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dev
| Author | SHA1 | Date | |
|---|---|---|---|
| bc64854cae | |||
| d179e456fc | |||
| 66d705aa3e |
@ -93,8 +93,7 @@ const getAutoLoadModelList = async () => {
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//获取放置区域
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const getPlacementZone = async (sku) => {
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//pergolaSku 是需要在加载棚子的时取其引用,传进来的sku则是配件的sku,根据配件的sku来判断放置区域
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const kernel = getKernel();
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const kernel = getKernel();
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let division_include = []
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// 同时包含10和13
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const only10_13 = /(?=.*10)(?=.*13)/.test(pergolaSku)
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@ -104,8 +103,6 @@ const getPlacementZone = async (sku) => {
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const only10_12 = /(?=.*10)(?=.*12)/.test(pergolaSku)
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// 同时包含10和20
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const only10_20 = /(?=.*10)(?=.*20)/.test(pergolaSku)
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// 只包含13 无13 无12 无20
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const only13 = /(?=.*13)(?!.*10)(?!.*12)(?!.*20)/.test(pergolaSku)
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// 1. 只要字符串里包含 10,就返回 true
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const has10 = /10/.test(sku);
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@ -147,21 +144,15 @@ const getPlacementZone = async (sku) => {
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}
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}
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//棚子同时包10和20的并且含配件是13
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//棚子同时包10和20的并且含配件是13
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if (only10_20 && has13) {
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if (pergolaSku === "SPF111S1020PILLAR4PCS") {
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division_include.push('前', '后')
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}
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}
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//棚子只包13的并且含配件是13
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if (pergolaSku === "SPF111SEM13" && has13) {
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division_include.push('前', '后')
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}
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if (pergolaSku === "SPF111SEM13" && has10) {
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division_include.push('左', '右')
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}
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console.log('[放置区域] 本次配件的方向:', division_include);
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const response = await fetch(getApiUrl(`/api/product-configs/by-sku/${sku}`));
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const result = await response.json();
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@ -170,20 +161,27 @@ const getPlacementZone = async (sku) => {
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const { enable_placement_zone, wall_divisions } = result.data;
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// const {position_x, position_y, position_z} = data;
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if (enable_placement_zone && wall_divisions != undefined) {
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console.log(wall_divisions);
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console.log('[放置区域] 当前配件的墙面配置:', wall_divisions);
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const filteredDivisions = wall_divisions.filter(item => division_include.includes(item.name))
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console.log(filteredDivisions);
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// 只清除旧的放置区域网格,不清除模型
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kernel.dropZone.clearZones();
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console.log('[放置区域] 当前显示的墙面:', filteredDivisions);
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// 不需要手动 clearZones,updateDivisions 会自动处理增量更新
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const divisions = filteredDivisions.map(wall => ({
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name: wall.name,
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divisions: wall.divisions
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}))
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kernel.dropZone.updateDivisions(divisions);
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// 显示放置区域
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kernel.dropZone.show();
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const zones = kernel.dropZone.updateDivisions(divisions);
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// 隐藏所有,然后只显示当前需要的墙面
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kernel.dropZone.hide();
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// 从生成的 zones 中提取完整的墙面名称
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const wallNamesToShow = new Set(zones.map(zone => zone.wallName));
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wallNamesToShow.forEach(wallName => {
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kernel.dropZone.showWall(wallName);
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});
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}
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}
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}
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@ -585,7 +585,7 @@
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</div>
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</div>
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</div>
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<script src="https://sdk.zguiy.com/zt/assets/index.global.js?v=1234"></script>
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<script src="./index.global.js?v=1234"></script>
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<!-- <script src="./index.global.js?v=1234"></script> -->
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<script src="./app-global.js"></script>
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<script>
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
29
index.js
29
index.js
@ -178,26 +178,25 @@ export const getPlacementZone = async (sku) => {
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if (enable_placement_zone && wall_divisions != undefined) {
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console.log('[放置区域] 当前配件的墙面配置:', wall_divisions);
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// 将当前配件的墙面配置缓存起来(用于拖拽时查找)
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wall_divisions.forEach(wall => {
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wall_divisions_cache.set(wall.name, wall);
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});
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console.log('[放置区域] 已缓存的所有墙面配置:', Array.from(wall_divisions_cache.keys()));
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// 只使用当前配件的墙面配置,不累积显示
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const filteredDivisions = wall_divisions.filter(item => division_include.includes(item.name))
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console.log('[放置区域] 当前显示的墙面:', filteredDivisions);
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// 只清除旧的放置区域网格,不清除模型
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kernel.dropZone.clearZones();
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// 不需要手动 clearZones,updateDivisions 会自动处理增量更新
