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@@ -491,6 +491,7 @@ export default {
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const spaceList = (!this.changeSpaces || this.changeSpaces.length ==0) ? this.spaceList : this.changeSpaces;
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for (let index = 0; index < spaceList.length; index++) {
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const element = spaceList[index];
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+
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const gltfLayoutModels = this.gltfLayouts.filter(item => {
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return element.layoutId == item.userData.layoutId && element.spaceId == item.userData.spaceId;
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})
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@@ -501,10 +502,14 @@ export default {
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gltfLayoutModels.sort(function(a, b) {
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return a.userData.level - b.userData.level
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});
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+
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+ let newSpace = this.spaceList.find(item => {
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+ return element.spaceId == item.spaceId;
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+ })
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// console.log("对应空间ID的模型数组", this.gltfLayouts, element.spaceId, gltfLayoutModels)
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for (let j = 0; j < gltfLayoutModels.length; j++) {
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const cube = gltfLayoutModels[j];
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- this.drawLayoutModel(element, cube);
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+ this.drawLayoutModel(newSpace, cube);
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}
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}
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},
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@@ -700,7 +705,9 @@ export default {
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}
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}
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-
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+
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+ console.log("模型计算位置x--", cubeInfo.isStepAsideLeft, cubeInfo.isStepAsideRight)
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+
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if (cubeInfo.isStepAsideLeft == 'true' && cubeInfo.isStepAsideRight == 'true') {
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// console.log("宽度拉伸11111", spaceWidth / modelWidth)
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positionX = centerX;
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@@ -725,12 +732,17 @@ export default {
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positionX -= parseFloat(cubeInfo.marginRight) / 2;
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}
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// console.log("模型计算位置" , parseFloat(cubeInfo.rotation))
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+
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+ console.log("模型计算位置--", spaceWidth, modelWidth, scaleX, cubeInfo)
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// 计算缩放
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if (parseFloat(cubeInfo.rotation) == 90 || parseFloat(cubeInfo.rotation) == -90) {
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scaleX = spaceWidth / modelWidth;
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} else {
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scaleY = spaceWidth / modelWidth;
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}
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+
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+
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+ console.log("模型计算位置--", spaceWidth, modelWidth, scaleX, cubeInfo)
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}
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@@ -754,6 +766,7 @@ export default {
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scaleX = newModelHeight / modelHeight;
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}
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positionY = wallPositionY + newModelHeight / 2;
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+
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}
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if (cubeInfo.isStepAsideBottom == 'true' && parseInt(cubeInfo.referenceModelTop) > 0) {
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@@ -781,15 +794,18 @@ export default {
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if (cubeInfo.isStepAsideLeft == 'true' && parseInt(cubeInfo.referenceModelRight) > 0) {
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// console.log("左边拉伸")
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+ // 墙的位置
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+ const wallPositionX = centerX - spaceWidth / 2 + (curSpace.spaceWallInfo.wallW ? 10 : 0) +
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+ parseFloat(cubeInfo.marginLeft);
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+ // 右边参照模型位置
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const referenceModel = this.gltfLayouts.find(item => {
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const layoutModelData = item.userData;
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return layoutModelData.id == parseInt(cubeInfo.referenceModelRight) && layoutModelData
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.spaceId == cubeInfo.spaceId && layoutModelData.layoutId == cubeInfo.layoutId;
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})
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const referenceModelPositionX = referenceModel.position.x * 100 - referenceModel.userData
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- .modelWidth / 2 - parseFloat(cubeInfo.marginLeft);
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- const wallPositionX = centerX - spaceWidth / 2 + (curSpace.spaceWallInfo.wallE ? 10 : 0) +
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- parseFloat(cubeInfo.marginRight);
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+ .modelWidth / 2 - parseFloat(cubeInfo.marginRight);
