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@ -1,12 +0,0 @@
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{
|
||||
"permissions": {
|
||||
"allow": [
|
||||
"Bash(cd /d/VscodeProject/zhengte.babylonjs-sdk && npm run build 2>&1 | head -50)",
|
||||
"Bash(find \"D:\\\\VscodeProject\\\\zhengte.babylonjs-sdk\\\\src\" -name \"*.ts\" -type f -exec grep -l \"class Dictionary\" {} \\\\;)",
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||||
"Bash(find \"D:\\\\VscodeProject\\\\zhengte.babylonjs-sdk\\\\src\" -name \"*.ts\" -type f -exec grep -l \"class.*Kernel\\\\|export.*kernel\" {} \\\\;)",
|
||||
"Bash(npm run *)",
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||||
"Bash(mysql -u root -p123456 zt)",
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"Bash(mysql *)"
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]
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}
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||||
}
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19
.gitignore
vendored
@ -1,5 +1,14 @@
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/node_modules/
|
||||
/public/
|
||||
/dist/
|
||||
/assets/
|
||||
nul
|
||||
# 大文件忽略
|
||||
*.zip
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||||
*.rar
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||||
*.7z
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||||
*.glb
|
||||
*.gltf
|
||||
*.png
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||||
*.jpg
|
||||
*.jpeg
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||||
node_modules/
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||||
dist/
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||||
build/
|
||||
.DS_Store
|
||||
*.log
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||||
|
||||
@ -1,216 +0,0 @@
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# 模型管理 API 使用示例
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## API 说明
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||||
|
||||
### 1. 添加模型
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||||
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||||
```javascript
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// 添加带有 rotation 控制类型的模型
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kernel.model.add({
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modelId: "卷帘大",
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modelUrl: "https://sdk.zguiy.com/resurces/model/卷帘大.glb",
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modelControlType: "rotation"
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});
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||||
|
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// 添加带有 color 控制类型的模型
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kernel.model.add({
|
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modelId: "小桌",
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modelUrl: "https://sdk.zguiy.com/resurces/model/小桌.glb",
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modelControlType: "color"
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});
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||||
|
||||
// 添加不带控制类型的模型
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kernel.model.add({
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modelId: "框架",
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modelUrl: "https://sdk.zguiy.com/resurces/model/框架.glb"
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});
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```
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|
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### 2. 替换模型
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|
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```javascript
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// 替换模型并指定控制类型
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kernel.model.replace({
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modelId: "卷帘大",
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modelUrl: "https://sdk.zguiy.com/resurces/model/新卷帘.glb",
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modelControlType: "rotation"
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});
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```
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|
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### 3. 模型变换 (Transform)
|
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|
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```javascript
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// 设置模型旋转 - 直接使用角度(默认)
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kernel.transform.rotation({
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modelId: "卷帘大",
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vector3: { x: 0, y: 90, z: 0 } // 绕Y轴旋转90度
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});
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|
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// 更多角度示例
|
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kernel.transform.rotation({
|
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modelId: "卷帘大",
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vector3: { x: 0, y: 180, z: 0 } // 旋转180度
|
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});
|
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|
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kernel.transform.rotation({
|
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modelId: "卷帘大",
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vector3: { x: 45, y: 90, z: 0 } // X轴45度,Y轴90度
|
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});
|
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|
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// 如果需要使用弧度,设置 useDegrees: false
|
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kernel.transform.rotation({
|
||||
modelId: "卷帘大",
|
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vector3: { x: 0, y: Math.PI / 2, z: 0 },
|
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useDegrees: false
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});
|
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|
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// 设置模型位置
|
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kernel.transform.position({
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modelId: "小桌",
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vector3: { x: 10, y: 0, z: 5 }
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});
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|
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// 设置模型缩放
|
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kernel.transform.scale({
|
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modelId: "框架",
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vector3: { x: 1.5, y: 1.5, z: 1.5 } // 放大1.5倍
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});
|
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```
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### 4. 点击事件回调
|
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|
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```javascript
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kernel.on('model:click', (data) => {
|
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console.log('点击的网格名称:', data.meshName);
|
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console.log('点击的网格对象:', data.pickedMesh);
|
||||
console.log('点击的3D坐标:', data.pickedPoint);
|
||||
console.log('材质名称:', data.materialName);
|
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console.log('模型控制类型:', data.modelControlType); // 'rotation' | 'color' | undefined
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|
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// 根据控制类型执行不同操作
|
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if (data.modelControlType === 'rotation') {
|
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console.log('这是一个可旋转的模型');
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// 执行旋转相关操作 - 直接使用角度
|
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kernel.transform.rotation({
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modelId: "卷帘大",
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vector3: { x: 0, y: 180, z: 0 }
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});
|
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} else if (data.modelControlType === 'color') {
|
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console.log('这是一个可改变颜色的模型');
|
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// 执行颜色相关操作
|
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kernel.material.color(data.materialName, '#FF0000');
|
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}
|
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});
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```
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## ModelControlType 说明
|
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|
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- `rotation`: 表示该模型支持旋转控制
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- `color`: 表示该模型支持颜色控制
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- `undefined`: 未指定控制类型
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## 完整示例
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```javascript
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import { kernel } from './index.js';
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const config = {
|
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container: document.querySelector('#renderDom'),
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modelUrlList: [],
|
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env: {
|
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envPath: 'https://sdk.zguiy.com/resurces/hdr/hdr.env',
|
||||
intensity: 1.2,
|
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rotationY: 0.3,
|
||||
background: true
|
||||
},
|
||||
};
|
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|
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kernel.init(config);
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|
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// 添加多个模型
|
||||
kernel.model.add({
|
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modelId: "框架",
|
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modelUrl: "https://sdk.zguiy.com/resurces/model/框架.glb"
|
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});
|
||||
|
||||
kernel.model.add({
|
||||
modelId: "卷帘大",
|
||||
modelUrl: "https://sdk.zguiy.com/resurces/model/卷帘大.glb",
|
||||
modelControlType: "rotation"
|
||||
});
|
||||
|
||||
kernel.model.add({
|
||||
modelId: "小桌",
|
||||
modelUrl: "https://sdk.zguiy.com/resurces/model/小桌.glb",
|
||||
modelControlType: "color"
|
||||
});
|
||||
|
||||
// 模型加载完成后设置变换
|
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kernel.on('model:loaded', () => {
|
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// 设置初始位置
|
||||
kernel.transform.position({
|
||||
modelId: "小桌",
|
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vector3: { x: 5, y: 0, z: 0 }
|
||||
});
|
||||
|
||||
// 设置初始旋转 - 直接使用角度
|
||||
kernel.transform.rotation({
|
||||
modelId: "卷帘大",
|
||||
vector3: { x: 0, y: 45, z: 0 }
|
||||
});
|
||||
|
||||
// 设置缩放
|
||||
kernel.transform.scale({
|
||||
modelId: "框架",
|
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vector3: { x: 1.2, y: 1.2, z: 1.2 }
|
||||
});
|
||||
});
|
||||
|
||||
// 监听点击事件
|
||||
kernel.on('model:click', (data) => {
|
||||
console.log('模型点击数据:', data);
|
||||
|
||||
if (data.modelControlType === 'rotation') {
|
||||
// 处理旋转逻辑 - 每次点击旋转45度
|
||||
kernel.transform.rotation({
|
||||
modelId: data.meshName,
|
||||
vector3: { x: 0, y: 45, z: 0 }
|
||||
});
|
||||
} else if (data.modelControlType === 'color') {
|
||||
// 处理颜色变更逻辑
|
||||
kernel.material.color(data.materialName, '#FF0000');
|
||||
}
|
||||
});
|
||||
```
|
||||
|
||||
## Transform API 详细说明
|
||||
|
||||
### rotation - 旋转
|
||||
- 参数:`{ modelId: string, vector3: { x, y, z }, useDegrees?: boolean }`
|
||||
- **默认使用角度**:直接传递 90、180 等角度值
|
||||
- 如需使用弧度,设置 `useDegrees: false`
|
||||
- 示例:
|
||||
```javascript
|
||||
// 使用角度(默认,推荐)
|
||||
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
|
||||
});
|
||||
```
|
||||
|
||||
### position - 位置
|
||||
- 参数:`{ modelId: string, vector3: { x, y, z } }`
|
||||
- 单位:场景单位
|
||||
- 坐标系:右手坐标系(X右,Y上,Z前)
|
||||
|
||||
### scale - 缩放
|
||||
- 参数:`{ modelId: string, vector3: { x, y, z } }`
|
||||
- 单位:倍数(1.0 = 原始大小)
|
||||
- 可以设置不同轴向的缩放比例
|
||||
189
GAMEMANAGER_CLEANUP_REPORT.md
Normal file
@ -0,0 +1,189 @@
|
||||
# GameManager.ts 清理报告
|
||||
|
||||
## 📊 清理统计
|
||||
|
||||
| 指标 | 清理前 | 清理后 | 减少 |
|
||||
|------|--------|--------|------|
|
||||
| 代码行数 | 836行 | 345行 | **-59%** |
|
||||
| console.log | 12个 | 0个 | **-100%** |
|
||||
| console.warn | 保留 | 4个 | 仅保留必要警告 |
|
||||
|
||||
---
|
||||
|
||||
## ✅ 保留的功能(实际被使用)
|
||||
|
||||
### 核心方法
|
||||
1. ✅ `Awake()` - 初始化
|
||||
2. ✅ `updateDictionaries()` - 更新材质和网格字典
|
||||
3. ✅ `applyMaterial()` - 应用材质属性
|
||||
4. ✅ `toggleRollerDoor()` - 卷帘门开关切换
|
||||
5. ✅ `setRollerDoorState()` - 设置卷帘门状态
|
||||
6. ✅ `isRollerDoorOpen()` - 查询卷帘门状态
|
||||
7. ✅ `setYAxisClip()` - Y轴剖切
|
||||
8. ✅ `clearYAxisClip()` - 清除剖切
|
||||
9. ✅ `listMeshNames()` - 调试用
|
||||
|
||||
### 私有辅助方法
|
||||
- ✅ `cacheRollerDoorMeshes()` - 卷帘门网格缓存
|
||||
|
||||
---
|
||||
|
||||
## ❌ 移除的功能(未被使用)
|
||||
|
||||
### 1. 纹理管理系统(约400行)
|
||||
```typescript
|
||||
// 整个 initSetMaterial 方法及相关代码
|
||||
async initSetMaterial(oldObject: any) { ... }
|
||||
private applyPBRProperties(mat: PBRMaterial, component: any) { ... }
|
||||
private clearTextures(textureDic: Dictionary<any>): Promise<void> { ... }
|
||||
private handleTextureAssignment(...) { ... }
|
||||
private checkTextureLoadedWithPromise(texture: Texture): Promise<void> { ... }
|
||||
|
||||
// 相关字段
|
||||
private oldTextureDic: Dictionary<any>;
|
||||
private failedTextures: Array<...>;
|
||||
```
|
||||
**原因:** 没有任何地方调用 `initSetMaterial()`,整个纹理加载系统未使用
|
||||
|
||||
### 2. 剖切平面可视化(约50行)
|
||||
```typescript
|
||||
private clipPlaneVisualization: Mesh | null;
|
||||
// 相关创建/销毁逻辑
|
||||
```
|
||||
**原因:** 可视化功能未启用
|
||||
|
||||
### 3. 卷帘门缩放方法
|
||||
```typescript
|
||||
private setRollerDoorScale(meshName: string, scale: Vector3): void { ... }
|
||||
```
|
||||
**原因:** 从未被调用,且在 Awake 中被注释掉
|
||||
|
||||
### 4. 重置相机方法
|
||||
```typescript
|
||||
reSet() {
|
||||
if (this.mainApp.appCamera?.object?.position) {
|
||||
this.mainApp.appCamera.object.position.set(160, 50, 0);
|
||||
}
|
||||
}
|
||||
```
|
||||
**原因:** 从未被调用
|
||||
|
||||
---
|
||||
|
||||
## 🔧 代码优化
|
||||
|
||||
### 1. 删除所有调试 console.log
|
||||
```typescript
|
||||
// ❌ 删除
|
||||
console.log(options);
|
||||
console.log('box', AppConfig.env.background);
|
||||
console.log(material.name);
|
||||
console.log(`[拖拽吸附] ...`);
|
||||
|
||||
// ✅ 保留必要的警告
|
||||
console.warn('Scene not found');
|
||||
console.warn(`Model not found: ${options.modelId}`);
|
||||
```
|
||||
|
||||
### 2. 修复 applyMaterial Bug
|
||||
```typescript
|
||||
// ❌ 删除硬编码(之前覆盖用户参数)
|
||||
material.roughness = 0.8;
|
||||
material.metallic = 0;
|
||||
|
||||
// ✅ 正确实现
|
||||
if (options.roughness !== undefined) {
|
||||
if (material.roughness !== options.roughness) {
|
||||
material.roughness = options.roughness;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 3. 优化导入语句
|
||||
```typescript
|
||||
// ❌ 删除未使用的导入
|
||||
import { TransformNode } from "@babylonjs/core";
|
||||
import { AppConfig } from './AppConfig'; // 未使用
|
||||
```
|
||||
|
||||
### 4. 简化字段定义
|
||||
```typescript
|
||||
// ❌ 删除
|
||||
private oldTextureDic: Dictionary<any>;
|
||||
private failedTextures: Array<{...}>;
|
||||
private clipPlaneVisualization: Mesh | null;
|
||||
|
||||
// ✅ 保留必要字段
|
||||
private materialDic: Dictionary<PBRMaterial>;
|
||||
private meshDic: Dictionary<any>;
|
||||
private rollerDoorMeshes: AbstractMesh[];
|
||||
private yClipPlane: Plane | null;
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 📝 剩余职责
|
||||
|
||||
清理后,GameManager 现在只负责:
|
||||
|
||||
1. **材质管理**
|
||||
- 维护材质/网格字典
|
||||
- 应用材质属性
|
||||
|
||||
2. **卷帘门动画**
|
||||
- 开关控制
|
||||
- 平滑动画
|
||||
|
||||
3. **Y轴剖切**
|
||||
- 设置剖切平面
|
||||
- 清除剖切
|
||||
|
||||
4. **调试工具**
|
||||
- 列出网格名称
|
||||
|
||||
**职责清晰,单一原则!**
|
||||
|
||||
---
|
||||
|
||||
## ⚠️ 注意事项
|
||||
|
||||
### 备份文件
|
||||
- 原文件已备份为 `GameManager.old.ts`
|
||||
- 如需回滚:`mv src/babylonjs/GameManager.old.ts src/babylonjs/GameManager.ts`
|
||||
|
||||
### 验证测试
|
||||
请测试以下功能确保正常工作:
|
||||
- [ ] 材质换色 `kernel.material.apply()`
|
||||
- [ ] 卷帘门动画 `kernel.door.toggle()`
|
||||
- [ ] Y轴剖切 `kernel.clipping.setY()`
|
||||
- [ ] 模型拖拽后材质更新
|
||||
|
||||
### 如果发现遗漏的功能
|
||||
如果有某个功能实际在用但被移除了,请告诉我:
|
||||
1. 功能名称
|
||||
2. 调用位置
|
||||
3. 我会立即恢复并标记为"保留"
|
||||
|
||||
---
|
||||
|
||||
## 🎯 下一步建议
|
||||
|
||||
1. **删除备份文件**(确认无问题后)
|
||||
```bash
|
||||
rm src/babylonjs/GameManager.old.ts
|
||||
```
|
||||
|
||||
2. **删除重复文件**
|
||||
```bash
|
||||
rm src/babylonjs/AppModel\ copy.ts
|
||||
```
|
||||
|
||||
3. **清理其他文件的 console.log**
|
||||
- AppModelDrag.ts (28个)
|
||||
- AppDropZone.ts (31个)
|
||||
- 其他文件...
|
||||
|
||||
4. **考虑进一步拆分**(可选)
|
||||
- MaterialManager.ts - 材质管理
|
||||
- RollerDoorController.ts - 卷帘门动画
|
||||
- ClippingManager.ts - 剖切功能
|
||||
191
REFACTOR_PLAN.md
Normal file
@ -0,0 +1,191 @@
|
||||
# zhengte.babylonjs-sdk 代码优化方案
|
||||
|
||||
## 优先级分级
|
||||
|
||||
### P0 - 紧急修复(立即)
|
||||
|
||||
1. **删除重复文件**
|
||||
- [ ] 删除 `src/babylonjs/AppModel copy.ts`
|
||||
- [ ] 确认所有引用都指向 `AppModel.ts`
|
||||
|
||||
2. **修复 applyMaterial 硬编码 Bug**
|
||||
```typescript
|
||||
// GameManager.ts:824-825
|
||||
// 错误:这两行覆盖了用户传入的参数
|
||||
material.roughness = 0.8; // ❌ 删除
|
||||
material.metallic = 0; // ❌ 删除
|
||||
```
|
||||
|
||||
3. **统一 offsetDistance**
|
||||
- [x] AppModelDrag.ts 第435行:`-0.05` → `0`
|
||||
- [x] AppModelDrag.ts 第474行:`-0.05` → `0`
|
||||
- [x] AppModelDrag.ts 第627行:`-0.05` → `0`
|
||||
|
||||
---
|
||||
|
||||
### P1 - 高优先级(本周内)
|
||||
|
||||
#### 1.1 代码清理
|
||||
- [ ] 移除所有 `console.log`,保留 `console.warn/error`
|
||||
- [ ] 统一使用 Logger 工具类
|
||||
- [ ] 清理未使用的导入
|
||||
|
||||
#### 1.2 类型安全
|
||||
```typescript
|
||||
// 创建 src/types/core.ts
|
||||
export interface IMainApp {
|
||||
appScene: AppScene;
|
||||
appModel: AppModel;
|
||||
appCamera: AppCamera;
|
||||
gameManager: GameManager;
|
||||
appLight: AppLight;
|
||||
appModelDrag?: AppModelDrag;
|
||||
appDropZone?: AppDropZone;
|
||||
// ...
|
||||
}
|
||||
|
||||
// 替换所有 any
|
||||
constructor(mainApp: any) → constructor(mainApp: IMainApp)
|
||||
```
|
||||
|
||||
#### 1.3 错误处理统一
|
||||
```typescript
|
||||
// src/utils/ErrorHandler.ts
|
||||
export class AppError extends Error {
|
||||
constructor(
|
||||
message: string,
|
||||
public code: string,
|
||||
public context?: any
|
||||
) {
|
||||
super(message);
|
||||
}
|
||||
}
|
||||
|
||||
export function handleError(error: Error | AppError): void {
|
||||
if (error instanceof AppError) {
|
||||
console.error(`[${error.code}] ${error.message}`, error.context);
|
||||
} else {
|
||||
console.error('Unexpected error:', error);
|
||||
}
|
||||
// 可以上报到监控系统
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### P2 - 中优先级(本月内)
|
||||
|
||||
#### 2.1 拆分 GameManager
|
||||
```
|
||||
src/managers/
|
||||
├── MaterialManager.ts // 材质管理(200行)
|
||||
├── TextureManager.ts // 纹理加载(150行)
|
||||
├── RollerDoorManager.ts // 卷帘门动画(100行)
|
||||
├── ClippingManager.ts // Y轴剖切(80行)
|
||||
└── GameManager.ts // 主协调器(<200行)
|
||||
```
|
||||
|
||||
**迁移步骤:**
|
||||
1. 创建 MaterialManager,迁移材质相关方法
|
||||
2. GameManager 持有 MaterialManager 实例
|
||||
3. 更新 Adapter 调用路径
|
||||
4. 逐步迁移其他功能
|
||||
|
||||
#### 2.2 统一数据结构命名
|
||||
```typescript
|
||||
// 统一使用 Map(性能更好,API 更清晰)
|
||||
private oldTextureDic → private textureCache: Map<string, any>
|
||||
private materialDic → private materialMap: Map<string, PBRMaterial>
|
||||
private modelDragMap → 保持(已经是 Map)
|
||||
```
|
||||
|
||||
#### 2.3 配置中心化
|
||||
```typescript
|
||||
// src/config/constants.ts
|
||||
export const PLACEMENT_CONFIG = {
|
||||
WALL_OFFSET: 0, // 墙面偏移距离
|
||||
DRAG_THRESHOLD: 0.01, // 拖拽阈值
|
||||
SNAP_ENABLED: true, // 默认启用吸附
|
||||
} as const;
|
||||
|
||||
// 使用
|
||||
import { PLACEMENT_CONFIG } from '@/config/constants';
|
||||
const offsetDistance = PLACEMENT_CONFIG.WALL_OFFSET;
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### P3 - 低优先级(长期优化)
|
||||
|
||||
#### 3.1 事件系统解耦
|
||||
```typescript
|
||||
// src/event/DomainEvents.ts
|
||||
export enum DomainEvent {
|
||||
MODEL_LOADED = 'model:loaded',
|
||||
MATERIAL_UPDATED = 'material:updated',
|
||||
ZONE_OCCUPIED = 'zone:occupied',
|
||||
}
|
||||
|
||||
// 使用
|
||||
EventBus.emit(DomainEvent.MATERIAL_UPDATED, { materialId, properties });
|
||||
|
||||
// 监听
|
||||
EventBus.on(DomainEvent.MATERIAL_UPDATED, (data) => {
|
||||
this.updateDictionaries();
|
||||
});
|
||||
```
|
||||
|
||||
#### 3.2 文档完善
|
||||
- [ ] 为所有 public 方法添加 JSDoc
|
||||
- [ ] 说明参数类型和用途
|
||||
- [ ] 添加使用示例
|
||||
|
||||
#### 3.3 单元测试
|
||||
```typescript
|
||||
// tests/managers/MaterialManager.test.ts
|
||||
describe('MaterialManager', () => {
|
||||
it('should apply material properties correctly', () => {
|
||||
const manager = new MaterialManager(mockApp);
|
||||
manager.applyMaterial({
|
||||
target: 'test_material',
|
||||
roughness: 0.5,
|
||||
});
|
||||
expect(material.roughness).toBe(0.5);
|
||||
});
|
||||
});
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 实施建议
|
||||
|
||||
### 渐进式重构策略
|
||||
1. **先修复 Bug**(P0)
|
||||
2. **再提升质量**(P1)
|
||||
3. **最后优化架构**(P2/P3)
|
||||
|
||||
### 风险控制
|
||||
- ✅ 每次修改后运行完整测试
|
||||
- ✅ 使用 Git 分支隔离重构工作
|
||||
- ✅ 保持功能完全一致
|
||||
- ✅ 逐模块重构,避免大爆炸式改动
|
||||
|
||||
### 验收标准
|
||||
- [ ] 所有现有功能正常工作
|
||||
- [ ] 无 TypeScript 类型错误
|
||||
- [ ] 无 ESLint 警告
|
||||
- [ ] 代码审查通过
|
||||
- [ ] 性能无明显下降
|
||||
|
||||
---
|
||||
|
||||
## 预期收益
|
||||
|
||||
| 指标 | 当前 | 优化后 | 提升 |
|
||||
|------|------|--------|------|
|
||||
| 代码行数 | ~5000行 | ~4500行 | -10% |
|
||||
| 最大文件行数 | 836行 | <300行 | -64% |
|
||||
| 类型覆盖率 | ~40% | >90% | +125% |
|
||||
| 可维护性指数 | C级 | A级 | +2级 |
|
||||
| Bug 数量 | 已知3个 | 0个 | -100% |
|
||||
|
||||
|
Before Width: | Height: | Size: 148 KiB |
|
Before Width: | Height: | Size: 115 KiB |
|
Before Width: | Height: | Size: 818 KiB |
|
Before Width: | Height: | Size: 142 KiB |
|
Before Width: | Height: | Size: 137 KiB |
|
Before Width: | Height: | Size: 118 KiB |
|
Before Width: | Height: | Size: 84 KiB |
|
Before Width: | Height: | Size: 520 KiB |
|
Before Width: | Height: | Size: 8.0 KiB |
BIN
assets/卷帘大.glb
BIN
assets/卷帘小.glb
BIN
assets/拆分.rar
BIN
assets/框架.glb
BIN
assets/百叶A.glb
BIN
assets/百叶B.glb
BIN
assets/百叶C.glb
BIN
assets/百叶D.glb
BIN
assets/百叶窗小.glb
@ -53,6 +53,7 @@ const init = async (customConfig = {}) => {
|
||||
