@3driseai/3drise-core 1.0.1

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Files changed (724) hide show
  1. package/dist/constants/index.d.ts +22 -0
  2. package/dist/constants/index.d.ts.map +1 -0
  3. package/dist/constants/index.js +7 -0
  4. package/dist/data/allMaterials.d.ts +5 -0
  5. package/dist/data/allMaterials.d.ts.map +1 -0
  6. package/dist/data/allMaterials.js +932 -0
  7. package/dist/data/defaults.d.ts +107 -0
  8. package/dist/data/defaults.d.ts.map +1 -0
  9. package/dist/data/defaults.js +99 -0
  10. package/dist/data/effectsDefaults.d.ts +4 -0
  11. package/dist/data/effectsDefaults.d.ts.map +1 -0
  12. package/dist/data/effectsDefaults.js +55 -0
  13. package/dist/data/images.d.ts +4 -0
  14. package/dist/data/images.d.ts.map +1 -0
  15. package/dist/data/images.js +50 -0
  16. package/dist/data/index.d.ts +10 -0
  17. package/dist/data/index.d.ts.map +1 -0
  18. package/dist/data/index.js +9 -0
  19. package/dist/data/lightPresets.d.ts +99 -0
  20. package/dist/data/lightPresets.d.ts.map +1 -0
  21. package/dist/data/lightPresets.js +48 -0
  22. package/dist/data/particlesSettings.d.ts +13 -0
  23. package/dist/data/particlesSettings.d.ts.map +1 -0
  24. package/dist/data/particlesSettings.js +94 -0
  25. package/dist/data/paths.d.ts +32 -0
  26. package/dist/data/paths.d.ts.map +1 -0
  27. package/dist/data/paths.js +2597 -0
  28. package/dist/data/shaders.d.ts +12 -0
  29. package/dist/data/shaders.d.ts.map +1 -0
  30. package/dist/data/shaders.js +342 -0
  31. package/dist/data/shapeConfig.d.ts +3 -0
  32. package/dist/data/shapeConfig.d.ts.map +1 -0
  33. package/dist/data/shapeConfig.js +29 -0
  34. package/dist/index.d.ts +72 -0
  35. package/dist/index.d.ts.map +1 -0
  36. package/dist/index.js +70 -0
  37. package/dist/presets/cloudsPresets.d.ts +32 -0
  38. package/dist/presets/cloudsPresets.d.ts.map +1 -0
  39. package/dist/presets/cloudsPresets.js +257 -0
  40. package/dist/presets/coronaPresets.d.ts +11 -0
  41. package/dist/presets/coronaPresets.d.ts.map +1 -0
  42. package/dist/presets/coronaPresets.js +148 -0
  43. package/dist/presets/crystalPresets.d.ts +38 -0
  44. package/dist/presets/crystalPresets.d.ts.map +1 -0
  45. package/dist/presets/crystalPresets.js +265 -0
  46. package/dist/presets/effectsPresets.d.ts +32 -0
  47. package/dist/presets/effectsPresets.d.ts.map +1 -0
  48. package/dist/presets/effectsPresets.js +438 -0
  49. package/dist/presets/glassPresets.d.ts +36 -0
  50. package/dist/presets/glassPresets.d.ts.map +1 -0
  51. package/dist/presets/glassPresets.js +236 -0
  52. package/dist/presets/index.d.ts +21 -0
  53. package/dist/presets/index.d.ts.map +1 -0
  54. package/dist/presets/index.js +52 -0
  55. package/dist/presets/lavaPresets.d.ts +11 -0
  56. package/dist/presets/lavaPresets.d.ts.map +1 -0
  57. package/dist/presets/lavaPresets.js +202 -0
  58. package/dist/presets/metalPresets.d.ts +33 -0
  59. package/dist/presets/metalPresets.d.ts.map +1 -0
  60. package/dist/presets/metalPresets.js +205 -0
  61. package/dist/presets/oceanPresets.d.ts +37 -0
  62. package/dist/presets/oceanPresets.d.ts.map +1 -0
  63. package/dist/presets/oceanPresets.js +120 -0
  64. package/dist/presets/plasticPresets.d.ts +35 -0
  65. package/dist/presets/plasticPresets.d.ts.map +1 -0
  66. package/dist/presets/plasticPresets.js +245 -0
  67. package/dist/presets/sandPresets.d.ts +11 -0
  68. package/dist/presets/sandPresets.d.ts.map +1 -0
  69. package/dist/presets/sandPresets.js +294 -0
  70. package/dist/presets/skyPresets.d.ts +27 -0
  71. package/dist/presets/skyPresets.d.ts.map +1 -0
  72. package/dist/presets/skyPresets.js +93 -0
  73. package/dist/presets/woodPresets.d.ts +33 -0
  74. package/dist/presets/woodPresets.d.ts.map +1 -0
  75. package/dist/presets/woodPresets.js +235 -0
  76. package/dist/services/AnimationsManager.d.ts +171 -0
  77. package/dist/services/AnimationsManager.d.ts.map +1 -0
  78. package/dist/services/AnimationsManager.js +508 -0
  79. package/dist/services/CubeCameraManager.d.ts +23 -0
  80. package/dist/services/CubeCameraManager.d.ts.map +1 -0
  81. package/dist/services/CubeCameraManager.js +84 -0
  82. package/dist/services/FontManager.d.ts +32 -0
  83. package/dist/services/FontManager.d.ts.map +1 -0
  84. package/dist/services/FontManager.js +76 -0
  85. package/dist/services/MaterialCompiler.d.ts +30 -0
  86. package/dist/services/MaterialCompiler.d.ts.map +1 -0
  87. package/dist/services/MaterialCompiler.js +91 -0
  88. package/dist/services/MaterialRegistry.d.ts +85 -0
  89. package/dist/services/MaterialRegistry.d.ts.map +1 -0
  90. package/dist/services/MaterialRegistry.js +362 -0
  91. package/dist/services/NoiseGenerator.d.ts +93 -0
  92. package/dist/services/NoiseGenerator.d.ts.map +1 -0
  93. package/dist/services/NoiseGenerator.js +653 -0
  94. package/dist/services/ObjectManager.d.ts +71 -0
  95. package/dist/services/ObjectManager.d.ts.map +1 -0
  96. package/dist/services/ObjectManager.js +386 -0
  97. package/dist/services/PositionsCreator.d.ts +26 -0
  98. package/dist/services/PositionsCreator.d.ts.map +1 -0
  99. package/dist/services/PositionsCreator.js +263 -0
  100. package/dist/services/SceneStore.d.ts +20 -0
