14 Commits

12 changed files with 219 additions and 96 deletions

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@@ -1,3 +1,9 @@
# 材质编辑器
独立实现的WebCAD材质编辑器,提供材质预览,调节和上传功能。
独立实现的PBR材质编辑器,提供PBR材质预览,参数调整功能。
- 支持PBR材质的序列化输出以及反序列化输入。
- 支持多种模型的预览(球体,圆环,立方体,环面纽结,圆锥体)
- 支持PBR材质的参数调节金属度粗糙度法线强度高光强度
- 支持纹理的参数调节U/V平铺偏移缩放调节
- 支持任意程序调用可挂在于HTML元素上

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@@ -1,7 +1,7 @@
{
"name": "material-editor",
"private": true,
"version": "1.0.10",
"version": "1.0.25",
"type": "module",
"scripts": {
"dev": "vite",

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@@ -168,14 +168,7 @@ export class MaterialEditor
setMaterial(mat: PhysicalMaterialRecord)
{
this.Material = mat;
// for (const child of this.ShowObject.children) {
// if (child instanceof Mesh) {
// child.material = mat.Material;
// }
// }
console.log(mat.Material);
this._MeshMaterial.copy(mat.Material);
let mtl = this._MeshMaterial;
if (mtl.metalness > 0.8)
@@ -216,7 +209,6 @@ export class MaterialEditor
async Update()
{
console.log("copy:", this.Material.Material.metalness);
let mat = this.ShowMesh.material as MeshPhysicalMaterial;
mat.needsUpdate = true;

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@@ -36,10 +36,11 @@ export class MaterialRenderer
var ambient = new AmbientLight();
this.scene.add(ambient);
//Pontual light
var point = new PointLight();
point.position.set(-0.5, 1, 1.5);
this.scene.add(point);
// 这个点光源会导致生成的缩略图上有一个高光
// //Pontual light
// var point = new PointLight();
// point.position.set(-0.5, 1, 1.5);
// this.scene.add(point);
}
//Set render size

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@@ -1,4 +1,4 @@
import { CADFiler, CADObject, Database, DuplicateRecordCloning, Factory, LayerNode, ObjectId, PhysicalMaterialRecord } from "webcad_ue4_api";
import { CADFactory, CADFiler, CADObject, Database, DuplicateRecordCloning, Factory, LayerNode, ObjectId, PhysicalMaterialRecord, TextureTableRecord } from "webcad_ue4_api";
// TODO: Danger: 注意入侵性代码
// 疑似是WebCAD中的漏洞当传入new Database()时,
@@ -14,8 +14,7 @@ Database.prototype.AllocationObjectId = function (this: Database, object: CADObj
this.idMap.set(object.Id.Index, object.Id);
}
export function MaterialOut(material: PhysicalMaterialRecord): string
{
export function MaterialOut(material: PhysicalMaterialRecord): string {
let db = new Database();
db.WblockCloneObejcts(
[material],
@@ -23,7 +22,14 @@ export function MaterialOut(material: PhysicalMaterialRecord): string
new Map(),
DuplicateRecordCloning.Ignore
);
return JSON.stringify(db.FileWrite().Data);
let json = JSON.stringify(db.FileWrite().Data);
// // TODO: Danger: 因为WebCAD依赖库中的部分类的构造函数名异常所以在生成JSON时需要对类名进行替换
json = json.replace(LayerNode.name, "LayerNode")
.replace(TextureTableRecord.name, "TextureTableRecord")
.replace(PhysicalMaterialRecord.name, "PhysicalMaterialRecord");
console.debug("DEBUG CAD Object Name", CADFactory['factory'].objectNameMap);
console.debug("CURRENT PROTOTYPE NAME\n", "LAYERNODE:", LayerNode.name, "TEXTURETABLERECORD:", TextureTableRecord.name, "PHYSICALMATERIALRECORD:", PhysicalMaterialRecord.name);
return json;
}
export function MaterialIn(fileData: Object[]): PhysicalMaterialRecord

