增加地面,增加放置区域筛选逻辑
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@ -31,8 +31,8 @@ export class AppCamera extends Monobehiver {
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// 限制垂直角范围,实现上帝视角
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this.object.upperBetaLimit = Tools.ToRadians(90); // 最大垂直角(接近90度,避免万向锁)
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this.object.position = new Vector3(-0, 10, 0);
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this.setTarget(0, 2, 0);
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this.object.position = new Vector3(0, 10, 0);
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this.setTarget(0, 0.5, 0);
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}
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/** 设置相机目标点 */
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@ -123,29 +123,19 @@ export class AppDropZone {
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'右': ['右', 'right', 'you']
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};
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// 匹配墙面名称(支持精确匹配和模糊匹配)
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// 匹配墙面名称(精确匹配)
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const matchWallName = (wallName: string): number | null => {
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// 1. 优先精确匹配完整墙面名称
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// 例如:wall.name = "80全铁3x6_前1",divisions 中有 "前1"
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for (const [configName, divisionValue] of Object.entries(divisionsMap)) {
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if (wallName.includes(configName)) {
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return divisionValue;
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}
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}
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// 2. 如果精确匹配失败,尝试方向模糊匹配(兼容旧版)
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const lowerName = wallName.toLowerCase();
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for (const [direction, keywords] of Object.entries(directionKeywords)) {
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for (const keyword of keywords) {
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if (lowerName.includes(keyword.toLowerCase()) || wallName.includes(keyword)) {
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// 检查 divisionsMap 中是否有该方向的配置
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if (divisionsMap[direction] !== undefined) {
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return divisionsMap[direction];
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}
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}
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}
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// 提取墙面名称的最后部分(最后一个下划线之后)
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// 例如:"SW10000070_10x20星空篷_前1" → "前1"
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const wallShortName = wallName.split('_').pop() || wallName;
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// 精确匹配提取出的简短名称
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if (divisionsMap[wallShortName] !== undefined) {
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console.log(`墙面 "${wallName}" 通过简短名称 "${wallShortName}" 精确匹配到分割数: ${divisionsMap[wallShortName]}`);
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return divisionsMap[wallShortName];
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}
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console.log(`墙面 "${wallName}" 未匹配到任何分割数配置`);
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return null;
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};
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220
src/babylonjs/AppGround.ts
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220
src/babylonjs/AppGround.ts
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@ -0,0 +1,220 @@
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import { MeshBuilder } from '@babylonjs/core/Meshes/meshBuilder';
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import { Mesh } from '@babylonjs/core/Meshes/mesh';
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import { PBRMaterial } from '@babylonjs/core/Materials/PBR/pbrMaterial';
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import { GridMaterial } from '@babylonjs/materials/grid/gridMaterial';
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import { Texture } from '@babylonjs/core/Materials/Textures/texture';
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import { Color3 } from '@babylonjs/core/Maths/math.color';
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import { Vector3 } from '@babylonjs/core/Maths/math.vector';
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import { Monobehiver } from '../base/Monobehiver';
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/**
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* 地面网格配置接口
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*/
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export interface GroundConfig {
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/** 地面宽度 */
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width?: number;
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/** 地面深度 */
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height?: number;
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/** 网格细分数 */
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subdivisions?: number;
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/** 贴图URL */
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textureUrl?: string;
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/** 贴图平铺次数 (uScale, vScale) */
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textureScale?: { u: number; v: number };
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/** 地面颜色 (当没有贴图时使用) */
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color?: Color3;
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/** 是否接收阴影 */
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receiveShadows?: boolean;
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/** 地面位置 */
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position?: Vector3;
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/** 是否显示网格 */
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showGrid?: boolean;
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/** 网格线颜色 */
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gridColor?: Color3;
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/** 网格大小 */
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gridRatio?: number;
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}
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/**
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* 地面网格管理类 - 负责创建和管理地面网格
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*/
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export class AppGround extends Monobehiver {
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ground: Mesh | null;
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material: PBRMaterial | null;
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gridGround: Mesh | null;
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gridMaterial: GridMaterial | null;
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private config: GroundConfig;
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constructor(mainApp: any, config: GroundConfig = {}) {
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super(mainApp);
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this.ground = null;
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this.material = null;
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this.gridGround = null;
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this.gridMaterial = null;
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this.config = {
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width: 100,
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height: 100,
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subdivisions: 10,
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receiveShadows: true,
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position: new Vector3(0, 0, 0),
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textureScale: { u: 10, v: 10 },
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color: new Color3(0.5, 0.5, 0.5),
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textureUrl: "https://cdn.files.zguiy.com/zt/ground1.jpg", // 默认贴图
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showGrid: true, // 默认显示网格
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gridColor: new Color3(1,1,1),
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gridRatio: 1.0,
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...config
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};
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}
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/** 初始化地面网格 */
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Awake(): void {
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this.createGround();
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this.createMaterial();
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if (this.config.showGrid) {
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this.createGridGround();
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}
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}
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/** 创建地面网格 */
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private createGround(): void {
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if (!this.mainApp.appScene.object) {
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console.error('场景未初始化');
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return;
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}
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this.ground = MeshBuilder.CreateGround(
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'ground',
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{
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width: this.config.width,
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height: this.config.height,
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subdivisions: this.config.subdivisions
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},
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this.mainApp.appScene.object
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);
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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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}
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/** 创建材质 */
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private createMaterial(): void {
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if (!this.ground || !this.mainApp.appScene.object) return;
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this.material = new PBRMaterial('groundMaterial', this.mainApp.appScene.object);
