three-base 2.0.172 → 2.0.175
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/FPScontrol.d.ts +15 -24
- package/FPScontrol.js +63 -87
- package/FPScontrol.ts +64 -88
- package/Ground1/Ground1.d.ts +4 -2
- package/Ground1/Ground1.js +77 -57
- package/Ground1/Ground1.ts +77 -57
- package/Mirror.js +0 -4
- package/Mirror.ts +0 -4
- package/MktMesh/MktMesh.d.ts +3 -2
- package/MktMesh/MktMesh.js +27 -8
- package/MktMesh/MktMesh.ts +24 -8
- package/MktMesh/mktMappingShader.d.ts +6 -5
- package/MktMesh/mktMappingShader.js +26 -19
- package/MktMesh/mktMappingShader.ts +28 -19
- package/MktMesh/mktShader.d.ts +127 -58
- package/MktMesh/mktShader.js +192 -117
- package/MktMesh/mktShader.ts +251 -127
- package/MktMesh/panoSlotRoster.d.ts +2 -2
- package/MktMesh/panoSlotRoster.js +9 -7
- package/MktMesh/panoSlotRoster.ts +9 -7
- package/MktMesh/panoTileStitcher.d.ts +20 -13
- package/MktMesh/panoTileStitcher.js +97 -76
- package/MktMesh/panoTileStitcher.ts +119 -90
- package/PipeMesh/PipeJoint.d.ts +22 -0
- package/PipeMesh/PipeJoint.js +33 -0
- package/PipeMesh/PipeJoint.ts +38 -0
- package/PipeMesh/PipeMesh.d.ts +94 -22
- package/PipeMesh/PipeMesh.js +192 -53
- package/PipeMesh/PipeMesh.ts +223 -76
- package/PipeMesh/PipeStraight.d.ts +19 -0
- package/PipeMesh/PipeStraight.js +34 -0
- package/PipeMesh/PipeStraight.ts +45 -0
- package/PipeMesh/axisSnap.d.ts +52 -0
- package/PipeMesh/axisSnap.js +52 -0
- package/PipeMesh/axisSnap.ts +93 -0
- package/PipeMesh/directRoute.d.ts +85 -0
- package/PipeMesh/directRoute.js +126 -0
- package/PipeMesh/directRoute.ts +190 -0
- package/PipeMesh/index.d.ts +6 -0
- package/PipeMesh/index.js +6 -0
- package/PipeMesh/index.ts +7 -1
- package/PipeMesh/pipeMaterial.d.ts +16 -0
- package/PipeMesh/pipeMaterial.js +23 -0
- package/PipeMesh/pipeMaterial.ts +26 -0
- package/ThreeBase.d.ts +1 -39
- package/ThreeBase.js +38 -147
- package/ThreeBase.ts +1176 -1302
- package/instanced/InstancedBatch.d.ts +14 -1
- package/instanced/InstancedBatch.js +53 -3
- package/instanced/InstancedBatch.ts +62 -3
- package/instanced/InstancedChild.d.ts +24 -0
- package/instanced/InstancedChild.js +40 -0
- package/instanced/InstancedChild.ts +41 -0
- package/instanced/InstancedGroup.d.ts +48 -0
- package/instanced/InstancedGroup.js +45 -1
- package/instanced/InstancedGroup.ts +85 -0
- package/package.json +2 -7
- package/pass/debugDepthState.d.ts +16 -8
- package/pass/debugDepthState.js +4 -0
- package/pass/debugDepthState.ts +27 -9
- package/pass/glow_pass.js +11 -94
- package/pass/glow_pass.ts +11 -97
- package/pass/ssao_pass.d.ts +9 -23
- package/pass/ssao_pass.js +41 -128
- package/pass/ssao_pass.ts +36 -166
- package/pass/stroke_pass.js +3 -0
- package/pass/stroke_pass.ts +4 -0
- package/shaders/debugDepthCompareShader.d.ts +1 -1
- package/shaders/debugDepthCompareShader.js +1 -1
- package/shaders/debugDepthCompareShader.ts +1 -1
- package/shaders/debugDepthJudgeShader.d.ts +1 -1
- package/shaders/debugDepthJudgeShader.js +1 -1
- package/shaders/debugDepthJudgeShader.ts +1 -1
- package/PipeMesh/PathGeometry.d.ts +0 -44
- package/PipeMesh/PathGeometry.js +0 -307
- package/PipeMesh/PathGeometry.ts +0 -343
- package/PipeMesh/PathPoint.d.ts +0 -17
- package/PipeMesh/PathPoint.js +0 -31
- package/PipeMesh/PathPoint.ts +0 -36
- package/PipeMesh/PathPointList.d.ts +0 -31
- package/PipeMesh/PathPointList.js +0 -209
- package/PipeMesh/PathPointList.ts +0 -227
- package/PipeMesh/PathTubeGeometry.d.ts +0 -25
- package/PipeMesh/PathTubeGeometry.js +0 -130
- package/PipeMesh/PathTubeGeometry.ts +0 -146
- package/WaterFlow/FloatingDuck.d.ts +0 -88
- package/WaterFlow/FloatingDuck.js +0 -307
- package/WaterFlow/FloatingDuck.ts +0 -445
- package/WaterFlow/GPUFluidSimulation.d.ts +0 -56
- package/WaterFlow/GPUFluidSimulation.js +0 -785
- package/WaterFlow/GPUFluidSimulation.ts +0 -827
- package/WaterFlow/ReservoirSystem.d.ts +0 -106
- package/WaterFlow/ReservoirSystem.js +0 -621
- package/WaterFlow/ReservoirSystem.ts +0 -754
- package/WaterFlow/SPHField.d.ts +0 -35
- package/WaterFlow/SPHField.js +0 -204
- package/WaterFlow/SPHField.ts +0 -228
- package/WaterFlow/ScreenSpaceFluidPass.d.ts +0 -69
- package/WaterFlow/ScreenSpaceFluidPass.js +0 -736
- package/WaterFlow/ScreenSpaceFluidPass.ts +0 -789
- package/WaterFlow/ShallowWaterSurface.d.ts +0 -45
- package/WaterFlow/ShallowWaterSurface.js +0 -441
- package/WaterFlow/ShallowWaterSurface.ts +0 -510
- package/WaterFlow/WaterFlow.d.ts +0 -87
- package/WaterFlow/WaterFlow.js +0 -171
- package/WaterFlow/WaterFlow.ts +0 -219
- package/WaterFlow/types.d.ts +0 -161
- package/WaterFlow/types.js +0 -1
- package/WaterFlow/types.ts +0 -189
- package/WaterFlow/waterFlowPass.d.ts +0 -3
- package/WaterFlow/waterFlowPass.js +0 -20
- package/WaterFlow/waterFlowPass.ts +0 -40
- package/shaders/debugExcludedShader.d.ts +0 -15
- package/shaders/debugExcludedShader.js +0 -48
- package/shaders/debugExcludedShader.ts +0 -50
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import * as THREE from 'three';
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import { ShallowWaterSurface } from './ShallowWaterSurface';
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export class ReservoirSystem {
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/** 几何口径(全部由构造参数推导,构造后不变)。 */
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length;
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width;
