修改粗糙金属度
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@ -29855,6 +29855,10 @@ var kernel = (function (exports) {
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rotationY: 0,
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background: false
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},
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camera: {
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position: { x: 0, y: 2, z: 5 },
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target: { x: 0, y: 1, z: 0 }
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},
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gizmo: {
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position: true,
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rotation: false,
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@ -70348,14 +70352,22 @@ var kernel = (function (exports) {
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const scene = this.mainApp.appScene.object;
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const canvas = AppConfig.container;
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if (!scene || !canvas) return;
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this.object = new ArcRotateCamera("Camera", Tools.ToRadians(70), Tools.ToRadians(85), 5, new Vector3(0, 2, 0), scene);
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const { position, target } = AppConfig.camera;
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this.object = new ArcRotateCamera(
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"Camera",
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Tools.ToRadians(70),
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Tools.ToRadians(85),
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5,
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new Vector3(target.x, target.y, target.z),
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scene
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);
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this.object.attachControl(canvas, true);
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this.object.minZ = 0.01;
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this.object.wheelPrecision = 200;
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this.object.panningSensibility = 0;
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this.object.upperBetaLimit = Tools.ToRadians(90);
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this.object.position = new Vector3(0, 0, 10);
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this.setTarget(0, 0.5, 0);
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this.object.position = new Vector3(position.x, position.y, position.z);
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this.setTarget(target.x, target.y, target.z);
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}
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/** 设置相机目标点 */
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setTarget(x, y, z) {
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@ -354678,16 +354690,6 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
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});
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return min.add(max).scaleInPlace(0.5);
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}
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setupShadows(meshes) {
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const appLight = this.mainApp.appLight;
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if (!appLight) return;
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meshes.forEach((mesh) => {
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if (mesh.getTotalVertices() > 0) {
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appLight.addShadowCaster(mesh);
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mesh.receiveShadows = true;
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}
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});
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}
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/** 获取缓存的网格 */
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getCachedMeshes(name) {
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return this.modelDic.Get(name);
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@ -355956,6 +355958,8 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
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material.albedoTexture = null;
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}
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}
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material.roughness = 0.8;
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material.metallic = 0;
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material.markDirty();
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});
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}
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@ -358085,9 +358089,6 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
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if (this.config.position) {
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this.ground.position = this.config.position;
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}
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if (this.config.receiveShadows) {
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this.ground.receiveShadows = true;
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}
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this.ground.isPickable = false;
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}
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/** 创建材质 */
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@ -358226,6 +358227,7 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
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AppConfig.container = config.container;
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AppConfig.modelUrlList = config.modelUrlList || [];
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AppConfig.env = { ...AppConfig.env, ...config.env || {} };
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AppConfig.camera = { ...AppConfig.camera, ...config.camera || {} };
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AppConfig.gizmo = { ...AppConfig.gizmo, ...config.gizmo || {} };
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AppConfig.outline = { ...AppConfig.outline, ...config.outline || {} };
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this.appPositionGizmo.configure(AppConfig.gizmo);
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@ -358362,6 +358364,7 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
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* @param options 材质应用选项
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*/
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apply: (options) => {
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console.log(options);
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this.mainApp.gameManager.applyMaterial(options);
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}
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};
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@ -358704,6 +358707,7 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
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container,
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modelUrlList: params.modelUrlList || [],
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env: params.env,
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camera: params.camera,
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gizmo: params.gizmo,
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outline: params.outline
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});
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