diff --git a/index.html b/index.html
index 1217ab8..04df6c1 100644
--- a/index.html
+++ b/index.html
@@ -83,10 +83,10 @@
// 切换卷帘门开关
kernel.door.toggle({ speed: 1.2 });
- // Y轴剖切,调整这个高度值来找到合适的剖切位置
- const clipHeight = 30; // 增加高度,原来是3.5
+ // Y轴剖切,只作用于卷帘门网格,保留下方,剖掉上方
+ const clipHeight = 28; // 调整这个值找到合适的剖切高度
console.log('设置剖切:', clipHeight);
- kernel.clipping.setY(clipHeight, true);
+ kernel.clipping.setY(clipHeight, true, ['Box005.001', 'Box006.001']);
// 验证剖切是否生效
setTimeout(() => {
diff --git a/src/babylonjs/GameManager.ts b/src/babylonjs/GameManager.ts
index 5c5af15..3ba3e28 100644
--- a/src/babylonjs/GameManager.ts
+++ b/src/babylonjs/GameManager.ts
@@ -74,7 +74,7 @@ export class GameManager extends Monobehiver {
for (const mat of scene.materials) {
if (!this.materialDic.Has(mat.name)) {
// 初始化材质属性
- mat.transparencyMode = PBRMaterial.PBRMATERIAL_ALPHABLEND;
+ // mat.transparencyMode = PBRMaterial.PBRMATERIAL_ALPHABLEND;
this.materialDic.Set(mat.name, mat as PBRMaterial);
}
}
@@ -390,9 +390,28 @@ export class GameManager extends Monobehiver {
const targets = this.rollerDoorMeshes.map(mesh => {
const baseY = this.rollerDoorInitialY.get(mesh.name) ?? mesh.position.y;
- const targetY = open ? (options?.upY ?? baseY + 3) : (options?.downY ?? baseY);
+ let targetY: number;
+
+ if (open) {
+ // 上升时:如果指定了绝对高度就用绝对高度,否则用相对高度
+ if (options?.upY !== undefined) {
+ targetY = options.upY;
+ } else {
+ // 找到所有门中最高的初始位置,让所有门都升到这个高度+3
+ const maxBaseY = Math.max(...this.rollerDoorMeshes.map(m =>
+ this.rollerDoorInitialY.get(m.name) ?? m.position.y
+ ));
+ targetY = maxBaseY + 3;
+ }
+ } else {
+ // 下降时:回到各自的初始位置
+ targetY = options?.downY ?? baseY;
+ }
+
const direction = targetY >= mesh.position.y ? 1 : -1;
- return { mesh, targetY, direction };
+ const distance = Math.abs(targetY - mesh.position.y);
+ console.log(`[door] ${mesh.name}: current=${mesh.position.y.toFixed(2)}, target=${targetY.toFixed(2)}, distance=${distance.toFixed(2)}`);
+ return { mesh, targetY, direction, distance };
});
const alreadyAtTarget = targets.every(({ mesh, targetY }) => Math.abs(mesh.position.y - targetY) < 0.001);
@@ -401,17 +420,23 @@ export class GameManager extends Monobehiver {
return;
}
+ // 找到最大移动距离,用于计算统一的移动时间
+ const maxDistance = Math.max(...targets.map(t => t.distance), 0.001);
+
this.rollerDoorIsOpen = open;
this.stopRollerDoorAnimation();
this.rollerDoorObserver = scene.onBeforeRenderObservable.add(() => {
const dt = scene.getEngine().getDeltaTime() / 1000;
- const step = speed * dt;
let finished = true;
for (const item of targets) {
const current = item.mesh.position.y;
const dir = item.direction;
+
+ // 根据每个门的移动距离占比调整速度,确保同时到达
+ const speedMultiplier = item.distance / maxDistance;
+ const step = speed * dt * speedMultiplier;
let next = current + dir * step;
if ((dir > 0 && next >= item.targetY) || (dir < 0 && next <= item.targetY)) {
@@ -437,7 +462,7 @@ export class GameManager extends Monobehiver {
/**
* 设置基于 Y 轴的剖切平面,keepAbove=true 时保留平面以上部分
- * 使用场景级别的 clipPlane,作用于所有网格
