@3driseai/3drise-viewer 0.1.1

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Files changed (547) hide show
  1. package/dist/components/AnimatedObject.d.ts +22 -0
  2. package/dist/components/AnimatedObject.d.ts.map +1 -0
  3. package/dist/components/AnimatedObject.js +65 -0
  4. package/dist/components/Bubbles.d.ts +9 -0
  5. package/dist/components/Bubbles.d.ts.map +1 -0
  6. package/dist/components/Bubbles.js +105 -0
  7. package/dist/components/CameraController.d.ts +10 -0
  8. package/dist/components/CameraController.d.ts.map +1 -0
  9. package/dist/components/CameraController.js +158 -0
  10. package/dist/components/Clouds.d.ts +9 -0
  11. package/dist/components/Clouds.d.ts.map +1 -0
  12. package/dist/components/Clouds.js +278 -0
  13. package/dist/components/Corona.d.ts +18 -0
  14. package/dist/components/Corona.d.ts.map +1 -0
  15. package/dist/components/Corona.js +12 -0
  16. package/dist/components/CreatedObject.d.ts +14 -0
  17. package/dist/components/CreatedObject.d.ts.map +1 -0
  18. package/dist/components/CreatedObject.js +103 -0
  19. package/dist/components/CustomPrimitive.d.ts +12 -0
  20. package/dist/components/CustomPrimitive.d.ts.map +1 -0
  21. package/dist/components/CustomPrimitive.js +87 -0
  22. package/dist/components/Earth.d.ts +8 -0
  23. package/dist/components/Earth.d.ts.map +1 -0
  24. package/dist/components/Earth.js +38 -0
  25. package/dist/components/EffectsGenerator.d.ts +10 -0
  26. package/dist/components/EffectsGenerator.d.ts.map +1 -0
  27. package/dist/components/EffectsGenerator.js +71 -0
  28. package/dist/components/EffectsGroup.d.ts +8 -0
  29. package/dist/components/EffectsGroup.d.ts.map +1 -0
  30. package/dist/components/EffectsGroup.js +11 -0
  31. package/dist/components/EnvironmentManager.d.ts +9 -0
  32. package/dist/components/EnvironmentManager.d.ts.map +1 -0
  33. package/dist/components/EnvironmentManager.js +74 -0
  34. package/dist/components/EnvironmentObject.d.ts +8 -0
  35. package/dist/components/EnvironmentObject.d.ts.map +1 -0
  36. package/dist/components/EnvironmentObject.js +14 -0
  37. package/dist/components/Flares.d.ts +24 -0
  38. package/dist/components/Flares.d.ts.map +1 -0
  39. package/dist/components/Flares.js +134 -0
  40. package/dist/components/Frame.d.ts +23 -0
  41. package/dist/components/Frame.d.ts.map +1 -0
  42. package/dist/components/Frame.js +55 -0
  43. package/dist/components/FrameGeometry.d.ts +10 -0
  44. package/dist/components/FrameGeometry.d.ts.map +1 -0
  45. package/dist/components/FrameGeometry.js +17 -0
  46. package/dist/components/FrameImage.d.ts +2 -0
  47. package/dist/components/FrameImage.d.ts.map +1 -0
  48. package/dist/components/FrameImage.js +15 -0
  49. package/dist/components/Galaxy.d.ts +10 -0
  50. package/dist/components/Galaxy.d.ts.map +1 -0
  51. package/dist/components/Galaxy.js +29 -0
  52. package/dist/components/GalleryLayout.d.ts +12 -0
  53. package/dist/components/GalleryLayout.d.ts.map +1 -0
  54. package/dist/components/GalleryLayout.js +20 -0
  55. package/dist/components/GeometryShape.d.ts +54 -0
  56. package/dist/components/GeometryShape.d.ts.map +1 -0
  57. package/dist/components/GeometryShape.js +318 -0
  58. package/dist/components/Glyphs.d.ts +9 -0
  59. package/dist/components/Glyphs.d.ts.map +1 -0
  60. package/dist/components/Glyphs.js +58 -0
  61. package/dist/components/GridHelper.d.ts +23 -0
  62. package/dist/components/GridHelper.d.ts.map +1 -0
  63. package/dist/components/GridHelper.js +36 -0
  64. package/dist/components/GridsGenerator.d.ts +10 -0
  65. package/dist/components/GridsGenerator.d.ts.map +1 -0
  66. package/dist/components/GridsGenerator.js +14 -0
  67. package/dist/components/HdrPlaylistRenderer.d.ts +10 -0
  68. package/dist/components/HdrPlaylistRenderer.d.ts.map +1 -0
  69. package/dist/components/HdrPlaylistRenderer.js +364 -0
  70. package/dist/components/ImageGeometry.d.ts +13 -0
  71. package/dist/components/ImageGeometry.d.ts.map +1 -0
  72. package/dist/components/ImageGeometry.js +62 -0
  73. package/dist/components/Lensflare.d.ts +12 -0
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  75. package/dist/components/Lensflare.js +66 -0
  76. package/dist/components/Letter.d.ts +19 -0
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  78. package/dist/components/Letter.js +83 -0
  79. package/dist/components/Letters.d.ts +16 -0
  80. package/dist/components/Letters.d.ts.map +1 -0
  81. package/dist/components/Letters.js +18 -0
  82. package/dist/components/LightObject.d.ts +8 -0
  83. package/dist/components/LightObject.d.ts.map +1 -0
  84. package/dist/components/LightObject.js +65 -0
  85. package/dist/components/LightsManager.d.ts +8 -0
  86. package/dist/components/LightsManager.d.ts.map +1 -0
  87. package/dist/components/LightsManager.js +104 -0
  88. package/dist/components/Lines.d.ts +9 -0
  89. package/dist/components/Lines.d.ts.map +1 -0
  90. package/dist/components/Lines.js +19 -0
  91. package/dist/components/LoadingIndicator.d.ts +10 -0
  92. package/dist/components/LoadingIndicator.d.ts.map +1 -0
  93. package/dist/components/LoadingIndicator.js +6 -0
  94. package/dist/components/MaterialLibrary.d.ts +9 -0
  95. package/dist/components/MaterialLibrary.d.ts.map +1 -0
  96. package/dist/components/MaterialLibrary.js +57 -0
  97. package/dist/components/Moon.d.ts +13 -0
  98. package/dist/components/Moon.d.ts.map +1 -0
  99. package/dist/components/Moon.js +66 -0
  100. package/dist/components/MyGrid.d.ts +15 -0
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  102. package/dist/components/MyGrid.js +72 -0
  103. package/dist/components/ObjectNode.d.ts +13 -0
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  105. package/dist/components/ObjectNode.js +139 -0
  106. package/dist/components/ObjectNodeApi.d.ts +13 -0
