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.
- package/DirectionalLight.d.ts +6 -6
- package/DirectionalLight.js +68 -68
- package/EventMap.d.ts +103 -103
- package/EventMap.js +17 -17
- package/EventMesh.d.ts +18 -18
- package/EventMesh.js +59 -59
- package/ExtrudeMesh.d.ts +112 -112
- package/ExtrudeMesh.js +342 -342
- package/FPScontrol.d.ts +531 -511
- package/FPScontrol.js +1866 -1799
- package/FPScontrol.ts +1922 -1855
- package/Fire/Fire.d.ts +28 -28
- package/Fire/Fire.js +80 -80
- package/Fire/FireGeometry.d.ts +9 -9
- package/Fire/FireGeometry.js +40 -40
- package/Fire/FireMaterial.d.ts +28 -28
- package/Fire/FireMaterial.js +32 -32
- package/Fire/index.d.ts +2 -2
- package/Fire/index.js +2 -2
- package/GLTFDracoLoader.d.ts +71 -71
- package/GLTFDracoLoader.js +266 -266
- package/GLTFDracoLoader.ts +1 -1
- package/Grass/Grass.d.ts +8 -8
- package/Grass/Grass.js +38 -38
- package/Grass/index.d.ts +2 -2
- package/Grass/index.js +2 -2
- package/Ground1/Ground1.d.ts +10 -10
- package/Ground1/Ground1.js +71 -71
- package/Ground1/index.d.ts +1 -1
- package/Ground1/index.js +1 -1
- package/MeshBase.d.ts +36 -36
- package/MeshBase.js +251 -247
- package/MeshBase.ts +6 -2
- package/Mirror.d.ts +25 -25
- package/Mirror.js +143 -143
- package/MktMesh/MktMesh.d.ts +301 -291
- package/MktMesh/MktMesh.js +1064 -1045
- package/MktMesh/MktMesh.ts +32 -11
- package/MktMesh/assetUrl.d.ts +59 -35
- package/MktMesh/assetUrl.js +165 -69
- package/MktMesh/assetUrl.ts +164 -69
- package/MktMesh/mktMappingShader.d.ts +12 -12
- package/MktMesh/mktMappingShader.js +138 -138
- package/MktMesh/mktMappingShader.ts +139 -139
- package/MktMesh/mktShader.d.ts +263 -263
- package/MktMesh/mktShader.js +1236 -1236
- package/MktMesh/mktShader.ts +1344 -1344
- package/MktMesh/panoBitmapTexture.d.ts +25 -25
- package/MktMesh/panoBitmapTexture.js +52 -52
- package/MktMesh/panoBitmapTexture.ts +54 -54
- package/MktMesh/panoSlotBind.d.ts +29 -29
- package/MktMesh/panoSlotBind.js +106 -106
- package/MktMesh/panoSlotBind.ts +153 -153
- package/MktMesh/panoSlotRoster.d.ts +22 -22
- package/MktMesh/panoSlotRoster.js +169 -169
- package/MktMesh/panoSlotRoster.ts +168 -168
- package/MktMesh/panoTileStitcher.d.ts +119 -119
- package/MktMesh/panoTileStitcher.js +529 -529
- package/MktMesh/panoTileStitcher.ts +616 -616
- package/MktMesh/types.d.ts +75 -75
- package/MktMesh/types.js +1 -1
- package/MktMesh/wallCapTessellate.d.ts +33 -33
- package/MktMesh/wallCapTessellate.js +97 -97
- package/MktMesh/wallCapTessellate.ts +68 -68
- package/PipeMesh/PathGeometry.d.ts +44 -44
- package/PipeMesh/PathGeometry.js +307 -307
- package/PipeMesh/PathPoint.d.ts +17 -17
- package/PipeMesh/PathPoint.js +31 -31
- package/PipeMesh/PathPointList.d.ts +31 -31
- package/PipeMesh/PathPointList.js +209 -209
- package/PipeMesh/PathTubeGeometry.d.ts +25 -25
- package/PipeMesh/PathTubeGeometry.js +130 -130
- package/PipeMesh/PipeMesh.d.ts +25 -25
- package/PipeMesh/PipeMesh.js +63 -63
- package/PipeMesh/index.d.ts +1 -1
- package/PipeMesh/index.js +1 -1
- package/PlaneModal1/PlaneModal1.d.ts +34 -34
- package/PlaneModal1/PlaneModal1.js +109 -109
- package/PlaneModal1/index.d.ts +1 -1
- package/PlaneModal1/index.js +1 -1
- package/PlaneText.d.ts +27 -27
- package/PlaneText.js +35 -35
- package/PlaneWithHtml.d.ts +13 -13
- package/PlaneWithHtml.js +66 -64
- package/PlaneWithHtml.ts +3 -1
- package/PointLight/PointLight.d.ts +13 -13
- package/PointLight/PointLight.js +64 -64
- package/PointLight/index.d.ts +1 -1
- package/PointLight/index.js +1 -1
- package/Sky/Sky.d.ts +9 -9
- package/Sky/Sky.js +22 -22
- package/Sky/index.d.ts +1 -1
- package/Sky/index.js +1 -1
- package/SpotLight.d.ts +6 -6
- package/SpotLight.js +72 -72
- package/SpriteModal1/SpriteModal1.d.ts +33 -33
- package/SpriteModal1/SpriteModal1.js +116 -116
- package/SpriteModal1/index.d.ts +1 -1
- package/SpriteModal1/index.js +1 -1
- package/SpriteText.d.ts +46 -46
- package/SpriteText.js +176 -176
- package/SpriteText2.d.ts +48 -48
- package/SpriteText2.js +223 -223
