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