  101. package/dist/services/SceneStore.d.ts.map +1 -0
  102. package/dist/services/SceneStore.js +18 -0
  103. package/dist/services/ShadersLibrary.d.ts +79 -0
  104. package/dist/services/ShadersLibrary.d.ts.map +1 -0
  105. package/dist/services/ShadersLibrary.js +820 -0
  106. package/dist/services/SkySystemManager.d.ts +57 -0
  107. package/dist/services/SkySystemManager.d.ts.map +1 -0
  108. package/dist/services/SkySystemManager.js +190 -0
  109. package/dist/services/TextureResolver.d.ts +51 -0
  110. package/dist/services/TextureResolver.d.ts.map +1 -0
  111. package/dist/services/TextureResolver.js +136 -0
  112. package/dist/services/TexturesManager.d.ts +17 -0
  113. package/dist/services/TexturesManager.d.ts.map +1 -0
  114. package/dist/services/TexturesManager.js +48 -0
  115. package/dist/services/UniformConverter.d.ts +33 -0
  116. package/dist/services/UniformConverter.d.ts.map +1 -0
  117. package/dist/services/UniformConverter.js +252 -0
  118. package/dist/services/index.d.ts +19 -0
  119. package/dist/services/index.d.ts.map +1 -0
  120. package/dist/services/index.js +14 -0
  121. package/dist/shaders/BasicSkyMaterial.d.ts +49 -0
  122. package/dist/shaders/BasicSkyMaterial.d.ts.map +1 -0
  123. package/dist/shaders/BasicSkyMaterial.js +94 -0
  124. package/dist/shaders/BasicWaterMaterial.d.ts +41 -0
  125. package/dist/shaders/BasicWaterMaterial.d.ts.map +1 -0
  126. package/dist/shaders/BasicWaterMaterial.js +155 -0
  127. package/dist/shaders/BubblesPointsMaterial.d.ts +52 -0
  128. package/dist/shaders/BubblesPointsMaterial.d.ts.map +1 -0
  129. package/dist/shaders/BubblesPointsMaterial.js +95 -0
  130. package/dist/shaders/CartoonCloudsMaterial.d.ts +36 -0
  131. package/dist/shaders/CartoonCloudsMaterial.d.ts.map +1 -0
  132. package/dist/shaders/CartoonCloudsMaterial.js +59 -0
  133. package/dist/shaders/CartoonCloudsPointsMaterial.d.ts +65 -0
  134. package/dist/shaders/CartoonCloudsPointsMaterial.d.ts.map +1 -0
  135. package/dist/shaders/CartoonCloudsPointsMaterial.js +138 -0
  136. package/dist/shaders/CirrusCloudsMaterial.d.ts +36 -0
  137. package/dist/shaders/CirrusCloudsMaterial.d.ts.map +1 -0
  138. package/dist/shaders/CirrusCloudsMaterial.js +55 -0
  139. package/dist/shaders/CirrusCloudsPointsMaterial.d.ts +69 -0
  140. package/dist/shaders/CirrusCloudsPointsMaterial.d.ts.map +1 -0
  141. package/dist/shaders/CirrusCloudsPointsMaterial.js +140 -0
  142. package/dist/shaders/CloudsMaterial.d.ts +47 -0
  143. package/dist/shaders/CloudsMaterial.d.ts.map +1 -0
  144. package/dist/shaders/CloudsMaterial.js +124 -0
  145. package/dist/shaders/CloudsPointsMaterial.d.ts +82 -0
  146. package/dist/shaders/CloudsPointsMaterial.d.ts.map +1 -0
  147. package/dist/shaders/CloudsPointsMaterial.js +200 -0
  148. package/dist/shaders/CommonNoiseFunctions.d.ts +2 -0
  149. package/dist/shaders/CommonNoiseFunctions.d.ts.map +1 -0
  150. package/dist/shaders/CommonNoiseFunctions.js +41 -0
  151. package/dist/shaders/CoronaMaterial.d.ts +41 -0
  152. package/dist/shaders/CoronaMaterial.d.ts.map +1 -0
  153. package/dist/shaders/CoronaMaterial.js +54 -0
  154. package/dist/shaders/CustomShaderMaterial.d.ts +10 -0
  155. package/dist/shaders/CustomShaderMaterial.d.ts.map +1 -0
  156. package/dist/shaders/CustomShaderMaterial.js +10 -0
  157. package/dist/shaders/EarthAtmosphereMaterial.d.ts +28 -0
  158. package/dist/shaders/EarthAtmosphereMaterial.d.ts.map +1 -0
  159. package/dist/shaders/EarthAtmosphereMaterial.js +55 -0
  160. package/dist/shaders/EarthMaterial.d.ts +40 -0
  161. package/dist/shaders/EarthMaterial.d.ts.map +1 -0
  162. package/dist/shaders/EarthMaterial.js +69 -0
  163. package/dist/shaders/FireMaterial.d.ts +30 -0
  164. package/dist/shaders/FireMaterial.d.ts.map +1 -0
  165. package/dist/shaders/FireMaterial.js +154 -0
  166. package/dist/shaders/FireShellMaterial.d.ts +34 -0
  167. package/dist/shaders/FireShellMaterial.d.ts.map +1 -0
  168. package/dist/shaders/FireShellMaterial.js +137 -0
  169. package/dist/shaders/FlareMaterial.d.ts +79 -0
  170. package/dist/shaders/FlareMaterial.d.ts.map +1 -0
  171. package/dist/shaders/FlareMaterial.js +184 -0
  172. package/dist/shaders/GlowMaterial.d.ts +41 -0
  173. package/dist/shaders/GlowMaterial.d.ts.map +1 -0
  174. package/dist/shaders/GlowMaterial.js +54 -0
  175. package/dist/shaders/GlyphRingMaterial.d.ts +72 -0
  176. package/dist/shaders/GlyphRingMaterial.d.ts.map +1 -0
  177. package/dist/shaders/GlyphRingMaterial.js +152 -0
  178. package/dist/shaders/ImageMaterial.d.ts +294 -0
  179. package/dist/shaders/ImageMaterial.d.ts.map +1 -0
  180. package/dist/shaders/ImageMaterial.js +401 -0
  181. package/dist/shaders/LavaMaterial.d.ts +69 -0
  182. package/dist/shaders/LavaMaterial.d.ts.map +1 -0
  183. package/dist/shaders/LavaMaterial.js +127 -0
  184. package/dist/shaders/LineEffectsMaterials.d.ts +97 -0
  185. package/dist/shaders/LineEffectsMaterials.d.ts.map +1 -0
  186. package/dist/shaders/LineEffectsMaterials.js +242 -0
  187. package/dist/shaders/LineMaterial.d.ts +37 -0
  188. package/dist/shaders/LineMaterial.d.ts.map +1 -0
  189. package/dist/shaders/LineMaterial.js +64 -0
