s3m-three 0.4.19 → 0.4.21

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Files changed (87) hide show
  1. package/dist/browser/assets/{s3mWorker-4iTAmWIu.js → s3mWorker-DvAUA8NJ.js} +1 -1
  2. package/dist/browser/s3m-three.iife.ext-three.js +243 -243
  3. package/dist/browser/s3m-three.iife.js +227 -227
  4. package/dist/core/Draco.d.ts.map +1 -1
  5. package/dist/core/Draco.js +0 -1
  6. package/dist/core/Draco.js.map +1 -1
  7. package/dist/core/S3MBlockParser.d.ts.map +1 -1
  8. package/dist/core/S3MBlockParser.js +27 -14
  9. package/dist/core/S3MBlockParser.js.map +1 -1
  10. package/dist/core/SplatSort.d.ts +14 -1
  11. package/dist/core/SplatSort.d.ts.map +1 -1
  12. package/dist/core/SplatSort.js +51 -4
  13. package/dist/core/SplatSort.js.map +1 -1
  14. package/dist/core/TileGeometry.d.ts +10 -0
  15. package/dist/core/TileGeometry.d.ts.map +1 -1
  16. package/dist/core/TileGeometry.js +17 -14
  17. package/dist/core/TileGeometry.js.map +1 -1
  18. package/dist/render/DatasetManager.d.ts +3 -1
  19. package/dist/render/DatasetManager.d.ts.map +1 -1
  20. package/dist/render/DatasetManager.js +2 -1
  21. package/dist/render/DatasetManager.js.map +1 -1
  22. package/dist/render/FeatureStyleManager.d.ts.map +1 -1
  23. package/dist/render/GeometryBuilder.d.ts +8 -0
  24. package/dist/render/GeometryBuilder.d.ts.map +1 -1
  25. package/dist/render/GeometryBuilder.js +62 -7
  26. package/dist/render/GeometryBuilder.js.map +1 -1
  27. package/dist/render/S3MViewer.d.ts +106 -440
  28. package/dist/render/S3MViewer.d.ts.map +1 -1
  29. package/dist/render/S3MViewer.js +297 -1653
  30. package/dist/render/S3MViewer.js.map +1 -1
  31. package/dist/render/SplatSorter.d.ts.map +1 -1
  32. package/dist/render/SplatSorter.js +8 -1
  33. package/dist/render/SplatSorter.js.map +1 -1
  34. package/dist/render/viewer/EdgeDecorator.d.ts +206 -0
  35. package/dist/render/viewer/EdgeDecorator.d.ts.map +1 -0
  36. package/dist/render/viewer/EdgeDecorator.js +628 -0
  37. package/dist/render/viewer/EdgeDecorator.js.map +1 -0
  38. package/dist/render/viewer/HeightIndex.d.ts +36 -0
  39. package/dist/render/viewer/HeightIndex.d.ts.map +1 -0
  40. package/dist/render/viewer/HeightIndex.js +98 -0
  41. package/dist/render/viewer/HeightIndex.js.map +1 -0
  42. package/dist/render/viewer/LightRig.d.ts +88 -0
  43. package/dist/render/viewer/LightRig.d.ts.map +1 -0
  44. package/dist/render/viewer/LightRig.js +229 -0
  45. package/dist/render/viewer/LightRig.js.map +1 -0
  46. package/dist/render/viewer/PickService.d.ts +109 -0
  47. package/dist/render/viewer/PickService.d.ts.map +1 -0
  48. package/dist/render/viewer/PickService.js +591 -0
  49. package/dist/render/viewer/PickService.js.map +1 -0
  50. package/dist/render/viewer/SelectionDecorator.d.ts +84 -0
  51. package/dist/render/viewer/SelectionDecorator.d.ts.map +1 -0
  52. package/dist/render/viewer/SelectionDecorator.js +339 -0
  53. package/dist/render/viewer/SelectionDecorator.js.map +1 -0
  54. package/dist/render/viewer/SplatLayer.d.ts +26 -0
  55. package/dist/render/viewer/SplatLayer.d.ts.map +1 -0
  56. package/dist/render/viewer/SplatLayer.js +44 -0
  57. package/dist/render/viewer/SplatLayer.js.map +1 -0
  58. package/dist/render/viewer/types.d.ts +256 -0
  59. package/dist/render/viewer/types.d.ts.map +1 -0
  60. package/dist/render/viewer/types.js +3 -0
  61. package/dist/render/viewer/types.js.map +1 -0
  62. package/dist/tileset/S3MTileset.d.ts +30 -3
  63. package/dist/tileset/S3MTileset.d.ts.map +1 -1
  64. package/dist/tileset/S3MTileset.js +99 -5
  65. package/dist/tileset/S3MTileset.js.map +1 -1
  66. package/dist/worker/s3mWorker.js +1 -1
  67. package/dist/worker/s3mWorker.js.map +1 -1
  68. package/docs/API.md +9 -28
  69. package/docs/FORMAT-NOTES.md +38 -14
  70. package/package.json +1 -1
  71. package/src/core/Draco.ts +1 -2
  72. package/src/core/S3MBlockParser.ts +27 -16
  73. package/src/core/SplatSort.ts +67 -5
  74. package/src/core/TileGeometry.ts +24 -11
  75. package/src/render/DatasetManager.ts +5 -1
  76. package/src/render/FeatureStyleManager.ts +1 -1
  77. package/src/render/GeometryBuilder.ts +59 -7
  78. package/src/render/S3MViewer.ts +327 -1916
  79. package/src/render/SplatSorter.ts +8 -1
  80. package/src/render/viewer/EdgeDecorator.ts +722 -0
  81. package/src/render/viewer/HeightIndex.ts +94 -0
  82. package/src/render/viewer/LightRig.ts +267 -0
  83. package/src/render/viewer/PickService.ts +651 -0
  84. package/src/render/viewer/SelectionDecorator.ts +377 -0
