three-base 2.0.142 → 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.
- package/DirectionalLight.d.ts +6 -6
- package/DirectionalLight.js +68 -68
- package/EventMap.d.ts +103 -103
- package/EventMap.js +17 -17
- package/EventMesh.d.ts +18 -18
- package/EventMesh.js +59 -59
- package/ExtrudeMesh.d.ts +112 -112
- package/ExtrudeMesh.js +342 -342
- package/FPScontrol.d.ts +511 -511
- package/FPScontrol.js +1799 -1799
- package/FPScontrol.ts +1855 -1855
- package/Fire/Fire.d.ts +28 -28
- package/Fire/Fire.js +80 -80
- package/Fire/FireGeometry.d.ts +9 -9
- package/Fire/FireGeometry.js +40 -40
- package/Fire/FireMaterial.d.ts +28 -28
- package/Fire/FireMaterial.js +32 -32
- package/Fire/index.d.ts +2 -2
- package/Fire/index.js +2 -2
- package/GLTFDracoLoader.d.ts +71 -71
- package/GLTFDracoLoader.js +266 -266
- package/GLTFDracoLoader.ts +1 -1
- package/Grass/Grass.d.ts +8 -8
- package/Grass/Grass.js +38 -38
- package/Grass/index.d.ts +2 -2
- package/Grass/index.js +2 -2
- package/Ground1/Ground1.d.ts +10 -10
- package/Ground1/Ground1.js +71 -71
- package/Ground1/index.d.ts +1 -1
- package/Ground1/index.js +1 -1
- package/MeshBase.d.ts +36 -36
- package/MeshBase.js +247 -247
- package/Mirror.d.ts +25 -25
- package/Mirror.js +143 -143
- package/MktMesh/MktMesh.d.ts +301 -291
- package/MktMesh/MktMesh.js +1064 -1045
- package/MktMesh/MktMesh.ts +32 -11
- package/MktMesh/assetUrl.d.ts +59 -35
- package/MktMesh/assetUrl.js +154 -69
- package/MktMesh/assetUrl.ts +155 -69
- package/MktMesh/mktMappingShader.d.ts +12 -12
- package/MktMesh/mktMappingShader.js +138 -138
- package/MktMesh/mktMappingShader.ts +139 -139
- package/MktMesh/mktShader.d.ts +263 -263
- package/MktMesh/mktShader.js +1236 -1236
- package/MktMesh/mktShader.ts +1344 -1344
- package/MktMesh/panoBitmapTexture.d.ts +25 -25
- package/MktMesh/panoBitmapTexture.js +52 -52
- package/MktMesh/panoBitmapTexture.ts +54 -54
- package/MktMesh/panoSlotBind.d.ts +29 -29
- package/MktMesh/panoSlotBind.js +106 -106
- package/MktMesh/panoSlotBind.ts +153 -153
- package/MktMesh/panoSlotRoster.d.ts +22 -22
- package/MktMesh/panoSlotRoster.js +169 -169
- package/MktMesh/panoSlotRoster.ts +168 -168
- package/MktMesh/panoTileStitcher.d.ts +119 -119
- package/MktMesh/panoTileStitcher.js +529 -529
- package/MktMesh/panoTileStitcher.ts +616 -616
- package/MktMesh/types.d.ts +75 -75
- package/MktMesh/types.js +1 -1
- package/MktMesh/wallCapTessellate.d.ts +33 -33
- package/MktMesh/wallCapTessellate.js +97 -97
- package/MktMesh/wallCapTessellate.ts +68 -68
- package/PipeMesh/PathGeometry.d.ts +44 -44
- package/PipeMesh/PathGeometry.js +307 -307
- package/PipeMesh/PathPoint.d.ts +17 -17
- package/PipeMesh/PathPoint.js +31 -31
- package/PipeMesh/PathPointList.d.ts +31 -31
- package/PipeMesh/PathPointList.js +209 -209
- package/PipeMesh/PathTubeGeometry.d.ts +25 -25
- package/PipeMesh/PathTubeGeometry.js +130 -130
- package/PipeMesh/PipeMesh.d.ts +25 -25
- package/PipeMesh/PipeMesh.js +63 -63
- package/PipeMesh/index.d.ts +1 -1
- package/PipeMesh/index.js +1 -1
- package/PlaneModal1/PlaneModal1.d.ts +34 -34
- package/PlaneModal1/PlaneModal1.js +109 -109
- package/PlaneModal1/index.d.ts +1 -1
- package/PlaneModal1/index.js +1 -1
- package/PlaneText.d.ts +27 -27
- package/PlaneText.js +35 -35
- package/PlaneWithHtml.d.ts +13 -13
- package/PlaneWithHtml.js +64 -64
- package/PointLight/PointLight.d.ts +13 -13
- package/PointLight/PointLight.js +64 -64
- package/PointLight/index.d.ts +1 -1
- package/PointLight/index.js +1 -1
- package/Sky/Sky.d.ts +9 -9
- package/Sky/Sky.js +22 -22
- package/Sky/index.d.ts +1 -1
- package/Sky/index.js +1 -1
- package/SpotLight.d.ts +6 -6
- package/SpotLight.js +72 -72
- package/SpriteModal1/SpriteModal1.d.ts +33 -33
- package/SpriteModal1/SpriteModal1.js +116 -116
- package/SpriteModal1/index.d.ts +1 -1
- package/SpriteModal1/index.js +1 -1
- package/SpriteText.d.ts +46 -46
- package/SpriteText.js +176 -176
- package/SpriteText2.d.ts +48 -48
- package/SpriteText2.js +223 -223
- package/SpriteText3.d.ts +86 -86
- package/SpriteText3.js +517 -517
- package/SpriteText3.ts +599 -599
- package/SpriteWithHtml.d.ts +9 -9
- package/SpriteWithHtml.js +44 -44
- package/Text3D/Text3D.d.ts +20 -20