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@@ -7,7 +7,7 @@
<label>上传路径ID</label>
<input v-model="materialInfo.dirId" type="text" placeholder="材质路径ID" />
<label>配置JSON</label>
<input v-model="materialInfo.inputText" type="text" />
<input v-model="materialInfo.inputText" type="text" />
<button class="btn-success" style="min-width: 110px;" @click="loadData">加载</button>
</fieldset>
<label>材质名</label>
@@ -16,6 +16,8 @@
<CfFlex gap="1em" v-if="debugMode">
<button class="btn-success" style="min-width: 110px;" @click="HandleUpload">保存</button>
<button class="btn-danger" style="min-width: 110px;" @click="HandleCancel">取消</button>
<button v-if="debugMode" class="btn-primary" style="min-width: 110px;"
@click="HandleGenerateLogo">预览缩略图</button>
</CfFlex>
</div>
@@ -37,27 +39,27 @@
<h3>材质调节</h3>
<label>金属度</label>
<CfFlex gap="1em">
<input v-model="Material.matalness" @input="UpdateMaterial" type="range" min="0" max="1" step="0.01" />
<span>{{ Material.matalness }}</span>
<CfFlex gap="1em" class="input-range">
<input v-model="metallic" type="range" min="0" max="1" step="0.01" />
<input v-model="metallic" type="number" @change="ClampNumericValue" min="0" max="1" step="0.01" />
</CfFlex>
<label>粗糙度</label>
<CfFlex gap="1em">
<input v-model="Material.roughness" @input="UpdateMaterial" type="range" min="0" max="1" step="0.01" />
<span>{{ Material.roughness }}</span>
<CfFlex gap="1em" class="input-range">
<input v-model="roughness" type="range" min="0" max="1" step="0.01" />
<input v-model="roughness" type="number" @change="ClampNumericValue" min="0" max="1" step="0.01" />
</CfFlex>
<label>法线强度</label>
<CfFlex gap="1em">
<input v-model="Material.bumpScale" @input="UpdateMaterial" type="range" min="0" max="1" step="0.01" />
<span>{{ Material.bumpScale }}</span>
<CfFlex gap="1em" class="input-range">
<input v-model="normalScale" type="range" min="0" max="1" step="0.01" />
<input v-model="normalScale" type="number" @change="ClampNumericValue" min="0" max="1" step="0.01" />
</CfFlex>
<label>高光</label>
<CfFlex gap="1em">
<input v-model="Material.specular" @input="UpdateMaterial" type="range" min="0" max="1" step="0.01" />
<span>{{ Material.specular }}</span>
<CfFlex gap="1em" class="input-range">
<input v-model="emissiveIntensity" type="range" min="0" max="1" step="0.01" />
<input v-model="emissiveIntensity" type="number" @change="ClampNumericValue" min="0" max="1" step="0.01" />
</CfFlex>
</div>
@@ -108,12 +110,15 @@
</template>
<script setup lang='ts'>
import { ref, reactive, watch, onMounted, computed } from "vue"
import { ref, reactive, watch, computed } from "vue"
import { useScene, type TextureAdjustment } from "../stores/sceneStore";
import CfFlex from "./CfFlex.vue";
import { DirectoryId } from "../api/Request";
import { IsNullOrWhitespace } from "../helpers/helper.string";
import { FromDeflateBase64, ToDeflatedBase64 } from "../helpers/helper.material";
import { storeToRefs } from "pinia";
import { DownloadFile } from "../helpers/helper.web";
import MathHelper from "../helpers/MathHelper";
export interface MaterialRequest {
/** 材质名 */
@@ -125,19 +130,19 @@ export interface MaterialRequest {
}
const scene = useScene();
const { Material, CurrGeometry, Geometries } = storeToRefs(scene);
const props = defineProps<{
readonly textureSrcList?: string[];
name?: string;
textureSrcList?: string[];
/** 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) */
ignoreTexture?: boolean;
}>();
const emits = defineEmits<{
(e: 'cancel'): void;
(e: 'submit', data: MaterialRequest[]): void;
(e: 'submit', data: MaterialRequest[]): void;
}>();
const Material = computed(() => scene.Material);
const CurrGeometry = computed(() => scene.CurrGeometry);
const Geometries = computed(() => scene.Geometries);
const debugMode = ref(false);
const _textureSrc = ref(props.textureSrcList);
const debugTextureSrc = ref("");
@@ -150,6 +155,39 @@ const textureAdjustment = ref<TextureAdjustment>({
moveX: 0,
moveY: 0
});
const metallic = computed({
get: () => Material.value.matalness,
set: (val) => {
Material.value.matalness = MathHelper.clamp(val, 0, 1);
UpdateMaterial();
}
});
const roughness = computed({
get: () => Material.value.roughness,
set: (val) => {
Material.value.roughness = MathHelper.clamp(val, 0, 1);
UpdateMaterial();
}
});
