@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 +1,211 @@
1
+ import * as THREE from 'three';
2
+ const pulseVert = /* glsl */ `
3
+ attribute float aBright;
4
+ uniform float uSize;
5
+ varying float vB;
6
+ void main() {
7
+ vB = aBright;
8
+ if (vB < 0.01) { gl_PointSize = 0.0; gl_Position = vec4(0); return; }
9
+ vec4 mv = modelViewMatrix * vec4(position, 1.0);
10
+ gl_PointSize = uSize * vB * (200.0 / -mv.z);
11
+ gl_Position = projectionMatrix * mv;
12
+ }
13
+ `;
14
+ const pulseFrag = /* glsl */ `
15
+ uniform vec3 uColor;
16
+ uniform float uOpacity;
17
+ varying float vB;
18
+ void main() {
19
+ if (vB < 0.01) discard;
20
+ vec2 c = gl_PointCoord - 0.5;
21
+ if (length(c) > 0.5) discard;
22
+ float g = exp(-dot(c, c) * 5.5);
23
+ gl_FragColor = vec4(uColor, g * vB * uOpacity);
24
+ }
25
+ `;
26
+ const MAX_PULSES = 4;
27
+ export class NeuralNetworkEffectV {
28
+ scene;
29
+ group;
30
+ materials = [];
31
+ config;
32
+ boundingRadius;
33
+ orbitAngles = new Float32Array(0);
34
+ pulses = [];
35
+ nextPulse = 0;
36
+ effectScene = null;
37
+ tmpMat = new THREE.Matrix4();
38
+ tmpQuat = new THREE.Quaternion();
39
+ tmpVec = new THREE.Vector3();
40
+ N = 20;
41
+ constructor(scene, config, boundingRadius = 1) {
42
+ this.scene = scene;
43
+ this.config = config;
44
+ this.boundingRadius = boundingRadius;
45
+ this.group = new THREE.Group();
46
+ scene.add(this.group);
47
+ this.build();
48
+ }
49
+ build() {
50
+ const { nodeCount, nodeColor, pulseColor, opacity, intensity } = this.config;
51
+ const r = this.boundingRadius * 1.35;
52
+ const N = Math.max(8, Math.min(nodeCount, 40));
53
+ this.N = N;
54
+ const basePos = [];
55
+ const goldenAngle = Math.PI * (3 - Math.sqrt(5));
56
+ for (let i = 0; i < N; i++) {
57
+ const y = 1 - (i / (N - 1)) * 2;
58
+ const rad = Math.sqrt(1 - y * y) * r;
59
+ const phi = i * goldenAngle;
60
+ basePos.push(new THREE.Vector3(Math.cos(phi) * rad, y * r, Math.sin(phi) * rad));
61
+ }
62
+ const orbitAxes = Array.from({ length: N }, () => new THREE.Vector3(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).normalize());
63
+ const orbitSpeeds = Array.from({ length: N }, () => 0.4 + Math.random() * 0.6);
64
+ const angles = new Float32Array(N);
65
+ for (let i = 0; i < N; i++)
66
+ angles[i] = i * 0.7;
67
+ this.orbitAngles = angles;
68
+ const MAX_DIST = r * 0.85;
69
+ const edges = [];
70
+ const degree = new Int32Array(N);
71
+ for (let i = 0; i < N; i++) {
72
+ for (let j = i + 1; j < N; j++) {
73
+ if (degree[i] >= 3 || degree[j] >= 3)
74
+ continue;
75
+ if (basePos[i].distanceTo(basePos[j]) < MAX_DIST) {
76
+ edges.push([i, j]);
77
+ degree[i]++;
78
+ degree[j]++;
79
+ }
80
+ }
81
+ }
82
+ const edgeVerts = new Float32Array(edges.length * 6);
83
+ const edgeCols = new Float32Array(edges.length * 6);
84
+ const nc = new THREE.Color(nodeColor);
85
+ const DIM = 0.06;
86
+ for (let e = 0; e < edges.length; e++) {
87
+ const [a, b] = edges[e];
88
+ edgeVerts.set([basePos[a].x, basePos[a].y, basePos[a].z, basePos[b].x, basePos[b].y, basePos[b].z], e * 6);
89
