s3m-three 0.4.18 → 0.4.19

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.
Files changed (130) hide show
  1. package/dist/browser/assets/s3mWorker-4iTAmWIu.js +1 -0
  2. package/dist/browser/s3m-three.iife.ext-three.js +406 -91
  3. package/dist/browser/s3m-three.iife.js +434 -119
  4. package/dist/core/GaussianSplat.d.ts +64 -0
  5. package/dist/core/GaussianSplat.d.ts.map +1 -0
  6. package/dist/core/GaussianSplat.js +139 -0
  7. package/dist/core/GaussianSplat.js.map +1 -0
  8. package/dist/core/S3M1Parser.d.ts +1 -1
  9. package/dist/core/S3M1Parser.d.ts.map +1 -1
  10. package/dist/core/S3M1Parser.js +320 -25
  11. package/dist/core/S3M1Parser.js.map +1 -1
  12. package/dist/core/S3MBParser.d.ts.map +1 -1
  13. package/dist/core/S3MBParser.js +13 -0
  14. package/dist/core/S3MBParser.js.map +1 -1
  15. package/dist/core/S3MBlockParser.d.ts.map +1 -1
  16. package/dist/core/S3MBlockParser.js +56 -14
  17. package/dist/core/S3MBlockParser.js.map +1 -1
  18. package/dist/core/SplatLod.d.ts +36 -0
  19. package/dist/core/SplatLod.d.ts.map +1 -0
  20. package/dist/core/SplatLod.js +54 -0
  21. package/dist/core/SplatLod.js.map +1 -0
  22. package/dist/core/SplatProjection.d.ts +75 -0
  23. package/dist/core/SplatProjection.d.ts.map +1 -0
  24. package/dist/core/SplatProjection.js +162 -0
  25. package/dist/core/SplatProjection.js.map +1 -0
  26. package/dist/core/SplatSort.d.ts +13 -0
  27. package/dist/core/SplatSort.d.ts.map +1 -0
  28. package/dist/core/SplatSort.js +14 -0
  29. package/dist/core/SplatSort.js.map +1 -0
  30. package/dist/core/TexCoordZ.d.ts +94 -0
  31. package/dist/core/TexCoordZ.d.ts.map +1 -0
  32. package/dist/core/TexCoordZ.js +125 -0
  33. package/dist/core/TexCoordZ.js.map +1 -0
  34. package/dist/core/TextureDecode.d.ts +19 -0
  35. package/dist/core/TextureDecode.d.ts.map +1 -1
  36. package/dist/core/TextureDecode.js +53 -11
  37. package/dist/core/TextureDecode.js.map +1 -1
  38. package/dist/core/TileGeometry.d.ts +29 -0
  39. package/dist/core/TileGeometry.d.ts.map +1 -1
  40. package/dist/core/TileGeometry.js +130 -14
  41. package/dist/core/TileGeometry.js.map +1 -1
  42. package/dist/core/degradations.d.ts +37 -0
  43. package/dist/core/degradations.d.ts.map +1 -0
  44. package/dist/core/degradations.js +32 -0
  45. package/dist/core/degradations.js.map +1 -0
  46. package/dist/core/types.d.ts +36 -0
  47. package/dist/core/types.d.ts.map +1 -1
  48. package/dist/index.d.ts +7 -1
  49. package/dist/index.d.ts.map +1 -1
  50. package/dist/index.js +4 -1
  51. package/dist/index.js.map +1 -1
  52. package/dist/render/DatasetManager.d.ts +11 -0
  53. package/dist/render/DatasetManager.d.ts.map +1 -1
  54. package/dist/render/DatasetManager.js +2 -0
  55. package/dist/render/DatasetManager.js.map +1 -1
  56. package/dist/render/FeatureStyleManager.d.ts.map +1 -1
  57. package/dist/render/FeatureStyleManager.js +7 -5
  58. package/dist/render/FeatureStyleManager.js.map +1 -1