+ * onlyMeshNames 指定只作用于哪些网格,其他网格不受影响
*/
setYAxisClip(
height: number,
@@ -453,13 +478,15 @@ export class GameManager extends Monobehiver {
const normal = new Vector3(0, keepAbove ? 1 : -1, 0);
this.yClipPlane = Plane.FromPositionAndNormal(new Vector3(0, height, 0), normal);
- // 直接设置场景的剖切平面,作用于所有网格
- scene.clipPlane = this.yClipPlane;
+ // 如果指定了特定网格,只对这些网格应用剖切
+ if (onlyMeshNames?.length) {
+ this.applyClipPlaneToMeshes(this.yClipPlane, onlyMeshNames);
+ } else {
+ // 否则使用场景级别的剖切,作用于所有网格
+ scene.clipPlane = this.yClipPlane;
+ }
- // 创建可视化平面
- this.createClipPlaneVisualization(height, scene);
-
- console.log('[clipping] Scene clipPlane set:', { height, keepAbove, normal: normal.asArray() });
+ console.log('[clipping] Scene clipPlane set:', { height, keepAbove, normal: normal.asArray(), targets: onlyMeshNames || 'all' });
}
/** 关闭 Y 轴剖切 */
@@ -471,11 +498,13 @@ export class GameManager extends Monobehiver {
this.yClipPlane = null;
this.yClipTargets = null;
- // 移除可视化平面
- if (this.clipPlaneVisualization) {
- this.clipPlaneVisualization.dispose();
- this.clipPlaneVisualization = null;
- }
+ // 清除所有网格材质上的 clipPlane
+ this.meshDic.Values().forEach((mesh) => {
+ const mat = mesh.material as any;
+ if (mat && 'clipPlane' in mat) {
+ mat.clipPlane = null;
+ }
+ });
}
private cacheRollerDoorMeshes(customNames?: string[]): void {
@@ -502,27 +531,34 @@ export class GameManager extends Monobehiver {
this.rollerDoorObserver = null;
}
- /** 创建剖切平面的可视化 */
- private createClipPlaneVisualization(height: number, scene: Scene): void {
- // 移除旧的可视化平面
- if (this.clipPlaneVisualization) {
- this.clipPlaneVisualization.dispose();
+ /** 将 clipPlane 只作用到指定网格的材质 */
+ private applyClipPlaneToMeshes(plane: Plane, targetNames: string[]): void {
+ const targetSet = new Set(targetNames);
+ let appliedCount = 0;
+
+ this.meshDic.Values().forEach((mesh) => {
+ const mat = mesh.material as any;
+ if (!mat) {
+ console.log('[clipping] Mesh has no material:', mesh.name);
+ return;
+ }
+
+ if (targetSet.has(mesh.name)) {
+ // 目标网格:应用剖切
+ mat.clipPlane = plane;
+ appliedCount++;
+ console.log('[clipping] Applied to mesh:', mesh.name, 'material:', mat.name);
+ } else {
+ // 非目标网格:清除剖切
+ mat.clipPlane = null;
+ }
+ });
+
+ console.log('[clipping] Total meshes processed:', this.meshDic.Keys().length, 'Applied to:', appliedCount);
+ if (appliedCount === 0) {
+ console.warn('[clipping] No meshes found with names:', targetNames);
+ console.log('[clipping] Available mesh names:', this.meshDic.Keys());
}
-
- // 创建一个半透明的平面网格
- const plane = Mesh.CreatePlane("clipPlaneVisualization", 20, scene);
- plane.position.y = height;
- plane.rotation.x = Math.PI / 2; // 旋转使其水平
-
- // 创建半透明红色材质
- const mat = new PBRMaterial("clipPlaneMat", scene);
- mat.albedoColor = new Color3(1, 0, 0); // 红色
- mat.alpha = 0.3; // 半透明
- mat.backFaceCulling = false; // 双面显示
- plane.material = mat;
-
- this.clipPlaneVisualization = plane;
- console.log('[clipping] Visualization plane created at height:', height);
}
/** 获取公共URL */