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bottomY;
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rimY;
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innerBottomY;
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maxWaterY;
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innerLength;
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innerWidth;
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surfaceArea;
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capacity;
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/** 水量与溢流状态(每帧变化)。 */
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volume;
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overflowRate;
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motionOverflowRate;
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overflowIntensity;
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active;
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particleFluidMode;
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/** 容器晃动(xz 两个分量复用 Vector2 的 x/y)。 */
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motionPreviousPosition;
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motionVelocity;
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motionAcceleration;
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sloshOffset;
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sloshVelocity;
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motionWaveImpulse;
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/** 池体节点与拾取体。 */
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renderer;
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group;
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hitMeshes;
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rimFoamMaterial;
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rimFoamGroup;
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waterMaterial;
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waterBody;
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/** 浅水波面;非WebGL2 或缺浮点扩展时为 null(此时只保留水体盒)。 */
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surface;
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overflowMaterial;
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overflowGroup;
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/** 溢流粒子(GPU points)的缓冲与状态。 */
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dropCount;
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dropPositions;
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dropVelocities;
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dropLife;
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dropMaxLife;
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dropBounces;
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dropSizes;
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dropAlpha;
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dropCursor;
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dropAccumulator;
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dropMaterial;
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spillPoints;
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constructor(renderer, { flowTexture, length = 1.72, width = 1.28, bottomY = -0.13, rimY = 1.14, centerX = 1.82, centerZ = 0, waveWidth = 192, waveHeight = 128, } = {}) {
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this.renderer = renderer;
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this.length = length;
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this.width = width;
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this.bottomY = bottomY;
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this.rimY = rimY;
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this.innerBottomY = bottomY + 0.11;
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this.maxWaterY = rimY - 0.024;
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this.innerLength = length - 0.14;
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this.innerWidth = width - 0.14;
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this.surfaceArea = this.innerLength * this.innerWidth;
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this.capacity = this.surfaceArea * (this.maxWaterY - this.innerBottomY);
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this.volume = 0;
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this.overflowRate = 0;
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this.motionOverflowRate = 0;
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this.overflowIntensity = 0;
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this.active = false;
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this.motionPreviousPosition = new THREE.Vector2(centerX, centerZ);
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this.motionVelocity = new THREE.Vector2();
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this.motionAcceleration = new THREE.Vector2();
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this.sloshOffset = new THREE.Vector2();
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this.sloshVelocity = new THREE.Vector2();
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this.motionWaveImpulse = new THREE.Vector2();
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this.particleFluidMode = false;
