@anov/3d-ability 0.0.142 → 0.0.143

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (256) hide show
  1. package/dist/business/Animation/motion/index.js +56 -35
  2. package/dist/business/Animation/motion/index.js.map +1 -1
  3. package/dist/business/Animation/type.js +2 -2
  4. package/dist/business/Area/Fence/FenceBase.js +187 -146
  5. package/dist/business/Area/Fence/FenceBase.js.map +1 -1
  6. package/dist/business/Area/Fence/fence_base_01.js +112 -120
  7. package/dist/business/Area/Fence/fence_base_01.js.map +1 -1
  8. package/dist/business/Area/Fence/fence_feeting_01.js +130 -218
  9. package/dist/business/Area/Fence/fence_feeting_01.js.map +1 -1
  10. package/dist/business/Area/Fence/fence_roll_01.js +130 -140
  11. package/dist/business/Area/Fence/fence_roll_01.js.map +1 -1
  12. package/dist/business/Area/FillArea/FillAreaBase.js +126 -87
  13. package/dist/business/Area/FillArea/FillAreaBase.js.map +1 -1
  14. package/dist/business/Area/FillArea/fillArea_face_01.js +98 -72
  15. package/dist/business/Area/FillArea/fillArea_face_01.js.map +1 -1
  16. package/dist/business/Area/FillArea/fillArea_line_01.js +94 -66
  17. package/dist/business/Area/FillArea/fillArea_line_01.js.map +1 -1
  18. package/dist/business/Area/index.js +483 -267
  19. package/dist/business/Area/index.js.map +1 -1
  20. package/dist/business/Area/tool.js +26 -14
  21. package/dist/business/Area/tool.js.map +1 -1
  22. package/dist/business/Base/ObjectLayer.js +46 -21
  23. package/dist/business/Base/ObjectLayer.js.map +1 -1
  24. package/dist/business/Batch/index.js +234 -189
  25. package/dist/business/Batch/index.js.map +1 -1
  26. package/dist/business/Box/index.js +81 -52
  27. package/dist/business/Box/index.js.map +1 -1
  28. package/dist/business/Cylinder/index.js +79 -51
  29. package/dist/business/Cylinder/index.js.map +1 -1
  30. package/dist/business/Flyline/bubble/CircleBubble.js +9 -1
  31. package/dist/business/Flyline/bubble/CircleBubble.js.map +1 -1
  32. package/dist/business/Flyline/bubble/index.js +21 -7
  33. package/dist/business/Flyline/bubble/index.js.map +1 -1
  34. package/dist/business/Flyline/index.js +162 -96
  35. package/dist/business/Flyline/index.js.map +1 -1
  36. package/dist/business/Flyline/line/ArcLine.js +291 -208
  37. package/dist/business/Flyline/line/ArcLine.js.map +1 -1
  38. package/dist/business/Flyline/line/index.js +22 -8
  39. package/dist/business/Flyline/line/index.js.map +1 -1
  40. package/dist/business/HeatMap/HeatMap.js +467 -380
  41. package/dist/business/HeatMap/HeatMap.js.map +1 -1
  42. package/dist/business/HeatMap/core.js +525 -405
  43. package/dist/business/HeatMap/core.js.map +1 -1
  44. package/dist/business/HeatMap/shader.js +3 -69
  45. package/dist/business/HeatMap/shader.js.map +1 -1
  46. package/dist/business/InfoPanel/index.js +242 -201
  47. package/dist/business/InfoPanel/index.js.map +1 -1
  48. package/dist/business/Line/index.js +88 -55
  49. package/dist/business/Line/index.js.map +1 -1
  50. package/dist/business/Mark/KeyframeAnimation.js +176 -145
  51. package/dist/business/Mark/KeyframeAnimation.js.map +1 -1
  52. package/dist/business/Mark/index.js +294 -196
  53. package/dist/business/Mark/index.js.map +1 -1
  54. package/dist/business/Mark/shader/tanhao.js +3 -36
  55. package/dist/business/Mark/shader/tanhao.js.map +1 -1
  56. package/dist/business/Mark/type.js +1 -1
  57. package/dist/business/MaterialSwitch/MaterialSwitchSystem.js +551 -377
  58. package/dist/business/MaterialSwitch/MaterialSwitchSystem.js.map +1 -1
  59. package/dist/business/MaterialSwitch/inject.js +58 -92
  60. package/dist/business/MaterialSwitch/inject.js.map +1 -1
  61. package/dist/business/MaterialSwitch/shader/finalFade.js +2 -74
  62. package/dist/business/MaterialSwitch/shader/finalFade.js.map +1 -1
  63. package/dist/business/MaterialSwitch/shader/ground.js +16 -95
  64. package/dist/business/MaterialSwitch/shader/ground.js.map +1 -1
  65. package/dist/business/MaterialSwitch/shader/groundBase64.js +3 -9
  66. package/dist/business/MaterialSwitch/shader/groundBase64.js.map +1 -1
  67. package/dist/business/MaterialSwitch/shader/realFade.js +9 -48
  68. package/dist/business/MaterialSwitch/shader/realFade.js.map +1 -1
  69. package/dist/business/Plane/index.js +78 -51
  70. package/dist/business/Plane/index.js.map +1 -1
  71. package/dist/business/Poi/index.js +336 -248
  72. package/dist/business/Poi/index.js.map +1 -1
  73. package/dist/business/Poi/link/Cylinder.js +89 -56
  74. package/dist/business/Poi/link/Cylinder.js.map +1 -1
  75. package/dist/business/Poi/link/Pyramid.js +165 -104
  76. package/dist/business/Poi/link/Pyramid.js.map +1 -1
  77. package/dist/business/Poi/link/index.js +114 -54
  78. package/dist/business/Poi/link/index.js.map +1 -1
  79. package/dist/business/Poi/panel/index.js +373 -315
  80. package/dist/business/Poi/panel/index.js.map +1 -1
  81. package/dist/business/Poi/panel/utils.js +10 -5
  82. package/dist/business/Poi/panel/utils.js.map +1 -1
  83. package/dist/business/Poi/particle/DoubleCircle.js +107 -71
  84. package/dist/business/Poi/particle/DoubleCircle.js.map +1 -1
  85. package/dist/business/Poi/particle/DynamicCircle.js +111 -75
  86. package/dist/business/Poi/particle/DynamicCircle.js.map +1 -1
  87. package/dist/business/Poi/particle/SingleCircle.js +98 -62
  88. package/dist/business/Poi/particle/SingleCircle.js.map +1 -1
  89. package/dist/business/Poi/particle/index.js +117 -49
  90. package/dist/business/Poi/particle/index.js.map +1 -1
  91. package/dist/business/Poi/shader/circle.js +3 -31
  92. package/dist/business/Poi/shader/circle.js.map +1 -1
  93. package/dist/business/Poi/shader/cylinder.js +3 -37
  94. package/dist/business/Poi/shader/cylinder.js.map +1 -1
  95. package/dist/business/Poi/shader/doubleCircle.js +3 -55
  96. package/dist/business/Poi/shader/doubleCircle.js.map +1 -1
  97. package/dist/business/Poi/shader/dynamicCircle.js +3 -67
  98. package/dist/business/Poi/shader/dynamicCircle.js.map +1 -1
  99. package/dist/business/Poi/title/Border.js +27 -7
  100. package/dist/business/Poi/title/Border.js.map +1 -1
  101. package/dist/business/Poi/title/Ellipse.js +27 -7
  102. package/dist/business/Poi/title/Ellipse.js.map +1 -1
  103. package/dist/business/Poi/title/index.js +292 -208
  104. package/dist/business/Poi/title/index.js.map +1 -1
  105. package/dist/business/Poi/tools.js +17 -18
  106. package/dist/business/Poi/tools.js.map +1 -1
  107. package/dist/business/Sphere/index.js +72 -47
  108. package/dist/business/Sphere/index.js.map +1 -1
  109. package/dist/business/Spline/index.js +245 -190
  110. package/dist/business/Spline/index.js.map +1 -1
  111. package/dist/business/SplitBuilding/index.js +536 -327
  112. package/dist/business/SplitBuilding/index.js.map +1 -1
  113. package/dist/business/SplitBuilding/type.js +2 -2
  114. package/dist/business/TrafficComponents/RealismTraffic/RealismTraffic.js +275 -218
  115. package/dist/business/TrafficComponents/RealismTraffic/RealismTraffic.js.map +1 -1
  116. package/dist/business/TrafficComponents/StreamerTraffic/StreamerTraffic.js +177 -132
  117. package/dist/business/TrafficComponents/StreamerTraffic/StreamerTraffic.js.map +1 -1
  118. package/dist/business/TrafficComponents/StreamerTraffic/fragmentShader.js +1 -51
  119. package/dist/business/TrafficComponents/StreamerTraffic/fragmentShader.js.map +1 -1
  120. package/dist/business/TrafficComponents/StreamerTraffic/vertexShader.js +1 -6
