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