forked from Rowland/EG
1574 lines
62 KiB
Python
1574 lines
62 KiB
Python
#!/usr/bin/env python3
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# -*- coding: utf-8 -*-
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"""
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场景管理器 - 负责场景和模型管理的核心功能
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处理模型导入、场景树构建、材质系统、碰撞设置等
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"""
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import os
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from panda3d.core import (
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ModelPool, ModelRoot, Filename, NodePath, GeomNode, Material, Vec4, Vec3,
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MaterialAttrib, ColorAttrib, Point3, CollisionNode, CollisionSphere,
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BitMask32, TransparencyAttrib,LColor
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)
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import json
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import aiohttp
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import asyncio
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from pathlib import Path
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from panda3d.egg import EggData, EggVertexPool
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from direct.actor.Actor import Actor
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from QPanda3D.Panda3DWorld import get_render_pipeline
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from scene import util
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class CesiumIntegration:
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def __init__(self, scene_manager):
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self.scene_manager = scene_manager
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self.world = scene_manager.world
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self.tilesets = {}
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def add_tileset(self,name,url,position=(0,0,0)):
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try:
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tileset_node = self.scene_manager.load_cesium_tileset(url,position)
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if tileset_node:
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self.tilesets[name] = {
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'node':tileset_node,
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'url':url,
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'position':position
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}
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print(f"✓ 添加 Cesium tileset: {name}")
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return tileset_node
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else:
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print(f"✗ 添加 Cesium tileset 失败: {name}")
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return None
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except Exception as e:
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print(f"✗ 添加 Cesium tileset 出错: {e}")
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return None
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def remove_tileset(self, name):
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"""移除 tileset"""
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if name in self.tilesets:
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tileset_info = self.tilesets[name]
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tileset_info['node'].removeNode()
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del self.tilesets[name]
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print(f"✓ 移除 Cesium tileset: {name}")
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return True
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return False
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def get_tileset(self, name):
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"""获取 tileset"""
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return self.tilesets.get(name, None)
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def list_tilesets(self):
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"""列出所有 tilesets"""
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return list(self.tilesets.keys())
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class SceneManager:
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"""场景管理器 - 统一管理场景中的所有元素"""
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def __init__(self, world):
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"""初始化场景管理器
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Args:
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world: 主程序world对象引用
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"""
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self.world = world
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self.models = [] # 模型列表
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self.Spotlight = []
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self.Pointlight = []
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self.tilesets = [] #来存储tilesets
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self.cesium_integration = CesiumIntegration(self)
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print("✓ 场景管理系统初始化完成")
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# ==================== 模型导入和处理 ====================
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def importModel(self, filepath, apply_unit_conversion=False, normalize_scales=True, auto_convert_to_glb=True):
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"""导入模型到场景
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Args:
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filepath: 模型文件路径
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apply_unit_conversion: 是否应用单位转换(主要针对FBX文件)
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normalize_scales: 是否标准化子节点缩放(推荐开启)
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auto_convert_to_glb: 是否自动将非GLB格式转换为GLB以获得更好的动画支持
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"""
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try:
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print(f"\n=== 开始导入模型: {filepath} ===")
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print(f"单位转换: {'开启' if apply_unit_conversion else '关闭'}")
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print(f"自动转换GLB: {'开启' if auto_convert_to_glb else '关闭'}")
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filepath = util.normalize_model_path(filepath)
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original_filepath = filepath
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# 检查是否需要转换为GLB以获得更好的动画支持
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if auto_convert_to_glb and self._shouldConvertToGLB(filepath):
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print(f"🔄 检测到需要转换的格式,尝试转换为GLB...")
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converted_path = self._convertToGLBWithProgress(filepath)
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if converted_path:
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print(f"✅ 转换成功: {converted_path}")
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filepath = converted_path
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# 显示成功消息
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try:
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from PyQt5.QtWidgets import QMessageBox
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original_ext = os.path.splitext(original_filepath)[1].upper()
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QMessageBox.information(None, "转换成功",
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f"已将 {original_ext} 格式自动转换为 GLB 格式\n以获得更好的动画支持!")
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except:
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pass
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else:
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print(f"⚠️ 转换失败,使用原始文件")
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# 总是重新加载模型以确保材质信息完整
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# 不使用ModelPool缓存,避免材质信息丢失问题
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print("直接从文件加载模型...")
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model = self.world.loader.loadModel(filepath)
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if not model:
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print("加载模型失败")
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return None
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# 设置模型名称
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model_name = os.path.basename(filepath)
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model.setName(model_name)
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# 将模型添加到场景
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model.reparentTo(self.world.render)
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# 保存原始路径和转换后的路径
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model.setTag("model_path", filepath)
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model.setTag("original_path", original_filepath)
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if filepath != original_filepath:
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model.setTag("converted_from", os.path.splitext(original_filepath)[1])
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model.setTag("converted_to_glb", "true")
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# 可选的单位转换(主要针对FBX)
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if apply_unit_conversion and filepath.lower().endswith('.fbx'):
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print("应用FBX单位转换(厘米到米)...")
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self._applyUnitConversion(model, 0.01)
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# 智能缩放标准化(处理FBX子节点的大缩放值)
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if normalize_scales and filepath.lower().endswith('.fbx'):
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print("标准化FBX模型缩放层级...")
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self._normalizeModelScales(model)
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# 调整模型位置到地面
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self._adjustModelToGround(model)
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# 创建并设置基础材质
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print("\n=== 开始设置材质 ===")
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self._applyMaterialsToModel(model)
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# 设置碰撞检测(重要!用于选择功能)
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print("\n=== 设置碰撞检测 ===")
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self.setupCollision(model)
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# 添加文件标签用于保存/加载
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model.setTag("file", model_name)
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model.setTag("is_model_root", "1")
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# 记录应用的处理选项
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if apply_unit_conversion:
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model.setTag("unit_conversion_applied", "true")
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if normalize_scales:
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model.setTag("scale_normalization_applied", "true")
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# 添加到模型列表
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self.models.append(model)
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# 更新场景树
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self.updateSceneTree()
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print(f"=== 模型导入成功: {model_name} ===\n")
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return model
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except Exception as e:
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print(f"导入模型失败: {str(e)}")
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return None
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# def importAnimatedFBX(self, filepath, scale=0.01, auto_play=True):
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# """导入带动画的FBX模型(使用assimp)
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#
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# Args:
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# filepath: FBX文件路径
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# scale: 缩放比例(默认0.01,从厘米转换到米)
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# auto_play: 是否自动播放第一个动画
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#
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# Returns:
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# Actor对象,如果加载失败返回None
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# """
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# try:
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# print(f"\n=== 导入动画FBX模型: {filepath} ===")
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# filepath = util.normalize_model_path(filepath)
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#
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# # 使用动画管理器加载FBX
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# actor = self.animation_manager.load_fbx_with_animations(filepath, scale)
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#
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# if actor:
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# # 设置模型名称
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# model_name = os.path.basename(filepath)
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# actor.setName(model_name)
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#
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# # 调整模型位置到地面
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# self._adjustModelToGround(actor)
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#
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# # 设置碰撞检测
