three-base 2.0.75 → 2.0.77

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Files changed (82) hide show
  1. package/ApngTexture.d.ts +13 -13
  2. package/ApngTexture.js +61 -61
  3. package/ApngTextureManage.d.ts +18 -18
  4. package/ApngTextureManage.js +87 -87
  5. package/EventMesh.d.ts +18 -18
  6. package/EventMesh.js +59 -59
  7. package/ExtrudeMesh.d.ts +111 -111
  8. package/ExtrudeMesh.js +363 -363
  9. package/FPScontrol.d.ts +45 -45
  10. package/FPScontrol.js +171 -171
  11. package/Fire/Fire.d.ts +28 -28
  12. package/Fire/Fire.js +79 -79
  13. package/Fire/FireGromtry.d.ts +9 -9
  14. package/Fire/FireGromtry.js +40 -40
  15. package/Fire/FireMaterial.d.ts +28 -28
  16. package/Fire/FireMaterial.js +32 -32
  17. package/InstancedMeshBase.d.ts +32 -32
  18. package/InstancedMeshBase.js +229 -236
  19. package/InstancedMeshBase.ts +12 -22
  20. package/KeyFrameAnimation.d.ts +25 -25
  21. package/KeyFrameAnimation.js +78 -78
  22. package/MeshBase.d.ts +34 -34
  23. package/MeshBase.js +187 -187
  24. package/Mirror.d.ts +25 -25
  25. package/Mirror.js +139 -139
  26. package/PlaneModal1/PlaneModal1.d.ts +31 -31
  27. package/PlaneModal1/PlaneModal1.js +105 -105
  28. package/PlaneModal1/index.d.ts +1 -1
  29. package/PlaneModal1/index.js +1 -1
  30. package/PlaneText.d.ts +44 -44
  31. package/PlaneText.js +30 -30
  32. package/PlaneWithHtml.d.ts +11 -11
  33. package/PlaneWithHtml.js +68 -68
  34. package/PointLight/PointLight.d.ts +13 -13
  35. package/PointLight/PointLight.js +64 -64
  36. package/PointLight/index.d.ts +1 -1
  37. package/PointLight/index.js +1 -1
  38. package/Sky/Sky.d.ts +13 -13
  39. package/Sky/Sky.js +28 -28
  40. package/Sky/index.d.ts +1 -1
  41. package/Sky/index.js +1 -1
  42. package/SpriteModal1/SpriteModal1.d.ts +30 -30
  43. package/SpriteModal1/SpriteModal1.js +110 -110
  44. package/SpriteModal1/index.d.ts +1 -1
  45. package/SpriteModal1/index.js +1 -1
  46. package/SpriteText.d.ts +45 -45
  47. package/SpriteText.js +163 -163
  48. package/SpriteText2.d.ts +47 -47
  49. package/SpriteText2.js +198 -198
  50. package/SpriteWithHtml.d.ts +7 -7
  51. package/SpriteWithHtml.js +49 -49
  52. package/Text3D/Text3D.d.ts +20 -20
  53. package/Text3D/Text3D.js +62 -62
  54. package/Text3D/fontController.d.ts +59 -59
  55. package/Text3D/fontController.js +200 -200
  56. package/Text3D/index.d.ts +1 -1
  57. package/Text3D/index.js +1 -1
  58. package/ThreeBase.d.ts +92 -92
  59. package/ThreeBase.js +619 -619
  60. package/ThreeMouse.d.ts +39 -39
  61. package/ThreeMouse.js +359 -359
  62. package/Transition.d.ts +40 -40
  63. package/Transition.js +207 -207
  64. package/index.d.ts +1 -1
  65. package/index.js +2 -2
  66. package/keyContorls.d.ts +25 -25
  67. package/keyContorls.js +98 -98
  68. package/package.json +1 -1
  69. package/pass/FullScreenQuad.d.ts +7 -7
  70. package/pass/FullScreenQuad.js +25 -25
  71. package/pass/glow_pass.d.ts +2 -2
  72. package/pass/glow_pass.js +236 -236
  73. package/pass/stroke_pass.d.ts +2 -2
  74. package/pass/stroke_pass.js +202 -202
  75. package/shaders/FXAAShaderMaterial.d.ts +3 -3
  76. package/shaders/FXAAShaderMaterial.js +21 -21
  77. package/shaders.d.ts +17 -17
  78. package/shaders.js +99 -99
  79. package/threeLoader.d.ts +26 -26
  80. package/threeLoader.js +189 -189
  81. package/threeUtils.d.ts +47 -47
