@equinor/videx-3d 2.0.0 → 3.1.0

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Files changed (63) hide show
  1. package/dist/chunk-DKAquGKk.js +2820 -0
  2. package/dist/chunk-DsUZyEG_.js +16 -0
  3. package/dist/generators.js +512 -727
  4. package/dist/main.js +7182 -10552
  5. package/dist/sdk.js +2 -787
  6. package/dist/src/sdk/materials/shaderLib/procedural-normal.glsl +274 -0
  7. package/dist/types/components/Ocean/Ocean.d.ts +333 -0
  8. package/dist/types/components/Ocean/index.d.ts +6 -0
  9. package/dist/types/components/Ocean/ocean-bed-material.d.ts +60 -0
  10. package/dist/types/components/Ocean/ocean-contact.d.ts +39 -0
  11. package/dist/types/components/Ocean/ocean-material.d.ts +145 -0
  12. package/dist/types/components/Ocean/ocean-sampler.d.ts +93 -0
  13. package/dist/types/components/Ocean/ocean-volume-material.d.ts +54 -0
  14. package/dist/types/components/Tanker/Tanker.d.ts +47 -0
  15. package/dist/types/components/Tanker/TankerSuperstructure.d.ts +23 -0
  16. package/dist/types/components/Tanker/tanker-geometry-builder.d.ts +21 -0
  17. package/dist/types/components/Wellbores/Casings/CasingMaterial.d.ts +229 -1
  18. package/dist/types/components/Wellbores/Casings/CasingSection.d.ts +6 -1
  19. package/dist/types/components/Wellbores/Casings/Casings.d.ts +45 -4
  20. package/dist/types/components/Wellbores/Casings/casings-defs.d.ts +44 -0
  21. package/dist/types/components/Wellbores/Casings/index.d.ts +2 -1
  22. package/dist/types/main.d.ts +1 -0
  23. package/dist/types/rendering/Pass.d.ts +10 -1
  24. package/dist/types/rendering/RenderingPipeline.d.ts +10 -1
  25. package/dist/types/rendering/debug/DebugBoxOutputPass.d.ts +22 -0
  26. package/dist/types/rendering/debug/DebugPatternPass.d.ts +30 -0
  27. package/dist/types/rendering/fxaa-resolver.d.ts +25 -0
  28. package/dist/types/rendering/index.d.ts +1 -0
  29. package/dist/types/rendering/passes/AnnotationsPass.d.ts +1 -0
  30. package/dist/types/rendering/passes/FXAAPass.d.ts +11 -6
  31. package/dist/types/rendering/passes/OITRenderPass.d.ts +147 -0
  32. package/dist/types/rendering/passes/OutputPass.d.ts +9 -0
  33. package/dist/types/rendering/passes/RenderPass.d.ts +2 -0
  34. package/dist/types/rendering/passes/index.d.ts +0 -2
  35. package/dist/types/rendering/smaa-resolver.d.ts +58 -0
  36. package/dist/types/rendering/taa-resolver.d.ts +161 -0
  37. package/dist/types/rendering/temporal-resolver.d.ts +152 -0
  38. package/dist/types/sdk/geometries/boundary-loops.d.ts +38 -0
  39. package/dist/types/sdk/geometries/geometry-attributes.d.ts +37 -0
  40. package/dist/types/sdk/geometries/grid-sampling.d.ts +50 -0
  41. package/dist/types/sdk/geometries/ocean-geometry.d.ts +288 -0
  42. package/dist/types/sdk/geometries/packing.d.ts +1 -1
  43. package/dist/types/sdk/geometries/tessellation.d.ts +25 -0
  44. package/dist/types/sdk/index.d.ts +5 -0
  45. package/dist/types/sdk/utils/vector-operations.d.ts +7 -0
  46. package/package.json +11 -18
  47. package/dist/chunk-61X6qE5N.js +0 -981
  48. package/dist/chunk-ChG5d4HC.js +0 -675
  49. package/dist/chunk-DuRASjkF.js +0 -17
  50. package/dist/chunk-M-Pcc_Yg.js +0 -689
  51. package/dist/types/rendering/passes/SMAAPass.d.ts +0 -40
  52. package/dist/types/rendering/passes/TAAPass.d.ts +0 -94
  53. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/color-conversion.glsl +0 -0
  54. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/colors.glsl +0 -0
  55. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/glyphs.glsl +0 -0
  56. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/oit.glsl +0 -0
  57. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/random.glsl +0 -0
  58. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/remap.glsl +0 -0
  59. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/render-number.glsl +0 -0
  60. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/render-text.glsl +0 -0
  61. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/rotation.glsl +0 -0
  62. /package/dist/{shaderLib → src/sdk/materials/shaderLib}/sdf-functions.glsl +0 -0
  63. /package/dist/textures/{normal_map.jpg → public/normal_map.jpg} +0 -0
@@ -0,0 +1,39 @@
1
+ import { OceanContact } from './ocean-material';
2
+ /**
3
+ * A function returning a floating object's current contact footprint (in the
4
+ * ocean's local frame), or `null` when it is temporarily not touching the water
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+ * (so it can be skipped). Read every frame by the enclosing `<Ocean>`, so it
6
+ * should reflect the object's live position/heading.
