@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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@@ -0,0 +1,10 @@
1
+ import React from "react";
2
+ import type { SmokePlumeConfig, AnimationOptions } from "@3driseai/3drise-core";
3
+ interface SmokePlumeEffectProps {
4
+ boundingRadius: number;
5
+ config: SmokePlumeConfig;
6
+ animations?: AnimationOptions[];
7
+ }
8
+ declare const SmokePlumeEffect: React.FC<SmokePlumeEffectProps>;
9
+ export default SmokePlumeEffect;
10
+ //# sourceMappingURL=SmokePlumeEffect.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SmokePlumeEffect.d.ts","sourceRoot":"","sources":["../../../src/components/effects/SmokePlumeEffect.tsx"],"names":[],"mappings":"AAIA,OAAO,KAAK,MAAM,OAAO,CAAC;AAC1B,OAAO,KAAK,EAAE,gBAAgB,EAAE,gBAAgB,EAAE,MAAM,uBAAuB,CAAC;AAChF,UAAU,qBAAqB;IAC3B,cAAc,EAAE,MAAM,CAAC;IACvB,MAAM,EAAE,gBAAgB,CAAC;IACzB,UAAU,CAAC,EAAE,gBAAgB,EAAE,CAAC;CACnC;AA6ED,QAAA,MAAM,gBAAgB,EAAE,KAAK,CAAC,EAAE,CAAC,qBAAqB,CA4DrD,CAAC;AACF,eAAe,gBAAgB,CAAC"}
@@ -0,0 +1,141 @@
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
+ // ── Fully GPU-animated smoke puff vertex shader ───────────────────────────────
7
+ // Each particle has a lifetime t ∈ [0,1). It rises, expands, and billows.
8
+ // All motion driven by u_time — zero CPU writes per frame.
9
+ const smokeVert = /* glsl */ `
10
+ attribute float aT; // birth offset 0..1 → staggered spawn
11
+ attribute vec2 aBase; // (x,z) spawn footprint
12
+ attribute float aPhase; // per-particle noise phase
13
+ attribute float aRotOff; // per-particle billboard rotation offset
14
+ attribute float aSize; // per-particle max size
15
+
16
+ uniform float u_time;
17
+ uniform float u_speed;
18
+ uniform float uHeight;
19
+ uniform float uSpread;
20
+ uniform float uTurb;
21
+ uniform float uSizeScale;
22
+
23
+ varying float vLife; // 0=just born, 1=about to die
24
+ varying float vAlpha;
25
+
26
+ void main() {
27
+ // Age loops continuously
28
+ float life = fract(aT + u_time * u_speed * 0.22);
29
+ vLife = life;
30
+
31
+ // Footprint expands as smoke rises and dissipates
32
+ float expand = 1.0 + life * 2.5;
33
+ float x = aBase.x * expand * uSpread;
34
+ float z = aBase.y * expand * uSpread;
35
+
36
+ // Turbulent horizontal drift — two layers of sine turbulence
37
+ float t1 = sin(life * 4.2 + aPhase) * uTurb * uSpread * life * 0.9;
38
+ float t2 = sin(life * 7.1 + aPhase * 1.7 + 1.3) * uTurb * uSpread * life * 0.4;
39
+ float t3 = cos(life * 3.5 - aPhase * 0.8) * uTurb * uSpread * life * 0.3;
40
+ x += t1 + t2;
41
+ z += t3 + t2 * 0.5;
42
+
43
+ float y = life * uHeight - uHeight * 0.45;
44
+
45
+ // Particle grows from tiny to large, then fades to nothing
46
+ float growFade = smoothstep(0.0, 0.15, life) * smoothstep(1.0, 0.6, life);
47
+ float sz = aSize * uSizeScale * growFade;
48
+
49
+ // Alpha: ramp in quickly, stay opaque, fade out
50
+ vAlpha = growFade * growFade;
51
+
52
+ vec4 mv = modelViewMatrix * vec4(x, y, z, 1.0);
53
+ gl_PointSize = sz * (200.0 / -mv.z);
54
+ gl_Position = projectionMatrix * mv;
55
+ }
56
+ `;
57
+ const smokeFrag = /* glsl */ `
58
+ uniform vec3 uSmokeColor;
59
+ uniform float uOpacity;
60
+ varying float vLife;
61
+ varying float vAlpha;
62
+
63
+ void main() {
64
+ if (vAlpha < 0.01) discard;
65
+
66
+ vec2 c = gl_PointCoord - 0.5;
67
+ float d = length(c);
68
+ if (d > 0.5) discard;
69
+
70
+ // Soft gaussian puff — not a crisp disc
71
+ float g = exp(-d * d * 3.8);
72
+
73
