Compare commits
10 Commits
Author | SHA1 | Date | |
---|---|---|---|
9045cb79c2 | |||
b9f14813fd | |||
8a693f005b | |||
c5f97495e8 | |||
e369ebe87b | |||
e14068f507 | |||
7f45d5c9db | |||
13312f1ddf | |||
3aebd9ed95 | |||
3d27bccdea |
@ -1,7 +1,7 @@
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{
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{
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"name": "material-editor",
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"name": "material-editor",
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"private": true,
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"private": true,
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"version": "1.0.24",
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"version": "1.0.34",
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"type": "module",
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"type": "module",
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"scripts": {
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"scripts": {
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"dev": "vite",
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"dev": "vite",
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@ -1,12 +1,13 @@
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<template>
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<template>
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<div vertical class="material-adjuster">
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<div vertical class="material-adjuster">
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<div class="adjust-section">
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<!-- 新增模式下,隐藏材质名输入框 -->
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<div v-if="ignoreTexture" class="adjust-section">
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<h3>操作</h3>
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<h3>操作</h3>
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<fieldset v-if="debugMode" style="margin: 1em 0;">
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<fieldset v-if="debugMode" style="margin: 1em 0;">
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<legend>DEBUG</legend>
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<legend>DEBUG</legend>
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<label>上传路径ID</label>
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<label>上传路径ID</label>
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<input v-model="materialInfo.dirId" type="text" placeholder="材质路径ID" />
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<input v-model="materialInfo.dirId" type="text" placeholder="材质路径ID" />
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<label>配置JSON</label>
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<label>纹理(BASE64)</label>
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<input v-model="materialInfo.inputText" type="text" />
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<input v-model="materialInfo.inputText" type="text" />
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<button class="btn-success" style="min-width: 110px;" @click="loadData">加载</button>
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<button class="btn-success" style="min-width: 110px;" @click="loadData">加载</button>
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</fieldset>
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</fieldset>
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@ -40,30 +41,27 @@
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<label>金属度</label>
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<label>金属度</label>
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<CfFlex gap="1em" class="input-range">
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<CfFlex gap="1em" class="input-range">
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<input v-model="Material.matalness" @input="UpdateMaterial" type="range" min="0" max="1" step="0.01" />
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<input v-model="metallic" type="range" min="0" max="1" step="0.01" />
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<input v-model="Material.matalness" @input="ClampNumericValue" @change="UpdateMaterial" type="number" min="0"
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<input v-model="metallic" type="number" @change="ClampNumericValue" min="0" max="1" step="0.01" />
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max="1" step="0.01" />
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</CfFlex>
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</CfFlex>
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<label>粗糙度</label>
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<label>粗糙度</label>
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<CfFlex gap="1em" class="input-range">
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<CfFlex gap="1em" class="input-range">
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<input v-model="Material.roughness" @input="UpdateMaterial" type="range" min="0" max="1" step="0.01" />
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<input v-model="roughness" type="range" min="0" max="1" step="0.01" />
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<input v-model="Material.roughness" @input="ClampNumericValue" @change="UpdateMaterial" type="number" min="0"
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<input v-model="roughness" type="number" @change="ClampNumericValue" min="0" max="1" step="0.01" />
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max="1" step="0.01" />
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</CfFlex>
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</CfFlex>
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<label>法线强度</label>
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<label>法线强度</label>
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<CfFlex gap="1em" class="input-range">
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<CfFlex gap="1em" class="input-range">