7
+ */
8
+ export type OceanContactSource = () => OceanContact | null;
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+ /**
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+ * Registry provided by an `<Ocean>` so its floating children can contribute
11
+ * contact-foam footprints. Floating components register a source and are
12
+ * unregistered automatically on unmount.
13
+ */
14
+ export interface OceanContactRegistry {
15
+ /** Register a footprint source; returns a function that unregisters it. */
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+ register(source: OceanContactSource): () => void;
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+ }
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+ /**
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+ * Context carrying the enclosing `<Ocean>`'s {@link OceanContactRegistry}, or
20
+ * `null` when the component is not rendered inside an `<Ocean>`.
21
+ */
22
+ export declare const OceanContactContext: import('react').Context<OceanContactRegistry | null>;
23
+ /**
24
+ * Register a floating object's contact footprint with the enclosing `<Ocean>`
25
+ * so it spreads foam where it meets the water. Reusable by any floating
26
+ * component: pass a function that returns the object's current footprint (centre,
27
+ * heading and half-extents) each frame.
28
+ *
29
+ * No-op when there is no enclosing `<Ocean>` or when `enabled` is `false`. The
30
+ * source function is read through a ref, so it can close over changing values
31
+ * without re-registering every render.
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+ *
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+ * @example
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+ * useOceanContact(
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+ * () => ({ x, z, heading, halfLength, halfWidth, foamWidth }),
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+ * enabled,
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+ * );
38
+ */
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+ export declare function useOceanContact(getContact: OceanContactSource, enabled?: boolean): void;
@@ -0,0 +1,145 @@
1
+ import { Color, ShaderMaterial, ShaderMaterialParameters, Vector2, Vector3 } from 'three';
2
+ export type OceanMaterialParameters = ShaderMaterialParameters & {
3
+ waveCount?: number;
4
+ detailOctaves?: number;
5
+ contactCount?: number;
6
+ };
7
+ /**
8
+ * An oriented footprint of a floating object resting on the ocean surface, used
9
+ * to spread contact foam around it. All values are in the ocean's local frame
10
+ * (sea level = local y 0).
11
+ */
12
+ export type OceanContact = {
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+ /** Footprint centre X (local). */
14
+ x: number;
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+ /** Footprint centre Z (local). */
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+ z: number;
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+ /** Heading in radians (rotation about +Y). */
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+ heading: number;
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+ /** Half-extent along the heading (e.g. half the hull length). */
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+ halfLength: number;
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+ /** Half-extent across the heading (e.g. half the beam). */
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+ halfWidth: number;
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+ /** Width (m) of the foam band straddling the footprint edge. */
24
+ foamWidth: number;
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+ /**
26
+ * Foam strength multiplier (0 = none, 1 = full). Contact foam is independent
27
+ * of the wind-driven `foamAmount`, so this controls how much foam the object
28
+ * generates. Default `1`.
29
+ */
30
+ intensity?: number;
31
+ /**
32
+ * How much the foam is reduced toward the bow/stern (the forward axis), 0..1.
33
+ * 0 = an even collar all around; 1 = foam only along the sides (where a hull
34
+ * pushes the most water). Default `0`.
35
+ */
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+ endFalloff?: number;
37
+ };
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+ /**
39
+ * Stylized, OIT-compatible ocean surface material.
40
+ *
41
+ * The wave field is a discrete set of directional components sampled from a
42
+ * JONSWAP spectrum tuned for the North Sea (gamma = 3.3), driven by a single
43
+ * physical input: the wind speed (m/s, U10). Peak frequency, wavelength and
44
+ * significant wave height follow the standard Pierson-Moskowitz/JONSWAP
45
+ * relations, so the wave sizes and spacing are physically plausible (e.g.
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+ * U = 10 m/s gives Hs ~ 2.1 m and a peak wavelength ~ 88 m). The spectrum is
47
+ * sampled on the CPU whenever the wind changes and uploaded as uniform arrays;
48
+ * the shaders just sum the components.
49
+ *
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+ * All wave/foam animation is evaluated in world X/Z space so it tiles
51
+ * seamlessly across patched geometry. The material is wired for the
52
+ * OITRenderPass via {@link attachOitVariants}; because its OIT variants share
53
+ * this material's `uniforms` object by reference, animated uniforms (time,
54
+ * wind, colours) stay live through every transparency pass.
55
+ */
56
+ export declare class OceanMaterial extends ShaderMaterial {
57
+ isOceanMaterial: boolean;
58
+ private _waveCount;
59
+ private _waveHeightScale;
60
+ private _directionalSpread;
61
+ private _contactCount;
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+ constructor(parameters?: OceanMaterialParameters);
63
+ /**
64
+ * (Re)sample the JONSWAP spectrum into the wave-component uniform arrays from
65
+ * the current wind speed/direction. Cheap (a few iterations) and only called
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+ * when the wind/height inputs change, never per frame.
