three-base 2.0.137 → 2.0.142

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 (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
@@ -0,0 +1,445 @@
1
+ import * as THREE from 'three';
2
+
3
+ /** 鸭子可活动的水域边界(x 范围 + z 半宽 + 中心)。 */
4
+ interface DuckBounds {
5
+ basinMinX: number;
6
+ basinMaxX: number;
7
+ basinHalfZ: number;
8
+ centerZ: number;
9
+ }
10
+
11
+ /** 水面采样结果(由 ShallowWaterSurface.sampleSurface 回填,供浮力/倾斜计算读高度与坡度)。 */
12
+ interface DuckSurfaceSample {
13
+ height?: number;
14
+ velocityY?: number;
15
+ slopeX?: number;
16
+ slopeZ?: number;
17
+ flowX?: number;
18
+ flowZ?: number;
19
+ impact?: number;
20
+ }
21
+
22
+ /** 构造选项。 */
23
+ export interface FloatingDuckOptions {
24
+ basinMinX: number;
25
+ basinMaxX: number;
26
+ basinHalfZ: number;
27
+ waterY: number;
28
+ startX?: number;
29
+ startZ?: number;
30
+ }
31
+
32
+ /** setEnvironment / clampToBounds 用的环境口径。 */
33
+ export interface DuckEnvironment {
34
+ minX: number;
35
+ maxX: number;
36
+ halfZ: number;
37
+ centerZ?: number;
38
+ waterY: number;
39
+ }
40
+
41
+ /** update 的可调项。 */
42
+ export interface DuckUpdateOptions {
43
+ surface?: DuckSurfaceSampler | null;
44
+ impactX?: number;
45
+ impactZ?: number;
46
+ impactEnergy?: number;
47
+ emitting?: boolean;
48
+ }
49
+
50
+ /** 只取 update 真正用到的水面能力(避免与 ShallowWaterSurface 形成类型环)。 */
51
+ interface DuckSurfaceSampler {
52
+ sampleSurface(
53
+ worldX: number,
54
+ worldZ: number,
55
+ target?: DuckSurfaceSample,
56
+ ): DuckSurfaceSample;
57
+ }
58
+
59
+ /** 三元组(球体用:位置 / 缩放 / 旋转)。 */
60
+ type Vec3Tuple = [number, number, number];
61
+
62
+ function addScaledSphere(
63
+ group: THREE.Group,
64
+ geometry: THREE.BufferGeometry,
65
+ material: THREE.Material,
66
+ position: Vec3Tuple,
67
+ scale: Vec3Tuple,
68
+ rotation: Vec3Tuple | null = null,
69
+ ): THREE.Mesh {
70
+ const mesh = new THREE.Mesh(geometry, material);
71
+ mesh.position.set(...position);
72
+ mesh.scale.set(...scale);
73
+ if (rotation) mesh.rotation.set(...rotation);
74
+ mesh.castShadow = true;
75
+ mesh.receiveShadow = true;
76
+ group.add(mesh);
77
+ return mesh;
78
+ }
79
+
80
+ /** 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。 */
81
+ export class FloatingDuck {
82
+ private readonly bounds: DuckBounds;
83
+ /** 静水面高度;setEnvironment 会随容器变化更新(故非 readonly)。 */
84
+ private waterY: number;
85
+ private readonly start: THREE.Vector3;
86
+ private readonly velocity: THREE.Vector3;
87
+ private readonly surfaceSample: DuckSurfaceSample;
88
+ private yaw: number;
89
+ private yawVelocity: number;
90
+ private pitch: number;
91
+ private roll: number;
92
+ private readonly radiusX: number;
93
+ private readonly radiusZ: number;
94
+ private active: boolean;
95
+ private dragging: boolean;
96
+ private readonly dragOffset: THREE.Vector2;
97
+ private readonly dragVelocity: THREE.Vector2;
98
+ private readonly lastDragPosition: THREE.Vector2;
99
+
100
+ private readonly group: THREE.Group;
101
+ private readonly model: THREE.Group;
102
+ private readonly pickGeometry: THREE.SphereGeometry;
103
+ private readonly pickMaterial: THREE.MeshBasicMaterial;
104
+ private readonly pickMesh: THREE.Mesh;