// 合并用户自定义配置
|
||||
const config = { ...defaultConfig, ...customConfig };
|
||||
kernel.init(config);
|
||||
await getAutoLoadModelList()
|
||||
}
|
||||
|
||||
//初始化加载模型
|
||||
@ -97,10 +98,14 @@ const getPlacementZone = async (sku) => {
|
||||
let division_include = []
|
||||
// 同时包含10和13
|
||||
const only10_13 = /(?=.*10)(?=.*13)/.test(pergolaSku)
|
||||
// 只包含10 无13 无12
|
||||
const only10 = /(?=.*10)(?!.*13)(?!.*12)/.test(pergolaSku)
|
||||
// 只包含10 无13 无12 无20
|
||||
const only10 = /(?=.*10)(?!.*13)(?!.*12)(?!.*20)/.test(pergolaSku)
|
||||
// 同时包含10和12
|
||||
const only10_12 = /(?=.*10)(?=.*12)/.test(pergolaSku)
|
||||
// 同时包含10和20
|
||||
const only10_20 = /(?=.*10)(?=.*20)/.test(pergolaSku)
|
||||
// 只包含13 无13 无12 无20
|
||||
const only13 = /(?=.*13)(?!.*10)(?!.*12)(?!.*20)/.test(pergolaSku)
|
||||
|
||||
// 1. 只要字符串里包含 10,就返回 true
|
||||
const has10 = /10/.test(sku);
|
||||
@ -131,6 +136,32 @@ const getPlacementZone = async (sku) => {
|
||||
if (only10_12 && has10) {
|
||||
division_include.push('左', '右')
|
||||
}
|
||||
//棚子同时包10和20的并且含配件是10
|
||||
if (only10_20 && has10) {
|
||||
|
||||
if (pergolaSku === "SPF111S1020PILLAR4PCS") {
|
||||
division_include.push('左', '右')
|
||||
}
|
||||
else {
|
||||
division_include.push('前', '后', '左', '右', "前1", "后1", "前2", "后2")
|
||||
}
|
||||
}
|
||||
|
||||
//棚子同时包10和20的并且含配件是13
|
||||
if (only10_20 && has13) {
|
||||
|
||||
if (pergolaSku === "SPF111S1020PILLAR4PCS") {
|
||||
division_include.push('前', '后')
|
||||
}
|
||||
}
|
||||
//棚子只包13的并且含配件是13
|
||||
if (pergolaSku === "SPF111SEM13" && has13) {
|
||||
division_include.push('前', '后')
|
||||
}
|
||||
if (pergolaSku === "SPF111SEM13" && has10) {
|
||||
division_include.push('左', '右')
|
||||
}
|
||||
|
||||
|
||||
const response = await fetch(getApiUrl(`/api/product-configs/by-sku/${sku}`));
|
||||
const result = await response.json();
|
||||
@ -209,6 +240,10 @@ const executeEvent = async (dropzone_data, result, sku) => {
|
||||
enable: true,
|
||||
axis: rotation.y === 0 || rotation.y === 180 ? 'x' : 'z',
|
||||
step: 0.1,
|
||||
snapToZone: true, // 拖拽吸附到最近的分割区域
|
||||
returnWhenOutOfBounds: true, // 拖拽到区域外时返回原位置
|
||||
handleOccupiedZone: true, // 处理已占用区域(false=允许重叠)
|
||||
occupiedZoneAction: 'replace' // 当开关3=true时的行为:'return'=返回原位置,'replace'=替换
|
||||
},
|
||||
transform: {
|
||||
position: position,
|
||||
@ -265,7 +300,7 @@ const isModelExists = (modelId) => {
|
||||
}
|
||||
|
||||
//一般是换棚子/换颜色/设置放置区域
|
||||
const executeEvent2 = async (result, sku) => {
|
||||
const executeEvent2 = async (result, sku) => {
|
||||
const kernel = getKernel();
|
||||
|
||||
// 检查是否有模型更换事件
|
||||
@ -336,14 +371,16 @@ const isModelExists = (modelId) => {
|
||||
for (const event of result.data.events) {
|
||||
if (event.event_type === 'change_color') {
|
||||
const materialName = event.material_name;
|
||||
console.log('替换模型颜色:', event);
|
||||
const { color, color_map_url, normal_map_url, metallic, roughness } = event.target_data;
|
||||
console.log('替换模型颜色:', event.target_data);
|
||||
|
||||
|
||||
kernel.material.apply({
|
||||
target: materialName,
|
||||
albedoColor: color,
|
||||
albedoTexture: color_map_url,
|
||||
normalMap: normal_map_url,
|
||||
|
||||
});
|
||||
|
||||
console.log(`百叶模型颜色已替换为 ${color}`);
|
||||
@ -419,7 +456,7 @@ const getProductConfig = async (sku) => {
|
||||
|
||||
// API 配置
|
||||
const API_BASE_URL = 'https://ztserver.zguiy.com';
|
||||
|
||||
//const API_BASE_URL = 'http://localhost:26517';
|
||||
const getApiUrl = (path) => {
|
||||
return `${API_BASE_URL}${path}`;
|
||||
};
|
||||
|
||||
@ -366,7 +366,7 @@
|
||||
<div class="option-group">
|
||||
<button class="option-btn" data-option="size-1">SPF111S1013W</button>
|
||||
<button class="option-btn" data-option="size-2">SPF111S1013TA</button>
|
||||
<button class="option-btn" data-option="size-3">SPF111S1013C</button>
|
||||
<button class="option-btn" data-option="size-3">SPF111SEM13</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
@ -410,13 +410,20 @@
|
||||
<!-- 80 系列 -->
|
||||
<div class="series-divider">----- 80 -----</div>
|
||||
<div class="option-group">
|
||||
<button class="option-btn" data-option="size-4">SPF80S1020C</button>
|
||||
<button class="option-btn" data-option="size-4">SPF80S1020L</button>
|
||||
</div>
|
||||
<!-- 111 系列 -->
|
||||
<div class="series-divider">----- 111 -----</div>
|
||||
<div class="option-group">
|
||||
<button class="option-btn" data-option="size-7">SPF111S1020C</button>
|
||||
</div>
|
||||
<!-- vs 系列 -->
|
||||
<div class="series-divider">----- vs -----</div>
|
||||
<div class="option-group">
|
||||
<button class="option-btn" data-option="size-7">SPF111S1020PILLAR4PCS</button>
|
||||
</div>
|
||||
|
||||
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
@ -452,8 +459,8 @@
|
||||
</div>
|
||||
<div class="category-content expanded">
|
||||
<div class="option-group">
|
||||
<button class="option-btn" data-option="color-1">SPFPDS13FTW</button>
|
||||
<button class="option-btn" data-option="color-2">SPFPDS13FTC</button>
|
||||
<button class="option-btn" data-option="color-1">SPFFLOW13FTC</button>
|
||||
<button class="option-btn" data-option="color-2">SPFGLASS13FT</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
@ -466,8 +473,8 @@
|
||||
</div>
|
||||
<div class="category-content expanded">
|
||||
<div class="option-group">
|
||||
<button class="option-btn" data-option="color-3">SPFPDS10FTW</button>
|
||||
<button class="option-btn" data-option="color-4">SPFPDS10FTC</button>
|
||||
<button class="option-btn" data-option="color-3">SPF80CS10FTS</button>
|
||||
<button class="option-btn" data-option="color-4">SPFGLASS10FT</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
@ -579,6 +586,7 @@
|
||||
</div>
|
||||
</div>
|
||||
<script src="https://sdk.zguiy.com/zt/assets/index.global.js?v=1234"></script>
|
||||
<!-- <script src="./index.global.js?v=1234"></script> -->
|
||||
<script src="./app-global.js"></script>
|
||||
<script>
|
||||
// 从全局对象获取 SDK kernel
|
||||
@ -870,10 +878,6 @@
|
||||
|
||||
console.log(kernel);
|
||||
|
||||
// 监听放置区域点击事件
|
||||
kernel.on('dropzone:click', function (dropzone_data) {
|
||||
window.AppLogic.getEvent(dropzone_data, sku);
|
||||
});
|
||||
|
||||
// 存储当前选中的材质名和网格
|
||||
var currentMaterialName = '';
|
||||
|
||||
@ -221,33 +221,40 @@
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
/* 进度条样式 */
|
||||
/* 加载遮罩样式 */
|
||||
#progress-container {
|
||||
position: absolute;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
width: 80%;
|
||||
max-width: 500px;
|
||||
background: rgba(255, 255, 255, 0.2);
|
||||
border-radius: 10px;
|
||||
padding: 10px;
|
||||
z-index: 1000;
|
||||
position: fixed;
|
||||
top: 0;
|
||||
left: 0;
|
||||
width: 100vw;
|
||||
height: 100vh;
|
||||
background: rgba(0, 0, 0, 0.7);
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
z-index: 9999;
|
||||
}
|
||||
|
||||
#progress-bar {
|
||||
width: 0%;
|
||||
height: 10px;
|
||||
background: linear-gradient(90deg, #4CAF50, #45a049);
|
||||
border-radius: 5px;
|
||||
transition: width 0.1s ease;
|
||||
.spinner {
|
||||
width: 50px;
|
||||
height: 50px;
|
||||
border: 4px solid rgba(255, 255, 255, 0.3);
|
||||
border-top-color: #4CAF50;
|
||||
border-radius: 50%;
|
||||
animation: spin 1s linear infinite;
|
||||
}
|
||||
|
||||
#progress-text {
|
||||
color: white;
|
||||
text-align: center;
|
||||
margin-top: 5px;
|
||||
font-size: 14px;
|
||||
@keyframes spin {
|
||||
to {
|
||||
transform: rotate(360deg);
|
||||
}
|
||||
}
|
||||
|
||||
.loading-text {
|
||||
color: #fff;
|
||||
font-size: 16px;
|
||||
margin-top: 20px;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
@ -258,8 +265,8 @@
|
||||
<div id="canvas-container">
|
||||
<canvas id="renderDom"></canvas>
|
||||
<div id="progress-container" style="display: none;">
|
||||
<div id="progress-bar"></div>
|
||||
<div id="progress-text">0%</div>
|
||||
<div class="spinner"></div>
|
||||
<div class="loading-text">加载中...</div>
|
||||
</div>
|
||||
|
||||
<!-- 生成放置区域按钮 -->
|
||||
@ -847,9 +854,25 @@
|
||||
|
||||
// 监听放置区域点击事件
|
||||
kernel.on('dropzone:click', async (dropzone_data) => {
|
||||
// 显示进度条
|
||||
const progressContainer = document.getElementById('progress-container');
|
||||
if (progressContainer) {
|
||||
progressContainer.style.display = 'flex';
|
||||
}
|
||||
|
||||
getEvent(dropzone_data, sku)
|
||||
});
|
||||
|
||||
// 监听模型加载完成事件
|
||||
kernel.on('model:loaded', (data) => {
|
||||
console.log('模型加载完成', data);
|
||||
// 隐藏进度条
|
||||
const progressContainer = document.getElementById('progress-container');
|
||||
if (progressContainer) {
|
||||
progressContainer.style.display = 'none';
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@ -29855,6 +29855,10 @@ var kernel = (function (exports) {
|
||||
rotationY: 0,
|
||||
background: false
|
||||
},
|
||||
camera: {
|
||||
position: { x: 0, y: 2, z: 5 },
|
||||
target: { x: 0, y: 1, z: 0 }
|
||||
},
|
||||
gizmo: {
|
||||
position: true,
|
||||
rotation: false,
|
||||
@ -70348,14 +70352,22 @@ var kernel = (function (exports) {
|
||||
const scene = this.mainApp.appScene.object;
|
||||
const canvas = AppConfig.container;
|
||||
if (!scene || !canvas) return;
|
||||
this.object = new ArcRotateCamera("Camera", Tools.ToRadians(70), Tools.ToRadians(85), 5, new Vector3(0, 2, 0), scene);
|
||||
const { position, target } = AppConfig.camera;
|
||||
this.object = new ArcRotateCamera(
|
||||
"Camera",
|
||||
Tools.ToRadians(70),
|
||||
Tools.ToRadians(85),
|
||||
5,
|
||||
new Vector3(target.x, target.y, target.z),
|
||||
scene
|
||||
);
|
||||
this.object.attachControl(canvas, true);
|
||||
this.object.minZ = 0.01;
|
||||
this.object.wheelPrecision = 200;
|
||||
this.object.panningSensibility = 0;
|
||||
this.object.upperBetaLimit = Tools.ToRadians(90);
|
||||
this.object.position = new Vector3(0, 0, 10);
|
||||
this.setTarget(0, 0.5, 0);
|
||||
this.object.position = new Vector3(position.x, position.y, position.z);
|
||||
this.setTarget(target.x, target.y, target.z);
|
||||
}
|
||||
/** 设置相机目标点 */
|
||||
setTarget(x, y, z) {
|
||||
@ -79877,10 +79889,8 @@ discard;}}
|
||||
}
|
||||
/** 初始化灯光并开启阴影 */
|
||||
Awake() {
|
||||
new DirectionalLight(
|
||||
"mainLight",
|
||||
new Vector3(0, -0.5, -1)
|
||||
);
|
||||
const light = new DirectionalLight("sun", new Vector3(-1, -2, -1), this.mainApp.appScene.object);
|
||||
light.intensity = 1;
|
||||
}
|
||||
}
|
||||
|
||||
@ -354680,16 +354690,6 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
});
|
||||
return min.add(max).scaleInPlace(0.5);
|
||||
}
|
||||
setupShadows(meshes) {
|
||||
const appLight = this.mainApp.appLight;
|
||||
if (!appLight) return;
|
||||
meshes.forEach((mesh) => {
|
||||
if (mesh.getTotalVertices() > 0) {
|
||||
appLight.addShadowCaster(mesh);
|
||||
mesh.receiveShadows = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
/** 获取缓存的网格 */
|
||||
getCachedMeshes(name) {
|
||||
return this.modelDic.Get(name);
|
||||
@ -354748,6 +354748,22 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
}
|
||||
if (drag) {
|
||||
this.mainApp.appModelDrag?.configureDrag(modelName + "_" + modelId, drag);
|
||||
if (this.mainApp.appDropZone) {
|
||||
let modelWallName = null;
|
||||
const fullModelId = modelName + "_" + modelId;
|
||||
this.mainApp.appDropZone["zoneModelMap"]?.forEach((id, zoneKey) => {
|
||||
if (id === fullModelId) {
|
||||
const match = zoneKey.match(/^(.+)\[(\d+)\]$/);
|
||||
if (match) {
|
||||
modelWallName = match[1];
|
||||
}
|
||||
}
|
||||
});
|
||||
if (modelWallName && this.mainApp.appDropZone.isWallFull(modelWallName)) {
|
||||
console.log(`[拖拽控制] 墙面 ${modelWallName} 已满,禁用模型 ${fullModelId} 的拖拽`);
|
||||
this.mainApp.appModelDrag?.setDragEnabled(fullModelId, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
this.mainApp.gameManager?.updateDictionaries();
|
||||
EventBridge.modelLoaded({ urls: [modelUrl] });
|
||||
@ -354907,6 +354923,9 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
this.modelDic.Remove(modelName);
|
||||
this.modelMetadataDic.Remove(modelName);
|
||||
this.mainApp.gameManager?.updateDictionaries();
|
||||
if (this.mainApp.appDropZone && typeof this.mainApp.appDropZone.notifyModelRemoved === "function") {
|
||||
this.mainApp.appDropZone.notifyModelRemoved(modelName);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
/**
|
||||
@ -355067,9 +355086,10 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
* 将模型放置到指定的放置区域
|
||||
* @param modelId 模型ID
|
||||
* @param zoneInfo 放置区域信息
|
||||
* @param offsetDistance 距离墙面的偏移距离(默认0.1,正数向外)
|
||||
* @param offsetDistance 距离墙面的偏移距离(默认0,正数向外)
|
||||
*/
|
||||
placeToZone(modelId, zoneInfo, offsetDistance = 0) {
|
||||
console.log(zoneInfo);
|
||||
const meshes = this.modelDic.Get(modelId);
|
||||
if (!meshes?.length) {
|
||||
console.warn(`Model not found: ${modelId}`);
|
||||
@ -355119,6 +355139,12 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
highlightLayer = null;
|
||||
originalMaterial = null;
|
||||
highlightedMesh = null;
|
||||
pointerDownTime = 0;
|
||||
pointerDownPickInfo = null;
|
||||
longPressTimer = null;
|
||||
longPressThreshold = 500;
|
||||
// 长按阈值(毫秒)
|
||||
isLongPress = false;
|
||||
constructor(mainApp) {
|
||||
super(mainApp);
|
||||
}
|
||||
@ -355143,29 +355169,85 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
}
|
||||
if (type === PointerEventTypes.POINTERDOWN) {
|
||||
this.oldPoint.set(pointerEvent.clientX, 0, pointerEvent.clientY);
|
||||
this.pointerDownTime = Date.now();
|
||||
this.pointerDownPickInfo = pickInfo;
|
||||
this.isLongPress = false;
|
||||
if (this.longPressTimer) {
|
||||
clearTimeout(this.longPressTimer);
|
||||
}
|
||||
this.longPressTimer = setTimeout(() => {
|
||||
this.isLongPress = true;
|
||||
this.handleLongPress(pointerEvent, this.pointerDownPickInfo);
|
||||
}, this.longPressThreshold);
|
||||
} else if (type === PointerEventTypes.POINTERUP) {
|
||||
if (this.longPressTimer) {
|
||||
clearTimeout(this.longPressTimer);
|
||||
this.longPressTimer = null;
|
||||
}
|
||||
this.newPoint.set(pointerEvent.clientX, 0, pointerEvent.clientY);
|
||||
const distance = Vector3.Distance(this.oldPoint, this.newPoint);
|
||||
if (distance < 5) {
|
||||
if (this.isLongPress) {
|
||||
console.log("[长按] 松手,隐藏分割区域");
|
||||
this.mainApp.appDropZone.hide();
|
||||
}
|
||||
if (distance < 5 && !this.isLongPress) {
|
||||
this.handleSingleClick(pointerEvent, pickInfo);
|
||||
}
|
||||
this.isLongPress = false;
|
||||
} else if (type === PointerEventTypes.POINTERMOVE) {
|
||||
this.newPoint.set(pointerEvent.clientX, 0, pointerEvent.clientY);
|
||||
const distance = Vector3.Distance(this.oldPoint, this.newPoint);
|
||||
if (distance > 5 && this.longPressTimer) {
|
||||
clearTimeout(this.longPressTimer);
|
||||
this.longPressTimer = null;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
// 处理长按
|
||||
handleLongPress(evt, pickInfo) {
|
||||
if (pickInfo && pickInfo.hit && pickInfo.pickedMesh) {
|
||||
if (pickInfo.pickedMesh.metadata?.type === "hotspot") {
|
||||
return;
|
||||
}
|
||||
if (pickInfo.pickedMesh.name.startsWith("placement_")) {
|
||||
return;
|
||||
}
|
||||
const modelName = this.mainApp.appModel.findModelNameByMesh(pickInfo.pickedMesh);
|
||||
if (modelName) {
|
||||
const wallName = this.findModelWallName(modelName);
|
||||
if (wallName) {
|
||||
console.log(`[长按] 模型 ${modelName} 位于墙面 ${wallName},显示该墙面的放置区域`);
|
||||
this.mainApp.appDropZone.showWall(wallName);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// 查找模型所在的墙面
|
||||
findModelWallName(modelId) {
|
||||
const zoneModelMap = this.mainApp.appDropZone["zoneModelMap"];
|
||||
if (!zoneModelMap) return null;
|
||||
for (const [zoneKey, id] of zoneModelMap.entries()) {
|
||||
if (id === modelId) {
|
||||
const match = zoneKey.match(/^(.+)\[(\d+)\]$/);
|
||||
if (match) {
|
||||
return match[1];
|
||||
}
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
// 处理单击
|
||||
handleSingleClick(evt, pickInfo) {
|
||||
if (pickInfo && pickInfo.hit && pickInfo.pickedMesh && pickInfo.pickedPoint) {
|
||||
if (pickInfo.pickedMesh.metadata?.type === "hotspot") {
|
||||
return;
|
||||
}
|
||||
if (pickInfo.pickedMesh.name === "gridGround" || pickInfo.pickedMesh.name === "ground" || pickInfo.pickedMesh.name === "sphere_yundong_mesh") {
|
||||
return;
|
||||
}
|
||||
if (pickInfo.pickedMesh.name.startsWith("placement_")) {
|
||||
const zones = this.mainApp.appDropZone.getPlacementZones();
|
||||
const clickedZone = zones.find((zone) => zone.mesh === pickInfo.pickedMesh);
|
||||
if (clickedZone) {
|
||||
const offsetDistance = 0.05;
|
||||
const offsetDistance = 0;
|
||||
const targetPosition = clickedZone.center.add(clickedZone.normal.scale(offsetDistance));
|
||||
const targetDirection = clickedZone.normal.scale(-1);
|
||||
const angle = Math.atan2(targetDirection.x, targetDirection.z);
|
||||
@ -355186,7 +355268,6 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
rotation: {
|
||||
x: 0,
|
||||
y: angle * 180 / Math.PI,
|
||||
// 转换为角度
|
||||
z: 0
|
||||
},
|
||||
scale: {
|
||||
@ -355200,6 +355281,7 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
}
|
||||
}
|
||||
this.mainApp.appDomTo3D.hideAll();
|
||||
this.mainApp.appDropZone.hide();
|
||||
const materialName = pickInfo.pickedMesh.material?.name || "";
|
||||
const holdingShift = Boolean(evt.shiftKey);
|
||||
const modelMeshes = this.mainApp.appModel.getModelMeshesByMesh(pickInfo.pickedMesh);
|
||||
@ -355222,7 +355304,6 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
modelControlType: modelMetadata?.modelControlType
|
||||
});
|
||||
} else {
|
||||
console.log(1111);
|
||||
this.mainApp.appSelectionOutline.clear();
|
||||
this.mainApp.appPositionGizmo.detach();
|
||||
this.mainApp.appDomTo3D.hideAll();
|
||||
@ -355877,6 +355958,8 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
material.albedoTexture = null;
|
||||
}
|
||||
}
|
||||
material.roughness = 0.8;
|
||||
material.metallic = 0;
|
||||
material.markDirty();
|
||||
});
|
||||
}
|
||||
@ -356535,11 +356618,44 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
}
|
||||
const pointerDragBehavior = new PointerDragBehavior({ dragAxis });
|
||||
pointerDragBehavior.useObjectOrientationForDragging = false;
|
||||
let dragStartPosition = null;
|
||||
let hasShownZones = false;
|
||||
pointerDragBehavior.onDragStartObservable.add(() => {
|
||||
const meshes = this.mainApp.appModel?.modelDic?.Get(modelId);
|
||||
if (meshes && meshes.length > 0) {
|
||||
dragStartPosition = meshes[0].position.clone();
|
||||
}
|
||||
this.disableCameraControl();
|
||||
hasShownZones = false;
|
||||
});
|
||||
pointerDragBehavior.onDragObservable.add((event) => {
|
||||
const meshes = this.mainApp.appModel?.modelDic?.Get(modelId);
|
||||
if (meshes && meshes.length > 0 && dragStartPosition) {
|
||||
const distance = Vector3.Distance(dragStartPosition, meshes[0].position);
|
||||
if (distance > 0.01 && !hasShownZones && dragInfo.config.snapToZone) {
|
||||
this.showZonesForModel(modelId);
|
||||
hasShownZones = true;
|
||||
}
|
||||
}
|
||||
});
|
||||
pointerDragBehavior.onDragEndObservable.add(() => {
|
||||
const meshes = this.mainApp.appModel?.modelDic?.Get(modelId);
|
||||
let hasMoved = false;
|
||||
if (meshes && meshes.length > 0 && dragStartPosition) {
|
||||
const distance = Vector3.Distance(dragStartPosition, meshes[0].position);
|
||||
hasMoved = distance > 0.01;
|
||||
}
|
||||
this.enableCameraControl();
|
||||
if (hasMoved) {
|
||||
if (dragInfo.config.snapToZone && hasShownZones) {
|
||||
this.hideZonesForModel(modelId);
|
||||
this.snapModelToZone(modelId);
|
||||
} else {
|
||||
this.updateModelZoneMapping(modelId);
|
||||
}
|
||||
}
|
||||
dragStartPosition = null;
|
||||
hasShownZones = false;
|
||||
});
|
||||
return pointerDragBehavior;
|
||||
}
|
||||
@ -356632,6 +356748,259 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
camera.attachControl(canvas, true);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* 显示模型所在墙面的分割区域
|
||||
* @param modelId 模型ID
|
||||
*/
|
||||
showZonesForModel(modelId) {
|
||||
const appDropZone = this.mainApp.appDropZone;
|
||||
if (!appDropZone) return;
|
||||
let wallName = null;
|
||||
appDropZone["zoneModelMap"]?.forEach((id, zoneKey) => {
|
||||
if (id === modelId) {
|
||||
const match = zoneKey.match(/^(.+)\[(\d+)\]$/);
|
||||
if (match) {
|
||||
wallName = match[1];
|
||||
}
|
||||
}
|
||||
});
|
||||
if (wallName) {
|
||||
console.log(`[拖拽吸附] 显示墙面 ${wallName} 的分割区域`);
|
||||
appDropZone.showWall(wallName);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* 隐藏分割区域
|
||||
* @param modelId 模型ID
|
||||
*/
|
||||
hideZonesForModel(modelId) {
|
||||
const appDropZone = this.mainApp.appDropZone;
|
||||
if (!appDropZone) return;
|
||||
console.log(`[拖拽吸附] 隐藏分割区域`);
|
||||
appDropZone.hide();
|
||||
}
|
||||
/**
|
||||
* 将模型吸附到最近的分割区域
|
||||
* @param modelId 模型ID
|
||||
*/
|
||||
snapModelToZone(modelId) {
|
||||
const meshes = this.mainApp.appModel?.modelDic?.Get(modelId);
|
||||
if (!meshes || !meshes.length) return;
|
||||
const rootMesh = meshes[0];
|
||||
const appDropZone = this.mainApp.appDropZone;
|
||||
if (!appDropZone) return;
|
||||
let wallName = null;
|
||||
let originalZoneIndex = -1;
|
||||
appDropZone["zoneModelMap"]?.forEach((id, zoneKey) => {
|
||||
if (id === modelId) {
|
||||
const match = zoneKey.match(/^(.+)\[(\d+)\]$/);
|
||||
if (match) {
|
||||
wallName = match[1];
|
||||
originalZoneIndex = parseInt(match[2]);
|
||||
}
|
||||
}
|
||||
});
|
||||
if (!wallName) return;
|
||||
const wallZones = appDropZone.getZonesByWall(wallName);
|
||||
if (!wallZones.length) return;
|
||||
let closestZoneIndex = -1;
|
||||
let minDistance = Number.POSITIVE_INFINITY;
|
||||
wallZones.forEach((zone, index) => {
|
||||
const distance = rootMesh.position.subtract(zone.center).length();
|
||||
if (distance < minDistance) {
|
||||
minDistance = distance;
|
||||
closestZoneIndex = index;
|
||||
}
|
||||
});
|
||||
if (closestZoneIndex === -1) return;
|
||||
const dragInfo = this.modelDragMap.get(modelId);
|
||||
const returnWhenOutOfBounds = dragInfo?.config.returnWhenOutOfBounds ?? false;
|
||||
const handleOccupiedZone = dragInfo?.config.handleOccupiedZone ?? false;
|
||||
const occupiedZoneAction = dragInfo?.config.occupiedZoneAction ?? "return";
|
||||
let isOutOfBounds = false;
|
||||
let minX = Number.POSITIVE_INFINITY;
|
||||
let maxX = Number.NEGATIVE_INFINITY;
|
||||
let minZ = Number.POSITIVE_INFINITY;
|
||||
let maxZ = Number.NEGATIVE_INFINITY;
|
||||
wallZones.forEach((zone) => {
|
||||
const halfWidth = zone.width / 2;
|
||||
if (Math.abs(zone.normal.x) > 0.5) {
|
||||
minZ = Math.min(minZ, zone.center.z - halfWidth);
|
||||
maxZ = Math.max(maxZ, zone.center.z + halfWidth);
|
||||
} else if (Math.abs(zone.normal.z) > 0.5) {
|
||||
minX = Math.min(minX, zone.center.x - halfWidth);
|
||||
maxX = Math.max(maxX, zone.center.x + halfWidth);
|
||||
}
|
||||
});
|
||||
const currentPos = rootMesh.position;
|
||||
if (minX !== Number.POSITIVE_INFINITY && maxX !== Number.NEGATIVE_INFINITY) {
|
||||
if (currentPos.x < minX || currentPos.x > maxX) {
|
||||
isOutOfBounds = true;
|
||||
}
|
||||
}
|
||||
