three-base 2.0.142 → 2.0.145

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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
@@ -1,35 +1,35 @@
1
- import * as THREE from 'three';
2
- import type { SPHFieldOptions } from './types';
3
- /**
4
- * SPH(光滑粒子流体)栅格场:把每个粒子的密度/动量 splat 进一张 3D 切片图集,
5
- * 供 GPUFluidSimulation 的 updateMaterial 采样(网格辅助 SPH 的「场」那一半)。
6
- */
7
- export declare class SPHField {
8
- readonly renderer: THREE.WebGLRenderer;
9
- readonly particleTextureSize: number;
10
- readonly particleCount: number;
11
- readonly grid: THREE.Vector3;
12
- readonly tiles: THREE.Vector2;
13
- readonly atlasSize: THREE.Vector2;
14
- readonly domainMin: THREE.Vector3;
15
- readonly domainMax: THREE.Vector3;
16
- readonly cellSize: THREE.Vector3;
17
- readonly gridDenominator: THREE.Vector3;
18
- readonly previousClearColor: THREE.Color;
19
- readonly kernelRadius: number;
20
- readonly sliceLayers: number[];
21
- readonly target: THREE.WebGLRenderTarget;
22
- readonly geometry: THREE.BufferGeometry;
23
- readonly scene: THREE.Scene;
24
- readonly camera: THREE.OrthographicCamera;
25
- readonly material: THREE.ShaderMaterial;
26
- readonly points: THREE.Points;
27
- constructor(renderer: THREE.WebGLRenderer, particleTextureSize: number, { mobile }?: SPHFieldOptions);
28
- updateCellSize(): void;
29
- setDomain(minimum: THREE.Vector3, maximum: THREE.Vector3): void;
30
- setActiveCount(count: number): void;
31
- build(positionTexture: THREE.Texture, velocityTexture: THREE.Texture): void;
32
- get densityTexture(): THREE.Texture;
33
- get momentumTexture(): THREE.Texture;
34
- dispose(): void;
35
- }
1
+ import * as THREE from 'three';
2
+ import type { SPHFieldOptions } from './types';
3
+ /**
4
+ * SPH(光滑粒子流体)栅格场:把每个粒子的密度/动量 splat 进一张 3D 切片图集,
5
+ * 供 GPUFluidSimulation 的 updateMaterial 采样(网格辅助 SPH 的「场」那一半)。
6
+ */
7
+ export declare class SPHField {
8
+ readonly renderer: THREE.WebGLRenderer;
9
+ readonly particleTextureSize: number;
10
+ readonly particleCount: number;
11
+ readonly grid: THREE.Vector3;
12
+ readonly tiles: THREE.Vector2;
13
+ readonly atlasSize: THREE.Vector2;
14
+ readonly domainMin: THREE.Vector3;
15
+ readonly domainMax: THREE.Vector3;
16
+ readonly cellSize: THREE.Vector3;
17
+ readonly gridDenominator: THREE.Vector3;
18
+ readonly previousClearColor: THREE.Color;
19
+ readonly kernelRadius: number;
20
+ readonly sliceLayers: number[];
21
+ readonly target: THREE.WebGLRenderTarget;
22
+ readonly geometry: THREE.BufferGeometry;
23
+ readonly scene: THREE.Scene;
24
+ readonly camera: THREE.OrthographicCamera;
25
+ readonly material: THREE.ShaderMaterial;
26
+ readonly points: THREE.Points;
27
+ constructor(renderer: THREE.WebGLRenderer, particleTextureSize: number, { mobile }?: SPHFieldOptions);
28
+ updateCellSize(): void;
29
+ setDomain(minimum: THREE.Vector3, maximum: THREE.Vector3): void;
30
+ setActiveCount(count: number): void;
31
+ build(positionTexture: THREE.Texture, velocityTexture: THREE.Texture): void;
32
+ get densityTexture(): THREE.Texture;
33
+ get momentumTexture(): THREE.Texture;
34
+ dispose(): void;
35
+ }
@@ -1,204 +1,204 @@
1
- import * as THREE from 'three';
2
- function createFieldTarget(width, height) {
