@3driseai/3drise-viewer 0.1.29 → 0.1.31

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Files changed (237) hide show
  1. package/dist/animationsV2/ClipPlayer.d.ts.map +1 -1
  2. package/dist/animationsV2/ClipPlayer.js +14 -12
  3. package/dist/animationsV2/ClipsRuntime.d.ts +13 -0
  4. package/dist/animationsV2/ClipsRuntime.d.ts.map +1 -1
  5. package/dist/animationsV2/ClipsRuntime.js +115 -4
  6. package/dist/animationsV2/appliers.d.ts.map +1 -1
  7. package/dist/animationsV2/appliers.js +21 -2
  8. package/dist/animationsV2/clipUtils.d.ts.map +1 -1
  9. package/dist/animationsV2/clipUtils.js +5 -1
  10. package/dist/animationsV2/sequenceUtils.d.ts +5 -0
  11. package/dist/animationsV2/sequenceUtils.d.ts.map +1 -1
  12. package/dist/animationsV2/sequenceUtils.js +14 -5
  13. package/dist/animationsV2/sunSystemLive.d.ts +12 -0
  14. package/dist/animationsV2/sunSystemLive.d.ts.map +1 -0
  15. package/dist/animationsV2/sunSystemLive.js +8 -0
  16. package/dist/animationsV2/types.d.ts +6 -0
  17. package/dist/animationsV2/types.d.ts.map +1 -1
  18. package/dist/api/sceneHandle.d.ts +3 -1
  19. package/dist/api/sceneHandle.d.ts.map +1 -1
  20. package/dist/api/sceneHandle.js +2 -2
  21. package/dist/components/AdaptiveResolution.d.ts +9 -0
  22. package/dist/components/AdaptiveResolution.d.ts.map +1 -0
  23. package/dist/components/AdaptiveResolution.js +61 -0
  24. package/dist/components/CameraController.d.ts.map +1 -1
  25. package/dist/components/CameraController.js +24 -7
  26. package/dist/components/EffectsGenerator.d.ts.map +1 -1
  27. package/dist/components/EffectsGenerator.js +43 -38
  28. package/dist/components/GeometryShape.d.ts.map +1 -1
  29. package/dist/components/GeometryShape.js +22 -2
  30. package/dist/components/MoonDisc.d.ts.map +1 -1
  31. package/dist/components/MoonDisc.js +2 -1
  32. package/dist/components/ObjectNode.d.ts.map +1 -1
  33. package/dist/components/ObjectNode.js +6 -17
  34. package/dist/components/OceanBuilder.d.ts +4 -1
  35. package/dist/components/OceanBuilder.d.ts.map +1 -1
  36. package/dist/components/OceanBuilder.js +2 -1
  37. package/dist/components/ParticlesGenerator.d.ts.map +1 -1
  38. package/dist/components/ParticlesGenerator.js +46 -24
  39. package/dist/components/PickVolume.d.ts +17 -0
  40. package/dist/components/PickVolume.d.ts.map +1 -0
  41. package/dist/components/PickVolume.js +20 -0
  42. package/dist/components/SceneBuilder.d.ts.map +1 -1
  43. package/dist/components/SceneBuilder.js +5 -2
  44. package/dist/components/SkyStars.d.ts.map +1 -1
  45. package/dist/components/SkyStars.js +83 -2
  46. package/dist/components/Skybox.d.ts.map +1 -1
  47. package/dist/components/Skybox.js +2 -1
  48. package/dist/components/SunLight.d.ts.map +1 -1
  49. package/dist/components/SunLight.js +3 -2
  50. package/dist/components/TextGenerator.d.ts.map +1 -1
  51. package/dist/components/TextGenerator.js +3 -2
  52. package/dist/components/index.d.ts +2 -8
  53. package/dist/components/index.d.ts.map +1 -1
  54. package/dist/components/index.js +2 -4
  55. package/dist/components/lightBulb/LightBulb.d.ts.map +1 -1
  56. package/dist/components/lightBulb/LightBulb.js +7 -2
  57. package/dist/components/particles/BioluminescentWakeParticles.d.ts +5 -0
  58. package/dist/components/particles/BioluminescentWakeParticles.d.ts.map +1 -1
  59. package/dist/components/particles/BioluminescentWakeParticles.js +2 -1
  60. package/dist/components/particles/BrownianDustParticles.d.ts +5 -0
  61. package/dist/components/particles/BrownianDustParticles.d.ts.map +1 -1
  62. package/dist/components/particles/BrownianDustParticles.js +2 -0
  63. package/dist/components/particles/ChladniSandParticles.d.ts +5 -0
  64. package/dist/components/particles/ChladniSandParticles.d.ts.map +1 -1
  65. package/dist/components/particles/ChladniSandParticles.js +2 -1
  66. package/dist/components/particles/ElectronOrbitalsParticles.d.ts +5 -0
  67. package/dist/components/particles/ElectronOrbitalsParticles.d.ts.map +1 -1
  68. package/dist/components/particles/ElectronOrbitalsParticles.js +2 -1
  69. package/dist/components/particles/FaradayPowderParticles.d.ts +5 -0
  70. package/dist/components/particles/FaradayPowderParticles.d.ts.map +1 -1
  71. package/dist/components/particles/FaradayPowderParticles.js +2 -1
  72. package/dist/components/particles/FireworksParticles.d.ts +22 -0
  73. package/dist/components/particles/FireworksParticles.d.ts.map +1 -0
  74. package/dist/components/particles/FireworksParticles.js +1649 -0
  75. package/dist/components/particles/GrinderSparksParticles.d.ts +5 -0
  76. package/dist/components/particles/GrinderSparksParticles.d.ts.map +1 -1
  77. package/dist/components/particles/GrinderSparksParticles.js +2 -1
  78. package/dist/components/particles/MagneticBottleParticles.d.ts +5 -0
  79. package/dist/components/particles/MagneticBottleParticles.d.ts.map +1 -1
  80. package/dist/components/particles/MagneticBottleParticles.js +2 -1
  81. package/dist/components/particles/NeonRainParticles.d.ts +5 -0
  82. package/dist/components/particles/NeonRainParticles.d.ts.map +1 -1
  83. package/dist/components/particles/NeonRainParticles.js +2 -1
  84. package/dist/components/particles/ShapeBurstParticles.d.ts +5 -0
  85. package/dist/components/particles/ShapeBurstParticles.d.ts.map +1 -1
  86. package/dist/components/particles/ShapeBurstParticles.js +2 -1
  87. package/dist/components/particles/ShapeFlowParticles.d.ts +5 -0
  88. package/dist/components/particles/ShapeFlowParticles.d.ts.map +1 -1
  89. package/dist/components/particles/ShapeFlowParticles.js +2 -1
  90. package/dist/components/particles/TidalStreamParticles.d.ts +5 -0
  91. package/dist/components/particles/TidalStreamParticles.d.ts.map +1 -1
  92. package/dist/components/particles/TidalStreamParticles.js +2 -0
  93. package/dist/components/particles/index.d.ts +2 -0
  94. package/dist/components/particles/index.d.ts.map +1 -1
  95. package/dist/components/particles/index.js +1 -0
  96. package/dist/components/terrain/TerrainSurface.d.ts.map +1 -1
  97. package/dist/components/terrain/TerrainSurface.js +26 -4
  98. package/dist/components/text/PlainText.d.ts +15 -0
  99. package/dist/components/text/PlainText.d.ts.map +1 -0
  100. package/dist/components/text/PlainText.js +4 -0
  101. package/dist/components/text/TextObjectView.d.ts +3 -1
  102. package/dist/components/text/TextObjectView.d.ts.map +1 -1
  103. package/dist/components/text/TextObjectView.js +9 -3
  104. package/dist/components/text/engine/looks/index.d.ts.map +1 -1
  105. package/dist/components/text/engine/looks/index.js +2 -1
  106. package/dist/components/text/engine/looks/plain.d.ts +146 -0
  107. package/dist/components/text/engine/looks/plain.d.ts.map +1 -0
  108. package/dist/components/text/engine/looks/plain.js +104 -0
  109. package/dist/components/text/fonts/bebas-neue.outline.d.ts +3 -0
  110. package/dist/components/text/fonts/bebas-neue.outline.d.ts.map +1 -0
  111. package/dist/components/text/fonts/bebas-neue.outline.js +4 -0
  112. package/dist/components/text/fonts/bebas-neue.strokes.d.ts +3 -0
  113. package/dist/components/text/fonts/bebas-neue.strokes.d.ts.map +1 -0
  114. package/dist/components/text/fonts/bebas-neue.strokes.js +4 -0
  115. package/dist/components/text/fonts/index.d.ts +1 -1
  116. package/dist/components/text/fonts/index.d.ts.map +1 -1
  117. package/dist/components/text/fonts/index.js +15 -1
  118. package/dist/components/text/fonts/inter.outline.d.ts +3 -0