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  108. package/dist/components/ObjectNodeApi.js +18 -0
  109. package/dist/components/ObjectsRenderer.d.ts +15 -0
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  112. package/dist/components/ObjectsRendererApi.d.ts +31 -0
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  114. package/dist/components/ObjectsRendererApi.js +76 -0
  115. package/dist/components/Ocean.d.ts +8 -0
  116. package/dist/components/Ocean.d.ts.map +1 -0
  117. package/dist/components/Ocean.js +169 -0
  118. package/dist/components/Outline.d.ts +21 -0
  119. package/dist/components/Outline.d.ts.map +1 -0
  120. package/dist/components/Outline.js +14 -0
  121. package/dist/components/ParticlesR3f.d.ts +11 -0
  122. package/dist/components/ParticlesR3f.d.ts.map +1 -0
  123. package/dist/components/ParticlesR3f.js +110 -0
  124. package/dist/components/Path.d.ts +13 -0
  125. package/dist/components/Path.d.ts.map +1 -0
  126. package/dist/components/Path.js +41 -0
  127. package/dist/components/PathGeometry.d.ts +11 -0
  128. package/dist/components/PathGeometry.d.ts.map +1 -0
  129. package/dist/components/PathGeometry.js +109 -0
  130. package/dist/components/PathRenderer.d.ts +12 -0
  131. package/dist/components/PathRenderer.d.ts.map +1 -0
  132. package/dist/components/PathRenderer.js +36 -0
  133. package/dist/components/Planet.d.ts +16 -0
  134. package/dist/components/Planet.d.ts.map +1 -0
  135. package/dist/components/Planet.js +60 -0
  136. package/dist/components/PointCloud.d.ts +10 -0
  137. package/dist/components/PointCloud.d.ts.map +1 -0
  138. package/dist/components/PointCloud.js +113 -0
  139. package/dist/components/ProductionScene.d.ts +5 -0
  140. package/dist/components/ProductionScene.d.ts.map +1 -0
  141. package/dist/components/ProductionScene.js +7 -0
  142. package/dist/components/ProjectLoader.d.ts +16 -0
  143. package/dist/components/ProjectLoader.d.ts.map +1 -0
  144. package/dist/components/ProjectLoader.js +85 -0
  145. package/dist/components/Rain.d.ts +8 -0
  146. package/dist/components/Rain.d.ts.map +1 -0
  147. package/dist/components/Rain.js +259 -0
  148. package/dist/components/RiseLogo.d.ts +19 -0
  149. package/dist/components/RiseLogo.d.ts.map +1 -0
  150. package/dist/components/RiseLogo.js +75 -0
  151. package/dist/components/SceneBuilder.d.ts +5 -0
  152. package/dist/components/SceneBuilder.d.ts.map +1 -0
  153. package/dist/components/SceneBuilder.js +133 -0
  154. package/dist/components/SceneFog.d.ts +8 -0
  155. package/dist/components/SceneFog.d.ts.map +1 -0
  156. package/dist/components/SceneFog.js +19 -0
  157. package/dist/components/Shape.d.ts +5 -0
  158. package/dist/components/Shape.d.ts.map +1 -0
  159. package/dist/components/Shape.js +11 -0
  160. package/dist/components/ShootingStar.d.ts +16 -0
  161. package/dist/components/ShootingStar.d.ts.map +1 -0
  162. package/dist/components/ShootingStar.js +92 -0
  163. package/dist/components/ShootingStars.d.ts +8 -0
  164. package/dist/components/ShootingStars.d.ts.map +1 -0
  165. package/dist/components/ShootingStars.js +41 -0
  166. package/dist/components/SkyController.d.ts +10 -0
  167. package/dist/components/SkyController.d.ts.map +1 -0
  168. package/dist/components/SkyController.js +208 -0
  169. package/dist/components/SkyMesh.d.ts +10 -0
  170. package/dist/components/SkyMesh.d.ts.map +1 -0
  171. package/dist/components/SkyMesh.js +36 -0
  172. package/dist/components/SkySystem.d.ts +32 -0
  173. package/dist/components/SkySystem.d.ts.map +1 -0
  174. package/dist/components/SkySystem.js +46 -0
  175. package/dist/components/Skybox.d.ts +12 -0
  176. package/dist/components/Skybox.d.ts.map +1 -0
  177. package/dist/components/Skybox.js +92 -0
  178. package/dist/components/SolarSystem.d.ts +8 -0
  179. package/dist/components/SolarSystem.d.ts.map +1 -0
  180. package/dist/components/SolarSystem.js +77 -0
  181. package/dist/components/SparklesBurst.d.ts +9 -0
  182. package/dist/components/SparklesBurst.d.ts.map +1 -0
  183. package/dist/components/SparklesBurst.js +62 -0
  184. package/dist/components/Stars.d.ts +15 -0
  185. package/dist/components/Stars.d.ts.map +1 -0
  186. package/dist/components/Stars.js +250 -0
  187. package/dist/components/Sun.d.ts +15 -0
  188. package/dist/components/Sun.d.ts.map +1 -0
  189. package/dist/components/Sun.js +7 -0
  190. package/dist/components/SunCore.d.ts +18 -0
  191. package/dist/components/SunCore.d.ts.map +1 -0
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  193. package/dist/components/SunLight.d.ts +15 -0
  194. package/dist/components/SunLight.d.ts.map +1 -0
  195. package/dist/components/SunLight.js +57 -0
  196. package/dist/components/Text2D.d.ts +9 -0
  197. package/dist/components/Text2D.d.ts.map +1 -0
  198. package/dist/components/Text2D.js +56 -0
  199. package/dist/components/Text3D.d.ts +10 -0
  200. package/dist/components/Text3D.d.ts.map +1 -0
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  202. package/dist/components/VolumePoints.d.ts +19 -0
  203. package/dist/components/VolumePoints.d.ts.map +1 -0
  204. package/dist/components/VolumePoints.js +8 -0
  205. package/dist/components/cursor/AuraCursor.d.ts +6 -0
  206. package/dist/components/cursor/AuraCursor.d.ts.map +1 -0
  207. package/dist/components/cursor/AuraCursor.js +30 -0
  208. package/dist/components/cursor/AuroraCursor.d.ts +6 -0
  209. package/dist/components/cursor/AuroraCursor.d.ts.map +1 -0
  210. package/dist/components/cursor/AuroraCursor.js +207 -0
  211. package/dist/components/cursor/BubblesCursor.d.ts +6 -0
  212. package/dist/components/cursor/BubblesCursor.d.ts.map +1 -0
  213. package/dist/components/cursor/BubblesCursor.js +184 -0
  214. package/dist/components/cursor/CometCursor.d.ts +6 -0
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  217. package/dist/components/cursor/CrosshairCursor.d.ts +6 -0