+ edgeCols.set([nc.r * DIM, nc.g * DIM, nc.b * DIM, nc.r * DIM, nc.g * DIM, nc.b * DIM], e * 6);
90
+ }
91
+ const edgeGeo = new THREE.BufferGeometry();
92
+ edgeGeo.setAttribute('position', new THREE.BufferAttribute(edgeVerts, 3));
93
+ edgeGeo.setAttribute('color', new THREE.BufferAttribute(edgeCols, 3));
94
+ const edgeMat = new THREE.LineBasicMaterial({
95
+ vertexColors: true, transparent: true, depthWrite: false, blending: THREE.AdditiveBlending,
96
+ });
97
+ const nodeGeo = new THREE.SphereGeometry(0.055 * intensity, 8, 8);
98
+ const nc2 = new THREE.Color(nodeColor);
99
+ const nodeMat = new THREE.MeshBasicMaterial({
100
+ color: nc2, transparent: true, opacity: opacity * 0.55,
101
+ depthWrite: false, blending: THREE.AdditiveBlending,
102
+ });
103
+ const nodeMesh = new THREE.InstancedMesh(nodeGeo, nodeMat, N);
104
+ nodeMesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
105
+ const pulsePos = new Float32Array(MAX_PULSES * 3);
106
+ const pulseBright = new Float32Array(MAX_PULSES);
107
+ const pulseGeo = new THREE.BufferGeometry();
108
+ pulseGeo.setAttribute('position', new THREE.BufferAttribute(pulsePos, 3));
109
+ pulseGeo.setAttribute('aBright', new THREE.BufferAttribute(pulseBright, 1));
110
+ const pc = new THREE.Color(pulseColor);
111
+ const pulseMat = new THREE.ShaderMaterial({
112
+ vertexShader: pulseVert, fragmentShader: pulseFrag,
113
+ uniforms: {
114
+ uSize: { value: 20 * intensity },
115
+ uColor: { value: new THREE.Vector3(pc.r, pc.g, pc.b) },
116
+ uOpacity: { value: opacity },
117
+ },
118
+ transparent: true, depthWrite: false, blending: THREE.AdditiveBlending,
119
+ });
120
+ this.pulses = Array.from({ length: MAX_PULSES }, () => ({
121
+ fromIdx: 0, toIdx: 1, progress: 0, active: false,
122
+ }));
123
+ this.nextPulse = 0;
124
+ this.effectScene = { basePos, orbitAxes, orbitSpeeds, edges, edgeGeo, edgeMat, nodeMesh, pulseGeo, pulseMat };
125
+ this.materials.push(pulseMat);
126
+ this.group.add(new THREE.LineSegments(edgeGeo, edgeMat));
127
+ this.group.add(nodeMesh);
128
+ this.group.add(new THREE.Points(pulseGeo, pulseMat));
129
+ }
130
+ update(_elapsed, delta = 0.016) {
131
+ if (!this.effectScene)
132
+ return;
133
+ const { speed, orbitSpeed, signalSpeed, intensity } = this.config;
134
+ const dt = delta * speed;
135
+ const { basePos, orbitAxes, orbitSpeeds, edges, edgeGeo, nodeMesh, pulseGeo, pulseMat } = this.effectScene;
136
+ const N = this.N;
137
+ const angles = this.orbitAngles;
138
+ const curPos = [];
139
+ for (let i = 0; i < N; i++) {
140
+ angles[i] += dt * orbitSpeed * orbitSpeeds[i] * 0.4;
141
+ const base = basePos[i];
142
+ const axis = orbitAxes[i];
143
+ const ang = angles[i];
144
+ const cosA = Math.cos(ang), sinA = Math.sin(ang);
145
+ const dot = base.dot(axis);
146
+ this.tmpVec.set(base.x * cosA + (axis.y * base.z - axis.z * base.y) * sinA + axis.x * dot * (1 - cosA), base.y * cosA + (axis.z * base.x - axis.x * base.z) * sinA + axis.y * dot * (1 - cosA), base.z * cosA + (axis.x * base.y - axis.y * base.x) * sinA + axis.z * dot * (1 - cosA));
147
