three-base 2.0.137 → 2.0.145

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 (273) hide show
  1. package/DirectionalLight.d.ts +2 -2
  2. package/DirectionalLight.js +1 -1
  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.ts +60 -0
  8. package/ExtrudeMesh.js +1 -25
  9. package/ExtrudeMesh.ts +553 -0
  10. package/FPScontrol.d.ts +448 -15
  11. package/FPScontrol.js +1448 -266
  12. package/FPScontrol.ts +1855 -0
  13. package/Fire/Fire.d.ts +4 -4
  14. package/Fire/Fire.js +8 -7
  15. package/Fire/Fire.ts +89 -0
  16. package/Fire/{FireGromtry.d.ts → FireGeometry.d.ts} +2 -2
  17. package/Fire/{FireGromtry.js → FireGeometry.js} +1 -1
  18. package/Fire/FireGeometry.ts +40 -0
  19. package/Fire/FireMaterial.d.ts +3 -3
  20. package/Fire/FireMaterial.js +1 -1
  21. package/Fire/FireMaterial.ts +89 -0
  22. package/Fire/index.d.ts +1 -0
  23. package/Fire/index.js +1 -0
  24. package/Fire/index.ts +2 -0
  25. package/GLTFDracoLoader.d.ts +71 -0
  26. package/GLTFDracoLoader.js +266 -0
  27. package/GLTFDracoLoader.ts +430 -0
  28. package/Grass/Grass.d.ts +2 -2
  29. package/Grass/Grass.ts +38 -0
  30. package/Grass/index.d.ts +1 -0
  31. package/Grass/index.js +1 -0
  32. package/Grass/index.ts +2 -0
  33. package/Ground1/Ground1.d.ts +2 -3
  34. package/Ground1/Ground1.js +64 -60
  35. package/Ground1/Ground1.ts +114 -0
  36. package/Ground1/index.ts +1 -0
  37. package/MeshBase.d.ts +1 -0
  38. package/MeshBase.js +37 -13
  39. package/MeshBase.ts +253 -0
  40. package/Mirror.d.ts +3 -3
  41. package/Mirror.js +7 -3
  42. package/Mirror.ts +203 -0
  43. package/MktMesh/MktMesh.d.ts +301 -0
  44. package/MktMesh/MktMesh.js +1064 -0
  45. package/MktMesh/MktMesh.ts +1096 -0
  46. package/MktMesh/assetUrl.d.ts +59 -0
  47. package/MktMesh/assetUrl.js +154 -0
  48. package/MktMesh/assetUrl.ts +155 -0
  49. package/MktMesh/mktMappingShader.d.ts +12 -0
  50. package/MktMesh/mktMappingShader.js +139 -0
  51. package/MktMesh/mktMappingShader.ts +139 -0
  52. package/MktMesh/mktShader.d.ts +263 -0
  53. package/MktMesh/mktShader.js +1248 -0
  54. package/MktMesh/mktShader.ts +1344 -0
  55. package/MktMesh/panoBitmapTexture.d.ts +25 -0
  56. package/MktMesh/panoBitmapTexture.js +52 -0
  57. package/MktMesh/panoBitmapTexture.ts +54 -0
  58. package/MktMesh/panoSlotBind.d.ts +29 -0
  59. package/MktMesh/panoSlotBind.js +106 -0
  60. package/MktMesh/panoSlotBind.ts +153 -0
  61. package/MktMesh/panoSlotRoster.d.ts +22 -0
  62. package/MktMesh/panoSlotRoster.js +169 -0
  63. package/MktMesh/panoSlotRoster.ts +168 -0
  64. package/MktMesh/panoTileStitcher.d.ts +119 -0
  65. package/MktMesh/panoTileStitcher.js +533 -0
  66. package/MktMesh/panoTileStitcher.ts +616 -0
  67. package/MktMesh/types.d.ts +75 -0
  68. package/MktMesh/types.js +1 -0
  69. package/MktMesh/types.ts +87 -0
  70. package/MktMesh/wallCapTessellate.d.ts +33 -0
  71. package/MktMesh/wallCapTessellate.js +97 -0
  72. package/MktMesh/wallCapTessellate.ts +68 -0
  73. package/PipeMesh/PathGeometry.js +9 -2
  74. package/PipeMesh/PathGeometry.ts +343 -0
  75. package/PipeMesh/PathPoint.ts +36 -0
  76. package/PipeMesh/PathPointList.js +1 -0
  77. package/PipeMesh/PathPointList.ts +227 -0
  78. package/PipeMesh/PathTubeGeometry.ts +146 -0
  79. package/PipeMesh/PipeMesh.d.ts +1 -1
  80. package/PipeMesh/PipeMesh.js +1 -1
  81. package/PipeMesh/PipeMesh.ts +76 -0
  82. package/PipeMesh/index.ts +1 -0
  83. package/PlaneModal1/PlaneModal1.d.ts +16 -13
  84. package/PlaneModal1/PlaneModal1.js +4 -0
  85. package/PlaneModal1/PlaneModal1.ts +138 -0
  86. package/PlaneModal1/index.ts +1 -0
  87. package/PlaneText.d.ts +2 -14
  88. package/PlaneText.js +7 -2
