@particle-academy/fancy-3d-babylon 0.1.1 → 0.1.2

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.
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/react.tsx"],"names":["createContext","useContext","useRef","useState","useEffect","Engine","BJScene","Color4","ArcRotateCamera","Vector3","HemisphericLight","Color3","DirectionalLight","jsxs","jsx","MeshBuilder","StandardMaterial","Mesh","Matrix","useLayoutEffect"],"mappings":";;;;;;;AA0DA,SAAS,KAAK,CAAA,EAAe;AAC3B,EAAA,OAAO;AAAA,IACL,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAC9E,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAC9E,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC;AAAA,GAChF;AACF;AAEA,SAAS,MAAA,CAAO,GAAS,CAAA,EAAe;AACtC,EAAA,MAAM,CAAA,GAAc,IAAI,KAAA,CAAM,CAAC,CAAA;AAC/B,EAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,CAAA,EAAG,CAAA,EAAA,EAAK;AAC1B,IAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,CAAA,EAAG,CAAA,EAAA,EAAK;AAC1B,MAAA,IAAI,GAAA,GAAM,CAAA;AACV,MAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,CAAA,EAAG,KAAK,GAAA,IAAO,CAAA,CAAE,CAAA,GAAI,CAAA,GAAI,CAAC,CAAA,GAAI,CAAA,CAAE,CAAA,GAAI,IAAI,CAAC,CAAA;AAC7D,MAAA,CAAA,CAAE,CAAA,GAAI,CAAA,GAAI,CAAC,CAAA,GAAI,GAAA;AAAA,IACjB;AAAA,EACF;AACA,EAAA,OAAO,CAAA;AACT;AAEA,SAAS,MAAA,CAAO,GAAS,CAAA,EAAuD;AAC9E,EAAA,OAAO;AAAA,IACL,EAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,EAAE,CAAC,CAAA;AAAA,IACtC,EAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,EAAE,CAAC,CAAA;AAAA,IACtC,EAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,EAAE,CAAC;AAAA,GACxC;AACF;AAEA,SAAS,aAAA,CAAc,IAAY,EAAA,EAAY,EAAA,EAAY,IAAY,EAAA,EAAY,EAAA,EAAY,IAAY,EAAA,EAAkB;AAC3H,EAAA,MAAM,CAAA,GAAU,CAAC,EAAA,EAAI,EAAA,EAAI,EAAA,EAAI,IAAI,EAAA,EAAI,EAAA,EAAI,CAAA,EAAG,CAAA,EAAG,CAAC,CAAA;AAChD,EAAA,MAAM,CAAA,GAAI,OAAO,IAAA,CAAK,CAAC,GAAG,CAAC,EAAA,EAAI,EAAA,EAAI,CAAC,CAAC,CAAA;AACrC,EAAA,OAAO,OAAO,CAAA,EAAG,CAAC,EAAE,CAAC,CAAA,EAAG,GAAG,CAAA,EAAG,CAAA,EAAG,CAAA,CAAE,CAAC,GAAG,CAAA,EAAG,CAAA,EAAG,GAAG,CAAA,CAAE,CAAC,CAAC,CAAC,CAAA;AACvD;AAGA,SAAS,UAAA,CACP,CAAA,EAAW,CAAA,EACX,EAAA,EAAY,EAAA,EAAY,IAAY,EAAA,EAAY,EAAA,EAAY,EAAA,EAAY,EAAA,EAAY,EAAA,EAC9E;AACN,EAAA,MAAM,CAAA,GAAI,cAAc,CAAA,EAAG,CAAA,EAAG,GAAG,CAAA,EAAG,CAAA,EAAG,CAAA,EAAG,CAAA,EAAG,CAAC,CAAA;AAC9C,EAAA,MAAM,CAAA,GAAI,cAAc,EAAA,EAAI,EAAA,EAAI,IAAI,EAAA,EAAI,EAAA,EAAI,EAAA,EAAI,EAAA,EAAI,EAAE,CAAA;AACtD,EAAA,MAAM,CAAA,GAAI,MAAA,CAAO,CAAA,EAAG,IAAA,CAAK,CAAC,CAAC,CAAA;AAE3B,EAAA,MAAM,CAAA,GAAI,EAAE,CAAC,CAAA;AACb,EAAA,KAAA,IAAS,IAAI,CAAA,EAAG,CAAA,GAAI,GAAG,CAAA,EAAA,EAAK,CAAA,CAAE,CAAC,CAAA,IAAK,CAAA;AACpC,EAAA,OAAO,CAAA;AACT;AAGA,SAAS,eAAe,CAAA,EAAiB;AACvC,EAAA,OAAO,CAAA,SAAA,EAAY,CAAA,CAAE,CAAC,CAAC,KAAK,CAAA,CAAE,CAAC,CAAC,CAAA,KAAA,EAAQ,EAAE,CAAC,CAAC,CAAA,EAAA,EAAK,CAAA,CAAE,CAAC,CAAC,CAAA,EAAA,EAAK,CAAA,CAAE,CAAC,CAAC,CAAA,KAAA,EAAQ,CAAA,CAAE,CAAC,CAAC,iBAAiB,CAAA,CAAE,CAAC,CAAC,CAAA,EAAA,EAAK,EAAE,CAAC,CAAC,CAAA,KAAA,EAAQ,CAAA,CAAE,CAAC,CAAC,CAAA,CAAA,CAAA;AACtH;AAiBA,IAAM,YAAA,GAAeA,oBAAwC,IAAI,CAAA;AAE1D,SAAS,QAAA,GAA8B;AAC5C,EAAA,MAAM,GAAA,GAAMC,iBAAW,YAAY,CAAA;AACnC,EAAA,IAAI,CAAC,GAAA,EAAK,MAAM,IAAI,MAAM,0CAA0C,CAAA;AACpE,EAAA,OAAO,GAAA;AACT;AA0BO,SAAS,KAAA,CAAM;AAAA,EACpB,QAAA;AAAA,EACA,YAAA,GAAe,EAAA;AAAA,EACf,YAAA,GAAe,CAAC,CAAA,EAAG,GAAA,EAAK,CAAC,CAAA;AAAA,EACzB,WAAA,GAAc,KAAK,EAAA,GAAK,CAAA;AAAA,EACxB,UAAA,GAAa,KAAK,EAAA,GAAK,GAAA;AAAA,EACvB,UAAA,GAAa,SAAA;AAAA,EACb,IAAA,GAAO,KAAA;AAAA,EACP,OAAA;AAAA,EACA,SAAA;AAAA,EACA;AACF,CAAA,EAAe;AACb,EAAA,MAAM,YAAA,GAAeC,aAA8B,IAAI,CAAA;AACvD,EAAA,MAAM,SAAA,GAAYA,aAAiC,IAAI,CAAA;AACvD,EAAA,MAAM,UAAA,GAAaA,aAA8B,IAAI,CAAA;AACrD,EAAA,MAAM,CAAC,KAAA,EAAO,QAAQ,CAAA,GAAIC,eAAmC,IAAI,CAAA;AAEjE,EAAAC,eAAA,CAAU,MAAM;AACd,IAAA,MAAM,SAAS,SAAA,CAAU,OAAA;AACzB,IAAA,MAAM,UAAU,UAAA,CAAW,OAAA;AAC3B,IAAA,IAAI,CAAC,MAAA,IAAU,CAAC,OAAA,EAAS;AAEzB,IAAA,MAAM,MAAA,GAAS,IAAIC,WAAA,CAAO,MAAA,EAAQ,IAAA,EAAM,EAAE,OAAA,EAAS,IAAA,EAAM,qBAAA,EAAuB,IAAA,EAAM,CAAA;AACtF,IAAA,MAAM,KAAA,GAAQ,IAAIC,UAAA,CAAQ,MAAM,CAAA;AAChC,IAAA,MAAM,CAAA,GAAIC,WAAA,CAAO,aAAA,CAAc,UAAU,CAAA;AACzC,IAAA,KAAA,CAAM,UAAA,GAAa,IAAIA,WAAA,CAAO,CAAA,CAAE,GAAG,CAAA,CAAE,CAAA,EAAG,CAAA,CAAE,CAAA,EAAG,CAAC,CAAA;AAE9C,IAAA,IAAI,CAAC,IAAA,EAAM;AACT,MAAA,MAAM,MAAM,IAAIC,oBAAA;AAAA,QACd,aAAA;AAAA,QACA,WAAA;AAAA,QACA,UAAA;AAAA,QACA,YAAA;AAAA,QACA,IAAIC,YAAA,CAAQ,GAAG,YAAY,CAAA;AAAA,QAC3B;AAAA,OACF;AACA,MAAA,GAAA,CAAI,aAAA,CAAc,QAAQ,IAAI,CAAA;AAC9B,MAAA,GAAA,CAAI,gBAAA,GAAmB,CAAA;AACvB,MAAA,GAAA,CAAI,gBAAA,GAAmB,EAAA;AACvB,MAAA,GAAA,CAAI,oBAAA,GAAuB,IAAA;AAC3B,MAAA,GAAA,CAAI,cAAA,GAAiB,IAAA,CAAK,EAAA,GAAK,CAAA,GAAI,IAAA;AAEnC,MAAA,MAAM,IAAA,GAAO,IAAIC,qBAAA,CAAiB,cAAA,EAAgB,IAAID,aAAQ,CAAA,EAAG,CAAA,EAAG,CAAC,CAAA,EAAG,KAAK,CAAA;AAC7E,MAAA,IAAA,CAAK,SAAA,GAAY,GAAA;AACjB,MAAA,IAAA,CAAK,OAAA,GAAU,IAAIE,WAAA,CAAO,GAAA,EAAK,MAAM,CAAC,CAAA;AACtC,MAAA,IAAA,CAAK,WAAA,GAAc,IAAIA,WAAA,CAAO,GAAA,EAAK,KAAK,IAAI,CAAA;AAE5C,MAAA,MAAM,GAAA,GAAM,IAAIC,qBAAA,CAAiB,aAAA,EAAe,IAAIH,aAAQ,IAAA,EAAM,EAAA,EAAI,IAAI,CAAA,EAAG,KAAK,CAAA;AAClF,MAAA,GAAA,CAAI,SAAA,GAAY,GAAA;AAAA,IAClB;AAEA,IAAA,OAAA,GAAU,KAAK,CAAA;AAEf,IAAA,MAAM,SAAA,uBAAgB,GAAA,EAAgB;AACtC,IAAA,KAAA,CAAM,wBAAA,CAAyB,IAAI,MAAM;AACvC,MAAA,SAAA,CAAU,OAAA,CAAQ,CAAC,EAAA,KAAO,EAAA,EAAI,CAAA;AAAA,IAChC,CAAC,CAAA;AAED,IAAA,MAAA,CAAO,aAAA,CAAc,MAAM,KAAA,CAAM,MAAA,EAAQ,CAAA;AACzC,IAAA,MAAM,YAAA,GAAe,MAAM,MAAA,CAAO,MAAA,EAAO;AACzC,IAAA,MAAA,CAAO,gBAAA,CAAiB,UAAU,YAAY,CAAA;AAE9C,IAAA,QAAA,CAAS;AAAA,MACP,MAAA;AAAA,MACA,KAAA;AAAA,MACA,MAAA;AAAA,MACA,WAAA,EAAa,OAAA;AAAA,MACb,QAAQ,EAAA,EAAI;AACV,QAAA,SAAA,CAAU,IAAI,EAAE,CAAA;AAChB,QAAA,OAAO,MAAM,SAAA,CAAU,MAAA,CAAO,EAAE,CAAA;AAAA,MAClC;AAAA,KACD,CAAA;AAED,IAAA,OAAO,MAAM;AACX,MAAA,MAAA,CAAO,mBAAA,CAAoB,UAAU,YAAY,CAAA;AACjD,MAAA,MAAA,CAAO,OAAA,EAAQ;AACf,MAAA,QAAA,CAAS,IAAI,CAAA;AAAA,IACf,CAAA;AAAA,EAEF,CAAA,EAAG,EAAE,CAAA;AAEL,EAAA,uBACEI,eAAA;AAAA,IAAC,KAAA;AAAA,IAAA;AAAA,MACC,GAAA,EAAK,YAAA;AAAA,MACL,SAAA;AAAA,MACA,OAAO,EAAE,QAAA,EAAU,YAAY,QAAA,EAAU,QAAA,EAAU,GAAG,KAAA,EAAM;AAAA,MAC5D,qBAAA,EAAoB,EAAA;AAAA,MAEpB,QAAA,EAAA;AAAA,wBAAAC,cAAA;AAAA,UAAC,QAAA;AAAA,UAAA;AAAA,YACC,GAAA,EAAK,SAAA;AAAA,YACL,KAAA,EAAO,EAAE,OAAA,EAAS,OAAA,EAAS,OAAO,MAAA,EAAQ,MAAA,EAAQ,MAAA,EAAQ,OAAA,EAAS,MAAA,EAAO;AAAA,YAC1E,QAAA,EAAU;AAAA;AAAA,SACZ;AAAA,wBACAA,cAAA;AAAA,UAAC,KAAA;AAAA,UAAA;AAAA,YACC,GAAA,EAAK,UAAA;AAAA,YACL,OAAO,EAAE,QAAA,EAAU,YAAY,KAAA,EAAO,CAAA,EAAG,eAAe,MAAA,EAAO;AAAA,YAC/D,4BAAA,EAA2B;AAAA;AAAA,SAC7B;AAAA,QACC,yBAASA,cAAA,CAAC,YAAA,CAAa,UAAb,EAAsB,KAAA,EAAO,OAAQ,QAAA,EAAS;AAAA;AAAA;AAAA,GAC3D;AAEJ;AA6BO,SAAS,OAAA,CAAQ;AAAA,EACtB,QAAA;AAAA,EACA,QAAA;AAAA,EACA,KAAA;AAAA,EACA,MAAA;AAAA,EACA,SAAA,GAAY,CAAA;AAAA,EACZ,KAAA,GAAQ,SAAA;AAAA,EACR,cAAA,GAAiB,IAAA;AAAA,EACjB,UAAA,GAAa,SAAA;AAAA,EACb,UAAA;AAAA,EACA,WAAA;AAAA,EACA,IAAA,GAAO;AACT,CAAA,EAAiB;AACf,EAAA,MAAM,QAAQ,QAAA,EAAS;AACvB,EAAA,MAAM,OAAA,GAAUZ,aAAoB,IAAI,CAAA;AACxC,EAAA,MAAM,UAAA,GAAaA,aAA8B,IAAI,CAAA;AAGrD,EAAA,MAAM,YAAYA,YAAA,CAAO;AAAA,IACvB,CAAA,EAAG,cAAc,IAAA,CAAK,GAAA,CAAI,KAAK,IAAA,CAAK,KAAA,CAAM,KAAA,GAAQ,GAAG,CAAC,CAAA;AAAA,IACtD,CAAA,EAAG,eAAe,IAAA,CAAK,GAAA,CAAI,IAAI,IAAA,CAAK,KAAA,CAAM,MAAA,GAAS,GAAG,CAAC;AAAA,GACxD,CAAA;AAGD,EAAAE,eAAA,CAAU,MAAM;AACd,IAAA,MAAM,EAAE,OAAM,GAAI,KAAA;AAClB,IAAA,MAAM,SAAA,GAAYW,gBAAA,CAAY,SAAA,CAAU,CAAA,EAAG,IAAI,CAAA,MAAA,CAAA,EAAU;AAAA,MACvD,KAAA,EAAO,QAAQ,cAAA,GAAiB,CAAA;AAAA,MAChC,MAAA,EAAQ,SAAS,cAAA,GAAiB,CAAA;AAAA,MAClC,KAAA,EAAO;AAAA,OACN,KAAK,CAAA;AACR,IAAA,SAAA,CAAU,QAAA,GAAW,IAAIN,YAAA,CAAQ,QAAA,CAAS,CAAC,CAAA,EAAG,QAAA,CAAS,CAAC,CAAA,EAAG,QAAA,CAAS,CAAC,CAAC,CAAA;AACtE,IAAA,SAAA,CAAU,SAAS,CAAA,GAAI,SAAA;AACvB,IAAA,MAAM,WAAW,IAAIO,qBAAA,CAAiB,CAAA,EAAG,IAAI,cAAc,KAAK,CAAA;AAChE,IAAA,QAAA,CAAS,YAAA,GAAeL,WAAA,CAAO,aAAA,CAAc,KAAK,CAAA;AAClD,IAAA,QAAA,CAAS,aAAA,GAAgB,IAAIA,WAAA,CAAO,IAAA,EAAM,MAAM,IAAI,CAAA;AACpD,IAAA,SAAA,CAAU,QAAA,GAAW,QAAA;AAKrB,IAAA,MAAM,IAAA,GAAOI,gBAAA,CAAY,WAAA,CAAY,CAAA,EAAG,IAAI,CAAA,KAAA,CAAA,EAAS,EAAE,KAAA,EAAO,MAAA,EAAQ,eAAA,EAAiBE,SAAA,CAAK,UAAA,IAAc,KAAK,CAAA;AAC/G,IAAA,IAAA,CAAK,QAAA,GAAW,IAAIR,YAAA,CAAQ,QAAA,CAAS,CAAC,CAAA,EAAG,QAAA,CAAS,CAAC,CAAA,EAAG,QAAA,CAAS,CAAC,CAAC,CAAA;AACjE,IAAA,IAAA,CAAK,SAAS,CAAA,GAAI,SAAA;AAIlB,IAAA,MAAM,OAAA,GAAU,IAAIA,YAAA,CAAQ,CAAA,EAAG,GAAG,CAAC,CAAA;AACnC,IAAA,MAAM,GAAA,GAAMS,WAAA,CAAO,SAAA,CAAU,SAAS,CAAA;AACtC,IAAA,MAAM,MAAA,GAAST,aAAQ,eAAA,CAAgB,OAAA,CAAQ,MAAM,cAAA,GAAiB,CAAA,GAAI,IAAK,CAAA,EAAG,GAAG,CAAA;AACrF,IAAA,IAAA,CAAK,QAAA,CAAS,WAAW,MAAM,CAAA;AAC/B,IAAA,MAAM,UAAU,IAAIO,qBAAA,CAAiB,CAAA,EAAG,IAAI,aAAa,KAAK,CAAA;AAC9D,IAAA,OAAA,CAAQ,YAAA,GAAeL,WAAA,CAAO,aAAA,CAAc,UAAU,CAAA;AACtD,IAAA,OAAA,CAAQ,gBAAgBA,WAAA,CAAO,aAAA,CAAc,UAAU,CAAA,CAAE,MAAM,GAAG,CAAA;AAClE,IAAA,IAAA,CAAK,QAAA,GAAW,OAAA;AAChB,IAAA,IAAA,CAAK,QAAA,GAAW,EAAE,OAAA,EAAS,QAAA,EAAU,YAAY,IAAA,EAAK;AACtD,IAAA,OAAA,CAAQ,OAAA,GAAU,IAAA;AAElB,IAAA,OAAO,MAAM;AACX,MAAA,IAAA,CAAK,OAAA,EAAQ;AACb,MAAA,SAAA,CAAU,OAAA,EAAQ;AAClB,MAAA,OAAA,CAAQ,OAAA,GAAU,IAAA;AAAA,IACpB,CAAA;AAAA,EACF,CAAA,EAAG,CAAC,KAAA,EAAO,IAAA,EAAM,KAAA,EAAO,MAAA,EAAQ,KAAA,EAAO,cAAA,EAAgB,UAAA,EAAY,QAAA,EAAU,SAAS,CAAC,CAAA;AAKvF,EAAAP,eAAA,CAAU,MAAM;AACd,IAAA,MAAM,KAAA,GAAQ,KAAA,CAAM,OAAA,CAAQ,MAAM;AAChC,MAAA,MAAM,OAAO,OAAA,CAAQ,OAAA;AACrB,MAAA,MAAM,UAAU,UAAA,CAAW,OAAA;AAC3B,MAAA,IAAI,CAAC,IAAA,IAAQ,CAAC,OAAA,EAAS;AACvB,MAAA,MAAM,GAAA,GAAM,MAAM,KAAA,CAAM,YAAA;AACxB,MAAA,IAAI,CAAC,GAAA,EAAK;AACV,MAAA,MAAM,SAAS,KAAA,CAAM,MAAA;AACrB,MAAA,MAAM,OAAA,GAAU,OAAO,cAAA,EAAe;AACtC,MAAA,MAAM,OAAA,GAAU,OAAO,eAAA,EAAgB;AACvC,MAAA,MAAM,QAAA,GAAW,GAAA,CAAI,QAAA,CAAS,QAAA,CAAS,SAAS,OAAO,CAAA;AACvD,MAAA,MAAM,EAAA,GAAK,KAAA,CAAM,KAAA,CAAM,kBAAA,EAAmB;AAC1C,MAAA,MAAM,QAAA,GAAWc,YAAO,QAAA,EAAS;AACjC,MAAA,MAAM,EAAA,GAAK,KAAK,cAAA,EAAe;AAE/B,MAAA,MAAM,QAAQ,KAAA,GAAQ,CAAA;AACtB,MAAA,MAAM,QAAQ,MAAA,GAAS,CAAA;AAIvB,MAAA,MAAM,YAAA,GAAe;AAAA,QACnB,IAAIT,YAAA,CAAQ,CAAC,KAAA,EAAO,OAAO,CAAC,CAAA;AAAA;AAAA,QAC5B,IAAIA,YAAA,CAAQ,KAAA,EAAO,KAAA,EAAO,CAAC,CAAA;AAAA;AAAA,QAC3B,IAAIA,YAAA,CAAQ,KAAA,EAAO,CAAC,OAAO,CAAC,CAAA;AAAA;AAAA,QAC5B,IAAIA,YAAA,CAAQ,CAAC,KAAA,EAAO,CAAC,OAAO,CAAC;AAAA;AAAA,OAC/B;AACA,MAAA,MAAM,YAAA,GAAe,aAAa,GAAA,CAAI,CAAC,MAAMA,YAAA,CAAQ,oBAAA,CAAqB,CAAA,EAAG,EAAE,CAAC,CAAA;AAMhF,MAAA,MAAM,SAAS,GAAA,CAAI,cAAA;AACnB,MAAA,MAAM,QAAQ,YAAA,CAAa,CAAC,EAAE,QAAA,CAAS,YAAA,CAAa,CAAC,CAAC,CAAA;AACtD,MAAA,MAAM,KAAK,YAAA,CAAa,CAAC,EAAE,QAAA,CAAS,YAAA,CAAa,CAAC,CAAC,CAAA;AACnD,MAAA,MAAM,SAASA,YAAA,CAAQ,KAAA,CAAM,EAAA,EAAI,KAAK,EAAE,SAAA,EAAU;AAClD,MAAA,MAAM,MAAA,GAAS,YAAA,CAAa,CAAC,CAAA,CAAE,GAAA,CAAI,aAAa,CAAC,CAAC,CAAA,CAAE,KAAA,CAAM,GAAG,CAAA;AAC7D,MAAA,MAAM,KAAA,GAAQ,MAAA,CAAO,QAAA,CAAS,MAAM,EAAE,SAAA,EAAU;AAChD,MAAA,MAAM,SAAS,IAAA,CAAK,GAAA,CAAIA,aAAQ,GAAA,CAAI,MAAA,EAAQ,KAAK,CAAC,CAAA;AAElD,MAAA,MAAM,SAAA,GAAY,YAAA,CAAa,GAAA,CAAI,CAAC,CAAA,KAAMA,YAAA,CAAQ,OAAA,CAAQ,CAAA,EAAG,QAAA,EAAU,EAAA,EAAI,QAAQ,CAAC,CAAA;AACpF,MAAA,MAAM,SAAA,GAAY,SAAA,CAAU,KAAA,CAAM,CAAC,CAAA,KAAM,EAAE,CAAA,IAAK,CAAA,IAAK,CAAA,CAAE,CAAA,IAAK,CAAC,CAAA;AAC7D,MAAA,MAAM,OAAA,GAAU,aAAa,MAAA,GAAS,IAAA;AAEtC,MAAA,IAAI,CAAC,OAAA,EAAS;AACZ,QAAA,IAAI,QAAQ,KAAA,CAAM,OAAA,KAAY,MAAA,EAAQ,OAAA,CAAQ,MAAM,OAAA,GAAU,MAAA;AAC9D,QAAA;AAAA,MACF;AAOA,MAAA,MAAM,QAAQ,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,UAAU,CAAC,CAAA,CAAE,CAAA,GAAI,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,SAAA,CAAU,CAAC,EAAE,CAAA,IAAK,CAAA;AACnF,MAAA,MAAM,WAAA,GAAc,IAAA,CAAK,KAAA,CAAM,IAAA,CAAK,GAAA,CAAI,CAAA,EAAG,IAAA,CAAK,GAAA,CAAI,CAAA,EAAG,CAAA,GAAI,IAAI,CAAC,IAAI,GAAM,CAAA;AAC1E,MAAA,MAAM,IAAA,GAAO,OAAO,WAAW,CAAA;AAC/B,MAAA,IAAI,QAAQ,KAAA,CAAM,MAAA,KAAW,IAAA,EAAM,OAAA,CAAQ,MAAM,MAAA,GAAS,IAAA;AAE1D,MAAA,MAAM,GAAA,GAAM,OAAO,gBAAA,IAAoB,CAAA;AACvC,MAAA,MAAM,EAAA,GAAK,UAAU,OAAA,CAAQ,CAAA;AAC7B,MAAA,MAAM,EAAA,GAAK,UAAU,OAAA,CAAQ,CAAA;AAC7B,MAAA,MAAM,CAAA,GAAI,UAAA;AAAA,QACR,EAAA;AAAA,QAAI,EAAA;AAAA,QACJ,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QAAK,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QACvC,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QAAK,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QACvC,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QAAK,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QACvC,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QAAK,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI;AAAA,OACzC;AAEA,MAAA,IAAI,QAAQ,KAAA,CAAM,OAAA,KAAY,OAAA,EAAS,OAAA,CAAQ,MAAM,OAAA,GAAU,OAAA;AAC/D,MAAA,OAAA,CAAQ,KAAA,CAAM,SAAA,GAAY,cAAA,CAAe,CAAC,CAAA;AAAA,IAC5C,CAAC,CAAA;AACD,IAAA,OAAO,KAAA;AAAA,EACT,CAAA,EAAG,CAAC,KAAA,EAAO,KAAA,EAAO,MAAM,CAAC,CAAA;AAGzB,EAAAU,qBAAA,CAAgB,MAAM;AACpB,IAAA,MAAM,KAAK,UAAA,CAAW,OAAA;AACtB,IAAA,IAAI,CAAC,EAAA,EAAI;AACT,IAAA,IAAI,EAAA,CAAG,aAAA,KAAkB,KAAA,CAAM,WAAA,EAAa;AAC1C,MAAA,KAAA,CAAM,WAAA,CAAY,YAAY,EAAE,CAAA;AAAA,IAClC;AACA,IAAA,OAAO,MAAM;AACX,MAAA,IAAI,EAAA,CAAG,aAAA,KAAkB,KAAA,CAAM,WAAA,EAAa;AAC1C,QAAA,KAAA,CAAM,WAAA,CAAY,YAAY,EAAE,CAAA;AAAA,MAClC;AAAA,IACF,CAAA;AAAA,EACF,CAAA,EAAG,CAAC,KAAK,CAAC,CAAA;AAEV,EAAA,uBACEL,cAAA;AAAA,IAAC,KAAA;AAAA,IAAA;AAAA,MACC,GAAA,EAAK,UAAA;AAAA,MACL,sBAAA,EAAsB,IAAA;AAAA,MACtB,KAAA,EAAO;AAAA,QACL,QAAA,EAAU,UAAA;AAAA,QACV,IAAA,EAAM,CAAA;AAAA,QACN,GAAA,EAAK,CAAA;AAAA,QACL,KAAA,EAAO,UAAU,OAAA,CAAQ,CAAA;AAAA,QACzB,MAAA,EAAQ,UAAU,OAAA,CAAQ,CAAA;AAAA,QAC1B,eAAA,EAAiB,KAAA;AAAA,QACjB,aAAA,EAAe,MAAA;AAAA,QACf,QAAA,EAAU,QAAA;AAAA,QACV,UAAA;AAAA,QACA,YAAA,EAAc,CAAA;AAAA,QACd,OAAA,EAAS;AAAA,OACX;AAAA,MAEC;AAAA;AAAA,GACH;AAEJ","file":"react.cjs","sourcesContent":["/**\n * `<Stage>` and `<Monitor>` — declarative React API for fancy-3d.\n *\n * <Stage>\n * <Monitor position={[0, 2, 0]} width={4} height={2.5}>\n * <Card>...real react-fancy components...</Card>\n * </Monitor>\n * </Stage>\n *\n * `<Stage>` owns the Babylon engine + scene + render loop and exposes them\n * via context. `<Monitor>` builds a bezel mesh, projects its world-space\n * corners to screen space each frame, and renders its children into a\n * positioned DOM overlay. Children are real React: full interactivity,\n * accessibility, and styling — no canvas-rasterized snapshot.\n\n * Renamed from `<Screen>` in v0.3.0 to free the name for\n * `@particle-academy/fancy-screens`'s `<Screen>` (containerized application\n * surface). The behavior here is unchanged.\n *\n * Tradeoffs of mount mode (vs. painted texture):\n * - Pro: live, interactive, perfect text rendering.\n * - Con: HTML overlay always renders on top of the WebGL canvas; depth\n * sorting against other 3D objects is approximate (we hide the overlay\n * when the mesh is behind the camera or fully occluded by frustum).