- package/Text3D/Text3D.js +58 -58
- package/Text3D/fontController.d.ts +60 -60
- package/Text3D/fontController.js +166 -166
- package/Text3D/index.d.ts +1 -1
- package/Text3D/index.js +1 -1
- package/ThreeBase.d.ts +248 -248
- package/ThreeBase.js +1202 -1202
- package/ThreeBase.ts +1314 -1314
- package/ThreeMouse.d.ts +53 -54
- package/ThreeMouse.js +453 -453
- package/Transition.d.ts +45 -45
- package/Transition.js +209 -209
- package/Water/Water.d.ts +5 -5
- package/Water/Water.js +44 -44
- package/Water/index.d.ts +2 -2
- package/Water/index.js +2 -2
- package/WaterFlow/FloatingDuck.d.ts +88 -88
- package/WaterFlow/FloatingDuck.js +307 -307
- package/WaterFlow/FloatingDuck.ts +445 -445
- package/WaterFlow/GPUFluidSimulation.d.ts +56 -56
- package/WaterFlow/GPUFluidSimulation.js +781 -781
- package/WaterFlow/GPUFluidSimulation.ts +827 -827
- package/WaterFlow/ReservoirSystem.d.ts +106 -106
- package/WaterFlow/ReservoirSystem.js +611 -611
- package/WaterFlow/ReservoirSystem.ts +754 -754
- package/WaterFlow/SPHField.d.ts +35 -35
- package/WaterFlow/SPHField.js +203 -203
- package/WaterFlow/SPHField.ts +228 -228
- package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -69
- package/WaterFlow/ScreenSpaceFluidPass.js +728 -728
- package/WaterFlow/ScreenSpaceFluidPass.ts +789 -789
- package/WaterFlow/ShallowWaterSurface.d.ts +45 -45
- package/WaterFlow/ShallowWaterSurface.js +438 -438
- package/WaterFlow/ShallowWaterSurface.ts +510 -510
- package/WaterFlow/WaterFlow.d.ts +87 -87
- package/WaterFlow/WaterFlow.js +171 -171
- package/WaterFlow/WaterFlow.ts +219 -219
- package/WaterFlow/types.d.ts +161 -161
- package/WaterFlow/types.js +1 -1
- package/WaterFlow/types.ts +189 -189
- package/WaterFlow/waterFlowPass.d.ts +3 -3
- package/WaterFlow/waterFlowPass.js +20 -20
- package/WaterFlow/waterFlowPass.ts +40 -40
- package/collisionOBB.d.ts +42 -42
- package/collisionOBB.js +112 -112
- package/collisionOBB.ts +108 -108
- package/declare.d.ts +25 -25
- package/index.d.ts +1 -1
- package/index.js +1 -1
- package/instanced/InstancedBatch.d.ts +57 -57
- package/instanced/InstancedBatch.js +348 -348
- package/instanced/InstancedBatch.ts +406 -406
- package/instanced/InstancedChild.d.ts +174 -174
- package/instanced/InstancedChild.js +264 -264
- package/instanced/InstancedChild.ts +327 -327
- package/instanced/InstancedGroup.d.ts +43 -43
- package/instanced/InstancedGroup.js +126 -126
- package/instanced/InstancedGroup.ts +137 -137
- package/instanced/InstancedMeshBase.d.ts +38 -38
- package/instanced/InstancedMeshBase.js +282 -282
- package/instanced/InstancedTemplate.d.ts +46 -46
- package/instanced/InstancedTemplate.js +125 -125
- package/keyControls.d.ts +29 -30
- package/keyControls.js +101 -101
- package/lensflare/LensFlare.d.ts +39 -39
- package/lensflare/LensFlare.js +284 -284
- package/package.json +6 -1
- package/pass/bloom_pass.d.ts +2 -2
- package/pass/bloom_pass.js +174 -174
- package/pass/cover_pass.d.ts +2 -2
- package/pass/cover_pass.js +108 -108
- package/pass/debugDepthState.d.ts +20 -20
- package/pass/debugDepthState.js +9 -9
- package/pass/debugDepthState.ts +22 -22
- package/pass/depthTestBias.d.ts +12 -12
- package/pass/depthTestBias.js +12 -12
- package/pass/depthTestBias.ts +12 -12
- package/pass/effectUserData.d.ts +27 -27
- package/pass/effectUserData.js +1 -1
- package/pass/effectUserData.ts +46 -46
- package/pass/frosted_glass_pass.d.ts +2 -2
- package/pass/frosted_glass_pass.js +150 -150
- package/pass/fsQuad.d.ts +9 -9
- package/pass/fsQuad.js +28 -28
- package/pass/glow_pass.d.ts +2 -2
- package/pass/glow_pass.js +350 -350
- package/pass/screen_bloom_pass.d.ts +11 -11
- package/pass/screen_bloom_pass.js +136 -136
- package/pass/ssao_pass.d.ts +88 -88
- package/pass/ssao_pass.js +799 -799
- package/pass/ssao_pass.ts +918 -918
- package/pass/stroke_pass.d.ts +2 -2
- package/pass/stroke_pass.js +267 -267
- package/shaders/FXAAShaderMaterial.d.ts +3 -3
- package/shaders/FXAAShaderMaterial.js +20 -20
- package/shaders/baseDepthVisShader.d.ts +11 -11
- package/shaders/baseDepthVisShader.js +36 -36
- package/shaders/baseDepthVisShader.ts +36 -36
- package/shaders/baseTextureToRenderShader.d.ts +2 -2
- package/shaders/baseTextureToRenderShader.js +19 -19
