s3m-three 0.3.11 → 0.3.12
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/browser/s3m-three.iife.ext-three.js +102 -20
- package/dist/browser/s3m-three.iife.js +102 -20
- package/dist/render/EdgeLines.d.ts.map +1 -1
- package/dist/render/EdgeLines.js +5 -2
- package/dist/render/EdgeLines.js.map +1 -1
- package/dist/render/Picker.d.ts.map +1 -1
- package/dist/render/Picker.js +109 -12
- package/dist/render/Picker.js.map +1 -1
- package/dist/render/S3MViewer.d.ts +35 -0
- package/dist/render/S3MViewer.d.ts.map +1 -1
- package/dist/render/S3MViewer.js +168 -12
- package/dist/render/S3MViewer.js.map +1 -1
- package/dist/render/StyleMaterial.d.ts.map +1 -1
- package/dist/render/StyleMaterial.js +18 -4
- package/dist/render/StyleMaterial.js.map +1 -1
- package/docs/ANIMATION.md +17 -7
- package/docs/API.md +360 -6
- package/package.json +1 -1
- package/src/render/EdgeLines.ts +5 -2
- package/src/render/Picker.ts +111 -12
- package/src/render/S3MViewer.ts +174 -13
- package/src/render/StyleMaterial.ts +18 -4
package/dist/render/S3MViewer.js
CHANGED
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@@ -49,6 +49,19 @@ function styledMaterialOf(mesh) {
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49
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function isPointCloudObject(o) {
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50
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return o.isPoints === true;
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}
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52
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+
/**
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* 全局透明度钳到 [0, 1],**允许到 0**。
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*
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* 以前这里有个 0.05 下限,本意是「别让整层彻底看不见、又还在挡东西」。但那个问题
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* 真正的来源不是透明度,而是「透明物体仍然写深度」:全透明还写深度就会在底图上挖洞。
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* 现在到 0 时 `renderFrame()` 直接跳过绘制(不写颜色也不写深度),语义就干净了。
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*/
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function clampOpacity(v) {
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const n = v ?? 1;
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return n < 0 ? 0 : n > 1 ? 1 : n;
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}
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/** 低于这个透明度就当作完全不可见:跳过绘制,避免全透明物体写深度 */
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const OPACITY_EPS = 1e-3;
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/* ------------------------------------------------------------------ 可动画的样式键 */
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/**
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* 能逐帧插值的标量样式键。
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@@ -147,10 +160,18 @@ export class S3MViewer {
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_tileFadeSeq = 0;
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/** setMode 编排的代次,用来作废被新调用顶掉的旧编排 */
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_modeGen = 0;
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/** `shading` 另一种变体是否已预热(每个 viewer 只做一次) */
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_shadingPrewarmed = false;
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/** 是否允许自动预热(选项 `prewarmShading`,默认开) */
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_prewarmShadingEnabled = true;
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/** 预热进行中:期间跳过渲染,避免把「翻转后的变体」画到屏幕上 */
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_prewarming = false;
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/** 路径运动的规格表:通道 key → 路径 + 偏移 */
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_pathSpecs = new Map();
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/** 路径采样临时对象,避免每帧 new */
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_pathScratch = new Float32Array(3);
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+
/** 求切线用的第二个采样点(包围盒换算 GPU 路径朝向时用) */
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_pathScratch2 = new Float32Array(3);
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/** 预制棱线缓存(Crease Cache):从外部 source-creases 载入的全局统一 LineSegments,性能最高、视觉最干净 */
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_creaseLines = null;
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/** 数据自带的棱线对象(LineSegments),改棱线颜色时只刷这些,不再全场景 traverse */
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@@ -220,6 +241,7 @@ export class S3MViewer {
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this.onReady = options.onReady ?? (() => { });
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this.onPick = options.onPick ?? (() => { });
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this.onError = options.onError ?? ((e) => console.warn('[s3m]', e));
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this._prewarmShadingEnabled = options.prewarmShading !== false;
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this.groundManager = new GroundManager(options.ground);
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if (!this.scene) {
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this.scene = new THREE.Scene();
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@@ -331,7 +353,7 @@ export class S3MViewer {
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}
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try {
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// 旧上下文已失效,dispose 可能抛错,忽略即可
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-
this.renderer?.dispose();
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this.renderer?.dispose?.();
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}
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catch {
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/* noop */
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@@ -371,7 +393,7 @@ export class S3MViewer {