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<input v-model="Material.bumpScale" @input="UpdateMaterial" type="range" min="0" max="1" step="0.01" />
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<input v-model="normalScale" type="range" min="0" max="1" step="0.01" />
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<input v-model="Material.bumpScale" @input="ClampNumericValue" @change="UpdateMaterial" type="number" min="0"
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<input v-model="normalScale" type="number" @change="ClampNumericValue" min="0" max="1" step="0.01" />
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max="1" step="0.01" />
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</CfFlex>
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</CfFlex>
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<label>高光</label>
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<label>高光</label>
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<CfFlex gap="1em" class="input-range">
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<CfFlex gap="1em" class="input-range">
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<input v-model="Material.specular" @input="UpdateMaterial" type="range" min="0" max="1" step="0.01" />
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<input v-model="emissiveIntensity" type="range" min="0" max="1" step="0.01" />
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<input v-model="Material.specular" @input="ClampNumericValue" @change="UpdateMaterial" type="number" min="0"
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<input v-model="emissiveIntensity" type="number" @change="ClampNumericValue" min="0" max="1"
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max="1" step="0.01" />
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step="0.01" />
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</CfFlex>
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</CfFlex>
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</div>
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</div>
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@ -74,16 +72,16 @@
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<label>平铺U</label>
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<label>平铺U</label>
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<select v-model="textureAdjustment.wrapS">
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<select v-model="textureAdjustment.wrapS">
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<option value="0">镜像平铺</option>
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<option :value="MirroredRepeatWrapping">镜像平铺</option>
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<option value="1">平铺</option>
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<option :value="RepeatWrapping">平铺</option>
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<option value="2">展开</option>
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<option :value="ClampToEdgeWrapping">展开</option>
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</select>
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</select>
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<label>平铺V</label>
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<label>平铺V</label>
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<select v-model="textureAdjustment.wrapT">
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<select v-model="textureAdjustment.wrapT">
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<option value="0">镜像平铺</option>
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<option :value="MirroredRepeatWrapping">镜像平铺</option>
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<option value="1">平铺</option>
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<option :value="RepeatWrapping">平铺</option>
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<option value="2">展开</option>
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<option :value="ClampToEdgeWrapping">展开</option>
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</select>
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</select>
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<label>旋转</label>
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<label>旋转</label>
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@ -122,6 +120,8 @@ import { IsNullOrWhitespace } from "../helpers/helper.string";
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import { FromDeflateBase64, ToDeflatedBase64 } from "../helpers/helper.material";
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import { FromDeflateBase64, ToDeflatedBase64 } from "../helpers/helper.material";
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import { storeToRefs } from "pinia";
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import { storeToRefs } from "pinia";
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import { DownloadFile } from "../helpers/helper.web";
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import { DownloadFile } from "../helpers/helper.web";
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import MathHelper from "../helpers/MathHelper";
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import { ClampToEdgeWrapping, MirroredRepeatWrapping, RepeatWrapping, Wrapping } from "three";
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export interface MaterialRequest {
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export interface MaterialRequest {
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/** 材质名 */
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/** 材质名 */
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@ -137,7 +137,7 @@ const { Material, CurrGeometry, Geometries } = storeToRefs(scene);
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const props = defineProps<{
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const props = defineProps<{
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name?: string;