- package/SpriteText3.d.ts +86 -86
- package/SpriteText3.js +517 -517
- package/SpriteText3.ts +599 -599
- package/SpriteWithHtml.d.ts +9 -9
- package/SpriteWithHtml.js +46 -44
- package/SpriteWithHtml.ts +3 -1
- package/Text3D/Text3D.d.ts +20 -20
- package/Text3D/Text3D.js +58 -58
- package/Text3D/fontController.d.ts +60 -60
- package/Text3D/fontController.js +166 -166
- package/Text3D/index.d.ts +1 -1
- package/Text3D/index.js +1 -1
- package/ThreeBase.d.ts +248 -248
- package/ThreeBase.js +1202 -1202
- package/ThreeBase.ts +1314 -1314
- package/ThreeMouse.d.ts +53 -54
- package/ThreeMouse.js +453 -453
- package/Transition.d.ts +45 -45
- package/Transition.js +209 -209
- package/Water/Water.d.ts +5 -5
- package/Water/Water.js +44 -44
- package/Water/index.d.ts +2 -2
- package/Water/index.js +2 -2
- package/WaterFlow/FloatingDuck.d.ts +88 -88
- package/WaterFlow/FloatingDuck.js +307 -307
- package/WaterFlow/FloatingDuck.ts +445 -445
- package/WaterFlow/GPUFluidSimulation.d.ts +56 -56
- package/WaterFlow/GPUFluidSimulation.js +781 -781
- package/WaterFlow/GPUFluidSimulation.ts +827 -827
- package/WaterFlow/ReservoirSystem.d.ts +106 -106
- package/WaterFlow/ReservoirSystem.js +611 -611
- package/WaterFlow/ReservoirSystem.ts +754 -754
- package/WaterFlow/SPHField.d.ts +35 -35
- package/WaterFlow/SPHField.js +203 -203
- package/WaterFlow/SPHField.ts +228 -228
- package/WaterFlow/ScreenSpaceFluidPass.d.ts +69 -69
- package/WaterFlow/ScreenSpaceFluidPass.js +728 -728
- package/WaterFlow/ScreenSpaceFluidPass.ts +789 -789
- package/WaterFlow/ShallowWaterSurface.d.ts +45 -45
- package/WaterFlow/ShallowWaterSurface.js +438 -438
- package/WaterFlow/ShallowWaterSurface.ts +510 -510
- package/WaterFlow/WaterFlow.d.ts +87 -87
- package/WaterFlow/WaterFlow.js +171 -171
- package/WaterFlow/WaterFlow.ts +219 -219
- package/WaterFlow/types.d.ts +161 -161
- package/WaterFlow/types.js +1 -1
- package/WaterFlow/types.ts +189 -189
- package/WaterFlow/waterFlowPass.d.ts +3 -3
- package/WaterFlow/waterFlowPass.js +20 -20
- package/WaterFlow/waterFlowPass.ts +40 -40
- package/collisionOBB.d.ts +42 -42
- package/collisionOBB.js +112 -112
- package/collisionOBB.ts +108 -108
- package/declare.d.ts +25 -25
- package/index.d.ts +1 -1
- package/index.js +1 -1
- package/instanced/InstancedBatch.d.ts +57 -57
- package/instanced/InstancedBatch.js +348 -348
- package/instanced/InstancedBatch.ts +406 -406
- package/instanced/InstancedChild.d.ts +174 -174
- package/instanced/InstancedChild.js +264 -264
- package/instanced/InstancedChild.ts +327 -327
- package/instanced/InstancedGroup.d.ts +43 -43
- package/instanced/InstancedGroup.js +126 -126
- package/instanced/InstancedGroup.ts +137 -137
- package/instanced/InstancedMeshBase.d.ts +38 -38
- package/instanced/InstancedMeshBase.js +282 -282
- package/instanced/InstancedTemplate.d.ts +46 -46
- package/instanced/InstancedTemplate.js +125 -125
- package/keyControls.d.ts +29 -30
- package/keyControls.js +101 -101
- package/lensflare/LensFlare.d.ts +39 -39
- package/lensflare/LensFlare.js +284 -284
- package/package.json +6 -1
- package/pass/bloom_pass.d.ts +2 -2
- package/pass/bloom_pass.js +174 -174
- package/pass/cover_pass.d.ts +2 -2
- package/pass/cover_pass.js +108 -108
- package/pass/debugDepthState.d.ts +20 -20
- package/pass/debugDepthState.js +9 -9
- package/pass/debugDepthState.ts +22 -22
- package/pass/depthTestBias.d.ts +12 -12
- package/pass/depthTestBias.js +12 -12
- package/pass/depthTestBias.ts +12 -12
- package/pass/effectUserData.d.ts +27 -27
- package/pass/effectUserData.js +1 -1
- package/pass/effectUserData.ts +46 -46
- package/pass/frosted_glass_pass.d.ts +2 -2
- package/pass/frosted_glass_pass.js +150 -150
- package/pass/fsQuad.d.ts +9 -9
- package/pass/fsQuad.js +28 -28
- package/pass/glow_pass.d.ts +2 -2
- package/pass/glow_pass.js +350 -350
- package/pass/screen_bloom_pass.d.ts +11 -11
- package/pass/screen_bloom_pass.js +136 -136
- package/pass/ssao_pass.d.ts +88 -88
- package/pass/ssao_pass.js +799 -799