  89. package/PlaneText.ts +55 -0
  90. package/PlaneWithHtml.d.ts +4 -2
  91. package/PlaneWithHtml.js +2 -1
  92. package/PlaneWithHtml.ts +70 -0
  93. package/PointLight/PointLight.d.ts +3 -4
  94. package/PointLight/PointLight.js +1 -7
  95. package/PointLight/PointLight.ts +67 -0
  96. package/PointLight/index.ts +1 -0
  97. package/README.md +110 -79
  98. package/Sky/Sky.ts +22 -0
  99. package/Sky/index.ts +1 -0
  100. package/SpotLight.d.ts +2 -2
  101. package/SpotLight.js +1 -1
  102. package/SpotLight.ts +74 -0
  103. package/SpriteModal1/SpriteModal1.d.ts +16 -13
  104. package/SpriteModal1/SpriteModal1.js +8 -2
  105. package/SpriteModal1/SpriteModal1.ts +146 -0
  106. package/SpriteModal1/index.ts +1 -0
  107. package/SpriteText.d.ts +14 -13
  108. package/SpriteText.js +22 -9
  109. package/SpriteText.ts +205 -0
  110. package/SpriteText2.d.ts +9 -8
  111. package/SpriteText2.js +57 -32
  112. package/SpriteText2.ts +258 -0
  113. package/SpriteText3.d.ts +86 -0
  114. package/SpriteText3.js +519 -0
  115. package/SpriteText3.ts +599 -0
  116. package/SpriteWithHtml.d.ts +4 -2
  117. package/SpriteWithHtml.ts +50 -0
  118. package/Text3D/Text3D.js +17 -21
  119. package/Text3D/Text3D.ts +77 -0
  120. package/Text3D/fontController.d.ts +10 -9
  121. package/Text3D/fontController.js +17 -50
  122. package/Text3D/fontController.ts +209 -0
  123. package/Text3D/index.ts +1 -0
  124. package/ThreeBase.d.ts +168 -31
  125. package/ThreeBase.js +663 -117
  126. package/ThreeBase.ts +1314 -0
  127. package/ThreeMouse.d.ts +20 -7
  128. package/ThreeMouse.js +78 -32
  129. package/ThreeMouse.ts +472 -0
  130. package/Transition.d.ts +12 -7
  131. package/Transition.js +26 -27
  132. package/Transition.ts +242 -0
  133. package/Water/Water.js +21 -3
  134. package/Water/Water.ts +45 -0
  135. package/Water/index.d.ts +2 -0
  136. package/Water/index.js +2 -0
  137. package/Water/index.ts +2 -0
  138. package/WaterFlow/FloatingDuck.d.ts +88 -0
  139. package/WaterFlow/FloatingDuck.js +307 -0
  140. package/WaterFlow/FloatingDuck.ts +445 -0
  141. package/WaterFlow/GPUFluidSimulation.d.ts +56 -0
  142. package/WaterFlow/GPUFluidSimulation.js +785 -0
  143. package/WaterFlow/GPUFluidSimulation.ts +827 -0
  144. package/WaterFlow/ReservoirSystem.d.ts +106 -0
  145. package/WaterFlow/ReservoirSystem.js +621 -0
  146. package/WaterFlow/ReservoirSystem.ts +754 -0
  147. package/WaterFlow/SPHField.d.ts +35 -0
  148. package/WaterFlow/SPHField.js +204 -0
  149. package/WaterFlow/SPHField.ts +228 -0
  150. package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -0
  151. package/WaterFlow/ScreenSpaceFluidPass.js +736 -0
  152. package/WaterFlow/ScreenSpaceFluidPass.ts +789 -0
  153. package/WaterFlow/ShallowWaterSurface.d.ts +45 -0
  154. package/WaterFlow/ShallowWaterSurface.js +441 -0
  155. package/WaterFlow/ShallowWaterSurface.ts +510 -0
  156. package/WaterFlow/WaterFlow.d.ts +87 -0
  157. package/WaterFlow/WaterFlow.js +171 -0
  158. package/WaterFlow/WaterFlow.ts +219 -0
  159. package/WaterFlow/types.d.ts +161 -0
  160. package/WaterFlow/types.js +1 -0
  161. package/WaterFlow/types.ts +189 -0
  162. package/WaterFlow/waterFlowPass.d.ts +3 -0
  163. package/WaterFlow/waterFlowPass.js +20 -0
  164. package/WaterFlow/waterFlowPass.ts +40 -0
  165. package/collisionOBB.d.ts +42 -0
  166. package/collisionOBB.js +112 -0
  167. package/collisionOBB.ts +108 -0
  168. package/declare.d.ts +25 -167
  169. package/index.js +0 -1
  170. package/index.ts +1 -0
  171. package/instanced/InstancedBatch.d.ts +57 -0
  172. package/instanced/InstancedBatch.js +348 -0
  173. package/instanced/InstancedBatch.ts +406 -0