  85. package/src/render/viewer/SplatLayer.ts +44 -0
  86. package/src/render/viewer/types.ts +264 -0
  87. package/src/tileset/S3MTileset.ts +106 -6
@@ -0,0 +1,206 @@
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+ /**
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+ * 棱线装饰:折边线 / 外推 / 背面外扩轮廓 / GPU 后处理描边。
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+ *
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+ * 从 `S3MViewer` 整体搬出来的最大一块。它只碰 `mesh.userData`(`edges` / `edgeHull` /
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+ * `nativeEdges`)与共享 uniform,不碰拾取表、不碰瓦片生命周期 —— 所以能独立成模块。
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+ *
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+ * ## 为什么外观 uniform 要共享
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+ *
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+ * 棱线材质必须**逐网格一份**(各绑各的单体状态纹理),但外观(颜色 / 粗细 / 透明度 /
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+ * 外推距离)必须全局统一。做法是外观 uniform 用同一批对象,`syncStyle()` 改一次全部生效,
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+ * 棱线淡入淡出也只改一个 `uEdgeFade` —— 新建瓦片自动继承当前进度。
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+ *
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+ * ## 三种画法的成本
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+ *
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+ * - `line` / `offset`:CPU 现算 EdgesGeometry,按 8ms 一帧切片建,几十万面不会卡死;
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+ * - `hull`:不建几何,把同一块网格沿法线外扩再画一遍,只画背面;
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+ * - `gpu`:零几何、零额外 pass 的片元描边,线宽约 1 像素。
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+ */
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+ import * as THREE from 'three';
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+ import type { Animator, TransitionOptions } from '../../anim/Animator.js';
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+ import type { AuthenticateFn } from '../../core/AuthFetch.js';
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+ import type { StyleUniforms } from '../../core/types.js';
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+ import { type EdgeModes, type EdgesOption } from '../StyleMaterial.js';
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+ import { type LineSharedUniforms, type ThickLineMaterial } from '../EdgeLines.js';
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+ import { GpuEdgePass } from '../GpuEdgePass.js';
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+ import type { S3MDatasetEntry } from '../DatasetManager.js';
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+ /** 宿主需要提供的东西。只列真正用到的,避免模块偷偷依赖整只 viewer */
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+ export interface EdgeHost {
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+ readonly uniforms: StyleUniforms;
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+ /** 当前**显示**的样式(动画推进中会逐帧变) */
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+ readonly style: {
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+ edges: EdgesOption;
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+ forceCpuEdges?: boolean;
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+ edgeColor: string;
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+ edgeWidth?: number;
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+ edgeOpacity?: number;
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+ edgeOffset?: number;
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+ edgeHullWidth?: number;
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+ edgeThreshold?: number;
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+ opacity?: number;
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+ };
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+ /** 用户想要的样式(`setEdges` 要同步写回,`getStyle()` 才拿得到) */
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+ readonly styleTarget: {
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+ edges: EdgesOption;
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+ };
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+ readonly animator: Animator;
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+ readonly pickables: Map<number, {
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+ mesh: THREE.Mesh;
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+ }>;
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+ scene: THREE.Scene | null;
