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
@@ -1,219 +1,219 @@
1
- import * as THREE from 'three';
2
- import { GPUFluidSimulation } from './GPUFluidSimulation';
3
- import { ScreenSpaceFluidPass } from './ScreenSpaceFluidPass';
4
- import type {
5
- BasinConfig,
6
- FluidParameters,
7
- FluidQuality,
8
- ReservoirState,
9
- WaterFlowBaseTextures,
10
- WaterFlowOptions,
11
- WaterFlowRenderOptions,
12
- } from './types';
13
-
14
- /**
15
- * WaterFlow —— 可独立使用的水流对象封装。
16
- *
17
- * 把「GPGPU 粒子流体模拟」与「屏幕空间流体后处理」打包成一个对象:
18
- * 对外只暴露 update / 参数 setter / createPass,调用方无需关心 GPU ping-pong、
19
- * SPH 场、深度重建等内部细节。
20
- *
21
- * 两种渲染模式:
22
- * A. 自渲染模式(默认):createPass(scene, camera) 不传 base 纹理。pass 内部
23
- * 自己把主场景渲到带深度的缓冲,再与粒子深度合成。需要作为后处理链一环。
24
- * B. 注入基础纹理模式:createPass(scene, camera, baseTextures),其中
25
- * baseTextures = { colorTexture, depthTexture, depthMode }。pass 直接消费
26
- * 调用方已有的基础颜色/深度纹理,不再自渲染主场景 —— 与 three-base「共用
27
- * base 纹理 / base 深度图」的后处理方案完全契合,省掉一遍主场景渲染。
28
- * depthMode: 'standard'(默认,普通透视深度)| 'logarithmic'
29
- * (three-base 开 logarithmicDepthBuffer 时,与 frosted_glass_pass 解码对齐)。
30
- *
31
- * 集成到 three-base(手写 fsQuad 后处理):
32
- * const water = new WaterFlow(renderer, { size: 200 });
33
- * const pass = water.createPass(scene, camera, {
34
- * colorTexture: this.baseRenderTarget.texture,
35
- * depthTexture: this.baseDepthTexture,
36
- * depthMode: 'logarithmic',
37
- * });
38
- * // 每帧:先 renderer.setRenderTarget(baseRenderTarget); renderer.render(scene, camera);
39
- * // 再 renderAoDepthPass(renderer, camera, scene, depthRenderTarget); // 写 baseDepthTexture
40
- * // 然后 water.update(dt, elapsed);
41
- * // 最后 setRenderTarget(screenRT); fsQuad.render(renderer, pass.material);
42
- * // 注意:WaterFlow 的 composite 是纯消费 base 纹理的 fsQuad,可直接放进你的链。
43
- */
44
- export class WaterFlow {
45
- private readonly renderer: THREE.WebGLRenderer;
46
- private width: number;
47
- private height: number;
48
- private readonly scale: number;
49
- private readonly simulation: GPUFluidSimulation;
50
- /** createPass 之前为 null;各渲染参数 setter 走 `this.pass?.xxx` 可选链。 */
51
- private pass: ScreenSpaceFluidPass | null;
52
-
53
- constructor(renderer: THREE.WebGLRenderer, options: WaterFlowOptions = {}) {
54
- const {
55
- width = 1,
56
- height = 1,
57
- scale = 0.75,
58
- size = 200,
59
- speed = 2.4,
60
- aperture = 0.78,
61
- nozzle,
62
- basin,
63
- jetDirection,
64
- collision,
65
- } = options;
66
-
67
- this.renderer = renderer;
68
- this.width = width;
69
- this.height = height;
70
- this.scale = scale;
71
-
72
- this.simulation = new GPUFluidSimulation(renderer, {
73
- size,
74
- speed,
75
- aperture,
76
- nozzle,
77
- basin,
78
- jetDirection,
79
- collision,
80
- });
81
- this.pass = null;
82
- }
83
-
84
- get supported(): boolean {
85
- return this.simulation.supported;
86
- }
87
-
88
- get count(): number {
89
- return this.simulation.count;
90
- }
91
-
92
- get positionTexture(): THREE.Texture | null {
93
- return this.simulation.positionTexture;
94
- }
95
-
96
- get velocityTexture(): THREE.Texture | null {
97
- return this.simulation.velocityTexture;
98
- }
99
-
100
- /**
101
- * 生成屏幕空间流体 pass 并接入渲染链。
102
- * @param scene 主场景(注入 base 纹理模式下不会被 pass 自渲染)
103
- * @param camera 主相机(粒子投影 / spray 渲染需要)
104
- * @param baseTextures 传入即启用「注入基础纹理」模式:pass 直接消费调用方颜色+深度,不再自渲染主场景。
105
- * @returns 不支持浮点纹理时返回 null
106
- *
107
- * ⚠️ ScreenSpaceFluidPass 按**透视相机**建模(setSize 无条件读 `camera.fov` 算 pointScale、
108
- * depthMaterial 走 projectionMatrix 重建深度),故此处收 PerspectiveCamera。
109
- * ThreeBase.getCamera() 的返回类型是 `PerspectiveCamera | OrthographicCamera`,
110
- * 调用处已显式窄化(见 ThreeBase 内 waterFlow.createPass 那行)。
111
- * ⚠️ 若真用正交相机,fov 为 undefined → pointScale 变 NaN(**原 JS 既有行为,本次未改运行时**)。
112
- */
113
- createPass(