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this._pathSpecs.clear();
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this._heightMin = Infinity;
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this._heightMax = -Infinity;
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-
this.renderer?.dispose();
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this.renderer?.dispose?.();
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this.renderer = null;
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this.canvas = null;
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}
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@@ -776,6 +798,54 @@ export class S3MViewer {
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this.animator.unregister(key);
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this._pathSpecs.delete(key);
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}
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/**
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* 换算 GPU 路径单体在**当前时间**的位置与朝向。
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*
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804
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* 位移发生在顶点着色器里,JS 侧要拿到「屏幕上现在在哪」只能按同一套公式在 CPU 复算:
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805
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* `t = phase + uPathTime * speed`,再按 loop 模式夹到 0~1,最后查弧长表。
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806
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* 与 StyleMaterial 的 row5 分支逐行对应,改那边时这里必须同步。
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807
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*/
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808
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_gpuPathPoseAt(smid) {
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const gp = this._featureStyleManager.getFeatureStyle(smid)?.gpuPath;
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if (!gp)
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return null;
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const path = this.gpuPathManager.getPath(gp.pathId);
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if (!path || path.length <= 0)
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814
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return null;
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815
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const time = this.uniforms.uPathTime?.value ?? 0;
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let t = (gp.phase ?? 0) + time * (gp.speed ?? 0);
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const loop = gp.loop;
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if (loop === 'clamp' || loop === false) {
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t = Math.min(1, Math.max(0, t));
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}
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else if (loop === 'pingpong') {
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t = t % 2;
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if (t < 0)
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t += 2;
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t = t > 1 ? 2 - t : t;
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}
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else {
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t = t - Math.floor(t);
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}
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path.sampleAt(t, this._pathScratch);
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const pos = [this._pathScratch[0], this._pathScratch[1], this._pathScratch[2]];
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let yaw = 0;
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if (gp.autoHeading !== false) {
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834
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const d = 1e-3;
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path.sampleAt(Math.min(1, t + d), this._pathScratch2);
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let dx = this._pathScratch2[0] - pos[0];
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let dy = this._pathScratch2[1] - pos[1];
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if (dx * dx + dy * dy < 1e-8) {
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// 已经在终点:退回用「后一点减前一点」求切线
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path.sampleAt(Math.max(0, t - d), this._pathScratch2);
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dx = pos[0] - this._pathScratch2[0];
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dy = pos[1] - this._pathScratch2[1];
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}
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844
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+
if (dx * dx + dy * dy >= 1e-8)
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845
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yaw = Math.atan2(dy, dx);
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}
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return { pos, yaw };
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848
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}
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/**
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* 注册 GPU 路径到路径库
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* @param points 折线点数组或 Path 实例
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@@ -1264,7 +1334,7 @@ export class S3MViewer {
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1264
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else {
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const mat = styledMaterialOf(mesh);
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if (mat) {
