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
@@ -1,307 +1,307 @@
1
- import * as THREE from 'three';
2
- function addScaledSphere(group, geometry, material, position, scale, rotation = null) {
3
- const mesh = new THREE.Mesh(geometry, material);
4
- mesh.position.set(...position);
5
- mesh.scale.set(...scale);
6
- if (rotation)
7
- mesh.rotation.set(...rotation);
8
- mesh.castShadow = true;
9
- mesh.receiveShadow = true;
10
- group.add(mesh);
11
- return mesh;
12
- }
13
- /** 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。 */
14
- export class FloatingDuck {
15
- bounds;
16
- /** 静水面高度;setEnvironment 会随容器变化更新(故非 readonly)。 */
17
- waterY;
18
- start;
19
- velocity;
20
- surfaceSample;
21
- yaw;
22
- yawVelocity;
23
- pitch;
24
- roll;
25
- radiusX;
26
- radiusZ;
27
- active;
28
- dragging;
29
- dragOffset;
30
- dragVelocity;
31
- lastDragPosition;
32
- group;
33
- model;
34
- pickGeometry;
35
- pickMaterial;
36
- pickMesh;
37
- yellowMaterial;
38
- wingMaterial;
39
- beakMaterial;
40
- eyeMaterial;
41
- highlightMaterial;
42
- sphereGeometry;
43
- body;
44
- head;
45
- beak;
46
- tailGeometry;
47
- tail;
48
- constructor({ basinMinX, basinMaxX, basinHalfZ, waterY, startX = 1.2, startZ = 0.24, }) {
49
- this.bounds = { basinMinX, basinMaxX, basinHalfZ, centerZ: 0 };
50
- this.waterY = waterY;
51
- this.start = new THREE.Vector3(startX, waterY - 0.016, startZ);
52
- this.velocity = new THREE.Vector3();
53
- this.surfaceSample = {};
54
- this.yaw = Math.PI;
55
- this.yawVelocity = 0;
56
- this.pitch = 0;
57
- this.roll = 0;
58
- this.radiusX = 0.19;
59
- this.radiusZ = 0.145;
60
- this.active = true;
61
- this.dragging = false;
62
- this.dragOffset = new THREE.Vector2();
63
- this.dragVelocity = new THREE.Vector2();
64
- this.lastDragPosition = new THREE.Vector2();
65
- this.group = new THREE.Group();
66
- this.group.name = 'floating-rubber-duck';
67
- this.model = new THREE.Group();
68
- this.group.add(this.model);
69
- this.pickGeometry = new THREE.SphereGeometry(0.29, 12, 8);
70
- this.pickMaterial = new THREE.MeshBasicMaterial({
71
- transparent: true,
72
- opacity: 0,
73
- depthWrite: false,
74
- colorWrite: false,
75
- });
76
- this.pickMesh = new THREE.Mesh(this.pickGeometry, this.pickMaterial);
77
- this.pickMesh.name = 'rubber-duck-pick-volume';
78
- this.pickMesh.position.y = 0.13;
79
- this.pickMesh.layers.set(2);
80
- this.group.add(this.pickMesh);
81
- this.yellowMaterial = new THREE.MeshPhysicalMaterial({
82
- color: 0xf2b705,
83
- roughness: 0.46,
84
- metalness: 0,
85
- clearcoat: 0.32,
86
- clearcoatRoughness: 0.28,
87
- });
88
- this.wingMaterial = new THREE.MeshPhysicalMaterial({
89
- color: 0xd99b03,
90
- roughness: 0.48,
91
- metalness: 0,
92
- clearcoat: 0.24,
93
- });
94
- this.beakMaterial = new THREE.MeshPhysicalMaterial({
95
- color: 0xe85e06,
96
- roughness: 0.42,
97
- metalness: 0,
98
- clearcoat: 0.25,
99
- });
100
- this.eyeMaterial = new THREE.MeshStandardMaterial({ color: 0x101518, roughness: 0.2 });
101
- this.highlightMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff });
102
- this.sphereGeometry = new THREE.SphereGeometry(1, 32, 20);
103