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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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/** 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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ignoreTexture?: boolean;
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}>();
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}>();
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@ -147,17 +147,50 @@ const emits = defineEmits<{
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}>();
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}>();
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const debugMode = ref(false);
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const debugMode = ref(false);
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const _textureSrc = ref(props.textureSrcList);
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const Textures = computed(() => props.textures || []);
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const debugTextureSrc = ref("");
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const debugTextureSrc = ref("");
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const textureAdjustment = ref<TextureAdjustment>({
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const textureAdjustment = ref<TextureAdjustment>({
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wrapS: 0,
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wrapS: MirroredRepeatWrapping,
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wrapT: 0,
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wrapT: MirroredRepeatWrapping,
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rotation: 0,
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rotation: 0,
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repeatX: 1,
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repeatX: 1,
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repeatY: 1,
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repeatY: 1,
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moveX: 0,
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moveX: 0,
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moveY: 0
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moveY: 0
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});
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});
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const metallic = computed({
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get: () => Material.value.matalness,
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set: (val) => {
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Material.value.matalness = MathHelper.clamp(val, 0, 1);
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UpdateMaterial();
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}
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});
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const roughness = computed({
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get: () => Material.value.roughness,
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set: (val) => {
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Material.value.roughness = MathHelper.clamp(val, 0, 1);
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UpdateMaterial();
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}
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});
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const normalScale = computed({
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get: () => Material.value.bumpScale,
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set: (val) => {
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Material.value.bumpScale = MathHelper.clamp(val, 0, 1);
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UpdateMaterial();
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}
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});
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const emissiveIntensity = computed({
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get: () => Material.value.specular,
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set: (val) => {
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Material.value.specular = MathHelper.clamp(val, 0, 1);
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UpdateMaterial();
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}
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});
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const uploading = ref(false);
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const uploading = ref(false);
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// const model = reactive({
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// const model = reactive({
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// metallic: Material.value.matalness,
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// metallic: Material.value.matalness,
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@ -167,33 +200,33 @@ const uploading = ref(false);
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// });
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// });
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const materialInfo = reactive({
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const materialInfo = reactive({
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dirId: DirectoryId.MaterialDir, // 正常来说是2
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dirId: DirectoryId.MaterialDir, // 正常来说是2
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materialName: props.name || '材质',
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materialName: props.name || Textures.value[0]?.name || '材质',
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inputText: '',
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inputText: '',
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});
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});
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watch(() => props.textureSrcList, async (val) => {
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watch(Textures, async (val) => {