  218. package/dist/components/cursor/CrosshairCursor.d.ts.map +1 -0
  219. package/dist/components/cursor/CrosshairCursor.js +142 -0
  220. package/dist/components/cursor/CursorActions.d.ts +8 -0
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  223. package/dist/components/cursor/CursorController.d.ts +10 -0
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  226. package/dist/components/cursor/CursorEffects.d.ts +16 -0
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  229. package/dist/components/cursor/FerrofluidCursor.d.ts +6 -0
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  232. package/dist/components/cursor/GlyphRingCursor.d.ts +6 -0
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  235. package/dist/components/cursor/LightningCursor.d.ts +6 -0
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  237. package/dist/components/cursor/LightningCursor.js +28 -0
  238. package/dist/components/cursor/LiquidMetalCursor.d.ts +6 -0
  239. package/dist/components/cursor/LiquidMetalCursor.d.ts.map +1 -0
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  241. package/dist/components/cursor/OrbCursor.d.ts +6 -0
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  243. package/dist/components/cursor/OrbCursor.js +32 -0
  244. package/dist/components/cursor/PlasmaWhipCursor.d.ts +6 -0
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  247. package/dist/components/cursor/SparklesCursor.d.ts +6 -0
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  280. package/dist/components/effects/AuraEffect.d.ts +10 -0
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  547. package/package.json +44 -0
@@ -0,0 +1,151 @@
1
+ import { jsx as _jsx } from "react/jsx-runtime";
2
+ import { useEffect, useMemo, useRef } from 'react';
3
+ import { useFrame } from '@react-three/fiber';
4
+ import * as THREE from 'three';
5
+ const MAX_PARTICLES = 1200;
6
+ const vertexShader = /* glsl */ `
7
+ attribute float aAge;
8
+ uniform float uSize;
9
+ uniform float uLifetime;
10
+ varying float vAge;
11
+ void main() {
12
+ vAge = clamp(aAge / max(uLifetime, 1.0), 0.0, 1.0);
13
+ vec4 mv = modelViewMatrix * vec4(position, 1.0);
14
+ gl_PointSize = uSize * (1.0 - vAge * 0.7) * (300.0 / -mv.z);
15
+ gl_Position = projectionMatrix * mv;
16
+ }
17
+ `;
18
+ const fragmentShader = /* glsl */ `
19
+ uniform vec3 uColor;
20
+ uniform float uOpacity;
21
+ uniform float uIntensity;
22
+ varying float vAge;
23
+ void main() {
24
+ vec2 c = gl_PointCoord * 2.0 - 1.0;
25
+ float dist = length(c);
26
+ if (dist > 1.0) discard;
27
+ // soft sparkle: bright center + cross flare
28
+ float core = 1.0 - smoothstep(0.0, 0.6, dist);
29
+ float flare = pow(1.0 - dist, 4.0);
30
+ float fade = (1.0 - vAge);
31
+ float alpha = (core * 0.6 + flare * 0.5) * fade * uOpacity;
32
+ if (alpha < 0.003) discard;
33
+ vec3 col = uColor * (1.0 + uIntensity * 0.6);
34
+ gl_FragColor = vec4(col, alpha);
35
+ }
36
+ `;
37
+ const SparklesCursor = ({ config, worldPosRef, velocityRef, hoverRef, idleMsRef, }) => {
38
+ const positions = useMemo(() => new Float32Array(MAX_PARTICLES * 3), []);
39
+ const velocities = useMemo(() => new Float32Array(MAX_PARTICLES * 3), []);
40
+ const ages = useMemo(() => new Float32Array(MAX_PARTICLES), []);
41
+ const alive = useMemo(() => new Uint8Array(MAX_PARTICLES), []);
42
+ const geometry = useMemo(() => {
43
+ const g = new THREE.BufferGeometry();
44
+ g.setAttribute('position', new THREE.BufferAttribute(positions, 3));
45
+ g.setAttribute('aAge', new THREE.BufferAttribute(ages, 1));
46
+ // Pre-park all particles off-screen
47
+ for (let i = 0; i < MAX_PARTICLES; i++)
48
+ positions[i * 3 + 1] = -1e6;
49
+ return g;
50
+ }, [positions, ages]);
51
+ const material = useMemo(() => new THREE.ShaderMaterial({
52
+ uniforms: {
53
+ uColor: { value: new THREE.Color(config.color) },
54
+ uSize: { value: config.scale * 0.35 },
55
+ uLifetime: { value: config.lifetimeMs },
56
+ uOpacity: { value: config.opacity },
57
+ uIntensity: { value: config.intensity },
58
+ },
59
+ vertexShader,
60
+ fragmentShader,
61
+ transparent: true,
62
+ depthWrite: false,
63
+ blending: THREE.AdditiveBlending,
64
+ }), []);
65
+ useEffect(() => {
66
+ material.uniforms.uColor.value.set(config.color);
67
+ material.uniforms.uSize.value = config.scale * 0.35;
68
+ material.uniforms.uLifetime.value = config.lifetimeMs;
69
+ material.uniforms.uOpacity.value = config.opacity;
70
+ material.uniforms.uIntensity.value = config.intensity;
71
+ }, [config.color, config.scale, config.lifetimeMs, config.opacity, config.intensity, material]);
72
+ useEffect(() => {
73
+ return () => {
74
+ geometry.dispose();
75
+ material.dispose();
76
+ };
77
+ }, [geometry, material]);
78
+ const lastSpawnPos = useRef(new THREE.Vector3());
79
+ const spawnAccum = useRef(0);
80
+ const firstFrame = useRef(true);
81
+ useFrame((_, delta) => {
82
+ const wp = worldPosRef.current;
83
+ if (firstFrame.current) {
84
+ lastSpawnPos.current.copy(wp);
85
+ firstFrame.current = false;
86
+ }
87
+ const dtMs = delta * 1000;
88
+ const idleFactor = Math.max(0, 1 - idleMsRef.current / Math.max(config.idleFadeMs, 1));
89
+ const hover = hoverRef.current;
90
+ const hoverBoost = hover ? 2.0 : 1.0;
91
+ const lifetimeS = Math.max(config.lifetimeMs / 1000, 0.05);
92
+ const steady = config.particleCount / lifetimeS;
93
+ spawnAccum.current += steady * delta * (0.4 + idleFactor * 0.6) * hoverBoost;
94
+ let toSpawn = Math.floor(spawnAccum.current);
95
+ spawnAccum.current -= toSpawn;
96
+ let scan = 0;
97
+ while (toSpawn > 0 && scan < MAX_PARTICLES) {
98
+ if (alive[scan] === 0) {
99
+ const base = scan * 3;
100
+ // When hovering, half of new sparkles spawn at the hovered surface point
101
+ // and pop outward along its normal — the rest spawn along the cursor path
102
+ // as usual.