- this.body = addScaledSphere(this.model, this.sphereGeometry, this.yellowMaterial, [0, 0.072, 0], [0.19, 0.12, 0.132]);
104
- this.head = addScaledSphere(this.model, this.sphereGeometry, this.yellowMaterial, [0.115, 0.205, 0], [0.098, 0.102, 0.096]);
105
- this.beak = addScaledSphere(this.model, this.sphereGeometry, this.beakMaterial, [0.203, 0.191, 0], [0.071, 0.026, 0.047]);
106
- for (const side of [-1, 1]) {
107
- addScaledSphere(this.model, this.sphereGeometry, this.wingMaterial, [-0.02, 0.092, side * 0.115], [0.105, 0.048, 0.052], [side * 0.18, 0, side * 0.08]);
108
- addScaledSphere(this.model, this.sphereGeometry, this.eyeMaterial, [0.176, 0.237, side * 0.069], [0.014, 0.017, 0.011]);
109
- addScaledSphere(this.model, this.sphereGeometry, this.highlightMaterial, [0.184, 0.244, side * 0.077], [0.0045, 0.005, 0.0035]);
110
- }
111
- this.tailGeometry = new THREE.ConeGeometry(0.052, 0.105, 20);
112
- this.tail = new THREE.Mesh(this.tailGeometry, this.yellowMaterial);
113
- this.tail.position.set(-0.177, 0.132, 0);
114
- this.tail.rotation.z = -Math.PI * 0.5;
115
- this.tail.castShadow = true;
116
- this.model.add(this.tail);
117
- this.reset();
118
- }
119
- setActive(active) {
120
- this.active = active;
121
- this.group.visible = active;
122
- }
123
- setEnvironment({ minX, maxX, halfZ, centerZ = 0, waterY }, reposition = false) {
124
- this.bounds.basinMinX = minX;
125
- this.bounds.basinMaxX = maxX;
126
- this.bounds.basinHalfZ = halfZ;
127
- this.bounds.centerZ = centerZ;
128
- this.waterY = waterY;
129
- if (reposition) {
130
- const receiverWidth = maxX - minX;
131
- this.place(minX + Math.min(0.75, receiverWidth * 0.35), centerZ + Math.min(0.2, halfZ * 0.3));
132
- }
133
- else {
134
- this.clampToBounds();
135
- }
136
- }
137
- place(x, z) {
138
- this.group.position.set(x, this.waterY - 0.016, z);
139
- this.velocity.set(0, 0, 0);
140
- this.clampToBounds();
141
- }
142
- translateContainer(deltaX, deltaZ) {
143
- this.group.position.x += deltaX;
144
- this.group.position.z += deltaZ;
145
- this.clampToBounds();
146
- }
147
- beginDrag(worldX, worldZ) {
148
- this.dragging = true;
149
- this.dragOffset.set(this.group.position.x - worldX, this.group.position.z - worldZ);
150
- this.lastDragPosition.set(this.group.position.x, this.group.position.z);
151
- this.dragVelocity.set(0, 0);
152
- this.velocity.x = 0;
153
- this.velocity.z = 0;
154
- }
155
- dragTo(worldX, worldZ, deltaSeconds) {
156
- if (!this.dragging)
157
- return;
158
- const previousX = this.group.position.x;
159
- const previousZ = this.group.position.z;
160
- this.group.position.x = worldX + this.dragOffset.x;
161
- this.group.position.z = worldZ + this.dragOffset.y;
162
- this.clampToBounds();
163
- const inverseDelta = 1 / Math.max(deltaSeconds, 1 / 120);
164
- const measuredX = (this.group.position.x - previousX) * inverseDelta;
165
- const measuredZ = (this.group.position.z - previousZ) * inverseDelta;
166
- this.dragVelocity.x = THREE.MathUtils.lerp(this.dragVelocity.x, measuredX, 0.42);
167
- this.dragVelocity.y = THREE.MathUtils.lerp(this.dragVelocity.y, measuredZ, 0.42);
168
- this.velocity.x = this.dragVelocity.x;
169