114
- scene: THREE.Scene,
115
- camera: THREE.PerspectiveCamera,
116
- baseTextures: WaterFlowBaseTextures | null = null,
117
- ): ScreenSpaceFluidPass | null {
118
- if (!this.supported) return null;
119
- this.pass = new ScreenSpaceFluidPass(scene, camera, this.simulation, {
120
- width: this.width,
121
- height: this.height,
122
- scale: this.scale,
123
- activeCount: this.simulation.count,
124
- externalBase: baseTextures ? {
125
- colorTexture: baseTextures.colorTexture,
126
- depthTexture: baseTextures.depthTexture,
127
- depthMode: baseTextures.depthMode || 'standard',
128
- } : null,
129
- });
130
- this.pass.setQuality({
131
- scale: this.scale,
132
- activeCount: this.simulation.count,
133
- blurRadius: 5,
134
- });
135
- return this.pass;
136
- }
137
-
138
- /** 推进一帧模拟。 */
139
- update(delta: number, elapsed: number): void {
140
- if (this.supported) this.simulation.update(delta, elapsed);
141
- }
142
-
143
- // ---- 模拟参数代理 ----
144
- setParameters(p: FluidParameters): void {
145
- this.simulation.setParameters(p);
146
- }
147
-
148
- setReservoirState(state: ReservoirState): void {
149
- this.simulation.setReservoirState(state);
150
- }
151
-
152
- setContainerMotion(accelerationX = 0, accelerationZ = 0): void {
153
- this.simulation.setContainerMotion(accelerationX, accelerationZ);
154
- }
155
-
156
- setBasin(basin: BasinConfig): void {
157
- this.simulation.setBasin(basin);
158
- }
159
-
160
- /** 运行时改喷流起点(喷嘴)坐标 */
161
- setNozzle(x: number, y: number, z: number): void {
162
- this.simulation.setNozzle(x, y, z);
163
- }
164
-
165
- /** 运行时改喷流方向(轴向,会被归一化) */
166
- setJetDirection(dx: number, dy: number, dz: number): void {
167
- this.simulation.setJetDirection(dx, dy, dz);
168
- }
169
-
170
- /** 运行时开关粒子与 basin/地面碰撞回弹 */
171
- setCollision(enabled: boolean): void {
172
- this.simulation.setCollision(enabled);
173
- }
174
-
175
- reset(): void {
176
- this.simulation.reset();
177
- }
178
-
179
- // ---- 渲染参数代理(需 pass 已创建)----
180
- setAirFraction(value: number): void {
181
- this.pass?.setAirFraction(value);
182
- }
183
-
184
- setParticleRadius(value: number): void {
185
- this.pass?.setParticleRadius(value);
186
- }
187
-
188
- setRetainedFluidVisible(value: boolean): void {
189
- this.pass?.setRetainedFluidVisible(value);
190
- }
191
-
192
- setQuality(quality: FluidQuality): void {
193
- this.pass?.setQuality(quality);
194
- }
195
-
196
- /** 运行时刷新注入的基础纹理(three-base resize / 切换 baseRT 时调用)。 */
197
- setBaseTextures(baseTextures: WaterFlowBaseTextures): void {
198
- this.pass?.setBaseTextures(baseTextures);
199
- }
200
-
201
- resize(width: number, height: number): void {
202
- this.width = width;
203
- this.height = height;
204
- this.pass?.setSize(width, height);
205
- }
206
-
207
- /**
208
- * 函数式渲染入口(three-base 手写 fsQuad 后处理链):直接消费基础颜色/深度纹理,
209
- * 把水面合成回当前渲染目标(与 frosted_glass_pass 同构,省去自渲染主场景)。
210
- */
211
- renderInto(renderer: THREE.WebGLRenderer, opts: WaterFlowRenderOptions): void {
212
- if (this.supported && this.pass) this.pass.renderInto(renderer, opts);
213
- }
214
-
215
- dispose() {
216
- this.pass?.dispose();
217
- this.simulation.dispose();
218
- }
219
- }
1
+ import * as THREE from 'three';
2
+ import { GPUFluidSimulation } from './GPUFluidSimulation';
3
+ import { ScreenSpaceFluidPass } from './ScreenSpaceFluidPass';
4
+ import type {
5
+ BasinConfig,
6
+ FluidParameters,
7
+ FluidQuality,
8
+ ReservoirState,
9
+ WaterFlowBaseTextures,
10
+ WaterFlowOptions,
11
+ WaterFlowRenderOptions,
12
+ } from './types';
13
+
14
+ /**
15
+ * WaterFlow —— 可独立使用的水流对象封装。
16
+ *
17
+ * 把「GPGPU 粒子流体模拟」与「屏幕空间流体后处理」打包成一个对象:
18
+ * 对外只暴露 update / 参数 setter / createPass,调用方无需关心 GPU ping-pong、
19
+ * SPH 场、深度重建等内部细节。
20
+ *
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+ * 两种渲染模式:
