@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 +1,150 @@
1
+ import * as THREE from 'three';
2
+ const shieldVert = /* glsl */ `
3
+ varying vec3 vNormal;
4
+ varying vec3 vWorldPos;
5
+ varying vec2 vUv;
6
+ void main() {
7
+ vNormal = normalize(normalMatrix * normal);
8
+ vWorldPos = (modelMatrix * vec4(position, 1.0)).xyz;
9
+ vUv = uv;
10
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
11
+ }
12
+ `;
13
+ const shieldFrag = /* glsl */ `
14
+ uniform float u_time;
15
+ uniform float uHexSize;
16
+ uniform vec3 uShieldColor;
17
+ uniform vec3 uRimColor;
18
+ uniform float uOpacity;
19
+ uniform float uIntensity;
20
+
21
+ uniform vec3 uHitPos[3];
22
+ uniform float uHitTime[3];
23
+
24
+ varying vec3 vNormal;
25
+ varying vec3 vWorldPos;
26
+ varying vec2 vUv;
27
+
28
+ vec2 hexCoord(vec2 p) {
29
+ const float SQRT3 = 1.7320508;
30
+ vec2 r = vec2(1.0, SQRT3);
31
+ vec2 h = r * 0.5;
32
+ vec2 a = mod(p, r) - h;
33
+ vec2 b = mod(p + h, r) - h;
34
+ return dot(a, a) < dot(b, b) ? a : b;
35
+ }
36
+
37
+ float hexEdge(vec2 p, float size) {
38
+ vec2 hc = hexCoord(p / size);
39
+ float d = length(hc);
40
+ return 1.0 - smoothstep(size * 0.38, size * 0.46, d);
41
+ }
42
+
43
+ void main() {
44
+ vec3 n = normalize(vNormal);
45
+ float phi = atan(n.z, n.x);
46
+ float theta = acos(clamp(n.y, -1.0, 1.0));
47
+ vec2 suv = vec2(phi / 6.28318, theta / 3.14159);
48
+
49
+ float edge = hexEdge(suv, uHexSize);
50
+
51
+ vec3 viewDir = normalize(cameraPosition - vWorldPos);
52
+ float fresnel = pow(1.0 - abs(dot(n, viewDir)), 2.5);
53
+
54
+ float ripple = 0.0;
55
+ for (int k = 0; k < 3; k++) {
56
+ float age = u_time - uHitTime[k];
57
+ if (age < 0.0 || age > 2.0) continue;
58
+ float dist = distance(vWorldPos, uHitPos[k]);
59
+ float wave = sin(dist * 14.0 - age * 9.0) * exp(-dist * 2.5) * exp(-age * 1.4);
60
+ ripple += wave * 0.7;
61
+ }
62
+
63
+ vec3 col = mix(uShieldColor, uRimColor, fresnel * 0.6 + edge * 0.4);
64
+ float alpha = (edge * 0.55 + fresnel * 0.3 + max(0.0, ripple) * 0.45 + 0.04)
65
+ * uOpacity * uIntensity;
66
+ if (alpha < 0.005) discard;
67
+ gl_FragColor = vec4(col + uRimColor * ripple * 0.3, alpha);
68
+ }
69
+ `;
70
+ export class ForcefieldEffectV {
71
+ scene;
72
+ group;
73
+ materials = [];
74
+ config;
75
+ boundingRadius;
76
+ hitSlot = 0;
77
+ nextHit = 0;
78
+ constructor(scene, config, boundingRadius = 1) {
79
+ this.scene = scene;
80
+ this.config = config;
81
+ this.boundingRadius = boundingRadius;
82
+ this.group = new THREE.Group();
83
+ scene.add(this.group);
84
+ this.build();
85
+ }
86
+ build() {
87
+ const { hexSize, shieldColor, rimColor, opacity, intensity } = this.config;
88
+ const sc = new THREE.Color(shieldColor);
89
+ const rc = new THREE.Color(rimColor);
90
+ const mat = new THREE.ShaderMaterial({
91
+ vertexShader: shieldVert,
92
+ fragmentShader: shieldFrag,
93
+ uniforms: {
94
+ u_time: { value: 0 },
95
+ uHexSize: { value: hexSize },
96
+ uShieldColor: { value: new THREE.Vector3(sc.r, sc.g, sc.b) },
97
+ uRimColor: { value: new THREE.Vector3(rc.r, rc.g, rc.b) },