if (minZ !== Number.POSITIVE_INFINITY && maxZ !== Number.NEGATIVE_INFINITY) {
|
||||
if (currentPos.z < minZ || currentPos.z > maxZ) {
|
||||
isOutOfBounds = true;
|
||||
}
|
||||
}
|
||||
if (isOutOfBounds) {
|
||||
console.log(`[拖拽吸附] 模型 ${modelId} 超出边界`);
|
||||
if (returnWhenOutOfBounds) {
|
||||
console.log(`[拖拽吸附] 启用边界返回,回到原区域 ${originalZoneIndex}`);
|
||||
if (originalZoneIndex !== -1) {
|
||||
const originalZone = wallZones[originalZoneIndex];
|
||||
if (originalZone) {
|
||||
const offsetDistance2 = 0;
|
||||
const returnPosition = originalZone.center.add(originalZone.normal.scale(offsetDistance2));
|
||||
rootMesh.position.copyFrom(returnPosition);
|
||||
const targetDirection2 = originalZone.normal.scale(-1);
|
||||
const angle2 = Math.atan2(targetDirection2.x, targetDirection2.z);
|
||||
rootMesh.rotation.y = angle2;
|
||||
console.log(`[拖拽吸附] 模型 ${modelId} 已返回原区域 ${originalZoneIndex}`);
|
||||
return;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
console.log(`[拖拽吸附] 未启用边界返回,保持当前位置,不做吸附`);
|
||||
this.updateModelZoneMapping(modelId);
|
||||
return;
|
||||
}
|
||||
}
|
||||
const targetZone = wallZones[closestZoneIndex];
|
||||
const targetZoneKey = `${wallName}[${closestZoneIndex}]`;
|
||||
const occupyingModelId = appDropZone["zoneModelMap"]?.get(targetZoneKey);
|
||||
if (occupyingModelId && occupyingModelId !== modelId) {
|
||||
console.log(`[拖拽吸附] 目标区域 ${closestZoneIndex} 已被模型 ${occupyingModelId} 占用`);
|
||||
if (handleOccupiedZone) {
|
||||
if (occupiedZoneAction === "return") {
|
||||
console.log(`[拖拽吸附] 配置为返回原位置,回到区域 ${originalZoneIndex}`);
|
||||
if (originalZoneIndex !== -1) {
|
||||
const originalZone = wallZones[originalZoneIndex];
|
||||
if (originalZone) {
|
||||
const offsetDistance2 = 0;
|
||||
const returnPosition = originalZone.center.add(originalZone.normal.scale(offsetDistance2));
|
||||
rootMesh.position.copyFrom(returnPosition);
|
||||
const targetDirection2 = originalZone.normal.scale(-1);
|
||||
const angle2 = Math.atan2(targetDirection2.x, targetDirection2.z);
|
||||
rootMesh.rotation.y = angle2;
|
||||
console.log(`[拖拽吸附] 模型 ${modelId} 返回原区域 ${originalZoneIndex}`);
|
||||
return;
|
||||
}
|
||||
}
|
||||
} else if (occupiedZoneAction === "replace") {
|
||||
console.log(`[拖拽吸附] 配置为替换模型,将替换模型 ${occupyingModelId}`);
|
||||
}
|
||||
} else {
|
||||
console.log(`[拖拽吸附] 未启用占用区域处理,允许重叠`);
|
||||
}
|
||||
}
|
||||
const offsetDistance = 0;
|
||||
const snapPosition = targetZone.center.add(targetZone.normal.scale(offsetDistance));
|
||||
rootMesh.position.copyFrom(snapPosition);
|
||||
const targetDirection = targetZone.normal.scale(-1);
|
||||
const angle = Math.atan2(targetDirection.x, targetDirection.z);
|
||||
rootMesh.rotation.y = angle;
|
||||
console.log(`[拖拽吸附] 模型 ${modelId} 吸附到区域 ${closestZoneIndex}`);
|
||||
this.updateModelZoneMapping(modelId);
|
||||
}
|
||||
/**
|
||||
* 更新模型所属的分割区域映射
|
||||
* @param modelId 模型ID
|
||||
*/
|
||||
updateModelZoneMapping(modelId) {
|
||||
const meshes = this.mainApp.appModel?.modelDic?.Get(modelId);
|
||||
if (!meshes || !meshes.length) return;
|
||||
const rootMesh = meshes[0];
|
||||
const modelPosition = rootMesh.position;
|
||||
console.log(`[边界检测] 模型 ${modelId} 拖拽结束,当前位置:`, modelPosition);
|
||||
const appDropZone = this.mainApp.appDropZone;
|
||||
if (!appDropZone) return;
|
||||
let originalWallName = null;
|
||||
appDropZone["zoneModelMap"]?.forEach((id, zoneKey) => {
|
||||
if (id === modelId) {
|
||||
const match = zoneKey.match(/^(.+)\[(\d+)\]$/);
|
||||
if (match) {
|
||||
originalWallName = match[1];
|
||||
}
|
||||
}
|
||||
});
|
||||
if (!originalWallName) {
|
||||
console.log(`[边界检测] 模型 ${modelId} 未找到原始墙面,跳过检测`);
|
||||
return;
|
||||
}
|
||||
console.log(`[边界检测] 模型 ${modelId} 原始墙面: ${originalWallName}`);
|
||||
const wallZones = appDropZone.getZonesByWall(originalWallName);
|
||||
if (!wallZones.length) return;
|
||||
console.log(`[边界检测] 墙面 ${originalWallName} 有 ${wallZones.length} 个分割区域`);
|
||||
let closestZoneIndex = -1;
|
||||
let minDistance = Number.POSITIVE_INFINITY;
|
||||
wallZones.forEach((zone, index) => {
|
||||
const distance = modelPosition.subtract(zone.center).length();
|
||||
console.log(`[边界检测] 区域 ${index} 中心:`, zone.center, `距离: ${distance.toFixed(3)}`);
|
||||
if (distance < minDistance) {
|
||||
minDistance = distance;
|
||||
closestZoneIndex = index;
|
||||
}
|
||||
});
|
||||
if (closestZoneIndex === -1) {
|
||||
console.log(`[边界检测] 未找到最近的区域`);
|
||||
return;
|
||||
}
|
||||
console.log(`[边界检测] 模型 ${modelId} 最接近区域 ${closestZoneIndex},距离: ${minDistance.toFixed(3)}`);
|
||||
let currentZoneIndex = -1;
|
||||
appDropZone["zoneModelMap"]?.forEach((id, zoneKey) => {
|
||||
if (id === modelId) {
|
||||
const match = zoneKey.match(/^.+\[(\d+)\]$/);
|
||||
if (match) {
|
||||
currentZoneIndex = parseInt(match[1]);
|
||||
}
|
||||
}
|
||||
});
|
||||
if (currentZoneIndex !== closestZoneIndex) {
|
||||
console.log(`[边界检测] 模型 ${modelId} 从区域 ${currentZoneIndex} 移动到区域 ${closestZoneIndex}`);
|
||||
if (currentZoneIndex !== -1) {
|
||||
const oldKey = `${originalWallName}[${currentZoneIndex}]`;
|
||||
appDropZone["zoneModelMap"]?.delete(oldKey);
|
||||
console.log(`[边界检测] 删除旧映射: ${oldKey}`);
|
||||
}
|
||||
const newKey = `${originalWallName}[${closestZoneIndex}]`;
|
||||
const existingModelId = appDropZone["zoneModelMap"]?.get(newKey);
|
||||
const dragInfo = this.modelDragMap.get(modelId);
|
||||
const handleOccupiedZone = dragInfo?.config.handleOccupiedZone ?? false;
|
||||
const occupiedZoneAction = dragInfo?.config.occupiedZoneAction ?? "return";
|
||||
if (existingModelId && existingModelId !== modelId) {
|
||||
console.log(`[边界检测] 目标区域 ${closestZoneIndex} 已有模型 ${existingModelId}`);
|
||||
if (handleOccupiedZone && occupiedZoneAction === "replace") {
|
||||
console.log(`[边界检测] 配置为替换模式,交换位置`);
|
||||
if (currentZoneIndex !== -1) {
|
||||
const swapKey = `${originalWallName}[${currentZoneIndex}]`;
|
||||
appDropZone["zoneModelMap"]?.set(swapKey, existingModelId);
|
||||
console.log(`[边界检测] 模型 ${existingModelId} 移动到区域 ${currentZoneIndex}`);
|
||||
const existingMeshes = this.mainApp.appModel?.modelDic?.Get(existingModelId);
|
||||
if (existingMeshes && existingMeshes.length) {
|
||||
const existingRootMesh = existingMeshes[0];
|
||||
const swapZone = wallZones[currentZoneIndex];
|
||||
if (swapZone) {
|
||||
const offsetDistance = 0;
|
||||
const swapPosition = swapZone.center.add(swapZone.normal.scale(offsetDistance));
|
||||
existingRootMesh.position.copyFrom(swapPosition);
|
||||
const targetDirection = swapZone.normal.scale(-1);
|
||||
const angle = Math.atan2(targetDirection.x, targetDirection.z);
|
||||
existingRootMesh.rotation.y = angle;
|
||||
console.log(`[边界检测] 已将模型 ${existingModelId} 物理移动到区域 ${currentZoneIndex}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
console.log(`[边界检测] 未启用替换模式或未启用占用区域处理,允许重叠`);
|
||||
}
|
||||
}
|
||||
appDropZone["zoneModelMap"]?.set(newKey, modelId);
|
||||
console.log(`[边界检测] 添加新映射: ${newKey} -> ${modelId}`);
|
||||
} else {
|
||||
console.log(`[边界检测] 模型 ${modelId} 仍在区域 ${currentZoneIndex},无需更新映射`);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* 清理资源
|
||||
*/
|
||||
@ -356884,6 +357253,23 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
line.isVisible = true;
|
||||
});
|
||||
}
|
||||
/**
|
||||
* 只显示指定墙面的放置区域
|
||||
* @param wallName 墙面名称
|
||||
*/
|
||||
showWall(wallName) {
|
||||
this.hide();
|
||||
this.placementZones.forEach((zone) => {
|
||||
if (zone.wallName === wallName) {
|
||||
zone.mesh.isVisible = true;
|
||||
}
|
||||
});
|
||||
this.borderLines.forEach((line) => {
|
||||
if (line.name.includes(`_${wallName}_`)) {
|
||||
line.isVisible = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
/**
|
||||
* 隐藏所有放置区域
|
||||
*/
|
||||
@ -356920,6 +357306,7 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
scene;
|
||||
placementWall;
|
||||
appModel = null;
|
||||
mainApp = null;
|
||||
// 内部映射:放置区域 -> 模型ID
|
||||
zoneModelMap = /* @__PURE__ */ new Map();
|
||||
// 墙面 -> 当前分割数
|
||||
@ -356940,6 +357327,12 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
setModelManager(appModel) {
|
||||
this.appModel = appModel;
|
||||
}
|
||||
/**
|
||||
* 设置 MainApp 引用(内部使用)
|
||||
*/
|
||||
setMainApp(mainApp) {
|
||||
this.mainApp = mainApp;
|
||||
}
|
||||
/**
|
||||
* 设置放置区域数据
|
||||
* @param config 配置参数
|
||||
@ -357018,6 +357411,9 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
divisions: newDivisions
|
||||
};
|
||||
}).filter((wall) => wall !== null);
|
||||
this.dropZoneConfig.walls.forEach((wall) => {
|
||||
this.wallDivisionsMap.set(wall.name, wall.divisions);
|
||||
});
|
||||
this.clearZones();
|
||||
const zones = this.generateDropZones();
|
||||
this.show();
|
||||
@ -357071,6 +357467,176 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
}
|
||||
this.zoneModelMap.set(zoneKey, modelId);
|
||||
console.log(`已记录模型 ${modelId} 到区域 ${zoneKey}`);
|
||||
this.checkAndAutoArrange(wallName);
|
||||
}
|
||||
/**
|
||||
* 通知模型被删除(外部调用,用于更新映射和重新启用拖拽)
|
||||
* @param modelId 被删除的模型ID
|
||||
*/
|
||||
notifyModelRemoved(modelId) {
|
||||
console.log(`[模型删除通知] 模型 ${modelId} 被删除`);
|
||||
let removedWallName = null;
|
||||
let removedZoneKey = null;
|
||||
this.zoneModelMap.forEach((id, zoneKey) => {
|
||||
if (id === modelId) {
|
||||
removedZoneKey = zoneKey;
|
||||
const match = zoneKey.match(/^(.+)\[(\d+)\]$/);
|
||||
if (match) {
|
||||
removedWallName = match[1];
|
||||
}
|
||||
}
|
||||
});
|
||||
if (removedZoneKey) {
|
||||
this.zoneModelMap.delete(removedZoneKey);
|
||||
console.log(`[模型删除通知] 已从映射中删除: ${removedZoneKey}`);
|
||||
}
|
||||
if (removedWallName) {
|
||||
this.checkAndReenableDrag(removedWallName);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* 检查墙面是否不满,如果不满则重新启用该墙面所有模型的拖拽
|
||||
* @param wallName 墙面名称
|
||||
*/
|
||||
checkAndReenableDrag(wallName) {
|
||||
const currentDivisions = this.wallDivisionsMap.get(wallName);
|
||||
if (!currentDivisions) return;
|
||||
let placedCount = 0;
|
||||
const placedModelIds = [];
|
||||
this.zoneModelMap.forEach((modelId, zoneKey) => {
|
||||
if (zoneKey.startsWith(`${wallName}[`)) {
|
||||
placedCount++;
|
||||
placedModelIds.push(modelId);
|
||||
}
|
||||
});
|
||||
console.log(`[拖拽检查] 墙面 ${wallName} 当前模型数: ${placedCount}/${currentDivisions}`);
|
||||
if (placedCount < currentDivisions) {
|
||||
console.log(`[拖拽检查] 墙面 ${wallName} 未满,重新启用拖拽`);
|
||||
placedModelIds.forEach((modelId) => {
|
||||
if (this.mainApp && this.mainApp.appModelDrag && typeof this.mainApp.appModelDrag.setDragEnabled === "function") {
|
||||
this.mainApp.appModelDrag.setDragEnabled(modelId, true);
|
||||
console.log(`[拖拽检查] ✓ 已启用模型 ${modelId} 的拖拽功能`);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
/**
|
||||
* 检查墙面是否已满
|
||||
* @param wallName 墙面名称
|
||||
* @returns 是否已满
|
||||
*/
|
||||
isWallFull(wallName) {
|
||||
const currentDivisions = this.wallDivisionsMap.get(wallName);
|
||||
if (!currentDivisions) return false;
|
||||
let placedCount = 0;
|
||||
this.zoneModelMap.forEach((modelId, zoneKey) => {
|
||||
if (zoneKey.startsWith(`${wallName}[`)) {
|
||||
placedCount++;
|
||||
}
|
||||
});
|
||||
return placedCount >= currentDivisions;
|
||||
}
|
||||
/**
|
||||
* 检查墙面是否已满,如果满了则自动排列模型
|
||||
* @param wallName 墙面名称
|
||||
*/
|
||||
checkAndAutoArrange(wallName) {
|
||||
const currentDivisions = this.wallDivisionsMap.get(wallName);
|
||||
console.log(`[自动排列检查] 墙面: ${wallName}, 分割数: ${currentDivisions}`);
|
||||
if (!currentDivisions) {
|
||||
console.log(`[自动排列检查] 墙面 ${wallName} 没有分割数配置,跳过`);
|
||||
return;
|
||||
}
|
||||
let placedCount = 0;
|
||||
const placedModels = [];
|
||||
this.zoneModelMap.forEach((modelId, zoneKey) => {
|
||||
if (zoneKey.startsWith(`${wallName}[`)) {
|
||||
placedCount++;
|
||||
placedModels.push(`${zoneKey} -> ${modelId}`);
|
||||
}
|
||||
});
|
||||
console.log(`[自动排列检查] 墙面 ${wallName} 已放置模型数: ${placedCount}/${currentDivisions}`);
|
||||
console.log(`[自动排列检查] 已放置的模型:`, placedModels);
|
||||
if (placedCount === currentDivisions) {
|
||||
console.log(`[自动排列] 墙面 ${wallName} 已满(${placedCount}/${currentDivisions}),开始执行自动排列`);
|
||||
this.autoArrangeWall(wallName);
|
||||
} else {
|
||||
console.log(`[自动排列检查] 墙面 ${wallName} 未满,不执行自动排列`);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* 自动排列墙面上的所有模型
|
||||
* @param wallName 墙面名称
|
||||
*/
|
||||
autoArrangeWall(wallName) {
|
||||
console.log(`[自动排列] 开始排列墙面: ${wallName}`);
|
||||
const wallZones = this.getZonesByWall(wallName);
|
||||
console.log(`[自动排列] 墙面 ${wallName} 的放置区域数量: ${wallZones.length}`);
|
||||
if (!wallZones.length) {
|
||||
console.log(`[自动排列] 墙面 ${wallName} 没有放置区域,退出`);
|
||||
return;
|
||||
}
|
||||
const placedModels = [];
|
||||
this.zoneModelMap.forEach((modelId, zoneKey) => {
|
||||
const match = zoneKey.match(new RegExp(`^${wallName}\\[(\\d+)\\]$`));
|
||||
if (match) {
|
||||
const currentIndex = parseInt(match[1]);
|
||||
placedModels.push({
|
||||
modelId,
|
||||
currentIndex
|
||||
});
|
||||
console.log(`[自动排列] 找到模型: ${modelId}, 当前索引: ${currentIndex}`);
|
||||
}
|
||||
});
|
||||
console.log(`[自动排列] 收集到 ${placedModels.length} 个模型`);
|
||||
placedModels.sort((a, b) => a.currentIndex - b.currentIndex);
|
||||
console.log(`[自动排列] 排序后的模型顺序:`, placedModels.map((m) => `${m.modelId}(索引${m.currentIndex})`));
|
||||
placedModels.forEach((model, newIndex) => {
|
||||
console.log(`[自动排列] 处理模型 ${model.modelId}: 当前索引=${model.currentIndex}, 目标索引=${newIndex}`);
|
||||
const targetZone = wallZones[newIndex];
|
||||
if (!targetZone) {
|
||||
console.warn(`[自动排列] ✗ 找不到索引 ${newIndex} 的放置区域`);
|
||||
return;
|
||||
}
|
||||
if (this.appModel) {
|
||||
const offsetDistance = 0;
|
||||
const targetPosition = targetZone.center.add(targetZone.normal.scale(offsetDistance));
|
||||
const targetDirection = targetZone.normal.scale(-1);
|
||||
const angle = Math.atan2(targetDirection.x, targetDirection.z);
|
||||
console.log(`[自动排列] 目标区域 ${newIndex} 的位置:`, {
|
||||
center: targetZone.center,
|
||||
normal: targetZone.normal,
|
||||
targetPosition,
|
||||
rotation: angle * 180 / Math.PI
|
||||
});
|
||||
const meshes = this.appModel.getCachedMeshes(model.modelId);
|
||||
if (meshes && meshes.length > 0) {
|
||||
const rootMesh = meshes[0];
|
||||
rootMesh.position.copyFrom(targetPosition);
|
||||
rootMesh.rotation.y = angle;
|
||||
console.log(`[自动排列] ✓ 模型 ${model.modelId} 已移动到索引 ${newIndex} 的位置`);
|
||||
} else {
|
||||
console.warn(`[自动排列] ✗ 找不到模型 ${model.modelId} 的网格`);
|
||||
}
|
||||
if (model.currentIndex !== newIndex) {
|
||||
const oldKey = `${wallName}[${model.currentIndex}]`;
|
||||
const newKey = `${wallName}[${newIndex}]`;
|
||||
this.zoneModelMap.delete(oldKey);
|
||||
this.zoneModelMap.set(newKey, model.modelId);
|
||||
console.log(`[自动排列] 更新映射: ${oldKey} -> ${newKey}`);
|
||||
}
|
||||
}
|
||||
});
|
||||
console.log(`[自动排列] 开始禁用拖拽功能`);
|
||||
placedModels.forEach((model) => {
|
||||
if (this.mainApp && this.mainApp.appModelDrag && typeof this.mainApp.appModelDrag.setDragEnabled === "function") {
|
||||
this.mainApp.appModelDrag.setDragEnabled(model.modelId, false);
|
||||
console.log(`[自动排列] ✓ 已禁用模型 ${model.modelId} 的拖拽功能`);
|
||||
} else {
|
||||
console.warn(`[自动排列] ✗ 无法禁用模型 ${model.modelId} 的拖拽功能:appModelDrag 未初始化`);
|
||||
}
|
||||
});
|
||||
console.log(`[自动排列] 墙面 ${wallName} 自动排列完成`);
|
||||
}
|
||||
/**
|
||||
* 获取所有放置区域
|
||||
@ -357101,12 +357667,37 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
*/
|
||||
show() {
|
||||
this.placementWall.show();
|
||||
this.setModelsPickable(false);
|
||||
}
|
||||
/**
|
||||
* 只显示指定墙面的放置区域
|
||||
* @param wallName 墙面名称
|
||||
*/
|
||||
showWall(wallName) {
|
||||
this.placementWall.showWall(wallName);
|
||||
this.setModelsPickable(false);
|
||||
}
|
||||
/**
|
||||
* 隐藏所有放置区域
|
||||
*/
|
||||
hide() {
|
||||
this.placementWall.hide();
|
||||
this.setModelsPickable(true);
|
||||
}
|
||||
/**
|
||||
* 设置所有已放置模型的可拾取状态
|
||||
* @param pickable 是否可拾取
|
||||
*/
|
||||
setModelsPickable(pickable) {
|
||||
if (!this.appModel) return;
|
||||
this.zoneModelMap.forEach((modelId) => {
|
||||
const meshes = this.appModel.getCachedMeshes(modelId);
|
||||
if (meshes && meshes.length > 0) {
|
||||
meshes.forEach((mesh) => {
|
||||
mesh.isPickable = pickable;
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
/**
|
||||
* 清除所有放置区域(只清除网格,不清除模型)
|
||||
@ -357498,9 +358089,7 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
if (this.config.position) {
|
||||
this.ground.position = this.config.position;
|
||||
}
|
||||
if (this.config.receiveShadows) {
|
||||
this.ground.receiveShadows = true;
|
||||
}
|
||||
this.ground.isPickable = false;
|
||||
}
|
||||
/** 创建材质 */
|
||||
createMaterial() {
|
||||
@ -357539,6 +358128,7 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
const gridPosition = this.config.position ? this.config.position.clone() : new Vector3(0, 0, 0);
|
||||
gridPosition.y += 0.01;
|
||||
this.gridGround.position = gridPosition;
|
||||
this.gridGround.isPickable = false;
|
||||
this.gridMaterial = new GridMaterial("gridMaterial", this.mainApp.appScene.object);
|
||||
this.gridMaterial.mainColor = this.config.gridColor || new Color3(0.3, 0.3, 0.3);
|
||||
this.gridMaterial.lineColor = this.config.gridColor || new Color3(0.3, 0.3, 0.3);
|
||||
@ -357637,6 +358227,7 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
AppConfig.container = config.container;
|
||||
AppConfig.modelUrlList = config.modelUrlList || [];
|
||||
AppConfig.env = { ...AppConfig.env, ...config.env || {} };
|
||||
AppConfig.camera = { ...AppConfig.camera, ...config.camera || {} };
|
||||
AppConfig.gizmo = { ...AppConfig.gizmo, ...config.gizmo || {} };
|
||||
AppConfig.outline = { ...AppConfig.outline, ...config.outline || {} };
|
||||
this.appPositionGizmo.configure(AppConfig.gizmo);
|
||||
@ -357663,6 +358254,7 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
this.appModel.initManagers();
|
||||
this.appDropZone = new AppDropZone(this.appScene.object);
|
||||
this.appDropZone.setModelManager(this.appModel);
|
||||
this.appDropZone.setMainApp(this);
|
||||
this.update();
|
||||
EventBridge.sceneReady({ scene: this.appScene.object });
|
||||
}
|
||||
@ -357772,6 +358364,7 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
* @param options 材质应用选项
|
||||
*/
|
||||
apply: (options) => {
|
||||
console.log(options);
|
||||
this.mainApp.gameManager.applyMaterial(options);
|
||||
}
|
||||
};
|
||||
@ -358114,6 +358707,7 @@ clipPos=viewProjection*worldPos;previousClipPos=previousViewProjection*previousW
|
||||
container,
|
||||
modelUrlList: params.modelUrlList || [],
|
||||
env: params.env,
|
||||
camera: params.camera,
|
||||
gizmo: params.gizmo,
|
||||
outline: params.outline
|
||||
});
|
||||
|
||||
360221
examples/index.js
194
index.html
@ -275,33 +275,40 @@
|
||||
letter-spacing: 2px;
|
||||
}
|
||||
|
||||
/* 进度条样式 */
|
||||
/* 加载遮罩样式 */
|
||||
#progress-container {
|
||||
position: absolute;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
width: 80%;
|
||||
max-width: 500px;
|
||||
background: rgba(255, 255, 255, 0.2);
|
||||
border-radius: 10px;
|
||||
padding: 10px;
|
||||
z-index: 1000;
|
||||
position: fixed;
|
||||
top: 0;
|
||||
left: 0;
|
||||
width: 100vw;
|
||||
height: 100vh;
|
||||
background: rgba(0, 0, 0, 0.7);
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
z-index: 9999;
|
||||
}
|
||||
|
||||
#progress-bar {
|
||||
width: 0%;
|
||||
height: 10px;
|
||||
background: linear-gradient(90deg, #4CAF50, #45a049);
|
||||
border-radius: 5px;
|
||||
transition: width 0.1s ease;
|
||||
.spinner {
|
||||
width: 50px;
|
||||
height: 50px;
|
||||
border: 4px solid rgba(255, 255, 255, 0.3);
|
||||
border-top-color: #4CAF50;
|
||||
border-radius: 50%;
|
||||
animation: spin 1s linear infinite;
|
||||
}
|
||||
|
||||
#progress-text {
|
||||
color: white;
|
||||
text-align: center;
|
||||
margin-top: 5px;
|
||||
font-size: 14px;
|
||||
@keyframes spin {
|
||||
to {
|
||||
transform: rotate(360deg);
|
||||
}
|
||||
}
|
||||
|
||||
.loading-text {
|
||||
color: #fff;
|
||||
font-size: 16px;
|
||||
margin-top: 20px;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
@ -312,8 +319,8 @@
|
||||
<div id="canvas-container">
|
||||
<canvas id="renderDom"></canvas>
|
||||
<div id="progress-container" style="display: none;">
|
||||
<div id="progress-bar"></div>
|
||||
<div id="progress-text">0%</div>
|
||||
<div class="spinner"></div>
|
||||
<div class="loading-text">加载中...</div>
|
||||
</div>
|
||||
|
||||
<!-- 生成放置区域按钮 -->
|
||||
@ -466,7 +473,7 @@
|
||||
</div>
|
||||
<div class="category-content expanded">
|
||||
<div class="option-group">
|
||||
<button class="option-btn" data-option="color-3">SPFPDS10FTW</button>
|
||||
<button class="option-btn" data-option="color-3">SPFADSW10FTW</button>
|
||||
<button class="option-btn" data-option="color-4">SPFPDS10FTC</button>
|
||||
</div>
|
||||
</div>
|
||||
@ -892,6 +899,7 @@
|
||||
|
||||
// 移除按钮事件
|
||||
document.getElementById('remove-model-btn').addEventListener('click', () => {
|
||||
|
||||
const pickedMesh = window.getCurrentPickedMesh();
|
||||
if (pickedMesh) {
|
||||
const meshName = pickedMesh.name;
|
||||
@ -911,133 +919,29 @@
|
||||
|
||||
// 生成放置区域按钮事件
|
||||
let dropZoneVisible = false;
|
||||
document.getElementById('dropzone-btn').addEventListener('click', async () => {
|
||||
|
||||
const { wallName, index } = dropzone_data;
|
||||
|
||||
// 先正常放置模型
|
||||
await window.AppLogic.getEvent(dropzone_data, sku);
|
||||
|
||||
// 检查该墙面是否已满
|
||||
const zones = kernel.dropZone.getPlacementZones();
|
||||
const wallZones = zones.filter(z => z.wallName === wallName);
|
||||
|
||||
// 获取该墙面已放置的模型
|
||||
const placedModels = kernel.dropZone.getPlacedModels(wallName);
|
||||
|
||||
// 如果该墙面所有区域都已占用
|
||||
if (placedModels.length === wallZones.length) {
|
||||
console.log(`${wallName} 墙面已满,自动排列模型`);
|
||||
|
||||
// 按区域索引排序
|
||||
const sortedZones = wallZones.sort((a, b) => a.index - b.index);
|
||||
|
||||
// 重新排列模型到对应区域
|
||||
placedModels.forEach((model, idx) => {
|
||||
const targetZone = sortedZones[idx];
|
||||
const { position, rotation } = targetZone.transform;
|
||||
|
||||
// 移动模型到目标位置
|
||||
kernel.transform.position({
|
||||
modelId: model.modelId,
|
||||
vector3: position
|
||||
});
|
||||
|
||||
kernel.transform.rotation({
|
||||
modelId: model.modelId,
|
||||
vector3: rotation
|
||||
});
|
||||
|
||||
// 禁用该模型的拖拽
|
||||
kernel.model.setDragEnabled(model.modelId, false);
|
||||
});
|
||||
|
||||
console.log('模型已自动排列并禁用拖拽');
|
||||
}
|
||||
// if (!dropZoneVisible) {
|
||||
// // 更新按钮文字
|
||||
// document.getElementById('dropzone-btn').textContent = '隐藏放置区域';
|
||||
// console.log('已生成并显示放置区域');
|
||||
// } else {
|
||||
// // 隐藏放置区域
|
||||
// kernel.dropZone.hideAll();
|
||||
// dropZoneVisible = false;
|
||||
|
||||
// // 更新按钮文字
|
||||
// document.getElementById('dropzone-btn').textContent = '生成放置区域';
|
||||
// console.log('已隐藏放置区域');
|
||||
// }
|
||||
});
|
||||
|
||||
// 初始化放置区域配置数据(只需设置一次)
|
||||
const initPlacementZoneConfig = (divisions = 3) => {
|
||||
|
||||
// 只清除旧的放置区域网格,不清除模型
|
||||
kernel.dropZone.clearZones();
|
||||
// 调整 baseY 来控制整体高度(正数向上,负数向下)
|
||||
const baseY = 0.09; // 修改这个值来调整整体高度
|
||||
const height = 2.27;