3
- const target = new THREE.WebGLRenderTarget(width, height, {
4
- count: 2,
5
- format: THREE.RGBAFormat,
6
- type: THREE.HalfFloatType,
7
- minFilter: THREE.LinearFilter,
8
- magFilter: THREE.LinearFilter,
9
- wrapS: THREE.ClampToEdgeWrapping,
10
- wrapT: THREE.ClampToEdgeWrapping,
11
- depthBuffer: false,
12
- stencilBuffer: false,
13
- });
14
- target.textures[0].name = 'SPHDensityField';
15
- target.textures[1].name = 'SPHMomentumField';
16
- return target;
17
- }
18
- function createSplatGeometry(size, sliceLayers) {
19
- const particleCount = size * size;
20
- const vertexCount = particleCount * sliceLayers.length;
21
- const positions = new Float32Array(vertexCount * 3);
22
- const lookup = new Float32Array(vertexCount * 2);
23
- const sliceOffset = new Float32Array(vertexCount);
24
- let vertex = 0;
25
- for (let particle = 0; particle < particleCount; particle++) {
26
- const x = particle % size;
27
- const y = Math.floor(particle / size);
28
- for (const offset of sliceLayers) {
29
- lookup[vertex * 2] = (x + 0.5) / size;
30
- lookup[vertex * 2 + 1] = (y + 0.5) / size;
31
- sliceOffset[vertex] = offset;
32
- vertex++;
33
- }
34
- }
35
- const geometry = new THREE.BufferGeometry();
36
- geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
37
- geometry.setAttribute('aLookup', new THREE.BufferAttribute(lookup, 2));
38
- geometry.setAttribute('aSliceOffset', new THREE.BufferAttribute(sliceOffset, 1));
39
- return geometry;
40
- }
41
- /**
42
- * SPH(光滑粒子流体)栅格场:把每个粒子的密度/动量 splat 进一张 3D 切片图集,
43
- * 供 GPUFluidSimulation 的 updateMaterial 采样(网格辅助 SPH 的「场」那一半)。
44
- */
45
- export class SPHField {
46
- renderer;
47
- particleTextureSize;
48
- particleCount;
49
- grid;
50
- tiles;
51
- atlasSize;
52
- domainMin;
53
- domainMax;
54
- cellSize;
55
- gridDenominator;
56
- previousClearColor;
57
- kernelRadius;
58
- sliceLayers;
59
- target;
60
- geometry;
61
- scene;
62
- camera;
63
- material;
64
- points;
65
- constructor(renderer, particleTextureSize, { mobile = false } = {}) {
66
- this.renderer = renderer;
67
- this.particleTextureSize = particleTextureSize;
68
- this.particleCount = particleTextureSize * particleTextureSize;
69
- this.grid = new THREE.Vector3(mobile ? 48 : 64, mobile ? 30 : 36, mobile ? 20 : 28);
70
- this.tiles = new THREE.Vector2(mobile ? 5 : 7, 4);
71
- this.atlasSize = new THREE.Vector2(this.grid.x * this.tiles.x, this.grid.y * this.tiles.y);
72
- this.domainMin = new THREE.Vector3(0.2, -0.34, -1.55);
73
- this.domainMax = new THREE.Vector3(4.9, 1.92, 1.55);
74
- this.cellSize = new THREE.Vector3();
75
- this.gridDenominator = new THREE.Vector3(this.grid.x - 1, this.grid.y - 1, this.grid.z - 1);
76
- this.previousClearColor = new THREE.Color();
77
- this.kernelRadius = mobile ? 0.125 : 0.105;
78
- this.sliceLayers = mobile ? [0, 1] : [-1, 0, 1];
79
- this.target = createFieldTarget(this.atlasSize.x, this.atlasSize.y);
80
- this.geometry = createSplatGeometry(particleTextureSize, this.sliceLayers);
81
- this.geometry.setDrawRange(0, this.particleCount * this.sliceLayers.length);
82
- this.scene = new THREE.Scene();
83
- this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
84
- this.material = new THREE.ShaderMaterial({