  190. package/dist/shaders/MeshEffectsMaterial.d.ts +278 -0
  191. package/dist/shaders/MeshEffectsMaterial.d.ts.map +1 -0
  192. package/dist/shaders/MeshEffectsMaterial.js +312 -0
  193. package/dist/shaders/MorphingSimulation.d.ts +17 -0
  194. package/dist/shaders/MorphingSimulation.d.ts.map +1 -0
  195. package/dist/shaders/MorphingSimulation.js +66 -0
  196. package/dist/shaders/MyGridMaterial.d.ts +61 -0
  197. package/dist/shaders/MyGridMaterial.d.ts.map +1 -0
  198. package/dist/shaders/MyGridMaterial.js +176 -0
  199. package/dist/shaders/MyParticlesMaterial.d.ts +65 -0
  200. package/dist/shaders/MyParticlesMaterial.d.ts.map +1 -0
  201. package/dist/shaders/MyParticlesMaterial.js +126 -0
  202. package/dist/shaders/NebulaCloudsMaterial.d.ts +44 -0
  203. package/dist/shaders/NebulaCloudsMaterial.d.ts.map +1 -0
  204. package/dist/shaders/NebulaCloudsMaterial.js +63 -0
  205. package/dist/shaders/NebulaPointsMaterial.d.ts +236 -0
  206. package/dist/shaders/NebulaPointsMaterial.d.ts.map +1 -0
  207. package/dist/shaders/NebulaPointsMaterial.js +265 -0
  208. package/dist/shaders/OceanMaterial.d.ts +57 -0
  209. package/dist/shaders/OceanMaterial.d.ts.map +1 -0
  210. package/dist/shaders/OceanMaterial.js +240 -0
  211. package/dist/shaders/PainterlyCloudsMaterial.d.ts +49 -0
  212. package/dist/shaders/PainterlyCloudsMaterial.d.ts.map +1 -0
  213. package/dist/shaders/PainterlyCloudsMaterial.js +68 -0
  214. package/dist/shaders/PainterlyCloudsPointsMaterial.d.ts +69 -0
  215. package/dist/shaders/PainterlyCloudsPointsMaterial.d.ts.map +1 -0
  216. package/dist/shaders/PainterlyCloudsPointsMaterial.js +140 -0
  217. package/dist/shaders/RainMaterial.d.ts +36 -0
  218. package/dist/shaders/RainMaterial.d.ts.map +1 -0
  219. package/dist/shaders/RainMaterial.js +79 -0
  220. package/dist/shaders/ReflectorMaterial.d.ts +62 -0
  221. package/dist/shaders/ReflectorMaterial.d.ts.map +1 -0
  222. package/dist/shaders/ReflectorMaterial.js +167 -0
  223. package/dist/shaders/SandMaterial.d.ts +58 -0
  224. package/dist/shaders/SandMaterial.d.ts.map +1 -0
  225. package/dist/shaders/SandMaterial.js +296 -0
  226. package/dist/shaders/ShaderEffectsMaterial copy.d.ts +280 -0
  227. package/dist/shaders/ShaderEffectsMaterial copy.d.ts.map +1 -0
  228. package/dist/shaders/ShaderEffectsMaterial copy.js +354 -0
  229. package/dist/shaders/ShaderEffectsMaterial.d.ts +5 -0
  230. package/dist/shaders/ShaderEffectsMaterial.d.ts.map +1 -0
  231. package/dist/shaders/ShaderEffectsMaterial.js +10 -0
  232. package/dist/shaders/ShootingStarMaterial.d.ts +9 -0
  233. package/dist/shaders/ShootingStarMaterial.d.ts.map +1 -0
  234. package/dist/shaders/ShootingStarMaterial.js +42 -0
  235. package/dist/shaders/SkyCloudsMaterial.d.ts +76 -0
  236. package/dist/shaders/SkyCloudsMaterial.d.ts.map +1 -0
  237. package/dist/shaders/SkyCloudsMaterial.js +212 -0
  238. package/dist/shaders/SkyMaterial.d.ts +130 -0
  239. package/dist/shaders/SkyMaterial.d.ts.map +1 -0
  240. package/dist/shaders/SkyMaterial.js +237 -0
  241. package/dist/shaders/SkyboxMaterial.d.ts +40 -0
  242. package/dist/shaders/SkyboxMaterial.d.ts.map +1 -0
  243. package/dist/shaders/SkyboxMaterial.js +64 -0
  244. package/dist/shaders/SmokeMaterial.d.ts +48 -0
  245. package/dist/shaders/SmokeMaterial.d.ts.map +1 -0
  246. package/dist/shaders/SmokeMaterial.js +159 -0
  247. package/dist/shaders/SmokeRibbonMaterial.d.ts +48 -0
  248. package/dist/shaders/SmokeRibbonMaterial.d.ts.map +1 -0
  249. package/dist/shaders/SmokeRibbonMaterial.js +120 -0
  250. package/dist/shaders/SparklesBurstMaterial.d.ts +65 -0
  251. package/dist/shaders/SparklesBurstMaterial.d.ts.map +1 -0
  252. package/dist/shaders/SparklesBurstMaterial.js +99 -0
  253. package/dist/shaders/StarsMaterial.d.ts +36 -0
  254. package/dist/shaders/StarsMaterial.d.ts.map +1 -0
  255. package/dist/shaders/StarsMaterial.js +74 -0
  256. package/dist/shaders/StormCloudsMaterial.d.ts +44 -0
  257. package/dist/shaders/StormCloudsMaterial.d.ts.map +1 -0
  258. package/dist/shaders/StormCloudsMaterial.js +61 -0
  259. package/dist/shaders/StormCloudsPointsMaterial.d.ts +303 -0
  260. package/dist/shaders/StormCloudsPointsMaterial.d.ts.map +1 -0
  261. package/dist/shaders/StormCloudsPointsMaterial.js +389 -0
  262. package/dist/shaders/SunCoreMaterial.d.ts +69 -0
  263. package/dist/shaders/SunCoreMaterial.d.ts.map +1 -0
  264. package/dist/shaders/SunCoreMaterial.js +127 -0
  265. package/dist/shaders/VolumetricCloudsMaterial.d.ts +56 -0
  266. package/dist/shaders/VolumetricCloudsMaterial.d.ts.map +1 -0
  267. package/dist/shaders/VolumetricCloudsMaterial.js +93 -0
  268. package/dist/shaders/VolumetricCloudsPointsMaterial.d.ts +73 -0
  269. package/dist/shaders/VolumetricCloudsPointsMaterial.d.ts.map +1 -0
  270. package/dist/shaders/VolumetricCloudsPointsMaterial.js +143 -0
  271. package/dist/shaders/WaterMaterial.d.ts +110 -0
  272. package/dist/shaders/WaterMaterial.d.ts.map +1 -0
  273. package/dist/shaders/WaterMaterial.js +228 -0
  274. package/dist/shaders/effects/EffectsFragmentFunctions.glsl.d.ts +2 -0
  275. package/dist/shaders/effects/EffectsFragmentFunctions.glsl.d.ts.map +1 -0