+ // Slightly darken as smoke ages (hot white → grey → dark)
74
+ float darkening = 1.0 - vLife * 0.45;
75
+ vec3 col = uSmokeColor * darkening;
76
+
77
+ gl_FragColor = vec4(col, g * vAlpha * uOpacity);
78
+ }
79
+ `;
80
+ const SmokePlumeEffect = ({ boundingRadius, config, animations }) => {
81
+ const { particleCount, height, spread, smokeColor, turbulence, opacity, speed, intensity } = config;
82
+ const startValuesCacheRef = useRef({});
83
+ const h = boundingRadius * height;
84
+ const s = boundingRadius * spread;
85
+ const { geo, mat } = useMemo(() => {
86
+ const N = Math.max(40, particleCount);
87
+ const aT = new Float32Array(N);
88
+ const aBase = new Float32Array(N * 2);
89
+ const aPhase = new Float32Array(N);
90
+ const aRotOff = new Float32Array(N);
91
+ const aSize = new Float32Array(N);
92
+ for (let i = 0; i < N; i++) {
93
+ aT[i] = i / N;
94
+ // Concentrate spawns near center, sparse toward edges
95
+ const r = Math.pow(Math.random(), 0.6) * s;
96
+ const a = Math.random() * Math.PI * 2;
97
+ aBase[i * 2] = Math.cos(a) * r;
98
+ aBase[i * 2 + 1] = Math.sin(a) * r;
99
+ aPhase[i] = Math.random() * Math.PI * 2;
100
+ aRotOff[i] = Math.random() * Math.PI * 2;
101
+ aSize[i] = 35 + Math.random() * 45; // puff screen size
102
+ }
103
+ const g = new THREE.BufferGeometry();
104
+ g.setAttribute('position', new THREE.BufferAttribute(new Float32Array(N * 3), 3));
105
+ g.setAttribute('aT', new THREE.BufferAttribute(aT, 1));
106
+ g.setAttribute('aBase', new THREE.BufferAttribute(aBase, 2));
107
+ g.setAttribute('aPhase', new THREE.BufferAttribute(aPhase, 1));
108
+ g.setAttribute('aRotOff', new THREE.BufferAttribute(aRotOff, 1));
109
+ g.setAttribute('aSize', new THREE.BufferAttribute(aSize, 1));
110
+ g.frustumCulled = false;
111
+ const sc = new THREE.Color(smokeColor);
112
+ const m = new THREE.ShaderMaterial({
113
+ vertexShader: smokeVert,
114
+ fragmentShader: smokeFrag,
115
+ uniforms: {
116
+ u_time: { value: 0 },
117
+ u_speed: { value: speed },
118
+ uHeight: { value: h },
119
+ uSpread: { value: s },
120
+ uTurb: { value: turbulence },
121
+ uSizeScale: { value: intensity },
122
+ uSmokeColor: { value: new THREE.Vector3(sc.r, sc.g, sc.b) },
123
+ uOpacity: { value: opacity },
124
+ },
125
+ transparent: true,
126
+ depthWrite: false,
127
+ // Normal blending (not additive) — smoke should look opaque/grey, not glowy
128
+ blending: THREE.NormalBlending,
129
+ });
130
+ return { geo: g, mat: m };
131
+ // eslint-disable-next-line react-hooks/exhaustive-deps
132
+ }, [particleCount, h, s, smokeColor, turbulence, opacity, speed, intensity]);
133
+ useFrame((state) => {
134
+ mat.uniforms.u_time.value = state.clock.getElapsedTime();
135
+ if (animations?.length) {
136
+ applyGenerativeAnimations([mat], animations, startValuesCacheRef.current, Date.now(), false);
137
+ }
138
+ });
139
+ return _jsx("points", { geometry: geo, material: mat });
140
+ };
141
+ export default SmokePlumeEffect;
@@ -0,0 +1,13 @@
1
+ import type { SmokeRibbonConfig } from '@3driseai/3drise-core';
2
+ export interface SmokeRibbonProps {
3
+ config?: SmokeRibbonConfig;
4
+ boundingRadius?: number;
5
+ }
6
+ /**
7
+ * Place where you want the smoke to rise from — it climbs the parent's local +Y:
8
+ *
9
+ * <SmokeRibbon position={[0, 0, 0]} config={{ planes: 2, twistStart: 0.2 }} />
10
+ */
11
+ declare const SmokeRibbon: ({ config, boundingRadius, ...groupProps }: SmokeRibbonProps) => import("react").JSX.Element;