- package/pass/ssao_pass.ts +918 -918
- package/pass/stroke_pass.d.ts +2 -2
- package/pass/stroke_pass.js +267 -267
- package/shaders/FXAAShaderMaterial.d.ts +3 -3
- package/shaders/FXAAShaderMaterial.js +20 -20
- package/shaders/baseDepthVisShader.d.ts +11 -11
- package/shaders/baseDepthVisShader.js +36 -36
- package/shaders/baseDepthVisShader.ts +36 -36
- package/shaders/baseTextureToRenderShader.d.ts +2 -2
- package/shaders/baseTextureToRenderShader.js +19 -19
- package/shaders/copyShader.d.ts +3 -3
- package/shaders/copyShader.js +13 -13
- package/shaders/debugDepthCompareShader.d.ts +14 -14
- package/shaders/debugDepthCompareShader.js +49 -49
- package/shaders/debugDepthCompareShader.ts +50 -50
- package/shaders/debugDepthJudgeShader.d.ts +18 -18
- package/shaders/debugDepthJudgeShader.js +52 -52
- package/shaders/debugDepthJudgeShader.ts +54 -54
- package/shaders/debugExcludedShader.d.ts +13 -13
- package/shaders/debugExcludedShader.js +46 -46
- package/shaders/debugExcludedShader.ts +48 -48
- package/spriteTextBg.d.ts +1 -1
- package/spriteTextBg.js +20 -20
- package/spriteTextBg.ts +20 -20
- package/threeLoader.d.ts +35 -35
- package/threeLoader.js +518 -518
- package/threeUtils.d.ts +71 -53
- package/threeUtils.js +363 -329
- package/threeUtils.ts +35 -0
- package/types.d.ts +2 -2
- package/types.js +6 -6
package/WaterFlow/WaterFlow.d.ts
CHANGED
|
@@ -1,87 +1,87 @@
|
|
|
1
|
-
import * as THREE from 'three';
|
|
2
|
-
import { ScreenSpaceFluidPass } from './ScreenSpaceFluidPass';
|
|
3
|
-
import type { BasinConfig, FluidParameters, FluidQuality, ReservoirState, WaterFlowBaseTextures, WaterFlowOptions, WaterFlowRenderOptions } from './types';
|
|
4
|
-
/**
|
|
5
|
-
* WaterFlow —— 可独立使用的水流对象封装。
|
|
6
|
-
*
|
|
7
|
-
* 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:
|
|
8
|
-
* 对外只暴露 update / 参数 setter / createPass,调用方无需关心 GPU ping-pong、
|
|
9
|
-
* SPH 场、深度重建等内部细节。
|
|
10
|
-
*
|
|
11
|
-
* 两种渲染模式:
|
|
12
|
-
* A. 自渲染模式(默认):createPass(scene, camera) 不传 base 纹理。pass 内部
|
|
13
|
-
* 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。
|
|
14
|
-
* B. 注入基础纹理模式:createPass(scene, camera, baseTextures),其中
|
|
15
|
-
* baseTextures = { colorTexture, depthTexture, depthMode }。pass 直接消费
|
|
16
|
-
* 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
|
|
17
|
-
* 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。
|
|
18
|
-
* depthMode: 'standard'(默认,普通透视深度)| 'logarithmic'
|
|
19
|
-
* (three-base 开 logarithmicDepthBuffer 时,与 frosted_glass_pass 解码对齐)。
|
|
20
|
-
*
|
|
21
|
-
* 集成到 three-base(手写 fsQuad 后处理):
|
|
22
|
-
* const water = new WaterFlow(renderer, { size: 200 });
|
|
23
|
-
* const pass = water.createPass(scene, camera, {
|
|
24
|
-
* colorTexture: this.baseRenderTarget.texture,
|
|
25
|
-
* depthTexture: this.baseDepthTexture,
|
|
26
|
-
* depthMode: 'logarithmic',
|
|
27
|
-
* });
|
|
28
|
-
* // 每帧:先 renderer.setRenderTarget(baseRenderTarget); renderer.render(scene, camera);
|
|
29
|
-
* // 再 renderAoDepthPass(renderer, camera, scene, depthRenderTarget); // 写 baseDepthTexture
|
|
30
|
-
* // 然后 water.update(dt, elapsed);
|
|
31
|
-
* // 最后 setRenderTarget(screenRT); fsQuad.render(renderer, pass.material);
|
|
32
|
-
* // 注意:WaterFlow 的 composite 是纯消费 base 纹理的 fsQuad,可直接放进你的链。
|
|
33
|
-
*/
|
|
34
|
-
export declare class WaterFlow {
|
|
35
|
-
private readonly renderer;
|
|
36
|
-
private width;
|
|
37
|
-
private height;
|
|
38
|
-
private readonly scale;
|
|
39
|
-
private readonly simulation;
|
|
40
|
-
/** createPass 之前为 null;各渲染参数 setter 走 `this.pass?.xxx` 可选链。 */
|
|
41
|
-
private pass;
|
|
42
|
-
constructor(renderer: THREE.WebGLRenderer, options?: WaterFlowOptions);
|
|
43
|
-
get supported(): boolean;
|
|
44
|
-
get count(): number;
|
|
45
|
-
get positionTexture(): THREE.Texture | null;
|
|
46
|
-
get velocityTexture(): THREE.Texture | null;
|
|
47
|
-
/**
|
|
48
|
-
* 生成屏幕空间流体 pass 并接入渲染链。
|
|
49
|
-
* @param scene 主场景(注入 base 纹理模式下不会被 pass 自渲染)
|
|
50
|
-
* @param camera 主相机(粒子投影 / spray 渲染需要)
|
|
51
|
-