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-
const o =
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+
const o = clampOpacity(this.style.opacity);
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1268
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// 不写 mat.opacity:全局透明度走共享 uOpacity,材质自身 opacity 保留模型自带 alpha
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mat.transparent = o < 0.999;
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const keepDepth = this.style.depthWrite !== false;
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@@ -1692,7 +1762,7 @@ export class S3MViewer {
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1692
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u.uAmbientGain.value = s.ambientGain;
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}
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if (u.uOpacity && s.opacity != null) {
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1695
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-
u.uOpacity.value =
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+
u.uOpacity.value = clampOpacity(s.opacity);
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1696
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}
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if (this.outlineMaterial) {
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if (this.outlineMaterial.uniforms.uElevation && s.selectElevation != null) {
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@@ -1718,7 +1788,7 @@ export class S3MViewer {
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1718
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* 现在逐帧只写一个 float(`uOpacity`),混合开关只在**真正跨过阈值**时切一次。
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1719
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*/
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1720
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_applyOpacity() {
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1721
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-
const o =
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1791
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+
const o = clampOpacity(this.style.opacity);
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1722
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if (this.uniforms.uOpacity)
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1723
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this.uniforms.uOpacity.value = o;
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1724
1794
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const transparent = o < 0.999;
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@@ -1769,6 +1839,62 @@ export class S3MViewer {
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1769
1839
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}
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1770
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this._requestRepaint();
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1771
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}
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1842
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+
/**
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1843
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+
* 预热另一种 `shading` 变体,让首次切换不再同步编译着色器。
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1844
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+
*
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1845
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+
* 做法是「把材质翻到另一种变体 → 编译 → 翻回来」:three 的 program 缓存按
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1846
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+
* cacheKey(含 flatShading / defines)分桶,编译一次就留在缓存里,之后
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1847
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+
* `_applyShading()` 切过去只是取缓存。
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1848
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+
*
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1849
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+
* 翻转期间材质是「错误变体」,所以用 `_prewarming` 让 renderFrame 跳过渲染——
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1850
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+
* 少画一两帧看不出来,把平滑的楼画成平面的就很明显。
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1851
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+
* 优先用 `compileAsync`(KHR_parallel_shader_compile),没有就退回同步 `compile`。
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1852
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+
*/
|
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1853
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+
async prewarmShading() {
|
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1854
|
+
if (this._shadingPrewarmed || this._prewarming)
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1855
|
+
return;
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1856
|
+
const r = this.renderer;
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1857
|
+
const scene = this.scene;
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1858
|
+
const camera = this.camera;
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1859
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+
if (!r || !scene || !camera)
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1860
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+
return;
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1861
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+
const mats = [];
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1862
|
+
const seen = new Set();
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1863
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+
for (const p of this._pickables.values()) {
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1864
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+