85
- glslVersion: THREE.GLSL3,
86
- uniforms: {
87
- uPosition: { value: null },
88
- uVelocity: { value: null },
89
- uDomainMin: { value: this.domainMin },
90
- uDomainMax: { value: this.domainMax },
91
- uGrid: { value: this.grid },
92
- uTiles: { value: this.tiles },
93
- uAtlasSize: { value: this.atlasSize },
94
- uKernelRadius: { value: this.kernelRadius },
95
- },
96
- vertexShader: /* glsl */ `
97
- precision highp float;
98
- uniform sampler2D uPosition;
99
- uniform sampler2D uVelocity;
100
- uniform vec3 uDomainMin;
101
- uniform vec3 uDomainMax;
102
- uniform vec3 uGrid;
103
- uniform vec2 uTiles;
104
- uniform vec2 uAtlasSize;
105
- uniform float uKernelRadius;
106
- in vec2 aLookup;
107
- in float aSliceOffset;
108
- out vec3 vVelocity;
109
- out float vSliceDistance;
110
- out float vAlive;
111
-
112
- void main() {
113
- vec4 state = texture(uPosition, aLookup);
114
- vec3 velocity = texture(uVelocity, aLookup).xyz;
115
- vec3 normalizedPosition = (state.xyz - uDomainMin) / (uDomainMax - uDomainMin);
116
- float sliceCoordinate = normalizedPosition.z * (uGrid.z - 1.0);
117
- float slice = floor(sliceCoordinate) + aSliceOffset;
118
- bool inDomain = all(greaterThanEqual(normalizedPosition, vec3(0.0)))
119
- && all(lessThanEqual(normalizedPosition, vec3(1.0)));
120
- bool validSlice = slice >= 0.0 && slice < uGrid.z;
121
- vAlive = step(0.0, state.w) * float(inDomain && validSlice);
122
- vVelocity = velocity;
123
- float cellDepth = (uDomainMax.z - uDomainMin.z) / max(uGrid.z - 1.0, 1.0);
124
- vSliceDistance = (slice - sliceCoordinate) * cellDepth;
125
-
126
- vec2 tile = vec2(mod(slice, uTiles.x), floor(slice / uTiles.x));
127
- vec2 localCell = normalizedPosition.xy * (uGrid.xy - 1.0) + vec2(0.5);
128
- vec2 atlasUv = (tile * uGrid.xy + localCell) / uAtlasSize;
129
- gl_Position = vAlive > 0.5 ? vec4(atlasUv * 2.0 - 1.0, 0.0, 1.0) : vec4(2.0, 2.0, 2.0, 1.0);
130
- vec2 cellWorld = (uDomainMax.xy - uDomainMin.xy) / max(uGrid.xy - 1.0, vec2(1.0));
131
- gl_PointSize = 2.0 * uKernelRadius / max(min(cellWorld.x, cellWorld.y), 0.0001);
132
- }
133
- `,
134
- fragmentShader: /* glsl */ `
135
- precision highp float;
136
- uniform float uKernelRadius;
137
- in vec3 vVelocity;
138
- in float vSliceDistance;
139
- in float vAlive;
140
- layout(location = 0) out vec4 outDensity;
141
- layout(location = 1) out vec4 outMomentum;
142
-
143
- void main() {
144
- if (vAlive < 0.5) discard;
145
- vec2 radial = gl_PointCoord * 2.0 - 1.0;
146
- float distanceSquared = dot(radial, radial)
147
- + (vSliceDistance * vSliceDistance) / max(uKernelRadius * uKernelRadius, 0.000001);
148
- if (distanceSquared >= 1.0) discard;
149
- float kernel = pow(1.0 - distanceSquared, 3.0);
150
- outDensity = vec4(kernel, 0.0, 0.0, kernel);
151
- outMomentum = vec4(vVelocity * kernel, kernel);
1
+ import * as THREE from 'three';
2
+ function createFieldTarget(width, height) {
3
+ const target = new THREE.WebGLRenderTarget(width, height, {
4
+ count: 2,
5
+ format: THREE.RGBAFormat,
6
+ type: THREE.HalfFloatType,
7
+ minFilter: THREE.LinearFilter,
8
+ magFilter: THREE.LinearFilter,
9
+ wrapS: THREE.ClampToEdgeWrapping,
10
+ wrapT: THREE.ClampToEdgeWrapping,
11