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const divisions = filteredDivisions.map(wall => ({
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name: wall.name,
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divisions: wall.divisions
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}))
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kernel.dropZone.updateDivisions(divisions);
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// 显示放置区域
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kernel.dropZone.show();
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const zones = kernel.dropZone.updateDivisions(divisions);
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// 隐藏所有,然后只显示当前需要的墙面
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kernel.dropZone.hide();
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// 从生成的 zones 中提取完整的墙面名称
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const wallNamesToShow = new Set(zones.map(zone => zone.wallName));
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wallNamesToShow.forEach(wallName => {
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kernel.dropZone.showWall(wallName);
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});
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}
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}
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}
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@ -231,9 +230,7 @@ export const showWallFromCache = (wallName) => {
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if (wallConfig) {
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console.log(`[放置区域] 从缓存恢复墙面 ${wallName}:`, wallConfig);
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// 清除旧的放置区域网格
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kernel.dropZone.clearZones();
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// 不需要手动 clearZones,updateDivisions 会自动处理增量更新
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// 重新生成该墙面的放置区域
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kernel.dropZone.updateDivisions([wallConfig]);
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@ -370,6 +367,8 @@ export const executeEvent2 = async (result, sku) => {
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kernel.model.removeAll();
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// 清除所有 SKU 映射
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clearAllSkuMappings();
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// 只清除放置区域的网格和数据,不删除模型(模型已经在 removeAll 中删除了)
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kernel.dropZone.clearZones();
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}
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// 先处理所有 change_model 事件
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@ -35,10 +35,8 @@ export class AppDropZone {
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// 存储原始墙面配置(用于 updateDivisions 时恢复完整墙面列表)
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private originalWalls: WallConfig[] = [];
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// 存储所有墙面的区域数据(持久化,不会被覆盖)
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private allWallZonesData: Map<string, PlacementZoneInfo[]> = new Map();
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// 当前激活显示的墙面名称集合(用于控制显示)
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private activeWallNames: Set<string> = new Set();
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// 备份数据,用于点击空白处时回退
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private backupConfig: DropZoneConfig | null = null;
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constructor(scene: Scene) {
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this.scene = scene;
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@ -105,13 +103,23 @@ export class AppDropZone {
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return [];
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}
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// 每次 updateDivisions 都备份当前配置(深拷贝,保留 Vector3 对象)
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this.backupConfig = {
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...this.dropZoneConfig,
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walls: this.dropZoneConfig.walls.map(wall => ({
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...wall,
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startPoint: wall.startPoint.clone(),
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endPoint: wall.endPoint.clone()
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}))
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};
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// 将数组转换为对象映射
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const divisionsMap: Record<string, number> = {};
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divisions.forEach(item => {
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divisionsMap[item.name] = item.divisions;
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});
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// 匹配墙面名称(精确匹配)
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const matchWallName = (wallName: string): number | null => {
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// 提取墙面名称的最后部分(最后一个下划线之后)
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@ -126,8 +134,8 @@ export class AppDropZone {
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return null;
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};
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// 更新配置中的墙面分割数,从原始配置中恢复墙面列表
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this.dropZoneConfig.walls = this.originalWalls
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// 从原始配置中筛选出本次要更新的墙面
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const newWalls = this.originalWalls
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.map(wall => {
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const newDivisions = matchWallName(wall.name);
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@ -136,24 +144,35 @@ export class AppDropZone {
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return null;
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}
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return {
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...wall,
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divisions: newDivisions
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};
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})
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.filter(wall => wall !== null) as typeof this.dropZoneConfig.walls; // 过滤掉未配置的墙面
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.filter(wall => wall !== null) as WallConfig[];
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// 合并到现有配置中(保留其他墙面,更新/添加本次传入的墙面)
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// 先过滤掉 divisions 为 0 或未设置的墙面(避免初始状态污染)
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const existingWallsMap = new Map(
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this.dropZoneConfig.walls
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.filter(w => w.divisions && w.divisions > 0) // 只保留有效的墙面配置
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.map(w => [w.name, w])
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);
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newWalls.forEach(wall => {
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existingWallsMap.set(wall.name, wall);
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});
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this.dropZoneConfig.walls = Array.from(existingWallsMap.values());
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// 更新 wallDivisionsMap(重要:用于后续的自动排列和拖拽检查)
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this.dropZoneConfig.walls.forEach(wall => {
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this.wallDivisionsMap.set(wall.name, wall.divisions);
