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@ -31,82 +31,6 @@ class BabylonMorphTargetAdapter {
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return totalTargets;
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}
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async warmupInvisible(scene) {
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console.log('开始预热...');
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const startTime = performance.now();
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const allTargets = Object.values(this.morphTargetCache).flat();
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const totalTargets = allTargets.length;
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console.log(`预热 ${totalTargets} 个 morph targets`);
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// 多轮预热,用不同值组合
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const rounds = 10;
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for (let r = 0; r < rounds; r++) {
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const val = (r % 2 === 0) ? 1.0 : 0;
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allTargets.forEach(mt => mt.influence = val);
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scene.render();
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await new Promise(r => requestAnimationFrame(r));
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}
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// 重置
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allTargets.forEach(mt => mt.influence = 0);
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scene.render();
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// 等待几帧让 GPU 完全稳定
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for (let i = 0; i < 5; i++) {
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await new Promise(r => requestAnimationFrame(r));
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}
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console.log(`预热完成,耗时 ${(performance.now() - startTime).toFixed(2)}ms`);
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}
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warmupShaders(scene) {
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console.log('开始shader预热...');
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const startTime = performance.now();
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// 强制同步更新所有 morph target managers
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this.meshes?.forEach(mesh => {
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const mtm = mesh.morphTargetManager;
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if (mtm) {
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mtm.enableNormalMorphing = true;
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mtm.enableTangentMorphing = true;
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}
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});
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// 预热:强制触发着色器编译
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// 使用多种值组合来触发所有可能的shader变体
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const testValues = [0, 0.2, 0.4, 0.6, 0.8, 1.0];
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for (let pass = 0; pass < testValues.length; pass++) {
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const value = testValues[pass];
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for (const targets of Object.values(this.morphTargetCache)) {
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targets.forEach(mt => {
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mt.influence = value;
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});
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}
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// 每次设置后都渲染,确保shader编译
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if (scene) {
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scene.render();
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}
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}
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// 重置所有影响值
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for (const targets of Object.values(this.morphTargetCache)) {
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targets.forEach(mt => {
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mt.influence = 0;
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});
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}
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// 最后渲染一次确保重置生效
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if (scene) {
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scene.render();
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}
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const elapsed = performance.now() - startTime;
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console.log(`shader预热完成,耗时 ${elapsed.toFixed(2)}ms`);
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}
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setInfluence(name, value) {
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const lowerName = name.toLowerCase();
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const targets = this.morphTargetCache[lowerName];
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