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src/babylonjs/AppPlacementWall.ts
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331
src/babylonjs/AppPlacementWall.ts
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import { Scene, Mesh, MeshBuilder, StandardMaterial, Color3, Vector3 } from '@babylonjs/core';
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/**
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* 墙面配置 - 定义一个垂直面的起始和结束坐标
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*/
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export interface WallConfig {
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name: string; // 墙面名称(如 "front", "back", "left", "right")
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startPoint: Vector3; // 起始点坐标(左下角)
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endPoint: Vector3; // 结束点坐标(右下角)
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height: number; // 墙面高度
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divisions: number; // 分割数(将这个面分成几块)
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}
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/**
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* 放置区域配置
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*/
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export interface PlacementAreaConfig {
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walls: WallConfig[]; // 墙面数组(可以定义1-N个面)
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color?: string; // 颜色(十六进制)
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alpha?: number; // 透明度
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thickness?: number; // 厚度
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showBorder?: boolean; // 是否显示边框
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borderColor?: string; // 边框颜色
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}
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/**
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* 单个放置区域的信息
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*/
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export interface PlacementZoneInfo {
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mesh: Mesh; // 放置区域的网格
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wallName: string; // 所属墙面名称
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index: number; // 在该墙面上的索引
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center: Vector3; // 中心点坐标
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width: number; // 宽度
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height: number; // 高度
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normal: Vector3; // 法线方向
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}
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export class AppPlacementWall {
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private scene: Scene;
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private placementZones: PlacementZoneInfo[] = [];
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private borderLines: Mesh[] = [];
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constructor(scene: Scene) {
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this.scene = scene;
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}
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/**
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* 根据墙面配置生成放置区域
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*/
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generatePlacementAreas(config: PlacementAreaConfig): PlacementZoneInfo[] {
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const {
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walls,
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color = '#21c7ff',
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alpha = 0.3,
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thickness = 2,
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showBorder = true,
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borderColor = '#ffffff'
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} = config;
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// 清除之前的放置区域
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this.clearAll();
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const material = this.createMaterial(color, alpha);
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walls.forEach(wall => {
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const zones = this.generateWallZones(wall, material, thickness);
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this.placementZones.push(...zones);
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if (showBorder) {
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this.createWallBorder(wall, borderColor);
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}
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});
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return this.placementZones;
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}
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/**
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* 为单个墙面生成放置区域
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*/
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private generateWallZones(
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wall: WallConfig,
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material: StandardMaterial,
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thickness: number
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): PlacementZoneInfo[] {
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const { name, startPoint, endPoint, height, divisions } = wall;
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// 计算墙面的方向向量和长度
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const direction = endPoint.subtract(startPoint);
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const wallLength = direction.length();
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const normalizedDir = direction.normalize();
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// 计算每块的宽度
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const blockWidth = wallLength / divisions;
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// 计算墙面的法线方向(垂直于墙面,指向外侧)
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const normal = new Vector3(-normalizedDir.z, 0, normalizedDir.x);
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const zones: PlacementZoneInfo[] = [];
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for (let i = 0; i < divisions; i++) {
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// 计算当前块的中心位置
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const offset = blockWidth * (i + 0.5);
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const centerX = startPoint.x + normalizedDir.x * offset;
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const centerY = startPoint.y + height / 2;
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const centerZ = startPoint.z + normalizedDir.z * offset;
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const center = new Vector3(centerX, centerY, centerZ);
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// 创建放置区域平面
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const plane = MeshBuilder.CreatePlane(
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`placement_${name}_${i}`,
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{ width: blockWidth, height: height },
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this.scene
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);
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plane.position = center;
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plane.material = material;
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// 让平面面向法线方向(垂直站立并朝外)
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// 使用 lookAt 让平面面向外侧
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const targetPoint = center.add(normal);
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plane.lookAt(targetPoint);
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// 设置厚度(通过缩放Z轴)
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plane.scaling.z = thickness;
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// 启用拾取
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plane.isPickable = true;
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// 为每个块创建边框
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this.createBlockBorder(name, i, center, blockWidth, height, normalizedDir, normal);
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zones.push({
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mesh: plane,
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wallName: name,
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index: i,
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center: center.clone(),
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width: blockWidth,
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height: height,
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normal: normal.clone()
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});
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}
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return zones;
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}
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/**
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* 为单个块创建边框
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*/
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private createBlockBorder(
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wallName: string,
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index: number,
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center: Vector3,
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width: number,
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height: number,
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direction: Vector3,
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normal: Vector3
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): void {
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const halfWidth = width / 2;
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const halfHeight = height / 2;
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// 计算四个角点
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const bottomLeft = new Vector3(
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center.x - direction.x * halfWidth,
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center.y - halfHeight,
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center.z - direction.z * halfWidth
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);
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const bottomRight = new Vector3(