- package/shaders/copyShader.d.ts +3 -3
- package/shaders/copyShader.js +13 -13
- package/shaders/debugDepthCompareShader.d.ts +14 -14
- package/shaders/debugDepthCompareShader.js +49 -49
- package/shaders/debugDepthCompareShader.ts +50 -50
- package/shaders/debugDepthJudgeShader.d.ts +18 -18
- package/shaders/debugDepthJudgeShader.js +52 -52
- package/shaders/debugDepthJudgeShader.ts +54 -54
- package/shaders/debugExcludedShader.d.ts +13 -13
- package/shaders/debugExcludedShader.js +46 -46
- package/shaders/debugExcludedShader.ts +48 -48
- package/spriteTextBg.d.ts +1 -1
- package/spriteTextBg.js +20 -20
- package/spriteTextBg.ts +20 -20
- package/threeLoader.d.ts +35 -35
- package/threeLoader.js +518 -518
- package/threeUtils.d.ts +53 -53
- package/threeUtils.js +329 -329
- package/types.d.ts +2 -2
- package/types.js +6 -6
package/Mirror.js
CHANGED
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@@ -1,55 +1,55 @@
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/*
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* @Author: xiaosihan
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* @Date: 2023-08-04 17:17:15
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2024-01-20 05:33:51
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*/
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import { Color, DoubleSide, HalfFloatType, Matrix4, Mesh, PerspectiveCamera, Plane, PlaneGeometry, ShaderMaterial, Vector3, Vector4, WebGLRenderTarget } from "three";
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// 镜子模型
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export default class Mirror extends Mesh {
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constructor(geometry = Mirror.geometry) {
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super(geometry);
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// 镜子虽标了 transparent:true(为渲染顺序),但 fragment shader 实际输出 alpha=1.0,
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// 是实心反射面、并非可透视表面 → 必须参与 AO 与描边/辉光的深度遮挡。
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// SSAO 的 AO 数据准备会排除所有 transparent 物体,故此处显式声明保留。
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this.userData.aoOpaque = true;
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}
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// 正方形网格
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static geometry = (() => {
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const geometry = new PlaneGeometry(10, 10, 1, 1);
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return geometry;
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})();
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isReflector = true;
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type = 'Reflector';
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camera = new PerspectiveCamera();
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reflectorPlane = new Plane();
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normal = new Vector3();
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reflectorWorldPosition = new Vector3();
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cameraWorldPosition = new Vector3();
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rotationMatrix = new Matrix4();
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lookAtPosition = new Vector3(0, 0, -1);
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clipPlane = new Vector4();
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view = new Vector3();
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target = new Vector3();
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q = new Vector4();
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textureMatrix = new Matrix4();
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virtualCamera = this.camera;
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renderTarget = new WebGLRenderTarget(2048, 2048, { type: HalfFloatType });
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material = new ShaderMaterial({
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uniforms: {
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'color': {
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value: new Color("#b6b6b6")
