three-base 2.0.142 → 2.0.166

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 (231) 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 +531 -511
  10. package/FPScontrol.js +1866 -1799
  11. package/FPScontrol.ts +1922 -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 +251 -247
  33. package/MeshBase.ts +6 -2
  34. package/Mirror.d.ts +25 -25
  35. package/Mirror.js +143 -143
  36. package/MktMesh/MktMesh.d.ts +301 -291
  37. package/MktMesh/MktMesh.js +1064 -1045
  38. package/MktMesh/MktMesh.ts +32 -11
  39. package/MktMesh/assetUrl.d.ts +59 -35
  40. package/MktMesh/assetUrl.js +165 -69
  41. package/MktMesh/assetUrl.ts +164 -69
  42. package/MktMesh/mktMappingShader.d.ts +12 -12
  43. package/MktMesh/mktMappingShader.js +138 -138
  44. package/MktMesh/mktMappingShader.ts +139 -139
  45. package/MktMesh/mktShader.d.ts +263 -263
  46. package/MktMesh/mktShader.js +1236 -1236
  47. package/MktMesh/mktShader.ts +1344 -1344
  48. package/MktMesh/panoBitmapTexture.d.ts +25 -25
  49. package/MktMesh/panoBitmapTexture.js +52 -52
  50. package/MktMesh/panoBitmapTexture.ts +54 -54
  51. package/MktMesh/panoSlotBind.d.ts +29 -29
  52. package/MktMesh/panoSlotBind.js +106 -106
  53. package/MktMesh/panoSlotBind.ts +153 -153
  54. package/MktMesh/panoSlotRoster.d.ts +22 -22
  55. package/MktMesh/panoSlotRoster.js +169 -169
  56. package/MktMesh/panoSlotRoster.ts +168 -168
  57. package/MktMesh/panoTileStitcher.d.ts +119 -119
  58. package/MktMesh/panoTileStitcher.js +529 -529
  59. package/MktMesh/panoTileStitcher.ts +616 -616
  60. package/MktMesh/types.d.ts +75 -75
  61. package/MktMesh/types.js +1 -1
  62. package/MktMesh/wallCapTessellate.d.ts +33 -33
  63. package/MktMesh/wallCapTessellate.js +97 -97
  64. package/MktMesh/wallCapTessellate.ts +68 -68
  65. package/PipeMesh/PathGeometry.d.ts +44 -44
  66. package/PipeMesh/PathGeometry.js +307 -307
  67. package/PipeMesh/PathPoint.d.ts +17 -17
  68. package/PipeMesh/PathPoint.js +31 -31
  69. package/PipeMesh/PathPointList.d.ts +31 -31
  70. package/PipeMesh/PathPointList.js +209 -209
  71. package/PipeMesh/PathTubeGeometry.d.ts +25 -25
  72. package/PipeMesh/PathTubeGeometry.js +130 -130
  73. package/PipeMesh/PipeMesh.d.ts +25 -25
  74. package/PipeMesh/PipeMesh.js +63 -63
  75. package/PipeMesh/index.d.ts +1 -1
  76. package/PipeMesh/index.js +1 -1
  77. package/PlaneModal1/PlaneModal1.d.ts +34 -34
  78. package/PlaneModal1/PlaneModal1.js +109 -109
  79. package/PlaneModal1/index.d.ts +1 -1
  80. package/PlaneModal1/index.js +1 -1
  81. package/PlaneText.d.ts +27 -27
  82. package/PlaneText.js +35 -35
  83. package/PlaneWithHtml.d.ts +13 -13
  84. package/PlaneWithHtml.js +66 -64
  85. package/PlaneWithHtml.ts +3 -1
  86. package/PointLight/PointLight.d.ts +13 -13
  87. package/PointLight/PointLight.js +64 -64
  88. package/PointLight/index.d.ts +1 -1
  89. package/PointLight/index.js +1 -1
  90. package/Sky/Sky.d.ts +9 -9
  91. package/Sky/Sky.js +22 -22
  92. package/Sky/index.d.ts +1 -1
  93. package/Sky/index.js +1 -1
  94. package/SpotLight.d.ts +6 -6
  95. package/SpotLight.js +72 -72
  96. package/SpriteModal1/SpriteModal1.d.ts +33 -33
  97. package/SpriteModal1/SpriteModal1.js +116 -116
  98. package/SpriteModal1/index.d.ts +1 -1
  99. package/SpriteModal1/index.js +1 -1