  121. package/dist/business/TrafficComponents/StreamerTraffic/vertexShader.js.map +1 -1
  122. package/dist/business/TrafficComponents/base.js +55 -32
  123. package/dist/business/TrafficComponents/base.js.map +1 -1
  124. package/dist/business/TrafficComponents/utils.js +24 -25
  125. package/dist/business/TrafficComponents/utils.js.map +1 -1
  126. package/dist/business/Utils/Curve.js +56 -40
  127. package/dist/business/Utils/Curve.js.map +1 -1
  128. package/dist/business/Utils/constant.js +1 -1
  129. package/dist/business/Utils/constant.js.map +1 -1
  130. package/dist/business/Utils/defineProps.js +14 -13
  131. package/dist/business/Utils/defineProps.js.map +1 -1
  132. package/dist/business/Utils/round-curve.js +153 -127
  133. package/dist/business/Utils/round-curve.js.map +1 -1
  134. package/dist/business/VideoPanel/index.js +319 -258
  135. package/dist/business/VideoPanel/index.js.map +1 -1
  136. package/dist/business/Water/index.js +108 -78
  137. package/dist/business/Water/index.js.map +1 -1
  138. package/dist/business/Water/types.js +1 -1
  139. package/dist/business/Water/types.js.map +1 -1
  140. package/dist/core/Camera/PerspectiveCamera/CameraExpand.js +449 -383
  141. package/dist/core/Camera/PerspectiveCamera/CameraExpand.js.map +1 -1
  142. package/dist/core/Camera/PerspectiveCamera/FollowOrbitControls.js +142 -107
  143. package/dist/core/Camera/PerspectiveCamera/FollowOrbitControls.js.map +1 -1
  144. package/dist/core/Controls/FirstViewControl/index.js +96 -84
  145. package/dist/core/Controls/FirstViewControl/index.js.map +1 -1
  146. package/dist/core/Controls/ThirdViewControl/action/input.js +98 -77
  147. package/dist/core/Controls/ThirdViewControl/action/input.js.map +1 -1
  148. package/dist/core/Controls/ThirdViewControl/config/constants.js +1 -1
  149. package/dist/core/Controls/ThirdViewControl/config/constants.js.map +1 -1
  150. package/dist/core/Controls/ThirdViewControl/index.js +28 -19
  151. package/dist/core/Controls/ThirdViewControl/index.js.map +1 -1
  152. package/dist/core/Controls/ThirdViewControl/player/animation.js +155 -126
  153. package/dist/core/Controls/ThirdViewControl/player/animation.js.map +1 -1
  154. package/dist/core/Controls/ThirdViewControl/player/camera.js +63 -47
  155. package/dist/core/Controls/ThirdViewControl/player/camera.js.map +1 -1
  156. package/dist/core/Controls/ThirdViewControl/player/control.js +49 -39
  157. package/dist/core/Controls/ThirdViewControl/player/control.js.map +1 -1
  158. package/dist/core/Controls/ThirdViewControl/player.js +91 -66
  159. package/dist/core/Controls/ThirdViewControl/player.js.map +1 -1
  160. package/dist/core/Controls/base.js +30 -14
  161. package/dist/core/Controls/base.js.map +1 -1
  162. package/dist/core/Curve/RoundedCornersCurve/RoundedCornersCurve.js +131 -92
  163. package/dist/core/Curve/RoundedCornersCurve/RoundedCornersCurve.js.map +1 -1
  164. package/dist/core/Debug/PerformanceInfo/Performance.js +47 -22
  165. package/dist/core/Debug/PerformanceInfo/Performance.js.map +1 -1
  166. package/dist/core/Light/PointLight/PointLightExt.js +21 -4
  167. package/dist/core/Light/PointLight/PointLightExt.js.map +1 -1
  168. package/dist/core/Material/FinirMaterial/FinirMaterial.js +57 -37
  169. package/dist/core/Material/FinirMaterial/FinirMaterial.js.map +1 -1
  170. package/dist/core/Material/PristineGridMaterial/PristineGridMaterial.js +153 -116
  171. package/dist/core/Material/PristineGridMaterial/PristineGridMaterial.js.map +1 -1
  172. package/dist/core/Material/PristineGridMaterial/shader/fragment.js +1 -95
  173. package/dist/core/Material/PristineGridMaterial/shader/fragment.js.map +1 -1
  174. package/dist/core/Material/PristineGridMaterial/shader/vertex.js +1 -26
  175. package/dist/core/Material/PristineGridMaterial/shader/vertex.js.map +1 -1
  176. package/dist/core/Material/SurfaceMaterial/index.js +172 -76
  177. package/dist/core/Material/SurfaceMaterial/index.js.map +1 -1
  178. package/dist/core/Material/decorators.js +11 -6
  179. package/dist/core/Material/decorators.js.map +1 -1
  180. package/dist/core/PostEffects/addACESFilmicToneMappingPass.js +12 -16
  181. package/dist/core/PostEffects/addACESFilmicToneMappingPass.js.map +1 -1
  182. package/dist/core/PostEffects/addBrightnessContrastPass.js +13 -17
  183. package/dist/core/PostEffects/addBrightnessContrastPass.js.map +1 -1
  184. package/dist/core/PostEffects/bloomPass.js +10 -17
  185. package/dist/core/PostEffects/bloomPass.js.map +1 -1
  186. package/dist/core/PostEffects/bloomSelect.js +43 -60
  187. package/dist/core/PostEffects/bloomSelect.js.map +1 -1
  188. package/dist/core/PostEffects/colorifyPass.js +13 -17
  189. package/dist/core/PostEffects/colorifyPass.js.map +1 -1
  190. package/dist/core/PostEffects/index.js +22 -28
  191. package/dist/core/PostEffects/index.js.map +1 -1
  192. package/dist/core/PostEffects/outlinePass.js +50 -37
  193. package/dist/core/PostEffects/outlinePass.js.map +1 -1
  194. package/dist/core/PostEffects/postprocessing.js +12 -14
  195. package/dist/core/PostEffects/postprocessing.js.map +1 -1
  196. package/dist/core/PostEffects/saoPass.js +10 -15
  197. package/dist/core/PostEffects/saoPass.js.map +1 -1
  198. package/dist/core/PostEffects/shader/colorify.js +3 -22
  199. package/dist/core/PostEffects/shader/colorify.js.map +1 -1
  200. package/dist/core/PostEffects/shader/gammaCorrectionShader.js +3 -27
  201. package/dist/core/PostEffects/shader/gammaCorrectionShader.js.map +1 -1
  202. package/dist/core/PostEffects/shader/mapping.js +3 -66
  203. package/dist/core/PostEffects/shader/mapping.js.map +1 -1
  204. package/dist/core/PostEffects/shader/thermalMaging.js +3 -28
  205. package/dist/core/PostEffects/shader/thermalMaging.js.map +1 -1
  206. package/dist/core/SceneEffect/grow/grow.js +101 -85
  207. package/dist/core/SceneEffect/grow/grow.js.map +1 -1
  208. package/dist/core/SceneEffect/grow/style_down.js +77 -60
  209. package/dist/core/SceneEffect/grow/style_down.js.map +1 -1
  210. package/dist/core/SceneEffect/grow/style_up.js +81 -64
  211. package/dist/core/SceneEffect/grow/style_up.js.map +1 -1
  212. package/dist/core/SceneEffect/grow/type.js +2 -2
  213. package/dist/core/SceneEffect/grow/type.js.map +1 -1
  214. package/dist/core/WeatherSystem/DynamicWeatherSystem.js +76 -51
  215. package/dist/core/WeatherSystem/DynamicWeatherSystem.js.map +1 -1
  216. package/dist/core/WeatherSystem/hdr/index.js +105 -69
  217. package/dist/core/WeatherSystem/hdr/index.js.map +1 -1
  218. package/dist/core/WeatherSystem/index.js +124 -77
  219. package/dist/core/WeatherSystem/index.js.map +1 -1
  220. package/dist/core/WeatherSystem/objects/fog/index.js +80 -52
  221. package/dist/core/WeatherSystem/objects/fog/index.js.map +1 -1
  222. package/dist/core/WeatherSystem/objects/rain/index.js +84 -72
  223. package/dist/core/WeatherSystem/objects/rain/index.js.map +1 -1
  224. package/dist/core/WeatherSystem/objects/rain/lineRain.js +118 -88
  225. package/dist/core/WeatherSystem/objects/rain/lineRain.js.map +1 -1
  226. package/dist/core/WeatherSystem/objects/rain/plane.js +146 -116
  227. package/dist/core/WeatherSystem/objects/rain/plane.js.map +1 -1
  228. package/dist/core/WeatherSystem/objects/rain/point.js +148 -100
  229. package/dist/core/WeatherSystem/objects/rain/point.js.map +1 -1
  230. package/dist/core/WeatherSystem/objects/sky/cloud.js +104 -71
  231. package/dist/core/WeatherSystem/objects/sky/cloud.js.map +1 -1
  232. package/dist/core/WeatherSystem/objects/sky/index.js +84 -66