  82. package/threeUtils.js +266 -266
@@ -1,236 +1,229 @@
1
- /*
2
- * @Author: xiaosihan
3
- * @Date: 2024-02-05 09:31:57
4
- * @Last Modified by: xiaosihan
5
- * @Last Modified time: 2024-06-07 22:14:53
6
- */
7
- import { throttle } from "lodash";
8
- import { Euler, InstancedBufferAttribute, InstancedMesh, Matrix4, Quaternion, Vector3 } from "three";
9
- import MeshBase from "./MeshBase";
10
- import threeUtils from "./threeUtils";
11
- import threeLoader from "./threeLoader";
12
- // 实例模型组对象
13
- export default class InstancedMeshBase extends MeshBase {
14
- constructor(url) {
15
- super(url);
16
- }
17
- isInstancedGroupMesh = true;
18
- count = 0;
19
- size = new Vector3(1, 1, 1);
20
- meshCollect = {};
21
- instanceCollect = {};
22
- colorMap = new Map();
23
- static _position = new Vector3();
24
- static _scale = new Vector3(1, 1, 1);
25
- static _rotation = new Euler();
26
- static _Quaternion = new Quaternion();
27
- static _matrix = new Matrix4();
28
- instanceMatrix = new InstancedBufferAttribute(new Float32Array(0 * 16), 16);
29
- instanceColor = new InstancedBufferAttribute(new Float32Array(0 * 3), 3);
30
- // 重构加载模型的方法
31
- async loadModel(url, filename = "") {
32
- this.url = url;
33
- if (!url) {
34
- this.clear();
35
- return;
36
- }
37
- this.loaded = false;
38
- // 没有模型并且没有加载任务时就去加载模型
39
- if (!MeshBase.models.get(url) && !MeshBase.loadModeling.get(url)) {
40
- MeshBase.loadModeling.set(url, true);
41
- // 万能加载器
42
- let modal = await threeLoader.loadModel(url, filename);
43
- threeUtils.center(modal);
44
- modal.updateMatrixWorld(true);
45
- MeshBase.models.set(url, modal);
46
- MeshBase.loadModeling.set(url, false);
47
- }
48
- // 如果模型还在加载中, 就等待模型加载完成
49
- do {
50
- await new Promise(resolve => setTimeout(resolve, 50));
51
- } while (MeshBase.loadModeling.get(url));
52
- if (MeshBase.models.get(url)) {
53
- this.clear();
54
- const mesh = MeshBase.models.get(url);
55
- // // 判断是否有动画
56
- // this.hasAnimation = mesh.animations.length > 0;
57
- // if (this.hasAnimation) {
58
- // const model = SkeletonUtils.clone(mesh);
59
- // this.mixer = new AnimationMixer(model);
60
- // this.animationActions = {};
61
- // mesh.animations.map(animation => {
62
- // const animationAction = this.mixer!.clipAction(animation).play();
63
- // animationAction.weight = 0;
64
- // this.animationActions[animation.name] = animationAction;
65
- // });
66
- // this.add(model);
67
- // } else {
68
- // this.add(mesh.clone(true));
69
- // }
70
- this.size.copy(threeUtils.getSize(mesh));
71
- const { meshCollect, instanceCollect } = this;
72
- mesh.updateMatrixWorld(true);
73
- // collect all mesh counts, in case there are more than one copy of the same mesh in this group
74
- mesh.traverse((obj) => {
75
- const mesh = obj;
76
- if (mesh.isMesh) {
77
- mesh.matrixWorld.decompose(mesh.position, mesh.quaternion, mesh.scale);
78
- mesh.rotation.setFromQuaternion(mesh.quaternion);
79
- mesh.updateMatrix();
80
- // same geometry and same material consider as the same mesh
81
- const uuid = mesh.geometry.uuid + '/' + mesh.material.uuid;
82
- if (meshCollect[uuid]) {
83
- meshCollect[uuid].push(mesh);
84
- }
85
- else {
86
- meshCollect[uuid] = [mesh];
87
- }
88
- }
89
- else {
90
- obj.position.set(0, 0, 0);
91
- obj.scale.set(1, 1, 1);
92
- obj.rotation.set(0, 0, 0);
93
- }
94
- });
95
- // create all instances
96
- Object.keys(meshCollect).forEach(uuid => {
