@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 +1,149 @@
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
+ // Pseudo-Voronoi by sampling random seed points in a disk and approximating
6
+ // each cell as the seed + its 2 nearest neighbors as a small triangle. Cheap,
7
+ // stable, no full Voronoi diagram needed.
8
+ function buildShards(count, radius) {
9
+ const seeds = [];
10
+ for (let i = 0; i < count; i++) {
11
+ const a = Math.random() * Math.PI * 2;
12
+ const r = Math.sqrt(Math.random()) * radius;
13
+ seeds.push({ x: Math.cos(a) * r, z: Math.sin(a) * r });
14
+ }
15
+ const shards = [];
16
+ for (let i = 0; i < count; i++) {
17
+ const s = seeds[i];
18
+ // Find 2 nearest other seeds
19
+ let n1 = -1, n2 = -1, d1 = Infinity, d2 = Infinity;
20
+ for (let j = 0; j < count; j++) {
21
+ if (j === i)
22
+ continue;
23
+ const dx = seeds[j].x - s.x;
24
+ const dz = seeds[j].z - s.z;
25
+ const d = dx * dx + dz * dz;
26
+ if (d < d1) {
27
+ d2 = d1;
28
+ n2 = n1;
29
+ d1 = d;
30
+ n1 = j;
31
+ }
32
+ else if (d < d2) {
33
+ d2 = d;
34
+ n2 = j;
35
+ }
36
+ }
37
+ if (n1 < 0 || n2 < 0)
38
+ continue;
39
+ // Midpoints toward neighbors form the shard triangle
40
+ const m1x = (s.x + seeds[n1].x) * 0.5;
41
+ const m1z = (s.z + seeds[n1].z) * 0.5;
42
+ const m2x = (s.x + seeds[n2].x) * 0.5;
43
+ const m2z = (s.z + seeds[n2].z) * 0.5;
44
+ const cx = (s.x + m1x + m2x) / 3;
45
+ const cz = (s.z + m1z + m2z) / 3;
46
+ // Scatter velocity radially outward + slight upward
47
+ const len = Math.max(Math.hypot(cx, cz), 0.001);
48
+ const outX = cx / len, outZ = cz / len;
49
+ shards.push({
50
+ vertices: [s.x, s.z, m1x, m1z, m2x, m2z],
51
+ centerX: cx,
52
+ centerZ: cz,
53
+ velocity: new THREE.Vector3(outX * (1 + Math.random()), 0.5 + Math.random() * 1.2, outZ * (1 + Math.random())),
54
+ angularVelocity: new THREE.Vector3((Math.random() - 0.5) * 8, (Math.random() - 0.5) * 8, (Math.random() - 0.5) * 8),
55
+ });
56
+ }
57
+ return shards;
58
+ }
59
+ const fragmentShader = /* glsl */ `
60
+ uniform float uProgress;
61
+ uniform vec3 uColor;
62
+ void main() {
63
+ float fade = 1.0 - smoothstep(0.6, 1.0, uProgress);
64
+ if (fade < 0.005) discard;
65
+ gl_FragColor = vec4(uColor * (1.0 + (1.0 - uProgress) * 0.5), fade);
66
+ }
67
+ `;
68
+ const vertexShader = /* glsl */ `
69
+ void main() {
70
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
71
+ }
72
+ `;
73
+ const VoronoiFractureAction = ({ worldPos, config, onDone }) => {
74
+ const startRef = useRef(null);
75
+ const groupRef = useRef(null);
76
+ const COUNT = Math.max(6, Math.floor(config.shardCount ?? 24));
77
+ const RADIUS = config.scale ?? 1.2;
78
+ const { shards, geometry, material } = useMemo(() => {
79
+ const s = buildShards(COUNT, RADIUS);
80
+ // One BufferGeometry per shard would balloon draw calls. Instead, build one
81
+ // merged geometry with all triangles, and translate each triangle into its
82
+ // own group via per-vertex offset attribute updated each frame.