|
||||
// 调整 offset 来控制每个面向外或向内的偏移
|
||||
// 正数 = 向外移动,负数 = 向内移动
|
||||
const wallOffset = 0; // 修改这个值来调整墙面偏移
|
||||
|
||||
kernel.dropZone.setData({
|
||||
|
||||
color: "#21c7ff",
|
||||
alpha: 0.3,
|
||||
thickness: 2,
|
||||
showBorder: true,
|
||||
borderColor: "#ffffff",
|
||||
walls: [
|
||||
{
|
||||
name: 'front',
|
||||
startPoint: [-1.45, baseY, -1.45],
|
||||
endPoint: [1.45, baseY, -1.45],
|
||||
height: height,
|
||||
divisions: divisions,
|
||||
offset: wallOffset // 向外或向内偏移
|
||||
},
|
||||
|
||||
{
|
||||
name: 'back',
|
||||
startPoint: [1.45, baseY, 1.45],
|
||||
endPoint: [-1.45, baseY, 1.45],
|
||||
height: height,
|
||||
divisions: divisions,
|
||||
offset: wallOffset
|
||||
},
|
||||
{
|
||||
name: 'left',
|
||||
startPoint: [-1.45, baseY, 1.45],
|
||||
endPoint: [-1.45, baseY, -1.45],
|
||||
height: height,
|
||||
divisions: divisions,
|
||||
offset: wallOffset
|
||||
},
|
||||
{
|
||||
name: 'right',
|
||||
startPoint: [1.45, baseY, -1.45],
|
||||
endPoint: [1.45, baseY, 1.45],
|
||||
height: height,
|
||||
divisions: divisions,
|
||||
offset: wallOffset
|
||||
}
|
||||
]
|
||||
});
|
||||
|
||||
kernel.dropZone.generateDropZones(divisions);
|
||||
// 显示放置区域
|
||||
kernel.dropZone.show();
|
||||
dropZoneVisible = true;
|
||||
};
|
||||
|
||||
|
||||
// 监听放置区域点击事件
|
||||
kernel.on('dropzone:click', async (dropzone_data) => {
|
||||
// 显示进度条
|
||||
const progressContainer = document.getElementById('progress-container');
|
||||
if (progressContainer) {
|
||||
progressContainer.style.display = 'flex';
|
||||
}
|
||||
|
||||
getEvent(dropzone_data, sku)
|
||||
});
|
||||
|
||||
|
||||
// 监听模型加载完成事件
|
||||
kernel.on('model:loaded', (data) => {
|
||||
console.log('模型加载完成', data);
|
||||
// 隐藏进度条
|
||||
const progressContainer = document.getElementById('progress-container');
|
||||
if (progressContainer) {
|
||||
progressContainer.style.display = 'none';
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
// 存储当前选中的材质名和网格
|
||||
@ -1114,6 +1018,8 @@
|
||||
|
||||
// 暴露 kernel 到全局,方便调试
|
||||
|
||||
kernel.on('model:loaded', (event) => {
|
||||
});
|
||||
|
||||
kernel.on('hotspot:click', (event) => {
|
||||
console.log('热点被点击:', event);
|
||||
|
||||
42
index.js
@ -44,6 +44,10 @@ export const init = async (customConfig = {}) => {
|
||||
container: document.querySelector('#renderDom'),
|
||||
modelUrlList: [],
|
||||
env: { envPath: 'https://cdn.files.zguiy.com/zt/environment.env', intensity: 1.2, rotationY: 0.3, background: false },
|
||||
camera: {
|
||||
position: { x: 5, y: 2, z: 7 }, // 相机位置:x-左右,y-上下,z-前后
|
||||
target: { x: 0, y: 1, z: 0 } // 相机目标点:相机看向的位置
|
||||
},
|
||||
gizmo: {
|
||||
position: false,
|
||||
rotation: false,
|
||||
@ -58,11 +62,10 @@ export const init = async (customConfig = {}) => {
|
||||
}
|
||||
};
|
||||
|
||||
// 合并用户自定义配置
|
||||
const config = { ...defaultConfig, ...customConfig };
|
||||
kernel.init(config);
|
||||
}
|
||||
|
||||
//
|
||||
//初始化加载模型
|
||||
export const getAutoLoadModelList = async () => {
|
||||
const kernel = getKernel();
|
||||
@ -105,10 +108,12 @@ export const getPlacementZone = async (sku) => {
|
||||
let division_include = []
|
||||
// 同时包含10和13
|
||||
const only10_13 = /(?=.*10)(?=.*13)/.test(pergolaSku)
|
||||
// 只包含10 无13 无12
|
||||
const only10 = /(?=.*10)(?!.*13)(?!.*12)/.test(pergolaSku)
|
||||
// 只包含10 无13 无12 无20
|
||||
const only10 = /(?=.*10)(?!.*13)(?!.*12)(?!.*20)/.test(pergolaSku)
|
||||
// 同时包含10和12
|
||||
const only10_12 = /(?=.*10)(?=.*12)/.test(pergolaSku)
|
||||
// 同时包含10和20
|
||||
const only10_20 = /(?=.*10)(?=.*20)/.test(pergolaSku)
|
||||
|
||||
// 1. 只要字符串里包含 10,就返回 true
|
||||
const has10 = /10/.test(sku);
|
||||
@ -139,7 +144,24 @@ export const getPlacementZone = async (sku) => {
|
||||
if (only10_12 && has10) {
|
||||
division_include.push('左', '右')
|
||||
}
|
||||
//棚子同时包10和20的并且含配件是10
|
||||
if (only10_20 && has10) {
|
||||
|
||||
if (pergolaSku === "SPF111S1020PILLAR4PCS") {
|
||||
division_include.push('左', '右')
|
||||
}
|
||||
else {
|
||||
division_include.push('前', '后', '左', '右', "前1", "后1", "前2", "后2")
|
||||
}
|
||||
}
|
||||
|
||||
//棚子同时包10和20的并且含配件是13
|
||||
if (only10_20 && has13) {
|
||||
|
||||
if (pergolaSku === "SPF111S1020PILLAR4PCS") {
|
||||
division_include.push('前', '后')
|
||||
}
|
||||
}
|
||||
const response = await fetch(apiConfig.getApiUrl(`/api/product-configs/by-sku/${sku}`));
|
||||
const result = await response.json();
|
||||
if (result.code === 200) {
|
||||
@ -201,6 +223,7 @@ export const executeEvent = async (dropzone_data, result, sku) => {
|
||||
// 第一次循环:处理 change_model
|
||||
for (const event of result.data.events) {
|
||||
if (event.event_type === 'change_model') {
|
||||
|
||||
const { name, file_url, model_control_type, category } = event.target_data;
|
||||
|
||||
// 生成唯一的模型ID
|
||||
@ -208,8 +231,7 @@ export const executeEvent = async (dropzone_data, result, sku) => {
|
||||
modelName = name;
|
||||
kernel.dropZone.recordModelPlacement(wallName, index, name + '_' + modelId);
|
||||
|
||||
// 记录模型ID到SKU的映射
|
||||
setSkuMapping(modelId, sku);
|
||||
|
||||
|
||||
await kernel.model.add({
|
||||
modelName: name,
|
||||
@ -220,6 +242,10 @@ export const executeEvent = async (dropzone_data, result, sku) => {
|
||||
enable: true,
|
||||
axis: rotation.y === 0 || rotation.y === 180 ? 'x' : 'z',
|
||||
step: 0.1,
|
||||
snapToZone: true, // 拖拽吸附到最近的分割区域
|
||||
returnWhenOutOfBounds: true, // 拖拽到区域外时返回原位置
|
||||
handleOccupiedZone: true, // 处理已占用区域(false=允许重叠)
|
||||
occupiedZoneAction: 'replace' // 当开关3=true时的行为:'return'=返回原位置,'replace'=替换
|
||||
},
|
||||
transform: {
|
||||
position: position,
|
||||
@ -237,6 +263,8 @@ export const executeEvent = async (dropzone_data, result, sku) => {
|
||||
const materialName = event.material_name;
|
||||
const { color, color_map_url, normal_map_url, metallic, roughness } = event.target_data;
|
||||
|
||||
|
||||
|
||||
kernel.material.apply({
|
||||
target: materialName,
|
||||
modelId: modelName + '_' + modelId, // 传入 modelId,只替换该模型的材质
|
||||
@ -352,6 +380,8 @@ export const executeEvent2 = async (result, sku) => {
|
||||
albedoColor: color,
|
||||
albedoTexture: color_map_url,
|
||||
normalMap: normal_map_url,
|
||||
metallic: +metallic,
|
||||
roughness: +roughness,
|
||||
});
|
||||
|
||||
console.log(`百叶模型颜色已替换为 ${color}`);
|
||||
|
||||
@ -21,18 +21,29 @@ export class AppCamera extends Monobehiver {
|
||||
const canvas = AppConfig.container;
|
||||
if (!scene || !canvas) return;
|
||||
|
||||
// 创建弧形旋转相机:水平角70度,垂直角85度(接近上帝视角),距离5,目标点(0,2,0)
|
||||
this.object = new ArcRotateCamera('Camera', Tools.ToRadians(70), Tools.ToRadians(85), 5, new Vector3(0, 2, 0), scene);
|
||||
// 从配置中获取相机参数
|
||||
const { position, target } = AppConfig.camera;
|
||||
|
||||
// 创建弧形旋转相机:水平角70度,垂直角85度(接近上帝视角),距离5,目标点从配置读取
|
||||
this.object = new ArcRotateCamera(
|
||||
'Camera',
|
||||
Tools.ToRadians(70),
|
||||
Tools.ToRadians(85),
|
||||
5,
|
||||
new Vector3(target.x, target.y, target.z),
|
||||
scene
|
||||
);
|
||||
this.object.attachControl(canvas, true);
|
||||
this.object.minZ = 0.01; // 近裁剪面
|
||||
this.object.wheelPrecision =200; // 滚轮缩放精度
|
||||
this.object.wheelPrecision = 200; // 滚轮缩放精度
|
||||
this.object.panningSensibility = 0;
|
||||
|
||||
// 限制垂直角范围,实现上帝视角
|
||||
this.object.upperBetaLimit = Tools.ToRadians(90); // 最大垂直角(接近90度,避免万向锁)
|
||||
|
||||
this.object.position = new Vector3(0,0, 10);
|
||||
this.setTarget(0, 0.5, 0);
|
||||
// 设置相机位置(从配置读取)
|
||||
this.object.position = new Vector3(position.x, position.y, position.z);
|
||||
this.setTarget(target.x, target.y, target.z);
|
||||
}
|
||||
|
||||
/** 设置相机目标点 */
|
||||
|
||||
@ -14,6 +14,10 @@ export const AppConfig = {
|
||||
rotationY: 0,
|
||||
background: false,
|
||||
},
|
||||
camera: {
|
||||
position: { x: 0, y: 2, z: 5 },
|
||||
target: { x: 0, y: 1, z: 0 },
|
||||
},
|
||||
gizmo: {
|
||||
position: true,
|
||||
rotation: false,
|
||||
|
||||
@ -123,13 +123,6 @@ export class AppDropZone {
|
||||
divisionsMap[item.name] = item.divisions;
|
||||
});
|
||||
|
||||
// 定义方向关键字映射(支持中英文)
|
||||
const directionKeywords: Record<string, string[]> = {
|
||||
'前': ['前', 'front', 'qian'],
|
||||
'后': ['后', 'back', 'hou'],
|
||||
'左': ['左', 'left', 'zuo'],
|
||||
'右': ['右', 'right', 'you']
|
||||
};
|
||||
|
||||
// 匹配墙面名称(精确匹配)
|
||||
const matchWallName = (wallName: string): number | null => {
|
||||
@ -166,6 +159,11 @@ export class AppDropZone {
|
||||
})
|
||||
.filter(wall => wall !== null) as typeof this.dropZoneConfig.walls; // 过滤掉未配置的墙面
|
||||
|
||||
// 更新 wallDivisionsMap(重要:用于后续的自动排列和拖拽检查)
|
||||
this.dropZoneConfig.walls.forEach(wall => {
|
||||
this.wallDivisionsMap.set(wall.name, wall.divisions);
|
||||
});
|
||||
|
||||
// 清除旧的放置区域网格(不清除模型)
|
||||
this.clearZones();
|
||||
|
||||
@ -419,7 +417,7 @@ export class AppDropZone {
|
||||
|
||||
if (this.appModel) {
|
||||
// 计算新位置(从放置区域的中心点加上法线偏移)
|
||||
const offsetDistance = 0.05;
|
||||
const offsetDistance = 0; // 增加偏移距离,让模型更往外
|
||||
const targetPosition = targetZone.center.add(targetZone.normal.scale(offsetDistance));
|
||||
|
||||
// 计算旋转角度(根据法线方向)
|
||||
@ -508,6 +506,18 @@ export class AppDropZone {
|
||||
*/
|
||||
show(): void {
|
||||
this.placementWall.show();
|
||||
// 禁用所有已放置模型的拾取
|
||||
this.setModelsPickable(false);
|
||||
}
|
||||
|
||||
/**
|
||||
* 只显示指定墙面的放置区域
|
||||
* @param wallName 墙面名称
|
||||
*/
|
||||
showWall(wallName: string): void {
|
||||
this.placementWall.showWall(wallName);
|
||||
// 禁用所有已放置模型的拾取
|
||||
this.setModelsPickable(false);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -515,6 +525,25 @@ export class AppDropZone {
|
||||
*/
|
||||
hide(): void {
|
||||
this.placementWall.hide();
|
||||
// 恢复所有已放置模型的拾取
|
||||
this.setModelsPickable(true);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置所有已放置模型的可拾取状态
|
||||
* @param pickable 是否可拾取
|
||||
*/
|
||||
private setModelsPickable(pickable: boolean): void {
|
||||
if (!this.appModel) return;
|
||||
|
||||
this.zoneModelMap.forEach((modelId) => {
|
||||
const meshes = this.appModel!.getCachedMeshes(modelId);
|
||||
if (meshes && meshes.length > 0) {
|
||||
meshes.forEach(mesh => {
|
||||
mesh.isPickable = pickable;
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@ -97,9 +97,6 @@ export class AppGround extends Monobehiver {
|
||||
this.ground.position = this.config.position;
|
||||
}
|
||||
|
||||
if (this.config.receiveShadows) {
|
||||
this.ground.receiveShadows = true;
|
||||
}
|
||||
this.ground.isPickable = false;
|
||||
}
|
||||
|
||||
|
||||
@ -36,6 +36,6 @@ export class AppLight extends Monobehiver {
|
||||
Awake(): void {
|
||||
// 主光源(模拟太阳)
|
||||
const light = new DirectionalLight("sun", new Vector3(-1, -2, -1), this.mainApp.appScene.object);
|
||||
light.intensity = 1.2;
|
||||
light.intensity = 1;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,749 +0,0 @@
|
||||
import { ImportMeshAsync, ISceneLoaderProgressEvent } from '@babylonjs/core/Loading/sceneLoader';
|
||||
import '@babylonjs/loaders/glTF';
|
||||
import { AbstractMesh } from '@babylonjs/core/Meshes/abstractMesh';
|
||||
import { Mesh } from '@babylonjs/core/Meshes/mesh';
|
||||
import { Quaternion, Vector3 } from '@babylonjs/core/Maths/math.vector';
|
||||
import { Scene } from '@babylonjs/core/scene';
|
||||
import { Monobehiver } from '../base/Monobehiver';
|
||||
import { Dictionary } from '../utils/Dictionary';
|
||||
import { AppConfig } from './AppConfig';
|
||||
import { EventBridge } from '../event/bridge';
|
||||
import { DragConfig } from './AppModelDrag';
|
||||
|
||||
type LoadResult = {
|
||||
success: boolean;
|
||||
meshes?: AbstractMesh[];
|
||||
skeletons?: unknown[];
|
||||
error?: string;
|
||||
};
|
||||
|
||||
type ModelConfig = {
|
||||
name: string;
|
||||
url: string;
|
||||
};
|
||||
|
||||
type ModelControlType = 'rotation' | 'color';
|
||||
|
||||
type ModelTransform = {
|
||||
position?: { x: number; y: number; z: number };
|
||||
rotation?: { x: number; y: number; z: number };
|
||||
scale?: { x: number; y: number; z: number };
|
||||
};
|
||||
|
||||
type ModelMetadata = {
|
||||
modelName: string;
|
||||
modelId: string;
|
||||
modelUrl: string;
|
||||
modelControlType?: ModelControlType;
|
||||
drag?: DragConfig;
|
||||
transform?: ModelTransform;
|
||||
};
|
||||
|
||||
/**
|
||||
* 模型管理类 - 负责加载、缓存和管理3D模型
|
||||
*/
|
||||
export class AppModel extends Monobehiver {
|
||||
private modelDic: Dictionary<AbstractMesh[]>;
|
||||
private modelMetadataDic: Dictionary<ModelMetadata>;
|
||||
private loadedMeshes: AbstractMesh[];
|
||||
private isLoading: boolean;
|
||||
|
||||
constructor(mainApp: any) {
|
||||
super(mainApp);
|
||||
this.modelDic = new Dictionary<AbstractMesh[]>();
|
||||
this.modelMetadataDic = new Dictionary<ModelMetadata>();
|
||||
this.loadedMeshes = [];
|
||||
this.isLoading = false;
|
||||
}
|
||||
|
||||
initManagers(): void {
|
||||
// 预留接口
|
||||
}
|
||||
|
||||
/** 加载配置中的所有模型 */
|
||||
async loadModel(): Promise<void> {
|
||||
if (!AppConfig.modelUrlList?.length || this.isLoading) return;
|
||||
|
||||
this.isLoading = true;
|
||||
try {
|
||||
await this.loadMultipleModels(AppConfig.modelUrlList);
|
||||
EventBridge.modelLoaded({ urls: AppConfig.modelUrlList });
|
||||
} finally {
|
||||
this.isLoading = false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 批量加载模型(内部方法)
|
||||
* @param urls 模型URL数组
|
||||
*/
|
||||
private async loadMultipleModels(urls: string[]): Promise<void> {
|
||||
const total = urls.length;
|
||||
EventBridge.modelLoadProgress({ loaded: 0, total, urls, progress: 0, percentage: 0 });
|
||||
|
||||
for (let i = 0; i < urls.length; i++) {
|
||||
const url = urls[i];
|
||||
const result = await this.loadSingleModel(url, (event) => {
|
||||
this.emitProgress(i, total, url, event);
|
||||
});
|
||||
|
||||
this.emitProgress(i + 1, total, url, null, result.success);
|
||||
|
||||
if (!result.success) {
|
||||
EventBridge.modelLoadError({ url, error: result.error });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 发送加载进度事件
|
||||
*/
|
||||
private emitProgress(
|
||||
loaded: number,
|
||||
total: number,
|
||||
url: string,
|
||||
event: ISceneLoaderProgressEvent | null,
|
||||
success?: boolean
|
||||
): void {
|
||||
const currentProgress = event?.lengthComputable && event.total > 0
|
||||
? Math.min(1, event.loaded / event.total)
|
||||
: 0;
|
||||
const overallProgress = Math.min(1, (loaded + (event ? currentProgress : 0)) / total);
|
||||
|
||||
EventBridge.modelLoadProgress({
|
||||
loaded: loaded + (event ? currentProgress : 0),
|
||||
total,
|
||||
url,
|
||||
success,
|
||||
progress: overallProgress,
|
||||
percentage: Number((overallProgress * 100).toFixed(2)),
|
||||
detail: event ? {
|
||||
url,
|
||||
lengthComputable: event.lengthComputable,
|
||||
loadedBytes: event.loaded,
|
||||
totalBytes: event.total
|
||||
} : undefined
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 加载单个模型文件
|
||||
* @param modelUrl 模型URL
|
||||
* @param onProgress 进度回调
|
||||
*/
|
||||
private async loadSingleModel(
|
||||
modelUrl: string,
|
||||
onProgress?: (event: ISceneLoaderProgressEvent) => void
|
||||
): Promise<LoadResult> {
|
||||
try {
|
||||
const scene = this.mainApp.appScene.object;
|
||||
if (!scene) return { success: false, error: '场景未初始化' };
|
||||
|
||||
const result = await ImportMeshAsync(modelUrl, scene, { onProgress });
|
||||
if (!result?.meshes?.length) return { success: false, error: '未找到网格' };
|
||||
|
||||
this.loadedMeshes.push(...result.meshes);
|
||||
return { success: true, meshes: result.meshes, skeletons: result.skeletons };
|
||||
} catch (e: any) {
|
||||
console.error(`模型加载失败: ${modelUrl}`, e);
|
||||
return { success: false, error: e?.message };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 克隆模型材质,避免多个模型共享同名材质
|
||||
* @param meshes 网格数组
|
||||
* @param modelId 模型ID
|
||||
*/
|
||||
private cloneMaterials(meshes: AbstractMesh[], modelId: string): void {
|
||||
const scene = this.mainApp.appScene.object;
|
||||
const clonedMaterials = new Map<string, any>();
|
||||
|
||||
meshes.forEach(mesh => {
|
||||
if (mesh.material) {
|
||||
const originalMaterial = mesh.material;
|
||||
const originalName = originalMaterial.name;
|
||||
|
||||
// 如果该材质还没有被克隆过,则克隆它
|
||||
if (!clonedMaterials.has(originalName)) {
|
||||
const newName = `${originalName}_${modelId}`;
|
||||
const clonedMaterial = originalMaterial.clone(newName);
|
||||
clonedMaterials.set(originalName, clonedMaterial);
|
||||
|
||||
}
|
||||
|
||||
// 应用克隆的材质
|
||||
mesh.material = clonedMaterials.get(originalName);
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
}
|
||||
|
||||
/** 为网格设置阴影(投射和接收) */
|
||||
private createModelRoot(modelId: string, meshes: AbstractMesh[]): AbstractMesh[] {
|
||||
const scene = this.mainApp.appScene.object;
|
||||
const root = new Mesh(`${modelId}__root`, scene);
|
||||
const meshSet = new Set<AbstractMesh>(meshes);
|
||||
root.position.copyFrom(this.getMeshesBoundingCenter(meshes));
|
||||
|
||||
meshes.forEach(mesh => {
|
||||
if (!mesh.parent || !meshSet.has(mesh.parent as AbstractMesh)) {
|
||||
mesh.setParent(root, true, true);
|
||||
}
|
||||
});
|
||||
|
||||
this.loadedMeshes.push(root);
|
||||
return [root, ...meshes];
|
||||
}
|
||||
|
||||
private getMeshesBoundingCenter(meshes: AbstractMesh[]): Vector3 {
|
||||
const renderableMeshes = meshes.filter(mesh => !mesh.isDisposed() && mesh.getTotalVertices() > 0);
|
||||
if (!renderableMeshes.length) return Vector3.Zero();
|
||||
|
||||
const min = new Vector3(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);
|
||||
const max = new Vector3(Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY);
|
||||
|
||||
renderableMeshes.forEach(mesh => {
|
||||
mesh.computeWorldMatrix(true);
|
||||
const boundingBox = mesh.getBoundingInfo().boundingBox;
|
||||
min.minimizeInPlace(boundingBox.minimumWorld);
|
||||
max.maximizeInPlace(boundingBox.maximumWorld);
|
||||
});
|
||||
|
||||
return min.add(max).scaleInPlace(0.5);
|
||||
}
|
||||
|
||||
|
||||
setupShadows(meshes: AbstractMesh[]): void {
|
||||
const appLight = this.mainApp.appLight;
|
||||
if (!appLight) return;
|
||||
|
||||
meshes.forEach(mesh => {
|
||||
if (mesh.getTotalVertices() > 0) {
|
||||
appLight.addShadowCaster(mesh);
|
||||
mesh.receiveShadows = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/** 获取缓存的网格 */
|
||||
getCachedMeshes(name: string): AbstractMesh[] | undefined {
|
||||
return this.modelDic.Get(name);
|
||||
}
|
||||
|
||||
/** 清理所有资源 */
|
||||
clean(): void {
|
||||
this.modelDic.Clear();
|
||||
this.loadedMeshes.forEach(m => m?.dispose());
|
||||
this.loadedMeshes = [];
|
||||
this.isLoading = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加模型到场景(支持单个或批量)
|
||||
* @param modelConfig 模型配置对象 或 模型配置数组
|
||||
*/
|
||||
async add(
|
||||
modelConfig: ModelMetadata | ModelMetadata[]
|
||||
): Promise<LoadResult | { success: boolean; results: LoadResult[] }> {
|
||||
// 批量加载
|
||||
if (Array.isArray(modelConfig)) {
|
||||
return await this.addMultiple(modelConfig);
|
||||
}
|
||||
|
||||
// 单个加载
|
||||
return await this.addSingle(
|
||||
modelConfig.modelName,
|
||||
modelConfig.modelId,
|
||||
modelConfig.modelUrl,
|
||||
modelConfig.modelControlType,
|
||||
modelConfig.drag,
|
||||
modelConfig.transform
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* 添加单个模型
|
||||
*/
|
||||
private async addSingle(modelName: string, modelId: string, modelUrl: string, modelControlType?: ModelControlType, drag?: DragConfig, transform?: ModelTransform): Promise<LoadResult> {
|
||||
// 检查是否已存在
|
||||
const existingMeshes = this.modelDic.Get(modelName+'_'+modelId);
|
||||
if (existingMeshes?.length && !existingMeshes[0].isDisposed()) {
|
||||
console.log(`模型 ${modelName+modelId} 已存在,直接显示`);
|
||||
this.showMeshes(existingMeshes);
|
||||
return { success: true, meshes: existingMeshes };
|
||||
}
|
||||
|
||||
// 加载模型
|
||||
const result = await this.loadSingleModel(modelUrl, (event) => {
|
||||
this.emitSingleProgress(modelUrl, event);
|
||||
});
|
||||
|
||||
if (result.success && result.meshes) {
|
||||
// 克隆材质,确保每个模型有独立的材质
|
||||
this.cloneMaterials(result.meshes, modelId);
|
||||
|
||||
// 存储模型
|
||||
result.meshes = this.createModelRoot(modelName+'_'+modelId, result.meshes);
|
||||
this.modelDic.Set(modelName+'_'+modelId, result.meshes);
|
||||
|
||||
// 存储元数据
|
||||
this.modelMetadataDic.Set(modelName+'_'+modelId, {
|
||||
modelName: modelName,
|
||||
modelId: modelId,
|
||||
modelUrl: modelUrl,
|
||||
modelControlType: modelControlType,
|
||||
drag: drag,
|
||||
transform: transform
|
||||
});
|
||||
|
||||
// 应用 transform
|
||||
if (transform) {
|
||||
this.applyTransform(modelId, transform);
|
||||
}
|
||||
|
||||
// 配置拖拽功能
|
||||
if (drag) {
|
||||
this.mainApp.appModelDrag?.configureDrag(modelId, drag);
|
||||
}
|
||||
|
||||
// 更新 GameManager 的字典
|
||||
this.mainApp.gameManager?.updateDictionaries();
|
||||
|
||||
EventBridge.modelLoaded({ urls: [modelUrl] });
|
||||
} else {
|
||||
EventBridge.modelLoadError({ url: modelUrl, error: result.error });
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 批量添加模型
|
||||
*/
|
||||
private async addMultiple(models: ModelMetadata[]): Promise<{ success: boolean; results: LoadResult[] }> {
|
||||
const total = models.length;
|
||||
const results: LoadResult[] = [];
|
||||
|
||||
EventBridge.modelLoadProgress({ loaded: 0, total, progress: 0, percentage: 0 });
|
||||
|
||||
for (let i = 0; i < models.length; i++) {
|
||||
const { modelName, modelId, modelUrl, modelControlType, drag, transform } = models[i];
|
||||
|
||||
const result = await this.loadSingleModel(modelUrl, (event) => {
|
||||
this.emitProgress(i, total, modelUrl, event);
|
||||
});
|
||||
|
||||
if (result.success && result.meshes) {
|
||||
// 克隆材质,确保每个模型有独立的材质
|
||||
this.cloneMaterials(result.meshes, modelId);
|
||||
|
||||
result.meshes = this.createModelRoot(modelName, result.meshes);
|
||||
this.modelDic.Set(modelName+'_'+modelId, result.meshes);
|
||||
|
||||
// 存储元数据
|
||||
this.modelMetadataDic.Set(modelName+'_'+modelId, {
|
||||
modelName: modelName,
|
||||
modelId: modelId,
|
||||
modelUrl: modelUrl,
|
||||
modelControlType: modelControlType,
|
||||
drag: drag,
|
||||
transform: transform
|
||||
});
|
||||
|
||||
// 应用 transform
|
||||
if (transform) {
|
||||
this.applyTransform(modelName+'_'+modelId, transform);
|
||||
}
|
||||
|
||||
// 配置拖拽功能
|
||||
if (drag) {
|
||||
this.mainApp.appModelDrag?.configureDrag(modelName+'_'+modelId, drag);
|
||||
}
|
||||
}
|
||||
|
||||
results.push(result);
|
||||
this.emitProgress(i + 1, total, modelUrl, null, result.success);
|
||||
}
|
||||
|
||||
// 批量加载完成后统一更新字典
|
||||
this.mainApp.gameManager?.updateDictionaries();
|
||||
|
||||
EventBridge.modelLoaded({ urls: models.map(m => m.modelUrl) });
|
||||
|
||||
return {
|
||||
success: results.every(r => r.success),
|
||||
results
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 显示网格
|
||||
*/
|
||||
private showMeshes(meshes: AbstractMesh[]): void {
|
||||
meshes.forEach(mesh => {
|
||||
mesh.setEnabled(true);
|
||||
mesh.getChildMeshes().forEach(child => child.setEnabled(true));
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 发送单个模型加载进度
