@3driseai/3drise-core 1.0.20 → 1.0.21

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (34) hide show
  1. package/dist/data/gridsDefaults.d.ts.map +1 -1
  2. package/dist/data/gridsDefaults.js +129 -0
  3. package/dist/properties/tables/gridProperties.d.ts.map +1 -1
  4. package/dist/properties/tables/gridProperties.js +78 -0
  5. package/dist/properties/tables/index.d.ts +0 -1
  6. package/dist/properties/tables/index.d.ts.map +1 -1
  7. package/dist/properties/tables/index.js +0 -1
  8. package/dist/properties/tables/lightProperties.js +1 -1
  9. package/dist/properties/tables/materialBounds.js +1 -1
  10. package/dist/shaders/ApollonianGridMaterial.d.ts +70 -0
  11. package/dist/shaders/ApollonianGridMaterial.d.ts.map +1 -0
  12. package/dist/shaders/ApollonianGridMaterial.js +289 -0
  13. package/dist/shaders/ConformalGridMaterial.d.ts +91 -0
  14. package/dist/shaders/ConformalGridMaterial.d.ts.map +1 -0
  15. package/dist/shaders/ConformalGridMaterial.js +335 -0
  16. package/dist/shaders/HilbertGridMaterial.d.ts +79 -0
  17. package/dist/shaders/HilbertGridMaterial.d.ts.map +1 -0
  18. package/dist/shaders/HilbertGridMaterial.js +329 -0
  19. package/dist/shaders/LensingGridMaterial.d.ts +73 -0
  20. package/dist/shaders/LensingGridMaterial.d.ts.map +1 -0
  21. package/dist/shaders/LensingGridMaterial.js +253 -0
  22. package/dist/shaders/ParastichyGridMaterial.d.ts +76 -0
  23. package/dist/shaders/ParastichyGridMaterial.d.ts.map +1 -0
  24. package/dist/shaders/ParastichyGridMaterial.js +282 -0
  25. package/dist/shaders/PhyllotaxisGridMaterial.d.ts +85 -0
  26. package/dist/shaders/PhyllotaxisGridMaterial.d.ts.map +1 -0
  27. package/dist/shaders/PhyllotaxisGridMaterial.js +532 -0
  28. package/dist/shaders/TruchetGridMaterial.d.ts +76 -0
  29. package/dist/shaders/TruchetGridMaterial.d.ts.map +1 -0
  30. package/dist/shaders/TruchetGridMaterial.js +290 -0
  31. package/dist/shaders/index.d.ts +7 -0
  32. package/dist/shaders/index.d.ts.map +1 -1
  33. package/dist/shaders/index.js +7 -0
  34. package/package.json +1 -1
@@ -0,0 +1,290 @@
1
+ import * as THREE from 'three';
2
+ import { shaderMaterial } from '@react-three/drei';
3
+ import { extend } from '@react-three/fiber';
4
+ export const truchetGridMaterialDefaults = {
5
+ u_time: 0,
6
+ u_cellSize: 3,
7
+ u_lineWidth: 1.3,
8
+ u_sectionSize: 4,
9
+ u_sectionWidth: 1.2,
10
+ u_lineColor: new THREE.Color('#a052e0'),
11
+ u_sectionColor: new THREE.Color('#4a2a66'),
12
+ u_cellColor: new THREE.Color('#2a0f45'),
13
+ u_glowColor: new THREE.Color('#ff7ad9'),
14
+ u_bgColor: new THREE.Color('#07030d'),
15
+ u_bgOpacity: 0,
16
+ u_lineMode: 0,
17
+ u_cellMode: 0,
18
+ u_animSpeed: 1,
19
+ u_animScale: 0.5,
20
+ u_animIntensity: 0.6,
21
+ u_fadeDistance: 25,
22
+ u_fadeStrength: 0.7,
23
+ u_focus: new THREE.Vector2(0, 0),
24
+ u_mouse: new THREE.Vector2(0, 0),
25
+ u_displace: 0,
26
+ u_reveal: 1,
27
+ u_flip: 0.25,
28
+ u_bias: 0.5,
29
+ u_pulse: 0.8,
30
+ u_regionFill: 0.8,
31
+ };
32
+ const vertex = /* glsl */ `
33
+ uniform float u_time;
34
+ uniform float u_cellSize;
35
+ uniform float u_displace;
36
+ uniform float u_animSpeed;
37
+ uniform float u_animScale;
38
+
39
+ varying vec2 vGridPos;
40
+
41
+
42
+ const float PI = 3.14159265359;
43
+ const float TAU = 6.28318530718;
44
+
45
+ float hash21(vec2 p){
46
+ p = fract(p * vec2(123.34, 456.21));
47
