three-base 2.0.134 → 2.0.142

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Files changed (305) hide show
  1. package/DirectionalLight.d.ts +6 -6
  2. package/DirectionalLight.js +68 -68
  3. package/DirectionalLight.ts +70 -0
  4. package/EventMap.d.ts +103 -0
  5. package/EventMap.js +17 -0
  6. package/EventMap.ts +139 -0
  7. package/EventMesh.d.ts +18 -18
  8. package/EventMesh.js +59 -59
  9. package/EventMesh.ts +60 -0
  10. package/ExtrudeMesh.d.ts +112 -112
  11. package/ExtrudeMesh.js +342 -366
  12. package/ExtrudeMesh.ts +553 -0
  13. package/FPScontrol.d.ts +511 -71
  14. package/FPScontrol.js +1799 -505
  15. package/FPScontrol.ts +1855 -0
  16. package/Fire/Fire.d.ts +28 -28
  17. package/Fire/Fire.js +80 -79
  18. package/Fire/Fire.ts +89 -0
  19. package/Fire/{FireGromtry.d.ts → FireGeometry.d.ts} +9 -9
  20. package/Fire/{FireGromtry.js → FireGeometry.js} +40 -40
  21. package/Fire/FireGeometry.ts +40 -0
  22. package/Fire/FireMaterial.d.ts +28 -28
  23. package/Fire/FireMaterial.js +32 -32
  24. package/Fire/FireMaterial.ts +89 -0
  25. package/Fire/index.d.ts +2 -1
  26. package/Fire/index.js +2 -1
  27. package/Fire/index.ts +2 -0
  28. package/GLTFDracoLoader.d.ts +71 -0
  29. package/GLTFDracoLoader.js +266 -0
  30. package/GLTFDracoLoader.ts +430 -0
  31. package/Grass/Grass.d.ts +8 -8
  32. package/Grass/Grass.js +38 -38
  33. package/Grass/Grass.ts +38 -0
  34. package/Grass/index.d.ts +2 -1
  35. package/Grass/index.js +2 -1
  36. package/Grass/index.ts +2 -0
  37. package/Ground1/Ground1.d.ts +10 -11
  38. package/Ground1/Ground1.js +95 -91
  39. package/Ground1/Ground1.ts +114 -0
  40. package/Ground1/index.d.ts +1 -1
  41. package/Ground1/index.js +1 -1
  42. package/Ground1/index.ts +1 -0
  43. package/MeshBase.d.ts +36 -35
  44. package/MeshBase.js +247 -223
  45. package/MeshBase.ts +253 -0
  46. package/Mirror.d.ts +25 -25
  47. package/Mirror.js +143 -139
  48. package/Mirror.ts +203 -0
  49. package/MktMesh/MktMesh.d.ts +291 -0
  50. package/MktMesh/MktMesh.js +1045 -0
  51. package/MktMesh/MktMesh.ts +1075 -0
  52. package/MktMesh/assetUrl.d.ts +35 -0
  53. package/MktMesh/assetUrl.js +69 -0
  54. package/MktMesh/assetUrl.ts +69 -0
  55. package/MktMesh/mktMappingShader.d.ts +12 -0
  56. package/MktMesh/mktMappingShader.js +139 -0
  57. package/MktMesh/mktMappingShader.ts +139 -0
  58. package/MktMesh/mktShader.d.ts +263 -0
  59. package/MktMesh/mktShader.js +1248 -0
  60. package/MktMesh/mktShader.ts +1344 -0
  61. package/MktMesh/panoBitmapTexture.d.ts +25 -0
  62. package/MktMesh/panoBitmapTexture.js +52 -0
  63. package/MktMesh/panoBitmapTexture.ts +54 -0
  64. package/MktMesh/panoSlotBind.d.ts +29 -0
  65. package/MktMesh/panoSlotBind.js +106 -0
  66. package/MktMesh/panoSlotBind.ts +153 -0
  67. package/MktMesh/panoSlotRoster.d.ts +22 -0
  68. package/MktMesh/panoSlotRoster.js +169 -0
  69. package/MktMesh/panoSlotRoster.ts +168 -0
  70. package/MktMesh/panoTileStitcher.d.ts +119 -0
  71. package/MktMesh/panoTileStitcher.js +533 -0
  72. package/MktMesh/panoTileStitcher.ts +616 -0
  73. package/MktMesh/types.d.ts +75 -0
  74. package/MktMesh/types.js +1 -0
  75. package/MktMesh/types.ts +87 -0
  76. package/MktMesh/wallCapTessellate.d.ts +33 -0
  77. package/MktMesh/wallCapTessellate.js +97 -0
  78. package/MktMesh/wallCapTessellate.ts +68 -0
  79. package/PipeMesh/PathGeometry.d.ts +44 -44
  80. package/PipeMesh/PathGeometry.js +307 -300
  81. package/PipeMesh/PathGeometry.ts +343 -0
  82. package/PipeMesh/PathPoint.d.ts +17 -17
  83. package/PipeMesh/PathPoint.js +31 -31
  84. package/PipeMesh/PathPoint.ts +36 -0
  85. package/PipeMesh/PathPointList.d.ts +31 -31
  86. package/PipeMesh/PathPointList.js +209 -208
  87. package/PipeMesh/PathPointList.ts +227 -0
  88. package/PipeMesh/PathTubeGeometry.d.ts +25 -25
  89. package/PipeMesh/PathTubeGeometry.js +130 -130
  90. package/PipeMesh/PathTubeGeometry.ts +146 -0
  91. package/PipeMesh/PipeMesh.d.ts +25 -25
  92. package/PipeMesh/PipeMesh.js +63 -63
