@wave3d/core 0.2.1 → 0.3.0

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Files changed (40) hide show
  1. package/README.md +47 -0
  2. package/dist/config/model.d.ts +104 -1
  3. package/dist/config/model.js +111 -1
  4. package/dist/config/model.js.map +1 -1
  5. package/dist/index.d.ts +3 -2
  6. package/dist/index.js +2 -2
  7. package/dist/presets.js +15 -0
  8. package/dist/presets.js.map +1 -1
  9. package/dist/renderer/WaveRenderer.d.ts +34 -0
  10. package/dist/renderer/WaveRenderer.js +232 -7
  11. package/dist/renderer/WaveRenderer.js.map +1 -1
  12. package/dist/renderer/interaction.d.ts +119 -0
  13. package/dist/renderer/interaction.js +474 -0
  14. package/dist/renderer/interaction.js.map +1 -0
  15. package/dist/renderer/palette.js +14 -0
  16. package/dist/renderer/palette.js.map +1 -1
  17. package/dist/renderer/shaders.js +105 -0
  18. package/dist/renderer/shaders.js.map +1 -1
  19. package/dist/shell/createWave.d.ts +9 -1
  20. package/dist/shell/createWave.js +7 -1
  21. package/dist/shell/createWave.js.map +1 -1
  22. package/dist/shell/poster.d.ts +12 -0
  23. package/dist/shell/poster.js +4 -3
  24. package/dist/shell/poster.js.map +1 -1
  25. package/dist/standalone/wave3d.standalone.js +864 -219
  26. package/dist/standalone.d.ts +2 -2
  27. package/dist/standalone.js +2 -2
  28. package/dist/studio/StudioWaveRenderer.d.ts +15 -0
  29. package/dist/studio/StudioWaveRenderer.js +32 -1
  30. package/dist/studio/StudioWaveRenderer.js.map +1 -1
  31. package/dist/studio/index.d.ts +2 -1
  32. package/dist/studio/index.js +2 -1
  33. package/dist/studio/randomize.d.ts +3 -3
  34. package/dist/studio/randomize.js +4 -4
  35. package/dist/studio/randomize.js.map +1 -1
  36. package/dist/studio/thumbnail.d.ts +14 -0
  37. package/dist/studio/thumbnail.js +32 -0
  38. package/dist/studio/thumbnail.js.map +1 -0
  39. package/package.json +1 -1
  40. package/skills/wave3d/SKILL.md +20 -2
@@ -1 +1 @@
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- {"version":3,"file":"randomize.js","names":[],"sources":["../../src/studio/randomize.ts"],"sourcesContent":["/**\n * The \"Randomize\" helpers: `randomizeConfig` (\"Randomize All\") plus the per-section randomizers\n * the studio wires to each folder's 🎲. Studio-facing (not part of the renderer core), exposed via\n * the `@wave3d/core/studio` entry.\n */\nimport { clamp, roundTo } from \"../util/math\";\nimport type {\n StudioConfig,\n WaveConfig,\n MeshGradientPoint,\n ColorStop,\n GradientType,\n} from \"../config/model\";\n\nconst RANDOM_PALETTES: string[][] = [\n [\"#9bb0ff\", \"#ffb14e\", \"#ff6aa8\", \"#b15cff\", \"#6f7bff\"],\n [\"#ffd166\", \"#ff6b6b\", \"#c44dff\", \"#4d79ff\", \"#22d3ee\"],\n [\"#f97316\", \"#ec4899\", \"#8b5cf6\", \"#3b82f6\", \"#06b6d4\"],\n [\"#00f5d4\", \"#00bbf9\", \"#9b5de5\", \"#f15bb5\", \"#fee440\"],\n [\"#7c3aed\", \"#db2777\", \"#f59e0b\", \"#10b981\", \"#06b6d4\"],\n];\n\nfunction rand(min: number, max: number): number {\n return min + Math.random() * (max - min);\n}\n\nfunction pick<T>(arr: T[]): T {\n return arr[Math.floor(Math.random() * arr.length)];\n}\n\n/** \"Randomize All\": keep the scene (background, camera, lights, quality) and randomize the\n * post-fx plus every wave independently — so a multi-wave stack becomes visibly varied.