  100. package/SpriteText.d.ts +46 -46
  101. package/SpriteText.js +176 -176
  102. package/SpriteText2.d.ts +48 -48
  103. package/SpriteText2.js +223 -223
  104. package/SpriteText3.d.ts +86 -86
  105. package/SpriteText3.js +517 -517
  106. package/SpriteText3.ts +599 -599
  107. package/SpriteWithHtml.d.ts +9 -9
  108. package/SpriteWithHtml.js +46 -44
  109. package/SpriteWithHtml.ts +3 -1
  110. package/Text3D/Text3D.d.ts +20 -20
  111. package/Text3D/Text3D.js +58 -58
  112. package/Text3D/fontController.d.ts +60 -60
  113. package/Text3D/fontController.js +166 -166
  114. package/Text3D/index.d.ts +1 -1
  115. package/Text3D/index.js +1 -1
  116. package/ThreeBase.d.ts +248 -248
  117. package/ThreeBase.js +1202 -1202
  118. package/ThreeBase.ts +1314 -1314
  119. package/ThreeMouse.d.ts +53 -54
  120. package/ThreeMouse.js +453 -453
  121. package/Transition.d.ts +45 -45
  122. package/Transition.js +209 -209
  123. package/Water/Water.d.ts +5 -5
  124. package/Water/Water.js +44 -44
  125. package/Water/index.d.ts +2 -2
  126. package/Water/index.js +2 -2
  127. package/WaterFlow/FloatingDuck.d.ts +88 -88
  128. package/WaterFlow/FloatingDuck.js +307 -307
  129. package/WaterFlow/FloatingDuck.ts +445 -445
  130. package/WaterFlow/GPUFluidSimulation.d.ts +56 -56
  131. package/WaterFlow/GPUFluidSimulation.js +781 -781
  132. package/WaterFlow/GPUFluidSimulation.ts +827 -827
  133. package/WaterFlow/ReservoirSystem.d.ts +106 -106
  134. package/WaterFlow/ReservoirSystem.js +611 -611
  135. package/WaterFlow/ReservoirSystem.ts +754 -754
  136. package/WaterFlow/SPHField.d.ts +35 -35
  137. package/WaterFlow/SPHField.js +203 -203
  138. package/WaterFlow/SPHField.ts +228 -228
  139. package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -69
  140. package/WaterFlow/ScreenSpaceFluidPass.js +728 -728
  141. package/WaterFlow/ScreenSpaceFluidPass.ts +789 -789
  142. package/WaterFlow/ShallowWaterSurface.d.ts +45 -45
  143. package/WaterFlow/ShallowWaterSurface.js +438 -438
  144. package/WaterFlow/ShallowWaterSurface.ts +510 -510
  145. package/WaterFlow/WaterFlow.d.ts +87 -87
  146. package/WaterFlow/WaterFlow.js +171 -171
  147. package/WaterFlow/WaterFlow.ts +219 -219
  148. package/WaterFlow/types.d.ts +161 -161
  149. package/WaterFlow/types.js +1 -1
  150. package/WaterFlow/types.ts +189 -189
  151. package/WaterFlow/waterFlowPass.d.ts +3 -3
  152. package/WaterFlow/waterFlowPass.js +20 -20
  153. package/WaterFlow/waterFlowPass.ts +40 -40
  154. package/collisionOBB.d.ts +42 -42
  155. package/collisionOBB.js +112 -112
  156. package/collisionOBB.ts +108 -108
  157. package/declare.d.ts +25 -25
  158. package/index.d.ts +1 -1
  159. package/index.js +1 -1
  160. package/instanced/InstancedBatch.d.ts +57 -57
  161. package/instanced/InstancedBatch.js +348 -348
  162. package/instanced/InstancedBatch.ts +406 -406
  163. package/instanced/InstancedChild.d.ts +174 -174
  164. package/instanced/InstancedChild.js +264 -264
  165. package/instanced/InstancedChild.ts +327 -327
  166. package/instanced/InstancedGroup.d.ts +43 -43
  167. package/instanced/InstancedGroup.js +126 -126
  168. package/instanced/InstancedGroup.ts +137 -137
  169. package/instanced/InstancedMeshBase.d.ts +38 -38
  170. package/instanced/InstancedMeshBase.js +282 -282