  119. package/dist/components/text/fonts/inter.outline.d.ts.map +1 -0
  120. package/dist/components/text/fonts/inter.outline.js +4 -0
  121. package/dist/components/text/fonts/inter.strokes.d.ts +3 -0
  122. package/dist/components/text/fonts/inter.strokes.d.ts.map +1 -0
  123. package/dist/components/text/fonts/inter.strokes.js +4 -0
  124. package/dist/components/text/fonts/lora.outline.d.ts +3 -0
  125. package/dist/components/text/fonts/lora.outline.d.ts.map +1 -0
  126. package/dist/components/text/fonts/lora.outline.js +4 -0
  127. package/dist/components/text/fonts/lora.strokes.d.ts +3 -0
  128. package/dist/components/text/fonts/lora.strokes.d.ts.map +1 -0
  129. package/dist/components/text/fonts/lora.strokes.js +4 -0
  130. package/dist/components/text/fonts/montserrat.outline.d.ts +3 -0
  131. package/dist/components/text/fonts/montserrat.outline.d.ts.map +1 -0
  132. package/dist/components/text/fonts/montserrat.outline.js +4 -0
  133. package/dist/components/text/fonts/montserrat.strokes.d.ts +3 -0
  134. package/dist/components/text/fonts/montserrat.strokes.d.ts.map +1 -0
  135. package/dist/components/text/fonts/montserrat.strokes.js +4 -0
  136. package/dist/components/text/fonts/oswald.outline.d.ts +3 -0
  137. package/dist/components/text/fonts/oswald.outline.d.ts.map +1 -0
  138. package/dist/components/text/fonts/oswald.outline.js +4 -0
  139. package/dist/components/text/fonts/oswald.strokes.d.ts +3 -0
  140. package/dist/components/text/fonts/oswald.strokes.d.ts.map +1 -0
  141. package/dist/components/text/fonts/oswald.strokes.js +4 -0
  142. package/dist/components/text/fonts/playfair-display.outline.d.ts +3 -0
  143. package/dist/components/text/fonts/playfair-display.outline.d.ts.map +1 -0
  144. package/dist/components/text/fonts/playfair-display.outline.js +4 -0
  145. package/dist/components/text/fonts/playfair-display.strokes.d.ts +3 -0
  146. package/dist/components/text/fonts/playfair-display.strokes.d.ts.map +1 -0
  147. package/dist/components/text/fonts/playfair-display.strokes.js +4 -0
  148. package/dist/components/text/fonts/roboto.outline.d.ts +3 -0
  149. package/dist/components/text/fonts/roboto.outline.d.ts.map +1 -0
  150. package/dist/components/text/fonts/roboto.outline.js +4 -0
  151. package/dist/components/text/fonts/roboto.strokes.d.ts +3 -0
  152. package/dist/components/text/fonts/roboto.strokes.d.ts.map +1 -0
  153. package/dist/components/text/fonts/roboto.strokes.js +4 -0
  154. package/dist/components/text/index.d.ts +2 -0
  155. package/dist/components/text/index.d.ts.map +1 -1
  156. package/dist/components/text/index.js +1 -0
  157. package/dist/components/text/useTextObject.d.ts +1 -0
  158. package/dist/components/text/useTextObject.d.ts.map +1 -1
  159. package/dist/components/text/useTextObject.js +23 -11
  160. package/dist/components/water/OceanSurface.d.ts.map +1 -1
  161. package/dist/components/water/OceanSurface.js +5 -1
  162. package/dist/components/water/types.d.ts +3 -1
  163. package/dist/components/water/types.d.ts.map +1 -1
  164. package/dist/constants.d.ts +1 -1
  165. package/dist/constants.d.ts.map +1 -1
  166. package/dist/constants.js +3 -1
  167. package/dist/hooks/useOceanMaterial.d.ts +6 -2
  168. package/dist/hooks/useOceanMaterial.d.ts.map +1 -1
  169. package/dist/hooks/useOceanMaterial.js +22 -2
  170. package/dist/hooks/useOrbitTargetFollow.d.ts +10 -0
  171. package/dist/hooks/useOrbitTargetFollow.d.ts.map +1 -0
  172. package/dist/hooks/useOrbitTargetFollow.js +194 -0
  173. package/dist/index.d.ts +2 -1
  174. package/dist/index.d.ts.map +1 -1
  175. package/dist/index.js +2 -1
  176. package/dist/operations/catalogue/flock.d.ts.map +1 -1
  177. package/dist/operations/catalogue/flock.js +44 -9
  178. package/dist/operations/catalogue/inkBloom.d.ts.map +1 -1
  179. package/dist/operations/catalogue/inkBloom.js +46 -9
  180. package/dist/operations/catalogue/liquidMetal.d.ts.map +1 -1
  181. package/dist/operations/catalogue/liquidMetal.js +41 -12
  182. package/dist/operations/catalogue/particleSwarm.d.ts.map +1 -1
  183. package/dist/operations/catalogue/particleSwarm.js +29 -9
  184. package/dist/operations/catalogue/petalPeel.d.ts.map +1 -1
  185. package/dist/operations/catalogue/petalPeel.js +33 -9
  186. package/dist/operations/catalogue/portal.d.ts.map +1 -1
  187. package/dist/operations/catalogue/portal.js +33 -11
  188. package/dist/operations/catalogue/sandErosion.d.ts.map +1 -1
  189. package/dist/operations/catalogue/sandErosion.js +36 -14
  190. package/dist/operations/catalogue/teleport.d.ts.map +1 -1
  191. package/dist/operations/catalogue/teleport.js +43 -12
  192. package/dist/operations/catalogue/unweave.d.ts.map +1 -1
  193. package/dist/operations/catalogue/unweave.js +34 -15
  194. package/dist/operations/catalogue/voxelize.d.ts.map +1 -1
  195. package/dist/operations/catalogue/voxelize.js +37 -10
  196. package/dist/shaders/glsl/terrainCore.glsl.d.ts +18 -3
  197. package/dist/shaders/glsl/terrainCore.glsl.d.ts.map +1 -1
  198. package/dist/shaders/glsl/terrainCore.glsl.js +42 -21
  199. package/dist/shaders/ocean/OceanSurfaceMaterial.d.ts +36 -11
  200. package/dist/shaders/ocean/OceanSurfaceMaterial.d.ts.map +1 -1
  201. package/dist/shaders/ocean/OceanSurfaceMaterial.js +96 -5
  202. package/dist/triggers/engine.d.ts +1 -1
  203. package/dist/triggers/engine.d.ts.map +1 -1
  204. package/dist/triggers/engine.js +3 -0
  205. package/dist/triggers/hosts/actions.d.ts.map +1 -1
  206. package/dist/triggers/hosts/actions.js +3 -1
  207. package/dist/triggers/hosts/interactions.d.ts.map +1 -1
  208. package/dist/triggers/hosts/interactions.js +1 -1
  209. package/dist/triggers/hosts/timelineCues.js +1 -1
  210. package/dist/triggers/kinds/change.d.ts +4 -0
  211. package/dist/triggers/kinds/change.d.ts.map +1 -0
  212. package/dist/triggers/kinds/change.js +50 -0
  213. package/dist/triggers/kinds/index.d.ts +1 -0
  214. package/dist/triggers/kinds/index.d.ts.map +1 -1
  215. package/dist/triggers/kinds/index.js +1 -0
  216. package/dist/utils/CameraSingleton.d.ts +4 -0
  217. package/dist/utils/CameraSingleton.d.ts.map +1 -1
  218. package/dist/utils/CameraSingleton.js +4 -0
  219. package/dist/utils/deviceTier.d.ts +2 -0
  220. package/dist/utils/deviceTier.d.ts.map +1 -0
  221. package/dist/utils/deviceTier.js +16 -0
  222. package/dist/utils/environmentDrawOrder.d.ts +23 -0
  223. package/dist/utils/environmentDrawOrder.d.ts.map +1 -0
  224. package/dist/utils/environmentDrawOrder.js +22 -0
  225. package/dist/utils/pickProxy.d.ts +11 -0
  226. package/dist/utils/pickProxy.d.ts.map +1 -0
  227. package/dist/utils/pickProxy.js +36 -0
  228. package/dist/utils/shapes.d.ts +4 -0
  229. package/dist/utils/shapes.d.ts.map +1 -1
  230. package/dist/utils/shapes.js +4 -1
  231. package/dist/utils/terrainUniforms.d.ts +7 -0
  232. package/dist/utils/terrainUniforms.d.ts.map +1 -1
  233. package/dist/utils/terrainUniforms.js +15 -2
  234. package/dist/utils/textShape.d.ts +24 -0
  235. package/dist/utils/textShape.d.ts.map +1 -0
  236. package/dist/utils/textShape.js +102 -0
  237. package/package.json +2 -2
@@ -8,6 +8,9 @@
8
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  // photon ring and fine, faint spiral filaments inside — see-through
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  // tech segmented arcs rotating both ways, tick marks and a scanning light
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  // Reverting brings the object back out of the portal.
