745 lines
24 KiB
TypeScript
745 lines
24 KiB
TypeScript
import { ImportMeshAsync, ISceneLoaderProgressEvent } from '@babylonjs/core/Loading/sceneLoader';
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import '@babylonjs/loaders/glTF';
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import { AbstractMesh } from '@babylonjs/core/Meshes/abstractMesh';
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import { Mesh } from '@babylonjs/core/Meshes/mesh';
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import { Quaternion, Vector3 } from '@babylonjs/core/Maths/math.vector';
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import { Scene } from '@babylonjs/core/scene';
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import { Monobehiver } from '../base/Monobehiver';
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import { Dictionary } from '../utils/Dictionary';
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import { AppConfig } from './AppConfig';
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import { EventBridge } from '../event/bridge';
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import { DragConfig } from './AppModelDrag';
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type LoadResult = {
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success: boolean;
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meshes?: AbstractMesh[];
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skeletons?: unknown[];
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error?: string;
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};
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type ModelConfig = {
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name: string;
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url: string;
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};
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type ModelControlType = 'rotation' | 'color';
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type ModelTransform = {
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position?: { x: number; y: number; z: number };
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rotation?: { x: number; y: number; z: number };
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scale?: { x: number; y: number; z: number };
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};
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type ModelMetadata = {
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modelName: string;
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modelId: string;
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modelUrl: string;
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modelControlType?: ModelControlType;
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drag?: DragConfig;
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transform?: ModelTransform;
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};
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/**
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* 模型管理类 - 负责加载、缓存和管理3D模型
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*/
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export class AppModel extends Monobehiver {
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private modelDic: Dictionary<AbstractMesh[]>;
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private modelMetadataDic: Dictionary<ModelMetadata>;
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private loadedMeshes: AbstractMesh[];
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private isLoading: boolean;
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constructor(mainApp: any) {
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super(mainApp);
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this.modelDic = new Dictionary<AbstractMesh[]>();
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this.modelMetadataDic = new Dictionary<ModelMetadata>();
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this.loadedMeshes = [];
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this.isLoading = false;
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}
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initManagers(): void {
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// 预留接口
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}
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/** 加载配置中的所有模型 */
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async loadModel(): Promise<void> {
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if (!AppConfig.modelUrlList?.length || this.isLoading) return;
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this.isLoading = true;
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try {
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await this.loadMultipleModels(AppConfig.modelUrlList);
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EventBridge.modelLoaded({ urls: AppConfig.modelUrlList });
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} finally {
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this.isLoading = false;
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}
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}
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/**
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* 批量加载模型(内部方法)
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* @param urls 模型URL数组
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*/
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private async loadMultipleModels(urls: string[]): Promise<void> {
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const total = urls.length;
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EventBridge.modelLoadProgress({ loaded: 0, total, urls, progress: 0, percentage: 0 });
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for (let i = 0; i < urls.length; i++) {
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const url = urls[i];
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const result = await this.loadSingleModel(url, (event) => {
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this.emitProgress(i, total, url, event);
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});
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this.emitProgress(i + 1, total, url, null, result.success);
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if (!result.success) {
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EventBridge.modelLoadError({ url, error: result.error });
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}
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}
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}
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/**
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* 发送加载进度事件
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*/
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private emitProgress(
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loaded: number,
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total: number,
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url: string,
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event: ISceneLoaderProgressEvent | null,
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success?: boolean
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): void {
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const currentProgress = event?.lengthComputable && event.total > 0
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? Math.min(1, event.loaded / event.total)
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: 0;
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const overallProgress = Math.min(1, (loaded + (event ? currentProgress : 0)) / total);
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EventBridge.modelLoadProgress({
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loaded: loaded + (event ? currentProgress : 0),
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total,
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url,
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success,
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progress: overallProgress,
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percentage: Number((overallProgress * 100).toFixed(2)),
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detail: event ? {
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url,
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lengthComputable: event.lengthComputable,
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loadedBytes: event.loaded,
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totalBytes: event.total
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} : undefined
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});
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}
