2809621200 2 달 전
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0b1e99193b
20개의 변경된 파일1922개의 추가작업 그리고 11개의 파일을 삭제
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  15. 2 2
      WindTurbinesMaintenance_2025/Assets/Scenes/联合动力-发电机轴承更换.unity
  16. 1 1
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  17. 1 1
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  20. BIN
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+ 1 - 1
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WindTurbinesMaintenance_2025/Assets/Scenes/Loading/AsyncLoad.unity

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WindTurbinesMaintenance_2025/Assets/Scenes/联合动力-发电机轴承更换.unity

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WindTurbinesMaintenance_2025/Assets/Scenes/金风-变桨逆变器OK信号丢失故障检修.unity

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WindTurbinesMaintenance_2025/Assets/Scenes/金风-变流器1U3网络通讯故障检修.unity

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WindTurbinesMaintenance_2025/Assets/Scripts/MeshCenterSelect.cs

@@ -0,0 +1,115 @@
+using Sirenix.OdinInspector;
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class MeshCenterSelect : MonoBehaviour
+{
+
+    
+    public GameObject modelA;
+    public GameObject modelB;
+    // 模型A的层级树对象
+    public objTree ObjATree;
+    public objTree ObjBTree;
+
+    [DictionaryDrawerSettings]
+    public Dictionary<Vector3, objTree> objADic;
+    [DictionaryDrawerSettings]
+    public Dictionary<Vector3, objTree> objBDic;
+       
+
+
+    [Button("测试")]
+    void CreateTree()
+    {
+        ObjATree = new objTree(modelA);
+        ObjBTree = new objTree(modelB);
+
+        objADic = new Dictionary<Vector3, objTree>();
+        objBDic = new Dictionary<Vector3, objTree>();
+
+        FindChild(ObjATree, objADic);
+        FindChild(ObjBTree, objBDic);
+
+        GameObject newFenzumubiao = new GameObject("分组目标");
+        HierarchicalMatching(ObjATree, newFenzumubiao);
+        modelB.transform.SetParent(newFenzumubiao.transform, newFenzumubiao);
+        modelB.name = "没配对上的";
+    }
+
+        
+    void FindChild(objTree child, Dictionary<Vector3, objTree> pairs) //收集未分组的mesh
+    {
+        if(child.meshRenderer != null)
+        {
+            if (!pairs.ContainsKey(child.CenterV3))
+                pairs.Add(child.CenterV3, child);
+            else Debug.LogError(child.nodeObj.name);
+        }
+            
+        // 递归遍历所有子物体
+        for (int i = 0; i < child.children.Count; i++)
+            FindChild(child.children[i], pairs);
+    }
+
+        
+    void HierarchicalMatching(objTree tree, GameObject NowPoint) //按层级匹配
+    {
+        GameObject matchTmpObj;
+
+        if (tree.meshRenderer != null && objBDic.TryGetValue(tree.CenterV3, out objTree tmpObj))
+            matchTmpObj = tmpObj.nodeObj;
+        else
+        {
+            matchTmpObj = new GameObject();
+            matchTmpObj.name = tree.nodeObj.name;
+        }
+        matchTmpObj.transform.SetParent(NowPoint.transform);
+
+
+
+        foreach (objTree tmp in tree.children)
+            HierarchicalMatching(tmp, matchTmpObj);
+    }
+
+      
+
+
+
+    [Serializable]
+    public class objTree
+    {
+        public GameObject nodeObj;
+        public List<objTree> children = new List<objTree>();
+        public Vector3 CenterV3;
+        public MeshRenderer meshRenderer;
+
+        public objTree(GameObject gameObj)
+        {
+            nodeObj = gameObj;//节点
+            
+            if (nodeObj.GetComponent<MeshRenderer>() != null)
+            {
+                meshRenderer = nodeObj.GetComponent<MeshRenderer>();
+                Vector3 tmpV3 = meshRenderer.bounds.center;
+
+                CenterV3 = new Vector3(Mathf.Ceil(tmpV3.x*10000), Mathf.Ceil(tmpV3.y * 10000), Mathf.Ceil(tmpV3.z * 10000));
+            }
+
+            addObjNode();
+        }
+
+        public void addObjNode()
+        {
+            for (int i = 0; i < nodeObj.transform.childCount; i++)
+            {
+                children.Add(new objTree(nodeObj.transform.GetChild(i).gameObject));
+            }
+        }
+    }
+}
+
+
+  

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