- this.velocity.z = this.dragVelocity.y;
170
- this.lastDragPosition.set(this.group.position.x, this.group.position.z);
171
- }
172
- endDrag() {
173
- if (!this.dragging)
174
- return;
175
- this.dragging = false;
176
- const releaseSpeed = Math.hypot(this.dragVelocity.x, this.dragVelocity.y);
177
- const releaseScale = releaseSpeed > 1.5 ? 1.5 / releaseSpeed : 1;
178
- this.velocity.x = this.dragVelocity.x * releaseScale;
179
- this.velocity.z = this.dragVelocity.y * releaseScale;
180
- this.yawVelocity += THREE.MathUtils.clamp(this.velocity.z * 0.34, -0.7, 0.7);
181
- }
182
- clampToBounds() {
183
- const minX = this.bounds.basinMinX + this.radiusX;
184
- const maxX = this.bounds.basinMaxX - this.radiusX;
185
- const minZ = this.bounds.centerZ - this.bounds.basinHalfZ + this.radiusZ;
186
- const maxZ = this.bounds.centerZ + this.bounds.basinHalfZ - this.radiusZ;
187
- this.group.position.x = THREE.MathUtils.clamp(this.group.position.x, minX, maxX);
188
- this.group.position.z = THREE.MathUtils.clamp(this.group.position.z, minZ, maxZ);
189
- }
190
- reset() {
191
- this.group.position.copy(this.start);
192
- this.velocity.set(0, 0, 0);
193
- this.yaw = Math.PI;
194
- this.yawVelocity = 0;
195
- this.pitch = 0;
196
- this.roll = 0;
197
- this.dragging = false;
198
- this.dragVelocity.set(0, 0);
199
- this.group.rotation.set(0, this.yaw, 0);
200
- this.model.rotation.set(0, 0, 0);
201
- }
202
- update(delta, elapsed, { surface = null, impactX = 0, impactZ = 0, impactEnergy = 0, emitting = false, } = {}) {
203
- if (!this.active)
204
- return;
205
- const dt = Math.min(delta, 1 / 30);
206
- const position = this.group.position;
207
- const sample = surface?.sampleSurface(position.x, position.z, this.surfaceSample) || this.surfaceSample;
208
- if (!surface) {
209
- sample.height = 0;
210
- sample.velocityY = 0;
211
- sample.slopeX = 0;
212
- sample.slopeZ = 0;
213
- sample.flowX = 0;
214
- sample.flowZ = 0;
215
- const dx = position.x - impactX;
216
- const dz = position.z - impactZ;
217
- const distanceSq = dx * dx + dz * dz;
218
- const strength = emitting ? Math.min(impactEnergy * 0.065, 0.9) * Math.exp(-distanceSq / 0.48) : 0;
219
- const inverseDistance = 1 / Math.max(Math.sqrt(distanceSq), 0.06);
220
- sample.flowX = strength * (0.42 + dx * inverseDistance * 0.68);
221
- sample.flowZ = strength * dz * inverseDistance * 0.92;
222
- sample.impact = strength * Math.exp(-distanceSq / 0.095);
223
- }
224
- const equilibriumY = this.waterY + sample.height - 0.016;
225
- const buoyancyAcceleration = (equilibriumY - position.y) * 34;
226
- const verticalDamping = (sample.velocityY - this.velocity.y) * 5.8;
227
- this.velocity.y += (buoyancyAcceleration + verticalDamping - sample.impact * 4.4) * dt;
228
- if (!this.dragging) {
229
- const flowResponse = 2.65;
230
- this.velocity.x += ((sample.flowX - this.velocity.x) * flowResponse - sample.slopeX * 1.75) * dt;
231
- this.velocity.z += ((sample.flowZ - this.velocity.z) * flowResponse - sample.slopeZ * 1.75) * dt;
232
- const horizontalDrag = Math.exp(-0.72 * dt);
233
- this.velocity.x *= horizontalDrag;
234
- this.velocity.z *= horizontalDrag;
235