  171. package/instanced/InstancedTemplate.d.ts +46 -46
  172. package/instanced/InstancedTemplate.js +125 -125
  173. package/keyControls.d.ts +29 -30
  174. package/keyControls.js +101 -101
  175. package/lensflare/LensFlare.d.ts +39 -39
  176. package/lensflare/LensFlare.js +284 -284
  177. package/package.json +6 -1
  178. package/pass/bloom_pass.d.ts +2 -2
  179. package/pass/bloom_pass.js +174 -174
  180. package/pass/cover_pass.d.ts +2 -2
  181. package/pass/cover_pass.js +108 -108
  182. package/pass/debugDepthState.d.ts +20 -20
  183. package/pass/debugDepthState.js +9 -9
  184. package/pass/debugDepthState.ts +22 -22
  185. package/pass/depthTestBias.d.ts +12 -12
  186. package/pass/depthTestBias.js +12 -12
  187. package/pass/depthTestBias.ts +12 -12
  188. package/pass/effectUserData.d.ts +27 -27
  189. package/pass/effectUserData.js +1 -1
  190. package/pass/effectUserData.ts +46 -46
  191. package/pass/frosted_glass_pass.d.ts +2 -2
  192. package/pass/frosted_glass_pass.js +150 -150
  193. package/pass/fsQuad.d.ts +9 -9
  194. package/pass/fsQuad.js +28 -28
  195. package/pass/glow_pass.d.ts +2 -2
  196. package/pass/glow_pass.js +350 -350
  197. package/pass/screen_bloom_pass.d.ts +11 -11
  198. package/pass/screen_bloom_pass.js +136 -136
  199. package/pass/ssao_pass.d.ts +88 -88
  200. package/pass/ssao_pass.js +799 -799
  201. package/pass/ssao_pass.ts +918 -918
  202. package/pass/stroke_pass.d.ts +2 -2
  203. package/pass/stroke_pass.js +267 -267
  204. package/shaders/FXAAShaderMaterial.d.ts +3 -3
  205. package/shaders/FXAAShaderMaterial.js +20 -20
  206. package/shaders/baseDepthVisShader.d.ts +11 -11
  207. package/shaders/baseDepthVisShader.js +36 -36
  208. package/shaders/baseDepthVisShader.ts +36 -36
  209. package/shaders/baseTextureToRenderShader.d.ts +2 -2
  210. package/shaders/baseTextureToRenderShader.js +19 -19
  211. package/shaders/copyShader.d.ts +3 -3
  212. package/shaders/copyShader.js +13 -13
  213. package/shaders/debugDepthCompareShader.d.ts +14 -14
  214. package/shaders/debugDepthCompareShader.js +49 -49
  215. package/shaders/debugDepthCompareShader.ts +50 -50
  216. package/shaders/debugDepthJudgeShader.d.ts +18 -18
  217. package/shaders/debugDepthJudgeShader.js +52 -52
  218. package/shaders/debugDepthJudgeShader.ts +54 -54
  219. package/shaders/debugExcludedShader.d.ts +13 -13
  220. package/shaders/debugExcludedShader.js +46 -46
  221. package/shaders/debugExcludedShader.ts +48 -48
  222. package/spriteTextBg.d.ts +1 -1
  223. package/spriteTextBg.js +20 -20
  224. package/spriteTextBg.ts +20 -20
  225. package/threeLoader.d.ts +35 -35
  226. package/threeLoader.js +518 -518
  227. package/threeUtils.d.ts +71 -53
  228. package/threeUtils.js +363 -329
  229. package/threeUtils.ts +35 -0
  230. package/types.d.ts +2 -2
  231. package/types.js +6 -6
package/MeshBase.js CHANGED
@@ -1,247 +1,251 @@
1
- /*
2
- * @Author: xiaosihan
3
- * @Date: 2022-02-24 22:49:42
4
- * @Last Modified by: xiaosihan
5
- * @Last Modified time: 2025-06-25
6
- */
7
- import { AnimationMixer, Clock, Group, Mesh, Vector3 } from "three";
8
- import threeUtils from "./threeUtils";
9
- import threeLoader from "./threeLoader";
10
- import * as SkeletonUtils from "three/examples/jsm/utils/SkeletonUtils";
11
- import { isString } from "lodash";
12
