@wave3d/core 0.4.1 → 0.5.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/config/model.d.ts +28 -1
- package/dist/config/model.js +12 -1
- package/dist/config/model.js.map +1 -1
- package/dist/index.d.ts +2 -2
- package/dist/index.js +2 -2
- package/dist/renderer/WaveRenderer.d.ts +60 -12
- package/dist/renderer/WaveRenderer.js +109 -15
- package/dist/renderer/WaveRenderer.js.map +1 -1
- package/dist/renderer/index.d.ts +2 -2
- package/dist/renderer/index.js +2 -2
- package/dist/standalone/wave3d.standalone.js +294 -244
- package/dist/standalone.d.ts +2 -2
- package/dist/standalone.js +2 -2
- package/dist/studio/StudioWaveRenderer.d.ts +4 -0
- package/dist/studio/StudioWaveRenderer.js +10 -3
- package/dist/studio/StudioWaveRenderer.js.map +1 -1
- package/package.json +1 -1
- package/skills/wave3d/SKILL.md +1 -1
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@@ -13,15 +13,46 @@ import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js"
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//#region src/renderer/WaveRenderer.ts
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const BASE_SEGMENTS = 220;
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/** Reference frame (world units) the orthographic camera fills at cameraZoom 1. The wave is
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* framed by
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*
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*
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*
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*
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* showing empty bands. This is what makes a saved preset reproduce on anyone's screen. */
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* framed by mapping this FRAME_W × FRAME_H rectangle (centred on cameraTarget) onto the canvas,
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* so a given cameraZoom / cameraTarget frames the wave the SAME at any canvas size or aspect
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* (only the margin differs). FRAME_H = FRAME_W / (16/9) makes the reference a 16:9 rectangle.
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* This is what makes a saved preset reproduce on anyone's screen. See {@link frameZoom} for how
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* a canvas of a different aspect is reconciled against it. */
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const FRAME_W = 1333;
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const FRAME_H = 750;
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/**
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* The responsive base zoom: how many device pixels one world unit occupies so the FRAME_W × FRAME_H
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* reference lands on a `dw × dh` (device px) canvas under `fit`, then clamped so at least
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* `minVisibleWidth` of the frame's width survives.
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*
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* Shared by the renderer (which applies it) and the studio (which inverts it to persist a
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* scroll-zoom back into config.cameraZoom) — one implementation, so the two cannot drift.
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*
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* The clamp is a pure zoom CEILING layered on top of the fit, which is what lets both knobs
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* coexist: it can only widen the view, never tighten it, so it is inert for `contain`/`width`
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* (already at or below that zoom) and bites exactly where the crop hurts — `cover`/`height` on a
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* canvas narrower than 16:9. `minVisibleWidth` 0 disables it and restores pure-fit behaviour.
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*/
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function frameZoom(dw, dh, fit, minVisibleWidth = 0) {
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const byWidth = dw / FRAME_W;
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const byHeight = dh / 750;
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let zoom;
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switch (fit) {
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case "contain":
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zoom = Math.min(byWidth, byHeight);
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break;
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case "width":
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zoom = byWidth;
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break;
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case "height":
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zoom = byHeight;
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break;
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default: zoom = Math.max(byWidth, byHeight);
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}
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if (minVisibleWidth > 0) zoom = Math.min(zoom, dw / (FRAME_W * minVisibleWidth));
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return zoom;
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}
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/**
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* Per-wave 2D palette texture (+ optional looping video). One instance per wave, so each
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* wave carries its own palette. Guarded by a signature so it only rebuilds when that wave's
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* palette actually changes (not every refresh).
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@@ -201,6 +232,11 @@ var WaveRenderer = class {
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resizeObserver;
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intersectionObserver;
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motionQuery;
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/** Re-armed at the live devicePixelRatio on every change — see watchDpr(). */
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dprQuery;
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/** Pending coalesced resize (0 = none), and the metrics the last resize() actually applied. */
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resizeRaf = 0;
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lastResize;
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capturing = false;
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/** Fixed backing-buffer dimensions used by the studio's visible export frame. Embeds leave
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* this unset and continue to resize responsively with their container and device DPR. */
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@@ -256,6 +292,7 @@ var WaveRenderer = class {
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this.intersectionObserver.observe(container);
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this.resizeObserver = new ResizeObserver(this.onResize);
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this.resizeObserver.observe(container);
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this.watchDpr();
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this.applyBackground();
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this.buildWaves();
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this.resize();
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@@ -1093,9 +1130,57 @@ var WaveRenderer = class {
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this.halftoneCmykPass = void 0;
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}
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}
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/** Coalesce observer-driven resizes to one per frame, and drop any that don't move a device pixel.
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*
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* resize() is expensive — composer.setSize reallocates every pass's render target, and
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* applyBackground() rebuilds a container-sized canvas + texture for gradient/image backgrounds.
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* The old 1:1 `observe → resize()` paid that for observations that changed nothing: the observer
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* reports fractional content-box sizes, so sub-pixel layout shifts (and anything that rounds to
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* the same backing buffer) triggered a full reallocation, as did every observation while an
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* export frame is pinned and the container is not what drives the buffer at all.
