@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 +1,644 @@
1
+ // ============================================================================
2
+ // Shared helpers
3
+ //
4
+ // Every generator below emits positions inside a UNIT cube centered at the
5
+ // origin (longest axis = 1.0, coords in -0.5..0.5) so all shapes render at a
6
+ // consistent size. These helpers hold the point-writing / edge-sampling /
7
+ // ring-fill logic the generators used to duplicate.
8
+ // ============================================================================
9
+ /** Write a single xyz point into a flat [x,y,z, x,y,z, ...] buffer. */
10
+ export function setPoint(data, particleIndex, x, y, z) {
11
+ data[particleIndex * 3] = x;
12
+ data[particleIndex * 3 + 1] = y;
13
+ data[particleIndex * 3 + 2] = z;
14
+ }
15
+ /**
16
+ * Sequential writer into a flat position buffer. Tracks the running particle
17
+ * index and silently ignores writes past `total`, so generators can emit
18
+ * "up to N" points without repeating bounds checks everywhere.
19
+ */
20
+ export function createPointWriter(data, total) {
21
+ let index = 0;
22
+ return {
23
+ add(x, y, z) {
24
+ if (index < total) {
25
+ setPoint(data, index, x, y, z);
26
+ index++;
27
+ }
28
+ },
29
+ /** Sample `count` evenly-spaced points along the segment A->B (inclusive). */
30
+ addSegment(ax, ay, az, bx, by, bz, count, skipFirst = false) {
31
+ for (let i = skipFirst ? 1 : 0; i < count && index < total; i++) {
32
+ const t = count > 1 ? i / (count - 1) : 0.5;
33
+ this.add(ax + (bx - ax) * t, ay + (by - ay) * t, az + (bz - az) * t);
34
+ }
35
+ },
36
+ get count() { return index; },
37
+ get done() { return index >= total; },
38
+ };
39
+ }
40
+ /**
41
+ * Golden-angle ("Fibonacci sphere") point for an even distribution of `count`
42
+ * points over a sphere surface of the given radius. Shared by the sphere
43
+ * surface and the sphere-shell volume fill.
44
+ */
45
+ export function fibonacciSpherePoint(i, count, radius) {
46
+ const goldenRatio = (1 + Math.sqrt(5)) / 2;
47
+ const t = count > 1 ? i / (count - 1) : 0.5;
48
+ const phi = Math.acos(1 - 2 * t); // inclination 0..π
49
+ const theta = Math.PI * 2 * goldenRatio * i; // azimuth via golden angle
50
+ return [
51
+ radius * Math.sin(phi) * Math.cos(theta),
52
+ radius * Math.sin(phi) * Math.sin(theta),
53
+ radius * Math.cos(phi),
54
+ ];
55
+ }
56
+ /**
57
+ * Center a set of paths on the origin and uniformly scale them so their
58
+ * longest axis equals `targetSize` (default 1 → unit cube, coords in
59
+ * -0.5..0.5), preserving aspect ratio. Used to normalize the static
60
+ * coordinate arrays (brain/dna/helix3d/circles) that have no scale param.
61
+ */
62
+ export function centerPathsToUnit(paths, targetSize = 1) {
63
+ const min = [Infinity, Infinity, Infinity];
64
+ const max = [-Infinity, -Infinity, -Infinity];
65
+ for (const path of paths) {
66
+ for (let i = 0; i < path.length; i += 3) {
67
+ for (let k = 0; k < 3; k++) {
68
+ const v = path[i + k];
69
+ if (v < min[k])
70
+ min[k] = v;
71
+ if (v > max[k])
72
+ max[k] = v;
73
+ }
74
+ }
75
+ }
76
+ const center = [(min[0] + max[0]) / 2, (min[1] + max[1]) / 2, (min[2] + max[2]) / 2];
77
+ const maxExtent = Math.max(max[0] - min[0], max[1] - min[1], max[2] - min[2]) || 1;
78
+ const scale = targetSize / maxExtent;
79
+ return paths.map((path) => {
80
+ const out = new Array(path.length);
81
+ for (let i = 0; i < path.length; i += 3) {
82
+ out[i] = (path[i] - center[0]) * scale;
83
+ out[i + 1] = (path[i + 1] - center[1]) * scale;
84
+ out[i + 2] = (path[i + 2] - center[2]) * scale;
85
+ }
86
+ return out;
87
+ });
88
+ }
89
+ /**
90
+ * Fill a disk of the given radius with concentric rings, writing up to the
91
+ * writer's remaining capacity. `place(x, y)` maps a 2D ring coordinate onto
92
+ * the target plane (XY for a circle, XZ at a fixed height for a cylinder layer).