  174. package/instanced/InstancedChild.d.ts +174 -0
  175. package/instanced/InstancedChild.js +264 -0
  176. package/instanced/InstancedChild.ts +327 -0
  177. package/instanced/InstancedGroup.d.ts +43 -0
  178. package/instanced/InstancedGroup.js +126 -0
  179. package/instanced/InstancedGroup.ts +137 -0
  180. package/{InstancedMeshBase.d.ts → instanced/InstancedMeshBase.d.ts} +6 -7
  181. package/{InstancedMeshBase.js → instanced/InstancedMeshBase.js} +36 -47
  182. package/instanced/InstancedMeshBase.ts +292 -0
  183. package/instanced/InstancedTemplate.d.ts +46 -0
  184. package/instanced/InstancedTemplate.js +125 -0
  185. package/instanced/InstancedTemplate.ts +188 -0
  186. package/keyControls.d.ts +29 -0
  187. package/{keyContorls.js → keyControls.js} +10 -7
  188. package/keyControls.ts +107 -0
  189. package/lensflare/LensFlare.d.ts +39 -0
  190. package/lensflare/LensFlare.js +373 -0
  191. package/lensflare/LensFlare.ts +448 -0
  192. package/lensflare/lensflare0.png +0 -0
  193. package/lensflare/lensflare3.png +0 -0
  194. package/lensflare/lensflare_custom.png +0 -0
  195. package/lensflare/lensflare_hex_ghost.png +0 -0
  196. package/lensflare/lensflare_hex_main.png +0 -0
  197. package/package.json +104 -25
  198. package/pass/bloom_pass.d.ts +1 -1
  199. package/pass/bloom_pass.js +127 -40
  200. package/pass/bloom_pass.ts +243 -0
  201. package/pass/cover_pass.d.ts +1 -1
  202. package/pass/cover_pass.js +55 -32
  203. package/pass/cover_pass.ts +182 -0
  204. package/pass/debugDepthState.d.ts +20 -0
  205. package/pass/debugDepthState.js +9 -0
  206. package/pass/debugDepthState.ts +22 -0
  207. package/pass/depthTestBias.d.ts +12 -0
  208. package/pass/depthTestBias.js +12 -0
  209. package/pass/depthTestBias.ts +12 -0
  210. package/pass/effectUserData.d.ts +27 -0
  211. package/pass/effectUserData.js +1 -0
  212. package/pass/effectUserData.ts +46 -0
  213. package/pass/frosted_glass_pass.d.ts +1 -1
  214. package/pass/frosted_glass_pass.js +45 -64
  215. package/pass/frosted_glass_pass.ts +288 -0
  216. package/pass/fsQuad.d.ts +2 -2
  217. package/pass/fsQuad.ts +34 -0
  218. package/pass/glow_pass.d.ts +1 -1
  219. package/pass/glow_pass.js +288 -72
  220. package/pass/glow_pass.ts +654 -0
  221. package/pass/screen_bloom_pass.d.ts +11 -0
  222. package/pass/screen_bloom_pass.js +235 -0
  223. package/pass/screen_bloom_pass.ts +263 -0
  224. package/pass/ssao_pass.d.ts +78 -3
  225. package/pass/ssao_pass.js +642 -206
  226. package/pass/ssao_pass.ts +918 -0
  227. package/pass/stroke_pass.d.ts +1 -1
  228. package/pass/stroke_pass.js +187 -116
  229. package/pass/stroke_pass.ts +638 -0
  230. package/shaders/FXAAShaderMaterial.js +5 -48
  231. package/shaders/FXAAShaderMaterial.ts +201 -0
  232. package/shaders/baseDepthVisShader.d.ts +11 -0
  233. package/shaders/baseDepthVisShader.js +36 -0
  234. package/shaders/baseDepthVisShader.ts +36 -0
  235. package/shaders/baseTextureToRenderShader.js +46 -51
  236. package/shaders/baseTextureToRenderShader.ts +232 -0
  237. package/shaders/copyShader.js +2 -3
  238. package/shaders/copyShader.ts +32 -0
  239. package/shaders/debugDepthCompareShader.d.ts +14 -0
  240. package/shaders/debugDepthCompareShader.js +49 -0
  241. package/shaders/debugDepthCompareShader.ts +50 -0
  242. package/shaders/debugDepthJudgeShader.d.ts +18 -0
  243. package/shaders/debugDepthJudgeShader.js +52 -0
  244. package/shaders/debugDepthJudgeShader.ts +54 -0
  245. package/shaders/debugExcludedShader.d.ts +13 -0
  246. package/shaders/debugExcludedShader.js +46 -0
  247. package/shaders/debugExcludedShader.ts +48 -0
  248. package/spriteTextBg.d.ts +1 -0