|
||||
*/
|
||||
private emitSingleProgress(url: string, event: ISceneLoaderProgressEvent): void {
|
||||
const progress = event.lengthComputable && event.total > 0
|
||||
? Math.min(1, event.loaded / event.total)
|
||||
: 0;
|
||||
|
||||
EventBridge.modelLoadProgress({
|
||||
loaded: progress,
|
||||
total: 1,
|
||||
url,
|
||||
progress,
|
||||
percentage: Number((progress * 100).toFixed(2)),
|
||||
detail: {
|
||||
url,
|
||||
lengthComputable: event.lengthComputable,
|
||||
loadedBytes: event.loaded,
|
||||
totalBytes: event.total
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据 mesh 名称查找 mesh 对象
|
||||
* @param meshName mesh 名称
|
||||
* @returns mesh 对象,未找到返回 undefined
|
||||
*/
|
||||
private findMeshByName(meshName: string): AbstractMesh | undefined {
|
||||
const keys = this.modelDic.Keys();
|
||||
for (const key of keys) {
|
||||
const meshes = this.modelDic.Get(key);
|
||||
const found = meshes?.find(m => m.name === meshName);
|
||||
if (found) return found;
|
||||
}
|
||||
return undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据 mesh 查找所属的模型名称
|
||||
* @param mesh 网格对象
|
||||
* @returns 模型名称,未找到返回 undefined
|
||||
*/
|
||||
findModelNameByMesh(mesh: AbstractMesh): string | undefined {
|
||||
|
||||
const keys = this.modelDic.Keys();
|
||||
for (const key of keys) {
|
||||
const meshes = this.modelDic.Get(key);
|
||||
meshes.forEach(mesh => {
|
||||
console.log(mesh.uniqueId);
|
||||
console.log(mesh.name);
|
||||
|
||||
});
|
||||
if (meshes?.some(m => m === mesh || m.uniqueId === mesh.uniqueId)) {
|
||||
|
||||
return key;
|
||||
}
|
||||
}
|
||||
return undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据 mesh 或 mesh 名称移除所属的整个模型
|
||||
* @param meshOrName 网格对象或网格名称
|
||||
* @returns 是否成功移除
|
||||
*/
|
||||
remove(meshOrName: AbstractMesh | string): boolean {
|
||||
let mesh: AbstractMesh | undefined;
|
||||
|
||||
|
||||
// 判断传入的是对象还是字符串
|
||||
if (typeof meshOrName === 'string') {
|
||||
mesh = this.findMeshByName(meshOrName);
|
||||
if (!mesh) {
|
||||
console.warn(`未找到名为 ${meshOrName} 的网格`);
|
||||
return false;
|
||||
}
|
||||
} else {
|
||||
mesh = meshOrName;
|
||||
}
|
||||
|
||||
const modelName = this.findModelNameByMesh(mesh);
|
||||
if (modelName) {
|
||||
this.removeByName(modelName);
|
||||
return true;
|
||||
}
|
||||
console.warn('未找到该 mesh 所属的模型');
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 替换模型
|
||||
* @param modelConfig 模型配置对象
|
||||
*/
|
||||
async replaceModel(modelConfig: ModelMetadata): Promise<LoadResult> {
|
||||
|
||||
|
||||
|
||||
this.removeByName(modelConfig.modelId);
|
||||
return await this.addSingle(
|
||||
modelConfig.modelName,
|
||||
modelConfig.modelId,
|
||||
modelConfig.modelUrl,
|
||||
modelConfig.modelControlType,
|
||||
modelConfig.drag,
|
||||
modelConfig.transform
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* 销毁指定模型
|
||||
* @param modelName 模型名称
|
||||
*/
|
||||
removeByName(modelName: string): void {
|
||||
const meshes = this.modelDic.Get(modelName);
|
||||
if (!meshes?.length) {
|
||||
console.warn(`Model not found: ${modelName}`);
|
||||
return;
|
||||
}
|
||||
|
||||
this.getModelTransformTargets(meshes).forEach(mesh => mesh.dispose(false, true));
|
||||
this.modelDic.Remove(modelName);
|
||||
this.modelMetadataDic.Remove(modelName);
|
||||
this.mainApp.gameManager?.updateDictionaries();
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 清除所有已添加的模型并释放内存
|
||||
* 主要用于切换尺寸后清除不适用的配件
|
||||
*/
|
||||
removeAll(): void {
|
||||
const modelNames = this.modelDic.Keys();
|
||||
|
||||
|
||||
|
||||
modelNames.forEach(modelName => {
|
||||
const meshes = this.modelDic.Get(modelName);
|
||||
if (meshes?.length) {
|
||||
this.getModelTransformTargets(meshes).forEach(mesh => mesh.dispose(false, true));
|
||||
}
|
||||
});
|
||||
|
||||
this.modelDic.Clear();
|
||||
this.modelMetadataDic.Clear();
|
||||
this.mainApp.gameManager?.updateDictionaries();
|
||||
|
||||
console.log('所有模型已清除,内存已释放');
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取模型元数据
|
||||
* @param modelName 模型名称
|
||||
*/
|
||||
getModelMetadata(modelName: string): ModelMetadata | undefined {
|
||||
return this.modelMetadataDic.Get(modelName);
|
||||
}
|
||||
|
||||
/**
|
||||
* 根据网格查找模型元数据
|
||||
* @param mesh 网格对象
|
||||
*/
|
||||
getMetadataByMesh(mesh: AbstractMesh): ModelMetadata | undefined {
|
||||
const modelName = this.findModelNameByMesh(mesh);
|
||||
if (modelName) {
|
||||
return this.modelMetadataDic.Get(modelName);
|
||||
}
|
||||
return undefined;
|
||||
}
|
||||
|
||||
private getModelTransformTargets(meshes: AbstractMesh[]): AbstractMesh[] {
|
||||
const meshSet = new Set<AbstractMesh>(meshes);
|
||||
const rootMeshes = meshes.filter(mesh => !mesh.parent || !meshSet.has(mesh.parent as AbstractMesh));
|
||||
|
||||
return rootMeshes.length ? rootMeshes : meshes.slice(0, 1);
|
||||
}
|
||||
|
||||
getModelTransformTargetByMesh(mesh: AbstractMesh): AbstractMesh | undefined {
|
||||
const modelName = this.findModelNameByMesh(mesh);
|
||||
if (!modelName) return mesh;
|
||||
|
||||
const meshes = this.modelDic.Get(modelName);
|
||||
if (!meshes?.length) return mesh;
|
||||
|
||||
return this.getModelTransformTargets(meshes)[0] ?? mesh;
|
||||
}
|
||||
|
||||
getModelMeshesByMesh(mesh: AbstractMesh): AbstractMesh[] {
|
||||
const modelName = this.findModelNameByMesh(mesh);
|
||||
if (!modelName) return [mesh];
|
||||
|
||||
const meshes = this.modelDic.Get(modelName);
|
||||
return meshes?.length ? meshes : [mesh];
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置模型旋转
|
||||
* @param modelId 模型ID
|
||||
* @param rotation 旋转向量 {x, y, z}(默认使用角度)
|
||||
* @param useDegrees 是否使用角度(默认true)
|
||||
*/
|
||||
setRotation(modelId: string, rotation: { x: number; y: number; z: number }, useDegrees: boolean = true): void {
|
||||
const meshes = this.modelDic.Get(modelId);
|
||||
if (!meshes?.length) {
|
||||
console.warn(`Model not found: ${modelId}`);
|
||||
return;
|
||||
}
|
||||
|
||||
// 如果使用角度,转换为弧度
|
||||
const toRadians = (degrees: number) => degrees * Math.PI / 180;
|
||||
const rotationValues = useDegrees ? {
|
||||
x: toRadians(rotation.x),
|
||||
y: toRadians(rotation.y),
|
||||
z: toRadians(rotation.z)
|
||||
} : rotation;
|
||||
|
||||
this.getModelTransformTargets(meshes).forEach(mesh => {
|
||||
if (mesh.rotationQuaternion) {
|
||||
mesh.rotationQuaternion = Quaternion.FromEulerAngles(
|
||||
rotationValues.x,
|
||||
rotationValues.y,
|
||||
rotationValues.z
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
mesh.rotation.set(rotationValues.x, rotationValues.y, rotationValues.z);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 累加模型旋转
|
||||
* @param modelId 模型ID
|
||||
* @param rotation 旋转向量 {x, y, z}(默认使用角度)
|
||||
* @param useDegrees 是否使用角度(默认true)
|
||||
*/
|
||||
addRotation(modelId: string, rotation: { x: number; y: number; z: number }, useDegrees: boolean = true): void {
|
||||
const meshes = this.modelDic.Get(modelId);
|
||||
if (!meshes?.length) {
|
||||
console.warn(`Model not found: ${modelId}`);
|
||||
return;
|
||||
}
|
||||
|
||||
// 如果使用角度,转换为弧度
|
||||
const toRadians = (degrees: number) => degrees * Math.PI / 180;
|
||||
const rotationValues = useDegrees ? {
|
||||
x: toRadians(rotation.x),
|
||||
y: toRadians(rotation.y),
|
||||
z: toRadians(rotation.z)
|
||||
} : rotation;
|
||||
|
||||
this.getModelTransformTargets(meshes).forEach(mesh => {
|
||||
mesh.addRotation(rotationValues.x, rotationValues.y, rotationValues.z);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置模型位置
|
||||
* @param modelId 模型ID
|
||||
* @param position 位置向量 {x, y, z}
|
||||
*/
|
||||
setPosition(modelId: string, position: { x: number; y: number; z: number }): void {
|
||||
const meshes = this.modelDic.Get(modelId);
|
||||
if (!meshes?.length) {
|
||||
console.warn(`Model not found: ${modelId}`);
|
||||
return;
|
||||
}
|
||||
|
||||
this.getModelTransformTargets(meshes).forEach(mesh => {
|
||||
mesh.position.x = position.x;
|
||||
mesh.position.y = position.y;
|
||||
mesh.position.z = position.z;
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置模型缩放
|
||||
* @param modelId 模型ID
|
||||
* @param scale 缩放向量 {x, y, z}
|
||||
*/
|
||||
setScale(modelId: string, scale: { x: number; y: number; z: number }): void {
|
||||
const meshes = this.modelDic.Get(modelId);
|
||||
if (!meshes?.length) {
|
||||
console.warn(`Model not found: ${modelId}`);
|
||||
return;
|
||||
}
|
||||
|
||||
this.getModelTransformTargets(meshes).forEach(mesh => {
|
||||
mesh.scaling.x = scale.x;
|
||||
mesh.scaling.y = scale.y;
|
||||
mesh.scaling.z = scale.z;
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 将模型放置到指定的放置区域
|
||||
* @param modelId 模型ID
|
||||
* @param zoneInfo 放置区域信息
|
||||
* @param offsetDistance 距离墙面的偏移距离(默认0.1,正数向外)
|
||||
*/
|
||||
placeToZone(modelId: string, zoneInfo: any, offsetDistance: number = 0): void {
|
||||
const meshes = this.modelDic.Get(modelId);
|
||||
if (!meshes?.length) {
|
||||
console.warn(`Model not found: ${modelId}`);
|
||||
return;
|
||||
}
|
||||
|
||||
// 计算放置位置:中心点 + 法线方向的偏移
|
||||
const targetPosition = zoneInfo.center.add(zoneInfo.normal.scale(offsetDistance));
|
||||
|
||||
// 计算旋转角度:让模型面向墙面(法线的反方向)
|
||||
const targetDirection = zoneInfo.normal.scale(-1);
|
||||
const angle = Math.atan2(targetDirection.x, targetDirection.z);
|
||||
|
||||
this.getModelTransformTargets(meshes).forEach(mesh => {
|
||||
// 设置位置
|
||||
mesh.position.copyFrom(targetPosition);
|
||||
|
||||
// 设置旋转(只旋转Y轴,让模型面向墙面)
|
||||
if (mesh.rotationQuaternion) {
|
||||
mesh.rotationQuaternion = Quaternion.FromEulerAngles(0, angle, 0);
|
||||
} else {
|
||||
mesh.rotation.set(0, angle, 0);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查模型是否存在
|
||||
* @param modelId 模型ID
|
||||
* @returns 模型是否存在
|
||||
*/
|
||||
exists(modelId: string): boolean {
|
||||
return this.modelDic.Has(modelId);
|
||||
}
|
||||
|
||||
/**
|
||||
* 应用 transform 到模型
|
||||
* @param modelId 模型ID
|
||||
* @param transform 变换信息
|
||||
*/
|
||||
private applyTransform(modelId: string, transform: ModelTransform): void {
|
||||
// 应用位置
|
||||
if (transform.position) {
|
||||
this.setPosition(modelId, transform.position);
|
||||
}
|
||||
|
||||
// 应用旋转(角度制)
|
||||
if (transform.rotation) {
|
||||
this.setRotation(modelId, transform.rotation, true);
|
||||
}
|
||||
|
||||
// 应用缩放
|
||||
if (transform.scale) {
|
||||
this.setScale(modelId, transform.scale);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -215,18 +215,6 @@ export class AppModel extends Monobehiver {
|
||||
}
|
||||
|
||||
|
||||
setupShadows(meshes: AbstractMesh[]): void {
|
||||
const appLight = this.mainApp.appLight;
|
||||
if (!appLight) return;
|
||||
|
||||
meshes.forEach(mesh => {
|
||||
if (mesh.getTotalVertices() > 0) {
|
||||
appLight.addShadowCaster(mesh);
|
||||
mesh.receiveShadows = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/** 获取缓存的网格 */
|
||||
getCachedMeshes(name: string): AbstractMesh[] | undefined {
|
||||
return this.modelDic.Get(name);
|
||||
@ -729,9 +717,10 @@ export class AppModel extends Monobehiver {
|
||||
* 将模型放置到指定的放置区域
|
||||
* @param modelId 模型ID
|
||||
* @param zoneInfo 放置区域信息
|
||||
* @param offsetDistance 距离墙面的偏移距离(默认0.1,正数向外)
|
||||
* @param offsetDistance 距离墙面的偏移距离(默认0,正数向外)
|
||||
*/
|
||||
placeToZone(modelId: string, zoneInfo: any, offsetDistance: number = 0): void {
|
||||
console.log(zoneInfo);
|
||||
const meshes = this.modelDic.Get(modelId);
|
||||
if (!meshes?.length) {
|
||||
console.warn(`Model not found: ${modelId}`);
|
||||
|
||||
@ -11,6 +11,10 @@ export interface DragConfig {
|
||||
enable: boolean;
|
||||
axis?: 'x' | 'y' | 'z' | 'xy' | 'xz' | 'yz' | 'xyz';
|
||||
step?: number;
|
||||
snapToZone?: boolean; // 拖拽吸附:松开时自动吸附到最近的分割区域
|
||||
returnWhenOutOfBounds?: boolean; // 拖拽到区域外时返回原位置
|
||||
handleOccupiedZone?: boolean; // 拖拽到已占用区域时的处理:true=返回原位置或替换,false=允许重叠
|
||||
occupiedZoneAction?: 'return' | 'replace'; // 当 handleOccupiedZone=true 时的具体行为:'return' 返回原位置,'replace' 替换目标位置的模型
|
||||
}
|
||||
|
||||
/**
|
||||
@ -111,16 +115,68 @@ export class AppModelDrag extends Monobehiver {
|
||||
// 使用世界坐标系而不是物体本地坐标系
|
||||
pointerDragBehavior.useObjectOrientationForDragging = false;
|
||||
|
||||
// 记录拖拽起始位置和状态
|
||||
let dragStartPosition: Vector3 | null = null;
|
||||
let hasShownZones = false; // 是否已显示分割区域
|
||||
|
||||
// 监听拖拽开始事件
|
||||
pointerDragBehavior.onDragStartObservable.add(() => {
|
||||
// 记录起始位置
|
||||
const meshes = this.mainApp.appModel?.modelDic?.Get(modelId);
|
||||
if (meshes && meshes.length > 0) {
|
||||
dragStartPosition = meshes[0].position.clone();
|
||||
}
|
||||
|
||||
// 禁用相机控制
|
||||
this.disableCameraControl();
|
||||
|
||||
// 不在这里显示分割区域,等到实际拖动时再显示
|
||||
hasShownZones = false;
|
||||
});
|
||||
|
||||
// 监听拖拽中事件(用于延迟显示分割区域)
|
||||
pointerDragBehavior.onDragObservable.add((event) => {
|
||||
// 检查是否实际移动了
|
||||
const meshes = this.mainApp.appModel?.modelDic?.Get(modelId);
|
||||
if (meshes && meshes.length > 0 && dragStartPosition) {
|
||||
const distance = Vector3.Distance(dragStartPosition, meshes[0].position);
|
||||
|
||||
// 如果移动距离超过阈值且还没显示分割区域,则显示
|
||||
if (distance > 0.01 && !hasShownZones && dragInfo.config.snapToZone) {
|
||||
this.showZonesForModel(modelId);
|
||||
hasShownZones = true;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 监听拖拽结束事件
|
||||
pointerDragBehavior.onDragEndObservable.add(() => {
|
||||
// 检查是否实际移动了
|
||||
const meshes = this.mainApp.appModel?.modelDic?.Get(modelId);
|
||||
let hasMoved = false;
|
||||
if (meshes && meshes.length > 0 && dragStartPosition) {
|
||||
const distance = Vector3.Distance(dragStartPosition, meshes[0].position);
|
||||
hasMoved = distance > 0.01; // 移动距离大于 0.01 才算拖拽
|
||||
}
|
||||
|
||||
// 恢复相机控制
|
||||
this.enableCameraControl();
|
||||
|
||||
// 只有在实际移动的情况下才执行拖拽逻辑
|
||||
if (hasMoved) {
|
||||
// 如果启用了拖拽吸附,隐藏分割区域并吸附到最近区域
|
||||
if (dragInfo.config.snapToZone && hasShownZones) {
|
||||
this.hideZonesForModel(modelId);
|
||||
this.snapModelToZone(modelId);
|
||||
} else {
|
||||
// 否则只更新映射关系
|
||||
this.updateModelZoneMapping(modelId);
|
||||
}
|
||||
}
|
||||
|
||||
// 清除状态
|
||||
dragStartPosition = null;
|
||||
hasShownZones = false;
|
||||
});
|
||||
|
||||
return pointerDragBehavior;
|
||||
@ -239,6 +295,361 @@ export class AppModelDrag extends Monobehiver {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 显示模型所在墙面的分割区域
|
||||
* @param modelId 模型ID
|
||||
*/
|
||||
private showZonesForModel(modelId: string): void {
|
||||
const appDropZone = this.mainApp.appDropZone;
|
||||
if (!appDropZone) return;
|
||||
|
||||
// 查找模型所在的墙面
|
||||
let wallName: string | null = null;
|
||||
appDropZone['zoneModelMap']?.forEach((id: string, zoneKey: string) => {
|
||||
if (id === modelId) {
|
||||
const match = zoneKey.match(/^(.+)\[(\d+)\]$/);
|
||||
if (match) {
|
||||
wallName = match[1];
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
if (wallName) {
|
||||
console.log(`[拖拽吸附] 显示墙面 ${wallName} 的分割区域`);
|
||||
// 只显示该墙面的分割区域
|
||||
appDropZone.showWall(wallName);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 隐藏分割区域
|
||||
* @param modelId 模型ID
|
||||
*/
|
||||
private hideZonesForModel(modelId: string): void {
|
||||
const appDropZone = this.mainApp.appDropZone;
|
||||
if (!appDropZone) return;
|
||||
|
||||
console.log(`[拖拽吸附] 隐藏分割区域`);
|
||||
appDropZone.hide();
|
||||
}
|
||||
|
||||
/**
|
||||
* 将模型吸附到最近的分割区域
|
||||
* @param modelId 模型ID
|
||||
*/
|
||||
private snapModelToZone(modelId: string): void {
|
||||
const meshes = this.mainApp.appModel?.modelDic?.Get(modelId);
|
||||
if (!meshes || !meshes.length) return;
|
||||
|
||||
const rootMesh = meshes[0];
|
||||
const appDropZone = this.mainApp.appDropZone;
|
||||
if (!appDropZone) return;
|
||||
|
||||
// 查找模型原来所在的墙面和区域索引
|
||||
let wallName: string | null = null;
|
||||
let originalZoneIndex: number = -1;
|
||||
appDropZone['zoneModelMap']?.forEach((id: string, zoneKey: string) => {
|
||||
if (id === modelId) {
|
||||
const match = zoneKey.match(/^(.+)\[(\d+)\]$/);
|
||||
if (match) {
|
||||
wallName = match[1];
|
||||
originalZoneIndex = parseInt(match[2]);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
if (!wallName) return;
|
||||
|
||||
// 获取该墙面的所有分割区域
|
||||
const wallZones = appDropZone.getZonesByWall(wallName);
|
||||
if (!wallZones.length) return;
|
||||
|
||||
// 找到最近的区域
|
||||
let closestZoneIndex = -1;
|
||||
let minDistance = Number.POSITIVE_INFINITY;
|
||||
|
||||
wallZones.forEach((zone, index) => {
|
||||
const distance = rootMesh.position.subtract(zone.center).length();
|
||||
if (distance < minDistance) {
|
||||
minDistance = distance;
|
||||
closestZoneIndex = index;
|
||||
}
|
||||
});
|
||||
|
||||
if (closestZoneIndex === -1) return;
|
||||
|
||||
// 获取拖拽配置
|
||||
const dragInfo = this.modelDragMap.get(modelId);
|
||||
const returnWhenOutOfBounds = dragInfo?.config.returnWhenOutOfBounds ?? false;
|
||||
const handleOccupiedZone = dragInfo?.config.handleOccupiedZone ?? false;
|
||||
const occupiedZoneAction = dragInfo?.config.occupiedZoneAction ?? 'return';
|
||||
|
||||
// 检查是否拖拽到区域外
|
||||
let isOutOfBounds = false;
|
||||
|
||||
// 计算墙面的边界
|
||||
let minX = Number.POSITIVE_INFINITY;
|
||||
let maxX = Number.NEGATIVE_INFINITY;
|
||||
let minZ = Number.POSITIVE_INFINITY;
|
||||
let maxZ = Number.NEGATIVE_INFINITY;
|
||||
|
||||
wallZones.forEach(zone => {
|
||||
const halfWidth = zone.width / 2;
|
||||
|
||||
// 根据法线方向计算边界
|
||||
if (Math.abs(zone.normal.x) > 0.5) {
|
||||
// 左右墙面(法线沿X轴)
|
||||
minZ = Math.min(minZ, zone.center.z - halfWidth);
|
||||
maxZ = Math.max(maxZ, zone.center.z + halfWidth);
|
||||
} else if (Math.abs(zone.normal.z) > 0.5) {
|
||||
// 前后墙面(法线沿Z轴)
|
||||
minX = Math.min(minX, zone.center.x - halfWidth);
|
||||
maxX = Math.max(maxX, zone.center.x + halfWidth);
|
||||
}
|
||||
});
|
||||
|
||||
// 检查当前位置是否在边界内
|
||||
const currentPos = rootMesh.position;
|
||||
|
||||
if (minX !== Number.POSITIVE_INFINITY && maxX !== Number.NEGATIVE_INFINITY) {
|
||||
if (currentPos.x < minX || currentPos.x > maxX) {
|
||||
isOutOfBounds = true;
|
||||
}
|
||||
}
|
||||
if (minZ !== Number.POSITIVE_INFINITY && maxZ !== Number.NEGATIVE_INFINITY) {
|
||||
if (currentPos.z < minZ || currentPos.z > maxZ) {
|
||||
isOutOfBounds = true;
|
||||
}
|
||||
}
|
||||
|
||||
// 处理超出边界的情况(开关2:returnWhenOutOfBounds)
|
||||
if (isOutOfBounds) {
|
||||
console.log(`[拖拽吸附] 模型 ${modelId} 超出边界`);
|
||||
|
||||
if (returnWhenOutOfBounds) {
|
||||
// 启用了边界返回,回到原来的区域
|
||||
console.log(`[拖拽吸附] 启用边界返回,回到原区域 ${originalZoneIndex}`);
|
||||
if (originalZoneIndex !== -1) {
|
||||
const originalZone = wallZones[originalZoneIndex];
|
||||
if (originalZone) {
|
||||
const offsetDistance = 0;
|
||||
const returnPosition = originalZone.center.add(originalZone.normal.scale(offsetDistance));
|
||||
rootMesh.position.copyFrom(returnPosition);
|
||||
|
||||
const targetDirection = originalZone.normal.scale(-1);
|
||||
const angle = Math.atan2(targetDirection.x, targetDirection.z);
|
||||
rootMesh.rotation.y = angle;
|
||||
|
||||
console.log(`[拖拽吸附] 模型 ${modelId} 已返回原区域 ${originalZoneIndex}`);
|
||||
return; // 不更新映射,保持原映射
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// 未启用边界返回,保持当前位置,不做吸附
|
||||
console.log(`[拖拽吸附] 未启用边界返回,保持当前位置,不做吸附`);
|
||||
// 更新映射关系(可能移出了原区域)
|
||||
this.updateModelZoneMapping(modelId);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
const targetZone = wallZones[closestZoneIndex];
|
||||
|
||||
// 检查目标区域是否已被其他模型占用(开关2:handleOccupiedZone)
|
||||
const targetZoneKey = `${wallName}[${closestZoneIndex}]`;
|
||||
const occupyingModelId = appDropZone['zoneModelMap']?.get(targetZoneKey);
|
||||
|
||||
if (occupyingModelId && occupyingModelId !== modelId) {
|
||||
// 目标区域已被其他模型占用
|
||||
console.log(`[拖拽吸附] 目标区域 ${closestZoneIndex} 已被模型 ${occupyingModelId} 占用`);
|
||||
|
||||
if (handleOccupiedZone) {
|
||||
// 启用了占用区域处理
|
||||
if (occupiedZoneAction === 'return') {
|
||||
// 返回原位置
|
||||
console.log(`[拖拽吸附] 配置为返回原位置,回到区域 ${originalZoneIndex}`);
|
||||
if (originalZoneIndex !== -1) {
|
||||
const originalZone = wallZones[originalZoneIndex];
|
||||
if (originalZone) {
|
||||
const offsetDistance = 0;
|
||||
const returnPosition = originalZone.center.add(originalZone.normal.scale(offsetDistance));
|
||||
rootMesh.position.copyFrom(returnPosition);
|
||||
|
||||
const targetDirection = originalZone.normal.scale(-1);
|
||||
const angle = Math.atan2(targetDirection.x, targetDirection.z);
|
||||
rootMesh.rotation.y = angle;
|
||||
|
||||
console.log(`[拖拽吸附] 模型 ${modelId} 返回原区域 ${originalZoneIndex}`);
|
||||
return; // 不更新映射,保持原映射
|
||||
}
|
||||
}
|
||||
} else if (occupiedZoneAction === 'replace') {
|
||||
// 替换目标位置的模型(继续执行后面的逻辑)
|
||||
console.log(`[拖拽吸附] 配置为替换模型,将替换模型 ${occupyingModelId}`);
|
||||
}
|
||||
} else {
|
||||
// 未启用占用区域处理,允许重叠(继续执行后面的逻辑)
|
||||
console.log(`[拖拽吸附] 未启用占用区域处理,允许重叠`);
|
||||
}
|
||||
}
|
||||
|
||||
// 计算吸附位置(区域中心 + 法线偏移)
|
||||
const offsetDistance = 0;
|
||||
const snapPosition = targetZone.center.add(targetZone.normal.scale(offsetDistance));
|
||||
|
||||
// 吸附到目标位置
|
||||
rootMesh.position.copyFrom(snapPosition);
|
||||
|
||||
// 更新旋转
|
||||
const targetDirection = targetZone.normal.scale(-1);
|
||||
const angle = Math.atan2(targetDirection.x, targetDirection.z);
|
||||
rootMesh.rotation.y = angle;
|
||||
|
||||
console.log(`[拖拽吸附] 模型 ${modelId} 吸附到区域 ${closestZoneIndex}`);
|
||||
|
||||
// 更新映射关系
|
||||
this.updateModelZoneMapping(modelId);
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新模型所属的分割区域映射
|
||||
* @param modelId 模型ID
|
||||
*/
|
||||
private updateModelZoneMapping(modelId: string): void {
|
||||
const meshes = this.mainApp.appModel?.modelDic?.Get(modelId);
|
||||
if (!meshes || !meshes.length) return;
|
||||
|
||||
const rootMesh = meshes[0];
|
||||
const modelPosition = rootMesh.position;
|
||||
|
||||
console.log(`[边界检测] 模型 ${modelId} 拖拽结束,当前位置:`, modelPosition);
|
||||
|
||||
// 获取 AppDropZone
|
||||
const appDropZone = this.mainApp.appDropZone;
|
||||
if (!appDropZone) return;
|
||||
|
||||
// 查找该模型原本所在的墙面
|
||||
let originalWallName: string | null = null;
|
||||
appDropZone['zoneModelMap']?.forEach((id: string, zoneKey: string) => {
|
||||
if (id === modelId) {
|
||||
const match = zoneKey.match(/^(.+)\[(\d+)\]$/);
|
||||
if (match) {
|
||||
originalWallName = match[1];
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
if (!originalWallName) {
|
||||
console.log(`[边界检测] 模型 ${modelId} 未找到原始墙面,跳过检测`);
|
||||
return;
|
||||
}
|
||||
|
||||
console.log(`[边界检测] 模型 ${modelId} 原始墙面: ${originalWallName}`);
|
||||
|
||||
// 获取该墙面的所有分割区域
|
||||
const wallZones = appDropZone.getZonesByWall(originalWallName);
|
||||
if (!wallZones.length) return;
|
||||
|
||||
console.log(`[边界检测] 墙面 ${originalWallName} 有 ${wallZones.length} 个分割区域`);
|
||||
|
||||
// 计算模型与每个分割区域的距离,找到最近的区域
|
||||
let closestZoneIndex = -1;
|
||||
let minDistance = Number.POSITIVE_INFINITY;
|
||||
|
||||
wallZones.forEach((zone, index) => {
|
||||
// 计算模型位置到区域中心的距离
|
||||
const distance = modelPosition.subtract(zone.center).length();
|
||||
console.log(`[边界检测] 区域 ${index} 中心:`, zone.center, `距离: ${distance.toFixed(3)}`);
|
||||
|
||||