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+ * A. 自渲染模式(默认):createPass(scene, camera) 不传 base 纹理。pass 内部
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+ * 自己把主场景渲到带深度的缓冲,再与粒子深度合成。需要作为后处理链一环。
24
+ * B. 注入基础纹理模式:createPass(scene, camera, baseTextures),其中
25
+ * baseTextures = { colorTexture, depthTexture, depthMode }。pass 直接消费
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+ * 调用方已有的基础颜色/深度纹理,不再自渲染主场景 —— 与 three-base「共用
27
+ * base 纹理 / base 深度图」的后处理方案完全契合,省掉一遍主场景渲染。
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+ * depthMode: 'standard'(默认,普通透视深度)| 'logarithmic'
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+ * (three-base 开 logarithmicDepthBuffer 时,与 frosted_glass_pass 解码对齐)。
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+ *
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+ * 集成到 three-base(手写 fsQuad 后处理):
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+ * const water = new WaterFlow(renderer, { size: 200 });
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+ * const pass = water.createPass(scene, camera, {
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+ * colorTexture: this.baseRenderTarget.texture,
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+ * depthTexture: this.baseDepthTexture,
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+ * depthMode: 'logarithmic',
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+ * });
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+ * // 每帧:先 renderer.setRenderTarget(baseRenderTarget); renderer.render(scene, camera);
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+ * // 再 renderAoDepthPass(renderer, camera, scene, depthRenderTarget); // 写 baseDepthTexture
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+ * // 然后 water.update(dt, elapsed);
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+ * // 最后 setRenderTarget(screenRT); fsQuad.render(renderer, pass.material);
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+ * // 注意:WaterFlow 的 composite 是纯消费 base 纹理的 fsQuad,可直接放进你的链。
43
+ */
44
+ export class WaterFlow {
45
+ private readonly renderer: THREE.WebGLRenderer;
46
+ private width: number;
47
+ private height: number;
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+ private readonly scale: number;
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+ private readonly simulation: GPUFluidSimulation;
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+ /** createPass 之前为 null;各渲染参数 setter 走 `this.pass?.xxx` 可选链。 */
51
+ private pass: ScreenSpaceFluidPass | null;
52
+
53
+ constructor(renderer: THREE.WebGLRenderer, options: WaterFlowOptions = {}) {
54
+ const {
55
+ width = 1,
56
+ height = 1,
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+ scale = 0.75,
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+ size = 200,
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+ speed = 2.4,
60
+ aperture = 0.78,
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+ nozzle,
62
+ basin,
63
+ jetDirection,
64
+ collision,
65
+ } = options;
66
+
67
+ this.renderer = renderer;
68
+ this.width = width;
69
+ this.height = height;
70
+ this.scale = scale;
71
+
72
+ this.simulation = new GPUFluidSimulation(renderer, {
73
+ size,
74
+ speed,
75
+ aperture,
76
+ nozzle,
77
+ basin,
78
+ jetDirection,
79
+ collision,
80
+ });
81
+ this.pass = null;
82
+ }
83
+
84
+ get supported(): boolean {
85
+ return this.simulation.supported;
86
+ }
87
+
88
+ get count(): number {
89
+ return this.simulation.count;
90
+ }
91
+
92
+ get positionTexture(): THREE.Texture | null {
93
+ return this.simulation.positionTexture;
94
+ }
95
+
96
+ get velocityTexture(): THREE.Texture | null {
97
+ return this.simulation.velocityTexture;
98
+ }
99
+
100
+ /**
101