* @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。
|
|
52
|
-
* @returns 不支持浮点纹理时返回 null
|
|
53
|
-
*
|
|
54
|
-
* ⚠️ ScreenSpaceFluidPass 按**透视相机**建模(setSize 无条件读 `camera.fov` 算 pointScale、
|
|
55
|
-
* depthMaterial 走 projectionMatrix 重建深度),故此处收 PerspectiveCamera。
|
|
56
|
-
* ThreeBase.getCamera() 的返回类型是 `PerspectiveCamera | OrthographicCamera`,
|
|
57
|
-
* 调用处已显式窄化(见 ThreeBase 内 waterFlow.createPass 那行)。
|
|
58
|
-
* ⚠️ 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**)。
|
|
59
|
-
*/
|
|
60
|
-
createPass(scene: THREE.Scene, camera: THREE.PerspectiveCamera, baseTextures?: WaterFlowBaseTextures | null): ScreenSpaceFluidPass | null;
|
|
61
|
-
/** 推进一帧模拟。 */
|
|
62
|
-
update(delta: number, elapsed: number): void;
|
|
63
|
-
setParameters(p: FluidParameters): void;
|
|
64
|
-
setReservoirState(state: ReservoirState): void;
|
|
65
|
-
setContainerMotion(accelerationX?: number, accelerationZ?: number): void;
|
|
66
|
-
setBasin(basin: BasinConfig): void;
|
|
67
|
-
/** 运行时改喷流起点(喷嘴)坐标 */
|
|
68
|
-
setNozzle(x: number, y: number, z: number): void;
|
|
69
|
-
/** 运行时改喷流方向(轴向,会被归一化) */
|
|
70
|
-
setJetDirection(dx: number, dy: number, dz: number): void;
|
|
71
|
-
/** 运行时开关粒子与 basin/地面碰撞回弹 */
|
|
72
|
-
setCollision(enabled: boolean): void;
|
|
73
|
-
reset(): void;
|
|
74
|
-
setAirFraction(value: number): void;
|
|
75
|
-
setParticleRadius(value: number): void;
|
|
76
|
-
setRetainedFluidVisible(value: boolean): void;
|
|
77
|
-
setQuality(quality: FluidQuality): void;
|
|
78
|
-
/** 运行时刷新注入的基础纹理(three-base resize / 切换 baseRT 时调用)。 */
|
|
79
|
-
setBaseTextures(baseTextures: WaterFlowBaseTextures): void;
|
|
80
|
-
resize(width: number, height: number): void;
|
|
81
|
-
/**
|
|
82
|
-
* 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,
|
|
83
|
-
* 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)。
|
|
84
|
-
*/
|
|
85
|
-
renderInto(renderer: THREE.WebGLRenderer, opts: WaterFlowRenderOptions): void;
|
|
86
|
-
dispose(): void;
|
|
87
|
-
}
|
|
1
|
+
import * as THREE from 'three';
|
|
2
|
+
import { ScreenSpaceFluidPass } from './ScreenSpaceFluidPass';
|
|
3
|
+
import type { BasinConfig, FluidParameters, FluidQuality, ReservoirState, WaterFlowBaseTextures, WaterFlowOptions, WaterFlowRenderOptions } from './types';
|
|
4
|
+
/**
|
|
5
|
+
* WaterFlow —— 可独立使用的水流对象封装。
|
|
6
|
+
*
|
|
7
|
+
* 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:
|
|
8
|
+
* 对外只暴露 update / 参数 setter / createPass,调用方无需关心 GPU ping-pong、
|
|
9
|
+
* SPH 场、深度重建等内部细节。
|
|
10
|
+
*
|
|
11
|
+
* 两种渲染模式:
|
|
12
|
+
* A. 自渲染模式(默认):createPass(scene, camera) 不传 base 纹理。pass 内部
|
|
13
|
+
* 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。
|
|
14
|
+
* B. 注入基础纹理模式:createPass(scene, camera, baseTextures),其中
|
|
15
|
+
* baseTextures = { colorTexture, depthTexture, depthMode }。pass 直接消费
|
|
16
|
+
* 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
|
|
17
|
+
* 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。
|
|
18
|
+
* depthMode: 'standard'(默认,普通透视深度)| 'logarithmic'
|
|
19
|
+
* (three-base 开 logarithmicDepthBuffer 时,与 frosted_glass_pass 解码对齐)。
|
|
20
|
+
*
|
|
21
|
+
* 集成到 three-base(手写 fsQuad 后处理):
|
|
22
|
+
* const water = new WaterFlow(renderer, { size: 200 });
|
|
23
|
+
* const pass = water.createPass(scene, camera, {
|
|
24
|
+
* colorTexture: this.baseRenderTarget.texture,
|
|
25
|
+
* depthTexture: this.baseDepthTexture,
|
|
26
|
+
* depthMode: 'logarithmic',
|
|
27
|
+
* });
|
|
28
|
+
* // 每帧:先 renderer.setRenderTarget(baseRenderTarget); renderer.render(scene, camera);
|
|
29
|
+
* // 再 renderAoDepthPass(renderer, camera, scene, depthRenderTarget); // 写 baseDepthTexture
|
|
30
|
+
* // 然后 water.update(dt, elapsed);
|
|
31
|
+
* // 最后 setRenderTarget(screenRT); fsQuad.render(renderer, pass.material);
|
|
32
|
+
* // 注意:WaterFlow 的 composite 是纯消费 base 纹理的 fsQuad,可直接放进你的链。
|
|
33
|
+
*/
|
|
34
|
+
export declare class WaterFlow {
|
|
35
|
+
private readonly renderer;
|
|
36
|
+
private width;
|
|
37
|
+
private height;
|
|
38
|
+
private readonly scale;