103
+ if (hover && Math.random() < 0.5) {
104
+ const hp = hover.point;
105
+ const hn = hover.face?.normal ?? new THREE.Vector3(0, 1, 0);
106
+ positions[base + 0] = hp.x + hn.x * 0.02;
107
+ positions[base + 1] = hp.y + hn.y * 0.02;
108
+ positions[base + 2] = hp.z + hn.z * 0.02;
109
+ // Launch along normal + small lateral spread
110
+ velocities[base + 0] = hn.x * (0.6 + Math.random() * 0.4) + (Math.random() - 0.5) * 0.3;
111
+ velocities[base + 1] = hn.y * (0.6 + Math.random() * 0.4) + (Math.random() - 0.5) * 0.3;
112
+ velocities[base + 2] = hn.z * (0.6 + Math.random() * 0.4) + (Math.random() - 0.5) * 0.3;
113
+ }
114
+ else {
115
+ const t = Math.random();
116
+ positions[base + 0] = THREE.MathUtils.lerp(lastSpawnPos.current.x, wp.x, t) + (Math.random() - 0.5) * 0.05 * config.scale;
117
+ positions[base + 1] = THREE.MathUtils.lerp(lastSpawnPos.current.y, wp.y, t) + (Math.random() - 0.5) * 0.05 * config.scale;
118
+ positions[base + 2] = THREE.MathUtils.lerp(lastSpawnPos.current.z, wp.z, t) + (Math.random() - 0.5) * 0.05 * config.scale;
119
+ velocities[base + 0] = (Math.random() - 0.5) * 0.4 + velocityRef.current.x * 0.04;
120
+ velocities[base + 1] = Math.random() * 0.3 + 0.1;
121
+ velocities[base + 2] = (Math.random() - 0.5) * 0.4 + velocityRef.current.z * 0.04;
122
+ }
123
+ ages[scan] = 0;
124
+ alive[scan] = 1;
125
+ toSpawn--;
126
+ }
127
+ scan++;
128
+ }
129
+ lastSpawnPos.current.copy(wp);
130
+ const g = config.gravity * delta;
131
+ for (let j = 0; j < MAX_PARTICLES; j++) {
132
+ if (alive[j] === 0)
133
+ continue;
134
+ const base = j * 3;
135
+ ages[j] += dtMs;
136
+ if (ages[j] >= config.lifetimeMs) {
137
+ alive[j] = 0;
138
+ positions[base + 1] = -1e6;
139
+ continue;
140
+ }
141
+ velocities[base + 1] -= g;
142
+ positions[base + 0] += velocities[base + 0] * delta;
143
+ positions[base + 1] += velocities[base + 1] * delta;
144
+ positions[base + 2] += velocities[base + 2] * delta;
145
+ }
146
+ geometry.attributes.position.needsUpdate = true;
147
+ geometry.attributes.aAge.needsUpdate = true;
148
+ });
149
+ return _jsx("points", { geometry: geometry, material: material, frustumCulled: false });
150
+ };
151
+ export default SparklesCursor;
@@ -0,0 +1,6 @@
1
+ import React from "react";
2
+ import type { TeslaCursorConfig } from "@3driseai/3drise-core";
3
+ import type { CursorTypeProps } from "./CursorController";
4
+ declare const TeslaCursor: React.FC<CursorTypeProps<TeslaCursorConfig>>;
5
+ export default TeslaCursor;
6
+ //# sourceMappingURL=TeslaCursor.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TeslaCursor.d.ts","sourceRoot":"","sources":["../../../src/components/cursor/TeslaCursor.tsx"],"names":[],"mappings":"AAGA,OAAO,KAAK,MAAM,OAAO,CAAC;AAC1B,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,uBAAuB,CAAC;AAC/D,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAwF1D,QAAA,MAAM,WAAW,EAAE,KAAK,CAAC,EAAE,CAAC,eAAe,CAAC,iBAAiB,CAAC,CAmI7D,CAAC;AACF,eAAe,WAAW,CAAC"}
@@ -0,0 +1,223 @@
1
+ import { jsx as _jsx, Fragment as _Fragment, jsxs as _jsxs } from "react/jsx-runtime";
2
+ import { useEffect, useMemo, useRef } from 'react';
3
+ import { useFrame } from '@react-three/fiber';
4
+ import * as THREE from 'three';
5
+ const MAX_HISTORY = 36;
6
+ const TUBULAR_RES = 120;
7
+ const RADIAL_RES = 6;
8
+ // ── Source point shader ─────────────────────────────────────────────────────
9
+ const sourceVertex = /* glsl */ `
10
+ uniform float uSize;
11
+ uniform float uShine;
12
+ void main() {
13
+ vec4 mv = modelViewMatrix * vec4(position, 1.0);
14
+ gl_PointSize = uSize * (1.0 + uShine * 0.7) * (300.0 / -mv.z);
15
+ gl_Position = projectionMatrix * mv;
16
+ }
17
+ `;
18
+ const sourceFragment = /* glsl */ `
19
+ uniform vec3 uColor;
20
+ uniform float uShine;
21
+ uniform float uTime;
22
+ void main() {
23
+ vec2 c = gl_PointCoord * 2.0 - 1.0;
24
+ float r = length(c);
25
+ if (r > 1.0) discard;
26
+ float core = pow(max(0.0, 1.0 - r), 6.0);
27
+ float halo = pow(max(0.0, 1.0 - r), 1.6) * 0.5;
28
+ float pulse = 0.5 + 0.5 * sin(uTime * 5.0);
29
+ float sparkle = core * (1.0 + uShine * (0.3 + pulse * 0.4));
30
+ vec3 col = mix(uColor, vec3(1.0), core);
31
+ col *= 1.0 + sparkle * 1.4;
32
+ float alpha = (sparkle + halo) * (0.85 + uShine * 0.2);
33
+ if (alpha < 0.005) discard;
34
+ gl_FragColor = vec4(col, alpha);
35
+ }
36
+ `;
37
+ // ── Tesla bolt shader ───────────────────────────────────────────────────────
38
+ // vUv.x: 0 at tail, 1 at source (cursor). uv.y wraps the tube.