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this.group = new THREE.Group();
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this.group.position.set(centerX, 0, centerZ);
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this.hitMeshes = [];
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const steel = new THREE.MeshStandardMaterial({ color: 0x71878d, roughness: 0.2, metalness: 0.92 });
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const darkSteel = new THREE.MeshStandardMaterial({ color: 0x172a30, roughness: 0.36, metalness: 0.78 });
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const glass = new THREE.MeshPhysicalMaterial({
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color: 0x9edbe2,
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metalness: 0,
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roughness: 0.08,
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transmission: 0.9,
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transparent: true,
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opacity: 0.19,
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thickness: 0.04,
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ior: 1.48,
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clearcoat: 1,
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clearcoatRoughness: 0.04,
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depthWrite: false,
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side: THREE.DoubleSide,
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});
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const wallThickness = 0.035;
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const tankHeight = rimY - bottomY;
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const frontBackGeometry = new THREE.BoxGeometry(length, tankHeight, wallThickness);
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const sideGeometry = new THREE.BoxGeometry(wallThickness, tankHeight, width);
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[-1, 1].forEach((side) => {
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const wall = new THREE.Mesh(frontBackGeometry, glass);
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wall.position.set(0, bottomY + tankHeight * 0.5, side * width * 0.5);
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wall.renderOrder = 6;
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this.group.add(wall);
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this.hitMeshes.push(wall);
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});
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[-1, 1].forEach((side) => {
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const wall = new THREE.Mesh(sideGeometry, glass);
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wall.position.set(side * length * 0.5, bottomY + tankHeight * 0.5, 0);
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wall.renderOrder = 6;
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this.group.add(wall);
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this.hitMeshes.push(wall);
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});
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const base = new THREE.Mesh(new THREE.BoxGeometry(length + 0.08, 0.09, width + 0.08), darkSteel);
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base.position.y = bottomY + 0.025;
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base.castShadow = true;
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base.receiveShadow = true;
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this.group.add(base);
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this.hitMeshes.push(base);
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const rail = 0.045;
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const verticalGeometry = new THREE.BoxGeometry(rail, tankHeight + 0.08, rail);
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for (const x of [-1, 1]) {
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for (const z of [-1, 1]) {
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const post = new THREE.Mesh(verticalGeometry, steel);
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post.position.set(x * length * 0.5, bottomY + tankHeight * 0.5, z * width * 0.5);
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post.castShadow = true;
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this.group.add(post);
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}
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}
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const railXGeometry = new THREE.BoxGeometry(length + 0.08, rail, rail);
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const railZGeometry = new THREE.BoxGeometry(rail, rail, width + 0.08);
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for (const y of [bottomY + 0.035, rimY]) {
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for (const z of [-1, 1]) {
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const edge = new THREE.Mesh(railXGeometry, steel);
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edge.position.set(0, y, z * width * 0.5);
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edge.castShadow = true;
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this.group.add(edge);
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}
