chore(controller): three-player-controller als Ordner statt Submodul
Das Submodul zeigte auf GitHub, der eingetragene Stand 028c652 lag aber nur lokal vor: GitHub-Master ac39682 plus Showcase mit Figuren und launch.json. Frische Klone konnten den Controller deshalb nicht laden. Jetzt liegt dieser Stand als normaler Ordner im Repo, ohne Verweis auf GitHub. dist/ und node_modules/ im Controller bleiben ignoriert und werden wie bisher lokal gebaut. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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// 来源:https://threejs.org/examples/?q=cloud#webgl_volume_cloud
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import {
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BackSide,
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BoxGeometry,
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Color,
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Data3DTexture,
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GLSL3,
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LinearFilter,
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Mesh,
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RawShaderMaterial,
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RedFormat,
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Vector3,
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} from "three";
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import { ImprovedNoise } from "three/examples/jsm/math/ImprovedNoise.js";
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const vertexShader = `
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in vec3 position;
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uniform mat4 modelMatrix;
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uniform mat4 modelViewMatrix;
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uniform mat4 projectionMatrix;
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uniform vec3 cameraPos;
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out vec3 vOrigin;
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out vec3 vDirection;
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void main() {
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
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vDirection = position - vOrigin;
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gl_Position = projectionMatrix * mvPosition;
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}
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`;
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const fragmentShader = `
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precision highp float;
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precision highp sampler3D;
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uniform mat4 modelViewMatrix;
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uniform mat4 projectionMatrix;
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in vec3 vOrigin;
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in vec3 vDirection;
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out vec4 color;
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uniform vec3 base;
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uniform sampler3D map;
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uniform float threshold;
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uniform float range;
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uniform float opacity;
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uniform float steps;
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uniform float frame;
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uint wang_hash(uint seed)
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{
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seed = (seed ^ 61u) ^ (seed >> 16u);
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seed *= 9u;
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seed = seed ^ (seed >> 4u);
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seed *= 0x27d4eb2du;
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seed = seed ^ (seed >> 15u);
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return seed;
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}
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float randomFloat(inout uint seed)
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{
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return float(wang_hash(seed)) / 4294967296.;
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}
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vec2 hitBox( vec3 orig, vec3 dir ) {
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const vec3 box_min = vec3( - 0.5 );
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const vec3 box_max = vec3( 0.5 );
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vec3 inv_dir = 1.0 / dir;
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vec3 tmin_tmp = ( box_min - orig ) * inv_dir;
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vec3 tmax_tmp = ( box_max - orig ) * inv_dir;
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vec3 tmin = min( tmin_tmp, tmax_tmp );
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vec3 tmax = max( tmin_tmp, tmax_tmp );
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float t0 = max( tmin.x, max( tmin.y, tmin.z ) );
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float t1 = min( tmax.x, min( tmax.y, tmax.z ) );
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return vec2( t0, t1 );
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}
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float sample1( vec3 p ) {
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return texture( map, p ).r;
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}
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float shading( vec3 coord ) {
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float step = 0.01;
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return sample1( coord + vec3( - step ) ) - sample1( coord + vec3( step ) );
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}
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vec4 linearToSRGB( in vec4 value ) {
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return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
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}
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void main(){
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vec3 rayDir = normalize( vDirection );
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vec2 bounds = hitBox( vOrigin, rayDir );
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if ( bounds.x > bounds.y ) discard;
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bounds.x = max( bounds.x, 0.0 );
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float stepSize = ( bounds.y - bounds.x ) / steps;
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uint seed = uint( gl_FragCoord.x ) * uint( 1973 ) + uint( gl_FragCoord.y ) * uint( 9277 ) + uint( frame ) * uint( 26699 );
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vec3 size = vec3( textureSize( map, 0 ) );
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float randNum = randomFloat( seed ) * 2.0 - 1.0;
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vec3 p = vOrigin + bounds.x * rayDir;
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p += rayDir * randNum * ( 1.0 / size );
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vec4 ac = vec4( base, 0.0 );
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for ( float i = 0.0; i < steps; i += 1.0 ) {
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float d = sample1( p + 0.5 );
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d = smoothstep( threshold - range, threshold + range, d ) * opacity;
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float col = shading( p + 0.5 ) * 3.0 + ( ( p.x + p.y ) * 0.25 ) + 0.2;
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ac.rgb += ( 1.0 - ac.a ) * d * col;
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ac.a += ( 1.0 - ac.a ) * d;
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if ( ac.a >= 0.95 ) break;
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p += rayDir * stepSize;
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}
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color = linearToSRGB( ac );
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if ( color.a == 0.0 ) discard;
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}
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`;
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// 生成云纹理
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function createCloudTexture(size, noiseScale) {
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// 体素密度
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const data = new Uint8Array(size * size * size);
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const perlin = new ImprovedNoise();
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const vector = new Vector3();
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let i = 0;
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for (let z = 0; z < size; z++) {
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for (let y = 0; y < size; y++) {
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for (let x = 0; x < size; x++) {
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const d = 1.0 - vector.set(x, y, z).subScalar(size / 2).divideScalar(size).length();
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data[i] = (128 + 128 * perlin.noise(x * noiseScale / 1.5, y * noiseScale, z * noiseScale / 1.5)) * d * d;
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i++;
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}
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}
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}
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// 上传纹理
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const texture = new Data3DTexture(data, size, size, size);
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texture.format = RedFormat;
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texture.minFilter = LinearFilter;
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texture.magFilter = LinearFilter;
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texture.unpackAlignment = 1;
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texture.needsUpdate = true;
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return texture;
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}
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// 创建体积云
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export function createVolumeCloud(options = {}) {
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// 默认参数
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const {
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size = 96,
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noiseScale = 0.05,
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color = 0x798aa0,
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threshold = 0.25,
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opacity = 0.25,
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range = 0.1,
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steps = 80,
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scale = [3, 1.5, 2.2],
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} = options;
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// 构造材质
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const texture = createCloudTexture(size, noiseScale);
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const material = new RawShaderMaterial({
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glslVersion: GLSL3,
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uniforms: {
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base: { value: new Color(color) },
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map: { value: texture },
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cameraPos: { value: new Vector3() },
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threshold: { value: threshold },
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opacity: { value: opacity },
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range: { value: range },
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steps: { value: steps },
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frame: { value: 0 },
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},
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vertexShader,
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fragmentShader,
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side: BackSide,
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transparent: true,
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depthWrite: true,
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});
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// 返回网格
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const cloud = new Mesh(new BoxGeometry(1, 1, 1), material);
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cloud.name = "volumeCloud";
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cloud.scale.set(...scale);
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cloud.frustumCulled = false;
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return cloud;
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}
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// 更新体积云
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export function updateVolumeCloud(cloud, camera, rotationSpeed = 0) {
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if (!cloud?.material?.uniforms || !camera) return;
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if (!cloud.material.visible) return;
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// 同步相机
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const uniforms = cloud.material.uniforms;
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camera.getWorldPosition(uniforms.cameraPos.value);
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uniforms.frame.value += 1;
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// 可选旋转
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if (rotationSpeed !== 0) cloud.rotation.y += rotationSpeed / 60;
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}
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// 释放体积云
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export function disposeVolumeCloud(cloud) {
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if (!cloud) return;
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// 释放显存
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cloud.geometry?.dispose();
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cloud.material?.uniforms?.map?.value?.dispose();
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cloud.material?.dispose();
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}
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