67
+ */
68
+ private updateWaves;
69
+ get time(): number;
70
+ set time(value: number);
71
+ get windDirection(): Vector2;
72
+ set windDirection(value: Vector2);
73
+ get windSpeed(): number;
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+ set windSpeed(value: number);
75
+ /** Wave height multiplier applied on top of the spectrum's physical Hs. */
76
+ get amplitude(): number;
77
+ set amplitude(value: number);
78
+ /** Angular spread (radians) of the wave directions around the wind. */
79
+ get directionalSpread(): number;
80
+ set directionalSpread(value: number);
81
+ /** Significant wave height (m) derived from the current wind/height scale. */
82
+ get significantHeight(): number;
83
+ get steepness(): number;
84
+ set steepness(value: number);
85
+ get displacement(): number;
86
+ set displacement(value: number);
87
+ get deepColor(): Color;
88
+ set deepColor(value: Color | string | number);
89
+ get shallowColor(): Color;
90
+ set shallowColor(value: Color | string | number);
91
+ get waterOpacity(): number;
92
+ set waterOpacity(value: number);
93
+ /** Strength of the large-scale tonal variation (currents / slicks). */
94
+ get tonalVariation(): number;
95
+ set tonalVariation(value: number);
96
+ /**
97
+ * Approximate size of the large-scale tonal variation patches, in kilometers.
98
+ * Larger values give broader, slower-changing current/slick fields; smaller
99
+ * values break the water up into finer patches.
100
+ */
101
+ get tonalScale(): number;
102
+ set tonalScale(value: number);
103
+ /**
104
+ * Crispness of the tonal variation patch boundaries. 0 keeps the soft FBM
105
+ * gradient; higher values (up to 1) narrow the transition band so the
106
+ * currents/slicks read as distinct, well-defined regions.
107
+ */
108
+ get tonalSharpness(): number;
109
+ set tonalSharpness(value: number);
110
+ /** Colour the water drifts toward in the tonal variation (current / algae / pollution tint). */
111
+ get tonalColor(): Color;
112
+ set tonalColor(value: Color | string | number);
113
+ get skyColor(): Color;
114
+ set skyColor(value: Color | string | number);
115
+ get horizonColor(): Color;
116
+ set horizonColor(value: Color | string | number);
117
+ get reflectionIntensity(): number;
118
+ set reflectionIntensity(value: number);
119
+ get sunDirection(): Vector3;
120
+ set sunDirection(value: Vector3);
121
+ get sunColor(): Color;
122
+ set sunColor(value: Color | string | number);
123
+ get sunShininess(): number;
124
+ set sunShininess(value: number);
125
+ get foamColor(): Color;
126
+ set foamColor(value: Color | string | number);
127
+ get foamAmount(): number;
128
+ set foamAmount(value: number);
129
+ get fresnelPower(): number;
130
+ set fresnelPower(value: number);
131
+ get detailScale(): number;
132
+ set detailScale(value: number);
133
+ get detailStrength(): number;
134
+ set detailStrength(value: number);
135
+ /** Maximum number of contact footprints this material can render at once. */
136
+ get contactCount(): number;
137
+ /**
138
+ * Upload the current set of floating-object contact footprints. Excess
139
+ * entries beyond {@link contactCount} are ignored. Cheap: it only copies into
140
+ * the preallocated uniform vectors, so it is safe to call every frame.
141
+ */
142
+ setContacts(contacts: OceanContact[]): void;
143
+ /** Clear all contact footprints (no contact foam). */
144
+ clearContacts(): void;
145
+ }
@@ -0,0 +1,93 @@
1
+ import { RefObject } from 'react';
2
+ import { Object3D } from 'three';
3
+ import { OceanMaterial } from './ocean-material';
4
+ /**
5
+ * Read-only sampler for the live ocean surface. Lets non-rendering code (e.g.
6
+ * floating objects) query the water height at any world X/Z, in sync with the
7
+ * animated wave field shown on screen.
8
+ *
9
+ * The height is summed from the same spectral wave components the shader uses
10
+ * (`uWaveA`/`uWaveB` + `uTime`, read by reference from the material), so it
11
+ * always matches the current sea state, wind and animation time. The optional
12
+ * Gerstner horizontal displacement and the render-time footprint LOD fade are
13
+ * intentionally ignored — they are visual-only refinements, not needed for a
14
+ * plausible floating response, and skipping them keeps sampling cheap.
15
+ *
16
+ * Coordinates are in the Ocean group's local frame (sea level = local y 0),
17
+ * which equals world space for the typical flat, unrotated planar ocean.
18
+ */
19
+ export interface OceanSampler {
20
+ /** Water surface height (local y) at the given local X/Z. */
21
+ getHeightAt(x: number, z: number): number;
22
+ /** Significant wave height (m) of the current sea state. */
23
+ readonly significantHeight: number;
24
+ }
25
+ /**
26
+ * Create an {@link OceanSampler} bound to an {@link OceanMaterial}. The sampler
27
+ * reads the material's wave uniforms by reference, so it reflects sea-state and
28
+ * time changes without any extra wiring.