\n * The camera is deliberately left alone so the result always lands in view. */\nexport function randomizeConfig(base: StudioConfig): StudioConfig {\n const cfg = structuredClone(base);\n cfg.grain = r2(rand(0, 1.5));\n cfg.blur = r3(rand(0, 0.02));\n for (const s of cfg.waves) randomizeWave(s);\n return cfg;\n}\n\n/** Randomize a whole wave: colour, shape (displacement/twist), transform, finish + the\n * compositing knobs (speed/opacity/seed/blend). Used by each wave's 🎲 and by \"Randomize All\". */\nexport function randomizeWave(s: WaveConfig): void {\n randomizeGradient(s);\n randomizeColor(s);\n randomizeSpine(s);\n randomizeTransform(s);\n randomizeTwist(s);\n randomizeFinish(s);\n s.speed = r2(rand(0.02, 0.15));\n s.opacity = r2(rand(0.6, 1));\n s.seed = r2(rand(0, 12));\n // Bias to the vivid squared blend; occasionally normal/additive (skip multiply — it muddies\n // the wave on light/transparent backgrounds).\n s.blendMode = pick([\"squared\", \"squared\", \"normal\", \"additive\"]);\n}\n\n// ---- Per-section randomizers (each mutates only its own fields, in place) ----\n\nfunction r2(x: number): number {\n return roundTo(x, 2);\n}\nfunction r3(x: number): number {\n return roundTo(x, 3);\n}\n\nconst LIGHT_TINTS = [\"#ffffff\", \"#ffffff\", \"#fff0e0\", \"#e2e8ff\", \"#ffe2f0\", \"#e2fff4\", \"#fff6cc\"];\n\n/** Random sorted positions in [0,1] with the ends pinned to 0 and 1. */\nfunction randomSortedPositions(n: number): number[] {\n if (n <= 1) return [0];\n if (n === 2) return [0, 1];\n const inner = Array.from({ length: n - 2 }, () => r2(rand(0.06, 0.94))).sort((a, b) => a - b);\n return [0, ...inner, 1];\n}\n\nfunction randomMeshPoints(colors: string[]): MeshGradientPoint[] {\n return colors.map((color) => ({\n color,\n x: r2(rand(0.08, 0.92)),\n y: r2(rand(0.08, 0.92)),\n influence: r2(rand(0.5, 0.95)),\n }));\n}\n\nfunction randomStops(colors: string[]): ColorStop[] {\n const positions = randomSortedPositions(colors.length);\n return colors.map((color, i) => ({ color, pos: positions[i] }));\n}\n\nexport function randomizeGradient(c: WaveConfig): void {\n const colors = pick(RANDOM_PALETTES);\n const count = clamp(Math.round(rand(3, colors.length)), 3, colors.length);\n const chosen = colors.slice(0, count);\n c.palette = randomStops(chosen);\n // Bias toward linear, occasionally radial/conic/mesh for variety.\n c.gradientType = pick([\n \"linear\",\n \"linear\",\n \"linear\",\n \"radial\",\n \"conic\",\n \"mesh\",\n ] as GradientType[]);\n c.gradientAngle = Math.round(rand(0, 180));\n c.gradientShift = r2(rand(0, 0.4)); // 2D warp\n // Also refresh the mesh field + edge tint so the whole colour section changes regardless of the\n // active source (both are inert unless gradientType is \"mesh\" / the source is \"stops\").\n c.meshGradientPoints = randomMeshPoints(colors);\n c.meshGradientSoftness = r2(rand(0.45, 0.85));\n c.paletteEdgeColor = pick(chosen);\n c.paletteEdgeAmount = r2(rand(0, 0.5));\n // Colour engine: mostly the editable stops (as a 2D texture or procedurally), occasionally the\n // baked hero LUT. Clear any loaded custom image/video so the picked source actually shows.\n c.paletteImageUrl = undefined;\n c.paletteVideoUrl = undefined;\n const engine = pick([\"stops-tex\", \"stops-tex\", \"procedural\", \"hero\"]);\n c.usePaletteTexture = engine !== \"procedural\";\n c.paletteSource = engine === \"hero\" ? \"hero\" : \"stops\";\n // Occasional slow colour flow along the ribbon (inert on mesh / procedural palettes).