+ curPos.push(this.tmpVec.clone());
148
+ this.tmpMat.compose(this.tmpVec, this.tmpQuat, new THREE.Vector3(1, 1, 1));
149
+ nodeMesh.setMatrixAt(i, this.tmpMat);
150
+ }
151
+ nodeMesh.instanceMatrix.needsUpdate = true;
152
+ const edgePosAttr = edgeGeo.attributes.position;
153
+ for (let e = 0; e < edges.length; e++) {
154
+ const [a, b] = edges[e];
155
+ edgePosAttr.setXYZ(e * 2, curPos[a].x, curPos[a].y, curPos[a].z);
156
+ edgePosAttr.setXYZ(e * 2 + 1, curPos[b].x, curPos[b].y, curPos[b].z);
157
+ }
158
+ edgePosAttr.needsUpdate = true;
159
+ this.nextPulse -= delta;
160
+ if (this.nextPulse <= 0 && edges.length > 0) {
161
+ this.nextPulse = 0.4 / speed;
162
+ const idle = this.pulses.findIndex(p => !p.active);
163
+ if (idle >= 0) {
164
+ const e = Math.floor(Math.random() * edges.length);
165
+ this.pulses[idle] = { fromIdx: edges[e][0], toIdx: edges[e][1], progress: 0, active: true };
166
+ }
167
+ }
168
+ const ptPos = pulseGeo.attributes.position;
169
+ const ptBright = pulseGeo.attributes.aBright;
170
+ this.pulses.forEach((p, pi) => {
171
+ if (!p.active) {
172
+ ptBright.setX(pi, 0);
173
+ return;
174
+ }
175
+ p.progress += dt * signalSpeed * 0.9;
176
+ if (p.progress >= 1) {
177
+ p.active = false;
178
+ ptBright.setX(pi, 0);
179
+ return;
180
+ }
181
+ const pos = curPos[p.fromIdx].clone().lerp(curPos[p.toIdx], p.progress);
182
+ ptPos.setXYZ(pi, pos.x, pos.y, pos.z);
183
+ ptBright.setX(pi, 0.7 + 0.3 * Math.sin(p.progress * Math.PI));
184
+ });
185
+ ptPos.needsUpdate = true;
186
+ ptBright.needsUpdate = true;
187
+ pulseMat.uniforms.uSize.value = 20 * intensity;
188
+ }
189
+ updateConfig(config, boundingRadius) {
190
+ this.config = config;
191
+ if (boundingRadius !== undefined)
192
+ this.boundingRadius = boundingRadius;
193
+ this.dispose(false);
194
+ this.build();
195
+ }
196
+ dispose(removeFromScene = true) {
197
+ this.group.traverse(child => {
198
+ const c = child;
199
+ if (c.geometry)
200
+ c.geometry.dispose();
201
+ if (c.material && !Array.isArray(c.material))
202
+ c.material.dispose();
203
+ });
204
+ this.materials.forEach(m => m.dispose());
205
+ this.materials = [];
206
+ this.effectScene = null;
207
+ this.group.clear();
208
+ if (removeFromScene && this.group.parent)
209
+ this.group.parent.remove(this.group);
210
+ }
211
+ }
@@ -0,0 +1,17 @@
1
+ import * as THREE from 'three';
2
+ import type { OrbConfig } from "../../types/generativeEffects";
3
+ export declare class OrbEffectV {
4
+ private scene;
5
+ private group;
6
+ private materials;
7
+ private config;
8
+ private boundingRadius;
9
+ private coronaGroup;
10
+ private speed;
11
+ constructor(scene: THREE.Scene, config: OrbConfig, boundingRadius?: number);
12
+ private build;
13
+ update(elapsed: number, delta?: number): void;
14
+ updateConfig(config: OrbConfig, boundingRadius?: number): void;
15
+ dispose(removeFromScene?: boolean): void;
16
+ }
17