- import { dispatchCustomEvent } from "./EventMap";
13
- // 模型基类
14
- export default class MeshBase extends Group {
15
- constructor(url) {
16
- super();
17
- url && this.loadModel(url);
18
- }
19
- url = "";
20
- // 模型对象
21
- static models = new Map();
22
- // 模型是否在加载中
23
- static loadModeling = new Map();
24
- // 加载完成
25
- loaded = false;
26
- // 是否有动画
27
- hasAnimation = false;
28
- //动画混合器
29
- mixer;
30
- //动画剪辑对象数组
31
- animationActions = {};
32
- // 获取文件名的后缀
33
- getSuffix(filename) {
34
- const match = filename.match(/\.([^\.]+)$/);
35
- return match ? match[1].toLowerCase() : "";
36
- }
37
- reset(...object) {
38
- threeUtils.dipose(this);
39
- for (const child of this.children) {
40
- child.parent = null;
41
- }
42
- for (const item of object) {
43
- this.add(item);
44
- }
45
- return this;
46
- }
47
- // 兜底:为缺失顶点法线的几何体计算法线。
48
- // 某些 glb/stl 模型仅有 POSITION 没有 NORMAL(如 public/models/bottle.glb),
49
- // 会让法线 pass 输出零向量 -> AO 算出 NaN -> 整片被乘黑,且 PBR 金属材质无法正确受光 -> 发黑。
50
- // 在加载完成后统一兜底,保证光照与 AO 都正确;已含法线的模型不受影响。
51
- ensureNormals(root) {
52
- root.traverse((obj) => {
53
- if (obj instanceof Mesh && obj.geometry && !obj.geometry.getAttribute("normal")) {
54
- obj.geometry.computeVertexNormals();
55
- }
56
- });
57
- }
58
- // 如果url 是blob地址的话,就用suffix字段来制定模型的类型
59
- async loadModel(url, filename = "") {
60
- //获取模型文件的地址
61
- const modelurl = await (async () => {
62
- if (isString(url)) {
63
- return url;
64
- }
65
- else if (url instanceof File) {
66
- return url.name;
67
- }
68
- else if (url instanceof Array) {
69
- let modelurl = "";
70
- const suffixs = [
71
- "zip",
72
- "obj",
73
- "glb",
74
- "gltf",
75
- "fbx",
76
- "dae",
77
- "stl",
78
- "usdz",
79
- ];
80
- for (let file of url) {
81
- if (suffixs.includes(threeUtils.getSuffix(file.name))) {
82
- modelurl = file.name;
83
- }
84
- }
85
- return modelurl;
86
- }
87
- return "";
88
- })();
89
- this.url = modelurl || "";
90
- if (!modelurl) {
91
- return;
92
- }
93
- this.loaded = false;
94
- // 没有模型并且没有加载任务时就去加载模型
95
- if (!MeshBase.models.get(modelurl) &&
96
- !MeshBase.loadModeling.get(modelurl)) {
97
- MeshBase.loadModeling.set(modelurl, true);
98
- // 万能加载器
99
- let modal = await threeLoader.loadModel(url, filename);
100
- MeshBase.models.set(modelurl, modal);
101
- MeshBase.loadModeling.set(modelurl, false);
102
- }
103
- // 如果模型还在加载中, 就等待模型加载完成
104
- do {
105
- await new Promise((resolve) => setTimeout(resolve, 50));
106
- } while (MeshBase.loadModeling.get(modelurl));
107
- if (MeshBase.models.get(modelurl)) {
108
- const mesh = MeshBase.models.get(modelurl);
109
- // 兜底:为缺失顶点法线的几何体补算法线。某些 glb/stl 模型只有 POSITION,
110
- // 没有 NORMAL,会导致:① 法线 pass 输出零向量 -> AO 算出 NaN -> 整片被乘黑;
111
- // ② PBR 金属材质无法正确光照 -> 颜色发黑。统一在加载后兜底,光照与 AO 都正确。
112
- this.ensureNormals(mesh);
113
- // 判断是否有动画
114
- this.hasAnimation = mesh.animations.length > 0;
115
- if (this.hasAnimation) {
116
- const model = SkeletonUtils.clone(mesh);
117
- this.mixer = new AnimationMixer(model);
118
- this.animationActions = {};
119
- mesh.animations.map((animation) => {
120
- const animationAction = this.mixer.clipAction(animation).play();
121
- animationAction.weight = 0;
122
- this.animationActions[animation.name] = animationAction;
123
- });
124
- this.reset(model);
125
- }
126
- else {
127
- this.reset(mesh.clone(true));