  59. package/dist/render/GeometryBuilder.d.ts +24 -0
  60. package/dist/render/GeometryBuilder.d.ts.map +1 -1
  61. package/dist/render/GeometryBuilder.js +196 -5
  62. package/dist/render/GeometryBuilder.js.map +1 -1
  63. package/dist/render/Picker.d.ts.map +1 -1
  64. package/dist/render/Picker.js +19 -5
  65. package/dist/render/Picker.js.map +1 -1
  66. package/dist/render/S3MViewer.d.ts +69 -0
  67. package/dist/render/S3MViewer.d.ts.map +1 -1
  68. package/dist/render/S3MViewer.js +222 -12
  69. package/dist/render/S3MViewer.js.map +1 -1
  70. package/dist/render/SplatMaterial.d.ts +103 -0
  71. package/dist/render/SplatMaterial.d.ts.map +1 -0
  72. package/dist/render/SplatMaterial.js +388 -0
  73. package/dist/render/SplatMaterial.js.map +1 -0
  74. package/dist/render/SplatSorter.d.ts +14 -0
  75. package/dist/render/SplatSorter.d.ts.map +1 -0
  76. package/dist/render/SplatSorter.js +59 -0
  77. package/dist/render/SplatSorter.js.map +1 -0
  78. package/dist/render/StyleMaterial.d.ts +48 -0
  79. package/dist/render/StyleMaterial.d.ts.map +1 -1
  80. package/dist/render/StyleMaterial.js +292 -69
  81. package/dist/render/StyleMaterial.js.map +1 -1
  82. package/dist/render/TextureFactory.d.ts +10 -0
  83. package/dist/render/TextureFactory.d.ts.map +1 -1
  84. package/dist/render/TextureFactory.js +35 -5
  85. package/dist/render/TextureFactory.js.map +1 -1
  86. package/dist/render/lightingPreset.d.ts +53 -0
  87. package/dist/render/lightingPreset.d.ts.map +1 -0
  88. package/dist/render/lightingPreset.js +36 -0
  89. package/dist/render/lightingPreset.js.map +1 -0
  90. package/dist/render/materialAlpha.d.ts +51 -0
  91. package/dist/render/materialAlpha.d.ts.map +1 -0
  92. package/dist/render/materialAlpha.js +68 -0
  93. package/dist/render/materialAlpha.js.map +1 -0
  94. package/dist/tileset/S3MTileset.d.ts +42 -0
  95. package/dist/tileset/S3MTileset.d.ts.map +1 -1
  96. package/dist/tileset/S3MTileset.js +52 -1
  97. package/dist/tileset/S3MTileset.js.map +1 -1
  98. package/dist/vendor/browser-node-stub.js +10 -0
  99. package/dist/worker/s3mWorker.js +1166 -979
  100. package/dist/worker/s3mWorker.js.map +1 -1
  101. package/docs/API.md +55 -1
  102. package/docs/FORMAT-NOTES.md +338 -0
  103. package/package.json +1 -1
  104. package/src/core/GaussianSplat.ts +175 -0
  105. package/src/core/S3M1Parser.ts +330 -24
  106. package/src/core/S3MBParser.ts +18 -0
  107. package/src/core/S3MBlockParser.ts +56 -11
  108. package/src/core/SplatLod.ts +83 -0
  109. package/src/core/SplatProjection.ts +231 -0
  110. package/src/core/SplatSort.ts +30 -0
  111. package/src/core/TexCoordZ.ts +160 -0
  112. package/src/core/TextureDecode.ts +63 -11
  113. package/src/core/TileGeometry.ts +138 -14
  114. package/src/core/degradations.ts +74 -0
  115. package/src/core/types.ts +32 -0
  116. package/src/index.ts +8 -1
  117. package/src/render/DatasetManager.ts +10 -0
  118. package/src/render/FeatureStyleManager.ts +7 -5
  119. package/src/render/GeometryBuilder.ts +239 -6