39
+ // Energy packets travel from source (1) toward tail (0).
40
+ const trailVertex = /* glsl */ `
41
+ varying vec2 vUv;
42
+ void main() {
43
+ vUv = uv;
44
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
45
+ }
46
+ `;
47
+ const trailFragment = /* glsl */ `
48
+ uniform vec3 uColor;
49
+ uniform float uOpacity;
50
+ uniform float uTime;
51
+ uniform float uShine;
52
+ uniform float uPulseCount;
53
+ uniform float uPulseSpeed;
54
+ varying vec2 vUv;
55
+
56
+ void main() {
57
+ // Soft tube cross-section glow
58
+ float core = 1.0 - abs(vUv.y * 2.0 - 1.0);
59
+ core = pow(core, 1.8);
60
+
61
+ // Discrete energy packets traveling source → tail.
62
+ // We shift the phase so packets appear to "leave" the source.
63
+ float phase = vUv.x * uPulseCount + uTime * uPulseSpeed;
64
+ float wave = 0.5 + 0.5 * sin(phase * 6.2831853);
65
+ float packets = pow(wave, 16.0); // sharp dots
66
+ float trailSmear = pow(wave, 3.0) * 0.35; // softer carrier
67
+
68
+ // Continuous baseline so the bolt is always visible as a thin line
69
+ float baseLine = core * 0.35;
70
+
71
+ // Brighter at the source end, fades into the tail
72
+ float sourceEmphasis = smoothstep(0.0, 0.95, vUv.x);
73
+ float tailFade = smoothstep(0.0, 0.05, vUv.x);
74
+
75
+ // Compose intensity: baseline + traveling pulses, gated by emphasis/fade
76
+ float pulseIntensity = (packets * 2.2 + trailSmear) * core;
77
+ float intensity = (baseLine + pulseIntensity) * sourceEmphasis * tailFade;
78
+
79
+ // Shine boost from velocity (smoothed in JS)
80
+ intensity *= 0.55 + uShine * 0.7;
81
+
82
+ // Color: white-hot inside the pulses, colored otherwise
83
+ vec3 col = mix(uColor, vec3(1.0), clamp(packets + core * 0.4, 0.0, 1.0));
84
+ col *= 1.0 + pulseIntensity * 1.4;
85
+
86
+ float alpha = intensity * uOpacity;
87
+ if (alpha < 0.005) discard;
88
+ gl_FragColor = vec4(col, alpha);
89
+ }
90
+ `;
91
+ const TeslaCursor = ({ config, worldPosRef, velocityRef, hoverRef, idleMsRef, }) => {
92
+ // ── Source point ─────────────────────────────────────────────────────────
93
+ const sourceGeom = useMemo(() => {
94
+ const g = new THREE.BufferGeometry();
95
+ g.setAttribute('position', new THREE.BufferAttribute(new Float32Array([0, 0, 0]), 3));
96
+ return g;
97
+ }, []);
98
+ const sourceMat = useMemo(() => new THREE.ShaderMaterial({
99
+ uniforms: {
100
+ uColor: { value: new THREE.Color(config.pointColor) },
101
+ uSize: { value: config.pointSize },
102
+ uShine: { value: 0 },
103
+ uTime: { value: 0 },
104
+ },
105
+ vertexShader: sourceVertex,
106
+ fragmentShader: sourceFragment,
107
+ transparent: true,
108
+ depthWrite: false,
109
+ blending: THREE.AdditiveBlending,
110
+ }), []);
111
+ // ── Trail tube ───────────────────────────────────────────────────────────
112
+ const trailMeshRef = useRef(null);
113
+ const trailGeomRef = useRef(null);
114
+ const trailMat = useMemo(() => new THREE.ShaderMaterial({
115
+ uniforms: {
116
+ uColor: { value: new THREE.Color(config.color) },
117
+ uOpacity: { value: 0 },
118
+ uTime: { value: 0 },
119
+ uShine: { value: 0 },
120
+ uPulseCount: { value: config.pulseCount },
121
+ uPulseSpeed: { value: config.pulseSpeed },
122
+ },
123
+ vertexShader: trailVertex,
124
+ fragmentShader: trailFragment,
125
+ transparent: true,
126
+ depthWrite: false,
127
+ blending: THREE.AdditiveBlending,
128
+ side: THREE.DoubleSide,
129
+ }), []);
130
+ useEffect(() => {
131
+ sourceMat.uniforms.uColor.value.set(config.pointColor);
132
+ sourceMat.uniforms.uSize.value = config.pointSize;
133
+ trailMat.uniforms.uColor.value.set(config.color);
134
+ trailMat.uniforms.uPulseCount.value = config.pulseCount;
135
+ trailMat.uniforms.uPulseSpeed.value = config.pulseSpeed;
136
+ }, [config.color, config.pointColor, config.pointSize, config.pulseCount, config.pulseSpeed, sourceMat, trailMat]);
137
+ useEffect(() => () => {
138
+ sourceGeom.dispose();
139
+ sourceMat.dispose();
140
+ trailMat.dispose();
141
+ trailGeomRef.current?.dispose();
142
+ }, [sourceGeom, sourceMat, trailMat]);
143
+ // ── History (sample-on-motion) ───────────────────────────────────────────
144
+ const history = useMemo(() => {
145
+ const arr = [];
146
+ for (let i = 0; i < MAX_HISTORY; i++)
147
+ arr.push(new THREE.Vector3());
148
+ return arr;
149
+ }, []);
150
+ const historyCount = useRef(0);