  276. package/dist/shaders/effects/EffectsFragmentFunctions.glsl.js +182 -0
  277. package/dist/shaders/effects/EffectsUniforms.d.ts +230 -0
  278. package/dist/shaders/effects/EffectsUniforms.d.ts.map +1 -0
  279. package/dist/shaders/effects/EffectsUniforms.js +66 -0
  280. package/dist/shaders/effects/EffectsVertexFunctions.glsl.d.ts +2 -0
  281. package/dist/shaders/effects/EffectsVertexFunctions.glsl.d.ts.map +1 -0
  282. package/dist/shaders/effects/EffectsVertexFunctions.glsl.js +167 -0
  283. package/dist/shaders/effects/baseFragment.glsl.d.ts +2 -0
  284. package/dist/shaders/effects/baseFragment.glsl.d.ts.map +1 -0
  285. package/dist/shaders/effects/baseFragment.glsl.js +53 -0
  286. package/dist/shaders/effects/baseVertex.glsl.d.ts +2 -0
  287. package/dist/shaders/effects/baseVertex.glsl.d.ts.map +1 -0
  288. package/dist/shaders/effects/baseVertex.glsl.js +60 -0
  289. package/dist/shaders/effects/buildShaderEffectsMaterial.d.ts +17 -0
  290. package/dist/shaders/effects/buildShaderEffectsMaterial.d.ts.map +1 -0
  291. package/dist/shaders/effects/buildShaderEffectsMaterial.js +156 -0
  292. package/dist/shaders/effects/defaults.d.ts +4 -0
  293. package/dist/shaders/effects/defaults.d.ts.map +1 -0
  294. package/dist/shaders/effects/defaults.js +27 -0
  295. package/dist/shaders/effects/index.d.ts +7 -0
  296. package/dist/shaders/effects/index.d.ts.map +1 -0
  297. package/dist/shaders/effects/index.js +6 -0
  298. package/dist/shaders/effects/noiseLib.glsl.d.ts +6 -0
  299. package/dist/shaders/effects/noiseLib.glsl.d.ts.map +1 -0
  300. package/dist/shaders/effects/noiseLib.glsl.js +214 -0
  301. package/dist/shaders/effects/presets.d.ts +20 -0
  302. package/dist/shaders/effects/presets.d.ts.map +1 -0
  303. package/dist/shaders/effects/presets.js +288 -0
  304. package/dist/shaders/effects/registry/brightness.d.ts +3 -0
  305. package/dist/shaders/effects/registry/brightness.d.ts.map +1 -0
  306. package/dist/shaders/effects/registry/brightness.js +16 -0
  307. package/dist/shaders/effects/registry/colorShift.d.ts +3 -0
  308. package/dist/shaders/effects/registry/colorShift.d.ts.map +1 -0
  309. package/dist/shaders/effects/registry/colorShift.js +21 -0
  310. package/dist/shaders/effects/registry/depthFade.d.ts +3 -0
  311. package/dist/shaders/effects/registry/depthFade.d.ts.map +1 -0
  312. package/dist/shaders/effects/registry/depthFade.js +29 -0
  313. package/dist/shaders/effects/registry/displacement.d.ts +3 -0
  314. package/dist/shaders/effects/registry/displacement.d.ts.map +1 -0
  315. package/dist/shaders/effects/registry/displacement.js +17 -0
  316. package/dist/shaders/effects/registry/explode.d.ts +3 -0
  317. package/dist/shaders/effects/registry/explode.d.ts.map +1 -0
  318. package/dist/shaders/effects/registry/explode.js +43 -0
  319. package/dist/shaders/effects/registry/flicker.d.ts +3 -0
  320. package/dist/shaders/effects/registry/flicker.d.ts.map +1 -0
  321. package/dist/shaders/effects/registry/flicker.js +27 -0
  322. package/dist/shaders/effects/registry/glow.d.ts +3 -0
  323. package/dist/shaders/effects/registry/glow.d.ts.map +1 -0
  324. package/dist/shaders/effects/registry/glow.js +21 -0
  325. package/dist/shaders/effects/registry/grayscale.d.ts +3 -0
  326. package/dist/shaders/effects/registry/grayscale.d.ts.map +1 -0
  327. package/dist/shaders/effects/registry/grayscale.js +105 -0
  328. package/dist/shaders/effects/registry/hueShift.d.ts +3 -0
  329. package/dist/shaders/effects/registry/hueShift.d.ts.map +1 -0
  330. package/dist/shaders/effects/registry/hueShift.js +40 -0
  331. package/dist/shaders/effects/registry/index.d.ts +9 -0
  332. package/dist/shaders/effects/registry/index.d.ts.map +1 -0
  333. package/dist/shaders/effects/registry/index.js +70 -0
  334. package/dist/shaders/effects/registry/jitter.d.ts +3 -0
  335. package/dist/shaders/effects/registry/jitter.d.ts.map +1 -0
  336. package/dist/shaders/effects/registry/jitter.js +31 -0
  337. package/dist/shaders/effects/registry/magnet.d.ts +3 -0
  338. package/dist/shaders/effects/registry/magnet.d.ts.map +1 -0
  339. package/dist/shaders/effects/registry/magnet.js +43 -0
  340. package/dist/shaders/effects/registry/noise.d.ts +3 -0
  341. package/dist/shaders/effects/registry/noise.d.ts.map +1 -0
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  696. package/dist/utils/mouseMoveUtils.js +52 -0
  697. package/dist/utils/objectTreeUtils.d.ts +39 -0
  698. package/dist/utils/objectTreeUtils.d.ts.map +1 -0
  699. package/dist/utils/objectTreeUtils.js +115 -0
  700. package/dist/utils/optionalProperties.d.ts +36 -0
  701. package/dist/utils/optionalProperties.d.ts.map +1 -0
  702. package/dist/utils/optionalProperties.js +487 -0
  703. package/dist/utils/particleAnimations.d.ts +3 -0
  704. package/dist/utils/particleAnimations.d.ts.map +1 -0
  705. package/dist/utils/particleAnimations.js +17 -0
  706. package/dist/utils/pathUtils.d.ts +19 -0
  707. package/dist/utils/pathUtils.d.ts.map +1 -0
  708. package/dist/utils/pathUtils.js +73 -0
  709. package/dist/utils/positionsCreatorUtils.d.ts +97 -0
  710. package/dist/utils/positionsCreatorUtils.d.ts.map +1 -0