|
|
39
|
+
private readonly simulation;
|
|
40
|
+
/** createPass 之前为 null;各渲染参数 setter 走 `this.pass?.xxx` 可选链。 */
|
|
41
|
+
private pass;
|
|
42
|
+
constructor(renderer: THREE.WebGLRenderer, options?: WaterFlowOptions);
|
|
43
|
+
get supported(): boolean;
|
|
44
|
+
get count(): number;
|
|
45
|
+
get positionTexture(): THREE.Texture | null;
|
|
46
|
+
get velocityTexture(): THREE.Texture | null;
|
|
47
|
+
/**
|
|
48
|
+
* 生成屏幕空间流体 pass 并接入渲染链。
|
|
49
|
+
* @param scene 主场景(注入 base 纹理模式下不会被 pass 自渲染)
|
|
50
|
+
* @param camera 主相机(粒子投影 / spray 渲染需要)
|
|
51
|
+
* @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。
|
|
52
|
+
* @returns 不支持浮点纹理时返回 null
|
|
53
|
+
*
|
|
54
|
+
* ⚠️ ScreenSpaceFluidPass 按**透视相机**建模(setSize 无条件读 `camera.fov` 算 pointScale、
|
|
55
|
+
* depthMaterial 走 projectionMatrix 重建深度),故此处收 PerspectiveCamera。
|
|
56
|
+
* ThreeBase.getCamera() 的返回类型是 `PerspectiveCamera | OrthographicCamera`,
|
|
57
|
+
* 调用处已显式窄化(见 ThreeBase 内 waterFlow.createPass 那行)。
|
|
58
|
+
* ⚠️ 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**)。
|
|
59
|
+
*/
|
|
60
|
+
createPass(scene: THREE.Scene, camera: THREE.PerspectiveCamera, baseTextures?: WaterFlowBaseTextures | null): ScreenSpaceFluidPass | null;
|
|
61
|
+
/** 推进一帧模拟。 */
|
|
62
|
+
update(delta: number, elapsed: number): void;
|
|
63
|
+
setParameters(p: FluidParameters): void;
|
|
64
|
+
setReservoirState(state: ReservoirState): void;
|
|
65
|
+
setContainerMotion(accelerationX?: number, accelerationZ?: number): void;
|
|
66
|
+
setBasin(basin: BasinConfig): void;
|
|
67
|
+
/** 运行时改喷流起点(喷嘴)坐标 */
|
|
68
|
+
setNozzle(x: number, y: number, z: number): void;
|
|
69
|
+
/** 运行时改喷流方向(轴向,会被归一化) */
|
|
70
|
+
setJetDirection(dx: number, dy: number, dz: number): void;
|
|
71
|
+
/** 运行时开关粒子与 basin/地面碰撞回弹 */
|
|
72
|
+
setCollision(enabled: boolean): void;
|
|
73
|
+
reset(): void;
|
|
74
|
+
setAirFraction(value: number): void;
|
|
75
|
+
setParticleRadius(value: number): void;
|
|
76
|
+
setRetainedFluidVisible(value: boolean): void;
|
|
77
|
+
setQuality(quality: FluidQuality): void;
|
|
78
|
+
/** 运行时刷新注入的基础纹理(three-base resize / 切换 baseRT 时调用)。 */
|
|
79
|
+
setBaseTextures(baseTextures: WaterFlowBaseTextures): void;
|
|
80
|
+
resize(width: number, height: number): void;
|
|
81
|
+
/**
|
|
82
|
+
* 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,
|
|
83
|
+
* 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)。
|
|
84
|
+
*/
|
|
85
|
+
renderInto(renderer: THREE.WebGLRenderer, opts: WaterFlowRenderOptions): void;
|
|
86
|
+
dispose(): void;
|
|
87
|
+
}
|
package/WaterFlow/WaterFlow.js
CHANGED
|
@@ -1,171 +1,171 @@
|
|
|
1
|
-
import { GPUFluidSimulation } from './GPUFluidSimulation';
|
|
2
|
-
import { ScreenSpaceFluidPass } from './ScreenSpaceFluidPass';
|
|
3
|
-
/**
|
|
4
|
-
* WaterFlow —— 可独立使用的水流对象封装。
|
|
5
|
-
*
|
|
6
|
-
* 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:
|
|
7
|
-
* 对外只暴露 update / 参数 setter / createPass,调用方无需关心 GPU ping-pong、
|
|
8
|
-
* SPH 场、深度重建等内部细节。
|
|
9
|
-
*
|
|
10
|
-
* 两种渲染模式:
|
|
11
|
-
* A. 自渲染模式(默认):createPass(scene, camera) 不传 base 纹理。pass 内部
|
|
12
|
-
* 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。
|
|
13
|
-
* B. 注入基础纹理模式:createPass(scene, camera, baseTextures),其中
|
|
14
|
-
* baseTextures = { colorTexture, depthTexture, depthMode }。pass 直接消费
|
|
15
|
-
* 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
|
|
16
|
-
* 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。
|
|
17
|
-
* depthMode: 'standard'(默认,普通透视深度)| 'logarithmic'
|
|
18
|
-
* (three-base 开 logarithmicDepthBuffer 时,与 frosted_glass_pass 解码对齐)。
|
|
19
|
-
*
|
|
20
|
-
* 集成到 three-base(手写 fsQuad 后处理):
|
|
21
|
-
* const water = new WaterFlow(renderer, { size: 200 });
|
|
22
|
-
* const pass = water.createPass(scene, camera, {
|
|
23
|
-
* colorTexture: this.baseRenderTarget.texture,
|
|
24
|
-
* depthTexture: this.baseDepthTexture,
|
|
25
|
-
* depthMode: 'logarithmic',
|
|
26
|
-
* });
|
|
27
|
-
* // 每帧:先 renderer.setRenderTarget(baseRenderTarget); renderer.render(scene, camera);
