three-base 2.0.137 → 2.0.142

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Files changed (307) 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 -78
  14. package/FPScontrol.js +1799 -617
  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 -111
  153. package/ThreeBase.js +1202 -656
  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 +99 -25
  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 -13
  256. package/pass/ssao_pass.js +802 -366
  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/pass/emissive_ao_pass.d.ts +0 -13
  305. package/pass/emissive_ao_pass.js +0 -370
  306. package/shaders.d.ts +0 -5
  307. package/shaders.js +0 -93
package/Water/Water.d.ts CHANGED
@@ -1,5 +1,5 @@
1
- import { Water as THREEWater } from 'three/examples/jsm/objects/Water';
2
- export default class Water extends THREEWater {
3
- constructor();
4
- updateMatrix(): void;
5
- }
1
+ import { Water as THREEWater } from 'three/examples/jsm/objects/Water';
2
+ export default class Water extends THREEWater {
3
+ constructor();
4
+ updateMatrix(): void;
5
+ }
package/Water/Water.js CHANGED
@@ -1,26 +1,44 @@
1
- import { PlaneGeometry, RepeatWrapping, TextureLoader, Vector3 } from 'three';
2
- import { Water as THREEWater } from 'three/examples/jsm/objects/Water';
3
- import waternormalsJPG from "./waternormals.jpg";
4
- // 大海
5
- export default class Water extends THREEWater {
6
- constructor() {
7
- super(new PlaneGeometry(5000, 5000, 2, 2), {
8
- textureWidth: 512,
9
- textureHeight: 512,
10
- sunDirection: new Vector3(),
11
- sunColor: 0xffffff,
12
- waterColor: 0x0077be,
13
- distortionScale: 3.7,
14
- waterNormals: new TextureLoader().load(waternormalsJPG, texture => {
15
- texture.wrapS = texture.wrapT = RepeatWrapping;
16
- }),
17
- });
18
- this.rotation.x = -Math.PI / 2;
19
- this.material.uniforms.size.value = 0.2;
20
- this.material.needsUpdate = true;
21
- }
22
- updateMatrix() {
23
- super.updateMatrix();
24
- this.material.uniforms['time'].value -= 1.0 / 20.0;
25
- }
26
- }
1
+ import { LinearFilter, LinearMipmapLinearFilter, PlaneGeometry, RepeatWrapping, TextureLoader, Vector3 } from 'three';
2
+ import { Water as THREEWater } from 'three/examples/jsm/objects/Water';
3
+ import waternormalsJPG from "./waternormals.jpg";
4
+ // 大海
5
+ export default class Water extends THREEWater {
6
+ constructor() {
7
+ super(new PlaneGeometry(5000, 5000, 2, 2), {
8
+ // 反射 RT 保持 512:1024 会让水面每帧多一次 1024² 的整场景镜像重渲,
9
+ // 叠加 SSAA 后开销过大导致卡顿。水面摩尔纹已由下方法线贴图各向异性+mipmap 解决。
10
+ textureWidth: 512,
11
+ textureHeight: 512,
12
+ sunDirection: new Vector3(),
13
+ sunColor: 0xffffff,
14
+ waterColor: 0x0077be,
15
+ distortionScale: 3.7,
16
+ waterNormals: (() => {
17
+ const texture = new TextureLoader().load(waternormalsJPG);
18
+ texture.wrapS = texture.wrapT = RepeatWrapping;
19
+ // 各向异性 + mipmap:消除水面法线贴图在远处平铺产生的摩尔纹
20
+ // (SSAA 已对水面着色做超采样,这里再补法线贴图自身的过滤,双保险)
21
+ texture.anisotropy = 16;
22
+ texture.generateMipmaps = true;
23
+ texture.minFilter = LinearMipmapLinearFilter;
24
+ return texture;
25
+ })(),
26
+ });
27
+ this.rotation.x = -Math.PI / 2;