83
+ const positions = new Float32Array(s.length * 9);
84
+ const offsets = new Float32Array(s.length * 9);
85
+ for (let i = 0; i < s.length; i++) {
86
+ const v = s[i].vertices;
87
+ const base = i * 9;
88
+ positions[base + 0] = v[0];
89
+ positions[base + 1] = 0;
90
+ positions[base + 2] = v[1];
91
+ positions[base + 3] = v[2];
92
+ positions[base + 4] = 0;
93
+ positions[base + 5] = v[3];
94
+ positions[base + 6] = v[4];
95
+ positions[base + 7] = 0;
96
+ positions[base + 8] = v[5];
97
+ }
98
+ const g = new THREE.BufferGeometry();
99
+ g.setAttribute('position', new THREE.BufferAttribute(positions, 3));
100
+ g.setAttribute('aOffset', new THREE.BufferAttribute(offsets, 3));
101
+ const m = new THREE.ShaderMaterial({
102
+ uniforms: {
103
+ uProgress: { value: 0 },
104
+ uColor: { value: new THREE.Color(config.color) },
105
+ },
106
+ vertexShader: /* glsl */ `
107
+ attribute vec3 aOffset;
108
+ void main() {
109
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position + aOffset, 1.0);
110
+ }
111
+ `,
112
+ fragmentShader,
113
+ transparent: true,
114
+ depthWrite: false,
115
+ side: THREE.DoubleSide,
116
+ });
117
+ return { shards: s, geometry: g, material: m };
118
+ }, []);
119
+ useEffect(() => () => { geometry.dispose(); material.dispose(); }, [geometry, material]);
120
+ useFrame((state, delta) => {
121
+ if (startRef.current === null)
122
+ startRef.current = state.clock.getElapsedTime();
123
+ const elapsedMs = (state.clock.getElapsedTime() - startRef.current) * 1000;
124
+ const p = Math.min(elapsedMs / config.durationMs, 1);
125
+ material.uniforms.uProgress.value = p;
126
+ const offsets = geometry.attributes.aOffset;
127
+ for (let i = 0; i < shards.length; i++) {
128
+ const sh = shards[i];
129
+ // Integrate velocity (with gravity)
130
+ sh.velocity.y -= 3 * delta;
131
+ const dx = sh.velocity.x * delta;
132
+ const dy = sh.velocity.y * delta;
133
+ const dz = sh.velocity.z * delta;
134
+ const base = i * 9;
135
+ // Update offset for all 3 verts uniformly
136
+ for (let k = 0; k < 3; k++) {
137
+ const idx = base + k * 3;
138
+ offsets.array[idx + 0] += dx;
139
+ offsets.array[idx + 1] += dy;
140
+ offsets.array[idx + 2] += dz;
141
+ }
142
+ }
143
+ offsets.needsUpdate = true;
144
+ if (p >= 1)
145
+ onDone();
146
+ });
147
+ return _jsx("mesh", { ref: groupRef, position: worldPos, geometry: geometry, material: material, frustumCulled: false });
148
+ };
149
+ export default VoronoiFractureAction;
@@ -0,0 +1,10 @@
1
+ import React from "react";
2
+ import type { AuraConfig, AnimationOptions } from "@3driseai/3drise-core";
3
+ interface AuraEffectProps {
4
+ boundingRadius: number;
5
+ config: AuraConfig;
6
+ animations?: AnimationOptions[];
7
+ }
8
+ declare const AuraEffect: React.FC<AuraEffectProps>;
9
+ export default AuraEffect;
10
+ //# sourceMappingURL=AuraEffect.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AuraEffect.d.ts","sourceRoot":"","sources":["../../../src/components/effects/AuraEffect.tsx"],"names":[],"mappings":"AAIA,OAAO,KAAK,MAAM,OAAO,CAAC;AAC1B,OAAO,KAAK,EAAE,UAAU,EAAE,gBAAgB,EAAE,MAAM,uBAAuB,CAAC;AAC1E,UAAU,eAAe;IACrB,cAAc,EAAE,MAAM,CAAC;IACvB,MAAM,EAAE,UAAU,CAAC;IACnB,UAAU,CAAC,EAAE,gBAAgB,EAAE,CAAC;CACnC;AAgFD,QAAA,MAAM,UAAU,EAAE,KAAK,CAAC,EAAE,CAAC,eAAe,CA2CzC,CAAC;AACF,eAAe,UAAU,CAAC"}
@@ -0,0 +1,127 @@
1