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+ // With Disappear off (an object effect's default) the ring opens around the object's
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+ // middle and stays, the object intact inside it with a soft band of light where the
13
+ // ring's plane crosses it.
11
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  import { AdditiveBlending, Color, Mesh, PlaneGeometry, Quaternion, ShaderMaterial, Vector3 } from 'three';
12
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  import { defineOperation } from '../types.js';
13
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  import { addLayer, forEachMeshMaterial, removeLayer } from './shaderLayers.js';
@@ -21,16 +24,22 @@ const STYLES = ['electric', 'runes', 'horizon', 'tech'];
21
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  const PAD = 1.35;
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  function cutLayer(st) {
23
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  return {
24
- uniforms: { ...fieldUniforms(P, st.field), uPorColor: st.color },
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+ uniforms: { ...fieldUniforms(P, st.field), uPorColor: st.color, uPorKeep: st.keep },
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  common: `varying vec3 vPorQ;\n${fieldGlsl(P)}`,
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  vertex: `vPorQ = PorNorm((uPorRootInv * modelMatrix * vec4(transformed, 1.0)).xyz);`,
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  fragment: /* glsl */ `
28
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  {
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  float s = PorAlong(vPorQ);
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- float fs = mix(-0.04, 1.04, clamp(uPorProgress, 0.0, 1.0));
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- if (s < fs) discard;
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- float rim = exp(-(s - fs) / 0.012);
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- outgoingLight = mix(outgoingLight, uPorColor * 3.0, clamp(rim, 0.0, 1.0));
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+ if (uPorKeep > 0.5) {
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+ // inside the ring: a soft band of light where its plane crosses the object, breathing
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+ float band = exp(-abs(s - 0.5) / 0.03) * (0.5 + 0.3 * sin(uPorTime * 1.7)) * smoothstep(0.0, 0.08, uPorProgress);
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+ outgoingLight = mix(outgoingLight, uPorColor * 2.5, clamp(band, 0.0, 1.0));
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+ } else {
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+ float fs = mix(-0.04, 1.04, clamp(uPorProgress, 0.0, 1.0));
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+ if (s < fs) discard;
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+ float rim = exp(-(s - fs) / 0.012);
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+ outgoingLight = mix(outgoingLight, uPorColor * 3.0, clamp(rim, 0.0, 1.0));
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+ }
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  }`,
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  };
36
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  }
@@ -122,12 +131,14 @@ function makeRingMaterial(st, style) {
122
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  export default defineOperation({
123
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  value: 'portal',
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  label: 'Portal',
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- description: 'Sweep a ring of light through the targets and send them through it — reverting brings them back',
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+ description: 'Sweep a ring of light through the targets and send them through it (or, Disappear off, keep the ring open around them) — reverting brings them back',
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  channel: 'visual',
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  multi: true,
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  toggles: true,
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- usableIn: ['interaction', 'action'],
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+ usableIn: ['interaction', 'action', 'object'],
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+ objectParams: { disappear: false },
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  params: {
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+ disappear: { type: 'boolean', label: 'Disappear', default: true, hint: 'Off: the ring opens around the object and stays' },
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  ring: { type: 'select', label: 'Ring', default: 'electric', options: [{ value: 'electric', label: 'Electric arcs' }, { value: 'runes', label: 'Rune ring' }, { value: 'horizon', label: 'Event horizon' }, { value: 'tech', label: 'Tech gate' }] },
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  direction: { type: 'select', label: 'Sweep', default: 'down', options: SWEEP_OPTIONS },
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  color: { type: 'color', label: 'Light', default: '#7a8cff' },
@@ -142,7 +153,7 @@ export default defineOperation({
142
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  if (!st) {
143
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  const field = createFieldState(target);
144
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  const own = {
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- field, color: { value: new Color() }, style: '', mats: new Set(),
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+ field, color: { value: new Color() }, style: '', mats: new Set(), keep: { value: 0 },
146
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  uni: { uStyle: { value: 0 }, uThick: { value: 1 }, uGlow: { value: 1 }, uSpin: { value: 1 }, uAlpha: { value: 0 } },
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  };
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  own.ring = new Mesh(new PlaneGeometry(2 * PAD, 2 * PAD), undefined);
@@ -183,7 +194,16 @@ export default defineOperation({
183
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  s.radius = (0.55 * across + 0.04 * s.field.extent.value) * Number(p.size);
184
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  s.ring.quaternion.copy(new Quaternion().setFromUnitVectors(new Vector3(0, 0, 1), d));
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  s.ring.visible = true;
197
+ s.keep.value = p.disappear === false ? 1 : 0;
198
+ hideMeshes(target, KEY, false);
186
199
  placeRing(s);
200
+ if (s.keep.value) {
201
+ // keep: the ring opens around the middle and holds (its spin runs on the hold clock)
202
+ return runProgress(target, s.field, 1, {
203
+ duration: Number(p.duration) * 0.3, ease: 'none', hold: true,
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+ onUpdate: () => placeRing(s), onComplete: () => placeRing(s),
205
+ });
206
+ }
187
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  return runProgress(target, s.field, 1, {
188
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  duration: Number(p.duration), ease: 'power1.inOut',
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  onUpdate: () => placeRing(s),
@@ -197,7 +217,7 @@ export default defineOperation({
197
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  hideMeshes(target, KEY, false);
198
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  s.ring.visible = true;
199
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  return runProgress(target, s.field, 0, {
200
- duration: Number(p.duration), ease: 'power1.inOut',
220
+ duration: Number(p.duration) * (s.keep.value ? 0.3 : 1) * Math.min(1, Math.max(0.1, s.field.progress.value)), ease: s.keep.value ? 'none' : 'power1.inOut',
201
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  onUpdate: () => placeRing(s),
202
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  onComplete: () => {
203
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  s.mats.forEach(m => removeLayer(m, KEY));
@@ -212,13 +232,15 @@ export default defineOperation({
212
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  /** Put the ring on the moving plane (root-local) and open / close it at the ends. */
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  function placeRing(s) {
214
234
  const pr = Math.min(1, Math.max(0, s.field.progress.value));
215
- const fs = -0.04 + 1.08 * pr;
235
+ const keep = s.keep.value > 0.5;
236
+ // keeping: the ring sits on the object's middle plane and never closes
237
+ const fs = keep ? 0.5 : -0.04 + 1.08 * pr;
216
238
  const d = sweepVector(s.field);
217
239
  const min = s.field.boundsMin.value, size = s.field.boundsSize.value;
218
240
  const c = min.clone().addScaledVector(size, 0.5);
219
241
  const half = (Math.abs(d.x) * size.x + Math.abs(d.y) * size.y + Math.abs(d.z) * size.z) / 2;
220
242
  s.ring.position.copy(c).addScaledVector(d, (fs - 0.5) * 2 * half);
221
- const open = Math.max(0, Math.min(1, pr / 0.08, (1 - pr) / 0.08 + 0.001));
243
+ const open = Math.max(0, Math.min(1, pr / 0.08, keep ? 1 : (1 - pr) / 0.08 + 0.001));
222
244
  s.ring.scale.setScalar(s.radius * (0.2 + 0.8 * Math.sqrt(open)));
223
245
  s.uni.uAlpha.value = open;
224
246
  }
@@ -1 +1 @@
1
- {"version":3,"file":"sandErosion.d.ts","sourceRoot":"","sources":["../../../src/operations/catalogue/sandErosion.ts"],"names":[],"mappings":";AAyEA,wBAkGG"}
1
+ {"version":3,"file":"sandErosion.d.ts","sourceRoot":"","sources":["../../../src/operations/catalogue/sandErosion.ts"],"names":[],"mappings":";AAmFA,wBA8GG"}
@@ -5,10 +5,12 @@
5
5
  // a cone-shaped mound around the base; grains that fell earlier lie lower, so the pile
6
6
  // really builds up. The pile stays while the effect is on; reverting sends every
7
7
  // grain back up to its exact spot and the surface closes.
