diff --git a/src/utils/html_generator.py b/src/utils/html_generator.py
index 5d3d576..58eed89 100644
--- a/src/utils/html_generator.py
+++ b/src/utils/html_generator.py
@@ -501,28 +501,60 @@ class HTMLGenerator:
let isSplit = false;
let splitAnimId = null;
+ // 根据材料类型确定分模方向
+ function getPartingDirection() {{
+ // 优先使用后端传递的 parting_direction
+ if (cavityData?.metadata?.parting_direction) {{
+ return cavityData.metadata.parting_direction;
+ }}
+ if (cavityData?.manufacturing_info?.parting_direction) {{
+ return cavityData.manufacturing_info.parting_direction;
+ }}
+ // 泡沫材料默认 Z 轴
+ if (cavityData?.metadata?.is_foam) {{
+ return 'Z';
+ }}
+ // 默认 Z 轴
+ return 'Z';
+ }}
+
function splitMold() {{
if (!cavityMesh && !coreMesh) return;
isSplit = !isSplit;
const btn = document.getElementById('splitBtn');
btn.textContent = isSplit ? '合模' : '分模拆分';
- // 计算拆分距离:取边界框高度的 40%
const bboxDims = geometryData.bounding_box?.dimensions || [100, 100, 100];
- const splitDist = bboxDims[1] * 0.4;
+ const dir = getPartingDirection();
- // 目标位置
- const cavityTargetY = isSplit ? splitDist : 0;
- const coreTargetY = isSplit ? -splitDist : 0;
+ // 根据分模方向确定拆分轴和距离
+ let splitDist, axis;
+ if (dir === 'Z') {{
+ // Z轴上下开模:拆分距离取 Z 方向高度的 40%
+ splitDist = bboxDims[2] * 0.4;
+ axis = 'z';
+ }} else if (dir === 'Y') {{
+ // Y轴前后开模
+ splitDist = bboxDims[1] * 0.4;
+ axis = 'y';
+ }} else {{
+ // X轴左右开模
+ splitDist = bboxDims[0] * 0.4;
+ axis = 'x';
+ }}
// 分型面动画目标透明度
const partingTargetOpacity = isSplit ? 0 : 0.3;
// 记录起始位置
- const cavityStartY = cavityMesh ? cavityMesh.position.y : 0;
- const coreStartY = coreMesh ? coreMesh.position.y : 0;
+ const cavityStart = cavityMesh ? cavityMesh.position[axis] : 0;
+ const coreStart = coreMesh ? coreMesh.position[axis] : 0;
const partingStartOpacity = partingMesh ? partingMesh.material.opacity : 0.3;
+ // 目标位置:型腔正向移动,型芯负向移动
+ const cavityTarget = isSplit ? splitDist : 0;
+ const coreTarget = isSplit ? -splitDist : 0;
+
const duration = 800; // ms
const startTime = performance.now();
@@ -535,10 +567,10 @@ class HTMLGenerator:
const ease = t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2;
if (cavityMesh) {{
- cavityMesh.position.y = cavityStartY + (cavityTargetY - cavityStartY) * ease;
+ cavityMesh.position[axis] = cavityStart + (cavityTarget - cavityStart) * ease;
}}
if (coreMesh) {{
- coreMesh.position.y = coreStartY + (coreTargetY - coreStartY) * ease;
+ coreMesh.position[axis] = coreStart + (coreTarget - coreStart) * ease;
}}
if (partingMesh) {{
partingMesh.material.opacity = partingStartOpacity + (partingTargetOpacity - partingStartOpacity) * ease;