+ import { jsx as _jsx } from "react/jsx-runtime";
2
+ import { useRef, useMemo } from 'react';
3
+ import { useFrame } from '@react-three/fiber';
4
+ import * as THREE from 'three';
5
+ import { applyGenerativeAnimations } from '../../utils/handleGenerativeEffectsAnimations.js';
6
+ const vertexShader = /* glsl */ `
7
+ varying vec3 vNormal;
8
+ varying vec3 vViewDir;
9
+ varying vec3 vWorldNormal;
10
+
11
+ void main() {
12
+ vNormal = normalize(normalMatrix * normal);
13
+ vWorldNormal = normalize((modelMatrix * vec4(normal, 0.0)).xyz);
14
+ vec4 mv = modelViewMatrix * vec4(position, 1.0);
15
+ vViewDir = normalize(-mv.xyz);
16
+ gl_Position = projectionMatrix * mv;
17
+ }
18
+ `;
19
+ const fragmentShader = /* glsl */ `
20
+ uniform float u_time;
21
+ uniform float uFresnelPower;
22
+ uniform float uPulseSpeed;
23
+ uniform float uNoiseAmount;
24
+ uniform float uOpacity;
25
+ uniform float uLayerIndex; // 0..1
26
+ uniform float uBaseHue;
27
+ uniform float uIntensity;
28
+
29
+ varying vec3 vNormal;
30
+ varying vec3 vViewDir;
31
+ varying vec3 vWorldNormal;
32
+
33
+ // ── HSV helper ────────────────────────────────────────────────────────────
34
+ vec3 hsv2rgb(float h, float s, float v) {
35
+ vec3 rgb = clamp(abs(mod(h*6.0+vec3(0.,4.,2.),6.)-3.)-1.,0.,1.);
36
+ return v * mix(vec3(1.0), rgb, s);
37
+ }
38
+
39
+ // ── 3D value noise + 4-octave FBM ─────────────────────────────────────────
40
+ float hash(vec3 p){ return fract(sin(dot(p,vec3(127.1,311.7,74.7)))*43758.5453); }
41
+ float noise(vec3 p){
42
+ vec3 i=floor(p); vec3 f=fract(p); f=f*f*(3.-2.*f);
43
+ return mix(mix(mix(hash(i), hash(i+vec3(1,0,0)),f.x),
44
+ mix(hash(i+vec3(0,1,0)),hash(i+vec3(1,1,0)),f.x),f.y),
45
+ mix(mix(hash(i+vec3(0,0,1)),hash(i+vec3(1,0,1)),f.x),
46
+ mix(hash(i+vec3(0,1,1)),hash(i+vec3(1,1,1)),f.x),f.y),f.z);
47
+ }
48
+ float fbm(vec3 p){
49
+ float v=0., a=0.5;
50
+ for(int i=0;i<4;i++){ v+=a*noise(p); p=p*2.17+vec3(1.7,9.2,3.7); a*=0.5; }
51
+ return v;
52
+ }
53
+
54
+ void main() {
55
+ vec3 viewDir = normalize(vViewDir);
56
+
57
+ // ── Fresnel ────────────────────────────────────────────────────────────
58
+ float ndv = abs(dot(vNormal, viewDir));
59
+ float fresnel = pow(1.0 - ndv, uFresnelPower);
60
+
61
+ // ── 4-octave FBM noise ─────────────────────────────────────────────────
62
+ float f = fbm(vWorldNormal * 3.5 + u_time * 0.18);
63
+
64
+ // ── Iridescence: hue shifts with view angle AND time ───────────────────
65
+ float hue = mod(uBaseHue + ndv * 0.45 - uLayerIndex * 0.15 + u_time * 0.04, 1.0);
66
+ vec3 iriCol = hsv2rgb(hue, 0.85, 1.0);
67
+
68
+ // ── Electric tendrils: sharp bright streaks where FBM exceeds threshold ─
69
+ float tendrils = smoothstep(0.60, 0.75, f + uLayerIndex * 0.05);
70
+
71
+ // ── Pulse per layer (staggered phase) ──────────────────────────────────
72
+ float pulse = 0.65 + 0.35 * sin(u_time * uPulseSpeed + uLayerIndex * 2.1);
73
+
74
+ // ── Combine ────────────────────────────────────────────────────────────
75
+ float noiseBlend = (1.0 - uNoiseAmount) + uNoiseAmount * f;
76
+ float alpha = fresnel * noiseBlend * uOpacity * pulse * (1.0 - uLayerIndex * 0.22) * uIntensity;
77
+ if (alpha < 0.004) discard;
78
+
79
+ vec3 col = iriCol + iriCol * tendrils * 1.8;
80
+ gl_FragColor = vec4(col, alpha);
81
+ }
82
+ `;
83
+ const AuraEffect = ({ boundingRadius, config, animations }) => {