93
+ */
94
+ export function fillRings(writer, radius, ringBudget, place) {
95
+ const rings = Math.ceil(Math.sqrt(ringBudget));
96
+ for (let ring = 0; ring < rings && !writer.done; ring++) {
97
+ const ringRadius = ring / (rings - 1 || 1); // normalized 0..1
98
+ const circumference = 2 * Math.PI * ringRadius;
99
+ const particlesInRing = ring === 0 ? 1 : Math.max(1, Math.round(circumference * rings / 2));
100
+ for (let i = 0; i < particlesInRing && !writer.done; i++) {
101
+ const t = particlesInRing > 1 ? i / particlesInRing : 0;
102
+ const angle = t * Math.PI * 2;
103
+ const [px, py, pz] = place(ringRadius * radius * Math.cos(angle), ringRadius * radius * Math.sin(angle));
104
+ writer.add(px, py, pz);
105
+ }
106
+ }
107
+ }
108
+ /**
109
+ * Generate positions for a square shape - evenly scattered on x and y axis.
110
+ * Defaults (width = height = 1) span -0.5..0.5.
111
+ * @param width - Width of the square (x-axis)
112
+ * @param height - Height of the square (y-axis)
113
+ * @param length - Number of particles to generate
114
+ * @param outlines - If true, positions particles only on the outer edges
115
+ * @returns Float32Array with particle positions (x, y, z format, 3 values per particle)
116
+ */
117
+ export function generateSquarePositions(width, height, length, outlines) {
118
+ const data = new Float32Array(length * 3);
119
+ const writer = createPointWriter(data, length);
120
+ const halfX = width / 2;
121
+ const halfY = height / 2;
122
+ if (outlines) {
123
+ // Distribute particles across the 4 edges proportionally to edge length.
124
+ const perimeter = 2 * (width + height);
125
+ const nWidth = Math.max(2, Math.round((width / perimeter) * length));
126
+ const nHeight = Math.max(2, Math.round((height / perimeter) * length));
127
+ writer.addSegment(-halfX, -halfY, 0, halfX, -halfY, 0, nWidth); // bottom
128
+ writer.addSegment(halfX, -halfY, 0, halfX, halfY, 0, nHeight, true); // right
129
+ writer.addSegment(halfX, halfY, 0, -halfX, halfY, 0, nWidth, true); // top
130
+ writer.addSegment(-halfX, halfY, 0, -halfX, -halfY, 0, nHeight, true); // left
131
+ }
132
+ else {
133
+ // Evenly spaced grid sized to the aspect ratio.
134
+ const aspectRatio = width / height;
135
+ const gridY = Math.round(Math.sqrt(length / aspectRatio));
136
+ const gridX = Math.max(1, Math.round(length / gridY));
137
+ for (let y = 0; y < gridY && !writer.done; y++) {
138
+ for (let x = 0; x < gridX && !writer.done; x++) {
139
+ const normX = gridX > 1 ? x / (gridX - 1) : 0.5;
140
+ const normY = gridY > 1 ? y / (gridY - 1) : 0.5;
141
+ writer.add((normX - 0.5) * width, (normY - 0.5) * height, 0);
142
+ }
143
+ }
144
+ }
145
+ return data;
146
+ }
147
+ /**
148
+ * Generate positions for a box shape - evenly distributed in 3D space
149
+ * Following the pattern from generateLinePositions for correct position distribution
150
+ * @param meshSize - Size of the box [width, height, depth]
151
+ * @param length - Number of particles to generate
152
+ * @param outlines - If true, positions particles only on the edges; if false, fills the volume
153
+ * @returns Float32Array with particle positions (x, y, z format, 3 values per particle)
154
+ */
155
+ export function generateBoxPositions(meshSize, length, outlines) {
156
+ const data = new Float32Array(length * 3);
157
+ const writer = createPointWriter(data, length);
158
+ const [sizeX, sizeY, sizeZ] = meshSize;
159
+ const halfX = sizeX / 2;
160
+ const halfY = sizeY / 2;
161
+ const halfZ = sizeZ / 2;
162
+ if (outlines) {
163
+ // Box wireframe: 12 edges (4 top, 4 bottom, 4 vertical), particles split
164
+ // across the 4 edges in each direction proportionally to edge length.