28
+ this.material.uniforms.size.value = 0.2;
29
+ this.material.needsUpdate = true;
30
+ // 反射 RT 默认无 mipmap(minFilter=LinearFilter),在大水面上被缩小时产生摩尔纹,
31
+ // 且这种"渲染目标类摩尔纹"纹理层各向异性管不到。这里给反射贴图(material.uniforms.mirrorSampler
32
+ // 即 three Water.js 内部反射 RT 的 texture)开启 generateMipmaps + 三线性 + 各向异性,
33
+ // three 会在每帧反射渲染后自动重算 mipmap(512² 成本极低),不开 SSAA 也能压住水面摩尔纹。
34
+ const reflectionTexture = this.material.uniforms['mirrorSampler'].value;
35
+ reflectionTexture.generateMipmaps = true;
36
+ reflectionTexture.minFilter = LinearMipmapLinearFilter;
37
+ reflectionTexture.magFilter = LinearFilter;
38
+ reflectionTexture.anisotropy = 16;
39
+ }
40
+ updateMatrix() {
41
+ super.updateMatrix();
42
+ this.material.uniforms['time'].value -= 1.0 / 20.0;
43
+ }
44
+ }
package/Water/Water.ts ADDED
@@ -0,0 +1,45 @@
1
+ import { LinearFilter, LinearMipmapLinearFilter, PlaneGeometry, RepeatWrapping, Texture, TextureLoader, Vector3 } from 'three';
2
+ import { Water as THREEWater } from 'three/examples/jsm/objects/Water';
3
+ import waternormalsJPG from "./waternormals.jpg";
4
+ // 大海
5
+ export default class Water extends THREEWater {
6
+ constructor() {
7
+ super(new PlaneGeometry(5000, 5000, 2, 2), {
8
+ // 反射 RT 保持 512:1024 会让水面每帧多一次 1024² 的整场景镜像重渲,
9
+ // 叠加 SSAA 后开销过大导致卡顿。水面摩尔纹已由下方法线贴图各向异性+mipmap 解决。
10
+ textureWidth: 512,
11
+ textureHeight: 512,
12
+ sunDirection: new Vector3(),
13
+ sunColor: 0xffffff,
14
+ waterColor: 0x0077be,
15
+ distortionScale: 3.7,
16
+ waterNormals: (() => {
17
+ const texture = new TextureLoader().load(waternormalsJPG);
18
+ texture.wrapS = texture.wrapT = RepeatWrapping;
19
+ // 各向异性 + mipmap:消除水面法线贴图在远处平铺产生的摩尔纹
20
+ // (SSAA 已对水面着色做超采样,这里再补法线贴图自身的过滤,双保险)
21
+ texture.anisotropy = 16;
22
+ texture.generateMipmaps = true;
23
+ texture.minFilter = LinearMipmapLinearFilter;
24
+ return texture;
25
+ })(),
26
+ });
27
+ this.rotation.x = -Math.PI / 2;
28
+ this.material.uniforms.size.value = 0.2;
29
+ this.material.needsUpdate = true;
30
+
31
+ // 反射 RT 默认无 mipmap(minFilter=LinearFilter),在大水面上被缩小时产生摩尔纹,
32
+ // 且这种"渲染目标类摩尔纹"纹理层各向异性管不到。这里给反射贴图(material.uniforms.mirrorSampler
33
+ // 即 three Water.js 内部反射 RT 的 texture)开启 generateMipmaps + 三线性 + 各向异性,
34
+ // three 会在每帧反射渲染后自动重算 mipmap(512² 成本极低),不开 SSAA 也能压住水面摩尔纹。
35
+ const reflectionTexture = this.material.uniforms['mirrorSampler'].value as Texture;
36
+ reflectionTexture.generateMipmaps = true;
37
+ reflectionTexture.minFilter = LinearMipmapLinearFilter;
38
+ reflectionTexture.magFilter = LinearFilter;
39
+ reflectionTexture.anisotropy = 16;
40
+ }
41
+ updateMatrix(): void {
42
+ super.updateMatrix();
43
+ this.material.uniforms['time'].value -= 1.0 / 20.0;
44
+ }
45
+ }
@@ -0,0 +1,2 @@
1
+ export { default } from "./Water";
2
+ export * from "./Water";
package/Water/index.js ADDED
@@ -0,0 +1,2 @@
1
+ export { default } from "./Water";
2
+ export * from "./Water";
package/Water/index.ts ADDED
@@ -0,0 +1,2 @@
1
+ export { default } from "./Water";
2
+ export * from "./Water";
@@ -0,0 +1,88 @@
1
+ /** 水面采样结果(由 ShallowWaterSurface.sampleSurface 回填,供浮力/倾斜计算读高度与坡度)。 */