+ depthBuffer: false,
12
+ stencilBuffer: false,
13
+ });
14
+ target.textures[0].name = 'SPHDensityField';
15
+ target.textures[1].name = 'SPHMomentumField';
16
+ return target;
17
+ }
18
+ function createSplatGeometry(size, sliceLayers) {
19
+ const particleCount = size * size;
20
+ const vertexCount = particleCount * sliceLayers.length;
21
+ const positions = new Float32Array(vertexCount * 3);
22
+ const lookup = new Float32Array(vertexCount * 2);
23
+ const sliceOffset = new Float32Array(vertexCount);
24
+ let vertex = 0;
25
+ for (let particle = 0; particle < particleCount; particle++) {
26
+ const x = particle % size;
27
+ const y = Math.floor(particle / size);
28
+ for (const offset of sliceLayers) {
29
+ lookup[vertex * 2] = (x + 0.5) / size;
30
+ lookup[vertex * 2 + 1] = (y + 0.5) / size;
31
+ sliceOffset[vertex] = offset;
32
+ vertex++;
152
33
  }
153
- `,
154
- transparent: true,
155
- depthTest: false,
156
- depthWrite: false,
157
- blending: THREE.AdditiveBlending,
158
- toneMapped: false,
159
- });
160
- this.points = new THREE.Points(this.geometry, this.material);
161
- this.points.frustumCulled = false;
162
- this.scene.add(this.points);
163
- this.updateCellSize();
164
- }
165
- updateCellSize() {
166
- this.cellSize.copy(this.domainMax).sub(this.domainMin).divide(this.gridDenominator);
167
- }
168
- setDomain(minimum, maximum) {
169
- this.domainMin.copy(minimum);
170
- this.domainMax.copy(maximum);
171
- this.updateCellSize();
172
- }
173
- setActiveCount(count) {
174
- const activeCount = THREE.MathUtils.clamp(Math.floor(count), 1, this.particleCount);
175
- this.geometry.setDrawRange(0, activeCount * this.sliceLayers.length);
176
- }
177
- build(positionTexture, velocityTexture) {
178
- this.material.uniforms.uPosition.value = positionTexture;
179
- this.material.uniforms.uVelocity.value = velocityTexture;
180
- const previousTarget = this.renderer.getRenderTarget();
181
- const previousColor = this.renderer.getClearColor(this.previousClearColor);
182
- const previousAlpha = this.renderer.getClearAlpha();
183
- const previousAutoClear = this.renderer.autoClear;
184
- this.renderer.autoClear = true;
185
- this.renderer.setClearColor(0x000000, 0);
186
- this.renderer.setRenderTarget(this.target);
187
- this.renderer.clear(true, false, false);
188
- this.renderer.render(this.scene, this.camera);
189
- this.renderer.setRenderTarget(previousTarget);
190
- this.renderer.setClearColor(previousColor, previousAlpha);
191
- this.renderer.autoClear = previousAutoClear;
192
- }
193
- get densityTexture() {
194
- return this.target.textures[0];
195
- }
196
- get momentumTexture() {
197
- return this.target.textures[1];
198
- }
199
- dispose() {
200
- this.target.dispose();
201
- this.geometry.dispose();
202
- this.material.dispose();
203
- }
204
- }
34
+ }
35
+ const geometry = new THREE.BufferGeometry();
36
+ geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
37
+ geometry.setAttribute('aLookup', new THREE.BufferAttribute(lookup, 2));
38
+ geometry.setAttribute('aSliceOffset', new THREE.BufferAttribute(sliceOffset, 1));
39
+ return geometry;
40
+ }
41
+ /**
42
+ * SPH(光滑粒子流体)栅格场:把每个粒子的密度/动量 splat 进一张 3D 切片图集,
43