165
+ const totalEdgeLength = 4 * (sizeX + sizeY + sizeZ);
166
+ const perEdgeX = Math.max(2, Math.ceil(Math.round((4 * sizeX / totalEdgeLength) * length) / 4));
167
+ const perEdgeY = Math.max(2, Math.ceil(Math.round((4 * sizeY / totalEdgeLength) * length) / 4));
168
+ const perEdgeZ = Math.max(2, Math.ceil(Math.round((4 * sizeZ / totalEdgeLength) * length) / 4));
169
+ // Top face edges
170
+ writer.addSegment(-halfX, halfY, -halfZ, halfX, halfY, -halfZ, perEdgeX); // front top
171
+ writer.addSegment(halfX, halfY, -halfZ, halfX, halfY, halfZ, perEdgeZ, true); // right top
172
+ writer.addSegment(halfX, halfY, halfZ, -halfX, halfY, halfZ, perEdgeX, true); // back top
173
+ writer.addSegment(-halfX, halfY, halfZ, -halfX, halfY, -halfZ, perEdgeZ, true); // left top
174
+ // Bottom face edges
175
+ writer.addSegment(-halfX, -halfY, -halfZ, halfX, -halfY, -halfZ, perEdgeX); // front bottom
176
+ writer.addSegment(halfX, -halfY, -halfZ, halfX, -halfY, halfZ, perEdgeZ, true); // right bottom
177
+ writer.addSegment(halfX, -halfY, halfZ, -halfX, -halfY, halfZ, perEdgeX, true); // back bottom
178
+ writer.addSegment(-halfX, -halfY, halfZ, -halfX, -halfY, -halfZ, perEdgeZ, true); // left bottom
179
+ // Vertical edges
180
+ writer.addSegment(-halfX, -halfY, -halfZ, -halfX, halfY, -halfZ, perEdgeY, true); // front left
181
+ writer.addSegment(halfX, -halfY, -halfZ, halfX, halfY, -halfZ, perEdgeY, true); // front right
182
+ writer.addSegment(halfX, -halfY, halfZ, halfX, halfY, halfZ, perEdgeY, true); // back right
183
+ writer.addSegment(-halfX, -halfY, halfZ, -halfX, halfY, halfZ, perEdgeY, true); // back left
184
+ }
185
+ else {
186
+ // Solid box: evenly distributed particles throughout the volume.
187
+ const volume = sizeX * sizeY * sizeZ;
188
+ const baseParticlesPerUnit = Math.cbrt(length / volume);
189
+ let gridX = Math.max(1, Math.round(sizeX * baseParticlesPerUnit));
190
+ let gridY = Math.max(1, Math.round(sizeY * baseParticlesPerUnit));
191
+ let gridZ = Math.max(1, Math.round(sizeZ * baseParticlesPerUnit));
192
+ // Nudge the grid toward the target particle count.
193
+ const gridTotal = gridX * gridY * gridZ;
194
+ if (gridTotal > 0) {
195
+ const scaleFactor = Math.cbrt(length / gridTotal);
196
+ gridX = Math.max(1, Math.round(gridX * scaleFactor));
197
+ gridY = Math.max(1, Math.round(gridY * scaleFactor));
198
+ gridZ = Math.max(1, Math.round(gridZ * scaleFactor));
199
+ }
200
+ for (let z = 0; z < gridZ && !writer.done; z++) {
201
+ for (let y = 0; y < gridY && !writer.done; y++) {
202
+ for (let x = 0; x < gridX && !writer.done; x++) {
203
+ const normX = gridX > 1 ? x / (gridX - 1) : 0.5;
204
+ const normY = gridY > 1 ? y / (gridY - 1) : 0.5;
205
+ const normZ = gridZ > 1 ? z / (gridZ - 1) : 0.5;
206
+ writer.add((normX - 0.5) * sizeX, (normY - 0.5) * sizeY, (normZ - 0.5) * sizeZ);
207
+ }
208
+ }
209
+ }
210
+ }
211
+ return data;
212
+ }
213
+ export function generateLinePositions(start, end, length) {
214
+ const data = new Float32Array(length * 3);
215
+ const writer = createPointWriter(data, length);
216
+ writer.addSegment(start[0], start[1], start[2], end[0], end[1], end[2], length);
217
+ return data;
218
+ }
219
+ /**
220
+ * Generate positions for a triangle shape - evenly distributed
221
+ * Following the pattern from generateLinePositions for correct position distribution
222
+ * @param size - Size of the triangle (distance from center to vortex)
223
+ * @param length - Number of particles to generate
224
+ * @param outlines - If true, positions particles only on the edges; if false, fills the triangle
225
+ * @returns Float32Array with particle positions (x, y, z format, 3 values per particle)
226
+ */
227
+ export function generateTrianglePositions(size, length, outlines) {
228
+ const data = new Float32Array(length * 3);
229
+ const writer = createPointWriter(data, length);
230
+ // Equilateral triangle vertices, bounding-box centered in the XY plane so
231
+ // the whole shape stays within -0.5..0.5. With size = 1 the width (longest
232
+ // axis) is 1.0 and the height is ~0.866.