+ p += dot(p, p + 45.32);
48
+ return fract(p.x * p.y);
49
+ }
50
+
51
+
52
+ void main(){
53
+ vGridPos = position.xy;
54
+ vec3 pos = position;
55
+ if (u_displace > 0.0){
56
+ float t = u_time * u_animSpeed;
57
+ float d = length(position.xy) / max(u_cellSize, 1e-4);
58
+ pos.z += sin(d * u_animScale - t) * u_displace;
59
+ }
60
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
61
+ }
62
+ `;
63
+ const fragment = /* glsl */ `
64
+ precision highp float;
65
+
66
+ uniform float u_time;
67
+ uniform float u_cellSize;
68
+ uniform float u_lineWidth;
69
+ uniform float u_sectionSize;
70
+ uniform float u_sectionWidth;
71
+ uniform vec3 u_lineColor;
72
+ uniform vec3 u_sectionColor;
73
+ uniform vec3 u_cellColor;
74
+ uniform vec3 u_glowColor;
75
+ uniform vec3 u_bgColor;
76
+ uniform float u_bgOpacity;
77
+ uniform float u_lineMode;
78
+ uniform float u_cellMode;
79
+ uniform float u_animSpeed;
80
+ uniform float u_animScale;
81
+ uniform float u_animIntensity;
82
+ uniform float u_fadeDistance;
83
+ uniform float u_fadeStrength;
84
+ uniform vec2 u_focus;
85
+ uniform float u_reveal;
86
+
87
+ uniform float u_flip;
88
+ uniform float u_bias;
89
+ uniform float u_pulse;
90
+ uniform float u_regionFill;
91
+
92
+ varying vec2 vGridPos;
93
+
94
+
95
+ const float PI = 3.14159265359;
96
+ const float TAU = 6.28318530718;
97
+
98
+ float hash21(vec2 p){
99
+ p = fract(p * vec2(123.34, 456.21));
100
+ p += dot(p, p + 45.32);
101
+ return fract(p.x * p.y);
102
+ }
103
+
104
+
105
+ float lineAt(float c, float width, float fp){
106
+ float d = abs(fract(c - 0.5) - 0.5);
107
+ return 1.0 - clamp(d / max(fp * max(width, 0.05), 1e-6), 0.0, 1.0);
108
+ }
109
+
110
+ // Orientation of a tile in epoch e: its own base orientation, unless this
111
+ // epoch's roll (probability u_flip) re-deals it.
112
+ float truchetOrient(vec2 hid, float e, float oBase){
113
+ float dealt = step(hash21(hid + e * vec2(17.31, 9.17)), u_flip);
114
+ return mix(oBase, step(0.5, hash21(hid * 1.37 + e * vec2(3.7, 11.3))), dealt);
115
+ }
116
+
117
+ // Smith's quarter-circle Truchet tile. Returns
118
+ // x: distance to the nearest arc (tile units)
119
+ // y: position along that arc, 0..1, oriented so the flow is continuous
120
+ // z: the region's colour in the 2-colouring of the plane (0/1)
121
+ vec3 truchetTile(vec2 tc, float t, float salt){
122
+ vec2 id = floor(tc);
123
+ vec2 hid = id + salt;
124
+ // staggered epochs so the tiles never re-deal in unison
125
+ float ep = t * 0.3 + hash21(hid * 0.731 + 1.3);
126
+ float e = floor(ep), f = fract(ep);
127
+ float oBase = step(u_bias, hash21(hid + 0.5));
128
+ float o0 = truchetOrient(hid, e - 1.0, oBase);
129
+ float o1 = truchetOrient(hid, e, oBase);
130
+ // a changed tile turns a quarter turn — the two orientations are one tile
131
+ // rotated by 90 degrees — so paths break and re-join instead of popping
132
+ float k = o0 + abs(o1 - o0) * smoothstep(0.0, 0.4, f);
133
+ float ang = k * PI * 0.5;
134
+ float c = cos(ang), sn = sin(ang);
135
+ vec2 q = mat2(c, sn, -sn, c) * (fract(tc) - 0.5) + 0.5;
136
+
137
+ float r0 = length(q), r1 = length(q - 1.0);
138
+ float d0 = abs(r0 - 0.5), d1 = abs(r1 - 0.5);
139
+
140
+ // The quarter-circle tiling is 2-colourable: the band between the arcs takes
141
+ // the checkerboard parity of the tile (flipped by its orientation), the two
142
+ // corner lobes take the other colour.