12
+ export default SmokeRibbon;
13
+ //# sourceMappingURL=SmokeRibbon.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SmokeRibbon.d.ts","sourceRoot":"","sources":["../../../src/components/effects/SmokeRibbon.tsx"],"names":[],"mappings":"AAIA,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,uBAAuB,CAAC;AAC/D,MAAM,WAAW,gBAAgB;IAC7B,MAAM,CAAC,EAAE,iBAAiB,CAAC;IAC3B,cAAc,CAAC,EAAE,MAAM,CAAC;CAC3B;AAED;;;;GAIG;AACH,QAAA,MAAM,WAAW,GAAI,2CAAoD,gBAAgB,gCAyDxF,CAAC;AACF,eAAe,WAAW,CAAC"}
@@ -0,0 +1,69 @@
1
+ import { jsx as _jsx } from "react/jsx-runtime";
2
+ import { PlaneGeometry } from 'three';
3
+ import { useEffect, useLayoutEffect, useMemo, useRef } from 'react';
4
+ import { useFrame, useThree } from '@react-three/fiber';
5
+ import { SmokeRibbonMaterial } from '@3driseai/3drise-core';
6
+ /**
7
+ * Place where you want the smoke to rise from — it climbs the parent's local +Y:
8
+ *
9
+ * <SmokeRibbon position={[0, 0, 0]} config={{ planes: 2, twistStart: 0.2 }} />
10
+ */
11
+ const SmokeRibbon = ({ config = {}, boundingRadius = 1, ...groupProps }) => {
12
+ const { width = 1.5, height = 5, segmentsPerLength = 12, planes = 2, color = '#f2f2f7', colorTop = '#b3b8c7', speed = 0.18, detail = 1.4, remapLow = 0.38, remapHigh = 1.0, edgeX = 0.4, edgeY = 0.32, density = 1.0, twistStrength = 9, twistSpeed = 0.4, twistScale = 0.9, twistStart = 0.18, wind = [0.15, 0], animate = true, interactive = false, } = config;
13
+ // One material instance shared across the crossed planes -> one set of uniforms.
14
+ const material = useMemo(() => new SmokeRibbonMaterial(), []);
15
+ // One subdivided plane, bottom at the origin; reused per crossed copy.
16
+ const geometry = useMemo(() => {
17
+ const g = new PlaneGeometry(boundingRadius ? boundingRadius : width, height, Math.max(1, Math.round((boundingRadius ? boundingRadius : width) * segmentsPerLength)), Math.max(1, Math.round(height * segmentsPerLength)));
18
+ g.translate(0, height / 2, 0);
19
+ return g;
20
+ }, [boundingRadius, width, height, segmentsPerLength]);
21
+ useEffect(() => () => geometry.dispose(), [geometry]);
22
+ useEffect(() => () => material.dispose(), [material]);
23
+ // Crossed-plane angles about Y.
24
+ const angles = useMemo(() => {
25
+ if (planes <= 1)
26
+ return [0];
27
+ if (planes === 2)
28
+ return [0, Math.PI / 2];
29
+ return [0, Math.PI / 3, (2 * Math.PI) / 3];
30
+ }, [planes]);
31
+ // Push the look config onto the shared uniforms whenever it changes.
32
+ useLayoutEffect(() => {
33
+ material.u_color.set(color);
34
+ material.u_colorTop.set(colorTop);
35
+ material.u_speed = speed;
36
+ material.u_detail = detail;
37
+ material.u_remapLow = remapLow;
38
+ material.u_remapHigh = remapHigh;
39
+ material.u_edgeX = edgeX;
40
+ material.u_edgeY = edgeY;
41
+ material.u_density = density;
42
+ material.u_twistStrength = twistStrength;
43
+ material.u_twistSpeed = twistSpeed;
44
+ material.u_twistScale = twistScale;
45
+ material.u_twistStart = twistStart;
46
+ material.u_windDir.set(wind[0], wind[1]);
47
+ }, [
48
+ material, color, colorTop, speed, detail, remapLow, remapHigh, edgeX, edgeY,
49
+ density, twistStrength, twistSpeed, twistScale, twistStart, wind,
50
+ ]);
51
+ const { pointer } = useThree();
52
+ const hovering = useRef(false);
53
+ useFrame(({ clock }) => {
54
+ if (animate)
55
+ material.u_time = clock.getElapsedTime();
56
+ if (interactive) {
57
+ // u_mouse is the normalized pointer (NDC); .x leans the ribbon.
