@d5techs/3dgs-lib 1.1.2 → 1.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/3dgs-lib.cjs +447 -1
- package/dist/3dgs-lib.cjs.map +1 -1
- package/dist/3dgs-lib.js +447 -1
- package/dist/3dgs-lib.js.map +1 -1
- package/dist/App.d.ts +7 -0
- package/dist/core/SceneAidsRenderer.d.ts +32 -0
- package/dist/index.d.ts +1 -0
- package/package.json +1 -1
package/dist/3dgs-lib.js
CHANGED
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@@ -1698,6 +1698,429 @@ class BoundingBoxRenderer {
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1698
1698
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this.bindGroup = null;
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}
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1700
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}
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1701
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+
class SceneAidsRenderer {
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constructor(renderer, camera) {
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__publicField(this, "renderer");
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__publicField(this, "camera");
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1705
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// 可见性
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__publicField(this, "_gridVisible", true);
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1707
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__publicField(this, "_axesVisible", true);
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1708
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// Grid GPU 资源
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1709
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__publicField(this, "gridPipeline", null);
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1710
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__publicField(this, "gridUniformBuffer", null);
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__publicField(this, "gridBindGroup", null);
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1712
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// Axes GPU 资源
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1713
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__publicField(this, "axesPipeline", null);
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1714
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__publicField(this, "axesUniformBuffer", null);
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1715
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__publicField(this, "axesBindGroup", null);
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1716
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__publicField(this, "axesVertexBuffer", null);
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this.renderer = renderer;
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this.camera = camera;
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this.createGridPipeline();
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this.createAxesPipeline();
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}
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1722
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// ─── Grid Pipeline ──────────────────────────────────────
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createGridPipeline() {
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1724
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const device = this.renderer.device;
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const shaderCode = (
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1726
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/* wgsl */
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1727
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`
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struct Uniforms {
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viewProjection: mat4x4<f32>,
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invViewProjection: mat4x4<f32>,
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cameraPos: vec3<f32>,
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1732
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_pad: f32,
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}
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@group(0) @binding(0) var<uniform> u: Uniforms;
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1736
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struct VSOut {
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@builtin(position) position: vec4<f32>,
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@location(0) nearPoint: vec3<f32>,
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@location(1) farPoint: vec3<f32>,
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}
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1742
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1743
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// fullscreen triangle positions (NDC)
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var<private> triPos: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(1.0, 1.0),
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vec2(-1.0, -1.0), vec2(1.0, 1.0), vec2(-1.0, 1.0),
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);
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1748
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fn unprojectPoint(p: vec3<f32>) -> vec3<f32> {
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let clip = u.invViewProjection * vec4(p, 1.0);
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return clip.xyz / clip.w;
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}
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@vertex
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fn vertexMain(@builtin(vertex_index) vid: u32) -> VSOut {
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var out: VSOut;
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let xy = triPos[vid];
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out.nearPoint = unprojectPoint(vec3(xy, 0.0));
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out.farPoint = unprojectPoint(vec3(xy, 1.0));
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out.position = vec4(xy, 0.0, 1.0);
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return out;
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}
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struct FSOut {
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@location(0) color: vec4<f32>,