if (distance < minDistance) {
|
||||
minDistance = distance;
|
||||
closestZoneIndex = index;
|
||||
}
|
||||
});
|
||||
|
||||
if (closestZoneIndex === -1) {
|
||||
console.log(`[边界检测] 未找到最近的区域`);
|
||||
return;
|
||||
}
|
||||
|
||||
console.log(`[边界检测] 模型 ${modelId} 最接近区域 ${closestZoneIndex},距离: ${minDistance.toFixed(3)}`);
|
||||
|
||||
// 查找模型当前所在的区域索引
|
||||
let currentZoneIndex = -1;
|
||||
appDropZone['zoneModelMap']?.forEach((id: string, zoneKey: string) => {
|
||||
if (id === modelId) {
|
||||
const match = zoneKey.match(/^.+\[(\d+)\]$/);
|
||||
if (match) {
|
||||
currentZoneIndex = parseInt(match[1]);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 如果模型移动到了新的区域,更新映射
|
||||
if (currentZoneIndex !== closestZoneIndex) {
|
||||
console.log(`[边界检测] 模型 ${modelId} 从区域 ${currentZoneIndex} 移动到区域 ${closestZoneIndex}`);
|
||||
|
||||
// 删除旧映射
|
||||
if (currentZoneIndex !== -1) {
|
||||
const oldKey = `${originalWallName}[${currentZoneIndex}]`;
|
||||
appDropZone['zoneModelMap']?.delete(oldKey);
|
||||
console.log(`[边界检测] 删除旧映射: ${oldKey}`);
|
||||
}
|
||||
|
||||
// 检查目标区域是否已有模型
|
||||
const newKey = `${originalWallName}[${closestZoneIndex}]`;
|
||||
const existingModelId = appDropZone['zoneModelMap']?.get(newKey);
|
||||
|
||||
// 获取拖拽配置
|
||||
const dragInfo = this.modelDragMap.get(modelId);
|
||||
const handleOccupiedZone = dragInfo?.config.handleOccupiedZone ?? false;
|
||||
const occupiedZoneAction = dragInfo?.config.occupiedZoneAction ?? 'return';
|
||||
|
||||
if (existingModelId && existingModelId !== modelId) {
|
||||
console.log(`[边界检测] 目标区域 ${closestZoneIndex} 已有模型 ${existingModelId}`);
|
||||
|
||||
// 只有在启用占用区域处理且为 'replace' 模式下才交换位置
|
||||
if (handleOccupiedZone && occupiedZoneAction === 'replace') {
|
||||
console.log(`[边界检测] 配置为替换模式,交换位置`);
|
||||
|
||||
// 将原有模型移动到旧位置
|
||||
if (currentZoneIndex !== -1) {
|
||||
const swapKey = `${originalWallName}[${currentZoneIndex}]`;
|
||||
appDropZone['zoneModelMap']?.set(swapKey, existingModelId);
|
||||
console.log(`[边界检测] 模型 ${existingModelId} 移动到区域 ${currentZoneIndex}`);
|
||||
|
||||
// 实际移动被替换模型的物理位置
|
||||
const existingMeshes = this.mainApp.appModel?.modelDic?.Get(existingModelId);
|
||||
if (existingMeshes && existingMeshes.length) {
|
||||
const existingRootMesh = existingMeshes[0];
|
||||
const swapZone = wallZones[currentZoneIndex];
|
||||
if (swapZone) {
|
||||
const offsetDistance = 0;
|
||||
const swapPosition = swapZone.center.add(swapZone.normal.scale(offsetDistance));
|
||||
existingRootMesh.position.copyFrom(swapPosition);
|
||||
|
||||
// 更新旋转
|
||||
const targetDirection = swapZone.normal.scale(-1);
|
||||
const angle = Math.atan2(targetDirection.x, targetDirection.z);
|
||||
existingRootMesh.rotation.y = angle;
|
||||
|
||||
console.log(`[边界检测] 已将模型 ${existingModelId} 物理移动到区域 ${currentZoneIndex}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
console.log(`[边界检测] 未启用替换模式或未启用占用区域处理,允许重叠`);
|
||||
}
|
||||
}
|
||||
|
||||
// 添加新映射
|
||||
appDropZone['zoneModelMap']?.set(newKey, modelId);
|
||||
console.log(`[边界检测] 添加新映射: ${newKey} -> ${modelId}`);
|
||||
} else {
|
||||
console.log(`[边界检测] 模型 ${modelId} 仍在区域 ${currentZoneIndex},无需更新映射`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 清理资源
|
||||
*/
|
||||
|
||||
@ -340,6 +340,30 @@ export class AppPlacementWall {
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 只显示指定墙面的放置区域
|
||||
* @param wallName 墙面名称
|
||||
*/
|
||||
showWall(wallName: string): void {
|
||||
// 先隐藏所有
|
||||
this.hide();
|
||||
|
||||
// 只显示指定墙面的区域
|
||||
this.placementZones.forEach(zone => {
|
||||
if (zone.wallName === wallName) {
|
||||
zone.mesh.isVisible = true;
|
||||
}
|
||||
});
|
||||
|
||||
// 显示该墙面的边框(根据名称过滤)
|
||||
this.borderLines.forEach(line => {
|
||||
// 边框线名称格式:block_border_${wallName}_${index}_${edgeIndex} 或 border_${wallName}_${index}
|
||||
if (line.name.includes(`_${wallName}_`)) {
|
||||
line.isVisible = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 隐藏所有放置区域
|
||||
*/
|
||||
|
||||
@ -21,6 +21,11 @@ class AppRay extends Monobehiver {
|
||||
private highlightLayer: HighlightLayer | null = null
|
||||
private originalMaterial: any = null
|
||||
private highlightedMesh: AbstractMesh | null = null
|
||||
private pointerDownTime: number = 0
|
||||
private pointerDownPickInfo: PickingInfo | null = null
|
||||
private longPressTimer: any = null
|
||||
private longPressThreshold: number = 500 // 长按阈值(毫秒)
|
||||
private isLongPress: boolean = false
|
||||
|
||||
constructor(mainApp: MainApp) {
|
||||
super(mainApp)
|
||||
@ -58,18 +63,97 @@ class AppRay extends Monobehiver {
|
||||
|
||||
if (type === PointerEventTypes.POINTERDOWN) {
|
||||
this.oldPoint.set(pointerEvent.clientX, 0, pointerEvent.clientY);
|
||||
this.pointerDownTime = Date.now();
|
||||
this.pointerDownPickInfo = pickInfo;
|
||||
this.isLongPress = false;
|
||||
|
||||
// 清除之前的定时器
|
||||
if (this.longPressTimer) {
|
||||
clearTimeout(this.longPressTimer);
|
||||
}
|
||||
|
||||
// 设置长按定时器
|
||||
this.longPressTimer = setTimeout(() => {
|
||||
this.isLongPress = true;
|
||||
this.handleLongPress(pointerEvent, this.pointerDownPickInfo);
|
||||
}, this.longPressThreshold);
|
||||
|
||||
} else if (type === PointerEventTypes.POINTERUP) {
|
||||
// 清除长按定时器
|
||||
if (this.longPressTimer) {
|
||||
clearTimeout(this.longPressTimer);
|
||||
this.longPressTimer = null;
|
||||
}
|
||||
|
||||
this.newPoint.set(pointerEvent.clientX, 0, pointerEvent.clientY);
|
||||
const distance = Vector3.Distance(this.oldPoint, this.newPoint);
|
||||
|
||||
// 只有在没有移动的情况下才处理单击
|
||||
if (distance < 5) { // 增加一些容差
|
||||
// 如果是长按后松手,隐藏分割区域
|
||||
if (this.isLongPress) {
|
||||
console.log('[长按] 松手,隐藏分割区域');
|
||||
this.mainApp.appDropZone.hide();
|
||||
}
|
||||
|
||||
// 只有在没有移动且不是长按的情况下才处理单击
|
||||
if (distance < 5 && !this.isLongPress) {
|
||||
this.handleSingleClick(pointerEvent, pickInfo);
|
||||
}
|
||||
|
||||
this.isLongPress = false;
|
||||
} else if (type === PointerEventTypes.POINTERMOVE) {
|
||||
// 如果移动了,取消长按
|
||||
this.newPoint.set(pointerEvent.clientX, 0, pointerEvent.clientY);
|
||||
const distance = Vector3.Distance(this.oldPoint, this.newPoint);
|
||||
if (distance > 5 && this.longPressTimer) {
|
||||
clearTimeout(this.longPressTimer);
|
||||
this.longPressTimer = null;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// 处理长按
|
||||
handleLongPress(evt: IPointerEvent, pickInfo: PickingInfo | null) {
|
||||
if (pickInfo && pickInfo.hit && pickInfo.pickedMesh) {
|
||||
// 检查是否长按的是模型(不是放置区域、不是热点)
|
||||
if (pickInfo.pickedMesh.metadata?.type === 'hotspot') {
|
||||
return;
|
||||
}
|
||||
|
||||
if (pickInfo.pickedMesh.name.startsWith('placement_')) {
|
||||
return;
|
||||
}
|
||||
|
||||
// 获取模型名称
|
||||
const modelName = this.mainApp.appModel.findModelNameByMesh(pickInfo.pickedMesh);
|
||||
if (modelName) {
|
||||
// 通过模型找到它所在的墙面
|
||||
const wallName = this.findModelWallName(modelName);
|
||||
if (wallName) {
|
||||
console.log(`[长按] 模型 ${modelName} 位于墙面 ${wallName},显示该墙面的放置区域`);
|
||||
this.mainApp.appDropZone.showWall(wallName);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 查找模型所在的墙面
|
||||
private findModelWallName(modelId: string): string | null {
|
||||
const zoneModelMap = this.mainApp.appDropZone['zoneModelMap'] as Map<string, string>;
|
||||
if (!zoneModelMap) return null;
|
||||
|
||||
for (const [zoneKey, id] of zoneModelMap.entries()) {
|
||||
if (id === modelId) {
|
||||
// zoneKey 格式为 "wallName[index]"
|
||||
const match = zoneKey.match(/^(.+)\[(\d+)\]$/);
|
||||
if (match) {
|
||||
return match[1];
|
||||
}
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// 处理单击
|
||||
handleSingleClick(evt: IPointerEvent, pickInfo: PickingInfo | null) {
|
||||
// 先尝试热点(mesh 热点 / sprite 热点)
|
||||
@ -93,7 +177,7 @@ class AppRay extends Monobehiver {
|
||||
const clickedZone = zones.find(zone => zone.mesh === pickInfo.pickedMesh);
|
||||
if (clickedZone) {
|
||||
// 计算该放置区域的目标位置和旋转
|
||||
const offsetDistance = 0.05; // 增加偏移距离,让模型更往外
|
||||
const offsetDistance = 0;
|
||||
const targetPosition = clickedZone.center.add(clickedZone.normal.scale(offsetDistance));
|
||||
const targetDirection = clickedZone.normal.scale(-1);
|
||||
const angle = Math.atan2(targetDirection.x, targetDirection.z);
|
||||
@ -114,7 +198,7 @@ class AppRay extends Monobehiver {
|
||||
},
|
||||
rotation: {
|
||||
x: 0,
|
||||
y: angle * 180 / Math.PI, // 转换为角度
|
||||
y: angle * 180 / Math.PI,
|
||||
z: 0
|
||||
},
|
||||
scale: {
|
||||
@ -130,6 +214,9 @@ class AppRay extends Monobehiver {
|
||||
|
||||
this.mainApp.appDomTo3D.hideAll()
|
||||
|
||||
// 隐藏放置区域,避免遮挡配件模型的点击
|
||||
this.mainApp.appDropZone.hide();
|
||||
|
||||
const materialName = pickInfo.pickedMesh.material?.name || '';
|
||||
const holdingShift = Boolean((evt as any).shiftKey);
|
||||
const modelMeshes = this.mainApp.appModel.getModelMeshesByMesh(pickInfo.pickedMesh);
|
||||
|
||||
@ -19,5 +19,6 @@ export class AppScene extends Monobehiver {
|
||||
this.object = new Scene(this.mainApp.appEngin.object);
|
||||
this.object.clearColor = new Color4(0, 0, 0, 0); // 透明背景
|
||||
this.object.skipFrustumClipping = true; // 跳过视锥剔除优化性能
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
349
src/babylonjs/GameManager.full.ts
Normal file
@ -0,0 +1,349 @@
|
||||
import { Mesh, PBRMaterial, Texture, AbstractMesh, Plane, Vector3, Scene, Color3 } from "@babylonjs/core";
|
||||
import { Observer } from "@babylonjs/core/Misc/observable";
|
||||
import { Nullable } from "@babylonjs/core/types";
|
||||
import { Monobehiver } from '../base/Monobehiver';
|
||||
import { Dictionary } from '../utils/Dictionary';
|
||||
|
||||
type RollerDoorOptions = {
|
||||
upY?: number;
|
||||
downY?: number;
|
||||
speed?: number;
|
||||
meshNames?: string[];
|
||||
};
|
||||
|
||||
/**
|
||||
* 游戏管理器类 - 负责材质管理和场景控制
|
||||
*
|
||||
* 核心功能:
|
||||
* - 材质管理(applyMaterial)
|
||||
* - 卷帘门动画(待确认是否实际使用)
|
||||
* - Y轴剖切(待确认是否实际使用)
|
||||
*/
|
||||
export class GameManager extends Monobehiver {
|
||||
private materialDic: Dictionary<PBRMaterial>;
|
||||
private meshDic: Dictionary<any>;
|
||||
|
||||
// 卷帘门相关(如未使用可删除)
|
||||
private rollerDoorMeshes: AbstractMesh[];
|
||||
private rollerDoorGroup: AbstractMesh | null;
|
||||
private rollerDoorInitialY: Map<string, number>;
|
||||
private rollerDoorObserver: Nullable<Observer<Scene>>;
|
||||
private rollerDoorIsOpen: boolean;
|
||||
private rollerDoorNames: string[];
|
||||
|
||||
// Y轴剖切相关(如未使用可删除)
|
||||
private yClipPlane: Plane | null;
|
||||
private yClipTargets: string[] | null;
|
||||
|
||||
constructor(mainApp: any) {
|
||||
super(mainApp);
|
||||
this.materialDic = new Dictionary<PBRMaterial>();
|
||||
this.meshDic = new Dictionary<any>();
|
||||
this.rollerDoorMeshes = [];
|
||||
this.rollerDoorGroup = null;
|
||||
this.rollerDoorInitialY = new Map();
|
||||
this.rollerDoorObserver = null;
|
||||
this.rollerDoorIsOpen = false;
|
||||
this.rollerDoorNames = ["Box006.001", "Box005.001"];
|
||||
this.yClipPlane = null;
|
||||
this.yClipTargets = null;
|
||||
}
|
||||
|
||||
/** 调试:返回当前场景中所有网格名称 */
|
||||
listMeshNames(): string[] {
|
||||
return this.meshDic.Keys();
|
||||
}
|
||||
|
||||
/** 初始化游戏管理器 */
|
||||
async Awake() {
|
||||
const scene = this.mainApp.appScene?.object;
|
||||
if (!scene) {
|
||||
console.warn('Scene not found');
|
||||
return;
|
||||
}
|
||||
|
||||
this.updateDictionaries();
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新材质和网格字典(从场景中同步)
|
||||
*/
|
||||
updateDictionaries(): void {
|
||||
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 (!(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 && !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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 应用材质属性
|
||||
* @param options 材质配置选项
|
||||
*/
|
||||
applyMaterial(options: {
|
||||
target: string;
|
||||
modelId?: string;
|
||||
albedoColor?: string;
|
||||
albedoTexture?: string;
|
||||
normalMap?: string;
|
||||
metallicTexture?: string;
|
||||
roughness?: number;
|
||||
metallic?: number;
|
||||
}): void {
|
||||
this.updateDictionaries();
|
||||
|
||||
const targetMaterials: PBRMaterial[] = [];
|
||||
|
||||
// 如果提供了 modelId,只查找该模型的材质
|
||||
if (options.modelId) {
|
||||
const modelMeshes = this.mainApp.appModel.modelDic.Get(options.modelId);
|
||||
|
||||
if (!modelMeshes || modelMeshes.length === 0) {
|
||||
console.warn(`Model not found: ${options.modelId}`);
|
||||
return;
|
||||
}
|
||||
|
||||
modelMeshes.forEach((mesh: AbstractMesh) => {
|
||||
if (mesh.material && mesh.material instanceof PBRMaterial) {
|
||||
const material = mesh.material as PBRMaterial;
|
||||
if (material.name === options.target || material.name.startsWith(`${options.target}_`)) {
|
||||
if (!targetMaterials.includes(material)) {
|
||||
targetMaterials.push(material);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
} else {
|
||||
// 没有提供 modelId,全局查找
|
||||
this.materialDic.Values().forEach(material => {
|
||||
if (material.name === options.target || material.name.startsWith(`${options.target}_`)) {
|
||||
targetMaterials.push(material);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
if (targetMaterials.length === 0) {
|
||||
console.warn(`Material not found: ${options.target}${options.modelId ? ` in model ${options.modelId}` : ''}`);
|
||||
return;
|
||||
}
|
||||
|
||||
// 应用材质属性
|
||||
targetMaterials.forEach(material => {
|
||||
// 应用颜色
|
||||
if (options.albedoColor) {
|
||||
const color = Color3.FromHexString(options.albedoColor);
|
||||
material.albedoColor.copyFrom(color);
|
||||
}
|
||||
|
||||
// 应用反照率纹理
|
||||
if (options.albedoTexture !== undefined) {
|
||||
if (options.albedoTexture) {
|
||||
material.albedoTexture = new Texture(options.albedoTexture, this.mainApp.appScene.object);
|
||||
} else {
|
||||
material.albedoTexture = null;
|
||||
}
|
||||
}
|
||||
|
||||
// 应用法线贴图
|
||||
if (options.normalMap !== undefined) {
|
||||
if (options.normalMap) {
|
||||
material.bumpTexture = new Texture(options.normalMap, this.mainApp.appScene.object);
|
||||
} else {
|
||||
material.bumpTexture = null;
|
||||
}
|
||||
}
|
||||
|
||||
// 应用金属度贴图
|
||||
if (options.metallicTexture !== undefined) {
|
||||
if (options.metallicTexture) {
|
||||
material.metallicTexture = new Texture(options.metallicTexture, this.mainApp.appScene.object);
|
||||
} else {
|
||||
material.metallicTexture = null;
|
||||
}
|
||||
}
|
||||
|
||||
// 应用粗糙度
|
||||
if (options.roughness !== undefined) {
|
||||
if (material.roughness !== options.roughness) {
|
||||
material.roughness = options.roughness;
|
||||
}
|
||||
}
|
||||
|
||||
// 应用金属度
|
||||
if (options.metallic !== undefined) {
|
||||
if (material.metallic !== options.metallic) {
|
||||
material.metallic = options.metallic;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/** 卷帘门开合:再次调用会反向动作 */
|
||||
toggleRollerDoor(options?: RollerDoorOptions): void {
|
||||
this.setRollerDoorState(!this.rollerDoorIsOpen, options);
|
||||
}
|
||||
|
||||
/** 直接设置卷帘门状态 */
|
||||
setRollerDoorState(open: boolean, options?: RollerDoorOptions): void {
|
||||
const scene = this.mainApp.appScene?.object;
|
||||
if (!scene) {
|
||||
console.warn('Scene not found for roller door');
|
||||
return;
|
||||
}
|
||||
|
||||
this.cacheRollerDoorMeshes(options?.meshNames);
|
||||
|
||||
if (!this.rollerDoorGroup || !this.rollerDoorMeshes.length) {
|
||||
console.warn('Roller door group or meshes not found');
|
||||
return;
|
||||
}
|
||||
|
||||
const upY = options?.upY ?? (this.rollerDoorInitialY.get(this.rollerDoorMeshes[0].name) || 0) + 3;
|
||||
const downY = options?.downY ?? (this.rollerDoorInitialY.get(this.rollerDoorMeshes[0].name) || 0);
|
||||
const speed = options?.speed ?? 1;
|
||||
|
||||
const targetY = open ? upY : downY;
|
||||
|
||||
if (this.rollerDoorObserver) {
|
||||
scene.onBeforeRenderObservable.remove(this.rollerDoorObserver);
|
||||
this.rollerDoorObserver = null;
|
||||
}
|
||||
|
||||
this.rollerDoorObserver = scene.onBeforeRenderObservable.add(() => {
|
||||
if (!this.rollerDoorGroup) return;
|
||||
|
||||
const delta = scene.getEngine().getDeltaTime() / 1000;
|
||||
const step = speed * delta;
|
||||
const currentY = this.rollerDoorGroup.position.y;
|
||||
|
||||
if (Math.abs(currentY - targetY) < step) {
|
||||
this.rollerDoorGroup.position.y = targetY;
|
||||
if (this.rollerDoorObserver) {
|
||||
scene.onBeforeRenderObservable.remove(this.rollerDoorObserver);
|
||||
this.rollerDoorObserver = null;
|
||||
}
|
||||
this.rollerDoorIsOpen = open;
|
||||
} else {
|
||||
this.rollerDoorGroup.position.y += (targetY > currentY ? step : -step);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/** 查询卷帘门当前是否已开启 */
|
||||
isRollerDoorOpen(): boolean {
|
||||
return this.rollerDoorIsOpen;
|
||||
}
|
||||
|
||||
/**
|
||||
* 缓存卷帘门网格
|
||||
*/
|
||||
private cacheRollerDoorMeshes(meshNames?: string[]): void {
|
||||
const scene = this.mainApp.appScene?.object;
|
||||
if (!scene) return;
|
||||
|
||||
const targetNames = meshNames || this.rollerDoorNames;
|
||||
|
||||
this.rollerDoorMeshes = scene.meshes.filter(mesh =>
|
||||
targetNames.includes(mesh.name)
|
||||
) as AbstractMesh[];
|
||||
|
||||
if (this.rollerDoorMeshes.length === 0) return;
|
||||
|
||||
// 记录初始Y坐标
|
||||
this.rollerDoorMeshes.forEach(mesh => {
|
||||
if (!this.rollerDoorInitialY.has(mesh.name)) {
|
||||
this.rollerDoorInitialY.set(mesh.name, mesh.position.y);
|
||||
}
|
||||
});
|
||||
|
||||
// 创建父节点统一控制
|
||||
if (!this.rollerDoorGroup) {
|
||||
this.rollerDoorGroup = this.rollerDoorMeshes[0];
|
||||
for (let i = 1; i < this.rollerDoorMeshes.length; i++) {
|
||||
this.rollerDoorMeshes[i].setParent(this.rollerDoorGroup);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Y轴剖切:保留指定高度以上或以下的部分
|
||||
*/
|
||||
setYAxisClip(
|
||||
height: number,
|
||||
keepAbove: boolean = true,
|
||||
onlyMeshNames?: string[],
|
||||
excludeMeshNames?: string[]
|
||||
): void {
|
||||
const scene = this.mainApp.appScene?.object;
|
||||
if (!scene) return;
|
||||
|
||||
this.yClipPlane = new Plane(0, keepAbove ? -1 : 1, 0, keepAbove ? height : -height);
|
||||
this.yClipTargets = onlyMeshNames || null;
|
||||
|
||||
scene.meshes.forEach(mesh => {
|
||||
if (excludeMeshNames && excludeMeshNames.includes(mesh.name)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.yClipTargets && !this.yClipTargets.includes(mesh.name)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (mesh.material) {
|
||||
const materials = Array.isArray(mesh.material)
|
||||
? (mesh.material as any[])
|
||||
: [mesh.material];
|
||||
|
||||
materials.forEach(mat => {
|
||||
if (!mat.clipPlane) {
|
||||
mat.clipPlane = this.yClipPlane;
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 关闭Y轴剖切
|
||||
*/
|
||||
clearYAxisClip(): void {
|
||||
const scene = this.mainApp.appScene?.object;
|
||||
if (!scene || !this.yClipPlane) return;
|
||||
|
||||
scene.meshes.forEach(mesh => {
|
||||
if (mesh.material) {
|
||||
const materials = Array.isArray(mesh.material)
|
||||
? (mesh.material as any[])
|
||||
: [mesh.material];
|
||||
|
||||
materials.forEach(mat => {
|
||||
if (mat.clipPlane === this.yClipPlane) {
|
||||
mat.clipPlane = null;
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
this.yClipPlane = null;
|
||||
this.yClipTargets = null;
|
||||
}
|
||||
}
|
||||
846
src/babylonjs/GameManager.old.ts
Normal file
@ -0,0 +1,846 @@
|
||||
import { Mesh, PBRMaterial, Texture, AbstractMesh, Plane, Vector3, Scene, Color3, TransformNode } from "@babylonjs/core";
|
||||
import { Observer } from "@babylonjs/core/Misc/observable";
|
||||
import { Nullable } from "@babylonjs/core/types";
|
||||
import { Monobehiver } from '../base/Monobehiver';
|
||||
import { Dictionary } from '../utils/Dictionary';
|
||||
import { AppConfig } from './AppConfig';
|
||||
|
||||
type RollerDoorOptions = {
|
||||
/** 目标升起高度,缺省为初始 y + 3 */
|
||||
upY?: number;
|
||||
/** 落下终点,缺省为初始 y */
|
||||
downY?: number;
|
||||
/** 运动速度(单位/秒),缺省 1 */
|
||||
speed?: number;
|
||||
/** 自定义门体网格名列表,不传使用默认两个卷帘门 */
|
||||
meshNames?: string[];
|
||||
};
|
||||
|
||||
/**
|
||||
* 游戏管理器类 - 负责管理游戏逻辑、材质和纹理
|
||||
*/
|
||||
export class GameManager extends Monobehiver {
|
||||
private materialDic: Dictionary<PBRMaterial>;
|
||||
private meshDic: Dictionary<any>;
|
||||
private oldTextureDic: Dictionary<any>;
|
||||
private rollerDoorMeshes: AbstractMesh[];
|
||||
private rollerDoorGroup: AbstractMesh | null;
|
||||
private rollerDoorInitialY: Map<string, number>;
|
||||
private rollerDoorObserver: Nullable<Observer<Scene>>;
|
||||
private rollerDoorIsOpen: boolean;
|
||||
private rollerDoorNames: string[];
|
||||
private yClipPlane: Plane | null;
|
||||
private yClipTargets: string[] | null;
|
||||
private clipPlaneVisualization: Mesh | null;
|
||||
|
||||
// 记录加载失败的贴图
|
||||
private failedTextures: Array<{
|
||||
path: string;
|
||||
materialName?: string;
|
||||
textureType?: string;
|
||||
error?: string;
|
||||
timestamp: Date;
|
||||
}>;
|
||||
|
||||
constructor(mainApp: any) {
|
||||
super(mainApp);
|
||||
this.materialDic = new Dictionary<PBRMaterial>();
|
||||
this.meshDic = new Dictionary<any>();
|
||||
this.oldTextureDic = new Dictionary<any>();
|
||||
this.rollerDoorMeshes = [];
|
||||
this.rollerDoorGroup = null;
|
||||
this.rollerDoorInitialY = new Map();
|
||||
this.rollerDoorObserver = null;
|
||||
this.rollerDoorIsOpen = false;
|
||||
this.rollerDoorNames = ["Box006.001", "Box005.001"];
|
||||
this.yClipPlane = null;
|
||||
this.yClipTargets = null;
|
||||
this.clipPlaneVisualization = null;
|
||||
this.failedTextures = [];
|
||||
}
|
||||
|
||||
/** 调试:返回当前场景中所有网格名称 */
|
||||
listMeshNames(): string[] {
|
||||
return this.meshDic.Keys();
|
||||
}
|
||||
|
||||
/** 初始化游戏管理器 */
|
||||
async Awake() {
|
||||
const scene = this.mainApp.appScene?.object;
|
||||
if (!scene) {
|
||||
console.warn('Scene not found');
|
||||
return;
|
||||
}
|
||||
|
||||
// 初始化材质和网格字典
|
||||
this.updateDictionaries();
|
||||
|
||||
// this.cacheRollerDoorMeshes();
|
||||
|
||||
// this.setRollerDoorScale("Box006.001", new Vector3(0.12, 0.02, 0.118));
|
||||
// this.setRollerDoorScale("Box005.001", new Vector3(0.13, 0.02, 0.12));
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新材质和网格字典(从场景中同步)
|
||||
*/
|
||||
updateDictionaries(): void {
|
||||
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 (!(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 && !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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** 初始化设置材质 */
|
||||
async initSetMaterial(oldObject: any) {
|
||||
if (!oldObject?.Component?.length) return;
|
||||
|
||||
|
||||
const { degreeId, Component } = oldObject;
|
||||
let degreeTextureDic = this.oldTextureDic.Get(degreeId) || {};
|
||||
const texturePromises: Promise<void>[] = [];
|
||||
|
||||
// 处理每个组件
|
||||
for (const component of Component) {
|
||||
const {
|
||||
name,
|
||||
albedoTexture,
|
||||
bumpTexture,
|
||||
alphaTexture,
|
||||
aoTexture,
|
||||
} = component;
|
||||
|
||||
if (!name) continue;
|
||||
|
||||
// 获取材质
|
||||
const mat = this.materialDic.Get(name);
|
||||
if (!mat) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// 获取或初始化纹理字典
|
||||