  93. package/PipeMesh/PipeMesh.ts +76 -0
  94. package/PipeMesh/index.d.ts +1 -1
  95. package/PipeMesh/index.js +1 -1
  96. package/PipeMesh/index.ts +1 -0
  97. package/PlaneModal1/PlaneModal1.d.ts +34 -31
  98. package/PlaneModal1/PlaneModal1.js +109 -105
  99. package/PlaneModal1/PlaneModal1.ts +138 -0
  100. package/PlaneModal1/index.d.ts +1 -1
  101. package/PlaneModal1/index.js +1 -1
  102. package/PlaneModal1/index.ts +1 -0
  103. package/PlaneText.d.ts +27 -39
  104. package/PlaneText.js +35 -30
  105. package/PlaneText.ts +55 -0
  106. package/PlaneWithHtml.d.ts +13 -11
  107. package/PlaneWithHtml.js +64 -63
  108. package/PlaneWithHtml.ts +70 -0
  109. package/PointLight/PointLight.d.ts +13 -14
  110. package/PointLight/PointLight.js +64 -70
  111. package/PointLight/PointLight.ts +67 -0
  112. package/PointLight/index.d.ts +1 -1
  113. package/PointLight/index.js +1 -1
  114. package/PointLight/index.ts +1 -0
  115. package/README.md +110 -79
  116. package/Sky/Sky.d.ts +9 -9
  117. package/Sky/Sky.js +22 -22
  118. package/Sky/Sky.ts +22 -0
  119. package/Sky/index.d.ts +1 -1
  120. package/Sky/index.js +1 -1
  121. package/Sky/index.ts +1 -0
  122. package/SpotLight.d.ts +6 -6
  123. package/SpotLight.js +72 -72
  124. package/SpotLight.ts +74 -0
  125. package/SpriteModal1/SpriteModal1.d.ts +33 -30
  126. package/SpriteModal1/SpriteModal1.js +116 -110
  127. package/SpriteModal1/SpriteModal1.ts +146 -0
  128. package/SpriteModal1/index.d.ts +1 -1
  129. package/SpriteModal1/index.js +1 -1
  130. package/SpriteModal1/index.ts +1 -0
  131. package/SpriteText.d.ts +46 -45
  132. package/SpriteText.js +176 -163
  133. package/SpriteText.ts +205 -0
  134. package/SpriteText2.d.ts +48 -47
  135. package/SpriteText2.js +223 -198
  136. package/SpriteText2.ts +258 -0
  137. package/SpriteText3.d.ts +86 -0
  138. package/SpriteText3.js +519 -0
  139. package/SpriteText3.ts +599 -0
  140. package/SpriteWithHtml.d.ts +9 -7
  141. package/SpriteWithHtml.js +44 -44
  142. package/SpriteWithHtml.ts +50 -0
  143. package/Text3D/Text3D.d.ts +20 -20
  144. package/Text3D/Text3D.js +58 -62
  145. package/Text3D/Text3D.ts +77 -0
  146. package/Text3D/fontController.d.ts +60 -59
  147. package/Text3D/fontController.js +166 -199
  148. package/Text3D/fontController.ts +209 -0
  149. package/Text3D/index.d.ts +1 -1
  150. package/Text3D/index.js +1 -1
  151. package/Text3D/index.ts +1 -0
  152. package/ThreeBase.d.ts +248 -97
  153. package/ThreeBase.js +1202 -613
  154. package/ThreeBase.ts +1314 -0
  155. package/ThreeMouse.d.ts +54 -40
  156. package/ThreeMouse.js +453 -407
  157. package/ThreeMouse.ts +472 -0
  158. package/Transition.d.ts +45 -40
  159. package/Transition.js +209 -210
  160. package/Transition.ts +242 -0
  161. package/Water/Water.d.ts +5 -5
  162. package/Water/Water.js +44 -26
  163. package/Water/Water.ts +45 -0
  164. package/Water/index.d.ts +2 -0
  165. package/Water/index.js +2 -0
  166. package/Water/index.ts +2 -0
  167. package/WaterFlow/FloatingDuck.d.ts +88 -0
  168. package/WaterFlow/FloatingDuck.js +307 -0
  169. package/WaterFlow/FloatingDuck.ts +445 -0
  170. package/WaterFlow/GPUFluidSimulation.d.ts +56 -0
  171. package/WaterFlow/GPUFluidSimulation.js +785 -0
  172. package/WaterFlow/GPUFluidSimulation.ts +827 -0
  173. package/WaterFlow/ReservoirSystem.d.ts +106 -0
  174. package/WaterFlow/ReservoirSystem.js +621 -0
  175. package/WaterFlow/ReservoirSystem.ts +754 -0
  176. package/WaterFlow/SPHField.d.ts +35 -0
  177. package/WaterFlow/SPHField.js +204 -0
  178. package/WaterFlow/SPHField.ts +228 -0
  179. package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -0
  180. package/WaterFlow/ScreenSpaceFluidPass.js +736 -0
  181. package/WaterFlow/ScreenSpaceFluidPass.ts +789 -0
  182. package/WaterFlow/ShallowWaterSurface.d.ts +45 -0
  183. package/WaterFlow/ShallowWaterSurface.js +441 -0
  184. package/WaterFlow/ShallowWaterSurface.ts +510 -0
  185. package/WaterFlow/WaterFlow.d.ts +87 -0
  186. package/WaterFlow/WaterFlow.js +171 -0