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/**
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* 加载单个模型文件
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* @param modelUrl 模型URL
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* @param onProgress 进度回调
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*/
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private async loadSingleModel(
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modelUrl: string,
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onProgress?: (event: ISceneLoaderProgressEvent) => void
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): Promise<LoadResult> {
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try {
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const scene = this.mainApp.appScene.object;
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if (!scene) return { success: false, error: '场景未初始化' };
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const result = await ImportMeshAsync(modelUrl, scene, { onProgress });
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if (!result?.meshes?.length) return { success: false, error: '未找到网格' };
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this.loadedMeshes.push(...result.meshes);
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return { success: true, meshes: result.meshes, skeletons: result.skeletons };
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} catch (e: any) {
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console.error(`模型加载失败: ${modelUrl}`, e);
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return { success: false, error: e?.message };
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}
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}
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/**
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* 克隆模型材质,避免多个模型共享同名材质
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* @param meshes 网格数组
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* @param modelId 模型ID
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*/
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private cloneMaterials(meshes: AbstractMesh[], modelId: string): void {
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const scene = this.mainApp.appScene.object;
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const clonedMaterials = new Map<string, any>();
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meshes.forEach(mesh => {
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if (mesh.material) {
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const originalMaterial = mesh.material;
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const originalName = originalMaterial.name;
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// 如果该材质还没有被克隆过,则克隆它
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if (!clonedMaterials.has(originalName)) {
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const newName = `${originalName}_${modelId}`;
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const clonedMaterial = originalMaterial.clone(newName);
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clonedMaterials.set(originalName, clonedMaterial);
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}
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// 应用克隆的材质
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mesh.material = clonedMaterials.get(originalName);
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}
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});
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}
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/** 为网格设置阴影(投射和接收) */
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private createModelRoot(modelId: string, meshes: AbstractMesh[]): AbstractMesh[] {
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const scene = this.mainApp.appScene.object;
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const root = new Mesh(`${modelId}__root`, scene);
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const meshSet = new Set<AbstractMesh>(meshes);
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root.position.copyFrom(this.getMeshesBoundingCenter(meshes));
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meshes.forEach(mesh => {
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if (!mesh.parent || !meshSet.has(mesh.parent as AbstractMesh)) {
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mesh.setParent(root, true, true);
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}
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});
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this.loadedMeshes.push(root);
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return [root, ...meshes];
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}
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private getMeshesBoundingCenter(meshes: AbstractMesh[]): Vector3 {
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const renderableMeshes = meshes.filter(mesh => !mesh.isDisposed() && mesh.getTotalVertices() > 0);
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if (!renderableMeshes.length) return Vector3.Zero();
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const min = new Vector3(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);
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const max = new Vector3(Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY);
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renderableMeshes.forEach(mesh => {
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mesh.computeWorldMatrix(true);
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const boundingBox = mesh.getBoundingInfo().boundingBox;
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min.minimizeInPlace(boundingBox.minimumWorld);
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max.maximizeInPlace(boundingBox.maximumWorld);
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});
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return min.add(max).scaleInPlace(0.5);
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}
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setupShadows(meshes: AbstractMesh[]): void {
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const appLight = this.mainApp.appLight;
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if (!appLight) return;
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meshes.forEach(mesh => {
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if (mesh.getTotalVertices() > 0) {
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appLight.addShadowCaster(mesh);
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mesh.receiveShadows = true;
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}
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});
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}
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/** 获取缓存的网格 */
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getCachedMeshes(name: string): AbstractMesh[] | undefined {
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return this.modelDic.Get(name);
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}
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/** 清理所有资源 */
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clean(): void {
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this.modelDic.Clear();
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this.loadedMeshes.forEach(m => m?.dispose());
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this.loadedMeshes = [];
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this.isLoading = false;
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}
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/**
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* 添加模型到场景(支持单个或批量)
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* @param modelConfig 模型配置对象 或 模型配置数组
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*/
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async add(
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modelConfig: ModelMetadata | ModelMetadata[]
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): Promise<LoadResult | { success: boolean; results: LoadResult[] }> {
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// 批量加载
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if (Array.isArray(modelConfig)) {
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return await this.addMultiple(modelConfig);
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}
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// 单个加载
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return await this.addSingle(
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modelConfig.modelName,
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modelConfig.modelId,