2
+ interface DuckSurfaceSample {
3
+ height?: number;
4
+ velocityY?: number;
5
+ slopeX?: number;
6
+ slopeZ?: number;
7
+ flowX?: number;
8
+ flowZ?: number;
9
+ impact?: number;
10
+ }
11
+ /** 构造选项。 */
12
+ export interface FloatingDuckOptions {
13
+ basinMinX: number;
14
+ basinMaxX: number;
15
+ basinHalfZ: number;
16
+ waterY: number;
17
+ startX?: number;
18
+ startZ?: number;
19
+ }
20
+ /** setEnvironment / clampToBounds 用的环境口径。 */
21
+ export interface DuckEnvironment {
22
+ minX: number;
23
+ maxX: number;
24
+ halfZ: number;
25
+ centerZ?: number;
26
+ waterY: number;
27
+ }
28
+ /** update 的可调项。 */
29
+ export interface DuckUpdateOptions {
30
+ surface?: DuckSurfaceSampler | null;
31
+ impactX?: number;
32
+ impactZ?: number;
33
+ impactEnergy?: number;
34
+ emitting?: boolean;
35
+ }
36
+ /** 只取 update 真正用到的水面能力(避免与 ShallowWaterSurface 形成类型环)。 */
37
+ interface DuckSurfaceSampler {
38
+ sampleSurface(worldX: number, worldZ: number, target?: DuckSurfaceSample): DuckSurfaceSample;
39
+ }
40
+ /** 漂浮的橡皮鸭:跟随水面高度/坡度做浮沉与倾斜,可被鼠标拖拽。 */
41
+ export declare class FloatingDuck {
42
+ private readonly bounds;
43
+ /** 静水面高度;setEnvironment 会随容器变化更新(故非 readonly)。 */
44
+ private waterY;
45
+ private readonly start;
46
+ private readonly velocity;
47
+ private readonly surfaceSample;
48
+ private yaw;
49
+ private yawVelocity;
50
+ private pitch;
51
+ private roll;
52
+ private readonly radiusX;
53
+ private readonly radiusZ;
54
+ private active;
55
+ private dragging;
56
+ private readonly dragOffset;
57
+ private readonly dragVelocity;
58
+ private readonly lastDragPosition;
59
+ private readonly group;
60
+ private readonly model;
61
+ private readonly pickGeometry;
62
+ private readonly pickMaterial;
63
+ private readonly pickMesh;
64
+ private readonly yellowMaterial;
65
+ private readonly wingMaterial;
66
+ private readonly beakMaterial;
67
+ private readonly eyeMaterial;
68
+ private readonly highlightMaterial;
69
+ private readonly sphereGeometry;
70
+ private readonly body;
71
+ private readonly head;
72
+ private readonly beak;
73
+ private readonly tailGeometry;
74
+ private readonly tail;
75
+ constructor({ basinMinX, basinMaxX, basinHalfZ, waterY, startX, startZ, }: FloatingDuckOptions);
76
+ setActive(active: boolean): void;
77
+ setEnvironment({ minX, maxX, halfZ, centerZ, waterY }: DuckEnvironment, reposition?: boolean): void;
78
+ place(x: number, z: number): void;
79
+ translateContainer(deltaX: number, deltaZ: number): void;
80
+ beginDrag(worldX: number, worldZ: number): void;
81
+ dragTo(worldX: number, worldZ: number, deltaSeconds: number): void;
82
+ endDrag(): void;
83
+ clampToBounds(): void;
84
+ reset(): void;
85
+ update(delta: number, elapsed: number, { surface, impactX, impactZ, impactEnergy, emitting, }?: DuckUpdateOptions): void;
86
+ dispose(): void;
87
+ }
88
+ export {};
@@ -0,0 +1,307 @@
1
+ import * as THREE from 'three';
2
+ function addScaledSphere(group, geometry, material, position, scale, rotation = null) {
3
+ const mesh = new THREE.Mesh(geometry, material);
4
+ mesh.position.set(...position);