128
- }
129
- }
130
- await new Promise((resolve) => requestAnimationFrame(resolve));
131
- this.loaded = true;
132
- // 加载完成事件
133
- dispatchCustomEvent(this, { type: "loaded" });
134
- }
135
- // 超出绘制区域时不绘制
136
- frustumCulled = false;
137
- // 创建阴影
138
- castShadow = false;
139
- // 接受阴影
140
- receiveShadow = false;
141
- // promise.resole 队列
142
- resoles = [];
143
- // 等待加载加载完成
144
- async awaitLoaded() {
145
- if (!this.loaded) {
146
- await new Promise((resolve) => {
147
- if (this.resoles.length === 0) {
148
- (async () => {
149
- while (!this.loaded) {
150
- await new Promise((resolve) => requestAnimationFrame(resolve));
151
- }
152
- while (this.resoles.length > 0) {
153
- const resole = this.resoles.pop();
154
- resole && resole();
155
- }
156
- })();
157
- }
158
- this.resoles.unshift(resolve);
159
- });
160
- }
161
- }
162
- //遍历模型
163
- async traverseMesh(callback) {
164
- // 等待加载完成
165
- await this.awaitLoaded();
166
- this.traverse((obj) => {
167
- if (obj instanceof Mesh) {
168
- callback(obj);
169
- }
170
- });
171
- }
172
- clock = new Clock();
173
- //设置动画的权重
174
- async setClipActionWeight(weights = {}) {
175
- // 等待加载完成
176
- await this.awaitLoaded();
177
- for (let key in this.animationActions) {
178
- this.animationActions[key].weight = weights[key] || 0;
179
- }
180
- }
181
- //获取动画列表
182
- getAnimas() {
183
- return Object.keys(this.animationActions);
184
- }
185
- //播放指定动画
186
- setAnimas(anima = "") {
187
- this.setClipActionWeight({ [anima]: 1 });
188
- }
189
- //停止所有动画
190
- stop() {
191
- this.setClipActionWeight();
192
- }
193
- updateMatrix() {
194
- //播放动画
195
- if (this.mixer) {
196
- this.mixer.update(this.clock.getDelta());
197
- }
198
- // 深度应用属性
199
- this.traverse((obj) => {
200
- if (obj instanceof Mesh) {
201
- obj.frustumCulled = this.frustumCulled;
202
- obj.castShadow = this.castShadow;
203
- obj.receiveShadow = this.receiveShadow;
204
- }
205
- });
206
- super.updateMatrix();
207
- }
208
- // 获取模型的尺寸
209
- async getSize() {
210
- await this.awaitLoaded();
211
- return threeUtils.getSize(this);
212
- }
213
- // 居中
214
- async center() {
215
- await this.awaitLoaded();
216
- threeUtils.center(this);
217
- }
218
- //底对齐
219
- async alignBottom(y = 0) {
220
- await this.awaitLoaded();
221
- threeUtils.alignBottom(this, y);
222
- }
223
- // 放大到指定尺寸
224
- async scaleTo(size = 1, key = ["x", "y", "z"]) {
225
- await this.awaitLoaded();
226
- threeUtils.scaleTo(this, size, key);
227
- }
228
- //按照法线拓展
229
- expandBynormal(length) {
230
- this.traverseMesh((mesh) => {
231
- // 没有法线就计算法线
232
- mesh.geometry = mesh.geometry.clone();
233
- if (!mesh.geometry.getAttribute("normal")) {
234
- mesh.geometry.computeVertexNormals();
235
- }
236
- const normal = mesh.geometry.getAttribute("normal");
237
- const position = mesh.geometry.getAttribute("position");
238
- const v3 = new Vector3(0, 0, 0);
239
- for (let i = 0; i < position.count; i++) {
240
- v3.set(normal.getX(i), normal.getY(i), normal.getZ(i));
241
- v3.setLength(length);
242
- position.setXYZ(i, position.getX(i) + v3.x, position.getY(i) + v3.y, position.getZ(i) + v3.z);
243
- }
244
- position.needsUpdate = true;
245
- });
246
- }
247
- }
1
+ /*
2
+ * @Author: xiaosihan
3
+ * @Date: 2022-02-24 22:49:42
4
+ * @Last Modified by: xiaosihan
5
+ * @Last Modified time: 2025-06-25