29
+ */
30
+ export declare function createOceanSampler(material: OceanMaterial): OceanSampler;
31
+ /**
32
+ * Context carrying the current {@link OceanSampler}. An `<Ocean>` provides this
33
+ * to its children; floating components read it (directly or via
34
+ * {@link useBuoyancy}) to follow the waves. `null` when the component is not
35
+ * rendered inside an `<Ocean>` (so consumers can fall back to a static pose).
36
+ */
37
+ export declare const OceanSamplerContext: import('react').Context<OceanSampler | null>;
38
+ /**
39
+ * Access the {@link OceanSampler} provided by an enclosing `<Ocean>`, or `null`
40
+ * when there is none.
41
+ */
42
+ export declare function useOceanSampler(): OceanSampler | null;
43
+ /** A body-frame sample point `[x, z]` taken at the object's waterline (y 0). */
44
+ export type BuoyancyPoint = [x: number, z: number];
45
+ /**
46
+ * Options for {@link useBuoyancy}.
47
+ */
48
+ export type BuoyancyOptions = {
49
+ /**
50
+ * Sample points in the object's local X/Z (at its waterline). Required.
51
+ *
52
+ * Place them at the true hull extents (e.g. bow / stern / port / starboard):
53
+ * this is how the object's length and width feed into the motion. Waves
54
+ * shorter than the span between points decorrelate, so the fitted plane
55
+ * yields little pitch/roll (a long ship barely reacts to short chop), while
56
+ * swells longer than the object move it as a whole.
57
+ */
58
+ points: BuoyancyPoint[];
59
+ /** Master switch; when `false` the object is left untouched. Default `true`. */
60
+ enabled?: boolean;
61
+ /**
62
+ * Response rate (per second) of the heave/pitch/roll smoothing. Higher snaps
63
+ * to the waves faster; lower is more sluggish. Default `3`.
64
+ */
65
+ damping?: number;
66
+ /**
67
+ * Relative mass / inertia of the object (default `1`). Models how heavy the
68
+ * object is: the effective response rate is divided by this, so a heavier
69
+ * object follows the surface more slowly and its motion amplitude shrinks for
70
+ * fast waves it cannot keep up with. Use a value relative to a "typical"
71
+ * object of its kind (e.g. `weight / referenceWeight`).
72
+ */
73
+ mass?: number;
74
+ };
75
+ /**
76
+ * Make an object float on the ocean by following the wave field provided by an
77
+ * enclosing `<Ocean>`. Reusable for any floating component: pass a ref to the
78
+ * object's group and a few body-frame sample points (e.g. bow / stern / port /
79
+ * starboard at the waterline).
80
+ *
81
+ * Each frame the water height is sampled at those points (accounting for the
82
+ * object's current heading and X/Z position) and a plane is fitted to them to
83
+ * drive:
84
+ * - heave → `position.y` (mean surface height),
85
+ * - pitch → `rotation.z` (fore/aft slope),
86
+ * - roll → `rotation.x` (port/starboard slope),
87
+ * each critically-damped toward its target so the motion stays smooth and
88
+ * frame-rate independent. The object's heading (`rotation.y`) is left untouched.
89
+ *
90
+ * No-op when there is no enclosing `<Ocean>` (the object keeps its static pose).
91
+ * Allocation-free and only a handful of cheap samples per frame.
92
+ */
93
+ export declare function useBuoyancy(ref: RefObject<Object3D | null>, options: BuoyancyOptions): void;
@@ -0,0 +1,54 @@
1
+ import { Color, ShaderMaterial, ShaderMaterialParameters, Vector4 } from 'three';
2
+ export type OceanVolumeMaterialParameters = ShaderMaterialParameters & {
3
+ waveCount?: number;
4
+ };
5
+ /**
6
+ * OIT-compatible water-body (volume) material for the side walls of an ocean
7
+ * box. Shades the walls as a transparent, depth-tinted blue body (a fog-like
8
+ * tint that builds up with view distance), so the interior reads as water both
9
+ * when the camera is inside the box and when looking in from outside. Rendered
10
+ * double-sided so the walls are visible from either side. Shares the surface's
11
+ * deep and shallow colours so the body matches the surface.
12
+ *
13
+ * The wall's top ring follows the same spectral wave displacement as the ocean
14
+ * surface (tapered to zero at the sea bed) so the rim stays sealed when vertex
15
+ * displacement is enabled. Share the surface's wave tables via
16
+ * {@link OceanVolumeMaterial.setWaveTables} so the walls move in lock-step.
17
+ *
18
+ * Wired for the OITRenderPass via {@link attachOitVariants} (variants share this
19
+ * material's `uniforms` by reference, so animated uniforms stay live).
20
+ */
21
+ export declare class OceanVolumeMaterial extends ShaderMaterial {
22
+ isOceanVolumeMaterial: boolean;
23
+ constructor(parameters?: OceanVolumeMaterialParameters);
24
+ /**
25
+ * Point this material's wave-component uniform arrays at the surface
26
+ * material's tables (by reference) so the displaced wall top ring tracks the
27
+ * surface waves with no extra per-frame work. The surface mutates those
28
+ * Vector4s in place when the sea state changes, so the walls update for free.