  120. package/src/render/Picker.ts +21 -5
  121. package/src/render/S3MViewer.ts +255 -11
  122. package/src/render/SplatMaterial.ts +433 -0
  123. package/src/render/SplatSorter.ts +59 -0
  124. package/src/render/StyleMaterial.ts +339 -69
  125. package/src/render/TextureFactory.ts +39 -5
  126. package/src/render/lightingPreset.ts +76 -0
  127. package/src/render/materialAlpha.ts +75 -0
  128. package/src/tileset/S3MTileset.ts +78 -1
  129. package/src/vendor/browser-node-stub.js +10 -0
  130. package/dist/browser/assets/s3mWorker-BjPOUgjg.js +0 -1
@@ -31,6 +31,16 @@ export function setMaxAnisotropy(n: number, cap = Infinity): void {
31
31
  anisotropyCap = Number.isFinite(cap) && cap > 0 ? Math.max(1, cap) : Infinity;
32
32
  }
33
33
 
34
+ /**
35
+ * 单独调各向异性上限(只影响之后创建的纹理)。
36
+ * supermap 预设会设成 1 —— 官方 iClient3D 不开各向异性,斜视角直接采高 mip
37
+ * 平均成纯色;我们默认拉满(Infinity)是为了倾斜摄影立面清晰度,代价是
38
+ * 米制平铺纹理的远处高频纹(点阵/砖缝)被硬保下来,怎么调光照都"不像官方"。
39
+ */
40
+ export function setAnisotropyCap(cap: number): void {
41
+ anisotropyCap = Number.isFinite(cap) && cap > 0 ? Math.max(1, cap) : Infinity;
42
+ }
43
+
34
44
  /**
35
45
  * 纹理长边像素上限(默认 Infinity = 不限制)。
36
46
  * 只作用于非图集的 RGBA / WebP 产物,见 `core/TextureDecode.ts` 的 `maxSize`。
@@ -86,6 +96,24 @@ async function decodeTexture(
86
96
  return decodeTextureData(tex, { compressed, maxSize });
87
97
  }
88
98
 
99
+ /**
100
+ * 纹理是否做 sRGB→linear 解码。
101
+ *
102
+ * 默认 true(three 线性 PBR 管线的正确姿势)。`lightingPreset: 'supermap'` 会关掉它:
103
+ * 官方 iClient3D 把贴图字节值**不解码**直接进 shader、在 sRGB 数值空间做 Lambert 直乘,
104
+ * 要逐像素对齐就得让字节值原样进来(输出端由 StyleMaterial 的 S3M_DIRECT_COLOR 抵消)。
105
+ */
106
+ let srgbTextureDecode = true;
107
+
108
+ /** 切换纹理解码(只影响之后创建的纹理,已上传 GPU 的不受影响) */
109
+ export function setSrgbTextureDecode(v: boolean): void {
110
+ srgbTextureDecode = v;
111
+ }
112
+
113
+ export function getSrgbTextureDecode(): boolean {
114
+ return srgbTextureDecode;
115
+ }
116
+
89
117
  function configure<T extends THREE.Texture>(tex: T, srgb = true): T {
90
118
  tex.wrapS = THREE.RepeatWrapping;
91
119
  tex.wrapT = THREE.RepeatWrapping;
@@ -94,7 +122,7 @@ function configure<T extends THREE.Texture>(tex: T, srgb = true): T {
94
122
  tex.generateMipmaps = true;
95
123
  // 各向异性过滤对斜视角立面清晰度的提升比提高分辨率更直接
96
124
  tex.anisotropy = anisotropyCap === Infinity ? maxAnisotropy : Math.min(maxAnisotropy, anisotropyCap);
97
- if (srgb) tex.colorSpace = THREE.SRGBColorSpace;
125
+ if (srgb && srgbTextureDecode) tex.colorSpace = THREE.SRGBColorSpace;
98
126
  tex.flipY = false;
99
127
  tex.needsUpdate = true;
100
128
  return tex;
@@ -145,12 +173,16 @@ export async function createTexture(tex: S3MTexture | null | undefined): Promise
145
173
  texture = new THREE.Texture(data.bitmap);
146
174
  } else if (data.blocks && data.blockFormat) {
147
175
  // DXT 块直传:GPU 硬件解压,省 4~8 倍上传带宽与显存。压缩纹理不能 generateMipmaps
148
- // (WebGL 限制),远处靠 LinearFilter 兜底;s3mHasAlpha 走 alphaTest 的 DXT1 1bit
149