98
+ uOpacity: { value: opacity },
99
+ uIntensity: { value: intensity },
100
+ uHitPos: { value: [new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3()] },
101
+ uHitTime: { value: [-99, -99, -99] },
102
+ },
103
+ transparent: true,
104
+ depthWrite: false,
105
+ side: THREE.FrontSide,
106
+ blending: THREE.AdditiveBlending,
107
+ });
108
+ this.materials.push(mat);
109
+ this.group.add(new THREE.Mesh(new THREE.SphereGeometry(this.boundingRadius * 1.15, 64, 64), mat));
110
+ }
111
+ update(elapsed, delta = 0.016) {
112
+ const mat = this.materials[0];
113
+ if (!mat)
114
+ return;
115
+ mat.uniforms.u_time.value = elapsed;
116
+ const { rippleEnabled, speed } = this.config;
117
+ if (rippleEnabled) {
118
+ this.nextHit -= delta;
119
+ if (this.nextHit <= 0) {
120
+ this.nextHit = 1.4 / speed + Math.random() * 0.8;
121
+ const phi = Math.random() * Math.PI * 2;
122
+ const theta = Math.acos(2 * Math.random() - 1);
123
+ const r = this.boundingRadius * 1.15;
124
+ const slot = this.hitSlot % 3;
125
+ mat.uniforms.uHitPos.value[slot].set(Math.sin(theta) * Math.cos(phi) * r, Math.cos(theta) * r, Math.sin(theta) * Math.sin(phi) * r);
126
+ mat.uniforms.uHitTime.value[slot] = elapsed;
127
+ this.hitSlot++;
128
+ }
129
+ }
130
+ }
131
+ updateConfig(config, boundingRadius) {
132
+ this.config = config;
133
+ if (boundingRadius !== undefined)
134
+ this.boundingRadius = boundingRadius;
135
+ this.dispose(false);
136
+ this.build();
137
+ }
138
+ dispose(removeFromScene = true) {
139
+ this.group.traverse(child => {
140
+ const c = child;
141
+ if (c.geometry)
142
+ c.geometry.dispose();
143
+ });
144
+ this.materials.forEach(m => m.dispose());
145
+ this.materials = [];
146
+ this.group.clear();
147
+ if (removeFromScene && this.group.parent)
148
+ this.group.parent.remove(this.group);
149
+ }
150
+ }
@@ -0,0 +1,15 @@
1
+ import * as THREE from 'three';
2
+ import type { HologramConfig } from "../../types/generativeEffects";
3
+ export declare class HologramEffectV {
4
+ private scene;
5
+ private group;
6
+ private materials;
7
+ private config;
8
+ private boundingRadius;
9
+ constructor(scene: THREE.Scene, config: HologramConfig, boundingRadius?: number);
10
+ private build;
11
+ update(elapsed: number, _delta?: number): void;
12
+ updateConfig(config: HologramConfig, boundingRadius?: number): void;
13
+ dispose(removeFromScene?: boolean): void;
14
+ }
15
+ //# sourceMappingURL=HologramEffectV.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"HologramEffectV.d.ts","sourceRoot":"","sources":["../../../src/three/effects/HologramEffectV.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,+BAA+B,CAAC;AAwEpE,qBAAa,eAAe;IACxB,OAAO,CAAC,KAAK,CAAC;IACd,OAAO,CAAC,KAAK,CAAC;IACd,OAAO,CAAC,SAAS,CAAM;IACvB,OAAO,CAAC,MAAM,CAAC;IACf,OAAO,CAAC,cAAc,CAAC;gBACX,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,cAAc,EAAE,cAAc,GAAE,MAAU;IAQlF,OAAO,CAAC,KAAK;IAqCb,MAAM,CAAC,OAAO,EAAE,MAAM,EAAE,MAAM,GAAE,MAAc,GAAG,IAAI;IAYrD,YAAY,CAAC,MAAM,EAAE,cAAc,EAAE,cAAc,CAAC,EAAE,MAAM,GAAG,IAAI;IAOnE,OAAO,CAAC,eAAe,GAAE,OAAc,GAAG,IAAI;CAYjD"}