84
+ const { layerCount, fresnelPower, pulseSpeed, innerColor, outerColor, noiseAmount, sizeMultiplier, opacity, speed, intensity } = config;
85
+ const startValuesCacheRef = useRef({});
86
+ // Derive a single base hue from the innerColor
87
+ const baseHue = useMemo(() => {
88
+ const c = new THREE.Color(innerColor);
89
+ const h = { h: 0, s: 0, l: 0 };
90
+ c.getHSL(h);
91
+ return h.h;
92
+ }, [innerColor]);
93
+ const materials = useMemo(() => Array.from({ length: layerCount }, (_, i) => new THREE.ShaderMaterial({
94
+ vertexShader,
95
+ fragmentShader,
96
+ uniforms: {
97
+ u_time: { value: 0 },
98
+ uFresnelPower: { value: fresnelPower },
99
+ uPulseSpeed: { value: pulseSpeed * speed },
100
+ uNoiseAmount: { value: noiseAmount },
101
+ uOpacity: { value: opacity },
102
+ uLayerIndex: { value: layerCount > 1 ? i / (layerCount - 1) : 0 },
103
+ uBaseHue: { value: baseHue },
104
+ uIntensity: { value: intensity },
105
+ },
106
+ transparent: true,
107
+ depthWrite: false,
108
+ blending: THREE.AdditiveBlending,
109
+ side: THREE.BackSide,
110
+ })), [layerCount, fresnelPower, pulseSpeed, speed, noiseAmount, opacity, baseHue, intensity]);
111
+ useFrame((state) => {
112
+ const t = state.clock.getElapsedTime();
113
+ for (const mat of materials)
114
+ mat.uniforms.u_time.value = t;
115
+ if (animations?.length) {
116
+ applyGenerativeAnimations(materials, animations, startValuesCacheRef.current, Date.now(), false);
117
+ }
118
+ });
119
+ const baseR = boundingRadius * sizeMultiplier;
120
+ return (_jsx("group", { children: Array.from({ length: layerCount }, (_, i) => {
121
+ // Non-linear layer spacing: outer layers spread wider
122
+ const layerT = layerCount > 1 ? i / (layerCount - 1) : 0;
123
+ const r = baseR * (1 + layerT * layerT * 0.5);
124
+ return (_jsx("mesh", { material: materials[i], children: _jsx("sphereGeometry", { args: [r, 40, 40] }) }, i));
125
+ }) }));
126
+ };
127
+ export default AuraEffect;
@@ -0,0 +1,10 @@
1
+ import React from "react";
2
+ import type { AuroraConfig, AnimationOptions } from "@3driseai/3drise-core";
3
+ interface AuroraEffectProps {
4
+ boundingRadius: number;
5
+ config: AuroraConfig;
6
+ animations?: AnimationOptions[];
7
+ }
8
+ declare const AuroraEffect: React.FC<AuroraEffectProps>;
9
+ export default AuroraEffect;
10
+ //# sourceMappingURL=AuroraEffect.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AuroraEffect.d.ts","sourceRoot":"","sources":["../../../src/components/effects/AuroraEffect.tsx"],"names":[],"mappings":"AAIA,OAAO,KAAK,MAAM,OAAO,CAAC;AAC1B,OAAO,KAAK,EAAE,YAAY,EAAE,gBAAgB,EAAE,MAAM,uBAAuB,CAAC;AAC5E,UAAU,iBAAiB;IACvB,cAAc,EAAE,MAAM,CAAC;IACvB,MAAM,EAAE,YAAY,CAAC;IACrB,UAAU,CAAC,EAAE,gBAAgB,EAAE,CAAC;CACnC;AAqDD,QAAA,MAAM,YAAY,EAAE,KAAK,CAAC,EAAE,CAAC,iBAAiB,CAuD7C,CAAC;AACF,eAAe,YAAY,CAAC"}
@@ -0,0 +1,112 @@
1
+ import { jsx as _jsx } from "react/jsx-runtime";
2
+ import { useRef, useMemo } from 'react';
3
+ import { useFrame } from '@react-three/fiber';
4
+ import * as THREE from 'three';
5
+ import { applyGenerativeAnimations } from '../../utils/handleGenerativeEffectsAnimations.js';
6
+ const ribbonVert = /* glsl */ `
7
+ uniform float u_time;
8
+ uniform float uPhase;
9
+ uniform float u_speed;
10
+ uniform float uWaveAmp;
11
+ varying vec2 vUv;
12
+
13
+ void main() {
14
+ vec3 pos = position;
15
