@backbay/glia 0.2.0-alpha.1
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.
- package/LICENSE +22 -0
- package/README.md +492 -0
- package/dist/audio/hooks/index.d.ts +15 -0
- package/dist/audio/hooks/index.d.ts.map +1 -0
- package/dist/audio/hooks/index.js +7 -0
- package/dist/audio/hooks/useAudioOverlay.d.ts +43 -0
- package/dist/audio/hooks/useAudioOverlay.d.ts.map +1 -0
- package/dist/audio/hooks/useAudioOverlay.js +48 -0
- package/dist/audio/hooks/useAudioPlayer.d.ts +14 -0
- package/dist/audio/hooks/useAudioPlayer.d.ts.map +1 -0
- package/dist/audio/hooks/useAudioPlayer.js +96 -0
- package/dist/audio/hooks/useBargeIn.d.ts +27 -0
- package/dist/audio/hooks/useBargeIn.d.ts.map +1 -0
- package/dist/audio/hooks/useBargeIn.js +65 -0
- package/dist/audio/hooks/useCognitionSpeech.d.ts +52 -0
- package/dist/audio/hooks/useCognitionSpeech.d.ts.map +1 -0
- package/dist/audio/hooks/useCognitionSpeech.js +77 -0
- package/dist/audio/hooks/useHybridSpeech.d.ts +24 -0
- package/dist/audio/hooks/useHybridSpeech.d.ts.map +1 -0
- package/dist/audio/hooks/useHybridSpeech.js +40 -0
- package/dist/audio/hooks/useRunSpeechCues.d.ts +28 -0
- package/dist/audio/hooks/useRunSpeechCues.d.ts.map +1 -0
- package/dist/audio/hooks/useRunSpeechCues.js +47 -0
- package/dist/audio/hooks/useSpeechSynthesis.d.ts +58 -0
- package/dist/audio/hooks/useSpeechSynthesis.d.ts.map +1 -0
- package/dist/audio/hooks/useSpeechSynthesis.js +154 -0
- package/dist/audio/index.d.ts +12 -0
- package/dist/audio/index.d.ts.map +1 -0
- package/dist/audio/index.js +24 -0
- package/dist/audio/overlay.d.ts +9 -0
- package/dist/audio/overlay.d.ts.map +1 -0
- package/dist/audio/overlay.js +15 -0
- package/dist/audio/planner.d.ts +51 -0
- package/dist/audio/planner.d.ts.map +1 -0
- package/dist/audio/planner.js +122 -0
- package/dist/audio/providers/httpSpeechSynthesisProvider.d.ts +33 -0
- package/dist/audio/providers/httpSpeechSynthesisProvider.d.ts.map +1 -0
- package/dist/audio/providers/httpSpeechSynthesisProvider.js +83 -0
- package/dist/audio/schema.d.ts +1741 -0
- package/dist/audio/schema.d.ts.map +1 -0
- package/dist/audio/schema.js +116 -0
- package/dist/audio/types.d.ts +175 -0
- package/dist/audio/types.d.ts.map +1 -0
- package/dist/audio/types.js +18 -0
- package/dist/cognition/controller.d.ts +97 -0
- package/dist/cognition/controller.d.ts.map +1 -0
- package/dist/cognition/controller.js +145 -0
- package/dist/cognition/hooks/index.d.ts +3 -0
- package/dist/cognition/hooks/index.d.ts.map +1 -0
- package/dist/cognition/hooks/index.js +1 -0
- package/dist/cognition/hooks/useCognition.d.ts +36 -0
- package/dist/cognition/hooks/useCognition.d.ts.map +1 -0
- package/dist/cognition/hooks/useCognition.js +88 -0
- package/dist/cognition/index.d.ts +10 -0
- package/dist/cognition/index.d.ts.map +1 -0
- package/dist/cognition/index.js +20 -0
- package/dist/cognition/reducers.d.ts +27 -0
- package/dist/cognition/reducers.d.ts.map +1 -0
- package/dist/cognition/reducers.js +152 -0
- package/dist/cognition/schema.d.ts +594 -0
- package/dist/cognition/schema.d.ts.map +1 -0
- package/dist/cognition/schema.js +102 -0
- package/dist/cognition/types.d.ts +123 -0
- package/dist/cognition/types.d.ts.map +1 -0
- package/dist/cognition/types.js +26 -0
- package/dist/components/AgentPanel.d.ts +71 -0
- package/dist/components/AgentPanel.d.ts.map +1 -0
- package/dist/components/AgentPanel.js +55 -0
- package/dist/components/BBProvider.d.ts +47 -0
- package/dist/components/BBProvider.d.ts.map +1 -0
- package/dist/components/BBProvider.js +80 -0
- package/dist/components/ClusterHero/BriefingPanel.d.ts +15 -0
- package/dist/components/ClusterHero/BriefingPanel.d.ts.map +1 -0
- package/dist/components/ClusterHero/BriefingPanel.js +54 -0
- package/dist/components/ClusterHero/ClusterAtmosphere.d.ts +8 -0
- package/dist/components/ClusterHero/ClusterAtmosphere.d.ts.map +1 -0
- package/dist/components/ClusterHero/ClusterAtmosphere.js +9 -0
- package/dist/components/ClusterHero/ClusterHero.d.ts +22 -0
- package/dist/components/ClusterHero/ClusterHero.d.ts.map +1 -0
- package/dist/components/ClusterHero/ClusterHero.js +42 -0
- package/dist/components/ClusterHero/ClusterHeroPage.d.ts +27 -0
- package/dist/components/ClusterHero/ClusterHeroPage.d.ts.map +1 -0
- package/dist/components/ClusterHero/ClusterHeroPage.js +189 -0
- package/dist/components/ClusterHero/ClusterRail.d.ts +13 -0
- package/dist/components/ClusterHero/ClusterRail.d.ts.map +1 -0
- package/dist/components/ClusterHero/ClusterRail.js +84 -0
- package/dist/components/ClusterHero/GradientVeil.d.ts +11 -0
- package/dist/components/ClusterHero/GradientVeil.d.ts.map +1 -0
- package/dist/components/ClusterHero/GradientVeil.js +22 -0
- package/dist/components/ClusterHero/HeroContent.d.ts +14 -0
- package/dist/components/ClusterHero/HeroContent.d.ts.map +1 -0
- package/dist/components/ClusterHero/HeroContent.js +49 -0
- package/dist/components/ClusterHero/LiveStrip.d.ts +8 -0
- package/dist/components/ClusterHero/LiveStrip.d.ts.map +1 -0
- package/dist/components/ClusterHero/LiveStrip.js +26 -0
- package/dist/components/ClusterHero/ScrollIndicator.d.ts +10 -0
- package/dist/components/ClusterHero/ScrollIndicator.d.ts.map +1 -0
- package/dist/components/ClusterHero/ScrollIndicator.js +18 -0
- package/dist/components/ClusterHero/SigilMonument.d.ts +13 -0
- package/dist/components/ClusterHero/SigilMonument.d.ts.map +1 -0
- package/dist/components/ClusterHero/SigilMonument.js +87 -0
- package/dist/components/ClusterHero/StructuralElements.d.ts +8 -0
- package/dist/components/ClusterHero/StructuralElements.d.ts.map +1 -0
- package/dist/components/ClusterHero/StructuralElements.js +47 -0
- package/dist/components/ClusterHero/VideoBackground.d.ts +37 -0
- package/dist/components/ClusterHero/VideoBackground.d.ts.map +1 -0
- package/dist/components/ClusterHero/VideoBackground.js +135 -0
- package/dist/components/ClusterHero/config.d.ts +20 -0
- package/dist/components/ClusterHero/config.d.ts.map +1 -0
- package/dist/components/ClusterHero/config.js +289 -0
- package/dist/components/ClusterHero/index.d.ts +17 -0
- package/dist/components/ClusterHero/index.d.ts.map +1 -0
- package/dist/components/ClusterHero/index.js +20 -0
- package/dist/components/ClusterHero/sections/CTASection.d.ts +14 -0
- package/dist/components/ClusterHero/sections/CTASection.d.ts.map +1 -0
- package/dist/components/ClusterHero/sections/CTASection.js +105 -0
- package/dist/components/ClusterHero/sections/ClusterStatsSection.d.ts +11 -0
- package/dist/components/ClusterHero/sections/ClusterStatsSection.d.ts.map +1 -0
- package/dist/components/ClusterHero/sections/ClusterStatsSection.js +121 -0
- package/dist/components/ClusterHero/sections/FeatureCardsSection.d.ts +15 -0
- package/dist/components/ClusterHero/sections/FeatureCardsSection.d.ts.map +1 -0
- package/dist/components/ClusterHero/sections/FeatureCardsSection.js +187 -0
- package/dist/components/ClusterHero/sections/index.d.ts +4 -0
- package/dist/components/ClusterHero/sections/index.d.ts.map +1 -0
- package/dist/components/ClusterHero/sections/index.js +3 -0
- package/dist/components/ClusterHero/types.d.ts +111 -0
- package/dist/components/ClusterHero/types.d.ts.map +1 -0
- package/dist/components/ClusterHero/types.js +1 -0
- package/dist/components/ClusterHero/useVideoPreload.d.ts +28 -0
- package/dist/components/ClusterHero/useVideoPreload.d.ts.map +1 -0