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for (const x of [-1, 1]) {
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const edge = new THREE.Mesh(railZGeometry, steel);
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edge.position.set(x * length * 0.5, y, 0);
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edge.castShadow = true;
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this.group.add(edge);
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}
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}
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this.rimFoamMaterial = new THREE.MeshBasicMaterial({
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color: 0xbdeff4,
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transparent: true,
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opacity: 0,
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depthWrite: false,
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blending: THREE.AdditiveBlending,
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});
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this.rimFoamGroup = new THREE.Group();
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const foamX = new THREE.BoxGeometry(this.innerLength * 0.96, 0.012, 0.025);
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const foamZ = new THREE.BoxGeometry(0.025, 0.012, this.innerWidth * 0.96);
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for (const z of [-1, 1]) {
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const foam = new THREE.Mesh(foamX, this.rimFoamMaterial);
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foam.position.set(0, this.maxWaterY + 0.014, z * this.innerWidth * 0.5);
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this.rimFoamGroup.add(foam);
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}
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for (const x of [-1, 1]) {
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const foam = new THREE.Mesh(foamZ, this.rimFoamMaterial);
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foam.position.set(x * this.innerLength * 0.5, this.maxWaterY + 0.014, 0);
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this.rimFoamGroup.add(foam);
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}
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this.group.add(this.rimFoamGroup);
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this.waterMaterial = new THREE.ShaderMaterial({
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uniforms: {
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uTime: { value: 0 },
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uFlowMap: { value: flowTexture },
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uOpacity: { value: 0.42 },
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},
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vertexShader: /* glsl */ `
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varying vec2 vUv;
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varying vec3 vWorldPosition;
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varying vec3 vWorldNormal;
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void main() {
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vUv = uv;
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vec4 world = modelMatrix * vec4(position, 1.0);
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vWorldPosition = world.xyz;
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vWorldNormal = normalize(mat3(modelMatrix) * normal);
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gl_Position = projectionMatrix * viewMatrix * world;
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}
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`,
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fragmentShader: /* glsl */ `
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uniform float uTime;
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uniform float uOpacity;
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uniform sampler2D uFlowMap;
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varying vec2 vUv;
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varying vec3 vWorldPosition;
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varying vec3 vWorldNormal;
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void main() {
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vec3 viewDir = normalize(cameraPosition - vWorldPosition);
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float fresnel = 0.02 + 0.98 * pow(1.0 - abs(dot(viewDir, normalize(vWorldNormal))), 5.0);
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vec3 detail = texture2D(uFlowMap, vUv * vec2(1.6, 2.8) + vec2(0.0, uTime * 0.018)).rgb;
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float depthTint = smoothstep(-0.2, 1.2, vWorldPosition.y);
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vec3 color = mix(vec3(0.008, 0.12, 0.16), vec3(0.035, 0.34, 0.4), depthTint);
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color += detail * 0.035 + vec3(0.2, 0.62, 0.68) * fresnel * 0.42;
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gl_FragColor = vec4(color, uOpacity + fresnel * 0.18);
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}
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`,