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_textureSrc.value = val;
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if (val.length == 0 || props.ignoreTexture) return;
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await scene.ChangeTextureFromUrlAsync(_textureSrc.value[0]);
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await scene.ChangeTextureFromUrlAsync(val[0].src);
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});
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});
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watch(() => props.name, () => {
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watch(() => props.name, () => {
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materialInfo.materialName = props.name || '材质';
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materialInfo.materialName = props.name || Textures.value[0]?.name || '材质';
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});
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});
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watch(textureAdjustment, async (val) => {
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watch(textureAdjustment, async (val) => {
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UpdateTexture();
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scene.UpdateTexture();
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}, { deep: true });
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}, { deep: true });
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// 监听纹理更新
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// 监听纹理更新
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watch(() => scene.CurrTexture, (val) => {
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watch(() => scene.CurrTexture, (val) => {
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textureAdjustment.value = {
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textureAdjustment.value = {
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wrapS: val.wrapS,
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wrapS: val.WrapS,
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wrapT: val.wrapT,
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wrapT: val.WrapT,
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rotation: val.rotation,
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rotation: val.rotation,
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repeatX: val.repeat.x,
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repeatX: val.repeatX,
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repeatY: val.repeat.y,
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repeatY: val.repeatY,
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moveX: val.offset.x,
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moveX: val.moveX,
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moveY: val.offset.y
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moveY: val.moveY
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}
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}
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})
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})
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@ -212,24 +245,9 @@ async function UpdateMaterial() {
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await scene.UpdateMaterialAsync();
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await scene.UpdateMaterialAsync();
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}
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}
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function UpdateTexture() {
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const texture = scene.CurrTexture;
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const val = textureAdjustment.value;
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texture.wrapS = val.wrapS;
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texture.wrapT = val.wrapT;
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texture.anisotropy = 16;
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texture.rotation = val.rotation;
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texture.repeat.set(val.repeatX, val.repeatY);
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texture.offset.set(val.moveX, val.moveY);
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texture.needsUpdate = true;
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scene.Update();
|
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}
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|
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async function loadData() {
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async function loadData() {
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if (!materialInfo.inputText) return;
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if (!materialInfo.inputText) return;
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const json = JSON.parse(materialInfo.inputText);
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const cadFile = FromDeflateBase64(materialInfo.inputText);
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const cadFile = FromDeflateBase64(json.file);
|
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scene.ImportMaterialAsync(cadFile)
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scene.ImportMaterialAsync(cadFile)
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}
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}
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|
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@ -244,7 +262,9 @@ async function HandleUpload() {
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uploading.value = true;
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uploading.value = true;
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const result = [];
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const result = [];
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if (props.ignoreTexture) {
|
if (props.ignoreTexture) {
