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.
Files changed (227) hide show
  1. package/DirectionalLight.d.ts +6 -6
  2. package/DirectionalLight.js +68 -68
  3. package/EventMap.d.ts +103 -103
  4. package/EventMap.js +17 -17
  5. package/EventMesh.d.ts +18 -18
  6. package/EventMesh.js +59 -59
  7. package/ExtrudeMesh.d.ts +112 -112
  8. package/ExtrudeMesh.js +342 -342
  9. package/FPScontrol.d.ts +511 -511
  10. package/FPScontrol.js +1799 -1799
  11. package/FPScontrol.ts +1855 -1855
  12. package/Fire/Fire.d.ts +28 -28
  13. package/Fire/Fire.js +80 -80
  14. package/Fire/FireGeometry.d.ts +9 -9
  15. package/Fire/FireGeometry.js +40 -40
  16. package/Fire/FireMaterial.d.ts +28 -28
  17. package/Fire/FireMaterial.js +32 -32
  18. package/Fire/index.d.ts +2 -2
  19. package/Fire/index.js +2 -2
  20. package/GLTFDracoLoader.d.ts +71 -71
  21. package/GLTFDracoLoader.js +266 -266
  22. package/GLTFDracoLoader.ts +1 -1
  23. package/Grass/Grass.d.ts +8 -8
  24. package/Grass/Grass.js +38 -38
  25. package/Grass/index.d.ts +2 -2
  26. package/Grass/index.js +2 -2
  27. package/Ground1/Ground1.d.ts +10 -10
  28. package/Ground1/Ground1.js +71 -71
  29. package/Ground1/index.d.ts +1 -1
  30. package/Ground1/index.js +1 -1
  31. package/MeshBase.d.ts +36 -36
  32. package/MeshBase.js +247 -247
  33. package/Mirror.d.ts +25 -25
  34. package/Mirror.js +143 -143
  35. package/MktMesh/MktMesh.d.ts +301 -291
  36. package/MktMesh/MktMesh.js +1064 -1045
  37. package/MktMesh/MktMesh.ts +32 -11
  38. package/MktMesh/assetUrl.d.ts +59 -35
  39. package/MktMesh/assetUrl.js +154 -69
  40. package/MktMesh/assetUrl.ts +155 -69
  41. package/MktMesh/mktMappingShader.d.ts +12 -12
  42. package/MktMesh/mktMappingShader.js +138 -138
  43. package/MktMesh/mktMappingShader.ts +139 -139
  44. package/MktMesh/mktShader.d.ts +263 -263
  45. package/MktMesh/mktShader.js +1236 -1236
  46. package/MktMesh/mktShader.ts +1344 -1344
  47. package/MktMesh/panoBitmapTexture.d.ts +25 -25
  48. package/MktMesh/panoBitmapTexture.js +52 -52
  49. package/MktMesh/panoBitmapTexture.ts +54 -54
  50. package/MktMesh/panoSlotBind.d.ts +29 -29
  51. package/MktMesh/panoSlotBind.js +106 -106
  52. package/MktMesh/panoSlotBind.ts +153 -153
  53. package/MktMesh/panoSlotRoster.d.ts +22 -22
  54. package/MktMesh/panoSlotRoster.js +169 -169
  55. package/MktMesh/panoSlotRoster.ts +168 -168
  56. package/MktMesh/panoTileStitcher.d.ts +119 -119
  57. package/MktMesh/panoTileStitcher.js +529 -529
  58. package/MktMesh/panoTileStitcher.ts +616 -616
  59. package/MktMesh/types.d.ts +75 -75
  60. package/MktMesh/types.js +1 -1
  61. package/MktMesh/wallCapTessellate.d.ts +33 -33
  62. package/MktMesh/wallCapTessellate.js +97 -97
  63. package/MktMesh/wallCapTessellate.ts +68 -68
  64. package/PipeMesh/PathGeometry.d.ts +44 -44
  65. package/PipeMesh/PathGeometry.js +307 -307
  66. package/PipeMesh/PathPoint.d.ts +17 -17
  67. package/PipeMesh/PathPoint.js +31 -31
  68. package/PipeMesh/PathPointList.d.ts +31 -31
  69. package/PipeMesh/PathPointList.js +209 -209
  70. package/PipeMesh/PathTubeGeometry.d.ts +25 -25
  71. package/PipeMesh/PathTubeGeometry.js +130 -130
  72. package/PipeMesh/PipeMesh.d.ts +25 -25
  73. package/PipeMesh/PipeMesh.js +63 -63
  74. package/PipeMesh/index.d.ts +1 -1
  75. package/PipeMesh/index.js +1 -1
  76. package/PlaneModal1/PlaneModal1.d.ts +34 -34
  77. package/PlaneModal1/PlaneModal1.js +109 -109
  78. package/PlaneModal1/index.d.ts +1 -1