  233. package/dist/core/WeatherSystem/objects/sky/index.js.map +1 -1
  234. package/dist/core/WeatherSystem/objects/sky/outline.js +45 -25
  235. package/dist/core/WeatherSystem/objects/sky/outline.js.map +1 -1
  236. package/dist/core/WeatherSystem/shaders/cloud.js +3 -74
  237. package/dist/core/WeatherSystem/shaders/cloud.js.map +1 -1
  238. package/dist/core/WeatherSystem/shaders/fog.js +3 -103
  239. package/dist/core/WeatherSystem/shaders/fog.js.map +1 -1
  240. package/dist/core/WeatherSystem/shaders/rain.js +7 -206
  241. package/dist/core/WeatherSystem/shaders/rain.js.map +1 -1
  242. package/dist/core/WeatherSystem/shaders/sky.js +3 -87
  243. package/dist/core/WeatherSystem/shaders/sky.js.map +1 -1
  244. package/dist/core/WeatherSystem/sky/index.js +135 -104
  245. package/dist/core/WeatherSystem/sky/index.js.map +1 -1
  246. package/dist/core/WeatherSystem/utils/constant.js +38 -44
  247. package/dist/core/WeatherSystem/utils/constant.js.map +1 -1
  248. package/dist/core/WeatherSystem/utils/math.js +25 -18
  249. package/dist/core/WeatherSystem/utils/math.js.map +1 -1
  250. package/dist/core/WeatherSystem/utils/type.js +1 -1
  251. package/dist/core/WeatherSystem/utils/type.js.map +1 -1
  252. package/dist/core/WeatherSystem/weather/index.js +141 -96
  253. package/dist/core/WeatherSystem/weather/index.js.map +1 -1
  254. package/dist/utils/index.js +1 -1
  255. package/dist/utils/index.js.map +1 -1
  256. package/package.json +3 -3
@@ -1,230 +1,142 @@
1
+ function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
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+ function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
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+ function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, _toPropertyKey(descriptor.key), descriptor); } }
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+ function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); Object.defineProperty(Constructor, "prototype", { writable: false }); return Constructor; }
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+ function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : String(i); }
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+ function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); }
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+ function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); Object.defineProperty(subClass, "prototype", { writable: false }); if (superClass) _setPrototypeOf(subClass, superClass); }
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+ function _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }
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+ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }
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+ function _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === "object" || typeof call === "function")) { return call; } else if (call !== void 0) { throw new TypeError("Derived constructors may only return object or undefined"); } return _assertThisInitialized(self); }
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+ function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return self; }
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+ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
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+ function _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }
1
14
  import { ShaderMaterial, use } from '@anov/3d-core';
2
15
  import { createRoundedClosedWallMesh } from "../../Utils/round-curve";
3
16
  import { hexToRGBA, parseRGBA } from "../tool";
4
17
  import FenceBase from "./FenceBase";
5
- class Fence_Feeting_01 extends FenceBase {
6
- constructor(option, areaInstance) {
7
- super(option, areaInstance);
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- this.create();
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+ var Fence_Feeting_01 = /*#__PURE__*/function (_FenceBase) {
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+ _inherits(Fence_Feeting_01, _FenceBase);
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+ var _super = _createSuper(Fence_Feeting_01);
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+ function Fence_Feeting_01(option, areaInstance) {
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+ var _this;
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+ _classCallCheck(this, Fence_Feeting_01);
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+ _this = _super.call(this, option, areaInstance);
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+ _this.create();
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+ return _this;
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  }
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- create() {
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- this._mesh = this.createFenceMesh(this._points, this._corner, this._close, this._height, this._color, this._alpha);
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- this._mesh && this.add(this._mesh);
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- }
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-
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- // 创建围栏网格对象
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- createFenceMesh(points, radius = 0, close = true, height, color, alpha) {
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- if (!points) return;
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- // 创建围栏使用的材质,调用createFenceMaterial方法生成ShaderMaterial类型的材质
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- const material = this.createFenceMaterial(height, color, alpha);
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+ _createClass(Fence_Feeting_01, [{
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+ key: "create",
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+ value: function create() {
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+ this._mesh = this.createFenceMesh(this._points, this._corner, this._close, this._height, this._color, this._alpha);
32
+ this._mesh && this.add(this._mesh);
33
+ }
20
34
 
21
- // 使用createRoundLineWallMesh函数创建围栏的网格物体,传入点数组、半径、高度、是否闭合等参数以及创建好的材质
22
- const mesh = createRoundedClosedWallMesh(points, {
23
- radius,
24
- height,
25
- close
26
- }, material);
27
- // const mesh = createRoundLineWallMesh(
28
- // points,
29
- // {
30
- // radius,
31
- // height,
32
- // close,
33
- // },
34
- // material,
35
- // )
36
- use.useframe(() => {
37
- // mesh.children.forEach((item, index) => {
38
- // const uniforms = ((item as Mesh).material as ShaderMaterial).uniforms
39
- // uniforms.iTime.value += 0.01
35
+ // 创建围栏网格对象
36
+ }, {
37
+ key: "createFenceMesh",
38
+ value: function createFenceMesh(points) {
39
+ var radius = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;
40
+ var close = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : true;
41
+ var height = arguments.length > 3 ? arguments[3] : undefined;
42
+ var color = arguments.length > 4 ? arguments[4] : undefined;
43
+ var alpha = arguments.length > 5 ? arguments[5] : undefined;
44
+ if (!points) return;
45
+ // 创建围栏使用的材质,调用createFenceMaterial方法生成ShaderMaterial类型的材质
46
+ var material = this.createFenceMaterial(height, color, alpha);
47
+
48
+ // 使用createRoundLineWallMesh函数创建围栏的网格物体,传入点数组、半径、高度、是否闭合等参数以及创建好的材质
49
+ var mesh = createRoundedClosedWallMesh(points, {
50
+ radius: radius,
51
+ height: height,
52
+ close: close
53
