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@ -1,3 +1,9 @@
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# 材质编辑器
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# 材质编辑器
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独立实现的WebCAD材质编辑器,提供材质预览,调节和上传功能。
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独立实现的PBR材质编辑器,提供PBR材质的预览,参数调整功能。
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- 支持PBR材质的序列化输出以及反序列化输入。
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- 支持多种模型的预览(球体,圆环,立方体,环面纽结,圆锥体)
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- 支持PBR材质的参数调节(金属度,粗糙度,法线强度,高光强度)
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- 支持纹理的参数调节(U/V平铺,偏移,缩放调节)
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- 支持任意程序调用,可挂在于HTML元素上
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@ -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": "1.0.13",
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"version": "1.0.15",
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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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@ -7,7 +7,7 @@
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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>配置JSON</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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<label>材质名</label>
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<label>材质名</label>
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@ -114,6 +114,7 @@ import CfFlex from "./CfFlex.vue";
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import { DirectoryId } from "../api/Request";
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import { DirectoryId } from "../api/Request";
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import { IsNullOrWhitespace } from "../helpers/helper.string";
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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 { AsyncDelay } from "../helpers/helper.async";
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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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@ -129,10 +130,12 @@ const scene = useScene();
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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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textureSrcList?: 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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}>();
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const emits = defineEmits<{
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const emits = defineEmits<{
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(e: 'cancel'): void;
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(e: 'cancel'): void;
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(e: 'submit', data: MaterialRequest[]): void;
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(e: 'submit', data: MaterialRequest[]): void;
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}>();
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}>();
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const Material = computed(() => scene.Material);
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const Material = computed(() => scene.Material);
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@ -160,14 +163,10 @@ 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 || '材质',
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inputText:'',
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inputText: '',
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});
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});
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onMounted(async () => {
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await scene.ChangeTextureFromUrlAsync(_textureSrc.value[0]);
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})
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watch(() => props.textureSrcList, async (val) => {
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watch(() => props.textureSrcList, async (val) => {
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_textureSrc.value = val;
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_textureSrc.value = val;
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await scene.ChangeTextureFromUrlAsync(_textureSrc.value[0]);
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await scene.ChangeTextureFromUrlAsync(_textureSrc.value[0]);
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@ -185,7 +184,7 @@ watch(() => scene.CurrTexture, (val) => {
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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.repeat.x,
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repeatY: val.repeat.y,
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repeatY: val.repeat.y,
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moveX: val.offset.x,
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moveX: val.offset.x,
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moveY: val.offset.y
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moveY: val.offset.y
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}
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}
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})
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})
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@ -221,7 +220,7 @@ function UpdateTexture() {
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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 json = JSON.parse(materialInfo.inputText);
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const cadFile = FromDeflateBase64(json.file);
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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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@ -236,18 +235,31 @@ 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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// 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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if (props.ignoreTexture) {
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let idx = 0;
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// 直接将材质序列化
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for (const src of props.textureSrcList) {
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await scene.ChangeTextureFromUrlAsync(src);
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const mat = {
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const mat = {
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name: materialInfo.materialName + ++idx,
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name: materialInfo.materialName,
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logo: await scene.GenerateMaterialLogoAsync(),
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logo: await scene.GenerateMaterialLogoAsync(),
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// jsonString -> Deflate -> BinaryString -> Base64
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// jsonString -> Deflate -> BinaryString -> Base64
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file: ToDeflatedBase64(await scene.SerializeMaterialAsync())
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file: ToDeflatedBase64(await scene.SerializeMaterialAsync())
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};
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};
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result.push(mat);
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result.push(mat);
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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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const mat = {
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name: materialInfo.materialName + ++idx,
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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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};
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result.push(mat);
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}
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}
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}
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await scene.ChangeTextureFromUrlAsync(_textureSrc.value[0]);
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await scene.ChangeTextureFromUrlAsync(_textureSrc.value[0]);
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emits('submit', result);
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emits('submit', result);
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return result;
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return result;
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@ -1,7 +1,8 @@
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<template>
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<template>
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<CfFlex class="material-view">