58
+ material.u_mouse.set(pointer.x, pointer.y);
59
+ const target = hovering.current ? 1 : 0;
60
+ material.u_mouseStrength += (target - material.u_mouseStrength) * 0.1;
61
+ }
62
+ else {
63
+ material.u_mouseStrength = 0;
64
+ }
65
+ });
66
+ console.log('SmokeRibbon render with config:', config, 'and groupProps:', groupProps);
67
+ return (_jsx("group", { ...groupProps, onPointerOver: interactive ? () => (hovering.current = true) : undefined, onPointerOut: interactive ? () => (hovering.current = false) : undefined, children: angles.map((a, i) => (_jsx("mesh", { geometry: geometry, material: material, "rotation-y": a }, i))) }));
68
+ };
69
+ export default SmokeRibbon;
@@ -0,0 +1,10 @@
1
+ import React from "react";
2
+ import type { SmokeRingConfig, AnimationOptions } from "@3driseai/3drise-core";
3
+ interface SmokeRingEffectProps {
4
+ boundingRadius: number;
5
+ config: SmokeRingConfig;
6
+ animations?: AnimationOptions[];
7
+ }
8
+ declare const SmokeRingEffect: React.FC<SmokeRingEffectProps>;
9
+ export default SmokeRingEffect;
10
+ //# sourceMappingURL=SmokeRingEffect.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SmokeRingEffect.d.ts","sourceRoot":"","sources":["../../../src/components/effects/SmokeRingEffect.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;AAiED,QAAA,MAAM,eAAe,EAAE,KAAK,CAAC,EAAE,CAAC,oBAAoB,CAyFnD,CAAC;AACF,eAAe,eAAe,CAAC"}
@@ -0,0 +1,158 @@
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
+ // ── Per-ring puff shader (one Points per ring — GPU computes torus positions) ──
7
+ const ringVert = /* glsl */ `
8
+ attribute float aAngle; // 0..TAU position around torus
9
+ attribute float aPuff; // sub-angle within tube cross-section 0..TAU
10
+ attribute float aPhase;
11
+
12
+ uniform float uProgress; // 0=born, 1=dead
13
+ uniform float uMaxRadius;
14
+ uniform float uThickness; // tube radius
15
+ uniform float uRiseSpeed; // Y lift per unit progress
16
+ uniform float uBaseY;
17
+ uniform float u_time;
18
+
19
+ varying float vAlpha;
20
+
21
+ void main() {
22
+ if (uProgress < 0.0 || uProgress > 1.0) {
23
+ gl_PointSize = 0.0;
24
+ gl_Position = vec4(0.0);
25
+ vAlpha = 0.0;
26
+ return;
27
+ }
28
+
29
+ float ringR = uMaxRadius * uProgress;
30
+
31
+ // Tube cross-section wiggles outward slightly as ring expands
32
+ float tubeR = uThickness * (0.8 + 0.4 * uProgress);
33
+ float tubePhi = aPuff + u_time * 0.4 + aPhase;
34
+ float offR = tubeR * cos(tubePhi);
35
+ float offY = tubeR * sin(tubePhi);
36
+
37
+ float r = ringR + offR;
38
+ float x = cos(aAngle) * r;
39
+ float z = sin(aAngle) * r;
40
+ float y = uBaseY + uProgress * uRiseSpeed + offY;
41
+
42
+ // Puff grows then fades
43
+ float lifeAlpha = smoothstep(0.0, 0.12, uProgress) * smoothstep(1.0, 0.65, uProgress);
44
+ vAlpha = lifeAlpha;
45
+
46
+ float puffSize = uThickness * 50.0 * lifeAlpha;
47
+
48
+ vec4 mv = modelViewMatrix * vec4(x, y, z, 1.0);
49
+ gl_PointSize = puffSize * (200.0 / -mv.z);
50
+ gl_Position = projectionMatrix * mv;
51
+ }
52
+ `;
53
+ const ringFrag = /* glsl */ `
54
+ uniform vec3 uSmokeColor;
55
+ uniform float uOpacity;
56
+ varying float vAlpha;
57
+
58
+ void main() {
59
+ if (vAlpha < 0.01) discard;
60
+ vec2 c = gl_PointCoord - 0.5;
61
+ float d = length(c);