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# self.setupCollision(actor)
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#
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# # 添加文件标签
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# actor.setTag("file", model_name)
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# actor.setTag("is_animated_model", "1")
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#
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# # 添加到模型列表
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# self.models.append(actor)
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#
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# # 自动播放第一个动画
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# if auto_play:
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# available_anims = self.animation_manager.get_available_animations(actor)
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# if available_anims:
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# first_anim = available_anims[0]
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# self.animation_manager.play_animation(actor, first_anim, loop=True)
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# print(f"🎬 自动播放动画: {first_anim}")
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#
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# # 更新场景树
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# self.updateSceneTree()
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#
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# print(f"=== 动画FBX模型导入成功: {model_name} ===\n")
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# return actor
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# else:
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# print("❌ 动画FBX模型导入失败")
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# return None
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#
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# except Exception as e:
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# print(f"导入动画FBX模型失败: {str(e)}")
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# import traceback
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# traceback.print_exc()
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# return None
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def _applyMaterialsToModel(self, model):
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"""递归应用材质到模型的所有GeomNode"""
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def apply_material(node_path, depth=0):
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indent = " " * depth
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print(f"{indent}处理节点: {node_path.getName()}")
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print(f"{indent}节点类型: {node_path.node().__class__.__name__}")
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if isinstance(node_path.node(), GeomNode):
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print(f"{indent}发现GeomNode,处理材质")
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geom_node = node_path.node()
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# 检查所有几何体的状态
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has_color = False
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color = None
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# 首先检查节点自身的状态
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node_state = node_path.getState()
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if node_state.hasAttrib(MaterialAttrib.getClassType()):
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mat_attrib = node_state.getAttrib(MaterialAttrib.getClassType())
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node_material = mat_attrib.getMaterial()
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if node_material and node_material.hasDiffuse():
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color = node_material.getDiffuse()
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has_color = True
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print(f"{indent}从节点材质获取颜色: {color}")
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# 检查FBX特有的属性
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for tag_key in node_path.getTagKeys():
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print(f"{indent}发现标签: {tag_key}")
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if "color" in tag_key.lower() or "diffuse" in tag_key.lower():
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tag_value = node_path.getTag(tag_key)
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print(f"{indent}颜色相关标签: {tag_key} = {tag_value}")
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# 如果还没找到颜色,检查几何体
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if not has_color:
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for i in range(geom_node.getNumGeoms()):
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geom = geom_node.getGeom(i)
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state = geom_node.getGeomState(i)
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# 检查顶点颜色
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vdata = geom.getVertexData()
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format = vdata.getFormat()
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for j in range(format.getNumColumns()):
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column = format.getColumn(j)
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# InternalName对象需要使用getName()转换为字符串
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column_name = column.getName().getName()
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if "color" in column_name.lower():
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print(f"{indent}发现顶点颜色数据: {column_name}")
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# 这里可以读取顶点颜色,但先记录发现
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# 检查材质属性
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if state.hasAttrib(MaterialAttrib.getClassType()):
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mat_attrib = state.getAttrib(MaterialAttrib.getClassType())
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orig_material = mat_attrib.getMaterial()
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if orig_material:
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if orig_material.hasBaseColor():
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color = orig_material.getBaseColor()
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has_color = True
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print(f"{indent}从基础颜色获取: {color}")
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break
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elif orig_material.hasDiffuse():
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color = orig_material.getDiffuse()
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has_color = True
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print(f"{indent}从漫反射颜色获取: {color}")
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break
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# 检查颜色属性
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if not has_color and state.hasAttrib(ColorAttrib.getClassType()):
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color_attrib = state.getAttrib(ColorAttrib.getClassType())
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if not color_attrib.isOff():
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color = color_attrib.getColor()
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has_color = True
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print(f"{indent}从颜色属性获取: {color}")
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break
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# 创建新材质
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material = Material()
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if has_color:
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print(f"{indent}应用找到的颜色: {color}")
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material.setDiffuse(color)
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material.setBaseColor(color) # 同时设置基础颜色
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node_path.setColor(color)
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else:
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print(f"{indent}使用默认颜色")
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material.setDiffuse((0.8, 0.8, 0.8, 1.0))
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# 设置其他材质属性
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material.setAmbient((0.2, 0.2, 0.2, 1.0))
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material.setSpecular((0.5, 0.5, 0.5, 1.0))
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material.setShininess(32.0)
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#material.set_metallic(1)
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#material.set_roughness(0)
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# 应用材质
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node_path.setMaterial(material)
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print(f"{indent}几何体数量: {geom_node.getNumGeoms()}")
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# 递归处理子节点
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child_count = node_path.getNumChildren()
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print(f"{indent}子节点数量: {child_count}")
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for i in range(child_count):
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child = node_path.getChild(i)
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apply_material(child, depth + 1)
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# 应用材质
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print("\n开始递归应用材质...")
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apply_material(model)
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print("=== 材质设置完成 ===\n")
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def _adjustModelToGround(self, model):
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"""智能调整模型到地面,但保持原有缩放结构"""
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try:
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print("调整模型位置到地面...")
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# 获取模型的边界框
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bounds = model.getBounds()
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if not bounds or bounds.isEmpty():
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print("无法获取模型边界,使用默认位置")
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model.setPos(0, 0, 0)
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return
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# 获取边界框的最低点
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min_point = bounds.getMin()
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center = bounds.getCenter()
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# 计算需要移动的距离,使模型底部贴合地面(Z=0)
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# 这里不涉及缩放,只是简单的位置调整
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ground_offset = -min_point.getZ()
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# 设置模型位置:X,Y居中,Z调整到地面
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model.setPos(0, 0, ground_offset)
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print(f"模型边界: 最小点{min_point}, 中心{center}")
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print(f"地面偏移: {ground_offset}")
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print(f"最终位置: {model.getPos()}")
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except Exception as e:
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print(f"调整模型位置失败: {str(e)}")
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# 失败时使用默认位置
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model.setPos(0, 0, 0)
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def _applyUnitConversion(self, model, scale_factor):
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"""应用单位转换缩放
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||
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||
Args:
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model: 要转换的模型
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scale_factor: 缩放因子(如0.01表示从厘米转换到米)
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"""
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try:
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print(f"应用单位转换缩放: {scale_factor}")
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||
# 检查模型是否已经应用过单位转换
|
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if model.hasTag("unit_conversion_applied"):
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print("模型已应用过单位转换,跳过")
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return
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# 获取当前边界用于后续位置调整
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original_bounds = model.getBounds()
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# 应用缩放
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model.setScale(scale_factor)
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# 重新调整位置(因为缩放会影响边界)
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||
if original_bounds and not original_bounds.isEmpty():
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new_bounds = model.getBounds()
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min_point = new_bounds.getMin()
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ground_offset = -min_point.getZ()
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model.setZ(ground_offset)
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print(f"缩放后重新调整位置: Z偏移 = {ground_offset}")
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print(f"单位转换完成,缩放因子: {scale_factor}")
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except Exception as e:
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print(f"应用单位转换失败: {str(e)}")
|
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|
||
def _normalizeModelScales(self, model):
|
||
"""智能标准化模型缩放层级
|
||
|
||
检测并修复FBX模型中子节点的大缩放值问题
|
||
"""
|
||
try:
|
||
print("开始分析模型缩放结构...")