\n */\nimport {\n ArcRotateCamera,\n Color3,\n Color4,\n DirectionalLight,\n Engine,\n HemisphericLight,\n Matrix,\n Mesh,\n MeshBuilder,\n Scene as BJScene,\n StandardMaterial,\n Vector3,\n type Camera,\n} from \"@babylonjs/core\";\nimport {\n createContext,\n useContext,\n useEffect,\n useLayoutEffect,\n useRef,\n useState,\n type CSSProperties,\n type ReactNode,\n} from \"react\";\n\n/* ------------------------------------------------------------------ */\n/* 2D perspective transform — maps a unit rectangle to a 4-point quad */\n/* via a 3x3 homography, packed into a CSS matrix3d for transform. */\n/* ------------------------------------------------------------------ */\n\ntype Mat3 = [number, number, number, number, number, number, number, number, number];\n\nfunction adj3(m: Mat3): Mat3 {\n return [\n m[4] * m[8] - m[5] * m[7], m[2] * m[7] - m[1] * m[8], m[1] * m[5] - m[2] * m[4],\n m[5] * m[6] - m[3] * m[8], m[0] * m[8] - m[2] * m[6], m[2] * m[3] - m[0] * m[5],\n m[3] * m[7] - m[4] * m[6], m[1] * m[6] - m[0] * m[7], m[0] * m[4] - m[1] * m[3],\n ];\n}\n\nfunction multmm(a: Mat3, b: Mat3): Mat3 {\n const c: number[] = new Array(9);\n for (let i = 0; i < 3; i++) {\n for (let j = 0; j < 3; j++) {\n let cij = 0;\n for (let k = 0; k < 3; k++) cij += a[3 * i + k] * b[3 * k + j];\n c[3 * i + j] = cij;\n }\n }\n return c as Mat3;\n}\n\nfunction multmv(m: Mat3, v: [number, number, number]): [number, number, number] {\n return [\n m[0] * v[0] + m[1] * v[1] + m[2] * v[2],\n m[3] * v[0] + m[4] * v[1] + m[5] * v[2],\n m[6] * v[0] + m[7] * v[1] + m[8] * v[2],\n ];\n}\n\nfunction basisToPoints(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number): Mat3 {\n const m: Mat3 = [x1, x2, x3, y1, y2, y3, 1, 1, 1];\n const v = multmv(adj3(m), [x4, y4, 1]);\n return multmm(m, [v[0], 0, 0, 0, v[1], 0, 0, 0, v[2]]);\n}\n\n/** Compute a homography that maps (0,0)→p1, (w,0)→p2, (w,h)→p3, (0,h)→p4. */\nfunction quadToQuad(\n w: number, h: number,\n x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number\n): Mat3 {\n const s = basisToPoints(0, 0, w, 0, w, h, 0, h);\n const d = basisToPoints(x1, y1, x2, y2, x3, y3, x4, y4);\n const t = multmm(d, adj3(s));\n // Normalize so t[8] is 1\n const n = t[8];\n for (let i = 0; i < 9; i++) t[i] /= n;\n return t;\n}\n\n/** Pack a 3x3 homography into a CSS matrix3d() string. */\nfunction matrix3dString(t: Mat3): string {\n return `matrix3d(${t[0]}, ${t[3]}, 0, ${t[6]}, ${t[1]}, ${t[4]}, 0, ${t[7]}, 0, 0, 1, 0, ${t[2]}, ${t[5]}, 0, ${t[8]})`;\n}\n\n/* ------------------------------------------------------------------ */\n/* Stage context */\n/* ------------------------------------------------------------------ */\n\ninterface StageContextValue {\n engine: Engine;\n scene: BJScene;\n /** The HTML <canvas> the engine renders into — its bounding rect anchors overlays. */\n canvas: HTMLCanvasElement;\n /** Subscribe to per-frame ticks. Returns an unsubscribe fn. */\n onFrame(cb: () => void): () => void;\n /** The DOM container that screen overlays mount into. */\n overlayRoot: HTMLDivElement;\n}\n\nconst StageContext = createContext<StageContextValue | null>(null);\n\nexport function useStage(): StageContextValue {\n const ctx = useContext(StageContext);\n if (!ctx) throw new Error(\"useStage() must be called inside <Stage>\");\n return ctx;\n}\n\n/* ------------------------------------------------------------------ */\n/* Stage */\n/* ------------------------------------------------------------------ */\n\nexport interface StageProps {\n children?: ReactNode;\n /** Initial camera radius. Defaults to 10. */\n cameraRadius?: number;\n /** Initial camera target. Defaults to (0, 1.5, 0). */\n cameraTarget?: [number, number, number];\n /** Initial camera alpha (horizontal angle). Defaults to π/2. */\n cameraAlpha?: number;\n /** Initial camera beta (vertical angle). Defaults to π/2.4. */\n cameraBeta?: number;\n /** Background clear color. Defaults to a near-black. */\n clearColor?: string;\n /** Disable the default lights / camera if you want to set your own. */\n bare?: boolean;\n /** Callback after the scene is created — set up custom cameras, lights, meshes. */\n onReady?: (scene: BJScene) => void;\n className?: string;\n style?: CSSProperties;\n}\n\nexport function Stage({\n children,\n cameraRadius = 10,\n cameraTarget = [0, 1.5, 0],\n cameraAlpha = Math.PI / 2,\n cameraBeta = Math.PI / 2.4,\n clearColor = \"#06080f\",\n bare = false,\n onReady,\n className,\n style,\n}: StageProps) {\n const containerRef = useRef<HTMLDivElement | null>(null);\n const canvasRef = useRef<HTMLCanvasElement | null>(null);\n const overlayRef = useRef<HTMLDivElement | null>(null);\n const [stage, setStage] = useState<StageContextValue | null>(null);\n\n useEffect(() => {\n const canvas = canvasRef.current;\n const overlay = overlayRef.current;\n if (!canvas || !overlay) return;\n\n const engine = new Engine(canvas, true, { stencil: true, preserveDrawingBuffer: true });\n const scene = new BJScene(engine);\n const c = Color4.FromHexString(clearColor);\n scene.clearColor = new Color4(c.r, c.g, c.b, 1);\n\n if (!bare) {\n const cam = new ArcRotateCamera(\n \"fancy3d-cam\",\n cameraAlpha,\n cameraBeta,\n cameraRadius,\n new Vector3(...cameraTarget),\n scene\n );\n cam.attachControl(canvas, true);\n cam.lowerRadiusLimit = 1;\n cam.upperRadiusLimit = 80;\n cam.wheelDeltaPercentage = 0.01;\n cam.upperBetaLimit = Math.PI / 2 - 0.05;\n\n const hemi = new HemisphericLight(\"fancy3d-hemi\", new Vector3(0, 1, 0), scene);\n hemi.intensity = 0.7;\n hemi.diffuse = new Color3(0.7, 0.78, 1);\n hemi.groundColor = new Color3(0.1, 0.1, 0.18);\n\n const dir = new DirectionalLight(\"fancy3d-dir\", new Vector3(-0.4, -1, -0.6), scene);\n dir.intensity = 0.6;\n }\n\n onReady?.(scene);\n\n const frameSubs = new Set<() => void>();\n scene.onBeforeRenderObservable.add(() => {\n frameSubs.forEach((cb) => cb());\n });\n\n engine.runRenderLoop(() => scene.render());\n const handleResize = () => engine.resize();\n window.addEventListener(\"resize\", handleResize);\n\n setStage({\n engine,\n scene,\n canvas,\n overlayRoot: overlay,\n onFrame(cb) {\n frameSubs.add(cb);\n return () => frameSubs.delete(cb);\n },\n });\n\n return () => {\n window.removeEventListener(\"resize\", handleResize);\n engine.dispose();\n setStage(null);\n };\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, []);\n\n return (\n <div\n ref={containerRef}\n className={className}\n style={{ position: \"relative\", overflow: \"hidden\", ...style }}\n data-fancy-3d-stage=\"\"\n >\n <canvas\n ref={canvasRef}\n style={{ display: \"block\", width: \"100%\", height: \"100%\", outline: \"none\" }}\n tabIndex={0}\n />\n <div\n ref={overlayRef}\n style={{ position: \"absolute\", inset: 0, pointerEvents: \"none\" }}\n data-fancy-3d-overlay-root=\"\"\n />\n {stage && <StageContext.Provider value={stage}>{children}</StageContext.Provider>}\n </div>\n );\n}\n\n/* ------------------------------------------------------------------ */\n/* Monitor — interactive mount point on a 3D mesh */\n/* ------------------------------------------------------------------ */\n\nexport interface MonitorProps {\n children?: ReactNode;\n /** World-space center of the screen. */\n position: [number, number, number];\n /** Mesh dimensions in world units. */\n width: number;\n height: number;\n /** Y-axis rotation in radians. */\n rotationY?: number;\n /** Bezel color. Defaults to a near-black frame. */\n bezel?: string;\n /** Bezel thickness in world units. Defaults to 0.06. */\n bezelThickness?: number;\n /** Background color visible behind the React content. */\n background?: string;\n /** Design-time pixel width for the children. Defaults to `width * 360`. */\n pixelWidth?: number;\n /** Design-time pixel height for the children. Defaults to `height * 360`. */\n pixelHeight?: number;\n /** Optional name on the Babylon mesh. */\n name?: string;\n}\n\nexport function Monitor({\n children,\n position,\n width,\n height,\n rotationY = 0,\n bezel = \"#0b0f17\",\n bezelThickness = 0.06,\n background = \"#0b1220\",\n pixelWidth,\n pixelHeight,\n name = \"screen\",\n}: MonitorProps) {\n const stage = useStage();\n const meshRef = useRef<Mesh | null>(null);\n const overlayRef = useRef<HTMLDivElement | null>(null);\n // Design-time pixel size for the children. The matrix3d transform maps\n // this unit rectangle onto the projected mesh quad each frame.\n const innerSize = useRef({\n w: pixelWidth ?? Math.max(120, Math.round(width * 360)),\n h: pixelHeight ?? Math.max(80, Math.round(height * 360)),\n });\n\n // Build the bezel + invisible projection-target plane.\n useEffect(() => {\n const { scene } = stage;\n const bezelMesh = MeshBuilder.CreateBox(`${name}-bezel`, {\n width: width + bezelThickness * 2,\n height: height + bezelThickness * 2,\n depth: bezelThickness,\n }, scene);\n bezelMesh.position = new Vector3(position[0], position[1], position[2]);\n bezelMesh.rotation.y = rotationY;\n const bezelMat = new StandardMaterial(`${name}-bezel-mat`, scene);\n bezelMat.diffuseColor = Color3.FromHexString(bezel);\n bezelMat.specularColor = new Color3(0.05, 0.05, 0.05);\n bezelMesh.material = bezelMat;\n\n // Inner pane the overlay tracks. Its background fills behind the React\n // overlay (in case the overlay is briefly mispositioned); the React\n // children are stamped on top.\n const pane = MeshBuilder.CreatePlane(`${name}-pane`, { width, height, sideOrientation: Mesh.DOUBLESIDE }, scene);\n pane.position = new Vector3(position[0], position[1], position[2]);\n pane.rotation.y = rotationY;\n // The bezel's \"front\" face is on +Z (default camera sits on +Z). Offset\n // the pane forward of that face so the React HTML overlay lines up with\n // the visible front of the bezel rather than its hidden back.\n const forward = new Vector3(0, 0, 1);\n const rot = Matrix.RotationY(rotationY);\n const offset = Vector3.TransformNormal(forward.scale(bezelThickness / 2 + 0.001), rot);\n pane.position.addInPlace(offset);\n const paneMat = new StandardMaterial(`${name}-pane-mat`, scene);\n paneMat.diffuseColor = Color3.FromHexString(background);\n paneMat.emissiveColor = Color3.FromHexString(background).scale(0.4);\n pane.material = paneMat;\n pane.metadata = { fancy3d: \"screen\", screenName: name };\n meshRef.current = pane;\n\n return () => {\n pane.dispose();\n bezelMesh.dispose();\n meshRef.current = null;\n };\n }, [stage, name, width, height, bezel, bezelThickness, background, position, rotationY]);\n\n // Each frame: project the four mesh corners and apply the matrix3d\n // transform that maps the inner div's local pixel space to the projected\n // quad. Imperative — no React re-render per frame.\n useEffect(() => {\n const unsub = stage.onFrame(() => {\n const mesh = meshRef.current;\n const overlay = overlayRef.current;\n if (!mesh || !overlay) return;\n const cam = stage.scene.activeCamera;\n if (!cam) return;\n const engine = stage.engine;\n const renderW = engine.getRenderWidth();\n const renderH = engine.getRenderHeight();\n const viewport = cam.viewport.toGlobal(renderW, renderH);\n const tm = stage.scene.getTransformMatrix();\n const identity = Matrix.Identity();\n const wm = mesh.getWorldMatrix();\n\n const halfW = width / 2;\n const halfH = height / 2;\n // Mesh-local corners ordered: top-left, top-right, bottom-right, bottom-left.\n // Babylon's plane: +Y is up in world (when not rotated around X), so\n // mesh-local +Y = top.\n const localCorners = [\n new Vector3(-halfW, halfH, 0), // top-left\n new Vector3(halfW, halfH, 0), // top-right\n new Vector3(halfW, -halfH, 0), // bottom-right\n new Vector3(-halfW, -halfH, 0), // bottom-left\n ];\n const worldCorners = localCorners.map((v) => Vector3.TransformCoordinates(v, wm));\n\n // Edge-on cull only — hide overlay when the panel is nearly perpendicular\n // to the camera ray (where the projected quad collapses and matrix3d\n // becomes singular). The matrix3d transform handles both front and\n // back side rendering naturally, so we don't strictly cull by side.\n const camPos = cam.globalPosition;\n const right = worldCorners[1].subtract(worldCorners[0]);\n const up = worldCorners[0].subtract(worldCorners[3]);\n const normal = Vector3.Cross(up, right).normalize();\n const center = worldCorners[0].add(worldCorners[2]).scale(0.5);\n const toCam = camPos.subtract(center).normalize();\n const facing = Math.abs(Vector3.Dot(normal, toCam));\n\n const projected = worldCorners.map((c) => Vector3.Project(c, identity, tm, viewport));\n const inFrustum = projected.every((p) => p.z >= 0 && p.z <= 1);\n const visible = inFrustum && facing > 0.05;\n\n if (!visible) {\n if (overlay.style.display !== \"none\") overlay.style.display = \"none\";\n return;\n }\n\n // Depth-sort overlays: nearer-to-camera panels stack above farther ones.\n // Without this, DOM document order decides stacking and side screens\n // can render on top of the center screen even when 3D depth says\n // otherwise. NDC z is 0 at the near plane and 1 at the far plane, so\n // closer-to-camera = smaller z = higher z-index.\n const avgZ = (projected[0].z + projected[1].z + projected[2].z + projected[3].z) / 4;\n const depthZIndex = Math.round(Math.max(0, Math.min(1, 1 - avgZ)) * 100000);\n const zStr = String(depthZIndex);\n if (overlay.style.zIndex !== zStr) overlay.style.zIndex = zStr;\n\n const dpr = window.devicePixelRatio || 1;\n const w0 = innerSize.current.w;\n const h0 = innerSize.current.h;\n const t = quadToQuad(\n w0, h0,\n projected[0].x / dpr, projected[0].y / dpr,\n projected[1].x / dpr, projected[1].y / dpr,\n projected[2].x / dpr, projected[2].y / dpr,\n projected[3].x / dpr, projected[3].y / dpr\n );\n\n if (overlay.style.display !== \"block\") overlay.style.display = \"block\";\n overlay.style.transform = matrix3dString(t);\n });\n return unsub;\n }, [stage, width, height]);\n\n // Mount the overlay into the stage's overlay root.\n useLayoutEffect(() => {\n const el = overlayRef.current;\n if (!el) return;\n if (el.parentElement !== stage.overlayRoot) {\n stage.overlayRoot.appendChild(el);\n }\n return () => {\n if (el.parentElement === stage.overlayRoot) {\n stage.overlayRoot.removeChild(el);\n }\n };\n }, [stage]);\n\n return (\n <div\n ref={overlayRef}\n data-fancy-3d-screen={name}\n style={{\n position: \"absolute\",\n left: 0,\n top: 0,\n width: innerSize.current.w,\n height: innerSize.current.h,\n transformOrigin: \"0 0\",\n pointerEvents: \"auto\",\n overflow: \"hidden\",\n background,\n borderRadius: 4,\n display: \"none\",\n }}\n >\n {children}\n </div>\n );\n}\n"]}
1