6
+ */
7
+ import { AnimationMixer, Clock, Group, Mesh, Vector3 } from "three";
8
+ import threeUtils from "./threeUtils";
9
+ import threeLoader from "./threeLoader";
10
+ import * as SkeletonUtils from "three/examples/jsm/utils/SkeletonUtils";
11
+ import { isString } from "lodash";
12
+ import { dispatchCustomEvent } from "./EventMap";
13
+ // 模型基类
14
+ export default class MeshBase extends Group {
15
+ constructor(url) {
16
+ super();
17
+ url && this.loadModel(url);
18
+ }
19
+ url = "";
20
+ // 模型对象
21
+ static models = new Map();
22
+ // 模型是否在加载中
23
+ static loadModeling = new Map();
24
+ // 加载完成
25
+ loaded = false;
26
+ // 是否有动画
27
+ hasAnimation = false;
28
+ //动画混合器
29
+ mixer;
30
+ //动画剪辑对象数组
31
+ animationActions = {};
32
+ // 获取文件名的后缀
33
+ getSuffix(filename) {
34
+ const match = filename.match(/\.([^\.]+)$/);
35
+ return match ? match[1].toLowerCase() : "";
36
+ }
37
+ reset(...object) {
38
+ threeUtils.dipose(this);
39
+ for (const child of this.children) {
40
+ child.parent = null;
41
+ }
42
+ for (const item of object) {
43
+ this.add(item);
44
+ }
45
+ return this;
46
+ }
47
+ // 兜底:为缺失顶点法线的几何体计算法线。
48
+ // 某些 glb/stl 模型仅有 POSITION 没有 NORMAL(如 public/models/bottle.glb),
49
+ // 会让法线 pass 输出零向量 -> AO 算出 NaN -> 整片被乘黑,且 PBR 金属材质无法正确受光 -> 发黑。
50
+ // 在加载完成后统一兜底,保证光照与 AO 都正确;已含法线的模型不受影响。
51
+ ensureNormals(root) {
52
+ root.traverse((obj) => {
53
+ if (obj instanceof Mesh && obj.geometry && !obj.geometry.getAttribute("normal")) {
54
+ obj.geometry.computeVertexNormals();
55
+ }
56
+ });
57
+ }
58
+ // 如果url 是blob地址的话,就用suffix字段来制定模型的类型
59
+ async loadModel(url, filename = "") {
60
+ //获取模型文件的地址
61
+ const modelurl = await (async () => {
62
+ if (isString(url)) {
63
+ return url;
64
+ }
65
+ else if (url instanceof File) {
66
+ return url.name;
67
+ }
68
+ else if (url instanceof Array) {
69
+ let modelurl = "";
70
+ const suffixs = [
71
+ "zip",
72
+ "obj",
73
+ "glb",
74
+ "gltf",
75
+ "fbx",
76
+ "dae",
77
+ "stl",
78
+ "usdz",
79
+ ];
80
+ for (let file of url) {
81
+ if (suffixs.includes(threeUtils.getSuffix(file.name))) {
82
+ modelurl = file.name;
83
+ }
84
+ }
85
+ return modelurl;
86
+ }
87
+ return "";
88
+ })();
89
+ this.url = modelurl || "";
90
+ if (!modelurl) {
91
+ return;
92
+ }
93
+ this.loaded = false;
94
+ // 没有模型并且没有加载任务时就去加载模型
95
+ if (!MeshBase.models.get(modelurl) &&
96
+ !MeshBase.loadModeling.get(modelurl)) {
97
+ MeshBase.loadModeling.set(modelurl, true);
98
+ // 万能加载器
99
+ let modal = await threeLoader.loadModel(url, filename);
100
+ MeshBase.models.set(modelurl, modal);
101
+ MeshBase.loadModeling.set(modelurl, false);
102
+ }
103
+ // 如果模型还在加载中, 就等待模型加载完成
104
+ do {
105
+ await new Promise((resolve) => setTimeout(resolve, 50));
106
+ } while (MeshBase.loadModeling.get(modelurl));
107
+ if (MeshBase.models.get(modelurl)) {
108
+ const mesh = MeshBase.models.get(modelurl);
109
+ // 兜底:为缺失顶点法线的几何体补算法线。某些 glb/stl 模型只有 POSITION,
110
+ // 没有 NORMAL,会导致:① 法线 pass 输出零向量 -> AO 算出 NaN -> 整片被乘黑;
111
+ // ② PBR 金属材质无法正确光照 -> 颜色发黑。统一在加载后兜底,光照与 AO 都正确。
112
+ this.ensureNormals(mesh);
113
+ // 判断是否有动画
114
+ this.hasAnimation = mesh.animations.length > 0;
115
+ if (this.hasAnimation) {
116
+ const model = SkeletonUtils.clone(mesh);
117
+ this.mixer = new AnimationMixer(model);
118
+ this.animationActions = {};
