import * as THREE from 'three'; import { ENTRIES } from '../data/entries.js'; import { PAGE_W, PAGE_H, HOLE_U, acquirePageTextures, releasePageTextures, getPlaceholderTextures, prefetchPageTextures, makeTwoSidedMaterial } from '../textures/pages.js'; import { clamp, easeOutCubic, easeInOutCubic } from '../utils/easing.js'; const RING_R = 0.085; const RING_TUBE = 0.0115; const STACK_GAP = 0.004; const TOP_LIFT = 0.02; // 顶层左右两页高出栈内的距离 const FLIP_LIFT = 0.028; // 翻页过程中的最大抬高(略高于顶层静止高度) const PAGE_GAP = 0.02; // 页内缘离书脊的小空隙 function makeLeatherTexture({ emblem = false } = {}) { const w = 512, h = 640; const c = document.createElement('canvas'); c.width = w; c.height = h; const ctx = c.getContext('2d'); // 小牛皮:深棕色,平滑细腻的纯色 const g = ctx.createLinearGradient(0, 0, w, h); g.addColorStop(0, '#6e4527'); g.addColorStop(0.5, '#5f3a20'); g.addColorStop(1, '#4f2f19'); ctx.fillStyle = g; ctx.fillRect(0, 0, w, h); // 极细腻的天然纹理(小牛皮几乎无颗粒,只有细微毛孔) for (let i = 0; i < 16000; i++) { const x = Math.random() * w, y = Math.random() * h; const s = Math.random() * 1.2 + 0.3; ctx.fillStyle = Math.random() > 0.5 ? 'rgba(28,14,6,0.06)' : 'rgba(205,165,125,0.05)'; ctx.beginPath(); ctx.ellipse(x, y, s, s * 0.7, Math.random() * Math.PI, 0, Math.PI * 2); ctx.fill(); } // 极淡的天然色差 for (let i = 0; i < 40; i++) { const x = Math.random() * w, y = Math.random() * h, r = Math.random() * 120 + 40; const rg = ctx.createRadialGradient(x, y, 0, x, y, r); rg.addColorStop(0, 'rgba(20,8,3,0.06)'); rg.addColorStop(1, 'rgba(0,0,0,0)'); ctx.fillStyle = rg; ctx.fillRect(0, 0, w, h); } const tex = new THREE.CanvasTexture(c); tex.colorSpace = THREE.SRGBColorSpace; tex.anisotropy = 8; return tex; } // 内侧绒面(粗糙、哑光、模糊绒毛) function makeSuedeTexture() { const w = 1024, h = 1280; const c = document.createElement('canvas'); c.width = w; c.height = h; const ctx = c.getContext('2d'); const g = ctx.createLinearGradient(0, 0, w, h); g.addColorStop(0, '#a8825c'); g.addColorStop(0.5, '#96724e'); g.addColorStop(1, '#866244'); ctx.fillStyle = g; ctx.fillRect(0, 0, w, h); // 密集绒毛噪点(更细更密) for (let i = 0; i < 420000; i++) { const x = Math.random() * w, y = Math.random() * h; ctx.fillStyle = Math.random() > 0.5 ? 'rgba(40,22,10,0.10)' : 'rgba(230,200,160,0.08)'; ctx.fillRect(x, y, Math.random() * 1.1 + 0.22, Math.random() * 1.1 + 0.22); } // 绒毛短划痕(更细密) ctx.strokeStyle = 'rgba(30,16,8,0.10)'; ctx.lineWidth = 0.65; for (let i = 0; i < 70000; i++) { const x = Math.random() * w, y = Math.random() * h, a = Math.random() * Math.PI, l = Math.random() * 7 + 1.5; ctx.beginPath(); ctx.moveTo(x, y); ctx.lineTo(x + Math.cos(a) * l, y + Math.sin(a) * l); ctx.stroke(); } const edge = ctx.createRadialGradient(w / 2, h / 2, Math.min(w, h) * 0.4, w / 2, h / 2, Math.max(w, h) * 0.72); edge.addColorStop(0, 'rgba(0,0,0,0)'); edge.addColorStop(1, 