\n c.paletteDriftX = rand(0, 1) < 0.25 ? r2(rand(-0.25, 0.25)) : 0;\n c.paletteDriftY = 0;\n}\n\n/** \"Background\" folder: a fresh random gradient (linear/radial/conic) or mesh backdrop. Left out\n * of \"Randomize All\", which deliberately preserves the background. */\nexport function randomizeBackground(c: StudioConfig): void {\n const colors = pick(RANDOM_PALETTES);\n c.transparentBackground = false;\n c.backgroundMode = \"gradient\";\n c.backgroundGradientType = pick([\"linear\", \"radial\", \"conic\", \"mesh\"] as GradientType[]);\n c.backgroundGradientAngle = Math.round(rand(0, 360));\n c.background = colors[0]; // matte fallback (shown only if a gradient ever fails to cover)\n if (c.backgroundGradientType === \"mesh\") {\n c.backgroundMeshPoints = randomMeshPoints(colors);\n c.backgroundMeshSoftness = r2(rand(0.45, 0.85));\n } else {\n c.backgroundGradientSource = \"stops\";\n c.backgroundPalette = randomStops(colors);\n }\n}\n\n/** \"Color\" folder: hue / contrast / saturation grading. */\nexport function randomizeColor(c: WaveConfig): void {\n c.hueShift = Math.round(rand(0, 360));\n c.colorContrast = r2(rand(0.9, 1.3));\n c.colorSaturation = r2(rand(0.8, 1.35));\n}\n\nexport function randomizeSpine(c: WaveConfig): void {\n // Wider frequency spread than before so a re-roll is actually visible (the old range barely\n // moved). Amount takes either sign so the ribbon folds either way.\n c.displaceFrequency = { x: r3(rand(0.002, 0.016)), y: r3(rand(0.004, 0.02)) };\n c.displaceAmount = r2(rand(3, 10)) * pick([1, -1]);\n // Occasionally layer a finer second octave for a richer, two-scale shape.\n if (rand(0, 1) < 0.35) {\n c.detailFrequency = r3(rand(0.03, 0.08));\n c.detailAmount = r2(rand(0.8, 2.5)) * pick([1, -1]);\n } else {\n c.detailAmount = 0;\n }\n}\n\nexport function randomizeTransform(c: WaveConfig): void {\n c.rotation = { x: r2(rand(-20, 5)), y: r2(rand(-25, 10)), z: r2(rand(-170, -150)) };\n // Full scale (×10) — the mesh lives in the tens, not fractions.\n const s = r2(rand(6, 14));\n c.scale = { x: s, y: s, z: r2(s * rand(0.6, 0.8)) };\n // z is modest — the ortho camera barely shows depth, and a big z can clip the near/far planes.\n c.position = { x: r2(rand(-60, 60)), y: r2(rand(-60, 60)), z: r2(rand(-20, 20)) };\n}\n\nexport function randomizeTwist(c: WaveConfig): void {\n c.twistFrequency = { x: r3(rand(-0.5, 0.5)), y: r3(rand(-0.3, 0.5)), z: r3(rand(-1.6, -0.6)) };\n c.twistPower = { x: r2(rand(2, 6)), y: r2(rand(2, 6)), z: r2(rand(2, 7)) };\n c.twistMotion = rand(0, 1) < 0.25; // occasionally enable the breathing wobble\n}\n\n/** A wave's surface finish: fibers/texture + roundness/crease/edge. Grain & blur are scene post-fx\n * (see randomizeGlobal), so they're not touched here. */\nexport function randomizeFinish(c: WaveConfig): void {\n c.fiberCount = Math.round(rand(200, 900));\n c.fiberStrength = r2(rand(0.1, 0.35));\n c.texture = r2(rand(0, 0.35));\n c.roundness = r2(rand(0.3, 0.8)); // rounded-solid shading\n c.sheen = r2(rand(0.2, 0.9));\n c.iridescence = rand(0, 1) < 0.35 ? r2(rand(0.15, 0.6)) : 0; // occasional thin-film sheen\n c.creaseLight = r2(rand(0.4, 1.0)); // crease strength (where streaks appear)\n c.creaseSharpness = r2(rand(0.45, 0.8));\n c.creaseSoftness = r2(rand(0.8, 1.2));\n c.edgeFade = r2(rand(0, 0.08));\n c.edgeFeather = r2(rand(0.03, 0.22)); // crisp graphic ↔ soft vapor edges\n c.depthTint = rand(0, 1) < 0.3 ? r2(rand(0.2, 0.6)) : 0; // occasional atmospheric depth fade\n // Wireframe line params (inert unless theme is \"wireframe\") — randomized too so a wireframe\n // wave's Finish 🎲 refreshes its whole look, not just the solid-shader knobs.