  187. package/WaterFlow/WaterFlow.ts +219 -0
  188. package/WaterFlow/types.d.ts +161 -0
  189. package/WaterFlow/types.js +1 -0
  190. package/WaterFlow/types.ts +189 -0
  191. package/WaterFlow/waterFlowPass.d.ts +3 -0
  192. package/WaterFlow/waterFlowPass.js +20 -0
  193. package/WaterFlow/waterFlowPass.ts +40 -0
  194. package/collisionOBB.d.ts +42 -0
  195. package/collisionOBB.js +112 -0
  196. package/collisionOBB.ts +108 -0
  197. package/declare.d.ts +23 -165
  198. package/index.d.ts +1 -1
  199. package/index.js +1 -2
  200. package/index.ts +1 -0
  201. package/instanced/InstancedBatch.d.ts +57 -0
  202. package/instanced/InstancedBatch.js +348 -0
  203. package/instanced/InstancedBatch.ts +406 -0
  204. package/instanced/InstancedChild.d.ts +174 -0
  205. package/instanced/InstancedChild.js +264 -0
  206. package/instanced/InstancedChild.ts +327 -0
  207. package/instanced/InstancedGroup.d.ts +43 -0
  208. package/instanced/InstancedGroup.js +126 -0
  209. package/instanced/InstancedGroup.ts +137 -0
  210. package/{InstancedMeshBase.d.ts → instanced/InstancedMeshBase.d.ts} +38 -39
  211. package/{InstancedMeshBase.js → instanced/InstancedMeshBase.js} +282 -293
  212. package/instanced/InstancedMeshBase.ts +292 -0
  213. package/instanced/InstancedTemplate.d.ts +46 -0
  214. package/instanced/InstancedTemplate.js +125 -0
  215. package/instanced/InstancedTemplate.ts +188 -0
  216. package/keyControls.d.ts +30 -0
  217. package/{keyContorls.js → keyControls.js} +101 -98
  218. package/keyControls.ts +107 -0
  219. package/lensflare/LensFlare.d.ts +39 -0
  220. package/lensflare/LensFlare.js +373 -0
  221. package/lensflare/LensFlare.ts +448 -0
  222. package/lensflare/lensflare0.png +0 -0
  223. package/lensflare/lensflare3.png +0 -0
  224. package/lensflare/lensflare_custom.png +0 -0
  225. package/lensflare/lensflare_hex_ghost.png +0 -0
  226. package/lensflare/lensflare_hex_main.png +0 -0
  227. package/package.json +101 -26
  228. package/pass/bloom_pass.d.ts +2 -2
  229. package/pass/bloom_pass.js +188 -101
  230. package/pass/bloom_pass.ts +243 -0
  231. package/pass/cover_pass.d.ts +2 -2
  232. package/pass/cover_pass.js +122 -99
  233. package/pass/cover_pass.ts +182 -0
  234. package/pass/debugDepthState.d.ts +20 -0
  235. package/pass/debugDepthState.js +9 -0
  236. package/pass/debugDepthState.ts +22 -0
  237. package/pass/depthTestBias.d.ts +12 -0
  238. package/pass/depthTestBias.js +12 -0
  239. package/pass/depthTestBias.ts +12 -0
  240. package/pass/effectUserData.d.ts +27 -0
  241. package/pass/effectUserData.js +1 -0
  242. package/pass/effectUserData.ts +46 -0
  243. package/pass/frosted_glass_pass.d.ts +2 -2
  244. package/pass/frosted_glass_pass.js +167 -186
  245. package/pass/frosted_glass_pass.ts +288 -0
  246. package/pass/fsQuad.d.ts +9 -9
  247. package/pass/fsQuad.js +28 -28
  248. package/pass/fsQuad.ts +34 -0
  249. package/pass/glow_pass.d.ts +2 -2
  250. package/pass/glow_pass.js +449 -233
  251. package/pass/glow_pass.ts +654 -0
  252. package/pass/screen_bloom_pass.d.ts +11 -0
  253. package/pass/screen_bloom_pass.js +235 -0
  254. package/pass/screen_bloom_pass.ts +263 -0
  255. package/pass/ssao_pass.d.ts +88 -11
  256. package/pass/ssao_pass.js +802 -288
  257. package/pass/ssao_pass.ts +918 -0
  258. package/pass/stroke_pass.d.ts +2 -2
  259. package/pass/stroke_pass.js +329 -258
  260. package/pass/stroke_pass.ts +638 -0
  261. package/shaders/FXAAShaderMaterial.d.ts +3 -3
  262. package/shaders/FXAAShaderMaterial.js +23 -66
  263. package/shaders/FXAAShaderMaterial.ts +201 -0
  264. package/shaders/baseDepthVisShader.d.ts +11 -0
  265. package/shaders/baseDepthVisShader.js +36 -0
  266. package/shaders/baseDepthVisShader.ts +36 -0
  267. package/shaders/baseTextureToRenderShader.d.ts +2 -2
  268. package/shaders/baseTextureToRenderShader.js +55 -60
  269. package/shaders/baseTextureToRenderShader.ts +232 -0
  270. package/shaders/copyShader.d.ts +3 -3
  271. package/shaders/copyShader.js +13 -14