62
+ if (d > 0.5) discard;
63
+ float g = exp(-d * d * 3.0);
64
+ gl_FragColor = vec4(uSmokeColor, g * vAlpha * uOpacity);
65
+ }
66
+ `;
67
+ const PUFFS_PER_RING = 120;
68
+ const SmokeRingEffect = ({ boundingRadius, config, animations }) => {
69
+ const { ringCount, expansionRadius, riseSpeed, intervalSeconds, smokeColor, thickness, opacity, speed, intensity } = config;
70
+ const startValuesCacheRef = useRef({});
71
+ const N = Math.max(1, Math.min(ringCount, 4));
72
+ // Ring states — one per slot
73
+ const ringStates = useRef([]);
74
+ const { geos, mats } = useMemo(() => {
75
+ const maxR = boundingRadius * expansionRadius;
76
+ const tubeR = boundingRadius * thickness;
77
+ const riseH = boundingRadius * riseSpeed;
78
+ const sc = new THREE.Color(smokeColor);
79
+ const scv = new THREE.Vector3(sc.r, sc.g, sc.b);
80
+ // Stagger initial timers so rings don't all fire together
81
+ ringStates.current = Array.from({ length: N }, (_, i) => ({
82
+ progress: 0,
83
+ timer: (i / N) * intervalSeconds,
84
+ active: false,
85
+ }));
86
+ const geos = [];
87
+ const mats = [];
88
+ for (let ri = 0; ri < N; ri++) {
89
+ const aAngle = new Float32Array(PUFFS_PER_RING);
90
+ const aPuff = new Float32Array(PUFFS_PER_RING);
91
+ const aPhase = new Float32Array(PUFFS_PER_RING);
92
+ for (let i = 0; i < PUFFS_PER_RING; i++) {
93
+ aAngle[i] = (i / PUFFS_PER_RING) * Math.PI * 2;
94
+ aPuff[i] = Math.random() * Math.PI * 2;
95
+ aPhase[i] = Math.random() * Math.PI * 2;
96
+ }
97
+ const geo = new THREE.BufferGeometry();
98
+ geo.setAttribute('position', new THREE.BufferAttribute(new Float32Array(PUFFS_PER_RING * 3), 3));
99
+ geo.setAttribute('aAngle', new THREE.BufferAttribute(aAngle, 1));
100
+ geo.setAttribute('aPuff', new THREE.BufferAttribute(aPuff, 1));
101
+ geo.setAttribute('aPhase', new THREE.BufferAttribute(aPhase, 1));
102
+ geo.frustumCulled = false;
103
+ const mat = new THREE.ShaderMaterial({
104
+ vertexShader: ringVert,
105
+ fragmentShader: ringFrag,
106
+ uniforms: {
107
+ uProgress: { value: -1 }, // -1 = hidden
108
+ uMaxRadius: { value: maxR },
109
+ uThickness: { value: tubeR * intensity },
110
+ uRiseSpeed: { value: riseH },
111
+ uBaseY: { value: -boundingRadius * 0.2 },
112
+ u_time: { value: 0 },
113
+ uSmokeColor: { value: scv },
114
+ uOpacity: { value: opacity },
115
+ },
116
+ transparent: true,
117
+ depthWrite: false,
118
+ blending: THREE.NormalBlending,
119
+ });
120
+ geos.push(geo);
121
+ mats.push(mat);
122
+ }
123
+ return { geos, mats };
124
+ // eslint-disable-next-line react-hooks/exhaustive-deps
125
+ }, [N, boundingRadius, expansionRadius, riseSpeed, intervalSeconds, smokeColor, thickness, opacity, intensity]);
126
+ useFrame((state, delta) => {
127
+ const t = state.clock.getElapsedTime();
128
+ const dt = delta * speed;
129
+ ringStates.current.forEach((ring, ri) => {
130
+ const mat = mats[ri];
131
+ mat.uniforms.u_time.value = t;
132
+ if (ring.active) {
133
+ ring.progress += dt * 0.32;
134
+ if (ring.progress >= 1) {
135
+ ring.active = false;
136
+ ring.progress = 0;
137
+ ring.timer = intervalSeconds / speed;
138
+ mat.uniforms.uProgress.value = -1;
139
+ }
140
+ else {
141
+ mat.uniforms.uProgress.value = ring.progress;
142
+ }
143
+ }
144
+ else {
