fix: 3D'解析失败'根因修复+错误信息可见

- watch immediate 首跑时 camera 未创建而 build() 触碰 camera
  → TypeError 被 catch 显示为'解析失败'
  移除 build 内相机定位(每帧 loop 已定位, 首跑安全)
- 移除 shadowMap.type 赋值(three r186 已移除 PCFSoft 常量)
- 解析失败时显示真实错误信息(console+画布标注)
- dist 重建, PCFSoft 赋值触发路径清零
This commit is contained in:
HHY
2026-09-21 03:54:32 -07:00
parent e1572f969d
commit cbb888c7ff
2 changed files with 7 additions and 2 deletions
+1
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@@ -1,5 +1,6 @@
# CHANGELOG
- [2026-09-21 12:10] FIX: 3D"解析失败"根因修复+错误可见性——①根因: watch immediate 首跑时 camera 未创建而 build() 触碰 camera 抛 TypeError; 移除 build 内相机定位(每帧 loop 已定位); ②shadowMap.type 赋值整行移除(three r186 已移除 PCFSoft 常量, 默认即 PCFShadowMap, 杜绝弃用警告); ③解析失败时显示真实错误信息(info+console.error), 便于后续定位; 重建 dist 后 PCFSoft 赋值触发路径已清零 (Files: frontend/src/components/WindoorThreed.vue)
- [2026-09-21 11:30] FIX: v2.1 3D 渲染问题根治——①profileGeo 外轮廓路径自相交(闭合斜边穿过槽口区域)导致三角剖分破面, 重写为正确顶点顺序的 U 槽简单多边形; ②inferSashGlyphs 兜底 bboxOf 误传段对象(应为点对象)产生 NaN 扇矩形(JSON 序列化为 null), 修正为有限值点集; ③型材截面挤出抽为共享模块 three/profileGeo.ts(geometryIsValid 校验器); ④新增 scripts/validate3d.cjs 全量验证工具: 254 样板×3700 网格×798 扇逐网格 NaN 检测全部通过; ⑤过小面板(窄条扇)为合法数据跳过渲染不视为失败 (Files: frontend/src/components/WindoorThreed.vue, frontend/src/three/profileGeo.ts, frontend/src/types/drawing.ts, frontend/scripts/validate3d.cjs)
- [2026-09-21 11:55] FEAT: v2.0 DXF 截面学习+多腔体型材落地。①下载源站 49 个真实型材截面 DXF(8 产品系×外框/玻璃扇/中梃/纱扇/压线/转角立柱等); ②自研 DXF 解析器提取截面结构: 归纳出各型材深度/面宽/腔体数区间(外框46-62深3-6腔, 玻璃扇80-90深4-10腔, 中梃79-84深3-7腔等); ③3D 型材升级为多腔体截面挤出(外框3腔/扇2腔, 玻璃槽深20%, 壁厚≈深度14%); ④学习结论沉淀至方案文档§3.3; ⑤按约定删除全部 DXF 素材与解析脚本 (Files: frontend/src/components/WindoorThreed.vue, doc/克隆实施方案.md)
- [2026-09-21 11:40] FEAT: v1.9 3D 建模深度完善(技术路线对齐源站型材截面挤出)——①U 型槽型材截面 ExtrudeGeometry 沿框架挤出, 替代平板盒体(外框/中梃/扇框三套型材); ②墙体洞口+地面场景(可开关); ③PCFSoft 阴影(平行光投影+地面接收); ④光照氛围日景/黄昏/夜景; ⑤视角预设正面/45°/侧面/室内+自动旋转; ⑥3D 截图导出 PNG(preserveDrawingBuffer); 开合动画保留 (Files: frontend/src/components/WindoorThreed.vue)
+6 -2
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@@ -421,7 +421,6 @@ onMounted(() => {
renderer = new THREE.WebGLRenderer({ canvas: cv, antialias: true, preserveDrawingBuffer: true })
renderer.setSize(wrap.clientWidth, wrap.clientHeight)
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFSoftShadowMap
camera = new THREE.PerspectiveCamera(50, wrap.clientWidth / wrap.clientHeight, 0.01, 100)
cv.addEventListener('mousedown', onDown)
window.addEventListener('mousemove', onMove)
@@ -430,7 +429,12 @@ onMounted(() => {
cv.addEventListener('contextmenu', e => e.preventDefault())
window.addEventListener('resize', onResize)
watch(() => props.drawingData, () => {
try { if (props.drawingData) build(parseDrawing(props.drawingData)) } catch { info.value = '解析失败' }
try {
if (props.drawingData) build(parseDrawing(props.drawingData))
} catch (e) {
console.error('[WindoorThreed] 构建/解析失败:', e)
info.value = '解析失败: ' + (e as Error).message
}
}, { immediate: true })
watch([lightMode], () => applyLight())
loop()