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});
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// 清除旧的放置区域网格(不清除模型)
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this.clearZones();
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// 重新生成放置区域
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const zones = this.generateDropZones();
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// 只生成本次传入的墙面(不生成所有墙面)
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const zones = this.placementWall.generatePlacementAreas({
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...this.dropZoneConfig,
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walls: newWalls // 只传入本次要更新的墙面
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});
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// 显示放置区域
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this.show();
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@ -221,6 +240,8 @@ export class AppDropZone {
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// 记录新模型
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this.zoneModelMap.set(zoneKey, modelId);
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// 成功放置模型,确认当前配置(清除备份)
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this.confirmConfig();
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// 检查该墙面是否已满,如果满了则自动排列
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this.checkAndAutoArrange(wallName);
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@ -462,8 +483,8 @@ export class AppDropZone {
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*/
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show(): void {
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// this.placementWall.show();
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// // 禁用所有已放置模型的拾取
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// this.setModelsPickable(false);
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// 禁用所有已放置模型的拾取
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this.setModelsPickable(false);
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}
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/**
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@ -478,13 +499,41 @@ export class AppDropZone {
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/**
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* 隐藏所有放置区域
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* @param shouldRollback 是否回退到备份配置(点击空白处时为true)
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*/
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hide(): void {
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hide(shouldRollback: boolean = false): void {
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// 如果需要回退且有备份数据,则恢复配置
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if (shouldRollback && this.backupConfig) {
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this.dropZoneConfig = this.backupConfig;
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this.backupConfig = null;
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// 同步 wallDivisionsMap
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if (this.dropZoneConfig) {
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this.dropZoneConfig.walls.forEach(wall => {
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this.wallDivisionsMap.set(wall.name, wall.divisions);
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});
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}
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// 重新生成放置区域,使 placementZones 与回退后的配置一致
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this.placementWall.generatePlacementAreas({
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...this.dropZoneConfig,
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walls: this.dropZoneConfig.walls
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});
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}
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this.placementWall.hide();
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// 恢复所有已放置模型的拾取
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this.setModelsPickable(true);
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}
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/**
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* 确认当前配置(清除备份)
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* 当成功放置配件后调用,表示接受当前的配置修改
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*/
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confirmConfig(): void {
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this.backupConfig = null;
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}
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/**
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* 设置所有已放置模型的可拾取状态
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* @param pickable 是否可拾取
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@ -506,6 +555,12 @@ export class AppDropZone {
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* 清除所有放置区域(只清除网格,不清除模型)
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*/
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clearZones(): void {
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// 清除映射(不删除模型,只清空记录)
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this.zoneModelMap.clear();
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this.wallDivisionsMap.clear();
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this.wallModelDivisionsMap.clear();
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// 清除放置区域的 mesh
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this.placementWall.clearAll();
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}
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@ -39,7 +39,7 @@ export interface PlacementZoneInfo {
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export class AppPlacementWall {
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private scene: Scene;
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private placementZones: PlacementZoneInfo[] = [];
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private placementZones: Map<string, PlacementZoneInfo[]> = new Map();
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private borderLines: Mesh[] = [];
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private onZoneClickCallback?: (zoneInfo: PlacementZoneInfo) => void;
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@ -60,21 +60,31 @@ export class AppPlacementWall {
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borderColor = '#ffffff'
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} = config;
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// 清除之前的放置区域
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this.clearAll();
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// 不再清除所有区域,只清除和更新本次传入的墙面
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const material = this.createMaterial(color, alpha);
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const allZones: PlacementZoneInfo[] = [];
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walls.forEach(wall => {
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// 先清除该墙面的旧数据(dispose 旧 mesh)
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const oldZones = this.placementZones.get(wall.name);
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if (oldZones) {
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oldZones.forEach(zone => zone.mesh.dispose());
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}
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// 清除该墙面的旧边框
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this.clearWallBorders(wall.name);
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// 生成新的区域
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const zones = this.generateWallZones(wall, material, thickness);
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this.placementZones.push(...zones);