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@builtin(frag_depth) depth: f32,
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}
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fn gridLine(coord: vec2<f32>, scale: f32) -> f32 {
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let d = abs(fract(coord * scale - 0.5) - 0.5) / fwidth(coord * scale);
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return 1.0 - min(min(d.x, d.y), 1.0);
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}
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fn computeDepth(worldPos: vec3<f32>) -> f32 {
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let clip = u.viewProjection * vec4(worldPos, 1.0);
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return clip.z / clip.w;
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}
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1778
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1779
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@fragment
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fn fragmentMain(input: VSOut) -> FSOut {
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// ray-plane intersection with Y=0
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let t = -input.nearPoint.y / (input.farPoint.y - input.nearPoint.y);
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let worldPos = input.nearPoint + t * (input.farPoint - input.nearPoint);
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var out: FSOut;
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out.depth = computeDepth(worldPos);
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1787
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// only draw if we actually hit the plane (t > 0) and depth is valid
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let visible = t > 0.0 && out.depth > 0.0 && out.depth < 1.0;
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if (!visible) {
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discard;
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1793
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}
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1794
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// minor grid (1 unit)
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let minorGrid = gridLine(worldPos.xz, 1.0);
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1797
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// major grid (10 units)
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let majorGrid = gridLine(worldPos.xz, 0.1);
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1799
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1800
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// fade by distance from camera
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1801
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let dist = length(worldPos.xz - u.cameraPos.xz);
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let fadeFar = 1.0 - smoothstep(30.0, 150.0, dist);
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1803
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1804
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// base color
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var color = vec3(0.35);
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1806
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var alpha = minorGrid * 0.15 * fadeFar;
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1807
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1808
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// major lines brighter
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alpha = max(alpha, majorGrid * 0.3 * fadeFar);
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1810
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1811
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// X axis (red line at z=0)
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1812
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let xAxisDist = abs(worldPos.z);
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1813
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let xAxisLine = 1.0 - smoothstep(0.0, fwidth(worldPos.z) * 1.5, xAxisDist);
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1814
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if (xAxisLine > 0.01) {
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color = mix(color, vec3(0.8, 0.2, 0.2), xAxisLine);
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1816
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alpha = max(alpha, xAxisLine * 0.8 * fadeFar);
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1817
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}
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1818
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1819
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// Z axis (blue line at x=0)
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1820
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let zAxisDist = abs(worldPos.x);
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1821
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let zAxisLine = 1.0 - smoothstep(0.0, fwidth(worldPos.x) * 1.5, zAxisDist);
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1822
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if (zAxisLine > 0.01) {
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1823
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color = mix(color, vec3(0.2, 0.4, 0.9), zAxisLine);
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1824
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alpha = max(alpha, zAxisLine * 0.8 * fadeFar);
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1825
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}
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1826
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out.color = vec4(color, alpha);
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1828
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return out;
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1829
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}
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1830
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`
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1831
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);
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1832
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const shaderModule = device.createShaderModule({ code: shaderCode });