+ }, material);
54
+ // const mesh = createRoundLineWallMesh(
55
+ // points,
56
+ // {
57
+ // radius,
58
+ // height,
59
+ // close,
60
+ // },
61
+ // material,
62
+ // )
63
+ use.useframe(function () {
64
+ // mesh.children.forEach((item, index) => {
65
+ // const uniforms = ((item as Mesh).material as ShaderMaterial).uniforms
66
+ // uniforms.iTime.value += 0.01
67
+ // })
68
+
69
+ var uniforms = mesh.material.uniforms;
70
+ uniforms.iTime.value += 0.002;
71
+ });
72
+ // 创建围栏使用的材质,调用createFenceMaterial方法生成ShaderMaterial类型的材质
73
+ // const material = this.createFenceMaterial(height, color, alpha)
74
+ // // 使用createRoundLineWallMesh函数创建围栏的网格物体,传入点数组、半径、高度、是否闭合等参数以及创建好的材质
75
+ // const mesh = createRoundLineWallMesh(
76
+ // points,
77
+ // {
78
+ // radius,
79
+ // height,
80
+ // close,
81
+ // },
82
+ // material,
83
+ // )
84
+ // use.useframe(() => {
85
+ // mesh.children.forEach((item, index) => {
86
+ // const uniforms = ((item as Mesh).material as ShaderMaterial).uniforms
87
+ // uniforms.iTime.value += 0.002
88
+ // })
40
89
  // })
90
+ return mesh;
91
+ }
41
92
 
42
- const uniforms = mesh.material.uniforms;
43
- uniforms.iTime.value += 0.002;
44
- });
45
- // 创建围栏使用的材质,调用createFenceMaterial方法生成ShaderMaterial类型的材质
46
- // const material = this.createFenceMaterial(height, color, alpha)
47
- // // 使用createRoundLineWallMesh函数创建围栏的网格物体,传入点数组、半径、高度、是否闭合等参数以及创建好的材质
48
- // const mesh = createRoundLineWallMesh(
49
- // points,
50
- // {
51
- // radius,
52
- // height,
53
- // close,
54
- // },
55
- // material,
56
- // )
57
- // use.useframe(() => {
58
- // mesh.children.forEach((item, index) => {
59
- // const uniforms = ((item as Mesh).material as ShaderMaterial).uniforms
60
- // uniforms.iTime.value += 0.002
61
- // })
62
- // })
63
- return mesh;
64
- }
65
-
66
- // 创建围栏材质
67
- createFenceMaterial(height, color, alpha) {
68
- const {
69
- r,
70
- g,
71
- b
72
- } = parseRGBA(hexToRGBA(color));
73
- const colorTemp = {
74
- r: Number((Number(r) / 255).toFixed(4)),
75
- g: Number((Number(g) / 255).toFixed(4)),
76
- b: Number((Number(b) / 255).toFixed(4))
77
- };
78
- // 创建一个ShaderMaterial实例,用于自定义围栏的渲染效果
79
- const material = new ShaderMaterial({
80
- uniforms: {
81
- // 材质颜色
82
- color1: {
83
- value: colorTemp
84
- },
85
- // 材质颜色2,用于渐变
86
- _alpha: {
87
- value: alpha
88
- },
89
- _height: {
90
- value: height
91
- },
92
- iTime: {
93
- value: 0.0
94
- }
95
- },
96
- // 顶点着色器
97
- vertexShader: `
98
- #include <common>
99
- #include <logdepthbuf_pars_vertex>
100
- varying vec3 vNormal; // 用于传递法线方向
101
- varying vec2 vUv;
102
- varying vec3 vWorldPosition;
103
- void main() {
104
- #include <begin_vertex>
105
- #include <project_vertex>
106
- #include <logdepthbuf_vertex>
107
- // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
108
- vUv = uv;
109
- vNormal = normalize(mat3(modelMatrix) * normal); // 使用模型矩阵旋转法线
110
- vec4 modelPosition = modelMatrix * vec4(position, 1.0);
111
- vWorldPosition = modelPosition.xyz;
112
- gl_Position = projectionMatrix * viewMatrix * modelPosition;
93
+ // 创建围栏材质
94
+ }, {
95
+ key: "createFenceMaterial",
96
+ value: function createFenceMaterial(height, color, alpha) {
97
+ var _parseRGBA = parseRGBA(hexToRGBA(color)),
98
+ r = _parseRGBA.r,
99
+ g = _parseRGBA.g,
100
+ b = _parseRGBA.b;
101
+ var colorTemp = {
102
+ r: Number((Number(r) / 255).toFixed(4)),
103
+ g: Number((Number(g) / 255).toFixed(4)),
104
+ b: Number((Number(b) / 255).toFixed(4))
105
+ };
106
+ // 创建一个ShaderMaterial实例,用于自定义围栏的渲染效果
107
+ var material = new ShaderMaterial({
108
+ uniforms: {
109
+ // 材质颜色
110
+ color1: {
111
+ value: colorTemp
112
+ },
113
+ // 材质颜色2,用于渐变
114
+ _alpha: {
115
+ value: alpha
116
+ },
117
+ _height: {
118
+ value: height
119
+ },
120
+ iTime: {
121
+ value: 0.0
113
122
  }
114
- `,
115
- // 片元着色器
116
- fragmentShader: `
117
- #include <common>
118
- #include <logdepthbuf_pars_fragment>
119
- varying vec3 vNormal; // 用于传递法线方向
120
- varying vec2 vUv;
121
- varying vec3 vWorldPosition;
122
-
123
- uniform float _alpha;
124
- uniform float _height;
125
- uniform vec3 color1;
126
- uniform float iTime;
127
-
128
-
129
-
130
- const int largeBlockCount = 80;
131
- const int smallBlockCount = 20;
132
- const int layerBlockCount = 10; // 添加的两层方块
133
-
134
- const float largeBlockSpeed = .10;
135
- const float smallBlockSpeed = .20;
136
- const float layerBlockSpeed = .15; // 层的浮动速度
137
-
138
- const float largeBlockSizeMin = 0.002;
139
- const float largeBlockSizeMax = 0.03;
140
- const float smallBlockSizeMin = 0.003;
141
- const float smallBlockSizeMax = 0.008;
142
- const float layerBlockSizeMin = 0.005;
143
- const float layerBlockSizeMax = 0.01; // 两层方块的大小范围
144
-
145
- const vec3 largeBlockColor = vec3(0.3, 0.2, 0.3);
146
- const vec3 smallBlockColor = vec3(0.7, 0.6, 0.9);
147
- const vec3 layerBlockColor = vec3(0.9, 0.7, 0.5); // 新增层的颜色
148
-
149
- float hash11(float p) {
150
- return fract(sin(p) * 43758.5453);
151
- }
152
-
153
- vec4 mainImage( vec2 uv) {
154
- // vec2 uv = fragCoord.xy / iResolution.xy;
155
- vec3 color = vec3(0.0, 0.0, 0.0); // Background color
156
-
157
- // Large blocks
158
- for (int i = 0; i < largeBlockCount; ++i) {
159
- float id = float(i);
160
- vec2 randomPos = vec2(hash11(id + 0.1), hash11(id + 0.2));
161
- randomPos = fract(randomPos + vec2(0.,iTime * largeBlockSpeed)); // Float upwards with time
162
-
163
- float blockSize = mix(largeBlockSizeMin, largeBlockSizeMax, hash11(id));
164
-
165
- vec2 dist = abs(uv - randomPos);
166
- float inside = step(dist.x, blockSize) * step(dist.y, blockSize);
167
- color = mix(color, largeBlockColor, inside);
168
- }
169
-
170
- // Small blocks
171
- for (int i = 0; i < smallBlockCount; ++i) {
172
- float id = float(i + largeBlockCount); // Offset for unique small block IDs
173
- vec2 randomPos = vec2(hash11(id + 0.1), hash11(id + 0.2));
174
- randomPos = fract(randomPos + vec2(0.,iTime * smallBlockSpeed)); // Float upwards with time
175
-
176
- float blockSize = mix(smallBlockSizeMin, smallBlockSizeMax, hash11(id));
177
-
178
- vec2 dist = abs(uv - randomPos);
179
- float inside = step(dist.x, blockSize) * step(dist.y, blockSize+hash11(id )*0.01);
180
- color = mix(color, smallBlockColor, inside);
181
- }
182
-
183
- // Layer blocks
184
- for (int i = 0; i < layerBlockCount; ++i) {
185
- float id = float(i + largeBlockCount + smallBlockCount); // Offset for unique layer block IDs
186
- vec2 randomPos = vec2(hash11(id + 0.1), hash11(id + 0.2));
187
- randomPos = fract(randomPos + vec2(0.,iTime * layerBlockSpeed)); // Float upwards with time
188
-
189
- // Randomize the size with a slight stretch for length/width variation
190
- float blockSizeX = mix(layerBlockSizeMin, layerBlockSizeMax, hash11(id));
191
- float blockSizeY = blockSizeX * (0.8 + 0.4 * hash11(id + 0.3)); // Randomize aspect ratio
192
-
193
- vec2 dist = abs(uv - randomPos);
194
- float inside = step(dist.x, blockSizeX+hash11(id )*0.02) * step(dist.y, blockSizeY);
195
- color = mix(color, layerBlockColor, inside);
196
- }
197
- return vec4(color, 1.0);
198
-
199
- }
200
-
201
- void main() {
202
- #include <logdepthbuf_fragment>
203
- // float height = 50.;
204
- float button = 0.;
205
- vec3 myWp=(vWorldPosition-button)/_height;
206
- gl_FragColor = vec4(color1,pow(1.-clamp(myWp.y,0.,1.),2.)) *step(button,myWp.y);///0.6,0.1,0.01
207
-
208
- if (abs(vNormal.x) > 0.99) {
209
- gl_FragColor =mix(gl_FragColor,vec4(color1+vec3(0.2,0.7,0.2),1.*myWp.y) ,mainImage(fract(myWp.zy)).x *pow(gl_FragColor.a,.1) ); /////vec4(0.9,0.8,0.3,1.)