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},
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'tDiffuse': {
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value: this.renderTarget.texture
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},
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'textureMatrix': {
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value: this.textureMatrix
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},
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blurAmount: {
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value: 0.5
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} // 模糊程度,可以根据需求调整
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},
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/*
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* @Author: xiaosihan
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* @Date: 2023-08-04 17:17:15
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2024-01-20 05:33:51
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*/
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import { Color, DoubleSide, HalfFloatType, Matrix4, Mesh, PerspectiveCamera, Plane, PlaneGeometry, ShaderMaterial, Vector3, Vector4, WebGLRenderTarget } from "three";
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// 镜子模型
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export default class Mirror extends Mesh {
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constructor(geometry = Mirror.geometry) {
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super(geometry);
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// 镜子虽标了 transparent:true(为渲染顺序),但 fragment shader 实际输出 alpha=1.0,
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// 是实心反射面、并非可透视表面 → 必须参与 AO 与描边/辉光的深度遮挡。
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// SSAO 的 AO 数据准备会排除所有 transparent 物体,故此处显式声明保留。
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this.userData.aoOpaque = true;
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}
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// 正方形网格
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static geometry = (() => {
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const geometry = new PlaneGeometry(10, 10, 1, 1);
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return geometry;
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})();
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isReflector = true;
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type = 'Reflector';
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camera = new PerspectiveCamera();
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reflectorPlane = new Plane();
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normal = new Vector3();
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reflectorWorldPosition = new Vector3();
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cameraWorldPosition = new Vector3();
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rotationMatrix = new Matrix4();
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lookAtPosition = new Vector3(0, 0, -1);
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clipPlane = new Vector4();
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view = new Vector3();
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target = new Vector3();
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q = new Vector4();
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textureMatrix = new Matrix4();
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virtualCamera = this.camera;
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renderTarget = new WebGLRenderTarget(2048, 2048, { type: HalfFloatType });
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material = new ShaderMaterial({
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uniforms: {
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'color': {
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value: new Color("#b6b6b6")
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},
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'tDiffuse': {