8
+ // With Disappear off (an object effect's default) the whole object turns to sand and
9
+ // stays: a crust of grains that shimmers, with a faint wind ripple drifting across.
8
10
  import { Color } from 'three';
9
11
  import { defineOperation } from '../types.js';
10
12
  import { addLayer, forEachMeshMaterial, removeLayer } from './shaderLayers.js';
11
- import { DIRECTION_OPTIONS, createFieldState, fieldGlsl, fieldUniforms, hideMeshes, runProgress, setFieldParams, } from './transitionField.js';
13
+ import { DIRECTION_OPTIONS, createFieldState, fieldGlsl, fieldUniforms, hideMeshes, runProgress, setFieldParams, setReveal, } from './transitionField.js';
12
14
  import { sampleSurfaceCached } from './surfaceSample.js';
13
15
  import { GLSL_POINT_SIZE, createFxPoints, disposeFxPoints } from './fxPoints.js';
14
16
  const P = 'Snd';
@@ -31,16 +33,19 @@ float fxHash1(vec3 p) { return fract(sin(dot(p, vec3(127.1, 311.7, 74.7))) * 437
31
33
  * the crumble front eats it away with a per-grain jitter, so the edge breaks
32
34
  * up into grains instead of a smooth line — darker right at the breaking lip.
33
35
  */
34
- function sandLayer(field, sand, tint) {
36
+ function sandLayer(field, sand, tint, keep) {
35
37
  const crust = /* glsl */ `
36
38
  float f = SndField(vSndQ);
37
39
  float crust = smoothstep(0.0, 0.1, SndThreshold() - f);
38
- float pc = clamp(uSndProgress - ${LAG}, 0.0, 1.0);
40
+ // painting the object in: nothing ahead of the front, full crust right behind it
41
+ if (uSndReveal > 0.5) { if (SndThreshold() - f < 0.0) discard; crust = 1.0; }
42
+ // keep: the crust never crumbles
43
+ float pc = clamp(uSndProgress - ${LAG}, 0.0, 1.0) * (1.0 - uSndKeep);
39
44
  float tc = pc * (1.0 + 2.0 * uSndEdgeWidth) - uSndEdgeWidth;
40
45
  float jit = (fxHash1(floor(vSndR / uSndExtent * ${GRAIN_CELLS.toFixed(1)})) - 0.5) * 0.06;
41
46
  float d = f + jit - tc;`;
42
47
  return {
43
- uniforms: { ...fieldUniforms(P, field), uSndSand: sand, uSndTint: tint },
48
+ uniforms: { ...fieldUniforms(P, field), uSndSand: sand, uSndTint: tint, uSndKeep: keep },
44
49
  common: `varying vec3 vSndQ;\nvarying vec3 vSndR;\n${fieldGlsl(P)}\n${HASH1}`,
45
50
  vertex: /* glsl */ `
46
51
  vSndR = (uSndRootInv * modelMatrix * vec4(transformed, 1.0)).xyz;
@@ -51,6 +56,11 @@ function sandLayer(field, sand, tint) {
51
56
  if (d < 0.0) discard;
52
57
  float g = fxHash1(floor(vSndR / uSndExtent * ${GRAIN_CELLS.toFixed(1)} * 2.3));
53
58
  vec3 sandC = mix(uSndSand, diffuseColor.rgb, uSndTint) * (0.8 + 0.3 * g);
59
+ // holding as sand: grains shimmer, a faint wind ripple drifts across
60
+ float held = uSndKeep * step(0.9999, uSndProgress);
61
+ float shimmer = 0.5 + 0.5 * sin(uSndTime * (1.5 + 4.0 * g) + g * 60.0);
62
+ float ripple = sin((vSndR.x + vSndR.z * 0.4) / uSndExtent * 26.0 - uSndTime * 2.2 + fxNoise(vSndR / uSndExtent * 6.0) * 3.0);
63
+ sandC *= 1.0 + held * (0.08 * shimmer * step(0.85, g) + 0.05 * ripple);
54
64
  diffuseColor.rgb = mix(diffuseColor.rgb, sandC, crust);
55
65
  // the breaking lip is darker, like damp sand under the fall
56
66
  diffuseColor.rgb *= 1.0 - 0.45 * (1.0 - smoothstep(0.0, 0.05, d)) * step(0.0001, pc);
@@ -66,17 +76,20 @@ function sandLayer(field, sand, tint) {
66
76
  export default defineOperation({
67
77
  value: 'sandErosion',
68
78
  label: 'Sand erosion',
69
- description: 'Crumble the targets into grains that pour down into a mound — reverting pours them back up',
79
+ description: 'Crumble the targets into grains that pour down into a mound (or, Disappear off, turn them to sand and keep them) — reverting pours them back up',
70
80
  channel: 'visual',
71
81
  multi: true,
72
82
  toggles: true,
73
- usableIn: ['interaction', 'action'],
83
+ usableIn: ['interaction', 'action', 'object'],
84
+ objectParams: { disappear: false },
85
+ presence: 'paint',
74
86
  params: {
75
87
  direction: { type: 'select', label: 'Direction', default: 'down', options: DIRECTION_OPTIONS },
88
+ disappear: { type: 'boolean', label: 'Disappear', default: true, hint: 'Off: the object turns to sand and stays' },
76
89
  grains: { type: 'number', label: 'Grains', default: 45000, min: 5000, max: 150000, step: 1000 },
77
90
  grainSize: { type: 'number', label: 'Grain size', default: 1, min: 0.3, max: 4, step: 0.1, unit: '×' },
78
- pile: { type: 'number', label: 'Mound height', default: 1, min: 0, max: 3, step: 0.05, unit: '×' },
79
- spread: { type: 'number', label: 'Mound width', default: 1, min: 0.3, max: 3, step: 0.05, unit: '×' },
91
+ pile: { type: 'number', label: 'Mound height', default: 1, min: 0, max: 3, step: 0.05, unit: '×', showWhen: { disappear: ['true'] } },
92
+ spread: { type: 'number', label: 'Mound width', default: 1, min: 0.3, max: 3, step: 0.05, unit: '×', showWhen: { disappear: ['true'] } },
80
93
  sand: { type: 'color', label: 'Sand', default: '#d8b98a' },
81
94
  tint: { type: 'number', label: 'Object colour', default: 0.35, min: 0, max: 1, step: 0.05, hint: 'How much of the object’s own colour the sand keeps' },
82
95
  scale: { type: 'number', label: 'Grain pattern', default: 3, min: 0.5, max: 12, step: 0.1 },
@@ -87,11 +100,11 @@ export default defineOperation({
87
100
  if (!st) {
88
101
  const field = createFieldState(target);
89
102
  field.edgeWidth.value = 0.05;
90
- const life = { value: LIFE }, pile = { value: 1 }, spread = { value: 1 }, grain = { value: 1 }, sand = { value: new Color() }, tint = { value: 0.35 };
103
+ const life = { value: LIFE }, pile = { value: 1 }, spread = { value: 1 }, grain = { value: 1 }, sand = { value: new Color() }, tint = { value: 0.35 }, keep = { value: 0 };
91
104
  const sample = sampleSurfaceCached(target, Math.round(Number(p.grains)), 21);
92
105
  const points = createFxPoints(target, sample, {
93
106
  additive: false,
94