5
+ mesh.scale.set(...scale);
6
+ if (rotation)
7
+ mesh.rotation.set(...rotation);
8
+ mesh.castShadow = true;
9
+ mesh.receiveShadow = true;
10
+ group.add(mesh);
11
+ return mesh;
12
+ }
13
+ /** 漂浮的橡皮鸭:跟随水面高度/坡度做浮沉与倾斜,可被鼠标拖拽。 */
14
+ export class FloatingDuck {
15
+ bounds;
16
+ /** 静水面高度;setEnvironment 会随容器变化更新(故非 readonly)。 */
17
+ waterY;
18
+ start;
19
+ velocity;
20
+ surfaceSample;
21
+ yaw;
22
+ yawVelocity;
23
+ pitch;
24
+ roll;
25
+ radiusX;
26
+ radiusZ;
27
+ active;
28
+ dragging;
29
+ dragOffset;
30
+ dragVelocity;
31
+ lastDragPosition;
32
+ group;
33
+ model;
34
+ pickGeometry;
35
+ pickMaterial;
36
+ pickMesh;
37
+ yellowMaterial;
38
+ wingMaterial;
39
+ beakMaterial;
40
+ eyeMaterial;
41
+ highlightMaterial;
42
+ sphereGeometry;
43
+ body;
44
+ head;
45
+ beak;
46
+ tailGeometry;
47
+ tail;
48
+ constructor({ basinMinX, basinMaxX, basinHalfZ, waterY, startX = 1.2, startZ = 0.24, }) {
49
+ this.bounds = { basinMinX, basinMaxX, basinHalfZ, centerZ: 0 };
50
+ this.waterY = waterY;
51
+ this.start = new THREE.Vector3(startX, waterY - 0.016, startZ);
52
+ this.velocity = new THREE.Vector3();
53
+ this.surfaceSample = {};
54
+ this.yaw = Math.PI;
55
+ this.yawVelocity = 0;
56
+ this.pitch = 0;
57
+ this.roll = 0;
58
+ this.radiusX = 0.19;
59
+ this.radiusZ = 0.145;
60
+ this.active = true;
61
+ this.dragging = false;
62
+ this.dragOffset = new THREE.Vector2();
63
+ this.dragVelocity = new THREE.Vector2();
64
+ this.lastDragPosition = new THREE.Vector2();
65
+ this.group = new THREE.Group();
66
+ this.group.name = 'floating-rubber-duck';
67
+ this.model = new THREE.Group();
68
+ this.group.add(this.model);
69
+ this.pickGeometry = new THREE.SphereGeometry(0.29, 12, 8);
70
+ this.pickMaterial = new THREE.MeshBasicMaterial({
71
+ transparent: true,
72
+ opacity: 0,
73
+ depthWrite: false,
74
+ colorWrite: false,
75
+ });
76
+ this.pickMesh = new THREE.Mesh(this.pickGeometry, this.pickMaterial);
77
+ this.pickMesh.name = 'rubber-duck-pick-volume';
78
+ this.pickMesh.position.y = 0.13;
79
+ this.pickMesh.layers.set(2);
80
+ this.group.add(this.pickMesh);
81
+ this.yellowMaterial = new THREE.MeshPhysicalMaterial({
82
+ color: 0xf2b705,
83
+ roughness: 0.46,
84
+ metalness: 0,
85
+ clearcoat: 0.32,
86
+ clearcoatRoughness: 0.28,
87
+ });
88
+ this.wingMaterial = new THREE.MeshPhysicalMaterial({
89
+ color: 0xd99b03,
90
+ roughness: 0.48,
91
+ metalness: 0,
92
+ clearcoat: 0.24,
93
+ });
94
+ this.beakMaterial = new THREE.MeshPhysicalMaterial({
95
+ color: 0xe85e06,
96
+ roughness: 0.42,
97
+ metalness: 0,
98
+ clearcoat: 0.25,
99
+ });
100
+ this.eyeMaterial = new THREE.MeshStandardMaterial({ color: 0x101518, roughness: 0.2 });
101
+ this.highlightMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff });
102
+ this.sphereGeometry = new THREE.SphereGeometry(1, 32, 20);
103
+ this.body = addScaledSphere(this.model, this.sphereGeometry, this.yellowMaterial, [0, 0.072, 0], [0.19, 0.12, 0.132]);
104
+ this.head = addScaledSphere(this.model, this.sphereGeometry, this.yellowMaterial, [0.115, 0.205, 0], [0.098, 0.102, 0.096]);
105