|
||
|
||
# 收集所有节点的缩放信息
|
||
scale_info = []
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||
self._collectScaleInfo(model, scale_info)
|
||
|
||
if not scale_info:
|
||
print("没有找到需要处理的缩放信息")
|
||
return
|
||
|
||
# 分析缩放模式
|
||
large_scales = [info for info in scale_info if max(abs(info['scale'].x), abs(info['scale'].y), abs(info['scale'].z)) > 10]
|
||
|
||
if not large_scales:
|
||
print("没有发现大缩放值,无需标准化")
|
||
return
|
||
|
||
print(f"发现 {len(large_scales)} 个节点有大缩放值")
|
||
|
||
# 计算标准化因子(基于最常见的大缩放值)
|
||
common_large_scale = self._findCommonLargeScale(large_scales)
|
||
if common_large_scale:
|
||
normalize_factor = 1.0 / common_large_scale
|
||
print(f"检测到常见大缩放值: {common_large_scale}, 标准化因子: {normalize_factor}")
|
||
|
||
# 应用标准化
|
||
self._applyScaleNormalization(model, normalize_factor)
|
||
print("✓ 缩放标准化完成")
|
||
else:
|
||
print("无法确定合适的标准化因子,跳过标准化")
|
||
|
||
except Exception as e:
|
||
print(f"缩放标准化失败: {str(e)}")
|
||
|
||
def _collectScaleInfo(self, node, scale_info, depth=0):
|
||
"""递归收集节点缩放信息"""
|
||
try:
|
||
scale = node.getScale()
|
||
scale_info.append({
|
||
'node': node,
|
||
'name': node.getName(),
|
||
'scale': scale,
|
||
'depth': depth
|
||
})
|
||
|
||
# 递归处理子节点
|
||
for i in range(node.getNumChildren()):
|
||
child = node.getChild(i)
|
||
self._collectScaleInfo(child, scale_info, depth + 1)
|
||
|
||
except Exception as e:
|
||
print(f"收集缩放信息失败 ({node.getName()}): {str(e)}")
|
||
|
||
def _findCommonLargeScale(self, large_scales):
|
||
"""找到最常见的大缩放值"""
|
||
try:
|
||
# 提取缩放值(取绝对值的最大分量)
|
||
scale_values = []
|
||
for info in large_scales:
|
||
scale = info['scale']
|
||
max_scale = max(abs(scale.x), abs(scale.y), abs(scale.z))
|
||
scale_values.append(round(max_scale)) # 四舍五入到整数
|
||
|
||
if not scale_values:
|
||
return None
|
||
|
||
# 找到最常见的值
|
||
from collections import Counter
|
||
counter = Counter(scale_values)
|
||
most_common = counter.most_common(1)[0]
|
||
|
||
print(f"缩放值统计: {dict(counter)}")
|
||
print(f"最常见的大缩放值: {most_common[0]} (出现{most_common[1]}次)")
|
||
|
||
# 只有当最常见的值确实很大时才返回
|
||
if most_common[0] >= 10:
|
||
return float(most_common[0])
|
||
|
||
return None
|
||
|
||
except Exception as e:
|
||
print(f"分析常见缩放值失败: {str(e)}")
|
||
return None
|
||
|
||
def _applyScaleNormalization(self, node, normalize_factor, depth=0):
|
||
"""递归应用缩放标准化,同时调整位置以保持视觉一致性"""
|
||
try:
|
||
indent = " " * depth
|
||
current_scale = node.getScale()
|
||
current_pos = node.getPos()
|
||
|
||
# 检查是否需要标准化(只处理明显的大缩放)
|
||
max_scale_component = max(abs(current_scale.x), abs(current_scale.y), abs(current_scale.z))
|
||
|
||
if max_scale_component > 10: # 只标准化明显的大缩放
|
||
# 应用新的缩放
|
||
new_scale = current_scale * normalize_factor
|
||
node.setScale(new_scale)
|
||
|
||
# 同时调整位置:当缩放变小时,位置也应该相应变小以保持视觉相对位置
|
||
# 这确保了子节点之间的相对距离在视觉上保持一致
|
||
new_pos = current_pos * normalize_factor
|
||
node.setPos(new_pos)
|
||
|
||
print(f"{indent}标准化 {node.getName()}:")
|
||
print(f"{indent} 缩放: {current_scale} -> {new_scale}")
|
||
print(f"{indent} 位置: {current_pos} -> {new_pos}")
|
||
|
||
# 递归处理子节点
|
||
for i in range(node.getNumChildren()):
|
||
child = node.getChild(i)
|
||
self._applyScaleNormalization(child, normalize_factor, depth + 1)
|
||
|
||
except Exception as e:
|
||
print(f"应用缩放标准化失败 ({node.getName()}): {str(e)}")
|
||
|
||
def importModelAsync(self, filepath):
|
||
"""异步导入模型"""
|
||
try:
|
||
# 创建异步加载请求
|
||
request = self.world.loader.makeAsyncRequest(filepath)
|
||
|
||
# 添加完成回调
|
||
def modelLoaded(task):
|
||
if task.isReady():
|
||
model = task.result()
|
||
if model:
|
||
# 处理加载完成的模型
|
||
self.processLoadedModel(model)
|
||
return task.done()
|
||
|
||
request.done_event = modelLoaded
|
||
|
||
# 开始异步加载
|
||
self.world.loader.loadAsync(request)
|
||
|
||
except Exception as e:
|
||
print(f"异步加载模型失败: {str(e)}")
|
||
|
||
def loadAnimatedModel(self, model_path, anims=None, auto_play=True):
|
||
"""加载带动画的模型
|
||
|
||
Args:
|
||
model_path: 模型文件路径
|
||
anims: 动画字典,格式为 {"动画名": "动画文件路径"}
|
||
auto_play: 是否自动播放第一个动画
|
||
"""
|
||
try:
|
||
print(f"🎬 加载动画模型: {model_path}")
|
||
|
||
# 如果没有指定动画,尝试自动检测
|
||
if anims is None:
|
||
anims = self._detectAnimations(model_path)
|
||
|
||
# 创建Actor对象
|
||
actor = Actor(model_path, anims)
|
||
if actor:
|
||
actor.reparentTo(self.world.render)
|
||
|
||
# 设置碰撞检测
|
||
self.setupCollision(actor)
|
||
|
||
# 获取可用的动画列表
|
||
available_anims = actor.getAnimNames()
|
||
print(f"📋 检测到动画: {available_anims}")
|
||
|
||
# 自动播放第一个动画
|
||
if auto_play and available_anims:
|
||
first_anim = available_anims[0]
|
||
actor.loop(first_anim)
|
||
print(f"▶️ 自动播放动画: {first_anim}")
|
||
|
||
# 添加动画控制标签
|
||
actor.setTag("animated", "true")
|
||
actor.setTag("current_anim", first_anim)
|
||
actor.setTag("available_anims", str(available_anims))
|
||
|
||
# 调整模型位置(让它站在地面上)
|
||
self._adjustModelPosition(actor)
|
||
|
||
self.models.append(actor)
|
||
# 更新场景树
|
||
self.updateSceneTree()
|
||
|
||
print(f"✅ 动画模型加载完成: {actor.getName()}")
|
||
return actor
|
||
except Exception as e:
|
||
print(f"❌ 加载动画模型失败: {str(e)}")
|
||
import traceback
|
||
traceback.print_exc()
|
||
return None
|
||
|
||
# ==================== 材质和几何体处理 ====================
|
||
|
||
def processMaterials(self, model):
|
||
"""处理模型材质"""
|
||
if isinstance(model.node(), GeomNode):
|
||
# 创建基础材质
|
||
material = Material()
|
||
material.setAmbient((0.2, 0.2, 0.2, 1.0))
|
||
material.setDiffuse((0.8, 0.8, 0.8, 1.0))
|
||
material.setSpecular((0.5, 0.5, 0.5, 1.0))
|
||
material.setShininess(32.0)
|
||
|
||
# 检查FBX材质
|
||
state = model.node().getGeomState(0)
|
||
if state.hasAttrib(MaterialAttrib.getClassType()):
|
||
fbx_material = state.getAttrib(MaterialAttrib.getClassType()).getMaterial()
|
||
if fbx_material:
|
||
# 复制FBX材质属性
|
||
material.setAmbient(fbx_material.getAmbient())
|
||
material.setDiffuse(fbx_material.getDiffuse())
|
||
material.setSpecular(fbx_material.getSpecular())
|
||
material.setShininess(fbx_material.getShininess())
|
||
|
||
# 应用材质
|
||
model.setMaterial(material)
|
||
|
||
def processModelGeometry(self, model):
|
||
"""处理模型几何体"""
|
||
# 创建EggData对象
|
||
egg_data = EggData()
|
||
|
||
# 处理顶点数据
|
||
vertex_pool = EggVertexPool("vpool")
|
||
egg_data.addChild(vertex_pool)
|
||
|
||
# 处理几何体
|
||
if isinstance(model.node(), GeomNode):
|
||
for i in range(model.node().getNumGeoms()):
|
||
geom = model.node().getGeom(i)