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transparent: true,
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depthWrite: false,
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side: THREE.DoubleSide,
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});
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this.waterBody = new THREE.Mesh(new THREE.BoxGeometry(this.innerLength, 1, this.innerWidth), this.waterMaterial);
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this.waterBody.renderOrder = 3;
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this.group.add(this.waterBody);
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this.surface = renderer.capabilities.isWebGL2 && renderer.extensions.has('EXT_color_buffer_float')
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? new ShallowWaterSurface(renderer, {
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width: waveWidth,
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height: waveHeight,
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basinMinX: centerX - this.innerLength * 0.5,
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basinMaxX: centerX + this.innerLength * 0.5,
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basinHalfZ: this.innerWidth * 0.5,
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basinCenterZ: centerZ,
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waterY: this.innerBottomY,
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cpuSampling: true,
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})
|
|
221
|
-
: null;
|
|
222
|
-
if (this.surface)
|
|
223
|
-
this.surface.mesh.renderOrder = 5;
|
|
224
|
-
this.overflowMaterial = new THREE.ShaderMaterial({
|
|
225
|
-
uniforms: {
|
|
226
|
-
uTime: { value: 0 },
|
|
227
|
-
uOverflow: { value: 0 },
|
|
228
|
-
uFlowMap: { value: flowTexture },
|
|
229
|
-
},
|
|
230
|
-
vertexShader: /* glsl */ `
|
|
231
|
-
uniform float uTime;
|
|
232
|
-
uniform float uOverflow;
|
|
233
|
-
varying vec2 vUv;
|
|
234
|
-
void main() {
|
|
235
|
-
vUv = uv;
|
|
236
|
-
vec3 p = position;
|
|
237
|
-
float fall = 1.0 - uv.y;
|
|
238
|
-
p.x *= mix(0.7, 1.0, uv.y);
|
|
239
|
-
p.z += sin(uv.x * 29.0 + uTime * 5.0) * 0.012 * fall * uOverflow;
|
|
240
|
-
p.y -= sin(uv.x * 17.0 + uTime * 3.7) * 0.016 * fall;
|
|
241
|
-
gl_Position = projectionMatrix * modelViewMatrix * vec4(p, 1.0);
|
|
242
|
-
}
|
|
243
|
-
`,
|
|
244
|
-
fragmentShader: /* glsl */ `
|
|
245
|
-
uniform float uTime;
|
|
246
|
-
uniform float uOverflow;
|
|
247
|
-
uniform sampler2D uFlowMap;
|
|
248
|
-
varying vec2 vUv;
|
|
249
|
-
void main() {
|
|
250
|
-
vec2 flowUvA = vec2(vUv.x * 5.7 + uTime * 0.035, vUv.y * 7.5 + uTime * 0.82);
|
|
251
|
-
vec2 flowUvB = vec2(vUv.x * 9.3 - uTime * 0.028, vUv.y * 4.2 + uTime * 0.57);
|
|
252
|
-
float noiseA = dot(texture2D(uFlowMap, flowUvA).rgb, vec3(0.2, 0.58, 0.22));
|
|
253
|
-
float noiseB = dot(texture2D(uFlowMap, flowUvB).rgb, vec3(0.35, 0.5, 0.15));
|
|
254
|
-
float noise = mix(noiseA, noiseB, 0.46);
|
|
255
|
-
float rivuletField = 0.5 + 0.5 * sin(vUv.x * 71.0 + noise * 9.0 + sin(vUv.y * 13.0) * 2.2);
|
|
256
|
-
float rivulets = smoothstep(0.54 - uOverflow * 0.08, 0.86, rivuletField);
|
|
257
|
-
float edge = smoothstep(0.0, 0.13, vUv.x) * smoothstep(1.0, 0.87, vUv.x);
|
|
258
|
-
float verticalFade = smoothstep(0.0, 0.12, vUv.y);
|
|
259
|
-
float breakup = smoothstep(0.27, 0.76, noise + vUv.y * 0.16);
|
|
260
|
-
float alpha = edge * verticalFade * rivulets * breakup * (0.2 + uOverflow * 0.62);
|
|
261
|
-
if (alpha < 0.025 || uOverflow < 0.01) discard;
|
|
262
|
-
vec3 color = mix(vec3(0.045, 0.32, 0.38), vec3(0.58, 0.92, 0.97), noise * 0.3);
|
|
263
|
-
gl_FragColor = vec4(color, alpha);
|
|
264
|
-
}
|
|
265
|
-
`,
|
|
266
|
-
transparent: true,
|
|
267
|
-
depthWrite: false,
|
|
268
|
-
side: THREE.DoubleSide,
|
|
269
|
-
});
|
|
270
|
-
this.overflowGroup = new THREE.Group();
|
|
271
|
-
const sheetHeight = 0.62;
|
|
272
|
-
const makeSheet = (sheetWidth, x, z, rotationY = 0) => {
|
|
273
|
-
const sheet = new THREE.Mesh(new THREE.PlaneGeometry(sheetWidth, sheetHeight, 48, 24), this.overflowMaterial);
|
|
274
|
-
sheet.position.set(x, rimY - sheetHeight * 0.5 - 0.012, z);
|
|
275
|
-
sheet.rotation.y = rotationY;
|
|
276
|
-
sheet.renderOrder = 7;
|
|
277
|
-
this.overflowGroup.add(sheet);
|
|
278
|
-
};
|
|
279
|
-
makeSheet(length * 0.78, 0, -width * 0.5 - 0.026);
|
|
280
|
-
makeSheet(length * 0.78, 0, width * 0.5 + 0.026);
|
|
281
|
-
makeSheet(width * 0.72, -length * 0.5 - 0.026, 0, Math.PI * 0.5);
|
|
282
|
-
makeSheet(width * 0.72, length * 0.5 + 0.026, 0, Math.PI * 0.5);
|
|
283
|
-
this.group.add(this.overflowGroup);
|
|
284
|
-
this.dropCount = waveWidth <= 112 ? 650 : 1400;
|
|
285
|
-
this.dropPositions = new Float32Array(this.dropCount * 3);
|
|
286
|
-
this.dropVelocities = new Float32Array(this.dropCount * 3);
|
|
287
|
-
this.dropLife = new Float32Array(this.dropCount);
|
|
288
|
-
this.dropMaxLife = new Float32Array(this.dropCount);
|
|
289
|
-
this.dropBounces = new Uint8Array(this.dropCount);
|
|
290
|
-
this.dropSizes = new Float32Array(this.dropCount);
|
|
291
|
-
this.dropAlpha = new Float32Array(this.dropCount);
|
|
292
|
-
this.dropCursor = 0;
|
|
293
|
-
this.dropAccumulator = 0;
|
|
294
|
-
this.dropPositions.fill(-100);
|
|
295
|
-
const dropGeometry = new THREE.BufferGeometry();
|
|
296
|
-