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value: this.renderTarget.texture
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},
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'textureMatrix': {
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value: this.textureMatrix
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},
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blurAmount: {
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value: 0.5
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} // 模糊程度,可以根据需求调整
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},
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vertexShader: /* glsl */ `
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uniform mat4 textureMatrix;
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varying vec4 vUv;
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#include <logdepthbuf_vertex>
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}`,
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}`,
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fragmentShader: /* glsl */ `
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uniform vec3 color;
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uniform sampler2D tDiffuse;
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#include <tonemapping_fragment>
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#include <colorspace_fragment>
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}`,
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depthTest: true,
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depthWrite: true,
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transparent: true,
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side: DoubleSide
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});
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onBeforeRender = (renderer, scene, camera, geometry, material, group) => {
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this.reflectorWorldPosition.setFromMatrixPosition(this.matrixWorld);
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this.cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
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this.rotationMatrix.extractRotation(this.matrixWorld);
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this.normal.set(0, 0, 1);
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this.normal.applyMatrix4(this.rotationMatrix);
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this.view.subVectors(this.reflectorWorldPosition, this.cameraWorldPosition);
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// Avoid rendering when reflector is facing away
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if (this.view.dot(this.normal) > 0) {
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this.normal.set(0, 0, -1);
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}
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;
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this.view.reflect(this.normal).negate();
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this.view.add(this.reflectorWorldPosition);
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this.rotationMatrix.extractRotation(camera.matrixWorld);
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this.lookAtPosition.set(0, 0, -1);
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this.lookAtPosition.applyMatrix4(this.rotationMatrix);
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this.lookAtPosition.add(this.cameraWorldPosition);
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this.target.subVectors(this.reflectorWorldPosition, this.lookAtPosition);
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this.target.reflect(this.normal).negate();
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this.target.add(this.reflectorWorldPosition);
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this.virtualCamera.position.copy(this.view);
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this.virtualCamera.up.set(0, 1, 0);
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this.virtualCamera.up.applyMatrix4(this.rotationMatrix);