210
- }
211
- if (abs(vNormal.z) > 0.99) {
212
- gl_FragColor =mix(gl_FragColor,vec4(color1+vec3(0.2,0.7,0.2),1.*myWp.y) ,mainImage(fract(myWp.xy)).x *pow(gl_FragColor.a,.1) );
213
- }
214
- gl_FragColor.a *= _alpha;
215
-
123
+ },
124
+ // 顶点着色器
125
+ vertexShader: "\n #include <common>\n #include <logdepthbuf_pars_vertex>\n varying vec3 vNormal; // \u7528\u4E8E\u4F20\u9012\u6CD5\u7EBF\u65B9\u5411\n varying vec2 vUv;\n varying vec3 vWorldPosition;\n void main() {\n \t#include <begin_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vUv = uv;\n vNormal = normalize(mat3(modelMatrix) * normal); // \u4F7F\u7528\u6A21\u578B\u77E9\u9635\u65CB\u8F6C\u6CD5\u7EBF\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n vWorldPosition = modelPosition.xyz;\n gl_Position = projectionMatrix * viewMatrix * modelPosition;\n }\n ",
126
+ // 片元着色器
127
+ fragmentShader: "\n #include <common>\n #include <logdepthbuf_pars_fragment>\n varying vec3 vNormal; // \u7528\u4E8E\u4F20\u9012\u6CD5\u7EBF\u65B9\u5411\n varying vec2 vUv;\n varying vec3 vWorldPosition;\n \n uniform float _alpha;\n uniform float _height;\n uniform vec3 color1;\n uniform float iTime;\n \n\n\nconst int largeBlockCount = 80;\nconst int smallBlockCount = 20;\nconst int layerBlockCount = 10; // \u6DFB\u52A0\u7684\u4E24\u5C42\u65B9\u5757\n\nconst float largeBlockSpeed = .10;\nconst float smallBlockSpeed = .20;\nconst float layerBlockSpeed = .15; // \u5C42\u7684\u6D6E\u52A8\u901F\u5EA6\n\nconst float largeBlockSizeMin = 0.002;\nconst float largeBlockSizeMax = 0.03;\nconst float smallBlockSizeMin = 0.003;\nconst float smallBlockSizeMax = 0.008;\nconst float layerBlockSizeMin = 0.005;\nconst float layerBlockSizeMax = 0.01; // \u4E24\u5C42\u65B9\u5757\u7684\u5927\u5C0F\u8303\u56F4\n\nconst vec3 largeBlockColor = vec3(0.3, 0.2, 0.3);\nconst vec3 smallBlockColor = vec3(0.7, 0.6, 0.9);\nconst vec3 layerBlockColor = vec3(0.9, 0.7, 0.5); // \u65B0\u589E\u5C42\u7684\u989C\u8272\n\nfloat hash11(float p) {\nreturn fract(sin(p) * 43758.5453);\n}\n\nvec4 mainImage( vec2 uv) {\n// vec2 uv = fragCoord.xy / iResolution.xy;\nvec3 color = vec3(0.0, 0.0, 0.0); // Background color\n\n// Large blocks\nfor (int i = 0; i < largeBlockCount; ++i) {\n float id = float(i);\n vec2 randomPos = vec2(hash11(id + 0.1), hash11(id + 0.2));\n randomPos = fract(randomPos + vec2(0.,iTime * largeBlockSpeed)); // Float upwards with time\n\n float blockSize = mix(largeBlockSizeMin, largeBlockSizeMax, hash11(id));\n\n vec2 dist = abs(uv - randomPos);\n float inside = step(dist.x, blockSize) * step(dist.y, blockSize);\n color = mix(color, largeBlockColor, inside);\n}\n\n// Small blocks\nfor (int i = 0; i < smallBlockCount; ++i) {\n float id = float(i + largeBlockCount); // Offset for unique small block IDs\n vec2 randomPos = vec2(hash11(id + 0.1), hash11(id + 0.2));\n randomPos = fract(randomPos + vec2(0.,iTime * smallBlockSpeed)); // Float upwards with time\n\n float blockSize = mix(smallBlockSizeMin, smallBlockSizeMax, hash11(id));\n\n vec2 dist = abs(uv - randomPos);\n float inside = step(dist.x, blockSize) * step(dist.y, blockSize+hash11(id )*0.01);\n color = mix(color, smallBlockColor, inside);\n}\n\n// Layer blocks\nfor (int i = 0; i < layerBlockCount; ++i) {\n float id = float(i + largeBlockCount + smallBlockCount); // Offset for unique layer block IDs\n vec2 randomPos = vec2(hash11(id + 0.1), hash11(id + 0.2));\n randomPos = fract(randomPos + vec2(0.,iTime * layerBlockSpeed)); // Float upwards with time\n\n // Randomize the size with a slight stretch for length/width variation\n float blockSizeX = mix(layerBlockSizeMin, layerBlockSizeMax, hash11(id));\n float blockSizeY = blockSizeX * (0.8 + 0.4 * hash11(id + 0.3)); // Randomize aspect ratio\n\n vec2 dist = abs(uv - randomPos);\n float inside = step(dist.x, blockSizeX+hash11(id )*0.02) * step(dist.y, blockSizeY);\n color = mix(color, layerBlockColor, inside);\n}\n return vec4(color, 1.0);\n\n}\n\n void main() {\n #include <logdepthbuf_fragment>\n // float height = 50.;\n float button = 0.;\n vec3 myWp=(vWorldPosition-button)/_height; \n gl_FragColor = vec4(color1,pow(1.-clamp(myWp.y,0.,1.),2.)) *step(button,myWp.y);///0.6,0.1,0.01\n \n if (abs(vNormal.x) > 0.99) { \n gl_FragColor =mix(gl_FragColor,vec4(color1+vec3(0.2,0.7,0.2),1.*myWp.y) ,mainImage(fract(myWp.zy)).x *pow(gl_FragColor.a,.1) ); /////vec4(0.9,0.8,0.3,1.)\n }\n if (abs(vNormal.z) > 0.99) { \n gl_FragColor =mix(gl_FragColor,vec4(color1+vec3(0.2,0.7,0.2),1.*myWp.y) ,mainImage(fract(myWp.xy)).x *pow(gl_FragColor.a,.1) ); \n }\n gl_FragColor.a *= _alpha;\n\n }\n ",
128
+ // 设置材质为透明
129
+ transparent: true,
130
+ // 设置材质双面渲染,确保从正反两面都能正确显示
131
+ side: 2,
132
+ // 关闭深度测试
133
+ depthTest: true,
134
+ depthWrite: false
135
+ });
136
+ return material;
216
137
  }
217
- `,
218
- // 设置材质为透明
219
- transparent: true,
220
- // 设置材质双面渲染,确保从正反两面都能正确显示
221
- side: 2,
222
- // 关闭深度测试
223
- depthTest: true,
224
- depthWrite: false
225
- });
226
- return material;
227
- }
228
- }
138
+ }]);
139
+ return Fence_Feeting_01;
140
+ }(FenceBase);
229
141
  export default Fence_Feeting_01;
230
142
  //# sourceMappingURL=fence_feeting_01.js.map
@@ -1 +1 @@
1
- {"version":3,"names":["ShaderMaterial","use","createRoundedClosedWallMesh","hexToRGBA","parseRGBA","FenceBase","Fence_Feeting_01","constructor","option","areaInstance","create","_mesh","createFenceMesh","_points","_corner","_close","_height","_color","_alpha","add","points","radius","close","height","color","alpha","material","createFenceMaterial","mesh","useframe","uniforms","iTime","value","r","g","b","colorTemp","Number","toFixed","color1","vertexShader","fragmentShader","transparent","side","depthTest","depthWrite"],"sources":["../../../../src/business/Area/Fence/fence_feeting_01.ts"],"sourcesContent":["import type { Mesh, Object3D, Vector3 } from '@anov/3d-core'\nimport { Color, ShaderMaterial, use } from '@anov/3d-core'\n\nimport { createRoundLineWallMesh, createRoundedClosedWallMesh } from '../../Utils/round-curve'\nimport type { FenceOption } from '../type'\nimport { hexToRGBA, parseRGBA } from '../tool'\nimport FenceBase from './FenceBase'\n\nclass Fence_Feeting_01 extends FenceBase {\n constructor(option: FenceOption, areaInstance: Object3D) {\n super(option, areaInstance)\n this.create()\n }\n\n create() {\n this._mesh = this.createFenceMesh(\n this._points,\n this._corner,\n this._close,\n