- const horizontalSpeed = Math.hypot(this.velocity.x, this.velocity.z);
236
- if (horizontalSpeed > 1.35) {
237
- const scale = 1.35 / horizontalSpeed;
238
- this.velocity.x *= scale;
239
- this.velocity.z *= scale;
240
- }
241
- position.x += this.velocity.x * dt;
242
- position.z += this.velocity.z * dt;
243
- }
244
- position.y += this.velocity.y * dt;
245
- const minX = this.bounds.basinMinX + this.radiusX;
246
- const maxX = this.bounds.basinMaxX - this.radiusX;
247
- const minZ = this.bounds.centerZ - this.bounds.basinHalfZ + this.radiusZ;
248
- const maxZ = this.bounds.centerZ + this.bounds.basinHalfZ - this.radiusZ;
249
- let collisionTorque = 0;
250
- if (position.x < minX) {
251
- position.x = minX;
252
- this.velocity.x = Math.abs(this.velocity.x) * 0.42;
253
- collisionTorque += 1.8;
254
- }
255
- else if (position.x > maxX) {
256
- position.x = maxX;
257
- this.velocity.x = -Math.abs(this.velocity.x) * 0.42;
258
- collisionTorque -= 1.8;
259
- }
260
- if (position.z < minZ) {
261
- position.z = minZ;
262
- this.velocity.z = Math.abs(this.velocity.z) * 0.42;
263
- collisionTorque -= 1.35;
264
- }
265
- else if (position.z > maxZ) {
266
- position.z = maxZ;
267
- this.velocity.z = -Math.abs(this.velocity.z) * 0.42;
268
- collisionTorque += 1.35;
269
- }
270
- const speedSq = this.velocity.x * this.velocity.x + this.velocity.z * this.velocity.z;
271
- if (speedSq > 0.0012) {
272
- const desiredYaw = Math.atan2(-this.velocity.z, this.velocity.x);
273
- const yawDifference = Math.atan2(Math.sin(desiredYaw - this.yaw), Math.cos(desiredYaw - this.yaw));
274
- this.yawVelocity += yawDifference * 2.7 * dt;
275
- }
276
- const impactSide = THREE.MathUtils.clamp((position.z - impactZ) * 2.2, -1, 1);
277
- this.yawVelocity += (collisionTorque + sample.impact * impactSide * 2.2) * dt;
278
- this.yawVelocity *= Math.exp(-2.25 * dt);
279
- this.yaw += this.yawVelocity * dt;
280
- const forwardX = Math.cos(this.yaw);
281
- const forwardZ = -Math.sin(this.yaw);
282
- const rightX = Math.sin(this.yaw);
283
- const rightZ = Math.cos(this.yaw);
284
- const forwardSlope = sample.slopeX * forwardX + sample.slopeZ * forwardZ;
285
- const rightSlope = sample.slopeX * rightX + sample.slopeZ * rightZ;
286
- const desiredPitch = THREE.MathUtils.clamp(Math.atan(forwardSlope) - sample.impact * 0.12, -0.25, 0.25);
287
- const desiredRoll = THREE.MathUtils.clamp(-Math.atan(rightSlope) - this.yawVelocity * 0.055, -0.24, 0.24);
288
- const tiltBlend = 1 - Math.exp(-5.2 * dt);
289
- this.pitch = THREE.MathUtils.lerp(this.pitch, desiredPitch, tiltBlend);
290
- this.roll = THREE.MathUtils.lerp(this.roll, desiredRoll, tiltBlend);
291
- this.group.rotation.y = this.yaw;
292
- this.model.rotation.x = this.roll;
293
- this.model.rotation.z = this.pitch;
294
- this.model.position.y = Math.sin(elapsed * 3.1 + position.x * 1.7) * 0.0025;
295
- }
296
- dispose() {
297
- this.pickGeometry.dispose();
298
- this.pickMaterial.dispose();
299
- this.sphereGeometry.dispose();
300
- this.tailGeometry.dispose();
301
- this.yellowMaterial.dispose();
302
- this.wingMaterial.dispose();
303
- this.beakMaterial.dispose();
304
- this.eyeMaterial.dispose();
305