233
+ const height = size * Math.sqrt(3) / 2;
234
+ const top = [0, height / 2, 0];
235
+ const left = [-size / 2, -height / 2, 0];
236
+ const right = [size / 2, -height / 2, 0];
237
+ if (outlines) {
238
+ const perEdge = Math.ceil(length / 3);
239
+ writer.addSegment(top[0], top[1], 0, left[0], left[1], 0, perEdge); // top -> bottom-left
240
+ writer.addSegment(left[0], left[1], 0, right[0], right[1], 0, perEdge, true); // bottom-left -> bottom-right
241
+ writer.addSegment(right[0], right[1], 0, top[0], top[1], 0, perEdge, true); // bottom-right -> top
242
+ }
243
+ else {
244
+ // Fill via barycentric coordinates, row by row.
245
+ const rows = Math.ceil(Math.sqrt(length * 2));
246
+ for (let row = 0; row < rows && !writer.done; row++) {
247
+ const rowProgress = rows > 1 ? row / (rows - 1) : 0.5;
248
+ const particlesInRow = Math.max(1, Math.round((1 - rowProgress) * rows));
249
+ for (let col = 0; col < particlesInRow && !writer.done; col++) {
250
+ const colProgress = particlesInRow > 1 ? col / (particlesInRow - 1) : 0.5;
251
+ const u = rowProgress;
252
+ const v = colProgress * (1 - rowProgress);
253
+ const w = 1 - u - v;
254
+ writer.add(w * top[0] + u * left[0] + v * right[0], w * top[1] + u * left[1] + v * right[1], 0);
255
+ }
256
+ }
257
+ }
258
+ return data;
259
+ }
260
+ /**
261
+ * Generate positions for a circle shape - evenly distributed
262
+ * Following the pattern from generateLinePositions for correct position distribution
263
+ * @param radius - Radius of the circle
264
+ * @param length - Number of particles to generate
265
+ * @param outlines - If true, positions particles only on the circle perimeter; if false, fills the circle
266
+ * @returns Float32Array with particle positions (x, y, z format, 3 values per particle)
267
+ */
268
+ export function generateCirclePositions(radius, length, outlines) {
269
+ const data = new Float32Array(length * 3);
270
+ const writer = createPointWriter(data, length);
271
+ if (outlines) {
272
+ // Even distribution around the perimeter.
273
+ for (let i = 0; i < length; i++) {
274
+ const t = length > 1 ? i / (length - 1) : 0.5;
275
+ const angle = t * Math.PI * 2;
276
+ writer.add(radius * Math.cos(angle), radius * Math.sin(angle), 0);
277
+ }
278
+ }
279
+ else {
280
+ // Fill with concentric rings in the XY plane.
281
+ fillRings(writer, radius, length, (x, y) => [x, y, 0]);
282
+ }
283
+ return data;
284
+ }
285
+ /**
286
+ * Generate positions for a sphere shape - evenly distributed
287
+ * Following the pattern from generateLinePositions for correct position distribution
288
+ * @param radius - Radius of the sphere
289
+ * @param length - Number of particles to generate
290
+ * @param outlines - If true, positions particles only on the sphere surface; if false, fills the volume
291
+ * @returns Float32Array with particle positions (x, y, z format, 3 values per particle)
292
+ */
293
+ export function generateSpherePositions(radius, length, outlines) {
294
+ const data = new Float32Array(length * 3);
295
+ const writer = createPointWriter(data, length);
296
+ if (outlines) {
297
+ // Even surface distribution via the Fibonacci sphere.