  249. package/spriteTextBg.js +20 -0
  250. package/spriteTextBg.ts +20 -0
  251. package/threeLoader.d.ts +8 -7
  252. package/threeLoader.js +58 -67
  253. package/threeLoader.ts +525 -0
  254. package/threeUtils.d.ts +2 -1
  255. package/threeUtils.js +24 -25
  256. package/threeUtils.ts +373 -0
  257. package/types.d.ts +2 -0
  258. package/types.js +6 -0
  259. package/types.ts +8 -0
  260. package/ApngTexture.d.ts +0 -13
  261. package/ApngTexture.js +0 -61
  262. package/ApngTextureManage.d.ts +0 -18
  263. package/ApngTextureManage.js +0 -87
  264. package/KeyFrameAnimation.d.ts +0 -25
  265. package/KeyFrameAnimation.js +0 -78
  266. package/keyContorls.d.ts +0 -25
  267. package/lib/draco/draco_decoder.js +0 -34
  268. package/lib/draco/draco_decoder.wasm +0 -0
  269. package/lib/draco/draco_wasm_wrapper.js +0 -117
  270. package/pass/emissive_ao_pass.d.ts +0 -13
  271. package/pass/emissive_ao_pass.js +0 -370
  272. package/shaders.d.ts +0 -5
  273. package/shaders.js +0 -93
package/Grass/Grass.d.ts CHANGED
@@ -1,8 +1,8 @@
1
- import { Mesh, MeshLambertMaterial, PlaneGeometry } from "three";
1
+ import { Mesh, MeshLambertMaterial, PlaneGeometry, Texture } from "three";
2
2
  export default class Grass extends Mesh {
3
3
  constructor();
4
4
  geometry: PlaneGeometry;
5
- map: import("three").Texture;
5
+ map: Texture;
6
6
  material: MeshLambertMaterial;
7
7
  setSize(width: number, height: number): void;
8
8
  }
package/Grass/Grass.ts ADDED
@@ -0,0 +1,38 @@
1
+ /*
2
+ * @Author: xiaosihan
3
+ * @Date: 2024-09-14 22:58:16
4
+ * @Last Modified by: xiaosihan
5
+ * @Last Modified time: 2024-09-14 23:20:39
6
+ */
7
+ import { DoubleSide, MathUtils, Mesh, MeshLambertMaterial, PlaneGeometry, RepeatWrapping, Texture, TextureLoader, } from "three";
8
+ import grassJPG from "./grass.jpg";
9
+ // 草地Mesh
10
+ export default class Grass extends Mesh {
11
+ constructor() {
12
+ super();
13
+ }
14
+ geometry: PlaneGeometry = (() => {
15
+ const geometry: PlaneGeometry = new PlaneGeometry(1, 1, 1, 1);
16
+ geometry.rotateX(MathUtils.degToRad(90));
17
+ return geometry;
18
+ })();
19
+ map: Texture = (() => {
20
+ const map: Texture = new TextureLoader().load(grassJPG);
21
+ map.wrapS = map.wrapT = RepeatWrapping;
22
+ map.repeat.set(1, 1);
23
+ return map;
24
+ })();
25
+ material: MeshLambertMaterial = (() => {
26
+ const material: MeshLambertMaterial = new MeshLambertMaterial({
27
+ map: this.map,
28
+ side: DoubleSide,
29
+ });
30
+ return material;
31
+ })();
32
+ // 设置尺寸
33
+ setSize(width: number, height: number): void {
34
+ this.scale.set(width, 1, height);
35
+ this.map.repeat.set(width, height);
36
+ // this.material.uniforms.size.value.set(width * 0.001, height * 0.001);
37
+ }
38
+ }
package/Grass/index.d.ts CHANGED
@@ -1 +1,2 @@
1
1
  export { default } from "./Grass";
2
+ export * from "./Grass";
package/Grass/index.js CHANGED
@@ -1 +1,2 @@
1
1
  export { default } from "./Grass";
2
+ export * from "./Grass";
package/Grass/index.ts ADDED
@@ -0,0 +1,2 @@
1
+ export { default } from "./Grass";
2
+ export * from "./Grass";
@@ -1,11 +1,10 @@
1
- import { BufferGeometry, Camera, Clock, Group, Material, Matrix4, Mesh, PlaneGeometry, Scene, ShaderMaterial, WebGLRenderer } from "three";
1
+ import { Matrix4, Mesh, PlaneGeometry, ShaderMaterial } from "three";
2
+ /** 装饰地板(随机渐变的深灰、不透明) */
2
3
  export default class Ground1 extends Mesh {
3
4
  tempMatrix: Matrix4;
4
5
  constructor();
5
6
  renderOrder: number;
6
7
  geometry: PlaneGeometry;
7
8
  setSize(width: number, height: number): void;
8
- clock: Clock;
9
- onBeforeRender: (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void;