97
- const meshes = meshCollect[uuid];
98
- const mesh = meshes[0];
99
- const instancedMesh = new InstancedMesh(mesh.geometry, mesh.material, meshes.length * this.count);
100
- instancedMesh.name = mesh.name;
101
- instancedMesh.frustumCulled = false;
102
- instanceCollect[uuid] = instancedMesh;
103
- this.add(instancedMesh);
104
- });
105
- // 加载完成事件
106
- await new Promise(resolve => setTimeout(resolve, 30));
107
- // 加载完成事件
108
- this.dispatchEvent({ type: "loaded" });
109
- this.loaded = true;
110
- }
111
- }
112
- // 更新包围盒
113
- computeBoundingSphere = throttle(() => {
114
- this.children.map(instancedMesh => {
115
- instancedMesh.computeBoundingSphere();
116
- });
117
- }, 1000);
118
- //初始实例矩阵的数量
119
- async setCount(count = 0) {
120
- if (this.count === count) {
121
- return;
122
- }
123
- await this.awaitLoaded();
124
- const instanceMatrix = new InstancedBufferAttribute(new Float32Array(count * 16), 16);
125
- const instanceColor = new InstancedBufferAttribute(new Float32Array(count * 3).fill(1), 3);
126
- for (let i = 0; i < count; i++) {
127
- instanceMatrix.set(InstancedMeshBase._matrix.identity().toArray(), i * 16);
128
- instanceColor.set([1, 1, 1], i * 3);
129
- }
130
- for (let i = 0; i < this.count; i++) {
131
- instanceMatrix.copyAt(i, this.instanceMatrix, i);
132
- instanceColor.copyAt(i, this.instanceColor, i);
133
- }
134
- this.instanceMatrix = instanceMatrix;
135
- this.instanceColor = instanceColor;
136
- this.count = count;
137
- this.children.map((instanceMesh) => {
138
- const instanceMatrix = new InstancedBufferAttribute(new Float32Array(count * 16), 16);
139
- const instanceColor = new InstancedBufferAttribute(new Float32Array(count * 3).fill(1), 3);
140
- for (let i = 0; i < count; i++) {
141
- instanceMatrix.set(InstancedMeshBase._matrix.identity().toArray(), i * 16);
142
- instanceColor.set([1, 1, 1], i * 3);
143
- }
144
- for (let i = 0; i < instanceMesh.count; i++) {
145
- instanceMatrix.copyAt(i, instanceMesh.instanceMatrix, i);
146
- instanceColor.copyAt(i, instanceMesh.instanceColor, i);
147
- }
148
- instanceMesh.instanceMatrix = instanceMatrix;
149
- instanceMesh.instanceColor = instanceColor;
150
- instanceMesh.count = count;
151
- });
152
- }
153
- // 设置矩阵
154
- async setMatrixAt(index, matrix) {
155
- const new_matrix = matrix.clone();
156
- await this.awaitLoaded();
157
- Object.keys(this.meshCollect).forEach(uuid => {
158
- const instancedMesh = this.instanceCollect[uuid];
159
- const collect = this.meshCollect[uuid];
160
- collect.forEach((mesh, i) => {
161
- InstancedMeshBase._matrix.copy(mesh.matrix);
162
- InstancedMeshBase._matrix.premultiply(new_matrix);
163
- instancedMesh.setMatrixAt(collect.length * index + i, InstancedMeshBase._matrix);
164
- instancedMesh.instanceMatrix.needsUpdate = true;
165
- });
166
- });
167
- this.computeBoundingSphere();
168
- }
169
- //设置移动旋转缩放
170
- async setTRS(index, { position = InstancedMeshBase._position, rotation = InstancedMeshBase._rotation, scale = InstancedMeshBase._scale }) {
171
- const new_position = position.clone();
172
- const new_rotation = rotation.clone();
173
- const new_scale = scale.clone();
174
- await this.awaitLoaded();
175
- console.log("setTRS", index);
176
- Object.keys(this.meshCollect).forEach(uuid => {
177
- const instancedMesh = this.instanceCollect[uuid];
178
- const collect = this.meshCollect[uuid];