+ float w1 = sin(pos.y * 2.5 + u_time * u_speed + uPhase) * uWaveAmp;
16
+ float w2 = sin(pos.y * 1.2 - u_time * u_speed * 0.7 + uPhase * 1.3) * uWaveAmp * 0.5;
17
+ float w3 = sin(pos.y * 4.1 + u_time * u_speed * 1.3 + uPhase * 2.1) * uWaveAmp * 0.18;
18
+ pos.x += w1 + w2 + w3;
19
+ pos.z += sin(pos.y * 3.0 + u_time * u_speed * 0.5 + uPhase * 0.7) * uWaveAmp * 0.3;
20
+ vUv = uv;
21
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
22
+ }
23
+ `;
24
+ const ribbonFrag = /* glsl */ `
25
+ uniform float u_time;
26
+ uniform float uHue;
27
+ uniform float uOpacity;
28
+ uniform float uIntensity;
29
+ varying vec2 vUv;
30
+
31
+ vec3 hsl2rgb(float h, float s, float l) {
32
+ vec3 rgb = clamp(abs(mod(h * 6.0 + vec3(0.0, 4.0, 2.0), 6.0) - 3.0) - 1.0, 0.0, 1.0);
33
+ return l + s * (rgb - 0.5) * (1.0 - abs(2.0 * l - 1.0));
34
+ }
35
+
36
+ void main() {
37
+ // Soft fade top and bottom
38
+ float fade = sin(vUv.y * 3.14159);
39
+ fade = pow(fade, 0.6); // bias toward middle
40
+
41
+ // Vertical shimmer bands (curtain rays)
42
+ float shimmer = 0.55 + 0.45 * sin(vUv.y * 22.0 + u_time * 2.4 + uHue * 9.0);
43
+
44
+ // Horizontal soft edge fade
45
+ float hEdge = smoothstep(0.0, 0.18, vUv.x) * smoothstep(1.0, 0.82, vUv.x);
46
+
47
+ // Color: hue drifts upward and over time
48
+ float hue = mod(uHue + vUv.y * 0.14 + u_time * 0.022, 1.0);
49
+ vec3 col = hsl2rgb(hue, 0.92, 0.58 + shimmer * 0.12);
50
+
51
+ float alpha = fade * shimmer * hEdge * uOpacity * uIntensity;
52
+ if (alpha < 0.005) discard;
53
+ gl_FragColor = vec4(col, alpha);
54
+ }
55
+ `;
56
+ const AuroraEffect = ({ boundingRadius, config, animations }) => {
57
+ const { ribbonCount, waveAmplitude, colorShift, arcWidth, opacity, speed, intensity } = config;
58
+ const groupRef = useRef(null);
59
+ const ribbons = useMemo(() => {
60
+ const N = Math.max(3, Math.min(ribbonCount, 10));
61
+ const r = boundingRadius;
62
+ const w = r * 0.9;
63
+ const h = r * 2.2;
64
+ const rad = r * 1.35;
65
+ // Aurora spectrum: green → teal → cyan → violet
66
+ const hues = [0.33, 0.38, 0.45, 0.50, 0.57, 0.65, 0.72, 0.78, 0.82, 0.87];
67
+ return Array.from({ length: N }, (_, i) => {
68
+ const t = N === 1 ? 0.5 : i / (N - 1);
69
+ const angle = (t - 0.5) * arcWidth * Math.PI; // spread across arc
70
+ const hue = (colorShift + hues[i % hues.length]) % 1;
71
+ const geo = new THREE.PlaneGeometry(w, h, 1, 24);
72
+ const mat = new THREE.ShaderMaterial({
73
+ vertexShader: ribbonVert,
74
+ fragmentShader: ribbonFrag,
75
+ uniforms: {
76
+ u_time: { value: 0 },
77
+ uPhase: { value: i * 1.13 + t * Math.PI * 2 },
78
+ u_speed: { value: 0.55 + Math.random() * 0.3 },
79
+ uWaveAmp: { value: waveAmplitude * r * 0.55 },
80
+ uHue: { value: hue },
81
+ uOpacity: { value: opacity },
82
+ uIntensity: { value: intensity },
83
+ },
84
+ transparent: true,
85
+ depthWrite: false,
86
+ blending: THREE.AdditiveBlending,
87
+ side: THREE.DoubleSide,
88
+ });
89
+ // Position ribbon in arc — tilted slightly inward to wrap over the object
90
+ const mesh = new THREE.Mesh(geo, mat);
91
+ mesh.position.set(Math.sin(angle) * rad, r * 0.55, // float above object
92
+ -Math.cos(angle) * rad);
93
+ mesh.rotation.y = angle; // face inward
94
+ mesh.rotation.x = 0.08; // slight forward tilt
95
+ return { mesh, mat };
96
+ });
97
+ // eslint-disable-next-line react-hooks/exhaustive-deps