this._height,\n this._color,\n this._alpha,\n )\n this._mesh && this.add(this._mesh)\n }\n\n // 创建围栏网格对象\n createFenceMesh(points: Vector3[], radius = 0, close = true, height: number, color: string, alpha: number) {\n if (!points)\n return\n // 创建围栏使用的材质,调用createFenceMaterial方法生成ShaderMaterial类型的材质\n const material = this.createFenceMaterial(height, color, alpha)\n\n // 使用createRoundLineWallMesh函数创建围栏的网格物体,传入点数组、半径、高度、是否闭合等参数以及创建好的材质\n const mesh = createRoundedClosedWallMesh(\n points,\n {\n radius,\n height,\n close,\n },\n material,\n )\n // const mesh = createRoundLineWallMesh(\n // points,\n // {\n // radius,\n // height,\n // close,\n // },\n // material,\n // )\n use.useframe(() => {\n // mesh.children.forEach((item, index) => {\n // const uniforms = ((item as Mesh).material as ShaderMaterial).uniforms\n // uniforms.iTime.value += 0.01\n // })\n\n const uniforms = ((mesh as Mesh).material as ShaderMaterial).uniforms\n uniforms.iTime.value += 0.002\n })\n // 创建围栏使用的材质,调用createFenceMaterial方法生成ShaderMaterial类型的材质\n // const material = this.createFenceMaterial(height, color, alpha)\n // // 使用createRoundLineWallMesh函数创建围栏的网格物体,传入点数组、半径、高度、是否闭合等参数以及创建好的材质\n // const mesh = createRoundLineWallMesh(\n // points,\n // {\n // radius,\n // height,\n // close,\n // },\n // material,\n // )\n // use.useframe(() => {\n // mesh.children.forEach((item, index) => {\n // const uniforms = ((item as Mesh).material as ShaderMaterial).uniforms\n // uniforms.iTime.value += 0.002\n // })\n // })\n return mesh\n }\n\n // 创建围栏材质\n createFenceMaterial(height: number, color: string, alpha: number): ShaderMaterial {\n const { r, g, b } = parseRGBA(hexToRGBA(color))\n const colorTemp = { r: Number((Number(r) / 255).toFixed(4)), g: Number((Number(g) / 255).toFixed(4)), b: Number((Number(b) / 255).toFixed(4)) }\n // 创建一个ShaderMaterial实例,用于自定义围栏的渲染效果\n const material = new ShaderMaterial({\n uniforms: {\n // 材质颜色\n color1: {\n value: colorTemp,\n }, // 材质颜色2,用于渐变\n _alpha: { value: alpha },\n _height: { value: height },\n iTime: { value: 0.0 },\n },\n // 顶点着色器\n vertexShader: `\n #include <common>\n #include <logdepthbuf_pars_vertex>\n varying vec3 vNormal; // 用于传递法线方向\n varying vec2 vUv;\n varying vec3 vWorldPosition;\n void main() {\n \t#include <begin_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vUv = uv;\n vNormal = normalize(mat3(modelMatrix) * normal); // 使用模型矩阵旋转法线\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n vWorldPosition = modelPosition.xyz;\n gl_Position = projectionMatrix * viewMatrix * modelPosition;\n }\n `,\n // 片元着色器\n fragmentShader: `\n #include <common>\n #include <logdepthbuf_pars_fragment>\n varying vec3 vNormal; // 用于传递法线方向\n varying vec2 vUv;\n varying vec3 vWorldPosition;\n \n uniform float _alpha;\n uniform float _height;\n uniform vec3 color1;\n uniform float iTime;\n \n\n\nconst int largeBlockCount = 80;\nconst int smallBlockCount = 20;\nconst int layerBlockCount = 10; // 添加的两层方块\n\nconst float largeBlockSpeed = .10;\nconst float smallBlockSpeed = .20;\nconst float layerBlockSpeed = .15; // 层的浮动速度\n\nconst float largeBlockSizeMin = 0.002;\nconst float largeBlockSizeMax = 0.03;\nconst float smallBlockSizeMin = 0.003;\nconst float smallBlockSizeMax = 0.008;\nconst float layerBlockSizeMin = 0.005;\nconst float layerBlockSizeMax = 0.01; // 两层方块的大小范围\n\nconst vec3 largeBlockColor = vec3(0.3, 0.2, 0.3);\nconst vec3 smallBlockColor = vec3(0.7, 0.6, 0.9);\nconst vec3 layerBlockColor = vec3(0.9, 0.7, 0.5); // 新增层的颜色\n\nfloat hash11(float p) {\nreturn fract(sin(p) * 43758.5453);\n}\n\nvec4 mainImage( vec2 uv) {\n// vec2 uv = fragCoord.xy / iResolution.xy;\nvec3 color = vec3(0.0, 0.0, 0.0); // Background color\n\n// Large blocks\nfor (int i = 0; i < largeBlockCount; ++i) {\n float id = float(i);\n vec2 randomPos = vec2(hash11(id + 0.1), hash11(id + 0.2));\n randomPos = fract(randomPos + vec2(0.,iTime * largeBlockSpeed)); // Float upwards with time\n\n float blockSize = mix(largeBlockSizeMin, largeBlockSizeMax, hash11(id));\n\n vec2 dist = abs(uv - randomPos);\n float inside = step(dist.x, blockSize) * step(dist.y, blockSize);\n color = mix(color, largeBlockColor, inside);\n}\n\n// Small blocks\nfor (int i = 0; i < smallBlockCount; ++i) {\n float id = float(i + largeBlockCount); // Offset for unique small block IDs\n vec2 randomPos = vec2(hash11(id + 0.1), hash11(id + 0.2));\n randomPos = fract(randomPos + vec2(0.,iTime * smallBlockSpeed)); // Float upwards with time\n\n float blockSize = mix(smallBlockSizeMin, smallBlockSizeMax, hash11(id));\n\n vec2 dist = abs(uv - randomPos);\n float inside = step(dist.x, blockSize) * step(dist.y, blockSize+hash11(id )*0.01);\n color = mix(color, smallBlockColor, inside);\n}\n\n// Layer blocks\nfor (int i = 0; i < layerBlockCount; ++i) {\n float id = float(i + largeBlockCount + smallBlockCount); // Offset for unique layer block IDs\n vec2 randomPos = vec2(hash11(id + 0.1), hash11(id + 0.2));\n randomPos = fract(randomPos + vec2(0.,iTime * layerBlockSpeed)); // Float upwards with time\n\n // Randomize the size with a slight stretch for length/width variation\n float blockSizeX = mix(layerBlockSizeMin, layerBlockSizeMax, hash11(id));\n float blockSizeY = blockSizeX * (0.8 + 0.4 * hash11(id + 0.3)); // Randomize aspect ratio\n\n vec2 dist = abs(uv - randomPos);\n float inside = step(dist.x, blockSizeX+hash11(id )*0.02) * step(dist.y, blockSizeY);\n color = mix(color, layerBlockColor, inside);\n}\n return vec4(color, 1.0);\n\n}\n\n void main() {\n #include <logdepthbuf_fragment>\n // float height = 50.;\n float button = 0.;\n vec3 myWp=(vWorldPosition-button)/_height; \n gl_FragColor = vec4(color1,pow(1.-clamp(myWp.y,0.,1.),2.)) *step(button,myWp.y);///0.6,0.1,0.01\n \n if (abs(vNormal.x) > 0.99) { \n gl_FragColor =mix(gl_FragColor,vec4(color1+vec3(0.2,0.7,0.2),1.*myWp.y) ,mainImage(fract(myWp.zy)).x *pow(gl_FragColor.a,.1) ); /////vec4(0.9,0.8,0.3,1.)\n }\n if (abs(vNormal.z) > 0.99) { \n gl_FragColor =mix(gl_FragColor,vec4(color1+vec3(0.2,0.7,0.2),1.