+ {"version":3,"sources":["../src/react.tsx"],"names":["createContext","useContext","useRef","useState","useEffect","engine","Engine","scene","BJScene","Color4","ArcRotateCamera","Vector3","HemisphericLight","Color3","DirectionalLight","jsxs","jsx","MeshBuilder","StandardMaterial","Mesh","Matrix","useLayoutEffect"],"mappings":";;;;;;;;;;;;;;;;AAyDA,SAAS,KAAK,CAAA,EAAe;AAC3B,EAAA,OAAO;AAAA,IACL,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAC9E,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAC9E,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC;AAAA,GAChF;AACF;AAEA,SAAS,MAAA,CAAO,GAAS,CAAA,EAAe;AACtC,EAAA,MAAM,CAAA,GAAc,IAAI,KAAA,CAAM,CAAC,CAAA;AAC/B,EAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,CAAA,EAAG,CAAA,EAAA,EAAK;AAC1B,IAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,CAAA,EAAG,CAAA,EAAA,EAAK;AAC1B,MAAA,IAAI,GAAA,GAAM,CAAA;AACV,MAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,CAAA,EAAG,KAAK,GAAA,IAAO,CAAA,CAAE,CAAA,GAAI,CAAA,GAAI,CAAC,CAAA,GAAI,CAAA,CAAE,CAAA,GAAI,IAAI,CAAC,CAAA;AAC7D,MAAA,CAAA,CAAE,CAAA,GAAI,CAAA,GAAI,CAAC,CAAA,GAAI,GAAA;AAAA,IACjB;AAAA,EACF;AACA,EAAA,OAAO,CAAA;AACT;AAEA,SAAS,MAAA,CAAO,GAAS,CAAA,EAAuD;AAC9E,EAAA,OAAO;AAAA,IACL,EAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,EAAE,CAAC,CAAA;AAAA,IACtC,EAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,EAAE,CAAC,CAAA;AAAA,IACtC,EAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,EAAE,CAAC;AAAA,GACxC;AACF;AAEA,SAAS,aAAA,CAAc,IAAY,EAAA,EAAY,EAAA,EAAY,IAAY,EAAA,EAAY,EAAA,EAAY,IAAY,EAAA,EAAkB;AAC3H,EAAA,MAAM,CAAA,GAAU,CAAC,EAAA,EAAI,EAAA,EAAI,EAAA,EAAI,IAAI,EAAA,EAAI,EAAA,EAAI,CAAA,EAAG,CAAA,EAAG,CAAC,CAAA;AAChD,EAAA,MAAM,CAAA,GAAI,OAAO,IAAA,CAAK,CAAC,GAAG,CAAC,EAAA,EAAI,EAAA,EAAI,CAAC,CAAC,CAAA;AACrC,EAAA,OAAO,OAAO,CAAA,EAAG,CAAC,EAAE,CAAC,CAAA,EAAG,GAAG,CAAA,EAAG,CAAA,EAAG,CAAA,CAAE,CAAC,GAAG,CAAA,EAAG,CAAA,EAAG,GAAG,CAAA,CAAE,CAAC,CAAC,CAAC,CAAA;AACvD;AAGA,SAAS,UAAA,CACP,CAAA,EAAW,CAAA,EACX,EAAA,EAAY,EAAA,EAAY,IAAY,EAAA,EAAY,EAAA,EAAY,EAAA,EAAY,EAAA,EAAY,EAAA,EAC9E;AACN,EAAA,MAAM,CAAA,GAAI,cAAc,CAAA,EAAG,CAAA,EAAG,GAAG,CAAA,EAAG,CAAA,EAAG,CAAA,EAAG,CAAA,EAAG,CAAC,CAAA;AAC9C,EAAA,MAAM,CAAA,GAAI,cAAc,EAAA,EAAI,EAAA,EAAI,IAAI,EAAA,EAAI,EAAA,EAAI,EAAA,EAAI,EAAA,EAAI,EAAE,CAAA;AACtD,EAAA,MAAM,CAAA,GAAI,MAAA,CAAO,CAAA,EAAG,IAAA,CAAK,CAAC,CAAC,CAAA;AAE3B,EAAA,MAAM,CAAA,GAAI,EAAE,CAAC,CAAA;AACb,EAAA,KAAA,IAAS,IAAI,CAAA,EAAG,CAAA,GAAI,GAAG,CAAA,EAAA,EAAK,CAAA,CAAE,CAAC,CAAA,IAAK,CAAA;AACpC,EAAA,OAAO,CAAA;AACT;AAGA,SAAS,eAAe,CAAA,EAAiB;AACvC,EAAA,OAAO,CAAA,SAAA,EAAY,CAAA,CAAE,CAAC,CAAC,KAAK,CAAA,CAAE,CAAC,CAAC,CAAA,KAAA,EAAQ,EAAE,CAAC,CAAC,CAAA,EAAA,EAAK,CAAA,CAAE,CAAC,CAAC,CAAA,EAAA,EAAK,CAAA,CAAE,CAAC,CAAC,CAAA,KAAA,EAAQ,CAAA,CAAE,CAAC,CAAC,iBAAiB,CAAA,CAAE,CAAC,CAAC,CAAA,EAAA,EAAK,EAAE,CAAC,CAAC,CAAA,KAAA,EAAQ,CAAA,CAAE,CAAC,CAAC,CAAA,CAAA,CAAA;AACtH;AAiBA,IAAM,YAAA,GAAeA,oBAAwC,IAAI,CAAA;AAE1D,SAAS,QAAA,GAA8B;AAC5C,EAAA,MAAM,GAAA,GAAMC,iBAAW,YAAY,CAAA;AACnC,EAAA,IAAI,CAAC,GAAA,EAAK,MAAM,IAAI,MAAM,0CAA0C,CAAA;AACpE,EAAA,OAAO,GAAA;AACT;AA0BO,SAAS,KAAA,CAAM;AAAA,EACpB,QAAA;AAAA,EACA,YAAA,GAAe,EAAA;AAAA,EACf,YAAA,GAAe,CAAC,CAAA,EAAG,GAAA,EAAK,CAAC,CAAA;AAAA,EACzB,WAAA,GAAc,KAAK,EAAA,GAAK,CAAA;AAAA,EACxB,UAAA,GAAa,KAAK,EAAA,GAAK,GAAA;AAAA,EACvB,UAAA,GAAa,SAAA;AAAA,EACb,IAAA,GAAO,KAAA;AAAA,EACP,OAAA;AAAA,EACA,SAAA;AAAA,EACA;AACF,CAAA,EAAe;AACb,EAAA,MAAM,YAAA,GAAeC,aAA8B,IAAI,CAAA;AACvD,EAAA,MAAM,SAAA,GAAYA,aAAiC,IAAI,CAAA;AACvD,EAAA,MAAM,UAAA,GAAaA,aAA8B,IAAI,CAAA;AACrD,EAAA,MAAM,CAAC,KAAA,EAAO,QAAQ,CAAA,GAAIC,eAAmC,IAAI,CAAA;AAEjE,EAAAC,eAAA,CAAU,MAAM;AACd,IAAA,MAAM,SAAS,SAAA,CAAU,OAAA;AACzB,IAAA,MAAM,UAAU,UAAA,CAAW,OAAA;AAC3B,IAAA,IAAI,CAAC,MAAA,IAAU,CAAC,OAAA,EAAS;AAEzB,IAAA,MAAMC,QAAA,GAAS,IAAIC,aAAA,CAAO,MAAA,EAAQ,IAAA,EAAM,EAAE,OAAA,EAAS,IAAA,EAAM,qBAAA,EAAuB,IAAA,EAAM,CAAA;AACtF,IAAA,MAAMC,OAAA,GAAQ,IAAIC,WAAA,CAAQH,QAAM,CAAA;AAChC,IAAA,MAAM,CAAA,GAAII,iBAAA,CAAO,aAAA,CAAc,UAAU,CAAA;AACzC,IAAAF,OAAA,CAAM,UAAA,GAAa,IAAIE,iBAAA,CAAO,CAAA,CAAE,GAAG,CAAA,CAAE,CAAA,EAAG,CAAA,CAAE,CAAA,EAAG,CAAC,CAAA;AAE9C,IAAA,IAAI,CAAC,IAAA,EAAM;AACT,MAAA,MAAM,MAAM,IAAIC,+BAAA;AAAA,QACd,aAAA;AAAA,QACA,WAAA;AAAA,QACA,UAAA;AAAA,QACA,YAAA;AAAA,QACA,IAAIC,mBAAA,CAAQ,GAAG,YAAY,CAAA;AAAA,QAC3BJ;AAAA,OACF;AACA,MAAA,GAAA,CAAI,aAAA,CAAc,QAAQ,IAAI,CAAA;AAC9B,MAAA,GAAA,CAAI,gBAAA,GAAmB,CAAA;AACvB,MAAA,GAAA,CAAI,gBAAA,GAAmB,EAAA;AACvB,MAAA,GAAA,CAAI,oBAAA,GAAuB,IAAA;AAC3B,MAAA,GAAA,CAAI,cAAA,GAAiB,IAAA,CAAK,EAAA,GAAK,CAAA,GAAI,IAAA;AAEnC,MAAA,MAAM,IAAA,GAAO,IAAIK,iCAAA,CAAiB,cAAA,EAAgB,IAAID,oBAAQ,CAAA,EAAG,CAAA,EAAG,CAAC,CAAA,EAAGJ,OAAK,CAAA;AAC7E,MAAA,IAAA,CAAK,SAAA,GAAY,GAAA;AACjB,MAAA,IAAA,CAAK,OAAA,GAAU,IAAIM,iBAAA,CAAO,GAAA,EAAK,MAAM,CAAC,CAAA;AACtC,MAAA,IAAA,CAAK,WAAA,GAAc,IAAIA,iBAAA,CAAO,GAAA,EAAK,KAAK,IAAI,CAAA;AAE5C,MAAA,MAAM,GAAA,GAAM,IAAIC,iCAAA,CAAiB,aAAA,EAAe,IAAIH,oBAAQ,IAAA,EAAM,EAAA,EAAI,IAAI,CAAA,EAAGJ,OAAK,CAAA;AAClF,MAAA,GAAA,CAAI,SAAA,GAAY,GAAA;AAAA,IAClB;AAEA,IAAA,OAAA,GAAUA,OAAK,CAAA;AAEf,IAAA,MAAM,SAAA,uBAAgB,GAAA,EAAgB;AACtC,IAAAA,OAAA,CAAM,wBAAA,CAAyB,IAAI,MAAM;AACvC,MAAA,SAAA,CAAU,OAAA,CAAQ,CAAC,EAAA,KAAO,EAAA,EAAI,CAAA;AAAA,IAChC,CAAC,CAAA;AAED,IAAAF,QAAA,CAAO,aAAA,CAAc,MAAME,OAAA,CAAM,MAAA,EAAQ,CAAA;AACzC,IAAA,MAAM,YAAA,GAAe,MAAMF,QAAA,CAAO,MAAA,EAAO;AACzC,IAAA,MAAA,CAAO,gBAAA,CAAiB,UAAU,YAAY,CAAA;AAE9C,IAAA,QAAA,CAAS;AAAA,cACPA,QAAA;AAAA,aACAE,OAAA;AAAA,MACA,MAAA;AAAA,MACA,WAAA,EAAa,OAAA;AAAA,MACb,QAAQ,EAAA,EAAI;AACV,QAAA,SAAA,CAAU,IAAI,EAAE,CAAA;AAChB,QAAA,OAAO,MAAM,SAAA,CAAU,MAAA,CAAO,EAAE,CAAA;AAAA,MAClC;AAAA,KACD,CAAA;AAED,IAAA,OAAO,MAAM;AACX,MAAA,MAAA,CAAO,mBAAA,CAAoB,UAAU,YAAY,CAAA;AACjD,MAAAF,QAAA,CAAO,OAAA,EAAQ;AACf,MAAA,QAAA,CAAS,IAAI,CAAA;AAAA,IACf,CAAA;AAAA,EAEF,CAAA,EAAG,EAAE,CAAA;AAEL,EAAA,uBACEU,eAAA;AAAA,IAAC,KAAA;AAAA,IAAA;AAAA,MACC,GAAA,EAAK,YAAA;AAAA,MACL,SAAA;AAAA,MACA,OAAO,EAAE,QAAA,EAAU,YAAY,QAAA,EAAU,QAAA,EAAU,GAAG,KAAA,EAAM;AAAA,MAC5D,qBAAA,EAAoB,EAAA;AAAA,MAEpB,QAAA,EAAA;AAAA,wBAAAC,cAAA;AAAA,UAAC,QAAA;AAAA,UAAA;AAAA,YACC,GAAA,EAAK,SAAA;AAAA,YACL,KAAA,EAAO,EAAE,OAAA,EAAS,OAAA,EAAS,OAAO,MAAA,EAAQ,MAAA,EAAQ,MAAA,EAAQ,OAAA,EAAS,MAAA,EAAO;AAAA,YAC1E,QAAA,EAAU;AAAA;AAAA,SACZ;AAAA,wBACAA,cAAA;AAAA,UAAC,KAAA;AAAA,UAAA;AAAA,YACC,GAAA,EAAK,UAAA;AAAA,YACL,OAAO,EAAE,QAAA,EAAU,YAAY,KAAA,EAAO,CAAA,EAAG,eAAe,MAAA,EAAO;AAAA,YAC/D,4BAAA,EAA2B;AAAA;AAAA,SAC7B;AAAA,QACC,yBAASA,cAAA,CAAC,YAAA,CAAa,UAAb,EAAsB,KAAA,EAAO,OAAQ,QAAA,EAAS;AAAA;AAAA;AAAA,GAC3D;AAEJ;AA6BO,SAAS,OAAA,CAAQ;AAAA,EACtB,QAAA;AAAA,EACA,QAAA;AAAA,EACA,KAAA;AAAA,EACA,MAAA;AAAA,EACA,SAAA,GAAY,CAAA;AAAA,EACZ,KAAA,GAAQ,SAAA;AAAA,EACR,cAAA,GAAiB,IAAA;AAAA,EACjB,UAAA,GAAa,SAAA;AAAA,EACb,UAAA;AAAA,EACA,WAAA;AAAA,EACA,IAAA,GAAO;AACT,CAAA,EAAiB;AACf,EAAA,MAAM,QAAQ,QAAA,EAAS;AACvB,EAAA,MAAM,OAAA,GAAUd,aAAoB,IAAI,CAAA;AACxC,EAAA,MAAM,UAAA,GAAaA,aAA8B,IAAI,CAAA;AAGrD,EAAA,MAAM,YAAYA,YAAA,CAAO;AAAA,IACvB,CAAA,EAAG,cAAc,IAAA,CAAK,GAAA,CAAI,KAAK,IAAA,CAAK,KAAA,CAAM,KAAA,GAAQ,GAAG,CAAC,CAAA;AAAA,IACtD,CAAA,EAAG,eAAe,IAAA,CAAK,GAAA,CAAI,IAAI,IAAA,CAAK,KAAA,CAAM,MAAA,GAAS,GAAG,CAAC;AAAA,GACxD,CAAA;AAGD,EAAAE,eAAA,CAAU,MAAM;AACd,IAAA,MAAM,EAAE,OAAM,GAAI,KAAA;AAClB,IAAA,MAAM,SAAA,GAAYa,uBAAA,CAAY,SAAA,CAAU,CAAA,EAAG,IAAI,CAAA,MAAA,CAAA,EAAU;AAAA,MACvD,KAAA,EAAO,QAAQ,cAAA,GAAiB,CAAA;AAAA,MAChC,MAAA,EAAQ,SAAS,cAAA,GAAiB,CAAA;AAAA,MAClC,KAAA,EAAO;AAAA,OACN,KAAK,CAAA;AACR,IAAA,SAAA,CAAU,QAAA,GAAW,IAAIN,mBAAA,CAAQ,QAAA,CAAS,CAAC,CAAA,EAAG,QAAA,CAAS,CAAC,CAAA,EAAG,QAAA,CAAS,CAAC,CAAC,CAAA;AACtE,IAAA,SAAA,CAAU,SAAS,CAAA,GAAI,SAAA;AACvB,IAAA,MAAM,WAAW,IAAIO,iCAAA,CAAiB,CAAA,EAAG,IAAI,cAAc,KAAK,CAAA;AAChE,IAAA,QAAA,CAAS,YAAA,GAAeL,iBAAA,CAAO,aAAA,CAAc,KAAK,CAAA;AAClD,IAAA,QAAA,CAAS,aAAA,GAAgB,IAAIA,iBAAA,CAAO,IAAA,EAAM,MAAM,IAAI,CAAA;AACpD,IAAA,SAAA,CAAU,QAAA,GAAW,QAAA;AAKrB,IAAA,MAAM,IAAA,GAAOI,uBAAA,CAAY,WAAA,CAAY,CAAA,EAAG,IAAI,CAAA,KAAA,CAAA,EAAS,EAAE,KAAA,EAAO,MAAA,EAAQ,eAAA,EAAiBE,SAAA,CAAK,UAAA,IAAc,KAAK,CAAA;AAC/G,IAAA,IAAA,CAAK,QAAA,GAAW,IAAIR,mBAAA,CAAQ,QAAA,CAAS,CAAC,CAAA,EAAG,QAAA,CAAS,CAAC,CAAA,EAAG,QAAA,CAAS,CAAC,CAAC,CAAA;AACjE,IAAA,IAAA,CAAK,SAAS,CAAA,GAAI,SAAA;AAIlB,IAAA,MAAM,OAAA,GAAU,IAAIA,mBAAA,CAAQ,CAAA,EAAG,GAAG,CAAC,CAAA;AACnC,IAAA,MAAM,GAAA,GAAMS,kBAAA,CAAO,SAAA,CAAU,SAAS,CAAA;AACtC,IAAA,MAAM,MAAA,GAAST,oBAAQ,eAAA,CAAgB,OAAA,CAAQ,MAAM,cAAA,GAAiB,CAAA,GAAI,IAAK,CAAA,EAAG,GAAG,CAAA;AACrF,IAAA,IAAA,CAAK,QAAA,CAAS,WAAW,MAAM,CAAA;AAC/B,IAAA,MAAM,UAAU,IAAIO,iCAAA,CAAiB,CAAA,EAAG,IAAI,aAAa,KAAK,CAAA;AAC9D,IAAA,OAAA,CAAQ,YAAA,GAAeL,iBAAA,CAAO,aAAA,CAAc,UAAU,CAAA;AACtD,IAAA,OAAA,CAAQ,gBAAgBA,iBAAA,CAAO,aAAA,CAAc,UAAU,CAAA,CAAE,MAAM,GAAG,CAAA;AAClE,IAAA,IAAA,CAAK,QAAA,GAAW,OAAA;AAChB,IAAA,IAAA,CAAK,QAAA,GAAW,EAAE,OAAA,EAAS,QAAA,EAAU,YAAY,IAAA,EAAK;AACtD,IAAA,OAAA,CAAQ,OAAA,GAAU,IAAA;AAElB,IAAA,OAAO,MAAM;AACX,MAAA,IAAA,CAAK,OAAA,EAAQ;AACb,MAAA,SAAA,CAAU,OAAA,EAAQ;AAClB,MAAA,OAAA,CAAQ,OAAA,GAAU,IAAA;AAAA,IACpB,CAAA;AAAA,EACF,CAAA,EAAG,CAAC,KAAA,EAAO,IAAA,EAAM,KAAA,EAAO,MAAA,EAAQ,KAAA,EAAO,cAAA,EAAgB,UAAA,EAAY,QAAA,EAAU,SAAS,CAAC,CAAA;AAKvF,EAAAT,eAAA,CAAU,MAAM;AACd,IAAA,MAAM,KAAA,GAAQ,KAAA,CAAM,OAAA,CAAQ,MAAM;AAChC,MAAA,MAAM,OAAO,OAAA,CAAQ,OAAA;AACrB,MAAA,MAAM,UAAU,UAAA,CAAW,OAAA;AAC3B,MAAA,IAAI,CAAC,IAAA,IAAQ,CAAC,OAAA,EAAS;AACvB,MAAA,MAAM,GAAA,GAAM,MAAM,KAAA,CAAM,YAAA;AACxB,MAAA,IAAI,CAAC,GAAA,EAAK;AACV,MAAA,MAAM,SAAS,KAAA,CAAM,MAAA;AACrB,MAAA,MAAM,OAAA,GAAU,OAAO,cAAA,EAAe;AACtC,MAAA,MAAM,OAAA,GAAU,OAAO,eAAA,EAAgB;AACvC,MAAA,MAAM,QAAA,GAAW,GAAA,CAAI,QAAA,CAAS,QAAA,CAAS,SAAS,OAAO,CAAA;AACvD,MAAA,MAAM,EAAA,GAAK,KAAA,CAAM,KAAA,CAAM,kBAAA,EAAmB;AAC1C,MAAA,MAAM,QAAA,GAAWgB,mBAAO,QAAA,EAAS;AACjC,MAAA,MAAM,EAAA,GAAK,KAAK,cAAA,EAAe;AAE/B,MAAA,MAAM,QAAQ,KAAA,GAAQ,CAAA;AACtB,MAAA,MAAM,QAAQ,MAAA,GAAS,CAAA;AAIvB,MAAA,MAAM,YAAA,GAAe;AAAA,QACnB,IAAIT,mBAAA,CAAQ,CAAC,KAAA,EAAO,OAAO,CAAC,CAAA;AAAA;AAAA,QAC5B,IAAIA,mBAAA,CAAQ,KAAA,EAAO,KAAA,EAAO,CAAC,CAAA;AAAA;AAAA,QAC3B,IAAIA,mBAAA,CAAQ,KAAA,EAAO,CAAC,OAAO,CAAC,CAAA;AAAA;AAAA,QAC5B,IAAIA,mBAAA,CAAQ,CAAC,KAAA,EAAO,CAAC,OAAO,CAAC;AAAA;AAAA,OAC/B;AACA,MAAA,MAAM,YAAA,GAAe,aAAa,GAAA,CAAI,CAAC,MAAMA,mBAAA,CAAQ,oBAAA,CAAqB,CAAA,EAAG,EAAE,CAAC,CAAA;AAMhF,MAAA,MAAM,SAAS,GAAA,CAAI,cAAA;AACnB,MAAA,MAAM,QAAQ,YAAA,CAAa,CAAC,EAAE,QAAA,CAAS,YAAA,CAAa,CAAC,CAAC,CAAA;AACtD,MAAA,MAAM,KAAK,YAAA,CAAa,CAAC,EAAE,QAAA,CAAS,YAAA,CAAa,CAAC,CAAC,CAAA;AACnD,MAAA,MAAM,SAASA,mBAAA,CAAQ,KAAA,CAAM,EAAA,EAAI,KAAK,EAAE,SAAA,EAAU;AAClD,MAAA,MAAM,MAAA,GAAS,YAAA,CAAa,CAAC,CAAA,CAAE,GAAA,CAAI,aAAa,CAAC,CAAC,CAAA,CAAE,KAAA,CAAM,GAAG,CAAA;AAC7D,MAAA,MAAM,KAAA,GAAQ,MAAA,CAAO,QAAA,CAAS,MAAM,EAAE,SAAA,EAAU;AAChD,MAAA,MAAM,SAAS,IAAA,CAAK,GAAA,CAAIA,oBAAQ,GAAA,CAAI,MAAA,EAAQ,KAAK,CAAC,CAAA;AAElD,MAAA,MAAM,SAAA,GAAY,YAAA,CAAa,GAAA,CAAI,CAAC,CAAA,KAAMA,mBAAA,CAAQ,OAAA,CAAQ,CAAA,EAAG,QAAA,EAAU,EAAA,EAAI,QAAQ,CAAC,CAAA;AACpF,MAAA,MAAM,SAAA,GAAY,SAAA,CAAU,KAAA,CAAM,CAAC,CAAA,KAAM,EAAE,CAAA,IAAK,CAAA,IAAK,CAAA,CAAE,CAAA,IAAK,CAAC,CAAA;AAC7D,MAAA,MAAM,OAAA,GAAU,aAAa,MAAA,GAAS,IAAA;AAEtC,MAAA,IAAI,CAAC,OAAA,EAAS;AACZ,QAAA,IAAI,QAAQ,KAAA,CAAM,OAAA,KAAY,MAAA,EAAQ,OAAA,CAAQ,MAAM,OAAA,GAAU,MAAA;AAC9D,QAAA;AAAA,MACF;AAOA,MAAA,MAAM,QAAQ,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,UAAU,CAAC,CAAA,CAAE,CAAA,GAAI,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,SAAA,CAAU,CAAC,EAAE,CAAA,IAAK,CAAA;AACnF,MAAA,MAAM,WAAA,GAAc,IAAA,CAAK,KAAA,CAAM,IAAA,CAAK,GAAA,CAAI,CAAA,EAAG,IAAA,CAAK,GAAA,CAAI,CAAA,EAAG,CAAA,GAAI,IAAI,CAAC,IAAI,GAAM,CAAA;AAC1E,MAAA,MAAM,IAAA,GAAO,OAAO,WAAW,CAAA;AAC/B,MAAA,IAAI,QAAQ,KAAA,CAAM,MAAA,KAAW,IAAA,EAAM,OAAA,CAAQ,MAAM,MAAA,GAAS,IAAA;AAE1D,MAAA,MAAM,GAAA,GAAM,OAAO,gBAAA,IAAoB,CAAA;AACvC,MAAA,MAAM,EAAA,GAAK,UAAU,OAAA,CAAQ,CAAA;AAC7B,MAAA,MAAM,EAAA,GAAK,UAAU,OAAA,CAAQ,CAAA;AAC7B,MAAA,MAAM,CAAA,GAAI,UAAA;AAAA,QACR,EAAA;AAAA,QAAI,EAAA;AAAA,QACJ,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QAAK,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QACvC,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QAAK,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QACvC,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QAAK,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QACvC,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QAAK,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI;AAAA,OACzC;AAEA,MAAA,IAAI,QAAQ,KAAA,CAAM,OAAA,KAAY,OAAA,EAAS,OAAA,CAAQ,MAAM,OAAA,GAAU,OAAA;AAC/D,MAAA,OAAA,CAAQ,KAAA,CAAM,SAAA,GAAY,cAAA,CAAe,CAAC,CAAA;AAAA,IAC5C,CAAC,CAAA;AACD,IAAA,OAAO,KAAA;AAAA,EACT,CAAA,EAAG,CAAC,KAAA,EAAO,KAAA,EAAO,MAAM,CAAC,CAAA;AAGzB,EAAAU,qBAAA,CAAgB,MAAM;AACpB,IAAA,MAAM,KAAK,UAAA,CAAW,OAAA;AACtB,IAAA,IAAI,CAAC,EAAA,EAAI;AACT,IAAA,IAAI,EAAA,CAAG,aAAA,KAAkB,KAAA,CAAM,WAAA,EAAa;AAC1C,MAAA,KAAA,CAAM,WAAA,CAAY,YAAY,EAAE,CAAA;AAAA,IAClC;AACA,IAAA,OAAO,MAAM;AACX,MAAA,IAAI,EAAA,CAAG,aAAA,KAAkB,KAAA,CAAM,WAAA,EAAa;AAC1C,QAAA,KAAA,CAAM,WAAA,CAAY,YAAY,EAAE,CAAA;AAAA,MAClC;AAAA,IACF,CAAA;AAAA,EACF,CAAA,EAAG,CAAC,KAAK,CAAC,CAAA;AAEV,EAAA,uBACEL,cAAA;AAAA,IAAC,KAAA;AAAA,IAAA;AAAA,MACC,GAAA,EAAK,UAAA;AAAA,MACL,sBAAA,EAAsB,IAAA;AAAA,MACtB,KAAA,EAAO;AAAA,QACL,QAAA,EAAU,UAAA;AAAA,QACV,IAAA,EAAM,CAAA;AAAA,QACN,GAAA,EAAK,CAAA;AAAA,QACL,KAAA,EAAO,UAAU,OAAA,CAAQ,CAAA;AAAA,QACzB,MAAA,EAAQ,UAAU,OAAA,CAAQ,CAAA;AAAA,QAC1B,eAAA,EAAiB,KAAA;AAAA,QACjB,aAAA,EAAe,MAAA;AAAA,QACf,QAAA,EAAU,QAAA;AAAA,QACV,UAAA;AAAA,QACA,YAAA,EAAc,CAAA;AAAA,QACd,OAAA,EAAS;AAAA,OACX;AAAA,MAEC;AAAA;AAAA,GACH;AAEJ","file":"react.cjs","sourcesContent":["/**\n * `<Stage>` and `<Monitor>` — declarative React API for fancy-3d.\n *\n * <Stage>\n * <Monitor position={[0, 2, 0]} width={4} height={2.5}>\n * <Card>...real react-fancy components...</Card>\n * </Monitor>\n * </Stage>\n *\n * `<Stage>` owns the Babylon engine + scene + render loop and exposes them\n * via context. `<Monitor>` builds a bezel mesh, projects its world-space\n * corners to screen space each frame, and renders its children into a\n * positioned DOM overlay. Children are real React: full interactivity,\n * accessibility, and styling — no canvas-rasterized snapshot.\n\n * Renamed from `<Screen>` in v0.3.0 to free the name for\n * `@particle-academy/fancy-screens`'s `<Screen>` (containerized application\n * surface). The behavior here is unchanged.\n *\n * Tradeoffs of mount mode (vs. painted texture):\n * - Pro: live, interactive, perfect text rendering.\n * - Con: HTML overlay always renders on top of the WebGL canvas; depth\n * sorting against other 3D objects is approximate (we hide the overlay\n * when the mesh is behind the camera or fully occluded by frustum).\n */\n// Granular @babylonjs/core imports (not the barrel) for tree-shaking; each\n// non-\".pure\" module self-applies its side effects (camera inputs, shaders,\n// engine extensions), so `attachControl` / rendering behave exactly as before.