+ this.beak = addScaledSphere(this.model, this.sphereGeometry, this.beakMaterial, [0.203, 0.191, 0], [0.071, 0.026, 0.047]);
106
+ for (const side of [-1, 1]) {
107
+ addScaledSphere(this.model, this.sphereGeometry, this.wingMaterial, [-0.02, 0.092, side * 0.115], [0.105, 0.048, 0.052], [side * 0.18, 0, side * 0.08]);
108
+ addScaledSphere(this.model, this.sphereGeometry, this.eyeMaterial, [0.176, 0.237, side * 0.069], [0.014, 0.017, 0.011]);
109
+ addScaledSphere(this.model, this.sphereGeometry, this.highlightMaterial, [0.184, 0.244, side * 0.077], [0.0045, 0.005, 0.0035]);
110
+ }
111
+ this.tailGeometry = new THREE.ConeGeometry(0.052, 0.105, 20);
112
+ this.tail = new THREE.Mesh(this.tailGeometry, this.yellowMaterial);
113
+ this.tail.position.set(-0.177, 0.132, 0);
114
+ this.tail.rotation.z = -Math.PI * 0.5;
115
+ this.tail.castShadow = true;
116
+ this.model.add(this.tail);
117
+ this.reset();
118
+ }
119
+ setActive(active) {
120
+ this.active = active;
121
+ this.group.visible = active;
122
+ }
123
+ setEnvironment({ minX, maxX, halfZ, centerZ = 0, waterY }, reposition = false) {
124
+ this.bounds.basinMinX = minX;
125
+ this.bounds.basinMaxX = maxX;
126
+ this.bounds.basinHalfZ = halfZ;
127
+ this.bounds.centerZ = centerZ;
128
+ this.waterY = waterY;
129
+ if (reposition) {
130
+ const receiverWidth = maxX - minX;
131
+ this.place(minX + Math.min(0.75, receiverWidth * 0.35), centerZ + Math.min(0.2, halfZ * 0.3));
132
+ }
133
+ else {
134
+ this.clampToBounds();
135
+ }
136
+ }
137
+ place(x, z) {
138
+ this.group.position.set(x, this.waterY - 0.016, z);
139
+ this.velocity.set(0, 0, 0);
140
+ this.clampToBounds();
141
+ }
142
+ translateContainer(deltaX, deltaZ) {
143
+ this.group.position.x += deltaX;
144
+ this.group.position.z += deltaZ;
145
+ this.clampToBounds();
146
+ }
147
+ beginDrag(worldX, worldZ) {
148
+ this.dragging = true;
149
+ this.dragOffset.set(this.group.position.x - worldX, this.group.position.z - worldZ);
150
+ this.lastDragPosition.set(this.group.position.x, this.group.position.z);
151
+ this.dragVelocity.set(0, 0);
152
+ this.velocity.x = 0;
153
+ this.velocity.z = 0;
154
+ }
155
+ dragTo(worldX, worldZ, deltaSeconds) {
156
+ if (!this.dragging)
157
+ return;
158
+ const previousX = this.group.position.x;
159
+ const previousZ = this.group.position.z;
160
+ this.group.position.x = worldX + this.dragOffset.x;
161
+ this.group.position.z = worldZ + this.dragOffset.y;
162
+ this.clampToBounds();
163
+ const inverseDelta = 1 / Math.max(deltaSeconds, 1 / 120);
164
+ const measuredX = (this.group.position.x - previousX) * inverseDelta;
165
+ const measuredZ = (this.group.position.z - previousZ) * inverseDelta;
166
+ this.dragVelocity.x = THREE.MathUtils.lerp(this.dragVelocity.x, measuredX, 0.42);
167
+ this.dragVelocity.y = THREE.MathUtils.lerp(this.dragVelocity.y, measuredZ, 0.42);
168
+ this.velocity.x = this.dragVelocity.x;
169
+ this.velocity.z = this.dragVelocity.y;
170
+ this.lastDragPosition.set(this.group.position.x, this.group.position.z);
171
+ }
172
+ endDrag() {
173
+ if (!this.dragging)
174
+ return;