const positionAttribute = new THREE.BufferAttribute(this.dropPositions, 3);
|
|
297
|
-
positionAttribute.setUsage(THREE.DynamicDrawUsage);
|
|
298
|
-
const alphaAttribute = new THREE.BufferAttribute(this.dropAlpha, 1);
|
|
299
|
-
alphaAttribute.setUsage(THREE.DynamicDrawUsage);
|
|
300
|
-
const sizeAttribute = new THREE.BufferAttribute(this.dropSizes, 1);
|
|
301
|
-
sizeAttribute.setUsage(THREE.DynamicDrawUsage);
|
|
302
|
-
dropGeometry.setAttribute('position', positionAttribute);
|
|
303
|
-
dropGeometry.setAttribute('aAlpha', alphaAttribute);
|
|
304
|
-
dropGeometry.setAttribute('aSize', sizeAttribute);
|
|
305
|
-
this.dropMaterial = new THREE.ShaderMaterial({
|
|
306
|
-
uniforms: {
|
|
307
|
-
uPixelRatio: { value: Math.min(devicePixelRatio, 2) },
|
|
308
|
-
},
|
|
309
|
-
vertexShader: /* glsl */ `
|
|
310
|
-
attribute float aAlpha;
|
|
311
|
-
attribute float aSize;
|
|
312
|
-
uniform float uPixelRatio;
|
|
313
|
-
varying float vAlpha;
|
|
314
|
-
void main() {
|
|
315
|
-
vec4 mv = modelViewMatrix * vec4(position, 1.0);
|
|
316
|
-
gl_Position = aAlpha > 0.001 ? projectionMatrix * mv : vec4(2.0, 2.0, 2.0, 1.0);
|
|
317
|
-
gl_PointSize = min(7.5, aSize * uPixelRatio * (5.0 / max(2.0, -mv.z)));
|
|
318
|
-
vAlpha = aAlpha;
|
|
319
|
-
}
|
|
320
|
-
`,
|
|
321
|
-
fragmentShader: /* glsl */ `
|
|
322
|
-
varying float vAlpha;
|
|
323
|
-
void main() {
|
|
324
|
-
float d = length(gl_PointCoord - 0.5);
|
|
325
|
-
if (d > 0.5) discard;
|
|
326
|
-
float core = smoothstep(0.5, 0.08, d);
|
|
327
|
-
float glint = 1.0 - smoothstep(0.015, 0.13, distance(gl_PointCoord, vec2(0.34, 0.3)));
|
|
328
|
-
float alpha = core * vAlpha;
|
|
329
|
-
gl_FragColor = vec4(vec3(0.42, 0.87, 0.96) + glint * 0.45, alpha);
|
|
330
|
-
}
|
|
331
|
-
`,
|
|
332
|
-
transparent: true,
|
|
333
|
-
depthWrite: false,
|
|
334
|
-
blending: THREE.AdditiveBlending,
|
|
335
|
-
toneMapped: false,
|
|
336
|
-
});
|
|
337
|
-
this.spillPoints = new THREE.Points(dropGeometry, this.dropMaterial);
|
|
338
|
-
this.spillPoints.frustumCulled = false;
|
|
339
|
-
this.spillPoints.renderOrder = 8;
|
|
340
|
-
this.reset();
|
|
341
|
-
this.setActive(false);
|
|
342
|
-
}
|
|
343
|
-
setActive(active) {
|
|
344
|
-
this.active = active;
|
|
345
|
-
this.group.visible = active;
|
|
346
|
-
if (this.surface)
|
|
347
|
-
this.surface.mesh.visible = active && this.volume > 0.0005 && !this.particleFluidMode;
|
|
348
|
-
if (active)
|
|
349
|
-
this.motionPreviousPosition.set(this.centerX, this.centerZ);
|
|
350
|
-
}
|
|
351
|
-
setParticleFluidMode(enabled) {
|
|
352
|
-
this.particleFluidMode = Boolean(enabled);
|
|
353
|
-
this.updateGeometry();
|
|
354
|
-
}
|
|
355
|
-
moveTo(x, z) {
|
|
356
|
-
this.group.position.x = x;
|
|
357
|
-
this.group.position.z = z;
|
|
358
|
-
this.updateGeometry();
|
|
359
|
-
}
|
|
360
|
-
reset(fillRatio = 0) {
|
|
361
|
-
this.volume = this.capacity * THREE.MathUtils.clamp(fillRatio, 0, 1);
|
|
362
|
-
this.overflowRate = 0;
|
|
363
|
-
this.motionOverflowRate = 0;
|
|
364
|
-
this.overflowIntensity = 0;
|
|
365
|
-
this.clearSpillParticles();
|
|
366
|
-
this.surface?.clear();
|
|
367
|
-
this.motionPreviousPosition.set(this.centerX, this.centerZ);
|
|
368
|
-
this.motionVelocity.set(0, 0);
|
|
369
|
-
this.motionAcceleration.set(0, 0);
|
|
370
|
-
this.sloshOffset.set(0, 0);
|
|
371
|
-
this.sloshVelocity.set(0, 0);
|
|
372
|
-
this.motionWaveImpulse.set(0, 0);
|
|
373
|
-
this.surface?.setContainerMotion(0, 0, 0, 0);
|
|
374
|
-
this.updateGeometry();
|
|
375
|
-
}
|
|
376
|
-
updateContainerMotion(delta) {
|
|
377
|
-
const safeDelta = Math.max(delta, 1 / 240);
|
|
378
|
-
const currentX = this.centerX;
|
|
379
|
-
const currentZ = this.centerZ;
|
|
380
|
-
const rawVelocityX = THREE.MathUtils.clamp((currentX - this.motionPreviousPosition.x) / safeDelta, -3.4, 3.4);
|
|
381
|
-
const rawVelocityZ = THREE.MathUtils.clamp((currentZ - this.motionPreviousPosition.y) / safeDelta, -3.4, 3.4);
|
|
382
|
-
const previousVelocityX = this.motionVelocity.x;
|
|
383
|
-
const previousVelocityZ = this.motionVelocity.y;
|
|
384
|
-
const velocityResponse = 1 - Math.exp(-safeDelta * 18);
|
|
385
|
-
this.motionVelocity.x = THREE.MathUtils.lerp(previousVelocityX, rawVelocityX, velocityResponse);
|
|
386
|
-
this.motionVelocity.y = THREE.MathUtils.lerp(previousVelocityZ, rawVelocityZ, velocityResponse);
|
|
387
|
-
this.motionAcceleration.x = THREE.MathUtils.clamp((this.motionVelocity.x - previousVelocityX) / safeDelta, -22, 22);
|
|
388
|
-
this.motionAcceleration.y = THREE.MathUtils.clamp((this.motionVelocity.y - previousVelocityZ) / safeDelta, -22, 22);
|
|
389
|
-
this.motionPreviousPosition.set(currentX, currentZ);
|
|
390
|
-
const omega = 3.65;
|
|
391
|
-
const damping = 0.28;
|
|
392
|
-
const targetX = THREE.MathUtils.clamp(-this.motionAcceleration.x / 9.81 * this.innerLength * 0.5, -0.18, 0.18);
|
|
393
|
-
const targetZ = THREE.MathUtils.clamp(-this.motionAcceleration.y / 9.81 * this.innerWidth * 0.5, -0.15, 0.15);
|
|
394
|
-
const dampingForce = 2 * damping * omega;
|
|
395
|
-
this.sloshVelocity.x += ((targetX - this.sloshOffset.x) * omega * omega - this.sloshVelocity.x * dampingForce) * safeDelta;
|
|
396
|
-
this.sloshVelocity.y += ((targetZ - this.sloshOffset.y) * omega * omega - this.sloshVelocity.y * dampingForce) * safeDelta;
|
|
397
|
-
this.sloshOffset.addScaledVector(this.sloshVelocity, safeDelta);
|
|
398
|
-