105
+
106
+ private readonly yellowMaterial: THREE.MeshPhysicalMaterial;
107
+ private readonly wingMaterial: THREE.MeshPhysicalMaterial;
108
+ private readonly beakMaterial: THREE.MeshPhysicalMaterial;
109
+ private readonly eyeMaterial: THREE.MeshStandardMaterial;
110
+ private readonly highlightMaterial: THREE.MeshBasicMaterial;
111
+
112
+ private readonly sphereGeometry: THREE.SphereGeometry;
113
+ private readonly body: THREE.Mesh;
114
+ private readonly head: THREE.Mesh;
115
+ private readonly beak: THREE.Mesh;
116
+ private readonly tailGeometry: THREE.ConeGeometry;
117
+ private readonly tail: THREE.Mesh;
118
+
119
+ constructor({
120
+ basinMinX,
121
+ basinMaxX,
122
+ basinHalfZ,
123
+ waterY,
124
+ startX = 1.2,
125
+ startZ = 0.24,
126
+ }: FloatingDuckOptions) {
127
+ this.bounds = { basinMinX, basinMaxX, basinHalfZ, centerZ: 0 };
128
+ this.waterY = waterY;
129
+ this.start = new THREE.Vector3(startX, waterY - 0.016, startZ);
130
+ this.velocity = new THREE.Vector3();
131
+ this.surfaceSample = {};
132
+ this.yaw = Math.PI;
133
+ this.yawVelocity = 0;
134
+ this.pitch = 0;
135
+ this.roll = 0;
136
+ this.radiusX = 0.19;
137
+ this.radiusZ = 0.145;
138
+ this.active = true;
139
+ this.dragging = false;
140
+ this.dragOffset = new THREE.Vector2();
141
+ this.dragVelocity = new THREE.Vector2();
142
+ this.lastDragPosition = new THREE.Vector2();
143
+
144
+ this.group = new THREE.Group();
145
+ this.group.name = 'floating-rubber-duck';
146
+ this.model = new THREE.Group();
147
+ this.group.add(this.model);
148
+
149
+ this.pickGeometry = new THREE.SphereGeometry(0.29, 12, 8);
150
+ this.pickMaterial = new THREE.MeshBasicMaterial({
151
+ transparent: true,
152
+ opacity: 0,
153
+ depthWrite: false,
154
+ colorWrite: false,
155
+ });
156
+ this.pickMesh = new THREE.Mesh(this.pickGeometry, this.pickMaterial);
157
+ this.pickMesh.name = 'rubber-duck-pick-volume';
158
+ this.pickMesh.position.y = 0.13;
159
+ this.pickMesh.layers.set(2);
160
+ this.group.add(this.pickMesh);
161
+
162
+ this.yellowMaterial = new THREE.MeshPhysicalMaterial({
163
+ color: 0xf2b705,
164
+ roughness: 0.46,
165
+ metalness: 0,
166
+ clearcoat: 0.32,
167
+ clearcoatRoughness: 0.28,
168
+ });
169
+ this.wingMaterial = new THREE.MeshPhysicalMaterial({
170
+ color: 0xd99b03,
171
+ roughness: 0.48,
172
+ metalness: 0,
173
+ clearcoat: 0.24,
174
+ });
175
+ this.beakMaterial = new THREE.MeshPhysicalMaterial({
176
+ color: 0xe85e06,
177
+ roughness: 0.42,
178
+ metalness: 0,
179
+ clearcoat: 0.25,
180
+ });
181
+ this.eyeMaterial = new THREE.MeshStandardMaterial({ color: 0x101518, roughness: 0.2 });
182
+ this.highlightMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff });
183
+
184
+ this.sphereGeometry = new THREE.SphereGeometry(1, 32, 20);
185
+ this.body = addScaledSphere(
186
+ this.model,
187
+ this.sphereGeometry,
188
+ this.yellowMaterial,
189
+ [0, 0.072, 0],
190
+ [0.19, 0.12, 0.132],
191
+ );
192
+ this.head = addScaledSphere(
193
+ this.model,
194
+ this.sphereGeometry,
195
+ this.yellowMaterial,
196
+ [0.115, 0.205, 0],
197
+ [0.098, 0.102, 0.096],
198
+ );
199
+ this.beak = addScaledSphere(
200