const normalScale = computed({
get: () => Material.value.bumpScale,
set: (val) => {
Material.value.bumpScale = MathHelper.clamp(val, 0, 1);
UpdateMaterial();
}
});
const emissiveIntensity = computed({
get: () => Material.value.specular,
set: (val) => {
Material.value.specular = MathHelper.clamp(val, 0, 1);
UpdateMaterial();
}
});
const uploading = ref(false);
// const model = reactive({
// metallic: Material.value.matalness,
@@ -159,33 +197,32 @@ const uploading = ref(false);
// });
const materialInfo = reactive({
dirId: DirectoryId.MaterialDir, // 正常来说是2
materialName: '材质',
inputText:'',
materialName: props.name || '材质',
inputText: '',
});
onMounted(() => {
scene.ChangeTextureFromUrlAsync(_textureSrc.value[0]);
})
watch(() => props.textureSrcList, async (val) => {
_textureSrc.value = val;
await scene.ChangeTextureFromUrlAsync(_textureSrc.value[0]);
});
watch(() => props.name, () => {
materialInfo.materialName = props.name || '材质';
});
watch(textureAdjustment, async (val) => {
UpdateTexture();
});
}, { deep: true });
// 监听纹理更新
watch(() => scene.CurrTexture, (val) => {
console.log('watch-CurrTexture')
textureAdjustment.value = {
wrapS: val.wrapS,
wrapT: val.wrapT,
rotation: val.rotation,
repeatX: val.repeat.x,
repeatY: val.repeat.y,
moveX: val.offset.x,
moveX: val.offset.x,
moveY: val.offset.y
}
})
@@ -206,7 +243,6 @@ async function UpdateMaterial() {
}
function UpdateTexture() {
console.log('UpdateTexture')
const texture = scene.CurrTexture;
const val = textureAdjustment.value;
texture.wrapS = val.wrapS;
@@ -221,13 +257,14 @@ function UpdateTexture() {
}
async function loadData() {
if(!materialInfo.inputText) return;
if (!materialInfo.inputText) return;
const json = JSON.parse(materialInfo.inputText);
const cadFile = FromDeflateBase64(json.file);
scene.ImportMaterialAsync(cadFile)
}
async function HandleUpload() {
console.log(scene.GetEditor().Viewer.Scene.children);
try {
if (IsNullOrWhitespace(materialInfo.materialName)) {
alert('材质名称不可为空');
@@ -236,18 +273,31 @@ async function HandleUpload() {
uploading.value = true;
const result = [];
// 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
let idx = 0;
for (const src of props.textureSrcList) {
await scene.ChangeTextureFromUrlAsync(src);
if (props.ignoreTexture) {
// 直接将材质序列化
const mat = {
name: materialInfo.materialName + ++idx,
name: materialInfo.materialName,
logo: await scene.GenerateMaterialLogoAsync(),
// jsonString -> Deflate -> BinaryString -> Base64
file: ToDeflatedBase64(await scene.SerializeMaterialAsync())
};
result.push(mat);
}
else {
// 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
let idx = 0;
for (const src of _textureSrc.value) {
await scene.ChangeTextureFromUrlAsync(src);
const mat = {
name: materialInfo.materialName + ++idx,
logo: await scene.GenerateMaterialLogoAsync(),
// jsonString -> Deflate -> BinaryString -> Base64
file: ToDeflatedBase64(await scene.SerializeMaterialAsync())
};
result.push(mat);
}
}
await scene.ChangeTextureFromUrlAsync(_textureSrc.value[0]);
emits('submit', result);
return result;
@@ -260,6 +310,21 @@ function HandleCancel() {
emits('cancel');
}
async function HandleGenerateLogo() {
const blob = await scene.GenerateMaterialLogoAsync();
DownloadFile("logo.png", blob);
}
function ClampNumericValue(e: InputEvent) {
const elm = e.target as HTMLInputElement;
const min = +elm.min;
const max = +elm.max;
if (isNaN(min) || isNaN(max)) return;
elm.valueAsNumber = MathHelper.clamp(elm.valueAsNumber, min, max);
}
defineExpose({
Upload: HandleUpload,
Cancel: HandleCancel
@@ -302,26 +367,6 @@ select
margin: 0.5rem 0;
}
input[type="range"]
{
width: 220px;
margin: 0.5rem 0;
}
input[type="text"]
{
width: 220px;
padding: 4px;
margin: 0.5rem 0;
}
input[type="number"]
{
width: 220px;
padding: 4px;
margin: 0.5rem 0;
}
.btn-success
{
background-color: #4caf50;
@@ -366,4 +411,40 @@ input[type="number"]
{
background-color: #0a7ed2;
}
.input-range
{
max-width: 300px;
input[type="range"]
{
flex: 14;
margin: 0.5rem 0;
}
input[type="text"]
{
flex: 2;
padding: 4px;
margin: 0.5rem 0;
}
input[type="number"]
{
flex: 2;
min-width: 0;
padding: 4px;
margin: 0.5rem 0;
appearance: textfield;
-moz-appearance: textfield;
margin: 0;
}
input::-webkit-outer-spin-button,
input::-webkit-inner-spin-button
{
-webkit-appearance: none;
margin: 0;
}
}
</style>