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// 直接将材质序列化
|
// 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 = {
|
const mat = {
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name: materialInfo.materialName,
|
name: materialInfo.materialName,
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logo: await scene.GenerateMaterialLogoAsync(),
|
logo: await scene.GenerateMaterialLogoAsync(),
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@ -255,20 +275,23 @@ async function HandleUpload() {
|
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}
|
}
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else {
|
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
|
// 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;
|
for (const texture of Textures.value) {
|
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for (const src of _textureSrc.value) {
|
// 注意更改材质内部名称
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await scene.ChangeTextureFromUrlAsync(src);
|
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 = {
|
const mat = {
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name: materialInfo.materialName + ++idx,
|
name: texture.name,
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logo: await scene.GenerateMaterialLogoAsync(),
|
logo: await scene.GenerateMaterialLogoAsync(),
|
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// jsonString -> Deflate -> BinaryString -> Base64
|
// jsonString -> Deflate -> BinaryString -> Base64
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file: ToDeflatedBase64(await scene.SerializeMaterialAsync())
|
file: ToDeflatedBase64(await scene.SerializeMaterialAsync())
|
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};
|
};
|
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result.push(mat);
|
result.push(mat);
|
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}
|
}
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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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}
|
}
|
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|
|
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await scene.ChangeTextureFromUrlAsync(_textureSrc.value[0]);
|
|
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emits('submit', result);
|
emits('submit', result);
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return result;
|
return result;
|
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} finally {
|
} finally {
|
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@ -292,8 +315,7 @@ function ClampNumericValue(e: InputEvent) {
|
|||||||
|
|
||||||
if (isNaN(min) || isNaN(max)) return;
|
if (isNaN(min) || isNaN(max)) return;
|
||||||
|
|
||||||
if (elm.valueAsNumber < min) elm.valueAsNumber = min;
|
elm.valueAsNumber = MathHelper.clamp(elm.valueAsNumber, min, max);
|
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if (elm.valueAsNumber > max) elm.valueAsNumber = max;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
defineExpose({
|
defineExpose({
|
||||||
|
@ -1,7 +1,7 @@
|
|||||||
<template>
|
<template>
|
||||||
<CfFlex class="material-view">
|
<CfFlex class="material-view">
|
||||||
<div ref="container" class="material-view-container" />
|
<div ref="container" class="material-view-container" />
|
||||||
<MaterialAdjuster ref="adjuster" class="material-view-sider" :name="matName" :textureSrcList="textureSrc" :ignore-texture="editMode"
|
<MaterialAdjuster ref="adjuster" class="material-view-sider" :name="matName" :textures="textures" :ignore-texture="editMode"
|
||||||
@cancel="config.cancelCallback" @submit="config.submitCallback" />
|
@cancel="config.cancelCallback" @submit="config.submitCallback" />
|
||||||
</CfFlex>
|
</CfFlex>
|
||||||
</template>
|
</template>
|
||||||
@ -19,7 +19,7 @@ const eventbus = useEvent();
|
|||||||
const container = useTemplateRef('container');
|
const container = useTemplateRef('container');
|
||||||
const adjusterRef = useTemplateRef('adjuster');
|
const adjusterRef = useTemplateRef('adjuster');
|
||||||
const config = GetConfig();
|
const config = GetConfig();
|
||||||
const textureSrc = ref<string[]>(Array.from(config.textureSrc));
|
const textures = ref<{name: string, src: string}[]>(Array.from(config.textures));
|
||||||
const matName = ref<string>();
|
const matName = ref<string>();
|
||||||
const editMode = ref(false);
|
const editMode = ref(false);
|
||||||
|
|
||||||
@ -45,7 +45,7 @@ function HandleUpload() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
function HandleChangeTexture() {
|
function HandleChangeTexture() {
|
||||||
textureSrc.value = Array.from(config.textureSrc);
|
textures.value = Array.from(config.textures);
|
||||||
}
|
}
|
||||||
|
|
||||||
async function HandleUpdateConfig() {
|
async function HandleUpdateConfig() {
|
||||||
@ -56,9 +56,9 @@ async function HandleUpdateConfig() {
|
|||||||
editMode.value = true;
|
editMode.value = true;
|
||||||
}
|
}
|
||||||
else { editMode.value = false; }
|
else { editMode.value = false; }
|
||||||
if (config.textureSrc) {
|
if (config.textures && config.textures.length > 0) {
|
||||||
textureSrc.value = Array.from(config.textureSrc);
|
textures.value = Array.from(config.textures);
|
||||||
await scene.ChangeTextureFromUrlAsync(textureSrc.value[0]);
|
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
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3,7 +3,7 @@ import type { MaterialRequest } from "../components/MaterialAdjuster.vue"
|
|||||||
|
|
||||||
let _libOutputConfig = {
|
let _libOutputConfig = {
|
||||||
host:'https://tapi.cfcad.cn:7779',
|
host:'https://tapi.cfcad.cn:7779',
|
||||||
textureSrc: [],
|
textures: [],
|
||||||
file: undefined,
|
file: undefined,
|
||||||
submitCallback: undefined,
|
submitCallback: undefined,
|
||||||
cancelCallback: undefined,
|
cancelCallback: undefined,
|
||||||
@ -24,7 +24,12 @@ export type LibOutputConfig = {
|
|||||||
*/
|
*/
|
||||||
host: string,
|
host: string,
|
||||||
/** 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 */
|
/** 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>,
|
textures: Array<{
|
||||||
|
/** 材质名 */
|
||||||
|
name: string;