151
+ const lastSample = useMemo(() => new THREE.Vector3(), []);
152
+ const firstFrame = useRef(true);
153
+ // Smoothed shine
154
+ const shine = useRef(0);
155
+ useFrame((state, delta) => {
156
+ const wp = worldPosRef.current;
157
+ const time = state.clock.getElapsedTime();
158
+ sourceMat.uniforms.uTime.value = time;
159
+ trailMat.uniforms.uTime.value = time;
160
+ // Source position
161
+ sourceGeom.attributes.position.array[0] = wp.x;
162
+ sourceGeom.attributes.position.array[1] = wp.y;
163
+ sourceGeom.attributes.position.array[2] = wp.z;
164
+ sourceGeom.attributes.position.needsUpdate = true;
165
+ // Shine from velocity
166
+ const speed = velocityRef.current.length();
167
+ const targetShine = Math.min(1.5, speed * 0.35) + (hoverRef.current ? 0.3 : 0);
168
+ shine.current = THREE.MathUtils.damp(shine.current, targetShine, 8, delta);
169
+ sourceMat.uniforms.uShine.value = shine.current;
170
+ trailMat.uniforms.uShine.value = shine.current;
171
+ // Sample-on-motion history
172
+ if (firstFrame.current) {
173
+ for (let i = 0; i < MAX_HISTORY; i++)
174
+ history[i].copy(wp);
175
+ lastSample.copy(wp);
176
+ historyCount.current = 1;
177
+ firstFrame.current = false;
178
+ }
179
+ else {
180
+ const sampleDist = 0.06 * config.scale;
181
+ if (wp.distanceToSquared(lastSample) > sampleDist * sampleDist) {
182
+ for (let i = MAX_HISTORY - 1; i > 0; i--)
183
+ history[i].copy(history[i - 1]);
184
+ history[0].copy(wp);
185
+ lastSample.copy(wp);
186
+ historyCount.current = Math.min(MAX_HISTORY, historyCount.current + 1);
187
+ }
188
+ else {
189
+ history[0].copy(wp);
190
+ }
191
+ }
192
+ // Opacity tied to idle factor + shine
193
+ const idleFactor = Math.max(0, 1 - idleMsRef.current / Math.max(config.idleFadeMs, 1));
194
+ trailMat.uniforms.uOpacity.value = idleFactor * (0.5 + shine.current * 0.45);
195
+ const visible = historyCount.current >= 3 && trailMat.uniforms.uOpacity.value > 0.02;
196
+ if (trailMeshRef.current)
197
+ trailMeshRef.current.visible = visible;
198
+ if (!visible)
199
+ return;
200
+ // ── Build the single clean curve through history ─────────────────────
201
+ // Points run tail (oldest) → head (cursor) so vUv.x goes 0 → 1 in that
202
+ // direction, matching the shader's source-bright convention.
203
+ const cap = Math.max(3, Math.min(MAX_HISTORY, Math.floor(config.trailLength)));
204
+ const n = Math.min(historyCount.current, cap);
205
+ const pts = [];
206
+ for (let i = n - 1; i >= 0; i--) {
207
+ pts.push(history[i].clone());
208
+ }
209
+ // Override the head so it sits exactly on the cursor (no sample lag)
210
+ pts[pts.length - 1].copy(wp);
211
+ // CatmullRom with tension 0.5 → smooth, gentle curve through history.
212
+ const curve = new THREE.CatmullRomCurve3(pts, false, 'catmullrom', 0.5);
213
+ const radius = Math.max(0.001, config.lineThickness);
214
+ const newGeo = new THREE.TubeGeometry(curve, TUBULAR_RES, radius, RADIAL_RES, false);
215
+ if (trailMeshRef.current)
216
+ trailMeshRef.current.geometry = newGeo;
217
+ if (trailGeomRef.current)
218
+ trailGeomRef.current.dispose();
219
+ trailGeomRef.current = newGeo;
220
+ });
221
+ return (_jsxs(_Fragment, { children: [_jsx("points", { geometry: sourceGeom, material: sourceMat, frustumCulled: false }), _jsx("mesh", { ref: trailMeshRef, material: trailMat, frustumCulled: false })] }));
222
+ };
223
+ export default TeslaCursor;
@@ -0,0 +1,11 @@
1
+ import * as THREE from 'three';
2
+ import React from "react";
3
+ import type { ClickActionConfig } from "@3driseai/3drise-core";
4
+ interface BoltFlashActionProps {
5
+ worldPos: THREE.Vector3;
6
+ config: ClickActionConfig;
7
+ onDone: () => void;
8
+ }
9
+ declare const BoltFlashAction: React.FC<BoltFlashActionProps>;
10
+ export default BoltFlashAction;
11
+ //# sourceMappingURL=BoltFlashAction.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"BoltFlashAction.d.ts","sourceRoot":"","sources":["../../../../src/components/cursor/clickActions/BoltFlashAction.tsx"],"names":[],"mappings":"AAEA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,KAAK,MAAM,OAAO,CAAC;AAC1B,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,uBAAuB,CAAC;AAC/D,UAAU,oBAAoB;IAC1B,QAAQ,EAAE,KAAK,CAAC,OAAO,CAAC;IACxB,MAAM,EAAE,iBAAiB,CAAC;IAC1B,MAAM,EAAE,MAAM,IAAI,CAAC;CACtB;AA6BD,QAAA,MAAM,eAAe,EAAE,KAAK,CAAC,EAAE,CAAC,oBAAoB,CA8BnD,CAAC;AACF,eAAe,eAAe,CAAC"}