- uniforms: { ...fieldUniforms(P, field), uSndLife: life, uSndPile: pile, uSndSpread: spread, uSndGrain: grain, uSndSand: sand, uSndTint: tint },
107
+ uniforms: { ...fieldUniforms(P, field), uSndLife: life, uSndPile: pile, uSndSpread: spread, uSndGrain: grain, uSndSand: sand, uSndTint: tint, uSndKeep: keep },
95
108
  vertexPars: fieldGlsl(P) + GLSL_POINT_SIZE + HASH1,
96
109
  vertexMain: /* glsl */ `
97
110
  float f = ${P}Field(${P}Norm(aP));
@@ -99,7 +112,7 @@ export default defineOperation({
99
112
  float jit = (fxHash1(floor(aP / uSndExtent * ${GRAIN_CELLS.toFixed(1)})) - 0.5) * 0.06;
100
113
  float birth = ${LAG} + ${P}BirthOf(f + jit);
101
114
  float a = (uSndProgress - birth) / uSndLife;
102
- if (a <= 0.0) { gl_Position = vec4(2.0, 2.0, 2.0, 1.0); gl_PointSize = 0.0; vColor = vec3(0.0); vAlpha = 0.0; return; }
115
+ if (a <= 0.0 || uSndKeep > 0.5) { gl_Position = vec4(2.0, 2.0, 2.0, 1.0); gl_PointSize = 0.0; vColor = vec3(0.0); vAlpha = 0.0; return; }
103
116
  a = min(a, 1.0);
104
117
  float E = uSndExtent;
105
118
  vec3 C = u${P}Min + u${P}Size * 0.5;
@@ -126,10 +139,10 @@ export default defineOperation({
126
139
  vAlpha = 1.0;
127
140
  gl_PointSize = clamp(fxPointPx(E * 0.0032 * uSndGrain * (0.7 + 0.6 * aR.w), mv), 1.0, 10.0);`,
128
141
  });
129
- st = { field, life, pile, spread, grain, sand, points, mats: new Set() };
142
+ st = { field, life, pile, spread, grain, sand, keep, points, mats: new Set() };
130
143
  st.tint = tint;
131
144
  const own = st;
132
- const layer = sandLayer(field, sand, tint);
145
+ const layer = sandLayer(field, sand, tint, keep);
133
146
  forEachMeshMaterial(target, (mat, mesh) => {
134
147
  if (mesh.userData?.__opFxHelper)
135
148
  return;
@@ -145,6 +158,13 @@ export default defineOperation({
145
158
  s.grain.value = Number(p.grainSize);
146
159
  s.sand.value.set(String(p.sand));
147
160
  s.tint.value = Number(p.tint);
161
+ s.keep.value = p.disappear === false ? 1 : 0;
162
+ if (s.keep.value) {
163
+ // keep: the crust spreads over the whole object (0 → 1) and holds
164
+ hideMeshes(target, KEY, false);
165
+ return runProgress(target, s.field, 1, { duration: Number(p.duration) / END, ease: 'none', hold: true });
166
+ }
167
+ hideMeshes(target, KEY, false);
148
168
  return runProgress(target, s.field, END, {
149
169
  duration: Number(p.duration), ease: 'none',
150
170
  onComplete: () => hideMeshes(target, KEY, true),
@@ -155,8 +175,10 @@ export default defineOperation({
155
175
  if (!s)
156
176
  return;
157
177
  hideMeshes(target, KEY, false);
178
+ setReveal(s.field, p);
179
+ // from a hold it only has part of the way to go: keep the same speed
158
180
  return runProgress(target, s.field, 0, {
159
- duration: Number(p.duration), ease: 'none',
181
+ duration: Number(p.duration) * Math.min(1, Math.max(0.1, s.field.progress.value / END)), ease: 'none',
160
182
  onComplete: () => {
161
183
  s.mats.forEach(m => removeLayer(m, KEY));
162
184
  disposeFxPoints(s.points);
@@ -1 +1 @@
1
- {"version":3,"file":"teleport.d.ts","sourceRoot":"","sources":["../../../src/operations/catalogue/teleport.ts"],"names":[],"mappings":";AA2HA,wBAgGG"}
1
+ {"version":3,"file":"teleport.d.ts","sourceRoot":"","sources":["../../../src/operations/catalogue/teleport.ts"],"names":[],"mappings":";AAyIA,wBAiHG"}
@@ -5,10 +5,13 @@
5
5
  // column of light: a soft core that is brightest face-on, fine streaks flowing
6
6
  // upward, and thin rings of light climbing it. Reverting materialises the
7
7
  // object back down the beam.
8
+ // With Disappear off (an object effect's default) the object stays "charged": hot
9
+ // white at the top fading to its own colour below, the beam standing over it with
10
+ // particles cycling up it, nothing leaving.
8
11
  import { AdditiveBlending, Color, CylinderGeometry, Mesh, ShaderMaterial } from 'three';
9
12
  import { defineOperation } from '../types.js';
10
13
  import { GLSL_ROT, addLayer, forEachMeshMaterial, removeLayer } from './shaderLayers.js';
11
- import { DIRECTION_OPTIONS, createFieldState, fieldGlsl, fieldUniforms, hideMeshes, runProgress, setFieldParams, } from './transitionField.js';
14
+ import { DIRECTION_OPTIONS, createFieldState, fieldGlsl, fieldUniforms, hideMeshes, runProgress, setFieldParams, setReveal, } from './transitionField.js';
12
15
  import { sampleSurfaceCached } from './surfaceSample.js';
13
16
  import { GLSL_POINT_SIZE, createFxPoints, disposeFxPoints } from './fxPoints.js';
14
17
  import { hideUntilWarm } from './warmup.js';
@@ -21,14 +24,14 @@ const END = 1 + LIFE * 1.6;
21
24
  const SING = `(u${P}Min + u${P}Size * vec3(0.5, 1.0, 0.5) + vec3(0.0, 0.18 * u${P}Extent, 0.0))`;
22
25
  function surface(st) {
23
26
  return {
24
- uniforms: { ...fieldUniforms(P, st.field), uTelLife: st.life, uTelGlow: st.glow },
27
+ uniforms: { ...fieldUniforms(P, st.field), uTelLife: st.life, uTelGlow: st.glow, uTelKeep: st.keep },
25
28
  common: `varying float vTelK;\nvarying vec3 vTelQ;\n${fieldGlsl(P)}\n${GLSL_ROT}`,
26
29
  vertex: /* glsl */ `
27
30
  {
28
31
  mat4 toRoot = uTelRootInv * modelMatrix;
29
32
  vec3 rl = (toRoot * vec4(transformed, 1.0)).xyz;
30
33
  float birth = TelBirthOf(TelField(TelNorm(rl)));
31
- float k = clamp((uTelProgress - birth) / uTelLife, 0.0, 1.0);
34
+ float k = clamp((uTelProgress - birth) / uTelLife, 0.0, 1.0) * (1.0 - uTelKeep);
32
35
  k = k * k * (3.0 - 2.0 * k);
33
36
  vTelK = k;
34
37
  vTelQ = TelNorm(rl);
@@ -41,10 +44,21 @@ function surface(st) {
41
44
  }`,
42
45
  fragment: /* glsl */ `
43
46
  {
44
- float cut = 0.1 + 0.35 * fxFbm(vTelQ * 7.0);
45
- if (vTelK > cut) discard;
46
- float h = smoothstep(0.0, cut, vTelK);
47
- outgoingLight = mix(outgoingLight, uTelGlow * (1.5 + 3.5 * h), h);
47
+ if (uTelKeep > 0.5) {
48
+ // charged: heat climbs the object — white-hot at the top, its own colour below — and flickers
49