*myWp.y) ,mainImage(fract(myWp.xy)).x *pow(gl_FragColor.a,.1) ); \n }\n gl_FragColor.a *= _alpha;\n\n }\n `,\n // 设置材质为透明\n transparent: true,\n // 设置材质双面渲染,确保从正反两面都能正确显示\n side: 2,\n // 关闭深度测试\n depthTest: true,\n depthWrite: false,\n })\n return material\n }\n}\n\nexport default Fence_Feeting_01\n"],"mappings":"AACA,SAAgBA,cAAc,EAAEC,GAAG,QAAQ,eAAe;AAE1D,SAAkCC,2BAA2B;AAE7D,SAASC,SAAS,EAAEC,SAAS;AAC7B,OAAOC,SAAS;AAEhB,MAAMC,gBAAgB,SAASD,SAAS,CAAC;EACvCE,WAAWA,CAACC,MAAmB,EAAEC,YAAsB,EAAE;IACvD,KAAK,CAACD,MAAM,EAAEC,YAAY,CAAC;IAC3B,IAAI,CAACC,MAAM,CAAC,CAAC;EACf;EAEAA,MAAMA,CAAA,EAAG;IACP,IAAI,CAACC,KAAK,GAAG,IAAI,CAACC,eAAe,CAC/B,IAAI,CAACC,OAAO,EACZ,IAAI,CAACC,OAAO,EACZ,IAAI,CAACC,MAAM,EACX,IAAI,CAACC,OAAO,EACZ,IAAI,CAACC,MAAM,EACX,IAAI,CAACC,MACP,CAAC;IACD,IAAI,CAACP,KAAK,IAAI,IAAI,CAACQ,GAAG,CAAC,IAAI,CAACR,KAAK,CAAC;EACpC;;EAEA;EACAC,eAAeA,CAACQ,MAAiB,EAAEC,MAAM,GAAG,CAAC,EAAEC,KAAK,GAAG,IAAI,EAAEC,MAAc,EAAEC,KAAa,EAAEC,KAAa,EAAE;IACzG,IAAI,CAACL,MAAM,EACT;IACF;IACA,MAAMM,QAAQ,GAAG,IAAI,CAACC,mBAAmB,CAACJ,MAAM,EAAEC,KAAK,EAAEC,KAAK,CAAC;;IAE/D;IACA,MAAMG,IAAI,GAAG1B,2BAA2B,CACtCkB,MAAM,EACN;MACEC,MAAM;MACNE,MAAM;MACND;IACF,CAAC,EACDI,QACF,CAAC;IACD;IACA;IACA;IACA;IACA;IACA;IACA;IACA;IACA;IACAzB,GAAG,CAAC4B,QAAQ,CAAC,MAAM;MACjB;MACA;MACA;MACA;;MAEA,MAAMC,QAAQ,GAAKF,IAAI,CAAUF,QAAQ,CAAoBI,QAAQ;MACrEA,QAAQ,CAACC,KAAK,CAACC,KAAK,IAAI,KAAK;IAC/B,CAAC,CAAC;IACF;IACA;IACA;IACA;IACA;IACA;IACA;IACA;IACA;IACA;IACA;IACA;IACA;IACA;IACA;IACA;IACA;IACA;IACA,OAAOJ,IAAI;EACb;;EAEA;EACAD,mBAAmBA,CAACJ,MAAc,EAAEC,KAAa,EAAEC,KAAa,EAAkB;IAChF,MAAM;MAAEQ,CAAC;MAAEC,CAAC;MAAEC;IAAE,CAAC,GAAG/B,SAAS,CAACD,SAAS,CAACqB,KAAK,CAAC,CAAC;IAC/C,MAAMY,SAAS,GAAG;MAAEH,CAAC,EAAEI,MAAM,CAAC,CAACA,MAAM,CAACJ,CAAC,CAAC,GAAG,GAAG,EAAEK,OAAO,CAAC,CAAC,CAAC,CAAC;MAAEJ,CAAC,EAAEG,MAAM,CAAC,CAACA,MAAM,CAACH,CAAC,CAAC,GAAG,GAAG,EAAEI,OAAO,CAAC,CAAC,CAAC,CAAC;MAAEH,CAAC,EAAEE,MAAM,CAAC,CAACA,MAAM,CAACF,CAAC,CAAC,GAAG,GAAG,EAAEG,OAAO,CAAC,CAAC,CAAC;IAAE,CAAC;IAC/I;IACA,MAAMZ,QAAQ,GAAG,IAAI1B,cAAc,CAAC;MAClC8B,QAAQ,EAAE;QACR;QACAS,MAAM,EAAE;UACNP,KAAK,EAAEI;QACT,CAAC;QAAE;QACHlB,MAAM,EAAE;UAAEc,KAAK,EAAEP;QAAM,CAAC;QACxBT,OAAO,EAAE;UAAEgB,KAAK,EAAET;QAAO,CAAC;QAC1BQ,KAAK,EAAE;UAAEC,KAAK,EAAE;QAAI;MACtB,CAAC;MACD;MACAQ,YAAY,EAAG;AACrB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,OAAO;MACD;MACAC,cAAc,EAAG;AACvB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,OAAO;MACD;MACAC,WAAW,EAAE,IAAI;MACjB;MACAC,IAAI,EAAE,CAAC;MACP;MACAC,SAAS,EAAE,IAAI;MACfC,UAAU,EAAE;IACd,CAAC,CAAC;IACF,OAAOnB,QAAQ;EACjB;AACF;AAEA,eAAepB,gBAAgB"}
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+ {"version":3,"names":["ShaderMaterial","use","createRoundedClosedWallMesh","hexToRGBA","parseRGBA","FenceBase","Fence_Feeting_01","_FenceBase","_inherits","_super","_createSuper","option","areaInstance","_this","_classCallCheck","call","create","_createClass","key","value","_mesh","createFenceMesh","_points","_corner","_close","_height","_color","_alpha","add","points","radius","arguments","length","undefined","close","height","color","alpha","material","createFenceMaterial","mesh","useframe","uniforms","iTime","_parseRGBA","r","g","b","colorTemp","Number","toFixed","color1","vertexShader","fragmentShader","transparent","side","depthTest","depthWrite"],"sources":["../../../../src/business/Area/Fence/fence_feeting_01.ts"],"sourcesContent":["import type { Mesh, Object3D, Vector3 } from '@anov/3d-core'\nimport { Color, ShaderMaterial, use } from '@anov/3d-core'\n\nimport { createRoundLineWallMesh, createRoundedClosedWallMesh } from '../../Utils/round-curve'\nimport type { FenceOption } from '../type'\nimport { hexToRGBA, parseRGBA } from '../tool'\nimport FenceBase from './FenceBase'\n\nclass Fence_Feeting_01 extends FenceBase {\n constructor(option: FenceOption, areaInstance: Object3D) {\n super(option, areaInstance)\n this.create()\n }\n\n create() {\n this._mesh = this.createFenceMesh(\n this._points,\n this._corner,\n this._close,\n this._height,\n this._color,\n this._alpha,\n )\n this._mesh && this.add(this._mesh)\n }\n\n // 创建围栏网格对象\n createFenceMesh(points: Vector3[], radius = 0, close = true, height: number, color: string, alpha: number) {\n if (!points)\n return\n // 创建围栏使用的材质,调用createFenceMaterial方法生成ShaderMaterial类型的材质\n const material = this.createFenceMaterial(height, color, alpha)\n\n // 使用createRoundLineWallMesh函数创建围栏的网格物体,传入点数组、半径、高度、是否闭合等参数以及创建好的材质\n const mesh = createRoundedClosedWallMesh(\n points,\n {\n radius,\n height,\n close,\n },\n material,\n )\n // const mesh = createRoundLineWallMesh(\n // points,\n // {\n // radius,\n // height,\n // close,\n // },\n // material,\n // )\n use.useframe(() => {\n // mesh.children.forEach((item, index) => {\n // const uniforms = ((item as Mesh).material as ShaderMaterial).uniforms\n // uniforms.iTime.value += 0.01\n // })\n\n const uniforms = ((mesh as Mesh).material as ShaderMaterial).uniforms\n uniforms.iTime.value += 0.002\n })\n // 创建围栏使用的材质,调用createFenceMaterial方法生成ShaderMaterial类型的材质\n // const material = this.createFenceMaterial(height, color, alpha)\n // // 使用createRoundLineWallMesh函数创建围栏的网格物体,传入点数组、半径、高度、是否闭合等参数以及创建好的材质\n // const mesh = createRoundLineWallMesh(\n // points,\n // {\n // radius,\n // height,\n // close,\n // },\n // material,\n // )\n // use.useframe(() => {\n // mesh.children.forEach((item, index) => {\n // const uniforms = ((item as Mesh).material as ShaderMaterial).uniforms\n // uniforms.iTime.value += 0.002\n // })\n // })\n return mesh\n }\n\n // 创建围栏材质\n createFenceMaterial(height: number, color: string, alpha: number): ShaderMaterial {\n const { r, g, b } = parseRGBA(hexToRGBA(color))\n const colorTemp = { r: Number((Number(r) / 255).toFixed(4)), g: Number((Number(g) / 255).toFixed(4)), b: Number((Number(b) / 255).toFixed(4)) }\n // 创建一个ShaderMaterial实例,用于自定义围栏的渲染效果\n const material = new ShaderMaterial({\n uniforms: {\n // 材质颜色\n color1: {\n value: colorTemp,\n }, // 材质颜色2,用于渐变\n _alpha: { value: alpha },\n _height: { value: height },\n iTime: { value: 0.0 },\n },\n // 顶点着色器\n vertexShader: `\n #include <common>\n #include <logdepthbuf_pars_vertex>\n varying vec3 vNormal; // 用于传递法线方向\n varying vec2 vUv;\n varying vec3 vWorldPosition;\n void main() {\n \t#include <begin_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n // gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n vUv = uv;\n vNormal = normalize(mat3(modelMatrix) * normal); // 使用模型矩阵旋转法线\n vec4 modelPosition = modelMatrix * vec4(position, 1.0);\n vWorldPosition = modelPosition.xyz;\n gl_Position = projectionMatrix * viewMatrix * modelPosition;\n }\n `,\n // 片元着色器\n fragmentShader: `\n #include <common>\n #include <logdepthbuf_pars_fragment>\n varying vec3 vNormal; // 用于传递法线方向\n varying vec2 vUv;\n varying