@@ -0,0 +1,154 @@
1
+ import * as THREE from 'three';
2
+ const vertexShader = /* glsl */ `
3
+ varying vec2 vUv;
4
+ void main() {
5
+ vUv = uv;
6
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
7
+ }
8
+ `;
9
+ const fragmentShader = /* glsl */ `
10
+ uniform float u_time;
11
+ uniform float uScanSpeed;
12
+ uniform float uScanlineCount;
13
+ uniform vec3 uColor;
14
+ uniform float uOpacity;
15
+ uniform float uFlickerAmount;
16
+ uniform float uGridEnabled;
17
+ uniform float uGlitchOffset;
18
+ uniform float uAberration;
19
+ uniform float uPlaneY;
20
+ uniform float uIntensity;
21
+
22
+ varying vec2 vUv;
23
+
24
+ float hash(float n){ return fract(sin(n) * 43758.5453); }
25
+ float hash2(vec2 p){ return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
26
+
27
+ float scanSample(vec2 uv, float t) {
28
+ return step(0.45, fract(uv.y * uScanlineCount + t * uScanSpeed));
29
+ }
30
+
31
+ void main() {
32
+ vec2 uv = vUv;
33
+ float t = u_time;
34
+
35
+ float blockY = floor(uv.y * 8.0);
36
+ float glitchT = hash(blockY + floor(t * 12.0));
37
+ float doGlitch= step(0.94, glitchT);
38
+ uv.x += doGlitch * (hash(blockY * 3.1 + t * 4.0) - 0.5) * uGlitchOffset;
39
+ uv.x = fract(uv.x);
40
+
41
+ float aberr = uAberration * (1.0 + 0.4 * sin(t * 3.0));
42
+ float r_val = scanSample(uv + vec2( aberr, 0.0), t);
43
+ float g_val = scanSample(uv, t);
44
+ float b_val = scanSample(uv - vec2( aberr, 0.0), t);
45
+ vec3 scanRGB = vec3(r_val, g_val, b_val);
46
+
47
+ float fringe = sin(uv.y * 60.0 + t * 4.0) * sin(uv.x * 40.0 - t * 2.0) * 0.5 + 0.5;
48
+ fringe = pow(fringe, 3.0) * 0.35;
49
+
50
+ float grid = 0.0;
51
+ if (uGridEnabled > 0.5) {
52
+ float gx = step(0.93, fract(uv.x * 14.0));
53
+ float gy = step(0.93, fract(uv.y * 14.0));
54
+ grid = max(gx, gy) * 0.5;
55
+ }
56
+
57
+ float assembleT = mod(t * 0.3, 2.5);
58
+ float assembled = smoothstep(assembleT - 0.4, assembleT, uPlaneY * 0.5 + 0.5);
59
+ float stableT = smoothstep(0.0, 1.2, assembleT);
60
+ float assembleA = mix(assembled, 1.0, stableT);
61
+
62
+ float flicker = 1.0 - uFlickerAmount * step(0.93, hash(floor(t * 18.0)));
63
+
64
+ vec3 hologramColor = uColor * scanRGB;
65
+ float scanBright = (r_val + g_val + b_val) / 3.0;
66
+ float intensity = (scanBright * 0.65 + fringe + grid) * flicker * assembleA * uIntensity;
67
+ if (intensity < 0.015) discard;
68
+
69
+ gl_FragColor = vec4(hologramColor + uColor * fringe, intensity * uOpacity);
70
+ }
71
+ `;
72
+ export class HologramEffectV {
73
+ scene;
74
+ group;
75
+ materials = [];
76
+ config;
77
+ boundingRadius;
78
+ constructor(scene, config, boundingRadius = 1) {
79
+ this.scene = scene;
80
+ this.config = config;
81
+ this.boundingRadius = boundingRadius;
82
+ this.group = new THREE.Group();
83
+ scene.add(this.group);
84
+ this.build();
85
+ }
86
+ build() {
87
+ const { scanlineCount, scanSpeed, scanColor, gridEnabled, flickerAmount, opacity, speed, intensity } = this.config;
88
+ const c = new THREE.Color(scanColor);
89
+ const colorVec = new THREE.Vector3(c.r, c.g, c.b);