29
+ */
30
+ setWaveTables(waveA: Vector4[], waveB: Vector4[]): void;
31
+ get time(): number;
32
+ set time(value: number);
33
+ /** Gerstner choppiness applied to the displaced top-ring swells. */
34
+ get steepness(): number;
35
+ set steepness(value: number);
36
+ /** Top-ring vertex displacement amount (0 = flat top edge, clamped to [0, 1]). */
37
+ get displacement(): number;
38
+ set displacement(value: number);
39
+ get deepColor(): Color;
40
+ set deepColor(value: Color | string | number);
41
+ get shallowColor(): Color;
42
+ set shallowColor(value: Color | string | number);
43
+ /** Per-meter tint build-up through the water body. */
44
+ get fogDensity(): number;
45
+ set fogDensity(value: number);
46
+ /** Densest tint reached far through the water (0..1). */
47
+ get maxOpacity(): number;
48
+ set maxOpacity(value: number);
49
+ /** Animated brightness shimmer amount (0 = off). */
50
+ get shimmer(): number;
51
+ set shimmer(value: number);
52
+ get masterOpacity(): number;
53
+ set masterOpacity(value: number);
54
+ }
@@ -0,0 +1,47 @@
1
+ import { TankerDetails } from './TankerSuperstructure';
2
+ export type TankerProps = {
3
+ length?: number;
4
+ width?: number;
5
+ height?: number;
6
+ waterline?: number;
7
+ wireframe?: boolean;
8
+ lengthSegments?: number;
9
+ profileSegments?: number;
10
+ bowLength?: number;
11
+ bowRoundness?: number;
12
+ details?: TankerDetails;
13
+ lowerHullColor?: string;
14
+ upperHullColor?: string;
15
+ deckColor?: string;
16
+ stripeColor?: string;
17
+ superstructureColor?: string;
18
+ /**
19
+ * Float on the waves when rendered inside an `<Ocean>` (heave/pitch/roll
20
+ * driven by the live wave field). No effect outside an `<Ocean>`. Default
21
+ * `true`.
22
+ */
23
+ buoyancy?: boolean;
24
+ /**
25
+ * Displacement in tonnes. Heavier vessels follow the waves more sluggishly
26
+ * (more inertia); lighter ones bob more readily. Default `120000` (Aframax).
27
+ */
28
+ weight?: number;
29
+ /**
30
+ * Spread foam where the hull meets the water when rendered inside an
31
+ * `<Ocean>`. No effect outside an `<Ocean>`. Default `true`.
32
+ */
33
+ contactFoam?: boolean;
34
+ /**
35
+ * Overall scale of the contact foam (0 = none, 1 = full). The actual amount
36
+ * also rises with how much the hull is moving (heave/pitch/roll), so it is
37
+ * stronger in rougher seas and subtle when the vessel sits still. Default `1`.
38
+ */
39
+ contactFoamIntensity?: number;
40
+ /**
41
+ * How much the contact foam is reduced toward the bow and stern, 0..1. 0 = an
42
+ * even collar all around the hull; 1 = foam only along the sides. Default
43
+ * `0.6` (a tanker pushes most water along its long flat sides).
44
+ */
45
+ contactFoamEndFalloff?: number;
46
+ };
47
+ export declare const Tanker: ({ length, width, height, waterline, lengthSegments, profileSegments, bowLength, bowRoundness, wireframe, details, lowerHullColor, upperHullColor, deckColor, stripeColor, superstructureColor, buoyancy, weight, contactFoam, contactFoamIntensity, contactFoamEndFalloff, }: TankerProps) => import("react/jsx-runtime").JSX.Element;
@@ -0,0 +1,23 @@
1
+ export type TankerDetails = 'low' | 'medium' | 'high';
2
+ export type TankerSuperstructureProps = {
3
+ length: number;
4
+ width: number;
5
+ height: number;
6
+ waterline: number;
7
+ details?: TankerDetails;
8
+ color?: string;
9
+ wireframe?: boolean;
10
+ };
11
+ /**
12
+ * Deck superstructure for the {@link Tanker}: an aft accommodation block with a
13
+ * bridge and a funnel/chimney (always present), plus extra fittings that scale
14
+ * in with the `details` level (railings, helideck, masts, antennas, pipe rack).
15
+ *
16
+ * All dimensions are derived from the ship's dimensions so the structure scales
17
+ * with the hull. Parts are built from Three.js primitives and overlap their
18
+ * supports slightly to stay free of z-fighting.
19
+ *
20
+ * Coordinate frame matches the hull: origin at the waterline midship, bow +X,
21
+ * up +Y, starboard +Z; the top deck sits at y = height - waterline.