143
+ float mid = mod(id.x + id.y + floor(k + 0.5), 2.0);
144
+ float lobe = max(step(r0, 0.5), step(r1, 0.5));
145
+ float region = mix(mid, 1.0 - mid, lobe);
146
+
147
+ // Orient every arc with colour 1 on its left: the arcs then chain into loops
148
+ // with one consistent direction of travel.
149
+ float u = d0 < d1 ? atan(q.y, q.x) : atan(1.0 - q.y, 1.0 - q.x);
150
+ u /= PI * 0.5;
151
+ u = mid < 0.5 ? u : 1.0 - u;
152
+ return vec3(min(d0, d1), u, region);
153
+ }
154
+
155
+ void main(){
156
+ vec2 coord = vGridPos / max(u_cellSize, 1e-4);
157
+ vec2 focus = u_focus / max(u_cellSize, 1e-4);
158
+ float t = u_time * u_animSpeed;
159
+
160
+ // Truchet tiling (Smith's quarter-circle variant): every tile carries two arcs
161
+ // joining the midpoints of adjacent edges, so arcs always meet arcs and the
162
+ // plane fills with endless non-crossing paths. Tiles re-deal their
163
+ // orientation over time by turning a quarter turn, which re-routes the paths.
164
+ vec3 T = truchetTile(coord, t, 0.0);
165
+ vec2 fc = fwidth(coord);
166
+ float fp = max(max(fc.x, fc.y), 1e-6);
167
+ float lines = 1.0 - clamp(T.x / (fp * max(u_lineWidth, 0.05)), 0.0, 1.0);
168
+
169
+ // A second, coarser Truchet layer at sectionSize tiles: the multiscale accent.
170
+ float accent = 0.0;
171
+ if (u_sectionWidth > 0.0 && u_sectionSize >= 2.0){
172
+ vec3 S = truchetTile(coord / u_sectionSize, t * 0.5, 91.7);
173
+ float fs = fp / u_sectionSize;
174
+ accent = 1.0 - clamp(S.x / (fs * max(u_sectionWidth, 0.05)), 0.0, 1.0);
175
+ }
176
+
177
+ // Light travelling along the paths: one comet per arc, sharp head, fading
178
+ // tail, gated by a slow travelling swell so whole stretches light up at once.
179
+ vec2 id = floor(coord);
180
+ float ph = fract(T.y - t * 0.6);
181
+ float head = pow(ph, 3.0);
182
+ float swell = smoothstep(0.35, 0.9, 0.5 + 0.5 * sin(dot(coord, vec2(0.19, 0.13)) - t * 0.35));
183
+ float core = exp(-pow(T.x / (fp * max(u_lineWidth, 0.05) * 1.6), 2.0));
184
+ float bloom = exp(-pow(T.x / 0.06, 2.0)) * 0.3;
185
+ float comet = head * swell * u_pulse;
186
+
187
+ float dmin = T.x;
188
+ float idAcc = id.x + id.y * 7.13;
189
+ vec2 cellPos = id + 0.5;
190
+ float cellH = hash21(id + T.z * 13.1);
191
+ float tone = T.z;
192
+
193
+ // The 2-colouring itself, as a quiet fill: one colour of region is lit.
194
+ float fill = tone * u_regionFill * smoothstep(0.0, 0.08, T.x);
195
+
196
+ vec3 extraCol = u_glowColor * (core + bloom) * comet * 1.6 + u_cellColor * 2.2 * fill;
197
+ float extraA = max((core + bloom * 0.6) * comet, fill * 0.9);
198
+
199
+ // ---- line animation --------------------------------------------------
200
+ float lineAnim = 1.0;
201
+ // Mode 0 is static: the chain starts at 0.5 so 0 never falls into flow.