@@ -0,0 +1,62 @@
1
+ import { jsx as _jsx } from "react/jsx-runtime";
2
+ import { useEffect, useMemo, useRef } from 'react';
3
+ import { useFrame } from '@react-three/fiber';
4
+ import * as THREE from 'three';
5
+ const fragmentShader = /* glsl */ `
6
+ uniform float uProgress;
7
+ uniform vec3 uColor;
8
+ void main() {
9
+ vec2 c = gl_PointCoord * 2.0 - 1.0;
10
+ float dist = length(c);
11
+ if (dist > 1.0) discard;
12
+ // Sharp flash: bright instantly, then exponential decay
13
+ float fade = exp(-uProgress * 8.0);
14
+ float core = pow(1.0 - dist, 1.5);
15
+ float alpha = core * fade;
16
+ if (alpha < 0.004) discard;
17
+ vec3 col = mix(vec3(1.0), uColor, smoothstep(0.0, 0.4, dist));
18
+ gl_FragColor = vec4(col * (1.0 + fade), alpha);
19
+ }
20
+ `;
21
+ const vertexShader = /* glsl */ `
22
+ uniform float uSize;
23
+ uniform float uProgress;
24
+ void main() {
25
+ vec4 mv = modelViewMatrix * vec4(position, 1.0);
26
+ float size = uSize * (1.0 + uProgress * 0.5);
27
+ gl_PointSize = size * (300.0 / -mv.z);
28
+ gl_Position = projectionMatrix * mv;
29
+ }
30
+ `;
31
+ const BoltFlashAction = ({ worldPos, config, onDone }) => {
32
+ const startRef = useRef(null);
33
+ const { geometry, material } = useMemo(() => {
34
+ const g = new THREE.BufferGeometry();
35
+ g.setAttribute('position', new THREE.BufferAttribute(new Float32Array([0, 0, 0]), 3));
36
+ const m = new THREE.ShaderMaterial({
37
+ uniforms: {
38
+ uProgress: { value: 0 },
39
+ uSize: { value: 220 * config.scale },
40
+ uColor: { value: new THREE.Color(config.color) },
41
+ },
42
+ vertexShader,
43
+ fragmentShader,
44
+ transparent: true,
45
+ depthWrite: false,
46
+ blending: THREE.AdditiveBlending,
47
+ });
48
+ return { geometry: g, material: m };
49
+ }, []);
50
+ useEffect(() => () => { geometry.dispose(); material.dispose(); }, [geometry, material]);
51
+ useFrame((state) => {
52
+ if (startRef.current === null)
53
+ startRef.current = state.clock.getElapsedTime();
54
+ const elapsedMs = (state.clock.getElapsedTime() - startRef.current) * 1000;
55
+ const p = Math.min(elapsedMs / config.durationMs, 1);
56
+ material.uniforms.uProgress.value = p;
57
+ if (p >= 1)
58
+ onDone();
59
+ });
60
+ return _jsx("points", { position: worldPos, geometry: geometry, material: material, frustumCulled: false });
61
+ };
62
+ export default BoltFlashAction;
@@ -0,0 +1,11 @@
1
+ import * as THREE from 'three';
2
+ import React from "react";
3
+ import type { GlyphInscriptionActionConfig } from "@3driseai/3drise-core";
4
+ interface GlyphInscriptionActionProps {
5
+ worldPos: THREE.Vector3;
6
+ config: GlyphInscriptionActionConfig;
7
+ onDone: () => void;
8
+ }
9
+ declare const GlyphInscriptionAction: React.FC<GlyphInscriptionActionProps>;
10
+ export default GlyphInscriptionAction;
11
+ //# sourceMappingURL=GlyphInscriptionAction.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GlyphInscriptionAction.d.ts","sourceRoot":"","sources":["../../../../src/components/cursor/clickActions/GlyphInscriptionAction.tsx"],"names":[],"mappings":"AAEA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,KAAK,MAAM,OAAO,CAAC;AAC1B,OAAO,KAAK,EAAE,4BAA4B,EAAE,MAAM,uBAAuB,CAAC;AAC1E,UAAU,2BAA2B;IACjC,QAAQ,EAAE,KAAK,CAAC,OAAO,CAAC;IACxB,MAAM,EAAE,4BAA4B,CAAC;IACrC,MAAM,EAAE,MAAM,IAAI,CAAC;CACtB;AA6ED,QAAA,MAAM,sBAAsB,EAAE,KAAK,CAAC,EAAE,CAAC,2BAA2B,CAkCjE,CAAC;AACF,eAAe,sBAAsB,CAAC"}
@@ -0,0 +1,114 @@
1
+ import { jsx as _jsx } from "react/jsx-runtime";
2
+ import { useEffect, useMemo, useRef } from 'react';
3
+ import { useFrame, useThree } from '@react-three/fiber';
4
+ import * as THREE from 'three';
5
+ const vertexShader = /* glsl */ `
6
+ uniform float uProgress;
7
+ uniform float uMaxRadius;
8
+ varying vec2 vUv;
9
+ void main() {
10
+ vUv = uv;
11
+ // Slight pulse outward at the end
12
+ float burst = smoothstep(0.85, 1.0, uProgress) * 0.15;
13
+ vec3 pos = position * (uMaxRadius * (1.0 + burst));
14
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
15
+ }
16
+ `;
17
+ const fragmentShader = /* glsl */ `
18
+ uniform float uProgress;
19
+ uniform float uTime;
20
+ uniform float uGlyphCount;
21
+ uniform vec3 uColor;
22
+ varying vec2 vUv;
23
+
24
+ // Cheap procedural glyph: per-slice pseudo-random rune mask using sine combos.