|
||
# 处理几何体数据
|
||
# ...
|
||
|
||
# ==================== 碰撞系统 ====================
|
||
|
||
def setupCollision(self, model):
|
||
"""为模型设置碰撞检测"""
|
||
# 创建碰撞节点
|
||
cNode = CollisionNode(f'modelCollision_{model.getName()}')
|
||
# 设置碰撞掩码
|
||
cNode.setIntoCollideMask(BitMask32.bit(2)) # 使用第2位作为模型的碰撞掩码
|
||
|
||
# 获取模型的边界
|
||
bounds = model.getBounds()
|
||
center = bounds.getCenter()
|
||
radius = bounds.getRadius()
|
||
|
||
# 添加碰撞球体
|
||
cSphere = CollisionSphere(center, radius)
|
||
cNode.addSolid(cSphere)
|
||
|
||
# 将碰撞节点附加到模型上
|
||
cNodePath = model.attachNewNode(cNode)
|
||
#cNodePath.hide()
|
||
#cNodePath.show() # 取消注释可以显示碰撞体,用于调试
|
||
|
||
# ==================== 场景树管理 ====================
|
||
|
||
def updateSceneTree(self):
|
||
"""更新场景树显示 - 代理到interface_manager"""
|
||
if hasattr(self.world, 'interface_manager'):
|
||
return self.world.interface_manager.updateSceneTree()
|
||
else:
|
||
print("界面管理器未初始化,无法更新场景树")
|
||
|
||
# ==================== 场景保存和加载 ====================
|
||
|
||
def saveScene(self, filename):
|
||
"""保存场景到BAM文件"""
|
||
try:
|
||
print(f"\n=== 开始保存场景到: {filename} ===")
|
||
|
||
# 遍历所有模型,保存材质状态和变换信息
|
||
for model in self.models:
|
||
# 保存变换信息(关键!)
|
||
model.setTag("transform_pos", str(model.getPos()))
|
||
model.setTag("transform_hpr", str(model.getHpr()))
|
||
model.setTag("transform_scale", str(model.getScale()))
|
||
print(f"保存模型 {model.getName()} 的变换信息:")
|
||
print(f" 位置: {model.getPos()}")
|
||
print(f" 旋转: {model.getHpr()}")
|
||
print(f" 缩放: {model.getScale()}")
|
||
|
||
# 获取当前状态
|
||
state = model.getState()
|
||
|
||
# 如果有材质属性,保存为标签
|
||
if state.hasAttrib(MaterialAttrib.getClassType()):
|
||
mat_attrib = state.getAttrib(MaterialAttrib.getClassType())
|
||
material = mat_attrib.getMaterial()
|
||
if material:
|
||
# 保存材质属性到标签
|
||
model.setTag("material_ambient", str(material.getAmbient()))
|
||
model.setTag("material_diffuse", str(material.getDiffuse()))
|
||
model.setTag("material_specular", str(material.getSpecular()))
|
||
model.setTag("material_emission", str(material.getEmission()))
|
||
model.setTag("material_shininess", str(material.getShininess()))
|
||
if material.hasBaseColor():
|
||
model.setTag("material_basecolor", str(material.getBaseColor()))
|
||
|
||
# 如果有颜色属性,保存为标签
|
||
if state.hasAttrib(ColorAttrib.getClassType()):
|
||
color_attrib = state.getAttrib(ColorAttrib.getClassType())
|
||
if not color_attrib.isOff():
|
||
model.setTag("color", str(color_attrib.getColor()))
|
||
|
||
# 保存场景
|
||
success = self.world.render.writeBamFile(filename)
|
||
return success
|
||
|
||
except Exception as e:
|
||
print(f"保存场景时发生错误: {str(e)}")
|
||
return False
|
||
|
||
def loadScene(self, filename):
|
||
"""从BAM文件加载场景"""
|
||
try:
|
||
print(f"\n=== 开始加载场景: {filename} ===")
|
||
|
||
# 清除当前场景
|
||
print("\n清除当前场景...")
|
||
for model in self.models:
|
||
model.removeNode()
|
||
self.models.clear()
|
||
|
||
# 加载场景
|
||
scene = self.world.loader.loadModel(filename)
|
||
if not scene:
|
||
return False
|
||
|
||
# 遍历场景中的所有模型节点
|
||
def processNode(nodePath, depth=0):
|
||
indent = " " * depth
|
||
print(f"{indent}处理节点: {nodePath.getName()}")
|
||
|
||
# 跳过render节点的递归
|
||
if nodePath.getName() == "render" and depth > 0:
|
||
print(f"{indent}跳过重复的render节点")
|
||
return
|
||
|
||
# 跳过光源节点
|
||
if nodePath.getName() in ["alight", "dlight"]:
|
||
print(f"{indent}跳过光源节点: {nodePath.getName()}")
|
||
return
|
||
|
||
# 跳过相机节点
|
||
if nodePath.getName() in ["camera", "cam"]:
|
||
print(f"{indent}跳过相机节点: {nodePath.getName()}")
|
||
return
|
||
|
||
if isinstance(nodePath.node(), ModelRoot):
|
||
print(f"{indent}找到模型根节点!")
|
||
|
||
# 清除现有材质状态
|
||
nodePath.clearMaterial()
|
||
nodePath.clearColor()
|
||
|
||
# 创建新材质
|
||
material = Material()
|
||
|
||
# 从标签恢复材质属性
|
||
def parseColor(color_str):
|
||
"""解析颜色字符串为Vec4"""
|
||
try:
|
||
# 移除LVecBase4f标记,只保留数值
|
||
color_str = color_str.replace('LVecBase4f', '').strip('()')
|
||
r, g, b, a = map(float, color_str.split(','))
|
||
return Vec4(r, g, b, a)
|
||
except:
|
||
return Vec4(1, 1, 1, 1) # 默认白色
|
||
|
||
if nodePath.hasTag("material_ambient"):
|
||
material.setAmbient(parseColor(nodePath.getTag("material_ambient")))
|
||
if nodePath.hasTag("material_diffuse"):
|
||
material.setDiffuse(parseColor(nodePath.getTag("material_diffuse")))
|
||
if nodePath.hasTag("material_specular"):
|
||
material.setSpecular(parseColor(nodePath.getTag("material_specular")))
|
||
if nodePath.hasTag("material_emission"):
|
||
material.setEmission(parseColor(nodePath.getTag("material_emission")))
|
||
if nodePath.hasTag("material_shininess"):
|
||
material.setShininess(float(nodePath.getTag("material_shininess")))
|
||
if nodePath.hasTag("material_basecolor"):
|
||
material.setBaseColor(parseColor(nodePath.getTag("material_basecolor")))
|
||
|
||
# 应用材质
|
||
nodePath.setMaterial(material)
|
||
|
||
# 恢复颜色属性
|
||
if nodePath.hasTag("color"):
|
||
nodePath.setColor(parseColor(nodePath.getTag("color")))
