iflow-engine-base 4.0.11 → 4.0.13
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/bim-engine-sdk.es.js +3 -3
- package/dist/bim-engine-sdk.umd.js +701 -701
- package/dist/chunks/{EngineKernel-Kg-SdrzV.js → EngineKernel-t9Cw-9so.js} +1821 -1810
- package/dist/chunks/{engine-2d-BsdGqViB.js → engine-2d-D4sNfssD.js} +4 -4
- package/dist/chunks/{engine-3d-DouCKYY-.js → engine-3d-42Tf3vJ_.js} +10 -10
- package/dist/chunks/{engine-720-DvQtPJ60.js → engine-720-BqSC4k7l.js} +2 -2
- package/dist/chunks/{engine-gaussian-BqR-uPbs.js → engine-gaussian-Dhsh-MwD.js} +2 -2
- package/dist/chunks/{engine-gis-CgZIsySE.js → engine-gis-Ce1uc5V1.js} +3 -3
- package/dist/chunks/{index-DwsjDyNp.js → index-CViEDde1.js} +9 -9
- package/dist/chunks/{sdk-assets-Cf6dJkM2.js → sdk-assets-mAj_i35q.js} +2 -2
- package/dist/chunks/{sdk-runtime-DJ9E8kq3.js → sdk-runtime-vrArGN3k.js} +3 -3
- package/dist/chunks/{sdk-vendor-CPnf2j9F.js → sdk-vendor-B4nKsNHU.js} +1 -1
- package/dist/chunks/{three-vendor-DolVXUca.js → three-vendor-DHr-97HU.js} +10910 -10888
- package/dist/index.d.ts +47 -23
- package/dist/texture/water/Water_1_M_Normal.jpg +0 -0
- package/dist/texture/water/Water_2_M_Normal.jpg +0 -0
- package/package.json +1 -1
package/dist/index.d.ts
CHANGED
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@@ -2073,8 +2073,6 @@ declare class ComposerModule_2 {
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get composer(): RenderPipeline | null;
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/** 返回持久化的 WebGPU RenderPipeline。 */
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get renderPipeline(): RenderPipeline | null;
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-
/** 后期效果之外的背景场景,供天空等无限远背景使用。 */
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get postProcessingBackgroundScene(): Scene;
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/** 后期效果之外的叠加场景,供剖切面和交互辅助对象使用。 */
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get postProcessingOverlayScene(): Scene;
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/** 返回当前 SSGI 节点。 */
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@@ -4030,10 +4028,10 @@ export declare interface EngineKernelV3Options {
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meshDistanceCullingEnabled?: boolean;
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/** 是否对 InstancedMesh 开启距离裁剪,默认开启。 */
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instanceDistanceCullingEnabled?: boolean;
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/** 相机交互期间实例距离裁剪的更新间隔(毫秒);设为 0 可恢复逐帧计算,默认 100。 */
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+
instanceDistanceCullingUpdateIntervalMs?: number;
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maxTrianglesPerMesh?: number;
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minProjectedSizePx?: number;
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-
/** Instance 空间批次最大中心半径与实例直径之比;值越小局部恢复越准确,批次数也越多。 */
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maxInstanceBatchRadiusSizeRatio?: number;
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};
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/** 默认开启批次深度偏移以缓解共面闪烁;确认模型不存在 z-fighting 时可显式关闭。 */
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modelDepthBias?: boolean;
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@@ -5661,15 +5659,19 @@ declare class Ground_2 {
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private groundMesh;
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/** 当前为官方 Water 水面时为 true,用于 update/dispose 分支 */
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private isWaterAddon;
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/** 未显式配置太阳方向时,使水面高光跟随场景主定向光。 */
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private syncWaterSunDirection;
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private groundY;
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-
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private readonly lightWorldPosition;
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private readonly lightTargetWorldPosition;
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/** 官网案例使用的水面法线贴图。 */
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private static readonly DEFAULT_WATER_NORMALS;
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private groundList;
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constructor(engine: any);
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init(): void;
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/**
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* 切换地面类型
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-
* @param id
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* @param id 地面预设 ID,其中“13”为湖面,“14”为海面。
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*/
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setGround(id: GroundId_2, config?: GroundConfig_2): void;
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/**
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@@ -5679,7 +5681,7 @@ declare class Ground_2 {
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setHeight(y: number): void;
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/** 获取当前地面高度 */
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getHeight(): number;
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/**
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/** 每帧同步场景主光;水面动画和相机位置由 TSL 节点自动更新。 */
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update(): void;
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/** 获取地面列表(id + 名称) */
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getGroundList(): Array<{
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@@ -5692,13 +5694,11 @@ declare class Ground_2 {
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show(): void;
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hide(): void;
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dispose(): void;
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-
/**
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* 兼容项目内本地 three 渲染器。
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* 本地渲染器会向 lights uniforms 写入 directional/spot/point 的 shadowMap,
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* 但 npm Water 使用的 three 版本没有把这些 sampler 挂到 UniformsLib['lights'] 上。
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*/
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private ensureWaterShadowUniforms;
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private _dispose;
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/** 计算从定向光目标指向光源的单位向量,作为水面的太阳方向。 */
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private getSceneSunDirection;
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/** 水面可见时关闭空闲限帧,保证 TSL 时间节点持续产生平滑波纹。 */
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private updateWaterFrameRateExemption;
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}
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declare interface GroundConfig {
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@@ -5719,25 +5719,39 @@ declare interface GroundConfig {
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}
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declare interface GroundConfig_2 {
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-
/**
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/** 地面尺寸;水面默认 10000,其他地面默认 30000 */
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size?: number;
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/** 贴图 URL(仅实体地面有效) */
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textureUrl?: string;
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/** 阳光方向(默认斜上方) */