const m = styledMaterialOf(p.mesh);
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1865
|
+
if (!m || seen.has(m))
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1866
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+
continue;
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1867
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+
seen.add(m);
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1868
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+
mats.push(m);
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1869
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+
}
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1870
|
+
if (mats.length === 0)
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1871
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+
return;
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|
1872
|
+
this._shadingPrewarmed = true;
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1873
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+
this._prewarming = true;
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1874
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+
// 当前是 smooth(flatShading = false)就预热 flat,反之预热 smooth
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1875
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+
const target = this.style.shading === 'smooth';
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1876
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+
const saved = mats.map((m) => m.flatShading);
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1877
|
+
for (const m of mats)
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|
1878
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+
m.flatShading = target;
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1879
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+
try {
|
|
1880
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+
const anyR = r;
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1881
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+
if (typeof anyR.compileAsync === 'function')
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1882
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+
await anyR.compileAsync(scene, camera);
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1883
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+
else
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1884
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+
r.compile(scene, camera);
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1885
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+
}
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1886
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+
catch {
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1887
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+
// 预热失败不影响主流程:最坏情况退回「首次切换时编译一次」
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|
1888
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+
}
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1889
|
+
finally {
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|
1890
|
+
for (let i = 0; i < mats.length; i++) {
|
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1891
|
+
mats[i].flatShading = saved[i];
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1892
|
+
mats[i].needsUpdate = true;
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1893
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+
}
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1894
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+
this._prewarming = false;
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1895
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+
this._requestRepaint();
|
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1896
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+
}
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1897
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+
}
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1772
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/**
|
|
1773
1899
|
* 高度范围增量维护。
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1774
1900
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*
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|
@@ -1976,7 +2102,7 @@ export class S3MViewer {
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1976
2102
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const mat = new THREE.LineBasicMaterial({
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1977
2103
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color: new THREE.Color(s.edgeColor),
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1978
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transparent: true,
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1979
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-
opacity: Math.min(1, Math.max(0, s.edgeOpacity ?? 0.6)) *
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2105
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+
opacity: Math.min(1, Math.max(0, s.edgeOpacity ?? 0.6)) * clampOpacity(s.opacity),
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1980
2106
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depthWrite: false,
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1981
2107
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});
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1982
2108
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const lines = new THREE.LineSegments(geo, mat);
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@@ -2008,7 +2134,7 @@ export class S3MViewer {
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2008
2134
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const s = this.style;
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2009
2135
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const fade = this.uniforms.uEdgeFade?.value ?? 1;
|