|
||
|
||
# 恢复变换信息(关键!)
|
||
def parseVec3(vec_str):
|
||
"""解析向量字符串为Vec3"""
|
||
try:
|
||
# 移除LVecBase3f标记,只保留数值
|
||
vec_str = vec_str.replace('LVecBase3f', '').replace('LPoint3f', '').strip('()')
|
||
x, y, z = map(float, vec_str.split(','))
|
||
return Vec3(x, y, z)
|
||
except Exception as e:
|
||
print(f"解析向量失败: {vec_str}, 错误: {e}")
|
||
return Vec3(0, 0, 0) # 默认值
|
||
|
||
if nodePath.hasTag("transform_pos"):
|
||
pos = parseVec3(nodePath.getTag("transform_pos"))
|
||
nodePath.setPos(pos)
|
||
print(f"{indent}恢复位置: {pos}")
|
||
|
||
if nodePath.hasTag("transform_hpr"):
|
||
hpr = parseVec3(nodePath.getTag("transform_hpr"))
|
||
nodePath.setHpr(hpr)
|
||
print(f"{indent}恢复旋转: {hpr}")
|
||
|
||
if nodePath.hasTag("transform_scale"):
|
||
scale = parseVec3(nodePath.getTag("transform_scale"))
|
||
nodePath.setScale(scale)
|
||
print(f"{indent}恢复缩放: {scale}")
|
||
|
||
# 将模型重新挂载到render下
|
||
nodePath.wrtReparentTo(self.world.render)
|
||
|
||
# 为加载的模型设置碰撞检测
|
||
self.setupCollision(nodePath)
|
||
|
||
self.models.append(nodePath)
|
||
|
||
# 递归处理子节点
|
||
for child in nodePath.getChildren():
|
||
processNode(child, depth + 1)
|
||
|
||
print("\n开始处理场景节点...")
|
||
processNode(scene)
|
||
|
||
# 移除临时场景节点
|
||
scene.removeNode()
|
||
|
||
# 更新场景树
|
||
self.updateSceneTree()
|
||
|
||
print("=== 场景加载完成 ===\n")
|
||
return True
|
||
|
||
except Exception as e:
|
||
print(f"加载场景时发生错误: {str(e)}")
|
||
return False
|
||
|
||
# ==================== 模型管理 ====================
|
||
|
||
def deleteModel(self, model):
|
||
"""删除模型"""
|
||
try:
|
||
if model in self.models:
|
||
model.removeNode()
|
||
self.models.remove(model)
|
||
self.updateSceneTree()
|
||
print(f"删除模型: {model.getName()}")
|
||
return True
|
||
except Exception as e:
|
||
print(f"删除模型失败: {str(e)}")
|
||
return False
|
||
|
||
def clearAllModels(self):
|
||
"""清除所有模型"""
|
||
try:
|
||
for model in self.models:
|
||
model.removeNode()
|
||
self.models.clear()
|
||
self.updateSceneTree()
|
||
print("清除所有模型完成")
|
||
except Exception as e:
|
||
print(f"清除所有模型失败: {str(e)}")
|
||
|
||
def getModels(self):
|
||
"""获取模型列表"""
|
||
return self.models.copy()
|
||
|
||
def getModelCount(self):
|
||
"""获取模型数量"""
|
||
return len(self.models)
|
||
|
||
def findModelByName(self, name):
|
||
"""根据名称查找模型"""
|
||
for model in self.models:
|
||
if model.getName() == name:
|
||
return model
|
||
return None
|
||
|
||
# ==================== 帮助方法 ====================
|
||
|
||
def processLoadedModel(self, model):
|
||
"""处理加载完成的模型(用于异步加载回调)"""
|
||
if model:
|
||
# 添加到模型列表
|
||
self.models.append(model)
|
||
|
||
# 设置基础变换
|
||
model.setPos(0, 0, 0)
|
||
model.setHpr(0, 0, 0)
|
||
model.setScale(1, 1, 1)
|
||
|
||
# 应用材质
|
||
self.processMaterials(model)
|
||
|
||
# 设置碰撞检测
|
||
self.setupCollision(model)
|
||
|
||
# 更新场景树
|
||
self.updateSceneTree()
|
||
|
||
print(f"异步加载模型完成: {model.getName()}")
|
||
|
||
def createSpotLight(self, pos=(0, 0, 0)):
|
||
from RenderPipelineFile.rpcore import SpotLight, RenderPipeline
|
||
from panda3d.core import Vec3,NodePath
|
||
|
||
render_pipeline = get_render_pipeline()
|
||
|
||
# 为每个灯光创建独立的节点
|
||
light_np = NodePath(f"Spotlight_{len(self.Spotlight)}")
|
||
light_np.reparentTo(self.world.render)
|
||
light_np.setPos(*pos)
|
||
|
||
# 创建独立的灯光对象
|
||
light = SpotLight()
|
||
light.direction = Vec3(0, 0, -1) # 光照方向
|
||
light.fov = self.lamp_fov if hasattr(self, 'lamp_fov') else 70 # 光源角度
|
||
light.set_color_from_temperature(5 * 1000.0) # 色温(K)
|
||
light.energy = self.half_energy if hasattr(self, 'half_energy') else 5000 # 光照强度
|
||
light.radius = self.lamp_radius if hasattr(self, 'lamp_radius') else 1000 # 影响范围
|
||
light.casts_shadows = True # 是否投射阴影
|
||
light.shadow_map_resolution = 256 # 阴影分辨率
|
||
light.setPos(*pos)
|
||
|
||
render_pipeline.add_light(light) # 添加到渲染管线
|
||
|
||
#light_name = f"Spotlight_{len(self.Spotlight)}"
|
||
|
||
#light_np.setName(light_name) # 设置唯一名称
|
||
light_np.setTag("light_type", "spot_light")
|
||
light_np.setTag("is_scene_element", "1")
|
||
light_np.setTag("light_energy", str(light.energy))
|
||
|
||
light_np.setPythonTag("rp_light_object", light)
|
||
|
||
self.Spotlight.append(light_np)
|
||
|
||
if hasattr(self.world, 'updateSceneTree'):
|
||
self.world.updateSceneTree()
|
||
|
||
return light,light_np
|
||
|
||
def createPointLight(self, pos=(0, 0, 0)):
|
||
from RenderPipelineFile.rpcore import PointLight, RenderPipeline
|
||
from panda3d.core import Vec3, NodePath
|
||
|
||
render_pipeline = get_render_pipeline()
|
||
|
||
# 为每个灯光创建独立的节点
|
||
light_np = NodePath(f"Pointlight_{len(self.Pointlight)}")
|
||
light_np.reparentTo(self.world.render)
|
||
light_np.setPos(*pos)
|
||
|
||
# 创建独立的灯光对象
|
||
light = PointLight()
|
||
light.setPos(*pos)
|
||
light.energy = 5000
|
||
light.radius = 1000
|
||
light.inner_radius = 0.4
|
||
light.set_color_from_temperature(5 * 1000.0) # 色温(K)
|
||
light.casts_shadows = True # 是否投射阴影
|
||
light.shadow_map_resolution = 256 # 阴影分辨率
|
||
|
||
# 添加到渲染管线
|
||
render_pipeline.add_light(light)
|
||
|
||
# 设置标签和Python标签
|
||
light_np.setTag("light_type", "point_light")
|
||
light_np.setTag("is_scene_element", "1")
|
||
light_np.setTag("light_energy", str(light.energy))
|
||
|
||
# 保存光源对象引用(重要!用于属性面板和删除操作)
|
||
light_np.setPythonTag("rp_light_object", light)
|
||
|
||
# 添加到灯光列表
|
||
self.Pointlight.append(light_np)
|
||
|
||
# 更新场景树
|
||
if hasattr(self.world, 'updateSceneTree'):
|
||
self.world.updateSceneTree()
|
||
|
||
print(f"创建点光源: {light_np.getName()}")
|
||
return light, light_np
|
||
|
||
# ==================== GLB 转换方法 ====================
|
||
|
||
def _shouldConvertToGLB(self, filepath):
|
||
"""判断是否应该转换为GLB格式"""
|
||
ext = os.path.splitext(filepath)[1].lower()
|
||
# 需要转换的格式:FBX, OBJ, DAE等(但不转换已经是GLB/GLTF的)
|
||
convert_formats = ['.fbx', '.obj', '.dae', '.3ds', '.blend']
|
||
return ext in convert_formats
|
||
|
||
def _convertToGLBWithProgress(self, filepath):
|
||
"""带进度显示的GLB转换"""
|
||
try:
|
||
from PyQt5.QtWidgets import QProgressDialog, QApplication
|
||
from PyQt5.QtCore import Qt
|
||
|
||
# 创建进度对话框
|
||
progress = QProgressDialog("正在转换模型格式以获得更好的动画支持...", "取消", 0, 100)
|
||
progress.setWindowTitle("模型格式转换")
|
||
progress.setWindowModality(Qt.WindowModal)
|
||
progress.show()
|
||
QApplication.processEvents()
|
||
|
||
try:
|
||
result = self._convertToGLB(filepath, progress)
|
||
progress.hide()
|
||
return result
|
||
except Exception as e:
|
||
progress.hide()
|
||
print(f"转换过程出错: {e}")
|
||
return None
|
||
|
||
except ImportError:
|
||
# 如果没有 PyQt5,直接转换
|
||
return self._convertToGLB(filepath)
|
||
|
||
def _convertToGLB(self, filepath, progress=None):
|
||
"""将模型文件转换为GLB格式"""
|
||
try:
|
||
print(f"[GLB转换] 开始转换: {filepath}")
|
||
|
||
if progress:
|
||
progress.setValue(10)
|
||
progress.setLabelText("准备转换...")