|
|
28
|
-
* // 再 renderAoDepthPass(renderer, camera, scene, depthRenderTarget); // 写 baseDepthTexture
|
|
29
|
-
* // 然后 water.update(dt, elapsed);
|
|
30
|
-
* // 最后 setRenderTarget(screenRT); fsQuad.render(renderer, pass.material);
|
|
31
|
-
* // 注意:WaterFlow 的 composite 是纯消费 base 纹理的 fsQuad,可直接放进你的链。
|
|
32
|
-
*/
|
|
33
|
-
export class WaterFlow {
|
|
34
|
-
renderer;
|
|
35
|
-
width;
|
|
36
|
-
height;
|
|
37
|
-
scale;
|
|
38
|
-
simulation;
|
|
39
|
-
/** createPass 之前为 null;各渲染参数 setter 走 `this.pass?.xxx` 可选链。 */
|
|
40
|
-
pass;
|
|
41
|
-
constructor(renderer, options = {}) {
|
|
42
|
-
const { width = 1, height = 1, scale = 0.75, size = 200, speed = 2.4, aperture = 0.78, nozzle, basin, jetDirection, collision, } = options;
|
|
43
|
-
this.renderer = renderer;
|
|
44
|
-
this.width = width;
|
|
45
|
-
this.height = height;
|
|
46
|
-
this.scale = scale;
|
|
47
|
-
this.simulation = new GPUFluidSimulation(renderer, {
|
|
48
|
-
size,
|
|
49
|
-
speed,
|
|
50
|
-
aperture,
|
|
51
|
-
nozzle,
|
|
52
|
-
basin,
|
|
53
|
-
jetDirection,
|
|
54
|
-
collision,
|
|
55
|
-
});
|
|
56
|
-
this.pass = null;
|
|
57
|
-
}
|
|
58
|
-
get supported() {
|
|
59
|
-
return this.simulation.supported;
|
|
60
|
-
}
|
|
61
|
-
get count() {
|
|
62
|
-
return this.simulation.count;
|
|
63
|
-
}
|
|
64
|
-
get positionTexture() {
|
|
65
|
-
return this.simulation.positionTexture;
|
|
66
|
-
}
|
|
67
|
-
get velocityTexture() {
|
|
68
|
-
return this.simulation.velocityTexture;
|
|
69
|
-
}
|
|
70
|
-
/**
|
|
71
|
-
* 生成屏幕空间流体 pass 并接入渲染链。
|
|
72
|
-
* @param scene 主场景(注入 base 纹理模式下不会被 pass 自渲染)
|
|
73
|
-
* @param camera 主相机(粒子投影 / spray 渲染需要)
|
|
74
|
-
* @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。
|
|
75
|
-
* @returns 不支持浮点纹理时返回 null
|
|
76
|
-
*
|
|
77
|
-
* ⚠️ ScreenSpaceFluidPass 按**透视相机**建模(setSize 无条件读 `camera.fov` 算 pointScale、
|
|
78
|
-
* depthMaterial 走 projectionMatrix 重建深度),故此处收 PerspectiveCamera。
|
|
79
|
-
* ThreeBase.getCamera() 的返回类型是 `PerspectiveCamera | OrthographicCamera`,
|
|
80
|
-
* 调用处已显式窄化(见 ThreeBase 内 waterFlow.createPass 那行)。
|
|
81
|
-
* ⚠️ 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**)。
|
|
82
|
-
*/
|
|
83
|
-
createPass(scene, camera, baseTextures = null) {
|
|
84
|
-
if (!this.supported)
|
|
85
|
-
return null;
|
|
86
|
-
this.pass = new ScreenSpaceFluidPass(scene, camera, this.simulation, {
|
|
87
|
-
width: this.width,
|
|
88
|
-
height: this.height,
|
|
89
|
-
scale: this.scale,
|
|
90
|
-
activeCount: this.simulation.count,
|
|
91
|
-
externalBase: baseTextures ? {
|
|
92
|
-
colorTexture: baseTextures.colorTexture,
|
|
93
|
-
depthTexture: baseTextures.depthTexture,
|
|
94
|
-
depthMode: baseTextures.depthMode || 'standard',
|
|
95
|
-
} : null,
|
|
96
|
-
});
|
|
97
|
-
this.pass.setQuality({
|
|
98
|
-
scale: this.scale,
|
|
99
|
-
activeCount: this.simulation.count,
|
|
100
|
-
blurRadius: 5,
|
|
101
|
-
});
|
|
102
|
-
return this.pass;
|
|
103
|
-
}
|
|
104
|
-
/** 推进一帧模拟。 */
|
|
105
|
-
update(delta, elapsed) {
|
|
106
|
-
if (this.supported)
|
|
107
|
-
this.simulation.update(delta, elapsed);
|
|
108
|
-
}
|
|
109
|
-
// ---- 模拟参数代理 ----
|
|
110
|
-
setParameters(p) {
|
|
111
|
-
this.simulation.setParameters(p);
|
|
112
|
-
}
|
|
113
|
-
setReservoirState(state) {
|
|
114
|
-
this.simulation.setReservoirState(state);
|
|
115
|
-
}
|
|
116
|
-
setContainerMotion(accelerationX = 0, accelerationZ = 0) {
|
|
117
|
-
this.simulation.setContainerMotion(accelerationX, accelerationZ);
|
|
118
|
-
}
|
|
119
|
-
setBasin(basin) {
|
|
120
|
-
this.simulation.setBasin(basin);
|
|
121
|
-
}
|
|
122
|
-
/** 运行时改喷流起点(喷嘴)坐标 */
|
|
123
|
-
setNozzle(x, y, z) {
|
|
124
|
-
this.simulation.setNozzle(x, y, z);
|
|
125
|
-
}
|
|
126
|
-
/** 运行时改喷流方向(轴向,会被归一化) */
|
|
127
|
-
setJetDirection(dx, dy, dz) {
|
|
128
|
-
this.simulation.setJetDirection(dx, dy, dz);
|
|
129
|
-
}
|
|
130
|
-
/** 运行时开关粒子与 basin/地面碰撞回弹 */
|
|
131
|
-
setCollision(enabled) {
|
|
132
|
-
this.simulation.setCollision(enabled);
|
|