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@@ -1,7 +1,8 @@
<template>
<CfFlex class="material-view">
<div ref="container" class="material-view-container" />
<MaterialAdjuster ref="adjuster" class="material-view-sider" :textureSrcList="textureSrc" @cancel="config.cancelCallback" @submit="config.submitCallback" />
<MaterialAdjuster ref="adjuster" class="material-view-sider" :name="matName" :textureSrcList="textureSrc" :ignore-texture="editMode"
@cancel="config.cancelCallback" @submit="config.submitCallback" />
</CfFlex>
</template>
<script setup lang="ts">
@@ -19,9 +20,11 @@ const container = useTemplateRef('container');
const adjusterRef = useTemplateRef('adjuster');
const config = GetConfig();
const textureSrc = ref<string[]>(Array.from(config.textureSrc));
const matName = ref<string>();
const editMode = ref(false);
// 禁用右键菜单
document.addEventListener('contextmenu', (e) => e.preventDefault());
document.addEventListener('contextmenu', (e) => e.preventDefault());
onMounted(async () => {
scene.Initial(container.value);
await HandleUpdateConfig();
@@ -46,37 +49,41 @@ function HandleChangeTexture() {
}
async function HandleUpdateConfig() {
if (config.file && config.file.length > 0) {
console.log("base64", config.file);
const json = FromDeflateBase64(config.file);
if (config.updateModel) {
matName.value = config.updateModel.name;
const json = FromDeflateBase64(config.updateModel.file);
await scene.ImportMaterialAsync(json);
editMode.value = true;
}
else { editMode.value = false; }
if (config.textureSrc) {
textureSrc.value = Array.from(config.textureSrc);
await scene.ChangeTextureFromUrlAsync(textureSrc.value[0]);
}
textureSrc.value = Array.from(config.textureSrc);
}
</script>
<style scoped lang="scss">
.material-view
{
width: 100cqw;
height: 100cqh;
.material-view {
width: 100%;
height: 100%;
box-sizing: border-box;
padding: 0;
margin: 0;
overflow: hidden;
&-container {
flex: 3 1;
height: 100%;
flex: 3 1;
height: 100%;
box-sizing: border-box;
overflow: hidden;
}
&-sider {
flex: 1 1;
overflow-y: auto;
height: 100%;
overflow-y: auto;
height: 100%;
box-sizing: border-box;
}
}