25
+ float glyph(vec2 p, float seed) {
26
+ // p is in [-1,1] within a single glyph cell
27
+ vec2 ap = abs(p);
28
+ float bar = step(ap.x, 0.18) * step(ap.y, 0.78);
29
+ float ring = step(abs(length(p) - 0.55), 0.07);
30
+ float diag = step(abs(p.x - p.y * sign(seed * 7.0)), 0.12);
31
+ float cross = step(ap.y, 0.10) * step(ap.x, 0.78);
32
+ // Combine based on seed
33
+ float s1 = fract(sin(seed * 12.9898) * 43758.5453);
34
+ float s2 = fract(sin(seed * 78.233) * 12345.6789);
35
+ float s3 = fract(sin(seed * 4.821) * 91812.234);
36
+ float g = max(max(bar * (s1 > 0.5 ? 1.0 : 0.0), ring * (s2 > 0.4 ? 1.0 : 0.0)),
37
+ max(diag * (s3 > 0.5 ? 1.0 : 0.0), cross * (s1 < 0.4 ? 1.0 : 0.0)));
38
+ return g;
39
+ }
40
+
41
+ void main() {
42
+ // Polar coords centered on ring
43
+ vec2 p = vUv * 2.0 - 1.0;
44
+ float r = length(p);
45
+ float theta = atan(p.y, p.x); // -PI..PI
46
+ float a = theta / (2.0 * 3.141592653589793) + 0.5; // 0..1
47
+
48
+ // Restrict drawing to a thin ring band
49
+ float bandWidth = 0.18;
50
+ float ringMask = smoothstep(0.55 - bandWidth, 0.55, r) * (1.0 - smoothstep(0.55, 0.55 + bandWidth, r));
51
+ if (ringMask < 0.01) discard;
52
+
53
+ // Counter-clockwise draw progress (drawT is 1 where already drawn)
54
+ float draw = smoothstep(0.0, 0.85, uProgress);
55
+ float drawT = step(a, draw);
56
+
57
+ // Glyph cell index
58
+ float cell = floor(a * uGlyphCount);
59
+ float local = fract(a * uGlyphCount) * 2.0 - 1.0;
60
+ float radial = (r - 0.55) / bandWidth;
61
+ float g = glyph(vec2(local, radial * 0.8), cell + 1.0);
62
+
63
+ // Burst at the end: bright flash over the whole ring
64
+ float burst = smoothstep(0.85, 1.0, uProgress);
65
+ float burstFlash = burst * (1.0 - burst) * 4.0;
66
+
67
+ // Edge glow under the trailing draw line
68
+ float drawEdge = exp(-pow((a - draw) * 12.0, 2.0)) * 1.5;
69
+
70
+ float intensity = g * drawT + burstFlash + drawEdge * (1.0 - smoothstep(0.85, 1.0, uProgress));
71
+ float fade = 1.0 - smoothstep(0.9, 1.0, uProgress);
72
+ float alpha = ringMask * intensity * fade;
73
+ if (alpha < 0.005) discard;
74
+
75
+ vec3 col = uColor * (1.0 + intensity);
76
+ gl_FragColor = vec4(col, alpha);
77
+ }
78
+ `;
79
+ const GlyphInscriptionAction = ({ worldPos, config, onDone }) => {
80
+ const startRef = useRef(null);
81
+ const meshRef = useRef(null);
82
+ const { camera, clock } = useThree();
83
+ const geometry = useMemo(() => new THREE.PlaneGeometry(2, 2, 1, 1), []);
84
+ const material = useMemo(() => new THREE.ShaderMaterial({
85
+ uniforms: {
86
+ uProgress: { value: 0 },
87
+ uTime: { value: 0 },
88
+ uMaxRadius: { value: config.scale ?? 1 },
89
+ uGlyphCount: { value: Math.max(3, config.glyphCount ?? 8) },
90
+ uColor: { value: new THREE.Color(config.color) },
91
+ },
92
+ vertexShader,
93
+ fragmentShader,
94
+ transparent: true,
95
+ depthWrite: false,
96
+ side: THREE.DoubleSide,
97
+ blending: THREE.AdditiveBlending,
98
+ }), []);
99
+ useEffect(() => () => { geometry.dispose(); material.dispose(); }, [geometry, material]);
100
+ useFrame((state) => {
101
+ if (startRef.current === null)
102
+ startRef.current = state.clock.getElapsedTime();
103
+ const elapsedMs = (state.clock.getElapsedTime() - startRef.current) * 1000;
104
+ const p = Math.min(elapsedMs / config.durationMs, 1);
105
+ material.uniforms.uProgress.value = p;
106
+ material.uniforms.uTime.value = clock.getElapsedTime();
107
+ if (meshRef.current)
108
+ meshRef.current.lookAt(camera.position);
109
+ if (p >= 1)
110
+ onDone();
111
+ });
112
+ return (_jsx("mesh", { ref: meshRef, position: worldPos, geometry: geometry, material: material }));
113
+ };
114
+ export default GlyphInscriptionAction;
@@ -0,0 +1,11 @@
1
+ import * as THREE from 'three';
2
+ import React from "react";
3
+ import type { ImplosionActionConfig } from "@3driseai/3drise-core";
4
+ interface ImplosionActionProps {
5
+ worldPos: THREE.Vector3;
6
+ config: ImplosionActionConfig;
7
+ onDone: () => void;
8
+ }
9
+ declare const ImplosionAction: React.FC<ImplosionActionProps>;
10
+ export default ImplosionAction;
11
+ //# sourceMappingURL=ImplosionAction.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ImplosionAction.d.ts","sourceRoot":"","sources":["../../../../src/components/cursor/clickActions/ImplosionAction.tsx"],"names":[],"mappings":"AAEA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,KAAK,MAAM,OAAO,CAAC;AAC1B,OAAO,KAAK,EAAE,qBAAqB,EAAE,MAAM,uBAAuB,CAAC;AACnE,UAAU,oBAAoB;IAC1B,QAAQ,EAAE,KAAK,CAAC,OAAO,CAAC;IACxB,MAAM,EAAE,qBAAqB,CAAC;IAC9B,MAAM,EAAE,MAAM,IAAI,CAAC;CACtB;AA0DD,QAAA,MAAM,eAAe,EAAE,KAAK,CAAC,EAAE,CAAC,oBAAoB,CAgCnD,CAAC;AACF,eAAe,eAAe,CAAC"}