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this.placementZones.set(wall.name, zones);
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allZones.push(...zones);
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if (showBorder) {
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this.createWallBorder(wall, borderColor);
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}
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});
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return this.placementZones;
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return allZones;
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}
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/**
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@ -302,23 +312,26 @@ export class AppPlacementWall {
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* 获取所有放置区域
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*/
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getPlacementZones(): PlacementZoneInfo[] {
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return this.placementZones;
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const allZones: PlacementZoneInfo[] = [];
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this.placementZones.forEach(zones => {
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allZones.push(...zones);
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});
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return allZones;
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}
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/**
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* 根据墙面名称获取放置区域
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*/
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getZonesByWall(wallName: string): PlacementZoneInfo[] {
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return this.placementZones.filter(zone => zone.wallName === wallName);
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return this.placementZones.get(wallName) || [];
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}
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/**
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* 根据索引获取特定放置区域
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*/
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getZone(wallName: string, index: number): PlacementZoneInfo | undefined {
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return this.placementZones.find(
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zone => zone.wallName === wallName && zone.index === index
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);
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const zones = this.placementZones.get(wallName);
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return zones?.find(zone => zone.index === index);
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}
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/**
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@ -331,32 +344,30 @@ export class AppPlacementWall {
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/**
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* 显示所有放置区域
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*/
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// show(): void {
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// this.placementZones.forEach(zone => {
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// zone.mesh.isVisible = true;
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// });
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// this.borderLines.forEach(line => {
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// line.isVisible = true;
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// });
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// }
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show(): void {
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this.placementZones.forEach(zones => {
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zones.forEach(zone => {
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zone.mesh.isVisible = true;
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});
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});
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this.borderLines.forEach(line => {
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line.isVisible = true;
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});
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}
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/**
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* 只显示指定墙面的放置区域
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* @param wallName 墙面名称
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*/
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showWall(wallName: string): void {
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// 先隐藏所有
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this.hide();
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console.log(this.placementZones, wallName);
|
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// 不隐藏其他墙面,只显示指定墙面
|
||||
// 只显示指定墙面的区域
|
||||
this.placementZones.forEach(zone => {
|
||||
if (zone.wallName === wallName) {
|
||||
const zones = this.placementZones.get(wallName);
|
||||
if (zones) {
|
||||
zones.forEach(zone => {
|
||||
zone.mesh.isVisible = true;
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// 显示该墙面的边框(根据名称过滤)
|
||||
this.borderLines.forEach(line => {
|
||||
@ -371,22 +382,41 @@ export class AppPlacementWall {
|
||||
* 隐藏所有放置区域
|
||||
*/
|
||||
hide(): void {
|
||||
this.placementZones.forEach(zone => {
|
||||
zone.mesh.isVisible = false;
|
||||
this.placementZones.forEach(zones => {
|
||||
zones.forEach(zone => {
|
||||
zone.mesh.isVisible = false;
|
||||
});
|
||||
});
|
||||
this.borderLines.forEach(line => {
|
||||
line.isVisible = false;
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 清除指定墙面的边框
|
||||
*/
|
||||
private clearWallBorders(wallName: string): void {
|
||||
const linesToRemove: Mesh[] = [];
|
||||
this.borderLines.forEach(line => {
|
||||
if (line.name.includes(`_${wallName}_`)) {
|
||||
line.dispose();
|
||||
linesToRemove.push(line);
|
||||
}
|
||||
});
|
||||
// 从数组中移除已清除的边框
|
||||
this.borderLines = this.borderLines.filter(line => !linesToRemove.includes(line));
|
||||
}
|
||||
|
||||
/**
|
||||
* 清除所有放置区域
|
||||
*/
|
||||
clearAll(): void {
|
||||
this.placementZones.forEach(zone => {
|
||||
zone.mesh.dispose();
|
||||
this.placementZones.forEach(zones => {
|
||||
zones.forEach(zone => {
|
||||
zone.mesh.dispose();
|
||||
});
|
||||
});
|
||||
this.placementZones = [];
|
||||
this.placementZones.clear();
|
||||
|
||||
this.borderLines.forEach(line => {
|
||||
line.dispose();
|
||||
|
||||
@ -88,10 +88,10 @@ class AppRay extends Monobehiver {
|
||||
this.newPoint.set(pointerEvent.clientX, 0, pointerEvent.clientY);
|
||||
const distance = Vector3.Distance(this.oldPoint, this.newPoint);
|
||||
|
||||
// 如果是长按后松手,隐藏分割区域
|
||||
// 如果是长按后松手,隐藏分割区域,并回退配置
|
||||
if (this.isLongPress) {
|
||||
console.log('[长按] 松手,隐藏分割区域');
|
||||
this.mainApp.appDropZone.hide();
|
||||
this.mainApp.appDropZone.hide(true);
|
||||
}
|
||||
|
||||
// 只有在没有移动且不是长按的情况下才处理单击
|
||||
@ -249,8 +249,8 @@ class AppRay extends Monobehiver {
|
||||
this.mainApp.appPositionGizmo.detach();
|
||||
this.mainApp.appDomTo3D.hideAll();
|
||||
|
||||
// 隐藏放置区域
|
||||
this.mainApp.appDropZone?.hide();
|
||||
// 隐藏放置区域,并回退到备份配置
|
||||
this.mainApp.appDropZone?.hide(true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -385,6 +385,12 @@ export class KernelAdapter {
|
||||
hide: (): void => {
|
||||
this.mainApp.appDropZone.hide();
|
||||
},
|
||||
/**
|
||||
* 只显示指定墙面的放置区域
|
||||
*/
|
||||
showWall: (wallName: string): void => {
|
||||
this.mainApp.appDropZone.showWall(wallName);
|
||||
},
|
||||
/**
|
||||
* 清除所有放置区域(只清除网格,不清除模型)
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user