3D 棋盘按战场显示官方场景(沙地等 11 个战场),场景由本地提取脚本从赛季场景包导出,没有时回退现有金属棋盘 (#532)
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@@ -4,6 +4,8 @@
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//
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// const board = new BoardScene(THREE, pack, { canvas, quality }) (pack = load.js loadBoardPack)
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// board.setStage(stage) geometry from the stage grid (layout.js) + devices + gates + terrain
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// board.setScenePack(id, pack) the official scene of stage `id` (load.js loadScenePack): drawn instead of the
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// procedural tiles and background while that stage is set (null → procedural)
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// board.setArea(rects) the built areas (layout.js AREAS / areaFor: normal field + pen, 联防, boss)
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// board.setFocus(rect) the lit field (others fade, animated)
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// board.setBattleRect(rect|null) crates / turrets inside a running battle are sim units: static ones hide
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@@ -23,7 +25,7 @@ import { buildBoard, objToBoard, boxProjectUV, ROWS, COLS, DEVICE_H, AREAS } fro
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import { surfaceUV } from './atlas.js';
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import {
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focusUniforms, makeTexture, boardMaterial, glassMaterial, decalMaterial, pipeMaterial, unlitMaterial, gateMaterial, glowMaterial,
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waterMaterial, mireMaterial, infectionMaterial, smogMaterial, dashTexture, environmentMap,
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waterMaterial, mireMaterial, infectionMaterial, smogMaterial, dashTexture, environmentMap, sceneMaterial, sceneWaterMaterial,
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} from './materials.js';
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import { syncThreeCamera } from '../projection.js';
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@@ -53,6 +55,17 @@ export function gatePulse(t, phase = 0) {
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return 0.134 + (0.229 - 0.134) * k;
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}
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/**
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* Is a named part of an official scene (its ground rect [x0, y0, x1, y1]) shown with the built `areas`? The official
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* scene keeps each field as a sub-graphic it switches on (HIDDEN@n: the left / right normal field, the boss field);
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* a part is shown when its centre lies in one of the areas.
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*/
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export function sceneGroupVisible(rect, areas) {
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if (!Array.isArray(rect) || rect.length < 4) return true;
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const cx = (rect[0] + rect[2]) / 2, cy = (rect[1] + rect[3]) / 2;
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return (areas || []).some((a) => cx >= a.c0 - 0.5 && cx <= a.c1 + 0.5 && cy >= a.r0 - 0.5 && cy <= a.r1 + 0.5);
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}
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const areaKey = (list) => (list || []).map((a) => `${a.r0},${a.r1},${a.c0},${a.c1}`).sort().join(';');
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const mergeInto = (list) => {
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@@ -194,6 +207,9 @@ export class BoardScene {
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this.scene.add(this.root, this.dynamic);
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this.stageKey = null;
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this.stage = null;
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this.scenePacks = new Map(); // stage id → official scene pack (setScenePack)
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this.sceneRes = new Map(); // pack key → { tex, lm, mats } GPU resources (kept across rebuilds)
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this.official = null;
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this.area = AREAS.normal;
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this.areaKey = areaKey(AREAS.normal);
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this.battleRect = null;
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@@ -267,7 +283,8 @@ export class BoardScene {
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/** Rebuild everything for a stage (no-op when the same stage object/grid is set again). */
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setStage(stage) {
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if (this.destroyed) return;
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const key = stage ? `${stage.id || ''}|${(stage.rows || []).join('/')}|${JSON.stringify((stage.devices || []).map((d) => [d.key, d.pos, d.active, d.dir]))}` : '';
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const official = stage ? this.scenePacks.get(stage.id) || null : null;
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const key = stage ? `${stage.id || ''}|${official ? official.key : ''}|${(stage.rows || []).join('/')}|${JSON.stringify((stage.devices || []).map((d) => [d.key, d.pos, d.active, d.dir]))}` : '';
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if (key === this.stageKey) return;
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this.stageKey = key;
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this.stage = stage || null;
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@@ -276,19 +293,92 @@ export class BoardScene {
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const board = buildBoard(stage, { uv: this.pack?.uv || null, area: this.area });
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this.board = board;
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const M = this.meshes = {};
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M.board = this._mesh(board.buckets.board, this.mat.board);
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M.glass = this._mesh(board.buckets.glass, this.mat.glass);
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M.decal = this._mesh(board.buckets.decal, this.mat.decal, { cast: false });
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M.pipe = this._mesh(board.buckets.pipe, this.mat.pipe);
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this.official = official && this._buildScene(official) ? official : null;
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if (!this.official) {
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M.board = this._mesh(board.buckets.board, this.mat.board);
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M.glass = this._mesh(board.buckets.glass, this.mat.glass);
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M.decal = this._mesh(board.buckets.decal, this.mat.decal, { cast: false });
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M.pipe = this._mesh(board.buckets.pipe, this.mat.pipe);
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}
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this._buildDevices(board);
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this._buildGates(board);
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this._buildEdges(board);
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this._buildTerrain(board);
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this._buildBackground(board);
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if (!this.official) this._buildBackground(board);
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this._fitShadow(board);
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this.renderer.shadowMap.needsUpdate = true;
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}
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/** Use (or drop, with null) the official scene of stage `id`; rebuilds when that stage is the current one. */
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setScenePack(id, pack) {
