@d5techs/3dgs-lib 1.4.37 → 1.4.38

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package/dist/3dgs-lib.cjs CHANGED
@@ -630,9 +630,10 @@ const _OrbitControls = class _OrbitControls {
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  // 移动端触摸灵敏度
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  __publicField(this, "touchZoomSpeed", 0.01);
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  __publicField(this, "touchPanSpeed", 3e-3);
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- // 缩放步长上限:用 min(distance, zoomDistanceCap) 计算每步的绝对位移,
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- // 使远距离时缩放速度由模型尺寸而非 target 位置决定。frameModel 会自动设置为 radius。
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+ // 缩放步长上限:取 min(distance, cameraToCenterDist, zoomDistanceCap)
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+ // 使缩放速度始终与相机到模型的真实距离匹配,而非 target 位置。
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  __publicField(this, "zoomDistanceCap", Infinity);
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+ __publicField(this, "_modelCenter", [0, 0, 0]);
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  // 阻尼:每帧应用全量 delta,然后 delta *= (1 - dampingFactor) 实现惯性
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  __publicField(this, "enableDamping", true);
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  __publicField(this, "dampingFactor", 0.1);
@@ -797,7 +798,7 @@ const _OrbitControls = class _OrbitControls {
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  this.deltaDistance = Math.sign(this.deltaDistance) * Math.min(Math.abs(this.deltaDistance), maxAccum);
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  } else {
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  const factor = Math.exp(zoomDelta);
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- const effectiveDist = Math.min(this.distance, this.zoomDistanceCap);
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+ const effectiveDist = this.getEffectiveZoomDist();
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  this.distance -= effectiveDist * (1 - factor);
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  this.distance = Math.max(
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  this.minDistance,
@@ -948,7 +949,7 @@ const _OrbitControls = class _OrbitControls {
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  this.deltaDistance += -Math.log(ratio) * this.dampingFactor;
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  } else {
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  const factor = 1 / ratio;
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- const effectiveDist = Math.min(this.distance, this.zoomDistanceCap);
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+ const effectiveDist = this.getEffectiveZoomDist();
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  this.distance -= effectiveDist * (1 - factor);
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  this.distance = Math.max(
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  this.minDistance,
@@ -1012,6 +1013,17 @@ const _OrbitControls = class _OrbitControls {
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  this.camera.position[2] = this.camera.target[2] + this.distance * sinPhi * cosTheta;
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  this.camera.updateMatrix();
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  }
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+ /**
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+ * 缩放有效距离:取 distance、相机到模型中心距离、zoomDistanceCap 三者最小值。
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+ * 保证缩放步长始终与相机到模型的真实接近程度匹配。
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+ */
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+ getEffectiveZoomDist() {
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+ const cp = this.camera.position;
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+ const mc = this._modelCenter;
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+ const dx = cp[0] - mc[0], dy = cp[1] - mc[1], dz = cp[2] - mc[2];
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+ const camToCenter = Math.sqrt(dx * dx + dy * dy + dz * dz);
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+ return Math.min(this.distance, camToCenter, this.zoomDistanceCap);
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+ }
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  /**
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  * 每帧调用:应用阻尼衰减并更新相机
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  * 在渲染循环中调用此方法以获得平滑惯性效果
@@ -1030,7 +1042,7 @@ const _OrbitControls = class _OrbitControls {
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  if (Math.abs(this.deltaPhi) < EPS) this.deltaPhi = 0;
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  if (Math.abs(this.deltaDistance) > EPS) {
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  const factor = Math.exp(this.deltaDistance);
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- const effectiveDist = Math.min(this.distance, this.zoomDistanceCap);
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+ const effectiveDist = this.getEffectiveZoomDist();
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  this.distance -= effectiveDist * (1 - factor);
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  this.distance = Math.max(
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  this.minDistance,
@@ -1132,6 +1144,7 @@ const _OrbitControls = class _OrbitControls {
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  frameModel(center, radius, animate = true) {
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  this.clearVelocity();
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  this.zoomDistanceCap = radius;
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+ this._modelCenter = [center[0], center[1], center[2]];
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  const fovRad = this.camera.fov;
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  const halfFov = fovRad / 2;
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  const marginFactor = 1.5;