vec3 vWorldPosition;\n \n uniform float _alpha;\n uniform float _height;\n uniform vec3 color1;\n uniform float iTime;\n \n\n\nconst int largeBlockCount = 80;\nconst int smallBlockCount = 20;\nconst int layerBlockCount = 10; // 添加的两层方块\n\nconst float largeBlockSpeed = .10;\nconst float smallBlockSpeed = .20;\nconst float layerBlockSpeed = .15; // 层的浮动速度\n\nconst float largeBlockSizeMin = 0.002;\nconst float largeBlockSizeMax = 0.03;\nconst float smallBlockSizeMin = 0.003;\nconst float smallBlockSizeMax = 0.008;\nconst float layerBlockSizeMin = 0.005;\nconst float layerBlockSizeMax = 0.01; // 两层方块的大小范围\n\nconst vec3 largeBlockColor = vec3(0.3, 0.2, 0.3);\nconst vec3 smallBlockColor = vec3(0.7, 0.6, 0.9);\nconst vec3 layerBlockColor = vec3(0.9, 0.7, 0.5); // 新增层的颜色\n\nfloat hash11(float p) {\nreturn fract(sin(p) * 43758.5453);\n}\n\nvec4 mainImage( vec2 uv) {\n// vec2 uv = fragCoord.xy / iResolution.xy;\nvec3 color = vec3(0.0, 0.0, 0.0); // Background color\n\n// Large blocks\nfor (int i = 0; i < largeBlockCount; ++i) {\n float id = float(i);\n vec2 randomPos = vec2(hash11(id + 0.1), hash11(id + 0.2));\n randomPos = fract(randomPos + vec2(0.,iTime * largeBlockSpeed)); // Float upwards with time\n\n float blockSize = mix(largeBlockSizeMin, largeBlockSizeMax, hash11(id));\n\n vec2 dist = abs(uv - randomPos);\n float inside = step(dist.x, blockSize) * step(dist.y, blockSize);\n color = mix(color, largeBlockColor, inside);\n}\n\n// Small blocks\nfor (int i = 0; i < smallBlockCount; ++i) {\n float id = float(i + largeBlockCount); // Offset for unique small block IDs\n vec2 randomPos = vec2(hash11(id + 0.1), hash11(id + 0.2));\n randomPos = fract(randomPos + vec2(0.,iTime * smallBlockSpeed)); // Float upwards with time\n\n float blockSize = mix(smallBlockSizeMin, smallBlockSizeMax, hash11(id));\n\n vec2 dist = abs(uv - randomPos);\n float inside = step(dist.x, blockSize) * step(dist.y, blockSize+hash11(id )*0.01);\n color = mix(color, smallBlockColor, inside);\n}\n\n// Layer blocks\nfor (int i = 0; i < layerBlockCount; ++i) {\n float id = float(i + largeBlockCount + smallBlockCount); // Offset for unique layer block IDs\n vec2 randomPos = vec2(hash11(id + 0.1), hash11(id + 0.2));\n randomPos = fract(randomPos + vec2(0.,iTime * layerBlockSpeed)); // Float upwards with time\n\n // Randomize the size with a slight stretch for length/width variation\n float blockSizeX = mix(layerBlockSizeMin, layerBlockSizeMax, hash11(id));\n float blockSizeY = blockSizeX * (0.8 + 0.4 * hash11(id + 0.3)); // Randomize aspect ratio\n\n vec2 dist = abs(uv - randomPos);\n float inside = step(dist.x, blockSizeX+hash11(id )*0.02) * step(dist.y, blockSizeY);\n color = mix(color, layerBlockColor, inside);\n}\n return vec4(color, 1.0);\n\n}\n\n void main() {\n #include <logdepthbuf_fragment>\n // float height = 50.;\n float button = 0.;\n vec3 myWp=(vWorldPosition-button)/_height; \n gl_FragColor = vec4(color1,pow(1.-clamp(myWp.y,0.,1.),2.)) *step(button,myWp.y);///0.6,0.1,0.01\n \n if (abs(vNormal.x) > 0.99) { \n gl_FragColor =mix(gl_FragColor,vec4(color1+vec3(0.2,0.7,0.2),1.*myWp.y) ,mainImage(fract(myWp.zy)).x *pow(gl_FragColor.a,.1) ); /////vec4(0.9,0.8,0.3,1.)\n }\n if (abs(vNormal.z) > 0.99) { \n gl_FragColor =mix(gl_FragColor,vec4(color1+vec3(0.2,0.7,0.2),1.*myWp.y) ,mainImage(fract(myWp.xy)).x *pow(gl_FragColor.a,.1) ); \n }\n gl_FragColor.a *= _alpha;\n\n }\n `,\n // 设置材质为透明\n transparent: true,\n // 设置材质双面渲染,确保从正反两面都能正确显示\n side: 2,\n // 关闭深度测试\n depthTest: true,\n depthWrite: false,\n })\n return material\n }\n}\n\nexport default Fence_Feeting_01\n"],"mappings":";;;;;;;;;;;;;AACA,SAAgBA,cAAc,EAAEC,GAAG,QAAQ,eAAe;AAE1D,SAAkCC,2BAA2B;AAE7D,SAASC,SAAS,EAAEC,SAAS;AAC7B,OAAOC,SAAS;AAAmB,IAE7BC,gBAAgB,0BAAAC,UAAA;EAAAC,SAAA,CAAAF,gBAAA,EAAAC,UAAA;EAAA,IAAAE,MAAA,GAAAC,YAAA,CAAAJ,gBAAA;EACpB,SAAAA,iBAAYK,MAAmB,EAAEC,YAAsB,EAAE;IAAA,IAAAC,KAAA;IAAAC,eAAA,OAAAR,gBAAA;IACvDO,KAAA,GAAAJ,MAAA,CAAAM,IAAA,OAAMJ,MAAM,EAAEC,YAAY;IAC1BC,KAAA,CAAKG,MAAM,CAAC,CAAC;IAAA,OAAAH,KAAA;EACf;EAACI,YAAA,CAAAX,gBAAA;IAAAY,GAAA;IAAAC,KAAA,EAED,SAAAH,OAAA,EAAS;MACP,IAAI,CAACI,KAAK,GAAG,IAAI,CAACC,eAAe,CAC/B,IAAI,CAACC,OAAO,EACZ,IAAI,CAACC,OAAO,EACZ,IAAI,CAACC,MAAM,EACX,IAAI,CAACC,OAAO,EACZ,IAAI,CAACC,MAAM,EACX,IAAI,CAACC,MACP,CAAC;MACD,IAAI,CAACP,KAAK,IAAI,IAAI,CAACQ,GAAG,CAAC,IAAI,CAACR,KAAK,CAAC;IACpC;;IAEA;EAAA;IAAAF,GAAA;IAAAC,KAAA,EACA,SAAAE,gBAAgBQ,MAAiB,EAA0E;MAAA,IAAxEC,MAAM,GAAAC,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,CAAC;MAAA,IAAEG,KAAK,GAAAH,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,IAAI;MAAA,IAAEI,MAAc,GAAAJ,SAAA,CAAAC,MAAA,OAAAD,SAAA,MAAAE,SAAA;MAAA,IAAEG,KAAa,GAAAL,SAAA,CAAAC,MAAA,OAAAD,SAAA,MAAAE,SAAA;MAAA,IAAEI,KAAa,GAAAN,SAAA,CAAAC,MAAA,OAAAD,SAAA,MAAAE,SAAA;MACvG,IAAI,CAACJ,MAAM,EACT;MACF;MACA,IAAMS,QAAQ,GAAG,IAAI,CAACC,mBAAmB,CAACJ,MAAM,EAAEC,KAAK,EAAEC,KAAK,CAAC;;MAE/D;MACA,IAAMG,IAAI,GAAGtC,2BAA2B,CACtC2B,MAAM,EACN;QACEC,MAAM,EAANA,MAAM;QACNK,MAAM,EAANA,MAAM;QACND,KAAK,EAALA;MACF,CAAC,EACDI,QACF,CAAC;MACD;MACA;MACA;MACA;MACA;MACA;MACA;MACA;MACA;MACArC,GAAG,CAACwC,QAAQ,CAAC,YAAM;QACjB;QACA;QACA;QACA;;QAEA,IAAMC,QAAQ,GAAKF,IAAI,CAAUF,QAAQ,CAAoBI,QAAQ;QACrEA,QAAQ,CAACC,KAAK,CAACxB,KAAK,IAAI,KAAK;MAC/B,CAAC,CAAC;MACF;MACA;MACA;MACA;MACA;MACA;MACA;MACA;MACA;MACA;MACA;MACA;MACA;MACA;MACA;MACA;MACA;MACA;MACA,OAAOqB,IAAI;IACb;;IAEA;EAAA;IAAAtB,GAAA;IAAAC,KAAA,EACA,SAAAoB,oBAAoBJ,MAAc,EAAEC,KAAa,EAAEC,KAAa,EAAkB;MAChF,IAAAO,UAAA,GAAoBxC,SAAS,CAACD,SAAS,CAACiC,KAAK,CAAC,CAAC;QAAvCS,CAAC,GAAAD,UAAA,CAADC,CAAC;QAAEC,CAAC,GAAAF,UAAA,CAADE,CAAC;QAAEC,CAAC,GAAAH,UAAA,CAADG,CAAC;MACf,IAAMC,SAAS,GAAG;QAAEH,CAAC,EAAEI,MAAM,CAAC,CAACA,MAAM,CAACJ,CAAC,CAAC,GAAG,GAAG,EAAEK,OAAO,CAAC,CAAC,CAAC,CAAC;QAAEJ,CAAC,EAAEG,MAAM,CAAC,CAACA,MAAM,CAACH,CAAC,CAAC,GAAG,GAAG,EAAEI,OAAO,CAAC,CAAC,CAAC,CAAC;QAAEH,CAAC,EAAEE,MAAM,CAAC,CAACA,MAAM,CAACF,CAAC,CAAC,GAAG,GAAG,EAAEG,OAAO,CAAC,CAAC,CAAC;MAAE,CAAC;MAC/I;MACA,IAAMZ,QAAQ,GAAG,IAAItC,cAAc,CAAC;QAClC0C,QAAQ,EAAE;UACR;UACAS,MAAM,EAAE;YACNhC,KAAK,EAAE6B;UACT,CAAC;UAAE;UACHrB,MAAM,EAAE;YAAER,KAAK,EAAEkB;UAAM,CAAC;UACxBZ,OAAO,EAAE;YAAEN,KAAK,EAAEgB;UAAO,CAAC;UAC1BQ,KAAK,EAAE;YAAExB,KAAK,EAAE;UAAI;QACtB,CAAC;QACD;QACAiC,YAAY,uzBAiBX;QACD;QACAC,cAAc,u0HAqGb;QACD;QACAC,WAAW,EAAE,IAAI;QACjB;QACAC,IAAI,EAAE,CAAC;QACP;QACAC,SAAS,EAAE,IAAI;QACfC,UAAU,EAAE;MACd,CAAC,CAAC;MACF,OAAOnB,QAAQ;IACjB;EAAC;EAAA,OAAAhC,gBAAA;AAAA,EA5N4BD,SAAS;AA+NxC,eAAeC,gBAAgB"}