|
||
from PyQt5.QtWidgets import QApplication
|
||
QApplication.processEvents()
|
||
|
||
# 准备输出路径
|
||
base_name = os.path.splitext(os.path.basename(filepath))[0]
|
||
output_dir = os.path.dirname(filepath)
|
||
glb_path = os.path.join(output_dir, f"{base_name}_auto_converted.glb")
|
||
|
||
# 如果已经存在转换后的文件,直接使用
|
||
if os.path.exists(glb_path):
|
||
# 检查文件时间,如果原文件更新则重新转换
|
||
original_time = os.path.getmtime(filepath)
|
||
converted_time = os.path.getmtime(glb_path)
|
||
if converted_time > original_time:
|
||
print(f"[GLB转换] 使用现有转换文件: {glb_path}")
|
||
if progress:
|
||
progress.setValue(100)
|
||
return glb_path
|
||
|
||
if progress:
|
||
progress.setValue(20)
|
||
progress.setLabelText("尝试 Blender 转换...")
|
||
QApplication.processEvents()
|
||
|
||
# 方法1: 使用 Blender 进行转换
|
||
if self._convertWithBlender(filepath, glb_path, progress):
|
||
return glb_path
|
||
|
||
if progress:
|
||
progress.setValue(60)
|
||
progress.setLabelText("尝试 FBX2glTF 转换...")
|
||
QApplication.processEvents()
|
||
|
||
# 方法2: 使用 FBX2glTF (如果可用)
|
||
if self._convertWithFBX2glTF(filepath, glb_path, progress):
|
||
return glb_path
|
||
|
||
if progress:
|
||
progress.setValue(80)
|
||
progress.setLabelText("尝试 Assimp 转换...")
|
||
QApplication.processEvents()
|
||
|
||
# 方法3: 使用 Assimp
|
||
if self._convertWithAssimp(filepath, glb_path, progress):
|
||
return glb_path
|
||
|
||
#print(f"[GLB转换] 所有转换方法都失败,既然没有可以转换格式的工具和环境那么就用原始文件,不一定非要转换")
|
||
return None
|
||
|
||
except Exception as e:
|
||
print(f"[GLB转换] 转换过程出错: {e}")
|
||
return None
|
||
|
||
def _convertWithBlender(self, input_path, output_path, progress=None):
|
||
"""使用 Blender 进行转换"""
|
||
try:
|
||
import subprocess
|
||
import tempfile
|
||
|
||
print(f"[Blender转换] {input_path} → {output_path}")
|
||
|
||
# 创建 Blender 脚本
|
||
script_content = f'''
|
||
import bpy
|
||
import sys
|
||
import os
|
||
|
||
# 清理默认场景
|
||
bpy.ops.object.select_all(action='SELECT')
|
||
bpy.ops.object.delete(use_global=False)
|
||
|
||
print("开始导入文件...")
|
||
|
||
# 根据文件类型选择导入方法
|
||
input_file = "{input_path}"
|
||
output_file = "{output_path}"
|
||
|
||
try:
|
||
ext = os.path.splitext(input_file)[1].lower()
|
||
|
||
if ext == '.fbx':
|
||
bpy.ops.import_scene.fbx(filepath=input_file)
|
||
elif ext == '.obj':
|
||
bpy.ops.import_scene.obj(filepath=input_file)
|
||
elif ext == '.dae':
|
||
bpy.ops.wm.collada_import(filepath=input_file)
|
||
elif ext == '.blend':
|
||
bpy.ops.wm.open_mainfile(filepath=input_file)
|
||
else:
|
||
print(f"不支持的格式: {{ext}}")
|
||
sys.exit(1)
|
||
|
||
print("导入成功,开始导出GLB...")
|
||
|
||
# 导出为 GLB,保留动画
|
||
bpy.ops.export_scene.gltf(
|
||
filepath=output_file,
|
||
export_format='GLB',
|
||
export_animations=True,
|
||
export_force_sampling=True,
|
||
export_frame_range=True,
|
||
export_current_frame=False,
|
||
export_skins=True,
|
||
export_morph=True,
|
||
export_lights=True,
|
||
export_cameras=False
|
||
)
|
||
|
||
print("GLB导出成功!")