145
+ ring.timer -= delta;
146
+ if (ring.timer <= 0) {
147
+ ring.active = true;
148
+ ring.progress = 0;
149
+ }
150
+ }
151
+ });
152
+ if (animations?.length) {
153
+ applyGenerativeAnimations(mats, animations, startValuesCacheRef.current, Date.now(), false);
154
+ }
155
+ });
156
+ return (_jsx("group", { children: geos.map((geo, i) => (_jsx("points", { geometry: geo, material: mats[i] }, i))) }));
157
+ };
158
+ export default SmokeRingEffect;
@@ -0,0 +1,10 @@
1
+ import React from "react";
2
+ import type { VolumetricFogConfig, AnimationOptions } from "@3driseai/3drise-core";
3
+ interface VolumetricFogEffectProps {
4
+ boundingRadius: number;
5
+ config: VolumetricFogConfig;
6
+ animations?: AnimationOptions[];
7
+ }
8
+ declare const VolumetricFogEffect: React.FC<VolumetricFogEffectProps>;
9
+ export default VolumetricFogEffect;
10
+ //# sourceMappingURL=VolumetricFogEffect.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"VolumetricFogEffect.d.ts","sourceRoot":"","sources":["../../../src/components/effects/VolumetricFogEffect.tsx"],"names":[],"mappings":"AAIA,OAAO,KAAK,MAAM,OAAO,CAAC;AAC1B,OAAO,KAAK,EAAE,mBAAmB,EAAE,gBAAgB,EAAE,MAAM,uBAAuB,CAAC;AACnF,UAAU,wBAAwB;IAC9B,cAAc,EAAE,MAAM,CAAC;IACvB,MAAM,EAAE,mBAAmB,CAAC;IAC5B,UAAU,CAAC,EAAE,gBAAgB,EAAE,CAAC;CACnC;AAoDD,QAAA,MAAM,mBAAmB,EAAE,KAAK,CAAC,EAAE,CAAC,wBAAwB,CAuD3D,CAAC;AACF,eAAe,mBAAmB,CAAC"}
@@ -0,0 +1,111 @@
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
+ // ── Billboard fog puff — drifts slowly, never rises far ───────────────────────
7
+ const fogVert = /* glsl */ `
8
+ attribute float aT; // stagger offset 0..1
9
+ attribute vec3 aCenter; // resting (x,y,z) position in fog layer
10
+ attribute float aPhase;
11
+ attribute float aSize;
12
+
13
+ uniform float u_time;
14
+ uniform float uDrift; // horizontal drift speed
15
+ uniform float uFogRadius;
16
+
17
+ varying float vAlpha;
18
+
19
+ void main() {
20
+ float t = fract(aT + u_time * 0.05); // very slow life cycle — fog is persistent
21
+
22
+ // Gentle horizontal drift — fog rolls around the base
23
+ float dx = sin(u_time * uDrift + aPhase) * uFogRadius * 0.18;
24
+ float dz = cos(u_time * uDrift * 0.7 + aPhase * 1.3) * uFogRadius * 0.14;
25
+ // Slow vertical bob
26
+ float dy = sin(u_time * 0.25 + aPhase) * uFogRadius * 0.06;
27
+
28
+ vec3 pos = aCenter + vec3(dx, dy, dz);
29
+
30
+ // Puff fades in/out with its own phase to prevent popping
31
+ float pulse = 0.55 + 0.45 * sin(u_time * 0.35 + aPhase * 2.1);
32
+ vAlpha = pulse;
33
+
34
+ vec4 mv = modelViewMatrix * vec4(pos, 1.0);
35
+ gl_PointSize = aSize * (220.0 / -mv.z);
36
+ gl_Position = projectionMatrix * mv;
37
+ }
38
+ `;
39
+ const fogFrag = /* glsl */ `
40
+ uniform vec3 uFogColor;
41
+ uniform float uDensity;
42
+ varying float vAlpha;
43
+
44
+ void main() {
45
+ vec2 c = gl_PointCoord - 0.5;
46
+ float d = length(c);
47
+ if (d > 0.5) discard;
48
+
49
+ // Very soft — almost no hard edge at all
50
+ float g = exp(-d * d * 2.2);
51
+
52
+ gl_FragColor = vec4(uFogColor, g * vAlpha * uDensity);
53
+ }
54
+ `;
55
+ const VolumetricFogEffect = ({ boundingRadius, config, animations }) => {
56
+ const { particleCount, fogRadius, driftSpeed, fogColor, density, opacity, intensity } = config;
57