  272. package/shaders/copyShader.ts +32 -0
  273. package/shaders/debugDepthCompareShader.d.ts +14 -0
  274. package/shaders/debugDepthCompareShader.js +49 -0
  275. package/shaders/debugDepthCompareShader.ts +50 -0
  276. package/shaders/debugDepthJudgeShader.d.ts +18 -0
  277. package/shaders/debugDepthJudgeShader.js +52 -0
  278. package/shaders/debugDepthJudgeShader.ts +54 -0
  279. package/shaders/debugExcludedShader.d.ts +13 -0
  280. package/shaders/debugExcludedShader.js +46 -0
  281. package/shaders/debugExcludedShader.ts +48 -0
  282. package/spriteTextBg.d.ts +1 -0
  283. package/spriteTextBg.js +20 -0
  284. package/spriteTextBg.ts +20 -0
  285. package/threeLoader.d.ts +35 -34
  286. package/threeLoader.js +518 -527
  287. package/threeLoader.ts +525 -0
  288. package/threeUtils.d.ts +53 -52
  289. package/threeUtils.js +329 -330
  290. package/threeUtils.ts +373 -0
  291. package/types.d.ts +2 -0
  292. package/types.js +6 -0
  293. package/types.ts +8 -0
  294. package/ApngTexture.d.ts +0 -13
  295. package/ApngTexture.js +0 -61
  296. package/ApngTextureManage.d.ts +0 -18
  297. package/ApngTextureManage.js +0 -87
  298. package/KeyFrameAnimation.d.ts +0 -25
  299. package/KeyFrameAnimation.js +0 -78
  300. package/keyContorls.d.ts +0 -25
  301. package/lib/draco/draco_decoder.js +0 -34
  302. package/lib/draco/draco_decoder.wasm +0 -0
  303. package/lib/draco/draco_wasm_wrapper.js +0 -117
  304. package/shaders.d.ts +0 -5
  305. package/shaders.js +0 -93
@@ -0,0 +1,171 @@
1
+ import { GPUFluidSimulation } from './GPUFluidSimulation';
2
+ import { ScreenSpaceFluidPass } from './ScreenSpaceFluidPass';
3
+ /**
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+ * WaterFlow —— 可独立使用的水流对象封装。
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+ *
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+ * 把「GPGPU 粒子流体模拟」与「屏幕空间流体后处理」打包成一个对象:
7
+ * 对外只暴露 update / 参数 setter / createPass,调用方无需关心 GPU ping-pong、
8
+ * SPH 场、深度重建等内部细节。
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+ *
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+ * 两种渲染模式:
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+ * A. 自渲染模式(默认):createPass(scene, camera) 不传 base 纹理。pass 内部
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+ * 自己把主场景渲到带深度的缓冲,再与粒子深度合成。需要作为后处理链一环。
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+ * B. 注入基础纹理模式:createPass(scene, camera, baseTextures),其中
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+ * baseTextures = { colorTexture, depthTexture, depthMode }。pass 直接消费
15
+ * 调用方已有的基础颜色/深度纹理,不再自渲染主场景 —— 与 three-base「共用
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+ * base 纹理 / base 深度图」的后处理方案完全契合,省掉一遍主场景渲染。
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+ * depthMode: 'standard'(默认,普通透视深度)| 'logarithmic'
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+ * (three-base 开 logarithmicDepthBuffer 时,与 frosted_glass_pass 解码对齐)。
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+ *
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+ * 集成到 three-base(手写 fsQuad 后处理):
21
+ * const water = new WaterFlow(renderer, { size: 200 });
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+ * const pass = water.createPass(scene, camera, {
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+ * colorTexture: this.baseRenderTarget.texture,
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+ * depthTexture: this.baseDepthTexture,
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+ * depthMode: 'logarithmic',
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+ * });
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+ * // 每帧:先 renderer.setRenderTarget(baseRenderTarget); renderer.render(scene, camera);
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+ * // 再 renderAoDepthPass(renderer, camera, scene, depthRenderTarget); // 写 baseDepthTexture
29
+ * // 然后 water.update(dt, elapsed);
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+ * // 最后 setRenderTarget(screenRT); fsQuad.render(renderer, pass.material);