- package/dist/components/ClusterHero/useVideoPreload.js +60 -0
- package/dist/components/PlaySession.d.ts +48 -0
- package/dist/components/PlaySession.d.ts.map +1 -0
- package/dist/components/PlaySession.js +51 -0
- package/dist/components/SyncDocument.d.ts +50 -0
- package/dist/components/SyncDocument.d.ts.map +1 -0
- package/dist/components/SyncDocument.js +37 -0
- package/dist/components/index.d.ts +9 -0
- package/dist/components/index.d.ts.map +1 -0
- package/dist/components/index.js +8 -0
- package/dist/core.d.ts +19 -0
- package/dist/core.d.ts.map +1 -0
- package/dist/core.js +24 -0
- package/dist/desktop/components/desktop/Desktop.d.ts +49 -0
- package/dist/desktop/components/desktop/Desktop.d.ts.map +1 -0
- package/dist/desktop/components/desktop/Desktop.js +110 -0
- package/dist/desktop/components/desktop/DesktopIcon.d.ts +52 -0
- package/dist/desktop/components/desktop/DesktopIcon.d.ts.map +1 -0
- package/dist/desktop/components/desktop/DesktopIcon.js +185 -0
- package/dist/desktop/components/desktop/SnapZoneOverlay.d.ts +68 -0
- package/dist/desktop/components/desktop/SnapZoneOverlay.d.ts.map +1 -0
- package/dist/desktop/components/desktop/SnapZoneOverlay.js +138 -0
- package/dist/desktop/components/desktop/index.d.ts +9 -0
- package/dist/desktop/components/desktop/index.d.ts.map +1 -0
- package/dist/desktop/components/desktop/index.js +8 -0
- package/dist/desktop/components/index.d.ts +11 -0
- package/dist/desktop/components/index.d.ts.map +1 -0
- package/dist/desktop/components/index.js +13 -0
- package/dist/desktop/components/shell/Clock.d.ts +35 -0
- package/dist/desktop/components/shell/Clock.d.ts.map +1 -0
- package/dist/desktop/components/shell/Clock.js +159 -0
- package/dist/desktop/components/shell/ContextMenu.d.ts +44 -0
- package/dist/desktop/components/shell/ContextMenu.d.ts.map +1 -0
- package/dist/desktop/components/shell/ContextMenu.js +158 -0
- package/dist/desktop/components/shell/Taskbar.d.ts +111 -0
- package/dist/desktop/components/shell/Taskbar.d.ts.map +1 -0
- package/dist/desktop/components/shell/Taskbar.js +182 -0
- package/dist/desktop/components/shell/TaskbarButton.d.ts +54 -0
- package/dist/desktop/components/shell/TaskbarButton.d.ts.map +1 -0
- package/dist/desktop/components/shell/TaskbarButton.js +116 -0
- package/dist/desktop/components/shell/index.d.ts +31 -0
- package/dist/desktop/components/shell/index.d.ts.map +1 -0
- package/dist/desktop/components/shell/index.js +31 -0
- package/dist/desktop/components/window/Window.d.ts +122 -0
- package/dist/desktop/components/window/Window.d.ts.map +1 -0
- package/dist/desktop/components/window/Window.js +416 -0
- package/dist/desktop/components/window/WindowTitlebar.d.ts +71 -0
- package/dist/desktop/components/window/WindowTitlebar.d.ts.map +1 -0
- package/dist/desktop/components/window/WindowTitlebar.js +191 -0
- package/dist/desktop/components/window/index.d.ts +10 -0
- package/dist/desktop/components/window/index.d.ts.map +1 -0
- package/dist/desktop/components/window/index.js +9 -0
- package/dist/desktop/core/desktop/index.d.ts +6 -0
- package/dist/desktop/core/desktop/index.d.ts.map +1 -0
- package/dist/desktop/core/desktop/index.js +5 -0
- package/dist/desktop/core/desktop/types.d.ts +185 -0
- package/dist/desktop/core/desktop/types.d.ts.map +1 -0
- package/dist/desktop/core/desktop/types.js +6 -0
- package/dist/desktop/core/desktop/useSnapZones.d.ts +52 -0
- package/dist/desktop/core/desktop/useSnapZones.d.ts.map +1 -0
- package/dist/desktop/core/desktop/useSnapZones.js +128 -0
- package/dist/desktop/core/index.d.ts +10 -0
- package/dist/desktop/core/index.d.ts.map +1 -0
- package/dist/desktop/core/index.js +9 -0
- package/dist/desktop/core/shell/index.d.ts +6 -0
- package/dist/desktop/core/shell/index.d.ts.map +1 -0
- package/dist/desktop/core/shell/index.js +5 -0
- package/dist/desktop/core/shell/types.d.ts +169 -0
- package/dist/desktop/core/shell/types.d.ts.map +1 -0
- package/dist/desktop/core/shell/types.js +6 -0
- package/dist/desktop/core/shell/useTaskbar.d.ts +65 -0
- package/dist/desktop/core/shell/useTaskbar.d.ts.map +1 -0
- package/dist/desktop/core/shell/useTaskbar.js +221 -0
- package/dist/desktop/core/window/index.d.ts +6 -0
- package/dist/desktop/core/window/index.d.ts.map +1 -0
- package/dist/desktop/core/window/index.js +5 -0
- package/dist/desktop/core/window/types.d.ts +167 -0
- package/dist/desktop/core/window/types.d.ts.map +1 -0
- package/dist/desktop/core/window/types.js +7 -0
- package/dist/desktop/core/window/useWindowManager.d.ts +165 -0
- package/dist/desktop/core/window/useWindowManager.d.ts.map +1 -0
- package/dist/desktop/core/window/useWindowManager.js +953 -0
- package/dist/desktop/index.d.ts +40 -0
- package/dist/desktop/index.d.ts.map +1 -0
- package/dist/desktop/index.js +50 -0
- package/dist/desktop/providers/DesktopOSProvider.d.ts +93 -0
- package/dist/desktop/providers/DesktopOSProvider.d.ts.map +1 -0
- package/dist/desktop/providers/DesktopOSProvider.js +246 -0
- package/dist/desktop/providers/ThemeProvider.d.ts +51 -0
- package/dist/desktop/providers/ThemeProvider.d.ts.map +1 -0
- package/dist/desktop/providers/ThemeProvider.js +93 -0
- package/dist/desktop/providers/index.d.ts +6 -0
- package/dist/desktop/providers/index.d.ts.map +1 -0
- package/dist/desktop/providers/index.js +5 -0
- package/dist/desktop/themes/default.d.ts +18 -0
- package/dist/desktop/themes/default.d.ts.map +1 -0
- package/dist/desktop/themes/default.js +90 -0
- package/dist/desktop/themes/index.d.ts +6 -0
- package/dist/desktop/themes/index.d.ts.map +1 -0
- package/dist/desktop/themes/index.js +5 -0
- package/dist/desktop/themes/types.d.ts +147 -0
- package/dist/desktop/themes/types.d.ts.map +1 -0
- package/dist/desktop/themes/types.js +71 -0
- package/dist/emotion/constants.d.ts +35 -0
- package/dist/emotion/constants.d.ts.map +1 -0
- package/dist/emotion/constants.js +86 -0
- package/dist/emotion/controller.d.ts +97 -0
- package/dist/emotion/controller.d.ts.map +1 -0
- package/dist/emotion/controller.js +203 -0
- package/dist/emotion/hooks/index.d.ts +3 -0
- package/dist/emotion/hooks/index.d.ts.map +1 -0
- package/dist/emotion/hooks/index.js +2 -0
- package/dist/emotion/hooks/useEmotion.d.ts +60 -0
- package/dist/emotion/hooks/useEmotion.d.ts.map +1 -0
- package/dist/emotion/hooks/useEmotion.js +121 -0
- package/dist/emotion/index.d.ts +10 -0
- package/dist/emotion/index.d.ts.map +1 -0
- package/dist/emotion/index.js +13 -0
- package/dist/emotion/mapping.d.ts +55 -0
- package/dist/emotion/mapping.d.ts.map +1 -0
- package/dist/emotion/mapping.js +118 -0
- package/dist/emotion/micro-expressions.d.ts +19 -0
- package/dist/emotion/micro-expressions.d.ts.map +1 -0
- package/dist/emotion/micro-expressions.js +75 -0
- package/dist/emotion/transitions.d.ts +29 -0
- package/dist/emotion/transitions.d.ts.map +1 -0
- package/dist/emotion/transitions.js +74 -0
- package/dist/emotion/types.d.ts +84 -0
- package/dist/emotion/types.d.ts.map +1 -0
- package/dist/emotion/types.js +2 -0
- package/dist/hooks/index.d.ts +9 -0
- package/dist/hooks/index.d.ts.map +1 -0
- package/dist/hooks/index.js +8 -0
- package/dist/hooks/useAgentRun.d.ts +36 -0
- package/dist/hooks/useAgentRun.d.ts.map +1 -0
- package/dist/hooks/useAgentRun.js +140 -0
- package/dist/hooks/useIntensity.d.ts +33 -0
- package/dist/hooks/useIntensity.d.ts.map +1 -0