+ //# sourceMappingURL=OrbEffectV.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"OrbEffectV.d.ts","sourceRoot":"","sources":["../../../src/three/effects/OrbEffectV.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,+BAA+B,CAAC;AAgK/D,qBAAa,UAAU;IACnB,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,WAAW,CAAQ;IAC3B,OAAO,CAAC,KAAK,CAAK;gBACN,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,SAAS,EAAE,cAAc,GAAE,MAAU;IAQ7E,OAAO,CAAC,KAAK;IAwGb,MAAM,CAAC,OAAO,EAAE,MAAM,EAAE,KAAK,GAAE,MAAc,GAAG,IAAI;IAOpD,YAAY,CAAC,MAAM,EAAE,SAAS,EAAE,cAAc,CAAC,EAAE,MAAM,GAAG,IAAI;IAO9D,OAAO,CAAC,eAAe,GAAE,OAAc,GAAG,IAAI;CAajD"}
@@ -0,0 +1,307 @@
1
+ import * as THREE from 'three';
2
+ const sharedVert = /* glsl */ `
3
+ varying vec3 vNormal;
4
+ varying vec3 vViewDir;
5
+ varying vec3 vWorldNormal;
6
+ void main() {
7
+ vNormal = normalize(normalMatrix * normal);
8
+ vWorldNormal = normalize((modelMatrix * vec4(normal, 0.0)).xyz);
9
+ vec4 mv = modelViewMatrix * vec4(position, 1.0);
10
+ vViewDir = normalize(-mv.xyz);
11
+ gl_Position = projectionMatrix * mv;
12
+ }
13
+ `;
14
+ const coreFrag = /* glsl */ `
15
+ uniform float u_time;
16
+ uniform vec3 uInnerColor;
17
+ uniform vec3 uOuterColor;
18
+ uniform float uOpacity;
19
+ uniform float uNoiseAmount;
20
+ uniform float uIntensity;
21
+ uniform float uPulseSpeed;
22
+
23
+ varying vec3 vNormal;
24
+ varying vec3 vViewDir;
25
+ varying vec3 vWorldNormal;
26
+
27
+ float hash(vec3 p){ return fract(sin(dot(p,vec3(127.1,311.7,74.7)))*43758.5453); }
28
+ float noise(vec3 p){
29
+ vec3 i=floor(p); vec3 f=fract(p); f=f*f*(3.-2.*f);
30
+ return mix(mix(mix(hash(i),hash(i+vec3(1,0,0)),f.x),mix(hash(i+vec3(0,1,0)),hash(i+vec3(1,1,0)),f.x),f.y),
31
+ mix(mix(hash(i+vec3(0,0,1)),hash(i+vec3(1,0,1)),f.x),mix(hash(i+vec3(0,1,1)),hash(i+vec3(1,1,1)),f.x),f.y),f.z);
32
+ }
33
+ float fbm(vec3 p){
34
+ float v=0., a=0.5;
35
+ for(int i=0;i<6;i++){ v+=a*noise(p); p=p*2.13+vec3(1.7,9.2,3.7); a*=0.5; }
36
+ return v;
37
+ }
38
+
39
+ void main() {
40
+ vec3 nCoord = vWorldNormal * 5.5 + vec3(u_time * 0.35, u_time * 0.18, u_time * -0.22);
41
+ float f = fbm(nCoord);
42
+
43
+ float cells = smoothstep(0.54, 0.72, f) * 4.0;
44
+ float cool = (1.0 - smoothstep(0.38, 0.50, f)) * 0.3;
45
+ float flares = smoothstep(0.70, 0.85, f) * 6.0;
46
+
47
+ float pulse = 0.85 + 0.15 * sin(u_time * uPulseSpeed * 2.3);
48
+ float limb = 1.0 - abs(dot(vNormal, vViewDir)) * 0.4;
49
+
50
+ vec3 col = mix(uOuterColor, uInnerColor, f * 1.8 + cells * 0.3);
51
+ col += uInnerColor * flares;
52
+ col -= uOuterColor * cool;
53
+ col *= pulse * limb * (1.0 + uNoiseAmount * cells);
54
+
55
+ float alpha = (0.85 + cells * 0.15) * uOpacity * uIntensity;
56
+ gl_FragColor = vec4(col, alpha);
57
+ }
58
+ `;
59
+ const plasmaFrag = /* glsl */ `
60
+ uniform float u_time;
61
+ uniform float uLayerIndex;
62
+ uniform vec3 uInnerColor;
63
+ uniform vec3 uOuterColor;
64
+ uniform float uOpacity;
65
+ uniform float uNoiseAmount;
66
+ uniform float uPulseSpeed;
67
+ uniform float uIntensity;
68
+
69
+ varying vec3 vNormal;
70
+ varying vec3 vViewDir;
71
+ varying vec3 vWorldNormal;
72
+
73
+ vec3 hsv2rgb(float h, float s, float v){
74
+ vec3 rgb=clamp(abs(mod(h*6.+vec3(0.,4.,2.),6.)-3.)-1.,0.,1.);
75