- // alpha 历史上没开过,DXT5 的 hasAlpha 由 decodeTextureData 判定
176
+ // (WebGL 限制)——所以**数据自带的内联 mip 链**(官方 iClient3D 逐层上传的那条)
177
+ // 必须切出来一起传,否则远处只有 level0 可采,高频纹/点阵全保留,永远"糊"不出
178
+ // 官方那种平均色;s3mHasAlpha 走 alphaTest 的 DXT1 1bit alpha 历史上没开过,
179
+ // DXT5 的 hasAlpha 由 decodeTextureData 判定
150
180
  const format =
151
181
  data.blockFormat === 'dxt1' ? THREE.RGB_S3TC_DXT1_Format : THREE.RGBA_S3TC_DXT5_Format;
152
182
  texture = new THREE.CompressedTexture(
153
- [{ data: data.blocks, width: data.width, height: data.height }],
183
+ data.mipmaps && data.mipmaps.length > 1
184
+ ? data.mipmaps.map((m) => ({ data: m.data, width: m.width, height: m.height }))
185
+ : [{ data: data.blocks, width: data.width, height: data.height }],
154
186
  data.width,
155
187
  data.height,
156
188
  format,
@@ -165,7 +197,9 @@ export async function createTexture(tex: S3MTexture | null | undefined): Promise
165
197
  const configured = isAtlas ? configureAtlas(texture) : configure(texture);
166
198
  if (data.blocks) {
167
199
  configured.generateMipmaps = false;
168
- configured.minFilter = THREE.LinearFilter;
200
+ // 带链 → 三线性取链上高层级(官方同款平均效果);纯 level0 才退回 Linear 兜底
201
+ configured.minFilter =
202
+ data.mipmaps && data.mipmaps.length > 1 ? THREE.LinearMipmapLinearFilter : THREE.LinearFilter;
169
203
  }
170
204
  // flipY 为真即 S3MBLOCK 图集(见 core/types.ts),必须无 mip
171
205
  return { texture: configured, decoded: data.kind };
@@ -0,0 +1,76 @@
1
+ /**
2
+ * 光照预设。
3
+ *
4
+ * 默认那套(ambient 0.4 / hemi 0.8 / key 1.0 / fill 0.35)是为「线性 PBR 管线」
5
+ * 调的,亮部线性总量约 2.55。超图官方 iClient3D 走的是完全不同的着色模型
6
+ * (`S3MTiles/Shaders/S3MTilesFS.js`):
7
+ *
8
+ * ```glsl
9
+ * const vec3 SunLightColor = vec3(0.8);
10
+ * const vec3 AmbientLightColor = vec3(0.7);
11
+ * return uDiffuseColor.rgb * (SunLightColor * max(dot(n, L), 0.0) + AmbientLightColor * uAmbientColor.rgb);
12
+ * ```
13
+ *
14
+ * 也就是**在 sRGB 数值空间里直接做 Lambert**,因子范围 0.7 ~ 1.5,没有 gamma 编码、
15
+ * 没有 tonemap。我们在线性空间乘、最后再做 linear→sRGB,同一个中间灰(sRGB 0.5):
16
+ *
17
+ * | | 官方 | 我们(默认) |
18
+ * |---|---|---|
19
+ * | 背光 | 0.5 × 0.7 = 0.35 | (0.214 × 0.8)^(1/2.2) ≈ 0.455 |
20
+ * | 受光 | 0.5 × 1.5 = 0.75 | (0.214 × 2.55)^(1/2.2) ≈ 0.76 |
21
+ *
22
+ * 暗部被 gamma 抬亮 30%,动态范围被压到 0.7~1.0,于是「发灰、饱和度低」。
23
+ *
24
+ * `'supermap'` 预设把线性光照总量重新压到与官方 sRGB 因子等效的区间:
25
+ * 0.7^2.2 ≈ 0.46(背光)到 1.5^2.2 ≈ 2.44(受光)。这不是逐像素复刻官方的
26
+ * sRGB 直乘(那需要放弃 PBR、改 `outputColorSpace = LinearSRGB`),
27
+ * 而是只动光源、可逆、不碰材质。
28
+ */
29
+ export type LightingPreset = 'default' | 'supermap';
30
+
31
+ export interface PresetLightIntensities {
32
+ ambientIntensity: number;
33
+ hemisphereIntensity: number;
34
+ keyLightIntensity: number;
35
+ fillLightIntensity: number;
36
+ }
37
+
38
+ /** 现有默认值,一字节不改 */
39
+ export const DEFAULT_LIGHT_PRESET: PresetLightIntensities = {
40
+ ambientIntensity: 0.4,
41
+ hemisphereIntensity: 0.8,
42
+ keyLightIntensity: 1.0,
43
+ fillLightIntensity: 0.35,
44
+ };
45
+
46
+ /**
47
+ * 对齐官方观感:几乎只留平行光 + 极低环境光。
48
+ *
49
+ * 背光总和 = 0.12 + 0.20 + 0.15 = 0.47(≈ 0.7^2.2)