119
+ mesh.animations.map((animation) => {
120
+ const animationAction = this.mixer.clipAction(animation).play();
121
+ animationAction.weight = 0;
122
+ this.animationActions[animation.name] = animationAction;
123
+ });
124
+ this.reset(model);
125
+ }
126
+ else {
127
+ this.reset(mesh.clone(true));
128
+ }
129
+ }
130
+ // ⭐ 2026-10-09 皇上旨:走 threeUtils 公共 rAF 链,不再另起独立 rAF 回调
131
+ await threeUtils.waitNextFrame();
132
+ this.loaded = true;
133
+ // 加载完成事件
134
+ dispatchCustomEvent(this, { type: "loaded" });
135
+ }
136
+ // 超出绘制区域时不绘制
137
+ frustumCulled = false;
138
+ // 创建阴影
139
+ castShadow = false;
140
+ // 接受阴影
141
+ receiveShadow = false;
142
+ // promise.resole 队列
143
+ resoles = [];
144
+ // 等待加载加载完成
145
+ async awaitLoaded() {
146
+ if (!this.loaded) {
147
+ await new Promise((resolve) => {
148
+ if (this.resoles.length === 0) {
149
+ (async () => {
150
+ while (!this.loaded) {
151
+ //⭐ 2026-10-09 皇上旨「整条 rAF 链只走 threeUtils 一条」:
152
+ // 原生 rAF 是**独立于主循环的另一个回调**,同一帧并行跑;
153
+ // 模型多时(十几个 GLB 同时 awaitLoaded)每帧多十几个回调 ⇒ 卡顿。
154
+ await threeUtils.waitNextFrame();
155
+ }
156
+ while (this.resoles.length > 0) {
157
+ const resole = this.resoles.pop();
158
+ resole && resole();
159
+ }
160
+ })();
161
+ }
162
+ this.resoles.unshift(resolve);
163
+ });
164
+ }
165
+ }
166
+ //遍历模型
167
+ async traverseMesh(callback) {
168
+ // 等待加载完成
169
+ await this.awaitLoaded();
170
+ this.traverse((obj) => {
171
+ if (obj instanceof Mesh) {
172
+ callback(obj);
173
+ }
174
+ });
175
+ }
176
+ clock = new Clock();
177
+ //设置动画的权重
178
+ async setClipActionWeight(weights = {}) {
179
+ // 等待加载完成
180
+ await this.awaitLoaded();
181
+ for (let key in this.animationActions) {
182
+ this.animationActions[key].weight = weights[key] || 0;
183
+ }
184
+ }
185
+ //获取动画列表
186
+ getAnimas() {
187
+ return Object.keys(this.animationActions);
188
+ }
189
+ //播放指定动画
190
+ setAnimas(anima = "") {
191
+ this.setClipActionWeight({ [anima]: 1 });
192
+ }
193
+ //停止所有动画
194
+ stop() {
195
+ this.setClipActionWeight();
196
+ }
197
+ updateMatrix() {
198
+ //播放动画
199
+ if (this.mixer) {
200
+ this.mixer.update(this.clock.getDelta());
201
+ }
202
+ // 深度应用属性
203
+ this.traverse((obj) => {
204
+ if (obj instanceof Mesh) {
205
+ obj.frustumCulled = this.frustumCulled;
206
+ obj.castShadow = this.castShadow;
207
+ obj.receiveShadow = this.receiveShadow;
208
+ }
209
+ });
210
+ super.updateMatrix();
211
+ }
212
+ // 获取模型的尺寸
213
+ async getSize() {
214
+ await this.awaitLoaded();
215
+ return threeUtils.getSize(this);
216
+ }
217
+ // 居中
218
+ async center() {
219
+ await this.awaitLoaded();
220
+ threeUtils.center(this);
221
+ }
222
+ //底对齐
223
+ async alignBottom(y = 0) {
224
+ await this.awaitLoaded();
225
+ threeUtils.alignBottom(this, y);
226
+ }
227
+ // 放大到指定尺寸
228
+ async scaleTo(size = 1, key = ["x", "y", "z"]) {
229
+ await this.awaitLoaded();
230
+ threeUtils.scaleTo(this, size, key);
231
+ }
232
+ //按照法线拓展
233
+ expandBynormal(length) {
234
+ this.traverseMesh((mesh) => {
235
+ // 没有法线就计算法线
236
+ mesh.geometry = mesh.geometry.clone();
237
+ if (!mesh.geometry.getAttribute("normal")) {
238
+ mesh.geometry.computeVertexNormals();
239
+ }
240
+ const normal = mesh.geometry.getAttribute("normal");
241
+ const position = mesh.geometry.getAttribute("position");
242
+ const v3 = new Vector3(0, 0, 0);