+ * 供 GPUFluidSimulation 的 updateMaterial 采样(网格辅助 SPH 的「场」那一半)。
44
+ */
45
+ export class SPHField {
46
+ renderer;
47
+ particleTextureSize;
48
+ particleCount;
49
+ grid;
50
+ tiles;
51
+ atlasSize;
52
+ domainMin;
53
+ domainMax;
54
+ cellSize;
55
+ gridDenominator;
56
+ previousClearColor;
57
+ kernelRadius;
58
+ sliceLayers;
59
+ target;
60
+ geometry;
61
+ scene;
62
+ camera;
63
+ material;
64
+ points;
65
+ constructor(renderer, particleTextureSize, { mobile = false } = {}) {
66
+ this.renderer = renderer;
67
+ this.particleTextureSize = particleTextureSize;
68
+ this.particleCount = particleTextureSize * particleTextureSize;
69
+ this.grid = new THREE.Vector3(mobile ? 48 : 64, mobile ? 30 : 36, mobile ? 20 : 28);
70
+ this.tiles = new THREE.Vector2(mobile ? 5 : 7, 4);
71
+ this.atlasSize = new THREE.Vector2(this.grid.x * this.tiles.x, this.grid.y * this.tiles.y);
72
+ this.domainMin = new THREE.Vector3(0.2, -0.34, -1.55);
73
+ this.domainMax = new THREE.Vector3(4.9, 1.92, 1.55);
74
+ this.cellSize = new THREE.Vector3();
75
+ this.gridDenominator = new THREE.Vector3(this.grid.x - 1, this.grid.y - 1, this.grid.z - 1);
76
+ this.previousClearColor = new THREE.Color();
77
+ this.kernelRadius = mobile ? 0.125 : 0.105;
78
+ this.sliceLayers = mobile ? [0, 1] : [-1, 0, 1];
79
+ this.target = createFieldTarget(this.atlasSize.x, this.atlasSize.y);
80
+ this.geometry = createSplatGeometry(particleTextureSize, this.sliceLayers);
81
+ this.geometry.setDrawRange(0, this.particleCount * this.sliceLayers.length);
82
+ this.scene = new THREE.Scene();
83
+ this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
84
+ this.material = new THREE.ShaderMaterial({
85
+ glslVersion: THREE.GLSL3,
86
+ uniforms: {
87
+ uPosition: { value: null },
88
+ uVelocity: { value: null },
89
+ uDomainMin: { value: this.domainMin },
90
+ uDomainMax: { value: this.domainMax },
91
+ uGrid: { value: this.grid },
92
+ uTiles: { value: this.tiles },
93
+ uAtlasSize: { value: this.atlasSize },
94
+ uKernelRadius: { value: this.kernelRadius },
95
+ },
96
+ vertexShader: /* glsl */ `
97
+ precision highp float;
98
+ uniform sampler2D uPosition;
99
+ uniform sampler2D uVelocity;
100
+ uniform vec3 uDomainMin;
101
+ uniform vec3 uDomainMax;
102
+ uniform vec3 uGrid;
103
+ uniform vec2 uTiles;
104
+ uniform vec2 uAtlasSize;
105
+ uniform float uKernelRadius;
106
+ in vec2 aLookup;
107
+ in float aSliceOffset;
108
+ out vec3 vVelocity;
109
+ out float vSliceDistance;
110
+ out float vAlive;
111
+
112
+ void main() {
113
+ vec4 state = texture(uPosition, aLookup);
114
+ vec3 velocity = texture(uVelocity, aLookup).xyz;
115
+ vec3 normalizedPosition = (state.xyz - uDomainMin) / (uDomainMax - uDomainMin);
116
+ float sliceCoordinate = normalizedPosition.z * (uGrid.z - 1.0);
117
+ float slice = floor(sliceCoordinate) + aSliceOffset;
118
+ bool inDomain = all(greaterThanEqual(normalizedPosition, vec3(0.0)))
119
+ && all(lessThanEqual(normalizedPosition, vec3(1.0)));
120
+ bool validSlice = slice >= 0.0 && slice < uGrid.z;
121
+ vAlive = step(0.0, state.w) * float(inDomain && validSlice);
122
+ vVelocity = velocity;
123
+ float cellDepth = (uDomainMax.z - uDomainMin.z) / max(uGrid.z - 1.0, 1.0);
124