179
- collect.forEach((mesh, i) => {
180
- //获取对应的模型的矩阵
181
- instancedMesh.getMatrixAt(collect.length * index + i, InstancedMeshBase._matrix);
182
- InstancedMeshBase._matrix.premultiply(mesh.matrix.clone().invert());
183
- InstancedMeshBase._matrix.decompose(InstancedMeshBase._position, InstancedMeshBase._Quaternion, InstancedMeshBase._scale);
184
- InstancedMeshBase._rotation.setFromQuaternion(InstancedMeshBase._Quaternion);
185
- InstancedMeshBase._position.copy(new_position);
186
- InstancedMeshBase._rotation.copy(new_rotation);
187
- InstancedMeshBase._scale.copy(new_scale);
188
- InstancedMeshBase._Quaternion.setFromEuler(InstancedMeshBase._rotation);
189
- InstancedMeshBase._matrix.compose(InstancedMeshBase._position, InstancedMeshBase._Quaternion, InstancedMeshBase._scale);
190
- InstancedMeshBase._matrix.premultiply(mesh.matrix);
191
- instancedMesh.setMatrixAt(collect.length * index + i, InstancedMeshBase._matrix);
192
- instancedMesh.instanceMatrix.needsUpdate = true;
193
- });
194
- });
195
- this.computeBoundingSphere();
196
- }
197
- // 设置颜色
198
- async setColorAt(index, color) {
199
- await this.awaitLoaded();
200
- Object.keys(this.meshCollect).forEach(uuid => {
201
- const instancedMesh = this.instanceCollect[uuid];
202
- const collect = this.meshCollect[uuid];
203
- collect.forEach((mesh, i) => {
204
- const c = color(instancedMesh);
205
- if (c) {
206
- instancedMesh.setColorAt(collect.length * index + i, c);
207
- instancedMesh.instanceColor.needsUpdate = true;
208
- }
209
- });
210
- });
211
- }
212
- // 同步属性
213
- updateMatrixWorld(force) {
214
- super.updateMatrixWorld(force);
215
- const { cursor, enableEvent } = this.userData;
216
- this.traverse(obj => {
217
- Object.assign(obj.userData, { cursor, enableEvent });
218
- });
219
- }
220
- // 事件监听
221
- async addEventListener(name, callback) {
222
- super.addEventListener(name, callback);
223
- await this.awaitLoaded();
224
- super.addEventListener(name, callback);
225
- this.children.map(mesh => {
226
- mesh.addEventListener(name, callback);
227
- });
228
- }
229
- // 取消事件的监听
230
- removeEventListener(name, callback) {
231
- super.removeEventListener(name, callback);
232
- this.children.map(mesh => {
233
- mesh.removeEventListener(name, callback);
234
- });
235
- }
236
- }
1
+ /*
2
+ * @Author: xiaosihan
3
+ * @Date: 2024-02-05 09:31:57
4
+ * @Last Modified by: xiaosihan
5
+ * @Last Modified time: 2024-06-07 22:14:53
6
+ */
7
+ import { throttle } from "lodash";
8
+ import { Euler, InstancedBufferAttribute, InstancedMesh, Matrix4, Quaternion, Vector3 } from "three";
9
+ import MeshBase from "./MeshBase";
10
+ import threeUtils from "./threeUtils";
11
+ import threeLoader from "./threeLoader";
12
+ // 实例模型组对象
13
+ export default class InstancedMeshBase extends MeshBase {
14
+ constructor(url) {
15
+ super(url);
16
+ }
17
+ isInstancedGroupMesh = true;
18
+ count = 0;
19
+ size = new Vector3(1, 1, 1);
20
+ meshCollect = {};
21
+ instanceCollect = {};
22
+ colorMap = new Map();
23
+ static _position = new Vector3();
24
+ static _scale = new Vector3(1, 1, 1);
25
+ static _rotation = new Euler();
26
+ static _Quaternion = new Quaternion();
27
+ static _matrix = new Matrix4();
28
+ instanceMatrix = new InstancedBufferAttribute(new Float32Array(0 * 16), 16);
29
+ instanceColor = new InstancedBufferAttribute(new Float32Array(0 * 3), 3);
30