50
+ * 受光总和 = 0.47 + 1.95 = 2.42(≈ 1.5^2.2)
51
+ */
52
+ export const SUPERMAP_LIGHT_PRESET: PresetLightIntensities = {
53
+ ambientIntensity: 0.12,
54
+ hemisphereIntensity: 0.2,
55
+ keyLightIntensity: 1.95,
56
+ fillLightIntensity: 0.15,
57
+ };
58
+
59
+ export const LIGHT_PRESETS: Record<LightingPreset, PresetLightIntensities> = {
60
+ default: DEFAULT_LIGHT_PRESET,
61
+ supermap: SUPERMAP_LIGHT_PRESET,
62
+ };
63
+
64
+ /** 预设名 → 强度组合;未知值回落默认,避免拼错名字把场景变全黑 */
65
+ export function resolveLightingPreset(preset?: string | null): PresetLightIntensities {
66
+ if (preset && Object.prototype.hasOwnProperty.call(LIGHT_PRESETS, preset)) {
67
+ return LIGHT_PRESETS[preset as LightingPreset];
68
+ }
69
+ return DEFAULT_LIGHT_PRESET;
70
+ }
71
+
72
+ /** 线性总辐照度(供测试与调试:受光面 / 背光面) */
73
+ export function presetLinearRange(p: PresetLightIntensities): { shadow: number; lit: number } {
74
+ const shadow = p.ambientIntensity + p.hemisphereIntensity + p.fillLightIntensity;
75
+ return { shadow, lit: shadow + p.keyLightIntensity };
76
+ }
@@ -0,0 +1,75 @@
1
+ /**
2
+ * S3MB 材质透明判定。
3
+ *
4
+ * 官方把 alphaMode 定义成三个**小写**枚举(`S3MTiles/Enum/AlphaMode.js`):
5
+ * ```
6
+ * OPAQUE: 'opaque' BLEND: 'blend' MASK: 'mask'
7
+ * ```
8
+ * 而 S3M 规范文档里写的是 `AM_OPAQUE / AM_BLEND / AM_MASK`。线上数据用的是前者
9
+ * (`3D-BIMbuilding-2` 的 `WhiteMaterial_1` 就是 `"alphaMode": "blend"`),
10
+ * 所以两种写法都要认,否则 blend 材质会被当成不透明 —— 表现就是「透明度不见了」。
11
+ *
12
+ * 另外还有一条官方没写进规范、但数据里真实存在的透明度来源:**顶点色 alpha**。
13
+ * SMID 4421 的材质无纹理、`diffuse.a = 1`,顶点色是 u8 `(0,128,192,63)`,
14
+ * 也就是 alpha ≈ 0.247。官方片元 `outColor = baseColorWithAlpha * uDiffuseColor`
15
+ * 里 `baseColorWithAlpha = vColor`(vec4),alpha 就靠这条路传下去。
16
+ */
17
+
18
+ export type S3MAlphaMode = 'opaque' | 'blend' | 'mask';
19
+
20
+ /** 归一化 alphaMode:兼容小写枚举与规范里的 `AM_` 前缀,未知值一律按不透明处理 */
21
+ export function resolveAlphaMode(raw: unknown): S3MAlphaMode {
22
+ const s = String(raw ?? '').trim().toLowerCase().replace(/^am_/, '');
23
+ return s === 'blend' || s === 'mask' ? s : 'opaque';
24
+ }
25
+
26
+ export interface MaterialAlphaInput {
27
+ /** 材质原始 alphaMode('blend' / 'AM_BLEND' / 'mask' / 'opaque' …) */
28
+ alphaMode?: unknown;
29
+ /** 材质 diffuse.a,缺省视为 1 */
30
+ diffuseAlpha?: number;
31
+ /** 材质 transparentsorting(配置开启透明度优化时官方也按透明处理) */
32
+ transparentSorting?: boolean;
33
+ /** 该几何顶点色 alpha 的最小值:<1 说明有半透明顶点 */
34
+ vertexAlphaMin?: number;
35
+ /** 内置水面材质且块里没有像素(我们自己的兜底上色) */
36
+ isWaterWithoutMap?: boolean;
37
+ }
38
+
39
+ /**
40
+ * 是否走透明(alpha 混合)管线。
41
+ *
42
+ * - `blend`:官方 `isTransparent = true`,进 TRANSLUCENT pass;
43
+ * - `mask`:官方也算透明,但它是**镂空**语义(alphaTest)。我们保持不透明队列 +
44
+ * alphaTest,否则树叶/栏杆之间会因 `depthWrite: false` 互相穿透;
45
+ * - 顶点色 alpha < 1:4421 这类"材质不透明但顶点半透明"的数据必须走混合。
46
+ */
47
+ export function isTransparentMaterial(input: MaterialAlphaInput): boolean {
48
+ const mode = resolveAlphaMode(input.alphaMode);
49
+ if (mode === 'blend') return true;
50
+ if (mode === 'mask') return false;
51