  711. package/dist/utils/positionsCreatorUtils.js +644 -0
  712. package/dist/utils/sceneQuery.d.ts +9 -0
  713. package/dist/utils/sceneQuery.d.ts.map +1 -0
  714. package/dist/utils/sceneQuery.js +22 -0
  715. package/dist/utils/shootingStarHelpers.d.ts +13 -0
  716. package/dist/utils/shootingStarHelpers.d.ts.map +1 -0
  717. package/dist/utils/shootingStarHelpers.js +44 -0
  718. package/dist/utils/sunUtils.d.ts +6 -0
  719. package/dist/utils/sunUtils.d.ts.map +1 -0
  720. package/dist/utils/sunUtils.js +9 -0
  721. package/dist/utils/utils.d.ts +21 -0
  722. package/dist/utils/utils.d.ts.map +1 -0
  723. package/dist/utils/utils.js +158 -0
  724. package/package.json +43 -0
@@ -0,0 +1,653 @@
1
+ import * as THREE from 'three';
2
+ export class NoiseGenerator {
3
+ static permutationTable = [
4
+ 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225,
5
+ 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148,
6
+ 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32,
7
+ 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175,
8
+ 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122,
9
+ 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54,
10
+ 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169,
11
+ 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64,
12
+ 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212,
13
+ 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213,
14
+ 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9,
15
+ 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104,
16
+ 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241,
17
+ 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157,
18
+ 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93,
19
+ 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180
20
+ ];
21
+ /**
22
+ * Generate noise function based on configuration
23
+ */
24
+ static generateNoise(config) {
25
+ const defaultConfig = {
26
+ ...{
27
+ type: 'perlin',
28
+ octaves: 4,
29
+ frequency: 1.0,
30
+ amplitude: 1.0,
31
+ lacunarity: 2.0,
32
+ persistence: 0.5,
33
+ seed: 0,
34
+ scale: 1.0,
35
+ offset: new THREE.Vector2(0, 0),
36
+ cellSize: 1.0,
37
+ ridgeOffset: 1.0,
38
+ warpStrength: 0.1,
39
+ },
40
+ ...config
41
+ };
42
+ switch (defaultConfig.type) {
43
+ case 'perlin':
44
+ return this.generatePerlinNoise(defaultConfig);
45
+ case 'simplex':
46
+ return this.generateSimplexNoise(defaultConfig);
47
+ case 'worley':
48
+ case 'voronoi':
49
+ return this.generateWorleyNoise(defaultConfig);
50
+ case 'fractal':
51
+ return this.generateFractalNoise(defaultConfig);
52
+ case 'ridged':
53
+ return this.generateRidgedNoise(defaultConfig);
54
+ case 'billowy':
55
+ return this.generateBillowyNoise(defaultConfig);
56
+ case 'white':
57
+ return this.generateWhiteNoise(defaultConfig);
58
+ case 'blue':
59
+ return this.generateBlueNoise(defaultConfig);
60
+ case 'pink':
61
+ return this.generatePinkNoise(defaultConfig);
62
+ case 'value':
63
+ return this.generateValueNoise(defaultConfig);
64
+ case 'turbulence':
65
+ return this.generateTurbulenceNoise(defaultConfig);
66
+ case 'domain-warped':
67
+ return this.generateDomainWarpedNoise(defaultConfig);
68
+ default:
69
+ return this.generatePerlinNoise(defaultConfig);
70
+ }
71
+ }
72
+ /**
73
+ * Generate Perlin noise GLSL code
74
+ */
75
+ static generatePerlinNoise(config) {
76
+ const glslCode = `
77
+ // Perlin Noise Functions
78
+ vec4 permute(vec4 x) {
79
+ return mod(((x * 34.0) + 1.0) * x, 289.0);
80
+ }
81
+
82
+ vec4 taylorInvSqrt(vec4 r) {
83
+ return 1.79284291400159 - 0.85373472095314 * r;
84
+ }
85
+
86
+ float perlinNoise(vec2 P) {
87
+ vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
88
+ vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
89
+ Pi = mod(Pi, 289.0);
90
+ vec4 ix = Pi.xzxz;
91
+ vec4 iy = Pi.yyww;
92
+ vec4 fx = Pf.xzxz;
93
+ vec4 fy = Pf.yyww;
94
+ vec4 i = permute(permute(ix) + iy);
95
+ vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0;
96
+ vec4 gy = abs(gx) - 0.5;
97
+ vec4 tx = floor(gx + 0.5);
98
+ gx = gx - tx;
99
+ vec2 g00 = vec2(gx.x, gy.x);
100
+ vec2 g10 = vec2(gx.y, gy.y);
101
+ vec2 g01 = vec2(gx.z, gy.z);
102
+ vec2 g11 = vec2(gx.w, gy.w);
103
+ vec4 norm = 1.79284291400159 - 0.85373472095314 * vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11));
104
+ g00 *= norm.x;
105
+ g01 *= norm.y;
106
+ g10 *= norm.z;
107
+ g11 *= norm.w;
108
+ float n00 = dot(g00, vec2(fx.x, fy.x));
109
+ float n10 = dot(g10, vec2(fx.y, fy.y));
110
+ float n01 = dot(g01, vec2(fx.z, fy.z));
111
+ float n11 = dot(g11, vec2(fx.w, fy.w));
112
+ vec2 fade_xy = fade(Pf.xy);
113
+ vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
114
+ float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
115
+ return 2.3 * n_xy;
116
+ }
117
+
118
+ vec3 fade(vec3 t) {
119
+ return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
120
+ }
121
+
122
+ float getPerlinNoise(vec2 uv) {
123
+ vec2 pos = (uv + u_noiseOffset) * u_noiseFrequency * u_noiseScale;
124
+ return perlinNoise(pos) * u_noiseAmplitude;
125
+ }
126
+ `;
127
+ return {
128
+ glslCode,
129
+ uniforms: {
130
+ u_noiseFrequency: { value: config.frequency },
131
+ u_noiseAmplitude: { value: config.amplitude },