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+
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const newModelWidth = Math.abs(referenceModelPositionX - wallPositionX);
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if (Math.abs(parseFloat(cubeInfo.rotation)) == 90) {
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@@ -798,7 +814,7 @@ export default {
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scaleY = newModelWidth / modelWidth;
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}
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positionX = wallPositionX + newModelWidth / 2;
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-
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+
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}
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if (cubeInfo.isStepAsideRight == 'true' && parseInt(cubeInfo.referenceModelLeft) > 0) {
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@@ -853,7 +869,6 @@ export default {
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}
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positionY = referenceModelBottomPositionY - newModelHeight / 2;
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}
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-
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if(parseInt(cubeInfo.referenceModelLeft) > 0 && parseInt(cubeInfo.referenceModelRight) > 0){
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const referenceModelLeft = this.gltfLayouts.find(item => {
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@@ -881,13 +896,16 @@ export default {
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}
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positionX = referenceModelRightPositionX - newModelWidth / 2;
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+
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}
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}
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// console.log("模型计算位置--", positionX, positionY)
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- // console.log("模型计算位置", cubeInfo, centerX, centerY, spaceWidth, spaceHeight, modelWidth, modelHeight, spaceId, scaleX, scaleY, positionX, positionY, cubeInfo.modelName)
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+ console.log("模型计算位置", cubeInfo, centerX, centerY, spaceWidth, spaceHeight, modelWidth, modelHeight, spaceId, scaleX, scaleY, positionX, positionY, cubeInfo.modelName)
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let oldPosition = new THREE.Vector3();//当前几何体的位置参数
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oldPosition.copy(cube.position);
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+ let oldScale = new THREE.Vector3();//当前几何体的位置参数
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+ oldScale.copy(cube.scale);
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cube.position.x = positionX / 100;
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cube.position.z = positionY / 100;
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cube.rotation.y = rotationY;
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@@ -906,19 +924,21 @@ export default {
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if(cubeInfo.modelName=='BP_XSPACE_deng_01_C'){//灯光
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this.lightHandle(cube)
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}else{
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- this.updateInfo(cube,oldPosition,scaleX,scaleY);//实例化方法
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+ this.updateInfo(cube,oldPosition,oldScale);//实例化方法
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}
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}
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}else{
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if(cubeInfo.modelName=='BP_XSPACE_deng_01_C'){//灯光
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this.lightHandle(cube)
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}else{
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- this.updateInfo(cube,oldPosition,scaleX,scaleY);//实例化方法
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+ this.updateInfo(cube,oldPosition,oldScale);//实例化方法
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}
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}
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},
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//更新家具模型到页面中
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- updateInfo(cube,oldPosition,scaleX,scaleY){
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+ updateInfo(cube,oldPosition,oldScale){
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+ const ssss = cube.scale.x / oldScale.x
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+ console.log("XXXXXXXXXXXXXXXXX", cube, oldPosition,oldScale, ssss)
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let lay = this.gltfLayouts.find(it=>it.uniId==cube.uniId);
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if(cube.instancedMeshIndexList && cube.instancedMeshIndexList.length>0){
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cube.instancedMeshIndexList.forEach(item=>{
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@@ -936,8 +956,9 @@ export default {
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// instancedMesh.instanceMatrix.needsUpdate = true;//更新之前,必须开启开关
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// instancedMesh.setMatrixAt(curMeshIndex,stratMatrix);//更新几何体的世界矩阵
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// this.scene.add(instancedMesh);
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+
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}else{//更新形变矩阵
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- scaleMatrix.makeScale(scaleX, 1, scaleY); //获得缩放变化矩阵
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+ scaleMatrix.makeScale(cube.scale.x / oldScale.x, 1, cube.scale.z/oldScale.z); //获得缩放变化矩阵
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panMatrix.makeTranslation(cube.position.x - oldPosition.x,0,cube.position.z - oldPosition.z); //获得平移变化矩阵
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stratMatrix.multiply(scaleMatrix).premultiply(panMatrix);//通过矩阵计算获得最终的形变矩阵
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instancedMesh.instanceMatrix.needsUpdate = true;//更新之前,必须开启开关
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