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+ * // 注意:WaterFlow 的 composite 是纯消费 base 纹理的 fsQuad,可直接放进你的链。
32
+ */
33
+ export class WaterFlow {
34
+ renderer;
35
+ width;
36
+ height;
37
+ scale;
38
+ simulation;
39
+ /** createPass 之前为 null;各渲染参数 setter 走 `this.pass?.xxx` 可选链。 */
40
+ pass;
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+ constructor(renderer, options = {}) {
42
+ const { width = 1, height = 1, scale = 0.75, size = 200, speed = 2.4, aperture = 0.78, nozzle, basin, jetDirection, collision, } = options;
43
+ this.renderer = renderer;
44
+ this.width = width;
45
+ this.height = height;
46
+ this.scale = scale;
47
+ this.simulation = new GPUFluidSimulation(renderer, {
48
+ size,
49
+ speed,
50
+ aperture,
51
+ nozzle,
52
+ basin,
53
+ jetDirection,
54
+ collision,
55
+ });
56
+ this.pass = null;
57
+ }
58
+ get supported() {
59
+ return this.simulation.supported;
60
+ }
61
+ get count() {
62
+ return this.simulation.count;
63
+ }
64
+ get positionTexture() {
65
+ return this.simulation.positionTexture;
66
+ }
67
+ get velocityTexture() {
68
+ return this.simulation.velocityTexture;
69
+ }
70
+ /**
71
+ * 生成屏幕空间流体 pass 并接入渲染链。
72
+ * @param scene 主场景(注入 base 纹理模式下不会被 pass 自渲染)
73
+ * @param camera 主相机(粒子投影 / spray 渲染需要)
74
+ * @param baseTextures 传入即启用「注入基础纹理」模式:pass 直接消费调用方颜色+深度,不再自渲染主场景。
75
+ * @returns 不支持浮点纹理时返回 null
76
+ *
77
+ * ⚠️ ScreenSpaceFluidPass 按**透视相机**建模(setSize 无条件读 `camera.fov` 算 pointScale、
78
+ * depthMaterial 走 projectionMatrix 重建深度),故此处收 PerspectiveCamera。
79
+ * ThreeBase.getCamera() 的返回类型是 `PerspectiveCamera | OrthographicCamera`,
80
+ * 调用处已显式窄化(见 ThreeBase 内 waterFlow.createPass 那行)。
81
+ * ⚠️ 若真用正交相机,fov 为 undefined → pointScale 变 NaN(**原 JS 既有行为,本次未改运行时**)。
82
+ */
83
+ createPass(scene, camera, baseTextures = null) {
84
+ if (!this.supported)
85
+ return null;
86
+ this.pass = new ScreenSpaceFluidPass(scene, camera, this.simulation, {
87
+ width: this.width,
88
+ height: this.height,
89
+ scale: this.scale,
90
+ activeCount: this.simulation.count,
91
+ externalBase: baseTextures ? {
92
+ colorTexture: baseTextures.colorTexture,
93
+ depthTexture: baseTextures.depthTexture,
94
+ depthMode: baseTextures.depthMode || 'standard',
95
+ } : null,
96
+ });
97
+ this.pass.setQuality({
98
+ scale: this.scale,
99
+ activeCount: this.simulation.count,
100
+ blurRadius: 5,
101
+ });
102
+ return this.pass;
103
+ }
104
+ /** 推进一帧模拟。 */
105
+ update(delta, elapsed) {
106
+ if (this.supported)
107
+ this.simulation.update(delta, elapsed);
108
+ }
109
+ // ---- 模拟参数代理 ----
110
+ setParameters(p) {
111
+ this.simulation.setParameters(p);
112
+ }
113
+ setReservoirState(state) {
114
+ this.simulation.setReservoirState(state);
115
+ }
116
+ setContainerMotion(accelerationX = 0, accelerationZ = 0) {
117
+ this.simulation.setContainerMotion(accelerationX, accelerationZ);
118
+ }
119
+ setBasin(basin) {
120
+ this.simulation.setBasin(basin);
121
+ }
122
+ /** 运行时改喷流起点(喷嘴)坐标 */
123
+ setNozzle(x, y, z) {
124
+ this.simulation.setNozzle(x, y, z);
125
+ }
126
+ /** 运行时改喷流方向(轴向,会被归一化) */
127
+ setJetDirection(dx, dy, dz) {
128
+ this.simulation.setJetDirection(dx, dy, dz);
129
+ }
130
+ /** 运行时开关粒子与 basin/地面碰撞回弹 */
131
+ setCollision(enabled) {
132
+ this.simulation.setCollision(enabled);
133
+ }
134
+ reset() {
135
+ this.simulation.reset();
136
+ }
137
+ // ---- 渲染参数代理(需 pass 已创建)----
138
+ setAirFraction(value) {
139
+ this.pass?.setAirFraction(value);
140
+ }
141
+ setParticleRadius(value) {
142
+ this.pass?.setParticleRadius(value);
143
+ }
144
+ setRetainedFluidVisible(value) {
145
+ this.pass?.setRetainedFluidVisible(value);
146
+ }
147
+ setQuality(quality) {
148
+ this.pass?.setQuality(quality);
149
+ }
150
+ /** 运行时刷新注入的基础纹理(three-base resize / 切换 baseRT 时调用)。 */
151
+ setBaseTextures(baseTextures) {
152
+ this.pass?.setBaseTextures(baseTextures);
153
+ }
154
+ resize(width, height) {
155
+ this.width = width;
156
+ this.height = height;
157
+ this.pass?.setSize(width, height);
158
+ }
159
+ /**
160