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this.gridUniformBuffer = device.createBuffer({
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size: 144,
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1835
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
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});
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1837
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const bindGroupLayout = device.createBindGroupLayout({
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entries: [{
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binding: 0,
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visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT,
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buffer: { type: "uniform" }
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}]
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});
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this.gridBindGroup = device.createBindGroup({
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layout: bindGroupLayout,
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entries: [{ binding: 0, resource: { buffer: this.gridUniformBuffer } }]
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});
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const pipelineLayout = device.createPipelineLayout({
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bindGroupLayouts: [bindGroupLayout]
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1850
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});
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1851
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this.gridPipeline = device.createRenderPipeline({
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layout: pipelineLayout,
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1853
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vertex: {
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module: shaderModule,
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entryPoint: "vertexMain"
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},
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fragment: {
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module: shaderModule,
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entryPoint: "fragmentMain",
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1860
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targets: [{
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format: this.renderer.format,
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blend: {
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color: {
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srcFactor: "src-alpha",
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dstFactor: "one-minus-src-alpha",
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operation: "add"
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1867
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},
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1868
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alpha: {
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1869
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srcFactor: "one",
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1870
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dstFactor: "one-minus-src-alpha",
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1871
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operation: "add"
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1872
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}
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1873
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}
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1874
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}]
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1875
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},
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1876
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+
primitive: {
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1877
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topology: "triangle-list",
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1878
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cullMode: "none"
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1879
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},
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1880
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depthStencil: {
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1881
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format: this.renderer.depthFormat,
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1882
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depthWriteEnabled: true,
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1883
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depthCompare: "less-equal"
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1884
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}
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1885
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+
});
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1886
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+
}
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1887
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+
// ─── Axes Pipeline ──────────────────────────────────────
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1888
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createAxesPipeline() {
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1889
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+
const device = this.renderer.device;
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1890
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+
const shaderCode = (
|
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1891
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+
/* wgsl */
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1892
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+
`
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1893
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+
struct Uniforms {
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1894
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viewProjection: mat4x4<f32>,
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1895
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+
}
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1896
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+
|