+ const startValuesCacheRef = useRef({});
58
+ const r = boundingRadius * fogRadius;
59
+ const { geo, mat } = useMemo(() => {
60
+ const N = Math.max(20, Math.min(particleCount, 200));
61
+ const aT = new Float32Array(N);
62
+ const aCenter = new Float32Array(N * 3);
63
+ const aPhase = new Float32Array(N);
64
+ const aSize = new Float32Array(N);
65
+ for (let i = 0; i < N; i++) {
66
+ aT[i] = i / N;
67
+ // Distribute puffs in a disc with vertical variation at base level
68
+ const angle = Math.random() * Math.PI * 2;
69
+ const rad = Math.sqrt(Math.random()) * r;
70
+ const yOff = (Math.random() - 0.3) * boundingRadius * 0.35; // mostly at base, slight spread
71
+ aCenter[i * 3] = Math.cos(angle) * rad;
72
+ aCenter[i * 3 + 1] = yOff - boundingRadius * 0.3; // sit at/below object base
73
+ aCenter[i * 3 + 2] = Math.sin(angle) * rad;
74
+ aPhase[i] = Math.random() * Math.PI * 2;
75
+ // Large puffs — fog is billowy
76
+ aSize[i] = (50 + Math.random() * 70) * intensity;
77
+ }
78
+ const g = new THREE.BufferGeometry();
79
+ g.setAttribute('position', new THREE.BufferAttribute(new Float32Array(N * 3), 3));
80
+ g.setAttribute('aT', new THREE.BufferAttribute(aT, 1));
81
+ g.setAttribute('aCenter', new THREE.BufferAttribute(aCenter, 3));
82
+ g.setAttribute('aPhase', new THREE.BufferAttribute(aPhase, 1));
83
+ g.setAttribute('aSize', new THREE.BufferAttribute(aSize, 1));
84
+ g.frustumCulled = false;
85
+ const fc = new THREE.Color(fogColor);
86
+ const m = new THREE.ShaderMaterial({
87
+ vertexShader: fogVert,
88
+ fragmentShader: fogFrag,
89
+ uniforms: {
90
+ u_time: { value: 0 },
91
+ uDrift: { value: driftSpeed },
92
+ uFogRadius: { value: r },
93
+ uFogColor: { value: new THREE.Vector3(fc.r, fc.g, fc.b) },
94
+ uDensity: { value: density * opacity },
95
+ },
96
+ transparent: true,
97
+ depthWrite: false,
98
+ blending: THREE.NormalBlending,
99
+ });
100
+ return { geo: g, mat: m };
101
+ // eslint-disable-next-line react-hooks/exhaustive-deps
102
+ }, [particleCount, r, fogColor, density, driftSpeed, opacity, intensity, boundingRadius]);
103
+ useFrame((state) => {
104
+ mat.uniforms.u_time.value = state.clock.getElapsedTime();
105
+ if (animations?.length) {
106
+ applyGenerativeAnimations([mat], animations, startValuesCacheRef.current, Date.now(), false);
107
+ }
108
+ });
109
+ return _jsx("points", { geometry: geo, material: mat });
110
+ };
111
+ export default VolumetricFogEffect;
@@ -0,0 +1,18 @@
1
+ import type { BufferGeometry } from 'three';
2
+ export type OutlineMode = '2d' | '3d';
3
+ export type Point3 = [number, number, number];
4
+ /**
5
+ * 3D feature edges: every edge whose dihedral angle exceeds `angle` (degrees).
6
+ * Returns endpoints in segment order (pairs form independent segments).
7
+ */
8
+ export declare function edges3D(geometry: BufferGeometry, angle: number): Point3[];
9
+ /**
10
+ * 2D profile: the hard edges lying on the front (max-Z) plane, flattened to
11
+ * z = 0. For a Z-extruded solid this equals the projected silhouette, so the
12
+ * heart yields its bezier contour and the box yields a square.
13
+ *
14
+ * For a general (non-extruded) mesh the true 2D outline is a projected
15
+ * silhouette boolean — swap this implementation when generalizing.
