fix+feat: 修复工作台接口不存在 + 3D 区域分配制重建
- 补齐公告后端: Announcement 模型 + /api/announcements + 种子公告 (修复工作台/布局页调用不存在接口报'接口不存在') - 修复 seed init_db 前置模型导入(announcements 表未建) - WindoorThreed 区域分配制: 每个重放区域唯一归属 (扇认领重叠最大区域, 其余静态玻璃), 杜绝扇面板与玻璃重叠混乱 - 全区域薄框线还原真实窗格, 扇面板含玻璃+四边扇框
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@@ -17,17 +17,20 @@
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<script setup lang="ts">
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/**
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* 3D 窗型查看器 + 门窗开合动画(自研 Three.js 实现)
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* - 玻璃区域/中梃/外框静态重建(分割树重放)
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* - 扇面板独立成组: 平开扇绕铰链旋转(门开角更大), 推拉扇沿轨道平移, 双向门两向开
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* - 开合度滑杆 / 自动演示; 组合画布的多形状直接支持
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* 构建原则(区域分配制): 分割树重放后的每个区域唯一归属——
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* 被扇引用的区域 → 生成可开合扇面板(平开绕铰链旋转/推拉沿轨道平移)
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* 其余区域 → 静态玻璃
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* 全部区域绘制薄框线还原真实窗格;组合画布的多形状直接支持。
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*/
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import { onMounted, onBeforeUnmount, ref, watch, computed } from 'vue'
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import { onMounted, onBeforeUnmount, ref, watch } from 'vue'
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import * as THREE from 'three'
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import {
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bboxOf, inferSashGlyphs, parseDrawing, regionPoints, replayShape,
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type DrawingData, type Pt,
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} from '../types/drawing'
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interface BBox { x0: number; y0: number; x1: number; y1: number }
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const props = withDefaults(defineProps<{ drawingData: string | object; controls?: boolean }>(), { controls: true })
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const cvRef = ref<HTMLCanvasElement>()
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const wrapRef = ref<HTMLDivElement>()
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@@ -66,6 +69,12 @@ function dispose() {
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}
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}
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function overlapArea(a: BBox, b: BBox): number {
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const w = Math.min(a.x1, b.x1) - Math.max(a.x0, b.x0)
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const h = Math.min(a.y1, b.y1) - Math.max(a.y0, b.y0)
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return w > 0 && h > 0 ? w * h : 0
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}
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function build(drawing: DrawingData) {
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dispose()
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scene = new THREE.Scene()
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@@ -95,7 +104,8 @@ function build(drawing: DrawingData) {
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const DEPTH = Math.max(0.04, (drawing.s?.cs ?? 60) * S * 1.2)
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const frameMat = new THREE.MeshStandardMaterial({ color: 0x636568, roughness: 0.55, metalness: 0.35 })
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const sashMat = new THREE.MeshStandardMaterial({ color: 0x777c82, roughness: 0.5, metalness: 0.35 })
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const mullionMat = new THREE.MeshStandardMaterial({ color: 0x777c82, roughness: 0.5, metalness: 0.35 })
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const sashMat = new THREE.MeshStandardMaterial({ color: 0x83888f, roughness: 0.5, metalness: 0.35 })
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const glassMat = new THREE.MeshPhysicalMaterial({
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color: 0xdfeef5, transparent: true, opacity: 0.42, roughness: 0.08,
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metalness: 0.05, side: THREE.DoubleSide,
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@@ -110,6 +120,13 @@ function build(drawing: DrawingData) {
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const ew = shape.fm?.ew ?? [60, 60, 60, 60]
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return Math.max(0.02, (ew.reduce((a: number, b: number) => a + b, 0) / ew.length) * S)
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}
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const bar = (parent: THREE.Group, mat: THREE.Material, bw: number, bh: number,
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ox: number, oy: number, oz: number, depth: number) => {
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const m = new THREE.Mesh(new THREE.BoxGeometry(bw, bh, depth), mat)
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m.position.set(ox, oy, oz)
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parent.add(m)
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return m
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}
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for (const shape of drawing.sm) {
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const { regions, sashes } = inferSashGlyphs(shape)
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@@ -126,87 +143,89 @@ function build(drawing: DrawingData) {
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: glassMat
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const fw = fwOf(shape)
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// 判断每个区域是否属于某扇(区域中心在扇矩形内 → 由扇面板渲染)
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const sashRects = sashes.map(s => ({ ...s, cx: (s.x0 + s.x1) / 2, cy: (s.y0 + s.y1) / 2 }))
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const regionBBs: BBox[] = regions.map(r => bboxOf(regionPoints(r)))
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const regionMids = regionBBs.map(b => ({ x: (b.x0 + b.x1) / 2, y: (b.y0 + b.y1) / 2 }))
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for (const region of regions) {
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const rpts = regionPoints(region)