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1897
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+
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
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1898
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+
|
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1899
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+
struct VertexInput {
|
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1900
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+
@location(0) position: vec3<f32>,
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1901
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@location(1) color: vec3<f32>,
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1902
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+
}
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1903
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+
|
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1904
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+
struct VertexOutput {
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1905
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+
@builtin(position) position: vec4<f32>,
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1906
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+
@location(0) color: vec3<f32>,
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1907
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+
}
|
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1908
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+
|
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1909
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+
@vertex
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1910
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+
fn vertexMain(input: VertexInput) -> VertexOutput {
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1911
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+
var output: VertexOutput;
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1912
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+
output.position = uniforms.viewProjection * vec4(input.position, 1.0);
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1913
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+
output.color = input.color;
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1914
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return output;
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1915
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+
}
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1916
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+
|
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1917
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+
@fragment
|
|
1918
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+
fn fragmentMain(input: VertexOutput) -> @location(0) vec4<f32> {
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1919
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+
return vec4(input.color, 1.0);
|
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1920
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+
}
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1921
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+
`
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1922
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+
);
|
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1923
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+
const shaderModule = device.createShaderModule({ code: shaderCode });
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1924
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+
this.axesUniformBuffer = device.createBuffer({
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1925
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+
size: 64,
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1926
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+
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
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|
1927
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+
});
|
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1928
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+
const bindGroupLayout = device.createBindGroupLayout({
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1929
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+
entries: [{
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1930
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+
binding: 0,
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1931
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+
visibility: GPUShaderStage.VERTEX,
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|
1932
|
+
buffer: { type: "uniform" }
|
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1933
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+
}]
|
|
1934
|
+
});
|
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1935
|
+
this.axesBindGroup = device.createBindGroup({
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|
1936
|
+
layout: bindGroupLayout,
|
|
1937
|
+
entries: [{ binding: 0, resource: { buffer: this.axesUniformBuffer } }]
|
|
1938
|
+
});
|
|
1939
|
+
const pipelineLayout = device.createPipelineLayout({
|
|
1940
|
+
bindGroupLayouts: [bindGroupLayout]
|
|
1941
|
+
});
|
|
1942
|
+
this.axesPipeline = device.createRenderPipeline({
|
|
1943
|
+
layout: pipelineLayout,
|
|
1944
|
+
vertex: {
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|
1945
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+
module: shaderModule,
|
|
1946
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+
entryPoint: "vertexMain",
|
|
1947
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+
buffers: [{
|
|
1948
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+
arrayStride: 24,
|
|
1949
|
+
attributes: [
|
|
1950
|
+
{ shaderLocation: 0, offset: 0, format: "float32x3" },
|
|
1951
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+
{ shaderLocation: 1, offset: 12, format: "float32x3" }
|
|
1952
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+
]
|
|
1953
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+
}]
|
|
1954
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+
},
|
|
1955
|
+
fragment: {
|
|
1956
|
+
module: shaderModule,
|
|
1957
|
+
entryPoint: "fragmentMain",
|
|
1958
|
+
targets: [{ format: this.renderer.format }]
|
|
1959
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+
},
|
|
1960
|
+
primitive: {
|
|
1961
|
+
topology: "line-list",
|
|
1962
|
+
cullMode: "none"
|
|
1963
|
+
},
|
|
1964
|
+
depthStencil: {
|
|
1965
|
+
format: this.renderer.depthFormat,