+ return v*mix(vec3(1.),rgb,s);
76
+ }
77
+ float hash(vec3 p){ return fract(sin(dot(p,vec3(127.1,311.7,74.7)))*43758.5453); }
78
+ float noise(vec3 p){
79
+ vec3 i=floor(p); vec3 f=fract(p); f=f*f*(3.-2.*f);
80
+ return mix(mix(mix(hash(i),hash(i+vec3(1,0,0)),f.x),mix(hash(i+vec3(0,1,0)),hash(i+vec3(1,1,0)),f.x),f.y),
81
+ mix(mix(hash(i+vec3(0,0,1)),hash(i+vec3(1,0,1)),f.x),mix(hash(i+vec3(0,1,1)),hash(i+vec3(1,1,1)),f.x),f.y),f.z);
82
+ }
83
+ float fbm(vec3 p){ float v=0.,a=0.5; for(int i=0;i<5;i++){v+=a*noise(p);p=p*2.17+vec3(1.7,9.2,3.7);a*=0.5;} return v; }
84
+
85
+ void main() {
86
+ vec3 viewDir = normalize(vViewDir);
87
+ float ndv = abs(dot(vNormal, viewDir));
88
+
89
+ float fresnel = pow(1.0 - ndv, 2.5 - uLayerIndex);
90
+
91
+ float f = fbm(vWorldNormal * (3.0 + uLayerIndex * 2.0) + vec3(u_time * (0.15 + uLayerIndex * 0.08)));
92
+
93
+ float hue = mod(ndv * 0.5 - uLayerIndex * 0.2 + u_time * 0.05 + f * 0.15, 1.0);
94
+ vec3 iriCol = hsv2rgb(hue, 0.9 - uLayerIndex * 0.2, 1.0);
95
+
96
+ float tendril = smoothstep(0.62 - uLayerIndex * 0.04, 0.78, f);
97
+ float plasma = smoothstep(0.50, 0.65, f) * 0.5;
98
+
99
+ float pulse = 0.6 + 0.4 * sin(u_time * uPulseSpeed + uLayerIndex * 2.4);
100
+
101
+ vec3 col = iriCol + iriCol * (tendril * 2.0 + plasma);
102
+ col = mix(col, uInnerColor, tendril * 0.3);
103
+
104
+ float noiseBlend = (1.0 - uNoiseAmount) + uNoiseAmount * f;
105
+ float alpha = fresnel * noiseBlend * uOpacity * pulse
106
+ * (1.0 - uLayerIndex * 0.28) * uIntensity;
107
+ if (alpha < 0.004) discard;
108
+
109
+ gl_FragColor = vec4(col, alpha);
110
+ }
111
+ `;
112
+ const glowFrag = /* glsl */ `
113
+ uniform float u_time;
114
+ uniform vec3 uOuterColor;
115
+ uniform float uOpacity;
116
+ uniform float uPulseSpeed;
117
+
118
+ varying vec3 vNormal;
119
+ varying vec3 vViewDir;
120
+
121
+ void main() {
122
+ float ndv = abs(dot(normalize(vNormal), normalize(vViewDir)));
123
+ float fresnel = pow(1.0 - ndv, 1.2);
124
+ float pulse = 0.55 + 0.45 * sin(u_time * uPulseSpeed * 0.7 + 1.2);
125
+ float alpha = fresnel * uOpacity * pulse * 0.5;
126
+ if (alpha < 0.003) discard;
127
+ float hue = mod(u_time * 0.04, 1.0);
128
+ vec3 tint = mix(uOuterColor, vec3(cos(hue*6.28)*0.5+0.5, cos((hue+0.33)*6.28)*0.5+0.5, cos((hue+0.67)*6.28)*0.5+0.5), 0.25);
129
+ gl_FragColor = vec4(tint, alpha);
130
+ }
131
+ `;
132
+ const coronaVert = /* glsl */ `
133
+ attribute float aAngle;
134
+ varying float vAngle;
135
+ void main() {
136
+ vAngle = aAngle;
137
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
138
+ }
139
+ `;
140
+ const coronaFrag = /* glsl */ `
141
+ uniform float u_time;
142
+ uniform vec3 uCoronaColor;
143
+ uniform float uOpacity;
144
+ uniform float uIntensity;
145
+ varying float vAngle;
146
+
147
+ vec3 hsv2rgb(float h, float s, float v){
148
+ vec3 rgb=clamp(abs(mod(h*6.+vec3(0.,4.,2.),6.)-3.)-1.,0.,1.);
149
+ return v*mix(vec3(1.),rgb,s);
150
+ }
151
+
152
+ void main() {
153
+ float hue = mod(vAngle / 6.28318 + u_time * 0.15, 1.0);
154
+ vec3 col = mix(uCoronaColor, hsv2rgb(hue, 0.8, 1.0), 0.6);
