更新纹理替换方法,添加材质与纹理绑定逻辑

This commit is contained in:
陈梓阳 2025-05-09 14:47:30 +08:00
parent efb220612e
commit ce3dc618d0
2 changed files with 23 additions and 8 deletions

View File

@ -1,7 +1,7 @@
{
"name": "material-editor",
"private": true,
"version": "1.0.3",
"version": "1.0.4",
"type": "module",
"scripts": {
"dev": "vite",

View File

@ -1,7 +1,7 @@
import { defineStore } from "pinia";
import { computed, ref } from "vue";
import { MaterialEditor } from "../common/MaterialEditor";
import { ObjectId, PhysicalMaterialRecord, TextureTableRecord } from "webcad_ue4_api";
import { Database, ObjectId, PhysicalMaterialRecord, TextureTableRecord } from "webcad_ue4_api";
import { LoadImageFromUrl } from "../helpers/helper.imageLoader";
import { Texture } from "three";
import { materialRenderer } from "../common/MaterialRenderer";
@ -9,6 +9,7 @@ import { MaterialOut } from "../common/MaterialSerializer";
export const useScene = defineStore('scene', () => {
let _editor: MaterialEditor | undefined;
let _database: Database | undefined;
const _currGeometry = ref<string>('球');
const _currTexture = ref<Texture>();
const CurrGeometry = computed({
@ -25,8 +26,14 @@ export const useScene = defineStore('scene', () => {
return;
}
// 初始化Database
_database = new Database();
_database.hm.Enable = false; // 关闭历史记录功能
Material.value.Name = _database.MaterialTable.AllocateName(); // 使用Database为材质分配材质名
_database.MaterialTable.Add(Material.value as PhysicalMaterialRecord);
// 为Material配置一个ObjectId否则其无法被序列化
Material.value.objectId = new ObjectId(undefined, undefined);
// Material.value.objectId = new ObjectId(undefined, undefined);
_editor = MaterialEditor.GetInstance();
Geometries.value = Array.from(_editor.Geometrys.keys());
@ -47,6 +54,8 @@ export const useScene = defineStore('scene', () => {
Material.value.GoodBye();
_editor?.Dispose();
_editor = undefined;
_database.Destroy();
_database = undefined;
window.onresize = undefined;
// 释放Singleton
@ -73,13 +82,20 @@ export const useScene = defineStore('scene', () => {
}
async function ChangeTextureAsync(url: string) {
const record = new TextureTableRecord();
record.objectId = new ObjectId(undefined, record);
const img = await LoadImageFromUrl(url);
// 关联贴图
const db = Material.value.Db;
const record = new TextureTableRecord();
// record.objectId = new ObjectId(undefined, record);
record.Name = db.TextureTable.AllocateName();
db.TextureTable.Add(record);
// 设置Store
_currTexture.value = record['texture'] as Texture;
_currTexture.value.image = img;
// 替换map
Material.value.map = img ? record.Id : undefined;
_currTexture.value.needsUpdate = true;
await UpdateMaterialAsync();
@ -99,9 +115,8 @@ export const useScene = defineStore('scene', () => {
}
async function SerializeMaterialAsync() {
// TODO: Warn: 是否要生成logo路径
// const logoPath = await HandleUpdateLogo();
const matJson = MaterialOut(Material.value as PhysicalMaterialRecord);
console.log(matJson);
return matJson;
}