- this.highlightMaterial.dispose();
306
- }
307
- }
1
+ import * as THREE from 'three';
2
+ function addScaledSphere(group, geometry, material, position, scale, rotation = null) {
3
+ const mesh = new THREE.Mesh(geometry, material);
4
+ mesh.position.set(...position);
5
+ mesh.scale.set(...scale);
6
+ if (rotation)
7
+ mesh.rotation.set(...rotation);
8
+ mesh.castShadow = true;
9
+ mesh.receiveShadow = true;
10
+ group.add(mesh);
11
+ return mesh;
12
+ }
13
+ /** 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。 */
14
+ export class FloatingDuck {
15
+ bounds;
16
+ /** 静水面高度;setEnvironment 会随容器变化更新(故非 readonly)。 */
17
+ waterY;
18
+ start;
19
+ velocity;
20
+ surfaceSample;
21
+ yaw;
22
+ yawVelocity;
23
+ pitch;
24
+ roll;
25
+ radiusX;
26
+ radiusZ;
27
+ active;
28
+ dragging;
29
+ dragOffset;
30
+ dragVelocity;
31
+ lastDragPosition;
32
+ group;
33
+ model;
34
+ pickGeometry;
35
+ pickMaterial;
36
+ pickMesh;
37
+ yellowMaterial;
38
+ wingMaterial;
39
+ beakMaterial;
40
+ eyeMaterial;
41
+ highlightMaterial;
42
+ sphereGeometry;
43
+ body;
44
+ head;
45
+ beak;
46
+ tailGeometry;
47
+ tail;
48
+ constructor({ basinMinX, basinMaxX, basinHalfZ, waterY, startX = 1.2, startZ = 0.24, }) {
49
+ this.bounds = { basinMinX, basinMaxX, basinHalfZ, centerZ: 0 };
50
+ this.waterY = waterY;
51
+ this.start = new THREE.Vector3(startX, waterY - 0.016, startZ);
52
+ this.velocity = new THREE.Vector3();
53
+ this.surfaceSample = {};
54
+ this.yaw = Math.PI;
55
+ this.yawVelocity = 0;
56
+ this.pitch = 0;
57
+ this.roll = 0;
58
+ this.radiusX = 0.19;
59
+ this.radiusZ = 0.145;
60
+ this.active = true;
61
+ this.dragging = false;
62
+ this.dragOffset = new THREE.Vector2();
63
+ this.dragVelocity = new THREE.Vector2();
64
+ this.lastDragPosition = new THREE.Vector2();
65
+ this.group = new THREE.Group();
66
+ this.group.name = 'floating-rubber-duck';
67
+ this.model = new THREE.Group();
68
+ this.group.add(this.model);
69
+ this.pickGeometry = new THREE.SphereGeometry(0.29, 12, 8);
70
+ this.pickMaterial = new THREE.MeshBasicMaterial({
71
+ transparent: true,
72
+ opacity: 0,
73
+ depthWrite: false,
74
+ colorWrite: false,
75
+ });
76
+ this.pickMesh = new THREE.Mesh(this.pickGeometry, this.pickMaterial);
77
+ this.pickMesh.name = 'rubber-duck-pick-volume';
78
+ this.pickMesh.position.y = 0.13;
79
+ this.pickMesh.layers.set(2);
80
+ this.group.add(this.pickMesh);
81
+ this.yellowMaterial = new THREE.MeshPhysicalMaterial({
82
+ color: 0xf2b705,
83
+ roughness: 0.46,
84
+ metalness: 0,
85
+ clearcoat: 0.32,
86
+ clearcoatRoughness: 0.28,
87
+ });
88
+ this.wingMaterial = new THREE.MeshPhysicalMaterial({
89
+ color: 0xd99b03,
90
+ roughness: 0.48,
91
+ metalness: 0,
92
+ clearcoat: 0.24,
93
+ });
94
+ this.beakMaterial = new THREE.MeshPhysicalMaterial({
95
+ color: 0xe85e06,
96
+ roughness: 0.42,
97
+ metalness: 0,
98
+ clearcoat: 0.25,
99
+ });
100
+ this.eyeMaterial = new THREE.MeshStandardMaterial({ color: 0x101518, roughness: 0.2 });
101
+ this.highlightMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff });
102
+ this.sphereGeometry = new THREE.SphereGeometry(1, 32, 20);
103