|
|
1966
|
+
depthWriteEnabled: true,
|
|
1967
|
+
depthCompare: "less-equal"
|
|
1968
|
+
}
|
|
1969
|
+
});
|
|
1970
|
+
this.createAxesVertexBuffer();
|
|
1971
|
+
}
|
|
1972
|
+
createAxesVertexBuffer() {
|
|
1973
|
+
const device = this.renderer.device;
|
|
1974
|
+
const L = 100;
|
|
1975
|
+
const verts = new Float32Array([
|
|
1976
|
+
// X axis: red
|
|
1977
|
+
0,
|
|
1978
|
+
0,
|
|
1979
|
+
0,
|
|
1980
|
+
0.9,
|
|
1981
|
+
0.2,
|
|
1982
|
+
0.2,
|
|
1983
|
+
L,
|
|
1984
|
+
0,
|
|
1985
|
+
0,
|
|
1986
|
+
0.9,
|
|
1987
|
+
0.2,
|
|
1988
|
+
0.2,
|
|
1989
|
+
// Y axis: green
|
|
1990
|
+
0,
|
|
1991
|
+
0,
|
|
1992
|
+
0,
|
|
1993
|
+
0.2,
|
|
1994
|
+
0.8,
|
|
1995
|
+
0.2,
|
|
1996
|
+
0,
|
|
1997
|
+
L,
|
|
1998
|
+
0,
|
|
1999
|
+
0.2,
|
|
2000
|
+
0.8,
|
|
2001
|
+
0.2,
|
|
2002
|
+
// Z axis: blue
|
|
2003
|
+
0,
|
|
2004
|
+
0,
|
|
2005
|
+
0,
|
|
2006
|
+
0.3,
|
|
2007
|
+
0.4,
|
|
2008
|
+
0.9,
|
|
2009
|
+
0,
|
|
2010
|
+
0,
|
|
2011
|
+
L,
|
|
2012
|
+
0.3,
|
|
2013
|
+
0.4,
|
|
2014
|
+
0.9
|
|
2015
|
+
]);
|
|
2016
|
+
this.axesVertexBuffer = device.createBuffer({
|
|
2017
|
+
size: verts.byteLength,
|
|
2018
|
+
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST
|
|
2019
|
+
});
|
|
2020
|
+
device.queue.writeBuffer(this.axesVertexBuffer, 0, verts);
|
|
2021
|
+
}
|
|
2022
|
+
// ─── Public API ─────────────────────────────────────────
|
|
2023
|
+
get gridVisible() {
|
|
2024
|
+
return this._gridVisible;
|
|
2025
|
+
}
|
|
2026
|
+
set gridVisible(v) {
|
|
2027
|
+
this._gridVisible = v;
|
|
2028
|
+
}
|
|
2029
|
+
get axesVisible() {
|
|
2030
|
+
return this._axesVisible;
|
|
2031
|
+
}
|
|
2032
|
+
set axesVisible(v) {
|
|
2033
|
+
this._axesVisible = v;
|
|
2034
|
+
}
|
|
2035
|
+
// ─── Render ─────────────────────────────────────────────
|
|
2036
|
+
render(pass) {
|
|
2037
|
+
if (this._gridVisible) {
|
|
2038
|
+
this.renderGrid(pass);
|
|
2039
|
+
}
|
|
2040
|
+
if (this._axesVisible) {
|
|
2041
|
+
this.renderAxes(pass);
|
|
2042
|
+
}
|
|
2043
|
+
}
|
|
2044
|
+
renderGrid(pass) {
|
|
2045
|
+
if (!this.gridPipeline || !this.gridBindGroup || !this.gridUniformBuffer) return;
|
|
2046
|
+
const device = this.renderer.device;
|
|
2047
|
+
const vp = new Float32Array(this.camera.viewProjectionMatrix);
|
|
2048
|
+
const invVP = this.invertMatrix4(vp);
|
|
2049
|
+
const camPos = new Float32Array(this.camera.position);
|
|
2050
|
+
const buf = new Float32Array(36);
|
|
2051
|
+
buf.set(vp, 0);
|
|
2052
|
+
buf.set(invVP, 16);
|
|
2053
|
+
buf.set(camPos, 32);
|
|
2054
|
+
device.queue.writeBuffer(this.gridUniformBuffer, 0, buf);
|
|
2055
|
+
pass.setPipeline(this.gridPipeline);
|
|
2056
|
+
pass.setBindGroup(0, this.gridBindGroup);
|
|
2057
|
+
pass.draw(6);
|
|
2058
|
+
}
|
|
2059
|
+
renderAxes(pass) {
|
|
2060
|
+
if (!this.axesPipeline || !this.axesBindGroup || !this.axesUniformBuffer || !this.axesVertexBuffer) return;
|
|
2061
|
+
const device = this.renderer.device;
|
|
2062
|
+
const vpMatrix = new Float32Array(this.camera.viewProjectionMatrix);
|
|
2063
|
+
device.queue.writeBuffer(this.axesUniformBuffer, 0, vpMatrix);
|
|
2064
|
+
pass.setPipeline(this.axesPipeline);
|
|
2065
|
+
pass.setBindGroup(0, this.axesBindGroup);
|
|
2066
|
+
pass.setVertexBuffer(0, this.axesVertexBuffer);
|
|
2067
|
+
pass.draw(6);
|
|
2068
|
+
}
|
|
2069
|
+
// ─── Math helpers ───────────────────────────────────────
|
|
2070
|
+
invertMatrix4(m) {
|
|
2071
|
+
const out = new Float32Array(16);
|
|
2072
|
+
const a00 = m[0], a01 = m[1], a02 = m[2], a03 = m[3];
|
|
2073
|
+
const a10 = m[4], a11 = m[5], a12 = m[6], a13 = m[7];
|
|
2074
|
+
const a20 = m[8], a21 = m[9], a22 = m[10], a23 = m[11];
|
|
2075
|
+
const a30 = m[12], a31 = m[13], a32 = m[14], a33 = m[15];
|
|
2076
|
+
const b00 = a00 * a11 - a01 * a10;
|
|
2077
|
+
const b01 = a00 * a12 - a02 * a10;
|
|
2078
|
+
const b02 = a00 * a13 - a03 * a10;
|
|
2079
|
+
const b03 = a01 * a12 - a02 * a11;
|
|
2080
|
+
const b04 = a01 * a13 - a03 * a11;
|
|
2081
|
+
const b05 = a02 * a13 - a03 * a12;
|
|
2082
|
+
const b06 = a20 * a31 - a21 * a30;
|
|
2083
|
+
const b07 = a20 * a32 - a22 * a30;
|
|
2084
|
+
const b08 = a20 * a33 - a23 * a30;
|
|
2085
|
+
const b09 = a21 * a32 - a22 * a31;
|
|
2086
|
+
const b10 = a21 * a33 - a23 * a31;
|
|
2087
|
+
const b11 = a22 * a33 - a23 * a32;
|
|
2088
|
+
let det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
|
|
2089
|
+
if (Math.abs(det) < 1e-10) return out;
|
|
2090
|
+
det = 1 / det;
|
|
2091
|
+
out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
|
|
2092
|
+
out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
|
|
2093
|
+
out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
|
|
2094
|
+
out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
|
|
2095
|
+
out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
|
|
2096
|
+
out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
|
|
2097
|
+
out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
|
|
2098
|
+
out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
|
|
2099
|
+
out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
|
|
2100
|
+
out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
|
|
2101
|
+
out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
|
|
2102
|
+
out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
|
|
2103
|
+
out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
|
|
2104
|
+
out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
|
|
2105
|
+
out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
|
|
2106
|
+
out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
|
|
2107
|
+
return out;
|
|
2108
|
+
}
|
|
2109
|
+
// ─── Cleanup ────────────────────────────────────────────
|
|
2110
|
+
destroy() {
|
|
2111
|
+
var _a2, _b2, _c;
|
|
2112
|
+
(_a2 = this.gridUniformBuffer) == null ? void 0 : _a2.destroy();
|
|
2113
|
+
(_b2 = this.axesUniformBuffer) == null ? void 0 : _b2.destroy();
|
|
2114
|
+
(_c = this.axesVertexBuffer) == null ? void 0 : _c.destroy();
|
|
2115
|
+
this.gridUniformBuffer = null;
|
|
2116
|
+
this.axesUniformBuffer = null;
|
|
2117
|
+
this.axesVertexBuffer = null;
|
|
2118
|
+
this.gridPipeline = null;
|
|
2119
|
+
this.axesPipeline = null;
|
|
2120
|
+
this.gridBindGroup = null;
|
|
2121
|
+
this.axesBindGroup = null;
|
|
2122
|
+
}
|
|
2123
|
+
}
|
|
1701
2124
|
class Mesh {
|
|
1702
2125
|
constructor(vertexBuffer, vertexCount, indexBuffer = null, indexCount = 0, boundingBox) {
|
|
1703
2126
|
__publicField(this, "vertexBuffer");
|
|
@@ -13134,7 +13557,7 @@ class HotspotManager {
|
|
|
13134
13557
|
console.warn("HotspotManager: OBJ 加载无网格");
|
|
13135
13558
|
return;
|
|
13136
13559
|
}
|
|
13137
|
-
const meshStartIndex = this.meshRenderer.