175
+ this.dragging = false;
176
+ const releaseSpeed = Math.hypot(this.dragVelocity.x, this.dragVelocity.y);
177
+ const releaseScale = releaseSpeed > 1.5 ? 1.5 / releaseSpeed : 1;
178
+ this.velocity.x = this.dragVelocity.x * releaseScale;
179
+ this.velocity.z = this.dragVelocity.y * releaseScale;
180
+ this.yawVelocity += THREE.MathUtils.clamp(this.velocity.z * 0.34, -0.7, 0.7);
181
+ }
182
+ clampToBounds() {
183
+ const minX = this.bounds.basinMinX + this.radiusX;
184
+ const maxX = this.bounds.basinMaxX - this.radiusX;
185
+ const minZ = this.bounds.centerZ - this.bounds.basinHalfZ + this.radiusZ;
186
+ const maxZ = this.bounds.centerZ + this.bounds.basinHalfZ - this.radiusZ;
187
+ this.group.position.x = THREE.MathUtils.clamp(this.group.position.x, minX, maxX);
188
+ this.group.position.z = THREE.MathUtils.clamp(this.group.position.z, minZ, maxZ);
189
+ }
190
+ reset() {
191
+ this.group.position.copy(this.start);
192
+ this.velocity.set(0, 0, 0);
193
+ this.yaw = Math.PI;
194
+ this.yawVelocity = 0;
195
+ this.pitch = 0;
196
+ this.roll = 0;
197
+ this.dragging = false;
198
+ this.dragVelocity.set(0, 0);
199
+ this.group.rotation.set(0, this.yaw, 0);
200
+ this.model.rotation.set(0, 0, 0);
201
+ }
202
+ update(delta, elapsed, { surface = null, impactX = 0, impactZ = 0, impactEnergy = 0, emitting = false, } = {}) {
203
+ if (!this.active)
204
+ return;
205
+ const dt = Math.min(delta, 1 / 30);
206
+ const position = this.group.position;
207
+ const sample = surface?.sampleSurface(position.x, position.z, this.surfaceSample) || this.surfaceSample;
208
+ if (!surface) {
209
+ sample.height = 0;
210
+ sample.velocityY = 0;
211
+ sample.slopeX = 0;
212
+ sample.slopeZ = 0;
213
+ sample.flowX = 0;
214
+ sample.flowZ = 0;
215
+ const dx = position.x - impactX;
216
+ const dz = position.z - impactZ;
217
+ const distanceSq = dx * dx + dz * dz;
218
+ const strength = emitting ? Math.min(impactEnergy * 0.065, 0.9) * Math.exp(-distanceSq / 0.48) : 0;
219
+ const inverseDistance = 1 / Math.max(Math.sqrt(distanceSq), 0.06);
220
+ sample.flowX = strength * (0.42 + dx * inverseDistance * 0.68);
221
+ sample.flowZ = strength * dz * inverseDistance * 0.92;
222
+ sample.impact = strength * Math.exp(-distanceSq / 0.095);
223
+ }
224
+ const equilibriumY = this.waterY + sample.height - 0.016;
225
+ const buoyancyAcceleration = (equilibriumY - position.y) * 34;
226
+ const verticalDamping = (sample.velocityY - this.velocity.y) * 5.8;
227
+ this.velocity.y += (buoyancyAcceleration + verticalDamping - sample.impact * 4.4) * dt;
228
+ if (!this.dragging) {
229
+ const flowResponse = 2.65;
230
+ this.velocity.x += ((sample.flowX - this.velocity.x) * flowResponse - sample.slopeX * 1.75) * dt;
231
+ this.velocity.z += ((sample.flowZ - this.velocity.z) * flowResponse - sample.slopeZ * 1.75) * dt;
232
+ const horizontalDrag = Math.exp(-0.72 * dt);
233
+ this.velocity.x *= horizontalDrag;
234
+ this.velocity.z *= horizontalDrag;
235
+ const horizontalSpeed = Math.hypot(this.velocity.x, this.velocity.z);
236
+ if (horizontalSpeed > 1.35) {
237