+ this.model,
201
+ this.sphereGeometry,
202
+ this.beakMaterial,
203
+ [0.203, 0.191, 0],
204
+ [0.071, 0.026, 0.047],
205
+ );
206
+
207
+ for (const side of [-1, 1]) {
208
+ addScaledSphere(
209
+ this.model,
210
+ this.sphereGeometry,
211
+ this.wingMaterial,
212
+ [-0.02, 0.092, side * 0.115],
213
+ [0.105, 0.048, 0.052],
214
+ [side * 0.18, 0, side * 0.08],
215
+ );
216
+ addScaledSphere(
217
+ this.model,
218
+ this.sphereGeometry,
219
+ this.eyeMaterial,
220
+ [0.176, 0.237, side * 0.069],
221
+ [0.014, 0.017, 0.011],
222
+ );
223
+ addScaledSphere(
224
+ this.model,
225
+ this.sphereGeometry,
226
+ this.highlightMaterial,
227
+ [0.184, 0.244, side * 0.077],
228
+ [0.0045, 0.005, 0.0035],
229
+ );
230
+ }
231
+
232
+ this.tailGeometry = new THREE.ConeGeometry(0.052, 0.105, 20);
233
+ this.tail = new THREE.Mesh(this.tailGeometry, this.yellowMaterial);
234
+ this.tail.position.set(-0.177, 0.132, 0);
235
+ this.tail.rotation.z = -Math.PI * 0.5;
236
+ this.tail.castShadow = true;
237
+ this.model.add(this.tail);
238
+
239
+ this.reset();
240
+ }
241
+
242
+ setActive(active: boolean): void {
243
+ this.active = active;
244
+ this.group.visible = active;
245
+ }
246
+
247
+ setEnvironment({ minX, maxX, halfZ, centerZ = 0, waterY }: DuckEnvironment, reposition = false): void {
248
+ this.bounds.basinMinX = minX;
249
+ this.bounds.basinMaxX = maxX;
250
+ this.bounds.basinHalfZ = halfZ;
251
+ this.bounds.centerZ = centerZ;
252
+ this.waterY = waterY;
253
+ if (reposition) {
254
+ const receiverWidth = maxX - minX;
255
+ this.place(minX + Math.min(0.75, receiverWidth * 0.35), centerZ + Math.min(0.2, halfZ * 0.3));
256
+ } else {
257
+ this.clampToBounds();
258
+ }
259
+ }
260
+
261
+ place(x: number, z: number): void {
262
+ this.group.position.set(x, this.waterY - 0.016, z);
263
+ this.velocity.set(0, 0, 0);
264
+ this.clampToBounds();
265
+ }
266
+
267
+ translateContainer(deltaX: number, deltaZ: number): void {
268
+ this.group.position.x += deltaX;
269
+ this.group.position.z += deltaZ;
270
+ this.clampToBounds();
271
+ }
272
+
273
+ beginDrag(worldX: number, worldZ: number): void {
274
+ this.dragging = true;
275
+ this.dragOffset.set(this.group.position.x - worldX, this.group.position.z - worldZ);
276
+ this.lastDragPosition.set(this.group.position.x, this.group.position.z);
277
+ this.dragVelocity.set(0, 0);
278
+ this.velocity.x = 0;
279
+ this.velocity.z = 0;
280
+ }
281
+
282
+ dragTo(worldX: number, worldZ: number, deltaSeconds: number): void {
283
+ if (!this.dragging) return;
284
+ const previousX = this.group.position.x;
285
+ const previousZ = this.group.position.z;
286
+ this.group.position.x = worldX + this.dragOffset.x;
287
+ this.group.position.z = worldZ + this.dragOffset.y;
288
+ this.clampToBounds();
289
+ const inverseDelta = 1 / Math.max(deltaSeconds, 1 / 120);
290
+ const measuredX = (this.group.position.x - previousX) * inverseDelta;
291
+ const measuredZ = (this.group.position.z - previousZ) * inverseDelta;
292
+ this.dragVelocity.x = THREE.MathUtils.lerp(this.dragVelocity.x, measuredX, 0.42);
293
+ this.dragVelocity.y = THREE.MathUtils.lerp(this.dragVelocity.y, measuredZ, 0.42);