|
|
13560
|
+
const meshStartIndex = this.meshRenderer.getOverlayMeshCount();
|
|
13138
13561
|
let placedScale = 1;
|
|
13139
13562
|
let placedLocalCenter = [0, 0, 0];
|
|
13140
13563
|
const firstBbox = loadedMeshes[0].mesh.getLocalBoundingBox();
|
|
@@ -13471,6 +13894,7 @@ class App {
|
|
|
13471
13894
|
__publicField(this, "sceneManager");
|
|
13472
13895
|
__publicField(this, "gizmoManager");
|
|
13473
13896
|
__publicField(this, "hotspotManager");
|
|
13897
|
+
__publicField(this, "sceneAids");
|
|
13474
13898
|
__publicField(this, "isRunning", false);
|
|
13475
13899
|
__publicField(this, "animationId", 0);
|
|
13476
13900
|
// 是否使用移动端渲染器
|
|
@@ -13506,6 +13930,7 @@ class App {
|
|
|
13506
13930
|
this.controls,
|
|
13507
13931
|
this.meshRenderer
|
|
13508
13932
|
);
|
|
13933
|
+
this.sceneAids = new SceneAidsRenderer(this.renderer, this.camera);
|
|
13509
13934
|
window.addEventListener("resize", this.boundOnResize);
|
|
13510
13935
|
}
|
|
13511
13936
|
// ============================================
|
|
@@ -13726,6 +14151,7 @@ class App {
|
|
|
13726
14151
|
gsRenderer.render(pass);
|
|
13727
14152
|
}
|
|
13728
14153
|
this.meshRenderer.render(pass);
|
|
14154
|
+
this.sceneAids.render(pass);
|
|
13729
14155
|
this.gizmoManager.render(pass);
|
|
13730
14156
|
this.renderer.endFrame();
|
|
13731
14157
|
this.hotspotManager.consumeGPUResult();
|
|
@@ -14002,6 +14428,24 @@ class App {
|
|
|
14002
14428
|
const { parsePLYBuffer: parsePLYBuffer2 } = await Promise.resolve().then(() => PLYLoaderMobile);
|
|
14003
14429
|
return parsePLYBuffer2(buffer, options);
|
|
14004
14430
|
}
|
|
14431
|
+
// ============================================
|
|
14432
|
+
// 场景辅助(网格 + 坐标轴)
|
|
14433
|
+
// ============================================
|
|
14434
|
+
setGridVisible(visible) {
|
|
14435
|
+
this.sceneAids.gridVisible = visible;
|
|
14436
|
+
}
|
|
14437
|
+
getGridVisible() {
|
|
14438
|
+
return this.sceneAids.gridVisible;
|
|
14439
|
+
}
|
|
14440
|
+
setAxesVisible(visible) {
|
|
14441
|
+
this.sceneAids.axesVisible = visible;
|
|
14442
|
+
}
|
|
14443
|
+
getAxesVisible() {
|
|
14444
|
+
return this.sceneAids.axesVisible;
|
|
14445
|
+
}
|
|
14446
|
+
getSceneAidsRenderer() {
|
|
14447
|
+
return this.sceneAids;
|
|
14448
|
+
}
|
|
14005
14449
|
/**
|
|
14006
14450
|
* 销毁应用及所有资源
|
|
14007
14451
|
*/
|
|
@@ -14011,6 +14455,7 @@ class App {
|
|
|
14011
14455
|
this.sceneManager.destroy();
|
|
14012
14456
|
this.gizmoManager.destroy();
|
|
14013
14457
|
this.hotspotManager.destroy();
|
|
14458
|
+
this.sceneAids.destroy();
|
|
14014
14459
|
if (this.meshRenderer) {
|
|
14015
14460
|
this.meshRenderer.destroy();
|
|
14016
14461
|
}
|
|
@@ -14045,6 +14490,7 @@ export {
|
|
|
14045
14490
|
OrbitControls,
|
|
14046
14491
|
Renderer,
|
|
14047
14492
|
SHMode,
|
|
14493
|
+
SceneAidsRenderer,
|
|
14048
14494
|
SceneManager,
|
|
14049
14495
|
SplatBoundingBoxProvider,
|
|
14050
14496
|
SplatTransformProxy,
|