\nimport { ArcRotateCamera } from \"@babylonjs/core/Cameras/arcRotateCamera\";\nimport { Color3, Color4 } from \"@babylonjs/core/Maths/math.color\";\nimport { DirectionalLight } from \"@babylonjs/core/Lights/directionalLight\";\nimport { Engine } from \"@babylonjs/core/Engines/engine\";\nimport { HemisphericLight } from \"@babylonjs/core/Lights/hemisphericLight\";\nimport { Matrix, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\nimport { MeshBuilder } from \"@babylonjs/core/Meshes/meshBuilder\";\nimport { Scene as BJScene } from \"@babylonjs/core/scene\";\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\nimport type { Camera } from \"@babylonjs/core/Cameras/camera\";\nimport {\n createContext,\n useContext,\n useEffect,\n useLayoutEffect,\n useRef,\n useState,\n type CSSProperties,\n type ReactNode,\n} from \"react\";\n\n/* ------------------------------------------------------------------ */\n/* 2D perspective transform — maps a unit rectangle to a 4-point quad */\n/* via a 3x3 homography, packed into a CSS matrix3d for transform. */\n/* ------------------------------------------------------------------ */\n\ntype Mat3 = [number, number, number, number, number, number, number, number, number];\n\nfunction adj3(m: Mat3): Mat3 {\n return [\n m[4] * m[8] - m[5] * m[7], m[2] * m[7] - m[1] * m[8], m[1] * m[5] - m[2] * m[4],\n m[5] * m[6] - m[3] * m[8], m[0] * m[8] - m[2] * m[6], m[2] * m[3] - m[0] * m[5],\n m[3] * m[7] - m[4] * m[6], m[1] * m[6] - m[0] * m[7], m[0] * m[4] - m[1] * m[3],\n ];\n}\n\nfunction multmm(a: Mat3, b: Mat3): Mat3 {\n const c: number[] = new Array(9);\n for (let i = 0; i < 3; i++) {\n for (let j = 0; j < 3; j++) {\n let cij = 0;\n for (let k = 0; k < 3; k++) cij += a[3 * i + k] * b[3 * k + j];\n c[3 * i + j] = cij;\n }\n }\n return c as Mat3;\n}\n\nfunction multmv(m: Mat3, v: [number, number, number]): [number, number, number] {\n return [\n m[0] * v[0] + m[1] * v[1] + m[2] * v[2],\n m[3] * v[0] + m[4] * v[1] + m[5] * v[2],\n m[6] * v[0] + m[7] * v[1] + m[8] * v[2],\n ];\n}\n\nfunction basisToPoints(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number): Mat3 {\n const m: Mat3 = [x1, x2, x3, y1, y2, y3, 1, 1, 1];\n const v = multmv(adj3(m), [x4, y4, 1]);\n return multmm(m, [v[0], 0, 0, 0, v[1], 0, 0, 0, v[2]]);\n}\n\n/** Compute a homography that maps (0,0)→p1, (w,0)→p2, (w,h)→p3, (0,h)→p4. */\nfunction quadToQuad(\n w: number, h: number,\n x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number\n): Mat3 {\n const s = basisToPoints(0, 0, w, 0, w, h, 0, h);\n const d = basisToPoints(x1, y1, x2, y2, x3, y3, x4, y4);\n const t = multmm(d, adj3(s));\n // Normalize so t[8] is 1\n const n = t[8];\n for (let i = 0; i < 9; i++) t[i] /= n;\n return t;\n}\n\n/** Pack a 3x3 homography into a CSS matrix3d() string. */\nfunction matrix3dString(t: Mat3): string {\n return `matrix3d(${t[0]}, ${t[3]}, 0, ${t[6]}, ${t[1]}, ${t[4]}, 0, ${t[7]}, 0, 0, 1, 0, ${t[2]}, ${t[5]}, 0, ${t[8]})`;\n}\n\n/* ------------------------------------------------------------------ */\n/* Stage context */\n/* ------------------------------------------------------------------ */\n\ninterface StageContextValue {\n engine: Engine;\n scene: BJScene;\n /** The HTML <canvas> the engine renders into — its bounding rect anchors overlays. */\n canvas: HTMLCanvasElement;\n /** Subscribe to per-frame ticks. Returns an unsubscribe fn. */\n onFrame(cb: () => void): () => void;\n /** The DOM container that screen overlays mount into. */\n overlayRoot: HTMLDivElement;\n}\n\nconst StageContext = createContext<StageContextValue | null>(null);\n\nexport function useStage(): StageContextValue {\n const ctx = useContext(StageContext);\n if (!ctx) throw new Error(\"useStage() must be called inside <Stage>\");\n return ctx;\n}\n\n/* ------------------------------------------------------------------ */\n/* Stage */\n/* ------------------------------------------------------------------ */\n\nexport interface StageProps {\n children?: ReactNode;\n /** Initial camera radius. Defaults to 10. */\n cameraRadius?: number;\n /** Initial camera target. Defaults to (0, 1.5, 0). */\n cameraTarget?: [number, number, number];\n /** Initial camera alpha (horizontal angle). Defaults to π/2. */\n cameraAlpha?: number;\n /** Initial camera beta (vertical angle). Defaults to π/2.4. */\n cameraBeta?: number;\n /** Background clear color. Defaults to a near-black. */\n clearColor?: string;\n /** Disable the default lights / camera if you want to set your own. */\n bare?: boolean;\n /** Callback after the scene is created — set up custom cameras, lights, meshes. */\n onReady?: (scene: BJScene) => void;\n className?: string;\n style?: CSSProperties;\n}\n\nexport function Stage({\n children,\n cameraRadius = 10,\n cameraTarget = [0, 1.5, 0],\n cameraAlpha = Math.PI / 2,\n cameraBeta = Math.PI / 2.4,\n clearColor = \"#06080f\",\n bare = false,\n onReady,\n className,\n style,\n}: StageProps) {\n const containerRef = useRef<HTMLDivElement | null>(null);\n const canvasRef = useRef<HTMLCanvasElement | null>(null);\n const overlayRef = useRef<HTMLDivElement | null>(null);\n const [stage, setStage] = useState<StageContextValue | null>(null);\n\n useEffect(() => {\n const canvas = canvasRef.current;\n const overlay = overlayRef.current;\n if (!canvas || !overlay) return;\n\n const engine = new Engine(canvas, true, { stencil: true, preserveDrawingBuffer: true });\n const scene = new BJScene(engine);\n const c = Color4.FromHexString(clearColor);\n scene.clearColor = new Color4(c.r, c.g, c.b, 1);\n\n if (!bare) {\n const cam = new ArcRotateCamera(\n \"fancy3d-cam\",\n cameraAlpha,\n cameraBeta,\n cameraRadius,\n new Vector3(...cameraTarget),\n scene\n );\n cam.attachControl(canvas, true);\n cam.lowerRadiusLimit = 1;\n cam.upperRadiusLimit = 80;\n cam.wheelDeltaPercentage = 0.01;\n cam.upperBetaLimit = Math.PI / 2 - 0.05;\n\n const hemi = new HemisphericLight(\"fancy3d-hemi\", new Vector3(0, 1, 0), scene);\n hemi.intensity = 0.7;\n hemi.diffuse = new Color3(0.7, 0.78, 1);\n hemi.groundColor = new Color3(0.1, 0.1, 0.18);\n\n const dir = new DirectionalLight(\"fancy3d-dir\", new Vector3(-0.4, -1, -0.6), scene);\n dir.intensity = 0.6;\n }\n\n onReady?.(scene);\n\n const frameSubs = new Set<() => void>();\n scene.onBeforeRenderObservable.add(() => {\n frameSubs.forEach((cb) => cb());\n });\n\n engine.runRenderLoop(() => scene.render());\n const handleResize = () => engine.resize();\n window.addEventListener(\"resize\", handleResize);\n\n setStage({\n engine,\n scene,\n canvas,\n overlayRoot: overlay,\n onFrame(cb) {\n frameSubs.add(cb);\n return () => frameSubs.delete(cb);\n },\n });\n\n return () => {\n window.removeEventListener(\"resize\", handleResize);\n engine.dispose();\n setStage(null);\n };\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, []);\n\n return (\n <div\n ref={containerRef}\n className={className}\n style={{ position: \"relative\", overflow: \"hidden\", ...style }}\n data-fancy-3d-stage=\"\"\n >\n <canvas\n ref={canvasRef}\n style={{ display: \"block\", width: \"100%\", height: \"100%\", outline: \"none\" }}\n tabIndex={0}\n />\n <div\n ref={overlayRef}\n style={{ position: \"absolute\", inset: 0, pointerEvents: \"none\" }}\n data-fancy-3d-overlay-root=\"\"\n />\n {stage && <StageContext.Provider value={stage}>{children}</StageContext.Provider>}\n </div>\n );\n}\n\n/* ------------------------------------------------------------------ */\n/* Monitor — interactive mount point on a 3D mesh */\n/* ------------------------------------------------------------------ */\n\nexport interface MonitorProps {\n children?: ReactNode;\n /** World-space center of the screen. */\n position: [number, number, number];\n /** Mesh dimensions in world units. */\n width: number;\n height: number;\n /** Y-axis rotation in radians. */\n rotationY?: number;\n /** Bezel color. Defaults to a near-black frame. */\n bezel?: string;\n /** Bezel thickness in world units. Defaults to 0.06. */\n bezelThickness?: number;\n /** Background color visible behind the React content. */\n background?: string;\n /** Design-time pixel width for the children. Defaults to `width * 360`. */\n pixelWidth?: number;\n /** Design-time pixel height for the children. Defaults to `height * 360`. */\n pixelHeight?: number;\n /** Optional name on the Babylon mesh. */\n name?: string;\n}\n\nexport function Monitor({\n children,\n position,\n width,\n height,\n rotationY = 0,\n bezel = \"#0b0f17\",\n bezelThickness = 0.06,\n background = \"#0b1220\",\n pixelWidth,\n pixelHeight,\n name = \"screen\",\n}: MonitorProps) {\n const stage = useStage();\n const meshRef = useRef<Mesh | null>(null);\n const overlayRef = useRef<HTMLDivElement | null>(null);\n // Design-time pixel size for the children. The matrix3d transform maps\n // this unit rectangle onto the projected mesh quad each frame.\n const innerSize = useRef({\n w: pixelWidth ?? Math.max(120, Math.round(width * 360)),\n h: pixelHeight ?? Math.max(80, Math.round(height * 360)),\n });\n\n // Build the bezel + invisible projection-target plane.\n useEffect(() => {\n const { scene } = stage;\n const bezelMesh = MeshBuilder.CreateBox(`${name}-bezel`, {\n width: width + bezelThickness * 2,\n height: height + bezelThickness * 2,\n depth: bezelThickness,\n }, scene);\n bezelMesh.position = new Vector3(position[0], position[1], position[2]);\n bezelMesh.rotation.y = rotationY;\n const bezelMat = new StandardMaterial(`${name}-bezel-mat`, scene);\n bezelMat.diffuseColor = Color3.FromHexString(bezel);\n bezelMat.specularColor = new Color3(0.05, 0.05, 0.05);\n bezelMesh.material = bezelMat;\n\n // Inner pane the overlay tracks. Its background fills behind the React\n // overlay (in case the overlay is briefly mispositioned); the React\n // children are stamped on top.\n const pane = MeshBuilder.CreatePlane(`${name}-pane`, { width, height, sideOrientation: Mesh.DOUBLESIDE }, scene);\n pane.position = new Vector3(position[0], position[1], position[2]);\n pane.rotation.y = rotationY;\n // The bezel's \"front\" face is on +Z (default camera sits on +Z). Offset\n // the pane forward of that face so the React HTML overlay lines up with\n // the visible front of the bezel rather than its hidden back.\n const forward = new Vector3(0, 0, 1);\n const rot = Matrix.RotationY(rotationY);\n const offset = Vector3.TransformNormal(forward.scale(bezelThickness / 2 + 0.001), rot);\n pane.position.addInPlace(offset);\n const paneMat = new StandardMaterial(`${name}-pane-mat`, scene);\n paneMat.diffuseColor = Color3.FromHexString(background);\n paneMat.emissiveColor = Color3.FromHexString(background).scale(0.4);\n pane.material = paneMat;\n pane.metadata = { fancy3d: \"screen\", screenName: name };\n meshRef.current = pane;\n\n return () => {\n pane.dispose();\n bezelMesh.dispose();\n meshRef.current = null;\n };\n }, [stage, name, width, height, bezel, bezelThickness, background, position, rotationY]);\n\n // Each frame: project the four mesh corners and apply the matrix3d\n // transform that maps the inner div's local pixel space to the projected\n // quad. Imperative — no React re-render per frame.\n useEffect(() => {\n const unsub = stage.onFrame(() => {\n const mesh = meshRef.current;\n const overlay = overlayRef.current;\n if (!mesh || !overlay) return;\n const cam = stage.scene.activeCamera;\n if (!cam) return;\n const engine = stage.engine;\n const renderW = engine.getRenderWidth();\n const renderH = engine.getRenderHeight();\n const viewport = cam.viewport.toGlobal(renderW, renderH);\n const tm = stage.scene.getTransformMatrix();\n const identity = Matrix.Identity();\n const wm = mesh.getWorldMatrix();\n\n const halfW = width / 2;\n const halfH = height / 2;\n // Mesh-local corners ordered: top-left, top-right, bottom-right, bottom-left.\n // Babylon's plane: +Y is up in world (when not rotated around X), so\n // mesh-local +Y = top.\n const localCorners = [\n new Vector3(-halfW, halfH, 0), // top-left\n new Vector3(halfW, halfH, 0), // top-right\n new Vector3(halfW, -halfH, 0), // bottom-right\n new Vector3(-halfW, -halfH, 0), // bottom-left\n ];\n const worldCorners = localCorners.map((v) => Vector3.TransformCoordinates(v, wm));\n\n // Edge-on cull only — hide overlay when the panel is nearly perpendicular\n // to the camera ray (where the projected quad collapses and matrix3d\n // becomes singular). The matrix3d transform handles both front and\n // back side rendering naturally, so we don't strictly cull by side.\n const camPos = cam.globalPosition;\n const right = worldCorners[1].subtract(worldCorners[0]);\n const up = worldCorners[0].subtract(worldCorners[3]);\n const normal = Vector3.Cross(up, right).normalize();\n const center = worldCorners[0].add(worldCorners[2]).scale(0.5);\n const toCam = camPos.subtract(center).normalize();\n const facing = Math.abs(Vector3.Dot(normal, toCam));\n\n const projected = worldCorners.map((c) => Vector3.Project(c, identity, tm, viewport));\n const inFrustum = projected.every((p) => p.z >= 0 && p.z <= 1);\n const visible = inFrustum && facing > 0.05;\n\n if (!visible) {\n if (overlay.style.display !== \"none\") overlay.style.display = \"none\";\n return;\n }\n\n // Depth-sort overlays: nearer-to-camera panels stack above farther ones.\n // Without this, DOM document order decides stacking and side screens\n // can render on top of the center screen even when 3D depth says\n // otherwise. NDC z is 0 at the near plane and 1 at the far plane, so\n // closer-to-camera = smaller z = higher z-index.\n const avgZ = (projected[0].z + projected[1].z + projected[2].z + projected[3].z) / 4;\n const depthZIndex = Math.round(Math.max(0, Math.min(1, 1 - avgZ)) * 100000);\n const zStr = String(depthZIndex);\n if (overlay.style.zIndex !== zStr) overlay.style.zIndex = zStr;\n\n const dpr = window.devicePixelRatio || 1;\n const w0 = innerSize.current.w;\n const h0 = innerSize.current.h;\n const t = quadToQuad(\n w0, h0,\n projected[0].x / dpr, projected[0].y / dpr,\n projected[1].x / dpr, projected[1].y / dpr,\n projected[2].x / dpr, projected[2].y / dpr,\n projected[3].x / dpr, projected[3].y / dpr\n );\n\n if (overlay.style.display !== \"block\") overlay.style.display = \"block\";\n overlay.style.transform = matrix3dString(t);\n });\n return unsub;\n }, [stage, width, height]);\n\n // Mount the overlay into the stage's overlay root.\n useLayoutEffect(() => {\n const el = overlayRef.current;\n if (!el) return;\n if (el.parentElement !== stage.overlayRoot) {\n stage.overlayRoot.appendChild(el);\n }\n return () => {\n if (el.parentElement === stage.overlayRoot) {\n stage.overlayRoot.removeChild(el);\n }\n };\n }, [stage]);\n\n return (\n <div\n ref={overlayRef}\n data-fancy-3d-screen={name}\n style={{\n position: \"absolute\",\n left: 0,\n top: 0,\n width: innerSize.current.w,\n height: innerSize.current.h,\n transformOrigin: \"0 0\",\n pointerEvents: \"auto\",\n overflow: \"hidden\",\n background,\n borderRadius: 4,\n display: \"none\",\n }}\n >\n {children}\n </div>\n );\n}\n"]}
package/dist/react.d.cts CHANGED
@@ -1,6 +1,7 @@
1
1
  import * as react from 'react';
2
2
  import { ReactNode, CSSProperties } from 'react';
3
- import { Scene, Engine } from '@babylonjs/core';
3
+ import { Engine } from '@babylonjs/core/Engines/engine';
4
+ import { Scene } from '@babylonjs/core/scene';
4
5
 
5
6
  interface StageContextValue {
6
7
  engine: Engine;
package/dist/react.d.ts CHANGED
@@ -1,6 +1,7 @@
1
1
  import * as react from 'react';
2
2
  import { ReactNode, CSSProperties } from 'react';
3
- import { Scene, Engine } from '@babylonjs/core';
3
+ import { Engine } from '@babylonjs/core/Engines/engine';
4
+ import { Scene } from '@babylonjs/core/scene';
4
5
 
5
6
  interface StageContextValue {
6
7
  engine: Engine;
package/dist/react.js CHANGED
@@ -1,5 +1,14 @@
1
1
  import './chunk-DGUM43GV.js';
2
- import { Engine, Scene, Color4, ArcRotateCamera, Vector3, HemisphericLight, Color3, DirectionalLight, MeshBuilder, StandardMaterial, Mesh, Matrix } from '@babylonjs/core';