90
+ const planeSize = this.boundingRadius * 2.3;
91
+ const stepY = (this.boundingRadius * 2.5) / Math.max(scanlineCount - 1, 1);
92
+ for (let i = 0; i < scanlineCount; i++) {
93
+ const planeY = (i / Math.max(scanlineCount - 1, 1)) * 2 - 1;
94
+ const mat = new THREE.ShaderMaterial({
95
+ vertexShader,
96
+ fragmentShader,
97
+ uniforms: {
98
+ u_time: { value: 0 },
99
+ uScanSpeed: { value: scanSpeed * speed },
100
+ uScanlineCount: { value: 5.0 + i * 0.3 },
101
+ uColor: { value: colorVec },
102
+ uOpacity: { value: opacity * intensity },
103
+ uFlickerAmount: { value: flickerAmount },
104
+ uGridEnabled: { value: gridEnabled ? 1.0 : 0.0 },
105
+ uGlitchOffset: { value: 0 },
106
+ uAberration: { value: 0.012 },
107
+ uPlaneY: { value: planeY },
108
+ uIntensity: { value: intensity },
109
+ },
110
+ transparent: true,
111
+ depthWrite: false,
112
+ blending: THREE.AdditiveBlending,
113
+ side: THREE.DoubleSide,
114
+ });
115
+ this.materials.push(mat);
116
+ const y = -this.boundingRadius * 1.25 + i * stepY;
117
+ const mesh = new THREE.Mesh(new THREE.PlaneGeometry(planeSize, planeSize, 2, 2), mat);
118
+ mesh.position.set(0, y, 0);
119
+ mesh.rotation.set(-Math.PI / 2, 0, 0);
120
+ this.group.add(mesh);
121
+ }
122
+ }
123
+ update(elapsed, _delta = 0.016) {
124
+ const { glitchEnabled } = this.config;
125
+ this.materials.forEach((mat, i) => {
126
+ mat.uniforms.u_time.value = elapsed + i * 0.04;
127
+ if (glitchEnabled && Math.random() > 0.985) {
128
+ mat.uniforms.uGlitchOffset.value = (Math.random() - 0.5) * 0.06;
129
+ }
130
+ else {
131
+ mat.uniforms.uGlitchOffset.value *= 0.80;
132
+ }
133
+ });
134
+ }
135
+ updateConfig(config, boundingRadius) {
136
+ this.config = config;
137
+ if (boundingRadius !== undefined)
138
+ this.boundingRadius = boundingRadius;
139
+ this.dispose(false);
140
+ this.build();
141
+ }
142
+ dispose(removeFromScene = true) {
143
+ this.group.traverse(child => {
144
+ const c = child;
145
+ if (c.geometry)
146
+ c.geometry.dispose();
147
+ });
148
+ this.materials.forEach(m => m.dispose());
149
+ this.materials = [];
150
+ this.group.clear();
151
+ if (removeFromScene && this.group.parent)
152
+ this.group.parent.remove(this.group);
153
+ }
154
+ }
@@ -0,0 +1,21 @@
1
+ import * as THREE from 'three';
2
+ import type { IceCrystalsConfig } from "../../types/generativeEffects";
3
+ export declare class IceCrystalsEffectV {
4
+ private scene;
5
+ private group;
6
+ private materials;
7
+ private config;
8
+ private boundingRadius;
9
+ private spikeMesh;
10
+ private spikeMat;
11
+ private frostMat;
12
+ private pulseMats;
13
+ private timeRef;
14
+ private N;
15
+ constructor(scene: THREE.Scene, config: IceCrystalsConfig, boundingRadius?: number);
16
+ private build;
17
+ update(_elapsed: number, delta?: number): void;
18
+ updateConfig(config: IceCrystalsConfig, boundingRadius?: number): void;
19
+ dispose(removeFromScene?: boolean): void;
20
+ }
21