22
+ */
23
+ export declare const TankerSuperstructure: ({ length, width, height, waterline, details, color, wireframe, }: TankerSuperstructureProps) => import("react/jsx-runtime").JSX.Element;
@@ -0,0 +1,21 @@
1
+ import * as THREE from 'three';
2
+ interface TankerHullParams {
3
+ length: number;
4
+ width: number;
5
+ height: number;
6
+ waterline: number;
7
+ lengthSegments: number;
8
+ profileSegments: number;
9
+ bowLength: number;
10
+ bowRoundness: number;
11
+ }
12
+ /**
13
+ * Creates a THREE.BufferGeometry for an oil tanker hull
14
+ * Uses a loft/sweep approach: sweep a cross-section profile along the ship's length
15
+ * and adding bow and stern sections to close the hull.
16
+ *
17
+ * Coordinate frame: origin at the waterline, midship. Bow faces +X, vertical is +Y,
18
+ * starboard is +Z. Keel sits at y = -waterline, deck at y = height - waterline.
19
+ */
20
+ export declare function createTankerHull(params?: Partial<TankerHullParams>): THREE.BufferGeometry;
21
+ export {};
@@ -1,5 +1,137 @@
1
1
  import { MeshStandardMaterial, MeshStandardMaterialParameters, Uniform, WebGLProgramParametersWithUniforms } from 'three';
2
+ /**
3
+ * Parameters accepted by {@link CasingMaterial}. A `MeshStandardMaterial` at heart, so
4
+ * it takes the familiar PBR knobs (`color`, `roughness`, `metalness`, `emissive`,
5
+ * `envMap`, `envMapIntensity`, ...) plus the casing texture-UV units and the grouped
6
+ * {@link CasingEffects | effects} below.
7
+ *
8
+ * @expand
9
+ */
10
+ export type CasingMaterialParameters = MeshStandardMaterialParameters & {
11
+ /** UV units for the base `map` (and the aoMap/lightMap/emissiveMap/metalnessMap/
12
+ * roughnessMap group): `'normalized'` = 0..1 around/along, `'world'` = object-space
13
+ * distance (arc length x trajectory distance) so `texture.repeat` becomes a density
14
+ * that stays consistent across sections of different radius and length. Default
15
+ * `'normalized'`. */
16
+ mapUvUnits?: 'normalized' | 'world';
17
+ /** UV units for `normalMap` / `bumpMap`, independent of `mapUvUnits`. Default
18
+ * `'normalized'`. */
19
+ normalMapUvUnits?: 'normalized' | 'world';
20
+ /** Grouped casing stylization effects (silhouette outline, section edge shading,
21
+ * procedural weathering, per-section variation and micro-normal surface detail).
22
+ * Every sub-effect is optional and independent; omitted ones fall back to their
23
+ * defaults (mostly off). */
24
+ effects?: CasingEffects;
25
+ };
26
+ /**
27
+ * Composable casing stylization effects for {@link CasingMaterial}. Every field is
28
+ * optional and independent; the procedural surface-detail layers (`granular`,
29
+ * `brushed`, `scratches`) simply sum. Strengths default to 0 (off) unless noted.
30
+ * @expand
31
+ */
32
+ export type CasingEffects = {
33
+ /** View-space silhouette darkening that outlines each shell, helping nested strings
34
+ * read apart (especially under slicing / auto-slice). */
35
+ silhouette?: {
36
+ /** 0-1 strength (0 = off). Default 0. */
37
+ strength?: number;
38
+ /** Exponent tightening the rim toward the edge (higher = tighter). Default 3. */
39
+ power?: number;
40
+ };
41
+ /** Darkening at each section's own top/bottom edges. */
42
+ edgeShading?: {
43
+ /** 0-1 strength (0 = off). Default 0. */
44
+ strength?: number;
45
+ /** Distance in metres the darkening reaches from each edge, independent of section
46
+ * length. Default 0.2. */
47
+ width?: number;
48
+ };
49
+ /** Procedural wear/tear/spill (no textures), pinned in world space. */
50
+ weathering?: {
51
+ /** 0-1 strength (0 = off). Default 0. */
52
+ strength?: number;
53
+ /** Noise frequency in cells per real-world metre (lower = larger, sparser smears).
54
+ * Default 1.5. */
55
+ scale?: number;
56
+ /** 0-1 per-material multiplier (1 = full wear, 0 = none) so a preset such as the
57
+ * matte shoe can resist the weathering. Default 1. */
58
+ resistance?: number;
59
+ };
60
+ /** 0-1 per-section wear variation so adjacent telescoping strings read apart by
61
+ * looking differently worn rather than by a colour/value ramp. Default 0. */
62
+ sectionVariation?: number;
63
+ /** 0-1 performance vs. quality of the procedural surface detail (a fill-rate knob;
64
+ * off-effects always cost nothing regardless). Lower = cheaper: fewer weathering fbm
65
+ * octaves (2 at 0 .. 4 at 1) and the coarse/long scratch family only runs at >= 0.66.