+ const scale = 1.35 / horizontalSpeed;
238
+ this.velocity.x *= scale;
239
+ this.velocity.z *= scale;
240
+ }
241
+ position.x += this.velocity.x * dt;
242
+ position.z += this.velocity.z * dt;
243
+ }
244
+ position.y += this.velocity.y * dt;
245
+ const minX = this.bounds.basinMinX + this.radiusX;
246
+ const maxX = this.bounds.basinMaxX - this.radiusX;
247
+ const minZ = this.bounds.centerZ - this.bounds.basinHalfZ + this.radiusZ;
248
+ const maxZ = this.bounds.centerZ + this.bounds.basinHalfZ - this.radiusZ;
249
+ let collisionTorque = 0;
250
+ if (position.x < minX) {
251
+ position.x = minX;
252
+ this.velocity.x = Math.abs(this.velocity.x) * 0.42;
253
+ collisionTorque += 1.8;
254
+ }
255
+ else if (position.x > maxX) {
256
+ position.x = maxX;
257
+ this.velocity.x = -Math.abs(this.velocity.x) * 0.42;
258
+ collisionTorque -= 1.8;
259
+ }
260
+ if (position.z < minZ) {
261
+ position.z = minZ;
262
+ this.velocity.z = Math.abs(this.velocity.z) * 0.42;
263
+ collisionTorque -= 1.35;
264
+ }
265
+ else if (position.z > maxZ) {
266
+ position.z = maxZ;
267
+ this.velocity.z = -Math.abs(this.velocity.z) * 0.42;
268
+ collisionTorque += 1.35;
269
+ }
270
+ const speedSq = this.velocity.x * this.velocity.x + this.velocity.z * this.velocity.z;
271
+ if (speedSq > 0.0012) {
272
+ const desiredYaw = Math.atan2(-this.velocity.z, this.velocity.x);
273
+ const yawDifference = Math.atan2(Math.sin(desiredYaw - this.yaw), Math.cos(desiredYaw - this.yaw));
274
+ this.yawVelocity += yawDifference * 2.7 * dt;
275
+ }
276
+ const impactSide = THREE.MathUtils.clamp((position.z - impactZ) * 2.2, -1, 1);
277
+ this.yawVelocity += (collisionTorque + sample.impact * impactSide * 2.2) * dt;
278
+ this.yawVelocity *= Math.exp(-2.25 * dt);
279
+ this.yaw += this.yawVelocity * dt;
280
+ const forwardX = Math.cos(this.yaw);
281
+ const forwardZ = -Math.sin(this.yaw);
282
+ const rightX = Math.sin(this.yaw);
283
+ const rightZ = Math.cos(this.yaw);
284
+ const forwardSlope = sample.slopeX * forwardX + sample.slopeZ * forwardZ;
285
+ const rightSlope = sample.slopeX * rightX + sample.slopeZ * rightZ;
286
+ const desiredPitch = THREE.MathUtils.clamp(Math.atan(forwardSlope) - sample.impact * 0.12, -0.25, 0.25);
287
+ const desiredRoll = THREE.MathUtils.clamp(-Math.atan(rightSlope) - this.yawVelocity * 0.055, -0.24, 0.24);
288
+ const tiltBlend = 1 - Math.exp(-5.2 * dt);
289
+ this.pitch = THREE.MathUtils.lerp(this.pitch, desiredPitch, tiltBlend);
290
+ this.roll = THREE.MathUtils.lerp(this.roll, desiredRoll, tiltBlend);
291
+ this.group.rotation.y = this.yaw;
292
+ this.model.rotation.x = this.roll;
293
+ this.model.rotation.z = this.pitch;
294
+ this.model.position.y = Math.sin(elapsed * 3.1 + position.x * 1.7) * 0.0025;
295
+ }
296
+ dispose() {
297
+ this.pickGeometry.dispose();
298
+ this.pickMaterial.dispose();
299
+ this.sphereGeometry.dispose();
300
+ this.tailGeometry.dispose();
301
+ this.yellowMaterial.dispose();
302
+ this.wingMaterial.dispose();
303
+ this.beakMaterial.dispose();
304
+ this.eyeMaterial.dispose();
305
+ this.highlightMaterial.dispose();
306
+ }
307
+ }