+ //# sourceMappingURL=IceCrystalsEffectV.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"IceCrystalsEffectV.d.ts","sourceRoot":"","sources":["../../../src/three/effects/IceCrystalsEffectV.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,+BAA+B,CAAC;AA6DvE,qBAAa,kBAAkB;IAC3B,OAAO,CAAC,KAAK,CAAC;IACd,OAAO,CAAC,KAAK,CAAC;IACd,OAAO,CAAC,SAAS,CAAM;IACvB,OAAO,CAAC,MAAM,CAAC;IACf,OAAO,CAAC,cAAc,CAAC;IACvB,OAAO,CAAC,SAAS,CAAQ;IACzB,OAAO,CAAC,QAAQ,CAAQ;IACxB,OAAO,CAAC,QAAQ,CAAQ;IACxB,OAAO,CAAC,SAAS,CAAM;IACvB,OAAO,CAAC,OAAO,CAAK;IACpB,OAAO,CAAC,CAAC,CAAM;gBACH,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,iBAAiB,EAAE,cAAc,GAAE,MAAU;IAQrF,OAAO,CAAC,KAAK;IAwFb,MAAM,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,GAAE,MAAc,GAAG,IAAI;IAsBrD,YAAY,CAAC,MAAM,EAAE,iBAAiB,EAAE,cAAc,CAAC,EAAE,MAAM,GAAG,IAAI;IAOtE,OAAO,CAAC,eAAe,GAAE,OAAc,GAAG,IAAI;CAgBjD"}
@@ -0,0 +1,214 @@
1
+ import * as THREE from 'three';
2
+ const spikeVert = /* glsl */ `
3
+ varying vec3 vNormal;
4
+ varying vec3 vWorldPos;
5
+ void main() {
6
+ vNormal = normalize(normalMatrix * normal);
7
+ vWorldPos = (modelMatrix * vec4(position, 1.0)).xyz;
8
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
9
+ }
10
+ `;
11
+ const spikeFrag = /* glsl */ `
12
+ uniform vec3 uIceColor;
13
+ uniform float uOpacity;
14
+ uniform float uIntensity;
15
+ varying vec3 vNormal;
16
+ varying vec3 vWorldPos;
17
+
18
+ void main() {
19
+ vec3 viewDir = normalize(cameraPosition - vWorldPos);
20
+ vec3 n = normalize(vNormal);
21
+
22
+ vec3 h = normalize(viewDir + vec3(0.6, 1.0, 0.4));
23
+ float spec = pow(max(dot(n, h), 0.0), 38.0) * 2.5;
24
+
25
+ float fresnel = pow(1.0 - abs(dot(n, viewDir)), 2.0);
26
+
27
+ float shade = 0.5 + 0.5 * abs(dot(n, normalize(vec3(1.0, 2.0, 0.5))));
28
+
29
+ vec3 col = uIceColor * shade + vec3(spec) + vec3(0.6, 0.9, 1.0) * fresnel * 0.5;
30
+ float alpha = (shade * 0.5 + fresnel * 0.35 + spec * 0.15) * uOpacity * uIntensity;
31
+ gl_FragColor = vec4(col, clamp(alpha, 0.0, 1.0));
32
+ }
33
+ `;
34
+ const frostVert = /* glsl */ `
35
+ attribute float aBaseY;
36
+ attribute float aSize;
37
+ attribute vec2 aXZ;
38
+ uniform float u_time;
39
+ uniform float uRange;
40
+ varying float vA;
41
+ void main() {
42
+ float y = mod(aBaseY - u_time * 0.35, uRange) - uRange * 0.5;
43
+ vec3 pos = vec3(aXZ.x, y, aXZ.y);
44
+ vA = 0.4 + 0.6 * smoothstep(-uRange * 0.5, -uRange * 0.3, y)
45
+ * smoothstep(uRange * 0.5, uRange * 0.3, y);
46
+ vec4 mv = modelViewMatrix * vec4(pos, 1.0);
47
+ gl_PointSize = aSize * (180.0 / -mv.z);
48
+ gl_Position = projectionMatrix * mv;
49
+ }
50
+ `;
51
+ const frostFrag = /* glsl */ `
52
+ uniform float uOpacity;
53
+ varying float vA;
54
+ void main() {
55
+ vec2 c = gl_PointCoord - 0.5;
56
+ if (length(c) > 0.5) discard;
57
+ float g = exp(-dot(c, c) * 6.0);
58
+ gl_FragColor = vec4(0.85, 0.95, 1.0, g * vA * uOpacity);
59
+ }
60
+ `;
61
+ export class IceCrystalsEffectV {
62
+ scene;
63
+ group;
64
+ materials = [];
65
+ config;
66
+ boundingRadius;
67
+ spikeMesh = null;
68
+ spikeMat = null;
69
+ frostMat = null;
70
+ pulseMats = [];
71
+ timeRef = 0;
72
+ N = 30;
73
+ constructor(scene, config, boundingRadius = 1) {