'rgba(50,28,12,0.18)'); ctx.fillStyle = edge; ctx.fillRect(0, 0, w, h); const tex = new THREE.CanvasTexture(c); tex.colorSpace = THREE.SRGBColorSpace; tex.anisotropy = 16; return tex; } // 圆角矩形轮廓(直线段 + 圆弧段都用 lineTo 细分,正反面/皮边共享同一轮廓) function roundedRectShape(w, h, r, edgeSeg = 16, arcSeg = 10) { const hw = w / 2, hh = h / 2; const s = new THREE.Shape(); s.moveTo(-hw + r, hh); // 上边 for (let i = 1; i <= edgeSeg; i++) s.lineTo(-hw + r + (w - 2 * r) * i / edgeSeg, hh); // 右上角:90° → 0° for (let i = 1; i <= arcSeg; i++) { const a = Math.PI / 2 - (Math.PI / 2) * i / arcSeg; s.lineTo(hw - r + r * Math.cos(a), hh - r + r * Math.sin(a)); } // 右边 for (let i = 1; i <= edgeSeg; i++) s.lineTo(hw, hh - r - (h - 2 * r) * i / edgeSeg); // 右下角:0° → -90° for (let i = 1; i <= arcSeg; i++) { const a = 0 - (Math.PI / 2) * i / arcSeg; s.lineTo(hw - r + r * Math.cos(a), -hh + r + r * Math.sin(a)); } // 下边 for (let i = 1; i <= edgeSeg; i++) s.lineTo(hw - r - (w - 2 * r) * i / edgeSeg, -hh); // 左下角:-90° → -180° for (let i = 1; i <= arcSeg; i++) { const a = -Math.PI / 2 - (Math.PI / 2) * i / arcSeg; s.lineTo(-hw + r + r * Math.cos(a), -hh + r + r * Math.sin(a)); } // 左边 for (let i = 1; i <= edgeSeg; i++) s.lineTo(-hw, -hh + r + (h - 2 * r) * i / edgeSeg); // 左上角:180° → 90° for (let i = 1; i <= arcSeg; i++) { const a = Math.PI - (Math.PI / 2) * i / arcSeg; s.lineTo(-hw + r + r * Math.cos(a), hh - r + r * Math.sin(a)); } s.closePath(); return s; } // 软皮曲面:ShapeGeometry 三角化(圆角正确、无缺口)+ 书脊处弧度弯曲 function makeLeatherSurface(w, h, crXY, curve, flip) { // 规则网格(含内部顶点,曲面平滑无对角褶痕)+ 角区收缩到圆弧 const segX = 64, segY = 48; const hw = w / 2, hh = h / 2; const bx = hw - crXY, by = hh - crXY; const sigma = 0.5; const pos = [], uvs = [], idx = []; const g = []; for (let j = 0; j <= segY; j++) { g[j] = []; const y = -hh + (j / segY) * h; for (let i = 0; i <= segX; i++) { const x = -hw + (i / segX) * w; let px = x, py = y; const ax = Math.abs(x), ay = Math.abs(y); // 角区:外部点投影到圆弧上(内部点保留) if (ax > bx && ay > by) { const dx = ax - bx, dy = ay - by; const dl = Math.sqrt(dx * dx + dy * dy); if (dl > crXY) { const k = crXY / dl; px = Math.sign(x) * (bx + dx * k); py = Math.sign(y) * (by + dy * k); } } const v = py / hh; const z = -curve * Math.exp(-(px * px) / (2 * sigma * sigma)) * (1 - 0.25 * v * v); g[j].push(pos.length / 3); pos.push(px, py, z); uvs.push(flip ? (hw - px) / w : (px + hw) / w, (py + hh) / h); } } for (let j = 0; j < segY; j++) { for (let i = 0; i < segX; i++) { const a = g[j][i], b = g[j][i + 1], c = g[j + 1][i], d = g[j + 1][i + 1]; if (flip) idx.push(a, c, b, b, c, d); else idx.push(a, b, c, b, d, c); } } const geo = new THREE.BufferGeometry(); geo.setAttribute('position', new THREE.Float32BufferAttribute(pos, 3)); geo.