8 Commits

10 changed files with 107 additions and 47 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": "1.0.13",
"version": "1.0.23",
"type": "module",
"scripts": {
"dev": "vite",

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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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@@ -16,6 +16,7 @@
<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>
@@ -108,12 +109,14 @@
</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";
export interface MaterialRequest {
/** 材质名 */
@@ -125,21 +128,20 @@ export interface MaterialRequest {
}
const scene = useScene();
const { Material, CurrGeometry, Geometries } = storeToRefs(scene);
const props = defineProps<{
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;
}>();
const Material = computed(() => scene.Material);
const CurrGeometry = computed(() => scene.CurrGeometry);
const Geometries = computed(() => scene.Geometries);
const debugMode = ref(true);
const debugMode = ref(false);
const _textureSrc = ref(props.textureSrcList);
const debugTextureSrc = ref("");
const textureAdjustment = ref<TextureAdjustment>({
@@ -161,21 +163,21 @@ const uploading = ref(false);
const materialInfo = reactive({
dirId: DirectoryId.MaterialDir, // 正常来说是2
materialName: props.name || '材质',
inputText:'',
inputText: '',
});
onMounted(async () => {
await 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) => {
@@ -206,7 +208,6 @@ async function UpdateMaterial() {
}
function UpdateTexture() {
console.log('UpdateTexture')
const texture = scene.CurrTexture;
const val = textureAdjustment.value;
texture.wrapS = val.wrapS;
@@ -221,13 +222,14 @@ 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');
@@ -236,9 +238,20 @@ async function HandleUpload() {
uploading.value = true;
const result = [];
if (props.ignoreTexture) {
// 直接将材质序列化
const mat = {
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 props.textureSrcList) {
for (const src of _textureSrc.value) {
await scene.ChangeTextureFromUrlAsync(src);
const mat = {
name: materialInfo.materialName + ++idx,
@@ -248,6 +261,8 @@ async function HandleUpload() {
};
result.push(mat);
}
}
await scene.ChangeTextureFromUrlAsync(_textureSrc.value[0]);
emits('submit', result);
return result;
@@ -260,6 +275,11 @@ function HandleCancel() {
emits('cancel');
}
async function HandleGenerateLogo() {
const blob = await scene.GenerateMaterialLogoAsync();
DownloadFile("logo.png", blob);
}
defineExpose({
Upload: HandleUpload,
Cancel: HandleCancel

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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" :name="matName" :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">
@@ -20,6 +21,7 @@ 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());
@@ -51,15 +53,19 @@ async function HandleUpdateConfig() {
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]);
}
}
</script>
<style scoped lang="scss">
.material-view
{
.material-view {
width: 100%;
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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@@ -20,10 +20,10 @@ 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>,
/** 更新模型,对材质进行编辑时赋值 */
updateModel?: {

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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'],