+ if (input.transparentSorting === true) return true;
52
+ if (input.isWaterWithoutMap === true) return true;
53
+ if ((input.diffuseAlpha ?? 1) < 0.999) return true;
54
+ if ((input.vertexAlphaMin ?? 1) < 0.999) return true;
55
+ return false;
56
+ }
57
+
58
+ /**
59
+ * 顶点色 alpha 的最小值:材质要不要开混合,取决于这块几何里有没有半透明顶点。
60
+ *
61
+ * 顶点数在几千到几万量级,一次线性扫描即可;只在建材质时算一次(每个 primitive 一次)。
62
+ * 没有 alpha 分量(老数据的 RGB)按 1 处理 —— 不能因为读不到就当成 0,那会整片全透明。
63
+ */
64
+ export function minVertexAlpha(color: { array: ArrayLike<number>; components?: number } | undefined): number {
65
+ if (!color || !color.array || color.array.length === 0) return 1;
66
+ const comp = color.components ?? 4;
67
+ if (comp < 4) return 1;
68
+ let min = 1;
69
+ for (let i = 3; i < color.array.length; i += comp) {
70
+ const a = color.array[i]!;
71
+ if (a < min) min = a;
72
+ if (min <= 0.999) return min; // 已经确定要透明,提前退出
73
+ }
74
+ return min;
75
+ }
@@ -7,6 +7,9 @@
7
7
  * 命中阈值就请求 childTile,实现渐进式细化。
8
8
  */
9
9
  import { parseS3MB } from '../core/S3MBParser.js';
10
+ import { planDegradations } from '../core/degradations.js';
11
+ import { splatLodDecision } from '../core/SplatLod.js';
12
+ import type { UnsupportedPolicy } from '../core/degradations.js';
10
13
  import { authFetch, type AuthenticateFn } from '../core/AuthFetch.js';
11
14
  import { getSharedS3MWorker, S3MWorkerClient, WorkerDeadError } from '../worker/S3MWorkerClient.js';
12
15
  import {
@@ -219,6 +222,14 @@ export interface TileNode {
219
222
  parentUrl?: string;
220
223
  /** 当前帧是否满足细化条件 */
221
224
  needRefine?: boolean;
225
+ /**
226
+ * 该瓦片高斯的最长轴中位长度(米)。非泼溅瓦片为 undefined。
227
+ * 有值时细化判据改走 core/SplatLod.ts —— 点云的各层 σ 恒定,
228
+ * 包围球像素误差那套判据对它无效(见该文件头部)。
229
+ */
230
+ splatSigma?: number;
231
+ /** 该瓦片的高斯实例数(泼溅瓦片才有) */
232
+ splatCount?: number;
222
233
  /** 该瓦片引用的纹理 key 清单,用于引用计数与显存释放 */
223
234
  textureKeys?: string[];
224
235
  /** 瓦片构建产生的统计信息,用于淘汰时准确扣减 stats */
@@ -233,6 +244,8 @@ export type BuildTileFn = (
233
244
  uniforms: StyleUniforms | null;
234
245
  /** Worker 侧已完成的纯数据几何组装(经典 .s3mb 路径),构建器直接包装成 three 对象 */
235
246
  assembled?: TileGeometryData;
247
+ /** 深度偏移配置(透传给 buildTileObjects),见 BuildTileOptions.polygonOffset */
248
+ polygonOffset?: { factor: number; units: number };
236
249
  }
237
250
  ) => Promise<{ group: Group; stats: Partial<Stats> }>;
238
251
 
@@ -243,6 +256,8 @@ export interface S3MTilesetOptions {
243
256
  /** 原始图像/子图集缓存上限(LRU),默认 128 */
244
257
  maxImageCache?: number;
245
258
  buildTile?: BuildTileFn | null;
259
+ /** 三角面材质深度偏移(共面摩尔纹 / 重合面归属),透传给 buildTileObjects */
260
+ polygonOffset?: { factor: number; units: number };
246
261
  /**
247
262
  * 是否用 Web Worker 解析经典 `.s3mb` 瓦片(默认开)。
248
263
  *
@@ -287,6 +302,17 @@ export interface S3MTilesetOptions {
287
302
  * 子图集)发出前过一遍,可改写 URL(加 `?token=`)或附加请求头。见 `AuthenticateFn`。
288
303
  */
289
304
  authenticate?: AuthenticateFn;
305
+ /**
306
+ * 遇到「解析得了但画不出该有的样子」的数据时怎么办。**默认 `'warn'`**。
307
+ *
308