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center.x + direction.x * halfWidth,
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center.y - halfHeight,
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center.z + direction.z * halfWidth
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);
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const topLeft = new Vector3(
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center.x - direction.x * halfWidth,
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center.y + halfHeight,
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center.z - direction.z * halfWidth
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);
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const topRight = new Vector3(
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center.x + direction.x * halfWidth,
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center.y + halfHeight,
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center.z + direction.z * halfWidth
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);
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// 创建四条边
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const edges = [
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[bottomLeft, bottomRight], // 底边
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[bottomRight, topRight], // 右边
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[topRight, topLeft], // 顶边
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[topLeft, bottomLeft] // 左边
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];
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edges.forEach((edge, edgeIndex) => {
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const line = MeshBuilder.CreateLines(
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`block_border_${wallName}_${index}_${edgeIndex}`,
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{ points: edge },
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this.scene
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);
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line.color = new Color3(1, 1, 1); // 白色
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this.borderLines.push(line);
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});
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}
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/**
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* 创建墙面边框
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*/
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private createWallBorder(wall: WallConfig, color: string): void {
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const { name, startPoint, endPoint, height } = wall;
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// 计算四个角点
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const bottomLeft = startPoint.clone();
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const bottomRight = endPoint.clone();
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const topLeft = new Vector3(startPoint.x, startPoint.y + height, startPoint.z);
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const topRight = new Vector3(endPoint.x, endPoint.y + height, endPoint.z);
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// 创建四条边
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const edges = [
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[bottomLeft, bottomRight], // 底边
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[bottomRight, topRight], // 右边
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[topRight, topLeft], // 顶边
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[topLeft, bottomLeft] // 左边
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];
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const rgb = this.hexToRgb(color);
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const lineColor = new Color3(rgb.r, rgb.g, rgb.b);
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edges.forEach((edge, index) => {
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const line = MeshBuilder.CreateLines(
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`border_${name}_${index}`,
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{ points: edge },
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this.scene
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);
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line.color = lineColor;
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this.borderLines.push(line);
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});
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}
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/**
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* 创建材质
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*/
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private createMaterial(color: string, alpha: number): StandardMaterial {
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const material = new StandardMaterial('placementMaterial', this.scene);
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const rgb = this.hexToRgb(color);
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material.diffuseColor = new Color3(rgb.r, rgb.g, rgb.b);
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material.alpha = alpha;
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material.backFaceCulling = false;
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return material;
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}
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/**
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* 十六进制颜色转RGB
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*/
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private hexToRgb(hex: string): { r: number; g: number; b: number } {
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const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
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return result
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? {
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r: parseInt(result[1], 16) / 255,
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g: parseInt(result[2], 16) / 255,
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b: parseInt(result[3], 16) / 255
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}
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: { r: 0, g: 0, b: 0 };
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}
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/**
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* 获取所有放置区域
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*/
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getPlacementZones(): PlacementZoneInfo[] {
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return this.placementZones;
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}
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/**
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* 根据墙面名称获取放置区域
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*/
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getZonesByWall(wallName: string): PlacementZoneInfo[] {
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return this.placementZones.filter(zone => zone.wallName === wallName);
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}
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/**
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* 根据索引获取特定放置区域
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*/
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getZone(wallName: string, index: number): PlacementZoneInfo | undefined {
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return this.placementZones.find(
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zone => zone.wallName === wallName && zone.index === index
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);
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}
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/**
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* 显示所有放置区域
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*/
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show(): void {
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this.placementZones.forEach(zone => {
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zone.mesh.isVisible = true;
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});
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this.borderLines.forEach(line => {
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line.isVisible = true;
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});
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}
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/**
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* 隐藏所有放置区域
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*/
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hide(): void {
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this.placementZones.forEach(zone => {
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zone.mesh.isVisible = false;
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});
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this.borderLines.forEach(line => {
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line.isVisible = false;
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});
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}
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/**
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* 清除所有放置区域
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*/
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clearAll(): void {
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this.placementZones.forEach(zone => {
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zone.mesh.dispose();
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});
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this.placementZones = [];
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this.borderLines.forEach(line => {
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line.dispose();
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});
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this.borderLines = [];
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}
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/**
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* 销毁
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*/
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dispose(): void {
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this.clearAll();
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}
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}
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