133
|
-
}
|
|
134
|
-
reset() {
|
|
135
|
-
this.simulation.reset();
|
|
136
|
-
}
|
|
137
|
-
// ---- 渲染参数代理(需 pass 已创建)----
|
|
138
|
-
setAirFraction(value) {
|
|
139
|
-
this.pass?.setAirFraction(value);
|
|
140
|
-
}
|
|
141
|
-
setParticleRadius(value) {
|
|
142
|
-
this.pass?.setParticleRadius(value);
|
|
143
|
-
}
|
|
144
|
-
setRetainedFluidVisible(value) {
|
|
145
|
-
this.pass?.setRetainedFluidVisible(value);
|
|
146
|
-
}
|
|
147
|
-
setQuality(quality) {
|
|
148
|
-
this.pass?.setQuality(quality);
|
|
149
|
-
}
|
|
150
|
-
/** 运行时刷新注入的基础纹理(three-base resize / 切换 baseRT 时调用)。 */
|
|
151
|
-
setBaseTextures(baseTextures) {
|
|
152
|
-
this.pass?.setBaseTextures(baseTextures);
|
|
153
|
-
}
|
|
154
|
-
resize(width, height) {
|
|
155
|
-
this.width = width;
|
|
156
|
-
this.height = height;
|
|
157
|
-
this.pass?.setSize(width, height);
|
|
158
|
-
}
|
|
159
|
-
/**
|
|
160
|
-
* 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,
|
|
161
|
-
* 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)。
|
|
162
|
-
*/
|
|
163
|
-
renderInto(renderer, opts) {
|
|
164
|
-
if (this.supported && this.pass)
|
|
165
|
-
this.pass.renderInto(renderer, opts);
|
|
166
|
-
}
|
|
167
|
-
dispose() {
|
|
168
|
-
this.pass?.dispose();
|
|
169
|
-
this.simulation.dispose();
|
|
170
|
-
}
|
|
171
|
-
}
|
|
1
|
+
import { GPUFluidSimulation } from './GPUFluidSimulation';
|
|
2
|
+
import { ScreenSpaceFluidPass } from './ScreenSpaceFluidPass';
|
|
3
|
+
/**
|
|
4
|
+
* WaterFlow —— 可独立使用的水流对象封装。
|
|
5
|
+
*
|
|
6
|
+
* 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:
|
|
7
|
+
* 对外只暴露 update / 参数 setter / createPass,调用方无需关心 GPU ping-pong、
|
|
8
|
+
* SPH 场、深度重建等内部细节。
|
|
9
|
+
*
|
|
10
|
+
* 两种渲染模式:
|
|
11
|
+
* A. 自渲染模式(默认):createPass(scene, camera) 不传 base 纹理。pass 内部
|
|
12
|
+
* 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。
|
|
13
|
+
* B. 注入基础纹理模式:createPass(scene, camera, baseTextures),其中
|
|
14
|
+
* baseTextures = { colorTexture, depthTexture, depthMode }。pass 直接消费
|
|
15
|
+
* 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
|
|
16
|
+
* 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。
|
|
17
|
+
* depthMode: 'standard'(默认,普通透视深度)| 'logarithmic'
|
|
18
|
+
* (three-base 开 logarithmicDepthBuffer 时,与 frosted_glass_pass 解码对齐)。
|
|
19
|
+
*
|
|
20
|
+
* 集成到 three-base(手写 fsQuad 后处理):
|
|
21
|
+
* const water = new WaterFlow(renderer, { size: 200 });
|
|
22
|
+
* const pass = water.createPass(scene, camera, {
|
|
23
|
+
* colorTexture: this.baseRenderTarget.texture,
|
|
24
|
+
* depthTexture: this.baseDepthTexture,
|
|
25
|
+
* depthMode: 'logarithmic',
|
|
26
|
+
* });
|
|
27
|
+
* // 每帧:先 renderer.setRenderTarget(baseRenderTarget); renderer.render(scene, camera);
|
|
28
|
+
* // 再 renderAoDepthPass(renderer, camera, scene, depthRenderTarget); // 写 baseDepthTexture
|
|
29
|
+
* // 然后 water.update(dt, elapsed);
|
|
30
|
+
* // 最后 setRenderTarget(screenRT); fsQuad.render(renderer, pass.material);
|
|
31
|
+
* // 注意:WaterFlow 的 composite 是纯消费 base 纹理的 fsQuad,可直接放进你的链。
|
|
32
|
+
*/
|
|
33
|
+
export class WaterFlow {
|
|
34
|
+
renderer;
|
|
35
|
+
width;
|
|
36
|
+
height;
|
|
37
|
+
scale;
|
|
38
|
+
simulation;
|
|
39
|
+
/** createPass 之前为 null;各渲染参数 setter 走 `this.pass?.xxx` 可选链。 */
|
|
40
|
+
pass;
|
|
41
|
+
constructor(renderer, options = {}) {
|
|
42
|
+
const { width = 1, height = 1, scale = 0.75, size = 200, speed = 2.4, aperture = 0.78, nozzle, basin, jetDirection, collision, } = options;
|
|
43
|
+
this.renderer = renderer;
|
|
44
|
+
this.width = width;
|
|
45
|
+
this.height = height;
|
|
46
|
+
this.scale = scale;
|
|
47
|
+
this.simulation = new GPUFluidSimulation(renderer, {
|
|
48
|
+
size,
|
|
49
|
+
speed,
|
|
50
|
+
aperture,
|
|
51
|
+
nozzle,
|
|
52
|
+
basin,
|
|
53
|
+
jetDirection,
|
|
54
|
+
collision,
|
|
55
|
+
});
|
|
56
|
+
this.pass = null;
|
|
57
|
+
}
|
|
58
|
+
get supported() {
|
|
59
|
+
return this.simulation.supported;
|
|
60
|
+
}
|
|
61
|
+
get count() {
|
|
62
|
+
return this.simulation.count;
|
|