+ // 重构加载模型的方法
31
+ async loadModel(url, filename = "") {
32
+ this.url = url;
33
+ if (!url) {
34
+ this.clear();
35
+ return;
36
+ }
37
+ this.loaded = false;
38
+ // 没有模型并且没有加载任务时就去加载模型
39
+ if (!MeshBase.models.get(url) && !MeshBase.loadModeling.get(url)) {
40
+ MeshBase.loadModeling.set(url, true);
41
+ // 万能加载器
42
+ let modal = await threeLoader.loadModel(url, filename);
43
+ MeshBase.models.set(url, modal);
44
+ MeshBase.loadModeling.set(url, false);
45
+ }
46
+ // 如果模型还在加载中, 就等待模型加载完成
47
+ do {
48
+ await new Promise(resolve => setTimeout(resolve, 50));
49
+ } while (MeshBase.loadModeling.get(url));
50
+ if (MeshBase.models.get(url)) {
51
+ this.clear();
52
+ const mesh = MeshBase.models.get(url);
53
+ // // 判断是否有动画
54
+ // this.hasAnimation = mesh.animations.length > 0;
55
+ // if (this.hasAnimation) {
56
+ // const model = SkeletonUtils.clone(mesh);
57
+ // this.mixer = new AnimationMixer(model);
58
+ // this.animationActions = {};
59
+ // mesh.animations.map(animation => {
60
+ // const animationAction = this.mixer!.clipAction(animation).play();
61
+ // animationAction.weight = 0;
62
+ // this.animationActions[animation.name] = animationAction;
63
+ // });
64
+ // this.add(model);
65
+ // } else {
66
+ // this.add(mesh.clone(true));
67
+ // }
68
+ this.size.copy(threeUtils.getSize(mesh));
69
+ const { meshCollect, instanceCollect } = this;
70
+ mesh.updateMatrixWorld(true);
71
+ // collect all mesh counts, in case there are more than one copy of the same mesh in this group
72
+ mesh.traverse((obj) => {
73
+ const mesh = obj;
74
+ if (mesh.isMesh) {
75
+ mesh.matrixWorld.decompose(mesh.position, mesh.quaternion, mesh.scale);
76
+ mesh.rotation.setFromQuaternion(mesh.quaternion);
77
+ mesh.updateMatrix();
78
+ // same geometry and same material consider as the same mesh
79
+ const uuid = mesh.geometry.uuid + '/' + mesh.material.uuid;
80
+ if (meshCollect[uuid]) {
81
+ meshCollect[uuid].push(mesh);
82
+ }
83
+ else {
84
+ meshCollect[uuid] = [mesh];
85
+ }
86
+ }
87
+ else {
88
+ obj.position.set(0, 0, 0);
89
+ obj.scale.set(1, 1, 1);
90
+ obj.rotation.set(0, 0, 0);
91
+ }
92
+ });
93
+ // create all instances
94
+ Object.keys(meshCollect).forEach(uuid => {
95
+ const meshes = meshCollect[uuid];
96
+ const mesh = meshes[0];
97
+ const instancedMesh = new InstancedMesh(mesh.geometry, mesh.material, meshes.length * this.count);
98
+ instancedMesh.name = mesh.name;
99
+ instancedMesh.frustumCulled = false;
100
+ instanceCollect[uuid] = instancedMesh;
101
+ this.add(instancedMesh);
102
+ });
103
+ // 加载完成事件
104
+ await new Promise(resolve => setTimeout(resolve, 30));
105
+ // 加载完成事件
106
+ this.loaded = true;
107
+ this.dispatchEvent({ type: "loaded" });
108
+ }
109
+ }
110
+ // 更新包围盒
111
+ computeBoundingSphere = throttle(() => {
112
+ this.children.map(instancedMesh => {
113
+ instancedMesh.computeBoundingSphere();
114
+ });
115
+ }, 1000);
116
+ //初始实例矩阵的数量
117
+ async setCount(count = 0) {
118
+ if (this.count === count) {
119
+ return;
120
+ }
121
+ await this.awaitLoaded();
122
+ const instanceMatrix = new InstancedBufferAttribute(new Float32Array(count * 16), 16);
123
+ const instanceColor = new InstancedBufferAttribute(new Float32Array(count * 3).fill(1), 3);
124
+ for (let i = 0; i < count; i++) {
125
+ instanceMatrix.set(InstancedMeshBase._matrix.identity().toArray(), i * 16);
126
+ instanceColor.set([1, 1, 1], i * 3);