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sunDirection?: THREE.Vector3;
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/**
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/** 水面透明度,范围 0 至 1(默认 0.92) */
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opacity?: number;
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/** 水面法线贴图 URL(默认使用 public 下的 waternormals.jpg) */
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waterNormalsUrl?: string;
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/** @deprecated 官网 WaterMesh 方案只使用一张法线贴图。 */
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waterNormalsUrl2?: string;
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/** 水体颜色,默认与官网案例一致为 0x001e0f */
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waterColor?: THREE.ColorRepresentation;
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/** 太阳光颜色,默认与官网案例一致为白色 */
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sunColor?: THREE.ColorRepresentation;
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/** 水面反射扭曲强度,覆盖预设 */
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distortionScale?: number;
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/** 水面波纹密度(size uniform),覆盖预设 */
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waterSize?: number;
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/** 反射通道的分辨率倍率,默认与官网 WaterMesh 一致为 0.5 */
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resolutionScale?: number;
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/** @deprecated 官网 WaterMesh 方案不使用定向水流。 */
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flowDirection?: THREE.Vector2;
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/** @deprecated 官网 WaterMesh 方案由内置 time 节点驱动波纹。 */
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flowSpeed?: number;
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/** @deprecated 官网 WaterMesh 使用固定的菲涅尔基础反射率。 */
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reflectivity?: number;
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}
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declare type GroundId = "0" | "1" | "2" | "3" | "4" | "5";
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declare type GroundId = "0" | "1" | "2" | "3" | "4" | "5" | "6" | "7" | "8" | "9" | "10" | "11" | "12" | "13" | "14";
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declare type GroundId_2 = "0" | "1" | "2" | "3" | "4" | "5";
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declare type GroundId_2 = "0" | "1" | "2" | "3" | "4" | "5" | "6" | "7" | "8" | "9" | "10" | "11" | "12" | "13" | "14";
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/** GTAO 参数。 */
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export declare interface GTAOPostProcessingSettings {
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private currentBackgroundIntensity;
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private currentTexture;
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private currentEnvironmentTexture;
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private skybox;
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private readonly textureCache;
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private previousBackground;
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private previousEnvironment;
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@@ -5840,9 +5853,6 @@ declare class Hdr_2 {
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private _loadHdr;
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private _applyTexture;
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private _captureSceneState;
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private _createSkybox;
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private _updateSkyboxIntensity;
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private _removeSkybox;
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private _clearHdr;
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private _getAmbientLightIntensity;
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private _setAmbientLightIntensity;
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@@ -7592,6 +7602,8 @@ declare class LoaderModule_2 {
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private engine;
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private unloadedModelUrls;
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private modelLoadVersions;
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private hasTriggeredInitialHome;
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private homeBoundingBox;
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constructor(engine: any);
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/**
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* 批量加载模型 URL。
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isModelUnloadRequested(url: string): boolean;
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/** 校验异步任务是否仍属于当前 URL 的最新一次加载。 */
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isModelLoadActive(url: string, loadVersion: number): boolean;
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/** info 已读取并登记模型包围盒后立即判断是否需要回正相机。 */
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onModelInfoReady(): void;
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/** 清理模型运行状态数组,避免交互继续引用已卸载构件。 */
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private clearEngineStatus;
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/** 删除模型组缓存;对象索引种子保持单调递增,避免复用旧索引。 */
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private removeModelGroupReference;
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/** 判断当前所有模型的最外层包围盒是否需要触发一次 Home。 */
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private shouldTriggerHomeForCurrentModels;
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/** 卸载后重新计算缓存,避免已删除的大模型范围继续阻止后续 Home。 */
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private refreshHomeBoundingBoxAfterUnload;
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/** 将 OctreeBox 返回的全场景范围转换为独立 Box3,避免引用后续被修改。 */
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private getCurrentModelBoundingBox;
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/**
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* 把浏览器 File 列表整理成现有加载器可识别的本地虚拟模型入口。
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*/
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@@ -13193,9 +13213,13 @@ declare class SkyManager_2 {
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/** 设置天空生成的 IBL 环境光强度。 */
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setIntensity(intensity: number): void;
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getIntensity(): number;
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/**
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/** 在渲染前让天空球跟随相机,避免大世界坐标精度损失。 */
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update(_time?: number): void;
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-
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/**
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* SkyMesh 默认立方体会让 positionWorld 在面边界产生可见插值差异。
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* 保留其 WebGPU/TSL 材质,只将几何数据替换为连续球面。
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*/
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private _createSeamlessSky;
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private _syncSkyToCamera;
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private _isOrthographicCamera;
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private _getEffectiveExposure;
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