2
+ import { ArcRotateCamera } from '@babylonjs/core/Cameras/arcRotateCamera';
3
+ import { Color4, Color3 } from '@babylonjs/core/Maths/math.color';
4
+ import { DirectionalLight } from '@babylonjs/core/Lights/directionalLight';
5
+ import { Engine } from '@babylonjs/core/Engines/engine';
6
+ import { HemisphericLight } from '@babylonjs/core/Lights/hemisphericLight';
7
+ import { Vector3, Matrix } from '@babylonjs/core/Maths/math.vector';
8
+ import { Mesh } from '@babylonjs/core/Meshes/mesh';
9
+ import { MeshBuilder } from '@babylonjs/core/Meshes/meshBuilder';
10
+ import { Scene } from '@babylonjs/core/scene';
11
+ import { StandardMaterial } from '@babylonjs/core/Materials/standardMaterial';
3
12
  import { createContext, useContext, useRef, useState, useEffect, useLayoutEffect } from 'react';
4
13
  import { jsxs, jsx } from 'react/jsx-runtime';
5
14
 
package/dist/react.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/react.tsx"],"names":["BJScene"],"mappings":";;;;;AA0DA,SAAS,KAAK,CAAA,EAAe;AAC3B,EAAA,OAAO;AAAA,IACL,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAC9E,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAC9E,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC;AAAA,GAChF;AACF;AAEA,SAAS,MAAA,CAAO,GAAS,CAAA,EAAe;AACtC,EAAA,MAAM,CAAA,GAAc,IAAI,KAAA,CAAM,CAAC,CAAA;AAC/B,EAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,CAAA,EAAG,CAAA,EAAA,EAAK;AAC1B,IAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,CAAA,EAAG,CAAA,EAAA,EAAK;AAC1B,MAAA,IAAI,GAAA,GAAM,CAAA;AACV,MAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,CAAA,EAAG,KAAK,GAAA,IAAO,CAAA,CAAE,CAAA,GAAI,CAAA,GAAI,CAAC,CAAA,GAAI,CAAA,CAAE,CAAA,GAAI,IAAI,CAAC,CAAA;AAC7D,MAAA,CAAA,CAAE,CAAA,GAAI,CAAA,GAAI,CAAC,CAAA,GAAI,GAAA;AAAA,IACjB;AAAA,EACF;AACA,EAAA,OAAO,CAAA;AACT;AAEA,SAAS,MAAA,CAAO,GAAS,CAAA,EAAuD;AAC9E,EAAA,OAAO;AAAA,IACL,EAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,EAAE,CAAC,CAAA;AAAA,IACtC,EAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,EAAE,CAAC,CAAA;AAAA,IACtC,EAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,EAAE,CAAC;AAAA,GACxC;AACF;AAEA,SAAS,aAAA,CAAc,IAAY,EAAA,EAAY,EAAA,EAAY,IAAY,EAAA,EAAY,EAAA,EAAY,IAAY,EAAA,EAAkB;AAC3H,EAAA,MAAM,CAAA,GAAU,CAAC,EAAA,EAAI,EAAA,EAAI,EAAA,EAAI,IAAI,EAAA,EAAI,EAAA,EAAI,CAAA,EAAG,CAAA,EAAG,CAAC,CAAA;AAChD,EAAA,MAAM,CAAA,GAAI,OAAO,IAAA,CAAK,CAAC,GAAG,CAAC,EAAA,EAAI,EAAA,EAAI,CAAC,CAAC,CAAA;AACrC,EAAA,OAAO,OAAO,CAAA,EAAG,CAAC,EAAE,CAAC,CAAA,EAAG,GAAG,CAAA,EAAG,CAAA,EAAG,CAAA,CAAE,CAAC,GAAG,CAAA,EAAG,CAAA,EAAG,GAAG,CAAA,CAAE,CAAC,CAAC,CAAC,CAAA;AACvD;AAGA,SAAS,UAAA,CACP,CAAA,EAAW,CAAA,EACX,EAAA,EAAY,EAAA,EAAY,IAAY,EAAA,EAAY,EAAA,EAAY,EAAA,EAAY,EAAA,EAAY,EAAA,EAC9E;AACN,EAAA,MAAM,CAAA,GAAI,cAAc,CAAA,EAAG,CAAA,EAAG,GAAG,CAAA,EAAG,CAAA,EAAG,CAAA,EAAG,CAAA,EAAG,CAAC,CAAA;AAC9C,EAAA,MAAM,CAAA,GAAI,cAAc,EAAA,EAAI,EAAA,EAAI,IAAI,EAAA,EAAI,EAAA,EAAI,EAAA,EAAI,EAAA,EAAI,EAAE,CAAA;AACtD,EAAA,MAAM,CAAA,GAAI,MAAA,CAAO,CAAA,EAAG,IAAA,CAAK,CAAC,CAAC,CAAA;AAE3B,EAAA,MAAM,CAAA,GAAI,EAAE,CAAC,CAAA;AACb,EAAA,KAAA,IAAS,IAAI,CAAA,EAAG,CAAA,GAAI,GAAG,CAAA,EAAA,EAAK,CAAA,CAAE,CAAC,CAAA,IAAK,CAAA;AACpC,EAAA,OAAO,CAAA;AACT;AAGA,SAAS,eAAe,CAAA,EAAiB;AACvC,EAAA,OAAO,CAAA,SAAA,EAAY,CAAA,CAAE,CAAC,CAAC,KAAK,CAAA,CAAE,CAAC,CAAC,CAAA,KAAA,EAAQ,EAAE,CAAC,CAAC,CAAA,EAAA,EAAK,CAAA,CAAE,CAAC,CAAC,CAAA,EAAA,EAAK,CAAA,CAAE,CAAC,CAAC,CAAA,KAAA,EAAQ,CAAA,CAAE,CAAC,CAAC,iBAAiB,CAAA,CAAE,CAAC,CAAC,CAAA,EAAA,EAAK,EAAE,CAAC,CAAC,CAAA,KAAA,EAAQ,CAAA,CAAE,CAAC,CAAC,CAAA,CAAA,CAAA;AACtH;AAiBA,IAAM,YAAA,GAAe,cAAwC,IAAI,CAAA;AAE1D,SAAS,QAAA,GAA8B;AAC5C,EAAA,MAAM,GAAA,GAAM,WAAW,YAAY,CAAA;AACnC,EAAA,IAAI,CAAC,GAAA,EAAK,MAAM,IAAI,MAAM,0CAA0C,CAAA;AACpE,EAAA,OAAO,GAAA;AACT;AA0BO,SAAS,KAAA,CAAM;AAAA,EACpB,QAAA;AAAA,EACA,YAAA,GAAe,EAAA;AAAA,EACf,YAAA,GAAe,CAAC,CAAA,EAAG,GAAA,EAAK,CAAC,CAAA;AAAA,EACzB,WAAA,GAAc,KAAK,EAAA,GAAK,CAAA;AAAA,EACxB,UAAA,GAAa,KAAK,EAAA,GAAK,GAAA;AAAA,EACvB,UAAA,GAAa,SAAA;AAAA,EACb,IAAA,GAAO,KAAA;AAAA,EACP,OAAA;AAAA,EACA,SAAA;AAAA,EACA;AACF,CAAA,EAAe;AACb,EAAA,MAAM,YAAA,GAAe,OAA8B,IAAI,CAAA;AACvD,EAAA,MAAM,SAAA,GAAY,OAAiC,IAAI,CAAA;AACvD,EAAA,MAAM,UAAA,GAAa,OAA8B,IAAI,CAAA;AACrD,EAAA,MAAM,CAAC,KAAA,EAAO,QAAQ,CAAA,GAAI,SAAmC,IAAI,CAAA;AAEjE,EAAA,SAAA,CAAU,MAAM;AACd,IAAA,MAAM,SAAS,SAAA,CAAU,OAAA;AACzB,IAAA,MAAM,UAAU,UAAA,CAAW,OAAA;AAC3B,IAAA,IAAI,CAAC,MAAA,IAAU,CAAC,OAAA,EAAS;AAEzB,IAAA,MAAM,MAAA,GAAS,IAAI,MAAA,CAAO,MAAA,EAAQ,IAAA,EAAM,EAAE,OAAA,EAAS,IAAA,EAAM,qBAAA,EAAuB,IAAA,EAAM,CAAA;AACtF,IAAA,MAAM,KAAA,GAAQ,IAAIA,KAAA,CAAQ,MAAM,CAAA;AAChC,IAAA,MAAM,CAAA,GAAI,MAAA,CAAO,aAAA,CAAc,UAAU,CAAA;AACzC,IAAA,KAAA,CAAM,UAAA,GAAa,IAAI,MAAA,CAAO,CAAA,CAAE,GAAG,CAAA,CAAE,CAAA,EAAG,CAAA,CAAE,CAAA,EAAG,CAAC,CAAA;AAE9C,IAAA,IAAI,CAAC,IAAA,EAAM;AACT,MAAA,MAAM,MAAM,IAAI,eAAA;AAAA,QACd,aAAA;AAAA,QACA,WAAA;AAAA,QACA,UAAA;AAAA,QACA,YAAA;AAAA,QACA,IAAI,OAAA,CAAQ,GAAG,YAAY,CAAA;AAAA,QAC3B;AAAA,OACF;AACA,MAAA,GAAA,CAAI,aAAA,CAAc,QAAQ,IAAI,CAAA;AAC9B,MAAA,GAAA,CAAI,gBAAA,GAAmB,CAAA;AACvB,MAAA,GAAA,CAAI,gBAAA,GAAmB,EAAA;AACvB,MAAA,GAAA,CAAI,oBAAA,GAAuB,IAAA;AAC3B,MAAA,GAAA,CAAI,cAAA,GAAiB,IAAA,CAAK,EAAA,GAAK,CAAA,GAAI,IAAA;AAEnC,MAAA,MAAM,IAAA,GAAO,IAAI,gBAAA,CAAiB,cAAA,EAAgB,IAAI,QAAQ,CAAA,EAAG,CAAA,EAAG,CAAC,CAAA,EAAG,KAAK,CAAA;AAC7E,MAAA,IAAA,CAAK,SAAA,GAAY,GAAA;AACjB,MAAA,IAAA,CAAK,OAAA,GAAU,IAAI,MAAA,CAAO,GAAA,EAAK,MAAM,CAAC,CAAA;AACtC,MAAA,IAAA,CAAK,WAAA,GAAc,IAAI,MAAA,CAAO,GAAA,EAAK,KAAK,IAAI,CAAA;AAE5C,MAAA,MAAM,GAAA,GAAM,IAAI,gBAAA,CAAiB,aAAA,EAAe,IAAI,QAAQ,IAAA,EAAM,EAAA,EAAI,IAAI,CAAA,EAAG,KAAK,CAAA;AAClF,MAAA,GAAA,CAAI,SAAA,GAAY,GAAA;AAAA,IAClB;AAEA,IAAA,OAAA,GAAU,KAAK,CAAA;AAEf,IAAA,MAAM,SAAA,uBAAgB,GAAA,EAAgB;AACtC,IAAA,KAAA,CAAM,wBAAA,CAAyB,IAAI,MAAM;AACvC,MAAA,SAAA,CAAU,OAAA,CAAQ,CAAC,EAAA,KAAO,EAAA,EAAI,CAAA;AAAA,IAChC,CAAC,CAAA;AAED,IAAA,MAAA,CAAO,aAAA,CAAc,MAAM,KAAA,CAAM,MAAA,EAAQ,CAAA;AACzC,IAAA,MAAM,YAAA,GAAe,MAAM,MAAA,CAAO,MAAA,EAAO;AACzC,IAAA,MAAA,CAAO,gBAAA,CAAiB,UAAU,YAAY,CAAA;AAE9C,IAAA,QAAA,CAAS;AAAA,MACP,MAAA;AAAA,MACA,KAAA;AAAA,MACA,MAAA;AAAA,MACA,WAAA,EAAa,OAAA;AAAA,MACb,QAAQ,EAAA,EAAI;AACV,QAAA,SAAA,CAAU,IAAI,EAAE,CAAA;AAChB,QAAA,OAAO,MAAM,SAAA,CAAU,MAAA,CAAO,EAAE,CAAA;AAAA,MAClC;AAAA,KACD,CAAA;AAED,IAAA,OAAO,MAAM;AACX,MAAA,MAAA,CAAO,mBAAA,CAAoB,UAAU,YAAY,CAAA;AACjD,MAAA,MAAA,CAAO,OAAA,EAAQ;AACf,MAAA,QAAA,CAAS,IAAI,CAAA;AAAA,IACf,CAAA;AAAA,EAEF,CAAA,EAAG,EAAE,CAAA;AAEL,EAAA,uBACE,IAAA;AAAA,IAAC,KAAA;AAAA,IAAA;AAAA,MACC,GAAA,EAAK,YAAA;AAAA,MACL,SAAA;AAAA,MACA,OAAO,EAAE,QAAA,EAAU,YAAY,QAAA,EAAU,QAAA,EAAU,GAAG,KAAA,EAAM;AAAA,MAC5D,qBAAA,EAAoB,EAAA;AAAA,MAEpB,QAAA,EAAA;AAAA,wBAAA,GAAA;AAAA,UAAC,QAAA;AAAA,UAAA;AAAA,YACC,GAAA,EAAK,SAAA;AAAA,YACL,KAAA,EAAO,EAAE,OAAA,EAAS,OAAA,EAAS,OAAO,MAAA,EAAQ,MAAA,EAAQ,MAAA,EAAQ,OAAA,EAAS,MAAA,EAAO;AAAA,YAC1E,QAAA,EAAU;AAAA;AAAA,SACZ;AAAA,wBACA,GAAA;AAAA,UAAC,KAAA;AAAA,UAAA;AAAA,YACC,GAAA,EAAK,UAAA;AAAA,YACL,OAAO,EAAE,QAAA,EAAU,YAAY,KAAA,EAAO,CAAA,EAAG,eAAe,MAAA,EAAO;AAAA,YAC/D,4BAAA,EAA2B;AAAA;AAAA,SAC7B;AAAA,QACC,yBAAS,GAAA,CAAC,YAAA,CAAa,UAAb,EAAsB,KAAA,EAAO,OAAQ,QAAA,EAAS;AAAA;AAAA;AAAA,GAC3D;AAEJ;AA6BO,SAAS,OAAA,CAAQ;AAAA,EACtB,QAAA;AAAA,EACA,QAAA;AAAA,EACA,KAAA;AAAA,EACA,MAAA;AAAA,EACA,SAAA,GAAY,CAAA;AAAA,EACZ,KAAA,GAAQ,SAAA;AAAA,EACR,cAAA,GAAiB,IAAA;AAAA,EACjB,UAAA,GAAa,SAAA;AAAA,EACb,UAAA;AAAA,EACA,WAAA;AAAA,EACA,IAAA,GAAO;AACT,CAAA,EAAiB;AACf,EAAA,MAAM,QAAQ,QAAA,EAAS;AACvB,EAAA,MAAM,OAAA,GAAU,OAAoB,IAAI,CAAA;AACxC,EAAA,MAAM,UAAA,GAAa,OAA8B,IAAI,CAAA;AAGrD,EAAA,MAAM,YAAY,MAAA,CAAO;AAAA,IACvB,CAAA,EAAG,cAAc,IAAA,CAAK,GAAA,CAAI,KAAK,IAAA,CAAK,KAAA,CAAM,KAAA,GAAQ,GAAG,CAAC,CAAA;AAAA,IACtD,CAAA,EAAG,eAAe,IAAA,CAAK,GAAA,CAAI,IAAI,IAAA,CAAK,KAAA,CAAM,MAAA,GAAS,GAAG,CAAC;AAAA,GACxD,CAAA;AAGD,EAAA,SAAA,CAAU,MAAM;AACd,IAAA,MAAM,EAAE,OAAM,GAAI,KAAA;AAClB,IAAA,MAAM,SAAA,GAAY,WAAA,CAAY,SAAA,CAAU,CAAA,EAAG,IAAI,CAAA,MAAA,CAAA,EAAU;AAAA,MACvD,KAAA,EAAO,QAAQ,cAAA,GAAiB,CAAA;AAAA,MAChC,MAAA,EAAQ,SAAS,cAAA,GAAiB,CAAA;AAAA,MAClC,KAAA,EAAO;AAAA,OACN,KAAK,CAAA;AACR,IAAA,SAAA,CAAU,QAAA,GAAW,IAAI,OAAA,CAAQ,QAAA,CAAS,CAAC,CAAA,EAAG,QAAA,CAAS,CAAC,CAAA,EAAG,QAAA,CAAS,CAAC,CAAC,CAAA;AACtE,IAAA,SAAA,CAAU,SAAS,CAAA,GAAI,SAAA;AACvB,IAAA,MAAM,WAAW,IAAI,gBAAA,CAAiB,CAAA,EAAG,IAAI,cAAc,KAAK,CAAA;AAChE,IAAA,QAAA,CAAS,YAAA,GAAe,MAAA,CAAO,aAAA,CAAc,KAAK,CAAA;AAClD,IAAA,QAAA,CAAS,aAAA,GAAgB,IAAI,MAAA,CAAO,IAAA,EAAM,MAAM,IAAI,CAAA;AACpD,IAAA,SAAA,CAAU,QAAA,GAAW,QAAA;AAKrB,IAAA,MAAM,IAAA,GAAO,WAAA,CAAY,WAAA,CAAY,CAAA,EAAG,IAAI,CAAA,KAAA,CAAA,EAAS,EAAE,KAAA,EAAO,MAAA,EAAQ,eAAA,EAAiB,IAAA,CAAK,UAAA,IAAc,KAAK,CAAA;AAC/G,IAAA,IAAA,CAAK,QAAA,GAAW,IAAI,OAAA,CAAQ,QAAA,CAAS,CAAC,CAAA,EAAG,QAAA,CAAS,CAAC,CAAA,EAAG,QAAA,CAAS,CAAC,CAAC,CAAA;AACjE,IAAA,IAAA,CAAK,SAAS,CAAA,GAAI,SAAA;AAIlB,IAAA,MAAM,OAAA,GAAU,IAAI,OAAA,CAAQ,CAAA,EAAG,GAAG,CAAC,CAAA;AACnC,IAAA,MAAM,GAAA,GAAM,MAAA,CAAO,SAAA,CAAU,SAAS,CAAA;AACtC,IAAA,MAAM,MAAA,GAAS,QAAQ,eAAA,CAAgB,OAAA,CAAQ,MAAM,cAAA,GAAiB,CAAA,GAAI,IAAK,CAAA,EAAG,GAAG,CAAA;AACrF,IAAA,IAAA,CAAK,QAAA,CAAS,WAAW,MAAM,CAAA;AAC/B,IAAA,MAAM,UAAU,IAAI,gBAAA,CAAiB,CAAA,EAAG,IAAI,aAAa,KAAK,CAAA;AAC9D,IAAA,OAAA,CAAQ,YAAA,GAAe,MAAA,CAAO,aAAA,CAAc,UAAU,CAAA;AACtD,IAAA,OAAA,CAAQ,gBAAgB,MAAA,CAAO,aAAA,CAAc,UAAU,CAAA,CAAE,MAAM,GAAG,CAAA;AAClE,IAAA,IAAA,CAAK,QAAA,GAAW,OAAA;AAChB,IAAA,IAAA,CAAK,QAAA,GAAW,EAAE,OAAA,EAAS,QAAA,EAAU,YAAY,IAAA,EAAK;AACtD,IAAA,OAAA,CAAQ,OAAA,GAAU,IAAA;AAElB,IAAA,OAAO,MAAM;AACX,MAAA,IAAA,CAAK,OAAA,EAAQ;AACb,MAAA,SAAA,CAAU,OAAA,EAAQ;AAClB,MAAA,OAAA,CAAQ,OAAA,GAAU,IAAA;AAAA,IACpB,CAAA;AAAA,EACF,CAAA,EAAG,CAAC,KAAA,EAAO,IAAA,EAAM,KAAA,EAAO,MAAA,EAAQ,KAAA,EAAO,cAAA,EAAgB,UAAA,EAAY,QAAA,EAAU,SAAS,CAAC,CAAA;AAKvF,EAAA,SAAA,CAAU,MAAM;AACd,IAAA,MAAM,KAAA,GAAQ,KAAA,CAAM,OAAA,CAAQ,MAAM;AAChC,MAAA,MAAM,OAAO,OAAA,CAAQ,OAAA;AACrB,MAAA,MAAM,UAAU,UAAA,CAAW,OAAA;AAC3B,MAAA,IAAI,CAAC,IAAA,IAAQ,CAAC,OAAA,EAAS;AACvB,MAAA,MAAM,GAAA,GAAM,MAAM,KAAA,CAAM,YAAA;AACxB,MAAA,IAAI,CAAC,GAAA,EAAK;AACV,MAAA,MAAM,SAAS,KAAA,CAAM,MAAA;AACrB,MAAA,MAAM,OAAA,GAAU,OAAO,cAAA,EAAe;AACtC,MAAA,MAAM,OAAA,GAAU,OAAO,eAAA,EAAgB;AACvC,MAAA,MAAM,QAAA,GAAW,GAAA,CAAI,QAAA,CAAS,QAAA,CAAS,SAAS,OAAO,CAAA;AACvD,MAAA,MAAM,EAAA,GAAK,KAAA,CAAM,KAAA,CAAM,kBAAA,EAAmB;AAC1C,MAAA,MAAM,QAAA,GAAW,OAAO,QAAA,EAAS;AACjC,MAAA,MAAM,EAAA,GAAK,KAAK,cAAA,EAAe;AAE/B,MAAA,MAAM,QAAQ,KAAA,GAAQ,CAAA;AACtB,MAAA,MAAM,QAAQ,MAAA,GAAS,CAAA;AAIvB,MAAA,MAAM,YAAA,GAAe;AAAA,QACnB,IAAI,OAAA,CAAQ,CAAC,KAAA,EAAO,OAAO,CAAC,CAAA;AAAA;AAAA,QAC5B,IAAI,OAAA,CAAQ,KAAA,EAAO,KAAA,EAAO,CAAC,CAAA;AAAA;AAAA,QAC3B,IAAI,OAAA,CAAQ,KAAA,EAAO,CAAC,OAAO,CAAC,CAAA;AAAA;AAAA,QAC5B,IAAI,OAAA,CAAQ,CAAC,KAAA,EAAO,CAAC,OAAO,CAAC;AAAA;AAAA,OAC/B;AACA,MAAA,MAAM,YAAA,GAAe,aAAa,GAAA,CAAI,CAAC,MAAM,OAAA,CAAQ,oBAAA,CAAqB,CAAA,EAAG,EAAE,CAAC,CAAA;AAMhF,MAAA,MAAM,SAAS,GAAA,CAAI,cAAA;AACnB,MAAA,MAAM,QAAQ,YAAA,CAAa,CAAC,EAAE,QAAA,CAAS,YAAA,CAAa,CAAC,CAAC,CAAA;AACtD,MAAA,MAAM,KAAK,YAAA,CAAa,CAAC,EAAE,QAAA,CAAS,YAAA,CAAa,CAAC,CAAC,CAAA;AACnD,MAAA,MAAM,SAAS,OAAA,CAAQ,KAAA,CAAM,EAAA,EAAI,KAAK,EAAE,SAAA,EAAU;AAClD,MAAA,MAAM,MAAA,GAAS,YAAA,CAAa,CAAC,CAAA,CAAE,GAAA,CAAI,aAAa,CAAC,CAAC,CAAA,CAAE,KAAA,CAAM,GAAG,CAAA;AAC7D,MAAA,MAAM,KAAA,GAAQ,MAAA,CAAO,QAAA,CAAS,MAAM,EAAE,SAAA,EAAU;AAChD,MAAA,MAAM,SAAS,IAAA,CAAK,GAAA,CAAI,QAAQ,GAAA,CAAI,MAAA,EAAQ,KAAK,CAAC,CAAA;AAElD,MAAA,MAAM,SAAA,GAAY,YAAA,CAAa,GAAA,CAAI,CAAC,CAAA,KAAM,OAAA,CAAQ,OAAA,CAAQ,CAAA,EAAG,QAAA,EAAU,EAAA,EAAI,QAAQ,CAAC,CAAA;AACpF,MAAA,MAAM,SAAA,GAAY,SAAA,CAAU,KAAA,CAAM,CAAC,CAAA,KAAM,EAAE,CAAA,IAAK,CAAA,IAAK,CAAA,CAAE,CAAA,IAAK,CAAC,CAAA;AAC7D,MAAA,MAAM,OAAA,GAAU,aAAa,MAAA,GAAS,IAAA;AAEtC,MAAA,IAAI,CAAC,OAAA,EAAS;AACZ,QAAA,IAAI,QAAQ,KAAA,CAAM,OAAA,KAAY,MAAA,EAAQ,OAAA,CAAQ,MAAM,OAAA,GAAU,MAAA;AAC9D,QAAA;AAAA,MACF;AAOA,MAAA,MAAM,QAAQ,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,UAAU,CAAC,CAAA,CAAE,CAAA,GAAI,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,SAAA,CAAU,CAAC,EAAE,CAAA,IAAK,CAAA;AACnF,MAAA,MAAM,WAAA,GAAc,IAAA,CAAK,KAAA,CAAM,IAAA,CAAK,GAAA,CAAI,CAAA,EAAG,IAAA,CAAK,GAAA,CAAI,CAAA,EAAG,CAAA,GAAI,IAAI,CAAC,IAAI,GAAM,CAAA;AAC1E,MAAA,MAAM,IAAA,GAAO,OAAO,WAAW,CAAA;AAC/B,MAAA,IAAI,QAAQ,KAAA,CAAM,MAAA,KAAW,IAAA,EAAM,OAAA,CAAQ,MAAM,MAAA,GAAS,IAAA;AAE1D,MAAA,MAAM,GAAA,GAAM,OAAO,gBAAA,IAAoB,CAAA;AACvC,MAAA,MAAM,EAAA,GAAK,UAAU,OAAA,CAAQ,CAAA;AAC7B,MAAA,MAAM,EAAA,GAAK,UAAU,OAAA,CAAQ,CAAA;AAC7B,MAAA,MAAM,CAAA,GAAI,UAAA;AAAA,QACR,EAAA;AAAA,QAAI,EAAA;AAAA,QACJ,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QAAK,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QACvC,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QAAK,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QACvC,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QAAK,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QACvC,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QAAK,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI;AAAA,OACzC;AAEA,MAAA,IAAI,QAAQ,KAAA,CAAM,OAAA,KAAY,OAAA,EAAS,OAAA,CAAQ,MAAM,OAAA,GAAU,OAAA;AAC/D,MAAA,OAAA,CAAQ,KAAA,CAAM,SAAA,GAAY,cAAA,CAAe,CAAC,CAAA;AAAA,IAC5C,CAAC,CAAA;AACD,IAAA,OAAO,KAAA;AAAA,EACT,CAAA,EAAG,CAAC,KAAA,EAAO,KAAA,EAAO,MAAM,CAAC,CAAA;AAGzB,EAAA,eAAA,CAAgB,MAAM;AACpB,IAAA,MAAM,KAAK,UAAA,CAAW,OAAA;AACtB,IAAA,IAAI,CAAC,EAAA,EAAI;AACT,IAAA,IAAI,EAAA,CAAG,aAAA,KAAkB,KAAA,CAAM,WAAA,EAAa;AAC1C,MAAA,KAAA,CAAM,WAAA,CAAY,YAAY,EAAE,CAAA;AAAA,IAClC;AACA,IAAA,OAAO,MAAM;AACX,MAAA,IAAI,EAAA,CAAG,aAAA,KAAkB,KAAA,CAAM,WAAA,EAAa;AAC1C,QAAA,KAAA,CAAM,WAAA,CAAY,YAAY,EAAE,CAAA;AAAA,MAClC;AAAA,IACF,CAAA;AAAA,EACF,CAAA,EAAG,CAAC,KAAK,CAAC,CAAA;AAEV,EAAA,uBACE,GAAA;AAAA,IAAC,KAAA;AAAA,IAAA;AAAA,MACC,GAAA,EAAK,UAAA;AAAA,MACL,sBAAA,EAAsB,IAAA;AAAA,MACtB,KAAA,EAAO;AAAA,QACL,QAAA,EAAU,UAAA;AAAA,QACV,IAAA,EAAM,CAAA;AAAA,QACN,GAAA,EAAK,CAAA;AAAA,QACL,KAAA,EAAO,UAAU,OAAA,CAAQ,CAAA;AAAA,QACzB,MAAA,EAAQ,UAAU,OAAA,CAAQ,CAAA;AAAA,QAC1B,eAAA,EAAiB,KAAA;AAAA,QACjB,aAAA,EAAe,MAAA;AAAA,QACf,QAAA,EAAU,QAAA;AAAA,QACV,UAAA;AAAA,QACA,YAAA,EAAc,CAAA;AAAA,QACd,OAAA,EAAS;AAAA,OACX;AAAA,MAEC;AAAA;AAAA,GACH;AAEJ","file":"react.js","sourcesContent":["/**\n * `<Stage>` and `<Monitor>` — declarative React API for fancy-3d.\n *\n * <Stage>\n * <Monitor position={[0, 2, 0]} width={4} height={2.5}>\n * <Card>...real react-fancy components...</Card>\n * </Monitor>\n * </Stage>\n *\n * `<Stage>` owns the Babylon engine + scene + render loop and exposes them\n * via context. `<Monitor>` builds a bezel mesh, projects its world-space\n * corners to screen space each frame, and renders its children into a\n * positioned DOM overlay. Children are real React: full interactivity,\n * accessibility, and styling — no canvas-rasterized snapshot.\n\n * Renamed from `<Screen>` in v0.3.0 to free the name for\n * `@particle-academy/fancy-screens`'s `<Screen>` (containerized application\n * surface). The behavior here is unchanged.\n *\n * Tradeoffs of mount mode (vs. painted texture):\n * - Pro: live, interactive, perfect text rendering.\n * - Con: HTML overlay always renders on top of the WebGL canvas; depth\n * sorting against other 3D objects is approximate (we hide the overlay\n * when the mesh is behind the camera or fully occluded by frustum).