74
+ this.scene = scene;
75
+ this.config = config;
76
+ this.boundingRadius = boundingRadius;
77
+ this.group = new THREE.Group();
78
+ scene.add(this.group);
79
+ this.build();
80
+ }
81
+ build() {
82
+ const { spikeCount, spikeLength, frostEnabled, iceColor, opacity, intensity } = this.config;
83
+ const r = this.boundingRadius;
84
+ const N = Math.max(10, Math.min(spikeCount, 60));
85
+ this.N = N;
86
+ const ic = new THREE.Color(iceColor);
87
+ const spikeLen = r * spikeLength * 0.55;
88
+ const spikeBase = r * 0.055 * intensity;
89
+ const spikeGeo = new THREE.ConeGeometry(spikeBase, spikeLen, 5);
90
+ spikeGeo.translate(0, spikeLen / 2, 0);
91
+ const sMat = new THREE.ShaderMaterial({
92
+ vertexShader: spikeVert,
93
+ fragmentShader: spikeFrag,
94
+ uniforms: {
95
+ uIceColor: { value: new THREE.Vector3(ic.r, ic.g, ic.b) },
96
+ uOpacity: { value: opacity },
97
+ uIntensity: { value: intensity },
98
+ },
99
+ transparent: true,
100
+ depthWrite: false,
101
+ blending: THREE.AdditiveBlending,
102
+ side: THREE.DoubleSide,
103
+ });
104
+ this.spikeMat = sMat;
105
+ this.materials.push(sMat);
106
+ const mesh = new THREE.InstancedMesh(spikeGeo, sMat, N);
107
+ mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
108
+ this.spikeMesh = mesh;
109
+ const tmpPos = new THREE.Vector3();
110
+ const tmpQuat = new THREE.Quaternion();
111
+ const tmpMat = new THREE.Matrix4();
112
+ const UP = new THREE.Vector3(0, 1, 0);
113
+ const goldenAngle = Math.PI * (3 - Math.sqrt(5));
114
+ for (let i = 0; i < N; i++) {
115
+ const y = 1 - (i / (N - 1)) * 2;
116
+ const rad = Math.sqrt(1 - y * y) * r;
117
+ const phi = i * goldenAngle;
118
+ tmpPos.set(Math.cos(phi) * rad, y * r, Math.sin(phi) * rad);
119
+ const dir = tmpPos.clone().normalize();
120
+ tmpQuat.setFromUnitVectors(UP, dir);
121
+ const scaleY = 0.6 + Math.random() * 0.8;
122
+ tmpMat.compose(tmpPos, tmpQuat, new THREE.Vector3(1, scaleY, 1));
123
+ mesh.setMatrixAt(i, tmpMat);
124
+ }
125
+ mesh.instanceMatrix.needsUpdate = true;
126
+ this.group.add(mesh);
127
+ // Store base matrices for pulse animation
128
+ this.pulseMats = Array.from({ length: N }, (_, i) => {
129
+ const m = new THREE.Matrix4();
130
+ mesh.getMatrixAt(i, m);
131
+ return m.clone();
132
+ });
133
+ // Frost particles
134
+ if (frostEnabled) {
135
+ const FN = 180;
136
+ const range = r * 2.5;
137
+ const fBaseY = new Float32Array(FN);
138
+ const fSize = new Float32Array(FN);
139
+ const fXZ = new Float32Array(FN * 2);
140
+ for (let i = 0; i < FN; i++) {
141
+ fBaseY[i] = Math.random() * range;
142
+ fSize[i] = 1.5 + Math.random() * 3.0;
143
+ const a = Math.random() * Math.PI * 2;
144
+ const fr = (0.9 + Math.random() * 0.8) * r;
145
+ fXZ[i * 2] = Math.cos(a) * fr;
146
+ fXZ[i * 2 + 1] = Math.sin(a) * fr;
147
+ }
148
+ const fGeo = new THREE.BufferGeometry();
149
+ fGeo.setAttribute('position', new THREE.BufferAttribute(new Float32Array(FN * 3), 3));
150
+ fGeo.setAttribute('aBaseY', new THREE.BufferAttribute(fBaseY, 1));
151