  79. package/PlaneModal1/index.js +1 -1
  80. package/PlaneText.d.ts +27 -27
  81. package/PlaneText.js +35 -35
  82. package/PlaneWithHtml.d.ts +13 -13
  83. package/PlaneWithHtml.js +64 -64
  84. package/PointLight/PointLight.d.ts +13 -13
  85. package/PointLight/PointLight.js +64 -64
  86. package/PointLight/index.d.ts +1 -1
  87. package/PointLight/index.js +1 -1
  88. package/Sky/Sky.d.ts +9 -9
  89. package/Sky/Sky.js +22 -22
  90. package/Sky/index.d.ts +1 -1
  91. package/Sky/index.js +1 -1
  92. package/SpotLight.d.ts +6 -6
  93. package/SpotLight.js +72 -72
  94. package/SpriteModal1/SpriteModal1.d.ts +33 -33
  95. package/SpriteModal1/SpriteModal1.js +116 -116
  96. package/SpriteModal1/index.d.ts +1 -1
  97. package/SpriteModal1/index.js +1 -1
  98. package/SpriteText.d.ts +46 -46
  99. package/SpriteText.js +176 -176
  100. package/SpriteText2.d.ts +48 -48
  101. package/SpriteText2.js +223 -223
  102. package/SpriteText3.d.ts +86 -86
  103. package/SpriteText3.js +517 -517
  104. package/SpriteText3.ts +599 -599
  105. package/SpriteWithHtml.d.ts +9 -9
  106. package/SpriteWithHtml.js +44 -44
  107. package/Text3D/Text3D.d.ts +20 -20
  108. package/Text3D/Text3D.js +58 -58
  109. package/Text3D/fontController.d.ts +60 -60
  110. package/Text3D/fontController.js +166 -166
  111. package/Text3D/index.d.ts +1 -1
  112. package/Text3D/index.js +1 -1
  113. package/ThreeBase.d.ts +248 -248
  114. package/ThreeBase.js +1202 -1202
  115. package/ThreeBase.ts +1314 -1314
  116. package/ThreeMouse.d.ts +53 -54
  117. package/ThreeMouse.js +453 -453
  118. package/Transition.d.ts +45 -45
  119. package/Transition.js +209 -209
  120. package/Water/Water.d.ts +5 -5
  121. package/Water/Water.js +44 -44
  122. package/Water/index.d.ts +2 -2
  123. package/Water/index.js +2 -2
  124. package/WaterFlow/FloatingDuck.d.ts +88 -88
  125. package/WaterFlow/FloatingDuck.js +307 -307
  126. package/WaterFlow/FloatingDuck.ts +445 -445
  127. package/WaterFlow/GPUFluidSimulation.d.ts +56 -56
  128. package/WaterFlow/GPUFluidSimulation.js +781 -781
  129. package/WaterFlow/GPUFluidSimulation.ts +827 -827
  130. package/WaterFlow/ReservoirSystem.d.ts +106 -106
  131. package/WaterFlow/ReservoirSystem.js +611 -611
  132. package/WaterFlow/ReservoirSystem.ts +754 -754
  133. package/WaterFlow/SPHField.d.ts +35 -35
  134. package/WaterFlow/SPHField.js +203 -203
  135. package/WaterFlow/SPHField.ts +228 -228
  136. package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -69
  137. package/WaterFlow/ScreenSpaceFluidPass.js +728 -728
  138. package/WaterFlow/ScreenSpaceFluidPass.ts +789 -789
  139. package/WaterFlow/ShallowWaterSurface.d.ts +45 -45
  140. package/WaterFlow/ShallowWaterSurface.js +438 -438
  141. package/WaterFlow/ShallowWaterSurface.ts +510 -510
  142. package/WaterFlow/WaterFlow.d.ts +87 -87
  143. package/WaterFlow/WaterFlow.js +171 -171
  144. package/WaterFlow/WaterFlow.ts +219 -219
  145. package/WaterFlow/types.d.ts +161 -161
  146. package/WaterFlow/types.js +1 -1
  147. package/WaterFlow/types.ts +189 -189
  148. package/WaterFlow/waterFlowPass.d.ts +3 -3
  149. package/WaterFlow/waterFlowPass.js +20 -20
  150. package/WaterFlow/waterFlowPass.ts +40 -40
  151. package/collisionOBB.d.ts +42 -42
  152. package/collisionOBB.js +112 -112
  153. package/collisionOBB.ts +108 -108
  154. package/declare.d.ts +25 -25
  155. package/index.d.ts +1 -1
  156. package/index.js +1 -1
  157. package/instanced/InstancedBatch.d.ts +57 -57
