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@ -145,15 +145,6 @@ export class AppModel extends Monobehiver {
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* @param meshes 网格数组
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* @param modelName 模型名称
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*/
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private cloneMaterials(meshes: AbstractMesh[], modelName: string): void {
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meshes.forEach(mesh => {
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if (mesh.material) {
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const originalMaterial = mesh.material;
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const clonedMaterial = originalMaterial.clone(`${originalMaterial.name}_${modelName}`);
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mesh.material = clonedMaterial;
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}
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});
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}
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/** 为网格设置阴影(投射和接收) */
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private createModelRoot(modelId: string, meshes: AbstractMesh[]): AbstractMesh[] {
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const scene = this.mainApp.appScene.object;
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@ -252,7 +243,6 @@ export class AppModel extends Monobehiver {
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});
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if (result.success && result.meshes) {
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// this.cloneMaterials(result.meshes, modelName);
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result.meshes = this.createModelRoot(modelName, result.meshes);
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this.modelDic.Set(modelName, result.meshes);
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@ -292,7 +282,6 @@ export class AppModel extends Monobehiver {
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if (result.success && result.meshes) {
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result.meshes = this.createModelRoot(modelId, result.meshes);
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this.cloneMaterials(result.meshes, modelId);
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this.modelDic.Set(modelId, result.meshes);
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// 存储元数据
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@ -436,9 +425,10 @@ export class AppModel extends Monobehiver {
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return;
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}
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meshes.forEach(mesh => mesh.dispose());
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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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console.log(`Model removed: ${modelName}`);
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}
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@ -88,18 +88,26 @@ export class GameManager extends Monobehiver {
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const scene = this.mainApp.appScene?.object;
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if (!scene) return;
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this.materialDic.Clear();
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this.meshDic.Clear();
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// 更新材质字典
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for (const mat of scene.materials) {
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if (!this.materialDic.Has(mat.name)) {
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if (!(mat as any)._isDisposed && !this.materialDic.Has(mat.name)) {
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this.materialDic.Set(mat.name, mat as PBRMaterial);
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}
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}
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// 更新网格字典
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for (const mesh of scene.meshes) {
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if (mesh instanceof Mesh && !this.meshDic.Has(mesh.name)) {
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if (mesh instanceof Mesh && !mesh.isDisposed() && !this.meshDic.Has(mesh.name)) {
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this.meshDic.Set(mesh.name, mesh);
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}
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const mat = mesh.material;
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if (mat instanceof PBRMaterial && !(mat as any)._isDisposed) {
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this.materialDic.Set(mat.name, mat);
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}
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}
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}
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@ -742,17 +750,15 @@ export class GameManager extends Monobehiver {
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* @param target 目标对象
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* @param material 材质路径
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*/
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applyMaterial(target: string, attribute: string, value: number | string): void {
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// 这里需要根据实际的材质管理逻辑实现
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console.log(`Applying attribute ${attribute} to ${value}`);
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console.log(this.materialDic);
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applyMaterial(target: string, attribute: string, value:string): void {
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if (attribute !== 'baseColor' || typeof value !== 'string') return;
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this.updateDictionaries();
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// 示例实现:根据目标和材质路径应用材质
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// 1. 查找目标网格
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const targetMaterials: PBRMaterial[] = [];
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this.materialDic.Values().forEach(material => {
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if (material.name === target) {
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console.log(`${this.materialDic.Get(material.name)}`, material);
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targetMaterials.push(material);
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}
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});
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@ -767,30 +773,15 @@ console.log(this.materialDic);
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// 例如:paint/blue 可以映射到特定的材质配置
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// 3. 应用材质到目标网格
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const color = Color3.FromHexString(value);
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targetMaterials.forEach(material => {
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if (attribute === 'baseColor' && typeof value === 'string') {
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// 如果是 baseColor 且值是字符串(16进制颜色),转换为 Color3
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const color = Color3.FromHexString(value);
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console.log(`Before: albedoColor =`, material.albedoColor);
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console.log(`Before: albedoTexture =`, material.albedoTexture);
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material.albedoColor = color;
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material.albedoColor.copyFrom(color);
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// 如果有纹理,颜色会作为纹理的乘法因子
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if (material.albedoTexture) {
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console.log(`Material ${material.name} has albedoTexture, color will tint the texture`);
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}
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// 强制刷新材质
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material.markDirty();
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console.log(`After: albedoColor =`, material.albedoColor);
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console.log(`Applying baseColor ${value} to material: ${material.name}`, color);
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} else if (material[attribute]) {
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material[attribute] = value;
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console.log(`Applying attribute ${attribute} to ${value} to mesh: ${material.name}`);
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}
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});
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}
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}
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