127
+ }
128
+ for (let i = 0; i < this.count; i++) {
129
+ instanceMatrix.copyAt(i, this.instanceMatrix, i);
130
+ instanceColor.copyAt(i, this.instanceColor, i);
131
+ }
132
+ this.instanceMatrix = instanceMatrix;
133
+ this.instanceColor = instanceColor;
134
+ this.count = count;
135
+ this.children.map((instanceMesh) => {
136
+ const instanceMatrix = new InstancedBufferAttribute(new Float32Array(count * 16), 16);
137
+ const instanceColor = new InstancedBufferAttribute(new Float32Array(count * 3).fill(1), 3);
138
+ for (let i = 0; i < count; i++) {
139
+ instanceMatrix.set(InstancedMeshBase._matrix.identity().toArray(), i * 16);
140
+ instanceColor.set([1, 1, 1], i * 3);
141
+ }
142
+ for (let i = 0; i < instanceMesh.count; i++) {
143
+ instanceMatrix.copyAt(i, instanceMesh.instanceMatrix, i);
144
+ instanceColor.copyAt(i, instanceMesh.instanceColor, i);
145
+ }
146
+ instanceMesh.instanceMatrix = instanceMatrix;
147
+ instanceMesh.instanceColor = instanceColor;
148
+ instanceMesh.count = count;
149
+ });
150
+ }
151
+ // 设置矩阵
152
+ async setMatrixAt(index, matrix = new Matrix4().identity()) {
153
+ await this.awaitLoaded();
154
+ Object.keys(this.meshCollect).forEach(uuid => {
155
+ const instancedMesh = this.instanceCollect[uuid];
156
+ const collect = this.meshCollect[uuid];
157
+ collect.forEach((mesh, i) => {
158
+ InstancedMeshBase._matrix.copy(mesh.matrix);
159
+ InstancedMeshBase._matrix.premultiply(matrix);
160
+ instancedMesh.setMatrixAt(collect.length * index + i, InstancedMeshBase._matrix);
161
+ instancedMesh.instanceMatrix.needsUpdate = true;
162
+ });
163
+ });
164
+ this.computeBoundingSphere();
165
+ }
166
+ //设置移动旋转缩放
167
+ async setTRS(index, { position, rotation, scale }) {
168
+ await this.awaitLoaded();
169
+ Object.keys(this.meshCollect).forEach(uuid => {
170
+ const instancedMesh = this.instanceCollect[uuid];
171
+ const collect = this.meshCollect[uuid];
172
+ collect.forEach((mesh, i) => {
173
+ //获取对应的模型的矩阵
174
+ instancedMesh.getMatrixAt(collect.length * index + i, InstancedMeshBase._matrix);
175
+ InstancedMeshBase._matrix.premultiply(mesh.matrix.clone().invert());
176
+ InstancedMeshBase._matrix.decompose(InstancedMeshBase._position, InstancedMeshBase._Quaternion, InstancedMeshBase._scale);
177
+ InstancedMeshBase._rotation.setFromQuaternion(InstancedMeshBase._Quaternion);
178
+ position && InstancedMeshBase._position.copy(position);
179
+ rotation && InstancedMeshBase._rotation.copy(rotation);
180
+ scale && InstancedMeshBase._scale.copy(scale);
181
+ InstancedMeshBase._Quaternion.setFromEuler(InstancedMeshBase._rotation);
182
+ InstancedMeshBase._matrix.compose(InstancedMeshBase._position, InstancedMeshBase._Quaternion, InstancedMeshBase._scale);
183
+ InstancedMeshBase._matrix.premultiply(mesh.matrix);
184
+ instancedMesh.setMatrixAt(collect.length * index + i, InstancedMeshBase._matrix);
185
+ instancedMesh.instanceMatrix.needsUpdate = true;
186
+ });
187
+ });
188
+ this.computeBoundingSphere();
189
+ }
190
+ // 设置颜色
191
+ async setColorAt(index, color) {
192
+ await this.awaitLoaded();
193
+ Object.keys(this.meshCollect).forEach(uuid => {
194
+ const instancedMesh = this.instanceCollect[uuid];
195
+ const collect = this.meshCollect[uuid];
196
+ collect.forEach((mesh, i) => {
197
+ const c = color(instancedMesh);
198
+ if (c) {
199
+ instancedMesh.setColorAt(collect.length * index + i, c);