66
+ * 1 = full-detail reference. Default 0.6. */
67
+ detailQuality?: number;
68
+ /** Isotropic value-noise bumps. */
69
+ granular?: {
70
+ /** 0-1 strength (0 = off). Default 0. */
71
+ strength?: number;
72
+ /** Cells per world (object-distance) unit. Default 2. */
73
+ frequency?: number;
74
+ /** 1-5 fbm octaves. Default 3. */
75
+ octaves?: number;
76
+ /** 0-1 stretch of the cells along the trajectory axis. Default 0. */
77
+ anisotropy?: number;
78
+ };
79
+ /** Directional fine grain (many thin parallel ridges). */
80
+ brushed?: {
81
+ /** 0-1 strength (0 = off). Default 0. */
82
+ strength?: number;
83
+ /** Cells per world (object-distance) unit. Default 2. */
84
+ frequency?: number;
85
+ /** 1-5 fbm octaves. Default 3. */
86
+ octaves?: number;
87
+ /** Grain direction in radians (0 = along the trajectory axis; non-zero angles
88
+ * reintroduce a faint seam on a full shell). Default 0. */
89
+ angle?: number;
90
+ /** 0-1 line thinness. Default 0.5. */
91
+ sharpness?: number;
92
+ /** 0-1 blend from an irregular grain (0) to regular, evenly-spaced flutes (1).
93
+ * Default 0. */
94
+ uniformity?: number;
95
+ };
96
+ /** Sparse, hair-thin surface scuffs that glint under changing light (their relief is
97
+ * kept very shallow - visibility comes from a localized polish, not depth). */
98
+ scratches?: {
99
+ /** 0-1 strength (0 = off). Default 0. */
100
+ strength?: number;
101
+ /** Cells per world (object-distance) unit. Default 10. */
102
+ frequency?: number;
103
+ /** Scratch direction in radians (0 = along the trajectory axis). Default 0. */
104
+ angle?: number;
105
+ /** 0-1 how many scratches survive. Default 0.4. */
106
+ density?: number;
107
+ /** Average scratch length multiplier (>0). Default 0.6. */
108
+ length?: number;
109
+ /** 0-1 how much the scratch direction drifts. Default 1. */
110
+ wander?: number;
111
+ /** 0-1 groove width, frequency-independent (world-scaled, hair/needle-thin:
112
+ * ~0.02..0.12mm half-width). Default 0.15. */
113
+ width?: number;
114
+ };
115
+ };
116
+ /**
117
+ * Physically-based (PBR) material for `Casings` / `CasingSection`. A
118
+ * `MeshStandardMaterial` at its core - so casings pick up real image-based
119
+ * reflections from the scene `environment`, exactly matching neighbouring
120
+ * `CompletionTools` - with the casing-specific stylization (procedural weathering,
121
+ * granular/brushed/scratch micro-normal detail, silhouette darkening and edge shading)
122
+ * spliced into its shaders via `onBeforeCompile`, and the slicing/vertex
123
+ * transform driven by the same custom attributes as the picking material.
124
+ *
125
+ * OIT-capable via {@link makeOitCompatible} so casings participate in the
126
+ * `OITRenderPass` hybrid pipeline (a no-op in the default render loop).
127
+ */
2
128
  export declare class CasingMaterial extends MeshStandardMaterial {
129
+ isCasingMaterial: boolean;
130
+ private _weathering;
131
+ private _wearResistance;
132
+ private _wellLength;
133
+ /** Custom uniforms bound into the patched program in `onBeforeCompile` and
134
+ * shared by reference with the OIT variants so per-frame updates propagate. */
3
135
  uniforms: {
4
136
  sizeMultiplier: Uniform<number>;
5
137
  radius: Uniform<number>;
@@ -7,8 +139,40 @@ export declare class CasingMaterial extends MeshStandardMaterial {
7
139
  sliceOffset: Uniform<number>;
8
140
  sliceAngle: Uniform<number>;
9
141
  autoSlicePosition: Uniform<boolean>;
142
+ sectionVariation: Uniform<number>;
143
+ silhouette: Uniform<number>;
144
+ silhouettePower: Uniform<number>;
145
+ edgeShading: Uniform<number>;
146
+ edgeShadingWidth: Uniform<number>;
147
+ sectionIndex: Uniform<number>;
148
+ detailFadeNear: Uniform<number>;
149
+ detailFadeFar: Uniform<number>;
150
+ detailQuality: Uniform<number>;
151
+ schematic: Uniform<number>;
152
+ mapUvWorld: Uniform<number>;
153
+ normalMapUvWorld: Uniform<number>;
154
+ wellLength: Uniform<number>;
155
+ granularStrength: Uniform<number>;
156
+ granularFrequency: Uniform<number>;
157
+ granularOctaves: Uniform<number>;
158
+ granularAnisotropy: Uniform<number>;
159
+ brushedStrength: Uniform<number>;
160
+ brushedFrequency: Uniform<number>;
161
+ brushedOctaves: Uniform<number>;
162
+ brushedAngle: Uniform<number>;
163
+ brushedSharpness: Uniform<number>;
164
+ brushedUniformity: Uniform<number>;
165
+ scratchStrength: Uniform<number>;
166
+ scratchFrequency: Uniform<number>;
167
+ scratchAngle: Uniform<number>;
168
+ scratchDensity: Uniform<number>;
169
+ scratchLength: Uniform<number>;