132
+ u_noiseScale: { value: config.scale },
133
+ u_noiseOffset: { value: [config.offset.x, config.offset.y] }
134
+ },
135
+ dependencies: ['fade']
136
+ };
137
+ }
138
+ /**
139
+ * Generate Simplex noise GLSL code
140
+ */
141
+ static generateSimplexNoise(config) {
142
+ const glslCode = `
143
+ // Simplex Noise Functions
144
+ vec3 mod289(vec3 x) {
145
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
146
+ }
147
+
148
+ vec2 mod289(vec2 x) {
149
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
150
+ }
151
+
152
+ vec3 permute(vec3 x) {
153
+ return mod289(((x * 34.0) + 1.0) * x);
154
+ }
155
+
156
+ float simplexNoise(vec2 v) {
157
+ const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
158
+ vec2 i = floor(v + dot(v, C.yy));
159
+ vec2 x0 = v - i + dot(i, C.xx);
160
+ vec2 i1;
161
+ i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
162
+ vec4 x12 = x0.xyxy + C.xxzz;
163
+ x12.xy -= i1;
164
+ i = mod289(i);
165
+ vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
166
+ vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
167
+ m = m * m;
168
+ m = m * m;
169
+ vec3 x = 2.0 * fract(p * C.www) - 1.0;
170
+ vec3 h = abs(x) - 0.5;
171
+ vec3 ox = floor(x + 0.5);
172
+ vec3 a0 = x - ox;
173
+ m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
174
+ vec3 g;
175
+ g.x = a0.x * x0.x + h.x * x0.y;
176
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
177
+ return 130.0 * dot(m, g);
178
+ }
179
+
180
+ float getSimplexNoise(vec2 uv) {
181
+ vec2 pos = (uv + u_noiseOffset) * u_noiseFrequency * u_noiseScale;
182
+ return simplexNoise(pos) * u_noiseAmplitude;
183
+ }
184
+ `;
185
+ return {
186
+ glslCode,
187
+ uniforms: {
188
+ u_noiseFrequency: { value: config.frequency },
189
+ u_noiseAmplitude: { value: config.amplitude },
190
+ u_noiseScale: { value: config.scale },
191
+ u_noiseOffset: { value: [config.offset.x, config.offset.y] }
192
+ },
193
+ dependencies: []
194
+ };
195
+ }
196
+ /**
197
+ * Generate Worley/Voronoi noise GLSL code
198
+ */
199
+ static generateWorleyNoise(config) {
200
+ const glslCode = `
201
+ // Worley/Voronoi Noise Functions
202
+ vec2 random2(vec2 st) {
203
+ st = vec2(dot(st, vec2(127.1, 311.7)), dot(st, vec2(269.5, 183.3)));
204
+ return -1.0 + 2.0 * fract(sin(st) * 43758.5453123);
205
+ }
206
+
207
+ float worleyNoise(vec2 st) {
208
+ vec2 i_st = floor(st);
209
+ vec2 f_st = fract(st);
210
+
211
+ float min_dist = 1.0;
212
+
213
+ for (int y = -1; y <= 1; y++) {
214
+ for (int x = -1; x <= 1; x++) {
215
+ vec2 neighbor = vec2(float(x), float(y));
216
+ vec2 point = random2(i_st + neighbor);
217
+ point = 0.5 + 0.5 * sin(u_time + 6.2831 * point);
218
+ vec2 diff = neighbor + point - f_st;
219
+ float dist = length(diff);
220
+ min_dist = min(min_dist, dist);
221
+ }
222
+ }
223
+
224
+ return min_dist;
225
+ }
226
+
227
+ float getWorleyNoise(vec2 uv) {
228
+ vec2 pos = (uv + u_noiseOffset) * u_noiseFrequency * u_noiseScale * u_cellSize;
229
+ return worleyNoise(pos) * u_noiseAmplitude;
230
+ }
231
+ `;
232
+ return {
233
+ glslCode,
234
+ uniforms: {
235
+ u_noiseFrequency: { value: config.frequency },
236
+ u_noiseAmplitude: { value: config.amplitude },
237
+ u_noiseScale: { value: config.scale },
238
+ u_noiseOffset: { value: [config.offset.x, config.offset.y] },
239
+ u_cellSize: { value: config.cellSize },
240
+ u_time: { value: 0 }
241
+ },
242
+ dependencies: []
243
+ };
244
+ }
245
+ /**
246
+ * Generate Fractal noise GLSL code
247
+ */
248
+ static generateFractalNoise(config) {
249
+ const baseNoise = this.generatePerlinNoise(config);
250
+ const glslCode = baseNoise.glslCode + `
251
+ float getFractalNoise(vec2 uv) {
252
+ float value = 0.0;
253
+ float amplitude = u_noiseAmplitude;
254
+ float frequency = u_noiseFrequency;
255
+
256
+ for (int i = 0; i < ${config.octaves}; i++) {
257
+ vec2 pos = (uv + u_noiseOffset) * frequency * u_noiseScale;
258
+ value += perlinNoise(pos) * amplitude;
259
+ frequency *= u_lacunarity;
260
+ amplitude *= u_persistence;
261
+ }
262
+
263
+ return value;
264
+ }
265
+ `;
266
+ return {
267
+ glslCode,
268
+ uniforms: {
269
+ ...baseNoise.uniforms,
270
+ u_lacunarity: { value: config.lacunarity },
271
+ u_persistence: { value: config.persistence }
272
+ },
273
+ dependencies: baseNoise.dependencies
274
+ };
275
+ }
276
+ /**
277
+ * Generate Ridged noise GLSL code
278
+ */
279
+ static generateRidgedNoise(config) {
280
+ const baseNoise = this.generatePerlinNoise(config);
281
+ const glslCode = baseNoise.glslCode + `
282
+ float getRidgedNoise(vec2 uv) {
283
+ float value = 0.0;
284
+ float amplitude = u_noiseAmplitude;
285
+ float frequency = u_noiseFrequency;
286
+
287
+ for (int i = 0; i < ${config.octaves}; i++) {
288
+ vec2 pos = (uv + u_noiseOffset) * frequency * u_noiseScale;
289
+ float noise = perlinNoise(pos);
290
+ noise = abs(noise);
291
+ noise = u_ridgeOffset - noise;
292
+ noise = noise * noise;
293
+ value += noise * amplitude;
294
+ frequency *= u_lacunarity;
295
+ amplitude *= u_persistence;
296
+ }
297
+
298
+ return value;
299
+ }
300
+ `;
301
+ return {
302
+ glslCode,
303
+ uniforms: {
304
+ ...baseNoise.uniforms,
305
+ u_lacunarity: { value: config.lacunarity },
306