202
+ if (u_lineMode < 0.5){
203
+ } else if (u_lineMode < 1.5){
204
+ lineAnim = 0.5 + 0.5 * sin(length(cellPos - focus) * u_animScale - t);
205
+ } else if (u_lineMode < 2.5){
206
+ lineAnim = 0.5 + 0.5 * sin(dot(cellPos, vec2(0.5, 0.5)) * u_animScale - t);
207
+ } else if (u_lineMode < 3.5){
208
+ float s = fract((coord.x + coord.y) * 0.05 * u_animScale - t * 0.15);
209
+ lineAnim = 0.25 + smoothstep(0.0, 0.15, s) * (1.0 - smoothstep(0.15, 0.35, s));
210
+ } else if (u_lineMode < 4.5){
211
+ lineAnim = 0.5 + 0.5 * sin(t);
212
+ }
213
+ lineAnim = mix(1.0, lineAnim, u_animIntensity);
214
+
215
+ // ---- cell fill -------------------------------------------------------
216
+ float cell = 0.0;
217
+ if (u_cellMode < 0.5){
218
+ } else if (u_cellMode < 1.5){
219
+ cell = 0.5 + 0.5 * sin(idAcc * 0.05 * u_animScale - t);
220
+ } else if (u_cellMode < 2.5){
221
+ cell = 0.5 + 0.5 * sin(t * (0.6 + cellH) + cellH * TAU);
222
+ } else if (u_cellMode < 3.5){
223
+ cell = smoothstep(0.6, 1.0, sin(length(cellPos - focus) * u_animScale - t));
224
+ } else if (u_cellMode < 4.5){
225
+ cell = step(0.5, cellH) * (0.5 + 0.5 * sin(t));
226
+ }
227
+ cell *= u_animIntensity;
228
+ cell *= smoothstep(0.0, 0.16, dmin); // keep the fill off its own edges
229
+
230
+ float r = length(vGridPos) / max(u_fadeDistance, 1e-4);
231
+ float fade = 1.0 - smoothstep(1.0 - u_fadeStrength, 1.0, r);
232
+
233
+ vec3 col = u_bgColor * u_bgOpacity;
234
+ float a = u_bgOpacity;
235
+
236
+ col += mix(u_cellColor, u_cellColor * 2.2, tone) * cell;
237
+ a = max(a, cell * 0.9);
238
+ float linesI = lines * lineAnim;
239
+ col += u_lineColor * linesI; a = max(a, linesI);
240
+ float accentI = accent * lineAnim;
241
+ col += u_sectionColor * accentI; a = max(a, accentI);
242
+ col += u_glowColor * (linesI * 0.2 + cell * 0.35) * u_animIntensity;
243
+ col += extraCol; a = max(a, extraA);
244
+
245
+ col *= fade;
246
+ a *= fade;
247
+
248
+ // ---- reveal ----------------------------------------------------------
249
+ if (u_reveal < 0.999){
250
+ float rd = length(vGridPos - u_focus) / max(u_fadeDistance, 1e-4);
251
+ float edge = u_reveal * 1.1;
252
+ float mask = 1.0 - smoothstep(edge - 0.05, edge, rd);
253
+ float front = mask * smoothstep(edge - 0.22, edge - 0.05, rd);
254
+ col = col * mask + u_glowColor * front * (a * 1.8 + 0.08);
255
+ a = max(a * mask, front * 0.10);
256
+ }
257
+
258
+ if (a < 0.002) discard;
259
+ gl_FragColor = vec4(col, a);
260
+ }
261
+ `;
262
+ export const TruchetGridMaterial = shaderMaterial({
263
+ u_time: truchetGridMaterialDefaults.u_time,
264
+ u_cellSize: truchetGridMaterialDefaults.u_cellSize,
265
+ u_lineWidth: truchetGridMaterialDefaults.u_lineWidth,
266
+ u_sectionSize: truchetGridMaterialDefaults.u_sectionSize,
267
+ u_sectionWidth: truchetGridMaterialDefaults.u_sectionWidth,
268
+ u_lineColor: truchetGridMaterialDefaults.u_lineColor.clone(),
269
+ u_sectionColor: truchetGridMaterialDefaults.u_sectionColor.clone(),
270
+ u_cellColor: truchetGridMaterialDefaults.u_cellColor.clone(),
271
+ u_glowColor: truchetGridMaterialDefaults.u_glowColor.clone(),
272