294
+ this.velocity.x = this.dragVelocity.x;
295
+ this.velocity.z = this.dragVelocity.y;
296
+ this.lastDragPosition.set(this.group.position.x, this.group.position.z);
297
+ }
298
+
299
+ endDrag(): void {
300
+ if (!this.dragging) return;
301
+ this.dragging = false;
302
+ const releaseSpeed = Math.hypot(this.dragVelocity.x, this.dragVelocity.y);
303
+ const releaseScale = releaseSpeed > 1.5 ? 1.5 / releaseSpeed : 1;
304
+ this.velocity.x = this.dragVelocity.x * releaseScale;
305
+ this.velocity.z = this.dragVelocity.y * releaseScale;
306
+ this.yawVelocity += THREE.MathUtils.clamp(this.velocity.z * 0.34, -0.7, 0.7);
307
+ }
308
+
309
+ clampToBounds(): void {
310
+ const minX = this.bounds.basinMinX + this.radiusX;
311
+ const maxX = this.bounds.basinMaxX - this.radiusX;
312
+ const minZ = this.bounds.centerZ - this.bounds.basinHalfZ + this.radiusZ;
313
+ const maxZ = this.bounds.centerZ + this.bounds.basinHalfZ - this.radiusZ;
314
+ this.group.position.x = THREE.MathUtils.clamp(this.group.position.x, minX, maxX);
315
+ this.group.position.z = THREE.MathUtils.clamp(this.group.position.z, minZ, maxZ);
316
+ }
317
+
318
+ reset(): void {
319
+ this.group.position.copy(this.start);
320
+ this.velocity.set(0, 0, 0);
321
+ this.yaw = Math.PI;
322
+ this.yawVelocity = 0;
323
+ this.pitch = 0;
324
+ this.roll = 0;
325
+ this.dragging = false;
326
+ this.dragVelocity.set(0, 0);
327
+ this.group.rotation.set(0, this.yaw, 0);
328
+ this.model.rotation.set(0, 0, 0);
329
+ }
330
+
331
+ update(delta: number, elapsed: number, {
332
+ surface = null,
333
+ impactX = 0,
334
+ impactZ = 0,
335
+ impactEnergy = 0,
336
+ emitting = false,
337
+ }: DuckUpdateOptions = {}): void {
338
+ if (!this.active) return;
339
+ const dt = Math.min(delta, 1 / 30);
340
+ const position = this.group.position;
341
+ const sample = surface?.sampleSurface(position.x, position.z, this.surfaceSample) || this.surfaceSample;
342
+ if (!surface) {
343
+ sample.height = 0;
344
+ sample.velocityY = 0;
345
+ sample.slopeX = 0;
346
+ sample.slopeZ = 0;
347
+ sample.flowX = 0;
348
+ sample.flowZ = 0;
349
+ const dx = position.x - impactX;
350
+ const dz = position.z - impactZ;
351
+ const distanceSq = dx * dx + dz * dz;
352
+ const strength = emitting ? Math.min(impactEnergy * 0.065, 0.9) * Math.exp(-distanceSq / 0.48) : 0;
353
+ const inverseDistance = 1 / Math.max(Math.sqrt(distanceSq), 0.06);
354
+ sample.flowX = strength * (0.42 + dx * inverseDistance * 0.68);
355
+ sample.flowZ = strength * dz * inverseDistance * 0.92;
356
+ sample.impact = strength * Math.exp(-distanceSq / 0.095);
357
+ }
358
+
359
+ const equilibriumY = this.waterY + sample.height - 0.016;
360
+ const buoyancyAcceleration = (equilibriumY - position.y) * 34;
361
+ const verticalDamping = (sample.velocityY - this.velocity.y) * 5.8;
362
+ this.velocity.y += (buoyancyAcceleration + verticalDamping - sample.impact * 4.4) * dt;
363
+
364
+ if (!this.dragging) {
365
+ const flowResponse = 2.65;
366
+ this.velocity.x += ((sample.flowX - this.velocity.x) * flowResponse - sample.slopeX * 1.75) * dt;
367
+ this.velocity.z += ((sample.flowZ - this.velocity.z) * flowResponse - sample.slopeZ * 1.75) * dt;