200
+ instancedMesh.instanceColor.needsUpdate = true;
201
+ }
202
+ });
203
+ });
204
+ }
205
+ // 同步属性
206
+ updateMatrixWorld(force) {
207
+ super.updateMatrixWorld(force);
208
+ const { cursor, enableEvent } = this.userData;
209
+ this.traverse(obj => {
210
+ Object.assign(obj.userData, { cursor, enableEvent });
211
+ });
212
+ }
213
+ // 事件监听
214
+ async addEventListener(name, callback) {
215
+ super.addEventListener(name, callback);
216
+ await this.awaitLoaded();
217
+ super.addEventListener(name, callback);
218
+ this.children.map(mesh => {
219
+ mesh.addEventListener(name, callback);
220
+ });
221
+ }
222
+ // 取消事件的监听
223
+ removeEventListener(name, callback) {
224
+ super.removeEventListener(name, callback);
225
+ this.children.map(mesh => {
226
+ mesh.removeEventListener(name, callback);
227
+ });
228
+ }
229
+ }
@@ -59,9 +59,6 @@ export default class InstancedMeshBase extends MeshBase {
59
59
  // 万能加载器
60
60
  let modal = await threeLoader.loadModel(url, filename);
61
61
 
62
- threeUtils.center(modal);
63
- modal.updateMatrixWorld(true);
64
-
65
62
  MeshBase.models.set(url, modal);
66
63
  MeshBase.loadModeling.set(url, false);
67
64
  }
@@ -139,8 +136,8 @@ export default class InstancedMeshBase extends MeshBase {
139
136
  // 加载完成事件
140
137
  await new Promise(resolve => setTimeout(resolve, 30));
141
138
  // 加载完成事件
142
- this.dispatchEvent({ type: "loaded" } as never);
143
139
  this.loaded = true;
140
+ this.dispatchEvent({ type: "loaded" } as never);
144
141
  }
145
142
 
146
143
  }
@@ -178,7 +175,6 @@ export default class InstancedMeshBase extends MeshBase {
178
175
  this.count = count;
179
176
 
180
177
  this.children.map((instanceMesh: InstancedMesh) => {
181
-
182
178
  const instanceMatrix = new InstancedBufferAttribute(new Float32Array(count * 16), 16);
183
179
  const instanceColor = new InstancedBufferAttribute(new Float32Array(count * 3).fill(1), 3);
184
180
 
@@ -200,15 +196,14 @@ export default class InstancedMeshBase extends MeshBase {
200
196
  }
201
197
 
202
198
  // 设置矩阵
203
- async setMatrixAt(index: number, matrix: Matrix4) {
204
- const new_matrix = matrix.clone();
199
+ async setMatrixAt(index: number, matrix: Matrix4 = new Matrix4().identity()) {
205
200
  await this.awaitLoaded();
206
201
  Object.keys(this.meshCollect).forEach(uuid => {
207
- const instancedMesh = this.instanceCollect[uuid]
202
+ const instancedMesh = this.instanceCollect[uuid];
208
203
  const collect = this.meshCollect[uuid]
209
204
  collect.forEach((mesh: Mesh, i: number) => {
210
- InstancedMeshBase._matrix.copy(mesh.matrix)
211
- InstancedMeshBase._matrix.premultiply(new_matrix);
205
+ InstancedMeshBase._matrix.copy(mesh.matrix);
206
+ InstancedMeshBase._matrix.premultiply(matrix);
212
207
 
213
208
  instancedMesh.setMatrixAt(collect.length * index + i, InstancedMeshBase._matrix);
214
209
  instancedMesh.instanceMatrix.needsUpdate = true;
@@ -222,20 +217,17 @@ export default class InstancedMeshBase extends MeshBase {
222
217
  async setTRS(
223
218
  index: number,
224
219
  {
225
- position = InstancedMeshBase._position,
226
- rotation = InstancedMeshBase._rotation,
227
- scale = InstancedMeshBase._scale
220
+ position,
221
+ rotation,
222
+ scale
228
223
  }: {
229
224
  position?: Vector3;
230
225
  rotation?: Euler;
231
226
  scale?: Vector3
232
227
  }
233
228
  ) {
234