+ * 目前只有一类:3DGS 数据按点渲染(`gsScale` / `gsRotation` 的量化格式未标定)。
309
+ * 'warn' —— 首次遇到告警一次,照常出图。旧版没有这个开关,但也不告警,
310
+ * 所以这里的差异只有多一条日志,不传参时的渲染路径逐字未变。
311
+ * 'throw' —— 直接拒绝这类瓦片(标 `permanent`,不重试)。给「宁可不显示,
312
+ * 也不要显示一个看不出是错的画面」的场景。
313
+ * 'silent' —— 只记录到 `stats.degradations`,由 UI 自己决定怎么提示。
314
+ */
315
+ unsupported?: UnsupportedPolicy;
290
316
  }
291
317
 
292
318
  export class S3MTileset {
@@ -341,6 +367,7 @@ export class S3MTileset {
341
367
  programs: 0,
342
368
  textures: 0,
343
369
  geometries: 0,
370
+ degradations: [],
344
371
  };
345
372
 
346
373
  maxConcurrent: number;
@@ -368,6 +395,8 @@ export class S3MTileset {
368
395
  private readonly _maxRetries: number;
369
396
  /** 鉴权适配函数;undefined = 不做任何改写(行为与旧版一致) */
370
397
  readonly authenticate: AuthenticateFn | undefined;
398
+ /** 能力降级的处置策略,默认 'warn',见 `S3MTilesetOptions.unsupported` */
399
+ private readonly _unsupported: UnsupportedPolicy;
371
400
  /** 失败重试计数与下次可用时间,退避期间 _enqueue 会直接跳过 */
372
401
  private readonly _retryCount = new Map<string, number>();
373
402
  private readonly _retryAt = new Map<string, number>();
@@ -382,6 +411,7 @@ export class S3MTileset {
382
411
  /** 本数据集是 S3M 1.x(SuperMapCache,.s3m):子瓦地址规则与 3.x 不同 */
383
412
  private isS3MV1 = false;
384
413
  private _buildTile: BuildTileFn | null;
414
+ private readonly _polygonOffset: { factor: number; units: number } | undefined;
385
415
  private readonly _uniforms: StyleUniforms | null;
386
416
  /** 经典 .s3mb 的 Worker 解析客户端;undefined = 尚未尝试创建,null = 不可用/已降级 */
387
417
  private _workerClient: S3MWorkerClient | null | undefined; private readonly _useWorker: boolean;
@@ -397,9 +427,11 @@ export class S3MTileset {
397
427
  this._onProgress = options.onProgress ?? (() => {});
398
428
  this._maxRetries = Math.max(0, options.maxRetries ?? 2);
399
429
  this.authenticate = options.authenticate;
430
+ this._unsupported = options.unsupported ?? 'warn';
400
431
 
401
432
  // 渲染层可注入:Node 环境下不需要 three,也能跑 URL / 解析链路
402
433
  this._buildTile = options.buildTile ?? null;
434
+ this._polygonOffset = options.polygonOffset;
403
435
  // 着色器共享 uniform,由 S3MLayer 持有并传进来
404
436
  this._uniforms = options.uniforms ?? null;
405
437
  this._useWorker = options.useWorker !== false;
@@ -1039,6 +1071,23 @@ export class S3MTileset {
1039
1071
  return;
1040
1072
  }
1041
1073
 
1074
+ /**
1075
+ * 处置一块瓦片的降级项。
1076
+ *
1077
+ * 位置很讲究:必须在 `build` 之前。`'throw'` 策略下要在浪费一次几何组装
1078
+ * (几十万面的解交错 + 合批)之前就拒绝,否则「拒绝」本身也成了开销。
1079
+ *
1080
+ * 抛出的错带 `permanent`,由 `_load` 的 catch 识别 → 不重试、直接进 failed。
1081
+ */
1082
+ private _noteDegradations(tile: ParsedTile): void {
1083
+ const incoming = tile.degradations;
1084
+ if (!incoming?.length) return;
1085
+ const plan = planDegradations(incoming, this.stats.degradations, this._unsupported);
1086
+ this.stats.degradations = plan.known;
1087
+ for (const msg of plan.messages) console.warn(msg);
1088
+ if (plan.error) throw plan.error;
1089
+ }
1090
+
1042
1091
  private async _load(url: string): Promise<void> {