+ u_persistence: { value: config.persistence },
307
+ u_ridgeOffset: { value: config.ridgeOffset }
308
+ },
309
+ dependencies: baseNoise.dependencies
310
+ };
311
+ }
312
+ /**
313
+ * Generate Billowy noise GLSL code
314
+ */
315
+ static generateBillowyNoise(config) {
316
+ const baseNoise = this.generatePerlinNoise(config);
317
+ const glslCode = baseNoise.glslCode + `
318
+ float getBillowyNoise(vec2 uv) {
319
+ float value = 0.0;
320
+ float amplitude = u_noiseAmplitude;
321
+ float frequency = u_noiseFrequency;
322
+
323
+ for (int i = 0; i < ${config.octaves}; i++) {
324
+ vec2 pos = (uv + u_noiseOffset) * frequency * u_noiseScale;
325
+ float noise = perlinNoise(pos);
326
+ noise = abs(noise);
327
+ value += noise * amplitude;
328
+ frequency *= u_lacunarity;
329
+ amplitude *= u_persistence;
330
+ }
331
+
332
+ return value;
333
+ }
334
+ `;
335
+ return {
336
+ glslCode,
337
+ uniforms: {
338
+ ...baseNoise.uniforms,
339
+ u_lacunarity: { value: config.lacunarity },
340
+ u_persistence: { value: config.persistence }
341
+ },
342
+ dependencies: baseNoise.dependencies
343
+ };
344
+ }
345
+ /**
346
+ * Generate White noise GLSL code
347
+ */
348
+ static generateWhiteNoise(config) {
349
+ const glslCode = `
350
+ // White Noise Functions
351
+ float random(vec2 st) {
352
+ return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
353
+ }
354
+
355
+ float getWhiteNoise(vec2 uv) {
356
+ vec2 pos = (uv + u_noiseOffset) * u_noiseFrequency * u_noiseScale;
357
+ return random(pos) * u_noiseAmplitude;
358
+ }
359
+ `;
360
+ return {
361
+ glslCode,
362
+ uniforms: {
363
+ u_noiseFrequency: { value: config.frequency },
364
+ u_noiseAmplitude: { value: config.amplitude },
365
+ u_noiseScale: { value: config.scale },
366
+ u_noiseOffset: { value: [config.offset.x, config.offset.y] }
367
+ },
368
+ dependencies: []
369
+ };
370
+ }
371
+ /**
372
+ * Generate Blue noise GLSL code
373
+ */
374
+ static generateBlueNoise(config) {
375
+ const glslCode = `
376
+ // Blue Noise Functions (approximation using dithering pattern)
377
+ float blueNoise(vec2 uv) {
378
+ vec2 pos = floor(uv * 64.0);
379
+ float noise = fract(sin(dot(pos, vec2(12.9898, 78.233))) * 43758.5453);
380
+
381
+ // Apply blue noise characteristics (high-frequency bias)
382
+ noise = pow(noise, 0.5);
383
+ return noise;
384
+ }
385
+
386
+ float getBlueNoise(vec2 uv) {
387
+ vec2 pos = (uv + u_noiseOffset) * u_noiseFrequency * u_noiseScale;
388
+ return blueNoise(pos) * u_noiseAmplitude;
389
+ }
390
+ `;
391
+ return {
392
+ glslCode,
393
+ uniforms: {
394
+ u_noiseFrequency: { value: config.frequency },
395
+ u_noiseAmplitude: { value: config.amplitude },
396
+ u_noiseScale: { value: config.scale },
397
+ u_noiseOffset: { value: [config.offset.x, config.offset.y] }
398
+ },
399
+ dependencies: []
400
+ };
401
+ }
402
+ /**
403
+ * Generate Pink noise GLSL code
404
+ */
405
+ static generatePinkNoise(config) {
406
+ const glslCode = `
407
+ // Pink Noise Functions (1/f noise approximation)
408
+ float pinkNoise(vec2 uv) {
409
+ float noise = 0.0;
410
+ float amplitude = 1.0;
411
+ float frequency = 1.0;
412
+
413
+ // Combine multiple frequencies with decreasing amplitude
414
+ for (int i = 0; i < 6; i++) {
415
+ noise += sin(uv.x * frequency) * sin(uv.y * frequency) * amplitude;
416
+ frequency *= 2.0;
417
+ amplitude *= 0.5;
418
+ }
419
+
420
+ return noise * 0.5 + 0.5;
421
+ }
422
+
423
+ float getPinkNoise(vec2 uv) {
424
+ vec2 pos = (uv + u_noiseOffset) * u_noiseFrequency * u_noiseScale;
425
+ return pinkNoise(pos) * u_noiseAmplitude;
426
+ }
427
+ `;
428
+ return {
429
+ glslCode,
430
+ uniforms: {
431
+ u_noiseFrequency: { value: config.frequency },
432
+ u_noiseAmplitude: { value: config.amplitude },
433
+ u_noiseScale: { value: config.scale },
434
+ u_noiseOffset: { value: [config.offset.x, config.offset.y] }
435
+ },
436
+ dependencies: []
437
+ };
438
+ }
439
+ /**
440
+ * Generate Value noise GLSL code
441
+ */
442
+ static generateValueNoise(config) {
443
+ const glslCode = `
444
+ // Value Noise Functions
445
+ float valueNoise(vec2 uv) {
446
+ vec2 i = floor(uv);
447
+ vec2 f = fract(uv);
448
+
449
+ float a = random(i);
450
+ float b = random(i + vec2(1.0, 0.0));
451
+ float c = random(i + vec2(0.0, 1.0));
452
+ float d = random(i + vec2(1.0, 1.0));
453
+
454
+ vec2 u = f * f * (3.0 - 2.0 * f);
455
+
456
+ return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
457
+ }
458
+
459
+ float random(vec2 st) {
460
+ return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
461
+ }
462
+
463
+ float getValueNoise(vec2 uv) {
464
+ vec2 pos = (uv + u_noiseOffset) * u_noiseFrequency * u_noiseScale;
465
+ return valueNoise(pos) * u_noiseAmplitude;
466
+ }
467
+ `;
468
+ return {
469
+ glslCode,
470
+ uniforms: {
471
+ u_noiseFrequency: { value: config.frequency },
472
+ u_noiseAmplitude: { value: config.amplitude },
473
+ u_noiseScale: { value: config.scale },
474
+ u_noiseOffset: { value: [config.offset.x, config.offset.y] }
475
+ },
476
+ dependencies: []
477
+ };
478
+ }
479
+ /**
480
+ * Generate Turbulence noise GLSL code
481
+ */
482
+ static generateTurbulenceNoise(config) {
483
+ const baseNoise = this.generatePerlinNoise(config);
