
progress,
percentage: Number((progress * 100).toFixed(2)),
detail: {
url,
lengthComputable: event.lengthComputable,
loadedBytes: event.loaded,
totalBytes: event.total
}
});
}
/**
* 根据 mesh 查找所属的模型名称
* @param mesh 网格对象
* @returns 模型名称,未找到返回 undefined
*/
findModelNameByMesh(mesh: AbstractMesh): string | undefined {
const keys = this.modelDic.Keys();
for (const key of keys) {
const meshes = this.modelDic.Get(key);
if (meshes?.some(m => m === mesh || m.uniqueId === mesh.uniqueId)) {
return key;
}
}
return undefined;
}
/**
* 根据 mesh 移除所属的整个模型
* @param mesh 网格对象
* @returns 是否成功移除
*/
remove(mesh: AbstractMesh): boolean {
const modelName = this.findModelNameByMesh(mesh);
if (modelName) {
this.removeByName(modelName);
return true;
}
console.warn('未找到该 mesh 所属的模型');
return false;
}
/**
* 替换模型
* @param modelName 模型名称
* @param newModelUrl 新模型URL
*/
async replaceModel(modelName: string, newModelUrl: string): Promise<LoadResult> {
// 先销毁旧模型
this.remove(modelName);
// 加载新模型
return await this.add(modelName, newModelUrl);
this.removeByName(modelName);
return await this.addSingle(modelName, newModelUrl);
}
/**
* 销毁指定模型
* @param modelName 模型名称
*/
remove(modelName: string): void {
const mesh = this.modelDic.Get(modelName);
if (mesh) {
// 隐藏网格而不是销毁,以便后续可以重新显示
mesh.setEnabled(false);
mesh.getChildMeshes().forEach(child => child.setEnabled(false));
console.log(`Model hidden: ${modelName}`);
} else {
removeByName(modelName: string): void {
const meshes = this.modelDic.Get(modelName);
if (!meshes?.length) {
console.warn(`Model not found: ${modelName}`);
return;
}
}
meshes.forEach(mesh => mesh.dispose());
this.modelDic.Remove(modelName);
console.log(`Model removed: ${modelName}`);
}
}

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@ -9,6 +9,7 @@ import {
StandardMaterial,
HighlightLayer,
PointerInfo,
ElasticEase,
} from '@babylonjs/core'
import { MainApp } from './MainApp'
import { Monobehiver } from '../base/Monobehiver';
@ -80,11 +81,25 @@ class AppRay extends Monobehiver {
// const isSpriteHotspotClick = this.mainApp.appHotspot?.handleSpritePick();
// if (isSpriteHotspotClick) return;
if (pickInfo && pickInfo.pickedMesh) {
if (pickInfo && pickInfo.hit && pickInfo.pickedMesh && pickInfo.pickedPoint) {
// 检查是否点击的是热点
if (pickInfo.pickedMesh.metadata?.type === 'hotspot') {
return;
}
const materialName = pickInfo.pickedMesh.material?.name || '';
EventBridge.modelClick({
meshName: pickInfo.pickedMesh.name,
pickedMesh: pickInfo.pickedMesh,
pickedPoint: pickInfo.pickedPoint,
materialName: materialName,
});
}
else{
console.log(1111);
this.mainApp.appDomTo3D.hideAll()
}
}

View File

@ -72,28 +72,35 @@ export class GameManager extends Monobehiver {
return;
}
// 初始化材质字典
// 初始化材质和网格字典
this.updateDictionaries();
this.cacheRollerDoorMeshes();
console.log('材质字典:', this.materialDic);
this.setRollerDoorScale("Box006.001", new Vector3(0.12, 0.02, 0.118));
this.setRollerDoorScale("Box005.001", new Vector3(0.13, 0.02, 0.12));
}
/**
* 更新材质和网格字典(从场景中同步)
*/
updateDictionaries(): void {
const scene = this.mainApp.appScene?.object;
if (!scene) return;
// 更新材质字典
for (const mat of scene.materials) {
if (!this.materialDic.Has(mat.name)) {
// 初始化材质属性
// mat.transparencyMode = PBRMaterial.PBRMATERIAL_ALPHABLEND;
this.materialDic.Set(mat.name, mat as PBRMaterial);
}
}
// 初始化网格字典
// 更新网格字典
for (const mesh of scene.meshes) {
if (mesh instanceof Mesh) {
if (mesh instanceof Mesh && !this.meshDic.Has(mesh.name)) {
this.meshDic.Set(mesh.name, mesh);
}
}
this.cacheRollerDoorMeshes();
console.log('材质字典:', this.materialDic);
this.setRollerDoorScale("Box006.001", new Vector3(0.12,0.02,0.118));
// 单独设置 Box005.001 的缩放为 (1, 2, 1)
this.setRollerDoorScale("Box005.001", new Vector3(0.13,0.02,0.12));
}
/** 初始化设置材质 */
@ -760,11 +767,14 @@ export class GameManager extends Monobehiver {
// 3. 应用材质到目标网格
targetMaterials.forEach(material => {
if (material[attribute]) {
if (attribute === 'baseColor' && typeof value === 'string') {
// 如果是 baseColor 且值是字符串16进制颜色转换为 Color3
material.albedoColor = Color3.FromHexString(value);
console.log(`Applying baseColor ${value} to material: ${material.name}`);
} else if (material[attribute]) {
material[attribute] = value;
console.log(`Applying attribute ${attribute} to ${value} to mesh: ${material.name}`);
}
console.log(`Applying attribute ${attribute} to ${value} to mesh: ${material.name}`);
// 这里需要根据实际的材质系统实现
});
}
}

View File

@ -14,6 +14,7 @@ import { AppRay } from './AppRay';
import { GameManager } from './GameManager';
import { EventBridge } from '../event/bridge';
import { AppHotspot } from './AppHotspot';
import { AppDomTo3D } from './AppDomTo3D';
/**
* 主应用类 - 3D场景的核心控制器
@ -28,6 +29,7 @@ export class MainApp {
appEnv: AppEnv;
appRay: AppRay;
appHotspot: AppHotspot;
appDomTo3D: AppDomTo3D;
gameManager: GameManager;
@ -40,6 +42,7 @@ export class MainApp {
this.appEnv = new AppEnv(this);
this.appRay = new AppRay(this);
this.appHotspot = new AppHotspot(this);
this.appDomTo3D = new AppDomTo3D(this);
this.gameManager = new GameManager(this);
window.addEventListener("resize", () => this.appEngin.handleResize());
@ -58,6 +61,7 @@ export class MainApp {
async loadModel(): Promise<void> {
await this.appModel.loadModel();
await this.gameManager.Awake();
console.log(1111111111111111111111);
EventBridge.allReady({ scene: this.appScene.object });
}
@ -68,7 +72,8 @@ export class MainApp {
this.appCamera.Awake();
this.appLight.Awake();
this.appEnv.Awake();
this.appRay.Awake()
this.appRay.Awake();
this.appDomTo3D.init();
this.appModel.initManagers();
this.update();
EventBridge.sceneReady({ scene: this.appScene.object });
@ -80,6 +85,7 @@ export class MainApp {
this.appEngin.object.runRenderLoop(() => {
this.appScene.object?.render();
this.appCamera.update();
this.appDomTo3D.updateDomPositions();
});
}