|
||||||
|
/** 纹理链接 */
|
||||||
|
src: string;
|
||||||
|
}>,
|
||||||
/** 更新模型,对材质进行编辑时赋值 */
|
/** 更新模型,对材质进行编辑时赋值 */
|
||||||
updateModel?: {
|
updateModel?: {
|
||||||
/** 材质名 */
|
/** 材质名 */
|
||||||
|
@ -3,22 +3,23 @@ import { computed, ref } from "vue";
|
|||||||
import { MaterialEditor } from "../common/MaterialEditor";
|
import { MaterialEditor } from "../common/MaterialEditor";
|
||||||
import { Database, PhysicalMaterialRecord, TextureTableRecord } from "webcad_ue4_api";
|
import { Database, PhysicalMaterialRecord, TextureTableRecord } from "webcad_ue4_api";
|
||||||
import { LoadImageFromUrl } from "../helpers/helper.imageLoader";
|
import { LoadImageFromUrl } from "../helpers/helper.imageLoader";
|
||||||
import { Texture } from "three";
|
import { ClampToEdgeWrapping, MirroredRepeatWrapping, RepeatWrapping, Texture } from "three";
|
||||||
import { materialRenderer } from "../common/MaterialRenderer";
|
import { materialRenderer } from "../common/MaterialRenderer";
|
||||||
import { MaterialIn, MaterialOut } from "../common/MaterialSerializer";
|
import { MaterialIn, MaterialOut } from "../common/MaterialSerializer";
|
||||||
import { GetConfig } from "../lib/libOutputConfig";
|
import { GetConfig } from "../lib/libOutputConfig";
|
||||||
|
import { AsyncDelay } from "../helpers/helper.async";
|
||||||
|
|
||||||
const sceneSetup = () => {
|
const sceneSetup = () => {
|
||||||
let _editor: MaterialEditor | undefined;
|
let _editor: MaterialEditor | undefined;
|
||||||
let _database: Database | undefined;
|
let _database: Database | undefined;
|
||||||
const _material = ref<PhysicalMaterialRecord>(new PhysicalMaterialRecord());
|
const _material = ref<PhysicalMaterialRecord>(new PhysicalMaterialRecord());
|
||||||
const _currGeometry = ref<string>('球');
|
const _currGeometry = ref<string>('球');
|
||||||
const _currTexture = ref<Texture>();
|
const _currTexture = ref<TextureTableRecord>();
|
||||||
const CurrGeometry = computed({
|
const CurrGeometry = computed({
|
||||||
get: () => _currGeometry.value,
|
get: () => _currGeometry.value,
|
||||||
set: (val: string) => ChangeGeometry(val)
|
set: (val: string) => ChangeGeometry(val)
|
||||||
})
|
})
|
||||||
const CurrTexture = computed<Texture>(() => _currTexture.value);
|
const CurrTexture = computed<TextureTableRecord>(() => _currTexture.value);
|
||||||
const Geometries = ref<string[]>([]);
|
const Geometries = ref<string[]>([]);
|
||||||
const Material = computed(() => _material.value);
|
const Material = computed(() => _material.value);
|
||||||
const CurrentShowObject = computed(() => _editor.ShowObject);
|
const CurrentShowObject = computed(() => _editor.ShowObject);
|
||||||
@ -82,36 +83,57 @@ const sceneSetup = () => {
|
|||||||
Update();
|
Update();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/** 这是自定义材质更新方法,WebCAD库中的TextureTableRecord.TextureUpdate方法在导出的时候被删除了,所以需要自己实现 */
|
||||||
|
function UpdateTexture() {
|
||||||
|
const record = _currTexture.value;
|
||||||
|
const texture = record['texture'] as Texture;
|
||||||
|
texture.wrapS = record.WrapS;
|
||||||
|
texture.wrapT = record.WrapT;
|
||||||
|
texture.anisotropy = 16;
|
||||||
|
texture.rotation = record.rotation;
|
||||||
|
texture.repeat.set(record.repeatX, record.repeatY);
|
||||||
|
texture.offset.set(record.moveX, record.moveY);
|
||||||
|
texture.needsUpdate = true;
|
||||||
|
Update();
|
||||||
|
}
|
||||||
|
|
||||||
async function ChangeTextureFromUrlAsync(url?: string) {
|
async function ChangeTextureFromUrlAsync(url?: string) {
|
||||||
// 关联贴图
|
// 关联贴图
|
||||||
const db = Material.value.Db;
|
const db = Material.value.Db;
|
||||||
if (!db) return; // 材质未初始化
|
// 材质未初始化
|
||||||
|
if (!db) {
|
||||||
|
console.warn("Material has not been initialized");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 如果url为空,则保留原有材质中的纹理(修改模式),否则重新实例化纹理对象
|
||||||
let record = Material.value.map?.Object as TextureTableRecord;
|
let record = Material.value.map?.Object as TextureTableRecord;
|
||||||
if (!record) {
|
if (url) {
|
||||||
// record = db.TextureTable.Symbols.values().next().value;
|
|
||||||
// if(!record){
|
|
||||||
record = new TextureTableRecord();
|
record = new TextureTableRecord();
|
||||||
record.Name = db.TextureTable.AllocateName();
|
record.Name = db.TextureTable.AllocateName();
|
||||||
db.TextureTable.Add(record);
|
db.TextureTable.Add(record);
|
||||||
// 替换map
|
// 替换map
|
||||||
Material.value.map = record.Id;
|
Material.value.map = record.Id;
|
||||||
// Material.value.map = img ? record.Id : undefined;
|
|
||||||
// }
|
|
||||||
}
|
|
||||||
|
|
||||||
// record.objectId = new ObjectId(undefined, record);
|
|
||||||
_currTexture.value = record['texture'] as Texture;
|
|
||||||
if (url) {
|
|
||||||
record.imageUrl = url;
|
|
||||||
_currTexture.value.image = undefined;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// 设置Store
|
// 设置Store
|
||||||
if (!_currTexture.value.image) {
|
_currTexture.value = record;
|
||||||
const img = await LoadImageFromUrl(GetConfig().host + '/' + record.imageUrl);
|
const texture = record['texture'] as Texture;
|
||||||
_currTexture.value.image = img;
|
if (url) {
|
||||||
_currTexture.value.needsUpdate = true;
|
record.imageUrl = url;
|
||||||
|
texture.image = undefined;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (!texture.image) {
|
||||||
|
console.warn('Load Image: ', GetConfig().host + '/' + record.imageUrl);
|
||||||
|
const img = await LoadImageFromUrl(GetConfig().host + '/' + record.imageUrl);
|
||||||
|
texture.image = img;
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateTexture();
|
||||||
|
await record.Update();
|
||||||
|
await AsyncDelay(10);
|
||||||
await UpdateMaterialAsync();
|
await UpdateMaterialAsync();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -153,6 +175,7 @@ const sceneSetup = () => {
|
|||||||
Material,
|
Material,
|
||||||
Initial,
|
Initial,
|
||||||
Update,
|
Update,
|
||||||
|
UpdateTexture,
|
||||||
UpdateMaterialAsync,
|
UpdateMaterialAsync,
|
||||||
ChangeTextureFromUrlAsync,
|
ChangeTextureFromUrlAsync,
|
||||||
SerializeMaterialAsync,
|
SerializeMaterialAsync,
|
||||||
|
Loading…
Reference in New Issue
Block a user