|
||
|
||
except Exception as e:
|
||
print(f"转换失败: {{e}}")
|
||
sys.exit(1)
|
||
'''
|
||
|
||
# 写入临时脚本文件
|
||
with tempfile.NamedTemporaryFile(mode='w', suffix='.py', delete=False) as temp_file:
|
||
temp_file.write(script_content)
|
||
script_path = temp_file.name
|
||
|
||
try:
|
||
# 执行 Blender 转换
|
||
result = subprocess.run([
|
||
'blender', '--background', '--python', script_path
|
||
], capture_output=True, text=True, timeout=180)
|
||
|
||
# 清理临时文件
|
||
os.unlink(script_path)
|
||
|
||
if result.returncode == 0 and os.path.exists(output_path):
|
||
print(f"[Blender转换] 转换成功")
|
||
return True
|
||
else:
|
||
print(f"[Blender转换] 转换失败: {result.stderr}")
|
||
return False
|
||
|
||
except subprocess.TimeoutExpired:
|
||
print(f"[Blender转换] 转换超时")
|
||
return False
|
||
except FileNotFoundError:
|
||
print(f"[Blender转换] Blender 未安装")
|
||
return False
|
||
|
||
except Exception as e:
|
||
print(f"[Blender转换] 转换过程出错: {e}")
|
||
return False
|
||
|
||
def _convertWithFBX2glTF(self, input_path, output_path, progress=None):
|
||
"""使用 FBX2glTF 进行转换(仅支持FBX)"""
|
||
try:
|
||
import subprocess
|
||
|
||
if not input_path.lower().endswith('.fbx'):
|
||
return False
|
||
|
||
print(f"[FBX2glTF转换] {input_path} → {output_path}")
|
||
|
||
# 使用 FBX2glTF 转换
|
||
result = subprocess.run([
|
||
'FBX2glTF', input_path, '--output', output_path, '--binary'
|
||
], capture_output=True, text=True, timeout=120)
|
||
|
||
if result.returncode == 0 and os.path.exists(output_path):
|
||
print(f"[FBX2glTF转换] 转换成功")
|
||
return True
|
||
else:
|
||
print(f"[FBX2glTF转换] 转换失败: {result.stderr}")
|
||
return False
|
||
|
||
except subprocess.TimeoutExpired:
|
||
print(f"[FBX2glTF转换] 转换超时")
|
||
return False
|
||
except FileNotFoundError:
|
||
print(f"[FBX2glTF转换] FBX2glTF 未安装")
|
||
return False
|
||
except Exception as e:
|
||
print(f"[FBX2glTF转换] 转换过程出错: {e}")
|
||
return False
|
||
|
||
def _convertWithAssimp(self, input_path, output_path, progress=None):
|
||
"""使用 PyAssimp 进行转换"""
|
||
try:
|
||
import pyassimp
|
||
|
||
print(f"[PyAssimp转换] {input_path} → {output_path}")
|
||
|
||
# 加载模型
|
||
scene = pyassimp.load(input_path)
|
||
if not scene:
|
||
print(f"[PyAssimp转换] 加载模型失败")
|
||
return False
|
||
|
||
if progress:
|
||
progress.setValue(30)
|
||
|
||
# 导出为GLB格式
|
||
pyassimp.export(scene, output_path, "glb2")
|
||
|
||
if progress:
|
||
progress.setValue(80)
|
||
|
||
# 释放资源
|
||
pyassimp.release(scene)
|
||
|
||
if os.path.exists(output_path):
|
||
print(f"[PyAssimp转换] 转换成功")
|
||
return True
|
||
else:
|
||
print(f"[PyAssimp转换] 转换失败: 输出文件未生成")
|
||
return False
|
||
|
||
except ImportError:
|
||
print(f"[PyAssimp转换] PyAssimp 未安装")
|
||
return False
|
||
except Exception as e:
|
||
print(f"[PyAssimp转换] 转换过程出错: {e}")
|
||
return False
|
||
|
||
def load_cesium_tileset(self, tileset_url, position=(0, 0, 0)):
|
||
try:
|
||
print(f"加载 Cesium 3D Tiles: {tileset_url}")
|
||
|
||
# 创建一个容器节点来管理tileset
|
||
node_name = f"cesium_tileset_{len(self.tilesets)}"
|
||
tileset_node = self.world.render.attachNewNode(node_name)
|
||
tileset_node.setPos(*position)
|
||
|
||
#添加标签以便场景树识别
|
||
tileset_node.setTag("is_scene_element","1")
|
||
tileset_node.setTag("element_type","cesium_tileset")
|
||
tileset_node.setTag("tileset_url",tileset_url)
|
||
tileset_node.setTag("file",f"tileset_{len(self.tilesets)}")
|
||
|
||
# 存储tileset信息
|
||
tileset_info = {
|
||
'url': tileset_url,
|
||
'node': tileset_node,
|
||
'position': position,
|
||
'tiles': {}
|
||
}
|
||
|
||
self.tilesets.append(tileset_info)
|
||
|
||
# 创建一个临时的可视化占位符,让用户能看到节点已添加
|
||
self._create_placeholder_geometry(tileset_node)
|
||
|
||
# 异步加载tileset数据
|
||
self._load_tileset_async(tileset_url, tileset_info)
|
||
|
||
# 更新场景树
|
||
self.updateSceneTree()
|
||
print(f"✓ Cesium 3D Tiles 加载请求已发送")
|
||
return tileset_node
|
||
|
||
except Exception as e:
|
||
print(f"❌ 加载 Cesium 3D Tiles 失败: {e}")
|
||
import traceback
|
||
traceback.print_exc()
|
||
return None
|
||
|
||
def _load_tileset_async(self, tileset_url, tileset_info):
|
||
"""异步加载 tileset 数据"""
|
||
|
||
async def load_tileset():
|
||
try:
|
||
async with aiohttp.ClientSession() as session:
|
||
async with session.get(tileset_url) as response:
|
||
if response.status == 200:
|
||
tileset_data = await response.json()
|
||
self._parse_tileset(tileset_data, tileset_info)
|
||
print(f"✓ Tileset 数据加载完成")
|
||
else:
|
||
print(f"✗ Tileset 加载失败: {response.status}")
|
||
except Exception as e:
|
||
print(f"✗ Tileset 加载出错: {e}")
|
||
|
||
# 在 Panda3D 的任务系统中运行异步任务
|
||
task = asyncio.ensure_future(load_tileset())
|
||
self._current_asyncio_task = task # 保存任务引用
|
||
self.world.taskMgr.add(self._check_async_task, "check_tileset_load", appendTask=True)
|
||
|
||
def _check_async_task(self, panda3d_task):
|
||
# 检查 asyncio 任务是否完成
|
||
if hasattr(self, '_current_asyncio_task'):
|
||
if self._current_asyncio_task.done():
|
||
try:
|
||
self._current_asyncio_task.result()
|
||
except Exception as e:
|
||
print(f"异步任务出错:{e}")
|
||
# 返回 Panda3D 任务管理器的完成状态
|
||
return panda3d_task.done # 注意是 done 而不是 DONE
|
||
# 返回 Panda3D 任务管理器的继续状态
|
||
return panda3d_task.cont # 注意是 cont 而不是 CONTINUE
|
||
|
||
def _parse_tileset(self,tileset_data,tileset_info):
|
||
try:
|
||
root = tileset_data.get('root',{})
|
||
self._parse_tile(root,tileset_info['node'],tileset_info)
|
||
print("✓ Tileset 解析完成")
|
||
except Exception as e:
|
||
print(f"✗ Tileset 解析出错: {e}")
|
||
|
||
def _parse_tile(self, tile_data, parent_node, tileset_info):
|
||
try:
|
||
# 获取tileID
|
||
tile_id = f"tile_{len(tileset_info['tiles'])}"
|
||
print(f"创建tile节点: {tile_id}")
|
||
# 创建tile节点
|
||
tile_node = parent_node.attachNewNode(tile_id)
|
||
|
||
tileset_info['tiles'][tile_id] = {
|
||
'node': tile_node,
|
||
'data': tile_data,
|
||
'loaded': False
|
||
}
|
||
|
||
# 如果有内容,创建占位几何体
|
||
if 'content' in tile_data:
|
||
print(f"为tile {tile_id} 创建几何体")
|
||
self._create_tile_geometry(tile_node)
|
||