170
+ scratchWander: Uniform<number>;
171
+ scratchWidth: Uniform<number>;
172
+ weathering: Uniform<number>;
173
+ weatheringScale: Uniform<number>;
10
174
  };
11
- constructor(params?: MeshStandardMaterialParameters);
175
+ constructor(parameters?: CasingMaterialParameters);
12
176
  get sizeMultiplier(): number;
13
177
  set sizeMultiplier(v: number);
14
178
  get radius(): number;
@@ -21,5 +185,69 @@ export declare class CasingMaterial extends MeshStandardMaterial {
21
185
  set sliceAngle(v: number);
22
186
  get autoSlicePosition(): boolean;
23
187
  set autoSlicePosition(v: boolean);
188
+ /** 0-1 strength of the per-section wear variation: how much each section's
189
+ * procedural wear is offset (seed) and scaled (amount) by its index, so adjacent
190
+ * telescoping strings read apart by looking differently worn rather than by a
191
+ * colour/value ramp. */
192
+ get sectionVariation(): number;
193
+ set sectionVariation(v: number);
194
+ /** 0-1 strength of the view-space silhouette darkening (outlines each shell). */
195
+ get silhouette(): number;
196
+ set silhouette(v: number);
197
+ /** Exponent tightening the silhouette rim toward the edge (higher = tighter). Default 3. */
198
+ get silhouettePower(): number;
199
+ set silhouettePower(v: number);
200
+ /** 0-1 strength of the edge shading (darkening at each section's own top/bottom edges). */
201
+ get edgeShading(): number;
202
+ set edgeShading(v: number);
203
+ /** Distance in metres the edge shading reaches from each section edge. Default 0.2. */
204
+ get edgeShadingWidth(): number;
205
+ set edgeShadingWidth(v: number);
206
+ /** Index of this section within the wellbore's casing stack, used to seed the
207
+ * per-section variation of the stylization effects. */
208
+ get sectionIndex(): number;
209
+ set sectionIndex(v: number);
210
+ /** 0-1 performance vs. quality of the procedural surface detail (fill-rate knob).
211
+ * Lower = cheaper (fewer weathering fbm octaves; the coarse scratch family only runs
212
+ * at >= 0.66); 1 = full-detail reference. */
213
+ get detailQuality(): number;
214
+ set detailQuality(v: number);
215
+ /** Unlit "schematic" shading mode: flat material `color` + `silhouette` outline only,
216
+ * with all lighting/env, textures and realism detail ignored. Set by the `Casings`
217
+ * component's `schematic` prop; the slice is locked separately (component side). */
218
+ get schematic(): boolean;
219
+ set schematic(v: boolean);
220
+ /** 0-1 strength of the procedural wear/tear/spill surface detail (no textures). The
221
+ * effective amount is scaled per-material by {@link wearResistance}. */
222
+ get weathering(): number;
223
+ set weathering(v: number);
224
+ /** 0-1 per-material wear multiplier (1 = full wear, 0 = none). Lets material presets
225
+ * (e.g. the matte shoe) resist the procedural weathering the component applies
226
+ * globally via {@link weathering}. */
227
+ get wearResistance(): number;
228
+ set wearResistance(v: number);
229
+ /** Weathering noise frequency in cells per real-world metre (lower = larger,
230
+ * sparser smears). */
231
+ get weatheringScale(): number;
232
+ set weatheringScale(v: number);
233
+ /** Real-world total length (metres) of the whole wellbore trajectory. Uploaded as a
234
+ * uniform and used by the vertex shader to derive each section's physical length
235
+ * (`vSectionLength`) and the along-axis coordinate (`casingAxial`). The weathering is
236
+ * pinned in world space (via `vWorldPos`) and does not use it. */
237
+ get wellLength(): number;
238
+ set wellLength(v: number);
239
+ /** UV units for the base `map` group. `'world'` uses object-space distance so
240
+ * `texture.repeat` is a radius/length-consistent density. */
241
+ get mapUvUnits(): 'normalized' | 'world';
242
+ set mapUvUnits(v: 'normalized' | 'world');
243
+ /** UV units for `normalMap` / `bumpMap`, independent of {@link mapUvUnits}. */
244
+ get normalMapUvUnits(): 'normalized' | 'world';
245
+ set normalMapUvUnits(v: 'normalized' | 'world');
246
+ /** Grouped casing stylization effects (silhouette, edge shading, weathering,
247
+ * per-section variation and the granular/brushed/scratch micro-normal layers).
248
+ * Reading returns the current settings reconstructed from the uniforms. Assigning
249
+ * applies the whole group at once - omitted sub-effects reset to their defaults. */
250
+ get effects(): CasingEffects;
251
+ set effects(v: CasingEffects | undefined);
24
252
  onBeforeCompile(parameters: WebGLProgramParametersWithUniforms): void;
25
253
  }