this.sloshOffset.x = THREE.MathUtils.clamp(this.sloshOffset.x, -0.16, 0.16);
|
|
399
|
-
this.sloshOffset.y = THREE.MathUtils.clamp(this.sloshOffset.y, -0.13, 0.13);
|
|
400
|
-
this.motionWaveImpulse.set(-this.motionAcceleration.x * safeDelta * 0.00015, -this.motionAcceleration.y * safeDelta * 0.00015);
|
|
401
|
-
if (!this.active || this.volume < 0.0005) {
|
|
402
|
-
this.sloshOffset.multiplyScalar(Math.exp(-safeDelta * 5));
|
|
403
|
-
this.sloshVelocity.multiplyScalar(Math.exp(-safeDelta * 5));
|
|
404
|
-
this.motionWaveImpulse.set(0, 0);
|
|
405
|
-
}
|
|
406
|
-
this.surface?.setContainerMotion(this.sloshOffset.x, this.sloshOffset.y, this.motionWaveImpulse.x, this.motionWaveImpulse.y);
|
|
407
|
-
}
|
|
408
|
-
clearSpillParticles() {
|
|
409
|
-
if (!this.dropLife)
|
|
410
|
-
return;
|
|
411
|
-
this.dropLife.fill(0);
|
|
412
|
-
this.dropAlpha.fill(0);
|
|
413
|
-
this.dropPositions.fill(-100);
|
|
414
|
-
this.dropAccumulator = 0;
|
|
415
|
-
if (this.spillPoints) {
|
|
416
|
-
this.spillPoints.geometry.attributes.position.needsUpdate = true;
|
|
417
|
-
this.spillPoints.geometry.attributes.aAlpha.needsUpdate = true;
|
|
418
|
-
}
|
|
419
|
-
}
|
|
420
|
-
spawnSpillParticle() {
|
|
421
|
-
let index = -1;
|
|
422
|
-
for (let attempt = 0; attempt < this.dropCount; attempt++) {
|
|
423
|
-
const candidate = (this.dropCursor + attempt) % this.dropCount;
|
|
424
|
-
if (this.dropLife[candidate] <= 0) {
|
|
425
|
-
index = candidate;
|
|
426
|
-
this.dropCursor = (candidate + 1) % this.dropCount;
|
|
427
|
-
break;
|
|
428
|
-
}
|
|
429
|
-
}
|
|
430
|
-
if (index < 0)
|
|
431
|
-
return;
|
|
432
|
-
let edge = Math.floor(Math.random() * 4);
|
|
433
|
-
if (this.motionOverflowRate > 0.002) {
|
|
434
|
-
if (Math.abs(this.sloshOffset.x) > Math.abs(this.sloshOffset.y)) {
|
|
435
|
-
edge = this.sloshOffset.x >= 0 ? 3 : 2;
|
|
436
|
-
}
|
|
437
|
-
else {
|
|
438
|
-
edge = this.sloshOffset.y >= 0 ? 0 : 1;
|
|
439
|
-
}
|
|
440
|
-
}
|
|
441
|
-
const along = Math.random() - 0.5;
|
|
442
|
-
const speedOut = 0.1 + Math.random() * 0.24 + this.overflowIntensity * 0.22;
|
|
443
|
-
const velocityOffset = index * 3;
|
|
444
|
-
const positionOffset = index * 3;
|
|
445
|
-
let x = this.centerX;
|
|
446
|
-
let z = this.centerZ;
|
|
447
|
-
let vx = (Math.random() - 0.5) * 0.08;
|
|
448
|
-
let vz = (Math.random() - 0.5) * 0.08;
|
|
449
|
-
if (edge === 0) {
|
|
450
|
-
x += along * this.innerLength * 0.92;
|
|
451
|
-
z += this.innerWidth * 0.5 + 0.015;
|
|
452
|
-
vz += speedOut;
|
|
453
|
-
}
|
|
454
|
-
else if (edge === 1) {
|
|
455
|
-
x += along * this.innerLength * 0.92;
|
|
456
|
-
z -= this.innerWidth * 0.5 + 0.015;
|
|
457
|
-
vz -= speedOut;
|
|
458
|
-
}
|
|
459
|
-
else if (edge === 2) {
|
|
460
|
-
x -= this.innerLength * 0.5 + 0.015;
|
|
461
|
-
z += along * this.innerWidth * 0.9;
|
|
462
|
-
vx -= speedOut;
|
|
463
|
-
}
|
|
464
|
-
else {
|
|
465
|
-
x += this.innerLength * 0.5 + 0.015;
|
|
466
|
-
z += along * this.innerWidth * 0.9;
|
|
467
|
-
vx += speedOut;
|
|
468
|
-
}
|
|
469
|
-
this.dropPositions[positionOffset] = x;
|
|
470
|
-
this.dropPositions[positionOffset + 1] = this.maxWaterY + 0.012 + Math.random() * 0.018;
|
|
471
|
-
this.dropPositions[positionOffset + 2] = z;
|
|
472
|
-
this.dropVelocities[velocityOffset] = vx;
|
|
473
|
-
this.dropVelocities[velocityOffset + 1] = 0.03 + Math.random() * 0.19;
|
|
474
|
-
this.dropVelocities[velocityOffset + 2] = vz;
|
|
475
|
-
this.dropLife[index] = 1.25 + Math.random() * 0.8;
|
|
476
|
-
this.dropMaxLife[index] = this.dropLife[index];
|
|
477
|
-
this.dropBounces[index] = 0;
|
|
478
|
-
this.dropSizes[index] = 2.2 + Math.random() * 3.3;
|
|
479
|
-
this.dropAlpha[index] = 0.75 + Math.random() * 0.25;
|
|
480
|
-
}
|
|
481
|
-
updateSpillParticles(delta) {
|
|
482
|
-
if (this.active && this.overflowRate > 0.0001) {
|
|
483
|
-
const spawnRate = Math.min(this.dropCount * 0.86, 140 + this.overflowRate * 2600);
|
|
484
|
-
this.dropAccumulator += spawnRate * delta;
|
|
485
|
-
const spawnCount = Math.min(48, Math.floor(this.dropAccumulator));
|
|
486
|
-
this.dropAccumulator -= spawnCount;
|
|
487
|
-
for (let i = 0; i < spawnCount; i++)
|
|
488
|
-
this.spawnSpillParticle();
|
|
489
|
-
}
|
|
490
|
-
const floorY = -0.17;
|
|
491
|
-
const drag = Math.exp(-0.18 * delta);
|
|
492
|
-
for (let i = 0; i < this.dropCount; i++) {
|
|
493
|
-
if (this.dropLife[i] <= 0)
|
|
494
|
-
continue;
|
|
495
|
-
const offset = i * 3;
|
|
496
|
-
this.dropLife[i] -= delta;
|
|
497
|
-
this.dropVelocities[offset] *= drag;
|
|
498
|
-
this.dropVelocities[offset + 1] = this.dropVelocities[offset + 1] * drag - 9.81 * delta;
|
|
499
|
-
this.dropVelocities[offset + 2] *= drag;
|
|
500
|
-
this.dropPositions[offset] += this.dropVelocities[offset] * delta;
|
|
501
|
-
this.dropPositions[offset + 1] += this.dropVelocities[offset + 1] * delta;
|
|
502
|
-
this.dropPositions[offset + 2] += this.dropVelocities[offset + 2] * delta;
|
|
503
|
-
if (this.dropPositions[offset + 1] <= floorY && this.dropVelocities[offset + 1] < 0) {
|
|
504
|
-
if (this.dropBounces[i] === 0) {
|
|
505
|
-
const impact = -this.dropVelocities[offset + 1];
|
|
506
|
-
const angle = Math.random() * Math.PI * 2;
|
|
507
|
-
const radial = impact * (0.08 + Math.random() * 0.11);
|
|
508
|
-
this.dropPositions[offset + 1] = floorY + 0.006;
|
|
509
|
-
this.dropVelocities[offset] = Math.cos(angle) * radial;
|
|
510
|
-