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2010
2136
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const opacity = Math.min(1, Math.max(0, s.edgeOpacity ?? 0.6)) *
|
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2011
|
-
|
|
2137
|
+
clampOpacity(s.opacity) *
|
|
2012
2138
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fade;
|
|
2013
2139
|
const u = this.edgeMaterial.uniforms;
|
|
2014
2140
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u.uColor.value.set(s.edgeColor);
|
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@@ -2030,7 +2156,7 @@ export class S3MViewer {
|
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2030
2156
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const baseOpacity = this.style.edgeOpacity ?? 0.6;
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2031
2157
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mat.opacity =
|
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2032
2158
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baseOpacity *
|
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2033
|
-
|
|
2159
|
+
clampOpacity(this.style.opacity) *
|
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2034
2160
|
(this.uniforms.uEdgeFade?.value ?? 1);
|
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2035
2161
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mat.transparent = true;
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2036
2162
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mat.polygonOffset = true;
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@@ -2565,13 +2691,30 @@ export class S3MViewer {
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2565
2691
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rotM3 = new THREE.Matrix3().set(rotMat[0], rotMat[1], rotMat[2], rotMat[3], rotMat[4], rotMat[5], rotMat[6], rotMat[7], rotMat[8]);
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2566
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rotPiv = off.pivot ? new THREE.Vector3(off.pivot[0], off.pivot[1], off.pivot[2]) : new THREE.Vector3(0, 0, 0);
|
|
2567
2693
|
}
|
|
2694
|
+
// GPU 路径:位移发生在顶点着色器里,包围盒要按同一套公式在 CPU 复算,
|
|
2695
|
+
// 否则「运动中的车」的包围盒会停在路径原点(相机 fitBounds / 属性过滤都会错)。
|
|
2696
|
+
const gpuPose = smid != null ? this._gpuPathPoseAt(smid) : null;
|
|
2697
|
+
let headM3 = null;
|
|
2698
|
+
if (gpuPose && gpuPose.yaw !== 0) {
|
|
2699
|
+
const c = Math.cos(gpuPose.yaw);
|
|
2700
|
+
const s = Math.sin(gpuPose.yaw);
|
|
2701
|
+
// 与着色器的 mat3( c, s, 0, -s, c, 0, 0, 0, 1 ) 等价:GLSL 是列优先,
|
|
2702
|
+
// three 的 Matrix3.set 是行优先,所以这里写成 (c, -s; s, c) 才是同一个矩阵。
|
|
2703
|
+
headM3 = new THREE.Matrix3().set(c, -s, 0, s, c, 0, 0, 0, 1);
|
|
2704
|
+
}
|
|
2568
2705
|
for (const c of corners) {
|
|
2569
2706
|
if (rotM3 && rotPiv)
|
|
2570
2707
|
c.sub(rotPiv).applyMatrix3(rotM3).add(rotPiv);
|
|
2708
|
+
if (headM3) {
|
|
2709
|
+
const piv = rotPiv ?? new THREE.Vector3(0, 0, 0);
|
|
2710
|
+
c.sub(piv).applyMatrix3(headM3).add(piv);
|
|
2711
|
+
}
|
|
2571
2712
|
if (trans)
|
|
2572
2713
|
c.add(new THREE.Vector3(trans[0], trans[1], trans[2]));
|
|
2573
2714
|
else if (elev)
|
|
2574
2715
|
c.z += elev;
|
|
2716
|
+
if (gpuPose)
|
|
2717
|
+
c.add(new THREE.Vector3(gpuPose.pos[0], gpuPose.pos[1], gpuPose.pos[2]));
|
|
2575
2718
|
c.applyMatrix4(mesh.matrixWorld);
|
|
2576
2719
|
const s = this.sceneAnchor.meterInMercator;
|
|
2577
2720
|
const [lng, lat] = this._lngLatFromWorld(c.x * s + this.sceneAnchor.x, -c.y * s + this.sceneAnchor.y);
|
|
@@ -2809,7 +2952,7 @@ export class S3MViewer {
|
|
|
2809
2952
|
const u = this.selectionEdgeMaterial.uniforms;
|
|
2810
2953
|
u.uColor.value.set(s.outlineColor ?? s.selectColor);
|
|
2811
2954
|
u.uWidth.value = Math.max(0.1, s.outlineWidthPx ?? 3);
|
|
2812
|
-
u.uOpacity.value =
|
|
2955
|
+
u.uOpacity.value = clampOpacity(s.opacity);
|
|
2813
2956
|
// 只加全局 selectElevation:单体自己的拔高已经写在状态纹理第 2 行 z 里,
|
|
2814
2957
|
// 顶点着色器采样时带出来了,这里再加一次就会双重拔高
|
|
2815
2958
|
if (u.uElevation)
|
|
@@ -2899,6 +3042,10 @@ export class S3MViewer {
|
|
|
2899
3042
|
const gl = this.renderer.getContext();
|
|
2900
3043
|
if (gl && typeof gl.isContextLost === 'function' && gl.isContextLost())
|
|
2901
3044
|
return false;
|
|
3045
|
+
// shading 预热期间材质是「另一种变体」,这一帧先不画:少画一两帧看不出来,
|
|
3046
|
+
// 把平滑的楼画成平面的一眼就能看出来。
|
|
3047
|
+
if (this._prewarming)
|
|
3048
|
+
return true;
|
|
2902
3049
|
// 先推进动画,再刷脏标记,最后渲染 —— 保证本帧画出来的是最新值
|
|
2903
3050
|
const animating = this.animator.tick();
|
|
2904
3051
|
// 脏标记正常由微任务刷掉;这里再兜一次底,保证「本帧画出来的」一定是最新样式
|
|
@@ -2949,7 +3096,11 @@ export class S3MViewer {
|
|
|
2949
3096
|
this._updateLineResolution(canvas);
|
|
2950
3097
|
this.renderer.setViewport(0, 0, canvas.width, canvas.height);
|
|
2951
3098
|
this.renderer.resetState();
|
|
2952
|
-
|
|
3099
|
+
// 完全透明时什么都不画:透明物体照样写深度,画了会在底图上挖出一个洞。
|
|
3100
|
+
// 这里跳过的是「本层的绘制」,宿主自己的清屏 / 底图照旧。
|
|
3101
|
+
if ((this.uniforms.uOpacity?.value ?? 1) > OPACITY_EPS) {
|
|
3102
|
+
this.renderer.render(this.scene, this.camera);
|
|
3103
|
+
}
|
|
2953
3104
|
this._frame++;
|
|
2954
3105
|
const now = performance.now();
|
|
2955
3106
|
if (now - this._fps.last > 500) {
|
|
@@ -2959,11 +3110,16 @@ export class S3MViewer {
|
|
|
2959
3110
|
}
|
|
2960
3111
|
// 动态着色 / 动画进行中 / 瓦片加载中 / 瓦片层级或可见性改变,都需要宿主继续驱动下一帧。
|
|
2961
3112
|
// 动画结束那一帧必须精确回到 false,否则 MapLibre 会永远重绘(耗电、发热)。
|
|
2962
|
-
|
|
3113
|
+
const needsNextFrame = animating ||
|
|
2963
3114
|
this.style.mode === STYLE.DYNAMIC ||
|
|
2964
3115
|
gpuPathActive ||
|
|
2965
3116
|
this.stats.loading > 0 ||
|
|
2966
|
-
tilesetChanged
|
|
3117
|
+
tilesetChanged;
|
|
3118
|
+
// 首帧画完、场上有材质了,再把另一种 shading 变体编出来(异步,不挡当前帧)
|
|
3119
|
+
if (this._prewarmShadingEnabled && !this._shadingPrewarmed && this._pickables.size > 0) {
|
|
3120
|
+
void this.prewarmShading();
|
|
3121
|
+
}
|
|
3122
|
+
return needsNextFrame;
|
|
2967
3123
|
}
|
|
2968
3124
|
/* ---------------------------------------------------------------- 只读属性 */
|
|
2969
3125
|
get fps() {
|