diff --git a/index.html b/index.html
index c89cdb7..caf600a 100644
--- a/index.html
+++ b/index.html
@@ -545,7 +545,7 @@
const modelName = kernel.model.findModelNameByMesh?.(pickedMesh);
if (modelName) {
console.log('旋转90度,模型名:', modelName);
- kernel.transform.addRotation({
+ kernel.transform.rotation({
modelId: modelName,
vector3: { x: 0, y: 90, z: 0 }
});
@@ -564,9 +564,9 @@
const modelName = kernel.model.findModelNameByMesh?.(pickedMesh);
if (modelName) {
console.log('旋转180度,模型名:', modelName);
- kernel.transform.addRotation({
+ kernel.transform.rotation({
modelId: modelName,
- vector3: { x: 0, y: 180, z: 0 }
+ vector3: { x: 0, y: 30, z: 0 }
});
} else {
console.log('未找到模型名称');
diff --git a/index.js b/index.js
index 72960db..ae66de0 100644
--- a/index.js
+++ b/index.js
@@ -29,7 +29,8 @@ const config = {
kernel.init(config);
kernel.model.add({
modelId: "框架",
- modelUrl: "https://sdk.zguiy.com/resurces/model/框架.glb"
+ modelUrl: "https://sdk.zguiy.com/resurces/model/框架.glb",
+ modelControlType: "color"
});
kernel.model.add({
modelId: "卷帘大",
diff --git a/src/babylonjs/AppModel.ts b/src/babylonjs/AppModel.ts
index 14adfad..8e2c339 100644
--- a/src/babylonjs/AppModel.ts
+++ b/src/babylonjs/AppModel.ts
@@ -145,15 +145,6 @@ export class AppModel extends Monobehiver {
* @param meshes 网格数组
* @param modelName 模型名称
*/
- private cloneMaterials(meshes: AbstractMesh[], modelName: string): void {
- meshes.forEach(mesh => {
- if (mesh.material) {
- const originalMaterial = mesh.material;
- const clonedMaterial = originalMaterial.clone(`${originalMaterial.name}_${modelName}`);
- mesh.material = clonedMaterial;
- }
- });
- }
/** 为网格设置阴影(投射和接收) */
private createModelRoot(modelId: string, meshes: AbstractMesh[]): AbstractMesh[] {
const scene = this.mainApp.appScene.object;
@@ -252,7 +243,6 @@ export class AppModel extends Monobehiver {
});
if (result.success && result.meshes) {
- // this.cloneMaterials(result.meshes, modelName);
result.meshes = this.createModelRoot(modelName, result.meshes);
this.modelDic.Set(modelName, result.meshes);
@@ -292,7 +282,6 @@ export class AppModel extends Monobehiver {
if (result.success && result.meshes) {
result.meshes = this.createModelRoot(modelId, result.meshes);
- this.cloneMaterials(result.meshes, modelId);
this.modelDic.Set(modelId, result.meshes);
// 存储元数据
@@ -436,9 +425,10 @@ export class AppModel extends Monobehiver {
return;
}
- meshes.forEach(mesh => mesh.dispose());
+ this.getModelTransformTargets(meshes).forEach(mesh => mesh.dispose(false, true));
this.modelDic.Remove(modelName);
this.modelMetadataDic.Remove(modelName);
+ this.mainApp.gameManager?.updateDictionaries();
console.log(`Model removed: ${modelName}`);
}
diff --git a/src/babylonjs/GameManager.ts b/src/babylonjs/GameManager.ts
index 4ca78ab..71f6c12 100644
--- a/src/babylonjs/GameManager.ts
+++ b/src/babylonjs/GameManager.ts
@@ -88,18 +88,26 @@ export class GameManager extends Monobehiver {
const scene = this.mainApp.appScene?.object;
if (!scene) return;
+ this.materialDic.Clear();
+ this.meshDic.Clear();
+
// 更新材质字典
for (const mat of scene.materials) {
- if (!this.materialDic.Has(mat.name)) {
+ if (!(mat as any)._isDisposed && !this.materialDic.Has(mat.name)) {
this.materialDic.Set(mat.name, mat as PBRMaterial);
}
}
// 更新网格字典
for (const mesh of scene.meshes) {
- if (mesh instanceof Mesh && !this.meshDic.Has(mesh.name)) {
+ if (mesh instanceof Mesh && !mesh.isDisposed() && !this.meshDic.Has(mesh.name)) {
this.meshDic.Set(mesh.name, mesh);
}
+
+ const mat = mesh.material;
+ if (mat instanceof PBRMaterial && !(mat as any)._isDisposed) {