10
9
  material: ShaderMaterial;
11
10
  }
@@ -3,18 +3,43 @@
3
3
  * @Date: 2022-09-20 23:06:00
4
4
  * @Last Modified by: xiaosihan
5
5
  * @Last Modified time: 2024-08-17 02:16:56
6
+ *
7
+ * ⭐ 2026-09-20 皇上旨两改:
8
+ * ① 原「科技感装饰地板」(三张格子贴图 + 紫色扩散动画 `#8D108E` + 格子线 `#263C56`)
9
+ * → 深灰地板(每帧 3 次贴图采样、贴图平铺无各向异性 → 摩尔纹 + home 页卡顿元凶之一)。
10
+ * ② 皇上再旨「地板就是**随机渐变**的深灰色、**不透明**」:
11
+ * → 深灰区间内用 **value noise 做随机渐变**(无贴图、零采样,天然无摩尔纹);
12
+ * → `transparent: false`、alpha 恒 1(不透明)。
13
+ *
14
+ * ⚠️ 不透明带来的变化与对策:
15
+ * - 原靠「径向 alpha 淡出」柔化 500×500 地板的边界;不透明后改用**径向压暗**(乘 0.72~1.0)
16
+ * 弱化硬边 —— 若哪天皇上要「边界完全消失」,只能改回 alpha 淡出(即恢复 transparent)。
17
+ * - 调试线(FPScontrol)两条口径分家(2026-09-25 皇上逐条定案):**10 条射线辅助线开深度测试**,
18
+ * 正是靠本地板「不透明 + depthWrite:true」才挡得住埋进地里的那半截线;**8/9 两条回弹向量线
19
+ * 保持穿透显示**(关深度测试 + renderOrder:9999),照旧常显在最前。
20
+ * ⚠️ 若哪天把本地板改回 transparent + depthWrite:false,射线辅助线会重新穿地浮出来。
21
+ *
22
+ * ⚠️ 改动红线(这几条被别处依赖,**不许顺手改**):
23
+ * - `userData.fpsCollision = true`:FPScontrol 把地板当碰撞体(见 FPScontrol.ts 地面处理段)。
24
+ * - `userData.aoFloor = true`:ssao_pass / debugExcludedShader 的「地板类半透明」特例按此标记走
25
+ * (默认不写进可见深度图;物体落在地板上仍有接触 AO)。
26
+ * - ShaderMaterial 必须含 logdepthbuf chunk;linear 输出必须 `#include <colorspace_fragment>`;
27
+ * 否则末端 sRGB 编码会二次编码 → 发白。
6
28
  */
7
- import { Clock, Color, DoubleSide, Matrix4, Mesh, PlaneGeometry, ShaderChunk, ShaderMaterial, Vector2, } from "three";
8
- import { degToRad } from "three/src/math/MathUtils";
9
- import floorMap1PNG from "./floorMap1.png";
10
- import floorMap2PNG from "./floorMap2.png";
11
- import floorMap3PNG from "./floorMap3.png";
12
- import threeLoader from "../threeLoader";
13
- // 装饰地板1
29
+ import { Color, DoubleSide, Matrix4, Mesh, PlaneGeometry, ShaderChunk, ShaderMaterial } from "three";
30
+ import { MathUtils } from "three";
31
+ const { degToRad } = MathUtils;
32
+ /** 装饰地板(随机渐变的深灰、不透明) */
14
33
  export default class Ground1 extends Mesh {
15
34
  tempMatrix = new Matrix4();
16
35
  constructor() {
17
36
  super();
37
+ // 标记为自己参与 FPS 碰撞检测
38
+ this.userData.fpsCollision = true;
39
+ // 标记为"地板类半透明":参与世界空间 AO(物体落在它上需要接触 AO),
40
+ // 但透过它看到的物体(如从下方透视)仍照常显示描边/辉光、且不被它的接触 AO 乘黑。
41
+ // 见 three-base/pass/ssao_pass.ts 的复合守卫说明。
42
+ this.userData.aoFloor = true;
18
43
  }
19
44
  renderOrder = -1;
20
45
  geometry = (() => {
@@ -25,24 +50,15 @@ export default class Ground1 extends Mesh {
25
50
  // 设置尺寸
26
51
  setSize(width, height) {
27
52
  this.scale.set(width, 1, height);
28
- // this.material.uniforms.size.value.set(width * 0.001, height * 0.001);
29
53
  }
30
- clock = new Clock();
31
- onBeforeRender = (renderer, scene, camera, geometry, material, group) => {
32
- const elapsedTime = this.clock.getElapsedTime();
33
- this.material.uniforms.speed.value = (elapsedTime * 0.1) % 0.6;
34
- this.material.uniforms.speed2.value = ((elapsedTime * 0.1) % 0.6) - 0.1;
35
- };
36
54
  material = new ShaderMaterial({
37
55
  uniforms: {
38
- size: { value: new Vector2(10, 10) }, // 尺寸
39
- speed: { value: 0 }, // 扩散值0-1
40
- speed2: { value: 0 }, // 扩散值0-1
41
- speedColor: { value: new Color("#8D108E") }, // 格子扩散颜色
42
- lineColor: { value: new Color("#263C56") }, // 格子线的颜色
43
- map1: { value: threeLoader.getTexture(floorMap1PNG) }, // 贴图纹理
44
- map2: { value: threeLoader.getTexture(floorMap2PNG) }, // 贴图纹理
45
- map3: { value: threeLoader.getTexture(floorMap3PNG) }, // 贴图纹理
56
+ /** 随机渐变的**暗端**深灰(three 的 Color 存 linear,末端 colorspace_fragment 编码回 sRGB) */
57
+ colorDark: { value: new Color("#2A2E33") },
58
+ /** 随机渐变的**亮端**深灰 */
59
+ colorLight: { value: new Color("#3D434B") },
60
+ /** 低频噪声格数(越大斑块越碎;9 → 500×500 地板上每块约 55m 的大块渐变) */
61
+ noiseScale: { value: 9 },
46
62
  },