+ * 生成屏幕空间流体 pass 并接入渲染链。
102
+ * @param scene 主场景(注入 base 纹理模式下不会被 pass 自渲染)
103
+ * @param camera 主相机(粒子投影 / spray 渲染需要)
104
+ * @param baseTextures 传入即启用「注入基础纹理」模式:pass 直接消费调用方颜色+深度,不再自渲染主场景。
105
+ * @returns 不支持浮点纹理时返回 null
106
+ *
107
+ * ⚠️ ScreenSpaceFluidPass 按**透视相机**建模(setSize 无条件读 `camera.fov` 算 pointScale、
108
+ * depthMaterial 走 projectionMatrix 重建深度),故此处收 PerspectiveCamera。
109
+ * ThreeBase.getCamera() 的返回类型是 `PerspectiveCamera | OrthographicCamera`,
110
+ * 调用处已显式窄化(见 ThreeBase 内 waterFlow.createPass 那行)。
111
+ * ⚠️ 若真用正交相机,fov 为 undefined → pointScale 变 NaN(**原 JS 既有行为,本次未改运行时**)。
112
+ */
113
+ createPass(
114
+ scene: THREE.Scene,
115
+ camera: THREE.PerspectiveCamera,
116
+ baseTextures: WaterFlowBaseTextures | null = null,
117
+ ): ScreenSpaceFluidPass | null {
118
+ if (!this.supported) return null;
119
+ this.pass = new ScreenSpaceFluidPass(scene, camera, this.simulation, {
120
+ width: this.width,
121
+ height: this.height,
122
+ scale: this.scale,
123
+ activeCount: this.simulation.count,
124
+ externalBase: baseTextures ? {
125
+ colorTexture: baseTextures.colorTexture,
126
+ depthTexture: baseTextures.depthTexture,
127
+ depthMode: baseTextures.depthMode || 'standard',
128
+ } : null,
129
+ });
130
+ this.pass.setQuality({
131
+ scale: this.scale,
132
+ activeCount: this.simulation.count,
133
+ blurRadius: 5,
134
+ });
135
+ return this.pass;
136
+ }
137
+
138
+ /** 推进一帧模拟。 */
139
+ update(delta: number, elapsed: number): void {
140
+ if (this.supported) this.simulation.update(delta, elapsed);
141
+ }
142
+
143
+ // ---- 模拟参数代理 ----
144
+ setParameters(p: FluidParameters): void {
145
+ this.simulation.setParameters(p);
146
+ }
147
+
148
+ setReservoirState(state: ReservoirState): void {
149
+ this.simulation.setReservoirState(state);
150
+ }
151
+
152
+ setContainerMotion(accelerationX = 0, accelerationZ = 0): void {
153
+ this.simulation.setContainerMotion(accelerationX, accelerationZ);
154
+ }
155
+
156
+ setBasin(basin: BasinConfig): void {
157
+ this.simulation.setBasin(basin);
158
+ }
159
+
160
+ /** 运行时改喷流起点(喷嘴)坐标 */
161
+ setNozzle(x: number, y: number, z: number): void {
162
+ this.simulation.setNozzle(x, y, z);
163
+ }
164
+
165
+ /** 运行时改喷流方向(轴向,会被归一化) */
166
+ setJetDirection(dx: number, dy: number, dz: number): void {
167
+ this.simulation.setJetDirection(dx, dy, dz);
168
+ }
169
+
170
+ /** 运行时开关粒子与 basin/地面碰撞回弹 */
171
+ setCollision(enabled: boolean): void {
172
+ this.simulation.setCollision(enabled);
173
+ }
174
+
175
+ reset(): void {
176
+ this.simulation.reset();
177
+ }
178
+
179
+ // ---- 渲染参数代理(需 pass 已创建)----
180
+ setAirFraction(value: number): void {
181
+ this.pass?.setAirFraction(value);
182
+ }
183
+
184
+ setParticleRadius(value: number): void {
185
+ this.pass?.setParticleRadius(value);
186
+ }
187
+
188
+ setRetainedFluidVisible(value: boolean): void {
189
+ this.pass?.setRetainedFluidVisible(value);
190
+ }
191
+
192
+ setQuality(quality: FluidQuality): void {
193
+ this.pass?.setQuality(quality);
194
+ }
195
+
196
+ /** 运行时刷新注入的基础纹理(three-base resize / 切换 baseRT 时调用)。 */
197
+ setBaseTextures(baseTextures: WaterFlowBaseTextures): void {
198
+ this.pass?.setBaseTextures(baseTextures);
199
+ }
200
+
201
+ resize(width: number, height: number): void {
202
+ this.width = width;
203
+ this.height = height;
204
+ this.pass?.setSize(width, height);
205
+ }
206
+
207
+ /**
208
+ * 函数式渲染入口(three-base 手写 fsQuad 后处理链):直接消费基础颜色/深度纹理,
209
+ * 把水面合成回当前渲染目标(与 frosted_glass_pass 同构,省去自渲染主场景)。
210
+ */
211
+ renderInto(renderer: THREE.WebGLRenderer, opts: WaterFlowRenderOptions): void {
212
+ if (this.supported && this.pass) this.pass.renderInto(renderer, opts);
213
+ }
214
+
215
+ dispose() {
216
+ this.pass?.dispose();
217
+ this.simulation.dispose();
218
+ }
219
+ }