- package/dist/hooks/useIntensity.js +128 -0
- package/dist/hooks/usePlaySession.d.ts +50 -0
- package/dist/hooks/usePlaySession.d.ts.map +1 -0
- package/dist/hooks/usePlaySession.js +208 -0
- package/dist/hooks/useRunStream.d.ts +39 -0
- package/dist/hooks/useRunStream.d.ts.map +1 -0
- package/dist/hooks/useRunStream.js +230 -0
- package/dist/hooks/useSync.d.ts +50 -0
- package/dist/hooks/useSync.d.ts.map +1 -0
- package/dist/hooks/useSync.js +336 -0
- package/dist/index.d.ts +23 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +52 -0
- package/dist/lib/motion.d.ts +30 -0
- package/dist/lib/motion.d.ts.map +1 -0
- package/dist/lib/motion.js +21 -0
- package/dist/lib/utils.d.ts +35 -0
- package/dist/lib/utils.d.ts.map +1 -0
- package/dist/lib/utils.js +102 -0
- package/dist/primitives/ambient/DustMotesLayer.d.ts +16 -0
- package/dist/primitives/ambient/DustMotesLayer.d.ts.map +1 -0
- package/dist/primitives/ambient/DustMotesLayer.js +93 -0
- package/dist/primitives/ambient/NebulaStarsLayer.d.ts +12 -0
- package/dist/primitives/ambient/NebulaStarsLayer.d.ts.map +1 -0
- package/dist/primitives/ambient/NebulaStarsLayer.js +99 -0
- package/dist/primitives/ambient/ThemedAmbientLayer.d.ts +15 -0
- package/dist/primitives/ambient/ThemedAmbientLayer.d.ts.map +1 -0
- package/dist/primitives/ambient/ThemedAmbientLayer.js +23 -0
- package/dist/primitives/ambient/index.d.ts +4 -0
- package/dist/primitives/ambient/index.d.ts.map +1 -0
- package/dist/primitives/ambient/index.js +3 -0
- package/dist/primitives/atoms/AuroraBackground/AuroraBackground.d.ts +8 -0
- package/dist/primitives/atoms/AuroraBackground/AuroraBackground.d.ts.map +1 -0
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- package/dist/primitives/atoms/AuroraBackground/index.d.ts +2 -0
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- package/dist/primitives/atoms/AuroraBackground/index.js +1 -0
- package/dist/primitives/atoms/GlitchText/GlitchText.d.ts +9 -0
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- package/dist/primitives/atoms/GlitchText/GlitchText.js +46 -0
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- package/dist/primitives/atoms/GlowButton/GlowButton.d.ts +19 -0
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- package/dist/primitives/atoms/GlowInput/GlowInput.d.ts +25 -0
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- package/dist/primitives/atoms/HUDProgressRing/HUDProgressRing.d.ts +27 -0
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- package/dist/primitives/atoms/IconPulse/IconPulse.d.ts +25 -0
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- package/dist/primitives/atoms/IconPulse/index.d.ts +2 -0
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- package/dist/primitives/atoms/PixelCanvas/PixelCanvas.d.ts +17 -0
- package/dist/primitives/atoms/PixelCanvas/PixelCanvas.d.ts.map +1 -0
- package/dist/primitives/atoms/PixelCanvas/PixelCanvas.js +340 -0
- package/dist/primitives/atoms/PixelCanvas/index.d.ts +2 -0
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- package/dist/primitives/atoms/StatBadge/StatBadge.d.ts +26 -0
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- package/dist/primitives/atoms/TextGenerateEffect/TextGenerateEffect.d.ts +7 -0
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- package/dist/primitives/atoms/TextGenerateEffect/TextGenerateEffect.js +26 -0
- package/dist/primitives/atoms/TextGenerateEffect/index.d.ts +2 -0
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- package/dist/primitives/atoms/TextGenerateEffect/index.js +1 -0
- package/dist/primitives/atoms/TypingAnimation/TypingAnimation.d.ts +20 -0
- package/dist/primitives/atoms/TypingAnimation/TypingAnimation.d.ts.map +1 -0
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- package/dist/vision/raymond/shared/color.js +12 -0
- package/dist/vision/raymond/shared/material.d.ts +13 -0
- package/dist/vision/raymond/shared/material.d.ts.map +1 -0
- package/dist/vision/raymond/shared/material.js +12 -0
- package/dist/vision/raymond/shared/util.d.ts +2 -0
- package/dist/vision/raymond/shared/util.d.ts.map +1 -0
- package/dist/vision/raymond/shared/util.js +3 -0
- package/dist/vision/raymond/transform.d.ts +24 -0
- package/dist/vision/raymond/transform.d.ts.map +1 -0
- package/dist/vision/raymond/transform.js +86 -0
- package/dist/vision/raymond/types.d.ts +33 -0
- package/dist/vision/raymond/types.d.ts.map +1 -0
- package/dist/vision/raymond/types.js +1 -0
- package/dist/vision/types.d.ts +72 -0
- package/dist/vision/types.d.ts.map +1 -0
- package/dist/vision/types.js +1 -0
- package/dist/workspace/WorkspaceRenderer.d.ts +34 -0
- package/dist/workspace/WorkspaceRenderer.d.ts.map +1 -0
- package/dist/workspace/WorkspaceRenderer.js +292 -0
- package/dist/workspace/componentBindings.d.ts +26 -0
- package/dist/workspace/componentBindings.d.ts.map +1 -0
- package/dist/workspace/componentBindings.js +260 -0
- package/dist/workspace/index.d.ts +28 -0
- package/dist/workspace/index.d.ts.map +1 -0
- package/dist/workspace/index.js +27 -0
- package/dist/workspace/registry/index.d.ts +24 -0
- package/dist/workspace/registry/index.d.ts.map +1 -0
- package/dist/workspace/registry/index.js +23 -0
- package/dist/workspace/registry/manifests/atoms.d.ts +13 -0
- package/dist/workspace/registry/manifests/atoms.d.ts.map +1 -0
- package/dist/workspace/registry/manifests/atoms.js +462 -0
- package/dist/workspace/registry/manifests/index.d.ts +23 -0
- package/dist/workspace/registry/manifests/index.d.ts.map +1 -0
- package/dist/workspace/registry/manifests/index.js +38 -0
- package/dist/workspace/registry/manifests/layouts.d.ts +10 -0
- package/dist/workspace/registry/manifests/layouts.d.ts.map +1 -0
- package/dist/workspace/registry/manifests/layouts.js +268 -0
- package/dist/workspace/registry/manifests/molecules.d.ts +10 -0
- package/dist/workspace/registry/manifests/molecules.d.ts.map +1 -0
- package/dist/workspace/registry/manifests/molecules.js +276 -0
- package/dist/workspace/registry/manifests/organisms.d.ts +10 -0
- package/dist/workspace/registry/manifests/organisms.d.ts.map +1 -0
- package/dist/workspace/registry/manifests/organisms.js +267 -0
- package/dist/workspace/registry/manifests/three.d.ts +9 -0
- package/dist/workspace/registry/manifests/three.d.ts.map +1 -0
- package/dist/workspace/registry/manifests/three.js +210 -0
- package/dist/workspace/registry/registry.d.ts +22 -0
- package/dist/workspace/registry/registry.d.ts.map +1 -0
- package/dist/workspace/registry/registry.js +232 -0
- package/dist/workspace/registry/types.d.ts +133 -0
- package/dist/workspace/registry/types.d.ts.map +1 -0
- package/dist/workspace/registry/types.js +7 -0
- package/dist/workspace/types.d.ts +263 -0
- package/dist/workspace/types.d.ts.map +1 -0
- package/dist/workspace/types.js +7 -0
- package/dist/workspace/validation.d.ts +19 -0
- package/dist/workspace/validation.d.ts.map +1 -0
- package/dist/workspace/validation.js +331 -0
- package/package.json +172 -0
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/**
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* Water Simulation RTT
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*
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* Ping-pong render targets implementing the damped wave equation for
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* realistic water ripple simulation.