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+ renderer: THREE.WebGLRenderer | null;
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+ camera: THREE.Camera | null;
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+ readonly authenticate: AuthenticateFn | undefined;
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+ requestRepaint(): void;
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+ }
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+ export declare class EdgeDecorator {
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+ private readonly host;
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+ /** 等宽线共享的分辨率 uniform(全局棱线 + 选中棱线共用) */
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+ readonly lineShared: LineSharedUniforms;
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+ /** 全局棱线材质(外观 uniform 的持有者,逐网格棱线材质共享它的对象) */
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+ readonly edgeMaterial: ThickLineMaterial;
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+ /** 选中棱线材质(同上,选中棱线的逐网格材质共享它的对象) */
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+ readonly selectionEdgeMaterial: ThickLineMaterial;
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+ private readonly _edgeStyleUniforms;
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+ private readonly _selEdgeStyleUniforms;
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+ private readonly _hullStyleUniforms;
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+ private _enabled;
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+ private _modes;
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+ /** 预制棱线缓存(Crease Cache):外部载入的全局统一 LineSegments */
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+ private _creaseLines;
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+ /** 数据自带的棱线对象:改颜色时只刷这些,不再全场景 traverse */
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+ private readonly _nativeLines;
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+ /** GPU 描边后处理(深度 + 法线),只在 edges 含 'gpu' 时按帧执行 */
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+ private _gpuEdge;
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+ /** 给 GPU 描边传色用的临时 Color,避免每帧 new */
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+ private readonly _gpuEdgeColor;
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+ constructor(host: EdgeHost);
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+ /** 当前是否开启棱线 */
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+ get enabled(): boolean;
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+ /** 当前生效的画法 */
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+ get modes(): EdgeModes;
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+ /** 数据自带棱线包在当前画法下还算不算数 */
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+ useNativeEdges(hasNative: boolean): boolean;
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+ /** 登记数据自带的棱线(注册瓦片时调) */
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+ registerNativeLine(lines: THREE.LineSegments, visible: boolean): void;
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+ /** 注销数据自带的棱线(瓦片淘汰时调) */
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+ unregisterNativeLine(lines: THREE.LineSegments): void;
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+ /** 新瓦片是否要自动补棱线装饰(受全局开关 / 数据集开关 / 关键字跳过三道控制) */
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+ autoDecorate(mesh: THREE.Mesh, entry: S3MDatasetEntry, hasNativeEdges: boolean): void;
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+ /** 释放全部装饰与后处理资源(unmount 时调) */
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+ disposeAll(): void;
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+ /** @internal GPU 描边实例,单测会替换成假对象观察 dispose */
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+ get gpuEdge(): GpuEdgePass | null;
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+ set gpuEdge(v: GpuEdgePass | null);
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+ /** GPU 描边资源单独释放(换上下文时调,下一帧按需重建) */
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+ disposeGpuEdge(): void;
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+ /** 一帧的 GPU 描边,必须画在主场景之后(依赖本帧已写好的深度) */
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+ renderGpuEdges(canvas: HTMLCanvasElement): void;
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+ /** 建逐网格棱线材质;`selection` 为真时用选中棱线那套外观 uniform */
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+ createPerMeshEdgeMaterial(mesh: THREE.Mesh, selection?: boolean): ThickLineMaterial;