const textureDic = degreeTextureDic[name] || {
|
||||
albedo: null,
|
||||
bump: null,
|
||||
alpha: null,
|
||||
ao: null
|
||||
};
|
||||
|
||||
// 定义纹理任务
|
||||
const textureTasks = [
|
||||
{
|
||||
key: "albedo",
|
||||
path: albedoTexture,
|
||||
property: "albedoTexture"
|
||||
},
|
||||
{
|
||||
key: "bump",
|
||||
path: bumpTexture,
|
||||
property: "bumpTexture"
|
||||
},
|
||||
{
|
||||
key: "alpha",
|
||||
path: alphaTexture,
|
||||
property: "opacityTexture"
|
||||
},
|
||||
{
|
||||
key: "ao",
|
||||
path: aoTexture,
|
||||
property: "ambientTexture"
|
||||
}
|
||||
];
|
||||
|
||||
// 处理每个纹理任务
|
||||
for (const task of textureTasks) {
|
||||
const { key, path, property } = task;
|
||||
if (!path) continue;
|
||||
|
||||
const fullPath = this.getPublicUrl() + path;
|
||||
let texture = textureDic[key];
|
||||
|
||||
if (!texture) {
|
||||
try {
|
||||
texture = this.createTextureWithFallback(fullPath);
|
||||
if (!texture) {
|
||||
// 记录失败的贴图信息
|
||||
this.failedTextures.push({
|
||||
path: fullPath,
|
||||
materialName: name,
|
||||
textureType: key,
|
||||
error: '贴图创建失败',
|
||||
timestamp: new Date()
|
||||
});
|
||||
continue;
|
||||
}
|
||||
|
||||
// 设置非ktx2格式的vScale
|
||||
if (!fullPath.toLowerCase().endsWith('.ktx2')) {
|
||||
texture.vScale = -1;
|
||||
}
|
||||
textureDic[key] = texture;
|
||||
} catch (error: any) {
|
||||
// 记录失败的贴图信息
|
||||
this.failedTextures.push({
|
||||
path: fullPath,
|
||||
materialName: name,
|
||||
textureType: key,
|
||||
error: error.message || error.toString(),
|
||||
timestamp: new Date()
|
||||
});
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// 将纹理赋值任务加入队列
|
||||
texturePromises.push(
|
||||
this.handleTextureAssignment(mat, textureDic, key, (texture) => {
|
||||
(mat as any)[property] = texture;
|
||||
})
|
||||
);
|
||||
}
|
||||
|
||||
// 更新纹理字典
|
||||
degreeTextureDic[name] = textureDic;
|
||||
}
|
||||
|
||||
// 等待所有纹理任务完成
|
||||
try {
|
||||
await Promise.all(texturePromises);
|
||||
|
||||
// 在所有贴图加载完成后设置材质属性
|
||||
for (const component of Component) {
|
||||
const { name, transparencyMode, bumpTextureLevel } = component;
|
||||
if (!name) continue;
|
||||
|
||||
const mat = this.materialDic.Get(name);
|
||||
if (!mat) continue;
|
||||
|
||||
mat.transparencyMode = transparencyMode;
|
||||
|
||||
if (mat.bumpTexture) {
|
||||
mat.bumpTexture.level = bumpTextureLevel;
|
||||
}
|
||||
|
||||
// 应用新的PBR材质属性
|
||||
this.applyPBRProperties(mat, component);
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('Error loading textures:', error);
|
||||
} finally {
|
||||
if (this.mainApp.appDom?.load3D) {
|
||||
this.mainApp.appDom.load3D.style.display = "none";
|
||||
}
|
||||
}
|
||||
|
||||
// 保存更新后的纹理字典
|
||||
this.oldTextureDic.Set(degreeId, degreeTextureDic);
|
||||
}
|
||||
|
||||
/**
|
||||
* 应用PBR材质属性
|
||||
* @param mat - PBR材质对象
|
||||
* @param component - 配置组件对象
|
||||
*/
|
||||
private applyPBRProperties(mat: PBRMaterial, component: any) {
|
||||
// 定义PBR属性映射任务
|
||||
const pbrTasks = [
|
||||
{
|
||||
key: "fresnel",
|
||||
value: component.fresnel,
|
||||
apply: (value: number) => {
|
||||
mat.indexOfRefraction = value;
|
||||
}
|
||||
},
|
||||
{
|
||||
key: "clearcoat",
|
||||
value: component.clearcoat,
|
||||
apply: (value: number) => {
|
||||
mat.clearCoat.isEnabled = true;
|
||||
mat.clearCoat.intensity = value;
|
||||
}
|
||||
},
|
||||
{
|
||||
key: "clearcoatRoughness",
|
||||
value: component.clearcoatRoughness,
|
||||
apply: (value: number) => {
|
||||
mat.clearCoat.roughness = value;
|
||||
}
|
||||
},
|
||||
{
|
||||
key: "roughness",
|
||||
value: component.roughness,
|
||||
apply: (value: number) => {
|
||||
mat.roughness = value;
|
||||
}
|
||||
},
|
||||
{
|
||||
key: "metallic",
|
||||
value: component.metallic,
|
||||
apply: (value: number) => {
|
||||
mat.metallic = value;
|
||||
}
|
||||
},
|
||||
{
|
||||
key: "alpha",
|
||||
value: component.alpha,
|
||||
apply: (value: number) => {
|
||||
mat.alpha = value;
|
||||
}
|
||||
},
|
||||
{
|
||||
key: "environmentIntensity",
|
||||
value: component.environmentIntensity,
|
||||
apply: (value: number) => {
|
||||
mat.environmentIntensity = value;
|
||||
}
|
||||
},
|
||||
{
|
||||
key: "baseColor",
|
||||
value: component.baseColor,
|
||||
apply: (value: any) => {
|
||||
if (value && typeof value === 'object') {
|
||||
const { r, g, b } = value;
|
||||
if (r !== null && r !== undefined &&
|
||||
g !== null && g !== undefined &&
|
||||
b !== null && b !== undefined) {
|
||||
mat.albedoColor.set(r, g, b);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
];
|
||||
|
||||
// 处理每个PBR属性任务
|
||||
for (const task of pbrTasks) {
|
||||
if (task.value !== null && task.value !== undefined) {
|
||||
try {
|
||||
task.apply(task.value);
|
||||
} catch (error) {
|
||||
console.warn('Error applying PBR property:', task.key, error);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** 通用的批量卸载贴图资源的方法 */
|
||||
private clearTextures(textureDic: Dictionary<any>): Promise<void> {
|
||||
return new Promise<void>((resolve) => {
|
||||
textureDic.Values().forEach((textures) => {
|
||||
for (const key in textures) {
|
||||
const texture = textures[key];
|
||||
if (texture && texture instanceof Texture) {
|
||||
texture.dispose();
|
||||
}
|
||||
}
|
||||
});
|
||||
textureDic.Clear();
|
||||
resolve();
|
||||
});
|
||||
}
|
||||
|
||||
/** 处理纹理赋值 */
|
||||
private async handleTextureAssignment(mat: any, oldtextureDic: any, textureKey: string, assignCallback: (texture: Texture) => void) {
|
||||
const texture = oldtextureDic[textureKey];
|
||||
if (texture) {
|
||||
await this.checkTextureLoadedWithPromise(texture);
|
||||
assignCallback(texture);
|
||||
}
|
||||
}
|
||||
|
||||
/** 检查纹理是否加载完成 */
|
||||
private checkTextureLoadedWithPromise(texture: Texture): Promise<void> {
|
||||
return new Promise((resolve) => {
|
||||
if (texture.isReady()) {
|
||||
resolve();
|
||||
} else {
|
||||
texture.onLoadObservable.addOnce(() => {
|
||||
resolve();
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/** 重置相机位置 */
|
||||
reSet() {
|
||||
if (this.mainApp.appCamera?.object?.position) {
|
||||
this.mainApp.appCamera.object.position.set(160, 50, 0);
|
||||
}
|
||||
}
|
||||
|
||||
/** 卷帘门开合:再次调用会反向动作 */
|
||||
toggleRollerDoor(options?: RollerDoorOptions): void {
|
||||
this.setRollerDoorState(!this.rollerDoorIsOpen, options);
|
||||
}
|
||||
|
||||
/** 直接设置卷帘门状态 */
|
||||
setRollerDoorState(open: boolean, options?: RollerDoorOptions): void {
|
||||
const scene = this.mainApp.appScene?.object;
|
||||
if (!scene) {
|
||||
console.warn('Scene not found for roller door');
|
||||
return;
|
||||
}
|
||||
|
||||
this.cacheRollerDoorMeshes(options?.meshNames);
|
||||
|
||||
if (!this.rollerDoorGroup || !this.rollerDoorMeshes.length) {
|
||||
console.warn('Roller door group or meshes not found');
|
||||
return;
|
||||
}
|
||||
|
||||
const speed = Math.max(options?.speed ?? 1, 0.01);
|
||||
|
||||
// 计算目标高度
|
||||
let targetY: number;
|
||||
if (open) {
|
||||
// 上升时:如果指定了绝对高度就用绝对高度,否则用相对高度
|
||||
if (options?.upY !== undefined) {
|
||||
targetY = options.upY;
|
||||
} else {
|
||||
// 找到所有门中最高的初始位置,让所有门都升到这个高度+3
|
||||
const maxBaseY = Math.max(...this.rollerDoorMeshes.map(m =>
|
||||
this.rollerDoorInitialY.get(m.name) ?? m.position.y
|
||||
));
|
||||
targetY = maxBaseY + 3;
|
||||
}
|
||||
} else {
|
||||
// 下降时:回到初始位置
|
||||
targetY = 0;
|
||||
}
|
||||
|
||||
// 检查是否已经在目标位置
|
||||
if (Math.abs(this.rollerDoorGroup.position.y - targetY) < 0.001) {
|
||||
this.rollerDoorIsOpen = open;
|
||||
return;
|
||||
}
|
||||
|
||||
this.rollerDoorIsOpen = open;
|
||||
this.stopRollerDoorAnimation();
|
||||
|
||||
this.rollerDoorObserver = scene.onBeforeRenderObservable.add(() => {
|
||||
const dt = scene.getEngine().getDeltaTime() / 1000;
|
||||
const current = this.rollerDoorGroup!.position.y;
|
||||
const direction = targetY >= current ? 1 : -1;
|
||||
|
||||
// 使用固定速度变量
|
||||
const step = speed * dt;
|
||||
let next = current + direction * step;
|
||||
|
||||
if ((direction > 0 && next >= targetY) || (direction < 0 && next <= targetY)) {
|
||||
next = targetY;
|
||||
this.stopRollerDoorAnimation();
|
||||
this.rollerDoorIsOpen = open;
|
||||
console.log('Roller door animation finished');
|
||||
}
|
||||
|
||||
// 移动透明盒子
|
||||
this.rollerDoorGroup!.position.y = next;
|
||||
|
||||
// 打印每个卷帘门的当前位置
|
||||
// console.log('Roller door positions:');
|
||||
// for (const mesh of this.rollerDoorMeshes) {
|
||||
// console.log(`${mesh.name}: ${mesh.position.y.toFixed(2)}`);
|
||||
// }
|
||||
});
|
||||
}
|
||||
|
||||
/** 当前卷帘门是否开启 */
|
||||
isRollerDoorOpen(): boolean {
|
||||
return this.rollerDoorIsOpen;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置卷帘门的缩放
|
||||
* @param meshName - 卷帘门网格名称
|
||||
* @param scale - 缩放值(可以是单个数字或 Vector3)
|
||||
*/
|
||||
setRollerDoorScale(meshName: string, scale: number | Vector3): void {
|
||||
const mesh = this.meshDic.Get(meshName);
|
||||
if (mesh) {
|
||||
if (typeof scale === 'number') {
|
||||
mesh.scaling.set(scale, scale, scale);
|
||||
} else {
|
||||
mesh.scaling.copyFrom(scale);
|
||||
}
|
||||
console.log(`Set scale for ${meshName}:`, mesh.scaling.asArray());
|
||||
} else {
|
||||
console.warn(`Roller door mesh not found: ${meshName}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置所有卷帘门的缩放
|
||||
* @param scale - 缩放值(可以是单个数字或 Vector3)
|
||||
*/
|
||||
setAllRollerDoorsScale(scale: number | Vector3): void {
|
||||
this.rollerDoorMeshes.forEach(mesh => {
|
||||
if (typeof scale === 'number') {
|
||||
mesh.scaling.set(scale, scale, scale);
|
||||
} else {
|
||||
mesh.scaling.copyFrom(scale);
|
||||
}
|
||||
console.log(`Set scale for ${mesh.name}:`, mesh.scaling.asArray());
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置基于 Y 轴的剖切平面,keepAbove=true 时保留平面以上部分
|
||||
* onlyMeshNames 指定只作用于哪些网格,其他网格不受影响
|
||||
*/
|
||||
setYAxisClip(
|
||||
height: number,
|
||||
keepAbove = true,
|
||||
onlyMeshNames?: string[],
|
||||
excludeMeshNames?: string[]
|
||||
): void {
|
||||
const scene = this.mainApp.appScene?.object;
|
||||
if (!scene) {
|
||||
console.warn('Scene not found for clipping');
|
||||
return;
|
||||
}
|
||||
const normal = new Vector3(0, keepAbove ? 1 : -1, 0);
|
||||
this.yClipPlane = Plane.FromPositionAndNormal(new Vector3(0, height, 0), normal);
|
||||
|
||||
// 如果指定了特定网格,只对这些网格应用剖切
|
||||
if (onlyMeshNames?.length) {
|
||||
this.applyClipPlaneToMeshes(this.yClipPlane, onlyMeshNames);
|
||||
} else {
|
||||
// 否则使用场景级别的剖切,作用于所有网格
|
||||
scene.clipPlane = this.yClipPlane;
|
||||
}
|
||||
|
||||
console.log('[clipping] Scene clipPlane set:', { height, keepAbove, normal: normal.asArray(), targets: onlyMeshNames || 'all' });
|
||||
}
|
||||
|
||||
/** 关闭 Y 轴剖切 */
|
||||
clearYAxisClip(): void {
|
||||
const scene = this.mainApp.appScene?.object;
|
||||
if (scene) {
|
||||
scene.clipPlane = null;
|
||||
}
|
||||
this.yClipPlane = null;
|
||||
this.yClipTargets = null;
|
||||
|
||||
// 清除所有网格材质上的 clipPlane
|
||||
this.meshDic.Values().forEach((mesh) => {
|
||||
const mat = mesh.material as any;
|
||||
if (mat && 'clipPlane' in mat) {
|
||||
mat.clipPlane = null;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private cacheRollerDoorMeshes(customNames?: string[]): void {
|
||||
const scene = this.mainApp.appScene?.object;
|
||||
if (!scene) return;
|
||||
|
||||
const names = customNames?.length ? customNames : this.rollerDoorNames;
|
||||
this.rollerDoorMeshes = [];
|
||||
|
||||
// 创建或获取 group 作为父级
|
||||
if (!this.rollerDoorGroup) {
|
||||
// 创建一个 AbstractMesh 作为组
|
||||
// 使用 TransformNode 代替 AbstractMesh,因为 AbstractMesh 是抽象类无法实例化
|
||||
this.rollerDoorGroup = new TransformNode('rollerDoorGroup', scene) as any;
|
||||
// 确保 group 的初始位置为 (0, 0, 0)
|
||||
this.rollerDoorGroup.position.set(0, 0, 0);
|
||||
}
|
||||
|
||||
for (const name of names) {
|
||||
const mesh = this.meshDic.Get(name);
|
||||
if (mesh) {
|
||||
this.rollerDoorMeshes.push(mesh);
|
||||
|
||||
// 保存网格的当前位置作为初始位置
|
||||
if (!this.rollerDoorInitialY.has(name)) {
|
||||
this.rollerDoorInitialY.set(name, mesh.position.y);
|
||||
}
|
||||
|
||||
// 保存网格的世界位置和缩放
|
||||
const worldPosition = mesh.getAbsolutePosition();
|
||||
const worldScaling = new Vector3(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z);
|
||||
|
||||
// 将网格添加到 group 中
|
||||
mesh.parent = this.rollerDoorGroup;
|
||||
|
||||
// 调整网格的局部位置和缩放,保持世界位置和大小不变
|
||||
mesh.setAbsolutePosition(worldPosition);
|
||||
mesh.scaling.copyFrom(worldScaling);
|
||||
} else {
|
||||
console.warn(`Roller door mesh not found: ${name}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private stopRollerDoorAnimation(): void {
|
||||
const scene = this.mainApp.appScene?.object;
|
||||
if (scene && this.rollerDoorObserver) {
|
||||
scene.onBeforeRenderObservable.remove(this.rollerDoorObserver);
|
||||
}
|
||||
this.rollerDoorObserver = null;
|
||||
}
|
||||
|
||||
/** 将 clipPlane 只作用到指定网格的材质 */
|
||||
private applyClipPlaneToMeshes(plane: Plane, targetNames: string[]): void {
|
||||
const targetSet = new Set(targetNames);
|
||||
let appliedCount = 0;
|
||||
|
||||
this.meshDic.Values().forEach((mesh) => {
|
||||
const mat = mesh.material as any;
|
||||
if (!mat) {
|
||||
console.log('[clipping] Mesh has no material:', mesh.name);
|
||||
return;
|
||||
}
|
||||
|
||||
if (targetSet.has(mesh.name)) {
|
||||
// 目标网格:应用剖切
|
||||
mat.clipPlane = plane;
|
||||
appliedCount++;
|
||||
console.log('[clipping] Applied to mesh:', mesh.name, 'material:', mat.name);
|
||||
} else {
|
||||
// 非目标网格:清除剖切
|
||||
mat.clipPlane = null;
|
||||
}
|
||||
});
|
||||
|
||||
console.log('[clipping] Total meshes processed:', this.meshDic.Keys().length, 'Applied to:', appliedCount);
|
||||
if (appliedCount === 0) {
|
||||
console.warn('[clipping] No meshes found with names:', targetNames);
|
||||
console.log('[clipping] Available mesh names:', this.meshDic.Keys());
|
||||
}
|
||||
}
|
||||
|
||||
/** 获取公共URL */
|
||||
private getPublicUrl(): string {
|
||||
// 尝试从环境变量获取
|
||||
if (import.meta && import.meta.env && import.meta.env.VITE_PUBLIC_URL) {
|
||||
return import.meta.env.VITE_PUBLIC_URL;
|
||||
}
|
||||
// 默认返回空字符串
|
||||
return '';
|
||||
}
|
||||
|
||||
/** 清理资源 */
|
||||
dispose() {
|
||||
this.stopRollerDoorAnimation();
|
||||
this.clearYAxisClip();
|
||||
this.rollerDoorMeshes = [];
|
||||
this.rollerDoorInitialY.clear();
|
||||
this.rollerDoorIsOpen = false;
|
||||
|
||||
// 清理 rollerDoorGroup
|
||||
if (this.rollerDoorGroup && this.rollerDoorGroup.dispose) {
|
||||
this.rollerDoorGroup.dispose();
|
||||
this.rollerDoorGroup = null;
|
||||
}
|
||||
|
||||
// 清理所有材质资源
|
||||
this.materialDic.Values().forEach((material) => {
|
||||
if (material && material.dispose) {
|
||||
material.dispose();
|
||||
}
|
||||
});
|
||||
this.materialDic.Clear();
|
||||
|
||||
// 清理所有贴图资源
|
||||
this.clearTextures(this.oldTextureDic);
|
||||
|
||||
// 清理所有网格
|
||||
this.meshDic.Values().forEach((mesh) => {
|
||||
if (mesh && mesh.dispose) {
|
||||
mesh.dispose();
|
||||
}
|
||||
});
|
||||
this.meshDic.Clear();
|
||||
|
||||
// 清空失败贴图记录
|
||||
this.failedTextures = [];
|
||||
}
|
||||
|
||||
/** 更新 */
|
||||
update() { }
|
||||
|
||||
/** 尝试创建贴图的方法,支持多种格式回退 */
|
||||
private createTextureWithFallback(texturePath: string): Texture | null {
|
||||
const failureReasons: string[] = [];
|
||||
|
||||
try {
|
||||
const texture = new Texture(texturePath);
|
||||
|
||||
if (texture) {
|
||||
return texture;
|
||||
} else {
|
||||
failureReasons.push(`原始路径创建失败: ${texturePath}`);
|
||||
throw new Error('Texture creation returned null');
|
||||
}
|
||||
} catch (error: any) {
|
||||
const errorMessage = error.message || error.toString();
|
||||
|
||||
// 特别处理KTX错误
|
||||
if (errorMessage.includes('KTX identifier') || errorMessage.includes('missing KTX') ||
|
||||
(texturePath.toLowerCase().endsWith('.ktx2') && errorMessage)) {
|
||||
this.failedTextures.push({
|
||||
path: texturePath,
|
||||
textureType: 'KTX2',
|
||||
error: `KTX错误: ${errorMessage}`,
|
||||
timestamp: new Date()
|
||||
});
|
||||
}
|
||||
|
||||
failureReasons.push(`原始路径加载异常: ${texturePath} - ${errorMessage}`);
|
||||
|
||||
// 如果是ktx2文件加载失败,尝试查找对应的jpg/png文件
|
||||
if (texturePath.toLowerCase().endsWith('.ktx2')) {
|
||||
// 尝试jpg格式
|
||||
const jpgPath = texturePath.replace(/\.ktx2$/i, '.jpg');
|
||||
try {
|
||||
const jpgTexture = new Texture(jpgPath);
|
||||
if (jpgTexture) {
|
||||
return jpgTexture;
|
||||
}
|
||||
} catch (jpgError: any) {
|
||||
failureReasons.push(`JPG回退失败: ${jpgPath} - ${jpgError}`);
|
||||
}
|
||||
|
||||
// 尝试png格式
|
||||
const pngPath = texturePath.replace(/\.ktx2$/i, '.png');
|
||||
try {
|
||||
const pngTexture = new Texture(pngPath);
|
||||
if (pngTexture) {
|
||||
return pngTexture;
|
||||
}
|
||||
} catch (pngError: any) {
|
||||
failureReasons.push(`PNG回退失败: ${pngPath} - ${pngError}`);
|
||||
}
|
||||
}
|
||||
|
||||
// 所有格式都失败,记录详细失败信息
|
||||
this.failedTextures.push({
|
||||
path: texturePath,
|
||||
textureType: '回退机制',
|
||||
error: failureReasons.join('; '),
|
||||
timestamp: new Date()
|
||||
});
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 应用材质属性
|
||||
* @param options 材质配置选项
|
||||
*/
|
||||
applyMaterial(options: {
|
||||
target: string;
|
||||
modelId?: string;
|
||||
albedoColor?: string;
|
||||
albedoTexture?: string;
|
||||
normalMap?: string;
|
||||
metallicTexture?: string;
|
||||
roughness?: number;
|
||||
metallic?: number;
|
||||
}): void {
|
||||
this.updateDictionaries();
|
||||
|
||||
// 查找目标材质(支持精确匹配和前缀匹配)
|
||||
const targetMaterials: PBRMaterial[] = [];
|
||||
|
||||
// 如果提供了 modelId,只查找该模型的材质
|
||||
if (options.modelId) {
|
||||
// 获取该模型的所有 meshes
|
||||
const modelMeshes = this.mainApp.appModel.modelDic.Get(options.modelId);
|
||||
|
||||
if (!modelMeshes || modelMeshes.length === 0) {
|
||||
console.warn(`Model not found: ${options.modelId}`);
|
||||
return;
|
||||
}
|
||||
|
||||
// 遍历该模型的所有 mesh,查找匹配的材质
|
||||
modelMeshes.forEach((mesh: AbstractMesh) => {
|
||||
if (mesh.material && mesh.material instanceof PBRMaterial) {
|
||||
const material = mesh.material as PBRMaterial;
|
||||
if (material.name === options.target || material.name.startsWith(`${options.target}_`)) {
|
||||
// 避免重复添加
|
||||
if (!targetMaterials.includes(material)) {
|
||||
targetMaterials.push(material);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
} else {
|
||||
|
||||
// 没有提供 modelId,全局查找(保持向后兼容)
|
||||
this.materialDic.Values().forEach(material => {
|
||||
if (material.name === options.target || material.name.startsWith(`${options.target}_`)) {
|
||||
console.log(material.name);
|
||||
targetMaterials.push(material);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
if (targetMaterials.length === 0) {
|
||||
console.warn(`Material not found: ${options.target}${options.modelId ? ` in model ${options.modelId}` : ''}`);
|
||||
return;
|
||||
}
|
||||
console.log(options);
|
||||
// 应用材质属性到目标材质
|
||||
targetMaterials.forEach(material => {
|
||||
// 应用颜色
|
||||
if (options.albedoColor) {
|
||||
const color = Color3.FromHexString(options.albedoColor);
|
||||
material.albedoColor.copyFrom(color);
|
||||
}
|
||||
|
||||
|
||||
//应用反照率纹理(颜色贴图)
|
||||
if (options.albedoTexture !== undefined) {
|
||||
if (options.albedoTexture) {
|
||||
material.albedoTexture = new Texture(options.albedoTexture);
|
||||
} else {
|
||||
// 传入空字符串或 null 时清空贴图
|
||||
material.albedoTexture = null;
|
||||
}
|
||||
}
|
||||
|
||||
// 应用粗糙度
|
||||
if (options.roughness !== undefined) {
|
||||
if (material.roughness !== options.roughness) {
|
||||
material.roughness = options.roughness;
|
||||
}
|
||||
}
|
||||
|
||||
// 应用金属度
|
||||
if (options.metallic !== undefined) {
|
||||
if (material.metallic !== options.metallic) {
|
||||
material.metallic = options.metallic;
|
||||
}
|
||||
}
|
||||
// 强制刷新材质
|
||||
material.markDirty();
|
||||
});
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
@ -1,62 +1,18 @@
|
||||
import { Mesh, PBRMaterial, Texture, AbstractMesh, Plane, Vector3, Scene, Color3, TransformNode } from "@babylonjs/core";
|
||||
import { Observer } from "@babylonjs/core/Misc/observable";
|
||||
import { Nullable } from "@babylonjs/core/types";
|
||||
import { Mesh, PBRMaterial, Texture, AbstractMesh, Color3 } from "@babylonjs/core";
|
||||
import { Monobehiver } from '../base/Monobehiver';
|
||||
import { Dictionary } from '../utils/Dictionary';
|
||||
import { AppConfig } from './AppConfig';
|
||||
|
||||
type RollerDoorOptions = {
|
||||
/** 目标升起高度,缺省为初始 y + 3 */
|
||||
upY?: number;
|
||||
/** 落下终点,缺省为初始 y */
|
||||
downY?: number;
|
||||
/** 运动速度(单位/秒),缺省 1 */
|
||||
speed?: number;
|
||||
/** 自定义门体网格名列表,不传使用默认两个卷帘门 */
|
||||
meshNames?: string[];
|
||||
};
|
||||
|
||||
/**
|
||||
* 游戏管理器类 - 负责管理游戏逻辑、材质和纹理
|
||||
* 游戏管理器类 - 负责材质管理
|
||||
*/
|
||||
export class GameManager extends Monobehiver {
|
||||
private materialDic: Dictionary<PBRMaterial>;
|
||||
private meshDic: Dictionary<any>;
|
||||
private oldTextureDic: Dictionary<any>;
|
||||
private rollerDoorMeshes: AbstractMesh[];
|
||||
private rollerDoorGroup: AbstractMesh | null;
|
||||
private rollerDoorInitialY: Map<string, number>;
|
||||
private rollerDoorObserver: Nullable<Observer<Scene>>;
|
||||
private rollerDoorIsOpen: boolean;
|
||||
private rollerDoorNames: string[];
|
||||
private yClipPlane: Plane | null;
|
||||
private yClipTargets: string[] | null;
|
||||
private clipPlaneVisualization: Mesh | null;
|
||||
|
||||
// 记录加载失败的贴图
|
||||
private failedTextures: Array<{
|
||||
path: string;
|
||||
materialName?: string;
|
||||
textureType?: string;
|
||||
error?: string;
|
||||
timestamp: Date;
|
||||
}>;
|
||||
|
||||
constructor(mainApp: any) {
|
||||
super(mainApp);
|
||||
this.materialDic = new Dictionary<PBRMaterial>();
|
||||
this.meshDic = new Dictionary<any>();
|
||||
this.oldTextureDic = new Dictionary<any>();
|
||||
this.rollerDoorMeshes = [];
|
||||
this.rollerDoorGroup = null;
|
||||
this.rollerDoorInitialY = new Map();
|
||||
this.rollerDoorObserver = null;
|
||||
this.rollerDoorIsOpen = false;
|
||||
this.rollerDoorNames = ["Box006.001", "Box005.001"];
|
||||
this.yClipPlane = null;
|
||||
this.yClipTargets = null;
|
||||
this.clipPlaneVisualization = null;
|
||||
this.failedTextures = [];
|
||||
}
|
||||
|
||||
/** 调试:返回当前场景中所有网格名称 */
|
||||
@ -72,13 +28,7 @@ export class GameManager extends Monobehiver {
|
||||
return;
|
||||
}
|
||||
|
||||
// 初始化材质和网格字典
|
||||
this.updateDictionaries();
|
||||
|
||||
// this.cacheRollerDoorMeshes();
|
||||
|
||||
// this.setRollerDoorScale("Box006.001", new Vector3(0.12, 0.02, 0.118));
|
||||
// this.setRollerDoorScale("Box005.001", new Vector3(0.13, 0.02, 0.12));
|
||||
}
|
||||
|
||||
/**
|
||||
@ -111,640 +61,6 @@ export class GameManager extends Monobehiver {
|
||||
}
|
||||
}
|
||||
|
||||
/** 初始化设置材质 */
|
||||
async initSetMaterial(oldObject: any) {
|
||||
if (!oldObject?.Component?.length) return;
|
||||
|
||||
|
||||
const { degreeId, Component } = oldObject;
|
||||
let degreeTextureDic = this.oldTextureDic.Get(degreeId) || {};
|
||||
const texturePromises: Promise<void>[] = [];
|
||||
|
||||
// 处理每个组件
|
||||
for (const component of Component) {