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this.virtualCamera.up.reflect(this.normal);
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this.virtualCamera.lookAt(this.target);
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this.virtualCamera.far = this.camera.far; // Used in WebGLBackground
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this.virtualCamera.updateMatrixWorld();
|
|
145
|
-
this.virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
|
|
146
|
-
// Update the texture matrix
|
|
147
|
-
this.textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
|
|
148
|
-
this.textureMatrix.multiply(this.virtualCamera.projectionMatrix);
|
|
149
|
-
this.textureMatrix.multiply(this.virtualCamera.matrixWorldInverse);
|
|
150
|
-
this.textureMatrix.multiply(this.matrixWorld);
|
|
151
|
-
// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
|
|
152
|
-
// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
|
|
153
|
-
this.reflectorPlane.setFromNormalAndCoplanarPoint(this.normal, this.reflectorWorldPosition);
|
|
154
|
-
this.reflectorPlane.applyMatrix4(this.virtualCamera.matrixWorldInverse);
|
|
155
|
-
this.clipPlane.set(this.reflectorPlane.normal.x, this.reflectorPlane.normal.y, this.reflectorPlane.normal.z, this.reflectorPlane.constant);
|
|
156
|
-
const projectionMatrix = this.virtualCamera.projectionMatrix;
|
|
157
|
-
this.q.x = (Math.sign(this.clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
|
|
158
|
-
this.q.y = (Math.sign(this.clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
|
|
159
|
-
this.q.z = -1.0;
|
|
160
|
-
this.q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
|
|
161
|
-
// Calculate the scaled plane vector
|
|
162
|
-
this.clipPlane.multiplyScalar(2.0 / this.clipPlane.dot(this.q));
|
|
163
|
-
// Replacing the third row of the projection matrix
|
|
164
|
-
projectionMatrix.elements[2] = this.clipPlane.x;
|
|
165
|
-
projectionMatrix.elements[6] = this.clipPlane.y;
|
|
166
|
-
projectionMatrix.elements[10] = this.clipPlane.z + 1.0 - 0.003;
|
|
167
|
-
projectionMatrix.elements[14] = this.clipPlane.w;
|
|
168
|
-
// Render
|
|
169
|
-
this.visible = false;
|
|
170
|
-
const currentRenderTarget = renderer.getRenderTarget();
|
|
171
|
-
const currentXrEnabled = renderer.xr.enabled;
|
|
172
|
-
const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
|
|
173
|
-
renderer.xr.enabled = false; // Avoid camera modification
|
|
174
|
-
renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
|
|
175
|
-
renderer.setRenderTarget(this.renderTarget);
|
|
176
|
-
renderer.state.buffers.depth.setMask(true); // make sure the depth buffer is writable so it can be properly cleared, see #18897
|
|
177
|
-
if (renderer.autoClear === false)
|
|
178
|
-
renderer.clear();
|
|
179
|
-
renderer.render(scene, this.virtualCamera);
|
|
180
|
-
renderer.xr.enabled = currentXrEnabled;
|
|
181
|
-
renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
|
|
182
|
-
renderer.setRenderTarget(currentRenderTarget);
|
|
183
|
-
// Restore viewport
|
|
184
|
-
const cameraWithViewport = this.camera;
|
|
185
|
-
const viewport = cameraWithViewport.viewport;
|
|
186
|
-
if (viewport !== undefined) {
|
|
187
|
-
renderer.state.viewport(viewport);
|
|
188
|
-
}
|
|
189
|
-
this.visible = true;
|
|
190
|
-
};
|
|
191
|
-
getRenderTarget() {
|
|
192
|
-
return this.renderTarget;
|
|
193
|
-
}
|
|
194
|
-
;
|
|
195
|
-
dispose() {
|
|
196
|
-
this.renderTarget.dispose();
|
|
197
|
-
// this.material.dispose();
|
|
198
|
-
}
|
|
199
|
-
;
|
|
200
|
-
}
|
|
111
|
+
}`,
|
|
112
|
+
depthTest: true,
|
|
113
|
+
depthWrite: true,
|
|
114
|
+
transparent: true,
|
|
115
|
+
side: DoubleSide
|
|
116
|
+
});
|
|
117
|
+
onBeforeRender = (renderer, scene, camera, geometry, material, group) => {
|
|
118
|
+
this.reflectorWorldPosition.setFromMatrixPosition(this.matrixWorld);
|
|
119
|
+
this.cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);
|
|
120
|
+
this.rotationMatrix.extractRotation(this.matrixWorld);
|
|
121
|
+
this.normal.set(0, 0, 1);
|
|
122
|
+
this.normal.applyMatrix4(this.rotationMatrix);
|
|
123
|
+
this.view.subVectors(this.reflectorWorldPosition, this.cameraWorldPosition);
|
|
124
|
+
// Avoid rendering when reflector is facing away
|