+ this.body = addScaledSphere(this.model, this.sphereGeometry, this.yellowMaterial, [0, 0.072, 0], [0.19, 0.12, 0.132]);
104
+ this.head = addScaledSphere(this.model, this.sphereGeometry, this.yellowMaterial, [0.115, 0.205, 0], [0.098, 0.102, 0.096]);
105
+ this.beak = addScaledSphere(this.model, this.sphereGeometry, this.beakMaterial, [0.203, 0.191, 0], [0.071, 0.026, 0.047]);
106
+ for (const side of [-1, 1]) {
107
+ addScaledSphere(this.model, this.sphereGeometry, this.wingMaterial, [-0.02, 0.092, side * 0.115], [0.105, 0.048, 0.052], [side * 0.18, 0, side * 0.08]);
108
+ addScaledSphere(this.model, this.sphereGeometry, this.eyeMaterial, [0.176, 0.237, side * 0.069], [0.014, 0.017, 0.011]);
109
+ addScaledSphere(this.model, this.sphereGeometry, this.highlightMaterial, [0.184, 0.244, side * 0.077], [0.0045, 0.005, 0.0035]);
110
+ }
111
+ this.tailGeometry = new THREE.ConeGeometry(0.052, 0.105, 20);
112
+ this.tail = new THREE.Mesh(this.tailGeometry, this.yellowMaterial);
113
+ this.tail.position.set(-0.177, 0.132, 0);
114
+ this.tail.rotation.z = -Math.PI * 0.5;
115
+ this.tail.castShadow = true;
116
+ this.model.add(this.tail);
117
+ this.reset();
118
+ }
119
+ setActive(active) {
120
+ this.active = active;
121
+ this.group.visible = active;
122
+ }
123
+ setEnvironment({ minX, maxX, halfZ, centerZ = 0, waterY }, reposition = false) {
124
+ this.bounds.basinMinX = minX;
125
+ this.bounds.basinMaxX = maxX;
126
+ this.bounds.basinHalfZ = halfZ;
127
+ this.bounds.centerZ = centerZ;
128
+ this.waterY = waterY;
129
+ if (reposition) {
130
+ const receiverWidth = maxX - minX;
131
+ this.place(minX + Math.min(0.75, receiverWidth * 0.35), centerZ + Math.min(0.2, halfZ * 0.3));
132
+ }
133
+ else {
134
+ this.clampToBounds();
135
+ }
136
+ }
137
+ place(x, z) {
138
+ this.group.position.set(x, this.waterY - 0.016, z);
139
+ this.velocity.set(0, 0, 0);
140
+ this.clampToBounds();
141
+ }
142
+ translateContainer(deltaX, deltaZ) {
143
+ this.group.position.x += deltaX;
144
+ this.group.position.z += deltaZ;
145
+ this.clampToBounds();
146
+ }
147
+ beginDrag(worldX, worldZ) {
148
+ this.dragging = true;
149
+ this.dragOffset.set(this.group.position.x - worldX, this.group.position.z - worldZ);
150
+ this.lastDragPosition.set(this.group.position.x, this.group.position.z);
151
+ this.dragVelocity.set(0, 0);
152
+ this.velocity.x = 0;
153
+ this.velocity.z = 0;
154
+ }
155
+ dragTo(worldX, worldZ, deltaSeconds) {
156
+ if (!this.dragging)
157
+ return;
158
+ const previousX = this.group.position.x;
159
+ const previousZ = this.group.position.z;
160
+ this.group.position.x = worldX + this.dragOffset.x;
161
+ this.group.position.z = worldZ + this.dragOffset.y;
162
+ this.clampToBounds();
163
+ const inverseDelta = 1 / Math.max(deltaSeconds, 1 / 120);
164
+ const measuredX = (this.group.position.x - previousX) * inverseDelta;
165
+ const measuredZ = (this.group.position.z - previousZ) * inverseDelta;
166
+ this.dragVelocity.x = THREE.MathUtils.lerp(this.dragVelocity.x, measuredX, 0.42);
167
+ this.dragVelocity.y = THREE.MathUtils.lerp(this.dragVelocity.y, measuredZ, 0.42);
168
+ this.velocity.x = this.dragVelocity.x;
169
+ this.velocity.z = this.dragVelocity.y;
170