# 递归解析子tiles
|
||
children = tile_data.get('children', [])
|
||
print(f"Tile {tile_id} 有 {len(children)} 个子节点")
|
||
for child_data in children:
|
||
self._parse_tile(child_data, tile_node, tileset_info)
|
||
except Exception as e:
|
||
print(f"✗ Tile 解析出错: {e}")
|
||
import traceback
|
||
traceback.print_exc()
|
||
|
||
def _create_tile_geometry(self,parent_node):
|
||
"""为 tile 创建占位几何体"""
|
||
try:
|
||
# 创建一个简单的立方体作为占位符
|
||
from panda3d.core import GeomVertexFormat, GeomVertexData, GeomVertexWriter
|
||
from panda3d.core import Geom, GeomTriangles, GeomNode
|
||
|
||
format = GeomVertexFormat.getV3n3c4()
|
||
vdata = GeomVertexData('tile_cube', format, Geom.UHStatic)
|
||
|
||
vertex = GeomVertexWriter(vdata, 'vertex')
|
||
normal = GeomVertexWriter(vdata, 'normal')
|
||
color = GeomVertexWriter(vdata, 'color')
|
||
|
||
# 定义立方体顶点
|
||
vertices = [
|
||
(-0.5, -0.5, -0.5), (0.5, -0.5, -0.5), (0.5, 0.5, -0.5), (-0.5, 0.5, -0.5),
|
||
(-0.5, -0.5, 0.5), (0.5, -0.5, 0.5), (0.5, 0.5, 0.5), (-0.5, 0.5, 0.5)
|
||
]
|
||
|
||
for vert in vertices:
|
||
vertex.addData3f(*vert)
|
||
normal.addData3f(0, 0, 1)
|
||
color.addData4f(0.2, 0.6, 0.8, 1.0)
|
||
|
||
# 创建几何体
|
||
geom = Geom(vdata)
|
||
|
||
# 创建面
|
||
prim = GeomTriangles(Geom.UHStatic)
|
||
# 底面
|
||
prim.addVertices(0, 1, 2)
|
||
prim.addVertices(0, 2, 3)
|
||
# 顶面
|
||
prim.addVertices(4, 7, 6)
|
||
prim.addVertices(4, 6, 5)
|
||
# 前面
|
||
prim.addVertices(0, 4, 5)
|
||
prim.addVertices(0, 5, 1)
|
||
# 后面
|
||
prim.addVertices(2, 6, 7)
|
||
prim.addVertices(2, 7, 3)
|
||
# 左面
|
||
prim.addVertices(0, 3, 7)
|
||
prim.addVertices(0, 7, 4)
|
||
# 右面
|
||
prim.addVertices(1, 5, 6)
|
||
prim.addVertices(1, 6, 2)
|
||
|
||
prim.closePrimitive()
|
||
geom.addPrimitive(prim)
|
||
|
||
# 创建几何节点
|
||
geom_node = GeomNode('tile_geometry')
|
||
geom_node.addGeom(geom)
|
||
|
||
# 添加到场景
|
||
cube_node = parent_node.attachNewNode(geom_node)
|
||
cube_node.setScale(1000) # 放大以便观察
|
||
|
||
# 添加材质
|
||
material = Material()
|
||
material.setBaseColor((0.2, 0.6, 0.8, 1.0))
|
||
material.setSpecular((0.1, 0.1, 0.1, 1.0))
|
||
material.setShininess(10.0)
|
||
cube_node.setMaterial(material)
|
||
|
||
except Exception as e:
|
||
print(f"✗ 创建 tile 几何体出错: {e}")
|
||
|
||
def _create_placeholder_geometry(self, parent_node):
|
||
"""创建一个简单的占位符几何体,让用户能看到节点"""
|
||
try:
|
||
from panda3d.core import GeomVertexFormat, GeomVertexData, GeomVertexWriter
|
||
from panda3d.core import Geom, GeomTriangles, GeomNode
|
||
|
||
# 创建简单的立方体作为占位符
|
||
format = GeomVertexFormat.getV3n3c4()
|
||
vdata = GeomVertexData('placeholder_cube', format, Geom.UHStatic)
|
||
|
||
vertex = GeomVertexWriter(vdata, 'vertex')
|
||
normal = GeomVertexWriter(vdata, 'normal')
|
||
color = GeomVertexWriter(vdata, 'color')
|
||
|
||
# 定义立方体顶点
|
||
size = 1.0
|
||
vertices = [
|
||
# 前面 (Z+)
|
||
(-size, -size, size), (size, -size, size), (size, size, size), (-size, size, size),
|
||
# 后面 (Z-)
|
||
(-size, -size, -size), (-size, size, -size), (size, size, -size), (size, -size, -size),
|
||
# 左面 (X-)
|
||
(-size, -size, -size), (-size, -size, size), (-size, size, size), (-size, size, -size),
|
||
# 右面 (X+)
|
||
(size, -size, -size), (size, size, -size), (size, size, size), (size, -size, size),
|
||
# 上面 (Y+)
|
||
(-size, size, -size), (-size, size, size), (size, size, size), (size, size, -size),
|
||
# 下面 (Y-)
|
||
(-size, -size, -size), (size, -size, -size), (size, -size, size), (-size, -size, size)
|
||
]
|
||
|
||
normals = [
|
||
# 前面法线
|
||
(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1),
|
||
# 后面法线
|
||
(0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1),
|
||
# 左面法线
|
||
(-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0),
|
||
# 右面法线
|
||
(1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0),
|
||
# 上面法线
|
||
(0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0),
|
||
# 下面法线
|
||
(0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0)
|
||
]
|
||
|
||
# 青色
|
||
face_colors = [
|
||
(0.0, 1.0, 1.0, 1.0), (0.0, 1.0, 1.0, 1.0), (0.0, 1.0, 1.0, 1.0), (0.0, 1.0, 1.0, 1.0), # 前面 - 青色
|
||
(0.0, 0.8, 0.8, 1.0), (0.0, 0.8, 0.8, 1.0), (0.0, 0.8, 0.8, 1.0), (0.0, 0.8, 0.8, 1.0), # 后面 - 稍暗青色
|
||
(0.0, 0.9, 0.9, 1.0), (0.0, 0.9, 0.9, 1.0), (0.0, 0.9, 0.9, 1.0), (0.0, 0.9, 0.9, 1.0), # 左面 - 中等青色
|
||
(0.0, 0.7, 0.7, 1.0), (0.0, 0.7, 0.7, 1.0), (0.0, 0.7, 0.7, 1.0), (0.0, 0.7, 0.7, 1.0), # 右面 - 稍暗青色
|
||
(0.0, 1.0, 1.0, 1.0), (0.0, 1.0, 1.0, 1.0), (0.0, 1.0, 1.0, 1.0), (0.0, 1.0, 1.0, 1.0), # 上面 - 青色
|
||
(0.0, 0.6, 0.6, 1.0), (0.0, 0.6, 0.6, 1.0), (0.0, 0.6, 0.6, 1.0), (0.0, 0.6, 0.6, 1.0) # 下面 - 更暗青色
|
||
]
|
||
|
||
for i, vert in enumerate(vertices):
|
||
vertex.addData3f(*vert)
|
||
normal.addData3f(*normals[i])
|
||
color.addData4f(*face_colors[i])
|
||
|
||
# 创建几何体
|
||
geom = Geom(vdata)
|
||
|
||
# 创建面(每个面两个三角形)
|
||
prim = GeomTriangles(Geom.UHStatic)
|
||
|
||
# 每个面4个顶点,生成2个三角形
|
||
for face in range(6): # 6个面
|
||
base_index = face * 4
|
||
# 第一个三角形
|
||
prim.addVertices(base_index, base_index + 1, base_index + 2)
|
||
# 第二个三角形
|
||
prim.addVertices(base_index, base_index + 2, base_index + 3)
|
||
|
||
prim.closePrimitive()
|
||
geom.addPrimitive(prim)
|
||
|
||
# 创建几何节点
|
||
geom_node = GeomNode('tileset_placeholder')
|
||
geom_node.addGeom(geom)
|
||
|
||
# 添加到场景
|
||
cube_node = parent_node.attachNewNode(geom_node)
|
||
cube_node.setScale(5) # 设置合适的大小
|
||
|
||
# 设置双面渲染
|
||
cube_node.setTwoSided(True)
|
||
|
||
# 添加材质
|
||
material = Material()
|
||
material.setBaseColor((0.0, 1.0, 1.0, 1.0)) # 青色
|
||
material.setSpecular((0.5, 0.5, 0.5, 1.0))
|
||
material.setShininess(32.0)
|
||
cube_node.setMaterial(material)
|
||
|
||
# 添加标识标签
|
||
cube_node.setTag("element_type", "cesium_placeholder")
|
||
|
||
print("✓ 占位符几何体创建完成")
|
||
return cube_node
|
||
except Exception as e:
|
||
print(f"✗ 创建占位符几何体出错: {e}")
|
||
import traceback
|
||
traceback.print_exc()
|
||
return None
|
||
|
||
|
||
|