+ u_bgColor: truchetGridMaterialDefaults.u_bgColor.clone(),
273
+ u_bgOpacity: truchetGridMaterialDefaults.u_bgOpacity,
274
+ u_lineMode: truchetGridMaterialDefaults.u_lineMode,
275
+ u_cellMode: truchetGridMaterialDefaults.u_cellMode,
276
+ u_animSpeed: truchetGridMaterialDefaults.u_animSpeed,
277
+ u_animScale: truchetGridMaterialDefaults.u_animScale,
278
+ u_animIntensity: truchetGridMaterialDefaults.u_animIntensity,
279
+ u_fadeDistance: truchetGridMaterialDefaults.u_fadeDistance,
280
+ u_fadeStrength: truchetGridMaterialDefaults.u_fadeStrength,
281
+ u_focus: truchetGridMaterialDefaults.u_focus.clone(),
282
+ u_mouse: truchetGridMaterialDefaults.u_mouse.clone(),
283
+ u_displace: truchetGridMaterialDefaults.u_displace,
284
+ u_reveal: truchetGridMaterialDefaults.u_reveal,
285
+ u_flip: truchetGridMaterialDefaults.u_flip,
286
+ u_bias: truchetGridMaterialDefaults.u_bias,
287
+ u_pulse: truchetGridMaterialDefaults.u_pulse,
288
+ u_regionFill: truchetGridMaterialDefaults.u_regionFill,
289
+ }, vertex, fragment);
290
+ extend({ TruchetGridMaterial });
@@ -66,4 +66,11 @@ export * from './GravWaveGridMaterial';
66
66
  export * from './GirihGridMaterial';
67
67
  export * from './WallpaperGridMaterial';
68
68
  export * from './ReactionDiffusionGridMaterial';
69
+ export * from './LensingGridMaterial';
70
+ export * from './ConformalGridMaterial';
71
+ export * from './TruchetGridMaterial';
72
+ export * from './PhyllotaxisGridMaterial';
73
+ export * from './ParastichyGridMaterial';
74
+ export * from './ApollonianGridMaterial';
75
+ export * from './HilbertGridMaterial';
69
76
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/shaders/index.ts"],"names":[],"mappings":"AAAA,cAAc,oBAAoB,CAAC;AACnC,cAAc,iBAAiB,CAAC;AAChC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC;AACxC,cAAc,yBAAyB,CAAC;AACxC,cAAc,sBAAsB,CAAC;AACrC,cAAc,yBAAyB,CAAC;AACxC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,wBAAwB,CAAC;AACvC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,kBAAkB,CAAC;AACjC,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AACvC,cAAc,qBAAqB,CAAC;AACpC,cAAc,iBAAiB,CAAC;AAChC,cAAc,wBAAwB,CAAC;AACvC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,uBAAuB,CAAC;AACtC,cAAc,sBAAsB,CAAC;AACrC,cAAc,uBAAuB,CAAC;AACtC,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AACvC,cAAc,iBAAiB,CAAC;AAChC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,iCAAiC,CAAC;AAChD,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,wBAAwB,CAAC;AACvC,cAAc,kBAAkB,CAAC;AACjC,cAAc,yBAAyB,CAAC;AACxC,cAAc,qBAAqB,CAAC;AACpC,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC;AAChC,cAAc,uBAAuB,CAAC;AACtC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,4BAA4B,CAAC;AAC3C,cAAc,kCAAkC,CAAC;AACjD,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,mBAAmB,CAAC;AAClC,cAAc,iBAAiB,CAAC;AAChC,cAAc,kBAAkB,CAAC;AACjC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,uBAAuB,CAAC;AACtC,cAAc,kBAAkB,CAAC;AACjC,OAAO,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AACxC,cAAc,uBAAuB,CAAC;AACtC,cAAc,uBAAuB,CAAC;AACtC,cAAc,uBAAuB,CAAC;AACtC,cAAc,uBAAuB,CAAC;AACtC,cAAc,uBAAuB,CAAC;AACtC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,mBAAmB,CAAC;AAClC,cAAc,0BAA0B,CAAC;AACzC,cAAc,qBAAqB,CAAC;AACpC,cAAc,qBAAqB,CAAC;AACpC,cAAc,qBAAqB,CAAC;AACpC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,uBAAuB,CAAC;AACtC,cAAc,wBAAwB,CAAC;AACvC,cAAc,qBAAqB,CAAC;AACpC,cAAc,yBAAyB,CAAC;AACxC,cAAc,iCAAiC,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/shaders/index.ts"],"names":[],"mappings":"AAAA,cAAc,oBAAoB,CAAC;AACnC,cAAc,iBAAiB,CAAC;AAChC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC;AACxC,cAAc,yBAAyB,CAAC;AACxC,cAAc,sBAAsB,CAAC;AACrC,cAAc,yBAAyB,CAAC;AACxC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,wBAAwB,CAAC;AACvC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,kBAAkB,CAAC;AACjC,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AACvC,cAAc,qBAAqB,CAAC;AACpC,cAAc,iBAAiB,CAAC;AAChC,cAAc,wBAAwB,CAAC;AACvC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,uBAAuB,CAAC;AACtC,cAAc,sBAAsB,CAAC;AACrC,cAAc,uBAAuB,CAAC;AACtC,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AACvC,cAAc,iBAAiB,CAAC;AAChC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,iCAAiC,CAAC;AAChD,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,wBAAwB,CAAC;AACvC,cAAc,kBAAkB,CAAC;AACjC,cAAc,yBAAyB,CAAC;AACxC,cAAc,qBAAqB,CAAC;AACpC,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC;AAChC,cAAc,uBAAuB,CAAC;AACtC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,4BAA4B,CAAC;AAC3C,cAAc,kCAAkC,CAAC;AACjD,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,mBAAmB,CAAC;AAClC,cAAc,iBAAiB,CAAC;AAChC,cAAc,kBAAkB,CAAC;AACjC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,uBAAuB,CAAC;AACtC,cAAc,kBAAkB,CAAC;AACjC,OAAO,EAAE,UAAU,EAAE,MAAM,YAAY,CAAC;AACxC,cAAc,uBAAuB,CAAC;AACtC,cAAc,uBAAuB,CAAC;AACtC,cAAc,uBAAuB,CAAC;AACtC,cAAc,uBAAuB,CAAC;AACtC,cAAc,uBAAuB,CAAC;AACtC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,mBAAmB,CAAC;AAClC,cAAc,0BAA0B,CAAC;AACzC,cAAc,qBAAqB,CAAC;AACpC,cAAc,qBAAqB,CAAC;AACpC,cAAc,qBAAqB,CAAC;AACpC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,uBAAuB,CAAC;AACtC,cAAc,wBAAwB,CAAC;AACvC,cAAc,qBAAqB,CAAC;AACpC,cAAc,yBAAyB,CAAC;AACxC,cAAc,iCAAiC,CAAC;AAChD,cAAc,uBAAuB,CAAC;AACtC,cAAc,yBAAyB,CAAC;AACxC,cAAc,uBAAuB,CAAC;AACtC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,0BAA0B,CAAC;AACzC,cAAc,0BAA0B,CAAC;AACzC,cAAc,uBAAuB,CAAC"}
@@ -66,3 +66,10 @@ export * from './GravWaveGridMaterial.js';
66
66
  export * from './GirihGridMaterial.js';
67
67
  export * from './WallpaperGridMaterial.js';
68
68
  export * from './ReactionDiffusionGridMaterial.js';
69
+ export * from './LensingGridMaterial.js';
70
+ export * from './ConformalGridMaterial.js';
71
+ export * from './TruchetGridMaterial.js';
72
+ export * from './PhyllotaxisGridMaterial.js';
73
+ export * from './ParastichyGridMaterial.js';
74
+ export * from './ApollonianGridMaterial.js';
75
+ export * from './HilbertGridMaterial.js';
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@3driseai/3drise-core",
3
- "version": "1.0.20",
3
+ "version": "1.0.21",
4
4
  "private": false,
5
5
  "type": "module",
6
6
  "main": "./dist/index.js",