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if (rpts.length < 3) continue
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const bb = bboxOf(rpts)
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const w = (bb.x1 - bb.x0) * S, h = (bb.y1 - bb.y0) * S
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const mx = ((bb.x0 + bb.x1) / 2 - cx) * S
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const my = ((bb.y0 + bb.y1) / 2 - cy) * S
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if (![w, h, mx, my].every(Number.isFinite) || w <= 0 || h <= 0) continue
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const inSash = sashRects.some(r => {
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const cxr = (r.x0 + r.x1) / 2, cyr = (r.y0 + r.y1) / 2
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return Math.abs(cxr - (bb.x0 + bb.x1) / 2) < w / 2 && Math.abs(cyr - (bb.y0 + bb.y1) / 2) < h / 2
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// ---- 区域分配: 每个扇认领重叠最大的未占用区域 ----
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const used = new Set<number>()
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const panels: { rect: BBox; sash: (typeof sashes)[number] }[] = []
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for (const s of sashes) {
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const sb: BBox = { x0: s.x0, y0: s.y0, x1: s.x1, y1: s.y1 }
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let best = -1, bestA = 0
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regionBBs.forEach((rb, ri) => {
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if (used.has(ri)) return
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const a = overlapArea(sb, rb)
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if (a > bestA) { bestA = a; best = ri }
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})
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if (inSash) continue
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if (best >= 0 && bestA > 0) { used.add(best); panels.push({ rect: regionBBs[best], sash: s }) }
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}
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// ---- 静态玻璃(未被扇认领的区域)----
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regionBBs.forEach((bb, ri) => {
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if (used.has(ri)) return
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const w = (bb.x1 - bb.x0) * S, h = (bb.y1 - bb.y0) * S
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const mx = (regionMids[ri].x - cx) * S, my = (regionMids[ri].y - cy) * S
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if (![w, h, mx, my].every(Number.isFinite) || w <= 0 || h <= 0) return
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const glass = new THREE.Mesh(new THREE.BoxGeometry(w, h, 0.008), gm)
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glass.position.set(mx, my, 0)
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frameGroup.add(glass)
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}
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// 区域薄框线(窗格还原)
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const t = Math.max(0.008, fw * 0.35)
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bar(frameGroup, mullionMat, w, t, mx, my + h / 2 - t / 2, 0, DEPTH * 0.5)
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bar(frameGroup, mullionMat, w, t, mx, my - h / 2 + t / 2, 0, DEPTH * 0.5)
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bar(frameGroup, mullionMat, t, h, mx - w / 2 + t / 2, my, 0, DEPTH * 0.5)
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bar(frameGroup, mullionMat, t, h, mx + w / 2 - t / 2, my, 0, DEPTH * 0.5)
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})
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// 扇面板(可开合):玻璃 + 四周扇框,装入铰链/滑动组
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sashes.forEach((s, k) => {
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const w = (s.x1 - s.x0) * S, h = (s.y1 - s.y0) * S
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const cxr = ((s.x0 + s.x1) / 2 - cx) * S
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const cyr = ((s.y0 + s.y1) / 2 - cy) * S
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// ---- 扇面板(可开合)----
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panels.forEach(({ rect, s }, k) => {
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const w = (rect.x1 - rect.x0) * S, h = (rect.y1 - rect.y0) * S
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const cxr = ((rect.x0 + rect.x1) / 2 - cx) * S
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const cyr = ((rect.y0 + rect.y1) / 2 - cy) * S
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if (![w, h, cxr, cyr].every(Number.isFinite) || w < 0.02 || h < 0.02) return
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const group = new THREE.Group()
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const panel = new THREE.Group()
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const glass = new THREE.Mesh(new THREE.BoxGeometry(w, h, 0.006), gm)
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panel.add(glass)
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const t = Math.max(0.018, fw)
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const mkBar = (bw: number, bh: number, ox: number, oy: number) => {
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const bar = new THREE.Mesh(new THREE.BoxGeometry(bw, bh, DEPTH * 0.8), sashMat)
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bar.position.set(ox, oy, 0)
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panel.add(bar)
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}
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mkBar(w, t, 0, h / 2 - t / 2)
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mkBar(w, t, 0, -h / 2 + t / 2)
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mkBar(t, h, -w / 2 + t / 2, 0)
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mkBar(t, h, w / 2 - t / 2, 0)
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group.add(panel)
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group.add(glass)
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const t = Math.max(0.016, fw)
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bar(group, sashMat, w, t, 0, h / 2 - t / 2, 0, DEPTH * 0.7)
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bar(group, sashMat, w, t, 0, -h / 2 + t / 2, 0, DEPTH * 0.7)