|
125
|
+
if (this.view.dot(this.normal) > 0) {
|
|
126
|
+
this.normal.set(0, 0, -1);
|
|
127
|
+
}
|
|
128
|
+
;
|
|
129
|
+
this.view.reflect(this.normal).negate();
|
|
130
|
+
this.view.add(this.reflectorWorldPosition);
|
|
131
|
+
this.rotationMatrix.extractRotation(camera.matrixWorld);
|
|
132
|
+
this.lookAtPosition.set(0, 0, -1);
|
|
133
|
+
this.lookAtPosition.applyMatrix4(this.rotationMatrix);
|
|
134
|
+
this.lookAtPosition.add(this.cameraWorldPosition);
|
|
135
|
+
this.target.subVectors(this.reflectorWorldPosition, this.lookAtPosition);
|
|
136
|
+
this.target.reflect(this.normal).negate();
|
|
137
|
+
this.target.add(this.reflectorWorldPosition);
|
|
138
|
+
this.virtualCamera.position.copy(this.view);
|
|
139
|
+
this.virtualCamera.up.set(0, 1, 0);
|
|
140
|
+
this.virtualCamera.up.applyMatrix4(this.rotationMatrix);
|
|
141
|
+
this.virtualCamera.up.reflect(this.normal);
|
|
142
|
+
this.virtualCamera.lookAt(this.target);
|
|
143
|
+
this.virtualCamera.far = this.camera.far; // Used in WebGLBackground
|
|
144
|
+
this.virtualCamera.updateMatrixWorld();
|
|
145
|
+
this.virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
|
|
146
|
+
// Update the texture matrix
|
|
147
|
+
this.textureMatrix.set(0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0);
|
|
148
|
+
this.textureMatrix.multiply(this.virtualCamera.projectionMatrix);
|
|
149
|
+
this.textureMatrix.multiply(this.virtualCamera.matrixWorldInverse);
|
|
150
|
+
this.textureMatrix.multiply(this.matrixWorld);
|
|
151
|
+
// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
|
|
152
|
+
// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
|
|
153
|
+
this.reflectorPlane.setFromNormalAndCoplanarPoint(this.normal, this.reflectorWorldPosition);
|
|
154
|
+
this.reflectorPlane.applyMatrix4(this.virtualCamera.matrixWorldInverse);
|
|
155
|
+
this.clipPlane.set(this.reflectorPlane.normal.x, this.reflectorPlane.normal.y, this.reflectorPlane.normal.z, this.reflectorPlane.constant);
|
|
156
|
+
const projectionMatrix = this.virtualCamera.projectionMatrix;
|
|
157
|
+
this.q.x = (Math.sign(this.clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
|
|
158
|
+
this.q.y = (Math.sign(this.clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
|
|
159
|
+
this.q.z = -1.0;
|
|
160
|
+
this.q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
|
|
161
|
+
// Calculate the scaled plane vector
|
|
162
|
+
this.clipPlane.multiplyScalar(2.0 / this.clipPlane.dot(this.q));
|
|
163
|
+
// Replacing the third row of the projection matrix
|
|
164
|
+
projectionMatrix.elements[2] = this.clipPlane.x;
|
|
165
|
+
projectionMatrix.elements[6] = this.clipPlane.y;
|
|
166
|
+
projectionMatrix.elements[10] = this.clipPlane.z + 1.0 - 0.003;
|
|
167
|
+
projectionMatrix.elements[14] = this.clipPlane.w;
|
|
168
|
+
// Render
|
|
169
|
+
this.visible = false;
|
|
170
|
+
const currentRenderTarget = renderer.getRenderTarget();
|
|
171
|
+
const currentXrEnabled = renderer.xr.enabled;
|
|
172
|
+
const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
|
|
173
|
+
renderer.xr.enabled = false; // Avoid camera modification
|
|
174
|
+
renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
|
|
175
|
+
renderer.setRenderTarget(this.renderTarget);
|
|
176
|
+
renderer.state.buffers.depth.setMask(true); // make sure the depth buffer is writable so it can be properly cleared, see #18897
|
|
177
|
+
if (renderer.autoClear === false)
|
|
178
|
+
renderer.clear();
|
|
179
|
+
renderer.render(scene, this.virtualCamera);
|
|
180
|
+
renderer.xr.enabled = currentXrEnabled;
|
|
181
|
+
renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
|
|
182
|
+
renderer.setRenderTarget(currentRenderTarget);
|
|
183
|
+
// Restore viewport
|
|
184
|
+
const cameraWithViewport = this.camera;
|
|
185
|
+
const viewport = cameraWithViewport.viewport;
|
|
186
|
+
if (viewport !== undefined) {
|
|
187
|
+
renderer.state.viewport(viewport);
|
|
188
|
+
}
|
|
189
|
+
this.visible = true;
|
|
190
|
+
};
|
|
191
|
+
getRenderTarget() {
|
|
192
|
+
return this.renderTarget;
|
|
193
|
+
}
|
|
194
|
+
;
|
|
195
|
+
dispose() {
|
|
196
|
+
this.renderTarget.dispose();
|
|
197
|
+
// this.material.dispose();
|
|
198
|
+
}
|
|
199
|
+
;
|
|
200
|
+
}
|