+ * 函数式渲染入口(three-base 手写 fsQuad 后处理链):直接消费基础颜色/深度纹理,
161
+ * 把水面合成回当前渲染目标(与 frosted_glass_pass 同构,省去自渲染主场景)。
162
+ */
163
+ renderInto(renderer, opts) {
164
+ if (this.supported && this.pass)
165
+ this.pass.renderInto(renderer, opts);
166
+ }
167
+ dispose() {
168
+ this.pass?.dispose();
169
+ this.simulation.dispose();
170
+ }
171
+ }
@@ -0,0 +1,219 @@
1
+ import * as THREE from 'three';
2
+ import { GPUFluidSimulation } from './GPUFluidSimulation';
3
+ import { ScreenSpaceFluidPass } from './ScreenSpaceFluidPass';
4
+ import type {
5
+ BasinConfig,
6
+ FluidParameters,
7
+ FluidQuality,
8
+ ReservoirState,
9
+ WaterFlowBaseTextures,
10
+ WaterFlowOptions,
11
+ WaterFlowRenderOptions,
12
+ } from './types';
13
+
14
+ /**
15
+ * WaterFlow —— 可独立使用的水流对象封装。
16
+ *
17
+ * 把「GPGPU 粒子流体模拟」与「屏幕空间流体后处理」打包成一个对象:
18
+ * 对外只暴露 update / 参数 setter / createPass,调用方无需关心 GPU ping-pong、
19
+ * SPH 场、深度重建等内部细节。
20
+ *
21
+ * 两种渲染模式:
22
+ * A. 自渲染模式(默认):createPass(scene, camera) 不传 base 纹理。pass 内部
23
+ * 自己把主场景渲到带深度的缓冲,再与粒子深度合成。需要作为后处理链一环。
24
+ * B. 注入基础纹理模式:createPass(scene, camera, baseTextures),其中
25
+ * baseTextures = { colorTexture, depthTexture, depthMode }。pass 直接消费
26
+ * 调用方已有的基础颜色/深度纹理,不再自渲染主场景 —— 与 three-base「共用
27
+ * base 纹理 / base 深度图」的后处理方案完全契合,省掉一遍主场景渲染。
28
+ * depthMode: 'standard'(默认,普通透视深度)| 'logarithmic'
29
+ * (three-base 开 logarithmicDepthBuffer 时,与 frosted_glass_pass 解码对齐)。
30
+ *
31
+ * 集成到 three-base(手写 fsQuad 后处理):
32
+ * const water = new WaterFlow(renderer, { size: 200 });
33
+ * const pass = water.createPass(scene, camera, {
34
+ * colorTexture: this.baseRenderTarget.texture,
35
+ * depthTexture: this.baseDepthTexture,
36
+ * depthMode: 'logarithmic',
37
+ * });
38
+ * // 每帧:先 renderer.setRenderTarget(baseRenderTarget); renderer.render(scene, camera);
39
+ * // 再 renderAoDepthPass(renderer, camera, scene, depthRenderTarget); // 写 baseDepthTexture
40
+ * // 然后 water.update(dt, elapsed);
41
+ * // 最后 setRenderTarget(screenRT); fsQuad.render(renderer, pass.material);
42
+ * // 注意:WaterFlow 的 composite 是纯消费 base 纹理的 fsQuad,可直接放进你的链。
43
+ */
44
+ export class WaterFlow {
45
+ private readonly renderer: THREE.WebGLRenderer;
46
+ private width: number;
47
+ private height: number;
48
+ private readonly scale: number;
49
+ private readonly simulation: GPUFluidSimulation;
50
+ /** createPass 之前为 null;各渲染参数 setter 走 `this.pass?.xxx` 可选链。 */
51
+ private pass: ScreenSpaceFluidPass | null;
52
+
53
+ constructor(renderer: THREE.WebGLRenderer, options: WaterFlowOptions = {}) {
54
+ const {
55
+ width = 1,
56
+ height = 1,
57
+ scale = 0.75,
58
+ size = 200,
59
+ speed = 2.4,
60
+ aperture = 0.78,
61
+ nozzle,
62
+ basin,
63
+ jetDirection,
64
+ collision,
65
+ } = options;
66
+
67
+ this.renderer = renderer;
68
+ this.width = width;
69
+ this.height = height;
70
+ this.scale = scale;
71
+
72
+ this.simulation = new GPUFluidSimulation(renderer, {
73
+ size,
74
+ speed,
75
+ aperture,
76
+ nozzle,
77
+ basin,
78
+ jetDirection,
79
+ collision,
80
+ });
81
+ this.pass = null;
82
+ }
83
+
84
+ get supported(): boolean {
85
+ return this.simulation.supported;
86
+ }
87
+
88
+ get count(): number {
89
+ return this.simulation.count;
90
+ }
91
+
92
+ get positionTexture(): THREE.Texture | null {
93
+ return this.simulation.positionTexture;
94
+ }
95
+
96
+ get velocityTexture(): THREE.Texture | null {
97
+ return this.simulation.velocityTexture;
98
+ }
99
+
100
+ /**
101
+ * 生成屏幕空间流体 pass 并接入渲染链。
102
+ * @param scene 主场景(注入 base 纹理模式下不会被 pass 自渲染)
103
+ * @param camera 主相机(粒子投影 / spray 渲染需要)
104
+ * @param baseTextures 传入即启用「注入基础纹理」模式:pass 直接消费调用方颜色+深度,不再自渲染主场景。
105
+ * @returns 不支持浮点纹理时返回 null
106
+ *
107
+ * ⚠️ ScreenSpaceFluidPass 按**透视相机**建模(setSize 无条件读 `camera.fov` 算 pointScale、
108
+ * depthMaterial 走 projectionMatrix 重建深度),故此处收 PerspectiveCamera。
109
+ * ThreeBase.getCamera() 的返回类型是 `PerspectiveCamera | OrthographicCamera`,
110
+ * 调用处已显式窄化(见 ThreeBase 内 waterFlow.createPass 那行)。
111
+ * ⚠️ 若真用正交相机,fov 为 undefined → pointScale 变 NaN(**原 JS 既有行为,本次未改运行时**)。
112
+ */
113
