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This commit is contained in:
15
index.html
15
index.html
@ -352,10 +352,15 @@
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</div>
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<div class="category-content">
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<div class="option-group">
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<button class="option-btn" data-option="color-1">SPF111S1010C</button>
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<button class="option-btn" data-option="color-2">SPF111S1010W</button>
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13
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<button class="option-btn" data-option="color-1">SPF111S1013W</button>
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<button class="option-btn" data-option="color-2">SPF111S1013C</button>
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<button class="option-btn" data-option="color-3">SPF111S1013TA</button>
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10
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<button class="option-btn" data-option="color-1">SPF111S1010W</button>
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<button class="option-btn" data-option="color-2">SPF111S1010C</button>
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<button class="option-btn" data-option="color-3">SPF111S1010TA</button>
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<button class="option-btn" data-option="color-4">木色</button>
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</div>
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</div>
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</div>
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@ -749,9 +754,13 @@
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// 移除按钮事件
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document.getElementById('remove-model-btn').addEventListener('click', () => {
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const pickedMesh = window.getCurrentPickedMesh();
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console.log(pickedMesh);
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if (pickedMesh) {
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const meshName = pickedMesh.name;
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const modelName = kernel.model.findModelNameByMesh(pickedMesh);
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console.log(modelName);
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const success = kernel.model.removeByName(modelName);
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if (success) {
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console.log('模型已移除');
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@ -268,9 +268,9 @@ export class AppModel extends Monobehiver {
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*/
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private async addSingle(modelName: string, modelId: string, modelUrl: string, modelControlType?: ModelControlType, drag?: DragConfig, transform?: ModelTransform): Promise<LoadResult> {
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// 检查是否已存在
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const existingMeshes = this.modelDic.Get(modelName+'_'+modelId);
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const existingMeshes = this.modelDic.Get(modelName + '_' + modelId);
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if (existingMeshes?.length && !existingMeshes[0].isDisposed()) {
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console.log(`模型 ${modelName+modelId} 已存在,直接显示`);
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console.log(`模型 ${modelName + modelId} 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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@ -285,11 +285,11 @@ export class AppModel extends Monobehiver {
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this.cloneMaterials(result.meshes, modelId);
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// 存储模型
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result.meshes = this.createModelRoot(modelName+'_'+modelId, result.meshes);
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this.modelDic.Set(modelName+'_'+modelId, result.meshes);
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result.meshes = this.createModelRoot(modelName + '_' + modelId, result.meshes);
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this.modelDic.Set(modelName + '_' + modelId, result.meshes);
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// 存储元数据
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this.modelMetadataDic.Set(modelName+'_'+modelId, {
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this.modelMetadataDic.Set(modelName + '_' + modelId, {
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modelName: modelName,
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modelId: modelId,
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modelUrl: modelUrl,
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@ -300,12 +300,12 @@ export class AppModel extends Monobehiver {
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// 应用 transform
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if (transform) {
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this.applyTransform(modelName+'_'+modelId, transform);
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this.applyTransform(modelName + '_' + modelId, transform);
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}
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// 配置拖拽功能
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if (drag) {
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this.mainApp.appModelDrag?.configureDrag(modelName+'_'+modelId, drag);
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this.mainApp.appModelDrag?.configureDrag(modelName + '_' + modelId, drag);
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}
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// 更新 GameManager 的字典
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@ -340,10 +340,10 @@ export class AppModel extends Monobehiver {
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this.cloneMaterials(result.meshes, modelId);
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result.meshes = this.createModelRoot(modelName, result.meshes);
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this.modelDic.Set(modelName+'_'+modelId, result.meshes);
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this.modelDic.Set(modelName + '_' + modelId, result.meshes);
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// 存储元数据
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this.modelMetadataDic.Set(modelName+'_'+modelId, {
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this.modelMetadataDic.Set(modelName + '_' + modelId, {
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modelName: modelName,
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modelId: modelId,
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modelUrl: modelUrl,
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@ -354,12 +354,12 @@ export class AppModel extends Monobehiver {
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// 应用 transform
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if (transform) {
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this.applyTransform(modelName+'_'+modelId, transform);
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this.applyTransform(modelName + '_' + modelId, transform);
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}
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// 配置拖拽功能
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if (drag) {
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this.mainApp.appModelDrag?.configureDrag(modelName+'_'+modelId, drag);
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this.mainApp.appModelDrag?.configureDrag(modelName + '_' + modelId, drag);
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}
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}
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@ -436,11 +436,6 @@ export class AppModel extends Monobehiver {
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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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meshes.forEach(mesh => {
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console.log(mesh.uniqueId);
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console.log(mesh.name);
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});
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if (meshes?.some(m => m === mesh || m.uniqueId === mesh.uniqueId)) {
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return key;
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@ -501,18 +496,18 @@ export class AppModel extends Monobehiver {
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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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removeByName(modelName: string): void {
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removeByName(modelName: string): boolean {
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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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return false;
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}
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this.getModelTransformTargets(meshes).forEach(mesh => mesh.dispose(false, true));
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this.modelDic.Remove(modelName);
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this.modelMetadataDic.Remove(modelName);
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this.mainApp.gameManager?.updateDictionaries();
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return true;
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}
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@ -34,8 +34,8 @@ export class KernelAdapter {
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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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removeByName: (modelName: string): void => {
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this.mainApp.appModel.removeByName(modelName);
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removeByName: (modelName: string): boolean => {
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return this.mainApp.appModel.removeByName(modelName);
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},
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/**
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* 根据网格移除所属的整个模型
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