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*
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* Wave equation: d²h/dt² = c² * ∇²h - damping * dh/dt
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* Discretized: h[t+1] = 2*h[t] - h[t-1] + c²*(laplacian) - damping*(h[t] - h[t-1])
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*/
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import * as THREE from "three";
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// -----------------------------------------------------------------------------
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// Water Update Shader
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// -----------------------------------------------------------------------------
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const WATER_UPDATE_VERTEX = /* glsl */ `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`;
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const WATER_UPDATE_FRAGMENT = /* glsl */ `
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uniform sampler2D uPrevTex; // h[t-1]
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uniform sampler2D uCurrentTex; // h[t]
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uniform vec2 uResolution;
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uniform float uDamping;
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uniform float uWaveSpeed;
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// Impulse injection
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uniform vec2 uImpulsePos;
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uniform float uImpulseStrength;
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uniform float uImpulseRadius;
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// Anchor oscillators (standing wave sources)
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uniform vec4 uAnchors[8]; // xy = pos, z = strength, w = phase
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uniform int uAnchorCount;
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uniform float uTime;
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varying vec2 vUv;
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void main() {
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vec2 texel = 1.0 / uResolution;
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// Sample current and previous heights
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float hCurrent = texture2D(uCurrentTex, vUv).r;
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float hPrev = texture2D(uPrevTex, vUv).r;
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// Sample neighbors for Laplacian
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float hLeft = texture2D(uCurrentTex, vUv + vec2(-texel.x, 0.0)).r;
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float hRight = texture2D(uCurrentTex, vUv + vec2(texel.x, 0.0)).r;
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float hUp = texture2D(uCurrentTex, vUv + vec2(0.0, texel.y)).r;
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float hDown = texture2D(uCurrentTex, vUv + vec2(0.0, -texel.y)).r;
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// Laplacian (discrete second derivative)
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float laplacian = hLeft + hRight + hUp + hDown - 4.0 * hCurrent;
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// Wave equation with damping
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float c2 = uWaveSpeed * uWaveSpeed;
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float hNew = 2.0 * hCurrent - hPrev + c2 * laplacian - uDamping * (hCurrent - hPrev);
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// Impulse injection (for clicks/bursts)
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if (uImpulseStrength > 0.0) {
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float dist = length(vUv - uImpulsePos);
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float impulse = smoothstep(uImpulseRadius, 0.0, dist) * uImpulseStrength;
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hNew += impulse;
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}
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// Anchor oscillators (standing waves)
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for (int i = 0; i < 8; i++) {
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if (i >= uAnchorCount) break;
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vec2 anchorPos = uAnchors[i].xy;
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float strength = uAnchors[i].z;
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float phase = uAnchors[i].w;
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float dist = length(vUv - anchorPos);
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float oscillation = sin(uTime * 8.0 + phase) * strength * 0.3;
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float falloff = smoothstep(0.05, 0.0, dist);
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hNew += oscillation * falloff;
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}
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// Clamp to prevent instability
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hNew = clamp(hNew, -1.0, 1.0);
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gl_FragColor = vec4(hNew, hNew, hNew, 1.0);
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}
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`;
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// -----------------------------------------------------------------------------
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// Water Simulation RTT Class
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// -----------------------------------------------------------------------------
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export class WaterSimRTT {
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rtCurrent;
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rtPrev;
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rtTemp;
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updateMaterial;
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quad;
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scene;
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camera;
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renderer = null;
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constructor(resolution = 256) {
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const rtOptions = {
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minFilter: THREE.LinearFilter,
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magFilter: THREE.LinearFilter,
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format: THREE.RGBAFormat,
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type: THREE.FloatType,
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};
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this.rtCurrent = new THREE.WebGLRenderTarget(resolution, resolution, rtOptions);
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this.rtPrev = new THREE.WebGLRenderTarget(resolution, resolution, rtOptions);
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this.rtTemp = new THREE.WebGLRenderTarget(resolution, resolution, rtOptions);
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this.updateMaterial = new THREE.ShaderMaterial({
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vertexShader: WATER_UPDATE_VERTEX,
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fragmentShader: WATER_UPDATE_FRAGMENT,
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uniforms: {
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uPrevTex: { value: null },
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uCurrentTex: { value: null },
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uResolution: { value: new THREE.Vector2(resolution, resolution) },
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uDamping: { value: 0.03 },
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uWaveSpeed: { value: 0.3 },
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uImpulsePos: { value: new THREE.Vector2(0.5, 0.5) },
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uImpulseStrength: { value: 0 },
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uImpulseRadius: { value: 0.03 },
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uAnchors: {
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value: Array(8)
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.fill(null)
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.map(() => new THREE.Vector4(0, 0, 0, 0)),
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},
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uAnchorCount: { value: 0 },
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uTime: { value: 0 },
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},
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});
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const geometry = new THREE.PlaneGeometry(2, 2);
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this.quad = new THREE.Mesh(geometry, this.updateMaterial);
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this.scene = new THREE.Scene();
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this.scene.add(this.quad);
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this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
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}
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/**
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* Initialize with WebGL renderer
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*/
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init(renderer) {
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this.renderer = renderer;
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this.clear();
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}
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/**
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* Run one simulation step
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*/
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update(options) {
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if (!this.renderer)
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return;
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const { time, damping = 0.03, waveSpeed = 0.3, impulsePos = null, impulseStrength = 0, impulseRadius = 0.03, anchors = [], } = options;
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// Update uniforms
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this.updateMaterial.uniforms.uPrevTex.value = this.rtPrev.texture;
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this.updateMaterial.uniforms.uCurrentTex.value = this.rtCurrent.texture;
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this.updateMaterial.uniforms.uDamping.value = damping;
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this.updateMaterial.uniforms.uWaveSpeed.value = waveSpeed;
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this.updateMaterial.uniforms.uImpulseStrength.value = impulsePos ? impulseStrength : 0;
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this.updateMaterial.uniforms.uTime.value = time;
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if (impulsePos) {
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this.updateMaterial.uniforms.uImpulsePos.value.set(impulsePos.x, impulsePos.y);
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}
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this.updateMaterial.uniforms.uImpulseRadius.value = impulseRadius;
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this.updateMaterial.uniforms.uAnchorCount.value = anchors.length;
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for (let i = 0; i < 8; i++) {
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if (i < anchors.length) {
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const a = anchors[i];
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this.updateMaterial.uniforms.uAnchors.value[i].set(a.uv.x, a.uv.y, a.strength, a.phase);
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}
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}
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// Render to temp
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this.renderer.setRenderTarget(this.rtTemp);
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this.renderer.render(this.scene, this.camera);
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this.renderer.setRenderTarget(null);
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// Swap buffers: prev = current, current = temp
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const oldPrev = this.rtPrev;
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this.rtPrev = this.rtCurrent;
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this.rtCurrent = this.rtTemp;
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this.rtTemp = oldPrev;
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}
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/**
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* Add an impulse at a specific position
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*/
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addImpulse(pos, strength, radius) {
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// Will be applied in next update call
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this.updateMaterial.uniforms.uImpulsePos.value.set(pos.x, pos.y);
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this.updateMaterial.uniforms.uImpulseStrength.value = strength;
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this.updateMaterial.uniforms.uImpulseRadius.value = radius;
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}
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/**
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* Get the current height texture
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*/
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getTexture() {
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return this.rtCurrent.texture;
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}
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/**
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* Get the previous height texture (for velocity computation)
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*/
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getPrevTexture() {
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return this.rtPrev.texture;
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}
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/**
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* Clear the simulation
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*/
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clear() {
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if (!this.renderer)
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return;
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const clearColor = this.renderer.getClearColor(new THREE.Color());
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const clearAlpha = this.renderer.getClearAlpha();
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this.renderer.setRenderTarget(this.rtCurrent);
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this.renderer.setClearColor(0x808080, 1); // Mid-gray = 0 height
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this.renderer.clear();
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this.renderer.setRenderTarget(this.rtPrev);
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this.renderer.clear();
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this.renderer.setRenderTarget(this.rtTemp);
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this.renderer.clear();
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this.renderer.setRenderTarget(null);
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this.renderer.setClearColor(clearColor, clearAlpha);
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}
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/**
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* Resize the simulation
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*/
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resize(resolution) {
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this.rtCurrent.setSize(resolution, resolution);
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this.rtPrev.setSize(resolution, resolution);
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this.rtTemp.setSize(resolution, resolution);
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this.updateMaterial.uniforms.uResolution.value.set(resolution, resolution);
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this.clear();
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}
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/**
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* Dispose of all resources
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*/
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dispose() {
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this.rtCurrent.dispose();
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this.rtPrev.dispose();
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this.rtTemp.dispose();
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this.updateMaterial.dispose();
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this.quad.geometry.dispose();
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}
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}
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@@ -0,0 +1,110 @@
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/**
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* Quantum Field Canvas - DOM Mapping Utilities
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*
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* Converts DOM coordinates to NDC and provides raycast helpers.