this.dropVelocities[offset + 1] = impact * (0.17 + Math.random() * 0.12);
|
|
511
|
-
this.dropVelocities[offset + 2] = Math.sin(angle) * radial;
|
|
512
|
-
this.dropBounces[i] = 1;
|
|
513
|
-
this.dropLife[i] = Math.min(this.dropLife[i], 0.48 + Math.random() * 0.18);
|
|
514
|
-
this.dropSizes[i] *= 0.72;
|
|
515
|
-
}
|
|
516
|
-
else {
|
|
517
|
-
this.dropLife[i] = 0;
|
|
518
|
-
}
|
|
519
|
-
}
|
|
520
|
-
if (this.dropLife[i] <= 0) {
|
|
521
|
-
this.dropAlpha[i] = 0;
|
|
522
|
-
this.dropPositions[offset + 1] = -100;
|
|
523
|
-
}
|
|
524
|
-
else {
|
|
525
|
-
const lifeRatio = this.dropLife[i] / Math.max(this.dropMaxLife[i], 0.001);
|
|
526
|
-
this.dropAlpha[i] = THREE.MathUtils.clamp(lifeRatio * 1.35, 0, 1);
|
|
527
|
-
}
|
|
528
|
-
}
|
|
529
|
-
this.spillPoints.geometry.attributes.position.needsUpdate = true;
|
|
530
|
-
this.spillPoints.geometry.attributes.aAlpha.needsUpdate = true;
|
|
531
|
-
this.spillPoints.geometry.attributes.aSize.needsUpdate = true;
|
|
532
|
-
}
|
|
533
|
-
updateGeometry() {
|
|
534
|
-
const waterHeight = Math.max(0.001, this.waterY - this.innerBottomY);
|
|
535
|
-
this.waterBody.scale.y = waterHeight;
|
|
536
|
-
this.waterBody.position.y = this.innerBottomY + waterHeight * 0.5;
|
|
537
|
-
this.waterBody.visible = this.active && this.volume > 0.0005 && !this.particleFluidMode;
|
|
538
|
-
if (this.surface) {
|
|
539
|
-
this.surface.setBounds({
|
|
540
|
-
basinMinX: this.minX,
|
|
541
|
-
basinMaxX: this.maxX,
|
|
542
|
-
basinHalfZ: this.innerWidth * 0.5,
|
|
543
|
-
basinCenterZ: this.centerZ,
|
|
544
|
-
waterY: this.waterY,
|
|
545
|
-
});
|
|
546
|
-
this.surface.mesh.visible = this.active && this.volume > 0.0005 && !this.particleFluidMode;
|
|
547
|
-
}
|
|
548
|
-
}
|
|
549
|
-
update(delta, elapsed, { flowRate, captureFraction = 0, impactX, impactZ = 0, impactEnergy = 0, emitting = false, }) {
|
|
550
|
-
this.updateContainerMotion(delta);
|
|
551
|
-
const effectiveCapture = this.active && emitting ? THREE.MathUtils.clamp(captureFraction, 0, 1) : 0;
|
|
552
|
-
const captured = effectiveCapture > 0.001;
|
|
553
|
-
const incomingRate = flowRate * effectiveCapture;
|
|
554
|
-
const incomingVolume = incomingRate * delta;
|
|
555
|
-
const available = Math.max(0, this.capacity - this.volume);
|
|
556
|
-
const stored = Math.min(available, incomingVolume);
|
|
557
|
-
const overflowVolume = Math.max(0, incomingVolume - stored);
|
|
558
|
-
this.volume = Math.min(this.capacity, this.volume + stored);
|
|
559
|
-
const freeboard = Math.max(0, this.maxWaterY - this.waterY);
|
|
560
|
-
const crestRise = Math.max(Math.abs(this.sloshOffset.x), Math.abs(this.sloshOffset.y));
|
|
561
|
-
const overtoppingHead = Math.max(0, crestRise - freeboard);
|
|
562
|
-
this.motionOverflowRate = this.active
|
|
563
|
-
? Math.min(0.38, overtoppingHead * this.surfaceArea * 1.25)
|
|
564
|
-
: 0;
|
|
565
|
-
const motionOverflowVolume = Math.min(this.volume, this.motionOverflowRate * delta);
|
|
566
|
-
this.volume = Math.max(0, this.volume - motionOverflowVolume);
|
|
567
|
-
this.overflowRate = (delta > 0 ? overflowVolume / delta : 0) + this.motionOverflowRate;
|
|
568
|
-
const targetOverflow = THREE.MathUtils.clamp(this.overflowRate / 0.16, 0, 1);
|
|
569
|
-
this.overflowIntensity = THREE.MathUtils.lerp(this.overflowIntensity, targetOverflow, 1 - Math.exp(-delta * (targetOverflow > this.overflowIntensity ? 5.5 : 2.2)));
|
|
570
|
-
this.updateGeometry();
|
|
571
|
-
this.waterMaterial.uniforms.uTime.value = elapsed;
|
|
572
|
-
this.overflowMaterial.uniforms.uTime.value = elapsed;
|
|
573
|
-
this.overflowMaterial.uniforms.uOverflow.value = this.overflowIntensity;
|
|
574
|
-
this.overflowGroup.visible = this.active && this.overflowIntensity > 0.008;
|
|
575
|
-
this.rimFoamMaterial.opacity = this.overflowIntensity * 0.38;
|
|
576
|
-
this.rimFoamGroup.visible = this.active && this.overflowIntensity > 0.025;
|
|
577
|
-
this.updateSpillParticles(delta);
|
|
578
|
-
if (this.active) {
|
|
579
|
-
this.surface?.update(delta, elapsed, impactX, impactEnergy, captured && emitting, impactZ);
|
|
580
|
-
}
|
|
581
|
-
return {
|
|
582
|
-
captured,
|
|
583
|
-
captureFraction: effectiveCapture,
|
|
584
|
-
incomingRate,
|
|
585
|
-
missedRate: Math.max(0, flowRate - incomingRate),
|
|
586
|
-
overflowRate: this.overflowRate,
|
|
587
|
-
};
|
|
588
|
-
}
|
|
589
|
-
setPixelRatio(pixelRatio) {
|
|
590
|
-
this.dropMaterial.uniforms.uPixelRatio.value = Math.min(pixelRatio, 2);
|
|
591
|
-
}
|
|
592
|
-
get fillRatio() {
|
|
593
|
-
return this.capacity > 0 ? this.volume / this.capacity : 0;
|
|
594
|
-
}
|
|
595
|
-
get waterY() {
|
|
596
|
-
return THREE.MathUtils.lerp(this.innerBottomY, this.maxWaterY, this.fillRatio);
|
|
597
|
-
}
|
|
598
|
-
get centerX() {
|
|
599
|
-
return this.group.position.x;
|
|
600
|
-
}
|
|
601
|
-
get centerZ() {
|
|
602
|
-
return this.group.position.z;
|
|
603
|
-
}
|
|
604
|
-
get minX() {
|
|
605
|
-
return this.centerX - this.innerLength * 0.5;
|
|
606
|
-
}
|
|
607
|
-
get maxX() {
|
|
608
|
-
return this.centerX + this.innerLength * 0.5;
|
|
609
|
-
}
|
|
610
|
-
get collisionBounds() {
|
|
611
|
-
return {
|
|
612
|
-
minX: this.minX,
|
|
613
|
-
maxX: this.maxX,
|
|
614
|
-
halfZ: this.innerWidth * 0.5,
|
|
615
|
-
centerZ: this.centerZ,
|
|
616
|
-
waterY: this.waterY,
|
|
617
|
-
wallTop: this.rimY,
|
|
618
|
-
containerFloorY: this.innerBottomY,
|
|
619
|
-
};
|
|
620
|
-
}
|
|
621
|
-
}
|