243
+ for (let i = 0; i < position.count; i++) {
244
+ v3.set(normal.getX(i), normal.getY(i), normal.getZ(i));
245
+ v3.setLength(length);
246
+ position.setXYZ(i, position.getX(i) + v3.x, position.getY(i) + v3.y, position.getZ(i) + v3.z);
247
+ }
248
+ position.needsUpdate = true;
249
+ });
250
+ }
251
+ }
package/MeshBase.ts CHANGED
@@ -131,7 +131,8 @@ export default class MeshBase extends Group {
131
131
  this.reset(mesh.clone(true));
132
132
  }
133
133
  }
134
- await new Promise((resolve) => requestAnimationFrame(resolve));
134
+ // ⭐ 2026-10-09 皇上旨:走 threeUtils 公共 rAF 链,不再另起独立 rAF 回调
135
+ await threeUtils.waitNextFrame();
135
136
  this.loaded = true;
136
137
  // 加载完成事件
137
138
  dispatchCustomEvent(this, { type: "loaded" });
@@ -151,7 +152,10 @@ export default class MeshBase extends Group {
151
152
  if (this.resoles.length === 0) {
152
153
  (async () => {
153
154
  while (!this.loaded) {
154
- await new Promise((resolve) => requestAnimationFrame(resolve));
155
+ //⭐ 2026-10-09 皇上旨「整条 rAF 链只走 threeUtils 一条」:
156
+ // 原生 rAF 是**独立于主循环的另一个回调**,同一帧并行跑;
157
+ // 模型多时(十几个 GLB 同时 awaitLoaded)每帧多十几个回调 ⇒ 卡顿。
158
+ await threeUtils.waitNextFrame();
155
159
  }
156
160
  while (this.resoles.length > 0) {
157
161
  const resole = this.resoles.pop();
package/Mirror.d.ts CHANGED
@@ -1,25 +1,25 @@
1
- import { Matrix4, Mesh, PerspectiveCamera, Plane, PlaneGeometry, ShaderMaterial, Vector3, Vector4, WebGLRenderTarget, WebGLRenderer, Scene, Camera, BufferGeometry, Material, Group, Texture } from "three";
2
- export default class Mirror extends Mesh {
3
- constructor(geometry?: BufferGeometry);
4
- static geometry: PlaneGeometry;
5
- isReflector: boolean;
6
- type: string;
7
- camera: PerspectiveCamera;
8
- reflectorPlane: Plane;
9
- normal: Vector3;
10
- reflectorWorldPosition: Vector3;
11
- cameraWorldPosition: Vector3;
12
- rotationMatrix: Matrix4;
13
- lookAtPosition: Vector3;
14
- clipPlane: Vector4;
15
- view: Vector3;
16
- target: Vector3;
17
- q: Vector4;
18
- textureMatrix: Matrix4;
19
- virtualCamera: PerspectiveCamera;
20
- renderTarget: WebGLRenderTarget<Texture>;
21
- material: ShaderMaterial;
22
- onBeforeRender: (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void;
23
- getRenderTarget(): WebGLRenderTarget<Texture>;
24
- dispose(): void;
25
- }
1
+ import { Matrix4, Mesh, PerspectiveCamera, Plane, PlaneGeometry, ShaderMaterial, Vector3, Vector4, WebGLRenderTarget, WebGLRenderer, Scene, Camera, BufferGeometry, Material, Group, Texture } from "three";
2
+ export default class Mirror extends Mesh {
3
+ constructor(geometry?: BufferGeometry);
4
+ static geometry: PlaneGeometry;
5
+ isReflector: boolean;
6
+ type: string;
7
+ camera: PerspectiveCamera;
8
+ reflectorPlane: Plane;
9
+ normal: Vector3;
10
+ reflectorWorldPosition: Vector3;
11
+ cameraWorldPosition: Vector3;
12
+ rotationMatrix: Matrix4;
13
+ lookAtPosition: Vector3;
14
+ clipPlane: Vector4;
15
+ view: Vector3;
16
+ target: Vector3;
17
+ q: Vector4;
18
+ textureMatrix: Matrix4;
19
+ virtualCamera: PerspectiveCamera;
20
+ renderTarget: WebGLRenderTarget<Texture>;
21
+ material: ShaderMaterial;
22
+ onBeforeRender: (renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group) => void;
23
+ getRenderTarget(): WebGLRenderTarget<Texture>;
24
+ dispose(): void;
25
+ }