16
+ */
17
+ export declare function contour2D(geometry: BufferGeometry): Point3[];
18
+ //# sourceMappingURL=extractOutline.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"extractOutline.d.ts","sourceRoot":"","sources":["../../src/components/extractOutline.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,OAAO,CAAC;AAC5C,MAAM,MAAM,WAAW,GAAG,IAAI,GAAG,IAAI,CAAC;AAEtC,MAAM,MAAM,MAAM,GAAG,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;AAE9C;;;GAGG;AACH,wBAAgB,OAAO,CAAC,QAAQ,EAAE,cAAc,EAAE,KAAK,EAAE,MAAM,GAAG,MAAM,EAAE,CAKzE;AACD;;;;;;;GAOG;AACH,wBAAgB,SAAS,CAAC,QAAQ,EAAE,cAAc,GAAG,MAAM,EAAE,CAoB5D"}
@@ -0,0 +1,47 @@
1
+ import { EdgesGeometry } from 'three';
2
+ /**
3
+ * 3D feature edges: every edge whose dihedral angle exceeds `angle` (degrees).
4
+ * Returns endpoints in segment order (pairs form independent segments).
5
+ */
6
+ export function edges3D(geometry, angle) {
7
+ const edges = new EdgesGeometry(geometry, angle);
8
+ const pts = toPairs(edges.attributes.position.array);
9
+ edges.dispose();
10
+ return pts;
11
+ }
12
+ /**
13
+ * 2D profile: the hard edges lying on the front (max-Z) plane, flattened to
14
+ * z = 0. For a Z-extruded solid this equals the projected silhouette, so the
15
+ * heart yields its bezier contour and the box yields a square.
16
+ *
17
+ * For a general (non-extruded) mesh the true 2D outline is a projected
18
+ * silhouette boolean — swap this implementation when generalizing.
19
+ */
20
+ export function contour2D(geometry) {
21
+ const edges = new EdgesGeometry(geometry, 1);
22
+ const a = edges.attributes.position.array;
23
+ let maxZ = -Infinity;
24
+ let minZ = Infinity;
25
+ for (let i = 2; i < a.length; i += 3) {
26
+ if (a[i] > maxZ)
27
+ maxZ = a[i];
28
+ if (a[i] < minZ)
29
+ minZ = a[i];
30
+ }
31
+ const eps = Math.max((maxZ - minZ) * 1e-3, 1e-4);
32
+ const out = [];
33
+ for (let i = 0; i < a.length; i += 6) {
34
+ if (Math.abs(a[i + 2] - maxZ) < eps && Math.abs(a[i + 5] - maxZ) < eps) {
35
+ out.push([a[i], a[i + 1], 0], [a[i + 3], a[i + 4], 0]);
36
+ }
37
+ }
38
+ edges.dispose();
39
+ return out;
40
+ }
41
+ function toPairs(arr) {
42
+ const out = [];
43
+ for (let i = 0; i < arr.length; i += 3) {
44
+ out.push([arr[i], arr[i + 1], arr[i + 2]]);
45
+ }
46
+ return out;
47
+ }
@@ -0,0 +1,2 @@
1
+ export declare const dataCenterServer = "https://3drise.ai/api/data/";
2
+ //# sourceMappingURL=constants.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"constants.d.ts","sourceRoot":"","sources":["../src/constants.ts"],"names":[],"mappings":"AAIA,eAAO,MAAM,gBAAgB,gCAAgC,CAAC"}
@@ -0,0 +1,5 @@
1
+ const LOCAL_DATA_CENTER_SERVER = 'http://localhost:3001/api/data/';
2
+ const PRODUCTION_DATA_CENTER_SERVER = 'https://3drise.ai/api/data/';
3
+ const isLocalHostRuntime = typeof window !== 'undefined' &&
4
+ (window.location.hostname === 'localhost' || window.location.hostname === '127.0.0.1');
5
+ export const dataCenterServer = PRODUCTION_DATA_CENTER_SERVER;
@@ -0,0 +1 @@
1
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/hooks/index.ts"],"names":[],"mappings":""}
@@ -0,0 +1 @@
1
+ "use strict";
@@ -0,0 +1,17 @@
1
+ import type { ShaderEffect } from '@3driseai/3drise-core';
2
+ export interface Update3driseShaderOptions {
3
+ pointerRadius?: number;
4
+ }
5
+ export declare function update3driseShaderUniforms(uniforms: Record<string, {
6
+ value: unknown;
7
+ }> | undefined | null, effects: ShaderEffect[] | undefined | null, time: number, pointer: {
8
+ x: number;
9
+ y: number;
10
+ }, options?: Update3driseShaderOptions): void;
11
+ export declare function use3driseShader(effects: ShaderEffect[]): (uniforms: Record<string, {
12
+ value: unknown;
13
+ }>, time: number, pointer: {
14
+ x: number;
15
+ y: number;
16
+ }) => void;
17
+ //# sourceMappingURL=use3driseShader.d.ts.map
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