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if (this.destroyed || typeof id !== 'string' || !id) return false;
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const prev = this.scenePacks.get(id) || null;
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if (prev === (pack || null)) return false;
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if (prev) this._disposeScene(prev);
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if (pack) this.scenePacks.set(id, pack); else this.scenePacks.delete(id);
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if (this.stage && this.stage.id === id) { this.stageKey = null; this.setStage(this.stage); }
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return true;
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}
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/** Textures and materials of a scene pack (created once per pack, kept across rebuilds). */
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_sceneResources(pack) {
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let res = this.sceneRes.get(pack.key);
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if (res) return res;
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const T = this.THREE;
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const aniso = Math.min(8, this.renderer.capabilities?.getMaxAnisotropy?.() || 1);
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const tex = {}, lm = [];
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for (const [name, img] of Object.entries(pack.images?.tex || {})) tex[name] = makeTexture(T, img, { aniso, repeat: true });
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for (const img of pack.images?.lm || []) lm.push(img ? makeTexture(T, img, { srgb: false }) : null);
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res = { tex, lm, mats: new Map() };
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this.sceneRes.set(pack.key, res);
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return res;
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}
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_disposeScene(pack) {
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const res = this.sceneRes.get(pack.key);
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if (!res) return;
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for (const m of res.mats.values()) m.dispose();
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for (const t of [...Object.values(res.tex), ...res.lm]) t?.dispose?.();
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this.sceneRes.delete(pack.key);
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}
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/** The official scene's meshes: one per chunk of a shown part (the base + the fields of the built areas). */
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_buildScene(pack) {
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const T = this.THREE;
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const res = this._sceneResources(pack);
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const infos = pack.doc?.materials || {};
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this.sceneWater = [];
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let n = 0;
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for (const c of pack.chunks || []) {
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if (c.group && !sceneGroupVisible(pack.groups?.[c.group], this.area)) continue;
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const info = infos[c.material] || null;
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const water = info?.kind === 'water';
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const mk = `${c.material}|${water ? '' : c.lightmap}`;
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let mat = res.mats.get(mk);
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if (!mat) {
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mat = water ? sceneWaterMaterial(T, this.tex, this.focus, info)
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: sceneMaterial(T, { map: res.tex[info?.map] || null, lightMap: res.lm[c.lightmap] || null, info, light: pack.doc?.light || null, lightRange: pack.doc?.lightRange }, this.focus);
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res.mats.set(mk, mat);
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}
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if (water) this.sceneWater.push(mat);
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const g = new T.BufferGeometry();
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g.setAttribute('position', new T.BufferAttribute(c.position, 3));
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g.setAttribute('normal', new T.BufferAttribute(c.normal, 4, true));
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g.setAttribute('uv', new T.BufferAttribute(c.uv, 2));
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g.setAttribute('aLm', new T.BufferAttribute(c.uv1, 2));
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g.setAttribute('aColor', new T.BufferAttribute(c.color, 4, true));
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g.setIndex(new T.BufferAttribute(c.index, 1));
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g.computeBoundingSphere();
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const mesh = new T.Mesh(g, mat);
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mesh.castShadow = false; mesh.receiveShadow = false;
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mesh.renderOrder = water ? 1 : mat.userData.blend === 'blend' ? 2 : mat.userData.blend === 'cutout' ? -3 : -4;
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mesh.matrixAutoUpdate = false; mesh.updateMatrix();
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this.root.add(mesh);
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this.meshes[`scene${n++}`] = mesh;
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}
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return n > 0;
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}
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_buildDevices(board) {
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const crates = [], blowers = [];
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this.staticCrates = [];
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@@ -550,6 +640,7 @@ export class BoardScene {
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for (let i = this.flashes.length - 1; i >= 0; i--) { const f = this.flashes[i]; f.t += dt; if (f.t > 1.2) this.flashes.splice(i, 1); else flash = Math.max(flash, 1 - f.t / 1.2); }
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for (const m of [this.mat.gateEndAdd, this.mat.gateEndAb]) if (m) m.uniforms.uFlash.value.setRGB(flash, flash * 0.12, flash * 0.1);
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for (const k of ['water', 'mire', 'infection', 'smog']) this.mat[k].uniforms.uTime.value = t;
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if (this.official) for (const m of this.sceneWater || []) m.uniforms.uTime.value = t;
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this.renderer.render(this.scene, this.camera);
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this.frames++;
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if (t0) this.lastMs = this.lastMs * 0.9 + ((typeof performance !== 'undefined' ? performance.now() : t0) - t0) * 0.1;
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@@ -566,6 +657,8 @@ export class BoardScene {
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this.destroyed = true;
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for (const d of [...this.devices]) d.destroy();
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this._clear();
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for (const p of [...this.scenePacks.values()]) this._disposeScene(p);
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this.scenePacks.clear();
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this.mat.edge?.map?.dispose?.(); // canvas dash texture (not in this.tex)
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for (const m of Object.values(this.mat)) m?.dispose?.();
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for (const t of Object.values(this.tex)) t?.dispose?.();
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