298
+ for (let i = 0; i < length; i++) {
299
+ const [x, y, z] = fibonacciSpherePoint(i, length, radius);
300
+ writer.add(x, y, z);
301
+ }
302
+ }
303
+ else {
304
+ // Fill the volume with nested spherical shells, each spread by the same
305
+ // golden-angle distribution.
306
+ const shells = Math.ceil(Math.cbrt(length));
307
+ for (let shell = 0; shell < shells && !writer.done; shell++) {
308
+ const normalizedRadius = shell / (shells - 1 || 1); // 0..1
309
+ const surfaceArea = 4 * Math.PI * normalizedRadius * normalizedRadius;
310
+ const particlesInShell = shell === 0 ? 1 : Math.max(1, Math.round(surfaceArea * shells * shells / 4));
311
+ for (let i = 0; i < particlesInShell && !writer.done; i++) {
312
+ const [x, y, z] = fibonacciSpherePoint(i, particlesInShell, normalizedRadius * radius);
313
+ writer.add(x, y, z);
314
+ }
315
+ }
316
+ }
317
+ return data;
318
+ }
319
+ /**
320
+ * Generate positions for a cylinder shape - evenly distributed
321
+ * Following the pattern from generateLinePositions for correct position distribution
322
+ * @param radius - Radius of the cylinder
323
+ * @param height - Height of the cylinder
324
+ * @param length - Number of particles to generate
325
+ * @param outlines - If true, positions particles only on the edges (top/bottom circles and vertical edges); if false, fills the volume
326
+ * @returns Float32Array with particle positions (x, y, z format, 3 values per particle)
327
+ */
328
+ export function generateCylinderPositions(radius, height, length, outlines) {
329
+ const data = new Float32Array(length * 3);
330
+ const writer = createPointWriter(data, length);
331
+ const halfHeight = height / 2;
332
+ if (outlines) {
333
+ // Top circle, bottom circle, and 4 vertical edges, split proportionally.
334
+ const circumference = 2 * Math.PI * radius;
335
+ const totalOutlineLength = 2 * circumference + 4 * height;
336
+ const perCircle = Math.max(3, Math.round((circumference / totalOutlineLength) * length));
337
+ const perVerticalEdge = Math.max(2, Math.round((height / totalOutlineLength) * length / 4));
338
+ // A circle traced in the XZ plane at a given height (open loop, t uses
339
+ // `/count` so the first and last points don't coincide).
340
+ const addCircle = (y, count) => {
341
+ for (let i = 0; i < count && !writer.done; i++) {
342
+ const angle = (count > 1 ? i / count : 0) * Math.PI * 2;
343
+ writer.add(radius * Math.cos(angle), y, radius * Math.sin(angle));
344
+ }
345
+ };
346
+ addCircle(halfHeight, perCircle);
347
+ addCircle(-halfHeight, perCircle);
348
+ for (const angle of [0, Math.PI / 2, Math.PI, Math.PI * 3 / 2]) {
349
+ const x = radius * Math.cos(angle);
350
+ const z = radius * Math.sin(angle);
351
+ writer.addSegment(x, -halfHeight, z, x, halfHeight, z, perVerticalEdge);
352
+ }
353
+ }
354
+ else {
355
+ // Fill the volume layer by layer, each layer a concentric-ring disk.