\n c.lineAmount = Math.round(rand(200, 900));\n c.lineThickness = r2(rand(0.5, 2));\n c.lineDerivativePower = r2(rand(0.4, 1.2));\n c.maxWidth = Math.round(rand(400, 1600));\n c.theme = rand(0, 1) < 0.2 ? \"wireframe\" : \"solid\"; // occasionally flip the material\n}\n\nexport function randomizeLights(c: StudioConfig): void {\n c.ambient = r2(rand(0.25, 0.6));\n for (const l of c.lights) {\n l.position = { x: r2(rand(-1000, 1000)), y: r2(rand(-500, 1000)), z: r2(rand(-500, 1200)) };\n l.intensity = r2(rand(0.5, 1.6));\n l.color = pick(LIGHT_TINTS);\n }\n}\n\n/** Scene knobs: the post-fx (grain/blur) + camera framing (zoom). */\nexport function randomizeGlobal(c: StudioConfig): void {\n c.grain = r2(rand(0, 1.5));\n c.blur = r3(rand(0, 0.02));\n // Ortho: vary the zoom (framing), keep the camera pose/target — distance doesn't size it.\n c.cameraZoom = r2(rand(1.2, 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+ {"version":3,"file":"randomize.js","names":[],"sources":["../../src/studio/randomize.ts"],"sourcesContent":["/**\n * The \"Randomize\" helpers: `randomizeConfig` (\"Tasteful Randomize\") plus the per-section randomizers\n * the studio wires to each folder's 🎲. Studio-facing (not part of the renderer core), exposed via\n * the `@wave3d/core/studio` entry.\n */\nimport { clamp, roundTo } from \"../util/math\";\nimport type {\n StudioConfig,\n WaveConfig,\n MeshGradientPoint,\n ColorStop,\n GradientType,\n} from \"../config/model\";\n\nconst RANDOM_PALETTES: string[][] = [\n [\"#9bb0ff\", \"#ffb14e\", \"#ff6aa8\", \"#b15cff\", \"#6f7bff\"],\n [\"#ffd166\", \"#ff6b6b\", \"#c44dff\", \"#4d79ff\", \"#22d3ee\"],\n [\"#f97316\", \"#ec4899\", \"#8b5cf6\", \"#3b82f6\", \"#06b6d4\"],\n [\"#00f5d4\", \"#00bbf9\", \"#9b5de5\", \"#f15bb5\", \"#fee440\"],\n [\"#7c3aed\", \"#db2777\", \"#f59e0b\", \"#10b981\", \"#06b6d4\"],\n];\n\nfunction rand(min: number, max: number): number {\n return min + Math.random() * (max - min);\n}\n\nfunction pick<T>(arr: T[]): T {\n return arr[Math.floor(Math.random() * arr.length)];\n}\n\n/** \"Tasteful Randomize\": keep the scene (background, camera, lights, quality) and randomize the\n * post-fx plus every wave independently — so a multi-wave stack becomes visibly varied.\n * The camera is deliberately left alone so the result always lands in view. */\nexport function randomizeConfig(base: StudioConfig): StudioConfig {\n const cfg = structuredClone(base);\n cfg.grain = r2(rand(0, 1.5));\n cfg.blur = r3(rand(0, 0.02));\n for (const s of cfg.waves) randomizeWave(s);\n return cfg;\n}\n\n/** Randomize a whole wave: colour, shape (displacement/twist), transform, finish + the\n * compositing knobs (speed/opacity/seed/blend). Used by each wave's 🎲 and by \"Tasteful Randomize\". */\nexport function randomizeWave(s: WaveConfig): void {\n randomizeGradient(s);\n randomizeColor(s);\n randomizeSpine(s);\n randomizeTransform(s);\n randomizeTwist(s);\n randomizeFinish(s);\n s.speed = r2(rand(0.02, 0.15));\n s.opacity = r2(rand(0.6, 1));\n s.seed = r2(rand(0, 12));\n // Bias to the vivid squared blend; occasionally normal/additive (skip multiply — it muddies\n // the wave on light/transparent backgrounds).\n s.blendMode = pick([\"squared\", \"squared\", \"normal\", \"additive\"]);\n}\n\n// ---- Per-section randomizers (each mutates only its own fields, in place) ----\n\nfunction r2(x: number): number {\n return roundTo(x, 2);\n}\nfunction r3(x: number): number {\n return roundTo(x, 3);\n}\n\nconst LIGHT_TINTS = [\"#ffffff\", \"#ffffff\", \"#fff0e0\", \"#e2e8ff\", \"#ffe2f0\", \"#e2fff4\", \"#fff6cc\"];\n\n/** Random sorted positions in [0,1] with the ends pinned to 0 and 1. */\nfunction randomSortedPositions(n: number): number[] {\n