155
+ float pulse = 0.6 + 0.4 * sin(u_time * 2.5 + vAngle * 3.0);
156
+ float alpha = uOpacity * pulse * uIntensity;
157
+ gl_FragColor = vec4(col * (1.0 + pulse), alpha);
158
+ }
159
+ `;
160
+ export class OrbEffectV {
161
+ scene;
162
+ group;
163
+ materials = [];
164
+ config;
165
+ boundingRadius;
166
+ coronaGroup = null;
167
+ speed = 1;
168
+ constructor(scene, config, boundingRadius = 1) {
169
+ this.scene = scene;
170
+ this.config = config;
171
+ this.boundingRadius = boundingRadius;
172
+ this.group = new THREE.Group();
173
+ scene.add(this.group);
174
+ this.build();
175
+ }
176
+ build() {
177
+ const { coreSize, glowLayers, innerColor, outerColor, coronaEnabled, coronaColor, noiseAmount, pulseSpeed, opacity, speed, intensity } = this.config;
178
+ this.speed = speed;
179
+ const ic = new THREE.Color(innerColor);
180
+ const oc = new THREE.Color(outerColor);
181
+ const cc = new THREE.Color(coronaColor);
182
+ const innerColorVec = new THREE.Vector3(ic.r, ic.g, ic.b);
183
+ const outerColorVec = new THREE.Vector3(oc.r, oc.g, oc.b);
184
+ const coronaColorVec = new THREE.Vector3(cc.r, cc.g, cc.b);
185
+ const coreR = this.boundingRadius * coreSize;
186
+ // Core material
187
+ const coreMat = new THREE.ShaderMaterial({
188
+ vertexShader: sharedVert,
189
+ fragmentShader: coreFrag,
190
+ uniforms: {
191
+ u_time: { value: 0 },
192
+ uInnerColor: { value: innerColorVec },
193
+ uOuterColor: { value: outerColorVec },
194
+ uOpacity: { value: opacity },
195
+ uNoiseAmount: { value: noiseAmount },
196
+ uIntensity: { value: intensity },
197
+ uPulseSpeed: { value: pulseSpeed * speed },
198
+ },
199
+ transparent: true,
200
+ depthWrite: false,
201
+ blending: THREE.AdditiveBlending,
202
+ });
203
+ this.materials.push(coreMat);
204
+ const coreGeo = new THREE.SphereGeometry(coreR, 48, 48);
205
+ this.group.add(new THREE.Mesh(coreGeo, coreMat));
206
+ // Plasma shells
207
+ for (let i = 0; i < glowLayers; i++) {
208
+ const shellMat = new THREE.ShaderMaterial({
209
+ vertexShader: sharedVert,
210
+ fragmentShader: plasmaFrag,
211
+ uniforms: {
212
+ u_time: { value: 0 },
213
+ uLayerIndex: { value: glowLayers > 1 ? i / (glowLayers - 1) : 0 },
214
+ uInnerColor: { value: innerColorVec },
215
+ uOuterColor: { value: outerColorVec },
216
+ uOpacity: { value: opacity },
217
+ uNoiseAmount: { value: noiseAmount },
218
+ uPulseSpeed: { value: pulseSpeed * speed },
219
+ uIntensity: { value: intensity },
220
+ },
221
+ transparent: true,
222
+ depthWrite: false,
223
+ blending: THREE.AdditiveBlending,
224
+ side: THREE.BackSide,
225
+ });
226
+ this.materials.push(shellMat);
227
+ const layerT = glowLayers > 1 ? i / (glowLayers - 1) : 0;
228
+ const r = coreR * (1.35 + layerT * layerT * 1.8);
229
+ this.group.add(new THREE.Mesh(new THREE.SphereGeometry(r, 40, 40), shellMat));
230
+ }
231
+ // Outer diffuse glow
232
+ const glowMat = new THREE.ShaderMaterial({
233
+ vertexShader: sharedVert,
234
+ fragmentShader: glowFrag,
235
+ uniforms: {
236
+ u_time: { value: 0 },
237
+ uOuterColor: { value: outerColorVec },
238