47
63
  vertexShader: `
48
64
  ${ShaderChunk.common}
@@ -56,54 +72,42 @@ export default class Ground1 extends Mesh {
56
72
  `,
57
73
  fragmentShader: `
58
74
  ${ShaderChunk.logdepthbuf_pars_fragment}
59
- uniform sampler2D map1;
60
- uniform sampler2D map2;
61
- uniform sampler2D map3;
62
- uniform vec2 size;
63
- uniform vec3 lineColor;
64
- uniform float speed;
65
- uniform float speed2;
66
- uniform vec3 speedColor;
75
+ uniform vec3 colorDark;
76
+ uniform vec3 colorLight;
77
+ uniform float noiseScale;
67
78
  varying vec2 vUv;
68
- void main() {
69
-
70
- // 中心点
71
- vec2 center = vec2(0.5,0.5);
72
-
73
- vec4 map1Color = texture2D(map1, fract( vUv * size) );
74
-
75
- // 格子中心渐变颜色
76
- if(distance( vUv , center ) < speed){
77
- map1Color = mix(map1Color, vec4(speedColor, 1.0), clamp((1.0 - (distance(distance( vUv , center ), speed) * 8.0) ) * map1Color.a, 0.0, 1.0 ) );
78
- }
79
-
80
- vec4 map2Color = texture2D(map2, fract( vUv * size) );
81
-
82
- vec4 map3Color = texture2D(map3, fract( vUv * size) );
83
79
 
84
- // 正方形装饰中心渐变颜色
85
- if(distance( vUv , center ) < speed2){
86
- map3Color = mix(map3Color, map3Color * 3.0, clamp((1.0 - (distance(distance( vUv , center ), speed) * 4.0) ) * map3Color.a, 0.0, 1.0 ) );
87
- }
88
-
89
- vec4 mapColor = mix(map1Color, map2Color, map2Color.a);
90
-
91
- mapColor = mix(mapColor, map3Color, map3Color.a);
92
-
93
- //添加背景色
94
- mapColor = mix(mapColor, vec4(lineColor.rgb, 1.0 ), 1.0 - mapColor.a);
80
+ // 伪随机 hash → value noise:无贴图、零采样,天然没有平铺摩尔纹
81
+ float hash21(vec2 p) {
82
+ return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
83
+ }
84
+ float valueNoise(vec2 p) {
85
+ vec2 i = floor(p);
86
+ vec2 f = fract(p);
87
+ vec2 u = f * f * (3.0 - 2.0 * f); // smoothstep 插值 → 柔和渐变,不是硬格子
88
+ return mix(mix(hash21(i), hash21(i + vec2(1.0, 0.0)), u.x),
89
+ mix(hash21(i + vec2(0.0, 1.0)), hash21(i + vec2(1.0, 1.0)), u.x), u.y);
90
+ }
95
91
 
96
- // 设置透明度
97
- mapColor.a = 1.0 - (distance( vUv , center ) * 2.0);
92
+ void main() {
93
+ // 两个八度叠加:低频大块渐变 + 中频细节 → 深灰区间内的**随机渐变**
94
+ float n = valueNoise(vUv * noiseScale) * 0.65
95
+ + valueNoise(vUv * noiseScale * 3.1) * 0.35;
96
+ vec3 col = mix(colorDark, colorLight, clamp(n, 0.0, 1.0));
98
97
 
99
- gl_FragColor = mapColor;
98
+ // ⚠️ 不透明地板无法用 alpha 淡出边界 → 改用径向压暗弱化 500×500 的硬边
99
+ float edge = 1.0 - smoothstep(0.34, 0.5, distance(vUv, vec2(0.5, 0.5)));
100
+ col *= mix(0.72, 1.0, edge);
100
101
 
102
+ gl_FragColor = vec4(col, 1.0); // 不透明
101
103
  ${ShaderChunk.logdepthbuf_fragment}
104
+ #include <colorspace_fragment>
102
105
  }
103
106
  `,
104
107
  depthTest: true,
105
108
  depthWrite: true,
106
- transparent: true,
109
+ // ⭐ 皇上 2026-09-20 旨:地板**不透明**
110
+ transparent: false,
107
111
  side: DoubleSide,
108
112
  });
109
113
  }
@@ -0,0 +1,114 @@
1
+ /*
2
+ * @Author: xiaosihan
3
+ * @Date: 2022-09-20 23:06:00
4
+ * @Last Modified by: xiaosihan
5
+ * @Last Modified time: 2024-08-17 02:16:56
6
+ *
7
+ * ⭐ 2026-09-20 皇上旨两改:
8
+ * ① 原「科技感装饰地板」(三张格子贴图 + 紫色扩散动画 `#8D108E` + 格子线 `#263C56`)
9
+ * → 深灰地板(每帧 3 次贴图采样、贴图平铺无各向异性 → 摩尔纹 + home 页卡顿元凶之一)。
10
+ * ② 皇上再旨「地板就是**随机渐变**的深灰色、**不透明**」:
11
+ * → 深灰区间内用 **value noise 做随机渐变**(无贴图、零采样,天然无摩尔纹);
12
+ * → `transparent: false`、alpha 恒 1(不透明)。
13
+ *
14
+ * ⚠️ 不透明带来的变化与对策:
15
+ * - 原靠「径向 alpha 淡出」柔化 500×500 地板的边界;不透明后改用**径向压暗**(乘 0.72~1.0)
16
+ * 弱化硬边 —— 若哪天皇上要「边界完全消失」,只能改回 alpha 淡出(即恢复 transparent)。
17
+ * - 调试线(FPScontrol)两条口径分家(2026-09-25 皇上逐条定案):**10 条射线辅助线开深度测试**,
18
+ * 正是靠本地板「不透明 + depthWrite:true」才挡得住埋进地里的那半截线;**8/9 两条回弹向量线
19
+ * 保持穿透显示**(关深度测试 + renderOrder:9999),照旧常显在最前。
20
+ * ⚠️ 若哪天把本地板改回 transparent + depthWrite:false,射线辅助线会重新穿地浮出来。
21
+ *
22