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2)); geo.setIndex(idx); geo.computeVertexNormals(); return geo; } // 皮边:与曲面共享同一圆角矩形轮廓的窄侧壁(封闭厚度,纯色) function makeSideRim(w, h, crXY, thick, curve) { const shape = roundedRectShape(w, h, crXY); const pts = shape.getPoints(); const hh = h / 2, sigma = 0.5; const pos = [], idx = []; for (let i = 0; i < pts.length; i++) { const px = pts[i].x, py = pts[i].y; const v = py / hh; const z = -curve * Math.exp(-(px * px) / (2 * sigma * sigma)) * (1 - 0.25 * v * v); pos.push(px, py, z - thick / 2, px, py, z + thick / 2); if (i > 0) { const a = (i - 1) * 2, b = a + 1, c = i * 2, d = i * 2 + 1; idx.push(a, c, b, b, c, d); } } const n = pts.length; idx.push((n - 1) * 2, 0, (n - 1) * 2 + 1, (n - 1) * 2 + 1, 0, 1); const geo = new THREE.BufferGeometry(); geo.setAttribute('position', new THREE.Float32BufferAttribute(pos, 3)); geo.setIndex(idx); geo.computeVertexNormals(); return geo; } // 皮革法线贴图:由卵石颗粒 + 皱纹 + 缝线凹槽的高度图生成 function makeLeatherNormalMap() { const w = 512, h = 640; const c = document.createElement('canvas'); c.width = w; c.height = h; const ctx = c.getContext('2d', { willReadFrequently: true }); // 平面基准 ctx.fillStyle = 'rgb(128,128,128)'; ctx.fillRect(0, 0, w, h); // 极细颗粒(光滑小牛皮:几乎无凹凸) for (let i = 0; i < 30000; i++) { const x = Math.random() * w, y = Math.random() * h, r = Math.random() * 1.5 + 0.4; const g = ctx.createRadialGradient(x, y, 0, x, y, r); g.addColorStop(0, 'rgba(255,255,255,0.2)'); g.addColorStop(0.65, 'rgba(128,128,128,0.03)'); g.addColorStop(1, 'rgba(0,0,0,0.16)'); ctx.fillStyle = g; ctx.beginPath(); ctx.arc(x, y, r, 0, Math.PI * 2); ctx.fill(); } // 高度图 → 法线贴图 const img = ctx.getImageData(0, 0, w, h); const out = ctx.createImageData(w, h); const S = 1.6; const hAt = (yy, xx) => img.data[(Math.min(h - 1, Math.max(0, yy)) * w + Math.min(w - 1, Math.max(0, xx))) * 4]; for (let y = 0; y < h; y++) { for (let x = 0; x < w; x++) { const l = hAt(y, x - 1), r = hAt(y, x + 1), u = hAt(y - 1, x), d = hAt(y + 1, x); const nx = (l - r) * S; const ny = (u - d) * S; const nz = 255; const len = Math.sqrt(nx * nx + ny * ny + nz * nz); const o = (y * w + x) * 4; out.data[o] = (nx / len * 0.5 + 0.5) * 255; out.data[o + 1] = (ny / len * 0.5 + 0.5) * 255; out.data[o + 2] = (nz / len * 0.5 + 0.5) * 255; out.data[o + 3] = 255; } } ctx.putImageData(out, 0, 0); const tex = new THREE.CanvasTexture(c); tex.colorSpace = THREE.NoColorSpace; tex.anisotropy = 8; return tex; } // 内侧绒面法线:密集细绒毛(高频噪点) function makeSuedeNormalMap() { const w = 512, h = 640; const c = document.createElement('canvas'); c.width = w; c.height = h; const ctx = c.getContext('2d', { willReadFrequently: true }); ctx.fillStyle = 'rgb(128,128,128)'; ctx.fillRect(0, 0, w, h); // 密集绒毛噪点 const img = ctx.createImageData(w, h); for (let i = 0; i < img.data.length; i += 4) { const v = 128 + (Math.random() - 0.5) * 60; img.data[i] = img.data[i + 1] = img.data[i + 2] = v; img.data[i + 3] = 255; } ctx.putImageData(img, 0, 0); // 高度 → 法线 const src = ctx.getImageData(0, 0, w, h); const out = ctx.createImageData(w, h); const S = 3.2; const hAt = (yy, xx) => src.data[(Math.min(h - 1, Math.max(0, yy)) * w + Math.min(w - 1, Math.max(0, xx))) * 4]; for (let y = 0; y < h; y++) { for (let x = 0; x < w; x++) { const l = hAt(y, x - 1), r = hAt(y, x + 1), u = hAt(y - 1, x), d = hAt(y + 1, x); const nx = (l - r) * S, ny = (u - d) * S, nz = 255; const len = Math.sqrt(nx * nx + ny * ny + nz * nz); const o = (y * w + x) * 4; out.data[o] = (nx / len * 0.5 + 0.5) * 255; out.data[o + 1] = (ny / len * 0.5 + 0.5) * 255; out.data[o + 2] = (nz / len * 0.5 + 0.5) * 255; out.data[o + 3] = 255; } } ctx.putImageData(out, 0, 0); const tex = new THREE.CanvasTexture(c); tex.colorSpace = THREE.NoColorSpace; tex.anisotropy = 16; return tex; } export class Binder { constructor() { this.group = new THREE.Group(); this.pages = []; this.current = 0; this.flip = null; // { index, from, to, t, duration } this.resetTween = null; // 回卷重置动画 this.onChange = null; this.suedeTex = makeSuedeTexture(); this.suedeNormalTex = makeSuedeNormalMap(); this.placeholder = getPlaceholderTextures(); this._textured = new Set(); this._buildCovers(); this._buildHingePlate(); this._buildRings(); this._buildPages(); // 微微后仰,像阅读架 this.group.rotation.x = -0.09; } _buildCovers() { const coverW = PAGE_W + 0.2; const coverH = PAGE_H + 0.2; const spineW = 0.12; const thick = 0.017; // 牛皮厚度 // 内侧:粗糙绒面(哑光)——外皮不渲染,只保留内侧 const innerMat = new THREE.MeshStandardMaterial({ map: this.suedeTex, normalMap: this.suedeNormalTex, normalScale: new THREE.Vector2(1.1, 1.1), roughness: 0.92, metalness: 0.0, }); // 一张牛皮:仅内侧曲面 + 封闭皮边 const totalW = coverW * 2 + spineW; const frontGeo = makeLeatherSurface(totalW, coverH, 0.06, 0.07, false); const rimGeo = makeSideRim(totalW, coverH, 0.06, thick, 0.07); const rimMat = new THREE.MeshStandardMaterial({ color: 0x6b4524, roughness: 0.7, metalness: 0.0, side: THREE.DoubleSide }); const front = new THREE.Mesh(frontGeo, innerMat); // +z 朝书页(绒面) front.position.z = thick / 2; const rim = new THREE.Mesh(rimGeo, rimMat); this.cover = new THREE.Group(); this.cover.add(front, rim); this.cover.position.set(0, 0, -0.095); front.receiveShadow = rim.receiveShadow = true; front.castShadow = rim.castShadow = true; this.group.add(this.cover); } _buildHingePlate() { // 金属连接片:薄薄地贴合在牛皮书脊内面上,用于连接铁环 const mat = new THREE.MeshStandardMaterial({ color: 0xd8d2c6, metalness: 0.95, roughness: 0.25, }); // 薄片(有可见厚度的金属条),贴在牛皮内面(书脊处曲面 z≈-0.157)上 const plate = new THREE.Mesh(new THREE.BoxGeometry(0.09, 1.95, 0.04), mat); plate.position.set(0, 0, -0.137); plate.castShadow = true; plate.receiveShadow = true; // 铆钉:把薄片钉在牛皮上(覆盖新的铁环范围 ±0.896) const rivetGeo = new THREE.SphereGeometry(0.013, 8, 6); const rivets = []; for (const ry of [-0.78, -0.39, 0, 0.39, 0.78]) { const rivet = new THREE.Mesh(rivetGeo, mat); rivet.position.set(0, ry, -0.116); rivet.scale.z = 0.5; rivet.castShadow = true; rivets.push(rivet); } this.hingePlate = new THREE.Group(); this.hingePlate.add(plate, ...rivets); this.group.add(this.hingePlate); } _buildRings() { const mat = new THREE.MeshStandardMaterial({ color: 0xd4d7dc, metalness: 0.95, roughness: 0.2, }); // 更平滑的活页环 const geo = new THREE.TorusGeometry(RING_R, RING_TUBE, 12, 24); this.rings = []; for (const u of HOLE_U) { const y = (0.5 - u) * PAGE_H; const ring = new THREE.Mesh(geo, mat); ring.rotation.x = Math.PI / 2; // 环面落在 XZ 平面(绕书脊) ring.position.set(0, y, 0); ring.castShadow = true; this.rings.push(ring); this.group.add(ring); } } _makePageGeometry(segX, segY) { // 纯平面页(无自然弧度):页内缘离书脊留出小空隙,左右页不紧贴 const geo = new THREE.PlaneGeometry(PAGE_W, PAGE_H, segX, segY); geo.translate(PAGE_W / 2 + PAGE_GAP, 0, 0); return geo; } _ensureHiGeo(p) { if (!p.hiGeo) { p.hiGeo = this._makePageGeometry(96, 8); p.hiBase = Float32Array.from(p.hiGeo.attributes.position.array); } } _buildPages() { // 共享极简几何(所有栈内页相同,只露边缘无需弯曲) this.loGeo = this._makePageGeometry(1, 1); ENTRIES.forEach((entry, i) => { // 单 mesh + 双面材质:正面登记卡、背面素描(gl_FrontFacing 自动选择) // 活页孔用 alphaTest 直接丢弃透明像素(不启用 transparent,避免透明+双面拆两次 draw call) const mat = makeTwoSidedMaterial(this.placeholder.front, this.placeholder.back, { alphaTest: 0.5, }); const mesh = new THREE.Mesh(this.loGeo, mat); // 初始为栈内页,用极简几何 mesh.castShadow = false; // 由 _restackState 依据是否为顶层页控制 const g = new THREE.Group(); g.add(mesh); g.userData.index = i; g.userData.entry = entry; this.pages.push({ group: g, hiGeo: null, // 高分段几何延迟创建(成为顶层页时才需要弯曲) hiBase: null, loGeo: this.loGeo, material: mat, mesh, isPlaceholder: true, angle: 0, y: 0, z: 0, targetZ: 0, }); this.group.add(g); }); this._restack(true); } // 各页休息位置:角度 + 目标 z(堆叠深度);z 由 update 里平滑动画过渡 _restack(instant = false) { this.pages.forEach((p, j) => { const angle = j < this.current ? -Math.PI : 0; p.angle = angle; p.group.rotation.y = angle; }); this._restackState(this.current, instant); this._updateCurvature(); } // 堆叠状态(z 目标/亮度/投影/几何 LOD),不碰角度;可传未来 current 实现与翻页并行 _restackState(cur, instant = false) { this.pages.forEach((p, j) => { const onTop = (j === cur || j === cur - 1); const depth = j < cur ? (cur - 1 - j) : (j - cur); p.targetZ = onTop ? TOP_LIFT : -depth * STACK_GAP; if (instant) { p.z = p.targetZ; p.group.position.z = p.z; } p.group.position.y = 0; p.group.position.x = 0; const dim = 1 - Math.min(depth * 0.06, 0.22); p.material.color.setScalar(dim); p.mesh.castShadow = onTop; if (onTop) { this._ensureHiGeo(p); if (p.mesh.geometry !== p.hiGeo) p.mesh.geometry = p.hiGeo; } else if (p.mesh.geometry !