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+ /**
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+ * 全局棱线开关。
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+ *
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+ * 取值是 `boolean | EdgeStyle | EdgeStyle[]`(见 resolveEdgeModes):
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+ * - `true` / `'line'` 折边线(旧口径)
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+ * - `'offset'` 折边线 + 沿边法线外推 `edgeOffset` 米
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+ * - `'hull'` 背面外扩轮廓(选中侧 outlineStyle:'hull' 的整场景版)
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+ * - `'gpu'` 纯片元描边:零几何、零额外 pass,线宽约 1 像素
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+ * - 数组 叠加,例如 `['line', 'hull']`
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+ *
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+ * 数据自带棱线包(primitiveType 13)时直接用,成本为零;`style.forceCpuEdges`
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+ * 可以无视它,改由 CPU 现算 —— 那是 CPU 端的活,几十万面一次性建会卡住主线程
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+ * (实测 20 个网格 1.9s),所以按 8ms 一帧切片,边建边出。
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+ *
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+ * 棱线本身用「屏幕空间等宽线」画(见 EdgeLines.ts):WebGL 的 lineWidth 基本无效,
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+ * 只有摊成面向屏幕的四边形,`edgeWidth` 才能真正调粗。
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+ *
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+ * 带 `transition` 时做「淡入 / 淡出」,**不对几何做插值**(几何没法插值):
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+ * 开:立刻置位 + 开始分片建线,同时 `uEdgeFade` 0→1 —— 建好一块亮一块,视觉上是渐显;
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+ * 关:`uEdgeFade` 1→0,淡完才 dispose,避免棱线「啪」一下消失。
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+ */
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+ setEdges(edges: EdgesOption, transition?: TransitionOptions): void;
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+ /** 直接写棱线淡入乘子(不走动画通道) */
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+ private _setEdgeFade;
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+ /** 释放所有现算棱线几何 */
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+ private _disposeEdges;
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+ /**
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+ * 挂载预制棱线缓存(Crease Cache)。
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+ *
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+ * 直接把 `source-creases.f32` 这类 Float32Array 缓冲载入为一组全局统一的
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+ * LineSegments —— 相比逐 Mesh 现算 EdgesGeometry,性能高一个量级,视觉也最干净。
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+ * 坐标按「场景本地坐标」(相对场景锚点的米)处理,与瓦片几何同一坐标系。
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+ *
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+ * @param url 棱线缓存地址(二进制 Float32 序列:x,y,z,x,y,z,… 成对成段)
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+ */
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+ loadCreases(url: string): Promise<void>;
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+ /** 移除并释放预制棱线缓存 */
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+ clearCreases(): void;
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+ /**
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+ * 让全局棱线材质跟上 style.edgeColor / edgeWidth / edgeOpacity / edgeOffset。
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+ *
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+ * 全程 O(1):只有一份共享 edgeMaterial(所有逐 mesh 棱线都用它)+ 一份预制缓存
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+ * + 一批共享外观对象的轮廓壳,所以棱线淡入淡出只要改一个 uniform,
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+ * 新建瓦片自动继承当前进度。
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+ */
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+ private _syncEdgeStyle;
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+ /** 让数据自带的棱线跟着 style.edgeColor / opacity 走(这些是 LineBasicMaterial,改不了粗细) */
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+ private _styleEdgeLine;
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+ /**
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+ * 刷新所有棱线外观。
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+ *
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+ * 数据自带的棱线是逐对象的 LineBasicMaterial,改颜色只能一个个写;但原来每次都要
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+ * 遍历整个数据集树(几千个节点),颜色动画逐帧跑就是灾难。改成只刷注册时收集好的
