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@ -192,6 +192,17 @@ const executeEvent = async (dropzone_data, result) => {
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}
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}
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/**
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* 检查模型是否已存在
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* @param {string} modelId - 模型ID
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* @returns {boolean} 模型是否存在
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*/
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const isModelExists = (modelId) => {
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const kernel = getKernel();
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// 调用 SDK 的 API 检查模型是否存在
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return kernel.model.exists(modelId);
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}
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//换棚子
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const executeEvent2 = async (result) => {
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const kernel = getKernel();
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@ -199,10 +210,24 @@ const executeEvent2 = async (result) => {
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// 检查是否有模型更换事件
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const hasModelChange = result.data.events.some(e => e.event_type === 'change_model');
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// 只有在需要更换模型时才清除
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// 检查新模型是否已经存在
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let modelAlreadyExists = false;
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if (hasModelChange) {
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const firstModelEvent = result.data.events.find(e => e.event_type === 'change_model');
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if (firstModelEvent) {
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const { category } = firstModelEvent.target_data;
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modelAlreadyExists = isModelExists(category);
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console.log(`检查模型 ${category} 是否存在:`, modelAlreadyExists);
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}
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}
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// 只有在需要更换模型且模型不存在时才清除
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if (hasModelChange && !modelAlreadyExists) {
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console.log('模型不存在,执行清除操作');
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kernel.dropZone.clearZones();
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kernel.model.removeAll();
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} else if (modelAlreadyExists) {
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console.log('模型已存在,跳过清除操作,仅更新材质');
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}
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// 先处理所有 change_model 事件
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@ -219,6 +244,12 @@ const executeEvent2 = async (result) => {
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console.log('替换百叶模型:', event);
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console.log('替换百叶模型类型:', category);
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// 如果模型已存在,跳过加载
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if (modelAlreadyExists) {
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console.log(`模型 ${category} 已存在,跳过加载`);
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continue;
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}
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if (placement_zone) {
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const { alpha, border_color, color, show_border, thickness, walls } = placement_zone
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kernel.dropZone.setData({
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@ -338,5 +369,6 @@ window.AppLogic = {
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executeEvent,
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executeEvent2,
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getHotspot,
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getProductConfig
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getProductConfig,
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isModelExists // 暴露检查模型是否存在的API
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};
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@ -129017,7 +129017,7 @@ discard;}}
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* @param modelId 模型ID
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*/
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cloneMaterials(meshes, modelId) {
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const scene = this.mainApp.appScene.object;
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this.mainApp.appScene.object;
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const clonedMaterials = /* @__PURE__ */ new Map();
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meshes.forEach((mesh) => {
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if (mesh.material) {
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@ -129027,15 +129027,10 @@ discard;}}
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const newName = `${originalName}_${modelId}`;
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const clonedMaterial = originalMaterial.clone(newName);
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clonedMaterials.set(originalName, clonedMaterial);
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console.log(`[cloneMaterials] 克隆材质: ${originalName} -> ${newName}`);
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console.log(`[cloneMaterials] 克隆后的材质名称: ${clonedMaterial.name}`);
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console.log(`[cloneMaterials] 材质是否在场景中:`, scene.materials.includes(clonedMaterial));
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}
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mesh.material = clonedMaterials.get(originalName);
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}
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});
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console.log(`已为模型 ${modelId} 克隆 ${clonedMaterials.size} 个材质`);
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console.log(`[cloneMaterials] 场景中的所有材质:`, scene.materials.map((m) => m.name));
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}
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/** 为网格设置阴影(投射和接收) */
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createModelRoot(modelId, meshes) {
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@ -129226,7 +129221,6 @@ discard;}}
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* @returns 模型名称,未找到返回 undefined
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*/
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findModelNameByMesh(mesh) {
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console.log(111111111111);
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const keys = this.modelDic.Keys();
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for (const key of keys) {
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const meshes = this.modelDic.Get(key);
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@ -129269,7 +129263,6 @@ discard;}}
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* @param modelConfig 模型配置对象
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*/
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async replaceModel(modelConfig) {
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console.log(modelConfig.modelId, this.modelDic);
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this.removeByName(modelConfig.modelId);
