|  | @@ -22,6 +22,7 @@ export default {
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				|  |  |  			tmpList:[],
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				|  |  |  			realList:[],
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				|  |  |  			nextString:'_simple',//精简模型后缀
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				|  |  | +			loadLayFlag:false,	//是否处在加载家具过程中
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				|  |  |  			// lastFrunList:[],
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				|  |  |  		}
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				|  |  |  	},
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				|  | @@ -203,6 +204,7 @@ export default {
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				|  |  |  			}
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				|  |  |  			console.log("***realFurArr***", realFurArr,this.gltfLayouts);
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				|  |  |  			realFurArr && realFurArr.forEach((item,index) => {
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				|  |  | +				this.loadLayFlag = true;
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				|  |  |  				this.promise_list.push(
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				|  |  |  					new Promise((resolve, reject) => {
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				|  |  |  						this.loadLayoutModels(item, resolve);
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				|  | @@ -211,6 +213,7 @@ export default {
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				|  |  |  			});
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				|  |  |  			Promise.all(this.promise_list).then(() => {
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				|  |  |  				let endTime = new Date().getTime();
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				|  |  | +				this.loadLayFlag = false;
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				|  |  |  				console.log("家具模型全部加载完成,时间:", endTime - startTime, this.gltfLayouts);
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				|  |  |  				this.loadLastSpaceModel();//加载剩余空间的家具模型
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				|  |  |  			})
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				|  | @@ -353,22 +356,23 @@ export default {
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				|  |  |  							//realData 该模型被重复使用时的每一次的形变参数等
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				|  |  |  							realData.list && realData.list.forEach((it,i)=>{
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				|  |  |  								let gltfFurn = that.gltfLayouts.find(itme=>itme.uniId==it.uniId);//判断是否已经添加过
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				|  |  | -								
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				|  |  | -								gltf.scene.rotation.y = gltfFurn.rotation.y;
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				|  |  | -								gltf.scene.position.set(gltfFurn.position.x,0,gltfFurn.position.z);
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				|  |  | -								gltf.scene.scale.set(gltfFurn.scale.x,1,gltfFurn.scale.z);
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				|  |  | -								gltf.scene.updateMatrixWorld();//更新世界坐标-这样,子模型也同步更新了
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				|  |  | -								instancedMesh.setMatrixAt(i, child.matrixWorld);
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				|  |  | -								instancedMesh.instanceMatrix.needsUpdate = true;
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				|  |  | -								gltfFurn.loaded = true;
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				|  |  | -								if(!gltfFurn.instancedMeshIndexList){//标识网格实例数组的序号 以及 当前几何体 在网格实例的序号
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				|  |  | -									gltfFurn.instancedMeshIndexList = [
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				|  |  | -										{instancedMeshIndex:this.instancedFurList.length-1,instancedAtIndex:i},
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				|  |  | -									]
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				|  |  | -								}else{
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				|  |  | -									gltfFurn.instancedMeshIndexList.push({
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				|  |  | -										instancedMeshIndex:this.instancedFurList.length-1,instancedAtIndex:i
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				|  |  | -									})
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				|  |  | +								if(gltfFurn){
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				|  |  | +									gltf.scene.rotation.y = gltfFurn.rotation.y;
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				|  |  | +									gltf.scene.position.set(gltfFurn.position.x,0,gltfFurn.position.z);
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				|  |  | +									gltf.scene.scale.set(gltfFurn.scale.x,1,gltfFurn.scale.z);
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				|  |  | +									gltf.scene.updateMatrixWorld();//更新世界坐标-这样,子模型也同步更新了
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				|  |  | +									instancedMesh.setMatrixAt(i, child.matrixWorld);
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				|  |  | +									instancedMesh.instanceMatrix.needsUpdate = true;
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				|  |  | +									gltfFurn.loaded = true;
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				|  |  | +									if(!gltfFurn.instancedMeshIndexList){//标识网格实例数组的序号 以及 当前几何体 在网格实例的序号
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				|  |  | +										gltfFurn.instancedMeshIndexList = [
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				|  |  | +											{instancedMeshIndex:this.instancedFurList.length-1,instancedAtIndex:i},
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				|  |  | +										]
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				|  |  | +									}else{
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				|  |  | +										gltfFurn.instancedMeshIndexList.push({
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				|  |  | +											instancedMeshIndex:this.instancedFurList.length-1,instancedAtIndex:i
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				|  |  | +										})
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				|  |  | +									}
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				|  |  |  								}
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				|  |  |  							})
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				|  |  |  							instancedMesh.userType = "layoutMesh";
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