== p.loGeo) { p.mesh.geometry = p.loGeo; } }); this._ensureTextures(); } // 需要真实纹理的窗口:左右可见页 + 翻页时会露出的下一层页(按需,首屏最小) _pageWindow() { const len = this.pages.length; const win = new Set(); // 左页 + 右页(当前) for (let d = -1; d <= 0; d++) { const i = this.current + d; if (i >= 0 && i < len) win.add(i); } // 向前翻页会露出的下一层右页 const fwd = this.current + 1; if (fwd >= 0 && fwd < len) win.add(fwd); // 向后翻页会露出的下一层左页 const bwd = this.current - 2; if (bwd >= 0 && bwd < len) win.add(bwd); return win; } // 懒加载:窗口内页生成真实纹理,窗口外释放回占位纹理 _ensureTextures() { const win = this._pageWindow(); const prev = this._textured; for (const i of win) { if (prev.has(i)) continue; const p = this.pages[i]; const { front, back } = acquirePageTextures(ENTRIES[i]); p.material.setPageMaps(front, back); p.isPlaceholder = false; prev.add(i); } for (const i of [...prev]) { if (win.has(i)) continue; const p = this.pages[i]; releasePageTextures(ENTRIES[i]); p.material.setPageMaps(this.placeholder.front, this.placeholder.back); p.isPlaceholder = true; prev.delete(i); } } // 预生成即将进入纹理窗口的页:推迟到下一帧,避免占用点击这一帧造成卡顿 _prefetchForFlip(index) { if (index < 0 || index >= ENTRIES.length) return; requestAnimationFrame(() => prefetchPageTextures(ENTRIES[index])); } _updateCurvature(index = null) { // 翻页时整页柔软弧弯:自由边最高、中段有“腹”、书脊侧贴环;顶边略强于底边;静止时完全平整 const pages = index === null ? this.pages : [this.pages[index]]; pages.forEach((p) => { if (!p.hiGeo) return; // 栈内页未创建高分段几何,跳过 // 弯曲只作用于高分段几何(顶层/翻页页);栈内极简几何不弯曲 const pos = p.hiGeo.attributes.position; const arr = pos.array; const theta = Math.abs(p.angle); // 0..π const c = Math.sin(theta); // 0 静止,1 翻页中途 const A = 0.58 * c; // 抬升幅度(整页弧) for (let i = 0; i < arr.length; i += 3) { const x = p.hiBase[i]; const y = p.hiBase[i + 1]; const s = Math.max(0, x - PAGE_GAP); // 距页内缘 0..W(防浮点误差产生负值→NaN) const u = Math.min(1, s / PAGE_W); // 0 内缘 .. 1 自由边 const yNorm = (y + PAGE_H / 2) / PAGE_H; // 0 底边 .. 1 顶边 const twist = 0.7 + 0.3 * yNorm; // 顶边抬升略强 // 主抬升 + 中段“腹”的次级谐波,曲线更饱满、更柔软 const belly = 0.85 * Math.sin((Math.PI * u) / 2) + 0.15 * Math.sin(Math.PI * u); const z = A * twist * belly; arr[i + 2] = p.hiBase[i + 2] + z; } pos.needsUpdate = true; }); } syncTo(index) { this.current = clamp(index, 0, this.pages.length - 1); this.flip = null; this.resetTween = null; // 外部跳转时终止回卷/快进动画,避免旧状态残留 this._restack(true); if (this.onChange) this.onChange(this.current); } canFlipForward() { return !this.flip && !this.resetTween; } canFlipBackward() { return !this.flip && !this.resetTween; } // 页面 z 是否仍在向目标位置过渡(用于按需渲染:过渡期间需要持续重绘) isSettling() { return this.pages.some((p) => Math.abs(p.z - p.targetZ) > 0.0001); } _finalizeFlip() { // 立即把正在翻的页收到目标位置,好让下一页马上开始翻 if (!this.flip) return; const f = this.flip; const p = this.pages[f.index]; p.angle = f.to; p.group.rotation.y = f.to; p.z = TOP_LIFT; p.group.position.z = TOP_LIFT; this.current = f.nextCurrent; this.flip = null; this._restack(false); } _startWrap(targetCur) { // 回卷/快进:所有页从各自当前角度平滑转到目标角度(左页→右侧 或 右页→左侧),current 跳到目标页 this.current = targetCur; this.flip = null; this.resetTween = { t: 0, duration: 0.5 }; this.pages.forEach((p, j) => { p._resetFrom = p.angle; p._resetTo = j < targetCur ? -Math.PI : 0; }); this._restackState(targetCur, false); if (this.onChange) this.onChange(targetCur); } flipForward() { if (this.flip) this._finalizeFlip(); // 前一页没翻完也能继续翻 if (!this.canFlipForward()) return; // END 页(所有页都已翻到左侧,current = pages.length):向前 → 回卷到第一页 if (this.current >= this.pages.length) { this._startWrap(0); return; } // 最后一页翻完即进入 END 页:右侧无纸,左页为最后一页的背面 const nextCurrent = this.current + 1; this.flip = { index: this.current, from: 0, to: -Math.PI, t: 0, duration: 0.38, nextCurrent }; // 堆叠重排与旋转并行:翻页开始即设好目标位置,z-lerp 随旋转同步过渡 this._restackState(nextCurrent, false); this._prefetchForFlip((nextCurrent + 2) % this.pages.length); // 优先更新底部导航与信息卡(翻页开始即切换目标页) if (this.onChange) this.onChange(nextCurrent); } flipBackward() { if (this.flip) this._finalizeFlip(); if (!this.canFlipBackward()) return; // 第一页向后:快进到 END 页(所有未翻的右页都翻到左侧,展示末页背面) if (this.current === 0) { this._startWrap(this.pages.length); return; } const nextCurrent = this.current - 1; this.flip = { index: this.current - 1, from: -Math.PI, to: 0, t: 0, duration: 0.38, nextCurrent }; this._restackState(nextCurrent, false); this._prefetchForFlip((nextCurrent - 2 + this.pages.length) % this.pages.length); if (this.onChange) this.onChange(nextCurrent); } update(dt) { // 回卷重置动画:所有页角度从各自起点平滑回到 0(右侧) if (this.resetTween) { const r = this.resetTween; r.t += dt / r.duration; const k = clamp(r.t, 0, 1); const e = easeInOutCubic(k); this.pages.forEach((p) => { p.angle = p._resetFrom + (p._resetTo - p._resetFrom) * e; p.group.rotation.y = p.angle; }); if (k >= 1) { this.resetTween = null; this._restack(true); } } if (this.flip) { const f = this.flip; f.t += dt / f.duration; const k = clamp(f.t, 0, 1); const e = easeOutCubic(k); const angle = f.from + (f.to - f.from) * e; const p = this.pages[f.index]; p.angle = angle; p.group.rotation.y = angle; // 翻页时 z 随进度同步起伏:起止停在顶层高度,中途抬得更高,不归零不瞬跳 p.z = TOP_LIFT + (FLIP_LIFT - TOP_LIFT) * Math.sin(Math.PI * k); p.group.position.z = p.z; this._updateCurvature(f.index); if (k >= 1) { this.current = f.nextCurrent; this.flip = null; this._updateCurvature(); this._ensureTextures(); } } // 页面堆叠进退动画:z 平滑过渡到目标(翻页中的那一页由上面进度直接驱动) const lerpK = Math.min(1, dt * 14); this.pages.forEach((p, i) => { if (this.flip && i === this.flip.index) return; p.z += (p.targetZ - p.z) * lerpK; p.group.position.z = p.z; }); } dispose() { if (this.loGeo) this.loGeo.dispose(); this.pages.forEach((p) => { if (p.hiGeo) p.hiGeo.dispose(); p.material.dispose(); }); } }