1043
1092
  if (this.nodes.has(url) || this.pending.has(url) || this.failed.has(url)) return;
1044
1093
  this.pending.add(url);
@@ -1088,11 +1137,15 @@ export class S3MTileset {
1088
1137
  await this._upgradeAtlasLod(tile, baseUrl);
1089
1138
  }
1090
1139
 
1140
+ // 解析成功但能力不完整的(目前只有 3DGS),在花力气建几何之前先决定处置
1141
+ this._noteDegradations(tile);
1142
+
1091
1143
  const build = await this._builder();
1092
1144
  const buildRes = await build(tile, {
1093
1145
  textureCache: this.textureCache,
1094
1146
  uniforms: this._uniforms,
1095
1147
  assembled,
1148
+ polygonOffset: this._polygonOffset,
1096
1149
  });
1097
1150
  const { group, stats } = buildRes;
1098
1151
  const texKeys = (buildRes as any).textureKeys ?? (group.userData?.textureKeys as string[] | undefined) ?? Object.keys(tile.textures ?? {});
@@ -1130,6 +1183,8 @@ export class S3MTileset {
1130
1183
  childUrls,
1131
1184
  parentUrl: this._parentOf.get(url),
1132
1185
  state: 'ready',
1186
+ ...(stats.splatSigma ? { splatSigma: stats.splatSigma } : {}),
1187
+ ...(stats.splatCount ? { splatCount: stats.splatCount } : {}),
1133
1188
  stats: {
1134
1189
  meshes: stats.meshes ?? 0,
1135
1190
  vertices: stats.vertices ?? 0,
@@ -1242,7 +1297,29 @@ export class S3MTileset {
1242
1297
  const childUrls = node.childUrls ?? (node.childUrl ? [node.childUrl] : []);
1243
1298
  // 加入 8% 迟滞区间(Hysteresis Band),防止相机在 LOD 临界距离处发生父子瓦片逐帧来回横跳闪烁
1244
1299
  const hFactor = node.needRefine ? (byDistance ? 1.08 : 0.92) : 1.0;
1245
- const needRefine = childUrls.length > 0 && (byDistance ? metric < threshold * hFactor : metric > threshold * hFactor);
1300
+
1301
+ // 泼溅 / 点云瓦片走另一套判据:每层 σ 是同一个物理量、只有点数在涨,包围球
1302
+ // 像素误差对它没有含义 —— 按上面那套算,metric 在任何距离都远大于阈值,等于
1303
+ // 「永远细化到叶子」。
1304
+ // 判据换成**屏幕上的高斯尺寸**(3σ 超过 SPLAT_REFINE_PX 就细化),见 core/SplatLod.ts。
1305
+ // 别用覆盖率:主体那块根瓦片 32 万高斯、σ=13.5cm,覆盖率一上来就是 51,
1306
+ // 当场停止细化,最后只画了总量 2.3% 的高斯 —— 柱子就是这么被糊掉的。
1307
+ const splat =
1308
+ node.splatSigma && node.sphere
1309
+ ? splatLodDecision({
1310
+ splats: node.splatCount ?? node.stats?.vertices ?? 0,
1311
+ radius: node.sphere.radius,
1312
+ distance: dist,
1313
+ sigma: node.splatSigma,
1314
+ screenHeight,
1315
+ hasChild: childUrls.length > 0,
1316
+ })
1317
+ : null;
1318
+
1319
+ const needRefine = splat
1320
+ ? splat.needRefine
1321
+ : childUrls.length > 0 &&
1322
+ (byDistance ? metric < threshold * hFactor : metric > threshold * hFactor);
1246
1323
  node.needRefine = needRefine;
1247
1324
 
1248
1325
  const dbgSeen = ((globalThis as { __S3M_LOD_SEEN?: Set<string> }).__S3M_LOD_SEEN ??= new Set<string>());
@@ -0,0 +1,10 @@
1
+ /**
2
+ * 浏览器构建(iife)的 node 内建模块占位。
3
+ *
4
+ * vendor 里的 emscripten 解码器(draco / crunch)带 Node 环境分支:
5
+ * `if (ENVIRONMENT_IS_NODE) { fs = require('node:fs'); ... }`——浏览器里
6
+ * 这个分支永远不执行,这里只需要让解析器有个落点、消除
7
+ * 「Module "node:fs" has been externalized for browser compatibility」告警。
8
+ * Node 环境不走这份 iife 产物(走 tsc 的 ESM 产物),不受影响。
9
+ */
10
+ export default {};