\n */\nimport {\n ArcRotateCamera,\n Color3,\n Color4,\n DirectionalLight,\n Engine,\n HemisphericLight,\n Matrix,\n Mesh,\n MeshBuilder,\n Scene as BJScene,\n StandardMaterial,\n Vector3,\n type Camera,\n} from \"@babylonjs/core\";\nimport {\n createContext,\n useContext,\n useEffect,\n useLayoutEffect,\n useRef,\n useState,\n type CSSProperties,\n type ReactNode,\n} from \"react\";\n\n/* ------------------------------------------------------------------ */\n/* 2D perspective transform — maps a unit rectangle to a 4-point quad */\n/* via a 3x3 homography, packed into a CSS matrix3d for transform. */\n/* ------------------------------------------------------------------ */\n\ntype Mat3 = [number, number, number, number, number, number, number, number, number];\n\nfunction adj3(m: Mat3): Mat3 {\n return [\n m[4] * m[8] - m[5] * m[7], m[2] * m[7] - m[1] * m[8], m[1] * m[5] - m[2] * m[4],\n m[5] * m[6] - m[3] * m[8], m[0] * m[8] - m[2] * m[6], m[2] * m[3] - m[0] * m[5],\n m[3] * m[7] - m[4] * m[6], m[1] * m[6] - m[0] * m[7], m[0] * m[4] - m[1] * m[3],\n ];\n}\n\nfunction multmm(a: Mat3, b: Mat3): Mat3 {\n const c: number[] = new Array(9);\n for (let i = 0; i < 3; i++) {\n for (let j = 0; j < 3; j++) {\n let cij = 0;\n for (let k = 0; k < 3; k++) cij += a[3 * i + k] * b[3 * k + j];\n c[3 * i + j] = cij;\n }\n }\n return c as Mat3;\n}\n\nfunction multmv(m: Mat3, v: [number, number, number]): [number, number, number] {\n return [\n m[0] * v[0] + m[1] * v[1] + m[2] * v[2],\n m[3] * v[0] + m[4] * v[1] + m[5] * v[2],\n m[6] * v[0] + m[7] * v[1] + m[8] * v[2],\n ];\n}\n\nfunction basisToPoints(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number): Mat3 {\n const m: Mat3 = [x1, x2, x3, y1, y2, y3, 1, 1, 1];\n const v = multmv(adj3(m), [x4, y4, 1]);\n return multmm(m, [v[0], 0, 0, 0, v[1], 0, 0, 0, v[2]]);\n}\n\n/** Compute a homography that maps (0,0)→p1, (w,0)→p2, (w,h)→p3, (0,h)→p4. */\nfunction quadToQuad(\n w: number, h: number,\n x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number\n): Mat3 {\n const s = basisToPoints(0, 0, w, 0, w, h, 0, h);\n const d = basisToPoints(x1, y1, x2, y2, x3, y3, x4, y4);\n const t = multmm(d, adj3(s));\n // Normalize so t[8] is 1\n const n = t[8];\n for (let i = 0; i < 9; i++) t[i] /= n;\n return t;\n}\n\n/** Pack a 3x3 homography into a CSS matrix3d() string. */\nfunction matrix3dString(t: Mat3): string {\n return `matrix3d(${t[0]}, ${t[3]}, 0, ${t[6]}, ${t[1]}, ${t[4]}, 0, ${t[7]}, 0, 0, 1, 0, ${t[2]}, ${t[5]}, 0, ${t[8]})`;\n}\n\n/* ------------------------------------------------------------------ */\n/* Stage context */\n/* ------------------------------------------------------------------ */\n\ninterface StageContextValue {\n engine: Engine;\n scene: BJScene;\n /** The HTML <canvas> the engine renders into — its bounding rect anchors overlays. */\n canvas: HTMLCanvasElement;\n /** Subscribe to per-frame ticks. Returns an unsubscribe fn. */\n onFrame(cb: () => void): () => void;\n /** The DOM container that screen overlays mount into. */\n overlayRoot: HTMLDivElement;\n}\n\nconst StageContext = createContext<StageContextValue | null>(null);\n\nexport function useStage(): StageContextValue {\n const ctx = useContext(StageContext);\n if (!ctx) throw new Error(\"useStage() must be called inside <Stage>\");\n return ctx;\n}\n\n/* ------------------------------------------------------------------ */\n/* Stage */\n/* ------------------------------------------------------------------ */\n\nexport interface StageProps {\n children?: ReactNode;\n /** Initial camera radius. Defaults to 10. */\n cameraRadius?: number;\n /** Initial camera target. Defaults to (0, 1.5, 0). */\n cameraTarget?: [number, number, number];\n /** Initial camera alpha (horizontal angle). Defaults to π/2. */\n cameraAlpha?: number;\n /** Initial camera beta (vertical angle). Defaults to π/2.4. */\n cameraBeta?: number;\n /** Background clear color. Defaults to a near-black. */\n clearColor?: string;\n /** Disable the default lights / camera if you want to set your own. */\n bare?: boolean;\n /** Callback after the scene is created — set up custom cameras, lights, meshes. */\n onReady?: (scene: BJScene) => void;\n className?: string;\n style?: CSSProperties;\n}\n\nexport function Stage({\n children,\n cameraRadius = 10,\n cameraTarget = [0, 1.5, 0],\n cameraAlpha = Math.PI / 2,\n cameraBeta = Math.PI / 2.4,\n clearColor = \"#06080f\",\n bare = false,\n onReady,\n className,\n style,\n}: StageProps) {\n const containerRef = useRef<HTMLDivElement | null>(null);\n const canvasRef = useRef<HTMLCanvasElement | null>(null);\n const overlayRef = useRef<HTMLDivElement | null>(null);\n const [stage, setStage] = useState<StageContextValue | null>(null);\n\n useEffect(() => {\n const canvas = canvasRef.current;\n const overlay = overlayRef.current;\n if (!canvas || !overlay) return;\n\n const engine = new Engine(canvas, true, { stencil: true, preserveDrawingBuffer: true });\n const scene = new BJScene(engine);\n const c = Color4.FromHexString(clearColor);\n scene.clearColor = new Color4(c.r, c.g, c.b, 1);\n\n if (!bare) {\n const cam = new ArcRotateCamera(\n \"fancy3d-cam\",\n cameraAlpha,\n cameraBeta,\n cameraRadius,\n new Vector3(...cameraTarget),\n scene\n );\n cam.attachControl(canvas, true);\n cam.lowerRadiusLimit = 1;\n cam.upperRadiusLimit = 80;\n cam.wheelDeltaPercentage = 0.01;\n cam.upperBetaLimit = Math.PI / 2 - 0.05;\n\n const hemi = new HemisphericLight(\"fancy3d-hemi\", new Vector3(0, 1, 0), scene);\n hemi.intensity = 0.7;\n hemi.diffuse = new Color3(0.7, 0.78, 1);\n hemi.groundColor = new Color3(0.1, 0.1, 0.18);\n\n const dir = new DirectionalLight(\"fancy3d-dir\", new Vector3(-0.4, -1, -0.6), scene);\n dir.intensity = 0.6;\n }\n\n onReady?.(scene);\n\n const frameSubs = new Set<() => void>();\n scene.onBeforeRenderObservable.add(() => {\n frameSubs.forEach((cb) => cb());\n });\n\n engine.runRenderLoop(() => scene.render());\n const handleResize = () => engine.resize();\n window.addEventListener(\"resize\", handleResize);\n\n setStage({\n engine,\n scene,\n canvas,\n overlayRoot: overlay,\n onFrame(cb) {\n frameSubs.add(cb);\n return () => frameSubs.delete(cb);\n },\n });\n\n return () => {\n window.removeEventListener(\"resize\", handleResize);\n engine.dispose();\n setStage(null);\n };\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, []);\n\n return (\n <div\n ref={containerRef}\n className={className}\n style={{ position: \"relative\", overflow: \"hidden\", ...style }}\n data-fancy-3d-stage=\"\"\n >\n <canvas\n ref={canvasRef}\n style={{ display: \"block\", width: \"100%\", height: \"100%\", outline: \"none\" }}\n tabIndex={0}\n />\n <div\n ref={overlayRef}\n style={{ position: \"absolute\", inset: 0, pointerEvents: \"none\" }}\n data-fancy-3d-overlay-root=\"\"\n />\n {stage && <StageContext.Provider value={stage}>{children}</StageContext.Provider>}\n </div>\n );\n}\n\n/* ------------------------------------------------------------------ */\n/* Monitor — interactive mount point on a 3D mesh */\n/* ------------------------------------------------------------------ */\n\nexport interface MonitorProps {\n children?: ReactNode;\n /** World-space center of the screen. */\n position: [number, number, number];\n /** Mesh dimensions in world units. */\n width: number;\n height: number;\n /** Y-axis rotation in radians. */\n rotationY?: number;\n /** Bezel color. Defaults to a near-black frame. */\n bezel?: string;\n /** Bezel thickness in world units. Defaults to 0.06. */\n bezelThickness?: number;\n /** Background color visible behind the React content. */\n background?: string;\n /** Design-time pixel width for the children. Defaults to `width * 360`. */\n pixelWidth?: number;\n /** Design-time pixel height for the children. Defaults to `height * 360`. */\n pixelHeight?: number;\n /** Optional name on the Babylon mesh. */\n name?: string;\n}\n\nexport function Monitor({\n children,\n position,\n width,\n height,\n rotationY = 0,\n bezel = \"#0b0f17\",\n bezelThickness = 0.06,\n background = \"#0b1220\",\n pixelWidth,\n pixelHeight,\n name = \"screen\",\n}: MonitorProps) {\n const stage = useStage();\n const meshRef = useRef<Mesh | null>(null);\n const overlayRef = useRef<HTMLDivElement | null>(null);\n // Design-time pixel size for the children. The matrix3d transform maps\n // this unit rectangle onto the projected mesh quad each frame.\n const innerSize = useRef({\n w: pixelWidth ?? Math.max(120, Math.round(width * 360)),\n h: pixelHeight ?? Math.max(80, Math.round(height * 360)),\n });\n\n // Build the bezel + invisible projection-target plane.\n useEffect(() => {\n const { scene } = stage;\n const bezelMesh = MeshBuilder.CreateBox(`${name}-bezel`, {\n width: width + bezelThickness * 2,\n height: height + bezelThickness * 2,\n depth: bezelThickness,\n }, scene);\n bezelMesh.position = new Vector3(position[0], position[1], position[2]);\n bezelMesh.rotation.y = rotationY;\n const bezelMat = new StandardMaterial(`${name}-bezel-mat`, scene);\n bezelMat.diffuseColor = Color3.FromHexString(bezel);\n bezelMat.specularColor = new Color3(0.05, 0.05, 0.05);\n bezelMesh.material = bezelMat;\n\n // Inner pane the overlay tracks. Its background fills behind the React\n // overlay (in case the overlay is briefly mispositioned); the React\n // children are stamped on top.\n const pane = MeshBuilder.CreatePlane(`${name}-pane`, { width, height, sideOrientation: Mesh.DOUBLESIDE }, scene);\n pane.position = new Vector3(position[0], position[1], position[2]);\n pane.rotation.y = rotationY;\n // The bezel's \"front\" face is on +Z (default camera sits on +Z). Offset\n // the pane forward of that face so the React HTML overlay lines up with\n // the visible front of the bezel rather than its hidden back.\n const forward = new Vector3(0, 0, 1);\n const rot = Matrix.RotationY(rotationY);\n const offset = Vector3.TransformNormal(forward.scale(bezelThickness / 2 + 0.001), rot);\n pane.position.addInPlace(offset);\n const paneMat = new StandardMaterial(`${name}-pane-mat`, scene);\n paneMat.diffuseColor = Color3.FromHexString(background);\n paneMat.emissiveColor = Color3.FromHexString(background).scale(0.4);\n pane.material = paneMat;\n pane.metadata = { fancy3d: \"screen\", screenName: name };\n meshRef.current = pane;\n\n return () => {\n pane.dispose();\n bezelMesh.dispose();\n meshRef.current = null;\n };\n }, [stage, name, width, height, bezel, bezelThickness, background, position, rotationY]);\n\n // Each frame: project the four mesh corners and apply the matrix3d\n // transform that maps the inner div's local pixel space to the projected\n // quad. Imperative — no React re-render per frame.\n useEffect(() => {\n const unsub = stage.onFrame(() => {\n const mesh = meshRef.current;\n const overlay = overlayRef.current;\n if (!mesh || !overlay) return;\n const cam = stage.scene.activeCamera;\n if (!cam) return;\n const engine = stage.engine;\n const renderW = engine.getRenderWidth();\n const renderH = engine.getRenderHeight();\n const viewport = cam.viewport.toGlobal(renderW, renderH);\n const tm = stage.scene.getTransformMatrix();\n const identity = Matrix.Identity();\n const wm = mesh.getWorldMatrix();\n\n const halfW = width / 2;\n const halfH = height / 2;\n // Mesh-local corners ordered: top-left, top-right, bottom-right, bottom-left.\n // Babylon's plane: +Y is up in world (when not rotated around X), so\n // mesh-local +Y = top.\n const localCorners = [\n new Vector3(-halfW, halfH, 0), // top-left\n new Vector3(halfW, halfH, 0), // top-right\n new Vector3(halfW, -halfH, 0), // bottom-right\n new Vector3(-halfW, -halfH, 0), // bottom-left\n ];\n const worldCorners = localCorners.map((v) => Vector3.TransformCoordinates(v, wm));\n\n // Edge-on cull only — hide overlay when the panel is nearly perpendicular\n // to the camera ray (where the projected quad collapses and matrix3d\n // becomes singular). The matrix3d transform handles both front and\n // back side rendering naturally, so we don't strictly cull by side.\n const camPos = cam.globalPosition;\n const right = worldCorners[1].subtract(worldCorners[0]);\n const up = worldCorners[0].subtract(worldCorners[3]);\n const normal = Vector3.Cross(up, right).normalize();\n const center = worldCorners[0].add(worldCorners[2]).scale(0.5);\n const toCam = camPos.subtract(center).normalize();\n const facing = Math.abs(Vector3.Dot(normal, toCam));\n\n const projected = worldCorners.map((c) => Vector3.Project(c, identity, tm, viewport));\n const inFrustum = projected.every((p) => p.z >= 0 && p.z <= 1);\n const visible = inFrustum && facing > 0.05;\n\n if (!visible) {\n if (overlay.style.display !== \"none\") overlay.style.display = \"none\";\n return;\n }\n\n // Depth-sort overlays: nearer-to-camera panels stack above farther ones.\n // Without this, DOM document order decides stacking and side screens\n // can render on top of the center screen even when 3D depth says\n // otherwise. NDC z is 0 at the near plane and 1 at the far plane, so\n // closer-to-camera = smaller z = higher z-index.\n const avgZ = (projected[0].z + projected[1].z + projected[2].z + projected[3].z) / 4;\n const depthZIndex = Math.round(Math.max(0, Math.min(1, 1 - avgZ)) * 100000);\n const zStr = String(depthZIndex);\n if (overlay.style.zIndex !== zStr) overlay.style.zIndex = zStr;\n\n const dpr = window.devicePixelRatio || 1;\n const w0 = innerSize.current.w;\n const h0 = innerSize.current.h;\n const t = quadToQuad(\n w0, h0,\n projected[0].x / dpr, projected[0].y / dpr,\n projected[1].x / dpr, projected[1].y / dpr,\n projected[2].x / dpr, projected[2].y / dpr,\n projected[3].x / dpr, projected[3].y / dpr\n );\n\n if (overlay.style.display !== \"block\") overlay.style.display = \"block\";\n overlay.style.transform = matrix3dString(t);\n });\n return unsub;\n }, [stage, width, height]);\n\n // Mount the overlay into the stage's overlay root.\n useLayoutEffect(() => {\n const el = overlayRef.current;\n if (!el) return;\n if (el.parentElement !== stage.overlayRoot) {\n stage.overlayRoot.appendChild(el);\n }\n return () => {\n if (el.parentElement === stage.overlayRoot) {\n stage.overlayRoot.removeChild(el);\n }\n };\n }, [stage]);\n\n return (\n <div\n ref={overlayRef}\n data-fancy-3d-screen={name}\n style={{\n position: \"absolute\",\n left: 0,\n top: 0,\n width: innerSize.current.w,\n height: innerSize.current.h,\n transformOrigin: \"0 0\",\n pointerEvents: \"auto\",\n overflow: \"hidden\",\n background,\n borderRadius: 4,\n display: \"none\",\n }}\n >\n {children}\n </div>\n );\n}\n"]}
1