  158. package/instanced/InstancedBatch.js +348 -348
  159. package/instanced/InstancedBatch.ts +406 -406
  160. package/instanced/InstancedChild.d.ts +174 -174
  161. package/instanced/InstancedChild.js +264 -264
  162. package/instanced/InstancedChild.ts +327 -327
  163. package/instanced/InstancedGroup.d.ts +43 -43
  164. package/instanced/InstancedGroup.js +126 -126
  165. package/instanced/InstancedGroup.ts +137 -137
  166. package/instanced/InstancedMeshBase.d.ts +38 -38
  167. package/instanced/InstancedMeshBase.js +282 -282
  168. package/instanced/InstancedTemplate.d.ts +46 -46
  169. package/instanced/InstancedTemplate.js +125 -125
  170. package/keyControls.d.ts +29 -30
  171. package/keyControls.js +101 -101
  172. package/lensflare/LensFlare.d.ts +39 -39
  173. package/lensflare/LensFlare.js +284 -284
  174. package/package.json +6 -1
  175. package/pass/bloom_pass.d.ts +2 -2
  176. package/pass/bloom_pass.js +174 -174
  177. package/pass/cover_pass.d.ts +2 -2
  178. package/pass/cover_pass.js +108 -108
  179. package/pass/debugDepthState.d.ts +20 -20
  180. package/pass/debugDepthState.js +9 -9
  181. package/pass/debugDepthState.ts +22 -22
  182. package/pass/depthTestBias.d.ts +12 -12
  183. package/pass/depthTestBias.js +12 -12
  184. package/pass/depthTestBias.ts +12 -12
  185. package/pass/effectUserData.d.ts +27 -27
  186. package/pass/effectUserData.js +1 -1
  187. package/pass/effectUserData.ts +46 -46
  188. package/pass/frosted_glass_pass.d.ts +2 -2
  189. package/pass/frosted_glass_pass.js +150 -150
  190. package/pass/fsQuad.d.ts +9 -9
  191. package/pass/fsQuad.js +28 -28
  192. package/pass/glow_pass.d.ts +2 -2
  193. package/pass/glow_pass.js +350 -350
  194. package/pass/screen_bloom_pass.d.ts +11 -11
  195. package/pass/screen_bloom_pass.js +136 -136
  196. package/pass/ssao_pass.d.ts +88 -88
  197. package/pass/ssao_pass.js +799 -799
  198. package/pass/ssao_pass.ts +918 -918
  199. package/pass/stroke_pass.d.ts +2 -2
  200. package/pass/stroke_pass.js +267 -267
  201. package/shaders/FXAAShaderMaterial.d.ts +3 -3
  202. package/shaders/FXAAShaderMaterial.js +20 -20
  203. package/shaders/baseDepthVisShader.d.ts +11 -11
  204. package/shaders/baseDepthVisShader.js +36 -36
  205. package/shaders/baseDepthVisShader.ts +36 -36
  206. package/shaders/baseTextureToRenderShader.d.ts +2 -2
  207. package/shaders/baseTextureToRenderShader.js +19 -19
  208. package/shaders/copyShader.d.ts +3 -3
  209. package/shaders/copyShader.js +13 -13
  210. package/shaders/debugDepthCompareShader.d.ts +14 -14
  211. package/shaders/debugDepthCompareShader.js +49 -49
  212. package/shaders/debugDepthCompareShader.ts +50 -50
  213. package/shaders/debugDepthJudgeShader.d.ts +18 -18
  214. package/shaders/debugDepthJudgeShader.js +52 -52
  215. package/shaders/debugDepthJudgeShader.ts +54 -54
  216. package/shaders/debugExcludedShader.d.ts +13 -13
  217. package/shaders/debugExcludedShader.js +46 -46
  218. package/shaders/debugExcludedShader.ts +48 -48
  219. package/spriteTextBg.d.ts +1 -1
  220. package/spriteTextBg.js +20 -20
  221. package/spriteTextBg.ts +20 -20
  222. package/threeLoader.d.ts +35 -35
  223. package/threeLoader.js +518 -518
  224. package/threeUtils.d.ts +53 -53
  225. package/threeUtils.js +329 -329
  226. package/types.d.ts +2 -2
  227. package/types.js +6 -6
@@ -1,445 +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
- }
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
+ }