+ uOpacity: { value: opacity * 0.6 },
239
+ uPulseSpeed: { value: pulseSpeed * speed },
240
+ },
241
+ transparent: true,
242
+ depthWrite: false,
243
+ blending: THREE.AdditiveBlending,
244
+ side: THREE.BackSide,
245
+ });
246
+ this.materials.push(glowMat);
247
+ const glowR = coreR * (3.5 + glowLayers * 0.6);
248
+ this.group.add(new THREE.Mesh(new THREE.SphereGeometry(glowR, 32, 32), glowMat));
249
+ // Corona ring
250
+ if (coronaEnabled) {
251
+ const tubeSegs = 80;
252
+ const geo = new THREE.TorusGeometry(coreR * 2.8, coreR * 0.12, 8, tubeSegs);
253
+ const count = geo.attributes.position.count;
254
+ const angles = new Float32Array(count);
255
+ const pos = geo.attributes.position;
256
+ for (let i = 0; i < count; i++) {
257
+ angles[i] = Math.atan2(pos.getZ(i), pos.getX(i)) + Math.PI;
258
+ }
259
+ geo.setAttribute('aAngle', new THREE.BufferAttribute(angles, 1));
260
+ const coronaMat = new THREE.ShaderMaterial({
261
+ vertexShader: coronaVert,
262
+ fragmentShader: coronaFrag,
263
+ uniforms: {
264
+ u_time: { value: 0 },
265
+ uCoronaColor: { value: coronaColorVec },
266
+ uOpacity: { value: opacity * 0.85 },
267
+ uIntensity: { value: intensity },
268
+ },
269
+ transparent: true,
270
+ depthWrite: false,
271
+ blending: THREE.AdditiveBlending,
272
+ });
273
+ this.materials.push(coronaMat);
274
+ this.coronaGroup = new THREE.Group();
275
+ this.coronaGroup.rotation.set(Math.PI * 0.18, 0, Math.PI * 0.08);
276
+ this.coronaGroup.add(new THREE.Mesh(geo, coronaMat));
277
+ this.group.add(this.coronaGroup);
278
+ }
279
+ }
280
+ update(elapsed, delta = 0.016) {
281
+ for (const mat of this.materials)
282
+ mat.uniforms.u_time.value = elapsed;
283
+ if (this.coronaGroup) {
284
+ this.coronaGroup.rotation.z += delta * this.speed * 0.4;
285
+ }
286
+ }
287
+ updateConfig(config, boundingRadius) {
288
+ this.config = config;
289
+ if (boundingRadius !== undefined)
290
+ this.boundingRadius = boundingRadius;
291
+ this.dispose(false);
292
+ this.build();
293
+ }
294
+ dispose(removeFromScene = true) {
295
+ this.group.traverse(child => {
296
+ const c = child;
297
+ if (c.geometry)
298
+ c.geometry.dispose();
299
+ });
300
+ this.materials.forEach(m => m.dispose());
301
+ this.materials = [];
302
+ this.coronaGroup = null;
303
+ this.group.clear();
304
+ if (removeFromScene && this.group.parent)
305
+ this.group.parent.remove(this.group);
306
+ }
307
+ }
@@ -0,0 +1,15 @@
1
+ import * as THREE from 'three';
2
+ import type { PortalConfig } from "../../types/generativeEffects";
3
+ export declare class PortalEffectV {
4
+ private scene;
5
+ private group;
6
+ private materials;
7
+ private config;
8
+ private boundingRadius;
9
+ constructor(scene: THREE.Scene, config: PortalConfig, boundingRadius?: number);
10
+ private build;
11
+ update(elapsed: number, _delta?: number): void;
12
+ updateConfig(config: PortalConfig, boundingRadius?: number): void;
13
+ dispose(removeFromScene?: boolean): void;
14
+ }
15
+ //# sourceMappingURL=PortalEffectV.d.ts.map
@@ -0,0 +1 @@
1
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