+ {"version":3,"sources":["../src/react.tsx"],"names":["BJScene"],"mappings":";;;;;;;;;;;;;;AAyDA,SAAS,KAAK,CAAA,EAAe;AAC3B,EAAA,OAAO;AAAA,IACL,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAC9E,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAC9E,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA;AAAA,IAAG,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC;AAAA,GAChF;AACF;AAEA,SAAS,MAAA,CAAO,GAAS,CAAA,EAAe;AACtC,EAAA,MAAM,CAAA,GAAc,IAAI,KAAA,CAAM,CAAC,CAAA;AAC/B,EAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,CAAA,EAAG,CAAA,EAAA,EAAK;AAC1B,IAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,CAAA,EAAG,CAAA,EAAA,EAAK;AAC1B,MAAA,IAAI,GAAA,GAAM,CAAA;AACV,MAAA,KAAA,IAAS,CAAA,GAAI,CAAA,EAAG,CAAA,GAAI,CAAA,EAAG,KAAK,GAAA,IAAO,CAAA,CAAE,CAAA,GAAI,CAAA,GAAI,CAAC,CAAA,GAAI,CAAA,CAAE,CAAA,GAAI,IAAI,CAAC,CAAA;AAC7D,MAAA,CAAA,CAAE,CAAA,GAAI,CAAA,GAAI,CAAC,CAAA,GAAI,GAAA;AAAA,IACjB;AAAA,EACF;AACA,EAAA,OAAO,CAAA;AACT;AAEA,SAAS,MAAA,CAAO,GAAS,CAAA,EAAuD;AAC9E,EAAA,OAAO;AAAA,IACL,EAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,EAAE,CAAC,CAAA;AAAA,IACtC,EAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,EAAE,CAAC,CAAA;AAAA,IACtC,EAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,IAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,CAAA,CAAE,CAAC,CAAA,GAAI,EAAE,CAAC;AAAA,GACxC;AACF;AAEA,SAAS,aAAA,CAAc,IAAY,EAAA,EAAY,EAAA,EAAY,IAAY,EAAA,EAAY,EAAA,EAAY,IAAY,EAAA,EAAkB;AAC3H,EAAA,MAAM,CAAA,GAAU,CAAC,EAAA,EAAI,EAAA,EAAI,EAAA,EAAI,IAAI,EAAA,EAAI,EAAA,EAAI,CAAA,EAAG,CAAA,EAAG,CAAC,CAAA;AAChD,EAAA,MAAM,CAAA,GAAI,OAAO,IAAA,CAAK,CAAC,GAAG,CAAC,EAAA,EAAI,EAAA,EAAI,CAAC,CAAC,CAAA;AACrC,EAAA,OAAO,OAAO,CAAA,EAAG,CAAC,EAAE,CAAC,CAAA,EAAG,GAAG,CAAA,EAAG,CAAA,EAAG,CAAA,CAAE,CAAC,GAAG,CAAA,EAAG,CAAA,EAAG,GAAG,CAAA,CAAE,CAAC,CAAC,CAAC,CAAA;AACvD;AAGA,SAAS,UAAA,CACP,CAAA,EAAW,CAAA,EACX,EAAA,EAAY,EAAA,EAAY,IAAY,EAAA,EAAY,EAAA,EAAY,EAAA,EAAY,EAAA,EAAY,EAAA,EAC9E;AACN,EAAA,MAAM,CAAA,GAAI,cAAc,CAAA,EAAG,CAAA,EAAG,GAAG,CAAA,EAAG,CAAA,EAAG,CAAA,EAAG,CAAA,EAAG,CAAC,CAAA;AAC9C,EAAA,MAAM,CAAA,GAAI,cAAc,EAAA,EAAI,EAAA,EAAI,IAAI,EAAA,EAAI,EAAA,EAAI,EAAA,EAAI,EAAA,EAAI,EAAE,CAAA;AACtD,EAAA,MAAM,CAAA,GAAI,MAAA,CAAO,CAAA,EAAG,IAAA,CAAK,CAAC,CAAC,CAAA;AAE3B,EAAA,MAAM,CAAA,GAAI,EAAE,CAAC,CAAA;AACb,EAAA,KAAA,IAAS,IAAI,CAAA,EAAG,CAAA,GAAI,GAAG,CAAA,EAAA,EAAK,CAAA,CAAE,CAAC,CAAA,IAAK,CAAA;AACpC,EAAA,OAAO,CAAA;AACT;AAGA,SAAS,eAAe,CAAA,EAAiB;AACvC,EAAA,OAAO,CAAA,SAAA,EAAY,CAAA,CAAE,CAAC,CAAC,KAAK,CAAA,CAAE,CAAC,CAAC,CAAA,KAAA,EAAQ,EAAE,CAAC,CAAC,CAAA,EAAA,EAAK,CAAA,CAAE,CAAC,CAAC,CAAA,EAAA,EAAK,CAAA,CAAE,CAAC,CAAC,CAAA,KAAA,EAAQ,CAAA,CAAE,CAAC,CAAC,iBAAiB,CAAA,CAAE,CAAC,CAAC,CAAA,EAAA,EAAK,EAAE,CAAC,CAAC,CAAA,KAAA,EAAQ,CAAA,CAAE,CAAC,CAAC,CAAA,CAAA,CAAA;AACtH;AAiBA,IAAM,YAAA,GAAe,cAAwC,IAAI,CAAA;AAE1D,SAAS,QAAA,GAA8B;AAC5C,EAAA,MAAM,GAAA,GAAM,WAAW,YAAY,CAAA;AACnC,EAAA,IAAI,CAAC,GAAA,EAAK,MAAM,IAAI,MAAM,0CAA0C,CAAA;AACpE,EAAA,OAAO,GAAA;AACT;AA0BO,SAAS,KAAA,CAAM;AAAA,EACpB,QAAA;AAAA,EACA,YAAA,GAAe,EAAA;AAAA,EACf,YAAA,GAAe,CAAC,CAAA,EAAG,GAAA,EAAK,CAAC,CAAA;AAAA,EACzB,WAAA,GAAc,KAAK,EAAA,GAAK,CAAA;AAAA,EACxB,UAAA,GAAa,KAAK,EAAA,GAAK,GAAA;AAAA,EACvB,UAAA,GAAa,SAAA;AAAA,EACb,IAAA,GAAO,KAAA;AAAA,EACP,OAAA;AAAA,EACA,SAAA;AAAA,EACA;AACF,CAAA,EAAe;AACb,EAAA,MAAM,YAAA,GAAe,OAA8B,IAAI,CAAA;AACvD,EAAA,MAAM,SAAA,GAAY,OAAiC,IAAI,CAAA;AACvD,EAAA,MAAM,UAAA,GAAa,OAA8B,IAAI,CAAA;AACrD,EAAA,MAAM,CAAC,KAAA,EAAO,QAAQ,CAAA,GAAI,SAAmC,IAAI,CAAA;AAEjE,EAAA,SAAA,CAAU,MAAM;AACd,IAAA,MAAM,SAAS,SAAA,CAAU,OAAA;AACzB,IAAA,MAAM,UAAU,UAAA,CAAW,OAAA;AAC3B,IAAA,IAAI,CAAC,MAAA,IAAU,CAAC,OAAA,EAAS;AAEzB,IAAA,MAAM,MAAA,GAAS,IAAI,MAAA,CAAO,MAAA,EAAQ,IAAA,EAAM,EAAE,OAAA,EAAS,IAAA,EAAM,qBAAA,EAAuB,IAAA,EAAM,CAAA;AACtF,IAAA,MAAM,KAAA,GAAQ,IAAIA,KAAA,CAAQ,MAAM,CAAA;AAChC,IAAA,MAAM,CAAA,GAAI,MAAA,CAAO,aAAA,CAAc,UAAU,CAAA;AACzC,IAAA,KAAA,CAAM,UAAA,GAAa,IAAI,MAAA,CAAO,CAAA,CAAE,GAAG,CAAA,CAAE,CAAA,EAAG,CAAA,CAAE,CAAA,EAAG,CAAC,CAAA;AAE9C,IAAA,IAAI,CAAC,IAAA,EAAM;AACT,MAAA,MAAM,MAAM,IAAI,eAAA;AAAA,QACd,aAAA;AAAA,QACA,WAAA;AAAA,QACA,UAAA;AAAA,QACA,YAAA;AAAA,QACA,IAAI,OAAA,CAAQ,GAAG,YAAY,CAAA;AAAA,QAC3B;AAAA,OACF;AACA,MAAA,GAAA,CAAI,aAAA,CAAc,QAAQ,IAAI,CAAA;AAC9B,MAAA,GAAA,CAAI,gBAAA,GAAmB,CAAA;AACvB,MAAA,GAAA,CAAI,gBAAA,GAAmB,EAAA;AACvB,MAAA,GAAA,CAAI,oBAAA,GAAuB,IAAA;AAC3B,MAAA,GAAA,CAAI,cAAA,GAAiB,IAAA,CAAK,EAAA,GAAK,CAAA,GAAI,IAAA;AAEnC,MAAA,MAAM,IAAA,GAAO,IAAI,gBAAA,CAAiB,cAAA,EAAgB,IAAI,QAAQ,CAAA,EAAG,CAAA,EAAG,CAAC,CAAA,EAAG,KAAK,CAAA;AAC7E,MAAA,IAAA,CAAK,SAAA,GAAY,GAAA;AACjB,MAAA,IAAA,CAAK,OAAA,GAAU,IAAI,MAAA,CAAO,GAAA,EAAK,MAAM,CAAC,CAAA;AACtC,MAAA,IAAA,CAAK,WAAA,GAAc,IAAI,MAAA,CAAO,GAAA,EAAK,KAAK,IAAI,CAAA;AAE5C,MAAA,MAAM,GAAA,GAAM,IAAI,gBAAA,CAAiB,aAAA,EAAe,IAAI,QAAQ,IAAA,EAAM,EAAA,EAAI,IAAI,CAAA,EAAG,KAAK,CAAA;AAClF,MAAA,GAAA,CAAI,SAAA,GAAY,GAAA;AAAA,IAClB;AAEA,IAAA,OAAA,GAAU,KAAK,CAAA;AAEf,IAAA,MAAM,SAAA,uBAAgB,GAAA,EAAgB;AACtC,IAAA,KAAA,CAAM,wBAAA,CAAyB,IAAI,MAAM;AACvC,MAAA,SAAA,CAAU,OAAA,CAAQ,CAAC,EAAA,KAAO,EAAA,EAAI,CAAA;AAAA,IAChC,CAAC,CAAA;AAED,IAAA,MAAA,CAAO,aAAA,CAAc,MAAM,KAAA,CAAM,MAAA,EAAQ,CAAA;AACzC,IAAA,MAAM,YAAA,GAAe,MAAM,MAAA,CAAO,MAAA,EAAO;AACzC,IAAA,MAAA,CAAO,gBAAA,CAAiB,UAAU,YAAY,CAAA;AAE9C,IAAA,QAAA,CAAS;AAAA,MACP,MAAA;AAAA,MACA,KAAA;AAAA,MACA,MAAA;AAAA,MACA,WAAA,EAAa,OAAA;AAAA,MACb,QAAQ,EAAA,EAAI;AACV,QAAA,SAAA,CAAU,IAAI,EAAE,CAAA;AAChB,QAAA,OAAO,MAAM,SAAA,CAAU,MAAA,CAAO,EAAE,CAAA;AAAA,MAClC;AAAA,KACD,CAAA;AAED,IAAA,OAAO,MAAM;AACX,MAAA,MAAA,CAAO,mBAAA,CAAoB,UAAU,YAAY,CAAA;AACjD,MAAA,MAAA,CAAO,OAAA,EAAQ;AACf,MAAA,QAAA,CAAS,IAAI,CAAA;AAAA,IACf,CAAA;AAAA,EAEF,CAAA,EAAG,EAAE,CAAA;AAEL,EAAA,uBACE,IAAA;AAAA,IAAC,KAAA;AAAA,IAAA;AAAA,MACC,GAAA,EAAK,YAAA;AAAA,MACL,SAAA;AAAA,MACA,OAAO,EAAE,QAAA,EAAU,YAAY,QAAA,EAAU,QAAA,EAAU,GAAG,KAAA,EAAM;AAAA,MAC5D,qBAAA,EAAoB,EAAA;AAAA,MAEpB,QAAA,EAAA;AAAA,wBAAA,GAAA;AAAA,UAAC,QAAA;AAAA,UAAA;AAAA,YACC,GAAA,EAAK,SAAA;AAAA,YACL,KAAA,EAAO,EAAE,OAAA,EAAS,OAAA,EAAS,OAAO,MAAA,EAAQ,MAAA,EAAQ,MAAA,EAAQ,OAAA,EAAS,MAAA,EAAO;AAAA,YAC1E,QAAA,EAAU;AAAA;AAAA,SACZ;AAAA,wBACA,GAAA;AAAA,UAAC,KAAA;AAAA,UAAA;AAAA,YACC,GAAA,EAAK,UAAA;AAAA,YACL,OAAO,EAAE,QAAA,EAAU,YAAY,KAAA,EAAO,CAAA,EAAG,eAAe,MAAA,EAAO;AAAA,YAC/D,4BAAA,EAA2B;AAAA;AAAA,SAC7B;AAAA,QACC,yBAAS,GAAA,CAAC,YAAA,CAAa,UAAb,EAAsB,KAAA,EAAO,OAAQ,QAAA,EAAS;AAAA;AAAA;AAAA,GAC3D;AAEJ;AA6BO,SAAS,OAAA,CAAQ;AAAA,EACtB,QAAA;AAAA,EACA,QAAA;AAAA,EACA,KAAA;AAAA,EACA,MAAA;AAAA,EACA,SAAA,GAAY,CAAA;AAAA,EACZ,KAAA,GAAQ,SAAA;AAAA,EACR,cAAA,GAAiB,IAAA;AAAA,EACjB,UAAA,GAAa,SAAA;AAAA,EACb,UAAA;AAAA,EACA,WAAA;AAAA,EACA,IAAA,GAAO;AACT,CAAA,EAAiB;AACf,EAAA,MAAM,QAAQ,QAAA,EAAS;AACvB,EAAA,MAAM,OAAA,GAAU,OAAoB,IAAI,CAAA;AACxC,EAAA,MAAM,UAAA,GAAa,OAA8B,IAAI,CAAA;AAGrD,EAAA,MAAM,YAAY,MAAA,CAAO;AAAA,IACvB,CAAA,EAAG,cAAc,IAAA,CAAK,GAAA,CAAI,KAAK,IAAA,CAAK,KAAA,CAAM,KAAA,GAAQ,GAAG,CAAC,CAAA;AAAA,IACtD,CAAA,EAAG,eAAe,IAAA,CAAK,GAAA,CAAI,IAAI,IAAA,CAAK,KAAA,CAAM,MAAA,GAAS,GAAG,CAAC;AAAA,GACxD,CAAA;AAGD,EAAA,SAAA,CAAU,MAAM;AACd,IAAA,MAAM,EAAE,OAAM,GAAI,KAAA;AAClB,IAAA,MAAM,SAAA,GAAY,WAAA,CAAY,SAAA,CAAU,CAAA,EAAG,IAAI,CAAA,MAAA,CAAA,EAAU;AAAA,MACvD,KAAA,EAAO,QAAQ,cAAA,GAAiB,CAAA;AAAA,MAChC,MAAA,EAAQ,SAAS,cAAA,GAAiB,CAAA;AAAA,MAClC,KAAA,EAAO;AAAA,OACN,KAAK,CAAA;AACR,IAAA,SAAA,CAAU,QAAA,GAAW,IAAI,OAAA,CAAQ,QAAA,CAAS,CAAC,CAAA,EAAG,QAAA,CAAS,CAAC,CAAA,EAAG,QAAA,CAAS,CAAC,CAAC,CAAA;AACtE,IAAA,SAAA,CAAU,SAAS,CAAA,GAAI,SAAA;AACvB,IAAA,MAAM,WAAW,IAAI,gBAAA,CAAiB,CAAA,EAAG,IAAI,cAAc,KAAK,CAAA;AAChE,IAAA,QAAA,CAAS,YAAA,GAAe,MAAA,CAAO,aAAA,CAAc,KAAK,CAAA;AAClD,IAAA,QAAA,CAAS,aAAA,GAAgB,IAAI,MAAA,CAAO,IAAA,EAAM,MAAM,IAAI,CAAA;AACpD,IAAA,SAAA,CAAU,QAAA,GAAW,QAAA;AAKrB,IAAA,MAAM,IAAA,GAAO,WAAA,CAAY,WAAA,CAAY,CAAA,EAAG,IAAI,CAAA,KAAA,CAAA,EAAS,EAAE,KAAA,EAAO,MAAA,EAAQ,eAAA,EAAiB,IAAA,CAAK,UAAA,IAAc,KAAK,CAAA;AAC/G,IAAA,IAAA,CAAK,QAAA,GAAW,IAAI,OAAA,CAAQ,QAAA,CAAS,CAAC,CAAA,EAAG,QAAA,CAAS,CAAC,CAAA,EAAG,QAAA,CAAS,CAAC,CAAC,CAAA;AACjE,IAAA,IAAA,CAAK,SAAS,CAAA,GAAI,SAAA;AAIlB,IAAA,MAAM,OAAA,GAAU,IAAI,OAAA,CAAQ,CAAA,EAAG,GAAG,CAAC,CAAA;AACnC,IAAA,MAAM,GAAA,GAAM,MAAA,CAAO,SAAA,CAAU,SAAS,CAAA;AACtC,IAAA,MAAM,MAAA,GAAS,QAAQ,eAAA,CAAgB,OAAA,CAAQ,MAAM,cAAA,GAAiB,CAAA,GAAI,IAAK,CAAA,EAAG,GAAG,CAAA;AACrF,IAAA,IAAA,CAAK,QAAA,CAAS,WAAW,MAAM,CAAA;AAC/B,IAAA,MAAM,UAAU,IAAI,gBAAA,CAAiB,CAAA,EAAG,IAAI,aAAa,KAAK,CAAA;AAC9D,IAAA,OAAA,CAAQ,YAAA,GAAe,MAAA,CAAO,aAAA,CAAc,UAAU,CAAA;AACtD,IAAA,OAAA,CAAQ,gBAAgB,MAAA,CAAO,aAAA,CAAc,UAAU,CAAA,CAAE,MAAM,GAAG,CAAA;AAClE,IAAA,IAAA,CAAK,QAAA,GAAW,OAAA;AAChB,IAAA,IAAA,CAAK,QAAA,GAAW,EAAE,OAAA,EAAS,QAAA,EAAU,YAAY,IAAA,EAAK;AACtD,IAAA,OAAA,CAAQ,OAAA,GAAU,IAAA;AAElB,IAAA,OAAO,MAAM;AACX,MAAA,IAAA,CAAK,OAAA,EAAQ;AACb,MAAA,SAAA,CAAU,OAAA,EAAQ;AAClB,MAAA,OAAA,CAAQ,OAAA,GAAU,IAAA;AAAA,IACpB,CAAA;AAAA,EACF,CAAA,EAAG,CAAC,KAAA,EAAO,IAAA,EAAM,KAAA,EAAO,MAAA,EAAQ,KAAA,EAAO,cAAA,EAAgB,UAAA,EAAY,QAAA,EAAU,SAAS,CAAC,CAAA;AAKvF,EAAA,SAAA,CAAU,MAAM;AACd,IAAA,MAAM,KAAA,GAAQ,KAAA,CAAM,OAAA,CAAQ,MAAM;AAChC,MAAA,MAAM,OAAO,OAAA,CAAQ,OAAA;AACrB,MAAA,MAAM,UAAU,UAAA,CAAW,OAAA;AAC3B,MAAA,IAAI,CAAC,IAAA,IAAQ,CAAC,OAAA,EAAS;AACvB,MAAA,MAAM,GAAA,GAAM,MAAM,KAAA,CAAM,YAAA;AACxB,MAAA,IAAI,CAAC,GAAA,EAAK;AACV,MAAA,MAAM,SAAS,KAAA,CAAM,MAAA;AACrB,MAAA,MAAM,OAAA,GAAU,OAAO,cAAA,EAAe;AACtC,MAAA,MAAM,OAAA,GAAU,OAAO,eAAA,EAAgB;AACvC,MAAA,MAAM,QAAA,GAAW,GAAA,CAAI,QAAA,CAAS,QAAA,CAAS,SAAS,OAAO,CAAA;AACvD,MAAA,MAAM,EAAA,GAAK,KAAA,CAAM,KAAA,CAAM,kBAAA,EAAmB;AAC1C,MAAA,MAAM,QAAA,GAAW,OAAO,QAAA,EAAS;AACjC,MAAA,MAAM,EAAA,GAAK,KAAK,cAAA,EAAe;AAE/B,MAAA,MAAM,QAAQ,KAAA,GAAQ,CAAA;AACtB,MAAA,MAAM,QAAQ,MAAA,GAAS,CAAA;AAIvB,MAAA,MAAM,YAAA,GAAe;AAAA,QACnB,IAAI,OAAA,CAAQ,CAAC,KAAA,EAAO,OAAO,CAAC,CAAA;AAAA;AAAA,QAC5B,IAAI,OAAA,CAAQ,KAAA,EAAO,KAAA,EAAO,CAAC,CAAA;AAAA;AAAA,QAC3B,IAAI,OAAA,CAAQ,KAAA,EAAO,CAAC,OAAO,CAAC,CAAA;AAAA;AAAA,QAC5B,IAAI,OAAA,CAAQ,CAAC,KAAA,EAAO,CAAC,OAAO,CAAC;AAAA;AAAA,OAC/B;AACA,MAAA,MAAM,YAAA,GAAe,aAAa,GAAA,CAAI,CAAC,MAAM,OAAA,CAAQ,oBAAA,CAAqB,CAAA,EAAG,EAAE,CAAC,CAAA;AAMhF,MAAA,MAAM,SAAS,GAAA,CAAI,cAAA;AACnB,MAAA,MAAM,QAAQ,YAAA,CAAa,CAAC,EAAE,QAAA,CAAS,YAAA,CAAa,CAAC,CAAC,CAAA;AACtD,MAAA,MAAM,KAAK,YAAA,CAAa,CAAC,EAAE,QAAA,CAAS,YAAA,CAAa,CAAC,CAAC,CAAA;AACnD,MAAA,MAAM,SAAS,OAAA,CAAQ,KAAA,CAAM,EAAA,EAAI,KAAK,EAAE,SAAA,EAAU;AAClD,MAAA,MAAM,MAAA,GAAS,YAAA,CAAa,CAAC,CAAA,CAAE,GAAA,CAAI,aAAa,CAAC,CAAC,CAAA,CAAE,KAAA,CAAM,GAAG,CAAA;AAC7D,MAAA,MAAM,KAAA,GAAQ,MAAA,CAAO,QAAA,CAAS,MAAM,EAAE,SAAA,EAAU;AAChD,MAAA,MAAM,SAAS,IAAA,CAAK,GAAA,CAAI,QAAQ,GAAA,CAAI,MAAA,EAAQ,KAAK,CAAC,CAAA;AAElD,MAAA,MAAM,SAAA,GAAY,YAAA,CAAa,GAAA,CAAI,CAAC,CAAA,KAAM,OAAA,CAAQ,OAAA,CAAQ,CAAA,EAAG,QAAA,EAAU,EAAA,EAAI,QAAQ,CAAC,CAAA;AACpF,MAAA,MAAM,SAAA,GAAY,SAAA,CAAU,KAAA,CAAM,CAAC,CAAA,KAAM,EAAE,CAAA,IAAK,CAAA,IAAK,CAAA,CAAE,CAAA,IAAK,CAAC,CAAA;AAC7D,MAAA,MAAM,OAAA,GAAU,aAAa,MAAA,GAAS,IAAA;AAEtC,MAAA,IAAI,CAAC,OAAA,EAAS;AACZ,QAAA,IAAI,QAAQ,KAAA,CAAM,OAAA,KAAY,MAAA,EAAQ,OAAA,CAAQ,MAAM,OAAA,GAAU,MAAA;AAC9D,QAAA;AAAA,MACF;AAOA,MAAA,MAAM,QAAQ,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,UAAU,CAAC,CAAA,CAAE,CAAA,GAAI,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,SAAA,CAAU,CAAC,EAAE,CAAA,IAAK,CAAA;AACnF,MAAA,MAAM,WAAA,GAAc,IAAA,CAAK,KAAA,CAAM,IAAA,CAAK,GAAA,CAAI,CAAA,EAAG,IAAA,CAAK,GAAA,CAAI,CAAA,EAAG,CAAA,GAAI,IAAI,CAAC,IAAI,GAAM,CAAA;AAC1E,MAAA,MAAM,IAAA,GAAO,OAAO,WAAW,CAAA;AAC/B,MAAA,IAAI,QAAQ,KAAA,CAAM,MAAA,KAAW,IAAA,EAAM,OAAA,CAAQ,MAAM,MAAA,GAAS,IAAA;AAE1D,MAAA,MAAM,GAAA,GAAM,OAAO,gBAAA,IAAoB,CAAA;AACvC,MAAA,MAAM,EAAA,GAAK,UAAU,OAAA,CAAQ,CAAA;AAC7B,MAAA,MAAM,EAAA,GAAK,UAAU,OAAA,CAAQ,CAAA;AAC7B,MAAA,MAAM,CAAA,GAAI,UAAA;AAAA,QACR,EAAA;AAAA,QAAI,EAAA;AAAA,QACJ,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QAAK,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QACvC,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QAAK,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QACvC,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QAAK,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QACvC,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI,GAAA;AAAA,QAAK,SAAA,CAAU,CAAC,CAAA,CAAE,CAAA,GAAI;AAAA,OACzC;AAEA,MAAA,IAAI,QAAQ,KAAA,CAAM,OAAA,KAAY,OAAA,EAAS,OAAA,CAAQ,MAAM,OAAA,GAAU,OAAA;AAC/D,MAAA,OAAA,CAAQ,KAAA,CAAM,SAAA,GAAY,cAAA,CAAe,CAAC,CAAA;AAAA,IAC5C,CAAC,CAAA;AACD,IAAA,OAAO,KAAA;AAAA,EACT,CAAA,EAAG,CAAC,KAAA,EAAO,KAAA,EAAO,MAAM,CAAC,CAAA;AAGzB,EAAA,eAAA,CAAgB,MAAM;AACpB,IAAA,MAAM,KAAK,UAAA,CAAW,OAAA;AACtB,IAAA,IAAI,CAAC,EAAA,EAAI;AACT,IAAA,IAAI,EAAA,CAAG,aAAA,KAAkB,KAAA,CAAM,WAAA,EAAa;AAC1C,MAAA,KAAA,CAAM,WAAA,CAAY,YAAY,EAAE,CAAA;AAAA,IAClC;AACA,IAAA,OAAO,MAAM;AACX,MAAA,IAAI,EAAA,CAAG,aAAA,KAAkB,KAAA,CAAM,WAAA,EAAa;AAC1C,QAAA,KAAA,CAAM,WAAA,CAAY,YAAY,EAAE,CAAA;AAAA,MAClC;AAAA,IACF,CAAA;AAAA,EACF,CAAA,EAAG,CAAC,KAAK,CAAC,CAAA;AAEV,EAAA,uBACE,GAAA;AAAA,IAAC,KAAA;AAAA,IAAA;AAAA,MACC,GAAA,EAAK,UAAA;AAAA,MACL,sBAAA,EAAsB,IAAA;AAAA,MACtB,KAAA,EAAO;AAAA,QACL,QAAA,EAAU,UAAA;AAAA,QACV,IAAA,EAAM,CAAA;AAAA,QACN,GAAA,EAAK,CAAA;AAAA,QACL,KAAA,EAAO,UAAU,OAAA,CAAQ,CAAA;AAAA,QACzB,MAAA,EAAQ,UAAU,OAAA,CAAQ,CAAA;AAAA,QAC1B,eAAA,EAAiB,KAAA;AAAA,QACjB,aAAA,EAAe,MAAA;AAAA,QACf,QAAA,EAAU,QAAA;AAAA,QACV,UAAA;AAAA,QACA,YAAA,EAAc,CAAA;AAAA,QACd,OAAA,EAAS;AAAA,OACX;AAAA,MAEC;AAAA;AAAA,GACH;AAEJ","file":"react.js","sourcesContent":["/**\n * `<Stage>` and `<Monitor>` — declarative React API for fancy-3d.\n *\n * <Stage>\n * <Monitor position={[0, 2, 0]} width={4} height={2.5}>\n * <Card>...real react-fancy components...</Card>\n * </Monitor>\n * </Stage>\n *\n * `<Stage>` owns the Babylon engine + scene + render loop and exposes them\n * via context. `<Monitor>` builds a bezel mesh, projects its world-space\n * corners to screen space each frame, and renders its children into a\n * positioned DOM overlay. Children are real React: full interactivity,\n * accessibility, and styling — no canvas-rasterized snapshot.\n\n * Renamed from `<Screen>` in v0.3.0 to free the name for\n * `@particle-academy/fancy-screens`'s `<Screen>` (containerized application\n * surface). The behavior here is unchanged.\n *\n * Tradeoffs of mount mode (vs. painted texture):\n * - Pro: live, interactive, perfect text rendering.\n * - Con: HTML overlay always renders on top of the WebGL canvas; depth\n * sorting against other 3D objects is approximate (we hide the overlay\n * when the mesh is behind the camera or fully occluded by frustum).\n */\n// Granular @babylonjs/core imports (not the barrel) for tree-shaking; each\n// non-\".pure\" module self-applies its side effects (camera inputs, shaders,\n// engine extensions), so `attachControl` / rendering behave exactly as before.