+ vSliceDistance = (slice - sliceCoordinate) * cellDepth;
125
+
126
+ vec2 tile = vec2(mod(slice, uTiles.x), floor(slice / uTiles.x));
127
+ vec2 localCell = normalizedPosition.xy * (uGrid.xy - 1.0) + vec2(0.5);
128
+ vec2 atlasUv = (tile * uGrid.xy + localCell) / uAtlasSize;
129
+ gl_Position = vAlive > 0.5 ? vec4(atlasUv * 2.0 - 1.0, 0.0, 1.0) : vec4(2.0, 2.0, 2.0, 1.0);
130
+ vec2 cellWorld = (uDomainMax.xy - uDomainMin.xy) / max(uGrid.xy - 1.0, vec2(1.0));
131
+ gl_PointSize = 2.0 * uKernelRadius / max(min(cellWorld.x, cellWorld.y), 0.0001);
132
+ }
133
+ `,
134
+ fragmentShader: /* glsl */ `
135
+ precision highp float;
136
+ uniform float uKernelRadius;
137
+ in vec3 vVelocity;
138
+ in float vSliceDistance;
139
+ in float vAlive;
140
+ layout(location = 0) out vec4 outDensity;
141
+ layout(location = 1) out vec4 outMomentum;
142
+
143
+ void main() {
144
+ if (vAlive < 0.5) discard;
145
+ vec2 radial = gl_PointCoord * 2.0 - 1.0;
146
+ float distanceSquared = dot(radial, radial)
147
+ + (vSliceDistance * vSliceDistance) / max(uKernelRadius * uKernelRadius, 0.000001);
148
+ if (distanceSquared >= 1.0) discard;
149
+ float kernel = pow(1.0 - distanceSquared, 3.0);
150
+ outDensity = vec4(kernel, 0.0, 0.0, kernel);
151
+ outMomentum = vec4(vVelocity * kernel, kernel);
152
+ }
153
+ `,
154
+ transparent: true,
155
+ depthTest: false,
156
+ depthWrite: false,
157
+ blending: THREE.AdditiveBlending,
158
+ toneMapped: false,
159
+ });
160
+ this.points = new THREE.Points(this.geometry, this.material);
161
+ this.points.frustumCulled = false;
162
+ this.scene.add(this.points);
163
+ this.updateCellSize();
164
+ }
165
+ updateCellSize() {
166
+ this.cellSize.copy(this.domainMax).sub(this.domainMin).divide(this.gridDenominator);
167
+ }
168
+ setDomain(minimum, maximum) {
169
+ this.domainMin.copy(minimum);
170
+ this.domainMax.copy(maximum);
171
+ this.updateCellSize();
172
+ }
173
+ setActiveCount(count) {
174
+ const activeCount = THREE.MathUtils.clamp(Math.floor(count), 1, this.particleCount);
175
+ this.geometry.setDrawRange(0, activeCount * this.sliceLayers.length);
176
+ }
177
+ build(positionTexture, velocityTexture) {
178
+ this.material.uniforms.uPosition.value = positionTexture;
179
+ this.material.uniforms.uVelocity.value = velocityTexture;
180
+ const previousTarget = this.renderer.getRenderTarget();
181
+ const previousColor = this.renderer.getClearColor(this.previousClearColor);
182
+ const previousAlpha = this.renderer.getClearAlpha();
183
+ const previousAutoClear = this.renderer.autoClear;
184
+ this.renderer.autoClear = true;
185
+ this.renderer.setClearColor(0x000000, 0);
186
+ this.renderer.setRenderTarget(this.target);
187
+ this.renderer.clear(true, false, false);
188
+ this.renderer.render(this.scene, this.camera);
189
+ this.renderer.setRenderTarget(previousTarget);
190
+ this.renderer.setClearColor(previousColor, previousAlpha);
191
+ this.renderer.autoClear = previousAutoClear;
192
+ }
193
+ get densityTexture() {
194
+ return this.target.textures[0];
195
+ }
196
+ get momentumTexture() {
197
+ return this.target.textures[1];
198
+ }
199
+ dispose() {
200
+ this.target.dispose();
201
+ this.geometry.dispose();
202
+ this.material.dispose();
203
+ }
204
+ }