+ float TelD = TelField(vTelQ) - TelThreshold();
50
+ float charged = smoothstep(0.0, uTelEdgeWidth, -TelD);
51
+ // painting the object in: nothing ahead of the front, fully charged right behind it
52
+ if (uTelReveal > 0.5) { if (TelD > 0.0) discard; charged = 1.0; }
53
+ float heat = pow(clamp(vTelQ.y, 0.0, 1.0), 2.6) * (0.85 + 0.15 * sin(uTelTime * 5.0 + fxFbm(vTelQ * 6.0 + uTelTime * 0.4) * 12.0));
54
+ vec3 hot = mix(uTelGlow * 0.9, vec3(2.0), heat) * (0.5 + 1.5 * heat);
55
+ outgoingLight = mix(outgoingLight, hot, charged * (0.12 + 0.88 * heat));
56
+ } else {
57
+ float cut = 0.1 + 0.35 * fxFbm(vTelQ * 7.0);
58
+ if (vTelK > cut) discard;
59
+ float h = smoothstep(0.0, cut, vTelK);
60
+ outgoingLight = mix(outgoingLight, uTelGlow * (1.5 + 3.5 * h), h);
61
+ }
48
62
  }`,
49
63
  };
50
64
  }
@@ -114,13 +128,16 @@ function updateColumn(s) {
114
128
  export default defineOperation({
115
129
  value: 'teleport',
116
130
  label: 'Teleport',
117
- description: 'Draw the targets into a point of light and send them up a beam — reverting brings them back down',
131
+ description: 'Draw the targets into a point of light and send them up a beam (or, Disappear off, keep them charged under the beam) — reverting brings them back down',
118
132
  channel: 'visual',
119
133
  multi: true,
120
134
  toggles: true,
121
- usableIn: ['interaction', 'action'],
135
+ usableIn: ['interaction', 'action', 'object'],
136
+ objectParams: { disappear: false },
137
+ presence: 'paint',
122
138
  params: {
123
139
  direction: { type: 'select', label: 'Direction', default: 'down', options: DIRECTION_OPTIONS },
140
+ disappear: { type: 'boolean', label: 'Disappear', default: true, hint: 'Off: the object stays charged under the beam' },
124
141
  color: { type: 'color', label: 'Light', default: '#a8ecff' },
125
142
  sparks: { type: 'number', label: 'Particles', default: 9000, min: 1000, max: 60000, step: 1000 },
126
143
  beam: { type: 'number', label: 'Beam height', default: 3, min: 0.5, max: 10, step: 0.1, unit: '×' },
@@ -133,15 +150,17 @@ export default defineOperation({
133
150
  if (!st) {
134
151
  const field = createFieldState(target);
135
152
  field.edgeWidth.value = 0.1;
136
- const own = { field, life: { value: LIFE }, glow: { value: new Color() }, beam: { value: 3 }, width: { value: 1 }, mats: new Set() };
153
+ const own = { field, life: { value: LIFE }, glow: { value: new Color() }, beam: { value: 3 }, width: { value: 1 }, keep: { value: 0 }, mats: new Set() };
137
154
  const sample = sampleSurfaceCached(target, Math.round(Number(p.sparks)), 23);
138
155
  own.points = createFxPoints(target, sample, {
139
156
  additive: true,
140
- uniforms: { ...fieldUniforms(P, field), uTelLife: own.life, uTelGlow: own.glow, uTelBeam: own.beam, uTelWidth: own.width },
157
+ uniforms: { ...fieldUniforms(P, field), uTelLife: own.life, uTelGlow: own.glow, uTelBeam: own.beam, uTelWidth: own.width, uTelKeep: own.keep },
141
158
  vertexPars: fieldGlsl(P) + GLSL_POINT_SIZE + GLSL_ROT,
142
159
  vertexMain: /* glsl */ `
143
160
  float birth = TelBirthOf(TelField(TelNorm(aP)));
144
161
  float a = (uTelProgress - birth) / (uTelLife * 1.6);
162
+ // keep: once charged, a particle cycles up the beam over and over
163
+ if (uTelKeep > 0.5) a = uTelProgress > birth ? 0.5 + 0.5 * fract(u${P}Time * 0.2 + aR.w) : 0.0;
145
164
  if (a <= 0.0 || a >= 1.0) { gl_Position = vec4(2.0, 2.0, 2.0, 1.0); gl_PointSize = 0.0; vColor = vec3(0.0); vAlpha = 0.0; return; }
146
165
  float E = uTelExtent;
147
166
  vec3 S = ${SING};
@@ -184,7 +203,17 @@ export default defineOperation({
184
203
  s.beam.value = Number(p.beam);
185
204
  s.width.value = Number(p.width);
186
205
  s.points.visible = true;
206
+ s.keep.value = p.disappear === false ? 1 : 0;
207
+ hideMeshes(target, KEY, false);
187
208
  updateColumn(s);
209
+ if (s.keep.value) {
210
+ // keep: the charge climbs the object (0 → 1), the beam stands, and it holds
211
+ return runProgress(target, s.field, 1, {
212
+ duration: Number(p.duration) / END, ease: 'none', hold: true,
213
+ onUpdate: () => updateColumn(s),
214
+ onComplete: () => updateColumn(s),
215
+ });
216
+ }
188
217
  return runProgress(target, s.field, END, {
189
218
  duration: Number(p.duration), ease: 'power1.in',
190
219
  onUpdate: () => updateColumn(s),
@@ -196,9 +225,11 @@ export default defineOperation({
196
225
  if (!s)
197
226
  return;
198
227
  hideMeshes(target, KEY, false);
228
+ setReveal(s.field, p);
199
229
  s.points.visible = true;
230
+ // from a hold it only has part of the way to go: keep the same speed
200
231
  return runProgress(target, s.field, 0, {
201
- duration: Number(p.duration), ease: 'power1.out',
232
+ duration: Number(p.duration) * Math.min(1, Math.max(0.1, s.field.progress.value / END)), ease: s.keep.value ? 'none' : 'power1.out',
202
233
  onUpdate: () => updateColumn(s),
203
234
  onComplete: () => {
204
235
  s.mats.forEach(m => removeLayer(m, KEY));
@@ -1 +1 @@
1
- {"version":3,"file":"unweave.d.ts","sourceRoot":"","sources":["../../../src/operations/catalogue/unweave.ts"],"names":[],"mappings":";AA2EA,wBA+IG"}
1
+ {"version":3,"file":"unweave.d.ts","sourceRoot":"","sources":["../../../src/operations/catalogue/unweave.ts"],"names":[],"mappings":";AA+EA,wBAgKG"}
@@ -6,7 +6,8 @@
6
6
  // of light beyond the object on that side (left/right: screen, at trigger)
7
7
  // random every thread segment flies off on its own heading and fades
8
8
  // scale the whole thread sculpture expands outward, keeping its shape, and fades
9
- // With dispersing off, the object simply stays as a woven thread sculpture.
9
+ // With Disappear off (an object effect's default) the object stays as a woven thread
10
+ // sculpture and holds: light pulses run along the rings, threads shimmer.
10
11
  // Reverting weaves the object back together.