if (n <= 1) return [0];\n if (n === 2) return [0, 1];\n const inner = Array.from({ length: n - 2 }, () => r2(rand(0.06, 0.94))).sort((a, b) => a - b);\n return [0, ...inner, 1];\n}\n\nfunction randomMeshPoints(colors: string[]): MeshGradientPoint[] {\n return colors.map((color) => ({\n color,\n x: r2(rand(0.08, 0.92)),\n y: r2(rand(0.08, 0.92)),\n influence: r2(rand(0.5, 0.95)),\n }));\n}\n\nfunction randomStops(colors: string[]): ColorStop[] {\n const positions = randomSortedPositions(colors.length);\n return colors.map((color, i) => ({ color, pos: positions[i] }));\n}\n\nexport function randomizeGradient(c: WaveConfig): void {\n const colors = pick(RANDOM_PALETTES);\n const count = clamp(Math.round(rand(3, colors.length)), 3, colors.length);\n const chosen = colors.slice(0, count);\n c.palette = randomStops(chosen);\n // Bias toward linear, occasionally radial/conic/mesh for variety.\n c.gradientType = pick([\n \"linear\",\n \"linear\",\n \"linear\",\n \"radial\",\n \"conic\",\n \"mesh\",\n ] as GradientType[]);\n c.gradientAngle = Math.round(rand(0, 180));\n c.gradientShift = r2(rand(0, 0.4)); // 2D warp\n // Also refresh the mesh field + edge tint so the whole colour section changes regardless of the\n // active source (both are inert unless gradientType is \"mesh\" / the source is \"stops\").\n c.meshGradientPoints = randomMeshPoints(colors);\n c.meshGradientSoftness = r2(rand(0.45, 0.85));\n c.paletteEdgeColor = pick(chosen);\n c.paletteEdgeAmount = r2(rand(0, 0.5));\n // Colour engine: mostly the editable stops (as a 2D texture or procedurally), occasionally the\n // baked hero LUT. Clear any loaded custom image/video so the picked source actually shows.\n c.paletteImageUrl = undefined;\n c.paletteVideoUrl = undefined;\n const engine = pick([\"stops-tex\", \"stops-tex\", \"procedural\", \"hero\"]);\n c.usePaletteTexture = engine !== \"procedural\";\n c.paletteSource = engine === \"hero\" ? \"hero\" : \"stops\";\n // Occasional slow colour flow along the ribbon (inert on mesh / procedural palettes).\n c.paletteDriftX = rand(0, 1) < 0.25 ? r2(rand(-0.25, 0.25)) : 0;\n c.paletteDriftY = 0;\n}\n\n/** \"Background\" folder: a fresh random gradient (linear/radial/conic) or mesh backdrop. Left out\n * of \"Tasteful Randomize\", which deliberately preserves the background. */\nexport function randomizeBackground(c: StudioConfig): void {\n const colors = pick(RANDOM_PALETTES);\n c.transparentBackground = false;\n c.backgroundMode = \"gradient\";\n c.backgroundGradientType = pick([\"linear\", \"radial\", \"conic\", \"mesh\"] as GradientType[]);\n c.backgroundGradientAngle = Math.round(rand(0, 360));\n c.background = colors[0]; // matte fallback (shown only if a gradient ever fails to cover)\n if (c.backgroundGradientType === \"mesh\") {\n c.backgroundMeshPoints = randomMeshPoints(colors);\n c.backgroundMeshSoftness = r2(rand(0.45, 0.85));\n } else {\n c.backgroundGradientSource = \"stops\";\n c.backgroundPalette = randomStops(colors);\n }\n}\n\n/** \"Color\" folder: hue / contrast / saturation grading. */\nexport function randomizeColor(c: WaveConfig): void {\n c.hueShift = Math.round(rand(0, 360));\n c.colorContrast = r2(rand(0.9, 1.3));\n c.colorSaturation = r2(rand(0.8, 1.35));\n}\n\nexport function randomizeSpine(c: WaveConfig): void {\n // Wider frequency spread than before so a re-roll is actually visible (the old range barely\n // moved). Amount takes either sign so the ribbon folds either way.