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bar(group, sashMat, t, h, -w / 2 + t / 2, 0, DEPTH * 0.7)
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bar(group, sashMat, t, h, w / 2 - t / 2, 0, DEPTH * 0.7)
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group.position.set(cxr, cyr, 0)
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sashRoot.add(group)
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if (s.kind === 'sliding') {
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// 推拉: 双扇前后轨交替, 沿 X 平移
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group.position.set(cxr, cyr, k % 2 === 0 ? 0.012 : -0.012)
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sashAnims.push({ group, kind: 'sliding', baseX: cxr, slideDir: k % 2 === 0 ? 1 : -1, hingeSign: 1, maxAng: 0, w })
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group.position.z = k % 2 === 0 ? 0.012 : -0.012
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sashAnims.push({ group, kind: 'sliding', baseX: cxr, slideDir: k % 2 === 0 ? 1 : -1,
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hingeSign: 1, maxAng: 0, w })
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} else {
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// 平开/门: 铰链在 od 指向的对侧(箭头指向开启方向), 绕 Y 轴旋转
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const odRad = ((s.od ?? 90) * Math.PI) / 180
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const hingeLeft = Math.cos(odRad) >= 0 ? false : true // 箭头偏右→铰链在左
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const hingeLeft = Math.cos(odRad) < 0
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const hingeX = hingeLeft ? cxr - w / 2 : cxr + w / 2
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group.position.set(hingeX, cyr, 0)
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panel.position.set(cxr - hingeX, 0, 0)
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group.children.forEach(child => { child.position.x -= (cxr - hingeX) })
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const maxAng = (s.isDoor ? 75 : s.wtf ? 40 : 32) * Math.PI / 180
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const dirSign = s.openToward === 'inward' ? 1 : -1
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sashAnims.push({ group, kind: 'casement', baseX: hingeX, slideDir: 0, hingeSign: dirSign, maxAng, w })
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sashAnims.push({ group, kind: 'casement', baseX: hingeX, slideDir: 0,
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hingeSign: dirSign, maxAng, w })
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}
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})
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// 静态外框(整体)
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if (regions.length) {
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const all = regions.map(r => regionPoints(r).length ? r : r).flat()
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const bb = bboxOf(all.flatMap(seg => [seg.ps, seg.pe]))
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const x0 = ((bb.x0) - cx) * S, x1 = ((bb.x1) - cx) * S
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const y0 = ((bb.y0) - cy) * S, y1 = ((bb.y1) - cy) * S
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// ---- 整体外框 ----
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const all = regions.map(r => regionPoints(r)).flat()
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if (all.length) {
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const bb = bboxOf(all)
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const x0 = (bb.x0 - cx) * S, x1 = (bb.x1 - cx) * S
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const y0 = (bb.y0 - cy) * S, y1 = (bb.y1 - cy) * S
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const w = x1 - x0, h = y1 - y0
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const mk = (bw: number, bh: number, ox: number, oy: number) => {
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const bar = new THREE.Mesh(new THREE.BoxGeometry(bw, bh, DEPTH), frameMat)
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bar.position.set((x0 + x1) / 2 + ox, (y0 + y1) / 2 + oy, 0)
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frameGroup.add(bar)
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}
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mk(w + fw * 2, fw, 0, y1 + fw / 2)
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mk(w + fw * 2, fw, 0, y0 - fw / 2)
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mk(fw, h, x0 - fw / 2, 0)
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mk(fw, h, x1 + fw / 2, 0)
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bar(frameGroup, frameMat, w + fw * 2, fw, 0, y1 + fw / 2, 0, DEPTH)
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bar(frameGroup, frameMat, w + fw * 2, fw, 0, y0 - fw / 2, 0, DEPTH)
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bar(frameGroup, frameMat, fw, h, x0 - fw / 2, 0, DEPTH)
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bar(frameGroup, frameMat, fw, h, x1 + fw / 2, 0, DEPTH)
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}
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}
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hasOpenable.value = sashAnims.some(a => a.kind === 'sliding' || a.maxAng > 0)
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hasOpenable.value = sashAnims.length > 0
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const grid = new THREE.GridHelper(2, 10, 0xc8cdd2, 0xdfe3e8)
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grid.position.y = -gh * S / 2 - DEPTH
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scene.add(grid)
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@@ -233,7 +252,6 @@ function applyOpen(t: number) {
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function loop() {
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raf = requestAnimationFrame(loop)
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if (!renderer || !scene || !camera) return
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// 自动演示: 开合度按正弦摆动
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const target = (autoPlay.value ? 50 + 50 * Math.sin(Date.now() / 1200) : openPct.value) / 100
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applyOpen(curT + (target - curT) * 0.12)
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camera.position.set(
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