+ this.materialDic.Set(mat.name, mat);
+ }
}
}
@@ -742,17 +750,15 @@ export class GameManager extends Monobehiver {
* @param target 目标对象
* @param material 材质路径
*/
- applyMaterial(target: string, attribute: string, value: number | string): void {
- // 这里需要根据实际的材质管理逻辑实现
- console.log(`Applying attribute ${attribute} to ${value}`);
-console.log(this.materialDic);
+ applyMaterial(target: string, attribute: string, value:string): void {
+ if (attribute !== 'baseColor' || typeof value !== 'string') return;
+ this.updateDictionaries();
// 示例实现:根据目标和材质路径应用材质
// 1. 查找目标网格
const targetMaterials: PBRMaterial[] = [];
this.materialDic.Values().forEach(material => {
if (material.name === target) {
- console.log(`${this.materialDic.Get(material.name)}`, material);
targetMaterials.push(material);
}
});
@@ -767,30 +773,15 @@ console.log(this.materialDic);
// 例如:paint/blue 可以映射到特定的材质配置
// 3. 应用材质到目标网格
+ const color = Color3.FromHexString(value);
targetMaterials.forEach(material => {
- if (attribute === 'baseColor' && typeof value === 'string') {
+
// 如果是 baseColor 且值是字符串(16进制颜色),转换为 Color3
- const color = Color3.FromHexString(value);
-
- console.log(`Before: albedoColor =`, material.albedoColor);
- console.log(`Before: albedoTexture =`, material.albedoTexture);
-
- material.albedoColor = color;
+ material.albedoColor.copyFrom(color);
// 如果有纹理,颜色会作为纹理的乘法因子
- if (material.albedoTexture) {
- console.log(`Material ${material.name} has albedoTexture, color will tint the texture`);
- }
-
// 强制刷新材质
material.markDirty();
-
- console.log(`After: albedoColor =`, material.albedoColor);
- console.log(`Applying baseColor ${value} to material: ${material.name}`, color);
- } else if (material[attribute]) {
- material[attribute] = value;
- console.log(`Applying attribute ${attribute} to ${value} to mesh: ${material.name}`);
- }
});
}
}
diff --git a/src/kernel/Adapter.ts b/src/kernel/Adapter.ts
index 621066a..10614ce 100644
--- a/src/kernel/Adapter.ts
+++ b/src/kernel/Adapter.ts
@@ -66,7 +66,7 @@ export class KernelAdapter {
* 应用材质
* @param options 材质应用选项
*/
- apply: (options: { target: string; attribute: string,value:number|string }): void => {
+ apply: (options: { target: string; attribute: string,value:string }): void => {
this.mainApp.gameManager.applyMaterial(options.target, options.attribute,options.value);
},
/**
@@ -150,17 +150,7 @@ export class KernelAdapter {
/** 模型变换管理 */
transform = {
/**
- * 设置模型旋转
- * @param options 旋转配置 { modelId: string, vector3: { x, y, z }, useDegrees?: boolean }
- * @example
- * // 使用角度(默认)
- * kernel.transform.rotation({ modelId: "model1", vector3: { x: 0, y: 90, z: 0 } });
- * // 使用弧度
- * kernel.transform.rotation({ modelId: "model1", vector3: { x: 0, y: Math.PI / 2, z: 0 }, useDegrees: false });
- */
- rotation: (options: { modelId: string; vector3: { x: number; y: number; z: number }; useDegrees?: boolean }): void => {
- this.mainApp.appModel.setRotation(options.modelId, options.vector3, options.useDegrees !== false);
- },
+
/**
* 累加模型旋转
* @param options 旋转配置 { modelId: string, vector3: { x, y, z }, useDegrees?: boolean }
@@ -168,7 +158,7 @@ export class KernelAdapter {
* // 使用角度(默认)
* kernel.transform.addRotation({ modelId: "model1", vector3: { x: 0, y: 90, z: 0 } });
*/
- addRotation: (options: { modelId: string; vector3: { x: number; y: number; z: number }; useDegrees?: boolean }): void => {
+ rotation: (options: { modelId: string; vector3: { x: number; y: number; z: number }; useDegrees?: boolean }): void => {
this.mainApp.appModel.addRotation(options.modelId, options.vector3, options.useDegrees !== false);
},
/**