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*/
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import * as THREE from "three";
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/**
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* Convert client coordinates to Normalized Device Coordinates (NDC)
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* NDC range: x: [-1, 1], y: [-1, 1] (y is flipped: top = 1, bottom = -1)
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*/
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export declare function clientToNdc(clientX: number, clientY: number, viewport?: {
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width: number;
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height: number;
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}): {
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x: number;
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y: number;
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};
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/**
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* Convert NDC to UV coordinates (0-1 range, origin at bottom-left)
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*/
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export declare function ndcToUv(ndc: {
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x: number;
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y: number;
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}): {
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x: number;
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y: number;
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};
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/**
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* Convert client coordinates directly to UV
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*/
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export declare function clientToUv(clientX: number, clientY: number, viewport?: {
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width: number;
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height: number;
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}): {
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x: number;
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y: number;
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};
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/**
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* Get the center of an element in client coordinates
|
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*/
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export declare function getElementCenter(element: HTMLElement): {
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x: number;
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y: number;
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};
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/**
|
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* Get element bounds in NDC space
|
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*/
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export declare function getElementNdcBounds(element: HTMLElement, viewport?: {
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width: number;
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height: number;
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}): {
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min: {
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x: number;
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y: number;
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};
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max: {
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x: number;
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y: number;
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};
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center: {
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x: number;
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y: number;
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};
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};
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/**
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* Raycast from NDC coordinates to a plane mesh
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* Returns the UV coordinates at the intersection point
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*/
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export declare function raycastToPlaneUv(ndc: {
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x: number;
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y: number;
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}, camera: THREE.Camera, planeMesh: THREE.Mesh): {
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x: number;
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y: number;
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} | null;
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/**
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* Raycast from NDC coordinates to a plane mesh
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* Returns the world position at the intersection point
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*/
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export declare function raycastToPlaneWorld(ndc: {
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x: number;
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y: number;
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}, camera: THREE.Camera, planeMesh: THREE.Mesh): {
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x: number;
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y: number;
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z: number;
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} | null;
|
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/**
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* Raycast from client coordinates to a plane mesh
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* Combines clientToNdc and raycastToPlaneUv
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*/
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export declare function clientToPlaneUv(clientX: number, clientY: number, camera: THREE.Camera, planeMesh: THREE.Mesh, viewport?: {
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width: number;
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height: number;
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}): {
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x: number;
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y: number;
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} | null;
|
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/**
|
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* Calculate optimal plane size to cover the viewport at a given z depth
|
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*/
|
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|
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export declare function calculatePlaneSizeForViewport(camera: THREE.PerspectiveCamera, planeZ?: number): {
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width: number;
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height: number;
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};
|
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/**
|
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* Create a field plane geometry sized to cover the viewport
|
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+
*/
|
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+
export declare function createFieldPlaneGeometry(camera: THREE.PerspectiveCamera, planeZ?: number, overscan?: number): THREE.PlaneGeometry;
|
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//# sourceMappingURL=domMapping.d.ts.map
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|
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1
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+
{"version":3,"file":"domMapping.d.ts","sourceRoot":"","sources":["../../../../src/primitives/three/QuantumField/domMapping.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAM/B;;;GAGG;AACH,wBAAgB,WAAW,CACzB,OAAO,EAAE,MAAM,EACf,OAAO,EAAE,MAAM,EACf,QAAQ,CAAC,EAAE;IAAE,KAAK,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,MAAM,CAAA;CAAE,GAC3C;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,CAQ1B;AAED;;GAEG;AACH,wBAAgB,OAAO,CAAC,GAAG,EAAE;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,GAAG;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,CAK/E;AAED;;GAEG;AACH,wBAAgB,UAAU,CACxB,OAAO,EAAE,MAAM,EACf,OAAO,EAAE,MAAM,EACf,QAAQ,CAAC,EAAE;IAAE,KAAK,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,MAAM,CAAA;CAAE,GAC3C;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,CAG1B;AAED;;GAEG;AACH,wBAAgB,gBAAgB,CAAC,OAAO,EAAE,WAAW,GAAG;IACtD,CAAC,EAAE,MAAM,CAAC;IACV,CAAC,EAAE,MAAM,CAAC;CACX,CAMA;AAED;;GAEG;AACH,wBAAgB,mBAAmB,CACjC,OAAO,EAAE,WAAW,EACpB,QAAQ,CAAC,EAAE;IAAE,KAAK,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,MAAM,CAAA;CAAE,GAC3C;IACD,GAAG,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;IAC9B,GAAG,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;IAC9B,MAAM,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;CAClC,CAMA;AAWD;;;GAGG;AACH,wBAAgB,gBAAgB,CAC9B,GAAG,EAAE;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,EAC7B,MAAM,EAAE,KAAK,CAAC,MAAM,EACpB,SAAS,EAAE,KAAK,CAAC,IAAI,GACpB;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,GAAG,IAAI,CAejC;AAED;;;GAGG;AACH,wBAAgB,mBAAmB,CACjC,GAAG,EAAE;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,EAC7B,MAAM,EAAE,KAAK,CAAC,MAAM,EACpB,SAAS,EAAE,KAAK,CAAC,IAAI,GACpB;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,GAAG,IAAI,CAa5C;AAED;;;GAGG;AACH,wBAAgB,eAAe,CAC7B,OAAO,EAAE,MAAM,EACf,OAAO,EAAE,MAAM,EACf,MAAM,EAAE,KAAK,CAAC,MAAM,EACpB,SAAS,EAAE,KAAK,CAAC,IAAI,EACrB,QAAQ,CAAC,EAAE;IAAE,KAAK,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,MAAM,CAAA;CAAE,GAC3C;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,GAAG,IAAI,CAGjC;AAMD;;GAEG;AACH,wBAAgB,6BAA6B,CAC3C,MAAM,EAAE,KAAK,CAAC,iBAAiB,EAC/B,MAAM,GAAE,MAAU,GACjB;IAAE,KAAK,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,MAAM,CAAA;CAAE,CAMnC;AAED;;GAEG;AACH,wBAAgB,wBAAwB,CACtC,MAAM,EAAE,KAAK,CAAC,iBAAiB,EAC/B,MAAM,GAAE,MAAU,EAClB,QAAQ,GAAE,MAAY,GACrB,KAAK,CAAC,aAAa,CAGrB"}