368
+ const horizontalDrag = Math.exp(-0.72 * dt);
369
+ this.velocity.x *= horizontalDrag;
370
+ this.velocity.z *= horizontalDrag;
371
+ const horizontalSpeed = Math.hypot(this.velocity.x, this.velocity.z);
372
+ if (horizontalSpeed > 1.35) {
373
+ const scale = 1.35 / horizontalSpeed;
374
+ this.velocity.x *= scale;
375
+ this.velocity.z *= scale;
376
+ }
377
+ position.x += this.velocity.x * dt;
378
+ position.z += this.velocity.z * dt;
379
+ }
380
+ position.y += this.velocity.y * dt;
381
+ const minX = this.bounds.basinMinX + this.radiusX;
382
+ const maxX = this.bounds.basinMaxX - this.radiusX;
383
+ const minZ = this.bounds.centerZ - this.bounds.basinHalfZ + this.radiusZ;
384
+ const maxZ = this.bounds.centerZ + this.bounds.basinHalfZ - this.radiusZ;
385
+ let collisionTorque = 0;
386
+ if (position.x < minX) {
387
+ position.x = minX;
388
+ this.velocity.x = Math.abs(this.velocity.x) * 0.42;
389
+ collisionTorque += 1.8;
390
+ } else if (position.x > maxX) {
391
+ position.x = maxX;
392
+ this.velocity.x = -Math.abs(this.velocity.x) * 0.42;
393
+ collisionTorque -= 1.8;
394
+ }
395
+ if (position.z < minZ) {
396
+ position.z = minZ;
397
+ this.velocity.z = Math.abs(this.velocity.z) * 0.42;
398
+ collisionTorque -= 1.35;
399
+ } else if (position.z > maxZ) {
400
+ position.z = maxZ;
401
+ this.velocity.z = -Math.abs(this.velocity.z) * 0.42;
402
+ collisionTorque += 1.35;
403
+ }
404
+
405
+ const speedSq = this.velocity.x * this.velocity.x + this.velocity.z * this.velocity.z;
406
+ if (speedSq > 0.0012) {
407
+ const desiredYaw = Math.atan2(-this.velocity.z, this.velocity.x);
408
+ const yawDifference = Math.atan2(Math.sin(desiredYaw - this.yaw), Math.cos(desiredYaw - this.yaw));
409
+ this.yawVelocity += yawDifference * 2.7 * dt;
410
+ }
411
+ const impactSide = THREE.MathUtils.clamp((position.z - impactZ) * 2.2, -1, 1);
412
+ this.yawVelocity += (collisionTorque + sample.impact * impactSide * 2.2) * dt;
413
+ this.yawVelocity *= Math.exp(-2.25 * dt);
414
+ this.yaw += this.yawVelocity * dt;
415
+
416
+ const forwardX = Math.cos(this.yaw);
417
+ const forwardZ = -Math.sin(this.yaw);
418
+ const rightX = Math.sin(this.yaw);
419
+ const rightZ = Math.cos(this.yaw);
420
+ const forwardSlope = sample.slopeX * forwardX + sample.slopeZ * forwardZ;
421
+ const rightSlope = sample.slopeX * rightX + sample.slopeZ * rightZ;
422
+ const desiredPitch = THREE.MathUtils.clamp(Math.atan(forwardSlope) - sample.impact * 0.12, -0.25, 0.25);
423
+ const desiredRoll = THREE.MathUtils.clamp(-Math.atan(rightSlope) - this.yawVelocity * 0.055, -0.24, 0.24);
424
+ const tiltBlend = 1 - Math.exp(-5.2 * dt);
425
+ this.pitch = THREE.MathUtils.lerp(this.pitch, desiredPitch, tiltBlend);
426
+ this.roll = THREE.MathUtils.lerp(this.roll, desiredRoll, tiltBlend);
427
+
428
+ this.group.rotation.y = this.yaw;
429
+ this.model.rotation.x = this.roll;
430
+ this.model.rotation.z = this.pitch;
431
+ this.model.position.y = Math.sin(elapsed * 3.1 + position.x * 1.7) * 0.0025;
432
+ }
433
+
434
+ dispose(): void {
435
+ this.pickGeometry.dispose();
436
+ this.pickMaterial.dispose();
437