+ createPass(
114
+ scene: THREE.Scene,
115
+ camera: THREE.PerspectiveCamera,
116
+ baseTextures: WaterFlowBaseTextures | null = null,
117
+ ): ScreenSpaceFluidPass | null {
118
+ if (!this.supported) return null;
119
+ this.pass = new ScreenSpaceFluidPass(scene, camera, this.simulation, {
120
+ width: this.width,
121
+ height: this.height,
122
+ scale: this.scale,
123
+ activeCount: this.simulation.count,
124
+ externalBase: baseTextures ? {
125
+ colorTexture: baseTextures.colorTexture,
126
+ depthTexture: baseTextures.depthTexture,
127
+ depthMode: baseTextures.depthMode || 'standard',
128
+ } : null,
129
+ });
130
+ this.pass.setQuality({
131
+ scale: this.scale,
132
+ activeCount: this.simulation.count,
133
+ blurRadius: 5,
134
+ });
135
+ return this.pass;
136
+ }
137
+
138
+ /** 推进一帧模拟。 */
139
+ update(delta: number, elapsed: number): void {
140
+ if (this.supported) this.simulation.update(delta, elapsed);
141
+ }
142
+
143
+ // ---- 模拟参数代理 ----
144
+ setParameters(p: FluidParameters): void {
145
+ this.simulation.setParameters(p);
146
+ }
147
+
148
+ setReservoirState(state: ReservoirState): void {
149
+ this.simulation.setReservoirState(state);
150
+ }
151
+
152
+ setContainerMotion(accelerationX = 0, accelerationZ = 0): void {
153
+ this.simulation.setContainerMotion(accelerationX, accelerationZ);
154
+ }
155
+
156
+ setBasin(basin: BasinConfig): void {
157
+ this.simulation.setBasin(basin);
158
+ }
159
+
160
+ /** 运行时改喷流起点(喷嘴)坐标 */
161
+ setNozzle(x: number, y: number, z: number): void {
162
+ this.simulation.setNozzle(x, y, z);
163
+ }
164
+
165
+ /** 运行时改喷流方向(轴向,会被归一化) */
166
+ setJetDirection(dx: number, dy: number, dz: number): void {
167
+ this.simulation.setJetDirection(dx, dy, dz);
168
+ }
169
+
170
+ /** 运行时开关粒子与 basin/地面碰撞回弹 */
171
+ setCollision(enabled: boolean): void {
172
+ this.simulation.setCollision(enabled);
173
+ }
174
+
175
+ reset(): void {
176
+ this.simulation.reset();
177
+ }
178
+
179
+ // ---- 渲染参数代理(需 pass 已创建)----
180
+ setAirFraction(value: number): void {
181
+ this.pass?.setAirFraction(value);
182
+ }
183
+
184
+ setParticleRadius(value: number): void {
185
+ this.pass?.setParticleRadius(value);
186
+ }
187
+
188
+ setRetainedFluidVisible(value: boolean): void {
189
+ this.pass?.setRetainedFluidVisible(value);
190
+ }
191
+
192
+ setQuality(quality: FluidQuality): void {
193
+ this.pass?.setQuality(quality);
194
+ }
195
+
196
+ /** 运行时刷新注入的基础纹理(three-base resize / 切换 baseRT 时调用)。 */
197
+ setBaseTextures(baseTextures: WaterFlowBaseTextures): void {
198
+ this.pass?.setBaseTextures(baseTextures);
199
+ }
200
+
201
+ resize(width: number, height: number): void {
202
+ this.width = width;
203
+ this.height = height;
204
+ this.pass?.setSize(width, height);
205
+ }
206
+
207
+ /**
208
+ * 函数式渲染入口(three-base 手写 fsQuad 后处理链):直接消费基础颜色/深度纹理,
209
+ * 把水面合成回当前渲染目标(与 frosted_glass_pass 同构,省去自渲染主场景)。
210
+ */
211
+ renderInto(renderer: THREE.WebGLRenderer, opts: WaterFlowRenderOptions): void {
212
+ if (this.supported && this.pass) this.pass.renderInto(renderer, opts);
213
+ }
214
+
215
+ dispose() {
216
+ this.pass?.dispose();
217
+ this.simulation.dispose();
218
+ }
219
+ }
@@ -0,0 +1,161 @@
1
+ /**
2
+ * WaterFlow 模块共享类型(单一来源,供 WaterFlow 目录内各 .ts 复用)。
3
+ *
4
+ * 2026-10-08 皇上旨「项目代码就应该写成 ts 来校验,尽量不写 js」——
5
+ * 原 WaterFlow/ 下 7 个手写 .js 全部改写为 .ts,公共入参/出参类型集中在此,
6
+ * 避免各文件重复声明高度相似的结构(也避免 any)。
7
+ */
8
+ import type { Camera, DepthTexture, Scene, Texture, Vector3, Vector4, WebGLRenderer, WebGLRenderTarget } from 'three';
9
+ /** 深度解码口径:普通透视深度 | three-base 的对数深度(logarithmicDepthBuffer)。 */
10
+ export type DepthMode = 'standard' | 'logarithmic';
11
+ /** 「注入基础纹理」模式:直接消费调用方已有的颜色/深度,省掉一遍主场景渲染。 */
12
+ export interface WaterFlowBaseTextures {
13
+ colorTexture: Texture;
14
+ depthTexture: DepthTexture | Texture;
15
+ depthMode?: DepthMode;
16
+ }
17
+ /** renderInto 的入参:在基础纹理之上再加「输出目标 + 相机」。 */
18
+ export interface WaterFlowRenderOptions extends WaterFlowBaseTextures {
19
+ /** 合成输出目标;null 表示沿用调用方当前渲染目标(由 renderer.getRenderTarget() 决定)。 */