63
|
+
}
|
|
64
|
+
get positionTexture() {
|
|
65
|
+
return this.simulation.positionTexture;
|
|
66
|
+
}
|
|
67
|
+
get velocityTexture() {
|
|
68
|
+
return this.simulation.velocityTexture;
|
|
69
|
+
}
|
|
70
|
+
/**
|
|
71
|
+
* 生成屏幕空间流体 pass 并接入渲染链。
|
|
72
|
+
* @param scene 主场景(注入 base 纹理模式下不会被 pass 自渲染)
|
|
73
|
+
* @param camera 主相机(粒子投影 / spray 渲染需要)
|
|
74
|
+
* @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。
|
|
75
|
+
* @returns 不支持浮点纹理时返回 null
|
|
76
|
+
*
|
|
77
|
+
* ⚠️ ScreenSpaceFluidPass 按**透视相机**建模(setSize 无条件读 `camera.fov` 算 pointScale、
|
|
78
|
+
* depthMaterial 走 projectionMatrix 重建深度),故此处收 PerspectiveCamera。
|
|
79
|
+
* ThreeBase.getCamera() 的返回类型是 `PerspectiveCamera | OrthographicCamera`,
|
|
80
|
+
* 调用处已显式窄化(见 ThreeBase 内 waterFlow.createPass 那行)。
|
|
81
|
+
* ⚠️ 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**)。
|
|
82
|
+
*/
|
|
83
|
+
createPass(scene, camera, baseTextures = null) {
|
|
84
|
+
if (!this.supported)
|
|
85
|
+
return null;
|
|
86
|
+
this.pass = new ScreenSpaceFluidPass(scene, camera, this.simulation, {
|
|
87
|
+
width: this.width,
|
|
88
|
+
height: this.height,
|
|
89
|
+
scale: this.scale,
|
|
90
|
+
activeCount: this.simulation.count,
|
|
91
|
+
externalBase: baseTextures ? {
|
|
92
|
+
colorTexture: baseTextures.colorTexture,
|
|
93
|
+
depthTexture: baseTextures.depthTexture,
|
|
94
|
+
depthMode: baseTextures.depthMode || 'standard',
|
|
95
|
+
} : null,
|
|
96
|
+
});
|
|
97
|
+
this.pass.setQuality({
|
|
98
|
+
scale: this.scale,
|
|
99
|
+
activeCount: this.simulation.count,
|
|
100
|
+
blurRadius: 5,
|
|
101
|
+
});
|
|
102
|
+
return this.pass;
|
|
103
|
+
}
|
|
104
|
+
/** 推进一帧模拟。 */
|
|
105
|
+
update(delta, elapsed) {
|
|
106
|
+
if (this.supported)
|
|
107
|
+
this.simulation.update(delta, elapsed);
|
|
108
|
+
}
|
|
109
|
+
// ---- 模拟参数代理 ----
|
|
110
|
+
setParameters(p) {
|
|
111
|
+
this.simulation.setParameters(p);
|
|
112
|
+
}
|
|
113
|
+
setReservoirState(state) {
|
|
114
|
+
this.simulation.setReservoirState(state);
|
|
115
|
+
}
|
|
116
|
+
setContainerMotion(accelerationX = 0, accelerationZ = 0) {
|
|
117
|
+
this.simulation.setContainerMotion(accelerationX, accelerationZ);
|
|
118
|
+
}
|
|
119
|
+
setBasin(basin) {
|
|
120
|
+
this.simulation.setBasin(basin);
|
|
121
|
+
}
|
|
122
|
+
/** 运行时改喷流起点(喷嘴)坐标 */
|
|
123
|
+
setNozzle(x, y, z) {
|
|
124
|
+
this.simulation.setNozzle(x, y, z);
|
|
125
|
+
}
|
|
126
|
+
/** 运行时改喷流方向(轴向,会被归一化) */
|
|
127
|
+
setJetDirection(dx, dy, dz) {
|
|
128
|
+
this.simulation.setJetDirection(dx, dy, dz);
|
|
129
|
+
}
|
|
130
|
+
/** 运行时开关粒子与 basin/地面碰撞回弹 */
|
|
131
|
+
setCollision(enabled) {
|
|
132
|
+
this.simulation.setCollision(enabled);
|
|
133
|
+
}
|
|
134
|
+
reset() {
|
|
135
|
+
this.simulation.reset();
|
|
136
|
+
}
|
|
137
|
+
// ---- 渲染参数代理(需 pass 已创建)----
|
|
138
|
+
setAirFraction(value) {
|
|
139
|
+
this.pass?.setAirFraction(value);
|
|
140
|
+
}
|
|
141
|
+
setParticleRadius(value) {
|
|
142
|
+
this.pass?.setParticleRadius(value);
|
|
143
|
+
}
|
|
144
|
+
setRetainedFluidVisible(value) {
|
|
145
|
+
this.pass?.setRetainedFluidVisible(value);
|
|
146
|
+
}
|
|
147
|
+
setQuality(quality) {
|
|
148
|
+
this.pass?.setQuality(quality);
|
|
149
|
+
}
|
|
150
|
+
/** 运行时刷新注入的基础纹理(three-base resize / 切换 baseRT 时调用)。 */
|
|
151
|
+
setBaseTextures(baseTextures) {
|
|
152
|
+
this.pass?.setBaseTextures(baseTextures);
|
|
153
|
+
}
|
|
154
|
+
resize(width, height) {
|
|
155
|
+
this.width = width;
|
|
156
|
+
this.height = height;
|
|
157
|
+
this.pass?.setSize(width, height);
|
|
158
|
+
}
|
|
159
|
+
/**
|
|
160
|
+
* 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,
|
|
161
|
+
* 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)。
|
|
162
|
+
*/
|
|
163
|
+
renderInto(renderer, opts) {
|
|
164
|
+
if (this.supported && this.pass)
|
|
165
|
+
this.pass.renderInto(renderer, opts);
|
|
166
|
+
}
|
|
167
|
+
dispose() {
|
|
168
|
+
this.pass?.dispose();
|
|
169
|
+
this.simulation.dispose();
|
|
170
|
+
}
|
|
171
|
+
}
|