|
|
@@ -0,0 +1,124 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Quantum Field Canvas - DOM Mapping Utilities
|
|
3
|
+
*
|
|
4
|
+
* Converts DOM coordinates to NDC and provides raycast helpers.
|
|
5
|
+
*/
|
|
6
|
+
import * as THREE from "three";
|
|
7
|
+
// -----------------------------------------------------------------------------
|
|
8
|
+
// Coordinate Conversion
|
|
9
|
+
// -----------------------------------------------------------------------------
|
|
10
|
+
/**
|
|
11
|
+
* Convert client coordinates to Normalized Device Coordinates (NDC)
|
|
12
|
+
* NDC range: x: [-1, 1], y: [-1, 1] (y is flipped: top = 1, bottom = -1)
|
|
13
|
+
*/
|
|
14
|
+
export function clientToNdc(clientX, clientY, viewport) {
|
|
15
|
+
const vw = viewport?.width ?? window.innerWidth;
|
|
16
|
+
const vh = viewport?.height ?? window.innerHeight;
|
|
17
|
+
return {
|
|
18
|
+
x: (clientX / vw) * 2 - 1,
|
|
19
|
+
y: -((clientY / vh) * 2 - 1),
|
|
20
|
+
};
|
|
21
|
+
}
|
|
22
|
+
/**
|
|
23
|
+
* Convert NDC to UV coordinates (0-1 range, origin at bottom-left)
|
|
24
|
+
*/
|
|
25
|
+
export function ndcToUv(ndc) {
|
|
26
|
+
return {
|
|
27
|
+
x: (ndc.x + 1) / 2,
|
|
28
|
+
y: (ndc.y + 1) / 2,
|
|
29
|
+
};
|
|
30
|
+
}
|
|
31
|
+
/**
|
|
32
|
+
* Convert client coordinates directly to UV
|
|
33
|
+
*/
|
|
34
|
+
export function clientToUv(clientX, clientY, viewport) {
|
|
35
|
+
const ndc = clientToNdc(clientX, clientY, viewport);
|
|
36
|
+
return ndcToUv(ndc);
|
|
37
|
+
}
|
|
38
|
+
/**
|
|
39
|
+
* Get the center of an element in client coordinates
|
|
40
|
+
*/
|
|
41
|
+
export function getElementCenter(element) {
|
|
42
|
+
const rect = element.getBoundingClientRect();
|
|
43
|
+
return {
|
|
44
|
+
x: rect.left + rect.width / 2,
|
|
45
|
+
y: rect.top + rect.height / 2,
|
|
46
|
+
};
|
|
47
|
+
}
|
|
48
|
+
/**
|
|
49
|
+
* Get element bounds in NDC space
|
|
50
|
+
*/
|
|
51
|
+
export function getElementNdcBounds(element, viewport) {
|
|
52
|
+
const rect = element.getBoundingClientRect();
|
|
53
|
+
const min = clientToNdc(rect.left, rect.bottom, viewport);
|
|
54
|
+
const max = clientToNdc(rect.right, rect.top, viewport);
|
|
55
|
+
const center = clientToNdc(rect.left + rect.width / 2, rect.top + rect.height / 2, viewport);
|
|
56
|
+
return { min, max, center };
|
|
57
|
+
}
|
|
58
|
+
// -----------------------------------------------------------------------------
|
|
59
|
+
// Raycast Helpers
|
|
60
|
+
// -----------------------------------------------------------------------------
|
|
61
|
+
// Reusable objects to avoid GC pressure
|
|
62
|
+
const _raycaster = new THREE.Raycaster();
|
|
63
|
+
const _ndcVec = new THREE.Vector2();
|
|
64
|
+
const _intersections = [];
|
|
65
|
+
/**
|
|
66
|
+
* Raycast from NDC coordinates to a plane mesh
|
|
67
|
+
* Returns the UV coordinates at the intersection point
|
|
68
|
+
*/
|
|
69
|
+
export function raycastToPlaneUv(ndc, camera, planeMesh) {
|
|
70
|
+
_ndcVec.set(ndc.x, ndc.y);
|
|
71
|
+
_raycaster.setFromCamera(_ndcVec, camera);
|
|
72
|
+
_intersections.length = 0;
|
|
73
|
+
planeMesh.raycast(_raycaster, _intersections);
|
|
74
|
+
if (_intersections.length > 0 && _intersections[0].uv) {
|
|
75
|
+
return {
|
|
76
|
+
x: _intersections[0].uv.x,
|
|
77
|
+
y: _intersections[0].uv.y,
|
|
78
|
+
};
|
|
79
|
+
}
|
|
80
|
+
return null;
|
|
81
|
+
}
|
|
82
|
+
/**
|
|
83
|
+
* Raycast from NDC coordinates to a plane mesh
|
|
84
|
+
* Returns the world position at the intersection point
|
|
85
|
+
*/
|
|
86
|
+
export function raycastToPlaneWorld(ndc, camera, planeMesh) {
|
|
87
|
+
_ndcVec.set(ndc.x, ndc.y);
|
|
88
|
+
_raycaster.setFromCamera(_ndcVec, camera);
|
|
89
|
+
_intersections.length = 0;
|
|
90
|
+
planeMesh.raycast(_raycaster, _intersections);
|
|
91
|
+
if (_intersections.length > 0) {
|
|
92
|
+
const pt = _intersections[0].point;
|
|
93
|
+
return { x: pt.x, y: pt.y, z: pt.z };
|
|
94
|
+
}
|
|
95
|
+
return null;
|
|
96
|
+
}
|
|
97
|
+
/**
|
|
98
|
+
* Raycast from client coordinates to a plane mesh
|
|
99
|
+
* Combines clientToNdc and raycastToPlaneUv
|
|
100
|
+
*/
|
|
101
|
+
export function clientToPlaneUv(clientX, clientY, camera, planeMesh, viewport) {
|
|
102
|
+
const ndc = clientToNdc(clientX, clientY, viewport);
|
|
103
|
+
return raycastToPlaneUv(ndc, camera, planeMesh);
|
|
104
|
+
}
|
|
105
|
+
// -----------------------------------------------------------------------------
|
|
106
|
+
// Field Plane Geometry
|
|
107
|
+
// -----------------------------------------------------------------------------
|
|
108
|
+
/**
|
|
109
|
+
* Calculate optimal plane size to cover the viewport at a given z depth
|
|
110
|
+
*/
|
|
111
|
+
export function calculatePlaneSizeForViewport(camera, planeZ = 0) {
|
|
112
|
+
const distance = camera.position.z - planeZ;
|
|
113
|
+
const vFov = (camera.fov * Math.PI) / 180;
|
|
114
|
+
const height = 2 * Math.tan(vFov / 2) * distance;
|
|
115
|
+
const width = height * camera.aspect;
|
|
116
|
+
return { width, height };
|
|
117
|
+
}
|
|
118
|
+
/**
|
|
119
|
+
* Create a field plane geometry sized to cover the viewport
|
|
120
|
+
*/
|
|
121
|
+
export function createFieldPlaneGeometry(camera, planeZ = 0, overscan = 1.2) {
|
|
122
|
+
const { width, height } = calculatePlaneSizeForViewport(camera, planeZ);
|
|
123
|
+
return new THREE.PlaneGeometry(width * overscan, height * overscan, 1, 1);
|
|
124
|
+
}
|
|
@@ -0,0 +1,29 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Quantum Field Canvas
|
|
3
|
+
*
|
|
4
|
+
* A reactive 3D substrate for UI interactions.
|
|
5
|
+
* Supports hover/probe, etch trails, burst impulses, and latched anchors.
|
|
6
|
+
*/
|
|
7
|
+
export type { Anchor, FieldBurstEvent, FieldConfig, FieldEvent, FieldHoverEvent, FieldHoverLeaveEvent, FieldLatchEvent, FieldPerformanceLevel, FieldRuntimeState, FieldStyle, HoverState, Impulse, PendingUvEvent, } from "./types";
|
|
8
|
+
export { DEFAULT_FIELD_CONFIG, getConfigForPerformance } from "./types";
|
|
9
|
+
export type { FieldBus, FieldBusListener } from "./FieldBus";
|
|
10
|
+
export { createFieldBus, getGlobalFieldBus } from "./FieldBus";
|
|
11
|
+
export { calculatePlaneSizeForViewport, clientToNdc, clientToPlaneUv, clientToUv, createFieldPlaneGeometry, getElementCenter, getElementNdcBounds, ndcToUv, raycastToPlaneUv, raycastToPlaneWorld, } from "./domMapping";
|
|
12
|
+
export type { FieldProviderProps, UseFieldSurfaceOptions, UseFieldSurfaceReturn, } from "./FieldProvider";
|
|
13
|
+
export { FieldProvider, useFieldBus, useFieldConfig, useFieldState, useFieldSurface, useFieldSurfaceOptional, } from "./FieldProvider";
|
|
14
|
+
export type { FieldLayerProps, StandaloneFieldLayerProps } from "./FieldLayer";
|
|
15
|
+
export { FieldLayer, StandaloneFieldLayer } from "./FieldLayer";
|
|
16
|
+
export { ConstellationField } from "./ConstellationField";
|
|
17
|
+
export type { ConstellationUniforms } from "./styles/styleA";
|
|
18
|
+
export { createConstellationMaterial, createConstellationPointsGeometry, createConstellationPointsMaterial, createConstellationUniforms, } from "./styles/styleA";
|
|
19
|
+
export { PcbField } from "./PcbField";
|
|
20
|
+
export type { PcbUniforms } from "./styles/styleB";
|
|
21
|
+
export { createPcbArrowsGeometry, createPcbArrowsMaterial, createPcbMaterial, createPcbUniforms, } from "./styles/styleB";
|
|
22
|
+
export { WaterField } from "./WaterField";
|
|
23
|
+
export type { WaterUniforms } from "./styles/styleC";
|
|
24
|
+
export { createWaterMaterial, createWaterUniforms } from "./styles/styleC";
|
|
25
|
+
export { TrailRTT } from "./TrailRTT";
|
|
26
|
+
export { WaterSimRTT } from "./WaterSimRTT";
|
|
27
|
+
export type { FieldThemePreset, GothicThemeName } from "./themes";
|
|
28
|
+
export { applyTheme, getGothicTheme, getGothicThemeNames, GOTHIC_THEMES, THEME_GOTHIC_CATHEDRAL, THEME_GOTHIC_VOID, THEME_GOTHIC_SANCTUM, THEME_GOTHIC_ROSE, THEME_GOTHIC_POOL, THEME_GOTHIC_STARS, } from "./themes";
|
|
29
|
+
//# sourceMappingURL=index.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../src/primitives/three/QuantumField/index.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAGH,YAAY,EACV,MAAM,EACN,eAAe,EACf,WAAW,EACX,UAAU,EACV,eAAe,EACf,oBAAoB,EACpB,eAAe,EACf,qBAAqB,EACrB,iBAAiB,EACjB,UAAU,EACV,UAAU,EACV,OAAO,EACP,cAAc,GACf,MAAM,SAAS,CAAC;AAEjB,OAAO,EAAE,oBAAoB,EAAE,uBAAuB,EAAE,MAAM,SAAS,CAAC;AAGxE,YAAY,EAAE,QAAQ,EAAE,gBAAgB,EAAE,MAAM,YAAY,CAAC;AAC7D,OAAO,EAAE,cAAc,EAAE,iBAAiB,EAAE,MAAM,YAAY,CAAC;AAG/D,OAAO,EACL,6BAA6B,EAC7B,WAAW,EACX,eAAe,EACf,UAAU,EACV,wBAAwB,EACxB,gBAAgB,EAChB,mBAAmB,EACnB,OAAO,EACP,gBAAgB,EAChB,mBAAmB,GACpB,MAAM,cAAc,CAAC;AAGtB,YAAY,EACV,kBAAkB,EAClB,sBAAsB,EACtB,qBAAqB,GACtB,MAAM,iBAAiB,CAAC;AAEzB,OAAO,EACL,aAAa,EACb,WAAW,EACX,cAAc,EACd,aAAa,EACb,eAAe,EACf,uBAAuB,GACxB,MAAM,iBAAiB,CAAC;AAGzB,YAAY,EAAE,eAAe,EAAE,yBAAyB,EAAE,MAAM,cAAc,CAAC;AAE/E,OAAO,EAAE,UAAU,EAAE,oBAAoB,EAAE,MAAM,cAAc,CAAC;AAGhE,OAAO,EAAE,kBAAkB,EAAE,MAAM,sBAAsB,CAAC;AAC1D,YAAY,EAAE,qBAAqB,EAAE,MAAM,iBAAiB,CAAC;AAC7D,OAAO,EACL,2BAA2B,EAC3B,iCAAiC,EACjC,iCAAiC,EACjC,2BAA2B,GAC5B,MAAM,iBAAiB,CAAC;AAGzB,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,YAAY,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAC;AACnD,OAAO,EACL,uBAAuB,EACvB,uBAAuB,EACvB,iBAAiB,EACjB,iBAAiB,GAClB,MAAM,iBAAiB,CAAC;AAGzB,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,YAAY,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AACrD,OAAO,EAAE,mBAAmB,EAAE,mBAAmB,EAAE,MAAM,iBAAiB,CAAC;AAG3E,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAGtC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAG5C,YAAY,EAAE,gBAAgB,EAAE,eAAe,EAAE,MAAM,UAAU,CAAC;AAClE,OAAO,EACL,UAAU,EACV,cAAc,EACd,mBAAmB,EACnB,aAAa,EACb,sBAAsB,EACtB,iBAAiB,EACjB,oBAAoB,EACpB,iBAAiB,EACjB,iBAAiB,EACjB,kBAAkB,GACnB,MAAM,UAAU,CAAC"}
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/**
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* Quantum Field Canvas
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*
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* A reactive 3D substrate for UI interactions.