356
+ const density = length / (Math.PI * radius * radius * height);
357
+ const layers = Math.max(1, Math.round(height * Math.cbrt(density / Math.PI)));
358
+ const ringsPerLayer = Math.max(1, Math.round(Math.sqrt(length / layers)));
359
+ for (let layer = 0; layer < layers && !writer.done; layer++) {
360
+ const y = layers > 1 ? -halfHeight + (layer / (layers - 1)) * height : 0;
361
+ fillRings(writer, radius, ringsPerLayer, (x, z) => [x, y, z]);
362
+ }
363
+ }
364
+ return data;
365
+ }
366
+ export const calculateCirclePositions = (count, sep) => {
367
+ let positions = [];
368
+ for (let i = 0; i < count * count; i++) {
369
+ // Convert i to an angle between 0 and 2π
370
+ let angle = (i / (count * count)) * 2 * Math.PI;
371
+ // Calculate the radius of the current point
372
+ let radius = (sep * ((i % count) - count / 2)) / 150;
373
+ // Convert polar coordinates to Cartesian coordinates
374
+ let x = radius * Math.cos(angle);
375
+ let z = radius * Math.sin(angle);
376
+ let y = 0;
377
+ // let y = graph(x, z);
378
+ positions.push(x, y, z);
379
+ }
380
+ return new Float32Array(positions);
381
+ };
382
+ export function generateTextPositions(shapeParams, config) {
383
+ const { length } = shapeParams;
384
+ const { text, letterSize, spacing } = config;
385
+ // const length = positions ? positions.length : width * height * 4;
386
+ const data = new Float32Array(length);
387
+ // Define letter shapes as filled areas using a bitmap-like approach
388
+ const letterBitmaps = {
389
+ 'A': [
390
+ [0, 1, 1, 0],
391
+ [1, 0, 0, 1],
392
+ [1, 1, 1, 1],
393
+ [1, 0, 0, 1],
394
+ [1, 0, 0, 1]
395
+ ],
396
+ 'B': [
397
+ [1, 1, 1, 0],
398
+ [1, 0, 0, 1],
399
+ [1, 1, 1, 0],
400
+ [1, 0, 0, 1],
401
+ [1, 1, 1, 0]
402
+ ],
403
+ 'C': [
404
+ [0, 1, 1, 1],
405
+ [1, 0, 0, 0],
406
+ [1, 0, 0, 0],
407
+ [1, 0, 0, 0],
408
+ [0, 1, 1, 1]
409
+ ],
410
+ 'D': [
411
+ [1, 1, 1, 0],
412
+ [1, 0, 0, 1],
413
+ [1, 0, 0, 1],
414
+ [1, 0, 0, 1],
415
+ [1, 1, 1, 0]
416
+ ],
417
+ 'E': [
418
+ [1, 1, 1, 1],
419
+ [1, 0, 0, 0],
420
+ [1, 1, 1, 0],
421
+ [1, 0, 0, 0],
422
+ [1, 1, 1, 1]
423
+ ],
424
+ 'F': [
425
+ [1, 1, 1, 1],
426
+ [1, 0, 0, 0],
427
+ [1, 1, 1, 0],
428
+ [1, 0, 0, 0],
429
+ [1, 0, 0, 0]
430
+ ],
431
+ 'G': [
432
+ [0, 1, 1, 1],
433
+ [1, 0, 0, 0],
434
+ [1, 0, 1, 1],
435
+ [1, 0, 0, 1],
436
+ [0, 1, 1, 1]
437
+ ],
438
+ 'H': [
439
+ [1, 0, 0, 1],
440
+ [1, 0, 0, 1],
441
+ [1, 1, 1, 1],
442
+ [1, 0, 0, 1],
443
+ [1, 0, 0, 1]
444
+ ],
445
+ 'I': [
446
+ [1, 1, 1],
447
+ [0, 1, 0],
448
+ [0, 1, 0],
449
+ [0, 1, 0],
450
+ [1, 1, 1]
451
+ ],
452
+ 'J': [
453
+ [1, 1, 1, 1],
454
+ [0, 0, 1, 0],
455
+ [0, 0, 1, 0],
456
+ [1, 0, 1, 0],
457
+ [0, 1, 1, 0]
458
+ ],
459
+ 'K': [
460
+ [1, 0, 0, 1],
461
+ [1, 0, 1, 0],
462
+ [1, 1, 0, 0],
463
+ [1, 0, 1, 0],
464
+ [1, 0, 0, 1]
465
+ ],
466
+ 'L': [
467
+ [1, 0, 0, 0],
468
+ [1, 0, 0, 0],
469
+ [1, 0, 0, 0],
470
+ [1, 0, 0, 0],
471
+ [1, 1, 1, 1]
472
+ ],
473
+ 'M': [
474
+ [1, 0, 0, 1],
475
+ [1, 1, 1, 1],
476
+ [1, 0, 0, 1],
477
+ [1, 0, 0, 1],
478
+ [1, 0, 0, 1]
479
+ ],
480
+ 'N': [
481
+ [1, 0, 0, 1],