+ * ⚠️ 改动红线(这几条被别处依赖,**不许顺手改**):
23
+ * - `userData.fpsCollision = true`:FPScontrol 把地板当碰撞体(见 FPScontrol.ts 地面处理段)。
24
+ * - `userData.aoFloor = true`:ssao_pass / debugExcludedShader 的「地板类半透明」特例按此标记走
25
+ * (默认不写进可见深度图;物体落在地板上仍有接触 AO)。
26
+ * - ShaderMaterial 必须含 logdepthbuf chunk;linear 输出必须 `#include <colorspace_fragment>`;
27
+ * 否则末端 sRGB 编码会二次编码 → 发白。
28
+ */
29
+ import { Color, DoubleSide, Matrix4, Mesh, PlaneGeometry, ShaderChunk, ShaderMaterial } from "three";
30
+ import { MathUtils } from "three";
31
+ const { degToRad } = MathUtils;
32
+
33
+ /** 装饰地板(随机渐变的深灰、不透明) */
34
+ export default class Ground1 extends Mesh {
35
+ tempMatrix: Matrix4 = new Matrix4();
36
+ constructor() {
37
+ super();
38
+ // 标记为自己参与 FPS 碰撞检测
39
+ this.userData.fpsCollision = true;
40
+ // 标记为"地板类半透明":参与世界空间 AO(物体落在它上需要接触 AO),
41
+ // 但透过它看到的物体(如从下方透视)仍照常显示描边/辉光、且不被它的接触 AO 乘黑。
42
+ // 见 three-base/pass/ssao_pass.ts 的复合守卫说明。
43
+ this.userData.aoFloor = true;
44
+ }
45
+ renderOrder: number = -1;
46
+ geometry: PlaneGeometry = (() => {
47
+ const geo: PlaneGeometry = new PlaneGeometry(1, 1, 1, 1);
48
+ geo.rotateX(degToRad(-90));
49
+ return geo;
50
+ })();
51
+ // 设置尺寸
52
+ setSize(width: number, height: number): void {
53
+ this.scale.set(width, 1, height);
54
+ }
55
+ material: ShaderMaterial = new ShaderMaterial({
56
+ uniforms: {
57
+ /** 随机渐变的**暗端**深灰(three 的 Color 存 linear,末端 colorspace_fragment 编码回 sRGB) */
58
+ colorDark: { value: new Color("#2A2E33") },
59
+ /** 随机渐变的**亮端**深灰 */
60
+ colorLight: { value: new Color("#3D434B") },
61
+ /** 低频噪声格数(越大斑块越碎;9 → 500×500 地板上每块约 55m 的大块渐变) */
62
+ noiseScale: { value: 9 },
63
+ },
64
+ vertexShader: `
65
+ ${ShaderChunk.common}
66
+ ${ShaderChunk.logdepthbuf_pars_vertex}
67
+ varying vec2 vUv;
68
+ void main() {
69
+ vUv = uv;
70
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
71
+ ${ShaderChunk.logdepthbuf_vertex}
72
+ }
73
+ `,
74
+ fragmentShader: `
75
+ ${ShaderChunk.logdepthbuf_pars_fragment}
76
+ uniform vec3 colorDark;
77
+ uniform vec3 colorLight;
78
+ uniform float noiseScale;
79
+ varying vec2 vUv;
80
+
81
+ // 伪随机 hash → value noise:无贴图、零采样,天然没有平铺摩尔纹
82
+ float hash21(vec2 p) {
83
+ return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
84
+ }
85
+ float valueNoise(vec2 p) {
86
+ vec2 i = floor(p);
87
+ vec2 f = fract(p);
88
+ vec2 u = f * f * (3.0 - 2.0 * f); // smoothstep 插值 → 柔和渐变,不是硬格子
89
+ return mix(mix(hash21(i), hash21(i + vec2(1.0, 0.0)), u.x),
90
+ mix(hash21(i + vec2(0.0, 1.0)), hash21(i + vec2(1.0, 1.0)), u.x), u.y);
91
+ }
92
+
93
+ void main() {
94
+ // 两个八度叠加:低频大块渐变 + 中频细节 → 深灰区间内的**随机渐变**
95
+ float n = valueNoise(vUv * noiseScale) * 0.65
96
+ + valueNoise(vUv * noiseScale * 3.1) * 0.35;
97
+ vec3 col = mix(colorDark, colorLight, clamp(n, 0.0, 1.0));
98
+
99
+ // ⚠️ 不透明地板无法用 alpha 淡出边界 → 改用径向压暗弱化 500×500 的硬边
100
+ float edge = 1.0 - smoothstep(0.34, 0.5, distance(vUv, vec2(0.5, 0.5)));
101
+ col *= mix(0.72, 1.0, edge);
102
+
103
+ gl_FragColor = vec4(col, 1.0); // 不透明
104
+ ${ShaderChunk.logdepthbuf_fragment}
105
+ #include <colorspace_fragment>
106
+ }
107
+ `,
108
+ depthTest: true,
109
+ depthWrite: true,
110
+ // ⭐ 皇上 2026-09-20 旨:地板**不透明**
111
+ transparent: false,
112
+ side: DoubleSide,
113
+ });
114
+ }
@@ -0,0 +1 @@
1
+ export { default } from "./Ground1";
package/MeshBase.d.ts CHANGED
@@ -12,6 +12,7 @@ export default class MeshBase extends Group {
12
12
  };
13
13
  getSuffix(filename: string): string;
14
14
  reset(...object: Object3D[]): this;
15
+ protected ensureNormals(root: Object3D): void;
15
16
  loadModel(url: string | File | Array<File>, filename?: string): Promise<void>;
16
17
  frustumCulled: boolean;
17
18