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return await this.addSingle(
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modelConfig.modelId,
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@ -129293,7 +129286,6 @@ discard;}}
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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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/**
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* 清除所有已添加的模型并释放内存
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@ -129301,7 +129293,6 @@ discard;}}
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*/
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removeAll() {
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const modelNames = this.modelDic.Keys();
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console.log(`开始清除所有模型,共 ${modelNames.length} 个模型`);
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modelNames.forEach((modelName) => {
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const meshes = this.modelDic.Get(modelName);
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if (meshes?.length) {
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@ -129459,6 +129450,14 @@ discard;}}
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}
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});
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}
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/**
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* 检查模型是否存在
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* @param modelId 模型ID
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* @returns 模型是否存在
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*/
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exists(modelId) {
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return this.modelDic.Has(modelId);
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}
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/**
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* 应用 transform 到模型
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* @param modelId 模型ID
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@ -355223,7 +355222,6 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
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}
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this.updateDictionaries();
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this.cacheRollerDoorMeshes();
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console.log("材质字典:", this.materialDic);
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this.setRollerDoorScale("Box006.001", new Vector3(0.12, 0.02, 0.118));
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this.setRollerDoorScale("Box005.001", new Vector3(0.13, 0.02, 0.12));
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}
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@ -355749,8 +355747,6 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
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*/
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applyMaterial(options) {
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this.updateDictionaries();
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console.log("[applyMaterial] 查找材质:", options.target);
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console.log("[applyMaterial] 当前所有材质:", this.materialDic.Values().map((m) => m.name));
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const targetMaterials = [];
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this.materialDic.Values().forEach((material) => {
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if (material.name === options.target || material.name.startsWith(`${options.target}_`)) {
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@ -355761,7 +355757,6 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
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console.warn(`Material not found: ${options.target}`);
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return;
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}
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console.log("[applyMaterial] 找到材质:", targetMaterials.map((m) => m.name));
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targetMaterials.forEach((material) => {
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if (options.albedoColor) {
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const color = Color3.FromHexString(options.albedoColor);
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@ -355784,7 +355779,6 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
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}
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material.markDirty();
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});
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console.log(`Material applied to ${targetMaterials.length} material(s): ${options.target}`, options);
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}
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}
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5
index.js
5
index.js
@ -202,7 +202,8 @@ export const executeEvent2 = async (result) => {
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// 检查是否有模型更换事件
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const hasModelChange = result.data.events.some(e => e.event_type === 'change_model');
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const modelExists = await kernel.model.exists(modelId);
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console.log(modelExists);
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// 只有在需要更换模型时才清除
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if (hasModelChange) {
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kernel.dropZone.clearZones();
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@ -241,7 +242,7 @@ export const executeEvent2 = async (result) => {
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modelControlType: model_control_type,
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})
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console.log(`百叶模型已放置为 ${name}`);
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console.log(`模型已放置为 ${name}`);
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}
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}
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@ -427,7 +427,6 @@ export class AppModel extends Monobehiver {
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* @returns 模型名称,未找到返回 undefined
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*/
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findModelNameByMesh(mesh: AbstractMesh): string | undefined {
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console.log(111111111111);
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const keys = this.modelDic.Keys();
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for (const key of keys) {
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@ -711,6 +710,15 @@ export class AppModel extends Monobehiver {
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});
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}
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/**
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* 检查模型是否存在
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* @param modelId 模型ID
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* @returns 模型是否存在
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*/
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exists(modelId: string): boolean {
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return this.modelDic.Has(modelId);
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}
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/**
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* 应用 transform 到模型
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* @param modelId 模型ID
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