11
12
  import { AdditiveBlending, BufferAttribute, BufferGeometry, Color, LineSegments, Matrix4, ShaderMaterial, Vector3 } from 'three';
12
13
  import { defineOperation } from '../types.js';
@@ -19,6 +20,8 @@ const KEY = 'unweave';
19
20
  const STATE = '__opUnweave';
20
21
  const MAX_TRIS = 300_000;
21
22
  const MAX_SEGMENTS = 200_000;
23
+ /** The threads run on past the surface (0 → 1) to 1.6 while dispersing. */
24
+ const END = 1.6;
22
25
  const MODES = ['up', 'down', 'left', 'right', 'random', 'scale'];
23
26
  /** Slice every mesh of the target with `levels` horizontal planes (root space). */
24
27
  function contourSegments(target, levels) {
@@ -76,17 +79,19 @@ function contourSegments(target, levels) {
76
79
  export default defineOperation({
77
80
  value: 'unweave',
78
81
  label: 'Unweave',
79
- description: 'Re-draw the targets as glowing threads that unravel into a point of light — reverting weaves them back',
82
+ description: 'Re-draw the targets as glowing threads that unravel into a point of light (or, Disappear off, stay as a thread sculpture) — reverting weaves them back',
80
83
  channel: 'visual',
81
84
  multi: true,
82
85
  toggles: true,
83
- usableIn: ['interaction', 'action'],
86
+ usableIn: ['interaction', 'action', 'object'],
87
+ objectParams: { disappear: false },
88
+ // no presence: with Disappear off the look decorates the object (it appears, then is re-drawn); on, it is the entrance / exit
84
89
  params: {
85
90
  color: { type: 'color', label: 'Thread', default: '#ffcf7a' },
86
91
  threads: { type: 'number', label: 'Threads', default: 56, min: 8, max: 200, step: 1, hint: 'Contour lines from bottom to top' },
87
- disperse: { type: 'boolean', label: 'Disperse', default: true, hint: 'Off: the object stays as a thread sculpture' },
92
+ disappear: { type: 'boolean', label: 'Disappear', default: true, hint: 'Off: the object stays as a glowing thread sculpture' },
88
93
  mode: {
89
- type: 'select', label: 'Dispersal', default: 'up',
94
+ type: 'select', label: 'Dispersal', default: 'up', showWhen: { disappear: ['true'] },
90
95
  options: [
91
96
  { value: 'up', label: 'Unravel upward' }, { value: 'down', label: 'Unravel downward' },
92
97
  { value: 'left', label: 'Unravel left → right' }, { value: 'right', label: 'Unravel right → left' },
@@ -114,7 +119,7 @@ export default defineOperation({
114
119
  uniforms: uniforms,
115
120
  vertexShader: `${decl}
116
121
  attribute float aUnwLevel; attribute float aUnwAng; attribute float aUnwRand;
117
- varying float vUnwA; varying float vUnwU;
122
+ varying float vUnwA; varying float vUnwU; varying float vUnwL; varying float vUnwR;
118
123
  ${fieldGlsl(P)}
119
124
  ${GLSL_ROT}
120
125
  void main() {
@@ -136,6 +141,7 @@ void main() {
136
141
  float u = clamp((prog - 0.55 - delay * 0.9) / 0.4, 0.0, 1.0) * uUnwDisperse;
137
142
  u = u * u * (3.0 - 2.0 * u);
138
143
  vUnwU = u;
144
+ vUnwL = s; vUnwR = aUnwRand;
139
145
  vec3 p;
140
146
  if (uUnwMode < 3.5) {
141
147
  vec3 rel = fxRot(ax, u * (2.5 + aUnwRand)) * rel0;
@@ -152,10 +158,16 @@ void main() {
152
158
  gl_Position = projectionMatrix * modelViewMatrix * vec4(p, 1.0);
153
159
  }`,
154
160
  fragmentShader: `
155
- uniform vec3 uUnwColor; varying float vUnwA; varying float vUnwU;
161
+ uniform vec3 uUnwColor; uniform float uUnwTime; uniform float uUnwDisperse; uniform float uUnwProgress;
162
+ varying float vUnwA; varying float vUnwU; varying float vUnwL; varying float vUnwR;
156
163
  void main() {
157
164
  float a = vUnwA * (1.0 - smoothstep(0.85, 1.0, vUnwU));
158
- vec3 c = uUnwColor * (1.2 + 2.5 * vUnwU);
165
+ // holding as a sculpture: a pulse of light climbs the rings, threads shimmer
166
+ float held = (1.0 - uUnwDisperse) * step(0.9999, uUnwProgress);
167
+ float pulse = 0.5 + 0.5 * sin((vUnwL * 7.0 - uUnwTime * 1.3) * 6.2832);
168
+ float shimmer = 0.6 + 0.4 * sin(uUnwTime * (2.0 + 3.0 * vUnwR) + vUnwR * 40.0);
169
+ float glow = mix(1.0, 0.55 + 0.9 * pulse * pulse + 0.35 * shimmer, held);
170
+ vec3 c = uUnwColor * (1.2 + 2.5 * vUnwU) * glow;
159
171
  gl_FragColor = vec4(c * a, a);
160
172
  #include <tonemapping_fragment>
161
173
  #include <colorspace_fragment>
@@ -186,7 +198,7 @@ void main() {
186
198
  s.color.value.set(String(p.color));
187
199
  const mode = MODES.includes(String(p.mode)) ? String(p.mode) : 'up';
188
200
  s.mode.value = MODES.indexOf(mode);
189
- s.disperse.value = p.disperse === false ? 0 : 1;
201
+ s.disperse.value = p.disappear === false ? 0 : 1;
190
202
  if (mode === 'up')
191
203
  s.axis.value.set(0, 1, 0);
192
204
  else if (mode === 'down')
@@ -205,12 +217,18 @@ void main() {
205
217
  s.field.sweep.value.copy(s.axis.value).negate();
206
218
  }
207
219
  s.lines.visible = true;
208
- const keep = s.disperse.value === 0;
209
- // 0 → 1: surface goes (field clamps at 1); the threads run on to 1.6
210
- return runProgress(target, s.field, 1.6, {
220
+ if (s.disperse.value === 0) {
221
+ // keep: the surface goes (0 → 1), the sculpture stays and holds
222
+ return runProgress(target, s.field, 1, {
223
+ duration: Number(p.duration) * (1 / END), ease: 'none', hold: true,
224
+ onComplete: () => hideMeshes(target, KEY, true),
225
+ });
226
+ }
227
+ hideMeshes(target, KEY, false);
228
+ // 0 → 1: surface goes (field clamps at 1); the threads run on to END
229
+ return runProgress(target, s.field, END, {
211
230
  duration: Number(p.duration), ease: 'none',
212
- onComplete: () => { hideMeshes(target, KEY, true); if (!keep)
213
- s.lines.visible = false; },
231
+ onComplete: () => { hideMeshes(target, KEY, true); s.lines.visible = false; },
214
232
  });
215
233
  },
216
234
  revert(target, p) {
@@ -219,8 +237,9 @@ void main() {
219
237
  return;
220
238
  hideMeshes(target, KEY, false);
221
239
  s.lines.visible = true;
240
+ // from a hold it only has part of the way to go: keep the same speed
222
241
  return runProgress(target, s.field, 0, {
223
- duration: Number(p.duration), ease: 'none',
242
+ duration: Number(p.duration) * Math.min(1, Math.max(0.1, s.field.progress.value / END)), ease: 'none',
224
243
  onComplete: () => {
225
244
  s.mats.forEach(m => removeLayer(m, KEY));
226
245
  s.lines.removeFromParent();
@@ -1 +1 @@
1
- {"version":3,"file":"voxelize.d.ts","sourceRoot":"","sources":["../../../src/operations/catalogue/voxelize.ts"],"names":[],"mappings":";AAsDA,wBAoFG"}
1
+ {"version":3,"file":"voxelize.d.ts","sourceRoot":"","sources":["../../../src/operations/catalogue/voxelize.ts"],"names":[],"mappings":";AA0DA,wBA2GG"}
@@ -4,6 +4,8 @@
4
4
  // passes, the surface goes and its voxel pops in with a brief flash; a moment
5
5
  // later the voxel lifts off along the surface normal and upward, tumbling and
6
6
  // shrinking. Reverting flies every cube back and the surface re-forms.
7
+ // With Disappear off (an object effect's default) the whole object stays digitised:
8
+ // every cube in place, and holds — a scan line climbs the rows, a few cubes flicker.