98
+ }, [ribbonCount, waveAmplitude, colorShift, arcWidth, opacity, intensity, boundingRadius]);
99
+ const startValuesCacheRef = useRef({});
100
+ useFrame((state, delta) => {
101
+ if (!groupRef.current)
102
+ return;
103
+ const t = state.clock.getElapsedTime();
104
+ ribbons.forEach(({ mat }) => { mat.uniforms.u_time.value = t; });
105
+ groupRef.current.rotation.y += delta * speed * 0.06;
106
+ if (animations?.length) {
107
+ applyGenerativeAnimations(ribbons.map(({ mat }) => mat), animations, startValuesCacheRef.current, Date.now(), false);
108
+ }
109
+ });
110
+ return (_jsx("group", { ref: groupRef, children: ribbons.map(({ mesh }, i) => (_jsx("primitive", { object: mesh }, i))) }));
111
+ };
112
+ export default AuroraEffect;
@@ -0,0 +1,10 @@
1
+ import React from "react";
2
+ import type { BlackHoleConfig, AnimationOptions } from "@3driseai/3drise-core";
3
+ interface BlackHoleEffectProps {
4
+ boundingRadius: number;
5
+ config: BlackHoleConfig;
6
+ animations?: AnimationOptions[];
7
+ }
8
+ declare const BlackHoleEffect: React.FC<BlackHoleEffectProps>;
9
+ export default BlackHoleEffect;
10
+ //# sourceMappingURL=BlackHoleEffect.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"BlackHoleEffect.d.ts","sourceRoot":"","sources":["../../../src/components/effects/BlackHoleEffect.tsx"],"names":[],"mappings":"AAIA,OAAO,KAAK,MAAM,OAAO,CAAC;AAC1B,OAAO,KAAK,EAAE,eAAe,EAAE,gBAAgB,EAAE,MAAM,uBAAuB,CAAC;AAC/E,UAAU,oBAAoB;IAC1B,cAAc,EAAE,MAAM,CAAC;IACvB,MAAM,EAAE,eAAe,CAAC;IACxB,UAAU,CAAC,EAAE,gBAAgB,EAAE,CAAC;CACnC;AAsHD,QAAA,MAAM,eAAe,EAAE,KAAK,CAAC,EAAE,CAAC,oBAAoB,CAuEnD,CAAC;AACF,eAAe,eAAe,CAAC"}
@@ -0,0 +1,193 @@
1
+ import { jsx as _jsx, Fragment as _Fragment, jsxs as _jsxs } from "react/jsx-runtime";
2
+ import { useRef, useMemo } from 'react';
3
+ import { useFrame } from '@react-three/fiber';
4
+ import * as THREE from 'three';
5
+ import { applyGenerativeAnimations } from '../../utils/handleGenerativeEffectsAnimations.js';
6
+ // ── Accretion disk shader ─────────────────────────────────────────────────────
7
+ const diskVert = /* glsl */ `
8
+ varying vec2 vUv;
9
+ void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); }
10
+ `;
11
+ const diskFrag = /* glsl */ `
12
+ uniform float u_time;
13
+ uniform float uRotSpeed;
14
+ uniform vec3 uDiskColor;
15
+ uniform float uOpacity;
16
+ uniform float uIntensity;
17
+
18
+ varying vec2 vUv;
19
+
20
+ vec3 tempColor(float t) {
21
+ // t=0 outer edge (cool red), t=1 inner edge (blue-white hot)
22
+ vec3 outer = uDiskColor * 0.4;
23
+ vec3 mid = uDiskColor;
24
+ vec3 inner = vec3(0.85, 0.95, 1.0) * 2.5;
25
+ if (t < 0.5) return mix(outer, mid, t * 2.0);
26
+ else return mix(mid, inner, (t - 0.5) * 2.0);
27
+ }
28
+
29
+ float hash(float n) { return fract(sin(n) * 43758.5453); }
30
+
31
+ void main() {
32
+ // Polar coordinates from ring UV
33
+ vec2 centered = vUv * 2.0 - 1.0;
34
+ float dist = length(centered);
35
+ if (dist > 1.0 || dist < 0.001) discard;
36
+
37
+ float angle = atan(centered.y, centered.x);
38
+
39
+ // Normalized radial position (0=inner, 1=outer)
40
+ float t = 1.0 - dist;
41
+
42
+ // Spiral motion bands
43
+ float spiral = fract(dist * 6.0 - u_time * uRotSpeed + angle / 6.28318);
44
+ float bands = pow(spiral, 2.2) * 0.6 + 0.4;
45
+
46
+ // Brightness: peaks near inner edge, falls off to rim
47