+ fGeo.setAttribute('aSize', new THREE.BufferAttribute(fSize, 1));
152
+ fGeo.setAttribute('aXZ', new THREE.BufferAttribute(fXZ, 2));
153
+ fGeo.frustumCulled = false;
154
+ const fMat = new THREE.ShaderMaterial({
155
+ vertexShader: frostVert,
156
+ fragmentShader: frostFrag,
157
+ uniforms: {
158
+ u_time: { value: 0 },
159
+ uRange: { value: range },
160
+ uOpacity: { value: opacity * 0.55 },
161
+ },
162
+ transparent: true, depthWrite: false, blending: THREE.AdditiveBlending,
163
+ });
164
+ this.frostMat = fMat;
165
+ this.materials.push(fMat);
166
+ this.group.add(new THREE.Points(fGeo, fMat));
167
+ }
168
+ }
169
+ update(_elapsed, delta = 0.016) {
170
+ this.timeRef += delta;
171
+ const t = this.timeRef;
172
+ const { pulseSpeed } = this.config;
173
+ if (this.frostMat)
174
+ this.frostMat.uniforms.u_time.value = t;
175
+ if (this.spikeMesh) {
176
+ const tmpMat = new THREE.Matrix4();
177
+ const tmpPos = new THREE.Vector3();
178
+ const tmpQuat = new THREE.Quaternion();
179
+ const tmpScale = new THREE.Vector3();
180
+ for (let i = 0; i < this.N; i++) {
181
+ const base = this.pulseMats[i];
182
+ base.decompose(tmpPos, tmpQuat, tmpScale);
183
+ const pulse = 0.88 + 0.12 * Math.sin(t * pulseSpeed * 1.8 + i * 0.47);
184
+ tmpScale.y = pulse;
185
+ tmpMat.compose(tmpPos, tmpQuat, tmpScale);
186
+ this.spikeMesh.setMatrixAt(i, tmpMat);
187
+ }
188
+ this.spikeMesh.instanceMatrix.needsUpdate = true;
189
+ }
190
+ }
191
+ updateConfig(config, boundingRadius) {
192
+ this.config = config;
193
+ if (boundingRadius !== undefined)
194
+ this.boundingRadius = boundingRadius;
195
+ this.dispose(false);
196
+ this.build();
197
+ }
198
+ dispose(removeFromScene = true) {
199
+ this.group.traverse(child => {
200
+ const c = child;
201
+ if (c.geometry)
202
+ c.geometry.dispose();
203
+ });
204
+ this.materials.forEach(m => m.dispose());
205
+ this.materials = [];
206
+ this.spikeMesh = null;
207
+ this.spikeMat = null;
208
+ this.frostMat = null;
209
+ this.pulseMats = [];
210
+ this.group.clear();
211
+ if (removeFromScene && this.group.parent)
212
+ this.group.parent.remove(this.group);
213
+ }
214
+ }
@@ -0,0 +1,27 @@
1
+ import * as THREE from 'three';
2
+ import type { LightningConfig } from "../../types/generativeEffects";
3
+ export declare class LightningEffectV {
4
+ private scene;
5
+ private group;
6
+ private materials;
7
+ private config;
8
+ private boundingRadius;
9
+ private bolts;
10
+ private lineMat;
11
+ private glowMats;
12
+ private coreCol;
13
+ private glowCol;
14
+ private depth;
15
+ private N;
16
+ private sr;
17
+ constructor(scene: THREE.Scene, config: LightningConfig, boundingRadius?: number);
18
+ private boltEndpoints;
19
+ private makeGeos;
20
+ private refreshColors;
21
+ private rebuildShape;
22
+ private build;
23
+ update(_elapsed: number, delta?: number): void;
24
+ updateConfig(config: LightningConfig, boundingRadius?: number): void;
25
+ dispose(removeFromScene?: boolean): void;
26
+ }
27
+ //# sourceMappingURL=LightningEffectV.d.ts.map
@@ -0,0 +1 @@
1
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