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+ * 那批 LineSegments,复杂度降到 O(棱线条数)。
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+ */
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+ private _refreshEdgeLines;
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+ /** 地形 / 绿地 / 道路 / 地面铺装等不参与自动描边(数据自带棱线包另说) */
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+ /** 数据集级别的棱线开关:enableEdges 优先,否则跟随全局 style.edges */
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+ private _datasetEdgesEnabled;
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+ /** 该 mesh 是否命中「跳过自动描边」的关键字(skeletonName / 数据集名) */
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+ private _shouldSkipAutoEdges;
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+ /**
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+ * 这块网格还缺哪种棱线装饰(缺就建,齐了就不动)。
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+ *
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+ * setEdges 的分片建线靠它筛「还没建完的」,注册新瓦片也靠它决定要不要动手。
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+ */
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+ private _needsEdgeDecoration;
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+ /** 按当前画法补齐这块网格的棱线装饰 */
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+ private _ensureEdgeDecoration;
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+ private _ensureEdges;
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+ /**
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+ * 给一块网格挂「背面外扩轮廓」(整场景版)。
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+ *
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+ * 复用选中侧那套 `createOutlineMaterial`:顶点沿法线鼓 `edgeHullWidth` 米、只画背面,
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+ * 于是被本体挡住的部分不显示,露出来的那圈就是描边。与折边线的差别在于——
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+ * 这里**不建任何新几何**,成本只是把同一块网格多画一遍,折边判定那套 CPU 活全省了。
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+ *
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+ * 实例化几何拿不到逐实例变换(轮廓壳是 mesh 的子节点,不吃 instanceMatrix),
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+ * 直接跳过:宁可这栋没描边,也不要所有实例的壳叠在原点。
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+ */
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+ private _ensureHull;
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+ /**
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+ * 给一块网格造专属的棱线材质。
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+ *
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+ * 棱线材质必须逐网格一份,因为它要绑定**这个网格**的单体状态纹理;但外观
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+ * (颜色 / 粗细 / 透明度)必须全局统一——所以外观 uniform 直接复用
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+ * `_edgeStyleUniforms` 里的对象,`_syncEdgeStyle()` 改一次全部生效,
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+ * program 也因为着色器相同而只编译一次。
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+ */
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+ /** 选中棱线的逐网格材质,道理同上 */
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+ private _createSelectionEdgeMaterial;
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+ private _removeEdges;
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+ /** 让全局棱线材质跟上当前 style(颜色 / 粗细 / 透明度 / 外推距离),O(1) */
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+ syncStyle(): void;
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+ /** 刷新所有棱线外观:共享材质 + 数据自带的那批 LineSegments */
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+ refreshLines(): void;
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+ /** 释放所有现算棱线几何(临界角 / 画法变了要重建,见 setEdges) */
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+ disposeEdgeGeometry(): void;
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+ /** @internal 给一块网格补折边线(单测直接调,观察顶点焊合 / 临界角) */
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+ ensureEdges(mesh: THREE.Mesh): void;
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+ /** 拆掉一块网格的棱线与外扩壳(瓦片淘汰时调) */
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+ removeEdges(mesh: THREE.Mesh): void;
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+ /** 选中棱线的逐网格材质 */
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+ createSelectionEdgeMaterial(mesh: THREE.Mesh): ThickLineMaterial;
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+ }
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+ //# sourceMappingURL=EdgeDecorator.d.ts.map
@@ -0,0 +1 @@
1
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