484
+ const glslCode = baseNoise.glslCode + `
485
+ float getTurbulenceNoise(vec2 uv) {
486
+ float value = 0.0;
487
+ float amplitude = u_noiseAmplitude;
488
+ float frequency = u_noiseFrequency;
489
+
490
+ for (int i = 0; i < ${config.octaves}; i++) {
491
+ vec2 pos = (uv + u_noiseOffset) * frequency * u_noiseScale;
492
+ value += abs(perlinNoise(pos)) * amplitude;
493
+ frequency *= u_lacunarity;
494
+ amplitude *= u_persistence;
495
+ }
496
+
497
+ return value;
498
+ }
499
+ `;
500
+ return {
501
+ glslCode,
502
+ uniforms: {
503
+ ...baseNoise.uniforms,
504
+ u_lacunarity: { value: config.lacunarity },
505
+ u_persistence: { value: config.persistence }
506
+ },
507
+ dependencies: baseNoise.dependencies
508
+ };
509
+ }
510
+ /**
511
+ * Generate Domain Warped noise GLSL code
512
+ */
513
+ static generateDomainWarpedNoise(config) {
514
+ const baseNoise = this.generatePerlinNoise(config);
515
+ const glslCode = baseNoise.glslCode + `
516
+ float getDomainWarpedNoise(vec2 uv) {
517
+ vec2 pos = (uv + u_noiseOffset) * u_noiseScale;
518
+
519
+ // Create domain warp
520
+ vec2 warp = vec2(
521
+ perlinNoise(pos),
522
+ perlinNoise(pos + vec2(5.2, 1.3))
523
+ ) * u_warpStrength;
524
+
525
+ // Apply warped coordinates to final noise
526
+ vec2 warpedPos = pos + warp;
527
+ return perlinNoise(warpedPos * u_noiseFrequency) * u_noiseAmplitude;
528
+ }
529
+ `;
530
+ return {
531
+ glslCode,
532
+ uniforms: {
533
+ ...baseNoise.uniforms,
534
+ u_warpStrength: { value: config.warpStrength }
535
+ },
536
+ dependencies: baseNoise.dependencies
537
+ };
538
+ }
539
+ static getAvailableNoises() {
540
+ return [
541
+ 'perlin',
542
+ 'simplex',
543
+ 'white',
544
+ 'fractal',
545
+ 'turbulence',
546
+ 'domain-warped',
547
+ 'ridged',
548
+ 'billowy',
549
+ 'worley',
550
+ 'voronoi',
551
+ 'blue',
552
+ 'pink',
553
+ 'value'
554
+ ];
555
+ }
556
+ /**
557
+ * Create a noise texture for sampling
558
+ */
559
+ static createNoiseTexture(width = 256, height = 256, type = 'perlin', config) {
560
+ const size = width * height;
561
+ const data = new Uint8Array(4 * size);
562
+ const noiseConfig = {
563
+ type,
564
+ octaves: 4,
565
+ frequency: 0.1,
566
+ amplitude: 1.0,
567
+ lacunarity: 2.0,
568
+ persistence: 0.5,
569
+ seed: 0,
570
+ scale: 1.0,
571
+ offset: new THREE.Vector2(0, 0),
572
+ cellSize: 1.0,
573
+ ridgeOffset: 1.0,
574
+ warpStrength: 0.1,
575
+ ...config
576
+ };
577
+ for (let i = 0; i < size; i++) {
578
+ const x = (i % width) / width;
579
+ const y = Math.floor(i / width) / height;
580
+ let noise = 0;
581
+ // Simple implementation for texture generation
582
+ switch (type) {
583
+ case 'perlin':
584
+ case 'simplex':
585
+ noise = this.simplePerlin(x * noiseConfig.frequency, y * noiseConfig.frequency);
586
+ break;
587
+ case 'white':
588
+ noise = Math.random();
589
+ break;
590
+ case 'fractal':
591
+ noise = this.fractalNoise(x, y, noiseConfig);
592
+ break;
593
+ default:
594
+ noise = this.simplePerlin(x * noiseConfig.frequency, y * noiseConfig.frequency);
595
+ }
596
+ // Normalize to 0-255 range
597
+ const value = Math.floor((noise * 0.5 + 0.5) * 255);
598
+ const stride = i * 4;
599
+ data[stride] = value; // R
600
+ data[stride + 1] = value; // G
601
+ data[stride + 2] = value; // B
602
+ data[stride + 3] = 255; // A
603
+ }
604
+ const texture = new THREE.DataTexture(data, width, height);
605
+ texture.needsUpdate = true;
606
+ texture.wrapS = THREE.RepeatWrapping;
607
+ texture.wrapT = THREE.RepeatWrapping;
608
+ texture.magFilter = THREE.LinearFilter;
609
+ texture.minFilter = THREE.LinearFilter;
610
+ return texture;
611
+ }
612
+ /**
613
+ * Simple Perlin noise implementation for texture generation
614
+ */
615
+ static simplePerlin(x, y) {
616
+ const xi = Math.floor(x) & 255;
617
+ const yi = Math.floor(y) & 255;
618
+ const xf = x - Math.floor(x);
619
+ const yf = y - Math.floor(y);
620
+ const u = this.fade(xf);
621
+ const v = this.fade(yf);
622
+ const aa = this.permutationTable[this.permutationTable[xi] + yi];
623
+ const ab = this.permutationTable[this.permutationTable[xi] + yi + 1];
624
+ const ba = this.permutationTable[this.permutationTable[xi + 1] + yi];
625
+ const bb = this.permutationTable[this.permutationTable[xi + 1] + yi + 1];
626
+ const x1 = this.lerp(this.grad(aa, xf, yf), this.grad(ba, xf - 1, yf), u);
627
+ const x2 = this.lerp(this.grad(ab, xf, yf - 1), this.grad(bb, xf - 1, yf - 1), u);
628
+ return this.lerp(x1, x2, v);
629
+ }
630
+ static fractalNoise(x, y, config) {
631
+ let value = 0;
632
+ let amplitude = config.amplitude;
633
+ let frequency = config.frequency;
634
+ for (let i = 0; i < config.octaves; i++) {
635
+ value += this.simplePerlin(x * frequency, y * frequency) * amplitude;
636
+ frequency *= config.lacunarity;
637
+ amplitude *= config.persistence;
638
+ }
639
+ return value;
640
+ }
641
+ static fade(t) {
642
+ return t * t * t * (t * (t * 6 - 15) + 10);
643
+ }
644
+ static lerp(a, b, t) {
645
+ return a + t * (b - a);
646
+ }
647
+ static grad(hash, x, y) {
648
+ const h = hash & 3;
649
+ const u = h < 2 ? x : y;
650
+ const v = h < 2 ? y : x;
651
+ return ((h & 1) === 0 ? u : -u) + ((h & 2) === 0 ? v : -v);
652
+ }
653
+ }