|
||||
const {
|
||||
name,
|
||||
albedoTexture,
|
||||
bumpTexture,
|
||||
alphaTexture,
|
||||
aoTexture,
|
||||
} = component;
|
||||
|
||||
if (!name) continue;
|
||||
|
||||
// 获取材质
|
||||
const mat = this.materialDic.Get(name);
|
||||
if (!mat) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// 获取或初始化纹理字典
|
||||
const textureDic = degreeTextureDic[name] || {
|
||||
albedo: null,
|
||||
bump: null,
|
||||
alpha: null,
|
||||
ao: null
|
||||
};
|
||||
|
||||
// 定义纹理任务
|
||||
const textureTasks = [
|
||||
{
|
||||
key: "albedo",
|
||||
path: albedoTexture,
|
||||
property: "albedoTexture"
|
||||
},
|
||||
{
|
||||
key: "bump",
|
||||
path: bumpTexture,
|
||||
property: "bumpTexture"
|
||||
},
|
||||
{
|
||||
key: "alpha",
|
||||
path: alphaTexture,
|
||||
property: "opacityTexture"
|
||||
},
|
||||
{
|
||||
key: "ao",
|
||||
path: aoTexture,
|
||||
property: "ambientTexture"
|
||||
}
|
||||
];
|
||||
|
||||
// 处理每个纹理任务
|
||||
for (const task of textureTasks) {
|
||||
const { key, path, property } = task;
|
||||
if (!path) continue;
|
||||
|
||||
const fullPath = this.getPublicUrl() + path;
|
||||
let texture = textureDic[key];
|
||||
|
||||
if (!texture) {
|
||||
try {
|
||||
texture = this.createTextureWithFallback(fullPath);
|
||||
if (!texture) {
|
||||
// 记录失败的贴图信息
|
||||
this.failedTextures.push({
|
||||
path: fullPath,
|
||||
materialName: name,
|
||||
textureType: key,
|
||||
error: '贴图创建失败',
|
||||
timestamp: new Date()
|
||||
});
|
||||
continue;
|
||||
}
|
||||
|
||||
// 设置非ktx2格式的vScale
|
||||
if (!fullPath.toLowerCase().endsWith('.ktx2')) {
|
||||
texture.vScale = -1;
|
||||
}
|
||||
textureDic[key] = texture;
|
||||
} catch (error: any) {
|
||||
// 记录失败的贴图信息
|
||||
this.failedTextures.push({
|
||||
path: fullPath,
|
||||
materialName: name,
|
||||
textureType: key,
|
||||
error: error.message || error.toString(),
|
||||
timestamp: new Date()
|
||||
});
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// 将纹理赋值任务加入队列
|
||||
texturePromises.push(
|
||||
this.handleTextureAssignment(mat, textureDic, key, (texture) => {
|
||||
(mat as any)[property] = texture;
|
||||
})
|
||||
);
|
||||
}
|
||||
|
||||
// 更新纹理字典
|
||||
degreeTextureDic[name] = textureDic;
|
||||
}
|
||||
|
||||
// 等待所有纹理任务完成
|
||||
try {
|
||||
await Promise.all(texturePromises);
|
||||
|
||||
// 在所有贴图加载完成后设置材质属性
|
||||
for (const component of Component) {
|
||||
const { name, transparencyMode, bumpTextureLevel } = component;
|
||||
if (!name) continue;
|
||||
|
||||
const mat = this.materialDic.Get(name);
|
||||
if (!mat) continue;
|
||||
|
||||
mat.transparencyMode = transparencyMode;
|
||||
|
||||
if (mat.bumpTexture) {
|
||||
mat.bumpTexture.level = bumpTextureLevel;
|
||||
}
|
||||
|
||||
// 应用新的PBR材质属性
|
||||
this.applyPBRProperties(mat, component);
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('Error loading textures:', error);
|
||||
} finally {
|
||||
if (this.mainApp.appDom?.load3D) {
|
||||
this.mainApp.appDom.load3D.style.display = "none";
|
||||
}
|
||||
}
|
||||
|
||||
// 保存更新后的纹理字典
|
||||
this.oldTextureDic.Set(degreeId, degreeTextureDic);
|
||||
}
|
||||
|
||||
/**
|
||||
* 应用PBR材质属性
|
||||
* @param mat - PBR材质对象
|
||||
* @param component - 配置组件对象
|
||||
*/
|
||||
private applyPBRProperties(mat: PBRMaterial, component: any) {
|
||||
// 定义PBR属性映射任务
|
||||
const pbrTasks = [
|
||||
{
|
||||
key: "fresnel",
|
||||
value: component.fresnel,
|
||||
apply: (value: number) => {
|
||||
mat.indexOfRefraction = value;
|
||||
}
|
||||
},
|
||||
{
|
||||
key: "clearcoat",
|
||||
value: component.clearcoat,
|
||||
apply: (value: number) => {
|
||||
mat.clearCoat.isEnabled = true;
|
||||
mat.clearCoat.intensity = value;
|
||||
}
|
||||
},
|
||||
{
|
||||
key: "clearcoatRoughness",
|
||||
value: component.clearcoatRoughness,
|
||||
apply: (value: number) => {
|
||||
mat.clearCoat.roughness = value;
|
||||
}
|
||||
},
|
||||
{
|
||||
key: "roughness",
|
||||
value: component.roughness,
|
||||
apply: (value: number) => {
|
||||
mat.roughness = value;
|
||||
}
|
||||
},
|
||||
{
|
||||
key: "metallic",
|
||||
value: component.metallic,
|
||||
apply: (value: number) => {
|
||||
mat.metallic = value;
|
||||
}
|
||||
},
|
||||
{
|
||||
key: "alpha",
|
||||
value: component.alpha,
|
||||
apply: (value: number) => {
|
||||
mat.alpha = value;
|
||||
}
|
||||
},
|
||||
{
|
||||
key: "environmentIntensity",
|
||||
value: component.environmentIntensity,
|
||||
apply: (value: number) => {
|
||||
mat.environmentIntensity = value;
|
||||
}
|
||||
},
|
||||
{
|
||||
key: "baseColor",
|
||||
value: component.baseColor,
|
||||
apply: (value: any) => {
|
||||
if (value && typeof value === 'object') {
|
||||
const { r, g, b } = value;
|
||||
if (r !== null && r !== undefined &&
|
||||
g !== null && g !== undefined &&
|
||||
b !== null && b !== undefined) {
|
||||
mat.albedoColor.set(r, g, b);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
];
|
||||
|
||||
// 处理每个PBR属性任务
|
||||
for (const task of pbrTasks) {
|
||||
if (task.value !== null && task.value !== undefined) {
|
||||
try {
|
||||
task.apply(task.value);
|
||||
} catch (error) {
|
||||
console.warn('Error applying PBR property:', task.key, error);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** 通用的批量卸载贴图资源的方法 */
|
||||
private clearTextures(textureDic: Dictionary<any>): Promise<void> {
|
||||
return new Promise<void>((resolve) => {
|
||||
textureDic.Values().forEach((textures) => {
|
||||
for (const key in textures) {
|
||||
const texture = textures[key];
|
||||
if (texture && texture instanceof Texture) {
|
||||
texture.dispose();
|
||||
}
|
||||
}
|
||||
});
|
||||
textureDic.Clear();
|
||||
resolve();
|
||||
});
|
||||
}
|
||||
|
||||
/** 处理纹理赋值 */
|
||||
private async handleTextureAssignment(mat: any, oldtextureDic: any, textureKey: string, assignCallback: (texture: Texture) => void) {
|
||||
const texture = oldtextureDic[textureKey];
|
||||
if (texture) {
|
||||
await this.checkTextureLoadedWithPromise(texture);
|
||||
assignCallback(texture);
|
||||
}
|
||||
}
|
||||
|
||||
/** 检查纹理是否加载完成 */
|
||||
private checkTextureLoadedWithPromise(texture: Texture): Promise<void> {
|
||||
return new Promise((resolve) => {
|
||||
if (texture.isReady()) {
|
||||
resolve();
|
||||
} else {
|
||||
texture.onLoadObservable.addOnce(() => {
|
||||
resolve();
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/** 重置相机位置 */
|
||||
reSet() {
|
||||
if (this.mainApp.appCamera?.object?.position) {
|
||||
this.mainApp.appCamera.object.position.set(160, 50, 0);
|
||||
}
|
||||
}
|
||||
|
||||
/** 卷帘门开合:再次调用会反向动作 */
|
||||
toggleRollerDoor(options?: RollerDoorOptions): void {
|
||||
this.setRollerDoorState(!this.rollerDoorIsOpen, options);
|
||||
}
|
||||
|
||||
/** 直接设置卷帘门状态 */
|
||||
setRollerDoorState(open: boolean, options?: RollerDoorOptions): void {
|
||||
const scene = this.mainApp.appScene?.object;
|
||||
if (!scene) {
|
||||
console.warn('Scene not found for roller door');
|
||||
return;
|
||||
}
|
||||
|
||||
this.cacheRollerDoorMeshes(options?.meshNames);
|
||||
|
||||
if (!this.rollerDoorGroup || !this.rollerDoorMeshes.length) {
|
||||
console.warn('Roller door group or meshes not found');
|
||||
return;
|
||||
}
|
||||
|
||||
const speed = Math.max(options?.speed ?? 1, 0.01);
|
||||
|
||||
// 计算目标高度
|
||||
let targetY: number;
|
||||
if (open) {
|
||||
// 上升时:如果指定了绝对高度就用绝对高度,否则用相对高度
|
||||
if (options?.upY !== undefined) {
|
||||
targetY = options.upY;
|
||||
} else {
|
||||
// 找到所有门中最高的初始位置,让所有门都升到这个高度+3
|
||||
const maxBaseY = Math.max(...this.rollerDoorMeshes.map(m =>
|
||||
this.rollerDoorInitialY.get(m.name) ?? m.position.y
|
||||
));
|
||||
targetY = maxBaseY + 3;
|
||||
}
|
||||
} else {
|
||||
// 下降时:回到初始位置
|
||||
targetY = 0;
|
||||
}
|
||||
|
||||
// 检查是否已经在目标位置
|
||||
if (Math.abs(this.rollerDoorGroup.position.y - targetY) < 0.001) {
|
||||
this.rollerDoorIsOpen = open;
|
||||
return;
|
||||
}
|
||||
|
||||
this.rollerDoorIsOpen = open;
|
||||
this.stopRollerDoorAnimation();
|
||||
|
||||
this.rollerDoorObserver = scene.onBeforeRenderObservable.add(() => {
|
||||
const dt = scene.getEngine().getDeltaTime() / 1000;
|
||||
const current = this.rollerDoorGroup!.position.y;
|
||||
const direction = targetY >= current ? 1 : -1;
|
||||
|
||||
// 使用固定速度变量
|
||||
const step = speed * dt;
|
||||
let next = current + direction * step;
|
||||
|
||||
if ((direction > 0 && next >= targetY) || (direction < 0 && next <= targetY)) {
|
||||
next = targetY;
|
||||
this.stopRollerDoorAnimation();
|
||||
this.rollerDoorIsOpen = open;
|
||||
console.log('Roller door animation finished');
|
||||
}
|
||||
|
||||
// 移动透明盒子
|
||||
this.rollerDoorGroup!.position.y = next;
|
||||
|
||||
// 打印每个卷帘门的当前位置
|
||||
// console.log('Roller door positions:');
|
||||
// for (const mesh of this.rollerDoorMeshes) {
|
||||
// console.log(`${mesh.name}: ${mesh.position.y.toFixed(2)}`);
|
||||
// }
|
||||
});
|
||||
}
|
||||
|
||||
/** 当前卷帘门是否开启 */
|
||||
isRollerDoorOpen(): boolean {
|
||||
return this.rollerDoorIsOpen;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置卷帘门的缩放
|
||||
* @param meshName - 卷帘门网格名称
|
||||
* @param scale - 缩放值(可以是单个数字或 Vector3)
|
||||
*/
|
||||
setRollerDoorScale(meshName: string, scale: number | Vector3): void {
|
||||
const mesh = this.meshDic.Get(meshName);
|
||||
if (mesh) {
|
||||
if (typeof scale === 'number') {
|
||||
mesh.scaling.set(scale, scale, scale);
|
||||
} else {
|
||||
mesh.scaling.copyFrom(scale);
|
||||
}
|
||||
console.log(`Set scale for ${meshName}:`, mesh.scaling.asArray());
|
||||
} else {
|
||||
console.warn(`Roller door mesh not found: ${meshName}`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置所有卷帘门的缩放
|
||||
* @param scale - 缩放值(可以是单个数字或 Vector3)
|
||||
*/
|
||||
setAllRollerDoorsScale(scale: number | Vector3): void {
|
||||
this.rollerDoorMeshes.forEach(mesh => {
|
||||
if (typeof scale === 'number') {
|
||||
mesh.scaling.set(scale, scale, scale);
|
||||
} else {
|
||||
mesh.scaling.copyFrom(scale);
|
||||
}
|
||||
console.log(`Set scale for ${mesh.name}:`, mesh.scaling.asArray());
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置基于 Y 轴的剖切平面,keepAbove=true 时保留平面以上部分
|
||||
* onlyMeshNames 指定只作用于哪些网格,其他网格不受影响
|
||||
*/
|
||||
setYAxisClip(
|
||||
height: number,
|
||||
keepAbove = true,
|
||||
onlyMeshNames?: string[],
|
||||
excludeMeshNames?: string[]
|
||||
): void {
|
||||
const scene = this.mainApp.appScene?.object;
|
||||
if (!scene) {
|
||||
console.warn('Scene not found for clipping');
|
||||
return;
|
||||
}
|
||||
const normal = new Vector3(0, keepAbove ? 1 : -1, 0);
|
||||
this.yClipPlane = Plane.FromPositionAndNormal(new Vector3(0, height, 0), normal);
|
||||
|
||||
// 如果指定了特定网格,只对这些网格应用剖切
|
||||
if (onlyMeshNames?.length) {
|
||||
this.applyClipPlaneToMeshes(this.yClipPlane, onlyMeshNames);
|
||||
} else {
|
||||
// 否则使用场景级别的剖切,作用于所有网格
|
||||
scene.clipPlane = this.yClipPlane;
|
||||
}
|
||||
|
||||
console.log('[clipping] Scene clipPlane set:', { height, keepAbove, normal: normal.asArray(), targets: onlyMeshNames || 'all' });
|
||||
}
|
||||
|
||||
/** 关闭 Y 轴剖切 */
|
||||
clearYAxisClip(): void {
|
||||
const scene = this.mainApp.appScene?.object;
|
||||
if (scene) {
|
||||
scene.clipPlane = null;
|
||||
}
|
||||
this.yClipPlane = null;
|
||||
this.yClipTargets = null;
|
||||
|
||||
// 清除所有网格材质上的 clipPlane
|
||||
this.meshDic.Values().forEach((mesh) => {
|
||||
const mat = mesh.material as any;
|
||||
if (mat && 'clipPlane' in mat) {
|
||||
mat.clipPlane = null;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private cacheRollerDoorMeshes(customNames?: string[]): void {
|
||||
const scene = this.mainApp.appScene?.object;
|
||||
if (!scene) return;
|
||||
|
||||
const names = customNames?.length ? customNames : this.rollerDoorNames;
|
||||
this.rollerDoorMeshes = [];
|
||||
|
||||
// 创建或获取 group 作为父级
|
||||
if (!this.rollerDoorGroup) {
|
||||
// 创建一个 AbstractMesh 作为组
|
||||
// 使用 TransformNode 代替 AbstractMesh,因为 AbstractMesh 是抽象类无法实例化
|
||||
this.rollerDoorGroup = new TransformNode('rollerDoorGroup', scene) as any;
|
||||
// 确保 group 的初始位置为 (0, 0, 0)
|
||||
this.rollerDoorGroup.position.set(0, 0, 0);
|
||||
}
|
||||
|
||||
for (const name of names) {
|
||||
const mesh = this.meshDic.Get(name);
|
||||
if (mesh) {
|
||||
this.rollerDoorMeshes.push(mesh);
|
||||
|
||||
// 保存网格的当前位置作为初始位置
|
||||
if (!this.rollerDoorInitialY.has(name)) {
|
||||
this.rollerDoorInitialY.set(name, mesh.position.y);
|
||||
}
|
||||
|
||||
// 保存网格的世界位置和缩放
|
||||
const worldPosition = mesh.getAbsolutePosition();
|
||||
const worldScaling = new Vector3(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z);
|
||||
|
||||
// 将网格添加到 group 中
|
||||
mesh.parent = this.rollerDoorGroup;
|
||||
|
||||
// 调整网格的局部位置和缩放,保持世界位置和大小不变
|
||||
mesh.setAbsolutePosition(worldPosition);
|
||||
mesh.scaling.copyFrom(worldScaling);
|
||||
} else {
|
||||
console.warn(`Roller door mesh not found: ${name}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private stopRollerDoorAnimation(): void {
|
||||
const scene = this.mainApp.appScene?.object;
|
||||
if (scene && this.rollerDoorObserver) {
|
||||
scene.onBeforeRenderObservable.remove(this.rollerDoorObserver);
|
||||
}
|
||||
this.rollerDoorObserver = null;
|
||||
}
|
||||
|
||||
/** 将 clipPlane 只作用到指定网格的材质 */
|
||||
private applyClipPlaneToMeshes(plane: Plane, targetNames: string[]): void {
|
||||
const targetSet = new Set(targetNames);
|
||||
let appliedCount = 0;
|
||||
|
||||
this.meshDic.Values().forEach((mesh) => {
|
||||
const mat = mesh.material as any;
|
||||
if (!mat) {
|
||||
console.log('[clipping] Mesh has no material:', mesh.name);
|
||||
return;
|
||||
}
|
||||
|
||||
if (targetSet.has(mesh.name)) {
|
||||
// 目标网格:应用剖切
|
||||
mat.clipPlane = plane;
|
||||
appliedCount++;
|
||||
console.log('[clipping] Applied to mesh:', mesh.name, 'material:', mat.name);
|
||||
} else {
|
||||
// 非目标网格:清除剖切
|
||||
mat.clipPlane = null;
|
||||
}
|
||||
});
|
||||
|
||||
console.log('[clipping] Total meshes processed:', this.meshDic.Keys().length, 'Applied to:', appliedCount);
|
||||
if (appliedCount === 0) {
|
||||
console.warn('[clipping] No meshes found with names:', targetNames);
|
||||
console.log('[clipping] Available mesh names:', this.meshDic.Keys());
|
||||
}
|
||||
}
|
||||
|
||||
/** 获取公共URL */
|
||||
private getPublicUrl(): string {
|
||||
// 尝试从环境变量获取
|
||||
if (import.meta && import.meta.env && import.meta.env.VITE_PUBLIC_URL) {
|
||||
return import.meta.env.VITE_PUBLIC_URL;
|
||||
}
|
||||
// 默认返回空字符串
|
||||
return '';
|
||||
}
|
||||
|
||||
/** 清理资源 */
|
||||
dispose() {
|
||||
this.stopRollerDoorAnimation();
|
||||
this.clearYAxisClip();
|
||||
this.rollerDoorMeshes = [];
|
||||
this.rollerDoorInitialY.clear();
|
||||
this.rollerDoorIsOpen = false;
|
||||
|
||||
// 清理 rollerDoorGroup
|
||||
if (this.rollerDoorGroup && this.rollerDoorGroup.dispose) {
|
||||
this.rollerDoorGroup.dispose();
|
||||
this.rollerDoorGroup = null;
|
||||
}
|
||||
|
||||
// 清理所有材质资源
|
||||
this.materialDic.Values().forEach((material) => {
|
||||
if (material && material.dispose) {
|
||||
material.dispose();
|
||||
}
|
||||
});
|
||||
this.materialDic.Clear();
|
||||
|
||||
// 清理所有贴图资源
|
||||
this.clearTextures(this.oldTextureDic);
|
||||
|
||||
// 清理所有网格
|
||||
this.meshDic.Values().forEach((mesh) => {
|
||||
if (mesh && mesh.dispose) {
|
||||
mesh.dispose();
|
||||
}
|
||||
});
|
||||
this.meshDic.Clear();
|
||||
|
||||
// 清空失败贴图记录
|
||||
this.failedTextures = [];
|
||||
}
|
||||
|
||||
/** 更新 */
|
||||
update() { }
|
||||
|
||||
/** 尝试创建贴图的方法,支持多种格式回退 */
|
||||
private createTextureWithFallback(texturePath: string): Texture | null {
|
||||
const failureReasons: string[] = [];
|
||||
|
||||
try {
|
||||
const texture = new Texture(texturePath);
|
||||
|
||||
if (texture) {
|
||||
return texture;
|
||||
} else {
|
||||
failureReasons.push(`原始路径创建失败: ${texturePath}`);
|
||||
throw new Error('Texture creation returned null');
|
||||
}
|
||||
} catch (error: any) {
|
||||
const errorMessage = error.message || error.toString();
|
||||
|
||||
// 特别处理KTX错误
|
||||
if (errorMessage.includes('KTX identifier') || errorMessage.includes('missing KTX') ||
|
||||
(texturePath.toLowerCase().endsWith('.ktx2') && errorMessage)) {
|
||||
this.failedTextures.push({
|
||||
path: texturePath,
|
||||
textureType: 'KTX2',
|
||||
error: `KTX错误: ${errorMessage}`,
|
||||
timestamp: new Date()
|
||||
});
|
||||
}
|
||||
|
||||
failureReasons.push(`原始路径加载异常: ${texturePath} - ${errorMessage}`);
|
||||
|
||||
// 如果是ktx2文件加载失败,尝试查找对应的jpg/png文件
|
||||
if (texturePath.toLowerCase().endsWith('.ktx2')) {
|
||||
// 尝试jpg格式
|
||||
const jpgPath = texturePath.replace(/\.ktx2$/i, '.jpg');
|
||||
try {
|
||||
const jpgTexture = new Texture(jpgPath);
|
||||
if (jpgTexture) {
|
||||
return jpgTexture;
|
||||
}
|
||||
} catch (jpgError: any) {
|
||||
failureReasons.push(`JPG回退失败: ${jpgPath} - ${jpgError}`);
|
||||
}
|
||||
|
||||
// 尝试png格式
|
||||
const pngPath = texturePath.replace(/\.ktx2$/i, '.png');
|
||||
try {
|
||||
const pngTexture = new Texture(pngPath);
|
||||
if (pngTexture) {
|
||||
return pngTexture;
|
||||
}
|
||||
} catch (pngError: any) {
|
||||
failureReasons.push(`PNG回退失败: ${pngPath} - ${pngError}`);
|
||||
}
|
||||
}
|
||||
|
||||
// 所有格式都失败,记录详细失败信息
|
||||
this.failedTextures.push({
|
||||
path: texturePath,
|
||||
textureType: '回退机制',
|
||||
error: failureReasons.join('; '),
|
||||
timestamp: new Date()
|
||||
});
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 应用材质属性
|
||||
* @param options 材质配置选项
|
||||
@ -761,12 +77,10 @@ export class GameManager extends Monobehiver {
|
||||
}): void {
|
||||
this.updateDictionaries();
|
||||
|
||||
// 查找目标材质(支持精确匹配和前缀匹配)
|
||||
const targetMaterials: PBRMaterial[] = [];
|
||||
|
||||
// 如果提供了 modelId,只查找该模型的材质
|
||||
if (options.modelId) {
|
||||
// 获取该模型的所有 meshes
|
||||
const modelMeshes = this.mainApp.appModel.modelDic.Get(options.modelId);
|
||||
|
||||
if (!modelMeshes || modelMeshes.length === 0) {
|
||||
@ -774,12 +88,10 @@ export class GameManager extends Monobehiver {
|
||||
return;
|
||||
}
|
||||
|
||||
// 遍历该模型的所有 mesh,查找匹配的材质
|
||||
modelMeshes.forEach((mesh: AbstractMesh) => {
|
||||
if (mesh.material && mesh.material instanceof PBRMaterial) {
|
||||
const material = mesh.material as PBRMaterial;
|
||||
if (material.name === options.target || material.name.startsWith(`${options.target}_`)) {
|
||||
// 避免重复添加
|
||||
if (!targetMaterials.includes(material)) {
|
||||
targetMaterials.push(material);
|
||||
}
|
||||
@ -787,11 +99,9 @@ export class GameManager extends Monobehiver {
|
||||
}
|
||||
});
|
||||
} else {
|
||||
|
||||
// 没有提供 modelId,全局查找(保持向后兼容)
|
||||
// 没有提供 modelId,全局查找
|
||||
this.materialDic.Values().forEach(material => {
|
||||
if (material.name === options.target || material.name.startsWith(`${options.target}_`)) {
|
||||
console.log(material.name);
|
||||
targetMaterials.push(material);
|
||||
}
|
||||
});
|
||||
@ -801,8 +111,8 @@ export class GameManager extends Monobehiver {
|
||||
console.warn(`Material not found: ${options.target}${options.modelId ? ` in model ${options.modelId}` : ''}`);
|
||||
return;
|
||||
}
|
||||
console.log(options);
|
||||
// 应用材质属性到目标材质
|
||||
|
||||
// 应用材质属性
|
||||
targetMaterials.forEach(material => {
|
||||
// 应用颜色
|
||||
if (options.albedoColor) {
|
||||
@ -810,51 +120,47 @@ export class GameManager extends Monobehiver {
|
||||
material.albedoColor.copyFrom(color);
|
||||
}
|
||||
|
||||
// 应用反照率纹理(颜色贴图)
|
||||
// 应用反照率纹理
|
||||
if (options.albedoTexture !== undefined) {
|
||||
if (options.albedoTexture) {
|
||||
material.albedoTexture = new Texture(options.albedoTexture);
|
||||
material.albedoTexture = new Texture(options.albedoTexture, this.mainApp.appScene.object);
|
||||
} else {
|
||||
// 传入空字符串或 null 时清空贴图
|
||||
material.albedoTexture = null;
|
||||
}
|
||||
}
|
||||
|
||||
// // 应用法线贴图
|
||||
// if (options.normalMap !== undefined) {
|
||||
// if (options.normalMap) {
|
||||
// material.bumpTexture = new Texture(options.normalMap);
|
||||
// } else {
|
||||
// // 传入空字符串或 null 时清空贴图
|
||||
// material.bumpTexture = null;
|
||||
// }
|
||||
// }
|
||||
|
||||
// // 应用金属度贴图
|
||||
// if (options.metallicTexture !== undefined) {
|
||||
// if (options.metallicTexture) {
|
||||
// material.metallicTexture = new Texture(options.metallicTexture);
|
||||
// } else {
|
||||
// // 传入空字符串或 null 时清空贴图
|
||||
// material.metallicTexture = null;
|
||||
// }
|
||||
// }
|
||||
|
||||
// 应用粗糙度值
|
||||
// if (options.roughness !== undefined) {
|
||||
// material.roughness = options.roughness;
|
||||
// }
|
||||
|
||||
// // 应用金属度值
|
||||
// if (options.metallic !== undefined) {
|
||||
// material.metallic = options.metallic;
|
||||
// }
|
||||
// alert(typeof options.metallic + ' ' + typeof options.roughness);
|
||||
|
||||
// 强制刷新材质
|
||||
material.markDirty();
|
||||
});
|
||||
|
||||
|
||||
// 应用法线贴图
|
||||
if (options.normalMap !== undefined) {
|
||||
if (options.normalMap) {
|
||||
material.bumpTexture = new Texture(options.normalMap, this.mainApp.appScene.object);
|
||||
} else {
|
||||
material.bumpTexture = null;
|
||||
}
|
||||
}
|
||||
|
||||
// 应用金属度贴图
|
||||
if (options.metallicTexture !== undefined) {
|
||||
if (options.metallicTexture) {
|
||||
material.metallicTexture = new Texture(options.metallicTexture, this.mainApp.appScene.object);
|
||||
} else {
|
||||
material.metallicTexture = null;
|
||||
}
|
||||
}
|
||||
|
||||
// 应用粗糙度
|
||||
if (options.roughness !== undefined) {
|
||||
if (material.roughness !== options.roughness) {
|
||||
material.roughness = options.roughness;
|
||||
}
|
||||
}
|
||||
|
||||
// 应用金属度
|
||||
if (options.metallic !== undefined) {
|
||||
if (material.metallic !== options.metallic) {
|
||||
material.metallic = options.metallic;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -70,6 +70,7 @@ export class MainApp {
|
||||
AppConfig.container = config.container;
|
||||
AppConfig.modelUrlList = config.modelUrlList || [];
|
||||
AppConfig.env = { ...AppConfig.env, ...(config.env || {}) };
|
||||
AppConfig.camera = { ...AppConfig.camera, ...(config.camera || {}) };
|
||||
AppConfig.gizmo = { ...AppConfig.gizmo, ...(config.gizmo || {}) };
|
||||
AppConfig.outline = { ...AppConfig.outline, ...(config.outline || {}) };
|
||||
this.appPositionGizmo.configure(AppConfig.gizmo);
|
||||
|
||||
@ -113,6 +113,7 @@ export class KernelAdapter {
|
||||
roughness?: number;
|
||||
metallic?: number;
|
||||
}): void => {
|
||||
console.log(options);
|
||||
this.mainApp.gameManager.applyMaterial(options);
|
||||
},
|
||||
|
||||
|
||||
@ -23,6 +23,10 @@ type InitParams = {
|
||||
rotationY?: number;
|
||||
background?: boolean;
|
||||
};
|
||||
camera?: {
|
||||
position?: { x: number; y: number; z: number };
|
||||
target?: { x: number; y: number; z: number };
|
||||
};
|
||||
gizmo?: {
|
||||
position?: boolean;
|
||||
rotation?: boolean;
|
||||
@ -66,6 +70,7 @@ const kernel = {
|
||||
container,
|
||||
modelUrlList: params.modelUrlList || [],
|
||||
env: params.env,
|
||||
camera: params.camera,
|
||||
gizmo: params.gizmo,
|
||||
outline: params.outline,
|
||||
});
|
||||
|
||||
|
Before Width: | Height: | Size: 4.3 KiB |