\n c.displaceFrequency = { x: r3(rand(0.002, 0.016)), y: r3(rand(0.004, 0.02)) };\n c.displaceAmount = r2(rand(3, 10)) * pick([1, -1]);\n // Occasionally layer a finer second octave for a richer, two-scale shape.\n if (rand(0, 1) < 0.35) {\n c.detailFrequency = r3(rand(0.03, 0.08));\n c.detailAmount = r2(rand(0.8, 2.5)) * pick([1, -1]);\n } else {\n c.detailAmount = 0;\n }\n}\n\nexport function randomizeTransform(c: WaveConfig): void {\n c.rotation = { x: r2(rand(-20, 5)), y: r2(rand(-25, 10)), z: r2(rand(-170, -150)) };\n // Full scale (×10) — the mesh lives in the tens, not fractions.\n const s = r2(rand(6, 14));\n c.scale = { x: s, y: s, z: r2(s * rand(0.6, 0.8)) };\n // z is modest — the ortho camera barely shows depth, and a big z can clip the near/far planes.\n c.position = { x: r2(rand(-60, 60)), y: r2(rand(-60, 60)), z: r2(rand(-20, 20)) };\n}\n\nexport function randomizeTwist(c: WaveConfig): void {\n c.twistFrequency = { x: r3(rand(-0.5, 0.5)), y: r3(rand(-0.3, 0.5)), z: r3(rand(-1.6, -0.6)) };\n c.twistPower = { x: r2(rand(2, 6)), y: r2(rand(2, 6)), z: r2(rand(2, 7)) };\n c.twistMotion = rand(0, 1) < 0.25; // occasionally enable the breathing wobble\n}\n\n/** A wave's surface finish: fibers/texture + roundness/crease/edge. Grain & blur are scene post-fx\n * (see randomizeGlobal), so they're not touched here. */\nexport function randomizeFinish(c: WaveConfig): void {\n c.fiberCount = Math.round(rand(200, 900));\n c.fiberStrength = r2(rand(0.1, 0.35));\n c.texture = r2(rand(0, 0.35));\n c.roundness = r2(rand(0.3, 0.8)); // rounded-solid shading\n c.sheen = r2(rand(0.2, 0.9));\n c.iridescence = rand(0, 1) < 0.35 ? r2(rand(0.15, 0.6)) : 0; // occasional thin-film sheen\n c.creaseLight = r2(rand(0.4, 1.0)); // crease strength (where streaks appear)\n c.creaseSharpness = r2(rand(0.45, 0.8));\n c.creaseSoftness = r2(rand(0.8, 1.2));\n c.edgeFade = r2(rand(0, 0.08));\n c.edgeFeather = r2(rand(0.03, 0.22)); // crisp graphic ↔ soft vapor edges\n c.depthTint = rand(0, 1) < 0.3 ? r2(rand(0.2, 0.6)) : 0; // occasional atmospheric depth fade\n // Wireframe line params (inert unless theme is \"wireframe\") — randomized too so a wireframe\n // wave's Finish 🎲 refreshes its whole look, not just the solid-shader knobs.\n c.lineAmount = Math.round(rand(200, 900));\n c.lineThickness = r2(rand(0.5, 2));\n c.lineDerivativePower = r2(rand(0.4, 1.2));\n c.maxWidth = Math.round(rand(400, 1600));\n c.theme = rand(0, 1) < 0.2 ? \"wireframe\" : \"solid\"; // occasionally flip the material\n}\n\nexport function randomizeLights(c: StudioConfig): void {\n c.ambient = r2(rand(0.25, 0.6));\n for (const l of c.lights) {\n l.position = { x: r2(rand(-1000, 1000)), y: r2(rand(-500, 1000)), z: r2(rand(-500, 1200)) };\n l.intensity = r2(rand(0.5, 1.6));\n l.color = pick(LIGHT_TINTS);\n }\n}\n\n/** Scene knobs: the post-fx (grain/blur) + camera framing (zoom). */\nexport function randomizeGlobal(c: StudioConfig): void {\n c.grain = r2(rand(0, 1.5));\n c.blur = r3(rand(0, 0.02));\n // Ortho: vary the zoom (framing), keep the camera pose/target — distance doesn't size it.\n c.cameraZoom = r2(rand(1.2, 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@@ -0,0 +1,14 @@
1
+ import { StudioConfig } from "../config/model.js";
2
+ import { WaveRenderer } from "../renderer/WaveRenderer.js";
3
+
4
+ //#region src/studio/thumbnail.d.ts
5
+ /** A hidden host div that is in layout (so clientWidth/Height are real) but off-screen. */
6
+ declare function createThumbHost(width: number, height: number): HTMLDivElement;
7
+ /** Mutate `cfg` for a thumbnail still: static frame, opaque, white page behind solid themes
8