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// 如果有贴图URL,加载贴图
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if (this.config.textureUrl) {
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const texture = new Texture(
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this.config.textureUrl,
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this.mainApp.appScene.object
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);
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// 设置贴图平铺
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if (this.config.textureScale) {
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texture.uScale = this.config.textureScale.u;
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texture.vScale = this.config.textureScale.v;
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}
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this.material.albedoTexture = texture;
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} else {
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// 没有贴图时使用纯色
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this.material.albedoColor = this.config.color || new Color3(1,1,1);
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}
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// PBR 材质属性设置
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this.material.metallic = 0.0; // 非金属
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this.material.roughness = 1.0; // 粗糙表面
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this.ground.material = this.material;
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}
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/** 创建网格地面 */
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private createGridGround(): void {
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if (!this.mainApp.appScene.object) return;
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// 创建网格地面,位置稍微高一点避免z-fighting
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this.gridGround = MeshBuilder.CreateGround(
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'gridGround',
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{
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width: this.config.width,
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height: this.config.height,
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subdivisions: this.config.subdivisions
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},
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this.mainApp.appScene.object
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);
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// 设置位置,稍微高于贴图地面
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const gridPosition = this.config.position ? this.config.position.clone() : new Vector3(0, 0, 0);
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gridPosition.y += 0.01; // 抬高0.01单位避免z-fighting
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this.gridGround.position = gridPosition;
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// 创建网格材质
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this.gridMaterial = new GridMaterial('gridMaterial', this.mainApp.appScene.object);
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this.gridMaterial.mainColor = this.config.gridColor || new Color3(0.3, 0.3, 0.3);
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this.gridMaterial.lineColor = this.config.gridColor || new Color3(0.3, 0.3, 0.3);
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this.gridMaterial.gridRatio = this.config.gridRatio || 1.0;
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this.gridMaterial.opacity = 0.8;
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this.gridMaterial.backFaceCulling = false;
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this.gridGround.material = this.gridMaterial;
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}
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/** 更新贴图 */
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setTexture(textureUrl: string, uScale: number = 10, vScale: number = 10): void {
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if (!this.material || !this.mainApp.appScene.object) return;
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const texture = new Texture(textureUrl, this.mainApp.appScene.object);
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texture.uScale = uScale;
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texture.vScale = vScale;
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this.material.albedoTexture = texture;
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}
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/** 更新地面颜色 */
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setColor(color: Color3): void {
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if (!this.material) return;
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this.material.albedoColor = color;
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}
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/** 显示/隐藏地面 */
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setVisible(visible: boolean): void {
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if (this.ground) {
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this.ground.isVisible = visible;
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}
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if (this.gridGround) {
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this.gridGround.isVisible = visible;
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}
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}
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/** 显示/隐藏网格 */
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setGridVisible(visible: boolean): void {
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if (this.gridGround) {
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this.gridGround.isVisible = visible;
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}
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}
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/** 销毁地面 */
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dispose(): void {
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if (this.ground) {
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this.ground.dispose();
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this.ground = null;
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}
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if (this.material) {
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this.material.dispose();
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this.material = null;
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}
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if (this.gridGround) {
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this.gridGround.dispose();
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this.gridGround = null;
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}
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if (this.gridMaterial) {
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this.gridMaterial.dispose();
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this.gridMaterial = null;
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}
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}
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}
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@ -19,6 +19,7 @@ import { AppSelectionOutline } from './AppSelectionOutline';
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import { AppPositionGizmo } from './AppPositionGizmo';
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import { AppModelDrag } from './AppModelDrag';
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import { AppDropZone } from './AppDropZone';
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import { AppGround } from './AppGround';
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/**
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* 主应用类 - 3D场景的核心控制器
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@ -38,6 +39,7 @@ export class MainApp {
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appPositionGizmo: AppPositionGizmo;
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appModelDrag: AppModelDrag;
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appDropZone: AppDropZone;
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appGround: AppGround;
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gameManager: GameManager;
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@ -54,6 +56,7 @@ export class MainApp {
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this.appSelectionOutline = new AppSelectionOutline(this);
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this.appPositionGizmo = new AppPositionGizmo(this);
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this.appModelDrag = new AppModelDrag(this);
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this.appGround = new AppGround(this);
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this.gameManager = new GameManager(this);
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window.addEventListener("resize", () => this.appEngin.handleResize());
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@ -76,7 +79,6 @@ export class MainApp {
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async loadModel(): Promise<void> {
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await this.appModel.loadModel();
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await this.gameManager.Awake();
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console.log(1111111111111111111111);
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EventBridge.allReady({ scene: this.appScene.object });
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}
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@ -87,6 +89,7 @@ export class MainApp {
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this.appCamera.Awake();
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this.appLight.Awake();
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this.appEnv.Awake();
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this.appGround.Awake();
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this.appRay.Awake();
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this.appSelectionOutline.init();
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this.appPositionGizmo.Awake();
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@ -117,6 +120,7 @@ export class MainApp {
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this.appEnv?.clean();
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this.appPositionGizmo?.dispose();
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this.appModelDrag?.dispose();
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this.appGround?.dispose();
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// this.appHotspot?.clear();
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}
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}
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