+ float bright = pow(t, 0.7) * bands;
48
+
49
+ // Fine-grained turbulence
50
+ float noise = 0.85 + 0.15 * sin(angle * 7.0 + dist * 18.0 - u_time * 2.5);
51
+
52
+ vec3 col = tempColor(t) * bright * noise;
53
+ float alpha = bright * noise * uOpacity * uIntensity * smoothstep(0.0, 0.08, dist);
54
+ if (alpha < 0.005) discard;
55
+ gl_FragColor = vec4(col, alpha);
56
+ }
57
+ `;
58
+ // ── Photon sphere (lensing rim) ───────────────────────────────────────────────
59
+ const lensFrag = /* glsl */ `
60
+ uniform float u_time;
61
+ uniform vec3 uDiskColor;
62
+ uniform float uOpacity;
63
+ uniform float uIntensity;
64
+ varying vec3 vNormal;
65
+
66
+ void main() {
67
+ vec3 viewDir = normalize(cameraPosition - vNormal * 100.0);
68
+ float ndv = abs(dot(normalize(vNormal), viewDir));
69
+ float fresnel = pow(1.0 - ndv, 2.2);
70
+ // Only show a bright equatorial band
71
+ float equator = exp(-ndv * ndv * 6.0) * 2.5;
72
+ float alpha = (fresnel * 0.4 + equator * 0.6) * uOpacity * uIntensity;
73
+ if (alpha < 0.005) discard;
74
+ vec3 col = mix(uDiskColor, vec3(1.0, 0.92, 0.8), fresnel * 0.5);
75
+ gl_FragColor = vec4(col, alpha);
76
+ }
77
+ `;
78
+ const lensVert = /* glsl */ `
79
+ varying vec3 vNormal;
80
+ void main() {
81
+ vNormal = (modelMatrix * vec4(normal, 0.0)).xyz;
82
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
83
+ }
84
+ `;
85
+ // ── Jet particle shader ───────────────────────────────────────────────────────
86
+ const jetVert = /* glsl */ `
87
+ attribute float aT;
88
+ attribute float aPhase;
89
+ uniform float u_time;
90
+ uniform float u_speed;
91
+ uniform float uLength;
92
+ uniform float uDir; // +1 or -1
93
+ uniform float uRadius;
94
+ varying float vT;
95
+ void main() {
96
+ float t = fract(aT + u_time * u_speed);
97
+ vT = t;
98
+ float r = uRadius * (1.0 - t * 0.85);
99
+ float a = aPhase + t * 4.0;
100
+ float x = cos(a) * r;
101
+ float z = sin(a) * r;
102
+ float y = uDir * t * uLength;
103
+ vec4 mv = modelViewMatrix * vec4(x, y, z, 1.0);
104
+ gl_PointSize = (1.0 - t) * 6.0 * (200.0 / -mv.z);
105
+ gl_Position = projectionMatrix * mv;
106
+ }
107
+ `;
108
+ const jetFrag = /* glsl */ `
109
+ uniform vec3 uJetColor;
110
+ uniform float uOpacity;
111
+ varying float vT;
112
+ void main() {
113
+ vec2 c = gl_PointCoord - 0.5;
114
+ if (length(c) > 0.5) discard;
115
+ float g = exp(-dot(c,c) * 6.0);
116
+ float a = g * uOpacity * (1.0 - vT) * smoothstep(0.0, 0.1, vT);
117
+ if (a < 0.01) discard;
118
+ gl_FragColor = vec4(uJetColor, a);
119
+ }
120
+ `;
121
+ const BlackHoleEffect = ({ boundingRadius, config, animations }) => {
122
+ const { diskColor, jetEnabled, jetColor, rotationSpeed, tilt, opacity, speed, intensity } = config;
123
+ const startValuesCacheRef = useRef({});
124
+ const groupRef = useRef(null);
125
+ const r = boundingRadius;
126
+ const { diskMat, lensMat, jetMat1, jetMat2, jetGeo } = useMemo(() => {
127
+ const dc = new THREE.Color(diskColor);
128
+ const dcv = new THREE.Vector3(dc.r, dc.g, dc.b);
129
+ const dMat = new THREE.ShaderMaterial({
130
+ vertexShader: diskVert, fragmentShader: diskFrag,
131
+ uniforms: {
132
+ u_time: { value: 0 },
133
+ uRotSpeed: { value: rotationSpeed },
134
+ uDiskColor: { value: dcv },
135
+ uOpacity: { value: opacity },
136
+ uIntensity: { value: intensity },
137
+ },
138