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modelConfig.modelUrl,
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modelConfig.modelControlType,
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modelConfig.drag,
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modelConfig.transform
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);
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}
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/**
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* 添加单个模型
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*/
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private async addSingle(modelName: string, modelId: string, modelUrl: string, modelControlType?: ModelControlType, drag?: DragConfig, transform?: ModelTransform): Promise<LoadResult> {
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// 检查是否已存在
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const existingMeshes = this.modelDic.Get(modelName + '_' + modelId);
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if (existingMeshes?.length && !existingMeshes[0].isDisposed()) {
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console.log(`模型 ${modelName + modelId} 已存在,直接显示`);
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this.showMeshes(existingMeshes);
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return { success: true, meshes: existingMeshes };
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}
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// 加载模型
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const result = await this.loadSingleModel(modelUrl, (event) => {
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this.emitSingleProgress(modelUrl, event);
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});
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if (result.success && result.meshes) {
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// 克隆材质,确保每个模型有独立的材质
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this.cloneMaterials(result.meshes, modelId);
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// 存储模型
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result.meshes = this.createModelRoot(modelName + '_' + modelId, result.meshes);
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this.modelDic.Set(modelName + '_' + modelId, result.meshes);
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// 存储元数据
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this.modelMetadataDic.Set(modelName + '_' + modelId, {
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modelName: modelName,
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modelId: modelId,
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modelUrl: modelUrl,
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modelControlType: modelControlType,
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drag: drag,
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transform: transform
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});
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// 应用 transform
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if (transform) {
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this.applyTransform(modelName + '_' + modelId, transform);
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}
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// 配置拖拽功能
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if (drag) {
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this.mainApp.appModelDrag?.configureDrag(modelName + '_' + modelId, drag);
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}
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// 更新 GameManager 的字典
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this.mainApp.gameManager?.updateDictionaries();
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EventBridge.modelLoaded({ urls: [modelUrl] });
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} else {
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EventBridge.modelLoadError({ url: modelUrl, error: result.error });
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}
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return result;
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}
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/**
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* 批量添加模型
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*/
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private async addMultiple(models: ModelMetadata[]): Promise<{ success: boolean; results: LoadResult[] }> {
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const total = models.length;
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const results: LoadResult[] = [];
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EventBridge.modelLoadProgress({ loaded: 0, total, progress: 0, percentage: 0 });
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for (let i = 0; i < models.length; i++) {
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const { modelName, modelId, modelUrl, modelControlType, drag, transform } = models[i];
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const result = await this.loadSingleModel(modelUrl, (event) => {
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this.emitProgress(i, total, modelUrl, event);
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});
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if (result.success && result.meshes) {
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// 克隆材质,确保每个模型有独立的材质
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this.cloneMaterials(result.meshes, modelId);
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result.meshes = this.createModelRoot(modelName, result.meshes);
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this.modelDic.Set(modelName + '_' + modelId, result.meshes);
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// 存储元数据
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this.modelMetadataDic.Set(modelName + '_' + modelId, {
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modelName: modelName,
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modelId: modelId,
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modelUrl: modelUrl,
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modelControlType: modelControlType,
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drag: drag,
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transform: transform
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});
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// 应用 transform
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if (transform) {
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this.applyTransform(modelName + '_' + modelId, transform);
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}
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// 配置拖拽功能
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if (drag) {
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this.mainApp.appModelDrag?.configureDrag(modelName + '_' + modelId, drag);
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}
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}
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results.push(result);
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this.emitProgress(i + 1, total, modelUrl, null, result.success);
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}
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// 批量加载完成后统一更新字典
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this.mainApp.gameManager?.updateDictionaries();
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EventBridge.modelLoaded({ urls: models.map(m => m.modelUrl) });
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return {
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success: results.every(r => r.success),
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results
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};
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}
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/**
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* 显示网格
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*/
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private showMeshes(meshes: AbstractMesh[]): void {
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meshes.forEach(mesh => {
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mesh.setEnabled(true);
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mesh.getChildMeshes().forEach(child => child.setEnabled(true));
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});
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}
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/**
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* 发送单个模型加载进度
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*/