482
+ [1, 1, 0, 1],
483
+ [1, 0, 1, 1],
484
+ [1, 0, 0, 1],
485
+ [1, 0, 0, 1]
486
+ ],
487
+ 'O': [
488
+ [0, 1, 1, 0],
489
+ [1, 0, 0, 1],
490
+ [1, 0, 0, 1],
491
+ [1, 0, 0, 1],
492
+ [0, 1, 1, 0]
493
+ ],
494
+ 'P': [
495
+ [1, 1, 1, 0],
496
+ [1, 0, 0, 1],
497
+ [1, 1, 1, 0],
498
+ [1, 0, 0, 0],
499
+ [1, 0, 0, 0]
500
+ ],
501
+ 'Q': [
502
+ [0, 1, 1, 0],
503
+ [1, 0, 0, 1],
504
+ [1, 0, 0, 1],
505
+ [1, 0, 1, 1],
506
+ [0, 1, 1, 1]
507
+ ],
508
+ 'R': [
509
+ [1, 1, 1, 0],
510
+ [1, 0, 0, 1],
511
+ [1, 1, 1, 0],
512
+ [1, 0, 1, 0],
513
+ [1, 0, 0, 1]
514
+ ],
515
+ 'S': [
516
+ [0, 1, 1, 1],
517
+ [1, 0, 0, 0],
518
+ [0, 1, 1, 0],
519
+ [0, 0, 0, 1],
520
+ [1, 1, 1, 0]
521
+ ],
522
+ 'T': [
523
+ [1, 1, 1, 1, 1],
524
+ [0, 0, 1, 0, 0],
525
+ [0, 0, 1, 0, 0],
526
+ [0, 0, 1, 0, 0],
527
+ [0, 0, 1, 0, 0]
528
+ ],
529
+ 'U': [
530
+ [1, 0, 0, 1],
531
+ [1, 0, 0, 1],
532
+ [1, 0, 0, 1],
533
+ [1, 0, 0, 1],
534
+ [0, 1, 1, 0]
535
+ ],
536
+ 'V': [
537
+ [1, 0, 0, 1],
538
+ [1, 0, 0, 1],
539
+ [1, 0, 0, 1],
540
+ [0, 1, 1, 0],
541
+ [0, 0, 1, 0]
542
+ ],
543
+ 'W': [
544
+ [1, 0, 0, 0, 1],
545
+ [1, 0, 0, 0, 1],
546
+ [1, 0, 1, 0, 1],
547
+ [1, 1, 0, 1, 1],
548
+ [1, 0, 0, 0, 1]
549
+ ],
550
+ 'X': [
551
+ [1, 0, 0, 1],
552
+ [0, 1, 1, 0],
553
+ [0, 1, 1, 0],
554
+ [1, 0, 0, 1],
555
+ [1, 0, 0, 1]
556
+ ],
557
+ 'Y': [
558
+ [1, 0, 0, 1],
559
+ [0, 1, 1, 0],
560
+ [0, 1, 1, 0],
561
+ [0, 0, 1, 0],
562
+ [0, 0, 1, 0]
563
+ ],
564
+ 'Z': [
565
+ [1, 1, 1, 1],
566
+ [0, 0, 0, 1],
567
+ [0, 0, 1, 0],
568
+ [0, 1, 0, 0],
569
+ [1, 1, 1, 1]
570
+ ],
571
+ '0': [
572
+ [0, 1, 1, 0],
573
+ [1, 0, 0, 1],
574
+ [1, 0, 0, 1],
575
+ [1, 0, 0, 1],
576
+ [0, 1, 1, 0]
577
+ ],
578
+ '1': [
579
+ [0, 1, 0],
580
+ [1, 1, 0],
581
+ [0, 1, 0],
582
+ [0, 1, 0],
583
+ [1, 1, 1]
584
+ ],
585
+ '2': [
586
+ [1, 1, 1, 0],
587
+ [0, 0, 0, 1],
588
+ [0, 1, 1, 0],
589
+ [1, 0, 0, 0],
590
+ [1, 1, 1, 1]
591
+ ],
592
+ '3': [
593
+ [1, 1, 1, 0],
594
+ [0, 0, 0, 1],
595
+ [0, 1, 1, 0],
596
+ [0, 0, 0, 1],
597
+ [1, 1, 1, 0]
598
+ ],
599
+ ' ': [] // Space
600
+ };
601
+ const letters = text.toUpperCase().split('');
602
+ const totalWidth = letters.length * spacing;
603
+ const startX = -totalWidth / 2;
604
+ // Create a list of all valid particle positions for the text
605
+ const textPositions = [];
606
+ letters.forEach((letter, letterIndex) => {
607
+ const bitmap = letterBitmaps[letter] || letterBitmaps['A'];
608
+ if (bitmap.length === 0)
609
+ return; // Skip spaces
610
+ const letterWidth = bitmap[0]?.length || 4;
611
+ const letterHeight = bitmap.length;
612
+ // For each pixel in the bitmap, create multiple particles for density
613
+ for (let row = 0; row < letterHeight; row++) {
614
+ for (let col = 0; col < letterWidth; col++) {
615
+ if (bitmap[row] && bitmap[row][col] === 1) {
616
+ // Create multiple particles per bitmap pixel for better density
617
+ const particlesPerPixel = 8;
618
+ for (let p = 0; p < particlesPerPixel; p++) {
619
+ const pixelX = startX + letterIndex * spacing + (col + Math.random()) * letterSize / letterWidth;
620