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@@ -0,0 +1,15 @@
/**
* 异步等待
* @param ms 等待毫秒数
* @param value 等待完成后返回的值
* @returns
*/
export function AsyncDelay<T>(ms: number, value?: T) {
return new Promise<T>((resolve) => setTimeout(resolve, ms, value));
}
export async function AsyncWaitUntil(predicate: () => boolean, waitTime = 100) {
while (!predicate()) {
await AsyncDelay(waitTime);
}
}

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@@ -20,13 +20,18 @@ export function ConfigureLibOutput(config: Partial<LibOutputConfig>) {
export type LibOutputConfig = {
/**
* 材质文件域名
* 材质文件域名,用来获取贴图文件
*/
host: string,
/** 材质贴图链接列表,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 */
/** 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 */
textureSrc: Array<string>,
/** 材质预设数据base64编码 */
file?: string,
/** 更新模型,对材质进行编辑时赋值 */
updateModel?: {
/** 材质名 */
name: string;
/** 材质预设数据base64编码 */
file: string;
}
/** 环境贴图链接(立方体贴图,按照顺序输入[右左上下前后] */
envTextureSrc: string[],
/** 灰度环境贴图链接,输入格式与环境贴图一致 */

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@@ -1,5 +1,9 @@
import './assets/main.css'
import { Mount } from './lib';
Mount("#app");
const app = document.createElement('div');
app.style.width = '100%';
app.style.height = '100vh';
document.body.appendChild(app);
Mount(app);

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@@ -1,7 +1,7 @@
import { defineStore } from "pinia";
import { computed, ref } from "vue";
import { MaterialEditor } from "../common/MaterialEditor";
import { Database, ObjectId, PhysicalMaterialRecord, TextureTableRecord } from "webcad_ue4_api";
import { Database, PhysicalMaterialRecord, TextureTableRecord } from "webcad_ue4_api";
import { LoadImageFromUrl } from "../helpers/helper.imageLoader";
import { Texture } from "three";
import { materialRenderer } from "../common/MaterialRenderer";
@@ -75,7 +75,6 @@ const sceneSetup = () => {
}
async function UpdateMaterialAsync() {
console.log(Material.value.Update);
// TODO: Danger: 如果等待下面这一行,会导致更新卡住(未知问题)
Material.value.Update();
// Material.value.Material.needsUpdate = true;

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@@ -9,12 +9,19 @@ const __dirname = dirname(fileURLToPath(import.meta.url))
// https://vite.dev/config/
export default defineConfig({
plugins: [vue(), dts({rollupTypes: true, tsconfigPath: './tsconfig.app.json',insertTypesEntry: true})],
define: { 'process.env.NODE_ENV': '"production"' },
resolve: {
alias: {
// 'vue': path.resolve(__dirname, './node_modules/vue/dist/vue.esm-browser.prod.js'),
// 'pinia': path.resolve(__dirname, './node_modules/pinia/dist/pinia.esm-browser.js'),
}
},
build: {
lib: {
entry: resolve(__dirname, 'src/lib/index.ts'),
name: 'MaterialEditor',
fileName: (format) => `material-editor.${format}.js`,
formats: ['es']
formats: ['es', 'iife', 'umd']
},
rollupOptions: {
// external: ['vue'],