+ transparent: true, depthWrite: false, blending: THREE.AdditiveBlending, side: THREE.DoubleSide,
139
+ });
140
+ const lMat = new THREE.ShaderMaterial({
141
+ vertexShader: lensVert, fragmentShader: lensFrag,
142
+ uniforms: {
143
+ u_time: { value: 0 },
144
+ uDiskColor: { value: dcv },
145
+ uOpacity: { value: opacity },
146
+ uIntensity: { value: intensity },
147
+ },
148
+ transparent: true, depthWrite: false, blending: THREE.AdditiveBlending, side: THREE.BackSide,
149
+ });
150
+ // Jet geometry (shared, mirrored with uDir ±1)
151
+ const JN = 80;
152
+ const jT = new Float32Array(JN);
153
+ const jPhase = new Float32Array(JN);
154
+ for (let i = 0; i < JN; i++) {
155
+ jT[i] = i / JN;
156
+ jPhase[i] = Math.random() * Math.PI * 2;
157
+ }
158
+ const jGeo = new THREE.BufferGeometry();
159
+ jGeo.setAttribute('position', new THREE.BufferAttribute(new Float32Array(JN * 3), 3));
160
+ jGeo.setAttribute('aT', new THREE.BufferAttribute(jT, 1));
161
+ jGeo.setAttribute('aPhase', new THREE.BufferAttribute(jPhase, 1));
162
+ jGeo.frustumCulled = false;
163
+ const jc = new THREE.Color(jetColor);
164
+ const makeJetMat = (dir) => new THREE.ShaderMaterial({
165
+ vertexShader: jetVert, fragmentShader: jetFrag,
166
+ uniforms: {
167
+ u_time: { value: 0 },
168
+ u_speed: { value: speed },
169
+ uLength: { value: r * 2.2 },
170
+ uDir: { value: dir },
171
+ uRadius: { value: r * 0.12 },
172
+ uJetColor: { value: new THREE.Vector3(jc.r, jc.g, jc.b) },
173
+ uOpacity: { value: opacity * 0.8 },
174
+ },
175
+ transparent: true, depthWrite: false, blending: THREE.AdditiveBlending,
176
+ });
177
+ return { diskMat: dMat, lensMat: lMat, jetMat1: makeJetMat(1), jetMat2: makeJetMat(-1), jetGeo: jGeo };
178
+ // eslint-disable-next-line react-hooks/exhaustive-deps
179
+ }, [diskColor, jetColor, rotationSpeed, opacity, intensity, speed, r]);
180
+ useFrame((state) => {
181
+ const t = state.clock.getElapsedTime();
182
+ diskMat.uniforms.u_time.value = t;
183
+ lensMat.uniforms.u_time.value = t;
184
+ jetMat1.uniforms.u_time.value = t;
185
+ jetMat2.uniforms.u_time.value = t;
186
+ if (animations?.length) {
187
+ applyGenerativeAnimations([diskMat, lensMat, jetMat1, jetMat2], animations, startValuesCacheRef.current, Date.now(), false);
188
+ }
189
+ });
190
+ const tiltRad = (tilt * Math.PI) / 180;
191
+ return (_jsxs("group", { ref: groupRef, rotation: [0, 0, tiltRad], children: [_jsx("mesh", { material: lensMat, children: _jsx("sphereGeometry", { args: [r * 0.55, 48, 48] }) }), _jsx("mesh", { material: diskMat, rotation: [Math.PI / 2, 0, 0], children: _jsx("ringGeometry", { args: [r * 0.38, r * 1.15, 72] }) }), jetEnabled && (_jsxs(_Fragment, { children: [_jsx("points", { geometry: jetGeo, material: jetMat1 }), _jsx("points", { geometry: jetGeo, material: jetMat2 })] }))] }));
192
+ };
193
+ export default BlackHoleEffect;
@@ -0,0 +1,10 @@
1
+ import React from "react";
2
+ import type { ConstellationConfig, AnimationOptions } from "@3driseai/3drise-core";
3
+ interface ConstellationEffectProps {
4
+ boundingRadius: number;
5
+ config: ConstellationConfig;
6
+ animations?: AnimationOptions[];
7
+ }
8
+ declare const ConstellationEffect: React.FC<ConstellationEffectProps>;
9
+ export default ConstellationEffect;
10
+ //# sourceMappingURL=ConstellationEffect.d.ts.map
@@ -0,0 +1 @@
1
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