+ this.sphereGeometry.dispose();
438
+ this.tailGeometry.dispose();
439
+ this.yellowMaterial.dispose();
440
+ this.wingMaterial.dispose();
441
+ this.beakMaterial.dispose();
442
+ this.eyeMaterial.dispose();
443
+ this.highlightMaterial.dispose();
444
+ }
445
+ }
@@ -0,0 +1,56 @@
1
+ import * as THREE from 'three';
2
+ import { SPHField } from './SPHField';
3
+ import type { BasinConfig, FluidParameters, FluidSimulationOptions, ReservoirState } from './types';
4
+ /**
5
+ * GPUFluidSimulation —— GPGPU 粒子流体模拟(ping-pong 状态纹理 + 网格辅助 SPH)。
6
+ *
7
+ * ⚠️ 不支持时(非 WebGL2 或缺 EXT_color_buffer_float)构造器**提前 return**,
8
+ * 下列标记 `| null` 的资源字段在空壳实例上不会被赋值;所有读它们的入口
9
+ * (reset / update / 各 setXxx / dispose / positionTexture)都先过 `if (!this.supported) return;` 守卫。
10
+ */
11
+ export declare class GPUFluidSimulation {
12
+ readonly renderer: THREE.WebGLRenderer;
13
+ readonly size: number;
14
+ readonly count: number;
15
+ readonly nozzle: THREE.Vector3;
16
+ /** x=minX, y=maxX, z=zHalfExtent, w=waterY(与 shader 的 uBasin 一致)。 */
17
+ readonly basin: THREE.Vector4;
18
+ readonly jetDirection: THREE.Vector3;
19
+ /** 1=开启粒子与 basin/地面碰撞回弹,0=关闭(喂给 shader 的 uCollision,故为 0/1)。 */
20
+ collision: number;
21
+ readonly supported: boolean;
22
+ /** ping-pong 状态目标;update() 每帧整体交换 read/write,故非 readonly。 */
23
+ read: THREE.WebGLRenderTarget | null;
24
+ /** ping-pong 状态目标;update() 每帧整体交换 read/write,故非 readonly。 */
25
+ write: THREE.WebGLRenderTarget | null;
26
+ readonly sphField: SPHField | null;
27
+ readonly sphDomainMinimum: THREE.Vector3;
28
+ readonly sphDomainMaximum: THREE.Vector3;
29
+ readonly scene: THREE.Scene;
30
+ readonly camera: THREE.OrthographicCamera;
31
+ /** 材质在 reset/update 间切换(initMaterial ↔ updateMaterial),故类型含 null。 */
32
+ readonly mesh: THREE.Mesh<THREE.PlaneGeometry, THREE.ShaderMaterial | null>;
33
+ readonly initialPosition: THREE.DataTexture | null;
34
+ readonly initialVelocity: THREE.DataTexture | null;
35
+ readonly initMaterial: THREE.ShaderMaterial | null;
36
+ readonly updateMaterial: THREE.ShaderMaterial | null;
37
+ constructor(renderer: THREE.WebGLRenderer, { size, nozzle, basin, speed, aperture, jetDirection, collision, }?: FluidSimulationOptions);
38
+ hash(value: number): number;
39
+ reset(): void;
40
+ update(delta: number, elapsed: number): void;
41
+ setParameters({ speed, aperture, fillRatio, emitting, turbulence }: FluidParameters): void;
42
+ setReservoirState({ active, fillRatio }?: ReservoirState): void;
43
+ setContainerMotion(accelerationX?: number, accelerationZ?: number): void;
44
+ setBasin({ minX, maxX, halfZ, centerZ, waterY, wallTop, floorY, containerFloorY, rimWidth, }: BasinConfig): void;
45
+ updateSPHDomain(): void;
46
+ /** 运行时改喷流起点(喷嘴)坐标;会重算 SPH 域,已发射粒子在下一次 respawn 时回到新起点 */
47
+ setNozzle(x: number, y: number, z: number): void;
48
+ /** 运行时改喷流方向(轴向,会被归一化) */
49
+ setJetDirection(dx: number, dy: number, dz: number): void;
50
+ /** 运行时开关粒子与 basin/地面碰撞回弹(默认开启) */
51
+ setCollision(enabled: boolean): void;
52
+ setSPHActiveCount(count: number): void;
53
+ get positionTexture(): THREE.Texture | null;
54
+ get velocityTexture(): THREE.Texture | null;
55
+ dispose(): void;
56
+ }