20
+ outputTarget: WebGLRenderTarget | null;
21
+ camera: Camera;
22
+ }
23
+ /** 模拟参数(可部分更新,故全部可选)。 */
24
+ export interface FluidParameters {
25
+ speed?: number;
26
+ aperture?: number;
27
+ fillRatio?: number;
28
+ emitting?: boolean;
29
+ turbulence?: number;
30
+ }
31
+ /** 蓄水池状态。 */
32
+ export interface ReservoirState {
33
+ active?: boolean;
34
+ fillRatio?: number;
35
+ }
36
+ /** 容器(盆)几何口径:x 范围、z 半宽、中心、水面高度与壁高。 */
37
+ export interface BasinConfig {
38
+ minX: number;
39
+ maxX: number;
40
+ halfZ: number;
41
+ centerZ?: number;
42
+ waterY: number;
43
+ wallTop: number;
44
+ floorY?: number;
45
+ containerFloorY?: number;
46
+ rimWidth?: number;
47
+ }
48
+ /** ShallowWaterSurface 构造选项。 */
49
+ export interface ShallowWaterSurfaceOptions {
50
+ width?: number;
51
+ height?: number;
52
+ basinMinX?: number;
53
+ basinMaxX?: number;
54
+ basinHalfZ?: number;
55
+ basinCenterZ?: number;
56
+ waterY?: number;
57
+ cpuSampling?: boolean;
58
+ }
59
+ /** ShallowWaterSurface.setBounds 的入参(centerZ 省略时按 0 处理)。 */
60
+ export interface ShallowWaterSurfaceBounds {
61
+ basinMinX: number;
62
+ basinMaxX: number;
63
+ basinHalfZ: number;
64
+ basinCenterZ?: number;
65
+ waterY: number;
66
+ }
67
+ /**
68
+ * 水面采样结果(ShallowWaterSurface.sampleSurface 回填 target 后返回)。
69
+ * 字段全为可选:调用方可只声明自己关心的部分,结构上兼容 FloatingDuck 的 DuckSurfaceSample。
70
+ */
71
+ export interface WaterSurfaceSample {
72
+ height?: number;
73
+ velocityY?: number;
74
+ slopeX?: number;
75
+ slopeZ?: number;
76
+ flowX?: number;
77
+ flowZ?: number;
78
+ impact?: number;
79
+ }
80
+ /** 渲染质量档。 */
81
+ export interface FluidQuality {
82
+ scale: number;
83
+ activeCount: number;
84
+ blurRadius: number;
85
+ }
86
+ /** 外层 WaterFlow 构造选项。 */
87
+ export interface WaterFlowOptions {
88
+ width?: number;
89
+ height?: number;
90
+ scale?: number;
91
+ size?: number;
92
+ speed?: number;
93
+ aperture?: number;
94
+ nozzle?: Vector3;
95
+ basin?: Vector4;
96
+ jetDirection?: Vector3;
97
+ collision?: boolean;
98
+ }
99
+ /** GPUFluidSimulation 构造选项(与外层同源,保留喷嘴/盆/喷流方向)。 */
100
+ export interface FluidSimulationOptions {
101
+ size?: number;
102
+ nozzle?: Vector3;
103
+ basin?: Vector4;
104
+ speed?: number;
105
+ aperture?: number;
106
+ jetDirection?: Vector3;
107
+ collision?: boolean;
108
+ }
109
+ /** SPHField 构造选项。 */
110
+ export interface SPHFieldOptions {
111
+ mobile?: boolean;
112
+ }
113
+ /** ScreenSpaceFluidPass 构造选项。 */
114
+ export interface ScreenSpaceFluidPassOptions {
115
+ width?: number;
116
+ height?: number;
117
+ scale?: number;
118
+ activeCount?: number;
119
+ externalBase?: {
120
+ colorTexture: Texture;
121
+ depthTexture: DepthTexture | Texture;
122
+ depthMode: DepthMode;
123
+ } | null;
124
+ }
125
+ /** 屏幕空间 pass 需要的场景/相机(构造期持有,避免每帧反查)。 */
126
+ export interface ScreenSpaceFluidContext {
127
+ scene: Scene;
128
+ camera: Camera;
129
+ }
130
+ /** setBaseTextures 的部分更新入参。 */
131
+ export interface PartialBaseTextures {
132
+ colorTexture?: Texture;
133
+ depthTexture?: DepthTexture | Texture;
134
+ depthMode?: DepthMode;
135
+ }
136
+ /** 渲染器能力判定结果:非 WebGL2 或缺浮点扩展时整套流体不可用。 */
137
+ export interface FluidSupportInfo {
138
+ renderer: WebGLRenderer;
139
+ }
140
+ /**
141
+ * ScreenSpaceFluidPass 视角下的流体模拟器最小契约。
142
+ * 只声明 pass 真正读取的成员(粒子纹理边长 / 粒子数 / 能力位 / 位置与速度纹理),
143
+ * 使 pass 不必耦合 GPUFluidSimulation 的其余实现细节。
144
+ * GPUFluidSimulation 实例天然满足本结构(结构化子类型)。
145
+ */
146
+ export interface ScreenSpaceFluidSource {
147
+ /** 粒子纹理边长,count === size * size。 */
148
+ size: number;
149
+ /** 粒子总数。 */
150
+ count: number;
151
+ /** 是否支持浮点纹理;false 时两个纹理成员为 null。 */
152
+ supported: boolean;
153
+ positionTexture: Texture | null;
154
+ velocityTexture: Texture | null;
155
+ }
156
+ /**
157
+ * 「外部注入基础纹理」三元组的非空形态。
158
+ * 等价于 ScreenSpaceFluidPassOptions['externalBase'] 去掉 null,
159
+ * 供 pass 内部字段(externalBase)与 GPUFluidSimulation 之外的调用方直接复用。
160
+ */
161
+ export type ExternalBaseTextures = NonNullable<ScreenSpaceFluidPassOptions['externalBase']>;
@@ -0,0 +1 @@
1
+ export {};