+ const pixelY = ((letterHeight - 1 - row) + Math.random() - letterHeight / 2) * letterSize / letterHeight;
621
+ const pixelZ = (Math.random() - 0.5) * 0.3;
622
+ textPositions.push([pixelX, pixelY, pixelZ]);
623
+ }
624
+ }
625
+ }
626
+ }
627
+ });
628
+ // If no valid positions, create a fallback
629
+ if (textPositions.length === 0) {
630
+ textPositions.push([0, 0, 0]);
631
+ }
632
+ // Fill the data array by cycling through valid text positions
633
+ for (let i = 0; i < length; i += 3) {
634
+ const index = i / 3;
635
+ const posIndex = index % textPositions.length;
636
+ const pos = textPositions[posIndex];
637
+ // Add some slight randomness to avoid perfect repetition
638
+ const randomOffset = 0.1;
639
+ data[i] = pos[0] + (Math.random() - 0.5) * randomOffset; // x
640
+ data[i + 1] = pos[1] + (Math.random() - 0.5) * randomOffset; // y
641
+ data[i + 2] = pos[2] + (Math.random() - 0.5) * randomOffset; // z
642
+ }
643
+ return data;
644
+ }
@@ -0,0 +1,9 @@
1
+ import type { Object3D } from "three";
2
+ export declare function findById(id: string): Object3D | null;
3
+ /**
4
+ * Find a Three.js object in the live scene by its Three.js name (object.name).
5
+ * Uses the native Three.js getObjectByName for efficiency.
6
+ * Returns null if the scene is not yet initialised or the object is not found.
7
+ */
8
+ export declare function findByName(name: string): Object3D | null;
9
+ //# sourceMappingURL=sceneQuery.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sceneQuery.d.ts","sourceRoot":"","sources":["../../src/utils/sceneQuery.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,OAAO,CAAC;AAEtC,wBAAgB,QAAQ,CAAC,EAAE,EAAE,MAAM,GAAG,QAAQ,GAAG,IAAI,CAUpD;AACD;;;;GAIG;AACH,wBAAgB,UAAU,CAAC,IAAI,EAAE,MAAM,GAAG,QAAQ,GAAG,IAAI,CAIxD"}
@@ -0,0 +1,22 @@
1
+ import SceneStore from '../services/SceneStore.js';
2
+ export function findById(id) {
3
+ if (!id || !SceneStore.scene)
4
+ return null;
5
+ let found = null;
6
+ SceneStore.scene.traverse((obj) => {
7
+ if (!found && obj.userData.id === id) {
8
+ found = obj;
9
+ }
10
+ });
11
+ return found;
12
+ }
13
+ /**
14
+ * Find a Three.js object in the live scene by its Three.js name (object.name).
15
+ * Uses the native Three.js getObjectByName for efficiency.
16
+ * Returns null if the scene is not yet initialised or the object is not found.
17
+ */
18
+ export function findByName(name) {
19
+ if (!SceneStore.scene)
20
+ return null;
21
+ return SceneStore.scene.getObjectByName(name) ?? null;
22
+ }
@@ -0,0 +1,13 @@
1
+ import type { ShootingStarsSettings } from "../types/environment";
2
+ export interface ShootingStarData {
3
+ id: number;
4
+ position: [number, number, number];
5
+ direction: [number, number, number];
6
+ speed: number;
7
+ color: string;
8
+ trailLength: number;
9
+ length: number;
10
+ }
11
+ export declare const generateShootingStar: (id: number, settings: ShootingStarsSettings) => ShootingStarData;
12
+ export declare const generateShootingStars: (count: number, settings: ShootingStarsSettings) => ShootingStarData[];
13
+ //# sourceMappingURL=shootingStarHelpers.d.ts.map