+ this.lastDragPosition.set(this.group.position.x, this.group.position.z);
171
+ }
172
+ endDrag() {
173
+ if (!this.dragging)
174
+ return;
175
+ this.dragging = false;
176
+ const releaseSpeed = Math.hypot(this.dragVelocity.x, this.dragVelocity.y);
177
+ const releaseScale = releaseSpeed > 1.5 ? 1.5 / releaseSpeed : 1;
178
+ this.velocity.x = this.dragVelocity.x * releaseScale;
179
+ this.velocity.z = this.dragVelocity.y * releaseScale;
180
+ this.yawVelocity += THREE.MathUtils.clamp(this.velocity.z * 0.34, -0.7, 0.7);
181
+ }
182
+ clampToBounds() {
183
+ const minX = this.bounds.basinMinX + this.radiusX;
184
+ const maxX = this.bounds.basinMaxX - this.radiusX;
185
+ const minZ = this.bounds.centerZ - this.bounds.basinHalfZ + this.radiusZ;
186
+ const maxZ = this.bounds.centerZ + this.bounds.basinHalfZ - this.radiusZ;
187
+ this.group.position.x = THREE.MathUtils.clamp(this.group.position.x, minX, maxX);
188
+ this.group.position.z = THREE.MathUtils.clamp(this.group.position.z, minZ, maxZ);
189
+ }
190
+ reset() {
191
+ this.group.position.copy(this.start);
192
+ this.velocity.set(0, 0, 0);
193
+ this.yaw = Math.PI;
194
+ this.yawVelocity = 0;
195
+ this.pitch = 0;
196
+ this.roll = 0;
197
+ this.dragging = false;
198
+ this.dragVelocity.set(0, 0);
199
+ this.group.rotation.set(0, this.yaw, 0);
200
+ this.model.rotation.set(0, 0, 0);
201
+ }
202
+ update(delta, elapsed, { surface = null, impactX = 0, impactZ = 0, impactEnergy = 0, emitting = false, } = {}) {
203
+ if (!this.active)
204
+ return;
205
+ const dt = Math.min(delta, 1 / 30);
206
+ const position = this.group.position;
207
+ const sample = surface?.sampleSurface(position.x, position.z, this.surfaceSample) || this.surfaceSample;
208
+ if (!surface) {
209
+ sample.height = 0;
210
+ sample.velocityY = 0;
211
+ sample.slopeX = 0;
212
+ sample.slopeZ = 0;
213
+ sample.flowX = 0;
214
+ sample.flowZ = 0;
215
+ const dx = position.x - impactX;
216
+ const dz = position.z - impactZ;
217
+ const distanceSq = dx * dx + dz * dz;
218
+ const strength = emitting ? Math.min(impactEnergy * 0.065, 0.9) * Math.exp(-distanceSq / 0.48) : 0;
219
+ const inverseDistance = 1 / Math.max(Math.sqrt(distanceSq), 0.06);
220
+ sample.flowX = strength * (0.42 + dx * inverseDistance * 0.68);
221
+ sample.flowZ = strength * dz * inverseDistance * 0.92;
222
+ sample.impact = strength * Math.exp(-distanceSq / 0.095);
223
+ }
224
+ const equilibriumY = this.waterY + sample.height - 0.016;
225
+ const buoyancyAcceleration = (equilibriumY - position.y) * 34;
226
+ const verticalDamping = (sample.velocityY - this.velocity.y) * 5.8;
227
+ this.velocity.y += (buoyancyAcceleration + verticalDamping - sample.impact * 4.4) * dt;
228
+ if (!this.dragging) {
229
+ const flowResponse = 2.65;
230
+ this.velocity.x += ((sample.flowX - this.velocity.x) * flowResponse - sample.slopeX * 1.75) * dt;
231
+ this.velocity.z += ((sample.flowZ - this.velocity.z) * flowResponse - sample.slopeZ * 1.75) * dt;
232
+ const horizontalDrag = Math.exp(-0.72 * dt);
233
+ this.velocity.x *= horizontalDrag;
234
+ this.velocity.z *= horizontalDrag;
235
+ const horizontalSpeed = Math.hypot(this.velocity.x, this.velocity.z);