+ * (wireframe keys its between-line colour off the dark page background, so keep it). */
9
+ declare function prepThumbConfig(cfg: StudioConfig): void;
10
+ /** Render the current config to a fresh 2D canvas (null if the WebGL canvas is missing). */
11
+ declare function renderThumbFrame(renderer: WaveRenderer, host: HTMLElement): HTMLCanvasElement | null;
12
+ //#endregion
13
+ export { createThumbHost, prepThumbConfig, renderThumbFrame };
14
+ //# sourceMappingURL=thumbnail.d.ts.map
@@ -0,0 +1,32 @@
1
+ //#region src/studio/thumbnail.ts
2
+ /** A hidden host div that is in layout (so clientWidth/Height are real) but off-screen. */
3
+ function createThumbHost(width, height) {
4
+ const host = document.createElement("div");
5
+ host.style.cssText = `position:fixed;left:-10000px;top:0;width:${width}px;height:${height}px;opacity:0;pointer-events:none;`;
6
+ document.body.appendChild(host);
7
+ return host;
8
+ }
9
+ /** Mutate `cfg` for a thumbnail still: static frame, opaque, white page behind solid themes
10
+ * (wireframe keys its between-line colour off the dark page background, so keep it). */
11
+ function prepThumbConfig(cfg) {
12
+ cfg.paused = true;
13
+ cfg.transparentBackground = false;
14
+ if (cfg.waves[0]?.theme !== "wireframe") cfg.background = "#ffffff";
15
+ }
16
+ /** Render the current config to a fresh 2D canvas (null if the WebGL canvas is missing). */
17
+ function renderThumbFrame(renderer, host) {
18
+ renderer.resize();
19
+ renderer.renderOnce();
20
+ renderer.renderOnce();
21
+ const gl = host.querySelector("canvas");
22
+ if (!gl) return null;
23
+ const out = document.createElement("canvas");
24
+ out.width = gl.width;
25
+ out.height = gl.height;
26
+ out.getContext("2d")?.drawImage(gl, 0, 0);
27
+ return out;
28
+ }
29
+ //#endregion
30
+ export { createThumbHost, prepThumbConfig, renderThumbFrame };
31
+
32
+ //# sourceMappingURL=thumbnail.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"thumbnail.js","names":[],"sources":["../../src/studio/thumbnail.ts"],"sourcesContent":["/**\n * Offscreen thumbnail rendering: turn a config into a still frame with one hidden, reused\n * WaveRenderer. Used by the studio's preset + history thumbnails and by the wave gallery grid.\n */\nimport type { WaveRenderer } from \"../renderer/WaveRenderer\";\nimport type { StudioConfig } from \"../config/model\";\n\n/** A hidden host div that is in layout (so clientWidth/Height are real) but off-screen. */\nexport function createThumbHost(width: number, height: number): HTMLDivElement {\n const host = document.createElement(\"div\");\n host.style.cssText = `position:fixed;left:-10000px;top:0;width:${width}px;height:${height}px;opacity:0;pointer-events:none;`;\n document.body.appendChild(host);\n return host;\n}\n\n/** Mutate `cfg` for a thumbnail still: static frame, opaque, white page behind solid themes\n * (wireframe keys its between-line colour off the dark page background, so keep it). */\nexport function prepThumbConfig(cfg: StudioConfig): void {\n cfg.paused = true;\n cfg.transparentBackground = false;\n if (cfg.waves[0]?.theme !== \"wireframe\") cfg.background = \"#ffffff\";\n}\n\n/** Render the current config to a fresh 2D canvas (null if the WebGL canvas is missing). */\nexport function renderThumbFrame(\n renderer: WaveRenderer,\n host: HTMLElement,\n): HTMLCanvasElement | null {\n renderer.resize();\n renderer.renderOnce();\n renderer.renderOnce(); // 2nd pass so any shader recompile (theme/blend variant) is applied\n const gl = host.querySelector(\"canvas\");\n if (!gl) return null;\n // Copy to a 2D canvas before encoding (reliable read of the WebGL drawing buffer).