- const new_position = position.clone();
235
- const new_rotation = rotation.clone();
236
- const new_scale = scale.clone();
237
229
  await this.awaitLoaded();
238
- console.log("setTRS", index);
230
+
239
231
  Object.keys(this.meshCollect).forEach(uuid => {
240
232
  const instancedMesh = this.instanceCollect[uuid]
241
233
  const collect = this.meshCollect[uuid]
@@ -243,7 +235,6 @@ export default class InstancedMeshBase extends MeshBase {
243
235
 
244
236
  //获取对应的模型的矩阵
245
237
  instancedMesh.getMatrixAt(collect.length * index + i, InstancedMeshBase._matrix);
246
-
247
238
  InstancedMeshBase._matrix.premultiply(mesh.matrix.clone().invert());
248
239
 
249
240
  InstancedMeshBase._matrix.decompose(
@@ -252,9 +243,9 @@ export default class InstancedMeshBase extends MeshBase {
252
243
  InstancedMeshBase._scale
253
244
  );
254
245
  InstancedMeshBase._rotation.setFromQuaternion(InstancedMeshBase._Quaternion);
255
- InstancedMeshBase._position.copy(new_position);
256
- InstancedMeshBase._rotation.copy(new_rotation);
257
- InstancedMeshBase._scale.copy(new_scale);
246
+ position && InstancedMeshBase._position.copy(position);
247
+ rotation && InstancedMeshBase._rotation.copy(rotation);
248
+ scale && InstancedMeshBase._scale.copy(scale);
258
249
  InstancedMeshBase._Quaternion.setFromEuler(InstancedMeshBase._rotation);
259
250
 
260
251
  InstancedMeshBase._matrix.compose(
@@ -264,7 +255,6 @@ export default class InstancedMeshBase extends MeshBase {
264
255
  );
265
256
 
266
257
  InstancedMeshBase._matrix.premultiply(mesh.matrix);
267
-
268
258
  instancedMesh.setMatrixAt(collect.length * index + i, InstancedMeshBase._matrix);
269
259
  instancedMesh.instanceMatrix.needsUpdate = true;
270
260
  })
@@ -1,25 +1,25 @@
1
- import { Euler, Line, LineBasicMaterial, Object3D, Vector3 } from "three";
2
- export type Keyframe = {
3
- position: Vector3;
4
- scale: Vector3;
5
- rotation: Euler;
6
- timeTemp: number;
7
- };
8
- export type KeyframeAnimationProps = {
9
- speedScale?: number;
10
- object3d: Object3D;
11
- keyframes: Array<Keyframe>;
12
- };
13
- export default class KeyframeAnimation extends Object3D {
14
- constructor(props: KeyframeAnimationProps);
15
- speedScale: number;
16
- object3d: Object3D;
17
- halperLine: Line<any, LineBasicMaterial>;
18
- keyframes: Array<Keyframe>;
19
- setObject3D(object3d: Object3D): void;
20
- getKeyframe(i: number): Keyframe;
21
- setKeyframe(i: number, keyframe: Keyframe): void;
22
- setKeyframes(keyframes: Array<Keyframe>): void;
23
- update(): void;
24
- updateMatrix(): void;
25
- }
1
+ import { Euler, Line, LineBasicMaterial, Object3D, Vector3 } from "three";
2
+ export type Keyframe = {
3
+ position: Vector3;
4
+ scale: Vector3;
5
+ rotation: Euler;
6
+ timeTemp: number;
7
+ };
8
+ export type KeyframeAnimationProps = {
9
+ speedScale?: number;
10
+ object3d: Object3D;
11
+ keyframes: Array<Keyframe>;
12
+ };
13
+ export default class KeyframeAnimation extends Object3D {
14
+ constructor(props: KeyframeAnimationProps);
15
+ speedScale: number;
16
+ object3d: Object3D;
17
+ halperLine: Line<any, LineBasicMaterial>;
18
+ keyframes: Array<Keyframe>;
19
+ setObject3D(object3d: Object3D): void;
20
+ getKeyframe(i: number): Keyframe;
21
+ setKeyframe(i: number, keyframe: Keyframe): void;
22
+ setKeyframes(keyframes: Array<Keyframe>): void;
23
+ update(): void;
24
+ updateMatrix(): void;
25
+ }