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*
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* Genuine per-frame changes — a mobile URL bar collapsing animates the container height — still
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* resize every frame. That work is necessary; the canvas would otherwise stretch. What is
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* removed is the redundant work, not the real work.
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*
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* Only this path is throttled. `resize()` itself stays synchronous and unconditional — context
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* restore and setOutputSize must re-apply immediately, and on a fresh GPU context the metrics
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* are unchanged but the resources are not. */
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onResize = () => {
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if (this.resizeRaf) return;
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this.resizeRaf = requestAnimationFrame(() => {
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this.resizeRaf = 0;
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const next = this.viewportMetrics();
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const last = this.lastResize;
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if (last && next.w === last.w && next.h === last.h && next.dpr === last.dpr) return;
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this.resize();
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});
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};
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/** Re-arm the DPR watch and re-render at the new device-pixel ratio.
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*
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* ResizeObserver watches the CSS box only, so browser zoom or dragging the window to a monitor
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* with a different DPR changes devicePixelRatio without changing the box — the backing buffer
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* stayed at the old resolution and the wave went soft until something else forced a resize. */
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onDprChange = () => {
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this.watchDpr();
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this.resize();
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};
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/** A `(resolution: Xdppx)` query only fires when we LEAVE the current ratio, so it is re-armed at
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* the new one on every change. */
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watchDpr() {
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this.dprQuery?.removeEventListener("change", this.onDprChange);
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this.dprQuery = window.matchMedia(`(resolution: ${window.devicePixelRatio || 1}dppx)`);
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this.dprQuery.addEventListener("change", this.onDprChange);
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}
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/** The backing-buffer metrics resize() will apply: the export frame when one is pinned, else the
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* container box at the (clamped) device-pixel ratio. */
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viewportMetrics() {
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return {
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w: this.outputSize?.width ?? Math.max(1, this.container.clientWidth),
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h: this.outputSize?.height ?? Math.max(1, this.container.clientHeight),
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dpr: this.outputSize ? 1 : Math.min(window.devicePixelRatio || 1, this.config.dprMax)
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};
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}
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onContextLost = (e) => {
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e.preventDefault();
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cancelAnimationFrame(this.rafId);
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this.updateRunning();
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};
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resize() {
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const w
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const { w, h, dpr } = this.viewportMetrics();
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this.lastResize = {
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w,
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h,
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dpr
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};
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this.renderer.setPixelRatio(dpr);
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this.renderer.setSize(w, h, !this.outputSize);
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if (this.outputSize) {
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onAfterRenderFrame() {}
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/** Hook ④: called at the end of resize(), before the trailing renderOnce(). */
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onAfterResize() {}
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/** Responsive ortho zoom:
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*
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*
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* contain (fit with letterbox bands). Cover keeps the wave filling the frame on every screen. */
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/** Responsive ortho zoom: map the FRAME_W × FRAME_H reference frame onto the canvas (per
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* config.cameraFit / cameraMinVisibleWidth — see {@link frameZoom}) so the wave frames the same
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* at any size/aspect/dpr, times the user's cameraZoom. */
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applyZoom() {
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const dw = this.camera.right - this.camera.left;
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const dh = this.camera.top - this.camera.bottom;
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this.camera.zoom =
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this.camera.zoom = this.baseFrameZoom(dw, dh) * (this.config.cameraZoom ?? 1) * this.interactionZoom;
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this.camera.updateProjectionMatrix();
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}
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/** The responsive base zoom for the current config's framing policy, before the cameraZoom
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* multiplier. Subclasses invert this to recover cameraZoom from a live camera. */
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baseFrameZoom(dw, dh) {
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return frameZoom(dw, dh, this.config.cameraFit ?? "cover", this.config.cameraMinVisibleWidth ?? 0);
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}
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/** Fit the orthographic near/far planes to the scene before every render, so no part of a wave
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* is ever clipped as the camera orbits / dollies / pans (or when waves are added or scaled).
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}
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dispose() {
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cancelAnimationFrame(this.rafId);
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cancelAnimationFrame(this.resizeRaf);
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this.running = false;
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this.interaction?.dispose();
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this.interaction = void 0;
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this.resizeObserver.disconnect();
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this.intersectionObserver.disconnect();
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this.motionQuery.removeEventListener("change", this.onMotionChange);
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this.dprQuery?.removeEventListener("change", this.onDprChange);
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document.removeEventListener("visibilitychange", this.onVisibilityChange);
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this.renderer.domElement.removeEventListener("webglcontextlost", this.onContextLost);
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this.renderer.domElement.removeEventListener("webglcontextrestored", this.onContextRestored);
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};
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//#endregion
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export { FRAME_H, FRAME_W, WaveRenderer, hexToLinearVec3 };
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export { FRAME_H, FRAME_W, WaveRenderer, frameZoom, hexToLinearVec3 };
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//# sourceMappingURL=WaveRenderer.js.map
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