\n const out = document.createElement(\"canvas\");\n out.width = gl.width;\n out.height = gl.height;\n out.getContext(\"2d\")?.drawImage(gl, 0, 0);\n return out;\n}\n"],"mappings":";;AAQA,SAAgB,gBAAgB,OAAe,QAAgC;CAC7E,MAAM,OAAO,SAAS,cAAc,KAAK;CACzC,KAAK,MAAM,UAAU,4CAA4C,MAAM,YAAY,OAAO;CAC1F,SAAS,KAAK,YAAY,IAAI;CAC9B,OAAO;AACT;;;AAIA,SAAgB,gBAAgB,KAAyB;CACvD,IAAI,SAAS;CACb,IAAI,wBAAwB;CAC5B,IAAI,IAAI,MAAM,EAAE,EAAE,UAAU,aAAa,IAAI,aAAa;AAC5D;;AAGA,SAAgB,iBACd,UACA,MAC0B;CAC1B,SAAS,OAAO;CAChB,SAAS,WAAW;CACpB,SAAS,WAAW;CACpB,MAAM,KAAK,KAAK,cAAc,QAAQ;CACtC,IAAI,CAAC,IAAI,OAAO;CAEhB,MAAM,MAAM,SAAS,cAAc,QAAQ;CAC3C,IAAI,QAAQ,GAAG;CACf,IAAI,SAAS,GAAG;CAChB,IAAI,WAAW,IAAI,CAAC,EAAE,UAAU,IAAI,GAAG,CAAC;CACxC,OAAO;AACT"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@wave3d/core",
3
- "version": "0.2.1",
3
+ "version": "0.3.0",
4
4
  "description": "Framework-agnostic 3D gradient-wave renderer + config model (the engine behind Wave Studio)",
5
5
  "keywords": [
6
6
  "animation",
@@ -109,11 +109,29 @@ Omitted fields fall back to `createDefaultConfig()`.
109
109
  The studio's **Export code** button generates a ready-made snippet (a minimal config diff + a
110
110
  poster) for every entry — the fastest way to hand a designed wave to a developer.
111
111
 
112
+ ## Interactivity (optional)
113
+
114
+ Interactivity is **per wave** and **off by default / additive** — omit it and the wave renders
115
+ byte-for-byte as before. Each `WaveConfig.interaction` has three parts: **`hover`** (the cursor-follow
116
+ field — `agitate` churn, `push` ± repel/attract dome, `wake` drag-trough, `thin`, `hueShift`,
117
+ `lighten`), **`press`** (`ripple` rings from a click/tap), and **`bindings`** that smoothly drive
118
+ that wave's params from an input.
119
+ Sources: `scroll`, `hover`, `pointerX` / `pointerY`, `pointerSpeed`, `press`, `scrollVelocity`,
120
+ `appear`, or a developer-fed `custom:*` (via `handle.setInteractionInput(name, value)` /
121
+ `renderer.setInteractionInput`). Each binding rests at the authored value and moves toward `to` as
122
+ its input rises 0→1 — `{ source: "hover", target: "displaceAmount", to: 12 }` grows the folds on
123
+ hover. Each wave's `hover.smoothing` sets its own cursor-follow lag (vary it across a stack for a
124
+ parallax drag). **Shared inputs** (one cursor + scroll: `radius`, `touch`) and **scene-param
125
+ bindings** (`timeOffset`, `cameraZoom`, `blur`, `grain` — e.g. `scroll → timeOffset` scrubs the whole
126
+ wave with the page) live on `SceneConfig.interaction`. In React the flat `interaction` prop targets
127
+ the first wave; the studio authors it per wave (Hover / Click & touch / Bindings) plus a global
128
+ Interaction folder for the shared inputs and a scroll preview.
129
+
112
130
  ## Presets
113
131
 
114
- 13 built-in presets (`@wave3d/core/presets`): **Hero**, **Wave 2**, **Wave 3**, **Wave 4**,
132
+ 14 built-in presets (`@wave3d/core/presets`): **Hero**, **Wave 2**, **Wave 3**, **Wave 4**,
115
133
  **Wireframe**, **Neon Dark Multistrand**, **Mesh Gradient**, **Solar Bloom**, **Holographic**,
116
- **Aurora**, **Palestine**, **Vaporwave Sunset**, **Kaleidoscope**.
134
+ **Aurora**, **Palestine**, **Spain**, **Vaporwave Sunset**, **Kaleidoscope**.
117
135
 
118
136
  - React: `preset="Hero"` (a **string** lazy-imports the presets chunk) or
119
137
  `preset={() => PRESETS["Hero"]()}` (a **function** is tree-shakeable — bundles only that preset).