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* Supports hover/probe, etch trails, burst impulses, and latched anchors.
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*/
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export { DEFAULT_FIELD_CONFIG, getConfigForPerformance } from "./types";
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export { createFieldBus, getGlobalFieldBus } from "./FieldBus";
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// DOM Mapping Utilities
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export { calculatePlaneSizeForViewport, clientToNdc, clientToPlaneUv, clientToUv, createFieldPlaneGeometry, getElementCenter, getElementNdcBounds, ndcToUv, raycastToPlaneUv, raycastToPlaneWorld, } from "./domMapping";
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export { FieldProvider, useFieldBus, useFieldConfig, useFieldState, useFieldSurface, useFieldSurfaceOptional, } from "./FieldProvider";
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export { FieldLayer, StandaloneFieldLayer } from "./FieldLayer";
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// Style A - Constellation
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export { ConstellationField } from "./ConstellationField";
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export { createConstellationMaterial, createConstellationPointsGeometry, createConstellationPointsMaterial, createConstellationUniforms, } from "./styles/styleA";
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// Style B - PCB
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export { PcbField } from "./PcbField";
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export { createPcbArrowsGeometry, createPcbArrowsMaterial, createPcbMaterial, createPcbUniforms, } from "./styles/styleB";
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// Style C - Water
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export { WaterField } from "./WaterField";
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export { createWaterMaterial, createWaterUniforms } from "./styles/styleC";
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// Trail RTT System
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export { TrailRTT } from "./TrailRTT";
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// Water Simulation RTT
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export { WaterSimRTT } from "./WaterSimRTT";
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export { applyTheme, getGothicTheme, getGothicThemeNames, GOTHIC_THEMES, THEME_GOTHIC_CATHEDRAL, THEME_GOTHIC_VOID, THEME_GOTHIC_SANCTUM, THEME_GOTHIC_ROSE, THEME_GOTHIC_POOL, THEME_GOTHIC_STARS, } from "./themes";
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../src/primitives/three/QuantumField/styles/index.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH,cAAc,UAAU,CAAC;AACzB,cAAc,UAAU,CAAC;AACzB,cAAc,UAAU,CAAC"}
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/**
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* Style A - "Constellation Lattice (Sacred/Alien)"
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*
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* A faint, quasi-sacred lattice—like a star-chart etched into glass—mostly invisible until interaction.
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* Hover reveals localized "constellation tension" (tiny points brighten, connecting filaments appear,
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* subtle iridescent interference bands). Click produces a crisp expanding harmonic ring;
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* selection latches a persistent anchor node with a tether.
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*/
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import * as THREE from "three";
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export declare const CONSTELLATION_VERTEX_SHADER = "\nvarying vec2 vUv;\nvarying vec3 vPosition;\n\nvoid main() {\n vUv = uv;\n vPosition = position;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n";
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export declare const CONSTELLATION_FRAGMENT_SHADER = "\nuniform float uTime;\nuniform vec2 uResolution;\nuniform vec4 uHover; // xy = uv, z = intent (0=probe, 1=etch), w = active\nuniform vec4 uImpulses[24]; // xy = uv, z = radius, w = amp\nuniform float uImpulsesAge[24]; // normalized age (0-1, 1 = expired)\nuniform int uImpulseCount;\nuniform vec4 uAnchors[8]; // xy = uv, z = strength, w = phase\nuniform int uAnchorCount;\nuniform sampler2D uTrailTex; // RTT trail texture\nuniform float uTrailEnabled;\nuniform float uProbeRadius;\n\nvarying vec2 vUv;\nvarying vec3 vPosition;\n\n// Constants\nconst float PI = 3.14159265359;\nconst float TAU = 6.28318530718;\n\n// Noise functions\nfloat hash(vec2 p) {\n return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);\n}\n\nfloat noise(vec2 p) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n f = f * f * (3.0 - 2.0 * f);\n \n float a = hash(i);\n float b = hash(i + vec2(1.0, 0.0));\n float c = hash(i + vec2(0.0, 1.0));\n float d = hash(i + vec2(1.0, 1.0));\n \n return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n}\n\nfloat fbm(vec2 p) {\n float value = 0.0;\n float amplitude = 0.5;\n for (int i = 0; i < 4; i++) {\n value += amplitude * noise(p);\n p *= 2.0;\n amplitude *= 0.5;\n }\n return value;\n}\n\n// Triangular lattice SDF\nfloat triangularLattice(vec2 uv, float scale) {\n uv *= scale;\n \n // Transform to triangular coordinates\n vec2 a = mod(uv, vec2(1.0, sqrt(3.0)));\n vec2 b = mod(uv + vec2(0.5, sqrt(3.0) * 0.5), vec2(1.0, sqrt(3.0)));\n \n float da = min(min(\n length(a),\n length(a - vec2(1.0, 0.0))\n ), length(a - vec2(0.5, sqrt(3.0) * 0.5)));\n \n float db = min(min(\n length(b),\n length(b - vec2(1.0, 0.0))\n ), length(b - vec2(0.5, sqrt(3.0) * 0.5)));\n \n return min(da, db);\n}\n\n// Hexagonal distance for hex lattice\nfloat hexDist(vec2 p) {\n p = abs(p);\n return max(p.x, dot(p, vec2(0.5, 0.866025)));\n}\n\n// Hex lattice\nfloat hexLattice(vec2 uv, float scale) {\n uv *= scale;\n vec2 r = vec2(1.0, 1.732);\n vec2 h = r * 0.5;\n vec2 a = mod(uv, r) - h;\n vec2 b = mod(uv - h, r) - h;\n return min(hexDist(a), hexDist(b));\n}\n\n// Smooth circle\nfloat circle(vec2 uv, vec2 center, float radius, float softness) {\n float d = length(uv - center);\n return 1.0 - smoothstep(radius - softness, radius + softness, d);\n}\n\n// Ring shape\nfloat ring(vec2 uv, vec2 center, float radius, float thickness, float softness) {\n float d = length(uv - center);\n float inner = smoothstep(radius - thickness - softness, radius - thickness, d);\n float outer = 1.0 - smoothstep(radius, radius + softness, d);\n return inner * outer;\n}\n\n// Iridescent color based on angle\nvec3 iridescence(float t, float intensity) {\n vec3 a = vec3(0.5, 0.5, 0.5);\n vec3 b = vec3(0.5, 0.5, 0.5);\n vec3 c = vec3(1.0, 1.0, 1.0);\n vec3 d = vec3(0.0, 0.33, 0.67);\n return a + b * cos(TAU * (c * t + d)) * intensity;\n}\n\nvoid main() {\n vec2 uv = vUv;\n \n // =========================================================================\n // Base Layer: Subtle dark with faint lattice\n // =========================================================================\n \n vec3 baseColor = vec3(0.01, 0.015, 0.025);\n \n // Hex lattice - very subtle\n float hexVal = hexLattice(uv, 12.0);\n float hexLine = smoothstep(0.06, 0.03, hexVal);\n \n // Triangular lattice overlay\n float triVal = triangularLattice(uv, 8.0);\n float triLine = smoothstep(0.08, 0.04, triVal);\n \n // Combine lattices with subtle opacity\n float latticeBase = max(hexLine * 0.03, triLine * 0.02);\n vec3 latticeColor = vec3(0.1, 0.3, 0.4) * latticeBase;\n \n // Add subtle noise drift\n float drift = fbm(uv * 3.0 + uTime * 0.1) * 0.02;\n \n vec3 color = baseColor + latticeColor + drift;\n \n // =========================================================================\n // Trail Layer (RTT etch)\n // =========================================================================\n \n if (uTrailEnabled > 0.5) {\n vec4 trailSample = texture2D(uTrailTex, uv);\n float trailIntensity = trailSample.r;\n \n // Trail glow with iridescence\n vec3 trailColor = iridescence(trailIntensity * 2.0 + uTime * 0.1, 0.6);\n color += trailColor * trailIntensity * 0.4;\n }\n \n // =========================================================================\n // Hover Probe Effect\n // =========================================================================\n \n if (uHover.w > 0.5) {\n vec2 hoverUv = uHover.xy;\n float probeRadius = uProbeRadius;\n float isEtch = uHover.z;\n \n // Distance to hover point\n float hoverDist = length(uv - hoverUv);\n \n // Lattice reveal in probe zone\n float revealZone = 1.0 - smoothstep(probeRadius * 0.5, probeRadius * 1.5, hoverDist);\n \n // Enhanced lattice in reveal zone\n float revealedLattice = max(hexLine, triLine) * revealZone;\n vec3 revealColor = isEtch > 0.5 \n ? vec3(0.9, 0.2, 0.5) // magenta for etch\n : vec3(0.1, 0.9, 0.95); // cyan for probe\n \n color += revealColor * revealedLattice * (isEtch > 0.5 ? 0.5 : 0.3);\n \n // Central glow\n float centralGlow = circle(uv, hoverUv, probeRadius * 0.3, probeRadius * 0.2);\n color += revealColor * centralGlow * (isEtch > 0.5 ? 