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private emitSingleProgress(url: string, event: ISceneLoaderProgressEvent): void {
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const progress = event.lengthComputable && event.total > 0
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? Math.min(1, event.loaded / event.total)
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: 0;
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EventBridge.modelLoadProgress({
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loaded: progress,
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total: 1,
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url,
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progress,
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percentage: Number((progress * 100).toFixed(2)),
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detail: {
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url,
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lengthComputable: event.lengthComputable,
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loadedBytes: event.loaded,
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totalBytes: event.total
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}
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});
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}
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/**
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* 根据 mesh 名称查找 mesh 对象
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* @param meshName mesh 名称
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* @returns mesh 对象,未找到返回 undefined
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*/
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private findMeshByName(meshName: string): AbstractMesh | undefined {
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const keys = this.modelDic.Keys();
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for (const key of keys) {
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const meshes = this.modelDic.Get(key);
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const found = meshes?.find(m => m.name === meshName);
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if (found) return found;
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}
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return undefined;
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}
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/**
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* 根据 mesh 查找所属的模型名称
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* @param mesh 网格对象
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* @returns 模型名称,未找到返回 undefined
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*/
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findModelNameByMesh(mesh: AbstractMesh): string | undefined {
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const keys = this.modelDic.Keys();
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for (const key of keys) {
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const meshes = this.modelDic.Get(key);
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if (meshes?.some(m => m === mesh || m.uniqueId === mesh.uniqueId)) {
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return key;
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}
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}
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return undefined;
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}
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/**
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* 根据 mesh 或 mesh 名称移除所属的整个模型
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* @param meshOrName 网格对象或网格名称
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* @returns 是否成功移除
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*/
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remove(meshOrName: AbstractMesh | string): boolean {
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let mesh: AbstractMesh | undefined;
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// 判断传入的是对象还是字符串
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if (typeof meshOrName === 'string') {
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mesh = this.findMeshByName(meshOrName);
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if (!mesh) {
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console.warn(`未找到名为 ${meshOrName} 的网格`);
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return false;
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}
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} else {
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mesh = meshOrName;
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}
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const modelName = this.findModelNameByMesh(mesh);
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if (modelName) {
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this.removeByName(modelName);
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return true;
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}
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console.warn('未找到该 mesh 所属的模型');
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return false;
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}
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/**
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* 替换模型
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* @param modelConfig 模型配置对象
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*/
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async replaceModel(modelConfig: ModelMetadata): Promise<LoadResult> {
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this.removeByName(modelConfig.modelId);
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return await this.addSingle(
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modelConfig.modelName,
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modelConfig.modelId,
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modelConfig.modelUrl,
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modelConfig.modelControlType,
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modelConfig.drag,
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modelConfig.transform
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);
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}
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/**
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* 销毁指定模型
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* @param modelName 模型名称
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*/
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removeByName(modelName: string): boolean {
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const meshes = this.modelDic.Get(modelName);
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if (!meshes?.length) {
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console.warn(`Model not found: ${modelName}`);
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return false;
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}
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this.getModelTransformTargets(meshes).forEach(mesh => mesh.dispose(false, true));
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this.modelDic.Remove(modelName);
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this.modelMetadataDic.Remove(modelName);
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this.mainApp.gameManager?.updateDictionaries();
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return true;
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}
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/**
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* 清除所有已添加的模型并释放内存
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* 主要用于切换尺寸后清除不适用的配件
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*/
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removeAll(): void {
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const modelNames = this.modelDic.Keys();
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modelNames.forEach(modelName => {
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const meshes = this.modelDic.Get(modelName);
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if (meshes?.length) {
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this.getModelTransformTargets(meshes).forEach(mesh => mesh.dispose(false, true));
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}
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});
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this.modelDic.Clear();
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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);
|
||
}
|
||
}
|
||
}
|