  castShadow: boolean;
package/MeshBase.js CHANGED
@@ -1,8 +1,15 @@
1
- import { AnimationMixer, Clock, Group, Vector3, } from "three";
1
+ /*
2
+ * @Author: xiaosihan
3
+ * @Date: 2022-02-24 22:49:42
4
+ * @Last Modified by: xiaosihan
5
+ * @Last Modified time: 2025-06-25
6
+ */
7
+ import { AnimationMixer, Clock, Group, Mesh, Vector3 } from "three";
2
8
  import threeUtils from "./threeUtils";
3
9
  import threeLoader from "./threeLoader";
4
10
  import * as SkeletonUtils from "three/examples/jsm/utils/SkeletonUtils";
5
11
  import { isString } from "lodash";
12
+ import { dispatchCustomEvent } from "./EventMap";
6
13
  // 模型基类
7
14
  export default class MeshBase extends Group {
8
15
  constructor(url) {
@@ -27,13 +34,27 @@ export default class MeshBase extends Group {
27
34
  const match = filename.match(/\.([^\.]+)$/);
28
35
  return match ? match[1].toLowerCase() : "";
29
36
  }
30
- // 重置子元素
31
37
  reset(...object) {
32
38
  threeUtils.dipose(this);
33
- super.clear();
34
- super.add(...object);
39
+ for (const child of this.children) {
40
+ child.parent = null;
41
+ }
42
+ for (const item of object) {
43
+ this.add(item);
44
+ }
35
45
  return this;
36
46
  }
47
+ // 兜底:为缺失顶点法线的几何体计算法线。
48
+ // 某些 glb/stl 模型仅有 POSITION 没有 NORMAL(如 public/models/bottle.glb),
49
+ // 会让法线 pass 输出零向量 -> AO 算出 NaN -> 整片被乘黑,且 PBR 金属材质无法正确受光 -> 发黑。
50
+ // 在加载完成后统一兜底,保证光照与 AO 都正确;已含法线的模型不受影响。
51
+ ensureNormals(root) {
52
+ root.traverse((obj) => {
53
+ if (obj instanceof Mesh && obj.geometry && !obj.geometry.getAttribute("normal")) {
54
+ obj.geometry.computeVertexNormals();
55
+ }
56
+ });
57
+ }
37
58
  // 如果url 是blob地址的话,就用suffix字段来制定模型的类型
38
59
  async loadModel(url, filename = "") {
39
60
  //获取模型文件的地址
@@ -63,6 +84,7 @@ export default class MeshBase extends Group {
63
84
  }
64
85
  return modelurl;
65
86
  }
87
+ return "";
66
88
  })();
67
89
  this.url = modelurl || "";
68
90
  if (!modelurl) {
@@ -84,6 +106,10 @@ export default class MeshBase extends Group {
84
106
  } while (MeshBase.loadModeling.get(modelurl));
85
107
  if (MeshBase.models.get(modelurl)) {
86
108
  const mesh = MeshBase.models.get(modelurl);
109
+ // 兜底:为缺失顶点法线的几何体补算法线。某些 glb/stl 模型只有 POSITION,
110
+ // 没有 NORMAL,会导致:① 法线 pass 输出零向量 -> AO 算出 NaN -> 整片被乘黑;
111
+ // ② PBR 金属材质无法正确光照 -> 颜色发黑。统一在加载后兜底,光照与 AO 都正确。
112
+ this.ensureNormals(mesh);
87
113
  // 判断是否有动画
88
114
  this.hasAnimation = mesh.animations.length > 0;
89
115
  if (this.hasAnimation) {
@@ -104,7 +130,7 @@ export default class MeshBase extends Group {
104
130
  await new Promise((resolve) => requestAnimationFrame(resolve));
105
131
  this.loaded = true;
106
132
  // 加载完成事件
107
- this.dispatchEvent({ type: "loaded" });
133
+ dispatchCustomEvent(this, { type: "loaded" });
108
134
  }
109
135
  // 超出绘制区域时不绘制
110
136
  frustumCulled = false;
@@ -138,9 +164,8 @@ export default class MeshBase extends Group {
138
164
  // 等待加载完成
139
165
  await this.awaitLoaded();
140
166
  this.traverse((obj) => {
141
- const mesh = obj;
142
- if (mesh.isMesh) {
143
- callback(mesh);
167
+ if (obj instanceof Mesh) {
168
+ callback(obj);
144
169
  }
145
170
  });
146
171
  }
@@ -172,11 +197,10 @@ export default class MeshBase extends Group {
172
197
  }
173
198
  // 深度应用属性
174
199
  this.traverse((obj) => {
175
- const mesh = obj;
176
- if (mesh.isMesh) {
177
- mesh.frustumCulled = this.frustumCulled;
178
- mesh.castShadow = this.castShadow;
179
- mesh.receiveShadow = this.receiveShadow;
200
+ if (obj instanceof Mesh) {
201
+ obj.frustumCulled = this.frustumCulled;
202
+ obj.castShadow = this.castShadow;
203
+ obj.receiveShadow = this.receiveShadow;
180
204
  }
181
205
  });
182
206
  super.updateMatrix();