0.4 : 0.2);\n \n // Interference bands (iridescence)\n float interference = sin((hoverDist - uTime * 0.3) * 40.0) * 0.5 + 0.5;\n vec3 iriColor = iridescence(interference + hoverDist * 2.0, 0.4);\n float iriZone = smoothstep(probeRadius * 1.5, probeRadius * 0.3, hoverDist);\n color += iriColor * iriZone * 0.15;\n \n // Crackle noise near probe\n float crackle = hash(uv * 200.0 + uTime * 10.0);\n float crackleZone = circle(uv, hoverUv, probeRadius * 1.2, probeRadius * 0.3);\n color += vec3(0.15, 0.6, 0.7) * crackle * crackleZone * 0.08;\n }\n \n // =========================================================================\n // Impulse Rings (Bursts)\n // =========================================================================\n \n for (int i = 0; i < 24; i++) {\n if (i >= uImpulseCount) break;\n \n vec4 imp = uImpulses[i];\n float age = uImpulsesAge[i];\n \n if (age >= 1.0) continue;\n \n vec2 impUv = imp.xy;\n float baseRadius = imp.z;\n float amp = imp.w;\n \n // Expanding ring with harmonic overtones\n float expandedRadius = baseRadius + age * 0.35;\n \n // Primary ring\n float thickness = 0.008 + (1.0 - age) * 0.015;\n float primaryRing = ring(uv, impUv, expandedRadius, thickness, 0.003);\n \n // Secondary harmonic ring\n float secondaryRadius = expandedRadius * 0.7;\n float secondaryRing = ring(uv, impUv, secondaryRadius, thickness * 0.7, 0.002);\n \n // Tertiary harmonic\n float tertiaryRadius = expandedRadius * 0.4;\n float tertiaryRing = ring(uv, impUv, tertiaryRadius, thickness * 0.5, 0.002);\n \n // Fade with age\n float fade = (1.0 - age * age) * amp;\n \n // Interference pattern\n float dist = length(uv - impUv);\n float interference = sin((dist - uTime * 0.8) * 80.0) * 0.5 + 0.5;\n \n // Ring colors with iridescence\n vec3 ringColor = iridescence(interference + age, 0.7);\n \n // Add harmonic contribution\n color += ringColor * primaryRing * fade;\n color += ringColor * secondaryRing * fade * 0.5;\n color += ringColor * tertiaryRing * fade * 0.25;\n \n // Inner glow (initial flash)\n float flash = (1.0 - age) * (1.0 - age);\n float flashGlow = circle(uv, impUv, baseRadius * (1.0 - age * 0.5), 0.02);\n color += vec3(1.0, 0.9, 0.95) * flashGlow * flash * amp * 0.3;\n }\n \n // =========================================================================\n // Anchors (Persistent Nodes)\n // =========================================================================\n \n for (int i = 0; i < 8; i++) {\n if (i >= uAnchorCount) break;\n \n vec4 anchor = uAnchors[i];\n vec2 anchorUv = anchor.xy;\n float strength = anchor.z;\n float phase = anchor.w;\n \n // Distance to anchor\n float anchorDist = length(uv - anchorUv);\n \n // Pulsing core glow\n float pulse = 0.6 + 0.4 * sin(uTime * 2.5 + phase);\n float coreGlow = circle(uv, anchorUv, 0.025, 0.015) * strength * pulse;\n \n // Halo rings\n float halo1 = ring(uv, anchorUv, 0.04 + sin(uTime * 1.5 + phase) * 0.01, 0.003, 0.002);\n float halo2 = ring(uv, anchorUv, 0.06 + cos(uTime * 1.2 + phase) * 0.01, 0.002, 0.002);\n \n // Radial tether streaks\n vec2 toAnchor = anchorUv - uv;\n float angle = atan(toAnchor.y, toAnchor.x);\n float streakPattern = 0.5 + 0.5 * sin(angle * 6.0 + uTime * 1.5 + phase);\n float streakFade = smoothstep(0.15, 0.0, anchorDist);\n float streak = streakPattern * streakFade * strength * 0.15;\n \n // Lattice activation around anchor\n float activationZone = smoothstep(0.12, 0.03, anchorDist);\n float activatedLattice = max(hexLine, triLine) * activationZone * strength;\n \n // Anchor color (emerald with gold accents)\n vec3 anchorColor = mix(\n vec3(0.2, 0.9, 0.5), // emerald\n vec3(1.0, 0.85, 0.3), // gold\n sin(phase + uTime) * 0.5 + 0.5\n );\n \n color += anchorColor * coreGlow;\n color += anchorColor * (halo1 + halo2) * strength * pulse * 0.6;\n color += anchorColor * streak;\n color += anchorColor * activatedLattice * 0.2;\n }\n \n // =========================================================================\n // Final adjustments\n // =========================================================================\n \n // Subtle vignette\n vec2 vignetteUv = uv * 2.0 - 1.0;\n float vignette = 1.0 - dot(vignetteUv, vignetteUv) * 0.15;\n color *= vignette;\n \n // Gamma correction hint\n color = pow(color, vec3(0.95));\n \n gl_FragColor = vec4(color, 1.0);\n}\n";
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export declare const CONSTELLATION_POINTS_VERTEX_SHADER = "\nuniform float uTime;\nuniform vec4 uHover; // xy = uv, z = intent, w = active\nuniform vec4 uAnchors[8];\nuniform int uAnchorCount;\nuniform float uProbeRadius;\n\nattribute float aPhase;\nattribute float aSize;\n\nvarying float vBrightness;\nvarying float vPhase;\n\nvoid main() {\n vec3 pos = position;\n vec2 posUv = pos.xy * 0.5 + 0.5; // Convert from -1..1 to 0..1\n \n // Base brightness\n float brightness = 0.3;\n \n // Hover proximity boost\n if (uHover.w > 0.5) {\n float hoverDist = length(posUv - uHover.xy);\n float hoverBoost = 1.0 - smoothstep(uProbeRadius * 0.5, uProbeRadius * 2.0, hoverDist);\n brightness += hoverBoost * 0.7;\n \n // Subtle position attraction toward hover\n vec2 toHover = uHover.xy - posUv;\n pos.xy += toHover * hoverBoost * 0.02;\n }\n \n // Anchor proximity boost\n for (int i = 0; i < 8; i++) {\n if (i >= uAnchorCount) break;\n vec2 anchorUv = uAnchors[i].xy;\n float strength = uAnchors[i].z;\n float anchorDist = length(posUv - anchorUv);\n float anchorBoost = 1.0 - smoothstep(0.05, 0.15, anchorDist);\n brightness += anchorBoost * strength * 0.5;\n }\n \n // Gentle drift animation\n float drift = sin(uTime * 0.5 + aPhase * 6.28) * 0.003;\n pos.xy += drift;\n \n vBrightness = brightness;\n vPhase = aPhase;\n \n vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);\n gl_Position = projectionMatrix * mvPosition;\n \n // Size with distance attenuation and brightness boost\n float baseSizeScale = aSize * (0.8 + brightness * 0.4);\n gl_PointSize = baseSizeScale * (300.0 / -mvPosition.z);\n}\n";
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export declare const CONSTELLATION_POINTS_FRAGMENT_SHADER = "\nuniform float uTime;\n\nvarying float vBrightness;\nvarying float vPhase;\n\nvoid main() {\n // Circular point with soft edge\n vec2 center = gl_PointCoord - 0.5;\n float dist = length(center);\n \n if (dist > 0.5) discard;\n \n float alpha = 1.0 - smoothstep(0.3, 0.5, dist);\n \n // Twinkle effect\n float twinkle = 0.7 + 0.3 * sin(uTime * 3.0 + vPhase * 6.28);\n \n // Color based on brightness\n vec3 color = mix(\n vec3(0.15, 0.4, 0.5), // dim: teal\n vec3(0.4, 0.95, 1.0), // bright: cyan\n vBrightness\n );\n \n // Add slight warmth to brightest points\n if (vBrightness > 0.7) {\n color = mix(color, vec3(1.0, 0.9, 0.8), (vBrightness - 0.7) * 2.0);\n }\n \n gl_FragColor = vec4(color, alpha * vBrightness * twinkle);\n}\n";
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export interface ConstellationUniforms {
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[key: string]: {
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value: unknown;
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};
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uTime: {
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value: number;
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};
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uResolution: {
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value: THREE.Vector2;
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};
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uHover: {
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value: THREE.Vector4;
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};
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uImpulses: {
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value: THREE.Vector4[];
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};
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uImpulsesAge: {
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value: Float32Array;
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};
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uImpulseCount: {
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value: number;
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};
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uAnchors: {
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value: THREE.Vector4[];
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};
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uAnchorCount: {
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value: number;
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};
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uTrailTex: {
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value: THREE.Texture | null;
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};
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uTrailEnabled: {
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value: number;
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};
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uProbeRadius: {
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value: number;
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};
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}
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export declare function createConstellationUniforms(): ConstellationUniforms;
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export declare function createConstellationMaterial(uniforms: ConstellationUniforms): THREE.ShaderMaterial;
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export declare function createConstellationPointsMaterial(uniforms: ConstellationUniforms): THREE.ShaderMaterial;
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export declare function createConstellationPointsGeometry(count: number, planeWidth: number, planeHeight: number): THREE.BufferGeometry;
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//# sourceMappingURL=styleA.d.ts.map
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+
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