\nimport { ArcRotateCamera } from \"@babylonjs/core/Cameras/arcRotateCamera\";\nimport { Color3, Color4 } from \"@babylonjs/core/Maths/math.color\";\nimport { DirectionalLight } from \"@babylonjs/core/Lights/directionalLight\";\nimport { Engine } from \"@babylonjs/core/Engines/engine\";\nimport { HemisphericLight } from \"@babylonjs/core/Lights/hemisphericLight\";\nimport { Matrix, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\nimport { MeshBuilder } from \"@babylonjs/core/Meshes/meshBuilder\";\nimport { Scene as BJScene } from \"@babylonjs/core/scene\";\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\nimport type { Camera } from \"@babylonjs/core/Cameras/camera\";\nimport {\n createContext,\n useContext,\n useEffect,\n useLayoutEffect,\n useRef,\n useState,\n type CSSProperties,\n type ReactNode,\n} from \"react\";\n\n/* ------------------------------------------------------------------ */\n/* 2D perspective transform — maps a unit rectangle to a 4-point quad */\n/* via a 3x3 homography, packed into a CSS matrix3d for transform. */\n/* ------------------------------------------------------------------ */\n\ntype Mat3 = [number, number, number, number, number, number, number, number, number];\n\nfunction adj3(m: Mat3): Mat3 {\n return [\n m[4] * m[8] - m[5] * m[7], m[2] * m[7] - m[1] * m[8], m[1] * m[5] - m[2] * m[4],\n m[5] * m[6] - m[3] * m[8], m[0] * m[8] - m[2] * m[6], m[2] * m[3] - m[0] * m[5],\n m[3] * m[7] - m[4] * m[6], m[1] * m[6] - m[0] * m[7], m[0] * m[4] - m[1] * m[3],\n ];\n}\n\nfunction multmm(a: Mat3, b: Mat3): Mat3 {\n const c: number[] = new Array(9);\n for (let i = 0; i < 3; i++) {\n for (let j = 0; j < 3; j++) {\n let cij = 0;\n for (let k = 0; k < 3; k++) cij += a[3 * i + k] * b[3 * k + j];\n c[3 * i + j] = cij;\n }\n }\n return c as Mat3;\n}\n\nfunction multmv(m: Mat3, v: [number, number, number]): [number, number, number] {\n return [\n m[0] * v[0] + m[1] * v[1] + m[2] * v[2],\n m[3] * v[0] + m[4] * v[1] + m[5] * v[2],\n m[6] * v[0] + m[7] * v[1] + m[8] * v[2],\n ];\n}\n\nfunction basisToPoints(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number): Mat3 {\n const m: Mat3 = [x1, x2, x3, y1, y2, y3, 1, 1, 1];\n const v = multmv(adj3(m), [x4, y4, 1]);\n return multmm(m, [v[0], 0, 0, 0, v[1], 0, 0, 0, v[2]]);\n}\n\n/** Compute a homography that maps (0,0)→p1, (w,0)→p2, (w,h)→p3, (0,h)→p4. */\nfunction quadToQuad(\n w: number, h: number,\n x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number\n): Mat3 {\n const s = basisToPoints(0, 0, w, 0, w, h, 0, h);\n const d = basisToPoints(x1, y1, x2, y2, x3, y3, x4, y4);\n const t = multmm(d, adj3(s));\n // Normalize so t[8] is 1\n const n = t[8];\n for (let i = 0; i < 9; i++) t[i] /= n;\n return t;\n}\n\n/** Pack a 3x3 homography into a CSS matrix3d() string. */\nfunction matrix3dString(t: Mat3): string {\n return `matrix3d(${t[0]}, ${t[3]}, 0, ${t[6]}, ${t[1]}, ${t[4]}, 0, ${t[7]}, 0, 0, 1, 0, ${t[2]}, ${t[5]}, 0, ${t[8]})`;\n}\n\n/* ------------------------------------------------------------------ */\n/* Stage context */\n/* ------------------------------------------------------------------ */\n\ninterface StageContextValue {\n engine: Engine;\n scene: BJScene;\n /** The HTML <canvas> the engine renders into — its bounding rect anchors overlays. */\n canvas: HTMLCanvasElement;\n /** Subscribe to per-frame ticks. Returns an unsubscribe fn. */\n onFrame(cb: () => void): () => void;\n /** The DOM container that screen overlays mount into. */\n overlayRoot: HTMLDivElement;\n}\n\nconst StageContext = createContext<StageContextValue | null>(null);\n\nexport function useStage(): StageContextValue {\n const ctx = useContext(StageContext);\n if (!ctx) throw new Error(\"useStage() must be called inside <Stage>\");\n return ctx;\n}\n\n/* ------------------------------------------------------------------ */\n/* Stage */\n/* ------------------------------------------------------------------ */\n\nexport interface StageProps {\n children?: ReactNode;\n /** Initial camera radius. Defaults to 10. */\n cameraRadius?: number;\n /** Initial camera target. Defaults to (0, 1.5, 0). */\n cameraTarget?: [number, number, number];\n /** Initial camera alpha (horizontal angle). Defaults to π/2. */\n cameraAlpha?: number;\n /** Initial camera beta (vertical angle). Defaults to π/2.4. */\n cameraBeta?: number;\n /** Background clear color. Defaults to a near-black. */\n clearColor?: string;\n /** Disable the default lights / camera if you want to set your own. */\n bare?: boolean;\n /** Callback after the scene is created — set up custom cameras, lights, meshes. */\n onReady?: (scene: BJScene) => void;\n className?: string;\n style?: CSSProperties;\n}\n\nexport function Stage({\n children,\n cameraRadius = 10,\n cameraTarget = [0, 1.5, 0],\n cameraAlpha = Math.PI / 2,\n cameraBeta = Math.PI / 2.4,\n clearColor = \"#06080f\",\n bare = false,\n onReady,\n className,\n style,\n}: StageProps) {\n const containerRef = useRef<HTMLDivElement | null>(null);\n const canvasRef = useRef<HTMLCanvasElement | null>(null);\n const overlayRef = useRef<HTMLDivElement | null>(null);\n const [stage, setStage] = useState<StageContextValue | null>(null);\n\n useEffect(() => {\n const canvas = canvasRef.current;\n const overlay = overlayRef.current;\n if (!canvas || !overlay) return;\n\n const engine = new Engine(canvas, true, { stencil: true, preserveDrawingBuffer: true });\n const scene = new BJScene(engine);\n const c = Color4.FromHexString(clearColor);\n scene.clearColor = new Color4(c.r, c.g, c.b, 1);\n\n if (!bare) {\n const cam = new ArcRotateCamera(\n \"fancy3d-cam\",\n cameraAlpha,\n cameraBeta,\n cameraRadius,\n new Vector3(...cameraTarget),\n scene\n );\n cam.attachControl(canvas, true);\n cam.lowerRadiusLimit = 1;\n cam.upperRadiusLimit = 80;\n cam.wheelDeltaPercentage = 0.01;\n cam.upperBetaLimit = Math.PI / 2 - 0.05;\n\n const hemi = new HemisphericLight(\"fancy3d-hemi\", new Vector3(0, 1, 0), scene);\n hemi.intensity = 0.7;\n hemi.diffuse = new Color3(0.7, 0.78, 1);\n hemi.groundColor = new Color3(0.1, 0.1, 0.18);\n\n const dir = new DirectionalLight(\"fancy3d-dir\", new Vector3(-0.4, -1, -0.6), scene);\n dir.intensity = 0.6;\n }\n\n onReady?.(scene);\n\n const frameSubs = new Set<() => void>();\n scene.onBeforeRenderObservable.add(() => {\n frameSubs.forEach((cb) => cb());\n });\n\n engine.runRenderLoop(() => scene.render());\n const handleResize = () => engine.resize();\n window.addEventListener(\"resize\", handleResize);\n\n setStage({\n engine,\n scene,\n canvas,\n overlayRoot: overlay,\n onFrame(cb) {\n frameSubs.add(cb);\n return () => frameSubs.delete(cb);\n },\n });\n\n return () => {\n window.removeEventListener(\"resize\", handleResize);\n engine.dispose();\n setStage(null);\n };\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, []);\n\n return (\n <div\n ref={containerRef}\n className={className}\n style={{ position: \"relative\", overflow: \"hidden\", ...style }}\n data-fancy-3d-stage=\"\"\n >\n <canvas\n ref={canvasRef}\n style={{ display: \"block\", width: \"100%\", height: \"100%\", outline: \"none\" }}\n tabIndex={0}\n />\n <div\n ref={overlayRef}\n style={{ position: \"absolute\", inset: 0, pointerEvents: \"none\" }}\n data-fancy-3d-overlay-root=\"\"\n />\n {stage && <StageContext.Provider value={stage}>{children}</StageContext.Provider>}\n </div>\n );\n}\n\n/* ------------------------------------------------------------------ */\n/* Monitor — interactive mount point on a 3D mesh */\n/* ------------------------------------------------------------------ */\n\nexport interface MonitorProps {\n children?: ReactNode;\n /** World-space center of the screen. */\n position: [number, number, number];\n /** Mesh dimensions in world units. */\n width: number;\n height: number;\n /** Y-axis rotation in radians. */\n rotationY?: number;\n /** Bezel color. Defaults to a near-black frame. */\n bezel?: string;\n /** Bezel thickness in world units. Defaults to 0.06. */\n bezelThickness?: number;\n /** Background color visible behind the React content. */\n background?: string;\n /** Design-time pixel width for the children. Defaults to `width * 360`. */\n pixelWidth?: number;\n /** Design-time pixel height for the children. Defaults to `height * 360`. */\n pixelHeight?: number;\n /** Optional name on the Babylon mesh. */\n name?: string;\n}\n\nexport function Monitor({\n children,\n position,\n width,\n height,\n rotationY = 0,\n bezel = \"#0b0f17\",\n bezelThickness = 0.06,\n background = \"#0b1220\",\n pixelWidth,\n pixelHeight,\n name = \"screen\",\n}: MonitorProps) {\n const stage = useStage();\n const meshRef = useRef<Mesh | null>(null);\n const overlayRef = useRef<HTMLDivElement | null>(null);\n // Design-time pixel size for the children. The matrix3d transform maps\n // this unit rectangle onto the projected mesh quad each frame.\n const innerSize = useRef({\n w: pixelWidth ?? Math.max(120, Math.round(width * 360)),\n h: pixelHeight ?? Math.max(80, Math.round(height * 360)),\n });\n\n // Build the bezel + invisible projection-target plane.\n useEffect(() => {\n const { scene } = stage;\n const bezelMesh = MeshBuilder.CreateBox(`${name}-bezel`, {\n width: width + bezelThickness * 2,\n height: height + bezelThickness * 2,\n depth: bezelThickness,\n }, scene);\n bezelMesh.position = new Vector3(position[0], position[1], position[2]);\n bezelMesh.rotation.y = rotationY;\n const bezelMat = new StandardMaterial(`${name}-bezel-mat`, scene);\n bezelMat.diffuseColor = Color3.FromHexString(bezel);\n bezelMat.specularColor = new Color3(0.05, 0.05, 0.05);\n bezelMesh.material = bezelMat;\n\n // Inner pane the overlay tracks. Its background fills behind the React\n // overlay (in case the overlay is briefly mispositioned); the React\n // children are stamped on top.\n const pane = MeshBuilder.CreatePlane(`${name}-pane`, { width, height, sideOrientation: Mesh.DOUBLESIDE }, scene);\n pane.position = new Vector3(position[0], position[1], position[2]);\n pane.rotation.y = rotationY;\n // The bezel's \"front\" face is on +Z (default camera sits on +Z). Offset\n // the pane forward of that face so the React HTML overlay lines up with\n // the visible front of the bezel rather than its hidden back.\n const forward = new Vector3(0, 0, 1);\n const rot = Matrix.RotationY(rotationY);\n const offset = Vector3.TransformNormal(forward.scale(bezelThickness / 2 + 0.001), rot);\n pane.position.addInPlace(offset);\n const paneMat = new StandardMaterial(`${name}-pane-mat`, scene);\n paneMat.diffuseColor = Color3.FromHexString(background);\n paneMat.emissiveColor = Color3.FromHexString(background).scale(0.4);\n pane.material = paneMat;\n pane.metadata = { fancy3d: \"screen\", screenName: name };\n meshRef.current = pane;\n\n return () => {\n pane.dispose();\n bezelMesh.dispose();\n meshRef.current = null;\n };\n }, [stage, name, width, height, bezel, bezelThickness, background, position, rotationY]);\n\n // Each frame: project the four mesh corners and apply the matrix3d\n // transform that maps the inner div's local pixel space to the projected\n // quad. Imperative — no React re-render per frame.\n useEffect(() => {\n const unsub = stage.onFrame(() => {\n const mesh = meshRef.current;\n const overlay = overlayRef.current;\n if (!mesh || !overlay) return;\n const cam = stage.scene.activeCamera;\n if (!cam) return;\n const engine = stage.engine;\n const renderW = engine.getRenderWidth();\n const renderH = engine.getRenderHeight();\n const viewport = cam.viewport.toGlobal(renderW, renderH);\n const tm = stage.scene.getTransformMatrix();\n const identity = Matrix.Identity();\n const wm = mesh.getWorldMatrix();\n\n const halfW = width / 2;\n const halfH = height / 2;\n // Mesh-local corners ordered: top-left, top-right, bottom-right, bottom-left.\n // Babylon's plane: +Y is up in world (when not rotated around X), so\n // mesh-local +Y = top.\n const localCorners = [\n new Vector3(-halfW, halfH, 0), // top-left\n new Vector3(halfW, halfH, 0), // top-right\n new Vector3(halfW, -halfH, 0), // bottom-right\n new Vector3(-halfW, -halfH, 0), // bottom-left\n ];\n const worldCorners = localCorners.map((v) => Vector3.TransformCoordinates(v, wm));\n\n // Edge-on cull only — hide overlay when the panel is nearly perpendicular\n // to the camera ray (where the projected quad collapses and matrix3d\n // becomes singular). The matrix3d transform handles both front and\n // back side rendering naturally, so we don't strictly cull by side.\n const camPos = cam.globalPosition;\n const right = worldCorners[1].subtract(worldCorners[0]);\n const up = worldCorners[0].subtract(worldCorners[3]);\n const normal = Vector3.Cross(up, right).normalize();\n const center = worldCorners[0].add(worldCorners[2]).scale(0.5);\n const toCam = camPos.subtract(center).normalize();\n const facing = Math.abs(Vector3.Dot(normal, toCam));\n\n const projected = worldCorners.map((c) => Vector3.Project(c, identity, tm, viewport));\n const inFrustum = projected.every((p) => p.z >= 0 && p.z <= 1);\n const visible = inFrustum && facing > 0.05;\n\n if (!visible) {\n if (overlay.style.display !== \"none\") overlay.style.display = \"none\";\n return;\n }\n\n // Depth-sort overlays: nearer-to-camera panels stack above farther ones.\n // Without this, DOM document order decides stacking and side screens\n // can render on top of the center screen even when 3D depth says\n // otherwise. NDC z is 0 at the near plane and 1 at the far plane, so\n // closer-to-camera = smaller z = higher z-index.\n const avgZ = (projected[0].z + projected[1].z + projected[2].z + projected[3].z) / 4;\n const depthZIndex = Math.round(Math.max(0, Math.min(1, 1 - avgZ)) * 100000);\n const zStr = String(depthZIndex);\n if (overlay.style.zIndex !== zStr) overlay.style.zIndex = zStr;\n\n const dpr = window.devicePixelRatio || 1;\n const w0 = innerSize.current.w;\n const h0 = innerSize.current.h;\n const t = quadToQuad(\n w0, h0,\n projected[0].x / dpr, projected[0].y / dpr,\n projected[1].x / dpr, projected[1].y / dpr,\n projected[2].x / dpr, projected[2].y / dpr,\n projected[3].x / dpr, projected[3].y / dpr\n );\n\n if (overlay.style.display !== \"block\") overlay.style.display = \"block\";\n overlay.style.transform = matrix3dString(t);\n });\n return unsub;\n }, [stage, width, height]);\n\n // Mount the overlay into the stage's overlay root.\n useLayoutEffect(() => {\n const el = overlayRef.current;\n if (!el) return;\n if (el.parentElement !== stage.overlayRoot) {\n stage.overlayRoot.appendChild(el);\n }\n return () => {\n if (el.parentElement === stage.overlayRoot) {\n stage.overlayRoot.removeChild(el);\n }\n };\n }, [stage]);\n\n return (\n <div\n ref={overlayRef}\n data-fancy-3d-screen={name}\n style={{\n position: \"absolute\",\n left: 0,\n top: 0,\n width: innerSize.current.w,\n height: innerSize.current.h,\n transformOrigin: \"0 0\",\n pointerEvents: \"auto\",\n overflow: \"hidden\",\n background,\n borderRadius: 4,\n display: \"none\",\n }}\n >\n {children}\n </div>\n );\n}\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@particle-academy/fancy-3d-babylon",
3
- "version": "0.1.1",
3
+ "version": "0.1.2",
4
4
  "description": "Babylon.js adapter for @particle-academy/fancy-3d — WebGL renderer, primitives, React components (Stage, Monitor, Card3D, Screen) that mount onto a Babylon Scene.",
5
5
  "repository": {
6
6
  "type": "git",
@@ -77,7 +77,7 @@
77
77
  "devDependencies": {
78
78
  "@babylonjs/core": "^9.0.0",
79
79
  "@particle-academy/fancy-3d": "^0.4.0",
80
- "@particle-academy/react-fancy": "^3.0.0",
80
+ "@particle-academy/react-fancy": "^4.0.0",
81
81
  "@types/react": "^19.0.0",
82
82
  "@types/react-dom": "^19.0.0",
83
83
  "react": "^19.0.0",