7
9
  import { BoxGeometry } from 'three';
8
10
  import { defineOperation } from '../types.js';
9
11
  import { GLSL_ROT, addLayer, forEachMeshMaterial, removeLayer } from './shaderLayers.js';
@@ -14,6 +16,8 @@ const P = 'Vox';
14
16
  const KEY = 'voxelize';
15
17
  const STATE = '__opVoxelize';
16
18
  const LIFE = 0.75;
19
+ /** Keep: the voxel age is clamped here — popped in, flash gone, not yet lifting off. */
20
+ const KEEP_AGE = 0.28;
17
21
  /** Quantise surface samples to a grid: one voxel per occupied cell, averaged. */
18
22
  function buildVoxels(target, resolution) {
19
23
  const sample = sampleSurfaceCached(target, 40000, 37);
@@ -61,15 +65,18 @@ function buildVoxels(target, resolution) {
61
65
  export default defineOperation({
62
66
  value: 'voxelize',
63
67
  label: 'Voxelise',
64
- description: 'Digitise the targets into cubes that peel off and float away — reverting clicks them back',
68
+ description: 'Digitise the targets into cubes that peel off and float away (or, Disappear off, stay as a voxel model) — reverting clicks them back',
65
69
  channel: 'visual',
66
70
  multi: true,
67
71
  toggles: true,
68
- usableIn: ['interaction', 'action'],
72
+ usableIn: ['interaction', 'action', 'object'],
73
+ objectParams: { disappear: false },
74
+ // no presence: with Disappear off the look decorates the object (it appears, then is re-drawn); on, it is the entrance / exit
69
75
  params: {
70
76
  direction: { type: 'select', label: 'Direction', default: 'up', options: DIRECTION_OPTIONS },
71
77
  resolution: { type: 'number', label: 'Resolution', default: 26, min: 6, max: 70, step: 1, hint: 'Cubes across the object’s largest side' },
72
- lift: { type: 'number', label: 'Float', default: 1, min: 0, max: 4, step: 0.05, unit: '×' },
78
+ lift: { type: 'number', label: 'Float', default: 1, min: 0, max: 4, step: 0.05, unit: '×', showWhen: { disappear: ['true'] } },
79
+ disappear: { type: 'boolean', label: 'Disappear', default: true, hint: 'Off: the object stays as a model of cubes' },
73
80
  edgeColor: { type: 'color', label: 'Scan colour', default: '#7fe3ff' },
74
81
  scale: { type: 'number', label: 'Pattern', default: 2, min: 0.5, max: 12, step: 0.1 },
75
82
  duration: { type: 'number', label: 'Duration', default: 3, min: 0.3, max: 12, step: 0.1, unit: 's' },
@@ -79,7 +86,7 @@ export default defineOperation({
79
86
  if (!st) {
80
87
  const field = createFieldState(target);
81
88
  field.edgeWidth.value = 0.04;
82
- const life = { value: LIFE }, lift = { value: 1 };
89
+ const life = { value: LIFE }, lift = { value: 1 }, keep = { value: 0 };
83
90
  const vox = buildVoxels(target, Math.round(Number(p.resolution)));
84
91
  const s = vox.cell * 0.94;
85
92
  const mesh = createFxInstances(target, {
@@ -88,11 +95,11 @@ export default defineOperation({
88
95
  attributes: { aVoxP: [vox.positions, 3], aVoxN: [vox.normals, 3], aVoxR: [vox.rand, 4] },
89
96
  layerKey: 'voxelInstances', roughness: 0.55, metalness: 0.05,
90
97
  layer: {
91
- uniforms: { ...fieldUniforms(P, field), uVoxLife: life, uVoxLift: lift },
92
- common: `varying float vVoxFlash;\n${fieldGlsl(P)}\n${GLSL_ROT}`,
98
+ uniforms: { ...fieldUniforms(P, field), uVoxLife: life, uVoxLift: lift, uVoxKeep: keep },
99
+ common: `varying float vVoxFlash; varying float vVoxHold; varying vec2 vVoxYR;\n${fieldGlsl(P)}\n${GLSL_ROT}`,
93
100
  vertexPars: /* glsl */ `
94
101
  attribute vec3 aVoxP; attribute vec3 aVoxN; attribute vec4 aVoxR;
95
- float voxAge() { return (uVoxProgress - VoxBirthOf(VoxField(VoxNorm(aVoxP)))) / uVoxLife; }
102
+ float voxAge() { const float KEEP_AGE = ${KEEP_AGE.toFixed(2)}; float a = (uVoxProgress - VoxBirthOf(VoxField(VoxNorm(aVoxP)))) / uVoxLife; return mix(a, min(a, KEEP_AGE), uVoxKeep); }
96
103
  mat3 voxSpin(float a) { float fly = smoothstep(0.3, 1.0, a); return fxRot(normalize(aVoxR.xyz - 0.5 + vec3(1e-3)), fly * fly * (2.0 + 3.0 * aVoxR.w)); }`,
97
104
  normal: `{ objectNormal = voxSpin(voxAge()) * objectNormal; }`,
98
105
  vertex: /* glsl */ `
@@ -106,11 +113,21 @@ export default defineOperation({
106
113
  + (aVoxR.xyz - 0.5) * E * 0.25 * fly;
107
114
  transformed = voxSpin(a) * (transformed * sc) + off;
108
115
  vVoxFlash = pop * (1.0 - smoothstep(0.1, 0.24, a));
116
+ // holding as a voxel model
117
+ vVoxHold = uVoxKeep * step(0.9999, uVoxProgress);
118
+ vVoxYR = vec2(VoxNorm(aVoxP).y, aVoxR.w);
119
+ }`,
120
+ emissive: /* glsl */ `
121
+ {
122
+ // a scan line climbs the rows now and then; a few cubes flicker
123
+ float scan = fract(uVoxTime * 0.22);
124
+ float line = exp(-pow((vVoxYR.x - scan * 1.2 + 0.1) * 18.0, 2.0));
125
+ float flick = step(0.955, vVoxYR.y) * (0.5 + 0.5 * sin(uVoxTime * (7.0 + 9.0 * vVoxYR.y) + vVoxYR.y * 50.0));
126
+ totalEmissiveRadiance += uVoxEdgeColor * (vVoxFlash * 0.7 + vVoxHold * (0.35 * line + 0.3 * flick * flick));
109
127
  }`,
110
- emissive: `totalEmissiveRadiance += uVoxEdgeColor * vVoxFlash * 0.7;`,
111
128
  },
112
129
  });
113
- st = { field, life, lift, mesh, mats: new Set() };
130
+ st = { field, life, lift, keep, mesh, mats: new Set() };
114
131
  const own = st;
115
132
  const layer = surfaceLayer(P, field, 'tint');
116
133
  forEachMeshMaterial(target, (mat, m) => {
@@ -125,6 +142,15 @@ export default defineOperation({
125
142
  setFieldParams(s.field, p, target, ctx);
126
143
  s.lift.value = Number(p.lift);
127
144
  s.mesh.visible = true;
145
+ s.keep.value = p.disappear === false ? 1 : 0;
146
+ if (s.keep.value) {
147
+ // keep: the surface goes (0 → 1), every cube stays in place and holds
148
+ return runProgress(target, s.field, 1, {
149
+ duration: Number(p.duration) / (1 + LIFE), ease: 'none', hold: true,
150
+ onComplete: () => hideMeshes(target, KEY, true),
151
+ });
152
+ }
153
+ hideMeshes(target, KEY, false);
128
154
  return runProgress(target, s.field, 1 + LIFE, {
129
155
  duration: Number(p.duration), ease: 'none',
130
156
  onComplete: () => { hideMeshes(target, KEY, true); s.mesh.visible = false; },
@@ -136,8 +162,9 @@ export default defineOperation({
136
162
  return;
137
163
  hideMeshes(target, KEY, false);
138
164
  s.mesh.visible = true;
165
+ // from a hold it only has part of the way to go: keep the same speed
139
166
  return runProgress(target, s.field, 0, {
140
- duration: Number(p.duration), ease: 'none',
167
+ duration: Number(p.duration) * Math.min(1, Math.max(0.1, s.field.progress.value / (1 + LIFE))), ease: 'none',
141
168
  onComplete: () => {
142
169
  s.mats.forEach(m => removeLayer(m, KEY));
143
170
  disposeFxInstances(s.mesh);