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<CfFlex class="material-view">
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<div ref="container" class="material-view-container" />
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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" @cancel="config.cancelCallback" @submit="config.submitCallback" />
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<MaterialAdjuster ref="adjuster" class="material-view-sider" :name="matName" :textureSrcList="textureSrc" :ignore-texture="editMode"
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@cancel="config.cancelCallback" @submit="config.submitCallback" />
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</CfFlex>
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</CfFlex>
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</template>
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</template>
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<script setup lang="ts">
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<script setup lang="ts">
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@ -20,9 +21,10 @@ const adjusterRef = useTemplateRef('adjuster');
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const config = GetConfig();
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const config = GetConfig();
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const textureSrc = ref<string[]>(Array.from(config.textureSrc));
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const textureSrc = ref<string[]>(Array.from(config.textureSrc));
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const matName = ref<string>();
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const matName = ref<string>();
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const editMode = ref(false);
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// 禁用右键菜单
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// 禁用右键菜单
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document.addEventListener('contextmenu', (e) => e.preventDefault());
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document.addEventListener('contextmenu', (e) => e.preventDefault());
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onMounted(async () => {
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onMounted(async () => {
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scene.Initial(container.value);
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scene.Initial(container.value);
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await HandleUpdateConfig();
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await HandleUpdateConfig();
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@ -51,15 +53,19 @@ async function HandleUpdateConfig() {
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matName.value = config.updateModel.name;
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matName.value = config.updateModel.name;
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const json = FromDeflateBase64(config.updateModel.file);
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const json = FromDeflateBase64(config.updateModel.file);
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await scene.ImportMaterialAsync(json);
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await scene.ImportMaterialAsync(json);
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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]);
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}
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}
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textureSrc.value = Array.from(config.textureSrc);
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}
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}
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</script>
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</script>
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<style scoped lang="scss">
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<style scoped lang="scss">
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.material-view
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.material-view {
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{
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width: 100%;
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width: 100%;
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height: 100%;
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height: 100%;
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box-sizing: border-box;
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box-sizing: border-box;
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overflow: hidden;
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overflow: hidden;
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&-container {
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&-container {
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flex: 3 1;
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flex: 3 1;
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height: 100%;
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height: 100%;
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box-sizing: border-box;
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box-sizing: border-box;
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overflow: hidden;
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overflow: hidden;
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}
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}
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&-sider {
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&-sider {
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flex: 1 1;
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flex: 1 1;
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overflow-y: auto;
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overflow-y: auto;
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height: 100%;
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height: 100%;
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box-sizing: border-box;
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box-sizing: border-box;
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}
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}
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}
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}
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15
src/helpers/helper.async.ts
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15
src/helpers/helper.async.ts
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@ -0,0 +1,15 @@
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/**
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* 异步等待
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* @param ms 等待毫秒数
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* @param value 等待完成后返回的值
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* @returns
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*/
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export function AsyncDelay<T>(ms: number, value?: T) {
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return new Promise<T>((resolve) => setTimeout(resolve, ms, value));
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}
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export async function AsyncWaitUntil(predicate: () => boolean, waitTime = 100) {
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while (!predicate()) {
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await AsyncDelay(waitTime);
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}
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}
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@ -20,10 +20,10 @@ export function ConfigureLibOutput(config: Partial<LibOutputConfig>) {
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export type LibOutputConfig = {
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export type LibOutputConfig = {
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/**
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/**
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* 材质文件域名
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* 材质文件域名,用来获取贴图文件
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*/
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*/
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host: string,
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host: string,
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/** 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 */
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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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textureSrc: Array<string>,
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/** 更新模型,对材质进行编辑时赋值 */
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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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updateModel?: {
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