更新输入参数,输入纹理链接时需指定材质名
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@ -1,7 +1,7 @@
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{
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"name": "material-editor",
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"private": true,
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"version": "1.0.26",
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"version": "1.0.27",
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"type": "module",
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"scripts": {
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"dev": "vite",
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@ -135,7 +135,7 @@ const { Material, CurrGeometry, Geometries } = storeToRefs(scene);
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const props = defineProps<{
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name?: string;
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textureSrcList?: string[];
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textures?: {name: string, src: string}[];
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/** 忽略纹理参数,提交时直接输出场景内的材质,用于某些在组件外对场景进行编辑的特殊情况(例如材质编辑模式) */
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ignoreTexture?: boolean;
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}>();
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@ -144,8 +144,8 @@ const emits = defineEmits<{
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(e: 'submit', data: MaterialRequest[]): void;
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}>();
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const debugMode = ref(false);
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const textureSrc = computed(() => props.textureSrcList || []);
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const debugMode = ref(true);
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const Textures = computed(() => props.textures || []);
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const debugTextureSrc = ref("");
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const textureAdjustment = ref<TextureAdjustment>({
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wrapS: MirroredRepeatWrapping,
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@ -202,9 +202,9 @@ const materialInfo = reactive({
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inputText: '',
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});
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watch(textureSrc, async (val) => {
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watch(Textures, async (val) => {
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if (val.length == 0) return;
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await scene.ChangeTextureFromUrlAsync(val[0]);
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await scene.ChangeTextureFromUrlAsync(val[0].src);
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});
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watch(() => props.name, () => {
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@ -261,7 +261,9 @@ async function HandleUpload() {
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uploading.value = true;
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const result = [];
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if (props.ignoreTexture) {
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// 直接将材质序列化
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// 注意更改材质内部名称
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Material.value.Name = materialInfo.materialName;
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// 将材质序列化
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const mat = {
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name: materialInfo.materialName,
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logo: await scene.GenerateMaterialLogoAsync(),
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@ -272,11 +274,13 @@ async function HandleUpload() {
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}
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else {
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// 遍历纹理链接列表,更改纹理后将材质序列化,然后还原场景
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let idx = 0;
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for (const src of textureSrc.value) {
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await scene.ChangeTextureFromUrlAsync(src);
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for (const texture of Textures.value) {
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// 注意更改材质内部名称
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Material.value.Name = texture.name;
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// 更新纹理
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await scene.ChangeTextureFromUrlAsync(texture.src);
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const mat = {
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name: textureSrc.value.length > 1 ? materialInfo.materialName + ++idx : materialInfo.materialName,
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name: texture.name,
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logo: await scene.GenerateMaterialLogoAsync(),
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// jsonString -> Deflate -> BinaryString -> Base64
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file: ToDeflatedBase64(await scene.SerializeMaterialAsync())
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@ -285,7 +289,8 @@ async function HandleUpload() {
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}
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}
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await scene.ChangeTextureFromUrlAsync(textureSrc.value[0]);
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// 还原场景纹理
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await scene.ChangeTextureFromUrlAsync(Textures.value[0].src);
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emits('submit', result);
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return result;
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} finally {
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@ -1,7 +1,7 @@
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<template>
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<CfFlex class="material-view">
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<div ref="container" class="material-view-container" />
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<MaterialAdjuster ref="adjuster" class="material-view-sider" :name="matName" :textureSrcList="textureSrc" :ignore-texture="editMode"
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<MaterialAdjuster ref="adjuster" class="material-view-sider" :name="matName" :textures="textures" :ignore-texture="editMode"
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@cancel="config.cancelCallback" @submit="config.submitCallback" />
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</CfFlex>
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</template>
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@ -19,7 +19,7 @@ const eventbus = useEvent();
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const container = useTemplateRef('container');
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const adjusterRef = useTemplateRef('adjuster');
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const config = GetConfig();
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const textureSrc = ref<string[]>(Array.from(config.textureSrc));
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const textures = ref<{name: string, src: string}[]>(Array.from(config.textures));
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const matName = ref<string>();
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const editMode = ref(false);
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@ -45,7 +45,7 @@ function HandleUpload() {
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}
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function HandleChangeTexture() {
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textureSrc.value = Array.from(config.textureSrc);
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textures.value = Array.from(config.textures);
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}
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async function HandleUpdateConfig() {
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@ -56,9 +56,9 @@ async function HandleUpdateConfig() {
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editMode.value = true;
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}
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else { editMode.value = false; }
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if (config.textureSrc) {
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textureSrc.value = Array.from(config.textureSrc);
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await scene.ChangeTextureFromUrlAsync(textureSrc.value[0]); // 这一行是保证首次Mount组件时纹理能够立刻刷新
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if (config.textures) {
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textures.value = Array.from(config.textures);
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await scene.ChangeTextureFromUrlAsync(textures.value[0].src); // 这一行是保证首次Mount组件时纹理能够立刻刷新
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}
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}
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@ -3,7 +3,7 @@ import type { MaterialRequest } from "../components/MaterialAdjuster.vue"
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let _libOutputConfig = {
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host:'https://tapi.cfcad.cn:7779',
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textureSrc: [],
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textures: [],
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file: undefined,
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submitCallback: undefined,
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cancelCallback: undefined,
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@ -24,7 +24,12 @@ export type LibOutputConfig = {
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*/
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host: string,
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/** 材质贴图链接列表,用与批量提交,场景会只会载入第一个链接作为纹理预览,但是导出提交时会为所有链接创建材质 */
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textureSrc: Array<string>,
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textures: Array<{
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/** 材质名 */
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name: string;
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/** 纹理链接 */
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src: string;
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}>,
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/** 更新模型,对材质进行编辑时赋值 */
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updateModel?: {
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/** 材质名 */
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