236
+ if (horizontalSpeed > 1.35) {
237
+ const scale = 1.35 / horizontalSpeed;
238
+ this.velocity.x *= scale;
239
+ this.velocity.z *= scale;
240
+ }
241
+ position.x += this.velocity.x * dt;
242
+ position.z += this.velocity.z * dt;
243
+ }
244
+ position.y += this.velocity.y * dt;
245
+ const minX = this.bounds.basinMinX + this.radiusX;
246
+ const maxX = this.bounds.basinMaxX - this.radiusX;
247
+ const minZ = this.bounds.centerZ - this.bounds.basinHalfZ + this.radiusZ;
248
+ const maxZ = this.bounds.centerZ + this.bounds.basinHalfZ - this.radiusZ;
249
+ let collisionTorque = 0;
250
+ if (position.x < minX) {
251
+ position.x = minX;
252
+ this.velocity.x = Math.abs(this.velocity.x) * 0.42;
253
+ collisionTorque += 1.8;
254
+ }
255
+ else if (position.x > maxX) {
256
+ position.x = maxX;
257
+ this.velocity.x = -Math.abs(this.velocity.x) * 0.42;
258
+ collisionTorque -= 1.8;
259
+ }
260
+ if (position.z < minZ) {
261
+ position.z = minZ;
262
+ this.velocity.z = Math.abs(this.velocity.z) * 0.42;
263
+ collisionTorque -= 1.35;
264
+ }
265
+ else if (position.z > maxZ) {
266
+ position.z = maxZ;
267
+ this.velocity.z = -Math.abs(this.velocity.z) * 0.42;
268
+ collisionTorque += 1.35;
269
+ }
270
+ const speedSq = this.velocity.x * this.velocity.x + this.velocity.z * this.velocity.z;
271
+ if (speedSq > 0.0012) {
272
+ const desiredYaw = Math.atan2(-this.velocity.z, this.velocity.x);
273
+ const yawDifference = Math.atan2(Math.sin(desiredYaw - this.yaw), Math.cos(desiredYaw - this.yaw));
274
+ this.yawVelocity += yawDifference * 2.7 * dt;
275
+ }
276
+ const impactSide = THREE.MathUtils.clamp((position.z - impactZ) * 2.2, -1, 1);
277
+ this.yawVelocity += (collisionTorque + sample.impact * impactSide * 2.2) * dt;
278
+ this.yawVelocity *= Math.exp(-2.25 * dt);
279
+ this.yaw += this.yawVelocity * dt;
280
+ const forwardX = Math.cos(this.yaw);
281
+ const forwardZ = -Math.sin(this.yaw);
282
+ const rightX = Math.sin(this.yaw);
283
+ const rightZ = Math.cos(this.yaw);
284
+ const forwardSlope = sample.slopeX * forwardX + sample.slopeZ * forwardZ;
285
+ const rightSlope = sample.slopeX * rightX + sample.slopeZ * rightZ;
286
+ const desiredPitch = THREE.MathUtils.clamp(Math.atan(forwardSlope) - sample.impact * 0.12, -0.25, 0.25);
287
+ const desiredRoll = THREE.MathUtils.clamp(-Math.atan(rightSlope) - this.yawVelocity * 0.055, -0.24, 0.24);
288
+ const tiltBlend = 1 - Math.exp(-5.2 * dt);
289
+ this.pitch = THREE.MathUtils.lerp(this.pitch, desiredPitch, tiltBlend);
290
+ this.roll = THREE.MathUtils.lerp(this.roll, desiredRoll, tiltBlend);
291
+ this.group.rotation.y = this.yaw;
292
+ this.model.rotation.x = this.roll;
293
+ this.model.rotation.z = this.pitch;
294
+ this.model.position.y = Math.sin(elapsed * 3.1 + position.x * 1.7) * 0.0025;
295
+ }
296
+ dispose() {
297
+ this.pickGeometry.dispose();
298
+ this.pickMaterial.dispose();
299
+ this.sphereGeometry.dispose();
300
+ this.tailGeometry.dispose();
301
+ this.yellowMaterial.dispose();
302
+ this.wingMaterial.dispose();
303
+ this.beakMaterial.dispose();
304
+ this.eyeMaterial.dispose();
305
+ this.highlightMaterial.dispose();
306
+ }
307
+ }